BODYPOWER™ IMPLANT

Better Living Through Bioelectricity®

Special Thanks: D. Ghost <dghost@juno.com>

Yessiree! It's now official canon that your body provides ALL the power for your cybernetics (Man and Machine p.11). So we thought "Hey, if you can power multiple cyberlimbs, implanted cyberdecks, signal boosters, comm equipment and artificial organs what else could you power?" Well ask no longer! With the patented Bodypower™ implant you can use this seemingly endless store of power to run your car or home trideo unit! Never pay that nasty power company ever again!

The figure below comes from figuring that a human is a 'walker' power plant with max efficiency. Running idle 24 hours that means the human body (using those figures) produces 144PF of power. Now assuming you're actually DOING stuff your efficiency would drop off to about half lets say. Going by those figures you now have a 480PF human powerplant. Well actually you get MORE efficient when you are active, but I use "efficiency" in the Rigger2 term of using energy, and you use a lot more energy when active.

Again: Assumes walker powerplant. Max efficiency when idle, half efficiency when active. Electric plant. MAYBE you could say methane (watch out for them beans). This goes on the idea that a cyberzombie is essentially a walker vehicle (well, they are when you look at it).

BODYPOWER IMPLANT
The Bodypower™ implant is simply a unit that provides an external route for your bodies natural bioelectrical fields. The actual unit is quite small and consists of ultradense capacitors and stepping transformers as well as ultrafine wire leads that gather the bodies natural electric current as well as perform some thermal conversion to electricity.

The implant includes a standard, universal power outlet located anywhere on the body, usually on the persons back or leg. Adapters are available to use the unit with most variations of local power standards.

The unit generates a number of PFs per hour equal to the characters current Essence Rating x 20, rounded up. Every 20PFs, or fraction thereof, you expend gives you a "virtual" Essence loss of 1 point. For all game purposes this counts as a permament loss but regenerates slowly (1 pt/2 hours of total rest). At 0 "virtual" Essence the character falls unconscious until his "virtual" Essence rises to at least half his original Rating.

Attempting to drain more PFs then you can normally generate in an hour can cause physiological overstress. After drawing the extra power you take a M Stun hit, with the power level being a number equal to the amount over your normal capabilites. The player has to determine the amount of PFs he will "pull" at the time, and will not generate any PFs the next hour. Note: They can only do this once per hour to prevent "gamey" trickle charges of 1 PF at a time.

Example: An Essence 4 character can generate 80PFs per hour. If before that hour is up you are out of PFs and your Dodge Scoot still has to travel another 10km (at .5PF/km) then you lay on the supercharger (no trickle charge here chummers) and take a 5M Stun hit.


Cyberware

Essence

Cost

Availability

St. Index

Legality
Bodypower

.2

600¥

Always

.8

Legal

>>>>>[Who says cybernetics can't improve your life? Get one of these and you'll never be paying the power company again!]<<<<<
-Nameless Bastard

>>>>>[I have to wonder what the long term effects of this "leeching" will do to ones body....]<<<<<
-Science Whizzer

>>>>>[Bah! The corps are selling freakin' artificial TAILS! At least this is somewhat normal and useful in everyday life.]<<<<<
-Nameless Bastard

>>>>>[You know what we call people with this? Coppertops.]<<<<<
-White Queen

>>>>>[Fight the Machines! Free your mind!!]<<<<<
-Neo

>>>>>[Damn loonies...]<<<<<
-Nameless Bastard