Militech Second Chance Cyberdoc Implanted Emergency Medkit

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This is a cybernetic device installed in the body and designed to counter some of the effects of trauma and chemicals. The system is self-contained in the form of a small, ovoid box implanted under the rib-cage and hooked into a neural plexus and the circulatory system. A built-in biomonitor keeps tabs on vital signs and body chemistry. When distress is registered, the CyberDoc injects an antidote for the toxin, or in the case of trauma, drugs to prevent shock and circulatory collapse. The CyberDoc can counter sleep and nausea drugs, nerve and biotoxins and hallucinogens. In game terms, the stricken individual must roll 1D10. On a 1-3, the drug or toxin is fully counteracted. On 4-7, the drug or toxin does 1/2 normal effect. On an 8-10, oops, oh well, better file for that money-back guarantee. For trauma the CyberDoc is +2 to all stun and death save rolls. The bad news is, CyberDoc can counter any given effect only three times, (i.e., if you fail your boosted save three times, or you are exposed to a drug or gas three times, or for three turns, too bad...the CyberDoc gives you an edge, but it's no cure-all.) After that, the unit is out of the appropriate antidote or drug and must be refilled in an outpatient cyberclinic. A subdermal pack in the arm contains the battery (good for five years), a light which indicates when the 'Doc is running low or out of something, and a cutoff switch for medical reasons (can't have the 'Doc countering the Trauma Team's anesthetic). The 'Doc can also be implanted in a cyberlimb, which makes home reloading possible. The 'Doc is effective against teargas or blister agents. Popular among solos, soldiers and cops.

MA, CBD

NOTE: The above line corresponds to the master cyberware list in Cyberpunk 2020.[1]

Reference

  1. MOSS, W. Corporation Report 2020 Volume 2. 1st ed. Berkeley CA: R. Talsorian Games, 1992 (pg.62-63)