Cybernetics Rules
Cybernetics must be installed through Surgery if purchased during the game. They can be used in addition to any items – ignoring any “only one of this type” item rules.
You have a limit to what can be installed based on standard biology. For example, you cannot have three eyes.
Cybernetics are all internal. If you want to graft a blaster to a replacement limb, the blaster section counts as Equipment still.
Costume Requirements
Cybernetics are optional to physrep, but it is encouraged. If you opt not to physrep them, you must let any surgeon investigating the area know about the cybernetic so they can roleplay accordingly.
Replacement Limbs
A limb that solely works as a limb, without any additional effects, is free and does not require a Tag or Lammie. Replacement limbs can be organically grown or mechanical. They act as regular flesh limbs for any rules effects.
General Implants
Muscular
| Name |
Description |
Value
|
| Muscle Reinforcement |
+1 B-HP |
200
|
| Trauma Resist |
Delays Trauma symptoms by 60 seconds. |
150
|
Heart
| Name |
Description |
Value
|
| Flash Recovery |
The first time you reach 0HP on an encounter, spend 5 seconds roleplaying a sudden surge of energy to heal your B-HP back to full. |
300
|
Dermal
| Name |
Description |
Value
|
| InvisiSkin |
Become Invisible once per encounter. Half your body must be beside an object. |
200
|
| Dermal Armour |
+1 B-HP |
200
|
| Antistatic |
Resist 1 Static call per encounter. |
200
|
| Blastproof |
Reduce Blast X by 1, to a minimum of 1. |
300
|
| Dermal Heating |
Resist Frost once per encounter. |
300
|
Eyes
| Name |
Description |
Value
|
| Observation |
Call “Detect X”, where X is an alien species or type of Equipment, once per encounter. |
200
|
| Microscopic Vision |
Allows you to discard and redraw a result from a chance-based mechanic, once per encounter. |
200
|
Training Chips
These augments are usually an internal brain chip, and can be optionally physrepped by a small scar on the head.
MATTOCK Only
| Name |
Description |
Value
|
| Combat Reflexes |
+2 B-HP. |
300
|
| Restraint Training |
You may call Restrain by yourself. |
300
|
KENOLAB Only
| Name |
Description |
Value
|
| Surgeon |
Allows you to read the Medscan on Health cards. |
300
|
| Chemist |
Treat one chemical token as if it were white (and benign) per puzzle. |
300
|
DIPLO Only
| Name |
Description |
Value
|
| Psychology |
Call “Read” once per discussion. |
300
|
| Faux Pas |
Call “Faux Pas” once per discussion. |
300
|
TASKMINDER Only
| Name |
Description |
Value
|
| Mechanic |
Allows you to read the Report on Fault cards. |
300
|
| Improviser |
Change one Connector shape when modifying Tech Grids (per puzzle). |
300
|