Cybernetics



About Cybernetics

Cybernetic enhancements and replacements generally increase skills or characteristics, providing raw bonuses to characters abilities. The combination of purchased increases and the increases provided by Cybernetics can increase a character's skill or characteristic one step above the normal maximum (seven for characteristics, six for skills).

Cybernetic Limitations

Each character may only purchase and install a number of Cybernetic enhancements and replacements equal to their Brawn rating unless otherwise enhanced.

Ion Weapons

One drawback of Cybernetic enhancements and replacements is that they can be affected by weaponry designed to disable technology, such as ionization blasters or ion cannons. If hit by weapons that normally would only affect droids, the Cybernetic enhancement temporarily stops working for the remainder of the scene or until repaired. The consequences of this depend on the enhancement in question and are left up to the GM, but should make sense (for example, a character with two malfunctioning Cybernetic legs would not only lose any bonuses from the legs, but would also be unable to walk).


Installing Cybernetics

While a full medical facility can usually install Cybernetics without a check, a PC might need to make a check while working in less than ideal circumstances.

Installing a Cybernetic requires at least basic med supplies (such as an emergency medpac). The character must dedicate 4-6 hours and make a Hard () Medicine check (installing Cybernetics in a Droid requires an equal Mechanics check).

Increase the difficulty twice if the character is operating on themself. Further upgraded difficulty may also apply if trying to self-operate on delicate areas, such as the eyes or brain.

If the character succeeds, the Cybernetic is now attached and functional.

If the character fails, the Cybernetic does not take and suffers minor damage from the failed integration. The GM may spend to inflict 3 strain or 1 wound on the patient, and may spend to have the patient suffer a Critical injury from the botched surgery.


Cybernetic List

ItemPriceEncum.Rarity
p. 182
Repli-Limb Prosthetic (limb)~2000-4
Repli-Limb Prosthetic (organ)~1000-4
CyberScanner Limb4000-7
Cybernetic Weapon4000-7
Cybernetic Arm Mod V and VI10000-6
Cybernetic Leg Mod II and III10000-6
Cybernetic Brain Implant10000-6
Cybernetic Eyes7500-6
Immune Implant5000-6
Implant Armor7500-6
S-FC p. 49
Appraiser’s Eye700-7
Cybernetic Cavity(R) 775-3
Digital Lockpick(R) 2750-5
T-SM p. 49
Neural Recorder250-8
Surge Override Switch1000-6
Biofeedback Regulator3000-8
Escape Circuit (Droid Only)(R) 1000-6
Networked Slicing Uplink (Droid Only)(R) 1250-7
SoF p. 101
Avionics Interface8000-6
LoNH p. 106
Adrenal Implant2250-5
Cybernetic Reflexes2750-5
Implanted Cyberjack3750-6
Q-22 Retinal Tracker2500-6

Prosthetic Replacements

p. 175

These Cybernetics are designed to provide identical functionality to the original limb or organ, and are installed with a synthflesh covering, making them almost indistinguishable from the organic component they replace.

Limbs and major organs (including sensory organs such as eyes and ears, as well as heart, lungs, livers, and more) can all be replaced with a Repli-Limb option. They do not provide any bonuses or enhancements to the character, but restore them to normality. There are two general cost entries for Repli-Limb Prosthetics; for limbs and for organs. However, the GM should feel free to increase or decrease the costs depending on the specific circumstances.

(GM:) Prosthetic Organs and small Prosthetic Limbs like fingers and ears generally won't count against the implant cap.


CyberScanner Limb

p. 174 The Mod IV Scanner Limb incorporates a portable scanner, and unlike most Cybernetics, is concealed by a synthflesh covering to disguise the fact that there is anything out of the ordinary about the limb.

The CyberScanner displays data on a holo-projector that appears above the user's open palm and can show nearby motion, life-forms, energy signatures, and other common targets as desired at Medium range.


Cybernetic Weapon

p. 174

The standard Cybernetic Weapon arm appears to be a regular Cybernetic arm but features a retractable Light Blaster Pistol that can be deployed as an incidental. It is attached to the arm and cannot be removed, dropped. or disarmed.


Cybernetic Arm Mod V and VI

p. 173

The Mod V Cyberarm provides +1 Brawn, while the Mod VI provides +1 Agility.

If a character replaces both arms with Cybernetic enhancements, they must use the same model, as the arms are designed to work in tandem. However, the modifiers from both arms do not stack.


Cybernetic Leg Mod II and III

p. 173

Mod II Cyberlegs provide +1 Brawn, while the Mod III provides +1 Agility.

Cyberlegs must be purchased as a pair. The wearer must have both legs replaced to receive the bonus to their characteristics.


Cybernetic Brain Implant

p. 174

A Cybernetic Brain Implant provides +1 Intelligence and includes a comlink and computer access link.


Cybernetic Eyes

p. 174

Users with Cybernetic Eyes gain +1 Vigilance and Perception.


Immune Implant

p. 174

Possessing an Immune Implant grants the wearer +1 Resilience.


Implant Armor

p. 174

These thin plates rest under the skin, where they can absorb enemy fire with little serious damage to vulnerable tissue.

Implant Armor provides +1 Soak.


Appraiser's Eye

S-FC p. 48

An Appraiser’s Eye is a combination scanner and cross-reference tool in the form of a Cybernetic eye or lens implant. In addition to identifying most goods quickly and accurately, it constantly records commodity prices on the planets its wearer visits, and offers past data points as well as market trends on the items in question.

An Appraiser’s Eye provides automatic on Negotiation and Streetwise checks to buy or sell items.


Cybernetic Cavity

S-FC p. 48

A Cybernetic Cavity provides 1 rank of the Hidden Storage talent. A character with this Cybernetic can use the Hidden Storage talent to conceal items within their own body.


Digital Lockpick

S-FC p. 48

A Digital Lockpick is a Cybernetic appendage, usually a finger, equipped with a number of small tools that assist in cracking both physical and electronic locks.

A Digital Lockpick provides 1 rank of the Bypass Security talent.


Neural Recorder

T-SM p. 50

Neural Recorders allow the user to make an Easy () Discipline check to recall any information experienced while the recorder was running. Information gained from this check is highly detailed, and is generally comparable in quality to the recording a standard holorecorder would make. The installation of a Neural Recorder usually includes a small connection port elsewhere on the user's body — typically the palm. A character with a neural recorder can copy information recorded by the implant to a more common type of external storage device using this connection.


Surge Override Switch

T-SM p. 50

Once per encounter as an action, a character with a Surge Override Switch may make an Average () Discipline check. If they succeed, they may reactivate any number of Cybernetic implants that have been overloaded by weapons with the Ion quality, the Overcharge talent, or similar effects.

For each implant they reactivate this way, they suffer 2 strain.

A Surge Override Switch cannot be disabled by Ion weapons or overloaded by other means.


Biofeedback Regulator

T-SM p. 49

A Biofeedback Regulator achieves nothing for the recipient when installed on its own. This complex, full-body system takes substantial expertise to install, and is intended to be integrated with additional Cybernetic enhancements.

A Biofeedback Regulator increases the character's Cybernetic implant cap by two. A Biofeedback Regulator does not count toward the character's Cybernetic implant cap. Biofeedback Regulators cannot be installed on droids, and a character can only have a single Biofeedback Regulator Cybernetic installed.


Escape Circuit (Droid Only)

T-SM p. 49

An Escape Circuit is a Cybernetic implant that can only be installed in droids.

A droid installed with an Escape Circuit can resist a restraining bolt with an Easy () Discipline check instead of the normal difficulty. The droid may spend from a check made to resist a restraining bolt to overload the bolt, rendering it entirely useless.


T-SM p. 50

A Networked Slicing Uplink is a Cybernetic implant that can only be installed in droids.

In addition to its other effects, it counts as a set of slicer gear. When the droid is slicing or assisting with slicing tasks, add to Computers checks to identify the slicer based on these activities, such as the Trace User action.


Avionics Interface

SoF p. 101

A character with a Cybernetic Avionics Interface and at least 1 rank in Piloting (Planetary) or Piloting (Space) gains +1 to the appropriate Piloting skill when flying a starship or airspeeder. The avionics in speeders, swoops, and other repulsorcraft are generally too primitive to interface with, but a player may do so at the GM's discretion if the vehicle is equipped with a particularly advanced flight control computer.


Adrenal Implant

LoNH p. 106

An Adrenal Implant provides 1 rank of the Rapid Recovery talent.


Cybernetic Reflexes

LoNH p. 106

Cybernetic Reflexes provide 1 rank of the Rapid Reaction talent.


Implanted Cyberjack

LoNH p. 107

Once per check, a character with an Implanted Cyberjack may suffer 2 strain to decrease the difficulty of a Computers check to disable a security device or slice into a computer system by one.


Q-22 Retinal Tracker

LoNH p. 107

A simple thought impulse activates the system, which projects a targeting reticule directly onto the user’s retina. Though not infallible, the system can increase the user’s accuracy when trying to land precision shots or hit multiple foes with a heavy weapon.

A Retinal Tracker provides automatic on Gunnery and Ranged (Heavy) checks.