Find the Cybernetic Sheet List in the Full Rulebook.
Cybernetics
Cybernetics are implants or limb replacements that deliver Effects or provide some other utility using game mechanics.
Implants or limb replacements that do not provide any mechanical utility, (only there for roleplay or costuming) do not need to follow these rules and will be treated like organic limbs.
Acquiring Cybernetics
Clearance
Cybernetics require that you spend CEUs and pass a Clearance Test just like Equipment. The CEU cost for a Cybernetic is always 50.
Players can use the Crafting Bench to Invent new Cybernetics, but they must have Clearance with the Cybernetics Bay as well as the Crafting Bench to do so.
Installation
Cybernetics must be installed in the Cybernetics Bay. Additional information on installation is listed on the Cybernetics Bay Equipment Sheet.
Max Stress Loss
Installing any Cybernetic reduces your maximum Stress by -1.
Most characters start with 5 maximum Stress, so installing one Cybernetic would reduce their maximum Stress to 4. Installing 2 would reduce it to 3, etc.
You can never reduce your maximum Stress to 0 using Cybernetics.
Props
Every Cybernetic requires a visible, dramatic, and cool looking prop. There are no specific requirements for Cybernetics, but they:
must be appropriate for the cybernetic (for example: you can't wear goggles to represent a cyber arm)
must be visible and dramatic
cannot ONLY be makeup, unless that makeup is incredibly awesome. (This is a subjective interpretation by Staff. If a look is approved, you can't half-ass it, even on Sunday morning.)
Dm if you want to install different cybernetics that technically use the same body parts (ex: arm and a hand), you can have both.
If you want to install the same cybernetic body part in excess of your real limbs (ex: 3 Power Arms), you have to wear props that represent those extra limbs.
Makeup is more acceptable for brain implants, but dimensional props attached to the head or face are preferred.
Using Cybernetics
What Do They Do
Cybernetics have a very wide range of Effects and other mechanical benefits. They follow the standard Delivery and other Effect rules.
Activation Stress
Cybernetics do not use Charges or Ammo. Instead, every time you use a Cybernetic’s special ability, you take Stress. (You do not take Stress by using a body part for its standard use.)
Targeting & Alternate Effects
Cybernetics take certain Effects differently than an organic limb.
If this all seems complicated or you're not sure how your Cybernetic interacts with something, just treat your Cybernetics like they're made of mechanical parts and follow narrative logic.
Targeting
If an Effect is delivered specifically to a Cybernetic Limb by a Melee tag, Thrown tag, or touch targeting (ex: you grabbed a burning object), follow these rules.
During Combat, treat all Ranged tags as though they hit your torso unless it's incredibly clear that a Ranged tag intentionally targeted and hit your Cybernetic. (It's too hard to tell where you got hit with a dart to be arguing about this. Just take it to the chest.)
If you are targeted by a Blast and have multiple Cybernetics, pick one to be the target. You can't select the same Cybernetic to be the target of an Effect that it is already affected by.
Destroy
Cybernetics can be targeted by the Destroy Effect as though they were Equipment.
If you are attempting to Destroy a Cybernetic on the head, hands, or feet, tag the body and declare, “DESTROY ___!” and state which body part or Cybernetic you are targeting.
Destroyed Cybernetic body parts cannot use any of their special abilities or fulfill their usual bodily functions.
Destroyed Cybernetic limbs act as though they are Mangled.
If BOTH of your Cybernetic eyes are Destroyed, you are Disoriented.
Destroyed brain implant Cybernetics cause you to take Stress and you are Stunned.
Follow narrative logic for other Destroyed Cybernetic body parts.
Immunities
Cybernetics do not grant the entire character to these immunities, only the body part they replace.
Cybernetics are Immune to Bleed.
Cybernetics are Immune to Burn.
Cybernetics are Immune to Freeze.
Cybernetics are Immune to Biohazards.
Cybernetics are Immune to Heal.
Destroyed instead
Cybernetics are Destroyed when targeted by Mangle.
Cybernetics are Destroyed when targeted by Acid.
Malfunction Instead
Cybernetics Malfunction when targeted by Shock
Cybernetics Malfunction when targeted by Radiation
Repair
Cybernetics cannot be healed by the Medic Pack, and must be Repaired (ex: using an Engineers Pack or Parts Printer).
Repair will fix any Effect on a Cybernetic other than those that completely remove them, such as Server and Obliterate.
Malfunctions
Malfunction is an Effect that only targets machines, robots, and Cybernetics. It can come from many sources.
It does different things depending on what kind of Cybernetic it is, and every Cybernetic has a specific Malfunction response listed as part of its Cybernetic Sheet.
If the situation makes that Malfunction obviously not make sense, improvise something equally horrible.
The full entry for the Malfunction Effect is found in the Effects List.

