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CYBERWARE |
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LIMB REPLACEMENT
(All prices are per limb) |
Description |
Cyberware
Rating |
Availability/
Retail Cost |
Legality |
System Notes (Damage etc..) |
Replacement Cybernetic Arm
A synthetic replacement for an arm made of artificial materials. It functions just like a normal arm (includes a basic cyber hand). |
2 |
0 / C2250 |
U |
2 upgrade slots in the basic model. |
Replacement Cybernetic Leg
A synthetic replacement for a leg made of artificial materials. It functions just like a normal leg. |
2 |
0 / C2750 |
U |
2 upgrade slots in the basic model. |
Replacement Cybernetic Hand |
2 |
0 / C1500 |
U |
1 upgrade slot in the basic model. |
Hydraulic Ram Upgrade
Increases the strength of your cyber limb by upgrading from artificial muscle tissue to hydraulic systems. |
2 |
1 / C1500 |
U |
4 Strength skill. Uses up 1 upgrade slot. This skill only applies to the artificial limb.This upgrade does not stack with Thickened Myomar. |
Thickened Myomar Upgrade
Increases the strength of your cyber limb by upgrading the artificial muscle tissue. |
3 |
1 / C1000 |
U |
2 Strength skill. Uses up 1 upgrade slot. This skill only applies to the artificial limb. |
Microwave/EMP Shielding Upgrade
Prevents your cyberware from being susceptible to EMP or Microwave attacks. This includes attacks from microwave and EMP weapons such as EMP grenades. |
4 |
2 / C1400 |
M/LE |
Resist EMP 8. The effects only apply to the cyberware in which the shielding has been installed. No upgrade slot required. |
Armour Plating Upgrade
Extensive rigid plating is applied to the prosthesis. This provides the limb with a high degree of protection. |
2 |
0 / C600 |
U |
4/+4 Endurance rating to that location only. Must be phys-rep'd with a heavy cyberarm or leg. Uses up 1 upgrade slot. |
ArmourWeave Upgrade
Armourweave uses heavy duty woven Kevlar and Arachniweave to coat the Limb. |
5 |
1 / 1500 |
U |
2/+2 Endurance rating to that location only. Uses up 1 upgrade slot. |
Gun Arm Upgrade
The arm is internally fitted with a specially modified firearm. The weapon is a permanent part of the arm. |
3 |
1 or by weapon type
/ 800+ weapon retail cost x 2 |
M/LE |
Only pistol, SMG or shotgun can fitted. The arm performs as a gun of the type, but with a -1 modifier to its attack rating. Due to the modifications to the basic weapon its retail cost is doubled. Uses 1 upgrade slot. |
Tool Modification Upgrade
Gives you the option of having one small tool stored in each of your fingers, examples of which are lock-picks, hex-keys, screwdrivers etc. |
2 |
0 / C300 |
U |
Uses 1 upgrade slot |
Taser Hand Upgrade
Two electrical contacts on the palm of your hand inflict one million volts of electrical attact on a would-be assailant. |
2 |
0 / C300 |
U |
Uses 1 upgrade slot. Weapon: Identical effects to a stun gun (see weapons appendix). |
Dartgun Finger Upgrade
Holds a single dart, fired with compressed air, that can be treated with the payload of your choice. Has an accurate range of ten metres. |
3 |
0/C500 |
M/LE |
Uses 1 upgrade slot. Weapon: Identical to dart gun (see weapon appendix) except single shot. |
Holdout Finger Upgrade
Finger contains a small, .22 calibre pistol mechanism. Use it as a last resort or for a covert attack. |
3 |
0 / C600 |
M/LE |
Uses 1 upgrade slot. Weapon: Damage 1/+0. single shot only. |
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OPTIC ENHANCEMENT |
Description |
Cyberware Rating |
Availability/
Retail Cost |
Legality |
System Notes (Damage etc..) |
Cyberoptic
Replaces one or both of your eyes. Bought individually. |
4 |
0 / C1500 each |
U |
2 upgrade slot in the basic model. |
Lowlite Vision Upgrade
Enables you to see in dimly lit conditions but not in total darkness. |
2 |
0 / C400 per pair |
U |
(Night Vision Skill 3). Allows movement and action in dimly lit conditions. Will not be useable in game due to safety implications of no-light situations. Takes up one slot in your basic cyberoptic package. |
Ultraviolet Vision Upgrade
Enables you to see light in the ultraviolet spectrum. Gives the ability to see at night, but not in complete darkness. |
2 |
0 / C400 per pair |
U |
(Night Vision Skill 3). Allows movement and action in dimly lit conditions. Will not be useable in game due to safety implications of no-light situations.
Takes up one slot in your basic cyberoptic package. |
Infra-Red Vision Upgrade
Enables you to see light in the infra-red spectrum. Gives the ability to see at night, but not in complete darkness. |
2 |
0 / C400 per pair |
U |
(Night Vision Skill 3). Allows movement and action in dimly lit conditions. Will not be useable in game due to safety implications of no-light situations.
Takes up one slot in your basic cyberoptic package. |
Thermographic Vision Upgrade
Enables you to see and differentiate heat sources. |
2 |
0 / C400 per pair |
U |
(Thermographic Vision Skill 3). Gives the ability to differentiate between heat sources, for example, the heat signature of a human will be higher than that of a cyborg, you would be able to determine if a room were on fire from the outside etc.
Takes up one slot in your basic cyberoptic package. |
Anti-Dazzle Vision Upgrade
Reacts immediately, using a nictating membrane that closes your eyes to ultra-high brightness light effects like flash grenades. |
2 |
0 / C400 per pair |
U |
(Resist Photonic Assault 8). Assists in resisting the effects of strobe effect riot control weapons and the like. Takes up one slot in your basic cyberoptic package.
Note: When used in conjunction with the cyberaudio Level Damper upgrade, gives a Level 8 resistance against FlashBang grenades and similar riot control devices. |
Head Up Display Upgrade
Gives you a readout on the inside of your retina from cybernetic equipment such as weapon targeting devices, media players and GPS, anything wired into the eye. On it's own it does very little. |
3 |
0 / C1200 |
U |
Used in conjunction with weapon targeting equipment or netrunning/computer equipment etc. as a prerequisite for allowing a skill bonus. Takes up one slot in your basic cyberoptic package. |
Cyberoptic Camera Upgrade
This upgrade allows the images seen by the eye to be recorded. It requires the implanting of a chip reader behind the ear in order to store the images. Alternately it can be wired to other internal storage devices for the same cost. |
3 |
0 / C1000 |
U |
Takes up one slot in your basic cyberoptic package. |
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AUDIO UPGRADES |
Description |
Cyberware
Rating |
Availability/
Retail Cost |
Legality |
System Notes (Damage etc..) |
Cyberaudio
Replaces your inner ear. Bought individually. |
3 |
0 / C500 each |
U |
1 upgrade slot in the basic model. |
Amplified Hearing
Enhances your hearing range both over distance and pitch. |
2 |
0 / C650 |
U |
Gives a +1 modifier to skills such as surveillance. Due to difficulties involved in ref arbitration of this device it will be an out of session item only. |
Level Dampener
Automatically shuts down to prevent damage, disorientation and debilitation by extremely loud noises. |
2 |
0 / C400 |
U |
(Resist Sonic Assault 8) Reacts immediately to extremely loud noises and reduces the volume in loud situations like nightclubs and gunfights.
Note: When used in conjunction with the cyberoptic Anti-Dazzle upgrade, gives level 8 resistance against FlashBang grenades and similar riot control devices. |
Implanted Audio Recorder
Allows you to record audio input to the ear. It requires the implanting of a chip reader behind the ear in order to store the sounds. Alternately it can be wired to other internal storage devices for the same cost. |
2 |
0 / C300 |
U |
Due to difficulties involved in ref arbitration of this device it will be an out of session item only. |
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NEURALWARE |
Description |
Cyberware
Rating |
Availability/
Retail Cost |
Legality |
System Notes (Damage etc.) |
Neural Processor
The electronic interface between your brain and any cyberware that it must communicate with it on a complex level. The processor is required for most neural cyberware. |
5 |
0 / C2000 |
U |
2 upgrade slots. |
Interface Plugs
A socket, located anywhere on the body that allows direct interface with smartrigged equipment such as weapons, vehicles, computer hardware etc. |
2 |
0 / C200 per set |
U |
Smartrigged equipment cannot be interfaced with without at least one set of interface Plugs. |
Subdermal Interface Plugs
Performs the same function as the regular Interface Plugs, but are fitted as small induction plates under the skin. Smartrigged equipment used in conjunction with these has to be specially built or modified. Most commonly used with firearms. |
4 |
0 / C600 per set |
U |
Smartrigged equipment cannot be interfaced with without at least one set of interface Plugs. Equipment used in conjunction with these plugs MUST be specially built or modified. This is the most common method of smartweapon interfacing. |
Speedware
Enhances your reflexes by replacing most of the nervous system with superior synaptic conductors. Speedware does not allow the cyborg to move any faster it simply improves their reaction time. |
4 |
2 / C4000 |
U |
1/+2 dodge skill/modifier. Requires Neural Processor to function. |
Biomonitor
Monitors your vital signs, recording information for the last 7 days. |
3 |
0 / C500 |
U |
When injured, a biomonitor reduces the skill necessary in treating you and the time taken by 1 due to instant diagnosis information available to the attending medic. The player must inform the medic that their character has a biomonitor once treatment begins. |
Smartgun Link
Connects your Neural Processor to a smartrigged firearm via electrical induction plates under the skin on the palm of your hand. |
3 |
1 / C750 per arm |
M/LE |
0/+1 skill/modifier to attack rating. Requires smart-rigged firearm and neural processor. |
Vehicle Link
Allows direct connection to a suitably equipped, cyberlinked vehicle, be it car, boat or aircraft. |
3 |
0 / C750 |
U |
A smartrigged vehicle can be used without this item, however, this item gives a +1 modifier to any evasive or hazardous maneuvres attempted. Requires a Neural Processor and Interface Plugs.
For out of session use only. |
Machine Link
Allows direct connection to smartrigged industrial or heavy machinery, equipment and factories. |
3 |
0 / C750 |
U |
Smartrigged machinery cannot be used without this item. Requires a Neural Processor and Interface Plugs. |
Chipware Socket
Allows interface with a single skill chip. This socket is usually placed at the base of the skull or the base of the spine, but can be anywhere on the body. Multiple Chipware sockets can be installed, each at full cost. |
2 |
0 / C500 |
U |
Skill chips cannot be used without this piece of cyberware. Chips include skills like foreign languages; knowledge of specific subjects; use of specific equipment or impart ability in certain areas. Requires a Neural Processor. |
Skill Chips
Skill chips are not technically cyberware (they are created by a separate skill). They allow you to use skills that you do not have. Simply insert the chip into the chipware socket and you will instantly have access to the skill for as long as that chip remains installed. |
N/A |
0 / C250
per level of skill
1 / C350
per level of specialisation |
U |
Body Skill chips are limited to level 1
Tech Skill chips are limited to level 2
Mind Skill chips are limited to level 3
Note: Although legality and availability for skill chips are both unrestricted certain skills (ref arbitration) might be harder to obtain, or be illegal. If the skill is not on the basic skill list this is likely to be the case.
Note: Skills learned from skill chips do not stack with skills a character already has. |
Paramedic Co-Processor
A microprocessor and memory unit that provides instant access to a crash medicine and diagnosis database library. |
4 |
1 / C2200 |
U |
Gives a +1 bonus in the field of paramedicine/crash medicine or military field medicine. Useless without a relevant skill. Also available as a military model with specific ballistics/explosive/field medicine. Requires a Neural Processor. |
Surgery Co-Processor
A microprocessor and memory unit that provides instant access to a database library of surgery techniques and emergency procedures. Available in a variety of models including neurosurgery, cardiovascular surgery and cybersurgery specific. |
4 |
1 / C2200 |
U |
Gives a +1 bonus in the surgery field of their choice. Useless without a relevant skill. Also available as a military model with specific ballistics/explosive/field medicine. Requires a Neural Processor. |
Wetdrive
An internal memory storage unit of up to 1000gb. Used by data couriers. |
4 |
2 / C1500 |
U |
Allows data storage and covert transportation. Requires 1 set of Interface Plugs and a Neural Processor. |
Internal CyberDeck |
3 |
2 / C3000 |
U |
Allows connection to the Matrix using cellular communication via internal cyberdeck. Bypasses the need for Interface Plugs, but makes hardware upgrade a much more expensive process. Requires Neural Processor. |
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IMPLANTS |
Description |
Cyberware
Rating |
Availability/
Retail Cost |
Legality |
System Notes (Damage etc.) |
Subdermal Armour Plating
Kevlar/ceramic laminate plates implanted under your skin or the torso or the skull. |
3 |
1 / C2000 |
U |
Gives a 3/+3 Endurance skill/modifier. Makes you look like Kryten from Red Dwarf. Despite legality of U, it is still frowned upon by the Police who may want to ask questions about why you need it. Plating the skull is a separate implant, of the same price. |
Skin Screen
A small screen is implanted on or under the skin on the inside of one forearm. It can be linked to various other devices (detectors, internal cell phone, neural processor), but does little on it's own. |
1 |
0 / C300 |
U |
No modifier. |
Radiation Detector
Works just like a Geiger counter but is built in. The detector either beeps to indicate the presence of radiation or can be linked to a skin screen or neural processor. |
2 |
1 / C600 |
U |
(Detect Radiation 6) Gives an accurate reading of radiation to a ten metre radius. This implant is also available as a one slot upgrade for cyberlimbs, including the cost of the display.
If installed in a limb etc. this uses 1 upgrade slot. |
Chemical Detector
Emits a high pitched tone when in the presence of toxic fumes. The detector can be linked to a skin screen or neural processor. |
2 |
1 / C600 |
U |
Detect Harmful Chemicals 6) Gives a warning of toxic fumes or gases to a ten metre radius.
If installed in a limb etc. this uses 1 upgrade slot. |
Internal Cellphone
Make discreet telephone calls with this device. The device consists of a speaker fitted to the inner ear, a subvocal mike in the throat and a transmitter mounted on the skull. It is operated by voice commands. Alternately it can be linked to a neural processor. |
2 |
0 / C550 |
U |
No Modifier. |
Wearman
Internal music player that only you can hear. Technologically similar to the Internal Cellphone. Allows you to privately listen to audio files. |
2 |
0 / C300 |
U |
No Modifier. |
Nasal Filters
Filter out poison gas or noxious fumes breathed through the nose. |
3 |
1 / C500 |
U |
(Resist Poison/Toxic Gas 6). The user needs to only breath through their nose to gain this ability. It does not work against agents that also effect the eyes or are absorbed through the skin. |
Gigolo Implant / Matahari Implant
Guarantees sexual performance and endurance. |
3 |
0 / C650 |
U |
(+1 modifier to love.) Improves sexual performance! |
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BODYWEAPONS |
Description |
Cyberware
Rating |
Availability/
Retail Cost |
Legality |
System Notes (Damage etc..) |
Scratchers
Sharp, alloy or ceramic fingernails. Can be used in conjunction with either a Drug Reservoir or Poison Gland. |
1 |
0 / C300
per hand |
U |
+1 modifier to unarmed attacks. This option is available as a 0 slot cyber hand upgrade. |
Rippers
The lower two joints on each finger of one hand are replaced with artificial components, although human appearance is maintained. From each of these fingers can be extended a 50mm blade. |
2 |
2 / C1000
per hand |
Cr |
+2 modifier to unarmed attacks. This implant is available as a 1 slot cyber hand upgrade. |
Implanted Fangs
Sharpened, pointed canine teeth. Can be used in conjunction with either a Poison Reservoir or Poison Gland. |
4 |
0 / C500 |
U |
No modifier. |
Retractable Fangs
Sharpened, pointed canine teeth that can be retracted when not in use. Can be used in conjunction with either a Poison Reservoir or Poison Gland. |
5 |
0 / C900 |
U |
No modifier. |
Drug Reservoir
A small container linked to a retractable hypodermic in the index finger, is implanted in the owners hand. It can be used to deliver whatever substance the container holds by touch. The device was originally developed for the medical industry, but has grown in notoriety as a poisoning tool. |
2 |
1 / C500 |
U |
The device can be used in a hand to hand attack delivering an effect dependant on the reservoirs payload. Provides no modifier its self.
Uses 1 upgrade slot.
If loaded with poison the item is considered of Criminal Legality.
A drug reservoir holds 4 applications. It maybe refilled. |
Janglers
50,000 volts/18-26 watt of EMD (Electro-Muscular Disruption) power at your fingertips. Reduces your target to a foetal position at your feet. |
5 |
3 / C2200 |
M/LE |
Hand to Hand Attack: As Jangler (see weapon appendix). This implant is available as a 1 slot cyber hand upgrade. |
Wolvers
Three ceramic or alloy 7-inch blades that erupt from the back of the hand. You've seen those X-Men comics... |
5 |
3 / C3000
per arm |
Cr |
Melee Weapon: 3/+2. Potentially dangerous when used in LRP melee and difficult to phys-rep. Liase with your ref. This implant is available as a one slot cyber arm upgrade. |
Taser Fist
One million volt stun charge administered through metal contacts implanted in the hand. |
3 |
1 / C1100 |
U |
Inflicts 2 points of stun damage. This implant is available as a 1 slot cyber hand upgrade. |
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FASHIONWARE AND EXOTICS |
Description |
Cyberware Rating |
Availability/
Retail Cost |
Legality |
System Notes (Damage etc..) |
Skinwatch
A digital watch implanted just under your skin. |
1 / 2 |
0 / C200 |
U |
Tells the time. |
MoodNails
Nails that always match your outfit. Change at will to a colour of your choice. |
1 / 2 |
0 / C300 |
U |
No modifier. |
Kill Display
A digital display implanted just under your skin in the location of your choice. When used with a gun cam or cyberoptic camera, it display's your current kill tally. Available in 2, 3 or 4 digit readouts. Frowned upon by Law Enforcement personnel, especially if the readout is more than zero. |
2 / 3 |
0 / C300 |
U |
Looks cool. |
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FULL CYBORG BODY CONVERSIONS |
Description |
Cyberware
Rating |
Availability/
Retail Cost |
Legality |
System Notes (Damage etc..) |
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Basic Full Cyborg Conversion (Male or Female models available)
Replaces all of you except your brain and certain vital organs with cybernetic parts. Looks just like the real thing. |
8 |
3 / C20000 |
U |
Upgrade Slots as per individual components. Plus 4 for the torso and 2 for the skull cavity.
Note: This is not a 'Terminator'. The basic model is no stronger than an average human. Upgrades are required to improve performance. |
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Pleasure Being
As above, except custom bodysculpted to the appearance of your choice, and fitted with "optional extras" such as improved tactility and Gigolo/Matahari Implant. |
8 |
3 / C25000 |
U |
Upgrade Slots as per individual components. Plus 2 for the torso and 2 for the skull cavity. |