SWURPG

Bio-Implants

34 cybernetics, prosthetics, and biomods for non-droid characters. Sensory — replacement eyes, ears, voices, comms. Neural — reflex boosters, memory chips, jacks, dampeners. Physical — prosthetic limbs, subdermal armor, replacement organs, adrenal regulators. Use them to gain mechanical bonuses, or thematically to replace a lost limb or failed organ — GM discretion on installation.

The Rec. Lv column is an advisory minimum — the price and rarity say "you usually find these at this point in your career," not a hard gate. GMs may install higher-tier bio-implants on lower-level characters when the story calls for it. Heavy cybernetics are canonically held to diminish a character's Force connection (Vader, Grievous, Maul) — narrative consequence, no mechanical penalty in SWURPG.

A few bio-implants are mutually exclusive: Subdermal Armor (Heavy) supersedes (Light); Neural Accelerator supersedes Reaction Time Booster; Hydraulic and Servo-Powered leg augments use opposite paradigms — pick one. The Character Builder enforces these automatically. GMs may also treat all "eye module" entries as competing for a single cybernetic-eye socket; the catalog doesn't enforce that one.

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Sensory · 10

NameCompatibilityCostRecommendedEffect
Auditory Implant (Basic)Any non-droid1,200 crLv 1+Restores lost hearing. +1 to Perception checks involving sound.
Cybernetic Eye (Basic)Any non-droid1,500 crLv 1+Replaces a lost or damaged eye. +1 to Perception checks involving sight.
Vocal Cord ReplacementAny non-droid1,800 crLv 2+Restores lost voice. The user may imitate other voices with a successful Deception check (DC 15).
Low-Light OpticsAny non-droid2,500 crLv 3+See in dim light as if it were normal illumination. Advantage on Perception checks in low-light conditions.
Sonic AmplifierAny non-droid2,000 crLv 3+Hearing range extended. Advantage on Perception checks involving sound.
Internal Comm ImplantAny non-droid3,000 crLv 4+Built-in long-range comlink. Hands-free, sub-vocalized, encryption-capable.
Telescopic Lens ImplantAny non-droid4,000 crLv 5+Perception range involving sight is doubled. Advantage on ranged attacks against targets beyond 200 ft.
Thermal/IR OpticAny non-droid6,000 crLv 7+See heat signatures through smoke, fog, and darkness. Ignore concealment from non-magical obscurement.
Cybernetic Eye (Sensor-Linked)Any non-droid7,500 crLv 8++2 to Use Computer checks. Advantage on Investigation checks involving sensor data.
Optical Targeting ArrayAny non-droid8,000 crLv 10++2 to attack rolls with ranged weapons. Advantage on Perception checks involving sight.

Neural · 10

NameCompatibilityCostRecommendedEffect
Skill ChipAny non-droid3,500 crLv 3+Gain proficiency in one skill chosen at installation. If you are already proficient in that skill, gain +2 to all checks with it instead.
Reaction Time BoosterAny non-droid3,500 crLv 4++2 to Initiative rolls. Does not stack with Neural Accelerator — the higher-tier implant supersedes this one.
Memory Augmentation ChipAny non-droid5,000 crLv 5++2 to Knowledge: Galactic Lore checks. +2 to Knowledge: Sciences checks. +2 to Knowledge: Tactics checks. Perfect recall — auto-succeed on retakes of any Knowledge check you have already attempted.
Pain SuppressorAny non-droid4,500 crLv 5+Advantage on Constitution saves against pain and torture. Once per encounter, ignore the first source of Disadvantage from injury.
Neural Interface JackAny non-droid5,500 crLv 6++2 to Use Computer checks. Advantage when piloting any vessel you are physically jacked into.
Empathic DampenerAny non-droid6,500 crLv 7+Advantage on saving throws against Charm and fear effects. Lore: the user often reads as emotionally flat in social settings.
Adrenal Surge RegulatorAny non-droid9,000 crLv 10+Once per Short Rest, the first time you drop below half HP in an encounter, gain temporary HP equal to your Intelligence modifier + your level.
Neural AcceleratorAny non-droid10,000 crLv 10++2 to Initiative rolls. Once per Short Rest, add your Intelligence modifier to a Dexterity saving throw or attack roll. Supersedes Reaction Time Booster.
Cortical CalculatorAny non-droid12,000 crLv 11++1 to Intelligence. Advantage on Investigation and Knowledge: Sciences checks.
AJ^6 Cyborg Construct✦ LegendaryRestricted25,000 crLv 12+Advantage on all Use Computer checks. Advantage on all Knowledge: Sciences checks.

Physical · 14

NameCompatibilityCostRecommendedEffect
Cybernetic Arm (Prosthetic)Any non-droid2,000 crLv 1+Replaces a lost arm. Standard function with no penalty.
Cybernetic Leg (Prosthetic)Any non-droid2,000 crLv 1+Replaces a lost leg. Standard function with no penalty.
Replacement Heart (Cyber-Pumped)Any non-droid3,500 crLv 3+Replaces a failed heart. +5 maximum HP. Advantage on Constitution saves against exhaustion.
Subdermal Armor (Light)Any non-droid3,500 crLv 3++1 AC. Works under clothing and does not interfere with worn armor's maximum DEX modifier.
Adrenal Booster ImplantAny non-droid4,000 crLv 4+Once per Short Rest, as a bonus action, gain +10 ft speed and advantage on Strength saving throws for 1 minute.
Reinforced Cybernetic ArmAny non-droid4,000 crLv 4++1 to Strength. Unarmed strikes with this arm deal an additional 1d4 damage.
Hydraulic Leg AugmentsAny non-droid5,000 crLv 5++10 ft speed. Jump distances are doubled. Cannot be installed alongside Servo-Powered Leg Augments — pick one paradigm.
Replacement Lungs (Cyber-Filtered)Any non-droid5,500 crLv 5+Replaces failed lungs. Immune to atmospheric toxins and smoke. Can survive in vacuum for up to 1 minute.
Endurance PacemakerAny non-droid5,500 crLv 6++1 to Constitution. Advantage on Endurance checks.
Synthetic Bacta PumpAny non-droid6,000 crLv 6+Once per Long Rest, when you are reduced to half HP or below, gain temporary HP equal to your level + your CON modifier.
Servo-Powered Leg AugmentsAny non-droid7,000 crLv 7++1 to Dexterity. Advantage on Athletics checks for running or jumping. Cannot be installed alongside Hydraulic Leg Augments.
Subdermal Armor (Heavy)Restricted12,000 crLv 9++2 AC. Resistance to kinetic damage on the first hit each encounter. Supersedes the Light tier — when both are installed only the Heavy bonus applies.
Muscle Fiber ReinforcementAny non-droid9,000 crLv 10++2 to attack rolls with melee weapons. Once per Short Rest, add your Constitution modifier to a weapon damage roll.
Phrik-Reinforced Skeleton✦ LegendaryRestricted20,000 crLv 12++2 HP per level (retroactive). Advantage on saving throws against being knocked Prone or grappled.