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.
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.
Rather than spending skill points to move up skill levels, you may instead spend skill points to purchase any of the following tricks.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Each cybernetic implant grants a stacking Boon to activities the augmentation was designed to enhance:
Boons apply when:
Physical Enhancement:
Sensory Enhancement:
Utility Augmentation:
Combat Systems:
Cybernetic implants require ongoing care:
Sergeant "Chrome" Vasquez installs tactical implants:
Dr. "Steel" Nakamura performs high-end augmentation:
"Doc" Rivera provides affordable cybernetics: