Cyberware
One of the most dramatic examples of technological progress is the introduction of cyberware, which allows living creatures to replace parts of themselves with artificial components or implant devices which grant them new abilities into their bodies.
Prosthetics
The most common and simplest form of cyberware are prosthetics. It is the default assumption that any world with FTL travel will have also developed sophisticated prosthetics, though the specifics of those can vary. A character that has suffered the loss of a limb, organ, or other body part can receive a fully-functional replacement for 1,000 credits, though in some settings this type of medical care may be fully or partially-covered by a character’s government benefits or insurance plan. In other settings, this service may be significantly more expensive, costing 5, 10, or even 100 times as much, making these prosthetics the realm of the wealthy or well-connected and consigning the poor to non-technological options.
Prosthetics function just like the body part they emulate (though they may look different). The prosthetic may be plastic, or metal; vat-grown clones from creature’s own stem cells are fully indistinguishable from the original.
Enhancement Implants
Implants provide new or enhanced capabilities to a creature. The cost listed for enhancement implants includes the cost of having them surgically implanted. As long as the implant procedure is done with the proper equipment, there is no chance of rejection or failure; however, creatures need time to adjust to the presence of the implants. Therefore, a character may only have a number of enhancement implants equal to or less than proficiency bonus. If more are added, the newest implants simply do nothing until the implanted character’s proficiency bonus rises enough to accommodate them, with the oldest inactive implant always coming online first.
Despite the advantages they provide, enhancement implants have drawbacks as well — they require some level of external networking to function, which makes them vulnerable to various attacks such as hacking and EMPs. The DC to hack an implant is 8 + the creature’s Intelligence modifier + its proficiency bonus.
IMPLANT | COST |
---|---|
Adhesion Pads | 500 cr |
Augmented Reality System | 5,000 cr |
Biomonitor | 300 cr |
Comms Implant | 150 cr |
Companion AI | 2,000 cr |
Cyberlink | 1,000 cr |
Implanted Psionic Focus | 500 cr |
Implanted Weapon | +30% cr |
Jump Coils | 600 cr |
Vision Enhancers | 500 cr |