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Cyberware Cyberware Cost Description Surgery Code Humanity Loss Type Fashionware Systems Biomonitor 100 Implanted chip with biochemical monitors; Tracks brain waves, heart rate, respiration, blood sugar and cholesterol, and blood and tissue toxins; Displays readings with color-coded visual warnings displayed on a wrist implant; +2 to Resist Torture/Drugs tests N 1 Biomonitor, Environmental 400 Biochemical monitor chip implanted just over the rib cage, with leads placed in the lung tissue; Tracks pulse, respiration, brain waves, blood sugar, temperature, cholesterol levels, radiation exposure, ultra-violet index, blood-oxygen level, blood-nitrogen levels, manganese, sulfur, lead, mercury, aluminium, biotoxins, current gravity, air pressure and pre- programmed drugs; Information is displayed on a wrist implant, or linked to a cyberoptic with Times Square Marquee; +2 to Resist Torture/Drugs tests N 1.5 Broadcast Biomonitor 250 Implanted chip with biochemical monitors; Tracks brain waves, heart rate, respiration, blood sugar and cholesterol, and blood and tissue toxins; Displays readings with color-coded visual warnings displayed on a wrist implant, and also transmits this data to medical equipment designed to receive it; Also transmits basic information (Name, SIN, Basic life signs, etc…) to any reception-equipped medical unit within 5m; +2 to Resist Torture/Drugs tests, +2 to a treating physician’s MedTech rolls, and +1 to Death Saves M 1 Broadcast Biomonitor Emergency Link 200 Links a broadcast Biomonitor to a sealed cellular phone transmitter installed in the user’s body; This unit will summon aid if the user is injured, drugged, or effected by a stun weapon, or is under extreme psychological stress; The system can also be remotely monitored, sounding an alarm if the unit goes off line M 1 Cammo Skin 500 Skin implant similar to a light tattoo; The unit is linked to a Chip Socket or Interface Plugs; On command it will alter the skin’s color to match one of 100 different camouflage patterns; If the user is nude, observers are at -2 to Awareness tests to see the user if he is unmoving, -1 per additional 20m; If the user is moving, observers are at a -1 penalty within 20m, -1 per 20m thereafter; If the user is only topless, observers are at -1 to Awareness tests to see the user if he is unmoving, -1 per additional 20m, and at no penalty within 20m, -1 per 20m thereafter if he is moving N 1d6+1 ChemSkins, Permanent 800 Dyes and chemicals implanted into the skin; Can simply change the skins color, or may be triggered by temperature or hormonal changes; May be solids, stripes, patterns or etc… N 1d6/2 ChemSkins, Temporary 200 Dyes and chemicals implanted or rubbed into the skin; Can simply change the skins color, or may be triggered by temperature or water composition; May be solids, stripes, patterns or etc…; Fade after appx. 30 days, or after 1d10 hours of exposure for those that are triggered by water composition N 1 ChemSkins, Temporary Aquatic 200 Dyes and chemicals implanted or rubbed into the skin; Triggered by temperature or hormonal changes; May be solids, stripes, patterns or etc…; Fade after appx. 30 days N 1 CredChip Safety Switch 100 Linked to a Broadcast Biomonitor and encoded for a specific CredChip or Credit Card; A sensor is placed into the body in a location unknown even to the recipient; The sensor tracks vital signs from the Biomonitor, sending the info to a central computer when the customers vital signs flatline (it can also be set up to send out a signal to trama team for an aditional €25 a month); In addition if the credchip/card is more than 100m from the sensor, it will fail to function N 1 A Dermatech Logo-Line Tattoo Spec. Logo-based light tattoos; Cost is €10 per square centimeter (20cm 2 maximum) N .5 Dermatech Mood Skin Spec. 200/ m 2 or €700 for the whole body; Toxic makeup of the mood skin reduces the BOD of the subject by 1pt for each two months (-6 BOD max.); Subject skin changes color in response to mood (red = anger, yellow = scared, green = jealous, blue = sadness, pink = sexually attracted, and gray = dead, or just really bored); 1 arm is 1/2m 2 , while a leg is 1m 2 N 1d6/ m 2

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Page 1: Cyberwaredocshare01.docshare.tips/files/26064/260641047.pdf · 2016. 7. 12. · Cyberware Cyberware Cost Description Surgery Code Humanity Loss Type Fashionware Systems Biomonitor

CyberwareCyberware Cost Description Surgery

CodeHumanity

LossType

Fashionware SystemsBiomonitor 100 Implanted chip with biochemical monitors; Tracks brain

waves, heart rate, respiration, blood sugar and cholesterol, and blood and tissue toxins; Displays readings with color-coded visual warnings displayed on a wrist implant; +2 to Resist Torture/Drugs tests

N 1

Biomonitor, Environmental

400 Biochemical monitor chip implanted just over the rib cage, with leads placed in the lung tissue; Tracks pulse, respiration, brain waves, blood sugar, temperature, cholesterol levels, radiation exposure, ultra-violet index, blood-oxygen level, blood-nitrogen levels, manganese, sulfur, lead, mercury, aluminium, biotoxins, current gravity, air pressure and pre-programmed drugs; Information is displayed on a wrist implant, or linked to a cyberoptic with Times Square Marquee;+2 to Resist Torture/Drugs tests

N 1.5

Broadcast Biomonitor 250 Implanted chip with biochemical monitors; Tracks brain waves, heart rate, respiration, blood sugar and cholesterol, and blood and tissue toxins; Displays readings with color-coded visual warnings displayed on a wrist implant, and also transmits this data to medical equipment designed to receive it;Also transmits basic information (Name, SIN, Basic life signs, etc…) to any reception-equipped medical unit within 5m; +2 toResist Torture/Drugs tests, +2 to a treating physician’s MedTech rolls, and +1 to Death Saves

M 1

Broadcast Biomonitor Emergency Link

200 Links a broadcast Biomonitor to a sealed cellular phone transmitter installed in the user’s body; This unit will summon aid if the user is injured, drugged, or effected by a stun weapon, or is under extreme psychological stress; The system can also be remotely monitored, sounding an alarm if the unit goes off line

M 1

Cammo Skin 500 Skin implant similar to a light tattoo; The unit is linked to a Chip Socket or Interface Plugs; On command it will alter the skin’s color to match one of 100 different camouflage patterns;If the user is nude, observers are at -2 to Awareness tests to see the user if he is unmoving, -1 per additional 20m; If the user is moving, observers are at a -1 penalty within 20m, -1 per20m thereafter; If the user is only topless, observers are at -1 toAwareness tests to see the user if he is unmoving, -1 per additional 20m, and at no penalty within 20m, -1 per 20m thereafter if he is moving

N 1d6+1

ChemSkins, Permanent 800 Dyes and chemicals implanted into the skin; Can simply change the skins color, or may be triggered by temperature or hormonal changes; May be solids, stripes, patterns or etc…

N 1d6/2

ChemSkins, Temporary 200 Dyes and chemicals implanted or rubbed into the skin; Can simply change the skins color, or may be triggered by temperature or water composition; May be solids, stripes, patterns or etc…; Fade after appx. 30 days, or after 1d10 hours of exposure for those that are triggered by water composition

N 1

ChemSkins, Temporary Aquatic

200 Dyes and chemicals implanted or rubbed into the skin; Triggered by temperature or hormonal changes; May be solids,stripes, patterns or etc…; Fade after appx. 30 days

N 1

CredChip Safety Switch 100 Linked to a Broadcast Biomonitor and encoded for a specific CredChip or Credit Card; A sensor is placed into the body in a location unknown even to the recipient; The sensor tracks vital signs from the Biomonitor, sending the info to a central computer when the customers vital signs flatline (it can also beset up to send out a signal to trama team for an aditional €25 a month); In addition if the credchip/card is more than 100m from the sensor, it will fail to function

N 1 A

Dermatech Logo-Line Tattoo

Spec. Logo-based light tattoos; Cost is €10 per square centimeter (20cm2 maximum)

N .5

Dermatech Mood Skin Spec. 200/ m2 or €700 for the whole body; Toxic makeup of the mood skin reduces the BOD of the subject by 1pt for each two months (-6 BOD max.); Subject skin changes color in responseto mood (red = anger, yellow = scared, green = jealous, blue = sadness, pink = sexually attracted, and gray = dead, or just really bored); 1 arm is 1/2m2 , while a leg is 1m2

N 1d6/ m2

Page 2: Cyberwaredocshare01.docshare.tips/files/26064/260641047.pdf · 2016. 7. 12. · Cyberware Cyberware Cost Description Surgery Code Humanity Loss Type Fashionware Systems Biomonitor

Cyberware Cost Description SurgeryCode

HumanityLoss

Type

Gene-Tek’s See-It Transparent Skin

Spec. €1000/m2 or €7000 for the whole body; Reduces the ATT of the subject by 1pt for each covered limb that is exposed, and -4for the face; Subject sunburns easily (BOD Save every 15 minutes or suffer a Minor wound); 1 arm is 1/2m2 , while a leg is 1m2

M 3d6/ m2

Hit Counter 100 5 x 5 to 15 x 15cm display, linked to a preset Web site through an internal cellular phone or radio, stating “HITS:xxxxxx” where xxxxxx is a 6-digit numerical display that tracks hits to the Web site

N 1

Kill Display 100 5 x 5 to 15 x 15cm displays stating “KILLS:xxx” where xxx is a 3-digit numerical display

N 1

Lead’s Show Off Nails Spec. €45 per nail, €425 for a set of ten, €90 for the activating stylus;Stylus can hold up to 20 patterns which will be displayed by the nails when it is touched to them

N 2

Lead’s Turn On Nails Spec. €25 per nail, €200 for a set of ten, €50 for the activating stylus;Stylus changes the color of the nails when it is touched to them; Available as press-on nails with no Humanity Loss

N 1

Light Tattoo Spec. Decorative tattoo that lights up; Cost is €1 per square centimeter

N .5

Light Tattoo, Programmable

Spec. Decorative tattoo that lights up; User may change the tattoo to one of up to 100 patterns pre-loaded during installation; If the user has a Chip Slot or Interface Plug, the patterns may be downloaded from chip (€10 per 100 patterns); Cost is €10 per square centimeter

N .5

NeoPlastic Teeth 800 8 front teeth are replaced with memory bioplastics; Can be linked to a controller or chipware socket to store patterns for tooth alteration

CR 1d6/2

Nu-Tek TVSkin 600 Requires a neural processor and TV-link; On activation, a grid appears overlaying the subjects body, allowing the subject to select the corners of the screen; Uses a 4 hour battery (€20) that is usually hidden in a subdermal pocket; Cost is for torso areas 2-4

M 1d6+4

Nu-Tek TVSkin, Expanded

200 Requires the user to already have Nu-Tek TVSkin covering their torso; Cost and Humanity Loss are per additional pip

M 1d6/2

Raven MicroCybernetics Advanced Biomonitoring System

200 Works much like a regular biomonitor; Tracks heart rate, bloodpressure, body temperature, respiration, and blood and tissue toxins; Flags potentially dangerous readings with visual or auditory warnings displayed on a wrist implant, in cyberoptics,or broadcast to a remote receiver for display on a VDT (allows a control center to monitor troops or workers from a distance, and warn of possible injury or poisoning, or respond immediately to aid incapacitated personnel; Three year lithium battery (placed in a subdermal pocket in the chest or abdomen; Can be changed without surgery); Transmitter has a range of two kilometers; Each unit has its own transmission code to prevent cross-talk; +2 to Resist Torture/Drugs tests

MA (1d6/2)-1

Replacement Hair, Animal Fur

500 Replaces the user's hair with a chosen material; Animal Fur is grafted to the user's scalp, in any pattern or type requested; May be added to other areas of the body at the same cost and Humanity Loss per pip

M 2

Replacement Hair, Feathers

500 Replaces the user's hair with a chosen material; Feathers are grafted to the user's scalp, in any pattern or type requested; May be added to other areas of the body at the same cost and Humanity Loss per pip

M 2

Replacement Hair, Fiber Optic Filaments

250 Replaces the user's hair with a chosen material; Fiber optic filaments grafted to the user's scalp, in any pattern or style requested; May be added to other areas of the body at the samecost and Humanity Loss per pip

M 2

Replacement Hair, Fiber Optic Filaments, Light-Up

350 Replaces the user's hair with a chosen material; Fiber optic filaments grafted to the user's scalp, which is covered with a light tattoo that causes the fiber optics to light up, in any pattern or style requested; May be added to other areas of the body at the same cost and Humanity Loss per pip

M 3

Replacement Hair, Leaves 500 Replaces the user's hair with a chosen material; Artificial leaves are grafted to the user's scalp, in any pattern or type requested; May be added to other areas of the body at the samecost and Humanity Loss per pip

M 2

Replacement Hair, Porcupine Quills

500 Replaces the user's hair with a chosen material; Porcupine quills are grafted to the user's scalp, in any pattern or type requested; May be added to other areas of the body at the samecost and Humanity Loss per pip

M 2

Page 3: Cyberwaredocshare01.docshare.tips/files/26064/260641047.pdf · 2016. 7. 12. · Cyberware Cyberware Cost Description Surgery Code Humanity Loss Type Fashionware Systems Biomonitor

Cyberware Cost Description SurgeryCode

HumanityLoss

Type

Replacement Hair, Rubber Tubing

250 Replaces the user's hair with a chosen material; Rubber tubing is grafted to the user's scalp, in any pattern, style or type requested; May be added to other areas of the body at the samecost and Humanity Loss per pip

M 2

Replacement Hair, Scales 500 Replaces the user's hair with a chosen material; Scales are grafted to the user's scalp, in any pattern or type requested; May be added to other areas of the body at the same cost and Humanity Loss per pip

M 2

Replacement Hair, Wires 250 Replaces the user's hair with a chosen material; Wires are grafted to the user's scalp, in any pattern or style requested, with or without insulation; May be added to other areas of the body at the same cost and Humanity Loss per pip

M 2

Shift Tacts Spec. Cost is 1d3 x €50 +€50; Range from colored contacts to color-changing, mood-tacts, odd patterns, and logos

N .5

Skinwatch 50 Subdermal timepiece; May have day/date display, nightlight, multi-zone time display, alarm function, or other extras

N 1

Synthskins 400 Acts similar to a large light tattoo; Displays colors, patterns, and light flares based on a program loaded onto a chip; These chips may use a socket included during implantation, or may be placed in an existing chipware socket integrated into the Synthskin

N 1d6

Synthskin, Aquatic 1200 Modified for use in fresh or salt water; The tuning chipsocket is waterproofed and the skins are sensitive to a number of water conditions, triggering pattern and shade changes due to those conditions; The conditions the skins are sensitive to are water composition, dive depth, strength of current andwater temperature

N 1d6+1

Synthskin Tuning Chip 100 Hold the patterns and colors for a Synthskin; Each chip can hold up to 20 patterns; 1 chip, “Assorted Colors”, holds 1028 colors for solid color use

- -

TechHair Spec. Artificial hair impregnated with various reactive chemicals; Can change color or style in response to temperature or chemical shampoos; Cost varies depending on area covered: Scalp, €200; Mohawk, €150; Goatee, €100; Full Beard, €150; Crotch or Armpits, €100

M 2

TechHair, Fireproof +400% Modified TechHair will not burn below 5000C; Cost is x5 M 2TechHair, Luminescent +100% Modified TechHair that emits light; Various colors/patterns

may be chosen; Cost is x2M 1d3+1

TechHair, Programmable +400% Modified TechHair designed to change color and style using DNI control (and change light patterns/colors if luminescent); Cost is x5

M 2d6/2

TechHair, RealFeel® +900% Modified TechHair designed to look and feel more like real hair; V-Diff to Awareness tests to spot that the hair is fake; Cost is x10

M 2

Thieves’ Light 30 Implants a piece of light-emitting Synth-Skin on the users palm; The light has a .3m beam with a .15m spot, and reduces darkness penalties by 2 points; Powered by the body’s own bioelectric field

N 1 A

Customization For Cybernetic Systems

Ground-Fault Circuit Interrupt

+20% Gives any cyber-system equipped with GFCI a 50% chance to survive an attack from any EMP/Electronic weapon; This test is checked after any effects for hardening or shielding; If the hardening or shielding prevent disruption of the limb or system, the GFCI will not trigger; Should these modifications fail, and the GFCI succeed, the system will go off line until someone (possibly the operator) resets the GFCI’s circuit; The GFCI takes up an option slot in audio, aural or visual systems, but not in limbs or torso implants; GFCI may be purchased at the time of installation, requiring no surgery, otherwise the installation is Minor surgery

M 0

Custom Cyberware +300% Designed to the specifications of the purchaser; +2 on Wardrobe and Style

N 0

Electromagnetic Shielding, Audio System

+200% Protects the users audio cyber-systems from radiation, subtracting 500 Rads from the short-term dose the systems receive; Takes one option slot, increases the cost of the audio systems by 200%, including options

N 0

Electromagnetic Shielding, Implant

+100% Protects the users implant cyber-systems from radiation, subtracting 500 Rads from the short-term dose the systems receive; Increases the cost of the Implant by 100%

N 0

Page 4: Cyberwaredocshare01.docshare.tips/files/26064/260641047.pdf · 2016. 7. 12. · Cyberware Cyberware Cost Description Surgery Code Humanity Loss Type Fashionware Systems Biomonitor

Cyberware Cost Description SurgeryCode

HumanityLoss

Type

SystemElectromagnetic Shielding, Limb

+50% Protects the users cyberlimbs from radiation, subtracting 500 Rads from the short-term dose the systems receive; Takes one option slot, increases the cost of the limb by 50%, including options

N 0

Electromagnetic Shielding, Fashionware/ Neuralware System

+100% Protects the users fashion/neural cyber-systems from radiation,subtracting 500 Rads from the short-term dose the systems receive; Increases the cost of the systems by 100%

N 0

Electromagnetic Shielding, Optical System

+200% Protects the users optical cyber-systems from radiation, subtracting 500 Rads from the short-term dose the systems receive; Takes one option slot, increases the cost of the optic by 200%, including options

N 0

Etched Design Spec. Varies from €20 to €5000, depending on the size and style; Add €2000 to the cost if the object is already implanted

N 0

Hardening +20% Multiply cost of the basic electronic device by 1.2; -3 levels to the results of an EMP attack against the electronics, 10% chance for disruption from a pulse rifle or similar attack

N 0

Limblite 750 Color change coating for cyberlimbs N 1d2Limblite Control Chip 700 Control chip for the Limblite system; Plugs into any normal set

of plugs, or a chipsocket; Requires the user to already have a neuralware processor

N 0

Limblite Processor 1000 Dedicated coprocessor for the Limblite system N 1d6-1Unusual Coloration Spec. Cost is €25 per 5.25cm2 covered, or €50 for eyes; Add €2000

to the cost if the object is already implantedN 0

Unusual Optic Coloration 50 Add €2000 to the cost if the object is already implanted N 0Waterproofing +200% Protects exposed cyberware from damage due to salt water up

to 100m in depth; Difficult (20) Streetwise test to find a street clinic capable of performing the service (can be done openly inany port city); Waterproofed limbs gain a cumulative +1 EV per limb

N 0

Wetwiring +200% Wetwired cyberware is designed to be resistant to water damage at up to 200m depth, but systems must be purchased new with this option; Very Difficult (25) Streetwise test to findwetwired systems on the street, Difficult (20) in very large portcities (can be found openly in any port city with corporate connections)

N 0

Neuralware SystemsNeuralware Processor 1000 Basic neuralware processor installed in the base of the skull or

spine, it is required for any kind of neuralware implant or interface

M 1d6

Advanced Chipware Coprocessor

2000 Experimental chipware coprocessor; Impossible (35) Streetwise test to acquire, Impossible Surgery test to install (Failure results in the loss of 1 point each from INT, REF and BOD); Allows the user to run a number of skill-chips equal to 2x their INT; Chips reach full potential skill after 3 uses (1/2 after the first, 3/4 after the second); If left in for more than 24 hours, the feedback begins to degrade the subjects mental faculties (50% chance of loss of 1 point of INT, +10% per 24 hours of use)

M 1d6

Advanced Cortical Implant

150,000 Experimental system is Impossible (35) Streetwise to obtain; Gives the user Eidetic Memory +2; New skills based on INT and TECH are at 1/2 IP if the user has an instructor; User can make use of several “Daddies”, or utility add-ons; Daddy 1: +2 to any task requiring concentration, but -3 to Awareness tests to notice anything else; Daddy 2: Ignore fatigue, hunger, and thirst (+4 Endurance), sleep deprivation (4 levels), excretory needs, sexual arousal, and pain (do not make Stun checks), regulate body temperature and blood pressure/flow (+1 COOL and BOD); This state can last until the user collapses due to blood loss, hunger, thirst or exhaustion; Once the period of use is over, any penalties from the daddy’s use are applied; Daddy 3: User controls all sleep functions, settingsleep and wake-up times; Daddy 4: Endocrine control allows user to add +1 to REF 4x per day, for 1d6+2 Turns each time; Daddy 5: Emotional control allows user to select a specific emotion to display at any given time; Daddy 6 (special): Berserking daddy gives the user +5 Initiative, BOD and COOL

CR 3d6

Page 5: Cyberwaredocshare01.docshare.tips/files/26064/260641047.pdf · 2016. 7. 12. · Cyberware Cyberware Cost Description Surgery Code Humanity Loss Type Fashionware Systems Biomonitor

Cyberware Cost Description SurgeryCode

HumanityLoss

Type

of 12 (Min), EMP of 0, and +3d6 to all HtH attacks for 2d10 +10 minutes; The user will be unable to tell friend from foe, and will attack the nearest individual till it is dead, moving from target to target based on proximity; The user can use no weapon more complex than his own hands and teeth, or at best,a simple club; Martial Arts may not be used, though the user could use Brawling skills; The user will not dodge, but need not make any Stun saves unless the target of an electrical stunner attack (Taser, Pulse Rifle, etc…); The user will have nomemory of actions undertaken while under the daddy’s influence, and may take several weeks to recover from damagehe causes himself during this period

ASP Sensory Recording Suite

800 Requires some type of sensory boost and either a Chipware Socket or Interface Plugs; Links into all of the user’s cybernetic senses; Records broadcast quality ASP from each boosted sense (Cannot handle feed from unmodified senses); Astandard Data Chip can hold 1 hour of a single sense per MU (If the user has three senses recorded, such a chip would hold 20 minutes, and with all five senses boosted and recorded, the chip would hold 12 minutes per MU)

N 1d6

ASP Sensory Recording Suite, Deluxe

3500 Consists of a series of cranial and spinal implants, linked to a dedicated neural processor (No other cybernetics needed); Includes a dedicated processor and cranial jack; Works as a fullSensory Boost, adding +2 to all Awareness / Notice tests; Records full broadcast quality ASP signals in all five senses; A standard Data Chip will hold 12 minutes per MU

N 1d6

Balance Processor Neuralware Coprocessor

850 The balance supersedes the body's natural balance while shooting a smartgun, forcing it to adopt the most balanced position possible; provides +1 to Hit when used in conjunction with a smartgun

M 1d6

Berzerkoid® Pain Stimulator Neuralware Coprocessor

1200 Berserking coprocessor over-stimulates the user’s pain and motor centers; This allows the user to ignore Stun saves and Wound Penalties; The user will attack the nearest foe till it is dead, moving from target to target based on proximity; The user can use no ranged weapons, preferring Martial Arts, Melee or Brawling skills; The user need not make any Stun saves unless the target of an electrical stunner attack (Taser, Pulse Rifle, etc…); The user may take several weeks to recoverfrom damage he causes himself during this period

N 3d6

BioMai Impact Booster Reflex Coprocessor, Lvl. 2

1200 Adds +2 to the user’s REF; Activated system, it requires 1 full Turn to activate, and lasts for 30 full Turns; The user requires a90-Turn cool-down period between activations, and is at -1 REF during this period; May boost REF to higher than 10

N 2d6

Bodyweight Pacemaker Coprocessor

150 Restarts the user’s heart if it is stopped for more than 7 seconds(such as if the user were attacked by a Hellhound program); The user must roll a BOD save, success indicating that the heart-stoppage causes 1 pt. of damage (If the test is failed, the user is dead)

N 2

Braindance Adapter Coprocessor

100 Adds an adapter and coprocessor to the user’s chipware socket,allowing the user to play Braindance chips on his chipsocket

- 0

Braindance Plugs 200 Allows the user to plug in to a Braindance recording deck; Must be located at the base of the brain

M 1d6

Cetaceanware Dolphin Brain Neural Coprocessor

500 Allows the user to rest his brain sequentially, rather than globally; User need not actually sleep, but is at 1/2 INT for 8 hours per day while resting his brain (user can return to full wakefulness in one turn); Rest time can be reduced to 4 hours through use of a Sleep Inducer or sleep-inducing chip

M 2d6

Chipware Socket 200 Holds up to 10 APTR, MRAM or utility chips; will not work with Personality Modules (Moddies) or Coryimbic Implant Chips (Daddies)

N 1d6/2

Chipware Socket NanoMemory Upgrade

6500 May be used with a standard Chipware Socket, or with the Coryimbic Implant; Backside cache reduces information seek time for chipware installed in the user’s socket, adding +1 to all tests for chipped skills

N 1d6

Coryimbic Implant Neuralware Processor

3000 Advanced neuralware processor installed on the user’s skull, it performs the functions of the basic Neuralware Processor combined with a Cybermodem, Dataterm, Machine/Tech, Smartgun and Vehicle Link, adds a six-slot Chipsocket, and a single set of skull-mounted Interface Plugs

M 2d6

Coryimbic Implant 6000 Advanced neuralware processor installed at the base of the skull, it performs the functions of the basic Neuralware

M 1d6

Page 6: Cyberwaredocshare01.docshare.tips/files/26064/260641047.pdf · 2016. 7. 12. · Cyberware Cyberware Cost Description Surgery Code Humanity Loss Type Fashionware Systems Biomonitor

Cyberware Cost Description SurgeryCode

HumanityLoss

Type

Neuralware Processor, Camouflaged

Processor combined with a Cybermodem, Dataterm, Machine/Tech, Smartgun and Vehicle Link, adds a six-slot Chipsocket, and a single set of skull-mounted Interface Plugs; Difficult Awareness test to spot (unless you are using the plugs)

Coryimbic Implant Neuralware Coprocessor, Moddy Link

100 Advanced neuralware coprocessor installed in the user’s coryimbic implant, it allows the implant to access Personality Modules (Moddies)

M -

Covert Interface Plugs 250 Allows the user to plug in to “Smart” equipment and cyberlinked systems; May be located anywhere on the body with a sizeable mass of bone; Covered in Snyth-Skin, a Difficult Awareness test is needed to spot them

M 1d3/Pair

Cybertronic CLAN 1 (Cybernetic Local Area Network, Lvl. 1)

1500 Network protocol that integrates up to 16 individuals into a communications network; Each member can integrate audio, video, data, and targeting information, depending on the level of interface desired; CLAN-1 allows each member to access network information very quickly (-4 modifier to Awareness rolls while using CLAN-1); CLAN-1 allow up to 16 members of an ops team to share targeting information, allowing the team leader to co-ordinate fire and cover; The kinds of information which can be transmitted are limited to text and linear images; CLAN-1 provides +1 to Tactics and Leadership rolls, and +3 to Cadre Tactics; Requires a Times Square Marquee or HUD with smartlink

M 1d6

Cybertronic CLAN 1 (Cybernetic Local Area Network, Lvl. 2)

3000 Network protocol that integrates up to 16 individuals into a communications network; Each member can integrate audio, video, data, and targeting information, depending on the level of interface desired; CLAN-2 allows each member to access network information very quickly (-4 modifier to Awareness rolls while using CLAN-2); CLAN-2 allow up to 16 members of an ops team to share targeting and sensory information, allowing the team leader to co-ordinate movement, or the sniper to use all teammates as spotters (increasing the sniper's fields of fire, target acquisition time, and freeing the traditionalspotter to perform other duties for the team); The kinds of information which can be transmitted are limited to the enhancements of the sender (In order to transmit audio signals,the character must have cyberaudio of some kind; For video, a cybereye must be present, etc…); CLAN-2 provides +2 to Tactics and Leadership rolls, and +5 to Cadre Tactics; Requiresa Video Imager or HUD with smartlink, and Cyberaudio or equivalent radio system

M 1d6

Cybertronic Improved Neuralware PipelineCache

7200 Places a higher bandwidth information channel into a neuralware system; This allows better information transfer within the neuralware system, improving operating speeds significantly; Imparts +1 bonus to neuralware activities due to improved efficiency and speed of data transfer, with the exception of chip-based skills

MA 1d6

Cybertronic TAG (Target Acquisition Gunnery) Coprocessor

3000 Requires the user have CLAN enhancement, and that the person being linked to also have CLAN, as well as a cyberneticlimb with the appropriate smart-linked weapon in hand or installed; Allows the user to fire any weapon held or installed in the cyberlimb of any other member of the CLAN at -3 to Hit

MA 2d6+1

Draconian Technologies Cyberbrain

10000A supplemental brain which processes data, taking workload off the brain, implanted either at the base of the brainstem or above the rear lobe, between the brain and skull; With a Cyberbrain, a human being's mental capabilities are greatly augmented; Also comes with a built-in set of link processors (all links); +1 to INT, +5 to Math-based tests; Functions as a Universal Link

CR 2d6

Draconian Technologies Cyberbrain, Deluxe

15000A supplemental brain which processes data, taking workload off the brain, implanted either at the base of the brainstem or above the rear lobe, between the brain and skull; With a Cyberbrain, a human being's mental capabilities are greatly augmented; Also comes with a built-in set of link processors (all links), 5 MU Wetdrive, and Ambidexterity Coprocessor; +2 to INT, +5 to Math-based tests, +1 to REF (Not compatible with Reflex Boost systems); Functions as a Universal Link

CR 3d6

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Cyberware Cost Description SurgeryCode

HumanityLoss

Type

Draconian Technologies Wired Reflexes

SpecialUses nanotech to reconstruct nervous system to use fiberoptic materials; Nerve conduction speed is limited by the need to translate the fiberoptic signals into nerve impulses; End effect is substantially enhanced reflexes; This cannot be combined with Boosterware (Reflex-based), Speedware (Initiative-based), or any form of bioware-based boost; Adds +1 Ref per level (maximum 5); Humanity Loss is 1d6 per level, while monetary cost is (modified Ref/2)*€1000 per level, with each level paid for as if an individual system (so a +3 boost from Ref 6 to Ref 9 would be (7/2*€1000) +(8/2*€1000) +(9/2*€1000)= €12000, and 3d6 Humanity; The system is immune to disruption by EMP devices

CR Special

DSI Mag-Duct™ Spots Induction Interface

220 Implanted below the skin, only two metallic “spots” show on the surface; The user wears an induction wristband with a cable jack; The system will not work with cybermodems, and all interfaced skill tests are at -1 (may be overcome with Low Impedance Cables)

N 1d6/2

Electronic Sex Neural Coprocessor and Network

1000 Dedicated neural coprocessor linked to a network installed throughout the body; When connected to another compatible network, the unit translates neuro-motor activity into physical sensations, allowing artificial sexual response without physicalcontact; Set to mimic biological responses, the unit simulates normal, though slightly enhanced, sexual response through escalating neuro-motor feedback loops; Originally developed for paralyzed users, it has become available on the open market, where it is often modified to exceed biological limits; If using the modified setting, the system is addictive (Difficult (20) COOL test to resist); System can be used face-to-face, using a cable or wireless interface, or through the ‘Net (Specialsites have been set up for this purpose); Requires an Interface Plug and Neural Processor

MA 1d6+1

Feintware Coprocessor 1000 Allows the user to slow heart beat and respirations to near-death levels; A V. Diff. First Aid test will reveal that the subject is alive; This near-death state can be maintained for up to 6 hours, and ends at the will of the user (Takes 1d6 Turns to return to normal from the trance)

M 2d6

Ferranti Speedware Reflex Coprocessor

1600 Adds +3 to the user’s Initiative rolls; Activated system, it requires 1 full Turn to activate, and lasts for 5 full Turns; The user requires a 2-Turn cool-down period between activations; May boost Initiative to higher than 10; Compatible with Boostmaster Controller

N 1d6/2

Integral Neuromotor Wiring, Level 1

1500 With this process, the motion centers of the brain are improvedwith electronics, and the motor nerves are replaced with low impedance wiring (originally developed s a cure for various degenerative nerve disorders, it soon appeared that more usefulapplications could be developed); Gives the user incredible control over gross body motions; User becomes extremely precise and quick, but now moves like an industrial robot, unnatural moves which are quite obvious (for example, to catch a dropped glass: user's arm accelerates to top speed, follows an optimized trajectory and slows down at the last second; a rather strange move indeed); Adds +1 to REF (does not effect netrunning or driving Smartlinked vehicles); If the user is subject to an EMP/Microwaver attack, roll twice and apply the worst of the two results; Cannot be combined with any other REF-enhancing cyberware, bioware or nanotech systems

CRx2 1d6

Integral Neuromotor Wiring, Level 2

3000 With this process, the motion centers of the brain are improvedwith electronics, and the motor nerves are replaced with low impedance wiring (originally developed s a cure for various degenerative nerve disorders, it soon appeared that more usefulapplications could be developed); Gives the user incredible control over gross body motions; User becomes extremely precise and quick, but now moves like an industrial robot, unnatural moves which are quite obvious (for example, to catch a dropped glass: user's arm accelerates to top speed, follows an optimized trajectory and slows down at the last second; a rather strange move indeed); Adds +1 to REF, an additional +1 to Initiative, and +1 to MA (does not effect netrunning or driving Smartlinked vehicles); If the user is subject to an EMP/Microwaver attack, roll twice and apply the

CRx2 2d6

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Type

worst of the two results; Cannot be combined with any other REF-enhancing cyberware, bioware or nanotech systems

Integral Neuromotor Wiring, Level 3

6000 With this process, the motion centers of the brain are improvedwith electronics, and the motor nerves are replaced with low impedance wiring (originally developed s a cure for various degenerative nerve disorders, it soon appeared that more usefulapplications could be developed); Gives the user incredible control over gross body motions; User becomes extremely precise and quick, but now moves like an industrial robot, unnatural moves which are quite obvious (for example, to catch a dropped glass: user's arm accelerates to top speed, follows an optimized trajectory and slows down at the last second; a rather strange move indeed); Adds +2 to REF, an additional +1 to Initiative, and +1 to MA (does not effect netrunning or driving Smartlinked vehicles); If the user is subject to an EMP/Microwaver attack, roll twice and apply the worst of the two results; Cannot be combined with any other REF-enhancing cyberware, bioware or nanotech systems

CRx2 3d6

Integral Neuromotor Wiring, Level 4

12000 With this process, the motion centers of the brain are improvedwith electronics, and the motor nerves are replaced with low impedance wiring (originally developed s a cure for various degenerative nerve disorders, it soon appeared that more usefulapplications could be developed); Gives the user incredible control over gross body motions; User becomes extremely precise and quick, but now moves like an industrial robot, unnatural moves which are quite obvious (for example, to catch a dropped glass: user's arm accelerates to top speed, follows an optimized trajectory and slows down at the last second; a rather strange move indeed); Adds +2 to REF, an additional +2 to Initiative, and +2 to MA (does not effect netrunning or driving Smartlinked vehicles); If the user is subject to an EMP/Microwaver attack, roll twice and apply the worst of the two results; Cannot be combined with any other REF-enhancing cyberware, bioware or nanotech systems

CRx2 4d6

Intel 740X Improved Neuralware Coprocessor

1500 Advanced neuralware coprocessor attached to the user’s neuralware processor; The improved processor is optimized foruse with Reflex and Speed boosterware, adding +1 to any boosterware package installed as a coprocessor; Only one Improved Neuralware Coprocessor may be installed at any time; Compatible with Full Conversion systems

M 1d6/2

Intel 780X Improved Neuralware Coprocessor

3000 Advanced neuralware coprocessor attached to the user’s neuralware processor; The improved processor is optimized foruse with Reflex and Speed boosterware, adding +2 to any boosterware package installed as a coprocessor; Only one Improved Neuralware Coprocessor may be installed at any time; Compatible with Full Conversion systems

M 1d6/2+2

Interface Coprocessor, Cybermodem Link

100 Allows the user to directly connect to a cybermodem, allowingfor netrunning

N 1

Interface Coprocessor, Dataterm Link

100 Allows the user to directly access a DataTerm, and to store a limited (1MU) amount of information downloaded from one; This information can be displayed on any standard display device that can be interfaced with the user, including a Times Square Marquee or other cyber-eye display; Also allows the user to take advantage of “Smart” computers

N 2

Interface Coprocessor, Death Trance Inducer

1200 Allows the user to lower heart, respiration and brain functions to a minimal level (V-DIFF First Aid test to detect life functions); The trance takes 1d3 minutes to enter, and ends after a preset time limit

N 1d6

Interface Coprocessor, Lifesaver

200 Requires the user to have Neuralware and some other cybernetic options; The Lifesaver coprocessor is used to link the user’s Neuralware to other systems in the body; A separate link (€200, N surgery, 0 HC) is required for each linked system; Linked to a cyberaudio Radio Splice or Phone Link and a Biomonitor, the unit can alert the user’s pre-paid medicalstrike service to his location and medical status; Linked to a Pacemaker and the above cyberaudio systems, it can alert if theuser’s heart has stopped; Linked to a Biomonitor and Autoinjector, it can trigger the use of appropriate drugs under whatever physiological conditions the user specifies

N 2

Interface Coprocessor, Machine/Tech Link

100 Allows the user to directly access and control autofactories, machinery, and small appliances equipped for “Smart” operation

N 2

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HumanityLoss

Type

Interface Coprocessor, Net-Node Access

100 Allows the user to act as a Net-Node operator; Requires a set of Interface Plugs, Implanted V-Trodes, Data Link, Machine/Tech Link, a Cyberoptic with Video Imager and Times Square +, Cyberaudio with Radio Splice and Phone Link, and a Biomonitor (or the equivalents to these systems) for Basic service; Advanced service also requires a Cybermodem Link (and either a built-in or linked modem), Nanosurgeons, and an Automedic; Details of the system are found in Equipment: Lifestyle

N 2

Interface Coprocessor, NuTek TV Link

100 Allows the user to receive HDTV broadcasts, and displays them on the users TVSkin, Video-Imager Eye, or other interfaced display device

N 2

Interface Coprocessor, Smartgun Link

100 Allows the user to directly access a Smartgun systems, allowing him to take advantage of the Smartgun’s +2 to ACC

N 2

Interface Coprocessor, Smartgun Link, MSS2 Compliant

200 Allows the user to directly access a Smartgun systems, allowing him to take advantage of the Smartgun’s +2 to ACC; Fully compliant with the new MSS2 protocol stack

N 2

Interface Coprocessor, Surge Regulator

350 Gray-Market Neuralware allows user to resist electrically-based stunners and neural interrupters, as well as paralysis chips, by isolating the part of the body effected; Torso or head hits cannot be isolated

N 1

Interface Coprocessor, Universal Link

400 Combines the coprocessors for a Cybermodem, Machine/Tech,Smartgun and Vehicle Link into a single system

N 4

Interface Coprocessor, Vehicle Link

100 Allows the user to directly access and control vehicles equipped for “Smart” operation at +2 to all Drive/Pilot tests

N 3

Interface Plugs 200 Allows the user to plug in to “Smart” equipment and cyberlinked systems; May be located anywhere on the body with a sizeable mass of bone

M 1d6/Pair

Interface Plugs, Multi-Link, Double

300 Allows the user to plug in to “Smart” equipment and cyberlinked systems; May be located anywhere on the body with a sizeable mass of bone; Double Multi-Link Plugs allow the user to be linked to 2 different items, but only one can be active in a round

MA 1d6+1/Pair

Interface Plugs, Multi-Link, Triple

400 Allows the user to plug in to “Smart” equipment and cyberlinked systems; May be located anywhere on the body with a sizeable mass of bone; Triple Multi-Link Plugs allow the user to be linked to 3 different items, but only one can be active in a round

MA 1d6+2/Pair

Interface Plugs, Multi-Link, Quad

500 Allows the user to plug in to “Smart” equipment and cyberlinked systems; May be located anywhere on the body with a sizeable mass of bone; Quad Multi-Link Plugs allow theuser to be linked to 4 different items, but only one can be active in a round

MA 1d6+3/Pair

Kerenzikov Boosterware Reflex Coprocessor, Level1

500 Adds +1 to the user’s Initiative rolls; Always on; May boost Initiative to higher than 10; Compatible with Boostmaster Controller

N 1d6

Kerenzikov Boosterware Reflex Coprocessor, Level2

1000 Adds +2 to the user’s Initiative rolls; Always on; May boost Initiative to higher than 10; Compatible with Boostmaster Controller

N 2d6

Kiroshi Model 100 Interface Plugs

1000 (new) or 100 (used)

Old-style interface plugs some 7 years obsolete; Allows the user to plug in to “Smart” equipment and cyberlinked systems; May be located anywhere on the body with a sizeable mass of bone; Add +2 to resist “Black” ICE, but subtract -2 from all other interfaced tests; Cost is €1000 for a new pair; N. IMP (30) Streetwise to acquire new, or Difficult (20) for a used set

MA 2d6

Kiroshira Boostmaster Reflex Coprocessor Controller

650 Adds +1 to REF only if the user has a previously installed REF/INIT boosterware system; Reduces activation time to 1 round for systems with activation lag time

N 1d6/2

Lantech Reaction Booster 2500 Adds +4 to the user’s Initiative rolls; Always on; May boost Initiative to higher than 10; Compatible with Boostmaster Controller

M 4d6 A

Lantech Speedware 2250 Adds +4 to the user’s Initiative rolls; Activated system, it requires 1 full Turn to activate, and lasts for 5 full Turns; The

M 3d6 A

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Booster, Activated user requires a 2-Turn cool-down period between activations; May boost Initiative to higher than 10; Compatible with Boostmaster Controller

LiveWires Interface Plugs 400 Prehensile, memory-plastic-sheathed Interface Cables hard-wired to an internal Interface Plug; May be housed anywhere on the body that can accommodate the 45cm wire and 6mm exit hole; Can extend and retract themselves by mental command of the user; Cost is for the system implanted other than in the torso

M 2d6

LiveWires Interface Plugs, Body Implant

200 Prehensile, memory-plastic-sheathed Interface Cables hard-wired to an internal Interface Plug; May be housed anywhere on the body that can accommodate the 45cm wire and 6mm exit hole; Can extend and retract themselves by mental command of the user; Cost is for the system implanted in the torso

M 2d6

Locutus Spinal IntegratedSkilPak®

Varies A SkilPak is a Chipware Socket with built-in chips that cannot be swapped and with no additional slots for more chips; SISPaks cost less humanity to the user than a regular ChipwareSocket because of the lack of ability to change the skills chipped, and only count as two chips against the user's maximum number of chipped skills; Please note that like all other APTR and MRAM chips, SkilPaks are proprietary skills, and supercede any previous skill levels; SkilPaks available include:

Combat Operative SkilPak HandGun +2, Stealth +2, Martial Arts: ArasakaTe +2, Melee +2, Rifle +2, SMG +2; Cost: €1800 Corporate Cog SkilPak (various corporations) Personal Grooming +2, Wardrobe & Style +2, Stock Market +2, Expert/SK (corporation) +2, Expert/SK: Etiquette +2, Language (as appropriate) +2; Cost: €1000 Casanova SkilPak Personal Grooming +2, Wardrobe & Style +2, Seduction +2, Cooking +2, Perform: Sex +2, Perform: Massage +2; Cost: €850 TechnoWizardtm SkilPak Tech: Basic +2, Tech: 'Tronic +2, Tech: Cyber +2, Tech: AV/VTV +2, Tech: Gyro +2, 'Tronic Security +2; Cost: €1550 Zero-G SkilPak 0G Maneuver +2, Space Survival +2, Pilot OTV +2, EVA +2,Area Knowledge: Crystal Palace +2, Social: Highrider +2; Cost: €1450 KungFu Fightin' SkilPak Chinese +2, Martial Art: Jeet Kun Do +2, Martial Art: Shaolin Kung Fu +2, Martial Art: Karate +2, Martial Art: TaeKwon Do +2, Expert/SK: Kung Fu Cinema +2; Cost: €1750 CrystalJok SkilPak System Knowledge +2, Programming +2, Math +2, Language: CyberC++ +2, CyberDeck Design +2, Artist: Virtual +2 Cost: €1550

N 1d6/3

Lucent Pro Improved Neuralware Coprocessor

2100 Advanced neuralware coprocessor attached to the user’s neuralware processor; The improved processor is optimized foruse with Cyberoptic targeting systems, adding +1 to firing testsusing these systems; Only one Improved Neuralware Coprocessor may be installed at any time

M 1d6/2+1

Lucent T1 Improved Neuralware Coprocessor

800 Advanced neuralware coprocessor attached to the user’s neuralware processor; The improved processor is optimized foruse with Cyberaudio systems, adding +1 to any audio Awareness tests using these systems; Only one Improved Neuralware Coprocessor may be installed at any time

M 1d6/2

Lucent T1 Ultra Improved Neuralware Coprocessor

1500 Advanced neuralware coprocessor attached to the user’s neuralware processor; The improved processor is optimized foruse with Cyberaudio systems, adding +2 to any audio Awareness tests using these systems; Only one Improved Neuralware Coprocessor may be installed at any time

M 1d6/2+2

Lucent T2 Improved Neuralware Coprocessor

2250 Advanced neuralware coprocessor attached to the user’s neuralware processor; The improved processor is optimized foruse with Cyberaudio and Cyberoptic systems, adding +2 to anyaudio or visual Awareness tests using these systems; Only one Improved Neuralware Coprocessor may be installed at any time

M 1d6/2+3

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Type

MicroTech Neuralware Coprocessor, Math

2000 Coprocessor installed alongside the user's Neuralware Processor; Gives the user a permanent +1 bonus to Mathematics (can be raised above 10)

CR 1d6-1

MicroTech Neuralware Coprocessor, Spacial Awareness

4000 Coprocessor installed alongside the user's Neuralware Processor; Gives the user a permanent +1 bonus to Paint/Draw (can be raised above 10)

CR 1d6-1

MicroTech Neuralware Coprocessor, Visual Cortex

3000 Coprocessor installed alongside the user's Neuralware Processor; Gives the user a permanent +1 bonus to Awareness tests that rely on visual cues (can be raised above 10)

CR 1d6

Militech Cyber-Detection Computer

3000 Requires a Machine/Tech link; Can link input from up to 4 different non-visual sensory systems, process the data received,and signal the target’s bearing and range, number of targets, and motion speed and direction; Output is via subdermal viewscreen, Video Imager, or Cyber-Audio; Seismic/Radar systems also report target size, Olfactory Boosts and chemical sniffers can detect organic and inorganic objects; Other system’s effects are determined by the Referee

M 1d6+3

Motorola Acebuster Improved Neuralware Coprocessor

3800 Advanced neuralware coprocessor attached to the user’s neuralware processor; The improved processor is optimized foruse with Cybernetic vehicle systems, adding +3 to any Drive/Pilot/Ride tests using these systems; Only one Improved Neuralware Coprocessor may be installed at any time

M 1d6+2 E

Motorola Comet Improved Neuralware Coprocessor

2175 Advanced neuralware coprocessor attached to the user’s neuralware processor; The improved processor is optimized foruse with Cybernetic vehicle systems, adding +2 to any Drive/Pilot/Ride tests using these systems; Only one Improved Neuralware Coprocessor may be installed at any time

M 1d6/2+2 E

Motorola Fireball Improved Neuralware Coprocessor

1250 Advanced neuralware coprocessor attached to the user’s neuralware processor; The improved processor is optimized foruse with Cybernetic vehicle systems, adding +1 to any Drive/Pilot/Ride tests using these systems; Only one Improved Neuralware Coprocessor may be installed at any time

M 1d6/2 E

Nerve Link 200 Basically consists of low impedance interface cables woven along the user's natural nerve strands using nanotech; Used to connect two cybersystems located in different body locations (pips) together

N -

Nerve Replacement 100 Tank grown nerves used to replaced natural organic nerves, or to be used to link two cybersystems located in different body locations (pips) together; Multiple Nerve Replacements can be implanted at the same time as part of a single surgery

M -

Neural Accelerator 1000 Combines neural rewiring and implanted data transfer modulesto improve Initiative for Interfaced systems; Adds +1/level to Initiative for Netrunning and operation of smartlinked or remote smartlinked vehicles; Maximum level is 4; Cost and Humanity Loss are per level

M 1d3

Neural Computer 3000INT 1; 10 MU; Interface Link (add +3 to Intelligence or Tech skills if using the Bodycomp as a database); May be linked to chip readers and other peripherals through users Interface Plugs; May be linked to a display device (Times Square+, Video Imager, Kiroshi HUD, or other similar system) or audio systems for sound (cyberaudio or external device), but does notrequire them; EMP attacks cause the user 1d6-2 in feedback and burns, with a 70% chance that any EMP attack will wipe the units drive; A neural computer gives a wearer a number of functions: it acts as a normal computer although any input or output is kept solely within the wearer's own body; Images canbe flashed up in "windows" over the wearer's own vision and sound can be played back as necessary; The OS positions windows away from the user's point of view and this allows a multi-layered mode of operation (Many users choose to put program windows to the side of their vision and turn their headaway when ignoring them; a neural computer does not need any extra devices to carry this function out, as it is integrated with the host; The computer can run any standard computer package including Net enabled search agents, wordprocessors,

CR 4d6

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CAD design packages or even VR design software; to link to the Net, the user must connect via a set of Interface Plugs, or have an internal Cellular Modem implant available; Given the right software it is possible for a neural computer to act as an in-built A/V recorder, and the computer can play music, video or Braindance files and software; The system has built in safety levels to prevent sensory overload or the danger of a wearer's sense being crashed out

Neural/Audio ULF Transciever

200 Implanted Ultra-Low Frequency transceiver; 15km range w/o antenna, unlimited with antenna; Audio quality is low, and has a 5-second delay (Data is even slower); Includes a 100m reel antenna that plugs into the user’s Interface Plug (may be installed in a cyberlimb, as well)

N 1d6/2

Neural/Audio ULF Transciever Antenna Implantation

50 Implants the Neural/Audio ULF Transceiver into a cyberlimb, taking a single option slot

N 1

Olfactory Boost Coprocessor

100 Adds +2 to Awareness tests based on scent; Allows the user to track by scent at +2 to Shadow/Track or Tracking/ Countertracking; 50% chance to pick up a scent, reduced by efforts on the target’s part to reduce his scent; May be turned on/off in one turn

N 2

Olfactory Level Damp Coprocessor

200 Cut out extreme levels of scent, including stench and stink bombs; Also cuts out very strong tastes

N 1

Optic Nerve Chip Coprocessor

250 A minute processor installed on the user's optic nerve allows the user to make use of various cyberoptic options without having a cyberoptic installed; Cost for these systems is reducedby 20%; Systems available include Clock Display, Compass, Digital Camera, Digital Video Camera, Dodge Ball, Eagle Eye,Log Compass, Motion Tracking, Target Scope; Time/Day, Times Square Marque, Times Square Marquee +, Trip Ball andVideo Imager; Any number of such option may be installed along with the coprocessor in a single surgery; Additional options added later require another MA surgery

MA 0

Overlay Processor 800 A minute processor installed between the user's optic nerve andInterface Plugs or other input devices; allows the user to overlay images to their normal vision as if they had a cyberoptic display, such as a Video Imager; the user can view text, play video or overlay other camera data onto their vision (User cannot overlay a Targeting Scope, as it requires more complex processing; a user could interface their smartgun's camera to their overlay processor, but they would not gain the targeting option); If implanted between the users Input device and the auditory nerves, sound could instead be mixed into the user's hearing, so the wearer would be able to hear normally while using audio devices; combing these functions requires two separate installations

MA 1d3

Owari Hardwiring ReflexCoprocessor, Lvl. 1

300 Adds +1 to the user’s REF; Activated system, it requires 1 full Turn to activate, using an Owari Hardfire inhaler, and lasts for 30 full Turns; The user requires a 90-Turn cool-down period between activations, and is at -1 REF during this period; May boost REF to higher than 10; Not compatible with BoostmasterController

N 2d6

Owari Hardwiring ReflexCoprocessor, Lvl. 2

800 Adds +2 to the user’s REF; Activated system, it requires 1 full Turn to activate, using an Owari Hardfire inhaler, and lasts for 30 full Turns; The user requires a 90-Turn cool-down period between activations, and is at -1 REF during this period; May boost REF to higher than 10; Not compatible with BoostmasterController

N 4d6

Owari Hardwiring ReflexCoprocessor, Lvl. 3

1200 Adds +3 to the user’s REF; Activated system, it requires 1 full Turn to activate, using an Owari Hardfire inhaler, and lasts for 30 full Turns; The user requires a 90-Turn cool-down period between activations, and is at -1 REF during this period; May boost REF to higher than 10; Not compatible with BoostmasterController

N 6d6

Pain Editor Coprocessor 200 Tunes out heat, cold and pain perception; All Endurance tests and Stun/Shock saves are made at 2 levels lower difficulty

N 2d6

Positronic Enhancer 2000 Adds +2 to any INT-based skill tests; May be turned on/off; When in use, roll 1d10 per Turn; On a 1, the user has an

MA 1d6

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epileptic seizure (totally disabling the character for 1d6 minutes)

Raven Microcybernetics Supercompact Braindance Recorder Coprocessor

15000 Can record up to 2 hours (10 MU) of Braindance footage; Fits across the back of the skull

CR 2d6

Rocket Performance SpeedBoost Coprocessor, Rocket One (Level 1)

800 Coprocessor chip; Adds +1 to the user’s Initiative; Always active; May boost Initiative to higher than 10; Not compatible with Boostmaster Controller

N 1d6

Rocket Performance SpeedBoost Coprocessor, Rocket One Booster

1500 Coprocessor chip; Adds +2 to the user’s Initiative; Always active; May boost Initiative to higher than 10; Not compatible with Boostmaster Controller; Upgrade from lower level RocketSpeedBoost costs the difference between the systems +€500; and Humanity Loss equal to 1d6 per level difference

N 2d6

Rocket Performance SpeedBoost Coprocessor, Rocket On (Level 3)

2000 Coprocessor chip; Adds +3 to the user’s Initiative; Always active; May boost Initiative to higher than 10; Not compatible with Boostmaster Controller; Upgrade from lower level RocketSpeedBoost costs the difference between the systems +€500; and Humanity Loss equal to 1d6 per level difference

N 3d6

Rocket Performance SpeedBoost Coprocessor, Rocket On Booster

2500 Coprocessor chip; Adds +4 to the user’s Initiative; Always active; May boost Initiative to higher than 10; Not compatible with Boostmaster Controller; Upgrade from lower level RocketSpeedBoost costs the difference between the systems +€500; and Humanity Loss equal to 1d6 per level difference

N 4d6

Rocket Performance SpeedBoost Coprocessor, Rocket Steady (Level 5)

3000 Coprocessor chip; Adds +5 to the user’s Initiative; Always active; May boost Initiative to higher than 10; Not compatible with Boostmaster Controller; Upgrade from lower level RocketSpeedBoost costs the difference between the systems +€500; and Humanity Loss equal to 1d6 per level difference

N 5d6

Sadler and Thompson Technologies Eye-Hand Coordinator Coprocessor

750 Coprocessor chip; User must have a Cybereye with Targeting Scope, a Cyberarm, and a Smartgun (or equivalent); The system will align the Smartgun to point at a spot designated by the Cybereye Targeting Scope; Adds +1 to Hit with the Smartgun when it is used in the Cyberlimb

N 1d6

Sadler and Thompson Technologies Reflex BoostCoprocessor, Lvl. I

1000 Coprocessor chip; Adds +1 to the user’s REF; Always active; May boost REF to higher than 10; Compatible with Boostmaster Controller

N 2d6

Sadler and Thompson Technologies Reflex BoostCoprocessor, Lvl. II

4000 Coprocessor chip and nanotech nerve enhancement; Adds +2 to the user’s REF; Always active; May boost REF to higher than 11; Compatible with Boostmaster Controller

M 4d6

Sadler and Thompson Technologies Reflex BoostCoprocessor, Lvl. III

9000 Coprocessor chip, nanotech nerve enhancement, and reflex subprocessor installation; Adds +3 to the user’s REF; Always active; May boost REF to higher than 12; Compatible with Boostmaster Controller

MA 6d6

Sadler and Thompson Technologies Reflex BoostCoprocessor, Lvl. IV

16000 Coprocessor chip, nanotech nerve enhancement, reflex subprocessor installation and nerve trunk fiber replacement; Adds +4 to the user’s REF; Always active; May boost REF to higher than 13; Compatible with Boostmaster Controller

MA 8d6

Saint Stephen Impact Booster

600 Adds +1 to the user’s Initiative rolls; Activated system, it requires 1 full Turn to activate, and lasts for 5 full Turns; The user requires a 2-Turn cool-down period between activations; May boost Initiative to higher than 10; Classic Italian rip-off ofthe Santistevan system

N 1d6/2

Sandevistan Speedware Reflex Coprocessor

1600 Adds +3 to the user’s Initiative rolls; Activated system, it requires 1 full Turn to activate, and lasts for 5 full Turns; The user requires a 2-Turn cool-down period between activations; May boost Initiative to higher than 10; Compatible with Boostmaster Controller; Chinese knock-off of the Santistevan system

N 1d6/2

Santistevan Hardwiring Reflex Coprocessor, Lvl. 1

600 Adds +1 to the user’s REF; Activated system, it requires 1 full Turn to activate, and lasts for 30 full Turns; The user requires a90-Turn cool-down period between activations, and is at -1 REF during this period; May boost REF to higher than 10; Compatible with Boostmaster Controller

N 1d6

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Cyberware Cost Description SurgeryCode

HumanityLoss

Type

Santistevan Hardwiring Reflex Coprocessor, Lvl. 2

1600 Adds +2 to the user’s REF; Activated system, it requires 1 full Turn to activate, and lasts for 30 full Turns; The user requires a90-Turn cool-down period between activations, and is at -1 REF during this period; May boost REF to higher than 10; Compatible with Boostmaster Controller

N 2d6

Scent Memory Coprocessor

200 Allows the user to record and recall up to 10 scents; Scent memory is compatible with an Olfactory Boost system so the wearer can select which scent to track

M 1d6

Scent Memory Coprocessor Enhancement

50 Adds an additional 10 scent memory to the Scent Memory Coprocessor; Up to 9 such enhancements can be added to the original Coprocessor, for a maximum Scent Memory of 100 scents

N 0

Sensewear™ Braindance Plug

250 Stand-alone Braindance receiver plug, generally placed behind the ear or at the wrist; will not act as Interface Plug; Allows user to experience Braindance playback without use of 'Trodes from any commercially available playback deck.

M 1d3

Sensewear™ Braindance Editor Coprocessor

2000 Installed alongside a Sensewear Braindance Plug (required for use), this coprocessor allows a user to edit the Braindance-recorded sensory data; It has a built in level processor so that levels of pain can be lowered while other more pleasurable sensations are increased; The editor's user is protected at all times from the full effects of the recorded patterns to prevent sensory overload.

N 1d2

Sensewear™ Braindance Recorder

1000Allows the wearer to record all their five senses; The recorder unit makes a copy of everything the wearer sees and feels - andto some extent, even emotions (the thudding heartbeat during fear or heat of sexual pleasure); The recorder is about the size of a pack of cigarettes and is frequently implanted in the wearer's chest or abdomen; A set of Interface Plugs allows the information to be dumped once the unit's memory is full; Braindance recordings use approximately 1 MU of memory per 12 minutes and a standard recorder has 2 MU of storage; Additional storage modules may be installed in the unit, with a maximum of four additional units (10 MU of onboard storage, or approximately 120 minutes of Braindance recording); Most users use Interface Plugs to export their recordings.

M 1d6

Sensewear™ Braindance Storage Module

6002 MU of Braindance recording storage; Modules can also be linked to Bodycomps or other internal devices to provide memory storage, but programs may not be run from Storage Modules; If purchased with the Sensewear™ Braindance Recorder, they are installed during that surgery; Only if they are purchased later is the Surgery Code N applied

N or none

0

Sensory Boost Coprocessor

1000 Neuralware coprocessor attached to the user’s neuralware processor; The processor improves the user’s ability to process incoming sensory information, adding +1 to any visual, auditory, or olfactory Awareness tests; May be turned off at will

M 1d6

S5 Micro 80 Improved Neuralware Coprocessor

800 Advanced neuralware coprocessor attached to the user’s neuralware processor; The improved processor is optimized foruse with Cyberoptic systems, adding +1 to any visual Awareness tests using these systems; Only one Improved Neuralware Coprocessor may be installed at any time

M 1d6/2

S5 Micro 90 Improved Neuralware Coprocessor

1500 Advanced neuralware coprocessor attached to the user’s neuralware processor; The improved processor is optimized foruse with Cyberoptic systems, adding +2 to any visual Awareness tests using these systems

M 1d6/2+2

Sony Corsair Improved Neuralware Coprocessor

1600 Advanced neuralware coprocessor attached to the user’s neuralware processor; The improved processor is optimized foruse with Cybermodem systems, adding +1 to any tests using these systems; Only one Improved Neuralware Coprocessor may be installed at any time

M 1d6/2 E

Sony Corsair Gold Improved Neuralware Coprocessor

3300 Advanced neuralware coprocessor attached to the user’s neuralware processor; The improved processor is optimized foruse with Cybermodem systems, adding +2 to any tests using these systems; Only one Improved Neuralware Coprocessor may be installed at any time

M 1d6/2+2 E

Subdermal Interface Smartgun Link

220 Implanted below the skin, only two metallic “spots” show on the surface; The user wears an induction wristband with a cable jack; The system will only work with smartguns, and

N 1d6/2

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HumanityLoss

Type

Plugs/Coprocessor only gives the user a +1 to ACC (may be overcome with Low Impedance Cables)

Tactile Boost Coprocessor 100 Adds +2 to touch-based Awareness tests; May be turned on/offin one turn; While on, it subtracts a -2 penalty from Stun/Shock consciousness saves

N 2

Tactile Boost Coprocessor, Discretionary

350 Adds +2 to touch-based Awareness tests; May be turned on/offin one turn; The unit uses a ramped feedback system to enhance weak sensations while leaving stronger sensations alone, resulting in no penalty to Stun/Shock saves

N 1d6

Tactile Boost Linkage 150 Links a Tactile Boost system into the user’s pleasure center; Addictive (-3 to resist) and Illegal to perform (Priority 3 crime)

N 0

Tactile Boost Pain Control

200 By stepping down large-scale sensations, the Tactile Boost can serve as a Pain Editor; +1 to Stun/Shock saves while the unit isin use

N 2

Tactile Boost Sensation Overload

450 Removes safety link from the user’s Tactile Boost; User is -3 to Stun saves and -1 to all actions while the unit is on; Addictive due to increase in pleasure, the user must make a Difficult (20) Cool save or be unable to resist seeking out pleasurable sensations at all times; The user can feel minute temperature changes, small variations in surfaces, etc… (+5 to touch awareness); If the user is subjected to torture, add +2 to the interrogators skill (The victim can take a lot of 'questioning' before taking any real damage, as the pain isn't caused by much actual damage); Implantation of this modification is illegal to perform (Priority 3 crime)

N 1d6

Taste Boost Coprocessor 100 Adds +2 to Awareness tests based on taste; Allows the user to identify chemical compounds at +2 to Science: Chemistry or Pharmacy; May be turned on/off in one turn

M 2

Taste Memory Coprocessor

200 Allows the user to record and recall up to 10 tastes; Taste memory is compatible with a Taste Boost system

M 1d6

Taste Memory Coprocessor Enhancement

50 Adds an additional 10 taste memory to the Taste Memory Coprocessor; Up to 9 such enhancements can be added to the original Coprocessor, for a maximum Taste Memory of 100 tastes

N 0

Techtronica Echolocation System Coprocessor

800 Requires a Neural Processor, two Cyberoptics, each with VideoImager, an AudioVox implant or Telectronics Sonar Scanner (€30 extra to hook up), and Cyberaudio with Enhanced Hearing Range; Allows the user to “see” in pitch blackness using Sonar at -1 to Awareness, -2 if the test involves dealing with colors or textures; White noise generators act as smoke against this system

N 1d6/2

3-Com Cybernetic Wireless Cybermodem Interface

350 Allows up to 6 cyberdecks to be networked; Interface rolls made while networked are at -2; Range is based upon the nature of the network established: For a private network using cellular ‘decks, range is limited to 1.5km; For a public network(that is, a network established through an internet connection), range is effectively unlimited; Fully compatible with the non-cybernetic version

M 4

3-Com Delta Improved Neuralware Coprocessor

1700 Advanced neuralware coprocessor attached to the user’s neuralware processor; The improved processor is optimized foruse with MRAM Chipwear systems, adding +1 to any TECH-based tests for skills from chip; Only one Improved Neuralware Coprocessor may be installed at any time

M 1d6/2

3-Com Fast-Break Improved Neuralware Coprocessor

1350 Advanced neuralware coprocessor attached to the user’s neuralware processor; The improved processor is optimized foruse with AP/TR Chipwear systems, adding +1 to any MA-based tests for skills from chip; Only one Improved Neuralware Coprocessor may be installed at any time

M 1d6/2

3-Com Force Improved Neuralware Coprocessor

1850 Advanced neuralware coprocessor attached to the user’s neuralware processor; The improved processor is optimized foruse with AP/TR Chipwear systems, adding +1 to any BOD-based tests for skills from chip; Only one Improved Neuralware Coprocessor may be installed at any time

M 1d6/2

3-Com Harmony Improved Neuralware Coprocessor

1900 Advanced neuralware coprocessor attached to the user’s neuralware processor; The improved processor is optimized foruse with MRAM Chipwear systems, adding +1 to any EMP-based tests for skills from chip; Only one Improved Neuralware Coprocessor may be installed at any time

M 1d6/2

3-Com Iceman Improved 1900 Advanced neuralware coprocessor attached to the user’s neuralware processor; The improved processor is optimized for

M 1d6/2

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HumanityLoss

Type

Neuralware Coprocessor use with MRAM Chipwear systems, adding +1 to any COOL-based tests for skills from chip; Only one Improved Neuralware Coprocessor may be installed at any time

3-Com Sportage Improved Neuralware Coprocessor

1850 Advanced neuralware coprocessor attached to the user’s neuralware processor; The improved processor is optimized foruse with AP/TR Chipwear systems, adding +1 to any REF-based tests for skills from chip; Only one Improved Neuralware Coprocessor may be installed at any time

M 1d6/2

3-Com Unity Improved Neuralware Coprocessor

1700 Advanced neuralware coprocessor attached to the user’s neuralware processor; The improved processor is optimized foruse with MRAM Chipwear systems, adding +1 to any INT-based tests for skills from chip; Only one Improved Neuralware Coprocessor may be installed at any time

M 1d6/2

Ubermensch Pain Editor Coprocessor

200 Tunes out heat, cold and pain perception; 75% (Roll d100) of Endurance tests and Stun/Shock saves are made at 2 levels lower difficulty

N 2d6

Ubermensch Speedware Reflex Coprocessor

1600 Adds +2 to the user’s Initiative rolls; Activated system, it requires 1 full Turn to activate, and lasts for 5 full Turns; The user requires a 2-Turn cool-down period between activations; May boost Initiative to higher than 10; Compatible with Boostmaster Controller

N 1d6/2

Visual Coprocessor 450 Combines the information from Cyberoptic systems, producinga composite view that uses the most advantageous vision available; The processor can also section areas out, so a darkened window in a brightly lit street can be seen into using a Low-Lite option without greening out due to the surrounding light; Requires a Neural Processor and Cyberoptics to function;Negates any actions needed to switch vision modes (The user always gains the most advantageous vision bonus for the situation)

N 1

Weaponmasters Lockdown Coprocessor

300 Allows the user to triangulate the position of a shooter, including a graphic of the bullet’s trajectory and a visual reticule over the firer’s position; Requires a Neural Processor, Times Square Plus option (eye or HUD), Bodycomp, and Cyberaudio with Enhanced Hearing Range and either Phone Splice or Radio Link; A second user, similarly equipped, must be in hearing range of the shooter for triangulation; Each subsequent shot adds +1 to the user’s Awareness test to find the shooter

N 1d6

Wirehead Unit, Happy Box Coprocessor

1500 Directly stimulates the user’s pleasure center; Includes a remote control; Addictive (Diff. Cool test on each use) and Illegal to perform (Priority 3 crime); Actual cost €300, with a x5 BMAC

M 0

WuTek Hardwiring Reflex Coprocessor, Lvl. 1

600 Adds +1 to the user’s REF; Activated system, it requires 1 full Turn to activate, and lasts for 30 full Turns; The user requires a90-Turn cool-down period between activations, and is at -1 REF during this period; May boost REF to higher than 10; Compatible with Boostmaster Controller; Licensed copy of theSantistevan system

N 1d6

WuTek Hardwiring Reflex Coprocessor, Lvl. 2

1600 Adds +2 to the user’s REF; Activated system, it requires 1 full Turn to activate, and lasts for 30 full Turns; The user requires a90-Turn cool-down period between activations, and is at -1 REF during this period; May boost REF to higher than 10; Compatible with Boostmaster Controller; Licensed copy of theSantistevan system

N 2d6

WuTek Hardwiring Reflex Coprocessor, Lvl. 3

2400 Adds +3 to the user’s REF; Activated system, it requires 1 full Turn to activate, and lasts for 30 full Turns; The user requires a90-Turn cool-down period between activations, and is at -1 REF during this period; May boost REF to higher than 10; Compatible with Boostmaster Controller; Licensed derivative of the Santistevan system

N 3d6

Zerobatics® Zero-G Maneuvering Coprocessor

200 A nerve signal and muscle action coordinator which adjusts theuser's nerve signals to that of a lesser or greater gravity environment; It is an auto-compensating system which boosts or lessens the wearer's motor nerve signals so that the user does not have to consciously adjust their degrees of movement;prevents the user from making sudden movements which would send them spinning out of control; The user has a +3 bonus to all Zero-G Maneuver tests and a +1 to all Zero-G Combat and Melee Combat tests in zero gravity.

M 1d6

Zerobatics® Zero-G 100 Additional software and processor upgrade; Boosts and emphasizes the motor nerve signals for use in heavy gravity or

N 1

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Cyberware Cost Description SurgeryCode

HumanityLoss

Type

Maneuvering Coprocessor Upgrade

underwater environments where it is difficult to move quickly and steadily, negating 2 points of any Hostile Environment Penalty to REF-based actions under these conditions.

Implant SystemsACME/Bodyweight Oxystor™ Lung Implant

1200 Consists of implanting a chemical cell into each lung; Controlled by microprocessors linked to the blood supply, these cells store O2 from the normal breathing process; When O2 supplies reach a dangerous level, the cells release O2 as needed; With this feature the user can go without air for 40 minutes; Three minutes of normal breathing will recharge the cells for each minute used

MA 1d6+1

Active Sound Mask 2000 Microphones and sound membranes are implanted under the skin, and linked to a control unit in the torso; The control unit analyses the noise produced by the user, and plays diffuse ‘counter noise’ to mask it, giving +3 to Stealth; This system is potentially illegal, but may be camouflaged as a surround-sound system

MA 2d6

Adrenal Booster 400 Artificial gland releases adrenaline on command; Adds +1 to REF for 1d6+2 Turns; Can be activated 3 times per 24 hours; Requires 1 full Turn to activate; Compatible with Boostmaster Controller

M 2d6

Advanced Audio Systems Wearman Mk. II

200 Implants a digital audio chip player in the skull; Speakers are implanted next to the ears, and the chip-reader is implanted behind the ear, covered with synth-skin

N 0 N/A

Advanced Audio Systems Doc Richter Seismic Detector

220 Detects motion (direction and strength) in a 20 sq. meter area, vehicles in motion to 50m, and walking/running persons at their BOD/2xBOD in meters, respectively; 75% effective; Mounts in heel or palm; Reads out to the user’s Times Square Marquee or other linked display

M 2d6

Advanced Idea Mechanics LethalEye Fingertip Implant

1000 Fingertip acts as an emitter/lens for the AIM LethalEye Implanted Laser Generator; When using the finger as an emitter, the firer adds Beam Pistol + REF + 1d10, with a +5 for an unsuspecting target; Highly illegal, it requires an Impossible (35) Streetdeal test to acquire, and carries a penalty of summary execution for unauthorized use in any jurisdiction where such a penalty is allowed

CR 1d6

Advanced Idea Mechanics LethalEye Battery/Laser Implant

3000 Implanted capacitor bank and Laser generator; May be linked to any of the AIM LethalEye Emitter options; Capacitor holds a charge equal to 8d6 Laser damage, which can be released at arate of 1-4d6 per shot and recharges at the rate of 1d6 per hour;Highly illegal, it requires an Impossible (35) Streetdeal test to acquire, and carries a penalty of summary execution for unauthorized use in any jurisdiction where such a penalty is allowed

CR 2d6

Artificial Joint, Plastic 125 Plastic joints melded and pinned to the natural bones around them and completely replacing the old joint; These stats are forelbows, shoulders, knees and hips; Smaller joints like knucklescan also be replaced, with few (if any) game effects; Reduce damage from joint-lock style holds to the implant location by 1point

M .25

Artificial Joint, Titanium 300 Titanium joints melded and pinned to the natural bones around them and completely replacing the old joint; These stats are forelbows, shoulders, knees and hips; Smaller joints like knucklescan also be replaced, with few (if any) game effects; Reduce damage from joint-lock style holds to the implant location by 2points, add +1 to Damage from HtH attacks using the joint as acontact point, and increase the damage needed to destroy the joint by 1 point

M .5

Audio/Video Tape Recorder

300 Records to Digital Tape; Can record from built-in microphone, or can be linked to cybernetic or external digital systems such as cameras or cyberaudio; Tapes are stored in a subdermal pouch

M 2

Backup Heart 1000 A small artificial heart located in the chest, close to the primaryheart; Designed to keep blood circulating from the lungs to the brain, should the primary heart stop functioning; This implant adds a 10 point "buffer" of potential damage between Critical and Mortal 0 Wound States (If a wound would normally put the user at the third box of Mortal 2, for instance, the 10-point buffer zone would reduce this to a Mortal 0)

CR 1d6/2

Berzerkoid® Pain 1400 Berserking system over-stimulates the user’s pain centers; Thisallows the user to ignore Stun saves and Wound Penalties; The

MA 3d6

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Type

Stimulator user will attack the nearest foe till it is dead, moving from target to target based on proximity; The user can use no rangedweapons, preferring Martial Arts, Melee or Brawling skills; The user need not make any Stun saves unless the target of an electrical stunner attack (Taser, Pulse Rifle, etc…); The user may take several weeks to recover from damage he causes himself during this period

BioMai WetWare Drive 320 1 MU of memory storage; Not accessible to the user; Download/Upload through Interface Plug; May be code lockedto prevent access (Cost as for Code Gate)

MA 1d6

Bodyweight Autoinjector 750 Holds up to 5 doses of any liquid drug (Doses may be of different drugs); Pressing on three visible spots near the injector releases the next dose in line; A MedTech Special Ability of at least 3 is needed to refill the reservoir using a modified air-hypo

M 1d6/2

Bodyweight Autoinjector, Biomonitor Linked

200 Links the Autoinjector to the user’s Biomonitor; The Biomonitor will then activate the Autoinjector in response to pre-programmed stimuli (unconsciousness, extreme stress, heart failure, etc…)

N 0

Bodyweight Brain Survival System

5000 Module installed at the lower back of the skull; If vital signs drop below a certain level (Mortal 0) the unit will re-route blood to circulate in a closed cycle and inject drugs to put the brain into hibernation; The unit has enough oxygen and nutrients to keep the brain alive for 1 minutes, even if the user has been decapitated; Connection ports allow connection of thehead to emergency life support, ensuring the brain's survival for transplantation into a new host body or biopod

CR 1d6

Bodyweight DecentralizedHeart

1300 Add +2 to Death Save for torso (Area 2) wounds, as the heart is less likely to be struck or disrupted Due to ease of restarting in case of death, user receives a +3 to be stabilized if at Mortal 0 or worse, and +1 to Death saves if being revived on a failed Death save

CR 1d6+4

Bodyweight Nasal Filters 60 Thin bio-porous membrane filters in the upper nasal cavities, coated to absorb and break down dangerous chemicals; +4 to Save vs. inhaled gases or toxins; User must breathe through thenose (Circular Breathing chip for €200 makes this a reflexive habit)

M 2

Bodyweight Pacesetter Sport Heart

900 Boosts MA and BOD by +1 after activation (1 Round); AffectsRun/Leap/Lift and all BOD skill rolls, but not BTM; Death Saves are actually reduced by -1 due to cardiovascular overpressure; After 4 minutes (24 Turns) use, roll 1d10 under your normal BOD, or take 1d6 damage and halve your BOD for a period equal to the time you used the overdrive function; for each minute (6 Turns) after 4, subtract 1 from BOD for purposes of this save; Due to ease of restarting in case of death, user receives a +3 to be stabilized if at Mortal 0 or worse, and +1 to Death saves if being revived on a failed Death save

MA 1d6

Bodyweight Pacesetter 2000 Overdrive Heart

985 Boosts MA and BOD by +2 after activation (1 Round); AffectsRun/Leap/Lift and all BOD skill rolls, but not BTM; Death Saves are actually reduced by -2 due to cardiovascular overpressure; After 2 minutes (12 Turns) use, roll 1d10 under your normal BOD, or take 1d6 damage and halve your BOD for a period equal to the time you used the overdrive function; for each minute (6 Turns) after 2, subtract 1 from BOD for purposes of this save; Due to ease of restarting in case of death, user receives a +3 to be stabilized if at Mortal 0 or worse, and +1 to Death saves if being revived on a failed Death save

MA 1d6

Bodyweight Pacesetter Variable-Chambered Heart Option

450 When activated (1 Round) adds +1 to users Endurance, and doubles the time user can hold his breath; If used simultaneously with the overdrive function, the user will suffera stroke (Mortal 1 wound state, and save vs. LUCK for each ofINT, TECH, COOL, EMP, and REF or lose 1d6 points from any stat the save is failed against; Therapy to recover these lostpoints takes 2 months per lost point)

N 1d6/2

Bodyweight Vein Clips 700 Adds +2 to Death Saves due to traumatic injury; Limb Crippled results will cause only a Critical Wound (The limb will drop to Mortal 0, however, and advance 1 wound state each turn; If the injury is not treated, or the limb fails a Death Save using the BOD of the user, the limb will have to be amputated)

MA 1d6

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Cyberware Cost Description SurgeryCode

HumanityLoss

Type

Bodyweight/Raven MicroCybernetics Enhanced Lungs, Series 1

1000 Allows user to hold breath up to 15 minutes (MDD 30m) and filters out 55% of inhaled toxic gasses; During extreme physical exertion the lung may “hiccup” in an attempt to equalize a non-existent pressure differential (Stun save at -3, and -2 to all saves/tests for 1d6 minutes); If the user’s Area 3 takes more than 5 points of penetrating damage, massive internal hemorrhage and possible pneumothorax (treat as a Critical Wound)

MA 1d6

Bodyweight/Raven MicroCybernetics Enhanced Lungs, Series 2

5000 Replaces user’s lungs with synthetic rebreather system; Allowsuser to hold breath for an extended period (30 minutes, MDD 30m; 15 minutes, MDD 100m; 5 minutes, MDD 200m); filters out 55% of inhaled toxic gasses; Adds +2 to Swimming tests; Prevents lung hemorrhaging and nitrogen narcosis; If the user’s Area 3 takes more than 5 points of penetrating damage, the air bladder will burst for 1d3 damage, massive internal hemorrhage and possible pneumothorax (treat as a Critical Wound)

CR 1d6

Bodyweight/Raven MicroCybernetics Enhanced Lungs, Series 3

7500 Replaces user’s lungs with active fluorine breather reservoir; Gills are implanted in the users neck; MDD 1000m; Prevents lung hemorrhaging and nitrogen narcosis; User may breathe airor water; If the user’s Area 3 takes more than 5 points of penetrating damage, the fluid reservoir will burst for 1d3 damage and possible pleural effusion (treat as a Critical Wound)

CR x2 1d6+2

BoozeMaster 100 Implanted Blood Alcohol Count monitor; Adds +1 to Resist Torture/Drugs to resist the effects of alcohol; Reads out to a display device, Subdermal screen, or Times Square Marquee

M 1

BoozeMaster Biomonitor Coprocessor

75 Implanted Blood Alcohol Count monitor; Adds +1 to Resist Torture/Drugs to resist the effects of alcohol; Reads out to theusers Biomonitor

M 1

Carbide Cutting Edges, Teeth

500 Carbide edges on the bite surfaces of the teeth allow the user toapply cumulative bite damage against the SP and SDP of an object; User’s bites cause Blade damage

N 1d6/2

Chemical Analyzer 200 Located in nasal passages; Analyses smells and breaks them down to their chemical components (75% in 5m range); Displays results on an LCD screen, Biomonitor, or Times Square Marquee

M 2

Color Gland Control, Eye 250 Change eye color to any other preprogrammed color in 1d6 minutes

M 1

CYBERMATRIX WetDrive

320 1 MU of memory storage; Not accessible to the user; Download/Upload through Interface Plug; May be code lockedto prevent access (Cost as for Code Gate)

MA 1d6

CYBERMATRIX WetDrive Memory Upgrade

175 1 MU of additional memory storage for the Wet Drive system M 0

CYBERMATRIX WetDrive Access Link Coprocessor

200 Allows user of a WetDrive to access data without Interface Plugs; User is considered to be “studded” while accessing the data, and is relatively helpless

M 1d6/2

Cyber-Optic Eye Patch 330 Implanted over the eye, it looks like an ordinary eye patch (Difficult Awareness test for visual detection); Can hold two Cybereye options at normal cost

M 2d6/3

Cyber-Sniffer E-Monitor 185 Built-in barometer and monitor for atmospheric content; Can detect drops in pressure and air quality with 90% accuracy through sampling or user’s symptoms; Price includes EMP hardening

N 1

CyberSpider 1900 The CyberSpider is implanted in the users upper torso, attached to the spine/ribcage; 4 articulated legs unfold from theback when under use, giving the user the a total of eight 'limbs'; The legs are implanted along the back of a rib bone, and slide out of slits in the flesh near the spine; When in use the legs unfold and bend around the users torso, using the six joints along their length to clear the body and grip/pierce the wall; The legs come to a needle sharp monoblade point; The tip of each leg houses a reservoir of various bonding agents, as well as a clusters of fine 'hairs' to assist in gripping; The legs can be used in combat (1D6/2 MonoBlade damage); The CyberSpider will negate the penalty for attempting actions, when stationary, while climbing; The referee will decide penalties for actions such as firing weapons or engaging in

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melee; The CyberSpider adds +2 to any Climb action involving a solid wall (will not help with cyclone fences or similar obstacles), including regaining a grip in case of a fall; If the user has a CyberSpine or Armor Weave, the Climb bonus rises to +4

Cybertronic Damage Compensators

2500 Damage Compensators limit neurological effects of wound trauma, reducing wound-shock penalties; Light/Flesh wounds cause no Stat penalties; Serious wounds cause a –1 REF penalty; Critical wounds cause a penalty of –1/4 to Stats; Mortal wounds cause a penalty of –1/2 to Stats; Pain sensation is not reduced by Damage Compensators, and they have no effect on wound advancement

MA 1d6

Cybertronic EMF Detector

400 Allows user to detect electromagnetic field from electronic devices of all types; Range is .5 meters; Adds +2 to attempts todetect bugs, cyberware, and other EMF emitters; The unit can only detect presence and approximate strength of the signal; Attempts to detect cyberware through RealSkinn or other coverings is Difficult (20), and detection of shielded or hardened cyberware is V. Difficult (25) under the best of circumstances

M 2

Cybertronic/Raven MicroCyb EMF Imaging System

650 Uses a electromagnetic field generator and enhanced detector to gain a picture of the area within the imager's radius (2.5m radius); Allows user to effectively see in total darkness (-4 to Awareness test for details); May be linked through interface plugs or radio link to allow others equipped with V-Trodes to see using the system as well

MA 1d6

Cybertronic/Raven MicroCyb EMF Imaging System, Directional

600 Uses a tight-beam electromagnetic field generator and enhanced detector to gain a picture of a 2m diameter area within the imager's 10m range; Allows user to effectively see in total darkness (-2 to Awareness test for details); May be linked through interface plugs or radio link to allow others equipped with V-Trodes to see using the system as well

MA 1d6

Cybertronic/Raven MicroCyb EMF Imaging System, Universal

750 Combines the standard and tight-beam electromagnetic field generator and enhanced detector to gain a picture of the area within the imager's radius (2.5m radius) and a 2m diameter area within the imager's directional 10m range; Allows user to effectively see in total darkness (-2 to Awareness test for details in the 2m directional beam, -4 to Awareness test for details in the 2.5m globe); May be linked through interface plugs or radio link to allow others equipped with V-Trodes to see using the system as well

MA 1d6

Cybertronic Implant Battle Computer

3000 INT 6 computer processor linked into all of the user’s senses, nervous system and cyberware; Technical files and body language co-processor constantly evaluate the user’s surroundings, listing any obvious vehicles, weapons and cybernetics directly into the user’s subconscious; The system can also interpret body language as to the intent of those around the user; May be wired into thermographic vision or a millimeter wave radar pod to work through single-layer walls; Effectively gives the user Combat Sense +1, adding +1 to Initiative and Awareness (Wired into a smartgun, this also gives +1 to hit); At the start of each turn the user may make a free Awareness test to see how any enemies nearby are armed and how injured they are, as the system constantly updates this data into the brain; The system will also sub-target and illuminate the body location most likely to injure/incapacitate, based on user’s weapon and the targets mass and armor

MA 2d6

Cybertronic Nanofactory System

60000 The Nanofactory System will monitor and replace active nanotech systems (Nanosurgeons, Anti-Plague Nanotech, etcc…) as they degrade, allowing the user to skip required maintenance with no ill effects

M 2d6-1

Cybertronic Skull Sheath 5000 A series of titanium plates bonded into the skull and extending down to cover the base of the skull and the neck; Provides SP 20 to area 1 for all rear attacks; The face is only SP 10 (40% from front, 20% from side), and the weak spots are still the nose and mouth, with only SP 5 (30% of all face hits); The sheath is a N. Imp. (30) Awareness test to spot without medical examination or scanners; Repairs of penetrating hits require Major surgery, with an extra €800 for the actual repair or the armor

CR 3d6

Death Trance Inducer Implant

1400 Allows the user to lower heart, respiration and brain functions to a minimal level (V-DIFF First Aid test to detect life functions); The trance takes 1d3 minutes to enter, and ends

M 1d6

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after a preset time limit

Dermal Mesh 1000/Lvl A "mesh" of MonoWire-based filaments implanted into the inner dermal layers of the client; The mesh is normally woven with approximately 1.5mm to 2mm between mesh lines (depending on location on the body, with meshing being up to .5mm apart on the chest and as low as 2mm apart on the armpits and throat); The mesh almost completely resists any attempts at cutting or tearing, and therefore is excellent protection against blades and MonoWire attacks; The mesh helps reduce deformation to tissues caused by blunt impacts, but only to a limited amount, and is next to useless against bullets and shrapnel, which tend to push individual filaments out of the way on their way into the target; Currently DermalMesh is available at up to Rating 5, with ratings 1 and 2being Major Surgery and Ratings 3+ being Critical Surgery; DermalMesh in locations over Subdermal Plating are considered to be at half-rating; Regardless of the SP rating given below, any blow which strikes against DermalMesh will cause at least 1 point of damage since the Mesh is below the outer skin layer; Cannot be combined with Skinweave; SP vs. specific attack types is based on Rating:

Slashing Blades SP = Rating x 5

Blunt Weapons SP = Rating x 2

Bullets over 8mm dia SP = Rating x 2

Bullets 8mm dia and under SP = Rating x 1

Flechettes & Needles SP = 0

Varies 1d6/3 per Lvl

Dermatech Cam-O-Skin 850 Series of skin implanted nanotech reservoirs linked to Neuralware Tech/Machine Link or external control pad; On command they will alter the skin’s color to match one of 8 different camouflage patterns (The wearer should either be wearing similar camouflage, or be nude); Observers are at -1 toAwareness tests to see the user if he is unmoving, -1 per additional 20m; If the user is moving, observers are at no penalty within 20m, -1 per 20m thereafter; Removing the implant takes the same amount of money and time as installation

N 1d6/3

Digital Recorder 200 Records to Digital Audio/Visual Chip; Can record from built-inmicrophone, or can be linked to internal or external digital systems such as cameras; 5-chip socket, stored in a subdermal pouch

M 2

Draconian Technologies LifeLine System

12000 Implanted Biomonitor and a host of nanotech injections, including Anti-Plague, Lifesaver Skinweave, Nanosurgeons, and Skinweave (SP 10), all implanted as a single package; User has SP 10 skinweave, double healing rate, +4 to resist toxins/drugs, death saves are made half as rapidly, and +1 to basic healing rate

N 3d6-2

Draconian Technologies LifeLine System, Emergency Call Link

200 Links the LifeLine System to an emergency cellular transmitterthat will call out to a designated Medical Strike Services contractor upon receiving a specified signal from the Biomonitor (such as the user falling to Mortal 1)

N 1

Draconian Technologies LifeLine System, Linked Auto-Injector

750 Optional upgrade to the LifeLine System, this unit is linked to the Biomonitor, and holds up to 5 doses of any liquid drug (Doses may be of different drugs); The unit will inject a chosendrug in response to specified signals from the biomonitor; A MedTech Special Ability of at least 3 is needed to refill the reservoir using a modified air-hypo

M 1

Draconian Technologies LifeLine System, Deluxe

18000 Implanted Biomonitor, Autoinjector (with 5 doses of Trauma), International Electric's Life-After-Death system, Bodyweight's Brain Survival System, and a host of nanotech injections, including Anti-Plague, Lifesaver Skinweave, Nanosurgeons, and Skinweave (SP 10), all implanted as a single package; User has SP 10 skinweave, double healing rate, +4 to resist toxins/drugs, Death saves get +3, and are made half as rapidly, +1 to basic healing rate, Medtech revival rolls at +4; If the userreaches Death State 8 or above then the Brain Survival System cuts in and will keep the brain alive for 1/4 of an hour (brain is put into hibernation by drugs and fed nutrients on a closed cycle); This works even if there is nothing below the neck

CR 3d6+2

Dynalar Technologies 24000 Installed in two incremental steps; Sheaths skeleton in a stainless steel and myomer framework; Increase BOD-related

2 x SCR 4d6+2

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“Endo-Frame” CyberSkeletal Enhancement

skills such as STR-Feat by +3, and BTM vs. Melee/HtH damage; HtH damage is raised by +1; Limb requires 10 points of damage before it is crippled; EV is -1;

Dynalar Technologies Orbital Alloy “Endo-Frame” CyberSkeletal Enhancement

50000 Installed in two incremental steps; Sheaths skeleton in a orbitalalloy and myomer framework; Increase BOD-related skills such as STR-Feat by +3, and BTM vs. Melee/HtH damage; HtH and melee damage is raised by +2; Limb requires 12 points of damage before it is crippled; EV is -1;

2 x SCR 4d6+2

FaceMorph System 2500 Uses nanotechnology and simple bioware to change the structure of the user's face; Allows user to change original ATTby +1 or -1 at will; When the user's ATT has been changed, it will be more difficult for them to be recognized; Adds +2 to Disguise tests; An ATT change takes 30 seconds to implement

MA 2d6

Feature Alteration Implants

3500 A set of implants that allows the user to change hair color and facial features; +4 to Disguise tests vs. Visual Awareness; Change takes 3 hours

N 1d6+1

Feature Alteration Implants, Improved System

800 Improvement to the Facial Alteration Implants; Replacement tissue for ears, nose and brows; Facial changes now done in 2d6 minutes; Adds an additional +2 to Disguise tests

M 1d6/2

“Feel-Good” Endorphin Trigger

500 30% chance to trigger when the user is in pain (roll 1d10, works on 8-10); If it works, it causes the user to ignore any pain-based penalties and gives a +3 to all Stun/Shock/Death saves until the source of the pain is removed (such as treatmentfor a wound); If the trigger works, roll 1d10; On a one, the userbecomes intoxicated (Difficult Resist Torture/Drugs test to take any action) until the trigger stops working; This also indicates that the user is addicted to endorphins, and will seek to activate the unit whenever possible

M 1d6 O

Flashlight Implant 90 Implants a piece of light-emitting Synth-Skin on the users body (usually the hand, finger, or more rarely, the head); The light has a 3m beam with a .5m spot, and reduces darkness penalties by 2 points; Powered by the body’s own bioelectric field

M 1 A

Flashlight Implant, Strobe

150 Implants a piece of light-emitting Synth-Skin on the users body (usually the hand, finger, or more rarely, the head); The light has a 3m beam with a .5m spot, and reduces darkness penalties by 2 points; Powered by the body’s own bioelectric field, it can also draw power from a Subdermal Battery (may be linked to a cyberlimb battery as well) to emit a strobe attack(Save vs. REF or be blinded for 1d6 rounds; Save at -5 if ambushed, and +5 if forewarned or expecting an attack)

M 1.5 A

Flashlight Implant Subdermal Battery

250 Small battery and recharger (linked to body’s own bioelectric field) in a Subdermal Pocket; If the battery and charger are removed, the pouch may be used as a normal Subdermal Pocket; The unit may power up to four strobe attacks before requiring a recharge (1 charge per 15 minutes of non-use)

M 2d6+1

Gastric Pouch 400 A small, reinforced pouch placed above the stomach (not connected to the stomach); The pouch opening is an artificial sphincter connected to the esophagus just below the epiglottis; Users can swallow small items (like chips, bullets, gems, drugs, etc.) and direct them to the gastric pouch rather than to the stomach, spitting them up later for use; The pouch is reinforced (SP 2), but it is unwise to swallow anything which your mouth cannot handle (like razor blades, batteries, etc.); if such items are swallowed, a Difficult BOD or REF test is needed to see whether the item gets in and out without damaging anything on the way; The pouch can hold items up to the size of a tennis ball, but it is extremely difficult to swallow items that large (This size is intended more as an indicator of the number of smaller items which can be crammed inside); It is impossible to detect a gastric pouch without an X-ray or similar scanning procedure, so it is popular with smugglers and is therefore considered to be black market cyberware

MA 2d6

GE/MCI Worldnet Handphone™

800 This small, subdermal communications device works as a voice-only cell phone; The mouth piece is implanted in the pinky finger of the hand while the speaker is implanted in the thumb

N 1

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Gills, Advanced 4000 A series of oxygen exchange membranes contained in a rigid cartilage 'lung' implanted in the chest cavity; This '3rd lung' cylinder has biological membranes coated in supporting bioplastic filters allowing blood to pass through and extract thedissolved oxygen from the water; The system comes complete with water intakes through the mouth and artificial neck gills, and allows exhalation via gills in the abdomen; Allows user to breathe water for up to 3 hours in a 24 hour period; If water is contaminated, the user must make appropriate saves; Unlike simple gill systems, the filters are self cleaning

MA 3d6

Gills, Freshwater 400 Allows user to breath fresh water for up to 4 hours; If water is contaminated, the user must make appropriate saves; After 4 hours, filters must be replaced at €40 and N surgery

MA 3d6

Gills, Saltwater 600 Allows user to breath salt or fresh water for up to 4 hours; If water is contaminated, the user must make appropriate saves; After 4 hours, filters must be replaced at €60 and N surgery

MA 3d6

Gills, Toxin Filters 200 70% effective at filtering toxins from water taken into the gills;Reduces gill use time to 90 minutes; After use, filters must be replaced at €20 and N surgery

M 2

GPS Module 450 Determine user’s position to within 17cm; Links to Times Square Marquee to display coordinates, or Times Square Plus to display coordinates and actual map

N 1

GPS Module with Screen 600 Determine user’s position to within 17cm; Links to Subdermal Screen (included) to display coordinates and actual map

N 1d6/2

Heartsponge 500 Small pacemaker installed in the heart; Alters heartbeat patternto fool biosensors and other systems that lock onto a heartbeat

MA 2

Heartsponge, Cyberheart 500 Pacemaker chip installed in the Cyberheart’s controller; Alters heartbeat pattern to fool biosensors and other systems that lockonto a heartbeat

M 2

Implantable Cardioverter-Defibrillator

2150 A small battery-powered electrical impulse generator which is implanted in patients who are at risk of sudden cardiac death due to atrial and/or ventricular fibrillation, arythmia and tachycardia; The device is programmed to detect cardiac arrhythmia and correct it by delivering a jolt of electricity; The unit can also perform biventricular pacing in patients with congestive heart failure or bradycardia

MA 1d6

Implant CyberDoc 3500 Built-in biomonitor monitors vital signs and body chemistry; When distress is registered, the CyberDoc can inject an antidote for many toxins, or in the case of trauma, drugs to prevent shock and circulatory collapse; The CyberDoc can counter sleep and nausea drugs, nerve and biotoxins and hallucinogens; Roll 1D10: On a 1-3, the drug or toxin is fully counteracted; On 4-7, the drug or toxin does 1/2 normal effect; On an 8-10, the system cannot counteract the drug; For trauma the CyberDoc is +2 to all Stun and Death saves; If a wound is Mortal, or advances to Mortal, the ‘Doc can try to stabilize the wound with a MedTech skill of 10+1d10; CyberDoc can counter any given effect only three times; After that, the unit is out of the appropriate antidote or drug and must be refilled in an outpatient cyberclinic; A subdermal pack in the arm contains the battery (good for five years), a light which indicates when the 'Doc is running low or out of something, and a cutoff switch for medical reasons; The 'Doc requires reloading at a clinic, costing €100 per reload; The 'Doc is not effective against teargas or blister agents

MA 1d6+3

Implant Defibrillator 750 One shot emergency defibrillator implanted inside the rib cage;Upon reaching Death State 1, the implant injects adrenaline and shocks the heart, trying to return it to a normal rhythm; Not as skilled as a medic, the system uses D6, trying to get HIGHER than 1; It only gets one roll, then it is empty and needs recharging (€200 and a Minor surgery); If it works, it does nothing to stabilize the patient, so Death saves begin at the last Mortal state; Will not work on cyber hearts, nor on persons past Death State 1, or those experiencing asystole or pulseless electrical activity

MA 1d6/2+1

Improved Nasal Filters 200 Thin bio-porous membrane filters in the upper nasal cavities, coated to absorb and break down dangerous chemicals; 99% effective against civilian-use inhaled gases or toxins, and 80% effective against military combat agents; User must breathe through the nose (Circular Breathing chip for €200 makes this a reflexive habit)

M 3

Independent Air Supply 300 Implanted in the user’s lung, this implant allows the user to MA 2d6

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hold his/her breath for 25 minutes of relative inactivity, or 10 minutes of exertion

Independent Air Supply+ 600 Similar to the Independent Air Supply, but implanted in both ofthe user’s lungs; Allows the user to hold his/her breath for 50 minutes of relative inactivity, or 20 minutes of exertion

MA 2d6

Independent Air Supply, Alternate Breathing Medium

200 The user’s Independent Air Supply can be filled with modified aerogel foam, allowing fairly normal breathing in the atmosphere, and allowing the user to hold their breath nearly three times as long as normal (75 minutes inactive, 30 minutes active for Independent Air Supply, 150 minutes inactive, 60 minutes active for Independent Air Supply+)

N 3

International Electric Life-After-Death™ System

4500 This implant attempts to keep the body functioning long enough for medical aid to arrive; A processor is placed in the skull, two receivers are placed in the shoulders, one in the chest and one in the hip section; In the receivers NanoSurgeonswait for the signal from the processor that serious trauma has occurred and the body is on the verge of death (Mortal State 0); Once the signal is received, the NanoSurgeons go to work to fill holes in the flesh, repair arteries and supply oxygen to the brain; Adds +4 to MedTech revival rolls

CR 1d6/3

International Electric Life-After-Death™ System, Black Market

7500 This implant revives and operates the bodyas an automated weapon system in the event of death; An INT 6 computer processor is linked into all of the user’s senses, nervous systemand cyberware, a processor is placed in the skull, two receiversare placed in the shoulders, one in the chest and one in the hip section; In the receivers NanoSurgeons wait for the signal fromthe processor that serious trauma has occurred and the body is on the verge of death (Mortal State 0); Once the signal is received, the NanoSurgeons go to work to fill holes in the flesh, repair arteries and supply oxygen to the muscles; Technical files and body language co-processor constantly evaluate the computer’s surroundings, warning of any obvious vehicles, weapons and cybernetics at Awareness 5; The systemcan also interpret body language as to the intent of those around the computer; May be wired into thermographic vision or a millimeter wave radar pod to work through single-layer walls; At the start of each turn the computer may make a free Awareness test to see how any enemies nearby are armed and how injured they are, as the system constantly updates this data; The system will attack any enemies it detects, with the user's REF -2 and its Pistol and Rifle skills (3 each); The body operates under these conditions until destroyed or the body fails a subsequent Death Save; The user cannot be revived afterthe system comes online; Most users are unaware the system has been installed, and do not suffer humanity loss as a result

CR 1d6/2

Kiroshi OptiShields 300 Covers the user’s eyes with a wrap-around armored visor; SP 8to eye area (1-3 on 1d10 for a front head shot); Permanently protects the eyes from all irritant gasses; Includes Anti-Dazzle as standard; Can hold two upgrade options

M 1d6+2

Kiroshi OptiShields Option, Infrared

250 Allows the user to see in total darkness using heat emissions; Pitch Blackness penalties are reduced based on the heat source (-3 if targeting the average person, -2 if targeting a vehicle with an IC motor, etc…); An IR Flashlight reduces the penalty to -2 or better

N .5

Kiroshi OptiShields Option, Low-Lite

200 Acts as a night-vision system, allowing the user to se normally by very faint light (-2 in starlight, -0 in moonlight or with distant streetlights); 50% chance it will “black-out” if exposed to normal light while activated (90% if the area qualifies as brightly lit)

N .25

Kiroshi OptiShields Option, Teleoptics

150 Acts as a 20x telescope N .25

Kiroshi OptiShields Option, Time/Day Display

100 Displays the time and day in the users peripheral vision; Can be turned off at will; Takes up no option spaces

N 0

Kiroshi OptiShields Option, Times Square Marquee

250 Displays a 3-line scrolling text window in the users upper peripheral vision; Links to cyberaudio, a chip socket, or various output devices (external devices require an Interface Plug and Dataterm Link)

N .5

Kiroshi OptiShields Option, Zetatech Times

500 Integrates with a Chipware Socket, Interface Plug and Dataterm Link; Allows user to make use of a larger display area and better display options; User can also use video

N 1

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Square Marquee+ recognition chipware

Kiroshi OptiShields, Removable

1000 Covers the user’s eyes with a wrap-around armored visor; SP 8to eye area (1-3 on 1d10 for a front head shot); Includes Anti-Dazzle as standard; Can hold two upgrade options; Attach to two permanent studs on the user’s temple, can be removed/ replaced in a single action; Removable Optishields do not protect against irritant gasses

M 1d6/2

Lifeline Technologies Life Scan Body Monitor

4000 Monitoring system linked to the users Neural Processor and nanite sampling units in the users bloodstream; Links to Times Square Marquee or Subdermal Viewscreen; Constantly reports the users body condition and vitals, EEG and analysis of bloodstream contaminants; 70% accuracy as an NBC sensor within the body; Analysis will also include damage suffered from wounds, and sources of bleeding, both external and internal; Adds +2 to Resist Torture/Drugs, +4 First Aid, and +1 Death Saves

M 1d6 E

Mediaware Cellular Phone

500 Implants a standard cellular phone into the users skull; The audio pickup is located in the jaw; The audio output is located in the skull, just behind the ears; Dialing is accomplished through DNI

MA 3

Millimeter Wave Radar 1500 Subcutaneous millimeter wave radar emitter/ receiver array is layered into the user’s torso; Allows the user to 'see' using the radar system; Metal appears as a solid, as do other high densitymaterials, with other materials appearing as a 'fog'; People can normally be detected by the metal in their fillings, the guns they carry and the change in their pockets, all floating in a fog of tissue; Can be set to active or passive modes; In active modeit emits signals and uses the returns to view the surroundings; In passive mode it only receives, stopping other radar units from locating it by its emissions, but blinding it unless there are other MM radar sources around

MA 2d6

Militech Second Chance Cyberdoc Implanted Emergency Medkit

1500 Built-in biomonitor monitors vital signs and body chemistry; When distress is registered, the CyberDoc can inject an antidote for many toxins, or in the case of trauma, drugs to prevent shock and circulatory collapse; The CyberDoc can counter sleep and nausea drugs, nerve and biotoxins and hallucinogens; Roll 1D10: On a 1-3, the drug or toxin is fully counteracted; On 4-7, the drug or toxin does 1/2 normal effect; On an 8-10, the system cannot counteract the drug; For trauma the CyberDoc is +2 to all stun and death save rolls; CyberDoc can counter any given effect only three times; After that, the unit is out of the appropriate antidote or drug and must be refilled in an outpatient cyberclinic; A subdermal pack in the arm contains the battery (good for five years), a light which indicates when the 'Doc is running low or out of something, and a cutoff switch for medical reasons; The 'Doc can also beimplanted in a cyberlimb, which makes home reloading possible; The 'Doc is not effective against teargas or blister agents

MA 1d6-1

Motion Detector 200 Detects motion (direction and strength) in a 20 sq. meter area; 70% effective; Mounts in heel or palm

M 2d6

Muscle-fiber Heart Sheath

1200 Set of artificial muscles installed around the user’s biological heart to protect it from injury and seal wounds; Causes torso injuries to advance at 1/2 the normal rate

MA 1d6/2

Nictating Membrane 200 Eye protection, +4 to Saves vs. eye irritants; Allows normal vision underwater; Two option slots for Nictating Membrane Options; Options in Nictating membranes are installed in both membranes as a single system

M 1d6/2

Nictating membrane Option Slots

300 Adds 1 option slot to an Implant Nictating Membrane (up to 4 slots total)

N -

Nictating Membrane Option - AntiDazzle

500 Flash protection prevents blindness from bright lights and flashes

N .5

Nictating Membrane Option - Armored

600 Thicker, scratch-resistant membrane, has a 30% chance to prevent blindness due to eye damage (no actual SP)

N 2

Nictating Membrane Option - Colored

200 Fashion effect, this system can be switched on and off at will; Any color or pattern may be installed, including col9or change,moving, etc

N 1

Nictating Membrane 1000 Very Diff. Awareness test to detect, Diff. if the observer is within 1m; Due to Gray status of this system, it requires a Diff.

N .5

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Option - Covert Streetwise test to acquire

Nictating Membrane Option - Low Light

400 Acts as a night-vision system, allowing the user to see normally by very faint light (-2 in starlight, -0 in moonlight or with distant streetlights); 50% chance it will “black-out” if exposed to normal light while activated (90% if the area qualifies as brightly lit)

N .5

Nictating Membrane Option - Targeting

800 Requires a Nerve Link to the Neural Processor; Allows the user to use the membrane as a Targeting Scope for a Smartgun,adding +1 to attacks with the weapon

N 1d6/2

Nictating Membrane Option - Window

600 Requires a Nerve Link to the Neural Processor; Allows the user to use the membrane as a HUD for other systems normally linked to a Cybereye

N 1d6/2

OTEC Ear Valve 150 Pressure equalization system for the inner and middle ears and sinus cavities; Allows user to surface/dive without the effects of pressure changes on the ears; MDD 100m

MA 1

Owari Sinus Canister 500 Installed in the user’s sinus cavity; Unit can hold five doses of Owari Hardfire; Dispensed on command, the Sinus Canister eliminates the 1-round action of using an external Hardfire Inhaler

M 3

Poison Sac 500 Holds 4 doses of any poison or drug; refilled with special applicator; No more than two may be implanted in the same person; Special ducts allow the poison/drug to be dispensed through a variety of methods (needle, claw, or hollow vampires)

MA 2d6

Polybone Implants: Hands

500 Replaces the bones of the hand with shape altering bone/bioplastic composite, similar to that found in Modularware; Allows the user to change hand structure in 1d3+1 minutes; Adds +1 to Disguise

CR 1d6/2

Polybone Transformation 1000 Replaces the bones of the limb with shape altering bone/bioplastic composite, similar to that found in Modularware; Allows the user to change limb length by up to +/- 15cm in 1d6 minutes; Adds +1 to Disguise

CR 1d6/2

Radar System 200 100m range Radar unit implanted in shoulder; Emitter is mounted in the skull, and leaves a visible bulge; 70% effective;Requires a Cyberoptic for display

M 2

Radiation Detector 200 80% effective in a 10m range; Beep alarm located in the mastoid bone (detector can be implanted anywhere)

M 2

Radiation Detector, Mil-Spec

350 80% effective in a 10m range, 100% effective for inhaled or touched sources; Beep alarm located in the mastoid bone; Detectors are implanted in the mouth, and on the face and hands

MA 1d6/2

Raven MicroCybernetics Gyro-Stabilizer

1000 Adds +2 to Save vs. Space Sickness, +1 to 0-G Maneuver Tests and Athletics tests based on extended balance

N 1d6

Raven MicroCybernetics Rebreathers

700 Allows user to hold breath up to 15 minutes and filters out 55% of inhaled toxic gasses

MA 1d6+1

Red Blood+ Platelet Factory

650 Implant reduces the water content of the blood and increases the red blood cell count so that the blood is thicker and clots faster; Reduces the amount and rate of blood lost from wounds, but also puts more effort on the heart, as the new blood is thicker and harder to pump; The user's wounds advance slower (1/2 the normal rate) as the blood clots faster; The thicker blood also carries more oxygen around the body (Gives +2 to all Athletics tests); The user may suffer thrombosis, embolism or a stroke without taking regular aspirin to keep the blood liquid (1% cumulative chance per missed dose, checked once per day; Percentage resets when doses resume)

MA 1d6/2

Rising Arc Dolphin Translator - Translation Computer

300 Implant computer located on mastoid bone, links to Rising ArcDolphin Translator Audio and Vocal systems; Translates both Sonde and Phin (two closely related Neo-Dolphin languages) into the user's native language, and vice versa; Unenhanced dolphins may understand commands and queries in Phin, if they are simple and relate to tasks normally performed by dolphins in the wild

MA 1d6

SATT Arterial Chemical Bypass

1500 Installs a chemical detector and filtering system in the user’s circulatory system, just before the heart; The bypass will detectand filter most bio-toxic substances before they enter the heart,lungs or brain (+5 to Saves vs. injected Toxins)

MA 2

SATT Ingested Chemical 1000 Installs a chemical detector and filtering system in the user’s digestive system, just before the stomach; The bypass will

MA 2

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Bypass detect and filter most bio-toxic substances before they enter thestomach (+5 to Saves vs. ingested Toxins)

SATT Lung Replacement Gas Filter/Chemical Bypass

500 Allows the user of a SATT Lung Replacement to filter all incoming gasses, and analyze them for toxins; If toxins are detected, and cannot be filtered, the user’s independent air supply is activated; Adds +10 to Awareness to detect, and +10 to saves vs., airborne toxins

M 2

SATT Lung Replacement and Oxygen Extractor

2500 Replaces one the user’s lungs with an independent air supply and gill system; Allows user to hold breath for an extended period (30 minutes of inactivity; MDD 30m); If the user has access to water, the user can switch to using the built in gill, which will operate for 12 hours, and can refill the user’s air supply in 30 minutes; Adds +2 to Swimming tests

CR 4d6

SATT Subdermal CriticalShielding

10000 Weaves memory plastic fibers through the user’s torso, surrounding the user’s vital organs with a flexible, reactive armor; The system reduces damage from attacks that penetrate the user’s torso armor by 1/3 (will have no effect on damage exceeding 20 points in a single shot, or 10 AP; Subtract 5 from this threshold for each hit that exceeds it); The wearer suffers apenalty of -1 Stun saves for the first 3 rounds after a hit, -2 if the user takes multiple hits, due to the memory-plastic weave tightening around the user’s organs and major blood vessels; This penalty is reduced by 1 after 1 Turn, and each subsequent Turn

MA 3d6

SATT Taste Processor/ Editor

750 Allows user to focus on a specific taste, ignoring others, or to block out an offending taste; +2 to taste-based Awareness tests, +4 after picking up the original taste; +4 to resist the effects of a taste; +4 to Tracking if the user is willing to lick the trail

MA 2d6

Scarab Cybernetics Cyberspine

10000 Supplants the original spinal column with a reinforced and highly flexible artificial replacement; The spinal cord itself remains natural, but is encased in a supple, resilient sheath thatprovides protection against all forms of back and spinal injury; The Cyberspine has 30 SDP (Damage done to the back due to called shots or certain holds/breaking maneuvers is deducted from the spine's SDP, just as with cyberlimbs, and any damage which exceeds this SDP is transmitted to the spine as normal wound damage); The user is immune to all forms of ordinary back problems and gets a +2 to Athletics, Gymnastics and Acrobatics tests, as well as other REF-based tests involving flexibility of the spine; A cyberspine can accept standard neuralware processors and does not impede the functioning of other cybernetics in any way; User with all four limbs replacedwith cybernetic systems may increase his Lift and Carry capacity (Normal limbs multiply Lift/Carry by x1.5; ThickenedMyomer limbs multiply Lift/Carry by x2; Hydro-ram Limbs multiply Lift/Carry by x3

CR 2d6+1

Scarab Cybernetics Cyberspine Armor

5000 Sheaths the Scarab Cyberspine in SP 15 armor (Only effective vs. those attacks directed at the user’s spine)

CR 3

Scarab Cybernetics Ribcage Replacement

5000 Removes the ribs and replaces them with a tough, springy composite capable of absorbing impacts and compressions which would crack and sprain an organic ribcage; The space between the ribs is laced with a Kevlar derivative providing SP10 to Area 2 and 3, and is an Impossible (30) Awareness test to spot; The ribs themselves are 20 SDP (Crushing and compression trauma must overcome the ribcage's SDP before being transmitted to the body); The ribcage is also hinged in the rear and has a modified sternum which can be released to open the ribs for heart and lung surgery; The protection extends all the way around the torso and attaches to the spine

CR 3d6

Scarab Cybernetics Stomach Shield, 10 SP

200 Provides SP 10 to area 4; N. Imp. (30) Awareness to detect without a scan; No loss to REF

CR 1d6/2

Scarab Cybernetics Stomach Shield, 12 SP

400 Provides SP 12 to area 4; V. Diff. (25) Awareness to detect without a scan; No loss to REF

CR 1d6

Scarab Cybernetics Stomach Shield, 14 SP

600 Provides SP 14 to area 4; V. Diff. (25) Awareness to detect without a scan; 25% chance to loose 1 pt. of REF

CR 1d6+1

Scarab Cybernetics 800 Provides SP 16 to area 4; Difficult (20) Awareness to detect without a scan; 50% chance to loose 1 pt. of REF

CR 1d6+3

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HumanityLoss

Type

Stomach Shield, 16 SPScarab Cybernetics Stomach Shield, 18 SP

1000 Provides SP 18 to area 4; Difficult (20) Awareness to detect without a scan; -1 to REF,

CR 2d6

Scarab Cybernetics Stomach Shield, 20 SP

1200 Provides SP 20 to area 4; Average (15) Awareness to detect without a scan; -2 to REF

CR 2d6+1

SenseSkin 800 Increases the user's skin sensitivity when activated; While active the user is at +2 to Awareness tests based on tactile sensations, but -2 on Stun/Shock saves

M 1d6/2

Shiva Soft-Stop® Shock Pads

1800 User must have a Gyro-Stabilizer or Balance Processor; Self-inflating pads are installed under the user’s skin (V. Diff. (25) Awareness test to spot); If the user makes a Difficult (20) Athletics, Acrobatics, or Gymnastics test, damage from falls, martial arts throws, or being thrown from a vehicle is reduced by 50%, with a minimum reduction of 4 points; An Average (15) test reduces damage by 25%, with a minimum reduction of 4 points; On a failed roll, the user reduces damage by 4 points; There is a 20% chance that a pad will rupture during each use, requiring repair at any neighborhood cyberclinic

MA 1d6

Shiva Soft-Stop® Shock Pads Repair

100 Replaces a single ruptured Shock Pad M -

Skinweave Nanofactory 4500 Implanted nano-repair factory and storage system recovers spent nanotech, allowing Skinweave and similar systems to perform self-repair functions, eliminating the need for maintenance and repair

M 1d6/2

Shooting Pad 650 Installs a shock absorbing pad on a silicone cushion into the user’s shoulder; Adds +1 to BOD for purposes of minimum BOD for recoil; Difficult (20) Awareness test to spot

M 2 E

Spine Sheath 5000 Sheaths the recipient's spine with SP 14 armor panels; The spine itself remains natural, but is encased in a supple, resilientsheath that provides protection against all forms of back and spinal injury; Damage due to called shots or certain holds/breaking maneuvers to the spine must first overcome the sheath's 14 SP, and any damage which exceeds this SP is then applied to the spine as normal wound damage; The armor has a50% chance to add 7 SP vs. strikes from the rear to areas 2-4, and provides 7 SP vs. called shots to the neck from the rear; User with all four limbs replaced with cybernetic systems may increase his Lift and Carry capacity (Normal limbs multiply Lift/Carry by x1.5; Thickened Myomer limbs multiply Lift/Carry by x2; Hydro-ram Limbs multiply Lift/Carry by x3

CR 3d6

Sonar Implant 300 50m range Sonar unit implanted in the skull; 70% effective; Can only be used underwater

M 2

Sonar Implant, Mil-Spec 700 50m range Sonar unit implanted in the skull; 95% effective; Can only be used underwater; Availability is Poor

M 2

Subdermal Armor, Head, 4 SP

300 Provides SP 4 to area 1; Impossible (35) Awareness test to detect without a scan; No loss ATT; 40% chance a strike from the front hits the face, 20% from the side

CR 1d2

Subdermal Armor, Head, 6 SP

550 Provides SP 6 to area 1; N. Imp. (30) Awareness test to detect without a scan; No loss ATT; 40% chance a strike from the front hits the face, 20% from the side

CR 1d3

Subdermal Armor, Head, 8 SP

750 Provides SP 8 to area 1; V. Diff. (25) Awareness test to detect without a scan; No loss ATT; 40% chance a strike from the front hits the face, 20% from the side

CR 1d6

Subdermal Armor, Head, 10 SP

1000 Provides SP 10 to area 1; Difficult (20) Awareness test to detect without a scan; No loss ATT; 40% chance a strike from the front hits the face, 20% from the side

CR 1d6+2

Subdermal Armor, Head, 12 SP

1200 Provides SP 10 to area 1; Average (15) Awareness test to detect without a scan; 50% chance to lose 1 pt. of ATT (ReduceATT-based skill tests by 1 if the target makes a Difficult Awareness test)

CR 1d6+3

Subdermal Armor, Head, 14 SP

1400 Provides SP 14 to area 1; Easy (10) Awareness to detect without a scan; -1 to ATT

CR 2d6

Subdermal Armor, HeavyLaminates, Head

Varies Made of heavy composites and laminate armor; Each point of SP counts as .5 kilos of weight toward Carried Weight; Cost and HL for each level:

Varies Varies

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HumanityLoss

Type

Subdermal Armor, HeavyLaminates, Torso

Varies Made of heavy composites and laminate armor; Each point of SP counts as 1 kilo of weight toward Carried Weight; EV 1; Cost and HL for each level:

Varies Varies

SP Cost Effect HL5 SP 225 Provides SP 5 to area 1; Easy

(10) Awareness test to detect without a scan; ATT -1; 40% chance a strike from the front hits the face, 20% from the side

2d3 -1

7 SP 415 Provides SP 7 to area 1; Automatic Awareness test to detect without a scan; ATT -1; 40% chance a strike from the front hits the face, 20% from theside

1d6

10 SP 365 Provides SP 10 to area 1; Automatic Awareness test to detect without a scan; ATT -1; 40% chance a strike from the front hits the face, 20% from theside

1d6+1d6/2

12 SP 750 Provides SP 12 to area 1; Automatic Awareness test to detect without a scan; ATT -1; 50% chance to lose a second point of ATT (Reduce ATT-based skill tests by 1 if the targetmakes a Difficult Awareness test); 40% chance a strike from the front hits the face, 20% fromthe side

2d6-1

14 SP 800 Provides SP 14 to area 1; Automatic Awareness test to detect without a scan; ATT -2; 40% chance a strike from the front hits the face, 20% from theside

2d6

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Type

Subdermal Armor, High Tensile Plastic/Ceramic Composite, Head

Varies Made of a very high-tensile strength composite compound; Each penetrating hit reduces the SP value by 3 as the armor shatters; In addition, for each penetrating hit the armor causes a Distraction penalty of -1 representing the extreme pain and discomfort of these sharp armor chunks pushing around under the user's skin; A Pain Editor reduces this to -1 per 2 penetrating hits; Cost and HL for each level:

Varies Varies

SP Cost Effect HL7 SP 265 Provides SP 7 to areas 2-4; Easy

(10) Awareness to detect withouta scan; -1 ATT

2d3-1

10 SP 375 Provides SP 10 to areas 2-4; Automatic Awareness to detect without a scan; -1 ATT

1d6

12 SP 490 Provides SP 12 to areas 2-4; Automatic Awareness to detect without a scan; -1 ATT

1d6+1

14 SP 600 Provides SP 14 to areas 2-4; Automatic Awareness to detect without a scan; -1 ATT

1d6 +1d3

17 SP 750 Provides SP 17 to areas 2-4; Automatic Awareness to detect without a scan; -1 ATT

2d6-1

19 SP 825 Provides SP 19 to areas 2-4; Automatic Awareness to detect without a scan; -1 ATT

2d6

22 SP 900 Provides SP 22 to areas 2-4; Automatic Awareness to detect without a scan; -1 ATT, with a 50% chance to lose a second point. of ATT (Reduce ATT-based skill tests by 1 if the targetmakes a Difficult Awareness test)

2d6 +1d3

24 SP 1100 Provides SP 24 to areas 2-4; Automatic Awareness to detect without a scan; -2 ATT, -1 REF

3d6-1

26 SP 1325 Provides SP 26 to areas 2-4; Automatic Awareness to detect without a scan; -3 ATT, -2 REF

3d6 +1d3

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Type

Subdermal Armor, High Tensile Plastic/Ceramic Composite, Torso

Varies Made of a very high-tensile strength composite compound; Each penetrating hit reduces the SP value by 3 as the armor shatters; In addition, for each penetrating hit the armor causes a Distraction penalty of 1 EV representing the extreme pain and discomfort of these sharp armor chunks pushing around under the user's skin; A Pain Editor reduces this to 1 EV per 2 penetrating hits; Cost and HL for each level:

Varies Varies

SP Cost Effect HL4 SP 225 Provides SP 4 to area 1;

Impossible (35) Awareness test to detect without a scan; No loss ATT; 40% chance a strike from the front hits the face, 20% fromthe side

1d2

6 SP 415 Provides SP 6 to area 1; N. Imp. (30) Awareness test to detect without a scan; No loss ATT; 40% chance a strike from the front hits the face, 20% from theside

1d3

8 SP 365 Provides SP 8 to area 1; V. Diff. (25) Awareness test to detect without a scan; No loss ATT; 40% chance a strike from the front hits the face, 20% from theside

1d6

10 SP 750 Provides SP 10 to area 1; Difficult (20) Awareness test to detect without a scan; No loss ATT; 40% chance a strike from the front hits the face, 20% fromthe side

1d6+2

12 SP 800 Provides SP 10 to area 1; Average (15) Awareness test to detect without a scan; 50% chance to lose 1 pt. of ATT (Reduce ATT-based skill tests by1 if the target makes a Difficult Awareness test)

1d6+3

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HumanityLoss

Type

Subdermal Armor, Shin Guard

Varies Armors areas 8 and 10; Cost and HL for each level: Varies Varies

SP Cost Effect HL6 SP 265 Provides SP 6 to areas 2-4;

Impossible (35) Awareness to detect without a scan; No loss to REF or ATT

1d2

8 SP 375 Provides SP 8 to areas 2-4; N. Imp.+ (32) Awareness to detect without a scan; No loss to REF or ATT

1d3

10 SP 490 Provides SP 10 to areas 2-4; N. Imp. (30) Awareness to detect without a scan; No loss to REF or ATT

1d3+1

12 SP 600 Provides SP 12 to areas 2-4; V. Diff. (25) Awareness to detect without a scan; No loss to REF or ATT

1d6

14 SP 750 Provides SP 14 to areas 2-4; V. Diff. (25) Awareness to detect without a scan; No loss to REF or ATT

1d6+2

16 SP 825 Provides SP 16 to areas 2-4; Difficult (20) Awareness to detect without a scan; No loss to REF or ATT

1d6+3

18 SP 900 Provides SP 18 to areas 2-4; Difficult (20) Awareness to detect without a scan; No loss to REF, 50% chance to lose 1 pt. ofATT (Reduce ATT-based skill tests by 1 if the target makes a Difficult Awareness test)

2d6

20 SP 1100 Provides SP 20 to areas 2-4; Average (15) Awareness to detect without a scan; -1 to REF and ATT

2d6+2

22 SP 1325 Provides SP 22 to areas 2-4; Easy (10) Awareness to detect without a scan; -2 to REF and ATT

3d6

SP Cost Effect HL4 SP 200 Provides SP 4 to area 8, 10;

Impossible (35) Awareness test to detect without a scan

1d2

6 SP 370 Provides SP 6 to area 8, 10; N. Imp. (30) Awareness test to detect without a scan

1d3

8 SP 500 Provides SP 8 to area 8, 10; V. Diff. (25) Awareness test to detect without a scan

1d6

10 SP 670 Provides SP 10 to area 8, 10; Difficult (20) Awareness test to detect without a scan

1d6+2

12 SP 800 Provides SP 10 to area 8, 10; Average (15) Awareness test to detect without a scan; 50% chance to gain 1 EV

1d6+3

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Type

Subdermal Armor, Torso, 6 SP

350 Provides SP 6 to areas 2-4; Impossible (35) Awareness to detect without a scan; No loss to REF or ATT

CR 1d2

Subdermal Armor, Torso, 8 SP

500 Provides SP 8 to areas 2-4; N. Imp.+ (32) Awareness to detect without a scan; No loss to REF or ATT

CR 1d3

Subdermal Armor, Torso, 10 SP

650 Provides SP 10 to areas 2-4; N. Imp. (30) Awareness to detect without a scan; No loss to REF or ATT

CR 1d3+1

Subdermal Armor, Torso, 12 SP

800 Provides SP 12 to areas 2-4; V. Diff. (25) Awareness to detect without a scan; No loss to REF or ATT

CR 1d6

Subdermal Armor, Torso, 14 SP

1000 Provides SP 14 to areas 2-4; V. Diff. (25) Awareness to detect without a scan; No loss to REF or ATT

CR 1d6+2

Subdermal Armor, Torso, 16 SP

1100 Provides SP 16 to areas 2-4; Difficult (20) Awareness to detect without a scan; No loss to REF or ATT

CR 1d6+3

Subdermal Armor, Torso, 18 SP

1200 Provides SP 18 to areas 2-4; Difficult (20) Awareness to detect without a scan; No loss to REF, 50% chance to lose 1 pt. of ATT (Reduce ATT-based skill tests by 1 if the target makes a Difficult Awareness test)

CR 2d6

Subdermal Armor, Torso, 20 SP

1450 Provides SP 20 to areas 2-4; Average (15) Awareness to detect without a scan; -1 to REF and ATT

CR 2d6+2

Subdermal Armor, Torso, 22 SP

1750 Provides SP 22 to areas 2-4; Easy (10) Awareness to detect without a scan; -2 to REF and ATT

CR 3d6

Subdermal Armor, Orbital, Torso, 20 SP

11600 Provides SP 20 to areas 2-4; Average (15) Awareness to detect without a scan; -1 ATT

CR 2d6+2

Subdermal Armor, Orbital, Torso, 22 SP

14000 Provides SP 22 to areas 2-4; Easy (10) Awareness to detect without a scan; -2 to ATT, -1 to REF

CR 3d6

Subdermal Armor, Orbital, Torso, 22 SP

28000 Provides SP 22 to areas 2-4; Easy (10) Awareness to detect without a scan; -2 to ATT

CR 3d6

Subdermal Moddy Rack 200 Holds 3 Moddies and 10 Skill Chips/Daddies; Difficult (20) Awareness test to spot

M 1d6

Subdermal Pocket 200 5 x 10cm pocket hidden under the skin; Pressure-sensitive Realskinn zipper; Difficult (20) Awareness test to spot, as it looks like a small scar

M 2d6

Subdermal Pocket, Cavity 1250 Fist-sized cavity hidden under the skin of the abdomen; Will hold most class P concealable items; Pressure-sensitive Realskinn zipper; Average (15) Awareness test to spot, but looks like an appendectomy scar; Difficult Awareness (20) to recognize it as artificial

CR 2d6

Subdermal Pocket, Kangaroo Pouch

250 5 x 2.5cm pocket hidden under the skin, just below the navel; By pressing on either side of the “belly button”, the user will cause the unit to open, ejecting a small plastic capsule (2.5cm in diameter); The capsule has a limited capacity, but looks like a lump of scar tissue on an MRI or other scan; N. Imp. (30) Awareness test to spot, as it looks like the user’s navel

M 2

Subdermal Pocket, Small 100 5 x 5cm pocket hidden under the skin; Pressure-sensitive Realskinn zipper; V. Diff. (25) Awareness test to spot, as it looks like a small scar

M 1d6

Subdermal Viewscreen, LCD

150 Low quality video display implanted under the skin (usually the forearm); Usually displays pre-set video clips or ads; Can link to display output devices; Not compatible with Times Square Marquee+ or Video Imager

N 1d6/3

Subdermal Viewscreen, Small

50 8-character rolling display implanted under the skin (usually the forearm); Usually displays popular brand names or slogans;May be linked to a Radio Splice for receiving headline news updates; Not compatible with Times Square Marquee+ or Video Imager

N 1

Subdermal Viewscreen, Standard

250 5 line LCD display implanted under the skin (usually the forearm); Can link to display output devices; Not compatible with Times Square Marquee+ or Video Imager

M 1d6/2

Super High Density RAM 25000 SHDR (Shudder) is a bio-mechanical AI Processor implanted in the user’s skull, replacing part of his actual brain tissue; Requires a Neural Processor and Interface Plugs or Coryimbic Implant; Up to four Shudder units may be emplaced; With two

CR 3d6

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Type

units in place, a Pseudo-Intellect (INT 6, 5 skills at +3 max) program may be run to act as a companion for the user; With four units in place, a standard AI of up to INT 12 may be carried within the user’s skull; Each unit, if not in use by an AI,adds +1 to the users INT and Interface, to a maximum of 12 INT and 10 Interface; Each unit also includes four Memory cores, with 10 MU each (40 MU per processor); Programs and data can be up/downloaded at the rate of 1 MU per round usingInterface Plugs

Tissue Sacs 500 Special sacs fill with interstitial fluid change the bulk and shape of the torso; Adds +1 to Disguise

M 1d6/2

T-Maxx Cyberliver 450 Filters out 90% of alcohol, adds +4 to Resist Torture/Drugs tests vs. drugs and addiction; +2 to Save vs. toxins in the blood

MA 1d6

T-Maxx II Cyberliver 850 Filters out 90% of alcohol, adds +4 to Resist Torture/Drugs tests vs. drugs and addiction; +2 to Save vs. toxins in the blood; Reduces water in the bladder (user may not urinate for up to 24 hours); Can be turned off

MA 1d6

Tracheal Filter 120 Bioporous filter implanted in the trachea filters air as the user breathes; Maintenance free and self-cleaning (The normal flowof mucus from the lungs, up into the throat and swallowed down into the stomach is used to clean the filter, taking deactivated toxins away and allowing them to be flushed from the body); For emergencies, the filter is designed to collapse, folding away into the tracheal walls under any pressure, allowing excess mucus or medical probes past; The filter then has to be reset by a trained technician (Pay €20 at a clinic or anEasy (10) Medtech test)

M 2

Tracheal Reinforcement 500 Muscle-fiber threading of the trachea gives the user SP 10 in the throat vs. Crush and Choke attacks

M 2

Ultrasound Motion Detector

200 Ultrasound emitter and receiver, usually implanted behind the ears, giving the user an expanded field of awareness behind them, and an alert speaker in the jaw bone; An audible 'ping' is sounded in the ear when something moves in the unit’s field of view; Can be set for a 900 cone up to 20m long

M 2

Ultrasonic Imager 750 Ultrasound emitter and receiver; The unit can build up a picture of the user’s surroundings from the ultrasound signals, allowing the user to “see” in the dark; The included optic splice (Or a Cyberoptic) allows this to be shown as flat planes of green light in the user’s vision; The user can also “see” other ultrasound emitters as cones of red in the visual field

M 2d6

Water Refiltration System, Implant

2500 Alterations to the user’s kidneys, liver and bowels triple length of survival time without water; User may experience discomfort during excretion

CR 1d6/2

Wirehead Unit, Happy Box Implant

1750 Directly stimulates the user’s pleasure center; Includes a remote control; Settings from 1-10 (level is added to Cool and subtracted from all other Stats); Addictive (Diff. Cool test on each use) and Illegal to perform (Priority 3 crime); Actual cost is €350, with a x5 BMAC

MA 2

Zetatech Bodycomp 1750 INT 1; 12 MU; Interface Link (add +3 to Intelligence or Tech skills if using the Bodycomp as a database); Actuator Mouse infingertip; Sub-vocal microphone in throat; May be linked to chip readers and other peripherals through users Interface Plugs; Requires a display device (Times Square+, Video Imager, Kiroshi HUD, or other similar system) and audio systems for sound (cyberaudio or external device); EMP attacks cause the user 1d6-2 in feedback and burns, with a 70%chance that any EMP attack will wipe the units drive; Zetatech CompuMods may be installed with the Bodycomp, but special sensors must be installed in a cyberlimb (1/3 space for each) orlinked through a CompuMod Coprocessor

MA 1d6+4

Zetatech Bodycomp, CompuMod Coprocessor and Link

50 Allows Bodycomp to link to external Zetatech CompuMods sensors

N 0

Zetatech Bodycomp, Hardened

2100 INT 1; 12 MU; Interface Link (add +3 to Intelligence or Tech skills if using the Bodycomp as a database); May be linked to chip readers and other peripherals through users Interface Plugs; Requires a display device (Times Square+, Video Imager, Kiroshi HUD, or other similar system) and audio systems for sound (cyberaudio or external device); EMP shielded; Zetatech CompuMods may be installed with the Bodycomp, but special sensors must be installed in a

MA 1d6+4

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Type

cyberlimb (1/3 space for each) or linked through a CompuModCoprocessor

Zetatech Bodycomp, WetDrive Access Link

125 Allows Bodycomp to access WetDrive data N 0

Olfactory SystemsOlfactory Processor /Implant

1000 Replaces user’s upper sinus cavity; Can hold up to six options; Adds +1 to scent-based Awareness tests

M 2d6

Nasal Filters 40 Thin bio-porous membrane filters in the upper nasal cavities, coated to absorb and break down dangerous chemicals; 70% effective vs. inhaled civilian-quality gases or toxins; 20% effective vs. Military class weapons; User must breathe through the nose (Circular Breathing chip for €200 makes this a reflexive habit); Uses 1 Olfactory option slot

N 1d6/3

Owari Sinus Canister 300 Unit can hold five doses of Owari Hardfire; Dispensed on command, the Sinus Canister eliminates the 1-round action of using an external Hardfire Inhaler; Uses 2 Olfactory option slot

N 1d6/3

SATT Chemical Filtration 250 100% effective vs. inhaled civilian gasses; 50% effective vs. inhaled military combat agents; Uses 1 Olfactory option slot

N 2

SATT Directional Scent Processor

150 Allows user to track a scent to its source (+4 to Tracking if by scent); Uses 2 Olfactory option slots

N 3

SATT Olfactory Range Enhancement

350 Allows user to detect scents normally undetectable to humans, as well as concentrations normally to low for human detection;Adds +2 to scent-based Awareness tests; Uses 1 Olfactory option slot

N 2

SATT Scent Editor 250 Allows user to focus on a specific scent, ignoring others, or to block out an offending scent; +4 to scent-based Awareness tests (after picking up the original scent); +4 to resist the effects of a scent; Uses 2 Olfactory option slots

N 2

Voice Box SystemsAudioVox Implant 700 Vocal synthesizer for special effects (Reverb, tremolo, sustain

and choral voices; Loudspeaker volume; Vocal delay); Adds +2to Performance tests involving singing or speaking; Can hold up to two options at full cost

M 2d6 O

Dakai Soundsystems Boxalter

400 Voice box is replaced with a cybernetic sound system; User hasone custom voice included with the new voice box (other voices may be downloaded through Interface Plugs); Can hold one Option at normal cost, or 1 voice implant at 1/2 cost

CR 1d6+2

Dakai Soundsystems New-Throat

800 Throat is modified and voice box is replaced with a cybernetic sound system; Throat has 15 SDP (1 in 1d10 that the throat is hit on a head shot; After 15 points of damage, the user is paralyzed, after 25, decapitated); User has four custom voices included with the new throat (other voices may be downloadedthrough an access port in the throat, or through Interface Plugs); May be chromed, or covered with RealSkinn; Can holdup to two voice implants at 1/4 cost, or Options at normal cost

CR 2d6

Dakai Soundsystems New-Throat Armor Option

150 Armors the user’s New-Throat to SP 20 N 1d6

Dakai Soundsystems Mimic Option

150 Links to user’s Cyberaudio; Allows user to directly copy any voice he has heard, but only verbatim (repeating the words already heard and unable to extrapolate new words); N. Imp. (30) Awareness test to tell the difference between the user and the subject of impersonation

N 1d6+3

Dakai Soundsystems Scramble Option

50 Alters user’s voice to one that is inhumanly electronic in nature; Vocal Pattern Recognition cannot identify the user’s voice (+4 to Disguise tests); Voice Stress Analyzers cannot read the user (+4 to resist Interrogation based on analyzing the voice)

N 2

Dakai Soundsystems SubSonic Option

150 Alters user’s voice to be able to operate on subsonic or supersonic levels; Only persons with Enhanced Hearing Rangecan hear the user’s voice when the system is active

N 1d6

Dakai Soundsystems Volume Option

75 Allows user to control voice from an inaudible (sub-vocal) whisper to an ear-shattering scream (BOD Save if in 5m or be deafened for 1d6 rounds)

N 1d6

Dakai Soundsystems/ 850 Upgraded version of the New-Throat system; Throat is CR 2d6

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Cyphire Cyberware New-Throat

modified and voice box is replaced with a cybernetic sound system; Throat has 15 SDP (1 in 1d10 that the throat is hit on ahead shot; After 15 points of damage, the user is paralyzed, after 25, decapitated); May be chromed, or covered with RealSkinn; Can hold up to three voice implants at 1/4 cost, or Options at normal cost

Forked Tongue Option 350 User gains +1 to all vocally-based personal interaction skills (Seduction, Persuasion/Lie/Fast Talk, Oratory, etc…) due to enhanced ultrasonic harmonics acting as subliminals

M 2

Public Address System Implant

100 Implants a small speaker in the user’s throat, and reinforces/insulates the user’s voice box to prevent damage; Allows the user to sustain his voice at 80 db; May be linked to other cybernetic systems for €200, including cyberaudio comm. systems and recording/playback devices

M 3

Rising Arc Dolphin Translator Package - Vocal

700 Vocal synthesizer allows user to speak in supersonic range used by Dolphins and Neo-Dolphins for communication

M 1d6

Rising Arc Dolphin Translator Package - Vocal Option

100 Modifies user's AudioVox or New-Throat; Allows user to speak in supersonic range used by Dolphins and Neo-Dolphinsfor communication; Uses 1 option space

M 1

Sonic Research Limited Lion's Roar Implant

1500 At 18htz and lower (below the normal hearing range of a human), a lion's roar can paralyze a victim in its tracks; While this system is active, a loud (100dB), low frequency (16htz) "tone" is emitted while the user speaks; The tone is unnoticed by normal human ears, and gives the user a +3 on Intimidate and Interrogation rolls (up to 4m away); The system can cause discomfort to those with audio implants, and can be heard by those with Enhanced Hearing Range

M 1d6

Sonic Research Limited Nine Lives Implant

2500 With this implant the user can recover 1 additional point of damage per 6-hour period (can be used while sleeping); This implant is recommended for spacefarers who lose bone densityin zero gravity, to assist them in maintaining healthy bones; While the implant is running it emits a low frequency sound that travels outside of the body, making the user more noticeable/easier to locate (+2 to Awareness tests within 30m);The implant also makes communication via radio/phone difficult because those electronic devices seem to amplify the noise

M 1d6

Subsonic Voice Option 200 Allows the user to speak in frequencies below the normal range of human hearing; Cyberaudio or equivalent systems equipped with Enhanced Hearing Range are needed to hear theuser

N 1

Ultrasonic Voice Option 200 Allows the user to speak in frequencies higher than the normal range of human hearing; Cyberaudio or equivalent systems equipped with Enhanced Hearing Range are needed to hear theuser

N 1

Voice Mask Implant 350 Alters user’s voice to one that is inhumanly electronic in nature; Vocal Pattern Recognition cannot identify the user’s voice (+4 to Disguise tests); Voice Stress Analyzers cannot read the user (+4 to resist Interrogation based on analyzing the voice)

M 1d6/2

Voice Pattern Option 250 Allows user to alter his normal voice to a new pattern (+4 to Disguise tests to hide the user’s identity); User may also mimicanother pattern, at +4 to Disguise to impersonate the source of the pattern (Requires an extensive library of vocal recordings to establish the pattern)

N 2

Voice Pattern Option, Upgrade

350 User can mimic any recorded voice (Cyberaudio or implanted recorder, or link to a recorder through Interface Plugs) with 100% accuracy; System can only store one recorded voice; Adds +6 to Disguise tests involving speaking

M 2

Voice Synthesizer Implant 600 User can mimic any recorded sound (Cyberaudio or implanted recorder, or link to a recorder through Interface Plugs) with a 60% accuracy; System can store up to ten recorded voices; Adds +4 to Disguise tests involving speaking

M 1d6

Reproductive SystemsContraceptive Implant, Long Term

100 98% effective at preventing pregnancy; Lasts for up to 5 years N .5

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Contraceptive Implant, Short Term

30 99% effective at preventing pregnancy; Lasts for 1 year N .5

Decreased Sexual Drive, Permanent

500 Bioware system decreases user’s hormonal levels related to reproductive drives; User is –2 to Seduction tests, but +2 to resist Seduction attempts, and +1 to COOL, –1 to EMP in general

M 1d6+1

Decreased Sexual Drive, Switchable

550 Bioware system decreases user’s hormonal levels related to reproductive drives; User may trigger the system, which takes 20 minutes to reach full activation; Once the system is switched off, it requires 2 hours for the user’s hormonal level to return to normal; User is –2 to Seduction tests, but +2 to resist Seduction attempts, and +1 to COOL, –1 to EMP in general

M 1d6+1

Hardwired Neurological Sexual Response Neuralware Coprocessor

350 Adds a trigger chip to the user’s Neural Processor; User selectsa preset stimulus that triggers an orgasmic response; The response is purely physical, but feels like a normal orgasm; User must make an Average (15) COOL test to avoid becomingaddicted to the sensation

N 1d6+1

Increased Sexual Drive, Permanent

500 Bioware system increases user’s hormonal levels related to reproductive drives; User is –2 to resist Seduction attempts, and –1 to COOL in general

M 1d6+1

Increased Sexual Drive, Switchable

550 Bioware system increases user’s hormonal levels related to reproductive drives; User may trigger the system, which takes 20 minutes to reach full activation; Once the system is switched off, it requires 2 hours for the user’s hormonal level to return to normal; User is –2 to resist Seduction attempts, and –1 to COOL in general

M 1d6+1

Midnight Lady Sexual Implant

300 Adds +1 to Seduction tests to sustain a sexually-based relationship, and +2 to Perform: Sexual; For females

MA 2d6

Mister Studd Sexual Implant

300 Adds +1 to Seduction tests to sustain a sexually-based relationship, and +2 to Perform: Sexual; For males

MA 2d6

Ovulation Control 180A combination system for females only; The unit can act as both a contraceptive and a proceptive; When in contraceptive mode the system is 99% reliable; The proceptive stimulates egg production, despite the menstrual cycle, giving a 90% chance of fertilization

M 1d6

Physical Augmentation 300 Rebuilds the user’s genitalia, resulting in increased sensitivity and muscular control; User gains +1 to Perform: Sexual

M 2d6

Physical Augmentation, Male, Custom

1000 Rebuilds the user’s genitalia, resulting in increased sensitivity and muscular control, as well as increased length and girth; User gains +1 to Perform: Sexual

MA 2d6+3

Proceptive Implant 150 Stimulates egg production/maturation, causing a 90% chance of pregnancy as a result of unprotected intercourse

N 1d6/2

Replacement, Biological, Cloned

2000 Cloned genitalia from the recipient’s own cell samples; Full reproductive function with offspring that are biologically descended from the recipient

MA 1d6

Replacement, Biological, Vat Grown

500 Vat-grown genitalia with full reproductive function; Offspring may slightly resemble the recipient, depending on the care used in selecting the organs

MA 2d6

Replacement, Biomechanical

1500 Biomechanical genitalia enhances and protects the users own system; Full reproductive function with offspring that are biologically descended from the recipient

MA 1d6

Replacement, Cybernetic 700 Fully mechanical replacement of the user’s genitals; May include various “enhancements” such as lights, electrical stimulators, vibrating devices, cyberweapons, storage spaces, voice synthesizers, and other assorted weirdness

MA 2d6

Nanotech SystemsAnti-Plague Nanotech 1750 Adds +3 to BOD saves vs. Disease and Bio-Agents N .5Anti-Plague Nanotech Update

175 Must be performed every six months to maintain bonus (-1 to save bonus per missed update, +0 minimum)

N .5

ArmorWeave 4000 Subcutaneous endo-skeletal carapace reinforces spine and lower abdomen, linking ribcage to hips with semi-flexible armor; User must have Muscle and Bone Lace and Skinweave;Adds +1 BOD, raises SP to 18, but user is at -1 REF and -1 MA

N 1d6

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Type

Arterial Pumps 2100 Reinforces the muscle tissue of the arteries to increase their pumping action and accelerate blood flow throughout the bodyto give increased aerobic performance; +1 Endurance, +1 Athletics

N 1d6/2

BioMai Navel Filter 500 A small nano-factory is installed through the navel and linked to the stomach; The factory needs to be "recharged" with an injection of fresh nanites every two months; The nanites exist in the lining of the stomach and wait for CHOOH2 fuel; When CHOOH2 is detected the nanites swarm and begin digesting themolecules; The side product of this process is that the nanites produce regular ethanol

M 1d6/3

BioMai Navel Filter Recharge

150 Recharges the BioMai Navel Filter; Must be performed every two months; If the procedure is missed, the Navel Filter ceases to function until a recharge is performd; If the procedure is missed twice in a row, the system must be reinstalled

N -

Bone Lacing Varies By lacing the skeleton with lattice chains of plastics and metals, this combination of nanotech and replacement surgery increases the bone's tensile strength and integrity; Lacing will add to the character's weight and the metal-based lacings will turn up on metal detectors; Because of the extra weight and hardness, unarmed blows deal more damage from those with bone lacing; Also, bone breakage is almost unheard of; Not compatible with InterTech Muscle and Bone Lace; Materials and their effects:

Material Cost HL Effect

Plastic 400 1 +1 damage, 5kg

Orbital Crystal 2000 1d6/3 +1 BTM, +1 damage, 5kg

UltraPlastic 900 1d6/2+1 +1 BTM, +3 damage, 15kg

Aluminium 1000 1d6/2 +1 BTM, +2 damage, 10kg

Titanium 2000 1d6+1 +2 BTM, +3 damage, 15kg

Tungsten-Titanium

3000 1d6/2+2 +2 BTM, +1 damage, 10kg

N Varies

ChemWeave 2000 Pallid skin (Average Awareness test to detect) is SP 8 vs. acid (not reduced by acids) and +4 to Chemical saves based on skin contact (some gasses/poisons)

N 1d6+3

Diet-Mite 1000 Nanotech units screen what you eat, passing on only what’s needed and disposing of the excess

N 1d6/2

Eibon Biosystems Elderview®

5500 Covers cornea with a rigid, yellow, five-pointed star woven from silicon and trace minerals from the host; Vision-based Awareness is penalized by -2; User will begin to see shapes, outlines and forms in colors ranging from bright red to deep violet, resembling silhouettes of strange and outré creatures of nightmarish appearance (Cool test to prevent further HumanityLoss from these spectral visions)

N 3d6

Enhanced Nervous System

10000 The system is installed through an injection of synthetic nerve fibers and nanotech; After three days, all major nerve trunks are cross-wired allowing for faster reaction times; Gives the user a permanent +1 REF; User may use other types of cybernetic or bioware Reflex/Initiative boosts; The only place a cut spinal cord will paralyze the user is above the shoulders

N 1d6+1

Fingerprint Alteration, Alterable

550 Skin of hands is replaced with synthskin laced with nanotech; User may alter fingerprints at will (2 Turns to make the change); This is a Priority 2 Crime with 5 to 10 years in Hi-Security Block

M 1

Fingerprint Alteration, Altered

300 Nanotech alteration of fingerprints to a new set; Priority 2 Crime with 3 to 5 years in Hi-Security Block

N 0

Fingerprint Alteration, Erased

100 Nanotech erasure of fingerprints; Priority 2 Crime with up to 3 years in Hi-Security Block

N 0

Full Spectrum Immuno-Booster

7500 Tailored nanotech system requires a Biotech DNA Map; Adds +4 to BOD saves vs. Disease and Bio-Agents, Drugs and Toxins; Improves Healing by +1 point per day; Removes any free-roaming nanites (Nanosurgeons, Enhanced Antibodies, etc…), but leaves in-place alterations alone (Skinweave, Muscle and Bone Lace, etc…); lasts 10+2d4 months

N 1d6/2 +1

Full Spectrum Booster 750 Needed 12 to 18 months after introduction of the Full Spectrum system, and every 5+1d3 months thereafter or the

N 1d6/2 +1

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Treatment Immuno-Booster begins to fail at the rate of 1 point per month

Fresco Inc. Nano-Groomers, Clearcell Skin

400 Adds +2 to Personal Grooming tests (+1 for each additional Nano-Groomers product used)

N .5

Fresco Inc. Nano-Groomers, Hollywood Hair

400 Adds +2 to Personal Grooming tests (+1 for each additional Nano-Groomers product used)

N .5

Fresco Inc. Nano-Groomers, Minty Fresh Breath

400 Adds +2 to Personal Grooming tests (+1 for each additional Nano-Groomers product used)

N .5

Genetic Regenerators 6000 Nanotech system that increases the user’s own healing rate while repairing wounds; User heals +2 points per day, with a minimum of 2 points regardless of treatment, until the wound is at Serious or lower; The user is at –1 REF while healing; The user can regrow a lost limb or organ in 1d3+6 months; Genetic regenerators need to be deactivated if the user wishes to have any cybernetic systems implanted

N 1d6/2+2

Genetic Regenerator Maintenance Booster

600 Required every 6 months to maintain the Genetic Regenerators; If the booster is missed, the bonus is halved; A second missed booster reduces the bonus to 0; If three are missed, the system must be replaced

N -

InterTech Muscle and Bone Lace

1500 Raises BODY by +2, at the rate of 1 point per week; Weaves myomer fiber through the user’s muscles, and reinforcing fibers through the bones, cartilage, ligaments and tendons

N 1d6/2

InterTech Muscle and Bone Lace, Advanced, Level 1

1000 Increases BODY +1 at the end of 1 week; Weaves myomer fiber through the user’s muscles, and reinforcing fibers throughthe bones, cartilage, ligaments and tendons

N 1d2

InterTech Muscle and Bone Lace, Advanced, Level 3

3000 Increases BODY +3, at the rate of 1 point per week; Weaves myomer fiber through the user’s muscles, and reinforcing fibers through the bones, cartilage, ligaments and tendons

N 1d6+1

IR BaffleWeave 1500 Modifies the body's thermal signature so that an IR or thermographic scan will not reveal human-shaped heat patterns; Confers a -4 to Awareness tests (-1 per ten meters from target to observer) to locate the character using IR or thermographic vision if the user is still, and a -2 to Awareness tests (-1 per ten meters from target to observer) if the user is in motion; The modification has no effect on body temperature regulation, and a V. Diff. Awareness test to notice

N 1d6+3

Iris Reaction Boost 500 Gives the eyes a lightning-quick reaction time to adjust to different light levels, as well as the ability to close completely in extremely bright-light situations; Renders user immune to flash/laser blinding

M 1d6/3

Kaiser Permanente Hydrostatic Cushioning

2500 Requires a Neural Processor or Biomonitor; Nanomachines weave contractile fibers throughout the user’s body; These fibers activate when the user is shot, slowing the progression of the hydrostatic shockwave through the body; This reduces any gunshot wound by 1 point per die (minimum of 1 point perdie); The damage absorbed by the fibers is applied as Stun damage for purposes of Stun/Shock saves

MA 1d6+2

Leather Hide Level 1 200 Nanites rebuild the epidermis into a heavy and rough leather-like material; The "hide" heals naturally at a rate of 1 point per day, not requiring (nor benefiting from) Armor-Saver drinks; Provides SP 2 to the entire body, with a -1 to ATT

N 1d6/2+1

Leather Hide Level 2 400 Nanites rebuild the epidermis into a heavy and rough leather-like material; The "hide" heals naturally at a rate of 1 point per day, not requiring (nor benefiting from) Armor-Saver drinks; Provides SP 4 to the entire body, with a -1 to ATT

N 1d6/2+1

Leather Hide Level 3 600 Nanites rebuild the epidermis into a heavy and rough leather-like material; The "hide" heals naturally at a rate of 1 point per day, not requiring (nor benefiting from) Armor-Saver drinks; Provides SP 6 to the entire body, with a -2 to ATT

N 2d6

Lifesaver Skinweave 4500 Combines Enhanced Antibodies with a self-sealing skinweave that seals torn blood vessels and reduces shock effects; Mortal wounds advance once every four minutes, as do Death States; Critical wounds do not advance to Mortal if patient avoids

N 1d6+1

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Type

rough treatment or heavy activity; Healing is increased by +1 point per day; If the user suffers a Critical or higher wound, he requires a maintenance treatment costing €1000

Lifesaver Skinweave Maintenance

1000 Required anytime the user suffers a Critical or higher wound N -

Localized Muscle/Bone Lace; Ankle/Shin Reinforcement, Level 1

350 Localized muscle and bone lacing, using special crystal matrices in the bones and muscle build-up polymers; Increases the strength of the wrist and forearm areas; Allows the owner to Jump as if his STR/BOD was 1 point higher, as well as being able to do an additional 1 damage with kicking attacks

N .5

Localized Muscle/Bone Lace; Ankle/Shin Reinforcement, Level 2

900 Localized muscle and bone lacing, using special crystal matrices in the bones and muscle build-up polymers; Increases the strength of the ankle and shin areas; Allows the owner to Jump as if his STR/BOD was 2 points higher, as well as being able to do an additional 2 damage with kicking attacks

N 1

Localized Muscle/Bone Lace; Jaw Reinforcement,Level 1

350 Localized muscle and bone lacing, using special crystal matrices in the bones and muscle build-up polymers; Increases the strength of the jaw; Allows the owner to Bite as if his STR/BOD was 1 point higher, being able to do an additional 1 damage with bite attacks

N .5

Localized Muscle/Bone Lace; Jaw Reinforcement,Level 2

900 Localized muscle and bone lacing, using special crystal matrices in the bones and muscle build-up polymers; Increases the strength of the ankle and shin areas; Allows the owner to Bite as if his STR/BOD was 2 points higher, being able to do an additional 2 damage with bite attacks

N 1

Localized Muscle/Bone Lace; Knee Reinforcement, Level 1

350 Localized muscle and bone lacing, using special crystal matrices in the bones and muscle build-up polymers; Increases the strength of the knee and thigh areas; Allows the owner to Run and Lift/Carry as if his BOD and MA were 1 point higher,as well as being able to do an additional 1 damage with knee-based attacks

N .5

Localized Muscle/Bone Lace; Knee Reinforcement, Level 2

900 Localized muscle and bone lacing, using special crystal matrices in the bones and muscle build-up polymers; Increases the strength of the ankle and shin areas; Allows the owner to Run and Lift/Carry as if his BOD and MA were 2 points higher, as well as being able to do an additional 2 damage withknee-based attacks

N 1

Localized Muscle/Bone Lace; Wrist/Arm Reinforcement, Level 1

350 Localized muscle and bone lacing, using special crystal matrices in the bones and muscle build-up polymers; Increases the strength of the wrist and forearm areas; Allows the owner to use firearms as if his STR/BOD was 1 point higher, as well as being able to do an additional 1 damage with bare-hand crushing attacks

N .5

Localized Muscle/Bone Lace; Wrist/Arm Reinforcement, Level 2

900 Localized muscle and bone lacing, using special crystal matrices in the bones and muscle build-up polymers; Increases the strength of the wrist and forearm areas; Allows the owner to use firearms as if his STR/BOD was 2 points higher, as well as being able to do an additional 2 damage with bare-hand crushing attacks

N 1

Muscle Augmentation, Level 1

700 by weaving in myomer strands into the musculature, performance can be increased drastically; Adds +1 to BOD for Str. Feat, and Lift/Throw, but not Melee Damage or BTM

N 1d6/2

Muscle Augmentation, Level 2

1400 by weaving in myomer strands into the musculature, performance can be increased drastically; Adds +2 to MA, and +2 to BOD for Str. Feat, and Lift/Throw, but not Melee Damage or BTM

N 1d6

Muscle Enhancement 1000 Synthetic muscle fibers interwoven into the user’s own add +1 to BOD for Str. Feat, Lift/Throw and Melee Damage, but not BTM

N 2

Nano-Olfactory Upgrade 1500 Requires 1 week to fully activate; User looses his sense of smell for 4d10 hours, while the nano-units rebuild the nasal cavity; Adds +2 to Awareness tests based on scent; Allows the user to track by scent at +2 to Shadow/Track or Tracking/ Countertracking; 50% chance to pick up a scent, reduced by efforts on the target’s part to reduce his scent; Skunkers and other strong smells are twice as effective against the user

N 1d6/2

Nanooptical Upgrade 1500 Requires 1 week to fully activate; Starting 2d6 hours after injection, user is blinded, for 5d10 hours, while the nano-units rebuild the retina; +2 night vision; May be combined with either or both of the Nanooptical Upgrade, Enhanced packages,with blindness downtime remaining the same

N 1d6/2

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Type

Nanooptical Upgrade, Enhanced

500 Requires 1 week to fully activate; Starting 2d6 hours after injection, user is blinded, for 5d10 hours, while the nano-units rebuild the retina; User gains either passive IR or Passive UV vision (the two treatments may be combined with each other and standard Nanooptical Upgrade, with blindness downtime for 1 system)

N 1

Nanosurgeons 6000 Microscopic machines repair damage to the user’s body and organs/systems; Doubles the user’s healing rate; No matter what conditions are, user always heals one point a day minimum, even with no medical care

N 1d6/2

Nanosurgeons Refresh 600 Required once every six months; If missed, Nanosurgeons bonus is lost; If the user misses two, the Nanosurgeons must befully replaced

N -

Nanowear Ozoneshield 2000 Weaves UV-impermeable fibers through the upper layers of skin; Fully protects user against UV light damage and sunburns, but prevents normal tanning; Requires one week to fully complete; Use with other weaves may result in incurable psoriasis (20% chance per week)

N 1

Neurological Rebuild I 10000 Nanotech alteration of the brain and replacement of primary path axons and dendrites with low impedance materials allows faster though processes and better recall; User is +1 to INT, and gains the skill Mnemonics at +1; All of the user’s personalinteraction skills are reduced by -1

N 1d6/2+1 E

Neurological Rebuild II 50000 Nanotech alteration of the brain and replacement of primary and secondary path axons and dendrites with low impedance materials allows faster though processes and better recall; Useris +2 to INT, and gains the skill Mnemonics at +2; All of the user’s personal interaction skills are reduced by -2

M 1d6+2 E

Neurological Rebuild III 250000 Nanotech alteration of the brain and replacement of primary, secondary and tertiary path axons and dendrites with low impedance materials allows faster though processes and better recall; User is +3 to INT, and gains the skill Mnemonics at +4;IP multipliers for all skills are reduced by 1, to a minimum of 1; All of the user’s personal interaction skills are reduced by -3

M 2d6+3 E

Neurological Rebuild IV 1000000 Nanotech alteration of the brain and replacement of most of theuser’s axons and dendrites with low impedance materials allows faster though processes and better recall; User is +4 to INT, and gains the skill Mnemonics at +6, and the Special Ability Interface at +1; IP multipliers for all skills are reduced by 2, to a minimum of 1/2; All of the user’s personal interaction skills are reduced by -4

MA 3d6+4 E

Neurological Rebuild V 5000000 Nanotech alteration of the brain and replacement of all of the user’s axons and dendrites with low impedance materials allows faster though processes and better recall; User is +5 to INT, and gains the skill Mnemonics at +8, and the Special Ability Interface at +2; IP multipliers for all skills are reduced by 3, to a minimum of 1/2; Subtract -5 to the user’s die roll for Death Saves due to durability of the artificial brain matter; If the user has the foresight to store a downloaded copy of his brain pattern, the Level V brain may be “rebooted” after medical repair to the body, with the brain pattern loaded as an operating system; A Difficult (20) MedTech + TECH test (N. Imp. (30) if the head suffered the Mortal Wound) must be made to restart the system, and all skills are penalized by 2 permanently; All of the user’s personal interaction skills are reduced by -5

CR 4d6+5 E

OTEC Nitrogen Binders 1400 Prevents Nitrogen Narcosis; Reduces decompression time by 100%, -10% per 100m of dive depth

N 1d2

OTEC Nitrogen Binders, Upkeep

400 Required every 3 months to keep the nano-tech working properly

N 0

RadWeave 1500 Silvery skin provides radiation protection of 1 RSP; Eyes are not covered, and should be replaced

N 2d6

Retina Alteration, Altered 800 Nanotech alteration of retina to a new pattern; Priority 2 Crimewith 3 to 5 years in Hi-Security Block

M .5

Retina Alteration, Programmable

1600 Retinal surface is covered with a layer of programmable nanotech; User may alter retina prints at will (1 minute to make the change); This is a Priority 2 Crime with 5 to 10 yearsin Hi-Security Block

M 1

SharkWeave, Full Body 12000 Serrated micro-scales grafted to the skin give SP 12 to the user’s entire body; The scales cause 1d6/3 Blade damage on a melee strike (or to bare flesh if the user is grappled in the

N 3d6

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affected area); Available in a variety of designer colors, or flesh tones (Difficult (20) Awareness test to spot)

SharkWeave, Partial 4000 Serrated micro-scales grafted to the skin give SP 12 to the specified area (up to three contiguous pips); The scales cause 1d6/3 Blade damage on a melee strike (or to bare flesh if the user is grappled in the affected area); Available in a variety of designer colors, or flesh tones (Difficult (20) Awareness test tospot)

N 1d6

Skinweave, SP 12 2000 Armors the entire body (excepting the palms, pads of the fingers, and the lips and eyelids) to SP 12, at the rate of 6 SP per week (Appx. 1 per day); Difficult (20) Awareness test to detect

N 2d6

Skinweave, Maintenance 500 Required for all SkinWeaves and derivatives if the user takes a Critical wound or higher

N 0

Skinweave, Upgraded, SP 4

800 Armors the entire body (excepting the palms, pads of the fingers, and the lips and eyelids) to SP 4, in one week (Appx. 1per day); Impossible (35) Awareness test to detect

N 1d3

Skinweave, Upgraded, SP 6

1000 Armors the entire body (excepting the palms, pads of the fingers, and the lips and eyelids) to SP 6, in one week (Appx. 1per day); Impossible (35) Awareness test to detect

N 1d6

Skinweave, Upgraded, SP 8

1250 Armors the entire body (excepting the palms, pads of the fingers, and the lips and eyelids) to SP 8 in little more than a week (Appx. 1 per day); N. Imp. (30) Awareness test to detect

N 1d6+1

Skinweave, Upgraded, SP 10

1600 Armors the entire body (excepting the palms, pads of the fingers, and the lips and eyelids) to SP 10, at the rate of 6 SP per week (Appx. 1 per day); V. Diff. (25) Awareness test to detect

N 1d6+3

Skinweave, Upgraded, SP 12

2000 Armors the entire body to SP 12, at the rate of 6 SP per week (Appx. 1 per day); Difficult (20) Awareness test to detect; 50% chance the user is -1 to ATT (Body Sculpting will not recover this loss)

N 2d6

Skinweave, Upgraded, SP 14

2400 Armors the entire body to SP 14, at the rate of 6 SP per week (Appx. 1 per day); Difficult (20) Awareness test to detect; The user is -1 to ATT (Body Sculpting will not recover this loss)

N 2d6+2

Skinweave, Upgraded, SP 16

2750 Armors the entire body to SP 16, at the rate of 6 SP per week (Appx. 1 per day); Average (15) Awareness test to detect; Useris -2 to ATT (Body Sculpting will not recover this loss)

N 2d6+4

Skinweave, Upgraded, SP 18

3000 Armors the entire body to SP 18, at the rate of 6 SP per week (Appx. 1 per day); Average (15) Awareness test to detect; Useris –1 REF, and -2 to ATT (Body Sculpting will not recover this loss)

N 2d6+6

TechShack CyberBlood Nanotech

4000 2 pints of user's blood are replaced with specially-designed oxygen-carrying nanotech; The system also suppress the body's ability to replace the missing blood; Adds a +1 to the recipient's Endurance (exceeding +10 is possible), and adds a +1 to MA; NanoSurgeons and AntiPlague Nanotech must be adjusted to avoid destruction of the CyberBlood

N 1d6/2

Thermal Insulation 1000 Protects vs. hot & cold weather, including heat stroke and hypothermia; Adds an additional +5 SP vs. flame/cold-based weapons/attacks

N 1d6

ThermalWeave 1500 Silvery skin increases Heat resistance to 420C N 1d6+3Toxin Binders, Nanotech, Lvl. I

1000 Improve Poison/Drug saves by +1; Requires a booster every 6 months to maintain the system

N 1d6/2

Toxin Binders, Nanotech, Lvl. II

2000 Improve Poison/Drug saves by +2; Requires a booster every 6 months to maintain the system

N 2d6/2

Toxin Binders, Nanotech, Lvl. III

3000 Improve Poison/Drug saves by +3; Requires a booster every 6 months to maintain the system

N 3d6/2

Toxin Binders, Nanotech, Lvl. IV

4000 Improve Poison/Drug saves by +4; Requires a booster every 6 months to maintain the system

N 4d6/2

Toxin Binders, Nanotech, Lvl. V

5000 Improve Poison/Drug saves by +5; Requires a booster every 6 months to maintain the system

N 5d6/2

Toxin Binders, Nanotech, Maintenance Booster

100 Required every 6 months to maintain Nanotech Toxin Binders N -

Unspeak SlipSkin 800 Nanotech modification of the sweat glands causes triggered production of a microfibrous slime, based on that of Myxine

N 1d6/2+1

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Glutinosa (Atlantic Hagfish); After triggering the SlipSkin by applying a special potassium solution over the user's body, userwill excrete a slippery, slimy substance until alcohol is applied to the skin, washing away the product and turning off the production until it is reactivated; Designed not to affect the palms of the hands, the soles of the feet or the face; User gains +2 on Escape rolls, +4 if in light clothes or +6 if nude, doubledif the user is immersed in water or exposed to moderate or severe rain

Unspeak CausticSkin 4000 Nanotech modification of the sweat glands causes triggered production of a caustic microfibrous slime, based on that of Myxine Glutinosa (Atlantic Hagfish); After triggering the SlipSkin by applying a special potassium solution over the user's body, user will excrete a slippery, slimy substance until alcohol is applied to the skin, washing away the product and turning off the production until it is reactivated; Designed not to affect the palms of the hands, the soles of the feet or the face; User gains +2 on Escape rolls, +4 if in light clothes or +6 if nude, doubled if the user is immersed in water or exposed to moderate or severe rain; Contact with the slime also causes 1d6/2+1 damage per round, with damage continuing for an additional turn after exposure; User gains SP 4 vs. acids, but if the skin is broken due to a wound, the user will be effected by the slime

N 2d6+2

Unspeak VenomSkin 2000 Nanotech modification of the sweat glands causes triggered production of a toxic, microfibrous slime, based on that of Myxine Glutinosa (Atlantic Hagfish); After triggering the SlipSkin by applying a special potassium solution over the user's body, user will excrete a slippery, slimy substance until alcohol is applied to the skin, washing away the product and turning off the production until it is reactivated; Designed not to affect the palms of the hands, the soles of the feet or the face; User gains +2 on Escape rolls, +4 if in light clothes or +6 if nude, doubled if the user is immersed in water or exposed to moderate or severe rain; Ingestion of the slime requires a Diff. Resist Torture/Drugs test to avoid becoming ill (-4 to all activities for 2d6-BTM hours, minimum 1 hour); Exposure to open wounds causes an Average test, while simple skin exposure causes an Easy test; If wounds are exposed to the slime, even if the test is successful, the victim will suffer a -2 to all tests for 1d6 hours, as the toxic slime is also a strong irritant; The user is immune to his own slime

N 1d6+2

Unspeak/Gene-U-U Thermaskin

2000 Provides insulation to 00C; User begins to feel unbearably warm at 270C (800F)

N 1d6/2

Utopian Corp. NanoAuditory Rebuild

1500 Requires 4 days to fully activate; User is deaf 1d6 hours after injection, for an additional 3d10 hours, while the nano-units rebuild the ear; The user gains the benefits of the Enhanced Hearing Range and Level Dampener Cyberaudio enhancements

N 1d6/2

UV Blockers 1500 Protects user from ill-effects of sun exposure, and turns his/her skin dark brown or black; Takes 5 hours to activate, and one week to wear off

N 1d6/2

VacWeave 5000 Protects the user against the effects of decompression; Organs reinforced and skin permeated with a vacuum-resistant coating; User requires special optics, filter valves and Cyber-Lung for the VacWeave to be effective; With all options in place, the user suffers no penalties from low pressure until internal air supply is used up; Further effects are reduced as follows: 1/2 volume: No penalty; 1/4 volume: as normal 1/2 volume penalty; 1/10th volume: as normal 1/4 volume penalty; 0 volume: as normal 0-volume penalty, but INT loss is 1d6-1 per turn

MA 1d6

VacWeave, “Cyber-Lung” 700 Provides 15 minutes of air MA 1d6+1VacWeave, Filter Valves and Internal Reinforcement

300 Cavities fitted with valves for vacuum survival M 8

Water Refiltration System, Nanotech

2500 Alters the user’s kidneys, liver and bowels; Triples length of survival time without water; Requires a month of nanotech treatment and 3 days hospital stay

MA 1d6/2

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Biomechanical Cybernetic SystemsRevolution Genetics Biomechanical Arm

6000 First three points of damage from an attack are meat damage, then damage affects the mechanical portions of the arm (10 SDP to cripple, 15 SDP to destroy), then the remaining damageis transferred to the meat again, with the limb being totally destroyed at 8 meat and 15 SDP; Causes 1d6 damage on a punch or crush; Undetectable by thermograph or IR; 80% immune to EMP weapons (2d6 damage if affected); No option spaces

CR 1d6

Biomechanical Cyberoptic

1000 90% chance it is unaffected by EMP weapons (15% chance if it is the user will suffer 2d6 damage direct to the optic nerve); Only holds 2 options; Undetectable by standard scanning systems

MA 2

Biomechanical Cyberaudio

1000 90% chance it is unaffected by EMP weapons (15% chance if it is the user will suffer 2d6 damage direct to the auditory nerve); Only holds 3 options; Undetectable by standard scanning systems

M 2

Biomechanical Cyberarm 6000 First three points of damage from an attack are meat damage, then damage affects the mechanical portions of the arm (8 SDPto cripple), then the remaining damage is transferred to the meat again, with the limb being totally destroyed at 8 meat and8 SDP; Causes 1d6 damage on a punch or crush; Undetectable by thermograph or IR; 80% immune to EMP weapons (2d6 damage if affected); 1 option space

CR 2

Biomechanical Cyberleg 4000 First three points of damage from an attack are meat damage, then damage affects the mechanical portions of the leg (12 SDP to cripple), then the remaining damage is transferred to the meat again, with the limb being totally destroyed at 8 meat and 12 SDP; Causes 2d6 damage on a kick; Undetectable by thermograph or IR; 80% immune to EMP weapons (2d6 damage if affected); 1 option space

CR 2

Biomechanical Frame Sigma

18,000 Built into the body; Raises BOD to 12 base; BTM -5; Undetectable by thermograph or IR; 80% immune to EMP weapons (2d6 damage if affected)

MA 3d6

Biomechanical Frame Beta

24,000 Built into the body; Raises BOD to 14 base; BTM -6; Undetectable by thermograph or IR; 80% immune to EMP weapons (2d6 damage if affected)

MA 3d6

Biomechanical Frame Omega

30,000 Built into the body; Raises BOD to 16 base; BTM -7; Undetectable by thermograph or IR; 80% immune to EMP weapons (2d6 damage if affected)

MA 4d6

Biomechanical Kidney 800 Biomechanical replacement for a damaged kidney; Guaranteednot to be rejected or need replacement for the life of the user

MA 1

Biomechanical Kidney, Nephritic Screen

900 Allows for reclamation of fluids and filtration of wastes normal kidneys cannot handle; Adds +1 to saves vs. poison anddisease

MA 1d6

Biomechanical Lungs 1800 Improved lungs lined with spongiform materials reduce breathing rate to approximately one breath every two turns, and allow the user to hold his breath for 4x the normal duration; Inhaled toxins are trapped in the lining, and are excreted through coughing, adding +2 to save vs. inhaled toxins; User must concentrate to breath deeply enough for normal speech

MA 1d6

Bayer Pharma Süchtiger™ Human Augmentation Systems("Juicer")

Bayer Beschleuniger™ Accelerated Metabolism

10000 A combination of new glands and tissues implanted throughoutthe body; The implants are carefully synchronized and activated slowly, accelerating the bodies overall metabolism slowly up to a new working limit; Augmented thyroid gland regulates a faster and better metabolism; The catabolism (breakdown of food) and the anabolism (making complex sugars from simple available molecules) are increased, with a corresponding increase in appetite; For increased responses, extra adrenal glands that produce an augmented adrenal analogue are implanted; These glands trigger the other implants without effecting the bodies natural responses; Normal adrenaline prepares the muscles for rapid action, increasing heartbeat and respiration while shutting down other activities like digestion; New liver tissues release large amounts of simple sugars into the bloodstream, providing the

CR 6d6

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energy for rapid action, and metabolize fatigue toxins in the blood more efficiently, keeping the system in peak condition; Muscle tissue with customized mitochondria organelles is added to all of the major muscle groups and allowed to grow and spread; Endorphin levels in the blood rise, supplemented by enlarged glands that keep levels high during adrenal response and directly afterwards to cushion the comedown; Modified spleen and customized bone marrow produce amplified levels of leukocytes to combat diseases and infections that the overstrained body may be prone to; If the user’s base REF, BOD or MA are at or below 6, add 2 to them; If they are above 6, add one (This cannot take a stat over 11); The new metabolism need a lot more food, and unless a new stomach is included, the user will need 4 -5 meals a day (approx. twice the food normally required); The acceleration ofthe metabolism may lead to premature ageing (The body physically ages one year every six months; removing the system takes D3 Months in hospital and costs 5000 plus Cr surgery)

Bayer Chirurg™ Nanosurgeons

6000 Microscopic machines repair damage to the user’s body and organs/systems; Doubles the user’s healing rate; No matter what conditions are, user always heals one point a day minimum, even with no medical care

N 1d6/2

Bayer Fluss-Halt™ Vein Clips and Sphincters

4000 Adds +2 to Death Saves due to traumatic injury, +2 Resist Torture/Drugs, +2 Stun Saves, and +4 on resuscitation/ stabilization rolls; Limb Crippled results will cause only a Critical Wound (The limb will drop to Mortal 0, however, and advance 1 wound state each turn; If the injury is not treated, or the limb fails a Death Save using the BOD of the user, the limbwill have to be amputated)

MA 2d6

Bayer Gegenmittel™ Toxin Binders

3000 Improve Poison/Drug saves by +4 N 1d6/2

Bayer Schlussstein™ Drug-Keyed Metabolism

3000 User's metabolism is "keyed" to act with certain drugs, while resisting others; Adds +2 to Resist Torture/Drugs for those drugs not keyed to the metabolism, but the user cannot resist drugs keyed to user's system, all of which which act at +50% potency

M 1d6/2+1

Bayer Superladegerät™ Adrenal Super Charger

7000 A combination of new glands and tissues implanted throughoutthe body; Extra adrenal glands produce an augmented adrenal analogue that triggers the implants without overloading the bodies response to adrenaline; Normal adrenaline prepares the muscles for rapid action, increasing heartbeat and respiration while shutting down other activities like digestion; Modified liver plugs release large amounts of simple sugars into the bloodstream, providing the energy for rapid action; Fibrous sponge filaments layered into the major muscle groups begin releasing creatine and absorbing waste products, allowing the muscles to run cleaner and smoother; Modified Mitochondria in the new muscle layers absorb and break down the creatine, flooding the muscles with energy for rapid action; Endorphin levels in the blood rise, supplemented by a large storage gland that keeps levels high during adrenal response and directly afterwards to cushion the comedown; When Supercharged, the muscles respond faster and cleaner, giving +1 REF, +1 MA and+1 BOD, to a maximum of 11 in each (The system cannot increase already superhuman stats); High adrenaline levels make it harder to think clearly, so most INT or TECH-based skills are at -3 (Awareness/Notice is actually at +2, as adrenaline causes the vision to become sharper); The system can be set to trigger itself with a normal adrenal rush, but this may lead to accidental activation (causing over stress and involuntary addiction); Two rounds after activation, the boost’seffects kick in, increasing the user’s stats; Once activated, the boost lasts 30+1d6x6 Turns; After this time the glands need 30 +1d10 minutes to reload (and cannot be triggered); The body, however, needs 4 hours to recover from the stresses and to clean out the system; If the system is activated during the 4 hour recovery period, the system works as normal but the user suffers a comedown after use (-1 to INT, REF, MA and BOD for the next 24 hours); They feel tired and listless, and need to eat, sleep or rest; If the system is triggered again during this period, the penalties are cumulative; If the user manages to

MA 4d6

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reduce a stat to zero by over-boosting, they collapse and need hospitalization due to body overstress (treat as a Serious wound); This system can be combined with accelerated and overdrive metabolisms, but the body is much more prone to stress and infection; The 4 hour recovery period is increased to 6 hours for an Accelerated Metabolism, 8 for an Overdrive Metabolism; If a stat is reduced to zero by overuse with either of these systems, the user suffers a heart attack, and takes a Critical wound for the Accelerated Metabolism, or drops to Mortal: Zero for the Overdrive Metabolism; Other implanted systems may also be triggered by the adrenal surge, such as sports hearts

Bayer Überschneller ™ Heart

985 Licensed copy of the Bodyweight Pacesetter 2000; Boosts MA and BOD by +2 after activation (1 Round); Affects Run/Leap/Lift and all BOD skill rolls, but not BTM; Death Saves are actually reduced by -2 due to cardiovascular overpressure; After 2 minutes (12 Turns) use, roll 1d10 under your normal BOD, or take 1d6 damage and halve your BOD for a period equal to the time you used the overdrive function; for each minute (6 Turns) after 2, subtract 1 from BOD for purposes of this save; Due to ease of restarting in case of death, user receives a +3 to be stabilized if at Mortal 0 or worse, and +1 to Death saves if being revived on a failed Death save

MA 1d6

Bayer Verteidiger™ Enhanced Antibodies

3000 Improves Healing by +1 point per day N 1d6/2

Bayer Vulkan™ HemoMer Production System

2000Erythropoietin, is a glycoprotein hormone, produced by the peritubular capillary endothelial cells in the kidney and liver, that controls erythropoiesis, or red blood cell production; It also plays an important role in the brain's response to neuronal injury and the wound healing process; This bioware organ generates large quantities of an enhanced synthetic EPO substitute called HemoMer; The system adds +2 to Endurance, and +1 MA

MA 1d6/3

Bayer Wächter™ Dual Biomonitor

200 Consists of primary and secondary implanted chips, each with biochemical monitors, implante in the head and torso; Tracks brain waves, heart rate, respiration, blood sugar and cholesterol, and blood and tissue toxins; Displays readings with color-coded visual warnings displayed on a wrist implant;+2 to Resist Torture/Drugs tests; Only one unit is active at a time, with the second uynit acting as a backup

N x2 2

Bayer Süchtiger™ Human Augmentation System

36000 Combines all of the above systems into a single package, with intensive inpatient therapy; If the user’s base REF or BOD are at or below 6, add 2 to them; If they are above 6, add one (Thiscannot take a stat over 11); If the user's MA is at or below 6, add +3, and add +2 if it is above 6 (This cannot take MA above12); Also add +2 to Endurance; When Supercharged, the muscles respond faster and cleaner, giving +1 REF, +3 MA and+3 BOD, to a maximum of 13 in each (The system cannot increase already superhuman stats); Affects Run/Leap/Lift and all BOD skill rolls, but not BTM; High adrenaline levels make it harder to think clearly, so most INT or TECH-based skills are at -3 (Awareness/Notice is actually at +2, as adrenaline causes the vision to become sharper); Two rounds after activation, the boost’s effects kick in, increasing the user’s stats; Once activated, the boost lasts 30+1d6x6 Turns; After this time the glands need 30 +1d10 minutes to reload (and cannot be triggered); The body, however, needs 8 hours to recover from the stresses and to clean out the system; If the system is activated during the 8 hour recovery period, the system works as normal but the user suffers a comedown after use (-1 to INT, REF, MA and BOD for the next 24 hours); They feel tired and listless, and need to eat, sleep or rest; If the system is triggered again during this period, the penalties are cumulative; If a stat is reduced to zero by overuse, the user suffers a heart attack, and takes drops to Mortal: Zero; Death Saves are actually reduced by -2 due to cardiovascular overpressure; After 2 minutes (12 Turns) use, roll 1d10 under your normal BOD, or take 1d6 damage and halve your BOD for a period equal to the time you used the overdrive function;

CR x2 3d6+3

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for each minute (6 Turns) after 2, subtract 1 from BOD for purposes of this save; Doubles the user’s healing rate, +1 point per day; No matter what conditions are, user always heals two points per day minimum, even with no medical care; User's metabolism is "keyed" to act with certain drugs, while resisting others; Adds +10 to Resist Torture/Drugs for those drugs not keyed to the metabolism, but the user cannot resist drugs keyed to user's system, all of which which act at +50% potency; Due to ease of restarting in case of death, user receives a +3 to be stabilized if at Mortal 0 or worse, and +3 toDeath saves if being revived on a failed Death save; Adds +2 to Death Saves due to traumatic injury, +2 Stun Saves, and +4 on resuscitation/ stabilization rolls; Limb Crippled results will cause only a Critical Wound (The limb will drop to Mortal 0, however, and advance 1 wound state each turn; If the injury is not treated, or the limb fails a Death Save using the BOD of the user, the limb will have to be amputated); The user needs a lot more food, and unless a new stomach is included, the user will need 4 -5 meals a day (approx. twice thefood normally required); The acceleration of the metabolism may lead to premature ageing (The body physically ages one year every six months); The user must also receive constant injections of Süchtiger Verbesser™ or go into severe withdrawal; Replacement of the user's limbs may interfere with the system, as will many cybernetic and nanotech systems

Bioware SystemsAccelerated Metabolism(Bayer Beschleuniger™)

10000 A combination of new glands and tissues implanted throughoutthe body; The implants are carefully synchronized and activated slowly, accelerating the bodies overall metabolism slowly up to a new working limit; Augmented thyroid gland regulates a faster and better metabolism; The catabolism (breakdown of food) and the anabolism (making complex sugars from simple available molecules) are increased, with a corresponding increase in appetite; For increased responses, extra adrenal glands that produce an augmented adrenal analogue are implanted; These glands trigger the other implants without effecting the bodies natural responses; Normal adrenaline prepares the muscles for rapid action, increasing heartbeat and respiration while shutting down other activities like digestion; New liver tissues release large amounts of simple sugars into the bloodstream, providing the energy for rapid action, and metabolize fatigue toxins in the blood more efficiently, keeping the system in peak condition; Muscle tissue with customized mitochondria organelles is added to all of the major muscle groups and allowed to grow and spread; Endorphin levels in the blood rise, supplemented by enlarged glands that keep levels high during adrenal response and directly afterwards to cushion the comedown; Modified spleen and customized bone marrow produce amplified levels of leukocytes to combat diseases and infections that the overstrained body may be prone to; If the user’s base REF, BOD or MA are at or below 6, add 2 to them; If they are above 6, add one (This cannot take a stat over 11); The new metabolism need a lot more food, and unless a new stomach is included, the user will need 4 -5 meals a day (approx. twice the food normally required); The acceleration ofthe metabolism may lead to premature ageing (The body physically ages one year every six months; removing the system takes D3 Months in hospital and costs 5000 plus Cr surgery)

CR 6d6

Accelerated Metabolism, Overdrive (Bayer Schnellgang™)

14000 A combination of new glands and tissues implanted throughoutthe body; The implants are carefully synchronized and activated slowly, accelerating the bodies overall metabolism slowly up to a new working limit; Augmented thyroid gland regulates a faster and better metabolism; The catabolism (breakdown of food) and the anabolism (making complex sugars from simple available molecules) are increased, with a corresponding increase in appetite; For increased responses, extra adrenal glands that produce an augmented adrenal analogue are implanted; These glands trigger the other implants without effecting the bodies natural responses; Normal adrenaline prepares the muscles for rapid action,

CR 6d6+4

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increasing heartbeat and respiration while shutting down other activities like digestion; New liver tissues release large amounts of simple sugars into the bloodstream, providing the energy for rapid action, and metabolize fatigue toxins in the blood more efficiently, keeping the system in peak condition; Muscle tissue with customized mitochondria organelles is added to all of the major muscle groups and allowed to grow and spread; Endorphin levels in the blood rise, supplemented by enlarged glands that keep levels high during adrenal response and directly afterwards to cushion the comedown; Modified spleen and customized bone marrow produce amplified levels of leukocytes to combat diseases and infections that the overstrained body may be prone to; If the user’s base REF, BOD or MA are at or below 6, add 3 to them; If they are above 6, add 2 (This cannot take a stat over 12); Thenew metabolism need a lot more food, and unless a new stomach is included, the user will need 7-8 meals a day (approx. 3x the food normally required); The acceleration of the metabolism may lead to premature ageing (The body physically ages one year every 3-4 months; removing the system takes D3+2 Months in hospital and costs 7000 plus Cr surgery)

Adrenal Super Charger (Bayer Superladegerät™)

7000 A combination of new glands and tissues implanted throughoutthe body; Extra adrenal glands produce an augmented adrenal analogue that triggers the implants without overloading the bodies response to adrenaline; Normal adrenaline prepares the muscles for rapid action, increasing heartbeat and respiration while shutting down other activities like digestion; Modified liver plugs release large amounts of simple sugars into the bloodstream, providing the energy for rapid action; Fibrous sponge filaments layered into the major muscle groups begin releasing creatine and absorbing waste products, allowing the muscles to run cleaner and smoother; Modified Mitochondria in the new muscle layers absorb and break down the creatine, flooding the muscles with energy for rapid action; Endorphin levels in the blood rise, supplemented by a large storage gland that keeps levels high during adrenal response and directly afterwards to cushion the comedown; When Supercharged, the muscles respond faster and cleaner, giving +1 REF, +1 MA and+1 BOD, to a maximum of 11 in each (The system cannot increase already superhuman stats); High adrenaline levels make it harder to think clearly, so most INT or TECH-based skills are at -3 (Awareness/Notice is actually at +2, as adrenaline causes the vision to become sharper); The system can be set to trigger itself with a normal adrenal rush, but this may lead to accidental activation (causing over stress and involuntary addiction); Two rounds after activation, the boost’seffects kick in, increasing the user’s stats; Once activated, the boost lasts 30+1d6x6 Turns; After this time the glands need 30 +1d10 minutes to reload (and cannot be triggered); The body, however, needs 4 hours to recover from the stresses and to clean out the system; If the system is activated during the 4 hour recovery period, the system works as normal but the user suffers a comedown after use (-1 to INT, REF, MA and BOD for the next 24 hours); They feel tired and listless, and need to eat, sleep or rest; If the system is triggered again during this period, the penalties are cumulative; If the user manages to reduce a stat to zero by over-boosting, they collapse and need hospitalization due to body overstress (treat as a Serious wound); This system can be combined with accelerated and overdrive metabolisms, but the body is much more prone to stress and infection; The 4 hour recovery period is increased to 6 hours for an Accelerated Metabolism, 8 for an Overdrive Metabolism; If a stat is reduced to zero by overuse with either of these systems, the user suffers a heart attack, and takes a Critical wound for the Accelerated Metabolism, or drops to Mortal: Zero for the Overdrive Metabolism; Other implanted systems may also be triggered by the adrenal surge, such as sports hearts

MA 4d6

Altered DNA 3000 DNA altered using a tailored retrovirus; User’s DNA pattern is now unmatchable to any previously obtained sample

N 0

Altered Sweat Glands 350 Sweat glands are modified to produce sterile perspiration that will not support bacteria; Subtract 5 from attempts to track you

N 1

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by smell unless there are extenuating circumstances

Ambidexterity Neural Bridge, Improved

800 After 4 weeks of adjustment (1/2 skill with “off” hand) the usergains a modified form of Ambidexterity (-1 “off-hand” penalty,-2 penalty to off-hand action if performing two distinct one-handed actions, such as shooting at two targets; No penalty to dominant hand)

MA 2d6

Ambidexterity Neural Bridge, Improved, Optical Independence

600 A special implant added to the user’s Ambidexterity Neural Bridge; Allows user’s eyes to focus on two separate tasks; Thiscan be done for COOL/2 Rounds with biological eyes, or COOL Rounds if the user has 2 Cyberoptics (No “off-hand” penalty, even if performing two distinct one-handed actions, such as shooting at two targets; User’s ranges for all attacks, excluding Extreme Range, are halved, due to lack of depth perception)

M 2d6

BioMai Neural Bridge 400 After 4 weeks of adjustment (1/2 skill with “off” hand) the usergains a modified form of Ambidexterity (no “off-hand” penalty, but takes a -1 penalty to both hands, and a -3 penalty to each action if performing two one-handed actions)

MA 1d6+2

Biotechnica NeoAppendix 500 Ability of user to digest cellulose (wood fiber, grass, etc) grants a +2 to Wilderness Survival tests related to food; Morethan 1 meal a day of such materials will cause the user to emit large quantities of methane, allowing tracking by smell

MA 1d6/2

Biotechnica NeoLungs 1000 Improved air circulation uses more of the lung's capacity; Allows recipient to hold breath twice as long as normal; Breathe at 1/2 normal rate

CR 1d6

Biotechnica Sunblocker Sunscreen

250 Special proteins “curdle” when exposed to UV radiation, blocking 90%; Prevents sunburn and reduces skin cancer risk to nil

M 1

BiTek Limb Replacement,Agile Arm

2000 Type O+ parts grown in special vats; These limbs are not cloned from the buyer, but from genetic stock that has very low rejection rates; The replacement has been tweaked to get the very best performance; +1 Initiative and Reflex to gross body movement actions taken using this limb only (max is +2 for 2 limbs)

CR 1d6/3

BiTek Limb Replacement,Agile Leg

2000 Type O+ parts grown in special vats; These limbs are not cloned from the buyer, but from genetic stock that has very low rejection rates; The replacement has been tweaked to get the very best performance; +1 Initiative and Reflex to gross body movement actions taken using this limb only (max is +2 for 2 limbs); +1 MA if both legs replaced

CR 1d6/3

BiTek Limb Replacement,Dexterous Hand

1000 Type O+ parts grown in special vats; These limbs are not cloned from the buyer, but from genetic stock that has very low rejection rates; The replacement has been tweaked to get the very best performance; +1 Initiative and Reflex to fine motor actions taken using this hand only (max is +2 for 2 hands)

CR 1

BiTek Limb Replacement,Generic Arm or Leg

1200 Type O+ parts grown in special vats; These limbs are not cloned from the buyer, but from genetic stock that has very low rejection rates; The replacement has been tweaked to get the very best performance

CR 1d6/3

BiTek Limb Replacement,Power Arm

1500 Type O+ parts grown in special vats; These limbs are not cloned from the buyer, but from genetic stock that has very low rejection rates; The replacement has been tweaked to get the very best performance; +1 Bod for strength actions taken using this limb only (max is +2 for 2 limbs)

CR 1d6/3

BiTek Limb Replacement,Power Leg

1500 Type O+ parts grown in special vats; These limbs are not cloned from the buyer, but from genetic stock that has very low rejection rates; The replacement has been tweaked to get the very best performance; +1 Bod for strength actions taken using this limb only (max is +2 for 2 limbs); +1 MA if both legs replaced

CR 1d6/3

Bodyweight “Metaheme” Hemological Replacement

1300 Altered bone marrow produces Metaheme-based blood cells (each can carry 6 oxygen); Adds +1 to MA; Grants the skill Endurance at lvl. 1 or adds +1 to the skill; User can hold breath for an additional 4 min; User may not take blood transfusions other than from fellow users; User may not use blood substitutes from manufacturers other than Bodyweight; User is -1 to saves vs. poison or disease

M 1d6/2

Bodyweight PaceSetter Adrenal Control Gland

1000 Providing control of the adrenal functions, the Adrenal ControlGland has 5 settings; Setting +2 (Adrenal OverLoad) increases the user's REF, MA and STR by +1, and reduces COOL by -1 for 1d6+2 turns, and can be triggered 3 times per day; Setting

MA 1d6+2

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+1 (Adrenal Boost) can be maintained at all times, and provides +1 to initiative and -1 on cool checks for Fright and Stress; Standard Mode provides no penalties or benefits as the gland is no longer affecting the character's adrenal output; Setting -1(Reduced) provides +1 on all rolls involving concentration as well as +1 on Fright and Stress checks; Seting-2 (Ice-Mode) ceases all adrenal flow to the body, providing allthe benefits of Reduced mode, with an additional +2 to the character's Cool stat for the duration, at a penalty of -3 on all Death Saves, including instant death saves from Mortal+ wounds; Switching from one setting to another takes 1 round per setting between the character's current setting and target setting

Bone Plates 1200 Places plates of vat-grown bone beneath the user’s ribcage, providing SP 10 to Area 2 and 3 vs. any hit that has caused at least 4 points of penetrating damage; Requires an Impossible (30) Awareness test to spot; The protection extends all the wayaround the torso and attaches to the spine; If the plates are struck, they cause internal hemorrhaging and impede healing, increasing the amount of damage to be healed by 5 points (This does not add 5 points to the wound, but merely retards healing as if the wound were 5 points worse); A punctured plate requires Minor surgery and €300 for repairs

MA 1d6

Cat's Eye 1000 Vat-grown eye replaces the user's original one; It has an excellent night vision and is protected with a nictating membrane (Subtract 2 points of Darkness penalty in any condition other than Pitch Black, +3 versus blinding by bright flashes); Features vertical slit pupil resembling the eye of a cat or reptile; Various colors available

CR 1d6

Cerebral Boost 5000 Adds extra brain tissue and blood vessels in the brain; Secondary blood pumps increase oxygenated blood flow; INT is increased by +1

CR 1d6+2 E

Chemical Repellant 4400 This dermal modification transforms the subject's sweat glandsto produce a durable long-chain lipid along with the normal perspiration; This compound protects the subject's skin from chemical damage; The subject's skin becomes safe from acid and base damage, and DMSO can no longer open the pores to allow contact drugs through into the system; The subject gains no new protection from heat or cold (and many damaging chemicals do their damage through heat) and the transformation does not protect the mouth, eyes and nose, etc.

N 1d6

Chemical Response Biomonitor

85 Bio-responsive inks tattooed onto the user’s skin alter color when various chemicals are detected in the blood; Monitors user’s body temp, diet, illness, and pain response; Adds +2 to Resist Torture/Drugs

N 1

ConGen Seabreath™ Secondary Gills

3000 Osmotic membranes are installed in flow channels located in slits between the ribs to maximize gas exchange with water passing through the mouth; By slightly reducing excess lung capacity, and installing a secondary tracheal valve, the user canswitch from breathing air to water; The user can breathe indefinitely in oxygenated water; The large absorption area of the gills makes the user especially vulnerable to water/airbornetoxins (-3 to Resist Torture/Drugs), and the delicate tissues ofthe gills are sensitive to damage (additional +2 damage from any blow to the torso for shock to the structure); Because of the large absorptive area and automatic switching, these gills have no MDD restriction and require no training to use

CR 2d6

Coppertone Anti-Corrosive Gland

300 Secretes any one of 16 genetically tailored oils to protect sensitive skin from most modern day corrosive risks; Eliminates effects of casual corrosives on skin; Reduces acid damage by one half

M 1d6/2

Custom Gut Bacteria 800 Modified E. Coli introduced into the user’s digestive system allow the user to digest any organic proteins or hydrocarbons, as well as plastics and petroleum products; User must eat twiceas much of these normally non-edible materials to meet his nutritional needs

N 1

Dermal Armor 500 Covers one location (1 Pip) with bullet resistant dermal plating; Composite plates are layered over Kevlar fiber embedded in a bioplastic support matrix; They provide SP 16 to the affected area; If punctured, they can be repaired with a slap patch (€100); Facial plating reduces ATT by -2

M 1d6

DNA Hallmark 10000 Alters the user’s DNA to include a “tattoo” as a permanent partof the skin; Such a tattoo never fades, and may regenerate if

MA 1d6/2

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damaged; There is a 5% chance the subject will contract skin cancer due to the DNA modifications; Unlike the standard DNA Tattoo, the Hallmark is passed to the subject’s descendants; DNA Hallmarks are often used to mark bioengineered animals

DNA Tattoo 1000 Alters the user’s DNA to include a “tattoo” as a permanent partof the skin; Such a tattoo never fades, and may regenerate if damaged; There is a 5% chance the subject will contract skin cancer due to the DNA modifications

M 2

Dornier-Bauer Biotechnische CirculatorySphincters

3200 Adds +2 to Stun/Shock saves; Prevents wound advancement beyond Serious (or worse) for limb wounds; The limb is lost due to lack of circulation, and must be replaced

MA 1d6

Dornier-Bauer Biotechnische Neural Bridge

600 After 4 weeks of adjustment (1/2 skill with “off” hand) the usergains Ambidexterity (no “off-hand” penalty, but still takes -3 penalty to each action if performing two one-handed actions)

MA 1d6+2

EndoSkeletal Rebuild 2000/Lvl Using cultured muscle, ligament and bone tissues, the skeletal anchor points in the body are reconstructed and rebuilt; This moves the anchoring points of the muscles further away from the joints, giving the user better leverage and therefore strength; For each level of this surgery, the user receives +1 BOD for Lift/Carry and Strength Feat, but takes a -0.5 REF penalty (as the body becomes more and more awkward to maneuver); A recipient may have up to half his unaugmented BOD (rounded down) in levels of EndoSkeletal Rebuilding (Soa person with a BOD of 8 could have 4 levels of EndoSkeletal Rebuild, for a total BOD of 12 and a REF penalty of -2)

CR 1d6/2+1/Lvl

Enhanced Antibodies 3000 Improves Healing by +1 point per day N 1d6/2Enhanced Gray Neural Material

1000 Added nerve tissue along the spine and major nerve trunks allows swifter learning of REF-based skills; Each treatment halves the IP Cost of the next REF-based skill learned or improved by the user, to a minimum of 1/2 IP Mult.; After the skill is learned, the treatment has been used, and a new treatment will be necessary to reduce the cost of the next skill or improvement

MA 1d6

Enhanced Hearing 1200 Perfect hearing; User may choose two options included in the treatment: Amplified Hearing, Enhanced Balance (+2 to resist Space/Motion Sickness, +1 to acrobatic maneuvering tests), Enhanced Hearing Range, Level Dampening; Without Level Dampening, strong sounds (Noisy or worse) force a Stun save, or the user is stunned (-5 to Stun saves forced on the user as a result of flash/bang grenades and similar systems)

M 2 per option

Enhanced Olgidendrocytes

3000 Synthetic myelin surrounding the nerve axon works in conjunction with natural olgidendrocytes produced by the body; This improves the speed of nerve impulse conduction, giving an additional +1 to REF; Not compatible with any form of artificial nerve rewiring, but is compatible with most Boost systems

M 2d6

Enhanced Scent 1200 Extremely good sense of smell; User may choose to have Olfactory Boost included with the system; Strong smells (Referee’s discretion) force a Stun save, or the user is stunned (-5 to Stun saves forced on the user as a result of Skunkers and similar systems)

M 2

Enhanced Sight 1200 Full 20/20 vision; User may choose two options included in thetreatment: Color Shift; Image Enhance (+1 to Awareness tests); Infrared; LowLite; Teleoptics (2.5x) or Ultraviolet; Strong lights (Brightly lit or worse) force a Stun save, or the user is stunned (-5 to Stun saves forced on the user as a result of flash grenades and similar systems)

M 2 per option

Female Hormonal Stabilization

350 A complex series of bioresponsive implants stabilizes the hormonal cycle in the user, holding it at a chosen stable level; (This stable hormone level typically suspends the menstrual cycle, making the user infertile); This is 98% effective as a contraceptive; The user never menstruates or suffers PMT or any related effects; The cycle can be restarted by removing the implants or using hormone tablets, allowing the user to 'switch'it on and off; Regular medical tests are advised, as this may cause bone damage, permanent infertility and disrupt the sex drive or immune system

M 1

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FlexiBone 3000 Bone transformation that alters the user's bones to flex with heavy impact or when under extreme pressure; Bones do not bow under normal pressure - only when under heavy impact and from certain directions; This gives the user a 40% chance of resisting a broken bone result and also gives +2 to all Escape tests; FlexiBone also reduces damage from martial artsBreak attacks by half, but damage to the skull is increased by one point

N 1d6/3

Fuel Tank 1350Stores nutrients to provide for later body needs; New organ is situated near the stomach, taking in chemicals over a period of time (so the user doesn't have to glut when the system is empty); As it takes in nutrients, it grows in size, although it is engineered to expand in particular directions so the user does not appear fat or bloated; The system provides the body with sustenance when the host begins to become very hungry; It also releases an appetite suppressor once the body has been fedto prevent the user feeling painfully hungry later on; The system also reprocess body waste fluids more efficiently, saving more chemicals if need be; The system holds enough to keep the host alive for about two weeks if the user is inactive (resting most of the time), or about six days if the user is fairly active (such as walking reasonable distances or physically exerting themselves); Once the system is empty it will still attempt to reprocess waste fluids; After the system has been drained, the system will extract twice as much as it normally would from the user's next meal, which may well leave the user hungry shortly after eating; Bear in mind that even thoughthe user is being fed, they have a lifetime habit of eating at certain times, so they may still yearn something to drink, chew and savor

M 1d6/2

Gills 700Bioware gills are implanted close to the lungs and appear like aset of smaller lungs with an extra tract at the base; The gills cover a small area inside the upper chest; The user breathes normally as the motion draws in water (salt or fresh); The gills provide enough oxygen for a character to perform normally in fairly shallow water (MDD 100m); Toxins in the water are absorbed easily with Bioware Gills, making them dangerous touse in many areas (-3 to Resist Torture/Drugs); The sensationtakes some getting used to and a few leisure complexes (and private tutors) now offer a course helping the user adjust and become used to water breathing; An average fee is €300 for a series of 6 lessons; A crash course lasts half a day with 1-to-1 tuition and is available for €450

CR 3d6

Grafted Muscle I 1000 Vat-grown muscle fibers implanted into the user’s own add +1 to BOD; Difficult (20) Awareness test to detect; If the user takes a Serious or worse wound, the muscle must be treated to heal correctly (€200)

MA 2d6

Grafted Muscle II 2000 Vat-grown muscle fibers implanted into the user’s own add +2 to BOD; Average (15) Awareness test to detect; If the user takes a Serious or worse wound, the muscle must be treated to heal correctly (€200); Not compatible with Muscle Replacement

MA 4d6

Grafted Muscle I, CustomTailored

1500 Vat-grown muscle fibers implanted into the user’s own add +1 to BOD; Difficult (20) Awareness test to detect; Vat-cloned from the user’s own tissue, it will re-grow normally without treatment

MA 3d6/2

Grafted Muscle II, Custom Tailored

3000 Vat-grown muscle fibers implanted into the user’s own add +2 to BOD; Average (15) Awareness test to detect; Vat-cloned from the user’s own tissue, it will re-grow normally without treatment; Not compatible with Muscle Replacement

MA 3d6

Hollow Claw 250 Connected to poison sac/gland; 1d6/3 Blade damage M 2d6IHAG Nictating Membrane

300 User can see normally in water and in difficult conditions (In sandy or salt water, dust, irritant gasses, etc, penalty is reduced by 2 points); Must be replaced every 6-8 months due to wear

N 1d6/3

IHAG Nictating Membrane, Photoreactive

600 User can see normally in water and in difficult conditions (In sandy or salt water, dust, irritant gasses, etc, penalty is reduced by 2 points); Photoreactive chemicals impregnate the surface, reducing time of blindness from bright lights by half; Must be replaced every 6-8 months due to wear

N 1d6/3+1

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Improved Heart, Alpha 1500 Specially designed vat-grown organs; More efficient than the originals; Rather expensive, but humanity losses are minimal; This improvement will prevent heart attacks and improves endurance; Endurance +1 (MA +1 with Improved Lungs)

CR 1

Improved Heart, Beta 2500 Specially designed vat-grown organs; More efficient than the originals; Rather expensive, but humanity losses are minimal; This improvement will prevent heart attacks and improves endurance; Endurance +2, MA +1 (MA +2 with Improved Lungs); Increased blood pressure results in a -1 to Death Saves

CR 1d3

Improved Kidney 500 Specially designed vat-grown organs; More efficient than the originals; Rather expensive, but humanity losses are minimal; More effective than the original kidney, the Improved Kidney is able to clear the blood of most drugs and toxins; +2 to ResistTorture/Drugs

MA 1

Improved Liver 1000 Specially designed vat-grown organs; More efficient than the originals; Rather expensive, but humanity losses are minimal; More effective than the original liver, the Improved Liver is able to clear the blood of most drugs and toxins; +2 to Resist Torture/Drugs

MA 1

Improved Lungs 1500 Specially designed vat-grown organs; More efficient than the originals; Rather expensive, but humanity losses are minimal; Endurance +1 (MA +1 with Improved Heart)

CR 1

Improved Lungs, Advanced

2500 Specially designed vat-grown organs; More efficient than the originals; Rather expensive, but humanity losses are minimal; Endurance +1 (MA +1 with Improved Heart); Filtration membrane is able to stop most (90%) airborne toxins; +2 to Resist Torture/Drugs against airborne agents

CR 1d3

Intracranial Brain Cell Nanosurgeons, Enhancement

10000 Nanotech enhancement of the brain cells allows the user to gain 1 point of INT, to a maximum of 10; If the user desires more than one treatment, they must be separated by at least 1 week to allow for the growth of new cells

N 1d6+4 D

Intracranial Brain Cell Nanosurgeons, Major Enhancement

10000 Nanotech enhancement of the brain cells allows the user to gain 1 point of INT, to a maximum of 12; Each point of INT gained this way costs the user a full point of EMP, which cannot be recovered by therapy without the system being removed; If the user desires more than one treatment, they must be separated by at least 1 week to allow for the growth of new cells

N 1d6+4, and -1 EMP

D

Intracranial Brain Cell Nanosurgeons, Repair

10000 Nano-surgical repair of damaged brain cells allows the user to recover from brain damage caused by lack of oxygen, trauma, anti-personnel “Black Ice” and other sources; One treatment is sufficient to recover the loss of 1 point of INT, though skills and memories lost to the damage are not recovered; If the user requires more than one treatment, they must be separated by at least 1 week to allow for the growth of new cells

N 0 -

Liver Biopump 1200 Specially designed heart/liver combination organ; Pumps and cycles blood through a vigorous, quick-but-thorough detoxification process, filtering out poisons and other toxins and allowing the normal liver some rest; This bio-implant gives a character +2 on Resist Torture/Drugs tests against poisons, drug addiction, and drug resistance (including alcohol); Because the organ filters blood so thoroughly it also attacks germs and viruses entering through open wounds, so the character heals quicker, giving a +1 per day to healing rate

CR 1d6/2

Lorelli Pits 500 Custom organs implanted into the lower sinus cavities under the eyes, and linked into the optic nerve, allowing thermal vision; If surroundings are dark then the heat patterns are usually enough to see by (-1 in Darkness, -2 in Pitch Black conditions); In normal light, hot objects give off a silvery sheen

MA 1d6

Memory Augmentation 2000 Alters the user’s neuron fix and fire rates, allowing for better recall of information, and better transfer between short and long-term memory; User gains the skill Mnemonics at +2

CR 2

Muscle Enhancement 1000 +1 to BOD for Strength Feat tests, Lift/Throw and Melee/HtHDamage mods; Does not add to BTM

N 1d6/3

Muscle Replacement I 1500 Vat-grown muscle fibers replace the user’s own adding +1 to BOD; V. Diff. (25) Awareness test to detect; If the user takes aSerious or worse wound, the muscle must be treated to heal correctly (€200)

MA 1d6+1

Muscle Replacement II 3000 Vat-grown muscle fibers replace the user’s own adding +2 to BOD; Difficult (20) Awareness test to detect; If the user takes a Serious or worse wound, the muscle must be treated to heal

MA 2d6+2

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correctly (€200); Not compatible with Grafted Muscle

Muscle Replacement I, Custom Tailored

2000 Vat-grown muscle fibers replace the user’s own adding +1 to BOD; V. Diff. (25) Awareness test to detect; Vat-cloned from the user’s own tissue, it will re-grow normally without treatment

MA 1d6/2+1

Muscle Replacement II, Custom Tailored

4000 Vat-grown muscle fibers replace the user’s own adding +2 to BOD; Difficult (20) Awareness test to detect; Vat-cloned from the user’s own tissue, it will re-grow normally without treatment; Not compatible with Grafted Muscle

MA 2d6/2+1

Muscle Substitute, Level 1

2000 Muscles are replaced with vat grown, bioengineered muscles, which are both faster and stronger; The anchoring bones are reinforced to withstand increased stress; Cannot be combined with Muscle/Bone Lace or Grafted Muscles; Increases strengthand toughness; BOD +1

CR 1d6

Muscle Substitute, Level 2

4000 Muscles are replaced with vat grown, bioengineered muscles, which are both faster and stronger; The anchoring bones are reinforced to withstand increased stress; Cannot be combined with Muscle/Bone Lace or Grafted Muscles; Increases strengthand toughness; BOD +2

CR 2d6

Muscle Substitute, Level 3

7000 Muscles are replaced with vat grown, bioengineered muscles, which are both faster and stronger; The anchoring bones are reinforced to withstand increased stress; Cannot be combined with Muscle/Bone Lace or Grafted Muscles; Increases strength, toughness, speed and reactions; BOD +3 (Max 12), REF +1, MA +1

CR 4d6

Muscle Substitute, Level 4

10000 Muscles are replaced with vat grown, bioengineered muscles, which are both faster and stronger; The anchoring bones are reinforced to withstand increased stress; Cannot be combined with Muscle/Bone Lace or Grafted Muscles; Increases strength, toughness, speed and reactions; BOD +4 (Max 12), REF +1, MA +1

CR 5d6

Muscle Substitute, Level 5

15000 Muscles are replaced with vat grown, bioengineered muscles, which are both faster and stronger; The anchoring bones are reinforced to withstand increased stress; Cannot be combined with Muscle/Bone Lace or Grafted Muscles; Increases strength, toughness, speed and reactions; BOD +5 (Max 14), REF +2 (Max 10), MA +2

CR 7d6

Muscle Substitute, Level 6

20000 Muscles are replaced with vat grown, bioengineered muscles, which are both faster and stronger; The anchoring bones are reinforced to withstand increased stress; Cannot be combined with Muscle/Bone Lace or Grafted Muscles; Increases strength, toughness, speed and reactions; BOD +6 (Max 14), REF +2 (Max 10), MA +2

CR 8d6

Neo-Myelin Sheathing 9800 An improved biopolymer sheathing compound that blankets the nerve cells, Neo-Myelin increases transmission efficiency, and cuts down on bio-electrical interference with the neural impulses traveling through them; Provides +1 REF (Cannot be combined with any other Reflex boosting) and makes the user immune to the effects of EMP weapons on non-cybernetic parts (no twitching cockroach or blinding headaches)

M 2d6

New Stomach 400 Custom bioware stomach replacement allows for easy implantation and modification of the digestive system

MA 1

New Stomach, Decreased Volume

500 Decreases the size of the user’s stomach, causing user to eat half as much food as normal; User needs to eat twice as often as normal, or begin loosing weight

MA 1

New Stomach, Increased Volume

600 Increases the size of the user’s stomach, allowing user to eat twice as much food as normal, and handle its digestion; User need eat only half as often

MA 1d6

New Stomach, Toxin Filter

250 Installs a chemical detector and filtering system in the user’s stomach; Will detect and filter most bio-toxic substances before they are digested (+2 to Saves vs. ingested Toxins)

M 2

New Stomach, Vomit Trigger

50 Added to the Toxin Filter, this system will cause the user to vomit if toxins are detected in the stomach; +2 to Saves vs. ingested Toxins (+4 total)

M 1

No-Ahme Caldwell Freezeban Bioconstruct

650 Immune to frostbite; +1 Wilderness Survival/Endurance in temperatures below -10oC; -3 bonus to survive reanimation after cryosleep

MA 1

No-Ahme Caldwell Kaloric Secondary Gut

750 Allows user to store 2 days worth of food in his gut MA 1d6/2

No-Ahme Caldwell 3000 Two bioengineered glands store fibrin and fibrinogen, allowingfor swifter clotting; Wound states are treated as one less

MA 1d6

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Quickclot Hemofibrinic Node

severity for effects on the user; There is a 1 in 10 chance of a heart attack or stroke from the sudden release of clotting agents; Cannot be combined with Lifesaver Skinweave

Poison Gland 1200 Genetically tailored gland produces any 1 specified poison at the rate of one new dose every hour; Holds 8 doses; Must be linked to a dispensing system (needle, claw, or hollow vampires); Only two such glands may be implanted in an individual

MA 3d6

Ransom SK Stinger Injector

250 A shot glass sized implant incorporates a meter long strand of coiled muscle tissue tipped with a razor sharp sliver of bone; At the user's mental command, the strand explosively uncoils, deploying through a nearly undetectable slit in the skin, and strikes a target within one meter with +1 to ACC; The stinger can penetrate up to 10 SP of soft armor without penalty, and causes 1d6 Blade damage; Implantation in the forearm allows the user to take advantage of the Stinger's rapid aim and fire potential, but any body location can hold the implant; The Stinger can be linked to a Venom Gland to provide a toxin supply

MA 2d6

Rebuilt Joints-Increased Articulation

1450 Allows the user to dislocate his limbs without discomfort, adding +2 to Contortions and to escape from holds and locks

MA 1d6

Reflex Boost I 3500 +1 to the User’s REF; Maximum is 11; 25% chance that the treatment also boosts your pain sensation, causing a -1 to Stun saves per point of boost; Cannot be combined with artificial boosterware systems

N 1d6+3

Reflex Boost II 7000 +2 to the User’s REF; Maximum is 11; 2, 25% chances that thetreatment also boosts your pain sensation, causing a -1 to Stun saves per point of boost (roll once; if 26%+ then check again); Cannot be combined with artificial boosterware systems

N 2d6+6

Replitech Toxin Screen 3400 Detects orally administered toxins on a 1-9 in 1d10; Triggers vomit reflex to empty stomach; This may (Referee’s discretion) allow the user to avoid the effects of the toxin

MA 1d6/2

Replitech TuffBone Skeletal Enhancement, Alpha

1300 Increased bone density and better muscle anchoring; Negates osteoporosis from 0-G; Adds 5% to the user’s weight, +1 to BOD for Str. Feat, Lift/Carry, and BTM vs. Melee, HtH and BFT

M 1d6/2

Replitech TuffBone Skeletal Enhancement, Beta

2800 Increased bone density and better muscle anchoring; Negates osteoporosis from 0-G; Adds 10% to the user’s weight, +2 to BOD for Str. Feat, Lift/Carry, and BTM vs. Melee, HtH and BFT; Subtract 1 from user’s ATT due to heavy facial bones

M 1d6

Revolution Genetics ChronoHeme™

5000 ChronoHeme™ (nitroriboseneophosphomethe1,4-globin) bonds oxygen in the manner that hemoglobin does, but it releases the oxygen only when hemoglobin has released all its oxygen; This creates an additional air supply in the bloodstream; With this modification, the user can go for 2 minutes per point of Body without taking a breath as long as they have had equal previous oxygen exposure (i.e. coming up from underwater, taking a fast breath, then going back down doesn't work)

N 1d6/3

Revolution Genetics Custom Blood

4000 Tailored biological implants produce new trademarked blood cells (MetaGlobinstm that carry 8 oxygen each and Microglobinstm that carry 1 oxygen each); The MetaGlobin allows more oxygen to be carried in the blood vessels, and the smaller Microglobin gets more oxygen into the tissues; This more effective oxygen transport gives +2 to all Athletics tests and +1 to all other REF, MA and BOD based skills that involvegross movement (not gun skills or drive, but including melee, martial arts, dance etc); Grants the skill Endurance at lvl. 2 or adds +1 to the skill; User can hold breath for an additional 6 min; User may not take blood transfusions other than from fellow users; User may not use blood substitutes, but requires transfusions of Revolution’s Custom Blood to quickly replace his own during surgery or in an emergency

MA 1d6

Revolution Genetics Custom Blood, Transfusion

100 per Pint

A transfusion of Revolution’s trademarked blood cells (MetaGlobinstm that carry 8 oxygen each and Microglobinstm

that carry 1 oxygen each); The MetaGlobin allows more oxygen to be carried in the blood vessels, and the smaller Microglobin gets more oxygen into the tissues; With a minimum transfusion of 4 pints, this more effective oxygen

N 1

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transport gives +2 to all Athletics tests and +1 to all other REF, MA and BOD based skills that involve gross movement (not gun skills or drive, but including melee, martial arts, dance etc); Grants the skill Endurance at lvl. 2 or adds +1 to the skill; User can hold breath for an additional 6 min; All of these effects last for 1 week, after which the user’s normal blood production has replaced the Custom Blood

Revolution Genetics Flashlight Implant

290 Implants a beta-light emitting organ (Heatless light similar to aglowstick) in the users body (usually the arm, hand, finger, or more rarely, the head or face); The light has a 1m glow, and reduces darkness penalties by 2 points; Powered by the body’s own bioelectric field; Visible from up to 100m

M 1d2 A

Revolution Genetics Poison Glands, Hands

500 Nausea inducing or sleep inducing poison gland installed in theuser’s hand; Poison coats the user’s hand or arm blades (not included); Gland produces a dose every hour, and holds 4 doses; User is not immune to his own poison

MA 2d6+3

Revolution Genetics Poison Glands, Hands

800 Hallucinogenic poison gland installed in the user’s hand; Poison coats the user’s hand or arm blades (not included); Gland produces a dose every hour, and holds 4 doses; User is not immune to his own poison

MA 2d6+3

Revolution Genetics Poison Glands, Hands

1100 Biotoxin I poison gland installed in the user’s hand; Poison coats the user’s hand or arm blades (not included); Gland produces a dose every hour, and holds 4 doses; User is not immune to his own poison

MA 2d6+3

Revolution Genetics Poison Glands, Teeth

500 Hallucinogenic, nausea inducing or sleep inducing poison gland installed in the user’s sinus cavity; Poison is injected through fangs included in the procedure; Gland produces a dose every hour, and holds 4 doses; User is not immune to his own poison

MA 3d6

Revolution Genetics Poison Glands, Teeth

1000 Biotoxin I-producing poison gland installed in the user’s sinus cavity; Poison is injected through fangs included in the procedure; Gland produces a dose every hour, and holds 4 doses; User is not immune to his own poison

MA 3d6

Revolution Genetics Tailored Pheromones, Attractants

5000 Pheromone glands implanted in crotch and armpits; User may only have one type of pheromone gland; Nasal filters are 60% effective at blocking the pheromones; Attractant pheromones cause the user to gain a +2 to all Interview, Persuasion/Lie/ Fast Talk, and Seduction tests with members of a chosen sex, but a -1 to those of the opposite sex

M 1d6/2

Revolution Genetics Tailored Pheromones, Confusion

2500 Pheromone glands implanted in crotch and armpits; User may only have one type of pheromone gland; Nasal filters are 60% effective at blocking the pheromones; Confusion pheromones cause anyone within 1m to suffer a -1 to INT-based tests and Initiative rolls

M 1d6/2

Revolution Genetics Tailored Pheromones, Gullibility

2000 Pheromone glands implanted in crotch and armpits; User may only have one type of pheromone gland; Nasal filters are 60% effective at blocking the pheromones; Gullibility pheromones cause the user to gain a +1 to all Persuasion/Lie/Fast Talk tests

M 1d6/2

Revolution Genetics Tailored Pheromones, Love

1000 Pheromone glands implanted in crotch and armpits; User may only have one type of pheromone gland; Nasal filters are 60% effective at blocking the pheromones; Love pheromones cause the user to gain a +1 to all Seduction tests vs. the chosen sex

M 1d6/2

Revolution Genetics Tailored Pheromones, Presence Booster

2500 Pheromone glands implanted in crotch and armpits; User may only have one type of pheromone gland; Nasal filters are 60% effective at blocking the pheromones; Presence Boosting pheromones give the user a +1 to all Leadership, Oratory andPersuasion/Lie/Fast Talk tests (+2 if the target has already deferred to the user in the past); Caution should be exercised when speaking to potentially hostile groups, as the leadership may feel threatened by your presence (- 2 to personal interaction skills when dealing with those in leadership positions)

M 1d6/2

Revolution Genetics Tailored Pheromones, Presence Cutter

2500 Pheromone glands implanted in crotch and armpits; User may only have one type of pheromone gland; Nasal filters are 60% effective at blocking the pheromones; Presence Cutting pheromones give the user a +2 to rolls to avoid drawing attention to themselves

M 1d6/2

Revolution Genetics Tailored Pheromones,

5000 Pheromone glands implanted in crotch and armpits; User may only have one type of pheromone gland; Nasal filters are 60% effective at blocking the pheromones; Territorial Marker pheromones cause the user to gain a +1 to all Intimidation,

M 1d6/2

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Territorial Markers Interrogation, and Facedown tests, +2 if the target must entera small space the user has occupied for several minutes; They reduce all other socially-based skill rolls by -2, and can provoke aggression in persons who are territorial in nature, such as Gang Bangers

Revolution Genetics UV Shielding

150 This dermal modification transforms the subject's epidermis to protect from 99.5% of UV damage; The subject can no longer tan, and the skin turns a violet-purple, similar to a japonese eggplant; Treatment must be renewed every 3-5 (1d3+2) years as the effects wear off as the skin continues to grow and shed

N 1

Revolution Genetics UV Shielding, Improved

500 This dermal modification transforms the subject's epidermis to protect from 99.5% of UV damage; The subject can no longer tan, and therefore the mod comes with a permanent pigmentation change - usually to a mild tan, although deeper tans are available; Treatment must be renewed every 3-5 (1d3+2) years as the effects wear off as the skin continues to grow and shed

N .5

Sabre Serum RNA Modification

35000 RNA restructuring adds +2 to MA and REF, +3 to BOD, and doubles the user’s healing rate (takes 6 months for these bonuses to accrue)

N 5d6

SATT Super Metabolism 2500 Modifies the user’s digestive tract to fully break down any food consumed, extracting the maximum nutritional value from it; The user may eat as little as 1/3 of the normal daily requirement of any type of food without penalty

MA 2d6

SATT Tailored Metabolism

1500 Modifies the user’s digestive tract to extract the maximum nutritional value from commercial “kibble”; The user may eat as little as 1 serving of “kibble” per day without penalty

MA 1d6

SATT Ultra-Metabolism 5000 Modifies the user’s digestive tract to fully break down any matter consumed, extracting the maximum nutritional value from the substances; The user may eat almost anything not fatally poisonous, deriving nutrition from such sources as dirt, used fry oil, or CHOOH2; The user gains +2 to Saves vs. ingested poisons

CR 3d6

Shukutei Biomed Phibia™ Aquatic Webbing, Alpha

500 Hands are webbed using custom-designed skin lines to create afrog-like membrane of skin between them; Add +2 to underwater MA; Reduce REF by -1 for the purposes of manipulation

MA 1d6/2

Shukutei Biomed Phibia™ Aquatic Webbing, Alpha

800 Hands are restructured using custom-designed bone and skin lines to elongate the user's digits and create a frog-like membrane of skin between them; Underwater MA is equal to normal MA; Reduce REF by -1 for the purposes of manipulation

MA 1d6

Sinus Reconstruction 1500 Pressure equalization system for the inner and middle ears and sinus cavities, strengthened with polycarbonate fiber mesh; Allows user to surface/dive without the effects of pressure changes on the ears; MDD 200m

CR 1d6/2

Speed Grafts 750 Add +2 to user’s MA by increasing muscle in the legs and anchoring the tendons and ligaments further apart

M 1d6

Staged Neural Bridge 200/Lvl Cultivated nerve tissue that links the spacial coordination areasof both sides of the brain to make the subject ambidextrous; Tasks performed with the off-hand normally have a +3 penalty applied to the difficulty; The Staged Neural Bridge reduces thepenalty by its level

M 1d6/3 per Lvl

Stress Moderator 800 New glands increase the production of noradrenalin, reducing stress in the user; Reduces the user’s Stress level by 1

M 1d6+1

SuperSpine 9000Replaces the user's spine with a tougher, more flexible version;The improved vertebrae give further protection to the spinal column; This involves altering the host's ribcage, although this implant is not effective if any armor is implanted to the torso (this includes any bioware or cybernetic, but not Skinweave); The torso muscle attachment points are modified to be rip-resistant; The package gives increased mobility; Grants +2 to Escape/Dodge tests; +3 to Acrobatics, Athletics or 0-G Maneuver tests, and +2 to Escapology or Contortion tests; The implantation requires Critical surgery and the patient will be unable to move until all surgical damage has healed

CR 1d6+1

Synaptic Accelerators, Lvl. I

2000 Adds thick vat grown nerve trunks on all the main motor nerves; This completely alters the nature of your nervous system; Roll Initiative on 4d3 instead of 1d10; Acts as a one time bonus of +5 to resist nerve gas, as the poison is soaked up

CR 2d6

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on the thicker nerves (The system dies and all bonuses are lost;The system must be totally replaced) ; Not compatible with any form of artificial nerve rewiring

Synaptic Accelerators, Lvl. II

5000 Adds thick vat grown nerve trunks on all the main motor nerves; This completely alters the nature of your nervous system; Roll Initiative on 5d3 instead of 1d10; Acts as a one time bonus of +10 to resist nerve gas, as the poison is soaked up on the thicker nerves (The system dies and all bonuses are lost; The system must be totally replaced); Not compatible with any form of artificial nerve rewiring

CR 3d6+1

SynthCardium Heart Sheath

2000 Set of vat-grown muscles installed around the user’s biologicalheart to allow for stronger contractions under physical stress; Adds +1 to BOD, MA or REF for movement-based tests; Causes torso injuries if over used (1d3 damage each six Turns of use)

MA 1d6/2

Tail 1000Vat grown prehensile tail grafted on at the base of the spine; Cost is for plain skin, but tails are available with scales, feathers, a fur coat or even patterned fur or skin (cost as for 1 pip of Replacement Hair); Tails are very strong, and can lift up to six kilos; They are prehensile and can wrap themselves around objects; Can slap or strangle for D6 damage (plus half the user's damage bonus)

M 1d6+1

Tail, Combat 2000A stronger version of the bioware Tail; Thicker, and while prehensile, it works with the same strength as the wearer's arm for Lift, Carry and Damage Bonus purposes

M 2d6+1

T-MAXX Ileocecal Siphon

500 Allows user to survive without water in a temperate environment for 48 hours, or 24 hours in a hot and dry environment

MA 1

Toxin Binders 3000 Improve Poison/Drug saves by +4 N 1d6/2Trauma Damper I 500 Augmented glands produce heightened levels of endorphins in

response to trauma; Adds +1 to Stun saves; User must make anAverage (15) Resist Torture/Drugs test to avoid becoming addicted; Addiction requires one dose of endorphins per 24 hours, or results in the loss of 1 point from all skill tests duringthis period; If the user can make a Difficult (20) Resist Torture/Drugs test once per day for 6 consecutive days without activating the Trauma Damper, he has overcome the addiction

M 1d6/2+1

Trauma Damper II 1000 Augmented glands produce heightened levels of endorphins in response to trauma; Adds +2 to Stun saves; User must make a Difficult (20) Resist Torture/Drugs test to avoid becoming addicted; Addiction requires one dose of endorphins per 12 hours, or results in the loss of 2 points from all skill tests during this period; If the user can make a Difficult (20) Resist Torture/Drugs test twice per day for 6 consecutive days without activating the Trauma Damper, he has overcome the addiction

M 1d6+2

Trauma Damper III 1500 Augmented glands produce heightened levels of endorphins in response to trauma; Adds +3 to Stun saves; User must make a V. Diff. (25) Resist Torture/Drugs test to avoid becoming addicted; Addiction requires one dose of endorphins per 8 hours, or results in the loss of 3 points from all skill tests during this period; If the user can make a Difficult (20) Resist Torture/Drugs test three times per day for 6 consecutive days without activating the Trauma Damper, he has overcome the addiction

M 1d6+1d6/2+3

Unspeak SharkSkin 2000 Replaces skin with special, vat grown flesh covered in razor-sharp diamond-shaped scales; When rubbed the wrong way, skin acts like a series of small blades, damaging anyone who scrapes against it; Damage is 1d6 plus damage modifiers, + 1d6 if combined with appropriate striking or grappling maneuvers, or 1d6 damage to anyone grappling the user; Price is per Pip covered, fully or partially, while HL is 1d6+1 for 1 Pip, +1 for each subsequent Pip

M Varies

Working Appendix 750 Rebuilds the user’s natural appendix, granting the user the ability to digest cellulose (wood fiber, grass, etc); Grants a +2 to Wilderness Survival tests related to food; More than 1 meala day of such materials will cause the user to emit large quantities of methane, allowing tracking by smell

M 1d6/2

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Biotech SystemsAll Biotech costs double if the user has lost more than 10 points of Humanity Index due

to non-nanotech or non-biotech systemsPreparatory DNA Mapping

2700 Required first step for all biotech N 0

Permanent ATT Increase 1600 Increases the user’s ATT; Cost is per point, to a maximum of +3

N 1

Permanent BOD Increase 3400 Increases the user’s BOD; Cost is per point, to a maximum of +2

N 0

Permanent MA Increase 2700 Increases the user’s MA; Cost is per point, to a maximum of +4

N 1d6/2

Permanent REF Increase 5000 Increases the user’s REF; Maximum of +1 N 1d6+3Reduced Oxygen Lungs 5900 User may breath in severe smog or light smoke without

penaltiesN 1

Skin Armor 8300 Provides SP 6 to all areas of the user’s body N 0UV Resistance 7600 Protects user from ill-effects of sun exposure, and turns his/her

skin dark brown or blackN 1d6

Bioenhancement TabsOnly one Bioenhancement Tab can be taken in a day, or none will work

Anti-Trauma 4000 User gains +2 to Death saves for the next 12 hours - -Endurance 1200 User may ignore the effects of fatigue for the next 12 hours - -Ignore Pain 1800 User gains +4 to Stun saves for the next 12 hours - -

RNA Memory Tabs Multiply cost by IP Multiplier; Roll 1d10 over the tab’s level or suffer a permanent -1 to the skill in question;

Tabs last 3 hours each; If more than 1 is taken per 24 hours, roll 1d10 over 8 or lose 2d6 skill points from random skills

Skill Level +1 600 Provides any skill at level one; Cost is multiplied by the IP Multiplier for the skill in question

- -

Skill Level +2 1800 Provides any skill at level two; Cost is multiplied by the IP Multiplier for the skill in question

- -

Skill Level +3 5000 Provides any skill at level three; Cost is multiplied by the IP Multiplier for the skill in question

- -

Bodyweapon SystemsBig-Knucks 500 Reinforced Knucklebones; Causes 1d6+2 BFT damage on a

punch or back-hand slap; Illegal in most jurisdictionsM 3d6

BiteBooster 200 Myomer fiber woven through jaw muscles; Adds +3 to bite damage

M 1d6/2

Blade Hand 500 Large, machete-like blade replaces the user’s hand; Non-retractable, it is essentially a machete attached to the wrist; Theaffected arm cannot be used to perform any sort of normal manual activity; Quick-Change mount is standard (Included in price); Damage is 4D6 Blade, plus BOD bonus; Black market cyberware (LGL 4)

MA 3d6+3

Blockbooster 350 Reinforces the blocking areas of the user’s limbs; Adds +1 to Block per pair (Cost is for 1 pair, in arms or legs); User may have only one pair per pair of limbs

M 1d6

Bonespike 1000 17cm piece of polymer-reinforced vat-grown bone is implantedin the user’s forearm, exiting through a slit in the palm (V. Diff. (25) Awareness test to spot the slit, or to distinguish the Bonespike as a weapon on scans); The spike inflicts 1d6+4 Blade damage on a strike; If used to Parry, it will break on a 1-3 on 1d10; Illegal in most jurisdictions

MA 2d6

Climbing Claws 500 (per set)

Curved claws add +2 to Climbing (Or Athletic tests for the purposes of climbing); Non-retractable, if implanted in the hands they subtract -2 to REF or TECH when performing actions which require fine motor control (electronic repairs, picking locks, etc.); They may be implanted in either hands or

M 2d6+3 (per set)

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feet (same cost and HC); If a character possesses both hand and foot implants, his Bonus is +3 for the purposes of climbing; With a Melee: Cyber skill, they may be used like Rippers or a Talon Foot in hand-to-hand combat to add 1D3+1 Blade damage to a strike

Cyberjaw, K-9 2750 Replaces the lower jaw and its attachment points, as well as a section of the upper jaw, with a metallic jaw construct; Bite causes 1d6 Blade damage; Jaw is SP 6 (2 on 1d10 for a head shot) hard armor; Illegal in most jurisdictions

MA 3d6+2

Cyberjaw, Conga 2770 Replaces the lower jaw and its attachment points, as well as a section of the upper jaw, with a metallic jaw construct; Bite causes 1d6+2 Blade damage; Jaw is SP 6 (2 on 1d10 for a headshot) hard armor; Illegal in most jurisdictions

MA 3d6+2

Cyberjaw, Needler 2800 Replaces the lower jaw and its attachment points, as well as a section of the upper jaw, with a metallic jaw construct; Bite causes 1d6+3 Blade damage; Jaw is SP 6 (2 on 1d10 for a headshot) hard armor; Illegal in most jurisdictions

MA 3d6+2

Cyberjaw, Pit Bull 2870 Replaces the lower jaw and its attachment points, as well as a section of the upper jaw, with a metallic jaw construct; Bite causes 2d6 Blade damage; Jaw is SP 6 (2 on 1d10 for a head shot) hard armor; Illegal in most jurisdictions

MA 3d6+2

Cyberjaw, Shark Maw 2930 Replaces the lower jaw and its attachment points, as well as a section of the upper jaw, with a metallic jaw construct; Bite causes 2d6+1 Blade damage; Jaw is SP 6 (2 on 1d10 for a headshot) hard armor; Illegal in most jurisdictions

MA 3d6+2

Cyberjaw, T-Rex 3000 Replaces the lower jaw and its attachment points, as well as a section of the upper jaw, with a metallic jaw construct; Bite causes 3d6 Blade damage; Jaw is SP 6 (2 on 1d10 for a head shot) hard armor; Illegal in most jurisdictions

MA 3d6+2

Cyberjaw, RealSkinn 200 RealSkinn covering for the Cyberjaw; Reduces HC by 1d6; Difficult Awareness test to detect

MA -1d6

CYBERMATRIX Gang Jazzler

600 Two small, highly conductive needles housed in forefinger sheaths (Penetrate up to 3 SP soft armor) wired to a rechargeable battery in the forearm; The unit has enough power for 3 surges (recharge 1 surge per hour of non-use); If triggered, the pulse will immobilize a target failing a Difficult (20) Endurance + BOD test for 1d10+1 minutes; If the target is hit in the head or torso, they must make an Average (15) BOD + Endurance test or drop to Mortal 1; Solid contact (such as a grapple) with unshielded Cyberware has a 10% chance to cause it to short out permanently; Illegal in most jurisdictions

M 2d6+3

Cybersnake 1200 Self controlling cyberweapon that looks like a snake with an auger for a head; Installed in a body orifice 2.5cm or larger, or a special shoulder mount; May attack at a 1m range; 1d6 Bladedamage; Causes 2 points of damage per hit to soft armor; User is +3 to hit an unsuspecting or held target, +6 if the target is “intimately” engaged; An opponent making a successful Grab attack may pull on the snake, causing 1d6 damage per round tothe user; Illegal in all jurisdictions

MA 4d6

Cybersnake Mk. 2 1600 Self controlling cyberweapon that looks like a snake with an auger for a head; Installed in a body orifice 2.5cm or larger, or a special shoulder mount; May attack at a 1m range; 1d6 Bladedamage; Causes 2 points of damage per hit to soft armor; User is +3 to hit an unsuspecting or held target, +6 if the target is “intimately” engaged (such a target is also open to an eviscerate attack; The snake is thrust into a target’s orifice, causing 2d6 damage per round until the victim beats the user ina BOD + Strength Feat contest); An opponent making a successful Grab attack may pull on the snake, causing 1d6 damage per round to the user; Illegal in all jurisdictions

MA 4d6

Cyphire Cyberware Retractable Extended Bite Sharkgrin Special

1400 Jaw modification and 2.5cm retractable implanted carbo-glas teeth; Cause 1d6 Blade damage on a successful bite

CR 4d6

Cyphire Cyberware Retractable Extended Bite Vampires

1000 Jaw modification and 2.5cm retractable implanted carbo-glas canines; Cause 1d6/2+1 Blade damage on a successful bite

CR 3d6+2

Cyphire Cyberware 500 Retractable implanted carbo-glas teeth; Cause 1d6/2 Blade damage on a successful bite

MA 2d6+2

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Retractable Sharkgrin SpecialCyphire Cyberware Retractable Vampires

500 Retractable implanted carbo-glas canines; Cause 1d6/3 Blade damage on a successful bite

MA 2d6+2

Cyphire Cyberware Spitting Cobra

400 Cannot be refitted to standard Vampires; The user may spit Acid (Average REF test to hit) up to 2m for 1d6 Acid damage; If the acid is triggered during a successful bite attack that penetrates armor, the acid does 2d6 Acid damage, bypassing armor; The unit’s reservoir holds 20 doses of acid (€25 to refill); Illegal in most jurisdictions

M 4d6

Cyphire Cyberware Spitting Cobra, Retractable

700 Cannot be refitted to standard Vampires; The user may spit Acid (Average REF test to hit) up to 2m for 1d6 Acid damage; If the acid is triggered during a successful bite attack that penetrates armor, the acid does 2d6 Acid damage, bypassing armor; The unit’s reservoir holds 20 doses of acid (€25 to refill); The Vampires must be extended to spit; Illegal in most jurisdictions

MA 4d6

CyTech Cybertail 2000 Attaches a myomer-laced appendage to the end of the user's spine and is under complete control of the owner; It can be used by itself as a weapon (see Weapon List); A CyberTail cantake 7 SDP before being disabled and 10SDP will destroy it; When the user is hit in a random location and the result is either leg, a roll of 1-2 on a 10-sided die indicates that the tail was actually hit; CyberTail has 2 option spaces; There are several upgrades available

M 3d6

CyTech Cybertail, Armor 300 Armors the Cybertail to SP 20; Uses 1 option space N 2CyTech Cybertail, Prehensile

1000 The user may hang by the tail and handle simple objects; Uses 2 option spaces

N 1d6

CyTech Cybertail, Stinger 500 Blade-tipped tail causes extra damage in melee combat and may have the tip treated with poison or drugs; Uses 1 option space

N 3

CyTech Cybertail, Superchrome

250 Superchrome coating; Adds +1 to Wardrobe/Style; Uses no option spaces

N 1

CyTech Cybertail, Thickened Myomer

200 Raises SDP of the Cybertail to 12 disabled/15 destroyed and adds 1d6 damage to tail strikes; Uses 1 option space

N 2

Draconian Technologies Firebreath Flamer

600 Flamer (Firebreath: Type: Hvy/Ass; ACC: -1; REL: VR.; RoF: 1; Mag: 5; Range: 1m; AoE: .25/.5/1/2; Ammo: Flamer Fuel; Damage: 2 Burn) installed in the user’s torso, with a nozzle that extends slightly from under the user’s tongue, allowing the user to “spit flame”; The refilling nipple is located under the user’s arm; Illegal in all jurisdictions

MA 3d6

Dynalar New Teeth 200 Sharpened ceramic teeth; Will not break off unless skull is shattered; Bite causes 1d2 points Blade damage

M 1d6/2

Dynalar Power Jaw 100 Myomer fiber woven through jaw muscles; Adds +2 to bite damage

MA 1d6/2

Elbow Spike 1500 Triangular blade mounted in the forearm; Exits through a slit in the elbow; 30cm long, it causes 1d6+3 Blade damage, plus BOD modifier (and Martial Arts if the Art in question has a knife or sword kata); Illegal in most jurisdictions

MA 3d6

Finger Bolts 250 Reinforcing bolts installed in the bones of the user’s fingers add +2 to all Hand strikes

M 1d6

HeaDspYkE™ 1000 20cm retractable spike mounted in either the forehead or the top of the head, retracting into the skull when not in use; 2D6 Blade damage on a head butt attack; Roll D10 on the followingtable after implantation: (1-2) -1 INT, (3-4) -1 COOL, (5-6) -1 REF, (7-9) Roll 1d6 on this table twice, (10) Roll 1d10 on this table twice

CR 3d6

HeaDspYkE™, MonoBlade

2000 20cm retractable MonoBlade spike mounted in either the forehead or the top of the head, retracting into the skull when not in use; 3D6 Mono damage on a head butt attack; Roll D10 on the following table after implantation: (1-2) -1 INT, (3-4) -1COOL, (5-6) -1 REF, (7-9) Roll 1d6 on this table twice, (10) Roll 1d10 on this table twice

CR 3d6

Implanted Fangs, Sharkgrin Special

200 Full-mouth set of implanted Carbo-glass teeth cause 1d6/2 Blade damage on a successful bite

N 3d6

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Implanted Fangs, Sharkgrin Special, Poisoned

400 Full-mouth set of implanted Carbo-glass teeth cause 1d6/2 Blade damage on a successful bite; If the bite penetrates flesh, the user can trigger the release of a drug or poison pre-injected into the fangs; Illegal in all jurisdictions

N 3d6

Implanted Fangs, Vampires

200 Implanted Carbo-glass Canines cause 1d6/3 Blade damage on a successful bite

N 3d6

Implanted Fangs, Vampires, Hollow

250 Implanted Carbo-glass Canines cause 1d6/3 Blade damage on a successful bite; Can be linked to poison sac or gland; If the bite penetrates flesh, the user can trigger the release of the drugor poison produced by the gland

N 3d6+1

Implanted Fangs, Vampires, Poisoned

400 Implanted Carbo-glass Canines cause 1d6/3 Blade damage on a successful bite; If the bite penetrates flesh, the user can trigger the release of a drug or poison pre-injected into the fangs; Illegal in all jurisdictions

N 3d6

Intra-Knuckle Spikes 400 Three short triangular blades mounted in the hand; The blades extend between the knuckles of the user, adding damage to punches; Punch damage is 1d6+2 Blade

M 3d6

Knuckle Spikes 550 Reinforced knucklebones with pyramid-shaped spikes; Causes 1d6+4 damage on a punch or back-hand slap; Illegal in most jurisdictions

M 3d6+4

Knuckle Studs 150 Reinforced knucklebones with metallic studs; +1 damage on a punch or back-hand slap

M 1d6+1

MonoWhip 1200 5m of Monowire mounted on a spool in the user’s thumb; The free end is weighted with a false, ceramic thumb-tip; Illegal in all jurisdictions; It can be used as a whip/cutter (3d6 Mono damage per strike, plus skill bonus) or a garrote (4d6 Mono damage per round)

M 3d6

NovelTech BigRipp 1850 Triangular CarboGlass blade mounted in the forearm; Exits through a slit either above or below the wrist; 30cm long, it causes 1d6+3 Blade damage, plus BOD modifier (and Martial Arts if the Art in question has a knife or sword kata); Illegal in most jurisdictions

MA 3d6

NovelTech BigRipp II 1200 Triangular CarboGlass blade mounted in the forearm; Exits through a slit either above or below the wrist; 35cm long, it causes 2d6 Blade damage, plus BOD modifier (and Martial Arts if the Art in question has a knife or sword kata); Breaks on a 1-3 on 1d10 if used to parry; Illegal in most jurisdictions

MA 3d6+1

NovelTech BigRipp III 1200 CarboGlass blade mounted along the forearm; Exits through a slit along the length of the forearm; 35cm long, it causes 2d6 Blade damage, plus BOD modifier (and Martial Arts if the Art in question has a knife or sword kata); Breaks on a 1 on 1d10 ifused to parry; If it does not break, it causes normal damage to the attacker or his weapon; Illegal in most jurisdictions

MA 3d6+1

NovelTech Spitfire Flamer

1000 Flamer (Spitfire: Type: Hvy/Ass; ACC: 0; REL: St.; RoF: 1;Mag: 4; Range: 2m; AoE: .25/.5/1/2; Ammo: Flamer Fuel; Damage: 2 Burn) installed in the user’s torso, with a nozzle that extends slightly from the user’s mouth, allowing the user to “spit flame”; The refilling nipple is located under the user’s arm; Illegal in all jurisdictions

MA 4d6

RazorBack 2000 Eight, 10cm spikes extend in pairs from either side of the user's spine, and can be used to stab an aggressor who has achieved a hold from behind the user; If the user has any armoron, the spikes rip through, causing 1d6 SDP damage; Sealed and EVA suits will be punctured; RazorBacks add impaling damage to any damage done through "slam" attacks

MA 4d6

RazorHead Varies Constructed of a blade or blades implanted into a person's scalp; The most popular model is the "metal mohawk" design, but many others are also available, including all kinds of horns,spikes, nails and other bladed monstrosities; Many users customize their Razorheads for ultimate individuality; Cost is random (€(9+1d8)x100) due to the variable nature and illegal status of such implants; Damage on a Head Butt attack is 2d6 Blade + Damage Mod; A fumble results in the damage rolled being applied to the user's head; if the user has a Cowl, Subdermal Plating on the head, or a Cyberfacial Remount that covers the skull, the damage is applied to the armor first, then doubled for striking the head

CR 3d6+3

Retractable Monoblade 900 Installs a 30cm retractable mono-knife in the user’s forearm; The weapon causes 2d6+3 Mono damage in melee, plus the user’s BOD modifier; The knife otherwise acts in all ways as a mono-knife

M 3d6

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Retractable Needle 650 Bioplastic needle mounted in finger, connected to poison sac/gland; N. Imp. (30) Awareness test to detect; Illegal in all jurisdictions

M 2d6

Rippers 400 Top two joints of each finger are replaced with metal and plastic sheaths for 7.5cm Carbo-Glass claws; A strike with the claws causes 1d6+3 Blade damage; If concealed using fake fingernails, the claws are a Difficult (20) Awareness test to spot; Illegal in most jurisdictions

M 3d6

Rippers, Improved Blades, Compression Carbide

100 These replacement blades will fit all existing Ripper units currently manufactured; Installing improved rippers involves about 40 minutes per hand and an Easy Tech: Cyber test; Compression Carbide Blades are sharper and hold a fine edge better than regular rippers, and deal slightly more damage (+1 Blade damage)

- -

Rippers, Improved Blades, Mono-Carbide

600 These replacement blades will fit all existing Ripper units currently manufactured; Installing improved rippers involves about 40 minutes per hand and an Easy Tech: Cyber test; Mono-Carbide Blades are much sharper than regular rippers, and deal more damage (+1d6 Mono damage), but suffer from all the disadvantages of mono-blades (shatter when fumbled).

- 1d6/2

Rippers, Over-Knuckle 500 Four 5-6cm Carbo-Glass claws are implanted in the user’s carpals; When triggered, they slide free and exit through ports in the user’s knuckles; A strike with the claws causes 1d6+3 Blade damage; If concealed using gloves, the claws are a V. Diff. (25) Awareness test to spot; Illegal in most jurisdictions

M 3d6

Scratchers 100 Carbo-Glass or surgical stainless steel fingernails; Blades cause 1d6/3 Blade damage on a hand strike; If the nails are painted/lacquered they are a N. Imp. (30) Awareness test to spot

N 2d6

Slice-N-Dice 700 Monowire spool mounted in the user’s fingertip; The free end is weighted with a false, ceramic fingernail; Illegal in all jurisdictions; It can be used as a whip/cutter (2d6 Mono damage per strike, plus skill bonus) or a garrote (4d6 Mono damage per round)

M 3d6

Stinger 400 Surgical quality hypodermic needle implanted in the user’s finger, linked to a memory-plastic cartridge holding any drug/poison of the user’s choice; Palm cartridge holds three doses (a ten-dose cartridge can fit in a cyberlimb space, with up to three per arm); Illegal in all jurisdictions without a medical license

M 1d6+3

Stinger Cartridge 50 Memory plastic cartridge for the Stinger injector; Holds ten doses of drug/poison and fits in a standard cyberarm space

N 0

Unspeak Cyberware Mandibles

1200 Jaw looks normal (V. Diff. Awareness test to detect); Bite withmandibles is 12cm, and causes 2d6 damage; Mandibles must be extended for eating

MA 5d6

Wolvers 600 Three 30cm triangular blades are implanted in the user’s forearm; When triggered, they slide free and exit through ports between the user’s knuckles; A strike with the claws causes 3d6 Blade damage; If concealed using gloves, the claws are a Difficult (20) Awareness test to spot; Illegal in most jurisdictions

M 3d6+1

Wired Jaw 500 Myomer fiber woven through jaw muscles; Artificial muscle added to jaw; Adds +4 to bite damage

MA 1d6

Cyberoptic SystemsStandard Cyberoptic 500 Replaces the user’s eye; Holds up to four options; Vision is

perfect; sharper/clearer than standard human vision; Eye can look normal, or obviously cybernetic, with fashion colors and patterns for both the eye and iris, or superchromed for that “Max-Borg” look

MA 2d6

3600 Vision 3500 Allows for the implantation of an additional four cyberoptics into the skull; One Cyberoptic mount is placed on each side, one in the back, and one on the top, along with all necessary wiring and a dedicated visual coprocessor (requires a Neuralware Processor); This allows the user to look in all directions at all times, with the exception of the blind spot the body creates; The system is disorienting, resulting in a -3 penalty to all Awareness/Notice tests; Does not include the necessary optics

CR 4d6

Advanced Idea Mechanics LethalEye

1500 Replaces the user’s eye; No additional option spaces; Vision is perfect; sharper/clearer than standard human vision; Eye can look normal, or obviously cybernetic, with fashion colors and

CR 4d6

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Optic patterns for both the eye and iris, or superchromed for that “Max-Borg” look; AntiDazzle function renders user immune toflash/laser blinding; Eye acts as an emitter/lens for the AIM LethalEye Implanted Laser Generator; When using the eye as an emitter, the firer adds Awareness + REF + 1d10, with a +5 for an unsuspecting target; Highly illegal, it requires an Impossible (35) Streetdeal test to acquire, and carries a penalty of summary execution for unauthorized use in any jurisdiction where such a penalty is allowed

Biotec Alarm Eye 700 Replaces the user’s eye; Holds up to two options; Vision is perfect; sharper/clearer than standard human vision; Eye looks normal; While the user sleeps, the eye remains open, blinking occasionally; The eye can be programmed to respond to motion, recognizably human silhouettes (75% chance), or changes in light levels (May be non-visual spectra if the eyes are properly equipped); The eye’s response is a neuro-electric surge designed to awaken the user within 1 Round, and may beset to turn off any sleep inducer or Somaware

MA 3d6

C.I.A. Assassination Eye 2200 Replaces both the user’s eyes with custom optics; One eye consists of a reinforced and shielded .177cal caseless firearm (see Weapon List); The other eye is a standard optic with Targeting Scope and three options; The user may attack with the .177cal weapon using Awareness + REF + 1d10, with a +5vs. an unsuspecting opponent; Highly illegal, it requires a Streetdeal test of 40 to acquire, and carries a penalty of summary execution for unauthorized use in any jurisdiction where such a penalty is allowed

MA x2 6d6

Cobra Venom Eye 4000 Replaces both the user’s eyes with custom optics; One eye is a standard optic with Targeting Scope and three options; The other eye includes a Dart Gun, and a special linkage to a bioware Poison Gland and nanotech factory in the user’s sinus cavity; The poison gland secrets the agent of the user’s choice, which is then transferred to the eye, where it is incorporated into silicon darts manufactured by the custom nanotech; These nanotech can manufacture one dart every 4 hours; The user may attack with the weapon using Awareness + REF + 1d10, with a +5 vs. an unsuspecting opponent; Highly illegal, it requires an Impossible (35) Streetdeal test to acquire, and carries a penalty of summary execution for unauthorized use inany jurisdiction where such a penalty is allowed

MA x3 9d6

Cyclops International Bug Eye

750 Oversized optic in an extended optic mount; Must be implanted in pairs; Holds 6 options each; -1d2 to ATT

MA 3d6

Cyphire Cyberware Remote Eye

1500 Requires the user have 2 Cyberoptics; Removable Cyberoptic with transmitter; Links to user’s other optic, which must have aVideo Imager option; Allows user to see through the Remote Eye from up to 100m; The remote eye can only hold 1 option; Eye comes with both magnetic and Velcro feet for wall mounting

MA 3d6

Humanitech Interchangeable Cyberoptic

700 Specialized optic for use with the Humanitech Interchangeable Cyberoptic Port; Holds up to three options; Vision is perfect; sharper/clearer than standard human vision; Eye can look normal, or obviously cybernetic, with fashion colors and patterns for both the eye and iris, or superchromed for that “Max-Borg” look

N 1d6

Humanitech Interchangeable Cyberoptic Port

1500 Replaces the user’s orbit and eye socket with a receptacle for use with Humanitech Interchangeable Cyberoptics; The unit can hold one optic at a time, requiring only one round to change optics

MA 2d6

Kiroshi Optics Cybercam 2700 Poly-ceramic and metal plate over ablative plastic and microcellular honeycomb cells woven with myomer, surroundsthe right or left eye and top corner of the user’s skull; Covers Area 1 at SP 12 on 25% of head hits from the front or affected side; All rear attacks, and those from the unaffected side, ignore the Remount; Reduces ATT by -1; Replaces the surrounded eye with an enlarged optic/camera system; The optic is equipped with Image Enhancement, Kiroshi Micro-Video Camera II, Teleoptics, and Video Cam Transmitter (1 km range); 1 additional space is available for upgrades; May be equipped with additional optics as changeable lenses at .9x normal cost

MA 4d6+4

Kiroshi Optics Laser- 425 Low power Laser projector/receiver and processor built into an M 1

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Comm Optic optic; When in direct Line of Sight (Difficult REF test) with another Laser-Comm eye, the user may communicate by codedLaser pulses (Code set at purchase); User must have a Cyberoptic with Times Square Marquee, a Subdermal Screen, Cyberaudio, or an interfaced display/audio system to understand the communication; Civilian or military laser communication devices may be modified to receive Laser-Comm transmissions, but the Laser-Comm Optic will be damaged if the user attempt to receive transmissions from these sources

Kiroshi Optics Laser-Comm Optic Code Chip

175 Replacement coding chip for the Laser-Comm Optic N 0

Kiroshi Optics Monovision

650 Wrap-around visor-style optic replaces both eyes; 180 degree FOV, with 225 degree peripheral vision; +2 to Awareness vs. Ambushes; +1 to Awareness tests for peripheral vision; +1 to Initiative in surprise/ambush situations; Holds 6 Cyberoptic options

MA 3d6

Kiroshi Optics Pre-Built Optic

Varies The options for this optic are built into it at construction; This saves space, allowing for one extra option, but the options are non-removable and cannot be changed; Cost for custom models is (Optic + All Option costs) x2, while Humanity Loss for custom models is (Optic + All Option costs) -3

MA Varies

Kiroshi Optics Pre-Built Optic, Scout

1600 The options for this optic are built into it at construction; This saves space, allowing for one extra option, but the options are non-removable and cannot be changed; Options for the Scout Cyberoptic are: Image Enhancement, Teleoptics, Low Light and Digital Video Camera

MA 2d6+3

Kiroshi Optics Pre-Built Optic, Solo

1700 The options for this optic are built into it at construction; This saves space, allowing for one extra option, but the options are non-removable and cannot be changed; Options for the Solo Cyberoptic are: Targeting Scope, Anti dazzle, Low Light, Thermograph and Image Enhancement

MA 2d6+4

Kiroshi Optics TriclopticsThird Eye, Forehead

750 Adds a third eye socket in the user’s forehead, and installs a standard Cyberoptic; ATT is -1, but can be corrected through Bodysculpting

CR 3d6

Kiroshi Optics TriclopticsThird Eye, Non-Forehead

750 Adds an extra eye socket somewhere on the user’s face, and installs a standard Cyberoptic; ATT is -1 per eye, and cannot berecovered through Bodysculpting; Maximum of two additionaleyes

CR 3d6+2

Kiroshi-Nikon Engineering Live Feed Cyberoptic

1200 Requires Chipware Socket; Wrap-around visor-style optic replaces both eyes; 180 degree FOV, with 225 degree peripheral vision; +2 to Awareness vs. Ambushes; +1 to Awareness tests for peripheral vision; +1 to Initiative in surprise/ambush situations; Includes Antidazzle, Image Enhance, Macro-zoom, Teleoptics, Thermograph, Times Square +/Video Imager and Video-Cam Transmitter; Links to Chipware Socket for data storage, or can store data on a Wetdrive, or link through Interface Plugs to an external system; Can transmit up to 2 km using internal transmitter, or link to an external transmitter for added range (Use range of transmitter)

M 4d6

Life Vision Revelation Cyberoptic

2000 (new) or 700 (used)

Early model of cybereye; Holds two options, though these are considered to be Quick-Change options (Switch optional lens in 1 Turn); Each eye causes a -1 to ATT do to their size; User isat +1 to visual Awareness tests

MA 3d6-1

Optical Interface 600 Standard Cyberoptic with an Interface Plug built in; Cannot hold any options

MA 2d6+2

Quick Change Optic 1000 Holds 3 options; Removable and interchangeable MA 2d6+3Replay™ Cyberoptic 500 Replaces the user’s eye; Vision is perfect; sharper/clearer than

standard human vision; Eye can look normal, or obviously cybernetic, with fashion colors and patterns for both the eye and iris, or superchromed for that “Max-Borg” look; User can record up to 30 minutes of moderate-quality video to up to three removable data chips; User can also download video to an external source through Interface Plugs, or to an internal recorder or memory system; The user may play back video images from the chips, an external telecom receiver, plugs, or an internal/external playback device, and view them in his fieldof vision; The eye can hold no other options

MA 2d6+2

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Type

Transov Soviet Cyberoptic

100 Low quality image; Only holds 1 option; 50% chance of +1d6 HC and -1 ATT

MA 2d6 (50% chance of +1d6)

Unspeak Cyberware Bug Eyes

1500 Oversized optic in an extended optic mount; Must be implanted in pairs (Cost is for the pair); Holds 4 options per eye; -1 to ATT; Eye is SP 8 (Roll 1d10 for a front head shot; The eyes are struck on a roll of 8-10)

MA 4d6

Vacuum-Proof Cyberoptic

600 Holds up to 4 options; Used with VacWeave MA 2d6

Cyberoptic OptionsAltered Persistence of Vision

450 Processor allows user to see things normally moving to fast or slow to register with the brain; User will see the scanning line on CRT’s and tube-based television, individual frames of film, and full range of motion rather than blurs when objects move quickly; +1 to Awareness of very fast or slow moving objects; The user can also see subliminal images in film or video, gaining +5 COOL to resist them

N 1d3+1

AntiDazzle 200 Renders user immune to flash/laser blinding N .5Augmented Peripheral Vision

200 Increased field of view gives the user +1 to Awareness tests for peripheral vision; +1 to Initiative in surprise/ambush situations

N 2

Clock Display 50 Displays the time in the users peripheral vision; Can be turned off at will; Takes up no option spaces

N .5

Color Shift 300 Allows color changes and special fashion effects; Each change takes 1 minute

N .5

Compass 300 Requires a Times Square Marquee; Acts as a normal digital compass; Links to user’s Times Square Marquee

N 1

Compass, Logcompass 300 Requires a Times Square Marquee; Acts as a normal logcompass, visible in the user’s field of vision; Takes up 2 option slots

N 1

Dart Gun 200 User may fire a dart at a range of 1m (Dart causes 1 point of damage, but can penetrate SP 6 soft armor automatically, with a 50% to penetrate SP 7-8 soft armor; The user may attack withthe weapon using Awareness + REF + 1d10, with a +5 vs. an unsuspecting opponent; The dart may be poisoned); Takes up 3option spaces

N 2

Digital Camera 300 Record up to 200 high-quality digital still photos to internal chip; User can also download images to an external source through Interface Plugs, or to an internal recorder or memory system; Unit takes up 2 option spaces

N .5

Digital Video Camera 300 Record up to 30 minutes of video to internal chip; User can also download images to an external source through Interface Plugs, or to an internal recorder or memory system; Unit takes up 2 option spaces

N .5

Eagle Eye 200 Motion processor and priority filter add +1 to visual Awareness tests to detect movement

N 1

Eibon Biosystems Elderview®

5500 Replaces cornea with a rigid, yellow, five-pointed star woven from silicon and trace metals; Vision-based Awareness is penalized by -2; User will begin to see shapes, outlines and forms in colors ranging from bright red to deep violet, resembling silhouettes of strange and outré creatures of nightmarish appearance (Cool test to prevent further HumanityLoss from these spectral visions); Unit takes up 1 option space

N 1d6

EmeraldTech Xr Ray Vision

2000 Xr Rays are actually r-neutrinos, a small particle that passes through all organic materials; This has the same effect of X-Ray technology but without the need of a transmitter or any of the harmful radiation effects; Xr Ray Vision allows the user topenetrate layers of any organic material, discerning what is inside to a limited effect; Unfortunately the receptors for this are so complicated that only a small number of them can be fit into the cyberoptic; This gives the Xr Ray Vision a range of only 1m; This gives a +1 to Diagnose tests and MedTech tests where an X-Ray would be of use (such as setting a bone or removing a bullet); Unit takes up 4 option spaces in a cyberoptic

N D6

Fake Retina 200 Allows user to modify the eye to display a preset retina pattern; Falsification of another's retinal pattern is a Priority 2 Crime with 3 to 5 years in Hi-Security Block; BMAC is x5,

N 1

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and the eyes are Rare

Flashlight 50 Installs a small (10m beam, 1m spot) flashlight in the user’s eye; Reduces Darkness penalties by 2 points; Unit takes up 1 option space

N 1d6/2

Flashlight, Improved 100 Installs a small (20m beam, .5m spot) flashlight in the user’s eye; Reduces Darkness penalties by 2 points; Unit takes up 1 option space

N 2

Flashlight, Improved, Enhanced Spectral Range

100 Adds either UV or Infrared capacity to the Cyberoptic Flashlight, Improved; The option takes no space; Both options may be taken in the same eye if the cost is paid for each

N 1

Flashlight, IR 100 Installs a small (10m beam, 1m spot) IR flashlight in the user’seye; Reduces Darkness penalties by 2 points if the user has an IR system; Unit takes up 1 option space

N 1d6/2+1

Flashlight, UV 100 Installs a small (10m beam, 1m spot) UV flashlight in the user’s eye; Reduces Darkness penalties by 2 points if the user has an UV system; Unit takes up 1 option space

N 1d6/2+1

Heat Color Mix 500Specially designed thermographic sensor allows user to specifywhich heat frequencies will be displayed; Processor ignores other frequencies, replacing them with any of the users other vision options; When the HCM is switched on the non-specified ranges are translated into black and white, while any subject which is in the specified temperature band then it shows up in full color; Alternatively, the unit can turn everything to color and overlay the thermograph data on the subject; Advantages of this option over thermograph is the ability to see contours and corners much more easily, as the majority of the user's vision will be "normal" and not a series of color fractal patterns

N 1d6/2+1

Hydrosubsidium Aquagoggs

200 Require the user to have 2 Cyberoptics; Stereoscopic shutters allow the user to see in stirred up sand, saltwater, etc…; MDD 200m; Requires no option slots in eyes

N .5

Image Enhancement 300 +2 to user’s visual Awareness; Requires 1 round of viewing to use

N 1

Imaging Thermograph 750 Allows user to see heat patterns through light structural materials and single-layered walls; User can distinguish most cyberware and recognize recently operated machinery through differential temperature readings; System uses a progressive scanner to build up a clear image of the heat source, adding +2 to Awareness tests based upon Thermal data; The unit will also act as a passive IR system

N 3

Infrared, Active 500 Allows the user to see in total darkness using an IR flashlight built into the eye; Light illuminates an area up to 20m distant, with a spot size of 1m diameter; Pitch Blackness penalties are reduced to -2, and lesser levels of darkness are -1 or better

N 2

Infrared, Passive 200 Allows the user to see in total darkness using heat emissions; Pitch Blackness penalties are reduced based on the heat source (-3 if targeting the average person, -2 if targeting a vehicle with an IC motor, etc…); An IR Flashlight reduces the penalty to -2 or better

N 1

Kiroshi Optics Digital Video Camera II

1100 Record up to 50 minutes of video (or 500 still shots of average quality) to internal chip; User can also download images to an external source through Interface Plugs, or to an internal recorder or memory system; Unit takes up 2 option spaces

N 1

Kiroshi Optics Interferometry System

400 Requires the user have 2 cyberoptics, and takes up a space in each; Also requires a Neuralware coprocessor, included in the price and HC; Compares the images received by both Cyberoptics, and increases resolution; User gains the benefits of x10 Teleoptics and x10 Micro-Optics at all times, without reducing his/her field of view

M 1

Kiroshi Optics Dodgeball 440 User can add +1 to any Hand to Hand skill after 30 seconds (3 Turns) of observing someone’s fighting style

N 1

Kiroshi Optics Nuke-Em Active UV

300 Allows user to see in darkness with built-in UV flash (Reduce darkness penalties by 2 points); User can also see other UV emitters, such as tracing powder or blacklights; Takes up 2 options

N 1

Kiroshi Optics Video Cam/Transmitter

330 Sends whatever the optic sees to a remote receiver up to 1 mileaway; Takes up 4 options in the optic

N 1

Kiroshi Optics Video Imager

350 Allows the user to receive video images (through telecom receiver, plugs, or an internal/external playback device) and view them in his field of vision; Takes up 2 options

N 2

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Laser Illuminator 500 Powerful laser acts as a target designator (1000m range); Used offensively in a sweeping motion (Awareness –2 + REF + 1d10) it will blind a target (BOD save at –1 per round of successful attack or be permanently blinded by retinal and lens scarring); Takes up 2 options

N 1

Laser Microphone 600 Can only be used if the wearer also has cyberaudio or an overlay processor; Allows the user to listen in to conversation if it is behind or reasonably close to a glass window (not bricksor any material which has a vacuum between its layers); The system works by emitting a laser beam (typically IR but always out of the visible spectrum) which bounces off the glassand can be received by the optic; As the beam hits the glass thesound waves are causing the glass to wobble slightly; This movement will affect the beam; The amount by which the beam varies is measured and processed, and the sounds from behind the glass can be picked up; The sound quality is low, and is made worse if other sources of loud sound are in the room, especially rhythmic vibrations from machinery or white noise/vibration generators that create a interference by ripplingthe glass.

N 1d6/2

Low-Lite 200 Acts as a night-vision system, allowing the user to see normally by very faint light (-2 in starlight, -0 in moonlight or with distant streetlights); 50% chance it will “black-out” if exposed to normal light while activated (90% if the area qualifies as brightly lit)

N .5

Micro-optics 150 User’s vision is equivalent to a laboratory-quality microscope N .5MicroVideo Optic 300 Record up to 30 minutes of moderate-quality video to internal

chip; User can also download video to an external source through Interface Plugs, or to an internal recorder or memory system; Unit takes up 2 option spaces

N .5

Modem Interface 150 Requires a Times Square Plus option and a Phone Splice Cyberaudio option; Allows the user to link his Times Square Plus to the ‘Net, viewing web pages and content in his field of vision (Text and graphics only; No netrunning); User may also,through Interface Plugs, link to an external computer

N 1 A

Motion Tracking 350 Interfaced with a Smartgun system, this tracks the progress of a moving object and marks out its probable path; Without a Smartgun, it halves the Moving Target penalties for simple linear movements; With a Smartgun it negates all Moving Target penalties for simple, linear movement and halves the penalties for all other movement

N 2

Nikkon America Double Slit Pupils

200 Allows the user to see clearly through the air/water boundary layer without distortion due to refraction

N .5

Optical Capacitor Laser 800 Implants a 1-shot capacitor Laser in the user’s eye; Causes 2d6Laser damage at a .5m short range; To Hit roll is based on Awareness + INT + any bonus; +5 to hit if the attack is from Ambush/Surprise; Weapon recharges at the rate of 1 pip per 10 Turns (20 minutes to fully recharge); Uses 2 option spaces

N 3

StrangeTech OldMovie™ 120 Changes vision to monochrome shades of gray, like a black and white television picture; Causes a -1 to Awareness; Uses no option spaces

N 2

Partitioned Cyberoptic 300 Allow s the user to split his field of view into up to 16 separateviews, each displaying different fields; Awareness tests are at -1 two views, -2 for 4 views, -3 for eight views, and -5 for 16 views

N 2

Pattern Emulator 400 Allows changes to the user's retina and iris pattern to match a pattern loaded from a linked Chipware Socket, Interface Plug, or dedicated processor; 90% chance to fool Retinal Scanners; Possession of a Pattern Emulator equipped cyberoptic is a Priority 2 Crime with 3 to 5 years in Hi-Security Block; BMAC is x5, and the eyes are Rare

N 2

Poison Rain® Gas Sprayer 450 Gas weapon which sprays its payload at a short range of 1 meter (short range bonus of +1) and a medium range of 2 meters (medium range bonus of -1), with any ranges beyond that considered long range (up to 4 metres where the range bonus is -3); The chemical is normally stored as two liquids, which becomes a gas on contact (which is just inside the optic), so there is no need for propellant; Poison Rain is of little use in a long range situation, but is excellent for sudden face to face attacks; Each gas capsule has a capacity for six gassprays, fires once per round, and each spray covers the target's

N 1d6

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face; Uses 2 option spaces

Remote Link 200 Allows user to communicate with wireless devices via a low power laser emitter; The user can send signals to household devices such as holoscreens, microwaves, computers, etc.; The system lacks the power of the DNI Plug and cannot be used to operate Smart-Linked equipment, guns, vehicle or computers

N 1

Targeting Scope 400 Adds +1 to all Smartgun attacks N 2Teargas Sprayer 200 Allows the user to fire a 1-shot burst of teargas up to 1m away;

V. Diff. Awareness test to hit the target in the face, Average if from ambush or by surprise (A fumble effects the user); Teargas will cause blindness for 1d6 Turns unless treated; Other agents may be used; Uses 2 option spaces

N 2

Teleoptics 150 Acts as a 20x telescope N .5Thermograph Sensor 200 Allows user to see heat patterns through light structural

materials and single-layered walls; User can distinguish most cyberware and recognize recently operated machinery through differential temperature readings

N 1

Time/Day Display 100 Displays the time and day in the users peripheral vision; Can be turned off at will; Takes up no option spaces

N 1

Times Square Marquee 300 Displays a 3-line scrolling text window in the users upper peripheral vision; Links to cyberaudio, a chip socket, or various output devices (external devices require an Interface Plug and Dataterm Link)

N 1

Trip Ball 500 Alters user’s perception of light into mood-altering impulses; User is +1 to COOL and –1 to all skill tests while this option isactive

N 1

Ultraviolet 200 Allows user to see in darkness when using a UV flashlight (Reduce darkness penalties by 2 points); User can also see other UV emitters, such as tracing powder or blacklights

N 1

Visual Editor 700 Requires Image Enhancement; Adds a +5 to Awareness to pick out small details on the third round of viewing a particular scene/subject; User may also eliminate distracting visual data on command

N 2

Visual Enhancement 300 +1 to user’s visual Awareness do to clarity and focus N 1Visual Enhancement, Advanced

600 +2 to user’s visual Awareness do to improved clarity and focus;Uses two option spaces

N 2

Visual Enhancement, Maximum

900 +3 to user’s visual Awareness do to extreme clarity and focus; Uses three option spaces

N 3

WNS Eye-on-the-News™ 200 Installs a receiver and display in the user's optic that receives 4channels chosen during installation; The Subscription Service is €12 monthly; Additional channels may be added without surgery, at €3 per month

N 1

WNS Eye-on-the-News™ Video Imager Upgrade

75 Installs a receiver in the user's optic that receives 4 channels chosen during installation; Channels are displayed using the user's Video Imager system; The Subscription Service is €12 monthly; Additional channels may be added without surgery, at€3 per month

N 1

WNS Eye-on-the-News™ Times Square Upgrade

75 Installs a receiver in the user's optic that receives 4 channels chosen during installation; The channels display a "Headline Ticker" across the bottom of the user's field of vision, which can be disabled by mental command; The Subscription Serviceis €12 monthly; Additional channels may be added without surgery, at €3 per month

N 1

Wyzard Verbal Eyes 750 Installs a coprocessor to the user’s Neuralware; Allows user to specify images to be displayed on his/her Cyberoptic on verbalcommand; Iris’s and white’s images may be different, and eacheye may display different images in each; If this option is purchased for a second eye, the Surgery Code drops to N

M 3

Wyzard Verbal Eyes, Custom Images Option

1200 Installs a coprocessor to the user’s Neuralware; Allows user to specify images to be displayed on his/her Cyberoptic on verbalcommand; Iris’s and white’s images may be different, and eacheye may display different images in each; This option allows the user to use objects/people in his field of view as part of the image; One Custom Images option can display images in both eyes, if the second is a standard Verbal Eyes unit; Price includes a standard Times Square+; This option uses 4 option spaces

M 5

Wyzard Verbal Eyes, 1000 Installs a coprocessor to the user’s Neuralware; Allows user to specify images to be displayed on his/her Cyberoptic on verbal

M 3

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Video Imager command; Iris’s and white’s images may be different, and eacheye may display different images in each; This option allows the user to see the images displayed on the included Video Imager (Which works as a standard Video Imager as well); One Video Imager can display the images from both eyes, if the second is a standard Verbal Eyes unit; This option uses 3 option spaces

Zetatech Times Square Marquee+

500 Integrates with a Chipware Socket, Interface Plug and Dataterm Link; Allows user to make use of a larger display area and better display options; User can also use video recognition chipware; Uses 3 option spaces; If integrated with the Video Imager option, it uses only a single space

N 2

Zetatech Times Square Marquee+ Upgrade

250 Requires the user to already have Times Square Marquee in theupgraded eye; Integrates with a Chipware Socket, Interface Plug and Dataterm Link; Allows user to make use of a larger display area and better display options; User can also use videorecognition chipware; Uses 2 option spaces; If integrated with the Video Imager option, it uses only a single space

N 1

Cyberaudio SystemsBasic Cyberaudio Module 500 Basic hearing module; Holds up to 6 options; Effects both ears

and includes a subvocalizing microphone implanted in the mastoid bone

M 2d6

AuraSound Spectrum Cyberaudio Implant

1500 (new), 650 (used)

Basic hearing module; Holds up to 6 options; Effects both ears and includes a subvocalizing microphone implanted in the mastoid bone; Causes a -1 to Skill tests and REF saves involving balance, due to replacement of the semicircular canals

M 3d6-2

AuraSound Spectrum Cyberaudio Implant, Interchangeable Ears

1500 (new), 650 (used)

Basic hearing module; Holds up to 6 options; Effects both ears and includes a subvocalizing microphone implanted in the mastoid bone; Causes a -1 to Skill tests and REF saves involving balance, due to replacement of the semicircular canals; User may use Outer Ear Replacements

M 3d6

AuraSound Spectrum Outer Ear Replacement, Directional

1000 Larger external ears, nearly wrap around the head; Adds +1 to audio-based Awareness tests; Allows user to pinpoint the direction of a sound’s source with an Awareness test 1 level lower than normal; Requires no option spaces

N 0

AuraSound Spectrum Outer Ear Replacement, Enhanced

200 Larger external ears, often elven or bat-like; Adds +1 to audio-based Awareness tests; Requires no option spaces

N 0

AuraSound Spectrum Outer Ear Replacement, Omnidirectional

1500 Implants beneath the skull add +2 to audio-based Awareness tests; Requires no option spaces

N 0

SATT Wolf’s Ears® 1500 Basic hearing module; Effects both ears and includes a subvocalizing microphone implanted in the mastoid bone; Amplified hearing adds +1 to all audio-based Awareness tests;Enhanced hearing range allows user to hear in the supersonic and subsonic ranges; Automatic noise compensation (Level Damper) allows user to avoid ill effects of sonic weapons and stun grenades; Subtracts -25% from shockwave damage; Sound editing allows user to concentrate on a particular sound source; Adds +2 to audio Awareness tests to overhear specific conversations or sounds; Holds up to an additional 4 options

N 3d6

Transov Soviet Cyberaudio Implant

100 Basic hearing module; Holds up to 2 options; Effects both ears and includes a subvocalizing microphone implanted in the mastoid bone; 50% chance of +1d6 HC and -1 ATT

M 2d6 (50% chance of +1d6)

Cyberaudio OptionsAmplified Hearing 200 Add +1 to all audio-based Awareness tests; Take double

damage from shockwaves and sound-based stun weapons without Level Damper

N 1

Audio Storage 250 A small unit implanted in the skull or chest, linked to the user'scyberaudio system via a nerve link and used as a data store; It can store 1 MU of data per rating, with a maximum rating of 10; With a nerve link to Interface Plugs, it is possible to

N 2

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transfer data to and from this implant; Tracks and files are given file names by the user speaking and they are read back tothe wearer as necessary, or linked to a display such as Times Square or Video Imager; Humanity cost is for the entire Audio Storage drive, regardless of capacity, and Surgery code only applies to each set of Storage drives installed in a single surgery

Bug Detector 200 Detects radio transmitter taps, tracers and bugs up to 3m; Effective on a 1-6 in 1d10; Indicates proximity to the source

N .5

Digital Recording Link 100 Transmits any sounds heard by the user to a 2-hour digital chip; May be downloaded to an implant recorder, or an external unit through Interface Plugs

N .5

ECM Scrambler 100 Encrypts user’s installed Radio Link or Phone Splice with N. Imp. encryption

N .5

Enhanced Hearing Range 150 User may hear in the supersonic and subsonic ranges; Underwater shockwaves do x2 damage and sound-based stun weapons without Level Damper

N 2

Frequency Memory 250 Stores 50 radio frequencies (or phone numbers); Allows the user to mentally jump to specific radio frequencies which have been stored; Compatible with the Times Square Marquee and Video Imager cyberoptic options, so stored frequencies can be viewed visually; Compatible with a phone link to also allow auto-dialing

N 1

Frequency Memory, Additional Storage

50 Adds storage for 50 additional radio frequencies/phone numbers for the Frequency Memory option; Surgery code only applies to each set of Storage drives installed in a single surgery, including the original

N -

Fax+ 1000 Alert 100 Links to the user’s Phone Splice; Alerts user to incoming faxes on his Fax+ 1000 unit (required for operation)

N 0

Homing Tracer 200 Allows user to follow a tracer from up to 1Km away; Signal becomes louder/clearer as the user approaches the target; System includes 2 transmitters (Additional tracers are €25 each), each the size and shape of a pin

N .5

Level Damper 300 Automatic noise compensation allows user to avoid ill effects of sonic weapons and stun grenades; Subtract -25% from shockwave damage

N .5

Micro-recorder Link 100 Links to an implanted recorder, or to an external unit through Interface Plugs

N .5

Militech Cybernetics International Military Radio

3000 500km Radio w/Frequency Changer, Military Encryption, Scanner and IFF Transponder; Uses 2 Option slots

N 1.5

Phone Splice 150 Links to a cellular phone within 3m; The phone must already be active, with the number dialed

N 1

Phone Splice Caller ID 75 User must have Times Square Marquee; Allows user to utilize the Caller ID function on a linked or implanted cell phone

N 1

Phone Splice Conference Call

150 Allows user to Conference Call up to five other people at the same time on a linked or implanted cell phone

N 1

Radar Detector 150 Detects Radar in use around the wearer, beeping to alert the user; Has a 40% chance to gain a direction fix on the source

N .5

Radio Link 100 Implanted at the base of the skull; Uses a tooth filling as an antenna; Activated by clicking the teeth together; 1.5 km range, 1 channel; Can be linked to a mastoid-bone speaker or Times Square Marquee

N 1

Radio Link Frequency Changer

100 Adds 5 channels to the user’s Radio Link, allowing the user to choose any of six channels for transmission and reception

N 0

Remote Control Function 100 Allows user’s Radio Link (required) to be used to send signals to remote-controlled systems such as car alarms, electronic devices, etc.; Will work with most (80%) consumer electronicssystems; If such a system is not compatible, it may be modifiedfor €20; Electronic systems without remote on/off switches canbe so equipped for €100

N .5

Rising Arc Dolphin Translator Package - Audio

450 User may hear in the supersonic ranges used by dolphins and neo-dolphins for communication; Underwater shockwaves only cause .75x damage due to automatic noise compensation, which also allows user to avoid ill effects of sonic weapons and stun grenades; Subtract -25% from shockwave damage

N 1d6/2

ShareChecker Link 100 Allows user to get real-time stock quotes displayed a Times Square Marquee or other interfaced display

N .5

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ShiftEars 700 Organic outer ears are replaced with synth-skin and a neo-muscle frame; The outer ears can change shape subtly or radically (from human to bat-eared); Add +1 to Disguise tests; If user chooses bat-like ears, add +1 to hearing-based Awareness tests

MA 2d6

Sound Editing 150 Allows user to concentrate on a particular sound source; Adds +2 to audio Awareness tests to overhear specific conversationsor sounds; Works well when linked to Amplified Hearing and Enhanced Hearing Range

N .5

Sound Edit Out 500 Allows user to completely ignore a particular sound source; Can reduce/negate the Noisy Environment penalty for steady sounds; Works well when linked to Amplified Hearing and Enhanced Hearing Range; After a user-defined interval, the system will remind the user that it has been engaged, either by tone or by visual reminders in a linked cyberoptic

N 1

Think-Boom Radio Detonating Signaler

500 Requires the user to have a Radio Splice; Allows the user to activate radio-triggered detonators or other devices by mental command; Unit includes two transmitter channels

N .5

Tight Beam Radio Link 200 Implanted at the base of the skull; Uses a tooth filling as an antenna; Activated by clicking the teeth together; 1.5 km range, 1 channel; Both users must have the Tight Beam Link, and must have Line-of-Sight (No more than 30cm of material between the users); Can be linked to a mastoid-bone speaker orTimes Square Marquee

N 1

Tone Recognition 350 Decodes the tones used by all telephones and vidphones; This allows the user to work out what number was previously dialedby pressing the last number re-dial or by using the number memory functions, without having to have the call connected

N 2

Ultrasonic Detector 140 This unit gives a 'ping' when ultrasound detected; Will usually (70%) warn the user before he steps into another ultrasound motion detectors field of view

N 1

Voice Stress Analyzer 200 The user must obtain a voice sample from the target when it is not under stress; Adds +2 to the user’s Human Perception andInterrogation skill tests vs. that target when determining veracity of his statements

N 1

Wearman 100 Stereo music system built into the head; User may insert musicchips (100 songs per chip) into a socket built into the ear, or into a standard Interface Plug

N .5

Wide Band Radio Scanner

100 Scans Police, Fire, Ambulance and Trauma Team commo bands; The user may set the device to scan 1 particular band, linking the messages received to a mastoid-bone speaker or Times Square Marquee

N 2

Cyberlimb SystemsStandard Cyberarm 3000 Replaces user’s arm with a mechanical limb; The unit can

sustain 20 SDP in damage before being crippled, and 30 SDP before being destroyed; The standard arm has 4 option spaces; The limb causes 1d6 BFT damage on a punch, and 2d6 BFT damage on a crushing attack; The user may turn off pain sensation in the arm at will; No hand is included with the limb,attaching one takes up an option slot

CR 2d6

Standard Cyberleg 2000 Replaces user’s leg with a mechanical limb; The unit can sustain 20 SDP in damage before being crippled, and 30 SDP before being destroyed; The standard leg has 3 option spaces, but includes a Standard Foot; The limb causes 2d6 BFT damage on a kick; If the user has paired legs (recommended) he can leap 6m straight up, or 8m broad jump with a running start; The user may turn off pain sensation in the leg at will

CR 2d6

Artificial Shoulder Mount 1500 Artificial shoulders installed at waist level allow user to mount 2 extra Cyberarms; This mount has 25 SDP

CR 2d6

Brazilian Cyberarm 2250 Replaces user’s arm with a mechanical limb; The unit can sustain 10 SDP in damage before being crippled, and 20 SDP before being destroyed; The standard arm has 4 option spaces; The limb causes 1d3 BFT damage on a punch or crushing attack; The user may turn off pain sensation in the arm at will; No hand is included with the limb, attaching one takes up an option slot; Brazilian limbs are not able to accept Hydro-Rams or Thickened Myomers, as Brazilian law prohibits increased-strength cybernetic limbs

CR 1d6+1

Brazilian Cyberleg 1500 Replaces user’s leg with a mechanical limb; The unit can sustain 10 SDP in damage before being crippled, and 20 SDP before being destroyed; The standard leg has 3 option spaces,

CR 1d6+1

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but includes a Standard Foot; The limb causes 1d6 BFT damage on a kick; The user may turn off pain sensation in the leg at will; Brazilian limbs are not able to accept Hydro-Rams or Thickened Myomers, as Brazilian law prohibits increased-strength cybernetic limbs

Chinese Knock-Off Cyberarm

1500 Replaces user’s arm with a mechanical limb; The unit can sustain 20 SDP in damage before being crippled, and 30 SDP before being destroyed; The standard arm has 4 option spaces; The limb causes 1d6 BFT damage on a punch, and 2d6 BFT damage on a crushing attack; The user may turn off pain sensation in the arm at will; No hand is included with the limb,attaching one takes up an option slot; Weapons used with this arm are -1 to Hit, and all Tech-based skill involving fine manipulation are at -3, due to cheap interface wiring and substandard chips

CR 2d6

Combat Cyberarm

5000 Replaces user’s arm with a mechanical limb; The unit can sustain 30 SDP in damage before being crippled, and 40 SDP before being destroyed, and is armored to SP 20; The limb causes 2d6 BFT damage on a punch, and 4d6 BFT damage on a crushing attack; The user may turn off pain sensation in the arm at will; The standard arm has 3 option spaces and a Combat Hand (armored, reinforced, and equipped with thickened myomer; no option slots)

CR 3d6+3

Combat Cyberleg 4000 Replaces user’s leg with a mechanical limb; The unit can sustain 30 SDP in damage before being crippled, and 40 SDP before being destroyed, and is armored to SP 20; The limb causes 4d6 BFT damage on a kick; If the user has paired legs (recommended) he can leap 9m straight up, or 12m broad jumpwith a running start; The user may turn off pain sensation in the leg at will; The standard leg has 2 option spaces, and includes a Combat Foot (armored, reinforced, and equipped with thickened myomer; no option slots)

CR 3d6+3

CYBERMATRIX Buzzsaw Arm

5199 Replaces user’s arm with a mechanical limb; The unit can sustain 20 SDP in damage before being crippled, and 30 SDP before being destroyed; The Buzzsaw arm has Buzzsaw (Monowire chainsaw causes 2d6 Mono damage, and 2 points of damage to armor per hit, at -1 ACC), Storage Compartment (5x5x10cm) in the bicep, and a Standard Cyberhand (folds back away from the wrist when the blade is extended); The limb causes 1d6 BFT damage on a punch, and 2d6 BFT damage on a crushing attack; The user may turn off pain sensation in the arm at will; 1 option space remains; If suitably hidden, the weapons have a 60% chance of being unnoticed

N 5d6

CYBERMATRIX Dual-Purpose Legs

3500 Dual-purpose legs are completely double jointed, and the feet can unfold into crude hands, toes extending into finger-like digits to allow manipulation of objects. They are not as good asordinary hands, and humans are not use to manipulating things with their feet, so when used as hands, the limbs suffer from a -3 penalty to REF-based tests. Cost and HC is per leg.

CR 2d6+1d3+2

CYBERMATRIX HammerHand Arm

4150 Replaces user’s arm with a mechanical limb equipped with Hydraulic Rams; It can sustain 30 SDP in damage before beingcrippled, and 40 SDP before being destroyed; The arm has a Pop-up Gun mount for a Constitution Arms B34P (Included in the price; It may be replaced with another gun of the user’s choice; The mount is rated for a Heavy Pistol) and includes theHammerHand option; The limb causes 3d6 BFT damage on a punch, and 6d6 BFT damage on a crushing attack, and 3d10 ona strike from the HammerHand; The user may turn off pain sensation in the arm at will; 1 option space remains; If suitably hidden, the weapons have a 60% chance of being unnoticed

N 5d6

Dainamax Cybersystems Grapplefist Cyberarm

3550 Replaces user’s arm with a mechanical limb equipped with Thickened Myomer; The unit can sustain 25 SDP in damage before being crippled, and 35 SDP before being destroyed; Thelimb causes 2d6 BFT damage on a punch, and 4d6 BFT damage on a crushing attack; The user may turn off pain sensation in the arm at will; A spool in the shoulder contains 50m of cable wrapped around a control link for the hand; The hand resembles a normal hand with 4 fingers and a thumb; Thehand is covered when the arm is covered; The fingers lock back to form a five-pronged throwing grapnel; The hand can be launched through the use of compressed air, a magnetic launcher, or explosive bolts (Chosen at purchase); If fired directly at a target, the hand is ACC -1, using the user’s Punch

CR 4d6

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attack bonus, with a short range of 10m (-5 to hit per 10m, up to 40m), and causing 2d6+2 damage; The hand can also be used like a flail, causing 4d6+2 damage, and half damage against a successful parry; Due to the control link, the hand may be operated while detached; The cable is SDP 10, and requires an Average (15) attack roll to strike it in close combat,or a V. Diff. (25) to hit at range; Severing the cable causes the hand to become uncontrolled; The hand can be replaced with an optional hand, as long as that hand’s options are fully self contained

Draconian Technologies Scimitar Weapon System, Base

The Scimitar weapon installation involves the complete removal of an arm, replacing it with a much larger integrated weapons system; The whole of the lower part of the arm is a weapon, having no myomer at all; Combined size and weight makes installation of this system inadvisable for anyone with a BOD less than 12, and even then some form of spinal reinforcement is advisable; The Scimitar requires a Neuralware Processor and Smartgun Link; All weapons are considered smartlinked and have had the appropriate accuracy bonuses applied; The Scimitar also contains the D/Tek targeting network allowing the user to ignore the following negative modifiers: Moving targets REF>X, Firing when running and Firing shoulder arm from hip; The user is required to have a Cyberoptic with Targeting Scope

System Specs:

SP 25

SDP (disabled) 30

SDP (destroyed) 40

Options 0

Its large size and strength makes the Scimitar an effective club,doing 1d6 damage; There are numerous different versions of the system; All have the functions mentioned above - only the payload changes; All ammunition is stored internally; The weapon is reloaded by opening an ammo port for the relevant weapon, ejecting the magazine (both of which are done automatically with Smartlinking), and inserting a new one; Legality Class for the Scimitar is 5, so the system can be fitted with a quick change mount for only 150eb

Draconian Technologies Scimitar Weapon System:Antipersonnel

20000This version is designed for handling light targets, and includesa 6x48mm CL machinegun and a Flamethrower (See Weapon List for details)

CR 5d6

Draconian Technologies Scimitar Weapon System:Heavy

20000This version is designed for handling heavy targets, and includes a 14.5mm PTRS Automatic Rifle and a 40mm Grenade Launcher (See Weapon List for details)

CR 5d6

Draconian Technologies Scimitar Weapon System:MultiPurpose

20000Designed to deal with whatever the user should be faced with; Armament is a 12.7mm rifle for anti-armor, a 6x48mm CL assault rifle for groups and multi-purpose, a flamethrower for close work and a 40mm Grenade launcher (See Weapon List for details)

CR 5d6

Draconian Technologies Scimitar Weapon System:Over/Under

20000This version is designed for with both personnel and light vehicles, and includes a 14.5mm PTRS Automatic Rifle and a 2.8mm Flechette system (See Weapon List for details)

CR 5d6

Enable Cyberarm 4000 (new), 500 (used)

Early model cyberlimb; Replaces user’s arm with a mechanicallimb; The unit can sustain 23 SDP in damage before being crippled, and 33 SDP before being destroyed; The Enable arm has 3 option spaces and includes a standard hand (The hand is not designed to be modular); The limb causes 1d6 BFT damage on a punch, and 2d6 BFT damage on a crushing attack; The user may turn off pain sensation in the arm at will; The user of an Enable Arm is at -1 to REF tests using the arm

CR 2d6+2

Enable Cyberleg 700 Early model cyberlimb; Replaces user’s leg with a mechanical limb; The unit can sustain 28 SDP in damage before being crippled, and 35 SDP before being destroyed; The Enable leg has 3 option spaces and includes a standard hand (The foot is

CR 3d6+3

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not designed to be modular); The limb causes 2d6 BFT damage on a kick; The user may turn off pain sensation in the leg at will; The user of an Enable Leg is at -1 to REF tests using the leg, and -1 to MA; If both legs are replaced, the user is -1 to REF tests and -2 to MA; Leap is figured normally based on the user’s MA

Exotech Detachable Remote Surveillance Hand System

4500 Replaces user’s arm with a mechanical limb; The unit can sustain 20 SDP in damage before being crippled, and 30 SDP before being destroyed; The limb causes 1d6 BFT damage on apunch, and 2d6 BFT damage on a crushing attack; The user may turn off pain sensation in the arm at will; Includes one “Crawler”, a remote operated cyberhand; The “Crawler” resembles a normal hand with 4 fingers and a thumb; Hand hasa digital camera and microphone in the palm on a pop-up mount, a remote control receiver and digital data uplink in the wrist, and walks on the thumb and first, third, and fourth finger(At MA 1); The camera/microphone can be extended from the top or bottom of the hand; Output may be displayed through a 3x3.3cm arm-mounted monitor, a linked view screen, or a Video Imager cyberoptic; The hand has a 4 hour battery life, and recharges in 8 hours when linked to the arm (1 hour if plugged into wall socket); Unit holds 4 digital chips for recording audio and video; Hand causes only 1d6 BFT on a crush attack do to weak actuators; Hand can take 7 points of damage (3 if camera is extended) before being crippled, and only 10 to be destroyed; No other options are available in the arm

CR 3d6

G. E. XM-218 Cyberarm Minigun

6000 Replaces user’s arm with a mechanical limb; The user’s lower arm is replaced by a 5.56mm Caseless Minigun (see Weapon List); The unit can sustain 20 SDP in damage before being crippled, and 30 SDP before being destroyed; The Minigun Arm has 2 option spaces (1 each in the upper arm and shoulder); The limb causes 1d6 BFT damage on a strike (use Punch for the strike); The user may turn off pain sensation in the arm at will; No hand may be attached to the arm

CR 6d6

G. E. XM-230 Cyber-Fury Cyberarm Minigun

6000 Replaces user’s arm with a mechanical limb; The user’s entire arm is replaced by a 7.62mm Short-barreled Caseless Minigun (see Weapon List); The unit can sustain 20 SDP in damage before being crippled, and 30 SDP before being destroyed; TheMinigun Arm has no option spaces remaining; The limb causes1d6 BFT damage on a strike (use Punch for the strike); The user has no pain sensation in the arm; No hand may be attached to the arm

CR 7d6

Independent Cyberhand 600+ Hand Cost (750)

Replaces user’s hand with a mechanical unit; The unit can sustain 7 SDP in damage before being crippled, and 10 SDP before being destroyed; The standard hand causes 1d3 BFT damage on a punch, and 1d10 BFT damage on a crushing attack; The user may turn off pain sensation in the hand at will;The unit, with Standard Hand, is €750 (A mount for a separately purchased hand is €600)

MA 1d6

Radio/Cellular Booster Station Leg

3550 Replaces user’s leg with a mechanical limb; The unit can sustain 20 SDP in damage before being crippled, and 30 SDP before being destroyed; All option slots are occupied by a radio/cellular transmitter/receiver; Runs for 160 hrs. on internal battery, or can be plugged in to an external power source; V. Diff. (25) channel-jumping encryption scrambler included; Range is 100km airwave, or may link to a satellite; May link to external military and civilian radios, cellular phoneservices, or even tap into local land-line phones; Leg is armored to SP 20; Includes a Standard Foot; The limb causes 2d6 BFT damage on a kick; If the user has paired legs (recommended) he can leap 6m straight up, or 8m broad jump with a running start; The user may turn off pain sensation in the leg at will.

CR 3d6+2

Milwaukee Tools/US Robotics TechArm Cyberarm

3500 Replaces user’s arm with a mechanical limb; The unit can sustain 20 SDP in damage before being crippled, and 30 SDP before being destroyed; The TechArm has several tools built in: A Tech Scanner (Equal to the Telectronics model); Miniature Gas Spectrometer; Multi-use power tool with complete drill, socket and driver set, along with several small circular saw blades and sanding disks (Larger blades and disks can be used with the unit’s driver, but do not fit in the arm itself); Torque wrench; Heavy duty wire cutters; Monowire

CR 2d6

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“cutting” tool (Ceramic monowire breaker); Mini-arc welder (Equal to mini-burner; Uses Small E-Cells); Soldering set; Short-range laser cutter (Cut through up to 150 SP metals at 10SDP per round; Internal power supply lasts 5 rounds; May be linked to an external Large E-Cell for 60 rounds of power); Sonic metal stress analyzer; The limb causes 1d6 BFT damage on a punch, and 2d6 BFT damage on a crushing attack; The user may turn off pain sensation in the arm at will; No hand is included with the limb, though a universal hand mount is included (Purchase hand separately)

Mortel Arms Coup de Gras™ Arm

4000 Replaces user’s arm with a mechanical limb; It can sustain 20 SDP in damage before being crippled, and 30 SDP before being destroyed; The arm includes the Mortel Arms Coup de Gras option; The system uses a small charge to slam the fist into a target with incredible force; To use it, the cyberarm is "cocked" (takes 1 action in the round) by depressing the release button and sliding the forearm 40mm towards the elbow (at this time the fist is locked in place); After the arm is "cocked," the small trigger sensor, located between the two middle knuckles, is activated; When the trigger senses an object less than 20mm away, the charge (a modified 12m MAPshell) is fired, forcing the fist forward at an incredible speed into the target, after which the escaping gasses harmlessly escape via an exhaust port on the bottom of the arm; The system holds 4 charges; The system is loud when fired (equal to a 12mm MAP); The limb causes 1d6 BFT damage on a punch, and 2d6 BFT damage on a crushing attack, and 3d6 on a strike from the Coup de Gras; The user may turn off pain sensation in the arm at will; 2 option spaces remain, and the standard hand may be replaced with an optional hand

N 3d6+3

NapaCorp/Lichtenstein Biomed Engineering CyberBar Leg

3000 Replaces user’s leg with a mechanical limb; The unit can sustain 20 SDP in damage before being crippled, and 30 SDP before being destroyed; All option spaces are used by a built inwet bar; Armored to SP 20; 10 extract tubes, each with enough extract to make twenty 125mg drinks (requires water to mix drinks); 3 Liters of water storage are provided (24 drinks); Includes ice maker, memory plastic shaker, and mixer/blender; Includes a Standard Foot; The limb causes 2d6 BFT damage on a kick; If the user has paired legs (recommended) he can leap 6m straight up, or 8m broad jump with a running start; The user may turn off pain sensation in the leg at will

CR 2d6

NapaCorp/Lichtenstein Biomed Engineering CyberBar Leg, French

3000 Replaces user’s leg with a mechanical limb; The unit can sustain 20 SDP in damage before being crippled, and 30 SDP before being destroyed; All option spaces are used by a built inwet bar; Armored to SP 20; Four .5 Liter wine dispensers with refrigeration capability, and 10 extract tubes, each with enoughextract to make twenty 125mg drinks (requires water to mix drinks); 1 Liter of water storage is provided (8 drinks); Includes ice maker, memory plastic shaker, and mixer/blender; Includes a Standard Foot; The limb causes 2d6 BFT damage on a kick; If the user has paired legs (recommended) he can leap 6m straight up, or 8m broad jump with a running start; The user may turn off pain sensation in the leg at will

CR 2d6

NapaCorp/Lichtenstein Biomed Engineering CyberBar Leg, Japanese

3000 Replaces user’s leg with a mechanical limb; The unit can sustain 20 SDP in damage before being crippled, and 30 SDP before being destroyed; All option spaces are used by a built inwet bar; Armored to SP 20; Three .5 Liter Sake dispensers withheating capability, and 5 extract tubes, each with enough extract to make twenty 125mg drinks (requires water to mix drinks); 1.5 Liter of water storage is provided (12 drinks); Includes ice maker, memory plastic shaker, and mixer/blender; Includes a Standard Foot; The limb causes 2d6 BFT damage on a kick; If the user has paired legs (recommended) he can leap 6m straight up, or 8m broad jump with a running start; The user may turn off pain sensation in the leg at will

CR 2d6

NovelTech Corvette Cyberlegs

4500 Replaces both legs and hips, reinforces the spine and lower ribcage; The unit can sustain 25 SDP in damage before being crippled, and 35 SDP before being destroyed; Includes thickened myomer (+4 damage on Kick attack; Leap is x1.5); Subdermal movement processor coordinates legs with Advanced Control System, giving a +3 MA, and +1 to movement-based tests; Uses all option slots, but includes standard feet

CR x2 3d6

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NovelTech Corvette Cyberleg High Speed Maneuvering System

500 High Speed Maneuvering System added to the standard Corvette Cyberlegs increases the MA bonus to +8, and adds +2total to movement-based tests

MA +4

Partial Cyberarm 1500 Replaces user’s lower arm (elbow to hand) with a mechanical limb; The unit can sustain 20 SDP in damage before being crippled, and 30 SDP before being destroyed; The partial arm has 2 option spaces; The limb causes 1d3+1 BFT damage on a punch, and 1d10 BFT damage on a crushing attack; The user may turn off pain sensation in the arm at will; No hand is included with the limb, attaching one takes up an option slot; Ifthe user's arm is hit in combat, the Partial Cyberarm will be struck 50% of the time

MA 1d6 +1d6/2

Partial Cyberleg 1000 Replaces user’s lower leg (knee to foot) with a mechanical limb; The unit can sustain 20 SDP in damage before being crippled, and 30 SDP before being destroyed; The partial leg has 1 option space, but includes a Standard Foot; The limb causes 1d6 BFT damage on a kick; The user may turn off pain sensation in the leg at will; If the user's lower leg is struck by an attack, the Partial Cyberlimb will be hit

MA 1d6 +1d6/2

Police/Military Cyberarm 10000 Replaces user’s arm with a mechanical limb; The unit can sustain 30 SDP in damage before being crippled, and 40 SDP before being destroyed, and is armored to SP 35; The limb causes 3d6 BFT damage on a punch, and 6d6 BFT damage on a crushing attack; The user may turn off pain sensation in the arm at will; The standard arm has 2 option spaces and a Police/Military Hand (armored, reinforced, and equipped with hydraulic rams; no option slots)

CR 4d6+3

Police/Military Cyberleg 8000 Replaces user’s leg with a mechanical limb; The unit can sustain 30 SDP in damage before being crippled, and 40 SDP before being destroyed, and is armored to SP 35; The limb causes 6d6 BFT damage on a kick; If the user has paired legs (recommended) he can leap 12m straight up, or 16m broad jump with a running start; The user may turn off pain sensationin the leg at will; The standard leg has 1 option space, and includes a Police/Military Foot (armored, reinforced, and equipped with hydraulic rams; no option slots)

CR 4d6+3

Psiberstuff Independent Cyberfoot

600+ Foot Cost (800)

Replaces user’s foot with a mechanical unit; The unit can sustain 7 SDP in damage before being crippled, and 10 SDP before being destroyed; The standard foot causes 1d6 BFT damage on a kick; The user may turn off pain sensation in the foot at will; The unit, with Standard Foot, is €800 (A mount fora separately purchased foot is €600)

MA 1d6

Psiberstuff Independent Cyberhand

600+ Hand Cost (750)

Replaces user’s hand with a mechanical unit; The unit can sustain 7 SDP in damage before being crippled, and 10 SDP before being destroyed; The standard hand causes 1d3 BFT damage on a punch, and 1d10 BFT damage on a crushing attack; The user may turn off pain sensation in the hand at will;The unit, with Standard Hand, is €750 (A mount for a separately purchased hand is €600)

MA 1d6

Psiberstuff Orbital Crystal Cyberarm

7000 Replaces user’s arm with a mechanical limb made with orbital crystal; The unit can sustain 50 SDP in damage before being crippled, and 60 SDP before being destroyed; The standard arm has 3 option spaces, but includes an orbital crystal hand (Acts as a Standard Hand); The limb causes 1d6 BFT damage on a punch, and 2d6 BFT damage on a crushing attack; The user may turn off pain sensation in the arm at will

CR 2d6

Psiberstuff Orbital Crystal Cyberleg

6000 Replaces user’s leg with a mechanical limb made with orbital crystal; The unit can sustain 50 SDP in damage before being crippled, and 60 SDP before being destroyed; The standard leg has 3 option spaces, but includes an orbital crystal foot (Acts as a Standard Foot); The limb causes 2d6 BFT damage on a kick; If the user has paired legs (recommended) he can leap 6mstraight up, or 8m broad jump with a running start; The user may turn off pain sensation in the leg at will

CR 2d6

Radine Laboratories Blitzkrieg Arc-Thrower

4050 Replaces user’s arm with a mechanical limb; The unit can sustain 20 SDP in damage before being crippled, and 30 SDP before being destroyed; All spaces in the arm are occupied by shielding and power generation equipment; Installs a 4-charge Electron Beam weapon (See Gun List for details); Gun will recharge in 20 minutes from a wall socket, or will recharge 1 shot per 3 hours of non-use; The limb causes 1d6 BFT damage

CR 5d6

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on a strike, but lacks a hand and cannot make crushing attacks;The user may turn off pain sensation in the arm at will

Radine Laboratories Photon Mini-Laser

4050 Replaces user’s arm with a mechanical limb; The unit can sustain 20 SDP in damage before being crippled, and 30 SDP before being destroyed; All spaces in the arm are occupied by shielding and power generation equipment; Installs a 4-charge Laser weapon (See Gun List for details); Gun will recharge in 20 minutes from a wall socket, or will recharge 1 shot per 3 hours of non-use; The limb causes 1d6 BFT damage on a strike, but lacks a hand and cannot make crushing attacks; The user may turn off pain sensation in the arm at will

CR 5d6

Radio/Cellular Booster Station Leg

2650 Replaces user’s leg with a mechanical limb; The unit can sustain 20 SDP in damage before being crippled, and 30 SDP before being destroyed; All option slots are occupied by a radio/cellular transmitter/receiver; Runs for 168 hrs. on internal battery, or can be plugged in to an external power source; V. Diff. (25) encryption scrambler included; Range is 100km airwave, or may link to a satellite; Leg is armored to SP20; Includes a Standard Foot; The limb causes 2d6 BFT damage on a kick; If the user has paired legs (recommended) he can leap 6m straight up, or 8m broad jump with a running start; The user may turn off pain sensation in the leg at will

CR 2d6+2

Raven MicroCybernetics Exti-Hand Cyberarm

3600 Replaces user’s arm with a mechanical limb; The unit can sustain 20 SDP in damage before being crippled, and 30 SDP before being destroyed; The Exti-Hand arm has 2 option spaces, and can be extended to a full 2 meters due to telescoping sections in the upper and lower arms; The limb causes 1d6 BFT damage on a punch, 1d6+2 if extended as the user attacks, and 2d6 BFT damage on a crushing attack; The user may turn off pain sensation in the arm at will; No hand is included with the limb, attaching one takes up an option slot

CR 3d6

Sectional Cybernetics Mount

600 Allows the user to mount a Cyberhand or Cyberfoot without the accompanying limb, replacing the user’s original with a mechanical unit; The unit can sustain 7 SDP in damage before being crippled, and 10 SDP before being destroyed; A standardhand causes 1d3 BFT damage on a punch, and 1d10 BFT damage on a crushing attack, while a standard foot causes 1d6 BFT on a kick; The user may turn off pain sensation in the unitat will

MA 3

Sectional Cybernetics Quick-Change Mount

900 Allows the user to mount a Cyberhand or Cyberfoot without the accompanying limb; Hands and Feet may be replaced in 1 Turn

MA 3

Skeletal Cyberarm 2000 Replaces user’s arm with a mechanical limb; The unit can sustain 20 SDP in damage before being crippled, and 30 SDP before being destroyed; The standard arm has 3 option spaces; The limb causes 1d6 BFT damage on a punch, and 2d6 BFT damage on a crushing attack; The user has no pain sensation inthe arm; A Skeletal Hand is included with the limb, and takes up the normal Hand option slot; Fleshcote, Flesh Weave, Thickened Myomer and possibly other systems may not be installed; Other options will be obvious as there is no covering

CR 2d6+2

Skeletal Cyberleg 1500 Replaces user’s leg with a mechanical limb; The unit can sustain 20 SDP in damage before being crippled, and 30 SDP before being destroyed; The standard leg has 3 option spaces; The limb causes 2d6 BFT damage on a kick; If the user has paired legs (recommended) he can leap 6m straight up, or 8m broad jump with a running start; The user has no pain sensationin the arm; A Skeletal Foot is included with the limb, and takesup the normal Foot option slot; Fleshcote, Flesh Weave, Thickened Myomer and possibly other systems may not be installed; Other options will be obvious as there is no covering

CR 2d6+2

Speeding Bullet Legs 4500 Replaces both legs and hips, reinforces the spine and lower ribcage; Increases user’s MA to 16; User can leap 13m with a short run, 10m from a standing start, and leap upward 10m; 1 option space remains per leg; Includes standard feet

CRx2 4d6

SovWear Cyberarm 1000 Replaces user’s arm with a mechanical limb; The unit can sustain 30 SDP in damage before being crippled, and 40 SDP before being destroyed; The arm has 3 option spaces and includes Hydraulic Rams; The limb causes 3d6 BFT damage on a punch, and 6d6 BFT damage on a crushing attack; The user may turn off pain sensation in the arm at will; No hand is included with the limb, attaching one takes up an option slot; The unit will fail 5% of the time if placed under undue strain

CR 2d6

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SovWear Cyberleg 1500 Replaces user’s leg with a mechanical limb; The unit can sustain 30 SDP in damage before being crippled, and 40 SDP before being destroyed; The leg has 2 option spaces and includes Hydraulic Rams and a Standard Foot; The limb causes6d6 BFT damage on a kick; If the user has paired legs (recommended) he can leap 6m straight up, or 8m broad jump with a running start; The user may turn off pain sensation in the leg at will; The unit will fail 5% of the time if placed under undue strain

CR 2d6

Sycust/SRC SuperSized Arm

4000 Replaces user’s arm with a mechanical limb; The unit can sustain 30 SDP in damage before being crippled, and 40 SDP before being destroyed; The arm has 1 option space and includes Hydraulic Rams and SP 20 armor; The limb causes 2d10 BFT damage on a punch, and 6d6 BFT damage on a crushing attack; The user may turn off pain sensation in the arm at will; No hand may be attached to this unit, and its built-in claws cause the user to be at -2 to REF tests involving the arm; The user is also at +1 EV per unit attached; User gains a +1 in all Facedown contests

CR 2d6

Transov Soviet Cyberarm 669 Replaces user’s arm with a mechanical limb; The unit can sustain 30 SDP in damage before being crippled, and 40 SDP before being destroyed; The arm has 3 option spaces and includes Hydraulic Rams; The limb causes 3d6 BFT damage on a punch, and 6d6 BFT damage on a crushing attack; The user may turn off pain sensation in the arm at will; No hand is included with the limb, attaching one takes up an option slot; The unit will fail 20% of the time if placed under undue strain

CR 2-3d6

Transov Soviet Cyberleg 875 Replaces user’s leg with a mechanical limb; The unit can sustain 30 SDP in damage before being crippled, and 40 SDP before being destroyed; The leg has 2 option spaces and includes Hydraulic Rams and a Standard Foot; The limb causes6d6 BFT damage on a kick; If the user has paired legs (recommended) he can leap 6m straight up, or 8m broad jump with a running start; The user may turn off pain sensation in the leg at will; The unit will fail 20% of the time if placed under undue strain

CR 2-3d6

Unspeak Cyberware Tentacle Arm

4000 Replaces user’s arm with a set of eight, 70cm long, 1.5cm thick memory-metal and plasteel tentacles; Each tentacle can sustain 5 SDP in damage before being destroyed, while the shoulder mount can sustain 20 SDP before being crippled, and 30 SDP before being destroyed; Each tentacle has a strength equal to BOD 2 and a REF of 2 (When combined, add REF and BOD together, to a maximum of the user’s REF and BOD); Rippers at the end of the tentacles and a special memory-plastic sheath are the only available options

CR 5d6

Unspeak CyberwareTentacle Arm, Extendable

6000 Replaces user’s arm with a set of eight, 70cm long, 1.5cm thick memory-metal and plasteel tentacles; These tentacles canstretch to a length of 1.5m; Each tentacle can sustain 5 SDP in damage before being destroyed, while the shoulder mount can sustain 20 SDP before being crippled, and 30 SDP before beingdestroyed; Each tentacle has a strength equal to BOD 2 and a REF of 2 (When combined, add REF and BOD together, to a maximum of the user’s REF and BOD); Rippers at the end of the tentacles and a special memory-plastic sheath are the only available options

CR 5d6

Wyzard Technologies Romanova Cyberlegs

5000 Replaces user’s legs with mechanical limbs (Paired); Each unitcan sustain 20 SDP in damage before being crippled, and 30 SDP before being destroyed; The leg has 2 option spaces, and includes a custom-designed foot (Stiletto Heel Pump-style adds +1 to Wardrobe and Style); The limb causes 2d6 BFT damage on a kick; The user can leap 6m straight up, or 8m broad jump with a running start; The user may turn off pain sensation in the legs at will

CRx2 4d6

Cyberlimb OptionsAction Coordinator 500/Lvl

The system consists of a small computer which is patched into both the limb's processor and the wearer's optic nerves (requires a Nerve Link); The computer grants the user a greatlyenhanced eye-to-hand coordination; The system's processor is designed as a guidance system and controls the cyberlimb through most subtle and graceful motions in machine-like

N 2/Lvl

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perfection; This allows the user to make even the most minute adjustments to the smallest electronics, balance on one leg or to make the finest adjustments to their aim; The coordinator grants +1 per level (maximum level 3) to Reflex for that limb only, applied to fine motor skills; This bonus is not cumulative with other Reflex Boost systems, nor with other Action Coordinators (If you had a +2 system in each arm you would only have a +2 for both arms, not a +4 bonus), but is compatible with a limb-installed Lightning Reflex Coordinator; Both legs must have the Action Coordinator installed to apply the bonus; The Action Coordinator takes up one option space in the limb, and is located near the nerve input at the top of the limb

Armor, Concealed 200 Armors cyberlimb to SP 20; The limb has 1 less space than usual

N 2

Armor, Plated 300 Armors cyberlimb to SP 20; Uses no spaces, but the limb cannot use a cyberlimb covering

N 1d6/2+2

Double-Jointed Cyberlimb

1250 Replaces the user’s major limb joints with 1800 rotating joints; Adds +1 to MA Grapple, Hold, and Choke rolls, and +2 to Escape rolls; Cannot be combined with Locking Joints; Uses 1 option space

N 2

Dynalar Extra Twist JointAddition

30%,+10% per joint

Adds extra 3600 ball joints to the limb; When installed the user must make a 1d10 roll under his natural REF or suffer a -2 to tests involving the limb (REF-related tests for limbs, MA-related tests for legs) for the first week; After the initial period,any Fumbled REF test renders the limb unusable for 1d10 Rounds; Adds +2 to Athletics rolls and MA Grapple and Escape rolls; Cost of the limb is increased by 30%, +10% per additional joint; Uses 1 option space per extra joint

N 1

Hydraulic Rams 200 Increase standard limb SDP by 10 (30/40); Limb attacks cause x3 normal damage; The limb has 1 less option space than usual, and cannot be made to look real

N 3

Icer 200 CO2 fire extinguisher built into the user’s arm; The unit has a 2m range; If used to attack, the target must make a Difficult REF + (dodge skill) test to avoid being blinded by the CO2

N 1d6/2

Leg Boosters 500 Requires paired cyberlegs; Titanium steel joints increase standard limb SDP by 5 (25/35); Telescoping housings and memory metal springs add 3m to leaps and absorb 3 points of Falling damage if the user can land on his feet (Automatic on ajump/drop, V. Diff. (25) on an accidental fall); Uses 2 option spaces in each leg; Cannot be used with Thickened Myomer, Hydraulic Rams or any type of extending legs

N 1d6

Lightning Reflex Coordinator

500/LvlThe system consists of a small computer which is patched into both the limb's processor and the wearer's optic nerves (requires a Nerve Link); The computer grants the user a greatlyenhanced speed of movement without sacrificing accuracy; The system's processor is designed as a guidance system and controls the cyberlimb through most gross body movements with machine-like perfection; This allows the user to make lighnint-fast Blocks or Parries, or to Fast Draw with deadly speed and accuracy; The system grants +1 per level (maximumlevel 3) to Initiative and Reflex (applied to gross limb movements), for that limb only; This bonus is not cumulative with other Initiative and Reflex Boost systems (If you had a +2system in each arm you would only have a +2 for both arms, not a +4 bonus), but is compatible with a limb-installed Action Coordinator; Both legs must have the system installed to apply the bonus, which is also applied to MA; The Lightning Reflex Coordinator takes up one option space in the limb, and is located near the nerve input at the top of the limb

N 2/Lvl

Microwave/EMP Shielding

300 Renders the limb unaffected by the electrical side effects of Microwavers, and less susceptible to other EMP devices; The limb has 1 less option space than usual

N 1

Overpressure MicroHydraulics

200 Decrease standard limb SDP by 5 (15/25); Limb attacks cause x3 normal damage; MicroHydraulics take no space in the limb,are incompatible with Thickened Myomers or Hydraulic Rams,and do not prevent the limb from having a real-skin cover; They are even noisier than Hydraulic Rams (giving -2 on

N 3

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Stealth tests); The reduced SDP takes into account the almost instant loss of all hydraulic pressure in the limb that occurs when an overpressure line is penetrated

Plastic Covering, Basic 100 Flesh-tone, solid color or patterned color cyberlimb cover; Uses no option spaces in the limb

N 1

Plastic Covering, Designer

150 Camouflage or designer color/pattern cyberlimb cover; Uses no option spaces in the limb

N 1

Plastic Covering, High-Tech

175 Light-emitting or custom-etched/airbrushed cyberlimb cover; Uses no option spaces in the limb

N 1

Plastic Covering, Holo 200 Holo-emitting cyberlimb cover; Uses no option spaces in the limb

N 1

Quick Change Mount 200 Allows 1 turn changing of cyberlimb; Cost of options built-in to different limbs is averaged, and the average applied as HC for the limbs; The limb has 1 less option space than usual

N 2

Reinforced Joints 200 Titanium steel joints increase standard limb SDP by 5 (25/35); The limb has 1 less option space than usual

N 1

RealSkinn 200 Artificial flesh covering for cyberlimbs; 75% effective/ Difficult (20) Awareness test to notice; Reduces HC of the limb by 1d6/2

N -1d6/2

RealSkinn Weave 1000 Artificial flesh covering for cyberlimbs; 75% effective/ Difficult (20) Awareness test to notice; Reduces HC of the limb by 1d6/2 and provides 12 SP armor to the limb

N -1d6/2

Slamdance Inc. Spyke! Spiked Cyberlimb Cover

200 Several rows of ½” to 1” spikes line the user’s limbs; This adds+1d6 Blade damage to Grapple and Hold attack, and causes this damage to any target Grappling or Holding the user

N 2

Superchrome 200 High gloss metallic covering for cyberlimbs; May have a color tint

N 3

Sycust Double-Jointing 1000 Replaces the user’s major limb joints with 1800 pivoting joints;Adds +1 to MA Grapple, Hold, Choke and Escape rolls; Cannot be combined with Locking Joints; Uses ½ of an option space

N 1

Sycust Extending Leg Units

400 Requires paired cyberlegs; Telescoping housings allow the userto alter his height by -1 to +2 ft.; At -1 ft., the user is -1 MA; At+2 ft., the user is +1 MA; At +3 ft., the user cannot walk; This option uses 2 option spaces in each leg, and cannot be combined with Leg Boosters, Speeding Bullet Legs or Corvette Cyberlegs

N 4

Sycust Fleshcote 50%+500

Weaves living tissue through the surface of the cyberlimb; Bio-support system takes 1 option space; System adds 50% to repair costs, and is not protected by cyberlimb armor, though itis effected by the user’s Skinweave, if any; Cost is €500 and 50% of the limb’s normal cost; Limbs with fleshcote seem real,and reduce HC by 1d6/3+1; Limbs that are obviously artificial (Hydro-Rams, Armor Plate, Mini-guns, etc.) do not receive thisbonus HC

M 0 or +1d6/3+1

Sycust Fleshweave 20%+200

Weaves living tissue over the surface of the cyberlimb; Bio-support system takes 1 option space; System adds 100% to repair costs, and cannot be armored; Cost is €200 and 20% of the limb’s normal cost

M 0

Sycust Locking Joints 100 User’s joints (all major joints on the limb affected) are designed to lock in place; When locked, a V. Diff. (25) Strength Feat test is needed to move the joint; REF-tests are at -1 per locked joint; Cannot be combined with Double-Jointing; Uses ½ of an option space

N 1

Sycust 3600 Rotating Joints

120 Replaces one of the user’s arm joints (wrist or elbow) with a 3600 ball joint (Choose this option twice for both joints); Adds +1 to MA Escape rolls, and Tech-based tests in tight areas (referee discretion); Without Hydraulic Rams, the user’s Crush damage is reduced to 1d3; Cannot be combined with Locking Joints; Uses ½ of an option space each

N 1

Thickened Myomer 250 Increase standard limb SDP by 5 (25/35); Limb attacks cause x2 normal damage; The limb has 1 less option space than usual; Paired cyberlegs with Thickened Myomer increase Leapdistances by 50%

N 2

Unspeak Cyberware Tentacle Arm Sheath

800 A memory plastic sheath that covers the Unspeak Tentacle Armor Extendable Tentacle Arm; The unit uses 6 of the 8 tentacles for proper motion, and is a V. Diff. (25) Awareness test to distinguish from a normal arm; The cover has openings for the remaining 2 tentacles, allowing them to be used while the arm remains concealed; The concealment can be

N 0

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activated/deactivated at will

Wavetech Marine Rebuild

250 Cyberlimb is rebuilt to marine specifications, with corrosion resistant diamond coat, composite replacements for reactive metal parts, and smart air bladders to maintain the limbs neutral buoyancy regardless of dive depth; Uses 1 option space

N 0

Cyberlimb Built-InsIf suitably hidden, Cyberlimb Built-Ins have a 60% chance of being

unnoticed during a casual inspection of the limb unless otherwise notedArasaka Komaku Laser Microphone

400 Allows user to listen in on conversations at 60m range, as long as the subjects are behind a single-walled surface, such as a window; The user is at -5 to Human Perception tests vs. thosebeing listened to, due to the lack of visual cues; This system is Difficult (20) to acquire on the streets, and Average (15) through legitimate means; Uses 1 option slot in the limb

N 1d6+2

Audio/Video Tape Recorder

250 Records to Digital Tape; Can record from built-in microphone, or can be linked to cybernetic or external digital systems such as cameras or cyberaudio; Uses 1 option slot in the limb

M 1

CapsuleCo CyberPillow 80 Inflatable ballistic-nylon pillow in the user’s arm; Uses 1 option slot in the limb; KraftMatrix pillowcases are €10 each, and available in a variety of designer colors, patterns, and camouflage schemes

M 0.5

Chemical Processor 450 Allows user to analyze a chemical sample placed in the removable hopper; 90% chance to automatically recognize commercial, common, and military explosives, pharmaceuticals, and toxins; Unrecognized samples are brokendown for content, allowing a Science: Chemistry test to recognize the substance; May be linked to a Times Square Marquee, Subdermal Screen, or other display device for readout, or an internal computer for further analysis; A built-in I/O port allows the unit to be linked to an external computer; Uses all 3 internal option slots in a limb

N 2

Chip Writer 300 Allows the user to read data chips into their neural computer orout through their data plug, as well as to write data to a data chip; The system has a small read out to tell the user if another chip is needed, and a small laser-etching device so the user canlabel chips; The unit can hold up to four chips, and takes up one option slot

N 2

Climbing Hooks 300 Hooks on the inside of the user’s lower legs can be extended togive him a better grip when climbing a tree or pole, or extended past the foot to aid in climbing rocks or ice (+2 to Climbing tests in all situations); Climbing hooks cause kick damage to be Blade damage, but subtract 2 from the user’s Kick Attack to Hit roll; Use 1 option slot in each leg

N 1d6

Cyberlimb Flashlight Implant

90 Implants a piece of light-emitting Synth-Skin on the users body (usually the hand, finger, or forearm); The light has a 3m beam with a .5m spot, and reduces darkness penalties by 2 points; Powered by the body’s own bioelectric field; Uses no spaces in the arm

N .5 A

Cyberlimb Flashlight Implant, Strobe

150 Implants a piece of light-emitting Synth-Skin on the users body (usually the hand, finger, or forearm); The light has a 3m beam with a .5m spot, and reduces darkness penalties by 2 points; Powered by the body’s own bioelectric field, it can alsodraw power from a cyberlimb battery to emit a strobe attack (Save vs. REF or be blinded for 1d6 rounds; Save at -5 if ambushed, and +5 if forewarned or expecting an attack); This attack requires a 5-round recharge period for the unit’s capacitor

N 1.5 A

Cybermodem 3000 Built in Portable Cybermodem (Speed +0; Memory 10; +2 Data Walls; 3 Hour battery built in; Recharges in 1 hour); Needs no Interface Cables, but requires a Cybermodem link; Uses 1 option slot in the limb

N 1

Cybermodem, Cellular 5000 Built in Cellular Cybermodem (Speed +0; Memory 10; +2 Data Walls; 3 Hour battery built in; Recharges in 1 hour; 25% per round the unit looses connection to the Net); Needs no Interface Cables, but requires a Cybermodem link; Uses 1 option slot in the limb

N 1

Digital Recorder 300 Records to Digital Audio/Visual Chip; Can record from built-inmicrophone, or can be linked to internal or external digital systems such as cameras; Holds one chip; Uses 1 option slot inthe limb

N 1

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Draconian Technologies Customized Speed Holster

350 Concealed, spring-loaded holster in the user’s forearm; The user must have it fitted to the weapon that it is going to be usedwith; The system may only be used with the weapon it is fittedfor; If the user wants to modify it to work with a different pistol at a later date, then it costs €100 and takes about .5 hoursto make the adjustments; Weapon sizes (based on body type):

Below Average: your limb is too small for any benefit - get the standard speedholsterAverage: Light pistol Strong: Medium PistolVery Strong: Heavy Pistol Superhuman: Very heavy pistol

On demand, it will eject a weapon or object of the given size into the user’s hand; This adds +2 to the user’s Initiative on a declared Fast Draw

N 1

Drug Dispenser 400Deploys controlled levels of various drugs directly into the blood stream; The unit can store 10 doses per level (each extra level costs €100, up to a maximum of level three); The unit is linked into the user's nervous system, but could be controlled by a keypad or other trigger; The computer can remember whatdrugs are in which supply units and so be able to automaticallyswitch between empty and full drug reservoirs; The unit has anaccess hatch so old drug tabs can be refilled or replaced easily; The hatch is placed in such a way that it is not immediately noticeable if a chrome cover or plastic cover is used; Takes up one option slot and must be placed near the end of the cyberlimb so that it can be patched into the blood circulation

M 1d6+1

“D-Tek” Targeting Network

1300 Requires a Neural Processor with Smartgun Link, Interface Plugs, and a Cyberoptic with Targeting Scope, as well as the Cyberarm it is installed in (May use a Limb Link in place of the Smartgun Link and Plugs if it is installed on a Pop-Up Gun); Installs a gyro-compensation system in the arm, and includes a Co-processor linked to the user’s neuralware; Negates movement firing modifiers for “Moving Targets REF> x”, “Firing While Running”, and “Firing Shoulder Arm From Hip” ; Uses 1 option slot in the limb

M 1d6+3

Dynalar Cigar Dispenser 120 Installs a hopper that will hold several cigars (approximately 3 average cigars, depending on size); The cigars are dispensed from a slot in the user's wrist

N 1

Dynalar Cigar Dispenser, Hand Port

175 Installs a hopper that will hold several cigars (approximately 3 average cigars, depending on size); The cigars are dispensed from a slot in the user's palm, sliding out between the user's first and second finger alongside the thumb

N 2

Dynalar Cigarette Dispenser

95 Installs a hopper that will hold up to 40 cigarettes (non-filter, standard, or 100's), or 60 120's; The cigarettes are dispensed from a slot in the user's wrist

N 1

Dynalar Cigarette Dispenser, Hand Port

150 Installs a hopper that will hold up to 40 cigarettes (non-filter, standard, or 100's), or 60 120's; The cigarettes are dispensed from a slot in the user's palm, sliding out between the user's first and second finger or finger and thumb, as chosen during installation

N 2

Dynalar Smartgun 2 Smartplate Weapons Link

300 Magnetic induction interface plate installed in the user’s arm; Links to the Smartgun Interlock 2 ; Uses 1 option slot in the limb

N 2

ECM Emitter 2950 Multi-frequency electronic counter-measures emitter; Jams radio/radar sensors and commo in an adjustable area of effect (from 5 to 100m) with Attack Str. 6 ECM; Uses 2 option slots in the limb

N 2

External Ammo Feed 50 Slot on the side of the cyberarm links directly to the ammo feed of an implanted firearm; Allows a firearm to be implantedin a smaller arm (Count user's BOD as 1 Type higher, so Strong becomes V. Strong, etc), but the firearm has no internal magazine, must be loaded before firing, and takes 1 action to ready; Up to two separate feds may be installed; The first External Ammo Feed requires no option space in the limb, while a second will require 1 option space

N 0

External Ammo Feed, Additional

150 Slot on the side of the cyberarm links directly to the ammo feed of an implanted firearm; Allows a firearm to use either its internal ammunition store, or an external feed; When an

N 1

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external feed is attached, the internal ammunition feed is overridden; Up to two separate feds may be installed; The first External Ammo Feed, Additional requires no option space in the limb, while a second will require 1 option space

External Ammo Feed, Switchable

450 Slot on the side of the cyberarm links directly to the ammo feed of an implanted firearm; Allows a firearm to use either its internal ammunition store, or an external feed, as chosen by mental command of the user; Up to two separate feds may be installed; The first External Ammo Feed, Switchable requires no option space in the limb, while a second will require 1 option space

N 1

Field Projector 800 Installs a hot smoke generator in the user’s limb; The smoke used by the field projector is doped with radar-deflecting particles, and causes a -20 to Visual, Thermal, IR, and Radar-based Awareness tests vs. the user (though the cloud is Easy (10) to spot); The cloud covers a 2m area in the first round of use, and doubles in size each round, but halves effectiveness for each round that it grows; After 8 rounds of expansion, the field dissipates; Time to dissipation may be decreased by heavy winds or rain; The field may be used 6 times between refills (€50 to refill); Uses 1 option slot

N 1d6 P

Gentle Ben’s CyberCover 1500 Memory-plastic frame with a Kevlar sheet is installed in the user’s arm; It takes 1 round to deploy, and provides 20 SP (25 SDP to the arm when folded) cover in a 1.6 by 1m area; Uses 2options in the arm

N 1d6+3 P

Gouge Master 550 Self guiding auger replaces hand, and requires 1 arm space; 2d6+3AP remote, 2d6 Blade + Bod Mod Melee; 20m cable andreel; Auger may lock in place, with winch capable of pulling 500kg at 1m per round; User must be anchored, and have either a Linear Frame, Muscle/Bone Lace, or Body Plating, or be a Full Conversion to use the system fully; A BOD <6 will limit the user to loads of less than 325kg, 6+ without bracing/ reinforcement (Muscle Graft and etc…) to 500kg; Those exceeding their limitations will experience muscle and ligament strain, taking 1d6 damage and a -1 BOD penalty for 1d6 days; Cannot be hidden

N 2d6

Gouge Master Winch 100 High speed winch for reeling in the cable on the Gouge Master; Will pull up to 1 metric ton at 4m per round; User must be anchored, and have either a Linear Frame, Muscle/Bone Lace, or Body Plating, or be a Full Conversion touse the system fully; A BOD <6 will limit the user to loads of less than 325kg, 6-10 to 500kg, and 12+ without bracing/reinforcement (Muscle Graft and etc…) to 750kg; Those exceeding their limitations while operating the winch at high speed must make a REF save to disengage the system (Those who succeed will experience muscle and ligament strain, taking 1d6 damage and a -1 BOD penalty for 1d6 days; Failure results in severe damage, and 3d6 damage (16 or more points causes the loss of the limb) and -4 BOD for 3d6 days); Uses 2 option slots in the limb

N 2

Hidden Holster 100 A hidden holster in the user’s leg; Will hold a weapon and a single magazine; Weapon size based on Body Type:

V. Weak to Weak – Light PistolAverage to Strong – Medium PistolV. Strong – Heavy Pistol, Light SMG or 2-Shot folding

shotgunInhuman – Very Heavy Pistol, Medium SMG or 4-shot

folding shotgunUses 1 option slot in the limb

N 1

Holo-Projector 500 Can be installed to project from a movable display pad (where the hologram appears above it) or from a holo-generating lens; The holograms produced are of good quality and the unit can play back from chips or any internal source; The holograms can be no bigger than half a meter in height and width (anyone passing an Average Awareness test would notice the item as a hologram); This takes up two option slots

N 1d6

Internal Ammunition Hopper, Small

100 Builds an internal ammunition canister into the user’s limb; The hopper is configured at purchase for a caliber and type of ammunition (IE, 9x19mm Caseless loose, or Belted 5.56x45mm NATO Cased); The capacity of the hopper depends on the size of rounds it is designed to hold: Light Pistol/SMG: 80

Med. Pistol/SMG: 70

N 1d3 A

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Hvy. Pistol/SMG: 60V. Hvy. Pistol/SMG/Light Rifle: 50Hvy. Rifle: 40Shotgun/Mini-Grenade Launcher: 10

Requires 1 space in the limb

Internal Ammunition Hopper, Switchable

150 Builds two internal ammunition canisters into the user’s limb; The hoppers are configured at purchase for one caliber and type of ammunition (IE, 9x19mm Caseless loose, or Belted 5.56x45mm NATO Cased); The capacity of the hoppers depends on the size of rounds they are designed to hold: Light Pistol/SMG: 2x40

Med. Pistol/SMG: 2x35Hvy. Pistol/SMG: 2x30V. Hvy. Pistol/SMG/Light Rifle: 2x25Hvy. Rifle: 2x20Shotgun/Mini-Grenade Launcher: 2x5

Requires 1 space in the limb; The user can switch between the two hoppers by flicking a switch, or by thought if the weapon is Smartlinked, allowing two styles of rounds to be carried

N 1d6 A

Jump Jets 1200 User must have paired cyberlegs; Jet assist lift system is installed in the users upper legs; Allows the user to jump 30m upwards, or 120 horizontally, using AV-Gas; The tank holds 4 uses; Uses 2 Option Slots in each leg

N 4d6

Kleenex Dispenser 75 This option consists of a cyberarm storage space with a specialhinged cover and dispenser slit; A 250-sheet box of Kleenex Cyber-Wipes (or other, generic brands) fits snugly within, withthe first tissue pulled through the slit; From there, it works just like a normal tissue box

N .5

LCD Screen Readout 200 5 x10cm HDTV video screen with a plastic cover; Can be linked to any output device, including cybernetic video or still cameras, or external devices using an auxiliary input cable; Uses 1 option slot in the limb

N 1

Limb Link 100 Smart monocle and cable linked to the limb’s control interface allows a pop-up gun to be used as a form of Smartgun (+1 to ACC; If a laser sight is added, the ACC is +2; The Limb Link can be used in conjunction with a Cyberoptic Targeting Scope); Uses 1 option slot in the limb

N 1

Magnetic Hands or Feet 60 Allows user to cling to or walk on walls and ceilings of space habitats, for easier Zero-Gee movement; Cost is for either a pair of hands or feet; Uses the single option slot in the hand or foot

N 0

MiniCam 200 Pop-up camera in the limb; Records still shots to a Digital Audio/Visual Chip (200 high quality stills); Chip is easily changed; Uses 1 option slot in the limb

N 1

MiniVid 400 Pop-up video camera in the limb; Records to a Digital Audio/Visual Tape (1 MU, or 30 minutes of tape); Tape is easily changed; Uses 1 option slot in the limb

N 1

Psiberstuff Watch-Man 180 Miniature 5 x 7.5cm Pop-up TV built into the limb; May be linked to a Video Recorder for playback

N 1

Quickdraw Holster 200 Concealed, spring-loaded holster in the user’s forearm; On demand, it will eject a weapon or object of P-class concealment into the user’s hand; This adds +2 to the user’s Initiative on a declared Fast Draw

N 0

Raven Microcybernetics “Spider” Microwaldo Unit

800 Places a microwaldo unit in the user’s forearm; Requires an MLINK neural processor; Adds +1 to repairs involving small parts/complex items; Each of the eight probes may be equipped with a single CyberFinger option at .8 times the cost; Uses 1 option slot in the limb

N 3

Stien and Wasserman Internal Ammunition Hopper, Arm

800 Builds an internal ammunition canister into the user’s limb; The hopper is configured at purchase for a caliber and type of ammunition (IE, 9x19mm Caseless loose, or Belted 5.56x45mm NATO Cased); The capacity of the hopper depends on the size of rounds it is designed to hold: Light Pistol/SMG: 200

Med. Pistol/SMG: 175Hvy. Pistol/SMG: 150V. Hvy. Pistol/SMG/Light Rifle: 125Hvy. Rifle: 90Shotgun/Mini-Grenade Launcher: 25

Requires 2 spaces in the limb

N 1d6 A

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Stien and Wasserman Internal Ammunition Hopper, Leg

1200 Builds an internal ammunition canister into the user’s limb; The hopper is configured at purchase for a caliber and type of ammunition (IE, 9x19mm Caseless loose, or Belted 5.56x45mm NATO Cased); The capacity of the hopper depends on the size of rounds it is designed to hold: Light Pistol/SMG: 400

Med. Pistol/SMG: 350Hvy. Pistol/SMG: 300V. Hvy. Pistol/SMG/Light Rifle: 250Hvy. Rifle: 180Shotgun/Mini-Grenade Launcher: 50

Requires 2 spaces in the limb

N 1d6 A

Storage Space 50 5 x 5 x 15cm storage space with a locking cover; Uses 1 optionspace

N .5

Techscanner 400 Built-in techscanner; 60% chance per repair to lower the difficulty by -3; Uses 1 option slot in the limb

N 3

ULF Antenna 50 Places a 100m reel antenna for a ULF transceiver in a standard limb space (The antenna and reel are included with the ULF transmitter); Uses 1 option slot in the limb

N 1

Winch 500 15m cable, pulls up to 1 ton at 1m per round; User must be anchored, and have either a Linear Frame, Muscle/Bone Lace, or Body Plating, or be a Full Conversion to use the system fully; A BOD <6 will limit the user to loads of less than 325kg,6-10 to 500kg, and 12+ without bracing/reinforcement (MuscleGraft and etc…) to 750kg; Those exceeding their limitations will experience muscle and ligament strain, taking 1d6 damageand a -1 BOD penalty for 1d6 days; Uses all 3 option slots in the limb

N 1d6+3

Cyberweapon SystemsIf suitably hidden, Cyberweapons have a 60% chance of being unnoticed

during a casual inspection of the limb unless otherwise notedCapacitor Laser 800 Shoulder mounted laser weapon (see Weapons List for details);

The aiming system and linkage require 1 option slot in the limb; Recharges from a wall socket in 1 hour; Cannot be hidden

N 2d6

Capacitor Laser Power Pack

250 Allows a capacitor laser to be linked to a pair of small E-Cells in a compartment in the user’s arm; This will increase the number of shots for the laser to 22; Uses 1 option slot in the limb

N 1d6/2

CYBERMATRIX Gang Jazzler

400 Two small, highly conductive needles housed in forefinger sheaths (Penetrate up to 3 SP soft armor) wired to the user’s cyberarm battery; The unit has enough power for 3 surges (recharge 1 surge per hour of non-use); If triggered, the pulse will immobilize a target failing a Difficult (20) Endurance + BOD test for 1d10+1 minutes; If the target is hit in the head or torso, they must make an Average (15) BOD + Endurance testor drop to Mortal 1; Solid contact (such as a grapple) with unshielded Cyberware has a 10% chance to cause it to short out permanently; Illegal in most jurisdictions

N 1d6+3

Cyphire Cyberware Tri-Dart Launcher

300 Installs 3 dart launchers in the user’s hand, between each of theuser’s knuckles; See the Weapons List for details; Uses the option slot in the hand

N 1d6/2

Eagletech Handbow Pop-Up Hand Crossbow

300 Installs an autoloading pistol crossbow in the user’s arm; See the Weapons List for details; Uses all 3 option slots in the arm

N 2d6

Edgers 200 Black Market cyberware; Add +1d6 to Kick damage, making itBlade for AP effects, but subtract -2 from the user’s to Hit roll for the kick; Requires no space in the user’s legs

N 1d6

Elbow Spike 500 Triangular blade mounted in the arm (Upper or Forearm); Exitsthrough a slit in the elbow; 30cm long, it causes 1d6+3 Blade damage, plus BOD modifier (and Martial Arts if the Art in question has an elbow strike); Illegal in most jurisdictions; Uses 1 option slot in the limb

N 1d6+3

Elbow Spike, Short 200 Triangular blade mounted in the arm (Upper or Forearm); Exitsthrough a slit in the elbow; 4cm long, it causes 1d6 Blade damage, plus BOD modifier (and Martial Arts if the Art in question has an elbow strike); Illegal in most jurisdictions; Uses 1 option slot in the limb

N 1d6

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Flame Thrower 600 Builds a flame thrower into the user’s arm (see Weapon List for details); Uses 1 option slot in the limb

N 2d6

Flashbulb 250 20,000 candlepower strobe mounted in the user’s palm; Any targets in a 4m diameter cone, 6m long from the user’s hand must make a Difficult (20) REF + (dodge skill) test to shield their eyes; Those who fail to shield their eyes must make a subsequent Impossible (30) Resist Torture/Drugs test to avoidconvulsions and paralysis for 1d6 minutes; Anti-Dazzle will prevent this , but must cover both eyes; Capacitor can power 10 shots, and will recharge 1 shot per hour from house current; Uses 1 option slot in the limb

N 1d6/2

Gas Jet 275 Installs a pressurized gas canister in the user’s limb; The canister has 6 shots, and a 2m range; The user may load any airborne agent into the system; Uses 1 option slot in the limb

N 1d6+3

Grenade Launcher 500 Pop-up 30-40mm grenade launcher (see Weapon List for details); Carries 1 grenade of any type (2 fit in a Cyberlimb Storage Space); Requires 1 option slot in the forearm

N 2d6

High Five/The Palm Bomb

355 N. Imp. (30) Awareness test to detect casually; Difficult (20) to detect on a search; Holds a .477, .577 or 12ga round, firing point-blank into the target on a solid hand strike; Holds 1 shot; Uses 1 option slot in the limb

N 1d6+3

HotPlates™ Taser-Arm 800 This mod installs several insulated conductive plates into the cyberlimb; These plates are linked to a battery bank in the arm that takes one option space; Anytime the Taser-Arm makes contact with someone and is triggered, the target must make a Stun save at -3 or be down for (1d6x30) seconds; The battery pack is good for 9 shots, is rechargeable from wall power at 10minutes per charge, and additional packs can be installed for €250 each, 1 option space, and no humanity loss

N 1d6

Husqvarna ChainRipp 1250 High-speed chainsaw with replaceable ferro-ceramic teeth is mounted in the user’s forearm, exiting from a slit above the wrist; The weapon causes 3d6AP, and reduces Soft armors by 2points per hit; The weapon may be installed with an exhaust port and rip-cord, requiring 1 round to activate if so equipped; Cannot be hidden; Uses 1 option slot in the limb

N 2d6+4

Knee Spike 500 Triangular blade mounted in the lower leg; Exits through a slit in the knee; 30cm long, it causes 1d6+3 Blade damage, plus BOD modifier (and Martial Arts if the Art in question has a knee strike); Illegal in most jurisdictions; Uses 1 option slot in the limb

N 1d6+3

Knee Spike, Short 200 Triangular blade mounted in the lower leg; Exits through a slit in the knee; 4cm long, it causes 1d6 Blade damage, plus BOD modifier (and Martial Arts if the Art in question has a knee strike); Illegal in most jurisdictions; Uses 1 option slot in the limb

N 1d6

Malorian Arms Popup Sliver Gun

550 Installs a Malorian Arms Sliver Gun into the user’s arm; See Weapon List for details; Uses 1 option slot in the limb

N 1d6+2

Micro-Missile Launcher 900 Pop-up 4-shot Micro-Missile launcher (see Weapon List for details; 4 Micro-Missiles fit in a Cyberarm Space); Uses 1 option slot in the limb

N 2d6

Micro-Torpedo Launcher 900 Pop-up 4-shot 18mm Micro-Torp launcher (see Weapon List for details; 4 Micro-Torps fit in a Cyberarm Space); Uses 1 option slot in the limb

N 2d6

Militech Pop-Up mini-Grenade Launcher

1250 Installs a Militech Cyberarm Mini-Grenade Launcher (see Weapon List) in a pop-up mount; May be linked to the user’s Times Square Marquee to allow for selection of a particular round in the cassette; The unit is Smartlinked standard, as with a Weapon Mount

N 2d6 E

NovelTech BigRipp 850 Triangular CarboGlass blade mounted in the forearm; Exits through a slit either above or below the wrist; 30cm long, it causes 1d6+3 Blade damage, plus BOD modifier (and Martial Arts if the Art in question has a knife or sword kata); Damage is Blade AP vs. ALL armors, including hard armors, though APresistant armors work as normal; Uses 1 option slot in the limb

N 1d6+3

NovelTech BigRipp II 850 Triangular CarboGlass blade mounted in the forearm; Exits through a slit either above or below the wrist; 35cm long, it causes 2d6 Blade damage, plus BOD modifier (and Martial Arts if the Art in question has a knife or sword kata); Breaks on a 1-3 on 1d10 if used to parry; Uses 1 option slot in the limb

MA 3d6+1

NovelTech BigRipp III 850 CarboGlass blade mounted along the forearm; Exits through a MA 3d6+1

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slit along the length of the forearm; 35cm long, it causes 2d6 Blade damage, plus BOD modifier (and Martial Arts if the Art in question has a knife or sword kata); Breaks on a 1 on 1d10 ifused to parry; If it does not break, it causes normal damage to the attacker or his weapon; Uses 1 option slot in the limb

Popup Gun, Small 200 This option reconfigures a caseless firearm to fit into the user’sarm; The weapon must be uncovered to be used; Weapon size is based on Body Type, with a V. Weak to Weak BOD capable of holding a light pistol; Uses 1 option slot in the limb

N 2d6

Popup Gun, Medium 400 This option reconfigures a caseless firearm to fit into the user’sarm; The weapon must be uncovered to be used; Weapon size is based on Body Type, with an Average to Strong BOD capable of holding a medium pistol or light SMG; Uses 1 option slot in the limb

N 2d6

Popup Gun, Large 600 This option reconfigures a caseless firearm to fit into the user’sarm; The weapon must be uncovered to be used; Weapon size is based on Body Type, with a Very Strong BOD capable of holding a heavy pistol or medium SMG; Uses 1 option slot in the limb

N 2d6

Popup Gun, Very Large 800 This option reconfigures a caseless firearm to fit into the user’sarm; The weapon must be uncovered to be used; Weapon size is based on Body Type, with an Inhuman BOD capable of holding a very heavy pistol or heavy SMG; Uses 1 option slot in the limb

N 2d6

Popup Gun, 2-Shot .410g Shotgun

200 This option reconfigures a 2-shot shotgun to fit into the user’s arm; The weapon must be uncovered to be used, and the user may have a Weak BOD type; Uses 1 option slot in the limb

N 2d6

Popup Gun, 2-Shot 20g Shotgun

300 This option reconfigures a 2-shot shotgun to fit into the user’s arm; The weapon must be uncovered to be used, and the user must have an Average BOD type; Uses 1 option slot in the limb

N 2d6

Popup Gun, 2-Shot 16g Shotgun

400 This option reconfigures a 2-shot shotgun to fit into the user’s arm; The weapon must be uncovered to be used, and the user must have a Strong BOD type; Uses 1 option slot in the limb

N 2d6

Popup Gun, 2-Shot 12g Shotgun

500 This option reconfigures a 2-shot shotgun to fit into the user’s arm; The weapon must be uncovered to be used, and the user must have a Very Strong BOD type; Uses 1 option slot in the limb

N 2d6

Popup Gun, 2-Shot 10g Shotgun

600 This option reconfigures a 2-shot shotgun to fit into the user’s arm; The weapon must be uncovered to be used, and the user must have an Inhuman BOD type; Uses 1 option slot in the limb

N 2d6

Pop-Up Laser 700 Forearm mounted laser weapon (see Weapons List for details); The system and linkage requires 1 option slot in the limb; Usesa Small E-Cell (1 will fit in the weapon itself); The weapon must be uncovered to be used

N 2d6

Pop-Up Laser Power Pack

250 Allows a Pop-Up laser to be linked to a pair of small E-Cells ina compartment in the user’s arm; This will increase the numberof shots for the laser to 30; Uses 1 option slot in the limb

N 1d6/2

Popup Shotgun Magazine 100 Modified Storage Space hold several shotgun shells and a feed mechanism for a pop-up shotgun; The unit must be configured at purchase for a particular gauge; The unit will hold three 10g,four 12g, six 16g, eight 20g, or 10 .410g shells; Uses 1 option slot in the limb

N 1d6/2 E

Retractable Monoblade 800 Installs a 30cm retractable mono-knife in the user’s forearm; The weapon causes 2d6+3 Mono damage in melee, plus the user’s BOD modifier; The knife otherwise acts in all ways as a mono-knife; Uses 1 option slot in the limb

N 2d6

Sadler and Thompson Technologies Cyberarm Cybersnake

1600 Self controlling cyberweapon that looks like a snake with an auger for a head; Installed in the user’s forearm, and exiting through a port in the user’s palm; May attack at a 1m range; 1d6 Blade damage; Causes 2 points of damage per hit to soft armor; User is +3 to hit an unsuspecting or held target, +6 if the user can get his hand over one of the victim’s orifices (sucha target is also open to an eviscerate attack; The snake is thrust into a target’s orifice, causing 2d6 damage per round until the victim beats the user in a BOD + Strength Feat contest); An opponent making a successful Grab attack may pull on the snake, causing 1d6 damage per round to the user; Illegal in all jurisdictions; Uses 1 option slot in the limb

N 3d6

Sadler and Thompson 200 Replaces the Grapple Hand Trifiliment line spool with a 100m line and heavy spool (Can lift 250 kg’s if the user is properly

N 2

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Technologies Grapple Hand Line Extension

braced) ; Uses 1 option slot in the limb

Smart Wires 300 1m myomer bundles, lined and tipped with razor-sharp blades, installed on small spools in the user’s cyberlimb; Up to 2 can be installed in a single option space; Each causes 1d6/2 Blade damage, with a +1 to Hit using Melee: Cyber; The Wires can move across the surface of armor, seeking weak points to attack (Ignore worn armor on a to hit of 10); The Wires may belinked to a Poison Gland or Poison Sack (1 per wire); Wires may detach (Must be selected before the attack is rolled), and attack at a range of 1m; They can grapple at a skill of 12, +2 per additional wire (As many wires as are mounted on the target’s side of the user, up to 5; If all the Wires attacking are mounted in the same location, they gain a +1 to Hit); Each causes 1d3 Blade per round while the target attempts to escape,and can attack detached for 2 rounds on internal power; Each requires 3 Turns to reattach after an entangle attack

M 2d6

Speargun 400 2-barrelled memory-metal spring powered speargun (see Weapon List) installed in the user’s forearm; The spears exit through a port in the user’s upper wrist; The unit can hold up to6 spears total; Uses 1 option slot in the limb

N 1d6+3

Speargun Shocker Link 500 Installs a pair of retracting wire spools, each with 50m wire in the user’s forearm; The wire of the spools is attached to one of the spears in the cyberarm Speargun, and linked to the contactsof the Tazer Grip, allowing the system to act as a ranged Tazer;Uses 1 option slot in the limb

N 1d6

Survival Blade 500 Installs a retractable stiletto-type knife in the user’s forearm, exiting between the users ring and middle finger knuckles; Theweapon causes 1d6+3 Blade damage in melee, plus the user’s BOD modifier; Uses 1 option slot in the limb

N 2d6

Tazer Grip 180 Builds a hand-Tazer into the arm; Contacts are in the thumb, forefinger and middle finger; See Weapons List for details; Uses 1 option slot in the limb

N 2d6-2

Tentacle 700 2.2m myomer-cored alloy tentacle mounted in the arm; If the user has a Machine Link Coprocessor, he adds +2 to attacks with the weapon; Can whip for 1d6/2, strangle (counts as a hold) for 1d6 BFT, or be used as a short-range grapple; Uses 1 option slot in the limb

N 3d6

Tentacle, Edged 950 2.2m myomer-cored alloy tentacle lined with razor-sharp blades mounted in the arm; If the user has a Machine Link Coprocessor, he adds +2 to attacks with the weapon; Can whip for 2d6 Blade, strangle (counts as a hold) for 1d6 BFT, or be used as a short-range grapple; Uses 1 option slot in the limb

N 3d6+2

Unspeak Cyberware Tentacle Arm Rippers

400 Ripper blades installed at the end of Unspeak Cyberware’s Tentacle Arm tentacles; The unit causes up to 2 points of Bladedamage for each tentacle used to attack (1d2 if 1, 1d3+1 if 2, 1d6 for 3, etc…), with a total of 3d6 Blade if all 8 tentacles areused

N 1d6

Weapon Mount and Link 100 Allows the user to mount a weapon externally on the limb; Includes a Smartlink for the weapon (Smartgun Interlock must be purchased for the weapon to take advantage of this link); The mount can be on the outside thigh, under the forearm, or on a shoulder; Weapons include pistols and SMGs (Size as for Popup Gun), Grenade Launcher, or Micro-Missile Launcher; Uses no option slots in the limb, but the limb must not be covered during use; Cannot be hidden

N 3

Weapon Mount and Link,Large

500 +300 for Weapon

Allows the user to mount a large weapon on the limb; Includesa Smartlink for the weapon (Smartgun Interlock must be purchased for the weapon to take advantage of this link); Must be mounted on an arm; Two option spaces are used, and the arm cannot be equipped with a hand or forearm system; Weapon sizes usable are determined by the user's BOD; To determine the largest weapon available for use, simply find the highest recoil weapon the user can fire with two hands, unbraced; The weapons suffers a -2 to base ACC, but is used with +1 to Initiative

N 1d6

Whip 475 2.2m alloy cable mounted in the arm; Can whip for 1d6/2, strangle (counts as a hold) for 1d6 BFT, or be used as a short-range grapple; Uses 1 option slot in the limb

N 2d6

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Whip, Edged 675 2.2m alloy cable lined with razor-sharp blades mounted in the arm; Can whip for 2d6 Blade, strangle (counts as a hold) for 1d6 BFT, or be used as a short-range grapple; Uses 1 option slot in the limb

N 2d6+1

Wolvers 500 Three 30cm triangular blades are implanted in the user’s forearm; When triggered, they slide free and exit through ports between the user’s knuckles; A strike with the claws causes 3d6 Blade damage; If concealed using gloves, the claws are a Difficult (20) Awareness test to spot; Illegal in most jurisdictions; Uses 1 option slot in the limb

N 2d6+1

Cyberhand Systems The hand takes one option space in the arm

Standard Hand 150 Resembles normal hand with 4 fingers and a thumb; The hand is covered when the arm is covered (Independent hands cost ¼ as much to cover); If the hand is part of an arm, the HC is 0; If the hand is installed as a Sectional or Independent Cyberhand, the HC is 1d6

N Spec

ARRO Combat Claw 200 Resembles an industrial robotic grasping crusher; Causes 1d6 damage on a punch, and 6d6 BFT damage on a crush; -6 REF with the affected limb

N 3d6

ARRO Hand Laser 700 Forearm mounted laser weapon replaces the user’s hand (see Weapons List for details); Uses a Small E-Cell (1 will fit in theweapon itself); The weapon must be uncovered to be used

N 3d6

ARRO Laser Power Link 100 Allows the ARRO Hand Laser to be linked to an external power supply, such as a carried Large E-Cell, to increase the weapon’s payload

N 1d6/3

ARRO Laser Power Pack 250 Allows the ARRO Hand Laser to be linked to a pair of small E-Cells in a compartment in the user’s arm; This will increase the number of shots for the laser to 18; Uses 1 option slot in the limb

N 1d6/2

Big-Knucks Hand 250 Resembles normal hand with 4 fingers and a thumb; The hand is covered when the arm is covered (Independent hands cost ¼ as much to cover); If the hand is part of an arm, the HC is 0; If the hand is installed as a Sectional or Independent Cyberhand, the HC is +1d6; Reinforced knuckles cause +1d6 BFT damage on a punch or back-hand slap; Illegal in most jurisdictions

N 1d6+3

Blade Hand 500 Large, machete-like blade replaces the user’s hand; Non-retractable, it is essentially a machete attached to the wrist; Theaffected arm cannot be used to perform any sort of normal manual activity; Quick-Change mount is standard (Included in price); Damage is 4D6 Blade, plus BOD bonus; Black market cyberware (LGL 4)

N 2d6+3

BuzzHand 600 Resembles normal hand with 4 fingers and a thumb; The hand is covered when the arm is covered (requires a Cyberarm); Thehand can be pulled back to reveal a titanium hub surrounded by short lengths of MonoWire; The hub spins at high speed, with the wires causing 2d6+2 Mono damage, and 2 points to Soft armors per hit

N 2d6

Buzz Saw Blade 900 The user’s hand is replaced with a titanium hub which can mount any standard saw blade; The average ripsaw or cross-cutblade causes 3d6+2 Blade damage, and 2 points to Soft armors per hit

N 3d6+3

Chain Fist 500 When the hand is clenched it produces two bands from either side of the hand which extend in front of the fist, producing a hoop around the hand; The two loops then spin an ultra tough mono-edged chain around themselves; The chain fist makes a constant humming noise and screams when it bites into something; The chain fist leaves the fingers free for other options as it fits in the palm; ACC is -3, Damage is 3d6 Mono

N 1d6+1

Chemical Secretion Hand 400 Resembles normal hand with 4 fingers and a thumb; The hand is covered when the arm is covered (Independent hands cost ¼ as much to cover); Hand has a built-in 10 shot Enertex Power Squirt (See weapon list); The user may choose to allow the contents of the Power Squirt to coat the palm of the hand, or squirt the contents at range; The hand may be attached to a Cyberarm (N surgery) or Sectional Cybernetic Mount

N/MA 4d6

Climbing Claw Hand 250 per hand

User must have claws in each hand; Curved claws add +2 to Climbing (Or Athletic tests for the purposes of climbing); Non-retractable, they subtract -2 to REF or TECH when performing actions which require fine motor control (electronic repairs, picking locks, etc.); If a character possesses

N 1d6 (per hand)

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both hand and foot implants, his Bonus is +3 for the purposes of climbing; With a Melee: Cyber skill, they may be used likeRippers in hand-to-hand combat to add 1D3+1 Blade damage to a hand strike

Cutting Torch Hand 250 Resembles normal hand with 4 fingers and a thumb; The hand is covered when the arm is covered (Independent hands cost ¼ as much to cover); Miniature cutting torch; Can cut through SP20 materials at 8 SDP per round; Device holds 15 Turns of fuel; Uses option space in hand

N 1d6/2+1

CyberClaw 1500 Resembles a crab claw; Causes 1d6+3 damage on a punch, and8d6+1 BFT damage on a crush; -8 REF with the affected limb; Has a small (3x3x6cm) storage space in the larger side

N 3d6

CyberMaw Hand 1200 Cyberhand with a 5 to 8cm slit-like maw filled with 2.6mm needle-like teeth; A successful Grab attack, at -3 WA, allows the maw to gnaw for 1d6 damage per turn; A Difficult (20) Strength Feat test is required to break free; The hand may be attached to a Cyberarm or Sectional Cybernetic Mount

N 3d6

CyberMaw Drool/Vomit Hand

1600 Cyberhand with a 5 to 8cm slit-like maw filled with 2.6mm needle-like teeth and a 10 shot Enertex Power Squirt (See weapon list); A successful Grab attack, at -3 WA, allows the maw to gnaw for 1d6 damage per turn; A Difficult (20) Strength Feat test is required to break free; The user may choose to “Drool”, allowing the contents of the Power Squirt to coat the teeth of the maw, or “Vomit”, squirting the contents at range; The hand may be attached to a Cyberarm (N surgery) or Sectional Cybernetic Mount

N/MA 4d6

CyberMaw & Tongue Hand

2200 Cyberhand with a 5 to 8cm slit-like maw filled with 2.6mm needle-like teeth and a Cybersnake Mk. I; A successful Grab attack, at -3 WA, allows the maw to gnaw for 1d6 damage per turn; A Difficult (20) Strength Feat test is required to break free; The hand may be attached to a Cyberarm or Sectional Cybernetic Mount

N/MA 5d6

CyberMaw & Tongue Hand

3700 Cyberhand with a 5 to 8cm slit-like maw filled with 2.6mm needle-like teeth and a Cybersnake Mk. II; A successful Grab attack, at -3 WA, allows the maw to gnaw for 1d6 damage per turn; A Difficult (20) Strength Feat test is required to break free; The hand must be attached to a Cyberarm (Incompatible with a Sectional Cybernetic Mount), and takes up 1 additional ption slot

N 6d6

Cytech Custom Cyberhand, Double Jointed

900 User’s cyberhand is designed with four fingers and an opposable thumb; All digits are designed to bend in either direction (+1 to Escape from holds involving the hands); The hand is covered when the arm is covered (Independent hands cost ¼ as much to cover); If the hand is part of an arm, the HC is 0; If the hand is installed as a Sectional or Independent Cyberhand, the HC is 1d6

N Spec.

Cytech Custom Cyberhand, Four Fingered

900 User’s cyberhand is designed with three fingers and an opposable thumb, similar to many cartoon characters; The hand is covered when the arm is covered (Independent hands cost ¼ as much to cover); If the hand is part of an arm, the HC is 0; If the hand is installed as a Sectional or Independent Cyberhand, the HC is 1d6

N Spec.

Cytech Custom Cyberhand, Six Fingered

900 User’s cyberhand is designed with four fingers and two opposable thumbs (above and below the palm); The hand is covered when the arm is covered (Independent hands cost ¼ asmuch to cover); If the hand is part of an arm, the HC is 0; If the hand is installed as a Sectional or Independent Cyberhand, the HC is 1d6

N Spec.

Cytech Custom Cyberhand, Three Fingered

900 User’s cyberhand is designed with two, overlarge fingers and an opposable thumb; The hand is covered when the arm is covered (Independent hands cost ¼ as much to cover); If the hand is part of an arm, the HC is 0; If the hand is installed as a Sectional or Independent Cyberhand, the HC is 1d6

N Spec.

Derringer 220 Resembles normal hand with 4 fingers and a thumb; The hand is covered when the arm is covered (Independent hands cost ¼ as much to cover); The hand has a built-in 5mm derringer (see Weapons List for details); Uses the option slot in the hand

N 1d6

Donner & Savage Medical Modular Cyberhand

375 Cyberarm version of the MMC; Includes the standard Mono-scalpel, 2-dose air-hypo, dermal stapler, bio-monitor probe (10 second reading reports heart rate, temperature, blood pressure),and thumb-mounted clamp/forceps; Fingers are built onto modular mounts, allowing them to be substituted with other

N 1d6/2

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modular fingers

Donner & Savage Medical Modular Cyberhand, Sectional

975 Sectional cyberhand version of the MMC; Includes the standard Mono-scalpel, 2-dose air-hypo, dermal stapler, bio-monitor probe (10 second reading reports heart rate, temperature, blood pressure), and thumb-mounted clamp/forceps; Fingers are built onto modular mounts, allowing them to be substituted with other modular fingers

MA 1d6+2

Drill Hand 700 Drill motor built into hand, with Keyless Smart-chuck in the user’s forefinger; Interchangeable bits/driver heads; Large bits can be used as weapons (3d6 damage, hard armor at 1/2 SP, soft armor at 1/4 SP)

N 3

Dynalar Technologies Modular Tool Hand

650 Resembles normal hand with 4 Quick Change Mount fingers and a Quick Change Mount thumb; The hand is covered when the arm is covered (Independent hands cost ¼ as much to cover); Fingers contain: 1: Vibrating Lockpick; 2: Monobladestiletto (1d6 Mono); 3: Flashlight; 4: Screwdriver/drill; Thumb contains a Storage Compartment; The palm contains a small space for screwdriver/drill bits and a small glasscutter; The fingers are modular, and may be changed for other fingers

N 2d6-1

Dynalar Technologies Web Hand

250 Thin, poly-nylon membranes between each finger allow user toswim faster, with more maneuverability; +2 to Swim skill and MA (additional +1 each if the user has Web Foot) if both handsare webbed

N 2

Exotech Replacement Hand

1000 Replacement for the Exotech Detachable Remote Surveillance Hand System; The hand is covered when the arm is covered, adding 10% to the cost of the covering

N -

Extension Hand 350 Resembles normal hand with 4 fingers and a thumb; The hand is covered when the arm is covered (Independent hands cost ¼ as much to cover); The hand extends up to 1m, and can support up to 100kg

N 2

FreeFist 200 Specially designed hand which allows the user to slip out of handcuffs and strip tapes; The hand and wrist rearrange their structure, becoming thinner and more flexible, allowing the cuffs to be slipped off; The process is not instant and takes about two Turns (1 Turn to shift, a second to reform); The handcan slip cuffs 90% of the time, strip tape 75% and escape rope bindings 50% of the time; If the FreeFist cannot free the user altogether then the bonds will have been loosened and the hand's movement gives the user a +3 bonus to Escapology tests

N 2

Grapple Hand 350 Resembles normal hand with 4 fingers and a thumb; The hand is covered when the arm is covered (Independent hands cost ¼ as much to cover); The fingers lock back to form a five-pronged throwing grapnel; A small spool in the wrist contains 30m of trifiliment line

N 3

HammerHand 600 Hardened titanium, it resembles a normal hand with 4 fingers and a thumb; The hand is covered when the arm is covered (Independent hands cost ¼ as much to cover); The hand contains a telescoping section in the wrist, with an explosive shell port (Shells are €3 each); When the user strikes with his fist, the shell triggers, and the punch does 1d10 damage; The empty shell then ejects; Uses the option slot in the hand; Forearm reinforcement allows for the mounting of a heavy pistol on the outside of the arm (See Weapon Mount and Link)

N 2d6+1

IEC Venom Hand 600 Resembles normal hand with 4 fingers and a thumb; The hand is covered when the arm is covered (Independent hands cost ¼ as much to cover); If the hand is part of an arm, the HC is +1d6; If the hand is installed as a Sectional or Independent Cyberhand, the HC is 2d6; Each finger contains a single, high-strength needle linked to a separate reservoir-bracket in the forearm; Any or all of the needles may be extended at will, causing 1/2 point of damage each to flesh, but penetrating armor at 1d6-1 AP; Each bracket can hold a standard medical cartridge, from 1 to 5cc; From .1 to 5cc can be injected from each needle, from any or all of the needles (effects based on contents); The hand automatically sterilizes the needles using ultrasound each time the are retracted; Replacement needles (replacement recommended every six months) are €10, with a x2 BMAC; Illegal in most jurisdictions, except for licensed medical personnel

N 2d6

Intra-Knuckle Spike Hand

400 Three short triangular blades mounted in the hand; The blades extend between the knuckles of the user, adding damage to punches; Punch damage is and additional 1d6+2 Blade

N 3d6

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Knuckle Spike Hand 300 Resembles normal hand with 4 fingers and a thumb; The hand is covered when the arm is covered (Independent hands cost ¼ as much to cover); If the hand is part of an arm, the HC is 0; If the hand is installed as a Sectional or Independent Cyberhand, the HC is +2d6; Reinforced knuckles with pyramid-shaped spikes cause +1d6+4 damage on a punch or back-hand slap; Illegal in most jurisdictions

M 2d6+1

Lightning Fist 900 4-charge Electrical discharger (10 charges per Small E-Cell); Stun (1 Charge) forces a Stun save at -1 (-2 per additional charge pumped in); Kill (4 charges) causes 2d6+1 damage; Unit will recharge at the rate of 1 charge per hour; Uses the option slot in the hand

N 2d6

Mace Hand 300 The Mace Hand is designed as a high-density weighted club (1d10-2 damage on a punch; -2 REF to actions with the hand) on a 1m extending cable; Causes 2d6+1 BFT when extended and swung like a flail; ½ damage is dealt even when the attack is successfully parried

N 3

Modular Hand 600 Resembles normal hand with 4 fingers and a thumb; The hand is covered when the arm is covered (Independent hands cost ¼ as much to cover); Fingers contain: 1: Airhypo; 2: 1m wire garrote; 3: 2.5cm Monoblade stiletto (1d6 Mono); 4: Vibrating lockpick; The palm contains a small space for picks and other small tools; The fingers are modular, and may be changed for other fingers

N 2

Razor-Fist Hand 900 Resembles normal hand with 4 fingers and a thumb; The hand is covered when the arm is covered (Independent hands cost ¼ as much to cover); The hand is equipped with memory-metal combat blades that resemble straight-razors when activated; They cause 2d6+3 Blade damage on a hand strike; Uses the option slot in the hand

N 3d6+3

Reach Hand 375 Specially designed hand which has a much bigger span; The fingers can stretch around larger objects as a result; The span can increase to 50% more than normal and the grip grants a +2 bonus to Hold or Grapple tests

N 2

Ripper Hand 600 Resembles normal hand with 4 fingers and a thumb; The hand is covered when the arm is covered (Independent hands cost ¼ as much to cover); The hand is equipped with Rippers; They cause 1d6+3 Blade damage on a hand strike; Uses the option slot in the hand

N 2d6

Ripper Hand, Electro-Rippers

780 Resembles normal hand with 4 fingers and a thumb; The hand is covered when the arm is covered (Independent cannot use this option); The hand is equipped with Rippers; They cause 1d6+3 Blade damage on a hand strike; The arm is equipped with the Tazer Grip (Builds a hand-Tazer into the arm; Contacts are in the thumb, forefinger and middle finger; See Weapons List for details) option; If the Tazer Grip is triggered while striking with the Rippers, the strike causes 1d6+3 Blade, + 1d6 Electrical, and causes the Tazer’s normal Stun damage; Uses 1 option slot in the limb, and the option slot in the hand

N 3d6

Ripper Hand, Overknuckle

700 Resembles normal hand with 4 fingers and a thumb; The hand is covered when the arm is covered (Independent hands cost ¼ as much to cover); The hand is equipped with Overknuckle Rippers; They cause 1d6+3 Blade damage on a hand strike; Uses the option slot in the hand

N 2d6

Sadler and Thompson Technologies Cyberhand Longarm

500 Replaces the user’s hand and forearm with rifle or shotgun of choice; Cost covers configuring the weapon to attach to the user’s Cyberarm (No Independent Cyberhand mount); The costincludes a Quick Change Mount option in the user’s forearm

N 4d6

Sadler and Thompson Technologies Cyberhand SMG

300 Replaces the user’s hand with an SMG; Cost covers configuring the SMG to attach to the user’s Cyberarm or Independent Cyberhand mount; The cost includes a Quick Change Mount option in the user’s wrist

N 3d6

Sadler and Thompson Technologies Launching Knuckle Spikes Hand

600 Resembles normal hand with 4 fingers and a thumb; The hand is covered when the arm is covered (Independent hands cost ¼ as much to cover); If the hand is part of an arm, the HC is +3; If the hand is installed as a Sectional or Independent Cyberhand, the HC is +1d6+3; Reinforced knuckles contain launchable, pyramid-shaped spikes which cause +1d6+2 damage on a punch or back-hand slap, or 1d3 damage each if fired (-3 ACC, 2m short range, uses the users Brawling or Punch skill); Illegal in most jurisdictions

M 1d6+3

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Sadler and Thompson Technologies Retractable Knuckle Spikes Hand

600 Resembles normal hand with 4 fingers and a thumb; The hand is covered when the arm is covered (Independent hands cost ¼ as much to cover); If the hand is part of an arm, the HC is +3; If the hand is installed as a Sectional or Independent Cyberhand, the HC is +1d6+3; Reinforced knuckles contain retractable, pyramid-shaped spikes which cause +1d6+2 damage on a punch or back-hand slap; Illegal in most jurisdictions

M 1d6+3

Sadler and Thompson Technologies Spike Hand Injector System

750 Resembles normal hand with 4 fingers and a thumb; The hand is covered when the arm is covered (Independent hands cost ¼ as much to cover); An hollow, extending palm spike telescopesfrom the wrist, and causes 1d6+3 Blade damage on a strike, and injecting a payload from a drug/poison reservoir in the users wrist (10 dose of any liquid substance)

N 2d6+3

Shitoraki Word Wand Hand

150 Displays short written messages using LEDs built into the hand; The user punches in a message on the provided fold-out keypad; The letters will appear in a readable format when the hand is waved from right to left and can be read from a distance of 200 meters; The hand also comes with an optional IR or UV setting (Only people equipped with devices that can see in those spectrums will be able to read the message)

N 1

Spike Hand 500 Resembles normal hand with 4 fingers and a thumb; The hand is covered when the arm is covered (Independent hands cost ¼ as much to cover); An extending palm spike telescopes from the wrist, and causes 1d6+3 Blade damage on a strike

N 2d6

Super Cyber-Groomer Hand

200 Resembles normal hand with 4 fingers and a thumb; The hand is covered when the arm is covered (Independent hands cost ¼ as much to cover); If the hand is part of an arm, the HC is .5; Ifthe hand is installed as a Sectional or Independent Cyberhand, the HC is 2d3; The hand contains extendible bristles, and can be used as a brush simply by rubbing the hair into the desired style

N Spec

Tool Hand 200 Resembles normal hand with 4 fingers and a thumb; The hand is covered when the arm is covered (Independent hands cost ¼ as much to cover); Fingers contain: 1: Screwdriver with changeable heads; 2: Adjustable wrench; 3: Battery-powered soldering iron; 4: Adjustable socket wrench; The lower edge of the palm is hardened and reinforced to allow use as a hammer, and the palm contains a small space for sockets and driver heads; The fingers are modular, and may be changed for other fingers

N 2

Travel Hand 500 Resembles normal hand with 4 fingers and a thumb; The hand is covered when the arm is covered (Independent hands cost ¼ as much to cover); Thumb contains a Floss Dispenser; Fingers contain: 1: Electric toothbrush with changeable heads; 2: Disposable razor blade handle; 3: Lint brush; 4: Comb; The palm contains a small space for the toothbrush head, and a second for the razor blades; The fingers are modular, and may be changed for other fingers

N 2

Web Hand, Extending Web

300 Thin, metallic vanes between each finger allow user to swim faster, with more maneuverability; +2 to Swim and MA (additional +1 if the user has Web Foot) if both hands are webbed; The vanes may be extended beyond the fingers, and cause 1d6 Blade damage on a Knife-hand strike

N 1d6/3

Finger SystemsAdvanced Idea Mechanics LethalEye Finger Mount

750 Fingertip acts as an emitter/lens for the AIM LethalEye Implanted Laser Generator; When using the finger as an emitter, the firer adds Beam Pistol + REF + 1d10, with a +5 for an unsuspecting target; Highly illegal, it requires an Impossible (35) Streetdeal test to acquire, and carries a penalty of summary execution for unauthorized use in any jurisdiction where such a penalty is allowed

N 1d6/2

Ballpoint Finger 25 Leakproof pen writes underwater or in vacuum; Refill cartridges (16km line; various colors available) are €2

N .5

Chemical Analyzer 1200 Allows user to analyze a chemical sample placed under the false fingernail; 75% chance to automatically recognize commercial, common, and military explosives, pharmaceuticals, and toxins; Unrecognized samples are brokendown for content, allowing a Science: Chemistry test to recognize the substance; Requires a Times Square Marquee, Subdermal Screen, or other display device for readout

N 2

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Cyberfinger Oxygen Tank 250 Small cartridge in the first joint of the finger contains 30 seconds (3 full Turns) of oxygen; Cartridges are €10 to refill at any dive shop or air bar

N .5

Dartgun 100 User may fire a dart at a range of 3m (Dart causes 1 point of damage, but can penetrate SP 6 soft armor automatically, with a 50% to penetrate SP 7-8 soft armor; The user may attack withthe weapon using REF + 1d10, with a +5 vs. an unsuspecting opponent; The dart may be poisoned; Darts are 2 for €1

N 2

Drill 50 Miniature drill motor in the finger, powered by a rechargeable power cell; Accepts hex-base bits, including various drilling bits and screwdriver heads, as well as hex-base sockets

N .5

Drug Analyzer 850 Allows user to analyze a drug sample placed under the false fingernail; 85% chance to automatically recognize commercial pharmaceuticals, street drugs, and bio-toxins, and their purity; On a failure of 86-95, a Science: Pharmacy test is required torecognize the substance from the readings; On a 95% or above,the system misreads the sample, and gives either an inaccurate positive result (35%) or a false reading on purity (65%); Requires a Times Square Marquee, Subdermal Screen, or otherdisplay device for readout

N 2

Finger Bomb 150 Detachable thrown weapon; Causes 2d6+3 damage to a 3m radius; Grenades are €100 each

N 2

Flare 200 Finger can launch a red or green star flare or white parafoil flare to an altitude of 150m; Red and green flares can be used as signals, white parafoil illuminates a 12.5m radius area; Any flare can be used as a weapon at a 10m short range (35m maximum); Flares burn for 2 rounds, at 1d6/2 Burn damage per round; Replacement flares are €15 each

N 2

Flasher 250 Finger-mounted strobe lights can emit a strobe attack (V. Diff. (25) REF or be blinded for 1d6 rounds; Save at -5 if ambushed,and +5 if forewarned or expecting an attack); Replacement bulbs are €25

N 1

Flashlight, IR/UV 200 10m beam with a .5m spot; User may switch from IR to UV at will (May not use both at the same time)

N 1

Flesh Mount 100 Allows cyberfingers to be mounted on biological hand; May becombined with a quick-change mount

M 1

GE/MCI Worldnet Handphone™ Finger Option

800 This small communications device works as a voice-only cell phone; The mouth piece is located on the pinky finger of the hand while the speaker is located in the thumb; Takes no option space in the hand, but makes use of the pinky and thumb, which can accept no other options

N 1

Kiroshi VidCam 400 Miniature digital video camera designed to work with the Kiroshi Video Imager cyberoptic system (May transmit to any receiver, however); The finger has no internal storage medium,but may be linked to a standard digital tape or chip recorder through Interface Plugs, or a cybernetically installed recorder, and may display on external or cybernetic viewing devices

N 2

Kiroshi VidCam, IR 600 Miniature infrared digital video camera designed to work with the Kiroshi Video Imager cyberoptic system (May transmit to any receiver, however); The finger has no internal storage medium, but may be linked to a standard digital tape or chip recorder through Interface Plugs, or a cybernetically installed recorder, and may display on external or cybernetic viewing devices

N 2

Kiroshi VidCam, Lowlite 500 Miniature night-vision digital video camera designed to work with the Kiroshi Video Imager cyberoptic system (May transmit to any receiver, however); The finger has no internal storage medium, but may be linked to a standard digital tape orchip recorder through Interface Plugs, or a cybernetically installed recorder, and may display on external or cybernetic viewing devices

N 2

Kiroshi Tracking Device 300 The finger uses a standard air hypo air cartridge to fire a magnetic tracer up to 3m; Each cartridge is good for 2 shots (€3 each); The finger comes with, and can hold, 2 bugs; The bugs have a transmission range of 3km; The signal can be linked through the user’s Interface Plugs to a log compass or map maker, or linked to an internal cyberoptic compass

N .5

Kiroshi VidCam, Teleoptic

625 Miniature 20x zoom digital video camera designed to work with the Kiroshi Video Imager cyberoptic system (May transmit to any receiver, however); The finger has no internal storage medium, but may be linked to a standard digital tape orchip recorder through Interface Plugs, or a cybernetically

N 2

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installed recorder, and may display on external or cybernetic viewing devices

Laser Pointer 150 20m red-dot laser pointer; May be used as an impromptu laser sight if installed in the forefinger (Simply use the point-shooting technique of laying the forefinger along the barrel or action of the gun)

N .5

Lighter 25 Lighter holds enough fuel for 2 hours of use (Refill is €1) N 2Light Pen 45 Used to write to computerized devices N .5Lockpick 50 Pick for mechanical locks N .5Mace Sprayer 150 Contains enough mace for 2 bursts; Average (15) REF test to

hit from surprise at 1m, V. Diff. (25) if the target suspects the attack; Mace causes the target to suffer a -4 REF and –4 to Awareness tests for 1d6 turns

N 2

Mini Light 25 25m beam, .5m spot; Batteries are €1 N .5Monoblade stiletto 150 Small orbital crystal blade causes 1d6 Mono damage in melee N 3One-Shot Special 250 1-shot 5mm derringer built into the finger; See Weapon List

for detailsN 2

Opti-Free Saline Dispensing Cyberfinger

30 Installs an adjustable liquid dispenser in the finger; Normally used with saline solution (€10 for 10 oz. bottle), it can hold any non-corrosive fluid (€20 in modifications will allow corrosives to be dispensed); At full power, the stream can be sprayed up to 2m; The finger itself holds up to 4 doses of any liquid

N 1

Parabolic Microphone 350 20x Microphone linked to recorder and/or cyberaudio; Acts as Amplified Hearing and Level Damper cyberaudio; Requires the user to have a full Cyberarm

N 2

Probe Link 150 Interface Plug mounted in the user’s fingertip; User is at –1 forcyberlinked vehicle control; Cannot be used with a Quick Change Mount; User must have necessary links

N .5

Quick Change Mount 150 Click and turn mount allows fingers to be changed in one Turn;Modification to the fingers themselves costs €20 each

N 1

Screwdriver 50 Miniature motor in the finger, powered by a rechargeable power cell; Accepts hex-base screwdriver bits, as well as various hex-base drilling bits and sockets

N .5

Self-Propelled Grenade 200 First joint of the finger is a self-propelled grenade (See Weapon List); Replacement grenades are €25

N 2

Shlage Cyberkeys 100 The user’s finger contains a magazine for up to 5 modified keys; The user may choose which key is extended from the finger, and may remove the keys for ease of use; Keys are €5

N 2

Slice-N-Dice Finger/Thumb

500 Monowire spool mounted in the user’s finger or thumb-tip; The free end is weighted with a false, ceramic fingernail; It canbe used as a whip/cutter (2d6 Mono damage per strike) or a garrote (4d6 Mono damage per round); Illegal in all jurisdictions

N 2d6

Soldering Iron 50 Electric Soldering Iron powered by a rechargeable powercell isinstalled in the finger

N .5

Socket Wrench 50 Miniature motor in the finger, powered by a rechargeable power cell; Accepts hex-base sockets bits, as well as various hex-base drilling bits and screwdriver heads

N .5

Stinger 200 Surgical quality hypodermic needle mounted in the user’s finger, linked to a memory-plastic cartridge holding any drug/poison of the user’s choice; Cartridge holds four doses (Asix-dose cartridge can fit in the user’s palm space (if any); A ten-dose cartridge can fit in a cyberlimb space, with up to threeper arm); Illegal in all jurisdictions without a medical license

N 3

Stinger Cartridge, Cyberarm

50 Memory plastic cartridge for the Stinger injector; Holds ten doses of drug/poison and fits in a standard cyberarm space; Price includes tubing to the Stinger injector

N 0

Stinger Cartridge, Palm 35 Memory plastic cartridge for the Stinger injector; Holds six doses of drug/poison and fits in a standard palm space; Price includes tubing to the Stinger injector

N 0

Stinger Cartridge, Finger 20 Memory plastic cartridge for the Stinger injector; Holds four doses of drug/poison and fits in a standard finger space

N 0

Storage Compartment 75 Small space installed behind the user’s knuckle N .5Tactile Microphone 250 When placed against a surface, this microphone will detect

vibrations made on the other side of the barrier (such as machinery, conversations, or running vehicles); If linked to a recording device or Cyberaudio, the user can actually here the sounds, and make Awareness tests normally to understand

N 1

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conversations, etc…

Thermal Sensor 150 Detects the surface temperature of any object it is held against N 1Unspeak Cyberware Tentacle Finger

500 Replaces finger with a 10cm long memory-metal and plasteel tentacle; If all 4 fingers are replaced with Tentacle Fingers, the hand does normal damage, or normal Cyberhand damage if thefingers are mounted on a Cyberarm

N 1

Unspeak Cyberware Tentacle Finger, Scratcher Blade

600 Replaces finger with a 10cm long memory-metal and plasteel tentacle tipped with a carbo-glass blade; Causes up to 2 points of Blade damage per blade (1d6+3 Blade if all 4 fingers have Scratcher Blade Tentacles)

N 3

Unspeak Cyberware Tentacle Finger, Extendable

750 Replaces finger with a 30 cm long memory-metal and plasteel tentacle; Unit requires a Cyberarm mount, and is incompatible with the Flesh Mount, Independent Cyberhand, or Sectional Cybernetic hand; If all 4 fingers are replaced with Extendable Tentacle Fingers, the hand does damage as a standard cyberhand

N 1

Unspeak Cyberware Tentacle Finger, Extendable, Scratcher Blade

750 Replaces finger with a 30 cm long memory-metal and plasteel tentacle tipped with a carbo-glass blade; Unit requires a Cyberarm mount, and is incompatible with the Flesh Mount, Independent Cyberhand, or Sectional Cybernetic hand; If all 4 fingers are replaced with Extendable Tentacle Fingers, the hand does damage as a standard cyberhand; A strike causes up to 2 points of Blade damage per blade (1d6+3 Blade if all 4 fingers have Scratcher Blade Tentacles)

N 3

Wirecutters/Scissors 50 Requires both the first and middle finger of the hand; User may cut through materials of up to SP 10 (Soft); Against a living target it causes 1d6/3 damage

N 1

Wrench 50 Finger is designed to work as an adjustable wrench by wrapping around the bolt head; The finger is designed to grip the faces of the bolt, rather than the corners, thus avoiding damage to the bolt head

N .5

Cyberfoot SystemsStandard Foot 200 Resembles a normal foot with 5 toes; Covered when the leg is

covered; HC is 0 for a cyberlimb, 1d6 for an independent footN 0 (1d6)

Anchoring Cyberfeet 400 May only be installed as part of a cyberleg; Requires a second space in the leg (Per foot); Anchoring spikes with fold-out hooks lock the user’s legs to the surface, preventing him from being knocked down (Or lifted up, if the surface is strong enough); Each foot holds four anchors (€120 each to replace); The anchors are released by mental command to allow the userto walk away after use

N 3

Catspaw Stealth Foot 350 Sound absorbing soles and sound dampening internal components add +1 to Stealth tests (User must not be wearing shoes)

N 1

Climbing Claw Foot 250 (per foot)

User must have claws in both feet; Curved claws add +2 to Climbing (Or Athletic tests for the purposes of climbing); Non-retractable; If a character possesses both hand and foot implants, his Bonus is +3 for the purposes of climbing; With a Melee: Cyber skill, they may be used like a Talon Foot in hand-to-hand combat to add 1D3+1 Blade damage to a kick

M 1d6 (per foot)

Grip Foot 500 Designed for climbing, the toes can extend and curl around a 2” bar; Soles are made of a tacky material for better gripping strength; Adds +2 to Climbing tests (User must not be wearingshoes)

N 2

Hydraulic Skates 400 Hydraulic fold-down skates; Add 1/4 Athletics + Thrash or 1/3 of Skating + Thrash to MA; Use Athletics or Skating skill for control; Special wheels add +1 to Stealth on most surfaces, +3 on smooth linoleum, tile or marble

N 2

Skate Foot 440 Motorized skates allow an MA 20 (Add 1/4 Athletics + Thrash or 1/2 of Skating + Thrash to MA per Turn, to a max of +4 per Turn, up to an MA of 20); Use Athletics or Skating skill for control

N 1d6

Spike Heel Foot 500 15cm heel spike extends on mental command; Kick attacks using the heel (Axe, wheel, and roundhouse) add 2d6 Blade damage; Adds +2 to Climbing trees, ice, and hard soils/soft rock

N 2d6

Talon Foot 600 Extending toe blades cause 1d6 Blade damage on a front kick N 2d6Tool Foot 300 Similar to the tool hand, the toes contain removable tools: 1:

Adjustable wrench; 2: Multi-head power screwdriver/drill N 2

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(Any hexagonal head); 3: Ratcheting socket wrench; 4: Powercell soldering iron; 4: Wire saw blade

Web Foot 250 Webbing between extendable toes and along the feet gives swim MA equal to normal MA, and adds +3 to Swim tests if both feet are replaced

N 1

Web Foot, Extending Web

300 Thin, metallic vanes between the toes allow user to swim faster(swim MA equal to normal MA), with more maneuverability (+3 to Swimming) if both feet are replaced; The vanes may be extended beyond the toes, and cause 1d6 Blade damage on a Wheel Kick or similar attack

N 1d6/3

Linear Frame Exoskeleton SystemsDelta 3000 Cybernetically installed linear frame; User has a strength equal

to BOD 8, can lift 400kg, and has a +1 Damage mod; REF is reduced by –1; Adds 10kg to the user’s weight

MA 2d6

Epsilon 4000 Cybernetically installed linear frame; User has a strength equalto BOD 10, can lift 500kg, and has a +2 Damage mod; REF is reduced by –1; Adds 25kg to the user’s weight

MA 2d6

Gamma 5000 Cybernetically installed linear frame; User has a strength equalto BOD 11, can lift 550kg, and has a +3 Damage mod; REF is reduced by –1; Adds 35kg to the user’s weight

MA 2d6

Sigma 6000 Cybernetically installed linear frame; User has a strength equalto BOD 12, can lift 600kg, and has a +4 Damage mod; REF is reduced by –1; Adds 50kg to the user’s weight

MA 2d6

Beta 8000 Cybernetically installed linear frame; User has a strength equalto BOD 14, can lift 700kg, and has a +6 Damage mod; REF is reduced by –1; Adds 75kg to the user’s weight

MA 2d6

Omega 10000 Cybernetically installed linear frame; User has a strength equalto BOD 16, can lift 800kg, and has a +6 Damage mod; REF is reduced by –1; Adds 100kg to the user’s weight

MA 3d6

Alpha 14000 Cybernetically installed linear frame; User has a strength equalto BOD 18, can lift 900kg, and has a +6 Damage mod; REF is reduced by –1; Adds 150kg to the user’s weight

MA 3d6

GP Exoskeleton Series A 12000 Older model exoskeletons used like a vehicle rather than a linear frame; User’s MA is 4, and REF is a maximum of 5; User’s BOD for strength purposes is 18 (Lift 900kg); The exoskeleton has 15 SDP, and is SP 6

MA 4d6

GP Exoskeleton Series B 15000 Older model exoskeletons used like a vehicle rather than a linear frame; User’s MA is 4, and REF is a maximum of 5; User’s BOD for strength purposes is 21 (Lift 1050kg); The exoskeleton has 20 SDP, and is SP 8

MA 6d6

Body Plating SystemsCowl 200 Poly-ceramic and metal plate over ablative plastic and

microcellular honeycomb cells; Covers Area 1 at SP 25 on all rear attacks, 70% of side head hits, and 20% of front head hits

MA 1d6

CyberFacial Remount, EvilEye

150 Poly-ceramic and metal plate over ablative plastic and microcellular honeycomb cells woven with myomer, surroundsthe right or left eye; Covers Area 1 at SP 6 on 15% of front head hits; All side and rear attacks ignore the Remount; Reduces ATT by -1

MA 1d6

CyberFacial Remount, Jigsaw

250 Poly-ceramic and metal plate over ablative plastic and microcellular honeycomb cells woven with myomer, surroundsthe right or left eye and top corner of skull; Covers Area 1 at SP 12 on 25% of head hits from the front or affected side; All rear attacks, and those from the unaffected side, ignore the Remount; Reduces ATT by -1

MA 2d6

CyberFacial Remount, TwoFace

350 Poly-ceramic and metal plate over ablative plastic and microcellular honeycomb cells woven with myomer, surroundsthe right or left half of the skull; Covers Area 1 at SP 18 on 50% of head hits from the front or rear, 100% from the affected side; All attacks from the unaffected side ignore the Remount; Reduces ATT by -2

CR 3d6

Faceplate 400 Poly-ceramic and metal plate over ablative plastic and microcellular honeycomb cells woven with myomer, with portsfor mouth, nostrils, and eyes; Covers Area 1 at SP 25 on 30% of side head hits, and 80% of front head hits; All rear attacks ignore the Face Plate (If combined with the Cowl, this protects the entire head; Basic Faceplate reduces ATT by -2; Outer plates may be sculpted to negate this ATT loss through Wardrobe & Style bonuses, with the same multipliers used for clothing; These enhanced Faceplates allow for a range of facial

CR 4d6

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movements to convey emotions and expressions, and reduce Humanity Loss by their Wardrobe and Style bonus

Front Optic Mount 1000 Replaces eyes with a multi-optic mount; Allows up to 5 optics to be mounted; Styles include a visor, rotating optic ring, or central eye with four secondary optics; Reduces ATT to -1

MA 4d6

Sadler and Thompson Technologies Full Coverage Exoskeleton

10000 Ablative plastic and microcellular honeycomb over carbon-nanotube musculature; Covers areas 1-10 at SP 10; Adds +6 to BOD for Strength purposes (16 Max); User is -1 to Stealth tests; Does not cover the face

CRx2 7d6

Sadler and Thompson Technologies Full Coverage Plate Armor

2500 Requires the SATT Full Coverage Exoskeleton; Covers areas 2-10 at SP 22 (total SP is 25) Hard plate armor, except the face;EV -2

N 3d6

Sensory Extensions 500 Mounted extensions for audio pickups and optics; Each holds microphone (Can be linked to a cyberaudio or external system)and a standard cyberoptic (4 option slots); Extensions are 30 to70cm long, have 8 SDP, and are armored to SP 10

M 3d6

Slamdance Inc. Spyke! Furniture for Plate Armor, Arm

225 Requires some form of body plating, a full conversion cyborg body, SATT Exoskeleton or cyberarm; Covers areas 5 or 6 (Double cost and HC if covering both) at SP 10 Hard plate armor; Adds 1d6 Blade damage to Elbow or Forearm attacks; Adds 10 SDP to the area covered

N 1

Slamdance Inc. Spyke! Furniture for Plate Armor, Head

400 Requires some form of body plating, a full conversion cyborg body, or SATT Exoskeleton; Covers area 1 at SP 10 Hard plate armor, except the face; Adds 1d3+1 Blade damage to Head-butt attacks; Adds 10 SDP to the area covered

N 1

Slamdance Inc. Spyke! Furniture for Plate Armor, Arm

300 Requires some form of body plating, a full conversion cyborg body, SATT Exoskeleton or cyberarm; Covers areas 7-8 or 9-10 (Double cost and HC if covering both) at SP 10 Hard plate armor; Adds 1d6+1 Blade damage to Knee, Shin or Wheel kicks; Adds 10 SDP to the area covered

N 1

Slamdance Inc. Spyke! Furniture for Plate Armor, Shoulders/Chest

500 Requires some form of body plating, a full conversion cyborg body, or SATT Exoskeleton; Covers areas 2-3 at SP 10 Hard plate armor; Adds 1d3+2 Blade damage to Body-block/Tackle attacks; Adds 10 SDP to the area covered

N 3

Torso Plate 2000 Poly-ceramic and metal plate over ablative plastic and microcellular honeycomb cells; Covers Areas 2-4 at SP 25; EV-3

MA 3d6

Total Body Plating 6800 Poly-ceramic and metal plate over ablative plastic and microcellular honeycomb cells; Covers Areas 1-10 at SP 20; Penetrating damage to armor heals at 1 SP per day due to nanotech systems; EV –3; User is immune to gas weapons and flash grenades/systems; ATT is divided by 2 (lost ATT can be recovered through body sculpting); -1 to Stealth tests

CRx2 8d6

Total Body Plating Maintenance

680 Maintains the nanomachines and support systems for Total Body Plating; Must be performed yearly, or the system cannot heal damage

N -

Full Conversion ‘Borg SystemsBasic Full Conversion System

40000 Replaces the user’s torso and head with a full-body prosthesis, permanently changing REF, ATT, MA and BOD; Metal endoskeleton and myomer musculature (Some models use electromagnetic pistons (Hydraulics) in place of musculature) replace the user’s body, while cybernetic limbs replace the arms and legs; The entire package is then wrapped in armor; Only the brain, spinal column, and a basic endocrine system remain; User no longer takes wounds, but is damaged as a piece of equipment, having a minimum of 20 SDP to disable, 30 SDP to destroy, and SP 25 over areas 1-10; Cybernetic digestive system and air storage cell and filtration system renders the ‘Borg immune to ingested and inhaled poisons, while allowing him to charge his air supply only twice during atwenty-four hour period (This takes app. 5 minutes); Full ‘Borgs can eat normally, but can hold their undigested food supply for up to twenty-four hours, allowing them to gorge oneper day; ‘Borgs cannot normally have intercourse; Pain sensation is slightly muted, as is tactile sensation, though a Pain Editor can be installed; ‘Borgs need sleep as do normal people; All Full Conversion ‘Borgs must be registered with their local law enforcement agency; Corporate sponsorship is a

2xCR 16d6

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common route to Full Conversion, requires a 10-25 year contract, and is available only to those with an 8 or higher EMP (20% chance if the character “sells out” during creation); Option components for a Full Conversion have the same cost as those for normal systems, but have their HC reduced to the minimum possible (3d6+3 in options would be reduced to 6); Options added at the time of implantation of the biosystems arefurther reduced in HC by adding the minimum costs, dividing by 6, and rolling that number of d6, adding the remainder; The basic Full Conversion has 20/30 SDP, 30/40 Torso; 25 SP areas1-10; REF 10; MA 10; BOD 12; ATT 0; Can run 32kph, jump 6m up and 8m across; has 2 Cyberoptics; 6 Cyberaudio options; Standard Audiovox; Two standard Cyberarms with standard hands; Two standard Cyberlegs with standard feet; Room for four options in the torso; Neural Processor and a set of Interface Plugs

Adrek Robotics Burroughs Mars Operations Full Conversion

42000 Basic Full Conversion has 20/30 SDP, 30/40 Torso; 35 SP (+5 vs. Lasers and other Burn weapons) to areas 1-10; REF 10; MA 10; BOD 12; ATT 0; Can run 32kph, jump 6m up and 8m across; has 2 Cyberoptics; Cyberaudio with Radio Beacon (100km), Homing Tracer (Detects other Radio Beacons) and 4 options; Standard Audiovox; Two standard Cyberarms (Right: “Goop Ball” Launcher (3 shot, 10m range; Fill a 5cm hole) externally mounted) with standard hands; Two standard Cyberlegs with combined Grip/Web feet; Room for four options in the torso; Neural Processor and a set of Interface Plugs; Radiation Shielding (6 RSP); Temperature control (Keeps the unit warm in hostile conditions; Provides 5 SP vs. Laser and Burn weapons); Similar models are available from Weyland/Yutani and IEC

CRx2 16d6+4

Arasaka DaiOni Powered Armor Full Conversion

810000 Basic Full Conversion has 42/52 SDP, 42/52 Torso; 80 SP areas 1-10; REF 17; MA 20; BOD 52; ATT 0; Can run 64kph, jump 6m up and 16m across; has 2 Cyberoptics; 6 Cyberaudio options; Standard Audiovox; PA Cyberarms (Right: Retractable Mono-Sword and Tsunami Grenade Launcher w/3 Extra Magazines internal, 12.7mm Machine Gun with 2 Extra Belts external; Left: Oni Shotgun with 1 Extra Magazine and Retractable Mono-Sword internal, Light ATGM with 2 extra shots external)with Climber-Claw hands; Two standard Cyberlegs with standard feet; Room for four options in the torso; Neural Processor, VR Interface, High Reflex Boost and a set of Interface Plugs; Carries an EMG-83 Rail Gun w/2 Extra Magazines; Laser/Radar Detectors linked to 4 External Ribbon Cannisters and IR Smoke Cannisters; Military Communications Suite (Cell Phone, Laser Communicator, Radio, and Scrambler); 2 Sensory Booms (Both with Full Sensors); IR Baffling; ECM in right leg, ECCM in left leg; 2 EMP Capacitors

CRx2 21d6

Arasaka Ragnarok Space Operations Full Conversion

250000 Basic Full Conversion has 40/50 SDP, 40/50 Torso; 40 SP to areas 1-10; REF 15; MA 20; BOD 14; ATT 0; Can run 64kph, jump 9m up and 12m across; has 2 Cyberoptics (4 option slots available); Cyberaudio with Radio Beacon (100km), Radar Detector, IFF Transponder and Satellite Link (1 option available); Standard Audiovox; Two standard Cyberarms (0 Options available) with standard hands; Two standard Cyberlegs (0 Options available) with standard feet; Auto Injector, Environmental Assimilation System, Interchangeable Biopod, Microcomputer and Black Box in the torso; Neural Processor, Ambidexterity Coprocessor, Chipware Socket, Combat Crystal, Interface Plugs, Pain Editor and Sniffer; EMP Shielding; Heavy Thrusters installed in a backpack-like array on the back of the unit; Sensory Extension with Motion Sensorand Optic (LowLite and AntiDazzle; 2 option slots free); Weapons systems: Shoulder-Mounted 15-shot Micromissile Pod (Rt and Lft), Shoulder-Mounted 2-shot 5" Rocket Pod (Rt and Lft), Wrist-mounted Super Rakate (w/2 Reloads, Rt and Lft), Chest-mounted 9-shot Micromissile Pod (x2), Hip-mounted 3-shot 2" Rocket Pod (Rt and Lft), Leg-mounted 12-shot Micromissile Pod; Generally equipped with a forearm combat shield (SP 40) and a rifle of some type

CRx2 40d6+4

CYBERMATRIX Inc Copernicus Space Use

60000 Basic Full Conversion with 20/30 SDP, 30/40 Torso; 25 SP areas 1-10; REF 11; MA 10; BOD 12; ATT 0; Can run 32kph, jump 6m up and 8m across; 2 Cyberoptics w/Anti-Dazzle Flare

CRx2 19d6

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Full Conversion Compensation; 4 Cyberaudio options plus Radar (2km) and Radio Beacon (100km); Standard Audiovox; Two standard Cyberarms with standard hand right, Tool Hand (Power Driver,Vac Solderer, Micro-Probe and Wirecutters) left, “Goop Ball” Launcher (3 shot, 10m range; Fill a 5cm hole) in the right arm, Grapple Line (20m w/Electrostatic grapnel; -1 to Hit using Heavy/Assault Weapons: Grenade Launcher) and Launcher in the left arm, and Magnetic Hands; Two Dual Purpose Cyberlegs (Act as extra arms/hands at –3 REF) with Magnetic feet; Maneuver Verniers (+2 0-G Maneuver; 12 hours fuel) andBack Thruster (Acceleration of 5 meters per second squared (5 MA per second); 20 seconds fuel; €50 to refuel), Gyroscope (+2 to Save vs. Space Sickness, +1 0-G Maneuver, +2 to balance-based REF tests) and Spot/Strobe lights in torso; Neural Processor and a set of Interface Plugs; EMP and Radiation Shielding (6 RSP) and Hardening included; Reflective surfaces retard heat build-up from sun exposure; Fully vacuum sealed; Similar models are available from Weyland/Yutani and IEC

Dynalar Technologies Aquarius Sub-Marine Full Conversion

50000 Basic Full Conversion with 20/30 SDP, 30/40 Torso; 25 SP areas 1-10; REF 10 (-3 when submerged at depths over 20m); MA 10 (1/2 when submerged at depths over 20m); BOD 15 (Hydraulics); ATT 0; Can run 32kph, jump 6m up and 8m across; 2 Cyberoptics; 4 Cyberaudio options plus Long Range Radio (10 Channels; 50km ULF) and Underwater Sonar (1km range; Full power pulse at 20m underwater forces a target to make a Stun save at –2 or be deafened and disoriented for 1d6+3 Turns); Standard Audiovox; Two standard Cyberarms with Dynalar Technologies Web hands, Caterpillar Drive and shoulder Spotlights (1 million candela, 100m range underwater; Above water it acts as a dazzle grenade; Targets must make a Difficult REF test or be blinded for 4 Turns); Twostandard Cyberlegs with Caterpillar Drive and Web feet; Roomfor two options in the torso, Caterpillar Drive (MA 15 underwater; Silent and low heat, it has a high EM signature) and Electrified Hull (1d6+2 to all in contact; Targets must Savevs. Stun at –3); Neural Processor and a set of Interface Plugs; Unit may operate underwater for up to 16 hours at 500m; Waterproof, corrosion resistant, and weighted for neutral buoyancy; Similar models are available from Hydrosubsidium and IHAG

CRx2 18d6+2

Dynalar Technologies Brimstone Fire-Fighter Full Conversion

47000 Basic Full Conversion has 20/30 SDP, 30/40 Torso; 25 SP Fireproof armor areas 1-10; REF 11; MA 10; BOD 14; ATT 0; Can run 32kph, jump 6m up and 8m across; has 2 Cyberoptics;Cyberaudio with Amplified Hearing, Level Dampener, Radio Splice, Sound Edit, and 2 options; Standard Audiovox with Siren; Two standard Cyberarms (Left with CO2 Fire Extinguisher (5m range; 10 uses; €5 to refill; Targets struck by the CO2 must make a Difficult (20) Reflex test or be blinded for 1d6/2 Turns), Right with adjustable water nozzle) with yellow/white flashing lightbars and standard hands; Two standard Cyberlegs with standard feet; Radar system (100m), Water Distribution System (Up to a 50m stream from the arm-mounted nozzle; V. Diff. (25) Strength Feat roll to avoid being knocked down is struck by the stream) and two options in the torso; Neural Processor with Pain Editor and a set of Interface Plugs; Similar models are available from SovOil

CRx2 19d6

IEC Alpha Standard Full Conversion

40000 Basic Full Conversion has 20/30 SDP, 30/40 Torso; 25 SP areas 1-10; REF 10; MA 10; BOD 12; ATT 0; Can run 32kph, jump 6m up and 8m across; has 2 Cyberoptics; 6 Cyberaudio options; Standard Audiovox; Two standard Cyberarms with standard hands; Two standard Cyberlegs with standard feet; Room for four options in the torso; Neural Processor and a set of Interface Plugs; Similar models are available from a variety of manufacturers, including ARRO, CYBERMATRIX, Cybertronic, Dynalar, GENOM, Humanitech, Militech, NovelTech, and Raven Microcybernetics

CRx2 16d6

IEC Dragoon Military-Use Full Conversion

120000 Basic Full Conversion has 40/50 SDP, 50/60 Torso; 40 SP Laser Resistant Fireproof armor in areas 1-10; REF 15; MA 25; BOD 20; ATT 0; Can run 80kph, jump 6m up and 19m across; has 5 Cyberoptics (1: Anti-Dazzle, Image Enhancement, Low-Lite, Targeting Scope; 2: Anti-Dazzle, Image Enhancement, Imaging Thermograph, Targeting Scope;

CRx2 42d6+3

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3: Anti-Dazzle, Image Enhancement, Targeting Scope, Teleoptics; 4: Anti-Dazzle, Image Enhancement, Infrared, Targeting Scope; 5: Anti-Dazzle, Times Square +); Cyberaudio with Amplified Hearing, Enhanced Hearing Range, Level Damper, Long Range (25km) 6-Channel Radio, Radar Detector (100% Detect, 40% Fix Bearing), and Scrambler; Two Sensory Booms (Right: Cyberoptic with Video Transmitter, Cyberaudio with Audio Transmitter; Left: Cyberoptic with Video Imager, Cyberaudio with Tight Beam Transmitter); Standard Audiovox; Two Quick-Change Cyberarms with no hands (4 customizable options each); Two Quick Change Cyberlegs with standard feet; IR Thermal Dam (-5 to opponent’s IR-based Awareness tests), Microcomputer (EBM PCX), Radiation Detector (10m range), and Sattelite Link with GPS in the torso; Radar (1km range), Sniffer (with Olfactory Boost and Chemical Analyzer), Sonar (with 120m Motion Sensor) in head; Interchangeable Biopod with Autoinjector, IFF Transponder, and Locator Beacon (100km); Neural Processor with Ambidexterity Sub-Processor, “Black-Box” Braindance Recorder, Chipware Socket, Chronometer, Combat Crystal, Interface Plugs, Pain Editor and; EMP Shielded; Environmental Assimilation System (Displays any one of 24 pre-programmed camouflage patterns, as well as flat black and O.D. green; -2 to Awareness to detect a non-moving Dragoon, -1 per 10m between Dragoon and observer; -1 to Awareness to detect a moving Dragoon, -1 per 10m between Dragoon and observer); Back-Mounted Ammo Hopper; Similar models are available from a variety of manufacturers, including ARRO, Cybertronic and GENOM

IEC Wingman Fighter Pilot Full Conversion

54000 Basic Full Conversion has 20/30 SDP, 30/40 Torso; 25 SP areas 1-10; REF 15; MA 10; BOD 12; ATT 0; Can run 32kph, jump 6m up and 8m across; has 2 Cyberoptics (1 with Anti-Dazzle, Image Enhancement, Teleoptics and 1 option, the otherwith Anti-Dazzle and Times Square +); Cyberaudio with Locator Beacon (100km) and 5 options; Standard Audiovox; Two standard Cyberarms (Right with Survival Blade and 2 option, Left with 3 options) with standard hands; Two standardCyberlegs (Right with Holster and 1 option, Left with 2 options) with standard feet; Parachute (Minimum deployment altitude 65m) and 3 options in the torso; Neural Processor, Gyroscope (+2 to Save vs. Air Sickness, +1 to High-G maneuvers, +2 to balance-based REF tests) and 3 sets of Interface Plugs (Head and both wrists); Similar models are available from a variety of manufacturers, including ARRO, Cybertronic, GENOM, and Militech

CRx2 20d6

Militech Cybernetics International Eclipse Covert Operations Full Conversion

65000 Basic Full Conversion has 20/30 SDP, 30/40 Torso; 30 SP areas 1-10; REF 13; MA 13; BOD 12; ATT 0; Can run 41.6kph, jump 6m up and 11m across; has 2 Cyberoptics (Anti-Dazzle, Low-Lite, Targeting Scope, and Thermograph right, Anti-Dazzle and Times Square + left; Cyberaudio with Amplified Hearing, Level Dampener, Radio Splice with Scrambler, Homing Tracer (Includes 4 Tracer Bugs) and 1 option free; Sensor Boom with standard Optic and 2 Audio options); Standard Audiovox; Two standard Cyberarms (Left with Pop-up Militech Eclipse and Limb-Link (See Weapon List) and one option slot; Right with 30cm Retractable Mono-Blade and one option slot) with one IEC Venomhand and one Modular Tool Hand (Dartgun, Mace Sprayer, Finger Bomb andLockpick); Two standard Cyberlegs (Each has a Storage Space) with combined Grip and Stealth feet; Gyro-Balancer, ECM Generator (Level 6 ECM at 5 to 100m range), Sound Canceller (-3 to opponent’s Awareness tests to hear the user), and IR Thermal Dam (-5 to opponent’s IR-based Awareness tests) in the torso; Neural Processor, Pain Editor and a set of Interface Plugs; Environmental Assimilation System (-4 to Awareness to detect a non-moving user, -1 per 10m between user and observer, for any observers within a designated 90 degree arc; -2 to Awareness to detect a moving user, -1 per 10m between user and observer, as above) ; Similar models areavailable from Arasaka and ARRO

CRx2 21d6+3

Militech Cybernetics International Enforcer

65000 Basic Full Conversion has 25/35 SDP, 35/45 Torso; 30 SP areas 1-10; REF 12; MA 15; BOD 12; ATT 0; Can run 48kph, jump 6m up and 10m across; has 2 Cyberoptics (Anti-Dazzle,

CRx2 21d6+3

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Police and Security Operations Full Conversion

Targeting Scope, and Thermograph right, Anti-Dazzle, Low-Lite, and Video Recorder left, with one option free in each; Cyberaudio with Digital Recording Link, Radio, Voice Stress Analyzer and 3 options free; Standard Audiovox; Two standardCyberarms with shoulder mounted red and blue Light Bars (Left with Techtronica Black Book Computer and one option slot; Right with Stripwire Binder Dispenser (12 Stripwire Binders) and one option slot) with Tazer Grip Hands; Two standard Cyberlegs (Right with Holster, Left with Storage Space) with Standard feet and one option slot each; Similar models are produced by both Arasaka and LawTech

Militech Cybernetics International Spider Reconnaissance Duty FullConversion

118110 Basic Full Conversion has 20/30 SDP, 30/40 Torso; 25 SP areas 1-10; REF 12; MA 20; BOD 12; ATT 0; Can run 64kph, jump 6m up and 15m across; has 5 Cyberoptics (1: Anti-Dazzle, Image Enhancement, Low-Lite, Targeting Scope; 2: Anti-Dazzle, Image Enhancement, Imaging Thermograph, Targeting Scope; 3: Anti-Dazzle, Image Enhancement, Targeting Scope, Teleoptics; 4: Active Infrared, Anti-Dazzle, Image Enhancement, Targeting Scope; 5: Anti-Dazzle, Times Square +); Cyberaudio (Acoustic Alarm System (Amplified Hearing, Enhanced Hearing Range, Level Damper, and Sound Edit), 500km Military Encrypted Radio with IFF); Standard Audiovox; Two standard Cyberarms (Right: Quick Change Mount (Unit includes a Gun-Pod with M31A1); Left: Magnetometer (100m range, 300m to detect a firing Rail Gun) and 20km Scrambled Cellular Phone) with Climbing hands (+1Climb, +4 AP Damage HtH); Two standard Cyberlegs (Right: A/V Recorder and Motion Detector; Left: Expert System (EBM PCX; Adds +5 to Awareness tests) and Motion Detector) with Climbing feet (+1 Climb, +4 AP Damage on Kick); Grappling/Rappelling Cable Reel (100m Trifilament cord, powered reel (500kg lift capacity, 3m per round), Monoblade grapnel with 6 detachable molecular-adhesive heads), Parasail (Minimum deployment altitude 65m), Radar Suite (10km Radar; Radar Detector (Picks up civilian/police radars 100%, military 50%) and Satellite Uplink in the torso; Neural Processor and a set of Interface Plugs; Two Sensory Booms on the head (Right: Cyberoptic with Video Transmitter, Cyberaudio with Recorder/Transmitter Link; Left:Cyberoptic with Image Enhancement, Low-Lite and Video Imager, Cyberaudio with Remote Targeting Link and normal hearing); One Sensory Boom on each shoulder (Right: Cyberoptic with Antidazzle, Image Enhancement, Low-Lite, and Micro-Optics, Cyberaudio with Radiation Detector (10m range) and normal hearing; Left: Tight Beam Laser Communicator and Parabolic Microphone (-1 to Audio Awareness tests per 800m)); Raser-scanner mounted on head (+2 to recognize silhouettes; Linked to Expert software); Gyroscope (+2 to Save vs. Motion Sickness, +2 to balance-based REF tests), Sniffer (with Olfactory Boost and Chemical Analyzer) and Variable-Spectrum Spotlight (IR, UV and Visible light) mounted in skull; Hull-mounted Laser Detector (90% chance to notice Laser or microwave ranging systems locked onto the ‘Borg); EMP Shielded; Environmental Assimilation System (-4 to Awareness to detect a non-moving user, -1 per 10m between user and observer, for any observers within a designated 90 degree arc; -2 to Awareness to detect a moving user, -1 per 10m between user and observer, as above);IR Thermal Dam (-5 to opponent’s IR-based Awareness tests);Similar models are available from Arasaka and ARRO

CRx2 39d6

MD Tech Kildare Medical Full Conversion

46000 Basic Full Conversion has 20/30 SDP, 30/40 Torso; 25 SP areas 1-10; REF 10; MA 10; BOD 12; ATT 0; Can run 32kph, jump 6m up and 8m across; has 2 Cyberoptics (Right: Micro-Optic, Times Square +; Left: Enhanced Thermograph, Image Enhancement, Micro-Optic, one option); Cyberaudio (Amplified Hearing, Phone Splice, Radio Link, and 3 options);Standard Audiovox; Two standard Cyberarms (Right: Medscanner (+2 to Diagnose), Injector Reservoir (4 doses of any drug, feeds through injector in hand), and 1 option; Left: Injector Reservoir and 2 options) with Medical Modular hands (Right: Laser scalpel (1d6 Burn if used in melee), Mono-Scalpel (1d6/3 Mono), Sensor (For Medscanner) and Injector (As air hypo); Left: Auto-suture, Monomolecular Bone Saw,

CRx2 19d6

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Suction Tube and Injector); Two standard Cyberlegs with standard feet; Blood/IV Supply (Four 250ml fluid reservoirs with IV Tubing links) and 3 options in the torso; Neural Processor with Interface Plugs and Stim System (Allows up to 24 hours of operation without mental fatigue); Medical Shielding (Prevents EM interference with medical equipment);Similar models are available from a variety of manufacturers, including Bodyweight and Humanitech

Moore Technologies SheolHazardous Operations Full Conversion

40000 Basic Full Conversion has 20/30 SDP, 30/40 Torso; 30 SP toxin and acid-resistant armor over areas 1-10; REF 10; MA 10; BOD 18; ATT 0; Can run 32kph, jump 6m up and 8m across; has 2 Cyberoptics (Right with Times Square +); 6 Cyberaudio options; Standard Audiovox; Two standard Cyberarms (Right with Squirter (5m range, 5 Turn canister; Usually loaded with toxin-neutralizing chemicals, though combat agents can be loaded), Toxin Scanner (+3 to tests to detect and analyze a chemical substance) and 1 option; Left with Squirter and 2 options) with standard hands; Two standardCyberlegs with standard feet; Oxygen Cell, Radiation Detector(10m range) and 2 options in the torso; Neural Processor and a set of Interface Plugs; Similar models are available from SovOil

CRx2 18d6+8

NovelTech Limited Samson Industrial Full Conversion

40000 Basic Full Conversion has 20/30 SDP, 30/40 Torso; 25 SP areas 1-10; REF 10; MA 10; BOD 18; ATT 0; Can run 32kph, jump 6m up and 8m across; has 2 Cyberoptics (Right with Anti-Dazzle and Times Square +, Left with Anti-Dazzle); 6 Cyberaudio options; Standard Audiovox; Two standard Cyberarms (Thermite Lance Cutter (Cut through SP 50 materials at 25 SDP per round; Causes 4d6+2 AP/Burn to 30cm)/Arc Welder and 2 options right, Tech Scanner and 2 options left) with Toolhands (Wrench, Wire Cutter, Micro Tools and Power Driver right, Mini-Drill, I/O Connector, Probe, and Socket Wrench left); Two standard Cyberlegs with standard feet; Radiation Detector (10m range), Radiation Shielding, and 3 options in the torso; Neural Processor and a set of Interface Plugs; Similar models are available from a variety of manufacturers, including ARRO, Cybertronic, GENOM, and Humanitech

CRx2 16d6

Raven MicroCybernetics Gemini Humanoid Full Conversion

55000 Basic Full Conversion has 20/30 SDP, 30/40 Torso; 25 SP areas 1-10; REF 10; MA 10; BOD 12; ATT 2-10 (Chosen by purchaser); Can run 32kph, jump 6m up and 8m across; has 2 Cyberoptics; 6 Cyberaudio options; Standard Audiovox; Two standard Cyberarms with standard hands (Only one option maybe installed in each); Two standard Cyberlegs with standard feet (Only one option may be installed in each); Room for two options in the torso; Mr. Studd implant; Neural Processor and aset of Interface Plugs; Covered in ExoDerm artificial skin and equipped with “Pinocchio” processor array, the unit requires a N. Imp. (30) Awareness test to distinguish it from a non-conversion without a millimeter wave radar, Cybernetic detection scanner, or similar system (Unit appears to breath, has a normal temperature, and feels and smells like real flesh); Similar models are available from a variety of manufacturers, including ARRO, GENOM, and Humanitech

CRx2 16d6

Raven MicroCybernetics Gemini II Enhanced Humanoid Full Conversion

70000 Basic Full Conversion has 25/35 SDP, 35/45 Torso; 25 SP areas 1, 5-10 and SP 30 to areas 2-4, all AP resistant; REF 10; MA 10; BOD 15 (45); ATT 2-10 (Chosen by purchaser); Can run 32kph, jump 6m up and 8m across; has 2 Cyberoptics; 6 Cyberaudio options; Standard Audiovox; Two standard Cyberarms with standard hands (No options remain); Two standard Cyberlegs with standard feet (No options remain); Nooptions remain in the torso do to the installation of CPPL (Cyber-Steroids); Mr. Studd implant; Neural Processor and a set of Interface Plugs; Covered in ExoDerm artificial skin and equipped with “Pinocchio” processor array, the unit requires a N. Imp. (30) Awareness test to distinguish it from a non-conversion without a millimeter wave radar, Cybernetic detection scanner, or similar system (Unit appears to breath, has a normal temperature, and feels and smells like real flesh); The Gemini II can increase its BOD to 45 for purposes of strength and damage; This increase will last for 30 minutes on the Gemini II’s internal batteries; The addition of the CPPL system raises the weight of the unit to 95 kilos above average

CRx2 23d6

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human weight

Raven MicroCybernetics Wiseman Cyberspace Commando Full Conversion

91381 Basic Full Conversion has 20/30 SDP, 30/40 Torso; 25 SP areas 1-10; REF 14; MA 10; BOD 12; ATT 0; Can run 32kph, jump 6m up and 8m across; has 2 Cyberoptics (Right: Chronometer, Times Square + and Video Imager; Left: MicroVideo, Net Vision (as the Glasses), and 1 option); Cyberaudio (Microrecorder Link, Phone Splice, Scrambler, Tight Beam Radio Link and 2 options); Standard Audiovox; Two standard Cyberarms (Right: Databank (20 MU; -1 to Deck Speed when accessed), Livewires, and Tech Scanner CompuMod (3 MU); Left: Credit Transactor Device CompuMod (3MU), Databank (20 MU; -1 to Deck Speed when accessed) and Livewires) with standard hands; Two standard Cyberlegs (Each with Databank (20 MU; -1 to Deck Speed when accessed) and 1 option) with standard feet; Bio-Support System (72 hours; €30 to replace), Cellular Cybermodem (Speed 4, 40 MU, +20 Data Walls (Due to Internal ROM Burner; Max Data Wall in each memory is +8), +1 to control remotes; Auto Punchout; Flip Switch), Internal Computer (INT 3; 40 MU; 2 Chip Slots (Left Arm); Chipwriter(20 chip capacity, Left Arm); MIDI Port (Right Arm); 10cm x 10cm Video Board display (Left Arm); Fold-Out Keyboard (Left Arm); 3 Program Multi Processing; Smart Link; 2 Optionslots (Right Arm); 1 Data/Peripheral Port (Right Arm)) and Satellite Uplink in the torso; Neural Processor, Chip Socket, Cybermodem Link, Interface Plugs and Wet Drive Access Link; EMP and Tempest Data Shielding; TechGnosis NeuroNet(User can activate up to 4 programs per round; The first acts using the user’s INT, the others with an INT of 1 and Interface of 6); Similar models are available from IEC and SATT

CRx2 16d6

Full ‘Borg OptionsBlood/IV Supply 300 Equips the ‘Borg with four, 1/4 liter bottles with universal IV

tube hook-ups; Uses 1 option spaceN 0

CYBERMATRIX Reactive Body Plating

6000 Requires a REF of 11+; User may dodge attacks from smartguns and other devices using Laser or Radar to aid targeting; Attacker must roll his attack vs. the User’s REF + Athletics + Combat Sense (Or similar Special Ability) + 1d10; Ties go to the defender

N 1d6

CyberSteroids Special Installs Powered Armor CCPL musculature and special batteries to power it, as well as reinforcing the exoskeleton; The ‘Borg’s BOD is effectively tripled for Strength purposes; Each point of BOD gained costs the user €1500 and adds 3kg to the ‘Borg’s weight; The system runs on a Back or Waist Mounted Power Unit; When power runs out, the user’s strength drops to normal

N 6d6

CyberSteroids Back or Waist Mounted Power Unit

200 The battery units weigh 5% of the ‘Borg’s weight after modification for Cybersteroids, and last for 10 hours per charge (€20 to recharge)

N 0

Dummy Facemasks Varies Detachable faceplates act as a disguise for full conversion ‘Borgs; Masks are €25, modified for style and designer

N 0

Eeelskin 1400 Installs electro-shock generators under the armor; 6 use replaceable battery (Medium E-Cell); Any living being touching the user while the system is activated must make an Endurance test (V. Diff. (25): 1d6 damage; Difficult (20-24): 1d6+3 damage and Stunned 1d10-2 Turns; Average (15-19): 2d6 damage and Stunned 1d6+2 Minutes; Failed (14 or less): 2d6+3 damage and Stunned for 1d10+5 Minutes

N 1d6

EMP Sponge 100 Uses 1 torso space; Completely negates the effects of a single EMP/Electrical/Microwaver attack; 10% chance is will work against a second attack

N -

Increased BOD 1000 Increased BOD is €1000 per +1, to a maximum of 20; May notbe combined with any other BOD improvements

N 2/+1

Increased MA 1500 Increased MA is €1500 per +1, to a maximum of 25; May not be combined with Corvette or Speeding Bullet Cyberlegs

N 2/+1

Increased REF 2000 Increased REF is €2000 per +1, to a maximum of +5; May not be combined with any form of Boosterware, but is compatible with Advanced Neural Coprocessors

N 2/+1

Increased SDP 1500 Adds 5 SDP to the total for the ‘borg’s Head, Torso, and each Limb; Maximum SDP is +20; Also adds 22.5kg for each +5 SDP

N 0

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Increased SP 2000 Adds 5 SP to the total armor for the ‘borg; Maximum SP is 40; Also adds 4.5kg for +5 SP, 11kg for +10 SP, and 22.5kg for +15 SP

N 0

Interchangeable Biopod 20000 User’s brain and bio-systems are placed in a removable life support unit; This allows the user to be removed from his Full Conversion body and be placed in another equipped for a biopod; The Biopod option must be purchased at the time of conversion; Humanity Cost for bodies used by the biopod are reduced by 16d6, with any remainder applied to the user’s totalwhile installed in that body

2xCR 18d6

Longevity Module 15000 Installs a Medscanner, Biomonitor, Chemical Synthesizer and Nanosurgeons; Full Conversions with this system are immune to disease, and may have their lifespan as much as tripled; Uses one option space in the torso

N 1

Quick-Change Mounts 200 Allows a Full Conversion to use modular limbs and accessories; Cost is €200 and 2 HC per mount

N 2

Shielding 2000 Combines the effects of Radiation Shielding and EMP Shielding

N 1d6

Stylization Varies Full conversion ‘borgs can be designed with an outer shell that reflects the aesthetics of the occupant; Costs for stylization are the same as those for designer fashions, with the same bonuses to either Wardrobe and Style or Intimidation, depending on the “look” chosen for the ‘borg; Base armor cost before stylizationis €10000

N 0

Upgraded Frame 20000 Upgraded materials, reinforced mounting points and strengthened limb mounts allow the user to gain a +3 BOD, to a maximum of 23; Increases weight and mass by 5%

N 6

Upgraded Reflex 8000 Total rewire of the chassis allows for +1 REF (maximum of 16 REF); The system requires a total of three slots be used from the torso for wider Reflex Buses and a rechargeable capacitor system (battery provides 16 hours of boosted REF on an 8 hourcharge)

N 3

Upgraded Reflex II 16000 Total rewire of the chassis allows for +2 REF (maximum of 17 REF); The system requires a total of three slots be used from the torso for wider Reflex Buses and a rechargeable capacitor system (battery provides 16 hours of boosted REF on an 8 hourcharge)

N 6

Variable Spectrum Spotlight

200 Mounted on the head or externally on the arm or shoulder; Canswitch from IR to UV to Visible Light w/o using an action

N .5

BodysculptingAppearance Change, Ethnicity

1000 Recipient has skin color and facial structure alterations that allow recipient to assume the identity of a person of a different racial phenotype

M 1d6

Appearance Change, Expert

3600 ‘Sculpt performed by an expert in the field, exactly like the recipients desired appearance; Recipient’s ‘sculpt job is recognized as such on a V. Diff. (25) Awareness test

M -

Appearance Change, Major

2400 Advanced change, very much like the recipients desired appearance; Recipient’s ‘sculpt job is recognized as such on a Difficult (20) Awareness test

M -

Appearance Change, Minor

1200 Basic change, somewhat like the recipients desired appearance;Recipient’s ‘sculpt job is recognized as such on an Average (15) Awareness test

M -

Appearance Change, Top Surgeon

5000 ‘Sculpt performed by one of the top surgeons in the field, exactly like the recipients desired appearance; Recipient’s ‘sculpt job is recognized as such on a N. Imp. (30) Awareness test

M -

Castration, Neural 500 Cuts nerve trunks to the reproductive organs, leaving them physically intact, but without sensation or control; User’s sexual drives are unaffected, leading to severe emotional and psychological problems; Recipient must be kept on a regimen of antidepressants and antipsychotics, or begin loosing 1 point of EMP and COOL per month; At 0 COOL, Depression overcomes the recipient, who becomes suicidal; At 0 EMP, the recipient slips over the edge, becoming a psychopathic killer

M 1d6

Castration, Physical 150 Physically removes the reproductive organs, internally and externally; Recipient has no sexual response (Immune to Seduction attempts, -5 to Seduction tests); Often used as a form of punishment in Southern US states, its tendency to worsen the behavior of sexual psychopaths has not yet discouraged its use; Recipient must be kept on a regimen of

M 1d6+1

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antidepressants and antipsychotics, or begin loosing 1 point of EMP and COOL per month; At 0 COOL, Depression overcomes the recipient, who becomes suicidal; At 0 EMP, the recipient slips over the edge, becoming a psychopathic killer

Castration, Simple 250 Removes the testes or ovaries, leaving the external reproductive organs intact; Severely reduce sexual drives; Recipient is –2 to Seduction tests, but +2 to resist Seduction by others

M 2

Ceramic Teeth 150 Ceramic teeth molecularly bonded to the jaw; Bite damage is 1point (Normal bites cause 0-1 (1d6/3-1) damage, with a –3 to hit using Brawling

M 1d6/2

Filed Teeth 50 This is professional tooth filing; At-home filing is free, but requires an Easy First Aid test to prevent wreaking a tooth; Bite damage is 1 point (Normal bites cause 0-1 (1d6/3-1) damage, with a –3 to hit using Brawling

N 1d6

Hair Implantation 1200 Implants living, vat-grown hair follicles; Usually used to cure baldness

N 1d6/2

Increased Attractiveness, Minor

600 Each 1 point ATT increase from ATT 1 to ATT 6 costs €600, and reduces the difficulty to detect the surgery by 5 points; HL is based on a sliding scale:

ATT Boost

HL

+1 1d6/2+2 1d6+3 2d6+4 3d6+5 4d6

ATT cannot be raised by more than +5, and this basic surgery will not raise ATT above 6

M Varies

Increased Attractiveness, Major

Varies Each 1 point ATT increase reduces the difficulty to detect the surgery by 5 points; HL is based on a sliding scale:

New ATT

Cost ATT Boost

HL

7 €900 +1 1d6/28 €1200 +2 1d69 €1500 +3 2d610 €2000 +4 3d611 €5000 +5 4d612 €10000

ATT cannot be raised by more than +5, and ATT cannot be raised above 12

MA Varies

Removal of Sexual Characteristics

2000 Physically removes the reproductive organs and secondary sexual characteristics, internally and externally; Recipient’s hips, shoulders, hands, and feet are restructured to androgynous dimensions; Vocal cords are rebuilt to provide a new vocal pattern, and all body hair is removed; Recipient’s original sex cannot be determined without genetic analysis

MA 2d6+1

Removal of Sexual Characteristics, Genetic Alteration

2500 Physically removes the reproductive organs and secondary sexual characteristics, internally and externally; Recipient’s hips, shoulders, hands, and feet are restructured to androgynous dimensions; Vocal cords are rebuilt to provide a new vocal pattern, and all body hair is removed; Recipient’s original sex cannot be determined even with genetic analysis

MA 2d6+1

Gender Reassignment, Advanced

8400 Basic preparatory work costs €2400, with surgery costing a base of €6000; User must undergo two months of counseling, gene therapy and hormone treatments before the procedure, spend two weeks in the hospital (cost is separate; €4200), and spend two more weeks in bedrest; Includes vocal restructuring,alterations to the hands and feet, lactation ability (for females taking the proper hormones), body hair re-patterning and fully biological internal and external organs; Surgical change is V. Diff. (25) Awareness test to detect

CR 0 or 1d6

Gender Reassignment, Basic

4200 Basic preparatory work costs €1200, with surgery costing a base of €3000; User must undergo a month of counseling, genetherapy and hormone treatments before the procedure, spend one week in the hospital (cost is separate; €2100), and spend two more weeks in bedrest; Surgical change is Difficult (20) Awareness test to detect

MA 2d6

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Gender Reassignment, Deluxe

20000 Basic preparatory work costs €5000, with surgery costing a base of €15000; User must undergo four months of counseling,gene therapy and hormone treatments before the procedure, spend one month in the hospital (cost is separate; €10000), andspend two more weeks in bedrest; Includes vocal restructuring (Includes a new voice print), alterations to the hands and feet, lactation ability (for females taking the proper hormones), body hair re-patterning and fully biological internal and external organs; Gene therapy alters the recipient’s chromosomal makeup to match the new gender; Surgical change is N. Imp. (30) Awareness test to detect

CR 2d6+2

Gender Reassignment, Ability To Bear Children

+5000 Adds to purchase price of Advanced or Deluxe Gender Reassignment; Includes psychological counseling; Male-to-female changes with childbearing ability will also menstruate, and will lactate if they give birth; Vat-grown tissues are gene-matched to allow children to superficially look like the recipient

MA 0

Gender Reassignment, Ability To Bear Children, Clonal Tissue

+10000 Adds to purchase price of Advanced or Deluxe Gender Reassignment; Includes psychological counseling; Male-to-female changes with childbearing ability will also menstruate, and will lactate if they give birth; Cloning of tissues and organsfrom chromosomally-altered samples or the recipient guaranteethat children will look like, and be the genetic offspring of, the recipient

MA 0

Gender Reassignment, Ability To Father Children

+1000 Adds to purchase price of Advanced or Deluxe Gender Reassignment; Includes psychological counseling; Vat-grown tissues are gene-matched to allow children to superficially looklike the recipient

MA 0

Gender Reassignment, Ability To Father Children, Clonal

+5500 Adds to purchase price of Advanced or Deluxe Gender Reassignment; Includes psychological counseling; Cloning of tissues and organs from chromosomally-altered samples or the recipient guarantee that children will look like, and be the genetic offspring of, the recipient

MA 0

Gender Restructure, Futanari (Female to Mixed)

3000 Basic preparatory work costs €2000, with surgery costing a base of €1000; User must spend two weeks in bedrest; Includescloned genitalia from the recipient’s own cell samples; Full reproductive function with offspring that are biologically descended from the recipient; Surgical change is V. Diff. (25) Awareness test to detect

M 1d6

Gender Restructure, Futanari (Male to Mixed)

8000 Basic preparatory work costs €2000, with surgery costing a base of €6000; User must undergo two months of counseling, gene therapy and hormone treatments before the procedure, spend two weeks in the hospital (cost is separate; €4200), and spend two more weeks in bedrest; Includes vocal restructuring,alterations to the hands and feet, body hair re-patterning and fully biological internal and external female organs; Surgical change is V. Diff. (25) Awareness test to detect

MA 1d6

Exotic ModificationsAppearance Change, Ethnicity

1000 Recipient has skin color and facial structure alterations that allow recipient to assume the identity of a person of a different racial phenotype

M 1d6

Black Ink 1200 Dispenses octopus ink in a 2m area; Holds 8 doses, and replaces them at the rate of one per half hour; Ink is toxic, forcing those exposed (Other than the user) to make a Save vs. BOD or suffer 2d6 damage; If the pouch is ruptured, both the user and others in a 2m +1m per dose area take 2d6 per dose on a failed BOD save, -1 to save per dose past the first

MA 3d6

Digitigrade Legs 4000 3-jointed legs similar to those of a dog or cat; Without a tail theuser is at –1 REF and –2 MA when on his feet; With a standardor Combat Tail, the user is at +1 MA

CR 6d6

Exoskeleton 20000 Changes the recipient’s skin; Recipient gains SP 18 Hard armor to areas 1-10; 10% chance the recipient will develop skin cancer (If contracted roll 1d6; The result is the number of months of treatment required, at €2000 per month)

CR 4d6

Facial Modification, Major

2000 Major feature alteration, including bone structure and organ placement (Moving the eyes, ears and nostrils, etc…)

M 1d6

Facial Modification, Minor

1000 Minor feature alteration not involving bone structure or organ placement (Pointed ears, larger/smaller lips, skin folds, etc…)

M 1d6/2

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Facial Modification, Rebuild

5000 Major feature alteration, including bone structure and organ placement (Moving the eyes, ears and nostrils, etc…), changes to the shape of the skull, and complete resculpting of the head and face

M 2d6

Foot Alteration, Claws 8000 Modifies both of the user’s feet to resemble claws/talons of a large cat, reptile or bird; Large, combat claws are added, causing 1d6+2 damage on a kick or rake

CR 1d6+1

Foot Alteration, Hooves 8000 Modifies both of the user’s feet to resemble animal hooves, removing the toes and shortening the feet; Kicks now do +1d6 BFT damage

CR 1d6+1

Foot Alteration, Paws 8000 Modifies both of the user’s feet to resemble paws, shortening the toes and adding small claws

CR 1d6+1

Frame Alteration 8000 Recipient can alter height or weight by up to 25% CR 2d6Hair Implantation 1200 Implants cultured hair follicles onto the surface of the user;

cost is per pip, so covering the legs and lower torso (Satyr) would cost €6000, and 5d3 Humanity

M 1d3

Hand Alteration, Claws 8000 Modifies user’s hands to resemble those of a clawed animal, such as a bear or big cat, removing the opposable thumb; User is –2 to REF-based skill tests involving the hands, and a strike causes 1d6 Blade damage

CR 2d6

Hand Alteration, Hooves 8000 Modifies user’s hands to resemble animal hooves, removing the fingers and thumb; User can perform no REF-based skill tests involving the hands; Punches now do 1d6+2 BFT damage

CR 2d6

Hand Alteration, Paws 8000 Modifies user’s hands to resemble animal paws, removing the opposable thumb; User is –2 to REF-based skill tests involvingthe hands

CR 2d6

Horns 1600 Grafted into the skull, implanted horns add +2 to damage from Headbutt attacks, but fumbles can shatter the horns (Test vs. BOD on a fumbled Head Butt attack)

MA 1d6

Mandibles, Extended 4000 Semi-prehensile grasping jaws similar to those of an insect; Causes 1d6 Blade damage with a Brawling attack

MA 3d6

Muscle Pouch 1500 Small pouch of grafted muscles attached to the lower spine; Can be used to hide Tentacles or a Poison Gland

MA 1d6

Muzzle, Long 2500 Jaw reconstruction lengthens the jaw significantly (Dog, horse,alligator/crocodile, or similar animal structure)

MA 2d6

Muzzle, Short 2000 Jaw reconstruction lengthens the jaw slightly (Bear, cat or similar animal structure)

M 1d6

Natural Claws 1000 Nanotech-grown claws in the user’s fingertips; Cost is per hand; Cause 1d6 Blade damage with a Brawling attack; User is –3 to Tech-based skill tests using the affected hand

N 1d6+1

Natural Claws, Retractable

1000 Nanotech-grown retractable claws in the user’s fingertips; Costis per hand; Cause 1d6 Blade damage with a Brawling attack; User is –3 to Tech-based skill tests using the affected hand with the claws extended, no penalty if retracted

N 2d6

Natural Fangs 500 Replaces the user’s canines with elongated fangs; Cause 1d6 Blade damage with a Brawling attack

N 2d6

Rippers 750 Top two joints of each finger are replaced with metal and plastic sheaths for 7.5cm Carbo-Glass claws; A strike with the claws causes 1d6+3 Blade damage; If concealed using fake fingernails, the claws are a Difficult (20) Awareness test to spot; Illegal in most jurisdictions; HC is lowered due to implantation in a hospital environment

M 2d6

Scratchers 500 Carbo-Glass or surgical stainless steel fingernails; Blades cause 1d6/3 Blade damage on a hand strike; If the nails are painted/lacquered they are a N. Imp. (30) Awareness test to spot; HC is lowered due to implantation in a hospital environment

N 1d6

Skinchange 10000 Changes the recipient’s skin; Can be used to grow fur, scales, or similar skin textures; 10% chance the recipient will develop skin cancer (If contracted roll 1d6; The result is the number of months of treatment required, at €2000 per month)

N 3d6

Skinchange, Heavy Scales 12000 Changes the recipient’s skin, and adds Skinweave; Heavy scales give the recipient 12 SP to areas 1-10, not including the palms or soles; 10% chance the recipient will develop skin cancer (If contracted roll 1d6; The result is the number of months of treatment required, at €2000 per month)

N 3d6

Stance Shift, Partial 7000 Changes the user’s body structure to that of a partial biped; User must remain still to use his hands, as they are used for walking normally

CR 2d6

Stance Shift, Total 10000 Changes user’s body structure to that of a quadruped; User must sit on his haunches to use his hands

CR 2d6

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Tail 1500 Standard tail; Mobil but weak, it can exert 1.5kg of force MA 2d6Tail, Combat 2500 Heavily-muscled tail, similar to a crocodile’s; Causes 1d6

damage in melee, using Brawling; Some are tipped with spikes or spines, and cause Blade damage

MA 3d6

Tail, Short 250 Rabbit or bear-style tail nub M 2Tail, Stinger 3000 Heavily-muscled tail, similar to a crocodile’s; Causes 1d6

damage in melee, using Brawling; Tipped with a stinger, it canbe used to cause Blade damage and inject the product of a Poison Gland

MA 3d6

Tentacles 1500 Tentacles are weak, can be hidden in a Muscle Pouch, and reduce swimming MA by -1

MA 2d6

Tentacles, Nematocyst/ Stinger

2000 Tentacles capable of dispensing Hallucinogenic, Sleep or Paralytic poison through the tips; Tentacles are weak, can be hidden in a Muscle Pouch, and reduce swimming MA by -1

MA 2d6+2

Tentacles, Sea Wasp 2500 Tentacles capable of dispensing Biotoxin I through the tips (AsPoison Gland; 8 doses, replaced at 1 dose per hour); Tentacles are weak, can be hidden in a Muscle Pouch, and reduce swimming MA by -1

MA 3d6

Webbing, Feet 500 Webbing on the feet adds +1 to Swimming tests M 1d6/3Webbing, Hands 500 Webbing on the hands adds +1 to Swimming tests M 1d6/3Webbing, Hands and Feet 1000 Webbing on the hands and feet adds +2 to Swimming tests M 1d6/2

Exotic PackagesBear 24500 User looks like a humanoid bear; Includes Major Facial

Modification (Repositioned ears and eyes, modified hair pattern, altered bone structure), Natural Fangs, Retractable Claws (both hands), Skinchange (Fur), Frame Alteration (Taller and broader), and Grafted Muscle

CR, MA,3xM, 2xN

13d6

BigKatt 21000 User looks like a humanoid large cat; Includes Major Facial Modification (Repositioned ears and eyes, modified hair pattern, altered bone structure), Natural Fangs, Retractable Claws (both hands), Skinchange (Fur), Tail, and Digitigrade Legs

CR, MA,3xM, N

19d6

Dragon-Man (Humanisaurus Rex)

16000 User looks like a humanoid dinosaur; Includes Major Facial Modification (Removal of/pointed outer ears, change position and angle of eyes, lengthen tongue, nose reduced to nostril slits), Short Muzzle, Natural Fangs, Tail, and Skinchange (Scales)

MA, 2xM, 2xN

9d6

Dwarf/Halfling 9000 User looks like an fantasy dwarf or halfling; Includes Minor Facial Modification (Pointed ears, broader or pudgier features) and Frame Alteration (Shorter, stockier body and limbs; -2 MA)

CR, M 2d6+1d6/2

Elf 1000 User looks like a fantasy elf; Includes Minor Facial Modification (Pointed ears, upturned eyebrows, and thinner face)

M 1d6/2

Feline, KatNip 3400 User looks like a humanoid housecat; Includes Minor Facial Modification (Pointed ears, slit pupils (bio-contacts), whiskers,modified hair pattern), Scratchers (both hands), Skinchange (Fur), and Tail

MA, M, 2xN

4d6+1d6/2

Fishman 2000 User looks like the Gillman of movie fame; Includes Minor Limb Modifications (Webbing between fingers and toes; Cost as Minor Facial Mods), Gills (Freshwater, add €200 for Saltwater Gills), Syntheskin (Fish scales), and Custom Contacts (Keep water out of eyes and facilitate vision in the blue-green portion of the spectrum)

M 4d6+1d6/2

Goblin 10900 User looks like a fantasy goblin; Includes Major Facial Modification (Pointed ears, broad features, large nose, squinty eyes), Frame Alteration (Shorter, stockier body and longer arms), Natural Fangs and Syntheskin (Green, brown, red, black, etc…)

CR, M, 2xN

6d6

Insect, Franz Kafka Bughouse

35500 User looks like a bug-headed human; Includes Major Facial Modification (Bug eyes, facial chitin, hair removal, antennas), Mandibles, Frame Alteration (Bug shaped body, hands and feet), Exoskeleton, Scratchers, and Cyclops International Bug Eyes

2xCR, 2xMA, M, N

15d6

Insect, Slightly Buggy 3400 User looks like a bug-headed human; Includes Major Facial Modification (Bug eyes, facial chitin, hair removal, antennas), Syntheskin (Bug scales), and Cyclops International Bug Eyes

MA, M, N

6d6

Lupaform, Major, Long 21000 User looks like a humanoid dog; Includes Major Facial CR, 16d6

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Muzzle Modification (Pointed ears, dog nose, altered bone structure, relocates eyes), Muzzle (Short), Digitigrade Legs, Tail, NaturalFangs, and Skinchange (Fur); User can look similar to any short-muzzled dog of choice

2xMA, M, 2xN

Lupaform, Major, Short Muzzle

20000 User looks like a humanoid dog; Includes Major Facial Modification (Pointed ears, dog nose, altered bone structure, relocates eyes), Muzzle (Short), Digitigrade Legs, Tail, NaturalFangs, and Skinchange (Fur); User can look similar to any short-muzzled dog of choice

CR, MA,2xM, 2xN

15d6

Lupaform, Minor 1900 User looks like a humanoid dog; Includes Minor Facial Modification (Pointed ears, dog nose), Natural Fangs, and Skinchange (Fur); User can look similar to a pug or bulldog

M, 2xN 3d6+1d6/2

Merman 18900 User looks like a mythical merman/mermaid; Includes 2 FrameAlterations (Combines legs into a muscular tail), Gills (Saltwater, double normal duration), Skinchange (Scales on tail), Custom Contacts, and Sonar

2xCR, MA, M, 2xN

10d6+1d6/2

Ogre/Troll 12000 User looks like a fantasy ogre or troll; Includes Minor Facial Modification (Broad features or large nose), Frame Alteration (Taller, broader body), Natural Fangs, Grafted Muscle and Muscle and Bone Lace

CR, MA,M, 2xN

6d6

Orc 10900 User looks like a fantasy orc; Includes Major Facial Modification (Pointed ears, broad features, large nose, squinty eyes), Frame Alteration (Broader, stockier body and longer arms), Natural Fangs and Syntheskin (Green, brown, red, black, etc…)

CR, M, 2xN

7d6

Playbeing Modifications 2300 Mr. Studd/Midnight Lady (As appropriate), Tactile Boost, Chipware Socket (Maximum Lover and Behavior Modification, Increased Libido), and Contraceptive Implant; Performing these mods on an unwilling subject is a Priority One crime, equal to slavery

MA, 4xN

3d6+1/2d6

Rabbit 1250 User looks like a human, with rabbit features; Includes Minor Facial Modification (Bunny ears, whiskers, button nose) and Skinchange (Fur)

M, N 1d6+1d6/2

Reptile 2000 User looks like a humanoid reptile; Includes Minor Facial Modification (Removal of outer ears, change position and angle of eyes, lengthen tongue, nose reduced to nostril slits), Natural Fangs, Olfactory Boost, and Skinchange (Scales)

M, 3xN 4d6

Rodent 1400 User looks like a human with mouse or rat features; Includes Minor Facial Modification (Pointed face, enlarged ears and eyes, whiskers, button nose) and Small tail

2xM 1d6

Sharkman 17700 User looks like a humanoid shark; Includes Major Facial/ Frame Alteration (Dorsal fin, webbed hands and feet, shark-like face), Long Muzzle, Natural Fangs, Gills (Saltwater, double normal duration), Skinchange (Shark skin), Skinweave and Sonar

2xMA, 2xM, 3xN

12d6

The Superman 19735 User looks like a near-perfect human; Includes Grafted Muscle, Muscle/Bone Lace (+2), Speed Grafts, Neural Processor with +2 Kerenzikov, Pain Editor and Biomonitor, Skinweave, Lifesaver Skinweave, Toxin Binders, Nanosurgeons, Pacesetter 2000 Sport Heart, Rebreather Lungs,and Nano-Optical Rebuild

CR, 3xMA, M, 8xN

13d6

Zark Nartanq Combat Grafts

12350 Package made famous by the star of the Urban Nightmare videos; Natural Fangs, Wolvers, Combat Tail with Stinger, SkinWeave, Muscle/Bone Lace (Lvl 2), Armor Weave and Speed Grafts

2xMA, M, 4xN

12d6+ 1/2d6+1

Themeware SystemsSound systems for the discerning ‘punk

Basic Themeware 970 Requires user to have Basic Cyberaudio; System includes a modified Biomonitor, Touch-Pad control, Subdermal Viewscreen and 4-slot dedicated Chipware socket installed in the forearm linked to the user’s audio speaker; The Biomonitorchecks the user’s physiological status, playing appropriate theme music from one of four hundred selections loaded on thechips; Biomonitor and Themeware status displays on the Subdermal Viewscreen, while selections may be changed usingthe Touch-Pad; Modified Biomonitor requires 1d6 weeks to acclimatize to the user

3xN 1d6/2+2

Themeware Midnight Lady/Mister Studd

350 Adds +1 to Seduction tests to sustain a sexually-based relationship, and +2 to Perform: Sexual; Plays mood music to accompany romantic interludes

MA 2d6

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Sexual ImplantThemeware Neural Processor

1100 Customized neuralware processor installed in the base of the skull or spine; It can act as a standard Neural Processor, links Themeware systems to other neural cyberware, and allows direct neural control of the Themeware system

M 1d6

Themeware Pain Editor Coprocessor

300 Customized neuralware coprocessor allows Themeware to respond to touch and pain sensations of the user, activating appropriate sound effects; Tunes out heat, cold and pain perception; All Endurance tests and Stun/Shock saves are made at 2 levels lower difficulty

N 2d6

Themeware Skinwatch 150 Subdermal timepiece linked to the Themeware processor and Subdermal Display; Includes alarm function (Linked to selections from the Themeware), may have day/date display, nightlight, multi-zone time display, or other extras;

N 1

Themeware Techhair 250 Links the user's TechHair to Themeware, allowing color, light and syle changes in response to Themeware input

M 2

Themeware Voice Synthesizer Implant

650 User can mimic any recorded sound (Cyberaudio or implanted recorder, or link to a recorder through Interface Plugs) with a 60% accuracy; System can store up to ten recorded voices; Adds +4 to Disguise tests involving speaking; Allows user to sing along with Themeware selections, played through the synthesizer

M 1d6

Chameleon Package SystemsHighly Specialized Disguise Package

The Chameleon Package allows the user to change their face, hair color/length and skin coloration. There areadditional systems to change their height and apparent weight over a number of minutes. As with any disguise, it isdifficult to move from one extreme to another. The chameleon system uses a central processor to guide the changescarried out to complete the disguise. Pictures and measurements help complete the changes, although it can be done

by eye. The system grants +8 to Disguise rolls, but the success of the impersonation is modified by the depth ofinformation available on the target and the skill of the system's operator (Shapechange, x3 IP, Int-based, can only be

learned a) after system implantation or b) using a virtual reality simulator). The Shapechange skill gains aSpecialization Chart Bonus from the user's Disguise skill, and full benefits from Face Dance.

AudioVox Implant Special Vocal synthesizer for special effects (Reverb, tremolo, sustain and choral voices; Loudspeaker volume; Vocal delay); Adds +2to Performance tests involving singing or speaking; Can hold one additional option at full cost (1 option is taken by the Voice Pattern Option)

M Special

AudioVox Voice Pattern Option

Special Allows user to alter his normal voice to a new pattern (+4 to Disguise tests to hide the user’s identity); User may also mimicanother pattern, at +4 to Disguise to impersonate the source of the pattern (Requires an extensive library of vocal recordings to establish the pattern)

N Special

Feature Alteration Implants

Special A set of implants that allows the user to change hair color and facial features; +4 to Disguise tests vs. Visual Awareness; Change takes 3 hours

N Special

Feature Alteration Implants, Improved System

Special Improvement to the Facial Alteration Implants; Replacement tissue for ears, nose and brows; Facial changes now done in 2d6 minutes; Adds an additional +2 to Disguise tests

M Special

Neo-Hair Special Color, style and length changing hair; Displays colors and patterns based on a program from the Transformation Controller

M Special

NeoPlastic Teeth Special 8 front teeth are replaced with memory bioplastics; Can be linked to a controller or chipware socket to store patterns for tooth alteration

CR Special

Paired Cyberoptics Special Replaces both of the user’s eyes; Each holds up to three additional options (1 option in each eye is taken up by the Pattern Emulator Option); Vision is perfect; sharper/clearer than standard human vision

MA Special

Pattern Emulator (x2) Special Allows changes to the user's retina and iris pattern to match a pattern loaded from a linked Chipware Socket, Interface Plug, or dedicated processor; 90% chance to fool Retinal Scanners; Possession of a Pattern Emulator equipped cyberoptic is a Priority 2 Crime with 3 to 5 years in Hi-Security Block; BMAC is x5, and the eyes are Rare

N Special

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Polybone Implants: Hands (x2)

Special Replaces the bones of the hand with shape altering bone/bioplastic composite, similar to that found in Modularware; Allows the user to change hand structure in 1d3+1 minutes; Adds +1 to Disguise

CR Special

Polybone Transformation (x4)

Special Replaces the bones of the limb with shape altering bone/bioplastic composite, similar to that found in Modularware; Allows the user to change limb length by up to +/- 15cm in 1d6 minutes; Adds +1 to Disguise

CR Special

Synthskins Special Acts similar to a large light tattoo; Displays colors and patternsbased on a program from the Transformation Controller

N Special

Tissue Sacs Special Special sacs fill with interstitial fluid change the bulk and shape of the torso; Adds +1 to Disguise

M Special

Transformation Controller

Special (1500)

Central control unit for the Chameleon Package; Controls bonelength/shape, torso size, hair and skin coloration, posture modification, voice patterns, retina/iris patterns, etc.

M Special

Chameleon Package 16650 Includes all of the above systems in a single installation; Cost and Humanity Loss are inclusive, and determined in the same way as for a Full Conversion installation

CRx6 2d6+4

Blanc Research Canada Modularware SystemsMemory Metal/Plastic and Mnemonic Ceramic

Morphable SystemsModularware is fully resistant to extremes of temperature, cannot be detected with thermographic scans or standard metal detectors, and is covered with the user’s actual skin, protected by a form of modified Skinweave (N. Imp. (30) Awareness test to tell the difference on close inspection or by feel). Modulareware has the full normal range of human motion and touch/pain sensation. HC for modularware systems is reduced due to the coating of real flesh.Modularware is extremely susceptible to electrical attacks. Electrical attacks causing a -1 or worse penalty to Stun saves, or more than 1d6 in damage, disrupt the modularware systems, transforming any limb/torso/skull unit to an amorphous glob of memory plastics and mnemonic ceramics for 1d6 Turns. Such an attack also causes 10 points of electrical damage to the user’s meat parts if the user fails a Difficult (20) BOD test. Microwavers, however, cause nodamage to modularware systems.Modularware is currently only available in Montreal, Toronto and Vancouver, and requires an Impossible (35) Surgery test to successfully implant. Failure results in the loss of the limb and 1d6 points of BOD and REF. If the area replaced is the Jaw/Skull or Torso, the recipient is at Mortal 4, and must remain in a cryotube unless the surgeon manages to transplant the brain and major organs to a Full Conversion or Biopod.Modular Arm 4000 Replaces user’s arm with a modularware limb; The unit can

sustain 15 SDP in damage before being crippled, and 25 SDP before being destroyed, with an SP of 17; The arm has 2 optionspaces; The limb causes 1d6 BFT damage on a punch, and 2d6 BFT damage on a crushing attack; The limb can accept modularware options or fully-internal cyberweapons or built-ins, as long as they do not effect SDP, SP or strength

CR 1d6+3

Modular Leg 2200 Replaces user’s leg with a modularware limb; The unit can sustain 20 SDP in damage before being crippled, and 30 SDP before being destroyed, with an SP of 20; The leg has 1 option space; The limb causes 2d6 BFT damage on a kick; The limb can accept modularware options or fully-internal built-ins or cyberweapons, as long as they do not effect SDP, SP or strength

CR 1d6+3

Modular Torso 4000 Replaces user’s torso with a modularware Full Conversion chassis (User must replace all four limbs, and also get the Ceramic Jaw and Skull); The unit can sustain 25 SDP in damage before being crippled, and 55 SDP before being destroyed, with an SP of 21; The torso has 1 option space; The torso can accept modularware options or fully-internal built-ins, as long as they do not effect SDP, SP or strength

CR 2d6

Ceramic Jaw and Skull 1500 Replaces user’s lower jaw with a modularware mandible, and plates the user’s skull with mnemonic ceramics; The unit armors the head with an SP of 12; The unit has 1 option space; It can accept modularware options designed for the jaw and skull

CR 1d6+1

Modularware Jaw and Skull ModulesNew Users require 1D6+1 days to

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learn how to use these systemsAnimal Transformation 300 Allows user to change his facial structure and jaw to resemble

a chosen animalN 1d6+2

Horns 300 Allows user to extend horns from his temples or forehead; Horns cause 1d6/2 damage on a Brawling attack

N 1d6+2

Mimicry, General 1200 Allows user to change his facial structure to remain unrecognized; A Difficult (25) Awareness test will reveal the mimicry on a casual glance, while a harder look will require a contest of skill vs. the user’s Disguise skill

N 1d6

Mimicry, Specific 3000 Allows user to change his facial structure to impersonate a specific person; A Difficult (25) Awareness test will reveal the mimicry on a casual glance, while a harder look will require a contest of skill vs. the user’s Disguise skill

N 1d6

Vampires, Retractable 250 Allows user to change his teeth into sharpened fangs; Bite causes 1d6/3 Blade damage on a Brawling attack

N 2d6+2

Modularware Limb ModulesAnimal Legs 400 Changes user’s legs to resemble those of an animal; User gains

one of the following abilities: Add +3 to MA; Cause +1d6 Blade damage with Kick attacks; Leap 10m up or 14m across; Kick for 2d6 BFT

N 1d6+2

Different Covering 400 Altered skin, similar to Synthskin, with the same chances of cancer

N 1d6

Electricity Shielding 400 Shields the system, adding +5 to the user’s saves vs. Electrical attacks on the limb

M 1d6

Elongation 300 Stretches limb to 2x normal length; SDP is -15; Cannot be usedon the Skull/Jaw module, due to brain space requirements

N 2d6

Hollow 100 Limb is hollow, and has enough space to act as a hidden holster; Same capacity as standard limb holster

N 1d6/2

Inflate 300 Expands the limb to give an apparent BOD of 12; Reduces SDP by –10, but adds +2 to Intimidate tests

N 1d6

Rippers 800 Cause 2d6 Blade damage with a Brawling attack; Silicon sealsare a Difficult (20) Awareness test to spot on a close inspection; Reduce arm SDP by -10 when extended due to rearrangement of mass

N 2d6+2

Scratchers 200 Cause 1d6/2 Blade damage with a Brawling attack; Silicon seals are a Difficult (20) Awareness test to spot on a close inspection

N 1d6+1

Spikes 400 Limb becomes covered with sharp spikes; Adds 1d6 Blade damage to user’s strikes with the limb

N 1d6+1

Squat 300 Compresses limb to 1/2 normal length; SDP is +10; Cannot be used on the Skull/Jaw module, due to brain space requirements

N 2d6

Tentacles 600 Bioware/modularware arm splits into four tentacles, reducing arm SDP by -10; User is +5 to Grapple attacks, and holds are V. Diff. (25) to escape, minimum

N 2d6

Tougher 300 Adds +5 to the limb’s SP and SDP; User may add up to two levels of increased toughness

N 4

Undetectable 500 Limb shape and density are altered to mimic natural bone structure; The limb can only be detected during dissection/autopsy

N -

Squat 300 Compresses limb to 1/2 normal length; SP is +10; Cannot be used on the Skull/Jaw module, due to brain space requirements

N 2d6

Blanc Research U.S. CyberEvolved™ Carbon NanoMachine Conversion Systems

CyberEvolved systems rely on the use of self replicating, self-guided Carbon NanoMachines, a highly experimental variety of nanotechnology. As such, the average street punk can expect to pay a minimum of 5x the normal cost (1d6+4 x cost) for such systems, which are currently illegal for sale in the US, Free States, the EU, Japan and China. It should be noted that without extensive testing and analysis, CNMs used for the CyberEvolved system are unable tobe differentiated from any other nanotech, making this law hard to enforce. Users who have these systems implantedstart with a level of 1 in the appropriate special ability for their type. Corporate Operators with these systems installed are likely to have gone through extensive VR simulation training, both before and after implantation, and will have a significant advantage in terms of skill. Also note that while implantation is a simple procedure (Surgery Code N), each system causes its own post-implantation issues for the user (Surgery Codes in parentheses), which may result in death. Also, CNMs are extremely susceptible to EMP effects (roll twice for any EMP effect, and take

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the worst of the two rolls). CNMs destroyed by EMP must be replaced, but in many cases their loss will be instantly fatal (Bolters, Scanners, Scouts and Wizards), will cause severe damage (Jammers drop to Mortal 1 instantly), or willbe extremely embarrassing (Tinmen lose all 4 limbs and their armor).Carbon NanoMachine Preparatory System

20000 Tailored nanotech system requires a Biotech DNA Map; Adds +7 to BOD saves vs. Disease and Bio-Agents; Self-sealing skinweave seals torn blood vessels and reduces shock effects; Mortal wounds advance once every four minutes, as do Death States; Critical wounds do not advance to Mortal if patient avoids rough treatment or heavy activity; Improves Healing byx2, +3 points per day regardless of treatment level; Removes any other free-roaming nanites (Nanosurgeons, Enhanced Antibodies, etc…), but leaves keyed CNMs alone; Must be performed prior to injection of CyberEvolved CNMs

N 2d6+2

Alchemist™ Matter Manipulation System

25000 Tailored nanotech system creates pockets of Assembler/ Disassembler CNMs in the user's major muscle groups, a processing unit linked to the user's brain, nerve feedback nodesin the user's arms, and Assembler/Disassembler release nodes in the user's palms; Allows the user to sample chemical compounds/objects, analyze their structure, disassemble them at the molecular level, change their state of matter (gas/liquid/solid, will not affect plasma), and reassemble atomsto match the sampled structure; Full details are given in the CyberEvolved section of the Character Generation Document

N (CR) 5d6

Bolter™ Electrical Generation Attack System

25000 Tailored nanotech system rewires the user's entire nervous system with low impedance hexite-chain wiring (adds +2 to REF on demand), creates pockets of electrical generation CNMs and carbon hexite capacitors in the user's torso, carbon-hexite wire spools and a pair of dart launchers in the user's forearms, and firing ports at the base of the user's wrists; Allows the user to fire electrical charges from his palms into any conductive material, fire hexite "bolts" linked by up to 100m of hexite wire at targets, even those behind cover or around obstacles, and recharge batteries/provide up to several megavolts of DC electricity (AC if the user has access to a power inverter); Full details are given in the CyberEvolved section of the Character Generation Document

N (CR x3)

6d6+3

Jammer™ Electronic/Psychological Warfare System

25000 Tailored nanotech system rewires a portion of the user's auditory and linguistic processing centers and auditory nerves, replacing the latter with low impedance hexite-chain wiring, replaces the outer ear with hexite and nanomachine reservoirs (allow them to be reshaped at will), rebuilds the inner ear for greater sensitivity, installs a radio transmitter in the brain and rebuilds the throat with a semi-flexible hexite tube; Allows the user to fire sonic pulses, modulate his voice to imitate any heard sound, broadcast sounds over AM and FM radio bands, and use echolocation; Full details are given in the CyberEvolved section of the Character Generation Document

N (CRx3)

7d6+1

Scanner™ Interrogation System

25000 Tailored nanotech system rewires the user's entire nervous system with low impedance hexite-chain wiring (adds +3 to REF on demand), creates pockets of electrical generation CNMs and carbon hexite capacitors in the user's torso, develops conducting pads under the surface of the user's palms(allowing a "Static Wave" attack generated from the palm), andrebuild a portion of the user's brain as a Superconducting QUantum Interference Device (SQUID), which allows the Scanner to detect minute changes in a target's neuroelectric field; Allows the user to fire electrical charges from his palms into any conductive material, and to "read the mind" of a subject with increasing accuracy based on closeness of relationship; Full details are given in the CyberEvolved sectionof the Character Generation Document

N (CR x3)

7d6

Scout™ Intelligence Gathering System

25000 Tailored nanotech system rewires the user's entire nervous system with low impedance hexite-chain wiring (adds +1 to REF on demand, and +3 to all Awareness tests), creates pockets of electrical generation CNMs and carbon hexite capacitors in the upper portions of the user's limbs, carbon-hexite reservoirs in the lower portion of the user's limbs, and release points in the user's palms and soles of the feet; Allows the user to create articulated, wire-guided sensory probes and weapons with a range of up to 100m; Full details are given in the CyberEvolved section of the Character Generation

N (CR x5)

6d6

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Document

Tinman™ Combat System

25000 Tailored nanotech system replaces all 4 of the user's limbs witha mixture of nanomachines and carbon-hexite (SP 20; Punch for 2d6, kick for 3d6, and crush for 3d6 BFT, leap .5m up and 1m forward for each point of BOD), places carbon-hexite reservoirs in the shoulders and hips, and weaves a layer of high-density fatty tissue throughout the torso; Allows the user to cover the torso and head with armor (SP 20); Full details aregiven in the CyberEvolved section of the Character GenerationDocument

N (CR x5)

8d6

Wizard™ Net OperationsSystem

25000 Tailored nanotech system rewires and supplements the user's entire nervous system with low impedance hexite-chain wiring (adds +4 to REF on demand), creates pockets of electrical generation CNMs and carbon hexite capacitors in the user's torso, and rebuild a portion of the user's brain as a combinationcomputer/Superconducting QUantum Interference Device (SQUID), while installing Josephson Junctions throughout the user's nervous system, allowing the Wizard to detect, interpret and manipulate electromagnetic fields inside devices using anyform of solid-state electronics; Allows the user to see/hear radio, TV, net and virtuality signals, control simple devices, and influence more complex devices, netrun without a cyberdeck, and to create/run semi-independent "Familiars," which act in a manner similar to netrunning programs with pseudo-intellect; Full details are given in the CyberEvolved section of the Character Generation Document

N (CR)

6d6

Animal Systems: NeuralwareChipware Socket 100 Holds up to 10 APTR, MRAM or utility chips; will not work

with Personality Modules (Moddies) or Coryimbic Implant Chips (Daddies); Animals may use as many skill chips as they have points in INT

N 1d6/2

Input Plugs 100 Allows the animal to plug in to “Smart” equipment and cyberlinked systems; May be located anywhere on the body with a sizeable mass of bone

M 1d6/Pair

Interface Coprocessor, Weapon Link

100 Allows the animal to directly access a Smartgun system, allowing it to take advantage of the Smartgun’s +2 to ACC

N 2

Neuralware Processor 500 Basic neuralware processor installed in the base of the skull or spine, it is required for any kind of neuralware implant or interface

M 1d6

Reflex Boost Coprocessor,Lvl. I

500 Coprocessor chip; Adds +1 to the animal’s REF; Always active; May boost REF to higher than 10

N 2d6

Sensory Boost Coprocessor, Audio

250 Neuralware coprocessor attached to the user’s neuralware processor; The processor improves the user’s ability to process incoming sensory information, adding +1 to any auditory Awareness tests

N 1d6/2

Sensory Boost Coprocessor, Olfactory

250 Neuralware coprocessor attached to the user’s neuralware processor; The processor improves the user’s ability to process incoming sensory information, adding +1 to any olfactory Awareness tests

N 1d6/2

Animal Systems: CyberopticsStandard Cyberoptic 400 Replaces the animal’s eye; Holds up to three options; Vision is

perfect; As sharp/clear as standard vision; Eye can look normal, or obviously cybernetic, with fashion colors and patterns for both the eye and iris, or superchromed for that “Max-Borg” look

MA 1d6

Anti-Dazzle 200 Renders user immune to flash/laser blinding N .5Infrared, Passive 200 Allows the animal to see in total darkness using heat

emissions; Pitch Blackness penalties are reduced based on the heat source (-3 if targeting the average person, -2 if targeting a vehicle with an IC motor, etc…); An IR Flashlight reduces the penalty to -2 or better

N 2

Low-Lite 200 Acts as a night-vision system, allowing the animal to see normally by very faint light (-2 in starlight, -0 in moonlight or with distant streetlights); 50% chance it will “black-out” if exposed to normal light while activated (90% if the area qualifies as brightly lit)

N 2

Micro-optics 400 User’s vision is equivalent to a laboratory-quality microscope N 3

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Teleoptics 400 Acts as a 20x telescope N 3Thermograph Sensor 200 Allows animal to see heat patterns through light structural

materials and single-layered walls; Animal can distinguish most cyberware and recognize recently operated machinery through differential temperature readings

N 3

Animal Systems: CyberaudioBasic Cyberaudio Module 500 Basic hearing module; Holds up to 6 options; Affects both ears M 2d6Amplified Hearing 200 Add +1 to all audio-based Awareness tests; Take double

damage from shockwaves and sound-based stun weapons without Level Damper

N 1

Bug Detector 150 Detects radio transmitter taps, tracers and bugs up to 3m; Effective on a 1-6 in 1d10; Indicates proximity to the source

N 1

Digital Recording Link 100 Transmits any sounds heard by the animal to a 2-hour digital chip; May be downloaded to an implant recorder, or an external unit through Interface Plugs

N .5

ECM Scrambler 100 Encrypts animal’s installed Radio Link or Phone Splice with N. Imp. encryption

N 1

Enhanced Hearing Range 150 Animal may hear in the supersonic and subsonic ranges; Underwater shockwaves do x2 damage and sound-based stun weapons without Level Damper

N 2

Homing Tracer 200 Allows animal to track a tracer from up to 1km away; Signal becomes louder/clearer as the animal approaches the target; System includes 2 transmitters (Additional tracers are €25 each), each the size and shape of a pin

N .5

Level Damper 300 Automatic noise compensation allows animal to avoid ill effects of sonic weapons and stun grenades; Subtract -25% from shockwave damage

N .5

Micro-recorder Link 100 Links to an implanted recorder, or to an external unit through Interface Plugs

N .5

Phone Splice 150 Links to a cellular phone within 3m; The phone must already be active, with the number dialed

N 1

Radar Detector 150 Detects Radar in use around the animal, beeping to alert the animal; Has a 40% chance to gain a direction fix on the source

N .5

Radio Link 100 Implanted at the base of the skull; Uses a tooth filling as an antenna; Always active; 1.5 km range, 1 channel; Can be linked to a mastoid-bone speaker or Times Square Marquee

N 1

Sound Editing 150 Allows animal to concentrate on a particular sound source; Adds +2 to audio Awareness tests to hear specific conversations or sounds; Works well when linked to AmplifiedHearing and Enhanced Hearing Range

N .5

Ultrasonic Detector 140 This unit gives a 'ping' when ultrasound detected; Will usually (70%) warn the animal before it steps into another ultrasound motion detector’s field of view

N 1

Animal Systems: CyberlimbsStandard Limb 1000 Replaces user’s limb with a mechanical version; The unit can

sustain 20 SDP in damage before being crippled, and 30 SDP before being destroyed; The standard limb has 2 option spaces

CR 2d6

Added Strength 250 Should be acquired for each limb (Adds +6 to Strength Feat forthe animal); Adds 1d6 Damage to HtH attacks with the limb

N 3

Armor, Plated 300 Armors cyberlimb to SP 20; Uses no spaces, but the limb cannot use a cyberlimb covering

N 1

Microwave/EMP Shielding

300 Renders the limb unaffected by the electrical side effects of Microwavers, and less susceptible to other EMP devices; The limb has 1 less option space than usual

N 1

RealSkinn 200 Artificial flesh covering for cyberlimbs; 70% effective/ Difficult (20) Awareness test to notice; Reduces HC of the limb by -2

N -2

Reinforced Joints 200 Titanium steel joints increase standard limb SDP by 5 (25/35); The limb has 1 less option space than usual

N 1

Superchrome 200 High gloss metallic covering for cyberlimbs; May have a color tint

N 3

Animal Systems: Built-InsIf suitably hidden, Built-Ins have a 60% chance of being unnoticed

during a casual inspection of the limb unless otherwise notedAudio/Video Tape 200 Records to Digital Tape; Can record from built-in microphone,

or can be linked to cybernetic or external digital systems such N 1

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Recorder as cameras or cyberaudio; Uses 1 option slot in the limb

Digital Recorder 200 Records to Digital Audio/Visual Chip; Can record from built-inmicrophone, or can be linked to internal or external digital systems such as cameras; Holds one chip; Uses 1 option slot inthe limb

N 1

Storage Space 100 5 x 5 x 10cm storage space with a locking cover; Uses 1 optionspace

N 1

Animal Systems: CyberweaponsIf suitably hidden, Cyberweapons have a 60% chance of being unnoticed

during a casual inspection of the limb unless otherwise notedCapacitor Laser 800 Shoulder mounted laser weapon (see Weapons List for details);

The aiming system and linkage require 1 option slot in the limb; Recharges from a wall socket in 1 hour; Cannot be hidden

N 2d6

Capacitor Laser Power Pack

250 Allows a capacitor laser to be linked to a pair of small E-Cells in a compartment in the animal’s limb; This will increase the number of shots for the laser to 22; Uses 1 option slot in the limb

N 1d6/2

Cyberclaws 300 Adds +1d6 Damage to claw attacks of creatures of large size M 2d6Cyberfangs 200 Adds +1d6 Damage to bite attacks of creatures larger than

smallMA 1d6

External Weapon Harness

275 Minimum BOD is 2; Size of the weapon is as for Pop-Up Weapons

MA 1d6

Gas Jet 275 Installs a pressurized gas canister in the animal’s limb; The canister has 6 shots, and a 2m range; Any airborne agent may be loaded into the system; Uses 1 option slot in the limb

N 1d6/2+2

Grenade Launcher 500 Pop-up 30-40mm grenade launcher (see Weapon List for details); Carries 1 grenade of any type (2 fit in a Cyberlimb Storage Space); Requires 1 option slot in the foreleg

N 1d6

Malorian Arms Popup Sliver Gun

550 Installs a Malorian Arms Sliver Gun into the animal’s foreleg; See Weapon List for details; Uses 1 option slot in the limb

N 1d6+2

Micro-Missile Launcher 900 Pop-up 4-shot Micro-Missile launcher (see Weapon List for details; 4 Micro-Missiles fit in a Cyberarm Space); Uses 1 option slot in the limb

N 1d6

Militech Pop-Up mini-Grenade Launcher

1250 Installs a Militech Cyberarm Mini-Grenade Launcher (see Weapon List) in a pop-up mount; The unit is Smartlinked standard, as with a Weapon Mount

N 1d6 E

Popup Gun, Small 200 This option reconfigures a caseless firearm to fit into the animal’s foreleg; The weapon must be uncovered to be used; Weapon size is based on Body Type, with a V. Weak to Weak BOD capable of holding a light pistol; Uses 1 option slot in thelimb

N 1d6

Popup Gun, Medium 400 This option reconfigures a caseless firearm to fit into the animal’s foreleg; The weapon must be uncovered to be used; Weapon size is based on Body Type, with an Average to StrongBOD capable of holding a medium pistol or light SMG; Uses 1option slot in the limb

N 1d6

Popup Gun, Large 600 This option reconfigures a caseless firearm to fit into the animal’s foreleg; The weapon must be uncovered to be used; Weapon size is based on Body Type, with a Very Strong BOD capable of holding a heavy pistol or medium SMG; Uses 1 option slot in the limb

N 1d6

Popup Gun, Very Large 800 This option reconfigures a caseless firearm to fit into the animal’s foreleg; The weapon must be uncovered to be used; Weapon size is based on Body Type, with an Inhuman BOD capable of holding a very heavy pistol or heavy SMG; Uses 1 option slot in the limb

N 1d6

Popup Gun, 2-Shot .410g Shotgun

200 This option reconfigures a 2-shot shotgun to fit into the animal’s foreleg; The weapon must be uncovered to be used, and the animal may have a Weak BOD type; Uses 1 option slotin the limb

N 1d6

Popup Gun, 2-Shot 20g Shotgun

300 This option reconfigures a 2-shot shotgun to fit into the animal’s foreleg; The weapon must be uncovered to be used, and the animal must have an Average BOD type; Uses 1 optionslot in the limb

N 1d6

Popup Gun, 2-Shot 16g 400 This option reconfigures a 2-shot shotgun to fit into the animal’s foreleg; The weapon must be uncovered to be used,

N 1d6

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Shotgun and the animal must have a Strong BOD type; Uses 1 option slot in the limb

Popup Gun, 2-Shot 12g Shotgun

500 This option reconfigures a 2-shot shotgun to fit into the animal’s foreleg; The weapon must be uncovered to be used, and the animal must have a Very Strong BOD type; Uses 1 option slot in the limb

N 1d6

Popup Gun, 2-Shot 10g Shotgun

600 This option reconfigures a 2-shot shotgun to fit into the animal’s foreleg; The weapon must be uncovered to be used, and the animal must have an Inhuman BOD type; Uses 1 option slot in the limb

N 1d6

Pop-Up Laser 700 Shoulder-mounted laser weapon (see Weapons List for details);The system and linkage requires 1 option slot in the limb; Usesa Small E-Cell (1 will fit in the weapon itself); The weapon must be uncovered to be used

N 1d6

Animal Systems: BiowareGrafted Muscle I 1000 Vat-grown muscle fibers implanted into the animal’s own add

+1 to BOD; Difficult (20) Awareness test to detect; If the animal takes a Serious or worse wound, the muscle must be treated to heal correctly (€200)

MA 2d6

Grafted Muscle II 2000 Vat-grown muscle fibers implanted into the animal’s own add +2 to BOD; Average (15) Awareness test to detect; If the animal takes a Serious or worse wound, the muscle must be treated to heal correctly (€200); Not compatible with Muscle Replacement

MA 4d6

InterTech Muscle and Bone Lace

750 Raises BOD by +2, at the rate of 1 point per week; Weaves myomer fiber through the animal’s muscles, and reinforcing fibers through the bones, cartilage, ligaments and tendons

N 1d6/2

Skinweave, SP 12 1000 Armors the entire body to SP 12, at the rate of 6 SP per week (Appx. 1 per day); Difficult (20) Awareness test to detect

N 2d6BioMai Impact Boost: This system is not compatible with the Boostmaster Controller. Any attempt to use the two systems together will result in catastrophic destruction of each, and paralysis until the Impact Boost is removed.Lantech Boost Side Effects: Each month the user must roll an EMP save or lose 1d6 Humanity (Therapy can be used to reduce this, but each months loss is treated separately fromthe boost as a Minor surgery)Saint Stephen Impact Boost: This system is not compatible with the Boostmaster Controller. Any attempt to use the two systems together will result in catastrophic destruction of each, and paralysis until the Impact Boost is removedSabre Serum Side Effects: After 1 year: 20% chance you lose 1d6 from 2 random stats (check for each stat); After 2 years: Healing rate drops to normal, 30% chance each month that you lose 1d3 from two stats (check once), and if the random stat is EMP, assign two psychoses; After 3 years: 50% chance each month that you lose 1d3 from two stats (checkonce), and if the random stat is EMP, assign two psychosis. If a stat reaches 0, you die.