Cybernetics

Representation of cybernetics in Stargate is almost non-existence but in games and shows with advance technologies it’s something that comes up. With the aesthetic of Stargate it would seem TL2 don’t have cybernetics, they have prosthetics. TL3 is where true cybernetics exist, prosthetics or miniaturized devices implanted with neural interfaces. TL4 is where we would see sleek and streamlined cybernetics like in games like Cyberpunk or Shadowrun. These are not wonderous devices but they are marvels of innovation and technology.
So with access to TL3 technology a character can replace any limb restoring basic function as if the limb was never missing. With the GMs permission the player can have many electronics of TL2 and a few TL3 miniaturized and implanted. These cybernetics are chunky and obvious. Legs are large industrial limbs that make grinding or creaking noises. Optical implants aren’t just an eyeball replacement, they replace the socket and part of the skull with an obvious lens. Characters can gain simpler abilities like night vision, or a HUD.
Once we move into TL4 the limbs are smaller and sometimes even covered in organic or synthetic skin.

Techs can replace just the eyeball allowing the natural retinal nerves to connect to the fake eye. Nearly anything can be fitted into an implant giving the character extortionary abilities like Anti-Grav system letting them hover, or a adrenaline booster that doubles a character’s speed for 5 minutes in between every short rest.
All this is a long winded way of saying that I don’t want to make hard rules for cybernetics but I am willing, following these guidelines, to work with my players should they want this option for their character.