Making cybernetics

Rule 1: all cybernetics must make sense.
They can be weird, strange or make you scratch your head and wonder “why would anyone want this?” but they must make sense. No lifting cars with just a cyberarm, no jumping over skyscrapers with cyberlegs and* no frakkin animu bullshit*.

That said, consider how much humanity loss your cybernetic should cause. Here is a table to help you out:

Humanity Loss What causes this?
1d6/3 Very minor stuff, which you will not even notice unless you especially pay attention.
1d6/2 Minor stuff: either the effect is minor or subtle enough to not be constantly noticeable, or the cybernetic can somehow be turned off so you can have some “time off”.
1d6 The baseline for cybernetics that are designed not to drive you nuts. This stuff generally speaking makes you better, harder, faster or stronger, but not significantly so.
2d6 Cybernetics which constantly remind you of their existence, stuff which demands you adjust your life. For example: cybernetic replacement limbs or entirely new abilities.
3d6 Cybernetics that go beyond those above. Either they were not designed to keep you sane, or it was not possible in the first place. For example: things that fuck with your face, or otherwise seriously impact your self image. Extreme changes in ability.
4d6 Extreme cybernetics. Like replacing your face with mandibles, and other insane ideas.
+1d6 (Worse than before?)

Making cybernetics

Edgerunner Kohme Sevain