Cybernetic Enhancements and Bio Augmentations

Cybernetic enhancements and bio augmentations are the most common ways characters in the Cradle push beyond natural human limits. Cybernetics are permanent mechanical or neural prostheses — artificial limbs, subdermal armor, neural interfaces, and weaponized implants — requiring surgical installation. Bio augmentations include temporary pharmacological agents (drugs, serums, nanites) and permanent biological modifications (organ grafts, genetic tweaks, endocrine regulators).

Enhancements add Attribute Modifiers (AtMods), Armor Value (AV), Skill Rank Modifiers (SRMs), Gravity Rating Modifiers (GRM), or special effects, and they count toward encumbrance (Strength × 10 kg carry limit).

Key Integration Rules

  • Installation (Cybernetics): Requires successful Medicine Action Roll at Target Number (TN) 18.
    • Success: Fully installed and functional.
    • Partial Success (TN – 1): Works, but –1 AtMod for 1d6 days until adjusted.
    • Failure: Complication (e.g., infection, –1 AtMod permanent until repaired).
    • Critical Failure: Implant rejection (remove at TN 21 Medicine or permanent damage).
  • Activation (Bio Augmentations): Temporary items activate immediately (no roll). Permanent ones require surgery (same TN 18 Medicine as cybernetics).
  • AV & Damage: Cybernetics provide AV (stacks with worn gear, personal max total AV 12). Weaponized cybernetics use personal damage scale (e.g., 1d6 + modifiers; critical hit +1d4). Bio augmentations rarely add AV but may boost Health (HLTH) for effective soak via reduced wound penalties.
Example in Play
Dante (HLTH 17, max HP 34) has the Adrenal Regulator Implant (+1 HLTH AtMod, new HLTH 18, max HP 36). During a brutal boarding action, he takes 19 damage from a vibro-blade strike. Without the implant: Current HP drops to 34 – 19 = 15 (below 50% threshold of 17) → Dante suffers –2 to all Action Rolls immediately (wounded penalty). With the implant: Current HP drops to 36 – 19 = 17 (still above 50% threshold of 18) → Dante takes no wound penalty and continues fighting at full capability. The extra 2 HP from the +1 HLTH effectively “soaked” those points by keeping him out of the penalty zone longer. A follow-up hit of 8 damage drops him to 9 HP → only –2 penalty (instead of –5 without the augmentation). The implant gave him two more rounds of peak performance before penalties hit hard — real, rules-compliant “effective soak” through resilience rather than armor.
  • Encumbrance: Cybernetics add weight (counts toward Strength × 10 kg limit). Bio augmentations are negligible unless noted.
  • Gravity Rating (GR) Interaction: Some enhancements adjust GRM (e.g., +1 in mismatches) or mitigate penalties.
  • Health Points (HP) Mods: As core rules, enhancements can increase max HP (e.g., +HLTH AtMod × 2) or aid healing (e.g., +1d6 HP regen).
  • Psionics & Combat: Fully compatible (e.g., Neural Interface +1 SRM for psionic Talents). Weaponized cybernetics use Melee or Ranged Combat SRM.
  • Costs: Listed in ounces of gold (oz gold) and platinum (oz platinum). Apply local economy modifiers (d6 roll) from the Economics section.
  • Drawbacks: All permanent enhancements carry rejection risk (monthly HLTH AR TN 12–15 or –1 AtMod until repaired) and may trigger social stigma (–2 PER AR if witnessed).

Cybernetic Enhancements (Permanent Prostheses)

  1. Type: Cybernetic Enhancement
    Item Name: Mechanized Hand
    Cost: 10 oz gold / 40 oz platinum
    Weight: 5 kg
    Installation/Duration: Surgery TN 18; permanent
    AV (Phys/Ener): 2/0 (Type: Biomechanical Prosthetic Limb Graft)
    Effects: +1 Melee damage; +1 STR AtMod for manual tasks
    Damage (if weaponized): 1d6+2 kinetic (integrated pneumatic actuator with impact amplifier)
    Special Factors: Stacks with Unarmed SRM; +10 kg carry limit for that arm
    Drawbacks: Power drain (TN 12 Electronics AR to recharge daily or –1 AtMod)
    Description: A biomechanical prosthetic replacement for the forearm and hand, featuring myoelectric sensors interfacing with peripheral nerves for precise control, augmented by hydraulic actuators for enhanced kinetic force delivery in manipulative or combative scenarios.
  2. Type: Cybernetic Enhancement
    Item Name: Subdermal Plating
    Cost: 20 oz gold / 80 oz platinum
    Weight: 8 kg
    Installation/Duration: Surgery TN 18; permanent
    AV (Phys/Ener): 4/2 (Type: Subcutaneous Alloy Graft)
    Effects: Increases max HP by +2 (dermal reinforcement)
    Damage (if weaponized): N/A
    Special Factors: +1 Endurance AR vs. trauma; reduces bleedout rate by half
    Drawbacks: –1 PER AtMod (reduced tactile sensitivity)
    Description: Subcutaneous implantation of titanium-alloy plates beneath the epidermis, providing structural reinforcement to integumentary tissues against ballistic or thermal insults, while maintaining vascular integrity through biocompatible mesh integration.
  3. Type: Cybernetic Enhancement
    Item Name: Enhanced Ocular Implants
    Cost: 12 oz gold / 48 oz platinum
    Weight: 1 kg
    Installation/Duration: Surgery TN 18; permanent
    AV (Phys/Ener): 0/0 (Type: Ocular Neural Prosthesis)
    Effects: +2 Perception/Recon AR; ignore darkness penalties
    Damage (if weaponized): N/A
    Special Factors: +1 Initiative (enhanced visual processing)
    Drawbacks: TN 15 HLTH AR vs. overload in high-EMF environments (–2 AR for 1d6 rounds)
    Description: Bilateral ocular prostheses with retinal neural interfaces, incorporating photoreceptor arrays for amplified spectral analysis and digital signal processing to augment visual acuity and perceptual data integration.
  4. Type: Cybernetic Enhancement
    Item Name: Augmented Legs
    Cost: 30 oz gold / 120 oz platinum
    Weight: 12 kg
    Installation/Duration: Surgery TN 18; permanent
    AV (Phys/Ener): 0/0 (Type: Lower Limb Biomechanical Prostheses)
    Effects: +4m base Move Rate; +1 GRM
    Damage (if weaponized): N/A
    Special Factors: Ignore falls up to 10m; +2 Athletics AR for jumps
    Drawbacks: Double encumbrance penalty in Zero-G
    Description: Bilateral lower limb prostheses with femoral neural docking and servo-motor actuators, enhancing locomotor efficiency through proprioceptive feedback loops and adaptive gait algorithms.
  5. Type: Cybernetic Enhancement
    Item Name: Intradermal Armor Layer
    Cost: 18 oz gold / 72 oz platinum
    Weight: 6 kg
    Installation/Duration: Surgery TN 18; permanent
    AV (Phys/Ener): 3/1 (Type: Intradermal Composite Graft)
    Effects: +1 HLTH AtMod (trauma resistance)
    Damage (if weaponized): N/A
    Special Factors: Minimum damage reduced to 0 on soaked hits
    Drawbacks: –1 AGL AtMod (reduced flexibility)
    Description: Intradermal implantation of kevlar-composite weaves into subcutaneous layers, providing ballistic deflection and thermal dispersion while preserving dermal elasticity through bio-integrative scaffolding.
  6. Type: Cybernetic Enhancement
    Item Name: Neural Interface Port
    Cost: 4 oz gold / 16 oz platinum
    Weight: 0.5 kg
    Installation/Duration: Surgery TN 18; permanent
    AV (Phys/Ener): 0/0 (Type: Cranial Neural Interface Port)
    Effects: +2 Electronics/Computer AR
    Damage (if weaponized): N/A
    Special Factors: Allows direct neural linking to devices (TN 12 Computer AR for hacks)
    Drawbacks: +1 TN to mental ARs if jammed (ECM exposure)
    Description: Cranial port with neural lace extensions interfacing the cerebral cortex, facilitating high-bandwidth data transfer for computational augmentation and sensory integration.
  7. Type: Cybernetic Enhancement
    Item Name: Reflex Booster Implant
    Cost: 25 oz gold / 100 oz platinum
    Weight: 4 kg
    Installation/Duration: Surgery TN 18; permanent
    AV (Phys/Ener): 0/0 (Type: Vertebral Neural Amplifier)
    Effects: +1 AGL AtMod; +1 Initiative
    Damage (if weaponized): N/A
    Special Factors: +2 Evasion AR
    Drawbacks: TN 18 HLTH AR vs. neural overload after 5+ ARs/combat (–1 ARs)
    Description: Vertebral column implant with axonal signal boosters, enhancing reflex arcs and motor neuron firing rates for accelerated neuromuscular response.
  8. Type: Cybernetic Enhancement
    Item Name: Cortical Neural Mesh
    Cost: 15 oz gold / 60 oz platinum
    Weight: 0.2 kg
    Installation/Duration: Surgery TN 18; permanent
    AV (Phys/Ener): 0/0 (Type: Cortical Neural Mesh)
    Effects: +1 INT AtMod; +1 SRM for psionic Talents
    Damage (if weaponized): N/A
    Special Factors: +2 Computer AR for interfaces
    Drawbacks: Social stigma (–2 PER AR if detected)
    Description: Intracranial mesh of nanofiber electrodes enveloping the neocortex, enabling synaptic enhancement and direct brain-computer interfacing for cognitive augmentation.
  9. Type: Cybernetic Enhancement
    Item Name: Multi-Tool Cyberarm
    Cost: 22 oz gold / 88 oz platinum
    Weight: 6 kg
    Installation/Duration: Surgery TN 18; permanent
    AV (Phys/Ener): 1/0 (Type: Upper Limb Biomechanical Prosthesis)
    Effects: +2 Mechanics/Electronics AR (integrated tools)
    Damage (if weaponized): 1d6 kinetic (tool-based actuator with precision striker)
    Special Factors: Built-in Multi-Tool (ignore TN penalties for repairs)
    Drawbacks: –1 Sleight of Hand AR (bulk)
    Description: Upper limb prosthesis with modular compartments for surgical-grade instruments, interfaced via brachial plexus for fine motor control and diagnostic feedback.
  10. Type: Cybernetic Enhancement
    Item Name: Adrenal Regulator Implant
    Cost: 8 oz gold / 32 oz platinum
    Weight: 0.5 kg
    Installation/Duration: Surgery TN 18; permanent
    AV (Phys/Ener): 0/0 (Type: Suprarenal Gland Regulator)
    Effects: +2 STR or AGL AtMod for 1d6 rounds (activatable)
    Damage (if weaponized): N/A
    Special Factors: Ignore wound penalties for duration
    Drawbacks: Post-use fatigue (–2 ARs for 1 hour)
    Description: Implanted regulator in the suprarenal glands, modulating catecholamine release for acute sympathetic nervous system activation and enhanced metabolic output.

(Additional cybernetics follow the same generic, descriptive naming: Voice Modulator, Retractable Claw Extensions, Memory Augmenter, Pain Editor Implant, Pulmonary Filtration Prostheses, Enhanced Ocular Implants, Cardiac Pacemaker Augment, Skeletal Composite Infusion, etc. All are permanent, surgical, and use core mechanics.)

Bio Augmentations (Biological Modifications)

These include temporary pharmacological agents and permanent organ grafts.

  1. Type: Bio Augmentation (Temporary)
    Item Name: Adrenaline Stimulant (Dose)
    Cost: 0.3 oz gold / 1.2 oz platinum
    Weight: Negligible
    Installation/Duration: Injection; 1 hour
    AV (Phys/Ener): 0/0
    Effects: +2 STR or AGL AtMod
    Damage (if weaponized): N/A
    Special Factors: +1 Initiative
    Drawbacks: Post-duration crash (–1 ARs for 30 min)
    Description: Intravenous catecholamine analog, stimulating adrenergic receptors for heightened sympathetic response and muscular contractility.
  2. Type: Bio Augmentation (Temporary)
    Item Name: Cognitive Enhancer (Pack)
    Cost: 0.5 oz gold / 2.0 oz platinum
    Weight: Negligible
    Installation/Duration: Oral; 1 hour
    AV (Phys/Ener): 0/0
    Effects: +2 INT AtMod
    Damage (if weaponized): N/A
    Special Factors: +1 SRM for INT skills
    Drawbacks: Headache complication (TN 12 HLTH AR or –1 AR)
    Description: Neurotrophic compounds enhancing cholinergic transmission, promoting synaptic plasticity and cognitive processing speed.
  3. Type: Bio Augmentation (Temporary)
    Item Name: Anabolic Booster Cycle
    Cost: 1.5 oz gold / 6.0 oz platinum
    Weight: Negligible
    Installation/Duration: Injection cycle; 24 hours
    AV (Phys/Ener): 0/0
    Effects: +1 STR AtMod; +1 GRM
    Damage (if weaponized): N/A
    Special Factors: +1 HLTH AtMod vs. fatigue
    Drawbacks: Dependency risk (TN 15 HLTH AR or withdrawal –2 ARs)
    Description: Anabolic steroid derivatives amplifying myogenic protein synthesis for increased skeletal muscle hypertrophy and endurance.
  4. Type: Bio Augmentation (Temporary)
    Item Name: Analgesic Pack
    Cost: 0.2 oz gold / 0.8 oz platinum
    Weight: Negligible
    Installation/Duration: Oral/injection; 1 hour
    AV (Phys/Ener): 0/0
    Effects: Ignore wound penalties
    Damage (if weaponized): N/A
    Special Factors: Stack with highest healing source
    Drawbacks: Overdose risk (TN 12 HLTH AR or stun)
    Description: Opioid receptor agonists inhibiting nociceptive transmission in the central nervous system for analgesic relief.
  5. Type: Bio Augmentation (Temporary)
    Item Name: Hypometabolic Serum (Single)
    Cost: 2.0 oz gold / 8.0 oz platinum
    Weight: Negligible
    Installation/Duration: Injection; 1d6 hours
    AV (Phys/Ener): 0/0
    Effects: Stabilize at 0 HP; halt bleedout
    Damage (if weaponized): N/A
    Special Factors: +5 HP temp (metabolic slowdown)
    Drawbacks: Immobility during effect
    Description: Cryoprotectant serum inducing hypometabolic state, reducing cellular oxygen demand to preserve viability in hypoperfused conditions.

Additional temporary bio augmentations follow the same generic naming and format: Neural Stabilizer, Regenerative Nanites, Endurance Booster, etc.

Permanent bio augmentations like organ replacements add +1–2 HLTH AtMod or HP, require surgery TN 18, and carry rejection risk.