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[Transgenics] Adapsin [Cyberware] Cyberlimb (Right Arm) [Betaware]

Pág: 82 CF ESS: 0,2 AVAIL: 7 COST: 30,000¥ Essence: 0,7 Availability: 6 Capacity: (15) Cost: 22,500¥
Adapsin reduces the Essence cost of implanting cyberware (but not • [2] Retractable Climbing Claws
bioware) by ten percent (round down), but only if you’ve already undergone ESS: 0,175 COST: 3,000¥
adapsin treatment. This reduction is in addition to reductions from alpha-, • [2] Attribute increase (Strength +2)
beta- or delta-grade cyberware. COST: 15,000¥
• [2] Attribute increase (Agility +2)
[Cyberware] Balance Tail COST: 15,000¥
Pág: 82 CF ESS: 0,25 AVAIL: 5 COST: 2,000¥
• [7] Attribute increase (Defense +7)
This cyberware gives a +1 dice pool bonus to all tests for balance, falling,
COST: 52,500¥
and landing safely.
[Cyberware] Retractable Climbing Claws [2] x2 [Betaware]
SKULL Total Cost: 33,000¥ + 1,200¥ Pág: 86 CF ESS: 0,175 AVAIL: 7 COST: 3,000¥ x2
[Cyberware] Cyberlimb (Skull) [Betaware] Each pair of this cyberware gives a +1 dice pool bonus to all tests for
Essence: 0,525 Availability: 7 Capacity: (6) Cost: 15,000¥ Climbing. If used as weapons, treat as retractable hand razors, but reduce
the AR by 1 for the awkwardness of using them in an attack.
• [2] Junkyard Jaw
Type: Unarmed DV: 2P Attack Ratings: 5/—/—/—/—
ESS: 0,525 COST: 3,000¥
• [2] Attribute increase (Agility +2)
COST: 15,000¥ LEGS Total Cost: 141,000¥
• [1] Ultrasound sensor [Cyberware] Cyberlimb (Left Leg) [Betaware]
RATTING: 5 COST: 750¥
Essence: 0,7 Availability: 8 Capacity: (20) Cost: 22,500¥
• [1] Ultrasound link
RATTING: 5 COST: 450¥ • [2] Retractable Climbing Claws
ESS: 0,175 COST: 3,000¥
[Cyberware] Bulk Modification [Betaware] • [4] Digigrade Legs
Pág: 86 CF AVAIL: (Skull) + 2 Capacity: (Skull) + 2 COST: 1,500¥ ESS: 0,175 / COST: 7,500¥ / AVAIL: +2
• [2] Attribute increase (Strength +2)
[Cyberware] Junkyard Jaw [2] [Betaware] COST: 15,000¥
Essence: 0,525 Availability: 6(I) Cost: 3,000¥ • [2] Attribute increase (Agility +2)
A solid metal replacement for the lower jaw, and a more hidden upper COST: 15,000¥
mouth enhancement as well, the junkyard jaw is only seen on barrens • [4] Hydraulic Jacks
gangers who just don’t care about normal society at all anymore. Able to COST: 7,500¥
bite through bottles, knife blades, and even metal pipes with relative ease,
the junkyard jaw’s a famous intimidation tool. [Cyberware] Cyberlimb (Right Leg) [Betaware]
Essence: 0,7 Availability: 8 Capacity: (20) Cost: 22,500¥
The junkyard jaw provides one additional box on your physical condition • [2] Retractable Climbing Claws
monitor, like a cyberlimb. ESS: 0,175 COST: 3,000¥
Type: Unarmed DV: 6P Attack Ratings: 5/—/—/—/— • [4] Digigrade Legs
ESS: 0,175 / COST: 5,000¥ / AVAIL: +2
[Sensor] Ultrasound Sensor [1] • [4] Attribute increase (Strength +3)
Pág: 284/277 SR6 RATTING: 5 AVAIL: 2 COST: 500¥ COST: 22,500¥
This cyberware is exactly like the ultrasound sensor (50 m). When active, it • [4] Attribute increase (Agility +3)
replaces your normal vision. It can be switched between active sonar, COST: 22,500¥
passive sonar, and off with a Minor Action. • [4] Hydraulic Jacks
COST: 7,500¥
Using the ultrasound sensor in dim light or total darkness offers a bonus
Edge if opponents can’t see, offers a bonus Edge against targets who are
invisible, and provides the ability to navigate in complete darkness by [Cyberware] Digigrade Legs [4] x2 [Betaware]
expending an extra Minor Action for movement. Pág: 87 CF ESS:(Leg) + 0,175 AVAIL: (Leg) + 2 COST: (Leg) + 7,500¥ x2
Digigrade may be taken as a modification for full or partial cyberlegs but not
[Sensor] Ultrasound link [1] for feet, and they provide no bonus unless taken in pairs. Each pair of this
Pág: 275 SR6 AVAIL: 1 COST: 300¥ cyberware gives a +1 dice pool bonus to all Stealth skill testes. Sprint action
This is the visual overlay system for an ultrasound accessory movement starts at 15 meters and is increased by 2 meter per hit on an
Athletics + Agility Test.

TORSO Total Cost: 50,000¥ [Cyberware] Hydraulic Jacks [2] x2 [Betaware]


[Cyberware] Cyberlimb (Torso) [Deltaware] Pág: 290 SR6 RATING: 2 AVAIL: 4 COST: 7,500¥ x2
Essence: 0,6 Availability: 7 Capacity: (10) Cost: 50,000¥
The user can make Jumping tests (Athletics + Strength) and add the rating
of the jacks (2) to the dice pool of the test. Each hit adds 0.1 meter to a
ARMS Total Cost: 166.500¥ vertical leap and 0.2 meters to a horizontal leap.

[Cyberware] Cyberlimb (Left Arm) [Betaware] [Cyberware] Cybereyes basic System


Essence: 0,7 Availability: 6 Capacity: (15) Cost: 22,500¥ Pág: 285 SR6 RATING: 2 Capacity: 4 ESS: 0,2 AVAIL: 3 COST: 4,000¥
• [2] Retractable Climbing Claws The basic cybereyes system features 20/20 visionf or both eyes, an image
ESS: 0,175 COST: 3,000¥ link, and a built-in camera,as well as Capacity for vision enhancements.
• [2] Attribute increase (Strength +2) • [1] Low-light vision
COST: 15,000¥ ESS: 0,1 COST: 1,500¥
• [2] Attribute increase (Agility +2) • [2] Vision Enhancement
COST: 15,000¥ ESS: 0,1 COST: 4,000¥
• [5] Holster
COST: 3,000¥
[Cyberware] Low-light vision [1] CYBEREYES [Cybeware] Wired reflexes [Betaware]
Pág: 285 SR6 ESS: 0,1 AVAIL: 2 COST: 1.500¥ Pág: 287 SR6 RATING: 1 ESS: 0,7 AVAIL: 5(L) COST: 60,000¥
When activated, each rating point of wired reflexes gives you +1 Reaction
[Cyberware] Vision Enhancement [2] CYBEREYES (and accompanying bonus to your Initiative Score), 1 additional Initiative
Pág: 285 SR6 ESS: 0,1 AVAIL: 3 COST: 4.000¥ Die, and 1 additional Minor Action. Wired reflexes are incompatible with
An implanted version of vision enhancement (p.275). This sharpens a augmentations that affect Reaction or Initiative. Activating or deactivating
character’s vision at all ranges, providing visual acuity closer to that of the the trigger manually requires a Major Action.
average hawk than that of the average metahuman. This system gives a +1
Wireless Bonus: The system is compatible with wireless reaction enhancers,
dice pool bonus to all visual Perception tests.
and activation or deactivation of the system requires a Minor Action.

[Cybeware] Cyberears basic System 422.100 + (33,575)


Pág: 286 SR6 RATING: 2 Capacity: 4 ESS: 0,2 AVAIL: 2 COST: 3,000¥ Total: 455.675¥
Ordinarily, cyberears replace only the inner ear, although the whole thing
7.15 X 0.8 = 5.72 + 0.2 = 5.92
can be replaced as well if you like. Cyberears offer hearing within normal
ranges (like an omnidirectional microphone), a sound link, and Capacity for
modifications and enhancements. All cyberears provide a bonus Edge vs. a
target who has something interfering with their hearing, but the Edge point
is lost if it is not used immediately.
• [1] Audio enhancement
ESS: 0,1 COST: 4,000¥
[Cyberware] Audio enhancement [1] CYBEREARS
Pág: 286 SR6 ESS: 0,1 AVAIL: 3 COST: 4.000¥
An implanted version of audio enhancement (p.276). Audio enhancement
allows the user to hear a broader spectrum of frequencies, including high Fake SIN
and low frequencies outside the normal metahuman audible spectrum. The Pág: 273 SR6 RATING: 6 AVAIL: 4(I) COST: 15,000¥
user also experiences fine discrimination of nuances and can block out • Fake license (Cyberware)
distracting background noise. This system gives a +1 dice pool bonus to all RATING: 6 / AVAIL: 4(I) / COST: 1,200¥
aural Perception tests.

HELMET Total Cost: 2,375¥


[Gear] Helmet (Full Body Amor Type)
Pág: 266 SR6 DR: +2 CAPACITY: 6 AVAIL: - COST: 600¥

[Visual enhancement] Image Link [1]


Pág: 275 SR6 AVAIL: 1 COST: 25¥

[Visual enhancement] Thermographic Vision [1]


Pág: 275 SR6 AVAIL: 1 COST: 500¥
This enhancement enables vision in the infrared spectrum, enabling you to
see heat patterns. It’s a very practical way to spot living beings in areas of
total darkness, to check if a motor or machine has been running lately, and
so on. This modification offers a bonus Edge if the opposition doesn’t have
a vision enhancement to mitigate limited light and even total darkness.

[Visual enhancement] Flare Compensation [1]


Pág: 275 SR6 AVAIL: 1 COST: 250¥
This modification offers a bonus Edge if the opposition doesn’t have a vision
enhancement to mitigate glare and reduces the penalty from flashing lights,
like from a flash-pak.

[Sensor] Olfactory Scanner [1]


Pág: 283/277 SR6 RATTING: 2 AVAIL: 2 COST: 500¥
It works in the same way as the olfactory booster cyberware (p. 283). The
user gains a bonus Edge for all scent-based Perception tests, but it goes
away if they do not use it on that test.

Wireless bonus: Add the booster’s rating (2) as a disse pool modifier to your
scent-based Perception tests.

Sensor] Cyberware Scanner [1]


Pág: 277 SR6 RATTING: 2 AVAIL: 2 COST: 500¥
This millimeter-wave scanner is intended to detect cyber-implants but can
be used to identify other contraband as well. It identifies location but not
what system or item it is. The maximum range is fifteen meters.
QUALITIES
The limit on qualities at character creation is this: You can’t select more than
six total qualities at character creation, and the net bonus Karma cannot be
more than 20.

Impaired (Attribute: Charisma -4)


• + 32 Karma.
• Game Effect: For each level, the character’s maximum for the chosen
attribute decreases by 1, to a minimum of 2.

Biocompatibility (Homebrew)
• - 4 Karma
• Something about the character’s body is exceptionally accepting of
either bioware or cyberware implants (choose one). Not only are the
implants not rejected, but they seamlessly fit within the body, having
less impact on its holistic integrity. In game terms, the Essence cost of
implants of the particular chosen type are reduced by ten percent,
rounded down to the tenth. This rebate is cumulative with the
reduction offered by the chosen ’ware’s grade, if any (e.g., the
reduction for alphaware of 0.8 is reduced by ten percent, or 0.08, to
become 0.72, and is rounded down to 0.7). This quality can only be
chosen for bioware or cyberware. This quality may only be taken once.

Black Market Pipeline (Homebrew)


• - 6 Karma
• Game Effect: During character creation, the player chooses one existing
individual contact and a single category of merchandise (e.g., vehicles,
weapons, electronics, armor, etc.). The selected contact can always buy
or sell goods in that category through the black market with better-
than-normal rates for the character. Purchases through this contact get
a ten percent price reduction.

Built Tough
• - 16 Karma.
• Game Effect: You have a number of additional boxes on your Physical
Condition Monitor equal to the rank of this quality (4).

Cyber Singularity Seeker (Homebrew)


• - 10 Karma.
• Game Effect: In the Sixth World, many accept cyberware as a means to
an end, as a way to augment their capacity. For most it is a trade off
between their sense of self and being more capable. For you, though,
cyberware is the end. You believe that the more chrome you get, the
closer you get to some sort of point of nirvana, of hitting a singularity
where you blend man and machine to perfection. The character gains
+1 Willpower for every two full cyberlimb replacements they get
(partial limb replacements don’t count), up to a maximum of +2
Willpower.

Quick Healer
• - 8 Karma.
• Game Effect: Cut the interval for any natural healing test (p. 120) in half,
meaning you can heal Stun Damage after half an hour and Physical
Damage after half a day.

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