Cybernetic hands are the first thing you appraise for the Appraiser Board. The Board hands you the Cybernetic Hand Appraisal Guide when you join, and hands are the only item appraisal customers bring while you’re a Junior Appraiser, 2 to 4 at a time. You never get to keep one: each hand leaves with its owner once they accept your estimate, so the formula only matters for getting that estimate right.

A hand’s material sets its starting value, then its control interface, condition and add-ons move it up or down, and two matching combinations earn a set bonus on top. No hand is ever worth less than 50 credits, however battered it is.

As a Junior Appraiser, the customer accepts any estimate up to 50% off. Hands keep coming after you’re promoted, though, and each promotion makes the Board stricter, so learn the formula properly now.

Inspecting a hand

Use a Magnifying Glass on the hand to open the Inspection Tray. The estimate panel sits under the tray: its buttons move your estimate by 1, 5, 10 or 100 credits, and Send Estimate hands it to the customer. The panel opens at 100 credits for every hand, whatever it’s really worth, so that number tells you nothing. Open the Cybernetic Hand Appraisal Guide as well and you can keep it beside the tray while you work.

Inspection Tray holding a Carbon Composite hand, with the estimate panel under it and the Cybernetic Hand Appraisal Guide open on the right

How the value adds up

  1. Start from the material’s value.
  2. Add or subtract for the control interface.
  3. Subtract for wear or damage.
  4. Add each add-on the hand has.
  5. Add a set bonus if the hand matches the Tactical or Deluxe set.
  6. If the total ends up below 50, the hand is worth 50.

Material

MaterialStarting value
Aluminum Alloy100
Carbon Composite150
Gold Plated300

The material is the easy part, because each one has its own color: Aluminum Alloy is grey, Carbon Composite is black and Gold Plated is gold.

The in-game guide's three materials: a grey Aluminum Alloy hand, a black Carbon Composite hand and a Gold Plated hand

Control interface

InterfaceChange
Neural Interface+120
EMG++45
EMGNo change
Unspecified−60

The interface is marked on the hand itself. The in-game guide’s example has it on the plate at the base of the palm, so run the Magnifying Glass over that plate. EMG, EMG+ and Neural Interface hands carry either the full label or only its symbol, and a hand with no marking at all is Unspecified.

The in-game guide's interface markings: a lightning bolt for EMG, a lightning bolt with a plus for EMG+ and a star-shaped mark for Neural Interface, each shown with and without its letters

Check for the plus sign: plain EMG adds nothing, while EMG+ adds 45. A blank plate is easy to miss and costs you 60 credits, the biggest discount after damage, so look at the plate before you send an estimate.

An EMG+ marking on a hand's plate in the in-game guide, next to a customer's hand whose plate is blank

Condition

ConditionChange
No wear or damageNo change
Wear−35
Damage−85

Wear shows as scuffs and scratches on a shell that’s still whole. A damaged hand has its shell broken open, with the circuitry showing.

The in-game guide's three conditions: a clean hand, a scuffed hand with wear and a damaged hand with exposed circuitry

Add-ons

Each add-on counts on its own, so a hand with both gets both bonuses.

Add-onChange
Armored+50
Blade+80

The in-game guide's add-ons: an Armored hand with plating over the back and wrist, and a hand with a Blade along its side

Set bonuses

SetBonusRequirements
Tactical+100Carbon Composite, EMG+ or Neural Interface, no wear or damage, both Armored and Blade
Deluxe+200Gold Plated, Neural Interface, no wear or damage; add-ons optional

The sets can’t overlap, because Tactical needs Carbon Composite and Deluxe needs Gold Plated.

Worked examples

The first two are the examples printed in the in-game guide.

HandSumValue
Carbon Composite, EMG+, worn160 credits160
Aluminum Alloy, unspecified interface, damaged-45 credits, raised to the 50-credit minimum50
Carbon Composite, unspecified interface, damaged5 credits, raised to the 50-credit minimum50
Carbon Composite, unspecified interface, worn55 credits55
Tactical set: Carbon Composite, Neural Interface, Armored, Blade, no wear500 credits500
Deluxe set: Gold Plated, Neural Interface, Armored, Blade, no wear750 credits750

The third example is the one to watch for. A carbon hand sounds valuable, but damage and an unspecified interface wipe out almost all of it, and only the 50-credit minimum keeps it worth anything.

The fourth is a hand a customer brought in, on the left below. Take its interface for plain EMG and you get 115 credits, more than double the real 55, and the customer rejects anything above 150% of the true value as way too high. The blank plate is what gives it away. The hand on the right is the in-game guide’s second example: Aluminum Alloy with damage and a blank plate, worth the 50-credit minimum.

A worn Carbon Composite hand and a damaged Aluminum Alloy hand in the Inspection Tray, both with blank plates