Augmentation and Modification

augmentationimplantscybernetics

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 TierLegal Facility CostIndependent SurgeonBlack Market Clinic
Tier 11,000 C600-800 C500 C
Tier 22,000 C1,200-1,600 C1,000 C
Tier 35,000 C3,000-4,000 C2,500 C
Tier 412,000 C7,200-9,600 C6,000 C
Tier 5VariableRarely availableExtremely 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):

d10Complication
1Severe Bleeding: Immediate Bleeding condition
2Nerve Damage: Disadvantage on one skill (1 cycle)
3Surgical Shock: -2 Spirit for next scene
4Partial Installation: Implant functions at 50% effectiveness
5Infection Risk: TD 8 Spirit check or lose 1d6 HP per day
6Temporary Amnesia: Forget events from last 24 hours
7Implant Rejection: -1 Spirit checks (1 cycle)
8Power Drain: Implant reduces Energy by 1 each combat
9Hallucinations: TD 8 Spirit or Disadvantage on Awareness (1 cycle)
10Neural Feedback: Immediate 2d6 damage

Severe Complications (Poor Conditions/Illegal Clinics):

d10Complication
1Extreme Infection: -1d4 maximum HP until cured
2Implant Destruction: Implant permanently destroyed
3Skill Paralysis: Random skill unusable (24-72 hours)
4Comatose State: Unconscious 1d4 hours
5Chronic Pain: Take 1d4 damage each scene (2 cycles)
6Cross Wiring: Implant effect reversed or harmful
7Paranoid Episode: Distrust allies (12-48 hours)
8System Shutdown: All implants disabled (1 cycle)
9Burnout: -2 Evasion and Athletics checks (1 cycle)
10Severe 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

d10Complication
1Memory Loss: Forget last 1d6 months
2Personality Shift: One trait die drops one size permanently
3Skill Degradation: Random skill at -2 until retraining
4Sensory Disconnect: -2 Awareness for 2 weeks
5Identity Crisis: Disadvantage on all Spirit checks (1 cycle)
6Partial Transfer: One memory category inaccessible
7Motor Control Issues: -2 Athletics for 1 week
8Temporal Disorientation: Confusion about timeline for 3 days
9Emotional Blunting: -2 Charisma for 1 cycle
10Consciousness 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 TierComponentsTDTimeNotes
Tier 120 Basic – Schem.82 hoursSimple functionality
Tier 230 Basic, 10 Advanced – Schem.104 hoursModerate complexity
Tier 320 Advanced, 1 Rare – Schem.121 dayAdvanced systems
Tier 410 Rare, 1 Unique – Schem.143 daysCutting-edge tech
Tier 51 Unique, advanced schematic16+1 weekExperimental 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

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