Cybernetics is the mechanical and electronic branch of body augmentation. Unlike Wetware, which grafts foreign biological tissue onto your existing body, cybernetics adds, replaces, or interfaces with hardware; myomer weave, bone-lattice reinforcement, sensor arrays, neural couplings, full prosthetic limbs.
There are two distinct sub-types with very different mechanical roles:
| Sub-type | Mechanical Role | Pricing | Stacks With |
|---|---|---|---|
| Cybernetic Augment | Adds to your existing attribute (you keep the natural limb; the augment enhances it). | 2k → 32k per Mark | Wetware (yes), other augments (no; one per attribute), prosthesis of same attribute (no) |
| Cybernetic Prosthesis | Total limb replacement. Sets the attribute for that limb to the prosthesis Mk. | 1k → 16k per Mark (½ augment cost) | Wetware (yes, biological enhancement of surrounding tissue), augment of same attribute (no, there's nothing to enhance) |
Both sub-types are EMP-vulnerable (see the EMP tier rules).
You have a working limb and you want it to do more. The augment slots into / wraps around / overlays your existing biology, adding to your natural attribute.
A character with natural Might 3 and Cybernetic Augment Might Mk-II (+2) operates at Might 5 for any test involving that limb.
Currently shipped; physical attributes only (cognitive / metaphysical augments are a future content drop):
| Attribute | Effect | Mk-I | Mk-II | Mk-III | Mk-IV | Mk-V |
|---|---|---|---|---|---|---|
| Agility | +N to Agility | 2,000 | 4,000 | 8,000 | 16,000 | 32,000 |
| Fortitude | +N to Fortitude | 2,000 | 4,000 | 8,000 | 16,000 | 32,000 |
| Might | +N to Might | 2,000 | 4,000 | 8,000 | 16,000 | 32,000 |
| Reflex | +N to Reflex | 2,000 | 4,000 | 8,000 | 16,000 | 32,000 |
Pricing is in Creds. Mk-I/II = personal grade, Mk-III/IV = restricted, Mk-V = military.
A character with natural Might 3 who installs Cybernetic Prosthesis Might Mk-II (sets to 2) now operates at Might 2 for that limb. The prosthesis replaced the natural one, there's nothing to fall back on. This is a downgrade for any character whose natural attribute exceeds the prosthesis Mark, which is the entire trade-off, prosthesis is for situations where the natural limb is gone or never measured up.
A character with natural Might 1 who installs Cybernetic Prosthesis Might Mk-IV (sets to 4) now operates at Might 4; a substantial gain at half the augment cost.
Physical attributes only.
| Attribute | Effect | Mk-I | Mk-II | Mk-III | Mk-IV | Mk-V |
|---|---|---|---|---|---|---|
| Agility | Sets Agility to N | 1,000 | 2,000 | 4,000 | 8,000 | 16,000 |
| Fortitude | Sets Fortitude to N | 1,000 | 2,000 | 4,000 | 8,000 | 16,000 |
| Might | Sets Might to N | 1,000 | 2,000 | 4,000 | 8,000 | 16,000 |
| Reflex | Sets Reflex to N | 1,000 | 2,000 | 4,000 | 8,000 | 16,000 |
Pricing is in Creds. Half the cost of an equivalent Cybernetic Augment.
| Combination | Allowed? | Result |
|---|---|---|
| Cybernetic Augment + Wetware (same attr) | Yes | Wetware bonus stacks on top of augment-modified attribute. |
| Cybernetic Prosthesis + Wetware (same attr) | Yes | Wetware enhances surrounding biological tissue and the prosthesis-tissue interface; bonus stacks on top of the prosthesis Mark. |
| Cybernetic Augment + Cybernetic Prosthesis (same attr) | No | The augment requires a natural limb to enhance; the prosthesis IS the limb. They can't coexist on the same body part. |
| Cybernetic Augment of two different attrs | Yes | Each attribute has its own augment slot. |
| Cybernetic Prosthesis of two different attrs | Yes | Each replaced limb has its own prosthesis slot. |
| Two augments of the same attribute | No | One per attribute. |
Cybernetic Augments and Prostheses are mechanical/electronic; they carry EMP tier tags that determine how badly an EMP attack disables them:
| Mark | EMP Tier | Notes |
|---|---|---|
| Mk-I, Mk-II | EMP Vulnerable | Off-the-shelf shielding. Long disable + quality damage on EMP hit. |
| Mk-III, Mk-IV | EMP Susceptible | Mid-grade shielding. Brief disable, less likely to suffer permanent damage. |
| Mk-V | EMP Sensitive | Military-grade shielding. Minimal effect, but the augment still reads as electronic and registers a hit. |
See EMP tier rules on the Wetware page for the comparison framing; and a reminder that Wetware does not protect a Cybernetic Augment or Prosthesis from EMP. Only the Wetware itself is immune; cybernetic side of the kit still fries.
| Origin | Compatible | Notes |
|---|---|---|
| Humans, Rodi, Kanarie, Sketh, Junkers, Zetas, Bohecs, Cyborgs | Yes | All organic origins host cybernetics. Cyborgs gain bonuses via Cyber Tolerant. |
| Androids | Limited | Synthetic chassis is its own replacement system; Androids handle limb-loss via chassis swaps, not prosthesis. Cybernetic Augments do not apply (already maxed by chassis spec). |
| Om / Slaters / Nanocoids | No | Crystalline / silicon / nanite. Cybernetic hardware does not interface with non-carbon body plans. |