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Cyberware

Cyberware

Cost

Description

Surgery
Code

Humanity
Loss

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
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 preprogrammed drugs; Information is displayed on a wrist
implant, or linked to a cyberoptic with Times Square Marquee;
+2 to Resist Torture/Drugs tests
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 physicians
MedTech rolls, and +1 to Death Saves
Links a broadcast Biomonitor to a sealed cellular phone
transmitter installed in the users 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
Skin implant similar to a light tattoo; The unit is linked to a
Chip Socket or Interface Plugs; On command it will alter the
skins 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
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
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
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
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
Logo-based light tattoos; Cost is 10 per square centimeter
(20cm2 maximum)

1.5

1d6+1

1d6/2

.5

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 response
to mood (red = anger, yellow = scared, green = jealous, blue =
sadness, pink = sexually attracted, and gray = dead, or just
really bored); 1 arm is 1/2m2 , while a leg is 1m2

1d6/ m2

Type

Fashionware Systems
Biomonitor

100

Biomonitor,
Environmental

400

Broadcast Biomonitor

250

Broadcast Biomonitor
Emergency Link

200

Cammo Skin

500

ChemSkins, Permanent

800

ChemSkins, Temporary

200

ChemSkins, Temporary
Aquatic
CredChip Safety Switch

200

Dermatech Logo-Line
Tattoo
Dermatech Mood Skin

Spec.

100

Spec.

Cyberware

Cost

Description

Surgery
Code

Humanity
Loss

Gene-Teks See-It
Transparent Skin

Spec.

3d6/ m2

Hit Counter

100

Kill Display

100

Leads Show Off Nails

Spec.

Leads Turn On Nails

Spec.

Light Tattoo

Spec.

.5

Light Tattoo,
Programmable

Spec.

.5

NeoPlastic Teeth

800

CR

1d6/2

Nu-Tek TVSkin

600

1d6+4

Nu-Tek TVSkin,
Expanded
Raven MicroCybernetics
Advanced Biomonitoring
System

200

1000/m2 or 7000 for the whole body; Reduces the ATT of


the subject by 1pt for each covered limb that is exposed, and -4
for 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
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
5 x 5 to 15 x 15cm displays stating KILLS:xxx where xxx is
a 3-digit numerical display
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
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
Decorative tattoo that lights up; Cost is 1 per square
centimeter
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
8 front teeth are replaced with memory bioplastics; Can be
linked to a controller or chipware socket to store patterns for
tooth alteration
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
Requires the user to already have Nu-Tek TVSkin covering
their torso; Cost and Humanity Loss are per additional pip

1d6/2

MA

(1d6/2)-1

Replacement Hair,
Animal Fur

500

Replacement Hair,
Feathers

500

Replacement Hair, Fiber


Optic Filaments

250

Replacement Hair, Fiber


Optic Filaments, LightUp

350

Works much like a regular biomonitor; Tracks heart rate, blood


pressure, 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
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
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
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 same
cost and Humanity Loss per pip
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
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 same
cost and Humanity Loss per pip
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 same
cost and Humanity Loss per pip

200

Replacement Hair, Leaves 500


Replacement Hair,
Porcupine Quills

500

Type

Cyberware

Cost

Description

Surgery
Code

Humanity
Loss

Replacement Hair,
Rubber Tubing

250

Replacement Hair, Scales

500

Replacement Hair, Wires

250

Shift Tacts

Spec.

.5

Skinwatch

50

Synthskins

400

1d6

Synthskin, Aquatic

1200

1d6+1

Synthskin Tuning Chip

100

TechHair

Spec.

TechHair, Fireproof
TechHair, Luminescent

+400%
+100%

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 same
cost and Humanity Loss per pip
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
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
Cost is 1d3 x 50 +50; Range from colored contacts to colorchanging, mood-tacts, odd patterns, and logos
Subdermal timepiece; May have day/date display, nightlight,
multi-zone time display, alarm function, or other extras
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
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 and
water temperature
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
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
Modified TechHair will not burn below 5000C; Cost is x5

M
M

2
1d3+1

TechHair, Programmable

+400%

2d6/2

TechHair, RealFeel

+900%

Thieves Light

30

Modified TechHair that emits light; Various colors/patterns


may be chosen; Cost is x2
Modified TechHair designed to change color and style using
DNI control (and change light patterns/colors if luminescent);
Cost is x5
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
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 bodys own
bioelectric field

Customization
For Cybernetic Systems
Ground-Fault Circuit
Interrupt

+20%

Custom Cyberware

+300%

Electromagnetic
Shielding, Audio System

+200%

Electromagnetic
Shielding, Implant

+100%

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 GFCIs 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
Designed to the specifications of the purchaser; +2 on
Wardrobe and Style
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
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%

Type

Cyberware

Cost

Description

Surgery
Code

Humanity
Loss

System
Electromagnetic
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
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%

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
Varies from 20 to 5000, depending on the size and style;
Add 2000 to the cost if the object is already implanted
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
Color change coating for cyberlimbs

N
N

1d2
0

N
N

1d6-1
0

N
N

0
0

1d6

1d6

CR

3d6

Electromagnetic
Shielding, Fashionware/
Neuralware System
Electromagnetic
Shielding, Optical System

+100%

Etched Design

Spec.

Hardening

+20%

Limblite
Limblite Control Chip

750
700

Limblite Processor
Unusual Coloration

1000
Spec.

Unusual Optic Coloration


Waterproofing

50
+200%

Wetwiring

+200%

+200%

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
Dedicated coprocessor for the Limblite system
Cost is 25 per 5.25cm2 covered, or 50 for eyes; Add 2000
to the cost if the object is already implanted
Add 2000 to the cost if the object is already implanted
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 in
any port city); Waterproofed limbs gain a cumulative +1 EV
per limb
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 find
wetwired systems on the street, Difficult (20) in very large port
cities (can be found openly in any port city with corporate
connections)

Neuralware Systems
Neuralware Processor

1000

Advanced Chipware
Coprocessor

2000

Advanced Cortical
Implant

150,000

Basic neuralware processor installed in the base of the skull or


spine, it is required for any kind of neuralware implant or
interface
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)
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 daddys use
are applied; Daddy 3: User controls all sleep functions, setting
sleep 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

Type

Cyberware

Cost

ASP Sensory Recording


Suite

800

ASP Sensory Recording


Suite, Deluxe

3500

Balance Processor
Neuralware Coprocessor

850

Berzerkoid Pain
Stimulator Neuralware
Coprocessor

1200

BioMai Impact Booster


1200
Reflex Coprocessor, Lvl. 2
Bodyweight Pacemaker
Coprocessor

150

Braindance Adapter
Coprocessor
Braindance Plugs

100

Cetaceanware Dolphin
Brain Neural
Coprocessor

500

Chipware Socket

200

Chipware Socket
NanoMemory Upgrade

6500

Coryimbic Implant
Neuralware Processor

3000

Coryimbic Implant

6000

200

Description
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 no
memory of actions undertaken while under the daddys
influence, and may take several weeks to recover from damage
he causes himself during this period
Requires some type of sensory boost and either a Chipware
Socket or Interface Plugs; Links into all of the users
cybernetic senses; Records broadcast quality ASP from each
boosted sense (Cannot handle feed from unmodified senses); A
standard 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)
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 full
Sensory 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
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
Berserking coprocessor over-stimulates the users 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 recover
from damage he causes himself during this period
Adds +2 to the users REF; Activated system, it requires 1 full
Turn to activate, 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
Restarts the users 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)
Adds an adapter and coprocessor to the users chipware socket,
allowing the user to play Braindance chips on his chipsocket
Allows the user to plug in to a Braindance recording deck;
Must be located at the base of the brain
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
Holds up to 10 APTR, MRAM or utility chips; will not work
with Personality Modules (Moddies) or Coryimbic Implant
Chips (Daddies)
May be used with a standard Chipware Socket, or with the
Coryimbic Implant; Backside cache reduces information seek
time for chipware installed in the users socket, adding +1 to
all tests for chipped skills
Advanced neuralware processor installed on the users 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
Advanced neuralware processor installed at the base of the
skull, it performs the functions of the basic Neuralware

Surgery
Code

Humanity
Loss

1d6

1d6

1d6

3d6

2d6

1d6

2d6

1d6/2

1d6

2d6

1d6

Type

Cyberware

Cost

Neuralware Processor,
Camouflaged
Coryimbic Implant
Neuralware Coprocessor,
Moddy Link
Covert Interface Plugs

100

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

1500

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

3000

250

Cybertronic Improved
7200
Neuralware Pipeline
Cache
Cybertronic TAG (Target
Acquisition Gunnery)
Coprocessor

3000

Draconian Technologies
Cyberbrain

10000

Draconian Technologies
Cyberbrain, Deluxe

15000

Description
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)
Advanced neuralware coprocessor installed in the users
coryimbic implant, it allows the implant to access Personality
Modules (Moddies)
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
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
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 traditional
spotter 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; Requires
a Video Imager or HUD with smartlink, and Cyberaudio or
equivalent radio system
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
Requires the user have CLAN enhancement, and that the
person being linked to also have CLAN, as well as a cybernetic
limb 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

Surgery
Code

Humanity
Loss

1d3/Pair

1d6

1d6

MA

1d6

MA

2d6+1

CR

2d6

CR

3d6

A 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
A 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

Type

Cyberware

Cost

Draconian Technologies
Wired Reflexes

Special

DSI Mag-Duct Spots


Induction Interface

220

Electronic Sex Neural


1000
Coprocessor and Network

Feintware Coprocessor

1000

Ferranti Speedware
Reflex Coprocessor

1600

Integral Neuromotor
Wiring, Level 1

1500

Integral Neuromotor
Wiring, Level 2

3000

Description

Uses 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 (Initiativebased), 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
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)
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 physical
contact; 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 (Special
sites have been set up for this purpose); Requires an Interface
Plug and Neural Processor
Allows the user to slow heart beat and respirations to neardeath 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)
Adds +3 to the users 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
With this process, the motion centers of the brain are improved
with 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 useful
applications 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
With this process, the motion centers of the brain are improved
with 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 useful
applications 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

Surgery
Code

Humanity
Loss

CR

Special

1d6/2

MA

1d6+1

2d6

1d6/2

CRx2

1d6

CRx2

2d6

Type

Cyberware

Cost

Integral Neuromotor
Wiring, Level 3

6000

Integral Neuromotor
Wiring, Level 4

12000

Intel 740X Improved


Neuralware Coprocessor

1500

Intel 780X Improved


Neuralware Coprocessor

3000

Interface Coprocessor,
Cybermodem Link
Interface Coprocessor,
Dataterm Link

100

Interface Coprocessor,
Death Trance Inducer

1200

Interface Coprocessor,
Lifesaver

200

Interface Coprocessor,
Machine/Tech Link

100

100

Description
worst of the two results; Cannot be combined with any other
REF-enhancing cyberware, bioware or nanotech systems
With this process, the motion centers of the brain are improved
with 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 useful
applications 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
With this process, the motion centers of the brain are improved
with 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 useful
applications 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
Advanced neuralware coprocessor attached to the users
neuralware processor; The improved processor is optimized for
use 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
Advanced neuralware coprocessor attached to the users
neuralware processor; The improved processor is optimized for
use 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
Allows the user to directly connect to a cybermodem, allowing
for netrunning
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
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
Requires the user to have Neuralware and some other
cybernetic options; The Lifesaver coprocessor is used to link
the users 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 users pre-paid medical
strike service to his location and medical status; Linked to a
Pacemaker and the above cyberaudio systems, it can alert if the
users heart has stopped; Linked to a Biomonitor and
Autoinjector, it can trigger the use of appropriate drugs under
whatever physiological conditions the user specifies
Allows the user to directly access and control autofactories,
machinery, and small appliances equipped for Smart
operation

Surgery
Code

Humanity
Loss

CRx2

3d6

CRx2

4d6

1d6/2

1d6/2+2

1d6

Type

Cyberware

Cost

Description

Surgery
Code

Humanity
Loss

Interface Coprocessor,
Net-Node Access

100

Interface Coprocessor,
NuTek TV Link
Interface Coprocessor,
Smartgun Link
Interface Coprocessor,
Smartgun Link, MSS2
Compliant
Interface Coprocessor,
Surge Regulator

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
Allows the user to receive HDTV broadcasts, and displays
them on the users TVSkin, Video-Imager Eye, or other
interfaced display device
Allows the user to directly access a Smartgun systems,
allowing him to take advantage of the Smartguns +2 to ACC

200

Allows the user to directly access a Smartgun systems,


allowing him to take advantage of the Smartguns +2 to ACC;
Fully compliant with the new MSS2 protocol stack

350

Interface Coprocessor,
Universal Link
Interface Coprocessor,
Vehicle Link
Interface Plugs

400

Gray-Market Neuralware allows user to resist electricallybased stunners and neural interrupters, as well as paralysis
chips, by isolating the part of the body effected; Torso or head
hits cannot be isolated
Combines the coprocessors for a Cybermodem, Machine/Tech,
Smartgun and Vehicle Link into a single system

100

Allows the user to directly access and control vehicles


equipped for Smart operation at +2 to all Drive/Pilot tests

200

1d6/Pair

Interface Plugs, MultiLink, Double

300

MA

1d6+1/Pair

Interface Plugs, MultiLink, Triple

400

MA

1d6+2/Pair

Interface Plugs, MultiLink, Quad

500

MA

1d6+3/Pair

Kerenzikov Boosterware
Reflex Coprocessor, Level
1
Kerenzikov Boosterware
Reflex Coprocessor, Level
2
Kiroshi Model 100
Interface Plugs

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
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
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
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 the
user to be linked to 4 different items, but only one can be
active in a round
Adds +1 to the users Initiative rolls; Always on; May boost
Initiative to higher than 10; Compatible with Boostmaster
Controller

1d6

1000

Adds +2 to the users Initiative rolls; Always on; May boost


Initiative to higher than 10; Compatible with Boostmaster
Controller

2d6

1000
(new) or
100
(used)
650

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
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

MA

2d6

1d6/2

2500

Adds +4 to the users Initiative rolls; Always on; May boost


Initiative to higher than 10; Compatible with Boostmaster
Controller
Adds +4 to the users Initiative rolls; Activated system, it
requires 1 full Turn to activate, and lasts for 5 full Turns; The

4d6

3d6

Kiroshira Boostmaster
Reflex Coprocessor
Controller
Lantech Reaction Booster
Lantech Speedware

100

2250

Type

Cyberware

Cost

Booster, Activated
LiveWires Interface Plugs 400

LiveWires Interface
Plugs, Body Implant

200

Locutus Spinal Integrated Varies


SkilPak

Lucent Pro Improved


Neuralware Coprocessor

2100

Lucent T1 Improved
Neuralware Coprocessor

800

Lucent T1 Ultra
Improved Neuralware
Coprocessor

1500

Lucent T2 Improved
Neuralware Coprocessor

2250

Description
user requires a 2-Turn cool-down period between activations;
May boost Initiative to higher than 10; Compatible with
Boostmaster Controller
Prehensile, memory-plastic-sheathed Interface Cables hardwired 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
Prehensile, memory-plastic-sheathed Interface Cables hardwired 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
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 Chipware
Socket 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: Tae
Kwon 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
Advanced neuralware coprocessor attached to the users
neuralware processor; The improved processor is optimized for
use with Cyberoptic targeting systems, adding +1 to firing tests
using these systems; Only one Improved Neuralware
Coprocessor may be installed at any time
Advanced neuralware coprocessor attached to the users
neuralware processor; The improved processor is optimized for
use with Cyberaudio systems, adding +1 to any audio
Awareness tests using these systems; Only one Improved
Neuralware Coprocessor may be installed at any time
Advanced neuralware coprocessor attached to the users
neuralware processor; The improved processor is optimized for
use with Cyberaudio systems, adding +2 to any audio
Awareness tests using these systems; Only one Improved
Neuralware Coprocessor may be installed at any time
Advanced neuralware coprocessor attached to the users
neuralware processor; The improved processor is optimized for
use with Cyberaudio and Cyberoptic systems, adding +2 to any
audio or visual Awareness tests using these systems; Only one
Improved Neuralware Coprocessor may be installed at any
time

Surgery
Code

Humanity
Loss

2d6

2d6

1d6/3

1d6/2+1

1d6/2

1d6/2+2

1d6/2+3

Type

Cyberware

Cost

Description

Surgery
Code

Humanity
Loss

MicroTech Neuralware
Coprocessor, Math
MicroTech Neuralware
Coprocessor, Spacial
Awareness
MicroTech Neuralware
Coprocessor, Visual
Cortex
Militech Cyber-Detection
Computer

2000

Coprocessor installed alongside the user's Neuralware


Processor; Gives the user a permanent +1 bonus to
Mathematics (can be raised above 10)
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

CR

1d6-1

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

3000

1d6+3

Motorola Acebuster
Improved Neuralware
Coprocessor

3800

1d6+2

Motorola Comet
Improved Neuralware
Coprocessor

2175

1d6/2+2

Motorola Fireball
Improved Neuralware
Coprocessor

1250

1d6/2

Nerve Link

200

Nerve Replacement

100

Neural Accelerator

1000

Requires a Machine/Tech link; Can link input from up to 4


different non-visual sensory systems, process the data received,
and signal the targets 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
systems effects are determined by the Referee
Advanced neuralware coprocessor attached to the users
neuralware processor; The improved processor is optimized for
use 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
Advanced neuralware coprocessor attached to the users
neuralware processor; The improved processor is optimized for
use 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
Advanced neuralware coprocessor attached to the users
neuralware processor; The improved processor is optimized for
use 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
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
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
Combines neural rewiring and implanted data transfer modules
to 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

1d3

Neural Computer

3000

CR

4d6

4000

INT 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 not
require 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 can
be 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 head
away 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,

Type

Cyberware

Cost

Neural/Audio ULF
Transciever

200

Neural/Audio ULF
Transciever Antenna
Implantation
Olfactory Boost
Coprocessor

50

Olfactory Level Damp


Coprocessor
Optic Nerve Chip
Coprocessor

200

Overlay Processor

800

Owari Hardwiring Reflex


Coprocessor, Lvl. 1

300

Owari Hardwiring Reflex


Coprocessor, Lvl. 2

800

Owari Hardwiring Reflex


Coprocessor, Lvl. 3

1200

Pain Editor Coprocessor

200

Positronic Enhancer

2000

100

250

Description

Surgery
Code

Humanity
Loss

1d6/2

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 targets part to reduce his scent; May be turned
on/off in one turn
Cut out extreme levels of scent, including stench and stink
bombs; Also cuts out very strong tastes

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 reduced
by 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 and
Video 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
A minute processor installed between the user's optic nerve and
Interface 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
Adds +1 to the users 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 Boostmaster
Controller
Adds +2 to the users 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 Boostmaster
Controller
Adds +3 to the users 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 Boostmaster
Controller
Tunes out heat, cold and pain perception; All Endurance tests
and Stun/Shock saves are made at 2 levels lower difficulty
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

MA

1d3

2d6

4d6

6d6

2d6

MA

1d6

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
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 users Interface Plug (may be
installed in a cyberlimb, as well)
Implants the Neural/Audio ULF Transceiver into a cyberlimb,
taking a single option slot

Type

Cyberware

Cost

Raven Microcybernetics
Supercompact
Braindance Recorder
Coprocessor
Rocket Performance
SpeedBoost Coprocessor,
Rocket One (Level 1)
Rocket Performance
SpeedBoost Coprocessor,
Rocket One Booster

15000

Rocket Performance
SpeedBoost Coprocessor,
Rocket On (Level 3)

2000

Rocket Performance
SpeedBoost Coprocessor,
Rocket On Booster

2500

Rocket Performance
SpeedBoost Coprocessor,
Rocket Steady (Level 5)

3000

Sadler and Thompson


Technologies Eye-Hand
Coordinator Coprocessor

750

Sadler and Thompson


Technologies Reflex Boost
Coprocessor, Lvl. I
Sadler and Thompson
Technologies Reflex Boost
Coprocessor, Lvl. II
Sadler and Thompson
Technologies Reflex Boost
Coprocessor, Lvl. III
Sadler and Thompson
Technologies Reflex Boost
Coprocessor, Lvl. IV
Saint Stephen Impact
Booster

1000

Sandevistan Speedware
Reflex Coprocessor

1600

Description
epileptic seizure (totally disabling the character for 1d6
minutes)
Can record up to 2 hours (10 MU) of Braindance footage; Fits
across the back of the skull

Surgery
Code

Humanity
Loss

CR

2d6

800

Coprocessor chip; Adds +1 to the users Initiative; Always


active; May boost Initiative to higher than 10; Not compatible
with Boostmaster Controller

1d6

1500

Coprocessor chip; Adds +2 to the users Initiative; Always


active; May boost Initiative to higher than 10; Not compatible
with Boostmaster Controller; Upgrade from lower level Rocket
SpeedBoost costs the difference between the systems +500;
and Humanity Loss equal to 1d6 per level difference
Coprocessor chip; Adds +3 to the users Initiative; Always
active; May boost Initiative to higher than 10; Not compatible
with Boostmaster Controller; Upgrade from lower level Rocket
SpeedBoost costs the difference between the systems +500;
and Humanity Loss equal to 1d6 per level difference
Coprocessor chip; Adds +4 to the users Initiative; Always
active; May boost Initiative to higher than 10; Not compatible
with Boostmaster Controller; Upgrade from lower level Rocket
SpeedBoost costs the difference between the systems +500;
and Humanity Loss equal to 1d6 per level difference
Coprocessor chip; Adds +5 to the users Initiative; Always
active; May boost Initiative to higher than 10; Not compatible
with Boostmaster Controller; Upgrade from lower level Rocket
SpeedBoost costs the difference between the systems +500;
and Humanity Loss equal to 1d6 per level difference
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
Coprocessor chip; Adds +1 to the users REF; Always active;
May boost REF to higher than 10; Compatible with
Boostmaster Controller

2d6

3d6

4d6

5d6

1d6

2d6

4000

Coprocessor chip and nanotech nerve enhancement; Adds +2


to the users REF; Always active; May boost REF to higher
than 11; Compatible with Boostmaster Controller

4d6

9000

Coprocessor chip, nanotech nerve enhancement, and reflex


subprocessor installation; Adds +3 to the users REF; Always
active; May boost REF to higher than 12; Compatible with
Boostmaster Controller

MA

6d6

16000

Coprocessor chip, nanotech nerve enhancement, reflex


subprocessor installation and nerve trunk fiber replacement;
Adds +4 to the users REF; Always active; May boost REF to
higher than 13; Compatible with Boostmaster Controller

MA

8d6

600

Adds +1 to the users 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 of
the Santistevan system
Adds +3 to the users 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
Adds +1 to the users REF; Activated system, it requires 1 full
Turn to activate, 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;
Compatible with Boostmaster Controller

1d6/2

1d6/2

1d6

Santistevan Hardwiring
600
Reflex Coprocessor, Lvl. 1

Type

Cyberware

Cost

Santistevan Hardwiring
1600
Reflex Coprocessor, Lvl. 2
Scent Memory
Coprocessor
Scent Memory
Coprocessor
Enhancement
Sensewear Braindance
Plug

200

Sensewear Braindance
Editor Coprocessor

2000

Sensewear Braindance
Recorder

1000

Sensewear Braindance
Storage Module

600

Sensory Boost
Coprocessor

1000

S5 Micro 80 Improved
Neuralware Coprocessor

800

S5 Micro 90 Improved
Neuralware Coprocessor

1500

Sony Corsair Improved


Neuralware Coprocessor

1600

Sony Corsair Gold


Improved Neuralware
Coprocessor

3300

Subdermal Interface
Smartgun Link

220

50
250

Description

Surgery
Code

Humanity
Loss

Type

Adds +2 to the users REF; Activated system, it requires 1 full


Turn to activate, 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;
Compatible with Boostmaster Controller
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
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

2d6

1d6

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.
Installed alongside a Sensewear Braindance Plug (required for
use), this coprocessor allows a user to edit the Braindancerecorded 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.

1d3

1d2

1d6

N or
none

1d6

1d6/2

1d6/2+2

1d6/2

1d6/2+2

1d6/2

Allows the wearer to record all their five senses; The recorder
unit makes a copy of everything the wearer sees and feels - and
to 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.
2 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
Neuralware coprocessor attached to the users neuralware
processor; The processor improves the users ability to process
incoming sensory information, adding +1 to any visual,
auditory, or olfactory Awareness tests; May be turned off at
will
Advanced neuralware coprocessor attached to the users
neuralware processor; The improved processor is optimized for
use with Cyberoptic systems, adding +1 to any visual
Awareness tests using these systems; Only one Improved
Neuralware Coprocessor may be installed at any time
Advanced neuralware coprocessor attached to the users
neuralware processor; The improved processor is optimized for
use with Cyberoptic systems, adding +2 to any visual
Awareness tests using these systems
Advanced neuralware coprocessor attached to the users
neuralware processor; The improved processor is optimized for
use with Cybermodem systems, adding +1 to any tests using
these systems; Only one Improved Neuralware Coprocessor
may be installed at any time
Advanced neuralware coprocessor attached to the users
neuralware processor; The improved processor is optimized for
use with Cybermodem systems, adding +2 to any tests using
these systems; Only one Improved Neuralware Coprocessor
may be installed at any time
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

Cyberware

Cost

Surgery
Code

Humanity
Loss

1d6

Links a Tactile Boost system into the users pleasure center;


Addictive (-3 to resist) and Illegal to perform (Priority 3 crime)
By stepping down large-scale sensations, the Tactile Boost can
serve as a Pain Editor; +1 to Stun/Shock saves while the unit is
in use
Removes safety link from the users 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)
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
Allows the user to record and recall up to 10 tastes; Taste
memory is compatible with a Taste Boost system

1d6

1d6

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

800

Requires a Neural Processor, two Cyberoptics, each with Video


Imager, 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
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 noncybernetic version
Advanced neuralware coprocessor attached to the users
neuralware processor; The improved processor is optimized for
use with MRAM Chipwear systems, adding +1 to any TECHbased tests for skills from chip; Only one Improved
Neuralware Coprocessor may be installed at any time
Advanced neuralware coprocessor attached to the users
neuralware processor; The improved processor is optimized for
use with AP/TR Chipwear systems, adding +1 to any MAbased tests for skills from chip; Only one Improved
Neuralware Coprocessor may be installed at any time
Advanced neuralware coprocessor attached to the users
neuralware processor; The improved processor is optimized for
use with AP/TR Chipwear systems, adding +1 to any BODbased tests for skills from chip; Only one Improved
Neuralware Coprocessor may be installed at any time
Advanced neuralware coprocessor attached to the users
neuralware processor; The improved processor is optimized for
use with MRAM Chipwear systems, adding +1 to any EMPbased tests for skills from chip; Only one Improved
Neuralware Coprocessor may be installed at any time
Advanced neuralware coprocessor attached to the users
neuralware processor; The improved processor is optimized for

1d6/2

1d6/2

1d6/2

1d6/2

1d6/2

1d6/2

Plugs/Coprocessor
Tactile Boost Coprocessor

100

Tactile Boost
Coprocessor,
Discretionary
Tactile Boost Linkage

350

Tactile Boost Pain


Control
Tactile Boost Sensation
Overload

200

Taste Boost Coprocessor

100

Taste Memory
Coprocessor
Taste Memory
Coprocessor
Enhancement
Techtronica Echolocation
System Coprocessor

200

3-Com Cybernetic
Wireless Cybermodem
Interface

350

3-Com Delta Improved


Neuralware Coprocessor

1700

3-Com Fast-Break
Improved Neuralware
Coprocessor

1350

3-Com Force Improved


Neuralware Coprocessor

1850

3-Com Harmony
Improved Neuralware
Coprocessor

1900

3-Com Iceman Improved

1900

150

450

Description
only gives the user a +1 to ACC (may be overcome with Low
Impedance Cables)
Adds +2 to touch-based Awareness tests; May be turned on/off
in one turn; While on, it subtracts a -2 penalty from
Stun/Shock consciousness saves
Adds +2 to touch-based Awareness tests; May be turned on/off
in 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

Type

Cyberware

Cost

Neuralware Coprocessor
3-Com Sportage
Improved Neuralware
Coprocessor

1850

3-Com Unity Improved


Neuralware Coprocessor

1700

Ubermensch Pain Editor


Coprocessor
Ubermensch Speedware
Reflex Coprocessor

200

Visual Coprocessor

450

Weaponmasters
Lockdown Coprocessor

300

Wirehead Unit, Happy


Box Coprocessor

1500

1600

WuTek Hardwiring
600
Reflex Coprocessor, Lvl. 1
WuTek Hardwiring
1600
Reflex Coprocessor, Lvl. 2
WuTek Hardwiring
2400
Reflex Coprocessor, Lvl. 3

200

100

Zerobatics Zero-G
Maneuvering
Coprocessor

Zerobatics Zero-G

Description
use with MRAM Chipwear systems, adding +1 to any COOLbased tests for skills from chip; Only one Improved
Neuralware Coprocessor may be installed at any time
Advanced neuralware coprocessor attached to the users
neuralware processor; The improved processor is optimized for
use with AP/TR Chipwear systems, adding +1 to any REFbased tests for skills from chip; Only one Improved
Neuralware Coprocessor may be installed at any time
Advanced neuralware coprocessor attached to the users
neuralware processor; The improved processor is optimized for
use with MRAM Chipwear systems, adding +1 to any INTbased tests for skills from chip; Only one Improved
Neuralware Coprocessor may be installed at any time
Tunes out heat, cold and pain perception; 75% (Roll d100) of
Endurance tests and Stun/Shock saves are made at 2 levels
lower difficulty
Adds +2 to the users 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
Combines the information from Cyberoptic systems, producing
a 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)
Allows the user to triangulate the position of a shooter,
including a graphic of the bullets trajectory and a visual
reticule over the firers 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 users Awareness test to find
the shooter
Directly stimulates the users 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
Adds +1 to the users REF; Activated system, it requires 1 full
Turn to activate, 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;
Compatible with Boostmaster Controller; Licensed copy of the
Santistevan system
Adds +2 to the users REF; Activated system, it requires 1 full
Turn to activate, 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;
Compatible with Boostmaster Controller; Licensed copy of the
Santistevan system
Adds +3 to the users REF; Activated system, it requires 1 full
Turn to activate, 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;
Compatible with Boostmaster Controller; Licensed derivative
of the Santistevan system
A nerve signal and muscle action coordinator which adjusts the
user'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.
Additional software and processor upgrade; Boosts and
emphasizes the motor nerve signals for use in heavy gravity or

Surgery
Code

Humanity
Loss

1d6/2

1d6/2

2d6

1d6/2

1d6

1d6

2d6

3d6

1d6

Type

Cyberware

Cost

Description

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.

ACME/Bodyweight
Oxystor Lung Implant

1200

Active Sound Mask

2000

Adrenal Booster

400

Advanced Audio Systems


Wearman Mk. II
Advanced Audio Systems
Doc Richter Seismic
Detector

200

Advanced Idea
Mechanics LethalEye
Fingertip Implant

1000

Advanced Idea
Mechanics LethalEye
Battery/Laser Implant

3000

Artificial Joint, Plastic

125

Artificial Joint, Titanium

300

Audio/Video Tape
Recorder

300

Backup Heart

1000

Berzerkoid Pain

1400

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
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 surroundsound system
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
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
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 users Times Square
Marquee or other linked display
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
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 a
rate 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
Plastic joints melded and pinned to the natural bones around
them and completely replacing the old joint; These stats are for
elbows, shoulders, knees and hips; Smaller joints like knuckles
can also be replaced, with few (if any) game effects; Reduce
damage from joint-lock style holds to the implant location by 1
point
Titanium joints melded and pinned to the natural bones around
them and completely replacing the old joint; These stats are for
elbows, shoulders, knees and hips; Smaller joints like knuckles
can also be replaced, with few (if any) game effects; Reduce
damage from joint-lock style holds to the implant location by 2
points, add +1 to Damage from HtH attacks using the joint as a
contact point, and increase the damage needed to destroy the
joint by 1 point
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
A small artificial heart located in the chest, close to the primary
heart; 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)
Berserking system over-stimulates the users pain centers; This
allows the user to ignore Stun saves and Wound Penalties; The

Surgery
Code

Humanity
Loss

MA

1d6+1

MA

2d6

2d6

2d6

CR

1d6

CR

2d6

.25

.5

CR

1d6/2

MA

3d6

Type

Implant Systems

220

N/A

Cyberware

Cost

Stimulator

BioMai WetWare Drive

320

Bodyweight Autoinjector

750

Bodyweight Autoinjector,
Biomonitor Linked

200

Bodyweight Brain
Survival System

5000

Bodyweight Decentralized 1300


Heart
Bodyweight Nasal Filters

60

Bodyweight Pacesetter
Sport Heart

900

Bodyweight Pacesetter
2000 Overdrive Heart

985

Bodyweight Pacesetter
Variable-Chambered
Heart Option

450

Bodyweight Vein Clips

700

Description
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 recover from damage he causes
himself during this period
1 MU of memory storage; Not accessible to the user;
Download/Upload through Interface Plug; May be code locked
to prevent access (Cost as for Code Gate)
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
Links the Autoinjector to the users Biomonitor; The
Biomonitor will then activate the Autoinjector in response to
pre-programmed stimuli (unconsciousness, extreme stress,
heart failure, etc)
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 the
head to emergency life support, ensuring the brain's survival
for transplantation into a new host body or biopod
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
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 the
nose (Circular Breathing chip for 200 makes this a reflexive
habit)
Boosts MA and BOD by +1 after activation (1 Round); Affects
Run/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
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
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 suffer
a stroke (Mortal 1 wound state, and save vs. LUCK for each of
INT, TECH, COOL, EMP, and REF or lose 1d6 points from
any stat the save is failed against; Therapy to recover these lost
points takes 2 months per lost point)
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)

Surgery
Code

Humanity
Loss

MA

1d6

1d6/2

CR

1d6

CR

1d6+4

MA

1d6

MA

1d6

1d6/2

MA

1d6

Type

Cyberware

Cost

Description

Surgery
Code

Humanity
Loss

Bodyweight/Raven
MicroCybernetics
Enhanced Lungs, Series 1

1000

MA

1d6

Bodyweight/Raven
MicroCybernetics
Enhanced Lungs, Series 2

5000

CR

1d6

Bodyweight/Raven
MicroCybernetics
Enhanced Lungs, Series 3

7500

CR x2

1d6+2

BoozeMaster

100

BoozeMaster Biomonitor
Coprocessor
Carbide Cutting Edges,
Teeth
Chemical Analyzer

75

1d6/2

Color Gland Control, Eye

250

CYBERMATRIX
WetDrive
CYBERMATRIX
WetDrive Memory
Upgrade
CYBERMATRIX
WetDrive Access Link
Coprocessor
Cyber-Optic Eye Patch

320

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 users Area 3
takes more than 5 points of penetrating damage, massive
internal hemorrhage and possible pneumothorax (treat as a
Critical Wound)
Replaces users lungs with synthetic rebreather system; Allows
user 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
users 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)
Replaces users lungs with active fluorine breather reservoir;
Gills are implanted in the users neck; MDD 1000m; Prevents
lung hemorrhaging and nitrogen narcosis; User may breathe air
or water; If the users 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)
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
Implanted Blood Alcohol Count monitor; Adds +1 to Resist
Torture/Drugs to resist the effects of alcohol; Reads out to the
users Biomonitor
Carbide edges on the bite surfaces of the teeth allow the user to
apply cumulative bite damage against the SP and SDP of an
object; Users bites cause Blade damage
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
Change eye color to any other preprogrammed color in 1d6
minutes
1 MU of memory storage; Not accessible to the user;
Download/Upload through Interface Plug; May be code locked
to prevent access (Cost as for Code Gate)
1 MU of additional memory storage for the Wet Drive system

MA

1d6

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

1d6/2

330

2d6/3

Cyber-Sniffer E-Monitor

185

CyberSpider

1900

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
Built-in barometer and monitor for atmospheric content; Can
detect drops in pressure and air quality with 90% accuracy
through sampling or users symptoms; Price includes EMP
hardening
The CyberSpider is implanted in the users upper torso,
attached to the spine/ribcage; 4 articulated legs unfold from the
back 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

500
200

175

Type

Cyberware

Cost

Cybertronic Damage
Compensators

2500

Cybertronic EMF
Detector

400

Cybertronic/Raven
MicroCyb EMF Imaging
System

650

Cybertronic/Raven
MicroCyb EMF Imaging
System, Directional

600

Cybertronic/Raven
MicroCyb EMF Imaging
System, Universal

750

Cybertronic Implant
Battle Computer

3000

Cybertronic Nanofactory
System

60000

Cybertronic Skull Sheath

5000

Death Trance Inducer


Implant

1400

Description
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
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
Allows user to detect electromagnetic field from electronic
devices of all types; Range is .5 meters; Adds +2 to attempts to
detect 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
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
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
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
INT 6 computer processor linked into all of the users senses,
nervous system and cyberware; Technical files and body
language co-processor constantly evaluate the users
surroundings, listing any obvious vehicles, weapons and
cybernetics directly into the users 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 users weapon and the targets mass and armor
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
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
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

Surgery
Code

Humanity
Loss

MA

1d6

MA

1d6

MA

1d6

MA

1d6

MA

2d6

2d6-1

CR

3d6

1d6

Type

Cyberware

Cost

Dermal Mesh

1000/Lvl

Dermatech Cam-O-Skin

850

Digital Recorder

200

Draconian Technologies
LifeLine System

12000

Draconian Technologies
LifeLine System,
Emergency Call Link
Draconian Technologies
LifeLine System, Linked
Auto-Injector

200

Draconian Technologies
LifeLine System, Deluxe

18000

Dynalar Technologies

24000

750

Description
after a preset time limit
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 2
being 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
Series of skin implanted nanotech reservoirs linked to
Neuralware Tech/Machine Link or external control pad; On
command they will alter the skins color to match one of 8
different camouflage patterns (The wearer should either be
wearing similar camouflage, or be nude); Observers are at -1 to
Awareness 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
Records to Digital Audio/Visual Chip; Can record from built-in
microphone, or can be linked to internal or external digital
systems such as cameras; 5-chip socket, stored in a subdermal
pouch
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
Links the LifeLine System to an emergency cellular transmitter
that 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)
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 chosen
drug 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
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 user
reaches 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
Installed in two incremental steps; Sheaths skeleton in a
stainless steel and myomer framework; Increase BOD-related

Surgery
Code

Humanity
Loss

Varies

1d6/3 per
Lvl

1d6/3

3d6-2

CR

3d6+2

2 x SCR

4d6+2

Type

Cyberware
Endo-Frame
CyberSkeletal
Enhancement
Dynalar Technologies
Orbital Alloy EndoFrame CyberSkeletal
Enhancement
FaceMorph System

Cost

Description

Surgery
Code

Humanity
Loss

Type

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;

50000

Installed in two incremental steps; Sheaths skeleton in a orbital


alloy 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

2500

Uses nanotechnology and simple bioware to change the


structure of the user's face; Allows user to change original ATT
by +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
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
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

MA

2d6

1d6+1

1d6/2

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 treatment
for a wound); If the trigger works, roll 1d10; On a one, the user
becomes 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
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 bodys own bioelectric
field
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 bodys 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)
Small battery and recharger (linked to bodys 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)
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
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

1d6

1.5

2d6+1

MA

2d6

Feature Alteration
Implants
Feature Alteration
Implants, Improved
System
Feel-Good Endorphin
Trigger

3500

Flashlight Implant

90

Flashlight Implant,
Strobe

150

Flashlight Implant
Subdermal Battery

250

Gastric Pouch

400

GE/MCI Worldnet
Handphone

800

800
500

Cyberware

Cost

Description

Surgery
Code

Humanity
Loss

Gills, Advanced

4000

MA

3d6

Gills, Freshwater

400

MA

3d6

Gills, Saltwater

600

MA

3d6

Gills, Toxin Filters

200

GPS Module

450

GPS Module with Screen

600

1d6/2

Heartsponge

500

MA

Heartsponge, Cyberheart

500

Implantable
CardioverterDefibrillator

2150

MA

1d6

Implant CyberDoc

3500

MA

1d6+3

Implant Defibrillator

750

MA

1d6/2+1

Improved Nasal Filters

200

Independent Air Supply

300

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 the
dissolved 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
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
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
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
Determine users position to within 17cm; Links to Times
Square Marquee to display coordinates, or Times Square Plus
to display coordinates and actual map
Determine users position to within 17cm; Links to Subdermal
Screen (included) to display coordinates and actual map
Small pacemaker installed in the heart; Alters heartbeat pattern
to fool biosensors and other systems that lock onto a heartbeat
Pacemaker chip installed in the Cyberhearts controller; Alters
heartbeat pattern to fool biosensors and other systems that lock
onto a heartbeat
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
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
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
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)
Implanted in the users lung, this implant allows the user to

MA

2d6

Type

Cyberware

Cost

Independent Air Supply+

600

Independent Air Supply,


Alternate Breathing
Medium

200

International Electric
Life-After-Death
System

4500

International Electric
Life-After-Death
System, Black Market

7500

Kiroshi OptiShields

300

Kiroshi OptiShields
Option, Infrared

250

Kiroshi OptiShields
Option, Low-Lite

200

Kiroshi OptiShields
Option, Teleoptics
Kiroshi OptiShields
Option, Time/Day Display
Kiroshi OptiShields
Option, Times Square
Marquee
Kiroshi OptiShields
Option, Zetatech Times

150

Description
hold his/her breath for 25 minutes of relative inactivity, or 10
minutes of exertion
Similar to the Independent Air Supply, but implanted in both of
the users lungs; Allows the user to hold his/her breath for 50
minutes of relative inactivity, or 20 minutes of exertion
The users 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+)
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 NanoSurgeons
wait 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
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 users senses, nervous system
and cyberware, 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 NanoSurgeons wait 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 muscles;
Technical files and body language co-processor constantly
evaluate the computers surroundings, warning of any obvious
vehicles, weapons and cybernetics at Awareness 5; The system
can 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 after
the system comes online; Most users are unaware the system
has been installed, and do not suffer humanity loss as a result
Covers the users eyes with a wrap-around armored visor; SP 8
to 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
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
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)
Acts as a 20x telescope

Surgery
Code

Humanity
Loss

MA

2d6

CR

1d6/3

CR

1d6/2

1d6+2

.5

.25

.25

100

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

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)

.5

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

Type

Cyberware
Square Marquee+
Kiroshi OptiShields,
Removable

Cost

Description

Surgery
Code

Humanity
Loss

Covers the users eyes with a wrap-around armored visor; SP 8


to eye area (1-3 on 1d10 for a front head shot); Includes AntiDazzle as standard; Can hold two upgrade options; Attach to
two permanent studs on the users temple, can be removed/
replaced in a single action; Removable Optishields do not
protect against irritant gasses
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
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
Subcutaneous millimeter wave radar emitter/ receiver array is
layered into the users torso; Allows the user to 'see' using the
radar system; Metal appears as a solid, as do other high density
materials, 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 mode
it 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
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 be
implanted in a cyberlimb, which makes home reloading
possible; The 'Doc is not effective against teargas or blister
agents
Detects motion (direction and strength) in a 20 sq. meter area;
70% effective; Mounts in heel or palm
Set of artificial muscles installed around the users biological
heart to protect it from injury and seal wounds; Causes torso
injuries to advance at 1/2 the normal rate
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
Adds 1 option slot to an Implant Nictating Membrane (up to 4
slots total)

1d6/2

1d6

MA

MA

2d6

MA

1d6-1

2d6

MA

1d6/2

1d6/2

500

Flash protection prevents blindness from bright lights and


flashes

.5

600

Thicker, scratch-resistant membrane, has a 30% chance to


prevent blindness due to eye damage (no actual SP)

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

.5

Type

recognition chipware

1000

Lifeline Technologies Life


Scan Body Monitor

4000

Mediaware Cellular
Phone

500

Millimeter Wave Radar

1500

Militech Second Chance


Cyberdoc Implanted
Emergency Medkit

1500

Motion Detector

200

Muscle-fiber Heart
Sheath
Nictating Membrane

1200

Nictating membrane
Option Slots
Nictating Membrane
Option - AntiDazzle
Nictating Membrane
Option - Armored
Nictating Membrane
Option - Colored
Nictating Membrane

300

200

1000

Cyberware
Option - Covert
Nictating Membrane
Option - Low Light

Cost

Description

Surgery
Code

Humanity
Loss

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)
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
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
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
Installed in the users 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
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)
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
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
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
80% effective in a 10m range; Beep alarm located in the
mastoid bone (detector can be implanted anywhere)
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
Adds +2 to Save vs. Space Sickness, +1 to 0-G Maneuver
Tests and Athletics tests based on extended balance

.5

1d6/2

1d6/2

MA

MA

2d6

CR

1d6/2

CR

1d6/2

MA

1d6/2

1d6

700

Allows user to hold breath up to 15 minutes and filters out


55% of inhaled toxic gasses

MA

1d6+1

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)
Implant computer located on mastoid bone, links to Rising Arc
Dolphin 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
Installs a chemical detector and filtering system in the users
circulatory system, just before the heart; The bypass will detect
and filter most bio-toxic substances before they enter the heart,
lungs or brain (+5 to Saves vs. injected Toxins)
Installs a chemical detector and filtering system in the users
digestive system, just before the stomach; The bypass will

MA

1d6/2

MA

1d6

MA

MA

Streetwise test to acquire

400

Nictating Membrane
Option - Targeting
Nictating Membrane
Option - Window
OTEC Ear Valve

800

Owari Sinus Canister

500

Poison Sac

500

Polybone Implants:
Hands

500

Polybone Transformation

1000

Radar System

200

Radiation Detector

200

Radiation Detector, MilSpec

350

Raven MicroCybernetics
Gyro-Stabilizer
Raven MicroCybernetics
Rebreathers
Red Blood+ Platelet
Factory

1000

Rising Arc Dolphin


Translator - Translation
Computer

300

SATT Arterial Chemical


Bypass

1500

SATT Ingested Chemical

1000

600
150

Type

Cyberware

Cost

Surgery
Code

Humanity
Loss

CR

4d6

MA

3d6

MA

2d6

CR

2d6+1

CR

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

CR

3d6

CR

1d6/2

400

Provides SP 12 to area 4; V. Diff. (25) Awareness to detect


without a scan; No loss to REF

CR

1d6

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

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

Bypass
SATT Lung Replacement
Gas Filter/Chemical
Bypass

500

SATT Lung Replacement


and Oxygen Extractor

2500

SATT Subdermal Critical


Shielding

10000

SATT Taste Processor/


Editor

750

Scarab Cybernetics
Cyberspine

10000

Scarab Cybernetics
Cyberspine Armor
Scarab Cybernetics
Ribcage Replacement

5000

Scarab Cybernetics
Stomach Shield, 10 SP
Scarab Cybernetics
Stomach Shield, 12 SP
Scarab Cybernetics
Stomach Shield, 14 SP
Scarab Cybernetics

200

5000

Description
detect and filter most bio-toxic substances before they enter the
stomach (+5 to Saves vs. ingested Toxins)
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 users independent air
supply is activated; Adds +10 to Awareness to detect, and +10
to saves vs., airborne toxins
Replaces one the users 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 users air
supply in 30 minutes; Adds +2 to Swimming tests
Weaves memory plastic fibers through the users torso,
surrounding the users vital organs with a flexible, reactive
armor; The system reduces damage from attacks that penetrate
the users 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 a
penalty 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 users organs and major blood vessels;
This penalty is reduced by 1 after 1 Turn, and each subsequent
Turn
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
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 that
provides 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 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
Sheaths the Scarab Cyberspine in SP 15 armor (Only effective
vs. those attacks directed at the users spine)

Type

Cyberware
Stomach Shield, 16 SP
Scarab Cybernetics
Stomach Shield, 18 SP
Scarab Cybernetics
Stomach Shield, 20 SP
SenseSkin

Cost

Description

Surgery
Code

Humanity
Loss

1000

Provides SP 18 to area 4; Difficult (20) Awareness to detect


without a scan; -1 to REF,

CR

2d6

1200

Provides SP 20 to area 4; Average (15) Awareness to detect


without a scan; -2 to REF

CR

2d6+1

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
User must have a Gyro-Stabilizer or Balance Processor; Selfinflating pads are installed under the users 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
Replaces a single ruptured Shock Pad

1d6/2

MA

1d6

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
Installs a shock absorbing pad on a silicone cushion into the
users shoulder; Adds +1 to BOD for purposes of minimum
BOD for recoil; Difficult (20) Awareness test to spot
Sheaths the recipient's spine with SP 14 armor panels; The
spine itself remains natural, but is encased in a supple, resilient
sheath 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 a
50% 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
50m range Sonar unit implanted in the skull; 70% effective;
Can only be used underwater
50m range Sonar unit implanted in the skull; 95% effective;
Can only be used underwater; Availability is Poor
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
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
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
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
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 by 1 if the target makes a Difficult
Awareness test)
Provides SP 14 to area 1; Easy (10) Awareness to detect
without a scan; -1 to ATT

1d6/2

CR

3d6

CR

1d2

CR

1d3

CR

1d6

CR

1d6+2

CR

1d6+3

CR

2d6

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

Shiva Soft-Stop Shock


Pads

1800

Shiva Soft-Stop Shock


Pads Repair
Skinweave Nanofactory

100

Shooting Pad

650

Spine Sheath

5000

Sonar Implant

300

Sonar Implant, Mil-Spec

700

Subdermal Armor, Head,


4 SP
Subdermal Armor, Head,
6 SP
Subdermal Armor, Head,
8 SP
Subdermal Armor, Head,
10 SP
Subdermal Armor, Head,
12 SP

300

Subdermal Armor, Head,


14 SP
Subdermal Armor, Heavy
Laminates, Head

1400

4500

550
750
1000
1200

Varies

Type

Cyberware

Subdermal Armor, Heavy


Laminates, Torso

Cost

Varies

Description
SP
5 SP

Cost
225

7 SP

415

10 SP

365

12 SP

750

14 SP

800

Effect
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
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 the
side
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 the
side
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 ATTbased skill tests by 1 if the target
makes a Difficult Awareness
test); 40% chance a strike from
the front hits the face, 20% from
the side
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 the
side

Surgery
Code

Humanity
Loss

Varies

Varies

HL
2d3 -1

1d6

1d6+
1d6/2

2d6-1

2d6

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:

Type

Cyberware

Subdermal Armor, High


Tensile Plastic/Ceramic
Composite, Head

Cost

Varies

Description
SP
7 SP

Cost
265

10 SP

375

12 SP

490

14 SP

600

17 SP

750

19 SP

825

22 SP

900

24 SP

1100

26 SP

1325

Effect
Provides SP 7 to areas 2-4; Easy
(10) Awareness to detect without
a scan; -1 ATT
Provides SP 10 to areas 2-4;
Automatic Awareness to detect
without a scan; -1 ATT
Provides SP 12 to areas 2-4;
Automatic Awareness to detect
without a scan; -1 ATT
Provides SP 14 to areas 2-4;
Automatic Awareness to detect
without a scan; -1 ATT
Provides SP 17 to areas 2-4;
Automatic Awareness to detect
without a scan; -1 ATT
Provides SP 19 to areas 2-4;
Automatic Awareness to detect
without a scan; -1 ATT
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 ATTbased skill tests by 1 if the target
makes a Difficult Awareness
test)
Provides SP 24 to areas 2-4;
Automatic Awareness to detect
without a scan; -2 ATT, -1 REF
Provides SP 26 to areas 2-4;
Automatic Awareness to detect
without a scan; -3 ATT, -2 REF

Surgery
Code

Humanity
Loss

Varies

Varies

HL
2d3-1
1d6
1d6+1
1d6
+1d3
2d6-1
2d6
2d6
+1d3

3d6-1
3d6
+1d3

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:

Type

Cyberware

Subdermal Armor, High


Tensile Plastic/Ceramic
Composite, Torso

Cost

Varies

Description
SP
4 SP

Cost
225

6 SP

415

8 SP

365

10 SP

750

12 SP

800

Effect
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
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
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
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
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 by
1 if the target makes a Difficult
Awareness test)

Surgery
Code

Humanity
Loss

Varies

Varies

HL
1d2

1d3

1d6

1d6+2

1d6+3

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:

Type

Cyberware

Subdermal Armor, Shin


Guard

Cost

Varies

Description
SP
6 SP

Cost
265

8 SP

375

10 SP

490

12 SP

600

14 SP

750

16 SP

825

18 SP

900

20 SP

1100

22 SP

1325

Effect
Provides SP 6 to areas 2-4;
Impossible (35) Awareness to
detect without a scan; No loss to
REF or ATT
Provides SP 8 to areas 2-4; N.
Imp.+ (32) Awareness to detect
without a scan; No loss to REF
or ATT
Provides SP 10 to areas 2-4; N.
Imp. (30) Awareness to detect
without a scan; No loss to REF
or ATT
Provides SP 12 to areas 2-4; V.
Diff. (25) Awareness to detect
without a scan; No loss to REF
or ATT
Provides SP 14 to areas 2-4; V.
Diff. (25) Awareness to detect
without a scan; No loss to REF
or ATT
Provides SP 16 to areas 2-4;
Difficult (20) Awareness to
detect without a scan; No loss to
REF or ATT
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)
Provides SP 20 to areas 2-4;
Average (15) Awareness to
detect without a scan; -1 to REF
and ATT
Provides SP 22 to areas 2-4;
Easy (10) Awareness to detect
without a scan; -2 to REF and
ATT

HL
1d2

Cost
200

6 SP

370

8 SP

500

10 SP

670

12 SP

800

Effect
Provides SP 4 to area 8, 10;
Impossible (35) Awareness test
to detect without a scan
Provides SP 6 to area 8, 10; N.
Imp. (30) Awareness test to
detect without a scan
Provides SP 8 to area 8, 10; V.
Diff. (25) Awareness test to
detect without a scan
Provides SP 10 to area 8, 10;
Difficult (20) Awareness test to
detect without a scan
Provides SP 10 to area 8, 10;
Average (15) Awareness test to
detect without a scan; 50%
chance to gain 1 EV

Humanity
Loss

Varies

Varies

1d3

1d3+1

1d6

1d6+2

1d6+3

2d6

2d6+2

3d6

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


SP
4 SP

Surgery
Code

HL
1d2
1d3
1d6
1d6+2
1d6+3

Type

Cyberware

Cost

Description

Surgery
Code

Humanity
Loss

Subdermal Armor, Torso,


6 SP
Subdermal Armor, Torso,
8 SP
Subdermal Armor, Torso,
10 SP
Subdermal Armor, Torso,
12 SP
Subdermal Armor, Torso,
14 SP
Subdermal Armor, Torso,
16 SP
Subdermal Armor, Torso,
18 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

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

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

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

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

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

1200

CR

2d6

Subdermal Armor, Torso,


20 SP
Subdermal Armor, Torso,
22 SP
Subdermal Armor,
Orbital, Torso, 20 SP
Subdermal Armor,
Orbital, Torso, 22 SP
Subdermal Armor,
Orbital, Torso, 22 SP
Subdermal Moddy Rack

1450

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

CR

2d6+2

1750

Provides SP 22 to areas 2-4; Easy (10) Awareness to detect


without a scan; -2 to REF and ATT

CR

3d6

11600

Provides SP 20 to areas 2-4; Average (15) Awareness to detect


without a scan; -1 ATT

CR

2d6+2

14000

Provides SP 22 to areas 2-4; Easy (10) Awareness to detect


without a scan; -2 to ATT, -1 to REF

CR

3d6

28000

Provides SP 22 to areas 2-4; Easy (10) Awareness to detect


without a scan; -2 to ATT

CR

3d6

200

1d6

Subdermal Pocket

200

Holds 3 Moddies and 10 Skill Chips/Daddies; Difficult (20)


Awareness test to spot
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
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
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 users navel
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
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
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
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
SHDR (Shudder) is a bio-mechanical AI Processor implanted
in the users 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

2d6

CR

2d6

1d6

1d6/3

1d6/2

CR

3d6

Subdermal Pocket, Cavity 1250

Subdermal Pocket,
Kangaroo Pouch

250

Subdermal Pocket, Small

100

Subdermal Viewscreen,
LCD

150

Subdermal Viewscreen,
Small

50

Subdermal Viewscreen,
Standard
Super High Density RAM

250
25000

Type

Cyberware

Cost

Tissue Sacs

500

T-Maxx Cyberliver

450

T-Maxx II Cyberliver

850

Tracheal Filter

120

Tracheal Reinforcement

500

Ultrasound Motion
Detector

200

Ultrasonic Imager

750

Water Refiltration
System, Implant
Wirehead Unit, Happy
Box Implant

2500

Zetatech Bodycomp

1750

Zetatech Bodycomp,
CompuMod Coprocessor
and Link
Zetatech Bodycomp,
Hardened

50

1750

2100

Description
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 users 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 using
Interface Plugs
Special sacs fill with interstitial fluid change the bulk and
shape of the torso; Adds +1 to Disguise
Filters out 90% of alcohol, adds +4 to Resist Torture/Drugs
tests vs. drugs and addiction; +2 to Save vs. toxins in the blood
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
Bioporous filter implanted in the trachea filters air as the user
breathes; Maintenance free and self-cleaning (The normal flow
of 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 an
Easy (10) Medtech test)
Muscle-fiber threading of the trachea gives the user SP 10 in
the throat vs. Crush and Choke attacks
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 units field of
view; Can be set for a 900 cone up to 20m long
Ultrasound emitter and receiver; The unit can build up a
picture of the users 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 users vision; The user can also see
other ultrasound emitters as cones of red in the visual field
Alterations to the users kidneys, liver and bowels triple length
of survival time without water; User may experience
discomfort during excretion
Directly stimulates the users 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
INT 1; 12 MU; Interface Link (add +3 to Intelligence or Tech
skills if using the Bodycomp as a database); Actuator Mouse in
fingertip; 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) or
linked through a CompuMod Coprocessor
Allows Bodycomp to link to external Zetatech CompuMods
sensors

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

Surgery
Code

Humanity
Loss

1d6/2

MA

1d6

MA

1d6

2d6

CR

1d6/2

MA

MA

1d6+4

MA

1d6+4

Type

Cyberware

Zetatech Bodycomp,
WetDrive Access Link

Cost

125

Description
cyberlimb (1/3 space for each) or linked through a CompuMod
Coprocessor
Allows Bodycomp to access WetDrive data

Surgery
Code

Humanity
Loss

2d6

Type

Olfactory Systems
Olfactory Processor
/Implant
Nasal Filters

1000

Replaces users upper sinus cavity; Can hold up to six options;


Adds +1 to scent-based Awareness tests

40

1d6/3

Owari Sinus Canister

300

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
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
100% effective vs. inhaled civilian gasses; 50% effective vs.
inhaled military combat agents; Uses 1 Olfactory option slot
Allows user to track a scent to its source (+4 to Tracking if by
scent); Uses 2 Olfactory option slots

1d6/3

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
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

Vocal synthesizer for special effects (Reverb, tremolo, sustain


and choral voices; Loudspeaker volume; Vocal delay); Adds +2
to Performance tests involving singing or speaking; Can hold
up to two options at full cost
Voice box is replaced with a cybernetic sound system; User has
one 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
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 downloaded
through an access port in the throat, or through Interface
Plugs); May be chromed, or covered with RealSkinn; Can hold
up to two voice implants at 1/4 cost, or Options at normal cost
Armors the users New-Throat to SP 20

2d6

CR

1d6+2

CR

2d6

1d6

Links to users 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
Alters users voice to one that is inhumanly electronic in
nature; Vocal Pattern Recognition cannot identify the users
voice (+4 to Disguise tests); Voice Stress Analyzers cannot
read the user (+4 to resist Interrogation based on analyzing the
voice)
Alters users voice to be able to operate on subsonic or
supersonic levels; Only persons with Enhanced Hearing Range
can hear the users voice when the system is active
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)
Upgraded version of the New-Throat system; Throat is

1d6+3

1d6

1d6

CR

2d6

SATT Chemical Filtration 250


SATT Directional Scent
Processor
SATT Olfactory Range
Enhancement

150

SATT Scent Editor

250

350

Voice Box Systems


AudioVox Implant

700

Dakai Soundsystems
Boxalter

400

Dakai Soundsystems
New-Throat

800

Dakai Soundsystems
New-Throat Armor
Option
Dakai Soundsystems
Mimic Option

150

Dakai Soundsystems
Scramble Option

50

Dakai Soundsystems
SubSonic Option
Dakai Soundsystems
Volume Option
Dakai Soundsystems/

150

150

75
850

Cyberware

Cost

Cyphire Cyberware
New-Throat
Forked Tongue Option

350

Public Address System


Implant

100

Rising Arc Dolphin


Translator Package Vocal
Rising Arc Dolphin
Translator Package Vocal Option
Sonic Research Limited
Lion's Roar Implant

700

Sonic Research Limited


Nine Lives Implant

2500

Subsonic Voice Option

200

Ultrasonic Voice Option

200

Voice Mask Implant

350

Voice Pattern Option

250

Voice Pattern Option,


Upgrade

350

Description
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); May be chromed, or covered with
RealSkinn; Can hold up to three voice implants at 1/4 cost, or
Options at normal cost
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
Implants a small speaker in the users throat, and
reinforces/insulates the users 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
Vocal synthesizer allows user to speak in supersonic range
used by Dolphins and Neo-Dolphins for communication

Surgery
Code

Humanity
Loss

1d6

100

Modifies user's AudioVox or New-Throat; Allows user to


speak in supersonic range used by Dolphins and Neo-Dolphins
for communication; Uses 1 option space

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
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 density
in 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
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 the
user
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 the
user
Alters users voice to one that is inhumanly electronic in
nature; Vocal Pattern Recognition cannot identify the users
voice (+4 to Disguise tests); Voice Stress Analyzers cannot
read the user (+4 to resist Interrogation based on analyzing
the voice)
Allows user to alter his normal voice to a new pattern (+4 to
Disguise tests to hide the users identity); User may also mimic
another pattern, at +4 to Disguise to impersonate the source of
the pattern (Requires an extensive library of vocal recordings
to establish the pattern)
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
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

1d6

1d6

1d6/2

1d6

.5

Voice Synthesizer Implant 600

Reproductive Systems
Contraceptive Implant,
Long Term

100

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

Type

Cyberware

Cost

Description

Surgery
Code

Humanity
Loss

Contraceptive Implant,
Short Term
Decreased Sexual Drive,
Permanent

30

99% effective at preventing pregnancy; Lasts for 1 year

.5

500

1d6+1

Decreased Sexual Drive,


Switchable

550

1d6+1

Hardwired Neurological
Sexual Response
Neuralware Coprocessor

350

1d6+1

Increased Sexual Drive,


Permanent
Increased Sexual Drive,
Switchable

500

1d6+1

1d6+1

Midnight Lady Sexual


Implant
Mister Studd Sexual
Implant
Ovulation Control

300

Bioware system decreases users 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
Bioware system decreases users 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 users 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
Adds a trigger chip to the users Neural Processor; User selects
a 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 becoming
addicted to the sensation
Bioware system increases users hormonal levels related to
reproductive drives; User is 2 to resist Seduction attempts,
and 1 to COOL in general
Bioware system increases users 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 users hormonal level
to return to normal; User is 2 to resist Seduction attempts,
and 1 to COOL in general
Adds +1 to Seduction tests to sustain a sexually-based
relationship, and +2 to Perform: Sexual; For females

MA

2d6

Adds +1 to Seduction tests to sustain a sexually-based


relationship, and +2 to Perform: Sexual; For males

MA

2d6

1d6

2d6

MA

2d6+3

1d6/2

MA

1d6

MA

2d6

MA

1d6

MA

2d6

N
N

.5
.5

1d6

550

300
180

Physical Augmentation

300

Physical Augmentation,
Male, Custom
Proceptive Implant

1000

Replacement, Biological,
Cloned
Replacement, Biological,
Vat Grown
Replacement,
Biomechanical
Replacement, Cybernetic

2000

150

500
1500
700

A 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
Rebuilds the users genitalia, resulting in increased sensitivity
and muscular control; User gains +1 to Perform: Sexual
Rebuilds the users genitalia, resulting in increased sensitivity
and muscular control, as well as increased length and girth;
User gains +1 to Perform: Sexual
Stimulates egg production/maturation, causing a 90% chance
of pregnancy as a result of unprotected intercourse
Cloned genitalia from the recipients own cell samples; Full
reproductive function with offspring that are biologically
descended from the recipient
Vat-grown genitalia with full reproductive function; Offspring
may slightly resemble the recipient, depending on the care
used in selecting the organs
Biomechanical genitalia enhances and protects the users own
system; Full reproductive function with offspring that are
biologically descended from the recipient
Fully mechanical replacement of the users genitals; May
include various enhancements such as lights, electrical
stimulators, vibrating devices, cyberweapons, storage spaces,
voice synthesizers, and other assorted weirdness

Nanotech Systems
Anti-Plague Nanotech
Anti-Plague Nanotech
Update
ArmorWeave

1750
175

Adds +3 to BOD saves vs. Disease and Bio-Agents

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

Must be performed every six months to maintain bonus (-1 to


save bonus per missed update, +0 minimum)

Type

Cyberware

Cost

Description

Surgery
Code

Humanity
Loss

Arterial Pumps

2100

1d6/2

BioMai Navel Filter

500

1d6/3

BioMai Navel Filter


Recharge

150

Bone Lacing

Varies

Reinforces the muscle tissue of the arteries to increase their


pumping action and accelerate blood flow throughout the body
to give increased aerobic performance; +1 Endurance, +1
Athletics
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 the
molecules; The side product of this process is that the nanites
produce regular ethanol
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
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:

Varies

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)
Nanotech units screen what you eat, passing on only whats
needed and disposing of the excess

1d6+3

1d6/2

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 outr creatures of
nightmarish appearance (Cool test to prevent further Humanity
Loss from these spectral visions)
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
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 HiSecurity Block
Nanotech alteration of fingerprints to a new set; Priority 2
Crime with 3 to 5 years in Hi-Security Block

3d6

1d6+1

100

Nanotech erasure of fingerprints; Priority 2 Crime with up to 3


years in Hi-Security Block

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

1d6/2 +1

1d6/2 +1

Material

Cost HL

Effect

Plastic

400

+1 damage, 5kg

Orbital Crystal 2000 1d6/3

ChemWeave

2000

Diet-Mite

1000

Eibon Biosystems
Elderview

5500

Enhanced Nervous
System

10000

Fingerprint Alteration,
Alterable

550

Fingerprint Alteration,
Altered
Fingerprint Alteration,
Erased
Full Spectrum ImmunoBooster

300

Full Spectrum Booster

750

+1 BTM, +1 damage, 5kg

UltraPlastic

900

Aluminium

1000 1d6/2

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


+1 BTM, +2 damage, 10kg

Titanium

2000 1d6+1

+2 BTM, +3 damage, 15kg

TungstenTitanium

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

Type

Cyberware
Treatment
Fresco Inc. NanoGroomers, Clearcell Skin
Fresco Inc. NanoGroomers, Hollywood
Hair
Fresco Inc. NanoGroomers, Minty Fresh
Breath
Genetic Regenerators

Cost

Description

Surgery
Code

Humanity
Loss

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

400

Adds +2 to Personal Grooming tests (+1 for each additional


Nano-Groomers product used)

.5

400

Adds +2 to Personal Grooming tests (+1 for each additional


Nano-Groomers product used)

.5

400

Adds +2 to Personal Grooming tests (+1 for each additional


Nano-Groomers product used)

.5

6000

Nanotech system that increases the users 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
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
Raises BODY by +2, at the rate of 1 point per week; Weaves
myomer fiber through the users muscles, and reinforcing
fibers through the bones, cartilage, ligaments and tendons

1d6/2+2

1d6/2

Genetic Regenerator
Maintenance Booster

600

InterTech Muscle and


Bone Lace

1500

InterTech Muscle and


Bone Lace, Advanced,
Level 1
InterTech Muscle and
Bone Lace, Advanced,
Level 3
IR BaffleWeave

1000

Increases BODY +1 at the end of 1 week; Weaves myomer


fiber through the users muscles, and reinforcing fibers through
the bones, cartilage, ligaments and tendons

1d2

3000

Increases BODY +3, at the rate of 1 point per week; Weaves


myomer fiber through the users muscles, and reinforcing
fibers through the bones, cartilage, ligaments and tendons

1d6+1

1500

1d6+3

Iris Reaction Boost

500

1d6/3

Kaiser Permanente
Hydrostatic Cushioning

2500

MA

1d6+2

Leather Hide Level 1

200

1d6/2+1

Leather Hide Level 2

400

1d6/2+1

Leather Hide Level 3

600

2d6

Lifesaver Skinweave

4500

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
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
Requires a Neural Processor or Biomonitor; Nanomachines
weave contractile fibers throughout the users 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 per
die); The damage absorbed by the fibers is applied as Stun
damage for purposes of Stun/Shock saves
Nanites rebuild the epidermis into a heavy and rough leatherlike 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
Nanites rebuild the epidermis into a heavy and rough leatherlike 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
Nanites rebuild the epidermis into a heavy and rough leatherlike 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
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

1d6+1

Type

Cyberware

Cost

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

1000

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

900

350

Localized Muscle/Bone
350
Lace; Jaw Reinforcement,
Level 1
Localized Muscle/Bone
900
Lace; Jaw Reinforcement,
Level 2
Localized Muscle/Bone
Lace; Knee
Reinforcement, Level 1

350

Localized Muscle/Bone
Lace; Knee
Reinforcement, Level 2

900

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

350

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

900

Muscle Augmentation,
Level 1
Muscle Augmentation,
Level 2

700

Muscle Enhancement

1000

Nano-Olfactory Upgrade

1500

Nanooptical Upgrade

1500

1400

Description
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
Required anytime the user suffers a Critical or higher wound
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
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
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
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
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 kneebased attacks
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 with
knee-based attacks
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
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
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
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
Synthetic muscle fibers interwoven into the users own add +1
to BOD for Str. Feat, Lift/Throw and Melee Damage, but not
BTM
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 targets part to reduce his scent; Skunkers and
other strong smells are twice as effective against the user
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

Surgery
Code

Humanity
Loss

.5

.5

.5

.5

1d6/2

1d6

1d6/2

1d6/2

Type

Cyberware

Cost

Description

Surgery
Code

Humanity
Loss

Nanooptical Upgrade,
Enhanced

500

Nanosurgeons

6000

1d6/2

Nanosurgeons Refresh

600

Nanowear Ozoneshield

2000

Neurological Rebuild I

10000

1d6/2+1

Neurological Rebuild II

50000

1d6+2

Neurological Rebuild III

250000

2d6+3

Neurological Rebuild IV

1000000

MA

3d6+4

Neurological Rebuild V

5000000

CR

4d6+5

OTEC Nitrogen Binders

1400

1d2

OTEC Nitrogen Binders,


Upkeep
RadWeave

400

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)
Microscopic machines repair damage to the users body and
organs/systems; Doubles the users healing rate; No matter
what conditions are, user always heals one point a day
minimum, even with no medical care
Required once every six months; If missed, Nanosurgeons
bonus is lost; If the user misses two, the Nanosurgeons must be
fully replaced
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)
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 users personal
interaction skills are reduced by -1
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; User
is +2 to INT, and gains the skill Mnemonics at +2; All of the
users personal interaction skills are reduced by -2
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 users personal interaction skills are reduced by -3
Nanotech alteration of the brain and replacement of most of the
users 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 users personal
interaction skills are reduced by -4
Nanotech alteration of the brain and replacement of all of the
users 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 users 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 users personal interaction skills are
reduced by -5
Prevents Nitrogen Narcosis; Reduces decompression time by
100%, -10% per 100m of dive depth
Required every 3 months to keep the nano-tech working
properly

2d6

Retina Alteration, Altered

800

.5

Retina Alteration,
Programmable

1600

SharkWeave, Full Body

12000

Silvery skin provides radiation protection of 1 RSP; Eyes are


not covered, and should be replaced
Nanotech alteration of retina to a new pattern; Priority 2 Crime
with 3 to 5 years in Hi-Security Block
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 years
in Hi-Security Block
Serrated micro-scales grafted to the skin give SP 12 to the
users entire body; The scales cause 1d6/3 Blade damage on a
melee strike (or to bare flesh if the user is grappled in the

3d6

1500

Type

Cyberware

Cost

SharkWeave, Partial

4000

Skinweave, SP 12

2000

Skinweave, Maintenance

500

Skinweave, Upgraded,
SP 4
Skinweave, Upgraded,
SP 6
Skinweave, Upgraded,
SP 8
Skinweave, Upgraded,
SP 10

800

Skinweave, Upgraded,
SP 12

2000

Skinweave, Upgraded,
SP 14
Skinweave, Upgraded,
SP 16
Skinweave, Upgraded,
SP 18

2400

TechShack CyberBlood
Nanotech

4000

Thermal Insulation

1000

ThermalWeave
Toxin Binders, Nanotech,
Lvl. I
Toxin Binders, Nanotech,
Lvl. II
Toxin Binders, Nanotech,
Lvl. III
Toxin Binders, Nanotech,
Lvl. IV
Toxin Binders, Nanotech,
Lvl. V
Toxin Binders, Nanotech,
Maintenance Booster
Unspeak SlipSkin

1500
1000

1000
1250
1600

2750
3000

Description
affected area); Available in a variety of designer colors, or
flesh tones (Difficult (20) Awareness test to spot)
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 to
spot)
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
Required for all SkinWeaves and derivatives if the user takes a
Critical wound or higher
Armors the entire body (excepting the palms, pads of the
fingers, and the lips and eyelids) to SP 4, in one week (Appx. 1
per day); Impossible (35) Awareness test to detect
Armors the entire body (excepting the palms, pads of the
fingers, and the lips and eyelids) to SP 6, in one week (Appx. 1
per day); Impossible (35) Awareness test to detect
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
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
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)
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)
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; User
is -2 to ATT (Body Sculpting will not recover this loss)
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; User
is 1 REF, and -2 to ATT (Body Sculpting will not recover this
loss)
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
Protects vs. hot & cold weather, including heat stroke and
hypothermia; Adds an additional +5 SP vs. flame/cold-based
weapons/attacks
Silvery skin increases Heat resistance to 420C
Improve Poison/Drug saves by +1; Requires a booster every 6
months to maintain the system

Surgery
Code

Humanity
Loss

1d6

2d6

1d3

1d6

1d6+1

1d6+3

2d6

2d6+2

2d6+4

2d6+6

1d6/2

1d6

N
N

1d6+3
1d6/2

2000

Improve Poison/Drug saves by +2; Requires a booster every 6


months to maintain the system

2d6/2

3000

Improve Poison/Drug saves by +3; Requires a booster every 6


months to maintain the system

3d6/2

4000

Improve Poison/Drug saves by +4; Requires a booster every 6


months to maintain the system

4d6/2

5000

Improve Poison/Drug saves by +5; Requires a booster every 6


months to maintain the system

5d6/2

100

Required every 6 months to maintain Nanotech Toxin Binders

800

Nanotech modification of the sweat glands causes triggered


production of a microfibrous slime, based on that of Myxine

1d6/2+1

Type

Cyberware

Cost

Unspeak CausticSkin

4000

Unspeak VenomSkin

2000

Unspeak/Gene-U-U
Thermaskin
Utopian Corp.
NanoAuditory Rebuild

2000

UV Blockers

1500

VacWeave

5000

1500

VacWeave, Cyber-Lung 700


VacWeave, Filter Valves
300
and Internal
Reinforcement
Water Refiltration
2500
System, Nanotech

Description
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
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
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
Provides insulation to 00C; User begins to feel unbearably
warm at 270C (800F)
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
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
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 CyberLung 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
Provides 15 minutes of air
Cavities fitted with valves for vacuum survival

Alters the users kidneys, liver and bowels; Triples length of


survival time without water; Requires a month of nanotech
treatment and 3 days hospital stay

Surgery
Code

Humanity
Loss

2d6+2

1d6+2

1d6/2

1d6/2

1d6/2

MA

1d6

MA
M

1d6+1
8

MA

1d6/2

Type

Cyberware

Cost

Description

Surgery
Code

Humanity
Loss

Biomechanical Cybernetic Systems


Revolution Genetics
Biomechanical Arm

6000

Biomechanical
Cyberoptic

1000

Biomechanical
Cyberaudio

1000

Biomechanical Cyberarm

6000

Biomechanical Cyberleg

4000

Biomechanical Frame
Sigma
Biomechanical Frame
Beta
Biomechanical Frame
Omega
Biomechanical Kidney

18,000

Biomechanical Kidney,
Nephritic Screen
Biomechanical Lungs

900

24,000
30,000
800

1800

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 damage
is 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
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
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
First three points of damage from an attack are meat damage,
then damage affects the mechanical portions of the arm (8 SDP
to cripple), then the remaining damage is transferred to the
meat again, with the limb being totally destroyed at 8 meat and
8 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
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
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)
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)
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)
Biomechanical replacement for a damaged kidney; Guaranteed
not to be rejected or need replacement for the life of the user
Allows for reclamation of fluids and filtration of wastes
normal kidneys cannot handle; Adds +1 to saves vs. poison and
disease
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

CR

1d6

MA

CR

CR

MA

3d6

MA

3d6

MA

4d6

MA

MA

1d6

MA

1d6

Bayer Pharma Schtiger Human Augmentation Systems


("Juicer")
Bayer Beschleuniger
Accelerated Metabolism

10000

A combination of new glands and tissues implanted throughout


the 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 (break
down 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

Type

Cyberware

Cost

Bayer Chirurg
Nanosurgeons

6000

Bayer Fluss-Halt Vein


Clips and Sphincters

4000

Bayer Gegenmittel
Toxin Binders
Bayer Schlussstein
Drug-Keyed Metabolism

3000

Bayer Superladegert
Adrenal Super Charger

7000

3000

Description
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
users 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 of
the 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)
Microscopic machines repair damage to the users body and
organs/systems; Doubles the users healing rate; No matter
what conditions are, user always heals one point a day
minimum, even with no medical care
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 limb
will have to be amputated)
Improve Poison/Drug saves by +4
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
A combination of new glands and tissues implanted throughout
the 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 boosts
effects kick in, increasing the users 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

Surgery
Code

Humanity
Loss

1d6/2

MA

2d6

1d6/2

1d6/2+1

MA

4d6

Type

Cyberware

Cost

Description

Bayer berschneller
Heart

985

Bayer Verteidiger
Enhanced Antibodies
Bayer Vulkan
HemoMer Production
System

3000

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
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
Improves Healing by +1 point per day

Bayer Wchter Dual


Biomonitor

200

Bayer Schtiger
Human Augmentation
System

36000

2000
Erythropoietin, 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
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
Combines all of the above systems into a single package, with
intensive inpatient therapy; If the users base REF or BOD are
at or below 6, add 2 to them; If they are above 6, add one (This
cannot 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 above
12); 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 boosts effects kick in, increasing the users
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;

Surgery
Code

Humanity
Loss

MA

1d6

1d6/2

MA

1d6/3

N x2

CR x2

3d6+3

Type

Cyberware

Cost

Description

Surgery
Code

Humanity
Loss

CR

6d6

CR

6d6+4

for each minute (6 Turns) after 2, subtract 1 from BOD for


purposes of this save; Doubles the users 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 to
Death 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 the
food 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 Schtiger 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 Systems
Accelerated
Metabolism(Bayer
Beschleuniger)

10000

Accelerated Metabolism,
Overdrive (Bayer
Schnellgang)

14000

A combination of new glands and tissues implanted throughout


the 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 (break
down 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
users 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 of
the 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)
A combination of new glands and tissues implanted throughout
the 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 (break
down 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,

Type

Cyberware

Cost

Adrenal Super Charger


(Bayer Superladegert)

7000

Altered DNA

3000

Altered Sweat Glands

350

Description
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
users 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); The
new 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)
A combination of new glands and tissues implanted throughout
the 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 boosts
effects kick in, increasing the users 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
DNA altered using a tailored retrovirus; Users DNA pattern is
now unmatchable to any previously obtained sample
Sweat glands are modified to produce sterile perspiration that
will not support bacteria; Subtract 5 from attempts to track you

Surgery
Code

Humanity
Loss

MA

4d6

Type

Cyberware

Cost

Ambidexterity Neural
Bridge, Improved

800

Ambidexterity Neural
Bridge, Improved,
Optical Independence

600

BioMai Neural Bridge

400

Biotechnica NeoAppendix

500

Biotechnica NeoLungs

1000

Biotechnica Sunblocker
250
Sunscreen
BiTek Limb Replacement, 2000
Agile Arm
BiTek Limb Replacement, 2000
Agile Leg
BiTek Limb Replacement, 1000
Dexterous Hand
BiTek Limb Replacement, 1200
Generic Arm or Leg
BiTek Limb Replacement, 1500
Power Arm
BiTek Limb Replacement, 1500
Power Leg
Bodyweight Metaheme 1300
Hemological Replacement

Bodyweight PaceSetter
Adrenal Control Gland

1000

Description
by smell unless there are extenuating circumstances
After 4 weeks of adjustment (1/2 skill with off hand) the user
gains a modified form of Ambidexterity (-1 off-hand penalty,
-2 penalty to off-hand action if performing two distinct onehanded actions, such as shooting at two targets; No penalty to
dominant hand)
A special implant added to the users Ambidexterity Neural
Bridge; Allows users eyes to focus on two separate tasks; This
can 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; Users ranges for all attacks,
excluding Extreme Range, are halved, due to lack of depth
perception)
After 4 weeks of adjustment (1/2 skill with off hand) the user
gains 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)
Ability of user to digest cellulose (wood fiber, grass, etc)
grants a +2 to Wilderness Survival tests related to food; More
than 1 meal a day of such materials will cause the user to emit
large quantities of methane, allowing tracking by smell
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
Special proteins curdle when exposed to UV radiation,
blocking 90%; Prevents sunburn and reduces skin cancer risk
to nil
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)
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
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)
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
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)
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
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
Providing control of the adrenal functions, the Adrenal Control
Gland 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

Surgery
Code

Humanity
Loss

MA

2d6

2d6

MA

1d6+2

MA

1d6/2

CR

1d6

CR

1d6/3

CR

1d6/3

CR

CR

1d6/3

CR

1d6/3

CR

1d6/3

1d6/2

MA

1d6+2

Type

Cyberware

Cost

Bone Plates

1200

Cat's Eye

1000

Cerebral Boost

5000

Chemical Repellant

4400

Chemical Response
Biomonitor

85

ConGen Seabreath
Secondary Gills

3000

Coppertone AntiCorrosive Gland

300

Custom Gut Bacteria

800

Dermal Armor

500

DNA Hallmark

10000

Description
+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 all
the 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
Places plates of vat-grown bone beneath the users 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 way
around 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
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
Adds extra brain tissue and blood vessels in the brain;
Secondary blood pumps increase oxygenated blood flow; INT
is increased by +1
This dermal modification transforms the subject's sweat glands
to 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.
Bio-responsive inks tattooed onto the users skin alter color
when various chemicals are detected in the blood; Monitors
users body temp, diet, illness, and pain response; Adds +2 to
Resist Torture/Drugs
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 can
switch 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/airborne
toxins (-3 to Resist Torture/Drugs), and the delicate tissues of
the 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
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
Modified E. Coli introduced into the users digestive system
allow the user to digest any organic proteins or hydrocarbons,
as well as plastics and petroleum products; User must eat twice
as much of these normally non-edible materials to meet his
nutritional needs
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
Alters the users DNA to include a tattoo as a permanent part
of the skin; Such a tattoo never fades, and may regenerate if

Surgery
Code

Humanity
Loss

MA

1d6

CR

1d6

CR

1d6+2

1d6

CR

2d6

1d6/2

1d6

MA

1d6/2

Type

Cyberware

DNA Tattoo

Cost

Description

1000

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 subjects
descendants; DNA Hallmarks are often used to mark
bioengineered animals
Alters the users DNA to include a tattoo as a permanent part
of 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
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

Dornier-Bauer
3200
Biotechnische Circulatory
Sphincters
Dornier-Bauer
600
Biotechnische Neural
Bridge
EndoSkeletal Rebuild
2000/Lvl

Enhanced Antibodies
Enhanced Gray Neural
Material

3000
1000

Enhanced Hearing

1200

3000
Enhanced
Olgidendrocytes
Enhanced Scent

1200

Enhanced Sight

1200

Female Hormonal
Stabilization

350

Surgery
Code

Humanity
Loss

MA

1d6

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

MA

1d6+2

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 (So
a 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)
Improves Healing by +1 point per day

CR

1d6/2+1
/Lvl

N
MA

1d6/2
1d6

2 per
option

2d6

2 per
option

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
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)
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
Extremely good sense of smell; User may choose to have
Olfactory Boost included with the system; Strong smells
(Referees 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)
Full 20/20 vision; User may choose two options included in the
treatment: 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)
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

Type

Cyberware

Cost

Description

Surgery
Code

Humanity
Loss

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 arts
Break attacks by half, but damage to the skull is increased by
one point

1d6/3

Fuel Tank

1350

1d6/2

CR

3d6

MA

2d6

MA

4d6

MA

3d6/2

MA

3d6

M
N

2d6
1d6/3

1d6/3+1

Stores 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 fed
to 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 though
the 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

Gills

700

Grafted Muscle I

1000

Grafted Muscle II

2000

Grafted Muscle I, Custom 1500


Tailored
Grafted Muscle II,
Custom Tailored

3000

Hollow Claw
IHAG Nictating
Membrane
IHAG Nictating
Membrane, Photoreactive

250
300
600

Bioware gills are implanted close to the lungs and appear like a
set 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 to
use in many areas (-3 to Resist Torture/Drugs); The sensation
takes 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
Vat-grown muscle fibers implanted into the users 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)
Vat-grown muscle fibers implanted into the users 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
Vat-grown muscle fibers implanted into the users own add +1
to BOD; Difficult (20) Awareness test to detect; Vat-cloned
from the users own tissue, it will re-grow normally without
treatment
Vat-grown muscle fibers implanted into the users own add +2
to BOD; Average (15) Awareness test to detect; Vat-cloned
from the users own tissue, it will re-grow normally without
treatment; Not compatible with Muscle Replacement
Connected to poison sac/gland; 1d6/3 Blade damage
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
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

Type

Cyberware

Cost

Description

Surgery
Code

Humanity
Loss

Improved Heart, Alpha

1500

CR

Improved Heart, Beta

2500

CR

1d3

Improved Kidney

500

MA

Improved Liver

1000

MA

Improved Lungs

1500

CR

Improved Lungs,
Advanced

2500

CR

1d3

Intracranial Brain Cell


Nanosurgeons,
Enhancement
Intracranial Brain Cell
Nanosurgeons, Major
Enhancement

10000

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

1d6+4

1d6+4, and
-1 EMP

Intracranial Brain Cell


Nanosurgeons, Repair

10000

Liver Biopump

1200

CR

1d6/2

Lorelli Pits

500

MA

1d6

Memory Augmentation

2000

CR

Muscle Enhancement

1000

1d6/3

Muscle Replacement I

1500

MA

1d6+1

Muscle Replacement II

3000

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
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
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
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
Alters the users 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
+1 to BOD for Strength Feat tests, Lift/Throw and Melee/HtH
Damage mods; Does not add to BTM
Vat-grown muscle fibers replace the users own adding +1 to
BOD; V. Diff. (25) Awareness test to detect; If the user takes a
Serious or worse wound, the muscle must be treated to heal
correctly (200)
Vat-grown muscle fibers replace the users 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

10000

Type

Cyberware

Cost

Muscle Replacement I,
Custom Tailored

2000

Muscle Replacement II,


Custom Tailored

4000

Muscle Substitute, Level


1

2000

Muscle Substitute, Level


2

4000

Muscle Substitute, Level


3

7000

Muscle Substitute, Level


4

10000

Muscle Substitute, Level


5

15000

Muscle Substitute, Level


6

20000

Neo-Myelin Sheathing

9800

New Stomach

400

New Stomach, Decreased


Volume
New Stomach, Increased
Volume
New Stomach, Toxin
Filter
New Stomach, Vomit
Trigger
No-Ahme Caldwell
Freezeban Bioconstruct
No-Ahme Caldwell
Kaloric Secondary Gut
No-Ahme Caldwell

500
600
250
50
650
750
3000

Description
correctly (200); Not compatible with Grafted Muscle
Vat-grown muscle fibers replace the users own adding +1 to
BOD; V. Diff. (25) Awareness test to detect; Vat-cloned from
the users own tissue, it will re-grow normally without
treatment
Vat-grown muscle fibers replace the users own adding +2 to
BOD; Difficult (20) Awareness test to detect; Vat-cloned from
the users own tissue, it will re-grow normally without
treatment; Not compatible with Grafted Muscle
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
and toughness; BOD +1
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
and toughness; BOD +2
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
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
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
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
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)
Custom bioware stomach replacement allows for easy
implantation and modification of the digestive system
Decreases the size of the users stomach, causing user to eat
half as much food as normal; User needs to eat twice as often
as normal, or begin loosing weight
Increases the size of the users stomach, allowing user to eat
twice as much food as normal, and handle its digestion; User
need eat only half as often
Installs a chemical detector and filtering system in the users
stomach; Will detect and filter most bio-toxic substances
before they are digested (+2 to Saves vs. ingested Toxins)
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)
Immune to frostbite; +1 Wilderness Survival/Endurance in
temperatures below -10oC; -3 bonus to survive reanimation
after cryosleep
Allows user to store 2 days worth of food in his gut
Two bioengineered glands store fibrin and fibrinogen, allowing
for swifter clotting; Wound states are treated as one less

Surgery
Code

Humanity
Loss

MA

1d6/2+1

MA

2d6/2+1

CR

1d6

CR

2d6

CR

4d6

CR

5d6

CR

7d6

CR

8d6

2d6

MA

MA

MA

1d6

MA

MA

1d6/2

MA

1d6

Type

Cyberware

Cost

Description

Surgery
Code

Humanity
Loss

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

MA

3d6

MA

2d6

MA

1d6

+1 to the Users 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
+2 to the Users REF; Maximum is 11; 2, 25% chances that the
treatment 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
Detects orally administered toxins on a 1-9 in 1d10; Triggers
vomit reflex to empty stomach; This may (Referees
discretion) allow the user to avoid the effects of the toxin
Increased bone density and better muscle anchoring; Negates
osteoporosis from 0-G; Adds 5% to the users weight, +1 to
BOD for Str. Feat, Lift/Carry, and BTM vs. Melee, HtH and
BFT

1d6+3

2d6+6

MA

1d6/2

1d6/2

2800

Increased bone density and better muscle anchoring; Negates


osteoporosis from 0-G; Adds 10% to the users weight, +2 to
BOD for Str. Feat, Lift/Carry, and BTM vs. Melee, HtH and
BFT; Subtract 1 from users ATT due to heavy facial bones

1d6

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)
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 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; User may not take blood transfusions other than from
fellow users; User may not use blood substitutes, but requires
transfusions of Revolutions Custom Blood to quickly replace
his own during surgery or in an emergency
A transfusion of Revolutions 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

1d6/3

MA

1d6

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

Quickclot Hemofibrinic
Node
Poison Gland

1200

Ransom SK Stinger
Injector

250

Rebuilt Joints-Increased
Articulation
Reflex Boost I

1450

Reflex Boost II

7000

Replitech Toxin Screen

3400

Replitech TuffBone
Skeletal Enhancement,
Alpha
Replitech TuffBone
Skeletal Enhancement,
Beta
Revolution Genetics
ChronoHeme

1300

Revolution Genetics
Custom Blood

4000

Revolution Genetics
Custom Blood,
Transfusion

100 per
Pint

3500

Type

Cyberware

Cost

Revolution Genetics
Flashlight Implant

290

Revolution Genetics
Poison Glands, Hands

500

Revolution Genetics
Poison Glands, Hands

800

Revolution Genetics
Poison Glands, Hands

1100

Revolution Genetics
Poison Glands, Teeth

500

Revolution Genetics
Poison Glands, Teeth

1000

Revolution Genetics
Tailored Pheromones,
Attractants

5000

Revolution Genetics
Tailored Pheromones,
Confusion

2500

Revolution Genetics
Tailored Pheromones,
Gullibility

2000

Revolution Genetics
Tailored Pheromones,
Love
Revolution Genetics
Tailored Pheromones,
Presence Booster

1000

Revolution Genetics
Tailored Pheromones,
Presence Cutter

2500

Revolution Genetics
Tailored Pheromones,

5000

2500

Description
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 users normal
blood production has replaced the Custom Blood
Implants a beta-light emitting organ (Heatless light similar to a
glowstick) 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 bodys
own bioelectric field; Visible from up to 100m
Nausea inducing or sleep inducing poison gland installed in the
users hand; Poison coats the users hand or arm blades (not
included); Gland produces a dose every hour, and holds 4
doses; User is not immune to his own poison
Hallucinogenic poison gland installed in the users hand;
Poison coats the users hand or arm blades (not included);
Gland produces a dose every hour, and holds 4 doses; User is
not immune to his own poison
Biotoxin I poison gland installed in the users hand; Poison
coats the users hand or arm blades (not included); Gland
produces a dose every hour, and holds 4 doses; User is not
immune to his own poison
Hallucinogenic, nausea inducing or sleep inducing poison
gland installed in the users 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
Biotoxin I-producing poison gland installed in the users 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
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
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
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
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
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 and
Persuasion/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)
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
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,

Surgery
Code

Humanity
Loss

Type

1d2

MA

2d6+3

MA

2d6+3

MA

2d6+3

MA

3d6

MA

3d6

1d6/2

1d6/2

1d6/2

1d6/2

1d6/2

1d6/2

1d6/2

Cyberware

Cost

Territorial Markers

Revolution Genetics UV
Shielding

150

Revolution Genetics UV
Shielding, Improved

500

Sabre Serum RNA


Modification
SATT Super Metabolism

35000

SATT Tailored
Metabolism
SATT Ultra-Metabolism

1500

Shukutei Biomed
Phibia Aquatic
Webbing, Alpha
Shukutei Biomed
Phibia Aquatic
Webbing, Alpha

500

Sinus Reconstruction

1500

Speed Grafts

750

Staged Neural Bridge

200/Lvl

Stress Moderator

800

SuperSpine

9000

Synaptic Accelerators,
Lvl. I

2500

5000

800

2000

Description
Interrogation, and Facedown tests, +2 if the target must enter
a 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
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
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
RNA restructuring adds +2 to MA and REF, +3 to BOD, and
doubles the users healing rate (takes 6 months for these
bonuses to accrue)
Modifies the users 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
Modifies the users 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
Modifies the users 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
Hands are webbed using custom-designed skin lines to create a
frog-like membrane of skin between them; Add +2 to
underwater MA; Reduce REF by -1 for the purposes of
manipulation
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
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
Add +2 to users MA by increasing muscle in the legs and
anchoring the tendons and ligaments further apart
Cultivated nerve tissue that links the spacial coordination areas
of 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 the
penalty by its level
New glands increase the production of noradrenalin, reducing
stress in the user; Reduces the users Stress level by 1
Replaces 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 ripresistant; 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
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

Surgery
Code

Humanity
Loss

.5

5d6

MA

2d6

MA

1d6

CR

3d6

MA

1d6/2

MA

1d6

CR

1d6/2

1d6

1d6/3 per
Lvl

1d6+1

CR

1d6+1

CR

2d6

Type

Cyberware

Cost

Synaptic Accelerators,
Lvl. II

5000

SynthCardium Heart
Sheath

2000

Tail

1000

Description
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
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
Set of vat-grown muscles installed around the users biological
heart 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)

Surgery
Code

Humanity
Loss

CR

3d6+1

MA

1d6/2

1d6+1

2d6+1

MA

N
M

1d6/2
1d6/2+1

1d6+2

1d6+1d6/2
+3

Varies

1d6/2

Vat 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)

Tail, Combat

2000

T-MAXX Ileocecal
Siphon
Toxin Binders
Trauma Damper I

500

Trauma Damper II

1000

Trauma Damper III

1500

Unspeak SharkSkin

2000

Working Appendix

750

3000
500

A 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
Allows user to survive without water in a temperate
environment for 48 hours, or 24 hours in a hot and dry
environment
Improve Poison/Drug saves by +4
Augmented glands produce heightened levels of endorphins in
response to trauma; Adds +1 to Stun saves; User must make an
Average (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 during
this 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
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
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
Replaces skin with special, vat grown flesh covered in razorsharp 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
Rebuilds the users 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 meal
a day of such materials will cause the user to emit large
quantities of methane, allowing tracking by smell

Type

Cyberware

Cost

Description

Surgery
Code

Humanity
Loss

Biotech Systems
All Biotech costs double if the user has lost
more than 10 points of Humanity Index due
to non-nanotech or non-biotech systems
Preparatory DNA
Mapping
Permanent ATT Increase

2700

Required first step for all biotech

1600

Permanent BOD Increase

3400

Permanent MA Increase

2700

1d6/2

Permanent REF Increase


Reduced Oxygen Lungs

5000
5900

Increases the users ATT; Cost is per point, to a maximum of


+3
Increases the users BOD; Cost is per point, to a maximum of
+2
Increases the users MA; Cost is per point, to a maximum of
+4
Increases the users REF; Maximum of +1

N
N

1d6+3
1

Skin Armor
UV Resistance

8300
7600

N
N

0
1d6

User may breath in severe smog or light smoke without


penalties
Provides SP 6 to all areas of the users body
Protects user from ill-effects of sun exposure, and turns his/her
skin dark brown or black

Bioenhancement Tabs
Anti-Trauma
Endurance
Ignore Pain

Only one Bioenhancement Tab can be taken in a day, or none will work
User gains +2 to Death saves for the next 12 hours
4000
User
may
ignore
the
effects
of
fatigue
for
the
next
12
hours
1200
User gains +4 to Stun saves for the next 12 hours
1800
-

RNA Memory Tabs

Skill Level +1

Multiply cost by IP Multiplier; Roll 1d10 over the tabs


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

Skill Level +2

1800

Skill Level +3

5000

Provides any skill at level two; Cost is multiplied by the IP


Multiplier for the skill in question
Provides any skill at level three; Cost is multiplied by the IP
Multiplier for the skill in question

3d6

1d6/2

MA

3d6+3

1d6

MA

2d6

2d6+3 (per
set)

Bodyweapon Systems
Big-Knucks

500

BiteBooster

200

Blade Hand

500

Blockbooster

350

Bonespike

1000

Climbing Claws

500 (per
set)

Reinforced Knucklebones; Causes 1d6+2 BFT damage on a


punch or back-hand slap; Illegal in most jurisdictions
Myomer fiber woven through jaw muscles; Adds +3 to bite
damage
Large, machete-like blade replaces the users hand; Nonretractable, it is essentially a machete attached to the wrist; The
affected 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)
Reinforces the blocking areas of the users 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
17cm piece of polymer-reinforced vat-grown bone is implanted
in the users 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 13 on 1d10; Illegal in most jurisdictions
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

Type

Cyberware

Cost

Cyberjaw, K-9

2750

Cyberjaw, Conga

2770

Cyberjaw, Needler

2800

Cyberjaw, Pit Bull

2870

Cyberjaw, Shark Maw

2930

Cyberjaw, T-Rex

3000

Cyberjaw, RealSkinn

200

CYBERMATRIX Gang
Jazzler

600

Cybersnake

1200

Cybersnake Mk. 2

1600

Cyphire Cyberware
Retractable Extended
Bite Sharkgrin Special
Cyphire Cyberware
Retractable Extended
Bite Vampires
Cyphire Cyberware

1400

Description
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
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
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 head
shot) hard armor; Illegal in most jurisdictions
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 head
shot) hard armor; Illegal in most jurisdictions
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
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 head
shot) hard armor; Illegal in most jurisdictions
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
RealSkinn covering for the Cyberjaw; Reduces HC by 1d6;
Difficult Awareness test to detect
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
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 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 target is
intimately engaged; An opponent making a successful Grab
attack may pull on the snake, causing 1d6 damage per round to
the user; Illegal in all jurisdictions
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 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 target is
intimately engaged (such a target is also open to an
eviscerate attack; The snake is thrust into a targets 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
Jaw modification and 2.5cm retractable implanted carbo-glas
teeth; Cause 1d6 Blade damage on a successful bite

Surgery
Code

Humanity
Loss

MA

3d6+2

MA

3d6+2

MA

3d6+2

MA

3d6+2

MA

3d6+2

MA

3d6+2

MA

-1d6

2d6+3

MA

4d6

MA

4d6

CR

4d6

1000

Jaw modification and 2.5cm retractable implanted carbo-glas


canines; Cause 1d6/2+1 Blade damage on a successful bite

CR

3d6+2

500

Retractable implanted carbo-glas teeth; Cause 1d6/2 Blade


damage on a successful bite

MA

2d6+2

Type

Cyberware
Retractable Sharkgrin
Special
Cyphire Cyberware
Retractable Vampires
Cyphire Cyberware
Spitting Cobra

Cost

Description

Surgery
Code

Humanity
Loss

500

Retractable implanted carbo-glas canines; Cause 1d6/3 Blade


damage on a successful bite

MA

2d6+2

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 units reservoir holds 20 doses of acid (25 to
refill); Illegal in most jurisdictions
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 units reservoir holds 20 doses of acid (25 to
refill); The Vampires must be extended to spit; Illegal in most
jurisdictions
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 can
take 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
Armors the Cybertail to SP 20; Uses 1 option space

4d6

MA

4d6

3d6

N
N

2
1d6

Blade-tipped tail causes extra damage in melee combat and


may have the tip treated with poison or drugs; Uses 1 option
space
Superchrome coating; Adds +1 to Wardrobe/Style; Uses no
option spaces

200

Raises SDP of the Cybertail to 12 disabled/15 destroyed and


adds 1d6 damage to tail strikes; Uses 1 option space

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 users torso,
with a nozzle that extends slightly from under the users
tongue, allowing the user to spit flame; The refilling nipple
is located under the users arm; Illegal in all jurisdictions
Sharpened ceramic teeth; Will not break off unless skull is
shattered; Bite causes 1d2 points Blade damage
Myomer fiber woven through jaw muscles; Adds +2 to bite
damage
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
Reinforcing bolts installed in the bones of the users fingers
add +2 to all Hand strikes
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 following
table 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
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) -1
COOL, (5-6) -1 REF, (7-9) Roll 1d6 on this table twice, (10)
Roll 1d10 on this table twice
Full-mouth set of implanted Carbo-glass teeth cause 1d6/2
Blade damage on a successful bite

MA

3d6

1d6/2

MA

1d6/2

MA

3d6

1d6

CR

3d6

CR

3d6

3d6

Cyphire Cyberware
Spitting Cobra,
Retractable

700

CyTech Cybertail

2000

CyTech Cybertail, Armor 300


CyTech Cybertail,
1000
Prehensile
CyTech Cybertail, Stinger 500
CyTech Cybertail,
Superchrome
CyTech Cybertail,
Thickened Myomer
Draconian Technologies
Firebreath Flamer

250

Dynalar New Teeth

200

Dynalar Power Jaw

100

Elbow Spike

1500

Finger Bolts

250

HeaDspYkE

1000

HeaDspYkE,
MonoBlade

2000

Implanted Fangs,
Sharkgrin Special

200

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

Type

Cyberware

Cost

Description

Surgery
Code

Humanity
Loss

Implanted Fangs,
Sharkgrin Special,
Poisoned
Implanted Fangs,
Vampires
Implanted Fangs,
Vampires, Hollow

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

3d6

200

Implanted Carbo-glass Canines cause 1d6/3 Blade damage on


a successful bite

3d6

250

3d6+1

Implanted Fangs,
Vampires, Poisoned

400

3d6

Intra-Knuckle Spikes

400

3d6

Knuckle Spikes

550

3d6+4

Knuckle Studs

150

1d6+1

MonoWhip

1200

3d6

NovelTech BigRipp

1850

MA

3d6

NovelTech BigRipp II

1200

MA

3d6+1

NovelTech BigRipp III

1200

MA

3d6+1

NovelTech Spitfire
Flamer

1000

MA

4d6

RazorBack

2000

MA

4d6

RazorHead

Varies

CR

3d6+3

Retractable Monoblade

900

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 drug
or poison produced by the gland
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
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
Reinforced knucklebones with pyramid-shaped spikes; Causes
1d6+4 damage on a punch or back-hand slap; Illegal in most
jurisdictions
Reinforced knucklebones with metallic studs; +1 damage on a
punch or back-hand slap
5m of Monowire mounted on a spool in the users 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)
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
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
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 if
used to parry; If it does not break, it causes normal damage to
the attacker or his weapon; Illegal in most jurisdictions
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 users torso, with a nozzle
that extends slightly from the users mouth, allowing the user
to spit flame; The refilling nipple is located under the users
arm; Illegal in all jurisdictions
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 armor
on, 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
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
Installs a 30cm retractable mono-knife in the users forearm;
The weapon causes 2d6+3 Mono damage in melee, plus the
users BOD modifier; The knife otherwise acts in all ways as a
mono-knife

3d6

Type

Cyberware

Cost

Description

Surgery
Code

Humanity
Loss

Retractable Needle

650

2d6

Rippers

400

3d6

Rippers, Improved
Blades, Compression
Carbide

100

Rippers, Improved
Blades, Mono-Carbide

600

1d6/2

Rippers, Over-Knuckle

500

3d6

Scratchers

100

2d6

Slice-N-Dice

700

3d6

Stinger

400

1d6+3

Stinger Cartridge

50

Unspeak Cyberware
Mandibles
Wolvers

1200

MA

5d6

3d6+1

Wired Jaw

500

Bioplastic needle mounted in finger, connected to poison


sac/gland; N. Imp. (30) Awareness test to detect; Illegal in all
jurisdictions
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
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)
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).
Four 5-6cm Carbo-Glass claws are implanted in the users
carpals; When triggered, they slide free and exit through ports
in the users 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
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
Monowire spool mounted in the users 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)
Surgical quality hypodermic needle implanted in the users
finger, linked to a memory-plastic cartridge holding any
drug/poison of the users 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
Memory plastic cartridge for the Stinger injector; Holds ten
doses of drug/poison and fits in a standard cyberarm space
Jaw looks normal (V. Diff. Awareness test to detect); Bite with
mandibles is 12cm, and causes 2d6 damage; Mandibles must
be extended for eating
Three 30cm triangular blades are implanted in the users
forearm; When triggered, they slide free and exit through ports
between the users 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
Myomer fiber woven through jaw muscles; Artificial muscle
added to jaw; Adds +4 to bite damage

MA

1d6

MA

2d6

CR

4d6

CR

4d6

600

Cyberoptic Systems
Standard Cyberoptic

500

3600 Vision

3500

Advanced Idea
Mechanics LethalEye

1500

Replaces the users 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
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
Replaces the users 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

Type

Cyberware

Cost

Optic

Biotec Alarm Eye

700

C.I.A. Assassination Eye

2200

Cobra Venom Eye

4000

Cyclops International
Bug Eye
Cyphire Cyberware
Remote Eye

750

Humanitech
Interchangeable
Cyberoptic

700

Humanitech
Interchangeable
Cyberoptic Port
Kiroshi Optics Cybercam

1500

Kiroshi Optics Laser-

425

1500

2700

Description

Surgery
Code

Humanity
Loss

MA

3d6

MA x2

6d6

MA x3

9d6

MA

3d6

Requires the user have 2 Cyberoptics; Removable Cyberoptic


with transmitter; Links to users other optic, which must have a
Video 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
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
Replaces the users 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

3d6

1d6

MA

2d6

Poly-ceramic and metal plate over ablative plastic and


microcellular honeycomb cells woven with myomer, surrounds
the right or left eye and top corner of the users 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 MicroVideo 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
Low power Laser projector/receiver and processor built into an

MA

4d6+4

patterns for both the eye and iris, or superchromed for that
Max-Borg look; AntiDazzle function renders user immune to
flash/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
Replaces the users 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 eyes response is a neuro-electric
surge designed to awaken the user within 1 Round, and may be
set to turn off any sleep inducer or Somaware
Replaces both the users 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 +5
vs. 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
Replaces both the users 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 users sinus
cavity; The poison gland secrets the agent of the users 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 in
any jurisdiction where such a penalty is allowed
Oversized optic in an extended optic mount; Must be
implanted in pairs; Holds 6 options each; -1d2 to ATT

Type

Cyberware

Cost

Comm Optic

Kiroshi Optics LaserComm Optic Code Chip


Kiroshi Optics
Monovision

175

Kiroshi Optics Pre-Built


Optic

Varies

Kiroshi Optics Pre-Built


Optic, Scout

1600

Kiroshi Optics Pre-Built


Optic, Solo

1700

Kiroshi Optics Tricloptics


Third Eye, Forehead
Kiroshi Optics Tricloptics
Third Eye, Non-Forehead

750

Kiroshi-Nikon
Engineering Live Feed
Cyberoptic

1200

Life Vision Revelation


Cyberoptic
Optical Interface

2000
(new) or
700
(used)
600

Quick Change Optic


Replay Cyberoptic

1000
500

650

750

Description

Surgery
Code

Humanity
Loss

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
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
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
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
Adds a third eye socket in the users forehead, and installs a
standard Cyberoptic; ATT is -1, but can be corrected through
Bodysculpting
Adds an extra eye socket somewhere on the users face, and
installs a standard Cyberoptic; ATT is -1 per eye, and cannot be
recovered through Bodysculpting; Maximum of two additional
eyes
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)
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 is
at +1 to visual Awareness tests

MA

3d6

MA

Varies

MA

2d6+3

MA

2d6+4

CR

3d6

CR

3d6+2

4d6

MA

3d6-1

Standard Cyberoptic with an Interface Plug built in; Cannot


hold any options
Holds 3 options; Removable and interchangeable

MA

2d6+2

MA
MA

2d6+3
2d6+2

optic; When in direct Line of Sight (Difficult REF test) with


another Laser-Comm eye, the user may communicate by coded
Laser 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 LaserComm transmissions, but the Laser-Comm Optic will be
damaged if the user attempt to receive transmissions from
these sources
Replacement coding chip for the Laser-Comm Optic

Replaces the users 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 field
of vision; The eye can hold no other options

Type

Cyberware

Cost

Description

Surgery
Code

Humanity
Loss

Transov Soviet
Cyberoptic

100

Low quality image; Only holds 1 option; 50% chance of +1d6


HC and -1 ATT

MA

Unspeak Cyberware Bug


Eyes

1500

MA

Vacuum-Proof
Cyberoptic

600

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)
Holds up to 4 options; Used with VacWeave

2d6 (50%
chance of
+1d6)
4d6

MA

2d6

1d3+1

N
N

.5
2

.5

.5

.5

.5

1d6

D6

Cyberoptic Options
Altered Persistence of
Vision

450

AntiDazzle
Augmented Peripheral
Vision
Clock Display

200
200

Color Shift

300

Compass

300

Compass, Logcompass

300

Dart Gun

200

Digital Camera

300

Digital Video Camera

300

Eagle Eye

200

Eibon Biosystems
Elderview

5500

EmeraldTech Xr Ray
Vision

2000

Fake Retina

200

50

Processor allows user to see things normally moving to fast or


slow to register with the brain; User will see the scanning line
on CRTs 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
Renders user immune to flash/laser blinding
Increased field of view gives the user +1 to Awareness tests
for peripheral vision; +1 to Initiative in surprise/ambush
situations
Displays the time in the users peripheral vision; Can be turned
off at will; Takes up no option spaces
Allows color changes and special fashion effects; Each change
takes 1 minute
Requires a Times Square Marquee; Acts as a normal digital
compass; Links to users Times Square Marquee
Requires a Times Square Marquee; Acts as a normal
logcompass, visible in the users field of vision; Takes up 2
option slots
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 with
the weapon using Awareness + REF + 1d10, with a +5 vs. an
unsuspecting opponent; The dart may be poisoned); Takes up 3
option spaces
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
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
Motion processor and priority filter add +1 to visual
Awareness tests to detect movement
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 outr creatures of
nightmarish appearance (Cool test to prevent further Humanity
Loss from these spectral visions); Unit takes up 1 option space
Xr Rays are actually r-neutrinos, a small particle that passes
through all organic materials; This has the same effect of XRay technology but without the need of a transmitter or any of
the harmful radiation effects; Xr Ray Vision allows the user to
penetrate 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
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,

Type

Cyberware

Cost

Flashlight

50

Flashlight, Improved

100

Flashlight, Improved,
Enhanced Spectral Range
Flashlight, IR

100

Flashlight, UV

100

Heat Color Mix

500

100

Hydrosubsidium
Aquagoggs
Image Enhancement

200

Imaging Thermograph

750

Infrared, Active

500

Infrared, Passive

200

Kiroshi Optics Digital


Video Camera II

1100

Kiroshi Optics
Interferometry System

400

Kiroshi Optics Dodgeball

440

Kiroshi Optics Nuke-Em


Active UV

300

Kiroshi Optics Video


Cam/Transmitter
Kiroshi Optics Video
Imager

330

300

350

Description
and the eyes are Rare
Installs a small (10m beam, 1m spot) flashlight in the users
eye; Reduces Darkness penalties by 2 points; Unit takes up 1
option space
Installs a small (20m beam, .5m spot) flashlight in the users
eye; Reduces Darkness penalties by 2 points; Unit takes up 1
option space
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
Installs a small (10m beam, 1m spot) IR flashlight in the users
eye; Reduces Darkness penalties by 2 points if the user has an
IR system; Unit takes up 1 option space
Installs a small (10m beam, 1m spot) UV flashlight in the
users eye; Reduces Darkness penalties by 2 points if the user
has an UV system; Unit takes up 1 option space
Specially designed thermographic sensor allows user to specify
which 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 nonspecified 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
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
+2 to users visual Awareness; Requires 1 round of viewing to
use
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
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
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
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
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
User can add +1 to any Hand to Hand skill after 30 seconds (3
Turns) of observing someones fighting style
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
Sends whatever the optic sees to a remote receiver up to 1 mile
away; Takes up 4 options in the optic
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

Surgery
Code

Humanity
Loss

1d6/2

1d6/2+1

1d6/2+1

1d6/2+1

.5

Type

Cyberware

Cost

Description

Surgery
Code

Humanity
Loss

Laser Illuminator

500

Laser Microphone

600

1d6/2

Low-Lite

200

.5

Micro-optics
MicroVideo Optic

150
300

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
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 bricks
or 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 glass
and can be received by the optic; As the beam hits the glass the
sound 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 rippling
the glass.
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)
Users vision is equivalent to a laboratory-quality microscope

N
N

.5
.5

Modem Interface

150

Motion Tracking

350

Nikkon America Double


Slit Pupils
Optical Capacitor Laser

200

.5

StrangeTech OldMovie

120

Partitioned Cyberoptic

300

Pattern Emulator

400

1d6

800

Poison Rain Gas Sprayer 450

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
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
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
Allows the user to see clearly through the air/water boundary
layer without distortion due to refraction
Implants a 1-shot capacitor Laser in the users eye; Causes 2d6
Laser 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
Changes vision to monochrome shades of gray, like a black
and white television picture; Causes a -1 to Awareness; Uses
no option spaces
Allow s the user to split his field of view into up to 16 separate
views, each displaying different fields; Awareness tests are at
-1 two views, -2 for 4 views, -3 for eight views, and -5 for 16
views
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
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 gas
sprays, fires once per round, and each spray covers the target's

Type

Cyberware

Cost

Remote Link

200

Targeting Scope
Teargas Sprayer

400
200

Teleoptics
Thermograph Sensor

150
200

Time/Day Display

100

Times Square Marquee

300

Trip Ball

500

Ultraviolet

200

Visual Editor

700

Visual Enhancement
Visual Enhancement,
Advanced
Visual Enhancement,
Maximum
WNS Eye-on-the-News

300
600

WNS Eye-on-the-News
Video Imager Upgrade

75

WNS Eye-on-the-News
Times Square Upgrade

75

Wyzard Verbal Eyes

750

Wyzard Verbal Eyes,


Custom Images Option

1200

Wyzard Verbal Eyes,

1000

Description
face; Uses 2 option spaces
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
Adds +1 to all Smartgun attacks
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
Acts as a 20x telescope
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
Displays the time and day in the users peripheral vision; Can
be turned off at will; Takes up no option spaces
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)
Alters users perception of light into mood-altering impulses;
User is +1 to COOL and 1 to all skill tests while this option is
active
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
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
+1 to users visual Awareness do to clarity and focus
+2 to users visual Awareness do to improved clarity and focus;
Uses two option spaces

Surgery
Code

Humanity
Loss

N
N

2
2

N
N

.5
1

N
N

1
2

900

+3 to users visual Awareness do to extreme clarity and focus;


Uses three option spaces

200

Installs a receiver and display in the user's optic that receives 4


channels chosen during installation; The Subscription Service
is 12 monthly; Additional channels may be added without
surgery, at 3 per month
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
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 Service
is 12 monthly; Additional channels may be added without
surgery, at 3 per month
Installs a coprocessor to the users Neuralware; Allows user to
specify images to be displayed on his/her Cyberoptic on verbal
command; Iriss and whites images may be different, and each
eye may display different images in each; If this option is
purchased for a second eye, the Surgery Code drops to N
Installs a coprocessor to the users Neuralware; Allows user to
specify images to be displayed on his/her Cyberoptic on verbal
command; Iriss and whites images may be different, and each
eye 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
Installs a coprocessor to the users Neuralware; Allows user to
specify images to be displayed on his/her Cyberoptic on verbal

Type

Cyberware

Cost

Surgery
Code

Humanity
Loss

Basic hearing module; Holds up to 6 options; Effects both ears


and includes a subvocalizing microphone implanted in the
mastoid bone
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

2d6

3d6-2

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

3d6

Larger external ears, nearly wrap around the head; Adds +1 to


audio-based Awareness tests; Allows user to pinpoint the
direction of a sounds source with an Awareness test 1 level
lower than normal; Requires no option spaces

200

Larger external ears, often elven or bat-like; Adds +1 to audiobased Awareness tests; Requires no option spaces

1500

Implants beneath the skull add +2 to audio-based Awareness


tests; Requires no option spaces

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
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

3d6

2d6 (50%
chance of
+1d6)

Video Imager

Zetatech Times Square


Marquee+

500

Zetatech Times Square


Marquee+ Upgrade

250

Description
command; Iriss and whites images may be different, and each
eye 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
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
Requires the user to already have Times Square Marquee in the
upgraded 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 video
recognition chipware; Uses 2 option spaces; If integrated with
the Video Imager option, it uses only a single space

Cyberaudio Systems
Basic Cyberaudio Module 500
AuraSound Spectrum
Cyberaudio Implant
AuraSound Spectrum
Cyberaudio Implant,
Interchangeable Ears
AuraSound Spectrum
Outer Ear Replacement,
Directional
AuraSound Spectrum
Outer Ear Replacement,
Enhanced
AuraSound Spectrum
Outer Ear Replacement,
Omnidirectional
SATT Wolfs Ears

Transov Soviet
Cyberaudio Implant

1500
(new),
650
(used)
1500
(new),
650
(used)
1000

100

Cyberaudio Options
Amplified Hearing

200

Audio Storage

250

Add +1 to all audio-based Awareness tests; Take double


damage from shockwaves and sound-based stun weapons
without Level Damper
A small unit implanted in the skull or chest, linked to the user's
cyberaudio 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

Type

Cyberware

Cost

Bug Detector

200

Digital Recording Link

100

ECM Scrambler

100

Enhanced Hearing Range

150

Frequency Memory

250

Frequency Memory,
Additional Storage

50

Fax+ 1000 Alert

100

Homing Tracer

200

Level Damper

300

Micro-recorder Link

100

Militech Cybernetics
International Military
Radio
Phone Splice

3000

Phone Splice Caller ID

75

Phone Splice Conference


Call
Radar Detector

150

Radio Link

100

Radio Link Frequency


Changer
Remote Control Function

100

Rising Arc Dolphin


Translator Package Audio

450

ShareChecker Link

100

150

150

100

Description

Surgery
Code

Humanity
Loss

.5

.5

.5

.5

.5

.5

1.5

Links to a cellular phone within 3m; The phone must already


be active, with the number dialed
User must have Times Square Marquee; Allows user to utilize
the Caller ID function on a linked or implanted cell phone
Allows user to Conference Call up to five other people at the
same time on a linked or implanted cell phone

Detects Radar in use around the wearer, beeping to alert the


user; Has a 40% chance to gain a direction fix on the source
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
Adds 5 channels to the users Radio Link, allowing the user to
choose any of six channels for transmission and reception

.5

Allows users 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 electronics
systems; If such a system is not compatible, it may be modified
for 20; Electronic systems without remote on/off switches can
be so equipped for 100
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
Allows user to get real-time stock quotes displayed a Times
Square Marquee or other interfaced display

.5

1d6/2

.5

transfer data to and from this implant; Tracks and files are
given file names by the user speaking and they are read back to
the 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
Detects radio transmitter taps, tracers and bugs up to 3m;
Effective on a 1-6 in 1d10; Indicates proximity to the source
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
Encrypts users installed Radio Link or Phone Splice with N.
Imp. encryption
User may hear in the supersonic and subsonic ranges;
Underwater shockwaves do x2 damage and sound-based stun
weapons without Level Damper
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
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
Links to the users Phone Splice; Alerts user to incoming faxes
on his Fax+ 1000 unit (required for operation)
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
Automatic noise compensation allows user to avoid ill effects
of sonic weapons and stun grenades; Subtract -25% from
shockwave damage
Links to an implanted recorder, or to an external unit through
Interface Plugs
500km Radio w/Frequency Changer, Military Encryption,
Scanner and IFF Transponder; Uses 2 Option slots

Type

Cyberware

Cost

Description

Surgery
Code

Humanity
Loss

ShiftEars

700

MA

2d6

Sound Editing

150

.5

Sound Edit Out

500

Think-Boom Radio
Detonating Signaler
Tight Beam Radio Link

500

.5

Tone Recognition

350

Ultrasonic Detector

140

Voice Stress Analyzer

200

Wearman

100

.5

Wide Band Radio


Scanner

100

Organic outer ears are replaced with synth-skin and a neomuscle 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
Allows user to concentrate on a particular sound source; Adds
+2 to audio Awareness tests to overhear specific conversations
or sounds; Works well when linked to Amplified Hearing and
Enhanced Hearing Range
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
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
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 or
Times Square Marquee
Decodes the tones used by all telephones and vidphones; This
allows the user to work out what number was previously dialed
by pressing the last number re-dial or by using the number
memory functions, without having to have the call connected
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
The user must obtain a voice sample from the target when it is
not under stress; Adds +2 to the users Human Perception and
Interrogation skill tests vs. that target when determining
veracity of his statements
Stereo music system built into the head; User may insert music
chips (100 songs per chip) into a socket built into the ear, or
into a standard Interface Plug
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

CR

2d6

CR

2d6

CR

2d6

CR

1d6+1

CR

1d6+1

200

Cyberlimb Systems
Standard Cyberarm

3000

Standard Cyberleg

2000

Artificial Shoulder Mount 1500


Brazilian Cyberarm

2250

Brazilian Cyberleg

1500

Replaces users 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
Replaces users 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
Artificial shoulders installed at waist level allow user to mount
2 extra Cyberarms; This mount has 25 SDP
Replaces users 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 increasedstrength cybernetic limbs
Replaces users 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,

Type

Cyberware

Cost

Chinese Knock-Off
Cyberarm

1500

Combat Cyberarm

5000

Combat Cyberleg

4000

CYBERMATRIX
Buzzsaw Arm

5199

CYBERMATRIX DualPurpose Legs

3500

CYBERMATRIX
HammerHand Arm

4150

Dainamax Cybersystems
Grapplefist Cyberarm

3550

Description
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 increasedstrength cybernetic limbs
Replaces users 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
Replaces users 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)
Replaces users 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 jump
with 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)
Replaces users 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
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 as
ordinary 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.
Replaces users arm with a mechanical limb equipped with
Hydraulic Rams; It can sustain 30 SDP in damage before being
crippled, 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 users
choice; The mount is rated for a Heavy Pistol) and includes the
HammerHand option; The limb causes 3d6 BFT damage on a
punch, and 6d6 BFT damage on a crushing attack, and 3d10 on
a 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
Replaces users 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; 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; 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; The
hand 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 users Punch

Surgery
Code

Humanity
Loss

CR

2d6

CR

3d6+3

CR

3d6+3

5d6

CR

2d6+1d3+2

5d6

CR

4d6

Type

Cyberware

Cost

Description

Surgery
Code

Humanity
Loss

CR

5d6

CR

5d6

CR

5d6

CR

5d6

CR

2d6+2

CR

3d6+3

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 hands options are fully self
contained
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

Draconian Technologies
Scimitar Weapon System,
Base

System Specs:
SP

25

SDP (disabled)

30

SDP (destroyed)

40

Options

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
Draconian Technologies
Scimitar Weapon System:
Heavy
Draconian Technologies
Scimitar Weapon System:
MultiPurpose

20000

Draconian Technologies
Scimitar Weapon System:
Over/Under
Enable Cyberarm

20000

Enable Cyberleg

700

This version is designed for handling light targets, and includes


a 6x48mm CL machinegun and a Flamethrower (See Weapon
List for details)

20000
This 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)

20000
Designed 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)

4000
(new),
500
(used)

This 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)
Early model cyberlimb; Replaces users arm with a mechanical
limb; 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
Early model cyberlimb; Replaces users 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

Type

Cyberware

Cost

Exotech Detachable
Remote Surveillance
Hand System

4500

G. E. XM-218 Cyberarm
Minigun

6000

G. E. XM-230 CyberFury Cyberarm Minigun

6000

Independent Cyberhand

600+
Hand
Cost
(750)

Radio/Cellular Booster
Station Leg

3550

Milwaukee Tools/US
Robotics TechArm
Cyberarm

3500

Description
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 users MA
Replaces users 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 a
punch, 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 has
a 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
Replaces users arm with a mechanical limb; The users 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
Replaces users arm with a mechanical limb; The users 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; The
Minigun Arm has no option spaces remaining; The limb causes
1d6 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
Replaces users 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)
Replaces users 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 phone
services, 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.
Replaces users 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 units driver, but do not fit in the arm
itself); Torque wrench; Heavy duty wire cutters; Monowire

Surgery
Code

Humanity
Loss

CR

3d6

CR

6d6

CR

7d6

MA

1d6

CR

3d6+2

CR

2d6

Type

Cyberware

Cost

Mortel Arms Coup de


Gras Arm

4000

NapaCorp/Lichtenstein
Biomed Engineering
CyberBar Leg

3000

NapaCorp/Lichtenstein
Biomed Engineering
CyberBar Leg, French

3000

NapaCorp/Lichtenstein
Biomed Engineering
CyberBar Leg, Japanese

3000

NovelTech Corvette
Cyberlegs

4500

Description
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 10
SDP 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)
Replaces users 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 MAP
shell) 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
Replaces users 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 in
wet 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
Replaces users 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 in
wet bar; Armored to SP 20; Four .5 Liter wine dispensers with
refrigeration capability, and 10 extract tubes, each with enough
extract 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
Replaces users 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 in
wet bar; Armored to SP 20; Three .5 Liter Sake dispensers with
heating 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
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

Surgery
Code

Humanity
Loss

3d6+3

CR

2d6

CR

2d6

CR

2d6

CR x2

3d6

Type

Cyberware

Cost

Description

Surgery
Code

Humanity
Loss

NovelTech Corvette
Cyberleg High Speed
Maneuvering System
Partial Cyberarm

500

High Speed Maneuvering System added to the standard


Corvette Cyberlegs increases the MA bonus to +8, and adds +2
total to movement-based tests

MA

+4

1500

MA

1d6 +1d6/2

Partial Cyberleg

1000

MA

1d6 +1d6/2

Police/Military Cyberarm

10000

CR

4d6+3

Police/Military Cyberleg

8000

CR

4d6+3

Psiberstuff Independent
Cyberfoot

600+
Foot
Cost
(800)
600+
Hand
Cost
(750)

Replaces users 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; If
the user's arm is hit in combat, the Partial Cyberarm will be
struck 50% of the time
Replaces users 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
Replaces users 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)
Replaces users 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 sensation
in 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)
Replaces users 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 for
a separately purchased foot is 600)
Replaces users 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)
Replaces users 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
Replaces users 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 6m
straight up, or 8m broad jump with a running start; The user
may turn off pain sensation in the leg at will
Replaces users 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

MA

1d6

MA

1d6

CR

2d6

CR

2d6

CR

5d6

Psiberstuff Independent
Cyberhand

Psiberstuff Orbital
Crystal Cyberarm

7000

Psiberstuff Orbital
Crystal Cyberleg

6000

Radine Laboratories
Blitzkrieg Arc-Thrower

4050

Type

Cyberware

Cost

Radine Laboratories
Photon Mini-Laser

4050

Radio/Cellular Booster
Station Leg

2650

Raven MicroCybernetics
Exti-Hand Cyberarm

3600

Sectional Cybernetics
Mount

600

Sectional Cybernetics
Quick-Change Mount
Skeletal Cyberarm

900

Skeletal Cyberleg

1500

Speeding Bullet Legs

4500

SovWear Cyberarm

1000

2000

Description
on a strike, but lacks a hand and cannot make crushing attacks;
The user may turn off pain sensation in the arm at will
Replaces users 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
Replaces users 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 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
Replaces users 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
Allows the user to mount a Cyberhand or Cyberfoot without
the accompanying limb, replacing the users original with a
mechanical unit; The unit can sustain 7 SDP in damage before
being crippled, and 10 SDP before being destroyed; A standard
hand 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 unit
at will
Allows the user to mount a Cyberhand or Cyberfoot without
the accompanying limb; Hands and Feet may be replaced in 1
Turn
Replaces users 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 in
the 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
Replaces users 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 sensation
in the arm; A Skeletal Foot is included with the limb, and takes
up 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
Replaces both legs and hips, reinforces the spine and lower
ribcage; Increases users 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
Replaces users 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

Surgery
Code

Humanity
Loss

CR

5d6

CR

2d6+2

CR

3d6

MA

MA

CR

2d6+2

CR

2d6+2

CRx2

4d6

CR

2d6

Type

Cyberware

Cost

Description

Surgery
Code

Humanity
Loss

SovWear Cyberleg

1500

CR

2d6

Sycust/SRC SuperSized
Arm

4000

CR

2d6

Transov Soviet Cyberarm

669

CR

2-3d6

Transov Soviet Cyberleg

875

CR

2-3d6

Unspeak Cyberware
Tentacle Arm

4000

CR

5d6

Unspeak
CyberwareTentacle Arm,
Extendable

6000

CR

5d6

Wyzard Technologies
Romanova Cyberlegs

5000

Replaces users 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 causes
6d6 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
Replaces users 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 builtin 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
Replaces users 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
Replaces users 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 causes
6d6 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
Replaces users 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 users REF and
BOD); Rippers at the end of the tentacles and a special
memory-plastic sheath are the only available options
Replaces users arm with a set of eight, 70cm long, 1.5cm
thick memory-metal and plasteel tentacles; These tentacles can
stretch 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 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 users REF and BOD); Rippers at the end of
the tentacles and a special memory-plastic sheath are the only
available options
Replaces users legs with mechanical limbs (Paired); Each unit
can 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

2/Lvl

Cyberlimb Options
Action 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 greatly
enhanced 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

Type

Cyberware

Cost

Armor, Concealed

200

Armor, Plated

300

Double-Jointed
Cyberlimb

1250

Dynalar Extra Twist Joint 30%,


Addition
+10%
per joint

Hydraulic Rams

200

Icer

200

Leg Boosters

500

Lightning Reflex
Coordinator

500/Lvl

Microwave/EMP
Shielding
Overpressure
MicroHydraulics

300
200

Description

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
Armors cyberlimb to SP 20; The limb has 1 less space than
usual
Armors cyberlimb to SP 20; Uses no spaces, but the limb
cannot use a cyberlimb covering
Replaces the users 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
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, MArelated 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
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
CO2 fire extinguisher built into the users 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
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 a
jump/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
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 greatly
enhanced 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 (maximum
level 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 +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 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
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
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

Surgery
Code

Humanity
Loss

1d6/2+2

1d6/2

1d6

2/Lvl

Type

Cyberware

Cost

Description

Surgery
Code

Humanity
Loss

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
Flesh-tone, solid color or patterned color cyberlimb cover;
Uses no option spaces in the limb
Camouflage or designer color/pattern cyberlimb cover; Uses
no option spaces in the limb

Plastic Covering, Basic

100

Plastic Covering,
Designer
Plastic Covering, HighTech
Plastic Covering, Holo

150

175

Light-emitting or custom-etched/airbrushed cyberlimb cover;


Uses no option spaces in the limb

200

Holo-emitting cyberlimb cover; Uses no option spaces in the


limb
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
Titanium steel joints increase standard limb SDP by 5 (25/35);
The limb has 1 less option space than usual
Artificial flesh covering for cyberlimbs; 75% effective/
Difficult (20) Awareness test to notice; Reduces HC of the
limb by 1d6/2
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
Several rows of to 1 spikes line the users limbs; This adds
+1d6 Blade damage to Grapple and Hold attack, and causes
this damage to any target Grappling or Holding the user
High gloss metallic covering for cyberlimbs; May have a color
tint
Replaces the users major limb joints with 1800 pivoting joints;
Adds +1 to MA Grapple, Hold, Choke and Escape rolls;
Cannot be combined with Locking Joints; Uses of an option
space
Requires paired cyberlegs; Telescoping housings allow the user
to 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
Weaves living tissue through the surface of the cyberlimb; Biosupport system takes 1 option space; System adds 50% to
repair costs, and is not protected by cyberlimb armor, though it
is effected by the users Skinweave, if any; Cost is 500 and
50% of the limbs 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 this
bonus HC
Weaves living tissue over the surface of the cyberlimb; Biosupport system takes 1 option space; System adds 100% to
repair costs, and cannot be armored; Cost is 200 and 20% of
the limbs normal cost
Users 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 DoubleJointing; Uses of an option space
Replaces one of the users 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 users Crush
damage is reduced to 1d3; Cannot be combined with Locking
Joints; Uses of an option space each
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 Leap
distances by 50%
A memory plastic sheath that covers the Unspeak Tentacle Arm
or 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

Quick Change Mount

200

Reinforced Joints

200

RealSkinn

200

-1d6/2

RealSkinn Weave

1000

-1d6/2

Slamdance Inc. Spyke!


Spiked Cyberlimb Cover
Superchrome

200

Sycust Double-Jointing

1000

Sycust Extending Leg


Units

400

Sycust Fleshcote

50%
+500

0 or
+1d6/3+1

Sycust Fleshweave

20%
+200

Sycust Locking Joints

100

Sycust 3600 Rotating


Joints

120

Thickened Myomer

250

Unspeak Cyberware
Tentacle Arm Sheath

800

200

Type

Cyberware

Cost

Wavetech Marine
Rebuild

250

Description
activated/deactivated at will
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

Surgery
Code

Humanity
Loss

Type

Cyberlimb Built-Ins
If suitably hidden, Cyberlimb Built-Ins have a 60% chance of being
unnoticed during a casual inspection of the limb unless otherwise noted
Allows user to listen in on conversations at 60m range, as long
Arasaka Komaku Laser
400
N
1d6+2
as the subjects are behind a single-walled surface, such as a
Microphone
window; The user is at -5 to Human Perception tests vs. those
Audio/Video Tape
Recorder
CapsuleCo CyberPillow

250

Chemical Processor

450

Chip Writer

300

Climbing Hooks

300

Cyberlimb Flashlight
Implant

90

Cyberlimb Flashlight
Implant, Strobe

150

Cybermodem

3000

Cybermodem, Cellular

5000

Digital Recorder

300

80

being 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
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
Inflatable ballistic-nylon pillow in the users 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
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 broken
down 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
Allows the user to read data chips into their neural computer or
out 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 can
label chips; The unit can hold up to four chips, and takes up
one option slot
Hooks on the inside of the users lower legs can be extended to
give 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 users
Kick Attack to Hit roll; Use 1 option slot in each leg
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 bodys own bioelectric field; Uses no
spaces in the arm
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 bodys own bioelectric field, it can also
draw 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 units
capacitor
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
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
Records to Digital Audio/Visual Chip; Can record from built-in
microphone, or can be linked to internal or external digital
systems such as cameras; Holds one chip; Uses 1 option slot in
the limb

0.5

1d6

.5

1.5

Cyberware

Cost

Description

Surgery
Code

Humanity
Loss

Draconian Technologies
Customized Speed
Holster

350

Concealed, spring-loaded holster in the users forearm; The


user must have it fitted to the weapon that it is going to be used
with; The system may only be used with the weapon it is fitted
for; 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 hours
to make the adjustments; Weapon sizes (based on body type):
Below Average: your limb is too small for any benefit - get
the standard speedholster
Average: Light pistol
Strong: Medium Pistol
Very Strong: Heavy Pistol
Superhuman: Very heavy pistol
On demand, it will eject a weapon or object of the given size
into the users hand; This adds +2 to the users Initiative on a
declared Fast Draw

Drug Dispenser

400

1d6+1

1d6+3

D-Tek Targeting
Network

1300

Dynalar Cigar Dispenser

120

Dynalar Cigar Dispenser,


Hand Port

175

Dynalar Cigarette
Dispenser
Dynalar Cigarette
Dispenser, Hand Port

95

Dynalar Smartgun 2
Smartplate Weapons
Link
ECM Emitter

300

External Ammo Feed

50

External Ammo Feed,


Additional

150

150

2950

Deploys 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 what
drugs are in which supply units and so be able to automatically
switch between empty and full drug reservoirs; The unit has an
access 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
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 users 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
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
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
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
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
Magnetic induction interface plate installed in the users arm;
Links to the Smartgun Interlock 2 ; Uses 1 option slot in the
limb
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
Slot on the side of the cyberarm links directly to the ammo
feed of an implanted firearm; Allows a firearm to be implanted
in 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
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

Type

Cyberware

Cost

External Ammo Feed,


Switchable

450

Field Projector

800

Gentle Bens CyberCover

1500

Gouge Master

550

Gouge Master Winch

100

Hidden Holster

100

Holo-Projector

500

Internal Ammunition
Hopper, Small

100

Description
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
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
Installs a hot smoke generator in the users limb; The smoke
used by the field projector is doped with radar-deflecting
particles, and causes a -20 to Visual, Thermal, IR, and Radarbased 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
Memory-plastic frame with a Kevlar sheet is installed in the
users 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 2
options in the arm
Self guiding auger replaces hand, and requires 1 arm space;
2d6+3AP remote, 2d6 Blade + Bod Mod Melee; 20m cable and
reel; 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
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 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 (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
A hidden holster in the users leg; Will hold a weapon and a
single magazine; Weapon size based on Body Type:
V. Weak to Weak Light Pistol
Average to Strong Medium Pistol
V. Strong Heavy Pistol, Light SMG or 2-Shot folding
shotgun
Inhuman Very Heavy Pistol, Medium SMG or 4-shot
folding shotgun
Uses 1 option slot in the limb
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
Builds an internal ammunition canister into the users 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

Surgery
Code

Humanity
Loss

Type

1d6

1d6+3

2d6

1d6

1d3

Cyberware

Cost

Internal Ammunition
Hopper, Switchable

150

Jump Jets

1200

Kleenex Dispenser

75

LCD Screen Readout

200

Limb Link

100

Magnetic Hands or Feet

60

MiniCam

200

MiniVid

400

Psiberstuff Watch-Man

180

Quickdraw Holster

200

Raven Microcybernetics
Spider Microwaldo
Unit

800

Stien and Wasserman


Internal Ammunition
Hopper, Arm

800

Description
Hvy. Pistol/SMG:
60
V. Hvy. Pistol/SMG/Light Rifle:
50
Hvy. Rifle:
40
Shotgun/Mini-Grenade Launcher:
10
Requires 1 space in the limb
Builds two internal ammunition canisters into the users 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:
2x35
Hvy. Pistol/SMG:
2x30
V. Hvy. Pistol/SMG/Light Rifle:
2x25
Hvy. Rifle:
2x20
Shotgun/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
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
This option consists of a cyberarm storage space with a special
hinged cover and dispenser slit; A 250-sheet box of Kleenex
Cyber-Wipes (or other, generic brands) fits snugly within, with
the first tissue pulled through the slit; From there, it works just
like a normal tissue box
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
Smart monocle and cable linked to the limbs 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
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
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
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
Miniature 5 x 7.5cm Pop-up TV built into the limb; May be
linked to a Video Recorder for playback
Concealed, spring-loaded holster in the users forearm; On
demand, it will eject a weapon or object of P-class
concealment into the users hand; This adds +2 to the users
Initiative on a declared Fast Draw
Places a microwaldo unit in the users 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
Builds an internal ammunition canister into the users 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:
175
Hvy. Pistol/SMG:
150
V. Hvy. Pistol/SMG/
Light Rifle:
125
Hvy. Rifle:
90
Shotgun/MiniGrenade Launcher: 25
Requires 2 spaces in the limb

Surgery
Code

Humanity
Loss

Type

1d6

4d6

.5

1d6

Cyberware

Cost

Description

Surgery
Code

Humanity
Loss

Type

Stien and Wasserman


Internal Ammunition
Hopper, Leg

1200

1d6

Storage Space

50

.5

Techscanner

400

ULF Antenna

50

Winch

500

Builds an internal ammunition canister into the users 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:
350
Hvy. Pistol/SMG:
300
V. Hvy. Pistol/SMG/
Light Rifle:
250
Hvy. Rifle:
180
Shotgun/MiniGrenade Launcher: 50
Requires 2 spaces in the limb
5 x 5 x 15cm storage space with a locking cover; Uses 1 option
space
Built-in techscanner; 60% chance per repair to lower the
difficulty by -3; Uses 1 option slot in the limb
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
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 (Muscle
Graft and etc) to 750kg; Those exceeding their limitations
will experience muscle and ligament strain, taking 1d6 damage
and a -1 BOD penalty for 1d6 days; Uses all 3 option slots in
the limb

1d6+3

Cyberweapon Systems
Capacitor Laser

If suitably hidden, Cyberweapons have a 60% chance of being unnoticed


during a casual inspection of the limb unless otherwise noted
Shoulder mounted laser weapon (see Weapons List for details); N
800
2d6
The aiming system and linkage require 1 option slot in the

Capacitor Laser Power


Pack

250

CYBERMATRIX Gang
Jazzler

400

Cyphire Cyberware TriDart Launcher


Eagletech Handbow PopUp Hand Crossbow
Edgers

300

Elbow Spike

500

Elbow Spike, Short

200

300
200

limb; Recharges from a wall socket in 1 hour; Cannot be


hidden
Allows a capacitor laser to be linked to a pair of small E-Cells
in a compartment in the users arm; This will increase the
number of shots for the laser to 22; Uses 1 option slot in the
limb
Two small, highly conductive needles housed in forefinger
sheaths (Penetrate up to 3 SP soft armor) wired to the users
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 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
Installs 3 dart launchers in the users hand, between each of the
users knuckles; See the Weapons List for details; Uses the
option slot in the hand
Installs an autoloading pistol crossbow in the users arm; See
the Weapons List for details; Uses all 3 option slots in the arm
Black Market cyberware; Add +1d6 to Kick damage, making it
Blade for AP effects, but subtract -2 from the users to Hit roll
for the kick; Requires no space in the users legs
Triangular blade mounted in the arm (Upper or 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 an elbow strike); Illegal in most jurisdictions;
Uses 1 option slot in the limb
Triangular blade mounted in the arm (Upper or Forearm); Exits
through 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

1d6/2

1d6+3

1d6/2

2d6

1d6

1d6+3

1d6

Cyberware

Cost

Description

Surgery
Code

Humanity
Loss

Flame Thrower

600

2d6

Flashbulb

250

1d6/2

Gas Jet

275

1d6+3

Grenade Launcher

500

2d6

High Five/The Palm


Bomb

355

1d6+3

HotPlates Taser-Arm

800

1d6

Husqvarna ChainRipp

1250

2d6+4

Knee Spike

500

1d6+3

Knee Spike, Short

200

1d6

Malorian Arms Popup


Sliver Gun
Micro-Missile Launcher

550

Builds a flame thrower into the users arm (see Weapon List
for details); Uses 1 option slot in the limb
20,000 candlepower strobe mounted in the users palm; Any
targets in a 4m diameter cone, 6m long from the users 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 avoid
convulsions 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
Installs a pressurized gas canister in the users 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
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. 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
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 10
minutes per charge, and additional packs can be installed for
250 each, 1 option space, and no humanity loss
High-speed chainsaw with replaceable ferro-ceramic teeth is
mounted in the users forearm, exiting from a slit above the
wrist; The weapon causes 3d6AP, and reduces Soft armors by 2
points 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
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
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
Installs a Malorian Arms Sliver Gun into the users arm; See
Weapon List for details; Uses 1 option slot in the limb

1d6+2

2d6

Micro-Torpedo Launcher

900

2d6

Militech Pop-Up miniGrenade Launcher

1250

2d6

NovelTech BigRipp

850

1d6+3

NovelTech BigRipp II

850

MA

3d6+1

NovelTech BigRipp III

850

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
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
Installs a Militech Cyberarm Mini-Grenade Launcher (see
Weapon List) in a pop-up mount; May be linked to the users
Times Square Marquee to allow for selection of a particular
round in the cassette; The unit is Smartlinked standard, as with
a Weapon Mount
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 AP
resistant armors work as normal; Uses 1 option slot in the limb
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
CarboGlass blade mounted along the forearm; Exits through a

MA

3d6+1

900

Type

Cyberware

Cost

Popup Gun, Small

200

Popup Gun, Medium

400

Popup Gun, Large

600

Popup Gun, Very Large

800

Popup Gun, 2-Shot .410g


Shotgun
Popup Gun, 2-Shot 20g
Shotgun

200

Popup Gun, 2-Shot 16g


Shotgun
Popup Gun, 2-Shot 12g
Shotgun

400

Popup Gun, 2-Shot 10g


Shotgun

600

Pop-Up Laser

700

Pop-Up Laser Power


Pack
Popup Shotgun Magazine

250

Retractable Monoblade

800

Sadler and Thompson


Technologies Cyberarm
Cybersnake

1600

Sadler and Thompson

200

300

500

100

Description
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 if
used to parry; If it does not break, it causes normal damage to
the attacker or his weapon; Uses 1 option slot in the limb
This option reconfigures a caseless firearm to fit into the users
arm; 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
This option reconfigures a caseless firearm to fit into the users
arm; 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
This option reconfigures a caseless firearm to fit into the users
arm; 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
This option reconfigures a caseless firearm to fit into the users
arm; 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
This option reconfigures a 2-shot shotgun to fit into the users
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
This option reconfigures a 2-shot shotgun to fit into the users
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
This option reconfigures a 2-shot shotgun to fit into the users
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
This option reconfigures a 2-shot shotgun to fit into the users
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
This option reconfigures a 2-shot shotgun to fit into the users
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
Forearm mounted laser weapon (see Weapons List for details);
The system and linkage requires 1 option slot in the limb; Uses
a Small E-Cell (1 will fit in the weapon itself); The weapon
must be uncovered to be used
Allows a Pop-Up laser to be linked to a pair of small E-Cells in
a compartment in the users arm; This will increase the number
of shots for the laser to 30; Uses 1 option slot in the limb
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
Installs a 30cm retractable mono-knife in the users forearm;
The weapon causes 2d6+3 Mono damage in melee, plus the
users BOD modifier; The knife otherwise acts in all ways as a
mono-knife; Uses 1 option slot in the limb
Self controlling cyberweapon that looks like a snake with an
auger for a head; Installed in the users forearm, and exiting
through a port in the users 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 victims orifices (such
a target is also open to an eviscerate attack; The snake is thrust
into a targets 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
Replaces the Grapple Hand Trifiliment line spool with a 100m
line and heavy spool (Can lift 250 kgs if the user is properly

Surgery
Code

Humanity
Loss

2d6

2d6

2d6

2d6

2d6

2d6

2d6

2d6

2d6

2d6

1d6/2

1d6/2

2d6

3d6

Type

Cyberware

Cost

Description

Surgery
Code

Humanity
Loss

2d6

1d6+3

1d6

2d6

2d6-2

3d6

3d6+2

1d6

1d6

2d6

braced) ; Uses 1 option slot in the limb

Technologies Grapple
Hand Line Extension
Smart Wires

300

Speargun

400

Speargun Shocker Link

500

Survival Blade

500

Tazer Grip

180

Tentacle

700

Tentacle, Edged

950

Unspeak Cyberware
Tentacle Arm Rippers

400

Weapon Mount and Link

100

Weapon Mount and Link,


Large

500
+300 for
Weapon

Whip

475

1m myomer bundles, lined and tipped with razor-sharp blades,


installed on small spools in the users 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 be
linked 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
targets 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
2-barrelled memory-metal spring powered speargun (see
Weapon List) installed in the users forearm; The spears exit
through a port in the users upper wrist; The unit can hold up to
6 spears total; Uses 1 option slot in the limb
Installs a pair of retracting wire spools, each with 50m wire in
the users forearm; The wire of the spools is attached to one of
the spears in the cyberarm Speargun, and linked to the contacts
of the Tazer Grip, allowing the system to act as a ranged Tazer;
Uses 1 option slot in the limb
Installs a retractable stiletto-type knife in the users forearm,
exiting between the users ring and middle finger knuckles; The
weapon causes 1d6+3 Blade damage in melee, plus the users
BOD modifier; Uses 1 option slot in the limb
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
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
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
Ripper blades installed at the end of Unspeak Cyberwares
Tentacle Arm tentacles; The unit causes up to 2 points of Blade
damage 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 are
used
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
Allows the user to mount a large weapon on the limb; Includes
a 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
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 shortrange grapple; Uses 1 option slot in the limb

Type

Cyberware

Cost

Description

Surgery
Code

Humanity
Loss

Whip, Edged

675

2d6+1

Wolvers

500

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
Three 30cm triangular blades are implanted in the users
forearm; When triggered, they slide free and exit through ports
between the users 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

2d6+1

Spec

3d6

3d6

1d6/3

1d6/2

1d6+3

2d6+3

2d6

3d6+3

1d6+1

N/MA

4d6

1d6 (per
hand)

Cyberhand Systems
The hand takes one option space in the arm
Standard Hand

150

ARRO Combat Claw

200

ARRO Hand Laser

700

ARRO Laser Power Link

100

ARRO Laser Power Pack

250

Big-Knucks Hand

250

Blade Hand

500

BuzzHand

600

Buzz Saw Blade

900

Chain Fist

500

Chemical Secretion Hand

400

Climbing Claw Hand

250 per
hand

Resembles normal hand with 4 fingers and a thumb; The hand


is covered when the arm is covered (Independent hands cost
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
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
Forearm mounted laser weapon replaces the users hand (see
Weapons List for details); Uses a Small E-Cell (1 will fit in the
weapon itself); The weapon must be uncovered to be used
Allows the ARRO Hand Laser to be linked to an external
power supply, such as a carried Large E-Cell, to increase the
weapons payload
Allows the ARRO Hand Laser to be linked to a pair of small
E-Cells in a compartment in the users arm; This will increase
the number of shots for the laser to 18; Uses 1 option slot in
the limb
Resembles normal hand with 4 fingers and a thumb; The hand
is covered when the arm is covered (Independent hands cost
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
Large, machete-like blade replaces the users hand; Nonretractable, it is essentially a machete attached to the wrist; The
affected 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)
Resembles normal hand with 4 fingers and a thumb; The hand
is covered when the arm is covered (requires a Cyberarm); The
hand 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
The users hand is replaced with a titanium hub which can
mount any standard saw blade; The average ripsaw or cross-cut
blade causes 3d6+2 Blade damage, and 2 points to Soft armors
per hit
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
Resembles normal hand with 4 fingers and a thumb; The hand
is covered when the arm is covered (Independent hands cost
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
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

Type

Cyberware

Cost

Cutting Torch Hand

250

CyberClaw

1500

CyberMaw Hand

1200

CyberMaw Drool/Vomit
Hand

1600

CyberMaw & Tongue


Hand

2200

CyberMaw & Tongue


Hand

3700

Cytech Custom
Cyberhand, Double
Jointed

900

Cytech Custom
Cyberhand, Four
Fingered

900

Cytech Custom
Cyberhand, Six Fingered

900

Cytech Custom
Cyberhand, Three
Fingered

900

Derringer

220

Donner & Savage


Medical Modular
Cyberhand

375

Description
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 in hand-to-hand combat to add 1D3+1 Blade damage
to a hand strike
Resembles normal hand with 4 fingers and a thumb; The hand
is covered when the arm is covered (Independent hands cost
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
Resembles a crab claw; Causes 1d6+3 damage on a punch, and
8d6+1 BFT damage on a crush; -8 REF with the affected limb;
Has a small (3x3x6cm) storage space in the larger side
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
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
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
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
Users 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 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
Users 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 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
Users 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 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
Users cyberhand is designed with two, overlarge fingers and
an opposable thumb; The hand is covered when the arm is
covered (Independent hands cost 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
Resembles normal hand with 4 fingers and a thumb; The hand
is covered when the arm is covered (Independent hands cost
as much to cover); The hand has a built-in 5mm derringer (see
Weapons List for details); Uses the option slot in the hand
Cyberarm version of the MMC; Includes the standard Monoscalpel, 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

Surgery
Code

Humanity
Loss

1d6/2+1

3d6

3d6

N/MA

4d6

N/MA

5d6

6d6

Spec.

Spec.

Spec.

Spec.

1d6

1d6/2

Type

Cyberware

Cost

Donner & Savage


Medical Modular
Cyberhand, Sectional

975

Drill Hand

700

Dynalar Technologies
Modular Tool Hand

650

Dynalar Technologies
Web Hand

250

Exotech Replacement
Hand
Extension Hand

1000

FreeFist

200

Grapple Hand

350

HammerHand

600

IEC Venom Hand

600

Intra-Knuckle Spike
Hand

400

350

Description
modular fingers
Sectional cyberhand version of the MMC; Includes the
standard Mono-scalpel, 2-dose air-hypo, dermal stapler, biomonitor 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
Drill motor built into hand, with Keyless Smart-chuck in the
users 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)
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 as much to
cover); Fingers contain: 1: Vibrating Lockpick; 2: Monoblade
stiletto (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
Thin, poly-nylon membranes between each finger allow user to
swim faster, with more maneuverability; +2 to Swim skill and
MA (additional +1 each if the user has Web Foot) if both hands
are webbed
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
Resembles normal hand with 4 fingers and a thumb; The hand
is covered when the arm is covered (Independent hands cost
as much to cover); The hand extends up to 1m, and can
support up to 100kg
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 hand
can 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
Resembles normal hand with 4 fingers and a thumb; The hand
is covered when the arm is covered (Independent hands cost
as much to cover); The fingers lock back to form a fivepronged throwing grapnel; A small spool in the wrist contains
30m of trifiliment line
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 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)
Resembles normal hand with 4 fingers and a thumb; The hand
is covered when the arm is covered (Independent hands cost
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, highstrength 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
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

Surgery
Code

Humanity
Loss

MA

1d6+2

2d6-1

2d6+1

2d6

3d6

Type

Cyberware

Cost

Description

Surgery
Code

Humanity
Loss

Knuckle Spike Hand

300

2d6+1

Lightning Fist

900

2d6

Mace Hand

300

Modular Hand

600

Razor-Fist Hand

900

3d6+3

Reach Hand

375

Ripper Hand

600

2d6

Ripper Hand, ElectroRippers

780

3d6

Ripper Hand,
Overknuckle

700

2d6

Sadler and Thompson


Technologies Cyberhand
Longarm
Sadler and Thompson
Technologies Cyberhand
SMG
Sadler and Thompson
Technologies Launching
Knuckle Spikes Hand

500

Resembles normal hand with 4 fingers and a thumb; The hand


is covered when the arm is covered (Independent hands cost
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
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
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; damage is dealt even when the attack
is successfully parried
Resembles normal hand with 4 fingers and a thumb; The hand
is covered when the arm is covered (Independent hands cost
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
Resembles normal hand with 4 fingers and a thumb; The hand
is covered when the arm is covered (Independent hands cost
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
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
Resembles normal hand with 4 fingers and a thumb; The hand
is covered when the arm is covered (Independent hands cost
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
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 Tazers normal Stun damage;
Uses 1 option slot in the limb, and the option slot in the hand
Resembles normal hand with 4 fingers and a thumb; The hand
is covered when the arm is covered (Independent hands cost
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
Replaces the users hand and forearm with rifle or shotgun of
choice; Cost covers configuring the weapon to attach to the
users Cyberarm (No Independent Cyberhand mount); The cost
includes a Quick Change Mount option in the users forearm

4d6

300

Replaces the users hand with an SMG; Cost covers


configuring the SMG to attach to the users Cyberarm or
Independent Cyberhand mount; The cost includes a Quick
Change Mount option in the users wrist

3d6

600

Resembles normal hand with 4 fingers and a thumb; The hand


is covered when the arm is covered (Independent hands cost
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

1d6+3

Type

Cyberware

Cost

Description

Surgery
Code

Humanity
Loss

Sadler and Thompson


Technologies Retractable
Knuckle Spikes Hand

600

1d6+3

Sadler and Thompson


Technologies Spike Hand
Injector System

750

2d6+3

Shitoraki Word Wand


Hand

150

Spike Hand

500

Resembles normal hand with 4 fingers and a thumb; The hand


is covered when the arm is covered (Independent hands cost
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
Resembles normal hand with 4 fingers and a thumb; The hand
is covered when the arm is covered (Independent hands cost
as much to cover); An hollow, extending palm spike telescopes
from 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)
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)
Resembles normal hand with 4 fingers and a thumb; The hand
is covered when the arm is covered (Independent hands cost
as much to cover); An extending palm spike telescopes from
the wrist, and causes 1d6+3 Blade damage on a strike

2d6

Super Cyber-Groomer
Hand

200

Spec

Tool Hand

200

Travel Hand

500

Web Hand, Extending


Web

300

Resembles normal hand with 4 fingers and a thumb; The hand


is covered when the arm is covered (Independent hands cost
as much to cover); If the hand is part of an arm, the HC is .5; If
the 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
Resembles normal hand with 4 fingers and a thumb; The hand
is covered when the arm is covered (Independent hands cost
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
Resembles normal hand with 4 fingers and a thumb; The hand
is covered when the arm is covered (Independent hands cost
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
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

1d6/3

1d6/2

.5

Finger Systems
Advanced Idea
Mechanics LethalEye
Finger Mount

750

Ballpoint Finger

25

Chemical Analyzer

1200

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
Leakproof pen writes underwater or in vacuum; Refill
cartridges (16km line; various colors available) are 2
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 broken
down for content, allowing a Science: Chemistry test to
recognize the substance; Requires a Times Square Marquee,
Subdermal Screen, or other display device for readout

Type

Cyberware

Cost

Cyberfinger Oxygen Tank 250


Dartgun

100

Drill

50

Drug Analyzer

850

Finger Bomb

150

Flare

200

Flasher

250

Flashlight, IR/UV

200

Flesh Mount

100

GE/MCI Worldnet
Handphone Finger
Option

800

Kiroshi VidCam

400

Kiroshi VidCam, IR

600

Kiroshi VidCam, Lowlite

500

Kiroshi Tracking Device

300

Kiroshi VidCam,
Teleoptic

625

Description

Surgery
Code

Humanity
Loss

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
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 with
the weapon using REF + 1d10, with a +5 vs. an unsuspecting
opponent; The dart may be poisoned; Darts are 2 for 1
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
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 to
recognize 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 other
display device for readout
Detachable thrown weapon; Causes 2d6+3 damage to a 3m
radius; Grenades are 100 each
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
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
10m beam with a .5m spot; User may switch from IR to UV at
will (May not use both at the same time)
Allows cyberfingers to be mounted on biological hand; May be
combined with a quick-change mount
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
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
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
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 or
chip recorder through Interface Plugs, or a cybernetically
installed recorder, and may display on external or cybernetic
viewing devices
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 users Interface Plugs to a log compass or
map maker, or linked to an internal cyberoptic compass
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 or
chip recorder through Interface Plugs, or a cybernetically

.5

.5

.5

Type

Cyberware

Cost

Laser Pointer

150

Lighter
Light Pen
Lockpick
Mace Sprayer

25
45
50
150

Mini Light
Monoblade stiletto
One-Shot Special

25
150
250

Opti-Free Saline
Dispensing Cyberfinger

30

Parabolic Microphone

350

Probe Link

150

Quick Change Mount

150

Screwdriver

50

Self-Propelled Grenade

200

Shlage Cyberkeys

100

Slice-N-Dice
Finger/Thumb

500

Soldering Iron

50

Socket Wrench

50

Stinger

200

Stinger Cartridge,
Cyberarm
Stinger Cartridge, Palm

50

Stinger Cartridge, Finger

20

Storage Compartment
Tactile Microphone

75
250

35

Description
installed recorder, and may display on external or cybernetic
viewing devices
20m red-dot laser pointer; May be used as an impromptu laser
sight if installed in the forefinger (Simply use the pointshooting technique of laying the forefinger along the barrel or
action of the gun)
Lighter holds enough fuel for 2 hours of use (Refill is 1)
Used to write to computerized devices
Pick for mechanical locks
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
25m beam, .5m spot; Batteries are 1
Small orbital crystal blade causes 1d6 Mono damage in melee
1-shot 5mm derringer built into the finger; See Weapon List
for details
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
20x Microphone linked to recorder and/or cyberaudio; Acts as
Amplified Hearing and Level Damper cyberaudio; Requires
the user to have a full Cyberarm
Interface Plug mounted in the users fingertip; User is at 1 for
cyberlinked vehicle control; Cannot be used with a Quick
Change Mount; User must have necessary links
Click and turn mount allows fingers to be changed in one Turn;
Modification to the fingers themselves costs 20 each
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
First joint of the finger is a self-propelled grenade (See
Weapon List); Replacement grenades are 25
The users 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
Monowire spool mounted in the users finger or thumb-tip;
The free end is weighted with a false, ceramic fingernail; It can
be used as a whip/cutter (2d6 Mono damage per strike) or a
garrote (4d6 Mono damage per round); Illegal in all
jurisdictions
Electric Soldering Iron powered by a rechargeable powercell is
installed in the finger
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
Surgical quality hypodermic needle mounted in the users
finger, linked to a memory-plastic cartridge holding any
drug/poison of the users choice; Cartridge holds four doses (A
six-dose cartridge can fit in the users palm space (if any); A
ten-dose cartridge can fit in a cyberlimb space, with up to three
per arm); Illegal in all jurisdictions without a medical license
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
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
Memory plastic cartridge for the Stinger injector; Holds four
doses of drug/poison and fits in a standard finger space
Small space installed behind the users knuckle
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

Surgery
Code

Humanity
Loss

.5

N
N
N
N

2
.5
.5
2

N
N
N

.5
3
2

.5

.5

2d6

.5

.5

N
N

.5
1

Type

Cyberware

Cost

Thermal Sensor
Unspeak Cyberware
Tentacle Finger

150
500

Unspeak Cyberware
Tentacle Finger,
Scratcher Blade
Unspeak Cyberware
Tentacle Finger,
Extendable

600

Unspeak Cyberware
Tentacle Finger,
Extendable, Scratcher
Blade

750

Wirecutters/Scissors

50

Wrench

50

750

Description
conversations, etc
Detects the surface temperature of any object it is held against
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 the
fingers are mounted on a Cyberarm
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)
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
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)
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
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

Surgery
Code

Humanity
Loss

N
N

1
1

.5

0 (1d6)

1d6 (per
foot)

1d6

2d6

N
N

2d6
2

Cyberfoot Systems
Standard Foot

200

Anchoring Cyberfeet

400

Catspaw Stealth Foot

350

Climbing Claw Foot

250 (per
foot)

Grip Foot

500

Hydraulic Skates

400

Skate Foot

440

Spike Heel Foot

500

Talon Foot
Tool Foot

600
300

Resembles a normal foot with 5 toes; Covered when the leg is


covered; HC is 0 for a cyberlimb, 1d6 for an independent foot
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 users 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 user
to walk away after use
Sound absorbing soles and sound dampening internal
components add +1 to Stealth tests (User must not be wearing
shoes)
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
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 wearing
shoes)
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
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
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
Extending toe blades cause 1d6 Blade damage on a front kick
Similar to the tool hand, the toes contain removable tools: 1:
Adjustable wrench; 2: Multi-head power screwdriver/drill

Type

Cyberware

Cost

Web Foot

250

Web Foot, Extending


Web

300

Description
(Any hexagonal head); 3: Ratcheting socket wrench; 4: Power
cell soldering iron; 4: Wire saw blade
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
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

Surgery
Code

Humanity
Loss

1d6/3

Linear Frame Exoskeleton Systems


Delta

3000

Epsilon

4000

Gamma

5000

Sigma

6000

Beta

8000

Omega

10000

Alpha

14000

GP Exoskeleton Series A

12000

GP Exoskeleton Series B

15000

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 users weight
Cybernetically installed linear frame; User has a strength equal
to BOD 10, can lift 500kg, and has a +2 Damage mod; REF is
reduced by 1; Adds 25kg to the users weight
Cybernetically installed linear frame; User has a strength equal
to BOD 11, can lift 550kg, and has a +3 Damage mod; REF is
reduced by 1; Adds 35kg to the users weight
Cybernetically installed linear frame; User has a strength equal
to BOD 12, can lift 600kg, and has a +4 Damage mod; REF is
reduced by 1; Adds 50kg to the users weight
Cybernetically installed linear frame; User has a strength equal
to BOD 14, can lift 700kg, and has a +6 Damage mod; REF is
reduced by 1; Adds 75kg to the users weight
Cybernetically installed linear frame; User has a strength equal
to BOD 16, can lift 800kg, and has a +6 Damage mod; REF is
reduced by 1; Adds 100kg to the users weight
Cybernetically installed linear frame; User has a strength equal
to BOD 18, can lift 900kg, and has a +6 Damage mod; REF is
reduced by 1; Adds 150kg to the users weight
Older model exoskeletons used like a vehicle rather than a
linear frame; Users MA is 4, and REF is a maximum of 5;
Users BOD for strength purposes is 18 (Lift 900kg); The
exoskeleton has 15 SDP, and is SP 6
Older model exoskeletons used like a vehicle rather than a
linear frame; Users MA is 4, and REF is a maximum of 5;
Users BOD for strength purposes is 21 (Lift 1050kg); The
exoskeleton has 20 SDP, and is SP 8

MA

2d6

MA

2d6

MA

2d6

MA

2d6

MA

2d6

MA

3d6

MA

3d6

MA

4d6

MA

6d6

MA

1d6

MA

1d6

MA

2d6

CR

3d6

CR

4d6

Body Plating Systems


Cowl

200

CyberFacial Remount,
EvilEye

150

CyberFacial Remount,
Jigsaw

250

CyberFacial Remount,
TwoFace

350

Faceplate

400

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
Poly-ceramic and metal plate over ablative plastic and
microcellular honeycomb cells woven with myomer, surrounds
the 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
Poly-ceramic and metal plate over ablative plastic and
microcellular honeycomb cells woven with myomer, surrounds
the 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
Poly-ceramic and metal plate over ablative plastic and
microcellular honeycomb cells woven with myomer, surrounds
the 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
Poly-ceramic and metal plate over ablative plastic and
microcellular honeycomb cells woven with myomer, with ports
for 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

Type

Cyberware

Cost

Front Optic Mount

1000

Sadler and Thompson


Technologies Full
Coverage Exoskeleton
Sadler and Thompson
Technologies Full
Coverage Plate Armor
Sensory Extensions

10000

Slamdance Inc. Spyke!


Furniture for Plate
Armor, Arm

225

Slamdance Inc. Spyke!


Furniture for Plate
Armor, Head
Slamdance Inc. Spyke!
Furniture for Plate
Armor, Arm

400

Slamdance Inc. Spyke!


Furniture for Plate
Armor, Shoulders/Chest
Torso Plate

500

Total Body Plating

6800

Total Body Plating


Maintenance

680

Description
movements to convey emotions and expressions, and reduce
Humanity Loss by their Wardrobe and Style bonus
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
Ablative plastic and microcellular honeycomb over carbonnanotube 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

Surgery
Code

Humanity
Loss

MA

4d6

CRx2

7d6

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

3d6

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 to
70cm long, have 8 SDP, and are armored to SP 10
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
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 Headbutt attacks; Adds 10 SDP to the area covered

3d6

Requires some form of body plating, a full conversion cyborg


body, SATT Exoskeleton or cyberarm; Covers areas 7-8 or 910 (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
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

Poly-ceramic and metal plate over ablative plastic and


microcellular honeycomb cells; Covers Areas 2-4 at SP 25; EV
-3
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
Maintains the nanomachines and support systems for Total
Body Plating; Must be performed yearly, or the system cannot
heal damage

MA

3d6

CRx2

8d6

2xCR

16d6

300

2000

Full Conversion Borg Systems


Basic Full Conversion
System

40000

Replaces the users 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 users 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 a
twenty-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 one
per 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

Type

Cyberware

Cost

Adrek Robotics
Burroughs Mars
Operations Full
Conversion

42000

Arasaka DaiOni Powered


Armor Full Conversion

810000

Arasaka Ragnarok Space


Operations Full
Conversion

250000

CYBERMATRIX Inc
Copernicus Space Use

60000

Description
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 are
further 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 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
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
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
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 Sensor
and 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), Hipmounted 3-shot 2" Rocket Pod (Rt and Lft), Leg-mounted 12shot Micromissile Pod; Generally equipped with a forearm
combat shield (SP 40) and a rifle of some type
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

Surgery
Code

Humanity
Loss

CRx2

16d6+4

CRx2

21d6

CRx2

40d6+4

CRx2

19d6

Type

Cyberware

Cost

Full Conversion

Dynalar Technologies
Aquarius Sub-Marine
Full Conversion

50000

Dynalar Technologies
Brimstone Fire-Fighter
Full Conversion

47000

IEC Alpha Standard Full


Conversion

40000

IEC Dragoon MilitaryUse Full Conversion

120000

Description
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) and
Back 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
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); Two
standard Cyberlegs with Caterpillar Drive and Web feet; Room
for 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 Save
vs. 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
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 armmounted 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
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
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;

Surgery
Code

Humanity
Loss

CRx2

18d6+2

CRx2

19d6

CRx2

16d6

CRx2

42d6+3

Type

Cyberware

Cost

IEC Wingman Fighter


Pilot Full Conversion

54000

Militech Cybernetics
International Eclipse
Covert Operations Full
Conversion

65000

Militech Cybernetics
International Enforcer

65000

Description
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 opponents 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, BlackBox 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
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 AntiDazzle, Image Enhancement, Teleoptics and 1 option, the other
with 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 standard
Cyberlegs (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
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 MonoBlade and one option slot) with one IEC Venomhand and one
Modular Tool Hand (Dartgun, Mace Sprayer, Finger Bomb and
Lockpick); 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 opponents Awareness tests to hear the user),
and IR Thermal Dam (-5 to opponents 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 are
available from Arasaka and ARRO
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,

Surgery
Code

Humanity
Loss

CRx2

20d6

CRx2

21d6+3

CRx2

21d6+3

Type

Cyberware

Cost

Police and Security


Operations Full
Conversion

Militech Cybernetics
International Spider
Reconnaissance Duty Full
Conversion

118110

MD Tech Kildare Medical


Full Conversion

46000

Description
Targeting Scope, and Thermograph right, Anti-Dazzle, LowLite, 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 standard
Cyberarms 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
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: AntiDazzle, 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 (+1
Climb, +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 balancebased 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 opponents IR-based Awareness tests);
Similar models are available from Arasaka and ARRO
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: MicroOptic, 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), MonoScalpel (1d6/3 Mono), Sensor (For Medscanner) and Injector
(As air hypo); Left: Auto-suture, Monomolecular Bone Saw,

Surgery
Code

Humanity
Loss

CRx2

39d6

CRx2

19d6

Type

Cyberware

Cost

Moore Technologies Sheol


Hazardous Operations
Full Conversion

40000

NovelTech Limited
Samson Industrial Full
Conversion

40000

Raven MicroCybernetics
Gemini Humanoid Full
Conversion

55000

Raven MicroCybernetics
Gemini II Enhanced
Humanoid Full
Conversion

70000

Description
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
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 standard
Cyberlegs 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
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
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 may
be 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 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 nonconversion 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
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); No
options 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 nonconversion 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 IIs internal batteries; The addition of the CPPL
system raises the weight of the unit to 95 kilos above average

Surgery
Code

Humanity
Loss

CRx2

18d6+8

CRx2

16d6

CRx2

16d6

CRx2

23d6

Type

Cyberware

Cost

Raven MicroCybernetics
Wiseman Cyberspace
Commando Full
Conversion

91381

Description

Surgery
Code

Humanity
Loss

CRx2

16d6

Equips the Borg with four, 1/4 liter bottles with universal IV
tube hook-ups; Uses 1 option space
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 Users REF +
Athletics + Combat Sense (Or similar Special Ability) + 1d10;
Ties go to the defender
Installs Powered Armor CCPL musculature and special
batteries to power it, as well as reinforcing the exoskeleton;
The Borgs BOD is effectively tripled for Strength purposes;
Each point of BOD gained costs the user 1500 and adds 3kg
to the Borgs weight; The system runs on a Back or Waist
Mounted Power Unit; When power runs out, the users
strength drops to normal
The battery units weigh 5% of the Borgs weight after
modification for Cybersteroids, and last for 10 hours per
charge (20 to recharge)

1d6

6d6

Detachable faceplates act as a disguise for full conversion


Borgs; Masks are 25, modified for style and designer
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
Uses 1 torso space; Completely negates the effects of a single
EMP/Electrical/Microwaver attack; 10% chance is will work
against a second attack
Increased BOD is 1000 per +1, to a maximum of 20; May not
be combined with any other BOD improvements
Increased MA is 1500 per +1, to a maximum of 25; May not
be combined with Corvette or Speeding Bullet Cyberlegs
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
Adds 5 SDP to the total for the borgs Head, Torso, and each
Limb; Maximum SDP is +20; Also adds 22.5kg for each +5
SDP

1d6

2/+1

2/+1

2/+1

human weight
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; BioSupport 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 Option
slots (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 users INT, the others with an INT of 1 and Interface
of 6); Similar models are available from IEC and SATT

Full Borg Options


Blood/IV Supply

300

CYBERMATRIX
Reactive Body Plating

6000

CyberSteroids

Special

CyberSteroids Back or
Waist Mounted Power
Unit
Dummy Facemasks

200

Eeelskin

1400

EMP Sponge

100

Increased BOD

1000

Increased MA

1500

Increased REF

2000

Increased SDP

1500

Varies

Type

Cyberware

Cost

Description

Surgery
Code

Humanity
Loss

Increased SP

2000

Interchangeable Biopod

20000

2xCR

18d6

Longevity Module

15000

Quick-Change Mounts

200

Shielding

2000

1d6

Stylization

Varies

Upgraded Frame

20000

Upgraded Reflex

8000

Upgraded Reflex II

16000

Variable Spectrum
Spotlight

200

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
Users 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 users total
while installed in that body
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
Allows a Full Conversion to use modular limbs and
accessories; Cost is 200 and 2 HC per mount
Combines the effects of Radiation Shielding and EMP
Shielding
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 stylization
is 10000
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%
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 hour
charge)
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 hour
charge)
Mounted on the head or externally on the arm or shoulder; Can
switch from IR to UV to Visible Light w/o using an action

.5

1d6

1d6

1d6+1

Bodysculpting
Appearance Change,
Ethnicity
Appearance Change,
Expert
Appearance Change,
Major
Appearance Change,
Minor
Appearance Change, Top
Surgeon

1000

Castration, Neural

500

Castration, Physical

150

3600
2400
1200
5000

Recipient has skin color and facial structure alterations that


allow recipient to assume the identity of a person of a different
racial phenotype
Sculpt performed by an expert in the field, exactly like the
recipients desired appearance; Recipients sculpt job is
recognized as such on a V. Diff. (25) Awareness test
Advanced change, very much like the recipients desired
appearance; Recipients sculpt job is recognized as such on a
Difficult (20) Awareness test
Basic change, somewhat like the recipients desired appearance;
Recipients sculpt job is recognized as such on an Average
(15) Awareness test
Sculpt performed by one of the top surgeons in the field,
exactly like the recipients desired appearance; Recipients
sculpt job is recognized as such on a N. Imp. (30) Awareness
test
Cuts nerve trunks to the reproductive organs, leaving them
physically intact, but without sensation or control; Users
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
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

Type

Cyberware

Cost

Castration, Simple

250

Ceramic Teeth

150

Filed Teeth

50

Hair Implantation

1200

Increased Attractiveness,
Minor

600

Increased Attractiveness,
Major

Varies

Removal of Sexual
Characteristics

2000

Removal of Sexual
Characteristics, Genetic
Alteration

2500

Gender Reassignment,
Advanced

8400

Gender Reassignment,
Basic

4200

Description
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
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
Ceramic teeth molecularly bonded to the jaw; Bite damage is 1
point (Normal bites cause 0-1 (1d6/3-1) damage, with a 3 to
hit using Brawling
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
Implants living, vat-grown hair follicles; Usually used to cure
baldness
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
HL
Boost
+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
Each 1 point ATT increase reduces the difficulty to detect the
surgery by 5 points; HL is based on a sliding scale:
New
Cost
ATT
HL
ATT
Boost
7
900
+1
1d6/2
8
1200
+2
1d6
9
1500
+3
2d6
10
2000
+4
3d6
11
5000
+5
4d6
12
10000
ATT cannot be raised by more than +5, and ATT cannot be
raised above 12
Physically removes the reproductive organs and secondary
sexual characteristics, internally and externally; Recipients
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; Recipients
original sex cannot be determined without genetic analysis
Physically removes the reproductive organs and secondary
sexual characteristics, internally and externally; Recipients
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; Recipients
original sex cannot be determined even with genetic analysis
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
Basic preparatory work costs 1200, with surgery costing a
base of 3000; User must undergo a month of counseling, gene
therapy 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

Surgery
Code

Humanity
Loss

1d6/2

1d6

1d6/2

Varies

MA

Varies

MA

2d6+1

MA

2d6+1

CR

0 or 1d6

MA

2d6

Type

Cyberware

Cost

Description

Surgery
Code

Humanity
Loss

Gender Reassignment,
Deluxe

20000

CR

2d6+2

Gender Reassignment,
Ability To Bear Children

+5000

MA

Gender Reassignment,
Ability To Bear Children,
Clonal Tissue

+10000

MA

Gender Reassignment,
Ability To Father
Children
Gender Reassignment,
Ability To Father
Children, Clonal

+1000

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), and
spend 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 recipients
chromosomal makeup to match the new gender; Surgical
change is N. Imp. (30) Awareness test to detect
Adds to purchase price of Advanced or Deluxe Gender
Reassignment; Includes psychological counseling; Male-tofemale changes with childbearing ability will also menstruate,
and will lactate if they give birth; Vat-grown tissues are genematched to allow children to superficially look like the
recipient
Adds to purchase price of Advanced or Deluxe Gender
Reassignment; Includes psychological counseling; Male-tofemale changes with childbearing ability will also menstruate,
and will lactate if they give birth; 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
Adds to purchase price of Advanced or Deluxe Gender
Reassignment; Includes psychological counseling; Vat-grown
tissues are gene-matched to allow children to superficially look
like the recipient

MA

MA

Gender Restructure,
Futanari (Female to
Mixed)

3000

1d6

Gender Restructure,
Futanari (Male to Mixed)

8000

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
Basic preparatory work costs 2000, with surgery costing a
base of 1000; User must spend two weeks in bedrest; Includes
cloned genitalia from the recipients 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
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

Appearance Change,
Ethnicity
Black Ink

1000

1d6

MA

3d6

Digitigrade Legs

4000

CR

6d6

Exoskeleton

20000

CR

4d6

Facial Modification,
Major
Facial Modification,
Minor

2000

Recipient has skin color and facial structure alterations that


allow recipient to assume the identity of a person of a different
racial phenotype
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
3-jointed legs similar to those of a dog or cat; Without a tail the
user is at 1 REF and 2 MA when on his feet; With a standard
or Combat Tail, the user is at +1 MA
Changes the recipients 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)
Major feature alteration, including bone structure and organ
placement (Moving the eyes, ears and nostrils, etc)

1d6

Minor feature alteration not involving bone structure or organ


placement (Pointed ears, larger/smaller lips, skin folds, etc)

1d6/2

+5500

Exotic Modifications
1200

1000

Type

Cyberware

Cost

Description

Surgery
Code

Humanity
Loss

Facial Modification,
Rebuild

5000

2d6

Foot Alteration, Claws

8000

CR

1d6+1

Foot Alteration, Hooves

8000

CR

1d6+1

Foot Alteration, Paws

8000

CR

1d6+1

Frame Alteration
Hair Implantation

8000
1200

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
Modifies both of the users 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
Modifies both of the users feet to resemble animal hooves,
removing the toes and shortening the feet; Kicks now do +1d6
BFT damage
Modifies both of the users feet to resemble paws, shortening
the toes and adding small claws
Recipient can alter height or weight by up to 25%

CR
M

2d6
1d3

Hand Alteration, Claws

8000

CR

2d6

Hand Alteration, Hooves

8000

CR

2d6

Hand Alteration, Paws

8000

CR

2d6

Horns

1600

MA

1d6

Mandibles, Extended

4000

MA

3d6

Muscle Pouch

1500

MA

1d6

Muzzle, Long

2500

MA

2d6

Muzzle, Short

2000

1d6

Natural Claws

1000

1d6+1

Natural Claws,
Retractable

1000

2d6

Natural Fangs

500

2d6

Rippers

750

2d6

Scratchers

500

1d6

Skinchange

10000

3d6

Skinchange, Heavy Scales

12000

3d6

Stance Shift, Partial

7000

CR

2d6

Stance Shift, Total

10000

CR

2d6

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
Modifies users 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
Modifies users 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
Modifies users hands to resemble animal paws, removing the
opposable thumb; User is 2 to REF-based skill tests involving
the hands
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)
Semi-prehensile grasping jaws similar to those of an insect;
Causes 1d6 Blade damage with a Brawling attack
Small pouch of grafted muscles attached to the lower spine;
Can be used to hide Tentacles or a Poison Gland
Jaw reconstruction lengthens the jaw significantly (Dog, horse,
alligator/crocodile, or similar animal structure)
Jaw reconstruction lengthens the jaw slightly (Bear, cat or
similar animal structure)
Nanotech-grown claws in the users 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
Nanotech-grown retractable claws in the users 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
with the claws extended, no penalty if retracted
Replaces the users canines with elongated fangs; Cause 1d6
Blade damage with a Brawling attack
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
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
Changes the recipients 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)
Changes the recipients 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)
Changes the users body structure to that of a partial biped;
User must remain still to use his hands, as they are used for
walking normally
Changes users body structure to that of a quadruped; User
must sit on his haunches to use his hands

Type

Cyberware

Cost

Description

Surgery
Code

Humanity
Loss

Tail
Tail, Combat

1500
2500

Standard tail; Mobil but weak, it can exert 1.5kg of force

MA
MA

2d6
3d6

Tail, Short
Tail, Stinger

250
3000

M
MA

2
3d6

Tentacles

1500

MA

2d6

Tentacles, Nematocyst/
Stinger
Tentacles, Sea Wasp

2000

MA

2d6+2

MA

3d6

Webbing, Feet
Webbing, Hands
Webbing, Hands and Feet

500
500
1000

M
M
M

1d6/3
1d6/3
1d6/2

2500

Heavily-muscled tail, similar to a crocodiles; Causes 1d6


damage in melee, using Brawling; Some are tipped with
spikes or spines, and cause Blade damage
Rabbit or bear-style tail nub
Heavily-muscled tail, similar to a crocodiles; Causes 1d6
damage in melee, using Brawling; Tipped with a stinger, it can
be used to cause Blade damage and inject the product of a
Poison Gland
Tentacles are weak, can be hidden in a Muscle Pouch, and
reduce swimming MA by -1
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
Tentacles capable of dispensing Biotoxin I through the tips (As
Poison 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
Webbing on the feet adds +1 to Swimming tests
Webbing on the hands adds +1 to Swimming tests
Webbing on the hands and feet adds +2 to Swimming tests

Exotic Packages
Bear

24500

BigKatt

21000

Dragon-Man
(Humanisaurus Rex)

16000

Dwarf/Halfling

9000

Elf

1000

Feline, KatNip

3400

Fishman

2000

Goblin

10900

Insect, Franz Kafka


Bughouse

35500

Insect, Slightly Buggy

3400

Lupaform, Major, Long

21000

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
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
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)
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)
User looks like a fantasy elf; Includes Minor Facial
Modification (Pointed ears, upturned eyebrows, and thinner
face)
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
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)
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)
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
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
User looks like a humanoid dog; Includes Major Facial

CR, MA, 13d6


3xM,
2xN
CR, MA, 19d6
3xM, N
MA,
2xM,
2xN

9d6

CR, M

2d6+1d6/2

1d6/2

MA, M,
2xN

4d6+1d6/2

4d6+1d6/2

CR, M,
2xN

6d6

2xCR,
2xMA,
M, N

15d6

MA, M,
N
CR,

6d6
16d6

Type

Cyberware

Cost

Muzzle
Lupaform, Major, Short
Muzzle

20000

Lupaform, Minor

1900

Merman

18900

Ogre/Troll

12000

Orc

10900

Playbeing Modifications

2300

Rabbit

1250

Reptile

2000

Rodent

1400

Sharkman

17700

The Superman

19735

Zark Nartanq Combat


Grafts

12350

Description

Surgery
Code

Modification (Pointed ears, dog nose, altered bone structure,


relocates eyes), Muzzle (Short), Digitigrade Legs, Tail, Natural
Fangs, and Skinchange (Fur); User can look similar to any
short-muzzled dog of choice
User looks like a humanoid dog; Includes Major Facial
Modification (Pointed ears, dog nose, altered bone structure,
relocates eyes), Muzzle (Short), Digitigrade Legs, Tail, Natural
Fangs, and Skinchange (Fur); User can look similar to any
short-muzzled dog of choice
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
User looks like a mythical merman/mermaid; Includes 2 Frame
Alterations (Combines legs into a muscular tail), Gills
(Saltwater, double normal duration), Skinchange (Scales on
tail), Custom Contacts, and Sonar

2xMA,
M, 2xN

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
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)
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
User looks like a human, with rabbit features; Includes Minor
Facial Modification (Bunny ears, whiskers, button nose) and
Skinchange (Fur)
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)
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
User looks like a humanoid shark; Includes Major Facial/
Frame Alteration (Dorsal fin, webbed hands and feet, sharklike face), Long Muzzle, Natural Fangs, Gills (Saltwater,
double normal duration), Skinchange (Shark skin), Skinweave
and Sonar
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
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

Humanity
Loss

CR, MA, 15d6


2xM,
2xN
M, 2xN

3d6+1d6/2

2xCR,
10d6+
MA, M, 1d6/2
2xN
CR, MA, 6d6
M, 2xN
CR, M,
2xN

7d6

MA,
4xN

3d6+1/2d6

M, N

1d6+1d6/2

M, 3xN

4d6

2xM

1d6

2xMA,
2xM,
3xN

12d6

CR,
3xMA,
M, 8xN

13d6

2xMA,
M, 4xN

12d6+
1/2d6+1

3xN

1d6/2+2

MA

2d6

Themeware Systems
Sound systems for the discerning punk
Basic Themeware

970

Themeware Midnight
Lady/Mister Studd

350

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 users audio speaker; The Biomonitor
checks the users physiological status, playing appropriate
theme music from one of four hundred selections loaded on the
chips; Biomonitor and Themeware status displays on the
Subdermal Viewscreen, while selections may be changed using
the Touch-Pad; Modified Biomonitor requires 1d6 weeks to
acclimatize to the user
Adds +1 to Seduction tests to sustain a sexually-based
relationship, and +2 to Perform: Sexual; Plays mood music
to accompany romantic interludes

Type

Cyberware

Cost

Description

Surgery
Code

Humanity
Loss

Sexual Implant
Themeware 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
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
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;
Links the user's TechHair to Themeware, allowing color, light
and syle changes in response to Themeware input
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

1d6

2d6

1d6

Themeware Pain Editor


Coprocessor

300

Themeware Skinwatch

150

Themeware Techhair

250

Themeware Voice
Synthesizer Implant

650

Type

Chameleon Package Systems


Highly Specialized Disguise Package
The Chameleon Package allows the user to change their face, hair color/length and skin coloration. There are
additional systems to change their height and apparent weight over a number of minutes. As with any disguise, it is
difficult to move from one extreme to another. The chameleon system uses a central processor to guide the changes
carried 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 of
information 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 a
Specialization Chart Bonus from the user's Disguise skill, and full benefits from Face Dance.
Vocal synthesizer for special effects (Reverb, tremolo, sustain
AudioVox Implant
Special
M
Special
and choral voices; Loudspeaker volume; Vocal delay); Adds +2
AudioVox Voice Pattern
Option

Special

Feature Alteration
Implants
Feature Alteration
Implants, Improved
System
Neo-Hair

Special

NeoPlastic Teeth

Special

Paired Cyberoptics

Special

Pattern Emulator (x2)

Special

Special
Special

to Performance tests involving singing or speaking; Can hold


one additional option at full cost (1 option is taken by the
Voice Pattern Option)
Allows user to alter his normal voice to a new pattern (+4 to
Disguise tests to hide the users identity); User may also mimic
another pattern, at +4 to Disguise to impersonate the source of
the pattern (Requires an extensive library of vocal recordings
to establish the pattern)
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
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
Color, style and length changing hair; Displays colors and
patterns based on a program from the Transformation
Controller
8 front teeth are replaced with memory bioplastics; Can be
linked to a controller or chipware socket to store patterns for
tooth alteration
Replaces both of the users 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
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

Special

Special

Special

Special

CR

Special

MA

Special

Special

Cyberware

Cost

Description

Surgery
Code

Humanity
Loss

Polybone Implants:
Hands (x2)

Special

CR

Special

Polybone Transformation
(x4)

Special

CR

Special

Synthskins

Special

Special

Tissue Sacs

Special

Special

Transformation
Controller
Chameleon Package

Special
(1500)
16650

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
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
Acts similar to a large light tattoo; Displays colors and patterns
based on a program from the Transformation Controller
Special sacs fill with interstitial fluid change the bulk and
shape of the torso; Adds +1 to Disguise
Central control unit for the Chameleon Package; Controls bone
length/shape, torso size, hair and skin coloration, posture
modification, voice patterns, retina/iris patterns, etc.
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

Special

CRx6

2d6+4

Type

Blanc Research Canada Modularware Systems


Memory Metal/Plastic and Mnemonic Ceramic
Morphable Systems
Modularware is fully resistant to extremes of temperature, cannot be detected with thermographic scans or standard
metal detectors, and is covered with the users 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 users meat parts if the user fails a Difficult (20) BOD test. Microwavers, however, cause no
damage 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.
Replaces users arm with a modularware limb; The unit can
Modular Arm
4000
CR
1d6+3
sustain 15 SDP in damage before being crippled, and 25 SDP

Modular Leg

2200

Modular Torso

4000

Ceramic Jaw and Skull

1500

before being destroyed, with an SP of 17; The arm has 2 option


spaces; 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 builtins, as long as they do not effect SDP, SP or strength
Replaces users 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
Replaces users 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 builtins, as long as they do not effect SDP, SP or strength
Replaces users lower jaw with a modularware mandible, and
plates the users 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+3

CR

2d6

CR

1d6+1

Modularware Jaw and Skull Modules


New Users require 1D6+1 days to

Cyberware

Cost

Description

Animal Transformation

300

Horns

300

Mimicry, General

1200

Mimicry, Specific

3000

Vampires, Retractable

250

Allows user to change his facial structure and jaw to resemble


a chosen animal
Allows user to extend horns from his temples or forehead;
Horns cause 1d6/2 damage on a Brawling attack
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 users Disguise skill
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 users Disguise skill
Allows user to change his teeth into sharpened fangs; Bite
causes 1d6/3 Blade damage on a Brawling attack

Surgery
Code

Humanity
Loss

1d6+2

1d6+2

1d6

1d6

2d6+2

1d6+2

1d6

1d6

2d6

1d6/2

1d6

2d6+2

1d6+1

1d6+1

2d6

2d6

2d6

Type

learn how to use these systems

Modularware Limb Modules


Animal Legs

400

Different Covering

400

Electricity Shielding

400

Elongation

300

Hollow

100

Inflate

300

Rippers

800

Scratchers

200

Spikes

400

Squat

300

Tentacles

600

Tougher

300

Undetectable

500

Squat

300

Changes users 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
Altered skin, similar to Synthskin, with the same chances of
cancer
Shields the system, adding +5 to the users saves vs. Electrical
attacks on the limb
Stretches limb to 2x normal length; SDP is -15; Cannot be used
on the Skull/Jaw module, due to brain space requirements
Limb is hollow, and has enough space to act as a hidden
holster; Same capacity as standard limb holster
Expands the limb to give an apparent BOD of 12; Reduces
SDP by 10, but adds +2 to Intimidate tests
Cause 2d6 Blade damage with a Brawling attack; Silicon seals
are a Difficult (20) Awareness test to spot on a close
inspection; Reduce arm SDP by -10 when extended due to
rearrangement of mass
Cause 1d6/2 Blade damage with a Brawling attack; Silicon
seals are a Difficult (20) Awareness test to spot on a close
inspection
Limb becomes covered with sharp spikes; Adds 1d6 Blade
damage to users strikes with the limb
Compresses limb to 1/2 normal length; SDP is +10; Cannot be
used on the Skull/Jaw module, due to brain space requirements
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
Adds +5 to the limbs SP and SDP; User may add up to two
levels of increased toughness
Limb shape and density are altered to mimic natural bone
structure; The limb can only be detected during
dissection/autopsy
Compresses limb to 1/2 normal length; SP is +10; Cannot be
used on the Skull/Jaw module, due to brain space requirements

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 to
be differentiated from any other nanotech, making this law hard to enforce. Users who have these systems implanted
start 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

Cyberware

Cost

Description

Surgery
Code

Humanity
Loss

Type

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 will
be extremely embarrassing (Tinmen lose all 4 limbs and their armor).
Tailored nanotech system requires a Biotech DNA Map; Adds
Carbon NanoMachine
20000
N
2d6+2
+7 to BOD saves vs. Disease and Bio-Agents; Self-sealing
Preparatory System
skinweave seals torn blood vessels and reduces shock effects;

Alchemist Matter
Manipulation System

25000

Bolter Electrical
Generation Attack
System

25000

Jammer
Electronic/Psychological
Warfare System

25000

Scanner Interrogation
System

25000

Scout Intelligence
Gathering System

25000

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 by
x2, +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
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 nodes
in 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 atoms
to match the sampled structure; Full details are given in the
CyberEvolved section of the Character Generation Document
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, carbonhexite 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
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
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), and
rebuild 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 section
of the Character Generation Document
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, carbonhexite 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)

5d6

N
(CR x3)

6d6+3

N
(CRx3)

7d6+1

N
(CR x3)

7d6

N
(CR x5)

6d6

Cyberware

Cost

Tinman Combat
System

25000

Wizard Net Operations


System

25000

Description

Surgery
Code

Humanity
Loss

N
(CR x5)

8d6

N
(CR)

6d6

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
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
Allows the animal to directly access a Smartgun system,
allowing it to take advantage of the Smartguns +2 to ACC

1d6/2

1d6/Pair

Basic neuralware processor installed in the base of the skull or


spine, it is required for any kind of neuralware implant or
interface
Coprocessor chip; Adds +1 to the animals REF; Always
active; May boost REF to higher than 10

1d6

2d6

Neuralware coprocessor attached to the users neuralware


processor; The processor improves the users ability to process
incoming sensory information, adding +1 to any auditory
Awareness tests
Neuralware coprocessor attached to the users neuralware
processor; The processor improves the users ability to process
incoming sensory information, adding +1 to any olfactory
Awareness tests

1d6/2

1d6/2

MA

1d6

N
N

.5
2

Document
Tailored nanotech system replaces all 4 of the user's limbs with
a 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 are
given in the CyberEvolved section of the Character Generation
Document
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 combination
computer/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 any
form 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

Animal Systems: Neuralware


Chipware Socket

100

Input Plugs

100

Interface Coprocessor,
Weapon Link
Neuralware Processor

100
500

Reflex Boost Coprocessor, 500


Lvl. I
Sensory Boost
250
Coprocessor, Audio
Sensory Boost
Coprocessor, Olfactory

250

Animal Systems: Cyberoptics


Standard Cyberoptic

400

Anti-Dazzle
Infrared, Passive

200
200

Low-Lite

200

Micro-optics

400

Replaces the animals 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
Renders user immune to flash/laser blinding
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
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)
Users vision is equivalent to a laboratory-quality microscope

Type

Cyberware

Cost

Description

Surgery
Code

Humanity
Loss

Teleoptics
Thermograph Sensor

400
200

Acts as a 20x telescope

N
N

3
3

M
N

2d6
1

.5

.5

.5

.5

.5

.5

CR

2d6

-2

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

Animal Systems: Cyberaudio


Basic hearing module; Holds up to 6 options; Affects both ears

Basic Cyberaudio Module 500


Amplified Hearing
200
Bug Detector

150

Digital Recording Link

100

ECM Scrambler

100

Enhanced Hearing Range

150

Homing Tracer

200

Level Damper

300

Micro-recorder Link

100

Phone Splice

150

Radar Detector

150

Radio Link

100

Sound Editing

150

Ultrasonic Detector

140

Add +1 to all audio-based Awareness tests; Take double


damage from shockwaves and sound-based stun weapons
without Level Damper
Detects radio transmitter taps, tracers and bugs up to 3m;
Effective on a 1-6 in 1d10; Indicates proximity to the source
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
Encrypts animals installed Radio Link or Phone Splice with
N. Imp. encryption
Animal may hear in the supersonic and subsonic ranges;
Underwater shockwaves do x2 damage and sound-based stun
weapons without Level Damper
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
Automatic noise compensation allows animal to avoid ill
effects of sonic weapons and stun grenades; Subtract -25%
from shockwave damage
Links to an implanted recorder, or to an external unit through
Interface Plugs
Links to a cellular phone within 3m; The phone must already
be active, with the number dialed
Detects Radar in use around the animal, beeping to alert the
animal; Has a 40% chance to gain a direction fix on the source
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
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 Amplified
Hearing and Enhanced Hearing Range
This unit gives a 'ping' when ultrasound detected; Will usually
(70%) warn the animal before it steps into another ultrasound
motion detectors field of view

Animal Systems: Cyberlimbs


Standard Limb

1000

Added Strength

250

Armor, Plated

300

Microwave/EMP
Shielding
RealSkinn

300

Reinforced Joints

200

Superchrome

200

200

Replaces users 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
Should be acquired for each limb (Adds +6 to Strength Feat for
the animal); Adds 1d6 Damage to HtH attacks with the limb
Armors cyberlimb to SP 20; Uses no spaces, but the limb
cannot use a cyberlimb covering
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
Artificial flesh covering for cyberlimbs; 70% effective/
Difficult (20) Awareness test to notice; Reduces HC of the
limb by -2
Titanium steel joints increase standard limb SDP by 5 (25/35);
The limb has 1 less option space than usual
High gloss metallic covering for cyberlimbs; May have a color
tint

Animal Systems: Built-Ins


Audio/Video Tape

If suitably hidden, Built-Ins have a 60% chance of being unnoticed


during a casual inspection of the limb unless otherwise noted
Records to Digital Tape; Can record from built-in microphone,
200
N
or can be linked to cybernetic or external digital systems such

Type

Cyberware

Cost

Description

Surgery
Code

Humanity
Loss

Type

as cameras or cyberaudio; Uses 1 option slot in the limb

Recorder
Digital Recorder

200

Storage Space

100

Records to Digital Audio/Visual Chip; Can record from built-in


microphone, or can be linked to internal or external digital
systems such as cameras; Holds one chip; Uses 1 option slot in
the limb
5 x 5 x 10cm storage space with a locking cover; Uses 1 option
space

Animal Systems: Cyberweapons


Capacitor Laser

If suitably hidden, Cyberweapons have a 60% chance of being unnoticed


during a casual inspection of the limb unless otherwise noted
Shoulder mounted laser weapon (see Weapons List for details); N
800
2d6
The aiming system and linkage require 1 option slot in the

Capacitor Laser Power


Pack

250

Cyberclaws
Cyberfangs

300
200

External Weapon
Harness
Gas Jet

275

Grenade Launcher

500

Malorian Arms Popup


Sliver Gun
Micro-Missile Launcher

550

Militech Pop-Up miniGrenade Launcher


Popup Gun, Small

1250

Popup Gun, Medium

400

Popup Gun, Large

600

Popup Gun, Very Large

800

Popup Gun, 2-Shot .410g


Shotgun

200

Popup Gun, 2-Shot 20g


Shotgun

300

Popup Gun, 2-Shot 16g

400

275

900

200

limb; Recharges from a wall socket in 1 hour; Cannot be


hidden
Allows a capacitor laser to be linked to a pair of small E-Cells
in a compartment in the animals limb; This will increase the
number of shots for the laser to 22; Uses 1 option slot in the
limb
Adds +1d6 Damage to claw attacks of creatures of large size

1d6/2

M
MA

2d6
1d6

MA

1d6

Installs a pressurized gas canister in the animals 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
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
Installs a Malorian Arms Sliver Gun into the animals foreleg;
See Weapon List for details; Uses 1 option slot in the limb

1d6/2+2

1d6

1d6+2

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
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
This option reconfigures a caseless firearm to fit into the
animals 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 the
limb
This option reconfigures a caseless firearm to fit into the
animals foreleg; 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
This option reconfigures a caseless firearm to fit into the
animals 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
This option reconfigures a caseless firearm to fit into the
animals 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
This option reconfigures a 2-shot shotgun to fit into the
animals foreleg; The weapon must be uncovered to be used,
and the animal may have a Weak BOD type; Uses 1 option slot
in the limb
This option reconfigures a 2-shot shotgun to fit into the
animals foreleg; The weapon must be uncovered to be used,
and the animal must have an Average BOD type; Uses 1 option
slot in the limb
This option reconfigures a 2-shot shotgun to fit into the
animals foreleg; The weapon must be uncovered to be used,

1d6

1d6

1d6

1d6

1d6

1d6

1d6

1d6

1d6

Adds +1d6 Damage to bite attacks of creatures larger than


small
Minimum BOD is 2; Size of the weapon is as for Pop-Up
Weapons

Cyberware

Cost

Shotgun
Popup Gun, 2-Shot 12g
Shotgun

500

Popup Gun, 2-Shot 10g


Shotgun

600

Pop-Up Laser

700

Description
and the animal must have a Strong BOD type; Uses 1 option
slot in the limb
This option reconfigures a 2-shot shotgun to fit into the
animals 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
This option reconfigures a 2-shot shotgun to fit into the
animals 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
Shoulder-mounted laser weapon (see Weapons List for details);
The system and linkage requires 1 option slot in the limb; Uses
a Small E-Cell (1 will fit in the weapon itself); The weapon
must be uncovered to be used

Surgery
Code

Humanity
Loss

1d6

1d6

1d6

MA

2d6

MA

4d6

1d6/2

Type

Animal Systems: Bioware


Grafted Muscle I

1000

Grafted Muscle II

2000

InterTech Muscle and


Bone Lace

750

Vat-grown muscle fibers implanted into the animals 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)
Vat-grown muscle fibers implanted into the animals 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
Raises BOD by +2, at the rate of 1 point per week; Weaves
myomer fiber through the animals muscles, and reinforcing
fibers through the bones, cartilage, ligaments and tendons

Armors the entire body to SP 12, at the rate of 6 SP per week


N
2d6
(Appx. 1 per day); Difficult (20) Awareness test to detect
BioMai 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 from
the 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 removed
Sabre 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 (check
once), and if the random stat is EMP, assign two psychosis. If a stat reaches 0, you die.

Skinweave, SP 12

1000

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