Quicklinks

Bio License I: Automal Artificial Fins | Kijiri Stealth Compartment | Naginata Rerebrace | Scrypher Magnetic Palms

Bio License II: Automal Monkey Grip | GolemWorks Shifting Hand | Kijiri Deflection Plate | Naginata Pauldron | NeuroBuild Disruption Coil | Kijiri Mithril Link

Bio License III: Cybros Biodock | GolemWorks Roving Hand | Med Hand | Kijiri Accelerated Feet | Naginata Vambrace

Bio License IV: Naginata Mithril Greaves | Naginata Adamantine Gauntlet | Scypher Ephemeral Hand


Limb modifications are implants that are installed into your arms and legs.

Under-Licensed Use. If you install any limb modifications that you do not have the license for you suffer severe side effects. You gain the nerve damage ailment and the only treatment is to remove the bio-modification. In addition, you can not use the modification or benefit from any effects it would give you.


Bio License I Limb Modifications

Automal Artificial Fins

Both Feet Modification

Artificial fins are a modification that replaces your feet with ones that transform into webbed, motorized fins. The modification costs 550 credits and requires 2 hours to install. Once installed, your feet have the same functionality as your original ones but as a bonus action, you can have them transform into fins. The fins cannot transform if you aren’t barefoot. Only civilian armor and fibers can be worn while barefoot.

When in fin form, you gain the following effects:

  • Your swim speed is doubled and your run speed is halved.
  • When you take the dash action, you can swim an additional 30 feet in addition to a bonus movement granted by the dash action.
  • You are able to take the disengage action as a bonus action.
  • You can propel yourself out of the water by breaching the surface. Use your long jump and high jump for the distance and height of your breach. You must do so with a 10 foot swimming start, you can not breach from a stand still.

Malfunction. The foot locks up, giving you disadvantage to resist being shoved.

Kijiri Stealth Compartment.

A Forearm, Shoulder, or Leg Modification.

A stealth compartment replaces your forearm, shoulder, or upper thigh with a sturdy metal container. This bio-modification costs 75 credits and requires 3 hours to install. The compartment is hollow with a hidden hatch that has a covert value of 25. The compartment is sound proof and slightly smaller than the replaced part of your body. It can hold up to 2 pounds without penalty, but the objects can not fill a volume greater than the replaced limb. If it holds more weight than that, you gain disadvantage on all attack rolls or skill rolls that require the use of the arm that the compartment is within.

Malfunction. The latch breaks open, spilling the compartment’s contents.

Naginata Rerebrace.

A Shoulder Modification.

A rerebrace is a body modification that replaces the muscles in your shoulder and upper arm. The implant costs 250 credits and requires 6 hours to install. When implanted, the shoulder works as normal but become much stronger, giving you the following effects:

  • Thrown weapons that are thrown with your modified arm have their range doubled
  • Thrown weapons deal an additional 3 damage.

Malfunction. Your shoulder locks in place, giving you disadvantage on all attack or skill rolls that use the arm.

Scrypher Magnetic Palms.

A Hand Modification.

Magnetic palms are a hand modification that replaces the natural skin on your palm with a gray metallic membrane. The implant costs 125 credits and requires 4 hours to install. It enables you to pull a single magnetic object within 15 feet of you towards your hand as an object interaction. Your hand must be free to perform this object interaction. Additionally, the object can not weigh more than 10 lbs or be held by another creature.

Malfunction. You are unable to hold objects in the hand.


Bio License II Limb Modifications

Automal Monkey Grip.

Both Feet Modification. Stealth I.

The monkey grip is a complete foot replacement designed to aid in climbing and providing advanced controls with your feet. The foot cost 1530 credits and requires 2 hours to install. Once installed, your feet can be used as hands with all the same limitations. You can not use your feet as hands while standing on them and you must be barefoot. Only civilian armor and fibers can be worn while barefoot. In addition, your climb speed is doubled while barefoot. When not using this foot as a hand the foot appears as a metallic foot.

Malfunction. Your feet lock up, giving you disadvantage to resist being shoved.

GolemWorks Shifting Hand.

A Hand Modification. Weapon I License.

A shifting hand is a hand modification that replaces your hand with a powerful morphing claw. This replacement costs 1,400 credits and requires 4 hours of labor to install. This device’s primary feature is the ability to use a bonus action and shift your hand between three modes: standard, tendril, and blade.

Standard mode is no different from a normal hand in functionality.

Tendril mode expands your hand outwards and turns it into long tendril like appendages. You are unable to hold any objects that weigh more than 1 pound in this mode, however you can hold and manipulate up to 10 objects as if they were in your hand. In addition, you have advantage on all Assembly skill rolls, unless the assembly requires you to hold objects beyond the 1 pound weight limit.

Blade mode condenses your hand into a long knive. You are unable to hold any objects in your hand while in this mode. Your unarmed strikes with this hand deals 2d10 slashing damage and they have the fleshrend weapon property.

Malfunction. Your hand shifts randomly immediately and again every minute (roll a d3). You can not shift it yourself though you can still use the hands current mode fully.

Kijiri Deflection Plate.

A Forearm Modification.

A deflection plate replaces your forearm with a non-detectable metallic guard. This bio-modification costs 670 credits and requires 4 hours to install. This guard gives you a +2 bonus to your melee AC as long as no weapon or object is being held by the arm.

Malfunction. Your melee AC is reduced by 2.

Naginata Pauldron.

A Shoulder Modification.

A pauldron replaces your shoulder with a hydraulically enhanced shoulder. This bio-modification costs 725 credits and requires 8 hours to install. You deal an additional 4 damage with all single-hit attack rolls made with this arm or weapons held in this arm, in addition, your carry capacity is increased by 10 pounds.

Malfunction. Your carry weight is reduced by half.

NeuroBuild Disruption Coil.

A Forearm or Leg Modification.

A disruption coil attaches a swirling band of violet metal around your forearm. This bio-modification costs 560 credits and requires 6 hours to install. Unarmed attacks made with the arm or leg gain the sonic property. When in astral space or exposed to astral anomalies you have advantage on unarmed attack rolls made with this arm or leg.

Malfunction. Your arm or leg spasms giving you disadvantage on all skill rolls that use the arm or leg.

Kijiri Mithril Link

A Hand Modification.

A mithril link is a hand modification that replaces your hand with a metal one that can be launched to grab objects and surfaces. This bio-modification costs 620 credits and requires 5 hours to install. Once installed, the hand has the same functionality as your original one but can be used to interact with objects from a distance.

As a bonus action, you can launch the hand up to 40 feet away. This allows you to interact with an object within that range as if you were interacting with it normaling with a single hand. The hand remains attached to your wrist via a strong mithril cable, the cable has a break value of 30 and replacements can be purchased for 200 credits.

If the hand grabs onto an object that is not being contested by another creature it can exert force to bring the objects together. The hand is able to pull up to 200 lbs of weight. It will either pull you to the object or the object to you, whichever is lighter. If both are above the weight, the hand does nothing and will return once you release whatever it is interacting with.


Bio License III Limb Modifications

Cybros Biodock.

A Forearm Modification.

A biodock is a forearm modification that replaces your forearm’s radial bone with a spring-loaded dock for integrating weapons. This bio-modification costs 1095 credits and requires 12 hours to install. After installing, you can integrate any weapon with a small integration into your forearm. Once a weapon is integrated, it is completely covert until withdrawn.

Malfunction. Any integrated weapon becomes partially withdrawn. While partially withdrawn the weapon is no longer covert and cannot be used in an attack.

GolemWorks Roving Hand. 

A Hand Modification. Construct II License.

A roving hand is a hand modification that replaces your hand with a metal one that is capable of operating independently from your body. It costs X and requires X hours of labor. Once installed, you can enable the roving hand to switch between standard mode and roaming mode as a bonus action.

Standard mode is no different from a normal hand in functionality.

Roving mode causes the hand to become separated from your body and move using the hand’s fingers. However, you can still feel objects and surfaces with your hand and control the hand as if it was still connected to your body. The hand can also perform any actions that you would normally be able to do with a single hand. In addition, if you have blindsense, you can perceive using this hand even when it is acting independently.

While separated in roaming mode, the hand gains the following properties:

  • It is considered a tiny creature with 15 AC and 8 hit points.
  • It gains a walking and climbing speed of 20 feet.
  • It gains a +7 modifier to Stealth and Sleight of Hand and a +2 modifier to all other skills when acting independently, otherwise it uses your own modifier for the skill roll.
  • It can exert up to 30 lbs of force onto an object or creature. When holding an object, the hands speed is reduced to 0.
  • If the hand is free, it can stick to walls or ceilings using its fingers, allowing it to support its own weight and walk along these surfaces.

If the hand is damaged, you take the same amount of damage in psychic damage. If the damage reduces the hand’s hit points to 0, the hand malfunctions and you are aware that the hand is inoperable.

Malfunction. Your hand detaches and can not be reattached.

Med Hand.

A Hand Modification. Medical II and Poison II License.

The med hand is a bio modification that replaces your hand with a mechanical one that contains a series of internal tools to aid in medical triage. This replacement costs 1,845 credits and requires 12 hours of labor to install. The implant is available from Kayana and Nebula. Once installed, you can enable the med hand to switch between standard mode and triage mode as a bonus action.

Standard mode is no different from a normal hand in functionality.

Triage mode causes your hand to split open at the metacarpals with an assortment of medical equipment and sensors. You can not hold any objects in this mode. This device requires a Medical II License to operate proficiently, and can be used as an injection gun in addition to its other effects.

You have advantage on science rolls to determine ailments, diseases, or poisons that are affecting another creature and you are able to use an action to collect a poison sample from an object or a blood sample from a creature with this device. Once a sample is gathered, you are able to scan the collected sample using the effects of a life signature scanner, poison detector, or disease detector. Additionally, if you collect a poison, you remove the poison from the object and you can optionally convert it into an injection poison and store it into an empty vial within the device. This poison has the same potency of the collected poison.

Lastly, you are able to store up to 3 injections within the hand, which you can inject into a creature as a bonus action. If the target is unwilling, you must make a melee might attack roll against the target. On a success, you inject them with the substance. If the substance is a poison, the target has disadvantage on all saving throws caused by a poison.

Malfunction. Your hand enters into triage mode and can not shift back. You are unable to make use of triage modes functions.

Kijiri Accelerated Feet.

Both Feet Modification. Stealth II.

The accelerated feet is a complete foot replacement that provides enhanced speed capabilities to your ground based movement. The feet cost 2580 credits and requires 2 hours to install. Once installed, your run speed is increased by 40 and you are able to run up a vertical surface, but if you end your turn not on solid ground you will fall. In addition, you ignore difficult terrain when walking or running.

Malfunction. The feet lock up, causing your run speed to be reduced to 10.

Naginata Vambrace.

A Forearm or Leg Modification.

A vambrace replaces your muscles in your forearm or leg with a matrix of interwoven fiber that helps to stabilize your arm or leg and locate vital striking locations on a creature. This bio-modification costs 1450 credits and requires 10 hours to install. Your critical threshold is reduced by 2 and you gain +10 critical damage with attack rolls made by unarmed strikes or weapons held in this arm or leg.

Malfunction. Your arm or leg becomes unusable.


Bio License IV Limb Modifications

Naginata Mithril Greaves.

Both Feet Modification. Stealth II.

The mithril greaves are a complete foot replacement that provides enhanced jumping and fall controls. The feet cost 4750 credits and requires 2 hours to install. Once installed,you gain the following effects:

  • Your long and high jump distances are tripled.
  • Your safe fall is increased by 100 feet.
  • You can use an action to charge up your feet. When you do so, both your long and high jump distances are doubled until the end of the round.
  • As a reaction to jumping into, or falling against, a wall or other surface you can jump up to your jump distance.
  • Unarmed strikes with your feet deal 2d10 physical damage and have a 10 foot reach.

Malfunction. Your feet lock up. You become knocked prone and can not stand up.

Naginata Adamantine Gauntlet.

A Hand Modification. Weapon III License.

An adamantine gauntlet replaces your hand with a powerful adamantine glove. This bio-modification costs 2105 credits and requires 10 hours to install. Once installed your hand gain the following properties:

  • The hand is indestructible.
  • Objects held in the hand can not be disarmed.
  • You have an advantage on grapple rolls made with the hand, and you can use the hand to break devices.
  • You can make unarmed strikes with the hand even when the hand is holding an object or weapon.
  • Unarmed strikes with the hand deals 3d10 bludgeoning damage and has the knock-back property.

Malfunction. Your hand clasps into a fist, breaking any object it is holding and will not unclasp.

Scypher Ephemeral Hand.

A Hand Modification. Phasing II License.

An ephemeral hand is a hand modification that replaces your hand with an arcane one that is capable of phasing through objects and interacting with data. It costs 2650 and requires 12 hours of labor to install. Once installed, you can enable the ephemeral hand to switch between standard mode and arcane mode as a bonus action.

In Standard mode any creature you have grappled with the hand are unable to teleport, phase,  or use any phasing devices in addition to normal functionality of a hand.

In arcane mode your hand gains the following properties:

  • It is able to physically interact with eidolons, ethereal undead, or other incorporeal creatures.
  • It and any object it is holding can phase through solid material but is blocked by any thickness of lead. While phasing in this way, you can choose to have the hand grab objects within reach, causing them to phase along with the hand.
  • It can feel, hold, and move a DataFlow or it can sever the dataflow as an action.
  • You gain a special action, Phase Hand: A creature within 60 feet of you must make a Charisma saving throw against your Magic. On a failed save, the target is enveloped in purple wisps of smoke and becomes ethereal for a split second, causing all objects held by the creature to fall to the ground.

Malfunction. Your hand enters arcane mode and begins to phase. In addition, all eidolons, ethereal undead, or other incorporeal creatures within a mile become drawn towards you.