Advanced Cybernetics

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Cybernetic Implants      **Advanced Cybernetics**      Bio‑Implants

Basic rules for Cybernetic replacement parts and their implantation can be found on page 137 of the Sage Edition core rulebook. The following section details several new cybernetics options that can be included in any campaign.
      A creature with a cybernetic part is susceptible to ion damage as though it was a droid. Additionally, the creature takes a cumulative −1 penalty to Use the Force checks for each cybernetic replacement part, including the unique cybernetics presented below.

### Cybernetic Prostheses

Obvious or Subtle Cybernetics
Some cybernetic replacements and enhancements, such as Luke Skywalker’s cybernetic arm, look identical to the original body parts. Other replacements, auch as Booster Terrik’s and Inquisitor Tremayne’s, are immediately recognizable as artifical cybernetics. for the most part, any standard cybernetic prosthesis installed in a legal medical facility looks identical to the original body part. However, cybernetic enhancements that are installed illeagally in nonstandard medical facilities can be mnore visually obvious. This has no mechanical effect, so if you have cybernetic parts feel free to dicuss thier appearance with your Gamemaster. They can certainly add character to your hero.

The most common form of cybernetic enhancement is the prosthesis, which is commonly used to replace lost or gravely wounded body parts. Internal organs as well as limbs and external body parts can be replaced by prostheses. A standard cybernetic prosthesis is a replacement for the lost body part, and although it confers no special bonuses or benefits, it is the most stable. Basic cybernetics run no risk of rejection by the host body and can be obtained and implanted in nearly any medical center.
      However, cybernetic prostheses have been significantly modified and enhanced y those on the fringes of society. A single cybernetic prosthesis is considered a piece of equipment for the purposes of the equipment modification rules from Scum and Villainy. If you are using those rules, a cybernetic prosthesis has 1 free upgrade slot. A cybernetic prosthesis is two size categories smaller than the being in which it is installed. Cybernetic prostheses can also benefit only from the follwoing universal upgrades: cloaked, dual gear, environmental sealing, extra power source, secret compartment, and storage capacity. Additionally, cybernetic prostheses can benefit from the new ion-shielding upgrade describe in the Ion Shielding sidebar below.

### Cybernetic Rejection

Unique cybernetic enhancements are any cybernetic enhancements other than standard cybernetic prostheses. The technology for nonstandard cybernetic enhancements is not as advanced as that for baseline prostheses. Therefore, implanting unique cybernetic enhancements comes with a risk that the body might reject the cybernetic parts. Rejection causes a great deal of pain for the subject, and it is the reason that nonstandard cybernetic enhancements are heavily restricted. Most nonstandard cybernetic enhancements are used in the treatment of extreme medical conditions, while others are so experimental that onyl the military can make good use of them.
      When a creature has a unique cybernetic enhancement implanted, the cybernetic part makes an attack roll against the host’s Fortitude Defense (1d20 plus the cybernetic component’s Rejection attack bonus, listed on the table below). If the attack roll equals or exceeds the host’s Fortitude Defense, the host moves −1 persistent step on the condition track and the cybernetic component fails to function. This persistent condition cannot be removed until the unique cybernetic component is removed by successfully performing surgery on the creature and installing a standard cybernetic prosthesis. Additionally, no more attempst can be made to install unique cybernetics for that body part.

### Unique Cybernetics

Ion Shielding
Ion shielding is a new cybernetic prosthesis upgrade for the Scum and Villainy upgrade system. It can be added only to a cybernetic prosthesis, and it requires 1 upgrade slot. The upgrade has a cost of 1,000 credits, and when installed it protects the host from ion damage. If all a creature’s cybernetic enhancements have the ion shielding upgrade, the host is not rtreated as being cybernetically enhanced for the purposes of taking ion damage. However, if even one cybernetic enhancement does not have this shielding, the host gains no benefit.

This section describes uinique cybernetic parts that replace biological matter with mechanical components. Although most of these vybernetics are installed in patients with severe wounds or rare diseases, some characters might want to have healthy body parts removed and replaced with cybernetic upgrades. Although this is not an act directly associated with the dark side, it is pridefull and shows disrespect for a character’s natural state. Gamemasters should caution heroes who seek to enhance temselves artificially: Too much enhancement can give pride a strong grip on the hero, making them more susceptible to the lure of the dark side of the Force.
      Unlike cybernetic prostheses, these unique cybernetic systems cannot be altered with the equipment upgrades system. They have no upgrade slots, and cannot have upgrade slots reclaimed from them.
#### Borg Construct

      *Galaxy at War*, page 49.      **Cost:** 80,000            **Availability:** Restricted      The BioTech Borg Construct AJ^6 provides a direct cabled or wireless link to computers and networks within a 10-meter range. It allows a cyborg to remotely program and access on-board data through thought alone. The standard model has a built-in cyborg/droid interface and up to four BioTech Knowledge Cartridge or standard datacard ports (at 500 credits per port beyond the first). Knowledge Cartridges use proprietary technology to achieve Intelligence 4 (instad of Intelligence 2 for a standard datacard), cost 100 credits each, and are not widely available. Installation is described at the Cybernetic Surgery feat; the unit cannot be self-installed.
      Characters wearing the unit gain a +2 beneficial circumstance bonus to Use Computer, Knowledge, and other skills at the discretion of the Bamemastger. They can also use Issue Routine Commands as a swift action (or as a free action if they have the Gimmick talent). Wearers become more computerlink and less able to relate ot people, causing them to take a −5 penalty to all Persuasion checks. they also speak less frequently as they grow accustomed to hte speed of communicating through electronic netowrks.
#### Comlink, Subcataneous

      *Galaxy at War*, page 49.      **Cost:** 4,000            **Availability:** Restricted      A subcutaneous comlink features special sensors and transmitters attached to the vocal and auditory organs of the host. This allows the creature with this implant ot hear comlink transmissions and to send their own by making only slight vocal sounds. When a being with a subcataneous comlink wishes, they can communicate through this comlink without making a sound loud enough for others to hear.
#### Cybernetic Prosthesis

      *Saga Edition Core Rules*, page 137.      **Cost:** 1,500 credits            Prosthetic replacement in the *Star Wars* universe frequently take the form of mechanical simulations powered by tiny high-capacity battery packs and motivated by the recipient’s bioelectrical impulses. In effect, someone who loses a limb or an extremity can have an electronic replacement that acts (and in some cases looks) just like the original.
      Cybernetic prosthetic devices are unusual, but hardly rare. Luke Skywalker gains a cybernetic replacement for his right hand, lost in battle against Darth Vader”who in turn, had much of his own body replaced with cybernetics years before.
      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 varius internal organs. In addition to the cost of the prosthesis, the recipient must also cover the cost of the surgery.
      Unlike other creatures, a creature with cybernetic presthetics takes full damage from weapons and attacks that deal ion damage.
      Because the Force is present in all living things, but not machines, reatures with vybernetic prosthetics take a −1 penalty on Use the Force checks for each prosthetic replacement (to a maximum penalty of −5).
#### Eye, Infrared Sensor

      *Galaxy at War*, page 49.      **Cost:** 300            **Availability:** Restricted      This cybernetic replacement eye includes special infrared sensor that allow the host to see not only visible light but alos heat signatures. this grants the host darkvision.
#### Eye, Targeting

      *Galaxy at War*, page 49.      **Cost:** 500            **Availability:** Military      This cybernetic replacement eye includes enhanced target-recognition software linked with weapon packages and armor targeting packages. The eye creates HUD overlays, augmenting the host’s vision to enhance combat prowess. A host with a targeting eye is considered to have the benefit of a helmet package.
#### Eye, Telescopic

      *Galaxy at War*, page 49.      **Cost:** 500            **Availability:** Restricted      A telescopic replacement eye can zoom in on remote objects, granting the bearer a greater range of distant vision. In some cases this is just a result of visual enhancement software and fine-tuned sensor, but in other cases this can mean that the eye literally detaches from the host and hovers on tiny repulsors closer to the target. A telescopic eye replacement allows the host to take range penalties to Perception checks every 20 squares instead of every 10 squares.
#### Rhen-Orm Biocomputer

      *Threats of the Galaxy*, page 17.      **Cost:** 1,500            **Availability:** Unique to Aurra Sing
#### Sensory Enhancement

      *Galaxy at War*, page 50.      **Cost:** 800            **Availability:** Restricted      the sensory-enhancement package places cybernetic augmentations on nerve endings in various sensory organs, reducing the signal-to-noise ratio and allowing the host to notice what might otherwise have been missed. A character with the sensory-enhancement package reduces by 2 any penalties to Perception checks mad to notice a target with concealment or total concealment.
#### Shield Breaker

      *Knights of the Old Republic*, page 176.      **Cost:** 1,500            **Availability:** Unique to Bao‑Dur
#### Skeletal Reinforcement

      *Galaxy at War*, page 50.      **Cost:** 10,000            **Availability:** Restricted      This cybernetic enhancement package enhances the host’s skeleton with high-impact polymers, increasing bone density and the ability to endure high-impact collisions. A character with skeletal reinforcements gains a +2 equipment bonus to damage threshold.
#### Subelectronic Converter

      *Jedi Academy*, page 64.      **Cost:** 23,000            **Availability:** GM discretion      Designed by Imperial scientist Nasdra Magrody, the subelectronic converter is a computerized device that when implanted into a subject’s head, allows the subject to control droids through the Force. One such recipient of the implant, Irek Ismaren, could mentally visualize a droid’s programming and use his *mind trick* power on them, which normally cannot be done.
      A subelectronic converter translates the signals from the subject’s brain into binary commands understood by droids; likewise, it converts droid signals into a language that the brain can understand.
      A subelectronic converter is just like any other cybernetic enhancement, in that it must be installed by a character with the Cybernetic Surgery feat and imposes a penalty on Use the Force checks. A creature with a subelectronic converter may use mind-affecting Force powers on droids, despite the droids’ immunity to mind-affecting effects. However, there’s a trade-off: The recipient of the implant takes a −2 penalty to Will Defense due to side effects of the implant.
#### Tremor Sensor

      *Galaxy at War*, page 50.      **Cost:** 400            **Availability:** Restricted      A tremor sensor is installed in the feet of the host. Connected to the nervious system, the tremor sensor detects minute vibrations in the ground, warning the host of aproaching enemies. A creature with the tremor-sensor enhancement takes no penalty to Perception checks to notice targets that have concealment or total concealment, provided the target moved on its last turn.

### Total Replacement Cyborgs

On rare occasions, a character can be so severely injured that most of his or her body is beyond recovery, yet essential organs—such as the brain, heart, and lungs—still function. In some of these cases, a risky technique known as total cyborg replacement can be used to preserve the wounded character. This replaces nearly all of the character’s body with cybernetic replacements, leaving a mechanical shell around a few preserved organs. General Grievous is the most famous example of a total-replacement cyborg, but Darth Vader’s injuries were so extensive that he, too, could be considered a total-replacement cyborg.
      When you would normally die, you can spend a Destiny Point to preserve enough of yourself for placement in a total-replacement cyborg body. Your allies must transport you somewhere capable of performing the delicate surgery, and a cybernetic surgeon must be complete the changeover surgery, which is identical to installing 6 cybernetic prostheses. Once the process begins, all 6 must be installed consecutively without pause. If any of the surgeries fail, you die,. If all succeed you are returned to life exactly as before, but now have 6 cybernetic prostheses and gain the Cyborg Hybrid special quality described below. You should work with your Gamemaster to determine your new appearance, which should be drastically different from your appearance before near-death.

      **Cyborg Hybrid**—As a cyborg hybrid, you can use any type of droid system except a processor. your cyborg hybrid chassis includes a life support system, making you immune to atmospheric and inhaled poison hazards.

Cybernetic Implants      **Advanced Cybernetics**      Bio‑Implants
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Footnotes and References

Please see the following pages or sites, if any, for further information:

1. ↑ 1.0 1.1 1.2 1.3 This is a custom cybernetic prosthesis for an NPC which is why there are no costs, availability, or rejection modifier. Players wanting this modification for their character should consult with their GM for approval and stats.
2. ↑ 2.0 2.1 2.2 2.3 The book does not actually list the availability, surgery cost, or rejection modifier.

Notes
There may have been some modification and/or removal of text from the original text written in the book. This was done for one or more reasons including but not limited to:

* To remove unnecessary redundancy, repetitiveness, or outright errors.
* Because the original formatting does not lend itself well to the web/wiki environment.
* The original text has been updated due to official errata.

In all cases, this contributor is confident that the context and meaning of the original text has not been compromised as a result of these edits. Edits that affect stats or that might have an impact on gameplay should contain reference notes on what was changed and why.