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Mutations & Cybernetics

Mutation and augmentation should feel powerful, risky, and setting-defining. This page puts usable defaults first.

At-a-Glance

Player Quick Rules (Body-Tech Risk)

  • Choose one enhancement goal and one known complication.
  • Always ask what maintenance or legal burden comes with power.
  • Keep one non-augmented fallback method for core tasks.
  • Treat unstable upgrades as mission clocks, not permanent boons.

Referee Procedure Loop (Mutation/Cybernetic Events)

  1. Trigger acquisition path (loot, surgery, ritual, or black market).
  2. Resolve integration test and immediate side effect.
  3. Apply social/legal/faction response.
  4. Track maintenance or instability burden.
  5. Offer upgrade, rollback, or escalation decision.
  6. Convert consequences into future hooks.

Sci-Fantasy Augmentation Quirk Table (d8)

d8 Quirk
1 Implant emits audible hymns near relic tech.
2 Mutation blooms under moonlight and fades by dawn.
3 Cybernetic limb syncs to nearby radio chatter.
4 Psionic surge causes temporary shared dreams.
5 Ocular mod can see coolant leaks as heat trails.
6 Bio-graft rejects synthetic rations for 24h periods.
7 Black-market firmware requests remote updates nightly.
8 Neural co-processor stores memories not your own.

One-Click Deep Dives

Mutation and Cyborg References

Governance, Psionics, and Setting Framing

Inspiration Anchors

Advanced/Edge Cases

  • For campaigns with heavy body-tech, define one public clinic path and one illegal upgrade path per major settlement.

See Also