Difference between revisions of "Ware"

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|align=left colspan=2| Rigger Implants || 100,000¥ || Restricted ||align=left| Control appropriately configured vehicles and drones through mental command. ||align=left| -
|align=left colspan=2| Rigger Implants || 100,000¥ || Restricted ||align=left| Control appropriately configured vehicles and drones through mental command. ||align=left| -
|-align=center
|-align=center
|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 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| Additional Chipslot || 20,000¥ || Restricted ||align=left| 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. ||align=left| -
| ||align=left| Additional Chipslot || 20,000¥ || Restricted ||align=left| 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. ||align=left| -

Revision as of 17:07, 11 August 2017

The installation of a new piece of ware, whether cyber or bio, is a major surgery. As such, it causes a serious injury that must be healed according to the healing rules, with a standard recovery time of one month, most of it spent at a high lifestyle. 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 only cause a moderate injury when installed, requiring only a week at a middle lifestyle to heal. Their costs are marked with a (M) indicating this easier recovery.

Listed costs include installation by a street-level black market doc, like Shaky Sheila. A more skilled doctor, if one can be found willing to take cash from the SINless, may reduce the degree of injury inflicted by installing ware, but may add an additional cost to installation.

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

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.
Retinal Display 100,000¥ per pair Controlled The retinas function as displays and can be assigned a visible pattern, such as might be used to fool a retinal scanner. -
Custom Appearance 2,500¥ per eye Always By default, cybereyes look human at a glance, but are noticeably synthetic if examined. Custom appearances vary from completely natural-looking to obvious chrome, pupils like a cat or goat, user-controllable iris color, or just about anything else. -

Cyberears

Type Cost Availability Description Game Benefit
Replacement Cyberear 2,500¥ per ear Always Good hearing and that's it. A good quality electronic replacement for a damaged or impaired ear.
Augmentable Cyberears 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.
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

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.

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. -
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 chemical analysis of liquid and solid compounds. 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.

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
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. Gain a Bonus when rolling 5+ on touch-based checks.
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¥ 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 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.
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.
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.
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. -
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. -
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 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. -
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 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. -
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. Requires an empty skilljack to be slotted into.