Cybernetics

Cybernetics are covered principally in Cracken’s Rebel Field Guide (pg.4-6) with **a lot** of comments and limitations. In essence these are in place because the use of cybernetics is a pay vs. play mechanic, you’re using credits rather than character points to boost a character - at times to a massive amount.

In the galaxy, the use of prosthetics is considered to make the user somewhat less than human, they are often viewed with mistrust, and are reportedly less in tune with their natural motivations and emotions (think Lobot in Empire). For these reasons, prosthetic recipients often go to great lengths to hide their alterations (Luke Skywalker’s artificial hand is a secret to all but his closest friends).

The use of prosthetic enhancements is an abomination to most people. Enhanced beings often face persecution and curtailment of common civil rights if the enhancement is known. Incidents of mental imbalance among prosthetic recipients are well known. Those with enhancements will often try to hide the fact to make their comings and goings less conspicuous.

* **Temptation of Evil:**

* The use of prosthetics is especially dangerous to those who believe in and use the Force. The unnatural combination of man and machine makes tapping the Force harder, but also opens the person to the temptations of the Dark Side once the Force has been called upon. Each prosthetic has a set number of *cyber points*.
* When a character calls upon the Force, they must roll a die. If the number is higher than the character’s total cyber points, the Force may be used as described in the game. If the roll is equal to or lower than the point total, the character cannot use the Force.
* Characters with **any** cyber points receive double the normal amount of Dark Side points.

* **Trauma:**

* Characters with prosthetics also risk severe mental trauma as a result of becoming part machine. The effects of trauma should be determined on an individual basis by the gamemaster.

* **Creation Notes:**

* The d20 cybernetic enhancements are much less rare (2, R vs. 4). Availabilities have been changed to 4 for all cybernetics for consistency with d6 origination, with cybernetic enhancements (provide bonuses to character) being banned by the New Republic without specific approval - black market surgeons may install these at 200% cost.
* Various cybernetic enhancements note that if the medicine roll (to implant) the cybernetics fails by less than 5, a listed side effect will occur. If the medicine roll fails by more than 5, the cybernetics do not function and the listed side effect occurs until player pays for another surgery to remove the cybernetic at 1/2 implantation cost (a third surgery to install requires new cybernetics found and purchased, and character must rest at least one mission arc to recover before another implantation may occur)
* D20 sourced cybernetics did not include cyber points, these have been added to match the levels presented in d6 cybernetics.
* See Cracken’s Rebel Field Guide (pg. 5) for full cost of enhancements as they are much more expensive than the simple notes would imply

### Replacement Prosthetics

* **Type:** Cybernetic prosthetics
* **Model:** BioTech Repli-Limb Prosthetic Replacements
* **Cyber Points:** 1 per replacement
* **Cost:** The following costs include the basic prosthetic and operation:

* Hand: 1,000cr
* Arm: 2,000cr
* Leg: 2,000cr
* Knee: 1,200cr
* Eye: 2,750cr
* Ear: 2,750cr
* Heart: 5,000cr
* Kidney: 4,500cr
* Lungs: 4,000cr

* **Availability:** 4
* **Game Notes:** The prosthetic is almost completely lifelike - a Difficult *Perception* roll is needed to tell the part from an organic one. The replacement has no special abilities.
* **Source:** Cracken’s Rebel Field Guide (pg. 29), Heir to the Empire Sourcebook (pg. 109-110), Pirates & Privateers (pg. 50-51)

### Biotech Neuro-Shock Hand

* **Type:** Cybernetic prosthetic
* **Model:** BioTech Neuroshock Hand
* **Cyber Points:** 1
* **Skill:** Medicine: cyborging (to install)
* **Difficulty:** To install: Difficult
* **Cost:** 300cr per pip of damage, plus base cost of 1,000cr
* **Availability:** 4, R
* **Game Notes:** Neuro-shock hand’s damage code replaces users *Strength* code for brawling damage. Recipient must buy at least enough damage to match their *Strength* code. Anytime the hand makes a heavy impact the shock energy is released. Damage is set at time of purchase and can not be changed at later date, maximum damage: 6D.
* **Source:** Cracken’s Rebel Field Guide (pg. 40)

### Cardio-Muscular Package

* **Type:** Strength attribute/skill cybernetic enhancement
* **Model:** Neuro-Saav Corporation Cardio-Muscular Package
* **Cyber Points:** 2
* **Skill:** Medicine: cyborging (to install)
* **Difficulty:** To install: Difficult, see game notes
* **Cost:** 800cr per pip
* **Availability:** 4, R
* **Game Notes:** Operation takes one week. Recipient must spend another week recovering and adjusting to new implants. Doctor must make three Difficult *medicine* rolls over the week of the operation for successful implantation. If any of the rolls fail whenever the character makes a Difficult or Very Difficult *Strength* or associated roll, the character must make a second Difficult *Strength* roll. If this second roll fails, the character muscles contract and the character falls prone for 2D minutes .
* **Source:** Cracken’s Rebel Field Guide (pg. 35)

### Control Zone Repulse-Hand

* **Type:** Cybernetic prosthetic
* **Model:** Control Zone Repulse-Hand
* **Cyber Points:** 2
* **Skill:** Medicine: cyborging (to install), repulse-hand (to use)
* **Difficulty:** To install: Very Difficult
* **Cost:** 300cr per pip of damage, minimum cost 1,500cr (does not include cost of implantation surgery)
* **Availability:** 4, R
* **Game Notes:**

* Repulse-hand adds 1D to *repulse-hand* damage
* User gains repulse-hand skill at 0D. Must buy *repulse-hand* skill to equal or greater than *Strength* - skill upgrades use character points
* Skill and damage are set at time of purchase and may not be improved at later date
* Skill replaces *brawling* and *brawling parry* and may be used for *melee parry*

* **Source:** Cracken’s Rebel Field Guide (pg. 40)

### Cybernetic Arm

* **Type:** Prosthetic limb
* **Model:** BioTech Repli-Limb Prosthetic Replacement
* **Skill:** Medicine: cyborging (to install)
* **Difficulty:** To install: Moderate (+1 arm), Difficult (+2 arm)
* **Cost:** Varies by model
* **Availability:** 4, R
* **Game Notes:** If the *medicine* roll to install fails by less than 5 points, the limb has a side effect (listed below). Item bonus refers to attribute-based actions related to that limb only.

* +1 *Strength*

* Price: 4,000cr
* Surgery: 12,000cr
* Side Effects: -1D *Dexterity*

* +2 *Strength*

* Price: 10,000cr
* Surgery: 30,000cr
* Side Effects: -2D *Dexterity*

* **Source:** Hero’s Guide (pg. 129)

### Cybernetic Eye

* **Type:** Prosthetic eye
* **Model:** BioTech Repli-Limb Prosthetic Replacement
* **Cyber Points:** 2
* **Skill:** Medicine: cyborging (to install)
* **Cost:** Varies by model
* **Availability:** 4, R
* **Difficulty:** To install: Moderate; difficulty increases by +10 for each benefit added beyond first
* **Game Notes:** If the *medicine* roll to install fails by less than 5 points, the limb has a side effect (listed below).

* Flare Supressor - Cannot be flash blinded

* Price: 250cr
* Surgery: 1,900cr
* Side Effect: -1 on attack rolls

* IR Sensor - Darkvision to 30m

* Price: 300cr
* Surgery: 2,250cr
* Side Effect: Blinded by nearby heat sources

* Optical Enhancer - +1D to *search*

* Price: 450cr
* Surgery: 3,400cr
* Side Effects: -1D to ranged attacks

* Targeting Eye - +1 on ranged attacks

* Price: 500cr
* Surgery: 3,750cr
* Side Effects: -1D to *search*

* Telescopic Eye - Reduced *search* ranges

* Price: 500cr
* Surgery: 3,750cr
* Side Effects: -1D to *search*

* **Source:** Hero’s Guide (pg. 129-130)

### Cybernetic Forearm

* **Type:** Prosthetic limb
* **Model:** BioTech Repli-Limb Prosthetic Replacement
* **Skill:** Medicine: cyborging (to install)
* **Difficulty:** To install: Moderate (+1 forearm), Difficult (+2 forearm)
* **Cost:** Varies by model
* **Availability:** 4, R
* **Game Notes:** If the *medicine* roll to install fails by less than 5 points, the limb has a side effect (listed below). Item bonus refers to attribute-based actions related to that limb only.

* +1 *Strength*

* Price: 3,000cr
* Surgery: 9,000cr
* Side Effects: -1D *Dexterity*

* +2 *Strength*

* Price: 7,500cr
* Surgery: 22,500cr
* Side Effects: -2D *Dexterity*

* **Source:** Hero’s Guide (pg. 129)

### Cybernetic Hand

* **Type:** Prosthetic limb
* **Model:** BioTech Repli-Limb Prosthetic Replacement
* **Skill:** Medicine: cyborging (to install)
* **Difficulty:** To install: Difficult (+1 hand), Very Difficult (+2 hand)
* **Cost:** Varies by model
* **Availability:** 4, R
* **Game Notes:** If the *medicine* roll to install fails by less than 5 points, the limb has a side effect (listed below). Item bonus refers to attribute-based actions related to that limb only.

* +1 *Strength*

* Price: 2,000cr
* Surgery: 6,000cr
* Side Effects: -1D *Dexterity* with hand

* +2 *Strength*

* Price: 5,000cr
* Surgery: 15,000cr
* Side Effects: -2D *Dexterity* with hand

* +1 *Dexterity*

* Price: 2,000cr
* Surgery: 6,000cr
* Side Effects: -1D *Strength* with hand

* +2 *Dexterity*

* Price: 5,000cr
* Surgery: 15,000cr
* Side Effects: -2D *Strength* with hand

* **Source:** Hero’s Guide (pg. 129)

### Cybernetic Knee

* **Type:** Prosthetic limb
* **Model:** BioTech Repli-Limb Prosthetic Replacement
* **Skill:** Medicine: cyborging (to install)
* **Difficulty:** To install: Easy (+1 knee), Difficult (+2 knee)
* **Cost:** Varies by model
* **Availability:** 4, R
* **Game Notes:** If the *medicine* roll to install fails by less than 5 points, the limb has a side effect (listed below). Item bonus refers to attribute-based actions related to that limb only.

* +1 *Strength*

* Price: 1,500cr
* Surgery: 4,500cr
* Side Effects: 3/4 Move

* +2 *Strength*

* Price: 4,000cr
* Surgery: 12,000cr
* Side Effects: 1/2 Move

* **Source:** Hero’s Guide (pg. 129)

### Cybernetic Leg

* **Type:** Prosthetic limb
* **Model:** BioTech Repli-Limb Prosthetic Replacement
* **Skill:** Medicine: cyborging (to install)
* **Difficulty:** To install: Moderate (+1 leg), Difficult (+2 leg)
* **Cost:** Varies by model
* **Availability:** 4, R
* **Game Notes:** If the *medicine* roll to install fails by less than 5 points, the limb has a side effect (listed below). Item bonus refers to attribute-based actions related to that limb only.

* +1 *Strength*

* Price: 3,000cr
* Surgery: 9,000cr
* Side Effects: 1/2 Move

* +2 *Strength*

* Price: 6,500cr
* Surgery: 19,500cr
* Side Effects: 1/4 Move

* **Source:** Hero’s Guide (pg. 129)

### Cybernetic Legs Package

* **Type:** Prosthetic limb
* **Model:** BioTech Repli-Limb Prosthetic Replacements
* **Skill:** Medicine: cyborging (to install)
* **Difficulty:** To install: Moderate (+2 leg), Difficult (+4 leg), Very Difficult (+6 leg)
* **Cost:** Varies by model
* **Availability:** 4, R
* **Game Notes:** If the *medicine* roll to install fails by less than 5 points, the limb has a side effect (listed below). Item bonus refers to attribute-based actions related to that limb only.

* +2 Move

* Price: 4,000cr
* Surgery: 12,000cr
* Side Effects: 2D damage per use

* +4 Move

* Price: 9,000cr
* Surgery: 27,000cr
* Side Effects: 3D damage per use

* +6 Move

* Price: 18,000cr
* Surgery: 54,000cr
* Side Effects: 4D damage per use

* **Source:** Hero’s Guide (pg. 129)

### Cybernetic Nexus Ring

* **Type:** Cyborg power interface
* **Model:** Menendahl Cybertronic Nexus Ring
* **Cyber Points:** 0
* **Cost:** 5,000cr
* **Availability:** 4, R
* **Game Notes:** If the user stores one hour’s worth of energy, the prosthetic in question gets a +1D *Strength* or *Dexterity* bonus for 10 minutes. No more than 15 minutes’ worth of energy (use time; 1 1/2 hour charge time) can be stored by the ring. However, if a complication is rolled while the “charged” prosthetic is in use, the cyborg suffers 4D stun damage due to excessive energy feedback. If user employs the nexus ring more than once per week, have the user make a Moderate *willpower* roll for each additional use. If the roll fails, the cyborg has developed a psychological need for the boosted energy – if the user doesn’t boost at least once a day, the character’s *Strength* is considered reduced by -1D. While boosted, however, the character uses their full *Strength* and gets the +1D bonus for using the ring.
* **Source:** Galladinium’s Fantastic Technology (pg. 34-35)

### Hifold Sensory Package

* **Type:** Perception attribute/skill cybernetic enhancement
* **Model:** Neuro-Saav Hifold Sensory Package
* **Cyber Points:** 2
* **Skill:** Medicine: cyborging (to install)
* **Difficulty:** To install: Difficult
* **Cost:** 400cr per pip
* **Availability:** 4, R
* **Source:** Cracken’s Rebel Field Guide (pg. 38), Hero’s Guide (pg. 131)

### Hi-Sense Enhanced Eyes

* **Type:** Enhanced IR and UV eyes
* **Model:** Neuro-Saav Hi-Sense Enhanced Eyes
* **Cyber Points:** 2
* **Skill:** Medicine: cyborging (to install)
* **Cost:** 100cr per pip
* **Availability:** 4, R
* **Game Notes:** Increases recipient’s *search* skill. Base cost is 100cr per pip of existing skill code, plus 200cr per pip of enhancement.
* **Source:** Cracken’s Rebel Field Guide (pg. 39)

### Juggernaut Droid Arm

* **Type:** Custom cybernetic implant
* **Model:** Juggernaut Droid Arm
* **Skill:** Brawling and/or martial arts, blaster
* **Ammo:** 25 (arm blaster)
* **Cost:** Not available for sale
* **Availability:** 4, X
* **Cyber Points:** 2
* **Range:** 3-7/25/50 (arm blaster)
* **Damage:** STR+2D+1 (brawling, max: 6D), 5D (arm blaster)
* **Game Notes:** The arm has a body strength of 6D to resist damage done to it.
* **Source:** Game Magazine

### Motion Interface Package

* **Type:** Mechanical attribute/skill cybernetic enhancement
* **Model:** SoroSuub Motion Interface Package
* **Cyber Points:** 2
* **Skill:** Medicine: cyborging (to install)
* **Difficulty:** To install: Difficult
* **Cost:** 400cr per pip
* **Availability:** 4, R
* **Source:** Cracken’s Rebel Field Guide (pg. 37)

### Response Improvement Package

* **Type:** Dexterity attribute/skill cybernetic enhancement
* **Model:** ‘Geneering Response iMprOVEMENT Package (RiMPack)
* **Cyber Points:** 2
* **Skill:** Medicine: cyborging (to install)
* **Difficulty:** To install: Difficult
* **Cost:** 700cr per pip
* **Availability:** 4, R
* **Difficulty:** To install: Difficult, see game notes
* **Game Notes:** To install, doctor must make three Difficult *medicine* rolls over the week of the operation for success. If any of the rolls fail, the character becomes highly agitated, or **hyperactivates**, whenever he rolls a 20 or higher with a *Dexterity* skill. During hyperactivation, the character is overwhelmed with sensory input for 2D minutes and is controlled by the gamemaster. The character may attack friends or foes, flee the scene or be hypnotized with fear.
* **Source:** Cracken’s Rebel Field Guide (pg. 36)

### Skeletal Reinforcement

* **Type:** Skeletal reinforcement
* **Model:** BioTech Superstruct Skeletal Reinforcement
* **Skill:** Medicine: cyborging (to install)
* **Difficulty:** To install: Heroic
* **Cost:** 10,000cr (surgery: 50,000cr)
* **Availability:** 4, R
* **Game Notes:** Subject gains +1D to resist **physical** damage. If the *medicine* roll to install fails by less than 5 points, subject suffers a -1D penalty to *Strength*-based actions. This cannot be recovered until the cybernetic component is removed.
* **Source:** Hero’s Guide (pg. 130-131)

### Swift 78B Vessel Courier System

* **Type:** Vessel Data Courier System
* **Model:** Swift 78B Vessel Courier System
* **Cyber Points:** 2
* **Skill:** Medicine: cyborging (to install)
* **Difficulty:** To install: Difficult
* **Cost:** 5,000cr for system, 20,000cr for surgery, Virus protection package can be updated for 50cr
* **Availability:** 4, R
* **Game Notes:**

* Vessel system can carry 8D of information
* Vessel courier may not read the data or interact with it in any way.
* After beating *computer programming* difficulty to access files, the courier may upload 1D of information per minute
* 8D may be downloaded in one minute

* **Source:** Cracken’s Rebel Field Guide (pg. 32)

### Tremor Sense

* **Type:** Cyber sensor
* **Model:** Tremor Sense
* **Cyber Points:** 2
* **Skill:** Medicine: cyborging (to install)
* **Difficulty:** To install: Difficult
* **Cost:** 400cr (surgery: 3,750cr)
* **Availability:** 4, R
* **Game Notes:** Foot sensor picks up sonic vibration, allowing the character to detect the presence of anything within 20 meters if it’s moving in contact with the ground. With a *search* versus *sneak* opposed roll, the subject can also determine the precise location of the target. Subject must activate sensor and remain motionless to use this ability. If the *medicine* roll to install fails by less than 5 points, subject suffers a constant -2 penalty to both *Strength* and *Dexterity* actions, and can’t move beyond movement score.
* **Source:** Hero’s Guide (pg. 131)

### Ultrasonic Sight Enhancer

* **Type:** Ultrasonic wave motion sensory system
* **Model:** Traces BioElectronics Ultrawave Sight Enhancer
* **Cyber Points:** 1
* **Skill:** Medicine: cyborging (to install)
* **Difficulty:** To install: Moderate
* **Cost:** 12,500cr (does not include cost of implantation surgery)
* **Availability:** 4
* **Game Notes:** Sensory motion system implant feeds input directly into the user’s brain, creating a three-dimensional, black and white, sonic graph of the user’s surrounding. An Easy *sensors* total is required to properly calibrate wave receptors once implantation nodes are in place. Otherwise, a Very Easy *Perception* roll is required periodically (varies according to species) for normal use. Normal operating range is 50m and function is equally good in all environmental conditions excepting those involving severe electrical disturbances.
* **Source:** Galladinium’s Fantastic Technology (pg. 37)

### Cyborg Construct

* **Type:** Basic cyborg construct
* **Model:** BioTech Borg Construct AJ^6
* **Cyber Points:** 3
* **Skill:** Medicine: cyborging (to install)
* **Difficulty:** To install: Very Difficult
* **Cost:** 80,000cr for unit, 70,000cr for surgery (400cr cheeper if without cybernetic interface)
* **Availability:** 4, R
* **Game Notes:** Increases *computer programming/repair* by 2D. Increases any *Knowledge* or *Technical* skill by 1D. Construct can store up to 8D worth of additional information. Cyborg can read the data in his data banks at any time.
* **Source:** Cracken’s Rebel Field Guide (pg. 31), Hero’s Guide (pg. 130)

#### Cyborg/Computer System Data-Links

* **Type:** Cyborg/Computer System Data-Links
* **Model:** Crozo Industrial Products At-Computer Link
* **Cyber Points:** 1 (Add 1 for each computer beyond first)
* **Skill:** Medicine: cyborging (to install)
* **Difficulty:** To install: Very Difficult
* **Cost:** 500cr (includes link with one computer) 100cr for each additional computer
* **Availability:** 4, R
* **Range:** 1,000m
* **Game Notes:**

* Cyborgs can make *computer programming/repair* rolls or give simple commands such as things that the computer normally handles by itself. Air locks can be opened, grappling hooks deployed or released, or cargo bay doors released. Piloting and gunnery are far too sophisticated operations to be run through the computer system
* At-Computer Link is linked to a *specific* computer, but extra computers may be added.

* **Source:** Cracken’s Rebel Field Guide (pg. 32)

#### Neuro-Saav Cyborg/Droid Interface

* **Type:** Cyborg/Droid Interface
* **Model:** Neuro-Saav Cyborg/Droid Interface
* **Cyber Points:** 0
* **Skill:** Medicine: cyborging (to install)
* **Difficulty:** To install: Very Difficult
* **Cost:** Normally included with cyborg construct, 600cr if installed separately
* **Availability:** 4, R
* **Game Notes:**

* Cyborg/Droid interface makes all *droid programming* rolls one difficulty level easier
* Must make opposed *computer programming/repair* rolls if cyborg is trying to learn something the droid does not want to share, although the difficulty is one level easier

* **Source:** Cracken’s Rebel Field Guide (pg. 33)

#### Perzome Softwear Cyborg Knowledge Cartridges

* **Type:** Knowledge Cartridges
* **Model:** Perzome SoftWEAR Cyborg Knowledge Cartridges
* **Cyber Points:** 0
* **Cost:**

* **Knowledge Skills**

* Basic - 3D Skill - 250cr
* Expert - 5D Skill - 750cr
* Master - 6D Skill - 1,000cr

* **Technical Skills**

* Basic - 3D Skill - 500cr
* Expert - 5D Skill - 1,500cr
* Master - 6D Skill - 2,000cr

* **Availability:** R
* **Game Notes:** Cyborg construct can hold a maximum of 6D worth of skills. Cartridges replace user’s skill.
* **Source:** Cracken’s Rebel Field Guide (pg. 33)