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

  • Auditory Implant (Basic)Lv 1+
    1,200 crAny non-droid

    Restores lost hearing. +1 to Perception checks involving sound.

  • Cybernetic Eye (Basic)Lv 1+
    1,500 crAny non-droid

    Replaces a lost or damaged eye. +1 to Perception checks involving sight.

  • Vocal Cord ReplacementLv 2+
    1,800 crAny non-droid

    Restores lost voice. The user may imitate other voices with a successful Deception check (DC 15).

  • Low-Light OpticsLv 3+
    2,500 crAny non-droid

    See in dim light as if it were normal illumination. Advantage on Perception checks in low-light conditions.

  • Sonic AmplifierLv 3+
    2,000 crAny non-droid

    Hearing range extended. Advantage on Perception checks involving sound.

  • Internal Comm ImplantLv 4+
    3,000 crAny non-droid

    Built-in long-range comlink. Hands-free, sub-vocalized, encryption-capable.

  • Telescopic Lens ImplantLv 5+
    4,000 crAny non-droid

    Perception range involving sight is doubled. Advantage on ranged attacks against targets beyond 200 ft.

  • Thermal/IR OpticLv 7+
    6,000 crAny non-droid

    See heat signatures through smoke, fog, and darkness. Ignore concealment from obscurement.

  • Cybernetic Eye (Sensor-Linked)Lv 8+
    7,500 crAny non-droid

    +2 to Use Computer checks. Advantage on Investigation checks involving sensor data.

  • Optical Targeting ArrayLv 10+
    8,000 crAny non-droid

    +2 to attack rolls with ranged weapons. Advantage on Perception checks involving sight.

Neural · 10

  • Skill ChipLv 3+
    3,500 crAny non-droid

    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 BoosterLv 4+
    3,500 crAny non-droid

    +2 to Initiative rolls. Does not stack with Neural Accelerator — the higher-tier implant supersedes this one.

  • Memory Augmentation ChipLv 5+
    5,000 crAny non-droid

    +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 SuppressorLv 5+
    4,500 crAny non-droid

    Advantage on Constitution saves against pain and torture. Once per encounter, ignore the first source of Disadvantage from injury.

  • Neural Interface JackLv 6+
    5,500 crAny non-droid

    +2 to Use Computer checks. Advantage when piloting any vessel you are physically jacked into.

  • Empathic DampenerLv 7+
    6,500 crAny non-droid

    Advantage on saving throws against Charm and fear effects. Lore: the user often reads as emotionally flat in social settings.

  • Adrenal Surge RegulatorLv 10+
    9,000 crAny non-droid

    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 AcceleratorLv 10+
    10,000 crAny non-droid

    +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 CalculatorLv 11+
    12,000 crAny non-droid

    +1 to Intelligence. Advantage on Investigation and Knowledge: Sciences checks.

  • AJ^6 Cyborg Construct✦ LegendaryLv 12+
    25,000 crRestricted

    Advantage on all Use Computer checks. Advantage on all Knowledge: Sciences checks.

Physical · 14

  • Cybernetic Arm (Prosthetic)Lv 1+
    2,000 crAny non-droid

    Replaces a lost arm. Standard function with no penalty.

  • Cybernetic Leg (Prosthetic)Lv 1+
    2,000 crAny non-droid

    Replaces a lost leg. Standard function with no penalty.

  • Replacement Heart (Cyber-Pumped)Lv 3+
    3,500 crAny non-droid

    Replaces a failed heart. +5 maximum HP. Advantage on Constitution saves against exhaustion.

  • Subdermal Armor (Light)Lv 3+
    3,500 crAny non-droid

    +1 AC. Works under clothing and does not interfere with worn armor's maximum DEX modifier.

  • Adrenal Booster ImplantLv 4+
    4,000 crAny non-droid

    Once per Short Rest, as a bonus action, gain +10 ft speed and advantage on Strength saving throws for 1 minute.

  • Reinforced Cybernetic ArmLv 4+
    4,000 crAny non-droid

    +1 to Strength. Unarmed strikes with this arm deal an additional 1d4 damage.

  • Hydraulic Leg AugmentsLv 5+
    5,000 crAny non-droid

    +10 ft speed. Jump distances are doubled. Cannot be installed alongside Servo-Powered Leg Augments — pick one paradigm.

  • Replacement Lungs (Cyber-Filtered)Lv 5+
    5,500 crAny non-droid

    Replaces failed lungs. Immune to atmospheric toxins and smoke. Can survive in vacuum for up to 1 minute.

  • Endurance PacemakerLv 6+
    5,500 crAny non-droid

    +1 to Constitution. Advantage on Endurance checks.

  • Synthetic Bacta PumpLv 6+
    6,000 crAny non-droid

    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 AugmentsLv 7+
    7,000 crAny non-droid

    +1 to Dexterity. Advantage on Athletics checks for running or jumping. Cannot be installed alongside Hydraulic Leg Augments.

  • Subdermal Armor (Heavy)Lv 9+
    12,000 crRestricted

    +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 ReinforcementLv 10+
    9,000 crAny non-droid

    +2 to attack rolls with melee weapons. Once per Short Rest, add your Constitution modifier to a weapon damage roll.

  • Phrik-Reinforced Skeleton✦ LegendaryLv 12+
    20,000 crRestricted

    +2 HP per level (retroactive). Advantage on saving throws against being knocked Prone or grappled.