Personal Augmentations

Almost all citizens of the solar system, whether human, AI, or uplifted animal, use various forms of biological, cybernetic, or nanotechnological augmentation. The following is a list of the most common types.

Unless otherwise noted, any bonuses from personal augmentations are both compatible and cumulative with bonuses from other enhancements.

Low Access Jacks

Usually located in the base of the skull or neck, this implant is an external socket with a direct neural interface. It allows the character to establish a direct wired connection using a fiber optic cable to external devices or other characters, which can be useful in places where wireless links are unreliable or complete privacy is required.

High Active Countermeasures

This code helps an infomorph resist brainhacking (p. 148) by installing additional firewalls and layers of security applications within the infomorph's digital mind. The infomorph (or anything else serve as active security for its mind-state) receives a +10 modifier on attempts to zero in on spotted intruders (p. 257, EP).

High Adrenal Boost

This adrenal gland enhancement supercharges the character's adrenal response to situations that invoke stress, pain, or strong emotions (fear, anger, lust, hate). When activated, the concentrated burst of norepinephrine accelerates heart rate and blood flow and burns carbohydrates.

High Advanced Internal Articulation

The design and arrangement of the flexbot's rigid superstructure is bleeding edge. The timeframe for shape changing is reduced by half. It also suffers no SOM penalties for hyper-extending its limbs. This modification must be added when the morph is first acquired.

Low Anti-Glare

This visual mod eliminates penalties for glare.

Low Articulated Gear Mount

Similar to an articulated weapon mount, this mount allows a piece of modularized gear to be manipulated independent of the flexbot's limbs.

Moderate Articulated Weapon Mount

The Morph carries a built-on weapon. It has an wide field of fire from its articulated mount.

Low Autodelete

Though infomorphs can voluntarily delete themselves, there are some cases where a device's permissions may not allow it or the infomorph may be trapped on a lockbox (p. 146).

Moderate Basic Biomods

Almost universal in biomorphs, many habitats will not allow individuals to visit/immigrate if their biomorph does not possess these biomods in order to preserve public health. Basic biomods consists of a series of genetic tweaks, tailored virii, and bacteria that speed healing, greatly increase disease resistance, and impede aging.

Moderate Basic Mesh Inserts

Mesh inserts are ubiquitous among modern morphs. This network of cybernetic brain implants is essential equipment for anyone who wants to stay connected and make full use of the wireless mesh. The interconnected components of this system include:

Low Bioware Claws

The morph has retractable claws like those of a cat. These claws do not interfere with the character's manual dexterity and are razor sharp. However, they are relatively small and only do 1d10 + 1 + (SOM / 10) damage, with an AP of -1. As a result, they are legal in almost all habitats and are considered tools as much as weapons.

Moderate Bioweave Armor (Heavy)

Heavy bioweave armor involves lacing the morph's skin with a denser and thicker network of the same fibers. The morph's skin becomes thicker and somewhat less flexible except at the joints. The morph's skin also has an unusually smooth look, and a distinctively smooth and tough-feeling texture. This provides an Armor rating of 3/4 without decreasing the morph's mobility.

Low Bioweave Armor (Light)

Bioweave armor involves lacing the morph's skin with artificial spider silk biological fibers. This provides an Armor rating of 2/3 without changing the appearance, texture, or sensitivity of the morph's skin. This armor is cumulative with worn armor.

High Body Mass Converter

The flexbot is able to convert small bits of its own body mass into ammunition or fabricator feedstock if needed. The bot may convert 1 DUR into 10 rounds of kinetic or spray weapon ammunition or 1 kilogram of inorganic feedstock.

Low Bodysculpting

If your morph's enhanced physique isn't enough, you can take it further with custom bodysculpting such as as elongated ears or fingers, nose alteration, hair addition/removal, feathers, exotic eyes, snakeskin, endowed genitalia, and more unusual physical alterations.

Moderate Brain Box

Just as some people in the outer system prefer biomorphs with cyberbrains because of the speed and ease of both forking and resleeving, others prefer the durability and utility of synthmorphs, but do not wish to give up having an organic brain. Some have aesthetic objections, while others worry about a cyberbrain's vulnerability to hacking.

High Brain Box Life Support

To avoid the necessity of these nutrients, users can also install a smaller, cheaper, and more limited version of the long-term life support augmentation (p. 189, RW) that is designed specifically for use with a brain box. This augmentation recycles the necessary nutrients as long as the morph has sufficient electricity and can gain access to small amounts of water and carbon twice a year.

Moderate Carapace Armor

Carapace armor combines bioweave armor with hard but flexible plates of a chitin-ceramic hybrid material modeled on the microscopic structure and texture of arthropod exoskeletons. This armor is obvious and has a somewhat crocodilian or insectoid appearance (character's choice). The morph is completely hairless as well. This provides an Armor rating of 11/11.

Low Chameleon Skin

The morph's skin is augmented with complex chromatophores so that it changes color like the skin of a chameleon or an octopus. The morph can match the appearance of almost any color and most patterns. This provides a +20 modifier to Infiltration Tests to avoid being seen or noticed, as long as the character is stationary or not moving faster than a slow walk.

Moderate Circadian Regulation

The morph only requires 2 hours of sleep to maintain health and function at peak mental capacity. The character dreams constantly while asleep and can both fall asleep and wake up almost instantly. In addition, the character can easily and with no ill-effects shift to a 2-day cycle, where they are awake for 44 hours and sleep for 4.