Installing cyberware consists of two steps: Surgery and Installation.
Surgery: TECH/Medicine/Surgery test at the specified difficulty. This causes a Wound, but only causes Shock on a Failure. A Fumble causes a Wound one level higher, requiring a Shock roll (Wound above Critical causes loss of limb, or death for torso; a Critical wound to the head already causes death).
Surgery Costs: Flesh $1,000, Slight $5,000, Moderate $10,000, Serious $25,000, Critical $50,000; ×½ for ripperdoc (+10 test), ×1 for cyberclinic (+12 test), ×2 for hospital (+16 test).
Installation: TECH/Medicine/Cybernetics test, failure causes Complication; Fumble ruins the implant and aborts installation. (For ripperdocs/clinics/hospitals, bonuses as above.)
Installing an implant into a cyberlimb still requires "surgery," but it can be performed with TECH/Mechanics/Cybernetics, and damage can be repaired. Installation is at a +2 bonus, and can likewise be done using TECH/Mechanics/Cybernetics.
You can get used or second-rate cyberware at half price, but the piece has an extra Complication.
Reapers & Ghouls: Removing cyberware requires the same surgery as installing it does, and an Installation test; a failure at the surgery causes a -2 penalty to the Installation test. A failure on the Installation test reduces the quality of the cyberware (add a Complication to it), and a Fumble ruins it.
| 1D10 | Complication |
|---|---|
| 1 | Unreliable: There is a 1-in-6 chance that the cyberware does not work when you need to (Ref's call how long; usually for the current "scene"). |
| 2 | Loud: When in operation, the cyberware makes noise: an eye whirrs, a cyberear clicks, etc. |
| 3 | Fussy: The cyberware requires daily skilled maintenance: each day that passes without a TECH/Medicine or Mechanics/Cybernetics test (DN 16) with basic tools, taking 30 minutes, it acquires a new Complication (re-roll doubles; after 9 Complications, it stops working altogether). |
| 4 | Fated Obsolescence: Each month, there is a 1-in-6 chance the cyberware breaks down and stops working. |
| 5 | Obvious: The cyberware is obvious to any observer, and difficult to hide. |
| 6 | Faulty: There is a 1-in-6 chance that the cyberware breaks down after being used; a TECH/Medicine or Mechanics/Cybernetics test (DN 16) with basic tools, taking 30 minutes, gets it back online. |
| 7–8 | Rejection: Your body is rejecting the cyberware. Each month, you need 1D10×1D6×$500 worth of immunosuppressants, or you will get violently ill. |
| 9 | Power Drain: You need to charge the cyberware daily from an outlet, or it will cease functioning. |
| 10 | Dangerous: Using the cyberware causes 1D6 damage to the relevant hit location each phase. |
Complications from bad installation can be fixed by uninstalling and re-installing the piece (requiring new Surgery and Installation tests). Complications from being second-hand wares might be repaired by a competent cyberneticist with tools and spare parts (Ref's call).
Quality: junk, cheap, standard, state-of-the-art (SOTA), bleeding edge (experimental/prototype)
Making skill chips: requires wetware lab, Cybertech Engineering test, Programming test (Braindance is complementary to either), difficulty DN 16 (+skill bonus, +max level); Academical/Social/Technology/Vocational require access to material (the Net) and a skill roll (DN 12 + skill bonus + max level) to compile the material, 1 week per skill bonus and max level; Awareness/Body/Combat/Performance/Vehicle skills require someone with the same skill level working with braindance recording equipment for the same time; specialties are half time, -2 DN
| Cybernetic | Type | Summary | Cost | Availability | Surgery | Installation |
|---|---|---|---|---|---|---|
| Wetware | ||||||
| Neural Bridge | Implant | Required for wetware, optics, audio, and many other implants | $5,000 | Consumer | Head/Flesh/Hard (DN 20) | Average (DN 18) |
| Cortical Implant | Implant | Smartphone in your brain | $5,000 | Consumer | Head/Slight/Very Hard (DN 24) | Average (DN 18) |
| Adrenaline Pump | Implant | +1 STR, STAM, and REF for 4 phases (repeated uses incur Fatigue) | cost | Hard (DN 20) | Head/Slight/Hard (DN 20) | Hard (DN 20) |
| Braindance Recorder | Implant | Record and stream braindance | $10,000 | Consumer | Head/Slight/Very Hard (DN 24) | Hard (DN 20) |
| Chip Coprocessor | Implant | Allows use of neural chips, skillware up to +4/6 | $8,000 | Consumer | Head/Slight/Average (DN 18) | Hard (DN 20) |
| Chiprack | Implant | 4 slots for chips (each 2 extra slots double cost and add +2 to Installation DN) | $2,000 | Consumer | Head/Flesh/Simple (DN 16) | Simple (DN 16) |
| Interface Jack | Implant | Plug in cables for wired connections | $2,000 (arm ×2) | Consumer | Head/Flesh/Easy (DN 14) or Arm/Flesh/Simple (DN 16) | Easy (DN 14) |
| Interface Pad | Implant | Induction interface for compatible devices (Cyberlink Operation capped at 4) | $1,000 | Consumer | Arm (usually)/Slight/Easy (DN 14) | Easy (DN 14) |
| Marionette Implant | Implant | Allows remote control of the user's body | $500K | Extreme (DN 28) | Head/Slight/Very Hard (DN 24) | Hard (DN 20) |
| Neural Chip: Active Skillware | Mod | One skill, bonus/max level Awareness/Body/Combat/Performance/Vehicle skills ×½ cost for specialties | bonus × max level × $1,000 | DN 12 + bonus + max level | — | — |
| Neural Chip: Passive Skillware | Mod | One skill, bonus/max level Academical/Social/Technology/Vocational ×½ cost for specialties | bonus × max level × $500 | DN 12 + bonus + max level | — | — |
| Neural Chip: Other | Mod | Personality constructs, emotion dulling, etc. | $500–5,000+ | Varies | — | — |
| Neural Chip: Empathy Chip | Mod | +1 EMP | $20,000 | Consumer | — | — |
| Neural Chip: Gritware Chip | Mod | +1 COOL | $20,000 | Consumer | — | — |
| Reflex Coprocessor | Implant | Multiple action penalty reduces to -2 | $1M | Very Hard (DN 24) | Head/Moderate and Body/Critical | Very Hard (DN 24) |
| Synthetic Synapses | Augment (Nano) | Up to +2 to both INT and REF | $5M per +1 | Extreme (DN 28) | All/Moderate | Hard (DN 20) |
| Thickened Myelin | Augment (Bio) | +1 to INT and REF over 1 month | $1M | Very Hard (DN 24) | All/Slight | Average (DN 18) |
| Twitchwire | Augment | +4 to Initiative, cannot Aim or Wait on 1st phase | $100K | Very Hard (DN 24) | Body/Serious Wound/Very Hard (DN 24) | Very Hard (DN 24) |
| Wired Nerves | Augment | +1 to REF | $500K | Hard (DN 20) | All/Critical/Extreme (DN 28) | Extreme (DN 28) |
| name | Implant/Augment | description | cost | availability | surgery | installation |
| Cybernetic | Type | Summary | Cost | Availability | Surgery | Installation |
|---|---|---|---|---|---|---|
| Cyberoptics | ||||||
| Cybernetic Optic | Implant | Cybereye; Poor/Standard/Good/Premium for -1/+0/+1/+2 to Seeing | $2.5K/$5K/$10K/$20K per eye | Consumer | Head/Slight Wound/Simple (DN 16) | Simple (DN 16) |
| Option: Anti-Dazzle | Mod | Protection from flashes and bright light | $2K per eye | Consumer | — | — |
| Option: Drone Eye | Mod | Wireless; optionally remote-controlled | $5K (×2 for remo control) per eye | Consumer | — | — |
| Option: Eye-Gun | Mod | Needler: 2mm flechette, Acc -1, Dam 1D6/2 (¼ soft armor), Range 5 yd, Shots 1 | $5K per eye | Hard (DN 20) | — | — |
| Option: Low Light | Mod | Image intensifier negates penalties for less than total darkness, but is monochrome; can see invisible NIR/SWIR light | $5K per eye | Consumer | — | — |
| Option: Micro-Optic | Mod | Up to ×40 magnification microscope | $5K per eye | Consumer | — | — |
| Option: Rangefinder | Mod | Laser rangefinder to 5 miles | $1K per eye | Consumer | — | — |
| Option: Targeting | Mod | +1 to attack tests | $10K | Hard (DN 20) | — | — |
| Option: Teleoptic | Mod | Up to ×50 magnification teleoptic | cost | Consumer | — | — |
| Option: Thermal | Mod | Thermal imaging distinguishes humans up to 200–300 yards, sees in darkness | $5K per eye | Consumer | — | — |
| Option: | Mod | description | cost | Consumer | — | — |
| name | Implant/Augment | description | cost | availability | surgery | installation |
| Cybernetic | Type | Summary | Cost | Availability | Surgery | Installation |
|---|---|---|---|---|---|---|
| Cyberaudio | ||||||
| Cybernetic Ear | Implant | Poor/Standard/Good/Premium for -1/+0/+1/+2 to Hearing | $2K/$4K/$7.5K/$10K | Head/Slight/Hard (DN 20) | Average (DN 18) | installation |
| Option: Enhanced Range | Mod | Hearing range of 5 Hz to 90 kHz | $5K per ear | Consumer | — | — |
| Option: Sound Editing | Mod | +2 Awareness/Hearing if eliminating other sounds would help | $10K | Consumer | — | — |
| Option: Radio | Mod | Hear radio frequencies | $1K per ear | Consumer | — | — |
| Option: | Mod | description | cost | Consumer | — | — |
| Cybernetic | Type | Summary | Cost | Availability | Surgery | Installation |
|---|---|---|---|---|---|---|
| Cyberlimbs | ||||||
| Cyberarm | Implant | Requires hand | $2,000×STR | Consumer | Arm/Critical/Hard (DN 20) | Hard (DN 20) |
| Cyberhand | Implant | Includes fingers | $500×STR + $500×TECH | Consumer | Arm/Serious/Hard (DN 20) | Hard (DN 20) |
| Cybernetic Finger | Implant | ,.|.. | cost | Consumer | Arm/Flesh/Average (DN 18) | Hard (DN 20) |
| Cyberleg | Implant | Includes foot | cost | Consumer | Leg/Critical/Very Hard (DN 24) | Hard (DN 20) |
| Cybernetic Foot | Implant | No free feet pics | cost | Consumer | Leg/Moderate/Average (DN 18) | Hard (DN 20) |
| Limb Material: PAM | Mod | Arm/Leg; STAM 8 | ×1 | Consumer | — | — |
| Limb Material: LCEH | Mod | Arm/Leg; STAM 10 | ×2 | Consumer | — | — |
| Limb Material: IMF | Mod | Arm/Leg; STAM 12 | ×3 | Consumer | — | — |
| Limb Material: PEM | Mod | Arm/Leg; STAM 14 | ×4 | Hard (DN 20) | — | — |
| Limb Material: TASMA | Mod | Arm/Leg; STAM 16 | ×5 | Very Hard (DN 24) | — | — |
| Limb Covering: Chrome | Mod | Arm/Leg; metal or plastic in your choice of colors and patterns | $1K/$2K | Consumer | — | — |
| Limb Covering: Plastiflesh | Mod | Arm/Leg; obviously fake flesh | $2K/$3K | Consumer | — | — |
| Limb Covering: Synthflesh | Mod | Arm/Leg; synthetic false flesh | $5K/$8K | Consumer | — | — |
| Limb Covering: Realflesh | Mod | Arm/Leg; cloned flesh | $15K/$25K | Consumer | — | — |
| Limb Covering: SFT-Treated | Mod | Arm/Leg; Soft Armor 4 | $500/$1,000 | Consumer | — | — |
| Limb Covering: Polyaramid | Mod | Arm/Leg; Soft Armor 6 | $1K/$1.5K | Consumer | — | — |
| Limb Covering: Polycarbonate | Mod | Arm/Leg; Hard Armor 8 | $1.5K/$2.5K | Consumer | — | — |
| Limb Covering: Alloys | Mod | Arm/Leg; Hard Armor 10 | $2K/$3K | Consumer | — | — |
| Limb Covering: Composite/Laminate | Mod | Arm/Leg; Hard Armor 12 | $3K/$5K | Consumer | — | — |
| Hardening | Mod | Immune to EMP | ×2 | Very Hard (DN 24) | — | — |
| Extra Cyberarm | Implant | Up to 2 | As arm ×2 | Very Hard (DN 24) | Torso/Critical/Extreme (DN 28) | Extreme (DN 28) |
| Cybernetic Tail | Implant | May be prehensile | $10,000 / Prehensile $5,000×STR | Very Hard (DN 24) | Torso/Serious/Hard (DN 20) | Hard (DN 20) / Prehensile Very Hard (DN 24) |
| Soft Soles | Implant | +1 to Stealth to move quietly | cost | Average (DN 18) | Legs/Sligth/Simple (DN 16) | Simple (DN 16) |
| Spring Legs | Mod | Each +½' jump distance is only +1 DN | $20,000 | Average (DN 18) | Legs/Serious/Average (DN 18) | — |
| Clamp Hand | Implant | A crushing clamp in place of a hand; no fine manipulation, can Crush grabbed location for 3D6 damage (Hard Armor 10, no material or covering) | $1,000×STR | Very Hard (DN 24) | Arm/Serious/Hard (DN 20) | Hard (DN 20) |
| name | Implant/Augment | description | cost | availability | surgery | installation |
| Cybernetic | Type | Summary | Cost | Availability | Surgery | Installation |
|---|---|---|---|---|---|---|
| Musculoskeletal & Skinware | ||||||
| Bodysculpting | Augment | description | cost | Consumer (usually) | surgery | installation |
| Bone Density Augmentation | Augment | +1 STAM for Wound Thresholds only | $50,000 | Consumer | — | — |
| Bone Lacing | Augment | +1 to +4 STAM for Wound Thresholds only | $30K per +1 | Consumer | All/Slight/Automatic | — |
| Cybernetic Muscles | Implant | +1 to +4 STR, requires equal Bone Lacing | $100K per +1 | Consumer | Torso & Limbs/Critical/Average (DN 18) | Hard (DN 20) |
| Muscle Augmentation | Augment | +1 to STR | $50K | Consumer | — | — |
| Muscle Grafts | Augment | +1 or +2 to STR | $20K per +1 | Consumer | Torso & Limbs/Serious/Hard (DN 20) | Hard (DN 20) |
| Myoskeletal Lacing | Augment | +2 to STR | $150K | Consumer | All/Slight/Automatic | Average (DN 18) |
| Skinweave | Augment | Armor 2 | $10K | Consumer | — | Average (DN 18) |
| Subdermal Armor: Head | Implant | Armor 4/6/8/10/12 | $2K/$3K/$4K/$5K/$6K | Consumer | Any/Serious/Hard (DN 20) | Average (DN 18) |
| Subdermal Armor: Torso | Implant | Armor 4/6/8/10/12 | $4K/$6K/$8K/$10K/$12K | Consumer | Any/Serious/Hard (DN 20) | Average (DN 18) |
| Subdermal Armor: Limbs | Implant | Armor 4/6/8/10/12 | $3K/$4K/$5K/$6K/$8K | Consumer | Any/Serious/Hard (DN 20) | Hard (DN 20) |
| name | Implant/Augment | description | cost | availability | surgery | installation |
| Cybernetic | Type | Summary | Cost | Availability | Surgery | Installation |
|---|---|---|---|---|---|---|
| Cyberweapons | ||||||
| Blade Implant | Implant | 10–12", extends from wrist or elbow (or shin), 2D6 damage (½ soft armor) | $10,000 | Hard (DN 20) | Arm (or Leg)/Moderate/Average (DN 18) | Average (DN 18) |
| Cybergun | Implant | Any handgun can be implanted | 2× gun cost | Hard (DN 20) | Arm (or Leg)/Moderate/Hard (DN 20) | Average (DN 18) |
| Finger Claws | Implant | Extendable 2–4" claws, 1D6 damage (½ soft armor, shatter on fumble) | $5,000 | Average (DN 18) | Arm/Flesh/Simple (DN 16) | Simple (DN 16) |
| Hard Knuckles (or Shins) | Implant | Fist deals 1D6 damage (shinbone version for 2D6 damage kicks) | $2,000 per hand ($5,000 for leg) | Simple (DN 16) | Arm (or Leg)/Slight/Average (DN 18) | Simple (DN 16) |
| Heel Blade | Implant | Extendable 4–6" blade, 1D6 damage (½ soft armor) | $3,000 | Average (DN 18) | Arm/Slight/Simple (DN 16) | Simple (DN 16) |
| Monowire | Implant | Detachable fingertip; deals 4D6 damage (¼ soft armor, ½ hard) on Choke/Lock action | $10,000 | Very Hard (DN 24) | Arm/Flesh/Simple (DN 16) | Simple (DN 16) |
| Sharp Teeth | Implant | Teeth implants do 1D6/3 damage on bite | $10,000 | Average (DN 18) | Head/Flesh/Simple (DN 16) | Simple (DN 16) |
| Shock Pads | Implant | Arm or leg [as taser] | $9,000 | Hard (DN 20) | Arm or Leg/Moderate/Average (DN 18) | Average (DN 18) |
| Skullgun | Implant | Implant a handgun in your skull | 5× gun cost | Very Hard (DN 24) | Head/Serious/Very Hard (DN 24) | Very Hard (DN 24) |
| Tiger Claws | Implant | Three 8" claws extend from between the knuckles, 3D6 damage (½ soft armor) | $15,000 | Very Hard (DN 24) | Arm/Moderate/Average (DN 18) | Average (DN 18) |
| name | Implant/Augment | description | cost | availability | surgery | installation |
| Cybernetic | Type | Summary | Cost | Availability | Surgery | Installation |
|---|---|---|---|---|---|---|
| Miscellaneous Cyberware | ||||||
| Voxbox | Implant | Implanted vocal synthesizer replaces vocal chords | $8K | Consumer | Head/Slight/Average (DN 18) | Simple (DN 16) |
| name | Implant/Augment | description | cost | availability | surgery | installation |
| Cybernetic | Type | Summary | Cost | Availability | Surgery | Installation |
|---|---|---|---|---|---|---|
| Cyberware | ||||||
| name | Implant/Augment | description | cost | availability | surgery | installation |
Neural Bridge: The neural bridge (or neural bus) is the basis of most cybernetic technology. It facilitates the brain-machine interface, translating digital signals into neural impulses and vice versa. Essentially all cybernetic implants—and specifically all wetware, optics, audio, and cyberlimb implants—require this implant to interface with. Braindance tech also uses the bridge.
$5,000, Implant, Surgery: Hard (DN 20), Head/Flesh Wound, Installation: Average (DN 18)
Option: Integrated Bridge: Implants, especially cybernetic limbs, can be made with an integrated, dedicated bridge: this interfaces the user's nerves to the implant without the need for a general neural bridge. Add $2,500 to the cost of the implant.
Cortical Implant: The single most common implant, practically equivalent to the smartphone of the early 21st century. A small computer is installed in the brain, wired to various parts of the cortex, allowing it to interface directly: the user interface is overlaid in the user's vision, audio bypasses the ears, and control is purely mental. Standard features include everything a smartphone has, from telephony (VoIP and texts), wireless Net and calculators to running countless other apps. AR and VR features usually come built in. Notably, the cortical implant allows detailed information and fine manual control over other implants through the neural bridge.
$5,000, Implant, Surgery: Very Hard (DN 24), Head/Slight Wound, Installation: Average (DN 18)
Adrenaline Pump: This implant act as an artificial reservoir and manual regulator for adrenaline (or epinephrine), the hormone associated with the fight-or-flight response. Controlled via the neural bridge, it allows the user to briefly improve their physical performance with a rush of adrenaline: when activated, it grants +1 to STR, STAM, and REF for 1 round (4 phases, including the one it was activated in). If activated again within 24 hours, it also instantly causes the user to accrue 1 level of Fatigue that cannot be Recovered except by sleep; each further activation in the same 24-hour period incurs double the previous Fatigue (2, 4, 8, etc.).
$50,000, Implant, Surgery: Hard (DN 20), Head/Slight Wound, Installation: Hard (DN 20)
Braindance Recorder: A braindance recorder is specialized hardware that reads and saves sensory and emotional impressions from the brain. It is controlled and programmed through a brain implant or an external computer (linked through an interface jack), and usually saves data to a chip (in a chipjack), but can also stream data to an external device in real time (for storage or livestreams).
$10,000, Implant, Surgery: Very Hard (DN 24), Head/Slight Wound, Installation: Hard (DN 20)
Chip Coprocessor: A cortical coprocessor to the neural bridge, the neural coprocessor system allows the use of neural chips, which change how the brain works. It is separate from, and requires, a chiprack. The coprocessor reroutes brain activity to allow neural chips to supplement or replace functions of the brain.
A standard chip coprocessor can handle skillware up to +4/6. (Junk +2/2, Cheap +2/4, SOTA +6/8)
$8,000, Implant, Surgery: Average (DN 18), Head/Slight Wound, Installation: Hard (DN 20)
Chiprack: The chiprack is a rack installed in the skull to hold datachips and neural chips, linked to the neural bridge—and through it to the cortical implant, if present. By itself, it allows the use of datachips that carry built-in interfaces—such chips have little in the way of controls beyond play-pause-seek. With the cortical implant, it allows theoretically unlimited interactivity and control. Combined with the chip coprocessor, it allows the use of neural chips.
A standard chiprack has 4 slots; each 2 extra slots doubles the price and increases Installation DN by +2.
$2,000, Implant, Surgery: Simple (DN 16), Head/Flesh Wound, Installation: Simple (DN 16)
Interface Jack: The interface jack is an implant linked to the neural bridge that allows interface cables to be attached, allowing a physical connection to external devices, like cyberdecks, cyberlinked vehicles and computers, etc. Interface cables are frequently considered antiquated, but the security of wired communication, which cannot be snatched out of the ether, is appreciated by many 'punks. Usually installed in the head or neck, but sometimes installed in the hand or arm (requiring wiring back to the bridge).
$2,000 (double for arm), Implant, Surgery: Easy (DN 14, +2 for arm), Head/Flesh Wound or Arm/Slight Wound, Installation: Easy (DN 14)
Interface Pad: An alternative to the interface jack. Usually installed into the hand or fingertips, an interface pad uses induction to transfer data. Of limited speed and reliability, it caps the Cyberlink Operation skill at 4; it is mostly used for smartlinked weapons, or vehicles when extreme performance is not required. Interfacing requires maintaining contact with a specifically induction-interface-capable device.
$1,000, Implant, Surgery: Easy (DN 14), Arm (usually)/Slight Wound, Installation: Easy (DN 14)
Marionette Implant: This notorious implant allows for remote control of a user: installed across the motor and sensory cortices, it sends a hefty datastream back and forth to allow a cyberlink operator to control the subject like a drone, receiving full sensory feedback. All physical skill use is capped by the operator's Cyberlink Op skill, and an additional -2 penalty is imposed by lag.
$500,000, Implant, Surgery: Very Hard (DN 24), Head/Moderate Wound, Installation: Hard (DN 24)
Neural Chips: While simple chips can be used to hold data—similar to flash drives—actual neural chips can supplement the user's brain with artificial learned information, ranging from dictionaries and diagrams to learned physical skills or shallow false personalities supported by false memories. These chips can also suppress certain emotions and feelings like hunger, or contain extremely powerful and immersive braindances (sometimes called BTL, or "better-than-life"). An infamous type of neural chip is the doll chip, which allows the user to dissociate while acting as a perfect sex toy.
Skill chips (or skillware) are a standardized use of neural chips, granting a specific skill to the user. Each can only increase the total skill up to a certain Skill Level. They are rated for the skill, the bonus, and the maximum level, e.g. Language: English/+2/2. Chips commonly come in +2/2 ($1500) to +4/+4 ($3000) for "amateur chips," or +1/6 ($4000) to +2/6 ($5000) for "expert chips."
Prices vary widely.
Skill chips are divided into Active (Awareness, Body, Combat, Performance, or Vehicle skills) and Passive (Academical, Social, Technology, and Vocational skills). Chips for Active skills cost bonus level × maximum level × $1,000. Passive skills cost bonus level × maximum level × $500. Specialties are half cost.
E.g. a +2/2 chip costs $4,000 for an Active skill, $2,000 for an Active Specialization or a Passive Skill, or $1,000 for a Passive Specialization; a +2/6 chip costs $12K/$6K/$3K, etc.
Other neural chips cost from $500–5,000 or more.
Neural Chips—Empathy Chip: These chips are essentially emotional awareness coprocessors, assisting in the reading of tone, microexpressions, and other involuntary indicators, and in unconscious behaviors like mirroring. The chips do not participate in interpretation—which is culturally variable—but only in perception. The result is +1 to EMP. Possible side-effects include increased emotional sensitivity and volatility, heightened emotional affect, and prolonged use is alleged to contribute to development of borderline personality disorder.
$20,000
Neural Chips—Gritware Chip: A gritware chip suppresses elements of the sympathetic nervous system, reducing the fight-or-flight response of the user. The intended effect is to make the user feel calmer, more collected, and more in control of themselves and their emotions, granting them +1 to their COOL. Flattened affect is common in users; possible side-effects may also include a failure to react appropriately to dangerous situations.
$20,000
Reflex Coprocessor: This extensive neural implant—installed in the brain and spine—assists in processing neural input. The user seems to experience time slightly slower and reacts faster: in game terms, the processor reduces the penalty for taking multiple actions in a phase to -2 per extra action. Side-effects often resemble ADHD: subjects are prone to boredom, may speak quickly, jump from topic to topic, and so on. Reports of street samurai inadvertently shooting someone surprising them have not been convincingly linked to these implants.
$1M, Implant, Surgery: Head/Moderate Wound and Body/Critical Wound/Very Hard (DN 24), Installation: Extreme (DN 28)
Synthetic Synapses: A nanomachine treatment replaces key parts of the brain and nervous system with synthetic optoelectronic synapses that work faster and better, improving both INT and REF by +1 or +2, based on the extent of the treatment. Incompatible with Thickened Myelin or Wired Nerves.
$5M per +1, Augmentation (Nanoware), Surgery: All/Moderate Wound/Automatic, Installation: Hard (DN 20)
Thickened Myelin: This biotech retrovirus treatment thickens the myelin sheaths of the subject's nerve cells, making them function faster. The effect is a +1 bonus to INT and REF. The treatment requires 1 month to take effect. Incompatible with Synthetic Synapses or Wired Nerves.
$1M, Augmentation (Biotech), Surgery: All/Slight Wound/Automatic, Installation: Average (DN 18)
Twitchwire: A special kind of neural wiring most popular among professional athletes and professional killers, so-called twitchwire improves certain reflexes and reactions, allowing the user to respond to sensory input with physical actions much faster. The game effect is a +4 bonus to Initiative rolls during action. However, you cannot choose to Wait or Aim in the first phase of action, and cannot abort a Wait action.
$100K, Augmentation, Surgery: Body/Serious Wound/Very Hard (DN 24), Installation: Very Hard (DN 24)
Wired Nerves: Replacing most of the nervous system below the brain with artificial wiring is an enormous and very difficult surgery. The result is better nerve conductivity, allowing for faster reactions and reflexes (+1 to REF). Incompatible with Synthetic Synapses or Thickened Myelin.
$500K, Augmentation, Surgery: All/Critical Wound/Extreme (DN 28), Installation: Extreme (DN 28)
Cybernetic Optic (Cybereye): Cybernetic eyes range from simple digital cameras with a neural linkage to extremely sophisticated devices with complex automatic focusing. The quality applies a bonus or penalty to all Awareness/Seeing tests: -1 for Poor, +0 for Standard, +1 for Good, and +2 for Premium. If you have only one cybereye, or two of differing quality, average the bonus or penalty (rounding towards 0).
All cyberoptics can take pictures or video, saving to a cortical implant's storage or to a chip; with a cortical implant, they can also stream live video. With a cortical implant, they also allow for complex interactive, customizable HUDs (interaction with the implant is simpler than with the brain).
Cyberoptics can look however you want, and those of Standard quality or better come built-in with the ability to change appearance: in off-the-shelf models, this is always conditioned on fees and subscriptions (only $100 a month for access to 100 options).
Cybernetic eyes can be improved with a variety of options; some options work worse when only installed in one eye. Some options are obviously incompatible; e.g. someone with low-light and thermal vision must choose which to use at any given moment.
Per Eye: Poor $2,500/Standard $5,000/Good $10,000/Premium $20,000, Implant, Surgery: Simple (DN 16), Head/Slight Wound, Installation: Simple (DN 16)
Option: Anti-Dazzle: Automatic compensation tones down excessive light: things will look darker, but you won't be blinded.
Per Eye: $2,000
Option: Drone Eye: Eyes with this modification have a special plug-and-play socket, allowing them to be quickly removed and replaced. The eye connects wirelessly to the installed "backplate," allowing the owner to "see" while the eye is out. Better models are remote-controllable: they can extend miniature "feet" to stop and steady themselves, and can roll by rotating their halves. (Automatic compensation makes sure what you see is always right-side up.)
Note: Cannot be installed after the fact, must be built into the eye at time of manufacturing.
Per Eye: $5,000 (×2 for remote-control)
Option: Eye-Gun: A miniature, one-shot needler fires (and is loaded) through the iris on command: 2mm flechette, Accuracy -1, damage 1D6/2 (¼ soft armor), range 5 yd, single-shot. Special flechettes can be loaded (frag, toxin, etc.).
Per Eye: $5,000
Option: Low Light: Image intensifier technology magnifies light from ambient or natural sources, giving sharp monochrome vision in conditions of poor light, eliminating darkness penalties except for total darkness. Color cannot be distinguished. These optics are also sensitive to infrared light, and if combined with near-infrared (NIR) or shortwave infrared (SWIR) light sources, can see in total darkness (but anyone with IR vision can see the light, or see by it).
Per Eye: $5,000
Option: Micro-Optic: With adjustable internal lenses, the optic is capable of altering its focal length, allowing for up to ×40 magnification on nearby objects—similar to a microscope's scanning objective, and enough to see large cells.
Per Eye: $5,000
Note: Specialized teleoptic implants can be had for $20,000 (plus the cost of the implant by quality), allowing ×100 magnification: enough to see bacteria.
Option: Rangefinder A miniature laser pulse is bounced back to the eye, the time giving a calculation of the distance to a target. Range of 5 miles.
Per Eye: $1,000 (only one needed)
Option: Targeting: Targeting firmware helps with target identification and association, outlining targets (and designated friendlies), focusing automatically, showing projected trajectories, and integrating with cyberlimbs and smartlinked weapons for aiming assistance—and even helping control the force of a throw. The result is a +1 to tests to hit with an attack (melee or ranged), cumulative with smartlinks.
Per Eye: $10,000 (for all your cyberoptics)
Option: Teleoptic: With adjustable internal lenses, the optic is capable of altering its focal length, allowing for up to ×50 optical magnification on distant objects without losing resolution.
Per Eye: $5,000
Option: Thermal: Thermal imaging allows the eyes to see temperature differences. Although they cannot distinguish fine detail, texture, or the like, they allow vision in complete darkness, and are unafefcted by light fog, smoke, rain, and the like. However, glass and transparent acrylic block the long-wave IR. Hotter objects are distinguishable from further away, but humans can be made out up to 200–300 yards away.
Per Eye: $5,000
Cybernetic Ear (Cyberear): Cyberears replace the middle ear with what is essentially a microphone with a neural link; sometimes the outer ear is also replaced with a protective structure. The quality applies a bonus or penalty to all Awareness/Hearing tests: -1 for Poor, +0 for Standard, +1 for Good, and +2 for Premium.
Cyberears automatically protect from loud noise: they will "peak" at loud noises, and sustained loud noise will mean you are unable to distinguish anything over the "static," but there is no pain and no damage to you. (This is all assuming you have two cyberears.) Extremely loud sounds can damage the microphones.
All cyberears can record sound, saving to a cortical implant's storage or to a chip; with a cortical implant, they can also stream live audio.
If you have only one cyberear, or two of differing quality, average the bonus or penalty (rounding towards 0).
Cybernetic ears can be improved with a variety of options; some options work worse when only installed in one ear.
Per Ear: Poor $2,000/Standard $4,000/Good $7,500/Premium $10,000, Implant, Surgery: Hard (DN 20), Head/Slight Wound, Installation: Average (DN 18)
Option: Enhanced Range: A modified middle ear structure allows the ears to perceive infrasound (below 20 Hz, down to 5 Hz; from sonic booms, explosions, machinery, avalanches, storms, waterfalls, lightning, ocean waves, and whales and elephants, if you can find any) and ultrasound (above 20 kHz, to some 90 kHz, the same as cats, and better than dogs; this includes bat calls).
Per Ear: $5,000
Option: Sound Editing: This firmware lets you focus on one—or more—sounds at a time, isolating and amplifying them, and allowing them to be recorded separately. +2 to Awareness/Hearing to listen to a specific sound, if the Ref judges eliminating other sounds to be helpful.
$10,000 (for all of your cyberears)
Option: Radio Receiver This option allows a cyberear to pick up radio waves and translate them to audio. It sees little use, since cortical implants allow wireless communication, but some grognards still prefer to use radio without going over the Net. It can also function as a bug detector.
Per Ear: $1,000 (only one needed)
Note: Old and low-quality cyberlimbs are wired directly to the muscles and nerves, and do not require a neural bridge, but are unable to provide data to the user, and any implants must be activated by gestures (usually specific hand and finger gestures or positions). With a bridge, the user has full information and total control over the limbs and their implants.
Limbs are rated for STR (directly tied to their size), STAM (tied to their material), and TECH in the case of hands. Limb STAM is only used to calculate their wound thresholds; limb STR may be averaged with your body STR for tests. Leg STR (but not STAM) is used for calculating your MOVE. If you have mismatched limbs, or only one of a type, average them together.
Additional implants may be built into cybernetic limbs without any need for surgery or installation tests; if added afterwards, "surgery" is still required (representing the need to cut into and refurbish the limb) but its cost is halved, and any damage can simply be repaired.
Provisional Rule: Using limb STR in excess of your body's STR will deal 1d6 damage each phase per point of extra STR (using your own body's Wound Thresholds, since the damage is to the meat-chrome connection).
The cost and characteristics of cyberlimbs depend on several factors: the material (determining STAM and affecting cost), the limb's STR (and TECH, for hands), and the limb's covering.
Limb
Legs include feet by default, but hands must be paid for separately; if an arm is installed, the surgery and installation for the hand are ignored
Material
Coverings
Prices are for arm/leg
Hardening: Military-grade cyberlimbs are hardened against EMP, protecting them from being disabled by pulses.
Cost ×2
Extra Cyberarm: This complex implant requires the installation and linkage of new shoulder joings, either besides or below the existing ones, and involves extensive surgery and musculoskeletal modification. Up to 2 may be realistically installed. Getting used to them will take time—you will essentially have three "off-hands"—and performing multiple tasks requiring hand-eye coordination is no easier.
Cost × that of an arm, Implant, Surgery: Torso/Critical/Extreme (DN 28), Installation: Extreme (DN 28)
Cybernetic Tail: Cybernetic tails are installed at the end of the spine, replacing the tailbone, and come in countless varieties. Some are even prehensile, though not capable of fine manipulation. Either way, getting used to having a tail takes time.
$10,000 / $5,000×STR if prehensile, Implant, Surgery: Torso/Serious/Hard (DN 20), Installation: Hard (DN 20)/Very Hard (DN 24) if prehensile
Soft Soles: Special impact-absorbing implants are installed in the bottoms of both feet, allowing you to walk softly: +1 to Stealth tests to walk quietly.
$12,000, Implant, Surgery: Legs/Slight/Simple (DN 16), Installation: Simple (DN 16)
Spring Legs: Specialized muscle analogs and shock absorbers are installed into your cyberlegs that allow you to jump much farther: halve the DN increase for jumping distance (+1 DN per +½').
Requires two cyberlegs.
$20,000, Mod, Surgery: Legs/Serious/Average (DN 18)
Clamp Hand: Instead of a hand, you have a pneumatic clamp. It can hold things (with precise, digital control of the pressure, and feedback), but cannot perform fine manipulation (including any tests requiring TECH). If you Grab an opponent, you can then Crush them for 3D6 damage. The clamp hand does not have material or covering; it has no STAM, and has Hard Armor 10.
$1,000×100, Mod, Surgery: Arm/Serious/Hard (DN 20), Installation: Hard (DN 20)
Bone Density Augmentation: Nanomachine treatment, fed by nutritional supplements, reinforces the bones over 3–4 weeks, making them denser and stronger. The ligaments and tendons are also affected to some degree. There is a roughly 5% increase in body mass. The effect is to increase STAM by +1 for the purpose of Wound Thresholds only. Incompatible with Bone Lacing.
$50,000, Augmentation
Bone Lacing: Nanomachines are used to reconstruct the skeleton by lacing and sheathing the bones, tendons, and ligaments with artificial materials—a laminate of alloys, ceramics, polycarbonates, or even fullerenes. The effect is to increase STAM by +1 to +4 for the purpose of Wound Thresholds only; body mass is increased by 5% per +1. Incompatible with Bone Density Augmentation.
$30,000 per +1, Augmentation, Surgery: All/Slight/Automatic, Installation: Automatic
Cybernetic Muscles: Extensive surgery reconstructs the body by replacing major muscle groups in the limbs, torso, and neck with myoanalogs, identical to those used in cybernetic limbs. Bone lacing is required—unaugmented bones cannot bear the stresses of the enhanced musculature long-term. +1 to +4 STR, body mass is increased by 25% per +1. Requires Bone Lacing of the same bonus. Incompatible with Muscle Augmentation, Muscle Grafts, and Myoskeletal Lacing.
$100,000 per +1, Implant, Surgery: Average (DN 18), Torso & Limbs/Critical Wound, Installation: Hard (DN 20)
Muscle Augmentation: Nanotherapy and a high-protein diet are combined to artificially grow and tone the muscles. The treatment is often combined with bodysculpting for that perfect, chiseled appearance. Body mass usually increases by 5–10%. +1 to STR. Incompatible with Muscle Grafts.
$50,000, Augmentation
Muscle Grafts: Muscle fibers are grown in a vat from a genetic sample of the subject, then surgically grafted onto them. A crude but effective approach, popular with certain types on the street—the telltale bulging muscles are something of a status symbol. +1 or +2 to STR, body mass is increased by 10% per +1.
$20,000 per +1, Augmentation, Surgery: Hard (DN 20), Torso & Limbs/Serious Wound, Installation: Hard (DN 20)
Myoskeletal Lacing: Nanomachines are used to reinforce the entire myoskeletal structure—bones, muscles, tendons, and ligaments—with fullerenes. This advanced, subtle treatment is externally imperceptible, but improves performance greatly. +2 to STR, 5% increase in body mass. Incompatible with Bone Density Augmentation, Bone Lacing, Muscle Augmentation and Muscle Grafts.
$150,000, Augmentation, Surgery: All/Slight Wound/Automatic, Installation: Average (DN 18)
Skinweave: Nanomachines weave polycarbonate fibers through the skin, making it tougher—not enough to stop bullets larger than .22, but offering a degree of discreet protection. Grants Armor 2 all over, undetectable except by medical testing.
$10,000, Augmentation, Installation: Average (DN 18)
Subdermal Armor: This overt surgery inserts pieces of armor under the skin, anchored to the underlying musculature to avoid drift. Gaps in the armor allowing for mobility also allow blood vessels and nerves to be rerouted; skin sensitivity to touch and temperature is still greatly reduced. Even lighter versions are noticeable, and hard armor (Armor 8+) is very obvious to the eye—the plates are around 0.2–0.5" thick (5–13mm).
Options available include shear-resistant (Armor 4) and polyaramid sheets (Armor 6), as well as polycarbonate (Armor 8), metal alloy (Armor 10), and composite plates (Armor 12).
Head: A "cowl" armors the skull, a relatively straightforward operation. Armoring the face is much harder, and is essentially disfiguring: even though the eye sockets and mouth are not touched, the mouth is left with limited mobility, affecting speech. The face and skull must be armored separately; each by itself grants only a 50% chance for the Armor to protect against any given hit to the head.
$2K/$3K/$4K/$5K/$6K, Implant, Surgery: Average (DN 18), Head/Serious Wound, Installation: Average (DN 18)
Torso: Armoring the torso is relatively easier than the limbs; small, segmented plates avoid meaningfully reducing mobility.
$4K/$6K/$8K/$10K/$12K, Implant, Surgery: Hard (DN 20), Torso/Serious Wound, Installation: Average (DN 18)
Limbs: Armoring the legs and arms cannot be done without consequences. Each limb must be armored separately. Soft armor (Armor 4 or 6) on both arms imposes a -1 penalty to REF; hard armor (Armor 8/10/12) imposes a -1 penalty per arm. Soft armor on both legs imposes a -1 penalty to MOVE; hard armor imposes a -1 penalty per leg.
$3K/$4K/$5K/$6K/$8K per limb, Implant, Surgery: Hard (DN 20), limb/Serious Wound, Installation: Hard (DN 20)
Artificial Torso/Body
Artificial Head/Skull
Artificial Jaw
Active Camouflage: artificial skin with light sensors, etc.
$XXXXXX, Implant, Surgery: Extreme (DN 28), All Locations/Critical Wound, Installation: Very Hard (DN 24)
Non-firearm cyberweapons use the Hand-to-Hand/Cyberweapon or Melee/Cyberweapon skill. Firearms may be smartlinked directly.
Blade Implant: A sheathed blade is attached to a long bone, sliding out of a concealable slit (usually in the wrist or elbow, but sometimes along the shinbone). It is usually 10 to 12" long, and deals 2D6 damage (½ soft armor).
$10K, Implant, Surgery: Hard (DN 18), Arm or Leg/Moderate Wound, Installation: Average (DN 18)
Cybergun: Any handgun-sized gun may be implanted, usually into the arm (rarely elsewhere). Generally, they fire through the palm or the knuckles.
Cost is 2× gun cost, Implant, Surgery: Hard (DN 20), Arm (or Leg)/Moderate Wound, Installation: Hard (DN 20)
Finger Claws: 2–4" long claws extend from the fingertips (or the toes). They deal 1D6 damage (½ soft armor; shatter on fumble).
$5K, Implant, Surgery: Simple (DN 16), Arm (or Leg)/Flesh Wound, Installation: Simple (DN 16)
Hard Knuckles (or Shins): Polycarbonate or metal implants replace the knucklebones, or are implanted along the shins, allowing you to punch or kick harder: a fist deals 1D6 damage, a kick deals 2D6.
$2K per hand ($5K per leg), Implant, Surgery: Average (DN 18), Arm (or Leg)/Slight Wound, Installation: Simple (DN 16)
Heel Blade: A 4–6" inch long knife blade extends from the heel of the palm or the heel of the foot. It deals 1D6 damage (½ soft armor).
$3K, Implant, Surgery: Simple (DN 16), Arm/Slight Wound, Installation: Simple (DN 16)
Monowire: A detachable fingertip is attached to one end of a 2' loop of monowire anchored to the inside of the finger. Swinging the wire around is unlikely to achieve much, but if used as a garrotte, it deals 4D6 damage (¼ soft armor, ½ hard) when used in a Choke or Lock maneuver.
$10K, Implant, Surgery: Simple (DN 16), Arm/Flesh Wound, Installation: Simple (DN 16)
Sharp Teeth: Hard and sharp teeth implants (ranging from obvious metal teeth to realistic—and expensive) deal 1D6/3 damage when used to bite. And they can look cool or gnarly.
$10K, Implant, Surgery: Simple (DN 16), Head/Flesh Wound, Installation: Simple (DN 16)
Shock Pads: Insulated electric capacitors with external "contact pads" are installed somewhere on your body—the knuckles, the palm, the elbow, the knee, the shin, etc. When activated, striking someone with them (as part of a punch or kick, or a Grab if in the palm) gives them an electric shock. [as taser]
$9K, Implant, Surgery: Average (DN 18), Arm or Leg/Moderate Wound, Installation: Average (DN 18)
Skullgun: THERE'S A FUCKING GUN MOUNTED IN YOUR SKULL! It doesn't get more cyberpunk than this! It shoots out a port in your forehead (optionally concealed under a flap of false skin), and gives you a wicked headache. To reload it, you have to jam the mag up your nose or the roof of your mouth. And it gives you a horrible headache.
Cost 5× gun cost, Implant, Surgery: Very Hard (DN 24), Head/Serious Wound, Installation: Very Hard (DN 24)
Tiger Claws: Three 8" claws extend from between your knuckles. Don't let Disney's lawyers see this. They deal 3D6 damage (½ soft armor).
$15K, Implant, Surgery: Average (DN 18), Arm/Moderate Wound, Installation: Average (DN 18)
Voxbox: This implanted vocal synthesizer replaces the vocal chords. Most come installed with a specific voice pack, but others can be purchased; if jailbroken, they can also produce near-limitless sounds.
$8,000, Surgery: Average (DN 18), Head/Sligth Wound, Installation: Simple (DN 16)