Cybernetics
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Cybernetics is a method that mixes machine technology with organic beings to artificially enhance or otherwise improve the life of the organic. A cyborg will be a person who has had one or more surgeries to implant technology directly into their bodies.
To learn about the evolution and lore of Cybernetics and their Tech levels, you can read the lore page Evolutions of Cybernetics. To jump straight to a list of Cybernetic Implants, go to: Cyborg Enhancements, Cyborg Utilities, or Artificial Replacements.
If the Character simply wants to install or embed an item from General Equipment, then they can take the Cybertaker feat. This allows for the Surgery and installation of a single Utility Implant.
- Summary
Cybernetics can be put under three main categories. Replacement Implants, Utility Implants and Enhancing Implants. Replacement Implants are not considered a 'special' difficulty.
A Character must take the Cyborg Novice feat, which requires adding the Cybernetic Prejudice flaw. A Surgery is performed to add the Framework which is the foundation for all Cyborg Implants. After the Surgery, the new Cyborg must take a Detractor.
A Framework provides Power and Slots for Implants. Implants cost money, require Surgery to install, and consume Slots and Power. A Cyborg can gain more Slots and Power over time by improving their Framework. They do this by gaining a new Feat, such as Cyborg Enthusiast, which enables them to get a surgery that upgrades the Framework. This also requires enhancing or adding a Detractor.
The other most common way to enhance a Cyborg is through masterworking Implants; however, excessive enhancement in this fashion can lead to additional Detractors. A Cyborg by default is also weak to Electric attacks and can only remove this weakness through improving their Framework/Implants.
Being a Cyborg means managing Detractors and Drawbacks, such as electrical weakness, while gaining enhancements to the Character in unique ways, which can be improved over time by spending Feats, Money, and time for the Character to get more Surgeries.
Cybernetic Types
The three kinds of cybernetic attachments are: Replacements, Utility, and Enhancements.
- Replacements
- Replacements are prosthetic or artificial units intended to replace lost limbs and damaged organs. These do not provide benefits other than duplicating the essential functions of their biological counterparts, and they present little strain on the beneficiary’s overall well-being. In appearance, a cybernetic replacement can be recognizably artificial or virtually indistinguishable from the real thing. These differences depend on Tech Level.
- Rules: From a combat and role-playing perspective, there is no difference in a medical replacement implant if it is Tech2 or higher. Tech 1, there would be a noticeable difference. If the Player wishes to role-play it as a disability they wish to overcome, they can discuss this with the GM and treat it as a Quirk with a Detractor. Sensors or scanners may be able to detect the difference, but beyond being aware that there is something non-organic in the Character's body that otherwise functions identically to the biological replacement, the GM can ignore these implants. The purpose of this is mostly for Role-Playing. The idea is that if a Character loses a leg, an eye, etc., the group may have to go to a hospital for surgery, and the Character is out of action for a time. It is a way to deal with massive damage or near-death experiences. There is no need to take Cybernetic Prejudice or the Cybertaker feat.
- Utility
- Utility Implants can range from a wireless comms device, a tracker, or a scanning device. All of these are attached to the body in a way that would require surgery to remove, or else they are not considered an implant. They must also be connected to the person in a way that doesn't require a physical interface. IE: A neural interface, or some connection to the nervous system. The most common example of this is a wireless communications and tracking implant installed in soldiers or workers to enable easy communication and tracking.
- Rules: These implants relate to a device in General Equipment or of the same theme. Using the implant would then be the same as using the associated item from a 'what to roll' perspective. This would not provide a 'sixth sense to the Character. IE, If the implant is a Medical Scanner, the use of it would be the same as using a Medical Scanner device in the Character's hand. The only difference is that the device is embedded and thus frees the Character's hands. The data returned from the scan would have to be provided through another interface, as it wouldn't go directly to the mind. The mind could perhaps control the device, but the device cannot upload data directly into the mind. If that was the case it would count instead as an Enhancement and a 'sixth sense' device. The main purpose here is to allow an avenue for General Purpose items to be used as implants. Character needs to take the Cybernetic Prejudice flaw unless specified otherwise. A Utility takes up a Slot unless it is provided by the Cybertaker feat.
- Enhancements
- Enhancements bestow new abilities or improve the recipient in some fashion. Enhancements include skeletal reinforcement and subcutaneous weapon mounts. Some enhancements have visible external components, while others are hidden beneath the skin. Enhancements put more of a drain on the body’s resources, and recipients frequently suffer debilitating physical or mental side effects.
- Rules: These implants are the most advanced and take up both Slots and Power. There are some exceptions to this rule, which will be discussed further below. The Character that has Enchancing Cybernetics must take the Cybernetic Prejudice flaw as well as Cyborg Enthusiast to become a level 1 cyborg.
Cybernetic Levels
There are different levels of cybernetic use. The higher the level of use the more the biological body is adjusted artificially.
- Level 0
- This is mostly for the Replacements type. This has no requirements. This doesn't even require the use of a Cybernetic Framework (more on that below). There is also no serious prejudice regarding the use of cybernetics for medical needs. While some may look down on those who do it, especially if it isn't necessary, this isn't the same disdain that many species and cultures have for Cyberborgs and the like. A Character can at Level 0 take a single 'Utility' type implant; however, this comes with some conditions. Only one Utility implant can be installed, and the Character must take the Cybertaker feat to do so.
- Level 1
- This is the First Level of Enhancement-type implants. This Level is unlocked with the Cyborg Novice Feat, which also requires the Cybernetic Prejudice flaw as a Prerequisite. You must take the feat and then get surgery to install the Cybernetic Framework before starting your new life as a Cyborg. At least one implant must have some small visible spot on a prominent part of the Character's body. A Disguise check is required to hide the fact that the Character is artificially enhanced. This follows the Disguise Checks Innate Drawback rules.
- Once a Character has taken the Cyborg Novice Feat the Character must acquire a Framework and a surgeon willing to perform the work. This costs money and time, and only then is a Character truly a Cyborg.
- Requirements: The Cyborg Novice feat which also requires the Cybernetic Prejudice flaw. This then also requires taking a Detractor from the list.
- Level 2
- This has all the same requirements as Level 1, as well as the Cyborg Enthusiast feat. The size and number of implants visible protruding from the body have increased by at least 1. The Character can now go get the surgery done to upgrade to a level 2 Framework. Until this is done, the Character is *not* actually a Level 2 Cyborg.
- Requirements: The Cyborg Enthusiast feat and either a new Detractor from the list or enhancing an existing detractor.
- Level 3
- Just as level 2 with the Cyborg Competent Feat this time. The size and number of implants visible protruding from the body have increased by at least 1. Just as with the previous level the Character must get the surgery done to upgrade to a level 3 Framework before they can take advantage of being a Level 3 Cyborg.
- Requirements: The Cyborg Competent feat and either a new Detractor from the list or enhancing an existing detractor.
- Level 4
- Just as with levels 2 and 3, except with the Cyborg Expert Feat this time. The size and number of implants visible protruding from the body have increased by at least 1. Just as with the previous level the Character must get the surgery done to upgrade to a level 4 Framework before they can take advantage of being a Level 4 Cyborg.
- Requirements: The Cyborg Expert feat and either a new Detractor from the list or enhancing an existing detractor.
- Level 5
- Just as with the previous levels, this is achieved with a Feat; this time, the Cyborg Master Feat. The size and number of implants visible protruding from the body have increased by at least 1. This is the highest level obtainable as a Cyborg. Any higher, the being would be more of a robot with minor biological components than a biological being with augmented artificial features. This level is extremely difficult to achieve. Again, surgery is done to upgrade to a level 5 Framework before they can take advantage of being a Level 5 Cyborg.
- Requirements: The Cyborg Master feat and either a new Detractor from the list or enhancing an existing detractor.
How to get/craft/repair/install/remove Implants
Buying/Selling
Cybernetics are usually frowned upon if they are not used for medical purposes. In some societies, biological understanding yields advanced technology that removes the need for a mechanical solution to a missing limb or organs and many people prefer to simply regrow a lost appendage. So, depending on where the Character is, they may find even Medical or Utility Cybernetics rare, if not illegal. However, in most societies, Enhancement Cybernetics is illegal or rare. Medical and Utility Cybernetics have a Procure Difficulty of either 1 or 2 and start with Technology Level 1. While Enhancement Cybernetics has a Procure Difficulty of 2 or 3 and starts at Tech Level 2. A Species description will inform the GM where each of the major Species stand on Difficulties but if the adventuring group runs into a different culture it is up to the GM to decide. The default assumption is that it is always difficult to find a place that sells good quality Cybernetics and even harder to find a competent Cybernetic Surgen.
Selling your Cybernetic wears or even performing surgery for a client can be equally difficult, as it is often associated with the 'underground' or 'black market' of a society. Depending on where the Character's are they may even be committing a crime in providing these services.
More detailed Pricing and Procure Difficulty information is provided per Implant bases below.
Installation and Removal
Installing or removing a cybernetic attachment, regardless of the type, requires a successful Surgery check. If the Character doesn't have Cybernetic Surgery, then they take a disadvantage and cannot install Enhancement or Utility-type Cybernetics. A Character with the Cybernetic Surgery feat suffers no penalty on the check and can install all types of Cybernetics. A failed Surgery requires at least 1 week of recovery with temp Conn damage of xd4 per 5 points missed by the DC. The Conn damage cannot go below 1. Once full recovery is complete, the Surgeon can try again. The Character cannot perform Surgery on themselves.
Removing a cybernetic attachment without proper surgery causes lasting physical trauma to the patient’s body, dealing 1d4 points of permanent Constitution damage + 1d4 reduction in whatever attribute/ability/skill the implant is associated with. These can be removed or reduced with follow-up surgeries. A failed roll to remove an implant will force the Character to choose whether to continue removing it or leave it in a broken state. Continuing the removal will result in the aforementioned effects.
Finding a professional to do surgery for a nonmedical implant requires a Procure Difficulty of 1 if it is a Utility and a 3 if it is for Enhancements.
Construction and Repair
Cybernetic attachments are complex instruments with both electrical and mechanical components. Consequently, a character must have the Craft Cybernetics feat to build a cybernetic attachment. Standard crafting rules apply, it will require the use of both an Electrical and Mechanical crafting kit, it will require a 'bill of materials', and it will require time, usually 5 days.
Craft Cybernetics is also required for repairing. Repairing a damaged or nonfunctional cybernetic attachment requires 8 hours of work and a successful Repair check DC 15 + 1 per Tech level + 1 per Masterwork level The base is DC10 for Medical and Utility implants. A character needs both an electrical tool kit and a mechanical tool kit to facilitate repairs. Without one or the other, a character takes a disadvantage on the check; without both kits, it is impossible to try. A failure to repair means the Character must wait at least 8 hours before trying again. However, repairing and simply disabling the device and stopping it from doing self-harm are two different things. The device can simply be disabled and repaired later to avoid immediate adverse effects, if any.
Any cybernetic part that is 'hidden' or is considered inside of the body in any way also requires Surgery to access the Implant. The Character leading the surgery must also have Cyberentic Surgery. This will require a Surgery Kit and the Treat Injury skill. Failure to perform the Skill check for Surgery by more than 5 means that the Character cannot attempt to repair the implant. If it fails but by less than 5 the repair can still move forward but the patient becomes infected and has the condition of Sickened for 1d4 days.
Getting Damaged
By default only Implants that have the External category can be a target for damage. Implants follow the Item Damage rules. If a Battled Scared Implant fails, it fails for a certain amount of time as per the Multi-Turn Non-Functioning Items rules specify. By default, all Implants have a Resiliency of 3.
When an implant is completely damaged, it can no longer function, and the Character rolls a Constitution save as if they took Massive Damage. If they fail the GM will roll percentile dice and consult Table: Side Effects to determine what happens. This effect lasts until surgery can be done. Consult Installation and Removal.
All Implants can be improved using Masterwork levels to gain a higher Resiliency or to remove their Weakness of Electric Damage type. Learn more about different Masterwork improvements for Implants below.
Cybernetic Framework
Implants need a way to interact with the Biological body as well as get power and be controlled. This requires tight integration with the biological lifeform they are attached to and the unique properties of that body. Over time the popular solution of building a sort of foundation to work off was adopted by all cyberneticist. This is called a Framework. It acts as an interface between the mechanical to the biological and helps the different implants work with each other as well as the different body types found within the cosmos.
The Power Pack
The Power Pack is the Framework's power source. It is also one of the parts that have changed the most between civilizations and Technologies. The big difference between Replacement, Regenerative, and Permanent power solutions is mostly how they are recharged and for role-playing purposes. The table below explains further. Note that this is largely for role-playing purposes and doesn't affect the types or amount of Implants that can be installed.
| Replacement (Tech 2): | Regenerative (Tech 3): | Permanent (Tech 4): |
|---|---|---|
| A replacement design is a high-capacity battery that has to be replaced/re-charged every so many hours/days. At tech 2 the battery would need to be replaced every 24 hours. Tech 3 every 72 hours and Tech 4 every week. Also by default the battery is susceptible to electromagnetic attacks like a power drain. | A regenerative example would be the Battery/Nuclear hybrid solution. The small Nuclear module doesn't provide enough power for full usage and thus a battery picks up the slack. When the body is sleeping the Nuclear pack recharges the battery. This should be calibrated to follow the select species' natural sleep cycle. A bio-reactor that uses the species' natural eating habits to convert calories into electricity is another example. The Character would have to eat more but that is all. | A permanent power solution would be an advanced Tech 4 solution that involves things like an Anti-matter battery that could be far longer than the expected life type of the target person or some sub-space vacuum energy source that runs into infinity. |
If a Power Pack runs out of power or is otherwise disabled the cybernetic implants go into an emergency power mode. Biological functions do not stop but any advantages provided by having these implants stop until power is restored. The main difference in power solutions is in role-playing and the fact that power will need to be replaced. For example, if a Character has a Regenerative Power Pack and they do not rest after 24 hours then they lose their Cybernetic abilities until they perform a long rest.
Power and Slots
A Cybernetic Framework provides Power and Slots to install Implants. Each level in Cybernetics increases the Power and Slots. Masterworked levels and Tech Levels enhance Frameworks with additional Power/Slots, as shown in the graph below.
No matter the Cybernetic Level, Masterworked Level, or Tech Level, the maximum amount of achievable points is 10, and the maximum number of Slots is 6. This is a hard-set limit.
| Masterworked Levels => v=Tech Levels=v |
Level 1 | Level 2 | Level 3 | Level 4 | Level 5 |
|---|---|---|---|---|---|
| Tech Level 2 | 3 Power / 2 Slots | 4 Power / 2 Slots | 5 Power / 3 Slots | 6 Power / 3 Slots | 7 Power / 4 Slots |
| Tech Level 3 | 4 Power / 3 Slots | 5 Power / 3 Slots | 6 Power / 4 Slots | 7 Power / 4 Slots | 8 Power / 5 Slots |
| Tech Level 4 | 5 Power / 4 Slots | 6 Power / 4 Slots | 7 Power / 5 Slots | 8 Power / 5 Slots | 9 Power / 6 Slots |
| *Max Power/Slots no matter the Cybernetic/Masterworked/Tech Level is: 10/6 | |||||
Each Implant requires a surgery to install or remove and will cost some amount of Power and Slots. Once an Implant has been used it has been modified specifically for the target species and cannot be used in other species. So a Character should plan carefully what goes in their body as this can be expensive and dangerous. Once removed it cannot be sold.
Both the Cybertaker and the Cyber Tweaks feat's can grant the Character more Power or Slots but again not above the hard limit.
Masterworking the Framework
Masterworking can provide masterwork points which can be spent on 3 different upgrades at different costs. All items/weapons/armor can only have up to 5 masterwork levels, and Cyborg equipment is no different. Each Masteworking level gained increases the cost of the Framework by x3.
- Electrical Hardening: Costs 1 Masterwork point. Makes the Framework and its recipient immune to Electrical-type attacks. However, 1/2 (round up) of all Implants that require Power slots will also need this improvement. Normally, if the Framework is not hardened against electrical attacks, then 100% of all Implants that require Power on the Cyborg will need to be upgraded in order to remove this Weakness. This can be improved again to reduce the number down to 1/4th (round up) and again to ignore the Electrical Weakness regardless of Implants.
- Power Improvement: Costs 2 Masterwork points. Provides additional Power. Cannot go above the specified limit.
- Slot Improvement: Costs 2 Masterwork points. Provides an additional Slot. Cannot go above the specified limit.
Implant Tech/Masterwork Traits
Implant Traits
- Tech 2: The Craft can imbue Tech 2 cybernetic enhancements with 1 of the following traits
- Stealth: This is beyond stealth medical or utility implants. These are meant to trick even security scanners. Only a critical eye can try to spot the implant. Perception Check DC15+ Crafting Bonus + Surgery Bonus. The bonuses are +1 for every 3 points the Craft or Surgery exceeds the DC.
- Electric Hardening: This removes the Weakness of Electric attacks.
- Improved Resiliency: This adds +1 to the Resiliency rating of the Implant.
- Energy Efficiency: Spending 2 Masterwork points on the Implant reduces the Power requirement by 1 minimum 1. This can only be done once
- Tech 3: The Crafter can imbue Tech 3 cybernetic enhancements with 1 of the following traits.
- Improved Stealth: Only a critical eye can try to spot the implant. DC20+ Crafting Bonus + Surgery Bonus. The bonuses here are +1 for every 3 the Craft or Surgery exceeds the DC.
- Advanced Energy Efficiency: Spending 1 Masterwork point on the Implant reduces the Power requirement by 1 minimum 1. This can only be done once and replaces Tech 2 Energy Efficiency.
- Nano-Scale Spatial Engineering: Spending 3 Masterwork points can reduce the Slot requirement for the device by 1 minimum 1. This can only be done once.
- Tech 4: The Crafter can imbue Tech 4 cybernetic enhancements with 1 of the following traits or 2 of the Tech 3 traits.
- Expert Stealth: Only a critical eye can try to spot the implant. DC25+ Crafting Bonus + Surgery Bonus. The bonuses here are +2 for every 3 the Craft or Surgery exceeds the DC.
- Atomic Spatial Engineering: Spending 2 Masterwork points can reduce the Slot requirement for the device by 1 minimum 1. This can only be done once and replaces Nano-Scale Spatial Engineering.
Higher Technology provides better benefits. However, the costs are much greater. Tech 3 version of Tech 2 implants are instantly 3 times more expensive and Tech 4 is 3 times more expensive than Tech 3. They are also harder to find. IE: +1 to Procure difficulty.
Masterworking Implants
Implants can be improved upon if they are crafted with skill. Like all items, the highest Masterwork level is 5. Each level provides a point that can be spent. These can improve the Implants Traits as defined above. Or they can enhance the Implant in specific ways. This is explained in the description of the Enhancement Implants. When the description uses a phrase like 'spending a Masterwork point to improve the Benefits of this implant' it is not referring to Traits but the specific bonus provided by that Implant.
Masteworking Implants come at an increased cost of x2 per level and a +1 per level to the difficulty of the Surgery to install it. For every 4 points spent on improving the Implants Benefits (not traits) the Cyborg has to also take or enhance a Detractor.
The Drawbacks
Cybernetic attachments provide countless benefits to their recipients. The possibilities of cybernetic technology may seem endless but there are also some drawbacks that cannot be ignored. Although the benefits make cybernetics very alluring, the drawbacks are equally discouraging. There are some default drawbacks other then the standard Detractors that will be explained below.
By default Implants do not require a Detractor or Flaw however there are some exceptions. Improving the level of a Framework and thus allowing more Implants requires either a new Detractor from the list or enhancing an existing one. However, spending 4 or more points on enhancing the bonus an Implant provides can also require enhancing or adding Detractors.
Innate Drawbacks
- Disguise Checks
- Starting at Level 1 Cyborg, the Character should have visible signs of being a Cyborg unless stealthed or otherwise specified. A Disguise check is necessary to hide the true nature of the Character. This is an opposed check and is used only to determine whether the Character is a Cyborg. At Level 2 and all preceding levels, add Disadvantage to this Disguise check. The check can be used to disguise the person in other ways as well. If so, the result with the Disadvantage is the DC for picking out if the Character is a Cyborg, while the check without the Disadvantage is for identifying the Character and/or discovering other hidden things. At Level 5, this would mean the Character would have 4 Disadvantages for Disguise and thus would make it impossible. Any action with more than 3 disadvantages is considered not doable. For each implant that has Stealth, reduce the total number of visible signs of being a Cyborg (at least 1 per Level) and remove a Disadvantage.
- Susceptibility to Attack
- External cybernetic attachments are subject to attacks as if they are not stealthed. Although an attacker can roll a Perception check against the stealthed Implant, and if they succeed, they can then attack that point. The Attacker can attempt the 'Attack an Object' action (view the Combat page for more details) to deal damage directly too the Cybernetic implant. Read Above for information on how damage is handled.
- Electrical Weakness
- The Cyborg, by default, gains the Weakness of Electrical damage. If the Framework is upgraded with a Masterwork point to improve Electrical Hardening as well as 1/2 (round up) of Implants that require Power, then this Weakness is removed. Or 100% of all Implants that require Power are hardened.
- Massive Damage Effects
- Massive damage wreaks havoc with cybernetic attachments. Massive damage is when a Character receives more than 50% of their total HP worth of damage from one person. Whenever a creature with cybernetic attachments fails a Constitution save against massive damage, the GM will roll percentile dice and consult Table: Side Effects to determine what happens. This effect lasts until the end of the encounter.
| d% | Roll Side Effect |
|---|---|
| 01–08 | Blurred Vision: Character suffers a 20% miss chance on all attacks. |
| 09–17 | Constant Trembling: Character takes a –2 penalty on Dexterity-based skill checks. |
| 18–25 | Cybernetic Rejection: Character suffers 1d4 points of Constitution damage per day. |
| 26–34 | Dizziness: Character takes a –1 penalty on attack rolls, saving throws, ability checks, and skill checks. |
| 35–42 | Impaired Hearing: Static distortion imposes a –2 penalty on all Listen checks. |
| 43–50 | Impaired Vision: Distorted images impose a –2 penalty on Spot checks. |
| 51–59 | Insomnia: Character can only sleep for minutes at a time and gains insufficient rest to heal naturally. |
| 60–67 | Muscle Cramps: Character moves at half speed. |
| 68–76 | Muscle Fatigue: Character takes a –2 penalty on Strength-based skill checks. |
| 77–84 | Power Surge: Character is shaken for 1 round if wounded; a successful Fortitude save (DC 12) negates. |
| 85–93 | Psychosis: Character suffers 1d4 points of Charisma damage per day, lapsing into a coma if the score drops to 0. |
| 94–100 | Sensory Overload: Character is stunned for 1 round if wounded; a successful Fortitude save (DC 15) negates. |
Replacements
The most basic replacement for things like limbs and organs don’t bestow any special benefits, but they suffer some basic drawbacks. These drawbacks are not the ones listed above. Those are for Utilities and Enhancements. Replacements are more for Role-playing as well as having a lower tech adventure where a character suffers a grave wound. Some replacements of higher Tech Levels are built to counter certain drawbacks, as noted. They don’t add measurably to the recipient’s weight. Also by default all Replacements are not weak to Electrical attacks.
There are two different categories of Replacements. Internal and External. Internal are things like Organs while External are Prosthetic replacements.
To learn more about the different options, how Tech Levels effect these and what Masterwork levels can do for Replacements visit the Organ Replacement page.
Utility
All Utilities are based on existing items found in the General Equipment page. These cannot include Weapons or Armor. Any item that requires Electrical and/or Mechanical parts to construct and is powered, such as a sensor, communications device, by default requires a Power slot, it it doesn't require a Power Slot then it also doesn't have the Weakness to Electrical attacks. Otherwise they do not require power. By default any device converted into an Implant must be crafted as Masterworked Level 1. At Masterworked Level 2 or higher the item can be crafted with a personal power device removing the requirement for a Power slot unless specified otherwise. This micro power supply acts like the Framework's Power Pack noted above.
All other masterwork levels are spent improving the implant but the first level must be spent only on making the item usable as an implant. Another level can be spent on providing a micro power supply but again this wont count as improving the item only adding a feature too it. So if the first 2 masterwork levels are for the implant and the micro power supply then at masterwork level 3 the item can be improved as if it was a normal Masterwork level 1 item.
To learn more about Utility Implants visit the Utility Implants page.
Enhancements
Cybernetic enhancements are available starting at Tech Level 2. Unlike standard replacements, they bestow new abilities upon their recipients. Unless otherwise noted, enhancements don’t add measurably to a recipient’s weight.
Each enhancement description includes the following information:
Type: Implants can be External or Internal or a mix of both. This effects the Disguise skill. An Internal implant can only be detected through some type of scanner or x-ray vision. While External are visible and can affect Disguise rolls.
Restriction: (In the column) An additional category uses 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 craftsmen.
Detractor: Special rules for dealing with Detractors.
| 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, Treat Injury 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 increased the base by +2. Masterwork adds +1 or the ability to reduce the time for Taking 10 or 20 by reducing it 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.
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 Treat Injury 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. | |||