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Hi ReavanKnight, I've changed the cybernetic arms and legs again. I figure the basic arm and leg should provide only small bonuses, but act as a platform for further implants. I've added Prosthetic Arm Enhancer (4e Equipment), which makes the arm a weapon and gives an Athletics bonus; and Prosthetic Leg Enhancer (4e Equipment) that gives +1 Speed. Overall this means that a prosthetic can do more than a similar magic item in the same slot (such as magic boots), but with added GP expenditure and the risk of ritual failure. Marasmusine (talk) 02:10, 23 September 2014 (MDT)
I had another idea, inspired by the cybernetics in the Cyberpunk 2020 RPG. See "Automatize Bonus" at Implant_Cybernetic_(4e_Ritual), although I haven't added such bonuses to the items yet. The idea is that when you implant cybernetics you can permanently lose a healing surge to gain some bonus (such as hit points or defenses). This makes the player tougher in some respects, but is becoming dehumanized. Marasmusine (talk) 05:38, 23 September 2014 (MDT)