Cyber Surgeon
Where to go if you want to replace some organic parts with hardware.
So you want to swap out that lump of soft flesh for some surgical steel? Let's make a deal! I've got the skills to take you apart and put everything back in just the way I found it, if you can afford it. Ready for an upgrade?
Cybernetics
Cybernetic enhancements come in two varieties: Exo Mods and Endo Mods. Exo mods can be worn and taken off at the end of the day and act more like additional wearable equipment. Endo mods are implanted into the user’s body, often replacing organs, tissues and bone in the process and act as an extension of the user.
Implants / Endo-Mods / Augments
Implants are sometimes referred to as Endo-Mods or Augments. Even though modern materials and surgical tools have decreased the risk of rejection, the body and mind can have difficulty coping with the loss of self, replacements and forming new connections that were not part of their original anatomy. Replacing too much of one’s original body can have unforeseen psychological effects.
Implants are often offered to military personnel, corporate agents, mercenaries and the desperate. Replacement limbs or organs are often sold by dark market dealers and back alley surgeons that care little about whether their patients survive or not, as long as they pay up front. Military organizations, corporations and mercenaries, crime syndicates and mafias are the main purchasers and users of such augmentations.
Implants have different types depending on the scale of the surgery required for implantation.
- Outpatient Augmentation: Requires minimal surgery and can be recovered from without bed rest. Gain .5 Quirk Points that must be used to acquire "Cybernetic Quirks" during your next level up.
- Surgical Augmentation: Requires surgery and recovery time and can have permanent psychological effects. Gain 1 Quirk Point that must be used to acquire "Cybernetic Quirks" during your next level up.
- Surgical Augmentation: Requires invasive surgery and a long recovery time will cause permanent psychological effects. Gain 2 Quirk Points that must be used to acquire "Cybernetic Quirks" during your next level up.
- Cyber Modification: A mechanical modification or part replacement performed on existing cybernetics. Requires no surgery or recovery time and has no lasting psychological effects.
Equivalent Exchange: All Cybernetic Augmentations grant Armor Points. When those armor points are acquired they replace the user's HP with AP.
So, if a user gains 10 Armor Points from a Cybernetic augmentation they also subtract 10 from their Maximum Armor. If a user's Max HP would be reduced to 0 or fewer due to this rule, they are instead reduced to 1 Max HP.
This rule does not apply to Cyber Modifications.
Table of Implanted Cybernetics
| Cybernetic Implant | Description | Features | Materials / HP | Traits | Prerequisites | Cost |
|---|---|---|---|---|---|---|
| ID Scrambler | A facial augmentation that projects infrared light around the user’s face, making ID of the user impossible using digital cameras of any kind. | Distorts the user’s facial features on any digital camera. The user’s body, clothes and armaments are not distorted. | Polymold, Steel, Aluminum, Copper | Outpatient Augmentation | None | 400 Credits / 4,000 Dollars |
| Halo Face - Holographic Disguise Mod. | A facial augmentation that projects features onto the user’s face, causing them to take on the appearance of anyone programmed into the device. | As an Action the user can Activate the device to alter their perceived features to resemble any face scanned by the device. The device can scan any face that is within 3 meters of the wearer as a Full Round Action. The DC to discover the use of this device is 18. | Polymold, Steel, Titanium, Copper | Surgical Augmentation | None | 1,200 Credits / 12,000 Dollars |
| Clay Face - Face Sculpting Mod. | A facial augmentation that allows the user to mold the bone structure, muscles, cartilage and skin pigmentation on their face using built in actuators and injectors. | As an Action the user can Activate the device to alter their perceived features to resemble any face they can currently see. The DC to discover the use of this device is 18. | Polymold, Steel, Titanium, Copper | Major Surgical Augmentation | Pain Suppressor | 1,800 Credits / 18,000 Dollars |
| Grayware- Cybernetic Brain Augmentation | A surgical brain augmentation that connects the user's mind directly to a CPU which grants them the ability to digitally store memories and allows for additional hardware and software upgrades to be added. | Digitally store or backup any and all memories. Connection port for direct connections to Digital Devices. Mod slots for additional cyber modifications. | Polymold, Copper, Gold (8 Armor) | Surgical Augmentation | None | 600 Credits / 6,000 Dollars |
| Skull Comms | Intended to be added to Grayware, this device allows the user to use radio and cellular internally and at the speed of thought | Allows the user to use radio and cellular communications without speaking and they can make, receive or end calls at a thought. | Polymold, Copper, Gold (8 Armor) | Cyber Modification | Grayware | 100 Credits / 1,000 Dollars |
| Universal Translator Mod. | Intended to be added to Grayware, this device allows the user to translate any known language live within their mind and allows them to formulate responses in that same language. | Allows the user to understand, speak, read and write in any language within the device database. | Polymold, Copper, Gold (8 Armor) | Cyber Modification | Grayware | 100 Credits / 1,000 Dollars |
| Mind-Link- Cybernetic Intranet Connection | Intended to be added to Grayware, this device allows the user to access local intranet and short pulse connections. | Allows for digital access to any intranet or short pulse connection within range, provided you have or can access the login credentials.. | Polymold, Copper, Gold (8 Armor) | Cyber Modification | Grayware | 100 Credits / 1,000 Dollars |
| Clean-Sweep- Cybernetic Sensor Suite | Intended to be added to Grayware, this device uses a small suite of various sensors and corroborates the data with the user's own physical senses, greatly enhancing perception and situational awareness. | Grants the user +4 to their Perception Skill Rolls.The user can take a single round of actions during enemy ambushes. The user gains +4 AC vs Stealth Attacks. | Polymold, Copper, Gold (8 Armor) | Cyber Modification | Grayware | 400 Credits / 4,000 Dollars |
| Mag-Touch- Fingertip Electromagnetic Sensors / Manipulators | Electromagnets housed in the user’s fingertips and powered by their own bio-electricity, allows the user to detect and manipulate electromagnetic fields, including those generated by the flow of electricity. | Grants the user the ability to detect magnetic fields they can touch and minimally manipulate magnetic fields, including those generated by the flow of electricity. Successful Fine Motor Skill Rolls can disrupt power flows, disengage magnetic locks and cause minor glitches in digital devices. | Steel, Copper, Gold (5 Armor) | Minor Surgical Augmentation | None | 100 Credits / 1,000 Dollars |
| Cat-Claw- Hidden Blade | A razor sharp, high powered spring release blade concealed in the user's cybernetics, usually in the wrist, hand, fingertip or forearm. | This concealed blade deals 1d6+2 Slash or Puncture Damage per Hit and always Critically Hits on opponents that are unaware of the weapon. Attack Action to use. Considered to be trained if installed. | Steel, Polyfiber (10 Armor) | Cyber Modification, Melee Weapon, Concealable | Cybernetic Hand, Arm, Leg or Foot | 200 Credits / 2,000 Dollars |
| Data Spike - Universal Data Port. | A titanium spike that can be used on any device port, allowing for a direct connection. | Allows the user to access and use any Digital device with a port by inserting the Data Spike into the device via a Motion. This causes damage to the port that can easily be detected. WARNING! Direct Connections make the user vulnerable to cyber attacks and viruses from that system. | Titanium Carbide | Cyber Modification, Concealable | Cybernetic Hand, Grayware | 400 Credits / 4,000 Dollars |
| Data Snake - Universal Data Port. | A retracting universal data port that can be used on any device port, allowing for a direct connection. | Allows the user to access and use any Digital device with a port by inserting the Data Snake into the device via a Motion. WARNING! Direct Connections make the user vulnerable to cyber attacks and viruses from that system. | Titanium Sleeve, Copper Wire | Cyber Modification, Concealable | Cybernetic Hand, Grayware | 800 Credits / 8,000 Dollars |
| STING- Hidden Injector | A high tensile strength, spring release needle injector concealed in the user's cybernetics, usually in the wrist, hand, fingertip or forearm, capable of delivering poisons and toxins. | This concealed needle deals 1 Puncture Damage per Hit and always Critically Hits and Maximizes Poison or Toxin damages on opponents that are unaware of the weapon. Can be used to deliver any poison or toxin on Hit. Attack Action to use. Considered to be trained if installed. Poison or Toxin dose used regardless of hit. Motion to Reload poison or toxin. Attack Action to use. Considered to be trained if installed | Steel, Polyfiber (10 Armor) | Cyber Modification | Cybernetic Hand, Arm, Leg or Foot | 500 Credits / 5,000 Dollars |
| ARC-EEL- Hidden Taser | High voltage taser concealed in the hand / fingertips of the user. | This concealed taser deals 1d10+2 Non-Lethal Damage per Hit and always Critically Hits on opponents that are unaware of the weapon. Attack Action to use. Considered to be trained if installed. | Steel, Cobalt, Polyfiber (10 Armor) | Cyber Modification | Cybernetic Hand, Arm, Leg or Foot | 300 Credits / 3,000 Dollars |
| Artificial Heart | A standard artificial heart replacement. | A fully functional cybernetic heart. | Steel, Polyfiber (8 Armor) | Surgical Augmentation | None | 100 Credits / 1,000 Dollars |
| Artificial Heart (Enhanced) | An enhanced artificial heart that is more efficient and powerful than the original. | A fully functional cybernetic heart. Grants the user +2 Stamina or Might. | Steel, Polyfiber (10 Armor) | Surgical Augmentation | None | 250 Credits / 2,500 Dollars |
| Artificial Lung | A standard artificial lung replacement. | A fully functional cybernetic lung. | Steel, Polyfiber (8 Armor) | Surgical Augmentation | None | 100 Credits / 1,000 Dollars |
| Artificial Lungs (Enhanced) | An enhanced artificial lung that is more efficient and powerful than the original. | A fully functional cybernetic lung. Grants the user +1 Stamina | Steel, Polyfiber (10 Armor) | Surgical Augmentation | None | 250 Credits / 2,500 Dollars |
| Artificial Liver | A standard artificial liver replacement. | A fully functional cybernetic liver. | Steel, Polyfiber (8 Armor) | Surgical Augmentation | None | 100 Credits / 1,000 Dollars |
| Artificial Liver (Enhanced) | An enhanced artificial liver that is more efficient and powerful than the original. | A fully functional cybernetic liver. Grants the user +2 and Advantage on all Constitution Saving Throws. | Steel, Polyfiber (10 Armor) | Surgical Augmentation | None | 250 Credits / 2,500 Dollars |
| Artificial Stomach | A standard artificial stomach replacement. | A fully functional cybernetic stomach. | Steel, Polyfiber (8 Armor) | Surgical Augmentation | None | 100 Credits / 1,000 Dollars |
| Artificial Stomach (Enhanced) | An enhanced artificial stomach that is more efficient and powerful than the original. | A fully functional cybernetic stomach. Grants the user +1 on all Constitution Saving Throws and allows them to comfortably consume up to 5 kg of food per hour. | Steel, Polyfiber (10 Armor) | Surgical Augmentation | None | 250 Credits / 2,500 Dollars |
| Artificial Intestines | A standard artificial intestine replacement. | Fully functional cybernetic intestines. | Steel, Polyfiber (8 Armor) | Surgical Augmentation | None | 100 Credits / 1,000 Dollars |
| Artificial Intestines (Enhanced) | An enhanced artificial intestine that is more efficient and powerful than the original. | Fully functional cybernetic intestines. Grants the user +1 on all Constitution Saving Throws and allows them to rapidly digest calories and nutrients at a rate of 2,000 calories per hour. | Steel, Polyfiber (10 Armor) | Surgical Augmentation | None | 250 Credits / 2,500 Dollars |
| Cybernetics Finger | A standard cybernetic replacement finger. | A fully functional cybernetic finger. | Steel, Polyfiber (2 Armor) | Outpatient Augmentation | None | 50 Credits / 500 Dollars |
| Cybernetics Finger (Enhanced) | An enhanced cybernetic replacement finger. | A fully functional cybernetic finger. Can be used to store tiny objects or cybernetic modifications. | Steel, Polyfiber (2 Armor) | Outpatient Augmentation | None | 100 Credits / 1,000 Dollars |
| Cybernetics Toe | A standard cybernetic replacement toe. | A fully functional cybernetic toe. | Steel, Polyfiber (2 Armor) | Outpatient Augmentation | None | 50 Credits / 500 Dollars |
| Cybernetics Toe (Enhanced) | An enhanced cybernetic replacement toe. | A fully functional cybernetic toe. Can be used to store tiny objects or cybernetic modifications. | Steel, Polyfiber (2 Armor) | Outpatient Augmentation | None | 100 Credits / 1,000 Dollars |
| Cybernetic Nose | A standard artificial nose replacement. | A fully functional cybernetic nose. | Steel, Polyfiber (6 Armor) | Minor Surgical Augmentation | None | 100 Credits / 1,000 Dollars |
| Cybernetic Nose (Enhanced) | An enhanced artificial nose that is more efficient and possesses more features than the original. | A fully functional cybernetic nose. Perception and Investigation Skill Rolls are made with a +1. | Steel, Polyfiber (8 Armor) | Minor Surgical Augmentation | None | 200 Credits / 2,000 Dollars |
| Cybernetic Eye | A standard artificial eye replacement. | A fully functional cybernetic eye. | Steel, Polyfiber (6 Armor) | Minor Surgical Augmentation | None | 100 Credits / 1,000 Dollars |
| Cybernetic Eye (Enhanced) | An enhanced artificial eye that is more efficient and possesses more features than the original. | A fully functional cybernetic eye. Perception and Investigation Skill Rolls are made with a +1. | Steel, Polyfiber (8 Armor) | Minor Surgical Augmentation | None | 200 Credits / 2,000 Dollars |
| Thermal Cyber Eye Lens | A lens for a cyber eye that enhances its vision by adding thermal vision. | The user can see heat and gains a situational +4 to detect warm blooded creatures. Also allows the user to detect warm blooded creatures through walls, windows and doors at a distance of 10 Meters. | Steel, Polyfiber (1 Armor) | Cybernetic Modification | None | 200 Credits / 2,000 Dollars |
| X-Ray Cyber Eye Lens | A lens for a cyber eye that enhances its vision by adding X-Ray vision. Irradiates the user and can only safely be used 3 times per day. Uses beyond 3 deal 1d6+2 Toxic(Radiation) Damage to the user’s HP Pool. | The user can use an Action to utilize an X-Ray Scan. X-Ray Scan allows the user to detect creatures through walls, windows and doors at a distance of 20 Meters and allows the user to see through creatures armor and clothing and detect weapons and weak points. This effect lasts until the end of the user's turn. | Steel, Polyfiber (1 Armor) | Cybernetic Modification | None | 400 Credits / 4,000 Dollars |
| Cybernetic Ear | A standard artificial ear replacement. | A fully functional cybernetic ear. | Steel, Polyfiber (6 Armor) | Minor Surgical Augmentation | None | 100 Credits / 1,000 Dollars |
| Cybernetic Ear (Enhanced) | An enhanced artificial ear that is more efficient and possesses more features than the original. | A fully functional cybernetic ear. Perception and Investigation Skill Rolls are made with a +1. | Steel, Polyfiber (8 Armor) | Minor Surgical Augmentation | None | 200 Credits / 2,000 Dollars |
| Cybernetic Leg | A standard cybernetic leg replacement. | Allows for complete recovery from loss of limb. | Steel, Polyfiber (16 Armor) | Surgical Augmentation | None | 200 Credits / 2,000 Dollars |
| Cybernetic Leg (Enhanced) | An enhanced cybernetic leg that is more efficient and possesses more features than the original. | Allows for complete recovery from loss of limb. Increases Athletics Skill Rolls by 1 and Movement Speed by 1 and Jump Distances by 1. | Steel, Polyfiber (18 Armor) | Surgical Augmentation | None | 400 Credits / 4,000 Dollars |
| Cybernetic Arm | A standard cybernetic arm replacement. | Allows for complete recovery from loss of limb. | Steel, Polyfiber (14 Armor) | Surgical Augmentation | None | 120 Credits / 1,200 Dollars |
| Cybernetic Arm (Enhanced) | An enhanced cybernetic arm that is more efficient and possesses more features than the original. | Allows for complete recovery from loss of limb. Increases Athletics Skill Rolls by +2. | Steel, Polyfiber (16 Armor) | Surgical Augmentation | None | 240 Credits / 2,400 Dollars |
| Cybernetic Foot | A standard cybernetic foot replacement. | Allows for complete recovery from loss of limb. | Steel, Polyfiber (12 Armor) | Minor Surgical Augmentation | None | 100 Credits / 1,000 Dollars |
| Cybernetic Foot (Enhanced) | An enhanced cybernetic foot that is more efficient and possesses more features than the original. | Allows for complete recovery from loss of limb. Increases Athletics Skill Rolls by +1 and increases Movement Speed by +1. | Steel, Polyfiber (14 Armor) | Minor Surgical Augmentation | None | 200 Credits / 2,000 Dollars |
| Cybernetic Hand | A standard cybernetic hand replacement. | Allows for complete recovery from loss of limb. | Steel, Polyfiber (12 Armor) | Minor Surgical Augmentation | None | 100 Credits / 1,000 Dollars |
| Cybernetic Hand (Enhanced) | An enhanced cybernetic hand that is more efficient and possesses more features than the original. | Allows for complete recovery from loss of limb. Increases Athletics and Fine Motor Skill Rolls by +1. | Steel, Polyfiber (14 Armor) | Minor Surgical Augmentation | None | 200 Credits / 2,000 Dollars |
| Cyber Tail / Tentacle | An added or replacement cybernetic tail or tentacle. | Allows the user to manipulate objects and make attacks using their cyber tail / tentacle. The Cyber tail suffers a -2 penalty to making any Fine Motor Skill Rolls. It can hold objects. It deals 1d6 Blunt Damage per Hit on Attacks made with it. The user is considered to be trained to wield their installed tail. | Steel, Polyfiber (16 Armor) | Surgical Augmentation | None | 400 Credits / 4,000 Dollars |
| Cyber Gun | A concealed firearm housed within the cybernetics of the user. | The user may have any small or smaller firearm installed directly into their cybernetics. Allowing them to have a uniquely surprising version of concealed carry. | Steel, Polyfiber (10 Armor) | Cyber Modification | Cybernetic Hand, Arm, Leg or Foot | 300 Credits / 3,000 Dollars |
| Cyber Arm | An added cybernetic arm that was not part of the user's original anatomy. | The user gains the ability to control and manipulate 1 additional cyber arm and hand not part of their original anatomy. | Steel, Polyfiber (16 Armor) | Surgical Augmentation | None | 450 Credits / 4,500 Dollars |
| Cyber Cannon | A concealed LMG, RPG or grenade launcher housed within the cybernetics of the user. | The user may have any Large or smaller firearm or heavy weapon installed directly into their cybernetics. Allowing them to have a uniquely surprising version of concealed carry. | Steel, Polyfiber (16 Armor) | Cyber Modification | Cybernetic Arm or Leg | 800 Credits / 8,000 Dollars |
| Cyber Skull | A cybernetic skull that is essentially a robotic head housing, usually only offered to those that had no other other options or hardcore cyber junkies. | The user can no longer suffer from Head Wounds of any kind. | Steel, Polyfiber (20 Armor) | Major Surgical Augmentation | Pain Suppressor | 250 Credits / 2,500 Dollars |
| Cyber Torso | A cybernetic torso that is essentially a robotic chassis, usually only offered to those that had no other other options or hardcore cyber junkies. | The user can no longer suffer from Torso Wounds of any kind. | Steel, Polyfiber (24 Armor) | Major Surgical Augmentation | Pain Suppressor | 600 Credits / 6,000 Dollars |
| Cyber Bomb | A concealed bomb hidden in the user's cyber components. It can be detonated by the will of the user or set to detonate on a timer or upon detecting a user flatline. | The user can detonate their cyber bomb either at will, using a timer or set it to blow if they die. The bomb has a 10 Meter Blast and deals 3d10 Burn Damage and 3d10 Kinetic Damage to all creatures, structures and objects in the blast area. Creatures that succeed on a DC 14 DEX Saving Throw can reduce the damage taken by ½. | Steel, Polyfiber, Explosives (18 Armor) | Cyber Modification, 10 Meter Blast | Cybernetic Arm, Leg or Torso | 500 Credits / 5,000 Dollars |
| Adrenal Injectors | A series of stored adrenaline injections that can be activated by the user to increase their movement speed and decrease their reaction times. | Activate via a Motion or Reaction: Until the end of the user’s next turn their Movement Speed is increased by 6 Meters per Movement and they gain 1 Additional Movement. They also gain Advantage on all Initiative Rolls. 3 Adrenaline Shots, Regenerates 1 Shot per Hour. | Steel, Polyfiber (10 Armor) | Minor Surgical Augmentation | None | 800 Credits / 8,000 Dollars |
| Internal Pain Suppressor | A series of different drugs auto administer whenever the user’s cortisone levels reach a certain level, effectively reducing the users perceived pain and increasing their pain threshold. | Max HP is increased by 3 per Constitution Point Lost via cybernetics. Reduce all HP damage dealt to the user by 1 per instance of damage. | Steel, Polyfiber (6 Armor) | Surgical Augmentation | None | 500 Credits / 5,000 Dollars |
| Spinal Clamps | A series of articulating clamps placed around the user’s spine grants reinforcement, stability and flexibility and corrects any spinal injuries of deformations. | The user gains +3 to all acrobatics skill rolls and can resist up to 10 Meters of Fall Damage. | Steel, Polyfiber (22 Armor) | Major Surgical Augmentation | Pain Suppressor | 600 Credits / 6,000 Dollars |
| Bone Reinforcement | Added bone coating that makes bones less prone to breaks and fractures but causes pain to the user in cold weather. | The user becomes Resistant to Blunt Damage. | Steel, Polyfiber (20 Armor) | Major Surgical Augmentation | Pain Suppressor | 800 Credits / 8,000 Dollars |
| Sub-Dermal Thermal Shielding | A layer of sturdy, heat displacing material that makes the user undetectable via thermal vision or scans. It has the added benefit of making the user more resistant to thermal damage. | The user cannot be detected via thermal vision or scans of any kind and blends in with the heat environment they are currently within. The user gains Resistance to Burn Damage. | Aluminum Alloy (5 Armor) | Major Surgical Augmentation | Pain Suppressor | 1,000 Credits / 10,000 Dollars |
| Blitz - Frame | A full skeletal and musculature modification that replaces or coats all bones, muscles and tendons with high tensile strength materials. After the modification is complete a “Blitz” core is added, which houses an energy core that can overclock the user's mechanical frame. | The installed blitz module allows the user to access extreme bursts of speed at the expense of stress on their body and organs. The user can activate their Blitz Module anytime during their turn or as a Reaction off their turn. When they do so: They must sacrifice 1d10+10 Armor or HP to gain 1 additional Movement or Attack(melee or ranged). | Surgical Steel, Titanium Alloy, Carbon Fiber | Major Surgical Augmentation | Pain Suppressor | 2,000 Credits / 20,000 Dollars |
| Roid - Frame | A full skeletal and musculature modification that replaces or coats all bones, muscles and tendons with high tensile strength materials. After the modification is complete a “Roid” core is added, which houses an energy core that can overclock the user's mechanical frame. | The installed roid module allows the user to access extreme bursts of strength at the expense of stress on their body and organs. The user can activate their Roid Module anytime during their turn or as a Reaction off their turn. When they do so: They must sacrifice 1d10+10 Armor or HP to gain +5 to their Strength Modifier. | Surgical Steel, Titanium Alloy, Carbon Fiber | Major Surgical Augmentation | Pain Suppressor | 2,000 Credits / 20,000 Dollars |
| Twitch - Frame | A full skeletal and musculature modification that replaces or coats all bones, muscles and tendons with high tensile strength materials. After the modification is complete a “Twitch” core is added, which houses an energy core that can overclock the user's mechanical frame. | The installed twitch module allows the user to access bursts of extreme speed and precision at the expense of stress on their body and organs. The user can activate their Twitch Module anytime during their turn or as a Reaction off their turn. When they do so: They must sacrifice 1d10+10 Armor or HP to gain: +5 to Dexterity Modifier, +1 Motion, Or +1 Reaction. | Surgical Steel, Titanium Alloy, Carbon Fiber | Major Surgical Augmentation | Pain Suppressor | 2,000 Credits / 20,000 Dollars |
| Rage - Frame | A full skeletal and musculature modification that replaces or coats all bones, muscles and tendons with high tensile strength materials. After the modification is complete a “Rage” core is added, which houses an energy core that can overclock the user's mechanical frame. | The installed rage module allows the user to access bursts of physical resistance at the expense of stress on their body and organs. The user can activate their Twitch Module anytime during their turn or as a Reaction off their turn. When they do so: They must sacrifice 1d10+10 Armor or HP to gain: Resistance to all Damage Types until the end of your next turn. Also cannot be Stunned or Dazed and if reduced to 0 HP or fewer, do not enter the Dying Condition and may continue acting until this effect expires or the user is killed by being reduced to -50% of their maximum HP. | Surgical Steel, Titanium Alloy, Carbon Fiber | Major Surgical Augmentation | Pain Suppressor | 2,000 Credits / 20,000 Dollars |
| Diamond Dust Skin Injections | Diamond dust injections in the skin gives it a unique texture, a beautiful sparkle and luster and makes the user highly resistant to slash and puncture wounds. | The user becomes Resistant to Slash and Puncture Damage. | Diamond Dust (30 Armor) | Major Surgical Augmentation | Pain Suppressor | 2,500 Credits / 25,000 Dollars |
| Heartbeat Suppressor | A layer of sound insulating shielding implicated around the user’s heart. It has the added benefit of making their heart more resilient. | The user can no longer be detected via heart beat sensors. The user subtracts 5 damage from all critical hits. | Bio-Foam, Surgical Steel (5 Armor) | Major Surgical Augmentation | Pain Suppressor | 500 Credits / 5,000 Dollars |
| Self-Starter- Internal Defibrillator | An internally housed defibrillator that is recharged by the users bio-electricity and activates if the users heart stops or suffers cardiac arrest. | After Activating due to user Death. Has a 25%(roll a d4) chance to bring a Dead user back to life per use(regain 1 HP). The dead creature must not be missing any vital organs and the device is not effective if the creature was slain by Bleeding Damage. 3 Charge Battery, Regenerates 1 Charge after 8 Hours. | Steel, Polyfiber (10 Armor) | Surgical Augmentation | None | 750 Credits / 7,500 Dollars |