Equipment

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Surveillance

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. Justifies detailed long-range observation.
+ Low-Light +200¥ Always Can be switched to a light-amplification imaging mode. Electronic imagers only. Removes Disadvantage for use in low-light conditions.
+ Thermographic +250¥ Always Can be switched to a thermographic imaging mode. Electronic imagers only. Allows viewing with Disadvantage when it would normally be impossible due to darkness.
Goggles - Always Available in strap-on headsets, helmet visors, and mask eye inserts. -
+ Magnification +1,500¥ Always Adjustable zoom up to 50x. Available in both pocket-sized electronic versions and larger optical versions for magic users. Justifies detailed long-range observation.
+ Low-Light +2,000¥ Always Can be switched to a light-amplification imaging mode. Electronic imagers only. Removes Disadvantage for use in low-light conditions.
+ Thermographic +2,200¥ Always Can be switched to a thermographic imaging mode. Electronic imagers only. Allows viewing with Disadvantage when it would normally be impossible due to darkness.
Laser Microphone 1,500¥ Always A laser beam is bounced off a rigid object, like a windowpane, to capture nearby sounds. Justifies capturing low-quality audio (tasks may have Disadvantage) at a distance.
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. Justifies secret recording.
Shotgun Microphone 1,000¥ Always 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. Justifies capturing low-quality audio (tasks may have Disadvantage) at a distance.
Telescopic Video Gear $3,000 Always A handheld video recorder with a stabilized 100x telephoto lens. Justifies recording high-quality video from a significant distance.

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. Justifies vision.
Cybereye 14,000¥ Always 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. Justifies vision and recording.
Cosmetic Modification 1,000¥ Always The color of the iris may be changed on demand for cosmetic purposes. -
Eye Dart 4,200¥ Controlled A single-shot micro-dart launcher implanted in the eye, able to deliver various compounds at short ranges (sold separately). Provides Advantage on close-range covert attack. Not typically effective in Tactical Combat.
Face Recognition 6,000¥ Always Can be configured with a limited set of faces to watch for and notify the user if recognized. Justifies automatic notification from GM of registered faces. Provides Advantage to searching crowds and the like.
Flare Compensation 3,500¥ Always Suppresses sudden flashes of light, such as stun grenades used by law-enforcement and military squads when assaulting a room. 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.
Laser Designator 3,000¥ Restricted 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. Provides Advantage to hiding covert target painting.
Low-Light Sensors 3,000¥ Always Can be switched to a light-amplification imaging mode. Removes Disadvantage from low-light conditions.
Microscopic Vision 5,000¥ Always Optical lenses enhance vision as if looking through a magnifying glass or microscope. Provides "Microscopic Vision" skill. Justifies close-range retinal scans with very close eye contact.
Retinal Display 200,000¥ Controlled The retinas function as displays and can be assigned a visible pattern, such as might be used to fool a retinal scanner. Justifies deceiving a retinal scanner.
Telescopic Vision 4,000¥ Always Adjustable zoom up to 20x. Justifies detailed long-range observation.
Thermographic Vision 3,000¥ Always Can be switched to a thermographic imaging mode. Allows viewing with Disadvantage when it would normally be impossible due to darkness.
Tool Laser 3,000¥ Restricted A mid-power laser that can cut thin objects and can create small welds. Justifies close-range laser effects.
Vision Enhancement 20,000¥ Always Enhanced microphones with increased frequency range and sensitivity. Provides Trick "I Saw That": spend an Action Point to pass a vision-related check.

Cyberears

Type Cost Availability Description Game Benefit
Replacement Ear 4,000¥ Always Good hearing and that's it. A good quality electronic replacement for a damaged or impaired ear. Justifies hearing.
Cyberear 11,000¥ Always 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. Justifies hearing and recording.
Damper 3,500¥ Always Suppresses sudden bursts of sound, such as stun grenades used by law-enforcement and military squads when assaulting a room. 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.
Enhanced Microphones 20,000¥ Always Enhanced microphones with increased frequency range and sensitivity. Provides Trick "I Heard That": spend an Action Point to pass a hearing-related check.
Parabolics 4,000¥ 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. Justifies capturing low-quality audio (tasks may have Disadvantage) at a distance.
Spatial Positioning Sensors 4,000¥ Always Additional implanted sensors allow the precise location of the source of perceived sounds. Provides Advantage to detecting the location of sounds.

Headware

Type Cost Availability Description Game Benefit
Cortex Bomb 500,000¥ Controlled 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.
Cybernose 2 Restricted Perform chemical analysis of gaseous compounds.
Cybertongue 2 Restricted Perform chemical analysis of liquid and solid compounds.
Data Filter 2 Restricted Can be activated to prevent the formation of long-term memories.
Datajack 1 Always Provides an external link for an implanted DNI and relevant implanted devices.
Datajack (Induction) 2 Restricted 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.
Face Lifts 4 Restricted 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.
Head Rig 3 Restricted An implanted control rig. Wireless link required for wireless access; datajack required for wired access.
Laser Rangefinder 3 Restricted An optical band around the rim of the head provides 360° distance perception in the immediate area.
Mouth Gun 2 Controlled A micro-dart gun implanted in the mouth, able to deliver various compounds at short ranges.
Personal Black Box 4 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.
Reality Check 1 Restricted An implanted coded chip with protected DNI access. Can be used to verify whether one is unknowingly experiencing full-immersion simsense.
Skilljack 2 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.
Skull-deck 3 Restricted An implanted deck. Wireless link required for wireless access; datajack required for wired access.
Sleep Regulator 3 Restricted 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.
Tooth Compartment 1 Restricted A hollow tooth, openable, and optionally breakable, with a tiny storage compartment inside.
Voice Mask 2 Controlled Distorts the pitch and timbre of the user's voice so as to make it unrecognizable.
Voice Remodulator 3 Controlled Dynamically codeable voice remodulation. Modifies tone and pitch, but not pronunciation, word choice, or other verbal elements of impersonation.
Wireless Link 1 Always DNI access to wireless telecommunications and for relevant connected devices.

Bodyware

Type Cost Availability Description Game Benefit
Bone Lacing 2 Restricted The bones are laced with a reinforced mesh and cannot be broken except by incredible force.
Health Monitor 1 Always Sensors implanted throughout the body provide real-time feedback of health status, with customizable alerts.
Motion Remapper 4 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. Justifies not breathing for an extended period.

Cyberarms

Type Cost Availability Description Game Benefit
Replacement Cyberarm 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. ||align=left|


Cyberarm 2 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 2 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 1 Restricted Extrude tough, unsharpened claws that provide some of the benefit of climbing gear.
Fine Senses 2 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 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 3 Controlled Randomize fingerprints or set them to a recorded pattern.
Fingertip Datajack 1 Restricted A datajack hidden within the fingertip.
Fingertip Injector 1 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 2 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.
Gyroscopic Stabilization 2 Restricted A counterweight levers out from the bicep to balance the hand and forearm against any penalties from an uneven surface or mount.
Implanted Electrical Tools 2 Restricted Tools implanted in the fingers for fine-scale electrical work (e.g., cutting and stripping wires, soldering, testing voltage and current).
Implanted Lockpicks 1 Controlled Tools implanted in the fingers for picking mechanical locks.
Implanted Mechanical Tools 2 Restricted Tools implanted in the fingers for fine-scale mechanical work (e.g., fine screwdrivers, drills, pries, tweezers).
Implanted Weapon 2 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 2 Restricted A powerful electromagnet is implanted in the palm. Advantage when climbing or gripping ferromagnetic items or surfaces.
Optical Sensor 2 Restricted An optical sensor implanted in the hand. Justifies viewing from the perspective of one's hand.
Prybar 2 Restricted Massive force can be slowly expended in prying something apart.
Natural Covering 1 Restricted The arm passes for natural on casual observation.
Telescoping 2 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.