Power Supplies are the first thing you need if you wish to generate any form of power when using a bionic. They are all installed in a Chest slot. They can be installed by a DC8 Heal check an a DC12 Knowledge (bionics) check.   Analog Charger System The most basic system. It requires a household wall socket, and recharges 80 power per hour of charge. The  cable literally comes out of the user’s chest. The cost is $700.   Lithium Ion System This rudimentary power supply allows you to literally eat batteries. When the body detects that you are swallowing a battery, it redirects the battery into a chest furnace, where the battery is burnt up for energy. It only works with lithium-ion D batteries, and each one gains 5 energy. The cost is $1200.   Vampire System This power source uses a series of syringes to funnel a living, or dead, victim’s blood into an interchange, where it is converted to power at a range of 1 power per 5 units of blood. It takes one combat turn to siphon 20 units of blood. The cost is $1500.   Heat Thief System When unarmed and fighting against a warm-blooded enemy, this system converts damage done into power at a 1:1 ratio. The cost is $1750.   Amp Thief System Directly steal power from damage done to bionically-enhanced humans, robots, and machines by beating the shit out of them. Must be done unarmed. The cost is $2400.   Metabolic Interchange This power source draws one point of power directly from the character’s Hunger stat. While the Hunger stat is static in normal play and only matters in “survival mode”, if it were to reach 0, the player would still die. At 50 Hunger, the Metabolic Interchange will stop drawing from the Hunger bar and will become inactive. It is the only power supply that does not require a storage unit. The cost is $2000.   Joint Torsion Ratchets This installation more or less covers the entire body, but the core of the power supply remains in the chest. Whenever the player moves 30 feet, he generates 1 unit of power- this is a passive ability that doesn’t have to be thought about, and over time, one could easily refill their storage units completely. The cost is $3500.   Solar Panels These are large solar panels that phototrophically follow the sun. Whenever the player is outside, in daylight, they will gain 1 power every minute. When not in use, they fold up onto the player’s shoulders. The cost is $1500.   Power storage units are the next units you must purchase. This actually allows you to build power- you cannot instantly use up power upon creating it. You can, of course, get more than one power storage unit, or upgrade your current one directly. All power storage units are installed in the chest. They can be installed by a DC12 Heal check and a DC15 Knowledge (bionics) check.   PS Mk. 1 This unit holds 20 units of power. The cost is $350.   PS Mk. 2 This unit holds 50 units of power. The cost is $900.   Passive bionics do not require power, and can be installed correctly with a DC15 Heal check, followed by a DC18 Knowledge (bionics) check.   Head slots   Cerebral Booster A permanent +2 boost to Intelligence. The cost is $4500.   Enhanced Hearing A permanent +2 boost to hearing-based Perception checks, but anything that would deafen you will deafen you for 2 rounds longer. The cost is $3200.   Synaptic Boost A permanent metabolic increase increases your speed by 10, but also doubles the rate at which your hunger deteriorates. The cost is $3000.   Wired Reflexes A permanent +2 boost to Dexterity. The cost is $4000.   Carbon Microfilament Implant - Head Permanent +1AC, even when naked. The cost is $3200.   Eye slots   Anti-Glare Compensator A quick-acting film that slides over the eyes in the event of a bright flash. It halves any effects from flashbangs or other similar blinding devices, and also means the PC does not need welding goggles to weld without hurting themselves. The cost is $2400.   Diamondium Corneas This patented Trump product grants a permanent +2 to vision-based perception checks. This upgrade also seals your tear ducts, and you instead cry through your mouth. The cost is $3500.   Nictating Membrane This film over the eyes allows normal vision underwater, rather than the usual -4 on vision-based perception checks. The cost is $1500.   Targeting System A series of rangefinders. They allow you to determine things’ exact distances, and also allow grant a permanent +2 to ranged attack bonus. The cost is $6700.   Arm slots   Carbon Microfilament Implant - Arms Permanent +2AC, even when naked. The cost is $3500.   Myomer Striation A permanent +2 bonus to Strength.   Hand slots   Finger Blades Retractable, undetectable, claw-like razor blades in all ten of your fingers. They boost unarmed damage to 1d6 plus strength mod instead of 1d3 plus strength mod. The cost is $1450.   Integrated Multi-Wrench Your fingertips contain a fully retractable version of the Multi-Wrench toolset. The only downside to using this is that you can’t bash skulls in with it. The cost is $950.   Upper torso slots   Internal Storage Allows you to store four Tiny items, two Small items, or one Medium item inside your chest. The cost is $2800.   Internal Faraday Cage Negates EMP damage, but not shutdown time. The cost is $3200.   Lower torso slots Recycler System Repeatedly reuses left-over energy in bodily waste, halving the need to eat or drink. Kind of gross. The cost is $3000.   Techno-Gut This attachment increases your Hunger and Thirst capacity by 50 each, and allows you to eat rotten/tainted meat. The cost is $2600.   Leg slots   Carbon Microfilament Implant - Legs Permanent +3AC, even when naked. The cost is $3500.     Active bionics require power to activate (and sometimes deactivate). They are generally high-powered, but also highly expensive. They require a DC18 Heal check followed by a DC22 Knowledge (bionics) check.   Head slots   Flashbang Generator Speakers implanted in the head mimic the flash and noise of an M84 Flashbang. Blinds and deafens anyone except you within five squares for 1d4 turns. It costs 5 power to use. The cost is $3200.   Facial Distortion Layers of NANOMACHINES change the details of the face. A temporary +5 to Disguise is granted when this bionic is on. It costs 1 power to use each turn it’s active. The cost is $3400.   Revenge System While this bionic is active, whenever an unarmed opponent, or one with a conductive metal weapon, attacks you, they will deal the same shock damage back to themselves. This delivers a shutdown and EMP effect to machines or opponents with bionics. It costs 2 power per turn to keep active. The cost is $4300.   Cranial Flashlight Have a working LED flashlight placed right between your eyes. It’s just as powerful as a handheld flashlight, but does not take up a hand to use. Uses up 1 power per five turns. The cost is $1250.