Mercadyne Sliver 2000gp - Implant - 2 - 22 - allows the use of an HComm with mental actions only, and grants telepathy with other Sliver users within 100ft. Weapons and tech that function with telepathy can be used by Slivers.
Nanite Sticks: (30gp for a “pack” of 30) These narrow 3” tubes are filled with nanites, held within a lightweight weave. When you either blow or inhale through the stick, the tip alights with a gentle spark, activating the nanites into a fine particulate cloud. Inhaling the cloud allows the nanites to enter your bloodstream, emitting trace amounts of positive energy as they become inert. Over the course of 3 minutes, the stick gradually burns and then goes out; inhaling the nanites throughout this period regains 1 HP. Attempting to use more than one stick at once has no additional effect. Using more than 5 sticks in one hour has no benefit. If the user is already at full HP, the nanites will provide 1 temporary HP, though this temporary HP never stacks, and lasts for 10 minutes. Much more rarely, nanite sticks can be used to hold nanites infused with negative energy or pharmaceuticals; prices for these sticks can vary significantly, and may be difficult to find.
Nanite Infusion: (+1 per 300gp, to a maximum of +10 for 3,000gp) Nanites have been infused into your body, and programmed to respond only to your specific psychic imprint. When making any kind of roll, as a free action, you may activate the nanites by thought; the nanites emit a powerful surge of energy, and your skin seems to subtly glow for just a moment. Gain a cybernetic bonus to the roll equal to the nanites’ bonus level. After use, the nanites must recharge by drawing on your life energy; doing so requires 24 hours, and over those 24 hours you must have a normal rest period; the nanites remain inert until both conditions have been met.
Cybernetic Chips: Cybernetic chips are designed to provide proficiency or aptitude in a certain field. Implantation of the chips requires cybernetic surgery (price not included, though BE provides reasonable rates); many users of cybernetic chips choose to have special chip slots cybernetically installed that allows for chips to be swapped out.
Skill Chips: (100 gp for a +1 bonus, 300 gp for a +2 bonus, 600 gp for a +3 bonus) Skill chips grant the listed bonus as a cybernetic bonus to a particular skill. If the chip has been installed for at least 24 hours, the user also treats that skill as though it were on her class skill list. Both removal and insertion of a new chip incur a -2 circumstance penalty on all skills for 1 minute as the body adjusts, simultaneous installation or removal of multiple skill chips causes the penalties to stack.
Proficiency Chips: (100 gp for a simple weapon or armor, 300 gp for a martial weapon or armor, 600 gp for an exotic weapon or armor, 1000 gp for a weapon or armor group)
Proficiency chips grant the user proficiency in a specific weapon or armor; more expensive chips grant proficiency in a group of related weapons or armors.
Feat Chips: (1000 gp for a feat with no prerequisites, 2000 gp for a feat with 1 prerequisite, 3000 gp for a feat with 2 prerequisites) Feat chips allow the user to replicate effects of a feat; however, the chips are completely dependent on the user already having any prerequisites needed for the feat. Feat chips can only replicate combat feats.
If a feat chip is installed for which the user does not have the necessary prerequisites, the user experiences the normal installation penalty, but does not receive the benefits of the feat.
Feat chips are much more complicated than skill chips or proficiency chips, and store a larger amount of data; installation of a feat chip incurs a -2 circumstance penalty on all skill checks, attack rolls, ability rolls, and saves for 24 hours.
Simultaneous installation of multiple feat chips causes the penalties to stack.
Cybernetic Chip Slots: (300gp for each slot) Chip slots allow users to remove and insert new cybernetic chips themselves, without the need for cybernetic surgery. Installation of a cybernetic chip slot itself requires 10 minutes of cybernetic surgery if performed in the proper facility (price included). When using a chip slot, the implanted chip does not count towards your limit of cybernetic implants.