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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 extends above and below the normal human range. | Gain Trick "Enhanced Hearing": | |
Bioeyes | 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
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. | - | |
Vision Database | 20,000¥ 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. | |
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 an interesting hidden or subtle detail. | |
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 | 75,000¥ 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 | 50,000¥ 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. | |
Language Processor | 20,000¥ per pair | Restricted | An audio processing subsystem amplifies details in spoken words that might otherwise be missed. | Gain Trick "I Heard That": spend an Action Point to overhear a valuable piece of information. | |
Parabolic Microphones | 20,000¥ 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 | 1,000¥ per pair | Restricted | You can hear ultrasonic frequencies, such as those made by ultrasonic motion sensor systems and ultrasonic sight. | - | |
Ultrasonic Vision | 19,000¥ 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, etc., within 10 meters. |
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. | - |
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¥ | 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¥ | Always | Grow hair or fur of any color or type anywhere on the body. | - |
Engineered Glands
Type | Cost | Availability | Description | Game Benefit | |
Engineered Scent | 5,000¥ | 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. |
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. | - |