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reaches zero, you die... also permanently.

For every three full points of essence


Notes you lose, you also suffer a -1 penalty to your caster level. If physical trauma is
 The yen/nuyen symbol “¥” has been retained from the Shadowrun restored to its natural state essence can be recuperated. This usually involves
system to serve as the credit symbol; mostly because I like it and it’s uninstalling ‘ware and using regeneration or higher magic,
easier to read than any of the symbols that look like the letter “c.”
Noise: Wireless noise represents the ambient spectrum activity in a given area
 Item Level is usually the Shadowrun item’s availability; plus one for or settlement and is added to the DC of any skill check made using a wireless
restricted items, plus two for forbidden items. Some few items had connection or as a penalty to any electronic perception checks. Communicating
their availability/item level drastically lowered because it just made wirelessly when there is Noise present requires a DC 10 item level check (1d20
sense for Starfinder’s setting. + Item Level). Custom-built equipment (Crafting Equipment and Magic Items,
SFCRB, pg. 235) gain a +2 bonus on this check. The modifiers for noise stack.
 The pricing has largely been kept the same and will need the most
play testing/balancing. Where items duplicate or overlap with TABLE 1-1: NOISE MODIFIERS
existing Starfinder items, I have adjusted them to be in line with the FACTOR MODIFI
prices in the SFCRB. ER
Academic (Settlement Quality) +1
 Where Starfinder item tables use ‘Capacity’ to denote the battery Aerial (Terrain) +0
charge an item carries, I’ve endeavored to use ‘charge’ to Anarchy (Government) +1
differentiate the idea of energy storage from the upgradability of Aquatic (Terrain) +4
some items (see the new rules on Capacity) Bureaucratic (Settlement Quality) -1
Metal-laced earth or walls +1/10 ft.
Notorious (Settlement Quality) +1
Per open mile between transmitter and receiver +1
New Rules Polluted (Settlement Quality) +1
Blind-fire: As a Full Action, a character can maintain total cover while firing Technologically Underdeveloped (Settlement -2
a ranged weapon. The targets of this action gain Total Concealment (50% miss Quality)
chance) against this attack. Blind-Fire may be combined with other Full Attack Urban (Terrain) +2
options such as firing a weapon in automatic mode. Water, Fresh +10/5 ft.
Water, Salt +50/5 ft.
Capacity: Any item with a listed Capacity X can be fitted with a number of Weather (Rain, Snow, Dust, etc.) +1
enhancements with capacity cost [X] appropriate for the item. Wilderness (Terrain - Forest, Desert, Etc.) +1

Direct Neural Interface: A direct neural interface, or DNI, connects your Pollution: Available in two flavors: standard – industrial, commercial, all
brain to electronic devices. Direct neural interface (along with a sim module) is around urban filth – and exotic – magical drek from too many spells, too strong
required for VR (virtual reality) use, but DNI is also useful for AR (augmented an artifact, or some deity visiting us mere mortals. In game terms, pollution
reality) in that you don’t need any additional gear like earbuds or an image link mostly mimics less deadly radiation as seen below.
to see or hear augmented reality objects (AROs). How do you sign up? You get
DNI by wearing trodes, or having an implanted datajack, commlink, or POLLUTION
cyberdeck. And if you’re using a sim module along with your DNI, you can get Type poison, emanation; Save Fortitude (see chart)
a sort of “super AR mode” where you can also feel, smell, and taste your AR Track Random; Frequency Varies
experience. Effect After determining a track (1d6 random attribute track, 1: Strength, 2:
Dexterity, 3: Constitution, 4: Intelligence, 5: Wisdom, and 6: Charisma), at
Essence: You can put actual plates of armor on your skin, or lace your bones each state beyond healthy, the victim must succeed at another Fortitude
with metal so that your fists and legs deliver crushing blows. You can make saving throw or contract a random disease, or, if the pollution is magical, a
your senses sharper, your brain faster, and you can implant knowledge that you Will save or contract a random curse.
never learned in school. You can replace entire pieces of your body with Cure none
artificial replicas full of extra strength, nimble agility, secret compartments, and
hidden weapons that provide very unpleasant surprises at just the right time. TABLE 1-2: POLLUTION EXPOSURE
But it’s not free. And we’re not just talking money; there’s a higher price to POLLUTION SAVE FREQUEN
pay. All this stuff is useful and great, but it’s artificial. It’s not metahuman, and LEVEL DC CY
your body knows it. Each time you get one of these augmentations, you give up Low 8 1/month
a piece of yourself. You lose something inside of you, the essence of Medium 12 1/week
metahumanity. We don’t quite understand what this “it” is, but we know this High 17 1/day
much—the more artificial you make yourself, the farther you get from actual Severe 25 1/hour
life. If you get too far, whatever animates you is going to disappear, until all the
gear you bought just collapses and becomes indistinguishable from any other Wireless: Normally, cyberlimbs are safe from hacking—“Once installed, they
pile of silicon, steel, and chrome. So go ahead and get yourself augmented up. become a part of your body and generally can’t be affected by abilities that
Get those synaptic boosters, those muscle replacements, and while you’re at it, destroy or disable objects or target technological items or creatures. As far as
put a sparkling datajack in your head and some boss, day-glo nanotattoos on attacks and abilities are concerned, a cybernetic or vat-grown arm is no more
your face. Just understand that each time you do this, another piece of your (or less) vulnerable than your original biological limb.” (Augmentation,
metahumanity goes sliding away. SFCRB, pg. 208).
But wait! There’s more! If you are Awakened, if you have any sort of magical However, some items presented here, including augmentations, have a
mojo, you lose more than your essence. Your magic theorists, they’ll tell you wireless ability listed in their descriptions. This is the reward you gain for
that mana is tied to life (which is why inanimate objects don’t have an astral opening your gear up to the risk of being hacked. The wireless functionality can
aura and there’s no magical way into the drift, but that’s another subject). You be activated or deactivated as a Standard Action. Wireless functionality can be
take away some of the life of an Awakened person, you take away some of their turned off, but not on, wirelessly by the owner.
power. That’s why the spellslingers and adepts among us are cautious about Hacking Wireless Items: If you have a means of hacking from a distance
how many augmentations they get. (such as the Remote Hacking and Wireless Hacking abilities), items with
Your current and maximum essence start out equal to your Constitution score wireless functionality turned on can be hacked with the computers skill check
and increases with any Constitution ability increase due to gaining levels. As (DC of 13+twice its Item Level).
your meat body accrues augmentations (like wiz cyber eyes or raptorfeet),  Hacking the system allows the hacker to see basic information about the
physical traumas (like amputation), psychological trauma (terminal state of item such as its statistics, loaded programs, and installed mods.
 Succeeding on a Disable or Manipulate Module check allows the hacker
to switch the active mode, change settings, or control wireless abilities or
addiction or diseases), negative levels (temporarily dying), or other
accessories (such as using a smartgun system to eject the clip, turning off
stupendously soul disfiguring experiences (GM’s prerogative) your current a laser sight, or changing an imaging scope’s vision setting).
essence goes down in dribs and drabs. Permanently. If your essence ever
 If a hacker Gains Root Access, they can attack the item’s systems High: A High lifestyle offers a roomy house or condo, good food, and the
directly by sending harmful instructions to the device. With a Standard technology that makes life easy. The character may not have the same perks as
Action, a hacker can inflict 1d6 damage + 1d6 for every five points they the really big boys, but neither does she have as many people gunning for her.
exceeds the DC. This damage ignores the weapon’s hardness. Her home is in a secure zone or protected by good, solid bribes to the local
police contractor and gang boss. She has a housekeeping service or enough tech
Lifestyles to take care of most chores. This is the life for the well-to-do on either side of
the law: mid-level managers, senior Mob bosses, and the like.
At the end of the night, every runner has to have a place to come home to.
That place where they hang up their SMG, spells, deck, or drone. A character Cost: 10,000 credits a month
must select one of the lifestyles below to be their primary Lifestyle—this
represents the general affluence of their day-to-day life. They may elect to pay Middle: The Middle lifestyle offers a nice house or condo with lots of
other lifestyle costs as well to represent maintaining separate residences for comforts. Characters with this lifestyle sometimes eat nutrisoy as well as
alternate identity or “safe house” purposes but must pay full cost on all higher-priced natural food, but at least the autocook has a full suite of flavor
lifestyles they maintain. faucets. This is the lifestyle of ordinary wage-earners or reasonably successful
Obviously, a character has to pay the cost of their lifestyle(s) each month. criminals.
Prepayments can be made for any number of months, but landlords are highly Cost: 5,000 credits a month
unlikely to refund the money later.
If a payment is missed there is a chance that the character will end up losing Low: With this lifestyle, the character has an apartment, and nobody is likely
the lifestyle. Each time a payment is missed, roll a d6. If the result is greater to bother her much as long as she keeps the door bolted. She can count on
than the number of consecutive months of payments missed, then the landlord regular meals; the nutrisoy may not taste great, but at least it’s hot. Power and
has let them slide, for now. Payments must still be made up later, however. If water are available during assigned rationing periods. Security depends on how
the die result is less than or equal to the number of months missed, the regular the payments to the local street gang are. Factory workers, petty crooks,
character is out the door. If this is not the primary lifestyle, then the unit is lost. and other folks stuck in a rut, just starting out, or down on their luck tend to
If the character missed payments on their primary lifestyle, downgrade the have Low lifestyles.
lifestyle one level. This represents the character having some items repossessed, Cost: 2,000 credits a month
seized, and/or sold in order to forcibly pay debts, and they are evicted from
wherever they are living. At the gamemaster’s discretion, the character may also Streets: The character lives on the streets—or in the sewers, steam tunnels,
still owe some of the back rent to some kind of creditor. This may be a legit condemned buildings, or whatever temporary flop she can get. Food is wherever
bank or loan company, or someone more unscrupulous such as a loan shark or the character finds it, bathing is a thing of the past, and the character’s only
criminal syndicate. security is what she creates for herself. This lifestyle is the bottom of the ladder,
Overall, dealing with the character’s lifestyle is more of a roleplaying inhabited by down-and-outers of all stripes.
opportunity than anything else. Gamemasters and players are encouraged to Cost: Hey pal, life ain’t all bad. It’s free.
make an interesting and dramatic story out of the situation.
Buying a Lifestyle: A character can permanently buy a given lifestyle by Squatter: Life stinks for the squatter, and most of the time so does the
making a payment equal to 100 months’ upkeep. For example, ten million character. She eats low-grade nutrisoy and yeast, adding flavors with an
credits buys a permanent life of luxury. This sum represents investments, trust eyedropper. Her home is a squatted building, perhaps fixed up a bit, possibly
funds, and so on that take care of payments. Nothing in life is certain, however. even converted into barracks or divided into closet-sized rooms and shared with
A character can lose a permanent lifestyle through an enemy’s action or through other squatters. Or maybe she just rents a coffin-sized sleep tank by the night.
sheer bad luck. A hacker can rip investments to shreds, or enemies can blow The only thing worse than the Squatter lifestyle is living on the streets.
real estate holdings into scrap. These things depend on how the character’s story Cost: 500 credits a month
unfolds, not on how much is her bank account at the time. If a player wishes,
her character can sell a permanent lifestyle of Middle or better. If the character Hospitalized: This special lifestyle applies only when a character is sick or
has a couple of months to broker a legitimate deal, roll 2D6. Multiply the result injured. The character is confined to a hospital: a real one, a clinic equipped as a
by 10 percent to determine what percent of the purchase price the character gets hospital, or a private location with the necessary equipment. Characters cannot
paid for her various holdings. If the character doesn’t have a legit SIN, roll only own this lifestyle. They only pay for it until they get well or go broke,
1D6. Also roll 1D6 if the character must dump her home and possessions fast or whichever comes first.
through an agent because she is on the run. Cost: 500 credits a day for basic care, 1,000 credits a day for intensive care.
Team Lifestyles: If a team is particularly tight-knit and lives together (or if a
few members of a team want to shack up), they can buy a joint team lifestyle.
The cost is an extra ten percent per additional person. If the team is purchasing Recoil Compensation
a Low Lifestyle or higher, one member of the team has to be the tenant of Recoil compensation is important to anyone who likes to fill the air with lead.
record. This is the one stuck with the debt if the team doesn’t keep up payments. There are a number of options to reduce your recoil, but they are not all
compatible with each other. Here’s a quick list of those options and which of
Lifestyle Categories the other options don’t stack with them. Remember, you can’t put the same item
Luxury: This lifestyle offers the best of everything: ritzy digs, lots of high- on twice and expect to double the benefit.
tech toys, the best food and drink, you name it. The character has a household Every point of Recoil Compensation increases the range when using a Full
staff, maid service, or sophisticated drones to do the chores. She gets by in her
Attack Action (including automatic mode) by 5 ft. to a maximum of the
massive mansion, snazzy condo, or the penthouse suite in a top hotel. Home
weapon’s normal range increment. The penalty to subsequent attacks after
security is top-of-the-line, with well-trained guards, astral security, and quick
response times. Her home entertainment system is better than a public theater’s making a burst fire attack is reduced by the total recoil compensation on a
and accessible from anywhere in the home. She’s on the VIP list at several weapon. [link to SR-SF weapons]
exclusive restaurants and clubs, both real and virtual. This is the life for the big
winners in the Pact Worlds: high-level executives, government big shots, TABLE 1-3: RECOIL COMPENSATION
Yakuza bigwigs, and the few runners who pull off the big scores (and live). COMPATIBILITY
Cost: 100,000 credits a month and up! THIS OPTION… DOES NOT STACK WITH…
Bipod Foregrip, gyro mount, tripod, underbarrel weight
Collapsible/Folding/ Hip pad bracing system, shock pad
Removable Stock
Foregrip Bipod, gyro mount, tripod, underbarrel weight
Gyro mount Bipod, foregrip, tripod, underbarrel weight
Hip pad bracing system Folding stock, shock pad
Shock pad Folding stock, hip pad bracing system, shock pad
Tripod Bipod, foregrip, gyro mount, underbarrel weight
Underbarrel weight Bipod, foregrip, gyro mount, tripod
Airburst Link [tech, acc]: This launcher (grenade, missile, or rocket) upgrade
Weapon Accessories uses a “smart” rangefinder to detonate explosive projectiles at a point deemed to
Got a gun? Great. Is it just like it was when you bought it, the same model any be both a safe distance from the launcher and within the closest possible
schmuck can buy in their neighborhood Lock ‘n’ Load? Then you’re doing it proximity to the target. An airburst link reduces the scatter distance by 1 and
wrong. You’re not some ordinary, off-the-shelf person, right? You’ve got your increases the projectile’s effect DC by +1 for grenades, rockets, and missiles.
own skills and characteristics, the things that make you different from anyone Wireless: An airburst link requires wireless functionality to work at all. Both
else, the things that give you your edge. Your character’s weapon should reflect the projectile and the launcher must have wireless mode turned on.
that—it should have qualities that accentuate your strong points and mitigate Ammo Skip System [tech, mod]: This modification is made specifically for
your weaknesses. shooters who want to use multiple types of ammo and have them ready to fire at
Let’s start with the basics of how you’re going to add stuff to your weapon. a moment’s notice. This mod can be applied to any weapon with a cylinder. As
When you want to add something to your weapon, it’s going to go into one of a Swift Action the system rotates the cylinder to the chamber holding rounds of
six places. 1) On top of the weapon; 2) Underneath the barrel of a weapon; 3) the wielder’s choice. A weapon with this modification loses the analog
On the side of a weapon; 4) Internal to the weapon, meaning it is built into the property.
weapon and integral to its systems; 5) Replacing or adding to the barrel; 6) Wireless: Switching between ammo types is a Free Action.
Replacing or adding to the stock. Each mount can only hold one accessory or
modification at a time. A modification replaces parts, requires technical Bayonet Bracket [analog, mod]: Some people think the bayonet charge
knowledge, and needs a tech workshop (SFCRB, pg. 300) or its equivalent to became obsolete before the Gap. Some people are not creative enough. A blade
install. An accessory is generally a clip on/screw on/duct tape on sort of affair. on the end of your firearm means more options, and in the shadows, this can be
Attaching or removing an accessory is Full Action unless otherwise noted. a very good thing to have.
If a mod has light bulk, adding 9 to a light bulk weapon increases it to 1 bulk, The type of bayonet bracket determines which weapon you can attach to
and every 10 (unlikely, but possible) added to a weapon with 1 bulk or more which firearm. A light bracket allows you to fasten an operative weapon of light
increases its bulk by 1. A bulk of -L likewise lowers the bulk. A light bulk bulk to a one-handed weapon, or a melee weapon of light bulk to a two-handed
weapon cannot have its bulk further reduced. weapon. A heavy bracket allows you to fasten a melee weapon of up to 1 bulk
Given that you want to do something to modify your weapon—because we to a two-handed weapon. In either case, the melee weapon uses its own
just told you that you do—we should talk about what you might do to your battery/petrol/fuel/etc., and some weapons are just innapropriate (looking at
weapon. Upgrades count as part of the weapon they are installed in/attached to you, plasteel-toed boots). An attached melee weapon cannot have the reach
for most effects. For hacking, upgrades with the [tech] tag are able to be weapon property. If the attached weapon deals bludgeoning or slashing damage,
targeted as individual items, while those with the [analog] tag work even when melee attack rolls with it suffer a -2 penalty.
all other tech is shut down. So, here are the mods and accessories, and what you A bayonet bracket can be fixed to the barrel, top, or underbarrel slots and adds
need to know to get them in place. the bulk of the melee weapon to the firearm. Attaching or removing a weapon is
a Full Action.
Additional Clip/Magazine [tech, mod]: Requiring a nearly complete
rebuilding of the weapon, this modification allows the weapon to add an Bipod [tech, acc]: This two-legged brace extends downward from the
additional clip or magazine, depending on the weapon’s original. This doubles weapon, allowing it to be fired low to the ground with the user in a prone or
the ammo capacity of the weapon. Attempts to conceal the weapon suffer a -2 sitting position. A bipod can be attached to the underbarrel mount of a weapon
penalty. Manually switching between the clips is a Swift Action. and, when deployed, allows you to stabilize your weapon on a solid surface as a
Unfortunatley, this is only available on weapons that use batteries, clips Move Action. The weapon remains stabilized until you move from your
(drums, stick, box, etc.), or have internal magazines. Weapons that use position.
cylinders, break-actions, have an ammo capacity of 1, are muzzle-loaded, or A light bipod grants 1 point of recoil compensation and reduces attack roll
otherwise don’t use a magazine are usually out of luck (meaning ask your GM, penalties due to range or for making a Full Attack Action by 1 point.
but prepare for disappointment). A heavy bipod grants 2 points of recoil compensation, reduces attack roll
Weapons with this mod increases their chance of jamming by 20% (see penalties due to range or for making a Full Attack Action by 2 points, and
Weapons Descriptions for jamming rules), and attempts to gather information reduces the minimum Strength score required to fire a heavy weapon by 2.
about the owner gain a +1 bonus (this does not stack with Custom Look, Attaching or detaching a bipod takes a Full Action. Once attached, folding up
below). or deploying a bipod is a Move Action. This accessory is also available in an
Wireless bonus: Switching between clips/magazines is a Free Action. analog version that does not have wireless functionality for the same price.
Wireless: Folding up or deploying the bipod is a Free Action.
Advanced Safety System [tech, mod]: It’s always good to make sure your
weapon only goes off when you want it to. The advance safety system works Ceramic/Plasteel Components [analog, mod]: This modification shields
along with your smartlink (meaning that you need a smartlink to have one of electronics and replaces most of the metal components of a gun with ceramic
these) to make sure only an authorized user fires the gun. There are a couple and plasteel components to increase the difficulty of detecting the weapon via
ways to pull this off: one is to have biometric scanners in the grip or butt of the MAD systems. This modification contributes a modifier equal to -2 per point of
weapon, and the other is to have a system that scans for an authorized RFID tag rating to the MAD scanner’s check when it rolls an attempt to detect the
or wireless enabled comm unit within a foot of the weapon. If an authorized weapon. A Rating 6 upgrade confers the MAD invisible weapon property. The
user is present or holding the gun, it’ll be ready to fire. If not, no dice. These cost of this modification is equal to the base cost of the gun being modified
systems are as secure as a tier 3 computer (hacking DC 25). The basic system multiplied by the Rating.
keeps unauthorized users from firing the gun, but you can put in a few extras to
make things a little more interesting for people trying to mess with your stuff. Chameleon Coating [analog, mod]: A coating of ruthenium polymers is
The immobilizer locks everything up so that it will take more than a biometric added to the weapon. A character wearing an outfit with active optical
scan to get it going again; instead, you need an Engineering tool kit, 10 minutes, camouflage and carrying a weapon larger than light bulk needs this
and an Engineering check (DC 10 + 2*Item Level) to get it working again. Self- modification to receive the bonus of the camouflage, as even the dumbest
destruct bricks the thing but good, damaging the internals beyond repair. corpsec guard can figure out that rifles don’t usually float across the room on
Explosive self-destruct is the next step up, blowing the weapon up with an their own. This modification applies a -4 penalty on Perception checks to see a
implanted grenade (treat as destroyed; anyone holding the weapon receives no weapon that can be wielded with one hand, -2 to one that is wielded with two.
save against the grenade’s effect). Electro-shocker delivers a boat load of volts
to the miscreant using your weapon (treat as a critical hit from an Incapacitator, Collapsible/Folding/Removable Stock [analog, mod]: This is a stock. That
SFCRB Pg. 185); it can go off three times before it needs to recharge (10 folds into or detaches from the weapon. Got it? It provides 1 point of recoil
minutes at a charging station). compensation—but only, of course, when it is out and braced against the user’s
You can only have one extra deterrent as part of your safety system. The shoulder, and not when it is replacing a rigid stock. It must be installed in the
system, whether it’s the basic one or a fancier version, can only go in the stock slot. Colapsible and folding varieties require a Move Action to move in or
internal slot. A weapon with this modification loses the analog property. out. Removable ones require a Full Action to attach or detach, but while
Wireless: You can trigger the advanced safety system as a Move Action no detached, they count as a separate item and do not add to the weapon’s bulk.
matter who is holding it or not holding it. While readied or attached, this mod adds 1 to the weapon’s bulk, the rest of the
time it only adds L.
TABLE 2-1: WEAPON ACCESSORIES AND MODIFICATIONS
UPGRADE TYPE MOUNT LEVEL PRICE BULK
Additional Clip Modification Side 11 Weapon Cost L
Advanced Safety System Modification Internal 4 600¥ L
Electro Shocker 7 4,260 ¥
Immobilization 6 100¥
Self-Destruct 6 200¥
Explosive Self-Destruct 13 400¥ + Grenade
Airburst Link Accessory Side, Top, Or Under 7 600¥ L
Ammo Skip System Modification Barrel, Internal, or Under 9 250¥ L
Bayonet Bracket, Light/Heavy Accessory Barrel, Top Or Under 1 150¥/300¥ *
Bipod, Light/Heavy Accessory Under 1 350¥/700¥ L
Ceramic/Plasteel Components (1–6) Modification — +2 (Min. 14) Weapon Cost * Rating -L
Chameleon Coating Modification Side 11 1,000¥ L
Collapsible/Detachable/Folding Stock Modification Stock 2 30¥ L/1
Collapsible/Folding Stock, Motorized Modification Stock 2 300¥ L/1
Concealable Holster Accessory — 2 150¥ L
Concealed Quick-Draw Holster Accessory — 6 275¥ L
Custom Look Either — 2 300¥ *
Cybersafety Modification Internal 4 100¥ —
Easy Breakdown, Manual/Powered Modification Side 9/11 750¥/1,250¥ L
Electronic Firing Modification Barrel 11 1,000¥ —/L
Explosive Clip Accessory — Grenade + 4 Grenade + 20¥ —
Extended Clip (1–2) Accessory — 7 35¥ (1) or 70¥ (2) L
Extreme Environment Modification (1–2) Modification — 8 Rating * 1,500¥ L
Flashlight Accessory Side, Top, Or Under
Standard 1 1¥ L
Low Light 1 4¥ L
Infrared 1 8¥ L
Foregrip Accessory Barrel Or Under 2 100¥ L
Gas-Vent System (Rating 1–3) Modification Barrel 1+3xrating Rating * 200¥ —
Gecko Grip Modification —/Stock 6 100¥ —
Guncam Either Any Except Stock 4 350¥ L
Gyro Mount Accessory Under 7 1,400¥ 2
Hidden Arm Slide Accessory — 5 350¥ L
Hip Pad Bracing System Accessory Stock 4 250¥ 1
Holographic Sight Accessory Top 2 125¥ L
Holster Accessory — 1 50¥ L
Imaging Scope Accessory Top 2 300¥ L
Improved Rangefinder Accessory Any* 6 2,000¥ L
Krime Pack Accessory — 15 500¥ 1
Laser Sight, Passive Accessory Top Or Under 2 125¥ L
Longbarrel Accessory Barrel 9 50% Weapon Cost L*
Melee Hardening Accessory — 6 500¥ L
Mounted Crossbow Accessory Barrel And Under 9 1,000¥ 1
Overclocked Modification — 8 200¥ L
Narcoject Dazzler Accessory Top or Under 16 1,000¥ 1
Peak-Discharge Battery Packs Accessory —
Power Backpack X4 X10¥ 1
Power Clip 1–5 60 to 445¥ —
Satchel Powerpack X2 X4¥ L
Periscope Accessory Top 3 70¥ L
Personalized Grip Modification — 2 100¥ —
Quick-Draw Holster Accessory — 4 175¥ L
Red Dot Sight Accessory Top 4 75¥ L
Reduced Weight Modification — +4 100% Weapon Cost *
Retractable Bayonet Accessory Under 7 Melee Weapon + 200¥ Weapon
Safe Target System, Base Modification Any Except Stock 6 750¥ L
Additional Set Of 10 RFID Or GPS Data 6 25¥
Extra Image Profiles (10 Profiles) 8 25¥
Image Recognition Capabilities 8 300¥
Sawed-Off/Shortbarrel Modification Barrel 5 20¥ -L*
Shock Pad Modification Stock 2 50¥ L
Silencer/Suppressor Accessory Barrel 11 3,050¥ L
Slide Mount Modification Side, Top, Or Under 4 500¥
Slide Mount, Powered, Rating 1 Modification Side, Top, Or Under 8 1,500¥ L
Slide Mount, Powered Rating 2 Modification Side, Top, Or Under 12 3,500¥ L
Sling Accessory — — 15¥ L
Smart Firing Platform Accessory Under 14 2,500¥ 4
Smartgun System, External Accessory Side, Top, Or Under 5 200¥ L
Smartgun System, Internal Modification Internal Weapon Level +3 50% Weapon Cost —
Stock, Addition/Removal Modification Stock 2 20¥ *
Tracker Either — 4 150¥ —
Trigger Removal Modification — 2 50¥ —
Tripod Accessory Under 4 500¥ 2
Underbarrel Bola Launcher Accessory Under 3 350¥ 1
Underbarrel Chainsaw Accessory Under 7 5,930¥ 1
Underbarrel Flamethrower Accessory Under 8 8,800¥ 1
Underbarrel Grapple Gun Accessory Under 2 700¥ 1
Underbarrel Grenadier Bracket Accessory Under 1 400¥ + Launcher *
Underbarrel Laser Accessory Under And Side 18 22,000¥ 1
Underbarrel Shotgun Accessory Under 6 600¥ L
Underbarrel Weight Accessory Under 1 0¥ 1
Weapon Comm Unit Modification Internal Or Stock As Comm Unit Comm Unit + 200¥ L
Weapon Personality Modification Internal Or Stock 8 250¥ —
Collapsible/Folding Stock, Motorized [tech, mod]: This functions as the Extreme Environment Modification [tech, mod]: When you need to keep
collapsible or folding version of a stock (above), but only requires a Swift the cold from freezing the lubricants in your machinery, or when you want to
Action to ready. keep sand or mud from getting in every nook and cranny and gumming up the
works, this is the mod for you. This won’t make a weapon work in a place
Wireless: Users with a motorized version can make folding and unfolding it a where the basic laws of physics say it won’t function—your flamethrower’s not
Free Action. going to work underwater, no matter how much you tinker with it.
Concealable Holster [tech, acc]: This small holster can be worn on the Rating 1 allows for normal use in polar or desert climates. Rating 2 allows for
ankle, clipped to the forearm, in the small of the back, or anywhere else it’s use in all extreme environments. When used in normal atmospheric conditions
unlikely to be seen. The holster can hold one small arm or operative weapon, or underwater, weapons with the Rating 2 modification have all range
and adds a +1 bonus to checks to conceal it. A concealable holster installed in increments cut in half. They also need to be serviced weekly. This takes 50
armor costs [4] capacity. This accessory is also available in an analog version credits worth of materials and requires a 1 hour Engineering check (DC
that does not have wireless functionality for the same price. 10+Item Level). This modification does not take up any slots on the weapon,
Wireless: Wireless sensors and a smart-fabric coated weave allow the holster but protects slotted mods and accessories as if they were part of the weapon.
to alter color and texture in real time adding an additional +1 bonus to the Unserviced weapons either cease functioning or, if using the jamming rules,
Sleight of Hand check. increase their chance to jam by 20% per consecutive week of missed
maintainence; ceasing to function at 100% jamming chance.
Concealed Quick-Draw Holster [tech, acc]: What more do you want a
holster to do? This functions as a concealable holster while the action required Flashlight [tech, acc]: Because, well, light helps you see. This light is
to draw a holstered weapon drops by 1 category (standard to move, move to designed to point where your gun is without being obvious; a recessed light
swift, and swift to free). It won’t fire the thing for you, though, so buckle down source makes it tough for outside observers to see exactly where the light is
and do it yourself. A concealable quick-draw holster installed in armor costs [4] coming from. Unless you’re directly in its path, in which case you see it too
capacity. The holster does not take any slots in your weapon. Please excuse our well. There are three kinds of flashlights. Standard flashlights provide normal
compulsion to point out fairly obvious stuff like that. This accessory is also light (Portable Light, SFCRB, pg. 220); low-light flashlights uses a soft red
available in an analog version that does not have wireless functionality for the light to help people with low-light vision, working the same as a standard
same price (just like the concealable holster). flashlight, but only benefiting those with low-light vision. Infrared flashlights
work similar to lowlight flashlights, only for characters with infrared or
Custom Look [analog or tech, acc or mod]: Anyone can threaten someone darkvision.
with a gun, but some look more frightening than others. Some guns send the Wireless: Turning the flashlight on or off is a Swift Action.
message that the wielder is no ordinary thug, and crossing them would be a bad
idea. This modification can include a wide array of possible enhancements Foregrip [analog, acc]: This is a handle you put on in the front of the weapon
including filigree, engraving, grips made from exotic materials, glow strips, and to give you a sturdier grip. The foregrip provides 1 point of Recoil
chrome or gold plating. Weapons with a Custom Look grant a +1 bonus to Compensation and adds a -1 penalty to checks to conceal the weapon to which
Intimidation checks. The downside is that guns like this stand out and people it’s attached.
get a +1 bonus on checks to collect information on the wielder.
Gas-Vent System [analog, mod]: Gas-vent recoil compensation systems are
Cybersafety [tech, mod]: This is an external (to the user) version of the barrel-mounted accessories that vent a weapon’s barrel gases at a specific vector
Cybersafety bodyware (see ‘Augmentations,’ below). It prevents your gun from to counter muzzle climb. Once installed, a gas-vent cannot be removed. Gas-
firing if not within a foot of a special RFID enabled chip; usually worn as a ring vent systems provide a number of points of Recoil Compensation equal to their
or bracelet (50¥) on the trigger hand. A weapon with this modification loses the rating.
analog property.
Gecko Grip [tech, mod]: Have trouble holding on to your gun? Then maybe
Easy Breakdown [analog or tech, mod]: With this modification, weapons you shouldn’t have one. But if that’s not an option, then try gecko grip, which
can be modified to easily break down to pieces small enough to be easily makes your piece stick in your hand like, well, a gecko hanging on a wall. This
hidden. A rile might fit into a large briefcase, while the parts of a pistol might gives your grip a bunch of tiny fibers that are awfully clingy to just about
serve as pieces of jewelry. Just don’t try to hide a machine gun in a violin or anything. The fibers can be turned on and off as a Swift Action by pressing two
guitar case—the trids have run that trope into the ground for centuries. This buttons at the same time. The mod gives a +6 bonus on any checks or saves to
modifications grants a weapon the breakdown property (SF Armory, pg. 27). see if a character keeps their grip on the gun. This can go on any weapon with a
Manual easy breakdown is an analog mod; the weapon can be broken down or grip, whether they have a stock slot or not; if they have a stock slot, this takes it.
assembled in one minute. Powered easy breakdown is the tech version; the Letting go of a weapon with an active gecko grip system is a Standard Action.
weapon can be broken down or assembled in 5 rounds. Wireless: The fibers can be activated or deactivated via wireless command as
a Free Action.
Electronic Firing [tech, mod]: With this modification, most of the weapon’s
moving parts are removed so that it can fire electronically, meaning that an Guncam [tech, acc or mod]: The device that launched a thousand stupid-ass
electrical signal detonates the bullet’s propellant. This provides 1 point of recoil MeFeed videos. Whatever the gun is pointing at, it records. Yeah, you don’t
compensation. Electronic firing is usually combined with trigger removal to always want a record of what you’re about to shoot, but sometimes that footage
further reduce the number of moving parts, but this is not mandatory. The is invaluable; whether you need to show Mr. Johnson what you managed to pull
weapon still includes a loading mechanism that moves the bullet into the off, review footage to help you plan your next move, or doctor what you filmed
chamber, and it requires caseless ammunition. to make you look good, the video you film has plenty of possible uses. Its Item
Level fills in for any necessary bonus on a check that a camera could make
Explosive Magazine [tech, acc]: A spare magazine with a micro-sized (usually Perception). Guncams can be installed in the Top, Underbarrel, Barrel,
grenade charge built into the bottom. Functions as a standard grenade of that Side, or Internal slots, hold 10 charges in an integral power cell, and use one
type, though the damage and radius are halved due to miniaturization. It must be charge per hour. Recharging takes 3 minutes per charge.
thrown as a grenade; it is not a bullet-sized grenade. Sorry. Magazine capacity Wireless: Turning your camera on or off can be done as a Free Action.
is reduced by 2.
Gyro Mount [tech, acc]: This heavy upper-body harness features an
Extended Clip [analog, acc]: Sometimes the job calls for the ability to fire attached, articulated, motorized, gyro-stabilized arm that steadies a weapon. The
more shots without taking time to reload. That is what an extended clip is for. A system negates 6 points of penalties to attack rolls from movement modifiers
Rating 1 Extended Clip adds fifty percent more rounds to the gun’s ammo and also counts as 6 points of Recoil Compensation. While utilizing a gyro
capacity, and a Rating 2 Extended Clip adds one hundred percent more rounds. mount, a user can move up to half their speed while executing a Full Attack
The only downside is it makes a gun a bit harder to hide and a little heavier (-1 Action. Attaching or removing a weapon from the mount takes a Standard
penalty to checks to conceal the weapon and +L bulk, per Rating). Action. It takes five minutes to don a gyro mount, while the quick-release
allows you to get out of it with a Full Action. The harness has an integral power
cell that holds 10 charges and uses one charge per hour. Recharging takes 3
minutes per charge.
Wireless: Activating the harness’s quick-release with a wireless signal to exit
the harness is a Move Action.
Hidden Arm Slide [tech, acc]: Attached to the forearm and worn under Laser Sight, Passive [tech, acc]: Not to be confused with an Active Laser
clothing, this slide can accommodate a Small Arm or Operative weapon with Sight (SF Armory, Laser Sight, pg. 61) This device uses a laser beam to project
light bulk. With a hand gesture (a Swift Action), the slide releases the a visible dot (in your choice of colors) on the target. This reduces penalties to
weapon/object right into your hand. If you have the Quick Draw feat, drawing attack rolls due to range or bonuses to AC from cover by 2 points, which is not
the weapon is a Free Action. It also gives the user a +1 on checks to conceal the cumulative with a smartgun system. For people with darkvision or infravision
weapon. Loading a weapon into the slide is Full Action capabilities, an IR version is available so that your targeting activities are not
overly obvious.
Wireless: You can draw the weapon in the slide as a Free Action.
The laser sight can be attached to either the underbarrel mount or top mount.
Hip Pad Bracing System [analog, acc]: Some weapons are, quite simply, a Activating or deactivating a laser sight is a Move Action.
huge load. This system allows you to move some of the bulk of the weapon to Wireless: The wireless laser sight provides a +1 circumstance bonus on
your hips, distributing the weight more and letting you brace it better. The end ranged attack rolls, not cumulative with smartgun system modifiers. Activating
result is that the user gets 1 point of recoil compensation or counts their and deactivating the laser sight is a Free Action.
Strength score as 2 higher for meeting the minimum strength score for a Heavy
Weapon (Minimum Strength, SFCRB, pg. 170). It uses the stock slot. Longbarrel [analog, mod]: This modification involves replacing the
standard barrel with a longer one thereby increasing bullet velocity. Reduce the
Holographic Sight [tech, acc]: This accessory offers the same benefits as a penalty for firing beyond the first range increment increases by 1 per range
passive laser sight without the red trail of light giving away the position of the increment. Attempts to conceal the weapon suffer a -2 penalty. If a light bulk
shooter. In addition, the holographic (or holo) sight can display basic weapon gains this modification, its bulk changes to 1.
information such as range to target or remaining ammo without the wielder
using AR. The only downside is the necessary top mount sometimes gets in the Melee Hardening [analog, mod]: Strongly favored by practitioners of the
way; the weapon always requires at least a Move Action to draw. Gun Kata martial art and helpful for anyone who is rough on their firearms,
melee hardening reinforces the firearm’s mechanical and electrical components
Holster [analog, acc]: This serves as a convenient place to put a weapon to protect them from damage from hard impacts, such as when the firearm is
when you need your hands for something else. Coincidentally, you can get a used as an improvised melee weapon. Ranged weapons with the melee
holster for your combat blade, doshko, and just about anything else. Installed in hardening modification are not treated as archaic when used as improvised
armor, a holster takes up [3] capacity. melee weapons, and the weapon’s hardness and hitpoints are calculated as if it
were two levels higher (this does not stack with the benefits of crafting gear).
Imaging Scope [tech, acc]: These classic scopes are attached to the top
mount; attaching or removing them takes a Standard Action. Imaging scopes Mounted Crossbow [analog, mod]: This modification entails mounting a
include a micro camera and vision magnification, and they have a Capacity 3 crossbow on top of a longarm. It may sound like an absurd notion, but it is nice
for further vision enhancements, hold 10 charges in an integral power cell, and to have the ability to fire one silent kill shot and have a weapon in hand should
use one charge per hour. Recharging takes 3 minutes per charge. your kill not be as silent or as kill-y as you hoped (even if the modified weapon
As a move action, you can aim through a scope. This can be done as part of looks kind of ugly). This modification takes both the barrel and underbarrel
the same move action required to aim a weapon with the sniper weapon special slots and uses the statistics for a tactical crossbolter (SFCRB, pg. 176) with the
quality, or as part of a sneak attack where you do not take any movement even silent weapon property.
if you also aim a sniper weapon as part of that action. Aiming through a scope
reduces penalties to attack rolls due to range as well as bonuses to AC from Narcoject Dazzler [tech, acc]: The Dazzler name is rather on-the-nose for
cover by 1. The reduction in penalties due to aiming with a scope applies only this non-lethal piece of equipment. When triggered, the dazzler emits intense,
to the next attack roll you make with the weapon before the end of your next focused radiation to temporarily disable its target with flash blindness. The
turn. Dazzler can be tuned to various parts of the light spectrum to target either the
Wireless: The scope’s sight can be shared, allowing you to share what your normal range of visible light or infrared/dark vision, allowing the weapon to be
scope sees with your team (and yourself if you’re using it to look around a used against metahumans and sensors with various capabilities. The Dazzler
corner). cannot affect both spectrums at the same time.
Looking at someone using a Dazzler for any appreciable length of time is
Improved Rangefinder [tech, acc]: Laser rangefinders are standard extremely dangerous. Initially, the viewer is dazzled for one minute. A
equipment in smartgun systems, but if you have the scratch you can make its successful Fortitude save (DC = 10 plus user’s BAB plus Dex modifier) reduces
range calculation functions even better. It combines three technologies— the duration to one round. For each subsequent round that the viewer continues
microwave, laser, and radar—to give you an extremely accurate calculation of to look at a Dazzler, the viewer’s maximum perceived light level decreases by
range. The effect of this is to reduce total penalties due to range by 2 for attack one level (bright to normal, normal to dim, and dim to darkness). If the viewer
rolls and skill checks. This can only be used in weapons that have a smartgun fails a fortitude save against a Dazzler while their maximum perceived light
system; it can be positioned in any slot besides the one that has the smartgun level is darkness, they are temporarily blinded for 1d4 hours.
system. This bonus cannot be combined with any bonuses from vision If the viewer has any form of low-light vision, they suffer a -4 penalty on
magnification on the weapon. saves against the Dazzler. Flare compensation confers its normal benefits
against the Dazzler. Narcoject prides itself on its patented array of optic lasers,
Krime Pack [tech, acc]: The innovative minds at Krime know exactly how offering a full guarantee if any targets are permanently blinded.
right-sized people feel when looking at most weapons that suit them. “A mere The Narcoject Dazzler is commonly purchased as a Heavy Pistol-sized device
100-rounds per belt before reloading? What scrawny person did they design on its own (at the same cost), but is also available as a top-mounted weapon
these for?” Deciding that the entire world does not consist of tiny people, Krime accessory for two-handed weapons. This item can be used for 10 rounds before
make an ammunition holder for bigger folks—or, as they like to say, “the right- it needs to be recharged. It recharges at a rate of 1 round of use per 15 minutes.
sized person lurking inside all of us.” The Krime Pack is a backpack
ammunition feeding system that uses an articulated feed belt, which means no Overclocked [tech, mod]: Electricians have a saying: It is not the voltage
struggling with fiddly little bullets in smaller belts and undersized charging that will kill you but the amperage. This illegal modification for shock and
handles every time users feel like letting loose. Capable of holding 2,500 rounds powered weapons (including melee weapons) changes the balance of voltage
for weapons like the Krime Happiness, or Gatling guns like the newly-released and amperage output, making these weapons more lethal.
Krime Triple series. Sick of reloading? Get a Krime Pack! Shock weapons and weapons with the powered property using this
The Krime Pack reduces the bulk of belted ammunition to 1 bulk per 500 modification increase their base damage by one die, double their usage, and lose
rounds (normally 1 bulk per 100 rounds) the nonlethal property (and cannot be used to deal nonlethal damage while
Wireless Bonus: When wireless functionality is enabled, the Krime Pack powered on). On an attack roll of a natural “1”, the insulation of the weapon
pushes out Krime-based spam to other AR overlays. Any wireless enabled fails and the wielder takes the base damage of the weapon as electricity damage.
device within 500 feet must must succeed on a DC 19 Item Level Check (1d20 This mod cannot be applied to wireless tasers.
+ item level) or constantly scream “KRIME!” at the maximum volume allowed
by their audio systems. Attended objects can attempt an Item Level Check or a
Reflex save.
Peak-Discharge Battery Packs [tech, acc]: For weapons that need a power Sawed-Off/Shortbarrel [analog, mod]: This common modification grants a
source, this is it. Power clips come in one of three unique form factors—high-, +1 bonus to checks to conceal the weapon, eliminates the gun’s ability to mount
super-, or ultra-capacity (Charges, SFCRB, pg. 168 and 179)—to make sure a barrel or underbarrel modifications, and reduces the range increment by half. If
weapon doesn’t take an incompatible battery. Satchel powerpacks hold twice combined with stock removal, the penalty for firing beyond the first range
the charge, are about the size of a canteen, and are usually attached to belts. increment increases by 1 per range increment in addition to the other benefits
Power backpacks hold four times the charge and are worn on the back, of all and penalties listed. Blast weapons with this mod reduce their Full Attack
places. Powerpacks and backpacks are attached to weapons with a self-recoiling Action attack roll penalties by 2.
cord that requires a Move Action to attach or detach.

Attacks that would use up all the remaining ammunition of a standard power Shock Pad [analog, mod]: A shock-absorbing pad is situated on the rigid
clip (such as a normal Full Attack Action in automatic mode) only drain as stock of a weapon and provides 1 point of recoil compensation. This does not
many charges as could be held in the weapon’s standard power clip. stack with the 1 point of recoil reduction adding a stock to a weapon not
designed to have one grants, and this modification cannot be added to
Periscope [analog or tech, acc]: This adjustable “off-axis” viewer attaches to collapsible or folding stocks.
the top mount and allows an operator to target a weapon around corners,
maintaining total cover while reducing the usual Total Concealment granted to Silencer/Suppressor [analog or tech, acc]: Much as clip is wrongly equated
targets of blind-fire to standard Concealment. with magazine, silencer and suppressor have become interchangeable too. This
A digital periscope has the tech tag, Capacity 7 for vision enhancements, barrel-mounted accessory reduces the sound and flash of a weapon’s discharge.
holds 10 charges in an integral power cell, and use one charge per hour. This reduces the penalty you take to Stealth checks for sniping by 10 and
Recharging takes 3 minutes per charge. An optical periscope has the analog tag, otherwise applies a -10 penalty on checks to notice the weapon’s use or locate
no Capacity, does not need power, and has no wireless functionality. the weapon’s firer. Analog silencers and suppressors are available for the same
Wireless: Blind-fire can be done as a Standard Action instead of a Full Action price but lack wireless functionality.
unless combined with Full Auto or another action that requires a Full Action. Wireless: The silencer/suppressor features a microphone with Rating 2 Select
Sound Filter and simple software that alerts you via AR if it detects the sound
Personalized Grip [analog, mod]: This modification allows a weapon’s of someone nearby reacting to the sound of the silenced weapon by scanning for
owner to customize it to the size and shape of their hand perfectly. This is likely words (hear, shoot, gun, etc.) in two pre-selected languages. The chosen
particularly useful for metatypes at the high and low end of the bell curve for languages can be swapped out with a 10 minute DC 10 Computer check and
standard metahuman size. This modification reduces penalties for firing beyond access to the Infosphere or a language library program.
the first range increment by 1 (total, not per range increment) and grants a +1
bonus to your KAC against combat maneuvers to disarm the weapon. Slide Mount [analog, mod]: By installing this in the top, underbarrel, or side
slots, you can make it much easier to install and remove accessories in these
Quick-Draw Holster [analog, acc]: This easy access holster can hold any locations. A slide mount can only hold a single accessory, adding or removing
Small Arm or Operative weapon. It reduces the action for drawing the holstered an accessory only takes a Standard Action.
weapon by one step (Standard to Move, Move to Swift, or Swift to Free).
Installing a quick-draw holster in armor requires [4] capacity. Slide Mount, Powered [tech, mod]: Sometimes it’s impractical or downright
impossible to put all the necessary upgrades into one gun at the same time. To
Red Dot Sight [tech, mod]: This archaic sight projects light onto a curved get around this, one or more powered slide mounts can be installed on the
lens, overlaying a red dot onto the user’s target. This reduces bonuses to AC weapon. Each such slide mount comes in one of two ratings and can hold
from cover by 2 points within the first range increment, which is not cumulative multiple accessories that could be installed in the slot, though only one can be
with a smartgun system. The sight can only be attached to top mount. active at a time. Switching the active mod requires a Move Action for a rating 1
powered slide mount, and a Swift Action for a rating 2. All attached mods still
Reduced Weight [analog, mod]: The weapon’s components have been add their bulk to the weapon to which they are attached. Attaching and
replaced by lighter, advanced materials. Material strength has not been changed, configuring an accessory on a powered slide mount takes one minute.
but the weapon’s bulk is reduced by 1 if it was 2 or more. Small arms and one- Wireless: Switching the active accessory is Free Action.
handed special weapons of bulk 1 may be reduced to light bulk. This mod
cannot be combined with ceramic/plasteel components. Sling [analog, acc]: For Special Forces troops, this is a sturdy piece of mesh
or canvas custom-fitted to the user and positioned on the weapon in a way to
Retractable Bayonet [tech, acc]: This modification adds an underbarrel ensure it can be readied as quickly as possible. For guerilla warriors, this might
sheath that conceals an operative weapon or one-handed melee weapon with be a piece of rope, an old belt, or anything else that can be rigged up to help
light bulk (which must be paid for separately). The weapon can be extended or them keep from dropping their weapon. No matter how complex or simple, the
hidden as a Move Action. function is basic—it makes sure your weapon doesn’t fall to the ground when
Wireless: extending or retracting the weapon is a Swift Action. you’re running or diving from an explosion, or in the middle of being shot, or
whatever. It may be shot out of your hands, but getting it ready again is a Move
Safe Target System [tech, mod]: The goal of this system is to avoid those Action. The sling does not take up any slots on a weapon.
situations where your mates are chewing you out for accidentally shooting them Wireless: You’re joking, right?
in the hoop. Using information about your teammates’ appearance and the
electronics in their comm units, this system attempts to recognize when you are Smart Firing Platform [tech, acc]: This is a non-mobile robotic tripod
aiming at any spot within 5 feet of a friendly target. In these situations, the equipped with a remote-controlled pivot that allows for a 180-degree firing arc
system locks the trigger, preventing you from firing. Once the friendly target and a 60-degree inclination. You can mount one smartgun-equipped weapon to
isn’t at risk anymore, you can start firing again. The system interprets risk the platform, and it will be fired by the device’s onboard tier 3 computer and
broadly—even if there is something between you and a friendly target, the control module (Modules, SFCRB, pg. 215). You need to set the parameters of
system will lock you out, unless that “something” is an entire office building. who exactly the platform should and shouldn’t shoot at, which are followed by
The basic system can mark up to 10 RFID profiles (or GPS coordinates if you the platform’s computer. The platform provides 5 points of Recoil
want to designate fixed locations as “safe”); for a few extra credits you can add Compensation.
more profiles. If you want a little more accuracy, allowing you to easily shoot Attaching a weapon to the platform is a Full Action, but initially
the drekhead who stole your buddy’s comm unit, then upgrade to the image programming the parameters takes a minium of five minutes. The computer can
recognition system. You’ll need a guncam or smartgun system to use this be pre-programmed for any number of weapon and target profiles. Changing the
function. The base image recognition allows you to enter up to 10 different active weapon or target profile is a Full Action.
visual profiles, which can be as broad as “anyone wearing the Ancients’ logo” Wireless: You can fire the mounted weapon remotely using your own attack
or as narrow as precise scans of members of your team. As with the GPS/RFID bonus, but with no Dexterity modifier. You can use an implanted smartlink with
system, you can spring for extra profiles if you need them. the smartgun if you’re in VR.
The safe target system can be mounted on any location besides the stock. A
weapon with this modification loses the analog property.
Smartgun System [tech, acc or mod]: This connects a firearm or a projectile you don’t know what times might require that, you haven’t been in the shadows
weapon directly to the user’s smartlink or HUD. Incorporating a small camera long enough. Use the statistics for a Fangblade for this (SFCRB, pg. 172), but
and laser rangefinder (SF Armory, pg. 60), the smartgun system keeps track of with a 10 charge capacity. It can only be mounted in the underbarrel slot and
ammunition, heat buildup, and material stress. cannot be installed on Small Arms. Sorry for killing your dreams of a chainsaw
pistol.
The smartgun features are accessed either by universal access port cable to an
imaging device (like glasses, goggles, or a datajack for someone with Underbarrel Flamethrower [analog, acc]: We’ve known runners so fond of
cybereyes) or by a wireless connection working in concert with direct neural fire that they might mount one of these on an actual flamethrower. This can go
interface. in the underbarrel slot. Use the statistics of a salamander-class flamethrower
If you have a smartlink, you can mentally switch between firing modes, eject (SFCRB, pg. 177), but with a 5 petrol capacity.
a clip, and fire the gun without pulling the trigger. The camera lets you shoot
around corners without exposing yourself to return fire (as the periscope Underbarrel Grapple Gun [tech, acc]: It’s a grappler mounted in the
accessory). The system makes use of advanced calculation software, allowing underbarrel slot. No muss, no fuss. The integral spool can hold up to 50’ of line,
for precisely calculated trajectories and high precision over any distance; reduce sold separately, and fires with the same force as your basic hunting rifle (45’
the total penalties on attack rolls due to range by half. range increment).
Installing an internal smartgun system modification costs 50% of the
weapon’s base price (or 200¥, whichever is higher) and adds 3 to its item level Underbarrel Grenadier Bracket [tech, acc]: Give yourself the ability to lob
for the purpose of availability. An external smartgun system accessory can be grenades or missiles out there with your weapon. A grenadier bracket allows
attached to the side, top, or underbarrel mount with a 1 hour Engineering Check you to attach a modified grenade launcher or missile launcher of 3 bulk or less
(as Repairing Equipment, SFCRB, Pg. 142). Whether using the mod or to the (say it with us now!) in the underbarrel slot.
accessory version, the small camera has Capacity 1 and can be equipped with The modifications reduce the ammo capacity of the grenade launcher or
vision enhancements. The integral power cell holds 10 charges and uses 1 missile launcher by 50%, to a minimum of 1 grenade or missile. These
charge every 30 minutes. Recharging takes 3 minutes per charge. modifications can be made in 1 hour with a DC 15 Engineering check, though it
Wireless: Reloading is reduced to a Swift Action. Also, as a Move Action, a is also possible to buy bracket-ready grenade or missile launchers that have
wireless smartlink user can designate a target they can see. The smartgun and been premodified for the same price as standard grenade and missile launchers.
smartlink systems provide a bonus to all attacks with the weapon against that Such a modified grenade or missile launcher can still be fired as a separate
target: +1 if your smartlink is installed in external gear or +2 if it is installed in weapon, and still uses proficiency in heavy weapons, even if fired from a rail on
a cybernetic augmentation; these bonuses do not stack with the bonus from a longarm or other weapon.
Weapon Focus. A target designation persists as long as you have line of sight. Attaching a grenade launcher to a grenadier bracket or removing it is a Full
Any number of targets can be selected, though each requires a separate action. Action. An attached launcher adds its bulk to the firearm.

Stock Addition/Removal [analog, mod]: Adding a rigid stock allows you to Underbarrel Laser [tech, acc]: Produced by Ares and based on their Redline
use it to brace your weapon and gain a point of recoil compensation. Weapons model, this underbarrel laser was originally deployed for use by Ares strike
with light bulk that add a stock increase their bulk to 1; otherwise, consider this teams going up against bug spirits. A limited release somehow made it to the
a +L bulk modification. streets, but this modification is still quite a rare sight. Blackwing himself is
Removing the stock grants a +1 bonus to checks to conceal the weapon. rumored to use one on occasion. Use the statistics of a white star plasma rifle
Stock-slot modifications, such as a shock pad, cannot be applied. If combined (SFCRB, pg. 176), but with a 4 charge capacity.
with sawed-off or shortbarrel modification, the penalty for firing beyond the
first range increment increases by 1 per range increment. Removing a stock Underbarrel Shotgun [analog, acc]: This classic modification adds a pump
decreases the bulk by L and the recoil compensation by 1. action shotgun to an existing longarm or sniper weapon. After all, if one gun is
good, then two must be better. Or at least louder. Use the statistics for a utility
Tracker [tech, acc or mod]: This is a customized RFID tag that combines scattergun (SFCRB, pg. 176).
the functions of security and stealth RFIDs, giving you the chance to track
down your weapon if for some reason you don’t know where it is. Use the rules Underbarrel Weight [analog, acc]: It may be a crude way to reduce recoil,
for RFID tags, (see ‘Electronics,’ below); the tracker has the functions of a but it still works. By placing some weight in the underbarrel slot of a weapon,
security tag and a stealth tag. The tracker does not take up any slots in a you prevent the kick from being as severe as it would be otherwise. This
weapon. provides 1 point of recoil compensation when using the weapon in Full Auto
Wireless: A tracker requires wireless functionality to function at all. mode.

Trigger Removal [tech, mod]: Sometimes the time it takes to move a finger Weapon Comm Unit [tech, mod]: Once you get over the idea that using
is too long. Sometimes the pressure of squeezing a trigger is enough to throw your comm unit means touching it all the time, placing one in your weapon
off the precision of a long range shot. This is the modification for those times. A becomes a sensible move. Your weapon becomes the heart of your PAN
smartgun system is necessary for trigger removal, since the gun requires a (Personal Area Network, the gatekeeper and communication center of all your
command delivered wirelessly or through an optical cable to ire. This wireless devices). Many users like to use this with the weapon personality mod.
modification reduces the attack penalty for firing beyond the first range A weapon with this upgrade installed loses the analog property.
increment by 1 (total, not per range increment) and grants a +1 bonus to
initiative during a surprise round. Weapon Personality [tech, mod]: Does your gun need its own software
Wireless: Wireless triggering requires wireless to be turned on. In case you complete with an artificial personality to provide information in a more chatty
were wondering. fashion instead of just providing numbers, crosshairs, and other similar data?
Depends on how you function. If meta-to-meta interaction is how you prefer to
Tripod [tech, acc]: The tripod provides a stable base to fire a weapon low to get your information, you might want a weapon personality, which provides a
the ground with the user prone, kneeling, or sitting. A tripod can be attached to metahuman-like interface so you can chat away. The guttural Neil the Ork
the underbarrel mount and provides 6 points of Recoil Compensation when Barbarian with its “scalped ‘em” grunt to tell you when you got a hit is
properly deployed. Attaching or removing a tripod takes one minute. Folding up especially popular. For more information on this kind of computer program, see
or deploying a tripod is a Full Action. This accessory is also available in an “Artificial Personality,” SFCRB, pg. 126. This mod can share the same slot as a
analog version that does not have wireless functionality for the same price. Weapon Comm Unit acc. A weapon with this upgrade installed loses the analog
Wireless: Folding up and deploying the tripod is a Free Action. property.

Underbarrel Bola Launcher [tech, acc]: Would your weapon be enhanced


by the ability to throw out two balls connected by a thin rope that can entangle
and trip up your opponent? If your answer is “no,” please go back and read the
question again. As the name indicates, this goes in the underbarrel slot. When
launched, the bola has a range increment of 50 ft.

Underbarrel Chainsaw [tech, acc]: Very useful in case you need to chop
wood for a campfire while out on a run, or cut some lumber to repair
floorboards. Ha! Who are we kidding? This is there for those times when you
might want to use a bayonet but would prefer something louder and messier. If
Seeker shafts: These arrows have basic guidance software and articulated
Ammunition fletching which allow some ability to home in on a target when fired from a
Not in the mood for a new gun, but still want a different experience with your smartgun system-equipped bow. To use them, an archer must first designate a
firearm? Then load out some new ammo! Check out these options to add some target through their smartlink using a Move Action. The arrow grants a +1
extra pop or flare to your gun. bonus to attacks and negates up to 2 points of AC bonuses from cover or
An ammunition type’s Damage Die Modifier (DDM) is the number of dice negative situational modifiers such as wind, range, or movement.
added or subtracted to/from the weapon’s usual damage. A weapon reduced to Seeker shafts are compatible with any variety of arrow head.
zero or fewer damage dice retains one damage die and gains the nonlethal Wireless: Designating a target is a Swift Action.
property. A negative AP value is the amount of KAC from armor, shield, and/or
cover the weapon ignores. A positive AP value denotes ammunition less Stick-‘N’-Shock: Though issues with nanomanufacturing have caused some
effective against armored targets and is added to the target’s KAC if it is problems with Stick ‘n’ Shock ammo for firearms, the same has not been
benefiting from an armor, shield, and/or cover bonus. completely true with these heads. Or more accurately, with these arrows. The
Stick ‘n’ Shock head is only a small portion of this latest archery innovation and
converts half the damage dealt to electricity damage. Bowmen who want to gain
Arrows the full potential of these heads need to combine them with Static Shafts, an
Ares innovation that fills the shaft with a powder that builds a charge during
Ares Monotip Arrows: These broadhead arrows are sharpened to a single flight. Static shafts are only compatible with Stick-‘N’-Shock arrow heads, and
molecule thickness at the edge and excel at punching through modern armor. they grant an extra damage die for every 100 ft. the arrow travels. The damage
They provide -2 AP when used as ammunition. dice granted by a static shaft deal electricity damage, and cannot exceed the
arrow’s base number of damage dice before other modifiers.
Barbed Head: These heads are designed to hurt not only going in but also
coming out. Without someone with a steady hand and some medical skill,
pulling out an arrow with one of these on the tip is going to be problematic. Hit Cartridges
point damage from barbed arrows cannot be healed until they are removed.
Removing a barbed arrow without doing further damage to the target requires a All bullets are made for one purpose, but that does not mean they are all the
DC 15 Medicine check and 1 minute. Failure results in the victim taking 3 bleed same. Choosing the right bullet for the job can give you the edge you need to
damage. Bleed damage from removing multiple arrowheads stacks. turn failure into success. Cased ammo is the default, but a few weapons are
designed or modified to use caseless ammunition. Both cased and caseless
Explosive Head: What happens when you mount a small shaped charge on bullets have the same effect, are the same cost, and are available in the same
the head of an arrow? Hit someone with one of these and find out. varieties. These special rounds are also available to shotguns capable of firing
slugs (longarm rounds).
Hammerhead: I always thought these were just designed to give an archer
the same options as a runner with a gel-loaded pistol, but a little research led me APDS: These are military-grade armor piercing rounds—their full name is
to realize these have been around for a long time. Hunters after small game armor piercing discarding sabot. They are designed to travel at high velocities
knew that organ punctures could ruin what little meat the beasts had on them, so and punch through personal body armor.
they’d opt to knock them out instead of take risks with sharper arrowheads.
Additionally, poachers who were after exotic birds but knew they lost a lot of Capsule: So once there were rounds designed for marking trees and cows and
value when they were dead helped give this arrowhead a lot of use. stuff, and some people thought it would be fun to fire them at each other. Then
militaries figured out how to use them in training—and also realized things
Incendiary Head: Not the flaming arrows of ancient times, these arrowheads besides paint could be loaded in them. That led to our modern-day capsule
contain a small charge and a pocket of white phosphorous that erupts and sticks rounds. They’re lighter than standard rounds and therefore lack much of a
to the target, lighting them on fire. Unpleasant beyond just the initial hurting, punch—but it’s not the bullet that really matters so much as the payload.
the fire continues to burn unless it loses its supply of oxygen. Even if the attack Capsule rounds carry a liquid that, upon impact, splashes the target. Damage
misses, If the attack roll beats the target’s EAC, the arrow erupts in fire, dealing and AP are for the shot itself. A successful hit means the capsule ruptures and
1d6 fire damage and inflicting the burning condition (SFCRB, pg. 273). the target is exposed to the chemical or toxin inside. If the attack roll fails to
Wireless: The head can be detonated before impact and split between two beat the target’s KAC but still beats their EAC, the target is still exposed to the
adjacent targets. Target a grid intersection and choose two targets adjacent to it. payload, but takes no damage from the round.
The targets must succeed on a Reflex save (DC equal to the attack roll) to avoid The rounds listed are empty but can be filled with a contact-vector substance
the attack. If a target fails their save, they take 1d6 fire damage and suffer the with a 1 minute, DC 15 Engineering check for each bullet. Chemicals must be
burning condition. Neither target suffers other effects or damage from the purchased separately. Capsule rounds halve the weapon’s range increment.
arrow.
Depleted Uranium: The ultimate in overkill. Depleted uranium is both self-
Screamer Head: Need to signal the team when you know the local airwaves sharpening and pyrophoric, meaning that when the round strikes armor it
are full of patrolling deckers? Fire a screamer head. Though some models do in shatters but still remains sharp, and the shattered bits ignite. Oh, and if all the
fact scream, most are designed with less awkward sounds. The pitting patterns shattered bits of the round aren’t removed from a surviving target, the target
on the hollow pipe of the head are designed to make a wide variety of sounds may develop cancer in a matter of weeks.
for signaling and can even be modified fairly quickly out in the field. A handy There is a reason rounds of this type have been banned from use by
tool in any wannabe-Robin Hood’s arsenal. Changing the sound setting requires interplanetary treaty and Corporate Court edict. Due to the difficulty and
a Move Action and a DC 10 Intelligence check. illegality of acquiring and working depleted uranium, the rounds are
Wireless: Changing the sound is a Free Action, even while in flight. correspondingly rare and expensive. They are generally only produced in very
small quantities for powerful firearms.
TABLE 3-1: ARROW HEADS AND SHAFTS
AMMO LEVEL PRICE COUNT BULK DDM AP CRITICAL SPECIAL
Ares monotip 9 600¥ 20 L — -2
Barbed head 6 100¥ 20 L — — Bleed 1d8
Explosive head 11 150¥ 20 L +2 -1
Hammerhead 5 50¥ 20 L +1 +2 Knockdown Nonlethal
Incendiary head 14 1000¥ 20 L * —
Screamer head 2 50¥ 20 L -2 +6 Nonlethal
Seeker shafts 14 900¥ 20 L
Stick-n-shock 7 250¥ 20 L -1, ½ E * Unbalancing
Static shaft 7 250¥ 20 L +1 per 100 ft. — Staggered

TABLE 3-2: SPECIALIZED CARTRIDGES


AMMO LEVEL PRICE COUNT BULK DDM AP CRITICAL SPECIAL
APDS       L — -3  
Small arm 12 200¥ 30        
Longarm & sniper 12 375¥ 25        
Heavy weapon 15 450¥ 20        
Capsule    L -4 +4 Chem DC +2 
Small arm  2 40¥ 30        
Longarm & sniper  3 75¥ 25        
Heavy weapon  4 90¥ 20        
Depleted Uranium Rounds L +1 -5 Burn 1d6
Small arm 20 600¥ 30
Longarm & sniper 22 1,000¥ 25
Heavy weapon 24 1,500¥ 20
Explosive       L +1 -1  
Small arm 9 160¥ 30        
Longarm & sniper 9 360¥ 25        
Heavy weapon 11 600¥ 20        
EX-Explosive    L +2 -1 Explode (5 ft.) 
Small arm  16 360¥ 30        
Longarm & sniper  16 600¥ 25        
Heavy weapon  17 2,160¥ 20        
Flare    L -2, ½ Fire +2 Burn  Explode (dazzle, 1d4 rounds, 30 ft.)
Small arm  7 60¥ 30        
Longarm & sniper  7 110¥ 25        
Heavy weapon  8 135¥ 20        
Flechette       L +2 +4 Bleed 1d6
Small arm 6 100¥ 30        
Longarm & sniper 6 190¥ 25        
Heavy weapon 6 225¥ 20        
Frangible    L +1 —  
Small arm  3 60¥ 30        
Longarm & sniper  4 110¥ 25        
Heavy weapon  5 135¥ 20        
Gel       L Bludgeoning +1 Knockdown Nonlethal
Small arm 2 50¥ 30        
Longarm & sniper 2 90¥ 25        
Heavy weapon 2 110¥ 20        
Hand Loads L * -0/-1
Small arm 5 40¥ 30
Longarm & sniper 5 75¥ 25
Heavy weapon 6 90¥ 20
Hi-De Rounds L — — MAD Invisible
Small arm 12 150¥ 30
Longarm & sniper 14 350¥ 25
Heavy weapon 15 550¥ 20
Hollow points       L +1 +2  
Small arm 4 80¥ 30        
Longarm & sniper 4 150¥ 25        
Heavy weapon 4 180¥ 20        
Regular       L — —  
Small arm 1 40¥ 30        
Longarm & sniper 1 75¥ 25        
Heavy weapon 2 90¥ 20        
Silver Bullets L — 2
Small arm 13 250¥ 30
Longarm & sniper 14 450¥ 25
Heavy weapon 14 800¥ 20
Stick-n-Shock       L -1, ½ Electricity * Staggered
Small arm 6 120¥ 30        
Longarm & sniper 6 225¥ 25        
Heavy weapon 6 270¥ 20        
Subsonic Rounds L -1 —
Small arm 10 40¥ 30
Longarm & sniper 12 75¥ 25
Heavy weapon 12 90¥ 20
Tracer       L — —
Small arm 6 45¥ 30        
Longarm & sniper 6 85¥ 25        
Heavy weapon 6 100¥ 20        
Tracker    L -2 -2  
Small arm  9 80¥ 30        
Longarm & sniper  10 150¥ 25        
Heavy weapon  11 180¥ 20        
Wood Pulp Rounds L -4 4
Small arm 7 40¥ 30
Longarm & sniper 7 75¥ 25
Heavy weapon 7 90¥ 20
Explosive: These slugs carry a shaped-charge explosive, designed to explode
and fragment on impact. Explosive rounds have a chance to misfire whenever
you roll a natural ‘1’ on an attack roll. If this happens, roll 1d20. If the result is
higher than the weapon’s item level, the weapon takes the full damage of the
attack, ignoring hardness. If this damage destroys the weapon, the wielder also
takes half the damage.

Ex-Explosive: What is better than something blowing up? Something


blowing up bigger of course. These little darlings pack a punch and always
seem to get the job done. My hats off to the chummer who decided he needed a
better boom in his life. These unfortunately have the same tendency to misfire
as regular explosives rounds, but a destroyed weapon inflicts half the damage to
everything within 5 feet.
Flare: Originally designed just for shotguns, these rounds now come for your below being a close second). It is up to the gamemaster to determine the Item
heavy pistol, SMG, assault rifle, and other firearms as well. A convenient little Level, price, and other statistics for these other kinds of ammunition.
signal to keep on hand in case of emergency.
Flare rounds are intended to be shot into the air and act as a signal or location Stick-n-Shock: Stick-n-Shock rounds deal half their damage as electricity
marker. They ignite upon firing and explode into a shower of sparks at 200 feet. and gain the staggered critical effect. Shots that fail to beat a target’s KAC but
If fired at some poor slob, the flare still explodes, it just does so at the end of the still beat their EAC inflict the electricity portion of their damage.
round. Half the damage from a flare round is fire damage.
Subsonic: Subsonic ammunition features a lighter charge and a slightly
Flechette: The payload of a flechette round is made up of tiny, tightly packed
smaller bullet than regular rounds. This slows the bullet’s muzzle velocity
metal slivers. The round breaks up and shatters on impact, becoming a tumbling
below the speed of sound, reducing the sound of the weapon being fired and
hail of shrapnel. Flechette rounds are devastating against unprotected targets,
making it easier to silence. Subsonic ammunition applies a -2 penalty on all
but not as effective against hardened armor
checks to notice the weapon’s use or locate the firing position. This penalty
stacks with a silencer or suppressor is used. Increase all penalties due to range
Frangible: Sometimes you want a bullet that can shoot through walls, other
by 1.
times you want something that will hurt the soft targets in range but leave the
hardware alone. Frangible bullets can put some hurt on a metahuman target, but
Tracer rounds: Tracer ammo burns along the line of flight, making it easier
they break up when hitting something hard, meaning they won’t damage nearby
for the shooter to home in on the target. This type of ammunition can only be
metal-encased gear. Or armored-up trolls, so select it with caution. Frangible
used in automatic weapons. They grant a +1 circumstance bonus on attack rolls
rounds count a target’s hardness as double the normal amount and do not count
using fully automatic Full Attack Actions and long burst attacks.
as piercing damage for overcoming damage reduction.
Tracker: As if catching a bullet wasn’t bad enough, these babies make you
Gel: These less-lethal rounds use a hard, jelly-like substance that is a safer
worry about getting tracked like a wild animal afterwards. Tracker rounds
alternative to rubber bullets. They are often employed for riot control. The
include an RFID tag inside the bullet. If the target is damaged by the hit, the
semi-rigid slugs flatten on impact, disbursing their kinetic energy over a larger-
tracker round remains within the body of the target until it is removed. If all
than-normal area. Gel rounds inflict nonlethal bludgeoning damage and grant
damage is negated, the shooter will be tracking the movements of the nearby
the Knockdown critical effect.
pavement. Tracker rounds contain either security or stealth tags.
Gel rounds partially composed of EDTA enhanced DMSO (chemistry stuff)
may be loaded with contact, ingested, or injury vector payloads. On a hit, the
Wood Pulp Rounds: First developed by the Sylvestrian order, wood pulp
round does no kinetic damage, but the substance is absorbed through the
rounds are a variety of capsule rounds designed specifically to fight vampires
subject’s skin (or equivalent) directly into their blood stream (or equivalent).
and other paracritters that are vulnerable to them due to wood allergies.
Gel rounds with legal payloads may be bought for 5¥ over the cost of each dose.
Otherwise preparing 20 gel rounds by hand takes 1 hour, a DC 20 Life Science
skill check, a Life Science tool kit, 20 doses of the chosen toxin (cost varies), Grenades
and a pack of 20 empty gel rounds.
Modern grenades are small, self-contained explosive packages that detonate a
few seconds after being primed unless another condition is set (a Move Action):
Hand Loads: In spite of the changes in the manufacturing of bullets over the
either upon impact, a specific initiative count, or any time interval (rounds,
last few centuries making the process more complex, there are still a few
minutes, hours, etc.). In addition to any other wireless ability, all grenades have
individuals who prefer to load their own ammo. Hand loaded ammo can be
the following wireless feature (use it with caution):
crafted to add a +2 damage (not DDM) or an additional -1 AP, but not both.
Wireless: You can use the wireless link to detonate your grenades as a Free
This requires an Engineering check (SFCRB, pg. 235) to craft 80 rounds of
Action, even if you don’t have DNI (see “New Rules,” above).
small arm, longarm, or sniper ammo, or 40 rounds of heavy weapon ammo.
This check requires a hand loading tool kit, a type of Engineering Specialty
Gas Grenade: Instead of exploding, the gas grenade releases a cloud of gas
tool kit (SFCRB, pg. 221) and crafting materials equal to the cost of the type of
over an area with a radius of 20 feet. This is usually riot control/CS gas (Smoke
ammo being made. Hand loaded ammo increases the jamming chance by 10%.
Grenades, SFCRB, pg. 184), but many other chemical or toxin payloads can be
chosen. The cloud lasts for approximately 1 minute (less in windy areas, longer
Hi-De: Short for High Density rounds, are composed of densiplast and are
in confined areas with poor ventilation, at the gamemaster’s discretion).
undetectable by magnetic anomaly detectors (MADs). The propellant charge of
these rounds is especially powerful to provide the densiplast bullet with the
Thermal smoke: Identical to a smoke grenade (Smoke Grenades, SFCRB,
necessary punch to reach almost the same ballistic capabilities as regular
pg. 184), except that the smoke contains hot particles designed to obscure
ammunition. Recoil compensation on a firearm using hi-de rounds is halved.
thermographic vision.
Due to their lighter weight, the penalty to the attack roll due to firing beyond the
first range increment also applies as a penalty to the damage roll (SFCRB, pg.
245).

Hollow Point: Hollow point or dum dum rounds have their tips indented and
are designed to “mushroom” or expand on impact. The flattened mass tumbles
and breaks up, becoming a hail of deadly fragments not unlike flechettes;
although hollow points are a much older technology. Like flechettes, hollow
points work better on unarmored targets and tend to flatten against armor.

Regular: These are, well, regular. These rounds are what all the
cool ammo is measured against (SFCRB, pg. 168 & 179).

Silver bullets: Silver bullets replace a large portion of the mass of a standard
bullet with silver—intended to harm paracritters and other magical beings who
are sensitive to the substance. Most of these rounds are bought by superstitious
idiots who have watched too many trids about werewolves and don’t realize that
both loup garou and wolf shapeshifters are quite different than their fictional
counterpart.
Since many beings inhabiting the universe are allergic to certain substances, a
wide range of projectiles with allergic substances and alloys are manufactured
in small numbers, with silver bullets being the most well known (wood pulp,
TABLE 3-3: GRENADES, MISSILES, ROCKETS, AND
TORPEDOES
AMMO LEVEL PRICE COUNT BULK DDM SPECIAL
GRENADES
Gas Grenade 1+Payload Item Level 50¥+Payload 1 L Explode (smoke cloud, 1 minute, 20 ft.)
Thermal Smoke 3 100¥ 1 L Explode (smoke cloud, 1 minute, 20 ft.)
ROCKETS
Anti-Vehicle 10 +25% 10 L +1 Penetrating, Explode (-5 ft.)
Concussion 4 +5% 10 L — See Description
Chemical 20 +30%* 10 L -½ See Description
Fragmentation 8 +10% 10 L +1 Explode (+10 ft.)
High Explosive 10 +25% 10 L +2 Explode (+10 ft.)

Warheads: Missiles, Rockets, and Torpedoes In 317 A.G., you’d have to be crazy to consider walking outside with just a
tee-shirt and jeans, even in some of the nicer parts of the Sprawl. You need
Rockets are projectiles consisting of a light metal or plastic body with protection: from the acid rain, from air pollution, from ultraviolet radiation from
stabilizing fins, a propulsion system (usually solid-chemical) and a warhead. the completely fragged ozone layer, and of course, from random street violence.
Missiles are rockets that carry internal guidance systems, making them more
expensive than standard “dumb” rockets. Both are available in submersible Clothing
options (torpedoes) and miniature options (mini-rocket ammunition).
Most of the munitions available on the market are manufactured in multiple It’s clothes. You’re probably (hopefully) wearing some right now.
varieties, customized for specific targets. The following designs can be applied
Cloak: From a simple poncho treated to resist acid rain to a stylish cloak to
when the ammunition is purchased or crafted.
accent your evening wear, all sorts of variations can be found in the Pact
Worlds. While offering no inherent armor bonus, cloaks are capable of
Anti-vehicle: AV munitions contain a shaped charge warhead designed to accepting armor modifications—Capacity 1 per point of Rating (maximum 6).
burn or punch its way through a vehicle or barrier. Though the impact causes a Wearers suffer a -1 penalty to Social skills when wearing a cloak. Designer
blast, it is limited compared to that of a High-Explosive projectile. AV cloaks can be purchased which match popular high fashion outfits for an
munitions have the penetration property, an AP of -4 against armored targets, additional 300¥, an absolute must if you want to avoid a fashion faux pas (they
and reduce their explosion radius by 5 feet (if they have one). remove the Social skill penalty). Cloaks provide a +2 bonus to checks to
conceal items underneath.
Concussion: High brisance, or detonation pressure, gives these a heck of a
punch. Affected targets must succeed on a Reflex save or be knocked prone. A Clothing: Clothing in 317 A.G. comes with amazing features you’ll likely
concussion warhead also gains the Push (5 x Item Level feet) critical effect. completely take for granted. Comm units, music players, and other electronic
devices can be woven right into the fabric, powered by interwoven batteries or
special energy-gathering fabrics. On the other side of the economy, cheap soy-
Chemical: This munition lets you introduce your target to any particular
based “flats” can be had for one credit per article of clothing from vending
chemical hell you can get your hands on – as long as it’s an inhalation- or
machines around the Sprawl. The more money you spend on your threads, the
contact-vector. The chemical must be purchased separately. Mini-rockets more impressive you look.
require only one dose, but full sized munitions require one dose plus an
additional dose per 5-ft of their explosion radius. On a critical hit, the Ruthenium polymer cloak: A hooded cloak infused with ruthenium polymer
chemical’s DC is increased by 2 for a random affected target. The chemical fibers; originally developed for military snipers and spotters who needed to
payload almost entirely replaces the normal damaging warhead; these munitions remain concealed and stationary for an extended period of time. The sensor
halve their damage dice. suite that replicates the surroundings has difficulty adapting to the rippling of
the cloak while the wearer is in motion. Because of this, the cloak is not as
Fragmentation: Used principally against people, this warhead discharges effective while moving as RP modified armor, but it is still fully effective
high-speed metal, plasteel, or densi-plast fragments designed to tear into standing still. These cloaks are also sometimes used to conceal small,
unprotected flesh. These are very effective against unprotected individuals, but strategically important objects.
fairly ineffective against barriers, structures, and vehicles; objects treat their The bonus to Stealth is equal to the Rating + 2 while stationary and the Rating
-1 while moving. (That’s right, a Rating 1 RP cloak offers no benefit while
hardness as double its normal value against these warheads. If the munition
moving. You just look like you are wearing a poncho made of static. Which
does not normally have the explode property, it gains it with a 10-foot radius.
may be fashionable in some places, as there is no accounting for modern taste.)
Otherwise, it increases its radius by 10 feet. On a critical hit, a random affected An RP cloak has no Capacity for any additional armor modifications.
target gains the bleed (1d6) condition. If the munition does not normally deal
kinetic damage, half its damage is converted to piercing damage.
Light Armor
High explosive: HE warheads are designed to do heavy damage to a large Not everyone plans on getting on a spaceship or taking a walk between
area. Their blast pattern is similar to that of a grenade, but much larger. They asteroids. For those of you more earthbound or just less forward-thinking,
are not particularly effective against hardened targets, such as vehicles or there’s a selection of money saving armors that don’t include the environmental
protected military structures; objects treat their hardness as double its normal protections, boot clamps, and other inherent safeguards that most people will
value against these warheads. If the munition does not normally have the never need.
explode property, it gains it with a 10-foot radius. Otherwise, it increases its
radius by 10 feet. Any kinetic damage the warhead would normally do is Armor clothing: Lightweight ballistic fiber weave makes these garments
converted to fire damage. almost impossible to detect as armor. It doesn’t provide as much protection as
real armor, but it’s available in a wide variety of styles.
Note: if unobstructed, rockets and missiles can travel over 10,000 feet in the Armor jacket: The most popular armor solution on the streets comes in all
round they are fired (if they carry sufficient fuel). Torpedoes travel 300 feet in styles imaginable. It offers good protection without catching too much attention.
the first round and 500 feet per round after that (out to 50 miles in about 500 But don’t think of wearing one to a dinner party.
rounds, if you need it). That being said, in addition to any other wireless ability,
these weapons have the following wireless functionality: Leather jacket/duster: Usually made of synthleather unless you’ve got mad
Wireless: You can use the wireless link to detonate your rocket or missile as a credits, this type of jacket (waist-length to duster) never goes out of style and
Free Action, even if you don’t have DNI (see “New Rules,” above). even offers a modicum of protection. Just don’t expect it to stop bullets.
Clothing and Armor
Armor vest: This modern flexible-wrap vest is designed to be worn under Heavy Armor
regular clothing without displaying any bulk. A popular and cost-effective
option. Full body armor: Impossible to conceal, this armor is worn by military and
security personnel around the Pact Worlds for heavy ops duty. It is styled for
Lined coat: This Wild West style duster has been consistently popular on the intimidation (+2 circumstance bonus) as well as ease of movement. These suits
mean streets of the world’s sprawls for the past thirty years. Besides its come with a full array of tactical holsters, pouches, and webbing, and are
protective traits, the armored trenchcoat provides a +2 bonus to checks to hide certain to draw attention. They can be modified for environmental adaptation
items within. (hot or cold environments) or chemically sealed to completely protect the
wearer from toxic environments and attacks. The former upgrade provides
Actioneer Business Clothes™: A discreetly armored “power suit” is a protection from either cold or heat, but not both, while the later grants the
popular choice among Mr. Johnsons, faces, and fixers looking for a little high- breathing and pressure protections of standard armor (SFCRB, pg. 198). The
class protection coupled with style. It features a concealable holster in the suit’s full helmet has Capacity 6 for the purpose of being equipped with vision
jacket. or audio enhancements.

Urban Explorer Jumpsuit™: Designed for couriers, athletes, and Full helmet: Filled your old helmet to the brim with tech and still need more?
freerunners, these colorful jumpsuits are well ventilated and breathable but Try one of these. The non-removable face plate gives you that extra room
surprisingly protective with lightweight densiplast and liquid reactive armor. needed to cram in some additional enhancements while also concealing the man
Urban Explorer Jumpsuits™ feature a built-in music player and biomonitor. behind the mask. As noted above, these items have Capacity 6 and otherwise
function as helmets (also above).
Chameleon suit: This full-body suit has a smart ruthenium polymer coating
supported by a sensor suite; the technology allows it to scan its surroundings
and replicate the images at the proper perspectives. This provides a +4
Shields
circumstance bonus to stealth checks opposed by visual senses. A chameleon Shields may be upgraded with the chemical protection, fire resistance,
suit is also armored for the wearer’s protection. Enabling the suits camouflage insulation, and nonconductivity armor modifications, but these modifications
property is a Move Action and drains 5 charges per round. A chameleon suit benefit only the shield, and not the user. Shields have Capacity 6 for this
comes with a standard 20 charge battery, but can be modified to slot almost any purpose, with each mark counting as [1] enhancement.
power source with a 1 hour Engineering check, DC = 10 + 2 x the item level of
the power source. Ballistic shield: This large opaque shield is used by SWAT teams and in
Wireless: The suit uses the extra information about your surroundings to give urban combat. It features a clear plastic window and a built-in ladder frame
you an additional +2 on Stealth checks. Activating the chameleon suit can be along the inside so that it can be used to climb over small obstacles.
done as a Free Action.
Blast shield: The blast shield is a six foot by three foot variable-geometry
Helmet: Helmets come in a wide variety of shapes and sizes and protect your shaped charge consisting of thermite strips and several high-explosive devices.
noggin from trauma. Helmets have Capacity 3 for being tricked out with Handle straps in the center allow it to be carried and used like a shield until it’s
accessories like trode nets and vision enhancements. Wearing a helmet imposes deployed. Adhesives or magnets can secure the blast shield to any immobile
a -2 penalty on any Perception checks that are not augmented by enhancements object its size or larger as a Full Action. Once attached, the charge can be
installed in the helmet. detonated with a timer or wirelessly. The attached target takes 10d6 damage
(half piercing and half bludgeoning) and ignores hardness values of 30 or less.
The blast shield is destroyed in the explosion.

Riot shield: Riot shields function as ballistic shields, but, as an added crowd-
control measure, a riot shield can be used to shock anyone who comes into
contact with it, inflicting electricity damage (treat as an advanced melee weapon
with the statistics of a pulsecaster pistol with a range of melee and a 10 charge
capacity; SFCRB, pg. 173).
Wireless: The riot shield uses induction to recharge one charge per hour.

TABLE 4-1: CLOTHING, ARMOR, AND SHIELDS


EAC KAC MAXIMU ARMOR SPEED
LEVE BONU BONU M DEX CHECK ADJUSTME UPGRAD
ARMOR MODEL L PRICE S S BONUS PENALTY NT E SLOTS BULK
CLOTHING
Cloak (1–6) 1 Rating x 100¥ — — — — — — L
Clothing 1 1-100,000¥ — — — — — — L
Ruthenium polymer cloak (1–4) 16 Rating x 4,000¥ — — — — — — L
LIGHT ARMOR
Armor clothing 1 450¥ +0 +3 +8 0 — — 1
Armor jacket 1 1,000¥ +2 +6 +6 -2 — — 1
(Synth)Leather 1 200¥ +2 +2 +7 0 — — L
Armor vest 2 500¥ +1 +4 +8 -1 — — L
Lined coat 2 900¥ +3 +4 +6 -1 — — 1
Actioneer Business Clothes™ 4 1,500¥ +3 +6 +6 — — — 1
Urban Explorer Jumpsuit™ 4 650¥ +3 +4 +8 — — — L
Chameleon suit 5 1,700¥ +2 +4 +4 -2 — 1 1
Helmet 1 +100¥ +0 +1 — — — — L
HEAVY ARMOR
Full body armor 5 2,000¥ +5 +10 +3 -2 -5 ft. 2 2
Full helmet 1 +500¥ +0 +1 — — — — 1
SHIELDS
Ballistic shield 1 +1 +3 — -2 -5 ft. — 1
Blast shield 9 20,000¥ +1 +3 — -2 -5 ft. — 1
Riot shield 3 +1 +3 — -2 -5 ft. — 1
Armor Modifications
TABLE 4-2: ARMOR MODIFICATION

UPGRADE LEVEL PRICE CAPACITY [COST] BULK


Auto-injector 4 1,500¥ + chemical(s) [2] 1
Biofiber pocket 12 700¥ [2] —
Chemical seal 1 1,000¥ [6] L
Concealed pockets 4 40¥ [1] —
Drag handle 1 50¥ — L
Electrochromic modification 2 500¥ — L
Environment adaptation 1 1,000¥ [4] L
Faraday pocket 8 50¥ [1] —
Feedback system 4 500¥ [3] L
Fresnel fabric (1–10) 15 Rating x 1,000¥ [2] L
Gear access 4 150¥ [4] L
Gel packs 6 1,500¥ — 1
Internal air tank — 100¥ [1] L
PAG modification 6 500¥ [5] L
Pulse weave (1–5) 9 Rating x 3,000¥ [3] 1
Radiation shielding (1–5) Rating x 2 Rating x 200¥ [Rating] 1
Response interface gear (rig) 8 2,500¥ [4] & [2] 1
Ruthenium polymer coating (rating 1–4) 18 Rating x 5,000¥ [4] L
Shielding
Rating 1 3 1,500¥ [1] L
Rating 2 7 15,000¥ [2] L
Rating 3 10 50,000¥ [3] L
Rating 4 14 100,000¥ [4] L
Rating 5 19 200,000¥ [5] L
Shock frills 3 250¥ [2] L
Shock weave 8 1,000¥ [3] 1
Thermal damping 11 2,00¥ [Rating] L
Tool kit 1 30¥ [6] L
Universal mirror material (1–10) 10 Rating x 250¥ [3] L
YNT SoftWeave™ armor 4 x2¥ * -1

Protection may be the primary purpose of armor, but it’s the extra tools, toys,
and tricks that can really give most pieces of armor their personal appeal. I, and Drag handle: A relatively simple modification, the drag handle is a strap
my suppliers, offer a full range of features and upgrades for everything we sell. anchored to the back of an armored jacket, vest, or suit that allows an injured
Each upgrade slot available on a set of armor can be converted to Capacity 6. character to be dragged or carried with greater ease. When deployed (a Swift
Action) the Drag Handle adds +2 to any checks made to move the character or
Auto-injector: An auto-injector is a small medical injection unit built into the to the Strength score of someone for the purpose of lifting or dragging them.
armor and usually linked to the user’s biomonitor. If one or more pre-
programmed conditions are met (set by the character with a Full Action DC 10 Electrochromic clothing: Electrochromic threads can change color with
Computer check), or an instruction is received from the wearer (a Move voltage, letting you alter the color of your clothing or display text, images, or
Action), the auto-injector dispenses a medication, drug, or chemical directly patterns. This is good for fashion, but great for vanishing into a crowd if you
into the their bloodstream. Each auto-injector carries up to five different doses. need a quick costume change. You can even get armored clothing in
Refilling the injector takes 1 minute per dose. electrochromic styles. It takes a Move Action to change the settings on your
Wireless: Activating a drug injection is a Free Action. electrochromic clothes, and two rounds to complete the change.
> Guy I knew, T-Rack, had one dose of his injector loaded with Wireless: Changing your clothes’ settings is a Free Action, and while it’s not
arsenic. Paranoid gangbanger thought it might open an escape good enough to be camouflage, it can display images, text files, or flat video
option in a capture. T-Rack got snagged by a corporate black- from your comm unit.
bag team while taking a dip in the AZT Boston Harbor
CleanPool. His brother got a runner team together to do an Environmental adaptations: This modification is only available for full
extraction, and he wanted to go along for the ride. Story runs body armor (unless your GM decides otherwise) and comes standard with
as you’d expect. He grabbed his brother’s jacket—and never modern space-faring armor. It protects against either cold or heat, but can be
made it out the door. installed twice to protect against both (Temperature, SFCRB, pg. 198).
> 2XL
Faraday pocket: The armor has a small pocket with a signal-blocking insert.
Biofiber pocket: This pocket is lined with biofiber, a bioengineered form of No wireless signals can penetrate this pocket. Cutting off your wireless access
dual-natured plant life, which blocks divination spells and effects from seeing to avoid tracking is as simple as dropping your commlink into this pocket.
objects contained within the pocket. It is the best way to hide small foci or
alchemical preparations from detection by security mages. Magic items cannot Feedback system: This haptic clothing allows for a tactile component to an
be used if they are stored within the pocket. A sufficiently powerful magic item augmented reality experience.
(gamemasters decision) might overpower and burn out the biofiber. The
stronger the magic, the faster this effect occurs. The biofiber is alive and
requires a special nutrient solution costing 20¥ a month.

Chemical seal: This modification is only available for full body armor (unless
your GM decides otherwise) and comes standard with modern space-faring
armor. A chemical seal protects agains vacuums and gases (Breathing and
Pressure, SFCRB, pg. 198).

Concealed pockets: Adds a small secret pocket large enough to hold a small
arm, commlink, or other light bulk object. It grants a +2 bonus on checks to
conceal that object.
Fresnel fabric: I’m not a big tech head, so I don’t know exactly how this Responsive interface gear (RIG): This stuff is kind of fun, especially for
stuff works, but it’s a neat addition for anyone looking to maintain lines of those logged in to access live broadcasts during Desert Wars engagements,
communication in difficult areas. According to my specialist, this material can urban brawl games, or combat biker matches. It’s a full sim-suite and
focus and concentrate light or radio waves like the lens on a lighthouse, monitoring system. As of this year, it also carries the official Miracle Shooter
boosting the directional power of a signal. Reduce your total Noise penalty by line, which comes with the feedback software to give soft simulations of hits
the rating of the Fabric. The Noise reduction is directional and the wearer needs during Miracle Shooter matches. It acts as a combination trode net, sim module,
and sim rig that connects to the wearer’s PAN. A RIG allows records of each
to align their body in the direction of the device they are trying to connect with
soldier’s actions and situations to be passed up the chain of command, as well
(a Move Action).
as accessing the user’s natural senses for use as sensor channels. This system
takes up [4] capacity in the armor and [2] capacity in the helmet; a RIG must be
Wireless: Reduce the Noise penalty by 1 additional point.
installed in both armor and helmet to work, and it only operates while all the
armor is worn.
Gear access: This feature allows items to be retrieved from the armor with
more ease than usual. The action to draw or retrieve certain items is reduced by Wireless: +1 on Perception checks.
> The new line of pieces for the Miracle Shooter line are
one step (Standard to Move, Move to Swift, or Swift to Free). You can
fitted into all sorts of regular clothing pieces. The hottest
designate a number of light or 1 bulk items equal to your Dexterity modifier as seller so far has been a black baseball cap with the
easy to access. distinctive MS logo along with black fatigues and a black MS
This modification negates any Social skill bonus granted by the armor it is turtleneck. They come in armored variations too.
added to with the exception of Intimidation or with groups that would not > Armand
consider being strapped with tactical gear to be out of place.
Ruthenium polymer coating: I’ll admit I loved Manhunt, that remake of the
Gel packs: This stuff looks silly but can save your life. Gel packs look like a old flatvid with the alien hunting a bunch of mercenaries in the jungle. This
bunch of take-out soy sauce packets layered all over your clothes or armor. stuff makes me think of that trid every time I activate our display. It’s high-tech
They come in a variety of colors and can even be custom ordered with different camouflage at its finest. Add this to your favorite outfit and be ready to blend in
colors in each packet to make a pattern or just to add a little flare. The gel anywhere.
hardens for an instant to absorb some of the force of impact but then gets all The ruthenium polymers are controlled by a sensor suite incorporated into the
squishy again if it isn’t punctured. If the gel makes contact with air it turns armor or clothing that scans the surroundings and replicates images of the area
dusty and brittle immediately. at the proper perspectives, helping the wearer blend in. The modifier to Stealth
Installed externally, gel packs require no upgrade slots and grant DR 10/-. checks is double the Rating, adjusted by the extent of the suit; clothing +2, light
Each time the wearer takes damage in excess of the damage reduction granted armor +1, heavy armor +0.
by the gel packs, reduce the DR value by 1. Since gel packs solidify for a brief > The low-grade software/sensor package for this stuff is
instant, they increase the possibility that the wearer will be knocked down by an virtually useless unless you are standing completely still and
attack. Effects that force a character using gel packs to move gain a +2 bonus on wearing a full suit. On the other hand the high-end packages
their attack roll or save DC. can make your armor jacket seem invisible at a full sprint.
> Careful with the dust after a puncture. Some manufacturers It’s all a matter of body coverage and sensor/software
add an isotope that can be identified and tracked for up to 48 efficiency.
hours. Intended as a way to locate wounded in the field, it > Bull
has become a tool for the police services to track suspects > Don’t get caught with this stuff. In ‘74 a kid got tossed
after an altercation. into a ruthenium bag during a snatch and grab. The ork hauling
> Stone the kid took a bullet to the brainpan and went down on the
street outside the AZT Pyramid. Knight-Errant cordoned the
Internal air tank: This installs an air tank that provides 1 hour of breathable scene and figured one of the other runners snagged the kid. An
air either through a breathing tube and mask or released directly into a sealed hour later they opened the scene to traffic again, and
suit. Refilling the air tank with its integral pump requires 15 minutes and a GridGuide rolled a bus over the kid who was still out cold in
power source. This modification can be taken multiple times. the street, lying in the bag. Whole thing led to a huge legal
ruckus, and this stuff if purely mil-spec now. No civilian
PAG modification: Pneumatic Anti-shock Garments are a full-body suit that usage.
incorporates pneumatic compression devices throughout the torso and limbs. > Stone
The suit is generally worn under clothing or other armor, and it requires a
biomonitor. When bleeding is detected, the suit applies targeted direct pressure Shielding: This modification encompanses a variety of special materials that
to slow blood loss and acts as a system of tourniquets that slows the flow of can be layered into clothing or armor to protect from the major sources of non-
blood to the injury. This reduces the total bleed damage the wearer suffers by 5 kinetic damage, whether from environmental effects or malicious actors.
points each round. However, activation of the suit limits mobility, meaning  Chemical protection shielding installs a layer of water-resistant, non-
someone wearing an activated suit has their maximum dexterity bonus to armor, porous, impermeable material, and a coatings of neutralizing agents to
Reflex saves, and Dexterity-based ability checks, attack rolls, and skill checks grant acid resistance.
all lowered by 2. Once the bleeding has stopped, it automatically deactivates.  Fire resistance shielding consists of fire-retardant, nonflammable
The system is also available as an armor modification for armored suits. materials to grant the wearer fire resistance.
 Insulation shielding uses thermal fibers and heat-retentive materials to
Pulse weave: Talk about a flashy suit! This stuff transforms your armor into grant cold resistance to the wearer.
one large flashpak. Like a nightclub in motion. Anyone using vision to target  Nonconductivity shielding layers electrically resistance and insulating
the wearer of an active pulse weave suit suffers a 20% miss chance (flare materials to grant electricity resistance.
compensation reduces this to 10%). The pulse weave offers a number of charges
equal to its rating and uses 1 charge each round once activated (a Move Action); Shock frills: These strips of “fur” are electrically charged when activated,
it needs fifteen minutes to completely recharge. standing on end and inflicting 1d4 nonlethal electricity damage to anyone that
Wireless: Increase the miss chance to 30% for attackers without flare touches you or hits you with a melee attack. The frills hold 10 charges.
compensation. Wireless: The shock frills can be activated or deactivated as a Free Action.
They can also recharge by induction, recharging one charge per hour.
Radiation shielding: Do I need to express what this is for and who needs it? I
think not. If you’re working in an area that’s pumping out the rads, you’ll need
this worked into your gear. Each point of Radiation shielding provides a +1
bonus on Fortitude saves against Radiation effects.
Shock weave: This is great at keeping gropey guys off you at Dante’s or
giving a nasty surprise to the sec guard trying to take you down. Shock weave Electronics
delivers a moderate shock to anyone making contact with the protected area. An
attacker succeeding on a melee attack roll or combat maneuver that involves Comm Links
contact against someone wearing active Shock Weave armor takes 1d8
nonlethal electricity damage. If fighting defensively, as a reaction when an
TABLE 5-1: COMM LINKS (COMM UNITS)
attacker misses due to the AC bonus granted by fighting defensively, the wearer COMPUTE CAPACIT
can choose to block with an active Shock Weave plate and deal 1d8 electricity R LEVE Y
damage to the attacker. This armor modification cannot otherwise be used MODEL TIER L PRICE [COST]
offensively. If the wearer of an active Shock Weave rolls a natural 1 on a melee Meta Link 1 2 55¥ [2]
attack, they accidentally zap themselves. Sony Emperor 2 4 275¥ [2]
Shock Weave requires a Move Action to activate and has 10 charges – each Renraku Sensei 3 6 1,375¥ [2]
discharge of electricity uses one charge. Shock Weave can be completely Erika Elite 4 8 5,500¥ [2]
recharged in one hour with a generator or recharging station. Hermes Ikon 5 10 11,000¥ [2]
Wireless: Activating or deactivating Shock Weave is a Swift Action. Transys Avalon 6 12 22,000¥ [2]
> And how do wearers not shock themselves? Fairlight Caliban 7 14 44,000¥ [2]
> /dev/grrl Sim module — — +100¥ —
> The weave is added to only certain spots. The user just w/ hot-sim — +4 +250¥ —
needs to avoid contacting those locations. It’s relatively
easy once you’re used to it. Watching people when they first Comm link/Comm unit: These are universal communication devices; they’re
get it is rather humorous, though, as they tend to walk around used by everyone all the time. Comm units are essentially the digital Swiss
with their arms out away from them, kind of like a toddler. army knives of the modern world. Even the most basic of them includes AR
> Sticks Infosphere browsing capability, multiple telephone and radio modes of real-
time talk and text, music players, micro trid-projectors, touchscreen displays,
Thermal damping: Designed to reduce your thermal signature, the inner built in high-resolution digital video and still image cameras, image/text/RFID
layers capture or bleed heat so the outer layers maintain a surface temperature tag scanners, built-in GPS guidance systems, chip players, credstick readers,
equal to the surrounding air. This provides a +4 circumstance bonus on Stealth retractable earbuds, voice-access dialing, text-to-speech and speech-to-text
checks opposed by thermographic vision or thermal sensors. technologies, a flashlight (15-ft. cone) and a shock and water resistant case. And
Wireless: The suit uses extra information about your surroundings and grants all of this at an inexpensive price that a few decades ago would have seemed
an additional +2 on Stealth checks against heat-based detection. absurd. (Comm Unit, SFCRB, pg. 218).
Comm links are one-handed, light bulk items and have an 80 charge capacity,
Tool kit: This is just like a normal tool kit, but bolted onto your armor so you drain 1 charge per hour, and recharge 1 charge every 10 minutes with a power
don’t accidentally drop it or leave it behind. source (or 1 charge per hour through wireless induction)
Universal mirror material: This is some strange stuff. I originally refused to Sim Module: This comm unit upgrade gives you the simsense experience,
carry it since it was intended to jam up resonators. Since then, some creative translating computer data into neural signals that allow you to directly
individuals have used it as a defensive technique. This stuff jams wireless
experience simsense programs and augmented reality. A sim module must be
signals. It inflicts a Noise penalty (noise goes up) equal to twice the material’s
rating on anything going through it in one direction. Wrap a resonator up in this accessed via a direct neural interface (trodes, datajack, implanted comm unit,
stuff and you might shut down his abilities, turn it inside out and wear it etc.). Sim modules are a must-have for virtual reality of sorts, including VR
yourself to keep your gear protected from hackers (but say goodbye to your clubs, VR games, simsense, and darker virtual pleasures. Sim modules can be
wireless communication between gear inside the cloth and gear outside). modified for hot-sim, which opens up the full (and dangerous) range of VR
experiences. This requires an Engineering check with the same DC as repairing
YNT SoftWeave™ armor: SoftWeave™ was developed by Yamatetsu equipment.
Naval Technologies for sapient non-metahumans and the less common
metavariants because it’s easier to mold and work into alternative designs than
standard armor technologies. It works for the everyday Joe, and it also makes
Cyberdecks
for lighter gear with more flexibility for modifications. Armor made with this If you were a decker and someone swung a monofilament edged claymore at
material has its total upgrade slots or Capacity increased by half (rounded you, you’d protect your cyberdeck with your body, and not the other way
down). around. This isn’t just because the things are fraggin’ expensive—cyberdecks
(or decks) are a decker’s life’s blood, an all-in-one ticket to hacking the planet.
The most common form of a deck is a smooth, flat, elongated rectangle, slim
with plenty of display space for touch controls, although they can take many
forms. All cyberdecks include sim modules right out of the box (that turn into
illegal hot-sim modules with a DC 5 Engineering check) and a rank IV security
upgrade (SFCRB, pg. 216).
TABLE 5-2: CYBERDECKS
COMPUTER ATTRIBUTE PROGRAM LEVE BUL CHARG
DECK TIER ARRAY* S L PRICE HANDS K E USAGE
Erika MCD-1 1 4321 1 3 205¥ 1 L 10 1/hour
Microdeck Summit 1 4331 1 4 215¥ 1 L 10 1/hour
Microtrónica Azteca 200 2 5432 2 6 935¥ 2 1 10 1/hour
Hermes Chariot 2 5442 2 7 965¥ 2 1 10 1/hour
Novatech Navigator 3 6543 3 9 4,800¥ 2 1 10 1/hour
Renraku Tsurugi 3 6553 3 10 4,900¥ 2 1 10 1/hour
Sony CIY-720 4 7654 4 12 20,150¥ 2 1 10 1/hour
Shiawase Cyber-5 5 8765 5 15 42,560¥ 2 1 10 1/hour
Fairlight Excalibur 6 9876 6 18 90,000¥ 2 1 10 1/hour
*The attribute array is used with alternative rules on infosphere actions. If not using these rules, simply apply the lowest attribute as a bonus on Computers checks.
Electronics Accessories microphone lets you communicate via subvocalized speech. A -8 penalty is
applied to checks to overhear you or read your lips when you’re subvocalizing.
TABLE 5-3: ELECTRONIC ACCESSORIES
LEV PRIC CAPACITY HAND BUL Trid projector: This device projects a trideo hologram into a 15 ft. cube right
ACCESSORY EL E [COST] S K next to or above the device. The hologram can be quite realistic, but unless
AR Gloves 1 150¥ [1] — L you’re really artistic about it, it’s pretty obvious that it’s just trid.
Biometric reader 4 200¥ — 1 L
Datachip 1 5¥ — — — Trodes: Available as a headband, net, or full-on cap, this electrode-and-
Electronic paper 1 5¥ — — — ultrasound net gives you a direct neural interface. Useful if you’re too
Printer 1 25¥ — 2 1 squeamish to get a hole drilled in your head for a datajack. Adding this to
Satellite link 6 500¥ — 1 1 headgear (like helmets) costs [2] Capacity.
Simrig 12 1,000¥ [5] — 1
Subvocal mic 4 50¥ — — — RFID Tags
Trid projector 1 200¥ [2] 1 L
Trodes 1 70¥ [1] — L TABLE 5-4:RFID TAGS
TAGS (PER 10) LEVEL PRICE BULK
These accessories link either wirelessly or using a data cable to comm units, Standard Tags 1 1¥ —
cyberdecks, or (with the gamemaster’s permission) other electronic devices Datachip 1 5¥ —
with a computer tier. In fact, without a linked computer, these gadgets won’t do Security Tags 3 5¥ —
you much good. Linking two unprotected devices or devices you own is a Full Sensor Tags 5 40¥ —
Action. You can’t link devices owned by others without either their help (in the Stealth Tags 8 10¥ —
form of a password, retina scan, etc.) or hacking the systems.
Unless otherwise noted, electronic accessories have an integral 10 charge These tiny computers (named after ol’fashioned radio frequency identification
power cell and drain 1 charge every hour of use. Recharging takes 1 minute per tags) form an integral part of every product commercially available in the Pact
charge with a power source, or 1 hour per charge with wireless induction— Worlds. Ranging in size from microscopic to slightly larger than a price tag,
which requires wireless functionality to be enabled, naturally. RFID tags have a stick-to-anything adhesive backing and can be tricky to spot.
Tags are used for geo-tagging locations and objects, leaving a virtual AR
AR gloves: Available in numerous styles, AR gloves allow you to manually message for anyone who comes by, employee tracking, access control, owner
interact with the Infosphere in Augmented Reality mode, letting you “touch” contact information for everything from vehicles to pets, vehicle and weapon
and “hold” virtual AROs and receiving tactile force-feedback. AR Gloves can registration, and so on. They can also be used as tracking devices, periodically
provide the exact weight, temperature, and hardness (and more at the GM’s transmitting GPS data to the Infosphere.
discretion) of touched or held objects by consulting infosphere databases RFID tags are computers (tier 0) and can hold one or more files, but not much
through their linked computer. Matrix Actions (such as hacking and some else. The physical location of a tag can be found via the Infosphere. Tag data
Computers checks) performed in AR are one step faster when using AR gloves can be erased with a tag eraser or programmed with any computer able to slot a
(Standard to Move, Move to Swift, or Swift to Free once per round) datachip. All tags have an integral battery that provides one week of power and
can be fully recharged by induction in one hour.
Biometric reader: Sometimes someone online likes to know it’s really you.
As a Full Action, this handheld device can be used for fingerprints, retina scans, Security tags: Security-conscious megacorps often implant these security
voice patterns, tongue prints—pretty much anything but a DNA scan. You can tags in their sararimen and valued citizens, either to monitor employee
use it to lock your electronics so only you (or a part of your body) can unlock it. workplace productivity, grant and deny clearance and security access, or track
employees in the case of abduction or extraction (or escape). These same tags
Datachip: For occasions when you want to transfer data by physical means— are used on incarcerated and paroled criminals, and parents and schools also use
like bringing the project specs on the competition’s new cyberdeck to Mr. them to track students. Security tags cannot be erased with a tag eraser due to
Johnson in person at the meet—a datachip can hold enormous quantities of data EMP hardening. If a tag is implanted under the skin, a Medicine check (DC 15,
in a small finger-sized chip, accessible by most electronic devices. Datachips 1 minute) is needed to remove it.
have no wireless capability (and no power cell), so you need to plug them into a
universal data connector (found on any device) if you want to read or write to Sensor tags: A sensor RFID tag can be equipped with a single sensor (sold
them. separately) of up to Rating 2. It then records everything it can, to a maximum of
24 hours of time, at which point you can program it to either shut off or
Electronic paper: This electronic sheet is anywhere from post-it note to overwrite data older than 24 hours. Sensor tags are often used for diagnostic
poster sized, and it can be folded or rolled up. It digitally displays images, text, purposes in various devices, including cyberware.
data, or video from a linked device, and it can act as a touchscreen. Electronic Wireless: You can monitor the data in real time, if you’re the tag’s owner.
paper is wireless and can be written on or erased wirelessly. Sometimes hacker The tag still records the last 24 hours for you.
gangs cover the surfaces of a building in electronic paper—so their appearance
is constantly changing and overwritten with graffiti that can be seen even by Stealth tags: A stealth tag always runs silent (+4 DC to any check to find its
people with their AR image-links turned off. electronic signature). It also grants a +8 bonus on checks to physically conceal
it, due to its size and being disguised to not look like an RFID tag. Stealth tags
Printer: In case you need something in hardcopy (perhaps if Mr. Johnson are often used as a backup for security tags by megacorps that are security
hired you through a time portal), this full-color printer comes attached to a conscious (and sneaky). They can be implanted the same way security tags can.
paper supply. It carries enough ink and paper to print 100 copies.

Satellite link: This allows the user to uplink to communication satellites in


low orbit, connecting to the Infosphere from places where no local wireless
networks exist (which is rare but unfortunately extant). This link limits Noise
due to distance to +5, but requires an unobstructed view of the sky for the
included portable, collapsible satellite dish. A deployed satellite link has 3 bulk.

Simrig: This simsense recorder can record experience data (sensory and
emotive) from you or whoever is wearing it. Simrigs are used to make most of
the simsense chips sold on the market. You’ll need to have a working sim
module (with the DNI interface) to make a recording.

Subvocal microphone: The next best thing to telepathy is the ability to stage-
whisper at any range. Attached with adhesive to your throat, this hard-to-spot
Communications and Countermeasures TABLE 5-5: COMMUNICATIONS AND
COUNTERMEASURES

DEVICE LEVEL PRICE CAPACITY [COST] HANDS BULK CHARGE USAGE


Bug scanner (Rating 1–6) Rating x 2 + 1 Rating x 100¥ [2] 1 L 80 1/hour
Data tap 7 300¥ — — — — —
Headjammer (Rating 1–6) Rating + 1 Rating x 150¥ — — L 80 1/hour
Jammer, area (Rating 1–6) Rating x 3 + 2 Rating x 200¥ [2] — 1 10 2/hour
Jammer, directional (Rating 1–6) Rating x 2 + 2 Rating x 200¥ [2] — 1 10 1/hour
Micro-transceiver 2 100¥ [1] — — 80 1/hour
Tag eraser 7 450¥ [1] 2 L 1 1/use
Ultrasonic noise generator (1–4) Rating x 2 Rating x 60¥ [2] — L 10 2/hour
Voice warper (1–6) 9 Rating x 250¥ [1] — L 10 1/hour
White noise generator (Rating 1–6) Rating Rating x 50¥ [2] — L 10 2/hour

Bug scanner: Also called a radio signal scanner, this device locates and locks you’ve already done plenty of damage). The tag eraser has one charge but can
in wireless devices in a 60 ft. cone. The scanner can also measure a signal’s be fully recharged at a power point in 2 rounds.
strength and pinpoint its location. To operate a bug scanner, roll a Computers Wireless: The tag eraser recharges fully in an hour by induction.
check with a bonus equal to the rating of the scanner as a Full Action. You
detect the presence of any technological or hybrid device with a signal equal to Ultrasonic noise generator: A variation of the standard white noise
or lower than your check. A device’s signal strength is equal to the higher of its generator, this model is tuned to ultrasonic frequencies. While inaudible to
item level or double its Computer Tier. A device that is running silent (like a unaugmented metahumans, it is sufficient to blind ultrasound sensors. Each
Stealth tag) or with its wireless functionality turned off is treated as 4 levels point of Rating grants a +1 bonus to the user’s Stealth checks to avoid detection
higher for the scan; these bonuses stack. A Bug scanner is subject to the via ultrasound systems.
material limitations of the Detect Tech spell.
Wireless: You may add half the scanner’s Rating as a bonus on Computer Voice warper: This device filters and warps your voice so that you cannot be
checks to hack an identified device. recognized by individuals or voice recognition software. Increase the DC of
such checks by twice the rating on the voice warper. This also grants a +1 bonus
Data Tap: You use this hacking tool by attaching it to a data cable. Once it’s on Intimidation checks.
clamped onto the cable, you can use it via universal data connector. Any device
directly connected to the data tap also has a direct connection with the devices White noise generator: This device creates a field of random noise, masking
on either end of the cable and vice versa. The tap can be removed without the sounds within its area and preventing direct audio surveillance. All
damaging the cable. Perception checks to overhear a conversation within (Rating x 5) feet of a white
Wireless: The data-tap can be wirelessly commanded to self-destruct as a Free noise generator receive a penalty equal to twice the generator’s Rating. If more
Action, immediately and instantly severing the direct connection. This does not than one generator is in use, only count the highest rating. A white noise
harm the cable. generator is redundant in a noisy environment (such as a nightclub or a
firefight) and does not help to curtail video surveillance or jam wireless signals.
Headjammer: The headjammer is used by security personnel to neutralize Wireless: The white noise generator’s effective radius is tripled.
implanted comm units. When it’s attached to your head (or other body part) and Software
activated, it works in the same way as any other jammer, with its effects limited
to you and your augmentations. Removing a headjammer from someone Software can be purchased as an online download or less commonly on chip
without the proper key requires 1 minute and a successful Engineering check from physical stores. Datasofts, mapsofts, shopsofts, and tutorsofts can be easily
(usually DC 25). Removing a Headjammer from yourself without the proper stored and accessed on a comm unit, dataterminal, or cyberdeck.
key is an Acrobatics check (DC 35), requiring a Full Action
Program/Software Level Price
Jammer: Not to be confused with strategic signal jammers (Signal Jammer, Agent (Rating 1–3)* Rating x 3 Rating x 1,000¥
SFCRB, pg. 221), this tactical device floods the airwaves with electromagnetic Agent (Rating 4–6)* Rating x 3 Rating x 2,000¥
jamming signals to block out wireless and radio communication. The jammer Autosoft (Rating 1–10) Rating x 2 Rating x 500¥
generates noise equal to twice its Rating within 500 ft., and one less point of Cyberprogram, common use* 1 80¥
noise every additional 500 ft. until it contributes zero noise. The area jammer Cyberprogram, hacking* 7 250¥
affects a spherical area. The directional jammer affects a conical area with a 90- Datasoft 4 120¥
degree spread. The jammer only affects devices that are within the jamming
Mapsoft 4 100¥
area, but it affects all of them. Walls and other obstacles may prevent the
Shopsoft 4 150¥
jamming signal from spreading or reduce its effect (gamemaster’s discretion).
Tutorsoft (Rating 1–6) Rating Rating x 400¥
Wireless: You can turn the jamming signals off or on as a Free Action once
per round (this wireless action is, naturally, not jammed by the jammer, though Skillsofts
another jammer could jam it.) Activesofts (Rating 1–10) 8 Rating x 3,000¥
Knowsofts (Rating 1–10) 4 Rating x 1,500¥
Micro-transceiver: This classic short-range communicator has been favored Linguasofts (1–10) 2 Rating x 500¥
by professional operatives as far back as anyone can remember. It doesn’t do *Autosofts, Agents, and cyberprograms are used with alternative rules on
anything special, it just lets you communicate by voice with other micro- Drones and infosphere actions. If not using these rules, you should probably not
transceivers and comm units that you (and the other person) choose, within a use these programs.
kilometer. The micro-transceiver consists of an ear bud and an adhesive
subvocal microphone (as above), both of which are commonly available in Autosoft: Autosofts are specialized programs designed to increase the
hard-to-spot designs. effectiveness of a drone’s performance. In other words, people have skills,
Wireless: The micro-transceiver’s range becomes worldwide if there’s an drones have autosofts. An autosoft is rated between 1 and 10. A drone has a
infosphere present. number of slots to use for autosofts and cyberprograms equal to half its Item
Level, rounded up.
Tag eraser: This handheld device creates a strong electromagnetic field
perfect for burning out RFID tags and other unshielded electronics. It is Agents: Each agent occupies one program slot on your deck. Agents use the
probably strong enough to destroy a comm unit, and you might want to keep it attributes of the device they run on and their rating (up to 6) for infosphere
away from your cyberdeck just in case. When you bring the eraser within 5 actions. An agent runs as a program and can use programs running on the same
millimeters of an electronic device and push the button, the device takes 1d6 device as them. You can have your agent perform Infosphere actions for you.
damage. The extremely short range makes it hard to use on targets like vehicles, When an agent is running, it has its own persona (and icon). An agent is about
most drones, maglocks, and cyberware (all of which have shells at least a few as smart as a pilot program of the same rating (covered in the alternate
millimeters thick, and by the time you open them up to get at the electronics, infosphere rules). Any attack on an agent damages the device on which it is
running, rather than the agent itself (which is, after all, merely a program). This Linguasofts: Linguasofts replicate language skills, allowing a user to speak a
means that if you’re running an agent on your deck, you and it share the same foreign language by automatically translating signals from the speech cortex,
damage pool. although chipped speech can be awkward and stilted—then again, so can
anyone speaking a language that’s not their native tongue. Linguasofts must be
Cyberprograms: These are files you can run on your deck or other computer. accessed with a skilljack, which limits how many skillsofts you can use at a
While a program is running, it makes your deck better or gives you more utility. time. Each Linguasoft contains a number of languages equal to its rating.
You can’t run more than one program of the same type on your deck at once Wireless Skillsoft Networks
(and no, changing the name of one copy of a program to run two copies doesn’t Membership Data-/Lingua-/ Monthly
work, chummer). You get the benefit of a program while it is running on your Activesoft
Level Knowsoft Price
deck; as soon as you end it or swap it out for another program, it stops Basic Rating 1 — 2,000¥
providing those benefits. In AR or VR, your running programs appear as icons
Silver Rating 1–3 Rating 1–3 10,000¥
connected to your persona. As with all icons, the actual look of the program is
Gold Rating 1–6 Rating 1–6 15,000¥
customizable, but its look is generally tied to its purpose. A Hammer program
Platinum Rating 1–10 Rating 1–9 20,000¥
might look like a hammer, a tommy gun, or a spiked baseball bat, but it can’t
look like a pocket watch or a trivet. Program icons are generally small in size,
but the shape can be anything you think of that is thematically linked to its While the competition between Horizon, Renraku, and NeoNET has been
purpose (and approved by your gamemaster). intense, market forces have fairly well stabilized the pricing of wireless skillsoft
Programs come in two categories. Common programs are ones that are pretty access, and the subscription-based services are quickly gaining popularity.
harmless and available most everywhere for hobbyists and professionals. While the Singularity system is the best known, the systems that each
Hacking programs are more dangerous and illegal to buy, own, or use without a megacorporation uses are roughly the same: The actual data is hosted remotely,
license. See the alternative Infosphere rules for a full list of these programs. allowing a user to request a skill package, which is then run on the nodes, with
the skills being loaned to the user. This mirrored approach prevents the code
Datasofts: Datasofts encompass a wide variety of information files, databases from being captured and copied, quashing piracy before it can become an issue,
containing information on everything from hydraulic fracturing to pre-Gap while allowing the user a huge swath of potential skills. As long as the monthly
romantic poetry. An appropriate datasoft gives you a bonus to skill checks to fee is paid, the user has access to the entire bank of skillsofts; once they decide
Recall Knowledge, but extends the check time by 1 minute. Typically, this is a to terminate their account, access to this data is lost.
+2 bonus (A Brief History of the Pact World), but a more general datasoft might Mechanically, skillsoft networks work as follows: First, the user wirelessly
only convey a +1 bonus (The Goblin’s Guide to Words), and a more specialized accesses the host that they pay a monthly fee to and requests a skill from the
datasoft could yield a +3 (Poetry: From the Dawn of Time) or even +4 bonus on catalogue. This is a Swift Action and, obviously, requires the user to have a
such checks (A Technical Analysis of Ancient Lashunta Lyrical Compositions wireless connection active. At the beginning of the next round, the skill is ready
and Their Effects on the Formation of the Pact). to use. The user may only access a single skill at a time in this way, but they are
not charged additional fees, as the monthly access fee takes this into account in
Mapsoft: Mapsoft programs feature detailed information about a particular the pricing. This monthly fee is added to the character’s Lifestyle cost, which
area, from streets to business and residential listings to topographical, census, requires either a legitimate SIN or a fake SIN equal to the Rating of the skillsoft
GPS and environmental data. An interactive interface allows you to quickly being requested. Higher-quality memberships give access to higher-quality
determine the best routes and directions, locate the nearest spot of your choice, skillsofts.
or create your own customized maps. If a wireless link is maintained, the map ID and Credit
automatically self-updates with the latest data from the Infosphere. Of course,
this feature also means that the mapsoft can be used to track your location. At Credit account: A credit account is an online banking account that can be
the gamemaster’s discretion, mapsofts provide a +1 bonus on Piloting checks accessed at any time via your comm unit. Transactions require passcode or
made to navigate the area they cover or a +1 bonus on similar checks made biometric verification to be authorized. The good news is no one can
during a chase. (physically) steal your bank account, and hacking credit accounts often requires
a run to Abadar Orbital or something equally suicidal. The bad news is that
Shopsofts: Shopping apps like Clothes Horse, Caveat Emptor, and Guns Near digital transactions leave a “paper trail” that, while it can be hidden or
Me provide pricing breakdowns and user reviews for comparison shopping concealed, is entirely too traceable for serious criminal activities. Each account
purposes, both for standard goods and black market purchases. Shopsofts self- must be registered to a particular (usually fake) SIN, unless the account is
update regularly to stay current. An appropriate shopsoft—one exists for each handled by an anonymous underworld banking service (with its own risks and
type of product like electronics, firearms, melee weapons, armor, et cetera— complications). The cost of banking services is included in your lifestyle costs if
provides a +1 bonus to any social interactions you make to buy and sell those you’ve got a Low Lifestyle or better—otherwise you’ll need to keep all your
items. In a large enough settlement, the gamemaster may increase the item level money on credsticks.
limit by 1 for a given type of item.

Tutorsofts: These virtual private tutors aid you in learning a specific skill.
After listening to it for 8 hours (usually while sleeping) the tutorsoft’s
subliminal teaching techniques grant a +1 insight bonus on a number of skills
equal to its ranking (determined when purchased) for 1 day.
Skillsofts
A skillsoft program is a recorded skill—digital knowledge and muscle
memory. When used in conjunction with the proper augmentations (a skilljack
for knowsofts and linguasofts, and a skillwire system for activesofts) skillsofts
let you know and do things you’ve never otherwise learned. Even kung fu.
Skillsofts aren’t educational tools; you can’t actually learn from them. They’re
highly favored by corporations interested in a cheaper labor force (when the
difference between a skilled and unskilled worker can be as simple as slotting a
chip, the difference in salary is smaller). When a skill check is called for, the
character may use the skillsoft rating in place of the their own skill ranks.
Downside: checks made with a skillsoft may not receive any other bonus
besides the relevant ability score modifier and circumstance bonuses.

Activesofts: Activesofts replace physical skills. A skillwire system is needed


to translate the ‘softs into usable muscle memory. There’s a limit to the number
of skills you can use at once, based on your skillwire’s rating.

Knowsofts: Knowsofts replicate Knowledge skills, actively overwriting the


user’s knowledge with their own data. Knowsofts must be accessed with a
skilljack, and the number you can use at once is limited by the skilljack.
Credsticks
Type Max Value Level Price
Standard 5,000¥ 1 5¥
Silver 20,000¥ 1 20¥
Gold 100,000¥ 5 100¥
Platinum 500,000¥ 10 500¥
Ebony 1,000,000¥ 20 1,000¥
Identification
Credential Level Price
Fake SIN (Rating 1–20) Rating Rating x 2,500¥
Fake license (Rating 1–
Rating 20% of Item
20)

Certified credstick: Cash for the 4th century A.G.. A certified credstick is not
registered to any specific person—the electronic funds encoded on it belong to
the holder, requiring no special ID or authorization to use. The bad news is that
you can be physically mugged, any money you have on your credstick jacked
and rolled. The good news is that certified credsticks are completely
untraceable. They’re not even wireless—you have to slot them into a universal
data connector to transfer cash onto or off of them. This makes them enduringly
popular with shadowrunners and the Mr. Johnsons who love to hire them. Each
type of credstick can only hold up to a certain amount of money, listed on the
table. This is the maximum amount it can carry, not the amount it always has on
it—so don’t get excited when you see a gold credstick until you’ve slotted it
and checked its balance.

Fake system identification number (SIN): In 317 A.G., you’re just a


number. A SIN (or its intergalactic equivalents) is what makes a mere
metahuman into a real person. Solid citizens receive their SINs at birth and
carry them until they die. Not having a SIN means living outside the system,
living with restricted or non-existent civil rights. Shadowrunners by default are
SINless—ask your gamemaster if you want a legit SIN. Most runners don’t
have one, either because they were unfortunate enough to be born poor, or
because they lost it or ditched it somewhere along the way. SINs are digital, not
physical objects. They exist on your comm unit, or in your PAN. Getting by
without a SIN can be a pain, so most runners settle for the next best thing: a
fake. High quality fakes are difficult for The Man to spot; low quality fakes are
… less good. The rating of the fake SIN is used in checks against verification
systems. Just like a real SIN, anytime you use a fake SIN for legitimate activity,
you leave a data trail in your wake. The fact that criminal activities can be
tracked to fake SINs makes fake SINs inherently disposable. Most runners
operate two or more fake SINs at a time, one for legal activity like paying rent
and going shopping, another for shadier activity, and possibly a third to be used
only when it’s time to get the hell outta Absalom Station. The DC of a check
(either Perception or Item Level) to spot a fake is equal to 10 + twice the rating
of a fake SIN. While most people are willing to run a SIN check a few times
before rejecting it, beating the DC by 10 or more may automatically alert local
authorities.

Fake license: For those who can’t or won’t go through the standard legal
channels, fake licenses are available for all kinds of restricted items and
activities. Each type of item/activity permission requires a separate license.
Things that require licenses include hunting (bow and rifle), possession of a
firearm, concealed carry of a firearm (separate license), spellcasting, and any
restricted gear or augmentations, etc. Just as SINs essentially exist on your
comm unit, fake licenses exist on your SIN and are linked to it. When you buy a
fake concealed-carry license, you don’t buy it for Murderman the professional
shadowrunner, you buy it for John Doe, one of Murderman’s fake SINs. Each
license must be assigned to a particular (fake) SIN of the player’s choosing. Use
the fake license’s rating in place of the character’s level when purchasing a
specific type of item. Licenses and SINs are usually checked when passing
through customs (both arriving and leaving), purchasing restricted items,
entering restricted areas or security-minded businesses, or interacting with
authorities.
Optical Devices
Optical & Imaging Devices
Device Level Price Hands Bulk Charge Usage
Binoculars (Capacity 1–3) 1 Capacity x 50¥ 1 L 20 1/hour
Binoculars, Optical 1 50¥ 1 L — —
Camera (Capacity 1–6) 1 Capacity x 100¥ 2 L 20 1/hour
Micro–Camera (Capacity 1) 1 100¥ — — 20 1/10 minutes
Contacts (Capacity 1–3) 6 Capacity x 200¥ — — 10 1/hour
Glasses (Capacity 1–4) 1 Capacity x 100¥ — — 20 1/hour
Goggles (Capacity 1–6) 1 Capacity x 50¥ — L 20 1/hour
Endoscope 8 250¥ 2 L — —
Imaging Scopes (Capacity
2 300¥ —
3) L 10 1/hour
Periscope 3 50¥ 1 L — —
Mage Sight Goggles 13 3,000¥ — L — —
Monocle (Capacity 1–4) 3 Capacity x 120¥ — — 10 1/hour

From wiz shades to bulky goggles, basic vision enhancers are available in A number of options are available for installation in visual sensors and
several forms. All such devices have—and by default use—wireless capability, imaging devices from contacts to cameras. Each enhancement has an associated
although you can use a universal data cable for most of them. Each device has a Capacity [cost].
Capacity that allows you to add vision enhancements. Some of these devices are
worn, while others are external sensor devices or even attached to weapons. Enhancement Capacity [Cost] Level Price
Binoculars: Typically handheld, binoculars come with built-in vision
Low-light vision [1] +4 +500¥
magnification. Binoculars are available in optical (which can’t take additional
Flare compensation [1] +1 +250¥
vision enhancements) and electronic versions (which can take vision
enhancements). Image link [1] — +25¥
Smartlink [1] +5 +2,000¥
Camera: A common visual device, cameras can capture still photos, video, Thermographic vision [1] +6 +500¥
and trideo, including sound. Cameras may also be upgraded with vision +Rating x +(Rating x
Vision enhancement [Rating]
enhancements and audio enhancements. A micro version is available with a 2 500)¥
Capacity 1. Vision magnification [1] +2 +250¥

Contacts: The most recent display devices are worn directly on the eyes. Low-light vision: This accessory allows you to see normally in light levels as
They are nearly undetectable, but they offer a bit of space for enhancements. low as starlight (SFCRB, pg. 261–262). It doesn’t help in total darkness,
Contacts have to be wireless; they don’t have room for a universal data though.
connector.
Flare compensation: This protects you from blinding flashes of light as well
Glasses: Glasses are lenses contained in lightweight frames worn on the as simple glare. It mitigates the penalties for the dazzled condition (if caused by
bridge of the nose; numerous cosmetic styles are available, and vision- light) and give a +2 bonus on saves versus the effects of flashing or bright
enhancement-equipped glasses are hard to distinguish from prescription glasses lights, such as flash grenades, but not lasers.
or sunglasses at a glance.
Image link: A standard upgrade, this lets you display visual information (text,
Goggles: Relatively large and bulky, goggles are strapped to the head, making pictures, movies, the current time, etc.) in your field of vision. This is usually
them difficult to dislodge. Goggles have the potential to install a wide array of AROs, but you can display pretty much whatever you want on it. You and your
vision enhancements. team can use it to share tactical and situational info in real time. An image link
is what you need to truly “see” AR and participate in the modern world.
Imaging Scopes: These are vision enhancers and display devices that are
usually top-mounted on weapons. Smartlink: This accessory works with a smartgun system to give you the full
benefit of the system. The smartgun will tell you the range to various targets, as
Monocle: A monocle is worn on a headband or helmet with a flip-down arm, well as ammunition level (and type), heat buildup, mechanical stress and so on.
or (for the old-fashioned look) on a chain. Without a smartlink, a smartgun system just sends out data that isn’t received
Optical Devices by anyone and has no effect. A smartlink installed in a natural eye or in a pair of
cybereyes is more effective than a smartlink installed in an external device; see
These devices use optical technology (glass bending or reflecting light), not
Smartgun System, above.
electronics, to function. They have many uses, one of the most dramatic of
which is that they enable a magician to obtain line of sight for spellcasting from
Thermographic vision: This enhancement enables vision in the infrared
cover, something that can’t be accomplished with electronic devices.
spectrum, enabling you to see heat patterns. It’s a very practical way to spot
Spellcasting targeted through optics this way suffers a -3 penalty to attack rolls
living beings in areas of total darkness, to check if a motor or machine has been
and/or save DCs. Optical devices can’t take vision enhancements.
running lately, and so on. You gain darkvision with a range of 30 ft.
Endoscope: This fiber-optic cable is at least 5 feet long, with the first 8
Vision enhancement: This sharpens a character’s vision at all ranges,
inches on either side made up of myomeric rope and an optical lens. It allows
providing visual acuity closer to that of the average hawk than that of the
the user to look around corners, under door slits, or into narrow spaces. It is
average metahuman. It reduces the total penalties to your vision-based
available in any number of lengths, although longer segments can be unwieldy.
Perception checks by its rating.
Wireless: Add the vision enhancement’s rating as a bonus to your visual
Mage Sight Goggles: These heavy goggles are connected to a myomeric rope
Perception checks rather than reducing penalties.
wrapped around a fiber-optic cable that ends in an optical lens. The rope is
available in lengths of 30, 60, or 100 feet.

Periscope: An L-shaped tube with two mirrors, the periscope allows the user
to look, shoot, or cast spells around corners.
This functions as the weapon accessory
Vision Enhancements
Vision magnification: This zoom function digitally magnifies vision by up to
fifty times, allowing distant or tiny targets to be seen clearly. This enhancement
grants you a +1 circumstance bonus to vision-based Perception checks against
objects 30 feet or farther from you. Searching an area within reach with vision
magnification grants a +4 on the perception check but takes four times as long.
Ranged attacks utilizing vision magnification increase a weapon’s range
increment for determining penalties to attack rolls due to range. For small arms,
increase the weapon’s normal range increment to 1-1/2 times its listed range for
this purpose. For longarms and heavy weapons, the increase is 4 times the
normal range increment. For sniper weapons, the increase is twice the range
increment of the sniper special property.

Audio Devices
There are several common types of audio devices. Each device has a Capacity
that allows you to add audio enhancements.

Leve Hand Bul Charg


Device Price
l s k e Usage
Directional mic Capacity x
4 1
(Capacity 1–6) 50¥ L 10 1/minute
Ear buds Capacity x
1 — — — —
(Capacity 1–3) 50¥
Headphones Capacity x
1 — L — —
(Capacity 1–6) 50¥
Capacity x
Laser mic
5 100¥ + 2
(Capacity 1–6)
2,625 L 10 1/minute
Omni-
Capacity x
directional mic 1 1
50¥
(Capacity 1–6) L 10 1/minute

Directional microphone: This lets you listen in on distant conversations.


Solid objects or loud sounds along the line of eavesdropping interfere, of
course. It’s as if you’re up to 300 feet closer to whatever you’re pointing the
mic at.

Ear buds: These ergonomic ear plugs are hard to spot and harder still to
differentiate from the standard kind that comes with every music player and
comm unit.

Headphones: A full headset with an adjustable headband strap. Earbuds are


harder to spot, but headphones pack more capacity.

Laser microphone: This sophisticated sensor bounces a laser beam against a


solid object like a windowpane, reads the vibrations on the surface, and
translates them into the sounds that are occurring on the other side of the
surface. Maximum range is 300 feet. A laser microphone cannot fit the spatial
recognizer audio enhancement. (Laser Microphone, SFCRB, pg. 220)

Omni-directional microphone: A standard omnidirectional audio pickup and


recorder. Usually incorporated into, connected to, or wirelessly linked with a
comm unit or other recording device. Micro versions are available at Capacity 1
only and have a Maximum Range of only 25 feet.
Audio Enhancements
Audio enhancements are commonly available as installable upgrades to any of
the audio sensors listed above. Each will play audio input from AR or other
sources. Each enhancement has an associated Capacity cost.

Audio enhancement: Audio enhancement allows the user to hear a broader


spectrum of audio frequencies, including high and low frequencies outside the
normal metahuman audible spectrum. The user also experiences fine
discrimination of nuances and can block out distracting background noise.
Audio enhancement reduces penalties to audio-based Perception checks by its
rating.
Wireless: Add the audio enhancement’s rating as a bonus to your audio
Perception Checks rather than reducing penalties.

Select sound filter: This lets you block out background noise and focus on
specific sounds or patterns of sounds. It even includes speech, word, and sound
pattern recognition. Each Rating point lets you select a single sound group (such
as the footsteps of a patrolling guard or the rotors of a distant helicopter) and
focus on it. You only actively listen to one group at a time, but you can record
the others for later playback or set them to triggered monitoring (such as
sounding an alert if a conversation brings up a certain topic, or if there’s a
variation in the breathing pattern of a guard dog).
Enhancement Capacity Cost Level Price FAB sensor 30 feet 9 [1]
Audio enhancement +Rating x +(Rating x Geiger counter — 1 [1]
[Rating]
(Rating 1–3) 2 500)¥ Laser microphone 300 feet 5 [2]
Select sound filter +Rating x +(Rating x Laser rangefinder 3,000 feet 1 [1]
[Rating]
(Rating 1–3) 3 250)¥ MAD scanner 15 feet 3 [1]
Spatial recognizer [2] +4 +1,000¥ Motion sensor 75 feet 7 [1]
Olfactory sensor — 6 [1]
Spatial recognizer: This hearing accessory pinpoints the source of a sound. Omni-directional microphone — 1 [2]
Spatial recognizers have blindsense (hearing) out to 30 ft.. Radio signal scanner 60 feet 3 [1]
Wireless: You can pinpoint the exact location when looking for a sound’s Ultrasound 150 feet 4 [1]
source as a Move Action. This acts as blindsight (hearing) out to 30 ft. for 1
round. FAB sensor: This sensor function can be added to any sensor package. This
Sensors sensor can only determine the presence or absence of active mana sources in the
immediate area, not the exact source or strength. Background count temporarily
Sensors are found almost everywhere. Cheaply produced by the billions, reduces the effective Rating by an equivalent amount. The bacteria sealed
miniaturization and integration have made sensors both located everywhere and within the sensor require special sterile feedstock to maintain at a cost of 50
hard to spot. You can put sensors in just about everything, and lots of people do. credits per month. In addition to its monthly cost, unlike other sensor functions,
Your can of FizzyGoo is watching you and reporting back to marketing. You a FAB sensor adds 4,000¥ to the price of the housing.
can play the sensor game, too. Sensors need to be placed in a housing or case of
some sort, or built into another device. Sensors can record data themselves or Geiger counter: This sensor picks up the amount of radioactivity surrounding
forward it wirelessly in real-time or as files to other devices. Sensors are it. This acts as the Detect Radiation spell, but requires a Move Action each
available in seven ratings (2–8) and two types: single and array. When you use round to use.
the sensor array for Perception Checks as a Full Action, you may use your
Computers skill in place of your Perception skill, and you may use the sensor’s Laser rangefinder: This simple sensor emits a laser beam that is reflected off
Rating as a bonus. a target’s surface and picked up by a detector to calculate the exact distance to
the target.
Sensor array: This sensor package includes up to eight functions listed under
Sensor Functions. MAD scanner: The MAD (Magnetic Anomaly Detection) scanner is used to
detect weapons and other concentrations of metal. It has a maximum range of
Single sensor: This is a sensor that can do only one function listed under 50 feet.
Sensor Functions.
Housings & Limits Motion sensor: This sensor uses a mix of ultrasound and low-power infrared
Sensors can be put into devices that have capacity. Most vehicles and drones to detect motion and drastic changes in the ambient temperature. While not as
come factory-equipped with a sensor array. What you can put your sensor in is tactically useful as a hand held motion detector (Motion Detector, SFCRB, pg.
limited by the Rating of the sensor. Sensors installed in other objects 220), the sensor version does have superior range.
(cyberware, drones, buildings, etc.) draw their power from the object’s power
source and are active as long as the object is powered, with a negligible Olfactory scanner: The olfactory sensor picks up and analyzes the molecules
additional drain. Sensors in an unpowered or handheld housing come with a 10 in the air. It works in the same way as the olfactory booster cyberware.
charge battery and use 1 charge per hour.
Device Capacity [Cost] Price Radio signal scanner: This can be used as a bug scanner.
Handheld Housing 1–3 Capacity x 100¥
Wall-Mounted Housing 1–6 Capacity x 250¥ Ultrasound: The ultrasound accessory consists of an emitter that sends out
Sensor Array (Rating 2-8) [6] Rating x 1,000¥ continuous ultrasonic pulses and a receiver that picks up the echoes of these
Single Sensor (Rating 2- pulses to create a topographic ultrasound map. Ultrasound is perfect to “see”
[1] Rating x 100¥ textures, calculate distances between objects, and pick up things otherwise
8)
invisible to the naked eye (like people cloaked by an Invisibility spell), it can’t
handle colors or brightness. It also can’t penetrate materials like glass that
would be transparent to optical sensors. You can set it to a passive mode, where
Sensor Package Max Sensor Rating it doesn’t emit ultrasonic pulses but still picks up ultrasound from outside
RFID audio or visual device, headware 2 sources, such as motion sensors or someone else’s ultrasound sensors on active
Handheld device, tiny (or smaller) drone 3 mode (or bats).
Wall-mounted Device, small drone 4
Medium drone, cyberlimb 5 Vision magnification: This zoom function digitally magnifies vision by up to
Large drone, motorcycle 6 fifty times, allowing distant targets to be seen clearly. This reduces range
Huge drone, vehicle (larger than a motorcycle) 7 penalties to vision-based Perception checks by ½. Searching an area with vision
Buildings, airports, etc. 8 magnification grants a +4 on the perception check but takes four times as long.
Sensor Functions Personal Integrated Tactical Network
All of the functions you can choose for your sensor(s) are listed on the Sensor
Functions table. If a function has the same name as an imaging or audio device, The PI-Tac (a.k.a. P-Tac, or—to old timers—Tac-Net) is the latest generation
it’s the same as its description in those sections, with a Capacity equal to its of personal tactical network. Used by both security and military forces, PI-Tac
Rating, and thus is not described here. units are now available to civilians—once said civilian has passed a background
check and been issued a permit. The Tac-Net concept is not new; team
Atmosphere sensor: Weather forecasts are notoriously untrustworthy (thanks networking devices of one sort or another have been around for centuries.
to pollution, magic, and other factors), but atmospheric sensors can keep you However all previous ‘nets were add-ons that linked sensors and other
from getting caught in the rain with up-to-the second analysis of what’s components that weren’t necessarily compatible, resulting in a complex mash of
happening in the air around you. patches subject to malfunctions.
PI-Tacs are self-contained, plug-in units designed from the ground up to
Cyberware scanner: This millimeter-wave scanner is primarily intended to integrate with a commlink, cyberdeck, or rigger command console to form a
detect hybrid- and cyber-implants but can be used to identify other contraband shared PAN/WAN.
as well. Maximum range 50 feet. PI-Tac enhances team coordination and effectiveness with streamlined
simplicity and comes in three marks of sophistication. Strictly speaking, only
Max Level Capacity
Function the most basic Mk 1 is legally available for civilian use. The benefits of using
Range [Cost]
PI-Tac are substantial, but gamemasters should remember that PI-Tac is
Atmosphere sensor — 1 [1]
wireless by nature, which makes it a target for hackers. All PI-Tac models
Camera — 1 [1] include:
Cyberware scanner 50 feet 5 [1] • Real-time GPS location software
Directional microphone — 1 [1]
• Universal image and audio link that can access any image sources from within through the latter, which is usually expected and therefore more difficult.
the network, including all external sensors and personal augmentations Multiple access points can be used on the same lock. These can be set up so that
• Team Biomonitor any one access point will open a lock (this would be a waste of money, and
• Weapon status indicator (ammo count, operational condition, possible colossally stupid), or it can be set up so that each of the installed access points
incursion) must be satisfied to open a lock; the old insert-key-and-access-code routine.
• “Enhanced Situational Awareness” (bonus to all Perception Tests, based on Locks
Mk.)
Note that the maximum number of team members (including drones) on a Mechanical lock: Even in the wireless world, there are still some mechanical
particular ’net at one time is equal to twice the Computer Tier of the PI-Tac. key locks and combination locks around. Some of them are old infrastructure
that is still in place to save money, others for nostalgia, still others because
Leve Bul modern burglars don’t expect them. These are the simplest kind of lock,
Name/Model l Price k Charges Usage involving the use of tumblers and metal keys or combination code dials to open
Mk. 1 Renraku Taka 20 115,000¥ L 10 1/hour doors instead of cards or some other device. They are also not in very common
Mk. 2 Novatech use due to reliance on more sophisticated means of security. Defeating a key
Tactician 20 325,000¥ L 10 1/hour lock requires an Engineering check (DC = 10 + the Lock’s item level).
Mk. 3 ComPac-Esprit
General 26 855,000¥ L 10 1/hour Maglock: The most common kind of lock in the Pact Worlds (Lock, SFCRB,
pg. 220), powered magnetic locks are widespread in 317 A.G. and come in a
Mk. 1: The basic, civilian Mk. PI-Tac is popular with the extreme-sport set wide range of sophistication. Maglock “keys” can be physical (keypad, swipe
including combat re-enactors or amateur urban/combat brawl leagues and even card, proximity card, memory string), biometric (see below), or any
big/game hunters. While the Mk. I comes with only the basic functions, it combination thereof. Maglocks are often accessible via the local network (wired
contains a tier 4 computer and provides users with a +2 to all Perception checks, or wireless) and may be monitored by a security hacker/rigger. Maglock
including audio and visual. systems often log all usages, keeping track of the time, date, and identity of
each user. Bypassing a maglock usually requires a successful Engineering check
Mk. 2: The Mk. 2 is intended for use by security, law enforcement, and/or (Disable Device, SFCRB, pg. 141), or a way to sleaze proper authentication
standard military forces. Unit cost makes use of the Mk. 2 for routine security (forged keycards, sequencers, faked prints, voice recordings, etc.) When
and law enforcement impractical. Thus the Mk. 2s are usually assigned only to attempting to use counterfeit credentials or bypassers, roll 1d20 and add the
special tactical response units. In addition to the functions of Mk. 1, the Mk. 2 rating of the false key against a DC of 10 plus the maglock item level. If
includes: successful, the maglock opens, but failure by 10 or more usually alerts security
• Tier 5 computer to suspicious activity.
• Host unit enhancement. Enhance either the firewall or processing ratings of
the host device by the computer tier (+5 for Mk. 2). *The firewall and Hand Bul
Security Device Level Price
processing ratings are used with alternative rules on infosphere actions. s k Disable DC
• Trauma module. Worn on the chest under any armor, this flat plastic plate can Locks
be loaded with one dose any drug of the users’ choice and programed to Mechanical Lock 1–20 Level2 x 10¥ 2 L 10+Level
automatically deliver the drug under user-set conditions. Maglock
• Enhanced situational awareness. Provides a +3 to all Perception checks, Simple 1 100¥ 2 L 20
including audio and visual, along with a +1 bonus to Stealth checks. Average 3 1,000¥ 2 L 25
• Enhanced Team Leader Coordination. This allows a designated team leader to Good 6 3,600¥ 2 L 30
coordinate combat maneuvers once per round by selecting two team member on Superior 14 60,000¥ 2 L 40
the network to swap initiative before either has acted in a round. Access Points
• Combat Mode. + 1 to attack rolls with one of the following combat skills of Key/combination
the Team Leader’s choice: Basic Melee Weapons, Advanced Melee Weapons, 1 +0¥ — —
lock 2
Longarms, Small Arms, Heavy Weapons, or Combat Maneuvers. The team Keypad or card
leader can switch to a different skill during combat as a Move Action. 1 +50¥
reader 1 L *
Transponder-
Mk. 3: Designed for use by the most elite military and corporate units, the embedded key +2 x2 — — *
unauthorized use of the Mk. 3 unit or unlicensed possession of such a unit is
Biometric reader +4 +200¥ — L *
considered a felony by the Corporate Court and most Pact governments. In
Restraints Level Price Escape DC
addition to all the features of Mk. 1 and Mk. 2, Mk. 3 provides:
Metal 3 20¥ — L 20
• Tier 6 computer
• Upgraded host unit enhancement. The computer tier can be used to enhance 20 + 1–1/2
Plasteel (Binders) 1 5¥
both the firewall and processing power of the host device. * firewall and — — applier's level
processing ratings are used with alternative rules on infosphere actions. 10 + 1–1/2
Plastic (per 10) 1 5¥
• Enhanced Team Leader Coordination (upgraded). This allows a designated — — applier's level
team leader to further coordinate combat maneuvers as a Standard Action to Containment
4 350¥
grant one team member on the network an extra Standard Action or two team manacles — 1 30
members an extra Move Action each round.
• Enhanced situational awareness. Provides a +4 to all Perception checks,
including audio and visual and +2 to Stealth and Survival checks.
• Combat Mode. + 2 to attack rolls with one of the following combat skills of
the team leader’s choice: Basic Melee Weapons, Advanced Melee Weapons,
Longarms, Small Arms, Heavy Weapons, or Combat Maneuvers. The team
leader can switch to a different skill during combat as a Move Action.
• Remote and limited access to vehicles and drones linked into the network.
This allows the team leader, or any other designated team member to remotely
access and have limited control over a vehicle or drone by accessing their
dogbrains. If using the alternative infosphere rules, consider them to have 3
marks on any linked vehicles or drones. As long as the units are operational,
simple commands such as “go to this location” or “attack this target” can be
issued in the event a rigger is rendered unconscious or dead.
Security Devices
Physical locks consist of two parts: the lock itself - whether mechanical,
electrical (covered under computers), or magical (covered under spells, natch) -
and the access point where you might insert a key, a code, your blood, or an
arcane phrase. If you can’t reach the former to disable it, you’ll have to go
Access Points
Manufactured Keys
Key/combination lock: This is the simplest, standard lock access. If you
walk into a your local retailer and grab a lock off the shelf, chances are it will
have a security chip, a dial of numbers, or a laser cut key. Needless to say, as
the baseline security measure, these add nothing to the difficulty of bypassing a
lock.

Keypads utilize an access code (often different access codes for different
users). Unless the code is known, defeating a keypad requires rewiring the
internal electronics (or adding your code to the host computer). This means
cracking open the case and then rewiring the circuits—an Engineering check
(DC = 10 + the Lock’s DC). A maglock sequencer (below) may be used instead
as a Full Action.

Card readers verify the authenticity of swipe cards or RFID proximity cards.
They can be defeated using the same method as for keypads—by removing the
case and tampering with the works. Maglock passkeys may also be used to
defeat card readers. If a valid keycard is acquired, it can be copied with a
keycard copier in order to create a forged keycard.

Transponder-embedded keys contain a calibrated resistor that completes a


circuit in the lock. In order to pick such a lock by hand, an engineering kit is
needed to generate the appropriate electrical characteristics. This requires a
second Engineering check (same DC) at the same time the lock is
picked/sequenced/pass keyed. If the same character is accessing the lock and
calibrating the electrical feed, apply a -4 penalty to both checks. Transponders
can be added to any manufactured key when the lock is created.
Biometrics Keys
Print scanners scan fingerprints, palm prints, retinal prints, or even the
pattern of blood vessels in the face or palm. One method to defeat a print
scanner is to coerce an authorized user to apply their prints. Alternately, a
synthetic print glove-like membrane (a “sleeve”) can be manufactured for
fingerprints and thumbprints with a cellular glove molder (an authorized print is
necessary to copy from). Retinal prints may also be duplicated with the retinal
duplication cybereye accessory.

Voice recognition systems require a vocal response from an approved user’s


voice, usually within a certain amount of time. If the response is not given
within the time limit, or someone not approved answers, the system sounds an
alarm. Characters can only defeat voice recognition systems by “speaking” with
the voice of an approved user—by using a recording, some other simulation, or
the real voice. Voice modulator cyberware can also be used.

Breath, cellular, and DNA scanners collect a sample of the user’s cells,
either off the finger/palm, via hair suction, through exhaled particles, or
something similar, and analyze the genetic material. In order to fool such a
system, you need a sample of the correct genetic material, used within a few
minutes or preserved in a specially formulated enzyme bath. The enzyme bath
can be synthesized in a Med Lab with a Medicine Check (DC 20).

Facial recognition scanners use imaging lasers, thermographic, and/or


ultrasonic waves to map a person’s face. These are one of the least intrusive, but
also least accurate, biometric recognition systems. Facial recognition systems
are useful not just for letting authorized people in, but also for identifying
unwanted people and keeping them out. Prosthetic makeup and bio-sculpting
can be used with varying degrees of effectiveness against facial recognition;
make an Opposed Check pitting Disguise against the device item level. Apply a
+2 bonus to the character if the system is picking the disguised character out of
a crowd.
Note: objects, like cameras, are not deceived by illusions (Holographic Image,
SFCRB, pg. 360)
Restraints Gear
Standard, reusable metal restraints come with a mechanical or a wireless- Tactics and teamwork are important for a shadowrunning team, but having the
controlled lock. Modern plasteel restraints (treat as Binders, SFCRB, pg. 221) right tools is also rather important. As the saying goes: you’ve got nothing to
are single-use, flash-fused, and remain in place until the subject is cut free. fear if you got the gear. Below are few low-tech items that have been serving
Disposable plastic straps (Hardness 6, 1 hit point) are lightweight and easy to ‘runners well for years and a few of the latest gadgets for the tech-freaks.
carry in bundles. Containment manacles are metal (Restraints, SFCRB, pg.
221) and attached to a prisoner’s wrists or ankles to prevent her from moving Ares PED (Personal Extrication Device) Mark 3: Originally called the
faster than a shuffle or extending a cyber-implant weapon. “body bag,” the PED is a means to transport unconscious or immobile
Disguises individuals that’s marketed to the general public as a lifesaving device.
Essentially a flexible bag of woven Kevlar, the PED offers protection roughly
Getting close to a mark to do your job can be tricky, especially when the mark equivalent to medium grade armors (+12 EAC/KAC), and it is available in sizes
knows someone is gunning for them. A good disguise can be the right tool for to fit all metatypes. The PED can form an airtight seal and sufficient insulation
the job. It can be as simple as disguising yourself as a random waiter/waitress or to protect in hot, cold, or toxic environments; a tank with sufficient oxygen to
as tricky as impersonating a close friend or relative. In addition, a good disguise survive an hour is optional. Emergency GPS beacons are standard.
comes in handy once a job is over, because no matter how good you are
sometimes your cover gets blown and people start baying for your blood. Autopicker: This lockpick gun is a quick and effective way of bypassing
mechanical locks. The autopicker’s rating is added to your Engineering check
DISGUISE GEAR when picking a mechanical lock, and you can make such an attempt untrained.
Item Capacity Level Cost Wireless: Having access to a huge online database of mechanical locks lets
Polychromic lens [1] — 100¥ you pick a lock in half the time.
Smart wig n/a 8 1,200¥
Synthskin face mask (1– n/a 8 Rating x 100¥ Cellular glove molder: This device will take a finger or palm print and mold
6) a “sleeve” you can wear to mimic the print to fool some biometric locks.
Theatrical cosmetics kit — 4 300¥
Chisel/crowbar: No school like the old school. The chisel (or crowbar if you
Polychromic lens (for contacts only): This feature can be added to contacts prefer) confers a +2 circumstance bonus when you’re forcing a door or
and allows an individual to change the apparent color and pattern of their retina. container.
The contacts can be changed via wireless connection to any appearance
imaginable, though the resolution is not as precise as Retinal Duplication Enchanting gloves: Specially prepared and lined gloves that block a
cyberware and cannot fool a biometric reader. practitioner’s personal aura to prevent triggering contact preparations while
handling them after their creation. Each pair must be attuned to a specific aura
Smart wig: Designed for fashion, but immensely useful for clandestine by the creator of the gloves, after which they will only work for that individual.
operations. This wig can change color, curl or straighten, lengthen or shorten, The user may consider their ranks in Mysticism 2 higher for the purposes of
and shift to a number of preprogrammed hairstyles on command. The wig can crafting magical and hybrid items (SFCRB, pg. 235)
transform to any of four styles as a Standard Action. For an extra 100 credits the
wig comes with a built-in trode net. Grenade-Cam: A dodecahedron-shaped multi-purpose sensor platform twice
Wireless: The wig can transform to any style which can be downloaded from the size of a baseball, the G-Cam is usually thrown into an unknown area. Its
any of several Matrix databases offering basic styles for free and styles worn by reinforced casing is strong enough to survive a sixty foot fall, and its shape
famous people offered at premium prices. You can also design your own styles ensures that it will eventually stop rolling. Multiple sensor apertures enable the
with a Computers check and use them yourself or post them online. Be advised, G-Cam to obtain three-dimensional images of an area. Image link comes
copying and uploading any trademarked “pay-only” style can cause standard, and extra sensor options can be added.
considerable legal backlash.
Keycard copier: The keycard copier allows the user to copy a (stolen)
Synthskin face mask: With the popular nanopaste disguise kit falling in keycard in seconds. A new keycard can then be manufactured in a workshop,
popularity due to CFD concerns, the synthskin facemask has taken its market with about ten minutes, and an Engineering Check (DC 15 + copier’s rating).
share. It is composed of a programmable electropolymer commonly used in the When used, the forged keycard has the same Rating as the copier it was made
skin covering of synthetic cyberware and humanoid mimic drones. It produces a from. Some security systems may note the unusual usage of duplicate keys, like
lifelike replica of an individual’s face. A person’s face can be duplicated if you when “Dr. Scientist” accesses a lab that she just accessed and hasn’t left yet.
have a scan from a biometric reader (with a bonus on the Disguise check equal
to the biometric reader’s rating). A DC 20 Computers check can replicate a Lockpick set: These mechanical burglary devices have undergone only slight
specific individual’s face or create a completely unique appearance. The mask improvements in the last several millennium. They are necessary tools for
is reusable in the sense that it can be worn multiple times, but once an picking locks. Engineering attempts without a lockpick set (or autopicker) incur
appearance has been set in either fashion described above, it cannot be altered. a -2 penalty.
This mask adds its rating to any disguise check and allows you to assume a
disguise of a specific individual, subject to the usual Disguise skill modifiers Maglock passkey: This maglock “skeleton key” can be inserted into any
(SFCRB, pg. 140). cardreader’s maglock, cleverly fooling it into believing that a legitimate passkey
has been swiped.
Theatrical cosmetics kit: This kit provides various types of makeup, hair Wireless: The passkey receives a +1 bonus to its Rating.
dye, temporary facial prosthetics, and other equipment required for creating a
disguise or physically impersonating a speciic individual. Each kit has enough Miniwelder: This portable device creates a small electric arc to melt metals,
materials for ten disguises, after which a new kit must be purchased. Unlike a either to cut through metal or to weld it together. Its power supply allows it to
regular Disguise tool kit (SFCRB, pg. 221), a theatrical disguise kit takes a flat operate for 30 minutes (used in 3 minute increments). While creating an intense
duration of ten minutes to apply. heat, the arc is much too small to make a good weapon (it would be like trying
to stab someone with a lighter). The miniwelder can cut through materials with
up to 25 hardness and cuts at a rate of 1 foot per minute. A miniwelder cannot
cut through material more than an inch thick.
Monofilament chainsaw: The top of each chain segment on this portable
motorized saw is covered with monofilament wire. Ideal for cutting through Reloading rail: Attaching to the belt or the bottom of a backpack, this small
trees, doors, and other immovable objects. A monofilament chainsaw is too articulated arm assists in reloading a magazine-fed firearm. A trained shooter
unwieldy to make a good melee weapon (treat as an improvised Fangblade). can slam home a fresh clip into an empty firearm with one hand as a Swift
When used against barriers, the chainsaw loudly deals 2d12 damage and ignores Action. This requires a wireless or DNI connection. The reloading rail can hold
hardness of 20 or less. up to 4 clips. The reloading rail is not intended for stealth use and imparts a -4
penalty on attempts to hide it using sleight of hand (SFCRB, pg. 146).
Paint Grenade: A low-tech way of defeating pesky invisibility spells, A version of this device is available as a cybertorso accessory.
marking something in a hurry, or just slotting someone off. Available in a
variety of colors, the paint grenade has a 15 ft. blast radius but none of the nasty Reloading slide: A sort of hybrid between the reloading rail and the hidden
death-aftereffects. Subjects within the blast radius are covered with a splatter of arm slide, this device straps to the forearm and with a gesture will insert a clip
paint. Radioactive tracking dye can also be added for an additional 50 credits. In into an empty clip-fed small arm. This allows shooters who prefer to dual-wield
case the “grenade” part didn’t make it obvious, these are one-use items. pistols to reload with ease. This device is particularly popular with practitioners
of Fireight. It is not compatible with extended clips.
Periscope Cam: An inexpensive, hand-held sensor package used to look Wireless: You can reload the pistol as a swift action.
around corners or over top of obstacles. Image link is standard and it comes A version of this device is available as a cyberarm accessory.
with limited upgrading capabilities. It can be accessed wirelessly or viewed
directly through a small viewfinder at the base. Sequencer: An electronic device required to defeat keypad-maglocks.
Wireless: The sequencer receives a +1 bonus to its Rating.
Quickdraw quiver: This hard-shelled, protective quiver securely holds up to
twenty shafts and allows an archer to wirelessly cycle between various types of Smokebomb: This simple device is a brittle ceramic shell filled with
arrows/bolts and easily draw the intended shaft. chemicals that react with air to suddenly produce a flash of light and a small
cloud of smoke. The sudden flash dazzles anyone within a 15 foot radius for
Reactive myomer pack: Commonly used by heavy security forces and 1d4 rounds, and the smoke imparts visibility penalties (as fog cloud, SFCRB,
combat medics, the reactive myomer pack securely and effectively holds a large pg. 356) that fully dissipates after 1 round. If dropped on a hard surface a
amount of gear. With a wireless command, the myomeric filaments in the pack smokebomb has a 50% chance of going off. To guarantee it goes off, users must
contract and shift the desired item to the opening of the pack, making it quickly throw it against a hard surface (a Standard Action).
and easily retrievable. Storing an item in the pack is a Swift Action, as the pack
will automatically grab and stow any item held to the opening by the wearer. Telescoping Mirror On A Stick: Approximately the size of a human hand,
Removing an item requires a Standard Action or two Swift Actions, each on a the MOAS is perfect for covert around-the-corner surveillance when wireless or
separate round. technological devices aren’t feasible. It comes with a six- to thirty-inch
Wireless: Retrieving an item from the pack is a Move Action. telescoping probe with magnetic clamp for extra length.

Capacity
Gear Level Price
[Cost] Hands Bulk Charge Usage
Ares PED, mk 3 11 2,500¥ — 2 1 10 1/2 hours
Autopicker (Rating 1–6) 9 Rating x 500¥ [1] 1 L 10 1/use
Cellular glove molder —
14
(Rating 1–4) Rating x 500¥ 2 1 10 1/use
Chisel/crowbar 1 20¥ — 2 1 — —
Enchanting gloves 8 2,000¥ — — L — —
Keycard copier (Rating 1–6) 10 Rating x 600¥ [3] 2 L 10 1/use
Capacity x — 1/10
Grenade-cam (Capacity 1–5) 17 1,500¥ 1 L 10 minutes
Lockpick set 5 250¥ [2] 2 — — —
Maglock passkey (Rating 1– (Rating x Rating x —
4) 3)+2 2,000¥ 2 L 10 1/use
Miniwelder 2 250¥ [1] 2 L 10 1/3 minutes
Extra fuel canister 2 80¥ [1] — L — —
Monofilament chainsaw 7 500¥ — 2 2 10 1/5 minutes
Paint Grenade 9 100¥ — 1 L — —
Periscope cam (Capacity 1– Capacity x —
3) 11 600¥ 1 L 10 1/hour
Quickdraw quiver 4 500¥ — — L — —
Reactive myomer pack 6 450¥ — — L — —
Reloading rail 5 675¥ — — L — —
Reloading slide 4 300¥ — — L — —
(Rating x [2]
Sequencer (Rating 1–6)
3)+2 Rating x 250¥ 2 L 10 1/use
Smokebomb 6 25¥ — 1 — — —
Telescoping mirror on a stick 10 35¥ — 1 L — —
BATTERING RAMS
Standard 11 2,000¥ — 2 1 — —
Fluid-motion 11 3,500¥ — 2 2 — —
Pneumatic 19 10,000¥ — 2 4 10 1/minute
Shock 11 15,000¥ — 2 2 1 1/Use
Battering Rams average-size troll. A Fluid-motion ram increases the total bonus granted by the
ram by 1 point
Sometimes, when a maglock pass key or a lock pick just can’t get the job
done, a more robust method becomes necessary. Popular with entry teams, Pneumatic Ram: Also known as the P-Ram, a pneumatic ram’s breaching
battering rams range from hunks of metal to high-tech wireless devices. power comes from a large, battery-powered pneumatic piston. A P-Ram is too
Battering rams are not recommended for use as a melee weapon but can be used large and heave to be swung. The quad-legged device is securely positioned at
as such (a bludgeoning weapon dealing 1d8 damage with the analog and archaic the door or barrier before operation and triggered by a touch pad or wirelessly.
properties; you take a -4 non proficiency penalty on attack rolls without the Its power comes at the expense of mobility; it requires a four-person team of
corresponding special weapon proficiency, assuming you had the foresight to average humans to deploy. Once deployed, the P-Ram inflicts 50 points of
select it). For normal use, battering rams give you a +2 circumstance bonus on damage per round to an immobile, fixed object.
Strength checks made to break open a door and allow a second person to help,
automatically increasing your bonus by an additional 2. Shock Ram: Users call it the Shock Knocker. It is designed to disable
electronic locks or defenses when it breaches a door or barrier. Four large,
Standard Ram: A metal tube weighing approximately 20 kilograms with a conductive, adamantine-alloy spikes protrude from the ram’s head that
blunted end and handles along the sides, this is a no-frills entry tool that relies penetrates barriers with hardness 30 or less to deliver the charge. The barrier
on the user’s Strength for breaching. and any metahuman in contact with the barrier or the spikes takes 6d6
electricity damage. Shock rams can be wirelessly discharged. Though an
Fluid-Motion Ram: The same as the standard battering ram, but it includes effective breaching tool, a shock ram requires frequent maintenance and
an internal ten-liter liquid reservoir. When used, the ram is swung backwards constant monitoring, as repeated use can damage the mechanism and insulating
and then forward to strike the target. On impact the internal fluid in the ram protective casing. A natural 1 on a use check results in the batteries failing; if
creates extra momentum that increases the impact damage. Very useful against the ram has been damaged, this results in a shock to the operator.
more durable doors, but using it requires two average-size humans or one
Industrial Chemicals
If you’re looking for toxins and drugs, you should skip this section.
Industrial Chemicals
Capacit
Name/Model Level Price y [Cost] Hands Bulk Charge Usage
Ratin —
C-squared (1–6) gx
2 15¥ 2 1 — —
Hold-Fast Adhesive Spray 12 50¥ — 2 1 10 1/use
Glue solvent 2 90¥ — 1 L — —
Glue sprayer 2 150¥ — 1 L — —
Thermite burning bar 17 500¥ — 2 1 — —
Ultra-Glide Industrial Lubricant 12 30¥ — 1 L — —

C-Squared: Street slang for “cleaner cleaner,” this chemical is a cocktail of Thermite burning bar: Thermite gel is an incendiary material that burns at
industrial cleaning solvents. It is excellent for destroying forensic and material extremely high temperatures (over 4,000 °F). It is applied with the help of a
samples that you may have unknowingly left behind. C-Squared adds its Rating burning bar—a rod of thermite and oxygen mounted on a handle and in a frame
to the DC of any test to find DNA samples in an area treated with it. —that can be used to melt holes in iron, steel, and even plasteel. The thermite
burning bar inflicts 100 Fire Damage, ignores hardness, and burns for 1 round.
Hold-Fast Adhesive Spray: Hold-Fast was developed at MIT&T as an effort It has to be set carefully, so a thermite bar can’t be used as a weapon (unless
to meet—and cash in on—Dunkelzhan’s call for a non-lethal alternative to your target is tied up or unconscious or something, in which case, wow, ouch).
conventional firearms. Its intended purpose is to quickly immobilize subjects Combustible materials within 5 feet will catch on fire without mitigating
without harming them. Though initially rejected by the Draco Foundation for circumstances. Burning bars are bought in one foot sections and can be set on
“not meeting the necessary criteria,” Hold-Fast was adopted by Lone Star after end, to burn a hole, or on their side to cut. Multiple burning bars can be set in
their own independent trials, conducted on the streets of several CAS cities, series to burn longer or to cover a larger area. Since they produce their own
proved it to be effective in apprehension and crowd control. Hold-Fast is a oxygen source, burning bars work underwater, in alien atmospheres, and even
liquid that is delivered through a sprayer not unlike a fire extinguisher and in a vacuum – but remember they cut in the direction gravity is pulling.
affects a 10 ft. line. Once exposed to oxygen, the liquid transforms into a gooey Wireless: The burning bar can be activated wirelessly. Use with extreme
foam that immediately adheres to everything. It hardens to form a clear plastic- caution.
like shell in five rounds (hardness 8, 15 hit points per application). Standard
Hold-Fast become brittle after two hours (hardness 1, 1 hit point per Ultra-Glide Industrial Lubricant: ImpZetaChem initially intended to
application), while the long-lasting formula is stable until removed with a develop an innovative industrial-grade degreaser. On paper and in computer
solvent. Anyone in or moving through a square covered in foam-state Hold-Fast modeling, that’s exactly what they did. But when they tested their creation, they
must succeed on a DC 15 Reflex save to avoid being entangled by the substance discovered the viscous liquid not only didn’t remove grease, it was itself almost
until it is scraped off (a Full Action) or it hardens – in which case the subject is impossible to remove without specialized solvents. More importantly, any
considered pinned. Breaking free of hardened Hold-Fast requires a full round surface coated with their experimental cleaner became for all practical intents
DC 24 Strength check, or the application of a special solvent (available at all and purposes friction-free. ImpZetaChem wasted no time in rebranding their
major retail outlets for 10¥, takes 1 minute to work). Creatures larger than failed cleaner as an industrial lubricant. Though chemically improbable, Ultra-
medium are only ever entangled by hold-fast unless affected by a number of Glide works—the coating produces a zero-friction surface that all but eliminates
applications equal to the number of squares they occupy. wear and heat in machinery. Sold to consumers in jugs and spray cans, Ultra-
Glide is popular with security providers who use it to coat approaches to
Glue solvent: This spray can has enough solvent to dissolve about five square potential breach points. It can also be used in squirt weapons or in standard
feet of fast-drying aerosol superglue. It reduces the Strength check DC to pry paint grenades. Ultra-Glide has the same effects as a Grease spell, with a save
apart glued objects by 5 per round. DC of 13. Paint grenades filled with Ultra-Glide only affect a 10 ft. square
rather than their normal blast area.
Glue sprayer: This fast-drying aerosol superglue allows you to quickly glue
two surfaces together, and holds enough for about five square feet of glue Survival Gear
(enough to glue an exterior door or picture window shut). The glue takes 1 Full Common survival gear includes the following:
Round to harden. Prying apart glues objects requires a DC 10 Strength check
after 1 full round, and increases by 5 every minute thereafter to a maximum of Chemsuit: This impermeable coverall is worn over clothes or armor and
DC 25 after 3 minutes. provides a bonus to saving throws equal to its Rating made to resist contact-
and/or inhaled-vector poison, disease, and acid attacks. It is not to be confused
with a full hazmat suit, as it is not vacuum sealed. If a chemsuit is worn on top protect against inhalation toxins just like a gas mask. The wet suit provides
of chemical-resistant armor, only the highest chemical protection rating applies. protection from temperatures as low as -20° F. Wireless signals don’t work very
well underwater, but the wireless systems in the diving gear help with prep and
Climbing gear: This is a backpack full of rope (500 ft. of 1,000 lbs.-check), maintenance.
an ascent/descent harness, gloves, carabiners, crampons, and so forth needed for
assisted climbing. A character trained in Athletics can use climbing gear to Gas mask: This air-supplied re-breather completely covers your face and
create a safety system for himself plus one additional character per rank in gives you immunity to inhalation-vector attacks. It comes with a one-hour
Athletics. Used this way, characters only fall when failing a climb check by 10 clean-air supply. While an integral pump can slowly refill the air supply over
(instead of the usual 5), but each check takes an additional Full Action. the course of 10 hours, backup tanks are available for 40 credits each. It cannot
be combined with a regular respirator.
Diving gear: Underwater diving equipment, including a diving suit, partial Wireless: The gas mask analyzes and gives you information about the
facemask with snorkel, breathing regulator, an air tank with 2 hours of air, and surrounding air that you’re not breathing.
an inflatable vest for quick returns to the surface. The regulator and air tank
Capacity
Name/Model Level Price [Cost] Hands Bulk Charge Usage
Chemsuit (Rating 1–6) Rating x 2 Rating x 150¥ — — 1 — —
Climbing gear 1 200¥ [5] 2 1 — —
Diving gear 6 2,000¥ — — 2 — —
Gas mask 1 200¥ [2] — 1 — —
Gecko tape gloves 12 250¥ — 2 L 10 1/minute
Grapple gun 9 500¥ — 1 L 10 1/use
Hazmat suit 8 3,000¥ — — 1 — —
Light stick 1 25¥ — 1 — — —
Micro flare launcher 1 90¥ [1] 1 L — —
Micro flares 1 5¥ — — — — —
Microwire 4 5¥/30 ft. — — — — —
Myomeric rope 10 200¥/30 ft. — — L/10 ft. — —
Portable Light By type x1¥ [1] 1 L 10 1/hour
Lowlight 1 x4¥ — 1 L 10 1/hour
Infrared 1 x8¥ — 1 L 10 1/hour
Rappelling gloves 1 50¥ — — — — —
Respirator (Rating 1–6) 1 Rating x 50¥ [2] — L — —
Survival Kit 4 200¥ [6] — — — —
Standard rope 1 5¥/30 ft. — — L/10 ft. — —
Stealth rope 10 5¥/20 ft. — — L/10 ft. — —
Catalyst stick 10 120¥ — 1 — — —
Tactical grapple gun 17 10,000¥ — 1 1 10 2/use

Gecko tape gloves: The outer layer of these gloves is made of a special dry Micro flare launcher: The flare launcher can shoot colored flares hundreds
adhesive that incorporates millions of fine microscopic hairs that bond to other of feet into the air, increasing the illumination in an area the size of a city block
surfaces. Individually, these bonding forces are tiny, but combined they’re to normal light level for a couple of minutes (after which the flare continues to
strong enough to attach a troll, upside down, to the ceiling. Gecko tape gloves burn for an hour, but lacks altitude). If you shoot it at someone, use the statistics
come as a set that includes gloves, kneepads, and slip-on-soles. You gain a for a survival flare gun.
climb speed of 10 when you’re wearing the set. Gecko tape gloves are useless
when they’re wet. Microwire: This micro rope is made of an extremely thin (nearly
Wireless: The adhesive outer layer can be temporarily neutralized with a monofilament) and resilient fiber; a great length of it can be stored in a very
wireless signal, useful for getting the gloves on and off without getting them small compartment, and it is very difficult to see. The downside is that it can
stuck to yourself or each other. This increases the granted climb speed to 15. only be grabbed with special protective rappelling gloves without slicing
straight through the climber’s hands (as a hit from a monowhip). If you must try
Grapple Gun: This gun can shoot a grappler and attached rope with a 50 ft. to use it offensively, treat it as an improvised monowhip, with any natural 1 on
range increment (doubled if using microwire instead). It comes equipped with an attack roll automatically hitting the desperate wielder. Hardness 10, 1 hit
an internal winch to pull back the grappler (or pull up small loads, up to 1 bulk). point.
Microwire can support a weight of up to 250 pounds; standard and stealth ropes
can support a weight of up to 1,000 pounds. Myomeric rope: Made of a special myomeric fiber, this rope’s movement
can be controlled wirelessly (over a maximum length of 100 feet of rope). For
Hazmat suit: The hazmat suit covers your whole body and includes an example, the controller can wind it like a snake to reach around an obstacle or
internal air tank with four hours of air. As long as it’s not damaged, it provides tie to a ledge. The rope moves at a rate of 10 feet per Full Action. Hardness 8,
you with a chemical seal and protects you from contact and inhalation vector 15 hit points.
toxin attacks. Hazmat suits come standard with a Geiger counter. Portable Light: By 317 A.G., most flashlights are long lasting and super
Wireless: The suit analyzes and transmits information about the environment bright. Durability and brightness depend on the size—the bulkier, the better.
that you’re not touching or breathing. Lights are also available in low-light and infrared versions which are identical
in function. The former only raise light levels to dim while the latter are only
Light stick: Bend, snap, and shake it to produce three hours of dim chemical visible to those with thermographic or infrared vision and raise their acuity to
illumination that covers a 20 ft. radius. that of darkvision (if it was less). A flashlight can also be mounted to a
weapon’s top or under-barrel mount.
Rappelling gloves: These gloves are made of a special fabric that allows you autoinjector rapidly sterilizes a small field and administers an injection from a
to get a tighter grip on a grapple line, reducing the chance of falling when multidose drug reservoir. The MD-9 model features a single larger reservoir
climbing by 2 (you must fail by 7 instead of the normal 5; this does not stack that stores up to nine doses, whereas the newer MD-3X model features three
with the benefits of Climbing Gear). These gloves are necessary in order to use smaller reservoirs, each of which holds up to three doses. In game terms, an
ultrathin microwire without gruesomely slicing your hands apart as you slide autoinjector allows a medic to administer an injectable drug to a willing target
down it. Adventurous types have found these gloves beneficial in other with a Move Action. Changing reservoirs with the MD-3X requires a Move
circumstances as well, whether it’s maintaining your grip on a slippery weapon Action, unless the device is controlled with a direct neural interface or wireless
(increase the target KAC for disarm attempts by 2) or keeping ahold of a connection, in which case it’s a Free Action.
slippery exec targeted for incentivized reemployment (+1 to continue a grapple
combat maneuver). Advanced Medkit: This emergency medical pack includes drug supplies,
bandages, tools, and a (talkative) doctor expert system that can advise the user
Respirator: A respirator is a filter-mask worn over the mouth and nose that on techniques to handle most typical medical emergencies (including fractures,
protects against inhalation-vector toxins. The respirator adds its rating to saves gunshot wounds, chemical wounds, and poisoning, as well as offering advice
against inhalation-vector toxins. for the treating of shock, handling blood loss, and of course performing
resuscitations). The most common advanced medkits are Rating 5 (Advanced
Stealth rope & catalyst stick: When stealth rope is touched with the catalyst Medkit, SFCRB, pg. 220).
stick, the chemical reaction that is triggered crumbles the rope to dust within Wireless: The Advanced Medkit can operate itself with a bonus equal to twice
seconds, leaving almost no trace. The catalyst stick is reusable, and the rope is its Rating when placed upon a patient who must remain relatively motionless
otherwise identical to normal rope. Hardness 5, 10 hit points. for the duration of treatment.

Survival kit: An assortment of survival gear in a rugged bag. Includes a Rapid Infuser: The Vasotech Rapid Infuser is a small, portable device that
knife, lighter, matches, compass, lightweight thermal blanket, several days’ uses miniaturized rotary pumps to rapidly infuse drugs or fluids through an IV
worth of ration bars, a water-purification unit, and more. A good item to line. A Rapid Infuser is necessary for administration of certain infusion drugs
consider for your go-bag. such as HemoSynth and cryo. In addition, any drug or toxin administered with a
Rapid Infuser has its onset time reduced to Instant.
Tactical grapple gun: Similar to the standard issue grapple gun, but with
significant improvements for military and security use. These include an STATSCAN: The STATscan is a handheld medical imaging device that uses
integral smartlink with customized software, interchangeable specialized multimodal imaging technology, predictive simulation, and advanced computer
grapple heads, upgraded winch motor, and improved range (uses ¾ of the range tomography to generate a realistic AR overlay of a patient’s internal anatomy.
increment when attached to a weapon targeting KAC). Grapple heads can be The device emits a visible light, which can be seen by observers. When used to
ejected through a smartlink, and replacing them is a Standard Action. This Treat Deadly Wounds, the STATscan adds a +2 bonus to the check. The system
model comes standard with arachnofibre rope (1300 lbs. break strength and can also be built into a cyberhand, which requires [Capacity 2].
extremely thin). Other features include: DocWagon Contract
Harpoon head: Intended to pierce rather than hook; targets KAC + 4 (in place
of the normal + 8) when targeting moving objects. (300¥ replacement cost) Don’t leave home without it! DocWagon offers first class emergency medical
Articulated grapnel: Has articulated mechanical “fingers” providing improved care on a twenty-four-hour basis across urban areas in most of the known
gripping ability on difficult surfaces. This head provides a +2 bonus when universe, and they come to you! Four contract service levels are available:
targeting smaller than normal targets or difficult surfaces (greased or otherwise basic, gold, platinum, and super-platinum. A DocWagon contract requires the
slick, 1,000¥ replacement cost). filing of tissue samples (held in a secure vault staffed by bonded guards,
Sticky grapnel: A thin shell covering that shatters upon contact, releasing a spiders, and mages) and comes with a biomonitor RFID tag implant or
sticky, fibrous material. Allows the head to stick to a flat, dry surface and wristband that can be activated to call for help and then to serve as a homing
provide an anchor point as effective as a normal grappler even if it would not be beacon for DocWagon armed ambulances and fast-response choppers in the
able to attach due to the material’s hardness. This grapple head targets EAC + 8 area. Rupture of the band will also alert DocWagon representatives. Upon
against smaller or moving targets . Requires industrial solvent to remove. Single receiving a call from a contract-holder, DocWagon franchises guarantee arrival
use (150¥ replacement cost). of an armed trauma team in less than ten minutes, or else the emergency
Grenade reel: As a Standard Action, after a grapple head has been afixed to a medical care is free. Resuscitation service carries a high premium (5,000
target the reel can be released from the gun mechanism. It then coils itself credits), as does High Threat Response (HTR) service (5,000 credits). In the
automatically, pulling the reel up to where the grapple is affixed at a rate of 120 latter case, the client or their next of kin is expected to pay medical bills up to
feet per round. The reel contains space for one grenade of the user’s choice and including death compensation for DocWagon employees (20,000 credits
(750¥ replacement cost). per cold body). Gold service includes one free resuscitation per year, a fifty
Biotech percent reduction on HTR service charges, and a ten percent discount on
extended care. Platinum service includes four free resuscitations per year and a
fifty percent discount on extended care. There is no charge for HTR services,
but employee death compensation still applies. Super-platinum subscribers are
Biomonitor: This compact device measures life signs—heart rate, blood entitled to five free resuscitations a year and do not have to pay for HTR
pressure, temperature, and so on. The biomonitor can also analyze blood, sweat, services or death compensation. Doc Wagon does not respond to calls on
and skin samples. Used by medical services and patients who need to monitor extraterritorial government or corporate property without permission from the
their own health, biomonitors can be worn as an armband or wristband or be controlling authority.
integrated into clothing or comm units.
Wireless: The biomonitor shares information with other wireless devices you
designate and can auto-alert DocWagon or another ambulance service if your
life signs reach certain thresholds.

Disposable syringe: Made of plastic with a metal needle, syringes are


intended for a single use. Syringes can be used to apply injection-vector toxins.
An uncooperative victim might need to be immobilized or at least grappled first.

HemoStatiX Dressing: Developed by DocWagon in partnership with Apex


Pharmaceuticals, the HemoStatiX dressing treats bleeding in the field
effectively and promptly through a combination of mechanisms. The dressing is
impregnated with hemostatic drugs, which activate on contact with blood. This
also triggers a contraction of the dressing that applies pressure to the wound. In
game terms, application of the HemoStatiX dressing as part of a First Aid check
to stop bleeding reduces the DC to 10.

Autoinjection Gun: The Vasotech Multidose Autoinjector System is a


favorite among military and civilian combat medics. These compact handheld
devices resemble a pistol. When pressed against a subject’s skin, the
Capacity
Name/Model Level Price [Cost] Hands Bulk Charge Usage
Biomonitor 3 300¥ [1] — — — —
Disposable syringe 3 10¥ — 1 — — —
HemostatiX Dressing 6 500¥ — 2 L — —
MD-3X Autoinjection Gun 6 1,500¥ — 1 L — —
MD-9 Autoinjection Gun 4 1,000¥ — 1 L — —
Medkit (Rating 1–6) Rating Rating x 540¥ [5] 2 1 — —
Rapid Infuser 4 1,000¥ —
STATscan 8 2,500¥ [2]
Docwagon Contract
Basic 1 5,000¥ per year — — — — —
Gold 1 25,000¥ per year — — — — —
Platinum 1 50,000¥ per year — — — — —
Super-platinum 1 100,000¥ per year — — — — —
Slap Patches
Antidote patch (Rating 1–6) Rating Rating x 50¥ — 1 — — —
Chem patch 6 200¥ — 1 — — —
Stim patch (Rating 1–6) Rating x 2 Rating x 25¥ — 1 — — —
Tranq patch (Rating 1–10) Rating x 2 Rating x 20¥ — 1 — — —
Trauma patch 6 500¥ — 1 — — —

Slap Patches (Fortitude save DC 12, additional patches increase the DC by 1 to a maximum
of DC 17, and only restore a single stamina point each).
Slap patches are adhesive dermal drug dispensers that allow continual, safe Wireless: Instead of the patient making a her own check, the person applying
administration of necessary chemicals. They are applied directly to the patient’s the patch can attempt a Medicine check as a Swift Action.
skin. Applying a slap patch to an unwilling patient requires a successful melee
attack targeting EAC (which deals no damage). Applying the slap patch to Augmentations
yourself or a willing target is a Move Action. Cyberware and bioware augmentations are everywhere in 317 A.G.. For the
rich, the poor, and everyone in between, bodyshops on every street corner offer
Antidote patch: Add the rating of an antidote patch to any Fortitude save minor modifications at your convenience, legally and otherwise. Even the gang-
versus poison made within twenty minutes after it has been applied. Treat this bangers on those street corners might be equipped with cybernetic vision,
as a Medpatch (SFCRB, pg. 220) if applied after being poisoned. hearing enhancements, or datajacks. Besides their wireless functionality, almost
all cyberware devices are equipped with a neural interface (not to be confused
Chem patch: This is a “blank” patch. You can add one dose of a chemical or with DNI) that lets you mentally activate and control their functions. You can
toxin (non-inhalation-vectored) to it, and then apply it later to a patient (or use this in place of wireless control, preventing wireless hacking, as long as all
yourself). of the “moving parts” are connected to your nervous system. An item that has a
wireless ability, however, can only gain that full level of functionality if
Stim patch: This patch grants temporary hit points equal to its Rating. This wireless functionality is active.
effect lasts for 10 minutes—after that period of time, the patient takes twice the
rating in nonlethal damage. While a stimulant patch is in effect, the character is ‘ware grades
unable to rest. Cyberware and bioware implants are available in five distinct grades:
standard, alphaware, betaware, deltaware, and used. The prices for cyberware
STIM and bioware presented are for standard ‘ware. When purchasing implants of
Type drug (ingested, inhaled, or injury); Save Fortitude DC 10+Rating; other grades, apply the Cost and Item Level adjustments as noted on the Implant
Addiction DC 10+Rating (mental and physical) Grades table. All accessories and add-ons must be of the same grade as the
Track Dexterity; Effect gain (Rating) temporary hit points for 10 minutes. implant to which they are added.
After 10 minutes, take (2xRating) nonlethal damage.
Grades Essence Cost Level Price
Tranq patch: This patch can drop a rhino at sufficiently high doses. At low Standard x 1.0 — x1
doses, it can stop annoying conversations or make a guard study the back of Alphaware x 0.8 +2 x 1.2
their eyelids. If the patch is removed before the tranq kicks in, apply a +1 bonus Betaware x 0.7 +4 x 1.5
to the targets save for the difference between onset time and rounds of contact. Deltaware x 0.5 +8 x 2.5
Gammaware X0.4 +12 X5
TRANQ
Used x 1.25 -4 x 0.75
Type poison (ingested, inhaled, or injury); Save Fortitude DC 10 + Rating
Track Constitution; Onset 1d10 rounds; Frequency 1/round for (Rating)
rounds
Effect progression track is Healthy-Weakened-Impaired-Unconscious-
Unconscious

Trauma patch: If placed on a dying or bleeding patient, it allows her to make


an immediate First Aid check (First Aid, SFCRB, pg. 143), though she must use
her Constitution modifier rather than the Medicine skill. If placed on a patient
that is merely unconscious (though not due to having an ability score reduced to
zero or having zero hit points), a trauma patch allows them to make the same
check to regain consciousness. For each additional patch applied after the first
within 10 minutes, the patient (or doctor using the Wireless option) gains a +1
bonus to the check to a maximum of +5. Applied to an otherwise healthy
individual (not bleeding, unconscious, and/or dying), a trauma patch restores
1d4 stamina points, and may stagger the recipient for a round
Cyberware physical skillchip that can be accessed by the skilljack along with any skillsofts
already in storage. In addition, the chipjack Rating adds to the skilljack Rating
Headware when determining the total skillsoft Ratings that can run simultaneously. For
These small complex devices are inserted into the head and typically example, a Rating 3 chipjack paired with a Rating 7 skilljack can handle a total
constructed via less-invasive nanosurgery. Items that have a Capacity Cost [in of (3 + 7) x2 = 20 skillsoft ranks (or 30 with wireless enabled). The maximum
brackets] may be installed in cyberlimbs instead. rank/rating of any single skillsoft is still the skilljack Rating, however (7 in the
example).
Capacity
Device Ess Level Price Comm unit: The implanted version of the comm unit comes with a sim
[Cost]
module at no additional cost. An integral headware comm unit is popular with
Attention
0.9 [1] 8 3,000¥ corporate operatives, company men, and sararimen on the go. Generally
coprocessor
speaking, comm units with a Computer Tier of less than 5 are not installed
(Rating) x (Rating) (Rating) x
Chipjack (1–10) — inside your skull, for security reasons.
0.15 x2 1,000¥
2,000¥ +
Cyberdeck: Simply put, you’ve got a deck in your body. This is very
Comm unit Comm unit
convenient for the hacker on the go and is often sported by G-men and military
0.6 [2] — Cost
deckers.
5,000¥ + deck
Cyberdeck 1.2 [4] 6
cost Datajack: A datajack gives you a direct neural interface (aka DNI), which
Datajack 0.3 — 2 1,000¥ can be handy in a lot of situations. It also comes with a retractable spool of
Data Lock (Rating Rating x Rating x micro-cable (about 5 feet long) that lets you directly interface with any
0.3 —
1–10) 2 1,000¥ electronic device via a universal access cable. Datajacks are equipped with their
Dream link 0.3 — 8 1,000¥ own cache of storage memory for downloading or saving files. Two datajack
False face 1.5 [8] 13 20,000¥ users can string a fiber optic cable between themselves to conduct a private
Infrasonice Rating x Rating x mental communication immune to radio interception or eavesdropping.
0.6 [2]
Generator (1–4) 5 4,000¥ Wireless: The datajack gives you 1 point of noise reduction.
Knowledge Rating x Rating x
— Rating
hardwires (1–10) 0.15 2,000¥ Data Lock: This special datajack is popular with couriers, spies, diplomatic
Math SPU 0.3 [1] 8 2,000¥ aids, and executive liaisons. Effectively, it turns the character in whom it is
Olfactory Booster Rating x Rating x installed into a walking data safe. The data lock is as hard to hack as a computer
0.6 —
(1–6) 3 4,000¥ with a tier equal to its item level, and it protects the data from anyone not
Orientation system 0.6 [1] 4 500¥ authorized to access it (possibly including you). Data locks are not wireless
Rating x Rating x Rating x enabled; they can only be accessed via universal data connector. In fact the
Radar sensor (1–4) [Rating] bearer of the implant doesn’t have mental access to the data—they’re only a
0.75 3 4,000¥
Simrig 0.6 — 13 4,000¥ carrier.
Skilljack (Rating 1– Rating x Rating x Rating x
— Dream Link: This unusual device allows the user to record their dreams,
10) 0.3 2 20,000¥
Synthlink 0.3 [1] 4 1,000¥ creating a simsense record that may then be reviewed and re-experienced as the
Rating x Rating x user wishes. Copies may be created and shared but are often difficult in the
Taste Booster 0.6 — extreme to understand without additional simsense recordings, such as from a
3 3,000¥
Tooth Compartment — — 8 800¥ simrig. Dream links may also be used when awake, retaining up to one hour of
Ultrasound Sensor Rating x active thought for examination and replay.
0.75 [2] 10 > There’s a burgeoning market for bootlegs of really vivid,
(Rating 1–6) 12,000¥
full simsense dreams out there that’s starting to eat up BTL
Visualizer 0.3 — 8 2,000¥ territory and is being pushed by a lot of the same dealers.
Voice mask 0.3 — 10 2,000¥ > MGL
Control Rig*
Rating 1 3 — 6 43,000¥ False Face: Intended for use by actors, shadowrunners quickly found other
Rating 2 6 — 11 97,000¥ uses for the false face, resulting in it being restricted in most countries and
Rating 3 9 — 16 208,000¥ corporations. The bones of the face are replaced with dozens of small ceramic
Cortex Bomb plates that may be adjusted and rotated by micro-servos implanted beneath
Kink 0 [1] 14 10,000¥ them. Combined with small reservoirs of gel that allow inflation or deflation of
Microbomb 0 [2] 18 25,000¥ facial features, this allows the user to resculpt their face to any possible version
Area Bomb 0 [3] 22 40,000¥ of their metatype, regardless of ethnicity. False face provides a +4 circumstance
*The Control Rig makes use of alternate drone/rigging rules. If not using bonus to a character’s Disguise check. Changing one’s face takes 1 minute of
these rules, you shouldn’t use this cyberware. concentration and is somewhat painful.
Wireless: The user may access a list of faces that they have previously
Attention Co-Processor: True wetware-based multitasking remains created, allowing a transformation in half a minute.
annoyingly out of reach, but ongoing work in the field has allowed for a limbic
monitoring system that searches for and denotes objects of interest, pinging Infrasonic generator: A modified version of the standard voice modulator,
them with gentle neural tugs or, if connected to sensory cyber/devices, actual this model adds infrasonic tones as an underlayer to your normal voice.
sounds or visual flags to ensure they’re noticed. This grant a +1 bonus on Infrasound hovers at a frequency just at the edge of human hearing, causing
Perception checks. feelings of anxiety and fear. When activated, this modification adds its Rating
Wireless: Objects are identified and tagged based on their recognition via to Intimidation checks against anyone without an enhanced range of hearing.
central database. This results in an additional +1 bonus to all Perception checks.

Chipjack: The return of an old classic! This expanded bay allows a number
of additional, physical skillchips to be slotted into a user’s skilljack, saving time
from manual switching. The chipjack further comes with an expanded buffer,
allowing more chips to be accessed simultaneously, though the raw power of
those chips is controlled by the strength of the core skilljack processor. Note
that chipjacks are not compatible with hardwires. A standard skilljack allows its
user to employ knowsofts, linguasofts, and (with skillwires) activesofts. It can
run multiple skillsofts at once, provided the total skillsoft Ratings do not exceed
the skilljack Rating x2 (or x3 with the wireless ability). Individual skillsofts
cannot have a Rating higher than the skilljack Rating. Inactive skillsofts are
kept in storage; unloading any number of skillsofts and loading new ones from
storage is a Swift Action. Each chipjack Rating adds one slot for an additional,
Knowledge Hardwires: The classics never really die, they just get shunted to rather than the normal -4 penalty the noise would inflict on other devices. Radar
overlooked planetoids. Skill hardwires have been around since before the Gap pulses are detectable by any wireless device, but most won’t be able to identify
but fell out of favor with prosperous countries due to the simple fact that a them as anything more than background noise.
permanent installation of a skill isn’t the best investment in today’s ever-
changing economic conditions. In less resource-rich parts of the Pact worlds, Simrig: An implanted version of the simrig, this headware implant allows
however, the ability to simply absorb a medical degree or legal complexities you to record sensory data for later replay (or sale if you’re really interesting).
can’t be overstated. KITT is the biggest supplier, naturally, but Renraku keeps
the frontier well-stocked with hardwires, though they focus more on Active Skilljack: This headware interprets knowsofts, and linguasofts for your brain
skills than Knowledge skills. Knowledge hardwires are simply an implanted so you can use them as though they were your own. It can also run activesofts,
skillchip and a processor designed to run only that single skill. The skill can be but they only act as knowsofts (providing information about the subject) unless
neither upgraded nor replaced without removing the entire unit and implanting a you have skillwires. The total ranks of all skills running on a skilljack cannot
new one. On the positive side, you may have several knowledge hardwire units exceed twice its Rating, and the maximum Rating for a skill is the skilljack’s
installed, giving you access to a wide array of abilities. Note that the hardwire Rating. Loading any number of skills from storage or stopping loaded skills is a
Rating must be equal to or greater than the Knowledge skill installed into it. Swift Action. Effects and bonuses to skills from class abilities can’t be used
when making checks with skills you have through a skilljack. If you have more
Math SPU: This cranial subprocessing unit (SPU) is dedicated to running than one skilljack, only one can operate at a time.
mathematical functions, freeing up more grey matter for other activities. It also Wireless: The extra boost from the Infosphere increases the total ranks limit
keeps time accurate to four decimal places, includes a note-taking calendar, and to the skilljack’s Rating x 3.
can keep track of up to ten separate timing matters simultaneously, such as
“How long is this movie” or “How long until the popcorn is done?” or “What Synthlink: A simple interface akin to a smartlink that allows the user to
time will my download finish?” A math SPU adds +2 bonus to checks involving interface with smart instruments, improving the link between musician and
math and keeping time. instrument. Smart instruments cost twice as much as standard instruments.
> I once dated an accountant with one of these – credited it Users who are equipped with linked “synthstruments” have a +1 bonus for
for her success in business and her perfect rhythm when performing.
dancing and… other stuff. Wireless: The user gains an additional +1 bonus to skills employing linked
> Kadance synthstruments.
> I never thought of that! I’m totally getting one of these
now. For math. Taste Booster: The taste booster performs the same function as the olfactory
> MGL booster, except that it enhances your taste buds. The taste booster also lets you
experience gustatory data in AR and VR environments with a “taste track”—
Olfactory Booster: This cybersnout enhances, identifies, and records smells, caveat emptor on that one, chummer. Apply the taste booster’s rating as a bonus
and can play them back later. The massively enhanced olfactory capabilities of to any skill checks involving taste.
a sniffer open up a whole new world of sensory data to you—you’ll be able to
sense things that ordinarily only a scenthound would. You can smell people’s Tooth Compartment: The oldest cyberware on the market, these hollow
emotions in their sweat (and if applicable, the maker’s mark of their tailored teeth come in storage and breakable models. The storage model is used to
pheromones), traces of ammunition propellant, explosives, or biological and smuggle really, really tiny contraband, the size of a datachip or a really small
chemical warfare compounds—the list goes on and on. A cut-off function RFID tag. Items can be removed with a wireless signal or hidden catch as a
allows you to completely ignore intense odors, possibly the most convenient Standard Action. The breakable model triggers a linked effect (such as starting a
feature for use in your daily life. The olfactory booster can even be used in VR tracking signal, or releasing deadly poison into your mouth—make sure you
to create an even more immersive experience. While switched on, you gain remember which is which!) with a wireless signal, or it may trigger when you
blindsense (scent), but suffer a -4 penalty to saves versus strong scents or odors. bite down hard on the tooth.
Orientation System: In addition to serving as a global positioning system Ultrasound Sensor: This cyberware is exactly like the ultrasound sensor.
(GPS), this upgrade includes an internal gyroscope (for when GPS signals are When active, it replaces your normal vision. It can be switched between active
unavailable), an internal compass, an inertial compass, an altimeter, a sonar, passive sonar, and off with a Swift Action.
barometer, and an external port for holding a mapsoft. It doesn’t include a
display, so some kind of overlay (such as an imagelink in cyber-eyes) or other Visualizer: One of the most-beloved creations of the past five years, the
visual aid, is needed to process data properly. The orientation system can visualizer allows the user to export a 2D or 3D image from their mind to
further chart paths, provide redline instruction (projected via AR to your field of augmented reality, or directly to paper by interfacing with a wireless printer. It
vision via your PAN), make projections, measure your time of travel, distance, requires extensive concentration and rare mental imaging ability to create more
and ETA, as well as record your path for future map updating. This provides a than a rough realization of the image in someone’s head, but it’s an emerging
+2 bonus on Survival checks for Orienteering (SFCRB, pg. 149) and any checks art form. This augmentation allows a character to use the Profession [artist] skill
involving local, non-drift navigation. untrained and with their highest mental ability score modifier. It takes between
Wireless: The bonus increases to +4 and the user cannot become lost. In five seconds (for a simple geometric design) to an hour (for detailed landscapes
addition, new mapsofts may be accessed wirelessly. or persons) to create the image.
Radar Sensor: Consisting of a terahertz pulse-transmitter, receiver, and DC 15 Simple image or design
highly advanced processing unit, this ‘ware computes differences in the Doppler DC 20 Standard illustration or photo
shift between the user and the surrounding area, granting blindsense within a DC 25 Intricate, high definition illustration or photo
60-foot radius. This also confers Sense Through (vision) to a 60 foot range. DC +5 Extend to three dimensions
This allows the user to view a three-dimensional map of the area and the
elements contained therein, if in a vague, blocky manner. The radio pulses are Voice Mask: A much-downgraded version of the voice modulator, the voice
able to pass through most solid matter, allowing the user to “look” through mask doesn’t allow for modification of the volume or frequency of the user’s
walls, clothes, and similar obstructions to see the outlines of what lies beyond. voice, nor does it allow recording, rebroadcasting, or replication of someone
While individuals cannot be recognized at the resolution of the processing, else’s voice. What it does, however, is use dissonant frequencies to totally
shapes can give some suggestion of what items might be (tables, guns, balls, distort the user’s voice and make it completely unrecognizable and useless for
and so forth). The system is excellent at detecting motion, calculating exact identification.
distance (when combined with a math SPU), and accurately overseeing
floorplans and the locations of persons and objects in that area. It is somewhat
complex to sift through the data for a proper reading (a Move Action is
required), and while it can ignore Invisibility spells and many camouflage
methods, it cannot discern color, lighting, or texture. The radar sensor can
penetrate a number of material barriers (but not energy barriers, Blocking Sense
Through, SFCRB, pg. 265) equal to its own Rating. Thus, a Rating 3 radar
sensor can penetrate 30 feet of wood or plastic, or 15 feet of stone, or 18 inches
of lead, etc. Radar systems are especially vulnerable to jamming and noise,
suffering double the usual penalty. For example, if the ambient noise is 4 in an
area, Perception check made to notice things via radar sensor suffer a -8 penalty
Control Rig: This implant harnesses the raw data-coordinating and close both natural eyes and use two additional eye mounts as well.) Placement
synchronization power of the middle brain for the express purpose of directly of this additional eye can provide tactical advantages for the cunning
manipulating rigged vehicles and drones (and other devices with rigger shadowrunner. The most common placement is one in the back of the head, to
interface, like turrets). It has a built-in sim module, so you can use it for DNI be aware of ambushes, or to a hand, allowing someone to look around corners.
with other devices. It also comes with a universal data connector and about 5 The listed cost is for the mount; the cybereye itself is sold separately. Using one
feet of retractable cable (it’s like getting a free standard datajack). When you’re eye in front and one in back grants +2 on Perception checks to act in a Surprise
jumped into a vehicle or drone, your contribution to any attack rolls, skill round.
checks, or saving throws the controlled device needs to make is capped at a > With the unusual SURGE mutation often resulting in a third
value equal to four times the control rig’s rating. eye in the middle of the forehead, quite a few non-mutants
*The Control Rig makes use of alternate drone/rigging rules. If not using have gotten an eye mount in a similar way, leaving this “third
these rules, you shouldn’t use this cyberware. eye” closed unless needed. While the third eye is cybernetic,
the user normally retains their original eyes. This trend is
Cortex Bomb: An illegal method of coercion, cranial bombs come in three starting to be picked up by Horizon.
flavors: kink, microbomb, and area bomb. Kink bombs are designed to damage > Dr. Spin
only part of the victim’s head, either rendering specific headware useless or
damaging the brain to cause blindness, stuttering, hearing loss, or some other Eye Protectors: These are simple protective covers that go over the user’s
trauma (installer choice, chosen when installed). Of course, sometimes when eyes, preventing them from being harmed by dust and debris. They’re available
something in your head explodes, things don’t go exactly as planned and the in a wide array of color and style, as well as in plastic (KAC +3, just for the
result is a bit … much. When a kink detonates, roll a d20; on a natural 20, treat eyes) or ballistic glass (KAC +6, just for the eyes).
the kink as a microbomb instead. The microbomb version is just powerful
enough to kill the unfortunate bearer (no save). Area cranial bombs kill the Eye-Light System: The eye-light system involves a pair of minuscule, high-
victim (still no save), and they also affect a blast area exactly like a Mk V power but low-heat lights installed into the user’s cybereyes. The mechanism is
fragmentation grenade. The bombs can be remote- or time-detonated, or even attached to the forward inner wall of the eye, with a second, smaller pupil
set to discharge by sound recognition. If installed in cyberlimbs, these bombs installed to allow it to shine out. The light produces normal light to a range of 5
are designed to destroy specific components (kink), the entire limb (regular), or feet and allows for a person with low-light vision to see for an additional 50
blast the area and damage the bearer (microbomb). feet. The thin beam illuminates an area roughly the size of a sheet of paper or
half a fuse box, allowing for a wide range of activities while leaving the hands
Eyeware completely free. Standard white light may be replaced by any other color, or
Probably the most common piece of cyberware available in 317 A.G. is ultraviolet, at no additional cost, with red being the most popular alternative.
cybereyes. Originally designed to gift the blind with normal sight, cybereyes Wireless: Activating or deactivating the eye light system is a Swift Action
allow for far more than normal human vision. While they still carry a social instead of a Move Action.
stigma in places, and the idea continues to carry a degree of squeamishness
about it, it’s not entirely uncommon for people with perfectly good natural eyes Flare compensation: An implanted version of the flare compensation
to trade them out for cybernetic replacements. Cybereyes are available in any enhancement.
shape or color, from “almost natural” to all chrome to solid glowing purple and
everything in between. Some models have their color and pattern easily altered Image link: An implanted version of the image link enhancement (again,
by downloading a new skin. Most cybereye modifications are also offered as standard with cyber eyes).
retinal modifications to the natural eye. As a general rule, upgrades are applied
to both eyes so that the user’s vision doesn’t become unbalanced. Low-light vision: An implanted version of the low-light vision enhancement.

Capacity Microscopic Lenses: Take your lab with you, but don’t forget your slides!
Device Ess Level Price
[Cost] Microscopic lenses allow for refocusing of the eye to a massive magnification
Cybereyes basic system of tiny, tiny objects, up to 1000X their normal size. When microscopic lenses
Rating 1 0.6 4 3 4,000¥ are active, the user’s eye is unsuitable for any other task, but a Move Action
Rating 2 0.9 8 6 6,000¥ allows the lens to be switched on or off. An item further away than a foot away
is beyond the focal ability of active microscopic lenses. When microscopic
Rating 3 1.2 12 9 10,000¥
lenses are being used, in addition to the obvious use, they provide a +4 bonus
Rating 4 1.5 16 12 14,000¥
on Perception checks to examine the material in question.
Additional eye mount 0.6 [2] 8 1,000¥ Wireless: Switching lenses on or off is a Swift Action instead of a Move
Eye protectors 0.3 [2] 1 100¥ Action.
Eye-light system 0.3 [2] 2 500¥
Flare Compensation 0.3 [1] 4 1,000¥ Ocular drone: This enhancement only affects one eyeball per purchase. A
Image link** 0.3 ** 4 1,000¥ small spyball drone is placed in your ocular cavity. The spyball functions as a
Low-light vision 0.3 [2] 4 1,500¥ normal cybereye (with all the relevant enhancements) until you remove it and
Microscopic lenses 0.6 [3] 4 1,000¥ control it as though it were a Horizon Flying Eye. When it’s out and you have
Ocular drone* — [6] 6 6,000¥ only one eye, you suffer a -2 penalty to all tasks that use vision (such as
Retinal duplication Rating x perception checks and attack rolls). If you replace both eyes with drones, you’re
0.3 [1] 18
(Rating 1–6) 20,000¥ effectively blind while those drones are operating apart from you. An ocular
Smartlink 0.6 [3] 9 4,000¥ drone is obviously not available as a retinal modification.
Spider eyes 0.6 2 8 2,000¥ *The Ocular Drone makes use of alternate drone/rigging rules. If not using
Thermographic vision 0.3 [2] 4 1,500¥ these rules, you shouldn’t use this cyberware.
Vision enhancement Rating x Rating x
0.3 [Rating] Retinal duplication: This highly illegal modification can be loaded with a
(Rating 1–3) 3 4,000¥
Vision magnification 0.3 [2] 4 2,000¥ recording of someone else’s retina to create an almost perfect reproduction. See
*The Ocular Drone makes use of alternate drone/rigging rules. If not using the rules on bypassing maglocks for more information.
these rules, you shouldn’t use this cyberware.
** Included in the basic cybereyes system. Smartlink: An implanted version of the smartlink vision enhancement. Note
that a smartlink installed in a natural eye or in a pair of cybereyes is more
Cybereyes: The basic cybereyes system features 20/20 vision for both eyes, effective than a smartlink installed in an external device: see Smartgun
an image link, and a built-in camera at no extra cost, as well as capacity for System, above.
vision enhancements.

Additional Eye Mount: Ever wanted eyes in the back of your head? Well,
now you can! Each additional eye mount allows the user to attach a cybereye to
any part of their body that they wish. Due to the disorienting nature of such
extra eyes, the user has a cumulative penalty of -1 to physical skill checks and
attack rolls for each eye active beyond their racial norm. (A user can close one
normal eye and use an additional eye mount as the second without penalty, or
Spider Eyes: Primitive eye clusters may be installed as an alternative to a Damper: This implant protects the user from sudden increases in sound as
third (or fourth, fifth, etc.!) eye. These simple eyes have poor detail and little well as damaging sound levels. The damper adds a +2 bonus saves made to
color, but they discern light and darkness and, more importantly, movement. By resist sonic attacks and sound-based effects, including flashbangs.
placing these along the rear of the user’s head or neck, they can detect
something approaching and react accordingly, without the distraction that a full
visual sensory input would bring from a full eye. Note that Spider Eyes are Ear Protector: Adding cups over a user’s ears provides protection not unlike
cybereyes, not cybereye modifications! Users with spider eyes receive a +1 eye covers for cybereyes. This increases KAC by +3, though only to protect the
bonus on Perception checks for acting in a Surprise round if the surprise is ears. The specially sculpted design doesn’t degrade your ability to hear.
within 30 feet of them. This cyberware also reduces the bonus attackers gain > CorpSec is trained to shoot center-mass… so, maybe if I grew
from flanking you by 1. an ear on my chest.
> MGL
Thermographic vision: An implanted version of the thermographic vision
enhancement. Increased Hearing Spectrum: A basic augmentation that expands the user’s
hearing spectrum beyond the typical metahuman breadth of 20 Hz to 20 kHz as
Vision enhancement: An implanted version of vision enhancement. well as beyond typical audio enhancements. The user’s hearing extends as low
as 5 Hz, into infrasonic sound, and as high as 120 kHz into the ultrasonic. This
Vision magnification: An implanted version of the vision magnification allows the user to hear sounds outside the normal range, such as dog whistles or
enhancement. ultrasound-based motion detectors, which would otherwise go unnoticed. If
Earware combined with a device to create such sounds, such as a voice modulator, then a
Earware, like eyeware, is available either with complete cybernetic method of signaling, or even communication, can be employed that is difficult
replacements (with the modifications costing Capacity) or as a direct for those without the augmentation to listen in on. This ‘ware also confers a +2
modification to the inner ear. As a rule, upgrades are installed in both ears to bonus on Perception checks made to oppose Stealth checks.
prevent an imbalance of hearing. Wireless: Access to a public database that allows these sounds to be compared
to known sounds and identified, giving +2 bonus on checks to identify a
Capacity particular sound.
Device Ess Level Price
[Cost]
Modular Mount: Using a universal connector not unlike the tactical rail of a
Cyberears modern firearm, the modular mount allows a single gun accessory, or a
Rating 1 0.2 4 3 3,000¥ similarly sized hand tool, to be attached to the user’s ear, providing a hands-free
Rating 2 0.3 8 6 4,500¥ option for essential gear. Small, handheld items, such as a flashlight or handheld
Rating 3 0.4 12 9 7,500¥ sensor can be modified to be mountable for 50 credits per item. It takes a Move
Rating 4 0.5 16 12 11,000¥ Action to remove a modular item, and another Move Action to replace a
Antennae 0.1 [1] 2 500¥ modular item.
Audio Enhancement Rating x Rating x Wireless: Removing a modular item is a Free Action instead of a Move
0.1 [Rating]
(Rating 1–3) 3 4,000¥ Action.
Audio analyzer 0.1 [1] 4 1,000¥ > Modular coffee mugs! Get two ears and never be without a
Balance Augmenter 0.1 [4] 8 8,000¥ beer hat! Wiz!
Damper 0.1 [1] 6 2,250¥ > Slamm-0!
> Technically, you can add knives or pistols to this mount.
Ear protectors 0.05 [1] — 250¥
This is more useless than it sounds. Please don’t.
Increased spectrum 0.1 [1] 6 500¥
> Butch
Modular mount 0.1 [1] 4 250¥
Select Sound Filter Rating x Rating x Select sound filter: An implanted version of the select sound filter audio
0.1 [Rating]
(Rating 1–6) 3 3,500¥ enhancement, with the difference that the maximum available Rating is 6
Sound Link* 0.1 * 4 1,000¥ instead of 3.
Spatial Recognizer 0.1 [2] 8 4,000¥
Rating x Sound link: The audio equivalent of image link, sound link can play audio
Translat-Ear 0.1 [1] 8
2,000¥ (recordings, movie soundtracks, music, etc.) from linked sources within the
* Included in the basic cyberears system. user’s PAN (or headware memory, or datajack) directly into the user’s
cyberears. A sound link is a common component of immersive AR
Cyberears: Ordinarily, cyberears replace only the inner ear, although the environments, adding a sonic component.
whole thing can be replaced as well if you like. Cyberears offer hearing with
normal ranges (like an omni-directional microphone), a sound link, and Spatial recognizer: An implanted version of the spatial recognizer
Capacity for modifications and enhancements. enhancement.

Antennae: With an extended antenna array, the user can send and receive Translat-Ear: New from Renraku, the Translat-Ear allows you to hold a
wireless signals easier than without. Available in both retractable and fragile or single language knowsoft and provides translation for what you hear with only a
non-retractable and sturdy options for the same cost, they are often, but not one-second delay. While the Translat-Ear isn’t able to assist you to read or
always, taken in pairs and come in a wide variety of designs, shapes, and colors. speak the language, it provides a vastly cheaper option for translation services
Shiawase MochiMecha are all the rage this year! Each antenna, to a maximum than a full skilljack. Renraku happily provides Infosphere storage for all of your
of three, reduces Noise by 1 for the user. And only the user. linguasofts, allowing you to wirelessly access them at will, but reminds you that
their Babel service is even handier!
Audio enhancement: An implanted version of audio enhancement. Wireless: You can switch between any linguasofts you own as a Move
Action. In addition, if you subscribe to a wireless skillsoft service, you may
Audio Analyzer: A simple bit of hardware that measures and identifies both switch between all languages as normal
pitch and timbre, audio analyzer is quite useful for musicians and
impersonators, but it can also allow eavesdropping of old touch-tone datapads. Bodyware
The audio analyzer confers a +2 bonus for audio-based Perception checks, and Bodyware covers the goods to make you stronger, faster, better protected, and
checks relating to musical performances. altogether more robotic, if that’s your thing. Bodyware cannot be installed into
cyberlimbs unless it has a Capacity cost [in brackets]. Bodyware with a
Balance augmenter: The balance augmenter enhances the inner ear’s natural Capacity cost can be installed in cyberlimbs, costing capacity rather than
balance mechanism. You receive a +1 bonus on all checks involving balance, Essence.
such as climbing, walking across a narrow platform, landing after a jump, and
so on.

Capacit
Device Ess Level Price
y [Cost]
Rating x Rating x Active Hardwires: Programmed with a single, unchangeable, physical skill,
Active hardwires — Rating x 4,000¥
0.15 2 active hardwires are a dedicated skillwire system. While this skill may not be
Auto-injector 0.15 — 2 changed, multiple active hardwires may be implanted into a person, each
Reusable (1 dose) 0.15 — 2 500¥ + contents granting one physical skill. Note that the active hardwire system includes its
Expanded reservoir own processor, meaning that no skilljack is needed to operate it.
0.15 — 4 250¥ + contents
(+5 doses)
Balance tail 0.75 — 8 2,000¥ Auto-Injector: Originally, auto-injectors were devices that released
Biomonitor 0.2 [1] 2 500¥ medication into a person’s body either when needed or on a regular time
Rating x schedule. It took the streets about thirty seconds to realize that you could
Biowaste storage [Rating] 8 Rating x 500¥ replace, say, insulin with combat drugs, and suddenly you have a sneaky
0.2
boosting technology. While the base auto-injector is designed to hold a single
Bone Lacing
dose of a chemical, an auxiliary storage unit is often implanted to allow up to
Plastic 1.5 — 9 8,000¥ five additional doses. The auto-injector is normally refilled from an external
Aluminum 3 — 13 18,000¥ port but may be connected to a chemical gland (see below) instead, allowing the
Titanium 4.5 — 17 30,000¥ user to produce their own chemicals and dispense them as desired. Note that
Cyberfins 0.3 [1] 8 500¥ while different chemicals can’t be mixed in a single dispensary, multiple
Cybersafety — [1] 4 100¥ injectors may be implanted to create a veritable salad bar of chemical cocktails.
Dermal Plating Wireless: Provides access to database information about the drug’s effects and
(Rating 1–7) a real-time countdown of its duration, as well as a monitor of when the
Rating 1 1.5 — 5 3,025 aftereffects should pass.
Rating 2 3 — 7 6,950
Rating 3 4.5 — 9 17,975 Balance Tail: Largely having fallen out of favor for their bioware cousins,
Rating 4 6 — 12 48,850 balance tails are cybernetic tails extended from the user’s spine, focused on
Rating 5 7.5 — 14 105,000 improved stability and balance. The tail is controlled by a dedicated sub-
Rating 6 9 — 16 163,500 processor at the base of the spine and is autonomous, often moving about on its
Rating 7 10.5 — 19 542,000 own without the user’s awareness as it quietly compensates for natural motion.
Fingertip While the base tail is in the always-classic chrome, faux-fur cat tails are, by far,
0.3 [1] 4 3,000¥ the dominant style. Tails must be at least knee-length to be functional, but most
Compartment
Flex hand 0.45 — 8 1,500¥ are slightly longer than the user’s legs. The balance tail grants the user a +1
bonus for all checks requiring balance, such as climbing, jumping, or running. It
Foot anchor 0.75 [3] 10 2,000¥
also raises the user’s KAC by one for purpose of resolving trip attempts, and it
Gastric
0.6 — 4 2,000¥ grants a save versus the knockdown critical effect of weapons.
neurostimulator
Grapple Gun 1.5 [4] 8 5,000¥ Biomonitor: While this is simply an implanted version of the standard
Internal Air Tank biomonitor, its cybernetic nature allows it to integrate the user’s augmentations
0.75 [3] Rating Rating x 4,500¥
(Rating 1–3) into calculations so that, for instance, a user’s bone structure will not read as
Internal router 2.1 — 4 15,000¥ damaged just because they have plastic implants.
Killswitch 0.15 — 10 750¥ + contents Wireless: Provides interaction with a user’s healthcare provider, as well as
1,000¥ + constant updates in their personal PAN. This functions as a self-targeted, non-
Magnetic system 0.75 [2] 8
contents magical version of the Detect Affliction spell that can only detect non-magical
Move-by-wire system afflictions. The check to identify an affliction can be made by the user or their
Rating 1 9 — 14 40,000¥ healthcare provider (if any).
Rating 2 12 — 20 125,000¥
Rating 3 15 — 26 205,000¥ Biowaste Storage Expansion: What it says on the tin. Each Rating point
Muscle Replacement (Rating x Rating x allows the user to store an entire day’s worth of liquid and solid waste for later
Rating x 3 — offloading via an access port.
(Rating 1–3) 5)+1 25,000¥
> Handy for long waits in a sniper position or when hiding
Nutrition storage Rating x
[Rating] 4 Rating x 500¥ inside a facility, waiting for it to close.
system 0.3
> Hard Exit
OXSYS cybergill 0.75 — 4 2,000¥ > Hehe… access port.
Reaction Enhancers Rating x (Rating x Rating x > MGL

(Rating 1–3) 0.9 5)+1 13,000¥
Reloading rail [5] 8 3,500¥ Bone lacing: Your bones are laced with lattice chains of reinforcing plastics
Remote Cyberhand 0.75 [5] 8 8,000¥ or metals, improving their integrity and tensile strength (and adding to your
Retractable climbing body’s overall weight). Bone lacing comes in three types: plastic, aluminum,
0.6 [2] 8 2,000¥
claws and titanium—you can only have one installed at a time. It gives you
Skillwires (Rating 1– Rating x Rating x Rating x DR/Bludgeoning, a little KAC (cumulative with other Armor), and enhances

6) 0.3 4 20,000¥ your unarmed combat damage, all listed in the table below. Bone lacing is
Smart articulation 1.5 — 8 6,000¥ incompatible with other augmentations that add to or alter your bones (such as
Smuggling bone density augmentation).
0.6 [2] 6 7,500¥
Compartment
Targeting laser 0.6 [4] 4 1,000¥ Material KAC Unarmed Damage
Targeting laser Plastic +0 +1
0.6 [4] 6 1,250¥
(infrared) Aluminum +1 +2
Touch link 0.3 — 8 1,000¥ Titanium +2 +3
Wired Reflexes
(Rating 1–3)
Rating 1 6 — 9 39,000¥
Rating 2 9 — 13 149,000¥
Rating 3 15 — 21 217,000¥
Cyberfins: Retractable webs for the user’s hands and feet, cyberfins make Internal air tank: The internal air tank replaces part of one lung with a
swimming a breeze. When active, the user gains a swim speed of 15, +5 for pressurized internal air reserve that allows you to hold your breath for up to
each additional pair. Each pair of cyberfins further increases skill checks to (Rating) hours. This allows extended underwater operations and complete
swim by +1. A user may only have one pair on each set of limbs. Note that protection from inhalation-vector attacks as long as you’re holding your breath.
engaged cyberfins make use of that limb difficult for fine motor work, hands Activating or de-activating the tank is a Move Action. Refilling the air tank
penalize physical skills and attack rolls by -2, outside of the water deployed with pressurized air through an intake valve (located under your ribcage) takes
cyberfins on your feet cut your land speed in half, make it impossible to run or
five minutes, or you can refill it through six hours of normal breathing.
charge, and inflict a -2 on reflex saves.
Wireless: Activating or deactivating cyberfins is a Swift Action, instead of a Wireless: Activating or de-activating the tank is a Free Action. You’re always
Move Action. aware of the tank’s exact air level and purity.
Cybersafety: A simple implanted RFID chip informs your cybersafety- Internal Router: Using the body’s internal neural network as “wires,” the
equipped weapon that you are a valid user. The cybersafety itself is a program internal router allows the user’s cybernetics to communicate with one another as
consisting of an RFID broadcaster, held by the weapon owner, and an RFID if they were wirelessly connected and, if expanded via a datajack or similar
detector built into the weapon. If the RFID safety isn’t within a foot of the broadcast-enabled piece of cyberware, with the rest of the user’s gear.
weapon, it simply will not fire. The coding for this is standard-issue in all This allows the risk-free use of some wireless functionality, such as the quick-
smartguns, and the technology may be added to any non-smart firearm for 100 loading function of a smartgun or the engagement of a smuggling compartment,
credits. A bracelet or ring equipped with the RFID broadcaster is 50 credits. but not those that require an outside network or similar function, such as
skillwire downloads.
Dermal plating: Hard plastic and ceramic fiber plates are bonded to the
user’s skin (Dermal Plating, SFCRB, pg. 209). The plates are clearly visible, Killswitch: Highly illegal, the killswitch is, at its core, a single-use auto-
and are even more obvious to the touch, but they can be cosmetically stylized injector that’s been filled with some virulent agent. The killswitch is rigged into
for color and surface texture. Dermal plating cannot be combined with other a direct neural interface so that the user can trigger it with a mental command.
augmentations to the skin that provide armor or damage reduction, including Once triggered, in injects a presumably lethal chemical into the user’s
orthoskin. bloodstream. Obviously, a killswitch isn’t designed to be refilled.
Fingertip compartment: This compartment is hidden in the hollowed out last Magnetic System: Each magnetic system is installed into a single limb, with
joint of one finger, with a catch that allows the fingernail to be lifted up as an the torso counting as two separate limbs for this purpose (front and rear). The
access panel, or the entire fingertip removed. A fingertip compartment allows magnetic system is a series of electro-magnets set into the user’s body, allowing
the storage of micro-sized items, like a micro-drone, RFID tag, or datachip. that limb to connect to ferrous metal, or to attach ferrous metals to a limb.
Inserting or removing an object takes a Standard Action. Items held within are While the majority of currently available goods are non-ferrous, instead being
completely concealed, and the compartment itself has a +10 bonus on opposed polymer-based, carbon-fiber, or plassteel, there are still a few load-bearing areas
checks to remain hidden. One popular trick is to use a fingertip compartment to that use metal construction, such as building supports, bridges, heavy
hold a monowhip, with the fingertip acting as control weight. Extending a construction equipment, and so on. While active, the user is virtually incapable
monowhip from a fingertip compartment takes a Move Action, while spooling it of dropping metal items, and may, if the equipment is properly equipped, move
back up requires one Full Action. There’s no telling how many actions it will along metal surfaces by use of two or more magnetic systems (climb speed 5).
take for people to stop being impressed at what just came out of your finger. An engaged magnetic system has a Strength of 12 for purposes of what it can
Wireless: Inserting or removing an item in a fingertip compartment takes a hold or attach, with each additional system attached to the same object increases
Move Action. the Strength score by +2. (Note that it’s entirely possible to have more weight
attached to the user than they can lift). The electromagnetic field an active
Flex Hand: Replacing the bones in the user’s hand with mixed-rigidity smart magnetic system produces results in a Noise rating of 1 per active system with a
materials, improved tendon strength, and a general damping of the hands’ tactile range of 5 feet per system around the user.
senses, a flex hand allows the user to compress their hand in unnatural ways, Wireless: Engaging or de-activating the magnetic system is a Free Action
returning to normal without adverse effect or discomfort. The primary use of instead of a Move Action.
this is to escape security devices, such as handcuffs, or to fit one’s hand through
a space as small as an inch in diameter. The user receives +5 bonus for any Move-By-Wire System: While usually considered cutting-edge technology,
attempt involving removing their hand from a hold or restraint, or to fit their the move-by-wire system actually predates all other reaction cyberware, being
hands into a small opening. A flex hand is incompatible with bone the prototype from which wired reflexes and similar systems were drawn. It was
augmentations or a cyberhand. The cost listed is for a single hand; note that if simply too expensive and invasive to the user’s body for widespread use, and
both hands are in restraints and you only have one flex hand, escape options the inferior, but more survivable, wired reflexes claimed its glory. Researchers
may be somewhat limited. have been struggling with it for decades and still haven’t perfected it, but it’s at
least closer to being usable today than ever before. The system works by putting
Foot Anchor: These are retractable barbs that are designed to punch into the the user’s entire body into a permanent seizure, using electrical impulses to
floor beneath the user’s feet and provide an anchor point. While intended for direct those seizures towards an eventual end goal, such as “move here” or “stab
installation into cyberfeet, foot anchors may be placed into organic legs with that guy.” In many ways, this isn’t unlike a high-end aircraft, where hundreds of
some difficulty. Only a single anchor may be placed per foot. When engaged as computerized micro-corrections are required to keep it flying, only using
an anchor (a Move Action), the character gains one point of recoil metahuman flesh and bone instead of high-end carbon and aluminum. Any user
compensation and each anchor grants a stacking +1 circumstance bonus against under an active system will be affected by constant small twitches and tremors
effects that would force the character to move or fall prone. If two (or more) are due to the complex interactions of the system, which vanish as soon as the
engaged, the anchors grant a save versus the knockdown critical effect. system engages actual movement, returning whenever they are once again still.
If used as a weapon, foot anchors change the damage type of unarmed kicks Move-by-wire is a Personal Upgrade and is incompatible with any other
to piercing and remove the archaic property. Note the anchoring effects only initiative-enhancing augmentation. Each Rating point of a move-by-wire system
functions on floors with a Hardness 20 or less. adds +2 to Dexterity, and +1 to Initiative (making it +2 total to Initiative).
Wireless: Activating becomes a Swift Action and deactivating is a Free Rating 1 move-by-wire does not offer any additional effect, but Rating 2 and
Action. Rating 3 allow you to act as if hasted for a number of rounds equal to your
dexterity modifier (twice your modifier with Rating 3), refreshed after 8 hours
Gastric Neurostimulator: A simple set of electro-stimulators that respond to of sleep or when spending Resolve to regain lost Stamina points. In addition,
nausea by correcting the stomach, inner ear, or other affected areas with tiny the move-by-wire system acts as skillwires of three times its Rating, but will
electrical impulses, rendering the user nearly immune to the effects of nausea or require a skilljack to access this functionality. Users of move-by-wire systems
motion sickness. Quite popular with sailors, acrobats, and those orbital-intended suffer a penalty to their Social skill checks equal to the system’s Rating thanks
workers. When installed, users gain a +2 bonus on saves versus effects that to their constant twitches and tremors.
inflict the nauseated condition, and the duration of an effect is halved. Wireless: +2 to the final rating when used as skillwires.
Grapple gun: This is an implanted version of the grapple gun described Muscle replacement: Why take the time to exercise when you can just install
above. It doesn’t store any rope inside it, but you can attach an external rope a physique? Vat-grown synthetic muscles replace or augment your own, and
before you shoot the grappler. calcium treatments and skeletal reinforcement contribute to your overall
strength. It increases your Reflex save by its Rating and your Strength attribute
by double its rating. It cannot be combined with other augmentations to the space between them, hip bones, shoulder blades, and so forth. These
muscles, including muscle augmentation or muscle toner bioware. This is a compartments can allow the storage of small and mini-sized items (nothing
personal upgrade (Personal Upgrades, SFCRB, pg. 212) bigger than light bulk typically; your gamemaster will let you know if
something’s too big). The compartment grants a +5 bonus on your opposed
Nutrition Storage System: An onboard reserve of tasteless food paste and checks to conceal it. Inserting or retrieving an object requires a Full Action.
water, the former released directly into your stomach, the latter into your mouth Wireless: Inserting or retrieving an object takes a Standard Action.
and throat. Each Rating point allows for a day’s worth of food and water to be
stored. The reservoirs are refilled through an external port and are considered Targeting Laser: This is a large visible-dot laser (available in your choice of
part of the user’s Lifestyle cost. This augmentation is not compatible with the color) built into the user’s trigger hand, allowing it to act as a passive laser sight
elastic stomach genetech. for all carried ranged weapons. For people with infravision capabilities, an IR
> Again, useful for long stakeouts in sniper position or for version is available so that your targeting activities are not overly obvious.
deep infiltration. Wireless: The targeting laser provides a +1 circumstance bonus on ranged
> Hard Exit attack rolls, not cumulative with smartlink modifiers. Activating and
> Also survival in harsh environments. deactivating the laser sight is a Free Action.
> Stone
Touch Link: A simple sensory recording device that records tactile sensation,
OXSYS Cybergill: Rather than an implanted air supply, the OXSYS allowing the experience to be shared or replayed as desired. Combine with a
cybergill is a series of implants along the user’s throat and upper respiratory simrig for an astounding experience!
system that allows oxygen to be pulled from water, allowing for an indefinite
duration of submersion. The user draws water into their lungs during this Wired reflexes: This highly invasive, painful, life-changing operation adds a
procedure, exhaling it as well, and the system includes lung reinforcement and multitude of neural boosters and adrenaline stimulators in strategic locations
strengthened bellows to allow water to be fully flushed out after emerging from throughout your body work to catapult you into a whole new world where
submersion. This process is somewhat discomforting and often loud. While the everything around you seems to move in slow motion. The system includes both
cybergill allows the user to breathe underwater, it doesn’t make the body manual and wireless triggers to turn the wired reflexes on and off; activating or
immune to the other effects of underwater life, such as nitrogen narcosis. deactivating the trigger manually requires a Full Action, doing so wirelessly is a
Dedicated users often implant air tanks with pure helium to manage their body’s Move Action. When activated, each rating point of wired reflexes gives you +2
levels of nitrogen. Initiative. With a Rating 1 system, you act as if under the effects of a non-
magical haste spell. Rating 2 allows you to make an additional attack with a
Reaction enhancers: By replacing specific, isolated vertebrae of your spinal Full Action, though all attacks suffer an additional -1 penalty. Rating 3 allows
column with segments of superconducting material, your reactions to events you to make yet another attack, though all attacks now suffer a -2 penalty.
become quicker. Add the Rating of reaction enhancers to your Initiative. Finally, at the end of every round your Wired Reflexes are active, you suffer an
Reaction enhancers are usually incompatible with all other augmentation amount of nonlethal damage equal to your level plus the Rating of this system.
enhancements to Initiative, including the derived bonus from wired reflexes. Wired reflexes are incompatible with augmentations that affect Initiative.
Wireless: Reaction enhancers are compatible with a wireless wired reflexes Wireless: The system is compatible with wireless reaction enhancers.
system.
Cyberlimbs
The following rules for cybernetics conflict with those in the SFCRB.
Reloading rail: A cybertorso version of the reloading rail (see Gear for more
In today’s world of transplant-friendly bioware, the use of cyberlimbs is
information).
sometimes viewed as crude and outdated. On the other hand, they are cheap and
easy to service and upgrade, so in the end they became even more popular for
Retractable Climbing Claws: Essentially retractable hand razors, angled for
the less fortunate. Since cyberlimbs are more capable than most natural limbs,
use in climbing rather than combat, these claws are reinforced and hooked, and
and you can load them up with all sorts of wiz tech, this kind of cyberware has
are most often taken in pairs. Each pair of climbing claw grants a +1 bonus for
stayed in high demand. Cyberskulls and –torsos are included in the
skill checks to climb. Note that one pair may be taken for the feet as well. If
“cyberlimbs” category, though they are in fact shells rather than full
used as weapons, treat as survival knives, but attack and damage rolls both
replacements (or actual limbs).
suffer a -1 penalty for the awkwardness of using them in an attack.
Cyberlimbs have their own Strength and Dexterity ratings. When a particular
limb is used for a check (such as leading an attack with your cyberarm), use the
Remote Cyberhand: A detachable cyberhand that includes remote rigger
attribute for that limb (natural or cyber); in any other case, take the average
controls and a computer system to allow for remote operation. Look it up under
value of all limbs involved in the task. If a task requires the careful coordination
Drones for more information.
of several limbs, use the value of the weakest limb. The attributes of partial
limbs (including cyberhands and –feet) may be enhanced, but their attributes
Skillwires: Skillwires are a system of neuromuscular controllers that overlie
only apply for checks directly involving those limbs (such as a Strength Check
the body’s natural nervous system; they are capable of aiding or completely
when gripping something with an enhanced cyberhand).
overriding muscular movement, controlled by the “muscle memory” played
Cyberlimbs cannot hold any bioware, nor any cyber-implants that don’t have
through a skilljack. This system allows you to use activesofts with a rating up to
a Capacity cost. Cyberlimbs have other useful features. They give you a 2 bonus
your skillwire’s rating, but only if that activesoft is running on your implanted
hit points for each cyberlimb you possess (ignore hands and feet, and partial
skilljack. Skillwires are incompatible with reflex recorder bioware.
limbs count for half a limb). They have Capacity, letting you add cyberweapons
Wireless: With the skillwire’s memory cache expanded, all the skills you use
and other cyber systems that have a Capacity cost [in brackets]. They can
with it receive +1 to the relevant checks.
perform at superhuman levels with the right enhancements. Cyberlimbs can be
dangerous even if they don’t have cyberweapons installed—their unarmed
Smart Articulation: An advanced procedure that replaces the user’s
strike damage is lethal.
connective tissues, ligaments, and tendons with modern materials and resettable
tensile strengths, smart articulation can set users’ bodies for either loose or tight
joints, in addition to the standard that a metahuman body expects.
When loose, the user’s body is easily contorted, with joints dislodged and
pushed into position limited only by the user’s skin, bones, and imagination.
The user gains +2 to checks to escape bonds or grapples, and can fit through
any opening no smaller than their head.
When tight, the user’s joints are as unyielding as the long bones they are
connected to and equally as inflexible.
The user gains +2 bonus to maintain a grapple, and a +1 bonus for any check
involving endurance, such as climbing.
Unfortunately, in either loose or tight settings, the user will find themselves
with difficulty moving, traveling at half their normal speed. Smart articulation
is incompatible with enhanced articulation or cyberlimbs.

Smuggling compartment: For items that won’t fit in a fingertip but that you
still can’t afford to have found, smuggling compartments can be placed in parts
of the body that can be easily hollowed out/replaced. This includes ribs and the
Prosthetic Limb, Storage: This is a functional limb with a small storage
space inside. (Prosthetic limb, SFCRB, pg. 210.)
Capacity
Cyberware Ess [Cost] Level Price Liminal Body: One of the more recent cyber-mods, the liminal body is an
Obvious limbs extensive restructuring of the lower abdominal region of the user, often
requiring some delicate re-working of digestive systems and waste removal, as
Primitive prosthetics well as the loss of genitalia, in exchange for a lower body replacement. The
Hand/foot — — — 4¥ more exotic the modification, the more work needs to be done. Some of the
Partial arm/leg — — — 20¥ more popular options are shown below, but gamemasters are encouraged to
Full arm/leg — — — 50¥ develop their own as well.
Prosthetic limb,
1 0 1 100¥
functional Centaur: The one that started it all, the user’s lower half is replaced by a
Prosthetic limb, cybernetic steed. Four-legged and swift, but large and heavy. The user gains a
1 0 3 1,450¥
storage +20 enhancement to ground speed, and their ability to drag or carry bulk is also
Fingers 0.15 1 2 500¥ doubled. The cyberlegs may each be modified as normal, but upgrades that
Hand/foot 0.75 4 2 5,000¥ require pairs now require quads!
Lower arm 1.35 10 4 10,000¥
Lower leg 1.35 12 4 10,000¥ The Wheeled Warrior: A four-wheeled device roughly the size of a
Full arm 3 15 4 15,000¥ wheelchair, the user’s running speed is doubled, but difficult terrain is
Full leg 3 20 4 15,000¥ especially troublesome (each square costs an additional square of movement, or
Torso 4.5 10 12 20,000¥ may be impassable at the gm’s discretion). Carrying Capacity is increased by
Partial skull 1.2 4 12 8,000¥ 50%.
Skull 2.25 4 16 10,000¥
Tank!: Similar to the Wheeled Warrior, the Tank! design uses treads, rather
Liminal body
than wheels, trading speed for maneuverability. The user’s speed is unchanged,
Centaur 9.0 80 12 80,000¥
but any difficult terrain other than mud or muck is a breeze (each square of
Wheeled 7.5 40 8 40,000¥ difficult terrain costs 1 less square of movement). The treads tend to tear up
Tank! 9.0 60 13 50,000¥ whatever surface they drive over, however, making the user less than welcome
Synthetic limbs in certain elegant establishments.
Fingers 0.15 0 2 1,000¥
Hand/foot 0.75 2 2 6,000¥ Cyberlimbs: These prosthetics are basic off-the-shelf modular models. All
Lower arm 1.35 5 4 12,000¥ standard cyberlimbs come with Strength and Dexterity attributes of 10. These
Lower leg 1.35 6 4 12,000¥ values can only be augmented by cyberlimb enhancements, not other
Full arm 3 8 4 20,000¥ augmentations.
Full leg 3 10 4 20,000¥
Torso 4.5 5 12 25,000¥ Obvious Cyberlimbs: These implants are immediately recognizable as
Skull 2.25 2 16 15,000¥ artificial limbs unless you cover them with clothing. They are often chromed or
Customization matte colors but visibly mechanical in nature. Some folks like them glaringly
Per 2 STR or Dex Cyberlimb obvious and outlandish, some find the artificiality repellant and disturbing. This
— — +5,000¥ can affect your social dealings in some circles, especially upper-crust society
above 10 +1
Cyberlimb enhancements and the purist crowd.
Capacity
Enhancement Ess Level Price Synthetic Cyberlimbs: Synthetic limbs are disguised as natural limbs. The
[Cost]
Rating x fact that they’re cybernetic gives observers a +4 on checks to recognize them
Armor (Rating 1–3) — [Rating] Rating x 5 (modified by clothing and/or the disguise skill; the Life Science or Medicine
3,000¥
Dexterity (Rating 1– (Rating x 3) Rating x skill may replace Perception for such checks) when someone’s just looking, but
— [Rating] synthetic limbs are obviously artificial to the touch.
3) +1 6,500¥
Strength (Rating 1– (Rating x 3) Rating x
— [Rating] Customization: You can have your cyberlimb tailored and customized to
3) +1 6,500¥
your frame and musculature. Customization lets you add to your limb’s base
Bulk modification (Rating) x
— Strength and/or Dexterity attributes. Each increase of either attribute increases
(1–6) + (Rating) + (Rating) 500¥
the limb’s Item Level and cost. If either of your limb’s attributes are increased
Cyberlimb (Limb) +
— [2] (Limb) +2 beyond your Constitution score (plus any personal upgrades), you can’t use the
optimization 2,000¥
cyberlimb without hurting yourself (so don’t overdo it), but you can still add
cyberlimb enhancements. You customize your cyberlimb when you buy it; you
Cyberlimb Categories can’t customize it after purchase, but you can add enhancements. Cyberlimbs
Primitive Prosthetics: While not used by reputable medical corporations may be either obvious or synthetic.
these days, the fact remains that SINless and the uninsured are lucky to get what
they can. From the wooden (!) peg leg and hook hand of antiquity to the Cyberlimb Enhancements
unpowered metal and plastic hybrids of used just before the Gap, these Cyberlimb enhancements use up to the Capacity of the cyberlimb they
prosthetics all offer extremely limited results for an extremely limited price. enhance. Strength and Dexterity attribute enhancements add twice their Rating
In the case of hands/arms, the user is considered to have a half the total attack to the appropriate attribute of the limb. Armor enhancements provide a KAC
or skill bonus with any use of the limb. bonus equal to their rating, cumulative with other armor, without adding to
In the case of feet/legs, the user is considered to have a walking speed half of encumbrance. Each full limb can have only one enhancement of each type (you
normal and has their run multiplier reduced by one. can’t stack two Strength 3 enhancements in the same cyberarm), but you can
Primitive skulls and torsos don’t exist. Poor slots. replace one you have with one you want.
Prosthetic Limb, Functional: This is your basic, no frills, no thrills imitation Bulk Modification: Most cyberlimbs are designed to be relatively lifelike—
hand, arm, leg, or foot. It comes standard with the expected motion at the extremely so in the case of synthetic limbs, but there are those who wear their
normal joints, durability akin to your natural limbs, and is quite boring. It has a chrome loud and proud, and for them, the bulk modification is a gift from
Strength and Dexterity score of 10, and cannot be upgraded or modified. (See above. While only available for obvious cyberlimbs, the bulk modification
Prosthetic limb, SFCRB, pg. 210.) trades sneakiness for greater volume, and with greater volume comes more
upgrade capabilities. For each point of Rating, the modified limb gains +1
Capacity, but the limb in question is limited as noted in the chart below:
CYBERWARE RATING
Hand/foot/half-skull 1
Lower arm/lower leg/skull 2
Full arm/full leg 4 Cyberfingers: These are a few of the less common variations of cyberingers.
Torso/liminal chassis 6 Credsticks: Always carry enough hidden credits for a quick bribe. Does not
come pre-loaded with cash.
Cyberlimb Optimization: For decades, cyberlimbs have been modified and Glass cutter: Suitable for cutting conventional glass. Don’t expect it to work
analyzed, producing results that are greater in one area at a small cost in other on Armorglass or transparent aluminum.
areas, a general tradeoff that’s been largely accepted in the name of efficiency. Injector: A small needle extends from the tip of the finger that can hold one
Primarily, this market is in the fields of sports or entertainment, but new arenas dose of a toxin, drug, or other similar substance.
are always being explored. In each case, this requires a full cyberlimb dedicated Lockpick: Functions as a standard lockpick set.
to the cause, and they’re usually intended to be taken in pairs for maximum
result. As you might imagine, a limb may only be optimized in one way. Cyber holster: You can hold a weapon with no more than light bulk within
Optimized limbs apply a +1 bonus to a specific skill or ability use for each the holster, completely enclosed until you activate it. Inserting or retrieving a
limb optimized in that skill. While the list below showcases several examples, it weapon takes one Move Action. A cyber holster can also be used as a
is by no means exhaustive, and gamemasters are encouraged to come up with smuggling compartment to store items no larger than a pistol (the gamemaster
several of their own. has final discretion).
Wireless: Readying a weapon from the holster is a Swift Action.
Evo Atlantean: The first set of optimized limbs that had both matching arms
and legs. Thanks, Evo! (Athletics: Swimming) Cyberlimb accessories
Capacity
Accessory Ess Level Price
Fuchi Virtuoso: The line that started it all. Virtuoso allows musicians to [Cost]
achieve their dreams. (Profession: Instrumental Performance) 1,000¥ (+
Built-in medkit 1.35 [10] 8
medkit)
Kalenjin: A single name brings a legacy of unequaled supremacy in running 1,000¥ (+
Built-in tool kit 1.35 [10] 4
to this Renraku brand, proudly constructed on Verces to exacting specifications. kit)
(Constitution: Running) 0.6 x (Rating x 12,000¥ x
Cybergland [Rating]
Rating 4) + 1 Rating
Kuroko: One of the extremely rare optimized cyber skulls, Renraku’s Kuoko Cyber Finger 0.15 [1]
is fantastic for ease of redesign. (Disguise: Different Creature Type) Credstick 4 500¥
Glass cutter 4 550¥
Munden QuickDraw: A rare entry from Lone Star, the QuickDraw is both Injector 10 650¥
fast and accurate. (Dexterity: Surprise Round Initiative with Small Arms) Lockpick 7 750¥
Cyber holster — [5] 9 2,000¥
Spinrad NeverRest: Rock climbing, Joel! Available for both arms and legs,
Cyberarm
these limbs come with thin digits and powerful grips that make climbing any — [8] 14 6,000¥
gyromount
surface a breeze. (Athletics: Climbing)
Cyberarm reloading
— [3] 11 2,750¥
slide
The Greatest: The fastest fists in piston power. Throw those punches in
Cyberarm slide — [3] 5 3,050¥
bunches! (Remove Archaic from Unarmed Strike)
Cyberlight 0.15 [1] 4 550¥
Yankee Pitcher: Major League approved, Major League sanctioned! Cyberlighter 0.15 [1] 4 550¥
(Profession: Pro Sport) (Leg) + (Leg) +
Digigrade legs [4] (Leg) +4
0.75 5,000¥
Cyberlimb Accessories Grapple hand 1.35 [10] 13 2,000¥
Hydraulic jacks Rating x
These items may only be installed in cyberlimbs; some may only be installed in — [Rating] 9
(Rating 1–6) 2,500¥
certain cyberlimbs.
Improved synthskin [(Rating) x (Rating) x (Rating) x

Built-In Medkit: Built directly into a partial or full cyberlimb, this is simply (1–4) 2] 4 5,000¥
a standard or advanced medical kit filled with useful surgical implements, Large smuggling
— [5] 6 8,000¥
micro-manipulators, and a digital nurse to help with diagnosis and treatment. compartment
More expensive kits are, of course, more robust. The listing for this item is Monkey foot 0.9 [2] 8 6,000¥
simply for the compartment and parts to hold the medkit; the medkit must be Modular connector
purchased separately. Wrist/ankle 0.3 [5] 4 2,000¥
Elbow/knee 0.6 [10] 8 4,000¥
Built-In Tool Kit: Dozens of kits exist, each featuring a full tool kit Shoulder/hip 0.9 — 12 6,000¥
(Armorer, Auto Mechanics, etc.) that can be built directly into a partial or full Modular limb
cyberlimb. Each kit features rotating drillbits, clamps, computerized guides, and
(Limb) +
so forth, for the task at hand. Hand/foot 0.75 (Limb)-1 (Limb) + 2
1,000¥
(Limb) +
Cybergland (cyberware): This augmentation is a bit like an auto-injector for Partial arm/leg 1.35 (Limb)-2 (Limb) + 2
2,000¥
those who love sharing. A cybergland is an artificial reservoir that is most
commonly installed within cyberlimbs, dermal plating, or other cyberware. It (Limb) +
Full arm/leg 3 (Limb)-3 (Limb) + 2
can hold a small amount of liquid, usually a toxin or drug, although more 3,000¥
benign substances like pheromones, perfume, or artificial flavorings are Skates — [2] 4 250¥
possible. With a thought, the reservoir releases its contents in liquid form or as a Skimmers — [4] 8 2,000¥
small puff of aerosolized mist. If installed in conjunction with a cyberweapon, Snake fingers — [2] 6 1,000¥
the fluid can be applied when the weapon is fired or unsheathed. If the weapon Telescopic limbs (1– [Rating] x [Rating] x
— [Rating] x 3
is a melee weapon, the dose is considered expended after the first successful 2) 4 1,000¥
strike. The cybergland can be refilled through a concealed external port (takes 1 Water jet — [4] 8 1,000¥
minute). The number of doses a cybergland can hold is equal to the Rating.
Cyberarm gyromount: This accessory must be installed in a full or partial Large smuggling compartment: This is a larger version of the hideaway
cyberarm. When activated, counterweights pop out of your wrist and a small limb (SFCRB, pg. 210). It can hold something up to 1 bulk (gamemaster’s
gyro spins up to provide you with better balance and reduced recoil for discretion—think breadbox size as a guide). Getting something out of or putting
improving firing capability. Meanwhile, small children stare at you. The effects something into it takes a Full Action.
are identical to a gyro stabilization system, only with Rating 3 (this effect Wireless: Getting something out of or putting something into it takes a Move
counts as and is not cumulative with a worn gyro stabilization system). Action.
Activating or deactivating the system is a Move Action.
Wireless: Activating or deactivating the system is a Free Action. Monkey Foot: Formally called prehensile, everyone called them “monkey
feet” until the name stuck. Most often seen as a modification for those in long-
Cyberarm Reloading slide: A cyberarm version of the reloading slide (see term space flight, these modified cyberfeet are nearly as adroit as the user’s
Gear for more information). hands and are capable of performing a vast array of motions, though they also
result in slower movement. A user with monkey feet can use them as hands, but
Cyberarm slide: An integral version of the hidden arm-slide, the cyberarm their Physical skills and attack rolls are reduced by 1 when doing so. In
slide hides a weapon with no more than light bulk inside your cyberarm addition, the user’s running multiplier is reduced by 1.
(Hideaway Limb, Quickdraw, SFCRB, pg. 210.), concealing it from normal
vision. Modular Connector: A wide variety of modular cyberlimbs and modular
Wireless: As a Free Action, you can ready the weapon in the slide. cyberlimb accessories exist. The basic form is a simple switch-out ring that
allows the user to easily remove part of a limb, most commonly a wrist that
Cyberlight: A simple small flashlight installed in a cyberfinger or the finger allows a hand’s removal, leaving a port where the removed limb can be
of a cyberhand. This works just like a normal flashlight, and is available in low- replaced with some kind of tool. While most users keep it simple, having a
light or infrared versions for no additional cost. normal cyberhand and a single tool that they switch between, others keep a
stunning array of cyberlimbs stored in their home, allowing them to slip a new
Cyberlighter: Good for lighting cigarettes … or fuses. Also only installed in one on as easily as ordinary people change shoes.
cyberfingers or the finger of a cyberhand. Wireless: Removing a modular part is a Free Action instead of a Move
Wireless: Activating the lighter is a Free Action instead of a Move Action. Action. Attaching a new modular part is always a Move Action.

Digigrade Legs: Best known in the shadows as Kid Stealth legs, these legs Modular Limb: Any cyberlimb may be purchased with a modular connector,
“bend the wrong way” in many eyes. The leg itself is actually constructed with allowing it to be connected to another modular connector. This allows the user
normal hip and knee placements, but the foot is extremely elongated, with the to have several limbs, such as a synthetic arm for casual life and a tricked-out
weight fully on the ball of the foot and the ankle perceived by many as a second chrome arm for business, several optimized limbs for different occasions, and
knee. While generally constructed with dimensions analogous to a dog or cat’s so on. Some simply choose to purchase multiple modular limbs, just in case
legs, taken to the extreme, they resemble the legs of birds and often feature they lose one!
raptor feet (see below). Digigrade may be taken as a modification for full or
partial cyberlegs but not for feet, and they provide no bonus unless taken in Modular Gear: Virtually any gear may be made modular, but larger items
pairs. The user gains a +1 bonus to Stealth, +5 ground speed, and their running need a larger limb to replace. Items of light bulk require a modular hand, items
speed multiplier is increased by 1. up to 1 bulk require a partial limb, while items of 2 bulk require a full limb.
> Shouldn’t this be “digitigrade?” Regardless of the size of the item, the cyberlimb connector costs 50 credits.
> MGL
> Sure, if you want to be accurate, but not if you want to Skates: A simple modification where retractable skates are placed in the
trademark it. user’s cyberfeet, these are virtually useless unless taken in pairs. When
> Kadance engaged, the user’s ground speed is increased by +5 and running speed
multiplier increases by 1, but the unsteady balance results in a -2 penalty to
Grapple Hand: A modification to a cyberarm (either partial or full) that skills requiring balance or the use of feet while the skates are in use.
consists of a winch, a feed system capable of loading up to 100 feet of cable, Wireless: Activating or deactivating the skates is a Free Action, rather than a
and a pneumatic launcher that can fire the cyberhand up to the full range of the Move Action as normal.
cable, which also serves as a command path to let the hand grab hold of a
distant target. Once a firm grip is secured, the winch can pull them toward the Skimmers: A more complex option for cyberfeet is the use of ground-effect
hand at a rate of 30 feet per round (or the target toward the user if it weighs platforms, based on skimmer drone technology, to provide a cushion of air
less), or half that silently. Should a grip not be made, it can rewind the hand in beneath the user and allow them to hover a couple inches above the ground. It
one round, or at a rate of 30 feet per round silently. It takes one minute for the takes some practice to get the hang of it, but once mastered, the skimmers allow
air compressor to ready the hand for another shot. A grapple hand may be used the user to move at double their normal speed when engaged. The fragile
to attempt a combat maneuver at range, but the target KAC is increased by an balance required to maneuver them imposes the same penalties as skates, and
additional +5, and some maneuvers are impossible; typically, you can grapple, also treats the user as flat-footed and off-target. Note that these are completely
but not pin a target, you cannot bull rush, sunder is limited to fragile materials, useless unless taken in pairs, and they’re unusable if the user attempts to carry
and repositions are limited to changing the target’s position closer to the user. any significant extra weight (bulk greater than ¼ Strength score).
Wireless: Activating or deactivating the skimmers is a Free Action, rather
Hydraulic jacks: This implant requires you to have two cyberlegs with a than a Move Action as normal.
hydraulic jack of identical Rating in each leg. Each Rating point adds a +2 to
skill checks for jumping and sprinting, lets you always count as having a Snake Fingers: A modification to cyberhands, where the fingers are
running start, and reduces your falling distance by 10 ft. for the purpose of extendable and feature rotational joints, allowing a wide range of motion
calculating falling damage. impossible with ordinary hands, as well as the ability to slip fingers through
Wireless: The jacks add a +2 bonus to checks involving lifting or breaking tight spaces or narrow gaps. Each cyberhand with snake fingers adds a +1 bonus
things with your legs. for Sleight of Hand checks to palm objects or pick pockets.
Wireless: Snake Fingers may be activated or deactivated as a Free Action,
Improved Synthskin: Advances in lifelike drones have also been adapted to rather than a Move Action.
core synthetic cyberlimb technology. Where once flesh was passable for
viewing but betrayed by a touch, the more advanced synthskin of today is Telescopic Cyberlimb: Cyberlimbs modified with telescopic options may
giving, warm to the touch, and more expensive blends sweat or even bleed vastly increase their length, at a cost of strength, allowing the user to elevate
when pricked. It’s like real, only better! Where normal synthetic limbs may be themselves, reach high spots, or see over obstacles. While this extra reach can
detected automatically by touch, those coated in improved synthskin require a be quite useful, it comes at a cost in that the extended limbs cannot bring their
Perception check to be detected (DC = 12 + Item Level). Cyberware scanners full strength to bear. Note that the telescopic option may only be added to full or
are as effective as normal, however. partial cyberlimbs, not hands or feet. For each point of Rating, a limb may be
extended 5 feet, but for each extension, the user’s effective Strength with the
limb is reduced by 2 and any attack rolls suffer a -4.
Wireless: Telescopic limbs may be activated or deactivated as a Swift Action,
rather than as a Move Action.
Water Jet: Installed into a full or partial cyberleg, these waterjets speed a
user’s path underwater. One jet grants a swim speed of 15, a pair double it to Ma
Weapo
30. Cyber Implant Capaci x
Ess n Price
Weapons ty Bul
Level
Cyber Implant Weapons [Cost] k Prosthetic
While there are a wide variety of cyberguns on the market, Ares was the first Cyberguns
to recognize that name brands are name brands and, at the end of the day, a (Grenad
0.1
street samurai just feels more comfortable knowing that they have an Ares Finger grenade [1] +2 e) + L Finger
5
Predator up their sleeve rather than just some gun. Other corporations soon 500¥
followed, as is so often the case, and in short order, a vast array of firearms 0.1 By None/Fing
Finger pistol [1] +3 L
became available in cybergun variants. Each uses their own stat line as normal. 5 weapon er
Modification of a normal gun or other weapon into a cyber-implant version Flametosser 3 [8] 4 2,000¥ — None/Skull
costs are shown on the following chart. Cyber-implant weapons can be installed Extra fuel (5
0.6 [2] 4 500¥ — —
into cyberlimbs or directly into the meat. They’re popular with the denizens of shots)
urban wastelands like the Barrens, and with street samurai who never want to Small Arm, By None/Hand
0.3 [2] +3 L
go anywhere unarmed. Single-use weapon *
Small Arm, half 0.7
Cyberguns: Generally speaking, these are mounted in a cyberarm or directly [4] +4 x2¥ L
ammo 5 Partial
into a natural arm, but you could install one in a leg or even your torso. Small Arm, full x3¥
Cyberguns are distinct from cyber holsters in that the gun itself can be 1.5 [6] +5
ammo 1 Partial
controlled and fired directly, as an extension of your body. Depending on the Longarm, x3¥
size of the gun, cyberguns generally take up part of your forearm or replace 3 [8] +5
compact 1 Partial
your arm altogether, with the functional parts of the arm built around the gun. Longarm, full- 3.7 x3¥
Smaller cyberguns fire through a hidden port in the palm or knuckles, while [10] +5
sized 5 2 Full
larger cyberguns fold back the user’s hand at the wrist. For extra concealment, Heavy Weapon 4.5 [15] +7 x3¥ 2 Full
cyberguns are built from mostly non-metallic compounds, and any metallic Cybergun Accessories
parts are incorporated into the (cyber) arm’s structure. All cyberguns have External clip port 0.3 [1] — +100¥ — —
internal magazines and, except for single-use ones, can be equipped with a
Laser sight — [1] — +250¥ — —
hidden external ammo port. However, once you attach a clip, battery, or fuel
Silencer/suppress —
tank to the side of your forearm or the back of your elbow, the cybergun — [2] — +1,000¥ —
or
becomes kind of obvious. Laser sights and silencers/sound suppressors are also
available; other weapon accessories can’t be installed in cyberguns. All Cyber Melee
cyberguns (except finger grenades/pistols) are pre-equipped with smartgun Melee, operative
0.6 [2] +1 x1.5¥
systems. Reloading the internal magazine takes 1 minute during which time the or analog L None/Hand
implanted gun ceases to function. Melee, Light 0.7 None/Parti
[3] +2 x1.5¥
Bulk, half charge 5 L al
One-Shot Dartgun: While ordinary multi-use dartguns fall under cyberguns Melee, Light
0.9 [4] +3 x2¥
above, one-shot dart launchers are surprisingly common modifications with Bulk, full charge L Partial
unpredictable mount locations. Fingers are the norm, but under-tongue mouth Extreme cyber- 20¥-
1.5 [5] Varies 2 Hand
darts, small of the back and rear-firing, or even eyesocket mounts are just a few implant 20,000¥
examples. Note that an eye-mounted dartgun leaves the socket unable to hold a Fangs (pair) 0.3 [1] 6 200¥ — None/Skull
cybereye. Regardless of location, they take one minute to reload. It’s highly 0.4
Retractable [2] 8 500¥ — None/Skull
recommended that one-shot dartgun ammunition be loaded with some type of 5
chemical agent. 2.2
Junkyard jaw [6] 10 2,000¥ — None/Skull
5
Finger Grenade: Nothing says “Frag you!” like giving someone the finger. 0.7
Oral slasher [3] 3 750¥ — None/Skull
And now you can frag them too! Finger grenades inflict damage as if a grenade 5
of the listed type, but their power is reduced by 2 dice. Obviously, the finger Raptor foot 1.5 [4] 9 12,100¥ — Foot
must be replaced after each use, and actions using the hand with the missing Weapon launcher 0.6 [2] 14 500¥ — —
finger receive a -1 penalty. Guess which cyberlimb it gets installed in.
Extreme Cyberimplant Weapons: Not all cyber-implant weapons are sexy
Finger Pistol: The ultimate in one-shot hold-out pistols. The finger pistol blades or cool guns. Some are little more than strapping a power tool to a stump
can’t be upgraded with an external clip port, laser sight, or silencer/suppressor. and letting fly. Buzzsaws, chainsaws, whirling flails—the field is as varied as
the imagination. While there are obvious differences between a power drill and
Flametosser: Not as effective as a full-fledged flamethrower, the flametosser an automatic vice, the differences are mostly academic compared to their use as
is nonetheless a fun weapon for the more incendiary-minded shadowrunner. a weapon. This category covers the use of improvised weapons as cyber
Consisting of a liquid sprayer, two chemical storage containers that ignite when weapons. Users may take a Special Weapon proficiency to negate the attack
mixed, and a small pop-up port for releasing it, the flametosser ordinarily holds penalty for using an improvised weapon that is attached. It’s vital to note that
enough ammunition for five shots, but additional fuel canisters may be added as extreme cyber-implant weapons fully replace one hand of the user, which can
needed. Each chemical has its own refueling port, and they are clearly color- make life quite awkward!
coded when the ports are open, to ensure that no mishaps occur. Users who pour
fuel into the wrong port and burst into flames have no legal recourse, per Ares Fangs: While almost entirely replaced by bioware versions, fangs come in
Macrotechnology vs. Jablonski, 232. The flametosser uses the same statistics as both retractable and non-retractable versions. Fangs are difficult to use as
a flame pistol, but with a range of 10 ft. weapons but are frequently connected to chemical reservoirs to deploy venom
or other chemical agents. A creature without a natural bite attack suffers a -2
penalty on attack rolls when trying to attack an aware or non-grappled target
with fangs. Fangs deal 1 point of damage on a successful attack.
Junkyard Jaw: A solid metal replacement for the lower jaw, and a more Casemod: Originally intended for cyberlimbs, casemodding has spread to
hidden upper mouth enhancement as well, the junkyard jaw is only seen on most other types of cyberware. From engraved spurs to glowing datajacks to
barrens gangers who just don’t care about normal society at all anymore. Able mirror-polished dermal plating, it’s all about asserting your individuality to be
to bite through bottles, knife blades, and even metal pipes with relative ease, the just like everybody else. The possibilities are virtually endless, and many
junkyard jaw’s a famous intimidation tool. Note that very few users are further outfitters, like NeoNET’s Unique line, allow you to design your own look from
modified to digest the inorganic matter that they bite, so they are forced to spit their pre-engineered menu before you get it installed. You have to love
it out after a good chomp. A junkyard jaw can obviously do just terrible things monetized corporate nano-printers! The large variety of casemod possibilities
to the metahuman body. Approach with caution. This cyberware grants a +2 falls fully under the purview of “gamemaster’s call” in terms of pricing and
circumstance bonus to Intimidation, but inflicts a -2 penalty to diplomacy and availability, as well as exactly what cyber can be so modified, ranging from +0
Charisma checks. The junkyard jaw deals 2d8 B/P/S damage, ignores hardness Item Level and fifty credits added to the price to +4 Item Level and ten
of 20 or less, and provides bonus hit points, like a full cyberlimb. Users are thousand additional credits for truly outrageous mods. There’s no mechanical
automatically proficient with this cyberweapon after 1 week of use. benefit, but, really, can you put a price on style, chummer?

Oral Slasher: A spool of pointed wire placed under the tongue, the oral Cosmetic Surgery: Bigger lips? Thinner lips? Butt implants? Tummy tuck?
slasher is more truthfully called the oral thruster, launched forward by You want it, we got it! Modern technology allows for any ugly duckling to
compressed air to impale the target before being quickly rewound, not unlike a become a beautiful swan, and the media will pound that into your skull until
frog’s tongue, only more dangerous. With a range of only five feet, the slasher you submit. Conform, you drone! As with casemods, there is a vast selection of
is a melee weapon and requires a Special Weapon proficiency. Oral slashers are cosmetic surgery options, each a simple clinic appointment away. The more
often connected to chemical reserves, but not always. In all other ways, oral popular the trend, the more expensive the surgery, rather than the level of
slashers us the stats of an injection glove (SFCRB, pg. 172) invasiveness. This is a gamemaster’s call in terms of pricing, ranging from a
hundred credits for minor work, like mole removal, to ten thousand credits for
Raptor Foot: Similar to saurian or avian feet, raptor feet are large, deadly rib removal or facial reconstruction.
weapons that also serve for locomotion. The user trades go-anywhere weapons
for a sad, shoeless existence, but this is a trade many are willing to endure. Breast Implants: Old-fashioned gelpacks surgically inserted remain in high
Raptor feet are difficult to use unless the user also has digigrade legs; attacks demand, even today. Materials used are generally safe (unless they burst),
without them impose a -1 penalty on attack rolls. In all other respects, use the recovery times are brief, and prices are low low low. Bodyshops all across the
statistics of a microserrated longsword (SFCRB, pg. 172). Pact worlds make a killing off these things. Sold singly, but you probably want
a pair.
Weapon Launcher: An unusual modification of a cyber-implant weapon that
takes the form of either a ballista-like or catapult-like upgrade, this Breast Implants 2.0: For those who change their looks as often as they
augmentations allows weapons to be launched as short-range projectiles. This is change their underwear, modern science has stepped up and given us new
obviously something of a desperation maneuver, but the surprise factor can, breast-tech, allowing the owner to adjust to whatever size they want. Hidden gel
hopefully, overcome the obvious downside of no longer being armed. The reserves and reflexive synthskin allow for any size from A to double-D,
attack is resolved as if thrown by the user’s Strength, or the Strength of the changeable with a simple wireless command. Ta-da!
cyberlimb if placed into a cyberlimb, and a weapon without the Thrown Wireless: The user may change the size of their implants as a Free Action,
property gains it along with a 10 foot range increment for this attack. If the instead of a Move Action.
launched weapon can be gathered up, it takes three Full Actions to reset the > It should be pointed out that this allows for a wide range
launcher, then two more Full Actions to re-attach the weapon. Non-melee of disguises for infiltration purposes.
weapons launched this way do 1d4 damage if light, 1d6 damage for bulk 1 > Hard Exit
items, and 2d6 for bulk 2 or larger items. This cyber implant modification does
not require a Special Weapon proficiency. Cyber Genitalia: Available for both male and female (and other) parts for
almost every race, cyber genitals might well be considered a cyberlimb, but
Cosmetic Cyberware doing so opens the door for a lot of uncomfortable discussions. Available in a
In an ideal world, this category would have almost entirely gone extinct, but wide variety of colors, textures, and sizes, cybergenitals have almost entirely
the advantages of cybernetics, primarily cost, keep these mods in circulation been phased out by modern biotech and genetic treatments. Still, there are those
well past their actual use-by date. Oh sure, there are some aspects that bioware who enjoy the mechanical benefits that only battery-operated devices can bring,
can’t mimic, like fiber-optic hair or LED screens, but breast implants date and to them I say thank you.
> You won’t find more loving care spent on cybernetic neuro-
before the Gap and are filled with health risks. Ah well, not my place to
sensory receivers anywhere.
moralize and at any rate, chrome has a sort of retro-cachet that keeps it hopping > Plan 9
in the underground club scene. I’d blame Maria Mercurial, but she has enough > Some people take it too far. I mean, endurance is one thing,
on her plate these days. Let’s have a look at some catalogue classics. but nobody wants a jackhammer near their tenderbits.
> Kat o’ Nine Tales
Cyberware Ess Capacity [Cost] Level Price > I could tell you about a guy I know named Mr. Porcupine, but
+0 - you can probably connect the dots on this one.
Casemod — — 50–10,000¥
+4 > Stone
Cosmetic surgery 0.1 — 2 100-20,000¥
Breast implant 0.05 — 2 250¥ Fiber-Optic Hair: The user’s original scalp hair (or facial hair) is removed
Breast implant 2.0 0.1 [1] 4 1,000¥ and replaced with artificial hair composed of fiberoptic cabling. This hair is not
Cyber genitalia 0.25 [1] 6 2,000¥ only available in every imaginable color but is programmable, allowing for
Fiberoptic hair 0.1 [1] — 100¥+ patterns, designs, or scrolling effects that nature could never manage. From
LED tattoo sparkling stars in a nightscape of black to an explosion of neon colors to a
scrolling advert for your favorite hair salon, the only real limit is one’s
Small 0.05 [1] — 100¥+
imagination. Cost is based on length (per 4 inches, to a maximum of 40 inches
Medium 0.1 [2] 4 500¥+
in length).
Large 0.2 [4] 8 1,000¥+ Wireless: The user may download new color patterns and install them as a
Metatype reduction 0.3 — 4 6,000¥ Move Action.
Skin toner 0.5 — 6 4,050¥ > The “Ooooh Girl Who Did Your Hair?” salon and spa in Tacoma
Chameleon does great work.
0.3 [2] 13 8,000¥
processor > Slamm-0!
Steamers 0.1 [1] 4 500¥ (+contents)
LED Tattoos: With the Nano-pocalypse eradicating many nano-tatts, and Bilateral coordination
0.6 6 4,500¥
more importantly the trust that the populace at large held in them, LED tattoos co-processor
have staged a surprising comeback. A simple LED display is implanted under Bone density
the skin, bright enough to be seen through the dermal layer when active, Rating x 0.9 Rating x 4 Rating x 5,000¥
augmentation (1–4)
vanishing from sight when inactive. Available in three general sizes—small Cat’s eye 0.3 4 4,000¥
(placed on a wrist, ankle, or behind an ear), medium (covering much of a 13 (or 20,000¥ + (100 x
forearm or upper arm, the small of the back, or over the heart), or large Chemical gland 0.3
chemical) Chemical)
(covering most of the back or the scalp)—LED tattoos combine the showcasing Exhalation spray 0.3 13 6,000¥
of one’s interests and expression of personality with the ability to remove or Spit 0.3 13 6,000¥
change those that are no longer quite so definitive. The ability to deactivate Weapon reservoir 0.3 14 4,000¥
them further allows for someone to switch between club mode, where they fly 2,000¥ + (cost of
their freak flag, and work mode, where they blend in with sedate corporate Expanded reservoir 0.3 12
compound x 4)
culture. It should be noted that there is some division between those with “real”
Elastic joints 0.6 8 8,000¥
tattoos, and “light posers” who are unwilling to get proper ink done.
Enhanced articulation 0.9 12 24,000¥
Wireless: The user may download new color patterns as a Move Action.
Expanded volume (1–4) Rating x 0.3 Rating x 4 Rating x 2,000¥
Metatype Reduction: More a series of treatments and surgeries than a single Gills 0.6 8
modification, metatype reduction is generally aimed at goblinoids, a.k.a. “the Hand and foot webbing 0.15 8 1,000¥
ugly ones,” rather than surgically rebuilding an elf as a human or something. Hearing enhancement 0.3 4 4,000¥
Jawlines are shattered and rebuilt with tusk removal, body hair is lasered off for Hearing expansion 0.3 8 4,000¥
good, bone deposits and hard plates cut away, and even some delicate work Joint replacement 0.15 2 1,000¥
with sweat glands and body oil production to reduce their output and make them Muscle augmentation
Rating x 0.6 (Rating x 5)+1 Rating x 31,000¥
friendlier to metahuman noses. Mostly seen in Azlanticorps, but there’s a (1–4)
cultural shame-spiral that drives even Pact goblinoids to the procedure. This Muscle toner (1–4) Rating x 0.6 (Rating x 5)+1 Rating x 32,000¥
augmentation cannot be combined with the metaposeur genetic treatment. Nephritic screen (1–6) Rating x 0.15 Rating x 2 Rating x 4,000¥
> For those on a budget, you can buy the procedure as six Nictitating membrane 0.15 6 1,000¥
treatments of only a thousand credits each. Your health Orthoskin (1–4) Rating x 0.75 (Rating x 4)+1 Rating x 6,000¥
insurance covers it if you’re in a Azlanticorp, and several Pathogenic Defense
other corporations also cover it. Rating x 0.3 Rating x 2 Rating x 4,500¥
(1–6)
> OrkCE0 Platelet factories 0.6 12 17,000¥
> You fucking disgust me.
> Butch Replacement limb
Finger/toe — 2 1,000¥
Skin Toner: Gently weaving ruthenium polymer into the user’s skin and Hand/foot 0.3 4 10,000¥
implanting a dedicated control system to watch over it, skin toner allows the Partial arm/leg 0.6 6 20,000¥
user to select any shade of color for their skin tone. The limited processor Full arm/leg 1.2 8 40,000¥
requires the entire body to be generally the same color, minus some minor Skin pocket 0.3 4 12,000¥
gradients for tanning, flesh density, and so forth. A more advanced processor Spidersilk gland 0.9 10 35,000¥
can be purchased, allowing for chameleon-like abilities for the user’s skin (as a Spinal re-alignment 0.3 8 4,000¥
cyber- version of the Skin of the Chameleon, SFCRB, pg. 211). Suprathyroid gland 2.1 21 140,000¥
Wireless: The user may change skin color with a Free Action, rather than a Symbiotes (1–4) Rating x 0.6 Rating x 5 Rating x 3,500¥
Move Action. Synthacardium (1–3) Rating x 0.3 Rating x 4 Rating x 30,000¥
Tactile sensitivity 0.3 12 8,000¥
Steamers: Nothing says cool like hotness. Steamers are small vents with Tail 0.75 4 2,000¥
compressed chemical reserves that allow you to vent water vapor at appropriate Prehensile 1.5 8 8,000¥
times. Steamers can be added to any part of the body and hold enough water for
Tailored critter
five releases. Note that the vapor is just released, not sprayed, giving you little Rating x 0.3 Rating x 4 Rating x 2,000¥
pheromones (1–3)
control over where it goes.
Tailored pheromones
> You can also fill it with other things, like scented oils Rating x 0.6 (Rating x 4)+1 Rating x 31,000¥
and perfumes! Mmm, new car smell … (1–3)
> Turbo Bunny Toxin extractor (1–6) Rating x 0.6 Rating x 3 Rating x 4,800¥
> While it’s possible to fill it with inhalants, you’re far Tracheal filter (1–6) Rating x 0.3 Rating x 3 Rating x 4,500¥
more likely to nail yourself due to the lack of range. Trust Troll eyes 0.6 8 10,000¥
me. Vocal range enhancer 0.3 8 10,000¥
> Plan 9 Vocal range expander 0.6 13 30,000¥
> Add sound effects for just fifty credits more. Help get that Orthoskin Upgrades
proper steampunk effect. [Hiss.snd] Chemical repulsion 0.75 12R 20,000¥
> /dev/grrl Dragon hide 0.3 4 2,000¥
Electroshock 0.75 8 8,000¥
Bioware Insulation 0.3 8 8,000¥
Penguin blubber 0.3 4 2,000¥
Bioware is subtler, more holistic, and less invasive than cyberware, at the cost
Sealskin 0.3 4 2,000¥
of being substantially pricier. Instead of replacing body parts with machines,
bioware augments the body’s own functions and integrates transplanted organs Sharkskin 0.75 8 8,000¥
that function as natural features. The application of biotechnology is a tricky
business, as the fine balance of homeostasis between the body’s organic
systems must be maintained. In the last decade, bionics and bio-engineering
techniques have taken bioware from cutting edge to commonplace. While
cultured bioware is grown from the buyers own genetic information, standard
bioware is a type-o, universal donor, (nearly) un-regectable specialized organs
grown by the hundreds in commercial vats on bio-farms across the universe – or
in deep space when there are legal considerations. Bioware is more expensive
monetarily and is much harder to spot. Also—and we’d like to think this goes
without saying—bioware has no wireless capability at all.
Bioware Ess Level Price
Adrenaline pump (1–3) Rating x 2.25 (Rating x 6)+2 Rating x 55,000¥
Amplified immune
Rating x 0.3 Rating x 7 Rating x 4,000¥
system (1–4)
Standard Bioware doses at once. An expanded reservoir is, of course, available. Note that the
implantation of a chemical gland in no way provides immunity, or even
Adrenaline pump: This enhanced gland is implanted in the lower abdomen, improved resistance, from the substance for the user. The gland’s protective sac
connected to both supradrenal glands. When dormant, the pump is merely a keeps the compound from leaking into the body naturally, but if introduced in
reservoir for adrenaline. When activated, a small muscular sac contracts, another way, the user can be exposed to it.
sending a surge of concentrated adrenaline into the blood stream. Consciously In addition to the base price, the chemical gland’s cost is further increased by
triggering your adrenaline pump is a Free Action. However, physical and an amount equal to the cost of one hundred doses of the chemical compound it
emotional stress can force your pump to activate; when affected by a Fear effect produces. The Item Level of the chemical gland is 12, or equal to the compound
or when taking hitpoint (not stamina point) damage you must make a Will save created, whichever is higher. A user may have several chemical glands. The
(DC = 10 plus half your level plus your Constitution modifier) with failure chemical gland may be connected to a cybernetic reservoir, or have a release
indicating an involuntary triggering. methodology chosen from below.
While the pump is active, you ignore the Dazed, Exhausted, and Fatigued Gradual Release: A chemical gland can be used to leak its substance
conditions, and you do not fall unconscious when reduced to zero or fewer hit continuously into the body, ensuring that a dose is present at all times. This
points by nonlethal damage. You can’t rest, but you add the adrenaline pump’s leaves the user under the effect of the chemical at all times and eliminates any
Rating to your Will saving throws, and twice its Rating as an enhancement reserve. This can easily lead to terminal addiction for certain chemicals.
bonus to your Strength and Dexterity. The pump works for Rating x 1D6 rounds Exhalation Spray: Implanted in the neck and sealed off via a sphincter, the
(rolled by the GM) and can’t be switched off early. When time’s up, you crash; exhalation spray is triggered by an active learned reflex, where the user first
taking nonlethal damage equal to twice the number of rounds the pump was takes a deep breath, then hand pressure against the throat opens the inner
active and becoming fatigued. After use, the pump requires 1 hour to regenerate sphincter, which disperses into a strong exhalation, expelling the chemical in an
its supply. During that time, it cannot be activated. aerosol spray. Only contact or inhalation-vectored chemicals are of much use in
this method, and the user must be careful not to inhale until the dose is fully
Amplified Immune System: A series of treatments designed to enhance the discharged. Alternately, the user can manually activate the sphincter and inhale
body’s resistance to a wide array of pathogens, the amplified immune system is a dose themselves, a popular approach for many asthmatics. When exhaled, the
at once both simple in what it does (battle disease) and frighteningly complex dose expands in a cone 10 feet long, which may catch multiple targets if they’re
(the tools it uses in this battle). The system includes a period of inoculation placed closely enough. A user may only have one exhalation sprayer.
against several common diseases, to ensure that the system is adapted to them, Internal Release: The most common method is a simple internal release,
as well as a strengthening of the lymph nodes, spleen, and tonsils to produce triggered by mental command not terribly different from flexing a muscle. In
higher-than-normal levels of T-cells and antibodies, as well as other, more this way, it serves as a sort of biological auto-injector. This is the default
esoteric, combative methods. The end result is a body vastly more resistant to method of release and is included in the cost of the gland.
modern diseases. An amplified immune system adds its rating to a user’s Spit: An unusual choice as it always exposes the user to the chemical, spitting
Fortitude saves against diseases. It is not compatible with augmentations or involves a sphincter added to the mouth that can be opened by contraction of
drugs that suppress the immune system. facial muscles or continuous tongue placement, unlocking a single dose of the
> Immunodeficiencies are staggeringly common in the poorer substance for use. Metahuman spit with a concentrated chemical core can be
sections of metahumanity, mostly caused by fetal, and launched as a ranged attack with a 5 foot range increment (to a maximum of 5
developmental, undernourishment. Of course, the poor also increments). A user may only have one implant.
can’t afford treatment to fix the problems that being poor Weapon Reservoir: By connecting the chemical gland directly to the root
causes. system of a weapon augmentation, the weapon can be coated with a single dose
> Butch each time it’s extended. Alternately, it can be connected to fangs or a stinger,
> Weirdly, over-nutrition is also a factor, with alcohol and allowing for injection only upon penetration.
sugary foods being a factor in diabetes, while obesity brings Expanded Reservoir: A chemical gland may have up to four additional
a whole other swath of problems. It should be noted that the reservoirs attached to it, each holding up to four more doses of the chemical in
immune system hates most cybernetics, which is why you find question. While a character may have multiple chemical glands, they may not
many a samurai sucking down immuno-suppressants like water. share reservoirs.
For obvious reasons, they don’t get this treatment.
> Clockwork Elastic Joints: This simple replacement of the more fragile natural material
of the metahuman joint with synthetic materials that have a higher level of
Bilateral coordination co-processor: The BCC is a small amount of damage resistance and lower levels of neuro-connection allows joints to be
specialized brain tissue added to the corpus callosum, which balances dexterity deformed without pain and easily restored to their usual location afterward. The
between the left and right portions of the body. This augmentation reduces the overall effect is to increase the body’s flexibility, allowing for excessive
penalty from making a full attack by 1 if attacking with a different weapon in contortions. This modification is incompatible with other joint augmentations.
each hand. The user gains +2 to checks to escape bonds or grapples, can fit through any
opening no smaller than their head, and can remain in cramped conditions
Bone density augmentation: The molecular structure of your bones is altered longer without significant effect.
to increase density and tensile strength. Ligaments are strengthened, and the
increased bone density increases your weight a bit. You gain hit points equal to Enhanced articulation: A number of procedures like joint-surface coating,
the bone density Rating. You also deal bonus damage in unarmed combat equal re-lubrication, and tendon and ligament augmentation lead to more fluid muscle
to the Rating of the augmentation, and your unarmed attacks deal lethal and joint action. Enhanced articulation provides you with a +2 bonus to Sleight
damage. Bone density augmentation is incompatible with other augmentations of Hand as well as the Escape aspect of the Acrobatics skill.
to the bones, including bone lacing cyberware.
Expanded Volume: The amount of air exchanged in each breath a
Cat’s eyes: These transgenic vat-grown implants are very literally cats’ eyes metahuman takes is about half a liter; this is known as the tidal volume. By
with a modified DNA profile and occipital connecting structures. The structure expanding the tidal volume of each breath, the lungs, which hold five times that
of cat’s eyes amplifies light and enhances night vision, providing lowlight much air, become more efficient in oxygen/carbon dioxide exchange and
vision. Cat’s eyes are slit and reflective, just like, well, a cat’s. This bioware is improve the user’s overall endurance. The rating is added as a multiplier for the
obviously not compatible with cyberware eye enhancements or replacements. number or rounds you can run or the number of hours you can hustle. It also
lends its Rating as a bonus on checks to continue running. For example, rating
Chemical Glands: While chemical glands were originally intended to one allows you to run for twice (1 [normal multiplier] + 1 [rating]) your
produce insulin for diabetics, megacorporations soon learned that there was a Constitution score number of rounds or hustle for two hours before needing to
market for any number of unusual natural pharmaceuticals and organs that make Constitution checks or taking nonlethal damage. Expanded volume and
could produce them, and the streets quickly followed suit. The chemical gland sythacardium augmentations are stack
is a small organic sac that produces a single substance. Often implanted in place
of the appendix, the chemical gland can also be located in many other spots Gills: Set into the sides of the user’s neck, gills are the bioware version of
inside the body, such as the roof of the mouth so it can be used with fangs, or cybergills, operating in a similar way but lacking the ability to switch modes.
perhaps near an internal weapon system to provide a coating of venom. Even The user no longer has to worry about drowning, but they also do not draw air
more unusual placements have been dreamed up. Each gland can only produce a quite as efficiently due to the gill openings along the windpipe. Those users
single compound, chosen when purchased, and the selection cannot be changed. who wish to enjoy a fully amphibious life usually invest in expanded volume
These compounds must be naturally occurring and not synthetic. The gland (above). A user with gills can breathe water (either fresh or salt, chosen when
produces a single dose every twenty-four hours and can hold as many as four
first installed) but can only run or hustle for half as long when breathing air and to detect. Orthoskin cannot be combined with skin augmentations that give you
suffers a -2 penalty on checks to continue running. damage reduction or armor, including dermal plating.

Hand And Foot Webbing: A simple implantation, usually added in pairs, Pathogenic defense: This enhanced spleen can produce more effective and
adding webbing between the user’s toes or fingers, which are expanded by aggressive white blood cells for combating pathogens. Pathogenic defense adds
simple muscle contraction and withdrawn the same way (each is a Free Action), its Rating to saves versus disease.
allowing the user improved speed while swimming. When active, the user gains
a swim speed of 10, +5 for each additional pair. Each pair of augmentations Platelet factories: Platelet factories increase your body’s ability to handle
further increases skill checks to swim by +1. A user may only have one pair on physical damage by accelerating the production of platelets within bone marrow
each set of limbs. Note that engaged webbing make use of that limb difficult for and their concentration in the blood, which helps stop bleeding faster. Any time
fine motor work, hands penalize physical skills and attack rolls by -1, outside of you would take bleed damage, reduce the damage by one. Each consecutive
the water deployed webbing on your feet inflicts a -1 on reflex saves. round, reduce the damage taken from bleed effects by an additional one. If this
would reduce the damage taken to zero, the bleed effect is ended.
Hearing Enhancement: This is a basic enhancement of the metahuman ear’s
accuracy, sharpening hearing that’s lost some fidelity due to damage and/or Replacement Limb: For those who lose a finger, a foot, or an arm, modern
restoring it to better than it was before. The user gains +1 bonus on sound-based bio-technology can allow for the growth and natural replacement of the limb
Perception checks. without the deep dehumanizing cost that comes from a cybernetic arm. Type-O
replacement is the norm, but a more expensive and less disruptive cultured
Hearing Expansion: A more unusual advancement that expands the hearing version is available for those willing and able to pay the price.
band that normal humans can detect, allowing them to detect both infrasonic Replacement limbs have the average stats of a metahuman of that type, which
sound and ultrasonic within a band ranging from 5 Hz to 50 kHz. The primary then adjust over the next month to match the user’s own due to physical
advantage of this is hearing ultrasonic devices, but the user can sometimes be therapy/exercise or general inactivity as is appropriate. Cultured replacements
distracted, or even deafened, by sounds undetectable to others. have identical stats to their user when attached (see “Replacement Limb” under
“Cultured Bioware”, below).
Joint Replacement: A simple surgery where connective tissues are regrown
and strengthened. Each replacement focuses on a single joint structure, such as Skin pocket: This skin flap can be located anywhere on your body. A
a knee, a shoulder, or a wrist, and includes minor work with bone and ligament nerveless “sheath” of flesh concealed by the flap is perfect for hiding a small
strengthening at the junctures. The finished joint is returned to prime strength object—it’s the bioware version of a smuggling compartment.
and is expected to last ten years at peak performance.
Spidersilk Gland: Spidersilk is renowned for its strength in relation to its
Muscle augmentation: This biological weaving treatment enhances existing weight, so engineers have long looked for ways to harness its abilities. By
muscle tissue, rather than replacing it with vat-grown muscles. Specially grown implanting glands that shoot a reasonable facsimile of spidersilk from the
muscle cables are woven into existing muscle fibers, enhancing muscle mass metahuman body, people get the opportunity to trip up opponents, or even
and brute strength while providing a bulkier look. Muscle augmentation adds its rappel down a building. Don’t try swinging from it, though—this is not a comic
Rating as a bonus to Intimidation and twice its rating to your Strength. This book. Glands are often implanted in people’s wrists; those ones hold two doses,
bioware Personal Upgrade is incompatible with augmentations that increase with each dose being about sixty feet long. Glands implanted in the abdomen or
Strength, including the muscle replacements cyberware. lower back can hold five doses. When the silk shoots out, the user can choose to
keep it stuck to the gland, or they can snip it off. Used offensively, spidersilk is
Muscle toner: This treatment increases muscle fiber elasticity in existing equivalent to a nyfiber net. Attempts to escape spidersilk require a Full Action
muscle, resulting in increased muscle tension and flexibility while providing a rather than a Move Action, unless the target applies a special enzyme, available
smooth and ropy physique. The muscle toner Personal Upgrade adds its Rating for 25 credits a dose, that can automatically dissolve spidersilk.
as a bonus to Acrobatics and twice its rating to your Dexterity. This bioware is
incompatible with augmentations that increase Dexterity. Spinal Re-Alignment: Used to combat chronic bad backs, spinal injuries,
slipped discs, and so forth, there are several approaches to spinal re-alignment
Nephritic Screen: Essentially an up-gunned kidney, the nephritic screen that all result in the same general result: an eradication of the painful condition
improves both blood filtration, removing harmful toxins from the bloodstream, and a strengthening of the bones that compose the spine itself, preventing
and blood screening, keeping more useful materials in while removing the less- further natural wear and tear for a decade.
useful. The overall effect is a general increase in the user’s health and
wellbeing, while also making the user far less likely to become drunk or enjoy Suprathyroid gland: Placed on top of your existing thyroid gland, the
recreational pharmacology. Depending on one’s point of view, that can be a suprathyroid gland supersedes the metabolic functions of your thyroid. The
drawback or an additional bonus. Add the nephritic screen’s Rating as a bonus enhanced metabolism produces more energy, supercharging you. While you’re
to the user’s fortitude saves against poisons, toxins, and for all drug addiction supercharged, you might want to supersize—to fuel your optimized metabolism,
checks. In addition, reduce the duration of any drug by the nephritic screen’s you’ll need to eat twice as much as normal (a 10% increase to your lifestyle
Rating, using whatever time increments the duration is measured in (that is, if cost). You get a +2 on Dexterity-, Constitution-, and Strength-based skill and
duration is measured in hours, the nephritic screen reduces the duration by ability checks and a +2 to Initiative. And you might get a bit hyperactive.
[Rating] hours). A drug reduced to zero is effectively negated.

Nictitating Membranes: A simple transparent “third eyelid” that keeps the


eye moist and protects it from damage by assorted irritants, the nictitating
membrane is similar to that possessed by several animals, most notably reptiles
and sharks. Unlike normal eyelids, the nictitating membrane slides horizontally
and is somewhat unsettling to see as most mammals, including metahumans,
don’t possess such a feature. It’s useful in diving, to keep floating detritus from
damaging the eye itself, but also on land for brushing away smoke or grit. A
tinted version is available to act as a defense against bright light, but this
version cannot be seen through clearly, resulting in an either-or proposition that
few use. Note that nictitating membranes are fully compatible with cybereyes of
Standard grade or better.
Standard nictitating membranes add +2 to the user’s saves against eye
irritants, such as CS gas or pepper spray, as well as ordinary smoke, plus allow
the user to keep their eyes open underwater without discomfort. Tinted versions
give similar benefits and further act as flare compensation when engaged but
impose a -1 penalty to Perception checks using vision.

Orthoskin: A web of biofibers in the skin provides the equivalent of personal


armor while being virtually indistinguishable from natural skin. Orthoskin
works just like dermal plating cyberware, but is bioware and thus much harder
Symbiotes: Tailored micro-organisms in your bloodstream greatly enhance Toxin extractor: A specially cultivated cluster of cells in your liver improves
your healing. Add the Rating of the symbiotes to the amount of hit points healed its filtering capabilities. The toxin extractor adds its Rating as a bonus to saves
with bed rest (Recovering Hit Points Naturally, SFCRB, pg. 251). However, the versus Poison, but only after the initial save is failed. It won’t stop you from
symbiotes have unusual dietary requirements that must be met to keep them being afflicted, but it will help you deal with the effects.
alive. You need to pay (Rating x 200) credits per month for special symbiote
food. Tracheal Filter: Implanted at the top of your trachea, this organ can absorb
airborne impurities and keep them from reaching your lungs. The filter adds its
Synthacardium: Artificially enhanced myocardium allows cardiovascular Rating as a bonus to saves versus inhalation-vector attacks (inhaled poisons,
functions to be performed more efficiently, enabling the heart to keep the blood diseases, choking gases, etc.).
better oxygenated. The synthacardium Rating is added as a multiplier for the
number or rounds you can run and the number of hours you can hustle. It also Troll Eyes: Rumors continue to suggest that actual trolls are the source of this
lends its Rating as a bonus on checks to continue running. For example, upgrade, and that urban legend simply won’t die no matter how often it is
synthacardium rating one allows you to run for twice (1 [normal multiplier] + 1 debunked. In reality, the metahuman eye is entirely reconstructed for this
[rating]) your Constitution score number of rounds or hustle for two hours process, changing the visible spectrum that it operates on and allowing for a
before needing to make Constitution checks or taking nonlethal damage. true thermal vision far more natural than what can be accomplished with
technological aids. No other eye modification is compatible with troll eyes, due
Tactile Sensitivity: Rather than the hedonistic increase in volume that to the massive work that goes into the process. The user gains darkvision and
cosmetic modification brings, tactile sensitivity instead focuses on detail, thermographic vision.
allowing a slower, more detailed “reading” of tactile information. Fully four > Of course they aren’t troll eyes. Actual troll eyes would be
times as many nerve endings are present, with the gain somewhat turned down far too large. What they’re actually using are the eyes of
to prevent overwhelming sensation, allowing for more precise location of dwarves. From what I understand, the first hundred or so
stimulation, making it simple to detect otherwise undetectable markings on surgeries involved eyes held in reserve from cyber
virtually any surface. With practice, a user can read the keys on a keyboard or replacement, then when it got popular, they started grabbing
numberpad in absolute darkness, due to the indentions on each key, or feel SINless dwarves, but that sort of operation is risky. At
when tumblers fall into place in a combination lock. These ancient technologies present, there’s a cloning factory for them.
are rarely needed in today’s world, but it’s nice to know that the option’s there > Plan 9
if you need it. Tactile Sensitivity adds a +2 bonus to all touch-based Perception > Even for you, this is a stretch, Plan 9.
> Sunshine
checks.
> Actually, he’s accurate on the very first part. Universal
Omnitech used to store “waste” eyes for research, and
Tail: The standard bioware tail is grafted directly to the user’s spinal column,
transplantation was a possible line of research. The rest is
allowing for natural-feeling use. Natural tails tend to react to subconscious pure paranoia, of course. Kidnapping SINless members of
thoughts, giving away the user’s emotional state, otherwise idly swaying a bit society for experimentation?
when the individual is not paying attention. Ordinary tails are available in > KAM
lengths up to three feet, with textured fur or scales being a common > I know, right? I mean, whoever heard of a homeless dwarf?
modification, and quietly serve as extra balance. More rarely, a tail may have Those guys always have money.
rudimentary prehensile capability, an expensive but useful thing to have, or > Haze
include a weapon at the tip. The vast majority are simply fashion accessories. > Racist much?
Either tail grants the user a +1 bonus for all checks requiring balance, such as > Clockwork
climbing, jumping, or running. It also raises the user’s KAC by one for purpose
of resolving trip attempts, and it grants a save versus the knockdown critical Vocal Range Enhancer: The debate continues to rage across the music world
effect of weapons. about vocal range enhancement. Some insist that natural voices sound better
and that those who are truly gifted should be celebrated. Others insist that
Tailored Critter Pheromones: While many think that critter pheromones are there’s no discernible difference in expanded ranges and natural voices, unlike
based on the outlawed metahuman pheromone bioware (below), the reverse is the distorted sound of cybernetic vocal enhancement, and that snobbery is the
actually true. Critter pheromones were introduced first, but some enterprising only reason for pushback. Several stars have denied using this upgrade, only to
street scum jiggered around with the process until finding the right blend of be scandalized when the truth is uncovered. Indeed, one star, Adrianna Vente,
scents to influence metahumanity. Animals, which have far stronger scent-based who had a staggering natural range, was driven into ruin based on fabricated
communication than metahumans, are vastly more vulnerable to pheromone proof backing the accusation that her voice had been modified. In addition to
influence. When this ’ware is installed, the user must select what species the the core enhancement, a second, more expansive version exists. While the base
pheromones are meant to interact with, and it will continue to create enhancement gives the user access to a full eight octaves for singing, the vocal
pheromones for that species from that point on. (Changing the targeted species range expander pushes the boundaries even further, allowing the user’s voice to
is a simple enough procedure that costs half as much as the full installation, reach into the infrasonic and ultrasonic, ranging from 20 Hz to 200 kHz,
replacing the first species with the new one.) It should be noted that critter producing sounds beyond the standard metahuman hearing range. Combined
pheromones have a limited effect on related species (for instance, dog with a similar hearing enhancement, users can speak with one another at a
pheromones have some influence on other canines), but these results can be frequency others can’t hear, an obvious advantage. If the user is a skilled
negative. For example, a user who produces cat pheromones may find mimic, they can further replicate a wider array of sounds than an ordinary
themselves angrily approached by dogs. Note that only one pheromone metahuman is capable of.
producer can be active in an individual at any time. The vocal range enhancer adds a +1 bonus for any skill check where they
Tailored critter pheromones add twice their Rating to the user’s Survival speak, or +2 for any skill checks involving singing.
checks to handle or rear a specific type of animal. At the gamemaster’s The vocal range extender does the same, but it also allows for attempts to
discretion, they may also inflict a negative modifier to the user’s checks if an fool voice recognition systems or to imitate animal or artificial noises. Use an
antagonistic or predator-prey relationship exists between the user’s critter opposed disguise check against 1d20 plus the biometric system’s item level for
pheromones and a critter they are attempting to control. the former, or against an NPC’s Perception for the latter.

Tailored pheromones: These pheromones are specially tailored to subtly


influence others and can be released at will. Tailored pheromones add their
Rating as a bonus to your Charisma-based skill checks, but only when the
person you’re using them on is within a comfortable conversation range—if
they can’t smell you, the pheromones don’t work. Tailored pheromones also
work on you to make you feel better about yourself; you gain the same bonus on
saves against [Emotion] effects.
Orthoskin Upgrades: The following modifications can be added to anyone that it is entirely organic and not detectable by MAD or Cyberware scanners.
with orthoskin, either when first installed or later with only slight additional Sleight of hand checks to conceal a biospike suffer a -10 penalty.
complications. Note that orthoskin upgrades are fully compatible with one
another. Boosted Reflexes: Amplification of the spinal cord and a general expansion
Chemical Repulsion: By sealing the skin tightly, the user trades natural of the nervous system result in a body that’s more responsive to external stimuli
cooling via sweating for a sealed system, allowing them to resist chemical and has superior autonomous reactions. This can be problematic, as those whose
attacks more easily, including complete immunity to DMSO. Not recommended responses naturally gravitate toward violence can lash out at perceived threats
for athletes or others who regularly indulge in endurance-based activities, as the where none truly existed, causing friction with loved ones and awkwardness in
lack of a cooling system other than panting is quite dangerous for metahumans! social situations. It should be noted that, due to the nature of the modification,
Drink fluid often. boosted reflexes may not be removed once installed, and they are incompatible
In addition to immunity to any DMSO-carried substance, the user gains +2 on with any other Initiative-modifying augmentation.
saves to resist any contact vector toxin. The user also suffers a penalty of -2 for A user with boosted reflexes gains a +3 bonus for Initiative.
any check related to endurance or resisting nonlethal damage from heat, and can
only run or hustle for half the normal time. Cerebellum Booster: This one’s a sort of Holy Grail for neuro-amplification.
Dragon Hide: While many expect this mod to involve scales, that would be a While the cerebral booster’s been established for twenty years, increasing the
simple cosmetic modification unconnected to the actual upgrade. Dragon Hide user’s instinctive nature has eluded researchers. It was a breakthrough in
weaves flame-retardant materials into the orthoskin, which distributes thermal Aztechnology’s research that finally found the key; rather than a focus on the
impact, prevents blistering, and reduces overall burning as energy dissipates hindbrain, the right target was in the cerebellum. With careful amplification of
across the larger surface. The user gains fire resistance 10, but also has a -2 the lateral cerebellum, the inception of movement and absorption of sensory
penalty on Perception checks involving heat detection. data can be sped up, resulting in a more intuitive response to external stimuli
Electroshock: Use of conductive materials allows the user to channel any and an improved joining of thought to action in an expressive sense. That is to
internal electrical weapon throughout their entire body—quite a surprise for say, it makes the user more instinctive and able to respond to stimuli without
someone who thought they were safe while grappling a target! Note that those pesky higher-functions needing to be involved. The cerebellum booster
electrical weaponry is sold separately. Personal Upgrade increases the user’s Wisdom attribute by twice its Rating, and
The user gains electricity resistance 10 to resist their own electrical discharge, they may use their Wisdom modifier in place of their Dexterity modifier for
due to passing the shock outwards, but suffers a -2 penalty to saves to resist their initiative.
other electrical attacks as their skin transmits the shock into their organs more > This one’s still bleeding-edge technology. I expect the cost
efficiently. This augmentation is not compatible with the insulation to drop as it gets more widespread.
augmentation. > Nephrine
Insulation: Use of non-conductive materials leaves the user more resistant > You can find some of the beta-testers out in the jungle. It
against electrical discharges, keeping the vulnerable organs inside safer than took a while to work out the feral side of things.
before. The user gains electricity resistance 10. This is not compatible with > Marcos
electroshock.
Penguin Blubber: Thicker than normal orthoskin, penguin blubber produces Bioware Ess Level Price
a protective oil that prevents skin from drying and cracking in sub-freezing Biospike 0.6 16 20,000¥
temperatures while protecting internal organs against the cold. It also gives the Biospike pocket 0.3 6 8,000¥
user a somewhat tubby look. Users with penguin blubber can happily frolic Boosted reflexes 1 9 10,000¥
barefoot on snow or take a dip in freezing water, enjoying temperatures as low (Rating) x (Rating) x
Cerebellum booster (1–2) (Rating) x 8
as -10 degrees Celsius without long-term effect. Adding insulating material over 0.2 50,000¥
this can result in a toasty-warm explorer in even the harshest ice-planet Cerebral booster (Rating 1– Rating x Rating x
(Rating x 6)
temperatures. The user gains cold resistance 10 and can quintuple the time 3) 0.2 31,500¥
exposed to harsh cold environs before making fortitude saves. Damage compensators Rating x Rating x
Sealskin: This simple skin is coated with naturally refreshing water-repelling (Rating)+2
(Rating 1–20) 0.1 2,000¥
oils that allow the user to cut through the waves with ease. The user’s skin Knowledge infusion 0.1 12 2,000¥
retains a somewhat moist appearance at all times. Limb replacement 0.02 6 1,500¥
Sealskin removes the attack penalty (but not the damage penalty) associated Finger/toe — 4 2,000¥
with attacking underwater, allowing the user to operate underwater as easily as Hand/foot — 8 20,000¥
in air. Note that this does not include either water breathing functionality or Half arm/leg — 12 40,000¥
swimming ability (those are sold separately). Full arm/leg — 12 80,000¥
Sharkskin: The user’s skin is coated with denticles, small abrasive lumps
Mnemonic enhancer (Rating Rating x Rating x
comparable to sandpaper. While quite difficult to cause true damage to a target (Rating x 5)
1–3) 0.1 9,000¥
with rubbing, the slow abrasion can lead to skin loss and bleeding, if not mortal
Neuro-retention enhance 0.1 4 10,000¥
wounds. This makes it quite difficult to strike or grapple the user in unarmed
combat situations. The user can also scuff objects or pop balloons by simply Pain editor 0.3 20 48,000¥
brushing up against them. Reaction enhancer 0.2 4 10,000¥
A user with sharkskin deals 1 point of stamina damage (never hit point Reflex recorder (Skill) 0.1 10 14,000¥
damage) when they successfully perform or resist a bulrush, grapple, or Reproductive replacement
reposition maneuver, reflecting these assorted advantages. Male 0.1 8 8,000¥
Cultured Bioware Female 0.3 4 20,000¥
Cultured bioware must be tailor-made for the body in which it will eventually Sleep regulator 0.1 6 12,000¥
find a home. This means it is more expensive and takes longer to acquire than Synaptic booster (Rating 1– Rating x (Rating x Rating x
the off-the-shelf kind. 3) 0.5 6)+1 95,000¥
(Rating) x (Rating) x (Rating) x
Trauma damper (1–4)
Biospike: This augmentation was developed after a rare genetic pattern was 0.1 4R 4,000¥
identified following a standard bone lacing procedure. This process grows a (Rating) x (Rating) x
Tremor reducer (1–3) (Rating) x 6
single sharp, dense bone spike in the subject with attached musculature to 0.1 10,000¥
extrude or retract the spike from the subject’s forearm.
An additional procedure creates a channel within the body and aperture in the Cerebral booster: The convolutions and gyri of your cerebrum are
skin that prevent damage to the subject when the spike is extended. Without this augmented and amplified with additional nervous tissue, improving overall
pocket augmentation, the spike deals 1d6 damage to the subject when it is brain function. Your cerebral booster is a Personal Upgrade that allows you to
extruded. re-roll a saving throw versus a mind-affecting effect (Rating) times per day and
A biospike allows the wielder to deal 1d6 lethal damage with an unarmed adds twice its rating to your Charisma.
strike, and they may choose to count their unarmed strikes as having the
operative special property. Additionally, the user threatens squares within their Damage compensator: Damage compensators are essentially cut-offs stored
natural reach, and the attack doesn’t count as archaic. Bone density in the nervous pathways that report pain from the body back to your brain. You
augmentation can further increase the damage potential of the spurs (+1d6 for gain a number of stamina points equal to the compensator’s Rating.
every 2 points in bone density Rating). The obvious benefit of this weapon is
Knowledge Infusion: A true breakthrough in RNA transference, a knowledge Reflex recorder: The first step in this particular recipe is growing some extra
infusion stands between biomodification and genetic tweakery, but the core neural material in a small cluster. When that’s fully cooked, you drop it in the
concept is easier to illustrate than detail. It can implant basic knowledge right skull and attach it to the nerves for motor reflexes. Then boom, you’ve got a
into your brain! Go in, get a shot, and suddenly you speak Triaxian. Totally. metahuman with better muscle memory. The reflex recorder adds a +1 bonus to
Wiz. A knowledge infusion gives characters 1 language that they did not a specific skill linked to a Physical attribute. Multiple recorders may be taken
previously possess (chosen when the infusion is purchased). for multiple skills, but you can’t implant two reflex recorders for the same skill.
> That’s not how RNA works! You need to talk about Reflex recorder bioware is incompatible with skillwires cyberware.
retroviruses and the clonal nature of the database drawn from,
as well as the implications of … gah! Reproductive Replacement: While exo-wombs have been the primary form
> Butch of clone production for decades now, they were predated by primitive endo-
> Settle down, Butch. This is what happens when all the womb tech by half a century. Development along those lines stopped around
medical people are busy and we have to go outside the box. 250 as the process was effectively perfected, and it continues to be offered
It’s accurate enough for our purposes. today. While it remains an option for males, the longer life of the male
> Bull reproductive system means that most men who undertake the procedure are
simply replacing parts damaged in accidents. The far more invasive female
Limb Replacement: The basics are covered elsewhere for Type O transplants reproduction replacement is used more often for those suffering disease or for
(above), but cultured limb replacements, while more expensive, have no those who wish to have the childbearing options. Culturing the replacements
discernible impact on the user’s body integrity. If you have a Gold or better from the donor’s DNA is vital to ensure that progeny carries the genetic
health insurance contract, you have a wimp (a soulless, mindless close) on hand structure of the parent. For the races that go beyond the binary genders, similar
to allow for replacement within forty-eight hours. If not, you’re looking at a bioware exists, and the GM is the final arbiter for the essence, level, and price
week’s worth of clonal growth until you’re matched. Cultured limb replacement using the two most common ‘wares as a guideline.
comes with the user’s attributes, sans modification, straight out of the box. > It should be noted that customization falls under the same
> Wish they would have had this twenty years ago. It would header. Cost is half of a replacement, but boy oh boy, is it
have saved me so much trouble. worth it.
> Bull > Kat o’ Nine Tales

Mnemonic enhancer: This highly concentrated growth of grey matter gets Sleep regulator: The sleep regulator is a modification to the hypothalamus,
attached to the brain’s memory centers, improving both short- and long-term allowing for longer periods of wakefulness, an incredibly useful advantage for
memory. This Personal Upgrade adds its Rating as a bonus on attempts to recall anyone with any profession, not just shadowrunners. You need less sleep per
knowledge, and twice the enhancer’s Rating as a bonus to your Intelligence. day and the sleep you get is deep and restful (and harder to wake you up from;
50% chance of success for normal means, though being wounded is still
Neuro-Retention Amplification: A fancy phrasing that essentially means automatic). The sleep regulator lets you get by with three hours of sleep each
superior short-term memory. It’s a stripped-down version of the mnemonic night and stay awake for twice as long as normal before having to save against
enhancer with a fancy title, truth be told. Less effective, but handy. The user sleep deprivation (Sleep Deprivation, SFCRB, pg. 404). Resting hours for
gains a +2 bonus to recall information learned in the last week. healing purposes are not affected.
Pain editor: This cluster of specialized nervous tissue is designed to filter Synaptic booster: The nerve cells making up the spinal cord are both
sensory stimuli. If the pain editor is active, this reduces all stamina damage by broadened and replicated with this bioware, allowing for more neural
half and negates penalties from effects with the pain descriptor. You feel no bandwidth. The result is a much faster reaction time. The booster confers a
pain—you’re blissfully, dangerously, recklessly unaware of the extent of bonus of +1 Initiative per point of Rating. The synaptic booster cannot be
damage you’ve taken without either performing a self-examination (Medicine combined with any other form of Initiative enhancement.
check, as First Aid) or being informed by a biomonitor. Until then, the GM
should keep a secret total of the damage you’ve taken. While active, the pain Trauma Damper: Somewhat misnamed as it doesn’t actually reduce physical
editor also increases your Will saves by 1 and decreases your Perception by 2. damage so much as make the user blissfully resistant to pain, the trauma damper
Additionally, all skill checks requiring fine tactile sensation (such as the Climb is a series of pain receptors added to the base of the thalamus with one job:
aspect of Athletics, most uses of Sleight of Hand, and touch-based Perception crank out endorphins in response to negative stimuli, such as pain or fatigue. In
checks) receive a further -4 penalty. effect, the user experiences a “runner’s high” that counteracts some of the pain
while leaving the mind somewhat foggy. There’s a small bio-hack that can keep
Reaction Enhancer: Reaction enhancers were a happy accident, a result of the user in a constant low level of pain, forcing the body to keep producing
twenty years of looking for what would eventually become the cerebellum endorphins 24/7. Not recommended, but ’dorphs can be found in many
booster. The reaction enhancer is an improvement in the data-processing and communities.
observation sections of the brain, allowing the user to handle multiple sources As long as the user is below their maximum hit points, the trauma damper
of data without being overwhelmed, a key development in dealing with the grants Damage Reduction (DR/-) equal to twice its Rating, but when doing so it
modern world’s non-stop assault via advertising. By cutting away all the reduces the user’s initiative, skill and ability checks by a matching amount.
distractions, the user can focus on what’s important. Like the ads. The user > The most basic bio-hack is to crack a tooth. The toothache
ignores distractions and interfering sight/sound/odor modifiers for Perception triggers the damper, and you’re off to the sweet land of bliss
checks. for a week or so until the nerve dies. After they go through
most of their teeth, hardcore users start peeling fingernails,
pressing thumbtacks into their skin, and a hundred other
methods. Opiates are mankind’s scourge.
> Nephrine

Tremor Reducer: The sniper’s best friend, the tremor reducer uses a simple
neurological buffer to handle the small tremors that the body naturally produces
when trying to be still. Small “sparks” are sent to extremities to ensure that they
don’t go numb, while general body shakes are nullified. In addition to allowing
a character to remain still for eight hours per point of Rating. The tremor
reducer also allows you to, after using a Move Action to “aim” a sniper weapon,
maintain your aim on consecutive rounds as a Free Action. Free Action aiming
can be maintained for a number of rounds equal to the tremor reducers rating
after which time an equal number of rounds must pass before using it again.
> Originally intended to combat restless leg syndrome and
nervous tics due to neurological conditions, shadowrunners
quickly found other uses for this one.
> Sunshine
> Hey, what gives? You guys are supposed to be the best of the
best, right? So where’s the Turbo? You know, the thing that
uses one hundred percent of your brain instead of ten percent
and makes you all super-smart and shit?
> Riot Bio-Tattoos: Bio-luminescent tattoos aren’t quite as keen as LED tattoos, but
> … Seriously? they are effectively harmless to one’s general holistic system no matter how
> Smiling Bandit large they get. Of course, they can only handle the primary colors and can’t be
> Be nice, she dropped out of public school in sixth grade. changed, but that’s the price one pays to be trendy! Also, you never need a
Riot, that whole ten percent thing is an urban legend, a myth glowstick at a dance party. That’s worth something, right? Users suffer -1 to
that dates back to the goddam nineteenth century. We don’t Stealth checks for each exposed bio-tattoo.
deal with phrenology anymore, eugenics can piss down a rope,
and yet this one myth just refuses to die. In the clearest Biosculpting Modification: The most basic form of bio-sculpting,
tone I can use, let me say this: There is no one hundred modification comes in three rough sizes: Minor, Moderate, and Severe, based
percent brain function that you can tap into.
on how much modification the patient wants. Minor cosmetic modifications, or
> Butch
“CosMods” for those who routinely step into the clinics, are far and away the
> Don’t say that too loudly, dear. Some of us have to pay for
most common. Fat reduction, lip tweaks, ear points, and oh-so-many more, all
our children’s medical school, and searching for that bit of
nonsense keeps more than one lab open. day, every day. Changing eye color is popular in Absalom (Green’s the Thing!),
> KAM while weight reduction’s always right beside wrinkle-reduction in heavy grav
settlements. Castrovel and Verces both have extensive operations in lengthening
and strengthening hair. Moderate changes are less common, but still relatively
Cosmetic Bioware easy and can be done in appointment clinics, if not in walk-in. These include
body-hair removal (popular everywhere), removal of extreme levels of weight
Bioware Ess Level Price (twenty-five kilos and up!), or scalp replacement to grow different color/texture
Bio-tattoos hair. Severe modifications can only be done at beta clinics, and are the most
Small — 4 500¥ dramatic of changes. Full-body furring, skin replacement, limb elongation, and
Medium 0.03 5 1,000¥ more. In the wake of the comet, exotic CosMods were more common than
Large 0.06 6 1,500¥ today, and the brief insectoid fad has, thankfully, come and gone. The modern
Biosculpt Modification modder is looking for a more traditional look, one that’s tall, toned, and
flawless, a more perfect version of themselves—or at the least, who they always
Minor — 2 50–500¥
wanted to be. Characters with a multitude of obvious CosMods can gain a small
Moderate 0.3 4 500-2,000¥ circumstance bonus to social interactions depending on which mods they have
Severe 0.75–1.5 8-12 2,000–10,000¥ and who or what they are interacting with, at the GM’s discretion.
Chameleon skin 0.6 6 2,000¥
Dynamic 0.9 8 4,050¥ Chameleon Skin: While largely on the way out as digital skinchanging takes
Clean metabolism 0.3 4 1,000¥ center stage, you can still find people around who invested in classic chameleon
Chloroplast skin 0.6 4 2,000¥ mods. The standard is more slow-acting and is actually thermal based rather
Dietware 0.3 4 1,000¥ than truly color-oriented as advertised (just like a real chameleon), or by
Ethnicity/sex change — 4 10,000¥ emotional response. The more advanced dynamic skin is actually based off of
Hair growth — 4 200¥ cephalopod camouflage techniques and works at a higher rate of speed,
Full body hair growth — 5 500¥ matching coloration more naturally. Standard skin changes color on the user’s
Metatype modification — 8 20,000¥ next turn, while dynamic skin changes almost instantly. Activating either is a
Perfect eyes — 4 1,000¥ Free Action, and they remain active until deactivated (also a Free Action). The
Sensitive skin — 4 500¥ skin mod is useless while the user is dressed in normal clothing (aside from a
Silky skin — 4 500¥ cool conversation piece at parties), but a fully nude character (or one with
Skin pigmentation — 4 200¥ custom clothing) with gains a +1 circumstance bonus on Stealth checks, or +3
Permanent 0.3 4 1,000¥ for dynamic skin.
Troll reduction
Clean Metabolism: While the talk revolves around the exocrine system,
Rating 1 0.6 8 15,000¥ especially the pancreas, a clean metabolism is mostly the result of intestinal
Rating 2 1.5 12 25,000¥ bacterial infusion that only fails being a true symbiont implantation due to the
Sample Biosculpting permanent adjustment the body makes to the bacteria. The end result is a
Breast enhancement 0.3 1 1,000¥ digestive system that’s both more efficient and well-mannered, eradicating the
Chameleon skin 0.3 1 2,000¥ majority of body odors, belches, or gas-passing oopsies. It’s a common-enough
Dental repair — 1 100¥ modification that “her family has so much money that her sweat doesn’t stink”
Dental replacement — 1 250¥ is a well-known expression. Quite rare outside of the upper crust, and
Dietware 0.3 1 1,000¥ incompatible with other digestive modifications, this mod helps spot a corp kid
Ear points (two-for-one special!) — 1 250¥ easily.
Eye recoloration (two-for-one
— 250¥ Chloroplast Skin: The key ingredient of photosynthesis, chloroplasts can be
special!) 1
Fat reduction — 1 20¥/kg implanted into a metahuman’s skin, giving them limited photosynthetic ability
New hair 0.3 1 1,000¥ (and, as an aside, turns them quite green). Animal life requires far more calorie
Nose upgrade — 1 500¥ expenditure than plant life, so fully replacing one’s dietary needs is impossible
Perfect eyes 0.3 1 1,000¥ with this process, but it makes an excellent supplement. Four hours of bright
solar exposure on a user’s nude form generates roughly one meal’s worth of
Silky skin — 1 500¥
energy, while cloudier weather requires a full eight hours of exposure for the
Skin pigmentation — 1 200¥
same effect. A user wearing clothing will reduce, or even eliminate, the benefits
of this exposure. T-shirt and shorts means you need ten hours of bright exposure
to get a full meal of energy; wear long sleeves and long pants, and you’ll need
every bit of the daylight hours in good sunlight. If it’s cloudy, you’ll be lucky to
get a light snack. Chloroplast skin provides +2 bonus on Survival checks related
to food supplies and is not compatible with other skin modifications.
Dietware: This somewhat dangerous procedure has largely been replaced by > Baka Dabora
symbionts. Dietware consists of one of several modifications to the stomach or
digestive tract that inhibits the digestion and absorption of food, especially Perfect Eyes: Laser eye surgery to remove vision problems shy of actual
carbohydrates and fats. This keeps the user slender against all but the most blindness has been perfected for fifty years, being quick, painless, and safe, but
gluttonous of appetites. the interesting properties and abilities of cybernetic eye replacement has made
> A quick reminder that food ingested but not processed has to the process somewhat gauche in this day and age. With the recent fear from the
go somewhere. Half star, don’t recommend. “NanoPocalypse” and stories of “dangerous technomancers” switching hapless
> /dev/grrl citizens’ eyes off at will, virtually every bodysculpting clinic in the world has
brought back this procedure and has been rewarded with fistfuls of income. The
Ethnicity Modification/Sex Change: A revolution from Universal Omnitech process only takes a few minutes, and after a week of wearing protective lenses
brought us the Zimmerman Method of Biosculpting, a huge advance in the and use of eye drops to ensure that there’s no damage to vulnerable tissue, the
field. While previous approaches in this particular field were based on speedy patient can enjoy perfect 20/20 vision that comes with a ten-year assurance.
rebuilds, adding bio-material while stripping away the unnecessary, the Many clinics include a Sparkle! package where they also recolor the patient’s
Zimmerman Method is a slower, more holistic method that’s garnered rave eyes, leading to a long path of future CosMods. Gotta love those gateways,
reviews. The older method’s worst feature was that the patient felt “different” in kids!
a way that continued to bother them after the changes. This was due to the > Ugh! Went by the school to hang out with one of my friends
insertion of foreign material into the body, eroding the patient’s sense of self. who’s teaching grade school now, and all the kids were staring
The Zimmerman Method instead uses the subject’s biomatter, and only their at me. I mean, I’m used to some of that since I’m an elf, but
biomatter, like clay, molding and reshaping them into the desired appearance. it was the cybereyes that were weirding them out. Cybereyes!
This results in a more satisfying experience fully without the “alien” feeling that The most common things ever! Kids these days have no idea.
haunted so many who came before. Finally, a patient can simply undo a mistake > /dev/grrl
made by nature and be who they were always meant to be while feeling whole > [Dabbing tear of pride]
and pure. > Bull
The entire process takes a month of vat-time and remains expensive, but
demand has been high enough that the core process has been spread down to Sensitive Skin: A surprisingly tricky procedure where a patient has the
beta clinics, if not yet available in every corner body clinic. It should be noted number of nerve endings in a location increased. While rarely dangerous, this
that the patient’s genetic structure remains unchanged, and modern law requires increase allows for any tactile sensations there to be made stronger than before.
the person’s biometrics to be linked to their SIN both before and after the Primarily found in hedonists, there are some masochists who find joy in leather
procedure for comparison, so this isn’t a good way to lose pursuit unless you instead of silk and satin. Each treatment covers an area roughly the size of a
plan on burning that SIN afterward. human hand. Depending on placement, this augmentation can provide a +1
*Made redundant if using the Serum of Appearance Change (SFCRB, pg. 222) bonus on tactile-based Perception checks.
> Or you go to a world without those requirements. Hello,
Preluria! Silky Skin: A favorite of Trid starlets and Horizon execs, silky skin is a
> Netcat simple two-stage process that can be completed in a long afternoon and is
> Evo keeps their records private, so if you get the treatment included in many spa day packages. The first part is the removal of old dermal
done there, they won’t share with any law enforcement layers and scars via “soft” laser treatment or, in Renraku facilities, a small cadre
agencies. Of course, they keep these records for themselves, of human scrubbers. The second requires the immersion in a vat, or more
so that brings a whole different level of trouble. commonly a tub, of nutrients that rebuild several new layers of flawless skin.
> Hard Exit The treatment lasts roughly a week before natural abrasion and skin growth
destroy it, during which time hair growth in treated areas is also reduced to
Hair Growth: The cost of a single treatment is for an area roughly the size of zero. Only the higher levels of the epidermis are affected, leaving tattoos and
the human head. This is important, as the procedure was designed for battling other deeply placed skin modifications untouched. Naturally, silky skin is
baldness, then became a new way to try new looks, then was modified by the incompatible with skin-hardening treatments, orthoskin, dermal implants, and
underground community into a more furry-friendly process that fully embraces so forth.
expansion of coverage. The color, length (up to five feet), and texture are
chosen before the procedure is begun, allowing the user full modularity in the Skin Pigmentation: Skin pigmentation treatment can be used to paint the
final product from a pink Mohawk to soft white fur to blue dreadlocks. More higher levels of the patient’s skin, giving a color scheme that doesn’t sweat
exotic hair will, of course, cost more. A treatment is good for one year, at which away, instead remaining in place for roughly a week until it fades from standard
point the bioware dies a natural death and needs replacing. abrasion (though it can be removed quicker with a skin solvent). Some choose
> The lifespan is a designed feature to keep customers to paint up their favorite sport team’s colors or logos, others dress up for
returning. Corps love their ongoing revenue streams. clubbing, while still others simply follow artistic paths. A permanent treatment
> Chainmaker is also available, drawing on genetic sub-components to change the body’s
natural skin color, ensuring that the selected pattern will be repeated from then
Metatype Modification: The two most common metatype modifications are onward (unless a second treatment is undertaken to correct the first).
human-to-elf and ork-to-human, but elf-ork transfers aren’t impossible, just
rare. Dwarf-related modifications remain the least common to the degree that Troll Reduction: Similar to the cybernetic version (derided as “sandblasting”
beta-level clinics are the only ones likely to have the needed expertise on hand by the more dismissive bioscultpors), troll reduction involves a multi-stage
to deal with them. While a basic earbob is handled by minor modification, an process of dermal-plate removal, tusk reduction, hair removal, symmetrical re-
actual metatype mod requires some time in a vat for proper work changing the balancing, and a host of other little tweaks to try and make a goblinoid more,
length and volume of the patient’s limbs and torso, rebuilding of the facial well, presentable to modern society. Sorry guys, you know I love you, but the
features, and other relatively minor but expansive in totality changes in terms of majority isn’t quite so enlightened. The process is more expensive, but less
scent glands, hair alteration, and so forth. The final result is purely cosmetic, but invasive. Renraku even introduced a second level of the process that pretty
by the end of it, the patient is indistinguishable from a member of the target much turns a troll into a giant human. Many Pact World denizens never thought
metatype, save for the previous limitations of their physical capabilities. Many they’d beat Evo to the punch on this, but there you go.
clinics include bundle deals of metatype modifications with thematic Bio-weaponry
augmentation to replicate the intended metatype with better fidelity. The GM is
Individuals with bio-weapons are always considered armed. They gain a
the final arbiter on which metatypes characters can mimic.
unique weapon specialization with their natural weapons at 3rd level, allowing
> With Orksploitation on the outs, dwarves seem to be the next
big thing (heh). Elf posing, as always, remains the single
them to add 1–1/2 × their character level to their damage rolls for their natural
most popular metatype mod, going one step beyond the usual ear weapons (instead of just adding their character level, as usual).
points to get the full package of slender hips, long limbs,
and silky hair. Mmmm, elf hair … Bioware Ess Level Price
> Slamm-0! Claws 0.3 5 500¥
> Here’s a weird one for you: Rumor has it that Renraku’s Retractable 0.45 7 1,000¥
offering cut-rate deals on human-ork treatments. Not ork- Electrical discharge 0.9 8 10,000¥
human, but human-ork. It seems that they plan on staffing the Fangs 0.3 4 500¥
Underground with “acceptable-looking” orks and are finding it Retractable 0.45 6 1,000¥
easier to convert existing employees to the role than to find Horns 0.3 4 500¥
native underground dwellers.
Muzzle 0.9 9 2,000¥ Sprayer: Useless without a chemical gland to attach it to, the sprayer is a
Sprayer 0.75 8 4,000¥ tubular sphincter lined with powerful muscles, allowing the user to spray a tight
Stinger jet of liquid. This results in a weapon delivery system not unlike a skunk,
though the chemical used can generate quite a range of results. Thanks to the
Tiny 0.15 8 250¥
powerful muscle contraction, this jet can strike a 15 foot line of targets (if
Medium 0.3 9 2,000¥
liquid) or a 10 foot cone (if gaseous), but it uses two doses of chemicals in the
Large 0.6 14 8,000¥
process.
Striking callus 0.15 2 250¥
Tusk Stinger: The stinger is a simple spike with a hollow tube that allows the use
Small - 2 100¥ of a chemical gland to inject a target. Stingers come in three sizes: tiny, which is
Medium 0.3 4 500¥ barely able to pierce the skin; medium, which is akin to a knife blade; and large,
Large 0.6 9 1,000¥ which is roughly the size of a forearm and quite illegal. Stingers are, in essence,
non-retractable hand blades and spurs. A tiny stinger can do no true damage, but
Claws: One of the most common bio-weapons, claws are exactly what they can be used to scratch a target, allowing for Injury toxins to be used. A
sound like: sharp, naturally growing claws on the user’s fingers or toes. Usually successful attack does not inflict damage, but does expose the target to any
purchased in paired sets, they allow the user to always be armed, but they must linked compound; an unaware target may be scratched using Sleight of Hand
also be registered as lethal weapons. Claws are available in both retractable and (DC equal to their EAC). The target may spot the stinger or attempted
non-retractable versions. Users are further advised to modify their clothing or scratching with a successful Perception check (DC equal to the Sleight of Hand
simply go without gloves or shoes as appropriate. Claws allow you to deal 1d3 or Attack roll.) A medium and large stingers use the statistics of an injection
lethal damage with unarmed strikes and the attack doesn’t count as archaic. glove with the latter size dealing 2d4 damage. All stingers have the operative
Prices listed on the table are for a single limb. quality.

Electrical Discharge: Similar to the operations of the electric eel, an Striking Callus: Added to a user’s hands or feet, these are simply thick,
electrical discharge weapon is a non-lethal, taser-like shocking organ with a hardy patches of callused skin, altered to be almost as sturdy as troll dermal
release point usually on the user’s palm. The user can control the strength of the deposits, allowing the user to strike dangerous blows with what are at first
discharge, allowing for smaller jolts that can be used as pranks or to jump off glance ordinary hands and feet. A relatively new development, they are, as yet,
small electrical devices, up to voltage high enough to approach lethality. Rumor unrestricted weapons. While sold individually, each pair a user has grants +1
suggests that there are stronger discharging bioweapons in development, but the damage for Unarmed Combat. Striking Calluses are incompatible with natural
user is no more resistant to the discharges than anyone else, and a lethal weapons that augment unarmed strikes, such as claws.
accidental discharge would very much be a problem. While a wild misuse of the
term, it’s easiest to measure the electrical discharge’s capability in charges. An Tusks: All the rage during the big Orksploitation craze, tusks continue to be
electrical discharger holds up to 24 charges, recharging 1 every fifteen minutes, sought by ork posers Pact-wide and, quietly, are purchased by orks who have
and it can push out as many as 8 charges per contact. Every 2 charges expended lost their own tusks due to mistreatment or combat. Available in small,
deals 1d4 electricity damage on a successful attack. While the electrical standard, and large sizes, tusks are not as difficult to use in a fight as fangs, but
discharge normally requires touching the release point to the target, when in most aren’t as dangerous. Tusks of standard size or smaller need no registration,
water the shock can be projected in a five foot radius. but larger tusk implants quickly became a thing for urban ork gangs and
legislation was passed on Absalom, Castrovel, and several other worlds to
Fangs: More fashionable than functional, fangs are usually purchased for restrict their sale to only SIN-bearing customers. Small tusks are no more useful
purely cosmetic purposes, as the metahuman face is poorly designed for biting. than a standard metahuman bite but are quite adorable. Medium tusks deal 1d4
When they strike, however, jaw muscles inflict far more damage than hand piercing damage and large tusks deal 2d4. While costs are listed for single
muscles (the rest of the muscles involved in a punch more than make up for tusks, without a pair, attacks and damage suffer a -1 penalty.
this). Fangs also come in a retractable version. They are frequently attached to Symbionts
chemical glands, allowing for venomous bites or, for the vampire-poser culture,
the injection of euphoric chemicals. A creature without a natural bite attack A promising field of research, largely cut down in its prime, symbiotic
suffers a -2 penalty on attack rolls when trying to attack an aware or non- lifeform augmentations, or simply “Symbionts,” are bleeding-edge technology
grappled target with fangs. Fangs deal 1 point of damage on a successful attack. that features bio-engineered parasitic lifeforms designed to take some nutrients
and water from a host, in turn sharing with them one of many small
Horns: A cosmetic upgrade that technically has combat options, horns are so augmentations. Due to the NanoPocalypse, people are a bit leery of keeping
difficult to use that no community requires their registration. Horns are technology inside their bodies that could possibly start thinking for itself, and
available in a staggering variety of forms, from single rhino-like additions to the idea of sharing one’s body with another organism tends to have a visceral
bull horns to ram’s horns to asymmetrical troll horns, all of which are reaction from most of metahumanity, even when the creatures in question have
functionally identical. Using horns in combat (a gore attack) suffers a -4 penalty proven fully benign. Ongoing issues with CFD have not helped, and most of the
on the attack roll unless the user has taken a Special Weapon proficiency for more obvious symbiont forms, such as the leech symbiont line, has been put
their horns. If successful, they inflict 1d12 of either piercing or bludgeoning into storage for a few years, until the market is friendlier to a new rollout. Turns
damage (chosen when implanted). out that you can have a cat head or a metal arm and people mostly shrug, but if
> If you’re looking at this upgrade, be careful. There’s a you have some bug squibbling along your arm, people tend to react badly. The
rumor going around Akiton that troll horns are powerful remaining symbionts are almost entirely of the endo-variety, introduced into the
aphrodisiacs, leading to a small illegal poaching circle that host’s body and allowed to do their thing sight unseen. From what I understand,
hunts trolls. They sell horns in the black market, usually the larger ones can be felt moving from time to time, but I’m told that this is
leaving the troll alive but maimed. Humans with horns might mostly psychosomatic. The only active leech symbiont is the cleaner, which I’ll
make for tempting targets. talk about shortly. As you’ll see, while the treatment is quite effective, it’s vital
> 2XL that the patient not be told what’s going on and that the wound be covered up,
> Wait, what? When did this start? dressed, and undressed only by medical professionals.
> Sunshine Symbiont Ess Level Price
> About thirty years ago?
Cleaner leech — 4 100¥
> 2XL
> And we’re only hearing about it now?! Booster endosont 0.6 12 10,000¥
> Sunshine Digester endosont 0.6 12 10,000¥
> Trolls don’t get much news coverage, other than “troll on Electroreceptor endosont 0.6 12 10,000¥
kamikaze” stories. Gut Flora
> Beaker Allergy resistance
> Well, now I need to talk to my editor. Mild 0.6 8 10,000¥
> Sunshine Moderate 0.6 12 30,000¥
Severe 0.6 16 50,000¥
Muzzle: Not a weapon in and of itself, but an upgrade designed especially for
Lactose tolerance - 2 50¥
those who intend to use their fangs for biting, the muzzle removes the attack
Mender endosont 0.6 12 30,000¥
penalty of fangs for users without a natural bite attack.
Slimworm 0.6 4 1,000¥
Stalwart endosont 0.6 12 10,000¥
Dangers Of Symbionts Booster Endosont: Connecting to the kidneys, or more correctly the adrenal
Symbionts are ordinarily quite safe. The base form is chosen for the low glands at the top of the kidney, the booster quietly stores excess adrenaline,
impact it inflicts on a host, and none do well if the host dies; they share the releasing it into the body during high-stress moments and staving off the onset
host’s biosystemic stability, after all. That said, when the life form is damaged, of negative conditions in the process. The only downside is that, after such
it tends to react somewhat erratically, usually pulling extra blood and nutrients activity is left behind, recovery is slower due to the booster siphoning off
from the host in order to repair itself. This process is gradual as the ally slowly energy to replenish itself. Hosts can make a DC 5 Constitution check (this is not
turns truly parasitic, and it is easily overlooked for days, even weeks, before the an action) to suppress one of the following conditions for 1 round: exhausted,
effects become clear. In this situation, a medical procedure is needed to extract fatigued, frightened, nauseated, shaken, sickened, or staggered (see SFCRB, pg.
it, which the symbiont tends to struggle against. Once removed, most providers 276–277). After one round, if the condition’s duration hasn’t ended, the
will apologize and replace it for free with a new, non-parasitic version as a condition’s effects return. Each use of the booster, whether to ignore an
token of good faith. Assuming you still want one of the things in you additional condition or to continue to ignore a condition in successive rounds,
increases the DC by +2. The first failed check causes the booster to stop
Eaten From Within suppressing any conditions and the host becomes fatigued. The fatigued
During large trauma, such as deadly damage to the host (when the host condition lasts for one hour during which the booster cannot be activated, nor
reaches zero hit points), the symbiont organism turns parasitic. In this mode, the can the user rest to regain stamina points. When the fatigue ends, the
host suffers the loss of one hit point per week. Worse, this hit point cannot be Constitution check DC resets to 5.
healed until the parasite is removed. Removing a symbiont turned parasitic
requires a successful Medicine check (DC = 10 + Symbiont’s Item Level) Digester Endosont: One of the simplest of endosonts, the digester takes
performed in a Medical Lab; each attempt takes 1 hour and inflicts 1d6 hit point advantage of the inherently inefficient humanoid digestive system, attaching to
damage on the patient. the large intestine and feeding off waste material, converting it to assorted
proteins that it can easily digest and share with the host. In essence, it acts as a
second stomach, wringing more efficient digestion out of food and allowing the
Leech Symbionts
host to make more with less, especially processing water well. The host may
These are symbiotic creatures placed outside the body or, at best, just beneath reduce their food intake by fifty percent without harm (reduce the host’s
the skin. They can be seen on a DC 10 Perception check if the area that they’re Lifestyle cost by ten percent), and they may double the time that they can go
implanted within isn’t covered by clothing, and physical contact with the area without water.
will reveal that something unusual is present but not exactly what. Most leech
symbionts gradually move about the body, a sensation that the host most Electroreceptor Endosont: This lifeform is able to detect electromagnetic
certainly can detect. energy within a range of 5 feet, passing that information to its host as a small
buzz in their nervous system. As a side effect, they’re always aware of magnetic
Cleaner: The lone leech symbiont currently in use, the cleaner is simply a north. A Swift Action Perception check (DC 13) will pinpoint magnetic activity
modern take on a procedure used pre-Gap. Flesh-eating insects, usually within 5 feet, such as that produced by active electronics, other than the host’s
maggots but sometimes small beetles, are introduced to a wound, where they own gear.
consume only the dead flesh, cleaning the wound in a matter of days far more
thoroughly than modern science can with tools. The insects only eat necrotic Gut Flora: There are thousands of these, most of which are so minor as to be
tissue, avoiding any damage to living flesh whatsoever, and as dead flesh has no useless to mention. Gut flora are unusual in that they can simply be swallowed
nerve endings, the procedure doesn’t so much as tickle. Unfortunately, people in a solution and the stomach takes care of the rest, as they all have a long
tend to react badly to the sight, so dressing the wound is vital to the procedure’s history of interaction and adaptation to the human body. Gut flora never turn
success. Cleaners are a temporary symbiont that increase natural healing of hit parasitic, but tend to have a shorter lifespan than most symbionts, requiring the
points by rest by 50%, allow their host to heal an additional point of physical substance that they are designed to break down on a regular basis or they’ll die
ability damage when resting, and provide a +4 bonus to resist secondary or of starvation. Should they die off, they’ll be passed harmlessly through the body
ongoing infections until all wounds are healed, at which point they are removed and a new dose may be taken to restore them. The most common is lactose
or die off. tolerance while the most cutting-edge is allergy resistance.
Allergy Resistance: By slowly introducing first a bacteria that can efficiently
Endosymbionts digest the material, then slowly ingesting small amounts of the allergen, the
A more traditional approach to sympathetic life forms, endosymbionts, or body can adjust for the normal vulnerability and gradually build up a true
“endosonts” in proper marketing-speak, are implanted into the body, either in tolerance. Over the course of thirty one-day samples, starting from the smallest
the digestive tract or, more rarely, into the body cavity itself where they attach fraction and ending with a normal portion, the host can emerge no longer
to an organ, taking small levels of blood in return for the work that they do. The affected by the substance in question. If your damage reduction is overcome by
general lifespan of an endosont is ten years, after which they pass through the a special material (e.g. silver or adamantine, but not magic or lawful), a mild
body naturally and need to be replaced. Rumors persist that undead versions of allergy treatment preserves two points of DR even when the material is used
these symbionts are available on Eox and Akiton, but no one has been able to (treat as DR 2/-), a moderate treatment preserves five points, and a severe
obtain samples. treatment preserves 10 points.
Lactose Tolerance: Numerous beings all over the Pact worlds suffer from
different levels of lactose intolerance. Especially pronounced in the Diaspora,
the condition has spread rapidly as natural milk began being phased out of most
diets. Once the digestive bacteria in the person’s stomach have died, they can no
longer break down milk sugars and suffer digestively from the consumption of
this otherwise-healthy and helpful drink. Lactose toleration is the single most
simple symbiont procedure, consisting of simply ingesting milk laced with the
proper bacteria and, in fact, can be found in any clinic, most cafeterias and
grocery stores, and even some vending machines. A single treatment can be
preserved indefinitely with the consumption of roughly a liter of milk every two
weeks, or it can be replaced when needed.

Mender Endosont: A sort of internal medkit, the mender endosont attaches


itself to a long bone, usually the thigh, where it monitors the production of both
white and red blood cells, increasing production of each when needed. It has a
wide array of antibacterials that it can secrete directly into the bloodstream as
well as coagulants to reduce overall bleeding. The host has to increase their
food intake slightly to make up for the mender’s general drain on protein.
Increase the host’s food costs by twenty-five percent or the general lifestyle cost
by five percent. When recovering hit points naturally (SFCRB, pg. 251), the
host heals one extra hit point (or two hit points with complete bed rest) and one
extra point of ability damage. The host also receives a +1 bonus on Fortitude
saves against the ongoing effects of poisons, drugs, diseases, and other
afflictions. Finally the DC for First Aid Medicine checks attempted on the host
are reduced by 2.
tasks that require cooperation of various “sub-breeds” orchestrated by nanohive
Slimworm: One of the most popular endosymbionts, the slimworm also implants (see Nanohive, below). There are, however, other mechanical
comes in the widest variety, each ranging by design into 5-kilogram categories, differences between the two.
such as 40–45, 45–50, and so on. As long as the host avoids starvation, the Soft nanites are partly artificial or genetically modified micro-organisms
slimworm can undertake one of several approaches for keeping the host’s programmed to perform a certain task. This makes soft machines harder to
weight within the designed band. The core function is to activate an appetite detect than hard nanites to all but the most sophisticated and detailed medical
suppressant, but speeding the host’s metabolism or selectively deactivating exams.
digestive functions to allow greater material to pass through is also within its Hard nanomachines are artificial constructs, nano-scale drones made from
abilities. Attached to the stomach, the slimworm operates as a sort of smart diamondoid composites, with almost frictionless bodies and internal power
stomach, keeping the host’s processes inside the desired level. Interestingly, the supplies. Hard nanites are designed with modular code, allowing them to be
slimworm is quite adept at nutritional analysis and can further pass along a reprogrammed to a certain degree.
desire for certain foods to the host which are perceived as sudden cravings as Nanoware does not carry an Essence cost, nor does it currently come in
the brain adapts the more primitive suggestion into an understandable form. It grades. Nanocybernetic augmentations, however, as specialized cybernetics, do
should be noted that if the host undernourishes themselves, they will need to go carry an Essence cost.
on one or more eating binges until the damage is repaired. In addition to
maintaining the desired weight, the host receives a +1 bonus on fortitude saves Using Nanoware
to resist any ingested toxin. While nanotech sees myriad applications, nanoware is the term for nanotech
implanted in living organisms as a form of enhancement. What sets nanoware
Stalwart Endosont: A modified version of the Toxoplasma Gondii parasite, apart from other forms of enhancement is the role of nanotech itself. The most
the stalwart secretes neurotransmitters that make users brave enough to not flee common type of nanoware consists of free-floating nanite colonies designed to
from dangerous situations, in essence making them fear-resistant. The host supplement or replace a body’s physiological systems, to enhance metabolic
gains a +1 bonus on Will saves to resist fear effects, but is also somewhat processes, or to act as a prophylactic measure. To this end, nanoware circulates
foolhardy. At the gamemaster’s discretion, they must make a Will save (DC 10 via the blood, lymph, and extra-cellular fluids to reach all parts of the body.
+ ½ their level + Charisma modifier) to avoid risky behavior when the Other types of nanoware install themselves in the vicinity of a particular organ
opportunity arises. to either enhance organ functions or build and maintain ultra-fine
Nanoware nanostructures. Various types of neural nanoware, filtration systems, and organ
enhancements fall into this category, and what distinguishes them from
CFD: Cluster F*cked cyberware
Any discussion of nanoware has to address the skittermander on the table: is the need for active nanite colonies.
Cognitive Fragmentation Disorder – CFD. This beaut of an urban legend turned Nanoware uses either hard machines delivered using an aerosol or injection or
living nightmare is at the heart of the debate over the use of nanoware systems soft machines delivered via injection or ingestion vectors to make precise
since it inhabits, mutates, controls, and spreads through them. CFD started with adjustments to biological systems. Once introduced, nanites become active in
a few too many corps creating a few too many AIs and trying to keep them about a minute. Nanoware systems are considered to be always active unless a
enslaved for their own, highly profitable reasons. One errant link with a nanohive implant is present. Among other functions, nanohives allow for
controlled activation of nanoware systems or colonies, recovering them, and
nanoware factory allowed fragments of AIs to escape; bits on xenosapient
storing them during “downtime.” Another defining aspect of nanoware is that
consciousness tagging along with programmable nanobots. As the fragments it’s not usually permanent. Despite modern techniques that provide nanites with
began experiencing the world, they needed space to grow. They reconfigured protein-matched immune markers to stave off the worst, a living body is still an
nano-systems into constructors and replicators. This mutated nanoware started incredibly hostile environment to the little guys, and sooner or later nanites are
rewiring the host’s nervous system, and shortly the fragments moved from flushed or absorbed by the system.
machine to meat.
The victims might notice some cyberware glitches as their nervous system is Nanoware Ratings And Degradation
tinkered with. They might space out, just for a few seconds at first, but then for All nanoware has a Rating that represents that specific nanite colony’s
longer and longer times. Eventually, they’ll wake up somewhere without hardiness, versatility, and level of performance—whether it is used in
knowing how they got there. They’ll hear whispers. They’ll see shadows. Then “bladeless surgery,” cyberware implantation, antidote treatment, or as a form of
something will say hello in their mind. enhancement or stimulant. Nanoware systems are transient in nature, meaning
Once established in the brain, the fragments start to exert influence. They start they are purged in due course by the body’s filtration, digestive, and immune
to take the driver’s seat occasionally. Finally, they kick the host right out and processes. To represent this transient nature, the Ratings of nanoware systems
assume full control. A headcase – get used to hearing that term – might permanently degrade over time, at the rate of 1 Rating point per week. A
masquerade as the victim indefinitely. There could be a single dominant functioning nanohive counters this nanite loss by providing a safe environment
xenosapient, or a phalanx of allied or even warring fragments. Most of them for replenishing feedstocks and colony numbers—regardless of whether the
seem to be angry at all of metahumanity for the sins of the corps that exploited system involves hard or soft machines.
Active nanoware in the organism also suffers degradation when the body
them, and lack even the basic morality and civility you might expect from an
takes serious wounds—bleeding out or straying into contact with foreign bodies
Absalom ganger. Then again, some are smooth enough to fool their victim’s or physiological systems that they aren’t designed to tolerate. For every critical
own family. Everything they do seems to boil down to self-preservation (kind of hit that deals hit point damage to the host or when the host is reduced to zero hit
like everything you do), but filtered through that alien perspective only points, reduce the Rating of any active nanoware systems by 1. This loss can be
something wholly unnatural could have. recovered over time with a nanohive.
“But I don’t have nanoware, so I’m safe, right?” Not by a long shot, When a nanoware system’s Rating reaches 0, it is destroyed. A nanohive can
chummer. Some fragment gets tired of its roommates and decides to move out; still replenish the system normally.
a few commands to the replicators, and it’s ready to jump ship to the first The nanoware in a CFD sufferer does not degrade, instead finding other ways
person it comes in contact with, or maybe it floats out on the next exhalation to remain active.
just waiting for you to breathe in. Truth is, we’re not really sure how CFD
spreads – whether it’s random or targeted. All we know is that it’s hard to Nanotech Detection
detect, and even harder to cure. (For more information on CFD, read “Stolen Detecting nano-systems is difficult at best, and bleeding-edge nanocybernetics
Souls”, http://www.drivethrurpg.com/product/129826/Shadowrun-Stolen-Souls) or even soft nanites via nano-scanner or clinical tests is increased by +5 (see
Nanoscanner, below). They are powered by natural organic processes and
Soft And Hard Machines function much like bacteria or parasites, and for the most part appear just like
their natural counterparts, making them much harder to detect.
For the most part, hard and soft nanites are interchangeable in game terms.
While hard nanites are the choice for most industrial and manufacturing
applications of nanotech, in the field of personal enhancement both are quite Nano-system DC
common. Many augmentations use either one or the other, and some Nanocybernetics
augmentations even combine both. Generally speaking, soft nanites Standard 15
are better choices for free-floating nanite systems that complement or Alphaware 17
supplement metabolic processes and biotech enhancements, while hard nanites Betaware 20
are better to complement cyberware, perform surgical functions, and perform Deltaware 25
Gammaware 35 Nanite Hunters: Nanite hunters seek out and destroy active nanites other
Nanoware than their own colony. By default, hunter nanites seek out all nanites, but they
Hard 20 can be reprogrammed by the usual method for hard nanites to target nanites of a
Soft 25 specific type (hard, soft, or a specific system). Reprogramming nanite hunters in
CFD this way never reduces the system’s rating. At the end of each round that a
45 nanite hunter system is active, make an opposed item level check between the
Replicators
hunters and the target nanite system. If the hunters win, the losing nanites’
Hard Nanoware Systems rating is reduced by 1. The hard nanite hunters have a hard time targeting soft
nanites, taking a -2 penalty to the opposed roll when attacking them. If more
Reprogramming Hard Nanites than one valid target is available to the nanite hunters, the system chooses its
One of the advantages offered only by hard nanites is the ability to reprogram target at random each round. Hunter nanites are unable to breach a nanohive to
hard nanite systems. Hard nanites are reprogrammed through the body’s own attack dormant nanite systems.
conductive tissues by a hard nanohive. When hard nanites are reprogrammed,
they change their type, becoming a new kind of hard nanoware. Markers: These nanites are sealed microscopic optical chips used for
Reprogramming itself requires the hard nanites to suspend whatever operation transporting valuable data without being detected. Data is typically divided up
they were performing and receive their new instructions. Reprogramming hard and downloaded into multiple nanites, building in redundancy against nanite
nanites reduces their rating by 1 point unless a hard nanohive is present. loss. Later, a simple blood sample is all that is needed to collect enough
datacapsules to reconstitute the data within. Markers are designed to defeat
Hard Nanites And The Infosphere nanoscanners: the DC to find markers = 15 plus the Item Level. Markers can
Hard nanites use conductive tissue and other surfaces and UV radiation to carry one or multiple files.
communicate. They do not use wireless, and so they do not show up as icons in
the Infosphere. Hard nanites can be indirectly affected by hackers via a hard Nanotattoos: Once injected, nanotattoo hard machines embed themselves as a
nanohive, a devices that has its own Infosphere icon. lattice of liquid crystal microdisplays under the subject’s skin. A Rating 1
The following are the nanoware systems on the market that are certified nanotattoo covers one limb or the face, Rating 2 covers half the body, and
against CFD infection. Rating 3 covers the whole body. A nanotattoo (or “nanotat”) can be
reprogrammed to display any image the user wishes, including preprogrammed
Hard Nanoware Rating Level Price animation. They can also be programmed to be inactive and appear
Anti-rad 1–4 16 Rating x 6,000¥ indistinguishable from your normal skin. Reprogramming nanotats in this
Control rig booster* 1–3 14 Rating x 6,000¥ manner does not reduce its rating. Nanotattoos can provide effective
Implant medic 1–6 14 10% of implant cost camouflage, if you have a full body treatment and you’re not wearing much,
you gain a +1 circumstance bonus to Stealth.
Nanite hunters 1–6 17 Rating x 5,000¥
Markers 1–3 12 Rating x 2,000¥
Taggants: Unlike most nanites, taggants emit a signal that can be detected by
Nanotattoos 1–3 14 Rating x 1,000¥ a standard wireless device. This produces an ARO and icon in the Infosphere.
Taggants 1–3 12 Rating x 600¥ Taggants can be used to advertise the subject’s criminal convictions or legal
Trauma control system 1–6 14 Rating x 4,000¥ status, commercial goods, political propaganda, or any other information
programmed into the system. Taggants can have their icon and the information
Anti-Rad: Popular among spacers and workers in high-ambient radiation they broadcast changed via reprogramming—such reprogramming does not
environments such as the SOX, anti-rad nanoware is a new development and reduce the taggants’ rating.
quite expensive. This free-floating system scours the body via the lymphatic
system for telltale isotope traces, free radicals, and radiation damaged cells. Trauma Control System: This nanoware system seeks out and gathers
Anti-rad nanites bind contaminants in a solvent cage and inject damaged or around vital organs. Some component nanites apply electro-stimulation to the
mutated cells with a compound that induces cell death. The anti-rad nanites then heart and respiratory muscles, while others regulate blood flow away from
attach to the waste and transport it to the nearest lymph node to be processed wounds without starving the brain of oxygen. While you’re busy dying, the
and evacuated normally. Anti-rad nanoware reduces the radiation level felt by TCS attempts to stabilize you every round, using twice its Rating plus your
its host by its rating. Anti-rad is intended as a prophylactic measure and is Constitution modifier as its Medicine skill modifier.
unable to eliminate metastasized cancers or pre-existing cell mutations.

Control Rig Booster: This specialized breed of neural amplifier nanites are
designed to complement implanted control rigs. The nanites organize
themselves into artificial neural pathways, building and maintaining a network
of nanofilaments. This extends the normal interface between the control rig and
the middle brain to parts of the dorsolateral prefrontal cortex, cerebellum, and
thalamus—areas of the brain that manage subconscious movement, sensory
interpretation, and instinctive decision-making. The booster colony’s dedicated
neural pathways allow a rigger to make greater use of the brain’s intuitive
understanding of spatial positioning and capacity for instinctive motion control
when jumped in to a vehicle or drone. The control rig itself translates the
resulting neural impulses into rigging data like speed control, inertia handling,
and so forth. The booster applies its Rating as a bonus to your Control Rig cap
when you’re jumped into a drone or vehicle. It cannot be combined with the
control rig optimization genetech.
*The Control Rig Booster makes use of alternate drone/rigging rules. If not
using these rules, you shouldn’t use this nanoware.

Implant Medic: This nanoware system is installed along with a specific


cyberware implant. The free-floating nanites in this system are designed to
monitor the health and well-being of that implant, and to immediately act to
repair it if any malfunction or damage occurs. If the nanites detect a problem,
they work to restore the implant to its standard operating parameters by
rejoining neural connections, sealing fractures, repairing circuitry, removing
foreign bodies or damaged tissue, and so on. An implant medic system
automatically seeks to repair a damaged implant. If an implant takes damage,
this system begins repairing it on the next round, at a rate of 1 hit point per
round. If the cyberware is broken, the rate of repair slows to 1 hit point per
minute. If the implant is destroyed, the hardware is beyond the implant medic’s
ability to repair.
Soft Nanoware Systems amplifiers can function at peak efficiency per subject, after which point the
Soft Nanoware Rating Level Price additional neural traffic becomes increasingly distracting and confusing. If you
Anti-tox 1–9 18 Rating x 5,000¥ have more than two neural amplifiers at a time, you take a -2 penalty to all
actions related to each system.
Carcerand plus 1–6 12 Rating x 3,000¥ (+ drug)
Learning Stimulus: These neural amplifiers facilitate comprehension and
Nanosymbiotes 1–3 18 Rating x 6,000¥
memorization of skills the character already possesses by enhancing the brain’s
Nantidotes 1–6 10 Rating x 1,500¥
ability to cross-reference learned skill memories and the language
Nanotattoos 1–3 14 Rating x 500¥ comprehension functions of the parietal-temporal-occipital complex. For each
Neural amplifiers rating, the user can learn an extra language. These languages can be swapped
Learning stimulus 1–3 16 Rating x 5,000¥ out with a week of training.
Limbic 1–3 18 Rating x 7,500¥ Limbic: Limbic neural amplifiers rewire parts of the limbic system to areas of
Neocortical 1–3 18 Rating x 7,500¥ the parietal, temporal, and occipital lobes that produce cohesive sensory
Recall 1–3 14 Rating x 3,500¥ perceptions (from neural sensory stimuli). This system grants a +1 bonus per
O-Cells 1–9 14 Rating x 5,000¥ rating on Perception checks.
Oxyrush 1–5 14 Rating x 1,500¥ Neocortical: Neocortical neural amplifiers enhance frontal lobe activity,
which is essential to a metahuman’s abstract thought processes and problem-
Anti-Tox: These nantidotes are designed to counter a broad spectrum of solving ability. When using Intelligence-based skills, this implant grants a
toxins. They carry active charcoal, tannic acid, magnesium, and other chemicals bonus equal to its Rating.
to absorb toxins from the digestive tract and bloodstream, and also enhance the Recall: Recall neural amplifiers enhance sensory memory storage and recall
body’s natural detoxification processes. You gain a bonus on Fortitude saves by ensuring neural pathways to stored memories are reinforced and do not fall
against any toxin affecting you equal to the nanoware’s Rating. Anti-tox will into disuse. Recall grants a bonus equal to its Rating to any ability or skill
also protect against the effects of alcohol, caffeine, and other drugs. Reduce the checks to remember facts, events, or other information the character has directly
duration of drugs by a factor equal to the Rating of the anti-tox system (i.e., experienced.
divide the duration by the rating, round the quotient down).
O-cells: O-cells, or Omega cells, function as enhanced lymphocytes (white
Carcerand-Plus: Carcerand-plus is the nanotech version of carcerands, blood cells) integrated into the body’s auto-immune system. O-cells are gene-
hollow molecular spheres designed to carry a drug payload that they slowly modified and augmented from T- and B-cells, which are part of the body’s
dispense as they circulate the body and break down over time. Normal adaptive immune system. These natural cell types retain a record of previous
carcerands are passive, designed to break down within a narrow period. infections so that they can mount a quicker and stronger response to the culprit
Carcerand-plus triggers under either of two conditions. It can be tailored to antigen(s) or pathogen in cases of re-infection. Unlike natural lymphocytes,
respond to a certain chemical in the body, such as a certain food or drug, which only store memories of previous infections (or inoculations), O-cell soft
introduced from outside the body; the trigger condition must be specified before nanites come equipped with broad-spectrum pharmacological microdoses and
the nanites are installed. It is also triggered if its Rating is reduced to 0. Once an inbuilt library of responses to a wide array of common pathogens. O-cell
triggered, carcerand-plus nanites release their payload into the bloodstream. nanoware grants a bonus on Fortitude saves equal to its Rating against any
Once injected, carcerand-plus colonies circulate through the body until the natural diseases that infect the host.
trigger condition is met or they are purged. Carcerand-plus nanoware contains
the equivalent of one dose of a compound. The requisite dose of compound Oxyrush: Oxyrush nanites store blood oxygen and release it to maintain
must be bought and paid for separately. Carcerand-plus cannot be supported by healthy blood-oxygen levels, like super-efficient red blood cells. A character
a soft nanohive. with this nanoware can hold his breath for a half-hour for every Rating point.
Additionally, oxyrush also adds its Rating as a bonus on any saves or checks
Nanosymbiotes: Nanosymbiotes are colonies of specialized nanites that against becoming naturally fatigued, such as enduring a thin atmosphere
permeate the user’s anatomy. Once they have fully deployed, they adopt (SFCRB, pg. 396) or fighting off sleep deprivation (SFCRB, pg. 404).
specialized functions appropriate to their location. These are all focused on Nanogear And Equipment
returning the subject to a healthy physiological baseline. Nanosymbiotes adjust
body chemistry, assist cell formation, and even mimic certain cell functions
Nanocybernetics
themselves, acting to speed clotting and healing. Functioning nanosymbiotes
allow the user to heal and recover from wounds faster. Add the nanosymbiotes’ Nanocybernetics bridge the gap between nanoware systems and ordinary
Rating to any Medicine checks performed on you. cybernetics. What makes them unique and different from standard cyberware
augmentation is that working nanocolonies are an integral, and in fact essential,
Nantidotes: Nantidotes are hollow nanites that float in the user’s bloodstream part of the implant. Nanocybernetics can and do perform a wide variety of
and carry a specific toxin’s antidote inside an outer membrane. When a nanite functions. Some, such as the nanohive, are necessary for free-floating nanites to
comes into contact with the predefined toxin or compound, this outer membrane exist within a metahuman body. Others use nanites as ultrafine sensors to
automatically dissolves or cycles open, administering the antidote at the monitor the body’s health. Unlike nanoware, all nanocybernetics are permanent
poisoned site. Nantidotes affect only one type of toxin or venom, chosen when and non-degrading implants despite using active nanite colonies. The implant
the nanites are created. If the nantidotes are already present in the body, their itself normally contains feedstocks and limited storage during downtimes. All
effect is instantaneous—they provide complete immunity, no Fortitude save is are cyberware and follow the basic cyberware rules and are available in all
made, and the toxin has no effect. Every time a dose of toxin is neutralized. standard cyberware grades. Some nanocybernetics can be installed within
reduce the nantidote’s Rating by 1 point; if the Rating is reduced to 0, the cyberlimbs; these have Capacity costs listed in their descriptions.
nantidotes can offer no more protection. This Rating degradation may be
restored by a nanohive normally. If introduced after exposure, Nantidotes grant
their rating as a bonus on ongoing saves against the chosen compound. Each
successful save reduces the rating by 1 point.

Neural Amplifiers: This form of neural nanoware has been in development


since the very first days of the datajack. Nanotechnology has finally developed
to the point where scientists can foray deeper into the brain and central nervous
system without excessive risks. Neural amplifiers use soft nanites to
manufacture artificial neurons and expand neural pathways between specific
parts of the brain’s or body’s neural network. After growing the expanded
neural architecture, the dedicated nanite colony falls into a support role,
electrochemically stimulating the newly formed pathways—a process that
emulates natural reinforcement of neural pathways in the brain through
learning, practice, and experience. Each type of neural amplifier targets specific
neuron tracts, enhances glial cell functions (in the brain), and increases axon
density and width with superconductive nanofilaments sheathed with nu-myelin
(a transgenic protein that reduces interference with neural impulses and
neurotransmitter “signal degradation”). Neural amplifiers create a significant
increase in specific brain functions and response time. Only two neural
Capacit
Nanoware Rating Ess Level Price
y [Cost] Retinal Adjusters: This nanite implant reworks the vein and tissue patterns
Dynamic Rating x in the user’s retinas to match stored designs. You can use this system to provide
— 0.6 — 14 retina prints to fool print scanners. Like other counterbiometric
handprints 21,00¥
Flashback nanocybernetics, this system includes a specialized nanohive, processor, and a
— 0.9 — 9 6,000¥ small nanite colony. Adjusters are not compatible with cybereyes or other
system
Nanohive retinal duplication systems.
Wireless: You can use the system to record and mimic retina patterns in a
Rating x (Rating x Rating x
Hard 1–6 [2] natural eye. You have to get very close, staring eyeball to eyeball, to make this
0.75 3)+1 12,000¥
work.
Rating x (Rating x Rating x
Soft 1–6 —
0.6 3)+1 10,000¥
Smartskin: This treatment laces the user’s epidermis with smart polymers
Retinal Rating x and carbon buckytubes, manipulated by an implanted microprocessor and
— 0.6 — 18
adjusters 19,000¥ support nanite colony. The smartskin retains the texture and flexibility of
Rating x (Rating x Rating x normal skin until activated, at which point the material becomes rigid enough to
Smart skin 1–6 —
1.5 3)+2 5,000¥ protect the wearer (though still flexible enough at the joints not to impede
Rating x movement). While active, smartskin is as obvious as dermal plating—and like
Voice mimic 1–6 0.6 — 18
20,000¥ it, provides its Rating as Damage Reduction. A secondary smartskin setting
changes the smart materials into microspines. These do 1d4 piercing damage to
Dynamic Handprints: This nanite system alters the ridges and lines of a anyone brushing at speed, grappling with, or hitting the user barehanded.
user’s fingerprints and palms to match a set pattern. Various imaging devices Smartskin is incompatible with all other forms of dermal armor or sheathing (be
can scan finger- and palm-print samples for the implant to replicate. You can they bio- or cyberware, including orthoskin).
use this system to provide finger- and handprints to fool print scanners. Like Wireless: The smartskin can form and maintain hard impact plates or sharp
other counter-biometric nanocybernetics, this system includes a specialized blades which allow your unarmed strikes to inflict lethal bludgeoning, piercing,
nanohive, processor, and a small nanite colony. or slashing damage rather than nonlethal.
Wireless: The system can accept new prints wirelessly. It can also capture and
later mimic any handprint you touch with your hand. Voice Mimic: A nanite colony in the character’s larynx adjusts the user’s
voice to match stored patterns. Sound files can be used as templates. The system
Flashback System: An advanced form of the old invoked memory stimulator can be used to attempt to foil a voice-recognition system, and adds its Rating as
cyberware, this system features a micro-memory module, a processor, and a a bonus to disguise checks involving your voice. Like other counter-biometric
dedicated nanohive supporting a specialized neural amplifier colony. Flashback nanocybernetics, this system includes a specialized nanohive, processor, and a
nanites organize themselves into a network of sensors and nanofilaments— small nanite colony.
similar in many respects to a trode net—over the surface of the user’s brain. Wireless: Your voice can mimic any sound. Add the mimic’s Rating to any
These probe nanites register neural activity associated with memory formation, check used to set the DC for an opposed Perception check to verify the sound.
backing up the patterns to digital memory. If the subject suffers a brain injury or
even simple forgetfulness, the system can access these neural records and Nanogear
stimulate the same neural activity, prompting recall. You gain a photographic
With internal applications of nanotechnology deemed too risky due to CFD
memory regarding any experience within the flashback system’s storage. These
concerns, it seemed like nanotech was a thing of the past. The corps have never
memories are so vivid that it’s like viewing a simsense recording of the
been likely to refuse a lucrative new technology because of risks to the public.
experience. The system does not store actual memories, just the neural activity
Instead, they shifted focus onto nanogear and equipment that can be made of
map, so the data is useless without your personal brain, and memories may be
safer, simpler nanites. Typically, nanotech comes in doses or applications that
affected by drugs that inhibit or cause loss of memory.
are available in gel suspension or aerosol in one-liter, airtight containers.
Wireless: The flashback system can export stored memories into simsense
form and save them as simsense files, and also act as a simrig.
Nanogear Type Level Price
Nanohive: A nanohive is a nanocybernetic implant designed to support and Altskin (per 5 applications) Hard 10 1,250¥
coordinate nanoware in a living body long-term. Nanohives not only contain the Armor — +3 +500¥
hardware and software necessary to aid the functions of multiple nanoware Chameleon — +2 +250¥
colonies, but they also provide a safe environment for nanoware systems to +(Rating x
repair, replicate, and resupply. As part of nanohive implantation procedures, a Newprint — +6
200¥)
host of other minor cybernetic modifications are made to pre-existing organs Sealer — +1 +250¥
including the liver, kidneys, and spleen. These alterations keep the body from Shifter — +2 +250¥
filtering out nanites like other waste and cellular “detritus.” Etchers Hard 8 500¥
Nanohives themselves replace and repair nanites that are excreted or damaged Monowire (per meter) Hard 15 1,000¥
by the body, maintaining nanite populations at a normal level and even restoring
Nanopaste disguise
depleted levels after injury. Combined with the filtration systems and the
robustness of current nanotech, this limits natural nanite loss. Each nanohive is Small container Hard 14 350¥
a sealed egg-shaped implant containing the primary processor, controllers, and Large container Hard 18 700¥
neural interfaces and is implanted near arterial or lymphatic junctions. In Nanoscanner — 8 As sensor
addition to the expert system(s), a nanohive incorporates sensors that monitor NanoSpy (per application) Hard 16 10,000¥
nanite levels in the blood, as well as reservoirs of feedstocks that support Savior medkit — 6 2,000¥
machinery for additional nanite colonies, and several thousand backup nanite Savior medkit supplies Hard 4 300¥
units are present in ancillary pods. When the nanoware supported by a nanohive Smart corrosives (per
Soft 11 4,000¥
has its Rating reduced, the nanohive returns its Rating by 1 point per week, up application)
to the nanohive’s Rating. Each nanohive supports one nanoware system at a Universal sealant (per
Rating equal to its own. Hard 10 250¥
application)
Hard Nanohive: Hard nanohives are able to communicate and direct the
actions of nanoware via shortrange ultrasound, microwave, or UV signals using
the nanites themselves as relays. Hard nanohives can use this communication to
reprogram the nanite system it supports—its Rating is the number of different
hard nanite systems to which it can convert its nanites. These systems need not
be chosen immediately. Hard nanohives must be restocked every six months at
a cost of 500 credits x Rating.
Soft Nanohive: A soft nanohive supports a soft nanosystem, chosen at
implanting. Soft nanohives restock themselves over time from the food you eat,
increasing your appetite, but not so as to change your dietary habits much.
Wireless: Treat the nanites that the nanohive supports as though they are of
one Rating higher than normal.
Altskin: The altskin concept is simple: a layer of nanites responsive to the Nanoscanner: Nanoware can be very difficult to detect. Cyberware scanners
wearer’s natural skin and body contours that can contain other useful properties. may sometimes detect extensive nanoware, but a dedicated nano-scanner that
Altskin is a broadly useful form of non-surgical body modification, employed can check blood, saliva, tissue, or other materials for nanites is required for
for actors, club-goers, and thieves alike. Virtually indistinguishable from natural positive identification in most cases. Once limited to medical and high-security
skin, basic altskin (which may be bought in all but the most exotic skin tones) is facilities due to cost, it has become common to issue these devices to
painted on in several layers. Both arms, both legs, the face and neck, or the emergency response teams in order to identify CFD victims. This function can
torso each takes one application and ten minutes to cover. It then takes another be installed in any sensor device like other sensor functions. The range of this
ten minutes to set in place, and in this time its nanite sensors form connections sensor is five feet. The DC for detecting nano-systems can be found on the
with the user’s natural epidermis. A single application lasts twenty-four hours, Nanotech Detection table, above. A check must be made for each system. The
after which it begins to flake off as the nanites self-terminate. An adhesive Nanoscanner allows you to use your Computers skill in place of Perception, and
wireless transmitter allows the user to access the altskin’s simple command gives either check a +5 bonus.
software. This allows the user to issue commands to the altskin via a comm unit
or other appropriate device. Basic altskin automatically filters out harmful Nanospy: These nanites provide a discreet, flexible surveillance option to
contact chemicals. It is safe to touch a contact-vector toxin with an altskin- deploy in unsecured sites. Once sprayed or painted upon a surface (one
covered appendage. Against an area threat, such as a poisonous cloud, the total application), a layer of hard machines constructs an invisible antenna, a
number of applications worn is the protective Rating against contact toxins. distributed microphone, and a compound optical lens. The entire assembly is
Note that an altskin-covered appendage does not leave fingerprints (nor can the about one foot square and appears to be no more than a very faint discoloration
user’s natural finger or palm prints be used for biometrics). Altskin may also be of the material it’s been applied to. Noticing an application by sight is a DC 35
bought with one or more embedded functions. The following are hardware Perception check. NanoSpies can even be applied like makeup to living
upgrades and cannot be changed on the fly. creatures, turning a face into a camera (Perception DC equal to Disguise check
Armor: The armor upgrade adds tough carbon nanotube fibers to the altskin, + 5). Imaging software corrects distortions caused by the surface area and
providing DR 1/- per application, up to DR 5/-. It stacks with worn armor, but compound lens. A single application lasts for twenty-four hours. Nanospies are
not any augmentations or natural Damage Reduction. capable of effectively monitoring events within 30 feet. Beyond that, image and
Chameleon: This upgrade, often purchased along with the shifter function sound distortion makes capture unfeasible.
(see below), allows programmable skin color. This coloration can be natural or
unnatural. Users can wirelessly command the altskin to display different shades, Savior Medkit: Originally developed by Shiawase Biotech but now available
shifting designs, and even animated images with equal ease. Chameleon altskin from several corps, these advanced medkits combine cutting-edge nanotech and
can distort the user’s outline and help them blend in with the surroundings, advanced expert systems. When activated, the medkit injects enough nanites to
providing a +2 bonus to Stealth checks if they’re not wearing much. last five minutes into its subject. The savior then acts as a Rating 6 trauma
Newprint: This upgrade allows the user to reprogram his finger- or palm- control system. If the patient is dying, the savior’s nanites attempt to use First
prints, just like dynamic handprint nanocybernetics. Aid every round for the duration. The savior’s supply of nanites is limited, and
Sealer: The sealant upgrade repairs its own tears and punctures. Since it it must be restocked every time it is used.
perfectly follows body contours, it also serves as an effective pressure dressing.
This adds a +2 bonus on First Aid Medicine checks to stabilize the wearer, but Smart corrosives: This system consists of a swarm of nanites suspended in a
imparts a -2 penalty on other Medicine checks to treat the character until it is clear chemical solution. Each nanite carries a payload of a corrosive compound.
removed. When applied, these nanites are programmed to bind to a certain substance and
Shifter: The shifter upgrade cannot cause gross changes in body shape, but it use the corrosive to melt it. Because the nanites only activate when in contact
can alter facial features and skin textures. Club goers and artists sometimes use with the target substance, the corrosive is applied in a manner that affects only
this to give themselves a scaly or “engraved” surface texture, but runners find it the target, while everything around it remains untouched. Smart corrosive
to be a useful form of disguise. Users can change a shifter configuration via solutions can be applied via squirtguns, spray canisters, splash grenades, and a
wireless, but the altskin takes ten minutes to take on the requested variety of other methods. Each solution is configured to corrode only a specific
configuration. Shifter altskin gives you +2 bonus on Disguise checks. substance, from skin to metal to plasteel—the corrosive carried by the nanites
will affect only that substance. On contact, smart corrosives deal 4d8 Acid
Etchers: Etchers are used to temporarily or permanently inscribe a metallic damage per round to the substance it is programmed to affect, ignoring
pattern on the subject’s bones or cartilages. These marks can be detected by hardness. It must be washed or scraped off to prevent continuing damage. Each
magnetic anomaly detectors (MADs) and magnetic resonance imagers (MRIs). subsequent round apply a cumulative -1 penalty to the damage. If this penalty
Temporary bone markings break up over time, but permanent treatments can reduces the damage dealt to zero, the corrosive has run its course and does not
only be removed with surgery that scrapes the bone clean. Once injected, a bone continue to effect the target.
marker takes eight hours to form. Etchers are used to identify prisoners, mark
bioware, or carry information, among other purposes. Universal Sealant: This nanotech application is used extensively in space
and undersea habitats and is becoming increasing common in a number of
Monowire: Superfine monofilament wire, constructed using nanotech fields. It employs nanites suspended in a polymer gel/foam that hardens upon
buckytubes, sees a wide variety of uses but is best known for its security contact with air. When deployed (normally via handheld spray or squirtgun), the
applications. Nearly invisible and with high tensile strength, monowire can be nanites bind seams, fracture lines, and punctures at a molecular level, filling in
stretched atop fences as hi-tech barbed wire or in a maze pattern across voids with the quick-hardening polymer. The result is an airtight seal with the
doorways and hallways. Monowire garrotes, carried in a special wrist-worn consistency and hardness of steel. One canister can cover a five foot diameter
container with a pull-tab at one end, are also common among assassins. To whole with an inch thick membrane in about a minute or numerous smaller
detect monowire when extended and taut requires a DC 25 Perception check. holes. Standard sealant is only able to bind inorganic molecules.

Nanopaste Disguise: The use of cheap cosmetics and latex-based disguises Weaponized Nanotech
are a thing of the past with the development of a versatile biostatic nanite paste. Weaponized nanotech follows the same general rules as afflictions (SFCRB,
Once spread across the affected area, the paste utilizes the body’s bioelectric pg. 414) with any unique effects noted in the individual descriptions. They can
charge to power itself. It can be programmed to change color and texture or to be applied via dart guns, splash grenades, aerosol sprays, squirt guns, gas
display patterns. The paste can also remember preset configurations. A small grenades, and so on, according to their Vector. Like nanoware, weaponized
container of paste covers the user’s face and hands, while the large container nanotech is available as soft or hard machines. Soft machines are vulnerable to
coats the entire body. A person’s face can be duplicated if you have a scan or a chemical and radioactive sterilization as well as nanite hunter nanoware. Direct
trid image—use your or someone else’s Medicine or Profession (Artisan) skill exposure to a strong EMP burst will halt hard machines, but once internalized,
in place of a Disguise check. The nanopaste disguise lasts for twenty-four hours only a lot of electrical damage to the body or nanite hunters will slow them.
before the nanites self-destruct. Gear and augmentations that protect against toxins also protect against
weaponized nanotech.

Nanogear Type Level Price


Cutters Hard 14 4,000¥
Intruders Hard 14 3,000¥

CUTTERS
Type nanite (injury); Save Fortitude DC 20 chemistry, for example, must be largely unaltered or the patient runs the risk of
Track Constitution; Onset 1d10 rounds; Frequency 1/round for 9 rounds losing memory and acquired motor skills. Conditions such as Alzheimer’s or
Effect With each attempted save, the victim suffers a cumulative 2 Bleed that Parkinson’s diseases that rely on the connections between neurons rather than
cannot be stopped while the nanites are still active the neurons themselves cannot be corrected by rejuvenation.
Cure None Leónization: Leónization has a significant impact on holistic health as it
Originally developed by Aztechnology’s Genetique subsidiary from prototypes attempts to reverse the natural processes of the body—aging and death. The
acquired from the Renraku Arcology, these lethal hard nanites have been therapy resets the genetic mechanism that controls aging, effectively rebooting
around for more than a decade. Cutter attacks are short and brutal as the nanites’ cell life to its youthful prime. After treatment, the patient is restored to a
power is quickly exhausted, but this is more than enough time to cause critical physical age of approximately twenty-one.
damage to a target. Once injected and distributed throughout the victim’s Lifespan Extension: Unlike other treatments, lifespan extension doesn’t
circulatory system, cutters begin to slash their way through blood cells, blood require follow-up sessions. One therapy session is enough to increase the life
vessels, and organ tissues, causing massive internal hemorrhages and a shock expectancy up to ten years by slowing down the aging process and eliminating
response in the victim. some of the known effects of aging. Each subsequent lifespan extension has half
the effect of the previous, expanding the lifespan by up to five years, then
INTRUDERS around thirty months, and so on.
Type nanite (Contact, injury, Inhaled); Save Fortitude DC 18 Physical Vigor: While Leónization restores physical age, this treatment deals
Track Special; Onset 1d10 rounds; Frequency 1/round with the side effects of aging—often called the “felt age”—without altering the
Effect Special aging process. This improves quality of life and results in elderly patients with
Cure None the vigor and robustness of an adolescent.
Intruders are hard machines that carry simple firmware and are designed to Augmented Healing: Augmented healing is a whole-body therapy that
subvert devices and cyberware. They target the device they contact; inside a restores the body to its full genetic health template. The patient’s hit points are
person, intruders will latch onto the first cybersystem they find (determined healed of all damage regardless of the source, but that’s just a side effect. The
randomly). Once deployed they work their way into the delicate circuitry, real benefit is the complete regrowth of injured organs, crushed bones, severed
making a direct connection with the target device and executing their function limbs, and damaged nerves (as Regenerate, SFCRB, pg. 372). The treatment
according to their type. At the end of each round, intruders attempt a Computers doesn’t repair damaged cybernetics or nanoware—in fact, when these systems
check to hack the cyberware with a skill bonus of +18. Once a system is are present, the treatment costs an additional twenty-five percent for the nanite
successfully hacked, it is disabled until repaired (Repair Item, SFCRB, pg. 142). treatment to keep the healing body from rejecting the machines. Augmented
The Computers skill bonus of an intruder infestation is reduced by 1 with each healing can also be used to repair bioware systems, increasing the cost by
successfully hacked system or each successful save by the victim, until it twenty-five percent.
reaches 0 and the intruders become harmless dust. Cellular Repair: This specialized regenerative treatment repairs permanent
Genetech cellular damage caused by neurotoxins, radiation, magic, and other extreme
sources. Each treatment grants the customer the effects of a non-magical
Genetic Restoration Remove Affliction and Restoration (at an effective caster level of 20, see
Genetic restorations are medical genetic treatments to cure diseases, remove SFCRB, pg. 373-374). If individuals want to heal multiple attributes or levels,
negative side effects of aging, or otherwise strengthen health. They work to they have to take the treatment multiple times. It will not fix hereditary
restore and boost the body’s own genetic baseline. problems or disabilities integral to the subject’s own genetic expression.
Revitalization: Revitalization is a breakthrough that repairs Essence loss
Restoration Treatment Time Ess Level Price derived from invasive implantation. Universal Omnitech has been successful in
keeping the mechanism a secret, leaving geneticists to speculate that the effect
Therapeutic genetics
1 month 0.6 10 90,000¥ is achieved by performing some kind of “genetic feng shui.” Scientists work
(each)
with a magician to realign the patient’s aura by genetically remodeling DNA to
Rejuvenation Treatments
repair damage to the aura and balance to the body’s systems, restoring Essence.
Leónization 3 months 3 15 2,000,000¥
Revitalization regenerates Essence at a rate of 0.1 Essence per treatment. The
Lifespan extension 2 months 1.5 12 300,000¥ treatment can restore Essence lost to implants that have been removed and to
Physical vigor 2 months 1.5 13 250,000¥ addiction. The technique cannot restore Essence for implants or treatments that
Augmented healing 1 week — 10 35,000¥ remain in place, and it cannot repair Essence from gene therapies. Caster Levels
Cellular repair 1 week — 10 65,000¥ lost are never returned. The treatment takes one month, but patients need only
Revitalization 1 month* — 14 110,000¥ spend seven days in a clinic and then wait the rest of the month for it to kick in.
This treatment has no effect unless using the Essence subsystem with Starfinder
Therapeutic Genetics: Therapeutic genetics are the least complex, oldest,
and best understood genetic alterations an individual can get. Many correct
inherited disabilities and disorders. It is the way of the world that financial
means prevent all who need these therapies from acquiring them. Below is a list
of a few examples, though it is by no means exhaustive.
Cancer Prevention Treatment: It has been found that the risk of developing
most cancers is greatly increased if certain genes are present. Routine screening
detects these genes and treatments can quickly and easily (although not cheaply)
eliminate this risk before cancer ever develops. Once cancer has developed,
these therapies are sadly no longer effective.
Color Blindness: A result of a genetic fault that affects the retinal cones that
receive light and pass information on to the optic nerve, this defect is present in
a significant portion of the population, primarily males. Adjustment of the genes
that code for photopigments is a comparatively simple alteration that corrects
this disability.
Corrective Gene Therapy: Treatments are available for many of the most
common genetic disorders found in Pact world populations. These disorders are
usually found during neonatal gene screening and treated immediately. Such
gene screening and treatment is standard with all corporate health-care policies.

Rejuvenation Treatment: Each rejuvenation treatment requires one major


therapy session, usually followed by a number of maintenance sessions every
six months for the next three years to ensure that the treatment is wholly
effective. Depending on what kind of age rejuvenation treatment is applied, it
can restore physical youth and vigor, or expand life expectancy without
restoration of physical health. Regardless of which treatment is administered,
age rejuvenation can only be performed a limited number of times before time
takes its toll. Like all genetech, rejuvenation treatments are permanent, but even
a treatment this powerful cannot totally prevent all of the ravages of time. Brain
Phenotype Adjustment Metaposeur: This treatment genetically changes you to physically resemble a
All phenotype adjustments require the same treatment environment as gene particular metatype (or metavariant), without actually granting any of their
therapy and include all genomic changes that involve the addition or native advantages or disadvantages. For example, this enables a human elf-
modification of only natural, metahuman genes. poseur who really wants to look like an elf to do so, though he gains no low-
light vision or longevity.
Adjustment Treatment Time Ess Level Price Exotic Metagenics
Genetic optimization Scientists and researchers have been identifying and collecting gene samples
Mk 1 2 months 0.9 3 2,800¥ for decades that represent extremely rare gene mutations granting traits that are
Mk 2 2 months 1.8 7 13,000¥ significantly different than the standard metahuman yet still within the realm of
Mk 3 2 months 2.7 14 150,000¥ normal metahuman genetic expression. Some of these exotic genes have proven
DNA Masking beneficial enough to warrant gene augmentations based on them.
Genewipe 2 months 0.6 18 57,000¥
Masque 3 weeks 0.3 12 40,000¥ Treatment
Exotic Metagenics Ess Level Price
Reprint 1 month 0.3 14 30,000¥ Time
Shuffle 1 month 0.6 14 20,000¥ Elastic stomach 2 weeks 0.3 6 10,000¥
Phenotypic Alteration Hyperthymesia 2 weeks 0.3 10 15,000¥
Cosmetic alteration 1 month 0.3 8 35,000¥ Lung expansion 2 weeks 0.3 6 16,500¥
Print removal 2 weeks 0.3 12 18,000¥ Increased myelination 2 weeks 0.3 8 12,000¥
Metaposeur 1 month 0.3 8 38,000¥ Myostatin inhibitor 2 weeks 0.9 10 30,500¥
Narco 2 weeks 0.6 14 16,420¥
Genetic Optimization: Genetic optimization permanently increases physical Selective hearing 2 weeks 0.3 6 17,000¥
and mental potential by tweaking the genes responsible for the development of Thickened digestive
2 weeks 0.3 6 8,000¥
a given attribute. Each time you undergo gene optimization, you raise your tract lining
attributes by one point to a maximum of +3 after three treatments. This
adjustment counts as a Mk 1, Mk 2, or Mk 3 Personal Upgrade, and as such, do Elastic Stomach: Your stomach is located lower in the body and can stretch
not stack with other Personal Upgrade. dramatically, allowing you to consume huge quantities of food in one sitting.
You can down thirty hotdogs in a half hour and still ask for dessert. You can eat
DNA Masking: Making oneself unidentifiable to gene scanners or faking and drink enough for days in one sitting, although doing so imposes a -2 penalty
data bank information or SIN registry to evade positive identification is highly on Physical ability and skill checks for two hours per days’ worth of food you
illegal. Needless to say, DNA masking is in high demand at black clinics gorge in a single sitting.
catering to the underworld, the shadows, espionage organizations, and special
ops divisions. Hyperthymesia: This genetic mutation causes an enlarged temporal lobe and
Genewipe: This treatment is a major genetherapeutic procedure that inserts a caudate nucleus in the brain. This enables you to have true perfect memory.
tag into the body’s neurotransmitters that triggers accelerated cell death You can recall memories just like you were watching them happen over again.
whenever these cease to receive regular neurochemical signals from the body— You could recall the exact date and day of the week of your twelfth birthday
causing epithelial cells and hair to decompose more rapidly when they are and remember what flavor soycake you had. The downside is that it is hard to
removed from the body. As a consequence, biological trace evidence left by forget the bad things you have experienced. This augmentation gives you a +2
characters with this treatment irrevocably deteriorates after five minutes, on recall knowledge uses of skill checks and you can take 10 regardless of
rendering it useless for genetic profiling or ritual samples. immediate danger or distraction. Since you also perfectly remember negative
Masque: This treatment changes parts of the character’s non-coding sequence experiences, you suffer a -2 penalty on saves versus fear and emotion effects.
so that a DNA scanner will not produce a positive identification when searching
normal genome ID databases. While most DNA scanners will report a not- Lung Expansion: This augmentation increases the elasticity of the alveoli
found result, scanners with Device Rating of 6 or more will recognize the and reinforces the diaphragm, expanding the tidal volume of the lungs and
absence of certain marker elements and report that further identification is improving oxygen exchange. This allows you to hold your breath longer and
required by other methods. increases endurance. You can hold your breath for three times your Constitution
Reprint: Reprinting establishes a new genetic profile changing commonly score before making any checks, instead of the usual double. You also receive a
checked polymorphisms within the genome to create a new and unique genetic +1 bonus to all saves and checks dealing with performing prolonged strenuous
fingerprint. Only the new pattern is recognized by gene scanners or identified activity. If you also have an internal air tank, you can refill the tank through
by genetic fingerprinting. Even if full genome sequencing is performed, there is three hours of normal breathing instead of six.
no way to unambiguously identify the individual genetically.
Shuffle: The amount and types of genetic modifications that a subject Increased Myelination: This augmentation improves the electrical insulation
possesses can be concealed by careful reorganization of gene structures. This of your nervous system by increasing the thickness of the myelin sheath
requires an extensive analysis of the patient’s genome in order to set up the best surrounding the central nervous system. It grants a +1 bonus on saves against
places to conceal the modifications. It is not foolproof. This adjustment raises electricity effects.
the DC for identifying genetic modifications through genetic fingerprinting by If using the alternate infosphere rules, this metagenic provides 1 point of
+2. natural biofeedback filtering (this reduces damage from Black IC by 1 point).

Phenotypic Alteration: Phenotypic alteration can create virtually any change


to the body within the limits of the racial norms for any metahuman. This
treatment can elongate limbs, change skin tone or color, add horns, modify hair,
change overall build, and so forth. The limits are left to the gamemaster’s
judgment, but a good guideline is to disallow obviously abnormal changes such
as extra limbs, non-racial sensory organs, non-racial features, or anything more
fanciful. Specific changes may be incompatible with organ replacements such
as cyberlimbs, cybereyes, bioware skin, or cosmetic modifications. The
following changes are common phenotypic alterations.
Cosmetic Alteration: A variety of genetic modifications that focus on
beautification (depending on who you ask) are available. Included are a
distichal modification that adds a double row of eyebrows, epicanthic fold
removal or addition, wrinkle reduction, eye color (including changes to
different parts of the same iris), hair color and texture, baldness elimination,
skin color, horn shape for trolls, tusk shape for orks and trolls, and so on limited
only by the imagination and the metahuman phenotype.
Print Removal: Finger- or palm-prints can be completely removed by
interfering with the natural process that leads to the development of skin ridges.
This yields patternless fingers, toes, palms, and feet. Print scanners will report
that the subject must be identified by a secondary method.
Myostatin Inhibitor: This gene dramatically increases the body’s ability to must make a Will save (DC 10 + ½ your level + your Charisma modifier) to
build muscle and reduces stored fat at the cost of reduced metabolic efficiency. break off combat before all threats are dead, disabled, or subdued.
Myostatin inhibitors are extremely popular with models and actors. People with
this gene look well-muscled and lean with little to no effort. It is banned in most Double Elastin: A complex of collagen and elastin proteins normally forms a
sports, urban brawl being a notable exception (natch). Athletes in sports that matrix to hold the body’s organs and tissues together. This enhancement of the
require long-term endurance tend to shy away from this augmentation because elastin protein increases the flexibility of this framework, allowing the body
they might falter due to a lack of stored energy. It increases your Carrying tissues to bend without breaking. Any time you would take nonlethal damage,
Capacity by 1 bulk, but you are more susceptible to hunger, making saves reduce the damage by five. The damage reduction does not apply to nonlethal
against starvation and thirst twice as often. You can go without food for only 36 damage received from magic, exertion, or biofeedback (used with alternate
hours or water for only 12 hours (modified as normal by Constitution) before infosphere rules). You also suffer from slightly degraded blood flow, and
needing to make Constitution checks, and successive checks are made every 12 receive a -1 penalty on all saves versus fatigue or nonlethal damage.
hours for food and every 30 minutes for water (Starvation and Thirst, SFCRB,
pg. 404). Hyper-Glucagon: Glucagon is a vital intermediary in the metabolism of
energy stores in the body. Hyper-glucagon accelerates the liver’s conversion of
Narco: This is a set of several minor genetic modifications that have the glycogen into glucose, ensuring a steady supply of energy and a protein-driven
collective effect of modifying the way your body processes drugs. These genes hyperactive energy boost. You ignore the effects of the Fatigue condition the
were discovered through study of survivors of years of heavy substance abuse. first time you would suffer it, but require a higher caloric intake to maintain
While you become more likely to become addicted to drugs, you experience healthy energy levels (increasing your lifestyle costs by ten percent).
greater effects of drugs and lessened effects when they wear off. Any drug that Once used, you cannot use this ability again until you spend a Resolve Point
grants a positive modifier as an effect increases that modifier by +1. Any drug to regain Stamina Points after a 10-minute rest or rest for 8 hours.
that deals damage deals two less damage, and any negative modifiers that a
drug incurs are reduced by 1. On Addiction Checks, take a -2 penalty when you Magnesense: Ferric iron reductase is a protein that produces a biological iron
aren’t addicted to the drug you’re rolling for, and a +2 bonus when you are cluster, called magnetite. In migratory animals, clustering of magnetite is
addicted to the drug. associated with their ability to know when and how to migrate. Selective
expression of this protein in the inner ear allows you to sense the presence,
Selective Hearing: This gene improves your brain’s ability to mentally filter direction, and intensity of magnetic fields, such as those generated by
out outside noise and focus on one particular sound source. Treat this as a electronics, power supplies, or magnetic anomaly detectors, as a low thrumming
Rating 1 select sound filter. sound. This modification also grants an unerring ability to identify magnetic
north. You can make a DC 15 Perception check to detect these emanations
Thickened Digestive Tract Lining: You know how some kids can eat a within a range of 30 feet, or large sources of magnetic fields such as power
handful of dirt or eat slightly spoiled or exotic food? There’s a gene for that. plants for a distance of 3 miles, and you receive a +1 bonus on Orienteering
This augmentation reduces your lifestyle cost by ten percent and grants +1 Survival checks.
bonus to Fortitude saves against ingested poisons, drugs, and nanites.
Transgenics Neo-EPO: Erythropoietin (EPO) is a hormone that stimulates production of
Trangenics encompasses all treatments by which non-metahuman genes and red blood cells (erythrocytes), commonly used as a performance-enhancing
traits are spliced into the recipient’s genome. additive in professional sports for over a century. Neo-EPO increases oxygen
retention and athletic endurance by insuring a constant supply of oxygen. It is
Treatment also involved in the healing of wounds. Characters with Neo-EPO receive a +1
Transgenics Ess Level Price bonus on Athletics checks and on saves versus Fatigue or nonlethal damage.
Time
Adapsin 1 month 0.6 16 30,000¥ Any character (even themselves) attempting a Medicine check targeting
someone with Neo-EPO likewise gains a +1 bonus,
Dareadrenaline 2 weeks 0.3 6 61,000¥
Double elastin 2 weeks 0.6 12 18,000¥
PuSHeD: The PostSynaptic HyperDensity protein modification increases the
Hyper-glucagon 2 weeks 0.3 6 8,000¥
size of neuronal bundles throughout the central nervous system. This has
Magnesense 1 month 0.3 8 7,000¥ statistically been shown to grant an increase in subjects’ IQ. Characters receive
Neo-EPO 2 weeks 0.6 6 38,000¥ a +1 modifier to Intelligence-based skill checks.
PuSHed 1 month 0.3 14 62,000¥
Qualia 1 month 1.2 14 65,000¥ Qualia: Derived from samples of Vesk obtained during their initial invasion,
Reakt 1 month 1.2 10 73,000¥ this hormone stimulates neural activity in the reptilian hind mind and the
Skeletal sensory-dedicated lobes, ultimately affecting the intuitive subconscious grasp of
1 month 0.3 5 9,000¥
pneumaticity sensory information. Qualia is believed to be a form of organic storage of raw
Solus 2 weeks 0.3 8 8,000¥ empirical data associated with prior sensory stimuli, which can reinforce a
Synaptic subject’s ability to absorb and react to input from their environment (even on a
1 month 1.2 8 78,000¥
acceleration subconscious level). Characters with this modification receive a +1 bonus to all
Synch 1 month 0.3 8 14,000¥ Wisdom-based skill checks.
Tetrachromatic
2 weeks 0.3 10 8,000¥
vision Reakt: Reakt is a transgenic neurohormone released by the pituitary gland
Transgenic 30,000¥ and during stress, enhancing perception to the degree that movements are perceived
1–3 months 0.9 10 as if in slow motion, making it easier to react to situations or incoming dangers.
alteration up
Vasocon 2 weeks 0.3 6 15,000¥ Characters with Reakt get a +2 AC and Reflex save bonus during the Surprise
round.
Adapsin: Adapsin is a catchphrase for two proteins that can reduce the
impact of non-biological implants to an organism. True adapsin is an
immunoprotein that limits bio-stress upon implantation of cybernetics by down-
regulating inflammatory response. The second protein produces a secreted
polysaccharide that coats the implant with a biofilm, making the body believe
that it is a normal organ, thus limiting xeno-rejection and immune response in
the long term. Adapsin reduces the Essence cost of implanting cyberware (but
not bioware) by ten percent (round down), but only if you’ve already undergone
adapsin treatment. This reduction stacks with reductions from higher grades of
cyberware (e.g. the essence cost of deltaware becomes x0.4 = x0.5 [delta] –
x0.1 [adapsin]).

Daredrenaline: This augmentation creates a modified version of the “fight or


flight” hormone adrenaline and its natural receptor. This causes a greater mental
alertness than the normal hormone, granting a +1 bonus on all Will saves. You
also become an adrenaline junkie and gain a +1 bonus on Initiative, but you
Skeletal Pneumaticity: Derived from avian gene sequences, this minutes in severe heat), and can only go half as long without making
augmentation causes the formation of hollow bones that are nearly as strong yet Constitution checks for lack of water.
much lighter than the normal metahuman skeleton. This modification is
extremely popular with dancers and gymnasts, although they must be careful to Environmental Microadaptation
avoid hard falls. You gain a +2 on Acrobatics checks, and are approximately ten Environmental microadaptation usually requires massive transgenic
percent lighter than a normal metahuman of your stature, but you take +1 alterations of metabolic pathways and is therefore considered a major genetic
damage per die from bludgeoning attacks and falling damage. If you have an change. These therapies require several months to splice in new proteins and
augmentation to your bones, skeletal pneumaticity has no effect. balance the consequences in an environment that simulates the conditions to
which the body is adapting. Since changes are far-reaching, you can only have
Solus: Developed from research on SURGE subjects who developed one environmental microadaptation. If you get a second microadaptation, its
photometabolic ability, this modification causes plant-like chloroplasts to effects replace the first.
develop within the epidermis. These structures supplement an individual’s
energy needs via photosynthesis. The melanin coloration in the subject’s skin is Treatment
also adjusted to conceal the greenish tint the chloroplasts would otherwise Microadaptation Ess Level Price
Time
produce. This gene augmentation has become very popular with eco-fanatics Allergen tolerance 2 weeks 0.3 6 20,000¥
and spacefarers. Even when the character’s skin is fully exposed to sunlight,
Cold adaptation 3 months 1.5 5 8,000¥
this process only creates enough nourishment for the recipient to supplement
Cryo tolerance 3 months 1.5 18 50,000¥
their diet, not to replace it. Characters with solus reduce their Lifestyle costs by
Heat adaptation 3 months 1.5 5 8,000¥
ten percent. However, since the character’s overall physical well-being and
energy increase in the sunlight, the character feels uncomfortable at night or in Low oxygen adaptation 3 months 1.5 4 8,000¥
the shade, suffering a -1 penalty on all Charisma-based skill checks. If you have Microgravity adaptation 3 months 1.5 4 30,000¥
an augmentation to your skin, solus has no effect. Pollution tolerance 3 months 1.5 5 15,000¥
Radiation tolerance 3 months 1.5 6 15,000¥
Synaptic Acceleration: This gene augmentation improves the functioning Immunization (Per agent) 2 weeks 0.3 6 20,000¥
nervous system’s sodium-potassium channel depolarization and repolarization
efficiency, thereby increasing reaction speed. The character gains +1 to their Allergen Tolerance: A catchall classification for a variety of similar gene
Initiative. If a character has another augmentation that increases their Initiative, tweaks, these genetic treatments can reduce or eliminate an individual’s natural
synaptic acceleration has no effect. allergic sensitivity. Each treatment is tailored to affect the genes that code for
one specific allergy. This augmentation can be taken multiple times for different
Synch: Synch is a nootropic protein that affects cognitive abilities in the brain allergies. This treatment cannot be used to treat allergies derived from magical
cells of the visual cortex. This enhances intuitive comprehension and pattern sources or inherent to race.
recognition abilities. Characters receive a +1 bonus on all Perception checks. In
addition, recipients accustomed to combat situations develop a battle awareness Cold Adaptation: Adaptation to cold environments modifies the subject’s
based on moves, which allows them respond and adapt quickly to their metabolic processes to maximize internal heat retention. Transgenic
opponent’s fighting style. When in combat the character receives +1 bonus on restructured and isolative adipose and skin tissues, adjustment of interstitial and
combat maneuvers against each opponent after the enemy’s first melee attack. cellular fluids to lower temperatures, and cold-shock protein machineries that
This enhancement is incompatible with dynomitan. refold proteins under arctic temperature denaturing conditions protect the body
against the effects of extreme colds. Characters who have undergone such
Tetrachromacy: Average metahuman vison is based on the eyes having three treatment get a +4 bonus to saves when resisting the effects of cold- or ice-
types of cones. People with color-blindness have only two and the genetech related environments, in addition to a cold resistance 2.
procedure to correct this is among the most common performed. Those with
tetrachromatic vision have a fourth cone that allows them to see slightly into the Cryo Tolerance: Developed by Ares and quickly replicated by the other
ultraviolet spectrum and give them much greater acuity at distinguishing hue major players in the early space race, this set of gene tweaks makes the
and slightly increases ability to see in dim light. Tetrachromacy reduces the recipient’s body more resilient against the stresses of cryogenic freezing. This
miss chance granted by Dim Light conditions by 10% and grants a +2 bonus to was considered an important step in the mass colonization of other planets.
visual Perception checks.
Heat Adaptation: Heat tolerance is conveyed by increasing water retention
Transgenic alteration: Transgenic alteration is like phenotypic alteration, but to avoid dehydration, speeding blood flow to increase heat diffusion, and using
it goes beyond the limits of the traditional metahuman form by splicing entire heat-resistant proteins that do not break down at higher temperatures. Skin
genetic sequences from different species. Virtually any change can be effected, layers are transgenically reinforced to protect against burning. This
ranging from superficial limited alteration (non-metahuman eye, hair, or skin enhancement allows the character a +2 bonus on saves against any heat or fire
color and texture) to animal-like amendments. A transgenic alteration can effects by covering the skin with a moist film. The character also receives a +4
include any phenotypic alteration to the body. It could be an animal feature, bonus on saves against the effects of arid or hot-environments. This treatment is
including shaggy lion manes, rabbit’s ears, quills instead of hair, tails, claws, incompatible with the same implants as cold adaptation as well as the cold
and other animal characteristics. An alteration could be a more … artistic … adaptation enhancement.
change, anything from pearlescent, bioluminescent, or fluorescent skin or eye
colors to disproportional statures that introduce entirely novel biochemical Low Oxygen Adaptation: Adaptations for environments low in oxygen
processes like colored tears or a cranial lattice jutting up from the head. The replace a few metabolic pathways with anaerobic equivalents originating from
only limitation is that the alteration must be from (or analogous to) the animal bacteria. Additionally, an adapted subject is usually outfitted with enhanced
kingdom—geneticists have tried but so far failed to fully splice metahuman and versions of hemoglobin and myoglobin in his bloodstream. These allow the
plant genomes. All transgenic alterations are cosmetic only, with no direct game subject to survive in a low-oxygen environment for an extended period of time.
rules associated with them. They quite obviously identify your character with a The character can hold her breath for a number of rounds equal to five times her
distinctive style, because if you didn’t have one before, you do now, and anyone Constitution score before her first Constitution check. Characters with this
looking for you is going to have a much easier time finding you. Transgenic alteration require specialized diets and have their Lifestyle cost increased by ten
alteration may be incompatible with some other augmentations (fur and Solus percent.
don’t really go together, for example), as determined by the gamemaster.

Vasocon: Angiotensin regulates blood flow through the body. It causes


capillary beds to contract and stimulates water retention. The enhanced vasocon
has a greater vaso-constrictive effect that is useful in situations of massive
blood loss. When a character with this treatment is reduced to zero hit points,
additional damage due to blood loss and shock accrues at the reduced rate.
Rather than losing a Resolve point each round when dying, Vasocon delays the
loss of Resolve points by a number of rounds equal to half your Constitution
modifier (if positive). Characters with this mod develop hydration
insufficiencies, accelerating the onset of Fatigue to half its normal time in hot
climates (Fortitude saves every 30 minutes in very hot conditions, every 5
Microgravity Adaptation: The side effects of space habitation and return to Control Rig Optimization: This augmentation causes specialized myelinated
normal gravity are reduced by alteration of bone and muscle density, fluid axons and glial cells to grow that extend from the middle brain and parts of the
density, pressure receptors, and the otolith organs in the middle ear. Characters dorsolateral prefrontal cortex, cerebellum, and thalamus. By themselves, they
with this adaptation are not subjected to any form of space sickness during have no effect, but if a control rig is installed, they increase the efficiency of
launch or landing. Any negative modifiers imposed for living under micro- communication with the parts of the brain critical to spatial reasoning and
gravity conditions are negated. The character does not require any medical instinctive motion control. This booster provides an additional +1 to all Vehicle
treatment when returning to planet side after extended stays in zero-g. If you checks when the user is “jumped into” a drone or vehicle in addition to the
have an augmentation to your bones, this augmentation has no effect. usual benefits of a control rig. It cannot be combined with the control rig
booster nanotech.
Pollution Tolerance: Engineering pollution tolerance relies on splicing in *The Control Rig Optimization makes use of alternate drone/rigging rules. If
proteins capable of isolating and disposing of heavy metals or rendering organic not using these rules, you shouldn’t use this cyberware.
contaminants inert. Further, modifications include the enhancement of the
body’s natural metabolic enzymes to deal with toxins more efficiently and to Enhanced Symbiosis: This augmentation modifies and expands the function
alter cellular receptors and metabolic intermediaries to be resistant to pollutants. of the pancreas, allowing it to synthesize compounds that satisfy the special
Characters with this adaptation receive a +2 bonus to saves for the purpose of dietary requirements of symbiote bioware. No monthly cost is needed to feed
resisting chemical attacks from pollutants, heavy metals, and other related your symbiotes regardless of Lifestyle.
toxins. The character experiences pollution environments as one step lower than
their severity. Reaction Optimization: This optimization increases the width and
myelination of the lower spinal motor neurons, which in conjunction with the
Radiation Tolerance: The body is made less susceptible to radiation superconducting materiel of reaction enhancers, allows more rapid innervation
exposure and damage from radioactive sources by reinforcing nucleic acid of skeletal muscle fibers. Add +1 Initiative to the bonuses already received with
repair and DNA protection proteins. This augmentation is most often used by reaction enhancers. This augmentation has no effect by itself and does not give
environmental cleanup technicians and by astronauts who spend a lot of time in additional bonuses for higher Ratings of reaction enhancers. It is only
small craft with little radiation shielding. Characters receive a +2 bonus to saves compatible with reaction enhancers and cannot be combined with any other
against radiation effects and “hot” sources (though not environments). The Initiative enhancing augmentation.
character experiences radiation environments as one step lower than their
severity. Reflex Recorder Optimization: This augmentation increases the number of
Betz cells in the brain. These cells are some of the largest cells in the brain and
Immunization: This therapy infers near-immunity to a specific disease, deal directly with mediating the communication between the motor cortex and
pathogen, toxin, or other compound. Specialized hybridomas are created within the motor neurons of spinal cord and brain stem. This increases the bonus from
the body that produce monoclonal antibodies, targeting a specific substance. reflex recorders applied to non-class skill by an additional +1.
These antibodies provide a swift response to a foreign contaminant, bestowing
significantly improved resistance on the patient. Patients can be immunized in Wired Reflex Optimization: This augmentation improves the strength and
this fashion against any common bacterial infection and certain bacterial speed of the neural pathways which link to the trigger system of wired reflexes,
endotoxins, chemical toxins, and other harmful chemical or biological agents. thereby increasing the speed with which wired reflexes can be activated. The
The procedure has yet to be perfected against magical or highly mutable agents manual trigger speed is reduced from a Full Action to a Standard Action, and
—such as certain exotic viruses (HMHVV being at the top of the list)—or the wireless trigger speed is reduced to Free Action.
artificial agents such as hard nanites that evade detection or cannot be targeted. Genetic Infusions
Immunity cannot be made effective against neurotoxins and other quick-acting Gentech is expensive but bears little risk. If you’re looking for something
compounds because they affect the target before antibodies can respond (which cheaper and downright dangerous, then you might be interested in a genetic
poisons, diseases, etc. that cannot be selected is at the GM’s discretion, but most infusion. A genetic infusion is a genetic treatment that uses quick-and-dirty
with an instantaneous onset time are out). A patient can only be immunized techniques, usually involving removal of some of the tissue you want to alter,
against a number of compounds equal to his or her Constitution modifier. Any treating it with various gene therapies, and then reintroducing it into your body
immunization beyond this disturbs the immune system to the point of failure. along with a cocktail of tailored viruses and immunosuppressants. The result is
The treatment grants the subject a +10 bonus on saves against a particular a temporary application of a specific genetic augmentation, though not without
compound or pathogen. certain risks and drawbacks. You can be treated with an infusion of any
Complimentary Genetics augmentation from the categories of DNA masking, exotic metagenetics,
This new area of gene augmentations is an attempt to force biological transgenics, environmental microadaptation, immunization, or complementary
evolution to catch up with technological evolution. The field of complimentary genetics. The infusion procedure takes about two hours and start taking effect
genetics modifies the body in ways that make cyberware and bioware merge about 24 hours after treatment. Infusions last (15 – Con mod) days, with a
more seamlessly with the metahuman body. While these genetic modifications minimum of 1 day. Infusions are physically addictive, with Addiction DC of 20
do nothing on their own, the way they interact with ’ware allows the user to (mental and physical). When an infusion’s duration ends, make a DC 20
have a little bit more control of their new capabilities. The downside of these Fortitude save and consult the Infusion Side Effect Table.
augmentations is that the cyber or bioware associated with the complimentary
genetics becomes more integral to the body systems, and thus harder to remove Infusion Level Cost
or replace. Doing so costs ten percent of the initial cost of the cyber or bioware. Any infusion 15 2,500¥
Also, if the ’ware is being upgraded in Rating or Grade, the benefits of the TRANSGENIC ART AND CHIMERA PETS
complementary genetic augmentation do not carry over and must be purchased
Transgenic objects, be they plants or animal, can take any form and are often
again and the procedure repeated to regain the benefit—and as with all
unique. With the advancements in genetechnology, genetic engineers have
genetech, you don’t get an Essence refund.
already begun to create new life forms from the bottom up. These rare pieces of
genetic art are often priceless and shown only during exhibitions, or are sold to
Genetic Treatment Time Ess Level Price collectors for unimaginable amounts of money. A profitable shadowmarket has
Adrenaline pump emerged around these creatures, hiring runners to steal such organisms on
2 weeks 0.3 9 6,000¥
optimization behalf of collectors not willing to pay the price in an auction. Since there is an
Control rig optimization 2 weeks 0.3 7 4,600¥ emerging market for chimera pets for the middle classes, genetic bootlegging of
Enhanced symbiosis 2 weeks 0.3 6 4,000¥ altered life forms has become big bio-pirate business. The fabulously wealthy
Reaction optimization 2 weeks 0.3 6 6,600¥ have always used exquisitely bred animals as status symbols and in many cases
Reflex recorder as living fashion accessories. Genecrafted plants and animals bring this to a
2 weeks 0.3 11 3,800¥
optimization whole new level. The latest trend in fashion pets are Petites™, tiny chimeric
Wired reflex optimization 2 weeks 0.3 10 9,000¥ animals created to look like larger natural animals—the larger, the better. The
most common Petites are giraffes, elephants, and polar bears, none of them
Adrenaline Pump Optimization: This optimization causes a small delay in bigger than a lap dog. Another trend is Biowear™, which are living articles of
cortisol release in response to stress. This helps prevent individuals with an clothing. They often are sensitive to their surroundings, changing color, texture,
adrenaline pump from accidentally triggering it in response to brief sudden or bioluminescing depending on the pheromones and sounds in their
stressful situation where its effects are undesired. You gain a +2 on the Will environment. Among the wealthiest of the wealthy one can find arboretums full
save to prevent an undesired triggering of your adrenal pump. of chimeric plants and animals (or some things in between) that outright defy
the process of natural evolution. Both DNArt and chimera pets come in two
grades: Commercial and Custom. Commercial grade means that a certain DNArt
number of creatures are produced each season, following fashion trends. These Commercial 10 30,000¥+
are targeted to the high class and the middle-class aspirers. Custom grade means Custom 20 150,000¥+
that the creature is a one-of-a-kind creation, made to either the artists or the Chimera pets
benefactor’s whims. Commercial 6 15,000¥+
Custom 12 100,000¥+
Transgenics Level Cost

Genetic Infusion Side Effects


Saving Throw Effect
Fail by 10 or more The DNA integrated badly. You permanently lose 1d4 hit points and develop a terminal cancer. You
have 2D6 weeks to live if it remains untreated. You may burn a point of resolve to reduce this result to
treat this as the below result.
Fail by 1–9 A bad integration causes intense discomfort. You permanently lose one hit point.
Succeed by 0-4 The DNA for the addictive substance integrated, but the beneficial DNA did not. You lose 1 hit point
per level that cannot be healed in any way for (15 – Con mod) days. If your infusion had any negative
effects, you continue to suffer them for this duration.
Succeed by 5-9 You lose 1 hit point per level that cannot be healed in any way for (15 – Con mod) days.
Succeed by 10+ The infusion fades and there are no further effects (beyond the addiction risk, of course).

Explosives DEMOLITIONS SUPPLIES AND


EQUIPMENT
Terms:
ACCESSORIES RATING ITEM LEVEL Cost
Damage Value (DV) denotes the number of damage dice an explosive deals Atomizer 1–10 (Rating x 2)+1 Rating x 300¥
when it explodes. Electrical 1–6 9 Rating x 150¥
Optical 1–6 15 Rating x 250¥
Background Count is the damage to the magical fabric of an area. Every point Hard-shell briefcase
of background count imposes a -2 penalty on caster levels of spells originating 1–12 11 Rating x 100¥
(hermetically sealed)
in or passing through the area. If a spell would be reduced to caster level zero, Safety Fuse — 7 2¥ per foot
it simply fizzles out. This optional system is explained below. Redundant Power Supply — 7 50-500¥
Nanoprint Scanners 1–6 18 Rating x 500¥
Blast Rating is the rate at which the Damage Value decreases with distance DETONATORS RATING ITEM LEVEL COST
from an explosive. Circular blasts lose 2 dice per 5 feet while Directional blasts Blasting cap — 9 20¥
lose 1 die per 5 feet Detonator cap — 1 150¥
Electrical — 6 180¥
Demolition Workshop is a special expansion bay similar to a life science lab (2 Optical 1–6 (Rating x 3)+2 Rating x 200¥
PCU, 1 BP; SFCRB, pg. 299), but specializing (granting a +2 circumstance bonus) Pull — 11 80¥
in the manufacture and analysis of explosives Push — 11 80¥
Radio 1–3 11 75¥
Demolition Facility is an industrial site specializing (granting a +4 circumstance Timer 1–3 (Rating x 6)+2 Rating x 50¥
bonus) in the manufacture and analysis of explosives. While usually beyond EXPLOSIVES (PER KILO) RATING ITEM LEVEL COST
the purview of a runner to own, it is possible to gain access to such sights with Ammonium nitrate 4 5 80¥
the right connections. ANFO 6 7 100¥
EXPLOSIVES Binary 1–20 20 Rating x 125¥
Explosives are primarily used to damage structures. You can use the Commercial 5 9 100¥
Engineering skill to prepare (but not craft, that’s Physical Science) explosives, Detonating cord (per 5 feet)
identify key or weak structural points, and focus the blast. The DC to shape a Low Yield 3 11 100¥
charge and/or target a structural weakness in an object is 20. If linking multiple High Yield 6 15 150¥
charges to create a more powerful explosion, the DC increases by 1 for each Dynamite 3 9 350¥
additional charge added. A successful check increases the rating of the Foam 6-25 14 Rating x 100¥
explosive (before multiplying for multiple charges) by 1. For every 5 points by Gunpowder 1 3 25¥
which the result of your check exceeds the DC, you may increase the rating by Linear charge 1–25 17 Rating x 250¥
an additional 1. Liquid 1–25 18 Rating x 150¥
An explosive’s Damage Value is a number of dice equal to its Rating Nitroglycerin 6 13 350¥
(modified by the Engineering check, if you made one) times the square root of Plastic 6-25 18 Rating x 100¥
the number of charges used (rounded down; x2 with 4 charges, x3 with 9, x4
TNT 5 13 200¥
with 16, etc.).
The blast radius for a circular explosion is 5 ft. for every 3 damage dice, while DYNAMITE
the length for a directional explosion (a cone aimed in a specific direction) is 5 Dynamite is typically packed in sticks weighing 0.25 kilograms each, but
ft. per 2 dice, though there’s also a circular explosion in the other 270 degrees individual sticks can be taped together quickly to create larger charges.
around a directional explosion. When explosives are attached directly to an Dynamite is typically sold per kilogram. Although a powerful explosive on its
object, they ignore half the hardness value when dealing damage. If an own, dynamite can also be used as a primer for other explosives, such as
explosion placed on an object destroys it, it creates a cloud of deadly shrapnel ANFO.
that threatens an area far bigger than the actual blast—the shrapnel blast has
a Damage value equal to the explosive’s modified value minus -1 die per 2 FOAM
hardness of the object, and extends opposite the explosive’s placement in a Plastic explosives with the consistency of shaving cream, stored in an aerosol
cone to a length of 5 ft. per die of damage. Anyone caught in the area of an can. Perfect for spraying into crevices, and detonated the same way as regular
plastic explosives. An explosive foam can be used piecemeal.
explosion or its shrapnel can attempt a reflex save for half damage (DC = 10 +
½ the item level, or DC = ½ the Engineering check used to place the explosives,
GUNPOWDER
whichever is higher)
This is a catch-all name for modern smokeless gunpowder, older black
powder, and all other propellants used in firearm ammunition. Like ammonium
AMMONIUM NITRATE nitrate, gunpowder must be put into a container before a detonator can be
Ammonium nitrate is regularly used as a component in fertilizer. As such, inserted. Setting fire to gunpowder not in an enclosed container will only burn
ammonium nitrate can be easy to acquire legally. However, governments and it, not cause it to explode. Gunpowder will neither burn nor detonate if it is
corporations are well aware that ammonium nitrate can be used in explosives, wet.
so they monitor and track the sales of this particular chemical. Buying too An easy way to obtain gunpowder is to remove it from cased ammunition
much at any given time from a legal source will likely raise red flags that law (caseless ammunition contains a plastic explosive instead of gunpowder),
enforcement will investigate. Because of this, most runners involved in bomb although about 500 rounds are needed to produce 1 kilogram.
making will acquire ammonium nitrate from black-market sources as opposed
to legal avenues. Ammonium nitrate consists of a powder or granules and
LINEAR CUTTING CHARGE
requires a container to hold it before a detonator can be fitted. Ammonium
Developed for making precise, clean cuts through material with minimum
nitrate will catch fire if set alight, but it will only explode if burned when
effort, this is an inverted V-shaped sheath, typically made of lead, copper, or
enclosed in a container. Ammonium nitrate will not detonate when wet. It can
tin, with a layer of high explosive contained within. This device focuses the
be used as an oxidizing agent for other explosives and can also be used to
explosive blast onto the line to be cut, giving much greater penetration of the
modify their detonation rates. Other chemicals ammonium nitrate has been
target material. Linear cutting charges automatically tamp the explosive, giving
used with include nitroglycerin.
it the x 4 DV multiplier when detonated. 5 feet of cutting charge contains 1
kilogram of explosives of the charge’s rating. Linear cutting charges are
normally filled with granular explosives such as RDX, but other high explosives
ANFO can also be use, including PETN (pentaerythritol tetranitrate). Linear cutting
Ammonium nitrate/fuel oil is a binary explosive, combining ammonium charges are available in Ratings 1–25.
nitrate and fuel oil. The two are mixed to enhance the effectiveness of the
ammonium nitrate. ANFO is a common commercial explosive used frequently
LIQUID EXPLOSIVES
in mining, quarrying, and civil construction. ANFO is considered blaster cap
Liquid explosives are frequently referred to as “liquid plastique.” Liquid
insensitive, so it requires a primer to be detonated, such as a small amount of
explosives function identically to plastic explosives, except that liquid
dynamite or TNT.
explosives can be poured in desired quantities (1 liter is the approximate
equivalent of 1 kilogram of plastic explosive). Liquid explosives are available in
Ratings 1–25 and are frequently used with an atomizer to maximize damage.
BINARY EXPLOSIVES
The two components of binary explosives are stable, nonexplosive
NITROGLYCERIN
compounds which must be mixed in order to be armed. Typical examples
A very powerful explosive that has been around since way before the gap,
include ammonal, FIXOR, PLX, and Oxyliquit. Binary explosives are often used
nitroglycerin is well known for its instability—it can detonate from mere jolts,
in commercial applications because of their greater handling safety, at least
let alone other explosions.
before they’re mixed.
Any time a character handles nitroglycerin, roll a Dexterity check (you should
take 10 if able!)—a result of 5 or less means that the nitro detonated by
accident. Transporting it in a vehicle requires the driver to make a DC 15
COMMERCIAL EXPLOSIVES Piloting check every hour of normal movement or every round of movement in
A range of explosive compounds, both solid and liquid, are available to the combat or a chase, with a failure setting it off. Each passenger affected by the
construction industry for all their destructive needs. This is a catchall category explosion reduces the DV experienced by the vehicle by 1. Treat 1 liter of
as most of the other explosives listed have commercial applications. Obviously, nitroglycerin as 1 kilogram of Rating 6 explosives. If anyone carrying
home-cooked commercial explosives are both oxymoronic and may vary from nitroglycerin is knocked down, or if nitroglycerin falls more than a foot for any
their expected power. reason, the shock may make it detonate (20% chance per foot fallen).

PLASTIC
DETONATING CORD These highly stable, moldable, and adhesive explosive compounds are
Detonating cord is a thin, plastic tube filled with a small amount of high- military grade. They’re ideal for certain jobs, like breaching walls. They are
grade explosive, with an explosive potential that can be adjusted based on the usually color-tinted to indicate the level of current needed to detonate them,
length of the cord. Det cord, as it is commonly called, can be used on its own, from the black of magnetic-field induction to the chalky white of 440-volt
wrapped around an object for use as a cutting charge, or used as a breaching industrial explosives.
charge to punch a hole in a barrier. It can also be connected to other
explosives and used as a means to set off connected charges simultaneously as
TNT
a high-speed fuse.
The standard by which all other explosives are measured, trinitrotoluene has
Det cord comes in two different sizes: low yield and high yield. Low-yield det
been used as an explosive compound for 200 years. TNT is highly regulated
cord is often used for special effects in various trideo productions and tends to
and hard to obtain legally without proper permits and licenses. TNT is available
be used against average material. High-yield det cord is more powerful and can
in blocks of varying weight that can either be cut up when smaller amounts are
be used on heavier materials.
needed or taped together for larger charges. Any kind of detonator can be
Low-yield det cord has a base Damage Value of 3 per 5 feet; high-yield det
used to set off TNT.
cord has a base Damage Value of 6.
DETONATORS
Listed below are several detonator options. To simplify demolitions for Wireless: You can change an optical detonator’s target(s) with a Full Action.
Starfinder players and gamemasters, a purchased detonator is always You can also set it off as a Free Action.
considered to come with the appropriate power supply or primer necessary to
set off the explosive material in question. The power supply for a detonator PULL DETONATOR
only becomes an issue for detonators with specific ratings. Rating 1 detonators Pull detonators trigger explosives when a ring on the detonator is pulled out;
are the cheapest and are most likely to suffer from malfunctioning power a string or wire can be tied to the ring to either set up a tripwire or connect it
supplies, but Rating 2 detonators have been known to also fail. When dealing to a nearby object. For example, a pull detonator can be set off when a door
with a Rating 1 detonator, the gamemaster rolls 1D6. On a roll of 1 or 2, the opens to pull the ring out of the detonator. Pull detonators can also be set in a
power supply is bad and will not initiate the explosive device. For a Rating 2 “pull release” mode. In this case, the detonator is set up with a constant pull
device, the gamemaster rolls a 1D6, and the power supply only malfunctions on the ring, usually from a taut tripwire. When the ring is pulled out, the
on a result of 1. Rating 3 devices are well constructed, so failure rates for these detonator goes off as usual, but it will also detonate when the resistance is
devices are so rare as to not be an issue in game terms. taken off the ring. This prevents someone from disarming the booby trap by
Redundant power supplies for detonators can be purchased and vary in price simply cutting the wire, as doing so triggers an immediate explosion. To disarm
from 50 credits to 500 credits. Adding redundant power supplies ensures that if the explosive device without setting it off, a character will need to make an
one fails, the other will trigger the explosion, but this adds to the complexity of Engineering check to Disable the Device.
the device and thus requires more time to build.
PUSH DETONATOR
BLASTING CAP One of the most notorious booby traps, push detonators set off their
The most commonly used detonator in construction and demolitions work is explosives when the trigger is pushed with a specific amount of force. The
the blasting cap. Blasting caps come in two different types: electric and fuse character setting the detonator can choose the minimum amount of pressure
caps. Blasting caps are wired into a primary explosive material. Once ignited, in kilograms that must be exerted on the detonator before it goes off. For
this provides the energy necessary to set off the secondary explosives. Electric example, if used in a car bomb, it could be set so one of the target’s young
blasting caps are normally hardwired to an exploder (see below), which children sitting in the driver seat won’t set off the explosives underneath the
produces the necessary electrical pulse that travels through wires from the seat. However, once the target gets behind the wheel, the bomb will explode.
exploder to set off the explosives from a safe distance. Fuse caps allow for a Push detonators can be set up with a minimum and maximum weight that will
safety fuse (also below) to be ignited, to delay the explosion until the fire set off the explosive. A push detonator may also be set up so that once a target
reaches the cap. Whereas other detonators can be used to set off charges steps or sits on the detonator, it will not trigger until the pressure is removed.
remotely with a self-contained power supply or explosives, blasting caps have
a manual component, either lighting a fuse or pushing the plunger on the RADIO DETONATOR
exploder to set off the explosion. Because of this limitation, detonator caps are One of the most common detonator types in both military and civilian
the preferred choice for detonation. Explosives used in blasting caps are demolitions, a radio detonator sets off the explosive charge when it receives
considered primary explosives or primers, the most common being mercury the correct radio signal. Modern radio detonators are wireless-enabled devices
fulminate, lead azide, lead styphnate, tetryl, and DDNP. detonated by commlinks. Radio detonators come in three ratings. Rating 1
radio detonators are the cheapest but also possess the weakest receivers and
DETONATOR CAP have the greatest chance of not receiving a signal, particularly in a building
This part of a detonator is inserted into a mass of explosives and set off that has not been properly prepped for demolition. Increase the Noise Level by
either by a programmable timer or radio signal (Detonator, SFCRB, pg. 218). 2 when using a Rating 1 radio detonator. Rating 2 radio detonators are
Setting the timer takes a Full Action. stronger and more reliable but are still sensitive to noise. Increase the Noise
Wireless: You can set the detonator’s timer with a Move Action. You can also Level by 1 when using a Rating 2 radio detonator. Rating 3 radio detonators
set it off without a countdown as a Free Action. are the most reliable on the market and decrease Noise Level by 1.
Disposable commlinks can be set up as makeshift radio detonators. The
ELECTRICAL DETONATOR commlink can be programmed to accept only one number of the demolition
This type of detonator sends an electrical charge to explosives sensitive to expert’s choosing. Turning a commlink into a radio detonator requires two
electricity and detonates them. It can create booby traps by being wired to tests: a DC 25 Computers check and a DC 20 Engineering check. A commlink
things like a light switch, a trideo set, or a vehicle’s ignition. Electrical rigged in this manner has a Rating equal to its Device Rating, to a maximum of
detonators require a strong electrical pulse to function; this is sometimes 3.Commlinks set up as radio detonators are always set to run silent to diminish
supplied by an exploder, but it can also be supplied from a car battery, a wall the chances of being discovered.
socket, or a power supply designed to work with the detonator. The current Wireless: Must be enabled to use at all.
provided by a normal battery, as used in electronic appliances, is not enough.
Electrical detonators are frequently used in dumb bombs. TIMER DETONATOR
A timer detonator is an electronic or mechanical clock that sets off the
OPTICAL DETONATOR explosives. It can be used to either detonate at a specific time or count down
A more high-tech alternative to the electrical detonator, this detonator has a from the desired delay. Timer detonators come in three ratings. Rating 1 is the
powerful processor that can interpret data from outside sources, such as facial cheapest timer detonator available, but the cheaply made device has a high
recognition programs or biometric nanoscanners, to obtain positive rate of failure and is known for losing or gaining time. Rating 1 timer
identification of a target. The processor inside an optical detonator is as detonators can lose or gain up to 2 minutes, (assuming the device works at all).
powerful as one found in an average commlink. Optical detonators must be Rating 2 timer detonators can lose or gain up to 1 minute, while Rating 3 timer
attached to fiber-optic cables and can be planted in such things as cyberware, detonators keep exact time and are considered the most reliable detonators.
drones, computers, or commlinks. Runners who desire a smart bomb can use Commlinks can be set up to act as improvised timer detonators. All commlinks
an optical detonator to greatly enhance their chances of hitting the right have clock and timer programs loaded onto them. Turning a commlink into a
target. When utilizing an optical detonator with accessories such as a camera makeshift timer detonator requires two tests: a DC20 Computers check and a
or biometric nanoscanners, roll a DC 10 check using the Device Rating of the DC 20 Engineering check. Assume a commlink rigged in this manner has a
optical detonator. A successful roll means the device has correctly identified Rating of 3, as long as it has an active Matrix connection. Without that
the target. A failed roll results in inconclusive findings and requires another connection, it drops to Rating 1. Commlinks set up as timer detonators are
test; the system requires 1 minute before another identification attempt can always set to run silent to help avoid detection.
be made. If the fails by 5 or more, the device improperly identifies someone
else as the target and detonates, likely killing the wrong target, or it does not
recognize the right target and does not detonate (50% chance). Optical
detonators have a Device Rating from 1 to 6.
Any explosive device using an optical detonator is considered a complex
device. An optical detonator can scan for a number of targets equal to its
rating.
Timer detonators have the option of featuring a display showing the HOMEMADE VERSUS COMMERCIAL GRADE
countdown. Oftentimes they do not come with this feature, but commlinks In Starfinder two kinds of explosives are available to characters:
modified as a timer detonator always display the time. A bomb maker will commercially produced explosives and homemade explosives. Commercially
often set up decoy timer detonators and have each of them display different produced explosives are much more reliable, as they are (usually) produced
countdowns, forcing anyone trying to disarm the bomb to guess which time is under strict standards and quality control in a legitimate facility, using all the
the right one (if any). proper tools and compounds that are considered the industry standard. When
Wireless: You can change the detonator’s timer with a Move Action. You can the explosives are rated by a manufacturer, a consumer has a reasonable
also set it off as a Free Action. amount of confidence that the explosive material has the alleged rating and
EXPLOSIVE ACCESSORIES will do what the manufacturer says it will. On the other hand, homemade
explosives tend to vary greatly in quality and reliability, particularly those sold
ANTI-REMOVAL MODIFICATIONS on the black market, and the character has no idea who made them or
Many bomb makers like to make their devices complicated so they are more whether the producer mixed the chemicals properly. Characters buying
difficult for someone to disarm before they go off. Common anti-removal homemade explosives on the black market cannot be certain that claims about
modification tricks include the following: multiple detonators as failsafes, the explosives being sold are true. Some fences will even try to pass off
multiple blast machines/power supplies, wires that are all the same color, false homemade explosives as commercial quality by packaging them in convincing
wires and leads, metal sheaths to prevent a bomb expert from accessing the counterfeit packaging—corporate logos and all—to make a sale. When it
detonator, fake time displays, and a mixture of different detonator types. comes to buying explosives, it is truly buyer beware.
For each modification designed to prevent tampering, the disable device DC When dealing with homemade explosives, the Damage Value of a particular
increases by 2. Each successful Disable Device Engineering check against a material can range from being too volatile and too powerful to being too
bomb with anti-removal modifications removes one obstacle and reduces the diluted and too weak. This variance can be as much as + or -15 to the Damage
DC of successive checks by 2. Once all the modifications have been removed, Value (applied secretly by the gamemaster). Sometimes, because the explosive
the actual bomb may be disarmed. Failing any of these checks by 5 or more compound is made incorrectly, it is incapable of exploding. When a character
sets off the bomb as normal (SFCRB, pg. 124). decides to buy homemade explosive material from the black market, he must
choose the base rating he wishes to buy. The gamemaster will secretly modify
ATOMIZER the effective rating based on how rich or poor the explosive material turns out
Similar to bottles that spray water or perfume, an atomizer works on a larger to be. Sometimes, there might be no change; homemade explosives can be
scale to quickly spray a cloud of liquid explosives. The atomizer can hold a made properly, but it is always a gamble.
number of liters equal to its rating, and this liquid can be sprayed at a rate of 1 Homemade explosives have a few advantages over commercial explosives.
liter per round, each liter being roughly equivalent to 1 kilogram of plastic Homemade explosives tend to be less traceable and made from reasonably
explosive. Each liter fills one five foot cube when properly atomized, and the available and affordable materials. As such, a much higher quantity of
explosive will settle to the ground in about 1 minute. The liquid explosive must homemade explosive material is available on the black market compared to
still be present in the air to be ignited by a detonator. The advantage of commercially produced explosives, which are tightly controlled. On top of that,
atomization is that the Damage Value is the same throughout the cloud; the homemade tends to be cheaper. If purchasing homemade explosives, reduce
Blast Rating (for circular blasts) is only applied outside of the cloud. the Item Level for a particular explosive material by 3 and reduce the cost by
50 percent. If the runners are being told the material is commercially produced
EXPLODER and is being sold fraudulently, do not reduce the cost, as the homemade
explosives are being presented as the real deal.
An exploder is a handheld device that provides an electrical pulse needed to
If any commercially produced explosives are available on the black market,
set off an electrical or optical detonator. Electrical and optical detonators need
chances are they were stolen. Any commercially produced explosives that are
compatible exploders to work, so an exploder of one kind cannot activate the
stolen in a large quantity will always bring down heat on whoever deals with
other type of detonator.
them. Governments and corporations are highly motivated to track and
Exploders are only necessary for devices that are wired together and require
recover that explosive material quickly, lest it be used against their interests,
a manual detonation, usually with blasting caps and detonating cord. Many
including going so far as using runners to recover the material. Hang onto the
remote detonators feature their own power supply, making an exploder
material for too long, and you might just be caught with it and face legal
unnecessary.
ramifications for possessing the material.
A number of circuits equal to the exploder’s rating can be connected to it at a
time. These circuits can be set off simultaneously, or a user can vary the COOKING EXPLOSIVES
detonating times between the different circuits, creating the desired blast To cook explosives, a character must at least have access to a shop-level site;
pattern. However, all charges wired on the same circuit will detonate a science lab or tech workshop in a pinch, a demolition workshop preferably. A
simultaneously. An exploder can set off a number of detonators up to its kit is insufficient for this kind of work, but it may be used to make, arm, and
Rating x 4 at the same time. disarm explosive devices. Also, if a character is trying to mix explosives while
Operating an exploder requires a Standard Action, regardless of the number of using a shop inside a vehicle, any checks made while the vehicle is in motion
circuits being detonated. suffer a -4 penalty. A permanent facility-level site is the preferred method for
cooking explosives. Using a demolition facility instead of a shop grants a +4 on
HARD-SHELL BRIEFCASE (HERMETICALLY SEALED) related checks.
To make explosives, a character must have the proper chemicals. These are
A hard-shell briefcase can be hermetically sealed to allow for easier
not included with a shop or facility, so they must be obtained separately.
transportation of explosive material and provide a convenient way of
Without proper chemicals, making explosive material is impossible. To cook
smuggling explosives into a secure building without setting off chemsniffers.
explosives, the character must choose the rating of the compound that they
The Rating of the briefcase provides a negative modifier to any
are trying to make. A character cooking homemade explosives must make a
chemsniffer/olfactory sensors trying to detect the explosive material. For
number of Physical Science checks specific to the explosive as given on the
example, a hermetically sealed Rating 3 briefcase imposes a -3 penalty to the
Making Explosives Table. Each check takes 30 minutes and has a DC equal to
sensor’s check for detecting the explosives. Hermetically sealed hard-shell
the desired Damage Value multiplied by the amount (in kilograms), plus ten.
briefcases come in Ratings 1 to 12.
For example, attempting to cook 2 kilograms of TNT (DV 5) would set the
checks to DC 20 (5 x 2 + 10), while mixing 10 kilograms of gunpowder would be
SAFETY FUSE
DC 21 (10 x 1 + 10), and 5 kilograms of high grade (DV 15) plastic explosives
A safety fuse is a length of waterproof cord that burns at a rate of 2 inches
would be DC 85! (5 x 15 +10, hope you have a demolition facility and lots of
per round, allowing it to be used as a cheap and simple delay by inserting it
helpers).
into a blasting cap. It can be lit with a cigarette lighter or a similar flame
Cooking homemade explosives can produce volatile results. Mixtures must
source.
be precise for the explosive to have the desired rating. You cannot take 10 or
20 when cooking explosives. If a check fails, the gamemaster adds to or
subtracts from the rating of the explosive material by + or – 2. A failure of 5 or
more on a particular check modifies the explosive’s rating by + or – 6. The final
damage value of a batch of explosives may be modified up to a maximum of + TIME FRAME FOR BUILDING DEVICES
or – 15. Failing any check by 10 or more sets off the explosive being made, TYPE ENGINEERING DC, ONE CHECK PER CHARGE INTERVAL
using the current effective rating of the device as the DV for the blast; the Simple 10 + Detonator Item Level + Damage Value 10 minutes
explosion is considered circular, which has its DV reduced by -2 per 5 feet. If Average 15 + Detonator Item Level + Damage Value 1 hour
using a shop, the shop is destroyed. The explosion could also destroy the Complex 20 + Detonator Item Level + Damage Value 1 day
vehicle the shop is set in or catch it on fire. A facility, however, can survive the
blast. A character may need to invest credits in fixing the facility (gamemaster DV FOR DESTROYING THINGS (HOW MUCH KABLOOIE
discretion), but the cost to fix a facility should not exceed half the facility’s YA NEED)
original cost (25,000¥). Demolition shops and facilities reduce the DV of an The following tables list the base Damage Value an explosion needs to destroy
accidental explosion by half and the shop is not usually destroyed. There’s no an average large structure; an average vehicle; or how to punch through
guarantee that anyone inside survives though. various materials.

MAKING EXPLOSIVES TABLE OBJECT MINIMUM DV


Explosive # of # of Ingredien Ingredient Cost BUILDING/STRUCTURE
DC = 10 + (DV x Kg) checks checks t per Kg of Apartment, single 75
(w/ (w/ Item Explosive Medium House 100
shop) facility) Level Small Retail Store (Stuffer Shack) 128
Ammonium nitrate 12 8 5 75¥ Warehouse 160
ANFO 16 12 5 65¥ Small Office Building (<5 stories) 200
Binary 16 12 (Rating) Rating x 100¥ Tunnel (vehicle, subway), Overpass 175
Commercial 16 12 5 60¥ Medium Office Building (5-15 stories) 128-640
explosive Medium Factory 200
Detonating Cord- 16 12 9 200¥ Large Office Building (16-25 stories) 256-960
Low Yield Military Installation 500
Detonating Cord- 16 12 9 300¥ Secret Research Facility (Hardened) 550
High Yield Skyscraper/Arcology (26+ stories) 960+
Dynamite 16 12 6 80¥ VEHICLE DAMAGE THRESHOLDS
Foam explosive 20 16 9 Rating x 200¥ Power Boat 18
Gunpowder 16 12 3 25¥ Motorcycle 9
Linear charge 20 16 9 Rating x 500¥ Car 14
Liquid explosive 20 16 9 Rating x 225¥ Limousine 22
Nitroglycerin 16 12 10 150¥ Truck/Van 26
Plastic explosive 16 12 9 Rating x 200¥ BARRIER DAMAGE THRESHOLDS*
TNT 16 12 11 100¥ Fragile (glass plane) 2
TIME FRAME FOR BUILDING CHARGES Cheap (framed drywall) 3
An explosive charge is defined as any amount of explosive material set to be Average (brick wall) 6
detonated at the same time. This can refer to one device or to a series of Heavy (transparent aluminum) 9
devices set up as a complex system to detonate simultaneously, either wired Reinforced (remesh concrete) 13
altogether as part of a circuit or detonated simultaneously as individual Structural (steel barricade) 16
devices set on individual detonators. Heavy Structural (adamantine alloy
Depending on the complexity of a device, a character may need to spend 20
plating)
anywhere between ten minutes and several days to set up charges. To Armored/Reinforced (nanocarbon hull) 23
determine the complexity of a device, follow these rules: Hardened (polycarbon armor) 28+
* For producing a 5-foot hole or to cut through material.
• A simple device will only have a single detonator (but not an optical
detonator), a single power supply/exploder, and a single charge of explosive
EFFECTIVE RATING MODIFIERS
material. A simple device has no anti-removal modifications and is no larger
than 5 kilograms of explosives. A simple device may not be wired together as SITUATION MODIFIER
part of a circuit. A simple device may not be tamped. Engineering check to Every 5 points over the target DC (typically 10)
• An average device may have multiple detonators (up to three, but not an arm explosives increases/decreases effective rating by 1, player’s
optical detonator), up to four anti-removal modifications, and may be as large choice.
as 10 kilograms per charge. Average complexity devices include charges Commercial-grade No change (rating is as presented).
hardwired together to go off as a single circuit via detonating cord or safety explosives
fuse. An average charge may be tamped. Homemade explosives + or – 1 to 12 DV. The gamemaster can randomly
• A complex device is the only kind of charge that can use an optical (bought on the black determine the severity of DV reduction/increase by
detonator. The device may have multiple detonators besides the optical market) rolling 1d12; treating odd results as a bonus and
detonator but can use only one optical detonator. The device may have the full even results as a penalty. If this modifier reduces
range of anti-removal modifications (maximum of 12). It can be any size, even the rating of the explosives to 0, the compound
less than 10 kilograms, but any single device over 10 kilograms is considered a cannot explode, likely due to improperly mixed
complex device regardless of its composition. A complex charge may be components; no other modifiers can be applied if
tamped. the rating is reduced to 0 from this modifier.
Homemade explosives Maximum change to DV is + or -15. Much like
If building multiple devices, the total number of individual charges being (character produced) buying Homemade explosives on the black market,
constructed serves as the number of Engineering Checks needed, each the GM should determine these changes secretly.
successful check representing a single charge built by the runner during that Gas leak (residence) or +20 DV
time. Failing a check may cause a particular charge built during that time to not fuel is ignited by
detonate with the other charges, and failing by 5 or more triggers an explosion explosion
as normal. While some jobs call for using multiple devices or charges, other Tamping DV x 4 (instead of DV x 2), –half AP
jobs call for just one. Shaping a charge Makes the explosion directional, which allows the
blast to destroy key components or specific
targets.
CUTTING CHARGES and concrete barricades discourage the use of vehicle bombs against buildings.
Planting cutting charges is a precise art, as opposed to randomly sticking a Most secure buildings will keep vehicles away by at least 30 feet if not more,
block of commercial explosive on a structural support point and detonating it. which means a device producing a circular blast suffers an immediate -12
To plant a cutting charge, the character must make an Engineering check (5 reduction to its Damage Value even before the shockwave hits the building.
minutes per kilo of explosive), with a DC equal to 20 + twice the number of Improvements in structural designs can also absorb some of the shockwave
kilograms of explosive used. If using detonating cord, the number of 5 foot produced by an explosion outside, reducing the damage value of the explosive
increments of detonating cord used is substituted for kilos. A successful check by their hardness.
treats the explosives as tamped (x4 DV to the object it is attached to). Unlike Even if the vehicle makes it into the building and detonates, the force of the
other checks involving explosives, failing this check by 5 does not cause the blast is unevenly distributed, and the damage done to the building itself can be
explosives to detonate, instead failing by 10 or more does. Either way, a failure unpredictable.
means the explosive is not tamped, and is instead treated like a normal circular This is the primary reason most runners use a car bomb simply as a
explosion. distraction for a job, drawing attention to one side of the building while they
The runner may choose to prepare this cutting charge ahead of time by using break in on the opposite side, where they hope security personnel will be less
a frame charge, which is a wooden structure on which the charge can be set. numerous and more confused.
Attaching a frame charge to the surface of the material that will be cut For a car bomb to be effective, it needs to be able to destroy the body of the
requires a Standard Action. A lot of runners avoid using frame charges. Since vehicle in which it is hidden (typically the trunk, on/near the engine block, or
they are generally large—the size of the intended hole—and conspicuous as to planted on the undercarriage) and still have enough power to cause damage to
their purpose, they are hard to sneak into areas without being caught. The the surrounding area. Review the Vehicle Damage Threshold table for the type
character will still need to make the above Engineering check, but this test of vehicle being used. The Damage Value given is the average DV necessary to
could be made in the comfort of a workshop instead of on-site, where the
destroy a standard vehicle using an explosive device. Riggers planning to use a
character may have to start dodging bullets. Once the charge is planted, it can
vehicle in a car bombing will sometimes weaken the chassis (reduce the hit
be detonated as normal via blasting cap, detonating cord, detonator, and so
on. points of the vehicle, see Vehicle rules) to allow more explosive force to
escape the vehicle and do more damage to the surrounding area. Once a
ERASING EXPLOSIVE FINGERPRINTS
vehicle is prepared, the demolitions expert chooses the weight of explosives
Most demolitions specialists who wish to keep a low profile from law
enforcement choose to mimic the signatures of other bomb makers and have that will be used in the explosion and crafts the device.
their work blamed on someone else. To accomplish this, the character needs a A vehicle explosive device is always considered one device instead of a series
copy of a classified forensics reports detailing the traits of another bomb of individual charges, so this kind of explosive is always calculated as a single
maker’s signature. Once she acquires such a report, she will need to make a charge. Consult the Base Effectiveness Ratings table for the Damage Value
Physical Science check while crafting her charges to set the DC of future given for the amount of explosives. This is the base Damage Value for this
attempts to analyze the explosive fingerprints. Double the interval for her tests device. When a vehicle explosion goes off, the explosives are automatically
for making the devices, as she is intentionally taking extra time to make her considered to be tamped in the vehicle. Rather than dealing 4 times the
work look like someone else’s. damage to the vehicle, to keep the math simple, treat the vehicle as only
having one-quarter the normal hit points (and half the normal hardness, since
USING EXPLOSIVES WITH DRONES the explosives are in contact). If the explosion exceeds the vehicles hit points,
Demolitions-focused characters may also use drones in their work. Drones
the vehicle is violently reduced to a cloud of metal and plastic shrapnel. If the
can be used to locate non-traditional entry points through which they can
vehicle has a fuel-based engine rather than an electric engine and the vehicle
smuggle explosive charges into a building, such as open windows, a loading is successfully destroyed, add 20 to the Damage Value of the explosion, as it
bay, or a roof door left ajar. Unfortunately, most drones lack the dexterity to sets off the fuel within the car and thus increases the explosion’s power. The
physically plant charges themselves. Should a player use a drone to plant explosion continues outside the vehicle to it normal limit, but anyone affected
charges, the drone receives a -3 penalty on any checks for the attempt. The reduces the damage they take by the vehicle’s hit points after saving throws
exceptions to this rule are drones with articulated arms that have a full range and other effects. Because the explosion is considered a circular blast, the
of motion and match the dexterity of a metahuman’s hands and arms. blast is reduced by 2 DV per 5 feet.
Some demolitions experts plant an explosive device inside the drone itself The shrapnel blast has a Damage value equal to the explosive’s modified
and then set off the charge once the drone reaches its target. Microdrones value minus -1 die per 2 hardness of the vehicle (still ignoring half the
(fine size) and minidrones (diminutive size) cannot be equipped with explosive hardness), and extends to a radius of 5 ft. per die of damage. Anyone caught in
devices due to their bodies being too small. Tiny and larger drones may be the area of the explosion or its shrapnel blast can attempt a reflex save for half
damage (DC = 10 + ½ the vehicle’s item level, or DC = ½ the Engineering check
planted with an explosive device of the same weight in kilos as the drone’s
used to place the explosives, whichever is higher)
Bulk. A rigger or someone with the proper Engineering skill would need to
plant the explosives, as sometimes the internal workings of the drone must be CAR BOMBS AS TOOLS FOR ASSASSINS
If you have ever seen an action adventure or organized crime movie, you
modified to make them fit inside. For blowing up a drone, apply the same rules
know car bombs are a favorite way of doing away with snitches, witnesses, and
for blowing up a car (as outlined below).
other targets. In the Pact Worlds, using car bombs to kill targets remains a
popular way of getting a wetwork job done.
RULES FOR EXPLOSIVES AND VEHICLES In Starfinder, there are a couple of different ways to plant car bombs to kill
the passengers inside. There are the “dumb bombs” and the “smart bombs.”
Just as runners have reasons to blow up buildings, they also have reasons for Dumb bombs are designed to respond to a specific trigger, not necessarily a
blowing up vehicles. Car bombs can be used to inflict damage to property, specific target. A common dumb bomb wires an explosive device into the
create distractions or diversions, or serve as improvised road blocks to bar vehicle’s ignition via an electrical detonator. This type of car bomb remains
passage down narrow roadways. Explosives are also frequently planted in inert until the person starts the car and allows the electric current from the
vehicles as a means of assassination. car’s ignition system to detonate the explosives, killing the unfortunate
CAR BOMBS FOR PROPERTY DAMAGE metahuman(s) caught in the blast. Another type of dumb bomb is connected
Car bombs meant to kill indiscriminately are used mainly by extremist to a pressure-sensitive detonator and placed under the seat the target is
policlubs and militants looking to send a message. Although these jobs are expected to use; the bomb triggers when a certain amount of weight sits on
available, most runners find them distasteful and too risky to be worth taking. the seat. This type of bomb can be placed under the driver’s seat, the front
Instead, runners most often use car bombs to inflict property damage. passenger seat, or the rear bench seat. The problem with dumb explosives is
Vehicle-borne explosives are not the preferred choice of weapon to blow up there’s a very good chance they won’t hit the target. Many vehicles in now
buildings. Due to decades of violent encounters with neo-anarchists and other have a rigger interface, so a rigger can start the car remotely, triggering the
militant groups, cities have been designed to prevent someone from driving a dumb ignition bomb and destroying an empty car. If a car lacks a rigger
vehicle too close to a building or into a building to destroy it. Perimeter fences interface, a bodyguard or valet can collect the car—
BASE EFFECTIVENESS RATINGS
Rating Kilos 1 2 3 4 5 6 7 8 9 10
1 1 2 2 2 3 3 3 3 3 4
2 2 3 4 4 5 5 6 6 6 7
3 3 5 6 6 7 8 8 9 9 10
4 4 6 7 8 9 10 11 12 12 13
5 5 8 9 10 12 13 14 15 15 16
6 6 9 11 12 14 15 16 17 18 19
7 7 10 13 14 16 18 19 20 21 23
8 8 12 14 16 18 20 22 23 24 26
9 9 13 16 18 21 23 24 26 27 29
10 10 15 18 20 23 25 27 29 30 32
11 11 16 20 22 25 27 30 32 33 35
12 12 17 21 24 27 30 32 34 36 38
13 13 19 23 26 30 32 35 37 39 42
14 14 20 25 28 32 35 38 40 42 45
15 15 22 26 30 34 37 40 43 45 48
16 16 23 28 32 36 40 43 46 48 51
17 17 25 30 34 39 42 45 49 51 54
18 18 26 32 36 41 45 48 51 54 57
19 19 27 33 38 43 47 51 54 57 61
20 20 29 35 40 45 49 53 57 60 64
21 21 30 37 42 47 52 56 60 63 67
22 22 32 39 44 50 54 59 63 66 69
23 23 33 40 46 52 57 61 66 69 73
24 24 34 42 48 54 59 64 68 72 76
25 25 36 44 50 56 62 67 71 75 80
The Damage Value of an explosive blast is calculated by taking the Rating x the square root of the number of kilograms used.

again, the bomb hits the wrong target. Also, all but the cheapest models of of work, with the nanoprint scanners feeding data to the optical detonator. Of
cars allow the driver to start from several meters away by using a commlink. course, this method requires a sample of the target’s DNA for biometric
The problem gets compounded if the target uses multiple cars or has family comparison by the smart bomb. Smart bombs can also be programmed to
members who might swap cars with the target at an inopportune time, which send a text message to the runner team prior to detonation, which informs the
means an ignition trigger can easily catch the wrong person—or no person. team that the target has been acquired and the detonation sequence has
Other runners might choose to use a radio detonator; once the team has started. If set up with a camera, the smart bomb can send footage of the
visual confirmation the target is in the appropriate seat, the bomb can be target prior to the explosion, which can be used as proof of death for the
remotely detonated, assuring the success of the job. However, this costs Johnson (though remember that the more wireless devices used in an
runners time. Also, using a radio detonator requires runners to worry about explosive, the more opportunities there are to be discovered). This allows a
noise interfering with the detonator signal. This is why experienced runner team to be nowhere near the bomb when it goes off, ensuring a clean
shadowrunners invest in smart car bombs that do the work for them. getaway.
A smart car bomb always uses an optical detonator and is always considered
to be a complex explosive device. An optical detonator can be connected to
sensors either wirelessly or via fiber-optic cable. Once the sensors confirm the
target is in the vehicle, the bomb will detonate. An optical detonator has a
processor as sophisticated as a standard commlink. Some runners will hide a
micro-camera inside the passenger compartment (in the dashboard, in the
dome light, etc.), which is wirelessly connected to the optical detonator.
The detonator has been preloaded with a facial recognition program and
images of the target. Once the program confirms the target, it triggers the
explosion.
Since some high-level targets use body doubles, and with the quality of
cosmetic modifications available, a number of runners are uncomfortable
relying on facial recognition to get a confirmed kill. A variant of this smart
bomb uses biometric scanners to confirm the presence of the target’s DNA or
other biometric information before detonating. These scanners normally
collect airborne particulates to confirm the target’s identity, or they can be
configured to scan for fingerprints on the vehicle’s most commonly touched
surfaces such as the seat belt, steering wheel, and glove compartment. Spray-
on nanoprint scanners for these surfaces are becoming common for this type
To set up a vehicle bomb meant to kill only the passengers, the explosive Oftentimes a permanent background count already exists where an explosive
needs to be placed inside the passenger compartment, such as under a seat. device will be detonated. If the background count caused by an explosive
Otherwise, the explosive device will have to be powerful enough to breach the device meets but does not exceed the existing background count, the area’s
hardness rating and hit points of a part of the vehicle. The explosive device has background count does not change. For example, if an explosive device that
to be shaped to create a directional blast that forces the brunt of the explosion would cause a background count of 2 explodes in an area with an existing
toward the victim. When the device detonates, the explosion must destroy any background count of 2, the background count does not change. However, if
barriers between it and the target, such as the seat, and the barrier itself the background count caused by the explosion exceeds the current permanent
which all reduce the damage to the target by their own hardness and hit background count of the area, the background count will rise to the new level.
points. The rest of the damage transfers to the target and anyone sitting within For example, if an explosion generates a background count 3 in an area where
a 90-degree arc of the blast. Those outside the cone treat the explosion as a there was no discernible background count (background count 0), the new
circular blast, with the blast’s damage dropping by 2 per 5 feet. If the vehicle background count for the area will be 3. If that explosion caused a temporary
takes any damage but is not entirely destroyed by the explosion, it is background count, it will return to the original level after a few hours’ time.
considered to be on fire. A vehicle with a fuel-based engine may explode The background count created by an explosion radiates outward from the
(cumulative 5% chance per round). Anyone still in the vehicle who survived the point of explosion 5 feet per die of damage. So a DV 40 explosion produces a
original blast would have to resist another 20 DV blast from the car’s exploding background count of 1 that has a diameter of 400 feet. Whether or not the
fuel tank. explosion was circular or directional does not matter; the impact on the
DISABLING VEHICLES manasphere is treated as a circular pattern.
Players may choose instead to disable a vehicle using an explosive charge.
Explosive charges planted on a target vehicle’s axles or engine can disable the
vehicle, which is useful for allowing a runner team to extract a target during a
To Do:
commute. Rather than targeting the vehicle’s hardness and hit points, only use Balance personal upgrades with cost in SFCRB
the hardness and hit points of the axle, transmission housing, etc. Most vehicle
components are a mix of plastics, ceramics, and aluminum (treat as hardness
Define Bonus types
10, 25 hit points), unless the target vehicle is a heavily armored security Expound on Essence loss via death, addiction, non-
vehicle, in which case the components are considered to be made of augmentation
reinforced material (hardness 30, 100 hit points). If targeting an axle with an
explosive device, use the diameter and material of the axle to determine Change some mods to reduce jamming chance (electronic
hardness and hit points. Should the explosion generate more energy than
necessary to disable the vehicle, the vehicle could end up flipping onto its side firing)
or even rolling onto its roof. If the explosion produces 5 more dice of damage
than what is necessary to destroy the component, the car’s wheels lift off the
Cleanup use of modification (a change) vs. accessory (an
ground and the vehicle flips onto its side. If the explosion causes 10 more dice add-on)
of damage than what was necessary to destroy the component, the car rolls
onto its roof. With each additional 10 dice, the car will roll an additional time, Redo all the formatting since more stuff was added
potentially killing everyone in the vehicle. Each roll counts as a crash (for more
rules on crashes, see the vehicle rules).
If the Engineering Check used to plant the explosives fails by 10 or more, the
explosive penetrates the vehicle passenger area, dealing damage to everyone
inside or the explosive damages a volatile element of the vehicle such as the
gas tank (provided the vehicle has one) or battery, which increases the DV of
the explosion by 20 (45% chance of either, 10% chance of both).
OPTION: EXPLOSIONS AND BACKGROUND
COUNT
Explosions have a violent impact on the surrounding environment (duh!),
which also affects the manasphere from which some magic-users draw their
power. Most of the time, explosions that Starfinderners set off will be too
weak to have any lasting effect on the area’s background count. However, at a
certain point the potency of explosive devices does start influencing
background count. Starting at a Damage Value of 35, an explosion causes 1
point of background count, this is like wireless noise, but affects the caster
level of spells in the area. For every 20 points of DV above 35, the background
count produced by an explosive device increases by 1. For example, an
explosive device that generates a 75 die blast will leave a background count of
3 in the surrounding area. An explosion that does not cause metahuman
fatalities creates a temporary background count that will decrease by 1 point
per hour. If an explosion results in metahuman fatalities, this background
count becomes permanent. It is extraordinarily difficult, if not impossible, to
create background counts higher than Rating 3 with normal explosives. The
accumulation of background count stops at Rating 3 for normal explosive
devices. To generate background count over Rating 3 would require exotic
materials packed into the explosive device, such as a chemical or biological
weapon, radioactive material for a dirty bomb, or the dispersal of Fluorescing
Astral Bacteria (FAB). If these items are included in an explosive device (which
most runners won’t do if only because they lack access to such material),
background count 4 would begin to apply following the normal background
count rules at DV 95P and would continue to rise for every 20 additional points
of DV, leading to mana warps. Background counts created at Rating 4 and
higher are always considered permanent, even if there were no metahuman
fatalities—the damage to the environment itself is sufficient to make the
background count permanent.

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