Augmentations

**Augmentations**, also known as **cybernetics**, are incredibly common by the 22nd century. It's been estimated that over 70% of the global population has some form of augmentation, whether it’s a cranial implant that allows them to translate languages, an ocular camera implant used to record videos of major life events, or an enhanced social awareness implant for those who struggle with interaction. Augmentations have also been utilized for warfare, and were pivotal to humanity's victory in the Auton Crisis.

## Constitution Limit

All augmentations come with a Constitution Cost (CC). Because the Constitution ability score is used to measure health, it is also used as a measurement of how much “damage” your body can take when being replaced or implanted with augmentations. The CC for each augmentation is subtracted from your total **Constitution Limit**, which is equal to, but does not directly lower, your Constitution ability score. For example, if you have a Constitution ability score of 14, and get a **Synthetic Arm**, your Constitution Limit drops to 12, as the constitution cost of the Synthetic Arm is 2. Body synthetics and Body modifications cannot be removed, and changing or removing implants or other modifications costs the same Constitution Cost and Price as installation. If your Constitution Limit drops below 1, you do not survive the surgery.

## Effects on Evolved Humans

It’s been established that augmentations have adverse effects during Regenesis, which is why augments are unable to undergo the process. Even after successfully becoming an Evo, augmentations have been evidenced to greatly inhibit one's abilities. As such, generally, an Evo who desires to make the most of their hypernatural talents won’t get them. For those who do, for every 2 points of CC, they lose one ability usage or a number of energy points equal to the Augmentation CC.

## Body Synthetics

### Synthetic Arm

* **Constitution Cost:** 2
* **Price:** $8,000
* **Modification Slots:** 1

This is your standard synthetic arm. It is mechanical-looking, with hydraulic parts and cybernetic muscles. Increase your Strength score by 1, per arm, to a maximum of 20. Additionally, your unarmed melee attacks with this arm deal damage equal to 1d4 + your Strength modifier. Each synthetic arm comes with a Synthetic Hand and one modification slot.

### Synthetic Leg

* **Constitution Cost:** 3
* **Price:** $7,500
* **Modification Slots:** 2

This is your standard synthetic leg. It is mechanical-looking, with hydraulic parts and cybernetic muscles. When you make a High Jump, you leap into the air a number of feet equal to 5 + your Strength modifier. Additionally, your unarmed melee attacks with this leg deal damage equal to 1d4 + your Strength modifier. Each leg comes with 2 modification slots, one for the thigh, and the other for the calf.

### Synthetic Hand

* **Constitution Cost:** 1
* **Price:** $3,000

Included with the Synthetic Arm, is your standard mechanized hand. It is mechanical-looking, with hydraulic parts and cybernetic tendons. It can be bought separately from the Synthetic Arm if you only want to replace your hand or the arm up to the elbow. If you want to replace anything above the elbow, a full Synthetic Arm must be purchased. Artificial skin can be added to this to make it look more real at an additional $500. You gain a +2 to checks regarding climbing or holding.

### Synthetic Heart

* **Constitution Cost:** 2
* **Price:** $15,000

This mechanical heart pumps blood at a much more efficient rate. Increase your Constitution score by 1, to a maximum of 20.

### Synthetic Lungs

* **Constitution Cost:** 2
* **Price:** $13,000

These synthetic lungs can store oxygen while also improving the efficiency of natural breathing. You can hold your breath for up to twenty minutes.

### Synthetic Liver

* **Constitution Cost:** 3
* **Price:** $16,000

This synthetic liver can break down and process substances at tremendous speeds. You gain resistance to poison damage and are immune to the poisoned condition.

### Synthetic Eye

* **Constitution Cost:** 1
* **Price:** $5,000
* **Modification Slots:** 2

This synthetic eye is a basic mechanized eye and is required for any modifications. Each eye has 2 modification slots.

## Cranial Implants

### Cerebral Processor

* **Constitution Cost:** 2
* **Price:** $2,500

A microprocessor implanted in the brain where the cerebrum and spinal cord meet. This is required for all Cranial Implants.

### Cyberlink

* **Constitution Cost:** 0.5
* **Price:** $600
* **Requirements:** Cerebral Processor

The Cyberlink revolutionized the world. The ability to download and upload data straight to your brain via a port on your skull changed everything. You can plug directly into computer systems, doubling your proficiency bonus on rolls for accessing information stored within that system.

**Wireless Upgrade:** For an additional $400, you can buy the Wifi upgrade, allowing you to link to computer systems and other electronic devices wirelessly up to 30 feet away; provided they are WiFi enabled.

### Language Translator

* **Constitution Cost:** 0.5
* **Price:** $400
* **Requirements:** Cerebral Processor

The language translator will translate all languages you hear or read into one you already know. It has difficulty with slang and idiomatic expressions or languages without a sizeable lexicon; you cannot benefit from bonuses or advantages on Charisma checks related to non-routine communication.

### EmpathySense

* **Constitution Cost:** 0.5
* **Price:** $500
* **Requirements:** Cerebral Processor

EmpathySense is an implant that uses a combination of olfactory and visual inputs to allow you to communicate easier with those around you. You know what to say and how to say it. Increase your Charisma ability score by 1, to a maximum of 20.

### SkillSet Processor

* **Constitution Cost:** 2
* **Price:** $3,200
* **Requirements:** Cerebral Processor

This is an additional processor added to your cerebral processor that allows the use of the SkillSet Chip Interface.

### SkillSet Chip Interface

* Constitution Cost: 4
* Price: $2,400
* **Requirements:** Cerebral Processor, SkillSet Processor

This is the interface where you insert your SkillSet chips; small chips that resemble SD cards. The interface comes with 4 slots which can all be active at once, thus giving you the potential of having 4 skills. The SkillSet Processor is required for this implant.

SkillSet chips cost $200 each.

### Flatliner

* **Constitution Cost:** 4
* **Price:** $15,000
* **Requirements:** Cerebral Processor

When this implant is activated, you can appear entirely dead to both observers and under examination. As an action, you fall prone and are unconscious. All Vital signs vanish, pain receptors are shut off, and the brain runs on minimum power and re-circulates an internal air supply on low consumption to prevent notable breathing. You appear dead. This effect can last for a full hour until it deactivates to save the brain from permanent damage. Only a full physical examination by a professional can reveal the truth. Once deactivated, you cannot use this augmentation again for 1d4 long rests.

This implant can also be used to induce a medical coma until you have time to be treated. As a reaction to being reduced to 0 hit points or making a death save, you can activate the system. You do not have to make death saves for the duration of the effect–however, any failed saves still count when you wake up.

### Memory Chip Interface

* **Constitution Cost:** 4
* **Price:** $2,500
* **Requirements:** Cerebral Processor, Ocular Camera Implant

This is the Interface where you insert Memory Chips, allowing you to record up to a month’s worth of memories for perfect playback. You can accurately recall anything you have seen or heard within the past month.

Memory chips cost $200 each.

### Boosterware

* **Constitution Cost:** 1.75
* **Price:** $20,000
* **Requirements:** Cerebral Processor

A set of implants that relay information from various sensors to improve response time. You gain a +5 bonus to Initiative and a +2 bonus to Dexterity saving throws.

### Flash Lenses

* **Constitution Cost:** 2
* **Price:** $1,500
* **Requirement:** Cerebral Processor

This set of implants is installed around the eyes, and encase lenses used to protect the eyes from radical changes in lighting that could cause damage.

You can activate this implant as a reaction, and while it's active you cannot be blinded or disadvantaged from exposure to light.

## Body Mods & Implants

### Bone Reinforcement

* **Constitution Cost:** 7
* **Price:** $20,000

Your bones are reinforced with a coating of form-fitting carbon fiber, making them much more durable. You gain 10 additional hit points and advantage on Constitution saving throws.

### Composite Weaving

High-strength composite materials are interwoven into your skin. All levels grant a measure of Armor bonus to your overall AC which for MK I and II are stackable with other armor, though not with each other. MK III is not stackable with armor. Additionally for each level, your skin becomes more “angular” or “geodesic”. MK I is smooth and supple and is no different from real skin. MK II has a noticeable color difference and is more angular. MK III looks as if you were chiseled from stone and not smoothed out on the edges.

 **MK II** | 6
 **MK III** | 8

### Muscle Weave

Muscles in your body are interlaced with a mesh that significantly improves your physical attributes. You gain the following benefits based on which variant you purchase:

 **MK II** | 4
 **MK III** | 6

**Note:** The variants do not stack bonuses of the ability chosen, instead upgrade or downgrade to the bonus of the variant purchased. Additionally, you can purchase a variant twice to gain the bonus for the other ability.

### Subdermal Plating

* **Constitution Cost:** 10
* **Price:** $70,000

Carbon fiber plates are placed directly under your skin granting you a natural AC of 17 (No Dexterity bonus) when not wearing armor.

### Fireproof Plating

* **Constitution Cost:** 8
* **Price:** $80,000

Plates coated in a fire-resistant material are placed directly under your skin granting you resistance to fire damage.

### Grounding Plating

* **Constitution Cost:** 8
* **Price:** $80,000

Plates made of a shock-absorbant material are placed directly under your skin granting you resistance to lightning damage.

### Gills

* **Constitution Cost:** 3
* **Price:** $50,000
* **Requirements:** Synthetic Lungs

These augmentations are either along your neck or your torso, granting you the ability to breath underwater.

### Adrenaline Booster

* **Constitution Cost:** 3
* **Price:** $40,000

A small chip is placed near your adrenal gland that will cause a surge of adrenline to rush through you upon activation, giving you a +4 to Strength and Constitution rolls for 2d4 rounds. Once you use this feature, you can't use it again until after a long rest.

### Built-In Parachute

* **Constitution Cost:** 5
* **Price:** $30,000

You have a parachute installed in your back. If you fall for more than 100 feet, you can deploy your parachute, reducing your falling speed to 25 feet per second. Once deployed, you can use an action to repack your parachute into your back or use a move action to detach the parachute immediately.

### Optical Camo

* **Constitution Cost:** 3
* **Price:** $70,000

This implant uses dozens of microsensors and holographic projectors to camouflage you with the surrounding area. This effect extends an inch beyond your body. As a bonus action, you can turn this camouflage on or off. When camouflaged, you gain advantage on stealth checks that rely on sight, and creatures attempting to see you have disadvantage on checks made to spot you.

### Holographic Disguise

* **Constitution Cost:** 3
* **Price:** $70,000

This implant covers you in thousands of holographic projectors that are preprogrammed to change your appearance. Using an action, you can activate or deactivate your holographic diguise. You can appear to be taller by about a foot and change the appearance of your body weight to make yourself heavier, or larger built, but you cannot change the basic structure of your body. The hologram is purely visual, so any sort of physical contact will interact with the real size and shape of you, revealing the disguise. To attempt to identify the disguise, a creature can use an action to make a DC 17 Intelligence (Perception) check.

### Vox Box

* **Constitution Cost:** 2
* **Price:** $50,000

This modification is installed in your throat, and allows you to imitate another creatures's voice entirely. You must have heard the other voice clearly to be able to imitate it, and you can keep up to three voice patterns in your memory at any one time (not including your own). You have advantage on Charisma (Deception) and Charisma (Performance) checks to pass yourself off as that person by voice.

### Nanosurgeons

The variants of this implant distributes and maintains a small army of molecule-sized robots to quickly repair injuries.

 **MK II** | 0.5
 **MK III** | 0.75

Once you use this feature you can't use it again until you finish a long rest.

## Ocular Modifications

### Augmented Reality HUD

* **Constitution Cost:** 0.25
* **Price:** $500
* **Requirements:** Synthetic Eye

This modification tells you everything you need to know about the world around you right in front of your eyes, whether that’s displaying the prices at the local bar, or displaying messages recently received. It also provides you with the ability to make video calls and display your current ammo count, and vital signs.

### Night Vision

* **Constitution Cost:** 0.25
* **Price:** $3,000
* **Requirements:** Synthetic Eye

This modification grants you night vision, meaning you can see in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Bright lights are hard to see through, however. You have disadvantage on perception checks that rely on sight whilst in bright light and the night vision mode is active.

### Thermal Imaging

* **Constitution Cost:** 0.25
* **Price:** $3,000
* **Requirements:** Synthetic Eye

This modification grants you thermal imaging, allowing you to detect heat sources to a range of 60 feet. Additionally, you have a short-range scanner that allows the you to detect motion. You gain blindsight to a range of 15 feet.

### Telescopic Vision

* **Constitution Cost:** 0.5
* **Price:** $4,500
* **Requirements:** Synthetic Eye

This modification equips you with an inbuilt 20x optical zoom. You do not have disadvantage on attack rolls past normal range.

### Camera Implant

* **Constitution Cost:** 0.25
* **Price:** $1,500
* **Requirements:** Synthetic Eye, Memory Chip Interface

A simple digital camera implant that records video and takes photos.

### Image Enhancement

* **Constitution Cost:** 0.25
* **Price:** $1,500
* **Requirements:** Synthetic Eye, Memory Chip Interface

The light is filtered through the eyes enhancing vision clarity, granting you advantage to all Perception checks pertaining to sight.

## Synthetic Arm Modifications

### Hidden Compartment

* **Constitution Cost:** None
* **Price:** $40,000
* **Requirements:** Synthetic Arm

With this modification, your synthetic arm has a hidden compartment built into the forearm that is capable of storing an object up to 6 inches in length and 2 inches in diameter.

A Wisdom (perception) check of 20 of higher, or a physical inspection, will reveal this modification.

### Power Thruster

* **Constitution Cost:** None
* **Price:** $40,000
* **Requirements:** Synthetic Arm

With this modification, your synthetic arm has a power thruster built into the forearm. As an bonus action, you can activate the thruster, making your unarmed melee attack deal 1d12 + your strength modifier as a burst of propulsion shoots from your either elbow or forearm, driving your fist toward its target. For every attack following the first, the damage lessens by one die type (d12 > d10 > d8 > d6). Following the d6 attack, the thruster has expended its reserves and deactivates. Once you use this modification, you can't use it again until after a long rest.

### Hidden Melee Weapon

* **Constitution Cost:** None
* **Price:** $40,000
* **Requirements:** Synthetic Arm, Melee Weapon

With this modification, your synthetic arm has a hidden melee weapon with the Light property built into the forearm and hand. When hidden, this melee weapon can only be detected by a relevant check of 20 or higher, and it cannot be removed without surgery.

The melee weapon can be extended or retracted as a bonus action, and while it is extended you cannot use the hand of that arm for anything else. The damage dealt is the same as the weapon of choice, and it also becomes a Finesse weapon if it is not already.

### Deployable Shield

* **Constitution Cost:** None
* **Price:** $45,000
* **Requirements:** Synthetic Arm

With this modification, your synthetic arm has collapsing panels that spring out to block incoming attacks built into its forearm. When hidden, this shield can only be detected by a relevant check of 20 or higher, and it cannot be removed without surgery.

This modification can be activated or deactivated as a either a reaction or bonus action, increasing your AC by 2 upon activation, and you cannot use the hand of that arm for anything else.

### Hidden Firearm

* **Constitution Cost:** None
* **Price:** $40,000
* **Requirements:** Synthetic Arm

With this modification, your synthetic arm has an assault rifle or shotgun of your choice that does not have the heavy property built into into the forearm and hand. When hidden, this firearm can only be detected by a relevant check of 20 or higher, and it cannot be removed without surgery.

The firearm can be activated as a bonus action, and while it is active you cannot use the hand of that arm for anything else. This modification shares all of the same stats as the firearm of choice (Damage, Heat, Range, and Properties).

### Grapple Hook Launcher

* **Constitution Cost:** None
* **Price:** $65,000
* **Requirements:** Synthetic Arm

With this modification, your synthetic arm has a grapple hook launcher built into the forearm and hand. The hook can be shot as a bonus action, grappling and attaching to walls. The line length is 100 feet, can support up to 600lbs, and will retract at 20 feet per round. Retracting the line while attached to a wall will also take the player with it, aiding in ascension. The line has an AC of 10, and 5 hit points. Should its Hit Points drop to 0, the line is cut and you must pay an additional $300 to get it replaced.

## Synthetic Leg Modifications

### Hidden Thigh Compartment

* **Constitution Cost:** None
* **Price:** $40,000
* **Requirements:** Synthetic Leg

With this modification, your synthetic leg has a hidden compartment built into the thigh that is capable of storing a Pistol or SMG with the Light property.

A Wisdom (perception) check of 20 of higher, or a physical inspection, will reveal this modification.

### Power Thrusters

* **Constitution Cost:** None
* **Price:** $40,000
* **Requirements:** Synthetic Leg

With this modification, your synthetic leg has a power thruster built into the calf. As an bonus action you can activate the thruster, making your unarmed melee attack deal 1d12 + your strength modifier as a burst of propulsion shoots from either your calf, knee, or shin, driving your foot toward its target. For every attack following the first, the damage lessens by one die type (d12 > d10 > d8 > d6). Following the d6 attack, the thruster has expended its reserves and deactivates. Once you use this modification, you can't use it again until after a long rest.

Conversely, if you have two synthetic legs with this modification installed, you can activate both power thrusters and expend their reserves to take the dash action as bonus action.

### Enhanced Hydraulic Joints

* **Constitution Cost:** None
* **Price:** $40,000
* **Requirements:** Synthetic Leg

With this modification, your synthetic leg has enhanced hydraulic joints built into it. Your movement speed, high jump distance, and long jump distance all increase by an additional 10 feet.

### Shock Absorbers

* **Constitution Cost:** None
* **Price:** $40,000
* **Requirements:** Synthetic Leg

With this modification, your synthetic leg has shock absorbing carbon tubing built into it. These allow you to fall up to 50 feet without injury, provided that you land on your feet. You have advantage on Acrobatics checks made to land on your feet, and advantage on checks made to avoid being knocked prone. If falling further than 50 feet, the first 50 feet. of the fall are ignored when calculating damage.

### Sound Absorbers

* **Constitution Cost:** None
* **Price:** $40,000
* **Requirements:** Synthetic Leg

With this modification, your synthetic leg has sound absorbing tubing built into it. This allows you to move silently, granting you advantage on Dexterity (Stealth) checks.