Professional Documents
Culture Documents
Cyberware
Cost
Description
Surgery
Code
Humanity
Loss
1.5
1d6+1
1d6/2
.5
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
Spec.
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
1d6/2
MA
(1d6/2)-1
Replacement Hair,
Animal Fur
500
Replacement Hair,
Feathers
500
250
350
200
500
Type
Cyberware
Cost
Description
Surgery
Code
Humanity
Loss
Replacement Hair,
Rubber Tubing
250
500
250
Shift Tacts
Spec.
.5
Skinwatch
50
Synthskins
400
1d6
Synthskin, Aquatic
1200
1d6+1
100
TechHair
Spec.
TechHair, Fireproof
TechHair, Luminescent
+400%
+100%
M
M
2
1d3+1
TechHair, Programmable
+400%
2d6/2
TechHair, RealFeel
+900%
Thieves Light
30
Customization
For Cybernetic Systems
Ground-Fault Circuit
Interrupt
+20%
Custom Cyberware
+300%
Electromagnetic
Shielding, Audio System
+200%
Electromagnetic
Shielding, Implant
+100%
Type
Cyberware
Cost
Description
Surgery
Code
Humanity
Loss
System
Electromagnetic
Shielding, Limb
+50%
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.
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
Type
Cyberware
Cost
800
3500
Balance Processor
Neuralware Coprocessor
850
Berzerkoid Pain
Stimulator Neuralware
Coprocessor
1200
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
Type
Cyberware
Cost
Draconian Technologies
Wired Reflexes
Special
220
Feintware Coprocessor
1000
Ferranti Speedware
Reflex Coprocessor
1600
Integral Neuromotor
Wiring, Level 1
1500
Integral Neuromotor
Wiring, Level 2
3000
Description
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
1500
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
200
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
200
1d6/Pair
300
MA
1d6+1/Pair
400
MA
1d6+2/Pair
500
MA
1d6+3/Pair
Kerenzikov Boosterware
Reflex Coprocessor, Level
1
Kerenzikov Boosterware
Reflex Coprocessor, Level
2
Kiroshi Model 100
Interface Plugs
500
1d6
1000
2d6
1000
(new) or
100
(used)
650
MA
2d6
1d6/2
2500
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
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
CR
1d6-1
CR
1d6-1
3000
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
1d3
Neural Computer
3000
CR
4d6
4000
Type
Cyberware
Cost
Neural/Audio ULF
Transciever
200
Neural/Audio ULF
Transciever Antenna
Implantation
Olfactory Boost
Coprocessor
50
200
Overlay Processor
800
300
800
1200
200
Positronic Enhancer
2000
100
250
Description
Surgery
Code
Humanity
Loss
1d6/2
MA
MA
1d3
2d6
4d6
6d6
2d6
MA
1d6
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
750
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
1d6
1500
2d6
3d6
4d6
5d6
1d6
2d6
4000
4d6
9000
MA
6d6
16000
MA
8d6
600
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
1600
3300
Subdermal Interface
Smartgun Link
220
50
250
Description
Surgery
Code
Humanity
Loss
Type
2d6
1d6
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
1d6
1d6
50
800
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
200
100
Taste Memory
Coprocessor
Taste Memory
Coprocessor
Enhancement
Techtronica Echolocation
System Coprocessor
200
3-Com Cybernetic
Wireless Cybermodem
Interface
350
1700
3-Com Fast-Break
Improved Neuralware
Coprocessor
1350
1850
3-Com Harmony
Improved Neuralware
Coprocessor
1900
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
1700
200
Visual Coprocessor
450
Weaponmasters
Lockdown Coprocessor
300
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
ACME/Bodyweight
Oxystor Lung Implant
1200
2000
Adrenal Booster
400
200
Advanced Idea
Mechanics LethalEye
Fingertip Implant
1000
Advanced Idea
Mechanics LethalEye
Battery/Laser Implant
3000
125
300
Audio/Video Tape
Recorder
300
Backup Heart
1000
Berzerkoid Pain
1400
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
320
Bodyweight Autoinjector
750
Bodyweight Autoinjector,
Biomonitor Linked
200
Bodyweight Brain
Survival System
5000
60
Bodyweight Pacesetter
Sport Heart
900
Bodyweight Pacesetter
2000 Overdrive Heart
985
Bodyweight Pacesetter
Variable-Chambered
Heart Option
450
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
250
CYBERMATRIX
WetDrive
CYBERMATRIX
WetDrive Memory
Upgrade
CYBERMATRIX
WetDrive Access Link
Coprocessor
Cyber-Optic Eye Patch
320
MA
1d6
200
1d6/2
330
2d6/3
Cyber-Sniffer E-Monitor
185
CyberSpider
1900
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
5000
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
SP = Rating x 2
SP = Rating x 1
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
50000
2 x SCR
4d6+2
2500
MA
2d6
1d6+1
1d6/2
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
200
GPS Module
450
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
200
300
MA
2d6
Type
Cyberware
Cost
600
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
.5
500
Type
Cyberware
Square Marquee+
Kiroshi OptiShields,
Removable
Cost
Description
Surgery
Code
Humanity
Loss
1d6/2
1d6
MA
MA
2d6
MA
1d6-1
2d6
MA
1d6/2
1d6/2
500
.5
600
200
.5
Type
recognition chipware
1000
4000
Mediaware Cellular
Phone
500
1500
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
.5
1d6/2
1d6/2
MA
MA
2d6
CR
1d6/2
CR
1d6/2
MA
1d6/2
1d6
700
MA
1d6+1
650
MA
1d6/2
MA
1d6
MA
MA
400
Nictating Membrane
Option - Targeting
Nictating Membrane
Option - Window
OTEC Ear Valve
800
500
Poison Sac
500
Polybone Implants:
Hands
500
Polybone Transformation
1000
Radar System
200
Radiation Detector
200
350
Raven MicroCybernetics
Gyro-Stabilizer
Raven MicroCybernetics
Rebreathers
Red Blood+ Platelet
Factory
1000
300
1500
1000
600
150
Type
Cyberware
Cost
Surgery
Code
Humanity
Loss
CR
4d6
MA
3d6
MA
2d6
CR
2d6+1
CR
CR
3d6
CR
1d6/2
400
CR
1d6
600
CR
1d6+1
800
CR
1d6+3
Bypass
SATT Lung Replacement
Gas Filter/Chemical
Bypass
500
2500
10000
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
CR
2d6
1200
CR
2d6+1
800
1d6/2
MA
1d6
1d6/2
CR
3d6
CR
1d2
CR
1d3
CR
1d6
CR
1d6+2
CR
1d6+3
CR
2d6
Varies
Varies
1800
100
Shooting Pad
650
Spine Sheath
5000
Sonar Implant
300
700
300
1400
4500
550
750
1000
1200
Varies
Type
Cyberware
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
Type
Cyberware
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
Type
Cyberware
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
Type
Cyberware
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
Surgery
Code
HL
1d2
1d3
1d6
1d6+2
1d6+3
Type
Cyberware
Cost
Description
Surgery
Code
Humanity
Loss
350
CR
1d2
500
CR
1d3
650
CR
1d3+1
800
CR
1d6
1000
CR
1d6+2
1100
CR
1d6+3
1200
CR
2d6
1450
CR
2d6+2
1750
CR
3d6
11600
CR
2d6+2
14000
CR
3d6
28000
CR
3d6
200
1d6
Subdermal Pocket
200
2d6
CR
2d6
1d6
1d6/3
1d6/2
CR
3d6
Subdermal Pocket,
Kangaroo Pouch
250
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
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
40
1d6/3
300
1d6/3
2d6
CR
1d6+2
CR
2d6
1d6
1d6+3
1d6
1d6
CR
2d6
150
250
350
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
100
700
2500
200
200
350
250
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
1500
1d6
1d6
1d6/2
1d6
.5
Reproductive Systems
Contraceptive Implant,
Long Term
100
Type
Cyberware
Cost
Description
Surgery
Code
Humanity
Loss
Contraceptive Implant,
Short Term
Decreased Sexual Drive,
Permanent
30
.5
500
1d6+1
550
1d6+1
Hardwired Neurological
Sexual Response
Neuralware Coprocessor
350
1d6+1
500
1d6+1
1d6+1
300
MA
2d6
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
Nanotech Systems
Anti-Plague Nanotech
Anti-Plague Nanotech
Update
ArmorWeave
1750
175
4000
Type
Cyberware
Cost
Description
Surgery
Code
Humanity
Loss
Arterial Pumps
2100
1d6/2
500
1d6/3
150
Bone Lacing
Varies
Varies
1d6+3
1d6/2
3d6
1d6+1
100
7500
1d6/2 +1
1d6/2 +1
Material
Cost HL
Effect
Plastic
400
+1 damage, 5kg
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
750
UltraPlastic
900
Aluminium
1000 1d6/2
Titanium
2000 1d6+1
TungstenTitanium
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
400
.5
400
.5
400
.5
6000
1d6/2+2
1d6/2
Genetic Regenerator
Maintenance Booster
600
1500
1000
1d2
3000
1d6+1
1500
1d6+3
500
1d6/3
Kaiser Permanente
Hydrostatic Cushioning
2500
MA
1d6+2
200
1d6/2+1
400
1d6/2+1
600
2d6
Lifesaver Skinweave
4500
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
250000
2d6+3
Neurological Rebuild IV
1000000
MA
3d6+4
Neurological Rebuild V
5000000
CR
4d6+5
1400
1d2
400
2d6
800
.5
Retina Alteration,
Programmable
1600
12000
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
2d6/2
3000
3d6/2
4000
4d6/2
5000
5d6/2
100
800
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
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
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
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
CR
1d6
MA
CR
CR
MA
3d6
MA
3d6
MA
4d6
MA
MA
1d6
MA
1d6
10000
CR
6d6
Type
Cyberware
Cost
Bayer Chirurg
Nanosurgeons
6000
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
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
Bioware Systems
Accelerated
Metabolism(Bayer
Beschleuniger)
10000
Accelerated Metabolism,
Overdrive (Bayer
Schnellgang)
14000
Type
Cyberware
Cost
7000
Altered DNA
3000
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
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
300
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
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
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
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
Gills
700
Grafted Muscle I
1000
Grafted Muscle II
2000
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
1500
CR
2500
CR
1d3
Improved Kidney
500
MA
Improved Liver
1000
MA
Improved Lungs
1500
CR
Improved Lungs,
Advanced
2500
CR
1d3
10000
1d6+4
1d6+4, and
-1 EMP
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
MA
2d6+2
10000
Type
Cyberware
Cost
Muscle Replacement I,
Custom Tailored
2000
4000
2000
4000
7000
10000
15000
20000
Neo-Myelin Sheathing
9800
New Stomach
400
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
MA
3d6
MA
2d6
MA
1d6
1d6+3
2d6+6
MA
1d6/2
1d6/2
2800
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
Quickclot Hemofibrinic
Node
Poison Gland
1200
Ransom SK Stinger
Injector
250
Rebuilt Joints-Increased
Articulation
Reflex Boost I
1450
Reflex Boost II
7000
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
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
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
Tail, Combat
2000
T-MAXX Ileocecal
Siphon
Toxin Binders
Trauma Damper I
500
Trauma Damper II
1000
1500
Unspeak SharkSkin
2000
Working Appendix
750
3000
500
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
1600
3400
Permanent MA Increase
2700
1d6/2
5000
5900
N
N
1d6+3
1
Skin Armor
UV Resistance
8300
7600
N
N
0
1d6
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
-
Skill Level +1
Skill Level +2
1800
Skill Level +3
5000
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)
Type
Cyberware
Cost
Cyberjaw, K-9
2750
Cyberjaw, Conga
2770
Cyberjaw, Needler
2800
2870
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
CR
3d6+2
500
MA
2d6+2
Type
Cyberware
Retractable Sharkgrin
Special
Cyphire Cyberware
Retractable Vampires
Cyphire Cyberware
Spitting Cobra
Cost
Description
Surgery
Code
Humanity
Loss
500
MA
2d6+2
400
4d6
MA
4d6
3d6
N
N
2
1d6
200
600
MA
3d6
1d6/2
MA
1d6/2
MA
3d6
1d6
CR
3d6
CR
3d6
3d6
Cyphire Cyberware
Spitting Cobra,
Retractable
700
CyTech Cybertail
2000
250
200
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
3d6
200
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
1200
MA
3d6+1
NovelTech Spitfire
Flamer
1000
MA
4d6
RazorBack
2000
MA
4d6
RazorHead
Varies
CR
3d6+3
Retractable Monoblade
900
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
MA
1d6
MA
2d6
CR
4d6
CR
4d6
600
Cyberoptic Systems
Standard Cyberoptic
500
3600 Vision
3500
Advanced Idea
Mechanics LethalEye
1500
Type
Cyberware
Cost
Optic
700
2200
4000
Cyclops International
Bug Eye
Cyphire Cyberware
Remote Eye
750
Humanitech
Interchangeable
Cyberoptic
700
Humanitech
Interchangeable
Cyberoptic Port
Kiroshi Optics Cybercam
1500
425
1500
2700
Description
Surgery
Code
Humanity
Loss
MA
3d6
MA x2
6d6
MA x3
9d6
MA
3d6
MA
3d6
1d6
MA
2d6
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
175
Varies
1600
1700
750
Kiroshi-Nikon
Engineering Live Feed
Cyberoptic
1200
2000
(new) or
700
(used)
600
1000
500
650
750
Description
Surgery
Code
Humanity
Loss
MA
3d6
MA
Varies
MA
2d6+3
MA
2d6+4
CR
3d6
CR
3d6+2
4d6
MA
3d6-1
MA
2d6+2
MA
MA
2d6+3
2d6+2
Type
Cyberware
Cost
Description
Surgery
Code
Humanity
Loss
Transov Soviet
Cyberoptic
100
MA
1500
MA
Vacuum-Proof
Cyberoptic
600
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
300
Eagle Eye
200
Eibon Biosystems
Elderview
5500
EmeraldTech Xr Ray
Vision
2000
Fake Retina
200
50
Type
Cyberware
Cost
Flashlight
50
Flashlight, Improved
100
Flashlight, Improved,
Enhanced Spectral Range
Flashlight, IR
100
Flashlight, UV
100
500
100
Hydrosubsidium
Aquagoggs
Image Enhancement
200
Imaging Thermograph
750
Infrared, Active
500
Infrared, Passive
200
1100
Kiroshi Optics
Interferometry System
400
440
300
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
N
N
.5
.5
Modem Interface
150
Motion Tracking
350
200
.5
StrangeTech OldMovie
120
Partitioned Cyberoptic
300
Pattern Emulator
400
1d6
800
Type
Cyberware
Cost
Remote Link
200
Targeting Scope
Teargas Sprayer
400
200
Teleoptics
Thermograph Sensor
150
200
Time/Day Display
100
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
750
1200
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
200
Type
Cyberware
Cost
Surgery
Code
Humanity
Loss
2d6
3d6-2
3d6
200
Larger external ears, often elven or bat-like; Adds +1 to audiobased Awareness tests; Requires no option spaces
1500
1500
3d6
2d6 (50%
chance of
+1d6)
Video Imager
500
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
Type
Cyberware
Cost
Bug Detector
200
100
ECM Scrambler
100
150
Frequency Memory
250
Frequency Memory,
Additional Storage
50
100
Homing Tracer
200
Level Damper
300
Micro-recorder Link
100
Militech Cybernetics
International Military
Radio
Phone Splice
3000
75
150
Radio Link
100
100
450
ShareChecker Link
100
150
150
100
Description
Surgery
Code
Humanity
Loss
.5
.5
.5
.5
.5
.5
1.5
.5
.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
500
Think-Boom Radio
Detonating Signaler
Tight Beam Radio Link
500
.5
Tone Recognition
350
Ultrasonic Detector
140
200
Wearman
100
.5
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
2250
Brazilian Cyberleg
1500
Type
Cyberware
Cost
Chinese Knock-Off
Cyberarm
1500
Combat Cyberarm
5000
Combat Cyberleg
4000
CYBERMATRIX
Buzzsaw Arm
5199
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
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)
Type
Cyberware
Cost
Exotech Detachable
Remote Surveillance
Hand System
4500
G. E. XM-218 Cyberarm
Minigun
6000
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
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
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)
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
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
669
CR
2-3d6
875
CR
2-3d6
Unspeak Cyberware
Tentacle Arm
4000
CR
5d6
Unspeak
CyberwareTentacle Arm,
Extendable
6000
CR
5d6
Wyzard Technologies
Romanova Cyberlegs
5000
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
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
100
Plastic Covering,
Designer
Plastic Covering, HighTech
Plastic Covering, Holo
150
175
200
200
Reinforced Joints
200
RealSkinn
200
-1d6/2
RealSkinn Weave
1000
-1d6/2
200
Sycust Double-Jointing
1000
400
Sycust Fleshcote
50%
+500
0 or
+1d6/3+1
Sycust Fleshweave
20%
+200
100
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
Drug Dispenser
400
1d6+1
1d6+3
D-Tek Targeting
Network
1300
120
175
Dynalar Cigarette
Dispenser
Dynalar Cigarette
Dispenser, Hand Port
95
Dynalar Smartgun 2
Smartplate Weapons
Link
ECM Emitter
300
50
150
150
2950
Type
Cyberware
Cost
450
Field Projector
800
1500
Gouge Master
550
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
200
Limb Link
100
60
MiniCam
200
MiniVid
400
Psiberstuff Watch-Man
180
Quickdraw Holster
200
Raven Microcybernetics
Spider Microwaldo
Unit
800
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
1200
1d6
Storage Space
50
.5
Techscanner
400
ULF Antenna
50
Winch
500
1d6+3
Cyberweapon Systems
Capacitor Laser
250
CYBERMATRIX Gang
Jazzler
400
300
Elbow Spike
500
200
300
200
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
355
1d6+3
HotPlates Taser-Arm
800
1d6
Husqvarna ChainRipp
1250
2d6+4
Knee Spike
500
1d6+3
200
1d6
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
1250
2d6
NovelTech BigRipp
850
1d6+3
NovelTech BigRipp II
850
MA
3d6+1
850
MA
3d6+1
900
Type
Cyberware
Cost
200
400
600
800
200
400
600
Pop-Up Laser
700
250
Retractable Monoblade
800
1600
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
Technologies Grapple
Hand Line Extension
Smart Wires
300
Speargun
400
500
Survival Blade
500
Tazer Grip
180
Tentacle
700
Tentacle, Edged
950
Unspeak Cyberware
Tentacle Arm Rippers
400
100
500
+300 for
Weapon
Whip
475
Type
Cyberware
Cost
Description
Surgery
Code
Humanity
Loss
Whip, Edged
675
2d6+1
Wolvers
500
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
200
700
100
250
Big-Knucks Hand
250
Blade Hand
500
BuzzHand
600
900
Chain Fist
500
400
250 per
hand
Type
Cyberware
Cost
250
CyberClaw
1500
CyberMaw Hand
1200
CyberMaw Drool/Vomit
Hand
1600
2200
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
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
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
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
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
780
3d6
Ripper Hand,
Overknuckle
700
2d6
500
4d6
300
3d6
600
1d6+3
Type
Cyberware
Cost
Description
Surgery
Code
Humanity
Loss
600
1d6+3
750
2d6+3
150
Spike Hand
500
2d6
Super Cyber-Groomer
Hand
200
Spec
Tool Hand
200
Travel Hand
500
300
1d6/3
1d6/2
.5
Finger Systems
Advanced Idea
Mechanics LethalEye
Finger Mount
750
Ballpoint Finger
25
Chemical Analyzer
1200
Type
Cyberware
Cost
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
500
300
Kiroshi VidCam,
Teleoptic
625
Description
Surgery
Code
Humanity
Loss
.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
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
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
350
250 (per
foot)
Grip Foot
500
Hydraulic Skates
400
Skate Foot
440
500
Talon Foot
Tool Foot
600
300
Type
Cyberware
Cost
Web Foot
250
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
3000
Epsilon
4000
Gamma
5000
Sigma
6000
Beta
8000
Omega
10000
Alpha
14000
GP Exoskeleton Series A
12000
GP Exoskeleton Series B
15000
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
200
CyberFacial Remount,
EvilEye
150
CyberFacial Remount,
Jigsaw
250
CyberFacial Remount,
TwoFace
350
Faceplate
400
Type
Cyberware
Cost
1000
10000
225
400
500
6800
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
3d6
500
3d6
MA
3d6
CRx2
8d6
2xCR
16d6
300
2000
40000
Type
Cyberware
Cost
Adrek Robotics
Burroughs Mars
Operations Full
Conversion
42000
810000
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
40000
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
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
Militech Cybernetics
International Spider
Reconnaissance Duty Full
Conversion
118110
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
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
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
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
.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
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
MA
MA
Gender Restructure,
Futanari (Female to
Mixed)
3000
1d6
Gender Restructure,
Futanari (Male to Mixed)
8000
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
1d6
1d6/2
+5500
Exotic Modifications
1200
1000
Type
Cyberware
Cost
Description
Surgery
Code
Humanity
Loss
Facial Modification,
Rebuild
5000
2d6
8000
CR
1d6+1
8000
CR
1d6+1
8000
CR
1d6+1
Frame Alteration
Hair Implantation
8000
1200
CR
M
2d6
1d3
8000
CR
2d6
8000
CR
2d6
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
12000
3d6
7000
CR
2d6
10000
CR
2d6
Type
Cyberware
Cost
Description
Surgery
Code
Humanity
Loss
Tail
Tail, Combat
1500
2500
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
Exotic Packages
Bear
24500
BigKatt
21000
Dragon-Man
(Humanisaurus Rex)
16000
Dwarf/Halfling
9000
Elf
1000
Feline, KatNip
3400
Fishman
2000
Goblin
10900
35500
3400
21000
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
12350
Description
Surgery
Code
2xMA,
M, 2xN
Humanity
Loss
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
Type
Cyberware
Cost
Description
Surgery
Code
Humanity
Loss
Sexual Implant
Themeware Neural
Processor
1100
1d6
2d6
1d6
300
Themeware Skinwatch
150
Themeware Techhair
250
Themeware Voice
Synthesizer Implant
650
Type
Special
Feature Alteration
Implants
Feature Alteration
Implants, Improved
System
Neo-Hair
Special
NeoPlastic Teeth
Special
Paired Cyberoptics
Special
Special
Special
Special
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
Special
CRx6
2d6+4
Type
Modular Leg
2200
Modular Torso
4000
1500
CR
1d6+3
CR
2d6
CR
1d6+1
Cyberware
Cost
Description
Animal Transformation
300
Horns
300
Mimicry, General
1200
Mimicry, Specific
3000
Vampires, Retractable
250
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
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
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
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
25000
Description
Surgery
Code
Humanity
Loss
N
(CR x5)
8d6
N
(CR)
6d6
1d6/2
1d6/Pair
1d6
2d6
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
100
Input Plugs
100
Interface Coprocessor,
Weapon Link
Neuralware Processor
100
500
250
400
Anti-Dazzle
Infrared, Passive
200
200
Low-Lite
200
Micro-optics
400
Type
Cyberware
Cost
Description
Surgery
Code
Humanity
Loss
Teleoptics
Thermograph Sensor
400
200
N
N
3
3
M
N
2d6
1
.5
.5
.5
.5
.5
.5
CR
2d6
-2
150
100
ECM Scrambler
100
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
1000
Added Strength
250
Armor, Plated
300
Microwave/EMP
Shielding
RealSkinn
300
Reinforced Joints
200
Superchrome
200
200
Type
Cyberware
Cost
Description
Surgery
Code
Humanity
Loss
Type
Recorder
Digital Recorder
200
Storage Space
100
250
Cyberclaws
Cyberfangs
300
200
External Weapon
Harness
Gas Jet
275
Grenade Launcher
500
550
1250
400
600
800
200
300
400
275
900
200
1d6/2
M
MA
2d6
1d6
MA
1d6
1d6/2+2
1d6
1d6+2
1d6
1d6
1d6
1d6
1d6
1d6
1d6
1d6
1d6
Cyberware
Cost
Shotgun
Popup Gun, 2-Shot 12g
Shotgun
500
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
1000
Grafted Muscle II
2000
750
Skinweave, SP 12
1000