Armor and Implants
The following suits of armor are some names for various classes of armor found throughout the universe. Different styles and quality and names can represent many of the options found here. For example, a junkyard suit of held-together plates may represent a suit of Carbide armor adequately.
This armor is flexible and easy to move in. Most are made of synthetic fibers and ballistic weave, often stiffened and reinforced in places. While you wear this armor, you add your Dexterity modifier to your Armor Class. Enhanced Monosuit
An enhanced Monosuit has components and power flexible enough to still dodge blows, but is restricts the wearer’s agility more than integrated weave. When you wear an Enhanced Monosuit, add the lower of your Strength or Constitution modifier to your Armor Class. Complete Exosuit
A Complete Exosuit is a fully integrated suit of armor with all of the movement being powered from within the suit itself. While wearing an exosuit, you do not add your Dexterity bonus to your Armor Class.
This armor consists of protective reinforcement sewn into otherwise ordinary looking clothing. It appears as if the wearer is not unarmored unless an observer succeeds on a DC 15 Wisdom (Spot) check. If the observer is physically handling the armor, this check is made with advantage. Noisy
This type of armor reduces your ability to move quietly. Any Dexterity (Stealth) checks are made with disadvantage. Reactive Shield
This light metal shield is made to be used while wielding two weapons and attaches to your forearm. It can only be used while conscience, and provides minimal protection to the wearer. It can only be used when all of your held weapons have the Light property.
Your armor may be integrated with modules to enhance your combat ability. Do to the complexity of wiring and integrating a module to your armor, it takes one hour per module to perform the installation and for the computer to reprogram itself for the new hardware. Due to power draw limitations, you may only install a maximum of three modules labeled as "High Power" at one time. You may only install a maximum number of six modules labeled as "Low Power" at one time. Modules labeled as "No Power" do not have a maximum number that may be equipped. Maximum Module Totals:
3x High Power
6x Low Power
Unlimited No Power
Overpowered Capacitors - 2000cr
Low Power
A set of armor can be fitted with expensive, overcharged capacitors and outfitted with intelligence sensors to detect incoming blows and redirect energy to deflect them. This module provides +1 AC. Integrated Reactive Forcefield - 3000cr
High Power
This module provides a protective forcefield and intelligently reacts to incoming threats. You gain a +1 bonus to AC and Saving Throws while wearing this module. Holo Projection Field - 4000cr
High Power
While you wear this module, it projects holographic images that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on Attack Rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are Incapacitated, Restrained, or otherwise unable to move. Enhanced Sensor Array - 600cr
Low Power
You have advantage on initiative rolls and Wisdom (Perception) checks. Intelligent Nano-Joints - 75cr
No Power Draw
This armor is built with an intelligent array of computer-controlled joints capable of quickly disassembling or assembling itself. It can be donned or removed as an action. This may not be applied to Integrated Weave. Tactical Scuba Gear - 400cr
Low Power
This equipment is either worn over your armor or integrated directly into it. It contains a propeller or water jet that enables you to quickly move underwater, as well as an artificial gill. It allows you to breath underwater, and provides a swimming speed equal to your walking speed. Alloy Plating - 3000cr
High Power
This armor is coated with a special alloy that when power is directed through the metal, it makes it resistant to one type of elemental damage (Acid, Fire, Force, Lightning, Necrotic, Poison, Psychic, Radiant, Thunder). Nanotube Plating - 1500cr
High Power
Heavy Armor Only
This armors plates are replaced with carbon nanotubes, when powered they provide protection against physical damage. While wearing this plating, you have resistance to one of the following damage types: bludgeoning, piercing, or slashing. This may be re-programmed in 1 hour. Woven Adaptive Display - 1250gp
Low Power
Integrated Weave Only
This armor is woven with miniscule screens that enable it to quickly shift its appearance to an outside observer. As a Bonus Action the wearer may speak to the armors control computer and cause the armor to assume the Appearance of a normal set of clothing or some other kind of armor. You decide what it looks like, including color, style, and accessories, but the armor retains its normal bulk and weight. Tempered Plating - 1500cr
No Power
Enhanced Monosuit or Powered Exosuit Only.
While wearing this plating, any critical hit against you becomes a normal hit. Sound dampening Capacitors - 1000cr
No Power
Enhanced Monosuit/Complete Exosuit only
These expensive capacitors are specifically designed to reduce the noise of the wearer, and to remove the distinct hum normally found in powered armor. While installed, the armor does not impose a disadvantage on stealth checks. Thermal Regulators - 750cr
Low Power
Armor equipped with this module regulates the internal temperature of the suit. The wearer suffers no harm from being in a hot or cold environment and can exist comfortably in conditions between -50 and 140 degrees Fahrenheit. Piston Propelled Boots - 250cr
Low Power
Your armors boots have integrated pistons and springs that enable you to jump long distances as well as fall from further heights without taking damage. Your jump distance is tripled, and you ignore the first 20' when calculating fall damage. Universal Translator - 250cr
No Power
Your armors computer is equipped with a universal translator. You can understand any spoken language you hear and can cause your voice to automatically be spoken in that language. Any text visible to the computers cameras is able to be translated by the computer, and either read out loud or silently into your ear piece. Emergency Force Shield - 5000cr
High Power
This module equips the armor with emergency shielding that deploys a powerful, targeted force shield automatically when it detects an incoming threat. It has three charges that recharges over 8 hours of inactivity. When you fail a Dexterity saving throw while wearing it, you can use your Reaction to expend 1 of its Charges to succeed on that saving throw instead. Emergency Micro-Fiber Parachute - 2000cr
Low Power
While this module is equipped, it automatically detects when you will fall from a sufficient height and will deploy an emergency micro-fiber chute. While the chute is deployed, you descend 60 feet per round and take no damage from Falling. After landing, the chute automatically retracts into the armor. Enhanced Computer Assisted Pathfinding - 4000cr
High Power
While equipped with this module, Difficult Terrain doesn't cost you extra Movement. In addition, if you are stunned or Paralyzed you may still move up to your movement. Lastly, if you are grappled or Restrained, you may attempt to break it as a bonus action and gain advantage on this roll. X-Ray Goggles - 3500cr
High Power
While wearing these goggles, you can look through them and see through solid matter for 1 minute. This vision has a radius of 30 feet. To you, solid Objects within that radius appear transparent and don't prevent light from passing through them. The vision can penetrate 1 foot of stone, 1 inch of Common metal, or up to 3 feet of wood or dirt. Thicker substances block the vision, as does a thin sheet of lead. Integrated Weapon: Tri-Beam Rifle - 350cr
No Power
This shoulder-mounted weapon may be used as an action and fires three beams from a specialized Beam Rifle. They have a maximum range of 200', have a +5 to hit, and deal 1d12 radiant damage. Once fired, they must spend 8 hours recharging before it may be used again. Night Vision Goggles - 300cr
Low Power
While wearing these lenses, you have Darkvision out to a range of 60 feet. If you already have Darkvision, wearing the goggles increases its range by 60 feet. If these goggles are worn with X-Ray Goggles, they take no additional power. High Voltage Servos - 6000cr
High Power
This module increases your armors passive ability to increase your speed. Your Dexterity score increases by 2, to a maximum of 20. High Torque Servos - 6000cr
High Power
This module increases your armors passive strength through powerful actuators and servos. Your Strength score increases by 2, to a maximum of 20. Jet Thrusters - 5000cr
High Power
Whether integrated as a backpack or into your suit, this grants you the ability to fly for a limite dtime. You gain a flying speed of 60 for 4 minutes. You regain 1 minute per hour. Integrated Thrusters - 1000cr
High Power
These thrusters let you make short hops, but do not have the power for sustained flight. You gain a flying speed of 30', but must end your movement on the ground or fall. Deployable Wing Suit - 1000cr
Low Power
Integrated Weave Only
As a bonus action this suit can be deployed to fly Gain a flying speed of 120', but only when descending 5 feet for every 20 foot traveled. This must be combined with a parachute or equivilant device or you will suffer fall damage like normal. Light Bending Holo Field - 75000cr
High Power
This module uses powerful magnetic fields and exotic nano-materials to warp light around you. The field only has enough power to sustain itself while the wearer maintains minimal amounts of movement. While wearing this module, you can turn Invisible as an action. Anything you are wearing or carrying is Invisible with you. You remain Invisible until the field is turned off, until you Attack or run, or until you use a Bonus Action to become visible again. Medical Nanobots - 30,000cr
High Power
This module monitors your vitals and has built in nano-bots that are deployed to repair damage sustained in combat. You regain 1d6 Hit Points every 10 minutes, provided that you have at least 1 hit point. Integrated Life Support - 6000cr
High Power
This module monitors your vitals and redirects energy to areas in need of it, providing you with more energy in combat. Your Constitution score increases by 2, to a maximum of 20. Binocular Vision Goggles - 400cr
No Power
These Crystal lenses fit over the eyes. While wearing them, you have advantage on Wisdom (Perception) checks that rely on sight. In Conditions of clear Visibility, you can make out details of even extremely distant creatures and Objects. Bestial Voice Module - 200cr
Low Power
While equipped, you may use the voice module to attempt to communicate in a friendly matter with a beast within range. The beast must succeed on a Wisdom saving throw or be charmed by you for 24 hours. If you or one of your companions harms the target, the charm ends and may never be attempted again on the same creature. Vibranium Plating - 300cr
No Power
While wearing this plating, you have resistance to force damage. Gas Mask - 250cr
No Power
A full face mask. The wearer has advantage on saves against poison clouds and other air-borne gas attacks. If the save is passed, the wearer takes no damage instead. Automatic Field Dressing - 375cr
Low Power
This module contains pathways designed to automatically administer foam dressing and other aid when a wound is sustained. While at rest, it administers soothing vibrations and automatic stitching to help with recovery. While you have this module equipped, you stabilize whenever you are dying at the start of Your Turn. In addition, whenever you roll a Hit Die to regain Hit Points, double the number of Hit Points it restores. Integrated Rocket Launcher - 4250cr
No Power
Enhanced Monosuit and Powered Exosuit only
This rocket launcher is integrated into the armor. It holds 6 rockets, and takes 1 minute to reload a single rocket. As an action, up to two rockets can be fired at one time at any target within range. Antitoxin Nanobots - 4700cr
No Power
These specially constructed bots are automatically deployed in the bottom to combat poison, immediately neutralizing it. You are immune to the Poisoned condition and have immunity to poison damage. Reactive Camouflage - 250gp
Low power
While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage. and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak's color shifts to camouflage you. Pulling the hood up or down requires an action. Bow Stabilizers - 350cr
Low Power
This module comes with equipment to give your crossbow or bow a significantly higher draw weight. The module has specially designed stabilizers and compensators designed to handle the additional strength. While equipped with this module, you gain a +2 bonus to damage rolls on ranged attacks made with a Bow or Crossbow. Integrated Propulsion Arm - 500cr
High Power
This prosthetic arm serves as an extra appendage for use in combat or utility. It is often attached to the back and goes over your shoulders, but other variations exist. While attached, the prosthetic provides these benefits: • The prosthetic is a fully capable part of your body.
• You can take an action to remove the prosthetic, and its power needs immediately subside.
• The prosthetic is a melee weapon with which you're proficient. It deals 1d6 bludgeoning + 1d4 force damage on a hit and has the thrown property, with a normal range of 20 feet and a long range of 60 feet. When thrown, the prosthetic detaches and flies at the target of the attack, then immediately returns to you and reattaches. Anti-Ballistic Deflection Plating - 325cr
Low Power
These plates are integrated with your gauntlets and can be expanded to deflect incoming fire. When a non-blast ranged weapon attack hits you while you're wearing them, you can use your reaction to reduce the damage by 1d10 + your Dexterity modifier, provided that you have a free hand. If you reduce the damage to 0 and the projectile is a bolt or arrow, you can catch the missile. Integrated Climbing Spikes - 250cr
No Power
These spikes are integrated into your armor, and allow you to more easily climb difficult surfaces. You you gain a +5 bonus to Strength (Athletics) checks made to climb Telescopic Flexible Grabbing Tool - 300cr
No Power
This flexible telescopic tool is wired to your gloves, and can be deployed as an action. It allows the bearer to pick locks more efficiently, and can even be used to pick pockets without the target noticing. While extended, you gain a +5 bonus to Dexterity (Sleight of Hand) checks and Dexterity checks made to pick locks. Hand Mounted Plasma Drills - 4300cr
High Power
These plasma drill are integrated into your gloves and allows you to burrow through solid material. While wearing these, you gain a burrowing speed of 20 ft, and you can tunnel through solid rock at a rate of 1 ft per round. You can use a drill as a melee weapon while wearing it. You have proficiency with it, and it deals 1d12 fire damage on a hit (your STR modifier applies to the Atk and Dmg rolls, as normal). As an action you can deploy the drill or retract them. While the drill is expanded, you can’t manipulate objects. Inlayed Flame Emitters - 2000cr
High Power
These emitters are inlayed in your gloves, allowing you to spray fire at enemies in melee. As a bonus action, you can activate the emitters to cause flames to erupt on your melee weapon hits. Each flaming weapon deals an extra 1d6 fire damage on a hit. These flames lasts until ended as a bonus action, or one hour has passed. Once used, the battery must recharge the core, and may be used after 8 hours of inactivity has passed. Reverse Pull Pistons - 2750cr
High Power
These specially constructed pistons are designed to augment melee weapons designed to rip at the enemy. They help in preventing your weapon from getting stuck in the enemy by rapidly ripping it out of the foe, dealing a great amount of damage with the violent pull. Once per turn when you roll damage for a melee attack with a weapon, you can reroll the weapon's damage dice. If you do so, you must use the second total. Your weapon attacks that deal slashing damage score a critical hit on a roll of 19 or 20 on the d20. Sound Dampening Soles - 400cr
No Power
With these specially constructed soles attached to your boots, your steps make no sound, regardless of the surface you are moving across. You also have advantage on Dexterity (Stealth) checks that rely on moving silently. Holo Reflective Escape Module - 750cr
Low Power
This device is designed to rapidly escape from dangerous situations. It stores a reserve of power that may be activated three times per day and recharges after 8 hours of inactivity. When activated, it projects numerous light holographic fields that distract and disorients enemies, and provides you with a short burst of speed. You may immediately move up to 30' without provoking an attack of opportunity. Spot Light - 100cr
No Power
This light is built into your armor and may be activated through a spoken command. When on, it creates a 45 degree cone of bright light for 60', and an additional 60' of dim light. Amplifying Microphone - 75cr
No Power
This device may be deployed as bonus action, and resembles a small dish. It allows you to focus on hearing distant conversations. If you have line of sight to your target, you may hear voices and other sounds up to 200' away as if they were right next to you. Fine Tuned Tracking Sensor Array - 100cr
No Power
While activated, this device projects numerous small lasers in a triangulated pattern, allowing you to see creatures using holo projection fields. Invisible creatures and objects are visible as long as they are within 30'. Advanced Targeting Array - 500cr
Low Power
This device lets you target the weak points of your enemies and analyzes their movements in real time, allowing you to better focus on hitting your target. You gain a +1 bonus to attack rolls and to the saving throw DCs of your weapons and abilities. Pressurized Mace Canister - 150cr
No Power
This small pressurized container is designed to release mace in all directions. It has enough for one use. When you use an action to release the spray, you and each creature that needs to breathe and that isn't wearing a gas mask within 30 feet of you must succeed on a DC 15 Constitution saving throw or become unable to breathe while sneezing uncontrollably. A creature affected in this way is Incapacitated and Suffocating. As long as it is conscious, a creature can repeat the saving throw at the end of each of its turns, Ending the Effect on it on a success. Amplified Speakers - 100cr
No Power
These speakers are integrated into your armor, allowing you to greatly increase the volume of your voice. Your voice booms up to three times as loud as normal while activated. Integrated Grappling Hook - 300cr
No Power
A 60-foot-long piton can be fired into any concrete, metal or other substance capable of supporting your weight. The cable is thin but strong enough to support 3,000 pounds. Upon command, the grapple pulls and can ascend or descend at 10 feet per round. Upon command it will release itself from its anchor point. Communications Module - 250cr
No Power
This module allows you to communicate with others over long distances. It can either communicate over one of the common broadcasting radio channels, or directly to another through an encrypted channel. The Communications module has a range of 5 miles, or potentially unlimited if it can tap into a global communications network. If set to scan mode, the communications module can alert you of the use of public channels, and can detect and hone in on others using an encrypted channel. If detected, you can attempt to hack in by making a DC20 computers check. Integrated Turbo-Fan - 150cr
No Power
When activated, a large fan deploys and unleashes a massive gust of wind. It must be recharged over 8 hours of inactivity. For 1 minute, a line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the duration. Each creature that starts its turn in the line must succeed on a Strength saving throw (DC13) or be pushed 15 feet away from you in a direction following the line. Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you. The gust disperses gas or vapor, and it extinguishes candles, campfires, and similar unprotected flames in the area. As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you. This requires Concentration to maintain, if broken the fans energy is depleted. Integrated Wire Retractor - 250cr
Low Power
Using a roll of cable that is integrated into your armor, you may attach or detach a long thin cable to a weapon with the thrown property an action. When the weapon is thrown, it immediately returns to the wielder's hand after resolving the attack. Overcharged Wire Retractor - 1500cr
High Power
This functions similarly to a Wire Retractor, but extensive modification is done to the weapon to add spiked hooks to make it more likely to embed in your target, as well as a stronger motor designed to pull the target towards you. The Wire Retractor may be integrated into your armor and attached to a weapon with the Thrown property during a short rest. When the weapon is thrown and its a target, it embeds itself and the target gains the "Embedded" condition. While attached to your target, you may make a contested Athletics Check to attempt to pull the target towards you, up to 1/2 of your movement in one turn. The target has advantage if it would contact cover before reaching you. Embedded - The creature is linked to another by a chain or high-tensile wire. The creature can attempt to escape by expending an action, attack or Bonus Action to attempt to remove it, using a contested Athletics Check against the opposing character. The creature can only move closer or from side-to-side, but may not end its turn further away from the character who Embedded it.
While this Implant is installed, increase the DC of all Mental Exhaustion Checks by 1.
This implant performs millions of predictive calculations a second, allowing you insight into decision making for the future. Your Wisdom score increases by 2, to a maximum of 20. Neural Implant: Social Module - 6000cr
While this Implant is installed, increase the DC of all Mental Exhaustion Checks by 1.
This implant features advanced facial recognition and emotional analysis software. Your Charisma score increases by 2, to a maximum of 20 Neural Implant: Cerebral Circuitry - 6000cr
While this Implant is installed, increase the DC of all Mental Exhaustion Checks by 1.
This implant connects directly to your armors circuitry and allows your brain to tap into the data and processing power of its computer. Your Intelligence score increases by 2, to a maximum of 20.
While this Implant is installed, increase the DC of all Mental Exhaustion Checks by 1.
This databank and series of sensors accurately record events that take place around you. You always know the number of hours left before the next sunrise or sunset. You can accurately recall anything you have seen or heard within the past month. Cybernetic Spinal Column - 2500cr
While this Implant is installed, increase the DC of all Mental Exhaustion Checks by 2.
This spinal implant taps into one's central nervous system and can be activated to greatly increase one's speed for a short period of time. At the beginning of your turn, as a free action, you may activate the Cybernetic Spinal Column. For a round, your speed is doubled, you gain a +2 bonus to AC, have advantage on Dexterity saving throws, and gain an additional action on each of your turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. When the effect ends, make a Mental Exhaustion Check Wisdom Saving Throw DC 5 (+any cumulative modifiers). Increase the DC of all Mental Exhaustion Checks by 1 until you finish a long rest. Olfactory Implant - 500cr
You have replaced the receptors in your nose with cybernetic ones capable of a significantly more powerful sense of smell.
When you make a Wisdom (Survival) or Wisdom (Perception) check to follow tracks, hunt wild game, or other uses that would rely on scent, you gain advantage. In situations where an enemy would have an extremely strong scent, such as a mechanical construct spilling oil, a lumber brute with strong body odor, or a particularly putrid undead, you gain a +5 bonus to Initiative rolls. Integrated Subdermal Tools - 150cr + Cost of the Tools
You have implanted up to two sets of tools in your arms, chosen at the time of installation. These may be used as an action in the same manner as the original tool.You can use the tools while wielding a weapon or item in one or both hands. Cybernetic Eyes - 3000cr
While this Implant is installed, increase the DC of all Mental Exhaustion Checks by 1.
You replace your eyes with cybernetic ones, gaining enhanced vision and allowing precision magnification. You have darkvision out to a range of 60 feet. If you already have darkvision, these cybernetics increase its range by 60 feet.
Use: Precision Magnification - For one round, you gain precision magnification of up to 60 times your normal sight. Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls and your ranged weapon attacks ignore half and three-quarters cover. You can choose to take a -5 penalty to the attack roll. If that attack hits, you add +10 to the attack's damage. You may not use this attack with Automatic Fire.
At the end of your turn, make a Mental Exhaustion Check Wisdom Saving Throw DC 5 (+any cumulative modifiers). Increase the DC of all Mental Exhaustion Checks by 1 until you finish a long rest. Collum Ubique Implant - 750cr
You have installed mechanical gills with a miniaturized turbo pump on the sides of your neck. You can breathe underwater. You retain your normal mode of respiration. Integrated Weapon - 250cr + Cost of Weapon
While this Implant is installed, increase the DC of all Mental Exhaustion Checks by 1.
You have implanted up to two weapons in your arms, chosen at the time of installation. The weapons must each have the light or one-handed properties. They function the same as their normal weapons, but you may hold a weapon or tool in each hand normally. Perception or Investigation checks to discover the existence of these weapons are made with disadvantage. Optical Shine Job - 250cr
You have darkvision out to a range of 60 feet.
While in bright light or sunlight, you have disadvantage on Attack rolls, as well as on Wisdom (Perception) checks that rely on sight. This may be counteracted by sunglasses. Darkvision, Sunlight Sensitivity Artificial Lungs - 750cr
While this Implant is installed, increase the DC of all Mental Exhaustion Checks by 1.
You have replaced your lungs with ones with far more capacity and ability to store Oxygen for when it is needed most.
You gain advantage on all Physical Exhaustion Checks. Auditory Implant - 500cr
You have replaced the receptors in your ears with cybernetic ones capable of a significantly more powerful sense of hearing.
When you make a Wisdom (Survival) or Wisdom (Perception) check that would rely on hearing, you gain advantage. Artificial Vocal Cords - 500cr
You have replaced your vocal chords with ones capable of producing nearly any sound.
The character can create the noise of an animal, the speech of a person, the roar of a monster, or any other noise that they are familiar with. Those who hear the sound can disbelieve the sound by making an insight check versus a deception check. Artificial Limb - 150cr
This limb is simply meant to replace an existing one, such as an arm or leg. It confers no advantages or disadvantages, and otherwise replicates the existing limb perfectly. Subdermal Plating - 1000cr
While this Implant is installed, increase the DC of all Mental Exhaustion Checks by 2.
You have implanted plating all throughout your body, making you resistant to weapon attacks and giving you armor even while not wearing any. You gain damage reduction equal to your proficiency bonus against Physical Damage. Your base AC becomes 13 + your Dexterity modifier. Your weight increases by 50%. Artificial Liver - 500cr
You have advantage on saving throws against being poisoned, and resistance to poison damage. Once per day as an action, you can neutralize one poison that is currently affecting you. Cybernetic Mechanical Arm - 3000cr
While this Implant is installed, increase the DC of all Mental Exhaustion Checks by 1.
This replacement arm is fitted with powerful actuators and cybernetics that greatly increase the strength of the wielder.
Use: Enhanced Strength - Before you make a melee attack, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage. If this attack reduces a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.
At the end of your turn, make a Mental Exhaustion Check Wisdom Saving Throw DC 5 (+any cumulative modifiers). Increase the DC of all Mental Exhaustion Checks by 1 until you finish a long rest. Skill Chip - 3000cr
While this Implant is installed, increase the DC of all Mental Exhaustion Checks by 1.
You have installed a chip with all of the knowledge required to be proficient with a single skill. This skill can be reprogrammed to a different one during a long rest. Intraocular Shift Implant - 150cr
This implant replaces part of your eyes lens, and allows you to change their color. As an action, you may change the color of your eyes. Integrated Lighter - 75cr
You have replaced a finger or thumb with a lighter, and you use this as an action. Tech Hair - 100cr
Your hair has been replaced by a synthetic, cybernetic version. The length is fixed, but as an action you can change the color to whatever you would like. Cerebral Adrenaline Gland - 500cr
This cybernetic gland is implanted on the brain stem and releases a burst of adrenaline in reaction to stress. While this Implant is installed, increase the DC of all Mental Exhaustion Checks by 1.
You gain a +2 bonus to your initiative rolls. Artificial Heart - 500cr
You are able to control your heart, and slow it down to an incredibly slow pace. As an action, you enter a cataleptic state that is indistinguishable from death. Until you use an action to return to normal, you appear dead to all outward inspection and tools used to determine your status. Transference of the Mind - 10000cr
Permanently increase the DC of all Mental Exhaustion Checks by 2.
Through an expensive and arduous process, you have transferred your intelligence to a biomechanical brain. This provides no mechanical benefits, but this biomechanical brain can more easily be moved from your host body, allowing one to entirely become a machine.
Armor | AC | Frame | Qualities | Price | Weight |
Light Armor | |||||
Synthetic Bodysuit | 11 | Integrated Weave | Concealed | 25cr | 4lbs |
Tactical Nanofiber | 12 | Integrated Weave | - | 30cr | 5lbs |
Reactive Kevlar | 13 | Enhanced Monosuit | Noisy | 15cr | 8lbs |
Medium Armor | |||||
Carbide Armor | 14 | Enhanced Monosuit | - | 75cr | 10lbs |
Complete Nanosuit | 13 | Integrated Weave | - | 400cr | 6lbs |
Layered Carbide Plating | 15 | Enhanced Monosuit | Noisy | 100cr | 12lbs |
Reactive Exoplate | 16 | Complete Exosuit | Noisy | 400cr | 30lbs |
Heavy Armor | |||||
Vitrum Plate | 16 | Enhanced Monosuit | - | 150cr | 30lbs |
Tech-Mail | 17 | Enhanced Monosuit | Noisy | 650cr | 40lbs |
Mobile Exoplate | 17 | Complete Exosuit | - | 400cr | 45lbs |
Aegis Exoplate | 18 | Complete Exosuit | Noisy | 1250cr | 60lbs |
Shields | |||||
Reactive Shield | +1 | - | Special | 10cr | 3lbs |
Full Ballistic Shield | +2 | - | - | 15cr | 6lbs |
Force Shield | +3 | - | Noisy | 450cr | 4lbs |
Frame
An armor’s frame describes its core component and, most relevantly, how mobile a user is while wearing it. Integrated WeaveThis armor is flexible and easy to move in. Most are made of synthetic fibers and ballistic weave, often stiffened and reinforced in places. While you wear this armor, you add your Dexterity modifier to your Armor Class. Enhanced Monosuit
An enhanced Monosuit has components and power flexible enough to still dodge blows, but is restricts the wearer’s agility more than integrated weave. When you wear an Enhanced Monosuit, add the lower of your Strength or Constitution modifier to your Armor Class. Complete Exosuit
A Complete Exosuit is a fully integrated suit of armor with all of the movement being powered from within the suit itself. While wearing an exosuit, you do not add your Dexterity bonus to your Armor Class.
Qualities
Concealed:This armor consists of protective reinforcement sewn into otherwise ordinary looking clothing. It appears as if the wearer is not unarmored unless an observer succeeds on a DC 15 Wisdom (Spot) check. If the observer is physically handling the armor, this check is made with advantage. Noisy
This type of armor reduces your ability to move quietly. Any Dexterity (Stealth) checks are made with disadvantage. Reactive Shield
This light metal shield is made to be used while wielding two weapons and attaches to your forearm. It can only be used while conscience, and provides minimal protection to the wearer. It can only be used when all of your held weapons have the Light property.
Modules
Your armor may be integrated with modules to enhance your combat ability. Do to the complexity of wiring and integrating a module to your armor, it takes one hour per module to perform the installation and for the computer to reprogram itself for the new hardware. Due to power draw limitations, you may only install a maximum of three modules labeled as "High Power" at one time. You may only install a maximum number of six modules labeled as "Low Power" at one time. Modules labeled as "No Power" do not have a maximum number that may be equipped. Maximum Module Totals:
3x High Power
6x Low Power
Unlimited No Power
Module Name | Power | Price |
Overpowered Capacitors | Low Power | 2000cr |
Integrated Reactive Forcefield | High Power | 3000cr |
Holo Projection Field | High Power | 4000cr |
Enhanced Sensor Array | Low Power | 600cr |
Intelligent Nano-Joints | No Power | 75cr |
Tactical Scuba Gear | Low Power | 400cr |
Alloy Plating | High Power | 3000cr |
Nanotube Plating | High Power | 1500cr |
Woven Adaptive Display | Low Power | 1250cr |
Tempered Plating | No Power | 1500cr |
Sound Dampening Capacitors | No Power | 1000cr |
Thermal Regulators | Low Power | 750cr |
Piston Propelled Boots | Low Power | 250cr |
Universal Translator | No Power | 250cr |
Emergency Force Shield | High Power | 5000cr |
Emergency Micro-Fiber Parachute | Low Power | 2000cr |
Enhanced Computer Assisted Pathfinding | High Power | 4000cr |
Emergency Life Support | Low Power | 2000cr |
X-Ray Goggles | High Power | 3500cr |
Integrated Weapon: Tri-Beam Rifle | No Power | 350cr |
Night Vision Goggles | Low Power | 6000cr |
High Voltage Servos | High Power | 6000cr |
High Torque Servos | High Power | 6000cr |
Jet Thrusters | High Power | 5000cr |
Integrated Thrusters | High Power | 1000cr |
Deployable Wing Suit | Low Power | 1000cr |
Light Bending Holo Field | High Power | 75000cr |
Medical Nanobots | High Power | 30000cr |
Integrated Life Support | High Power | 6000cr |
Binocular Vision Goggles | No Power | 400cr |
Information Database Repository | Low Power | 350cr |
Bestial Voice Module | Low Power | 200cr |
Vibranium Plating | No Power | 300cr |
Gas Mask | No Power | 250cr |
Automatic Field Dressing | Low Power | 325cr |
Integrated Rocket Launcher | No Power | 4250cr |
Antitoxin Nanobots | No Power | 4700cr |
Reactive Camouflage | Low Power | 250cr |
Bow Stabilizers | Low Power | 350cr |
Integrated Propulsion Arm | High Power | 500cr |
Anti-Ballistic Deflection Plating | Low Power | 325cr |
Integrated Climbing Spikes | No Power | 250cr |
Telescopic Flexible Grabbing Tool | No Power | 300cr |
Hand Mounted Plasma Drills | High Power | 4300cr |
Inlayed Flame Emitters | High Power | 2000cr |
Reverse Pull Pistons | High Power | 2750cr |
Sound Dampening Soles | No Power | 400cr |
Holo Reflective Escape Module | Low Power | 750cr |
Spot Light | No Power | 100cr |
Amplifying Microphone | No Power | 75cr |
Fine Tuned Tracking Sensor Array | No Power | 100cr |
Advanced Targeting Array | Low Power | 500cr |
Pressurized Mace Canister | No Power | 150cr |
Amplified Speakers | No Power | 100cr |
Integrated Grappling Hook | No Power | 300cr |
Communications Module | No Power | 250cr |
Integrated Turbo-Fan | No Power | 150cr |
Integrated Wire Retractor | Low Power | 250cr |
Overcharged Wire Retractor | High Power | 1500cr |
Low Power
A set of armor can be fitted with expensive, overcharged capacitors and outfitted with intelligence sensors to detect incoming blows and redirect energy to deflect them. This module provides +1 AC. Integrated Reactive Forcefield - 3000cr
High Power
This module provides a protective forcefield and intelligently reacts to incoming threats. You gain a +1 bonus to AC and Saving Throws while wearing this module. Holo Projection Field - 4000cr
High Power
While you wear this module, it projects holographic images that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on Attack Rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are Incapacitated, Restrained, or otherwise unable to move. Enhanced Sensor Array - 600cr
Low Power
You have advantage on initiative rolls and Wisdom (Perception) checks. Intelligent Nano-Joints - 75cr
No Power Draw
This armor is built with an intelligent array of computer-controlled joints capable of quickly disassembling or assembling itself. It can be donned or removed as an action. This may not be applied to Integrated Weave. Tactical Scuba Gear - 400cr
Low Power
This equipment is either worn over your armor or integrated directly into it. It contains a propeller or water jet that enables you to quickly move underwater, as well as an artificial gill. It allows you to breath underwater, and provides a swimming speed equal to your walking speed. Alloy Plating - 3000cr
High Power
This armor is coated with a special alloy that when power is directed through the metal, it makes it resistant to one type of elemental damage (Acid, Fire, Force, Lightning, Necrotic, Poison, Psychic, Radiant, Thunder). Nanotube Plating - 1500cr
High Power
Heavy Armor Only
This armors plates are replaced with carbon nanotubes, when powered they provide protection against physical damage. While wearing this plating, you have resistance to one of the following damage types: bludgeoning, piercing, or slashing. This may be re-programmed in 1 hour. Woven Adaptive Display - 1250gp
Low Power
Integrated Weave Only
This armor is woven with miniscule screens that enable it to quickly shift its appearance to an outside observer. As a Bonus Action the wearer may speak to the armors control computer and cause the armor to assume the Appearance of a normal set of clothing or some other kind of armor. You decide what it looks like, including color, style, and accessories, but the armor retains its normal bulk and weight. Tempered Plating - 1500cr
No Power
Enhanced Monosuit or Powered Exosuit Only.
While wearing this plating, any critical hit against you becomes a normal hit. Sound dampening Capacitors - 1000cr
No Power
Enhanced Monosuit/Complete Exosuit only
These expensive capacitors are specifically designed to reduce the noise of the wearer, and to remove the distinct hum normally found in powered armor. While installed, the armor does not impose a disadvantage on stealth checks. Thermal Regulators - 750cr
Low Power
Armor equipped with this module regulates the internal temperature of the suit. The wearer suffers no harm from being in a hot or cold environment and can exist comfortably in conditions between -50 and 140 degrees Fahrenheit. Piston Propelled Boots - 250cr
Low Power
Your armors boots have integrated pistons and springs that enable you to jump long distances as well as fall from further heights without taking damage. Your jump distance is tripled, and you ignore the first 20' when calculating fall damage. Universal Translator - 250cr
No Power
Your armors computer is equipped with a universal translator. You can understand any spoken language you hear and can cause your voice to automatically be spoken in that language. Any text visible to the computers cameras is able to be translated by the computer, and either read out loud or silently into your ear piece. Emergency Force Shield - 5000cr
High Power
This module equips the armor with emergency shielding that deploys a powerful, targeted force shield automatically when it detects an incoming threat. It has three charges that recharges over 8 hours of inactivity. When you fail a Dexterity saving throw while wearing it, you can use your Reaction to expend 1 of its Charges to succeed on that saving throw instead. Emergency Micro-Fiber Parachute - 2000cr
Low Power
While this module is equipped, it automatically detects when you will fall from a sufficient height and will deploy an emergency micro-fiber chute. While the chute is deployed, you descend 60 feet per round and take no damage from Falling. After landing, the chute automatically retracts into the armor. Enhanced Computer Assisted Pathfinding - 4000cr
High Power
While equipped with this module, Difficult Terrain doesn't cost you extra Movement. In addition, if you are stunned or Paralyzed you may still move up to your movement. Lastly, if you are grappled or Restrained, you may attempt to break it as a bonus action and gain advantage on this roll. X-Ray Goggles - 3500cr
High Power
While wearing these goggles, you can look through them and see through solid matter for 1 minute. This vision has a radius of 30 feet. To you, solid Objects within that radius appear transparent and don't prevent light from passing through them. The vision can penetrate 1 foot of stone, 1 inch of Common metal, or up to 3 feet of wood or dirt. Thicker substances block the vision, as does a thin sheet of lead. Integrated Weapon: Tri-Beam Rifle - 350cr
No Power
This shoulder-mounted weapon may be used as an action and fires three beams from a specialized Beam Rifle. They have a maximum range of 200', have a +5 to hit, and deal 1d12 radiant damage. Once fired, they must spend 8 hours recharging before it may be used again. Night Vision Goggles - 300cr
Low Power
While wearing these lenses, you have Darkvision out to a range of 60 feet. If you already have Darkvision, wearing the goggles increases its range by 60 feet. If these goggles are worn with X-Ray Goggles, they take no additional power. High Voltage Servos - 6000cr
High Power
This module increases your armors passive ability to increase your speed. Your Dexterity score increases by 2, to a maximum of 20. High Torque Servos - 6000cr
High Power
This module increases your armors passive strength through powerful actuators and servos. Your Strength score increases by 2, to a maximum of 20. Jet Thrusters - 5000cr
High Power
Whether integrated as a backpack or into your suit, this grants you the ability to fly for a limite dtime. You gain a flying speed of 60 for 4 minutes. You regain 1 minute per hour. Integrated Thrusters - 1000cr
High Power
These thrusters let you make short hops, but do not have the power for sustained flight. You gain a flying speed of 30', but must end your movement on the ground or fall. Deployable Wing Suit - 1000cr
Low Power
Integrated Weave Only
As a bonus action this suit can be deployed to fly Gain a flying speed of 120', but only when descending 5 feet for every 20 foot traveled. This must be combined with a parachute or equivilant device or you will suffer fall damage like normal. Light Bending Holo Field - 75000cr
High Power
This module uses powerful magnetic fields and exotic nano-materials to warp light around you. The field only has enough power to sustain itself while the wearer maintains minimal amounts of movement. While wearing this module, you can turn Invisible as an action. Anything you are wearing or carrying is Invisible with you. You remain Invisible until the field is turned off, until you Attack or run, or until you use a Bonus Action to become visible again. Medical Nanobots - 30,000cr
High Power
This module monitors your vitals and has built in nano-bots that are deployed to repair damage sustained in combat. You regain 1d6 Hit Points every 10 minutes, provided that you have at least 1 hit point. Integrated Life Support - 6000cr
High Power
This module monitors your vitals and redirects energy to areas in need of it, providing you with more energy in combat. Your Constitution score increases by 2, to a maximum of 20. Binocular Vision Goggles - 400cr
No Power
These Crystal lenses fit over the eyes. While wearing them, you have advantage on Wisdom (Perception) checks that rely on sight. In Conditions of clear Visibility, you can make out details of even extremely distant creatures and Objects. Bestial Voice Module - 200cr
Low Power
While equipped, you may use the voice module to attempt to communicate in a friendly matter with a beast within range. The beast must succeed on a Wisdom saving throw or be charmed by you for 24 hours. If you or one of your companions harms the target, the charm ends and may never be attempted again on the same creature. Vibranium Plating - 300cr
No Power
While wearing this plating, you have resistance to force damage. Gas Mask - 250cr
No Power
A full face mask. The wearer has advantage on saves against poison clouds and other air-borne gas attacks. If the save is passed, the wearer takes no damage instead. Automatic Field Dressing - 375cr
Low Power
This module contains pathways designed to automatically administer foam dressing and other aid when a wound is sustained. While at rest, it administers soothing vibrations and automatic stitching to help with recovery. While you have this module equipped, you stabilize whenever you are dying at the start of Your Turn. In addition, whenever you roll a Hit Die to regain Hit Points, double the number of Hit Points it restores. Integrated Rocket Launcher - 4250cr
No Power
Enhanced Monosuit and Powered Exosuit only
This rocket launcher is integrated into the armor. It holds 6 rockets, and takes 1 minute to reload a single rocket. As an action, up to two rockets can be fired at one time at any target within range. Antitoxin Nanobots - 4700cr
No Power
These specially constructed bots are automatically deployed in the bottom to combat poison, immediately neutralizing it. You are immune to the Poisoned condition and have immunity to poison damage. Reactive Camouflage - 250gp
Low power
While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage. and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak's color shifts to camouflage you. Pulling the hood up or down requires an action. Bow Stabilizers - 350cr
Low Power
This module comes with equipment to give your crossbow or bow a significantly higher draw weight. The module has specially designed stabilizers and compensators designed to handle the additional strength. While equipped with this module, you gain a +2 bonus to damage rolls on ranged attacks made with a Bow or Crossbow. Integrated Propulsion Arm - 500cr
High Power
This prosthetic arm serves as an extra appendage for use in combat or utility. It is often attached to the back and goes over your shoulders, but other variations exist. While attached, the prosthetic provides these benefits: • The prosthetic is a fully capable part of your body.
• You can take an action to remove the prosthetic, and its power needs immediately subside.
• The prosthetic is a melee weapon with which you're proficient. It deals 1d6 bludgeoning + 1d4 force damage on a hit and has the thrown property, with a normal range of 20 feet and a long range of 60 feet. When thrown, the prosthetic detaches and flies at the target of the attack, then immediately returns to you and reattaches. Anti-Ballistic Deflection Plating - 325cr
Low Power
These plates are integrated with your gauntlets and can be expanded to deflect incoming fire. When a non-blast ranged weapon attack hits you while you're wearing them, you can use your reaction to reduce the damage by 1d10 + your Dexterity modifier, provided that you have a free hand. If you reduce the damage to 0 and the projectile is a bolt or arrow, you can catch the missile. Integrated Climbing Spikes - 250cr
No Power
These spikes are integrated into your armor, and allow you to more easily climb difficult surfaces. You you gain a +5 bonus to Strength (Athletics) checks made to climb Telescopic Flexible Grabbing Tool - 300cr
No Power
This flexible telescopic tool is wired to your gloves, and can be deployed as an action. It allows the bearer to pick locks more efficiently, and can even be used to pick pockets without the target noticing. While extended, you gain a +5 bonus to Dexterity (Sleight of Hand) checks and Dexterity checks made to pick locks. Hand Mounted Plasma Drills - 4300cr
High Power
These plasma drill are integrated into your gloves and allows you to burrow through solid material. While wearing these, you gain a burrowing speed of 20 ft, and you can tunnel through solid rock at a rate of 1 ft per round. You can use a drill as a melee weapon while wearing it. You have proficiency with it, and it deals 1d12 fire damage on a hit (your STR modifier applies to the Atk and Dmg rolls, as normal). As an action you can deploy the drill or retract them. While the drill is expanded, you can’t manipulate objects. Inlayed Flame Emitters - 2000cr
High Power
These emitters are inlayed in your gloves, allowing you to spray fire at enemies in melee. As a bonus action, you can activate the emitters to cause flames to erupt on your melee weapon hits. Each flaming weapon deals an extra 1d6 fire damage on a hit. These flames lasts until ended as a bonus action, or one hour has passed. Once used, the battery must recharge the core, and may be used after 8 hours of inactivity has passed. Reverse Pull Pistons - 2750cr
High Power
These specially constructed pistons are designed to augment melee weapons designed to rip at the enemy. They help in preventing your weapon from getting stuck in the enemy by rapidly ripping it out of the foe, dealing a great amount of damage with the violent pull. Once per turn when you roll damage for a melee attack with a weapon, you can reroll the weapon's damage dice. If you do so, you must use the second total. Your weapon attacks that deal slashing damage score a critical hit on a roll of 19 or 20 on the d20. Sound Dampening Soles - 400cr
No Power
With these specially constructed soles attached to your boots, your steps make no sound, regardless of the surface you are moving across. You also have advantage on Dexterity (Stealth) checks that rely on moving silently. Holo Reflective Escape Module - 750cr
Low Power
This device is designed to rapidly escape from dangerous situations. It stores a reserve of power that may be activated three times per day and recharges after 8 hours of inactivity. When activated, it projects numerous light holographic fields that distract and disorients enemies, and provides you with a short burst of speed. You may immediately move up to 30' without provoking an attack of opportunity. Spot Light - 100cr
No Power
This light is built into your armor and may be activated through a spoken command. When on, it creates a 45 degree cone of bright light for 60', and an additional 60' of dim light. Amplifying Microphone - 75cr
No Power
This device may be deployed as bonus action, and resembles a small dish. It allows you to focus on hearing distant conversations. If you have line of sight to your target, you may hear voices and other sounds up to 200' away as if they were right next to you. Fine Tuned Tracking Sensor Array - 100cr
No Power
While activated, this device projects numerous small lasers in a triangulated pattern, allowing you to see creatures using holo projection fields. Invisible creatures and objects are visible as long as they are within 30'. Advanced Targeting Array - 500cr
Low Power
This device lets you target the weak points of your enemies and analyzes their movements in real time, allowing you to better focus on hitting your target. You gain a +1 bonus to attack rolls and to the saving throw DCs of your weapons and abilities. Pressurized Mace Canister - 150cr
No Power
This small pressurized container is designed to release mace in all directions. It has enough for one use. When you use an action to release the spray, you and each creature that needs to breathe and that isn't wearing a gas mask within 30 feet of you must succeed on a DC 15 Constitution saving throw or become unable to breathe while sneezing uncontrollably. A creature affected in this way is Incapacitated and Suffocating. As long as it is conscious, a creature can repeat the saving throw at the end of each of its turns, Ending the Effect on it on a success. Amplified Speakers - 100cr
No Power
These speakers are integrated into your armor, allowing you to greatly increase the volume of your voice. Your voice booms up to three times as loud as normal while activated. Integrated Grappling Hook - 300cr
No Power
A 60-foot-long piton can be fired into any concrete, metal or other substance capable of supporting your weight. The cable is thin but strong enough to support 3,000 pounds. Upon command, the grapple pulls and can ascend or descend at 10 feet per round. Upon command it will release itself from its anchor point. Communications Module - 250cr
No Power
This module allows you to communicate with others over long distances. It can either communicate over one of the common broadcasting radio channels, or directly to another through an encrypted channel. The Communications module has a range of 5 miles, or potentially unlimited if it can tap into a global communications network. If set to scan mode, the communications module can alert you of the use of public channels, and can detect and hone in on others using an encrypted channel. If detected, you can attempt to hack in by making a DC20 computers check. Integrated Turbo-Fan - 150cr
No Power
When activated, a large fan deploys and unleashes a massive gust of wind. It must be recharged over 8 hours of inactivity. For 1 minute, a line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the duration. Each creature that starts its turn in the line must succeed on a Strength saving throw (DC13) or be pushed 15 feet away from you in a direction following the line. Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you. The gust disperses gas or vapor, and it extinguishes candles, campfires, and similar unprotected flames in the area. As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you. This requires Concentration to maintain, if broken the fans energy is depleted. Integrated Wire Retractor - 250cr
Low Power
Using a roll of cable that is integrated into your armor, you may attach or detach a long thin cable to a weapon with the thrown property an action. When the weapon is thrown, it immediately returns to the wielder's hand after resolving the attack. Overcharged Wire Retractor - 1500cr
High Power
This functions similarly to a Wire Retractor, but extensive modification is done to the weapon to add spiked hooks to make it more likely to embed in your target, as well as a stronger motor designed to pull the target towards you. The Wire Retractor may be integrated into your armor and attached to a weapon with the Thrown property during a short rest. When the weapon is thrown and its a target, it embeds itself and the target gains the "Embedded" condition. While attached to your target, you may make a contested Athletics Check to attempt to pull the target towards you, up to 1/2 of your movement in one turn. The target has advantage if it would contact cover before reaching you. Embedded - The creature is linked to another by a chain or high-tensile wire. The creature can attempt to escape by expending an action, attack or Bonus Action to attempt to remove it, using a contested Athletics Check against the opposing character. The creature can only move closer or from side-to-side, but may not end its turn further away from the character who Embedded it.
Implants
Implants are physically implanted into your body, either by replacing or augmented your existing body parts. They must be installed by a qualified surgeon by doing a medicine check equal to the Item DC. On a failure, you gain a level of Physical and Mental exhaustion that lasts until you can get a (different) qualified surgeon to attempt to reinstall the Implant or repair the damage. If the implant installation is a failure you do not gain its effects and lose the ability to use the body part it replaced (if applicable). Some implants increase the DC of your mental exhaustion checks. This applies to all mental exhaustion checks and is cumulative.Neural Implants
These implants are directly implanted into your brain. You may only have a single of each Neural Implant installed at a time. Neural Implant: Predictive Analysis - 6000crWhile this Implant is installed, increase the DC of all Mental Exhaustion Checks by 1.
This implant performs millions of predictive calculations a second, allowing you insight into decision making for the future. Your Wisdom score increases by 2, to a maximum of 20. Neural Implant: Social Module - 6000cr
While this Implant is installed, increase the DC of all Mental Exhaustion Checks by 1.
This implant features advanced facial recognition and emotional analysis software. Your Charisma score increases by 2, to a maximum of 20 Neural Implant: Cerebral Circuitry - 6000cr
While this Implant is installed, increase the DC of all Mental Exhaustion Checks by 1.
This implant connects directly to your armors circuitry and allows your brain to tap into the data and processing power of its computer. Your Intelligence score increases by 2, to a maximum of 20.
Other Implants
Cerebral Recording Chip - 800crWhile this Implant is installed, increase the DC of all Mental Exhaustion Checks by 1.
This databank and series of sensors accurately record events that take place around you. You always know the number of hours left before the next sunrise or sunset. You can accurately recall anything you have seen or heard within the past month. Cybernetic Spinal Column - 2500cr
While this Implant is installed, increase the DC of all Mental Exhaustion Checks by 2.
This spinal implant taps into one's central nervous system and can be activated to greatly increase one's speed for a short period of time. At the beginning of your turn, as a free action, you may activate the Cybernetic Spinal Column. For a round, your speed is doubled, you gain a +2 bonus to AC, have advantage on Dexterity saving throws, and gain an additional action on each of your turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. When the effect ends, make a Mental Exhaustion Check Wisdom Saving Throw DC 5 (+any cumulative modifiers). Increase the DC of all Mental Exhaustion Checks by 1 until you finish a long rest. Olfactory Implant - 500cr
You have replaced the receptors in your nose with cybernetic ones capable of a significantly more powerful sense of smell.
When you make a Wisdom (Survival) or Wisdom (Perception) check to follow tracks, hunt wild game, or other uses that would rely on scent, you gain advantage. In situations where an enemy would have an extremely strong scent, such as a mechanical construct spilling oil, a lumber brute with strong body odor, or a particularly putrid undead, you gain a +5 bonus to Initiative rolls. Integrated Subdermal Tools - 150cr + Cost of the Tools
You have implanted up to two sets of tools in your arms, chosen at the time of installation. These may be used as an action in the same manner as the original tool.You can use the tools while wielding a weapon or item in one or both hands. Cybernetic Eyes - 3000cr
While this Implant is installed, increase the DC of all Mental Exhaustion Checks by 1.
You replace your eyes with cybernetic ones, gaining enhanced vision and allowing precision magnification. You have darkvision out to a range of 60 feet. If you already have darkvision, these cybernetics increase its range by 60 feet.
Use: Precision Magnification - For one round, you gain precision magnification of up to 60 times your normal sight. Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls and your ranged weapon attacks ignore half and three-quarters cover. You can choose to take a -5 penalty to the attack roll. If that attack hits, you add +10 to the attack's damage. You may not use this attack with Automatic Fire.
At the end of your turn, make a Mental Exhaustion Check Wisdom Saving Throw DC 5 (+any cumulative modifiers). Increase the DC of all Mental Exhaustion Checks by 1 until you finish a long rest. Collum Ubique Implant - 750cr
You have installed mechanical gills with a miniaturized turbo pump on the sides of your neck. You can breathe underwater. You retain your normal mode of respiration. Integrated Weapon - 250cr + Cost of Weapon
While this Implant is installed, increase the DC of all Mental Exhaustion Checks by 1.
You have implanted up to two weapons in your arms, chosen at the time of installation. The weapons must each have the light or one-handed properties. They function the same as their normal weapons, but you may hold a weapon or tool in each hand normally. Perception or Investigation checks to discover the existence of these weapons are made with disadvantage. Optical Shine Job - 250cr
You have darkvision out to a range of 60 feet.
While in bright light or sunlight, you have disadvantage on Attack rolls, as well as on Wisdom (Perception) checks that rely on sight. This may be counteracted by sunglasses. Darkvision, Sunlight Sensitivity Artificial Lungs - 750cr
While this Implant is installed, increase the DC of all Mental Exhaustion Checks by 1.
You have replaced your lungs with ones with far more capacity and ability to store Oxygen for when it is needed most.
You gain advantage on all Physical Exhaustion Checks. Auditory Implant - 500cr
You have replaced the receptors in your ears with cybernetic ones capable of a significantly more powerful sense of hearing.
When you make a Wisdom (Survival) or Wisdom (Perception) check that would rely on hearing, you gain advantage. Artificial Vocal Cords - 500cr
You have replaced your vocal chords with ones capable of producing nearly any sound.
The character can create the noise of an animal, the speech of a person, the roar of a monster, or any other noise that they are familiar with. Those who hear the sound can disbelieve the sound by making an insight check versus a deception check. Artificial Limb - 150cr
This limb is simply meant to replace an existing one, such as an arm or leg. It confers no advantages or disadvantages, and otherwise replicates the existing limb perfectly. Subdermal Plating - 1000cr
While this Implant is installed, increase the DC of all Mental Exhaustion Checks by 2.
You have implanted plating all throughout your body, making you resistant to weapon attacks and giving you armor even while not wearing any. You gain damage reduction equal to your proficiency bonus against Physical Damage. Your base AC becomes 13 + your Dexterity modifier. Your weight increases by 50%. Artificial Liver - 500cr
You have advantage on saving throws against being poisoned, and resistance to poison damage. Once per day as an action, you can neutralize one poison that is currently affecting you. Cybernetic Mechanical Arm - 3000cr
While this Implant is installed, increase the DC of all Mental Exhaustion Checks by 1.
This replacement arm is fitted with powerful actuators and cybernetics that greatly increase the strength of the wielder.
Use: Enhanced Strength - Before you make a melee attack, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage. If this attack reduces a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.
At the end of your turn, make a Mental Exhaustion Check Wisdom Saving Throw DC 5 (+any cumulative modifiers). Increase the DC of all Mental Exhaustion Checks by 1 until you finish a long rest. Skill Chip - 3000cr
While this Implant is installed, increase the DC of all Mental Exhaustion Checks by 1.
You have installed a chip with all of the knowledge required to be proficient with a single skill. This skill can be reprogrammed to a different one during a long rest. Intraocular Shift Implant - 150cr
This implant replaces part of your eyes lens, and allows you to change their color. As an action, you may change the color of your eyes. Integrated Lighter - 75cr
You have replaced a finger or thumb with a lighter, and you use this as an action. Tech Hair - 100cr
Your hair has been replaced by a synthetic, cybernetic version. The length is fixed, but as an action you can change the color to whatever you would like. Cerebral Adrenaline Gland - 500cr
This cybernetic gland is implanted on the brain stem and releases a burst of adrenaline in reaction to stress. While this Implant is installed, increase the DC of all Mental Exhaustion Checks by 1.
You gain a +2 bonus to your initiative rolls. Artificial Heart - 500cr
You are able to control your heart, and slow it down to an incredibly slow pace. As an action, you enter a cataleptic state that is indistinguishable from death. Until you use an action to return to normal, you appear dead to all outward inspection and tools used to determine your status. Transference of the Mind - 10000cr
Permanently increase the DC of all Mental Exhaustion Checks by 2.
Through an expensive and arduous process, you have transferred your intelligence to a biomechanical brain. This provides no mechanical benefits, but this biomechanical brain can more easily be moved from your host body, allowing one to entirely become a machine.
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