Overview
Cybernetics are body modifications, and don’t count as Items for effects that specifically target items. They also aren’t affected by Static. They will require you to find a Cyberneticist in-game to install, and are expensive to purchase. The Ship’s Shop has a very limited range of cybernetics available for purchase; you can trade with NPCs to unlock more unique effects!
Each character has a minor and major limit to how many cybernetics they can have installed at once. Once the soft limit has been reached, additional installations will cause side effects. Installing a new cybernetic is advised; used cybernetics, while cheaper to obtain, will come with downsides.
- Your Minor Limit is 3; beyond this point, you will start getting side effects with any new installations.
- Your Major limit is 5; beyond this point, all existing cybernetics gain side effects and each new cybernetic will actively hinder your character in some way.
Cybernetics function slightly differently to other items, in that they are intended as permanent additions to a character, and require extensive roleplay to safely remove. Removed cybernetics never work quite as well if installed in a different character, and will come with more quirks and faults the more times they change bodies.
Lore and roleplay
Alliance medical technology is sufficiently advanced that limbs and organs can be fully regrown. Indistinguishable bio-compatible prostheses can also be created which completely replace the function of that body part. (Both of these options do take more time and resources, whereas “one-size-fits-all” cybernetics can be more easily produced and installed). This means that having visible augments, or not, is both an aesthetic choice and a cultural signal. For example, many Vironti embrace augmentation and implants and show them off as much as possible, while a Sultonian might be ambivalent about theirs – viewing them as “making-do” with an inexpensive but fully functional prostheses, so as to save resources for others. A Marzionite might proudly show their cybernetics off as the scars of their duty, while Kesslerans may shrug off the loss of limbs in lab accidents and just grab the closest fix available. It can also be a practical choice, if having permanent access to a high tech limb makes someone uniquely suitable for a particular job.
In play, recovering from traumatic wounds will be assumed to include re-attaching any missing body parts – this is field medicine, albeit high-tech, with all its attendant risks, so you are welcome to role-play the loss and replacement of limbs and/or organs between events! Ultimately, your character’s decisions regarding their cybernetics, implants, and prosthetics are up to you. We ask players to not make assumptions, and to be respectful of the choices of others both in character and out. Players roleplaying having cybernetics or prostheses are also asked to do so in a mindful and respectful way.
Types of Cybernetics
Cybernetic Type | Description |
---|---|
Cybernetic | A body modification. These are not classed as items for mechanical purposes. |
Replacement | Whole replacement limbs or organs. These must be heavily physrepped. |
Implant | Attachments to existing limbs or organs. These must be physrepped with makeup or prosthetics. |
Chip | Knowledge chips implanted in the brain, granting special abilities. These do not require physrepping, but you may opt to have a scar from the surgery. |