associations have approved certain electronic regulators for life-threatening conditions. the artificial heart is the most
recognized example. other common examples include pacemakers, artificial kidneys, and pancreas monitors (for high-risk
diabetics). nearly all pl 5 cybernetic attachments are simply designed to keep their recipients alive and reasonably healthy.
elective cybernetics begins at this stage with the work of university professor kevin warwick, who develops methods of
linking computer microchips to the human nervous system. his \u201ccyborg chip\u201d becomes the foundation for all future
cellular telephones. these begin mostly in military applications but soon become available to the public. household pets all
over the world are implanted with subcutaneous identity chips\u2014as are important government figures and their families\u2014
after the technology proves safe and effective on prison inmates.
as cybernetics is still new and can have negative side effects, its adoption is not universal. most people still prefer mundane
equipment, which is generally cheaper, safer, and less troublesome to repair, replace, or upgrade. cybernetics becomes the
preferred choice only when mundane equipment is impractical or unavailable\u2014 or when the recipient is fixated on self-
medical plans eventually come to offer at least baseline prosthetics to compensate for disabling injuries, such as the loss or
partial loss of a limb, though such plans do not cover elective cybernetic surgery. their concern is overall health\u2014not
\u201ccosmetic\u201d enhancement. for those who want more than just replacements, a new kind of clinic appears, offering cybernetic
at this progress level, the first cybernetic regulation laws are passed\u2014largely instigated by a few harshly publicized accidents
involving cyborgs. these laws give rise to numerous black-market cybernetic clinics that install cybernetics without
performing the required background checks.
cybernetics becomes more of a status symbol, and luminous skin grafts become the fashion accessory of choice. in some
societies, newborn children are implanted with identity chips as an anti-kidnapping measure. military applications include
replacement eyes with heads-up targeting and gps displays.
insurance regulations relax considerably toward cybernetic replacements at progress level 7; enhancements are perfectly
acceptable, though only as part of a prosthetic, rather than as elective cyber-surgery. still, most cyborgs are members of
military or law-enforcement organizations\u2014or mercenaries.
replacements provide no benefits other than duplicating the essential functions of their biological counterparts, and they present little strain on the beneficiary\u2019s overall well-being. in appearance, a cybernetic replacement can be recognizably artificial or virtually indistinguishable from the real thing.
reinforcement, subcutaneous communications hardware, and weapon mounts. some enhancements have visible external components, while others are hidden beneath the skin. enhancements put more of a drain on the body\u2019s resources, and recipients frequently suffer debilitating physical or mental side effects.
cybernetic attachments are complex instruments with both electrical and mechanical components. consequently, a character
must have the craft cybernetics feat to build a cybernetic attachment.
repairing a damaged or nonfunctional cybernetic attachment requires 10 hours of work and a successful repair check (dc 25).
a character needs both an electrical tool kit and a mechanical tool kit to facilitate repairs. without one or the another, a
character takes a \u20134 penalty on the check; without both kits, the penalty increases to \u20138.
installing or removing a cybernetic attachment, regardless of whether it\u2019s a replacement or enhancement, requires a
successful treat injury check. a character with the cybernetic surgery feat suffers no penalty on the check.
removing a cybernetic attachment without proper surgery causes lasting physical trauma to the patient\u2019s body, dealing 1d4
points of permanent constitution drain.
only living creatures can have cybernetic attachments. in addition, a living creature can have a maximum number of
cybernetic attachments equal to 1 + the creature\u2019s constitution modifier (minimum 0).
a creature may have more cybernetic attachments installed on its body can it can bear. however, the creature gains 1 negative
level per cybernetic attachment that exceeds its maximum allowed. for each negative level, the creature takes a \u20131 penalty on
all skill checks and ability checks, attack rolls, and saving throws, and loses one effective level or hit die whenever level is
used in a die roll or calculation. further, a character with psionic powers loses the ability to manifest one power of the highest
level she can manifest (player\u2019s choice), while a character with spellcasting ability loses the ability to cast one spell of the
highest level he can cast. this loss persists until the negative level is removed.
negative levels caused by having too many cybernetic attachments remain until the offending attachments are removed.
cybernetic attachments provide countless benefits to their recipients. for example, cybernetic eyes can bestow darkvision,
improve the accuracy of the recipient\u2019s ranged attacks, or emit pencil-thin laser beams. a cybernetic brain implant can
improve the recipient\u2019s response time in a crisis, protect against mind-influencing attacks, or increase the flow of adrenaline
throughout the body. the possibilities of cybernetic technology are endless. although the benefits make cybernetics very
alluring, the drawbacks are equally discouraging:
massive damage wreaks havoc with cybernetic attachments. whenever a creature with cybernetic attachments fails a fortitude save against massive damage, the gm should roll percentile dice and consult table: massive damage effects to determine what happens.
the most basic replacement limbs and organs don\u2019t bestow any special benefits, but they suffer the usual drawbacks (see
benefits and drawbacks, above). some replacements of higher pl are built to counter certain drawbacks, as noted. they don\u2019t
add measurably to the recipient\u2019s weight.
each replacement description includes the following information:
benefit: the artificial organ duplicates the function of its biological counterpart. it provides no special game benefits.
base purchase dc:19.
benefit: the prosthetic arm duplicates the function of its biological counterpart. it provides no special game benefits.
base purchase dc:17.
benefit: the prosthetic leg duplicates the function of its biological counterpart. it provides no special game benefits.
base purchase dc:17.
base purchase dc:21.
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