Technological or magical implants or prosthetics or other things permanently attached to the body can grant Cybernetic powers. These are priced as Supernatural Powers.
This category also applies to indestructible or irremovable Props.
Technological implants, the typical cybernetics, capable of granting Powers start at Tech Level +2 and go through Tech Level +4.
Cybernetic implants do not naturally heal. They must be repaired. Similarly, they do not naturally improve. They must be upgraded. This requires access to facilities and expertise of the cybernetic’s tech level or higher.
An implant may have a power supply separate from the character. If so, it could be used without additional exhaustion (its use still counts as an action). But it would then have to be recharged somehow. Particularly difficult methods of recharging an implant might count as a weakness.
Cybernetics at Tech Level +5 or better can self-heal and/or self-upgrade. When this is the case, treat them as Fantastic Powers.
See also Artifact Based Powers.
See also Costumes and Props.