TEXT:  
   
  R1 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  TM 
  
   
   
  R1 
   
   
   
   
   
   
   
   
  SECTION 1:  CYBERNETICS OVERVIEW   - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -   2 
   
  SECTION 2:  AUGMENTATIONS   - - - - - - - - - - - - - -- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -  4 
   
  SECTION 3:  AVATARS   - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -  30 
   
  SECTION 4:  CYBERNETIC MALWARE    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -  33 
  SECTION 5:  CYBER SALVAGE  - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -  37 
  SECTION 6: AUGMENTATION TRACKER   - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -  39 
  OPEN GAME LICENSE VERSION 1.0A   - - - - - - - - - - - - - - - -  - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -   40 
  Lead Designer: Jason Stroh 
  Author: Jason Stroh  
  Cover Artist: Ldarro 
  Editorial Assistance: Holly Stroh 
   
  Interior Artists: Camilkou, DarkGeometryStudios, 
  Majorgaine, Malchev, MisterElements, Ociacia, 
  Olena Naryzhniak, TsuneoMP 
  Special Thanks: All you people asking for more 
  content.
   
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 
  1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, deities, 
  companies, mega-corporations, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress. (Elements that 
  have previously been designated as Open Game Content or are in the public domain are not included in this declaration.) 
  Open Content: Except for material designated as Product Identity (see above), the game mechanics of this game product are 
  Open Game Content, as defined in the Open Gaming License version 1.0a Section 1(d). No portion of this work other than the 
  material designated as Open Game Content may be reproduced in any form without written permission. 
  Stroh Hammer, Gravity Age, and Gravity Age: Cybernetics Emporium 2 are trademarks of Stroh Hammer and Jason Stroh. 
  Compatibility with the Starfinder Roleplaying Game requires the Starfinder Roleplaying Game from Paizo Inc.  
  See http://paizo.com/starfinder for more information on the Starfinder Roleplaying Game. Paizo Inc. does not guarantee 
  compatibility, and does not endorse this product. 
  Starfinder is a registered trademark of Paizo Inc., and the Starfinder Roleplaying Game and the 
  Starfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Inc., and are used 
  under the Starfinder Roleplaying Game Compatibility License. See 
  http://paizo.com/starfinder/compatibility for more information on the compatibility license. 
  Gravity Age: Cybernetics Emporium 2 is published by Stroh Hammer under the Open Game 
  License version 1.0a Copyright 2000 Wizards of the Coast, Inc.  
  Permission granted to photocopy or print for personal use. 
  © 2017 Stroh Hammer 
  
   
   
  For several millennia, humans and other races have 
  strived to achieve self-perfection though augmentation.  
  Some races prefer different types of augmentation over 
  others 
  but 
  mammals 
  generally 
  prefer 
  cybernetic 
  augmentation above other forms of augmentation.  
  Cybernetics are relatively common and are usually the 
  cheapest and fastest means of augmenting.   
  The rules for “Augmentation” can be found in Chapter 7 
  of the Starfinder Core Rulebook.  These rules were 
  extended in the Gravity Age: Cybernetics Emporium (*).  A 
  quick overview of existing cybernetic augmentation rules 
  are presented below.  For additional information on 
  augmentation and cybernetics review the resources above.  
  SYSTEM 
  All cybernetic augmentations require a body system.  
  This is simply a part of the body each augmentation is 
  compatible with.  A body system is limited to one 
  augmentation without an augmentation plexus*.  There are 
  a few exceptional cybernetic augmentations that require no 
  body system or require multiple body systems. 
  Common systems: arm (or all arms), brain, ears, eyes, 
  foot (or all feet), hand (or all hands), heart, leg (or all legs), 
  lungs, spinal column, skin, throat, and torso*. 
  IMPLANTATION AND REMOVAL 
  Getting a cybernetic augmentation requires the services 
  of a professional cybernetic surgeon or someone with ranks 
  in Medicine equal to the level of the augmentation. 
  Cybernetic surgery takes 1 hour per level of the 
  augmentation. The price of the surgery is included in the 
  prices listed for each augmentation. The price of a new 
  augmentation includes the price of removing the old if its 
  replacing an existing augmentation.  Typically, it is not 
  possible to resell or implant an augmentation from one 
  individual 
  to 
  another 
  because 
  every 
  cybernetic 
  augmentation is DNA coded to match the original 
  recipient’s DNA. 
  ACTIVATION 
  Cybernetic augmentations are plugged directly into the 
  recipient’s nervous system and many work continuously 
  like other body functions. Cybernetics which require 
  activation turn on or off as a standard action unless the 
  description states otherwise. 
   
  BIONICS* 
  Although cybernetics are programmed to be organically 
  compatible with their host and use synthetic connections 
  into all the other host’s systems they are still for the most 
  part made of inorganic materials. The last great step for 
  science in the field of cybernetics was the leap from the use 
  of synthetic materials to growing biological equivalents to 
  mechanical systems. Adaptive biochains allow any 
  cybernetic augmentations to be grown as biotech, also 
  known as ‘bionics’. 
  The technology required to produce bionics is rarer and 
  more expensive than cybernetics. Bionic items cost 10% 
  more than their cybernetic equivalents. Bionics and 
  cybernetics use the same body systems so it is not possible 
  to have a bionic augmentation share a body system without  
  an augmentation plexus.   
  O.S.C.A.R.* 
  Open Source Cyber Augmentation Resolution (“OSCAR”) 
  was adopted by many of the cybernetic augmentation 
  manufacturers. OSCAR is essentially a standardized socket 
  which takes complex biological and mechanical controls 
  and simplifies them into a small set of basic connections and 
  
   
   
  R1 
  controls. An OSCAR socket does not count as an 
  augmentation by itself and can be installed on any of the 
  following systems; arm (or all arms), eyes (or all eyes), foot 
  (or all feet), hand (or all hands), and leg (or all legs). An 
  Oscar socket must be purchased separately for each hand, 
  limb, or foot.  Cybernetics which are OSCAR ready out of the 
  box will include the text “OSCAR compliant” in its 
  description.  Other cybernetic augmentations can be 
  purchased with OSCAR compatibility by adding 10% to the 
  base purchase price. OSCAR compatibility cannot be added 
  to a cybernetic augmentation which has already been 
  implanted. 
  C.O.R.E.* 
  CORE is a process by which the subject’s brain, nervous 
  system, spine, and vital organs, including the heart, liver, 
  kidneys, and small portions of the digestive tract, are 
  extracted then integrated within an embryonic pod. Once a 
  subject has undergone CORE their embryonic pod is 
  integrated with an Avatar.  For additional information on 
  the CORE process see the “Cybernetics Over” section of the 
  Gravity Age: Cybernetics Emporium. 
  CYBER PSYCHOSIS* 
  Cyber psychosis is caused by an integration failure of the 
  biomechanical system and the recipient’s nervous system.  
  It is a permanent condition which cannot be “cured”.  
  Common causes include inferior or cheap cybernetics, 
  partial failure of the CORE process, critical injury, or 
  rejection of used cybernetic augmentations.  For additional 
  information on the cyber psychosis see the “Cybernetics 
  Overview” section of the Gravity Age: Cybernetics 
  Emporium. 
  The following rules are an extension of the existing 
  augmentation options presented in the Gravity Age: 
  Cybernetics Emporium and the Starfinder Core Rulebook 
  for players and game masters. 
  NEW BODY SYSTEM – TENTACLE  
  Tentacles are considered a new body system for any alien 
  or creature possessing one or more.  All non-retractable 
  tentacles are eligible for augmentation including those 
  gained from other augmentations, bioware, or mutation.  
  Unlike typical body systems, tentacles are receptive to eye, 
  hand, and foot augmentations, in addition to tentacle only 
  augmentations.  However, a tentacle can only be 
  augmented with a 
  single 
  type of 
  body system 
  augmentation.  Example: a tentacle with an augmentation 
  plexus could use two hand augmentations, but could not 
  use the combination of a hand and foot augmentation. 
  Any augmentation which affects movement must be 
  installed in a minimum of two tentacles and at least 50% of 
  the tentacles for creatures possessing 3 or more to gain any 
  benefit from the augmentation.   
  SALVAGED CYBERNETICS (OPTIONAL) 
  Under normal conditions cybernetic augmentations 
  cannot be reused or implanted into anyone other than the 
  original owner.  The biological mechanical system which 
  stabilized cybernetic augmentation relies on matching 
  synthetic DNA to the recipient’s actual DNA to avoid 
  augmentation rejection or other side effects like cyber 
  psychosis.  All cybernetic augmentations bought at book 
  value are safe and stable.  The same technology that made 
  cybernetic augmentation safe also prevents it from being 
  salvaged or reused.   
  In reality, there are class abilities, feats, technologies, 
  and mutations which allow certain individuals and races to 
  take advantage of salvaged cybernetic augmentations.  
  Previously used augmentations sell on the black market for  
  20% of their book value and can be purchased for 80% of 
  their book value.  There are two important things to 
  remember 
  when 
  augmenting 
  with 
  second 
  hand 
  cybernetics.  First, there is always a chance of gaining cyber 
  psychosis with second hand parts no matter what ability, 
  feat, or technology allows you to use them.  Second, you are 
  dealing with the black market and anyone interested in 
  purchasing second hand cybernetics is likely carrying a 
  treasure trove of augmentations ripe for harvest and sale in 
  that very market.  For additional information on the cyber 
  psychosis see the “Cybernetics Overview” section of the 
  Gravity Age: Cybernetics Emporium. 
  CYBERNETIC SHIELD AUGMENTATIONS 
  Cybernetic shield augmentations grant a shield bonus to 
  the recipient’s EAC, KAC or both.  A shield bonus is like an 
  armor bonus.  It doesn’t stack with other effects that grant 
  a shield bonus but it does stack with EAC and KAC bonuses 
  granted by wearing armor.  If the recipient has multiple 
  items or effects that grant a shield bonus, only the highest 
  EAC 
  and 
  KAC 
  values 
  apply. 
   
  Cybernetic 
  shield 
  augmentations do not have an armor check penalty or 
  effect on the recipient’s maximum dexterity bonus and 
  there is no speed penalty.  All Starfinder character classes 
  are considered proficient with cybernetic shields. 
   
  
   
   
  R1 
  ADAPTIVE ENERGY WEAVE 
  SYSTEM 
  Skin 
  MODEL 
  LEVEL 
  PRICE 
  ER 
  DISGUISE 
  Minor 
  4 
  1,650 
  2 
  1 
  Standard 
  9 
  15,500 
  5 
  1 
  Advanced 
  14 
  68,000 
  10 
  1 
  Superior 
  19 
  525,000 
  15 
  1 
  Your adaptive energy weave is always protecting you 
  from one of the five energy types (acid, cold, electricity, fire, 
  or sonic).  Although your weave only protects you from one 
  energy type at a time, you can change between different 
  energy types taking on the energy resistance most suitable 
  to your current situation. Each weave includes mechanisms 
  to protect your eyes and respiration from each selected 
  energy type.  
  You must declare a default adaptive energy weave 
  energy resistance.  This resistance is always active unless 
  you spend a move action to change the resistance to 
  another energy type.  Any time you rest to regain Stamina 
  Points the resistance reverts back to your chosen default 
  energy type.  
  The strength of your energy resistance is determined by 
  the model of adaptive energy weave you are augmented 
  with as indicated by the Energy Resistance [ER] value in the 
  stat block above. 
  AEON RECEPTACLE 
  SYSTEM 
  Brain  
  MODEL 
  LEVEL 
  PRICE 
  DISGUISE 
  Standard 
  1 
  150 
  2 
  Two stone 
  6 
  4,975 
  2 
  Three stone 
  13 
  49,750 
  2 
  Five stone 
  20 
  975,000 
  2 
  Developed as a more discrete method of using an aeon 
  stone, the aeon receptacle is implanted in the base of the 
  skull or center of the forehead.  Although the forehead isn’t 
  very discrete it has become fashionable on many core 
  worlds to display the spinning aeon stone and the stone can 
  often be hidden by simply wearing a hat or helmet.  In 
  addition to the standard model, aeon receptacles can be 
  purchased in two stone, three stone, or five stone models. 
  The recipient can spend 1-minute to remove or replace 
  an aeon stone contained within the receptacle.  Removing 
  the aeon stone without the recipient’s cooperation 
  destroys the augmentation. 
  ALTER EGO CONCENTRATOR 
  SYSTEM 
  Brain  
  MODEL 
  LEVEL 
  PRICE 
  DISGUISE 
  Standard 
  12 
  44,000 
  1 
  Advanced 
  16 
  133,000 
  1 
  Superior 
  20 
  997,000 
  1 
  This is a must have cybernetic augmentation for serious 
  casters.  The alter ego concentrator is a microcrystal CPU 
  implanted in the brain that takes over some or all of the 
  concentration requirements to maintain a spell or class 
  ability with the concentration requirement.  The recipient 
  can maintain a spell as a move action rather than a standard 
  action, but is still restricted from casting another spell while 
  their augmentation maintains their concentration.  The 
  advanced model reduces the concentration effort to a swift 
  action but still restricts the recipient from casting a second 
  spell.  In addition to the benefit of the advanced model, the 
  recipient of the superior alter ego concentrator can spend 
  1 Resolve Point to cast another spell while their 
  augmentation maintains concentration on the first spell.  
  Once the second spell is cast its possible for the recipient to 
  maintain two spells; original spell as a swift action and the 
  second as a standard action.  The second spell can be 
  maintained without spending additional Resolve Points. 
  AMYGDALA HYPER-ENHANCER 
  SYSTEM 
  Brain  
  MODEL 
  LEVEL 
  PRICE 
  DISGUISE 
  Standard 
  9 
  16,000 
  2 
  Advanced 
  13 
  55,000 
  2 
  Superior 
  17 
  260,000 
  2 
  Although the amygdala hyper-enhancer seems to put the 
  recipient on edge, this is a popular upgrade for casters.  A 
  dark matter coil is implanted around the brain stem of the 
  recipient.  This coil over stimulates the amygdala 
  heightening its ability to detect fear and prepare for 
  emergency events.  This augmentation provides the 
  recipient with a +2 circumstance bonus to Perception 
  checks to avoid surprise and to their EAC/KAC if they 
  provoke attack(s) of opportunity by casting while 
  threatened.  The advanced model of the amygdala hyper-
  enhancer increases the circumstance bonus to +4.  In 
  addition to all the benefits of the advanced model, 
  recipients of the superior amygdala hyper-enhancer can 
  spend 1 Resolve Point to act during the surprise round, or 
  avoid provoking attacks of opportunity while casting. 
   
  
   
   
  R1 
  Table 4-1 Augmentations 
   
  Aeon receptacle, standard 
  1 
  150 
  Brain 
  Biomonitor, standard 
  1 
  65 
  -- 
  Cybernetic armor upgrade slot, standard 
  1 
  100 
  Special 
  Fiberoptic hair, standard 
  1 
  100 
  -- 
  Gravity buckler, standard 
  1 
  225 
  Arm 
  Mastoid wave, standard 
  1 
  99 
  Ears 
  Stellar buckler, standard 
  1 
  250 
  Arm 
  Water recovery and reconstitution, standard 
  1 
  175 
  Skin and Torso 
  Genome suppressor, standard 
  2 
  505 
  Torso 
  Hauler’s frame, standard 
  2 
  765 
  All Limbs and Spine 
  Mastoid wave, advanced 
  2 
  499 
  Ears 
  Needler, fingertip 
  2 
  350 
  -- 
  Needler, palm 
  2 
  500 
  Hand 
  Rocket fist, standard 
  2 
  625 
  Hand 
  Skill impression, minor 
  2 
  590 
  Brain 
  Slam bracer, type 1 
  2 
  500 
  Arm 
  Virtual sensory perception, basic transmitter 
  2 
  500 
  Brain 
  Flame thrower, standard 
  3 
  1,250 
  Hand or Throat 
  Hidden internal storage unit, breast implant 
  3 
  1,350 
  -- 
  Holographic double, standard 
  3 
  1,200 
  Hand or Eye 
  Induction Skates, standard 
  3 
  1,.490 
  All Feet 
  Iron Stomach, standard 
  3 
  1,450 
  Torso 
  Liver 2.0, standard 
  3 
  1,500 
  Torso 
  Mystic cynosure, standard 
  3 
  1,535 
  Brain 
  Needler, oral 
  3 
  1,500 
  Throat 
  Retractable claws, standard 
  3 
  1,550 
  Hands 
  Weapon impression, standard longarm 
  3 
  1,525 
  Brain 
  Weapon impression, standard advanced melee 
  3 
  1,525 
  Brain 
  Weapon impression, standard heavy weapons 
  3 
  1,525 
  Brain 
  Weapon impression, standard sniper weapons 
  3 
  1,525 
  Brain 
  Weapon impression, standard special weapons 
  3 
  1,525 
  Brain 
  Adaptive energy weave, minor 
  4 
  1,650 
  Skin 
  Anchor talons, standard 
  4 
  1,800 
  All feet 
  Anti-grave tractor beam, standard 
  4 
  2,025 
  Arm 
  Aura-optics, standard 
  4 
  2,000 
  Eye 
  Bio-reactor core, standard 
  4 
  2,050 
  Torso 
  Extreme descent safeguard system 
  4 
  2,000 
  Spine 
  Hidden internal storage unit, standard 
  4 
  1,900 
  Torso 
  Pulse scatter-wave veil, standard 
  4 
  1,850 
  Spine 
  Skill impression, standard 
  4 
  1,800 
  Brain 
  Tentacles, 2 - tentacle 
  4 
  1,950 
  Spine 
  Valkyrie vambrace, standard 
  4 
  1,925 
  Arm 
  Virtual sensory perception, hyper transmitter 
  4 
  2,000 
  Brain 
  Cerametal exoderm heavy armor, mk1 
  5 
  3,100 
  Skin  
  Hydraulic claw, standard 
  5 
  2,950 
  Hand 
  Iron halo point-defense, light 
  5 
  3,000 
  Torso 
  Laser target designator, standard 
  5 
  2,850 
  Eye 
  Pharynx nausea inhibitor, standard 
  5 
  3,100 
  Throat 
  Retractable claws, molecular thin-blade I 
  5 
  3,200 
  Hands 
  
   
   
  R1 
  Thought finder, standard 
  5 
  2,825 
  Brain 
  Valkyrie greaves, standard 
  5 
  2,600 
  Legs and feet 
  Aeon receptacle, two stone 
  6 
  4,975 
  Brain 
  Audio feedback, standard 
  6 
  4,400 
  Ear and Throat 
  Brain 2 spine plexus, standard 
  6 
  5,200 
  Spine 
  Cerebral probe, standard 
  6 
  4,500 
  Hand 
  Chromium exoderm light armor, mk1 
  6 
  4,600 
  Skin 
  Cybernetic armor upgrade slot, advanced 
  6 
  2,300 
  Special 
  Entropic cloaking, standard 
  6 
  5,000 
  Spine 
  Fusion bracer, standard 
  6 
  4,225 
  Arm 
  Infolink communicator, standard 
  6 
  4,025 
  Brain and Ear 
  Electromagnetic shielding, standard 
  6 
  4,600 
  Skin 
  Retractable claws, neutron dense 
  6 
  8,000 
  Hands 
  Rocket fist, advanced 
  6 
  3,850 
  Hand 
  Scatter-wave cloaking, standard 
  6 
  5,000 
  Spine 
  Siren’s song, standard 
  6 
  4,750 
  Throat 
  Virtual sensory perception, receiver 
  6 
  4,500 
  Brain 
  Envoy improvisation implant, standard 
  7 
  8,800 
  Brain 
  Fade to black, standard 
  7 
  8,250 
  Skin 
  Flame thrower, advanced 
  7 
  7,250 
  Hand or Throat 
  Flash stellar crystal, standard 
  7 
  7,500 
  Spine 
  Hauler’s frame, advanced 
  7 
  7,350 
  All Limbs and Spine 
  Library data archive, identify creatures 
  7 
  8,000 
  Brain (requires neural computer) 
  Mechanic trick implant, standard 
  7 
  8,900 
  Brain 
  Operative exploit implant, standard 
  7 
  9,000 
  Brain 
  Recoil compensator, standard 
  7 
  7,450 
  All arms 
  Technomancer magic hack implant, standard 
  7 
  9,100 
  Brain 
  Tentacles, 4 - tentacle 
  7 
  7,950 
  Spine 
  Valkyrie vambrace, advanced 
  7 
  6,925 
  Arm 
  Aura-optics, advanced 
  8 
  10,000 
  Eye 
  Cerametal exoderm heavy armor, mk2 
  8 
  11,000 
  Skin  
  Circulatory control system, standard 
  8 
  10,000 
  Heart 
  Infolink communicator, telepathic wave 
  8 
  10,125 
  Brain and Ear 
  Integrated junk bot, handy 
  8 
  8,500 
  Torso 
  Integrated junk bot, healing 
  8 
  9,000 
  Torso 
  Jaeger defense protocol, standard 
  8 
  12,000 
  Brain 
  Jaeger offense protocol, standard 
  8 
  12,000 
  Brain 
  Prosthetic leg amplifiers, standard 
  8 
  8,450 
  All Legs 
  Slam bracer, type 2 
  8 
  10,000 
  Arm 
  Starfish radioflash, mk1  
  8 
  10,000 
  Hand 
  Virtual sensory perception, hive 
  8 
  9,000 
  Brain 
  Adaptive energy weave, minor 
  9 
  15,500 
  Skin 
  Amygdala hyper-enhancer, standard 
  9 
  16,000 
  Brain 
  Anti-grav tractor beam, standard 
  9 
  16,995 
  Arm 
  Chromium exoderm light armor, mk2 
  6 
  15,000 
  Skin 
  Day dreamer, standard 
  9 
  14,000 
  Brain 
  Enhanced detoxifier, mk I 
  9 
  11,500 
  Torso 
  Envoy improvisation implant, advanced 
  9 
  17,800 
  Brain 
  Gravity buckler, advanced 
  9 
  15,750 
  Arm 
  Hidden internal storage unit, advanced 
  9 
  15,000 
  Torso 
  Iron Stomach, advanced 
  9 
  16,750 
  Torso 
  
   
   
  R1 
  Mistsight optics, standard 
  9 
  16,500 
  Eyes 
  Mystic cynosure, advanced 
  9 
  15,500 
  Brain 
  NU2U, standard 
  9 
  16,000 
  Spine 
  Pathogen filter, standard 
  9 
  16,250 
  Heart 
  Quantum leap, standard 
  9 
  15,950 
  Feet 
  Serpent motus, standard 
  9 
  33,000 
  All Legs and Feet 
  Skill impression, advanced 
  9 
  15,500 
  Brain 
  Stellar buckler, advanced 
  9 
  16,250 
  Arm 
  Doppler radar, standard 
  10 
  18,000 
  Brain 
  Holographic double, advanced 
  10 
  19,500 
  Hand or Eye 
  Hyper-oxygenation system, standard 
  10 
  18,950 
  Heart and Lungs 
  Pharynx nausea inhibitor, advanced 
  10 
  18,500 
  Throat 
  Retractable claws, molecular thin-blade II 
  10 
  21,000 
  Hands 
  Anchor talons, advanced 
  11 
  22,000 
  All feet 
  Bio-reactor core, advanced 
  11 
  22,000 
  Torso 
  Cerametal exoderm heavy armor, mk3 
  11 
  32,000 
  Skin  
  Cybernetic armor upgrade slot, superior 
  11 
  12,500 
  Special 
  Enhanced detoxifier, mk II 
  11 
  24,500 
  Torso 
  Envoy improvisation implant, superior 
  11 
  28,800 
  Brain 
  Flame thrower, superior 
  11 
  22,250 
  Hand or Throat 
  Hydraulic claw, advanced 
  11 
  22,950 
  Hand 
  Mental static aura generator, standard 
  11 
  23,000 
  Spine 
  Operative exploit implant, advanced 
  11 
  30,000 
  Brain 
  Serpent motus, constriction 
  11 
  44,000 
  All Legs and Feet 
  Serpent motus, striking 
  11 
  44,000 
  All Legs and Feet 
  Siren’s song, advanced 
  11 
  24,750 
  Throat 
  Slam bracer, type 3 
  11 
  27,500 
  Arm 
  Starfish radioflash, mk2 
  11 
  26,000 
  Hand 
  Weapon impression, superior longarm 
  11 
  25,500 
  Brain 
  Weapon impression, superior advanced melee 
  11 
  25,500 
  Brain 
  Weapon impression, superior heavy weapons 
  11 
  25,500 
  Brain 
  Weapon impression, superior sniper weapons 
  11 
  25,500 
  Brain 
  Weapon impression, superior special weapons 
  11 
  25,500 
  Brain 
  Alter ego concentrator, standard 
  12 
  44,000 
  Brain 
  Catalytic GH enhancer 
  12 
  39,000 
  Brain 
  Cerebral probe, advanced 
  12 
  42,500 
  Hand 
  Chromium exoderm light armor, mk3 
  12 
  38,000 
  Skin 
  Electromagnetic shielding, advanced 
  12 
  42,000 
  Skin 
  Entropic cloaking, advanced 
  12 
  45,000 
  Spine 
  Hauler’s frame, superior 
  12 
  39,550 
  All Limbs and Spine 
  Liver 2.0, advanced 
  12 
  44,500 
  Torso 
  Rocket fist, superior 
  12 
  32,900 
  Hand 
  Scatter-wave cloaking, advanced 
  12 
  45,000 
  Spine 
  Tentacles, 6 - tentacle 
  12 
  44,950 
  Spine 
  Valkyrie greaves, advanced 
  12 
  47,000 
  Legs and feet 
  Aeon receptacle, three stone 
  13 
  49,750 
  Brain 
  Amygdala hyper-enhancer, advanced 
  13 
  55,000 
  Brain 
  Enhanced detoxifier, mk III 
  13 
  53,500 
  Torso 
  Envoy improvisation implant, ultra 
  13 
  58,800 
  Brain 
  Fade to black, standard 
  13 
  56,250 
  Skin 
  
   
   
  R1 
  Iron halo point-defense, heavy 
  13 
  53,000 
  Torso 
  Mechanic trick implant, advanced 
  13 
  59,000 
  Brain 
  NU2U, advanced 
  13 
  59,000 
  Spine 
  Plan B, standard 
  13 
  60,000 
  Spine 
  Prosthetic leg amplifiers, advanced 
  13 
  56,000 
  All Legs 
  Quantum leap, advanced 
  13 
  49,950 
  Feet 
  Technomancer magic hack implant, advanced 
  13 
  62,000 
  Brain 
  Adaptive energy weave, advanced 
  14 
  68,000 
  Skin 
  Anti-grav tractor beam, superior 
  14 
  69,990 
  Arm 
  Cerametal exoderm heavy armor, mk4 
  14 
  80,000 
  Skin  
  Circulatory control system, advanced 
  14 
  70,000 
  Heart 
  Doppler radar, advanced 
  14 
  75,000 
  Brain 
  Flash stellar crystal, advanced 
  14 
  74,500 
  Spine 
  Fusion bracer, advanced 
  14 
  72,250 
  Arm 
  Hidden internal storage unit, superior 
  14 
  72,000 
  Torso 
  Pathogen filter, advanced 
  14 
  76,000 
  Heart 
  Sacral brain, standard 
  14 
  74,000 
  Spine 
  Skill impression, superior 
  14 
  78,000 
  Brain 
  Starfish radioflash, mk3 
  14 
  86,000 
  Hand 
  Audio feedback, advanced 
  15 
  121,000 
  Ear and Throat 
  Chromium exoderm light armor, mk4 
  15 
  135,000 
  Skin 
  Enhanced detoxifier, mk IV 
  15 
  91,500 
  Torso 
  Iron Stomach, superior 
  15 
  123,000 
  Torso 
  Jaeger defense protocol, advanced 
  15 
  128,000 
  Brain 
  Jaeger offense protocol, advanced 
  15 
  128,000 
  Brain 
  Library data archive, recall knowledge 
  15 
  125,000 
  Brain (requires neural computer) 
  Liver 2.0, superior 
  15 
  134,000 
  Torso 
  Mental static aura generator, advanced 
  15 
  123,000 
  Spine 
  Mystic cynosure, superior 
  15 
  130,000 
  Brain 
  Operative exploit implant, superior 
  15 
  145,000 
  Brain 
  Retractable claws, molecular thin-blade III 
  15 
  135,000 
  Hands 
  Slam bracer, type 4 
  15 
  133,000 
  Arm 
  Thought seeker, standard 
  15 
  149,000 
  Brain 
  Alter ego concentrator, advanced 
  16 
  133,000 
  Brain 
  Cybernetic armor upgrade slot, standard 
  16 
  90,000 
  Special 
  Hyper-oxygenator system, advanced 
  16 
  175,000 
  Heart and Lungs 
  Pharynx nausea inhibitor, superior 
  16 
  180,000 
  Throat 
  Recoil compensator, advanced 
  16 
  165,000 
  All arms 
  Siren’s song, superior 
  16 
  164,750 
  Throat 
  Technomancer magic hack implant, superior 
  16 
  190,100 
  Brain 
  Valkyrie vambrace, superior 
  16 
  169,000 
  Arm 
  Amygdala hyper-enhancer, superior 
  17 
  260,000 
  Brain 
  Anchor talons, superior 
  17 
  235,000 
  All feet 
  Cerametal exoderm heavy armor, mk5 
  17 
  220,000 
  Skin  
  Enhanced detoxifier, mk V 
  17 
  242,500 
  Torso 
  Holographic double, superior 
  17 
  255,000 
  Hand or Eye 
  Hydraulic claw, superior 
  17 
  249,000 
  Hand 
  Integrated junk bot, battle 
  17 
  245,000 
  Torso 
  NU2U, superior 
  17 
  280,000 
  Spine 
  Starfish radioflash, mk 4 
  17 
  270,000 
  Hand 
  Tentacles, 8 - tentacle 
  17 
  249,950 
  Spine 
  
   
   
  R1 
  Bio-reactor core, superior 
  18 
  329,000 
  Torso 
  Cerebral probe, superior 
  18 
  342,000 
  Hand 
  Chromium exoderm light armor, mk5 
  18 
  390,000 
  Skin 
  Electromagnetic shielding, superior 
  18 
  342,500 
  Skin 
  Gravity buckler, superior 
  18 
  365,000 
  Arm 
  Prosthetic leg amplifiers, superior 
  18 
  346,000 
  All Legs 
  Slam bracer, type 5 
  18 
  335,000 
  Arm 
  Stellar buckler, superior 
  18 
  380,000 
  Arm 
  Valkyrie greaves, superior 
  18 
  360,000 
  Legs and feet 
  Adaptive energy weave, superior 
  19 
  525,000 
  Skin 
  Anti-grav tractor beam, ultra 
  19 
  535,600 
  Arm 
  Doppler radar, superior 
  19 
  545,000 
  Brain 
  Enhanced detoxifier, mk VI 
  19 
  585,000 
  Torso 
  Jaeger defense protocol, superior 
  19 
  600,000 
  Brain 
  Jaeger offense protocol, superior 
  19 
  600,000 
  Brain 
  Mechanic trick implant, superior 
  19 
  620,000 
  Brain 
  Mental static aura generator, superior 
  19 
  546,000 
  Spine 
  Operative exploit implant, ultra 
  19 
  650,000 
  Brain 
  Pathogen filter, superior 
  19 
  612,000 
  Heart 
  Rocket fist, ultra 
  19 
  542,000 
  Hand 
  Skill impression, ultra 
  19 
  526,000 
  Brain 
  Technomancer magic hack implant, ultra 
  19 
  660,000 
  Brain 
  Aeon receptacle, five stone 
  20 
  975,000 
  Brain 
  Alter ego concentrator, superior 
  20 
  997,000 
  Brain 
  Audio feedback, superior 
  20 
  888,880 
  Ear and Throat 
  Flash stellar crystal, superior 
  20 
  995,500 
  Spine 
  Fusion bracer, superior 
  20 
  890,000 
  Arm 
  NU2U, ultra 
  20 
  1,100,000 
  Spine 
  Retractable claws, molecular thin-blade IV 
  20 
  1,000,000 
  Hands 
  Starfish radioflash, mk 5 
  20 
  1,000,000 
  Hand 
  
   
   
  R1 
  ANCHOR TALONS  
  SYSTEM 
  All Feet 
  MODEL 
  LEVEL 
  PRICE 
  HARDNESS 
  DISGUISE 
  Standard 
  4 
  1,800 
  15 
  4 
  Advanced 
  11 
  22,000 
  30 
  4 
  Superior 
  17 
  235,000 
  45 
  4 
  The recipient is augmented with retractable adamantine 
  heal spurs allowing them to anchor themselves to almost 
  any surface.  Capacitors located in the recipient’s ankles 
  produce an electromagnetic pulse strong enough for the 
  spurs to penetrate a hardness determined by model type 
  (see stat block above).  While anchored, the recipient gains 
  a +8 circumstance bonus to their CMD against bull rush, 
  reposition, and trip combat maneuvers.  In addition, the 
  recipient is immune to getting pushed back by knockback 
  attacks, but takes +1 damage per die from such attacks 
  while anchored to the ground.  Activating anchor talons can 
  be done as a swift action or reaction.  Withdrawing anchor 
  talons relies on a much slower hydraulic system and takes a 
  full action. 
  In rare cases the recipient might attempt to anchor 
  themselves to a creature.  The creature must be at least two 
  size categories larger and the recipient must succeed on a 
  grapple combat maneuver.  The anchor talons do not confer 
  any bonus to CMB, but if a grapple is attained it persists 
  until the target creature succeeds on an attempt to break 
  the grapple.  The recipient gains a +8 circumstance bonus 
  to their CMD against the grappled creature once they have 
  anchored themselves.  In addition, anchor talons do 2d6 
  damage to any creature successfully grappled and one point 
  of bleed damage every round the recipient remains 
  anchored to it.  
  ANTI-GRAV TRACTOR BEAM 
  SYSTEM 
  Arm 
  MODEL 
  LEVEL 
  PRICE 
  Bulk 
  DISGUISE 
  Standard 
  4 
  2,025 
  1 
  3 
  Advanced 
  9 
  16,995 
  25 
  5 
  Superior 
  14 
  69,990 
  500 
  9 
  Ultra 
  19 
  535,600 
  2500 
  15 
  The anti-grav tractor beam allows the recipient to 
  manipulate to lift and move an object or creature.  As a 
  standard action, you can create a beam of gravitons to lift 
  and move an object within the model’s bulk limits up to 30 
  ft. in any direction with a 60-ft. range.  You can spend a 
  standard action each round to maintain gravitational 
  influence over an object allowing you to walk along with an 
  object by spending a move action to move.   
  Targeting a creature with the anti-grav tractor beam 
  requires an attack roll against the creature’s EAC.  If the 
  creature struck by the anti-grav tractor beam fails a Reflex 
  save (DC = 10 + the item’s level) it gains the off-kilter 
  condition and can be manipulated like an object until it is 
  freed from the gravitational influence of the beam.  Once 
  gravitational influence has been established over a creature 
  the beam can be used to slam the creature into a wall, 
  ceiling, floor, or object for 3d6 damage, but doing so 
  immediate releases the creature from the beam’s 
  influence.  Creature exceeding the maximum bulk of the 
  beam are immune to its effects.  A willing creature can 
  automatically be gravitationally influenced but still gains 
  the off-kilter condition. 
  AUDIO FEEDBACK  
  SYSTEM 
  Ear & Throat 
  MODEL 
  LEVEL 
  PRICE 
  BONUS 
  DISGUISE 
  Standard 
  6 
  4,400 
  +1 
  -- 
  Advanced 
  15 
  121,000 
  +2 
  -- 
  Superior 
  20 
  888,880 
  +3 
  -- 
  Your augmentation allows you to produce a noise 
  cancelling affect with your vocal cords.  Special audio 
  receivers pick up sounds produced by your movement.  As 
  those sounds are processed artificial vocal cords produces 
  sounds on a counter wave frequency producing the noise 
  cancelling effect.  You gain a circumstance bonus to Stealth 
  skill checks as indicated in the stat block above.  This 
  augmentation can be turned on or off as a move action.   
  AURA-OPTICS 
  SYSTEM 
  Eyes 
  MODEL 
  LEVEL 
  PRICE 
  DISGUISE 
  Standard 
  4 
  2,000 
  2 
  Advanced 
  8 
  10,000 
  2 
  Aura-optics are implanted in one or more of the 
  recipient’s eyes giving the iris a faceted stained-glass look.  
  This augmentation allows the recipient to see sources of 
  magic, but does not assist in identifying the strength or type 
  of magic.  The recipient also gains a +2 circumstance bonus 
  against sense-dependent effects that target vision (such as 
  gaze abilities or aura-like effects).  Advanced aura-optics 
  allow the recipient to cast arcane sight as a spell-like ability 
  (CL 8th) once per day and the circumstance bonus is 
  increased to +4 against sense dependent effects. 
  BIOMONITOR 
  SYSTEM 
  Brain 
  MODEL 
  LEVEL 
  PRICE 
  DISGUISE 
  Standard 
  1 
  65 
  -- 
  The biomonitor measures the recipient’s vital signs 
  including their heart rate, blood pressure, temperature, and 
  certain electrical functions of the central nervous system.  
  This augmentation relays data back to any a friendly 
  network, computer, or even a companion’s HUD display.  
  
   
   
  R1 
  The recipients Stamina, Hit Points, and state of 
  consciousness are known to anyone monitoring their 
  condition.  This augmentation is a small self-contained unit 
  which can be implanted by injection and does not require 
  an augmentation slot. 
  BIO-REACTOR CORE 
  SYSTEM 
  Torso 
  MODEL 
  LEVEL 
  PRICE 
  DISGUISE 
  Standard 
  4 
  2,050 
  1 
  Advanced 
  11 
  22,000 
  1 
  Superior 
  18 
  329,000 
  1 
  The bio-reactor core is a chemical reactor that generates 
  electricity from your body waste.  It is ideal for recharging 
  or augmenting personal items with energy requirements.  
  The bio-reactor core can only be used to recharge or 
  augment one piece of equipment at a time.  The energy 
  provided must be spent in 1-hour increments and the 
  device must be attached for a full hour before it begins 
  benefitting from its connection to the bio-reactor core.  It 
  requires a standard action to change the device being             
  charged or augmented.  It can be used to charge or 
  augment any of the following electrical systems. 
  • 
  Anti-Grav Plates or Anti-Grav System: You gain 5 ft. 
  of additional movement due to the augmented 
  power.  This movement boost increases to 10 ft. 
  with the advanced model and 15ft. with the 
  superior model.  Note: Using the bio-reaction core 
  with the anti-grav system requires an augmentation 
  plexus. 
  • 
  Anti-Grav Tractor Beam: You can manipulate twice 
  as much weight with your anti-grav tractor beam 
  and the Reflex save’s DC is increased by 1 when its 
  used to manipulate a creature. 
  • 
  Armor Environmental Protection: The bio-reactor 
  core provides enough energy to power the 
  environmental protection attribute of armor 
  indefinitely.   
  • 
  Laser Optics: You gain 1 additional use of this before 
  having to meet the recharge requirements of this 
  item. It increases to 3 additional uses with the 
  advanced model and 6 with the superior model. 
  • 
  Recharge Battery: The bio-reactor core produces 1 
  charge every 10 minutes and can easily recharge a 
  weapon or shield battery.  The advanced model 
  produces 1 charge every 5 minutes and the superior 
  model produces 1 charge per minute. 
  It is possible to take advantage of multiple bio-core 
  reactors by using an augmentation plexus.  The effect does 
  not stack but each bio-reactor core can be used to augment 
  or charge a different power need. 
  BRAIN 2 SPINE PLEXUS 
  SYSTEM 
  Spine 
  MODEL 
  LEVEL 
  PRICE 
  DISGUISE 
  Standard 
  6 
  5,200 
  See below 
  Occasionally you run across a case where a subject’s 
  brain cannot be augmented without jeopardizing a 
  supernatural ability or destroying a pre-existing brain 
  augmentation.  The brain 2 spine augmentation allows the 
  recipient to use brain augmentations in their spine.  This 
  augmentation does not count against the number of spine 
  augmentations the recipient may have.  Any brain 
  augmentation implanted in the spine still requires an open 
  spine slot and increases the Disguise DC for the 
  augmentation by +4. 
  
   
   
  R1 
  CATALYTIC GH ENHANCER 
  SYSTEM 
  Brain 
  MODEL 
  LEVEL 
  PRICE 
  DISGUISE 
  Standard 
  12 
  39,000 
  1 
  This cybernetic augmentation increases the production 
  of growth hormone in the recipient’s body.  Two radioactive 
  catalysts are implanted on the lateral wings of the anterior 
  pituitary gland.  Radioactive decay powers a chemical 
  reaction greatly enhancing the recipient’s natural ability to 
  produce growth hormones.  The recipient of this cybernetic 
  augmentation benefits from all of the following advantages. 
  • 
  Increased Calcium Retention: Your bones become 
  stronger and thicker.  When a critical hit is scored 
  against you, there is a 10% chance that the critical 
  hit is negated and the damage is rolled normally. 
  • 
  Increased Muscle Mass: You gain a +1 racial bonus 
  on all Athletics skill checks. 
  • 
  Increased 
  Vigor: 
  Your 
  hormone 
  enhanced 
  performance makes you less likely to tire during 
  prolonged activity.  You gain a +1 racial bonus to 
  saving throws against gaining fatigued and 
  exhausted conditions. 
  • 
  Increased Vitality:  You can take more punishment 
  than non-augmented members of your race before 
  you truly start getting hurt.  You gain a 10% Stamina 
  Point bonus. 
  • 
  Stimulates Immune System: Your immune system 
  gets a boost and you gain a +1 racial bonus to all 
  Fortitude saving throws against disease. 
  CEREBRAL PROBE 
  SYSTEM 
  Hand 
  MODEL 
  LEVEL 
  PRICE 
  DISGUISE 
  Standard 
  6 
  4,500 
  1 
  Advanced 
  12 
  42,500 
  1 
  Superior 
  18 
  342,000 
  1 
  One of the more grisly but effective augmentations, the 
  cerebral probe allows the recipient to access an opponent’s 
  knowledge.  A retractable syringe is implanted in one of the 
  recipient’s fingers.  Fiberoptic filaments contained within 
  the syringe can interact with the electrical impulses of an 
  opponent’s brain. 
  As a full action, the recipient can extend the cerebral 
  probe into a dead or helpless opponent’s brain with a 
  successful Life Science skill check (DC 20).  The recipient can 
  search for the answer to one question per two item levels.  
  Each answer will be truthful from the opponent’s 
  perspective, but are also limited to the opponent’s 
  knowledge.  A living opponent can resist the cerebral probe 
  with a successful Will save (DC = recipient’s Life Science skill 
  + item level). A dead opponent’s mind can only be accessed 
  if the number of hours passed since their death is less than 
  or equal to the cerebral probe’s item level.  This 
  augmentation only works on creatures with brains. 
  CHROMIUM EXODERM LIGHT ARMOR 
  SYSTEM 
  Skin 
  MODEL 
  LEVEL 
  PRICE 
  DISGUISE 
  Mk 1 
  6 
  4,600 
  --/12 
  Mk 2 
  9 
  15,000 
  --/12 
  Mk 3 
  12 
  38,000 
  --/12 
  Mk 4 
  15 
  135,000 
  --/12 
  Mk 5 
  18 
  390,000 
  --/12 
   Chromium exoderm light armor is one of the flashiest 
  cybernetic augmentations on the market.  Thousands of the 
  recipient’s pores are replaced with nanite deployment 
  modules.  While inactive the armor is almost undetectable 
  and only someone with the Nanotaker feat or similar ability 
  is capable of identifying it as an augmentation.  As a move 
  action, the recipient can activate the armor by releasing 
  millions of microscopic nanite spiders which form a 
  protective lattice. To observers, the recipient appears to be 
  coated in liquid chromium and provides a reflective, hard to 
  the touch, yet flexible surface.   
  Recipient’s only takes half-damage from lasers or photon 
  based weapons and it provides the same environmental 
  protections as normal armor.  Due to the reflective and 
  flashy nature of the armor, the recipient’s disguise penalty 
  applies to all Stealth checks to hide while the armor is 
  active. Cybernetic armor provides no upgrade slots, but 
  cybernetic armor upgrade slots can be purchased.  
  Cybernetic armor does not count against the recipient’s 
  Bulk.  See Table 4-2: Cybernetic Armor for additional armor 
  statistics. 
  CERAMETAL EXODERM HEAVY ARMOR 
  SYSTEM 
  Skin 
  MODEL 
  LEVEL 
  PRICE 
  DISGUISE 
  Mk 1 
  5 
  3,100 
  10 
  Mk 2 
  8 
  11,000 
  10 
  Mk 3 
  11 
  32,000 
  10 
  Mk 4 
  14 
  80,000 
  10 
  Mk 5 
  17 
  220,000 
  10 
  Often considered the ultimate cybernetic upgrade, 
  Cerametal exoderm heavy armor comes in a variety of 
  colors and defensive capabilities.  The recipient’s skin is 
  implanted with hundreds of hardpoints where 120 
  interlocking plates of armor are snapped into place.  Once 
  the plates are installed and locked into place the armor 
  cannot be removed without the recipient’s consent.  Each  
  
   
   
  R1 
   
  plate is custom fit and molded to a specific recipient.  It 
  takes 1 minute to remove a plate or2 hours to remove an 
  entire suite of armor.  It’s common for those implanted with 
  Cerametal exoderm heavy armor to remove a few plates 
  during social and intimate encounters.  The armor functions 
  normally if up to 10 plates are removed and functions with 
  the broken condition with up to 40 plates missing.  
  However, if 41 or more plates are missing the armor 
  provides no EAC, KAC, or environmental protection. 
  Cybernetic armor provides the same environmental 
  protections as normal armor, but includes no upgrade slots. 
  However, cybernetic armor upgrade slots can be 
  purchased.  Cybernetic armor does not count against the 
  recipient’s Bulk.  See Table 4-2: Cybernetic Armor for 
  additional armor statistics. 
   
   
   
  CIRCULATORY CONTROL SYSTEM 
  SYSTEM 
  Heart  
  MODEL 
  LEVEL 
  PRICE 
  DISGUISE 
  Standard 
  8 
  10,000 
  1 
  Advanced 
  14 
  70,000 
  1 
  The recipient is implanted with a series of sensors and 
  cybernetic valves.  This augmentation constantly monitor’s 
  the recipient’s blood pressure and can reduce the supply of 
  blood to a wounded area of the body, preventing death 
  from massive blood loss.  The recipient gains damage 
  reduction 2 against bleed damage and any attempt to 
  stabilize the recipient with First Aid gains a +1 circumstance 
  bonus.  The advanced model of this augmentation grants 
  immunity to bleed damage and the circumstance bonus 
  increases to +3 on First Aid attempts to stabilize the 
  recipient. 
  CYBERNETIC ARMOR UPGRADE SLOT 
  SYSTEM 
  Special  
  MODEL 
  LEVEL 
  PRICE 
  MAX 
  LVL 
  DISGUISE 
  Standard 
  1 
  100 
  5 
  2 + Bulk 
  Advanced 
  6 
  2,300 
  10 
  2 + Bulk 
  Superior 
  11 
  12,500 
  15 
  2 + Bulk 
  Ultra 
  16 
  90,000 
  20 
  2 + Bulk 
  One of the most common implants for those already 
  augmented with cybernetic armor, the recipient gains an 
  armor upgrade slot with this augmentation.  Recipients with 
  cybernetic armor are limited to one-half their Constitution 
  bonus in the number of cybernetic armor upgrade slots 
  they can possess, but cybernetic armor upgrade slots do not 
  require a body system.  Recipient’s without cybernetic 
  armor must spend an appropriate body system for each 
  cybernetic armor upgrade slot and they are still limited in 
  number to one-half their Constitution bonus.  Each model 
  Table 4-2 Cybernetic Armor
  LIGHT ARMOR 
   
   
   
   
   
   
   
  Chromium Exoderm Mk 1 
  6 
  4,600 
  7 
  7 
  +5 
  -- 
  -- 
  Chromium Exoderm Mk 2 
  9 
  15,000 
  11 
  11 
  +6 
  -- 
  -- 
  Chromium Exoderm Mk 3 
  12 
  38,000 
  15 
  15 
  +7 
  -- 
  -- 
  Chromium Exoderm Mk 4 
  15 
  135,000 
  18 
  18 
  +8 
  -- 
  -- 
  Chromium Exoderm Mk 5 
  18 
  390,000 
  20 
  20 
  +9 
  -- 
  -- 
  HEAVY ARMOR 
   
   
   
   
   
   
   
  Cerametal Exoderm Mk 1 
  5 
  3,100 
  9 
  9 
  +3 
  -1 
  -- 
  Cerametal Exoderm Mk 2 
  8 
  11,000 
  14 
  14 
  +3 
  -1 
  -- 
  Cerametal Exoderm Mk 3 
  11 
  32,000 
  17 
  17 
  +4 
  -1 
  -- 
  Cerametal Exoderm Mk 4 
  14 
  80,000 
  20 
  20 
  +5 
  -1 
  -- 
  Cerametal Exoderm Mk 5 
  17 
  180,000 
  25 
  25 
  +6 
  -1 
  -- 
  
   
   
  R1 
  of cybernetic armor upgrade slot has a maximum level of 
  armor upgrade it can accept as indicated by the stat block 
  above. 
  Armor upgrades with capacity and usage requirements 
  still require an external or cybernetic power source.  For 
  additional information on Armor Upgrades, see the 
  "Armor" section in Chapter 7 of the Starfinder Core 
  Rulebook. 
  DAY DREAMER 
  SYSTEM 
  Brain 
  MODEL 
  LEVEL 
  PRICE 
  DISGUISE 
  Standard 
  9 
  14,000 
  1 
  The recipient of the day dreamer augmentation no 
  longer needs to sleep.  Implanted near the pineal gland in 
  the brain, the day dreamer produces artificial chemical 
  stimulants enhancing the brains ability to introduce new 
  information, stabilize the information within the recipient’s 
  memory, and access the information after it has been 
  stored.  It also inhibits melatonin production.  Once per day 
  the recipient must go into a day dream like state for one 
  hour to avoid the potential of gaining the fatigued condition 
  like someone who has been deprived of sleep.  While day 
  dreaming the recipient remains semi-aware of their 
  surroundings, but may perform no other task.  They suffer 
  a -2 penalty to Perception checks to avoid surprise while 
  day dreaming. 
  Although the recipient may never need to sleep, they 
  may choose to deactivate the augmentation for other 
  reasons as a move action.  They must still rest to regain 
  Stamina, and may require bed rest to regain Hit Point 
  damage.  
  DOPPLER RADAR 
  SYSTEM 
  Brain 
  MODEL 
  LEVEL 
  PRICE 
  DISGUISE 
  Standard 
  10 
  18,000 
  3 
  Advanced 
  14 
  75,000 
  3 
  Superior 
  19 
  545,000 
  3 
  This cybernetic implant produces specialized radar which 
  uses the doppler effect to track the location, movement, 
  and distance of nearby objects.  Low powered microwaves 
  are constantly bounced off your surroundings and the 
  returned waves are analyzed and compiled into meaningful 
  imagery.  The doppler radar augmentation can be turned on 
  or turned off as a move action. 
  You have blindsight 20 ft. and this range doubles to 40 ft. 
  in vacuum, but it doesn’t work at all submerged in a liquid 
  like water.  The advanced model of this augmentation 
  doubles the ranges of the standard model and the superior 
  model triples the ranges of the standard model.  All three 
  versions offer you a 360o field of vision. 
  The doppler radar augmentation has a drawback.  You 
  lose normal vision while the doppler radar augmentation is 
  active because it highjacks your optic nerves.  This allows 
  the augmentation to use the visual centers of the brain.  
  While the doppler radar augmentation is active you see in 
  mono-color and cannot make out color, patterns, read, or 
  use the Culture skill to decipher writing. 
  This augmentation is HUD compatible and can be used 
  with a neural computer. 
   ELECTROMAGNETIC SHIELDING 
  SYSTEM 
  Skin 
  MODEL 
  LEVEL 
  PRICE 
  DISGUISE 
  Standard 
  6 
  4,600 
  3 
  Advanced 
  12 
  42,000 
  3 
  Superior 
  18 
  342,500 
  3 
  A lattice of electromagnetic conductors are surgically 
  implanted beneath the recipient’s skin.  These conductors 
  help dissipate electromagnetic damage before it becomes 
  harmful or potentially shuts down personal electronics in 
  the case of an EMP attack.  Electromagnetic shielding also 
  protects the recipient against the neural overload caused 
  by mind-effecting spells that use the term overload in the 
  description, like mind thrust and synaptic overload, and 
  synaptic pulse. The recipient gains a +2 bonus to saving 
  throws against EMP attacks and neural overload.  This 
  bonus increases to +4 with the advanced model and 
  complete immunity with the superior model.   
  Any creature grappling or being grappled by the recipient 
  of electromagnetic shielding loses any cloaking granted by 
  an electromagnetic device or augmentation.   
  ENTROPIC CLOAKING 
  SYSTEM 
  Spine 
  MODEL 
  LEVEL 
  PRICE 
  DISGUISE 
  Standard 
  6 
  5,000 
  2 
  Advanced 
  12 
  45,000 
  2 
  This cybernetic augmentation blurs your form by 
  producing quantum emissions that degenerate incoming 
  visible wavelengths of the electromagnetic spectrum. The 
  recipient’s outline appears blurred, shifting and wavering. 
  This distortion grants the recipient concealment (20% miss 
  chance).  A see invisibility spell does not counteract the blur 
  effect, but a true seeing spell does.  Opponents that cannot 
  see the subject ignore the augmentation’s effect (though 
  fighting an unseen opponent carries penalties of its own). 
  This is accomplished by implanting a series of quantum 
  emitters in the recipient’s spine.  Activating entropic 
  
   
   
  R1 
  cloaking is a move action.  The advanced model increases 
  the concealment to 50%.   
  Both models allow the recipient to remain blurred for up 
  to 10 rounds.  Once entropic cloaking has been activated, 
  you must meet the conditions normally required to regain 
  Stamina Points before you can activate it again. 
  ENHANCED DETOXIFIER 
  SYSTEM 
  Torso 
  MODEL 
  LEVEL 
  PRICE 
  STAGE 
  DISGUISE 
  Mk I 
  9 
  11,500 
  -1 
  1 
  Mk II 
  11 
  24,500 
  -2 
  1 
  Mk III 
  13 
  53,500 
  -3 
  1 
  Mk IV 
  15 
  91,500 
  -4 
  1 
  Mk V 
  17 
  242,500 
  -5 
  1 
  Mk VI 
  19 
  585,000 
  Immune 
  1 
  Your digestive system has been augmented with a series 
  of advanced filters, enzyme factories, and chemical analysis 
  cybernetics.  Unlike other enhancements that simply 
  improve your resistance to poisons, toxins, and drugs this 
  augmentation produces anti-toxins specific to the 
  substance it is combating.  The enhanced detoxifier reduces 
  the number of stages a poison, toxin, or drug by the value 
  indicated in the STAGE column in the stat block above.  
  Example:  Black Lotus Extract has a progression track of 
  Healthy—Weakened—Debilitated—Dead, but to a cyborg 
  equipped with a Mk1 enhanced detoxifier the progression 
  track is reduced to Healthy—Weakened—Debilitated.  
  If the reduction of stages from the progression track is 
  equal to or greater than the number of total stages in the 
  progression track the possessor of this augmentation is 
  effectively immune to that poison, toxin, or drug.  The 
  recipient of the Mk 6 enhanced detoxifier is immune to all 
  poisons, toxins, and drugs. 
  Every model of the enhanced detoxifier can be turned on 
  or off by its recipient as a move action.  Unless otherwise 
  noted this augmentation is assumed to always be on. 
  ENVOY IMPROVISATION IMPLANT 
  SYSTEM 
  Brain 
  MODEL 
  LEVEL 
  PRICE 
  IMP 
  DISGUISE 
  Standard 
  7 
  8,800 
  2nd  
  2 
  Advanced 
  9 
  17,800 
  4th   
  2 
  Superior 
  11 
  28,800 
  6th 
  2 
  Ultra 
  13 
  58,800 
  8th  
  2 
  Envoy’s influence the ebb and flow of battle with their 
  improvisations.  A small quantum processor with its own 
  memory unit is implanted in the recipient envoy’s brain.  
  This allows an envoy to learn one additional envoy 
  improvisation.  The envoy improvisation is selected at the 
  time of implantation and the level of the improvisation 
  (IMP) for each model is indicated in the stat block above.  
  Due to the complexity of the synaptic connections required 
  for this augmentation to function properly, no more than 
  one envoy improvisation implant can ever be implanted at 
  a time.  However, a lesser model can be replaced with more 
  advanced model but the improvisation originally gained 
  from the lesser model is lost.  An envoy must also maintain 
  any prerequisite improvisations for their higher-level 
  improvisations to continue functioning.  
  A non-envoy that purchases this augmentation gains no 
  benefit. 
  EXTREME DESCENT SAFEGUARD  
  SYSTEM 
  Spine 
  MODEL 
  LEVEL 
  PRICE 
  DISGUISE 
  Standard 
  4 
  2,000 
  2 
  A favorite of extreme athletes and daredevils across the 
  galaxy, the extreme descent safeguard (EDS) is a life saver.  
  The system consists of an accelerometer, descent sensors, 
  and a cyclotron which produces anti-gravitons.  When you 
  fall more than 30-ft. the EDS automatically produces a 
  lensing field of gravitons.  This allows you to fall from 
  virtually any height and drastically reduces the damage 
  from most falls.  You take 3d6 points of damage from all falls 
  or descents from over 30-ft. in elevation.  However, the EDS 
  system doesn’t have any effect on falls from less than 30-ft. 
  FADE TO BLACK 
  SYSTEM 
  Skin 
  MODEL 
  LEVEL 
  PRICE 
  DISGUISE 
  Standard 
  7 
  8,250 
  1/8 
  Advanced 
  13 
  56,250 
  1/12 
  The recipient’s epidermis has been replaced with a 
  weave photon absorbing materials.  As a standard action 
  the recipient can activate the fade to black augmentation 
  and lower their surrounding lighting conditions by one step.  
  For instance, normal light would become dim light.  This 
  effect has a 5-ft radius and last for up to 10 minutes.  In 
  addition to the normal affects this may have on vision and 
  light, the recipient gains a +2 circumstance bonus on Stealth 
  skill checks to Hide.   
  The advanced fade to black model allows the recipient to 
  lower the surrounding lighting conditions by two categories 
  which extends out to a 15-ft. radius.  The advanced model 
  allow increases the circumstance bonus to +4 on Stealth 
  checks to Hide.  
  Once you’ve used your fade to black, you can’t use it 
  again until you’ve rested for 10 minutes to regain Stamina 
  Points. You can spend 1 Resolve Point at any point to 
  recharge it immediately. 
  
   
   
  R1 
  FIBEROPTIC HAIR 
  SYSTEM 
  None 
  MODEL 
  LEVEL 
  PRICE 
  DISGUISE 
  Standard 
  1 
  100 
  8 
  The recipient’s real hair is replaced with fiberoptic 
  nanofilaments.  This cosmetic augmentation allows the 
  recipient to change their hair color to virtually any color as 
  a swift action.  Patterns and cascading effects like rainbows, 
  shimmering waves, and sparkling points of light are all 
  possibilities.  The only thing fiberoptic hair doesn’t do well 
  is look natural.   
  FLASH STELLAR CRYSTAL 
  SYSTEM 
  Spine 
  MODEL 
  LEVEL 
  PRICE 
  CAPACITY 
  DISGUISE 
  Standard 
  7 
  7,500 
  1 
  3 
  Advanced 
  14 
  74,500 
  2 
  3 
  Superior 
  20 
  995,500 
  3 
  3 
  A specialized stellar crystal is implanted in the recipient 
  solarian’s spine.  This crystal acts as a capacitor for the 
  solarian’s metaphysical alignment with the universe and 
  allows the solarian to store 1 or more attunement points 
  (see capacity in stat block above).  The solarian can only add 
  points to their attunement pool from the flash stellar crystal 
  during combat situations that would normally allow the 
  solarian to become attuned.  Charging the flash stellar 
  crystal requires the solarian to be fully attuned. As a move 
  action, the solarian can expend all 3 attunement points to 
  charge their flash stellar crystal no matter of its capacity.  
  A non-solarian gains no benefit from this implant. 
  FLAME THROWER  
  SYSTEM 
  Hand or Throat 
  MODEL 
  LEVEL 
  PRICE 
  DISGUISE 
  Standard 
  3 
  1,250 
  4 
  Advanced 
  7 
  7,250 
  4 
  Superior 
  11 
  22,250 
  4 
  Like a flame rifle, this augmentation allows the recipient 
  to shoot a burst of flame out of their hand or mouth.  Rather 
  than using petrol, the flame thrower uses methane 
  naturally produced in the recipient’s digestive track.  The 
  gas is refined into a liquid state by the augmentation and 
  provides enough fuel for 3 uses before it must be allowed 
  to recharge.  The flame thrower automatically recharges 
  when the requirements to regain stamina are met or the 
  recipient rests for 8 hours.  This augmentation is otherwise 
  identical to the flame rifle. For additional information on 
  the flame rifle, see the "Weapons, Longarm" section in 
  Chapter 7 of the Starfinder Core Rulebook. 
  The advanced flame thrower does 2d6 F damage and a 
  30-ft. range.  The superior flame thrower does 3d6 F 
  damage and has a range of 45-ft.  
  FUSION BRACER 
  SYSTEM 
  Arms 
  MODEL 
  LEVEL 
  PRICE 
  DISGUISE 
  Standard 
  6 
  4,225 
  5 
  Advanced 
  14 
  72,250 
  5 
  Superior 
  20 
  890,000 
  5 
  A fusion bracer allows the recipient to apply one or more 
  weapon fusions to any weapon held rather than applying 
  the fusion directly to a specific weapon.  A fusion bracer is 
  grafted onto the recipient’s forearm and a recipient can 
  wear as many bracers as they have arms.   
  The rules for applying a weapon fusion to a fusion bracer 
  are identical to the rules for applying a weapon fusion to a 
  weapon.  Weapon fusions added to a fusion bracer can only 
  be used with weapons with a high enough item level to take 
  advantage of the fusion’s level based effects.  Multiple 
  weapon fusions can be applied to a single fusion bracer but 
  the combined total item level of the weapon fusions cannot 
  be greater than the fusion bracer’s item level.  Treat the 
  fusion bracer’s item level as the weapon’s item level when 
  determining the price of the fusion. For additional 
  information on “Weapon Fusions”, see Weapons in CH 7 of 
  the Starfinder Core Rulebook. 
  GENOME SUPPRESSOR  
  SYSTEM 
  Torso 
  MODEL 
  LEVEL 
  PRICE 
  DISGUISE 
  Standard 
  2 
  505 
  -- 
  The Genome suppressor is a cybernetic augmentation 
  which allows a mutant, recipient of a genetic template, or 
  creature augmented with an endogenous retrovirus to 
  reproduce without passing on their augmented or mutant 
  genetic traits.  This is a popular augmentation for mutants 
  and professionals who don’t wish to burden their children 
  with their genetic augmentations or abnormalities. For an 
  additional 20% surcharge this augmentation can be 
  modified to occupy the spine body system. 
  GRAVITY BUCKLER 
  SYSTEM 
  Arm 
  MODEL 
  LEVEL 
  PRICE 
  KAC 
  BONUS 
  DISGUISE 
  Standard 
  1 
  225 
  +1 
  2 
  Advanced 
  9 
  15,750 
  +2 
  2 
  Superior 
  18 
  365,000 
  +3 
  2 
  Gravity induction plates and graviton capacitors are 
  implanted in the recipient’s forearm.  This augmentation is 
  hardly noticeable when active or inactive since the graviton 
  
   
   
  R1 
  particles are invisible.  Creatures that can see invisibility a 
  aware of a disc-like visual disturbance on the recipients 
  forearm while the gravity buckler is active. This buckler-like 
  disc of graviton particles provides a shield bonus to KAC.  
  Each activation of the gravity buckler lasts up to 5 rounds. 
  This augmentation doesn’t require a power source. 
  Once a recipient has activated gravity buckler, they can’t 
  use it again until they have rested for 10 minutes to regain 
  Stamina Points.  A recipient can spend 1 Resolve Point at 
  any time during their turn to recharge it immediately.   
  This augmentation is more powerful when implanted in 
  solarian recipients.  The shield bonus increases by 1 for each 
  attunement point the solarian gains during combat.  A fully 
  attuned solarian can expend all their attunement points to 
  reset the gravity buckler’s duration to 5 rounds. 
    HIDDEN INTERNAL STORAGE UNIT 
  SYSTEM 
  Torso 
  MODEL 
  LEVEL 
  PRICE 
  BULK 
  DISGUISE 
  Standard 
  4 
  1,900 
  1 L 
  -- 
  Advanced 
  9 
  15,000 
  2 L 
   
  Superior 
  14 
  72,000 
  3 L 
   
  Breast 
  Implants 
  3 
  1,350 
  1 L 
  (Ea.) 
  -- 
  Popular with smugglers and thieves the hidden internal 
  storage unit is one of the least technical augmentations.  
  However, the implantation process is quite invasive since 
  the recipient’s organs must be shuffled within the torso.  An 
  internal storage unit holds a number of L bulk items or a 
  single larger object as determined by the augmentation 
  model indicated in the stat block above.  Detecting a hidden 
  internal storage unit requires a Perception check to search 
  (DC = 11 + item’s level).  Retrieving an item or placing an 
  item in storage requires a move action or a full action when 
  wearing armor. 
  Breast implants are special hidden internal storage units 
  available to human females and other anthropomorphic 
  mammals or mammal-like beings with breasts.  Detecting 
  the breast implant model always requires a DC 20 
  Perception check to search. Each breast can hold up to a 
  single L bulk item and which can always be retrieved as a 
  move action.  This model of the hidden internal storage unit 
  does not use an augmentation slot. 
  HAULER’S FRAME 
  SYSTEM 
  All Limbs & Spine 
  MODEL 
  LEVEL 
  PRICE 
  BULK 
  DISGUISE 
  Standard 
  2 
  765 
  120% 
  5 
  Advanced 
  7 
  7,350 
  150% 
  7 
  Superior 
  12 
  39,550 
  200% 
  9 
  The hauler’s frame is a complex system of internal and 
  external components.  Actuators, servos, and Cerametal 
  lattices increase the amount of Bulk you are capable of 
  carrying and increases your Bulk limits for Encumbrance.  
  The Bulk limit for each model is included in the stat block 
  above. Although these augmentations do not actually 
  increase your Strength, it does grant you a +1 enhancement 
  bonus on attempts to break or sunder an inanimate object.  
  This augmentation is popular amongst miners and heavy 
  industrial laborers. 
  HOLOGRAPHIC DOUBLE  
  SYSTEM 
  Hand or Eye 
  MODEL 
  LEVEL 
  PRICE 
  DISGUISE 
  Standard 
  3 
  1,200 
  3 
  Advanced 
  10 
  19,500 
  3 
  Superior 
  17 
  255,000 
  3 
  The 
  holographic 
  double 
  requires 
  a 
  cybernetic 
  holoprojector to be implanted in one of the recipient’s 
  hands or an eye.  The holoprojector emits a matrix of 
  electromagnetic waves forming a holographic double of the 
  recipient.  The holographic double has a range of 400 ft. and 
  can be maintained up to 10 rounds.  This holographic 
  double is usually effective against cameras, robots, and 
  living creatures.  Any creature that physically interacts with 
  or chooses to disbelieve in a holographic double must make 
  a Will save (DC = 10 + item level).  A successful Will save 
  indicates the creature is aware the holograph isn’t real, but 
  can still see it.  Activating and maintaining the holographic 
  double is a move action. Once it has been activated you 
  must meet the conditions normally required to regain 
  Stamina Points before you can activate the holographic 
  double again. 
  HYDRAULIC CLAW  
  SYSTEM 
  Hand 
  MODEL 
  LEVEL 
  PRICE 
  DISGUISE 
  Standard 
  5 
  2,950 
  10 
  Advanced 
  11 
  22,950 
  10 
  Superior 
  17 
  249,000 
  10 
  Popular with cybernetically enhanced individuals in 
  professions where grasping power is more important than 
  agility, the hydraulic claw replaces one of the recipient’s 
  hands.  The recipient gains a +4 circumstance bonus to CMB 
  to grapple or sunder combat maneuvers and to their CMD 
  to defend against disarm combat maneuvers.  If the 
  recipient successfully grapples an opponent, the recipient 
  can choose to maintain the grapple as a swift action and 
  clamp down as a standard action causing 2d8+6 points of 
  crushing damage.  The hydraulic claw can also be used to 
  deliver a slam attack dealing 1d8 B plus the recipients 
  
   
   
  R1 
  Strength bonus and has the knockdown special property on 
  critical hits, but it’s unwieldly when used in this way.  The 
  hydraulic claw can be locked in place to hold onto an object 
  indefinitely without causing any time of fatigue to the 
  recipient. 
  Due to the size and weight of the hydraulic claw the 
  recipient suffers a permanent -2 penalties on all Acrobatics 
  and Athletics skill checks.  It also lacks the manual dexterity 
  required to use one-handed weapons, but can be used to 
  wield two-handed weapons without penalty. 
  The advanced model of the hydraulic claw increases the 
  circumstance bonus to +8 and increases the crushing 
  damage to 3d8+6.  The advanced model of the hydraulic 
  claw increases the circumstance bonus to +12 and increases 
  the crushing damage to 5d8+6.   
  Although it is possible to have more than one hydraulic 
  claw implanted the recipient does not gain any additional 
  attacks and the circumstance bonuses do not stack.  
  However, the penalty to Acrobatics and Athletics skill 
  checks would increase to -4.  A hydraulic claw is OSCAR 
  compatible. 
  HYPER-OXYGENATION SYSTEM  
  SYSTEM 
  Heart & Lungs 
  MODEL 
  LEVEL 
  PRICE 
  DISGUISE 
  Standard 
  10 
  18,950 
  1 
  Advanced 
  16 
  175,000 
  1 
  Your lungs and heart have been augmented with a highly 
  efficient oxygen boosting cybernetics.  Each lung is 
  equipped with molecular oxygen scrubbers doubling its 
  potential oxygen intake with each breath.  In addition, the 
  heart has essentially been super charged to deliver oxygen 
  and chemical stimulants like adrenaline to the rest of the 
  body at an accelerated rate.  As a full action, the recipient 
  of the hyper-oxygenation system can remove the fatigued 
  condition.  You must meet the conditions normally required 
  to regain Stamina Points before you can activate this 
  cybernetic augmentation again. 
  In addition to the benefits of the standard model, the 
  advanced model allows the recipient to remove the 
  exhausted condition once per day as a full action. 
  INDUCTION SKATES  
  SYSTEM 
  All Feet 
  MODEL 
  LEVEL 
  PRICE 
  DISGUISE 
  Standard 
  3 
  1,490 
  4 
  Made popular on super volcanic worlds, induction skates 
  are actually plates implanted in the subject’s feet capable 
  of inducing strong magnetic fields.  On stone or metal 
  surfaces this augmentation allows the recipient to hover 1 
  foot above the ground or 10 ft. above the ground if the 
  surface is lava or liquid metal.  The augmentation allows the 
  recipient to hover at their normal movement rate. 
  INFOLINK COMMUNICATOR 
  SYSTEM 
  Brain & Ear 
  MODEL 
  LEVEL 
  PRICE 
  DISGUISE 
  Standard 
  6 
  4,025 
  -- 
  Telepathic Wave 
  8 
  10,125 
   
  Your augmentation allows you to talk to people over your 
  coms without muttering or listening to an audible sound.  
  This Is accomplished by two small liquid crystal chips; one 
  implanted in the brain and the other in the inner ear.  
  In addition to normal infolink communicator functions, 
  the telepathic wave version of this augmentations allows 
  you to initiate conversations and communicate freely with 
  telepathic creatures.  This does not grant you telepathy or 
  the ability to communicate with non-telepathic creatures.  
  It simply provides a technological means of communicating 
  with telepathic creatures.  The communication range of this 
  augmentation is limited to the target creature’s telepathic 
  range.  
  Both versions of the infolink communicator are HUD 
  compatible. You may use your infolink communicator in 
  place of a datajack for encrypted wireless data 
  transmissions.  
  INTEGRATED JUNK BOT 
  SYSTEM 
  Torso 
  MODEL 
  LEVEL 
  PRICE 
  DISGUISE 
  Handy 
  8 
  8,500 
  5 
  Healing 
  8 
  9,000 
  5 
  Battle 
  17 
  245,000 
  5 
  A mass of random cybernetic parts and inactive nanites 
  protrudes from the recipient’s torso.  As a standard action, 
  the recipient can turn this mass into a junk bot.  The type of 
  junk bot available to the recipient is dependent on the 
  model.  Each model of integrated junk bot mimics the 
  functions and capabilities of the junk bot spells listed in 
  Chapter 10 of the Starfinder Core Rulebook with the 
  following exceptions.  The junk used to create the bot is 
  always the recipient’s cybernetic mass and the range is 0.  
  The caster or Technomancer level is equal to the recipient’s 
  character level or CR.  If the junk bot is destroyed or doesn’t 
  return to the recipient before its duration expires the junk 
  bot runs out of power and is also destroyed.  Replacing a 
  destroyed junk bot requires the recipient to consume 1 bulk 
  of UPBs (takes 1 minute) and spend 1 Resolve Point to 
  reform the cybernetic mass. 
  
   
   
  R1 
  IRON HALO POINT-DEFENSE 
  SYSTEM 
  Torso 
  MODEL 
  LEVEL 
  PRICE 
  DAMAGE 
  DISGUISE 
  Light 
  5 
  3,000 
  1d12 
  4 
  Heavy 
  13 
  53,000 
  4d12 
  4 
  This cybernetic augmentation provides you with a 
  personal point-defense system. The iron halo point-defense 
  system can be turned on or off as a move action.  While 
  turned on, any unauthorized creature entering a square 
  adjacent to the base of your character automatically 
  triggers the iron halo.  This augmentation provides a “halo” 
  burst of scattergun pellets forcing every creature within 5 
  ft. of you to make a Reflex save (DC = 10 + item level), or 
  take damage according to the model type listed in the stat 
  block above.  You need not be aware of the approaching 
  target for the iron halo point-defense to activate when it’s 
  on, but it does not discriminate targets, allies and foes alike 
  will be subject to its halo burst.  This augmentation is a 
  favored defense system for snipers and individuals that 
  would rather not enter melee combat.  The iron halo point-
  defense system requires scatter gun shells for ammunition, 
  has a capacity of 12 shells, and uses 4 shells per halo burst.  
  Only corporeal creatures or creatures with corporeal 
  components are capable of triggering the iron halo point-
  defense system.  
  IRON STOMACH 
  SYSTEM 
  Torso 
  MODEL 
  LEVEL 
  PRICE 
  DISGUISE 
  Standard 
  3 
  1,400 
  -- 
  Advanced 
  9 
  16,750 
  -- 
  Superior 
  15 
  123,000 
  -- 
  Many people ask themselves “why” when they first hear 
  about the iron stomach.  The recipient of this cybernetic 
  augmentation can gain their daily sustenance by consuming 
  UPBs.  Considering there are 1000 UPBs in one bulk and the 
  typical humanoid can subsist on 1 UPB per day this is a 
  common upgrade for long haulers, explorers, and supermax 
  prisoners.  The recipient is still able to enjoy a good steak 
  and a side of wine. 
  The iron stomach has an additional benefit, the recipient 
  gains a +1 circumstance bonus on their Fortitude saves 
  against ingested poisons.  The advanced model increases 
  the circumstance bonus to +2.  In addition to the benefits of 
  the advanced model, the superior model allows the 
  recipient to spend 1 Resolve Point to neutralize an ingested 
  poison after a failed saving throw. 
  JAEGER DEFENSE PROTOCOL  
  SYSTEM 
  Brain 
  MODEL 
  LEVEL 
  PRICE 
  BONUS 
  DISGUISE 
  Standard 
  8 
  12,000 
  +1 
  2 
  Advanced 
  15 
  128,000 
  +2 
  2 
  Superior 
  19 
  600,000 
  +3 
  2 
  The jaeger defense protocol is a nanoprocessor which 
  stores hundreds of personal defense routines based on 
  effective defensive martial arts.  Implanted near the brain 
  stem, 
  this 
  augmentation 
  constantly 
  monitors 
  the 
  recipient’s surroundings and analyzes statistical data to 
  maximize their defensive capabilities.  The recipient gains 
  an insight bonus to EAC, KAC, Reflex saving throws, and 
  Perception skill checks to act during the surprise round as 
  indicated in the stat block above.  This augmentation does 
  not function if the recipient is in a situation where they are 
  denied their Dexterity bonus.   
  JAEGER OFFENSE PROTOCOL  
  SYSTEM 
  Brain 
  MODEL 
  LEVEL 
  PRICE 
  BONUS 
  DISGUISE 
  Standard 
  8 
  12,000 
  +1 
  2 
  Advanced 
  15 
  128,000 
  +2 
  2 
  Superior 
  19 
  600,000 
  +3 
  2 
  The jaeger offense protocol is a nanoprocessor which 
  stores hundreds of personal offensive tactics based on 
  effective offensive martial arts.  Implanted near the brain 
  stem, 
  this 
  augmentation 
  constantly 
  monitors 
  the 
  recipient’s surroundings and analyzes statistical data to 
  maximize their offensive capabilities.  The recipient gains an 
  insight bonus to attack and damage rolls against melee 
  targets, as indicated in the stat block above.  This 
  augmentation does not function if the recipient is in a 
  situation where they are denied their Dexterity bonus.  
   
   
   
  
   
   
  R1 
  LIBRARY DATA ARCHIVE 
  SYSTEM 
  Brain 
  MODEL 
  LEVEL 
  PRICE 
  DISGUISE 
  Identify creatures 
  7 
  8,000 
  1 
  Recall knowledge 
  15 
  120,000 
  1 
  Information is king!  Knowledge about your adversaries 
  and allies is often the difference between success and 
  failure.  A library data archive is a specialized module for a 
  neural computer and requires a neural computer in 
  addition to an open brain augmentation slot.  The bonuses 
  granted by model are listed below. 
  Identify creatures: Although this does not allow the 
  recipient to make an untrained skill check to identify a 
  creature if the DC is 10 or higher, it does otherwise grant a 
  +2 circumstance bonus on any Skill check used to identify a 
  creature by type.  This augmentation provides the recipient 
  with enough data to perform research and take the 20.  
  Research still takes 2 minutes. 
  Recall knowledge:  When this augmentation is selected 
  the recipient must choose a focus skill from Culture, Life 
  Science, Mysticism, Physical Science, or a Profession.  The 
  recipient gains a +4 circumstance bonus to their chosen 
  focus skill.  This circumstance bonus stacks with the bonus 
  gained from the identify creatures library data archive.  The 
  recall knowledge library data archive can be implanted 
  more than once but each time the recipient must choose a 
  new focus skill.  
  LIVER 2.0 
  SYSTEM 
  Torso 
  MODEL 
  LEVEL 
  PRICE 
  DISGUISE 
  Standard 
  3 
  1,500 
  -- 
  Advanced 
  12 
  44,500 
  -- 
  Superior 
  15 
  134,000 
  -- 
  Similar to the detoxifier, the Liver 2.0 allows the recipient 
  to quickly and harmlessly metabolize drugs, poisons, and 
  toxins.  Unlike the detoxifier, the liver 2.0 completely 
  replaces the liver.  This implant grants you a +3 bonus on 
  Fortitude saves made to resist the effects of drugs and 
  poisons.  In addition, the Liver 2.0 grants the recipient +2 
  bonus on saving throws against Nano-weapons and other 
  harmful nanites. 
  This augmentation can be deactivated, allowing the 
  recipient to fail an initial save to benefit from the effects of 
  a beneficial or recreational drug, and reactivated allowing 
  the recipient to instantly sober up and fight off the drug’s 
  unpleasant secondary effects. The recipient must make the 
  appropriate saving throws to sober up.  If the drug, poison, 
  or toxin takes multiple saves, the recipient must still make 
  multiple save to become sober.  By default, this implant is 
  always on.  
  The advanced Liver 2.0 allows the recipient to spend 1 
  Resolve Point to automatically pass a failed saving throw 
  against the effects of a drug or poison.  The superior Liver 
  2.0 allows the recipient to spend 1 Resolve Point to 
  automatically pass a failed saving throw against a nano-
  weapon or other harmful nanites. 
  MASTOID WAVE 
  SYSTEM 
  Ears 
  MODEL 
  LEVEL 
  PRICE 
  DISGUISE 
  Standard 
  1 
  99 
  2 
  Advanced 
  2 
  499 
  -- 
  Once you have spent days, weeks, months, or even years 
  in traveling in space you will understand the need for the 
  mastoid wave implant.  A small chip implanted behind each 
  of the ears allows you to listen to music in your head.  It 
  holds 256,000 songs and playlists can be updated whenever 
  you visit a place with Cortex or radio access.  If you have an 
  internal communication augmentation, you can broadcast 
  your music on a friendly or unrestricted network.  The 
  nanotech involved in the advanced model is so small it does 
  not count against the number of ear augmentations the 
  recipient can possess. 
  MENTAL STATIC AURA GENERATOR 
  SYSTEM 
  Spine 
  MODEL 
  LEVEL 
  PRICE 
  DISGUISE 
  Standard 
  11 
  23,000 
  3 
  Advanced 
  15 
  123,000 
  3 
  Superior 
  19 
  546,000 
  3 
  A large crystal capacitor and micro dark matter generator 
  are implanted in the recipient’s spine.  The recipient of the 
  mental static aura generator augmentation creates a field 
  around it that makes concentrating difficult for those 
  without this augmentation. Living creatures within 30 feet 
  must succeed at a concentration check (DC = 10 + item 
  
   
   
  R1 
  level) to cast a spell with a mental or thought component. 
  Failing this check causes the spell to be lost with no effect. 
  In addition, all spellcasters must attempt this check at the 
  start of their turn, if they are concentrating on an active 
  spell or effect. Failing it means that they cease 
  concentrating on the spell or effect. Creatures with this 
  augmentation are immune to its effects and can cast spells 
  normally.  Spending a Resolve Point allows the recipient to 
  turn off this constant effect for 1 hour, and the aura cannot 
  be turned back on during this time. 
  MECHANIC TRICK IMPLANT 
  SYSTEM 
  Brain 
  MODEL 
  LEVEL 
  PRICE 
  TRICK 
  DISGUISE 
  Standard 
  7 
  8,900 
  2nd  
  2 
  Advanced 
  13 
  59,000 
  8th  
  2 
  Superior 
  19 
  620,000 
  14th  
  2 
  Mechanics are known for their ability to perform 
  wonderous 
  feats 
  of 
  engineering 
  and 
  equipment 
  modification.  A small quantum processor with its own 
  memory unit is implanted in the recipient mechanic’s brain.  
  This allows a mechanic to learn one additional mechanic 
  trick.  The mechanic trick is selected at the time of 
  implantation and the level of the trick for each model is 
  indicated in the stat block above.  Due to the complexity of 
  the synaptic connections required for this augmentation to 
  function properly no more than one mechanic trick implant 
  can ever be implanted at a time.  However, a lesser model 
  can be replaced with more advanced model but the trick 
  originally gained from the lesser model is lost.  A mechanic 
  must also maintain any prerequisite tricks for their higher-
  level tricks to continue functioning.  
  A non-mechanic that purchases this augmentation gains 
  no benefit. 
  MISTSIGHT OPTICS 
  SYSTEM 
  Eye 
  MODEL 
  LEVEL 
  PRICE 
  DISGUISE 
  Standard 
  9 
  16,500 
  4 
  The recipient’s eyes have been replaced with high-
  resolution aether wave detectors.  Mistsight optics can be 
  activated or deactivated as a swift action.  When active, the 
  recipient can see through fog, mist, and murky water as if 
  they were perfectly clear, ignoring the miss chance for 
  these obstructions, up to its normal range of vision.  
  However, the recipient can only see in black and white with 
  images resembling those in a coloring book. 
   
   
   
  MYSTIC CYNOSURE  
  SYSTEM 
  Brain 
  MODEL 
  LEVEL 
  PRICE 
  DC 
  DISGUISE 
  Standard 
  3 
  1,535 
  +1 
  4 
  Advanced 
  9 
  15,500 
  +2 
  4 
  Superior 
  15 
  130,000 
  +3 
  4 
  The mystic cynosure is implanted in the recipient’s 
  forehead like a third-eye extending deep into their frontal 
  lobe.  Particles of dark matter suspended in a magnetic field 
  have a lensing effect strengthening mind thrust (M1-6) 
  spells, spell-like abilities, and supernatural effects.  Each 
  model of the mystic cynosure augmentation increases the 
  spell’s Saving Throw DC as indicated in the stat block above.  
  All models of the mystic cynosure allow the recipient to 
  spend 1 Resolve Point and reroll any 1’s rolled on damage 
  dice.   
  NEEDLER  
  SYSTEM 
  Special 
  MODEL 
  LEVEL 
  PRICE 
  SYSTEM 
  DISGUISE 
  Fingertip 
  2 
  350 
  -- 
  2 
  Oral 
  3 
  1,500 
  Throat  
  -- 
  Palm 
  2 
  500 
  Hand 
  1 
  Like a needler pistol or rifle, the needler augmentation is 
  a favorite of assassins and battlefield medics.  This 
  cybernetic needler uses magnetic fields to launch darts at 
  incredibly high velocity that can inject a chemical 
  compound into the target.  Each model of the needler has 
  the same basic statistics as a needler pistol.  Both the oral 
  and palm models hold up to 6 darts and require a body 
  system slot.  A fingertip needler is limited to a single shot 
  per finger and must be purchased for each finger the 
  recipient desires to augment.  A creature can only have as 
  many fingertip needlers as they have fingers, but they do 
  not require a body system for implantation.  Anyone with 
  small arms is considered proficient in this augmentation.  
  Reloading a needler augmentation is a full action. 
  NU2U  
  SYSTEM 
  Spine 
  MODEL 
  LEVEL 
  PRICE 
  MAX 
  LVL 
  DISGUISE 
  Standard 
  9 
  16,000 
  6 
  10 
  Advanced 
  13 
  59,000 
  11 
  12 
  Superior 
  17 
  280,000 
  16 
  14 
  Ultra 
  20 
  1,100,000 
  20 
  16 
  NU2U allows the recipient to use salvaged cybernetic 
  augmentations, but at a price.  Under normal circumstances 
  a cybernetic augmentation cannot be salvaged and reused 
  because they are coded to a specific individual’s DNA, but 
  the NU2U allows the recipient to circumvent the DNA issue.  
  
   
   
  R1 
  The NU2U is attached to the spine and is difficult to 
  disguise.  
  Using trace DNA from the previous owner and stem cells 
  from the new recipient’s spinal fluid, the NU2U replicates 
  enough synthetic DNA to use salvaged cybernetic 
  augmentations.  Each model of NU2U allows the recipient 
  to take advantage of higher level salvaged and secondhand 
  augmentations as indicated in the stat block above.   
  Advantage, the recipient can use salvaged and second 
  hand 
  cybernetic 
  augmentations. 
   
  Secondhand 
  augmentations can often be found on the black market or 
  Dark Cortex for only 80% of the credits required for a new 
  augmentation. 
   
  To 
  find 
  secondhand 
  cybernetic 
  augmentations, the potential recipient must succeed on a 
  Culture check (DC = 15 + item’s level) to see if they have the 
  contacts necessary to find the item.  It should be noted that 
  buying and selling used cybernetic augmentations is 
  considered illegal almost everywhere. 
  Disadvantages, the recipient has a 10% chance of gaining 
  cyber psychosis each time they implant a salvaged or 
  secondhand cybernetic augmentation and the NU2U 
  recipient suffers a -2 penalty on Fortitude saves against 
  disease afflictions due to a weakened immune system.  If 
  the NU2U is ever destroyed or removed, the recipients body 
  immediately goes into rejection causing an affliction similar 
  to Mummy Rot.  Although the progression of the affliction 
  slowed down with successful Fortitude saving throws, the 
  affliction cannot be removed or cured until all salvaged or 
  secondhand cybernetic augmentations have been removed 
  from the recipient.  Once the offending augmentations 
  have been removed, the affliction still requires two 
  consecutive saves to remove.  For additional information on 
  “Mummy Rot”, see Afflictions in CH 11 of the Starfinder 
  Core Rulebook. 
  Ironically, a NU2U augmentation cannot be salvaged or 
  used secondhand.  Nor can a new one be implanted while 
  the potential recipient has the rejection affliction.  
  OPERATIVE EXPLOIT IMPLANT 
  SYSTEM 
  Brain 
  MODEL 
  LEVEL 
  PRICE 
  EXPLOIT 
  DISGUISE 
  Standard 
  7 
  9,000 
  2nd  
  2 
  Advanced 
  11 
  30,000 
  6th  
  2 
  Superior 
  15 
  145,000 
  10th  
  2 
  Ultra 
  19 
  650,000 
  14th  
  2 
  Operatives live by their exploits.  A small quantum 
  processor with its own memory unit is implanted in the 
  recipient operative’s brain.  This allows an operative to 
  learn one additional operative exploit.  The operative 
  exploit is selected at the time of implantation and the level 
  of the exploit for each model is indicated in the stat block 
  above.  Due to the complexity of the synaptic connections 
  required for this augmentation to function properly no 
  more than one operative exploit implant can ever be 
  implanted at a time.  However, a lesser model can be 
  replaced with more advanced model, but the exploit 
  originally gained from the lesser model is lost.  An operative 
  must also maintain any prerequisite exploits for their 
  higher-level exploits to continue functioning.  
  A non-operative that purchases this augmentation gains 
  no benefit.  
  PATHOGEN FILTERS 
  SYSTEM 
  Heart 
  MODEL 
  LEVEL 
  PRICE 
  DISGUISE 
  Standard 
  9 
  16,250 
  -- 
  Advanced 
  14 
  76,000 
  -- 
  Superior 
  19 
  612,000 
  -- 
  This cybernetic augmentation filters out bacteria, 
  viruses, or other microorganisms that can cause disease.  
  Your heart and circulatory system are equipped with nanite 
  stations which actively eliminate harmful pathogens.  You 
  gain a +2 circumstance bonus to any Fortitude saving throw 
  against disease.  This circumstance bonus is increased to +4 
  with the advanced model. The superior model grants 
  complete immunity to disease. 
  
   
   
  R1 
  PHARYNX NAUSEA INHIBITOR 
  SYSTEM 
  Throat 
  MODEL 
  LEVEL 
  PRICE 
  DISGUISE 
  Standard 
  5 
  3,100 
  -- 
  Advanced 
  10 
  18,500 
  -- 
  Superior 
  16 
  180,000 
  -- 
  Nausea and vomiting are part of a biological defense 
  system against dangerous ingested pathogens and 
  substances.  However, becoming nauseated during critical 
  times like combat can be life threatening.  The pharynx 
  nausea inhibitor is a small augmentation that reduces the 
  effects of nausea by introducing chemicals directly into the 
  brain stem and digestive tract.  The recipient gains a +2 
  circumstance bonus against gaining the nauseated 
  condition, if a saving throw is permitted, and anytime the 
  nauseated condition is gained its duration is reduced to half 
  the time indicated (minimum 1 round).   
  In addition to the benefits of the standard model, the 
  advanced model replaces the nauseated condition with the 
  sickened condition for the duration of the effect.  A 
  recipient of the superior model gains the benefits of the 
  advanced model, but can spend a Resolve Point to remove 
  the nauseated condition as a reaction. 
  PLAN B 
  SYSTEM 
  Spine 
  MODEL 
  LEVEL 
  PRICE 
  DISGUISE 
  Standard 
  13 
  60,000 
  1 
  Certain individuals will stop at nothing to live forever.  
  Plan B is an augmentation that contains a digital copy of the 
  recipient’s brain.  Thoughts and memories are copied to 
  plan B during the recipient’s normal sleep cycle.  Plan B is 
  incompatible with augmentations that alter the recipient’s 
  sleep requirements.  In the event of an untimely death, Plan 
  B is transferred to any biodroid, bioreplica, or mechanoid 
  frame equipped with a “clean” positronic or gravitonic 
  brain.  Typically, a clean autonomous AI is one that hasn’t 
  been activated, but occasionally one can be found on the 
  Dark Cortex has been “refurbished” from a deceased AAI.  
  Despite using a positronic or gravitonic brain, anyone 
  restored from Plan B becomes a Singularity.   
  To simplify the character’s conversion from a living being 
  to technical construct, they keep all the same base ability 
  scores they possessed prior to Plan B minus Constitution.  
  Ability score increases from gaining levels are maintained, 
  but any previously applied to Constitution are lost.  All 
  personal upgrades and other augmentations are lost during 
  the recipient’s transfer to a robotic frame.   If the recipient 
  suffered from cyber psychosis it is carried over into their 
  AAI.  Rules detailing AAI and “Singularities” are found in the 
  Gravity Age: Autonomous Artificial Intelligence accessory 
  for the Starfinder Roleplaying Game. 
  PROSTHETIC LEG AMPLIFIERS 
  SYSTEM 
  Legs 
  MODEL 
  LEVEL 
  PRICE 
  DISGUISE 
  Standard 
  8 
  8,450 
  3 
  Advanced 
  13 
  56,000 
  3 
  Superior 
  18 
  346,000 
  3 
  Artificial muscles and carbon fiber tendons boost the 
  performance of your existing prosthetic legs.  You can 
  choose one of the following three options when amplifying 
  your prosthetic legs. 
  • 
  Jump – when making Athletics (Jump) checks you 
  always count as if you have taken a 10-ft. running 
  start even if you haven’t moved. 
  • 
  Sprint – You gain an extra move action once per 
  combat. 
  • 
  Stealth – You only take half the normal penalty for 
  moving at full speed while using the Stealth (Hide) 
  check. 
  Choose two of the above options if you purchase the 
  advanced model and you receive all the options when 
  purchasing the superior model.  
  Prosthetic leg amplifiers can only be added to existing 
  prosthetic legs.  This cybernetic augmentation does not use 
  an augmentation slot and does not require an 
  augmentation plexus.  You only gain the advantages of 
  prosthetic leg amplifiers if all your legs are prosthetics. 
  PULSE SCATTER-WAVE VEIL 
  SYSTEM 
  Spine 
  MODEL 
  LEVEL 
  PRICE 
  DISGUISE 
  Standard 
  4 
  1,850 
  2 
   This cybernetic augmentation obscures your form by 
  producing electromagnetic (EM) emissions that scatter 
  incoming visible wavelengths of the EM spectrum rendering 
  the recipient invisible (as per the invisibility spell). A series 
  of EM emitters implanted in the recipient’s spine allowing 
  the recipient to vanish for 1 round.  Activating the pulse 
  scatter-wave veil is a swift action.  Once it has been 
  activated you must meet the conditions normally required 
  to regain Stamina Points before you can activate the veil 
  again. 
   
   
  
   
   
  R1 
  A marvel of quantum mechanics, recipients of the 
  quantum leap augmentation appears to dematerialize into 
  dark matter lightning and arc to a new location where they 
  instantly re-materialize.  By spending a Resolve Point as a 
  standard action, dark matter reactors implanted in the feet 
  allow the recipient to temporarily transform into a state of 
  pure energy.  While transformed, the recipient can move up 
  to 50 feet in a straight line.  Dark matter lightning causes 
  6d6 (E) damage to any creature caught in the path of the 
  recipient.  A creature only takes half damage with a 
  successful Reflex save (DC = 10 + item level).  A recipient of 
  a quantum leap augmentation cannot pass through solid 
  barriers or force barriers.  If the recipient purposefully or 
  accidently attempts to pass through such barriers they will 
  rematerialize next to the barrier with the staggered 
  condition for 1 round.  A recipient of the advanced model 
  can activate their quantum leap augmentations as a swift 
  action. 
  RECOIL COMPENSATOR 
  SYSTEM 
  All Arms 
  MODEL 
  LEVEL 
  PRICE 
  DISGUISE 
  Standard 
  7 
  7,450 
  4 
  Advanced 
  16 
  165,000 
  4 
  This cybernetic augmentation makes it easier to hit with 
  projectile weapons with the “automatic” special property.  
  A series of springs and gas pistons in your arms limit the 
  weapons recoil granting +1 circumstance bonus to hit while 
  using the weapon in automatic mode.  The advanced model 
  of this augmentation increases the circumstance bonus to 
  +2 while the weapon is used in automatic mode.  
  RETRACTABLE CLAWS 
  SYSTEM 
  Hands 
  MODEL 
  LEVEL 
  PRICE 
  DISGUISE 
  Standard 
  3 
  1,550 
  2/8 
  Molecular thin-blade I 
  5 
  3,200 
  2/5 
  Neutron dense 
  6 
  8,000 
  2/8 
  Molecular thin-blade II 
  10 
  21,000 
  2/5 
  Molecular thin-blade III 
  15 
  135,000 
  2/5 
  Molecular thin-blade IV 
  20 
  1,000,000 
  2/5 
  Retractable claws are implanted into the recipient’s 
  hands. The claws are typically made of ceramic or carbon 
  fiber compounds with durability and hardness rivalling 
  steel. The claws also assist in climbing and may be used as 
  a melee weapon. The recipient gains a +2 equipment bonus 
  on Athletics checks to climb. If the recipient beats the DC of 
  a Climb check by 5 or more, they are not considered 
  flatfooted while climbing. 
  Attacks with retractable claws are considered unarmed 
  strikes.  Any feat that modifies an unarmed strike modifies 
  attacks with retractable claws. Retractable claws do an 
  additional +1 damage per damage die, all damage is 
  considered lethal, and have the operative special quality. 
  Retractable claws are not subject to disarm attempts but 
  may be sundered while extended.   
  Retractable claws come in a couple variants.  Neutron 
  dense (ND) retractable claws have been hardened by a 
  process called neutron enrichment, a process where free 
  neutrons are forced into the empty space between the 
  atoms in a molecular lattice of heavy metal.  This make the 
  material extremely heavy and dense.  ND retractable claws 
  do an additional +3 damage per damage die, but the 
  recipient receives a -2 penalty on To Hit rolls.  
  Molecular thin-blade (MTB) retractable claws appear 
  translucent like glass and vibrating particles, allowing the 
  dagger to slice through almost any substance.  MTB 
  retractable claws have the penetrating weapon property. 
  For additional information on the penetrating weapon 
  property, see the "Equipment" section in Chapter 7 of the 
  Starfinder Core Rulebook. 
  ROCKET FIST 
  SYSTEM 
  Any Hand 
  MODEL 
  LEVEL 
  PRICE 
  DISGUISE 
  Standard 
  2 
  625 
  2/8 
  Advanced 
  6 
  3,850 
  2/8 
  Superior 
  12 
  32,900 
  2/8 
  Ultra 
  19 
  542,000 
  2/8 
  Often considered a weapon of last resort, the rocket fist 
  function like and appears to be an ordinary cybernetic 
  prosthetic hand.  However, in extreme situations the 
  recipient can choose to fire their fist like a rocket propelled 
  grenade.  Once the fist has been fired, the three finger like 
  clamps that once held the fist in place can be used as a 
  substitute hand but the recipient takes a permanent -2 
  penalty to all Dexterity-based skill checks until the rocket 
  fist is replaced.  A rocket fist has double the normal range 
  increment as typical grenade. 
  When a rocket fist augmentation is purchased, the 
  recipient chooses a grenade type equal to or less than the 
  rocket fist’s item level +1.  The initial grenade is included in 
  the cost of the augmentation.  To replace a fist once it’s 
  been used, the recipient must purchase a grenade at double 
  its normal cost.  Replacement grenade (fist) must still not 
  exceed the rocket fist’s item level by more than one. 
  QUANTUM LEAP 
  SYSTEM 
  Feet 
  MODEL 
  LEVEL 
  PRICE 
  DISGUISE 
  Standard 
  9 
  15,950 
  2 
  Advanced 
  13 
  49,950 
  2 
  
   
   
  R1 
  An advanced rocket fist is equipped with superior 
  guidance and can target an individual.  If the recipient hit’s 
  the main target’s KAC, the target is not entitled to a Reflex 
  save.  Everyone else within the radius of the explosion 
  treats it as a normal grenade attack.  If the grenade misses 
  resolve the miss normally.  For more information on 
  “Missing with a Thrown Weapon” see Chapter 8 or the 
  Starfinder Core Rulebook. 
  In addition to the features introduced with the advanced 
  rocket fist, the superior rocket fist takes advantage of the 
  latest nanite technology. After launching their fist, the 
  recipient can reform a new fist as a full action by spending 
  1 Resolve Point.  The pool of nanites available to reform the 
  fist is only limited by the recipient’s Resolve pool.  Any 
  grenade type equal to the rocket fist’s item level +1 can be 
  created with this nanite pool.  Once a fist has been chosen 
  it must be launched before the recipient can choose a new 
  type of fist. 
  Every ultra-rocket fist is equipped with quantum 
  guidance and molecular phasing.  This allows the rocket fist 
  to ignore Concealment and attack opponents with Total 
  Cover without penalty.  The recipient still must have 
  situational awareness to target an opponent. 
  Disguising the rocket fist is more difficult after its been 
  launched and the disguise modifier increases from 2 to 8 
  while attempting to avoid detection. 
  SACRAL BRAIN 
  SYSTEM 
  Spine 
  MODEL 
  LEVEL 
  PRICE 
  DISGUISE 
  Standard 
  14 
  74,000 
  3 
  If you have ever asked yourself if two brains are better 
  than one?  The answer is yes.  The sacral brain was originally 
  a misguided concept that believes certain dinosaurs 
  possess a second brain in their posterior region.  Although 
  this concept was debunked when the first dinosaur clones 
  were produced for study, the potential benefits of a second 
  brain became apparent.  The sacral brain is a cybernetic 
  augmentation which allows the recipient to carry on most 
  basic functions while their primary brain is impaired or non-
  responsive.  This augmentation is implanted near the base 
  of the spine. 
  When the recipient is affected by any mind-effecting 
  influence (including afflictions, supernatural abilities, spells, 
  or technological devices resulting in the dazed, paralyzed, 
  or staggered, stunned condition) the sacral brain activates 
  as a reaction.  For the duration of the condition it allows the 
  recipient to function somewhat normally.  While the sacral 
  brain is active the recipient’s base Intelligence, Wisdom, 
  and Charisma are temporarily reduced to 9 (or increased to 
  9 in rare cases).  The recipient can only benefit from 
  bonuses granted by personal upgrade augmentations.  
  Bonuses normally gained to Intelligence, Wisdom, and 
  Charisma from other sources, have no effect on the sacral 
  brain.  The recipient often loses the ability to cast spells but 
  may continue acting normally with skill checks modified by 
  their temporary ability scores.  The recipient gains a +4 
  circumstance bonus on Will saving throws to resist mind-
  effecting influences while the sacral brain is active.  Any 
  failed save will affect the sacral brain like it is the recipient’s 
  primary brain.  
  SCATTER-WAVE CLOAKING 
  SYSTEM 
  Spine 
  MODEL 
  LEVEL 
  PRICE 
  DISGUISE 
  Standard 
  6 
  5,000 
  2 
  Advanced 
  12 
  45,000 
  2 
  This cybernetic augmentation obscures your form by 
  producing electromagnetic (EM) emissions that scatter 
  incoming visible wavelengths of the EM spectrum rendering 
  the recipient invisible (as per the invisibility spell).  This is 
  accomplished by implanting a series of EM emitters in the 
  recipient’s spine.  Activating scatter-wave cloaking is a 
  move action.  The advanced model functions as the greater 
  invisibility spell.   
  Both models allow the recipient to remain invisible for up 
  to 10 rounds.  Once scatter-wave cloaking has been 
  activated, you must meet the conditions normally required 
  to regain Stamina Points before you can activate it again. 
  SERPENT MOTUS 
  SYSTEM 
  Legs & Feet 
  MODEL 
  LEVEL 
  PRICE 
  DISGUISE 
  Standard 
  9 
  33,000 
  12 
  Constriction 
  11 
  44,000 
  12 
  Striking 
  11 
  44,000 
  12 
  This augmentation fully replaces the recipient’s hips, legs 
  and feet with a serpent-like lower body.  Serpent 
  locomotion allows the recipient to ignore terrain modifiers 
  to movement and gain a swim speed equal to their normal 
  movement rate.  Recipients of the serpent motus cannot be 
  tripped or gain the prone condition. 
  The recipient gains the constrict (Ex) special attack when 
  augmented with the constriction serpent motus.  A 
  recipient can crush an opponent, dealing (3d10 + Strength 
  modifier) bludgeoning damage, when it makes a successful 
  grapple check (in addition to any other effects caused by a 
  successful check, including additional damage).  
  If the recipient of a striking serpent motus only makes 
  one attack in a given round, they gain a 10-ft. reach.  
  
   
   
  R1 
  Creatures with reach already exceeding 5-ft. gain an 
  additional 5-ft. 
  All serpent motus models are OSCAR compatible.  Most 
  recipients donning this augmentation, do so using a 
  cyberware socket located at the waist. You can only equip a 
  single type of motus augmentation at a time. 
  SIREN’S SONG 
  SYSTEM 
  Throat 
  MODEL 
  LEVEL 
  PRICE 
  DISGUISE 
  Standard 
  6 
  4,750 
  2 
  Advanced 
  11 
  24,750 
  2 
  Superior 
  16 
  164,750 
  2 
  Like the sirens of ancient lore, the recipient of this 
  augmentation can captivate all those who hear their song.  
  This augmentation includes voice modulators and tone 
  synthesizers which are implanted in the recipient’s throat.  
  By spending 1 Resolve Point the recipient vocalizes an 
  alluring almost haunting song.  All creatures within up to 
  120 feet must make a Will save (DC = 10 + item level), or 
  become captivated. The recipient can choose to reduce the 
  area of effect or expand the area of effect each round they 
  continue singing.   A creature that successfully saves is not 
  subject to the siren’s song augmentation for 24 hours. A 
  victim under the effects of the captivating song moves 
  toward the recipient using the most direct means available. 
  If the path leads them into a dangerous area such as 
  through fire or off a cliff, that creature receives a second 
  saving throw to end the effect before moving into peril. 
  Captivated creatures can take no actions other than to 
  defend themselves. A victim within 5 feet of the recipient 
  simply stands and offers no resistance to the recipient’s 
  attacks. This effect continues for as long as the recipient 
  sings and for 1 round thereafter. This is a sonic mind-
  affecting charm effect. The target creatures must be able to 
  hear the recipient’s song to be affected. 
  Using the advanced siren’s song is a move action while 
  using the superior siren’s song can be done as a swift action. 
  SLAM BRACER 
  SYSTEM 
  Arm 
  MODEL 
  LEVEL 
  PRICE 
  DMG 
  DISGUISE 
  Type 1 
  2 
  500 
  1d6 
  6 
  Type 2 
  8 
  10,000 
  2d6 
  6 
  Type 3 
  11 
  27,500 
  3d6 
  6 
  Type 4 
  15 
  133,000 
  7d6 
  6 
  Type 5 
  18 
  335,000 
  10d6 
  6 
  The recipients arm is replaced with a prosthetic one 
  granting the recipient a slam attack.  Although this is one of 
  the least technological cybernetic upgrades a cyborg can 
  get, it is one of the most effect weapon augmentations.  On 
  a critical hit, the slam bracer’s damage is rolled twice and 
  has the knockdown critical hit effect.  The slam bracer 
  cannot be disarmed or sundered.  Feats that improve the 
  effectiveness of natural attacks can be applied to the slam 
  bracer. Slam bracers can also be improved with weapon 
  fusions.  A recipient is limited to one slam bracer per arm. 
  SKILL IMPRESSION  
  SYSTEM 
  Brain 
  MODEL 
  LEVEL 
  PRICE 
  RANKS 
  DISGUISE 
  Minor 
  2 
  590 
  2 
  -- 
  Standard 
  4 
  1,800 
  5 
  -- 
  Advanced 
  9 
  15,500 
  10 
  -- 
  Superior 
  14 
  78,000 
  15 
  -- 
  Ultra 
  19 
  526,000 
  20 
  -- 
  You have a biomechanical microchip implanted in your 
  brain or neural computer.  This microchip is hard coded with 
  an instruction set for a single skill.  The skill must have 
  
   
   
  R1 
  Intelligence as its key ability and grants you a 
  predetermined number of skill ranks in that skill.  Skill ranks 
  are noted above in the stat block for each module grade.  
  These skill ranks are a static value and to not stack with skill 
  ranks earned with leveling your character, nor do they 
  benefit from exceptional intelligence modifiers or low 
  intelligence penalties.   
  It’s a common practice for new explorers to augment 
  with skill impressions they are unskilled in until they gain 
  enough ranks to exceed the skill ranks granted by the skill 
  impression.  Skill impressions have a darker side as well, 
  they are often used in societies where a certain caste is 
  intentionally denied an education or genetically altered to 
  be docile and of below average intelligence.  This enables 
  those in control to access a skilled workforce with less 
  chance of uprising or revolt. 
  STARFISH RADIOFLASH  
  SYSTEM 
  Hand 
  MODEL 
  LEVEL 
  PRICE 
  DISGUISE 
  Mk 1 
  8 
  10,000 
  3 
  Mk 2 
  11 
  26,000 
  3 
  Mk 3 
  14 
  86,000 
  3 
  Mk 4 
  17 
  270,000 
  3 
  Mk 5 
  20 
  1,000,000 
  3 
  This miniaturized EMP augmentation is implanted in one 
  of the recipient’s hands.  A starmetal coil in the palm of the 
  hand is power by a series of cerametal capacitors located in 
  the fingers.  As a standard action, the recipient can cause a 
  miniature EMP blast strong enough to temporarily disable 
  electronic devices.  The cerametal capacitors have a lensing 
  effect on the pulse which allows the recipient to direct the 
  pulse as a 60-ft. cone.  The EMP causes all battery powered 
  items to trip their over-load protection circuits, essentially 
  rebooting each of the battery powered items.  It takes 
  1d4+1 rounds for an item to reboot.  Any creature caught in 
  the EMP cone can automatically reduce the reboot time to 
  1 round with a Reflex save (DC = 10 + item’s level).  
  Characters with evasion can potentially avoid the EMP.  
  Unattended items are always fully affected. 
  If a construct with the technological subtype (including 
  robots and autonomous AIs) fails its Reflex save, it must 
  immediately make a Fortitude save (DC = 10 + item’s level), 
  or gain the stunned condition while critical systems reboot.  
  Technological construct which succeed on their Reflex save 
  are unaffected by the EMP.  Androids certain augmentation 
  types (bionics, cybernetics, and nanotech) rely on 
  biomechanical systems which are not subject to the effects 
  of an EMP.    
  Once you’ve used your starfish radoiflash, you can’t use 
  it again until you’ve rested for 10 minutes to regain Stamina 
  Points. You can spend 1 Resolve Point at any point to 
  recharge it immediately. 
  STELLAR BUCKLER 
  SYSTEM 
  Arm 
  MODEL 
  LEVEL 
  PRICE 
  EAC 
  BONUS 
  DISGUISE 
  Standard 
  1 
  250 
  +1 
  2/10 
  Advanced 
  9 
  16,250 
  +2 
  2/10 
  Superior 
  18 
  380,000 
  +3 
  2/10 
  Solarian crystals and stellar capacitors are implanted in 
  the recipient’s forearm.  Although the augmentation is 
  hardly noticeable when inactive, the recipient can create a 
  buckler of glowing light or solid darkness as a move action.  
  This buckler-like disc of stellar energy provides a shield 
  bonus to EAC.  Each activation of the stellar buckler lasts up 
  to 5 rounds. This augmentation doesn’t require a power 
  source. 
  Once a recipient has activated stellar buckler, they can’t 
  use it again until they have rested for 10 minutes to regain 
  Stamina Points.  A recipient can spend 1 Resolve Point at 
  any time during their turn to recharge it immediately.   
  This augmentation is more powerful when implanted in 
  solarian recipients.  The shield bonus increases by 1 for each 
  attunement point the solarian gains during combat.  A fully 
  attuned solarian can expend all their attunement points to 
  reset the stellar buckler’s duration to 5 rounds. 
  TECHNOMANCER MAGIC HACK IMPLANT 
  SYSTEM 
  Brain 
  MODEL 
  LEVEL 
  PRICE 
  TRICK 
  DISGUISE 
  Standard 
  7 
  9,100 
  2nd  
  2 
  Advanced 
  13 
  62,000 
  8th  
  2 
  Superior 
  16 
  190,100 
  11th  
  2 
  Superior 
  19 
  660,000 
  14th  
  2 
  Technomancers are known for skill in manipulating magic 
  for maximum effect.  A small quantum processor with its 
  own memory unit is implanted in the recipient 
  technomancer’s brain.  This allows a technomancer to learn 
  one additional magic hack.  The magic hack is selected at 
  the time of implantation and the level of the magic hack for 
  each model is indicated in the stat block above.  Due to the 
  complexity of the synaptic connections required for this 
  augmentation to function properly, no more than one 
  magic hack implant can ever be implanted at a time.  
  However, a lesser model can be replaced with a more 
  advanced model but the magic hack originally gained from 
  the lesser model is lost.  A technomancer must also 
  maintain any prerequisite magic hacks for their higher-level 
  magic hacks to continue functioning.  
  A non-technomancer that purchases this augmentation 
  gains no benefit. 
  
   
   
  R1 
  TENTACLES 
  SYSTEM 
  Spine 
  MODEL 
  LEVEL 
  PRICE 
  DISGUISE 
  2 - tentacle 
  4 
  1,950 
  10 
  4 - tentacle 
  7 
  7,950 
  14 
  6 - tentacle 
  12 
  44,950 
  18 
  8 - tentacle 
  17 
  249,950 
  20 
  The recipient of this cybernetic augmentation has 2-8 
  cybernetic tentacles implanted in their spine. The number 
  of tentacles is determined by the tentacles model.  Each 
  tentacle has its own body system which allows it to be 
  upgraded with eye, hand, foot, or tentacle body system 
  upgrades.  Tentacles grant the recipient some or all of the 
  following advantages; 
  • 
  Gain a racial bonus equal to the number of tentacles 
  which have been implanted on all grapple combat 
  maneuvers. 
  • 
  Gain a racial bonus equal to the number of tentacles 
  which have been implanted on all Athletics skill 
  checks to climb. 
  • 
  Each tentacle can grasp and manipulate a simple 
  object of the recipient’s size category or smaller. For 
  example, a Medium-size creature can use the 
  tentacle to grasp and manipulate a Medium-size or 
  smaller object. The tentacle cannot be used to 
  operate a piece of equipment that requires 
  opposable digits or fine motor control (such as a 
  communicator). 
  • 
  You can “hang” from your tentacles indefinitely by 
  wrapping it around a larger object, thereby freeing 
  up your other limbs. 
  • 
  Tentacles are not dexterous enough to fire ranged 
  weapons, but it can be used to make a slam attack. 
  The tentacle’s slam attack deals 1d6 bludgeoning 
  damage. The tentacle is treated as a natural weapon 
  with a 10-foot reach, and attacks made with it do 
  not provoke attacks of opportunity.    
  • 
  Recipients with 4 or more tentacles gain a climb 
  speed equal to their normal movement speed 
  • 
  Recipients with 6 or more tentacles gain a swim 
  speed equal to their normal movement speed. 
  Notes on Tentacle Movement: least 50% of the 
  recipient’s tentacles must be dedicated to movement at any 
  given time to gain swim or climb speed adjustments.  
  Tentacles involved in movement cannot be used for non-
  movement actions.  To gain additional movement benefits 
  from further augmentation, at least 50% of the recipient’s 
  tentacles must be augmented. 
  Notes on Tentacles and Augmentation Plexuses:  A 
  tentacle can be augmented with an augmentation plexus 
  but all augmentations must belong to the same body 
  system.  
  THOUGHT FINDER 
  SYSTEM 
  Brain 
  MODEL 
  LEVEL 
  PRICE 
  DISGUISE 
  Standard 
  5 
  2,825 
  1 
  A series of mithril crystalline amplifiers are implanted in 
  the right hemisphere of the recipient’s brain awakening a 
  sixth sense like ability.  As a standard action, the recipient 
  can activate the thought finder augmentation.  Thought 
  finder functions as a detect thoughts spell cast by a 5th level 
  caster.  Unlike the spell thought finder is considered a 
  supernatural effect. 
  Once you’ve used your thought finder, you can’t use it 
  again until you’ve rested for 10 minutes to regain Stamina 
  Points. You can spend 1 Resolve Point at any point to 
  recharge it immediately. 
  THOUGHT SEEKER 
  SYSTEM 
  Brain 
  MODEL 
  LEVEL 
  PRICE 
  DISGUISE 
  Standard 
  15 
  149,000 
  1 
  A series of red mithril crystalline amplifiers are implanted 
  in the right hemisphere of the recipient’s brain awakening 
  a sixth sense like ability.  Recipients with this augmentation 
  automatically detect and locate conscious creatures within 
  60 feet. This supernatural ability functions similarly to 
  blindsight (thought).  Nondetection, mind blank, and similar 
  effects can block the effects of the thought seeker.  A 
  thought seeker augmentation can distinguish between 
  sentient (Intelligence -4 or greater) and nonsentient 
  creatures, but otherwise provides no information about the 
  creatures it detects. 
  VALKYRIE GREAVES 
  SYSTEM 
  Legs & Feet 
  MODEL 
  LEVEL 
  PRICE 
  DISGUISE 
  Standard 
  5 
  2,600 
  10 
  Advanced 
  12 
  47,000 
  10 
  Superior 
  18 
  360,000 
  10 
  Standard valkyrie greaves combine prosthetic legs and 
  feet with anchor talons, and jump jets. Valkyrie greaves 
  represent the ultimate prosthetic leg upgrades for non-
  flight combatants. 
  Advanced Valkyrie greaves combine the functionality of 
  the following augmentations; advanced storage prosthetic 
  legs and advanced prosthetic feet, advanced anchor talons, 
  and advanced jump jets, and advanced prosthetic leg 
  amplifiers. 
  Superior Valkyrie greaves combine the functionality of 
  the following augmentations; advanced storage prosthetic 
  
   
   
  R1 
  legs and advanced prosthetic feet, superior anchor talons, 
  advanced jump jets, and advanced prosthetic leg amplifiers. 
  For additional information on storage prosthetic legs, 
  prosthetic feet, and jump jets see the “Augmentations” 
  section of the Gravity Age: Cybernetics Emporium. 
  VALKYRIE VAMBRACE 
  SYSTEM 
  Arm 
  MODEL 
  LEVEL 
  PRICE 
  DISGUISE 
  Standard 
  4 
  1,925 
  10 
  Advanced 
  7 
  6,925 
  10 
  Superior 
  16 
  165,000 
  10 
  The Valkyrie vambrace combines a prosthetic arm, 
  external weapon mount, weapon link, and a HUD 
  compatible interface.  This augmentation uses the 
  recipient’s nervous system rather than a brain implant to 
  transmit tactical data to the brain.  A ranged weapon 
  mounted to the Valkyrie vambrace gains a +2 circumstance 
  bonus to hit and a +6 bonus to the recipient’s KAC against 
  disarm effects. 
  The advanced Valkyrie vambrace has an auto loader 
  feature allowing the recipients weapon to access two 
  additional cartridges without reloading.  The superior 
  model increases the circumstance bonus to +3 and there is 
  no chance of the recipient’s weapon getting disarmed. 
  VIRTUAL SENSORY PERCEPTION (VSP) 
  SYSTEM 
  Brain 
  MODEL 
  LEVEL 
  PRICE 
  DISGUISE 
  Basic Transmitter 
  2 
  500 
  1 
  Hyper Transmitter 
  4 
  2,000 
  1 
  Receiver 
  6 
  4,500 
  1 
  Hive 
  8 
  9,000 
  1 
  Virtual sensory perception (“VSP”) allows the recipient of 
  a transmitter model to share one or more senses with one 
  or more recipients of the receiver model.  Recipients of hive 
  models can send or receive sensory information, but no 
  model allows a recipient to receive sensory information 
  from more than one VSP augmentation at once.  On its own 
  the VSP system has a limited 60 ft. range, but can be 
  combined with any internal communication device or 
  neural computer for extended range. The transmitter or 
  receiver can voluntarily activate or deactivate one or more 
  senses as a swift action on their turn.  The VSP basic 
  transmitter extends vision and/or hearing from the 
  transmitter to the receiver.  The VSP hyper transmitter 
  extends up to all five faculties (sight, smell, hearing, taste, 
  and touch) to the receiver.  Any receiver always has the 
  ability to communicate with the transmitter. 
  There are a few drawbacks to VSP.  The receiver is limited 
  to the transmitters vision restrictions, if any.  The receiver 
  is often subject to the effects and conditions experienced 
  by the transmitters including sonic, fear, illusion, or pain 
  affects and the dazed, dazzled, deafened, fascinated, 
  frightened, 
  nauseated, 
  panicked, 
  shaken, 
  sickened, 
  staggered, stunned, or unconscious conditions.  During a 
  VSP session, the receiver is numb to any of their own senses 
  which are being substituted with the transmitters.  Treat 
  the receiver as being asleep during VSP sessions. 
  WATER RECOVERY AND RECONSTITUTION 
  SYSTEM 
  Skin & 
  Torso 
  MODEL 
  LEVEL 
  PRICE 
  DISGUISE 
  Standard 
  1 
  175 
  2 
  There are many worlds with extreme heat, desert-like 
  conditions, or completely lacking water.  The water 
  recovery and reconstitution augmentation allows the 
  recipient to go months without water.  It recaptures all the 
  recipient’s waste water and augments it with any trace 
  amounts of moisture in the atmosphere.   The recipient can 
  go 3 months on a single day’s ration of water.  If exposed to 
  rain or submerged in any type of water, the recipient is 
  considered to have consumed a day’s ration worth of water.  
  Due to the complex filtering techniques used to recycle 
  waste water within the recipient’s body, they are also 
  immune to waterborne pathogens, even in extreme events 
  like exposure to raw sewage.  
  WEAPON IMPRESSION  
  SYSTEM 
  Brain 
  MODEL 
  LEVEL 
  PRICE 
  DISGUISE 
  Longarm, standard 
  3 
  1,525 
  -- 
  Advanced melee, std. 
  3 
  1,525 
  -- 
  Heavy weapons, std. 
  3 
  1,525 
  -- 
  Sniper weapons, std. 
  3 
  1,525 
  -- 
  Special weapons, std. 
  3 
  1,525 
  -- 
  Longarm, superior 
  11 
  25,500 
  -- 
  Advanced melee, sup. 
  11 
  25,500 
  -- 
  Heavy weapons, sup. 
  11 
  25,500 
  -- 
  Sniper weapons, sup. 
  11 
  25,500 
  -- 
  Special weapons, sup. 
  11 
  25,500 
  -- 
  This biomechanical microchip contains the mental 
  instructions necessary to gain proficiency in a specific type 
  of weapon.  Although this augmentation grants you 
  proficiency in a specific weapon type, the standard model 
  does not allow you to gain weapon specialization.   The 
  superior model allows you to treat the weapon type as a 
  class weapon and allows you to gain the benefits of weapon 
  specialization.  When this augmentation is implanted in 
  your brain you must declare which character class the 
  weapon impression augmentation enhances.  You must 
  meet the minimum level requirements for weapon 
  specialization.
  
   
   
  R1 
  Undergoing the CORE process and going “full-borg” isn’t 
  always a choice.  Sometimes a biological body is so damaged 
  that even modern medicine and mystic healing cannot repair 
  it.  If a person is wealthy enough or lucky enough to have a 
  corporate sponsor they can often extend their life in an 
  avatar.  Sometimes avatars are used as rewards for those 
  who have served a greater cause faithfully and other times 
  avatars are used to extend the life of someone deemed too 
  important to die.  There are always a few cybernetics junkies 
  who go full-borg voluntarily before there is any medical 
  need.  For additional information on the CORE process and 
  “base” avatars see the Gravity Age: Cybernetics Emporium. 
  SYNTHBORN  
  Synthborn are found in small enclaves of cybernetics 
  obsessed communities where their children are never 
  actually born but grown in a birthing pod and later 
  transferred to a CORE embryonic pod.  The children are 
  genetically altered with retroviruses to never develop their 
  “unnecessary” parts allowing them to mature twice as fast as 
  normal members of their race. 
  Synthborn are surprisingly well adjusted to their full borg 
  life in an avatar.  Having never known the life of flesh and 
  blood might help explain their exceedingly low rate of cyber 
  psychosis.  Synthborn only have a 1% chance of gaining cyber 
  psychosis any time the rules state there would be any chance 
  of gaining the condition.  Synthborn are often confused with 
  Synthborg.  Although all synthborg are synthborn, not all 
  synthborn embrace the synthborg archetype. 
  AVATAR SPECIAL QUALITIES 
  All the following body systems are replaced with 
  prosthetics; arms, ears, eyes, feet, hands, heart, legs, lungs, 
  skin, tentacles (if common to species), throat, and torso.  The 
  prosthetics are equivalent in function to their biological 
  counterparts unless otherwise noted in the avatar’s 
  description.   
  Ability Scores: The character’s Constitution, Intelligence, 
  Wisdom, and Charisma do not change and may still be 
  improved by normal character progression.  The character’s 
  Strength and Dexterity are based on the avatar model and 
  can only be improved by cybernetic upgrades. 
  Hit Points: A character’s racial hit points are determined 
  by the type of avatar to which they have been integrated and 
  are no longer dependent on race.   
  Incompatible Augmentations: Exoskeleton 
  Medical Treatment:  Due to the complexity of the avatar’s 
  cybernetic biological system, using the Medicine skill is more 
  difficult on an avatar.  All Medicine skill checks, except First 
  Aid, are made with a -5 penalty unless the character 
  performing the skill check has the Cybernetic Surgery feat. 
  Upgrades:  Unlike most cybernetic augmentations an 
  avatar can be upgraded to the next MK model.  If you have 
  modified 
  your 
  avatar 
  with 
  additional 
  cybernetic 
  augmentations and your new MK includes augmentations for 
  body systems which are already in use, you may choose to 
  keep the custom augmentation. If you keep the custom 
  augmentation, 
  you 
  do 
  not 
  gain 
  the 
  cybernetic 
  augmentation(s) associated with the conflicting body system 
  during your upgrade.  
  This is the most common avatar for synthborn and is 
  somewhat comparable to the A.E. (Adam-Eve) avatar.  It has 
  been designed to take the shape and form of the owner’s 
  biological species.  Unlike the A.E. avatar the alpha synth is 
  completely bionic and its parts are grown rather than 
  manufactured.  The alpha-synth avatar gains its structure by 
  a composite metal foam skeleton.  Non-pigmented synthetic 
  
   
   
  R1 
  myomere muscles and artificial flesh are attached to the 
  skeleton in such a way as to give the avatar a biological 
  appearance and function. Although an alpha-synth’s 
  endoderm could be pigmented to take on any skin color or 
  racial appearance, synthborn often choose not to use any 
  pigment.  This allows the alpha-synths internal systems and 
  skeleton to be viewed through its flesh.  Complete 
  unpigmented alpha-synths are called “ghouls” and many 
  synthborn take pride in this.  Although, ghouls are easy to 
  identify (Perception DC 10) they suffer no penalty on disguise 
  checks.  Non-ghoul alpha-synths can be recognized by casual 
  observation as cybernetically augmented by anyone making 
  a successful Perception skill check (DC 20). 
  MK 1 Augmentations: Identity chip, and a standard iron 
  stomach. 
  All body system augmentations on the alpha-synth avatar 
  are bionic prosthetics or bionic artificial organs equivalent to 
  their biological counterparts.   
  MK 2 Augmentations: Body repair weave, minor personal 
  upgrade (+2), and standard psi-implant. 
  If an alpha-synth takes the cyber incarnate archetype it is 
  considered an A.E. for purposes of the MK 3, MK 4, and MK 
  5 class features.   
   
  SYSTEM 
  Avatar 
  MODEL 
  LEVEL 
  HP 
  STR 
  DEX 
  PRICE 
  MK 1 
  1 
  4 
  12 
  12 
  1,200 
  MK 2 
  2 
  4 
  14 
  14 
  3,625 
  Similar in appearance and construction to an alpha-synth, 
  the beta-synth was originally designed for superior 
  performance in hostile environments.  It’s not uncommon for 
  wealthy families of synthborn to provide their children with 
  beta-synth avatars as more of a status symbol than out of 
  actual need.  Beta-synths are always ghouls and enjoy openly 
  displaying their often-higher quality augmentations.  Treat 
  beta-synths like alpha synths for purposes of recognizing 
  them as being cybernetically enhanced. 
  MK 1 Augmentations: Body repair weave, Identity chip, 
  standard injection unit, and a standard iron stomach. 
  All body system augmentations on the beta-synth avatar 
  are bionic prosthetics or bionic artificial organs equivalent to 
  their biological counterparts.   
  MK 2 Augmentations: standard darkvision capacitors, 
  standard dermal plating, standard extreme-G mod, minor 
  personal upgrade (+2), and standard psi-implant. 
  If a beta-synth takes the cyber incarnate archetype it is 
  considered an A.E. for purposes of the MK 3, MK 4, and MK 
  5 class features.   
   
  SYSTEM 
  Avatar 
  MODEL 
  LEVEL 
  HP 
  STR 
  DEX 
  PRICE 
  MK 1 
  2 
  6 
  14 
  14 
  1,750 
  MK 2 
  4 
  6 
  16 
  16 
  8,200 
  Least common of the synthborn avatar’s, the gamma-
  synth sides with function over maintaining the appearance 
  of its biological race.  Although the body is humanoid, its 
  oversized, not enough to change size categories, but large 
  enough to makes some common tasks difficult.  Rather than 
  skin the gamma-synth is covered in cerametal cybernetic 
  armor.  Hidden beneath the armor are corded myomere 
  muscles, enhanced with hydraulics, and  attached to heavy 
  duty composite metal foam bones.  The gamma-synth is a 
  hulking mass of cybernetically enhanced humanoid. 
  Gamma-synths can be recognized by casual observation as 
  cybernetically augmented by anyone making a successful 
  Perception skill check (DC 5) and often face extreme 
  prejudice outside synthborn communities.   
  MK 1 Augmentations: Body repair weave, cybernetic 
  armor (cerametal exoderm mk 1), Identity chip, standard 
  injection unit, standard iron stomach, and type 1 slam bracer 
  
   
   
  R1 
  All body system augmentations on the beta-synth avatar 
  are bionic prosthetics or bionic artificial organs equivalent to 
  their biological counterparts.   
  MK 2 Augmentations: standard darkvision capacitors, 
  standard extreme-G mod, minor personal upgrade (+2), and 
  standard psi-implant. 
  MK 3 Augmentations: standard circulatory control system 
  cybernetic armor (cerametal exoderm mk 3), advanced 
  darkvision capacitors, standard personal upgrade (+4, in 
  addition to previous minor personal upgrade) and a type 2 
  slam bracer. 
  MK 4 Augmentations: cybernetic armor (cerametal 
  exoderm mk 4), advanced extreme G mod, advanced 
  injection unit, superior personal upgrade +6 in addition to 
  previous minor and standard personal upgrades), and a type 
  4 slam bracer. 
  MK 5 Augmentations: advanced circulatory control 
  system, cybernetic armor (cerametal exoderm mk 5), ultra 
  extreme G mod, superior injection unit, and a type 5 slam 
  bracer. 
   
  SYSTEM 
  Avatar 
  MODEL 
  LEVEL 
  HP 
  STR 
  DEX 
  PRICE 
  MK 1 
  2 
  6 
  16 
  8 
  4,200 
  MK 2 
  4 
  6 
  18 
  10 
  14,250 
  MK 3 
  6 
  6 
  20 
  12 
  32,500 
  MK 4 
  12 
  6 
  22 
  14 
  175,000 
  MK 5 
  18 
  6 
  24 
  16 
  820,000 
  Only a few have ever been given the honor of possessing 
  a Valkyrie avatar.  They are reserved for recruits deemed to 
  have the most potential and veterans who have already 
  made tremendous sacrifices in the service to their country, 
  mega-corporation, or organization.  Although, the Valkyrie 
  avatar does not include a means of flight, it is often said a 
  Valkyrie earns their wings.  One does not earn the title 
  Valkyrie until they are in a MK 4 or MK unit.  Since there is 
  often much resentment towards Valkyrie candidates, 
  general enlisted refer to them as shield maidens until they 
  earn the Valkyrie title. 
  The Vlakyrie is purely a combat platform.  The avatar has 
  balanced offensive and defensive capabilities.  Valkyries are 
  often used to hold the line, or break their opponent’s line.  
  Primarily designed as heavy infantry, Valkyries are common 
  on warfronts where the assets are too precious to destroy 
  with aerial bombardment.  They have also become popular 
  on deep space expedition teams.  
  The shield maiden / Valkyrie prejudice carries over to the 
  general public.  There is a disdain for MK 1-3 units and an 
  admiration for MK 4 & 5 units.  Although any Valkyrie is 
  always a welcomed site, as long as it’s on your side. 
  MK 1 Augmentations: neural computer tier 2, standard 
  external equipment mount, standard HUD, standard weapon 
  link. 
  All body system cybernetic augmentations on the Valkyrie 
  avatar are prosthetics or artificial organs equivalent to their 
  biological counterparts unless otherwise noted. 
  MK 2 Augmentations: cybernetic armor (cerametal 
  exoderm mk 1), standard hydraulic claw, standard injection 
  unit, standard jump jets, standard Valkyrie vambrace. 
  MK 3 Augmentations: cybernetic armor (cerametal 
  exoderm mk 2), extreme descent safeguard system, standard 
  trauma controller, standard Valkyrie greaves, advanced 
  Valkyrie vambrace 
  MK 4 Augmentations: cybernetic armor (cerametal 
  exoderm mk 3), advanced HUD, advanced hydraulic claw, 
  neural computer tier 4, advanced Valkyrie greaves. 
  MK 5 Augmentations: cybernetic armor (cerametal 
  exoderm mk 5), superior HUD, superior hydraulic claw, 
  advanced jaeger defense protocol, advanced jaeger offense 
  protocol, superior Valkyrie greaves, superior Valkyrie 
  vambrace. 
   
  SYSTEM 
  Avatar 
  MODEL 
  LEVEL 
  HP 
  STR 
  DEX 
  PRICE 
  MK 1 
  2 
  7 
  12 
  12 
  2,495 
  MK 2 
  4 
  7 
  14 
  12 
  9,675 
  MK 3 
  6 
  7 
  16 
  14 
  26,350 
  MK 4 
  12 
  7 
  18 
  16 
  152,700 
  MK 5 
  18 
  7 
  20 
  18 
  1,210,000 
   
   
  
   
   
  R1 
  Not all augmentations are beneficial.  Occasionally, a 
  government, mega-corporation, crime syndicate, or cult 
  might wish to “motive” its members or guarantee their 
  loyalty.  Often a scientist might invent a new cybernetic 
  augmentation with the best of intentions only to have it 
  used in a horrific way by those with evil intent.   
  The true dangers of cybernetic malware might not always 
  be known to the recipient.  Like any malware, it can be 
  added to an otherwise useful or beneficial augmentation.  A 
  crime syndicate or like organization often combines 
  cybernetic malware with beneficial augmentations to lure 
  members into “upgrading”.   
  Except for their function, cybernetic malware possesses 
  the same limitations as typical cybernetic augmentations.  
  Cybernetic malware is only available if it is introduced by 
  the GM.  Often a character’s “introduction” is 
  unintentionally having a type of malware implanted during 
  a period of incapacitation.  We have all heard rumors, “You 
  wake up in an unfamiliar hotel room after a wild night at the 
  holo-disco with a splitting headache only to realize 
  someone or something has implanted some type of 
  cybernetic device in your head.”  A character’s introduction 
  to cybernetic malware could also be less nefarious, but it’s 
  up to the GM to determine how its introduced and used. 
  PERSONALITY COMPLEX 
  SYSTEM 
  Brain 
  MODEL 
  LEVEL 
  PRICE 
  DISGUISE 
  Mark I 
  2 
  1,000 
  5 
  Mark II 
  6 
  4,000 
  5 
  Mark III 
  12 
  40,000 
  5 
  Mark IV 
  20 
  1,000,00 
  5 
  Personality complex is an invasive group of neural 
  augmentations implanted in the recipient’s brain.  This 
  malware attempts to repress the recipient’s psyche and 
  replace it with recorded memories, ideologies, and 
  behavior (“identity”) of another individual.  This is a crude 
  illegal form of mnemonic transfer designed to erase a 
  person’s subconscious and personality without destroying 
  their body. 
  Each personality complex is imprinted with the 
  personality of a high level “donor” prior to implantation.  
  The donor may or may not be a volunteer. Recording the 
  donor’s identity requires a mnemonic transfer pod and 
  purchasing the process nanites for transferring an identity 
  to a clone.  However, in this case the identity is imprinted 
  ALTEREGO CYBERTECH 
  
   
   
  R1 
  to one or more personality complexes and the donor 
  doesn’t die when the process completes. 
  For the first ten days, the recipient’s identity is slowing 
  being replaced by the imprinted identity of the personality 
  complex and must make a Will save (DC = 10 + item level).  
  Three consecutive failures results in the recipient losing the 
  battle against the invasive identity.  When this happens the 
  recipient’s identity is lost forever and cannot be restored 
  even if the malware is removed.  Any recipient that 
  successfully maintains their identity for ten days but fails 
  their saving throw on two consecutive days gains cyber 
  psychosis.  Recipients who survive the personality complex 
  identity intact cannot be affected by additional uses of this 
  cybernetic malware.   
  When a recipient succumbs to a donor’s identity they 
  gain the same character class, theme, memories, 
  ideologies, and behavior as the donor, but the recipient’s 
  character level is eight levels lower than the donor’s 
  (minimum of 1st).  All recipients of the same identity imprint 
  act exactly the same in the beginning but their personalities 
  will eventually diverge as they are exposed to new 
  experiences.  The imprinted identity uses the Intelligence, 
  Wisdom, and Charisma scores of the donor but maintains 
  the Strength, Dexterity, and Constitution of the recipient’s 
  body.  Once the imprinted identity completely consumes 
  the recipient’s identity it gains a completely new soul and 
  psyche separate from that of the donor or recipient.  
  Anyone successfully imprinted with a donor’s identity gains 
  cyber psychosis. 
  For additional information on the cyber psychosis see the 
  “Cybernetics Overview” section of the Gravity Age: 
  Cybernetics Emporium.  For additional information on the 
  mnemonic transfer see the “Holistic Nanomedicine” section 
  of the Gravity Age: Nanotech Emporium. 
  PESONALITY COMPLEX USE CASES 
  There are no benign uses for personality complex since it 
  utterly destroys the recipient’s identity and replaces it with 
  an imprint of the donor’s. Its quite common for the 
  recipient to be kept on impaired on drugs lowering their 
  ability to resist the imprinted personality. 
    By far the most common use is creating a loyal army 
  from commoners and criminals.   There simply isn’t always 
  the time or credits to create a clone army or battalion of 
  klankers.  Normally, the down trodden of a remote outpost 
  are conscripted into service and the identity of a solder 
  most loyal to the cause is used to imprint the new army, but 
  there are remote backwater stars where conscription is 
  determined by lottery or even completely voluntary. 
  In the most extreme case, the personality matrix is used 
  to produce a star empire’s line of succession.  Over a 
  millennium ago a star emperor without a heir implemented 
  the “One Person One Identity” line of succession.  When an 
  emperor dies a member of each noble house “volunteers” 
  to receive the emperor’s personality matrix.  Following the 
  procedure each noble house has one year to train their 
  “emperor initiate”.  On the anniversary of the star 
  emperor’s death the emperor initiates fight to the death 
  until a new star emperor is crowned.  The noble house 
  responsible for training the new star emperor gains favored 
  status.  This cycle passes down the experiences of the 
  previous star emperor to the next but also guarantees their 
  leader has cyber psychosis.  
  RAIDEN’S WHIP 
  SYSTEM 
  Spine 
  MODEL 
  LEVEL 
  PRICE 
  DISGUISE 
  Light 
  1 
  110 
  3 
  Heavy 
  4 
  1,850 
  3 
  Supermax 
  8 
  8,900 
  3 
  Nothing more than a modern-day shock collar, Raiden’s 
  whip is a small shiv like device implanted in the recipient’s 
  spine.  Malware like this is a common sight on prison 
  colonies where a warden might need to stop an inmate 
  uprising or just enjoys the gratification of doling out 
  punishment and pain to poor listeners. 
  Raiden’s whip is controlled by one or more wand like 
  devices.  In a common deployment, hundreds if not 
  thousands of inmates will be augmented with Raiden’s whip 
  and this cybernetic malware will be interfaced with wands, 
  wielded by detention center guards.  There are other cases 
  where each Raiden’s whip is linked with a warden’s wrist 
  computer or a special communicator.  In any case, 
  activating Raiden’s whip from any controller device is a 
  standard action.  Raiden’s whip is a rather imprecise tool.  
  When the controller is used to activate Raiden’s whip 
  against a target, anyone possessing a Raiden’s whip within 
  60-ft. of the target is also affected.  Anyone affected takes 
  1d6 points of non-lethal damage per item level of the model 
  and is stunned for one round. Those affected can make a 
  Fortitude save to take half damage and reduce the stunned 
  condition to staggered. 
  RTO BOOT 
  SYSTEMS
  Special 
  MODEL 
  LEVEL 
  PRICE 
  DISGUISE 
  Standard 
  Varies 
  10% 
  -- 
  Gold Package 
  Varies 
  25% 
  -- 
  The Rent to Own Boot, commonly referred to as the RTO 
  Boot, allows a player to purchase something they might not 
  
   
   
  R1 
  otherwise have the means to afford. The standard RTO Boot 
  can be applied to any cybernetic augmentation the player 
  wants purchase within the normal item level restriction.  
  They simply pay 10% extra and the price is split into 4 easy 
  payments.  Typical arrangements require one quarter of the 
  modified purchase price each time they bring their ship into 
  port. 
  Missing a payment has consequences.  The first time a 
  recipient misses a payment they gain 1 permanent negative 
  level until the payments are caught up.  If the recipient 
  misses a second payment they gain a second negative level.  
  Any recipient missing 3 or more payments is considered a 
  dead beat and the cybernetic augmentation RTO Boot was 
  applied to shuts down, in addition to maintaining the 
  negative levels.  This could have a very negative impact for 
  certain augmentations.  In all cases, the negative levels are 
  restored and cybernetic augmentation is reactivated if the 
  recipient pays in full. 
  The gold package functions exactly like the standard 
  package except the recipient pays an extra 25% of the base 
  price for access to augmentations that would normally be 
  out of their reach by item level and price.  The gold package 
  allows the recipient to purchase an item up to 5 levels 
  higher than their character level.  The gold package is only 
  offered by certain employers. 
  The GM determines if a rent to own is available in any 
  specific location.  Terms of the rent to own should be 
  agreed on by the player and GM.  In all cases the rent to 
  own facilitator will expect to get paid and the GM has the 
  full authority to enforce missed payments.  
  SYNAPTIC AUTHORITY MATRIX 
  SYSTEM 
  Brain 
  MODEL 
  LEVEL 
  PRICE 
  DISGUIS
  E 
  Submissive Type 0 
  2 
  500 
  2 
  Submissive Type 1 
  4 
  2,000 
  2 
  Submissive Type 2 
  6 
  4,500 
  2 
  Submissive Type 3 
  8 
  9,000 
  2 
  Submissive Type 5 
  16 
  164,000 
  2 
  Dominant Type 1 
  8 
  9,000 
  2 
  Dominant Type 2 
  12 
  36,000 
  2 
  Dominant Type 3 
  16 
  165,000 
  2 
  A common phrase among those who force this malware 
  on others, “Every sub must have a dom.”  The synaptic 
  authority matrix establishes a telepathic link between a 
  recipient of the dominant synaptic authority augmentation 
  (“Dom”) and one or more recipients of a submissive 
  synaptic authority augmentation (“Sub”). The Sub can be 
  directed by silent mental command as long as it remains 
  within a 120ft.-range of its paired Dom or anywhere they 
  can communicate over a local or real-time network. The 
  Dom need not see the Sub to control it. The Dom does not 
  receive direct sensory input from the Sub, but does know 
  what it is experiencing.  Direction given from the Dom to its 
  Sub must be followed to the best of the Sub’s capabilities. 
  The Dom need not concentrate exclusively on controlling 
  the Sub unless the Dom is trying to direct the Sub to do 
  something it normally couldn't do. Changing instructions or 
  giving a Sub a new command is a move action.  As a 
  standard action a Dom can remotely assist a Sub on a skill 
  check or allow the Sub to make a skill check untrained as 
  long as the Dom possess the trained skill. 
  A Sub forced to take actions against its nature receives a 
  Will saving throw (DC = 10 + Sub’s augmentation item level).  
  If the Sub saves, they can ignore the Dom’s command but 
  gain the staggered condition.  The staggered condition 
  remains until the Sub gives into the Dom’s command or the 
  Dom issues a new command which may or may not entitle 
  the Sub to a new saving throw.  Self-destructive orders are 
  not carried out, nor can the Sub intentionally harm its Dom 
  or make the request of others to harm their Dom. 
  Each Dom is limited to a number of Subs equal to its 
  dominant synaptic authority augmentation type number 
  and can only control creatures with CR values or character 
  levels less than or equal to their augmentation’s item level. 
  SYNAPTIC AUTHORITY MATRIX USE CASES 
  The Synaptic Authority Matrix (“SAM”) has as many 
  beneficial as abusive use cases.  It was originally developed 
  for search and rescue missions.  Alien vermin would be 
  equipped with a Sub augmentation and instructed to rescue 
  survivors in environments otherwise hazardous to most 
  sentient creatures.  Seeing its usefulness in search and 
  rescue, various military and special operations groups 
  adapted the system to combat missions.  Creatures of 
  typical animal intelligence would be augmented with a Sub 
  augmentation and would be used as shock troops against 
  enemies residing in areas deemed too dangerous for non-
  expendable troops.  Eventually the Sub augmentation was 
  perfected to control fully sentient beings.   
  Like other cybernetic malware SAM is used to control its 
  recipient’s actions, but in this case, it literally grants a Dom 
  control.  When used on a sentient creature, the Dom is 
  typically trying to influence the actions of those close to the 
  Sub thru the Sub’s actions. However, there are Doms that 
  use Subs out of pure malice,  who simply thrive on another’s 
  misery.  For instance, you might see a crime boss use SAM 
  on a rival’s “right hand man” rather than killing him, or 
  lesser person use SAM against someone that is morally, 
  physically, or ethically their better. 
  
   
   
  R1 
  X-VSP 
  SYSTEM 
  Brain 
  MODEL 
  LEVEL 
  PRICE 
  DISGUISE 
  Basic Transmitter 
  2 
  500 
  1 
  Hyper Transmitter 
  4 
  2,000 
  1 
  Receiver 
  6 
  4,500 
  1 
  Hive 
  8 
  9,000 
  1 
  Master I 
  9 
  14,500 
  2 
  Master II 
  14 
  72,500 
  2 
  Master III 
  19 
  550,000 
  2 
  The Exploitive Virtual Sensory Perception (“X-VSP”) 
  augmentations are similar in function to the more benign 
  VSP augmentations, but the recipient of X-VSP has no 
  control over turning the augmentation on or off unless the 
  recipient of the master allows.  The recipient of a X-VSP 
  master unit can control any combination of up to 5 X-VSP 
  transmitters, receivers, or hives.  The recipient of the X-VSP 
  master model can allow the recipients of X-VSP malware 
  augmentations to activate their own augmentation or take 
  control away from them as a swift action on their turn.  A 
  regular VSP augmentation can transmit and receive sensory 
  information from an X-VSP augmentation if the recipient of 
  the master allows it.  For additional information on X-VSP 
  transmitters, receivers, and hives see “Virtual Sensory 
  Perception” under the Augmentations section of this 
  Emporium. 
  The X-VSP master II model can control up to 10 X-VSP 
  transmitters, receivers, or hives and this number increases 
  to 25 with the X-VSP master III model. 
   X-VSP USE CASES 
  Depending on the type of campaign you are running, 
  malware like a X-VSP augmentation can take your game to 
  a really dark place and all players might not be ready for 
  these type scenarios. 
  X-VSP transmitters are primarily used to force the 
  recipient to knowingly or unknowingly spy on their loved 
  ones, exploit corporate intellectual property, or commit 
  espionage against top secret government programs.  This 
  malware is commonly implanted with a small neural 
  computer and cortex bomb to assist in motivating the 
  recipient.   X-VSP transmitters are also used to satisfy the 
  fetish kinks of those who are often too cowardly to commit 
  the brutal or illegal acts themselves.   
  A X-VSP receiver is most often implanted and paired with 
  a X-VSP transmitter in a second individual.  A crime boss 
  might motivate a law enforcement agent to break a few 
  rules by linking said officer with a captive spouse, or loved 
  one.  However, a judge in an eye for an eye society might 
  sentence a criminal to an X-VSP receiver so that they might 
  experience the pain of a victim for the rest of their days. 
   
  Table 6-1: Cybernetic Malware
  RTO boot, standard 
  varies 
  varies 
  varies 
  RTO boot, gold package 
  varies 
  varies 
  varies 
  Raiden’s whip, light 
  1 
  110 
  Spine  
  Personality complex, mark 1 
  2 
  1,000 
  Brain 
  Synaptic authority matrix, submissive type 0 
  2 
  500 
  Brain 
  X-VSP, basic transmitter 
  2 
  500 
  Brain 
  Raiden’s whip, heavy 
  4 
  1,850 
  Spine 
  Synaptic authority matrix, submissive type 1 
  4 
  2,000 
  Brain 
  X-VSP, hyper transmitter 
  4 
  2,000 
  Brain 
  Personality complex, mark 2 
  6 
  4,000 
  Brain 
  Synaptic authority matrix, submissive type 2 
  6 
  4,500 
  Brain 
  X-VSP, receiver  
  6 
  4,500 
  Brain 
  Raiden’s whip, supermax 
  8 
  8,900 
  Spine 
  Synaptic authority matrix, dominant type 1 
  8 
  9,000 
  Brain 
  Synaptic authority matrix, submissive type 3 
  8 
  9,000 
  Brain 
  X-VSP, hive 
  8 
  9,000 
  Brain 
  X-VSP, master I 
  9 
  14,500 
  Brain 
  Personality complex, mark 3 
  12 
  40,000 
  Brain 
  Synaptic authority matrix, dominant type 2 
  12 
  36,000 
  Brain 
  X-VSP, master II 
  14 
  72,500 
  Brain 
  Synaptic authority matrix, dominant type 3 
  16 
  165,000 
  Brain 
  Synaptic authority matrix, submissive type 5 
  16 
  164,000 
  Brain 
  X-VSP, master III 
  19 
  550,000 
  Brain 
  Personality complex, mark 4 
  20 
  1,000,000 
  Brain 
  
   
   
  R1 
  Starfinder player characters and NPCs cannot use 
  salvaged cybernetic augmentations without a class ability, 
  feat, augmentation, racial ability, or mutation allowing 
  them to do so.  This section is dedicated to alternate 
  methods of gaining the ability to use cyber salvage. 
  For additional information on applying mechanic tricks 
  and technomancer magic hacks see Chapter 4 of the 
  Starfinder Core Rulebook. 
  MECHANIC TRICKS 
  2nd Level Cyber-Recycler (Ex) 
  You have found a way for your exocortex to reset the 
  genetic and DNA requirements for one or more salvaged 
  cybernetic augmentations.   You can benefit from a number 
  of salvaged cybernetic augmentations equal to your 
  mechanic’s “Bypass” insight bonus. You must have an 
  Exocortex to learn this mechanic trick.   
  9th Level Cyber-Recycler King (Ex) 
  Your exocortex can handle an unlimited number of 
  salvaged cybernetic augmentations, but you must still have 
  a body slot open for each augmentation.  You must have the 
  cyber-recycler mechanic trick to learn this trick. 
  TECHNOMANCER HACKS 
  2nd Level Cyber-Cheat (Ex) 
  Your innate magical talents allow you to use a magic hack 
  to bypass the restrictions on using salvaged cybernetics. 
  You can benefit from a number of salvaged cybernetic 
  augmentations equal to your technomancer’s “Techlore” 
  insight bonus.  
  9th Level Extreme Cyber-Cheat (Ex) 
  Your techlore ability has given you the insight needed to 
  support an unlimited number of salvaged cybernetic 
  augmentations, but you must still have a body slot open for 
  each augmentation.  You must have the cyber-cheat 
  technomancer magic hack to learn this trick. 
  For additional information on applying feats see 
  “Leveling Up”, Chapter 2 of the Starfinder Core Rulebook. 
  CYBER-ARROGATOR 
  You have extensive knowledge of cybernetics and are 
  quick to pick up on ‘cyborgs’ who are attempting to hide 
  their augmentations. 
  Prerequisites: 
  a 
  salvaged 
  cybernetic 
  or 
  bionic 
  augmentation. 
  Benefit: You gain a +2 bonus on all skill checks to identify 
  cybernetic and bionic augmentations.  In addition, you gain 
  a +2 on Culture skill checks to find black markets where 
  these salvaged augmentations are bought and sold. 
  CYBER-EXPROPRIATOR 
  You have gained an extraordinary ability which allows 
  you to take used cybernetic augmentations and implant 
  them as your own. 
  Prerequisites: 5th Level, one cybernetic implant 
  Benefit: You can use salvaged cybernetic augmentations 
  with item levels equal to your character level -4. 
  GREATER CYBER-EXPROPRIATOR 
  You have gained an extraordinary ability which allows 
  you to take used cybernetic augmentations and implant 
  them as your own. 
  Prerequisites: Improved Cyber-Expropriator 
  Benefit: You can use salvaged cybernetic augmentations 
  with item levels equal to your character level +2. 
  IMPROVED CYBER-EXPROPRIATOR 
  You have gained an extraordinary ability which allows 
  you to take used cybernetic augmentations and implant 
  them as your own. 
  Prerequisites: Cyber-Expropriator 
  Benefit: You can use salvaged cybernetic augmentations 
  with item levels equal to your character. 
  For additional information on nanoaugmentors see the 
  “Nanotech Overview” section of the Gravity Age: Nanotech 
  Emporium. 
   
  SYSTEM 
  Torso 
  MODEL 
  LEVEL 
  PRICE 
  Standard 
  6 
  4,800 
  Advanced 
  12 
  46,000 
  Millions of nanites work with the recipient’s spleen to 
  create an army of white blood cells custom programmed to 
  ignore salvaged cybernetic augmentations as foreign 
  bodies.  Additional nanites replicate RNA keys allowing the 
  recipient to control the salvaged cybernetic augmentations. 
  
   
   
  R1 
  Standard cyber-cypher allows the recipient to implant a 
  number of salvaged cybernetic augmentations equal to 
  their Resolve Point pool -4.  Advanced cyber-cypher allows 
  the recipient to implant a number of salvaged cybernetic 
  augmentations equal to their Resolve Point pool. 
  Disadvantages, the recipient has a 5% chance of gaining 
  cyber psychosis each time they implant a salvaged or 
  secondhand cybernetic augmentation and the cyber-cypher 
  recipient is more susceptible to radiate than normal 
  members of their race.  Always treat radiation exposure as 
  one level higher. If the cyber-cypher nanites are ever 
  destroyed or removed the recipients body immediately 
  goes into rejection causing an affliction similar to Mummy 
  Rot.  Although the progression of the affliction slowed down 
  with successful Fortitude saving throws, the affliction 
  cannot be removed or cured until all salvaged or 
  secondhand cybernetic augmentations have been removed 
  from the recipient.  Once the offending augmentations 
  have been removed, the affliction still requires two 
  consecutive saves to remove.  For additional information on 
  “Mummy Rot”, see Afflictions in CH 11 of the Starfinder 
  Core Rulebook. 
  For additional information on genetic templates see the 
  “Bioware Overview” section of the Gravity Age: Bioware 
  Emporium. 
   
  TYPE 
  Acquired 
  THERAPY 
  LEVEL 
  PRICE 
  Standard 
  5 
  3,500 
   “Expropriator” is an acquired template that can be 
  added to any creature identifiable by the Life Science skill 
  (referred to hereafter as the character). Expropriators have 
  been genetically altered to take advantage of second hand 
  and salvaged cybernetic augmentations. 
  No one is ever born with the expropriator template.  It is 
  applied to a character through endogenous metamorphosis 
  and has several negative side effects.  A character may 
  acquire the expropriator template later on by undergoing 
  endogenous metamorphosis and permanently spending 1 
  Resolve Point. 
  EXPROPRIATOR SPECIAL QUALITIES 
  An expropriator retains all the special qualities of the 
  character and gains the additional special qualities listed 
  below. 
  Unlimited Salvaged Cybernetics (Ex): An expropriator 
  can handle as many salvaged cybernetics as they have 
  augmentation body slots.   
  Cyber Psychosis (Ex): All recipients of the expropriator 
  template gain the initial stage cyber psychosis.  However, 
  the trigger can never get worse than 1 in 20.  The character 
  no longer needs to make rolls each time they implant a 
  salvaged 
  cybernetic 
  augmentation. 
  For 
  additional 
  information on the cyber psychosis see the “Cybernetics 
  Overview” section of the Gravity Age: Cybernetics 
  Emporium. 
  Sterile (Ex): Often referred to as “Expropriator’s 
  Blessing”, 
  characters 
  undergoing 
  endogenous 
  metamorphosis to gain this template can no longer 
  reproduce.  The gene therapy fractures the character’s 
  genetic makeup in such a way that it is ideal for 
  circumventing the genetic coding for salvaged cybernetics.  
  It’s considered a blessing because cyber psychosis isn’t 
  being passed down to another generation. 
  Advancement: By character class 
  Level Adjustment: +0 
  For additional information on physical mutations see the 
  “Physical Mutations” section of the Gravity Age: Mutant 
  Menagerie. 
  CYBER CODED (EX) 
  Gene Pool -4 | Disguise DC Modifier +4 
  A quirk in your genetic code allows you to use salvaged 
  cybernetic augmentations.  Normally augmentations have 
  to be coded to a specific individual, but your DNA acts like 
  a universal key.  In addition, you are not subject to gaining 
  cyber psychosis.  
   
  
   
   
  R1 
  BRAIN 
  EYES 
  TENTACLE(S) 
  EARS 
  THROAT 
  1. 
  1. 
  1. 
  1. 
  1. 
  2. 
  2. 
  2. 
  2. 
  2. 
  3. 
   
  3. 
   
   
  4. 
   
  4. 
   
   
  5. 
  RIGHT HAND 
   
  LEFT HAND 
   
  6. 
  1. 
   
  1. 
   
  7. 
  2. 
   
  2. 
   
  8. 
  3. 
   
  3. 
   
  9. 
   
   
   
   
  10. 
   
   
   
   
   
  RIGHT ARM 
   
  LEFT ARM 
   
   
  1. 
   
  1. 
   
   
  2. 
   
  2. 
   
   
  3. 
   
  3. 
   
   
  LUNGS 
   
  HEART 
   
   
  1. 
   
  1. 
   
   
  2. 
   
  2. 
   
   
  TORSO 
   
  SPINE 
   
   
  1. 
   
  1. 
   
   
  2. 
   
  2. 
   
   
  3. 
   
  3. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  RIGHT FOOT 
  RIGHT LEG 
  SKIN 
  LEFT LEG 
  LEFT FOOT 
  1. 
  1. 
  1. 
  1. 
  1. 
  2. 
  2. 
  2. 
  2. 
  2. 
  3. 
  3. 
  3. 
  3. 
  3. 
   
   
  
   
   
  R1 
  The following text is the property of Wizards of the Coast, Inc. and is 
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  15 COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. 
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; 
  Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. 
  Gary Gygax and Dave Arneson. 
  Starfinder Roleplaying Game Core Rulebook. Copyright 2017, Paizo Inc.; 
  Authors: Alexander Augunas, Logan Bonner, Jason Bulmahn, Thurston Hillman, 
  Amanda Hamon Kunz, Jason Keeley, Rob McCreary, Stephen Radney-
  MacFarland, Amber E. Scott, Mark Seifter, Owen K.C. Stephens, and James L. 
  Sutter, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. 
  Modern System Reference Document Copyright 2002-2004, Wizards of the 
  Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, Eric 
  Cagle, David Noonan, Stan!, Christopher Perkins, Rodney Thompson, and JD 
  Wiker, based on material by Jonathan Tweet, Monte Cook, Skip Williams, 
  Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD 
  Wiker. 
  Future Player’s Companion: Tomorrows’ Evolution, Copyright 2005 The 
  Game Mechanics, Inc.; Authors: Gary Astleford, Neil Spicer, & Rodney 
  Thompson 
  Legendary Worlds: Volretz © 2017, Legendary Games; Author: Kate Baker. 
  Pathfinder Campaign Setting: Occult Bestiary, © 2015, Paizo Inc.; Authors: 
  Josh Colon, John Compton, Paris Crenshaw, Adam Daigle, Eleanor Ferron, James 
  Jacobs, Joe Homes, Mikko Kallio, Mike Kimmel, Ron Lundeen, Kate Marshall, 
  Kalervo Oikarinen, Stephen Radney-MacFarland, and F. Wesley Schneider. 
  Gravity Age: Cybernetics Emporium, © 2017 STROH HAMMER; Authors: 
  Jason Stroh 
  Gravity Age: Nanotech Emporium, © 2017 STROH HAMMER; Authors: Jason 
  Stroh 
  Gravity Age: Bioware Emporium, © 2017 STROH HAMMER; Authors: Jason 
  Stroh 
  Gravity Age: Mutant Menagerie, © 2017 STROH HAMMER; Authors: Jason 
  Stroh 
   
   
  
   
   
  R1 
   
   
   
   
  Our research and development team has been working overtime to bring you the latest 
  and greatest in cybernetic advancements.  Whether you aspire to achieve perfection 
  through technological augmentation or simply want to get a leg up on the competition 
  this emporium of is for you!  Bad guys!  If you are looking for evil plot devices or discussion 
  points for future monologues there is likely a little something in here for you too! 
  This accessory contains new material covering: 
  • 200+ Cybernetic Augmentations 
  • 4 New C.O.R.E. Avatars 
  • Expanded Cybernetic Malware 
  • New cyber salvage rules 
   
  
SOURCE: textdata/thevault/Starfinder [multi]/3rd Party/Stroh Hammer/Stroh Hammer - Gravity Age - Cybernetics Emporium 2.pdf