Cybernetic Enhancements
Weapons
Armor
Accoutrement
Vehicles
Accommodations
Magick

Enhancements

Nanobot Factories

Organ Replacement

Gadgets & Gear

The "Spirit" cost listed accumulates. Once the number is "100" you lose 1 from your Spirit attribute. You can safely go down to your racial minimum for Spirit, but beyond that, character spirals into psychosis. Many cosmetic alterations are available that do not cost spirit.

QualityCostSpiritConcealability Availability
Cheapx2Very obviousMore common
Averagex1ObviousCommon
Goodx1x1May be obviousAverage
Excellentx3May look naturalLess common
Biotechx6Looks naturalUncommon

Notice that certain cybergear has a size notation by the cost.

Small: Bampu, Batserai, etc.
Medium: Human sized
Large: Larger Humanoid size, or smaller members of a large race.
Extra Large: Be'Atsta, Dorogo, etc. (K'Loffai must add 25% more to the cost listed on "Extra Large".)


Physical Enhancements Any of these that add bonus to Attributes (Body, Strength, etc.) do not affect the purchase of related skills. (Martial arts maneuvers, etc.) They will have a profound effect, however, when using related skills.

Full Body Muscle Enhance
Cost:
Small: 10,000 base, 900 per +1.
Medium: 20,000 base, 1800 per +1.
Large: 35,000 base, 2700 per +1.
Extra Large: 40,000 base, 3600 per +1.
Spirit: 100 base, 20 per rating
Area affected: Entire body
Availability by Rating: 1-2 Common, 3-4 Uncommon, 5-6 Rare, 7-8 Very Rare, 9-12 Extremely Rare, 13+ Narrator's special
Benefits

  • Bonus to Armor
  • Bonus to Strength
  • Bonus to movement speeds

    Reflex Boosting
    Cost: 35k base, 3000 per rating
    Spirit: 80 base, 16 per rating
    Area affected: Entire body
    Availability by Rating: 1-5 Common, 6-8 Uncommon, 9-10 Rare, 11-12 Very Rare, 13-14 Extremely Rare, 15+ Narrator's special
    Benefits

  • Bonus to Dodge/Evade/Parry
  • Bonus to Initiative
  • Bonus to reflexes

    Bone enhancement
    Through nanobots, the calcium or other structural material of a character's bones are replaced with a stronger material. Not possible with a race without a skeleton.

    Cost:
    Small: 50,000 base, plus (500 X Cost Mod)
    Medium: 75,000 base, plus (1000 X Cost Mod)
    Large: 112,500 base, plus (1500 X Cost Mod)
    Extra Large: 150,000 base, plus (2000 X Cost Mod)
    Area affected: Entire skeleton
    Availability: Rare
    Benefits

  • Adds to Physical Resistance
  • May affect mobility, strength and agility based on material.
  • Adds to Physical Resistance & Hand-to-hand attack potency. (PR & APV)

    Material & Enhancement
    MaterialPR & APV
    Bonus
    Cost
    Mod
    AvailabilitySpiritMagick
    Receptiveness
    Enchantment
    Difficulty
    Notes*
    Steel+1x1.5Common100NormalDifficult+1 Strength, -1 Agility
    Plasteel+1x2Common80NoneImpossible+1 Strength
    Hi Grade Steel+2x3Common88NormalChallenging+1 Strength
    Biomnemetic+3x25Uncommon40NoneImpossible+1 Strength, +1 Agility
    Duranium+4x4Uncommon80LowDifficult+2 Strength, +1 Agility
    Synthsteel+5x6Common68NoneImpossible+2 Strength, +1 Agility
    Mythium+6x10Uncommon80GoodChallenging+2 Strength, +1 Agility, +1 Vs Magic
    Aejahv steel+7x18Rare76GoodNormal+3 Strength, +1 Agility, +1 Vs Magic
    Crysteel+8x20Rare60GoodNormal+2 Strength, +2 Agility, +2 Vs Magic
    Arcanium+10x50Very Rare48ExcellentEasy+2 Strength, +2 Agility, +3 Vs Magic
    Omnium+12x35Very Rare100AverageNormal+3 Strength, -1 Agility
    Megathium+13x40Rare50NoneImpossible+3 Strength/+2 Vs Energy
    Adamantine+15x100Extremely Rare120NoneImpossible+3 Strength, -2 Agility, +5 vs Magic

    Dermal armor
    Area affected: Entire body
    Availability: Uncommon
    Benefits
    ArmorArmor
    Bonus
    Penalty* Configuration
    Cost
    Spirit
    Skin mesh1Small: 775 plus (8X Cost Mod)
    Medium: 1500 plus (15X Cost Mod)
    Large: 2250 plus (23X Cost Mod)
    Extra Large: 3000 plus (30X Cost Mod)
    24
    Braced mesh2Small: 1500 plus (15X Cost Mod)
    Medium: 3000 plus (30X Cost Mod)
    Large: 4500 plus (45X Cost Mod)
    Extra Large: 6000 plus (60X Cost Mod)
    32
    Reinforced mesh3Small: 2500 plus (25X Cost Mod)
    Medium: 5000 plus (50X Cost Mod)
    Large: 7500 plus (75X Cost Mod)
    Extra Large: 10,000 plus (100X Cost Mod)
    40
    Partial Carapace4-1Small: 10,000 plus (100X Cost Mod)
    Medium: 20,000 plus (200X Cost Mod)
    Large: 30,000 plus (300X Cost Mod)
    Extra Large: 40,000 plus (400X Cost Mod)
    60
    Plated Carapace6-2Small: 25,000 plus (250X Cost Mod)
    Medium: 50,000 plus (500X Cost Mod)
    Large: 75,000 plus (750X Cost Mod)
    Extra Large: 100,000 plus (1000X Cost Mod)
    84
    Full Carapace8-3Small: 40,000 plus (400X Cost Mod)
    Medium: 80,000 plus (800X Cost Mod)
    Large: 120,000 plus (1200X Cost Mod)
    Extra Large: 160,000 plus (1600X Cost Mod)
    120
    Heavy Carapace11-4Small: 75,000 plus (750X Cost Mod)
    Medium: 150,000 plus (1500X Cost Mod)
    Large: 225,000 plus (2250X Cost Mod)
    Extra Large: 300,000 plus (3000X Cost Mod)
    160

    *Applies to various Agility based checks, magick spellcasting, movement rates, psionics use, sense of touch and concealability under clothing.

    Material & Enhancement
    MaterialArmor BonusCost
    Mod
    AvailabilityMagick
    Receptiveness
    Enchantment
    Difficulty
    Notes
    Steel+1x1.5CommonNormalDifficult---
    Plasteel+1x2CommonNoneImpossible2 offset to Penalties
    Hi Grade Steel+2x3CommonNormalChallenging1 offset to Penalties
    Biomnemetic+3x25UncommonNoneImpossible5 offset to penalties
    Duranium+4x4UncommonLowDifficult2 offset to Penalties
    Synthsteel+5x6CommonNoneImpossible2 offset to Penalties
    Mythium+6x10UncommonGoodChallenging 1 offset to Penalties/+1 Vs Magic
    Aejahv steel+7x18RareGoodNormal 2 offset to Penalties/+1 Vs Magic
    Crysteel+8x20RareGoodNormal3 offset to Penalties/+2 Vs Magic
    Arcanium+10x50Very RareExcellentEasy3 offset to Penalties/+3 Vs Magic
    Omnium+12x35Very RareNormalNormal---
    Megathium+13 / +4x40RareNoneImpossible3 offset to penalties/+2 Vs Energy
    Adamantine+15x100Extremely RareNoneImpossible+5 vs Magic, can be enhanced with antimagick
    Dispel magick on touch

    Thermal protection
    Cost:
    Small: 5000
    Medium: 10,000
    Large: 15,000
    Extra Large: 20,000
    Spirit: 40
    Area affected: Entire body
    Availability: Common
    Benefits

  • Resistant to heat.

    Cold protection
    Cost:
    Small: 5000
    Medium: 10,000
    Large: 15,000
    Extra Large: 20,000
    Spirit: 40
    Area affected: Entire body
    Availability: Common
    Benefits

  • Resistant to cold.

    Temperature protection
    Cost:
    Small: 8000
    Medium: 16,000
    Large: 24,000
    Extra Large: 32,000
    Spirit: 60
    Area affected: Entire body
    Availability: Common
    Benefits

  • Resistant to exteme temperatures.


    Nanobot Factories

    Boosted healing
    Cost:
    Small: 6375 base, 1575 per rating
    Medium: 8500 base, 2100 per rating
    Large: 12,750 base, 3150 per rating
    Extra Large: 17,000 base, 4200 per rating
    Spirit: 48 base, 24 per rating
    Area affected: internal
    Availability by Rating: 0 Common, 1 Uncommon, 2-3 Rare, 4-5 Very Rare, 6-7 Extremely Rare, 8+ Narrator's special
    Benefits

  • Implanted micro-factories that release medical nanobots automatically when character is injured. Base procedure halves healing time, each rating halves time again. Nanobots automatically focus on the most serious injuries.

    Toxin screen
    Cost:
    Small: 4875 base, 750 per rating
    Medium: 6500 base, 1000 per rating
    Large: 9750 base, 1500 per rating
    Extra Large: 13,000 base, 2000 per rating
    Spirit: 40 base, 20 per rating
    Area affected: internal
    Availability: Availability by Rating: 0 Common, 1-2 Uncommon, 3-4 Rare, 5-6 Very Rare, 7-8 Extremely Rare, 9+ Narrator's special
    Benefits

  • Implanted micro-factories that release toxin hunting nanobots automatically when character is subjected to a pathogen or poison. +3 Vs toxins base, +1 each additional rating.

    Beauty booster
    Cost:
    Small: 7500 base, 1875 per rating
    Medium: 10,000 base, 2500 per rating
    Large: 15,000 base, 3750 per rating
    Extra Large: 20,000 base, 5000 per rating
    Spirit: 40 base, 20 per rating
    Area affected: internal
    Availability by Rating: 0 Common, 1 Uncommon, 2 Rare, 3-4 Very Rare, 5-6 Extremely Rare, 7+ Narrator's special
    Benefits

  • Implanted micro-factories that build nanobots that constantly maintain high levels of personal hygeine and attractiveness. Teeth are always perfect, never get zits, excess fat is trimmed away, etc. +2 attractiveness base, +1 each additional rating.

    Adrenal booster
    Cost:
    Small: 8250 base, 3375 per rating
    Medium: 11,000 base, 4500 per rating
    Large: 16,500 base, 6450 per rating
    Extra Large: 22,000 base, 9000 per rating
    Spirit: 88 base, 40 per rating
    Area affected: internal
    Availability by Rating: 0-1 Rare, 2-3 Very Rare, 4-5 Extremely Rare, 6+ Narrator's special
    Benefits

  • Acts identical to the psionic techniques of Adrenal boost and Inner strength.

    Fertility blocker
    Cost: 450
    Spirit: 0
    Area affected: internal
    Availability: Very Common
    Benefits

  • Commonly called "The implant". Implanted micro-factories that prevent sexual fertility under any circumstance.


    Organ Replacement

    Heart replacement
    Cost:
    Small: 26,250
    Medium: 35,000
    Large: 52,500
    Extra Large: 70,000
    Spirit: 44
    Area affected: internal
    Availability: Uncommon
    Benefits

  • Increased stamina and general 'staying power'.
  • Reduced fatigue accumulation.

    Non-centralized heart
    Cost:
    Small: 65,250
    Medium: 87,000
    Large: 130,500
    Extra Large: 174,000
    Spirit: 52
    Area affected: internal
    Availability: Rare
    Benefits

  • Heart is replaced by many separate pumps placed strategically throughout the body. Same benefits as normal heart replacement, plus character cannot be killed by a 'shot through the heart'.

    Both lung replacement
    Cost: 68k
    Spirit: 48
    Area affected: internal
    Availability: Uncommon
    Benefits

  • Increased stamina and general 'staying power'.
  • +2 Vs inhaled toxins

    Digestive system enhancement
    Cost: 110k
    Spirit: 84
    Area affected: internal
    Availability: Rare
    Benefits

  • Improved efficiency of food absorption. Do not need to eat or drink very often.
  • +5 Vs injested toxins/pathogens

    Liver replacement
    Cost: 62k
    Spirit: 76
    Area affected: internal
    Availability: Uncommon
    Benefits

  • Unmatched resistance to bloodborne toxins.

    Eye replacement
    Cost: 3000 per eye, plus enhancements
    Spirit: 20 per eye
    Area affected: eye
    Availability: Common
    Available enhancements. Each sold separately, max rating is 10. Only one enhancement may be used at a single moment. Each eye can hold 4 separate enhancements. Micro laser counts as 3 enhancements. Targeting interface counts as 2 enhancements, and can only be taken in one eye. Note on heightened senses: Cybernetic enhanced senses do not add to a race's natural heightened senses, but replace the old sense.
    EnhancementBase costCost per rating
    Vision enhancement1000500
    Infrared vision800500
    Ultraviolet vision1600800
    Lowlight vision500300
    Magnification1500800
    Flash shielding300200
    Targeting interface
    Requires implanted comm with at least "Comp 2"
    20001500
    max rating +5
    EnhancementPriceFire ModesPenDamRange(yards)Shots
    Implanted micro-laser2900Semi/Beam+2+614/328/1312/262412, refreshes 1 per 15 sec

    Ear replacement
    Cost: 2200 per ear, plus enhancements
    Spirit: 20 per ear
    Area affected: ear
    Availability: Common
    Available enhancements. Each sold separately, max rating is 10. Only one enhancement may be used at a single moment.
    Each ear can hold 3 separate enhancements. Note on heightened senses: Cybernetic enhanced senses do not add to a race's natural heightened senses, but replace the old sense.
    EnhancementBase costCost per rating
    Hearing enhancement1200600
    Infrasonic hearing1000500
    Ultrasonic hearing1000500
    Radio hearing300150
    Sound dampening600300

    Miscellaneous sensory enhancement
    Spirit: 36 each
    Area affected: skin, tongue or nose
    Availability: Uncommon
    Available enhancements. Each sold separately, max rating is 10. Each of these can become more analytical when linked to an implanted comm. Note on heightened senses: Cybernetic enhanced senses do not add to a race's natural heightened senses, but replace the old sense.
    EnhancementBase costCost per rating
    Tactile (Sense of touch) enhancement30002000
    Gustatory (Sense of taste) enhancement25001800
    Olfactory (Sense of smell) enhancement32002500

    Voice enhancement
    Cost: 5600 base, plus enhancements
    Spirit: 36
    Area affected: internal
    Availability: Common
    Available enhancements. Each sold separately, max rating is 10. Only one enhancement may be used at a single moment.
    You may only choose five from the following. Sonar counts as 2 enhancements. Sonic blast counts as 3 enhancements.
    EnhancementBase costCost per rating
    Charisma enhancement1200600
    Loudspeaker500250
    Vocal mimicry600300
    Infrasonic speech800500
    Ultrasonic speech800500
    Sonar
    Requires both ear replacement w/ Ulrasonic hearing
    20001200
    EnhancementPriceFire ModesDamage/
    Crit
    APVRange(meters)Shots
    Sonic blast2200Semi1-6
    Shockwave
    51/25/10020, refreshes 1 per 30 sec

    Full arm replacement
    Cost: base, per rating
    Area affected: arm
    Spirit: base, per rating
    Availability:
    Benefits

  • .

    Full leg replacement
    Cost: base, per rating
    Spirit: base, per rating
    Area affected: leg
    Availability:
    Benefits

  • .

    Extra appendage arms, tentacles, tail, etc.
    Cost: base, per rating
    Spirit: base, per rating
    Area affected: leg
    Availability:
    Benefits

  • .


    Gadgets & Gear

    Gas filter
    Cost: 1600
    Spirit: 44
    Area affected: internal
    Availability: Common
    Benefits

  • Immune to inhaled toxins

    Gill filter
    Cost: 4700
    Spirit: 40
    Area affected: internal
    Availability: Common
    Benefits

  • Breathe under water
  • +5 Vs inhaled toxins

    Self-contained breathing
    Cost: 17.5k
    Spirit: 60
    Area affected: internal
    Availability: Uncommon
    Benefits

  • Internalized, recycled breathing.
  • Immune to inhaled toxins.

    Internal comm
    Cost: 2500 base, plus cost of comm.
    Spirit: 20
    Area affected: internal
    Availability: Common
    Benefits

  • Comm is implanted with a sim interface. Allows mental accessing of one's comm, in a display only you can see.

    Internal scanner
    Cost: 3200 base, plus cost of Scanner.
    Spirit: 28
    Area affected: internal
    Availability: Common
    Benefits

  • A Sensor is implanted with a sim interface. Allows mental accessing of the sensor, in a display only you can see.

    Cranial life support
    Cost: base, per rating
    Spirit: base, per rating
    Area affected: head
    Availability:
    Benefits

  • Keeps brain alive even if the body has sustained lethal injury.

    Implanted weapons
    Area affected: various
    Each sold separately. Each of these (except Lockjaw & Chainsaw) are concealable/retractable until needed. Only one hand implanted weapon (Hand claws, Buster knucks or Ram-fist) is allowed per hand. If you already have Bone enhancement you already have the effects of Buster knucks. If you want, you can buy it again with a better material.
    WeaponAvailabilityCostSpiritPen Dam
    Fangs (Limit one set)Common250 base, plus 50 X Material cost+2
    Can also inject pharmaceuticals
    Lockjaw (Limit one,
    cannot be used in conjuction with fangs)
    Rare500 base, plus 150 X Material cost+3+8
    Finger clawsCommon150 base, plus 30 X Material cost+4
    Can also inject pharmaceuticals
    Hand claws Common300 base, plus 60 X Material cost+1+6
    Buster knucksCommon350 base, plus 100 X Material cost+1+5
    Ram-fistUncommon500 base, plus 200 X Material cost+2+10
    Club footUncommon350 base, plus 200 X Material cost+1+12
    Forearm bladesUncommon600 base, plus 200 X Material cost+2+8
    ChainsawUncommon1100 base
    plus 200 X Material cost
    +4+15

    Material & Enhancement
    MaterialPen / Crit
    Bonus*
    Cost
    Mod
    Magick
    Receptiveness
    Enchantment
    Difficulty
    Notes
    Plastics-2 / -1NoneImpossible1 offset to penalties
    Standard / 100%LowEasy---
    Steel+1 / x1.5NormalDifficult---
    Plasteel+1 / x2NoneImpossible2 offset to penalties
    Hi Grade Steel+2 / x3NormalChallenging1 offset to penalties
    Duranium+4 / +1x5LowDifficult2 offset to penalties
    Synthsteel+5 / +1x7NoneImpossible2 offset to penalties
    Mythium+6 / +2x10GoodChallenging1 offset to penalties/+1 Vs Magic
    Aejahv steel+7 / +2x18GoodNormal2 offset to penalties/+1 Vs Magic
    Crysteel+8 / +3x20GoodNormal3 offset to penalties/+2 Vs Magic
    Arcanium+10 / +4x50ExcellentEasy3 offset to penalties/+3 Vs Magic
    Omnium+12 / +4x35NormalNormal---
    Megathium+13 / +4x40NoneImpossible3 offset to penalties/+2 Vs Energy
    Adamantine
    (Antimagickal)
    +15 / +5x100NoneImpossible+5 vs Magic, can be enhanced with antimagick
    Dispel magick on touch

    Dermal pockets
    Cost: 200 per pocket
    Spirit: 16 per pocket
    Area affected: various
    Availability: Common
    Benefits

  • A small, well concealed compartment hidden under the skin. Pocket is lined with sensor resistent material. Maximum of 6.

    Dermal holster
    Cost: 600 per holster
    Spirit: 24 per holster
    Area affected: various
    Availability: Common
    Benefits

  • Hides a normal sized pistol under the skin. Holster is lined with sensor resistent material. Maximum of 2.

    Grip-gear
    Cost: 2300
    Spirit: 64
    Area affected: hands and feet
    Availability: Uncommon
    Benefits

  • Allows phenomenal climbing ability, even ability to scale sheer faces. Adds +5 to grapples.

    Chameleon skin (Fur)
    Requires implanted comm with at least "Comp 2"
    Cost: 9400 base, 1200 per rating
    Spirit: 44 base, 16 per rating
    Area affected: Entire body
    Availability by Rating: 0-2 Common, 3-4 Uncommon, 5-6 Rare, 7-8 Very Rare, 9-10 Extremely Rare, 11+ Narrator's special
    Benefits

  • Skin, hair or fur can change color and mimic patterns to automatically blend in with the background. Can also change to colors of the user's whim at any moment. Adds 5 + rating to any stealth attempts.

    Light refracting field
    Cost: 18.5k base, 5000 per rating
    Spirit: 88 base, 24 per rating
    Area affected: Entire body
    Availability by Rating: 0-5 Rare, 6-7 Very Rare, 8-9 Extremely Rare, 10+ Narrator's special
    Benefits

  • Bends light around character, making them nearly invisible. Adds 5 + rating Vs any vision. Adds 5 + rating as armor Vs laser and other light based attacks.

    Sound dampening field
    Cost: 15k base, 3000 per rating
    Spirit: 76 base, 20 per rating
    Area affected: Entire body
    Availability by Rating: 0-2 Common, 3-4 Uncommon, 5-6 Rare, 7-8 Very Rare, 9-10 Extremely Rare, 11+ Narrator's special
    Benefits

  • Diminishes sound around character, making them very hard to hear. Adds 5 + rating Vs any hearing. Adds 5 + rating as armor Vs any sonic based attacks. Any spellcasting by character using this is applied at a penalty of Rating +5. Maximum rating 10.

    Sexual booster
    Cost: 2200
    Spirit: 24
    Area affected: uhm... ahem...
    Availability: Common
    Benefits

  • You are the master "in bed".