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spaces:farm:cybersurgery

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spaces:farm:cybersurgery [2025/12/10 09:47] – created mochtirespaces:farm:cybersurgery [2026/08/03 10:31] (current) mochtire
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-<fs xx-large><fc #e37700>**Demolitions Workshop**</fc></fs>+<fs xx-large><fc #e37700>**Surgical Bay**</fc></fs>
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 Cash costs for crafting are in the process of being phased out. Check with a GM before doing any crafting. Cash costs for crafting are in the process of being phased out. Check with a GM before doing any crafting.
  
-**This space is predominantly for crafting weapon upgradesbut it can also be used to reverse engineer an unusual weapon found in the field.**\\+**There are currently no crafting recipes for the Medical skillthese recipes all require Cybersurgery. The Recovery Time column lists the number of weeks a patient needs to recover after surgery. All recipes will follow [[rules:surgery|these rules]] for implantation.**\\
  
-<fs x-large><fc #e37700>**Demolitions Recipes**</fc></fs>+<fs x-large><fc #e37700>**Cybersurgery Recipes**</fc></fs>
  
 +^Name^Description^Cash Cost^Time Cost^
 +|Bionic Arm|An artificial arm wired into the nervous system, capable of further upgrades. The arm will slightly increase the rate of fire of any weapon used with it|300b per arm|1 arm per week|
 +|Artificial Eye|A replacement eye that can be wired into the visual cortex, acting as a normal eye. If cyberimplant A is present the eye can be hooked up to that.|400b per eye|1 eye per week|
 +|Cyberimplant A|Implants a web of wiring that taps into the central nervous system to record all sensory input. This input can be stored and/or transmitted live|200b per implant|1 implant per week|
 +|Cyberimplant B|Implants a network of small antennae to the skull and wires it up to Cyberimplant A. In addition to recording sensory input the user can now record environmental data (not anomalous energy or events). In order to access the data directly the user requires some form of interface that can present the data. Cyberimplant B requires an obvious external phys-rep for the antennae|300b per implant|1 implant per week|
 +|Cyberimplant C|Implants an injector and associated wiring into the right arm. When the brain detects injury it injects compounds into the bloodstream, healing the injury. Requires consciousness on the part of the user. No obvious phys-rep is required. Requires Cyberimplant A| 300b per implant|1 implant per week|
 +|Cyberimplant D|Shuts down the joints and muscles in the legs and lower spine and locks them in place, which is triggered whenever Cyberimplant C is triggered. Essentially prevents the user from falling over when injured. Requires Cyberimplants A and C|400b per implant|1 implant per week|
 +|Scanning implant|Works the same way as the anomaly scanner, but implanted into the skull. Requires Cyberimplant A to be installed|3000c per implant|1 implant per week|
 +|Autopilot implant|Implants a network of devices that will take control of an unconscious injured person and walk them towards a designated target. The target can be GPS based or a homing device|3000c per implant|1 implant per week|
spaces/farm/cybersurgery.1765360066.txt.gz · Last modified: by mochtire