TEXT: cyberchairs
  cyberchairs
  new options in mobility 
  new options in mobility 
  BY ADRIAN MARC
  1
  Writing and Design by Mike Pondsmith, James Hutt, Cody Pondsmith, and Sara Thompson
  Art Direction by Jaye Kovach • Business Management by Lisa Pondsmith
  Layout by J Gray
  Copyright  © 2021 by R. Talsorian Games, Inc., Cyberpunk is a registered trademark of CD Projekt Red S.A. All rights reserved under the Universal Copyrights Convention. All 
  situations, governments, and people herein are fictional. Any similarities portrayed herein without satiric intent are strictly coincidental.
  
  2
  CYBERCHAIRS
  R
  ocklin Augmentics cyberchairs
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  Moving beyond prosthetics, Rocklin Augmentics is proud to showcase their line of Cyberchairs for the discerning 
  punk. Kitted out to the highest quality, these chairs are designed for everyday life on The Street – even able 
  to handle more… aggressive activities. Whether you’re at a charity ball or a Friday night firefight, Rocklin 
  Augmentics Cyberchairs are there to navigate with ease and get a shot back in while you’re at it.
  There’s no better time to rock accessibility and mow your enemies down with autofire.
  It’s all the rage in defensive fashion, don’t you know?
  Item
  Description & Data
  Cost
  Mercurius 
  Cyberchair
  Basic model Rocklin Augmentics Cyberchair. 
  It cannot equip cyberware options.
  100eb (Premium)
  Spider  
  Cyberchair
  Advanced model Rocklin Augmentics Cyberchair. 
  It can equip cyberware options.
  1000eb (Very Expensive)
   
  ▶ Mercurius cyberchair
  A sport model with an impressive number of features for its accessible price point, this is Rocklin's most affordable 
  Cyberchair. Seating one with Rocklin's comfortable and secure automatic harnessing system, the Mercurius is 
  the consumer model of the regulation wheelchair used by the Night City Nuke, Night City's Murderball team. 
  The only differences between the two are the armrests, motor, and Interface Plug integration.
  To pilot the Mercurius, a user must either plug in one of their Interface Plugs for hands free control, or dedicate 
  a hand to operating the armrest's control panel. While using a hand to pilot the Mercurius, that hand cannot be 
  used to do anything else. While piloted, any attacks targeted at the Cyberchair are instead targeted at its pilot. 
  The chair’s pilot cannot be removed from the Cyberchair as long as they are conscious. 
  When controlling the Mercurius, the pilot’s MOVE becomes 5 (minus any Armor Penalties), 
  and all movement options (Run, Jump, Climb, Swim, Get Up, and so forth) are available 
  to them. Despite lacking the legs of Rocklin’s Spider Cyberchair, stairs pose no challenge to the Mercurius’s 
  specially engineered tires and can be climbed with no penalty. Any Critical Injury the pilot suffers that 
  lowers their MOVE will instead lower the MOVE granted to the pilot by the Cyberchair. Quick 
  Fixes and Treatment to remove the effects of the Critical Injury are applied to the chair and follow the rules for 
  Critical Injuries and Cybertech on page 223 of the Cyberpunk RED core rulebook.
  The Mercurius Cyberchair cannot be rendered inoperable by EMP effects, like Microwaver pulses, or Non-
  Black ICE Program Effects. 
   
  ▶ spider cyberchair
  This Cyberchair is Rocklin's top of the line model, and it shows. It seats one, and secures comfortably to the user 
  with an automatic harnessing system. The Spider's initial activation is a sight to behold as four hydraulic limbs 
  splay below the user with a hiss, and lift the pilot into the air.
  To pilot the Spider, a user must either plug in one of their Interface Plugs for hands free control, or dedicate a 
  hand to operating the armrest's control panel. While using a hand to pilot the Spider, that hand cannot be used 
  to do anything else. While piloted, any attacks targeted at the Cyberchair are instead targeted at its pilot. The 
  chair’s pilot cannot be removed from the Cyberchair as long as they are conscious. 
  
  3
  CYBERCHAIR
  When controlling the Spider, the pilot’s MOVE becomes 5 (minus any 
  Armor Penalties), and all movement options (Run, Jump, Climb, Swim, 
  Get Up, and so forth) are available to them. 
  Any Critical Injury the pilot suffers that lowers their MOVE will instead 
  lower the MOVE granted to the pilot by the Cyberchair. Quick Fixes and 
  Treatment to remove the effects of the Critical Injury are applied to the chair and follow 
  the rules for Critical Injuries and Cybertech on page 223 of the Cyberpunk RED core 
  rulebook.
  The Spider has 4 Option Slots for installing Cyberarm, Cyberleg, or 
  Cyberlimb Options. Options installed into the Cyberchair always count as if they 
  were paired. Installing an option into the Cyberchair costs the same as installing it into 
  a Cyberlimb. 
  The Spider Cyberchair, along with any options installed within it cannot be rendered 
  inoperable by EMP effects, like Microwaver pulses, or Non-Black ICE Program Effects.
  BY ADRIAN MARC
  Sara ThompSon
  Our Cyberchairs were 
  designed in cooperation 
  with Sara Thompson, a 
  writer and champion for 
  positive representation of 
  disabled people in table-
  top roleplaying games.
  As a writer and TRPG 
  designer, Sara has done 
  work for Mantic Games 
  and Paizo. This isn't her 
  first collaboration with 
  R. Talsorian Games. Her 
  adventures will (as of the 
  release of this DLC) feature 
  in two future sourcebooks: 
  Book of Tales and Tome of 
  Chaos.
  Sara also served as the 
  model for the Cyberchair 
  user on page one. The art 
  was done by the incredibly 
  capable Adrian Marc.
  You can follow Sara 
  online via Twitter. Her 
  handle is @mustangsart
  
SOURCE: textdata/thevault/Cyberpunk/Cyberpunk Red/RTG-CPR-Cyberchairv1.1.pdf