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Augmented Senses
Cybereyes
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 | 100,000¥ 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. | - | |
Image Processor | 20,000¥ per pair | Restricted | An image processing subsystem highlights details that might otherwise be missed. | Gain Trick "I Saw That": spend an Action Point to spot a valuable piece of information. | |
Low-Light Sensors | 20,000¥ per pair | Restricted | Light amplification and thermographic imaging. | Avoids Disadvantage for seeing in all but pitch-black conditions. | |
Scoped Optics | 20,000¥ 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. | |
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 | 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. | - |
Cyberears
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 | 40,000¥ 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. | - | |
Audio Processor | 20,000¥ per pair | Restricted | An audio processing subsystem amplifies details that might otherwise be missed. | Gain Trick "I Heard That": spend an Action Point to hear a valuable piece of information. | |
Enhanced Microphones | 20,000¥ per pair | Restricted | The ear contains enhanced 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. | - |
Cybernose
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. | - | |
Cybernose | 30,000¥ | Restricted | Perform chemical analysis of gaseous compounds. | Gain "Nose Chem Sensors" skill. |
Cybertongue
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. | - | |
Cybertongue | 30,000¥ | Restricted | Perform chemical analysis of liquid and solid compounds. | Gain "Tongue Chem Sensors" skill. |
Headware
Type | Cost | Availability | Description | Game Benefit | |
Cortex Bomb | 500,000¥ | 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. | - | |
Decker Implants | 100,000¥ | Restricted | Connect to a deck and deck. | - | |
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. | - | |
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 | 100,000¥ | Restricted | Control appropriately configured vehicles and drones through mental command. | - | |
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. | - | |
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¥ | Always | An embedded smartphone. | - |
Bodyware
Type | Cost | Availability | Description | Game Benefit | |
Health Monitor | 5,000¥ | 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 | 75,000¥ 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 | 10,000¥ | 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. | - | |
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 | 50,000¥ | Controlled | Randomize fingerprints or set them to a recorded pattern. | - | |
Fingertip or Palm Injector | 10,000¥ | Restricted | A needle injector hidden within the fingertip or palm that can be loaded (two minutes) with any chemical, poison, toxin, or other appropriate compound. | - | |
Flex Hand | 10,000¥ | Controlled | 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. | - | |
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 Advantage on fine-scale electrical work. | |
Implanted Lockpicks | 20,000¥ | Controlled | Tools implanted in the fingers for picking mechanical locks. | Gain Advantage to picking locks. | |
Implanted Mechanical Tools | 20,000¥ | Restricted | Tools implanted in the fingers for fine-scale mechanical work (e.g., fine screwdrivers, drills, pries, tweezers). | Gain Advantage on fine-scale mechanical work. | |
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. | - | |
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. | - | |
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. | - |
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 | 75,000¥ 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. | - | |
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. | - | |
Launching Hydraulics | 50,000¥ 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 | 10,000¥ | 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. | - | |
Shock Reinforcement | 50,000¥ 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. | - |