Cybernetic Ability Enhancements
The Cybernetic enhancements below are examples; the prices given are approximate, and in SVU.
Normal replacement cybernetics cost money; cybernetics which enhance characteristics or provide Powers are bought with money and Character Points. Cybernetic body parts typically mass somewhat more than their organic equivalents. There aren't too many Powers listed which I won't allow through cybernetics, but some may be prohibitively expensive and/or difficult to obtain
The Limitation Cybernetic is defined as follows:
The Limb/Part takes x2 damage from electrical or maser or ion attacks for the purposes of Impairing or Disabling
A cybernetic part which is not defined as an Inobvious Focus will incur a Distinctive Features Disadvantage, with a Strong Prejudice Reaction modifier. (The prejudice against cybernetic body enhancement isn't equally strong throughout the Oikumene, but it's widespread enough to make your life miserable on most of the "civilized" planets).
The ease with which the different parts can be disguised will be variable, of course. A standard prosthesis is easy enough to hide (they are usually a pretty good match for the patient's skin when fitted, though they don't tan or go wrinkly in the bath), while an arm with a STR of 30, sub-dermal ceramic armour, and a blaster built into the forearm will require a little more work. Or at the least, very loose sleeves.
NOTE: Droids can be priced by totalling the cost of their components (as below), adding the cost of the brain, and a bit more for miscellaneous bits and pieces. Then the GM will think of a number, multiply it by 4.5, add New Zealand's current deficit, divide it by the square of the hypotenuse, and then make up some arbitrary sum, which is how much your droid will cost you.
Cybernetic Arm
Enhanced
- Price: 600
- Ability: 25 STR for the arm only (-3/4), 25 DEX for the arm only (-3/4) IIF, Cybernetic (1/4)
- Active Cost: 60
- Real Cost: 27
Normal Replacement (One)
- Price: 150
- Ability: Pays off Physical Limitation: No Arm (Frequently, Greatly impairing); IIF, Cybernetic (1/4)
- Active Cost: 15
- Real Cost: 10
Normal Replacement (Both)
- Price: 250
- Ability: Pays off Physical Limitation: No Arms (All the time, fully impairing); IIF, Cybernetic (1/4)
- Active Cost: 25
- Real Cost: 17
Cybernetic Ear
Enhanced
- Price: 170
- Abilities: Radio Hearing, Telescopic Hearing +4, Ultrasonic Hearing, Flash Defense 5 pts, IIF, Cybernetic (1/4)
- Active Cost: 17
- Real Cost: 11
Normal Replacement (1 Ear)
- Price: 50
- Ability: Pays off Physical Limitation: Hard of Hearing (Infrequently, Slightly impairing); IIF, Cybernetic (1/4)
- Active Cost: 5
- Real Cost: 3
Normal Replacement (2 Ears)
- Price: 150
- Ability: Pays off Physical Limitation: Deaf (Frequently, Greatly impairing); IIF, Cybernetic (1/4)
- Active Cost: 15
- Real Cost: 10
Cybernetic Eye
Enhanced
- Price: 390
- Abilities: Infrared Vision, x100 Microscopic, +4 Telescopic, Ultraviolet Vision, +4 Level with Range Mods, Flash Defense 5pts, IIF, Cybernetic (1/4)
- Active Cost: 39
- Real Cost: 26
Normal Replacement (1 Eye)
- Price: 50
- Ability: Pays off Physical Limitation: One Eye (Infrequent, Slightly impairing); IIF, Cybernetic (1/4)
- Active Cost: 5
- Real Cost: 2
Normal Replacement (2 Eyes)
- Price: 75
- Ability: Pays off Physical Limitation: Blind (All the Time, Fully Impairing); IIF, Cybernetic (1/4)
- Active Cost: 25
- Real Cost: 17
Cybernetic Hand
Enhanced
- Price: 600
- Abilities: 25 STR for the Hand only (-3/4), 25 DEX for the Hand only (-3/4) IIF, Cybernetic (1/4)
- Active Cost: 60
- Real Cost: 27
Normal Replacement (One)
- Price: 150
- Ability: Pays off Physical Limitation: No Hand (Frequently, Greatly impairing); IIF, Cybernetic (1/4)
- Active Cost: 15
- Real Cost: 10
Normal Replacement (Both)
- Price: 250
- Ability: Pays off Physical Limitation: No Hands (All the time, fully impairing); IIF, Cybernetic (1/4)
- Active Cost: 25
- Real Cost: 17
Cybernetic Legs
Enhanced
- Price: 750
- Abilities:
- 1: 25 STR for the Legs only (-3/4), 25 DEX for the Legs only (-3/4) IIF, Cybernetic (1/4)
- 2: +5" running at 0 End, IIF, Cybernetic (1/4)
- Active Cost: 75
- Real Cost: 37
Normal Replacement (1 Leg)
- Price: 150
- Ability: Pays off Physical Limitation: No Leg (Frequent, Greatly impairing); IIF, Cybernetic (1/4)
- Active Cost: 15
- Real Cost: 10
Normal Replacement (2 Legs)
- Price: 200
- Ability: Pays off Physical Limitation: No Legs (Frequent, fully impairing); IIF, Cybernetic (1/4)
- Active Cost: 20
- Real Cost: 13
Cybernetic Vehicle Linkage
- Price: 250
- Ability: +5 to all Piloting/Driving Rolls, OAF Cable, Cybernetic (1/4)
- Active Cost: 25
- Real Cost: 11
Cybernetic Implant Skills
- Price: 300
- Ability: One 3 pt Skill, IIF, Cybernetic (1/4)
- Active Cost: 3
- Real Cost: 2
Cybernetic Implant Communicator
- Price: 500
- Ability: Radio Listen And Transmit, IIF, Cybernetic (1/4)
- Active Cost: 5
- Real Cost: 3
Cybernetic Gland
- Price: 600
- Ability: 1d6 Aid to any one Stat (+ 1/4), 16ch, IIF, Cybernetic (1/4)
- Active Cost: 6
- Real Cost: 4
Cybernetic Gill
- Price: 50
- Ability: LS: Underwater, IIF, Cybernetic (1/4)
- Active Cost: 5
- Real Cost: 3
Cybernetic Claws
- Price: 300
- Ability: 1d6 HKA AP at 0 End, IIF, Cybernetic (1/4)
- Active Cost: 30
- Real Cost: 20
Cybernetic Subdermal Armor
- Price: 9000
- Ability: Armor +3PD/ +3ED, IIF
- Active Cost: 9
- Real Cost: 7
Cybernetic Subdermal Armor
- Price: 15000
- Ability: Armor +5PD/ +5ED, IIF
- Active Cost: 15
- Real Cost: 12