Body Tech

Cybernetics Cybernetic Limbs & Organs Device Design Costs & Maintenance Cybered Existance
Characteristics Skills Talents & Perks Senses Powers
Cybernetics can be used to grant Powers to a character, but there are limitations to what can be gained in this fashion.
Generally just about any kind of weapon or functioning personal device could be made into a Cybernetic equivalent. It isn't always useful or practical to do so, but from a technological standpoint it generally it is no great feat. Thus a Cybernetic version of most standard guns and weapons could theoretically be installed into a Cyborg without undue fuss, as can most forms of personal gear such as armor and communications equipment. However since Cybernetics are generally limited to 30 Active Points without special GM permission or unusual circumstances, it will generally be more efficient to just use the normal device.
Powers built with HKA, HA, RKA, and EB are all acceptable so long as they have appropriate technological SFX; for instance a Pulson blaster based on the Pulson series of weapons described in Gadgets & Gear would be acceptable but an attack that was more like a super / meta Power would not be.
In the case of guns, Hardpoints (described below) are often a more viable alternative than installing a Cybernetic equivalent.
Hardpoints are simply fixed or mildly turreted gun mounts with some low level Cybernetics allowing a triggering mechanism to be used via thought; using them a character can just attach a normal gun acquired via their Resource Pools or some other fashion to a Hardpoint.
Once a gun has been fitted with a special adapter for its trigger mechanism, it can be mounted or unmounted on a Hardpoint as a 1/2 Phase Action. To allow a gun to qualify as a "Properly Fitted Gun" requires a weapon-specific adapter kit that usually costs ~500 credits and can be fitted to most guns in about a Minute by anyone with an appropriate Weapon Familiarity.
Hardpoint: Extra Limb (1) (5 Active Points); Not An Actual Limb; Only Usable to Hold / Fire Properly Fitted Guns (-1 1/2), 1 Limb Only (-1)
Cybernetic Targeting Device: Ambidexterity (no Off Hand penalty) (9 Active Points); Attached Hardpoint Only (-2)
Total Real Cost: 4 points; credits: ~112,000
 Melee weapons are a popular and generally efficient form of Cybernetics. Relatively simple compared to guns, these devices can't be disarmed or easily taken away from a Cyborg, ensuring that they are practically never completely unarmed.
Weighted Knuckles: Hand-To-Hand Attack +3d6 (15 Active Points); Hand-To-Hand Attack (-1/2), Restrainable (Physically; -1/4); Real Cost: 8 points, 240,000 credits
Hammer Loads: Hand-To-Hand Attack +6d6 (30 Active Points); Hand-To-Hand Attack (-1/2), Restrainable (Physically; -1/4); Real Cost: 17 points, 1,020,000 credits
Cat Claws: Killing Attack - Hand-To-Hand 1d6 (vs. PD) (15 Active Points); Restrainable (Physically; -1/4); Real Cost: 12 points, 360,000 credits
Carcajou Claws: Killing Attack - Hand-To-Hand 2d6 (vs. PD) (30 Active Points); Restrainable (Physically; -1/4); Real Cost: 24 points, 1,440,000 credits
Knuckle Spikes: Killing Attack - Hand-To-Hand 1d6+1 (vs. PD), Penetrating (+1/2) (30 Active Points); Restrainable (Physically; -1/4); Real Cost: 24 points, 1,440,000 credits
Largely popular with people in dangerous occupations, Cybernetics can provide various sorts of damage mitigation and personal protection. The following summarizes the most common.
This expensive, rare, and highly personalized enhancement is relatively new and blends aspects of BioWare and Cybernetics. Via a time consuming and difficult process and procedure, a micronized suit of form-fitting body armor is integrated in layers with the patients sub-dermal structures (laminal densa, basal lamina, dermis). Laying under the epidermis (the outermost layer of skin) this armor is largely invisible to the naked eye unless the patient suffers skin damage that exposes it, though there may be some visual hints on fairer skinned patients (particularly around joints). This micro-armor can provide very good protection against skin penetration and even blunt force trauma due to its force-dispersing design. However tears / breakages of the armor require repair; this can cost 1,000 to 5,000 credits per breakage depending on size and complicating factors. Some patients suffer skin blemishes, rashes, a feeling of itchiness, or skin irritation in conjunction with this procedure but these side effects usually subside after a couple of months once the body adjusts to the implant.
Lamelite Dermaline: Damage Resistance [up to 8 PD/8 ED]; Real Cost: 1 point per PD/ED, ~150,000 credits per (1 PD / 1 ED).
A relatively low-tech solution, there are various sorts of Dermal Plating available; this consists of some form of metal and or composite armor being embedded directly onto the patient's body. It's a relatively simple procedure, but due to interference with the skin's normal functions it does impose some difficulties and extra trauma prevention. Dermal Plating does need to be repaired when damaged, like any other Cybernetic device, but under normal usage this replacement is effectively a routine procedure. There are limits to how much protective gear can be grafted on to a person (Light allows up to 6/6, Heavy allows between 9/9 and 12/12). There are also weight concerns; Heavy Dermal Plating generally requires a Reenforced Skeleton unless the subject is exceptionally strong (STR 25 or higher). Dermal Plating is usually only applied to the torso, but it is possible to apply it to the legs and arms as well. A person could theoretically get their head Dermal Plated but they would really be better off just wearing a helmet for cosmetic reasons.
Light Dermal Plating: Armor (6 PD/6 ED) (18 Active Points); Hit Locations 11-13 (-1 1/2), Visible (-1/4); Real Cost: 6 points, ~216,000 credits
Dermal Plating: Armor (8 PD/8 ED) (24 Active Points); Hit Locations 11-13 (-1 1/2), Visible (-1/4); Real Cost: 9 points, ~432,000 credits
Heavy Dermal Plating: Armor (10 PD/10 ED) (30 Active Points); Hit Locations 11-13 (-1 1/2), Visible (-1/4); Real Cost: 11 points, ~660,000 credits
Head wounds are usually fatal without some form of protection. Thus its perhaps unsurprising that some people in dangerous lines of work like to have some built right in just in case. Skull Plating is a relatively low-tech solution that basically wraps metal and / or composite armor directly around the skull of a patient. Unlike most forms of Dermal Plating, Skull Plates are almost always sub-dermal for cosmetic reasons; however heavier Skull Plating does somewhat deform the head and is detectible with the naked eye. Also for cosmetic reasons and weight bearing concerns, the thickness of Skull Plating is not as great as Dermal Plating and thus the amount of protection provided is not as great. Reenforced Skeletons almost invariably include a lesser form of Skull Plating and it is common for patients to upgrade it to full Skull Plating.
Skull Plate (Concealed): Armor (3 PD/3 ED) (9 Active Points); Hit Locations 4-5 (-1); Real Cost: 4 points, ~72,000 credits
Skull Plate (Visible): Armor (3 PD/3 ED); Hardened (+1/4) (11 Active Points); Hit Locations 4-5 (-1), Visible (-1/4); Real Cost: 5 points, ~110,000 credits
Heavy Skull Plate (Visible): Armor (8 PD/8 ED); Hardened (+1/4) (30 Active Points); Hit Locations 4-5 (-1), Visible (-1/4); Real Cost: 13 points, ~780,000 credits
The following miscellaneous devices represent some common or popular Cybernetic devices and illustrate the sort of capability attainable by Cybernetics.
Targeting Scanner: Find Weakness 11- with All Attacks (30 Active Points); Restrainable (-1/2), Sense Affected As Another Sense (Radio & Sight; -1/4); Real Cost 17 points, ~1,020,000 credits
Internal Gyroscope: Knockback / Knockdown Resistance -2" (4 Active Points); Restrainable (by EMP's; -1/4); Real Cost 3 points, ~24,000 credits
Hermetically Sealed: Life Support (Immunity All terrestrial diseases and biowarfare agents; Immunity: All terrestrial poisons and chemical warfare agents; Self-Contained Breathing); Real Cost 30 points, ~1,800,000 credits
Secure Comms: Mind Link, Others With Matching Comm Link, Specific Group of Minds, Any distance, No LOS Needed, Number of Minds (x2) (30 Active Points); Restrainable (by EMPs; -1/4), Does Not Provide Mental Awareness (-1/4), Verbal (-1/4); Real Cost 17 points,  ~1,020,000 credits