The easiest way to put implants (the difference between cyber, bio and the lower end of nano is more of flsvor than of game rules) into your campaign is to take existing game mechanics and give them new descriptions.
For this reason I present the "Big Five" - five systematic treatments, each enhancing a whole area of ability (i.e. a single characteristic). The exact detail of each systematic treatment are left intentionally vouge (sp?); feel free to alter them to fit the feel and the atmosphere of your TU.
Strength Augmentation (TL9): This treatment enhances the tensile strength and the flexibility of the subject's skeleton (perhaps lacing the bones with a certain polymer) and add synthetic (or vat-grown) skeletal muscles to his body. The result is +1 to the subject's STR. Usually this is recieved as a benefit from a service (typically military; if a player gets +1 STR during chargen he and the referee could decide that it's due to this treatment). The treatment could be taken several times, though no characteristic could rise above 15 (F). Getting this outside of service is difficult, requiring a throw of 11+ on two dice with a DM of +1 per level of either Streetwise or Admin skill, and +1 for of either INT or SOC above 11 (INT for Streetwise, SOC for Admin) and costs Cr10,000. Only one roll may be made on the same world per year.
Dexterity Augmentation (TL9): This systematic treatment improves the performance of joints, replaces tendrons and ligaments with artificial or vat-grown ones, adds synthetic (or vat-grown) fibers to most skeletal muscles and slightly enhances the reaction speed of the nervous system (perhaps by a tailored retro-virus changing neuro-transmitter structure and levels). At TL10-, the process has a side effect of increased twitchiness, resulting in a -1 DM to aimed shots and other tasks that require prolonged and concentrated fine manual dexterity; at TL11+ this is remedied. The result is +1 to the subject's DEX. Usually this is recieved as a benefit from a service (typically military; if a player gets +1 DEX during chargen he and the referee could decide that it's due to this treatment). The treatment could be taken several times, though no characteristic could rise above 15 (F). Getting this outside of service is difficult, requiring a throw of 11+ on two dice with a DM of +1 per level of either Streetwise or Admin skill, and +1 for of either INT or SOC above 11 (INT for Streetwise, SOC for Admin) and costs Cr15,000. Only one roll may be made on the same world per year.
Endurance Augmentation (TL9): This systematic treatment replaces parts of the subject's heart with high-performance synthetic muscles, increases the efficiency of his hemoglobin and myoglobin molecules, improves oxygen absorption by the lounges, strengthens his bones (perhaps by lacing them with a sysnthetic polymer) and fine-tunes his metabolism. The result is +1 to the subject's END. Usually this is recieved as a benefit from a service (typically military; if a player gets +1 END during chargen he and the referee could decide that it's due to this treatment). The treatment could be taken several times, though no characteristic could rise above 15 (F). Getting this outside of service is difficult, requiring a throw of 11+ on two dice with a DM of +1 per level of either Streetwise or Admin skill, and +1 for of either INT or SOC above 11 (INT for Streetwise, SOC for Admin) and costs Cr10,000. Only one roll of each kind may be made on the same world per year.
Intelligence Augmentation (TL12): This systematic treatment makes several significant changes (either by nano-manipulation, retroviral DNA alteration, synthetic tissue implants, cybernetic proccessor implants or a combination of all or some of these methods) to the subject's brain. The result is +1 to the subject's INT. Usually this is recieved as a benefit from a service (typically military; if a player gets +1 INT during chargen he and the referee could decide that it's due to this treatment). The treatment could be taken several times, though no characteristic could rise above 15 (F). Getting this outside of service is difficult, requiring a throw of 11+ on two dice with a DM of +1 per level of either Streetwise or Admin skill, and +1 for of either INT or SOC above 11 (INT for Streetwise, SOC for Admin) and costs Cr25,000. Only one roll of each kind may be made on the same world per year.
Broad Education Database Implant (TL12): This treatment includes either RNA-learning implants, synaptic cyber-memory units or vat-grown imprinted tissues containing the memories of large amount of academic knowledge; access to these memories is intuitive once the subject recovers from the implantation process. The result is +1 to the subject's EDU. Usually this is recieved as a benefit from a service (typically military; if a player gets +1 EDU during chargen he and the referee could decide that it's due to this treatment). The treatment could be taken several times, though no characteristic could rise above 15 (F). Getting this outside of service is difficult, requiring a throw of 11+ on two dice with a DM of +1 per level of either Streetwise or Admin skill, and +1 for of either INT or SOC above 11 (INT for Streetwise, SOC for Admin) and costs Cr20,000. Only one roll of each kind may be made on the same world per year.