Player > Augmentations > Magitech
Magitech augmentations follow much the same rules as all other augmentations in regards to implantation, activation, and removal. Though they can be detected and crafted as if they were hybrid items, once they are installed, they become a part of your body and generally can’t be affected by abilities that disable or destroy hybrid items.
|Morphic skin, basic||1||370||Skin||ARM p.92|
|Technopathy node||1||220||Throat||ARM p.93|
|Gravitational harness, mk 1||2||515||Spinal column||ARM p.92|
|Psychoactive eyes, fascinating||2||965||Eyes||ARM p.93|
|Intercepting ears, mk 1||3||1225||Ears||ARM p.92|
|Force soles, mk 1||4||2260||All feet||ARM p.92|
|Morphic skin, advanced||4||2030||Skin||ARM p.92|
|Charged skin||5||3075||Skin||ARM p.90|
|Selective ears||5||2830||Ears||ARM p.93|
|Morphic skin, doppelganger||6||4400||Skin||ARM p.92|
|Psychoactive eyes, charming||6||4250||Eyes||ARM p.93|
|Restless pineal gland||7||5500||Endocrine||ARM p.93|
|Synchronous heart||7||6300||Heart||ARM p.93|
|Fluttering heart||8||8220||Heart||ARM p.91|
|Force soles, mk 2||8||10700||All feet||ARM p.92|
|Dispelling hand||9||14300||Hand||ARM p.90|
|Gravitational harness, mk 2||9||12700||Spinal column||ARM p.92|
|Intercepting ears, mk 2||9||13600||Ears||ARM p.92|
|Cloaking skin, standard||10||18000||Skin||ARM p.90|
|Holographic eyes, mk 1||10||18300||Brain and eyes||ARM p.92|
|Arcane lenses||11||25900||Eyes||ARM p.90|
|Enchanting vocal modulator, monofrequency||11||25400||Throat||ARM p.91|
|Dimensional braces||12||38000||All legs||ARM p.90|
|Divining mirror neurons||12||36400||Brain||ARM p.91|
|Holographic eyes, mk 2||13||49700||Brain and eyes||ARM p.92|
|Enchanting vocal modulator, duofrequency||14||66500||Throat||ARM p.91|
|Force palms||14||69500||All hands||ARM p.92|
|Psychokinetic sleeve||14||75000||Arm and hand||ARM p.93|
|Antimagic skin, mk 1||15||109400||Skin||ARM p.90|
|Gravitational harness, mk 3||15||118500||Spinal column||ARM p.92|
|Antimagic skin, mk 2||16||170800||Skin||ARM p.90|
|Antimagic skin, mk 3||17||263000||Skin||ARM p.90|
|Cloaking skin, greater||17||270000||Skin||ARM p.90|
|Enchanting vocal modulator, quadfrequency||17||225000||Throat||ARM p.91|
|Holographic eyes, mk 3||17||266000||Brain and eyes||ARM p.92|
|Antimagic skin, mk 4||18||388000||Skin||ARM p.90|
|Control mirror neurons||18||365000||Brain||ARM p.90|
|Antimagic skin, mk 5||19||587000||Skin||ARM p.90|
|Antimagic skin, mk 6||20||891000||Skin||ARM p.90|
|Holographic eyes, mk 4||20||820000||Brain and eyes||ARM p.92|
All augmentations have a system entry indicating the part of the body into which it must be installed. You can’t have more than one augmentation on the same part of your body.
In some cases, such as with augmentations installed in limbs, you can install an augmentation into a single general type of body part, such as any single one of your feet or hands. In these cases, the augmentation lists the acceptable body parts into which the augmentation can be installed. You can install a single augmentation on each limb of which you have multiples. For example, if you’re a kasatha, you could install a separate augmentation on each of your four hands, as long as each of those augmentations requires only a single hand.
If an augmentation requires multiple limbs for installation— such as climbing suckers, which require all feet, or a speed suspension, which requires all legs—the augmentation’s systems entry indicates that requirement. The augmentation’s description will also indicate whether a limb-based upgrade requires the replacement of a limb or the augmentation of an existing limb. In the case of augmentations that specifically replace a lost limb, such as a polyhand or a prosthetic limb, you cannot attach such an augmentation to an existing limb, due to the way these upgrades are manufactured.
Common Systems: Although exceptions do exist, most augmentations require installation into one of the following body systems: arm (or all arms), brain, ears, eyes, foot (or all feet), hand (or all hands), heart, leg (or all legs), lungs, spinal column, skin, and throat.
Getting an augmentation installed requires the services of a professional cybernetic surgeon or someone with ranks in Medicine equal to the level of the augmentation. A session with a cybernetic surgeon usually takes 1 hour per level of the augmentation. The price of such implantation procedures is included in the prices listed for each augmentation.
You might want to have an augmentation removed, usually because you want to install a different one in the same system of your body. This removal usually occurs during surgery to install new cybernetics. Biotech usually kills off the old augmentation while it’s integrating with your body, allowing you to purge the dead biotech naturally. Because augmentations are coded to your body, it’s not possible to resell an old augmentation, nor can you reimplant one into a different person. The price of a new augmentation includes the price and time to remove the old augmentation.
Most augmentations work continuously. Those requiring some degree of control are plugged into your nervous system, and you can turn them on or off as a standard action unless otherwise noted. For example, you could activate or deactivate cybernetics in your eyes to observe different visual phenomena.