Augmentation and Modification
Last updated: 2/9/2026
In a galaxy where biology is negotiable, your body becomes another piece of equipment—upgradable, replaceable, and customizable. Implants enhance capabilities beyond natural limits. Cybernetic modifications replace flesh with superior machinery. Consciousness transfer allows existence beyond original biology. Shell technology enables temporary inhabitation of entirely different forms.
But augmentation comes with costs beyond credits. Every implant creates dependencies. Every modification changes how society perceives you. Every consciousness transfer risks losing pieces of yourself. The line between enhancement and loss of humanity blurs with each upgrade.
Choose carefully what you replace. Some changes cannot be undone.
15.1 Implant System
Implants are technological devices surgically integrated into organic bodies, providing enhancements ranging from medical necessities to combat advantages.
Implant Categories
Medical Implants: Life support, organ replacement, healing acceleration
- Pacemakers and cardiac regulators
- Synthetic organ systems
- Trauma response nanobots
- Auto-injector systems
Enhancement Implants: Improved physical or mental capabilities
- Muscle fiber augmentation
- Neural processing accelerators
- Sensory enhancement packages
- Reflex optimization systems
Utility Implants: Practical tools and conveniences
- Integrated communication systems
- Data storage and processing
- Translation software
- Environmental adapters
Combat Implants: Tactical advantages and weapon systems
- Targeting overlays
- Adrenaline regulators
- Integrated weapon mounts
- Armor subdermal plating
Restricted Implants: Experimental, illegal, or dangerous modifications
- Consciousness backup systems
- Memory manipulation devices
- Illegal AI integration
- Chronocite-based temporal processors
Implant Tiers
Tier 1 - Basic Augmentation:
- Simple functionality
- Minimal biological integration
- Low malfunction risk
- Common availability
- Cost: 500-2,000 credits
Tier 2 - Advanced Enhancement:
- Complex functionality
- Moderate biological integration
- Some malfunction risk
- Requires specialized facilities
- Cost: 2,500-10,000 credits
Tier 3 - Elite Modification:
- Cutting-edge technology
- Deep biological integration
- Higher malfunction risk
- Rare and regulated
- Cost: 15,000-50,000 credits
Tier 4 - Experimental Systems:
- Prototype technology
- Complete biological integration
- Significant malfunction risk
- Extremely rare, often illegal
- Cost: 75,000-250,000 credits
Tier 5 - Unique Constructs:
- One-of-a-kind devices
- Unprecedented integration
- Unknown risks
- Unavailable for purchase
- Cost: Story-based acquisition
15.2 Implant Installation
Installing implants requires medical expertise, appropriate facilities, and careful biological integration.
Installation Requirements
Prerequisites:
- Appropriate technique unlocked (Softshell No More, Implant Specialist, or Modified)
- Access to medical facility or qualified surgeon
- Implant tier matches character's allowed tier
- Sufficient credits for implant and installation
Installation Locations:
Certified Medical Facilities:
- Guaranteed success
- Professional aftercare
- Legal documentation
- Highest cost
Independent Surgeons:
- Variable quality (roll for outcome)
- Lower cost (20-40% discount)
- May skip legal documentation
- Moderate risk
Black Market Clinics:
- No questions asked
- Cheapest option (50% standard cost)
- Significant risk (30% complication chance)
- No legal records
- Possible stolen/counterfeit implants
Field Installation:
- Emergency or desperate circumstances only
- Requires Medicine skill check
- High complication risk
- Limited functionality until proper integration
Installation Process
Step 1: Locate Medical Services Roll Investigation or Commerce:
- TD 6: Find reputable clinic
- TD 10: Find illegal surgeon
- TD 10+: Bypass ID or licensing requirements (Deception or Persuasion)
- TD 10+: Expedite scheduling (Persuasion)
Step 2: Pay Installation Costs
| Implant Tier | Legal Facility Cost | Independent Surgeon | Black Market Clinic |
|---|---|---|---|
| Tier 1 | 1,000 C | 600-800 C | 500 C |
| Tier 2 | 2,000 C | 1,200-1,600 C | 1,000 C |
| Tier 3 | 5,000 C | 3,000-4,000 C | 2,500 C |
| Tier 4 | 12,000 C | 7,200-9,600 C | 6,000 C |
| Tier 5 | Variable | Rarely available | Extremely dangerous |
Step 3: Installation Procedure
Legal Facility: Automatic success, no roll required
Independent Surgeon: Roll d6 for quality
- 1-2: Poor work, roll on Minor Complication table
- 3-5: Adequate installation, functions normally
- 6: Excellent work, +5% functionality bonus
Black Market Clinic: Roll d20 for outcome
- 1-6: Severe complication (see Severe Complication table)
- 7-14: Minor complication (see Minor Complication table)
- 15-20: Successful installation
Field Installation: Medicine check vs. TD = 8 + (Implant Tier x 2)
- Success: Functions at reduced capacity (75%) until proper integration
- Failure: Roll on Minor Complication table
- Critical Failure (Minimum Roll): Roll on Severe Complication table
Surgical Complications
Minor Complications (Standard Conditions):
| d10 | Complication |
|---|---|
| 1 | Severe Bleeding: Immediate Bleeding condition |
| 2 | Nerve Damage: Disadvantage on one skill (1 cycle) |
| 3 | Surgical Shock: -2 Spirit for next scene |
| 4 | Partial Installation: Implant functions at 50% effectiveness |
| 5 | Infection Risk: TD 8 Spirit check or lose 1d6 HP per day |
| 6 | Temporary Amnesia: Forget events from last 24 hours |
| 7 | Implant Rejection: -1 Spirit checks (1 cycle) |
| 8 | Power Drain: Implant reduces Energy by 1 each combat |
| 9 | Hallucinations: TD 8 Spirit or Disadvantage on Awareness (1 cycle) |
| 10 | Neural Feedback: Immediate 2d6 damage |
Severe Complications (Poor Conditions/Illegal Clinics):
| d10 | Complication |
|---|---|
| 1 | Extreme Infection: -1d4 maximum HP until cured |
| 2 | Implant Destruction: Implant permanently destroyed |
| 3 | Skill Paralysis: Random skill unusable (24-72 hours) |
| 4 | Comatose State: Unconscious 1d4 hours |
| 5 | Chronic Pain: Take 1d4 damage each scene (2 cycles) |
| 6 | Cross Wiring: Implant effect reversed or harmful |
| 7 | Paranoid Episode: Distrust allies (12-48 hours) |
| 8 | System Shutdown: All implants disabled (1 cycle) |
| 9 | Burnout: -2 Evasion and Athletics checks (1 cycle) |
| 10 | Severe Brain Injury: Unconscious, TD 12 Medicine to stabilize |
Recovery and Integration
Successful Installation:
- Rest required: 24 hours (Tier 1-2), 48 hours (Tier 3-4)
- Cannot engage in strenuous activity during recovery
- Full functionality after rest period
Complicated Installation:
- Extended recovery: +1-3 days depending on severity
- Medical treatment required for severe complications
- Possible permanent effects (GA discretion)
15.3 Common Implants
The implants listed as common implants are just that. There are a wide variety of implants and modifications that are available galaxy-wide with varying costs and pre-requisites. Use the below list as a starting point and a source of inspiration.
Tier 1 Implants
Neural Link (1,000 C + installation) Wireless connection to computers and devices. +1 Programming when directly interfaced.
Enhanced Vision (1,500 C + installation) Low-light vision and zoom capability. Immune to Blinded from darkness.
Subdermal Communicator (800 C + installation) Internal comm system. Cannot be jammed by standard means.
Adrenal Regulator (2,000 C + installation) Once per day, ignore Exhaustion penalty for one scene.
Pain Suppressor (1,200 C + installation) Gain +1 Spirit when resisting pain or torture.
Tier 2 Implants
Reflex Booster (5,000 C + installation) +1 to Evasion skill. Permanent passive benefit.
Muscle Fiber Enhancement (6,000 C + installation) +1 to Athletics skill. Increase carrying capacity by 25%.
Neural Processor (8,000 C + installation) +1 to one Intellect skill (chosen at installation). Cannot be changed.
Auto-Injector System (4,000 C + installation) Holds 3 doses of medical items. Can auto-inject when HP drops below 25% (once per day).
Targeting Overlay (7,500 C + installation) +1 Accuracy with ranged weapons. Projects trajectory assistance.
Tier 3 Implants
Combat Reflex System (20,000 C + installation) Once per combat, take an additional action during your turn. Costs 3 Energy.
Reinforced Skeleton (25,000 C + installation) +5 permanent HP. Resistance to bone breaks and crush damage.
Advanced Neural Interface (30,000 C + installation) Direct brain-computer integration. Pilot vehicles or control drones mentally. +2 Piloting/Navigation when directly interfaced.
Synthetic Organ Suite (35,000 C + installation) Immunity to biological toxins and diseases. Reduced need for food/water (50% normal).
Subdermal Armor (40,000 C + installation) +1 AR (flat damage reduction). Does not stack with worn armor but provides coverage for unarmored zones.
Tier 4 Implants
Consciousness Backup (100,000 C + installation) Creates periodic memory backups. If character dies, consciousness can be restored to clone or shell (requires additional costs and story elements).
Temporal Awareness Processor (150,000 C + installation) Gain Advantage on initiative rolls. Once per session, reroll any single roll.
Integrated Weapon Mount (75,000 C + installation + weapon) Concealable weapon system (light weapons only). +2 Accuracy due to neural targeting. Cannot be disarmed.
Full Sensory Suite (120,000 C + installation) 360-degree awareness, thermal vision, motion detection. +3 Awareness, immune to flanking from unaware positioning.
15.4 Cybernetic Body Modifications
Cybernetic modifications replace biological components with mechanical alternatives, offering superior performance at the cost of organic functionality and social acceptance.
Modification Tiers
Minor Modifications (Tier 1):
- Cosmetic enhancements
- Basic sensory upgrades
- Decorative cybernetics
- Generally legal, socially accepted
- Cost: 500-2,500 credits
Moderate Modifications (Tier 2):
- Limb augmentations
- Enhanced vision systems
- Muscular amplification
- Requires Tier 2 credential (regulated)
- Social stigma in conservative areas
- Cost: 3,000-15,000 credits
Major Modifications (Tier 3):
- Complete limb replacement
- Dermal armor plating
- Organ replacement
- Requires Tier 3 credential (restricted)
- Significant social impact
- Cost: 15,000-50,000 credits
Full Conversion (Tier 4):
- Total cybernetic reconstruction
- Synthetic organ replacement
- Minimal organic tissue remaining
- Illegal in most jurisdictions without special permits
- Severe social consequences
- Cost: 50,000-150,000 credits
Cybernetic Limbs
Standard Cybernetic Arm: (5,000 C + installation) Strength equivalent to natural limb. +1 Hand-to-Hand when using cybernetic arm for attacks.
Enhanced Cybernetic Arm: (15,000 C + installation) Superior strength. +2 Hand-to-Hand, can bend metal bars, crush objects. Integrated tool mounts available.
Combat Cybernetic Arm: (30,000 C + installation) Military-grade strength and durability. +3 Hand-to-Hand, +1 AR on that limb. Can integrate weapon systems.
Cybernetic Leg (Standard): (4,000 C + installation) Normal mobility. +1 Athletics when running or jumping.
Enhanced Cybernetic Leg: (12,000 C + installation) Superior performance. +2 Athletics, +5 feet movement per Energy spent.
Integrated Tool Systems: (+2,000-10,000 C per system) Built-in tools: cutting torch, data probe, lockpick, grappling hook. Eliminates need for separate tools.
Dermal and Structural Modifications
Subdermal Plating Upgrade: (20,000 C + installation) Armor integrated beneath skin that functions with the implant of the same name. +1 AR in addition to implant effects. It doesn't count as worn armor and is always active.
Reinforced Skeletal Upgrade: (35,000 C + installation) Metallic bone reinforcement that works with the implant of the same name. +15 HP in addition to implant bonus, immunity to bone fractures, -1 Stealth (metallic signature).
Synthetic Skin: (8,000 C + installation) Enhanced durability and environmental resistance. +1 resistance to temperature extremes, +2 Spirit against pain.
Optical Enhancement Suite: (12,000 C + installation) Complete eye replacement. Thermal vision, zoom, recording capability. +2 Awareness, immune to visual Blinded effects.
Installation and Complications
Cybernetic modifications follow same installation procedures as implants but with increased difficulty:
Installation TD Modifiers:
- Minor: TD 6+
- Moderate: TD 8+
- Major: TD 10+
- Full Conversion: TD 12+
Cybernetic-Specific Complications:
Complications and requirements are sole discretion of the GA and the level of difficulty wanting to be achieved within the game.
Rejection Issues:
- Organic immune system attacks cybernetics
- Requires immunosuppressants (100 C/week)
- Chronic pain and inflammation
Power Requirements:
- Extensive cybernetics require energy
- Heavy modifications: -2 maximum Energy
- Full conversion: -5 maximum Energy
Maintenance Needs:
- Regular servicing required
- Monthly maintenance: 100-1,000 C depending on complexity
- Malfunction chance increases without maintenance
Social Consequences:
- Conservative regions hostile to heavily modified individuals
- -1 to -5 Persuasion depending on modification level and audience
- Possible denied entry to facilities or systems
15.5 Shell Technology
Shells enable consciousness transfer into alternative bodies—biological, synthetic, or hybrid forms. This technology remains experimental, expensive, and morally controversial.
Shell Types
Temporary Synthetic Shell:
- Mechanical body for short-term use
- Duration: 1 narrative cycle
- Consciousness returns to original body automatically
- Cost: 10,000 credits
- Availability: Rare, restricted
Temporary Organic Shell:
- Cloned biological body
- Duration: 2 narrative cycles
- More natural experience than synthetic
- Cost: 20,000 credits
- Availability: Illegal in most jurisdictions
Permanent Synthetic Shell:
- Fully stable mechanical body
- Permanent consciousness transfer
- Original body dies or destroyed
- Cost: 100,000 credits
- Availability: Highly restricted, requires special permits
Permanent Organic Shell:
- DNA-matched biological body
- Permanent transfer, indistinguishable from original
- Ethical concerns and legal restrictions
- Cost: 150,000 credits
- Availability: Illegal except in specific jurisdictions
Consciousness Transfer Process
Requirements:
- Specialized facility (not available everywhere)
- Neural mapping (2-4 days)
- Target shell prepared and compatible
- Tier 4 medical access or black market connection
When used, Consciousness Backup allows the GA to treat a successful restoration as if the character had passed the Medicine / Programming checks for transfer into a prepared shell or clone. The GA may still apply a roll on the Transfer Complications table if desired.
Transfer Procedure:
Step 1: Neural Mapping Programming check TD 10 to create consciousness template
- Success: Clean transfer possible
- Failure: Degraded template (-1 to all Trait dice temporarily)
Step 2: Consciousness Transfer Medicine check TD 10 to perform transfer
- Success: Transfer complete, full functionality
- Failure: Partial transfer (roll on Transfer Complications table)
- Critical Failure (Minimum Roll): Consciousness fragmentation, possible death
Step 3: Integration Spirit check TD 10 to integrate with new body
- Success: Full control, no adjustment period
- Failure: Adjustment period (1 week), Disadvantage on physical actions
- Critical Failure: Rejection, must transfer back or risk permanent damage
Transfer Complications
| d10 | Complication |
|---|---|
| 1 | Memory Loss: Forget last 1d6 months |
| 2 | Personality Shift: One trait die drops one size permanently |
| 3 | Skill Degradation: Random skill at -2 until retraining |
| 4 | Sensory Disconnect: -2 Awareness for 2 weeks |
| 5 | Identity Crisis: Disadvantage on all Spirit checks (1 cycle) |
| 6 | Partial Transfer: One memory category inaccessible |
| 7 | Motor Control Issues: -2 Athletics for 1 week |
| 8 | Temporal Disorientation: Confusion about timeline for 3 days |
| 9 | Emotional Blunting: -2 Charisma for 1 cycle |
| 10 | Consciousness Echo: Original personality fragments persist (roleplay complication) |
Shell Limitations
Synthetic Shells:
- Cannot use organic-only implants
- May be detected by scanners (TD 10 Awareness)
- Require periodic maintenance
- Social stigma in biological-focused cultures
Organic Shells:
- Age normally (temporary shells degrade faster)
- Require standard biological needs
- May have genetic markers identifying as clone
- Legal status varies dramatically by jurisdiction
Both Types:
- Cannot transfer while in shell (must return to original)
- Memory updates require re-transfer
- Original body must be preserved (expensive for permanent transfers)
- Psychological adaptation required
15.6 Body Modification Crafting
Characters with appropriate skills can create implants and modifications rather than purchasing them.
Crafting Implants
Requirements:
- Engineering and Medicine skills
- Appropriate components
- Workshop or medical facility
- Blueprint or design knowledge
Crafting Process:
Below represents a generic table regarding Implants specifically. GA may additionally use Chapter 11 as a reference point if confusion arises.
| Implant Tier | Components | TD | Time | Notes |
|---|---|---|---|---|
| Tier 1 | 20 Basic – Schem. | 8 | 2 hours | Simple functionality |
| Tier 2 | 30 Basic, 10 Advanced – Schem. | 10 | 4 hours | Moderate complexity |
| Tier 3 | 20 Advanced, 1 Rare – Schem. | 12 | 1 day | Advanced systems |
| Tier 4 | 10 Rare, 1 Unique – Schem. | 14 | 3 days | Cutting-edge tech |
| Tier 5 | 1 Unique, advanced schematic | 16+ | 1 week | Experimental prototype |
Crafting Modifiers:
- Specialized Facility: +2 to roll
- Assistant with Medicine skill: +1 to roll
- Rushed Work: -2 to roll, half time
- Exceptional Materials: +1 to roll, double component cost
Results:
- Success: Standard implant created
- Failure: Components wasted, no implant created
- Critical Failure: Components destroyed, possible injury (1d6 damage)
15.7 Augmentation and Society
Physical modifications carry social consequences beyond mechanical benefits.
Social Reactions by Modification Level
Minimal Augmentation (1-2 visible modifications):
- Generally accepted in most societies
- May be fashionable in some cultures
- No mechanical Persuasion penalties
Moderate Augmentation (3-5 visible modifications):
- Accepted in progressive areas
- Viewed with suspicion in conservative regions
- -1 Persuasion in traditional communities
Heavy Augmentation (6-10 visible modifications):
- Accepted only in cybernetic-friendly zones
- Feared or discriminated against elsewhere
- -2 to -3 Persuasion in most areas
- Possible denied entry to facilities
Extreme Augmentation (Full Conversion):
- Rejected by most biological societies
- Welcomed in Cetus and similar locations
- -5 Persuasion with biologicals
- May trigger hostility or violence in some regions
- Automatic suspicion from authorities
Cultural Attitudes
Pro-Augmentation Cultures:
- Cetus (Cybernetic homeworld)
- Titan (necessity-driven modifications)
- Mars (military enhancement acceptance)
- Certain Metronis districts
Moderate Cultures:
- Most Coalition space
- Trade-focused stations
- Pragmatic colonies
Anti-Augmentation Cultures:
- Traditional Earth enclaves
- Religious communities
- Elathria (natural form emphasis)
- Some frontier settlements
Legal Restrictions
Regulated Modifications:
- Weapon-integrated systems
- Combat enhancements beyond standard
- Consciousness transfer technology
- Restricted AI integration
Illegal Modifications:
- Uncredentialed military-grade augmentations
- Consciousness duplication
- Forced modification of others
- Biological weapon integration
15.8 Augmentation Economics
The augmentation market creates significant economic activity and inequality.
Market Dynamics
Core World Pricing:
- Full selection available
- Regulated and certified
- Premium pricing (+20-40% standard cost)
- Guaranteed quality
Colony World Pricing:
- Moderate selection
- Variable quality
- Standard pricing
- Some risk of complications
Black Market Pricing:
- Illegal and experimental options available
- Reduced cost (50% standard)
- High complication risk (30-50% chance)
- No legal recourse for failures
Insurance and Warranties
Medical Insurance:
- Standard plans: Cover basic implant complications
- Premium plans: Cover advanced modifications
- Military/Corporate: Often cover job-related augmentations
- Cost: 100-2,000 C monthly depending on coverage
Equipment Warranties:
- Legal facilities: 30-day warranty standard
- Independent surgeons: No warranty typical
- Black market: Never warranted
- Extended warranties: +20% installation cost