CYBERWARE MASTERLIST -------------------- ============================================================================================== Cyberware Surg Description Cost Empathy Loss FASHIONWARE - APPEARANCE & COSMETIC CYBERWARE Biomonitor N +10 Drug Tolerance & First Aid 100 1 performed on YOU. Skinwatch N Subdermal Timepiece 50 1 Light Tattoo N Decorative Tattoo 1-20 0.5 +5 Presence (where applicable) Shift-Tacts N Colour Changing Contact Lenses 1-200 0.5 +5 Presence (where applicable) CHEMskins N Colour/Pattern Changing Skin Tints 200 1D6/2 +10 Stalk & Hide (where applicable) SYNTHskins N Color/Pattern Changing Artificial Skin 400 1D6 +10 Stalk & Hide (where applicable) & +10 DB against Flamers TECHhair N Colour/Light Emitting Artificial Hair 1-200 2 +5 Presence (where applicable) ============================================================================================== NEURALWARE - MAN/MACHINE CYBERWARE Neural Processor M Basic MMI Processor. This item is 1000 1D6 mandantory before any other Neuralware systems can be accessed. AMBI Processor M Confers Ambidexterity (negates -20 2500 2D6 Off Hand Penalty) Boosterware N +10 Initiative Per Level (Level 3 Max) 500/Level 1D6/Level (Kerenzikov) Speedware N +30 Initiative For 5 Rounds. Takes 1600 1D6/2 (Sandevistan) 1 Round to activate. Tactile Boost N Sense of Touch Boost 100 2 +20 Small Manuvuers (Repairs, etc) Olifactory Boost N Sense of Smell Boost 100 2 +20 Perception & +20 Tracking Pain Editor N Dampens effects of heat, cold & pain 400 2D6 Reduces Combat Penalties by -50 Reduces Parry/Stun by 2 Levels per Round Interface Plugs N Interface sockets for all LINK 200 1D6/Pair Neuralware systems. Cybermodem LINK N Direct Connection to the NET 100 1 +10 All Netrunning Skills Vehicle LINK N Direct Connection to Cyber Vehicles 100 3 +20 All Driving/Piloting Skills Smartgun LINK N Direct Connection to Cyber Weapons 100 2 +20 TO HIT with Smart Guns. Machine LINK N Direct Connection to Machinery 100 2 +20 All Repairs Skills Dataterm LINK N Allows download of Data to Internal RAM 100 2 Memory Units Chipware Socket MA Allows a maximum of Skill Chips to be 200 1D6/2 loaded. Can't have more chips than RE/10 (rounded down). Skill Chips come in 2 varieties ROM or EPROM. ROM Skill Chips give a character any one skill at a +25 Bonus. The Skill on the Chip can never be changed & is customized to the original buyer (i.e. these Chips are useless for another user). The Cost of a ROM Chip is (Normal Character Skill Rank Cost x E 250) EPROM Skill Chips give a character any one skill at a +25 Bonus. The Skill on the Chip can be changed as desired (i.e. new skills can be downloaded from the Net when required). For Physical Skills, the User requires some time to get used to the new skill on the Chip. During this familiarisation period the Skill Bonus provided by the Chip is +0, this rises to the +25 Bonus after the period is complete. The familiarisation period is determined by the table below Characters Stat Bonus for Skill +0 => 1 Week to learn to full effectiveness (i.e. Skill is 0 now (normally -25 penalty to unknown skill) & will be +25 after 1 week of use) +10 => 3 Days +15 => 1 Day +20 => 12 Hours +30 => 3 Hours +35 => 1 Hour For Mental Skills, the +25 Bonus is applied immediately after download is complete. The download time for any Skill will vary per character. It takes as many rounds to download a Skill from the Net as the normal skill rank cost for that skill for that character. E.g. for a Solo Character, downloading Driving (Sedan) would take 1 round, whereas downloading an Engineering Skills would take 5 rounds. The Cost of a EPROM Chip is a set E5 000 Internal RAM Memory MA Each unit allows 100 Terabytes of 500 1D6/2 digital information to be stored. Cortical Cybermodem MA CyberDeck. +2 Mem. +30 Run Points 5500 2D6 SUNBURST Cranial M CyberDeck. +1 Mem. +10 Run Points 2500 1D6 Interface MILATECH MRAM Chip MA +15 RUN Points. 1000 1 MRAM Chip MA +10 RUN Points. 500 1D6 Cortical Stimulaters MA Prevents Meat & Brain Damage 500 2D6 ============================================================================================== BIO IMPLANTS - CYBERWARE PLACED IN THE BODY Nasal Filters M +50 RR vs Toxic Gas & Fumes 60 2 Gills MA Water Breathing System (Max: 8 Hours) 400 3D6 Independent Air Supply MA Good for 30 Minutes 300 2D6 Mr STUDD Sexual Implant MA All night, every night and she'll never 300 2D6 know. Contraceptive Implant N Good for 5 Years (99.99% Effective) 100 0.5 SubDermal Pocket M 5cm x 5cm Space with Realskinn Zipper 200 2D6 Adrenal Booster M +10 Agility & Quickness for 1D6+2 Rounds 400 2D6 Takes 1 Round to activate. SubDermal Armourplate CR UnArmoured AT 9, Armoured +20 DB 1200 2D6 Motion Detector M Detects motion in a 90 Degree arc 200 2D6 dependant on facing. Arc extends 50m Digital Recorder M 2 Hours Storage from any digital source 200 2 Audio/Video Tape/ M 2 Hours Storage from Video & Audio Links 300 2 Recorder Radar Sensor M 360 Radar, effective range of 200m 200 2 Sonar Implant M 360 Sonar, effective range of 200m 300 2 Radiation Detector M 360 Radiation Dectector, effective range 200 2 of 10m Chemical Analyser M 45 Degree Arc, effective range 5m 200 2 Voice Synthesizer M Can mimic any recorded sound (Storage 600 1D6 capacity of 10 voices) AudioVox M Voice Synthesizer for special effects 700 2D6 (+20 Singing & Music) ============================================================================================== BIOWARE - BIOLOGICAL BASED ENHANCEMENTS Grafted Muscle MA +5/+10 STR & CON 1000/Lvl 2D6 Muscle & Bone Lace N +5/+10 STR & CON 1500/Lvl 1D6/2 Skin Weave N Unarmoured AT 4, Armoured +15 DB 2000 2D6 Enhanced Antibodies N Repairs +10 Hit Points/Hour & +50 RR 3000 1D6/2 v Disease. Toxin Binders N +50 RR v Poison & Drugs 3000 1D6/2 NanoSurgeons N Repairs Bleeding Damage +1 Per Round 6000 1D6/2 Damage Penalties +5 Every 4 Hours & Hit Points +5 Per Hour. Increases RUN Point recovery by 50%. ============================================================================================== CYBERWEAPONS - IMPLANTED BODY WEAPONS Scratchers N Body Weapon (Hands). Melee Mark 1 100 2D6 Implanted Fangs N Body Weapon (Mouth). Melee Mark 1 200 3D6 (Vampires) Rippers N Body Weapon (Hands). Melee Mark 1 400 3D6 (+15 OB) Wolvers M Body Weapon (Hands). Melee Mark 2 600 3D6+1 Big Knucks M Body Weapons (Hands). Melee Mark 1 500 3D6 (+15 OB) Slice & Dice M Body Weapons (Hands). Melee Mark 2 700 3D6 CyberSnake MA CyberWeapon, Self Controlling. Melee 1200 4D6 Mark 1 (+20 OB). Concealed. ============================================================================================== CYBEROPTIC MA BASIC EYE MODULE (4 OPTIONS PER EYE) 500 2D6 Colour Shift N Allows colour changes. 300 0.5 +5 Presence (where applicable) Image Enhancement N +20 Perception 300 1 Targeting Scope N +10 OB with SMART Weapons 400 2 Times Square Marquee N LED Screen in Vision Field for Messages 300 1 Tele-Optics N Telescopic Ability (x20) 150 0.5 +10 Perception Micro-Optics M Microscopic Ability (/20) 150 0.5 +10 Repairs Anti-Dazzle N Immune to Flash or Laser Blinding 200 0.5 LowLite N See in Dim/Almost Total Darkness 200 0.5 (Negates Night Penalties for Perception) Thermograph Sensor N See Heat Patterns & Temperature Readings 200 1 (Range 10 Metres, reduced by obstructions) Infra-Red N See in Total Darkness, using Heat 200 1 (Negates Total Dark Perception Penalties) Ultra-Violet N See in Total Darkness, using UV Flash 200 1 (Negates Total Dark Perception Penalties) MicroVideo Optics N Video Record (2 Hours) (Takes 2 Options) 300 0.5 Digital Camera N Shoots up to 50 Images (Takes 2 Options) 300 0.5 DartGun N Poison Weapon (3 Options) Holds 3 Darts 200 2 Range 1-2-3-5m. ============================================================================================== CYBERAUDIO MA BASIC EAR MODULE (4 OPTIONS PER EAR) 500 2D6 Amplified Hearing N +10 Perception when Auditory Clues 200 1 Radio Link N Radio Communications (5 Mile Rad) 100 1 Phone Splice N Full Cellular Communication 150 1 Scrambler N Safeguards Transmissions 100 0.5 Bug Detector N Detects taps, bugs (5m Rad) 200 0.5 (+50 Perception when actively looking for bugs) Voice Stress Analyser N Lie Detector. +20 Human Psychology. 200 1 Sound Editing N +20 Perception when overhear one 150 0.5 specific conversation. Enhanced Hearing Range N Ability to hear supersonic/subsonic 150 2 ranges (+10 Perception) Wearman N Stereo Music System 100 0.5 Radar Detector N Beeps if Radar Beam is encountered. 150 0.5 (Fixes source 40% chance) Homing Tracer N Can follow tracer up to 2km distance 200 0.5 Tight Beam Radio Link N Allows untappable radio Comms (within 200 1 line of sight) Wide Band Radio Scanner N Picks up Radio transmission on all bands 100 2 Micro-Recorder Link N Transmits to Recorder in Body or via 100 0.5 plugs. Digital Recording Link N Transmits sounds to a digital recorder 100 0.5 Range 50m. Level Damper N Automatic Noise Compensation. Negate 300 0.5 STUN effects of SONIC attacks. ============================================================================================== CYBERARM CR BASIC ARM REPLACEMENT (4 OPTIONS/ARM) 3000 2D6 CYBERLEG CR BASIC LEG REPLACEMENT (4 OPTIONS/LEG) 3000 2D6 Quick Change Mount N Allows Cyberware changing in 1 2 Rounds 200 2 Hydraulic Rams N +5 DB, +20 MA Strikes & x3 Concussion 200 3 Damage. +50 Leaping/Lifting Manuveurs as appropriate (Legs=Leap, Arms=Lift) Mutually Exclusive with Thickened Mynomer. Thickened Mynomer N +5 DB, +10 MA Strikes & x2 Concussion 250 2 Damage. +25 Leaping/Lifting Manuveurs as appropriate (Legs=Leap, Arms=Lift) Mutually Exclusive with Hydraulic Rams. Reinforced Joints N +5 DB 250 1 Artificial Shoulder CR Mount extra arms (2) below first set. 1500 2D6 Microwave/EMP Shielding N Limb is unaffected by radiation attacks 300 1 Plastic Covering N In Colours. 200 1 +5 Presence (where applicable) RealSkinn N Limb looks real. Lower HC by 1D6/2 200 - (-50 Perception to know otherwise) SuperChrome N High Gloss Metallic Covering 200 3 +5 Presence (where applicable) Armoured N Armour Limb +20 DB 200 1D6 HANDS & FEET - ATTACH TO CYERLIMBS - - Standard Hand N Resembles Normal Hand 150 0 Ripper Hand N Standard Hand + Rippers Built-In 600 2D6 Hammer Hand N Hydraulic Ram Fist. +10 MA Strikes & 600 2D6 1.5x Concussion Damage. Buzz Hand N Wire Circular Saw. +20 MA Strikes & 600 2D6 Increase Critical by 1 Level Tool Hand N Fingers contain ScrewDriver, Wrench, etc 200 2 +10 Repairs. Grapple Hand N Extends rocket-propelled grapple & 50m 350 3 cord. Extension Hand N Hand extends on collapsable sleeve up to 350 2 1m. (+5 MA) Spike Hand N Palm spike extends thru fingers 500 2D6 Melee Weapon Mark 1. Modular Hand N Choose any 4 Modular Tools 600 2 Standard Foot N Resembles Normal Foot. 200 0 Talon Foot N Extends Toe Blades. Melee Weapon Mark 1 600 2D6 or +10 MA Strikes. Tool Foot N As Tool Hand? 300 2 Web Foot N Double Swimming Speed. +25 Swimming 500 2 Grip Foot N Designed for better gripping strength 500 2 +25 Climbing Spike Heel Foot N Heel Spike for Climbing or Kicking. 500 2D6 +10 Climbing & +20 MA or Melee Weapon Mark 2. ============================================================================================== BUILT INS - BUILT INTO CYBERLIMBS - - AV Tape Recorder N 2 Hour Micro Cassette Storage. 250 1 Digital Recorder N Digital Chip Recorder (Must download 300 1 or erase chip) Storage Space N 5cm x 15cm Storage Space (Lockable) 50 0.5 MiniCam N Pop-Up Digital Still Camera (20 Shots) 200 2 MiniVid N Pop-Up Mini Digital Video (30 Mins) 400 2 Hidden Holster N Weapon Size based on Con 100 1 LCD Screen Readout N Can be linked to any output device 200 1 Scanner N Multi, Tech or Med Scanner 400 3 ============================================================================================== CYBERWEAPONS - BUILT INTO CYBERLIMBS - - Grenade Launcher N Weapon (Mark 1 Grenades Only) 500 2D6 Micro-Missile Launcher N Weapon (Mark 1 Missiles Only) 900 2D6 Pop-Up Gun N Weapon (Size Based on Con) 200-800 2D6 Flame Thrower N Weapon Mark 1 600 2D6 Weapon Mount & Link N Mounting Plate + Neural Link(1 Weap) 100 3 Mark 1 Laser N Shoulder Mount (Laser) 800 2D6 ============================================================================================== LINEAR FRAMES - IMPLANTED EXOSKELETONS FOR STRENGTH - - Frame A MA Strength +25 6000 2D6 Frame B MA Strength +50 12000 3D6 Frame C MA Strength +75 24000 4D6 ============================================================================================== BODY PLATING - EXOARMOUR FOR COVERING BODY - - Cowl MA Skullcap (DB +5, Considered as 200 1D6 wearing helmut for damage criticals) Faceplate MA Faceplate (DB +15, Helmet Bonus as 400 4D6 above). Torso Plate MA UnArmoured: AT 17 2000 3D6 Armoured: +40 DB -5 on Quickness & Agility Stats Front Optic Mount MA Allows 5 Optics mounted onto Face 1000 4D6 Front Audio Mount MA Allows 5 Audios mounted into Face 1000 4D6 ============================================================================================== Notes: For Armour implants the DM must determine if a character is sufficently armoured to be classed as an appropriate ARMOUR TYPE instead of using the Defensive Bonus Modifier (e.g. if a Character has Arm, Leg, Chest & Head Armoured, instead of a DB modifier it may be more appropriate to set the Characters AT as 11 or 12). Version 1.5 Last Updated 30/07/2001