Gain-Coil Ear
Implanted gain-coil behind or replacing the ear.
Rules Reference
| Field | Value |
|---|---|
| Capacity Cost | 1 |
| Category | cyber-prosthetics |
| Kadiss Signature | grey-market |
| Origin | Back-alley clinics and dock medics who fit cheap ears to watchmen, eavesdroppers, and the hard of hearing. |
| Rek Cost | 4500 rek (cheap civilian implant, legit registered; or 3500 rek grey) |
Notes
Benefit: Implanted gain-coil behind or replacing the ear. +2 to Perception checks involving hearing, and amplify whispers and low sounds out to 30 ft. -1 to saves vs sonic and loud-noise effects (the coil over-amplifies). Minor benefit level.
Install Risk: Medicine DC 14 to seat the coil against the auditory nerve. Recipient makes a Fortitude save DC 12 or gains Botched Implant: gain howl, ongoing ringing (-2 hearing Perception) until a Medicine DC 13 adjustment. Failure by 5+ deadens the nerve for 1d4 days (-3 hearing).
Signature: Grey. Cheap implants are Core-registered; off-grid coils are common in the lower decks. Unremarkable among night-watch and surveillance crews.
Strain: The coil has no limiter; a gunshot or explosion at close range forces Fortitude DC 12 or the wearer is deafened 1d4 rounds and takes 1 point of sonic damage. Persistent tinnitus gives -1 to sleep and concentration saves.