10 November 2026

Random Fudge Topic: Cybernetic Enhancements

Rolled 1d7 with a result of 2: Chapter 2, Supernormal Powers
Rolled 1d9 with a result of 9: Section 2.9, Cybernetic Ehancements

[This article references the Fudge 1995 Edition rules. Specifically, Section 2.9, Cybernetic Enhancements. Note: In the 1995 Edition, Section 2.9 is listed as "Cybernetic Enhancements" in the Table of Contents, but as "Cybernetics" in the actual section. The section title was changed to "Cybernetic Enhancements" in Fudge Expanded Edition.]

This section is so brief, I shall quote it in its entirety:

Artificial limbs, organs, implants and neural connections to computers are common in some science fiction settings. If these grant powers beyond the human norm, they must be bought with supernormal power levels if using the Objective Character Creation system, or with the GM's approval in any case.

If an implant grants a bonus to an attribute, it should cost as much as the attribute bonus, which is not necessarily as much as a supernormal power. Since an artificial implant may occasionally fail, however, the GM can give a slight cost break by also allowing a free skill level elsewhere on the character sheet.

This will apply primarily to the science fiction/science fantasy genres (particularly the superhero, post-apocalyptic, and cyberpunk subgenres). It may also be useful for adapting The Six Million Dollar Man, The Bionic Woman, or Cyborg, the novel on which The Six Million Dollar Man was based.

This section is understandably vague and brief. Specific settings would allow for extensive customized lists of cybernetic enhancements.

Other than that, I haven't much to say. Such is the nature of topic randomization.

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