The BlackHammer Project Description
Cybernetics & Augmentation
Listing
DermalWare
Sur.
Cost
HL Skinwatch
(N)
Subdermal Timepiece
50 eb
1 HL Light Tattoo
(N)
Decorative
1-20 eb
0.5 HL DermaTech Logo-Line Tattoos
(N)
Decorative Logos
10-200 eb
0.5 HL ChemSkins
(N)
Colour / Pattern changin skin tints
200 eb
D3 HL Temporary ChemSkin
(N)
Coloured Skin lasts 1 month
100 eb
D2 HL SynthSkins
(N)
Colour / Pattern changing artificial skin
400 eb
D6 HL Cam-O-Skins
(N)
Camouflage Skin patterns - -1 on opponent's Awareness rolls
850 eb
D3 HL Transparent Skin
(N)
-1 ATT per area covered (-4 ATT for facial) (per square meter)
1,000 eb
3D6 HL Full Body Transparent Skin
(N)
-9 ATT
7,000 eb
6D6 HL Subdermal Screen
(M)
Subdermal LCD Screen
250 eb
D3 HL FlashLight Implant
(M)
Glowing SynthSkin Patch - 1m range, like a glowstick
290 eb
D2 HL SlipSkins
(N)
+2 to +6 on escape rolls (depending on amount of clothing worn)
800 eb
D3+1 HL VenomSkin
(M)
Secrete an irritant poison (STR20, -4 on all rolls)
2,000 eb
D6+2 HL Caustic Skin
(MA)
Secrete D4 damage acid
4,000 eb
2D6+2 HL SharkSkin
(M)
+1D6 damage on grapples and when hit. Cost per 25% of body covered
2,000 eb
D6+1 HL SenseSkin
(M)
+2 Tactile awareness rolls, -2 stun saves, can be turned off
800 eb
D3 HL Chemical Repellant Skin
(N)
Immune to acid and base damage and DMSO penetration
4,400 eb
D6 HL UV Shielding Skin
(N)
Almost immune to UV radiation
500 eb
0.5 HL Antarctican UV Skin
(N)
Almost immune to UV radiation, purple skin
150 eb
1 HL Thermal Dissipation lvl 2
(M)
2 SP vs fire and heat
400 eb
1 HL Thermal Dissipation lvl 4
(M)
4 SP vs fire and heat
800 eb
D2 HL Thermal Dissipation lvl 6
(M)
6 SP vs fire and heat
1,200 eb
D3 HL Thermal Dissipation lvl 8
(M)
8 SP vs fire and heat
1,600 eb
D4 HL Thermal Dissipation lvl 10
(M)
10 SP vs fire and heat
2,000 eb
D3+1 HL Thermal Dissipation lvl 12
(M)
12 SP vs fire and heat
2,400 eb
D4+1 HL Thermal Dissipation lvl 14
(MA)
14 SP vs fire and heat, 50% chance of -1 REF & APP
2,800 eb
D6+1 HL Thermal Dissipation lvl 16
(MA)
16 SP vs fire and heat, 50% chance of -1 REF & APP
3,200 eb
2D4 HL Thermal Dissipation lvl 18
(MA)
18 SP vs fire and heat, -1 REF & APP
3,600 eb
2D4+1 HL Thermal Dissipation lvl 20
(MA)
20 SP vs fire and heat, -1 REF & APP
4,000 eb
2D4+2 HL SkinWeave SP:3
(N)
SP:3 Soft Armour covering entire body (dif 35 to notice)
800 eb
D6 HL SkinWeave SP:4
(N)
SP:4 Soft Armour covering entire body (dif 30 to notice)
1,000 eb
D6+1 HL SkinWeave SP:5
(N)
SP:5 Soft Armour covering entire body (dif 25 to notice)
1,250 eb
D6+3 HL SkinWeave SP:6
(N)
SP:6 Soft Armour covering entire body (dif 20 to notice, 50% -1 ATTR)
1,600 eb
2D6 HL SkinWeave SP:7
(N)
SP:7 Soft Armour covering entire body (dif 20 to notice, -1 ATTR)
2,000 eb
2D6+2 HL SkinWeave SP:8
(N)
SP:8 Soft Armour covering entire body (dif 15 to notice, -2 ATTR)
2,400 eb
2D6+4 HL SkinWeave Self-Repair
(M)
Repairs damage to skinweave 1 SP per 24 hours
1,500 eb
D2 HL LifeSaver SkinWeave
(N)
Death State only advances every 4 minutes
4,500 eb
D3+1 HL TVSkin
(M)
Requires Dataterm link, allows for TV signals over any part(s) of the user's body
600 eb
D6+4 TechHair
(N)
Colour / Light emitting artificial hair
200 eb
D2 HL Replacement Hair - Animal
(N)
Replaced Hair with Animal Fur
500 eb
D2 HL Replacement Hair - Wires
(N)
Replaced Hair with electrical-style wiring
250 eb
D2 HL Replacement Hair - Leaves
(N)
Replaced Hair with tree leaves (choose type)
500 eb
D2 HL Replacement Hair - Quills
(N)
Replaced Hair with Porcupine Quills
500 eb
D2 HL Replacement Hair - FibreOptic
(N)
Replaced Hair with Fiber Optic strands
350 eb
D2 HL Replacement Hair - Fibre2
(N)
Replaced Hair with Lit Fiber Optic strands
450 eb
D2 HL Replacement Hair - Feathers
(N)
Replaced Hair with Feathers (choose type)
400 eb
D2 HL Turn On Nails
(N)
Single-Pattern automatic nails, colouring pen costs 50 eb
25 eb
0.1 HL Turn On Nails, set of 10
(N)
As above, but a full set of ten nails
200 eb
1 HL Show Off Nails
(N)
Multi-Pattern version of Turn On nails. Colouring pen costs 90 eb
45 eb
0.2 HL Show Off Nails, set of 10
(N)
As above, but a full set of ten nails
425 eb
2 HL Kill Display
(N)
Displays "Kills : XXX" up to 3 digits
100 eb
1 HL Pheromones: Love
(M)
Gives you +1 on seduction rolls vs the sex of your choice
1,000 eb
D3 Pheromones: Lust
(M)
Gives you +2 on seduction rolls vs the sex of your choice
1,500 eb
D3 HL Pheromones: Confusion
(M)
Gives anyone within 1m -1 n all INT & TEK based rolls.
2,500 eb
D3 HL Pheromones: Gullible
(M)
Gives you +1 on Fast Talk rolls
2,000 eb
D3 HL Pheromones: Presence
(M)
Gives you +1 Leadership, Carousing, Persuasion, etc...
5,000 eb
D3 HL Pheromones: Low Presence
(M)
Gives +2 social, streetwise, carousing, etc, in attempts NOT to be noticed
4,000 eb
D3 HL
BoosterWare | Sur. |
Description |
Cost | HL |
Kerenzikov Booster Alpha | (N) | +1 REF, +1 Initiative, permanent | 500 eb | 2D6 HL |
Kerenzikov Booster Beta | (N) | +2 REF, +2 Initiative, permanent | 1,000 eb | 4D6 HL |
Sandevistan Impact Booser | (N) | +3 REF, +1 Initiative, 1 turn to activate, lasts 5 turns | 1,600 eb | 1D6 HL |
BOOSTmaster Upgrade | (N) | Additional +1 REF & Initiative to one of above systems | 800 eb | 1D6 HL |
Hardwiring 50% Boost | (M) | +1D10 Initiative | 5,000 eb | 3D6 HL |
Hardwiring 100% Boost | (M) | +2D10 Initiative | 10,000 eb | 5D6 HL |
Hardwiring 200% Boost | (M) | +3D10 Initiative | 20,000 eb | 7D6 HL |
Owari 50% Boost | (M) | +1D10 Initiative, drug triggered | 2,500 eb | 3D6+2 HL |
Owari 100% Boost | (M) | +2D10 Initiative, drug triggered | 5,000 eb | 6D6 HL |
Owari 200% Boost | (M) | +3D10 Initiative, drug triggered | 10,000 eb | 8D6 HL |
Stage I Synaptic Accel | (N) | +1D6 Initiative | 2,500 eb | 1D6 HL |
Stage II Synaptic Accel | (N) | +2D6 Initiative | 5,000 eb | 2D6 HL |
Rocket Class 1 SpeedBoost | (N) | +1 Initiative | 300 eb | 2 HL |
Rocket Class 2 SpeedBoost | (N) | +2 Initiative | 700 eb | 3 HL |
Rocket Class 3 SpeedBoost | (N) | +3 Initiative | 1,100 eb | 4 HL |
Rocket Class 4 SpeedBoost | (N) | +4 Initiative | 1,500 eb | 5 HL |
Rocket Class 5 SpeedBoost | (N) | +5 Initiative | 2,000 eb | 6 HL |
Enhanced Nervous System | (MA) | +1 REF, removes all other speedwares | 10,000 eb | 1D6 HL |
Neo-Myelin Sheathing | (M) | +1 REF, +1 Initiative, EMP-proofing | 9,800eb | 2D6 HL |
NeuralWare | Sur. |
Description |
Cost | HL |
Interface Plugs | (M) | Allows +2 interfacing through a Direct Neural Interface | 200 eb | D6 HL |
Mag-Duct Spots | (N) | Allows +1 interfacing through a Direct Neural Interface | 225 eb | D3 HL |
LiveWires | (M) | Interface Plugs with "smart" wires that connect themselves | 400 eb | 2D6 HL |
2013 Retro Interface Plugs | (MA) | Old-Fashion Plugs, +0 Interfacing through DNI (100eb used) | 1,000 eb | 2D6 HL |
Tight Beam Data Link | (M) | Allows +1 interfacing through a tight beam radio link, 5m range | 400 eb | D4 HL |
Multi-Jack Plugs (Double) | (MA) | Treat as 2 interface plugs, but only one can be active at once | 300 eb | D6+1 HL |
Multi-Jack Plugs (Triple) | (MA) | Treat as 3 interface plugs, but only one can be active at once | 400 eb | D6+2 HL |
Multi-Jack Plugs (Quad) | (MA) | Treat as 4 interface plugs, but only one can be active at once | 500 eb | D6+3 HL |
CyberModem Linkup | (N) | Wetware for DNI with CyberModems | 100 eb | 1 HL |
Vehicle Linkup | (N) | Wetware for DNI with Vehicles | 100 eb | 3 HL |
Smartgun Linkup | (N) | Wetware for DNI with SmartGuns | 100 eb | 2 HL |
Machine / Tech Linkup | (N) | Wetware for DNI with autofactories, etc | 100 eb | 2 HL |
DataTerm Linkup | (N) | Wetware for DNI with DataTerms | 100 eb | 1 HL |
Instrument / Editing Linkup | (N) | Wetware for DNI with Instruments and Editing hardware | 100 eb | 2 HL |
Unilink | (N) | Wetware for DNI with everything | 400 eb | 8 HL |
Tactile Boost | (N) | +2 on touch awareness rolls | 100 eb | 2 HL |
Olfactory Boost | (N) | +2 on scent awareness rolls, allows tracking by scent | 100 eb | 2 HL |
Olfactory Level Dampeners | (N) | +8 on saves vs Stench Bombs, 5-alarm chili, etc | 100 eb | 1 HL |
Pain Editor | (N) | Tunes out hot, cold and pain (+2 on stun saves after first) | 200 eb | 2 HL |
ChipWare Socket | (N) | Allows up to 10 MRAM and APTR Chips to be loaded, must have Interface Plugs | 200 eb | D3 HL |
Reduced Capacity ChipJak | (N) | Allows up to 6 MRAM and APTR Chips to be loaded, must have Interface Plugs | 120 eb | D2 HL |
Micro-ChipJak | (N) | Allows up to 2 MRAM and APTR Chips to be loaded, must have Interface Plugs | 50 eb | 1 HL |
Skill HardWires +1 | (MA) | Gives +1 to 1 REF-based skill | 8,000 eb | D2 HL |
Skill HardWires +2 | (MA) | Gives +2 to 1 REF-based skill | 18,000 eb | D3+1 HL |
Skill HardWires +3 | (MA) | Gives +3 to 1 REF-based skill | 30,000 eb | D6+2 HL |
Combat Operative SkilPak | (N) | Handgun +2, Stealth +2, ArasakaTe +2, Melee +2, Rifle +2, SMG +2 APTR chips | 1,800 eb | D2 HL |
Corporate Cog SkilPak | (N) | Grooming +2, Wardrobe +2, Stock Market +2, Corp Knowledge +2, Etiquette +2, Lng +2 | 1,000 eb | D2 HL |
Cassanova SkilPak | (N) | Grooming +2, Wardrobe +2, Seduction +2, Cooking +2, Expert:Sex +2, Massage +2 | 850 eb | D2 HL |
TechnoWizard SkilPak | (N) | Basic Tech +2, Electronics +2, CyberTech +2, AVTech +2, GyroTech +2, E Security +2 | 1,550 eb | D2 HL |
Zero-G SkilPak | (N) | 0GManeuver +2, Spc Survive +2, OTV +2, EVA +2, CrystalPalace +2, HighriderSocial +2 | 1,450 eb | D2 HL |
KungFu Fightin' SkilPak | (N) | Chinese +2, JeetKunDo +2, Shaolin KungFu +2, Karate +2, TaeKwonDo +2, Cinema +2 | 1,750 eb | D2 HL |
CrystalJok SkilPak | (N) | System Know +2, Program +2, Math +2, CyberC++ +2, DeckDesign +2, VRDesign +2 | 1,550 eb | D2 HL |
OptionWare | Sur. |
Description |
Cost | HL |
Subdermal Pocket | (M) | 2" x 4" Subdermal Pouch with RealSkin zipper | 200 eb | D6 HL |
Subdermal Pouch | (M) | 1" round subdermal pocket in the navel that holds a large marble-sized container | 150 eb | D3 HL |
Subdermal Cavity | (MA) | Fist-sized hard cavity in the stomach area - can hold a Pocket concealable item | 500 eb | 2D6 HL |
Nasal Filters | (M) | Stops toxic gases and fumes, 70% effective | 60 eb | 2 HL |
"Sniffer" Filter System | (M) | Stops combat gases 80%, standard contaminants 99% | 200 eb | 3 HL |
Gills | (MA) | Water breathing system good for four hours | 400 eb | 3D6 HL |
Independant Air Supply | (MA) | 25 minute supply of uncontaminated air | 300 eb | 2D6 HL |
Motion Detector | (M) | Detects motion in a 20sq metre area, 70% effectiveness | 200 eb | 2D6 HL |
Digital Recorder | (M) | 2 hrs of storage from any digital source | 200 eb | 2 HL |
Audio / Video Recorder | (M) | 2 hrs of storage from cyberoptics and cyberaudio | 300 eb | 2 HL |
Radar Sensor | (M) | 100m range, must be linked to CyberOptics, 70% effective | 200 eb | 2 HL |
Sonar Implant | (M) | 50m range sonar, only works under water. | 300 eb | 2 HL |
Radiation Detector | (M) | 10m range, 80% effectiveness | 200 eb | 2 HL |
Chemical Analyser | (M) | Detect airborne chemicals - must be linked to a subdermal screen, biomonitor or optics | 200 eb | 2 HL |
Voice Synthesizer | (M) | Can mimic any recorded sound - can hold up to 10 sound samples | 600 eb | D6 HL |
AudioVox | (M) | Vocal Synthesizer with special effects, +2 to Perform rolls | 700 eb | 2D6 HL |
Voice Pattern Mimic | (N) | Allows imitation of other's voices. +4 Disguise & impersonation | 250 eb | 2 HL |
Forked Tongue | (N) | Subliminal subsonics provide +1 to Seduction and Fast Talk rolls | 550 eb | 1 HL |
Subsonics | (N) | Vocalizer allows speech in the frequencies below human hearing, +1 intimidate | 200 eb | 1 HL |
High Frequency | (N) | Vocalizer allows speech in the frequencies where only dogs, etc, can hear. | 200 eb | 1 HL |
Voice Synthesizer | (M) | Can imitate recorded voices, Allows for modified voice prints, +4 disguise rolls | 600 eb | D6 HL |
Voice Mask | (M) | Electronic voice masking, +4 vs interrogations and immune to Voice Stress Analysis | 350 eb | D3 HL |
Biomonitor | (N) | +2 Resist Torture Drugs | 100 eb | 1 HL |
Chemical Response Biomon. | (N) | +1 Resist Torture Drugs (tattoo-style biomonitor) | 80 eb | 0.5 HL |
Broadcast Biomonitor | (N) | As regular, but has a 20m broadcast range | 200 eb | D2 HL |
Environmental Biomonitor | (N) | As regular, but monitors a hundred variables... | 400 eb | 1.5 HL |
Gyro Stabilizer | (M) | +2 Space Sickness, +1 Zero-G Maneuvering, +1 Balance Athletics | 1,000 eb | D6 HL |
BodyComp | (MA) | Implanted 10 MU E-Book, requires Times Square Optics (or wired to a HUD) | 1,750 eb | D6+4 |
Implanted CellPhone | (MA) | CellPhone implant, hooked to the mastoid. | 500 eb | 3 HL |
AutoInjector | (M) | Holds 5 doses of injected drug(s) in forearm - can be triggered manually or by Biomonitor | 450 eb | D3 HL |
Contingency Drug Admin Unit | (MA) | Holds 4 doses of 3 differenr drugs as above - drugs take effect 1 stage faster than usual | 750 eb | D6 HL |
Personal Nano-Groomers | (N) | Perfect Hair, Skin, Breath... +2 Personal Grooming, +1 per additional to a max of +4 | 400 eb | 0.5 HL |
Ear Valve | (MA) | Pressure equalization for the ears, stops pressure effect from ascent/descent up to 100m | 150 eb | 1 HL |
Sinus Reconstruction | (CR) | Ear Valves Plus. Stops pressure effect from ascent / descent up to 200m | 1,500 eb | D3 HL |
Nano Olfactory Rebuild | (N) | Enhanced smell gives +2 tracking, nasal filters (50% effective), and olfactory damping | 550 eb | D4 HL |
CyberWeapons | Sur. |
Description |
Cost | HL |
Scratchers | (N) | 1D6 damage carboglass eternally sharp fingernails | 100 eb | D6 HL |
Rippers | (M) | 2D6 damage retractable carboglas blades under the fingernails | 400 eb | 2D6 HL |
Improved Rippers | (M) | 2D6+2 damage retractable Compression Carbide blades under the fingernails | 500 eb | 2D6 HL |
Mono-Rippers | (M) | 3D6 damage retractable Mono-Carbide blades under the fingernails (1/3 SP) | 1,000 eb | 2D6+D3 HL |
Wolvers | (M) | 3D6 damage retractable forearm blades | 600 eb | 3D6 HL |
Moody Wolvers | (M) | D6-1 blades (max 3) extend/retract on command, damage is 1D6/blade | 400 eb | 3D6 HL |
Spur | (M) | 3D6 damage retractable single blade in arm or leg | 800 eb | 2D6+3 HL |
Vampires | (N) | 1D6 damage carboglass teeth | 200 eb | D6+1 HL |
Retractable Vampires | (M) | 1D6 damage retractable carboglass teeth | 350 eb | D6+2 HL |
Spitting Cobra | (M) | Vampires that spit acid or venom up to 2m range | 400 eb | 3D6 HL |
Retractable Spitting Cobra | (MA) | Retractable Vampires that spit acid or venom up to 2m range | 700 eb | 3D6 HL |
Stinger | (M) | Hypodermic needle mounted into a finger, holds four doses. | 400 eb | D6+3 HL |
Slice N Dice | (M) | Implanted Monowire Garotte / Whip 2D6 damage | 700 eb | 3D6 HL |
CyberSnake Mark 1 | (MA) | Independant CyberWeapon, melee base +10, D6 damage | 1,200 eb | 4D6 HL |
CyberSnake Mark 2 | (MA) | Independant CyberWeapon, melee base +15, D6+1 damage | 2,500 eb | 4D6 HL |
BigKnucks | (M) | Massively rebuilt and reinforced knuckles, +2 punching damage | 500 eb | D6 HL |
Gang Jazzler | (M) | Electrical Shock, 3 uses, BOD dif 20 vs KO, dif 15 on head and torso hits vs Death | 600 eb | 2D6+3 HL |
Bone Spike | (MA) | D6+4 damage retractable natural bone spike in forearm | 1,000 eb | 2D6 HL |
CyberOptics | Sur. |
Description |
Cost | HL |
Remote Cyberoptic | (MA) | Basic cybernetic optics that can be removed and broadcast back to the owner, 1 option | 1,500 eb | 2D6 HL |
Iris Reaction Boost | (N) | Nanotech upgrade provides Anti-Dazzle | 500 eb | D2 HL |
Shift-Tacts | (N) | Colour changing contact lenses | 100 eb | 0.5 HL |
Nano-Optical Rebuild | (N) | Reduce darkness penalties by 2, can vaguely see IR and UV sources | 1,500 eb | D3 HL |
Eye Colour Control Gland | (M) | Changes eye colour on command, D6 minutes to trigger | 250 eb | 1 HL |
Basic Cyberoptic | (MA) | Basic 20/20 vision cybernetic optics, can mount up to 4 options per unit | 500 eb | 2D6 HL |
UberMensch Cyberoptic | (MA) | Basic 20/20 vision cybernetic optics, can mount up to 2 options per unit | 250 eb | 2D6 HL |
Biomech Optic | (MA) | Biomechanical version of the CyberOptic. Can mount 2 options. | 1,000 eb | 3 HL |
Mono-Optic | (CR) | "Wrap-around" cyberoptic, provides +1 Awareness, 180degree vision, and 6 options | 650 eb | 3D6 HL |
OptiShields | (N) | Implanted Mirrorshades, hold 2 options, SP:15 | 300 eb | D6+2 HL |
Bug-Eye CyberOptics | (MA) | Oversized Optics, -1 ATTR, holds 6 options | 750 eb | 3D6 HL |
Bio Nictating Membranes | (M) | Provides +2 vs irritant gasses, total protection vs non-irritants, ½ blinding times | 300 eb | D3 HL |
Tricloptic Third Eye CyberOptic | (CR) | Additional CyberOptic mount in middle of forehead, holds 4 options, -1 ATTR | 750 eb | 3D6 HL |
Single Function Optic | (CR) | Cyberoptic with either LowLite or IR, but no spaces and cannot see in the normal range | 100 eb | D6+1 |
Color Shift | Allows for optical colour changes and other fashion effects, 1 space | 300 eb | 0.5 HL | |
Image Enhancement | Refined visuals, allowing for +1 visual awareness rolls, 1 space | 300 eb | 1 HL | |
Targeting Scope | Targeting lock-on system for smartweapons, provides +1 WA, 1 space | 400 eb | 2 HL | |
Times Square Marquee | LED screen in field of vision for messages and HUD effects, 1 space | 300 eb | 1 HL | |
TeleOptics | Up to 20 times magnification telescopic vision, 1 space | 150 eb | 0.5 HL | |
MicroOptics | up to 200 times magnification microscope, 1 space | 150 eb | 0.5 HL | |
Anti-Dazzle | Immunity / Partial Immunity to flash and flare based attacks, 1 space | 200 eb | 0.5 HL | |
Low Lite | Light amplification optics, allowing for normal vision in almost total darkness, 1 space | 200 eb | 0.5 HL | |
ThermoGraph | Low Infrared visuals, allows vision of heat sources, 1 space | 200 eb | 1 HL | |
Infrared | High Infrared visuals, allows vision using heat emissions and IR lighting, 1 space | 200 eb | 1 HL | |
UltraViolet | UV visuals, allows vision using UV lights and of radioactive compounds, 1 space | 200 eb | 1 HL | |
MicroVideo | 20 minute video recordings, 2 spaces | 300 eb | 0.5 HL | |
Digital Camera | 20 still-frame images, 2 spaces | 300 eb | 0.5 HL | |
DartGun | Holds 1 poison dart, 1m range, D6 damage, 1/4 SP, ½ damage. 3 spaces | 200 eb | 2 HL | |
DodgeBall | Analyzes opponent's HTH style, giving you +1 in HTH after 3 turns, 1 space | 440 eb | 1 HL | |
VidCam Transmitter | Relays all visuals to a remote monitor and/or recorder, 4 spaces | 330 eb | 1 HL | |
TearGas Spray | Holds 1 burst of any gas, 1m range, 2 spaces | 200 eb | 2 HL | |
Compass | Requires Times Square Marquee, 1 space | 300 eb | 0.5 HL | |
Laser-Comm | Low powered 20m direct-beam laser communications, 4 spaces | 425 eb | 1 HL | |
Interface Plug | Optic flips back to expose an interface plug, 4 spaces | 100 eb | 2 HL | |
Extreme Spectral Range | Allows vision into 2 selected extreme spectral ranges, 1 space | 400 eb | 1 HL | |
Double-Slit Pupil | Allows clear vision through the air/water boundary. | 200 eb | 0.5 HL | |
Nictating Membranes | (M) | Provide +4 vs irritant gasses, full protection from other gasses, 2 options (300eb / extra) | 200 eb | D6+1 HL |
Anti-Dazzle | As the Cyberoptic option | 400 eb | 0.5 HL | |
Armoured | Scratch-Proof SP:8 Membranes. (Hit 1 in 6) | 500 eb | 2 HL | |
Coloured | Allows for rapid colour-change of the membranes themselves, while still transparent | 200 eb | 1 HL | |
Covert | Very Difficult to awareness to notice when in use | 500 eb | 0.5 HL | |
Low Lite | Same as the cyberoptic option | 400 eb | 0.5 HL | |
Targeting | Provides +1 WA with smart weapons, not cummulative with other Targetings. | 800 eb | D3 HL | |
Window | Picture-In-Picture viewscreen, like a super Times Square | 600 eb | D3 HL |
CyberAudio | Sur. |
Description |
Cost | HL |
CyberAudio | (M) | Basic Cybernetic Hearing module, any number of option spaces | 500 eb | 2D6 HL |
Taiwanese Hearing Module | (M) | Basic Hearing Module, with static. -2 Awareness, any number of options | 100 eb | 2D6 HL |
NanoAuditory Rebuild | (N) | Enhanced hearing range and Level dampers, no options | 1,500 eb | D3 HL |
BioMech Audio | (M) | Biomechanical equivalent to CyberAudio with 3 spaces | 1000 eb | 4 HL |
Amplified Hearing | Enhanced auditory range provides +1 on auditory awareness rolls | 200 eb | 1 HL | |
Radio Link | Radio communications with 1 mile range | 100 eb | 1 HL | |
Phone Splice | Full Cellular communications as long as your cellphone is within 3 meters | 150 eb | 1 HL | |
Scrambler | Scrambles all communications through your Radio and Phone links | 100 eb | 0.5 HL | |
Bug Detector | Detects line taps and transmitting bugs within 3m, 60% effective | 200 eb | 0.5 HL | |
Voice Stress Analyser | Lie detector provides +2 on human perception, interview and interrogation rolls | 200 eb | 1 HL | |
Sound Editing | Can edit out unwanted sounds, provides +2 awareness by masking background noise | 150 eb | 0.5 HL | |
Enhanced Hearing Range | Can hear into the Supersonic and subsonic ranges | 150 eb | 2 HL | |
Wearman | Full stereo sound | 100 eb | 0.5 HL | |
Radar Detector | 100% detection of radar signals, 40% effective at tracing to source of transmission | 150 eb | 0.5 HL | |
Homing Tracer | Can follow tracers up to 1km range | 200 eb | 0.5 HL | |
Tight Beam Radio Link | Line Of Sight radio communications | 200 eb | 1 HL | |
Wide Band Radio Scanner | Picks up transmissions on all radio frequencies | 100 eb | 2 HL | |
Micro-Recording Link | Transmits all sounds heard to a personal digital recorder | 100 eb | 0.5 HL | |
Digital Recording Link | Transmits sounds to a remote digital recorder | 100 eb | 0.5 HL | |
Level Damper | Automatic noise compensation, providing protection from sonic and deafening weapons | 300 eb | 0.5 HL | |
Frequency Switcher | Changes frequencies for radio communications to prevent interception | 100 eb | 0.5 HL | |
Seismic Detector | Requires Times Square Marquee, tracks footfall impacts in the area | 220 eb | D3 HL |
BodyBuilding | Sur. |
Description |
Cost | HL |
Cowl | (MA) | Skullcap that covers the head in SP:25 | 200 eb | 1D6 HL |
FacePlate | (CR) | Protective FaceMask in SP:25 | 400 eb | 4D6 HL |
EvilEye Facial Remount | (MA) | 15% Facial Armour, SP:6, -1 ATTR | 150 eb | 1D6 HL |
Jigsaw Facial Remount | (MA) | 25% Facial Armour, SP:12, -1 ATTR | 250 eb | 2D6 HL |
TwoFace Facial Remount | (CR) | 50% Facial Armour, SP:18, -2 ATTR | 350 eb | 3D6 HL |
Torso Plating | (MA) | Torso Protection for SP:25, EV:3 | 2,000 eb | 3D6 HL |
Front Optic Mount | (MA) | Allows up to 5 optics to be mounted on the face, ATTR= -1 | 1,000 eb | 4D6 HL |
Sensory Extension | (M) | Contains 1 Optic and a microphone, up to 2 feet long. | 500 eb | 3D6 HL |
Full Body Plating | (CR) | SP:20 full body, EV:3, -1 Stealth | 6,800 eb | 8D6 HL |
Skull Reinforcement | (M) | Head hits do not double damage 80% of the time | 900 eb | D3 HL |
Subdermal Armour SP:6 | (CR) | Armours Chest, Stomach and Vitals to SP:6, dif 35 to notice | 350 eb | D2 HL |
Subdermal Armour SP:8 | (CR) | Armours Chest, Stomach and Vitals to SP:8, dif 32 to notice | 500 eb | D3 HL |
Subdermal Armour SP:10 | (CR) | Armours Chest, Stomach and Vitals to SP:10, dif 30 to notice | 650 eb | D3+1 HL |
Subdermal Armour SP:12 | (CR) | Armours Chest, Stomach and Vitals to SP:12, dif 25 to notice | 800 eb | D6 HL |
Subdermal Armour SP:14 | (CR) | Armours Chest, Stomach and Vitals to SP:14, dif 25 to notice | 1,000 eb | D6+2 HL |
Subdermal Armour SP:16 | (CR) | Armours Chest, Stomach and Vitals to SP:16, dif 20 to notice | 1,100 eb | D6+3 HL |
Subdermal Armour SP:18 | (CR) | Armours Chest, Stomach and Vitals to SP:18, dif 20 to notice, 50% of -1 ATTR | 1,200 eb | 2D6 HL |
Subdermal Armour SP:20 | (CR) | Armours Chest, Stomach and Vitals to SP:20, dif 15 to notice, -1 ATTR, -1 REF | 1,450 eb | 2D6+2 HL |
Subdermal Armour SP:22 | (CR) | Armours Chest, Stomach and Vitals to SP:22, dif 10 to notice, -2 ATTR, -2 REF | 1,750 eb | 3D6 HL |
Subdermal Armour SP:20 Mk2 | (CR) | Armours Chest, Stomach and Vitals to SP:20, dif 15 to notice, -1 ATTR | 7,000 eb | 2D6+2 HL |
Subdermal Armour SP:22 Mk2 | (CR) | Armours Chest, Stomach and Vitals to SP:22, dif 10 to notice, -2 ATTR, -1 REF | 8,500 eb | 3D6 HL |
Subdermal Armour SP:22 Mk3 | (CR) | Armours Chest, Stomach and Vitals to SP:22, dif 10 to notice, -2 ATTR | 14,000 eb | 3D6 HL |
Skull Armour SP:4 | (MA) | Armours the Skull (80% head coverage) to SP:4, dif 35 to notice | 300 eb | D2 HL |
Skull Armour SP:6 | (MA) | Armours the Skull (80% head coverage) to SP:6, dif 30 to notice | 550 eb | D3 HL |
Skull Armour SP:8 | (MA) | Armours the Skull (80% head coverage) to SP:8, dif 25 to notice | 750 eb | D6 HL |
Skull Armour SP:10 | (MA) | Armours the Skull (80% head coverage) to SP:10, dif 20 to notice | 1,000 eb | D6+2 HL |
Skull Armour SP:12 | (MA) | Armours the Skull (80% head coverage) to SP:12, dif 15 to notice, 50% of -1 ATTR | 1,200 eb | D6+3 HL |
Skull Armour SP:14 | (MA) | Armours the Skull (80% head coverage) to SP:14, dif 10 to notice, -1 ATTR | 1,400 eb | 2D6 HL |
Skull Reinforcement | (MA) | Head shots do not deal double damage 4 times out of 6. | 900 eb | D3 HL |
Wrist Reinforcement Mk I | (M) | Reinforces the wrist, increasing crushing damage by 1 and recoil STR by 1 | 350 eb | 0.5 HL |
Wrist Reinforcement Mk II | (M) | Reinforces the wrist, increasing crushing damage by 2 and recoil STR by 2 | 900 eb | 1 HL |
Plastic Bone Lacing | (N) | 5kg, +1 damage HTH, bone breakage 2 in 10 | 400 eb | 1 HL |
Orbital Plastic Bone Lacing | (N) | 5kg, +1 damage HTH, +1 BTM, bone breakage 2 in 10 | 2,000 eb | D2 HL |
UltraPlastic Bone Lacing | (N) | 15 kg, +3 damage HTH, +1 BTM, bone breakage 2 in 20 | 900 eb | D3+1 HL |
Aluminium Bone Lacing | (N) | 10 kg, +2 damage HTH, +1 BTM, bone breakage 2 in 20 | 1,000 eb | D3 HL |
Titanium Bone Lacing | (N) | 15 kg, +3 damage HTH, +2 BTM, bone breakage 2 in 30 | 2,000 eb | D6+1 HL |
Tungsten-Titanium Lacing | (N) | 10 kg, +2 damage HTH, +2 BTM, bone breakage 2 in 30 | 3,000 eb | D4+1 HL |
Muscle Augmentation | (M) | +1 STR, +0.5 MA per level, max 3 levels | 700 eb | D3 HL |
EndoSkeletal Rebuild | (CR) | +1 STR, -0.5 REF per level, max of BOD levels | 2,000 eb | D3+1 HL |
Muscle Grafting I & II | (MA) | Provides +1 BOD & STR per level, Max 2 Levels | 1,000 eb | D6 HL |
Muscle Grafting III | (MA) | Provides +4 BOD and +3 STR, -1 REF & -1 ATTR | 4,000 eb | 3D6+2 HL |
Muscle Grafting IV | (MA) | Provides +6 BOD, +4 STR, -1 REF & -3 ATTR | 6,000 eb | 5D6 HL |
Muscle Wiring | (M) | Heavy Duty Muscle Aumentation (not very flexible) provides +3 STR, +1 BOD, -2 REF | 1,500 eb | D6 HL |
Endo-Frame CyberSkeleton | (SCR) | +3 STR for lift/carry & strength feat, +3 BOD for HTH & Melee BTM, +1 HTH dmg, +2 damage to limb destruction, EV:1 | 12,000 eb | 2D6+1 HL |
Orbital Endo-Frame | (SCR) | +3 STR for lift/carry & strength feat, +3 BOD for HTH & Melee BTM, +2 HTH & Melee dmg, +4 damage to limb destruction, EV:0 | 25,000 eb | 2D6+3 HL |
Armor Weave | (MA) | +1 Bod & Str, +50% Skinweave, -1 Ref & MA, must have bone & muscle lace & skinweave. Allows for full use of CyberLimb strength without torso plating | 4,000 eb | D6 HL |
RigidBone Nanotech Editing | (N) | Tougher bone structure, reduces break chance by ½ and takes +2 damage to destroy | 500 eb | D2 HL |
NeoMuscle Augmentation | (M) | Tougher musculature: +1 to appropriate Str Feat and Atheltics rolls, +2 dmg to destroy | 750 eb | D2 HL |
TuffBone Enhancement Alpha | (M) | Increased density, +1 STR: Strength Feat, lift/carry, +1 BOD for BTM vs melee & HTH | 1,300 eb | D3 HL |
TuffBone Enhancement Beta | (M) | Increased density & growth, +2 as above, -1 ATT | 2,800 eb | D6 HL |
Tracheal Reinforcement | (M) | Tensing the neck provides SP:10 vs Chokes and Neck Crushes. | 500 eb | 2 HL |
Speed Grafts | (CR) | More efficient leg muscles / tendon arrangements provide +1 MA / level (max 2 levels) | 450 eb | D3 HL |
New Teeth | (M) | Ceramic Teet (MEL, -1 WA, D3 dmg, VR) | 200 eb | D3 HL |
Power Jaw | (MA) | Adds +2 to bite damage | 100 eb | D2 HL |
CyberLimbs | Sur. |
Description |
Cost | HL |
CyberArm | (CR) | 20SDP, BT:4- 2 spc, BT:5-7 3 spc, BT:8-10 4spc, BT:11+ 5 spc | 3,000 eb | 2D6 HL |
CyberLeg | (CR) | 20SDP, 1 space less than arms, +4 MA if mounted in a pair | 2,000 eb | 2D6 HL |
Skeletal CyberArm | (CR) | 20SDP, Cannot have strengthened myomers or coverings, Hydraulic rams take no space | 2,000 eb | 2D6+2 HL |
Skeletal CyberLeg | (CR) | 20SDP, Cannot have strengthened myomers or coverings, Hydraulic rams tage no space | 1,500 eb | 2D6+2 HL |
Soviet CyberArm | (CR) | 40SDP, 3D6 punch, 2D10 crush, 2 options spaces, no myomers or rams. 5% failure rate | 700 eb | 2D6+2 HL |
Soviet CyberLeg | (CR) | 40SDP, 3D10 kick, 2 option spaces, no myomers or rams, 5% failure rate | 900 eb | 2D6+2 HL |
Crusher CyberArm | (CR) | As normal CyberArm, must make Avg Awareness roll to not use max strength all the time | 1,500 eb | 2D6 HL |
Romanova CyberLegs | (CR) | Styling 6" heels give +1 Wardrobe & Style without any penalties for heels (price per pair) | 5,000 eb | 4D6 HL |
Corvette CyberLegs | (CR) | Cyberlegs w / thickened myomers and high-speed mod, +8 MA, +2 on movement atheltics | 6,000 eb | 5D6 HL |
Oversized CyberArms | (CR) | 20SP, 30 SDP, 2 spaces more than usual, 3D6 punching, 2D10 crushing, EV1, WA-1 | 4,500 eb | 2D6+2 HL |
Quick Change Mount | (N) | Allows 1 turn changing of cyberlimbs | 200 eb | 2 HL |
Hydraulic Rams | (N) | Increase SDP by 10, 3x crushing damage, makes arm bulkier and louder | 200 eb | 3 HL |
Thickened Myomar | (N) | Increase SDP by 5, 2x striking and crushing damage | 250 eb | 2 HL |
Reinforced Joints | (N) | Increase SDP by 5 | 200 eb | 1 HL |
Artificial Shoulder Mount | (CR) | Can mount 2 extra cyberarms below the user's normal arms | 1,500 eb | 2D6 HL |
Microwave / EMP shielding | (N) | Limb is unaffected by Microwaver and EMP side-effects | 300 eb | 1 HL |
Plastic Covering | (N) | Limb covering in your choice of colours... | 100 eb | 1 HL |
RealSkinn Covering | (N) | Limb covering in a synthetic skin that looks and feels real | 200 eb | -D3 HL |
SuperChrome Covering | (N) | High-Gloss metallic covering | 200 eb | D3 HL |
Armoured Covering | (N) | SP:20 armour, can be combined with SuperChrome or Plastic coverings | 200 eb | 0 HL |
Spiked Covering | (N) | Rows of 1" spikes deal 1D6 damage when used | 200 eb | 2 HL |
Sycust Flesh Weave | Cyborganic Covering, increased repair cost to 150%, 1 space | 200 eb | 0 HL | |
Leg Boosters | Memory Plastic springs increase leap by 3m, 2 spaces | 500 eb | D6 HL | |
Extending Legs | Add up to 2' or subtract 1' from height, +1 MA extended. (Cost per leg) | 400 eb | D4 HL | |
Double-Jointed Limbs | +1 grapple, hold and choke. +1 escape per pair of limbs with double joints. (Cost per pair) | 1,000 eb | D3 HL | |
CyberPillow | Built-In inflatable pillow, pillowcases cost 10 eb. 1 space | 80 eb | 0.5 HL | |
CyberModem | Built-In basic cyberdeck (+2,000 eb for a cellular model) | 3,000 eb | 1 HL | |
Digital Recorder | Built in chip recorder from recording link options | 300 eb | 1 HL | |
Storage Space | 2" x 6" concealed storage space, can be locked by cybernetic command | 50 eb | 0.5 HL | |
Mini Cam | Pop-up mini camera | 200 eb | 2 HL | |
Mini Vid | Pop-up mini video camera | 400 eb | 2 HL | |
LCD Screen | Can be linked to any device's output | 200 eb | 1 HL | |
Watchman | Pop up 4.5" TV Screen | 180 eb | 1 HL | |
LimbLink | Makes any CyberLimb gun into a Smartgun (+2 WA), requires a Smartgun Linkup | 100 eb | 1 HL | |
Winch | Winch with 15m cable, 1 ton test weight | 500 eb | D6+3 HL | |
Icer | CO2 Fire Extinguisher | 200 eb | D3 HL | |
"HotPlates" Full-Arm Taser | Taser covering entire arm, stun save at -3 vs D6x30 second KO. 9 Shots, 1 space | 800 eb | D3 HL | |
QuickDraw ArmHolster | Launches P concealability firearm from forearm cache into hand (2 spaces, -2 draw pen) | 200 eb | 1 HL | |
High-Five / The Palm Bomb | 12ga Shotgun Round loaded into the forearm firing through the palm. 1 shot, 1 space | 355 eb | D6+3 | |
BlitzKrieg Arc-Thrower | EXO, +0 WA, 3D6dmg, 4 shots, ROF:1. ½ real, ½ stun dmg, shorts out cyberware, 3 spc | 1,050 eb | 2D6 HL | |
HardPoint | External hardpoint for a cyber-linked weapon | 250 eb | 3 HL | |
Extra Ammo Load | Doubles ammo capacity of any cyber firearm. 1 space | 100 eb | 0.5 HL | |
Ammo Switch | Gives 2 magazines for a cyber firearm, which can be chosen from for each shot, 1 spc | 150 eb | 1 HL | |
External Ammo Feed | Makes a cyberweapon's only ammo source an externally loaded magazine, -1 spc | 50 eb | 0 HL | |
Additional External Feed | Adds an external ammo feed to a cyberweapon which overrides the internal feed, | 150 eb | 1 HL | |
External Switch Feed | Adds an external ammo feed to a cyberweapon, with switching between ammo feeds | 450 eb | 1 HL | |
Pop-Up Light Pistol | PST, +2 WA, 6mm, 30 shots, ROF 2, VR, 1 space | 200 eb | 2D6 HL | |
Pop-Up Medium Pistol | PST, +1 WA, 9mm, 30 shots, ROF 2, VR, 2 spaces | 400 eb | 2D6 HL | |
Pop-Up Heavy Pistol | PST, +1 WA, 11mm, 20 shots, ROF 2, VR, 3 spaces | 600 eb | 2D6 HL | |
Pop-Up Very Heavy Pistol | PST, +0 WA, 12mm, 20 shots, ROF 2, VR, 4 spaces | 800 eb | 2D6 HL | |
Pop-Up Magnum Opus | PST, +0 WA, 14mm, 14 shots, ROF 1, VR, 4 spaces | 1,200 eb | 2D6 HL | |
Pop-Up Needler | PST, +2 WA, 2.3mm Needle, 30 shots, ROF 3, VR, 2 spaces | 500 eb | 2D6 HL | |
Pop-Up Auto-Needler | SMG, +1 WA, 2.3mm Needle,40 shots, ROF 20, VR, 3 spaces | 950 eb | 2D6 HL | |
Pop-Up Light SMG | SMG, +1 WA, 6mm, 70 shots, ROF 30, VR, 2 spaces | 600 eb | 2D6 HL | |
Pop-Up Medium SMG | SMG, +1 WA, 9mm, 50 shots, ROF 25, VR, 3 spaces | 700 eb | 2D6 HL | |
Pop-Up Heavy SMG | SMG, +0 WA, 10mm, 40 shots, ROF 20, ST, 4 spaces | 1,000 eb | 2D6 HL | |
Pop-Up FlameThrower | HVY, -1 WA, 2D6 Flame, 10 shots, ROF 1, ST, 2 spaces | 600 eb | 2D6 HL | |
Pop-Up 12 gauge | SHG, -2 WA, 12ga, 4 shots, ROF 1, ST, 3 spaces | 700 eb | 2D6 HL | |
Pop-Up Grenade Launcher | HVY, -1 WA, 25mm, 4 shots, ROF 2, VR, 3 spaces | 800 eb | 2D6 HL | |
Pop-Up 40mm GL | HVY, -2 WA, 40mm, 2 shots, ROF 1, ST, 3 spaces | 600 eb | 2D6 HL | |
Pop-Up Micro Missile Sys | HVY, -1 WA, 30mm Rocket, 4 shots, ROF 2, 4 spaces | 1,000 eb | 2D6 HL | |
Gas Jet | 2m range, 6 shots, 2 spaces | 275 eb | 1D6 HL | |
ChainRipp | Big Ass Chainsaw, 3D6 damage, 3 spaces | 1,250 eb | 2D6+4 HL |
Hands and Fingers | Sur. |
Description |
Cost | HL |
Independent CyberHand | (MA) | 7/10 SDP CyberHand - can mount 4 Finger options or 1 Hand Option | 750 eb | D6 HL |
Finger Flesh Mount | (M) | Allows cyberfingers to be mounted to flesh hands | 100 eb | 1 HL |
Quick Change Mount | (N) | Allows quick-changing of cyberfingers OR of cyberhands (choose when purchased) | 150 eb | 1 HL |
Standard CyberHand | (N) | Standard end unit for a cyberarm, cannot mount cyberfingers or options | 150 eb | 0 HL |
Modular Hand | (N) | Standard Hand that can mount one Hand Option or 4 Finger Options | 400 eb | 2 HL |
Ripper Hand | (N) | Hand Option - CyberHand now has extending blades dealing 2D6 damage | 200 eb | D6 HL |
Hammer Hand | (N) | Hand Option - High-Pressure Hydraulic Ram deals additional D10 damage | 200 eb | D6 HL |
Slammer Hand | (N) | Hand Option - Explosive pressure deals additional 2D10 damage - must be reloaded | 400 eb | D6+1 HL |
Buzz Hand | (N) | Hand Option - Electric Chainsaw deals 2D6+2 damage | 200 eb | D6 HL |
Grapple Hand | (N) | Hand Option - Rocket Propelled Grapple with 100m line | 200 eb | 1 HL |
Surveillance Hand | (N) | Hand Option - Detachable remote-control mini-camera in palm of the hand | 600 eb | D6 HL |
Web Hand | (N) | Hand Option - +2m swimming speed, +2 on swimming rolls | 100 eb | 1 HL |
Mace Hand | (N) | Hand Option - High-Density hand on 1m cable, 2D6+1 damage | 300 eb | 3 HL |
Medic Hand | (N) | Hand Option - Complete first aid kit | 600 eb | 1 HL |
Dartgun | (N) | Finger Option - same as the cyberoptic dart option | 100 eb | 2 HL |
ScrewDriver | (N) | Finger Option - powered screwdriver extends from fingertip | 50 eb | 0.5 HL |
Wrench | (N) | Finger Option - fold-out adjustable wrench finger | 50 eb | 0.5 HL |
Drill | (N) | Finger Option - adjustable speed drill at finger-tip | 50 eb | 0.5 HL |
Soldering Iron | (N) | Finger Option - Electric soldering iron extends from finger-tip | 50 eb | 0.5 HL |
Socket Wrench | (N) | Finger Option - Adjustable powered socket wrench finger | 50 eb | 0.5 HL |
LockPick | (N) | Finger Option - Concealed set of picks and tension hammer in finger | 50 eb | 0.5 HL |
Light Pen | (N) | Finger Option - Finger light pen for interfacing with certain computer systems | 45 eb | 0.5 HL |
MiniLight | (N) | Finger Option - Battery-powered flashlight with 15m range | 25 eb | 0.5 HL |
Finger Bomb | (N) | Finger Option - Detachable explosive that does 2D6+3 damage in 3m diameter | 150 eb | 2 HL |
Scissors / WireCutters | (N) | 2 Finger Options - 2 Fingers can be used together to cut, D3 damage | 50 eb | 1 HL |
Mace Spray | (N) | Finger Option - Holds 2 shots of MACE (-4 REF & Awareness for D6 turns) | 150 eb | 2 HL |
Magnetic Grip | (N) | Magnetic pads, bought in pairs, does not take any space | 60 eb | 0 HL |
Cutting Torch | (N) | Hand Option - Blowtorch with 10cm flame, 2.5 minute burn time | 100 eb | D3+1 |
HandGun | (N) | Hand Option - PST, -1 WA, 6mm, 6 shots, ROF:2, ST | 200 eb | D6+1 |
Tazer Grip | (N) | Hand Option - Taser in palm, stun saves at -2 | 180 eb | D6+1 |
Vidcam | (N) | Finger Option - Video camera in finger linked to Video Imager | 400 eb | 2 HL |
RPGrenade | (N) | Finger Option - Rocket propelled grenade deals 2D6 damage in 2m diameter | 200 eb | 2 HL |
Air Hypo | (N) | Finger Option - Air-Hypo with 4 injections per propellant cannister | 200 eb | 1 HL |
Tracking Device | (N) | Finger Option - Tracking device finger, transmits to Times Square or hand-held unit (3km) | 300 eb | 0.5 HL |
Lighter | (N) | Finger Option - Lighter with 2 hours of fuel | 25 eb | 1 HL |
Tri-Dart Launcher | (N) | Hand Option - Fires 3 darts from between knuckles, as optic dartgun | 300 eb | D3 HL |
IR/UV Flash | (N) | Finger Option - IR or UV flashlight with 10m range | 200 eb | 1 HL |
Probe Link | (N) | Finger Option - Interface plug with male connector (does not use wires) | 150 eb | 1 HL |
Flare | (N) | Finger Option - Parachute Flare with 150m altitude (D3 damage) | 200 eb | 2 HL |
Parabolic Microphone | (N) | Finger Option - Amplifies sounds x20 | 350 eb | 2 HL |
Storage Compartment | (N) | Finger Option - Very small storage space | 75 eb | 0.5 HL |
Flasher | (N) | Finger Option - FlashBulb, opponent rolls Dif REF or suffer -4 blinded modifier | 250 eb | 1 HL |
Laser Pointer | (N) | Finger Option - Small laser with 20m range | 150 eb | 0.5 HL |
One Shot Pistol | (N) | Finger Option - PST, -1 WA, 5mm, 1 shot, ST | 250 eb | 2 HL |
BallPoint | (N) | Finger Option - Ballpoint Pen | 25 eb | 0.5 HL |
Opti-Free | (N) | Finger Option - Saline-Dispensing finger with 10oz sterile, buffered, isotonic saline sol. | 30 eb | 1 HL |
CyberKeys | (N) | Finger Option - Finger holds 5 detacheable keys. 5eb each to modify normal keys | 100 eb | 0.5 HL |
CyberFeet | Sur. |
Description |
Cost | HL |
CyberFoot | (N) | Standard Cyberfoot for mounting at the end of a cyberleg | 200 eb | 0 HL |
Independent CyberFoot | (MA) | Standard Cyberfoot for mounting at the end of a flesh leg, as a replacement. | 500 eb | D6 HL |
Talon Foot | (N) | Foot Option - Extending toe blades that deal 1D6 damage | 400 eb | 2D6 HL |
Tool Foot | (N) | Foot Option - Allows the use of standard cyberfingers as "cybertoes" | 100 eb | 2 HL |
Web Foot | (N) | Foot Option - Webbing doubles swimming speed and adds +3 to swim skill | 300 eb | 2 HL |
Grip Foot | (N) | Foot Option - Designed for better gripping strength, capable of supporting the body. | 300 eb | 2 HL |
Skate Foot | (N) | Foot Option - Inline skates attached to feet, MA:20 | 240 eb | D6 HL |
Spike Heel Foot | (N) | Foot Option - Spike in heel for lethal kicks, 2D6 damage | 300 eb | 2D6 HL |
Stealth Foot | (N) | Foot Option - Provides +1 to Stealth skill | 150 eb | 1 HL |
Metabolics & Organs | Sur. |
Description |
Cost | HL |
Adrenal Booster | (M) | +1 REF, D6+1 turns, 3 times per day | 400 eb | D6 HL |
Adrenal Supercharger | (MA) | +1 REF, MA, BOD & STR, -3 INT & TECH skills, +2 Aware, 5+d6 min, 1/hour | 900 eb | D6+1 HL |
Adrenal Control | (MA) | (1) +1 REF, MA, STR, -1 COOL, for D6+2 turns up to 3 times per day, (2) +1 initiative and -1 cool checks, (3) +1 concentrating skills & cool checks, (4) as 3, +2 Cool, -3 Saves | 1,500 eb | D6+2 HL |
Enhanced Metabolism | (MA) | +1 STR, MA, REF (+2 if below 6), +2 initiative, double food consumption & aging | 5,000 eb | 3D6 HL |
OverDrive Metabolism | (CR) | +2 STR, MA, REF (+3 if below 6), +2 initiative, 3x food consumption, 12x aging | 10,000 eb | 4D6 HL |
SuperThyroid Gland | (M) | Provides +1 STR, +1 MA and +2 Initiative, must consume double normal food intake | 1,500 eb | D6 HL |
CyberLiver | (MA) | Filters Drugs and Alcohol (+4 resist drugs, 98% alcohol protection) | 450 eb | D6 HL |
Artificial Heart | (CR) | All Artificial hearts below allow for easy re-boot, giving +1 Death Saves, +3 Stabilize rolls | 500 eb | D3 HL |
PaceSetter Sports Heart | (CR) | Provides +1 MA, STR, BOD for up to 4 minutes, -1 on Death Saves | 900 eb | D6 HL |
PaceSetter 2000 Heart | (CR) | Provides +2 MA, STR, BOD for up to 2 minutes, -2 on Death Saves | 985 eb | D6 HL |
Decentralized Heart | (CR) | Provides +2 to all Death Saves | 1,300 eb | D6+2 HL |
Variable-Chambered Option | (N) | Modified version of artificial hearts, doubles time you can hold your breath, +1 endurance | +450 eb | D3 HL |
Synthacardium | (MA) | Rebuild of heart muscles gives better blood flow, +1 on dance, athletics, endurance, etc | 500 eb | D2 HL |
Nanotech CardioBoost | (N) | All natural sports heart gives +1 Endurance | 500 eb | 1 HL |
Enhanced Antibodies | (N) | Improves Healing Rate by 1 point per day | 3,000 eb | D3 HL |
Toxin Binders | (N) | Improves Poison and Drug saves by +4 (-1 damage per die for biotoxins, etc) | 3,000 eb | D3 HL |
NanoSurgeons | (N) | Improves Healing Rate by 1 point per day, or 2 points under MedTech care | 6,000 eb | D3 HL |
Anti-Plague Nanotech | (N) | Provides +3 vs diseases and bioagents, (-2 damage per die for biotoxins) | 1,750 eb | 0.5 HL |
Defibrillator Implant | (MA) | Restarts Heart on failed Death Save on a 2+ on D6. Only works once. | 750 eb | D3+1 HL |
Pacemaker CoProcessor | (N) | Restarts Heart in event of arrest (works against Black ICE mostly) | 150 eb | 2 HL |
Custom Blood Transfusion | (N) | Better Oxygen Circulation gives +2 athletics and +1 REF & STR for high-movement rolls | 400 eb | 1 HL |
Custom Blood Implant | (MA) | Produces Custom Blood, transfusions only provide bonuses for 1 week. | 4,000 eb | D6 HL |
ChronoHeme Transfusion | (N) | Holds a lot more oxygen in reserve, allows for 2 minutes of breath per point of BOD | 500 eb | 0.5 HL |
ChronoHeme Implant | (MA) | Produces ChronoHeme, transfusions only provide bonuses for 1 week | 5,000 eb | D3 HL |
MetaHeme Hemological Blood | (M) | New structure gives +1 MA & Endurance, +4 minutes breath, -1 resist toxins & disease | 1,300 eb | D3 HL |
"QuickClot" Hemofibrinic Nodes | (MA) | Reduce wound severity by 1 class. 1 in 10 at onset of each use that it causes a stroke. | 3,000 eb | D6 HL |
Ileocecal Siphon | (MA) | Draws 80% of water from body wastes. 48hrs w/o water in temperate climes, 24hrs in arid | 500 eb | 1 HL |
Increased Stomach Volume | (MA) | Doubles stomach size, allowing for much larger meals to be eaten. | 600 eb | D3 HL |
Decreased Stomach Volume | (MA) | Halves stomach size, aids in dieting | 500 eb | 1 HL |
Secondary Gut | (MA) | Allows user to store an extra full day's food in a second stomach | 750 eb | D3 HL |
NeoAppendix | (MA) | +2 Wilderness Survival searching for food | 500 eb | D3 HL |
Stress Moderator | (M) | Hormonally controls excessive stress levels (-10% to stress total per level, 3 levels max) | 600 eb | D3 HL |
Vein Clips | (MA) | Specialized clamps lock off blood flow to crippled areas, +2 on death saves | 700 eb | D6 HL |
Circulatory Sphincters | (MA) | Gives +2 stun saves, prevents blood loss (+4 stabilization rolls). | 3,200 eb | D6 HL |
Enhanced Mitochondria | (N) | Genetically altered mitochondria provide +1 Endurance | 2,500 eb | D2 HL |
Nephritic Screens | (MA) | Implantedkidney screens give +2 resist drugs/toxins, -1 damage per die for biotoxins | 500 eb | D2 HL |
Nitrogen Binders | (N) | Reduces depressurization time up to 100%. | 1,400 eb | D2 HL |
NeoLungs | (CR) | Hold breath twice as long. | 1,000 eb | D6 HL |
"FreezeBan" BioConstruct | (MA) | Immunity to frostbite, +1 Wilderness Survival / Endurance in cold. | 650 eb | 1 HL |
Endorphin Trap | (M) | Every 48 hours without damage, cyberware "traps" one dose of endorphins. Holds up to 6. | 1,000 eb | D4 HL |
Sensor Suites | Sur. |
Description |
Cost | HL |
Ultrasound Motion Detector | (M) | Detects motion in a 60 degree arc, 20m cone with 70% effectiveness | 200 eb | D6 HL |
Echolocation System | (N) | Requires cyberoptics, audiovox & cyberaudio. -1 awareness, no lighting or smoke pens | 800 eb | D3 HL |
Ultrasonic Detector | (M) | 70% Effectiveness, warns of other Ultrasonic zones before entering them | 140 eb | 1 HL |
Radar Sensor | (M) | Pings when encountering radar. 70% Effectiveness. | 150 eb | 1 HL |
Sonar Implant | (MA) | 50m range Sonar Mapping, as ultrasonic imager, only useable under water. | 300 eb | 2 HL |
Radiation Detector | (M) | Geiger Counter with alarms when levels become dangerous | 350 eb | 1 HL |
Drug Analyzer | (M) | 85% Accurate drug analyzer | 850 eb | 2 HL |
E-Monitor | (M) | Analyzes atmospheric conditions (pressure, CO2, O2, Nitrogen) | 185 eb | 1 HL |
Cyber-Detection Computer | (M) | Links other sensor suites to a computer to detect other's cybernetics | 3,000 eb | D6+3 HL |
LockDown | (N) | Links Times Square & enhanced hearing range to detect snipers (+1 aware / shot) | 300 eb | D6 HL |
Internal GPS | (N) | Global Positioning System linked to Times Square. | 450 eb | 1 HL |
External GPS | (N) | Global Positioning System displaying on an arm-mounted viewscreen | 600 eb | D3 HL |
Brain Mods | Sur. |
Description |
Cost | HL |
Extra Brain Tissue | (CR) | Foetal greymass additions, boosted circulation and aeration. +1 INT | 5,000 eb | D6+2 |
Neurological Rebuild Lvl 1 | (M) | Augments basic brain structure and recall speed. +1 INT, +1 Recall | 10,000 eb | D6+2 |
Neurological Rebuild Lvl 2 | (M) | Augments all main brain functions. +2 INT, +2 Recall | 50,000 eb | 2D6+3 |
Neurological Rebuild Lvl 3 | (MA) | Also Augments memory and response times, +3 INT, +4 Recall, -1 skill level for IP | 250,000 eb | 3D6+4 |
Neurological Rebuild Lvl 4 | (CR) | Total interconnection of augmented tissues, +4 INT, +6 Recall, +1 Interface, -1 skill level | 1,000,000 eb | 4D6+5 |
Neurological Rebuild Lvl 5 | (CR) | Almost total replacement of gray matter, +5 INT, +8 Recall, +2 Interface, -2 skill level | 5,000,000 eb | 5D6+6 |
Memory Augmentation | (CR) | Better recall, gives Total Recall skill at level 2 | 2,000 eb | 2 HL |
Trauma Dampers | (M) | Increased Endorphin receptors give +1 stun saves, Cool roll Dif 8+1/use/day to avoid addiction to the endorphin rush, requiring 3 uses per day | 500 eb | D3 HL |
Endorphin Trigger | (M) | 3 in 10 chance when hurt that it triggers: +3 stun / death saves. 1 in 10 chance of total endorphin intoxication and addiction. | 500 eb | D6 HL |
SuperCompact BrainDance | (CR) | Braindance recorder with 2 hr storage, goes through the brain to the back of the skull. | 15,000 eb | 2D6 HL |
Math Sub-Processor I | (MA) | Adds +2 to all math skills | 250 eb | 0.5 HL |
Math Sub-Processor II | (MA) | Adds +4 to all math skills, and +1 to math-related rolls | 600 eb | 1 HL |
Math Sub-Processor III | (MA) | Adds +6 to all math skills, and +1 to math-related rolls | 1,000 eb | 2 HL |
Math Sub-Processor IV | (MA) | Adds +8 to all math skills, and +2 to math-related rolls | 1,600 eb | 3 HL |
WetWare Drive | (M) | 1 MU mounted in the skull, accessible only through interface plugs | 320 eb | D6 HL |
WetWare Expanded | (M) | 2 MU mounted in the skull, accessible only through interface plugs | 495 eb | D6 HL |
WeWare Drive Expander | (M) | 1 additional MU added to standard WetWare Drive (per MU, no limit) | 200 eb | D2 HL |
WetDrive Access Link | (M) | Allows the owner of a WetWare Drive to access the data stored therein | 200 eb | D3 HL |
Staged Neural Bridge | (M) | Reduces off-hand penalty by 1 per level (max 3 levels) | 200 eb | D2 HL |
Sexual CyberWare | Sur. |
Description |
Cost | HL |
Mr Studd Sexual Implant | (MA) | All night, Every night | 300 eb | 2D6 HL |
Contraceptive Implant | (N) | 98% effective, good for 5 years | 100 eb | 0.5 HL |
Proceptive Implant | (N) | Provides 90% chance of pregnancy in women, good for 1 year | 150 eb | 0.5 HL |
Ovulation Control | (N) | Allows for on/off control of both Contraceptive and Proceptive Implants | 50 eb | 0.5 HL |
Harwired Instant Orgasm | (M) | Triggered pre-set sensations, for full orgasm regardless of partner's skills | 350 eb | D6+1 HL |
Increased Sex Drive | (M) | Insatiable sex drive, -2 resist seduction, -1 cool checks. +100eb for on/off switch | 500 eb | D3+1 HL |
Decreased Sex Drive | (M) | Gives +2 resist seduction, -2 seduction, -1 empathy based skills, +100eb for switch | 500 eb | D3+1 HL |
Physical Augmentation | (M) | Improves the size of the male member 20% | 300 eb | D6 HL |
Custom Augmentation | (MA) | Improves the size of the male member 50% to 500% (cost is minimum, can be 10x) | 1,000 eb | 2D6 HL |
SuperStudd Sexual Implants | (MA) | Mr Studd with any number of buzzing, flashing, rotating and thrusting options | 700 eb | 2D6 HL |
Urethral Mono Spike | (MA) | Curved monocrystal spike in the abdomen that extends from the urethra - 2D6 dmg | 700 eb | 4D6 HL |
Testicular Poison Sac | (M) | Sac containing 3 doses of poison, excreted through the urethra | 450 eb | 2D6+2 HL |
Vaginal Guillotine | (MA) | Lops off anything inserted into the vagina at the owners command (D3+3 dmg) | 500 eb | 3D6+2 HL |
Euro BioTech | Sur. |
Description (Double cost for persons with 10 HL or more of Cyber) |
Cost | HL |
Permanent +1 Reflexes | (N) | Extensive tissue restructuring and neural boosting, Inpatient therapy required after | 5,000 eb | D6+1HL |
Permanent +1 Body & Strength | (N) | Regimen of diet, exercise and bio-aid. Max of +2 | 3,400 eb | 0 HL |
Permanent +1 Attractiveness | (N) | Nanites subtly restructure your skin, eyes, cheekbones, hair, etc... Max of +3 | 1,600 eb | 1 HL |
Permanent +1 Movement | (N) | Near total restructuring of the legs, Inpatient therapy required after. Max of +4 | 2,700 eb | D3 HL |
Reduced Oxygen Lungs | (N) | You can filter out smog and survive on half the normal oxygen content. | 5,900 eb | 1 HL |
UV Resistance | (N) | Biotech regime gives a permanent perfect suntan and filters out UV. | 7,600 eb | D6 HL |
SP:4 Skin Armor | (N) | High-Fashion Biotech Skinweave. Cannot be differentiated from normal skin | 8,300 eb | 0 HL |
Endurance Bioenhancements | Take 1 per day, ignore fatigue for 12 hours, double food and water intake | 1,200 eb / day | 0 HL | |
PainProof Bioenhancements | Take 1 per day, +4 on stun saves, -2 tactile awareness for 12 hours | 1,800 eb / day | 0 HL | |
Anti-Trauma Bioenhancements | Take 1 per day, +2 on Death Saves for 12 hours | 4,000 eb / day | 0 HL |
Cryo-Ceramic Modules | Sur. |
Description (from King of the Concrete Jungle) |
Cost | HL |
Cryo-Ceramic Arm | (CR) | SP:17, SDP:25, 2 option spaces,Cyberarm punching and crushing damage | 5,000 eb | D6+3 HL |
Scratchers | Fingernails can extend into scratchers (as the cyberweapon) | 200 eb | D4 HL | |
Rippers | Fingertips can extend into 2" blades as Rippers. -10 SP when in use | 800 eb | 2D6 HL | |
Tentacles | The arm can split into three tentacles. +5 on grapple / hold / choke maneuvers. -10 SP | 600 eb | 2D6 HL | |
Other Option | As cyberArms, but no Myomers, Rams, Shielding, or Coverings | as normal | as normal | |
Cryo-Ceramic Leg | (CR) | SP:20, SDP:30, 1 option space, CyberLeg kicking damage. +2 MA if paired | 3,000 eb | D6+3 HL |
Animal Metamorph | Transforms into digitigrade animal legs, +3 MA, double leap distances | 400 eb | D6 HL | |
Other Options | As CyberLegs, but no Myomers, Rams, Shielding or Coverings | as normal | as normal | |
Squat Limb | Compresses the compound of the Limb, ½ normal size, +10 SP (1 option) | 300 eb | D4 HL | |
Elongation Limb | Allows the limb to stretch to 200% normal length, -15 SP (1 option) | 300 eb | D4 HL | |
Hollow Limb | Hollow space in limb acts as a hidden holster (1 space) | 100 eb | D3 HL | |
Inflating Limb | Inflates the Limb to +3 BOD. +1 intimidate, -10 SP (1 space) | 300 eb | D4 HL | |
Spiked Limb | Covers the limb with spikes on command, +D6 HTH damage (1 space) | 400 eb | D6+1 HL | |
Cryo-Ceramic Jaw & Skull | (CR) | Armors the head to SP:12, allows for one option | 1,500 eb | D6+1 HL |
Mimicry | Modifies the face by changing the bone structure. +2 disguise (1 space) | 1,500 eb | D6 HL | |
Animal Metamorph | Transforms the lower jaw and face to an animal hybrid face like a werewolf (1 space) | 300 eb | D6+1 HL | |
Vampires | Retractable vampires (as the cyberweapon) (1 space) | 250 eb | D6+1 HL | |
Horns | Horns can protrude from forehead or temples. D6+1 damage. (1 space) | 300 eb | D6+2 HL | |
Cryo-Ceramic Torso | (CR) | SP:21, SDP:35, 1 option space | 6,000 eb | 2D6 HL |
Inflating Torso | Inflates the torso to +3 BOD, -10 SP, +2 Intimidate, (1 space) | 600 eb | D6 HL | |
Spiked Torso | Covers the torso with spikes on command, +D6 damage ram or when grappled (1 space) | 400 eb | D6+1 HL | |
Undetectable Option | Makes any Cryo-Ceramic part undetectable through ScanWays, etc... (1 space) | 500 eb each | 0 HL | |
Electrical Shielding | Makes any Cryo-Ceramic part immune to Tasers / EMP, etc (1 space) | 400 eb each | D2 HL | |
Different Covering | Treat as Synth Skins for that part, (0 spaces) | 400 eb each | D3 HL | |
Tougher CryoCeramics | Makes any Cryo-Ceramic part tougher, +5 SDP, +5 SP (can be bought twice) (0 spaces) | 300 eb | 2 HL |
Exotic Conversions | Sur. |
Description |
Cost | HL |
Minor Facial Modifications | (M) | Slit eyes, pointed ears, whiskers, button nose, bunny ears, etc | 1,000 eb | D3 HL |
Major Facial Modifications | (M) | Antennae, insect or lizard face | 2,000 eb | D6 HL |
Muzzle, short | (M) | Cat, bear, etc | 2,000 eb | D6 HL |
Muzzle, long | (MA) | Dog or horse muzzle | 2,500 eb | 2D6 HL |
Mandibles | (MA) | Semi-prehensile grasping "jaws", deals D6 damage in grappling combat | 4,000 eb | 3D6 HL |
Natural Fangs | (N) | Natural fangs deal D6 damage in grappling combat | 500 eb | 2D6 HL |
Natural Claws | (N) | Grown from the bones, -3 to manipulation skill rolls, D6 damage in combat | 1,000 eb | D6+1 HL |
Retractable Claws | (M) | D6 damage in combat | 1,000 eb | 2D6 HL |
Scratchers | (N) | D6 damage in combat | 500 eb | D6 HL |
Rippers | (M) | 2D6 damage in combat | 750 eb | 2D6 HL |
Tail | (MA) | Mobile but weak - can exert 3lbs of pressure | 1,500 eb | 2D6 HL |
Combat Tail | (MA) | Heavily muscled tail tipped with spikes, spines of knob. D6 damage in combat | 2,500 eb | 3D6 HL |
Stinger Tail | (MA) | Combat tail with a poison stinger. D6 damage in combat, plus poison | 3,000 eb | 3D6+2 HL |
Digitigrade Legs | (CR) | With tail: +1 MA, without tail: -2 MA, -1 REF | 4,000 eb | 4D6 HL |
Fur / Scales / SkinChange | (N) | Changes the skin to the desired texture | 10,000 eb | 3D6 HL |
Heavy Scales | (N) | Skinchange with SP:6 skinweave | 12,000 eb | 3D6 HL |
Exoskeleton | (CR) | Rigid SP:18 exoskeleton. EV:2 | 20,000 eb | 4D6 HL |
Frame Alteration | (CR) | Shorter, taller, fatter, thinner... 25% change in body size | 8,000 eb | D6 HL |