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<p class="single">Seeking to gain an edge against their enemies, Military forces experiment with mechanical implants designed to augment a character’s efficiency. These implants, which are inserted directly into the brain and integrated into a character’s neural pathways, alter bioelectrical and chemical impulses controlling everything from reaction times to the release of adrenaline.{{newline}}Due to the complex nature of this technology, living creatures can have only a single implant at any given time, though they can be switched out as needed. If an implant is removed, the character immediately loses all benefits and penalties associated with the implant. Installing or removing an implant follows the same rules as installing a [[Medical_Gear#cyberlimb|cybernetic prosthesis]], requiring a surgeon with the [[Cybernetic Surgery (feat)|Cybernetic Surgery]] [[feat]], although unlike some cybernetic parts an implant cannot be installed by the recipient. A character with an implant is considered to have a cybernetic part, making them vulnerable to ion damage and imposing the same penalties on [[Use the Force]] checks as other cybernetic body parts.{{newline}}Additionally, characters without the [[Implant Training (feat)|Implant Training]] feat take a −2 penalty to their [[Will Defense]] due to the implant’s interference with normal brain functions. Implants can disrupt the body’s ability to deal with system shocks, and a character with an implant moves 1 additional step down the [[condition track]] when another effect would normally move them down the condition track, regardless of the source of the effect.</p> | |||
--><p class="single">Seeking to gain an edge against their enemies, Military forces experiment with mechanical implants designed to augment a character’s efficiency. These implants, which are inserted directly into the brain and integrated into a character’s neural pathways, alter bioelectrical and chemical impulses controlling everything from reaction times to the release of adrenaline.{{newline}}Due to the complex nature of this technology, living creatures can have only a single implant at any given time, though they can be switched out as needed. If an implant is removed, the character immediately loses all benefits and penalties associated with the implant. Installing or removing an implant follows the same rules as installing a [[Medical_Gear#cyberlimb|cybernetic prosthesis]], requiring a surgeon with the [[Cybernetic Surgery (feat)|Cybernetic Surgery]] [[feat]], although unlike some cybernetic parts an implant cannot be installed by the recipient. A character with an implant is considered to have a cybernetic part, making them vulnerable to ion damage and imposing the same penalties on [[Use the Force]] checks as other cybernetic body parts.{{newline}}Additionally, characters without the [[Implant Training (feat)|Implant Training]] feat take a −2 penalty to their [[Will Defense]] due to the implant’s interference with normal brain functions. Implants can disrupt the body’s ability to deal with system shocks, and a character with an implant moves 1 additional step down the [[condition track]] when another effect would normally move them down the condition track, regardless of the source of the effect.</p><!-- | |||
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! style="background-color: #bbbbbb; text-align: left;" |Cybernetic Implants | ! style="background-color: #bbbbbb; text-align: left;" |Cybernetic Implants | ||
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| style="background-color: #dddddd;" |Sensory Implant | | style="background-color: #dddddd;" |Sensory Implant | ||
| style="background-color: #dddddd; text-align: right;" |2,500 | | style="background-color: #dddddd; text-align: right;" |2,500 | ||
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-->{{genericitem|name=Bio-Stabilizer Implant|id=biostabilizer|book=Knights of the Old Republic|page=74|cost=1,750 credits|text=<p class="single nomargin">The bio-stabilizer implant stores and transmits basic knowledge of various [[:Category:Poison|poisons]] and toxins into the mind of its user, teaching the brain to synthesize antidotes. the user of a bio-stabilizer implant is immune to poison.</p>}}<!-- | |||
-->{{genericitem|name=Cardio Implant|id=cardio|book=Knights of the Old Republic|page=74|cost=4,000 credits|text=<p class="single nomargin">A cardio implant encourages the brain to send vital chemicals to the heart and other organs, revitalizing them and giving the user greater physical reserves. The user of a cardio implant gains +1 [[hit point]] per level.</p>}}<!-- | |||
-->{{genericitem|name=Combat Implant|id=combat|book=Knights of the Old Republic|page=74|cost=5,000 credits|text=<p class="single nomargin">The combat implant stores and transmits basic knowledge of af a variety of weapons into the mind of its user. A combat implant eliminates penalties to attack rolls for weapons the user is not proficient with.</p>}}<!-- | |||
-->{{genericitem|name=Memory Implant|id=memory|book=Knights of the Old Republic|page=74|cost=2,000 credits|text=<p class="single nomargin">A memory implant reinforces and augments the synapses in the memory centers of the brain, making it possible to recall knowledge locked away in the user’s mind. The user of a memory implant can reroll any [[Knowledge]] check, keeping the better result.</p>}}<!-- | |||
-->{{genericitem|name=Nerve Reinforcement Implant|id=nervereinforcement|book=Knights of the Old Republic|page=75|cost=5,000 credits|text=<p class="single nomargin">The nerve reinforcement implant augments the signals sent from the brain through the central nervous system, making the body’s senses difficult to overload through conventional means. The user of a neural reinforcement implant gains a +5 equipment bonus to [[Damage threshold]] against [[Stunning|stun damage]].</p>}}<!-- | |||
-->{{genericitem|name=Regenerative Implant|id=regenerative|book=Knights of the Old Republic|page=75|cost=4,250 credits|text=<p class="single nomargin">The regenerative implant coaxes the healing sections of the brain, causing them to work harder to repair damage, the user of a regenerative implant recovers twice as many hit points as normal from [[Combat:_Basics#naturalhealing|natural healing]].</p>}}<!-- | |||
{{genericitem|name= | -->{{genericitem|name=Rhen-Orm Biocomputer|id=rhenorm|book=Threats of the Galaxy|page=17|cost=Ask your GM|text=<p class="single nomargin">The Anzati surgically implant a biocomputer in the character’s skull to expand their range of awareness and sense those who have uncommon “luck.” The computer processes information received from a long antenna that protrudes from the character’s forehead. The result of this implant is that when the character makes a [[Survival]] check to track an opponent they add their quarry’s [[Force point]] total as an equipment bonus to her checks. A Rhen-Orrn Biocomputer must be installed by a character who has the [[Cybernetic Surgery (feat)|Cybernetic Surgery]] feat, and is counted as a cybernetic prosthesis.</p><p class="single nomargin">{{indent}}As this is not standard equipment, it is up to your GM on whether or not you can acquire this implant.</p>}}<!-- | ||
{{genericitem|name= | -->{{genericitem|name=Sensory Implant|id=sensory|book=Knights of the Old Republic|page=75|cost=2,500 credits|text=<p class="single nomargin">The sensory implant augments the mind’s natural ability to process visual data, enhancing the user’s ability to perceive targets under difficult conditions. The sensory implant grants a user [[Gamemastering#Low-Light_Vision|low-light vision]]; if the character already has low-light vision, they gain [[Gamemastering#darkvision|darkvision]] from the implant instead.</p>}}<!-- | ||
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Latest revision as of 23:13, 9 August 2025
Seeking to gain an edge against their enemies, Military forces experiment with mechanical implants designed to augment a character’s efficiency. These implants, which are inserted directly into the brain and integrated into a character’s neural pathways, alter bioelectrical and chemical impulses controlling everything from reaction times to the release of adrenaline.
Due to the complex nature of this technology, living creatures can have only a single implant at any given time, though they can be switched out as needed. If an implant is removed, the character immediately loses all benefits and penalties associated with the implant. Installing or removing an implant follows the same rules as installing a cybernetic prosthesis, requiring a surgeon with the Cybernetic Surgery feat, although unlike some cybernetic parts an implant cannot be installed by the recipient. A character with an implant is considered to have a cybernetic part, making them vulnerable to ion damage and imposing the same penalties on Use the Force checks as other cybernetic body parts.
Additionally, characters without the Implant Training feat take a −2 penalty to their Will Defense due to the implant’s interference with normal brain functions. Implants can disrupt the body’s ability to deal with system shocks, and a character with an implant moves 1 additional step down the condition track when another effect would normally move them down the condition track, regardless of the source of the effect.
Cybernetic Implants | Cost |
---|---|
Bio-Stabilizer Implant | 1,750 |
Cardio Implant | 4,000 |
Combat Implant | 5,000 |
Memory Implant | 2,000 |
Nerve Reinforcement Implant | 5,000 |
Regenerative Implant | 4,250 |
Rhen-Orm Biocomputer | Ask your GM |
Sensory Implant | 2,500 |
Bio-Stabilizer Implant
Knights of the Old Republic, page 74.
Cost: 1,750 credits
The bio-stabilizer implant stores and transmits basic knowledge of various poisons and toxins into the mind of its user, teaching the brain to synthesize antidotes. the user of a bio-stabilizer implant is immune to poison.
Cardio Implant
Knights of the Old Republic, page 74.
Cost: 4,000 credits
A cardio implant encourages the brain to send vital chemicals to the heart and other organs, revitalizing them and giving the user greater physical reserves. The user of a cardio implant gains +1 hit point per level.
Combat Implant
Knights of the Old Republic, page 74.
Cost: 5,000 credits
The combat implant stores and transmits basic knowledge of af a variety of weapons into the mind of its user. A combat implant eliminates penalties to attack rolls for weapons the user is not proficient with.
Memory Implant
Knights of the Old Republic, page 74.
Cost: 2,000 credits
A memory implant reinforces and augments the synapses in the memory centers of the brain, making it possible to recall knowledge locked away in the user’s mind. The user of a memory implant can reroll any Knowledge check, keeping the better result.
Nerve Reinforcement Implant
Knights of the Old Republic, page 75.
Cost: 5,000 credits
The nerve reinforcement implant augments the signals sent from the brain through the central nervous system, making the body’s senses difficult to overload through conventional means. The user of a neural reinforcement implant gains a +5 equipment bonus to Damage threshold against stun damage.
Regenerative Implant
Knights of the Old Republic, page 75.
Cost: 4,250 credits
The regenerative implant coaxes the healing sections of the brain, causing them to work harder to repair damage, the user of a regenerative implant recovers twice as many hit points as normal from natural healing.
Rhen-Orm Biocomputer
Threats of the Galaxy, page 17.
Cost: Ask your GM
The Anzati surgically implant a biocomputer in the character’s skull to expand their range of awareness and sense those who have uncommon “luck.” The computer processes information received from a long antenna that protrudes from the character’s forehead. The result of this implant is that when the character makes a Survival check to track an opponent they add their quarry’s Force point total as an equipment bonus to her checks. A Rhen-Orrn Biocomputer must be installed by a character who has the Cybernetic Surgery feat, and is counted as a cybernetic prosthesis.
As this is not standard equipment, it is up to your GM on whether or not you can acquire this implant.
Sensory Implant
Knights of the Old Republic, page 75.
Cost: 2,500 credits
The sensory implant augments the mind’s natural ability to process visual data, enhancing the user’s ability to perceive targets under difficult conditions. The sensory implant grants a user low-light vision; if the character already has low-light vision, they gain darkvision from the implant instead.