Cybernetics
Cybernetics are body modifications, and don’t count as Items for rules purposes. They will require you to find a Cyberneticist in-game to install, and are expensive to purchase.
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. Installing a new cybernetic is advised; used cybernetics, while cheaper to obtain, will come with downsides. 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.
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. |
Knowledge | A special ability granted by professional training. The only way to obtain knowledge is at character creation. |
Knowledge
Knowledge is only innately obtainable at Character Creation, representing your professional training up to this point. Past character creation, you need to implant Cybernetic Chips to gain new knowledge.
Biological Limit
Each character has a soft and hard limit to how many cybernetics they can have installed at once. Once the soft limit has been reached, additional installations will cause side effects.