[
  {
    "name": "Advanced Cyberarms",
    "cost": 20000,
    "loss": 2,
    "tech_age": "Late Space",
    "description": "The arms are replaced by obvious cybernetic appendages. This implant grants +2D for brute strength tasks involving the arms. Unarmed attacks do 3d6 damage. Both real arms have to be replaced to provide proper structural support."
  },
  {
    "name": "Advanced Cyberlegs",
    "cost": 50000,
    "loss": 2,
    "tech_age": "Late Space",
    "description": "The subject’s legs are replaced by obvious cybernetic versions. The hips and spine are reinforced to deal with the additional strain. The subject gains the Runner Talent, with a 15+2d6m base rate. As an action, the character may throw Physical to jump 10m horizontally in any direction or 3m upwards. The subject also ignores fall damage for any falls less than 10m."
  },
  {
    "name": "Artificial Gill",
    "cost": 2500,
    "loss": 1,
    "tech_age": "Early Space",
    "description": "This implant permits the subject to breathe underwater with no difficulty. Diving too deep will still be lethal. The artificial gill runs off the character’s own energy and does not need recharging."
  },
  {
    "name": "Bastet Frame Upgrade",
    "cost": 1000000,
    "loss": 3,
    "tech_age": "Late Space",
    "description": "This series of implants represents a radical reconstruction of the entire organic body to grant superhuman agility and speed. The Bastet upgrade grants +1D to all Physical and Stealth skill rolls related to speed and agility. The Bastet Frame Upgrade is incompatible with the Hercules Frame Upgrade."
  },
  {
    "name": "Chem Injector",
    "cost": 10000,
    "loss": 1,
    "tech_age": "Early Space",
    "description": "An assassin’s implant par excellence, this cybernetic is mounted in the user’s fingertips or canines. Different chemicals are available, but typically they amount to lethal or non-lethal poisons. Attacks against unsuspecting targets are automatically successful. In combat, or against a wary target, roll Combat normally to hit. Targets must roll Physical to avoid the effects of the poison."
  },
  {
    "name": "Control Rig Implant",
    "cost": 1000000,
    "loss": 1,
    "tech_age": "Late Space",
    "description": "This is a highly specialized implant designed to give elite vehicle pilots even more of an edge. The control rig allows the operator to fully interface their minds with vehicles. The control rig gives the character +1D on Vehicles skill throws with suitably modified vehicles. Position rolls remain unaffected. The Control Rig requires that the operator to be in the vehicle, and “plugged in.” Modifying a vehicle to work with a control rig increases its cost by 10%. When the vehicle takes any damage, the plugged in pilot must roll Physical to avoid taking 1D damage from electrical feedback—this damage ignores any armor the pilot may be wearing."
  },
  {
    "name": "Cosmetic Modification",
    "cost": "varies",
    "loss": 0.25,
    "tech_age": "Early Space",
    "description": "It is a simple matter to effect changes to a person’s appearance with cybernetics. Small modifications cost 500 Credits; a general makeover costs 1000 Credits; and exotic options—for example, changing your body to resemble that of your favorite animal—cost 5000 Credits and upwards."
  },
  {
    "name": "Cybernetic Eyes",
    "cost": 7500,
    "loss": 0.5,
    "tech_age": "Early Space",
    "description": "Both eyes are replaced with artificial versions. Cybereyes are considered to have internal Night Visor upgrades (low light and infrared optics). They also come with x4 image intensification, and anti-flare protection which provides a +1D bonus against flash-bang grenades and other similar effects."
  },
  {
    "name": "Cyber-Blades",
    "cost": 5000,
    "loss": 0.5,
    "tech_age": "Early Space",
    "description": "The character’s arm carries a blade that can be extended or retracted at will. The blade does 2d6+1 damage. Internal blades are made with ceramic composites to avoid detection and cannot be detected by any means short of exploratory surgery."
  },
  {
    "name": "Data safe",
    "cost": 5000,
    "loss": 0.5,
    "tech_age": "Early Space",
    "description": "This secured electronic storage device secures encrypted files in a small data chip implanted in the character’s skull. The data safe cannot be detected by a cursory sensor scan, but a medical scan will reveal its presence. The safe’s capacity is very large and can store (not run!) even advanced AI software. Data must be uploaded and downloaded from the data safe by means of a Neural Interface. The safe can be set so that failed attempts to break the encryption cause it to shut down and be safely dissolved by the subject’s body."
  },
  {
    "name": "Filtration System",
    "cost": 3000,
    "loss": 0.5,
    "tech_age": "Early Space",
    "description": "This lung filtration implant protects from airborne and pathogens. It requires a few minutes of maintenance after every month of use, but otherwise draws its power from the subject’s own electrical impulses. Certain extremely high-tech artificially designed chemical agents might degrade the filtration system very quickly."
  },
  {
    "name": "Gekko Implants",
    "cost": 25000,
    "loss": 0.5,
    "tech_age": "Late Interstellar",
    "description": "Miniature gravitic generators are implanted in the character’s hands and feet. This allows them to climb sheer surfaces and run along walls or ceilings. Earlier versions (same price, Late Space Age) deploy biomimickry micro-hairs that provide the same performance but require bare hands and feet to use."
  },
  {
    "name": "Glow Tattoos",
    "cost": 100,
    "loss": 0,
    "tech_age": "Early Space",
    "description": "These advanced tattoos consist of smart bioluminescent skin grafts implanted in complex patterns across the subject’s skin. Patterns and designs are up to the subject. The subject may activate or deactivate the tattoos at will."
  },
  {
    "name": "Head bomb",
    "cost": 3000,
    "loss": 0.25,
    "tech_age": "Early Space",
    "description": "A tiny remote-controlled explosive device implanted in the brain. They are designed so that the bomb’s detonation will kill the subject without breaking the skull: no collateral damage! These devices are rarely implanted voluntarily."
  },
  {
    "name": "Hercules Frame Replacement",
    "cost": 1000000,
    "loss": 3,
    "tech_age": "Late Space",
    "description": "A radical reconstruction and replacement of the entire organic body grants superhuman endurance and might. The Hercules Frame grants the character +1D to all Physical rolls related to brute strength and doubles their Encumbrance capacity. All melee damage rolls gain +1d6 as well. The Hercules Frame also provides +10 Stamina. The Hercules frame upgrade is incompatible with the Bastet Frame Upgrade."
  },
  {
    "name": "Hibernation Suite",
    "cost": 100000,
    "loss": 1,
    "tech_age": "Early Interstellar",
    "description": "This emergency cybernetic implant puts the character into a medical coma upon command. The user appears dead and has no need of any air, food, or water while in suspended animation. The Hybernation Suite also pauses any healing and prevents the spread of poisons or disease. The length of hybernation is determined by the user before it begins, and the maximum duration is four weeks. The Hybernation Suite cannot be used for a week after the user is woken from their coma."
  },
  {
    "name": "Hypercosmetic Surgery",
    "cost": 1000000,
    "loss": 2,
    "tech_age": "Late Space",
    "description": "Perfect body sculpting and implanted synthetic pheromone glands radically reconstructs the subject’s body to be perfectly attractive to other members of their species. Grants +1D to all Social skill rolls in situations where physical attractiveness matters."
  },
  {
    "name": "Neural Booster",
    "cost": 1000000,
    "loss": 3,
    "tech_age": "Late Space",
    "description": "This invasive augmentation to the character’s nervous system and adrenal glands grants the character super speed and reaction times for very short periods of time. Once per combat, the character may go twice, for a total of four actions per combat round rather than the usual two. As well, they may use this ability as an interrupt action, going before anyone else in the round."
  },
  {
    "name": "Neural Interface, Military Grade",
    "cost": 10000,
    "loss": 0.5,
    "tech_age": "Late Space",
    "description": "A basic way to jack into a computer, allowing rapid upload of code directly from a hacker’s mind and both combat actions per round to be used as hacking actions."
  },
  {
    "name": "Neural Interface, Military Grade (Ultimate Jack)",
    "cost": 1000000,
    "loss": 0.5,
    "tech_age": "Late Space",
    "description": "The ultimate interface between the human brain and a machine. In addition to all the benefits of the regular Neural Interface, this implant grants +1D to all throws made to hack computers and tamper with electronics."
  },
  {
    "name": "Omnicomm Implant",
    "cost": 5000,
    "loss": 0.25,
    "tech_age": "Early Space",
    "description": "This implant functions as an Omnicomm but with a neural interface, allowing communication without audible speech. This implant allows the subject to send and receive images and videos as well. Nearly every operator in the starfaring future has such an implant."
  },
  {
    "name": "Omnicomp Implant",
    "cost": 10000,
    "loss": 0.25,
    "tech_age": "Early Space",
    "description": "This implant provides full Omnicomp capabilities to any operator, but with a neural interface. Dedicated hackers tend to eschew this implant, as it is difficult to constantly upgrade with custom modifications."
  },
  {
    "name": "Oxygen Supply",
    "cost": 4000,
    "loss": 0.25,
    "tech_age": "Early Space",
    "description": "This implant provides 3 hours of oxygen. This means that the subject can avoid breathing tainted air without any other implants. It is also an excellent emergency oxygen backup supply for spacers operating in dire circumstances."
  },
  {
    "name": "Prehensile Tail",
    "cost": 15000,
    "loss": 1,
    "tech_age": "Early Space",
    "description": "This implant provides the subject with an additional grasping and manipulating appendage. The tail is not easily concealed but can be made to look like anything the character desires. The character still only has two actions per combat round. The tail is strong enough to support the weight of the owner."
  },
  {
    "name": "Prosthetic Limb/Organ",
    "cost": 5000,
    "loss": 0.25,
    "tech_age": "Early Space",
    "description": "This entry covers a variety of medical cybernetics intended to replace missing or damaged hands, eyes, fingers, arms, legs, feet, or internal organs. These prosthetics are cosmetically indistinguishable from the real thing, but close inspection will reveal the truth."
  },
  {
    "name": "Smart Gun, Internal",
    "cost": 15000,
    "loss": 1,
    "tech_age": "Late Space",
    "description": "Some gun-bunnies need to project their aiming reticule all the time. This cybernetic implant grants the standard Smart Gun advantages to all weapons the user fires, as long as the weapon itself has the Smart Gun sensors. The character must have Cybernetic Eyes or an Omnicomp implanted to benefit from the Internal Smart Gun. Modifying a weapon to work with an Internal Smart Gun costs 100 Credits."
  },
  {
    "name": "Storage Pouch",
    "cost": 2000,
    "loss": 0.5,
    "tech_age": "Early Space",
    "description": "This is a discreet abdominal pouch accessible via a well-concealed sphincter. Stows items up to 0.5 kg in weight and 0.5 liters in volume: one Encumbrance point’s worth of items."
  },
  {
    "name": "Subdermal armor",
    "cost": 30000,
    "loss": 0.5,
    "tech_age": "Early Space",
    "description": "This implant consists of subtle bone reinforcement and flexible mesh implants that provide 4 points of Protection. Subdermal armor is detectable upon visual inspection, but only if the subject removes their clothing. Subdermal armor is added to the Protection of any worn armor."
  },
  {
    "name": "Vacuum Adaptation",
    "cost": 1000000,
    "loss": 2,
    "tech_age": "Late Interstellar",
    "description": "This implant turns the user into a natural spacer. Internal oxygen reserves, micro-seals, and metal weave skin permit the character an hour of operation in vacuum without a spacesuit. An integral grav unit allows short-range maneuvering in low and microgravity. The grav unit is too weak to maneuver in any gravity beyond 0.05g. This augment also provides 4 points of integral armor Protection and reduces radiation by 10 rads. The Vacuum Adaptation implant is visible upon medical inspection or sensor scan but is otherwise quite discreet. The Vacuum Adaptation requires 1d6+1 hours to recharge after use."
  },
  {
    "name": "Weapon, Internal",
    "cost": 5000,
    "loss": 1,
    "tech_age": "Early Space",
    "description": "The character carries a concealed weapon in an internal arm mounting. This can be any pistol-sized weapon, according to the tech age of the society installing the cybernetic: stealth pistol, gyrojet pistol, gauss pistol, laser pistol, blaster pistol, or stunner. The weapon’s magazine is half normal capacity, but it can be reloaded normally via a retractable magazine holder. The cybernetic’s price is 5000 Credits, plus twice the weapon’s cost. Internal weapons can be detected with medical scans or detailed physical inspections. Internal weapons are made to be automatically compatible with a Smart Gun system (internal or external)."
  },
  {
    "name": "Wound Triage Booster",
    "cost": 15000,
    "loss": 1,
    "tech_age": "Early Space",
    "description": "An implanted autodispenser of emergency combat drugs that stabilize wounds and minimize pain. Characters with this implant gain a +1D to Wound Triage rolls after combat. As well, they do not die until they suffer 4 Wounds in combat."
  }
]