Difference between revisions of "Ware"

From Shadowrun
Jump to navigation Jump to search
 
(25 intermediate revisions by the same user not shown)
Line 1: Line 1:
The installation of a new piece of ware, whether cyber or bio, is a major surgery. As such, it causes a [[Lifestyle#Lifestyle_and_Healing|serious injury]] that must be healed according to the [[Lifestyle#Lifestyle_and_Healing|healing rules]], with a standard recovery time of one month, most of it spent at a high lifestyle. Upgrading an existing piece of cyberware is much easier. While it still requires a trained technician with specialized equipment, it does not cause an injury and therefore does not require any time to heal.
The installation of a new piece of ware, whether cyber or bio, is a major surgery. As such, it requires downtime to heal. Adding a new piece of software requires one week of downtime. Upgrading an existing piece of cyberware is much easier. While it still requires a trained technician with specialized equipment, it does not cause an injury and therefore does not require any time to heal.


A few pieces of relatively unobtrusive cyberware are sufficiently common that their installation has been perfected, such that they only cause a [[Lifestyle#Lifestyle_and_Healing|moderate injury]] when installed, requiring only a week at a middle lifestyle to heal. Their costs are marked with a (M) indicating this easier recovery.
A few pieces of relatively unobtrusive cyberware are sufficiently common that their installation has been perfected, such that they require only a day to sufficiently heal. Their costs are marked with a (M) indicating this easier recovery.
 
Listed costs include installation by a street-level black market doc, like Shaky Sheila. A more skilled doctor, if one can be found willing to take cash from the SINless, may reduce the degree of injury inflicted by installing ware, but may add an additional cost to installation.


==Augmented Senses==
==Augmented Senses==
Line 11: Line 9:
Bioware is still a young industry, so the available sense replacement options are more limited. However, they can be cheaper, aren't picked up on security scans, and generally act more like natural human tissue (e.g., they heal if damaged).
Bioware is still a young industry, so the available sense replacement options are more limited. However, they can be cheaper, aren't picked up on security scans, and generally act more like natural human tissue (e.g., they heal if damaged).


{| border=2 cellspacing=0 cellpadding=5 align=center
{| class="wikitable"
|-align=center
|-align=center
|colspan=2 align=left| '''Type''' || '''Cost''' || '''Availability''' ||align=left| '''Description''' ||align=left| '''Game Benefit'''
|colspan=2 align=left| '''Type''' || '''Cost''' || '''Availability''' ||align=left| '''Description''' ||align=left| '''Game Benefit'''
Line 30: Line 28:
===Cybereyes===
===Cybereyes===


{| border=2 cellspacing=0 cellpadding=5 align=center
By default, cybereyes look human at a glance, but are noticeably synthetic if examined.
 
{| class="wikitable"
|-align=center
|-align=center
|colspan=2 align=left| '''Type''' || '''Cost''' || '''Availability''' ||align=left| '''Description''' ||align=left| '''Game Benefit'''
|colspan=2 align=left| '''Type''' || '''Cost''' || '''Availability''' ||align=left| '''Description''' ||align=left| '''Game Benefit'''
Line 53: Line 53:
|-align=center
|-align=center
| ||align=left| Scoped Optics || 25,000¥ per pair || Restricted ||align=left| Adjustable zoom from telescopic to microscopic vision. Can attempt to capture a retinal pattern with very close eye contact. ||align=left| Gain "Microscopic and Telescopic Vision" skill.
| ||align=left| Scoped Optics || 25,000¥ per pair || Restricted ||align=left| Adjustable zoom from telescopic to microscopic vision. Can attempt to capture a retinal pattern with very close eye contact. ||align=left| Gain "Microscopic and Telescopic Vision" skill.
|-align=center
| ||align=left| Combat Computer || 45,000¥ || Restricted ||align=left| A combat co-processor provides visual combat assessments. ||align=left| You may use Assess as a Free Action once per combat.
|-align=center
|-align=center
| ||align=left| Retinal Display || 100,000¥ per pair|| Controlled ||align=left| The retinas function as displays and can be assigned a visible pattern, such as might be used to fool a retinal scanner. ||align=left| -
| ||align=left| Retinal Display || 100,000¥ per pair|| Controlled ||align=left| The retinas function as displays and can be assigned a visible pattern, such as might be used to fool a retinal scanner. ||align=left| -
Line 59: Line 61:
|colspan=6|
|colspan=6|
|-align=center
|-align=center
|align=left colspan=2| Custom Appearance || 2,500¥ per eye || Always ||align=left| By default, cybereyes look human at a glance, but are noticeably synthetic if examined. Custom appearances vary from completely natural-looking to obvious chrome, pupils like a cat or goat, user-controllable iris color, or just about anything else. ||align=left| -
|align=left colspan=2| Custom Appearance || 2,500¥ per eye || Always ||align=left| Custom appearances include obvious chrome, modified pupils like a cat or goat, user-controllable iris color, or just about anything else. ||align=left| -
|-align=center
|align=left colspan=2| Natural Look || 30,000¥ per pair || Restricted ||align=left| The eyes appear natural even on close examination. ||align=left| -
|}
|}


===Cyberears===
===Cyberears===


{| border=2 cellspacing=0 cellpadding=5 align=center ||align=left|  
While full-ear replacements are available, most elective cyberear installment is limited to the ear canal and internal structures, leaving the outer ear intact.
 
{| class="wikitable" ||align=left|  
|-align=center
|-align=center
|align=left colspan=2| '''Type''' || '''Cost''' || '''Availability''' ||align=left| '''Description''' ||align=left| '''Game Benefit'''
|align=left colspan=2| '''Type''' || '''Cost''' || '''Availability''' ||align=left| '''Description''' ||align=left| '''Game Benefit'''
Line 80: Line 86:
|-align=center
|-align=center
| ||align=left| Language Processor || 25,000¥ per pair || Restricted ||align=left| A language processing subsystem amplifies details in spoken words that might otherwise be missed. ||align=left| Gain Trick "I Heard That": Overhear a valuable piece of information.
| ||align=left| Language Processor || 25,000¥ per pair || Restricted ||align=left| A language processing subsystem amplifies details in spoken words that might otherwise be missed. ||align=left| Gain Trick "I Heard That": Overhear a valuable piece of information.
|-align=center
| ||align=left| Natural Look || 15,000¥ per pair || Restricted ||align=left| The ear canal and visible internal structures appear natural to in-depth examination. ||align=left| -
|-align=center
|-align=center
| ||align=left| Parabolic Microphones || 25,000¥ per pair || Restricted ||align=left| The ears can reshape into parabolic microphones, allowing the detection of sounds at extreme ranges while blocking out other noise. Solid objects block reception, as well as loud noises outside the line of eavesdropping. ||align=left| -
| ||align=left| Parabolic Microphones || 25,000¥ per pair || Restricted ||align=left| The ears can reshape into parabolic microphones, allowing the detection of sounds at extreme ranges while blocking out other noise. Solid objects block reception, as well as loud noises outside the line of eavesdropping. ||align=left| -
Line 90: Line 98:
===Cybernose===
===Cybernose===


{| border=2 cellspacing=0 cellpadding=5 align=center ||align=left|  
While full-nose replacements are available, most elective cybernose installations are within the nostrils, leaving the nose exterior intact.
 
{| class="wikitable" ||align=left|  
|-align=center
|-align=center
|align=left colspan=2| '''Type''' || '''Cost''' || '''Availability''' ||align=left| '''Description''' ||align=left| '''Game Benefit'''
|align=left colspan=2| '''Type''' || '''Cost''' || '''Availability''' ||align=left| '''Description''' ||align=left| '''Game Benefit'''
Line 106: Line 116:
|-align=center
|-align=center
| ||align=left| Improved Smell Receptors || 15,000¥ || Restricted ||align=left| An improved sense of smell. ||align=left| Gain a Bonus when rolling 5+ on smell-based checks.
| ||align=left| Improved Smell Receptors || 15,000¥ || Restricted ||align=left| An improved sense of smell. ||align=left| Gain a Bonus when rolling 5+ on smell-based checks.
|-align=center
| ||align=left| Natural Look || 15,000¥ || Restricted ||align=left| The nose appears natural even with in-depth examination. ||align=left| -
|}
|}


===Cybertongue===
===Cybertongue===


{| border=2 cellspacing=0 cellpadding=5 align=center ||align=left|  
While full-tongue replacements are available, most elective cybertongue installations replace a patch on the tip of the tongue, leaving the tongue looking natural on casual observation.
 
{| class="wikitable" ||align=left|  
|-align=center
|-align=center
|align=left colspan=2| '''Type''' || '''Cost''' || '''Availability''' ||align=left| '''Description''' ||align=left| '''Game Benefit'''
|align=left colspan=2| '''Type''' || '''Cost''' || '''Availability''' ||align=left| '''Description''' ||align=left| '''Game Benefit'''
Line 123: Line 137:
|align=left colspan=2| Augmentable Cybertongue || 10,000¥ || Restricted ||align=left| A high-end cyberware replacement that can be purchased with additional integrated features at additional cost. Peak human tasting ability with built-in taste recording and playback. ||align=left| -
|align=left colspan=2| Augmentable Cybertongue || 10,000¥ || Restricted ||align=left| A high-end cyberware replacement that can be purchased with additional integrated features at additional cost. Peak human tasting ability with built-in taste recording and playback. ||align=left| -
|-align=center
|-align=center
| ||align=left| Chemical Analysis Sensors || 25,000¥ || Restricted ||align=left| Perform chemical analysis of liquid and solid compounds. ||align=left| Gain "Tongue Chem Sensors" skill.
| ||align=left| Chemical Analysis Sensors || 25,000¥ || Restricted ||align=left| Perform biological and chemical analysis of liquid and solid compounds: chromatography, spectrometry, DNA analysis, etc. ||align=left| Gain "Tongue Chem Sensors" skill.
|-align=center
|-align=center
| ||align=left| Improved Taste Receptors || 15,000¥ || Restricted ||align=left| An improved sense of taste. ||align=left| Gain a Bonus when rolling 5+ on taste-based checks.
| ||align=left| Improved Taste Receptors || 15,000¥ || Restricted ||align=left| An improved sense of taste. ||align=left| Gain a Bonus when rolling 5+ on taste-based checks.
|-align=center
| ||align=left| Natural Look || 15,000¥ || Restricted ||align=left| The tongue appears natural even with in-depth examination. ||align=left| -
|}
|}


==Body Mods==
==Body Mods==


{| border=2 cellspacing=0 cellpadding=5 align=center
{| class="wikitable"
|-align=center
|-align=center
|align=left| '''Type''' || '''Cost''' || '''Availability''' ||align=left| '''Description''' ||align=left| '''Game Benefit'''
|align=left| '''Type''' || '''Cost''' || '''Availability''' ||align=left| '''Description''' ||align=left| '''Game Benefit'''
Line 149: Line 165:
==Bodyware==
==Bodyware==


{| border=2 cellspacing=0 cellpadding=5 align=center ||align=left|  
{| class="wikitable" ||align=left|  
|-align=center
|-align=center
|align=left colspan=2| '''Type''' || '''Cost''' || '''Availability''' ||align=left| '''Description''' ||align=left| '''Game Benefit'''
|align=left colspan=2| '''Type''' || '''Cost''' || '''Availability''' ||align=left| '''Description''' ||align=left| '''Game Benefit'''
|-align=center
|align=left colspan=2| Breaching Frame || 50,000¥ || Restricted ||align=left| You can ram through a non-reinforced interior wall as if it weren't there. ||align=left| Gain access to the Restricted Skill "Ramming Breach".
|-align=center
|-align=center
|align=left colspan=2| Health Monitor || 5,000¥ (M) || Always ||align=left| Sensors implanted throughout the body provide real-time feedback of health status. Gain extensive information about any injuries suffered or other bodily effects. ||align=left| -
|align=left colspan=2| Health Monitor || 5,000¥ (M) || Always ||align=left| Sensors implanted throughout the body provide real-time feedback of health status. Gain extensive information about any injuries suffered or other bodily effects. ||align=left| -
Line 162: Line 180:
==Cyberarms==
==Cyberarms==


{| border=2 cellspacing=0 cellpadding=5 align=center ||align=left|
{| class="wikitable"
|-align=center
|-align=center
|align=left colspan=2| '''Type''' || '''Cost''' || '''Availability''' ||align=left| '''Description''' ||align=left| '''Game Benefit'''
|align=left colspan=3| '''Type''' || '''Cost''' || '''Availability''' ||align=left| '''Description''' ||align=left| '''Game Benefit'''
|-
|-
|colspan=6|
| || ||colspan=5|
|-align=center
|-align=center
|align=left colspan=2| Replacement Cyberarm || 5,000¥ per arm || Always ||align=left| A good quality electronic replacement for a damaged or impaired arm. ||align=left| -
|align=left colspan=3| Replacement Cyberarm || 5,000¥ per arm || Always ||align=left| A good quality electronic replacement for a damaged or impaired arm. ||align=left|
 
|-
|-
|colspan=6|
| || ||colspan=5|
|-align=center
|align=left colspan=3| Augmentable Cyberarm || 20,000¥ per arm || Restricted ||align=left| A strong, untiring grip with inductive data reception and transmission and position sensors for virtual controls. Degree of replacement (partial hand, full hand, forearm, or whole arm; individual or both) may be specified so long as consistent with any additional augmentations selected. ||align=left|
|-align=center
| ||align=left colspan=2| Arm Compartment || 10,000¥ || Restricted ||align=left| A long, thin compartment hidden within the forearm or bicep. Very difficult to distinguish from an ordinary cyberarm without a medical-quality scan or major disassembly. ||align=left|
|-align=center
| ||align=left colspan=2| Climbing Claws || 5,000¥ per pair || Restricted ||align=left| Extrude tough, unsharpened claws. ||align=left| Gain Advantage to climbing rough surfaces.
|-align=center
| ||align=left colspan=2| Fine Senses || 20,000¥ || Restricted ||align=left| Read printed text by touch, feel the wear patterns on a security keypad, accurately measure temperature and weight, and perform similar detailed measurements of touched or held objects. ||align=left| Add a Help die when rolling relevant checks and gain a Bonus on a 5+.
|-align=center
|-align=center
|align=left colspan=2| Augmentable Cyberarm || 20,000¥ per arm || Restricted ||align=left| A strong, untiring grip with inductive data reception and transmission and position sensors for virtual controls. Degree of replacement (partial hand, full hand, forearm, or whole arm; individual or both) may be specified so long as consistent with any additional augmentations selected. ||align=left|  
| ||align=left colspan=2| Fingernail Compartment || 2,500¥ || Restricted ||align=left| A micro-compartment hidden beneath a fingernail, large enough for a data chip or other tiny item. Impossible to distinguish from an ordinary cyberarm without a medical-quality scan or major disassembly. ||align=left|
|-align=center
|-align=center
| ||align=left| Arm Compartment || 10,000¥ || Restricted ||align=left| A long, thin compartment hidden within the forearm or bicep. Very difficult to distinguish from an ordinary cyberarm without a medical-quality scan or major disassembly. ||align=left| -
| ||align=left colspan=2| Fingerprint Remapper || 75,000¥ || Controlled ||align=left| Randomize fingerprints or set them to a recorded pattern. ||align=left|
|-align=center
|-align=center
| ||align=left| Climbing Claws || 5,000¥ per pair || Restricted ||align=left| Extrude tough, unsharpened claws. ||align=left| Gain Advantage to climbing rough surfaces.
| ||align=left colspan=2| Fingertip or Palm Injector || 10,000¥ || Restricted ||align=left| A needle injector hidden within a fingertip or palm that can be loaded (two minutes) with a single use of any chemical, poison, toxin, or other appropriate compound. ||align=left|
|-align=center
|-align=center
| ||align=left| Fine Senses || 20,000¥ || Restricted ||align=left| Read printed text by touch, feel the wear patterns on a security keypad, accurately measure temperature and weight, and perform similar detailed measurements of touched or held objects. ||align=left| Gain a Bonus when rolling 5+ on touch-based checks.
| ||align=left colspan=2| Flex Hand || 25,000¥ per hand || Controlled ||align=left| Memory plastic is used for the structural elements of the replacement hand allowing extreme deformation, such as to escape restraints. ||align=left|
|-align=center
|-align=center
| ||align=left| Fingernail Compartment || 2,500¥ || Restricted ||align=left| A micro-compartment hidden beneath a fingernail, large enough for a data chip or other tiny item. Impossible to distinguish from an ordinary cyberarm without a medical-quality scan or major disassembly. ||align=left| -
| ||align=left colspan=2| Gyroscopic Stabilization || 20,000¥ || Restricted ||align=left| A counterweight levers out from the bicep to balance the hand and forearm against any penalties from an uneven surface or mount. ||align=left| Ignore Disadvantage for firing from a moving vehicle.
|-align=center
|-align=center
| ||align=left| Fingerprint Remapper || 75,000¥ || Controlled ||align=left| Randomize fingerprints or set them to a recorded pattern. ||align=left| -
| ||align=left colspan=2| Implanted Electrical Tools || 20,000¥ || Restricted ||align=left| Tools implanted in the fingers for fine-scale electrical work (e.g., cutting and stripping wires, soldering, testing voltage and current). ||align=left| Gain a Bonus when rolling 5+ on fine-scale electrical work.
|-align=center
|-align=center
| ||align=left| Fingertip or Palm Injector || 10,000¥ || Restricted ||align=left| A needle injector hidden within a fingertip or palm that can be loaded (two minutes) with a single use of any chemical, poison, toxin, or other appropriate compound. ||align=left| -
|colspan=2| ||align=left| Smart Tools || 20,000¥ || Restricted ||align=left| A VI subsystem can help control the tools, improving basic performance at the cost of exceptional results. ||align=left| Before the roll, you can decide to add a Help die at the cost of gaining a Bonus on a 5.
|-align=center
|-align=center
| ||align=left| Flex Hand || 25,000¥ || Controlled ||align=left| Memory plastic is used for the structural elements of the replacement hands – or to replace existing bones – allowing deformation of the hands, such as to escape restraints. ||align=left| -
| ||align=left colspan=2| Implanted Lockpicks || 20,000¥ || Controlled ||align=left| Tools implanted in the fingers for picking mechanical locks. The implanted lockpicks record the configuration of any successfully-picked lock, which can either be replayed to open the lock again without a roll, or exported to allow a key to be made. ||align=left| Gain a Bonus when rolling 5+ on picking mechanical locks.
|-align=center
|-align=center
| ||align=left| Gyroscopic Stabilization || 20,000¥ || Restricted ||align=left| A counterweight levers out from the bicep to balance the hand and forearm against any penalties from an uneven surface or mount. ||align=left| Ignore Disadvantage for firing from a moving vehicle.
|colspan=2| ||align=left| Smart Lockpicks || 20,000¥ || Controlled ||align=left| A VI subsystem can help control the lockpicking action, improving basic performance at the cost of exceptional results. ||align=left| Before the roll, you can decide to add a Help die at the cost of gaining a Bonus on a 5.
|-align=center
|-align=center
| ||align=left| Implanted Electrical Tools || 20,000¥ || Restricted ||align=left| Tools implanted in the fingers for fine-scale electrical work (e.g., cutting and stripping wires, soldering, testing voltage and current). ||align=left| Gain a Bonus when rolling 5+ on fine-scale electrical work.
| ||align=left colspan=2| Implanted Mechanical Tools || 20,000¥ || Restricted ||align=left| Tools implanted in the fingers for fine-scale mechanical work (e.g., fine screwdrivers, drills, pries, tweezers). ||align=left| Gain a Bonus when rolling 5+ on fine-scale mechanical work.
|-align=center
|-align=center
| ||align=left| Implanted Lockpicks || 20,000¥ || Controlled ||align=left| Tools implanted in the fingers for picking mechanical locks. The implanted lockpicks can record the configuration of any successfully picked lock, allowing the key to be duplicated. ||align=left| Gain a Bonus when rolling 5+ on picking mechanical locks.
|colspan=2| ||align=left| Smart Tools || 20,000¥ || Restricted ||align=left| A VI subsystem can help control the tools, improving basic performance at the cost of exceptional results. ||align=left| Before the roll, you can decide to add a Help die at the cost of gaining a Bonus on a 5.
|-align=center
|-align=center
| ||align=left| Implanted Mechanical Tools || 20,000¥ || Restricted ||align=left| Tools implanted in the fingers for fine-scale mechanical work (e.g., fine screwdrivers, drills, pries, tweezers). ||align=left| Gain a Bonus when rolling 5+ on fine-scale mechanical work.
| ||align=left colspan=2| Implanted Weapon || 20,000¥ || Controlled ||align=left| A weapon is implanted in the forearm. Specify at the time of selection. Popular options include collapsing swords, stun batons, monofilament whips, and pistol-caliber slugthrowers. Very difficult to distinguish from an ordinary cyberarm without a medical-quality scan or major disassembly and cannot be disarmed. The limited storage space is insufficient to justify being fully-armed. ||align=left|
|-align=center
|-align=center
| ||align=left| Implanted Weapon || 20,000¥ || Controlled ||align=left| A weapon is implanted in the forearm. Specify at the time of selection. Popular options include collapsing swords, stun batons, monofilament whips, and pistol-caliber slugthrowers. Very difficult to distinguish from an ordinary cyberarm without a medical-quality scan or major disassembly and cannot be disarmed. The limited storage space is insufficient to justify being fully-armed. ||align=left| -
| ||align=left colspan=2| Magnetic Grapples || 5,000¥ per pair || Restricted ||align=left| A powerful electromagnet is implanted in the palm. ||align=left| Gain Advantage to climbing or gripping ferromagnetic items or surfaces.
|-align=center
|-align=center
| ||align=left| Magnetic Grapples || 5,000¥ per pair || Restricted ||align=left| A powerful electromagnet is implanted in the palm. ||align=left| Gain Advantage to climbing or gripping ferromagnetic items or surfaces.
| ||align=left colspan=2| Natural Covering || 10,000¥ || Restricted ||align=left| The arm passes for natural on casual observation, though physical examination will reveal the rigid nature of plastic and metal as compared to flesh. If taken, any other augmentations cost 10% extra, which must be paid for existing augmentations if this augmentation is taken later in time. ||align=left|
|-align=center
|-align=center
| ||align=left| Natural Covering || 10,000¥ || Restricted ||align=left| The arm passes for natural on casual observation. ||align=left| -
|colspan=2| ||align=left| Natural Feel || 40,000¥ || Restricted ||align=left| The arm passes for natural even on a serious pat-down or other hands-on examination. If taken, any other augmentations need to plausibly fit within the artificial bones of the cyberarm and cost 50% extra, which must be paid for existing augmentations if this augmentation is taken later in time. Augmentation cost is in replacement of that for ''natural covering'', which is required. ||align=left|
|-align=center
|-align=center
| ||align=left| Optical Probe || 10,000¥ || Restricted ||align=left| A short-range extendable optical probe. Can view around corners, through cracks, etc. ||align=left| -
| ||align=left colspan=2| Optical Probe || 10,000¥ || Restricted ||align=left| A short-range extendable optical probe. Can view around corners, through cracks, etc. ||align=left|
|-align=center
|-align=center
| ||align=left| Prybar || 50,000¥ per pair || Restricted ||align=left| Levered arms connected through the torso allow the slow application of massive force. ||align=left| -
| ||align=left colspan=2| Prybar || 50,000¥ per pair || Restricted ||align=left| Levered arms connected through the torso allow the slow application of massive force. ||align=left|
|-align=center
|-align=center
| ||align=left| Telescoping || 20,000¥ || Restricted ||align=left| The cyberarm can extend by several feet, but is clumsy to use when this is done. ||align=left| -
| ||align=left colspan=2| Telescoping || 20,000¥ || Restricted ||align=left| The cyberarm can extend by several feet, but is clumsy to use when this is done. ||align=left|
|-align=center
|-align=center
| ||align=left| Weapon Mount || 20,000¥ || Controlled ||align=left| An external mount to which a weapon may be attached. ||align=left| Immune to Disarming.
| ||align=left colspan=2| Weapon Mount || 20,000¥ || Controlled ||align=left| An external mount to which a weapon may be attached. ||align=left| Immune to Disarming.
|}
|}


==Cyberlegs==
==Cyberlegs==


{| border=2 cellspacing=0 cellpadding=5 align=center ||align=left|  
{| class="wikitable" ||align=left|  
|-align=center
|-align=center
|align=left colspan=2| '''Type''' || '''Cost''' || '''Availability''' ||align=left| '''Description''' ||align=left| '''Game Benefit'''
|align=left colspan=3| '''Type''' || '''Cost''' || '''Availability''' ||align=left| '''Description''' ||align=left| '''Game Benefit'''
|-
|-
|colspan=6|
|colspan=7|
|-align=center
|-align=center
|align=left colspan=2| Replacement Cyberleg || 5,000¥ per leg || Always ||align=left| A good quality electronic replacement for a damaged or impaired leg. ||align=left| -
|align=left colspan=3| Replacement Cyberleg || 5,000¥ per leg || Always ||align=left| A good quality electronic replacement for a damaged or impaired leg. ||align=left| -


|-
|-
|colspan=6|
|colspan=7|
|-align=center
|align=left colspan=3| Cyberlegs || 20,000¥ per leg || Restricted ||align=left| The legs never fall asleep, the owner can sleep standing up (if both replaced), and the soles of the feet provide inductive data reception and transmission. Degree of replacement (partial foot, full foot, calf, or whole leg; individual or both) may be specified so long as consistent with any additional augmentations selected. ||align=left| -
|-align=center
|-align=center
|align=left colspan=2| Cyberlegs || 20,000¥ per leg || Restricted ||align=left| The legs never fall asleep, the owner can sleep standing up (if both replaced), and the soles of the feet provide inductive data reception and transmission. Degree of replacement (partial foot, full foot, calf, or whole leg; individual or both) may be specified so long as consistent with any additional augmentations selected. ||align=left| -
| ||align=left colspan=2| Climbing Spikes || 5,000¥ per pair || Restricted ||align=left| Make your own toeholds with retractable spikes on the tip of the feet. ||align=left| Ignore Disadvantage to climbing smooth surfaces.
|-align=center
|-align=center
| ||align=left| Climbing Spikes || 5,000¥ per pair || Restricted ||align=left| Make your own toeholds with retractable spikes on the tip of the feet. ||align=left| Ignore Disadvantage to climbing smooth surfaces.
| ||align=left colspan=2| Hidden Holster || 20,000¥ || Restricted ||align=left| A hidden compartment with an articulated grasper big enough to hold a pistol, collapsable melee weapon, or a grenade. Difficult to distinguish from an ordinary cyberleg without a medical-quality scan or major disassembly. The limited storage space is insufficient to justify being fully-armed. ||align=left| -
|-align=center
|-align=center
| ||align=left| Hidden Holster || 20,000¥ || Restricted ||align=left| A hidden compartment with an articulated grasper big enough to hold a pistol, collapsable melee weapon, or a grenade. Difficult to distinguish from an ordinary cyberleg without a medical-quality scan or major disassembly. The limited storage space is insufficient to justify being fully-armed. ||align=left| -
| ||align=left colspan=2| Launching Hydraulics || 75,000¥ per pair || Restricted ||align=left| Hydraulics in the legs can power jumps a dozen yards high and dozens of yards long. ||align=left| -
|-align=center
|-align=center
| ||align=left| Launching Hydraulics || 75,000¥ per pair || Restricted ||align=left| Hydraulics in the legs can power jumps a dozen yards high and dozens of yards long. ||align=left| -
| ||align=left colspan=2| Leg Compartment || 20,000¥ || Restricted ||align=left| A large compartment hidden within the thigh or calf. Very difficult to distinguish from an ordinary cyberleg without a medical-quality scan or major disassembly. ||align=left| -
|-align=center
|-align=center
| ||align=left| Leg Compartment || 20,000¥ || Restricted ||align=left| A large compartment hidden within the thigh or calf. Very difficult to distinguish from an ordinary cyberleg without a medical-quality scan or major disassembly. ||align=left| -
| ||align=left colspan=2| Legerator || 30,000¥ || Always ||align=left| A refrigerated, motion-stabilized compartment in the thigh, suitable for covertly carrying biological agents, or a couple bottles of beer. Difficult to distinguish from an ordinary cyberleg without a medical-quality scan or major disassembly. ||align=left| -
|-align=center
|-align=center
| ||align=left| Legerator || 30,000¥ || Always ||align=left| A refrigerated, motion-stabilized compartment in the thigh, suitable for covertly carrying biological agents, or a couple bottles of beer. Difficult to distinguish from an ordinary cyberleg without a medical-quality scan or major disassembly. ||align=left| -
| ||align=left colspan=2| Prybody || 50,000¥ per body || Restricted ||align=left| ''Requires cyberarm prybar.'' The whole body can prybar, including lifting massively heavy objects off the ground. ||align=left| -
|-align=center
|-align=center
| ||align=left| Prybody || 50,000¥ per body || Restricted ||align=left| ''Requires cyberarm prybar.'' The whole body can prybar, including lifting massively heavy objects off the ground. ||align=left| -
| ||align=left colspan=2| Natural Covering || 10,000¥ || Restricted ||align=left| The leg passes for natural on casual observation, though physical examination will reveal the rigid nature of plastic and metal as compared to flesh. If taken, any other modifications cost 10% extra, which must be paid for existing modifications if this modification is taken later in time. ||align=left| -
|-align=center
|-align=center
| ||align=left| Natural Covering || 10,000¥ || Restricted ||align=left| The leg passes for natural on casual observation. ||align=left| -
| || ||align=left| Natural Feel || 40,000¥ || Restricted ||align=left| The leg passes for natural even on a serious pat-down or other hands-on examination. If taken, any other modifications need to plausibly fit within the artificial bones of the cyberleg and cost 50% extra, which must be paid for existing modifications if this modification is taken later in time. Modification cost is in replacement of that for ''natural covering'', which is required. ||align=left| -
|-align=center
|-align=center
| ||align=left| Shock Reinforcement || 75,000¥ per pair || Restricted ||align=left| Reinforcement of the skeletal frame allow the survival of arbitrarily-long falls with a proper landing, with increasing difficulty for longer falls. ||align=left| -
| ||align=left colspan=2| Shock Reinforcement || 75,000¥ per pair || Restricted ||align=left| Reinforcement of the skeletal frame allow the survival of arbitrarily-long falls with a proper landing, with increasing difficulty for longer falls. ||align=left| -
|-align=center
|-align=center
| ||align=left| Tremorsense || 100,000¥ per pair || Restricted ||align=left| Sensors of the soles of the foot can detect anything moving that is in contact with the ground in the general vicinity. ||align=left| -
| ||align=left colspan=2| Tremorsense || 100,000¥ per pair || Restricted ||align=left| Sensors of the soles of the foot can detect anything moving that is in contact with the ground in the general vicinity. ||align=left| -
|}
|}


==Engineered Glands==
==Engineered Glands==


{| border=2 cellspacing=0 cellpadding=5 align=center
{| class="wikitable"
|-align=center
|-align=center
|align=left| '''Type''' || '''Cost''' || '''Availability''' ||align=left| '''Description''' ||align=left| '''Game Benefit'''
|align=left| '''Type''' || '''Cost''' || '''Availability''' ||align=left| '''Description''' ||align=left| '''Game Benefit'''
Line 263: Line 290:
==Headware==
==Headware==


{| border=2 cellspacing=0 cellpadding=5 align=center ||align=left|  
{| class="wikitable" ||align=left|  
|-align=center
|-align=center
|align=left colspan=2| '''Type''' || '''Cost''' || '''Availability''' ||align=left| '''Description''' ||align=left| '''Game Benefit'''
|align=left colspan=2| '''Type''' || '''Cost''' || '''Availability''' ||align=left| '''Description''' ||align=left| '''Game Benefit'''
|-align=center
|-align=center
|align=left colspan=2| Cortex Bomb || 500,000¥ || Controlled ||align=left| Just enough explosive power to guarantee painless suicide. Wired with a dead man's switch by megacorps to ensure the loyalty of key employees. ||align=left| -
|align=left colspan=2| Cortex Bomb || 5,000¥ || Controlled ||align=left| Just enough explosive power to guarantee painless suicide. Wired with a dead man's switch by megacorps to ensure the loyalty of key employees. ||align=left| -
|-align=center
|-align=center
|align=left colspan=2| Data Filter || 50,000¥ || Restricted ||align=left| Can be activated to prevent the formation of long-term memories. ||align=left| -
|align=left colspan=2| Data Filter || 50,000¥ || Restricted ||align=left| Can be activated to prevent the formation of long-term memories. ||align=left| -
|-align=center
|align=left colspan=2| Decker Implants || 100,000¥ || Restricted ||align=left| Connect to a deck and deck. ||align=left| -
|-align=center
|-align=center
|align=left colspan=2| Face Lifts || 100,000¥ || Controlled ||align=left| Buried inflatable sacks allowing broad readjustment of the face. They offer insufficient control to imitate a specific face, but they can be used to defeat face-recognition software. ||align=left| -
|align=left colspan=2| Face Lifts || 100,000¥ || Controlled ||align=left| Buried inflatable sacks allowing broad readjustment of the face. They offer insufficient control to imitate a specific face, but they can be used to defeat face-recognition software. ||align=left| -
Line 279: Line 304:
|align=left colspan=2| Personal Black Box || 50,000¥ || Restricted ||align=left| The skull is massively reinforced and armored, the brain is laced with a shock-absorbing web, and a hibernation suspension system is implanted at the back of the head. The brain will survive for several days after a normally fatal injury or accident, though the rest of the body may die. A configurable radio beacon can be set to alert a rescuer, such as DocWagon with a suitable contract. ||align=left| -
|align=left colspan=2| Personal Black Box || 50,000¥ || Restricted ||align=left| The skull is massively reinforced and armored, the brain is laced with a shock-absorbing web, and a hibernation suspension system is implanted at the back of the head. The brain will survive for several days after a normally fatal injury or accident, though the rest of the body may die. A configurable radio beacon can be set to alert a rescuer, such as DocWagon with a suitable contract. ||align=left| -
|-align=center
|-align=center
|align=left colspan=2| Rigger Implants || 100,000¥ || Restricted ||align=left| Control appropriately configured vehicles and drones through mental command. ||align=left| -
|align=left colspan=2| Rigger Implants || 25,000¥ || Restricted ||align=left| Control appropriately configured vehicles and drones through mental command. A rigger can directly wire themselves to a single vehicle or drone through their skull port. Multiple wired or wireless vehicles or drones can be connected to by linking the implant to an external vehicle control rig. ||align=left| Gain a Bonus when rolling 5+ on checks for driving or piloting a rigged vehicle.
|-align=center
| ||align=left| Rigger's Trick || 25,000¥ || Restricted ||align=left| An assisted piloting maneuver for a vehicle or drone. Can be taken multiple times to learn different tricks. These tricks only work with a rigged vehicle or drone. ||align=left| Gain a Trick related to performing a specified maneuver or action with a specific type of vehicle or drone.
|-align=center
|align=left colspan=2| <span id="Skilljack">Skilljack</span>|| 100,000¥ || Restricted ||align=left| Can slot knowsofts, which provide a simulacrum of expert knowledge in a particular area. Linquasofts can provide fluency in a particular language. Characters may make skill checks as a trained skill based on a slotted knowsoft.  ||align=left| -
|-align=center
|-align=center
|align=left colspan=2| Skilljack || 100,000¥ || Restricted ||align=left| Can slot knowsofts, which provide a simulacrum of expert knowledge in a particular area. Linquasofts can provide fluency in a particular language. Characters may make skill checks as a trained skill based on a slotted knowsoft. ||align=left| -
| ||align=left| Additional Chipslot || 20,000¥ || Restricted ||align=left| Augments an existing skilljack implant with additional sockets and neural bandwidth to allow the seating of an additional skilljack chip. Can be purchased multiple times up to a maximum of six simultaneous chips. ||align=left| -
|-align=center
|-align=center
|align=left colspan=2| Sleep Regulator || 50,000¥ || Restricted ||align=left| Stay awake up to a week without ill effect. ||align=left| -
|align=left colspan=2| Sleep Regulator || 50,000¥ || Restricted ||align=left| Stay awake up to a week without ill effect. ||align=left| -
Line 296: Line 325:
Requires a skilljack to be installed. Skilljack chips may be switched with a minute's effort, but only one skilljack chip may be installed at a time.
Requires a skilljack to be installed. Skilljack chips may be switched with a minute's effort, but only one skilljack chip may be installed at a time.


{| border=2 cellspacing=0 cellpadding=5 align=center
{| class="wikitable"
|-align=center
|-align=center
|align=left| '''Type''' || '''Cost''' || '''Availability''' ||align=left| '''Description'''
|align=left| '''Type''' || '''Cost''' || '''Availability''' ||align=left| '''Description'''
Line 304: Line 333:
|align=left| Linguasoft || 1,000¥ || Always ||align=left| Speak, read, write, and generally understand a particular language. People familiar with linguasofts may be able to detect when they are in use through recognizable patterns of intonation, word choice, accent, etc. Requires an empty skilljack to be slotted into.
|align=left| Linguasoft || 1,000¥ || Always ||align=left| Speak, read, write, and generally understand a particular language. People familiar with linguasofts may be able to detect when they are in use through recognizable patterns of intonation, word choice, accent, etc. Requires an empty skilljack to be slotted into.
|-align=center
|-align=center
|align=left| Yamatetsu Polyglot || 10,000¥ || Always ||align=left| A linguasoft providing basic facility with every major world language. You won't speak Tagalog or understand an engineering textbook written in French, but it'll be the exceedingly rare person you won't be able to engage with at a basic level in some language. Requires an empty skilljack to be slotted into.
|align=left| Yamatetsu Polyglot || 10,000¥ || Always ||align=left| A linguasoft providing basic facility with every major world language. You won't speak Tagalog or understand an engineering textbook written in French, but it'll be the exceedingly rare person you won't be able to engage with at a basic level in some language, though you'll likely have Disadvantage in any serious or sophisticated discussion. Requires an empty skilljack to be slotted into.
|}
 
==Implanted Devices==
 
{| class="wikitable"
|-align=center
|align=left| '''Type''' || '''Cost''' || '''Availability''' ||align=left| '''Description'''
|-align=center
|align=left| SINRFID || 50¥ || Always ||align=left| An implanted passive RFID tag, typically implanted in the wrist, that can exchange pre-encoded identification and verification information when pressed by the implantee.
|-align=center
|align=left| Programmable SINRFID || 500¥ || Controlled ||align=left| A SINRFID that can be modified and coded with multiple profiles.
|}
|}

Latest revision as of 13:09, 11 November 2024

The installation of a new piece of ware, whether cyber or bio, is a major surgery. As such, it requires downtime to heal. Adding a new piece of software requires one week of downtime. Upgrading an existing piece of cyberware is much easier. While it still requires a trained technician with specialized equipment, it does not cause an injury and therefore does not require any time to heal.

A few pieces of relatively unobtrusive cyberware are sufficiently common that their installation has been perfected, such that they require only a day to sufficiently heal. Their costs are marked with a (M) indicating this easier recovery.

Augmented Senses

Biosenses

Bioware is still a young industry, so the available sense replacement options are more limited. However, they can be cheaper, aren't picked up on security scans, and generally act more like natural human tissue (e.g., they heal if damaged).

Type Cost Availability Description Game Benefit
Bioears 30,000¥ Restricted Excellent hearing that captures quiet sounds and extends above and below the normal human range. Gain a Bonus when rolling 5+ on hearing-based checks.
Bioeyes 30,000¥ Restricted Improved vision catches fine details, quick motion, and other sights others can't see. Gain a Bonus when rolling 5+ on vision-based checks.
Bionose 20,000¥ Restricted An improved sense of smell. Gain a Bonus when rolling 5+ on smell-based checks.
Bioskin 20,000¥ Restricted An improved sense of touch. Cost listed is to replace the skin on the hands only. Gain a Bonus when rolling 5+ on touch-based checks.
Biotongue 20,000¥ Restricted An improved sense of taste. Gain a Bonus when rolling 5+ on taste-based checks.
Cat's Eyes 20,000¥ Restricted 20/10 vision that works well – and reflects back light – in low light, similar to a cat or elf's eyes. These come in a variety of cosmetic options. Ignore Disadvantage for low-light, but not pitch-black, conditions.

Cybereyes

By default, cybereyes look human at a glance, but are noticeably synthetic if examined.

Type Cost Availability Description Game Benefit
Replacement Cybereye 10,000¥ per eye Always 20/10 vision and that's it. A good quality electronic replacement for a damaged or impaired eye. -
Augmentable Cybereyes 25,000¥ per pair Restricted A high-end cyberware replacement that can be augmented with additional integrated features at additional cost. Includes 20/10 vision with built-in image capture and display. -
Vision Database 25,000¥ per pair Restricted Long-term storage of captured visual information, with a VI agent providing search assistance. Gain Trick "Visual Recall": Retrieve a visual memory relevant to your current situation or goal.
Enhanced Vision 25,000¥ Restricted Enhanced vision catches fine details, quick motion, and other sights others can't see. Gain a Bonus when rolling 5+ on vision-based checks.
Image Processor 25,000¥ per pair Restricted An image processing subsystem highlights details that might otherwise be missed. Gain Trick "I Saw That": Spot an interesting hidden or subtle detail.
Low-Light Sensors 25,000¥ per pair Restricted Light amplification and thermographic imaging. Avoids Disadvantage for seeing in all but pitch-black conditions.
Scoped Optics 25,000¥ per pair Restricted Adjustable zoom from telescopic to microscopic vision. Can attempt to capture a retinal pattern with very close eye contact. Gain "Microscopic and Telescopic Vision" skill.
Combat Computer 45,000¥ Restricted A combat co-processor provides visual combat assessments. You may use Assess as a Free Action once per combat.
Retinal Display 100,000¥ per pair Controlled The retinas function as displays and can be assigned a visible pattern, such as might be used to fool a retinal scanner. -
Custom Appearance 2,500¥ per eye Always Custom appearances include obvious chrome, modified pupils like a cat or goat, user-controllable iris color, or just about anything else. -
Natural Look 30,000¥ per pair Restricted The eyes appear natural even on close examination. -

Cyberears

While full-ear replacements are available, most elective cyberear installment is limited to the ear canal and internal structures, leaving the outer ear intact.

Type Cost Availability Description Game Benefit
Replacement Cyberear 2,500¥ per ear Always Good hearing and that's it. A good quality electronic replacement for a damaged or impaired ear.
Augmentable Cyberears 20,000¥ per pair Restricted A high-end cyberware replacement that can be purchased with additional integrated features at additional cost. Peak human hearing ability with built-in audio recording and playback. Gain Trick "Perfect Recall": Recall something relevant you once heard.
Enhanced Hearing 25,000¥ Restricted Excellent hearing that captures quiet sounds and extends above and below the normal human range. Gain a Bonus when rolling 5+ on hearing-based checks.
Language Processor 25,000¥ per pair Restricted A language processing subsystem amplifies details in spoken words that might otherwise be missed. Gain Trick "I Heard That": Overhear a valuable piece of information.
Natural Look 15,000¥ per pair Restricted The ear canal and visible internal structures appear natural to in-depth examination. -
Parabolic Microphones 25,000¥ per pair Restricted The ears can reshape into parabolic microphones, allowing the detection of sounds at extreme ranges while blocking out other noise. Solid objects block reception, as well as loud noises outside the line of eavesdropping. -
Ultrasonic Microphones 2,500¥ per pair Restricted You can hear ultrasonic frequencies, such as those made by ultrasonic motion sensor systems and ultrasonic sight. -
Ultrasonic Vision 22,500¥ per pair Restricted An ultrasonic generator and echolocation processing subsystem allow close-range ultrasonic vision. Requires ultrasonic microphones. Can see with Disadvantage, regardless of darkness, smoke, physical invisibility, etc., within 10 meters.

Cybernose

While full-nose replacements are available, most elective cybernose installations are within the nostrils, leaving the nose exterior intact.

Type Cost Availability Description Game Benefit
Replacement Nose 5,000¥ Always A decent sense of small. A good quality electronic replacement for a damaged or impaired nose. -
Augmentable Cybernose 10,000¥ Restricted A high-end cyberware replacement that can be purchased with additional integrated features at additional cost. Peak human smelling ability with built-in smell recording and playback. -
Chemical Analysis Sensors 25,000¥ Restricted Perform chemical analysis of gaseous compounds that humans wouldn't normally be able to smell or distinguish. Gain "Nose Chem Sensors" skill.
Improved Smell Receptors 15,000¥ Restricted An improved sense of smell. Gain a Bonus when rolling 5+ on smell-based checks.
Natural Look 15,000¥ Restricted The nose appears natural even with in-depth examination. -

Cybertongue

While full-tongue replacements are available, most elective cybertongue installations replace a patch on the tip of the tongue, leaving the tongue looking natural on casual observation.

Type Cost Availability Description Game Benefit
Replacement Tongue 5,000¥ Always A decent sense of taste. A good quality electronic replacement for a damaged or impaired tongue. -
Augmentable Cybertongue 10,000¥ Restricted A high-end cyberware replacement that can be purchased with additional integrated features at additional cost. Peak human tasting ability with built-in taste recording and playback. -
Chemical Analysis Sensors 25,000¥ Restricted Perform biological and chemical analysis of liquid and solid compounds: chromatography, spectrometry, DNA analysis, etc. Gain "Tongue Chem Sensors" skill.
Improved Taste Receptors 15,000¥ Restricted An improved sense of taste. Gain a Bonus when rolling 5+ on taste-based checks.
Natural Look 15,000¥ Restricted The tongue appears natural even with in-depth examination. -

Body Mods

Type Cost Availability Description Game Benefit
Biogills 20,000¥ Restricted Allows breathing in fresh and salt water. -
Clean Metabolism 75,000¥ Restricted Alters the exocrine glands, liver, and pancreas, and installs tailored bacteria to the intestines. Most of the more embarrassing and unpleasant effects of the digestive system are eliminated. Users rarely develop body odor, belch, or pass gas. Even the person's sweat and bodily waste are sanitized. Popular among high-society players. -
Dietware 60,000¥ (M) Restricted Controls the absorption of calories to allow for weight loss or maintenance without dieting. -
Digestive Expansion 100,000¥ Restricted A modified gastro-intestinal tract allows for the productive consumption of almost anything organic, though low-quality food sources (e.g., grass and leaves) may require massive consumption and long periods of low-activity. -
Enhanced Immune System 100,000¥ Restricted Augmented white blood cells can fight off any known mundane disease. Five to ten years of updates can be expected. -
Hair Growth 10,000¥ (M) Always Grow hair or fur of any color or type anywhere on the body. -

Bodyware

Type Cost Availability Description Game Benefit
Breaching Frame 50,000¥ Restricted You can ram through a non-reinforced interior wall as if it weren't there. Gain access to the Restricted Skill "Ramming Breach".
Health Monitor 5,000¥ (M) Always Sensors implanted throughout the body provide real-time feedback of health status. Gain extensive information about any injuries suffered or other bodily effects. -
Motion Remapper 100,000¥ Controlled Micro-controllers implanted throughout the body subtly change one's movement profile to prevent gait or other motion analysis or to match a recorded pattern. -
Oxygen Reserve Tank 25,000¥ Restricted An implanted tank of air supplies sufficient oxygen for a few hours. Refills through breathing over the course of a day, with an optional external rapid-refill port. -

Cyberarms

Type Cost Availability Description Game Benefit
Replacement Cyberarm 5,000¥ per arm Always A good quality electronic replacement for a damaged or impaired arm.
Augmentable Cyberarm 20,000¥ per arm Restricted A strong, untiring grip with inductive data reception and transmission and position sensors for virtual controls. Degree of replacement (partial hand, full hand, forearm, or whole arm; individual or both) may be specified so long as consistent with any additional augmentations selected.
Arm Compartment 10,000¥ Restricted A long, thin compartment hidden within the forearm or bicep. Very difficult to distinguish from an ordinary cyberarm without a medical-quality scan or major disassembly.
Climbing Claws 5,000¥ per pair Restricted Extrude tough, unsharpened claws. Gain Advantage to climbing rough surfaces.
Fine Senses 20,000¥ Restricted Read printed text by touch, feel the wear patterns on a security keypad, accurately measure temperature and weight, and perform similar detailed measurements of touched or held objects. Add a Help die when rolling relevant checks and gain a Bonus on a 5+.
Fingernail Compartment 2,500¥ Restricted A micro-compartment hidden beneath a fingernail, large enough for a data chip or other tiny item. Impossible to distinguish from an ordinary cyberarm without a medical-quality scan or major disassembly.
Fingerprint Remapper 75,000¥ Controlled Randomize fingerprints or set them to a recorded pattern.
Fingertip or Palm Injector 10,000¥ Restricted A needle injector hidden within a fingertip or palm that can be loaded (two minutes) with a single use of any chemical, poison, toxin, or other appropriate compound.
Flex Hand 25,000¥ per hand Controlled Memory plastic is used for the structural elements of the replacement hand allowing extreme deformation, such as to escape restraints.
Gyroscopic Stabilization 20,000¥ Restricted A counterweight levers out from the bicep to balance the hand and forearm against any penalties from an uneven surface or mount. Ignore Disadvantage for firing from a moving vehicle.
Implanted Electrical Tools 20,000¥ Restricted Tools implanted in the fingers for fine-scale electrical work (e.g., cutting and stripping wires, soldering, testing voltage and current). Gain a Bonus when rolling 5+ on fine-scale electrical work.
Smart Tools 20,000¥ Restricted A VI subsystem can help control the tools, improving basic performance at the cost of exceptional results. Before the roll, you can decide to add a Help die at the cost of gaining a Bonus on a 5.
Implanted Lockpicks 20,000¥ Controlled Tools implanted in the fingers for picking mechanical locks. The implanted lockpicks record the configuration of any successfully-picked lock, which can either be replayed to open the lock again without a roll, or exported to allow a key to be made. Gain a Bonus when rolling 5+ on picking mechanical locks.
Smart Lockpicks 20,000¥ Controlled A VI subsystem can help control the lockpicking action, improving basic performance at the cost of exceptional results. Before the roll, you can decide to add a Help die at the cost of gaining a Bonus on a 5.
Implanted Mechanical Tools 20,000¥ Restricted Tools implanted in the fingers for fine-scale mechanical work (e.g., fine screwdrivers, drills, pries, tweezers). Gain a Bonus when rolling 5+ on fine-scale mechanical work.
Smart Tools 20,000¥ Restricted A VI subsystem can help control the tools, improving basic performance at the cost of exceptional results. Before the roll, you can decide to add a Help die at the cost of gaining a Bonus on a 5.
Implanted Weapon 20,000¥ Controlled A weapon is implanted in the forearm. Specify at the time of selection. Popular options include collapsing swords, stun batons, monofilament whips, and pistol-caliber slugthrowers. Very difficult to distinguish from an ordinary cyberarm without a medical-quality scan or major disassembly and cannot be disarmed. The limited storage space is insufficient to justify being fully-armed.
Magnetic Grapples 5,000¥ per pair Restricted A powerful electromagnet is implanted in the palm. Gain Advantage to climbing or gripping ferromagnetic items or surfaces.
Natural Covering 10,000¥ Restricted The arm passes for natural on casual observation, though physical examination will reveal the rigid nature of plastic and metal as compared to flesh. If taken, any other augmentations cost 10% extra, which must be paid for existing augmentations if this augmentation is taken later in time.
Natural Feel 40,000¥ Restricted The arm passes for natural even on a serious pat-down or other hands-on examination. If taken, any other augmentations need to plausibly fit within the artificial bones of the cyberarm and cost 50% extra, which must be paid for existing augmentations if this augmentation is taken later in time. Augmentation cost is in replacement of that for natural covering, which is required.
Optical Probe 10,000¥ Restricted A short-range extendable optical probe. Can view around corners, through cracks, etc.
Prybar 50,000¥ per pair Restricted Levered arms connected through the torso allow the slow application of massive force.
Telescoping 20,000¥ Restricted The cyberarm can extend by several feet, but is clumsy to use when this is done.
Weapon Mount 20,000¥ Controlled An external mount to which a weapon may be attached. Immune to Disarming.

Cyberlegs

Type Cost Availability Description Game Benefit
Replacement Cyberleg 5,000¥ per leg Always A good quality electronic replacement for a damaged or impaired leg. -
Cyberlegs 20,000¥ per leg Restricted The legs never fall asleep, the owner can sleep standing up (if both replaced), and the soles of the feet provide inductive data reception and transmission. Degree of replacement (partial foot, full foot, calf, or whole leg; individual or both) may be specified so long as consistent with any additional augmentations selected. -
Climbing Spikes 5,000¥ per pair Restricted Make your own toeholds with retractable spikes on the tip of the feet. Ignore Disadvantage to climbing smooth surfaces.
Hidden Holster 20,000¥ Restricted A hidden compartment with an articulated grasper big enough to hold a pistol, collapsable melee weapon, or a grenade. Difficult to distinguish from an ordinary cyberleg without a medical-quality scan or major disassembly. The limited storage space is insufficient to justify being fully-armed. -
Launching Hydraulics 75,000¥ per pair Restricted Hydraulics in the legs can power jumps a dozen yards high and dozens of yards long. -
Leg Compartment 20,000¥ Restricted A large compartment hidden within the thigh or calf. Very difficult to distinguish from an ordinary cyberleg without a medical-quality scan or major disassembly. -
Legerator 30,000¥ Always A refrigerated, motion-stabilized compartment in the thigh, suitable for covertly carrying biological agents, or a couple bottles of beer. Difficult to distinguish from an ordinary cyberleg without a medical-quality scan or major disassembly. -
Prybody 50,000¥ per body Restricted Requires cyberarm prybar. The whole body can prybar, including lifting massively heavy objects off the ground. -
Natural Covering 10,000¥ Restricted The leg passes for natural on casual observation, though physical examination will reveal the rigid nature of plastic and metal as compared to flesh. If taken, any other modifications cost 10% extra, which must be paid for existing modifications if this modification is taken later in time. -
Natural Feel 40,000¥ Restricted The leg passes for natural even on a serious pat-down or other hands-on examination. If taken, any other modifications need to plausibly fit within the artificial bones of the cyberleg and cost 50% extra, which must be paid for existing modifications if this modification is taken later in time. Modification cost is in replacement of that for natural covering, which is required. -
Shock Reinforcement 75,000¥ per pair Restricted Reinforcement of the skeletal frame allow the survival of arbitrarily-long falls with a proper landing, with increasing difficulty for longer falls. -
Tremorsense 100,000¥ per pair Restricted Sensors of the soles of the foot can detect anything moving that is in contact with the ground in the general vicinity. -

Engineered Glands

Type Cost Availability Description Game Benefit
Engineered Scent 5,000¥ (M) Restricted The exocrine sweat glands are modified to produce a desired body smell, with many collaborations between bioware providers and perfume brands. -
Oral Secretion Sacks 10,000¥ Controlled Select one (multiple if taken multiple times) compound to slowly generate for oral excretion on command, to which you are immune: a narcoleptic, a neurotoxin, an intoxicant, a hallucinogen, or other as appropriate. -
Scent Glands 50,000¥ Restricted Can be used to release pheromones tailored to the manipulation of a particular group of non-metahuman animals, selected at the time they are implanted (e.g., mammals, birds, reptiles, insects). May be selected multiple times for different groups. Gain Advantage to attempts to manipulate the target group's basic instincts: fear, anger, lust, etc.
Tailored Pheromones 50,000¥ Controlled Can be used to release pheromones tailored to the manipulation of metahumans. Gain Advantage to attempts to drive metahumans by their basic instincts: fear, anger, lust, etc.

Headware

Type Cost Availability Description Game Benefit
Cortex Bomb 5,000¥ Controlled Just enough explosive power to guarantee painless suicide. Wired with a dead man's switch by megacorps to ensure the loyalty of key employees. -
Data Filter 50,000¥ Restricted Can be activated to prevent the formation of long-term memories. -
Face Lifts 100,000¥ Controlled Buried inflatable sacks allowing broad readjustment of the face. They offer insufficient control to imitate a specific face, but they can be used to defeat face-recognition software. -
Invoked Memory Stimulator 50,000¥ Restricted The IMS retrieves memories with such immediacy that they seem to be happening all over again. When you succeed at a roll to identify an object or its origin by touch, smell, or taste, gain an Action Point.
Personal Black Box 50,000¥ Restricted The skull is massively reinforced and armored, the brain is laced with a shock-absorbing web, and a hibernation suspension system is implanted at the back of the head. The brain will survive for several days after a normally fatal injury or accident, though the rest of the body may die. A configurable radio beacon can be set to alert a rescuer, such as DocWagon with a suitable contract. -
Rigger Implants 25,000¥ Restricted Control appropriately configured vehicles and drones through mental command. A rigger can directly wire themselves to a single vehicle or drone through their skull port. Multiple wired or wireless vehicles or drones can be connected to by linking the implant to an external vehicle control rig. Gain a Bonus when rolling 5+ on checks for driving or piloting a rigged vehicle.
Rigger's Trick 25,000¥ Restricted An assisted piloting maneuver for a vehicle or drone. Can be taken multiple times to learn different tricks. These tricks only work with a rigged vehicle or drone. Gain a Trick related to performing a specified maneuver or action with a specific type of vehicle or drone.
Skilljack 100,000¥ Restricted Can slot knowsofts, which provide a simulacrum of expert knowledge in a particular area. Linquasofts can provide fluency in a particular language. Characters may make skill checks as a trained skill based on a slotted knowsoft. -
Additional Chipslot 20,000¥ Restricted Augments an existing skilljack implant with additional sockets and neural bandwidth to allow the seating of an additional skilljack chip. Can be purchased multiple times up to a maximum of six simultaneous chips. -
Sleep Regulator 50,000¥ Restricted Stay awake up to a week without ill effect. -
Voice Mask 1,000¥ Controlled Noticeably distorts the pitch and timbre of the user's voice so as to make it unrecognizable.
Voice Remodulator 100,000¥ Controlled Dynamically codeable voice remodulation. Modifies tone and pitch, but not pronunciation, word choice, or other verbal elements of impersonation. -
Wireless Link 10,000¥ (M) Always An embedded smartphone. -

Skilljack Chips

Requires a skilljack to be installed. Skilljack chips may be switched with a minute's effort, but only one skilljack chip may be installed at a time.

Type Cost Availability Description
Knowsoft 1,000¥ Always Provides expert knowledge in a particular area as a trained skill. Knowsofts cannot be used to gain active skills, but instead provide highly-specific expertise in a well-defined area: "Bookkeeping Procedures for General Partnerships," "Veterinary Pathology for Bovines," "Feng Shui for Mixed-Use Highrises." Requires an empty skilljack to be slotted into.
Linguasoft 1,000¥ Always Speak, read, write, and generally understand a particular language. People familiar with linguasofts may be able to detect when they are in use through recognizable patterns of intonation, word choice, accent, etc. Requires an empty skilljack to be slotted into.
Yamatetsu Polyglot 10,000¥ Always A linguasoft providing basic facility with every major world language. You won't speak Tagalog or understand an engineering textbook written in French, but it'll be the exceedingly rare person you won't be able to engage with at a basic level in some language, though you'll likely have Disadvantage in any serious or sophisticated discussion. Requires an empty skilljack to be slotted into.

Implanted Devices

Type Cost Availability Description
SINRFID 50¥ Always An implanted passive RFID tag, typically implanted in the wrist, that can exchange pre-encoded identification and verification information when pressed by the implantee.
Programmable SINRFID 500¥ Controlled A SINRFID that can be modified and coded with multiple profiles.