Cybernetics
Name Tech Level EDF Modifier Type Hardness/HP Cost
Ammo Arm 4 0 Internal 5/10 magazine only 2500
Anti-Flare Implants 5 -1 Internal -/1 per eye 1400
Antigrav System 6 -3 Internal —/5 2500
Anti-Shock Implant 4 0 Internal -/1 1500
Anti-Stun Implant 5 -1 Internal -/4 2400
Aquaconverter Implant 5 -1 Internal -/4 1500
Artificial Arm Basic 4 0 External 3/5 1700
Artificial Leg Basic 4 0 External 3/7 1700
Artificial Muscle Fiber 5 -1 Internal —/4 1800 for +2 Str, 2600 for +4 Str, 3400 for +6 Str
Artificial Organ Basic 4 0 Internal -/2 1900
Artificial Organ/Limb Upgrade (PL +1) Internal/External Increase Hardness by 2, Double HP +2000
Artificial Organ/Limb Advanced (PL +1) Internal/External Varies +3000
Artificial Twitch Fiber 5 -1 Internal —/4 1800 for +2 Dex, 2600 for +4 Dex, 3400 for +6 Dex
Auditory Baffles 5 -1 Internal —/1 per ear 1400
Avatar Backup 5 -1 Internal —/1 2000
Avatar Boost 6 -3 Internal —/1 2000
Biofunction Regulator 5 -1 Internal —/2 2900
Bio-Surger 5 -1 Internal —/2 2500
Body Repair Weave 5 -1 Internal -/4 2100
Bug Eyes 5 -1 External 5/5 2200
Camouflaged Skin 5 -1 Internal —/2 1900
Chemical Air Analyzer 5 -1 Internal —/4 2300
Climbing Claws 4 0 Internal, external in use 5/5 1600
Cognitive Probe 6 -3 Internal —/2 2900
Cosmetic Implants 4 0 Internal —/1 2100
Courage Implant 5 -1 Internal -/6 3200
Self-Repairing Varies Varies +600
Cyberport 5 -1 Internal —/2 1600
Daredevil 5 -1 Internal —/2 3100
Data Archive 5 -1 Internal, Biological -/2 for Computer 2700
Dermal Motors 5 -1 Internal —/4 2100
Destrier System 5 -1 External 12/20 2900
Enhanced Immune System 5 -1 Internal -/8 1900 +2, 2500 +4, 3100 +6
Enviro-Skin 5 -1 Internal —/5 2600
External Tool Mount 4 0 External 10/5 mount only 1400
External Weapon Mount 4 0 External 10/5 (mount only) Melee 1500, Ranged 1700
Extra Memory 5 -1 Internal —/2 2900
Feat Implant 5 -1 Internal -/5 2500
Feat Plexus 6 -3 Internal -/4 2500, does not include feat implants
Flexible Joints 4 0 Internal —/2 1800
Flight System 5 -1 External 7/15 2400
Fortified Skeleton 5 -1 Internal -/varies 3200
Grapple Arms 5 Internal 5/12 2200 for each arm
Ground-Penetrating Audio 4 0 Internal —/2 per ear 1500
Hook PL 0 External 4/3 1200
HUD Link 4 0 Internal —/3 1900
Identity Chip 4 0 Internal —/1 500
Inertial Navigator 4 0 External 5/10 1900
Initiative Implant 5 -1 Internal -/10 2000
Injector Unit 4 0 External 2/5 1500
Internal Gyro 5 -1 Internal —/2 2100
Internal Tool Mount 5 -1 Internal 10/5 mount only 1700
Internal Weapon Mount 5 -1 Internal 10/5 mount only Melee 1700, ranged 1900, does not include cost of prosthesis or weapon
Invisware PL8 External 4/20 3500
Jump Pistons 4 0 Internal —/2 1800
Kata Calculator, Defensive 5 -1 Internal —/4 2300
Kata Computer, Defensive 6 -3 Internal —/4 2800
Kata Calculator, Offensive 5 -1 Internal —/4 2300
Kata Computer, Offensive 6 -3 Internal —/4 2800
Laser Optics 5 -1 Internal -/2 per eye 2500 for one eye, 2800 for a pair
Light Amplification Optics 4 0 Internal —/2 per eye 2000
Locking Joints 4 0 Internal —/2 1800
Luminous Skin 5 Biological -/- 400, 600 for the chronometer version
Micro-Aural Communicator 4 0 Internal —/2 1800
Microcomputer 5 -1 Internal -/4 3500, 3600 with integrated cellular modem
Microscopic Optics 4 0 Internal —/2 per eye 1500
Mindscreen Implant 5 -1 Internal -/2 2800
Mermaid System 5 -1 External 12/20 2600
Mutant Detector 6 -3 Internal -/2 3500
Mutation Implant 6 -3 Internal 2/10 3500
Mutation Plexus 6 -3 Internal –/4 4000 does not include implants
Nasal Filter 4 0 Internal —/14 1800
Neural Computer Link 6 -3 Internal —/2 2500
Neural Network Jack, Wireless 6 -3 Internal —/2 1200
Neuron Boosters 6 -3 Internal —/1 1900 +2 Int, 2500 +4 Int, 3300 +6 Int
Nightvision Optics 4 0 Internal -/2 per eye 1900
Nutrient Tank 4 0 Internal —/5 2100
Organ Remapping 5 -1 Internal —/12 2600
Oxygenator 5 -1 Internal —/7 1400
Parabolic Audio 4 0 Internal —/2 per ear 1500
Peg Leg PL 0 External 3/10 1100
Personality Mapping 6 -3 Internal —/1 3000 +2 Cha, 3400 +4 Cha, 3800+6 Cha
Physical Stress Resistor 5 -1 Internal -/4 3600
Pickpocket 5 -1 Internal, external in use 2/5 1900
Piercing Optics 6 -3 Internal -/2 Per Eye 2200
Poker Face 4 0 Internal —/2 1800
Power Saver Chip 5 -1 Internal —/2 1600
Prosthetic Arm, Basic 4 0 External 3/5 1700
Prosthetic Booster 6 -3 Internal —/2 2400
Prosthetic Enhancer 5 -1 Internal -/2 2200
Prosthetic Leg, Basic 4 0 External 3/7 1700
Proverb Chip 6 -3 Internal —/4 2000 +2 Wis, 2800 +4 Wis, or 3600 +6 Wis
PSI Implant 6 -3 Internal -/2 3100
Rage Implant 5 -1 Internal -/3 2400
Redundant Organs 5 -1 Internal —/14 1800 +2 Con, 2400 +4 Con, 3200 +6 Con
Reflex Resistors 5 -1 Internal -/4 3600
Reflex Wires 5 -1 Internal —/2 2400 class 1, 2800 class 2, 3200 class 3
Robotic Arms 5 -1 External 5/16 2700
Rocket Hands 6 -3 External 5/10 2300
Scanning Optics 5 -1 Internal —/2 per eye 1900
Sensory Recorder 4 0 Internal —/4 2500
Shepherd Chip 4 0 Internal —/2 1200
Shock Net 5 -1 External —/4 2300
Skeletal Seismograph 5 -1 Internal —/6 2500
Skill Implant 4 0 Internal -/1 2000
Skill Plexus 5 -1 Internal -/4 2500, does not include skill implants
Sleep Simulator 5 -1 Internal -/4 3000
Sonar Skin 5 -1 External 2/6 2300
Soundbox 5 -1 Internal —/2 2200
Spurs 4 0 Internal, external in use 10/5 2000
Stabilizer 4 0 Internal -/3 2200
Subcutaneous Body Armor 4 0 Internal -/Varies 1500, 2000, 2500
Subcutaneous Cell Phone 4 0 Internal -/2 1600
Synapse Remapper 6 -3 Internal —/1 2500, +100 per skill added
Tactile Touch Wires 5 -1 Internal, external in use 2/5 1900
Tailgunner 5 -1 Internal —/4 2700
Talent Implant 5 -1 Internal –/5 2800
Talent Plexus 6 -3 Internal –/4 3000 does not include implants
Targeting Optics 5 -1 Internal -/2 per eye 1700
Telescoping Limbs 4 0 External 5/10 1700
Telescopic Optics 4 0 Internal -/2 per eye 1500
Total Organ Replacement 5 -1 External 10/30 3900
Trauma Router 5 -1 Internal —/10 2200
Vehicle Control Jack 4 0 Internal —/2 2100
Viper Fang 5 -1 Internal —/2 2900
Voice Stress Analyzer 4 0 Internal -/4 1700
Wheel Housing 4 0 Internal 2/5 1400
Will Resistors 5 -1 Internal -/4 3600
X-Ray Optics 5 -1 Internal —/2 per eye 3000

Special thanks to Phillip Reed for the creation of Future 13: More Cybernetics

Note: PL = Tech Level, for the purposes of EDF and shielding rolls
TL 8+ items, weapons, cybernetics, bioware, ect can ONLY be acquired at Mann, Porto, Saints or other High level Bastions.

When flesh fails – and sometimes even before then – cybernetics take over. Prosthetic limbs and replacement organs powered by batteries and controlled by electrical impulses are modern day precursors to sophisticated cybernetic hardware designed to improve or augment the recipient’s body and mind.

Whereas early cybernetic technology consists largely of implanted identification chips and dedicated minicomputers that monitor and regulate bodily processes the future of cybernetics includes everything from interchangeable skill chips to total body replacement. With cybernetics, we see the evolution of the cyborg, the ultimate fusion of biology and physics, of man and machine.

Replacements
The d20 Modern Roleplaying Game does not include rules for losing limbs or organs, so the likelihood of a character needing a replacement limb and organ in the course of a campaign is slim. However, to tell a particular story, a GM and player may agree to give a character a prosthetic replacement of some kind, perhaps to remind the character of some defining, if traumatic, past experience.

The most basic replacement limbs and organs don’t bestow any special benefits, but they suffer the usual drawbacks. Some replacements of higher level are built to counter certain drawbacks, as noted in the descriptions. They don’t add measurably to the recipients weight, unless otherwise noted.

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