MODIFICATIONS

This section contains a list of all the bionic and cybernetic modifications available in Rifts and their details. Many all forms of these modifications are produced by specific organisations and these items will have some details explained in those organisation's descriptions.

OVERVIEW
With rare exception, cybernetic devices are light mechanical prosthetics, implants, and minor forms of mechanical augmentation. they include prosthetic limbs and internal organs used in medical procedures as replacements or substitutes for natural body parts lost or damaged through injury or disease. Thus, commercial cybernetic devices, artificial arms and legs, cybernetic (i.e. mechanical) ears (effectively a hearing aid built right into the ear to restore hearing), eye implants to restore vision, and so forth, as well as minor enhancements like the clock-calendar or gyro-compass, and cosmetic modifications to look different, are all considered to be cybernetics. Likewise, a tracking device, tracer bug, radio receiver, identification insert, and scores of other implants and miniature systems surgically inserted or attached to the physical flesh and blood body typically fall into the cybernetics category.

Cybernetics should not be confused with bionics, in which the human body is not merely repaired by artificial systems, but has been augmented - improved - and largely replaced by bionic machine parts.

Bionics are 'bio-mechanical- weapons and combat systems. They are usually heavy and invasive mechanisms designed for the specific purposes of war and augmentation - to make the living subject / recipient beyond the normal range of human capability. Thus, a prosthetic arm with a Physical Strength of 16 or greater, or extendable Vibro-Blades, an energy weapon built into the fingers, and other mechanical 'augmentation' above and beyond the normal mortal range is bionic. A person with bionics has, to some degree, undergone a 'conversion' that puts them on the path of becoming more machine than person.

Confusion between 'cybernetic' and 'bionic' arises from the fact that bionics are advanced cybernetic systems - bio-mechanical devices that connect to and/or replace living body parts with machine parts to make the individual more powerful, faster, stronger, etc. Like medicinal and commercial cybernetics, these devices are designed to respond to neurological impulses and function like an actual human organ or limb. The distinction, however, is that bionics (on Rifts Earth) has come to mean those bio-mechanical devices that significantly augment/enhance performance beyond the 'normal' or 'average' human spectrum.

Example: A bionic replacement arm is likely to have extraordinary strength with a P.S. rating in the 20's, while a cybernetic one seldom exceeds a P.S. of 10. A pair of bionic legs are likely to enable the recipient to run as fast as a horse or even a speeding automobile up to 120mph (192kph), while cybernetic legs seldom have a Spd greater than 10. Likewise, most cybernetics, especially prosthetics, are made of S.D.C. materials and are usually made to look as lifelike as possible, while combat oriented bionics are usually made of M.D.C. material and are deliberately made to look machine-like and menacing.

Bionics are almost always designed for combat, war, or for heavy, backbreaking work, or for environments inhospitable to ordinary humans. With that in mind, bionics are almost always perfomed on perfectly healthy physical subjects who willingly sacrifice their living body to become a synthesis of man and machine. In fact, bionics is si advanced on Rifts Earth that full cyborg conversions create walking, thinking armoured powerhouses that are more machine than flesh and blood. Robot-like constructs with an internal system of living organs and blood that keeps a humanoid brain alive inside the powerful, robotic shell. In these cases, the mechanical cyborg body is a receptacle for the living, thinking brain. In most cases, 'Full Conversion' means 75-90% of the living body is replaced with bionic parts.

The trade off of one's humanity, however, can be terrible. For one, physical sensations, particularly the tactile sense of touch, are greatly diminshed. Even the very best bionic sensor systems are not the same as human phyicality. Losing the sense of touch by a significant degree creates a certain level of sensory deprivation and helps to sever a cyborg's ties to humanity (and sometimes their sanity). This also means physical skills requiring touch and dexterity are also diminished. Note: Typically a -15 skill penalty to things like Pick Pockets, Safe cracking, Art, etc. May, include a similar penalty to Prowl if one or both legs are bionic or cybernetic. the sense of touch for bionic systems is usually only at around 20-35% of normal, with Bio-Systems as high as 56%.

Further psychological effects include Full Conversion Cyborgs coming to believe themselves to be indestructible supermen, or superior to mere flesh and blood humanoids, or that because they are bigger, stronger, etc., it is their responsibility to protect (or subjugate) those who are weaker than they. Others forget their humanity and lose the ability to empathize with the human condition, making them indifferent to, or intollerant of, human weakness. Some become anti-social or even sociopaths, however, a surprisingly small percentage (5-10%) succumb to this. Full Conversion Cyborgs are much more likely to become thrill-seekers who hunger for combat and adventure, and become frustrated and bored with ordinary life in the mundane world. After all, there is little room for a 'superman' in the ordinary hum-drum of everyday life.

BIONICS: APPENDAGES

BIONICS: ARMOUR

BIONICS: BLACK MARKET

BIONICS: NOTABLE SYSTEMS

BIONICS: WEAPON SYSTEMS

CYBERNETICS: BLACK MARKET SPECIALITIES

CYBERNETICS: COMMERCIAL

CYBERNETICS: COMMERCIAL COSMETICS

CYBERNETICS: MAGIC COUNTER & CONTROL

CYBERNETICS: MEDICAL

CYBERNETICS: SENSORS AND IMPLANTS