Cybernetics
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Cybernetics is a method that mixes machine technology with organic beings to artificially enhance or otherwise improve the life of the organic. A cyborg is a person who has had one or more surgeries to implant technology directly into their body.
To learn about the evolution and lore of Cybernetics and their Tech levels, you can read the lore page Evolutions of Cybernetics. To jump straight to a list of Cybernetic Implants, go to: Cyborg Enhancements, Cyborg Utilities, or Artificial Replacements.
If the Character simply wants to install or embed an item from General Equipment, then they can take the Cybertaker feat. This allows for the Surgery and installation of a single Utility Implant.
- Summary
- Cybernetics can be put under three main categories. Replacement Implants, Utility Implants and Enhancing Implants. Replacement Implants are not considered a 'special' difficulty.
- To become a Cyborg, a character must undergo surgery to install the Framework. The Framework supplies Power and mounting Slots to Implants that can be installed at that time or another time with a surgery. A Framework has a Tech Level and can be masterworked. Depending on the Tech Level and Masterwork level, the Framework has a base amount of Power and Slots it can provide.
- Once a Character is a cyborg they gain the Cybernetic Prejudice flaw. And they also gain a Detractor. There are also some Innate Drawbacks that are earned automatically but can be avoided with masterworking.
- A Cyborg can level up and thus gain access to more Implants by either taking Feats under the Sub-Category: Difficulties section for Cybernetics, or they can take a new Detractor or enhance one they already have.
Cybernetic Types
The three kinds of cybernetic attachments are: Replacements, Utility, and Enhancements.
- Replacements
- Mostly for role-play, Replacements are prosthetic or artificial units intended to replace lost limbs and damaged organs. They do not require a Framework and do not require a person to take drawbacks for flaws. These do not provide benefits other than duplicating the essential functions of their biological counterparts, and they present little strain on the beneficiary’s overall well-being. In appearance, a cybernetic replacement can be recognizably artificial or virtually indistinguishable from the real thing. These differences depend on Tech Level.
- Rules: From a combat and role-playing perspective, there is no difference in a medical replacement implant if it is Tech2 or higher. Tech 1, there would be a noticeable visual difference. If the Player wishes to role-play it as a disability they wish to overcome, they can discuss this with the GM and treat it as a Quirk with a Detractor. Sensors or scanners may be able to detect the difference, but beyond being aware that there is something non-organic in the Character's body that otherwise functions identically to the biological replacement, the GM can ignore these implants. The purpose of this is mostly for Role-Playing. The idea is that if a Character loses a leg, an eye, etc., the group may have to go to a hospital for surgery, and the Character is out of action for a time. It is a way to deal with massive damage or near-death experiences. There is no need to take Cybernetic Prejudice or the Cybertaker feat.
- Utility
- Utility Implants can range from a wireless comms device, a tracker, or a scanning device. All of these are attached to the body in a way that would require surgery to remove, or else they are not considered an implant. They must also be connected to the person in a way that doesn't require a physical interface. IE: A neural interface, or some connection to the nervous system. The most common example of this is a wireless communications and tracking implant installed in soldiers or workers to enable easy communication and tracking.
- Rules: These implants relate to a device in General Equipment or of the same theme. Using the implant would then be the same as using the associated item from a 'what to roll' perspective. This would not provide a 'sixth sense to the Character. IE, if the implant is a Medical Scanner, the use of it would be the same as using a Medical Scanner device in the Character's hand. The only difference is that the device is embedded and thus frees the Character's hands. The data returned from the scan would have to be provided through another interface, as it wouldn't go directly to the mind. The mind could perhaps control the device, but the device cannot upload data directly into the mind. If that was the case, it would count instead as an Enhancement and a 'sixth sense' device. The main purpose here is to allow an avenue for General Purpose items to be used as implants. If the Character wishes to use a Utility Implant but doesn't want to deal with all the other aspects of being a Cyborg, they can use the Cybertaker feat. With this feat, they do not need a Framework or to take the Cybernetic Prejudice or any other negative effects. Otherwise, all Utility Implants take up 1 Slot and, if an electronic 1 Power. Masterworking can remove the Slot or Power requirement.
- Enhancements
- Enhancements bestow new abilities or improve the recipient in some fashion. Enhancements include skeletal reinforcement and subcutaneous weapon mounts. Some enhancements have visible external components, while others are hidden beneath the skin. Enhancements put more of a drain on the body’s resources, and recipients frequently suffer debilitating physical or mental side effects.
- Rules: These implants are the most advanced and take up both Slots and Power. There are some exceptions to this rule, usually centered around upteching and masterworking. The Character must become a full-fledged Cyborg and all the things associated with it, such as a surgery to install the Framework, the Cybernetic Prejudice flaw, and pick a Detractor.
Cybernetic Levels
There are different levels of cybernetic use. The higher the level of use the more the biological body is adjusted artificially.
- Level 0
- This is mostly for the Replacements type. This has no requirements. This doesn't even require the use of a Cybernetic Framework (more on that below). There is also no serious prejudice regarding the use of cybernetics for medical needs. While some may look down on those who do it, especially if it isn't necessary, this isn't the same disdain that many species and cultures have for Cyberborgs and the like. A Character can at Level 0 take a single 'Utility' type implant; however, this comes with some conditions. Only one Utility implant can be installed, and the Character must take the Cybertaker feat to do so.
- Level 1
- This is the First Level of Enhancement-type implants. The Character must go into surgery to install the Cybernetic Framework before starting their new life as a Cyborg. They gain the Cybernetic Prejudice flaw and pick a Detractor. At least one implant must have some small visible spot on a prominent part of the Character's body. A Disguise check is required to hide the fact that the Character is artificially enhanced. This follows the Disguise Checks Innate Drawback rules.
- Requirements: The Cybernetic Prejudice flaw. This then also requires taking a Detractor from the list.
- Level 2
- This has all the same requirements as Level 1, as well as the Cyborg Enthusiast feat. The size and number of implants visible protruding from the body have increased by at least 1. The Character can now get the surgery done to upgrade to a Level 2 Framework. Until this is done, the Character is *not* actually a Level 2 Cyborg.
- Requirements: The Cyborg Enthusiast feat, or they can either take a new Detractor from the list or enhance an existing Detractor. If they choose to take a Detractor, then they automatically, for free, gain the correct feat.
- Level 3
- Just as level 2 with the Cyborg Competent Feat this time. The size and number of implants visible protruding from the body have increased by at least 1. Just as with the previous level, the Character must get the surgery done to upgrade to a level 3 Framework before they can take advantage of being a Level 3 Cyborg.
- Requirements: The Cyborg Competent feat, or they can either take a new Detractor from the list or enhance an existing Detractor. If they choose to take a Detractor, then they automatically, for free, gain the correct feat.
- Level 4
- Just as with levels 2 and 3, except with the Cyborg Expert Feat this time. The size and number of implants visible protruding from the body have increased by at least 1. Just as with the previous level, the Character must get the surgery done to upgrade to a level 4 Framework before they can take advantage of being a Level 4 Cyborg.
- Requirements: The Cyborg Expert feat, or they can either take a new Detractor from the list or enhance an existing Detractor. If they choose to take a Detractor, then they automatically, for free, gain the correct feat.
- Level 5
- Just as with the previous levels, this is achieved with a Feat; this time, the Cyborg Master Feat. The size and number of implants visible protruding from the body have increased by at least 1. This is the highest level obtainable as a Cyborg. Any higher, the being would be more of a robot with minor biological components than a biological being with augmented artificial features. This level is extremely difficult to achieve. Again, surgery is done to upgrade to a level 5 Framework before they can take advantage of being a Level 5 Cyborg.
- Requirements: The Cyborg Master feat, or they can either take a new Detractor from the list or enhance an existing Detractor. If they choose to take a Detractor, then they automatically, for free, gain the correct feat.
The Drawbacks
Cybernetic attachments provide countless benefits to their recipients. The possibilities of cybernetic technology may seem endless, but there are also some drawbacks that cannot be ignored. There are some default drawbacks other than the standard Detractors that will be explained below. Improving the level of a Framework requires either the correct Feat, or getting or enhancing a Detractor.
By becoming a level 1 Cyborg, you also gain certain Innate Drawbacks. Those are detailed below.
Innate Drawbacks
- Disguise Checks
- By default, always gain Disadvantage when attempting to Disguise a Cyborg. Also, for every Level of Cyborg, the Character gains a Misc -1 to Disguise checks. This can be removed by spending a Masterworking level on the Frame. However, for every Slot used on the Cyborg, gain another -1 to Disguise checks. This is only removed using a masterwork level on each Implant that consumes a Slot.
- Electrical Weakness
- The Cyborg, by default, gains the Weakness of Electrical damage. If the Framework is upgraded with a Masterwork point to improve Electrical Hardening as well as 1/2 (round up) of Implants that require Power, then this Weakness is removed. Or 100% of all Implants that require Power are hardened.
- Massive Damage Effects
- Massive damage wreaks havoc with cybernetic attachments. Massive damage is when a Character receives more than 50% of their total HP worth of damage from one person. Whenever a creature with cybernetic attachments fails a Constitution save against massive damage, the GM will roll percentile dice and consult Table: Cybernetic Massive Damage Side Effects to determine what happens. This effect lasts until the end of the encounter.
- Susceptibility to Attack
- External cybernetic Implants are subject to attacks as if they are not stealthed. The Attacker can attempt the 'Attack an Object' action (view the Combat page for more details) to deal damage directly to the Cybernetic implant. Read Above for information on how damage is handled.
| d% | Roll Side Effect |
|---|---|
| 01–08 | Blurred Vision: Character suffers a 20% miss chance on all attacks. |
| 09–17 | Constant Trembling: Character takes a –2 penalty on Dexterity-based skill checks. |
| 18–25 | Cybernetic Rejection: Character suffers 1d4 points of Constitution damage per day. |
| 26–34 | Dizziness: Character takes a –1 penalty on attack rolls, saving throws, ability checks, and skill checks. |
| 35–42 | Impaired Hearing: Static distortion imposes a –2 penalty on all Listen checks. |
| 43–50 | Impaired Vision: Distorted images impose a –2 penalty on Spot checks. |
| 51–59 | Insomnia: Character can only sleep for minutes at a time and gains insufficient rest to heal naturally. |
| 60–67 | Muscle Cramps: Character moves at half speed. |
| 68–76 | Muscle Fatigue: Character takes a –2 penalty on Strength-based skill checks. |
| 77–84 | Power Surge: Character is shaken for 1 round if wounded; a successful Fortitude save (DC 12) negates. |
| 85–93 | Psychosis: Character suffers 1d4 points of Charisma damage per day, lapsing into a coma if the score drops to 0. |
| 94–100 | Sensory Overload: Character is stunned for 1 round if wounded; a successful Fortitude save (DC 15) negates. |
Framework
Implants need a way to interact with the Biological body, get power, and be controlled. This requires tight integration with the biological lifeform they are attached to and the unique properties of that body. Over time, the popular solution of building a sort of foundation to work off was adopted by all cyberneticists. This is called a Framework. It acts as an interface between the mechanical to the biological and helps the different implants work with each other as well as the different body types found within the cosmos.
For lore and role-playing purposes, a Player can read up on Framework Power Pack Types.
A Cybernetic Framework provides Power and Slots to install Implants. Each level in Cybernetics increases the Power and Slots. Masterworked levels and Tech Levels enhance Frameworks with additional Power/Slots, as shown in the graph below.
No matter the Cybernetic Level, Masterworked Level, or Tech Level, the maximum amount of achievable points is 10, and the maximum number of Slots is 6. This is a hard-set limit.
| Cyborg Levels => v=Tech Levels=v |
Level 1 | Level 2 | Level 3 | Level 4 | Level 5 |
|---|---|---|---|---|---|
| Tech Level 2 | 2 Power / 1 Slot | 3 Power / 2 Slots | 4 Power / 3 Slots | 5 Power / 4 Slots | 6 Power / 5 Slots |
| Tech Level 3 | 3 Power / 2 Slots | 4 Power / 3 Slots | 5 Power / 4 Slots | 6 Power / 5 Slots | 7 Power / 6 Slots |
| Tech Level 4 | 4 Power / 3 Slots | 5 Power / 4 Slots | 6 Power / 5 Slots | 7 Power / 6 Slots | 8 Power / 7 Slots |
| *Max Power/Slots no matter the Cybernetic/Masterworked/Tech Level is: 10/9 | |||||
Each Implant requires a surgery to install or remove and will cost some amount of Power and Slots. Once an Implant has been used, it has been modified specifically for the target species and cannot be used in other species. So a Character should plan carefully what goes in their body as this can be expensive and dangerous. Once removed, it cannot be sold.
Both the Cybertaker and the Cyber Tweaks feats can grant the Character more Power or Slots, but again not above the hard limit.
Masterworking the Framework
Each Level of Masterworking can grant the Framework either +1 Power or +1 Slot. Although not above 10/9 limit. A Masterworking level can also be spent on removing an #Innate Drawback. More on that below:
- Electrical Hardening: Removes the Electrical Weakness Innate Drawback from being a Cyborg.
- Hidden Frame: Removes negatives associated with Cyborg level from Disguise checks. If this is taken and all Implants that consume a slot are stealthed, then the person has no negatives to Disguise, and a person looking at them may not know they are a cyborg. Effects of Cybernetic Prejudice only apply when people are aware of the cyborg.
- Frame Reenforcement: Remove the bonus negative effects that are applied to a Cyborg when hit by massive damage.
Implant Masterworking
Implants can be master worked as well. Masterworking can improve the bonus the enhancement or utility provides, or it can be given a Trait. What Implanet Traits are available is based on the tech level of the Implanet.
Like all items, the highest Masterwork level is 5. Masterwork Implants come at an increased cost of x2 base cost per level and a +1 per level to the DC of the Surgery skill check to install it.
Implant Traits
- Tech 2: The Crafter can imbue Tech 2 cybernetic enhancements with 1 of the following traits
- Stealth: This is beyond stealth medical or utility implants. These are meant to trick even security scanners. Only a critical eye can try to spot the implant. Perception Check DC15 + Tech Level + Masterworking Level.
- Improved Resiliency: This adds +1 to the Resiliency rating of the Implant and +5 too Hardness.
- Tech 3: The Crafter can imbue Tech 3 cybernetic enhancements with 1 of the following traits.
- Improved Stealth: Only a critical eye can try to spot the implant. DC20+ Crafting Bonus + Surgery Bonus. The bonuses here are +1 for every 3 the Craft or Surgery exceeds the DC.
- Advanced Energy Efficiency: Spending 2 Masterwork levels on the Implant reduces the Power requirement by 1, minimum 1.
- Nano-Scale Spatial Engineering: Spending 3 Masterwork points can reduce the Slot requirement for the device by 1, minimum 1.
- Tech 4: The Crafter can imbue Tech 4 cybernetic enhancements with 1 of the following traits or 2 of the Tech 3 traits.
- Expert Stealth: Only a critical eye can try to spot the implant. DC25 + Tech Level + Masterworking Level.
- Atomic Spatial Engineering: Spending 2 Masterwork points can reduce the Slot requirement for the device by 1, minimum 0. This replaces 'Nano-Scale Spatial Engineering'.
Replacements
The most basic replacement for things like limbs and organs don’t bestow any special benefits, but they suffer some basic drawbacks. These drawbacks are not the ones listed above. Those are for Utilities and Enhancements. Replacements are more for Role-playing as well as having a lower tech adventure where a character suffers a grave wound. Some replacements of higher Tech Levels are built to counter certain drawbacks, as noted. They don’t add measurably to the recipient’s weight. Also by default all Replacements are not weak to Electrical attacks.
There are two different categories of Replacements. Internal and External. Internal are things like Organs while External are Prosthetic replacements.
To learn more about the different options, how Tech Levels effect these and what Masterwork levels can do for Replacements visit the Organ Replacement page.
Utility
All Utilities are based on existing items found in the General Equipment page. These cannot include Weapons or Armor. Any item that requires Electrical and/or Mechanical parts to construct and is powered, such as a sensor, communications device, by default requires a Power slot, it it doesn't require a Power Slot then it also doesn't have the Weakness to Electrical attacks. Otherwise they do not require power. By default any device converted into an Implant must be crafted as Masterworked Level 1. At Masterworked Level 2 or higher the item can be crafted with a personal power device removing the requirement for a Power slot unless specified otherwise. This micro power supply acts like the Framework's Power Pack noted above.
All other masterwork levels are spent improving the implant but the first level must be spent only on making the item usable as an implant. Another level can be spent on providing a micro power supply but again this wont count as improving the item only adding a feature too it. So if the first 2 masterwork levels are for the implant and the micro power supply then at masterwork level 3 the item can be improved as if it was a normal Masterwork level 1 item.
To learn more about Utility Implants visit the Utility Implants page.
Enhancements
Cybernetic Enhancements are available starting at Tech Level 2 and require a Level 1 Cyborg. Unlike standard replacements, they bestow new abilities upon their recipients. Unless otherwise noted, enhancements don’t add measurably to a recipient’s weight.
To view the different options, go to the Cybernetic Enhancements page.
How to get/craft/repair/install/remove Implants
Buying/Selling
Cybernetics are usually frowned upon if they are not used for medical purposes. In some societies, biological understanding yields advanced technology that removes the need for a mechanical solution to a missing limb or organs and many people prefer to simply regrow a lost appendage. So, depending on where the Character is, they may find even Medical or Utility Cybernetics rare, if not illegal. However, in most societies, Enhancement Cybernetics is illegal or rare. Medical and Utility Cybernetics have a Procure Difficulty of either 1 or 2 and start with Technology Level 1. While Enhancement Cybernetics has a Procure Difficulty of 2 or 3 and starts at Tech Level 2. A Species description will inform the GM where each of the major Species stand on Difficulties but if the adventuring group runs into a different culture it is up to the GM to decide. The default assumption is that it is always difficult to find a place that sells good quality Cybernetics and even harder to find a competent Cybernetic Surgen.
Selling your Cybernetic wears or even performing surgery for a client can be equally difficult, as it is often associated with the 'underground' or 'black market' of a society. Depending on where the Character's are they may even be committing a crime in providing these services.
More detailed Pricing and Procure Difficulty information is provided per Implant bases below.
Installation and Removal
Installing or removing a cybernetic attachment, regardless of the type, requires a successful Surgery check. If the Character doesn't have Cybernetic Surgery, then they take a disadvantage and cannot install Enhancement or Utility-type Cybernetics. A Character with the Cybernetic Surgery feat suffers no penalty on the check and can install all types of Cybernetics. A failed Surgery requires at least 1 week of recovery with temp Conn damage of xd4 per 5 points missed by the DC. The Conn damage cannot go below 1. Once full recovery is complete, the Surgeon can try again. The Character cannot perform Surgery on themselves.
Removing a cybernetic attachment without proper surgery causes lasting physical trauma to the patient’s body, dealing 1d4 points of permanent Constitution damage + 1d4 reduction in whatever attribute/ability/skill the implant is associated with. These can be removed or reduced with follow-up surgeries. A failed roll to remove an implant will force the Character to choose whether to continue removing it or leave it in a broken state. Continuing the removal will result in the aforementioned effects.
Finding a professional to do surgery for a nonmedical implant requires a Procure Difficulty of 1 if it is a Utility and a 3 if it is for Enhancements.
Construction and Repair
Cybernetic attachments are complex instruments with both electrical and mechanical components. Consequently, a character must have the Craft Cybernetics feat to build a cybernetic attachment. Standard crafting rules apply; it will require the use of both an Electrical and Mechanical crafting kit, a 'bill of materials', and time, usually 5 days.
Craft Cybernetics is also required for repairing. Repairing a damaged or nonfunctional cybernetic attachment requires 8 hours of work and a successful Repair check DC 15 + 1 per Tech level + 1 per Masterwork level The base is DC10 for Medical and Utility implants. A character needs both an electrical tool kit and a mechanical tool kit to facilitate repairs. Without one or the other, a character takes a disadvantage on the check; without both kits, it is impossible to try. A failure to repair means the Character must wait at least 8 hours before trying again. However, repairing and simply disabling the device and stopping it from doing self-harm are two different things. The device can simply be disabled and repaired later to avoid immediate adverse effects, if any.
Any cybernetic part that is 'hidden' or is considered inside of the body in any way also requires Surgery to access the Implant. The Character leading the surgery must also have Cyberentic Surgery. This will require a Surgery Kit and the Medical skill. Failure to perform the Skill check for Surgery by more than 5 means that the Character cannot attempt to repair the implant. If it fails but by less than 5 the repair can still move forward but the patient becomes infected and has the condition of Sickened for 1d4 days.
Getting Damaged
By default, only Implants that have the External category can be a target for damage. Implants follow the Item Damage rules. If a Battled Scared Implant fails, it fails for a certain amount of time as per the Multi-Turn Non-Functioning Items rules specify. By default, all Implants have a Resiliency of 3.
When an implant is completely damaged, it can no longer function, and the Character rolls a Constitution save as if they took Massive Damage. If they fail, the GM will roll percentile dice and consult Table: Side Effects to determine what happens. This effect lasts until surgery can be done. Consult Installation and Removal.
All Implants can be improved using Masterwork levels to gain a higher Resiliency or to remove their Weakness of Electric Damage type. Learn more about different Masterwork improvements for Implants below.