Difference between revisions of "Equipment"

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==Wearable Gear==
==Surveillance Gear==


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|colspan=2 align=left| Optics || || ||align=left| Available as goggles, helmet visors, and combat mask eye inserts. ||align=left|
|colspan=2 align=left| Binoculars || 100¥ || Always ||align=left| Adjustable zoom up to 50x. Available in both pocket-sized electronic imagers and larger optical devices for magic users. ||align=left| -
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| ||align=left| + Electronic Magnification || +1,000¥ || Always ||align=left| Adjustable zoom up to 50x. ||align=left| Justifies detailed long-range observation.
|colspan=2  align=left| Field Optics || 2000¥ || Always ||align=left| A handheld unit that can function as either a personal imager or a field camera. The optics include an adjustable zoom up to 100x and both light amplification and thermographic modes. Includes a basic microphone, viewfinder, and both wired and wireless rigger access. ||align=left| Avoids Disadvantage for recording in all but pitch-black conditions.
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| ||align=left| + Optical Magnification || +1,500¥ || Always ||align=left| Adjustable zoom up to 10x. Cannot be combined with other optics. Optical magnification doesn't impede spellcasting. ||align=left| Justifies detailed long-range observation and long-range spell targeting.
| ||align=left| Laser Microphone || 1,500¥ || Restricted ||align=left| An optional attachment for the field camera. A laser beam is bounced off a rigid object, like a windowpane, to capture nearby sounds. ||align=left| -
|-align=center
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| ||align=left| + Low-Light || +2,000¥ || Always ||align=left| Can be switched to a light-amplification imaging mode. Electronic imagers only. ||align=left| Removes Disadvantage for use in low-light conditions.
| ||align=left| Shotgun Microphone || 1,000¥ || Always ||align=left| An optional attachment for the field camera. A dish-shaped directional microphone on a pistol grip, 30 x 8 cm. Solid objects block reception, as well as loud noises outside the line of eavesdropping. ||align=left| -
|-align=center
| ||align=left| + Thermographic || +2,500¥ || Always ||align=left| Can be switched to a thermographic imaging mode. Electronic imagers only. ||align=left| Allows viewing with Disadvantage when it would normally be impossible due to darkness.
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|colspan=2 align=left| Audio || || ||align=left| Available as headphones or built into helmets or combat masks. ||align=left|
|colspan=2 align=left| Micro-recorder || 2,500¥ || Always ||align=left| Can record nearby image, sound, and limited trid for up to a week in a device the size of a quarter. ||align=left| -
|}
|}


==Surveillance Gear==
==Wearable Gear==


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|colspan=2 align=left| Binoculars || 100¥ || Always ||align=left| Adjustable zoom up to 50x. Available in both pocket-sized electronic imagers and larger optical devices for magic users. ||align=left| Justifies detailed long-range observation.
|colspan=2 align=left| Combat Mask || - || ||align=left| Protects the face. Assumed for PCs, assumed in Tactical Combat. ||align=left| -
|-
|-align=center
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| ||align=left| Optics || 5,000¥ || Always ||align=left| Adjustable zoom for telescopic vision. ||align=left| Gain "Telescopic Vision" skill.
|-align=center
|-align=center
|colspan=2  align=left| Field Optics || 2000¥ || Always ||align=left| A handheld unit that can function as either a personal imager or a field camera. The optics include an adjustable zoom up to 100x and both light amplification and thermographic modes. Includes a basic microphone, viewfinder, and both wired and wireless rigger access. ||align=left| Justifies detailed long-range observation and recording. No Disadvantage for low-light conditions. Thermographics allow viewing with Disadvantage when it would normally be impossible due to darkness.
| ||align=left| Electronic Sensors || 5,000¥ || Always ||align=left| Light amplification and thermographic imaging. Cannot be used for spellcasting. ||align=left| Avoids Disadvantage for seeing in all but pitch-black conditions.
|-align=center
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| ||align=left| Laser Microphone || 1,500¥ || Restricted ||align=left| An optional attachment for the field camera. A laser beam is bounced off a rigid object, like a windowpane, to capture nearby sounds. ||align=left| Justifies capturing low-quality audio (tasks may have Disadvantage) at a distance, given appropriate circumstances.
| ||align=left| Flare Compensators || 5,000¥ || Always ||align=left| Suppresses sudden flashes of light. ||align=left| Immune to Flash effects.
|-align=center
|-align=center
| ||align=left| Shotgun Microphone || 1,000¥ || Always ||align=left| An optional attachment for the field camera. A dish-shaped directional microphone on a pistol grip, 30 x 8 cm. Solid objects block reception, as well as loud noises outside the line of eavesdropping. ||align=left| Justifies capturing low-quality audio (tasks may have Disadvantage) at a distance, given appropriate circumstances.
| ||align=left| Sound Dampers || 5,000¥ || Always ||align=left| Suppresses sudden bursts of sound. ||align=left| Immune to Sonic attacks.
|-
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|-align=center
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|colspan=2 align=left| Micro-recorder || 2,500¥ || Always ||align=left| Can record nearby image, sound, and limited trid for up to a week in a device the size of a quarter. ||align=left| Justifies secret recording.
|align=left colspan=2| Voice Mask || 100¥ || Controlled ||align=left| Distorts the pitch and timbre of the user's voice so as to make it unrecognizable.||align=left| -
|}
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|colspan=2 align=left| Replacement Eye || 5,000¥ || Always ||align=left| 20/10 vision and that's it. A good quality electronic replacement for a damaged or impaired eye. ||align=left| Justifies vision.
|colspan=2 align=left| Replacement Eye || 5,000¥ || Always ||align=left| 20/10 vision and that's it. A good quality electronic replacement for a damaged or impaired eye. ||align=left| -


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|colspan=2 align=left| Cybereye || 14,000¥ || Always ||align=left| 20/10 vision with built-in image capture and display. A high-end cyberware replacement that can be purchased with additional integrated features at additional cost. ||align=left| Justifies vision and recording.
|colspan=2 align=left| Cybereyes || 100,000¥ || Always ||align=left| A high-end cyberware replacement that can be purchased with additional integrated features at additional cost. 20/10 vision with built-in image capture and display. Priced and sold as a pair. ||align=left| Immune to Flash effects.
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| ||align=left| Cosmetic Modification || 1,000¥ || Always ||align=left| The color of the iris may be changed on demand for cosmetic purposes. ||align=left| -
| ||align=left| Enhanced Image Processing || 20,000¥ || Always ||align=left| Image processing software captures details that might otherwise be missed. ||align=left| Gain Trick "I Saw That": spend an Action Point to pass a vision-related check.
|-align=center
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| ||align=left| Eye Dart || 4,200¥ || Controlled ||align=left| A single-shot micro-dart launcher implanted in the eye, able to deliver various compounds at short ranges (sold separately). ||align=left| Provides Advantage on close-range covert attack. Not typically effective in Tactical Combat.
| ||align=left| Improved Optics || 20,000¥ || Always ||align=left| Adjustable zoom from telescopic to microscopic vision. Can capture a retinal pattern with very close eye contact. ||align=left| Gain "Microscopic and Telescopic Vision" skill.
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| ||align=left| Face Recognition || 6,000¥ || Always ||align=left| Can be configured with a limited set of faces to watch for and notify the user if recognized. ||align=left| Justifies automatic notification from GM of registered faces. Provides Advantage to searching crowds and the like.
| ||align=left| Low-Light Sensors || 20,000¥ || Always ||align=left| Light amplification and thermographic imaging. ||align=left| Avoids Disadvantage for seeing in all but pitch-black conditions.
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| ||align=left| Flare Compensation || 3,500¥ || Always ||align=left| Suppresses sudden flashes of light, such as stun grenades used by law-enforcement and military squads when assaulting a room. ||align=left| Immune to flash effects. Advantage on tests to resist stun grenades, automatic success if paired with Cyberears with Damper. Must be installed in both eyes.
| ||align=left| Retinal Display || 100,000¥ || 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| -
|}
 
===Cyberears===
 
{| border=1 cellspacing=0 cellpadding=5 align=center ||align=left|
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| ||align=left| Laser Designator || 3,000¥ || Restricted ||align=left| A laser designated implanted in the eye, enabling the painting of a target with a look. For use with long-range missile systems, drones, or other computer-controlled weapons platforms. ||align=left| Provides Advantage to hiding covert target painting.
|align=left colspan=2| '''Type''' || '''Cost''' || '''Availability''' ||align=left| '''Description''' ||align=left| '''Game Benefit'''
|-
|colspan=6|
|-align=center
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| ||align=left| Low-Light Sensors || 4,000¥ || Always ||align=left| Can be switched to a light-amplification imaging mode. ||align=left| Removes Disadvantage from low-light conditions.
|colspan=2 align=left| Replacement Ear || 5,000¥ || Always ||align=left| Good hearing and that's it. A good quality electronic replacement for a damaged or impaired ear. ||align=left|  
 
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| ||align=left| Microscopic Vision || 5,000¥ || Always ||align=left| Optical lenses enhance vision as if looking through a magnifying glass or microscope. ||align=left| Provides "Microscopic Vision" skill. Justifies close-range retinal scans with very close eye contact.
|align=left colspan=2| Cyberears || 75,000¥ || Always ||align=left| 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. Priced and sold as a pair. ||align=left| Immune to Sonic attacks.
|-align=center
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| ||align=left| Retinal Display || 200,000¥ || 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| Justifies deceiving a retinal scanner.
| ||align=left| Enhanced Microphones || 20,000¥ || Always ||align=left| Enhanced microphones with increased frequency range and sensitivity. ||align=left| Gain Trick "I Heard That": spend an Action Point to pass a hearing-related check.
|-align=center
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| ||align=left| Telescopic Vision || 3,000¥ || Always ||align=left| Adjustable zoom up to 20x. ||align=left| Justifies detailed long-range observation.
| ||align=left| Parabolics || 20,000¥ || Always ||align=left| The ear can shift in shape to become a parabolic microphone, 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| -
|}
 
===Cybernose===
 
{| border=1 cellspacing=0 cellpadding=5 align=center ||align=left|
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| ||align=left| Thermographic Vision || 5,000¥ || Always ||align=left| Can be switched to a thermographic imaging mode. ||align=left| Allows viewing with Disadvantage when it would normally be impossible due to darkness.
|align=left colspan=2| '''Type''' || '''Cost''' || '''Availability''' ||align=left| '''Description''' ||align=left| '''Game Benefit'''
|-
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| ||align=left| Tool Laser || 3,000¥ || Restricted ||align=left| A mid-power laser that can cut thin objects and can create small welds. ||align=left| Justifies close-range laser effects.
|colspan=2 align=left| Replacement Nose || 5,000¥ || Always ||align=left| A decent sense of small. A good quality electronic replacement for a damaged or impaired nose. ||align=left| -
 
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| ||align=left| Vision Enhancement || 20,000¥ || Always ||align=left| Enhanced microphones with increased frequency range and sensitivity. ||align=left| Provides Trick "I Saw That": spend an Action Point to pass a vision-related check.
|align=left colspan=2| Cybernose || 20,000¥ || Restricted ||align=left| Perform chemical analysis of gaseous compounds. ||align=left| Gain "Nose Chem Sensors" skill.
|}
|}


===Cyberears===
===Cybertongue===


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|colspan=2 align=left| Replacement Ear || 4,000¥ || Always ||align=left| Good hearing and that's it. A good quality electronic replacement for a damaged or impaired ear. ||align=left| Justifies hearing.
|colspan=2 align=left| Replacement Tongue || 5,000¥ || Always ||align=left| A decent sense of taste. A good quality electronic replacement for a damaged or impaired tongue. ||align=left| -


|-
|-
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|align=left colspan=2| Cyberear || 11,000¥ || Always ||align=left| Peak human hearing ability with built-in audio recording and playback. One or both ears replaced as preferred so long as consistent with any additional augmentations selected. ||align=left| Justifies hearing and recording.
|align=left colspan=2| Cybertongue || 20,000¥ || Restricted ||align=left| Perform chemical analysis of liquid and solid compounds. ||align=left| Gain "Tongue Chem Sensors" skill.
|-align=center
| ||align=left| Damper || 3,500¥ || Always ||align=left| Suppresses sudden bursts of sound, such as stun grenades used by law-enforcement and military squads when assaulting a room. ||align=left| Immune to sonic effects. Advantage on tests to resist stun grenades, automatic success if paired with Cybereyes with Flare Compensation. Must be installed in both ears.
|-align=center
| ||align=left| Enhanced Microphones || 20,000¥ || Always ||align=left| Enhanced microphones with increased frequency range and sensitivity. ||align=left| Provides Trick "I Heard That": spend an Action Point to pass a hearing-related check.
|-align=center
| ||align=left| Parabolics || 4,000¥ || Always ||align=left| The ear can shift in shape to become a parabolic microphone, 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| Justifies capturing low-quality audio (tasks may have Disadvantage) at a distance.
|-align=center
| ||align=left| Spatial Positioning Sensors || 4,000¥ || Always ||align=left| Additional implanted sensors allow the precise location of the source of perceived sounds. ||align=left| Provides Advantage to detecting the location of sounds.
|}
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|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'''
|-
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|align=left colspan=2| Cortex Bomb || 500,000¥ || Controlled ||align=left| Just enough explosive power to guarantee painless suicide. Used with DNI-only access by high-level operators to have a final way out of a torture scenario or implanted for radio activation to ensure the loyalty of key employees. ||align=left|
|align=left colspan=2| Cortex Bomb || 500,000¥ || Controlled ||align=left| Just enough explosive power to guarantee painless suicide. Used by megacorps with wiring for radio activation to ensure the loyalty of key employees. ||align=left| -
|-align=center
|align=left colspan=2| Cybernose || 2 || Restricted ||align=left| Perform chemical analysis of gaseous compounds. ||align=left|
|-align=center
|align=left colspan=2| Cybertongue || 2 || Restricted ||align=left| Perform chemical analysis of liquid and solid compounds. ||align=left|
|-align=center
|align=left colspan=2| Data Filter || 2 || Restricted ||align=left| Can be activated to prevent the formation of long-term memories. ||align=left|
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|align=left colspan=2| Datajack || 1 || Always ||align=left| Provides an external link for an implanted DNI and relevant implanted devices. ||align=left|
|-align=center
|align=left colspan=2| Datajack (Induction) || 2 || Restricted ||align=left| The datajack terminates beneath the skin, masking the presence of the datajack. A connected jack cable requires an magnetic induction adapter to work with the induction datajack. ||align=left|
|-align=center
|align=left colspan=2| Face Lifts || 4 || Restricted ||align=left| Buried inflatable sacks allowing broad readjustment of the face. They don't offer sufficient control to imitate a specific face, but can be used to defeat face-recognition software. ||align=left|
|-align=center
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|align=left colspan=2| Head Rig || 3 || Restricted ||align=left| An implanted control rig. Wireless link required for wireless access; datajack required for wired access. ||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
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|align=left colspan=2| Laser Rangefinder || 3 || Restricted ||align=left| An optical band around the rim of the head provides 360° distance perception in the immediate area. ||align=left|  
|align=left colspan=2| Decker Implants || 100,000¥ || Restricted ||align=left| Connect to a deck and deck. ||align=left| -
|-align=center
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|align=left colspan=2| Mouth Gun || 2 || Controlled ||align=left| A micro-dart gun implanted in the mouth, able to deliver various compounds at short ranges. ||align=left|  
|align=left colspan=2| Face Lifts || 100,000¥ || Restricted ||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=center
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|align=left colspan=2| Personal Black Box || 4 || 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| Reality Check || 1 || Restricted ||align=left| An implanted coded chip with protected DNI access. Can be used to verify whether one is unknowingly experiencing full-immersion simsense. ||align=left|  
|align=left colspan=2| Rigger Implants || 100,00¥ || Restricted ||align=left| Control vehicles and drones through mental command. ||align=left| -
|-align=center
|-align=center
|align=left colspan=2| Skilljack || 2 || 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 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=center
|-align=center
|align=left colspan=2| Skull-deck || 3 || Restricted ||align=left| An implanted deck. Wireless link required for wireless access; datajack required for wired access. ||align=left|  
|align=left colspan=2| Sleep Regulator || 50,000¥ || Restricted ||align=left| Stay awake for several days without ill effect. ||align=left| -
|-align=center
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|align=left colspan=2| Sleep Regulator || 3 || Restricted ||align=left| Sleep requirements are halved in both duration and frequency, what little sleep that is needed can be achieved on demand, recovery from sleep is nearly instantaneous, and other appropriate functions. ||align=left|  
|align=left colspan=2| Voice Mask || 1,000¥ || Controlled ||align=left| Distorts the pitch and timbre of the user's voice so as to make it unrecognizable.||align=left|  
|-align=center
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|align=left colspan=2| Tooth Compartment || 1 || Restricted ||align=left| A hollow tooth, openable, and optionally breakable, with a tiny storage compartment inside. ||align=left|  
|align=left colspan=2| Voice Remodulator || 100,000¥ || Controlled ||align=left| Dynamically codeable voice remodulation. Modifies tone and pitch, but not pronunciation, word choice, or other verbal elements of impersonation. ||align=left| -
|-align=center
|-align=center
|align=left colspan=2| Voice Mask || 2 || Controlled ||align=left| Distorts the pitch and timbre of the user's voice so as to make it unrecognizable. ||align=left|
|align=left colspan=2| Wireless Link || 5,000¥ || Always ||align=left| An embedded smartphone. ||align=left| -
|-align=center
|align=left colspan=2| Voice Remodulator || 3 || Controlled ||align=left| Dynamically codeable voice remodulation. Modifies tone and pitch, but not pronunciation, word choice, or other verbal elements of impersonation. ||align=left|
|-align=center
|align=left colspan=2| Wireless Link || 1 || Always ||align=left| DNI access to wireless telecommunications and for relevant connected devices.
|}
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|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'''
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|align=left colspan=2| Bone Lacing || 2 || Restricted ||align=left| The bones are laced with a reinforced mesh and cannot be broken except by incredible force. ||align=left|
|align=left colspan=2| Health Monitor || 10,000¥ || 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| -
 
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|align=left colspan=2| Health Monitor || 1 || Always ||align=left| Sensors implanted throughout the body provide real-time feedback of health status, with customizable alerts. ||align=left|
|align=left colspan=2| Motion Remapper|| 100,000¥ || Controlled ||align=left| 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. ||align=left| -
 
|-
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|-align=center
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|align=left colspan=2| Motion Remapper|| 4 || Controlled ||align=left| 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. ||align=left|
|align=left colspan=2| Oxygen Reserve Tank || 2 || Restricted ||align=left| 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. ||align=left| -
 
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|align=left colspan=2| Oxygen Reserve Tank || 2 || Restricted ||align=left| 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. ||align=left| Justifies not breathing for an extended period.
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|-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'''
|-
|colspan=6|
|-align=center
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|align=left colspan=2| Replacement Cyberarm || 50,000¥ || Restricted ||align=left|  
|align=left colspan=2| Replacement Arm || 5,000¥ || Always ||align=left| A good quality electronic replacement for a damaged or impaired arm. ||align=left| -


 
|-
 
|colspan=6|
 
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| Cyberarm || 2 || 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| Arm Compartment || 2 || 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=center
| ||align=left| Climbing Claws || 1 || Restricted ||align=left| Extrude tough, unsharpened claws that provide some of the benefit of climbing gear. ||align=left|  
|align=left colspan=2| Cyberarms || 50,000¥ || 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=center
| ||align=left| Fine Senses || 2 || 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|  
| ||align=left| Arm Compartment || 20,000¥ || 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=center
| ||align=left| Fingernail Compartment || 1 || 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| Climbing Claws || 5,000¥ || Restricted ||align=left| Extrude tough, unsharpened claws. ||align=left| Gain Advantage to climbing rough surfaces.
|-align=center
|-align=center
| ||align=left| Fingerprint Remapper || 3 || Controlled ||align=left| Randomize fingerprints or set them to a recorded pattern. ||align=left|  
| ||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| -
|-align=center
|-align=center
| ||align=left| Fingertip Datajack || 1 || Restricted ||align=left| A datajack hidden within the fingertip. ||align=left|  
| ||align=left| Fingernail Compartment || 1,000¥ || 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
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| ||align=left| Fingertip Injector || 1 || Restricted ||align=left| A needle injector hidden within the fingertip that can be loaded (two minutes) with any chemical, poison, toxin, or other appropriate compound. ||align=left|  
| ||align=left| Fingerprint Remapper || 50,000¥ || Controlled ||align=left| Randomize fingerprints or set them to a recorded pattern. ||align=left|  
|-align=center
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| ||align=left| Flex Hands || 2 || 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| Fingertip Injector || 5,000¥ || Restricted ||align=left| A needle injector hidden within the fingertip that can be loaded (two minutes) with any chemical, poison, toxin, or other appropriate compound. ||align=left| -
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| ||align=left| Gyroscopic Stabilization || 2 || 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|  
| ||align=left| Flex Hands || 20,000¥ || 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| Gain Trick "Escape": escape from any restraint that depends on the hands.
|-align=center
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| ||align=left| Implanted Electrical Tools || 2 || 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|  
| ||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 Advantage on fine-scale electrical work.
|-align=center
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| ||align=left| Implanted Lockpicks || 1 || Controlled ||align=left| Tools implanted in the fingers for picking mechanical locks. ||align=left|  
| ||align=left| Implanted Lockpicks || 20,000¥ || Controlled ||align=left| Tools implanted in the fingers for picking mechanical locks. ||align=left| Gain Advantage to picking locks.
|-align=center
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| ||align=left| Implanted Mechanical Tools || 2 || Restricted ||align=left| Tools implanted in the fingers for fine-scale mechanical work (e.g., fine screwdrivers, drills, pries, tweezers). ||align=left|  
| ||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 Advantage on fine-scale mechanical work.
|-align=center
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| ||align=left| Implanted Weapon || 2 || 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. ||align=left|  
| ||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. ||align=left| -
|-align=center
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| ||align=left| Magnetic Grapples || 2 || Restricted ||align=left| A powerful electromagnet is implanted in the palm. ||align=left| Advantage when climbing or gripping ferromagnetic items or surfaces.
| ||align=left| Magnetic Grapples || 5,000¥ || 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
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| ||align=left| Optical Sensor || 2 || Restricted ||align=left| An optical sensor implanted in the hand. ||align=left| Justifies viewing from the perspective of one's hand.
| ||align=left| Optical Probe || 5,000¥ || Restricted ||align=left| A short-range extendable optical probe. Can view around corners, through cracks, etc. ||align=left| -
|-align=center
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| ||align=left| Prybar || 2 || Restricted ||align=left| Massive force can be slowly expended in prying something apart. ||align=left|  
| ||align=left| Prybar || 20,000¥ || Restricted ||align=left| Massive force can be slowly expended in prying something apart. ||align=left| Gain Trick "Pry": pry apart anything but the most heavily reinforced infrastructure.
|-align=center
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| ||align=left| Natural Covering || 1 || Restricted ||align=left| The arm passes for natural on casual observation. ||align=left|  
| ||align=left| Natural Covering || 10,000¥ || Restricted ||align=left| The arm passes for natural on casual observation. ||align=left| -
|-align=center
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| ||align=left| Telescoping || 2 || Restricted ||align=left| The cyberarm can extend by several feet, but is clumsy to use when this is done. ||align=left|  
| ||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| -
|}
|}



Revision as of 07:48, 1 July 2017

Surveillance Gear

Type Cost Availability Description Game Benefit
Binoculars 100¥ Always Adjustable zoom up to 50x. Available in both pocket-sized electronic imagers and larger optical devices for magic users. -
Field Optics 2000¥ Always A handheld unit that can function as either a personal imager or a field camera. The optics include an adjustable zoom up to 100x and both light amplification and thermographic modes. Includes a basic microphone, viewfinder, and both wired and wireless rigger access. Avoids Disadvantage for recording in all but pitch-black conditions.
Laser Microphone 1,500¥ Restricted An optional attachment for the field camera. A laser beam is bounced off a rigid object, like a windowpane, to capture nearby sounds. -
Shotgun Microphone 1,000¥ Always An optional attachment for the field camera. A dish-shaped directional microphone on a pistol grip, 30 x 8 cm. Solid objects block reception, as well as loud noises outside the line of eavesdropping. -
Micro-recorder 2,500¥ Always Can record nearby image, sound, and limited trid for up to a week in a device the size of a quarter. -

Wearable Gear

Type Cost Availability Description Game Benefit
Combat Mask - Protects the face. Assumed for PCs, assumed in Tactical Combat. -
Optics 5,000¥ Always Adjustable zoom for telescopic vision. Gain "Telescopic Vision" skill.
Electronic Sensors 5,000¥ Always Light amplification and thermographic imaging. Cannot be used for spellcasting. Avoids Disadvantage for seeing in all but pitch-black conditions.
Flare Compensators 5,000¥ Always Suppresses sudden flashes of light. Immune to Flash effects.
Sound Dampers 5,000¥ Always Suppresses sudden bursts of sound. Immune to Sonic attacks.
Voice Mask 100¥ Controlled Distorts the pitch and timbre of the user's voice so as to make it unrecognizable. -

Cyberware

Cybereyes

All costs are per-eye. One or both eyes replaced as preferred so long as consistent with any augmentations selected.

Type Cost Availability Description Game Benefit
Replacement Eye 5,000¥ Always 20/10 vision and that's it. A good quality electronic replacement for a damaged or impaired eye. -
Cybereyes 100,000¥ Always A high-end cyberware replacement that can be purchased with additional integrated features at additional cost. 20/10 vision with built-in image capture and display. Priced and sold as a pair. Immune to Flash effects.
Enhanced Image Processing 20,000¥ Always Image processing software captures details that might otherwise be missed. Gain Trick "I Saw That": spend an Action Point to pass a vision-related check.
Improved Optics 20,000¥ Always Adjustable zoom from telescopic to microscopic vision. Can capture a retinal pattern with very close eye contact. Gain "Microscopic and Telescopic Vision" skill.
Low-Light Sensors 20,000¥ Always Light amplification and thermographic imaging. Avoids Disadvantage for seeing in all but pitch-black conditions.
Retinal Display 100,000¥ Controlled The retinas function as displays and can be assigned a visible pattern, such as might be used to fool a retinal scanner. -

Cyberears

Type Cost Availability Description Game Benefit
Replacement Ear 5,000¥ Always Good hearing and that's it. A good quality electronic replacement for a damaged or impaired ear.
Cyberears 75,000¥ Always 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. Priced and sold as a pair. Immune to Sonic attacks.
Enhanced Microphones 20,000¥ Always Enhanced microphones with increased frequency range and sensitivity. Gain Trick "I Heard That": spend an Action Point to pass a hearing-related check.
Parabolics 20,000¥ Always The ear can shift in shape to become a parabolic microphone, 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 20,000¥ 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 20,000¥ 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. Used by megacorps with wiring for radio activation 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¥ Restricted 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 100,00¥ Restricted Control 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 for several days without ill effect. -
Voice Mask 1,000¥ Controlled 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 5,000¥ Always An embedded smartphone. -

Bodyware

Type Cost Availability Description Game Benefit
Health Monitor 10,000¥ 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 2 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 Arm 5,000¥ Always A good quality electronic replacement for a damaged or impaired arm. -
Cyberarms 50,000¥ 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 20,000¥ 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¥ 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. -
Fingernail Compartment 1,000¥ 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 Injector 5,000¥ Restricted A needle injector hidden within the fingertip that can be loaded (two minutes) with any chemical, poison, toxin, or other appropriate compound. -
Flex Hands 20,000¥ 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. Gain Trick "Escape": escape from any restraint that depends on the hands.
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¥ Restricted A powerful electromagnet is implanted in the palm. Gain Advantage to climbing or gripping ferromagnetic items or surfaces.
Optical Probe 5,000¥ Restricted A short-range extendable optical probe. Can view around corners, through cracks, etc. -
Prybar 20,000¥ Restricted Massive force can be slowly expended in prying something apart. Gain Trick "Pry": pry apart anything but the most heavily reinforced infrastructure.
Natural Covering 10,000¥ Restricted The arm passes for natural on casual observation. -
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
Cyberlegs 2 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 Claws 1 Restricted Extrude tough, unsharpened claws that provide some of the benefit of climbing gear.
Hidden Holster 2 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 2 Restricted Hydraulics in the legs can power jumps a dozen yards high and dozens of yards long.
Leg Compartment 2 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.
Magnetic Grapples 2 Restricted The limb can hold metal to itself, or cling to a metal surface.
Prybody 2 Restricted Requires cyberarm prybar. The whole body can prybar, including lifting massively heavy objects off the ground.
Natural Covering 1 Restricted The leg passes for natural on casual observation.
Shock Reinforcement 2 Restricted Reinforcement of the skeletal frame allow the survival of arbitrarily-long falls with a proper landing, with increasing difficulty for longer falls.
Tremorsense 3 Restricted Sensors of the soles of the foot can detect anything moving that is in contact with the ground in the general vicinity.