// 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

LocationSlots
Eyes2 (one per eye)
Ears1
Mouth / throat1
Head / neural1
Torso1
Arms2 (one per arm)
Hands2 (one per hand)
Legs2 (one per leg)
Feet2 (one per foot)
Spine / core1

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 levelCyber cost
−10 (way underleveled, e.g. low-tier implant on a high-level PC)1
−41
−21
0 (level-appropriate)2
+23
+4 (one tier above)4
+65
+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).

d6Scar
1Faulty calibration. −1 status penalty to attack rolls or skill checks made through the affected system.
2Chronic 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.
3Rejection inflammation. When you take damage targeting the affected location, take an additional 1d4 persistent bleed.
4Power leak. The cyberware operates at reduced effect — numeric bonuses halved, durations halved. Choose one whenever the item is used.
5Nerve crosstalk. The first time you use the cyberware each day, suffer 1d6 mental damage as the implant's signals misroute.
6Botched 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 Permanent trait 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.