Showing posts with label physical augmentation. Show all posts
Showing posts with label physical augmentation. Show all posts

Monday, March 27, 2017

Solar Panels

Sunward, and in some exoplanets, solar power is a fairly reliable method to generate electricity. While not always potent, the sun shines bright enough to generate power on Mars, the Lunar surface and other locations scattered around the inner system region. Solar power can also be artificially stimulated for chargers and other devices, though obviously, simple witricity charging or self-charging batteries are often better. The portability of this is found in the Solar Recharger (p. 155 Gatecrashing) a backpack unit with an extendible photonic film/smart material panel which can generate power at a similar rate to nuclear batteries - though with slightly less rare materials and no effective limit on lifespan. While a backpack unit is useful for many things, like other tech there is no reason such devices cannot be installed in certain morphs.

Solar Panels: Based on the Solar Recharger, this simple augmentation embeds collapsible solar panels into the synthmorph, which can be extended as a Quick Action to begin drawing power. The augmentation uses a pair of slightly shorter (about 1 meter) panels instead of a single longer panel, having an appearance a bit like wings when unfurled. These panels generate power in sunlight similar to the recharger or a nuclear battery and can top off internal batteries or small devices connected via PAN in short amounts of time - or allow a morph with an implant such as Eelware to charge larger devices they are connected too. [Trivial]

Solar Panels are common in Martian synthmorphs who wish to live "off the grid" but don't want to carry an external charging device with them, or in a couple of space-based Synthmorphs (such as the Courier) as an add-on for those who might be catching enough light to charge internal power. Gatecrashing synths have also started investing in them, as a way to reliably generate battery power in terrestrial environments, with the low cost usually being worth it even if they end up in a locale not with solar power.

Saturday, March 18, 2017

Sound Dampening

One of the advantages of cyberware over bioware is the integration of synthetic materials and harder elements. While there are a number of bioware functions which can be mimicked with cyberware - these do tend to be much more invasive however, and thus are usually installed only on Synthmorphs. Other implants are mechanical or electronic elements which can't be replicated with biology - or are paired with extant cyberware. This is the nature of today's implant is along these lines, using elements which are synthetic and may be anchored to other cyberware.

Sound Dampening: This cyberware embedded sound-dampening materials and padding into a bio or synthmorph, primarily in the hands and feet, but it also shields joints, some subdermal areas and extensively works on cybernetic limbs which have mechanical components which may be noisier. This greatly reduces the sound signature of the character as they move, both through locomotion and just flexing or stretching. This implant is quite complex and expensive, but can be a great boon to those who need to move stealthily and avoid being heard. It gives a -20 penalty to all Perception checks to detect the character via hearing, or other audio sensors. [High]

While Sound Dampening has its most obvious use in infiltrators of all stripes, it also has some surprising users - particularly synths or those with extensive cybernetic implants may install this in order to seem more normal or less obtrusive, as it masks unusual sounds produced by the clattering of plastic and metal, the hum of onboard electronics and the noises of mechanical components. However, one does not become stealthier just by installing this mod - it still takes skill and training to move on areas with the lowest sound, carefully place the self as to avoid noise etc. It also helps not to heavily sprint across materials which are not sound dampened, or carry lots of equipment which can rattle around.

Sunday, March 5, 2017

Shark Skin

As noted under Spinneret, many forms of bioware and other augmentations are inspired directly by the abilities of animals and plants in nature. Genehackers and implant doctors carefully tailor and design new genes, new biological structures and how to implant and maintain them in the system. The end result is with enough experimentation, many unusual characteristics may be added. Of course, many of the more extreme implants may automatically relegate themselves to niche uses - though the prevalence of new Exhuman clades often breathes life into many theoretical implants.

Shark Skin: Requires an armor implant (such as bioweave). This bioware implant mimics the natural scale configuration of sharks, skates and rays by integrating dermal denticles into the skin. It requires anchoring to a skin which has been strengthened or toughened already - and the physical structure of the denticles resembles teeth. The scales are not dense or hard enough on their own to provide additional armor, but can provide benefits similar to that of their original species. This morph gains a +10 bonus to Swimming tests while their skin is exposed, as the shark skin makes it much more hydrodynamic. There is also a secondary benefit - the denticles are sharp and rough, like an enhanced sandpaper, which can make physical contact with the skin unpleasant. This grants the morph a +20 on checks to break free from a grapple (reducing the normal penalty to -10) and whenever this character is targeted by a subdual attack, the attacker takes 1d10/2 DV in the scuffle. A cyberware variant which is compatible with synthmorph shell armor, or with the surfaces of body-covering armor is also available. [Low]

Shark Skin is mostly seen in either directly aquatic or converted humanoid morphs - as people find the additional hydrodynamism helpful and the added defenses useful in the confined, close spaces of underwater. Some even take it as a point of pride to remind others of their "superiority" over aquatic uplifts, who competed with several species of shark in their native habitats. Uplifts occasionally utilize the implant as well, but most purists and mercurials find it unpleasant or unusual to add to their biology based on a competing species. While submersion is not common outside of certain planetoid bodies, those who engage in close combat may also prefer the implant simply because of the "discouragement" it provides in grappling - and some people simply don't care to be touched.

Thursday, February 23, 2017

Thermal Regulation

There are a wide variety of environmental protections afforded by Implants. Temperature Tolerance takes several stripes and enhanced forms, covering anywhere from 60 C to -200 C in the right environment. These sorts of protections are simple, but sometimes costly and follow a basic form - and they have a limit to how much they can protect. The Fat Storage (p. 197 Transhuman) augmentation is in a similar vein, allowing a body to more efficiently store water, and adjust fat distribution "on the fly" which does not grant a specific rating of protection, but rather increases overall tolerance by a rough percentage. But, nano-ecology groups like Black Eden have begun developing a new, more technologically advanced answer to the issue of environmental protection.

Thermal Regulation: This nanoware embeds temperature-sensitive nanites in all parts of the body. In cold extremes, the nanites can cause minute changes to increase heat transmission, generate small amounts of heat or energy to keep the body stimulated, or bind or destroy ice crystals directly like an advanced antifreeze. If it is too hot, the nanites act as a nanofluid which greatly enhances the body's natural cooling capacity, wick heat away from vital areas, and can even store the energy or convert it to other forms (such as if paired with Eelware). The end result is that much of the body acts like a temperature-sensitive smart material - making it ideally paired with actual temperature tolerance mods. This results in taking half DV (round up) from any damage which is caused by extreme heat or cold alone, such as from a severe environment. At the moment, the regulation is not fast acting enough or capable of storing enough heat to properly react to directed energy weapons - which often involve secondary damages besides flash-heating. [Moderate]

It should be noted that for an unprotected biomorph, Thermal Regulation may not seem to do much - but when combined with other implants to grant a morph greater protections it can combine to absorb a great deal of harm to the body in an emergency situations which cause extreme environmental exposure. When combined with Medichines to rapidly heal the damage, morphs can be very versatile to temperature extremes. As nanoware efficiency and capability arises, it may one day be possible to get nanites which can begin to absorb and transmit extra heat from energy weapons fast enough to alleviate their damage as well.

Saturday, February 11, 2017

Spinneret

Bioware is often build on emulating the abilities of other animals. And humans have long been fascinated with the properties of silk, especially of spiders. Depending on the breed spiders can produce enough silk to cover multiple square meters, with fibers which are as strong as steel or twentieth century body armor. All while maintaining adhesion and elasticity. It's also remarkably sturdy to varied temperatures, much more than a spider might encounter in nature. This has made spider silk a bit of a hallmark for both natural and synthetic polymers for quite some time, and the target of genetic engineering projects for decades. Ultimately, genehackers are able to implement this idea into various morphs.

Spinneret: This implant adds an artificial gland based on spiders, which naturally produces a silken polymer. Usually located in the wrist, mouth or torso this appears to be a single pore or patch of skin but is a more complex organ underneath. The gland produces enough silk to cover an area of about 30 square meters a day, or a strand might have a maximum length of up to 100 meters, though this would take several hours of work to create and prepare, and at a maximum rate can extrude a meter every couple of minutes. The silk is a genefixed blend which takes the best qualities of many spiders into account, it retains strength and shape between -40 C and 220 C in temperature and if attempting to cut or destroy has a DUR of 50. The silk is adhesive (though the biomorph which produces is makes an enzyme in their skin which prevents it from sticking to them), and requires a SOMx2 or COOx2 check to escape, and a properly braced and woven strand can support the equivalent of several metric tonnes. The only real weakness is that the silk's durability is damaged by contact with water and other liquids - contact with water deals 1d10 damage to it. A character with this organ must maintain a diet of supplements to make the special proteins for the silk, or re-ingest the silk they produce when they are done with it.  [Moderate]

While still a fairly niche and advanced bioware, the Spinneret has many uses. Some socialites utilize special blends of it to make their own silk clothing, even weaving it on the spot before an event, or they produce beautiful woven art with it. Some of those who like to have self-reliance can even shape it into armor (Can make the equivalent of Armored Clothing with Hardware: Armorer or an appropriate Art check in an hour) or they use it in place of tech like a Spindle to produce fibers for climbing, tying and binding. Some Ego Hunters advertise their ability to produce silk in order to capture targets and bring them in unharmed. And of course, Exhumans of the Predator clade have been known to adopt several spider-like qualities, including weaving traps and alarms from silk.

Tuesday, February 7, 2017

Acid Gland

Utilizing implants, Transhumans have been able to weaponize their bodies in a number of ways. Claws (p. 305 EP) are most common, or implanted blades, but there are more exotic implants, such as poison glands, mounted weapons, and even some exotic morphs have hardened cybernetic teeth and jaws. While this suits most self-defense or utility needs, there are some (particularly Exhuman clades) who seek to mimic or implement even more defensive/offensive tactics - one of the most obvious and easiest is the Acid Gland - as nearly all biomorphs already produce acid naturally.

Acid Gland: This implant adds a new gland in the throat or mouth area which naturally produces and stores a small amount of acid of similar composition to stomach acid. With the appropriate stimulation or reflex, the morph can spray a jet of acid from their mouth at an enemy. This uses the Exotic Ranged Weapon: Acid Gland skill, and on a hit deals 2d10 DV and will deal an additional 1d10 DV each Action Turn for 3 turns, or until the acid is removed or canceled (such as by a chemical reaction). The damage is reduced by Kinetic armor, but the AV of that armor is reduced by the damage until repaired. This is a Cone attack with Range 5/10/15/20. Unfortunately, the gland suffers from metabolic limitations, and can only be used with this range and effectiveness roughly once per day. It does, however, also typically involve protecting the innards of the morph from acidic damage so they are not harmed by their own spit. [Moderate]
Bombardier Gland variant: This version of the implant was developed by Genehackers on Fortean, still trying to get around the "fire-breathing problem". While not necessarily able to project fire like a Torch, this version of the gland functions the same but instead of acid, it produces chemicals which when mixed and spat out produce a chemical reaction for intense heat, like certain insects use. It uses the same skill, has the same range, and inflicts the same DV, but this is reduced by Energy armor. If the attacker scores an excellent success, the target will be set On Fire, taking 1d10 DV each action turn until they can put it out. While not as useful as a last-ditch mechanism by Exhumans, for those who live in atmospheres regularly and would like a surprise that doesn't eat through the deck plates, it is an alternative. [Moderate]

The Acid Gland tends to be restricted in most enclosed habitats, due to their ability to inflict lasting collateral damage on people and infrastructure, noted above. Even some anarchist collectives have managed to vote to ban them completely. Thus, the implant is usually seen as something for antisocials or counter-cultures, either romanticised rebels or predator exhumans. They also take great skill to get used to for most humanoids, which means their accuracy is usually poor, but octopi have shown some natural aptitude for it. This has led to recent reports of possible Hidden Concern agents who shoot clouds of acid ink at pursuers, which is very unpleasant (though not able to cause severe damage as the acid is diluted).

Sunday, January 29, 2017

Self-Destruct

As noted under False Death, sometimes you need to secure your physical body to prevent capture of your Ego, or some other vital intelligence. Maybe you must actually delete the copy, or you just need to fake your death for a second. But, in the case of some uses, you may also just need to ensure physical destruction of yourself and anything in your immediate area. In this case, Synthmorphs may be armed with a Self-Destruct.

Self-Destruct: This robotic enhancement embeds an explosive charge into the synthmorph, which can be remotely detonated at any time, or is also enabled to go off if the morph ceases to function. When activated, it completely destroys the morph (deal damage equal to DR) and deals 6d10+12 DV with an AP of -4 with normal Area weapon rules. This device mimics an enlarged fragmentation grenade, with the morph itself forming the shrapnel. In addition to trigger by the morph itself, Self-Destruct can also be activated via a Puppet-Sock or Ghostrider with the appropriate permissions, and some are even set with timers. Not compatible with Hidden Compartment. [Expensive]

Self-Destruct devices are illegal in almost all habitats, and even those without such regulations tend to be distrustful or wary of a person carrying a live bomb inside their body. Bots and drones armed with Self-Destructs are common for covert operations - but prominently Cases or Griefer morphs armed with these enhancements have been seen in acts of terrorism by those protesting oppression of Synthmorphs or Indentures on Mars and Luna. Detecting these devices can be done with Gamma or X-Ray screening, or a Electrical Sense check, and may also be detected with a powerful Chem Sniffer system. At GM's discretion, a Critical Success on a combat check against the Self-Destruct morph can cause the device to detonate prematurely, or be damaged so as to be inoperable. If installed into a Large or Very Large morph/vehicle/bot, GM may also double DV or AP at their discretion.

Thursday, January 26, 2017

False Death

For security, it is possible to neutralize oneself and prevent capture of an Ego. The Dead Switch (p. 306 EP) erases a stack completely if the morph dies. Emergency Farcaster (p. 306 EP) broadcasts regular backups and can be used to farcast from a morph in a quick emergency - but at the "cost" of destroying the body and all its implants. Memory Wipe allows memories to be protected (by deleting them) from a cyberbrain, infomorph or other situation with Mnemonic Augmentation. But, what if you only wanted to secure yourself for a little while? What if you just needed a second? Cyberware has existed long enough to grapple with security concerns like this and offer a solution - though not an elegant one.

False Death: This old style of cybernetic implant buries several self-charging electrical leads into the nervous system. On command from a cranial computer, they will activate, dispensing a charge which stops heart, lung and other autonomous activity. To a casual observer, the morph stops breathing, has no pulse and will show minimal brain activity due to interference from the implant - but their electronics will continue to function in low power mode for quite some time. Then, after either another signal or a preset amount of time, the implant activates again, resuming normal functions - faking a clinical death for a short period. Because of their age and often illicit uses, these implants also tended to be unpleasant and unstable, and even in AF 10 are inherently risky. The user of the implant immediately begins to suffer the effects of Asphyxia (as outlined on p. 194 EP) and could well pass out and die if the implant runs too long. This can be avoided by integration with Medichines (p. 308 EP), which can safely but the body in stasis to prevent damage - however the user is still likely to pass out - and must make DUR tests at increasing penalties as normal. This implant is only available to bimorphs. [Low]

When someone is under the effects of False Death, the only way to tell their still alive would be to take a detailed brainscan (which would probably take longer than the user has to live) or via a thorough examination of the morph (such as with X or Gamma Rays) which would detect the implant. A thorough forensic could identify cause of death as something unusual, but most persons still "alive" through the implant would be roused before an autopsy could take place. Historically, the implant has been very unreliable and make-shift - having a tendency to fail or inflict permanent brain damage. However certain persons attached to their morph are more comfortable with a brief clinical death than the possibility of "real" death or capture, making it an alternate option for some.

Tuesday, January 24, 2017

Joint Augmentation

Getting "stronger" is fairly easy. Muscle Augmentation (p. 305 EP) applies a quick bonus to the strength of a morph for a decent cost, completely sculpting and restructuring muscle fibers for better strength and fitness. Being more flexible is tougher. While some morphs (such as the Bouncer) are inherently cultivated for great flexibility (Modeled via the Limber trait (p. 146 EP)) this option is very resource intensive, requiring specific cultivation of a morph from it's inception to generate the desired genetic traits. For those who wish to rapidly improve flexibility and fine joint control, there are other options.

Joint Augmentation: The morph's joints have been comprehensively modded to have more elastic cartilage and stronger joint fibers - allowing more inherent flexibility and control over minute adjustments at points of articulation. Apply a +5 modifier to COO. Also adds a +10 to any test where flexibility would help - this bonus does not stack with the Limber trait. [High]

Despite it's simplicity, Joint Augmentation is actually fairly rare. While it is known or suspected to be used by several high-profile escape artists, it generally does not get wide use. It's primary market is actually to help those with joint damage or degradation, due to aging or a hard lifestyle. While Healing Vats can repair most damage and alleviate symptoms, damage can still persist - for those who still require frequent use of their joints in a singular biomorph, or are against resleeving or healing vats, it is a common therapeutic proceedure done over longer courses of gene therapy. On the less savory side, many mercs and assassins utilize Joint Augmentation on top of natural morph aptitudes to grant additional flexibility and emphasis the "hand" part of hand-eye-coordination.

Sunday, January 22, 2017

Shepherd's Gland

Enhanced Pheromones (p. 305 EP) are a fairly standard social implant, which refines native biochemistry for natural pheromone releases to have more potency - improving social skills through affection and trust, but does not affect those with a different biochemistry system. Scent Affinity (p. 148 EP) is an implantation for Smart Animals which modifies them to be receptive to a particular scent of an individual. This is good for singular animals or a worker who works with many animals, but does not necessarily have field utility. For those who need a more utilitarian tool for animal handling, there are other options which mimic the utility of Enhanced Pheromones.

Shepherd's Gland: Utility bioware modeled after Enhanced Pheromones. This system allows a user to produce a number of common scent and pheromone cues for a variety of smart animals. These can be used to help push an animal to specific behaviors or emotional states. This grants the user a +10 to all Animal Handling rolls, assuming the animal can smell them and is in the gland's library. By default, the gland contains the ability to influence most extant mundane animals and their smart variety. An upgrade to handle specific exotic or neogenetic animals may be procured at a [Trivial] cost. A variation of this upgrade is made to handle uplifts - those who smell, anyway, and functions identical to Enhanced Pheromones, though many uplifts are not happy with the idea of being "handled" [Low]

Because of it's utility and lack of lead-time, many freelance animal trainers and handlers utilize it to have more flexibility than installing Scent Affinity and Cybercortexes in every animal. While not common, some habitats even have enough "wild" life in their regions to warrant animal control officers, who may also prefer this implant. And of course, there are less than scrupulous uses, such as for intrusion specialists who may need to work around guard animals who are predisposed to be hostile.

Sunday, November 20, 2016

Hand Shockwave

The Hand Laser (p. 308 EP) is very useful device, bringing the capabilities of a Laser Pulser into a small hand-mount which is concealable, portable, but tends to be low impact on the environment for habitats concerned about their infrastructure. In other cases, the Hand Stunner is available to offer a less-lethal alternative to the Hand Laser, delivering a shock to targets like the Stunner weapon. But there exists another way for a laser weapon to be used, which is normally enabled in a Laser Pulser but not possible in the stripped down design of the normal Hand Laser. This is a form of Pulsed Energy Projectile used by the Laser Pulser which can be integrated wholly into the cybernetic implant - at the cost of the normal firing mode.

Hand Shockwave: Another variant on the Hand Laser, this weapon is functionally identical to the normal base Hand Laser except that the internal construction is deliberately made so it only fires in what is normally "Stun" mode on a Laser Pulser. It uses a two-step laser pulse to generate shockwaves of plasma which erupt in a 1 meter radius of the target, similar to a flashbang, disorienting and knocking aside the target. Such PEP weapons are commonly used by law enforcement, and some prefer this type of approach in implanted weapons. All targets in the area of effect must make SOM x2 tests (SOM x3 for Synthmorphs or morphs with Pain Tolerance), failure meaning they are temporarily stunned and lose their next Action. Critical Failure results in the target being knocked down and being completely paralyzed for 1 Action Turn per 10 MoF. This deals only 1d10 DV, with an AP of 0 and only fires in Single Shot mode - like the variant on the Laser Pulser. A Hand Shockwave holds 50 shots worth of charge in the integrated battery. [Low]

Friday, October 28, 2016

Electrogravitics System

Electrogravitics is a bit of a misnomer, in that it is a system to counteract the natural effects of gravity utilizing electrical discharge - not generating gravity through electricity (though many Argonaut research papers are being written on this perspective). Normally, this comes in the form of the Electrogravitics Net (p. 332 EP), or "safety net", a web of electrical generators designed to catch a person who is falling and negate the effects of falling at a height. However, as an external device, the safety net requires some preparation to use, and requires access to external power to recharge - which may not be optimal in a safety situation. To this end, technicians have designed a variant of the technology which can be installed directly in Synthmorphs.

Electrogravitics System: This augmentation for synthmorphs embeds an electrical discharge system which can produce massive charge to counteract the effects of gravity, just like the Electrogravitics Net. The capability is roughly matched with that system, able to reduce all damage from a fall of ~50m in 1 G of gravity. Like the Net, this system requires a lot of energy to utilize, and after it is used, it is depleted and must recharge over one hour using the internal power supply of the Synthmorph. Unlike the net, however, the EGS can also be utilized by a Synthmorph for quick bursts of lateral movement. This can grant a +30 to an appropriate Freerunning or Free Fall test to bypass obstacles or reach locations, or in structured time allow the user to quickly burst to move up to 6 meters in a single quick action. The EGS is not usually equipped on flying frames, and cannot be equipped to a Swarmanoid morph. [Moderate]

(Why yes, I do own Deus Ex: Human Revolution and Deus Ex: Mankind Divided. Why do you ask?)

Monday, October 24, 2016

Shock Tolerance

Shock Attacks (p. 204 EP) are an incredibly potent weapon against biomorphs and pods, able to completely incapacitate them or seriously hamper them long enough to subdue or engage with conventional weapons. The effectiveness of shock weapons is one of the primary reasons, combined with disabling pain sensors, that Synth morphs are considered the top tier of combat morphs. But, one cannot count out transhuman ingenuity, and so attempts have been made to improve biomorph's resistance to Shock effects, and they have some limited success.

Shock Tolerance: This bioware comprehensively strengthens the body to resist or dampen the effect of a Shock attack on the body. This involves improving interbody insulation, toughening certain nerve clusters and muscle groups, and actually improving muscular control so that one can maintain conscious control of the body even though some debilitating effects still occur. While impossible to completely alleviate the effects of a Shock attack (which many users note is still discomforting or even painful), Shock Tolerance makes it so morphs are statistically less likely to be completely incapacitated - though this involves many variables (physical location of the shock, overall health, etc) to nail down as a complete immunity. A morph with Shock Tolerance rolls (DURx2)+Energy Armor when struck with a Shock weapon to resist its effects. [High]

Shock Tolerance is sometimes used by habtechs who work with electrical gear to help prevent dangerous injuries when working with live cables or wiring, but the most common is in morphs with combat or security duties to resist a debilitating incapacitation, such as police in the LLA where synthmorph rights agitators often deploy Shock weapons en masse due to Synths' inherent immunities. On the other hand, Shock Tolerance occupies a place of dubious legality in many polities due to law enforcement's frequent use of Shock weapons. The legislature in the Titanian Commonwealth, for instance, has gone back and forth on if Shock Tolerance should be available to the average citizen. The resistance to non-lethal takedown by police not only makes things more dangerous for officers and other civilians, but also means police may have to endanger the life and limb of a suspect as well.

Tuesday, October 18, 2016

Hand Stunner

The Hand Laser (p. 308 EP) is a fairly common and typically affordable implant for combat morphs or personal defense - especially if a habitat has loose personal armament laws. It makes an effective weapon in that it is self-charging and cannot be removed short of gross physical damage to the morph, though like most small pulse lasers, it is not a high output weapon. But for some, the act of violence on another is unpleasant or immoral. Some may wish to utilize cybernetics to defend themselves, but try and avoid permanent injury to the other party. Other locales have strict regulations on law enforcement or other government personnel when it comes to harming citizenry. For this case, there is the Hand Stunner.

Hand Stunner: Similar to the Hand Laser, this implant embeds an electrolaser through flexible components in the forearm, with the lens aperture emerging between knuckles on the dominant hand. Same as the Hand Laser, the Hand Stunner is powered by a self-charging nuclear battery embedded in the torso. Because of the lower power, the Hand Stunner has better efficiency than a Hand Laser, but still less than an external Stunner, holding a total of 100 shots. This hand stunner deals 1d10/2+Shock DV and has an AP of 0. It fires in Semi-Auto mode. Like a regular Stunner, the Hand Stunner does not work in Vacuum. [Moderate]

Sunday, September 11, 2016

Photosynthetic Skin

Advances in biotechnology and nanotechnology have allowed Transhumans to greatly decrease their resource consumption, and extend the amount of time they can survive without needing to consume normal foods. The Personal Power Plant (p. 153 Gatecrashing) utilizes exotic and rare isotopes combined with nanomachines to generate bodily energy for decades. The implant for Long Term Life Support (p. 189 Rimward) puts maker nanites directly in the body to recycle food and air, if the morph can stay supplied with chemical supplements and raw materials. Efficient Digestion (p. 197 Transhuman) optimizes the body to use less calories, at the expense of its natural aptitudes, while Digestive Symbiote (p. 198 Transhuman) nanobots allow the body to consume almost any organic material. Nano-ecologists have been able to produce their own tech which advances the Transhuman body's ability to survive on minimal supplies, though its environmental constraints limit its use.

Photosynthetic Skin: Developed by nano-ecologists, this nanoware implant places active nanite groupings in the skin of the morph, which absorb the energy used by sunlight, and use water and the body's natural waste CO2 to produce limited amounts of chemical energy. While it would be possible to use genehacking to simply build morphs with cells designed for photosynthesis, the implant is able to accomplish this with an efficiency without heavily altering existing structures, making it more cost-effective. This allows a morph with this implant to survive without eating up to a month using just sunlight and water, though as with the personal power plant, certain vitamins and other supplements may be needed for cell replenishment or to avoid unpleasant deficiencies with extended use. However, this comes at certain "cost", which is that in order to function, the morph must expose a majority of its bare skin to the sunlight for approx 8 hours a day, more or less depending on local light conditions - though certain artificial lights also meet this requirement. [Low]

Due to the sunlight and skin requirements, the Photosynthesis upgrade has very limited applications. As Mars gets more terraformed, it becomes possible for those in the Outback to utilize this to reduce food consumption, and certain Gatecrashers have been interested for use on exoplanets, as this can avoid problems with consuming "local" flora or fauna for extended periods. Where the implant is getting the most traction, however is with Reclaimers. Damage to the Earth's biosphere means natural food is fairly limited and will take much time to replenish, but with basic toxin filtration to remove worry about contaminants, there is still a great deal of water left on the planet which could allow a bimorph to survive extended periods on the surface. Supposedly, this application is "purely hypothetical" at this state.