Body Modifications

Things you can integrate into your body

Solar Skin

Common
600.00
Produces 2 mA energy
Neutral biostrain

This specialised skin graft is interwoven with countless micro-receptors that give the flesh a faint, almost metallic shimmer. When exposed to sufficient light, it generates a continuous, low-level current. This trickle of energy is ideal for powering minor augmentations or supplementing a primary power source.

Head 1

Kinetic Generator

Common
1000.00
Produces 8 mA energy
Causes 2 biostrain

This implant houses an internal system of oscillating weights and conductors that respond to the user's movements. It efficiently converts kinetic energy from any physical activity, from walking to combat, into a significant electrical charge.

Left Arm 1 Right Arm 1

Thermal converter

Uncommon
900.00
Produces 6 mA energy
Causes 1 biostrain

This implant functions as an internal heat exchanger, drawing thermal energy directly from the body's core temperature. It silently converts the body's waste heat into a constant and reliable current.

Torso 3

Breath Turbine

Uncommon
600.00
Produces 4 mA energy
Causes 2 biostrain

A series of delicate, fin-like turbines is integrated into the respiratory tract of the user, spinning with every inhalation and exhalation. This constant motion drives the mechanism, generating a steady electrical current from the air passing through the lungs.

Torso 1

Electrostatic Collector

Uncommon
600.00
Produces 3 mA energy
Causes 1 biostrain

Woven throughout the user's hair and epidermis is a web of nearly invisible, conductive filaments. These collectors passively gather ambient static charge from the surrounding environment. The captured energy is then channeled into an internal capacitor, providing a slow but consistent trickle of power.

Left Leg 1 Right Leg 1

Piezoelectric Walk Generator

Common
400.00
Produces 2 mA energy
Causes 2 biostrain

A series of pressure-sensitive components are layered along the bones of the feet and shins or integrated directly into the soles. Each footfall causes these elements to discharge a pulse of electrical energy. This energy is captured with every step and is generated solely through walking or running.

Left Leg 1 Right Leg 1

Magnetic Field Harvester

Rare
700.00
Produces 6 mA energy
Causes 3 biostrain

A delicate lattice of inductive filaments is implanted beneath the skin, often arranged in intricate, spiraling patterns. This network remains dormant until it passes through a significant magnetic field, be it natural or artificial. The interaction induces an electrical current, its strength directly proportional to the intensity of the surrounding field.

Torso 1

Blood Flow Dynamo

Rare
900.00
Produces 9 mA energy
Causes 4 biostrain

Anchored within a major artery, a miniaturized turbine spins perpetually in the current of the user's blood flow. The relentless pressure of the circulatory system drives this tiny dynamo, converting hemodynamic force into electrical energy. A continuous and substantial current is produced, drawn from the very pulse of life.

Torso 1

Sound Wave Converter

Uncommon
600.00
Produces 4 mA energy
Causes 2 biostrain

A sensitive diaphragm, often placed just beneath the skin behind the ear, resonates with the vibrations of ambient sound. The constant flux of acoustic pressure, from whispers to explosions, causes the membrane to oscillate and generate a charge. Its energy output is therefore inconsistent, rising and falling with the volume of the immediate surroundings.

Head 1

Photosynthetic Skin

Rare
800.00
Produces 7 mA energy
Causes 3 biostrain

The subject's natural epidermis is replaced by a symbiotic, bio-engineered tissue, often giving the skin a subtle verdant tint. Within this living layer, millions of custom organelles perform a type of photosynthesis, converting direct light into biochemical energy. A significant current is generated under sufficient illumination, which can cause faint, vein-like patterns on the skin to luminesce.

Left Arm 1 Right Arm 1

Muscle Contraction Generator

Common
700.00
Produces 5 mA energy
Causes 2 biostrain

A network of responsive fibers is woven directly through the user's major muscle groups, lying parallel to the natural tissue. Each time the host muscle tenses or relaxes, these integrated filaments generate a myoelectric charge.

Left Arm 1 Right Arm 1 Left Leg 1 Right Leg 1

Moisture Condenser

Uncommon
600.00
Produces 3 mA energy
Causes 1 biostrain

A small, internal hygroscopic membrane constantly draws moisture from the surrounding atmosphere. This condensed water is then funneled through a micro-galvanic cell, creating a low-level electrical charge.

Head 1

Radio Frequency Receiver

Rare
400.00
Produces 3 mA energy
Causes 3 biostrain

A sensitive antenna array, sometimes an external, decorative piece or a subdermal fractal pattern, is designed to capture ambient broadcast energy. The constant flood of radio waves - from public broadcasts to private communications - is absorbed and converted into a direct current.

Head 1

Chemical Energy Extractor

Rare
400.00
Produces 8 mA energy
Causes 4 biostrain

A catalytic core, integrated with the user's digestive or circulatory system, functions as a miniaturized biochemical reactor. It intercepts and rapidly metabolizes organic compounds from the user's nutrient supply, directly extracting chemical bond energy. The process provides a substantial and steady current, but places a noticeable, continuous drain on the body's metabolic resources.

Torso 2
Max health -1

Microwave Absorber

Common
400.00
Produces 2 mA energy
Causes 1 biostrain

Embedded within the user's dermal layers is a fine mesh of circuits, specifically tuned to resonate with high-frequency microwave emissions. The array passively absorbs this specific type of ambient radiation, converting the energy into a usable, low-level current.

Torso 1

Ultrasound Generator

Uncommon
600.00
Produces 3 mA energy
Causes 1 biostrain

A set of crystalline resonators, implanted near the bone to enhance conduction, is calibrated to vibrate at frequencies beyond the threshold of hearing. It converts these inaudible, high-frequency waves into a low but steady electrical charge.

Head 1

Ion Collector

Uncommon
400.00
Produces 2 mA energy
Causes 2 biostrain

A series of finely charged filaments, often arrayed as an external crown or integrated into the respiratory tract, is designed to attract charged particles from the air. As the user moves or breathes, free-floating ions adhere to these collectors, where their electrical potential is neutralized and harvested.

Torso 1

Electromagnetic Inductor

Common
700.00
Produces 4 mA energy
Causes 1 biostrain

A dense coil of conductive wire, often wrapped around a sensitive ferrite core, is implanted subdermally. It is specifically calibrated to generate a current when passing through the fluctuating electromagnetic fields produced by active power grids, motors, and transformers.

Left Leg 1 Right Leg 1

Infrared Absorber

Uncommon
800.00
Produces 6 mA energy
Causes 2 biostrain

Plates of a matte, thermo-absorbent material are grafted onto the user's skin, remaining cool to the touch until activated. These surfaces are designed to capture high-intensity radiation specifically within the infrared spectrum. When exposed to a significant source of radiant heat - a forge, a running engine, a desert sun - the plates absorb the energy and convert it into a powerful current.

Head 1

Piezoelectric Skin Sensor

Common
400.00
Produces 1 mA energy
Causes 1 biostrain

Laminated just beneath the epidermis is a flexible mesh of pressure-sensitive micro-crystals. This subdermal lattice converts any direct kinetic impact on the skin - from a light touch to a heavy blow - into a brief spark of electrical energy.

Left Arm 1 Right Arm 1 Left Leg 1 Right Leg 1

Bio Fuel Cell

Rare
1100.00
Produces 10 mA energy
Causes 3 biostrain

A synthetic bioreactor, functioning as a secondary stomach, is spliced into the user's digestive tract. Within this organ, engineered microbes and potent catalysts aggressively decompose any ingested biomass, converting the matter directly into a massive electrical output. While this process generates a tremendous amount of power, it extracts almost no nutritional value, thereby placing an extreme and constant caloric demand upon the host.

Torso 3

Acoustic Resonator

Uncommon
600.00
Produces 3 mA energy
Causes 1 biostrain

A series of precisely calibrated resonant crystals is affixed to the user's bone structure. Each crystal is tuned to vibrate sympathetically.

Head 1

Thermoelectric Generator

Rare
600.00
Produces 8 mA energy
Causes 3 biostrain
Must be activated

A set of paired thermoelectric probes, often emerging from the knuckles or forearms, are linked internally. The implant generates a current only when a significant temperature differential exists between these two external contact points. By bridging a hot surface with one probe and a cold surface with the other, a substantial flow of energy is created across the thermal gradient.

Head 1 Left Arm 1 Right Arm 1 Left Leg 1 Right Leg 1

Electrostatic Air Filter

Common
600.00
Produces 2 mA energy
Causes 1 biostrain

Lining the user's upper respiratory tract is a microscopic grid that applies an electrical charge to inhaled air. This causes airborne particulates - soot, dust, allergens - to adhere to charged collector surfaces further down the passage. The process of capturing and neutralizing these particles generates a small, steady current.

Head 1
Resistance +1

Nanobot Energy Harvester

Rare
600.00
Produces 5 mA energy
Causes 3 biostrain

A subdermal reservoir contains a teeming colony of microscopic automata, each a self-propelled energy collector. Upon release, this swarm disperses into the immediate area to scavenge for ambient power, absorbing thermal, kinetic, or electrical energy from their surroundings. The automata periodically return to the host to offload their collected charge, delivering it in focused bursts.

Head 1

Osmotic Pressure Generator

Uncommon
600.00
Produces 4 mA energy
Causes 2 biostrain

Integrated deep within the body's tissues is an array of advanced, semipermeable membranes. This system continually exploits the natural osmotic gradient between different bodily fluids, translating the subtle but constant pressure differential into a usable electric current. The generator provides a silent, ceaseless trickle of power, its efficiency tied directly to the host's state of hydration.

Torso 1

Photovoltaic Skin Patch

Rare
800.00
Produces 7 mA energy
Causes 3 biostrain

Grafted onto an exposed area of skin is a distinct patch composed of a dark, faceted crystalline material. Its surface is a dense array of photoreceptive cells, engineered for the direct and highly efficient conversion of light into electricity.

Left Arm 1 Right Arm 1

Electrolytic Cell Generator

Rare
700.00
Produces 6 mA energy
Causes 3 biostrain

A series of plates, composed of two carefully chosen dissimilar conductive materials, is implanted deep within the body's tissues. Using the host's own bodily fluids as an electrolyte, a continuous galvanic reaction between the plates generates a steady electrical current. This process provides a significant and reliable power source, though the more reactive of the two materials slowly corrodes over time, necessitating eventual replacement.

Torso 1

Quantum Dot Solar Cell

Rare
900.00
Produces 9 mA energy
Causes 4 biostrain

Suspended within a translucent dermal patch is a dense solution of specially treated, microscopic crystals. These prismatic motes are engineered to absorb light across an exceptionally broad spectrum, giving the user's skin a faint, oily iridescence. This method allows for an incredibly efficient energy conversion, producing a massive current when exposed to any sufficient light source.

Head 1

Handcrank

Common
100.00
Produces 2 mA energy
Neutral biostrain
Must be activated

A simple kinetic generator is integrated into the user's arm or torso, operated by a foldable, external hand crank. Generating power requires several seconds of strenuous, uninterrupted cranking to spin up an internal dynamo and charge a small capacitor. The stored energy is short-lived and depletes rapidly, providing a temporary burst of power that is sufficient for only a few moments of activity.

The energy generated by turning the crank lasts for 2 rounds of combat or 10 minutes out of combat. It takes two actions to turn the crank.

Head 1 Torso 1 Left Arm 1 Right Arm 1

Smartlink

Uncommon
2500.00
Consumes 2 mA energy
Causes 3 biostrain
Must be activated

A neural interface allows the user to establish a direct data link between their ocular implant and a compatible weapon. Once connected, a stream of targeting information - trajectory arcs, environmental data, and aiming feedback - is projected into the user's vision. This constant feedback loop allows for subconscious micro-corrections, steadying the user's hand and reducing the chance of a completely wild shot.

The minimum roll for attacks with linked weapons is reduced by 1.

Left Arm 1 Right Arm 1

Poison Claws

Common
2300.00
Consumes 1 mA energy
Causes 2 biostrain
Must be activated

Hidden within sheaths beneath the fingernails are sharp, retractable claws of bone, keratin, or metal. A subdermal gland or reservoir continuously secretes a potent neurotoxin, which flows through microscopic channels to coat the tip of each claw. The wounds inflicted are often minor, but serve to deliver the fast-acting poison directly into the target's bloodstream, quickly incapacitating them.

Retractable claws used as a weaponless melee attack. The attack has Damage Potential 2 and causes the Poisoned 2 condition.

Left Arm 1 Right Arm 1
Hand to Hand Combat +2

Plasma Cannon

Rare
3700.00
Consumes 9 mA energy
Causes 4 biostrain
Must be activated

The user's forearm is replaced with a powerful directed-energy weapon, its barrel reinforced with containment coils and focusing emitters. It draws a massive charge from the user's internal power supply to fire a single, searing bolt of incandescent matter. The projectile impacts with devastating thermal force, designed to melt through hardened armor plate and superheat the target behind it.

An integrated ranged weapon. Attack uses the Shooting skill. Range: 40m, Damage Potential: 5, Piercing: 2, Attack Modes: Single Shot.

Left Arm 1 Right Arm 1

Electro-Whip

Uncommon
1800.00
Consumes 2 mA energy
Causes 3 biostrain
Must be activated

A segmented, conductive whip lashes out from a concealed housing in the user's forearm with a sharp crack. Upon impact, a powerful capacitor unleashes a high-voltage discharge that arcs down the weapon's length into the target. While the whip itself causes minimal physical harm, the massive electrical shock is designed to violently disrupt the nervous system and incapacitate a foe.

A retractable whip weapon. Attack uses Hand To Hand Combat skill. Range: 3m, Damage Potential 2, causes the Shocked 2 condition.

Right Arm 1 Left Arm 1

Cyber Claw

Rare
1700.00
Consumes 3 mA energy
Causes 4 biostrain
Must be activated

The user's hand is retrofitted with a set of heavy, retractable talons forged from hardened alloys. Each claw is driven by powerful micro-actuators, enabling them to strike with enough focused force to puncture sheet metal and shred lesser armor. These are not subtle tools, but brutal weapons designed to rip, tear, and gouge with devastating effect.

A powerful weaponless melee attack with Damage Potential 4 and Piercing 1.

Right Arm 1 Left Arm 1

Sonic Launcher

Common
1700.00
Consumes 1 mA energy
Causes 2 biostrain
Must be activated

A wide, bell-shaped acoustic projector is integrated into the user's arm. Upon firing, it emits a directed cone of powerful, low-frequency sonic vibrations. This concussive wave of sound is designed not to tear flesh, but to violently disorient any target in its path, overwhelming their equilibrium and leaving them reeling and unable to coordinate a response.

Fires a 5m cone of sonic energy. Targets must make a Resistance check (minimum roll +2) or lose their next action and gain Shocked 2.

Right Arm 1 Left Arm 1

EMP Generator

Uncommon
2600.00
Consumes 2 mA energy
Causes 3 biostrain
Must be activated

A powerful capacitor array integrated into the user's body can be triggered to release its entire charge in a single, massive burst. This unleashes a non-lethal, omnidirectional wave of disruptive electromagnetic energy from the user's position. While harmless to organic beings, this pulse is designed to instantly overload the delicate inner workings of any unshielded electronic or clockwork systems caught within its radius, rendering them temporarily inert.

When activated (1 action), all unshielded electronic devices within 10 meters are disabled for 1d6 rounds.

Right Arm 1 Left Arm 1

Nanobot Swarm

Rare
3000.00
Consumes 3 mA energy
Causes 4 biostrain

From a containment unit on the user, a shimmering cloud of microscopic, aggressive automata is unleashed. The swarm immediately descends upon a single designated target, enveloping them in a barely visible, crawling haze. Each automaton is a tiny engine of destruction, designed to relentlessly seek out vulnerabilities and deconstruct its target on a granular level, boring through armor and shredding tissue until its short-lived power supply is exhausted.

Can be released as an attack (1 action). The swarm attacks a target within 10m for 1d3 rounds, causing 3 hits with Piercing 3 each round.

Torso 1

Plasma Blade

Uncommon
3500.00
Consumes 2 mA energy
Causes 3 biostrain
Must be activated

From an emitter in the user's forearm erupts a blade of pure, magnetically contained thermal energy, humming with a low thrum. The incandescent edge is not a solid object, but a focused field of intense heat that leaves a shimmering wake of distorted air. This allows the blade to slice through dense armor as if it were parchment, instantly cauterizing the devastating wounds it inflicts.

A retractable melee weapon. It has Damage Potential 3 and Piercing 3.

Right Arm 1 Left Arm 1

Photon Cannon

Rare
3600.00
Consumes 2 mA energy
Causes 3 biostrain
Must be activated

This integrated weapon system replaces the forearm with a device designed to project a highly focused beam of coherent light. A series of amplifying lenses and a powerful lasing medium generate an instantaneous, perfectly straight line of destructive energy. The weapon is valued for its extreme range and pinpoint accuracy, striking distant targets with a lance of brilliant light.

An integrated ranged weapon. Attack uses the Shooting skill. Range: 100m, Damage Potential: 4, Piercing: 1, Attack Modes: Single Shot.

Left Arm 1 Right Arm 1

Electromagnetic Blade

Uncommon
1800.00
Consumes 1 mA energy
Causes 2 biostrain
Must be activated

A blade of conductive alloy springs from a concealed emitter on the user's arm, audibly humming with stored energy. The blade is often set to vibrate at ultrasonic frequencies to enhance its ability to slice through resilient materials. Upon a sufficiently deep or well-aimed strike, an integrated capacitor can unleash a powerful electrical discharge through the blade, shocking the target.

A retractable melee weapon with Damage Potential 3 and Piercing 1. On a critical hit, the target receives the Shocked 1 condition.

Left Arm 1 Right Arm 1

Bum Bum Arm

Uncommon
900.00
Neutral energy
Causes 4 biostrain

This bulky cybernetic arm is purpose-built for delivering a single, devastating blow, terminating in a piston-driven ram instead of a hand. When triggered, the entire forearm assembly launches its weighted head forward with explosive force, striking targets just outside of standard melee range. The sheer kinetic impact is designed to buckle armor and pulverize the structure underneath with a brutal, concussive slam.

Allows a weaponless melee attack with Damage Potential 6, Piercing 1, Actions 2, and a range of 2m.

Left Arm 2 Right Arm 2

Cybereyes I

Common
2000.00
Consumes 1 mA energy
Causes 2 biostrain

This foundational ocular prosthesis replaces a natural eye with a visibly artificial sensory apparatus. Its intricate, mechanical iris audibly adjusts to light, while internal lenses shift to grant a sharper focus than organic sight allows. The user can perceive fine details at a greater distance, discerning things that would otherwise be a blur.

Head 1
Perception +1

Audio Enhancer

Common
800.00
Consumes 1 mA energy
Causes 1 biostrain

The user's auditory canals are fitted with a system of powerful acoustic amplifiers, able to discern the faintest of sonic details. Whispers from across a hall, the subtle shift of a floorboard, or the tumblers of a distant lock are all rendered with stark clarity.

Grants a +2 dice bonus to Perception checks involving hearing.

Head 1

Infrared Vision

Common
1500.00
Consumes 1 mA energy
Causes 2 biostrain
Must be activated

A specialized sensor suite is integrated into the user's ocular implant, allowing them to shift their perception into the infrared spectrum. When this mode is active, the world is repainted in a ghostly palette of thermal signatures, where living creatures and active machinery burn brightly against the cold backdrop of inert objects. This allows the user to see through darkness and smoke as if they weren't there, tracking targets by the heat they radiate.

Head 1

Cybereyes II

Rare
3600.00
Consumes 3 mA energy
Causes 4 biostrain

This advanced ocular prosthesis is a marked improvement over earlier models, featuring a silent, fluid iris and superior optical processors for crystal-clear sight. An integrated multi-spectrum sensor allows the user to seamlessly toggle between the visible, thermal, and amplified-light spectrums as a free-flowing extension of their will. Furthermore, a built-in targeting computer analyzes the visual field to highlight critical details and project firing solutions, vastly improving both situational awareness and marksmanship.

Includes Night Vision and Infrared Vision modes, which can be toggled as a free action. Provides a +2 bonus to Perception and Shooting.

Head 1
Shooting +2
Perception +2

Sonar Implant

Rare
1000.00
Consumes 2 mA energy
Causes 3 biostrain
Must be activated

An implant grants the user a form of active echolocation, emitting a constant stream of high-frequency sonic pulses. The user's brain learns to interpret the returning echoes, building a precise, three-dimensional acoustic image of the surrounding area. Since this sense is based on sound and not light, it allows the user to navigate perfectly in total darkness and to perceive the true location of targets concealed by visual trickery.

Allows perception through sound waves, ignoring invisibility and penalties from total darkness within a 20-meter radius.

Head 1

Emotion Sensor

Common
1200.00
Consumes 1 mA energy
Causes 1 biostrain
Must be activated

A suite of passive bio-sensors allows the user to perceive the invisible tells of human emotion. The implant analyzes a target's subtle physiological signals in real-time: micro-expressions, fluctuations in heart rate, vocal stress, and changes in skin temperature. This stream of data provides the user with a profound and accurate insight into the true emotional state of those around them, cutting through deception and social masks.

Head 1
Empathy +2

Chemical Analyzer

Common
1000.00
Consumes 1 mA energy
Causes 1 biostrain
Must be activated

A chemical analysis suite is integrated into the user's fingertip or olfactory system. The implant can draw in a microscopic sample of any liquid, solid, or airborne substance and instantly break it down to its core chemical components. This allows the user to identify unknown materials, from complex poisons to rare minerals, with incredible speed and precision.

Grants a 3 dice bonus to Investigation or Nature checks related to identifying substances.

Head 1

Ultrasonic Locator

Common
2100.00
Consumes 1 mA energy
Causes 1 biostrain
Must be activated

This implant allows the user to emit focused pulses of ultrasonic waves, actively scanning the surrounding area. A sophisticated processor analyzes the returning echoes, flagging minute inconsistencies in material density and acoustic resonance. This effectively allows the user to 'see' through solid surfaces to a degree, revealing hidden compartments, concealed objects, or the subtle outline of a camouflaged creature.

Grants a 2 dice bonus to Perception checks to locate hidden objects or creatures within 30 meters.

Head 1

Cyberarm

Rare
3000.00
Consumes 3 mA energy
Causes 4 biostrain

This full arm replacement is built upon a dense, reinforced chassis, its movements driven by powerful, high-torque actuators. The limb's raw strength is immense, capable of delivering crushing blows that can buckle steel. Furthermore, its integrated gyroscopic stabilizers and rapid-response servos enhance unarmed combat performance, guiding strikes and parries with brutal efficiency.

Other body modifications that use slots in the arm can be incorporated into the cyberarm so that they do not require any slots themselves.

Left Arm 3 Right Arm 3
Strength +2
Hand to Hand Combat +1

Cyberleg

Rare
3500.00
Consumes 3 mA energy
Causes 4 biostrain

The replacement of a single leg with this powerful prosthetic creates a distinct imbalance in the user's gait and physique. Over time, the user learns to weaponize this asymmetry, capable of explosive, off-balance dodges and powerful single-leg leaps. At a full run, the user adopts a unique, loping stride, with the tireless prosthetic setting a punishing pace for the remaining organic limb.

Other body modifications that use slots in the leg can be incorporated into the cyberleg so that they do not require any slots themselves.

Left Leg 1 Right Leg 1
Quickness +2

Cybernetic Tail

Uncommon
3200.00
Consumes 2 mA energy
Causes 3 biostrain
Must be activated

Grafted to the base of the user's spine is a fully articulated, prehensile tail controlled by an integrated gyroscopic balancer. The appendage constantly shifts and adjusts to the user's movements, acting as a dynamic counterbalance that provides a superhuman sense of equilibrium and agility. While its main purpose is for balance, the tail can also be used to deliver a swift, distracting blow in melee.

Provides a +2 bonus to Acrobatics checks for balancing. Can make a weaponless melee attack with Damage Potential 1.

Torso 1
Acrobatics +2

Dermal Armor

Uncommon
2200.00
Consumes 1 mA energy
Causes 2 biostrain

A resilient, ablative lattice is woven directly beneath the user's epidermis, giving the skin a slightly rigid, often patterned texture. When struck, a localized section of this layer shatters or hardens to absorb the brunt of the kinetic force, effectively acting as a single-use shield. Almost instantly, this compromised section regenerates or is replaced from within, restoring the armor's integrity for the next impact.

Torso 1
Protection +1

Toxin Filter

Uncommon
1500.00
Consumes 2 mA energy
Causes 3 biostrain
Must be activated

This dual-system implant integrates a powerful filter into the respiratory tract and a cleansing unit into the circulatory system. The respiratory component scrubs inhaled air, using a catalytic process to neutralize airborne toxins and gases completely. Meanwhile, the circulatory filter constantly cycles the user's blood, identifying and breaking down foreign chemical compounds, rendering most poisons far less effective.

Grants 2 bonus dice to Resistance checks against poisons and toxins, and provides immunity to inhaled gases.

Head 1

Energy Shield

Uncommon
3100.00
Consumes 2 mA energy
Causes 3 biostrain
Must be activated

A series of emitters housed on the user's forearm can be activated to project a defensive energy screen. This creates a shimmering, semi-visible barrier of distorted energy a short distance in front of the user. The field is specifically calibrated to disperse or deflect high-energy projectiles like focused light or plasma, but offers no resistance to solid, kinetic objects.

Can be activated (1 action). When active, it provides a 4+ Cover roll against ranged attacks. Consumes energy only when active.

Torso 1

Nanobot Healer

Rare
2100.00
Consumes 3 mA energy
Causes 4 biostrain

Housed within a specialized internal reservoir is a dormant swarm of bio-repair automata. When activated, these microscopic agents are released into the bloodstream to converge on wounded areas of the body. They initiate a rapid, systematic process of tissue reconstruction, knitting muscle and sealing wounds for a short, intense period before becoming inert to replenish their resources.

Once per day, the user can activate the nanobots to heal 1d6 wounds. This process takes one minute.

Torso 1

Electrostatic Barrier

Rare
2200.00
Consumes 5 mA energy
Causes 3 biostrain
Must be activated

A fine mesh of conductive filaments runs just beneath the user's skin, creating a personal Faraday cage. This subdermal grid is designed to intercept incoming electrical attacks, instantly channeling the lethal voltage across its surface and harmlessly into the ground. After absorbing a powerful discharge, the entire system must briefly repolarize, readying itself to neutralize the next shock.

It provides three units of shock protection, which are refreshed at the start of the character's combat round. This shock protection only avoids the 'Shocked' condition, not wounds.

Torso 1

Thermoregulator

Common
400.00
Consumes 1 mA energy
Causes 2 biostrain
Must be activated

A heat-exchange system is integrated with the user's circulatory and respiratory tracts. This network functions as a powerful internal thermoregulator, capable of either rapidly shedding excess body heat or generating its own warmth. It allows the user to maintain a perfectly stable core temperature, rendering them completely indifferent to the ravages of freezing blizzards or scorching desert suns.

The character is immune to the negative effects of extreme cold or heat.

Torso 1

Chameleon Skin

Uncommon
2100.00
Consumes 1 mA energy
Causes 2 biostrain

The user's skin is permanently imbued with a subtle, non-repeating pattern of mottled, low-reflectivity colors. This is not an active camouflage system, but a passive one that constantly breaks up the user's silhouette against any background. This disruptive coloration makes the user inherently harder to notice, causing the eye of an observer to slide past them without registering their presence.

Torso 1
Stealth +2

Photon Shield

Rare
2400.00
Consumes 2 mA energy
Causes 3 biostrain
Must be activated

A forearm projector, when activated, deploys a shimmering, aerosolized cloud of reflective micro-particles. This suspension forms a temporary, dazzling screen in the air that is specifically designed to scatter and diffuse focused beams of light. While it provides exceptional protection against laser-based weaponry, the intangible mist offers no defense against kinetic or thermal attacks.

When activated (1 action), provides a 5+ Cover roll against light and laser-based attacks.

Torso 1

Bio-Feedback Sensor

Common
1000.00
Consumes 1 mA energy
Causes 1 biostrain

A network of microscopic diagnostic sensors constantly patrols the user's bloodstream, acting as an internal early-warning system. These bio-monitors are programmed to detect the subtle chemical signatures of foreign toxins and pathogens. The moment an invasive agent is identified, the implant sends a distinct alert to the user's consciousness, granting their natural immune system precious time to mount a defense before symptoms can take hold.

Head 1
Resistance +1

Electromagnetic Cloaking

Common
1300.00
Consumes 1 mA energy
Causes 1 biostrain

The user's skin is infused with a layer of sensor-absorbent material or an active signal-cancelling web. This system is designed to trap or spoof incoming electromagnetic detection waves, such as radar or lidar pings. While it has no effect on visual observation, it effectively nullifies the user's electronic signature, allowing them to pass through automated sensor grids completely undetected.

Makes the wearer invisible to electromagnetic sensors like radar.

Head 1

Infrared Cloaking

Common
1200.00
Consumes 1 mA energy
Causes 1 biostrain

A thermal dampening system is woven throughout the user's skin, functioning as an active heat shroud. The network rapidly draws radiant body heat away from the surface, either storing it in an internal sink or venting it as a dispersed, cooled mist. This allows the user's thermal signature to perfectly match the ambient temperature of their surroundings, rendering them invisible to any form of heat-based detection.

Torso 1

Plasma Shield

Rare
3200.00
Consumes 2 mA energy
Causes 3 biostrain
Must be activated

Upon activation, a forearm projector spews forth a swirling vortex of incandescent matter, which is then shaped into a protective shield by a powerful containment field. This shimmering barrier of superheated particles is both incredibly dense and intensely hot. Its unique properties allow it to physically block or vaporize incoming projectiles while also absorbing and dispersing the energy of directed-beam attacks, creating a formidable all-purpose defense.

When activated (1 action), provides 3 units of Normal Protection that can be used against physical and energy attacks. The shield lasts for one combat encounter.

Left Arm 1 Right Arm 1

Neural Enhancer

Rare
2000.00
Consumes 2 mA energy
Causes 3 biostrain

A fine web of conductive filaments is laced throughout the user's cerebral cortex, functioning as a neural co-processor. The device accelerates synaptic response, allowing the brain to process sensory input and formulate logical conclusions at a dramatically increased speed. Complex situations are apprehended more swiftly, and solutions to intricate problems present themselves with newfound clarity.

Head 1
Logic +1
Apprehension +1

Reflex Booster

Uncommon
3500.00
Consumes 2 mA energy
Causes 3 biostrain

Integrated directly with the spinal cord, this neural accelerator floods the user's nervous system with powerful synaptic stimulants at the onset of combat. This induced hyper-reactivity drastically alters the user's perception of time, causing the world around them to appear sluggish and slow. In this accelerated state, the user can process information and execute physical actions with immense speed.

Head 1
Actions +1

Data Jack

Common
250.00
Consumes 1 mA energy
Causes 1 biostrain
Must be activated

A universal interface port, typically set flush with the skin at the temple or nape of the neck, allows for a direct, physical connection to compatible machinery. Jacking in establishes a full neural link, flooding the user's consciousness with a raw stream of the machine's operational data. This intuitive, high-bandwidth connection makes navigating systems and diagnosing mechanical problems feel like a natural extension of the user's own senses.

Head 1

Bone Lacing

Uncommon
2400.00
Consumes 1 mA energy
Causes 2 biostrain

The user's entire skeleton is laced with a molecularly-bonded metallic composite, vastly increasing its density and tensile strength. This reinforced frame is incredibly resilient, capable of absorbing shocks and trauma that would pulp ordinary bone and tissue.

Torso 2
Max health +2
Resistance +1

Muscle Augmentation

Rare
3000.00
Consumes 2 mA energy
Causes 3 biostrain

The user's natural musculature is threaded with bundles of high-performance myomer or electro-active fibers. These synthetic tissues contract with explosive force, granting a profound increase in raw strength for lifting, grappling, and striking. Engineered for incredible efficiency, the augmentation also resists the buildup of fatigue toxins, enabling the user to maintain peak physical output for far longer than is naturally possible.

Left Arm 2 Right Arm 2 Left Leg 2 Left Leg 2
Strength +2
Endurance +1

Cyberheart

Rare
3300.00
Consumes 3 mA energy
Causes 4 biostrain

The body's natural heart is replaced by a powerful mechanical pump, its steady, metronomic beat a constant reminder of its artificial nature. This device circulates blood with a relentless efficiency that organic tissue cannot match, drastically enhancing the user's stamina and resistance to fatigue. The robust and forceful circulation also reinforces the entire system, making the user tougher and more resilient to physical trauma.

Torso 1
Max health +1
Endurance +2

Sound Dampener

Uncommon
2500.00
Consumes 1 mA energy
Causes 2 biostrain

A system of internal gyroscopic stabilizers and motion dampeners is integrated with the user's musculoskeletal system. This implant actively smooths the user's movements, eliminating the small, involuntary jerks that produce sound. Footfalls are softened to near-silence, and the rustle of gear is significantly muted, allowing the user to pass through an area with an almost unnatural quiet.

Left Leg 1 Right Leg 1
Stealth +2

Cyberlung

Rare
2600.00
Consumes 2 mA energy
Causes 4 biostrain

This prosthetic respiratory system replaces organic lungs with a far more efficient gas-exchange mechanism. It extracts and processes oxygen with such effectiveness that the user's blood becomes super-saturated, granting them a tremendous reserve of stamina for any physical exertion. The implant also features an internal oxygen storage cell, enabling the user to hold their breath for incredibly long durations.

Torso 1
Endurance +2

Memory Enhancer

Common
2000.00
Consumes 1 mA energy
Causes 1 biostrain

A mnemonic co-processor, wired into the brain's hippocampus, records all sensory input with perfect fidelity. This system archives memories as flawless, searchable data, allowing the user to recall any past event, conversation, or page of text with absolute clarity. With this perfect repository of knowledge, the user can cross-reference vast amounts of information instantly, drawing logical conclusions and identifying patterns with inhuman speed and accuracy.

Head 1
Education +1
Logic +1

Cyberbrain

Rare
5000.00
Consumes 3 mA energy
Causes 5 biostrain

The user's neural architecture is fundamentally altered, with organic brain tissue augmented or replaced by a sophisticated computational core. This cybernetic mind processes information not through intuition, but through pure, high-speed calculation, allowing for the rapid assimilation and perfect recall of enormous volumes of data. Complex logical problems are solved with startling speed, and vast fields of knowledge can be mastered in a fraction of the normal time.

Head 1
Logic +2
Education +1
Apprehension +2

Chameleon Skin

Common
1700.00
Consumes 1 mA energy
Causes 2 biostrain
Must be activated

The user's skin is layered with a network of programmable chromatophores or light-bending crystals. When activated, this system scans the immediate environment and replicates its colors and textures, causing the user to visually blend into their surroundings like a living ghost. The camouflage effect is nearly perfect while stationary or moving slowly, but it distorts and fails if the user moves too quickly for the system to process the changing background.

When activated (1 action), grants a +4 dice bonus to Stealth checks when stationary or moving slowly. Consumes energy only when active.

Torso 1

Adrenal Pump

Uncommon
2400.00
Consumes 2 mA energy
Causes 3 biostrain
3 charges
Must be activated

A high-pressure pump is linked to a reservoir of potent combat stimulants and integrated with the user's circulatory system. Activating the device injects a full dose of this hyper-adrenal cocktail directly into the bloodstream, shocking the body into a state of extreme temporal acceleration. For a few heartbeats, the user moves like a blur, their thoughts and actions compressed into a frantic burst of speed that allows them to accomplish several tasks in the blink of an eye.

Can be activated once per combat (costs 1 action). The user gains +2 Actions for the current combat round. The pump has 3 charges, which are refreshed during a rest.

Torso 1

Stealth Field Generator

Common
2500.00
Consumes 1 mA energy
Causes 2 biostrain
Must be activated

A sophisticated array of field projectors allows the user to actively bend light waves around their body. When engaged, this creates a powerful optical distortion that renders the user almost completely invisible, leaving only a subtle, watery shimmer where they stand. This profound visual displacement makes the user an exceptionally difficult target, though the field's delicate matrix is instantly shattered by any hostile action the user performs.

When activated (1 action), the user becomes almost invisible. The minimum roll for attacks against the user increases by 3, and the field deactivates when the user attacks.

Torso 1

Neural Interface

Rare
1200.00
Consumes 3 mA energy
Causes 4 biostrain

A powerful neural transceiver allows the user to convert thoughts into a silent, transmittable signal. This enables instantaneous, conceptual communication with other similarly equipped individuals and provides a direct, wireless link to compatible machine systems. Interfacing with a digital environment through this link feels effortless and innate, granting the user a masterful ability to comprehend and manipulate complex code and security protocols.

Allows silent, wireless communication with other devices or individuals with a similar interface. Provides a 3 bonus dice to checks against digital systems.

Head 1

Gravity Manipulator

Rare
1400.00
Consumes 3 mA energy
Causes 4 biostrain
Must be activated

A sophisticated field generator allows the user to project a localized distortion field that alters the effective mass of targets within its range. This beam can be modulated to either drastically increase an object's weight, pinning it with a crushing ponderous force, or to reduce it, making massive objects feel almost weightless. The effect can be used to immobilize foes under their own immense weight or to lift burdens far beyond the user's normal physical limits.

Torso 1

Bio-Luminescent Tattoos

Uncommon
500.00
Consumes 1 mA energy
Causes 2 biostrain
Must be activated

The user's skin is adorned with intricate tattoos created from a special, bioluminescent ink. On command, these patterns begin to glow with a bright, steady light, illuminating the surrounding area as effectively as a torch. The color of the luminescence is a permanent, stylized choice made when the tattoo is applied, turning the body into a living lantern.

Torso 1

Holographic Projector

Uncommon
1000.00
Consumes 1 mA energy
Causes 2 biostrain
Must be activated

A miniature projector allows the user to cast a three-dimensional image of light and shadow into the air. The device creates a luminous, semi-translucent effigy by projecting patterns onto ambient particles or a self-generated refractive mist. While these apparitions are intangible and visibly flicker, they are realistic enough to create convincing diversions or to display simple visual information.

Can project simple holograms up to 10 meters away. Can be used to create distractions or communicate. Deception checks using the holograms gain bonus of 2 dice.

Head 1

Nano Repair Bots

Rare
3500.00
Consumes 2 mA energy
Causes 3 biostrain
Must be activated

A colony of microscopic repair automata constantly circulates through the user's body, performing routine cellular maintenance and slowly mending minor damage over time. This provides a steady, passive regeneration that keeps the body in a state of constant repair. Once per day, the entire swarm can be given a priority command, causing them to converge on a major injury for a single, rapid burst of accelerated healing at the cost of depleting their immediate resources.

It automatically heals one wound every three hours. It can be activated once per day to instantly heal 1d3 wounds.

Torso 1

Magnetic Grapples

Uncommon
800.00
Consumes 1 mA energy
Causes 2 biostrain
Must be activated

Powerful electromagnets are embedded within the user's hands and feet, linked to their internal power source. On command, these devices generate a focused and incredibly strong magnetic field. This allows the user to cling to any ferrous surface with immense force, walking up sheer metal walls or across ceilings as if on level ground.

Left Arm 1 Right Arm 2

Neuro Stimulator

Rare
3600.00
Consumes 2 mA energy
Causes 3 biostrain
Must be activated

A neural pacemaker integrated at the base of the skull sends a continuous cascade of micro-stimulations throughout the user's central nervous system. This constant priming of the neural pathways shortens the gap between sensory input and physical response. As a result, the user thinks with greater speed and clarity, while their body reacts with a sharp, heightened alacrity.

Head 1
Logic +1
Quickness +1

Electro-Muscle Stimulator

Uncommon
2700.00
Consumes 1 mA energy
Causes 2 biostrain

A subdermal lattice of conductive filaments is laid over the user's core muscle groups. This system synchronizes with the body's natural nerve impulses, delivering a supplementary electrical jolt to the muscles at the precise moment of contraction. This forced over-contraction enhances the user's raw strength and optimizes muscular efficiency, allowing for greater power and stamina.

Left Arm 1 Right Arm 1 Left Leg 1 Right Leg 1
Strength +1
Endurance +1

Quantum Entanglement

Uncommon
1800.00
Consumes 1 mA energy
Causes 2 biostrain

This implant contains one half of a perfectly matched pair of sympathetic resonators, their twins housed in a single other device. These two objects are intrinsically linked on a fundamental level, mirroring each other's state instantly and without any discernible signal passing between them. This phenomenon allows for a silent, untraceable, and instantaneous channel of communication, utterly independent of distance or physical barriers.

Head 1

Nano Construction Bots

Rare
900.00
Consumes 2 mA energy
Causes 3 biostrain
Must be activated

A specialized pod on the user's body houses a swarm of microscopic construction automata. When released upon a supply of raw materials, these agents work in unison to assemble or repair objects according to the user's direction. The swarm can reconfigure matter to fashion simple tools from scrap or meticulously mend the mechanisms of a broken device, limited only by the user's technical knowledge and the quality of the materials provided.

Can be used to construct simple tools or repair items. Requires a Mechanics check and raw materials.

Head 1

Sonic Wave Manipulator

Uncommon
2100.00
Consumes 1 mA energy
Causes 2 biostrain
Must be activated

The user's larynx is augmented with a sonic modulation system, allowing them to manipulate their vocal output with incredible precision. This device can analyze and store the acoustic properties of sounds, from a specific voice to ambient noises. The user can then perfectly replicate these stored sounds, enabling flawless vocal mimicry or the creation of highly convincing, localized sound effects for distraction.

Allows the user to mimic voices or create specific sounds for distraction. Grants a 2 dice bonus to Deception or Performance checks using sound.

Head 1

Plasma Cutter

Rare
2900.00
Consumes 2 mA energy
Causes 3 biostrain
Must be activated

This forearm-mounted industrial tool is designed to project a short, contained jet of superheated matter. The focused thermal beam can methodically slice through thick plates of hardened steel, making it an excellent tool for breaching and salvage. While its cutting power is immense, the device is heavy and ill-balanced for combat, making any attempt to use it as a melee weapon a clumsy and unpredictable affair.

A tool that can cut through up to 10cm of standard steel per minute. Can be used as a melee weapon with Damage Potential 4, but it is unwieldy (minimum roll +2).

Right Arm 1 Left Arm 1

Gravity Stabilizer

Uncommon
3200.00
Consumes 1 mA energy
Causes 2 biostrain

A powerful gyroscopic stabilizer is integrated into the user's core, constantly working to maintain a perfect center of gravity. This system uses predictive motion sensors and micro-adjustments to instantly counteract any lurch or imbalance caused by unstable surfaces. As a result, the user moves with an uncanny sense of stability, able to traverse rubble fields or environments with fluctuating gravity as if walking on a perfectly flat and stable plain.

The character ignores difficult terrain penalties caused by unstable surfaces or varying gravity.

Torso 1

Neuro-Link Communicator

Rare
800.00
Consumes 2 mA energy
Causes 3 biostrain

This neural implant is designed to translate the user's thoughts into a silent, transmittable data stream. It allows for direct, mind-to-mind conversation with anyone possessing a compatible link, bypassing the need for spoken words. The same system can be used to mentally interface with and operate compatible machinery, offering a basic but direct form of remote control.

Head 1

Electromagnetic Grippers

Uncommon
700.00
Consumes 1 mA energy
Causes 2 biostrain

Powerful electromagnetic generators are embedded in the user's palms, allowing them to project a strong, localized magnetic field. This field allows the user to grip and lift heavy ferrous objects with a force that far surpasses their physical strength. With this power, a heavy steel beam can be held as easily as a wooden staff, though the grip is useless on any non-metallic material.

Left Arm 1 Right Arm 1

Electromagnetic Grappling Hook

Uncommon
1000.00
Consumes 1 mA energy
Causes 2 biostrain
Must be activated

A forearm-mounted launcher fires a weighted projectile head attached to a durable, high-tensile cable. The head is fitted with a powerful electromagnet that can be activated to create a secure anchor on any metallic surface it hits. A high-torque internal winch can then be engaged to haul the user upwards or across gaps, providing a swift method of vertical and horizontal traversal.

Fires a grappling hook up to 50 meters that can attach to metallic surfaces.

Left Arm 1 Right Arm 1

Holographic Communicator

Common
1200.00
Consumes 1 mA energy
Causes 1 biostrain
Must be activated

This device combines a sophisticated scanner with a miniature projector to enable three-dimensional, real-time communication. When a link is established with a compatible unit, the projector casts a luminous, semi-translucent effigy of the caller into the air. This projected apparition mirrors the caller's every word and gesture, allowing for face-to-face conversation regardless of physical distance.

Head 1

Gravity Manipulator

Uncommon
3200.00
Consumes 1 mA energy
Causes 2 biostrain
Must be activated

An inertial regulator integrated into the user's body allows them to actively manipulate their own mass and connection to the ground. In one mode, the device can render the user almost weightless, allowing them to float gently or leap great distances. Conversely, it can be set to drastically increase the user's effective weight, anchoring them to their spot with immense force and making them nearly impossible to move.

Allows the user to reduce their own weight to float or increase it to become immovable. Requires an action to change state.

Left Leg 1 Right Leg 1

Sonic Wave Manipulator

Uncommon
2600.00
Consumes 1 mA energy
Causes 2 biostrain
Must be activated

A series of acoustic emitters in the user's palm can be triggered to unleash a focused, invisible bolt of sonic force. This directed pulse of high-intensity sound is not designed to cause lasting harm, but to strike a single target with a powerful concussive impact. The shock to the inner ear and nervous system is enough to briefly incapacitate a foe, leaving them stunned and disoriented.

Can emit a focused sonic burst (1 action). A single target within 10m must make a Resistance check or be stunned for one round.

Left Arm 1 Right Arm 1

Subdermal therapeutic implant.

Uncommon
1800.00
Consumes 1 mA energy
Causes 2 biostrain
3 charges
Must be activated

A cluster of subdermal sacs, each filled with a potent regenerative cocktail, is implanted in the user's torso. On a direct command, one of these sacs ruptures, flooding the user's system with a powerful dose of coagulants and fast-acting growth stimulants. This provides a near-instantaneous burst of healing to seal wounds in the heat of battle, but the implant only carries a limited number of charges before it is depleted.

When activated (1 action), it heals the wearer for 3d3 wouds. It has three charges, which must be refilled manually at a body modification vendor.

Torso 2

Bionic Sprint

Uncommon
900.00
Consumes 2 mA energy
Causes 3 biostrain
2 charges
Must be activated

The user's legs are augmented with a web of high-performance myomer that provides a minor but constant boost to their agility. The system features an overdrive mode that can be activated to flood these fibers with a massive energy surge, forcing them to contract at an incredible rate. This results in a short, explosive burst of speed, allowing the user to run at a blinding pace for a few moments before the system must cool down.

When activated (1 action), doubles the character's movement distance for 1d3 combat rounds. Increases Quickness by 1.

Left Leg 2 Right Leg 2
Quickness +1