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. Can be taken multiple times to learn different tricks. |
Gain a Trick related to performing a specified maneuver with a specific type of vehicle.
|
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.
|