Surgery
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- Compact limb descriptions? (Bulwark and some others are rather long and information-dense, but I'd like to keep damage numbers; damage reduction numbers are probably not needed though beyond a general description of what type of damage it blocks)<br> | - Compact limb descriptions? (Bulwark and some others are rather long and information-dense, but I'd like to keep damage numbers; damage reduction numbers are probably not needed though beyond a general description of what type of damage it blocks)<br> | ||
- Verify source, research availability, cost, and damage numbers in-game<br> | - Verify source, research availability, cost, and damage numbers in-game<br> | ||
- Check if surgical implants cause damage from EMP effects | - Check if surgical implants cause damage from EMP effects<br> | ||
== Limbs == | == Organs == | ||
Organs are biological components that provide essential functions to a living body. All species share a common set of organs, though some species have unique variants with special properties. Notably, implanting a variant of an organ from another species (such as Shadekin eyes in another species) will grant the relevant effects to the patient if they didn't have it before (meaning implanting Shadekin eyes in a human patient will grant the patient night vision, for example). | |||
When an organ is removed via surgery, the corresponding functionality is lost until a replacement is installed. Replacing an organ with a fresh copy restores full functionality. Contrary to common sense, removing an organ that might be considered essential doesn't kill the body. You can remove the brain and heart, for example, and the body itself will continue to live on. | |||
Removing an organ heals the player for a specific amount depending on the organ. This organ can from that point on be considered damaged, and if implanted again (either into the same player or into a new one), the damage that was healed is re-applied. A fresh organ has zero damage and thus causes no harm when implanted. Therefore, this can be used as a last-ditch effort to bring back patients if appropriate medicine is not available, or if the patient is deceased and has too much damage of types that topical solutions can't fix, preventing defibrillation. | |||
{| class="wikitable sortable" | |||
<th>Name</th> | |||
<th class="unsortable">Image</th> | |||
<th>Functionality</th> | |||
|- | |||
| style="text-align:center; font-weight:bold" | Brain | |||
| style="text-align:center; vertical-align:middle" | [[File:human_brain.png|64px]] | |||
| The source of free will and countless bad decisions. Removal of the brain causes the patient to become a ghost. The brain can then be implanted into another (or the same) body to bring them back to life, or installed into a man-machine interface to facilitate turning the patient into a cyborg. This is most useful when the body is too damaged or rotted to feasibly fix. | |||
|- | |||
| style="text-align:center; font-weight:bold" | Eyes | |||
| style="text-align:center; vertical-align:middle" | [[File:human_eyeball.png|64px]] | |||
| Allows the patient to see. Removal of the eyes causes blindness in the patient that can only be restored by implanting eyes again. In some species, the eyes are responsible for augmented vision, such as night vision. Replacing the eyes removes 10 '''caustic''', 10 '''bloodloss''', 10 '''poison''', 10 '''radiation''', and 10 '''cellular''' from the patient. | |||
|- | |||
| style="text-align:center; font-weight:bold" | Tongue | |||
| style="text-align:center; vertical-align:middle" | [[File:human_tongue.png|64px]] | |||
| Enables speech and allows tasting reagents; without a tongue, everything will taste bland. Removing the tongue causes a patient to become completely mute. Replacing the tongue removes 10 '''caustic''', 10 '''bloodloss''', 10 '''poison''', 10 '''radiation''', and 10 '''cellular''' from the patient. | |||
|- | |||
| style="text-align:center; font-weight:bold" | Heart | |||
| style="text-align:center; vertical-align:middle" | [[File:human_heart_beating.gif|64px]] | |||
| Allows the body to metabolize medicine, poison, and narcotics. Removal of the heart prevents the body from processing these types of chemicals at all, but doesn't cause any other negative effects. Replacing the heart removes 130 '''shock''', 20 '''caustic''', 20 '''bloodloss''', 10 '''radiation''', and 20 '''cellular''' from the patient. | |||
A Cyclorite heart causes 0.5u of any medicine, poison, and narcotic to be removed the body every half second, meaning these chemicals only last for half as long. This effect is transferred to other species if given a Cyclorite heart, and removed from the Cyclorite if they're given a heart belonging to a different species. | |||
A heart from Avali and Resomi species will cause certain medicines, such as saline, dexalin, and dexalin plus to become deadly to the player, instead requiring amoxla. Conversely, implanting a heart of a different species in these species will cause them to be able to process these chemicals normally, but amoxla will become deadly to them. | |||
|- | |||
| style="text-align:center; font-weight:bold" | Lungs | |||
| style="text-align:center; vertical-align:middle" | [[File:human_lung.png|64px]] | |||
| Allows the patient to breathe. Removing the lungs causes rapid asphyxiation. Most species breathe in oxygen and breathe out carbon dioxide. Some other species can only breathe nitrogen, while Diona can breathe both. Implanting lungs belonging to a different species causes the patient to inherit those requirements. Replacing the lungs removes 130 '''asphyxiation''', 20 '''bloodloss''', 30 '''radiation''', and 20 '''cellular''' from the patient. | |||
|- | |||
| style="text-align:center; font-weight:bold" | Stomach | |||
| style="text-align:center; vertical-align:middle" | [[File:human_stomach.png|64px]] | |||
| Allows the body to digest food and drink, with a total capacity of 50u that can be processed at once. Removal prevents eating and drinking, however hunger and thirst will continue to deplete as normal. Some species have specific requirements and restrictions regarding food; implanting their stomach in another species applies those requirements and restrictions, such as the ability to eat trash. Replacing the stomach removes 130 '''poison''', 20 '''caustic''', 20 '''bloodloss''', 10 '''radiation''', and 20 '''cellular''' from the patient. | |||
|- | |||
| style="text-align:center; font-weight:bold" | Liver | |||
| style="text-align:center; vertical-align:middle" | [[File:human_liver.png|64px]] | |||
| Allows the body to metabolize alcohol. Removal of the liver prevents the patient from getting drunk or processing alcohol in their bloodstream, meaning it will simply accumulate within them. Replacing the liver removes 110 '''poison''', 20 '''caustic''', 20 '''bloodloss''', 30 '''radiation''', and 20 '''cellular''' from the patient. | |||
|- | |||
| style="text-align:center; font-weight:bold" | Kidneys | |||
| style="text-align:center; vertical-align:middle" | [[File:human_kidney.png|64px]] | |||
| Metabolizes and removes garbage reagents from the bloodstream. Removal causes toxins to accumulate in the body, leading to toxin damage. Replacing the kidneys removes 120 '''cold''', 20 '''caustic''', 20 '''bloodloss''', 10 '''poison''', 10 '''radiation''', and 20 '''cellular''' from the patient. | |||
|} | |||
== Prosthetic Limbs == | |||
Prosthetic limbs can be installed by first removing the patient's existing limbs (if they have any) and then opening the torso to attach the limb. A left and right variant exists for all prosthetic arms and legs, with varying benefits or drawbacks for installing multiple limbs of the same type. This means you can have two prosthetic arms and two prosthetic legs, of either the same or different type. Prosthetic legs, unless otherwise stated, have a minor negative impact on the patient's sprint and walk speeds. | Prosthetic limbs can be installed by first removing the patient's existing limbs (if they have any) and then opening the torso to attach the limb. A left and right variant exists for all prosthetic arms and legs, with varying benefits or drawbacks for installing multiple limbs of the same type. This means you can have two prosthetic arms and two prosthetic legs, of either the same or different type. Prosthetic legs, unless otherwise stated, have a minor negative impact on the patient's sprint and walk speeds. | ||
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| style="font-size:90%" | '''Security Techfab''' (Security cyberlimbs)<br>'''Salvage Expeditions''' (Difficult and above) | | style="font-size:90%" | '''Security Techfab''' (Security cyberlimbs)<br>'''Salvage Expeditions''' (Difficult and above) | ||
| style="font-size:90%" | 4.5 Steel, 4.5 Plastic, 1 Glass, 1 Silver, 1 Plasma | | style="font-size:90%" | 4.5 Steel, 4.5 Plastic, 1 Glass, 1 Silver, 1 Plasma | ||
| Deploys a toggleable security tool set: a hard-light energy shield that blocks a significant amount of incoming damage and has a low chance to reflect projectiles when activated, and an energy chainsword (auto-attacks dealing 5 slash, 5 heat, and 15 structural damage when activated, 0.5 blunt when inactive, can be used as a bone saw). {{department|Security}} contraband. | | Deploys a toggleable security tool set: a hard-light energy shield that blocks a significant amount of incoming damage and has a low chance to reflect projectiles when activated, and an energy chainsword (auto-attacks dealing 5 '''slash''', 5 '''heat''', and 15 '''structural''' damage when activated, 0.5 '''blunt''' when inactive, can be used as a bone saw). {{department|Security}} contraband. | ||
|- | |- | ||
| style="text-align:center; font-weight:bold" | Engineer Arm | | style="text-align:center; font-weight:bold" | Engineer Arm | ||
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| style="font-size:90%" | '''Medical Techfab''' (Scientific cyberlimbs)<br>'''Salvage Expeditions''' (Difficult and above) | | style="font-size:90%" | '''Medical Techfab''' (Scientific cyberlimbs)<br>'''Salvage Expeditions''' (Difficult and above) | ||
| style="font-size:90%" | 5.5 Steel, 4.5 Plastic, 1 Glass, 1 Silver, 2.5 Plasma | | style="font-size:90%" | 5.5 Steel, 4.5 Plastic, 1 Glass, 1 Silver, 2.5 Plasma | ||
| Deploys a toggleable science tool set: a G.O.R.I.L.L.A. gauntlet (anomaly-core-powered melee weapon dealing 20 blunt damage that can throw objects on hit, grants immunity to heat, cold, and radiation damage), a C.H.I.M.P. handcannon (anomalous particle gun with 4 fire modes, self-recharging), and an anomaly scanner. {{department|Science}} contraband. | | Deploys a toggleable science tool set: a G.O.R.I.L.L.A. gauntlet (anomaly-core-powered melee weapon dealing 20 '''blunt''' damage that can throw objects on hit, grants immunity to '''heat''', '''cold''', and '''radiation''' damage), a C.H.I.M.P. handcannon (anomalous particle gun with 4 fire modes, self-recharging), and an anomaly scanner. {{department|Science}} contraband. | ||
|- | |- | ||
| style="text-align:center; font-weight:bold" | Herakles Arm | | style="text-align:center; font-weight:bold" | Herakles Arm | ||
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| style="font-size:90%" | '''Security Techfab''' (Security cyberlimbs)<br>'''Salvage Expeditions''' (Difficult and above) | | style="font-size:90%" | '''Security Techfab''' (Security cyberlimbs)<br>'''Salvage Expeditions''' (Difficult and above) | ||
| style="font-size:90%" | 4.5 Steel, 4.5 Plastic, 1 Glass, 1 Silver, 1 Plasma | | style="font-size:90%" | 4.5 Steel, 4.5 Plastic, 1 Glass, 1 Silver, 1 Plasma | ||
| Deploys a toggleable security tool set: a herakles fist (deals 10 blunt and 20 stamina damage, throws targets on hit, grants immunity to heat, cold, and radiation damage, and can pry open powered doors at 1.5x speed) and a holographic restrainer (creates temporary holographic cuffs, requires a power cell). {{department|Security}} contraband. | | Deploys a toggleable security tool set: a herakles fist (deals 10 '''blunt''' and 20 '''stamina''' damage, throws targets on hit, grants immunity to '''heat''', '''cold''', and '''radiation''' damage, and can pry open powered doors at 1.5x speed) and a holographic restrainer (creates temporary holographic cuffs, requires a power cell). {{department|Security}} contraband. | ||
|- | |- | ||
| style="text-align:center; font-weight:bold" | Investigator Arm | | style="text-align:center; font-weight:bold" | Investigator Arm | ||
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| style="font-size:90%" | '''Syndicate Uplink'''<br>'''Salvage Expeditions''' (Difficult and above) | | style="font-size:90%" | '''Syndicate Uplink'''<br>'''Salvage Expeditions''' (Difficult and above) | ||
| style="font-size:90%" | 7 TC (5 TC discount) | | style="font-size:90%" | 7 TC (5 TC discount) | ||
| Deploys a toggleable mantis blade: a sharp blade extending from the arm that deals 12 slash and 20 structural damage. {{department|Syndicate}} contraband. | | Deploys a toggleable mantis blade: a sharp blade extending from the arm that deals 12 '''slash''' and 20 '''structural''' damage. {{department|Syndicate}} contraband. | ||
|- | |- | ||
| style="text-align:center; font-weight:bold" | Mechwright Arm | | style="text-align:center; font-weight:bold" | Mechwright Arm | ||
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| style="font-size:90%" | '''Medical Techfab''' (Civilian cyberlimbs)<br>'''Salvage Expeditions''' (Difficult and above) | | style="font-size:90%" | '''Medical Techfab''' (Civilian cyberlimbs)<br>'''Salvage Expeditions''' (Difficult and above) | ||
| style="font-size:90%" | 4 Steel, 5.5 Plastic, 1 Glass, .5 Silver | | style="font-size:90%" | 4 Steel, 5.5 Plastic, 1 Glass, .5 Silver | ||
| Deploys a toggleable bureaucracy tool set: cybernetic pen, multistamp (can hold up to three stamps), integrated document printer, and a file keeper (storage container for documents that deals 12 blunt damage as a melee weapon). | | Deploys a toggleable bureaucracy tool set: cybernetic pen, multistamp (can hold up to three stamps), integrated document printer, and a file keeper (storage container for documents that deals 12 '''blunt''' damage as a melee weapon). | ||
|- | |- | ||
| style="text-align:center; font-weight:bold" | Spacer Arm | | style="text-align:center; font-weight:bold" | Spacer Arm | ||
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| style="font-size:90%" | '''Medical Techfab''' (Logistical cyberlimbs)<br>'''Salvage Expeditions''' (Difficult and above) | | style="font-size:90%" | '''Medical Techfab''' (Logistical cyberlimbs)<br>'''Salvage Expeditions''' (Difficult and above) | ||
| style="font-size:90%" | 5.5 Steel, 4.5 Plastic, 1 Glass, 1 Silver, 2.5 Plasteel | | style="font-size:90%" | 5.5 Steel, 4.5 Plastic, 1 Glass, 1 Silver, 2.5 Plasteel | ||
| Deploys a toggleable salvage tool set: protokinetic accelerator (short-range kinetic weapon), grappling gun (tether-based mobility tool), and crusher dagger (auto-attacking blade dealing 12 slash damage). | | Deploys a toggleable salvage tool set: protokinetic accelerator (short-range kinetic weapon), grappling gun (tether-based mobility tool), and crusher dagger (auto-attacking blade dealing 12 '''slash''' damage). | ||
|- | |- | ||
| style="text-align:center; font-weight:bold" | Zeus Arm | | style="text-align:center; font-weight:bold" | Zeus Arm | ||
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| style="font-size:90%" | '''Security Techfab''' (Security cyberlimbs)<br>'''Salvage Expeditions''' (Difficult and above) | | style="font-size:90%" | '''Security Techfab''' (Security cyberlimbs)<br>'''Salvage Expeditions''' (Difficult and above) | ||
| style="font-size:90%" | 4.5 Steel, 4.5 Plastic, 1 Glass, 1 Silver, 1 Plasma | | style="font-size:90%" | 4.5 Steel, 4.5 Plastic, 1 Glass, 1 Silver, 1 Plasma | ||
| Deploys a toggleable combat tool set: a stun fist (deals 35 stamina damage on hit when activated, requires a power cell) and an EMP fist (deals 5 blunt and 15 shock damage when activated, disables nearby electrical devices within 0.5 range for 60 seconds on hit, requires a power cell). {{department|Security}} contraband. | | Deploys a toggleable combat tool set: a stun fist (deals 35 '''stamina''' damage on hit when activated, requires a power cell) and an EMP fist (deals 5 '''blunt''' and 15 '''shock''' damage when activated, disables nearby electrical devices within 0.5 range for 60 seconds on hit, requires a power cell). {{department|Security}} contraband. | ||
|- | |- | ||
| style="text-align:center; font-weight:bold" | Basic Cyber Leg | | style="text-align:center; font-weight:bold" | Basic Cyber Leg | ||
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| style="font-size:90%" | '''Medical Techfab''' (Quantum Fiber Weaving) | | style="font-size:90%" | '''Medical Techfab''' (Quantum Fiber Weaving) | ||
| style="font-size:90%" | 15 Steel, 10 Plastic, 5 Silver | | style="font-size:90%" | 15 Steel, 10 Plastic, 5 Silver | ||
| Significantly increases both walk and sprint speed (roughly 1.5x the normal value). | | Significantly increases both walk and sprint speed (roughly 1.5x the normal value). Heavily hindered by shoes. Wearing footwear drastically reduces the speed benefit. | ||
|} | |} | ||
== Organs == | == Prosthetic Organs == | ||
Prosthetic organs can be installed by first removing the existing organs, then installing the prosthetic replacements in their place. Some prosthetic organs are inferior to their organic counterparts, but might be needed if materials to make them are more plentiful than cold bodies to source the organic organs from. As one might expect, you can only have one of each organ, so you can only choose one pair of augmented eyes, for example. | Prosthetic organs can be installed by first removing the existing organs, then installing the prosthetic replacements in their place. Some prosthetic organs are inferior to their organic counterparts, but might be needed if materials to make them are more plentiful than cold bodies to source the organic organs from. As one might expect, you can only have one of each organ, so you can only choose one pair of augmented eyes, for example. | ||
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== Surgical Implants == | == Surgical Implants == | ||
Surgical implants, not to be confused with inject-able implants, are implants that can be installed | Surgical implants, not to be confused with inject-able implants, are implants that can be installed via surgery. Unlike prosthetic limbs and organs, there is no limit to the amount of surgical implants you can have, even of the same type. This means that you could, for example, have the Claws, Forensics, and Insulating implants all at once. Surgical implants provide a variety of benefits that are especially of use to those that don't wish to draw attention to themselves, as surgical implants are only obvious if you are already opened up for surgery. | ||
Unlike prosthetic limbs and organs, surgical implants are not impacted by EMP effects, and will not be disrupted by them nor cause additional damage to the player. | Unlike prosthetic limbs and organs, surgical implants are not impacted by EMP effects, and will not be disrupted by them nor cause additional damage to the player. | ||
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| style="font-size:90%" | '''Security Techfab''' (Basic Implants)<br>'''Syndicate Uplink'''<br>'''Salvage Expeditions''' (Challenging and above) | | style="font-size:90%" | '''Security Techfab''' (Basic Implants)<br>'''Syndicate Uplink'''<br>'''Salvage Expeditions''' (Challenging and above) | ||
| style="font-size:90%" | 2 Steel, 2 Plasteel, 1.5 Glass, 3 Plasma (Security Techfab)<br>2 TC (Syndicate Uplink) | | style="font-size:90%" | 2 Steel, 2 Plasteel, 1.5 Glass, 3 Plasma (Security Techfab)<br>2 TC (Syndicate Uplink) | ||
| Grants retractable claws as a built-in weapon: 8 slash damage, 2 attacks per second. {{department|Security}} contraband. | | Grants retractable claws as a built-in weapon: 8 '''slash''' damage, 2 attacks per second. {{department|Security}} contraband. | ||
|- | |- | ||
| style="text-align:center; font-weight:bold" | Forensics Implant | | style="text-align:center; font-weight:bold" | Forensics Implant | ||
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| style="font-size:90%" | '''Medical Techfab''' (Basic Implants)<br>'''Salvage Expeditions''' (Challenging and above) | | style="font-size:90%" | '''Medical Techfab''' (Basic Implants)<br>'''Salvage Expeditions''' (Challenging and above) | ||
| style="font-size:90%" | 1 Steel, 1 Plastic, 2.5 Plasma, 1 Glass | | style="font-size:90%" | 1 Steel, 1 Plastic, 2.5 Plasma, 1 Glass | ||
| Protects eyes from welding flashes, eliminating the need for welding | | Protects eyes from welding flashes, eliminating the need for a welding mask. | ||
|} | |} | ||