Spring 2057

BulletShower says THANX to:
First of all, I want to say thanks to all those people who have been around me to help me whenever I needed them. This means that I wanna thank my parents, my girl-friend Heidi, the principle some of you call God, my close friends, my not-so-close friends, and people I know. To bee more specific: Thanks go out to • my girl-friend Heidi (as happy as can be ...) • my parents (and, once again, especially my dad ... pentium´s working fine, pops ;) ) • Baghira, Babybelle, Captain, Lancelot, and Hector • Wolfi „Gangsta“ Doppelblitz-Eichinger, and • Stefan Kleini Glinn-Klein, and • Stefan „Willi“ Willmes, for being close friends • my roleplaying party!! (trained to kick ass, huh?) • the others I surely have forgotten to mention ...

THE ORIGINAL WRITERS
NACDN is a compilation of Cyberpunk materials published online. A great many thanx go out to the original writers of this stuff: • Morning Man • Lucifer (lucifer@tpom.cts.com) • Paul Minor (greedo@themall.net) • Gary Astleford (ocelot@connectnet.com)

AVOID-LEGAL-TROUBLE-THING
• Shadowrun (TM) is copyright of FASA Corp. • Cyberpunk, and Cyberpunk 2020 (TM) is copyright of RTG. • All articles used in this publications are copyright of their respective authors. • Copyright of this publication is 1997 by Norbert G. Matausch

NEW FORMATS:
Believe it or not, I´ve committed a crime ... heresy ... I changed the Availability Code System for Shadowrun. I took Morninman´s system, because I think it´s very easy, and elegant at the same time. Availability Time Required Excellent 1-6 hours (1D6) Common 4-24 hours (4D6) Poor 1-6 days (1D6) Rare 2-12 days (2D6)

Costs in Nuyen and Street Indices are provided in the text, while the Legality Code is stated as usual. NOTE: a Street Index of 1 is NOT stated. Also, a status of „legal“ is not mentioned explicitly. I´ve also tried to describe concealability as general as possible, because I think it gives you a better impression of how „hidable“ an item is when you read „you can easily hide it in your closed hand“ than „Conceal 6“.

Hey, tinbrain!

Got nothing better to do than going shopping, neh? Need nothing really bad, but always look for that special something you neighbor doesn´t have, neh? Wanna run the shadows with style, neh? Have enough money to burn, huh? Then, we at Matush Manhunt have the right thing for you. A new catalog with all those things a style-conscious shadowrunner really needs. Thumb it through. Read. Enjoy. Give us your bucks. And then back up, boy.
EQUIPMENT & LIFESTYLE       ......................................................................................................9
Marine REBuild   .............................................................................................................................................9 Broome OS­1200 Personal Sonar    ...............................................................................................................10 Avoscomb Inc. Lasercom   .............................................................................................................................10 Fogorin UC­2 "Chirpset" Underwater Communications SysteM   ...........................................................10 Opogomo Dive Rig    ......................................................................................................................................10 Gleason Hydrotech "Manta" Long Duration Air Supply    ........................................................................10 GaltCo AB­4 Osmotic Rebreather   (5­e1) ...................................................................................................10 PanOceanic Emergency Ascent Pod    ..........................................................................................................11 Wave Technology "Hotsuit"     .....................................................................................................................11 GaltCo Osmotic Skin ( "Mythsuit" may be a better name.) .......................................................................11 Hardsuits .........................................................................................................................................................11 Hardsuit Development ...................................................................................................................................12 PanOceanic Sea Sprite   .................................................................................................................................12 GaltCo Blue III    ............................................................................................................................................12 Titania Sea Resources, Inc. Seawolf    ..........................................................................................................13 A. Spearguns ...................................................................................................................................................13 PanOceanic Seaflite    (3­D)............................................................................................................................13 Lewis S­3    (3­d)..............................................................................................................................................13

Wave Technology Quickfire     (3­d)..............................................................................................................14 B.  Boomsticks ................................................................................................................................................14 Gleason Hydrotech "Lancer" Boomstick    (2­f)..........................................................................................14 Anderson Sea Technologies "Hammerhead" Slamglove    (2­f)..................................................................14 C. Torp Guns ..................................................................................................................................................14 Armscor "Sea Viper II" 20mm Torp Gun    (3­j).........................................................................................15 Segoyovich  KR­3 30mm Torp Gun   (3­j).....................................................................................................15 Sea Systems AM­12 "Swarm Mine" Aquatic Perimeter Defense Unit   (3­j).............................................15 Neo­Dolphin and Orca Equipment ...............................................................................................................16 Rising Arc "Digit" series Cetacean Gloveset   .............................................................................................16 Wavetech "Slickskin" Gear Harness    .........................................................................................................16 Reflex "Dryad" Series Life Rafts    ...............................................................................................................17 Wave Technology "Sea Crane" Ascent Bag    .............................................................................................17 McHarris Aquatics "Seahorse" Diving Sled    .............................................................................................17 Wave Technologies "Fastbreak" Emergency Ascent Drogue    .................................................................17 SHARKS!!.......................................................................................................................................................17 Shark Billy     ..................................................................................................................................................18 Sea Lance    .....................................................................................................................................................18 Antishark Dart        ........................................................................................................................................18 Electrical Shark Dart   ...................................................................................................................................18 Chemical Shark Repellent    ..........................................................................................................................18 Dye Canister  ..................................................................................................................................................19 Shark Screen  ..................................................................................................................................................19 Infrared Tripwire  ..........................................................................................................................................19 Hand­Held Metal Detector  ...........................................................................................................................19 Radioisotope Tagger    (3­e2)..........................................................................................................................19 Geiger Counter  ..............................................................................................................................................19 BREATHING APPARATUSES  ..................................................................................................................20 Blue Champagne Enterprises "Bubbler" Emergency Air Supply..............................................................20 "TAV" Tankless Air Valve Unit....................................................................................................................20 Diving Unlimited International Oxygen Scuba.............................................................................................20

Blue Champagne Enterprises "Dolphin" TAV  ..........................................................................................20 Spandex Wet Suit............................................................................................................................................20 Thermoplastic Wet Suit..................................................................................................................................20 Foam Neoprene Wet Suit................................................................................................................................21 Full Enviro Wetsuit.........................................................................................................................................21 Wet Suit Heat Pack.........................................................................................................................................21 Foam Neoprene Drysuit..................................................................................................................................21 Shell Drysuits...................................................................................................................................................21 Crushed Neoprene Drysuit    .........................................................................................................................21 Oceanic Stealth Drysuit..................................................................................................................................21 Skinsuits...........................................................................................................................................................22 Amphibious Body Armor   (5­K)...................................................................................................................22 Hydrosubsidium Poseidon Fluid Breathing Suit..........................................................................................22 Swimming Fins................................................................................................................................................22 Power Fins.......................................................................................................................................................22 Liquid Breathing Medium..............................................................................................................................22 Triax Depth Gauge..........................................................................................................................................22 Triax Skin Diver Bottom Timer.....................................................................................................................23 Triax Wrist Compass......................................................................................................................................23 Diving Slate......................................................................................................................................................23 Diver's Watch..................................................................................................................................................23 Diving Light.....................................................................................................................................................23 Juice Jets..........................................................................................................................................................23 CARTEL FASHION CONSULTANTS INC................................................................................................24 BAUHAUS  .....................................................................................................................................................24 CYBERTRONIC  ...........................................................................................................................................24 CAPITOL  ......................................................................................................................................................25 IMPERIAL  ....................................................................................................................................................25 MISHImobility  ..............................................................................................................................................25 Grapnel Gun  ..................................................................................................................................................25 ZERO­G Multitool  ........................................................................................................................................25

Pak­Tite, Inc. Gel­Pak....................................................................................................................................25 Vid­Tie® .........................................................................................................................................................25 ITB Laser Sharpener    (4­E2)........................................................................................................................26 MagHold  ........................................................................................................................................................26 Seiko ­ Zetatech "E­Watch" ..........................................................................................................................26 "MediaWear" Photojournalist's jacket ........................................................................................................26 Uniware "Holopin" ........................................................................................................................................26

CYBERWARE.....................................................................................................................................27
Wavetech Marine REBuild  ..........................................................................................................................27 Rising Arc Dolphin Translator Package  .....................................................................................................27 Go­JO Zippers  ...............................................................................................................................................27 GO­JO LEDs  .................................................................................................................................................27 GAS MAN™ Inc. Weird Interface Plugs  ....................................................................................................28 Quadruple­i™ Clamps, Screws, Studs, and Piercings  ................................................................................28 Quadruple­I™ Unnatural Features  .............................................................................................................28 Opti­Free Saline Dispensing Cyberfinger OPTION ....................................................................................28 Schlage Cyberkeys  Cyberarm or Cyberfinger option.................................................................................28 Super Cyber­Groomer  Cyberhand option...................................................................................................29 Kleenex Dispenser Cyberlimb Option ..........................................................................................................29

BIOWARE    .......................................................................................................................................30
ConGen "Seabreath" Secondary Gills  ........................................................................................................30 Shukutei Biomed "Phibia" Aquatic webbing  .............................................................................................30 Ransom SK "Stinger" Injector    (3­bc)........................................................................................................30 Artificial Sweat Glands  .................................................................................................................................31 Gastric Pouch    (3­BC)...................................................................................................................................31 IR Baffle Weave    (3­BB)...............................................................................................................................31

CHIPWARE ........................................................................................................................................31
Brainwaver Zap Chips  ..................................................................................................................................31 THUD INDUSTRIES™ Idiot Chips  ............................................................................................................32 THUD INDUSTRIES™ Demo Chips  ..........................................................................................................32 Group 7 Jackhammers    (5­cc)......................................................................................................................32

Happy Hammer ..............................................................................................................................................32 Headbanger ....................................................................................................................................................32 Harvey Wallbanger.........................................................................................................................................33 DIMPLEWARE   (5­CA)                   .............................................................................................................33 "Blindfold" Chip  ...........................................................................................................................................33 "Charley Horse" Chip  ..................................................................................................................................33 Fist" Chip  ......................................................................................................................................................33 "Fist Mk II" Chip  .........................................................................................................................................33 "Hold It" Chip  ..............................................................................................................................................33 "Lockjaw" Chip  ............................................................................................................................................34 "Plastic Smile" Chip  .....................................................................................................................................34 "Popeye" Chip  ...............................................................................................................................................34 "Stiff Neck" Chip  ..........................................................................................................................................34 "Suck In That Gut!" Chip  ............................................................................................................................34 "Wide­Eye" Chip  ..........................................................................................................................................34

EQUIPMENT & LIFESTYLE
THE SEA IS THE MOTHER OF ALL LIFE. SO WHY DON´T YOU GO BACK THERE?
0Ah, the call of the ocean. There's something mystical about the fractal patterns of the waves that seems to
beckon some of us to a life spent upon the high seas. It doesn't hurt that there's a hell of a lot of money waiting to be made either. I've been fielding a lot of queries over the last few months from edgerunners just getting their feet wet about what kind of equipment is appropriate for the up to date oceanpunk. No surprise there- the explosive growth of the offshore industries and enclaves within the last decade has created a demand for skilled operators. I'm always happy to help a komrade in arms because I never know when I might need their help, but lately all this free consulting has been taking up a little too much of my time. That's why you're reading my Gear and Equipment download right now. In here I've put together some pointers towards all those little techno-toys that can make missions on the wet side a lot easier. Everything from basic dive equipment to specialized aquatic bioware and deep immersion hardsuits. Not to brag, but I think there's enough information on tech in here that even an inveterate urban op could consider leaving shore and bidding on some wet side jobs. Just remember that good equipment is no replacement for proper planning and basic skills and you've got a good chance of working the ocean again. If you like what you read, and think it's even more valuable than the 20 ¥ I charged you to download it, drop by New Pacifica some time and buy me a drink. Come to Uncle Charlie's Dive Shop and Booze- o-rama on a Saturday night and I might even tell you the story about the time I was trapped on a rapidly sinking mining sub with a rabbi, a neo- dolphin, and a playgirl exotic. Hell, if you can top that story I'll be happy to buy *you* a drink. + -- Morninman (he/wrote/it)

MARINE REBUILD
Any portable piece of electronics can be rebuilt to marine specifications for an additional 25% of it's original purchase price (minimum cost of ¥20). This includes a watertight case, corrosion resistant fittings, membranes in place of keyboards, etc. Availability: common.

BROOME OS-1200 PERSONAL SONAR
The OS-1200 is a useful accessory for divers working in deep water or murky conditions. A comfortable imaging monocle is wired to an external sonar unit that attaches to the upper rim of any facemask using a universal mount. The 50m range of the standard setting gives you low resolution imagery while switching to fast pulse mode gives you crystal clear video of anything within 10m. Real diehards would go for cyber sonar, but that obvious bulge in the forehead isn't for everybody. Weight: Negligible. Availability: common.

AVOSCOMB INC. LASERCOM
A sophisticated underwater communications system using a blue-green laser to carry voice and data. In tight beam mode the laser can communicate with a particular underwater target within a 4 km line-of-sight, while broadcast mode can be picked up by any receiver within a 2 km line-of-sight. Costs only ¥3,500. Weight: Negligible. Availability: Poor. .5

FOGORIN UC-2 "CHIRPSET" UNDERWATER COMMUNICATIONS SYSTEM
A simple, easy to use piece of gear from the company that developed the de facto standard for underwater com systems. The matchbox sized phased array transducer operates just like a personal multichannel radio, but uses high frequency sound pulses instead of radio waves as a carrier. Range is 3-4 km underwater depending on local terrain and background noise. One feature that's not advertised is how easy it is to encrypt your communications by swapping out the factory standard chip containing the audio compression algorithm for a user configurable chip readily available on the street. You get close to a million possible encoding options and they other guy gets nothing but white noise. One drawback, common to all sonic systems, is that regular sonar gear and neo-dolphins can readily detect transmissions from quite some distance. Cost: ¥2,000 Weight: Negligible (Black market encoding chip available for an additional ¥2,000 on the street.) Availability: Common. .5

OPOGOMO DIVE RIG
A basic set of old-tech dive equipment including mask, fins, wetsuit, weight belt, air tank, regulator, etc. Opogomo has a reputation for rugged reliability and targets the beginner and casual diver with inexpensive, plain vanilla equipment. You won't win any fashion awards wearing it, but in certain dive circles that puts you right on the cutting edge of cool. Usable down to the recreational dive limit of 40m and holds a 2 hour single tank air supply. Weight: 10kg Cost: ¥800 Availability: Common.

GLEASON HYDROTECH "MANTA" LONG DURATION AIR SUPPLY
The Manta is one of the best air systems on the market. The streamlined hard shell backpack contains a standard 2 hour air tank and a battery powered electrolytic system that extracts oxygen from sea water. With a full battery charge a diver can stay submerged for up to 48 hours and then insert new batteries to extend his time underwater indefinitely. Industrial users love the fact that dive time is limited only by user fatigue, but the obvious bubble trail and traceable electrical field has made it a tough sale to military forces. Good for dives down to 60m. Weight: 8kg Cost: ¥850 Availability: Poor. .5

GALTCO AB-4 OSMOTIC REBREATHER

(5- E1)

The only thing better than a diver with this system is a neo-dolphin. The backpack unit looks intimidating, but it's filled with a lightweight osmotic aerogel that removes oxygen from the surrounding water while the diver swims. A bellows style compressor regulates breathing pressure while integral scrubbers in the mouthpiece prevent CO2 buildup. Total silence and no bubble trail make this the premier air supply for the covert community. The only drawback is that the aerogel becomes saturated in about ninety minutes and needs to degas on the surface for an equal amount of time before another dive. Dive depth limited to 40m. Weight: 4kg Cost: ¥3,300 Availability: Poor. Street Index 2

PANOCEANIC EMERGENCY ASCENT POD
It's a sad fact that accidents happen deep underwater. If help isn't available at depth there's a good chance the victim will die from their injuries or from pressure sickness induced by rapid surfacing. PanOceanic solves the problem with a carbon fiber/kevlar pod equipped with a single use rapid ascent bag. Once the victim is placed in the unfolded pod all you need to do is seal it up and activate the attached gas generator to fill the ascent bag and get him to the surface. The EAP has mounts for an external air supply and is guaranteed to maintain up to 10 atmospheres of pressure at the surface to prevent decompression until a hyperbaric chamber is available. Voted "Best Product of the Year" by Pro Diver infozine. Weight: 9kg Cost: ¥850 Availability: Poor. Stret Index is 1.

WAVE TECHNOLOGY "HOTSUIT"
It's amazing how fast your body heat gets sucked out underwater. The Wave Technologies Hotsuit looks just like a standard full body wetsuit, but contains an integral battery powered heating system and automatic hermal regulator that can keep you comfortable for 3 hours in water temperatures down to 10C. Just the thing for late season surfing or winter diving. Weight: 3kg Cost: ¥150 Availability: Common.

GALTCO OSMOTIC SKIN ( "MYTHSUIT" MAY BE A BETTER NAME.)
As far as I know this is just a rumor, but I include it out of a sense of completeness. From what I've heard it's a full body wetsuit that incorporates GaltCo's osmotic aerogel and links to the circulatory system through shunts mounted in a neck ring. Blood, or possibly a synthetic replacement, flows directly into the suit where it picks up oxygen and expels carbon dioxide and nitrogen into the surrounding water. I know it sounds wiggy, but there are too many stories about "guys in funny wetsuits without air tanks" floating around to discount the idea out of hand. If you run across more information feel free to contact me anonymously. Weight: 4kg?

HARDSUITS

+We'd been installing a new thermal tap for the farm down at about 120 meters. Over the past couple of
weeks GaltCo had been cranking up the heat 'cause they were trying to get all us independents to sign on with them for distribution, but we'd been holding out pretty well despite all the crap. There had been a couple of "accidents" and we expected more problems as the new platform came on line. I was in the middle of welding a leader line to the anchorhead when I picked up something coming down on my sonar. Then the explosions started. He'd fired his bubblers a little too late to cover his trace, but all hell broke loose when he did. The billowing clouds of silt kicked up by the blasts were picked up by the current and fogged out everything as we all scrambled around trying to find out what was going on. The silt was futzing up the com and we couldn't see a damn thing. We were going to be sitting ducks if we stayed under, so I told everybody to pop their drogues and get to the surface. I popped and was coming up from the silt cloud when I saw a guy in a wetsuit hovering over the anchorhead. He was a stupid kid. He must have ridden a weight down to get on top of us so fast and I could see the pain in his eyes through the cheap facemask. He hadn't taken the time to compress and the pressure was squeezing down on his head like a red hot vise. I flashed by him in just a second or two and could tell he was in trouble, but didn't have the time or inclination to try and help him as I rode the drogue up. I'd gotten up to about 30 meters when his charge went off. When we took a look later the anchorhead has intact. I can just imagine how they recruited him to try and blow it. A couple of corp sharpies come up to some tough little nomad kid hanging around at the local bar 'cause he ain't got anything else to do. He's all pumped with himself when they buy him a couple of drinks and start flashing more money than he's seen in his life and talking the talk. He doesn't have a clue about diving other than what he's picked up watching the sport divers at the watering hole, but I'm sure the corpy boys knew that and picked him for just that reason. They get themselves a nice expendable nobody to deliver a warning and the kid thinks he's Joe Bigtime living on the edge. The stupid thing is that if he'd had a hardsuit he might of pulled it off. I don't blame the poor kid for what he did, but those corp bastards are gonna pay.+ - "Crabby" O'Brien (no/no/not)

HARDSUIT DEVELOPMENT
Underwater depths up to 150 meters are accessible for a limited time with standard dive gear, but the excessive decompression time needed to avoid the bends is a major stumbling block to any extended underwater work. In the early days of underwater industry technological limitations forced divers to pressurize at their working

depth and spend weeks, sometimes months, living in cramped underwater facilities. By the 1990's it became increasingly clear from research and experience that even the use of exotic breathing mixtures to prevent nitrogen absorption wasn't preventing neurological damage caused by living in a high pressure environment. Even when N2 was removed from the air mix entirely the human body's own reserves of the gas would turn on it to attack nerve and connective tissue like a slow acid. The results were scores of perfectly healthy divers creeping around like old men with Parkinson's before their 30th birthday. It took a series of high profile lawsuits, astronomical insurance claims, and blistering media reports to finally convince the major corporations that something had to be done. They wanted something that would keep the divers working and cut down on the time wasted in decompression; the divers wanted to stop worrying about becoming cripples from pressure induced nerve damage. The answer to everyone's problems was the full development of the long neglected hardsuit: a one man diving suit built using advanced powered armor technology that allows industrial users to work kilometers beneath the ocean's surface in a shirt sleeve environment. Hardsuits work around the pressure problem by maintaining a normal atmosphere inside an armored shell that protects workers from the crushing pressure of deep water. The mass and inflexible nature of the hardsuit makes some activities difficult, but clever joint engineering and strength augmentation can keep dexterity penalties to a minimum. With a good suit an experienced user can snatch a shrimp from the water or rip the hull plates off a ship with equal finesse. The most notable difference between an underwater hardsuit and conventional powered armor is the lack of legs. Why would anyone want to walk along the sea floor when thrusters are more efficient and provide greater mobility? The complex and expensive articulated limbs are replaced by a one piece tubular shell that provides greater protection and more room for internally mounted equipment. It not only saves money, but makes it easier to maintain a good seal by placing the only break in the two piece suit at one of it's strongest points. Enuff of historical fuzz? Then - let´s take a look at hardware:

PANOCEANIC SEA SPRITE
It must have taken some work, but PanOceanic has managed to produce a hardsuit even more mediocre than GaltCo's. Not that there's anything wrong with the Sprite II- it's actually a well built little machine, but it's almost Russian in it's austerity. Crude, unsophisticated, and serviceable pretty much sums it up. The company has manufactured so many of these things in the last 10 years, and they last so damn long, that you can usually find a rebuilt one for bargain prices at dive shops in the platform cities. Type: PanOceanic Sea Sprite Cost: ¥13,500 Linear Frame: STR 12 Weight: 126 kg Armor: Alloy-Ceramic (5/3) Max Speed: 12 kph Range: 40 km Life Support: 8 hours, 1 hour emergency reserve Max Depth: 6000 m Equipment: Lasercom, Anti-dazzle and Image Enhance Optics (same as cyberwear), Sonar (same as cyberwear), Searchlight Availability: Rare. Street Index 5

GALTCO BLUE III
If you at first you don't succeed, try, try again. That seems to be the defining statement for the boys at the GaltCo labs if the Blue III is any indication. The first two models were downright dangerous thanks to a defect in the section coupling mechanism along the waist, but it looks like the problem may finally be licked. Overall, this is a basic suit featuring alloy armor well designed for comfort and utility backed up with a reliable linear frame. The sensor suite is a little better than you'd expect and comes in handy in low-visibility conditions. One nice touch is the pair of harpoon style tethers available with magnetic or molecular adhesive heads for work in areas with strong currents like the North Atlantic. Type: GaltCo Blue III Cost: ¥16,000 Linear Frame: STR 13 Weight: 142 kg Armor: Alloy (6/4) Max Speed: 12 kph Range: 50 km Life Support: 10 hours, 30

minute reserve Max Depth: 8000 m Equipment: Lasercom, Anti-dazzle, Low-light, and Image Enhance Optics (same as cyberwear), Sonar (same as cyberwear), Emergency Ascent Drogue, Tether Harpoons, Searchlight Availability: Rare. Street Index 5

TITANIA SEA RESOURCES, INC. SEAWOLF
Say what you will about their business practices, but you have to admit TSR knows how to build a hardsuit. The Seawolf is a big, comfortable suit designed for long duration dives at deep depths. The twelve hour life support gives you plenty of time to loiter at a work site while the thruster package gives you the power to get down to depth and cover territory. The communications gear includes a fiber optic link to the surface that can handle two way voice, data, and video simultaneously, a feature that really comes in handy when you run into a technical problem and need a little help. The Seawolf has some of the thickest armor around and I've heard some stories about a certain company mounting stealth pods, torpedoes, and mini-mine dispensers on it to create a very tough underwater assault unit. Not that anyone would attack defenseless ocean installations without provocation, of course. Type: TSR, Inc. Seawolf Cost: ¥24,000 Linear Frame: STR 16 Weight: 211 kg Armor: Composite (SP 40)Max Speed: 24 kph (mobility20) Range: 80 km Life Support: 12 hours, 1 hour emergency reserve Max Depth: 10000 m Equipment: Lasercom, Fiber Optic Link, Anti-dazzle, Low-lite, and Image Enhance Optics (same as cyberwear), Sonar (same as cyberwear), Bodyweight Medic auto-doc, Searchlight, Heavy Tool Suite Availability: Poor. Street Index 7

A. SPEARGUNS
Spearguns can be treated as a type of bow and the same variety of devilishly clever specialized heads used on arrows can be adapted for use on bolts. At the discretion of the Ref. bolts may qualify as edged weapons and be entitled to AP bonuses.

PANOCEANIC SEAFLITE

(3-D)

A good, basic gun for spearfishing and shark defense. The high tension polymer stretch band produces ample power for close-in work, but has the drawback of being manually drawn. If you expect to do anything more than spike groupers you'd be better off getting an air driven model. The range in brackets applies when the Seaflite is fired out of the water. Uses Hold-out ranges. Damage 7M. Not concealable. Ammo: 1 bolt. Weighs 1 kilo. Costs ¥40. Availabilty: Common.

LEWIS S-3

(3-D)

The clip fed S-3 is typical of the current crop of professional spearguns. The screw in air cylinder doubles as the weapons stock and is equipped with a variable release valve that automatically adjusts gas volume to account for depth. Each cylinder is good for 50 shots and can be readily refilled at any commercial dive shop. The range in brackets applies when the S-3 is fired out of the water. Uses heavy pistol ranges. Damage 9M. Not concealable. Ammo: 1 bolt. Weighs 2 kilo. Costs ¥200. Availabilty: Common.

WAVE TECHNOLOGY QUICKFIRE

(3- D)

The underwater equivalent of a derringer. The 16cm cylinder straps under the forearm and fires it's single bolt using a standard CO2 cartridge. Inductance sensors in the wristband trigger the firing mechanism in response to the hand being flicked upward and the fist clenched. A nice holdout weapon, but it would seem smarter to carry a full sized air gun and keep yourself from getting in a jam in the first place. Uses Hold-out ranges. Damage 6L. You can hide it in your pocket. Ammo: 1 bolt. Weighs 1 kilo. Costs ¥135. Availabilty: Common.

B. BOOMSTICKS
Boomsticks are close combat weapons utilizing a modified shotgun mechanism to deliver an explosive blast to the target. While intended for underwater use it's not unheard of for them to be used in surface combat with predictably gruesome results. Boomsticks have to be in contact with a target to fire; after making a hit in HTH combat there's only a slight chance the weapon will snag on clothing or drift from the contact point so it's

pretty tough to miss, but still possible. Don't forget that point blank shots from weapons in actual contact with the target do maximum damage. Ouch! The range in brackets is for when the weapon is used out of the water.

GLEASON HYDROTECH "LANCER" BOOMSTICK

(2- F)

Gleason advertises this little baby as a shark defense weapon. The truth is that even in the unlikely event that a shark wanted to munch on you he'd probably bite your arm off before you were able to do anything about it. Any moron can see just from the Lancer's design that it's meant to kill people underwater. It's a slim meter long cylinder with a recoil cylinder in front of the rubberized rear handgrip and a projecting T-grip for close in work. The clip is inserted just behind the head of the weapon and holds 10 standard 12mm rounds that fire when the trigger is squeezed and the tip of the boomstick is pressed against the target. It's not fancy or complicated, but at that range it blows a hell of a hole through you. For an additional ¥200 there's a version that neo-dolphins can use as a snout mounted weapon. Damage 9S. Not concealable. Ammo: 10(c). Weighs 4 kilo. Costs ¥40. Availabilty: Common. .5

ANDERSON SEA TECHNOLOGIES "HAMMERHEAD" SLAMGLOVE

(2- F)

The first time I saw one of these things I had some serious doubts about it's utility, but after seeing it in action I became a believer. The Hammerhead is basically a chopped down boomstick mounted in an artillery shell shaped gauntlet that fits over your forearm. You throw a punch, connect, and ruin someone's day with a point blank shotgun blast. Personally I loathe underwater hand to hand combat, but I once saw a guy wearing just a wetsuit take down a TSR Seawolf hardsuit fully fitted out for combat with one of these things. 'Nuff said. Damage 9S. Not concealable. Ammo: 1. Weighs 1 kilo. Costs ¥700. Availabilty: Poor. Street Index 2.

C. TORP GUNS
Up until the last couple of years it's been impossible to find an effective underwater projectile weapon. Some marine rebuilds of conventional rifles were produced, but they were all handicapped by limited range and power because water resistance rapidly decelerates projectiles. The Armscor division of GaltCo finally found a solution to the problem by adapting conventional micromissile technology for use underwater. Torp guns fire self guiding, rocket propelled rounds that continually accelerate using a solid fuel rocket engine containing a high proportion of oxidizer to insure reliable ignition and an even burn regardless of water pressure. After lockon is achieved and the projectile is fired a sophisticated active sonar guidance system in the nose of the projectile guides it to the target using steering vents mounted in the engine chamber. The standard micromissile warhead detonates at impact with enough force to make torp guns suitable for both the antipersonnel and light anti-vehicle role. For safety the torpedo warhead isn't armed until the round travels 5 meters from the launcher. Torpedo active homing systems slightly modify the normal attack procedure in

combat. If the initial fails, the round has a chance to correct it's course and reacquire the target. Roll a D6: on a 4-6 the torpedo attains a second lock on to the target and a second to hit roll using the same modifiers as the first can be made. If the second to hit roll fails, the round goes wild: use the Grenade Scatter Table to determine where it ends up. The engine will sputter out and the warhead will automatically be disabled if the torpedo travels more than 200m without hitting anything. One of the peculiarities of torp gun combat is that the relatively slow speed of the projectiles, about 10 meters per second under full burn, allows opponents to target an incoming torpedo as it travels through the water towards them. Detecting a torpedo in the water requires an Perception roll with a TN determined by the GM. based on the surrounding environment (sonar clutter, visibility, distractions, etc.). Any fire at the torpedo using a torp gun receives a TN -1 from the loud acoustic signature of the target. You'll note that the explosive radius of torp gun rounds is limited in comparison to conventional micro-missiles using the same warheads. The mass of incompressible water surrounding the detonation point limits the immediate damage area while concentrating the explosive energy, so torpedo rounds tend to cause more damage in a smaller area.

ARMSCOR "SEA VIPER II" 20MM TORP GUN

(3- J)

The sequel to Armscor's original torp gun model has been adopted by the United States Navy, International Seabed Authority, Cetacean Enclave Ranger Corp, and GaltCo's elite "Tigershark" security squad. If that's not an endorsement I don't know what is. But who could resist it? The sleek lines of the fully sealed ceramic housing cut down on water resistance and snagging, while you have to experience the balance provided by the internal buoyancy compensator to believe it. One major change from the original is that the torpedo rounds are now pre-packaged in a six round ammo cylinder you insert into the top of the weapons butt. Replacing the old cassette feed with the cylinder cuts down on the Sea Viper's overall length by allowing the adoption of a bullpup design and provides a tighter seal for trouble free deep water use. Damage 10S. Not conceivable. Ammo: 6 torps. Weighs 3 kilo. Costs ¥1,200. Availabilty: Common. Street Index 2

SEGOYOVICH KR-3 30MM TORP GUN

(3- J)

It took ol' mother Russia a while to get her feet wet, but she dove in all the way when she did. The KR-3 was originally designed for use by elite aquatic forces in the Red's ever expanding underwater oil drilling operations. After unsuccessfully trying to get a production license from Armscor they decided to go it alone with a round developed from the smart version of the 30mm Racate mini-missile. The result has all the traits you've come to expect from Russian craftsmanship: it looks kludgy, is powerful to the point of overkill, and could probably keep working after taking a hit from a tactical nuke. It may not be very pretty, but steady demand and black marketers inside the military depots keep the KR-3 in heavy circulation. Damage 11S (ouch). Not concealable. Ammo: 10 torps. Weighs 5 kilo. Costs ¥1,450. Availabilty: Common. Street Index 2

SEA SYSTEMS AM-12 "SWARM MINE" AQUATIC PERIMETER DEFENSE UNIT

(3- J)

Own some underwater real estate that needs protection? Want to keep infiltration teams from swimming through a choke point? Installing a Swarm Mine PDU will give second thoughts to anyone thinking about trespassing on your territory. The main unit, about the size of large briefcase, can be tethered at any desired depth to maximize sensor coverage regardless of terrain. The passive sonar system will detect anything mansize or larger within 500m and then fire a spread of 20mm torpedo rounds from it's internal 12 round magazine if the intruder comes within 200m of the unit. You can even reprogram the internal computer's firing parameters to specify the size or speed of targets, have it ignore certain profiles, or shrink the danger zone below 200m to give the intruder less warning. The internal fuel cell is good for 30 days before replacement is needed and a sonar transmitted passcode automatically shuts the unit down for maintenance and reloading. Weight: 15kg Cost: ¥2550 (12 round magazine reloads for ¥480) Availability: Poor. Street Index 2

Damage of each round like SeaViper II. Not concealable. Ammo: 1 bolt. Weighs 1 kilo. Costs ¥40. Availabilty: Common. Street Index 2.

NEO-DOLPHIN AND ORCA EQUIPMENT RISING ARC "DIGIT" SERIES CETACEAN GLOVESET
Sure, they're the masters of the open ocean, but watching a cetacean trying to operate sophisticated equipment with it's snout is pathetic. Until the neo-cetaceans get fully functional fingers (about three generations from now) they'll continue to rely on glovesets: matched pairs of specialized cyberarms that slip over the pectoral fins. The Digit series from neo-dolphin owned Rising Arc has been widely hailed as one of the best lines available because of it's sophisticated design and innovative engineering. Everything from the custom fitted fin sleeve and improved conduction point interface has been designed to make using them as comfortable as possible. To facilitate long term wear the mantis-like manipulator arms fit perfectly into the recessed contours of the ventral pod, minimizing drag and and fatigue. They're pricy, but worth every penny. The initial fitting and calibration for a gloveset takes about 2 hours with an experienced tech. The orca version can be used by beluga's, but cost an additional ¥2,000 and must be custom built to account for the differences in anatomy. The glovesets are commonly available and have a Street Index of 1. Type: Dolphin Digit Gloveset Weight: 7kg Cost: ¥9000 Humanity Cost: None (non-invasive externally mounted hardware) Type: Orca Digit Gloveset Weight: 12 kg Cost: ¥12,000 Humanity Cost: None (non-invasive externally mounted hardware)

WAVETECH "SLICKSKIN" GEAR HARNESS
Tired of being bogged down by obsolete gear harnesses? The new Slickskin system from Wavetech gives you all the room you need to store your equipment and fits more comfortably than any other harness on the market. The unique flex-plastic fitting straps won't chafe thanks to our patented "Smartfit" technology and are rated for work down to the abyssal level. The streamlined storage pods are side mounted, give you plenty of room for gear, and feature boundary layer texturing to produce the same drag coefficient as natural cetacean skin! Get out of the past and up to speed with Wavetech! They´re excellently available. Street Index: 1 Type: Slickskin-20 Gear Harness Weight: 5kg Cost: ¥250 Availability: Common Notes: Can carry up to 10kg in either storage pod. Torp guns and the like can be installed, but each mounting requires a hardpoint and costs an additional ¥50. Drag reduces underwater mobility by -1 and normal Encumbrance rules apply to whatever is carried. Type: Slickskin-40 Gear Harness Weight: 9kg Cost: ¥400 Availability: Common Notes: Can carry up to 20kg in either storage pod. Weapons and movement penalty are handled as above. Type: Slickskin-80 Gear Harness Weight: 16kg Cost: ¥725

Availability: Common Notes: Designed for use by larger cetaceans (orca, beluga, etc.) and can carry up to 40kg in either storage pod.

REFLEX "DRYAD" SERIES LIFE RAFTS
If you find yourself stranded in the middle of open water this is the raft you can trust to get you through alive. Reflex has licensed technology from companies better known for their space equipment to produce the state of the art in emergency shelter craft. The non-tip inflatable hull is topped off with a fully sealed shelter incorporating flexible solar cells into the upper roof panels to power a ten channel radio, water purifier, combination optical/radio locator beacon, and an environmental system that can keep you comfortable from 0 to 50C. On top of that every Dryad series raft includes a one week supply of food bars for every occupant and a well stocked survival kit! They don't come cheap, but when you need them you'll know it's the best money you ever spent. 2-person Weight: 10kg Cost: ¥900 Availability: Common 4-person Weight: 16kg Cost: ¥1600 Availability: Common 10-person Weight: 40kg Cost: ¥4000 Availability: Common

WAVE TECHNOLOGY "SEA CRANE" ASCENT BAG
An opened ended polymer bag used to lift objects from the sea floor to the surface. Once you unfold it and fill it with 3-5 minutes worth of your air supply it'll lift 100kg to the surface at an ascent rate of 1m/second. Weight: .5kg Cost: ¥20 Availability: Common.

MCHARRIS AQUATICS "SEAHORSE" DIVING SLED
If you plan on covering any kind of distance underwater it would be a good idea to buy a sled. You not only move faster, but get to conserve your own energy for when you really need it. The Seahorse is typical of the models available and features a meter long torpedo shaped body with a battery powered prop and diving planes controlled from the rear mounted handgrips. Attachment points for external equipment like lights, spare air tanks, and the occasional mini-torpedo launcher are built-in to the streamlined casing. Weight: 45kg Cost: ¥575 Availability: Common Max Speed: 30kph Acc: 5kph Range: 100km on a full battery charge

WAVE TECHNOLOGIES "FASTBREAK" EMERGENCY ASCENT DROGUE
Standard hardsuit buoyancy systems can get you to the surface at a rate of 1-2m/second, but that's not nearly fast enough when your life depends on getting up fast. Very fast. The Fastbreak system is a backpack mounted sealed unit containing a large polymer drogue chute and gas generator. When the package is triggered by the hardsuit operator the drogue inflates with gas and pulls you up like a parachute operating in reverse at a rate of 2m/second in addition to your normal buoyancy system. It's a little pricey for anyone working near the surface, but if you're down more than 5 km this thing can save your life. Cost: ¥850 Weight: 9 kg Availability: Poor.

SHARKS!!
The basic difficulty in dealing with sharks is that they have a very high pain threshold and a tiny brain, which precludes the delivery of a lethal blow. Standard boomsticks are effective weapons, but the noise produced by it attracts any shark within hearing distance, and the concussion may well injure the user. Huge quantities of blood result from the use of the explosive, attracting still more sharks, and the shark itself may not immediately die. In that brief span of seconds, a wounded shark can very easily kill or horrendously mutilate a diver. For that

reason, most divers would prefer to arm themselves with weapons that immediately kill orincapacitate a shark on contact. Such weapons are now available:

SHARK BILLY
The oldest anti-shark device, the shark billy is a 3 to 4 ft-long woodenclub, with a short spike driven through one end. It is counterweighted tofacilitate underwater use and is used to fend off or stab a shark,preferably on the nose. Damage (str +1)L. Not concealable.. Weighs 1 kilo. Costs ¥40. Availabilty: Common.

SEA LANCE
A corrosion-resistant metal spear ranging from 1 to 2 meters in length, thesea lance is a simple but deadly device when outfitted with the right typeof tip (see below). As a weapon in its own right, the lance can be tippedwith a multitude of blades for underwater defense. Standard spear bladedoes damage as above; other blades (leaf, etc.) may do more (or less), GM'scall. Monoblades are available for 2x normal cost. Availaibilty: Common. Damage (str + 1)M. Not concealable. Weighs 1 kilo. Costs ¥150.

ANTISHARK DART

+What happened to the shark when struck by the dart was hard to believe. Carbon dioxide was rushed under
pressure into the body cavity ... This inflated it ... like an automobile inner tube, making it extremely buoyant. And, like an inner tube, it ... rose to the surface, where it died almost instantly. It's better to be on top of the shark, if it's at all possible, and of course his stomach is instantly blown out of his mouth. You can feel the concussion, but there's no sound that you can detect.+ -- Anonymous (diver/who/dives) These consist of a CO2 cartridge tipped with a sharp, hollow-steel needle.The cartridge can be mounted on a fixed or telescoping spear, shot from a spear gun, or held in the hand like a knife and stabbed into the target. Both lance and hand-held darts are retrieved for later use. A new cartridge can be quickly and easily inserted from a sheath strapped to the diver's leg. When the needle penetrates the shark's skin, the pressurized CO2 is injected into the shark's body cavity, where it expands rapidly and ruptures internal organs, causing almost immediate death. If the shark is not killed outright, it will be buoyed to the surface by the gas trapped inside of its body, where it will asphyxiate. Tips: When using a spear, strike downward on the top of the dorsal ridge to prevent a reflex sideways slash, and try to get close enough to the shark to strike him anywhere behind the throat valve and forward of his anal vent. The darts do 9S gas expansion damage which CANNOT resisted by the target! Availability:Common. Not concealable. Costs ¥20 per cartridge.

ELECTRICAL SHARK DART

When the . . . voltage hit a 12-foot tiger shark, total paralysis rendered the predator helpless. Its back hunched, the ferocious jaws locked open, and the shark sank to the bottom. --Tester, Naval Undersea Research and Development Center These darts are capable of releasing 50 volts for intervals of one-half second at a frequency of 1500 Hertz. In its present form, the 10-inch dartis driven into the shark from a conventional sea lance, which pulls free,making it unnecessary for the user to be near the target. The dart itself consists of an insulated four-inch blade, designed to remain imbedded in the shark, connected to a housing 1.25" square which holds a battery and anelectrode. When the dart hits the shark, lethal current immediately flowsin a complete circuit from the uninsulated tip of the blade through the shark, then to the water, and onto the second electrode. If the shark is so huge that the voltage fails to kill it, the current paralyzes it and itsinks toward the bottom, away from its intended prey, until the battery is exhausted several minutes later. Effects upon a human are the same as those of a taser (q.v.). Availability: Poor. You can hide a dart in your pocket. The weight is neglegible. Costs ¥100. Street Index 3

CHEMICAL SHARK REPELLENT
Many divers remember the notorious unreliability of late twentieth-centurychemical shark repellents and would prefer a sea lance or even a boomstick over a small, inexpensive canister of white goo. However, with the development of new, naturally-occuring substances which far outstrip all previous repellents, these divers may

want to think again. A milky substance called pardaxin, exuded by a type of fish called the Moses sole,found in the Red Sea, has been refined and synthesized into a safe,reliable repellant which can drive off even the most frenzied of sharks.The substance comes in small, single-use canisters which contain enough repellent to immediately drive off all sharks within a 100 yard radius ofthe diver, and prevent cruising sharks from being attracted to the areawithin a half-mile radius. The repellent lasts for 1d6+3 minutes, depending on local currents. Larger bombs are available for 50¥; these repel sharkswithin a half-mile radius and dissuade cruisers within a full mile (sameduration, but it takes 1d6 minutes for the repellent to spread to thelimits of its effectiveness). Note that though this chemical is non-toxic, high concentrations (like being in the center of a bomb burst) cause nausea and disorientation in human subjects, and can corrode artificial gillsystems. Availability: Rare. It´s possible to hide a canister under your coat. It weighs around half a kilogram. Costs ¥50.

DYE CANISTER
A cheap yet effective way of preventing immediate shark attack, this canister releases a burst of red dye, creating a cloud six feet in diameteraround the diver. Sharks cannot see through this shade of red, and a swimmer enveloped in such a cloud is (partially) protected from attackuntil the sea erases the dye, making him once more visible to the predator.Availability: Common. It fits easily in a clenched fist. The weight is neglegible, and, best of all, it costs only ¥15 a canister!

SHARK SCREEN
For non-divers who suddenly find themselves in shark-infested waters, the Naval Undersea Research and Development Center has come up with a large polymer bag buoyed up by inflatable rings surrounding the opening. The bagfolds compactly to be carried with a lifevest or other survival gear. A downed flier or seaman abandoning a sinking ship simply inflates each ofthe rings, climbs into the bag, and allows it to fill with water. The underwater view of the bag is of a large, odorless, and unappetizing mass,which not only conceals the occupant from view, but holds back blood andother attractions likely to increase the chances of a shark attack.Availability: Common. Not concealable. Weighs 10 kilos. Costs ¥150.

INFRARED TRIPWIRE
Just what it says - a portable infrared tripwire, consisting of a small infrared light, powered by a battery (5 hour charge) and a reflector. Both are backed with adhesive to allow their attachment to any surface. The beam has a range of 2m and is detectable with IR vision. It can be rigged to set off any type of alarm, detector, or explosive when an object passes between the beam and the reflector. Availability: Rare. You need to pass a Perception(8) test to detect it. Costs ¥100.

HAND- HELD METAL DETECTOR
Used by security forces in every major airport and monorail station in the world, these portable devices detect metal. They can be used to detect cyberware, guns, and other items of contraband. They run on a battery pack which is good for 12 hours of continuous use. Available everywhere and anytime. Costs ¥300.

RADIOISOTOPE TAGGER

(3-E2)

This is a small spray canister filled with a (supposedly) harmless radioactive isotope. The isotope is sprayed onto a target, who can then be followed with a geiger counter or other hand-held radiation detector. It can also be used as a practical joke in radiation- sensitive habitats, although highriders tend to view this type of prank as less than funny. Radiation absorption from the tagger is negligible -- less than your average x-ray. It functions like every normal surveillance device. Costs: ¥200 per rating. Availability: (Very) Rare. Street Index 2

GEIGER COUNTER
Your classic radiation detector. You've seen them in the movies; the clicks get louder as the amount of radiation increases. Works like the radiation meter found in Deep Space, p. 56, except the range is much greater -assume about 100 meters. Costs: ¥400 per rating. Availability: Poor. Street Index 1.5

BREATHING APPARATUSES BLUE CHAMPAGNE ENTERPRISES "BUBBLER" EMERGENCY AIR SUPPLY
Essential for the skindiver and handy for the gilled, this compact breathing unit consists of a mouthpiece connected to two semi-circular tanks which close around the neck, each containing fifteen minutes of oxygen. An infrared sensor clips to the ear, and the air can be supplied on demand or when blood color changes enough to indicate that it is needed. Availability: Common. You can hide it within your pocket. Forget about ist weight. Costs ¥100.

"TAV" TANKLESS AIR VALVE UNIT
Just when you thought it would never arrive, this lightweight and affordable piece of hardware is designed for you sport diving fanatics or those who just don't want cybergills installed. This unit is equipped with a moutpiece attached to a flow regulator, which takes in water from its flow falves and removes the oxygen and nitrogen from the water for the diver to breathe. With its dual flow system, the diver controls his own breathing rather than waiting for the unit to supply him with air. The unit comes equipped with a Diamite filter that allows for continuous diving up to 12 hours at a time before the filter needs replacing. Because the air mixture extracted from the water includes nitrogen, it is recommended that the unit not be taken any deeper than 50 feet underwater to prevent the deadly effects of nitrogen narcosis. Availability: Excellent. You can´t hide this thing. It weighs around one kilo. Costs ¥3,000.

DIVING UNLIMITED INTERNATIONAL OXYGEN SCUBA
DUI's closed-circuit pure-oxygen scuba is meant for professional use only! A diver using this scuba breathes one hundred percent pure oxygen and becomes totally immune to the effects of both nitrogen narcosis and decompression sickness. Because of the dangers of oxygen toxicity, the pure-oxygen scuba should only be used at a depth of 10m for periods less than 75 minutes. Each 10m increase in depth decreases dive time by 20

min, so the maximum allowable dive is 30m for 15 min. Availability: Rare. You can´t hide it. Weighs 5 kilos. Costs ¥5,000.

BLUE CHAMPAGNE ENTERPRISES "DOLPHIN" TAV
New from BCE, and touted as "the next best thing to cybergills," the Dolphin TAV is similar in design to the BCE Bubbler, but the collar-tanks are replaced by a semi-circular gas extraction unit which removes a breathable mixture of oxygen and nitrogen from the water in the same way that a standard TAV does. Suction on the Dolphin's mouthpiece simultaneously delivers a refreshing breath of air and pulls water in through the collar, where the breathing mix is extracted and prepared for the diver's next breath. Like standard TAV's, recommended diving depth is 50 feet, but the Dolphin's filter only needs to be replaced about once a year, making it capable of indefinite underwater function, just as cybergills are. The Dolphin expels a stream of tiny, champagne-like bubbles of CO2 behind it. Replacement filters cost 100¥. Availability: Rare. You can´t hide it. It weighs about 1 kilo. Costs ¥4,000

SPANDEX WET SUIT
A simple, light, compact one-piece suit, ideal for work in tropical waters (80 degrees F) or as a thin undergarment worn beneath heavier suits. Provides no SP protection. Availaibility: Common. Weighs 1 kilo. It costs ¥50.

THERMOPLASTIC WET SUIT

These versatile warm-water suits have a layer of heat-retaining thermoplastic sandwiched between two layers of spandex. They are thin and are designed for use between 75 degrees F to 85 degrees F. You canwear a thermoplastic suit beneath a neoprene suit for extra warmth. Windproof, neutrally buoyant. Also available in plush-lined versions for an addtional 50¥, reducing working temperatures to 70 degrees F. Provides no armor. Availability: Common. Weighs 2 kilos, and costs ¥100.

FOAM NEOPRENE WET SUIT
The most common form of protective clothing in use, these suits contain thousands of tiny, insulating air bubbles which provide excellent, lightweight heat retention down to 60 deg. F. This type of suit is naturally buoyant and requires weights. Minor repairs are a snap with wet suit cement (10+ Diff), but note that neoprene is not windproof and has a long drying time. Provides 1/1 armor. Availability: Common. It weighs 3 kilos, costs ¥500.

FULL ENVIRO WETSUIT
Full body wetsuit, armored to 5/3, with toxin scrubber mask, 1 hour onboard air supply, and extendable w¥s in feet and gloves. These provide bonuses as cybernetic webbing: your underwater mobility is equal to your normal mobility rating, and +2 is added to your Swimming skill. Reduce REF by -1 for the purposes of manipulation and normal mobility by -2 when running on land with webs extended. Availability: Poor. It weighs 6 kilos, costs ¥1,500.

WET SUIT HEAT PACK
These contoured plastic containers fit into integral wet suit pockets or exterior strap-on pouches and contain a nontoxic, reusable chemical that heats to about 130 degrees F, providing that extra bit of warmth when you most need it. Heat lasts for 30 mins, and must be dormant for 1 hour before re-use. Availability: Poor. You can hide it under your coat. Forget about its weight. Costs ¥100.

FOAM NEOPRENE DRYSUIT
These suits are similar to their wetsuit cousins, but are designed for dives where expected water temperature is below 60 degrees F. They are lined with waterproof nylon, and come with integral seals at wrists and neck, attached dry boots, and a water- and pressure-proof zipper. Form fitting, streamlined, and windproof, these suits are ideal for deep-water or arctic diving. They are buoyant and require weights, and are difficult to repair if torn. Provides 1/1 of protection. Availability: Poor. 3 kilos. Costs ¥800.

SHELL DRYSUITS
These are standard foam neoprene drysuits coated in a rubberized fabric shell, making them as easy to repair as wet suits and about twice as durable. They are fast drying, light, and provide 1/1 of protection. Availability: Poor. 5 kilos. Cost ¥1,000. Street Index is 1.5

CRUSHED NEOPRENE DRYSUIT
Move a step up from foam neoprene! Crushed neoprene is more durable, easier to repair. Long-lasting, and less buoyant than foam neoprene. Provides 2/1 SP of protection, but is bulkier than normal drysuits and provides less thermal protection. Availability: Poor. 4 kilos, costs ¥750.

OCEANIC STEALTH DRYSUIT
This suit operates off the same technology used in the Militech M96 "Ghostsuit" (Chromebook 2, 90), but with simpler parameters. The suit is designed to take into accound depth, light dispersal, water currents, and turbidity to mimic the surrounding water. Its light pattern can even flow slightly according to the current and the surrounding particles while the diver remains in place, giving the effect of moving water. The suit is also

designed with sonar-absorbent material that presents it from being detected as long as the diver remains still. TN +4 for any Perception tests made against him. No armor, but is considered to be in the Dry Suit category of thermal protection. One piece, equipped with flippers and webbing and a face mask to allow for better visual acuity underwater. There is no air supply included, although there is a slit for the mouth; whoever uses the suit has to do so using either cybergills or a low-profile diving apparatus like the TAV. Availabilty: Rare. Weighs 11 kilos, and costs only ¥40,000! Street Index is 8. Hey, what a bargain!

SKINSUITS
Adapted from the original orbital design to do underwater duty, these suits are skintight, tough, rubberized coveralls with a simple helmet and 40-60 minute air supply. The foam-like inner skin is pressure-resistant to 40 atm, and affords protection from temperatures down to 45 deg. F with ease. Below 45 deg, the temperature regulation will begin to fail and become useless after 10 min. Availability: Poor. Weigh 3 kilos. Cost ¥2,500.

AMPHIBIOUS BODY ARMOR

(5-K)

This suit can be worn like normal clamshell body armor, but it has the added bonus of a five hour air supply, built-in fins, and special ballast compartments that enable the wearer to achieve neutral buoyancy. It weighs 21 lbs. For exotics with gills, the helmet can be modified to allow the free passage of water. Has armor 8/5.. Depth depends on breathing apparatus attached. Availability: Rare. Weighs 15 kilos. Costs ¥24,000. Street Index 3

HYDROSUBSIDIUM POSEIDON FLUID BREATHING SUIT
This diving suit is only equipped for use with LBM's and allows exceptionally deep dives. Maximum recommended depth is 10,000 ft. (Chromebook 1, 15). Availability: Poor. Weighs 6 kilos, costs ¥6,000. Street Index is 2.

SWIMMING FINS
Standard professional swimming fins. Light and flexible, they give the user +1 Swimming. All fins subtract -2 from mobility for any land movement, and add +2 to underwater mobility. Availability: Common. Forget about the weight. They cost you a mere ¥50.

POWER FINS
These are longer, heavier, narrower, and more rigid than swimming fins, and are designed to deliver greater power on the downstroke kick. The preferred fin for working divers, they sacrifice comfort for strength. Add +1 to Swimming and +1 to Endurance for Swimming purposes. Availability: Poor. Don´t think about weight ... they cost ¥75. Now, that´s cheap, chum!

LIQUID BREATHING MEDIUM
This superoxygenated fluid can be aspirated and used in place of normal atmospheric tank mixtures for deep sea dives. Breathing time is about the same as standard air mixtures. There is a 20% chance that a person cannot tolerate the LBM. Without a BOD(4) test, lung irritation often results, and immediate subsequent use of the liquid (within 3 days) results in Light damage to the lungs, reduces endurance tasks by 1 point in body type, and doubles damage taken from aerosol projection weapons (tear gas, etc.). Divers who do tolerate the LBM will be at -2 to BOD for an hour after the dive while his respiratory system readjusts. No speech is possible while using an LBM; the fluid prevents the larynx from functioning. Availability: Poor. Costs ¥100. Street Index is 3.

TRIAX DEPTH GAUGE
A basic but essential piece of gear, this little gadget is a clip-on belt gauge which calculates and displays a diver's exact depth and gives a warning beep or vibration when the diver is within 50 feet of his maximum

depth tolerance. Note that the gauge is itself only pressure-tolerant up to 500 feet. Costs ¥50. Each additional 100 feet of tolerance costs an extra 100¥. Availabilty: Common. Weight? Weight?

TRIAX SKIN DIVER BOTTOM TIMER
This handy device is essentially a pressure-activated stopwatch used for recording depth times. The timer is activated automatically when the diver descends below a certain depth, and turns itself off when the diver reaches the surface. Availability: Common, and it costs only ¥15!

TRIAX WRIST COMPASS
A small magnetic compass housd in a waterproof, pressure-resistant case, and worn on the wrist like a watch. Availability: Common. Triax Decompression Gauge (50¥) This clip-on electronic belt or wrist meter senses pressure, depth, and dive time and compares the variables to let the diver know exactly how long he can stay down, what depth he must stop at, and how long he must wait at each stage of his ascent for proper decompression. Availability: Common, and it costs only ¥30!

DIVING SLATE
Convenient record-keeping is at your fingertips with this waterproof-ring binder, outfitted with thin sheets of semimatte white plastic, lightly sand-papered on both sides. Ordinary lead pencil can be used and marks rubbed off with a rubber eraser or an abrasive cleaner. Some underwater slates are equipped with a compass, depth gauge, watch, etc. mounted across the top; assume an additional 50¥ for each option. Base model is 20¥. Availability: Common.

DIVER'S WATCH
A self-winding, pressure-resistant and waterproof watch in a shock-resistant, non-magnetic case, the diver's watch is essential for determining depth and decompression stop times. One-piece elastic bands are common, and come in a variety of designer colors. Cheap models go for as little as 30¥; top-of-the-line models, with integral compass, depth gauge, temperature meter, and ultrasonic CO2 detector can go as high as 200¥. Availability: Common.

DIVING LIGHT
A simple, waterproof and pressure-resistant halogen lamp with a flexible clamp to allow it to be mounted on a variety of surfaces. Buy it everywhere, and pay ¥20 (or steal it).

JUICE JETS
These high powered spray canisters have multiple uses, the most common being as a dispenser for brighty colored emergency dyes. However, they have found more sinister uses as well. The spray cannister is loaded with a liquid bottled under a high-powered gas mixture. The gas is able to expel the liquid contents up to a range ot 10 feet underwater, and the liquid itself can be any form of toxin or acid usable in water. Pheromone based-liquids which attract or repel sharks are popular. It costs 15¥ to refill either the gas canister or replace the juice inside. Availability: Common (shark repelling pheromones are Poor, shark attractors Rare). It costs ¥50.

CARTEL FASHION CONSULTANTS INC.
Like to attend corp meetings with your baggy pants? Love to wear Star Drek™ uniforms when the real Mr Johnsons visit your office? Uh-oh. Knowing how to dress properly in the world of high society and finance is just as important to the freelancer as it is to the corporate climbing executive. Following is a short guide presented by Cartel Fashion Consultant Johnathan BAUHAUS Cordinger. (4000¥) "The Bauhaus suit is definitely the most daring outfit CYBERTRONIC you can have in the corporate world. Fabrics, colors, (1400¥) and designs all send the message of self"Cybertronic ... favors what is known as the "chic confidence, wealth, and social standing. chip," which, because of their starkness and utility, The high price tag makes these suits common have found a niche among the anti-statement art among media and movie stars, and are therefore and media crowd." considered very chic among corporate officials and eager young officials."

Bauhaus suits have narrow lapels and a rounded cut to the sleeve, and the jackets are longer than those of other corporations. Suits come with more color and variety than any other brand. Dark tones of green and blue are the most common. Vests of contrasting color and bold patterns complete the apparel. Bauhaus shirts come with the rounded collars and are always made from delicate fabrics. The ties come in a wide selection, with striking patterns. The use of Bauhaus ties with Capitol suits is common for those who can only afford the tie and want to make an attempt at a statement. Bauhaus Pricing: Jacket 1000¥, Vest 700¥, Pants 900¥, Shirt 400¥, Tie 300¥.

  The Cybertronic suit is a fusion between a uniform, work outfit, and ordinary suit. The lapels are only a straight strip of contrasting fabric, with buttons to one side, giving it a very stern, militaristic look. Colors are limited to dark gray and black. The Cybertronic shirt is white with a thin line for a collar. Ties are not recommended. Cybertronic Pricing: Jacket 600¥, Pants 500¥, Shirt 200¥.

CAPITOL

IMPERIAL

(3000¥) "Imperial suits are considered very classy, and, like the Bauhaus, very expensive. However, GRAPNEL GUN ZERO- G MULTITOOLmost of Imperial ensures that their own A recoilless gun used for placing lines, used as For a mere 200 bucks, you get our newest outeremployees wear an Imperial suit by offering safety lines or as handholds when going outer space tool! This is a tube 1.35 meters in length and discounts to workers through their corporate space without a maneuver unit. Grapnels are 10 cm in diameter. It incorporates maneuver jets PAK-TITE, INC. GEL-PAK stores." magnetic is a gelatinous of line behind them. Gel-Pak and trail 25m packing material which oozes (equivalent item to be packed and fillsDeep Space, around the to Hand Maneuver Units, every Once fired, cranny. A mild electricalreeled in, nook and the line may be slowly current then solidifies52), Gel, firmly packing the gun (see above), p. the vacuum-rated grapnel item within its bringing theThe hardened, rubbery gel comes in a variety of colors and may be maderange on a handscontainer. firer along with it, or it may be radio booster module (boosts as opaque or as 400¥) from prying eyes (reduces attempts to scan inside detached and attached to another grapple, transparent as required -- protect your investment free comset by 200% when connected with a "The stable suit comes on. Grapnels creating a Capitolline to travelin a number of styles by -5 and is obviously impervious to lasers) or keep itspecialfor safety checks! Gel-Pak is guaranteed clear adaptor), magnetic mooring pad, laser moveto expand orThis is the classic suit forthe process, avoiding damage to your item. (5m range). Itin not andagrades. shrink during the hardening at delta-Vee of 50m/sec, and reel the range finder, and geiger counter Items sealed is common man and to most forms all price user in at are impervious is accessible in of damage (10/8), though extremewhite locator lights which can Gel-Pak 25m/sec. It does very little damage if also equipped with crushing forces may ranges. item inside. Smaller point if like itcrumpleathe As target (maybe 3L it is alsoused bullets,be set for steady slashes "heal" unless pressure isto strikes living it is so common, impacts, the bounce off, and or strobe, and can be changed standard outfit to ¥50. security 5 kilos. in atmosphere). It coststhe wound to islines." open. Gel-Pak isindicate emergency or distress.nonspecifically applied for manyWeight keep it red to non-toxic, non-corrosive, and Capitol suits be straight and always worn with staining, and can are dissolved with another application of electrical current. The manufacturer a vest of allowing fabric. Colors vary, of recommends the same a generous amountbutspace within your package -- about 4 inches provides Imperial suits are double breasted, three usually blues and Gel-Pak can be used as a maximum protection. grays are common, some handcuff substitute in emergencies, given a suitable buttoned, and range in color from dark green with pinstripes. Many people cut the tag out container. to black. The fabric is treated to ensure a flat, of a Capitol suit and try to Availability: Poor. Costs ¥120.  pass it off as a more matte look, and wears exceptionally well. The expensive brand -- no upstart executive VID-TIE® Imperial shirt is plain, straight, and white. The would Coccotti!! Tired of that static pattern on from Giovannibe caught dead in a cheap Capitol suit. your tie? Try the Vid-Tie from Italian ties are often a solid color with small Shirts are exclusively button-down collars in designer Giovanni Coccotti! The Vid-Tie uses a special fiber optic weave so that you can decorative patterns. These patterns are made white or designs from the [Image] hottest wear the newestlight colors, some with stripes. Tiesvideo artists. Use Vid-Tie's patented to order and are frequently the symbol or logo are usually abstract patterns that go subtly "Flexi Slot" to insert chips of your favorite films, fractal patterns or the hottest new works by of a regiment, university, academy, or with like Ulf Capitol Pricing: to get the real video artists the suit.Sührer! Pay ¥100Jacket 100¥, thing! corporation. Imperial Pricing: Jacket 800¥, Pants 90¥, Shirt 75¥, Tie 50¥. Pants 700¥, Shirt 400¥, Tie 400¥.

MISHIMOBILITY
(10,000¥) "These suits are similar to the Cybertronic line, but are most commonly found in basic black. The Mishima suit is unique and very formal, and is usually only worn by CEOs and diplomats."

The Mishima jacket has the lapels of a dinner jacket, always in dark gray shades, with a buttonless (concealed) vest in either black or gray. Mishima shirts are similar to white tuxedo shirts, with a wide tie, either solid or striped in red or black. Mishima Pricing: Jacket 3000¥, Vest 1000¥, Pants 1500¥, Shirt 1000¥, Tie 500¥.

ITB LASER SHARPENER

(4-E2)

From Ian Thomas Bradley comes this unique item for re-edging monofilament blades. While monoblades and ceramic edges will usually retain their edges throughout the lifetime of the weapon, there are unhappy occasions when the blade picks up a significant chip or nick. Since crystalline weapons do not react well to conventional sharpening techniques, ITB has developed the Laser Sharpener. Shaped like a conventional knife block, the ITB Sharpener contains a high-powered microlaser which will re-edge any monoblade in under a minute. Hand-held versions of the Sharpener are available at the same price and can be used to re-edge swords, katanas, and other melee weapons. Availability: Rare. Cost ¥300. Street Index: 4

MAGHOLD
The MagHold is a pair of thin plates, connected to a tiny power pack, which adhere to any surface, typically the outside of a piece of armor. Simply sandwich the surface between the MagHold plates, and integral magnets will hold them in place. When a piece of equipment or a metal weapon is brought into contact with the outside plate, a pressure sensor activates a second, powerful electromagnet, attaching the item to the plate. The MagHold has been developed for use in place of knife sheaths (steel and alloy knives only, 20¥), tool belts (25¥), pistol holsters (non-ceramic models only, (50¥), and ammunition belts (cased steel alloy only, 50¥). Availability: Common.

SEIKO - ZETATECH "E-WATCH"
Finally, The style of a Seiko and the functionality of a an E-Book! Your Seiko E-Watch contains an electronic rolodex which can store up to 2000 entries! But it doesn't end there. It can dial your cellular, receive pages, check stock quotes, give you the latest headlines, it even has 5Mp of storage space. The E-watch is tuned to the national atomic clock, automatically adjusts between time zones and has 10 other exciting features. Get one today! Availability: Common. Costs ¥400.

"MEDIAWEAR" PHOTOJOURNALIST' S JACKET
It isn't an easy (or safe) job being a journalist in 2057, That's why you need "MediaWare"! This specialy designed jacket incorporates style, protection and utility all into one chill garment. The jacket includes spooled fiber-optic cable in the sleeves and 4 other convenient locations, for a quick, tangle free interface from your camera equipment to your power packs and to your E-Book. Specially designed pockets are included for all your batteries, power packs and blank chips. The jacket even comes with 12 removable harnesses and mounting straps so you can carry you E-Book and an array of camera equipment. And when you get into a tough situation, you can be sure that this armor 4/2 jacket will get you out of it! Availability: Common. Costs ¥1,200.

UNIWARE "HOLOPIN"
Want to impress your boss and stand out from your co-workers? Then throw away that old corporate logo pin and get a new Holopin! This mini-hologenerator can be clipped on to your lapel or tie, and is capable of displaying a full color, three dimensional animated logo. Have it customized at any of our worldwide retailers. For ¥75, you can buy it everywhere! SO many people already have it! Why not you?

CYBERWARE
WAVETECH MARINE REBUILD
I found out first hand that standard cyberlimbs don't react kindly to the ocean environment. The constant salt spray can corrode fittings, futz up the contraction rate of myomers, and in general wreak merry hell on your subsystems. Not to mention how much fun it is trying to swim when your balance is thrown off by a big hunk of metal and plastic filled with water. So the first thing you should do before walking up the gangplank is get all your cyberlimbs rebuilt to marine specifications with corrosion resistant diamond coat, composite replacements for reactive metal parts, and smart air bladders to maintain your limbs neutral buoyancy regardless of dive depth. It takes up one of your valuable option spaces, but I guarantee you'll be grateful for it eventually. Cost: ¥2,500. Costs no Essence. Availability: Rare.

RISING ARC DOLPHIN TRANSLATOR PACKAGE
The full name of this wholly owned neo-dolphin company translates roughly from Sonde into "rising shallow arc- moment before- fronting pressure wave- transforms (into)- empty swimming (flight)", but that gets tired pretty quick so everyone with legs calls them Rising Arc. The clever little fins market this bundle to anyone who expects to have dealings with neo-dolphins or to a lesser extent with any of the feral cetacean species. It includes a modified form of the Enhanced Hearing Range cyberaudio option, a high frequency version of the AudioVox vocal synthesizer, and a mastoid mounted mini-comp programmed to translate Delphin or Sonde to and from the users native tongue. Cost: ¥1450. Essence Loss: 0.6 Availability: Rare.

GO-JO ZIPPERS
Zippers are fun little add-ons which can be added to more places than you might think. Lips, eyes, and other orificies are obvious spots, but zippers are also great for subdermal pockets and flesh holsters. Game Notes: No Essence lost for an addition to a subdermal pocket, up to 0.2 pt for zippers which seal the eyes or other important spots. Cost ¥300.

GO-JO LEDS
Light Emitting Diodes in the 2050s are probably not quite technically like the LEDs we're accustomed to nowadays, but the effect is about the same. LEDs are tiny glowing spots of light, in any color, which can be implanted subdermally or added to a cybernetic. They can be placed inside any part of the body for that great "flashlight-in-the-mouth" effect, and can spell out words, symbols, or patterns in any place desired. Essence loss is between 0.1 and 0.3 pt, depending on the complexity of design and the area covered. Cost ¥600.

GAS MAN™ INC. WEIRD INTERFACE PLUGS
The standard locations for interface plugs are in the temple, neck, wrist, and the back of the skull. A few more radical locations have appeared on the market, most notably the Optical Interface in Chromebook 3 (p. 27), which allows a cyberoptic to be rotated in the socket to expose an interface port. But there are a lot more places to put an interface

plug, and we have them. Any spot which is not placed near a bone is assumed to be reinforced with a small backplate which prevents the plug from being ripped out of soft tissue. These spots can be fashion statements, or they can be placed to conceal them from a casual search. (Essence Loss is as standard for interface plugs). Locations: In the belly button, up the nose (occluding one nostril, naturally), inside the mouth (waterproofing of plug an additional 60¥, waterproof cable 80¥), inside any other orifice (waterproofing as per mouth), beneath the jaw on either side of the windpipe, in the ankle, replacing the nipples, in the palm of the hand, in one ear (impairing hearing), beneath the scrotum, replacing a fingertip (Essence Loss as per partial cyberfinger), on the tip of the tongue (impairing speech). Interface plugs and cables can also be sculpted to look like anything at all: a cable tip that looks like a grabbing hand, a stereo jack, an old-style two-pronged electrical cord; a plug that looks like a miniature stylized mouth, an old-style electrical outlet, or a light bulb socket. All the possibilities are yours! Please understand that we charge differently for different spots. As a financial frame: we charge about twice the cost of normal jacks, or, for very exotic (and we mean very exotic) spots, up to four times the price of the usual, off-the-shelf-bore-me-to-death jacks.

QUADRUPLE-I™ CLAMPS, SCREWS, STUDS, AND PIERCINGS
Body piercing as a fashion is nothing new, but the advent of cybernetics has come! Now, you fetishists out there can have piercings a bit more serious than anything ever seen before. Quadruple-I has it all. If you've ever seen extreme bondage gear, you can probably imagine what were talking about here ... of course, this stuff would be permanently implanted (a la Hellraiser) and not just worn. (Essence cost is up to the GM). Our prices very from ¥100 to ¥10,000. Ask your local pain master, erm, Quadruple-I store.

QUADRUPLE-I™ UNNATURAL FEATURES
Let your imagination run wild. Imagine techhair composed entirely of small chains, or barbed wire, or metal strips resembling tinsel. Prehensile hair, bright plastic teeth displaying the logo of your choice, razor blades implanted in a crest down the spine. Mirror the irises of your eyes, make your skin resemble that of an expensive leather briefcase, put solar panels in your scalp and fork your tongue. As always, price vary.

OPTI-FREE SALINE DISPENSING CYBERFINGER OPTION
"Gets the red out!" This cyberhand option places a reservoir of sterile, buffered, isotonic saline solution at your very fingertips. Dispense the solution directly onto contact lenses, or place drops in your eyes to relieve dryness. Saline stream strength can be as powerful as your wish, from a single drop at a time to a high-powered squirt to really blast dust and hair from your lenses during cleaning. Game Notes : The dispenser is designed to be used with materials such as saline solution or eyedrops, but creative characters can use it to deliver poisons, flammable liquids, and with special modifications, acids. Costs ¥90. Availabilty: Rare.

SCHLAGE CYBERKEYS CYBERARM OR CYBERFINGER OPTION
"Never lose your keys again!" Sick of losing your keys? Are you constantly misplacing your keyrings? Sick of unsightly keychains and the annoying "jing-a-ling" of keys in your pocket? Never fear! Schlage Cyber-Keys are here! A fingertip on your cyberarm or cyberhand is modified with a special "key magazine" which can hold up to five different keys. Just choose which key you want and mentally extend the one you need from the tip of your finger! The specially-modified keys can be released (ie, for vehicle operation) and replaced quickly and easily for added practicality. Costs ¥200. Availability: Common.

SUPER CYBER-GROOMER CYBERHAND OPTION
"Great looks are as easy as running your hand through your hair!" Extendable bristles are installed into any stock cyberhand. With a thought, the bristles pop out, allowing you to remove tangles and unsightly cowlicks just by running your hand through your hair. Costs ¥50. Availability: Common.

KLEENEX DISPENSER CYBERLIMB OPTION
" „Never wipe your nose with your sleeve again!" This cyberlimb option takes one space, and allows the allergyprone cyberpunk a convenient way to get rid of bothersome nasal mucus. The dispenser holds a box of Kleenex, with enough sheets to blow two hundred and fifty noses! Costs ¥50. Availability: Excellent.

BIOWARE
CONGEN "SEABREATH" SECONDARY GILLS
The burgeoning oceanic population has created an intense demand for workers capable of long term work at moderate underwater depths. Now ConGen debuts the answer: the Seabreath respiratory rebuild. Our unique 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 your excess lung capacity, and installing a secondary tracheal valve, we make it a simple matter to switch from breathing air to dwelling in the watery home of our ancient ancestors. After installing Seabreath we guarantee that whole new areas of underwater employment will open up to you or we'll refund your money! Take the first step towards a bright future by calling today to schedule your Seabreath rebuild. Cost: ¥30,000 Body Cost: 1. Availability: Common. Effect: The user can breathe indefinitely in oxygenated water. The large absorption area of the gills make subjects with this modification especially vulnerable to airborne toxins (+3 to TN), and the delicate tissues of the gills are sensitive to damage (additional damage level from any blow to the torso for shock to the structure).

SHUKUTEI BIOMED "PHIBIA" AQUATIC WEBBING
Return to your ancestral home in style! Our new webbing rebuilds let you move through the water with the greatest of ease- and with a speed that would put an unmodified Olympic swimmer to shame. Custom designed bone and skin lines are used to elongate your digits and create a frog-like membrane of skin between them. See ya' at the beach! Cost: ¥5,000 Body Cost: 0.2 Availability: Common Effect: Hands are webbed. Add +2 to your underwater mobility. Reduce Quickness by -1 for the purposes of manipulation.

RANSOM SK "STINGER" INJECTOR

(3-BC)

Seemingly innocuous forms of sea life like corals and jellyfish are equipped with a deadly form of injector mechanism called a nematocyst. Now you can look just as innocent while packing the same lethal punch! The Ransom SK Stinger is a shot glass sized bioimplant incorporating a meter long strand of coiled muscle tissue tipped with a razor sharp sliver of bone. At your mental command the strand explosively uncoils, deploying through a nearly undetectable slit in your skin, and strikes your target like a cobra with the toxin of your choice. We recommend implantation in the forearm to take advantage of the Stinger's rapid aim and fire potential, but you can pick anywhere on your body to hide our deadly surprise. (The Stinger requires a companion Venom gland to provide it's toxin supply. For more details, take a look at Information Overload) Cost: ¥5,000 Body Cost: 0.5 Availability: Poor. Effect: Stinger can strike targets within one meter with -2 to TN. A specialized form of martial arts called Stingdance takes advantage of the injectors close combat capabilities and is gaining in popularity on oceanic platforms.

ARTIFICIAL SWEAT GLANDS

"I just can't get close to a man if he smells..." Never use deodorant sticks or cologne again! Nanoids designed to reuild your sweat glands are injected into your body. The structure of your pores and sweat glands is altered, enabling them to produce a sterile, cologne-like substance that is anything but offensive. How would you like to sweat your favorite cologne or perfume? Many options are availiable, including most designer fragrances, as well as simple odors (baby powder, floral, or spice, to name a few). Raise your hand if you're sure! Cost ¥5,000. Body Cost: 0.2. Availability: Rare.

GASTRIC POUCH

(3-BC)

This is a small reinforced pouch placed above the stomach. It is not connected to the stomach, however; the pouch opening is through an artificial sphincter connected to the esophagus just below the epiglottis. Characters with this implant can swallow small items, like chips, bullets, gems, drugs, etc. and direct them to the gastric pouch rather than to the stomach, spitting them up later for use. The pouch is reinforced (Armor 1/0), but it is unwise to swallow anything which your mouth cannot handle (like razor blades, batteries, etc.); if such items are swallowed, GMs should force some kind of check to see whether the item gets in and out without damaging anything on the way. The pouch can hold items up to the size of a tennis ball, but it is extremely difficult to swallow items that large (GMs, be brutal) and the size is intended more as an indicator of the number of smaller items which can be crammed inside. It is impossible to detect a gastric pouch without an X-ray or similar scanning procedure, so it is popular with smugglers and is therefore considered to be black market bioware. Cost ¥4,000. Body Cost: 0.5 Availability: Rare

IR BAFFLE WEAVE

(3-BB)

This is a variety of skinweave which modifies the body's thermal signature so that an IR or thermographic scan will not reveal human-shaped heat patterns. A character with this bioware is very difficult to spot; IR Weave confers a -4 to Perception rolls to locate the character using IR or thermographic vision, and a -2 to hit the character with either type of vision once his location has been determined. The modification has no effect on body temperature regulation, and is tough to detect in normal lighting (V.Diff Perception to notice). Costs ¥12,000. Body Cost: 1 Availability: Rare. Street Index: 5

CHIPWARE
BRAINWAVER ZAP CHIPS
Brainwaver knows what the average user out in the shadows needs: cheap but good chipware, right? A "zap" chip is a chip with a defect, usually containing one key error which causes failures during certain circumstances. Sometimes a chip with a known problem can be found at a discount ("It's Drive +3, red-hot, but it's got a little bug. Stay off the freeway and you'll be fine."). Zap chips are priced between 1/2 and 1/4 of normal chip costs. Disadvantages of a zap chip are up to the GM, but here are some suggestions: the chip fails to work in combat ("Some kind of adrenaline interference," mutters the tech), every 1d10th skill check is automatically a fumble, the chip can never provide critical successes, the chip causes seizures on a roll of 1 on a d10 every time it is inserted, the chip causes other neuralware to fail, etc. Availability is one level down, all other data are that of the „original“ chip.

THUD INDUSTRIES ™ IDIOT CHIPS
Let´s be honest. Everyone of you knows that high-quality chipwear is darn expensive. We at Thud Industries knmow that, and we have scheduled a way out: Idiot Chips. Be sure to read the whole description, though. Idiot chips subtract the rating of the chip from all other chipped skills in the same class ("class" meaning all other chips). For example, an idiot Rifle chip at +2 would subtract -2 from all other chips for as long as it was used. The disadvantages of this type of chip are obvious, but the advantages can be significant - if you only intend to use one chip at a time, the penalty does not take effect, and the cost for each level of an idiot chip is halved. For example, a Rifle +3 which subtracted -3 from all other chips would cost 450¥ rather than 900¥. Idiot chips do not take points off of natural skills, only other chipped ones. Penalties to chipped skills can never go below 0, so the worst an idiot chip can do is render other chips useless. Availability is one level down, all other data are that of the „original“ chip. Notes:Of course, a smart GM won't tell the players that the other chips are shut down until they really need to use those chipped skills ...

THUD INDUSTRIES ™ DEMO CHIPS
These are special chips which can only be used in specific situations. They are frequently distributed by corporations as an advertising ploy and to insure that the buyer will only use a certain type of item (a rather brutal way to make sure the company tech won't be fixing a competitor's items). For instance, a Demo Play Instrument chip might only work with Fender Stratocasters, or a Demo Cyberdeck Design chip might only apply when you're working on Radio Shacks (god forbid), and a Weaponsmith chip could be limited to weapons put out by Sternmeyer. Demo chips work just like normal chips, but their specific focus must be decided upon when they are purchased and cannot be changed afterwards. The cost for each level of a Demo chip is reduced by 1/3, rounded up, and the price can never fall below 50¥/level. Bear in mind that Demo chips can create really strange incidents (that Motorcycle chip only works when you're sitting atop a Rapier ...).

GROUP 7 JACKHAMMERS

(5-CC)

Group 7 is back, and we´re not here to celebrate a birthday, boys. To let show you we´re talking biz here, we developed our famous Jackhammers. Never heard of them? -- Then you are no shadowrunner, bubie. Jackhammers are chips which incapacitate the user. There are many different types available and are typically used to keep an unconscious foe down or to mess up an inattentive one. Some of these incorporate a type of lock which prevents the chip from being removed without a key or special command. You can pop the chip in and lock it down to prevent your enemy from taking it out when he recovers. They are a special kind of chips, neither purely knowsoft nor linguasoft nor activesoft. All of them have an Availability: Rare, and a Street Index of 3. Some common types of Jackhammers:

HAPPY HAMMER
Stimulates the pleasure centers of the brain. Not quite as good as BTL, but good enough to keep the user docile. The user will be euphoric and happy and will be happy to cooperate with just about any request. To avoid these effects, make a Willpower(10) test. Costs 1,000¥. Required Memory 320 Mp.

HEADBANGER
This is a torture device. It stimulates the victim's pain center. +4 to all TN until the chip is removed. Some varieties also keep the victim from screaming ... Willpower(12) test can be used to act normally and negate the penalties for one round per success. Costs 3,000¥. Required Memory 320 Mp

HARVEY WALLBANGER
The user is mindlessly drunk. -2 to Quick, INT, and Willpower until removed. Willpower(10) test can be made to fight the effects for one round per point of success.. 7,00¥. Required Memory 400 Mp

DIMPLEWARE

(5- CA)

WCCI has been producing quality chipware for the leisure and entertainment markets for years. The company's most recent innovation, "Dimpleware," is a series of chips that are compatible with most major chip sockets. Each chip, when accessed, sends a message to the motor control centers of the brain, causing a muscle contraction which cannot be overcome by the user. Some chips are practical, while others are designed for personal use. Some chips, if overused or abused, can be dangerous. The chip's user takes full responsibility for the product's application, and the company will not be held liable from any damage resulting from misuse. All of the WCCI Dimpleware chips are either activesoft nor any other specific soft (ie, you can use it with skillwires or just headware), have Availability: Common, and a Street Index of 2.

"BLINDFOLD" CHIP
Causes the user's eyelids to close. No amount of concentration will force them open. Useful for people who have trouble sleeping, or for those who want to keep themselves (or others) from seeing their surroundings. Memory Required: 200 Mp. Costs ¥1,500

"CHARLEY HORSE" CHIP
Afflicts the user with painful knots in his calf muscles, slowing movement. Useful for restraining unwilling subjects. Note : Not intended as a torture implement. Game Notes : This chip gives you the charley horses from Hell, one in each leg. Consequently, the afflicted character must make a Willpower(8) test. If failed, he/she cannot walk, let alone run - the pain is too great. If the roll is passed, the character cannot move at more than half speed until the chip is removed. Regardless, the user's legs will feel like loose rubber bands once the chip is removed. Will not cause pain to subjects with

cyberlegs, but it will still cause the myomar in the limb to contract violently, and this results in the same halfmovement penalty.) Memory Required: 320 Mp. Costs: ¥3,000.

FIST" CHIP
One or both of the user's hands clench into fists, depending on the chip model. Nothing short of chip removal or amputation will loosen the user's grip! Keeps people with sticky fingers from walking off with your stuff. Memory Required 300 Mp. Pay ¥250 for single hadn version, ¥400 for two hands.

"FIST MK II" CHIP
The Fist Mk II Chip is designed to help the user retain tools or weapons under stressful conditions. The chip causes hand muscles to contract, but leaves the forefinger under the user's control. This allows most guns and some tools to be held and used with no risk of dropping them. Gives a whole new meaning to the cliché, "They can have my gun when they pry it from my cold, dead fingers." You need 320 Mp free memory to run this puppy, and it only costs ¥600.

"HOLD IT" CHIP
For the incontinent among us comes the Hold It Chip. It causes the muscles controlling urination and bowel movements to clamp shut, preventing embarrassing accidents. Be aware that this does not block the feelings of discomfort associated with a full-to-the-brim bladder or colon. Users should be seated on or standing in front of the proper facilities when the chip is finally removed. Note : WCCI does not recommend use of this product for more than four hours at a time, as serious damage can result. Memory Required 300 Mp, costs ¥500.

"LOCKJAW" CHIP
This chip forces the user's jaw muscles to clamp shut. Used in situations where a gag is required but unavailable, or to protect law enforcement personnel against an orally armed perp! Note : WCCI does not condone the use of the Lockjaw Chip as a dietary or weight loss aid. Memory Required 320 Mp, costs ¥700.

"PLASTIC SMILE" CHIP
The user's face contracts into a wide, shit-eating grin. He can talk, eat, and interact as normal. A useful gag for parties. Note : Overuse can strain facial muscles. Memory required: 320 Mp. Costs ¥250.

"POPEYE" CHIP
Causes one of the user's eyes to close. As with the Blindfold Chip, the eye cannot be opened unless the chip is removed. Useful for parties, or as an impromptu bandage to protect an injured eye. Must buy separate chips for the right or left eye. Required memory 250 Mp, costs ¥250.

"STIFF NECK" CHIP
This chip forces the user's neck muscles to tighten, giving him an artificially-induced stiff neck. The user will have trouble turning or nodding his head. Requires 250 Mp free mem, and costs ¥500.

"SUCK IN THAT GUT!" CHIP
Pants don't fit? Never fear! This little beauty contracts your abdominal muscles so you don't have to! Takes all the effort out of looking lean! Never get caught with your spare tire hanging out again! Requires 250 Mp free mem, and costs ¥500.

"WIDE-EYE" CHIP

(AKA, "The Matchstick") With this chip, the user's eyes are forced open, and he is unable to close them. Useful as a medical aid to assist doctors and technicians in optical surgery or cyberoptic repair. Note : Prolonged use of this chip can dry out and damage the eyes; WCCI does not condone the use of the Wide-Eye Chip for

indoctrination or brainwashing purposes, nor as a torture or sleep-depravation tool. Requires 320 Mp free mem, costs ¥1,000.

ALSO TAKE A LOOK AT:
Information Overload, the SR conversions of all the three IO books for CP2020.

For any comments: email BulletShower: nmatausc@nw80.cip.fak14.uni-muenchen.de or visit my homepage: http://www.cip.fak14.uni-muenchen.de/˜nmatausc

Thank you for reading this book. If you haven*t, and are deliberatly reading the last page first, then get the hell outa here, drekhead.

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