<Cybercore>

Medic - Cybernetics

Medic - Cybernetics is the art and science of fusing machine and flesh, of melding cybernetic limbs, implants, and enhancements with the human body to create something new, something more than just the sum of its parts. The cybernetic medic is a master of both biology and technology, capable of performing complex surgeries and manipulating advanced machinery with equal ease.

This skill involves everything from implanting prosthetic limbs to rewiring neural pathways, and from installing cybernetic augmentations to replacing entire organs with artificial ones. With the right tools and knowledge, the cybernetic medic can bring the mostly dead back to life, and make the weak and broken strong again.

Whether it's installing an augmented reality eye implant, repairing a damaged neural net, or grafting a new cybernetic limb onto a patient's body, the cybernetic medic is an artist and a scientist, Using his skills and tools to make better than new improvements to their patient. They understand the relationship between flesh and steel, and they know how to blend the two to create something truly remarkable.

Using Cybernetics

Each cybernetic procedure will have a difficulty rating based on the complexity of the implant, invasiveness of surgery, compatibility challenges, and available equipment. The more advanced the augmentation and the more integrated with the nervous system, the higher the difficulty.

When you attempt to install cybernetic implants, repair augmentations, upgrade existing cybernetics, diagnose implant malfunctions, or perform integration surgery, you will make a Medic - Cybernetics skill check against the procedure's difficulty rating. The GM may apply Boons or Banes based on factors such as quality of surgical equipment, patient's existing augmentations, compatibility issues, or sterile conditions.

  • A Critical Success means you perform cybernetic surgery at the highest level. The implant integrates perfectly - no rejection risk, faster recovery time (50% reduced), enhanced performance beyond specifications (implant works 25% better than expected), seamless neural integration with no adjustment period, or you discover ways to improve the implant during installation. The patient heals quickly and their new augmentation feels natural immediately.
  • A Regular Success allows you to successfully complete the cybernetic procedure. You install the implant correctly, achieve proper neural integration, establish functioning connections to nervous system and muscle tissue, and ensure the augmentation works as designed. The patient recovers normally and their cybernetics function properly.
  • A Failure means the cybernetic procedure has complications but isn't catastrophic. The implant works but has issues - increased recovery time, minor rejection symptoms requiring medication, suboptimal integration causing adjustment difficulties, reduced performance (implant works at 75% capacity), or cosmetic problems. The patient needs follow-up procedures or additional recovery time.
  • A Critical Failure results in cybernetic disaster: severe rejection causing medical emergency, neural damage from improper integration, implant malfunction that harms the patient, infection from non-sterile surgery, wrong connections causing paralysis or system failure, or psychological trauma from forced augmentation. The patient may lose existing function or require emergency removal of the implant.

Cybernetics Tricks

Rather than spending skill points to move up skill levels, you may instead spend skill points to purchase any of the following tricks.

Quick Install:

Cost: 2 Skill points
Requires: Tactical Training
Frequency: Once per Lockdown
Effect: You can install simple cybernetic implants with exceptional speed. Once per operation, you can install a basic cybernetic augmentation (comm implant, basic sensory enhancement, subdermal armor plate) in half the normal time. Your efficient surgical technique doesn't compromise quality - the implant integrates properly and functions immediately.

Rejection Prevention:

Cost: 2 Skill points
Requires: Tactical Training
Frequency: Once per Lockdown
Effect: You know how to prevent cybernetic rejection through precise bio-compatibility adjustments. When installing an implant, you gain a +1d6 Boon to prevent rejection complications. Your patients' bodies accept augmentations more readily, reducing recovery time by 30% and eliminating most rejection symptoms.

Field Repair:

Cost: 2 Skill points
Requires: Tactical Training
Frequency: Once per Lockdown
Effect: You can perform emergency cybernetic repairs in field conditions. Once per operation, you can diagnose and repair malfunctioning cybernetic implants without a proper surgical suite. You can restore damaged augmentations to working order, fix software glitches, repair physical damage to implants, or temporarily bypass damaged systems until proper repairs can be made.

Neural Integration Expert:

Cost: 6 Skill points
Requires: Expert Training
Frequency: Once per Op
Effect: You excel at connecting cybernetics to the nervous system. When installing implants that interface with the brain or nervous system, you gain a +1d8 Boon. Your neural connections are seamless - patients experience no adjustment period, the implant responds like a natural limb immediately, and there's no lag between thought and action.

Cybernetic Upgrade:

Cost: 6 Skill points
Requires: Expert Training
Frequency: Once per Op
Effect: You can upgrade and improve existing cybernetic implants beyond their original specifications. Once per rest, you can enhance an installed implant to perform 25% better - a cybernetic arm becomes stronger, enhanced eyes see farther, neural processors think faster. Your modifications are permanent and don't compromise the implant's reliability.

Implant Diagnostics:

Cost: 6 Skill points
Requires: Expert Training
Frequency: Once per Op
Effect: You can diagnose cybernetic problems with exceptional precision. When examining malfunctioning implants, you automatically identify the exact problem - physical damage, software corruption, neural integration issues, power supply failure, or compatibility conflicts. You gain a +1d8 Boon to repair the diagnosed problem and can predict future issues before they cause failures.

Perfect Integration:

Cost: 10 Skill points
Requires: Master Training
Frequency: Once per Mission
Effect: You can achieve perfect cybernetic integration that seems miraculous. Once per mission, you install an implant so skillfully that it integrates flawlessly - zero rejection risk, instant neural connection, no recovery time needed, the augmentation works 50% better than specifications, and it feels completely natural. The patient can use their new augmentation at full capacity immediately.

Full Body Conversion:

Cost: 10 Skill points
Requires: Master Training
Frequency: Once per Mission
Effect: You can perform extensive cybernetic conversion procedures that other surgeons consider impossible. Once per mission, you can install multiple major cybernetic systems in a single extended surgery - replacing limbs, organs, sensory systems, or performing near-total body augmentation. Your patient survives procedures that should be fatal and emerges enhanced beyond normal human capability.

Cyber-Resurrection:

Cost: 10 Skill points
Requires: Master Training
Frequency: Once per Mission
Effect: You can save patients through extreme cybernetic intervention. Once per mission, you can bring a recently deceased patient back to life through cybernetic replacement - artificial heart, lung, neural systems, whatever is needed. You replace destroyed biological systems with cybernetic equivalents so quickly that brain death doesn't occur. They survive, heavily augmented but alive. You are the last resort when conventional medicine fails.

Crafting

Two-Stage Creation Process

Stage 1: Design Implant (Blueprint)

  • Requires: Medic - Cybernetics check (DC varies by implant complexity)
    • Simple Implant (DC Easy): Basic augmentation (subdermal armor, enhanced vision, comm implant)
    • Advanced Implant (DC Medium): Specialized enhancement (cybernetic limb, neural interface, weapon system)
    • Elite Implant (DC Hard): Cutting-edge augment (experimental tech, full organ replacement, AI integration)
  • Time: 1-4 weeks of design and testing per implant
  • Resources: Biotech databases, neural mapping, compatibility testing

Stage 2: Fabricate and Install (Crafting)

  • Requires: Components + surgical procedure + recovery time
  • Time: Surgery: 2-8 hours; Recovery: 1-7 days depending on implant
  • Materials:
    • Components: Cybernetic parts, neural interfaces, power cells (Moderate to Expensive)
    • Medical Supplies: Surgical tools, anesthetics, antibiotics (Moderate)
    • Integration Software: Neural calibration and system programming (Moderate)
  • Workshop: Cybernetics lab, surgical suite, or advanced med-bay

Benefits: Stacking Boons and Permanent Enhancement

Each cybernetic implant grants a stacking Boon to activities the augmentation was designed to enhance:

  • 1 Implant: +1d4 Boon
  • 2 Implants: +1d6 Boon
  • 3 Implants: +1d8 Boon
  • 4 Implants: +1d10 Boon
  • 5+ Implants: +1d12 Boon (then +1d4 for each additional)

Boons apply when:

  • Using the implant's enhanced capabilities
  • Performing tasks the augmentation was designed for
  • Leveraging cybernetic advantages over natural abilities
  • Operating integrated systems or weapons
  • Interfacing with compatible technology

Types of Cybernetic Implants

Physical Enhancement:

  • Cybernetic Limb: Enhanced strength, speed, or integrated tools
  • Subdermal Armor: Ballistic protection under skin
  • Muscle Augmentation: Increased physical performance
  • Skeletal Reinforcement: Enhanced durability and load capacity

Sensory Enhancement:

  • Enhanced Vision: Zoom, infrared, low-light, targeting overlay
  • Audio Enhancement: Amplification, filtering, recording
  • Neural Interface: Direct connection to computers and systems
  • Sensor Implant: Radiation detection, chemical analysis, environmental monitoring

Utility Augmentation:

  • Comm Implant: Internal communication system
  • Data Storage: Neural memory expansion
  • Biomonitor: Real-time health monitoring and diagnostics
  • Translator: Real-time language translation

Combat Systems:

  • Weapon Mount: Integrated firearms or melee weapons
  • Targeting Computer: Combat accuracy enhancement
  • Adrenaline Regulator: Controlled chemical boost system
  • Defensive Shield: Personal energy shield generator

Maintenance Requirements

Cybernetic implants require ongoing care:

  • Regular Maintenance: Monthly check-ups and calibration
  • Software Updates: Firmware patches and security updates (Cheap)
  • Power Supply: Battery replacement or recharging (Cheap to Moderate)
  • Repair: Damage requires cybernetics specialist (Moderate to Expensive)
  • Rejection Risk: Body may reject poorly maintained implants
  • Duration: Permanent (with proper maintenance)

Example: Military Cyberneticist's Combat Augments

Sergeant "Chrome" Vasquez installs tactical implants:

  1. Design Systems (DC Medium): Chrome spends 3 weeks designing combat augments, rolls Medic - Cybernetics (success)
  2. Install Implants: Over multiple surgeries, installs 3 combat systems:
    • Enhanced vision system: Targeting overlay + low-light
    • Cybernetic arm: Increased strength + integrated blade
    • Neural reflex booster: Improved reaction time
  3. Cost: Expensive for advanced cybernetic components
  4. Benefit: When in combat using augments, gains +1d8 Boon (3 implants)
  5. Duration: Permanent; requires monthly maintenance checks

Example: Corporate Cyberneticist's Full Body Conversion

Dr. "Steel" Nakamura performs high-end augmentation:

  1. Multiple Systems: Steel has designed and installed 5 integrated augments:
    • Full cybernetic legs: Enhanced speed and jump capability
    • Reinforced spine: Load capacity and durability
    • Neural processor: Enhanced memory and processing
    • Subdermal armor plating: Full body protection
    • Integrated comm and sensor suite
  2. Benefit: Recipient gains +1d12 Boon when leveraging full augmentation suite
  3. Investment: Each implant required Expensive components and 5-10 days recovery
  4. Integration: Systems designed to work together synergistically

Example: Street Doc's Budget Augments

"Doc" Rivera provides affordable cybernetics:

  1. Simple Implants (DC Easy): Doc specializes in basic, reliable augments
  2. Quick Installation: Basic comm implant installed in 2 hour surgery
  3. Cost: Moderate for standard components
  4. Benefit: +1d4 Boon when using basic communication implant
  5. Volume: Can install 5-10 basic implants per week

GM Notes

  • Limit to 5 major implants per character to prevent over-augmentation
  • Humanity Cost: Extensive cybernetics may have psychological effects
  • Compatibility: Some implants may conflict with each other
  • Story Opportunities: Acquiring rare cybernetics can drive missions
  • Economic Value: Custom implants are expensive and highly sought after
  • Social Impact: Heavy augmentation may affect social interactions
  • Hacking Risk: Cyber-augmented individuals may be vulnerable to hacking