RELEVANT SPECIES: Acr, Dwellers, Hand of Action, Hand of Temperance, Humans, Proximans, Risantha, Ta, Xylat.
NOTE: Teuthidoids do not receive cybernetics due to their natural ability to regrow organs and limbs. Yoitsuni do not receive them due to their mutable form (if they lose a limb or organ, it just reforms the next time they change shape)
Not ever species has mastered the science of cloning limbs and limbs are not always available from donors, so many sentients who lose a limb or organ make do with a cybernetic replacement. These range from obviously-artificial robotic arms, to well-disguised cybernetic legs.
Cybernetic replacements are usually powered by tiny high-capacity battery packs and motivated by the recipient’s bioelectrical impulses.
Attaching a cybernetic prosthesis requires the Cybernetic Surgery feat. Once attached, the cybernetic replacement performs as well as the original limb or extremity. Common cybernetic prosthetics include arms, hands, legs, feet, and various internal organs. In addition to the cost of the prosthesis (usually 1000 credits), the recipient must also cover the cost of the surgery (500 credits), unless the limb was lost in the line of duty, in which case the cost of the prosthesis and surgery is covered by their service branch or employer.
Unlike other creatures, a creature with cybernetic prosthetics takes full damage from weapons and attacks that deal ion damage.
For most species, a cybernetic limb is only available to a character that has lost a limb, you can’t just chop off your arm and ask for one.
Each baseline cybernetic limb imposes a -1 penalty to Magery checks. High-technology tends to ‘scramble’ (so to speak) around mages who aren’t actively reigning in their abilities, so to keep your limb working you must actively suppress your power somewhat. Upgrading a cybernetic limb so that it does not impose a penalty on Magery checks costs 2000 credits per limb. Cybernetic organs pose no penalty to Magery checks.
Getting dermal sheathing for your cybernetic limb costs 1000 credits, and gives you a +10 bonus to Stealth and Deception checks made to pass your limb off as organic.
A cybernetic limb counts as a piece of equipment for the purposes of equipment modifications, and comes with 1 unused modification slot. You cannot gain additional modification slots for cybernetic limbs.
Cybernetic arms and legs can also benefit from certain Drone systems, as detailed below.
LEGS
Jump Servos (2000 credit)
Magnetic Feet (2000 credit)
Hidden Holster (500 credits, only usable if that leg is not covered)
ARMS
Magnetic Hands (2000 credits)
Projectile Hand (250 credits)
Remote Limb Control (1500 credits/limb, must have a direct neural interface to be able to remotely control the limb)
Rocket Arm (2000 credits, illegal)