<Cybercore>

What Is Cybernetics?

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-typeMechanical RolePricingStacks With
Cybernetic AugmentAdds to your existing attribute (you keep the natural limb; the augment enhances it).2k → 32k per MarkWetware (yes), other augments (no; one per attribute), prosthesis of same attribute (no)
Cybernetic ProsthesisTotal 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).

Cybernetic Augments

When to Buy

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.

Catalogue

Currently shipped; physical attributes only (cognitive / metaphysical augments are a future content drop):

AttributeEffectMk-IMk-IIMk-IIIMk-IVMk-V
Agility+N to Agility2,0004,0008,00016,00032,000
Fortitude+N to Fortitude2,0004,0008,00016,00032,000
Might+N to Might2,0004,0008,00016,00032,000
Reflex+N to Reflex2,0004,0008,00016,00032,000

Pricing is in Creds. Mk-I/II = personal grade, Mk-III/IV = restricted, Mk-V = military.

Cybernetic Prosthesis

When to Buy

  • Limb-loss recovery: a Wound has cost you a limb, and you need a working replacement before the next Op.
  • Cheaper baseline: you have a low natural attribute and the prosthesis Mark is acceptable as the new ceiling for that limb. Cyborg-curious operators who'd rather replace than enhance.
  • Backup body part: GMs may rule that some specific surgical scenarios (a critical-fail amputation, a cybernetic-conversion plot) impose a prosthesis without the player's elective choice.

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.

Catalogue

Physical attributes only.

AttributeEffectMk-IMk-IIMk-IIIMk-IVMk-V
AgilitySets Agility to N1,0002,0004,0008,00016,000
FortitudeSets Fortitude to N1,0002,0004,0008,00016,000
MightSets Might to N1,0002,0004,0008,00016,000
ReflexSets Reflex to N1,0002,0004,0008,00016,000

Pricing is in Creds. Half the cost of an equivalent Cybernetic Augment.

Stacking Rules

CombinationAllowed?Result
Cybernetic Augment + Wetware (same attr)YesWetware bonus stacks on top of augment-modified attribute.
Cybernetic Prosthesis + Wetware (same attr)YesWetware enhances surrounding biological tissue and the prosthesis-tissue interface; bonus stacks on top of the prosthesis Mark.
Cybernetic Augment + Cybernetic Prosthesis (same attr)NoThe 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 attrsYesEach attribute has its own augment slot.
Cybernetic Prosthesis of two different attrsYesEach replaced limb has its own prosthesis slot.
Two augments of the same attributeNoOne per attribute.

EMP Vulnerability

Cybernetic Augments and Prostheses are mechanical/electronic; they carry EMP tier tags that determine how badly an EMP attack disables them:

MarkEMP TierNotes
Mk-I, Mk-IIEMP VulnerableOff-the-shelf shielding. Long disable + quality damage on EMP hit.
Mk-III, Mk-IVEMP SusceptibleMid-grade shielding. Brief disable, less likely to suffer permanent damage.
Mk-VEMP SensitiveMilitary-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.

Compatibility

OriginCompatibleNotes
Humans, Rodi, Kanarie, Sketh, Junkers, Zetas, Bohecs, CyborgsYesAll organic origins host cybernetics. Cyborgs gain bonuses via Cyber Tolerant.
AndroidsLimitedSynthetic 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 / NanocoidsNoCrystalline / silicon / nanite. Cybernetic hardware does not interface with non-carbon body plans.
  • Wetware; biological-grade attribute boost; immune to EMP, carries quirk side effects.
  • AI Implants & Jacks, brain-slot AI assists (Direct or Jackable); distinct from Cybernetics, they go in the brain-augment slot and grant skill bonuses, not attribute bonuses.