Opening Note: I don't like how Palladium handles Cybernetic interactions with magic and psionics. Too drastic, without any sense of gradation... and that presupposes you can find the rules. As such, I completely re-wrote the rules on them. This is an excerpt from a letter to Pete, my gamemaster, on my proposed rules.

Magic:
Each Bio-System Cybernetic Implant (or pair of Bio-system eyes) lowers spell strength by 1.
Each Non-Bio-System Implant (or pair of eyes) or non-limb bionic feature (such as lung and throat features) lowers spell strength by 4.
Each Bionic Limb lowers spell strength by 8.

When spell strength equals 0, the character loses all ability to channel magic (though they still have the requisite knowledge, they don't have the ability... blocked by too much foreign material). Of course, spell strength increases will also effectively increase the amount of cyber that a body can hold, though they will _not_ restore lost magical abilities. Once gone, the magic is gone for good.

For example, Harakhamis is a Shifter with some minor cybernetics. Without the cybernetics, his spell strength would be 14. However, Harakhamis has a headjack installed, which includes the radio option, the long-range modification, and a sound filtration system. His effective spell strength is 11, however, because all of them are part of a single headjack system... the system has just been modified. If he were to pick up amplified hearing and ultra-ear, these would be two separate systems, dropping his spell strength to 5. If he were, for some reason, to install a bionic arm after getting those two, his spell strength would be exhausted, and he wouldn't be able to cast magic. He would retain the theoretical knowledge, and would even keep his magic combat skills. However, further increases in spell strength after losing his powers would do him no good, even if they would bring his spell strength to 1 or higher again.

This puts it right on par with the current rules, with 3 implants destroying your magic ability at 1st level. It's a little more lenient on Bionics, but not much. It gives concrete reasons why mages don't load up with the maximum cyber possible, but still allows them to if they must/want to. While it doesn't address non-saving throw dependant spells, neither do the current rules of "Usually two or three minor cybernetics are allowed. Anything more elaborate than that will negate a mages ability to cast spells. Losing an arm would require a bionic replacement (not just a mere cybernetic one) and would bar the mage from further spellcasting." (Direct quote from the Palladium Web Page)

Psionics:
Each Bio-System Cybernetic System (or pair of Bio-system eyes) raises their saving throw by 1.
Each Non-Biosystem Implant (or pair of Eyes) or non-limb bionic feature raises the saving throw by 3 points.
Each Bionic limb raises the saving throw by 6 points.

Once the psionic's saving throw would exceed 16, they lose all psionic ability, permanently.

This allows a master psionic to get a bionic limb (mentioned in the RMB under the Dog Pack) and nothing else without losing their powers (since their save would be 16, not exceed it), and a minor or major psionic to pick up either something useful or a some necessary replacements, but with a necessary cost. Note that bonuses against psionics from a High ME (or a psi-stalker's bonus) only add one-half (rounded down) their value to how much can be gained, though the bonus itself is not lost.

For example, Morgan needs several body parts replaced after a particularly nasty fight. Her eyes were burnt out and her left arm was removed. She decides to get a Bionic arm (including a laser finger blaster, knuckle and finger blades, a built-in climb cord, a concealed laser rod, and retractable vibro-blades), Bio-system infra/ultra eyes, and massive plastic surgery to replace her burnt skin (fighting a fire dragon is _not_ smart). This is 6 (the arm... all of the features built into it don't matter, as they use the same connections as the arm) +1 (for a pair of eyes) +1 (massive plastic surgery), or 8 points of cybernetics. This would normally destroy her abilities, but she has a +4 for being a psi-stalker, meaning she can get 2 extra points of cyberware without losing her powers. If she gets one more point of cyberware, though, her psionic abilities will be destroyed. As it is, her base save will is 16, and she will still have the +4 bonus.

Removing Cybernetics:
If a magic or psionic character decides to have cybernetic systems removed, they regain one-half (rounded up) what was lost. This means that removing bio-system implants will return a character to what he or she was before getting them, while removing bionics will still leave the character weak compared to his peers of equal level and training. The remainder is permanently lost to the character.

Special Note: Psynetics, MOM technology, and Techno-Wizard cybernetics

Psynetics and MOM technology have no detrimental effect on psionic powers, except for those listed in Mindwerks. In fact, they will often improve a character's psionic abilities. A Full MOM conversion will add the powers and ISP given to a Crazy to a psionic character's own abilities (though it will, of course, also impose the penalties). Psynetics or partial Crazy conversions (as detailed in Mindwerks, starting on page 17) will have the effects listed. M.O.M. and Psynetic Implants do not count against a character's maximum possible implants or raise saving throws, but any bonuses gained from them do not increase the number of implants available, either. Despite this, both Psynetics and M.O.M. conversions have full impact on magic powers.

Techno-wizard cybernetics includes only those cybernetic devices designed and built from the ground up by a Techno-Wizard or Amaki Gizmoteer. If designed for use by a _specific_ magician or psionic, these devices have no immediate impact on either magic or psionic powers, though they cost at least 10 times more than their standard counterparts, and often up to 100 times as much. However, they lock the character's level of power at the current level. While new spells and psionic power can be learned, they will always be at the level of experience that the character was when the implants were acquired. In order to upgrade the implants, the character must go to another, similarly skilled, Techno-wizard, and pay approximately the normal cost of the implant per level of power that they wish to accommodate. Such a character cannot increase beyond his own level of experience in this way, nor can they buy levels before they are needed. These items are exceedingly rare and expensive to purchase and maintain, but are sometimes the only option for a desperate individual.

Cybernetic and bionic devices that have simply been converted to run on TW energy have full impact on magic and psionic abilities.


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