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1 | Name | Effect | Cost | Notes | Note: All replaced limbs have +Health(Half limb health+full) but can not be healed by standard medical products. Damaged or crippled limbs must be repaired by Mechanics 50 and up. Movement penalties: Ex: +5/10 = Trot/Gallop
2 | Limbs |  |  |
3 | Mk 12 Series | Heavier but hardier. |  | Subject cannot feel pain through limbs
4 | Front Leg | (+)3DT to replaced limb, +5/10 AP to movement and Melee attacks, +2d10DMG to Unarmed, +1 STR, +1 END | 6500 | Repair damage with Scrap Metal, Crippled limb repaired with scrap electronics, scrap metal, duct tape.
5 | Rear Leg | (+)3DT to replaced limb, +5/10 AP to movement, +15 Carry weight, +1 STR, +1 END | 6000 | Repair damage with Scrap Metal, Crippled limb repaired with scrap electronics, scrap metal, duct tape.
6 | Mk 14 Series | Better caps better armour |  | Subject may pick up small object with ease |
7 | Front Leg | (+)4DT to replaced limb, +1d10Dmg to Unarmed, Non-stackable (+1 STR, +1 END) | 8500 | Repair damage with Scrap Metal, Crippled limb repaired with scrap electronics, scrap metal, duct tape. | Leg replacement SPECIAL buffs : +1 STR +1 END, do not stack with each other, and cannot exceed the characters natural maximum. A character may only receive buffs from one front leg, and one rear leg.
8 | Rear Leg | (+)4DT to replaced limb, +10 Carry weight, Non-stackable (+1 STR, +1 END) | 8000 | Repair damage with Scrap Metal, Crippled limb repaired with scrap electronics, scrap metal, duct tape.
9 | MoP Prototype | Forgotten projects and Dead subjects |  | Subject can feel through the limbs, thus only receiving a +6 |
10 | Front Leg | (+)6DT to replaced limb, Auto repair cycles, confers -2DT to melee attacks | 10000 | Non-purchasable. Requires cyborg surgeon to treat. |  |
11 | Rear Leg | (+)6DT to replaced limb, Auto repair cycle, +20 Carry weight | 10000 | Non-purchasable. Requires cyborg surgeon to treat. |  |
12 | Body |  |  |  |  |
13 | Cybernetic Spine | (+)1 STR, +1DT, Torso can no longer be crippled | 8500 | Not Compatible with Reinforced spine |  |
14 | Artificial Heart | Cannot be poisoned, healing items are boosted +25%, robots have -50% crit chance. | 5000 | Not compatible with Reinforced heart |  |
15 | Reinforced Spine | Strength+2, +2DT | 8250 | Not compatible with Cybernetic spine |  |
16 | Reinforced Heart | -50% poison resistance, healing items boosted by 50%, robots have -25% crit chance. | 7500 | Not compatible with Artificial heart | Implant upgrades: Some implants have the option to be upgraded, to a maximum level of 3 (Unless stated otherwise). Each upgrade confers and additional +5 to said skill at no extra cost. One may purchase a fully upgraded Implant at Base Price+half base per implant level.
17 | Synthetic Lungs | 25% lower Sprint AP drain, water breathing | 4000/lung | Must have both for water breathing to work.
18 | Head |  |  |  |  |
19 | Livean Eye replacement | Permanent Nightsight, Target Aquisition, -1 PER, -1 CHR | 3000 | Basic implant for lost or damaged eyes. Heavy and unpleasant.
20 | Cerulean Eye | Target acquisition, Friend or Foe scanner, -1PER, Night Sight | 4500 | Marks violent intent in targets, as well as threat level and armament
21 | MoP Prototype | Target acquisition, Friend or Foe scanner, Multi-view, Enhanced Zoom | 6000 | Looks like an electric eye, offers everything a pony could wish for. | A Character is only allowed 2 Implants per body area, +1 per every 2 points of Endurance over 5
22 | Implants |  |  |  |  |
23 | Torso |  |  |  |  |  | Character may not exceed their racial maximum for skills and SPECIAL
24 | Sub Dermal Armour Implant | (+)4DT |  | 8000 |  |
25 | Monocyte Breeder | Regenerate 1 Health for every turn |  | 12000 |  |  | The Cyberpony Perk ranks give the character +1 Implant slot in (1) Chosen area. Must be documented.
26 | Hypertrophy Accelerator | (+)1 STR |  | 4000 |  |
27 | Nociception Regulator | (+)1 END |  | 4000 |  |
28 | Reflex Booster | (+)1 AGI |  | 4000 |  |  |  |
29 | Adrenaline Booster | (+)15 AP Regen per kill |  | 6000 |  |  | Attack/ Reload AP cannot go below 10/5 AP respectively, no matter what perk or Mod would lower it further.
30 | Head |  |  |  |  |
31 | AR Scanner | Adds Sats |  | 5500 |  |
32 | Empathy Synthesizer | (+)1CHR |  | 4000 |  |  |  |
33 | Logic Co-Processor | (+)1 INT |  | 4000 |  |  |  |
34 | Optics Enhancer | (+)1 PER |  | 4000 |  |  |  |
35 | Probability Calculator | (+)1 LCK |  | 4000 |  |  |  |
36 | Voice Modulator | (+)5 Speech, +5 Barter |  | 4000 | (+)5 per every upgrade using science. Max of 3 upgrades. |  |  |
37 |  |  |  |  |  |  |  |
38 | Arm/ Hoof |  |  |  |  |  |  |
39 | Kinetic Accelerator | (-)5 AP for attacking and reloading |  | 6000 |  |  |  |
40 | Nanobionic Weave | Limb Regeneration |  | 5500 |  |  |  |
41 | Nanotryte Accelerator | Gives user 2 Stealthbuck shots per session |  | 8000 |  |  |  |
42 | Hoof/Paw Stabilizer | (+)5 Lockpick, +5 Repair |  | 4000 | (+)5 per every upgrade using science. Max of 3 upgrades. |  |  |
43 | Motor Memorizer | (+)5 Firearms, +5 Energy Weapons |  | 4000 | (+)5 per every upgrade using science. Max of 3 upgrades. |  |  |
44 | Neural Datatool | (+)5 Science |  | 3800 | (+)5 per every upgrade using science. Max of 3 upgrades. |  |  |
45 | Razor Claws/Hooves | Unarmed critical chance and damage increased by 10%, Negates -2DT |  | 5000 |  |  |  |
46 | Leg |  |  |  |  |  |  |
47 | Kinetic Accelerator | (+)5/10Ft while moving. |  | 6000 | (+)5 trot/10 gallop |  |  |
48 | Nanobionic Weave | Limb Regeneration |  | 5500 |  |  |  |
49 | Tread Damper | (+)5 Sneak |  | 4000 | (+)5 per every upgrade using science. Max of 3 upgrades. |  |  |
50 | Weight Absorber | (+)15 Carry weight (15,30,45,65) |  | 3000 |  |  |  |
51 |  |  |  |  |  |  |  |
52 |  |  |  |  |  |
53 | Note: All Cybernetic Implants and replacements are rare and expensive. They also require a surgeon of high skill and knowledge to be added. Cybernetics are purely a GM choice. Repairs to any damage must be made with a Science/Medical check, or Mechanics check. Only low level replacements may be repaired using Mechanics. |  |
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