// Core Rules
Cyberware
Overview
Cyberware is installed equipment with body-location slots, a resource-cost mechanic that taxes magical and psychic classes, and a downtime install procedure with real consequences for botched surgery. Cyberware-native classes get early access and a partial cost waiver — that's their mechanical advantage, not a price discount.
It's mechanically distinct from ordinary items: installed, not worn, and permanent without surgery. Slots cap total cyberware by body location, independent of wealth. Non-magical classes (Soldier and the like) pay no resource cost; they get cyberware “free” of magical sacrifice, which is intentional and matches Rifts canon — Federation Grunts are heavily augmented, Mystics avoid the chrome.
Slot system
Cyberware occupies fixed body-location slots. These are parallel to PF2e investiture, not shared with it — a character can have 10 invested magic items and a fully chromed body. Cyberware isn't “worn,” it's installed.
Body locations
| Location | Slots |
|---|---|
| Eyes | 2 (one per eye) |
| Ears | 1 |
| Mouth / throat | 1 |
| Head / neural | 1 |
| Torso | 1 |
| Arms | 2 (one per arm) |
| Hands | 2 (one per hand) |
| Legs | 2 (one per leg) |
| Feet | 2 (one per foot) |
| Spine / core | 1 |
Total: 15 slots. Most items occupy a single slot in a single location. Large systems (full-limb replacement, dermal plating, neural uplink) may claim multiple slots or an entire location — the item entry specifies. If a character loses a limb or body part, any cyberware in that location is disabled until repaired or replaced.
The per-eye design lets characters install mismatched optics (left-eye targeting + right-eye sensor suite), which is good for cyberpunk-flavored characters and only mildly more complex for the catalog.
Cyberware tiers and item levels
Cyberware is itemized like magic/tech gear, with item levels and rarities:
- Low-tier (item level 3–6): basic optics, hearing filters, muscle augmenters, simple cyber-jaw.
- Mid-tier (item level 7–12): reflex boosters, dermal plating, cybernetic arms, sensor suites.
- High-tier (item level 13+): neural uplinks, full-limb replacements with weapon mounts, sensorium implants.
Item level drives price, install DC, and resource cost.
Resource cost
This is the core balance mechanic. Each installed cyberware item has a cyber cost. A character's total cyber cost is the sum of all installed items, and it's paid out of the character's native class resource — whichever pool the class uses for its magic or psi.
Cost formula
For a character of level L installing cyberware of item level N:
cyber cost = max(1, ⌈(N − L + 4) / 2⌉)
This produces a clean shape:
| Implant level relative to PC level | Cyber cost |
|---|---|
| −10 (way underleveled, e.g. low-tier implant on a high-level PC) | 1 |
| −4 | 1 |
| −2 | 1 |
| 0 (level-appropriate) | 2 |
| +2 | 3 |
| +4 (one tier above) | 4 |
| +6 | 5 |
| +10 (way overleveled) | 7 |
A level-appropriate implant always costs 2 regardless of character level. Overreaching for high-level cyberware ramps cost sharply. Old, low-tier implants on a high-level character cost almost nothing — they're not what's draining your magic.
How cyber cost is paid (class-adaptive)
The cost hits whichever resource the class natively uses:
- Slot casters (Linewalker, Mystic, Technomancer, and any Soldier/Operative subclass with slots): 1 cyber cost = 1 spell slot, player's choice at install of which slot/rank is forfeited, locked thereafter until the cyberware is removed. The slot doesn't refresh on rest — it's just gone.
- Focus casters (Psi-Knight, Mindbreaker when modeled as focus, any class with a Focus Pool): 1 cyber cost = −1 to maximum focus pool capacity (PF2e focus pool caps at 3, so 3 cyber cost zeros out the pool).
- Impulse classes (Firestarter on the Kineticist chassis): handled per-class. Default: 1 cyber cost = lose one elemental junction, gate access, or equivalent class-specific knob, defined in the class file.
- Non-magical classes (Soldier with no slots, Operative, Mechanic, etc.): no resource cost. Pay only money and slot cost. This is the Federation Grunt path.
Cap rule
Total cyber cost cannot exceed the size of the class's native resource pool. A focus caster with 3 max focus points can install at most 3 cyber cost worth of cyberware. Choppers refuse to install beyond the cap — there's nothing left to draw on. This makes the trade self-limiting without inventing an overflow penalty.
Cyberware-native classes
Full-Conversion Cyborg, Redliner, Manic, and possibly the Bountyhunter are built around cyberware. Each receives:
- A class allowance of cyberware items at level 1 (typically 2–4 starting implants) that do not count toward cyber cost.
- A cost reduction for additional cyberware installed during play — typically halved cost, or a flat −1 per item with a floor of 1.
The specific allowance and reduction are defined in each class file. This is the mechanical center of those classes; it isn't “they get cheaper cyberware” but “their body is designed for it.”
Installation and removal
Installation
- Prerequisite: a cyberdoc (NPC specialist) or appropriate facility. Wilderness or improvised installation is possible but takes worse modifiers and a worse crit-fail table.
- Action: downtime activity — typically 1 week for low-tier, 2 weeks for mid-tier, 4 weeks for high-tier.
- Skill: Crafting or Medicine, depending on the item (cybernetic limb → Medicine; targeting computer → Crafting). The item entry specifies.
- DC: item level + 15 (standard PF2e item-DC scaling). High-tier cyberdocs can lower this; back-alley docs raise it.
- Money cost: item price + 10% procedure fee.
- Resource cost: applied immediately on successful install per the formula above.
Outcomes
- Critical success: install succeeds. Time and money cost reduced by 25%.
- Success: install succeeds normally.
- Failure: install takes double the time, or a second check is required at the same DC.
- Critical failure: item is installed but with an install scar (see below). The cyberware still functions; the patient pays a lasting penalty until the scar is repaired.
Install scar table (d6)
Roll on a critical failure, or the GM picks. The scar is removable via a follow-up procedure (same DC, half the original time and money cost; on success the scar is gone; on a critical failure of the repair, roll a new scar replacing the old).
| d6 | Scar |
|---|---|
| 1 | Faulty calibration. −1 status penalty to attack rolls or skill checks made through the affected system. |
| 2 | Chronic pain. −1 status penalty to Constitution-based checks involving the affected body location, including the relevant save type if the implant is in the head/spine. |
| 3 | Rejection inflammation. When you take damage targeting the affected location, take an additional 1d4 persistent bleed. |
| 4 | Power leak. The cyberware operates at reduced effect — numeric bonuses halved, durations halved. Choose one whenever the item is used. |
| 5 | Nerve crosstalk. The first time you use the cyberware each day, suffer 1d6 mental damage as the implant's signals misroute. |
| 6 | Botched intake. Cyberware is misaligned with native systems. Each time you spend a focus point or cast a spell, attempt a flat DC 5 check; on failure, the resource is wasted with no effect. |
Removal
- Same procedure as installation: cyberdoc, downtime, skill check.
- DC equals item level + 17 (slightly harder than install).
- Some high-tier cyberware (neural uplinks, spinal augments) is effectively permanent — removing it risks character death or permanent ability damage. Such items carry a
Permanenttrait in the catalog. - Removing cyberware restores the spell slots or focus pool capacity that were forfeited.
Cyberware and balance
- Cyberware is not strictly better than magic or psychic powers; it's a different lane.
- The class-adaptive cost ensures that a Mystic dipping into cyberware feels the loss; a Soldier doesn't, and that's fine — the Mystic gets spells in return.
- Cyberware-native classes don't have a “discount.” They have a body that absorbs implants without the magical/psychic cost. That's their class identity, not a price tag.
The catalog
This page is the subsystem framework. The actual item list — cyber-eyes, cyber-arms, dermal plating, neural uplinks, and the rest, with their item levels, prices, slots, and effects — appears in the cyberware catalog.
How cyber-limbs and dermal plating give the wearer their own Hardness, and how that interacts with the Penetrating N trait from Megadamage & Hardness, is a Full-Conversion Cyborg feature rather than a general property of cyberware — see that class.