The thing about biotech is that is kind of has been done before (in a way): Subjects have recieved transplants (I've personally seen fingers, hands and eyes), so that box is checked (it's no difference if it came from a corpse of a vat to the surgeon). Parts have also been successfully lab grown. The gap we need to bridge is putting the latter into the former, which will happen eventually.
Reverse side - there's a big difference between current top end prosthetics and "proper" cyberwear (for clarity: I mean something that allows a patient to have no lose - not mobility, functionality or anything else). So really, neither has been totally done - but both are right on the cusp (which makes it a pretty excitint time to be around really). I have seen those new sense gloves that use tightly packed tubes to replace sensation, they're just not quite at human skin's normal yet.
For what it's worth though, the closest thing to an area of expertise I have is Engineering and IT (with a strong focus and interest in materials engineering and robotics). I'm a huge
fan of the chrome (and if we could sort out the man-machine interface I'd probably be choose to be autmented).
Moving along, lets talk mechanics (Disclaimer: I haven't settled on a system yet, these are just my thoughts):Proficiencies:
My personal breakdown preference is: Handgun, Rifle, Siege (Tactical), Vehicular, Bows, Hurled, Edged, Blunt, Unarmed.Feats: My conversions are here
(but I'm rethinking them along with weapons), if you use SC2.0 weapons whole cloth (which totally works, btw) they should be balanced (though Marksmanship Basics is still as weaksauce as it was in SC2). EDIT:
Those are a bit out of date, I've rewritten them since then (and I'll try convert from this horrible excell file I got from our groups old wiki into something postable if you're interested).Cyberwear:
So setting dependant. How much is publically / black market available? Rare/readily available? If you want to run classic cyberpunk, most people have some degree of 'ware (or check out Deus Ex: HR) - so that doesn't necessarily work as a prize. My current thoughts are to build purchasable cyber-units, each of which has a capacity which can then have modules installed in it.
Example: Cyberarm - Capacity:  Cost: [$1000].
Modules available: Natural Look , Data Deck [1-3], Weapon System [1-5], Micromanipulators .
Each module takes up it's listed capacity inside the cyberarm - so someone with a natural looking arm can also squeeze in a high powered Deck and that's it done. Kinda cribbed from other game systems, but I like it.Prizes:
Illegal / restricted cyberwear and weapons systems.Weapons:
My current thoughts are as follows (YMMV of course):
Category: Rifle (Assault Rifle)
|Name|| Damage|| Threat|| Accuracy|| Range|| Recoil|| Ammo|| Qualities|| Mode|| Size|
|5.56x45mm NATO|| 4d4|| 20|| 3|| 125ft x10|| 5|| 30M|| Unreliable, Collapsable|| S/B(3)/A(10)|| S/2H|
It uses the Rifle proficiency, and is an Assault Rifle (for the purposes of tricks / feats etc - like how a Razor Sword is a "Fencing Weapon").Accuracy:
You gain this as a bonus to hit when making Aimed attacks.Recoil:
When using the burst or autofire action you inflict additional damage for each multiple of the above you hit by (Recoil 5 = Hit by 5: 1x Extra Damage // Hit by 10: 2x Extra Damage).Ammo:
Number of shots you can take before reloading (from full). M=Magazine (1x Handle Item to reload), I = Individual rounds (1 handle item per 3 ammo to reload, can partial load).Mode:
Ways the weapon can be fired: S=Single Shot, B(X)=Burst fire, X shots per trigger pull (usually 3, sometimes 2 or 4), A(X)=Autofire, X volleys fired at max.
Autofire: You fire any number of volleys (each consisting of 3 rounds) up to the weapons A(X) value. Each volley fired gives you a +1 to hit. You inflict additional damage for each multiple of the weapons recoil value you hit by. Example: You fire 10 volleys from your 5.56mm AR (cook off the mag), you gain a +10 to hit your target and roll a 27 to hit (in total). His defence is 14, so you inflict damage three times (beat by 13, not enough for a 4th damage).
Sorry for the long post, hopefully something helps (oh and I'll expand on the above substantially if I run with Spycraft for my Cyberpunk game).