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Cybernetic Enhancements

From FuturePath

These are Cybernetic Enhancement Implants that can be purchased or crafted and then installed on a Level 1 or higher Cyborg through Surgery. To learn more about Cybernetics, go here.

Each enhancement description includes the following information:

Type: Implants can be External or Internal or a mix of both. This affects the Disguise skill. An Internal implant can only be detected through some type of scanner or x-ray vision. While External implants are visible and can affect Disguise rolls.

Restriction: (In the column) An additional category used purely for Role-Playing. It can add extra difficulty and work for the Character attempting to purchase and install the implant.

Benefit: What the cybernetic enhancement allows its recipient to do.

Tech/Masterworked: Special rules for what happens or what can be gained when an Implant is made at a Higher Tech level or built by a master craftsman.

Detractor: Special rules for dealing with Detractors.

Cybernetic Enhancement Implants
Name Type Cost/Procure Diff Restriction
--- Tech Level 2 ----
Anti-Nauseated Implant Internal / Slot 0 / Power 1 $1,500/0 None
Description: Helps reduce the chances of being Nauseated.

Benefit: The user gains Advantage on saving throws to avoid Nauseated condition. If there was no saving throw granted before then the cyborg now gets to attempt a saving throw where others would not. This doesn't protect against effects that jump straight to the Sickened condition.

Anti-Shock Implant Internal / Slot 0 / Power 1 $1,500/0 None
Description: This tiny implant, embedded near the recipient’s brain stem, protects the user mental functions from shock caused by different forms of damage.

Benefit: The user gains Advantage on saving throws to avoid Shaken conditions which includes Dazed/Stunned/Paralyzed. If there was no saving throw granted before then the cyborg now gets to attempt a saving throw where others would not.

Artificial Nervous System Internal / Slot 1 / Power 1 $20,000/1 None
Description: The nervous system or other such internal signal transmission solution that transmits signals to and from the brain and different senses of the body are replaced with artificial fiber-optic pathways. Thus allowing signals to pass a near-light speed.

Benefit: Dexterity Theme Score Bonus of +1. Max achievable score is 24, max bonus can provide is a +3.

Tech/Masterworked: Each Tech Level increases the max potential score and bonus by +2 as well as the starting bonus by +1. Each Masterwork level can provide an additional +1 as long as it doesn't surpass the limits.

Dermal Reactive Camouflage External / Slot 1 / Power 2 $15,000/1 Licensed Profession
Description: The skin has nano projectors interlaced and visible only as things like freckles, spots or pimples. This can cover the body in any pre-programmed camouflage pattern. Visible only where skin is exposed. Made popular by hunters.

Benefit: The recipient gains +2 to Stealth.

Tech/Masterworked: Each Tech Level after Tech 2 increases the Competency level. If maxed this just adds another +1. Masterwork'ed levels add an additional +1. Max however is 2+Tech Level.

External Weapon Mount External / Slot 1 / Power 2 $2,500/3 Military Access
Description: The recipient’s prosthetic arm ends in a weapon instead of a hand.

Benefit: The recipient has a melee or ranged weapon attached to a prosthetic arm. Attempts to disarm the recipient of the attached weapon automatically fail, though the weapon can still be attacked (like any other weapon) in an attempt to destroy it. A two handed weapon can be attached to a single arm this way thus negating both Two Handed and Clunky Default Attributes but also removing Throw-able.

Injetor Unit Internal / Slot 1 / Power 1 $3,500/1 Licensed Profession
Description: This unit, attached the recipient’s forearm or thigh, incorporates three medical hypo-syringes. Upon command, the unit can inject any or all of the medicinal substances into the recipient’s bloodstream.

Benefit: The injector unit has three built-in hypos, and each hypo holds a single dose of one of the following medicinal chemicals: antitox (TL 1), boost (TL 2), neutrad (TL 2), sporekill (TL 2), or biocort (TL 3). As a Free Action during his turn, the recipient can contract his muscles to inject himself with any or all of these hypos, gaining the benefits immediately. A drained hypo can be removed and replaced as a full-round action.

Physical Auto-Training Augmentation Internal / Slot 0 / Power 1 $10,000/2 None
Description: This small brain implant enables its recipient to perform a specific skill chosen from a list more adroitly.

Requirement: The skill has to be one of the following: Acrobatics, Athletics, Bluff, Diplomacy, Disable Device, Pilot, Sleight of Hand, Stealth, Medical

Benefit: The recipient gains a +2 competence bonus on checks made with one class skill of choice. This also counts for taking 10 or 20. Different skills require different implants, and a skill implant cannot be modified to grant a bonus to another skill. A recipient may have multiple skill implants, but each is considered a separate cybernetic attachment. And no implant of the same skill type.

Tech/Masterworked: Each Tech level increases the base by +2. Masterwork adds +1 or reduces the time for Taking 10 or 20 by 2 minutes per level.

Stabilizer Internal / Slot 1 / Power 1 $12,000/1 None
Description: A stabilizer releases chemical coagulants into a dying recipient’s bloodstream to prevent excess blood loss, effectively stabilizing him. A stabilizer is usually installed near the recipient’s heart.

Benefit: If reduced to negative hit points, the recipient automatically stabilizes. They stay alive with just 1 hit point. This requires refilling with Pharmaceuticals equal to 1% of 1 Unit of Advanced Pharmaceuticals. This by default only has one charge.

Tech/Masterworked: Tech level can increase the starting health by half of 1HD per Tech level above 2. Masterworked levels can add more charges.

Subcutaneous Body Armor Internal / Slot 1 / Power 0 Light: $5,000/3, Medium: $10,000/3, Heavy: $15,000/3 Military Access
Description: Subcutaneous body armor consists of small plates of flexible armor implanted under the recipient’s skin.

Benefit: The character gains natural Damage Reduction of -1.

Tech/Masterworked: Each Tech gains another -1 to Damage Reduction. Each Masterwork level gains a -1 to Damage Reduction but also enhances the Detractor picked for this Implant

Detractor: This Implant requires its own Detractors. Must pick from Ability Reduction, Hit-Points Reduction, Damage Sensitivity.

Subcutaneous Communications Internal / Slot 0 / Power 1 $4,000/0 None
Description: The recipient has a small transceiver installed underneath the skin of her throat. The transceiver is connected to a tiny speaker located in the recipient’s ear.

Benefit: The recipient may carry on conversations using the subcutaneous cell phone without raising her voice above a whisper. The tiny speaker implanted in the recipient’s ear enables her to hear the other side of the conversation, but others cannot.

Tech/Masterworked: Tech 3 allows the person to talk with their mind without even having to whisper. Tech 4 allows the device to upload transmissions directly to the mind. Masterwork increases the range or can add features like encryption, or communicate feelings.

Supernurmial Limbs External / Slot 1 / Power 1* $10,000/0 Professional Licenses
Description: One or more additional robotic limbs that protrude from their center of mass.

Benefit: The recipient gains 1 new limb that connects to the body at their center of mass. This limb is clearly artificial in nature and cannot by default be used in combat to yield weapons or deal damage. It can assist in holding or carrying items that will be used by their owner's natural limbs. It also provides an additional source to steady a person or climb. The limb is considered to have a Strength and Dexterity score of 8.

Tech/Masterworked: Masterwork levels can provide 1 more limb per level. If the recipient has at least 2 limbs they can use this for certain combat techniques like grapple. Masterwork levels can also be spent to gain a combined Strength and Dexterity score increase of +2. All Tech levels increase the Strength and Dexterity score by +1. At Tech 3 an artificial limb can be used or be used as a weapon but gains Disadvantage. At Tech 4 it can use a weapon without Disadvantage. A masterwork level can be also spent to provide +5ft reach to all existing limbs. While the limb is extended in this fashion it gains another disadvantage in combat however it does provide Reach to all melee weapons it holds as well as punching and combat techniques. Masterwork points can be spent on gaining 'Finesse' attribute which negates a disadvantage by gaining an Advantage in uses. This can be applied only twice.

Special: For every 2 limbs the Power requirement is increased by 1.

Telescopic Optics External / Slot 1 / Power 1 $8,000/1 None
Description: The recipient’s eyes are replaced with ocular implants that simulate the effects of binoculars, enabling the recipient to perceive distant objects more easily. All of the recipient’s eyes must be replaced to gain any benefit.

Benefit: Telescopic optics remove the range penalty for Perception checks.

Special: All Optics based implants can be installed ontop of each other. If they have Optic in the title they count as an Optical implant and can follow the Optical Implant special rules. As a Masterwork level, the Optical implant can have another implant added to the recipient without the cost of a Slot only an additional +1 power requirement. If 2 masterwork levels are applied then the +1 power requirement is removed. Only implants that could be installed normally can be installed in this way. So no Tech 3 Optical implants on a Cyborg who can only take Tech 2.

Muscular Nano-Fibers Internal / Slot 1 / Power 1 $15,000/1 Licensed Profession
Description: Nano-fibers are woven into the muscular structure of the recipient. Giving them enhanced strength.

Benefit: Strength Theme Score Bonus of +1. Max achievable score is 24, max bonus can provide is a +4.

Tech/Masterworked: Each Tech Level increases the max potential score and bonus by +2 as well as the starting bonus by +1. Each Masterwork level can provide an additional +1 as long as it doesn't surpass the limits.

Nightvsion Optics External / Slot 1 / Power 1 $4,000/1 None
Description: The recipient’s eyes are replaced with ocular implants that enable the character to see better in the dark. All of the recipient’s eyes must be replaced to gain any benefit.

Benefit: The recipient gains darkvision or Thermal vision out to a range of 60 feet.

Tech/Masterworked: At Tech 3 the eyes are no longer larger than normal and do not protrude out from the body. But they do look different. At tech 4 they can be made by default to be indistinguishable from biological eyes. The same can be accomplished with 'stealth' improvement through masterworking. Also Masterwork at any tech level can provide the ability to switch between Dark/Thermal vision at will or increase the range by increments of 60ft. (Default Dark vision just increases the exposure to light while Thermal vision sees infra-red light waves.

Special: This is a Optical implant please review Optical Implant rules.

Organ Refortification Internal / Slot 1* / Power 1 $15,000/1 Licensed Profession
Description: Critical organs are supported or fully replaced by artificial equivalents in order to increase there resilience, reliability and longevity.

Benefit: Constitution Theme Score Bonus of +1. Max achievable score is 24, max bonus can provide is a +4.

Tech/Masterworked: Each Tech Level increases the max potential score and bonus by +2 as well as the starting bonus by +1. Each Masterwork level can provide an additional +1 as long as it doesn't surpass the limits.

Special: Every 2nd instance of spending a Masterwork point to improve the Benefits of this implant also increases the Slot requirement by 1.

Voice Stress Analyzer Internal / Slot 0 / Power 1 $5,000/1 None
Description: Sensors attached to the recipient’s optic nerves and inner ear analyze minute physical indicators from living beings (including increased pulse galvanic skin response) and enable the recipient to better determine the emotional states of others.

Benefit: The recipient gains a +2 Misc bonus on all Sense Motive checks.

Tech/Masterworked: Tech or Masterworked levels both increase this by +1.

Linguistic Analyzer Internal / Slot 0 / Power 1 $5,000/1 None
Description: Enhances the minds ability to understand complex linguistic patterns.

Benefit: Gains +1 to the Language skill unlocking another language. Gain a Misc +2 to the Language Skill which can be used when rolling for different languages.

Tech/Masterworked: Each Tech increases the starting Rank of the new Language learned by installing the implant by 1. Master-working levels can add another Rank into already learned Languages equal to the Tech level of the Implant. So at Tech 2 each Masterwork improvement adds 1 Rank to 2 Languages of the Characters choice. It can also be used to grant a new Language.

Fabrication Aid External / Slot 1 / Power 1 $5,000/1 None
Description: A module that replaces a hand with a robotic device capable of holding and manipulating objects. This is used to greatly assist with crafting items.

Benefit: Gains a +1 Misc Bonus for all Crafting. The Character picks a Crafting Skill to focus the Implant on. This Skill gains another +1 Misc Bonus and will always act as if it is 1 Competency Level higher. At max level this just adds another +1.

Tech/Masterworked: Each Tech Level increases the Misc Bonus of all Skills by +1. Each Masterwork level increases the Misc bonus of the focused Crafting Skill by +1.

Internal Personal Shield Internal / Slot 2* / Power 2* $25,000/1 None
Description: This is a series of modules that encompass power devices and projectors that produce a shield that loosely forums around the person.

Benefit: The recipient must choose between 3 different types of shields. Harden, Particle, Reflective. The shield has to be activated or deactivated as a free action using one's mind.

Harden: This acts like extra HP and adsorbs all damage except for Electrical/Thermal which it only adsorbs 1/2 round up. The rest of the damage passes through. The starting HP bonus is 10. Once this runs out it has to recharge which takes 24 hours. During this recharge cycle, the shield cannot be used. The user can choose to recharge the shield even when it isn't depleted.
Particle: This acts like DR. The DR value is 1/2 rounded down for Kinetic/Chemical attacks. And starts with a DR of 2. Can only stay active for 5 rounds. Before it has to recharge which takes 24 hours. It can be deactivated before running out of rounds to save the remaining rounds for another encounter but it will not fully recharge until it runs out of power completely. It cannot be started while it is recharging.
Reflective: This acts like an AC bonus to ones armor. It starts with an AC of 1. Can only stay active for 4 rounds. Before it has to recharge which takes 24 hours. It can be deactivated before running out of rounds to save the remaining rounds for another encounter but it will not fully recharge until it runs out of power completely. It cannot be started while it is recharging.

Tech/Masterworked: Tech level can increase the length of time the shield can stay on by 1 round or the starting HP bonus by 5. Masterwork'ed levels increase the starting HP bonus by 4, the DR by 1 (Except even number levels which increases the DR by 2) or the AC by 1. The Tech level above Tech 2 is considered to have the 'Military Access' restriction. Each level of Masterwork'ed that improves the shield also increases the Power requirement.

Special: Every other increase provided by spending Masterwork points has to either increase the Slot or Power requirement by +1.

Informational Mental Database Internal / Slot 0 / Power 1 $5,000/1 None
Description: This mental augmentation that enhances the mind. It enhances short-term and long-term memory for the specified subject material.

Benefit: Gains a +2 Misc bonus for the Knowledge skill specified.

Tech/Masterworked: Each Tech level increases the bonus provided by Masterworking by 1. Masterworking levels provide +1 to the knowledge specified. Or it can add another Knowledge Skill to the list and start it with a +2 Bonus. A single Implant can only enhance a maximum of skills equal to its Tech level.

--- Tech Level 3 ----
Anti-Stun Implant Internal / Slot 0 / Power 1 $20,000/3 Military Access
Description: This implant, embedded near the spine, shields the recipient’s nervous system against stunning attacks.

Benefit: The recipient cannot be stunned.

Body Repair Weave Internal / Slot 1 / Power 0 $15,000/2 Licensed Profession
Description: A delicate weave of subdermal biowires stimulates and repairs the body’s damaged tissue.

Benefit: The recipient heals naturally at twice the normal rate. Any use of Medical on the target recipient gains an advantage.

Data Archive Internal / Slot 0 / Power 1 $30,000/1 None
Description: A data archive is a microcomputer implanted in the recipient’s skull. It contains skill-related information stored on a series of biological data chips, or biochips.

Benefit: The recipient treats all Knowledge Skills as class skills. Furthermore, the recipient gains access to an information database that grants a +2 equipment bonus on all Knowledge checks. This excludes the use of Knowledge checks associated with the Technology Proficiency Tree.

Dermal Holografic Micro Projection for Espionage External / Slot 2 / Power 2 $50,000/3 Military Access
Description: The skin has nano holo projectors interlaced and visible only as things like freckles, spots or pimples. An advanced version of Dermal Reactive Camouflage with the big difference being this can project over clothing and be used to hid objects on a persons body as well as completely change a persons appearance.

Benefit: When using this implant to Disguise the Skill is considered Master level competency. It can instantly change to any pre-programmed image instantly as if the Character took 20 but it only takes 1/100th of a second. In order to change appearance the user needs a 3d scan/image of the target to impersonate. Hiding an object on your person needs no such requirement.

Dermal Holografic Micro Projection for Clocking External / Slot 2 / Power 2 $60,000/3 Military Access
Description: The skin has nano holo projectors interlaced and visible only as things like freckles, spots, or pimples. An advanced version of Dermal Reactive Camouflage with the big difference being this can project over clothing and be used to hide objects on a person's body or simply disappear.

Benefit: Can clock a simple object on a person hiding it or completely cloak the person. The clock is in the visual spectrum only and doesn't hide from thermal sensors. A different implant is needed for that. This provides a +10 to stealth checks that involve visual sensors and movement. And a +20 to stealth checks when standing still.

Feat Implant Internal / Slot 1 / Power 1 $30,000/3 Military Access
Description: Thanks to a chip implanted in the recipient’s brain or a series of implants wired to the recipient’s nervous system, the recipient gains special knowledge or some extraordinary ability. By default, (without stealth masterworking) the implant is visible.

Benefit: The feat implant gives the recipient a feat. The recipient must meet all of the feat’s prerequisites to gain its benefits. If the feat implant is destroyed, the granted feat is lost as well. A feat implant cannot duplicate a mutation or psionic feat.

Fortified Skeleton Internal / Slot 1 / Power 0 $35,000/4 Military Access
Description: The recipient’s skeleton is fortified with high-impact polymers, increasing his ability to shrug off physical damage.

Benefit: The recipient gains damage reduction -1 for the Kinetic Damage Type.

Tech/Masterworked: Tech levels increase the Damage reduction by 1. Two levels of Masterworking spent can increase the damage reduction by 1.

Flight Sub-system External/Internal / Slot 2* / Power 2* $20,000/1 Licensed Profession
Description: This system grants the recipient powered flight. When in flight some of the components are exposed as External. Ports, where this transition happens, can be seen on the wearier by default. This flight is done in a non-organic way. Meaning it uses some mod of flight other than wings. The means of this are limited by the tech level. By default, this powered flight produces noise but can be made stealthy through Tech or Masterwork improvements.

Benefit: Gains flight for 10 minutes at a time. Requires 24 hours to recharge. The person can hover up to their walking speed in height or fly at twice their normal Sprint speed.

Tech/Masterworked: Tech Level 4 can unlock the ability for noiseless flight or increase the flight time to 20 minutes. Masterworked levels can be spent to either increase the flight time by 5 minutes or improve the Hover height by 10ft or Fly Speed by 30ft.

Special: When installing the Implant the wearer can choose to have it consume more power (this choice can only be undone by surgery) thus increasing there Hover Height and Fly Speed as if they spent a Masterwork point for every additional power used. The same goes for Slot usage which increases the flight time.

Initiative Implant Internal / Slot 0 / Power 1 $20,000/3 Military Access
Description: The initiative implant consists of a series of wires threaded around the recipient’s spinal cord and attached to the recipient’s nervous system. The implant stimulates faster response times.

Benefit: The recipient gains a +2 equipment bonus on initiative checks.

Internal Weapon Mount Internal / Slot 1 / Power 0 $25,000/3 Military Access
Description: The recipient has a subcutaneous weapon embedded in her body, usually in a prosthetic forearm or hand. The weapon extends from the prosthesis and is visible when in use.

Benefit: The recipient has a melee or ranged weapon hidden under her skin. Attempts to disarm the recipient of the attached weapon automatically fail, and the weapon itself cannot be attacked unless it is extended. Extending or retracting the weapon is a free action.

Laser Optics External / Slot 1 / Power 2 $30,000/3 Military Access
Description: The recipient’s eyes are replaced with ocular implants capable of firing thin laser beams.

Benefit: Using laser optics is an attack action. A “laser eye” should be treated like a Tech 3 version of the Laser Pistol weapon example. It, however, doesn't have any Proficiency Requirement restrictions.

Tech/Masterworked: Treat any masterwork or Tech improvements to the Laser Eye's that are not related to the Implant Triats as if it was a weapon following Weapon rules.

Special: This is a Optical implant please review Optical Implant rules. However, laser optics cannot negate the power requirement.

Luminious Skin External / Slot 1 / Power 1 $4,000/1 None
Description: Special skin grafts create luminous displays on the recipient’s flesh. Most recipients use it purely for decoration, but the same technology can provide a built-in chronometer. It can make the skin glow or remove almost all reflectivity making it appear darker than black. The enter surface area of the recipient's body can become like an extremely advanced flexible TV screen

Benefit: The recipient can control the brightness of the luminescence as a free action, negating it entirely if desired. As its most intense, luminous skin can illuminate squares occupied by or adjacent to the recipient. The chronometer serves the same function as a wristwatch, including date, time, and alarm functions. This can also act like partial camouflage giving a +2 Misc Stealth bonus.

MicroComputer Internal / Slot 0 / Power 1 $20,000/2 Restricted
Description: The recipient has a miniature computer attached to his nervous system, usually at the base of the skull.

Benefit: The recipient may attempt Computer Use checks as a move action, rather than a full-round action. The microcomputer reduces by half the time required to operate remotes. A data port in the back of the unit allows for the insertion of a standard interface cable (purchase DC 5), allowing the recipient to transfer data without the benefit of a modem.

Mindscreen Implant Internal / Slot 0 / Power 1 $35,000/3 Military Access
Description: A small implant in the recipient’s brain protects him against mental attacks.

Benefit: The recipient gains a +2 equipment bonus on saving throws against mind-affecting attacks.

Tech/Masterworked: Tech and Masterwork both provide +1 against mind-affecting attacks.

Multi-Spectrum Optics External / Slot 1 / Power 1 $15,000/3 None
Description: The recipient’s eyes are replaced with artificial ones that can see x-rays/electromagnetic spectrum, see what materials are made out of, and see through some types of materials.

Benefit: Gain advantage while attempting to identify what a thing is made out of. The thing can be any object within a visible direct line of sight. Can be able to instantly tell if an object is technological or not. Can see through, 4 CM of plastic, wood or other non-metal substances. The vision is not perfect and cannot resolve details beyond shapes, movement, heat, and electric current. Example: a non-metal wall that is hollow the Character could see through and count the individuals inside. But they cannot identify them other than guess work biased on size.

Tech/Masterworked: Tech or Mastwork'ed levels can increase the distance the person can see through walls by +1 CM (centimeter) and/or +1 to Perception/Passive Perception.

Special: This is a Optical implant please review Optical Implant rules.

Prosthetic Limb Extension Internal / Slot 1 / Power 1* $25,000/1 None
Description: This implant attaches or completely replaces a limb making it either a full prosthetic or a hybrid. In doing so the recipient can gain multiple different types of abilities. The Cyborg must choose when installing this implant if it will enhance their legs or arms.

Benefit: If attached to the leg this increases the walking speed by 50% and doubles the Character's ability to jump. Gaining advantage on any dodge saving throw. If attached to the arms the recipient can now gain 5ft reach. Melee weapons all now have 5ft reach. Also, the Character can now do combat techniques at another 5ft range as if they themselves have reached. However, any action used in this unnatural way gains a disadvantage.

Tech/Masterworked: A masterwork level can be spent to increase the length extension bonuses or be used to enhance the Strength of the limb. For each Strength improvement, the recipient gains a +1 Misc Bonus to Athletic and Acrobatic skills. Each increase to the base bonus just means that the walking speed, jumping weight, and reach are all increased. Masterwork levels can also provide Finesse which removes the disadvantage when attempting to use melee weapons/fight while the Arms are extended. A Finesse masterwork level must be taken for each Masterwork length extension bonus taken.

Special: Every 2nd instance of spending a Masterwork point to improve the Benefits of this implant also increases the Power requirement by 1.

Rage Implant Internal / Slot 1 / Power 2 $30,000/2 Restricted/Illegal
Description: This brain implant dramatically increases the amount of adrenaline and other chemicals in the recipient’s body which in turn produces, temporarily a boosting effect in the recipient's strength, durability, and overall ability.

Benefit: The recipient can activate the implant as a free action once per day. Upon doing so, he temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and an advantage on Strength/Dextary/Connistuation and Wisdom saving throws.

The default increase in Constitution increases the recipient’s hit points by 2 per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. If this would bring the person at or below 0 their health goes to 1 and they pass out. While raging, the recipient cannot use any Charisma or Intelligence-based skills, except to Intimidate. Any abilities or items that require patience and concentration (advanced techniques and manifesting psionic powers).

The rage lasts for a number of rounds equal to 2 + the recipient’s (newly acquired) Constitution modifier. The recipient may prematurely end his rage.

At the end of the rage, the recipient loses the rage modifiers and restrictions and becomes Fatigued for the remaining duration of the current encounter.

Tech/Masterworked: Tech Level increases the Ability score bonuses by +1. Every two points in Masterworking spent can increase the ability points by either Strength or Conn or +1 in both. One point in Masterworking can increase the number of times per day that Rage can be activated by +1.

Targeting Optics External / Slot 1 / Power 1 $25,000/3 Military Access
Description: The recipient’s eyes are replaced with ocular implants that use a projected targeting reticle to improve the recipient’s aim. All of the recipient’s eyes must be replaced to gain any benefit.

Benefit: Targeting optics grant a +1 bonus on all attack rolls made with ranged weapons.

Tech/Masterworked: Tech Level increases bonus by +1 while every 2 Masterworked points increase the bonus by another +1.

Special: This is a Optical implant please review Optical Implant rules.

--- Tech Level 4 ----
Feat Plexus Internal / Slot 1 / Power 2 $35,000/4 Military Access
Description: This unit, implanted in the recipient’s brain, allows multiple feat implants to function as a single cybernetic attachment (see Feat Implant, above).

Benefit: The recipient may have up to 2 feat implants attached to the feat plexus, and together they are treated as a single cybernetic attachment. However, if the feat plexus is destroyed, all of the attached feat implants are destroyed as well. The 2 feats have to be part of the same Feat Category.

Tech/Masterworked: For the cost of two Masterwork levels the Feat Plexus can add an additional Feat for a maximum of 4 total Feats implants.

Invisiware External / Slot 1 / Power 2 $45,000/4 Military Access
Description: This technology enables its recipient to turn invisible for a short time. Invisiware uses crystalline refractors grafted to the skin and powered by rechargeable solar battery units protruding from various points on the recipient’s body (usually the spine).

Benefit: By using invisiware to bend light around its body, a creature can turn invisible. An invisible creature gains a +30 bonus on Stealth checks if immobile, or a +20 bonus if moving.

While invisible, the recipient is considered partially concealed.

Activating or deactivating invisiware is a free action. However, the technology consumes a great deal of battery power especially when rapidly moving like while in combat. The system can stay active for 1 minute out of combat movement or 4 rounds of in-combat.

Skill Plexus Internal / Slot 1 / Power 2 $25,000/1 None
Description: This unit, implanted in the recipient’s brain, allows multiple skill implants to function as a single cybernetic attachment (see Skill Implant, above).

Benefit: The recipient may have up to three skill implants attached to the skill plexus, and together they are treated as a single cybernetic attachment. However, if the skill plexus is destroyed, all of the attached skill implants are destroyed as well. These skills have to be associated with the same Ability Theme.

Tech/Masterworked: Masterwork points can be spent the same way as on a Physical Auto-Training Augmentation implant.

Universal Modular Optics Internal / Slot 1 / Power 2 $25,000/1 None
Description: An advanced optical replacement implant that appears natural for that species' eyes. Hidden within is space to upgrade the optics.

Benefit: Allows the recipient to see as they normally do while providing upgradability with other Optical implants without having the implant appear different than what is natural for that species. This fellows the Special Optics upgrade/expandability rules for optical implants except that as Tech 4 the additional implants maintain stealth features and visibility appears normal. Also, new Optics no longer stack power. Upon installation, the recipient can pick 1 free Optical feature to be installed with it by default.

Tech/Masterworked: Each Masterwork level can add a new Optical implant. You cannot spend Masterwork points to improve Energy efficiency on this Implant.

6th Sense Internal / Slot 1 / Power 1* $25,000/1 None
Description: Adds a new sense or regains a missing one.

Benefit: Provides an additional sense. A +3 to Passive Perception and a +2 Misc. Bonus to Perception/Sense Motive/Survival skill checks.

Tech/Masterworked: A Masterwork level can provide an additional +1 to all bonuses.

Sepcial: Every 2nd instance of spending a Masterwork point to improve the Benefits of this implant also increases the Power requirement by 1.