Star Wars Knights of the Old Republic II: The Sith Lords/Implants

Level 1 Implants: Packages
These implants are the simplest, cheapest, and least effectual type. They require a minimum Constitution of 12 to be equipped and this attribute may not be boosted to accommodate for the implant.

Reflex Package This implant boosts the regular energy impulses of the nervous system, sharpening performance of dexterous action; inactive users may suffer the odd lingering twitch.
 * Reflex save +2

Pheromone Package This implant allows the user to subtly secrete synthetic pheromones that generally stimulate a pleasant behavior response in a wide range of species.
 * Charisma +1
 * Persuade +1

Cardio Package This implants micromanages the cardiovascular system, effectively increasing the user's constitution faster and further than hard work and exercise might.
 * Constitution +1

Strength Package This implant effectively increases the user's strength without the need for additional muscle mass through a combination of autonomic regulatory center management and small doses of adrenal stimulants.
 * Strength +1

Response Package This implant boosts the regular energy impulses of the nervous system, sharpening performance of dexterous action; inactive users may suffer the odd lingering twitch.
 * Dexterity +1
 * Stealth + 1

Fitness Implant This simple but advanced implant combines the functionality of the more common strength and cardio packages.
 * Strength and Constitution +1

Skills Package This ingenious device modifies brain chemistry to improve general problem solving and data-processing abilities.
 * Computer Use, Demolitions, Stealth, Awareness, Persuade, Repair, Security, and Treat Injury +1

Health Package This advanced implant package employs nano-technology to speed healing.
 * Constitution +1, Regeneration +1

Physical Boost Package This device improves all physical attributes, making it one of the most valuable implants of its type.
 * Strength, Dexterity, and Constitution +1

Mental Boost Package This device improves all mental skills, making it one of the most valuable implants of its type.
 * Intelligence, Wisdom, and Charisma +1

Level 2 Implants: Implants
These implants are the typical model of augmenting device available for sale on the galactic market. They require a minimum Constitution of 14 to be equipped and this attribute may not be boosted to accommodate for the implant.

Retinal Combat Implant ''This ocular implant greatly improves visual acuity, allowing the user to better track enemy movement in combat. General awareness will improve as well.''
 * Immunity to Critical Hits, Awareness +1

Lornan Implant This Implant regulates electrical current, protecting the user's brain from energy surges.
 * 10% Damage Immunity against Energy and Electricity

BioTech Implant ''This implant does use relatively experimental nano-technology to speed healing, but relies more on coagulants and solid doses of pain relievers. If you feel better, you are better.''
 * Regeneration +1

Power Implant This improved implant of the strength package employs substantially higher doses of stimulants.
 * Strength +2, Fortitude save +1

Alacrity Implant The alacrity implant enhances the user's nervous system, significantly improving reaction times.
 * Dexterity +2, Reflex save +1

Insight Implant By stimulating less used neural networks in the brain, this implant allows the user to see solutions they may not have otherwise considered.
 * Wisdom +2, Willpower save +1

Skills Implant This ingenious device modifies brain chemistry to improve general problem solving and data-processing abilities.
 * Computer Use, Demolitions, Stealth, Awareness, Persuade, Repair, Security, and Treat Injury +2

Durability Implant This implant regulates electrical current through the body, both improving stamina and providing resistance to energy-based attacks.
 * Constitution +1, 5 Damage Resistance against Energy and Electricity

Physical Boost Implant This device improves all physical attributes, making it one of the most valuable implants of its type.
 * Strength and Dexterity +2, Constitution +1

Mental Boost Implant This device improves all mental skills, making it one of the most valuable implants of its type.
 * Intelligence +1, Wisdom and Charisma +2

Level 3 Implants: Systems
These implants provide high-end results for healthy individuals and are manufactured with superb precision and at extensive cost. They require a minimum Constitution of 16 to be equipped and this attribute may not be boosted to accommodate for the implant.

Bio-Antidote System ''This implant maintains an ever-circulating stream of antitoxins in the user, increasing relevant antidotes for specific poisons introduced. Side effects include dry mouth.''
 * Immunity to Poison

Nerve Enhancement System This implant regulates the nervous system, preventing loss of consciousness due to sudden impact or sensory overload.
 * Immunity to Stun, Fear, and Horror

Reaction System ''This implant supplants the user's normal nervous system, enhancing it artificially. It allows impulses to travel faster and farther along the system, improving reaction time, while also improving fine motor control and increasing accuracy.''
 * Dexterity +3

Advanced Combat System ''This implant supplants the user's normal nervous system, enhancing it artificially. It allows impulses to travel faster and farther along the system, improving reaction time, while also improving fine motor control and increasing accuracy.''
 * Attack Modifier +1; grants Blaster Pistol Focus and Specialization and Blaster Rifle Focus and Specialization

Bakavar Strength System ''This implant stimulates physical performance well beyond the user's norm. The Bakavar Medical Research Labs are at the forefront of developmental cybernetics.''
 * Strength +3

Cardio Power System This implant increases the cardiovascular recovery rate and pain tolerance of the wearer, giving them almost supernatural stamina.
 * Constitution +4

Skills System This ingenious device modifies brain chemistry to improve general problem solving and data-processing abilities.
 * Computer Use, Demolitions, Stealth, Awareness, Persuade, Repair, Security, and Treat Injury +4

Numbness System ''By converting all pain into benign brain signals, this implant system greatly increases one's durability. It has no direct negative side effects, as its user is still fully aware of his or her body's current state of health.''
 * Constitution +2, 5 Damage Resistance against Piercing, Slashing, and Bludgeoning

Physical Boost System This device improves all physical attributes, making it one of the most valuable implants of its type.
 * Strength +2, Dexterity +3, Constitution +2

Mental Boost System This device improves all mental skills, making it one of the most valuable implants of its type.
 * Intelligence +2, Wisdom +3, Charisma +2

Level 4 Implants: D-Packages
D-Packages are extremely potent implants with outrageous effects, requiring invasive procedures to be embedded into a user and a profound level of physical health in that user to be upkept. They require a minimum Constitution of 18 to be equipped and this attribute may not be boosted to accommodate for the implant.

Universal description: ''D-Package implants are larger and more intrusive than other types. They tend to have more impressive effects but can only be used by very healthy individuals.''

Strength D-Package
 * Strength and Constitution +1

Immunity D-Package
 * Immunity to Poison, Critical Hits, Stun, Fear, and Horror

Perception D-Package
 * Wisdom +2, Charisma +1

Immortality D-Package
 * Constitution +3, grants Toughness, Improved Toughness, and Master Toughness

Quickness D-Package
 * Dexterity +4, Defense +1

Skills D-Package
 * Computer Use, Demolitions, Stealth, Awareness, Persuade, Repair, Security, and Treat Injury +6

Universal D-Package
 * Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma +2

Physical D-Package
 * Strength, Dexterity, and Constitution +3

Mental D-Package
 * Intelligence, Wisdom, and Charisma +3