TEXT:  
  Choice Cyberware from the Net Archives
   
  Flipper Is Dead, The UK CyberPunk ThinkTank 
    
   
    
  CyberWare Listing 
  Revised Edition - February 1999 
  This was originally just a listing of cybernetics for the FID cyberpunk games which has slowly grown into a large "catalogue" of materials 
  with cybernetics not only from the CyberPunk game proper, but some "borrowed" from other sources such as CyberSpace and 
  ShadowRun, and all spiced up with a liberal sprinkling of new tech fresh from the minds of FID.  
  Each piece of cyberware has a three-item code after the name (XX-XXXX-XX). The first item is the surgery code of the Cyberware (N = 
  negligible, M = Minor, Ma = Major and Cr = Critical), the second item is the cost in eurodollars and the last is the Humanity Loss.  
  Neural Processor (Ma-1000-D6)  
  The vital hardware to allows a computer interface to 
  with your nervous system. The Processor is 
  implanted in the base of the skull, with electrodes 
  penetrating deep into the brain. Each of the hair fine 
  electrodes is tipped with a cluster of monoclonal 
  foetal cells that grow into the recipient's nervous 
  system. Custom built nanites that are injected into 
  the blood search out important nerves and link onto 
  them, marking them for the electrodes to bond onto. 
  Once the electrodes are in place (taking 2-3 days) 
  the processor starts to stimulate the sites, learning 
  the brain responses. Brains are all laid out the same 
  way, so the major functions are the same, but 
  everyone has a slightly different set up which the 
  processor accounts for, learning your responses. 
  The system is usually fully operational within 5 
  days.  
   
  Options 
   
  Data jack/skull plug (M-200-2)  
  Allows interface cables and single skill chips These 
  can be almost anywhere on the body, but are 
  commonly on the head. Behind the ears, The 
  temples, Across the forehead, Base of the skull 
  (anywhere on the skull, but needs to be shaved and 
  probably permanently depilated) Down the back of 
  the neck, Small of the back, (anywhere along the 
  spine) Inside of the Wrists, Crook of the arm, 
  Underarm are common for weapon system 
  interfaces  
   
   
  Skill chip sockets (M-200-2)  
  These allow ten chips to be stored, though you can 
  only run your INT stat in chips at any time  
  Smartgun Targeting coprocessor (N-300-0)  
  +2 to hit  
  Cyber modem Data Link (N-200-0)  
  Allows use of a cyber deck  
  Vehicle Control coprocessor (N-300-0)  
  +2 to drive skills  
  Data-term Info link processor (N-100-0)  
  allows interface with data terminals  
   
  Pain editor (M-200-2D6)  
  Cuts all pain signals experienced by the body. You 
  still feel the contact, but nothing else. The Shock 
  and trauma of the wound is greatly reduced, as your 
  body doesn't realise its injured. The user will always 
  pass Stun saves and takes wound penalties as if the 
  wound was one level less. Death saves are 
  unaffected. But there is a very real danger of 
  aggravating your wounds, and if you keep acting 
  while injured your wounds will advance at twice 
  normal rate  
   
  Tight beam Data link (N - 200 - 2)  
  Implanted broadcast unit uses a tight radio beam to 
  carry interface data, range 5m LOS. Can penetrate 
  up to a foot of solid matter before the signal 
  degrades into useless noise  
   
   
   
   
   
  
   
  Sensory boosts  
  The average sensory boost adds +2 to the awareness 
  notice rolls using that sense. 
   
  Note that Image Amplification is an eye option and 
  Augmented Hearing is an ear option 
    
  Tactile Boost M - 350 - D6  
  Tactile boost is a spinal implant and includes a link 
  to the neural processor. The implant increases the 
  bodies responses to touch impulses, allowing 
  increases sensitivity. Commercial models use a 
  ramped feedback system, so that the smaller the 
  sensation the more it is enhanced. This stops large 
  sensations, for example being punched or shutting 
  your hand in a door, from being enhanced at all, 
  otherwise the sensation could overload your brain. 
  Several Illegal /semi legal modifications are 
  available for Tactile boosts;  
   
  Pain control N - 200 - 2 Tactile boost option  
  Stepping down the Larger Pain impulses acts like a 
  pain editor, providing +1 to all stun saves  
   
  Sensation Boost N - 450 - d6 Tactile boost option  
  This illegal option boosts physical sensations to 
  almost dangerous levels. Most of these options are 
  fitted with implanted, neural or dermal switches (or 
  remote controls) Ramping up all the way the 
  increase in sensation makes almost any action 
  distracting and magnifies any sensation felt to 
  unprecedented Highs. 'Victim' is at -1 to all actions, 
  and -3 to all stun saves. Even a slight injury is 
  painfully crippling. Used with pleasurable 
  sensations the effects are quite astonishing, 
  amplifying pleasure. This is not only addictive (cool 
  20 to resist) but the user becomes desensitised to 
  normal pleasure and must use the amplified 
  sensations Used as a boost for a sensory boost, the 
  user can feel minute temperature changes, small 
  variations in surfaces etc. The Tactile boost now 
  gives +5 to touch awareness. Used to torture and 
  interrogate the User, this adds +2 to the interrogators 
  skill, and the victim can take a lot of 'questioning' 
  before they take any real damage, as the pain isn't 
  caused by much actual damage. People fitted 
  (sometimes voluntarily) with these are popular 
  attractions in S&M performances  
   
  Feedback loop with a Mr Studd /MNL N-550-1 Tactile 
  boost option  
  Amplifies the sensations and physical reactions to 
  the sensations from the Mr Studd or Midnight Lady 
  implant. This, of course, increases the normal 
  physical reaction, which increases the feedback into 
  the link. The resulting increased sensations are very 
  pleasant and Highly addictive (needs a Cool 20 to 
  resist.) A popular and highly illegal option for Play 
  Being modifications  
   
   
  Olfactory boost M - 300 - D6  
  The olfactory boost is a nasal implant linked into the 
  users neural processor. The implant includes a 
  network of new taste buds and sensory implants, and 
  also can increase the sensitivity of the existing 
  nerves. +2 awareness to taste or smell perception 
  tests  
   
  Track by smell N - 350 - 2  
  System is an editor, capable of locking onto one 
  scent and then editing out all others, allowing the 
  user to track by smell. This implant starts a new INT 
  skill, 'track by smell' at 2. Once the system is 
  implanted, the user can learn now to use it properly, 
  until they could follow one man across a city by 
  scent. (Remember that vehicles will break the trail, 
  as will most strong smells)  
   
  Olfactory Level Dampers N - 200 - 1  
  These cut out extreme levels of scent, including 
  stench and stink bombs. It also cuts out very strong 
  tastes.  
   
  Visual Co-Processor N-450-1  
  The processor combines the information from your 
  cyber optic systems, producing a composite view 
  that uses the most advantageous vision you have 
  available. The processor can also section areas out, 
  so a darkened window in a brightly lit street can be 
  seen into using your low light option without 
  greening out due to the surrounding light. Needs a 
  Processor and Cyber optics to function. Negates any 
  actions needed to switch vision modes. The user 
  always gains the most advantageous vision bonus 
  for the situation.  
   
  Sensory recording suite N- 800 - d6  
  A processor option. This links into all of your 
  cybernetics senses . To use it properly you must 
  have at least one of the sensory boosts. The Suite 
  records broadcast quality ASP from each boosted 
  sense. It cannot handle feed from your unmodified 
  senses.  
   
  Deluxe recording suite Cr- 3500-d6  
  A series of cranial and spinal implants, linked to a 
  dedicated neural processor. No other cybernetics 
  needed. Comes complete with a dedicated processor 
  and cranial jack. Works as a full sensory boost, 
  adding +2 to every awareness / notice roll made. 
  Records full record and broadcast quality ASP 
  signals in all five Senses. Now you really can play 'I 
  am a Camera'.  
   
   
   
   
   
   
   
   
  
   
  Switches and controls  
  NAC neural actuator control N - 100 - 1  
  A switch you activate by moving pre-set muscles. 
  The switch is implanted and then records the 
  movements you want it to trigger on  
   
  DNI direct neural interface N - 350 - 1  
  A switch you activate with thought, a simple learnt 
  response  
   
  Subdermal switch N - 10 - 1/2  
  A hard disc just under the skin. Press on it and it 
  clicks on/of. Usually implanted somewhere easy to 
  reach like the upper arm, but can be concealed (e.g. 
  in the mouth)  
   
  Switch with actuator mouse. N - 25 - 1/2  
  A chip implanted in finger operates the subdermal 
  switch. A useful security measure, the switch can 
  only be operated by the implanted 'mouse' chip  
   
  Optical control N - 50 - 1  
  Implants in the eye muscles track the view-point of 
  the user and output it to systems, allowing selection 
  from screens or HUD's by eye motion alone.  
   
  Biomonitors  
  Chemical response biomonitor N-85-1  
  This is tattooed onto the skin with bioresponsive 
  inks that alter colour when various chemicals 
  detected in the blood. Monitors body temp, diet, 
  illness and pain. +2 to resist Torture and drugs  
   
  Standard biomonitor M-200-1  
  Implanted chip with a series of biochemical 
  monitors, displaying its output on a screen layered 
  into your skin. The System monitors your nervous 
  system and blood chemistry, looking for out of limit 
  signals. Also wired for EEG and ECG output with 
  subdermal trodes. Just by watching your display +2 
  to resist torture and drugs  
   
  Broadcast biomonitor M-250-1  
  Implanted chip, with biochemical monitors, a 
  dermal screen and a broadcast chip. Logs into 
  nearby medical equipment and downloads your 
  medical info, ID and details whenever you are 
  injured and a medic unit passes within 5m (Medic 
  vehicles can pick up the signal Standard with most 
  medical insurance, also in hospitals as you can be 
  logged into bedside monitors Makes the medtechs 
  job +2 easier to treat any ailment, also giving +1 to 
  save vs. death state Can be linked with an 
  emergency booster, a sealed cell phone that calls for 
  medical aid if you are injured. (unit costs 200, range 
  as a cellular link) Secure options are also used to 
  prevent the silent killing of guards on patrol. These 
  Security / Police biomonitors are linked to the 
  guards radios and the central security computer 
  alarms, so if one flatlines, the alarm sounds. Will 
  also detect panic, paralysis, knock out drugs and 
  stun weapons effects and sound the alarm. The 
  alarm also sounds if the signal is cut off or jammed 
  Dermal ware  
   
  Light tattoo N- 20 to 50 by complexity - 1  
  These use subcutaneous light emitting polymers that 
  give off light like a beta light. Doesn't illuminate 
  much, but it can be seen a fair way off. The tattoo 
  can be in any colours, and even switch between two 
  patterns like a neon sign. The tattoo draws power 
  from your body heat, so it never needs recharging  
   
  Thieves light N - 30 - 1  
  The Thieves light is a palm tattoo with a subdermal 
  switch, allowing the user to always have a pen 
  torch-like light handy for rifling draws or picking 
  locks.  
   
  Chemskins N - 800 - 2  
  Permanent skin colour changes. The whole body is 
  immersed in the pigment vat, and the biopenetrative 
  pigments sink into the dermal layers, forming a 
  permanent colour change. Normally one flat colour, 
  but they can be painted, sprayed and styled like 
  body paint. Common in camouflage patterns and 
  colours, various Ethnic mimicries and animal skins. 
  Also available in colour shift (+250) and 
  bioresponsive (+500) Colour shift skins change 
  colour when exposed to pre-set conditions, usually a 
  chemical wash or an electrostatic stylus. 
  Bioresponsive skins shift colour with your mood 
  and body chemistry. This has been used for 
  everything from face-downs (skin goes red when 
  angry) to prisons (skin shifts colour if intoxicated )  
   
  Temporary Chemskins N - 200 - 1  
  Temporary Colour changes that look and act like 
  chemskins but fade after one month. Synthskins M - 
  400/loc - D3/location Vat grown artificial skins, 
  grafted onto the user. This looks and feels plasticy, 
  making you look like a burn victim. Normally flesh 
  tones, but also available with patterns, colours and 
  lights (+50) Skin 400 per location counting your 
  Torso as two (front and back).  
   
  Skinwatch N - 50 - 1  
  A subdermal digital watch. The first models were 
  patented in California in 1997 The display is set 
  under the skin of your wrist, showing current time. 
  Subdermal switches either side of the display switch 
  to Day / Date display and Seconds. Recharges its 
  power cells from your body chemistry so it never 
  needs replacing.  
   
  Subdermal screen N - 50 to 150 - 1  
  Small displays that can be used to display data from 
  the implanted chip set with it. Simple displays are 8 
  character rolling displays (50) to small screens 
  (150). Some popular models scroll slogans or 
  popular brand names, others show scenes from 
  videos or implanted playback units.  
  
   
  Body screen M - 600 / location - D3  
  This is a full body high definition playback screen, 
  covering as much of the body as you want. Each 
  location costs 600 to cover, and damage or wear 
  reduces picture quality, needing refresher 
  implantation's once a year / serious injury (costing 
  300) You can now have any visual image or your 
  choice, still or moving, crawl across your body. 
  Possibilities and uses are left to the users 
  imagination. (Zombie Analytics use them to wear 
  the faces of famous people when they quote them)  
   
  Tech Hair M - 100 - 2  
  Wonder of modern polymers, this synthetic hair 
  never needs washing, combing or styling. Simply 
  wiping it with a wet brush keeps it looking fine. 
  Feels a bit plasticy and burns like a nylon Barbies. It 
  is an Average Touch awareness to spot Tech hair 
  (Real Feel hair is 25 to spot) Real feel +1000, 
  fireproof +500 colour change by switch +500, 
  luminescent +200  
   
  Replacement Hair M-250 to 500 - 2  
  Your hair replacement doesn't have to look or feel 
  like normal Hair. Various options are available. 
  These real looking artificial implants are grafted into 
  your scalp like normal tech hair. Animal fur 500 
  Porcupine quills 500 Feathers 500 Wires 250 Fibre 
  Optics 350 Fibre optics with lights 450 Leaves 500 
  Scales 500 Rubber tubing 250 Full body  
   
  Nanosurgury Neural Alterations 
   
  Sandestevan speedware M 1500 D3 processor option  
  Advertised as a non traumatic system, the 
  speedware system overloads the nervous system 
  with response signals, effectively hair triggering all 
  of your major voluntary neural responses. It has to 
  be triggered manually, either by NAC or subdermal 
  switch (free with the system) taking one action. 
  When activated, the system increases your REF +3 
  in the next round. This increase lasts for 5 rounds, 
  then the system shuts down for 1 round, then you 
  can re-trigger it the next round, and you're up for the 
  next 5rounds. This system can cause nervous 
  exhaustion and mood swings with repeated use in a 
  short time. Care is advised in use. (imagine it like a 
  15 second caffeine high) If the Boost is triggered a 
  number of times equal to your BOD in sequence, 
  you get a -1 on all skill rolls and you need an hours 
  rest to get read of this penalty.  
   
  Kerensikov Boosterware (with Boostmaster Overdriver)  
  The major boost of choice for high risk professions, 
  the kerensikov system uses nanites and 
  microsurgury to layer organometallic fibres along 
  your nerve pathways, cutting the slow chemical 
  signals out of your responses. The system is 
  permanently on, giving you a significant increase in 
  reactions. Available in two levels, either the basic 
  neural accelerator +1 or the advanced system +2 
  which thickens all of the major nerves and pays 
  close attention to manual dexterity and hand-eye co-
  ordination REF +1 per level of Boost MA- 2000- 
  2D6 (Boost +1) MA- 4000- 4D6 (Boost +2) The 
  Kerensokov system cannot be taken beyond the +2, 
  but a firm operation under licence has produced the 
  Boost master, a neural stimulator that boosts the 
  signal strength of any neural activity, exaggerating 
  any movements you make. Illegal to make due to 
  possible neural damage in most countries, there is a 
  thriving import market. Boost master M- 800- D6 
  (+1 to reflexes) Must have a Kerensikov (Medtech 
  20 when installed or risk a one off 10% chance of 
  nerve damage, REF -D3) The system gives the user 
  a +3 vs. nerve gas effects, as you have non-
  biological main nerves.  
   
  Onerio Hardfire drug triggered boost system MA - 1000 / 
  level - D6 / level  
  A chemically activated implant system, wired into 
  the spine. Once triggered using the drug Hardfire, 
  the neurons become hypersensatised to your bodies 
  own neuro-transmitters using an induced allergic 
  reaction. This Ref +1 per level (max +2) for 5 
  minutes. The boost can be extended to up to 20 
  minutes long (+1000 per 5 minutes extra) The boost 
  can only be used once per hour or you risk injury or 
  overdose. (and voiding warranty) Roll D6+uses. Get 
  8 or more and you overdose, taking 2D10 damage. 
  A Hardfire inhaler will cost you $25 for a 6 shot  
   
  Synaptic accelerators.  
  Fast trunk accelerators. Surgery adds thick vat 
  grown nerve trunks on all the main motor nerves, 
  and then drugs speed nervous growth, thickening the 
  nerve fibres and making them more sensitive. This 
  completely alters the nature of your nervous system. 
  level 1. Initiative roll on 2D6 not d10 Cr - 2000 - 
  2D6 level 2 3d6 not d10 Cr - 5000 - 3D6+1 Use 
  Level x5 as a one time bonus to resist nerve gas 
  poisoning, as the poison is soaked up on the thinker 
  nerves, then the system dies, all bonus's are lost and 
  the system needs totall replacing  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  Subdermal pockets 
   
  Subdermal pocket M - 100 - d6  
  Using simple surgery the skin is pulled back and a 
  cavity opened. This cavity is reinforced with 
  bioplastic to form a pocket under the skin about 2" 
  by 2" for 100. The seam is a memory plastic seal, 
  which holds itself closed under popped open. This 
  seam looks like a small raised white scar. The 
  pocket can take objecst 5mm thick per 2" of width.  
   
  'Kangaroo' Pouch M - 250 - 2  
  The 'Friday' or 'Kangaroo' pouch is a small 
  abdominal subdermal pocket that holds a plastic 
  marble. The pocket is hidden in the abdomen behind 
  a stretchable artificial naval scar. By pressing each 
  side of your 'belly button' the plastic carrier pops 
  out. The container can hold a few info chips, drug 
  pills or other small items. Custom made for couriers 
  and smugglers  
   
  Subermal Cavity Cr - 1250 - 2d6  
  The largest subdermal pockets are really a large 
  cavity. The abdomen is surgically altered to create a 
  reinforced cavity that can take a fist sized object , 
  sealed with bioplast memory seal seam. The cavity 
  can take a P size item, including small guns and 
  mini grenades. On the skin the opening looks like a 
  pale scar, and is a hard ridge to the touch.  
   
  Metabolic Alterations 
   
  Adrenal Supercharger Ma - 3500 - 2D6  
  Adrenaline is the trigger for the bodies 'fight or 
  flight' reflexes. Simply releasing large quantities of 
  adrenaline into the body would give you panicky 
  shakes and send you into shock. The Adrenal 
  supercharger system is a combination of new glands 
  and tissues that are implanted throughout the body. 
  The extra adrenal glands produce an augmented 
  adrenal analogue that triggers the implants without 
  overloading the bodies response to adrenaline. The 
  normal adrenaline prepares the muscles for rapid 
  action, increasing heartbeat and respiration while 
  shutting down other activities like digestion. The 
  modified liver plugs release large amounts of simple 
  sugars into the bloodstream, providing the energy 
  for rapid action. The fibrous sponge filaments 
  layered into the major muscle groups begin 
  releasing the creatine they had been storing (a sugar 
  that readily breaks down to ATP) and absorbing 
  waste products, allowing the muscles to run cleaner 
  and smoother. The modified Mitochondria in the 
  new muscle Layers absorb and break down the 
  creatine, flooding the muscles with the energy for 
  rapid action. The endorphin levels in the blood rise, 
  supplemented by a large storage gland that keeps 
  levels high during adrenal response and directly 
  afterwards to cushion the comedown. When 
  Supercharged, the muscles respond faster and 
  cleaner, giving Reflexes +1, Move +1 and Body +1 
  to a maximum stat of 11. The system cannot 
  increase already superhuman stats. High adrenaline 
  levels make it harder to think, so most mental or 
  tech skills are at -3. The only exception is 
  Awareness/Notice which is at +2, as adrenaline 
  causes the vision to become sharper. Other 
  implanted systems may also be triggered by the 
  adrenal surge, such as the series of sports hearts 
  Triggering the system is by learnt response (usually 
  tensing the abdomen and hyperventilating) or a 
  subdermal switch. The system can be set to trigger 
  itself with a normal adrenal rush, but this may lead 
  to accidental activation (causing over stress and 
  involuntary addiction). Two rounds after activation, 
  the boosts effects kick in, increasing the statistics. 
  Once activated the boost lasts 5+d6 minutes. After 
  this time the glands need 30 +d10 minutes to reload 
  (and cannot be triggered), but the body needs 4 
  hours to recover from the stresses and to clean out 
  the system. If activated during the 4 hour recovery 
  period, the system works as normal but the user 
  suffers a comedown after use of -1 to INT, REF, 
  MA and BOD for the next 24 hours. They feel tired 
  and listless, and need to eat, sleep or rest. If the 
  system is triggered again, the penalties are 
  cumulative. If the user manages to reduce a stat to 
  zero by overboosting, they collapse and need 
  hospitalisation due to body overstress. (treat as a 
  Serious wound) This system can be combined with 
  accelerated and overdrive metabolisms, but your 
  body is much more prone to stress and infection. 
  The 4 Hour recovery period is 6 Hours for an 
  accelerated system, 8 for an over drive. If either 
  reduces a stat to zero by overuse, they suffer heart 
  attacks and take Critical wounds for the accelerated, 
  Mortal Zero for the overdriven.  
   
  Accelerated metabolism Cr - 5000 - 3D6  
  The accelerated metabolism system is a combination 
  of new glands and tissues that are implanted 
  throughout the body. The implants are carefully 
  synchronised and activated slowly, accelerating 
  your bodies overall metabolism slowly up to your 
  new working limit. The augmented thyroid gland 
  regulates a faster and better metabolism. The 
  catabolism (break down of food) and the anabolism 
  (making complex sugars from simple available 
  molecules) are increased, with a corresponding 
  increase in appetite. For increased responses, extra 
  adrenal glands that produce an augmented adrenal 
  analogue are implanted. These glands trigger the 
  other implants without effecting the bodies natural 
  responses. The normal adrenaline prepares the 
  muscles for rapid action, increasing heartbeat and 
  respiration while shutting down other activities like 
  digestion. The New liver tissues are ready to release 
  large amounts of simple sugars into the 
  bloodstream, providing the energy for rapid action, 
  and metabolise fatigue toxins in the blood more 
  efficiently, keeping your system in peak condition. 
  Muscle tissue with Customised mitochondria 
  
   
  organelles is added to all of the major muscle groups 
  and allowed to grow and spread. The endorphin 
  levels in the blood rise, supplemented by enlargened 
  glands that keeps levels high during adrenal 
  response and directly afterwards to cushion the 
  comedown. Modified spleen and customised bone 
  marrow produce amplified levels of leukocytes to 
  combat diseases and infections that the overstrain 
  body may be prone to If your Basic REF, BOD or 
  MA are below 6, add 2 to them. If they are above 6, 
  add one. This cannot take a stat over 11 Your new 
  metabolism need a lot more food, and unless you get 
  a new stomach you'll need 4 -5 meals a day (you 
  need approx. twice the food you did) The 
  acceleration of your metabolism may lead to 
  premature ageing and could take years off your life. 
  But as the add says, the years you loose are the 
  useless ones at the end anyway, and the candle that 
  burns twice as bright burns half as long. Your body 
  physically ages one year every Six months you live. 
  (removing the system takes D3 Months in hospital 
  and costs 5000 plus Cr surgery)  
   
  Overdrive Metabolism Cr - 7000 - 3D6+2  
  The Overdrive metabolism is the accelerated 
  metabolism taken to its physical and biological 
  extremes. The body is pushed right to its operating 
  limits, which can do serious harm unless carefully 
  monitored. If your Basic REF, BOD or MA are 
  below 6, add 3 to them. If they are above 6, add 
  Two. This cannot take a stat over 12 Your new 
  metabolism need a lot more food, and unless you get 
  a new stomach you'll need 7 -8 meals a day (you 
  need approx. Three times the food you did) Most 
  over-drivers have a diet of nutrient ration bars 
  between normal meals, making up the rest with 
  nutrient shakes . The acceleration of your 
  metabolism may lead to premature ageing and could 
  take years off your life. Most overdrives have the 
  system removed later in life or die of heart attacks 
  (If they don't die of more normal causes) Physically, 
  your body ages one year every 3 -4 months. 
  (removing the system takes D3+2 Months in 
  hospital and costs 7000 plus Cr surgery)  
   
  Sensors 
   
  Ultrasound motion detector M - 200 - 2  
  This sensor unit has an Ultrasound emitter and 
  receiver. An audible 'ping' is sounded in your ear 
  when something moves in its field of view. These 
  are usually implanted behind the ears, giving the 
  user an expanded field of awareness behind them. 
  Can be set for up to a 20m long 900 cone  
   
  Ultrasonic imager M - 750 - 2d6  
  Ultrasound emitter and receiver. The unit can build 
  a picture of your surroundings from the ultrasound 
  signals, allowing you to see in the dark . Cyberoptic 
  or optic splice (included) allows this to be shown as 
  flat planes of green light in your vision. Can also 
  'See' other ultrasound emitters as cones of red.  
   
  Ultrasonic detector M - 140 - 1  
  This unit gives a 'ping' when ultrasound detected 
  (will usually (70%) warn you before you step into 
  another ultrasound motion detectors field of view)  
   
  Radar sensor M - 150 - 1  
  The unit gives off a 'ping' noise directly to your 
  audio centres if you are illuminated by radar. This 
  gives you a basic 70% a round of triangulating back 
  to the emitter  
   
  Millimetre wave radar Ma - 1500- 2d6  
  Subcutaneous millimetre wave radar. The 
  emitter/receiver array is layered into the users torso 
  Allows the user to 'see' using the radar system. 
  Metal appears as solid, as do other high density 
  materials, with other materials appearing as a 'fog' . 
  People can normally be detected by the metal in 
  their fillings, the guns they carry and the change in 
  their pockets, all floating in a fog of tissue. Can be 
  set to active or passive modes. In active mode it 
  emits signals and uses the returns to view. In passive 
  mode it only receives, stopping other radar units 
  from locating it by its emissions, but blinding it 
  unless there are other MM radar sources around. 
    
  Sonar implant Ma - 1200 - 2d6  
  Usable only underwater, this unit uses acoustic 
  echo's to build up a picture of the surroundings to a 
  range of up to 50m. Definition is poor, but it's 
  enough to swim by. A Cyberoptic link or optic 
  splice included in cost, giving you a very basic view 
  of the solid items around you.  
   
  Radiation detector M - 350 - 1  
  Implanted Geiger counter that registers radiation 
  using dermal sensors. One is usually on the face, 
  one on the hand and one in the mouth. This allows 
  you to monitor radiation of your surroundings and 
  the air you breathe. The data is displayed on a 
  dermal screen. The unit comes complete with an 
  alarm that sounds if radiation levels are dangerously 
  high (this can be set as a tingle or buzz alarm)  
   
  Doc Richter seismic sensors M - 400 - 2  
  Palm or heel mounted seismic sensors, The Doc 
  system can give you a basic readout of weight and 
  movement if pressed to the ground. Works best with 
  heavy weight s and high ground forces, although it 
  can detect a running man through a wall. On indoor 
  floors, the floorboards give a fairly accurate 
  overview for the nearby area. To use the system, 
  you need to stay stationary on a hard surface for one 
  round. The system can then pick up vehicles at 50m, 
  walking people at BOD Metres and running people 
  at twice BOD metres.  
   
   
  
   
  Lorelli Pits Ma - 500 - D6  
  Adapted from a snakes thermal vision , lorelli pits 
  are custom organs implanted into the lower sinus 
  cavities under the eyes, and linked into the optic 
  nerve, allowing thermal vision. This is usually 
  linked into the usual vision, giving hot things a 
  silvery 'heat sheen'. If surroundings are dark then the 
  heat patterns are usually enough to see by.  
   
  Chemical analyser M - 1200 - 2  
  This unit can be implanted in the nasal cavities, on 
  the tongue or in a fingertip under a false fingernail. 
  The chemical analyser uses a series of electrodes 
  layered with gene engineered foetal proteins. Each 
  electrode has been sensitised to a different common 
  chemical or element and so will alter its electrical 
  characteristics if this group is detected. Results can 
  be vague, as it can't tell you HOW the elements are 
  connected, but it can detect common Organic bonds, 
  High energy bonds and most metallic salts. Takes d6 
  rounds to give you an accurate reading. It can tell 
  you straight away if the substance is explosive or if 
  it is pharmaceutical. It will also detect and warn you 
  if the substance is toxic Then, you need to use a 
  computer list of the various compounds around or 
  your chemical skill to work out what the sample is 
  properly. Results can be displayed on a dermal 
  screen or on an in-eye display  
   
  Drug analyser M - 850 - 2  
  A dedicated chemical analyser, this has electrodes 
  for the active groups of organic pharmaceuticals and 
  a database of drugs. 85% of the time give you an 
  accurate reading and percentage purity in a few 
  rounds. Fail by 10% and the purity readings are a 
  little off. Roll 96 % or higher and the system 
  mistakes the sample for something similar and gives 
  you a wrong result. Normally implanted in a 
  fingertip, with the dermal display on the hand. No 
  one would be stupid enough to implant one of these 
  in the tongue or nasal cavity and test drugs with it, 
  would they?  
   
  Vocal Alterations 
   
  Voice Synthesiser M - 600 - d6  
  A useful implant, using a series of modulators in the 
  throat to alter your voice. If you record someone's 
  voice and calculate the voice pattern, you can load it 
  via a chip socket and talk in there voice. Having a 
  different voice adds +4 to disguise rolls  
   
  Voice mask M - 350 - d6/2  
  The simple system disrupts your own vocal patterns, 
  making it harder to voice print you, record your 
  voice patterns or voice stress analyse you. Your 
  voice seems inhuman and robotic, as all of the 
  harmonics are cut out, so it is obvious that you're 
  hiding something. +4 to resist voice stress analysis 
  based interrogation. +4 to disguises that are meant to 
  hide who you are.  
  Audiovox Ma - 700 - 2d6  
  The step up from a voice synthesiser, the audiovox 
  replaces the voice box with a series of new vocal 
  cords and effects modulators, allowing altered 
  vocals, tones, volume and special effects like reverb 
  and delay . This system adds +2 perform, as you 
  have a full effects deck onboard.  
   
  Available options include:  
  Voice pattern N - 250 - 2 Audiovox Option  
  An illegal voice pattern mimicry option, allowing 
  you to take on other peoples voices, +4 to disguise 
  rolls as people don't recognise your voice. 
  Mimicking someone else needs a detailed vocal 
  model to be built up, using a voice stress analyser, 
  audio recorder and skilled technicians. This allows 
  the +4 bonus on rolls to impersonate someone.  
  Forked Tongue N - 550 - 1 Audiovox Option  
  One questionable (and quasi Legal) option is the 
  'Forked tongue' subliminal unit which layers 
  subliminal vocal suggestions and commands into 
  your voice. This (allegedly) makes the listener more 
  open to your suggestions. +1 to persuasion and 
  seduction checks. (Unless GM rules that the adds 
  are just ripping you off)  
  Subsonic N - 200 - 1 Audiovox Option  
  A Subsonic vocaliser allow you to speak in the 
  lower frequencies, out of human hearing range. 
   High Frequency N - 200 - 1 Audiovox Option  
  A High frequency Vocaliser allows you to speak in 
  the frequencies where only dogs and cyber ears can 
  hear  
   
  Implants 
   
  Nasal filters M - 60 - 2  
  Thin bioporous membrane filters in the upper nasal 
  cavities, coated to absorb and break down dangerous 
  chemicals. Have to learn to breathe in through the 
  nose, out through the mouth for this to have any 
  bonus effect. (A circular breathing chip (cost 200) is 
  available to make this a reflexive habit) The filters 
  are ejectable by squeezing the bridge of the nose till 
  the holder clicks and then sneezing the filter blocks 
  out. Gives a +4 save vs breathable toxins.  
   
  Tracheal Filter M - 120 - 2  
  Bioporous filter in the trachea, filtering air as you 
  breathe it. Larger and more complex than nasal 
  filters, as it is maintenance free and self-cleaning. 
  The normal flow of mucus from the lungs, up into 
  the throat and swallowed down into the stomach is 
  used to clean the filter, taking deactivated toxins 
  away and allowing them to be flushed from the 
  body. For emergencies the filter is designed to 
  collapse, folding away into the tracheal walls under 
  any pressure, allowing excess mucus or medical 
  probes past. The filter then has to be reset by a 
  trained technician (N- 20 - 0 or a medtech 10 roll)  
   
   
  
   
  Gills Cr - 4000 - 3d6  
  A series of oxygen exchange membranes contained 
  in a rigid cartilage 'lung' implanted in the chest 
  cavity. This '3rd lung' cylinder has biological 
  membranes coated in supporting bioplastic filters 
  allowing blood to pass through and extract the 
  dissolved oxygen from the water. The system comes 
  complete with water intakes through the mouth and 
  artificial neck gills, and allows exhalation via gills 
  in the abdomen. Allows you to breathe water for 
  approx. 3 hours (then need 24 hours of air for the 
  lungs to clear or you start to suffocate, as the human 
  body still can't take to an aquatic existence) Beware 
  of polluted water, as this system will dump it 
  straight into your blood. (Treat as if poisoned )  
   
  Contraceptive implants 
   
  N - 100 - 1/2 98% effective, 5 years slow release  
  N - 100 - 1/2 99% effective, 1 year release  
  Manufacturers recommend a barrier method be used 
  in addition to protect from STD's.  
   
  Female Hormonal Stabilisation N - 350 - 1  
  A complex series of bioresponsive implants, this 
  stabilises the hormonal cycle in the user, holding it 
  at a chosen stable level. This stable hormone level 
  typically suspends the menstrual cycle, making the 
  user infertile. This is 98% effective as a 
  contraceptive. More importantly it means the user 
  never menstruates or suffers PMT or any related 
  effects. The cycle can be restarted by removing the 
  implants or using hormone tablets, allowing you to 
  'switch' it on and off at your convenience. Popular 
  with Corporate career women, who can 'take charge' 
  of their bodies, female mercenaries and Joy girls. 
  (This implant is legally listed as a parole condition 
  for women imprisoned for violent crime ) Regular 
  medical tests are advised, as this may cause bone 
  damage, permanent infertility and disrupt the sex 
  drive or immune system.  
   
  Intelligence Boosters 
   
  Cerebral boost, Extra brain tissue Cr - 5000 - D6+2  
  By adding extra brain tissue into your greymass, 
  with better circulation and booster blood pumps in 
  the back of your head, its possible to turbocharge 
  your brain. Using foetal brain growth hormones and 
  nanites to weave the neurones together, this makes 
  you think faster and smarter than before. 
  Intelligence is increased by 1.  
   
  Neurological rebuild various levels available  
  The cutting edge of intelligence augmentation, this 
  uses a process similar to the Kerensikov speedware 
  to replace the main neurone pathways with strings 
  of high conductivity nanites. These allow the fast 
  passage of neural signals, and can also reconfigure, 
  branching to form new connections like normal 
  neurones, but a lot faster. The resulting Enhanced 
  Intellect is a biomechanical brain structure, capable 
  of faster though, beter recall and faster learning. 
  Depending on how much of the brain is augmented, 
  this can go beyond the main trunks into the smaller 
  neurones, replacing most or all of the brain tissue. 
  An unfortunate side effect is the apparent loss of 
  emotional response, due to the altered brains 
  rational upgrades. The user should be advised to 
  socialise more, interact with people and form 
  relationships, as unless these abilities are exercised 
  they may be lost in brain rewriting. An unusual 
  bonus is that the cybernetic part of the brain can be 
  copied, allowing a basic model of your though 
  processes and neural responses to be downloaded 
  into a mainframe computer, allowing a pseudo 
  intellectual copy of your own personality to be 
  constructed.  
   
  Level One N - 10,000 - D3+1  
  Augments the main parts of the brain, but leaves 
  memory untouched Intelligence +1, recall +1  
  Level Two M - 50,000 - D6+2  
  Has augmented all the main areas of brain function. 
  Intelligence +2, recall +2  
  Level Three M - 250,000 - 2D6+3  
  Passes into the memory and response areas, 
  decreasing learning times Intelligence +3, recall +4, 
  Skills count as one level lower for learning purposes 
  (min 1)  
  Level Four Ma - 1,000,000 - 3D6+4  
  All areas of the brain are now connected 
  Intelligence +4, recall +6, Interface +1, Skills count 
  as two levels lower for learning purposes  
  Level Five Cr - 5,000,000 - 4D6+5  
  Has augmented all of your brain tissue, allowing 
  you to function with minimum reliance on the 
  biological matter of your brain. Intelligence +5, 
  recall +8, Interface +2, Skills count as three levels 
  lower for learning purposes (min 1) If injured so 
  badly you fail a death save, you still fall into a 
  coma. If you die in the coma, you start counting the 
  Death State as normal, but as your biomechanical 
  brain takes less damage from oxygen depravation 
  you can add the level of augmentation to your Dead 
  State save. (At level 5, this means you are rolling 
  D10+5, so you can be dead for minutes with little 
  risk of permanent damage.) As the augmented brain 
  tissue is a lot more durable than the biological 
  tissue, even if you die the medics can attempt to 
  bring you back using a difficulty 20 medtech roll. 
  They stabilise the wounds, repair any damage and 
  then use the brain tapes of your personality to bring 
  you back to 'life' (If you suffered a head wound, the 
  difficulty is a 30) You are alive, but due to brain 
  damage, your INT is equal to your level of brain 
  augmentation, nothing more. All of your skills 
  suffer a permanent -2 level penalty. This process is 
  VERY expensive, costing 1,000,000 or more and is 
  only available in a few clinics.  
   
   
  
   
  Memory augmentation Cr - 2000 - 2  
  Altered neurone fix and fire rates , giving the user 
  better recall. The user gains the INT based 'Recall' 
  skill, allowing them to roll to remember in detail 
  anything they have ever experienced. Start the skill 
  Recall at +2  
   
  Organs 
   
  Rebreather lungs . Ma - 700 - D6  
  Rebreathers operate by extracting the carbon 
  dioxide from the air you have already breathed and 
  passing it through your lungs again. As you only 
  take a fraction of the oxygen out of the air you 
  breathe each time, this allows you to get two or 
  three good breathes out of each lung full of air. 
  These lung implants allow you to exhale into your 
  mouth and re- inhale, a small movement that keeps 
  the air moving over the carbon dioxide absorbing 
  sponge filters implanted in the upper lung. This 
  allows you to hold your breath for three times longer 
  than normal. The Carbon dioxide absorbing sponges 
  release the CO2 slowly once you're breathing 
  normally, taking about an hour to self clean (during 
  which you'll only be able to get double the time)  
   
  Independent air supply Ma - 350 - 2d6  
  Oxygen sponges implanted under the lungs, which 
  absorb oxygen from the blood and store it as long as 
  oxygen is plentiful in the bloodstream. When 
  oxygen levels are low, the implant releases its stored 
  oxygen into the blood. Good for 10 minutes of 
  resting or light activity, or 5 minutes of rapid 
  activity The sponge is flammable, and will burn if 
  hit by an incendiary bullet (double the incendiary 
  damage)  
   
  Decentralised heart Cr - 1300 - d6+2  
  A miracle of reconstructive surgery, this implants 
  three sub-cardiac units into the cardiovascular 
  system, giving your three Hearts, one on each side 
  of your body and one lower down in your abdomen. 
  Each heart works in series with the others, and if 
  one is damaged it isolates itself and the others step 
  up to keep the blood flowing. It is possible to live 
  with only one working sub heart for several days. 
  User gets +2 to death saves from torso wounds  
   
  Vein clips Ma - 750 - D6  
  Worried about loosing a limb and bleeding to death? 
  No need to worry, the new Vein clip set stops all 
  major blood loss by monitoring blood pressure in 
  the body and clamping down on any sudden losses 
  of pressure, stemming the bleeding . A limb crippled 
  result is not a Mortal 0 automatically and wounds 
  advance slower The drawback is that if the limb isn't 
  given medical treatment soon after injury and 
  clamping, it'll die and have to be amputated ( run a 
  death state for the limb)  
   
   
  Cyber liver Ma - 450 - D6  
   
  Cyber liver Deluxe Ma - 850 - D6  
  The cyber liver is a vat grown liver with an 
  enlargened and enhanced filtering system, more 
  efficiently extracting toxins from the blood, giving a 
  +2 save vs. toxins in blood The deluxe model also 
  alters your fluid expulsion, increasing the water in 
  the body and reducing the amount in the bladder 
  when you just can't stop to go. This can be safely 
  held for up to 24 hours, but after that the levels of 
  ureic acids are an irritant and may be harmful.  
   
  The Pacesetter 2000 Sports Heart Cr - 900 - D6+1  
   
  Pacesetter Overdrive Heart Cr - 985 - D6+2  
  These artificial hearts use advanced pumps to speed 
  up the flow of blood in the body, in response to the 
  levels of adrenaline. Whenever you need it, the heart 
  kicks in, moving more oxygen from your lungs to 
  where its needed. The Sports heart increases your 
  MA and BOD by +1 (the BOD increase is NOT 
  used for stun and death saves) for up to 4 minutes 
  The Overdrive Heart adds +2 to MA and BOD (the 
  BOD increase is NOT used for stun and death saves) 
  for up to 2 minutes Once the safe limits are up, the 
  body is under stress from the increased heart rate 
  and pressure, which results in a pounding sensation 
  in the head, chest pains, possible blurred vision, 
  dizziness and nausea. The Surgeon General advises 
  you to stop activity now and rest. If you carry on, 
  roll D10, trying to get under your BOD (without the 
  heart bonus) Fail and you injure yourself, taking D6 
  damage, loosing the heart bonuses and needing 
  immediate rest and medical care. Pass and you can 
  keep going, but lowering your BOD for this test by 
  one for each extra minute Roll again each minute till 
  you stop and rest, or collapse. The BIG bonus of 
  Cyber hearts is when Medtechs need to restart your 
  heart. Usually this is a mess of adrenaline injections 
  and electric shocks. With a cyberheart they just have 
  to reboot it, connecting an external power source if 
  its damaged. This gives you a +1 to save vs. Death 
  states and +3 to stabilise you from injury  
   
  Heartsponge Ma - 500 - 2  
  This is a small bioengine implanted into the Neural 
  network of the heart, modulating and altering the 
  heart rhythm to fool biosensors and systems that 
  lock onto biorhythms by heartbeat. Will not work on 
  cyberhearts, but they can get an equivalent Chip. (M 
  surgery)  
   
  Muscle fibre heart sheath Ma - 1200 - D3  
  The Sheath of muscle fibres is set around the heart, 
  protecting it from injury and cushioning it. If the 
  heart is injured, the sheath closes off the wounds, 
  allowing the heart to keep beating and stopping 
  blood loss. This slows the advance of chest injury, 
  so torso wounds advance in twice the time. Will not 
  work on cyber hearts  
  
   
   
  Normal artificial heart Cr - 500 - D6  
  When your old heart gives out, get a new one!. A 
  quality biological heart can set you back over a 
  thousand, but a biopump heart that's guaranteed for 
  5 years only costs 500! The BIG bonus of Cyber 
  hearts is when Medtechs need to restart your heart. 
  Usually this is a mess of adrenaline injections and 
  electric shocks. With a cyber heart they just have to 
  reboot it, connecting an external power source if it's 
  damaged. This gives you a +1 to save vs. Death 
  states and +3 to stabilise you from injury.  
   
  Implanted Defibrillator Ma - 750 - D3+1  
  One shot emergency defibrillator that is implanted 
  inside the rib cage. As soon as you hit Death State 1, 
  the implant injects adrenaline and shocks the heart, 
  trying to restart life signs. Not as skilled as a medic, 
  the system uses D6, trying to get HIGHER than 1. It 
  only gets one roll, then its empty and needs 
  recharging (M - 200 - 0) If it brings you back, you 
  still aren't stabilised, so you're back on the stun and 
  death saves Will not work on cyber hearts  
   
  Red blood +, Platelet factories Ma - 650 - D3  
  Implants that reduce the water content of the blood, 
  increase the red blood cell count so that the blood is 
  thicker and clots faster. This reduces the amount and 
  rate of blood lost from wounds, but also puts more 
  effort on the heart, as the new blood is thicker and 
  harder to pump. The user's wounds advance slower 
  as the blood clots faster. The Thicker blood also 
  carries more oxygen around the body. This more 
  effective oxygen transport gives +2 to all athletics 
  tests The user may suffer thrombosis, embolism or a 
  stroke without taking regular anticoagulants to keep 
  the blood liquid.  
   
  Custom Blood N - 400 - 1 Transfusion  
   
  Ma -4000 -D6 Implants  
  The biological implants produce MetaGlobinstm 
  and Microglobinstm , new trademarked blood cells 
  that carry 8 oxygens and 1 oxygen respectively, 
  compared to Haemoglobins 4 and myoglobins 1. 
  The MetaGlobintm allows more oxygen to be 
  carried in the blood vessels, and the smaller 
  Microglobintm gets more oxygen into the tissues. 
  This more effective oxygen transport gives +2 to all 
  athletics tests and +1 to all other REF and BOD 
  based skills that involve moving. (not gun skills or 
  drive, but including melee, martial arts, dance etc) 
  bonus only while breathing normally. A Transfusion 
  of 4 pints of blood gives you these effects for One 
  week An Implant alters the blood composition 
  permanently.  
   
   
   
   
   
  Synthcardium muscle hearth sheath.  
  This makes the Heart pump stronger by sheathing it 
  in a stronger vat grown muscle. This results in high 
  blood pressure, with side effects of possible 
  dizziness, nausea and migraine headaches. +1 to 
  REF or BOD skill rolls that involve physical 
  movement, like dance or athletics This 
  synthcardium may possibly cause bruising of the 
  heart muscles if overtaxed Cannot be used with 
  Cyber hearts  
   
  Pheromone alterations  
  The human body is constantly releasing scents from 
  the sweat glands, which are used to carry subtle 
  messages to other people. The whole system 
  operates on a subconscious level, as the human race 
  has evolved beyond using smell as a major part of 
  its communication. The Pheromones can be broken 
  into three main 'scents', Attractants that show you're 
  sexually mature and available, Territorial markers 
  that are used for marking possessions and Presence 
  scents that make other notice and respect you. By 
  implanting tailored glands in the skin, especially in 
  the armpits and crotch, you can alter the pheromone 
  signals you are sending. To get any effect, you need 
  to be fairly close to someone for a minute or two, or 
  in an enclosed space like a car. Air conditioning will 
  reduce the area of effect. Attractants Boosting 
  Attractants add to social skills giving a +2 bonus 
  with members of the opposite sex, but they can 
  cause an aggravation with members of the same sex, 
  giving a -1 penalty. Adds to Persuasion, Social, Fast 
  talk, Seduction, Interview, Territorial Markers 
  Boosting Territorial markers add to Intimidation, 
  Interrogate and any situations where you are facing 
  someone down, with rep, facedown, social or 
  whatever. Gives a +1 bonus in normal use, but if the 
  opponent has to come into an area where you have 
  been for a few minutes the markers are stronger, 
  adding +2. They can interfere with normal social 
  interaction, as if you're trying a friendly negotiation 
  they may make the others feel pressured and turn 
  things more hostile. Presence Boosting Presence 
  scents add to social skills where you are leading or 
  trying to command the attention of a person or 
  group, giving you a +1 bonus. This counts for skills 
  like Persuasion, Oratory, Interview, Leadership, and 
  Social rolls. If you already are the leader of the 
  group, and the other person has deferred to you 
  before, this bonus increases to +2. If you talk to a 
  group, be careful or you may make the leaders feel 
  you're actually trying to take over. Lower Presence 
  Cutting Presence Scents is a subtle way of staying 
  unnoticed in a social group, adding 2 to your 
  chameleon or social rolls to be dismissed as 
  unimportant, but subtracting two from leadership 
  and similar skills. You have no presence, so people 
  will ignore you, and accidentally invade your 
  personal space. Couple with plain and ordinary 
  dress, you'll not stick in anyone's memory.  
   
  
   
  Damage compensators Ma - 2500 - D6  
  These implants help the body resist neural trauma, 
  reducing the wound penalties from damage levels. 
  They don't effect the perception of pain, but they do 
  reduce the flinch reactions and keep the shock from 
  effecting muscle operation. No penalties for light 
  wounds Serious wounds are -1 to REF Critical 
  wounds are -1/4 rather than 1/2 Mortal wounds are 
  1/2 Stats rather than 1/3 You still have to take Stun 
  and Death saves as normal.  
   
  Trauma damper. M - 500 /level - (D3+1)/level  
  Augmented glands that release more endorphins 
  when injured. These natural body opiates are very 
  efficient painkillers, adding to your stun saves. 
  Unfortunately they are also addictive, so care must 
  be taken otherwise the user can become reliant on 
  them. The user must make a Cool roll, Difficulty 10 
  +5 per level of trauma damper whenever they are 
  wounded or they become psychologically dependant 
  on the 'dorph rush, which you must get level times a 
  day or suffer withdrawal. Some users turn to 
  strenuous exercise, others pharmaceutical 
  endorphins. Some end up hurting themselves. 
  Withdrawal is -level to all skill rolls, until the user 
  can kick the habit by making 5+level Difficult cool 
  rolls in a row, rolling once per day you don't activate 
  the damper. +1 to stun saves per level (To a max of 
  +3) (Rumours of users becoming masochistic thrill 
  junkies have never been proved)  
   
  Extra grey neural material Ma - 1000 - D6  
  By adding extra learning material along the users 
  spine and the main nerves in the limbs, the pick up 
  of motor skills is greatly increased. The 'blank' 
  tissue learns quickly, and several levels of extra 
  neural material can be added at once. Halve the exp 
  cost to increase the next REF or tech skill. Several 
  levels effect one increase per level, not all on the 
  same increase. Nephritic screen Ma - 900 - D6 Part 
  of a customised biomech kidney, built for the best 
  filtration of fluids and the reclaim of wastes to keep 
  you in the best of good heath. +1 BOD to resist 
  poison and disease  
   
  New Stomach tm 
  Increased Stomach volume Ma - 600 - D6  
  Vat grown stomach tissue that allows the stomach to 
  hold more food and cope with its digestion. The user 
  can eat up to twice as much in normal in one sitting.  
   
  Decreased Stomach volume Ma - 500 - 1  
  By stapling the stomach smaller, this decreases the 
  amount you can eat before you feel 'full', aiding in 
  dieting  
   
  Stomach Toxin filter implants M -250 - 2  
  The implants in the stomach wall counter some 
  ingested toxins, adding +2 to saves vs. toxins. An 
  Emergency vomit trigger can also be added, which 
  causes you to vomit up anything that causes you to 
  fail a poison save, allowing another test at +4 
  against the poisons effects.  
   
  Custom Gut bacteria N - 800 - 1  
  E. Coli Gut bacteria digest the complex proteins we 
  eat, and them are digested themselves in the colon to 
  feed us. By introducing custom made strains of 
  bacteria, you can now eat 'unusual' material, such as 
  hair, wool, grass, wood, paper, cellulose, and simple 
  hydrocarbon plastics.(Ideal for Urban Survival and 
  Tharg impressions.) Most of the stuff you can digest 
  isn't that nutritious, so don't rely on this unless 
  you've go no other options, or can eat a lot of it. 
  (one meal is worth half what a normal meal gives 
  you, nutritionally) The disadvantage is that the new 
  E. Coli causes even worse food poisoning if it 
  contaminates food, so always wash your hands.  
   
  Working Appendix M - 750 - D3  
  Implantation of a larger appendix allows the 
  digestion of grass and cellulose plant material. Not 
  the most protein packed food, but it'll keep you alive 
  if nothing else is available. One full meal of grass 
  isn't much, but eating all day will keep you on the 
  minimum food necessary to stave off starvation  
   
  Stress Moderator M - 800 - D6+1  
  Controls the levels of stress related hormones in 
  your body, making your life calmer and more 
  relaxed. In a stress situation, noradrenaline levels 
  are increased to cushion the worries and stresses. 
  Cool is increased by 1, but not for determining 
  initiative.  
   
  Rebuilt joints / enhanced articulation Ma - 1450 -D6  
  Allows you to move your joints in all sorts of 
  unusual ways, dislocating and relocating them at 
  will. Popular with contortionists and other 
  'performers', but also used by burglars, thieves and 
  Techno-ninja types. Adds +2 to all escape 'Hold' 
  manoeuvres and +2 to escape from strait jackets and 
  cuffs Also allows you to squeeze through small 
  spaces. Anywhere you can get your head and 
  shoulders through you can get the rest through, and 
  as you can pop your shoulders, this is about a foot 
  for a normal BOD person  
   
  Modified lung tidal volume M -  
  Normal lungs have a total volume of 2.5 litres, but 
  each breathe is only about half a litre. By altering 
  the flow patterns of the lung, this can be increased to 
  allow more air to be inhaled, speeding up the rate at 
  which oxygen is moved into the body. This means 
  you can hold your breathe for up to twice as long  
   
   
   
   
   
   
   
  
   
  Biomechanical Lungs Ma - 1800 - D6  
  Improved lungs, with a spongiform lining that takes 
  up oxygen faster and more efficiently. If inhaled 
  toxins or irritants get into the lung, the spongiform 
  lining absorbs it and then sloughs off into the lung 
  mucus, where it is then coughed up and swallowed. 
  The uptake rates are so high, each breathe is so 
  shallow that when at rest you need to deliberately 
  breathe in to get enough air in your lungs to talk 
  normally.  
   
  Surge regulator N - 350 - 1  
  Slightly suspicious grey market neural ware that 
  stops paralysation chips and neural interrupters from 
  operating on your nervous system , by isolating the 
  effected part of your body.  
   
  Tracheal reinforcing M - 500 - 2  
  This is a system of muscle fibre threads that lock the 
  airway open, so you take No damage from CHOKE 
  manoeuvres. The treads are locked in place by 
  tensing the muscles in the neck, giving you SP 10 
  vs. all Chokes and Neck Crushes. Anything greater 
  than the SP is taken normally, so don't stick your 
  neck into hydraulic presses. NANOTECH These are 
  nanosurgical systems that are introduced into the 
  body, so they are carefully controlled to make sure 
  they are 100% safe. Not following the care 
  guidelines and missing follow up checks voids the 
  warranty.  
   
  Nanotechnology 
   
  Muscle and Bone lace N - varies - D3/level  
  The nanites weave reinforcing threads through the 
  body, making tissue much tougher, stronger and 
  resistant to damage. The Change is hardly 
  noticeable at level one, but by level three the laced 
  flesh is as hard as rock. The nanites are introduced 
  by drip bag, along with essential nutrients and a diet 
  made up with high levels of plastic and metallic 
  microcapsules. The nanites only take a simple clinic 
  visit to install, but the boosts take a week per level 
  on the special diet as they weave the tissues.  
   
  Level 1 +1 to Bod 1200 D3  
  Level 2 +2 to Bod 2500 D6  
  Level 3 +3 to Bod 4500 2D6  
   
  Retinal rebuild N - 1500 - 1  
  Nanites dismantle the rods and cones of the retina, 
  correcting colour blindness and giving the victim 
  limited night vision, equal to a cat or a low light 
  scope. For 500 extra, the retina can be rebuilt to give 
  limited IR or UV vision. (usable with a IR or UV 
  torch) Other nanites dismantle the outer layers of the 
  lens of the eye, correcting vision till it becomes 
  20/20 The nanites are injected into the eye itself, 
  and they render the user blind for an hour. Usually 
  done under mild sedation with a nutrient bath over 
  the eyes.  
   
   
   
  Skin Weave N - 2000 - 2D6  
  A system of ballistic fibres woven into the dermis, 
  with a thickening of the under tissue to spread the 
  force of the blow. Gives the users skin a SP. Basic 
  SP is 4 to all locations Repairs are needed every 
  time you take a serious wound or worse, costing 
  500. Until repaired, The damaged locations SP is 
  one point lower for each Serious wound taken 
  (Further details in CYARMOUR.doc)  
   
  Lifesaver skin weave N - 4500 - D3+1  
  This is a system of reinforcing membranes round 
  blood vessels, weaving into and reinforcing all 
  organs. Wounds advance a lot slower, and a critical 
  wound will not advance to mortal without rough 
  treatment (like the injured person carrying on 
  fighting). The system reduces trauma, counters 
  shock, contains or stops bleeding, seals wounds, and 
  generally keeps you alive. Wounds advance at half 
  the normal rate. Critical wounds will not advance if 
  the user is resting Needs repair every time the user 
  takes a critical or higher wound , costing 1000  
   
  Self repair system M - 2000 to 4500 - D3  
  Internal factory of nanotech designed to keep 
  repairing the skinweave systems. The nanofactories 
  cost the same as the system itself, and take 24 hours 
  to repair damage that would normally require 
  medical attention.  
   
  Nanosurgeons N - 6000 - D3  
  The most advanced of the surgical nanites, these 
  constantly repair the users body, which effectively 
  doubles the healing rate after rest, drugs, treatment 
  etc are calculated No matter what conditions are, 
  you always heals one point a day minimum, even 
  without any medical care (just lying in a ditch will 
  still let you heal one level) every six months, need a 
  refresher/booster costing 10% or bonus lost, miss 
  two and the surgeons must be fully replaced  
   
  Toxin Binders N - 1000/level - D3  
  Nanites that constantly float in the blood, binding 
  with poisons and dismantling them into harmless 
  chemicals that are then passed out of the body Adds 
  +1 to save vs. all forms of toxin/poison/drug per 
  level, costs 1000 per level. Max +5. Every six 
  months, need a refresher/booster costing 10% or 
  rating drops by one  
   
  Anti plague N - 1000/level - D3  
  Nanites that constantly circulate in the blood, 
  binding with foreign cells and dismantling them into 
  harmless parts that are then passed out of the body. 
  This will counter any viral or bacterial infection 
  Adds +1 to saves vs. disease per level, max +5 
  levels Every six months, need a refresher/booster 
  costing 10% or rating drops by one  
  
   
  Enhanced Antibodies N - 3000 - D3  
  Genetically altered tailored antibodies that protect 
  your body from disease and aid in healing. Your 
  healing rate from all forms of damage is +1 point 
  per day Every six months, need a refresher/booster 
  costing 10% or the increased healing is lost Miss 
  two and the antibodies must be fully replaced  
   
  Genetic regeneration N - 6000 D3+2  
  The Nanites seek out the site of injury and start the 
  cells duplicating at a frantic rate. If injured, becomes 
  feverish and hungry. REF -1 until the wound is 
  reduced to serious. Healing rate +2 points a day and 
  the system can regrow a lost limb in 6+d3 months 
  Every six months you need a refresher/booster 
  costing 10% or bonus drops to +1 Miss two booster 
  treatments and the bonus is lost Miss Three and the 
  nanites must be fully replaced  
   
  Nanofactory M - 10 x system - 2D6-1  
  A new development, a nanofactory is a series of 
  large nanites that are bonded into the bone structure 
  of the user, where they sit, extracting raw materials 
  from the blood stream and constructing new nanites 
  to replace the old ones as they start to fail This 
  removes the need for a six monthly booster, though 
  it is wise to have a check up to make sure the 
  factories are producing the right nanites. Cost is 10 
  x the nanites system, and you must have the system 
  in place already.  
   
  Computing and electronics 
   
  Wet drive M - 320 first mu, 175 for second - 2  
  A Simple subdermal chip, rooted to the bone. 
  Configured to hold 1Mu of data, though it isn't 
  capable of running programs. Used by couriers, 
  smugglers and hackers to hide information  
   
  Implanted Computer Ma - 1750 - D6+2  
  Has all of the abilities of an e-book, a full state of 
  the art laptop level computer stored cranially. Has 6 
  Mu of active memory, 12 Mu storage. Usually 
  comes with standard utility office software, spread 
  sheet, word processor, notepad. Comes complete 
  with an optic nerve splice, audio splice, actuator 
  mouse in fingertip, subvocalisation throat mic for 
  voice control. Can be linked into most cyber 
  systems.  
   
  Implanted cyberdoc Ma - 3500 - D6+3  
  The cyberDoc is an emergency medic implanted 
  into the chest cavity, linked via a series of 
  biomonitors and nerve links into the body. 
  Constantly monitoring your condition, the doc 
  diagnoses and treats all your ailments. Holding a 
  series of drugs and linked into your own immune 
  system, it can inject drugs and trigger defences 
  against disease and poison. If a toxin, disease, nerve 
  agent, knock out drug, halluc or other blood agent is 
  released into the body, roll a d10 1-3 full effect. The 
  drug effects normally 4-7 half effect Automatic save 
  vs its effects 8-10 no effect the drug is countered, 
  and has no effect (This cannot counter external 
  effects like tear gas or blister agents on the skin) 
  Also adds +2 to all stun and death saves as it 
  reduces pain, controls bleeding, reduces shock. If a 
  wound reaches Mortal , the doc tries to stabilise it, 
  using its skill of 10 +D10 The bad news is that the 
  doc doesn't carry that much in the way of 
  medication. Each effect (exposure to a drug/poison, 
  boosted save) can only be used 3 times then it runs 
  out and has to be reloaded. This is displayed on the 
  Doc's dermal screen (reloading costs 100 per effect 
  and is N surgery as it has a dermal reload port, but 
  needs clinic care) Also acts as a Medical 
  Biomonitor, and can be disabled by medics to stop it 
  countering there anaesthetics. (+2 to the skill of 
  anyone trying to treat you) Each new nano or 
  biosystem you have installed must be added to the 
  doc's memory (cost 50 at a clinic) or it'll try and 
  counter them.  
   
  Implanted Battle computer Ma - 3000 - 2D6  
  Intelligent structure linked into all of your senses, 
  your nervous system and your cyberware. Technical 
  files and a body language co-processor are 
  constantly evaluating the people surrounding you, 
  and listing any obvious vehicles, weapons and 
  cybernetics directly into your subconscious. The 
  system can also make 'intelligent guesses' using 
  peoples body language as to intent You 
  automatically know where everyone is and what 
  they're doing. Wired into thermographic vision or a 
  millimeter wave radar pod this even works through 
  walls. Effectively gives you combat sense, 
  increasing your Initiative in combat and your 
  awareness rolls. The basic system gives you Combat 
  Sense +1, adding +1 to initiative and awareness At 
  the start of each turn you can check to see how any 
  enemies nearby are armed and how injured they are, 
  as the system constantly updates this data into your 
  brain. Wired into a smartgun, this also gives you +1 
  to hit. The system will also subtarget and illuminate 
  the body location most likely to injure/incapacitate, 
  based on your weapon, the targets mass and armour. 
  Advanced battle computers devote more processor 
  power to motion tracking and body language.  
   
  Dolphin brain M - 500 - 2D6 'Cetationware'  
  This cranial implant allows you to sleep only half of 
  your brain at once. By resting for 8 Hours you can 
  restore your body as if you had slept. During this 
  time you are not unconscious, but still awake and 
  lucid. Parts of your mind rest in sequence, so you 
  are on 1/2 INT during this time, but you can still do 
  minor activities without disturbing your rest.(like 
  read, write, sketch)  
   
   
   
   
  
   
  Buzzer-pleasure centre stimulator  
  Limited use chip - 50 - One use, lasts 5 minutes 
  Buzzer jack - 200 - battery operated, with built in 
  timer Processor option N - 300 - 2 Implanted 
  directly Ma - 350 - 2 Implant stimulates the pleasure 
  centres of the brain. Pleasure sensations are better 
  than any other source, as all other forms of pleasure 
  are simple acts that indirectly stimulate the pleasure 
  centres. As soon as this is activated, roll Cool 20 or 
  be psychologically addicted. Loose all other 
  psychological addictions (nothings better). Implant 
  variable from 1 to 10. The level set at is added to 
  COOL and subtracted from every other stat for the 
  purpose of skill tests. MA 0 and you can't walk. 
  REF or BOD 0 and you can't move. INT 0 and you 
  can't string a sentence together As it's hard for any 
  other sensation to get through, add the level to stun 
  saves. (Can be linked to Mr Studd / Midnight Lady 
  for extra effect)  
   
  Implanted death trancer  
  Processor Option N - 1200 - D6 Implanted Directly 
  Ma - 1400 - D6 The implant lowers your vital signs, 
  slowly slipping you into a death like coma. It takes 
  D3 minutes from activation to enter the trance, 
  which has to be of a pre-set duration It takes a 
  Medtech roll of 25 to spot the lowered vital signs. 
    
  Bezerkoid pain stimulator  
  Processor option N - 1200 - 3D6 implanted directly 
  Ma - 1400 - 3D6 Stimulates the pain and motor 
  centres of the brain. Excruciating agony, but not 
  paralysing. In fact, as the motor centres are 
  stimulated, the user needs to act. Base brain reaction 
  is to lash out in a psychotic rage at anyone or 
  anything. No stun saves, No wound penalties, keeps 
  going till the pain cuts out or they lapse into a coma 
  and die Can't use any skills other that direct, violent 
  action ones, like melee, brawl, dodge etc.  
   
  Muscle Alterations 
   
  Grafted muscle Level 1 Ma - 1000 - D6 +1 Bod  
  Level 2 Ma - 2000 - 2D6 +2 Bod  
  Custom +500 /level  
  A series of grafts , laying in vat grown muscle over 
  the existing muscle groups , increasing your BOD 
  and bulk. Well done, it just looks bulky. Badly done 
  it looks like bad upholstery. The muscle tissue used 
  is a vat grown Type O, and so every time you're 
  injured you need a doc to patch the damage so it 
  regrows properly.(about 200 and an easy medtech) 
  Custom grown tissue cultured from your own 
  muscle heals naturally and so doesn't need check 
  ups Once they're grafted the tissue in, its yours and 
  should be treated as yours. Regular exercise and a 
  healthy diet is needed to keep the implant in top 
  shape  
   
   
   
  Vat grown Muscle Replacement Level 1 Cr - 1500 - D3+1  
  Level 2 Cr - 3000 - D6+1  
  The major muscle groups are removed the replaced 
  with vat grown augmented muscle. The new muscle 
  tissue is usually a Type O group, laced with 
  synthetic fibres and improved circulation. This is 
  stronger than normal tissue, contracts better, is 
  cleaner and more energy efficient. Density is higher, 
  so it can absorb and cushion impacts Every time 
  you're injured you need a doc to patch the damage 
  so it regrows properly, costing 200 and an easy 
  medtech roll Level 1 is +1 bod, not as obvious as 
  grafted muscle Level 2 is +2 BOD makes you look 
  bulky, like Grafted 1  
   
  Custom Muscle Replacement Level 1 Cr - 2000 - D3  
  Level 2 Cr - 4000 - D6  
  Cultured from your own cells , this is more in tune 
  with your body, healing and growing naturally 
  Mixing Muscle grafts and replacements It is 
  possible to have level 1 in both systems, giving a +2 
  BOD. Law of diminishing returns means that while 
  mixing a level 2 with a level 1 makes you look 
  bigger, the muscles are hampered by there own bulk 
  and you don't get more that a +2 BOD. 
    
  Speed grafts Cr - 1200 - D6 +1Ma  
  Cr - 2400 - 2D6 +2Ma  
  Increases the MA of the recipient by reworking the 
  placement of leg tendons and muscles to make them 
  more efficient 
   
  Bioware  Implants 
   
  Nictitating membranes M - 400-D3  
  A thin third eyelid that flicks sideways across the 
  eye +4 to save vs gases that effect the eye (tear gas). 
  Also protects from eye irritants, pollution, smog, 
  flying dust or grit and allows you to look underwater 
  without itching. Extra 100 gets a photo-responsive 
  filter added to the membrane, giving anti-dazzle 
  protection.  
   
  Poison sac M - 1000 - D6  
  Plastic sac implanted into the body, which is filled 
  with the drug of your choice via special adapter. 
  Usually linked to an implanted weapon. Holds 3 
  doses  
   
  Poison Glands M - 3000+100x (one dose of drug) - D6+2  
  A Biological gland that makes the drug or poison of 
  your choice. Implanted into your body, linked into 
  one of your implanted weapons, or straight into your 
  bloodstream for hardened drug users.  
   
   
   
   
   
   
   
  
   
  Water re-filtration Cr - 2500 - D3  
  A series of major alterations to the kidneys, liver 
  and bowel. Whenever water is scarce, the system 
  draws water from body wastes, expelling urea with 
  solid waste. No urine, and you'll be leaving rabbit 
  pellets (have a lubricant handy, as this can be 
  uncomfortable), but you can now live for 9-10 days 
  without water, rather than the 3 days it takes a 
  normal person to dehydrate and die. 
    
  Feature alteration system Ma - 3500 - D6+1  
  System of small implanted gel sacs under the skin of 
  the face, fixed to the skull which has been trimmed 
  down to accommodate them. The implants in your 
  chin, brow and cheekbones allow you to shift your 
  features around, raising and lowering the 
  cheekbones, fleshing out or thinning the cheeks, and 
  generally alter your facial features. Adds +4 to 
  disguise rolls  
   
  UV blockers N - 1500 - D3  
  Skin modifying nanites that alter melanin levels to 
  block all UV exposure. Within 5 hours of a change 
  in UV levels the system will have adapted your skin 
  to protect you, significantly darkening it. After the 
  levels drop, it takes a week to fade to your original 
  colour.  
   
  Gyroscopes MA - 1000 - D6  
  Implanted in the ear, the gyroscopic balance system 
  gives you perfect balance. Immune to seasickness 
  and motion sickness, +2 vs. space sickness, +1 to 
  0G manoeuvres, +2 to Athletics for any balancing 
  test Sexual Alterations Whenever technology 
  increases, someone has to apply it in ways the 
  inventors never even guessed at. Altering the bodies 
  primary (or secondary) sexual characteristics is one 
  field that the first reconstructive surgeons would be 
  astonished by.  
   
  Reproductive Augmentations 
   
  Mr Studd / Midnight Lady M - 300 - D6  
  Series of neural implants in the base of the spine 
  allow greater control of your own physiology. 
  Instead of explaining what this means I'll just quote 
  the Mr Studd tm advert saying 'All Night, every 
  Night, And she'll never know' +2 Sexual 
  performance Skill  
   
  Hardwired neurological response M - 350 - D6+1  
  Hardwired neurological response that saves you 
  from having to fake it. Instead, pre-set stimuli 
  trigger the programmed response, putting you on 
  what the industry call a 'silicon ride' of pre-
  programmed sensations. This feels just as real as 
  actual, but can be triggered at the touch of a button 
  (choose your control method). Popular with 
  'Joygirls', porn stars and people with no spare time 
  for a partner.  
   
  Increased Sex drive M - 500 - D6+1  
  Having and increased sex drive makes you more 
  susceptible to seduction skills, more excitable 
  generally, and more emotionally and physically 
  active. -2 to resist seduction, Cool -1. Virtually 
  insatiable Available as permanent (500) or switch-
  able (550 +control)  
   
  Decreased Sex drive M - 500 - D6+1  
  Gives you a Subconscious resistance to Seduction 
  skills, and a strangely detached look at things. Sex 
  drive is rooted into a lot of physical and emotional 
  parts of the body, so user is a lot less emotional 
  about things, but no ones really sure what it'll do on 
  a case by case basis. Seduction skills are -2 harder to 
  use and +2 easier to resist, 20% chance of Cool +1. 
  Empathy skill rolls are at -1 Available as permanent 
  (500) or switch-able (550+control )  
   
  Physical Augmentation  
  Surgical rebuilding, restructuring or tissue addition. 
  Also altering the neural set up, increasing or 
  decreasing sensitivity. Developed to repair birth 
  defects and injury damage. Soon became a popular 
  form of cosmetic Surgery (especially among 
  insecure males). M - 300 - 2D6 +1 sexual 
  Technique, mostly psychological After the 'Movie 
  star' Billy Priaphus spent a fortune pushing the 
  envelope of possible male augmentation into the 
  realms of the ludicrous, unscrupulous bio-docs will 
  craft you just about anything Customised 
  augmentation Ma - 1000+? - 2D6+?  
   
  Reproductive Replacements 
   
  Biological. Ma - 500 - 2D6  
  Stock tissue from the organ vats. The doc's should 
  really try and get the best match possible, and you 
  should still be fertile, but the kids may not look like 
  you that much. Buying cheap could get you almost 
  anything or anyones.  
   
  Clonal Ma - 2000 - D6  
  Regrown from your own tissue samples, its 100% 
  you. The culturing takes a long time (several 
  months) but there is no chance of rejection.  
   
  Biomechanical Ma - 1500 - D6  
  Semi mechanical, semi biological. The reinforced 
  vat tissues protect cultures of your own cells, 
  ensuring you remain fertile and the kids are yours.  
   
  Cybernetic Ma - 700 - 2D6  
  There is always someone who wants a 
  Superchromed Bioplast with extension options. 
  Some of these are extremely bizarre, with flashing 
  lights, 'buzzers' , speech synths or torches. Rumours 
  (never substantiated) of implanted cyber-weapons, 
  blades or tazers show you just how weird and sick 
  some people can get Full Sex change Normally sex 
  changes are used to correct the problems of people 
  
   
  who feel they were born the wrong gender, and as 
  such are referred by psychologists and doctors. 
  Cosmetic changes are frowned upon (and were once 
  illegal) but are becoming more common as the 
  demand from people with money who want the 
  operations grows.  
   
  Basic Prep 1200, Surgery 3000 + 2100 hospital time  
  (Awareness 20 to spot). One month of hormone and 
  gene prep, one week in hospital, two weeks 
  recovery. Removes your existing physical sex and 
  rebuilds what looks like the other. Includes Breast 
  implantation or reduction. Does not alter your 
  ability to lactate, patterns of hair growth and the 
  sound of your voice. Recipient is sterile. The give 
  away is the size of the hands and feet, which are not 
  altered, and normally look out of proportion with the 
  rest of the body. If injured, regenerative healing will 
  undo this, and your old sex will try and grow back 
  (slowly) Humanity Cost 2D6+2  
   
  Advanced Prep 2400, surgery 6,000 + 4200 hospital time  
  (awareness 25 top spot) Two months of counselling, 
  hormone and gene prep, Two week in hospital, two 
  weeks recovery. Includes Vocal restructuring, gene 
  therapy, full biological internal and external organs. 
  Alters your lactation ability, and patterns of body 
  hair. Newly made females will not menstruate 
  unless they take the fertility option. The size of 
  hands and feet is altered surgically Can be fertile for 
  5000 (female ) 1000 (male) extra (And guarantees 
  the kid will look a bit like you) Humanity Cost 2D6 
  +D6 if fertile  
   
  Deluxe Prep 5000, Surgery 15,000 + 10,000 hospital time.  
  (Awareness 30 to spot) Four months of counselling, 
  hormone and gene prep, one month in hospital, two 
  weeks recovery. Includes Vocal restructuring that 
  gives you a new voice print, Gene therapy that alters 
  your chromosomal makeup and fully biological 
  internal and external organs. This Alters your 
  lactation ability (so newly made females will lactate 
  if given the right hormones), Patterns of body hair 
  are altered to match your new gender. Hands and 
  feet look normal. Newly made females will not 
  menstruate unless they take the fertility option. Can 
  be made Artificially fertile for 5000 (female) 1000 
  (male) extra This uses genetic material from vats, 
  and comes with a guarantee that the kid should look 
  like you. To have your own tissue cloned with the 
  Gender determining gene switched and the resulting 
  organs implanted costs 10,000 for females and 5,500 
  for males. This guarantee's that any children you 
  father/bear are genetically yours. Humanity Cost 
  2D6 +D6 if fertile  
   
  Castration 
   
  Simple castration M - 250 - 2  
  This leaves you physically intact but you cannot 
  reproduce. (By removal of the Testes or Ovaries) 
  You also loose a lot of your sex drive unless you 
  have the rest amplified. (Using seduction -2and 
  resisting seduction +2)  
   
  Neural Castration M - 500 - D6  
  This severs the nerve trunks, removing all control 
  and sensation from the area. Sex drive rages 
  unchecked, and will result in either manic, violent 
  behaviour or depressive, suicidal behaviour. Popular 
  criminal sentence for convicted rapists, who are then 
  put on a regime of suppressant drugs.  
   
  Physical castration M - 150 - D6+1  
  This simply cuts it all off / out. Legally used on sex 
  criminals in some Southern US states (Televised on 
  prime time in Brazil) Removes most of the sex drive 
  and makes the rest of the drive pretty useless. As the 
  State of Texas sadly found out, this will terrify a 
  rapist, but a sexual psychopath will just get worse 
  without a form of release and kill again...and again  
   
  Removal of all Sexual Characteristics Ma - 2000 - 2d6+1  
  Popular with some of the more androgynous and 
  insane, this removes it all and grafts over the wound, 
  reduces the Hormone levels to trace levels, adds 
  replacement glands that release synthetic hormones 
  with no sexual characteristics, rebuild the hips and 
  shoulder into androdyn ratios, reshape the hands , 
  feet and voice box, remove body hair and reshape 
  the face to be adrogenous When the docs have 
  finished, no one will have the faintest idea what sex 
  you are without a gene test on the 52nd 
  chromosome, or a detailed physical exam Gene 
  alteration to remove all traces adds 500 to the cost  
   
  Electronic Sex Ma - 1000 - D6+1  
  Invented for use by victims of paralysation and 
  cripples, this uses a dedicated neural processor to 
  monitor and stimulate the whole body. When 
  connected into another compatible unit, this 
  translates your neuro-motor activities into touch 
  impulses, sensations and pleasure impulses in the 
  other unit. This causes the user of the other unit to 
  respond with increased nuero-motor activity, 
  locking you both in a neural feedback loop of 
  pleasure and response until the signals react the 
  maximum levels and discharge, resetting to zero. 
  The unit connects the sexual responses without any 
  of the limits of the flesh to slow you down. The 
  units are normally set to mimic the biological limits, 
  but this is easily reset to find the neural limits of the 
  users body. Set on biological limits, this is as good 
  as normal sex Set at the neural limits, this is Better. 
  So much better in fact that the physical act looses 
  interest (psychologically addictive with a difficulty 
  of 20) The signal feedback can be linked by any 
  normal interface, from a simple face to face with a 
  jack cable, a cordless datalink or even a phone or 
  'Net connection. Teledildonics sites even exist to 
  allow the users to meet and interface with 
  anonymous strangers  
  
   
  EXOSKELETONS 
  Linear frames 
  Implanted exoskeletons, these are designed to give 
  the user huge lifting power. Epsilon frames are Str 
  10 for strength feats, have 12 hours Endurance and 
  add +2 to damage Alpha frames are Str 12 for 
  strength feats, have 12 hours Endurance and add +4 
  to damage Beta Frames are Str 14 for strength feats, 
  have 12 hours Endurance and add +6 to damage 
  Omega Frames are Str 16 for strength feats, have 12 
  hours Endurance and add +8 to damage  
  Epsilon Cr - 4,000 - 2D6 
  Alpha Cr - 6,000 - 3D6 
  Beta Cr - 8,000 - 4D6 
  Omega Cr - 10,000 - 5D6 
  Implanted frames are very bulky and obvious, and 
  are quite rare (popular once, now people jack into 
  smart exoskeletons to work and leave the 'forklift 
  man' look at work when they go home.) All of the 
  suits work at a machine assisted REF of 8, so 
  anyone wearing one with a higher REF suffers 
  penalties to there actions.( half the difference, 
  rounds all fractions up)  
   
  OTHER 
   
  Ambidexterity neural bridge Ma - 800 - D6  
  A series of brain implants designed to alter the 
  balance of brain activity, allowing the user to use 
  both hands equally well. Normally, if you are using 
  two weapons at once your 'on' hand is at -1 and your 
  'off' hand is at -3. The ambidexterity unit balanced 
  this discrepancy out, making you equally good with 
  each hand and allowing you to use your on weapon 
  at no penalty , and your off hand at -1. When doing 
  two things at once like this, they must both be the 
  same action at the same target. (for example, Hong 
  Kong two gun style) If shooting at a different target 
  with each hand, the penalty is -2, and both targets 
  must be within your field of view(or more penalties) 
  (Manufacturers deny any responsibility for 
  personality alterations caused by this readjustment)  
   
  Optically independent ambidexterity. M - 600 - D6  
  A second implant used to upgrade a neural bridge, 
  this allows your eyes to focus independently This 
  works best with two cyber eyes. Each eye tracks 
  with one hand, allowing you to literally do two 
  things at once. You can only do this for your Cool 
  rounds at one time, otherwise you'll get a blinding 
  headache from the conflicting visual input. 
  Biological eyes get terrible eyestrain in half the time 
  (half cool) In two guns style, this allows different 
  targets to be attacked at once with no penalty, but 
  the weapons effective range is HALF as you have 
  no depth perception.  
   
   
  Cyberneticaly Aided, Enhanced Or Implanted Armour  
  Skinweave  
  Using nanotech and a tailored diet, a series of 
  alteration are carried out in the skin. Armour fibres 
  are woven into the skins upper layers, giving it an 
  increased strength and ballistic resistance. Lower 
  layers of the skin have impact gel layers which 
  become rigid under impact, spreading any impact 
  over a larger area and so reducing the penetrating 
  power  
  • 
  Sp 1 N - 800 - D3 30 to spot  
  • 
  Sp 2 N - 1000 - D6 30 to spot  
  • 
  Sp 3 N - 1500 - D6+2 25 to spot  
  • 
  Sp 4 N - 2000 - 2D6 25 to spot  
  • 
  Sp 5 N - 2500 - 2D6+2 20 to spot  
  • 
  Sp 6 N - 3000 - 3D6 20 to spot 
  The armour is soft enough to cushion most hits, but 
  every penetrating hit damages the skin weave so it 
  has to be repaired. Every time you take a serious 
  wound or worse, the skin weave needs a repair of N 
  - 500 - 0 Until repaired, The damaged locations SP 
  is one point lower for each Serious wound taken  
   
  Skull Sheath CR - 5000 - 3D6  
  This is a series of titanium plates bonded into the 
  skull and extending down to cover the base of the 
  skull and the neck, forming a solid armour plate 
  protective helmet.  
  The full treatment gives the skull an SP of 14, 
  capable of stopping most handgun bullets dead. To 
  keep the facial features articulate, the face is only 
  SP 8, and the weak spots are still the eyes, nose and 
  mouth, with only Sp 2. The sheath is Difficulty 30 
  to spot without medical examination or scanners. 
  Repairs are needed whenever the sheath is 
  penetrated, and as this involves opening up your 
  skull and pulling the shrapnel out of your greymass, 
  its a Ma - 800 - 0  
   
  Spine sheath Cr - 5000 - 3D6  
  This is a series of armour panels wrapped around the 
  spine, supporting and reinforcing it with a second 
  articulated spine. The treatment gives the spinal 
  column an SP of 14.  
   
  Any damage to the spine will first have to tear up 
  the sheath, as it prevents the twisting and shearing 
  of back breaker moves, stops bullets and cushions 
  impacts. 
   
  If anything does get through, you need a repair of 
  Ma - 800 - 0 to fix it. (and a wheelchair).  In combat 
  the sheath doesn't do much, as most bullets damage 
  the fleshy parts of the torso. The sheath gives full SP 
  vs attacks deliberately aimed at the spine, Half SP 
  on any melee attacks from behind and helps protect 
  the neck. (Blunt blows to the neck or sharp attacks 
  
   
  from behind get the half SP value defending them) 
  If a bullet would hit your spine (1 in 10 for a torso 
  hit) then it has to do at least 6 damage (3 from 
  behind) before it reaches the spine. The spine 
  sheaths SP opposes the rest of the damage. (kind 
  GM's may say that Critical hits have a 3 in 10 
  chance ) 
   
  The Real use of the Spine sheath is connecting 
  Cyber or Biomech limb pairs into a reinforced 
  skeleton. All to often, people with over pumped 
  arms and legs try and lift the limbs max (a small car) 
  and find that they aren't supported in the waist. The 
  resulting spinal injury folds them neatly in half with 
  a brutal SNAP. 
   
  With a Spine Sheath, you can take the pressure of 
  lifting your Limbs Max Press with little worry. (Add 
  half again (150%) onto the lift and Max Press 
  statistics of someone with Cyber arms, Cyber legs 
  and a Spine Sheath. If all limbs have Myomar, 
  Double it. Hydralics in all limbs triples it) 
    
  Boneplates Ma - 1200 - D6  
  These are subdermal armour plates set inside the 
  body to protect vital organs. Arguments vary as to 
  whether they are any use, but if one of these stops a 
  slug over your heart, you'll thank them. Then, of 
  course, you can appreciate the problems the plate 
  caused at your leisure. Torn tissue, widespread 
  bruising and blood pooling in internal tissue tears all 
  make the wound more difficult to treat and take 
  longer to heal.  
   
  The Plate SP is 5, but this is only used on 
  penetrating hits that will effect that organ. Once the 
  wound is stabilised and healing add 5 to the damage 
  for healing times only.  
   
  The plate is resistant enough to only need repairs if 
  punctured, with an M - 300 - 0  
  If a round wounds locations 2 or 3 and does more 
  than 4 damage, it penetrates deep enough to hit the 
  plates. Oppose the remaining damage vs the plates 
  SP5. Any damage that penetrates is treated 
  normally.  
  Note that even if the plate stops only a 1 point attack 
  the healing times always go up 5 points.  
   
  Dermal armour M - 500 - D6  
  Armour plates bonded onto the skin, like the skin of 
  an armadillo. Much more obvious than skin 
  weaving, but the plates do provide a lot more mass 
  to absorb impact damage.  
  Dermal plates can be grafted onto any location, 
  although having an armadillo like face is generally 
  bad socially. The plates use a hard upper layer of 
  flexible bullet proof fibres meshed into a bioplastic 
  support matrix, with cushioning under layers.  
  As the plates are sectional, each of the ten hit 
  locations on the location table can be armoured 
  separately at SP 8  
  The plates are obvious if the location is exposed, 
  and facial plating lowers Attr by 2 Repair work on 
  puncture wounds is a N - 100 - 0 slap on skin patch 
  that melds with the dermal over time 
    
  Subdermal Chest Armour Cr - 5500 - 2D6+1  
   
  Heavy Armour Cr - 6000 - 2D6+2  
  An implanted bullet proof vest, resting under the 
  muscle layers of the chest, cushioning and 
  protecting the ribs and vital organs. The chest is the 
  only location really suited to this level of protection 
  as its fairly rigid with no major joints, and has a lot 
  of bone to anchor it to.  
   
  The subdermal armour is EV 1 and Sp 12. Anyone 
  watching you probably will not spot it, but if you're 
  searched it's a difficult to spot. Some solos can spot 
  one of these just by the way you walk (difficulty 30 
  to stop on sight, 20 on a search) If you really want to 
  look like a walking house, there is a heavier version 
  which is EV 2 and SP 14,.This is easier to spot, only 
  a 25 at sight, 15 if searched. Both vests have EV's , 
  which are pretty much permanent from when they're 
  implanted. Its advised you practice your Armour 
  Use skill and get used to operating with the 
  Encumberence.  
   
  Torso plate Cr - 10,000 - 3D6  
  Heaviest armour available cybernetically, a 
  breathable bioceramic armour woven onto the 
  dermis of the chest like a carapace. Outer layers are 
  overlapping hard plates, with inner layers that are 
  soft and flexible. If the armour is penetrated, the 
  under layer will seal off the wound, but the upper 
  layer will have to be cut free and replaced surgically 
  (M - 1,000 - 0 )  
  The Armour is EV 3 and Sp 20 with one point of T1 
  trauma protection  
   
  Cowl Ma - 2,500 - 2D6  
  The Cowl covers the back and sides of the head, 
  with ports for ears and a flexible neck guard. The 
  cowl is a fairly simple augmentation, and although 
  you loose your hair the cowl has gaps allowing 
  normal ears. SP is 20, with No EV. (of course it 
  does not protect against face shots) You can have 
  tech hair implanted into the cowl, making it difficult 
  to spot, and allowing you to look vaguely normal.  
  Any hit that penetrates the cowl is serious bad news 
  and you may not live to pay the M -500 -0 repair 
  fee.  
   
   
   
   
   
   
  
   
  Face plate Cr - 4,000 - 4D6  
  Similar to the torso plate, this covers and protects 
  the face from the hairline to the flexible throat plates 
  in the neck. The faceplate is a very serious 
  alteration, taking a lot of work.  
   
  The SP is 20 and in only protects against face shots  
  One advantage is that you can put any face you want 
  onto it  
   
  Basic faceplates are stiff and immovable, able of 
  conveying only basic emotions Attr -2, HC +2  
  Advanced faceplates are capable of a full range of 
  human emotions Attr -1, Hc +1 cost +500  
  Customised faceplates look and act like the wearers 
  original features Attr -0, HC +0 cost + 1000  
  Exotic faceplates can look like anything the user can 
  imagine Attr -2, Hc +D6 cost + 1000  
   
  Armour weave M - 6,000 - 4D6  
  The Heaviest skin weave available, this combines a 
  heavy duty skin weaving with dermal armour and 
  muscle and bone lacing elements. The body is 
  interlaced with impact fibres, giving the whole body 
  a firm, almost solid texture. The dermal skin weave 
  armour is linked into this network of support fibres.  
  Provides a +1 to BOD and a full body SP of 12  
  There is no way you can conceal this sort of 
  augmentation. the skin appears plasticy and fake, 
  and has an unusual firm texture. Repairs are fast and 
  easy, as a synthetic skin slap patch is glued over the 
  wound once its treated, and it slowly is absorbed 
  into the weave. N - 200 - 0  
  Until repaired, The damaged locations SP is one 
  point lower for each wound taken  
   
   
   
   
   
   
   
   
   
   
   
  CyberPlastic Surgery  
  Cosmetic alterations  
  Many People can’t see how altering or changing 
  your appearance can have a lasting effect on the 
  human personality. Isn’t it something we do every 
  day with our cosmetics and clothes? 
   
  Attractiveness Increase  
  Most of the work of an ATTR increase comes from 
  remaking the face, as that’s where the alterations 
  will really show. The rest of the body can be 
  surgically biosculpted toward a physical ideal quite 
  easily  
   
  Quality  
  Poor quality work gives you a plasticy, fake look. 
  WallMart surgery, you’ll end up a Bimbette 
  gameshow host or stereotype surfer muscle hunk  
  Average To spot you’ve had work done(15)  
  Cost x ½  
   
  Average quality work makes you into a generic 
  clone of whoever and whatever’s famous at the 
  moment, a montage of famous faces and ideals  
  Difficult to spot you’ve had work done(20)  
  Cost x1  
   
  Good Quality comes from an artist rather than just 
  a surgeon. The features are designed with your face 
  in mind, rather than a generic average.  
  Very difficult to spot you’ve had work done(25)  
  Cost x 3  
   
  Exceptional quality work is a true work of art. 
  Taking the facial structures best features, carving 
  out the faults and rebuilding from the ground up, the 
  surgeon creates a new, better you.  
  Near Impossible to spot you’ve had work done(30)  
  Cost x5  
  Healing takes time equal to you recovering from a 5 
  point wound per Plus One ATTR point  
  Basic Cost based on New ATTR score  
  New ATTR 
  Cost 
  One to Six 
  600 eb 
  Seven 
  900 eb 
  Eight 
  1,200 eb 
  Nine 
  1,500 eb 
  Ten 
  2,000 eb 
  Eleven 
  5,000 eb 
  Twelve 
  10,000 eb 
  This cost is PER POINT, so you have to pay for 
  each step  
  
   
  As you can only push what you’ve got so far, you 
  cannot increase Attractiveness more than 5 points.  
  For the medically inclined, you roll Tech + Medtech 
  +D10 vs. a target number of 5 +5 per +1 ATTR 
  you’re adding to perform the surgery.  
  Then you have to roll Int + Expert (facial design / 
  Art) +D10 for the difficulty that people have to beat 
  to spot that the work has been done.  
  Humanity cost 
  Total ATTR increase 
  Humanity Cost 
  +1 Attr 
  D3 
  +2 
  D6 
  +3 
  2D6 
  +4 
  3D6 
  +5 
  4D6 
   
  Attr Decrease  
  well, someone wants it.  
   
  Facial mutilation with a straight razor and a local 
  anaesthetic will take your ATTR down D6 easily, 
  and if you really keep going even more. Minimum 
  ATTR is 0, and you’ll probably need a hospital 
  before you can carve that low.  
   
  If you want to stay normal, just less attractive, 
  surgery costs 600 per point lost, no minimum stat 
  except the surgeon’s ethics or bank balance. 
    
  Change appearance  
  A face change is a fairly simple operation, using 
  surgical lasers and collagen injections to alter the 
  shape of your face. The more you pay the more they 
  alter,  
   
  The Difficulty to recognise you controls the cost  
  Difficulty 
  Cost 
  HL 
  Average 
  1200 eb 
  2D6 
  Difficult 
  2400 eb 
  3D6 
  Very Difficult 
  3600 eb 
  4D6 
  Near Impossible 
  5000 eb 
  5D6 
  This is also a perfect opportunity to have ATTR 
  alterations  
  If you want to, you can have your face altered into 
  that of someone famous, living , dead or fictional.  
   
   
   
   
   
   
   
  Biosculpts 
   
  Ethnicity Change - M - 1,000 – D6  
  Skin colour alteration and cosmetic modification of 
  features allows you to take on the racial 
  characteristics of any ethnic group you feel like. 
    
  Height alteration - Ma - 800+ - D6  
  By adding or subtracting from the long bones in the 
  body, its possible to surgically alter your height by 
  several inches, up or down.  
  The surgery costs 800 just to open you up, and 
  +1000 per inch you want adding /subtracting  
   
  Frame alteration - Ma - 1200 - D6  
  By altering the proportions of the body and the 
  resting pattern of the muscles, the users frame can 
  be altered, making then look stocks, thin, fat, 
  endomorphic, ectomorphic or mesomorphic  
   
  Hair implantation - M - 1,200 - D3  
  By culturing hair follicles in vats and implanting 
  them into your skin, its possible to ‘seed’ you a new 
  head of hair that’ll grow naturally. Mostly used to 
  cover male pattern baldness, this can also be used 
  anywhere on the body. (in new and unusual ways) 
    
  Horns - Ma - 1600 - D6  
  Grafted into the skull, implanted horns have little 
  use, except to make you look unusual. That’s why 
  people like them. Head butts do get a +2 to damage 
  but fumbles could shatter your horns.  
   
  Exotic facial rebuild - Cr - 5,000  
  Rare and unusual, the facial rebuilds allow you to 
  take on the facial features of an animal, or anything 
  you can come up with. Mostly used to weird people 
  out by people that are weird themselves.  
   
  Tail - Cr - 3,000 – D6  
  Vat grown tails grafted into the nerve trunk at the 
  base of the spine. Capable of holding about half a 
  pound, useless for gripping (they are in no way 
  prehensile, at most they curl like a cat’s tail)  
   
  Stance alteration - Cr – varies – 2D6  
  Shift the stance from bipedal to partial 
  quadruped - Cr - 7,000  
  Shift the stance from biped to full Quadruped - 
  Cr - 10,000  
  Partial quadrupeds move on all fours, but can sit up 
  on their back legs to use their hands. This allows 
  them to use most Ref and Tech skills if they don’t 
  move  
   
  Full quadrupeds cannot use most of there 
  manipulation skills without help  
   
   
   
   
  
   
  Hand alteration - Cr - 8,000 (pair) – 2D6  
  HoovesNo hand based skill use. Punch attacks do 
  D6+2  
  Claws-2 to skills, D6 damage with a claw swipe  
  Paws-2 to skills  
  This is a strange thing to do, but people can get very 
  strange. Surgically stripping down the hands and 
  rebuilding them with vat bone and tissue into 
  another shape is costly and rather hampers most of 
  your manual dexterity based skills.  
   
  Foot Alteration - Cr - 8,000 (pair) – D6+1  
  HoovesKick/stamp attacks do 2D6  
  Pawslike a cat’s, with small claws  
  ClawsBig combat worthy claws, from big cats or 
  reptiles. D6+2 damage  
  Digigrade Just alters the leg shape, costs 3000.  
  All of there require reworking the legs into a 
  digigrade shape, reducing the users MA by 2 (this is 
  included in the listed costs). Digigrade legs make 
  the recipient appearsto be walking on tiptoe, as the 
  leg has two ‘knee’ joints, like a dogs.  
   
  Skin GraftsMa - 10,000  
  The whole body is skinned and reworked with 
  monoclonal animal hides grown in vats of shark 
  collagen polysaccharides.  
  All forms of animal fur are available, as are some of 
  the finer animal scales (mostly snake)  
  More exotic materials can be cultured on demand   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  C Y B E R - O P T I C S 
   
  Cyber eye Ma - 2,000 - 2D6  
  A standard mechanical cyber eye can hold 4 options 
  Deluxe or custom made cyber eyes can hold 5 or 6 
  options A Bio-mechanical eye can hold 2 options 
  (deluxe hold up to 4 options)  
  Implanted chips on the optic nerve allow simple 
  systems to be installed, for instance times square, 
  target scope, clock, anti dazzle and connection with 
  other systems for Ma - 250 - 0  
   
  Opti-Shields M - 1350 - d6+2  
  Mirror shade implants that sealed the eye sockets , 
  SP 8 and immune to tear gas Can take 2 options and 
  can be used with real or cyber eyes  
   
  Mono-optic Ma - 1650 - 3d6  
  six options in a visor set across the nasal ridge, 
  giving 180 0 vision arc and 2250 peripheral vision. 
  +1 awareness for spotting things, and +2 against 
  stealth and ambushes due to the peripheral boost  
   
  Optic mount Ma - 3000 - 4d6  
  Mounts 5 optics. Either as vision slit or cluster on 
  the face. Each optic can run 4 options  
   
  Sensory Boom M - 500 - 3D6  
  A sensory extension, a lightweight extendable 
  armature with a cyber optic in the tip, under a 
  retractable dust shield. Usually mounted on the 
  head, on in cyber limbs. 
   
  The optic can take the normal four options. 
  Used to look over or round cover without exposing 
  yourself to incoming fire. 
   
  Traditionally a Manga style 'Rabbit Ear' or a Crab 
  like 'Eye stalk'. 
   
  O P T I O N S 
   
  Image enhance N - 300 - 1  
  Image enhancing software, picks out and sharpens 
  detail. +2 awareness  
   
  Tele optics N - 150 - 1/2  
  The eye functions as a x30 zoom or scope  
   
  Micro optics N - 150 - 1/2  
  The eye functions as a microscope  
   
  Anti dazzle N - 200 - 1/2  
  Eye compensates for flares and sudden flashes of 
  light, stopping the user from being blinded  
   
   
   
   
   
   
  
   
  Thermograph N - 200 - 1  
  See using heat patterns, allowing you to see hot 
  spots against cold spots, eg guns against flesh, 
  people through walls, fires inside houses and hot 
  engines in stationary cars. Usually run in a false 
  colour spectrum, with red hottest and blue coldest, 
  but it can be overlaid onto normal vision , 
  highlighting hot objects with a pink glow.  
   
  Infra red N - 200 - 1  
  See using the infra red part of the spectrum. As this 
  is radiated by most hot bodies, most places will be 
  in IR twilight. Using an IR flashlight allows you to 
  see as well as daylight.  
   
  Ultra Violet N - 200 - 1  
  See using ultra violet part of the spectrum. used with 
  a UV flashlight or fluorescent marker powders  
   
  Low Light N - 200 - 1/2  
  A light amplifier, this increases the sensitivity of the 
  eye so that you can see with only a tiny amount of 
  ambient light. Distant street lamps or LoGlo is 
  enough to light the scene as bright as day. 
  Useless in total darkness (a very rare thing), but 
  even underground a glo-stik can make Low light see 
  as good as day.  
   
  Colour shift N- 300 - 1/2  
  The iris can change colours at will  
   
  Target scope N - 400 - 2  
  An optical feed targeting system adds +1 to hit with 
  a smartgun, and gives you a targeting crosshair point 
  in your line of sight  
   
  Times Square N - 300 - 1  
  A scrolling marquee digital display across the 
  bottom of your field of vision, which can be used to 
  display information from any system its linked to  
   
  Micro video N - 300 - 1/2  
  Can record 20 minutes of digital video on the chip 
  in eye, or longer if linked to an external unit via 
  interface plugs. Usually the video is downloaded 
  from the eye via plugs, but some units extend the 
  eye and manually unload the chip (quite gross and 
  HC 2)  
   
  Digital camera N - 300 - 1/2  
  Can take 20 still images on the internal chip. 
  Usually the images are downloaded from the eye via 
  plugs, but some units extend the eye and manually 
  unload the chip (quite gross and HC 2)  
   
  Dart gun N - 200 - 2  
  The dart gun is front loading via the expanding iris. 
  The Dart has a 1m range, and does D3 damage. Its 
  usually poisoned. The system is one shot and takes 
  up 3 options  
   
  Mace spray N - 200 - 2  
  The eye has a chemical sprayer capable of a 1m jet. 
  The one-shot pressurised cartridge system takes up 2 
  options, and reloads frontally via the expanding iris.  
   
  Dodge ball N - 440 - 1  
  A complex Body language pickup system that 
  allows you to determine patterns in peoples actions. 
  By watching someone fight for 4 rounds you get +1 
  to hit in close combat against them. The eye can 
  remember ten opponents at a time.  
   
  Transmitter N - 330 - 1  
  A 2 km range full colour broadcast quality video 
  transmission 4 options  
   
  Video imager N - 350 - 2  
  Allows you to see TV quality images in your eye. 
  They appear as if the screen was floating in your 
  field of view about half a metre from your face. 
  Takes 2 options  
   
  Times square + N - 500 - 2  
  A chipped visual recognition system. Linked to a 
  database the T2 looks for pre-set visual cues and 
  loads the relevant database entry 3 options  
   
  Built in flash N - 150 - 1  
  Eye lights up with powerful white lights, 
  illuminating whatever you're looking at. Range is 
  only a few metres. 1 option  
  IR flash N - 250 - 1  
  IR eye lights, illuminating whatever you're looking 
  at with IR. 1 option  
   
  UV flash N - 250 - 1  
  UV eye light, illuminating whatever you're looking 
  at with UV. 1 option  
   
  Laser illuminator N - 500 - 1  
  A high power mini-laser acts as an in-eye laser 
  designator. Used offensively, the laser is powerful 
  enough to dazzle and cause retinal damage if shone 
  into someone's eye Takes up 2 options  
   
  Fake Retina N - 1000 - 1  
  Retinal falsification is Highly Illegal and very much 
  in demand. The basic alterations to a cyber eye that 
  allow it to masquerade as a biological eye cost 1000. 
  The process of mimicking someone else's retina is 
  much more expensive. First you need the person or 
  a picture of the retina (or the eye itself, a much more 
  gruesome option), then a forger, who will charge 
  20,000 or more depending on the quality, time etc. 1 
  option  
   
  Clock chip N - 50 - 1/2  
  Tells you the time, all of the time. A small four digit 
  display in the lower left hand side of your vision 
  showing the time (usually in the 24 hour clock) 0 
  options  
  
   
  Augmented peripheral vision N - 200 - 2  
  The increased field of view adds +1 to awareness 
  checks and +2 vs. surprise close attacks from the 
  side or rear. 1 Option  
   
  Motion tracking N - 350 - 2  
  Usually interfaced with a smartgun system, this 
  tracks the progress of a moving object and marks 
  out its probable path. Without smart guns, this just 
  halves the moving target penalties for simple linear 
  movements. With a smart gun interface, this negates 
  all moving target penalties for simple, linear 
  movement and halves the penalties for all others.  
  The system works best with objects moving in a 
  straight line at fixed speed, like planes or sprinters. 1 
  option  
   
  Trip ball. N - 500 - 1  
  Turns the patterns of incoming light into a series of 
  mood altering psychoactive impulses, allowing you 
  to get a legal high from traffic lights. Usually 
  reduces aggression and mellows the user out, but 
  can cause random and dangerous mood swings, 
  especially in light conditions the user isn't used to. 
  When active the user gets +1 Cool and -1 to all skill 
  roles. One option  
   
  Altered persistence of vision N - 450 - D3+1  
  An unusual system, allowing you to see the 
  scanning line instead of the TV picture, the flicker 
  of a cine film rather than be fooled into thinking that 
  the figures are moving. You can see clouds move, 
  see things moving that are too slow for normal 
  vision to see. It alters your view of the world. You 
  no longer see motion blurs when things move fast, 
  you see the thing move in detail. +1 to perception 
  tests involving very fast or very slow movement. 
  You can also see subliminal images in TV or video 
  footage, and so are less effected by them (+5 to 
  resist)  
  Cybernetic Weapons  
  Scratchers. Vegas Rat Diamond fingernails M - 200 - 2d6  
  Artificial fingernails with razor sharp edges. Quite a 
  popular thing when the Vegas Rats were in the 
  news. Now, out-moded and fairly useless, as they 
  aren't retractable. One absent-minded scratch could 
  cost you an eye  
  Single nail does d6/3  
  Whole hand does D6  
  Protective covers cost you 5 per hand (1 per finger) 
   
  Rippers, finger razors Ma - 400 - 3d6  
  Retractable blades in the fingertips, that slide out 
  from under the fingernails.  
  Bioplast sheaths are bonded into the finger bones, 
  with the slider muscles triggered by neural 
  actuators. Blades are 4cm long, double-edged 
  scalpel blades  
  A Single blade does D6/2 damage  
  Slashing with the Whole hand does 2d6 damage  
  The blades can be removed for maintenance and 
  repair by pulling when extended  
   
  Wolvers, Spurs, Bigripp, Bonespikes Ma - 600 - 3d6+1 
  (750 for bonespike)  
  Larger blades operating on the same principle as the 
  rippers. The sheath is bonded onto the bones of the 
  forearm, with the blade sliding out through a 
  bioplast sealed slit in the back of the hand. The 
  tendons are pegged back to keep them safe from the 
  blade.  
   
  Single blades (spur, bigripp) are triangular cross 
  sectional, so they can slash and stab Damage 2d6+2  
  Wolvers are made up of three smaller blades held 
  parallel, each one doing d6 damage Damage 3 x D6 
  (3D6)  
   
  Bonespikes are cultured from your own reinforced 
  bone (invisible on metal detectors) Damage 2D6  
   
  Fingerbolts M - 250 - d6  
  Reinforcing bolts implanted in the hand, increasing 
  damage with punch to d4+1. Can't spot them 
  without scanners  
   
  BigKnuks m - 500 - 2d6  
  Reinforcing and armouring the knuckles, increasing 
  damage with punch to d6+2. The whole hand looks 
  swollen, particularly the knuckles, where the skin 
  armour plates on the knuckles look pale milky white  
   
  Knucklestuds M - 150 - d6+1  
  Metal implant studs on the knuckles, available in a 
  variety of shapes and sizes. Increases your punch 
  damage by +1 (More of a fashion statement than a 
  weapon for most of the kids with them.)  
   
  Blockbooster M - 350 - d6 /per pair.  
  Subdermal armour plates with nanotech lacing of 
  the skin. Used to reinforce the blocking areas of the 
  body, the forearms and shins. +1 to Block rolls per 
  pair, max two pairs..  
   
  Monowhip M - 1,200 - 3D6  
  Concealed as a prosthetic thumb tip, weighted with 
  high density ceramics Ceramic reel of monowire 
  sprung to retract against the swinging force of the 
  tip. Gives a very sharp, near invisible cutting blade 
  up to several metres long. Can be used with the 
  Melee skill, but any fumbles do normal damage to 
  the user. Has its own specialised skill, Monowhip, 
  which is Ref based and used in place of melee if 
  using a 'whip. If fighting using the monowhip skill 
  then fumbles are treated normally  
   
  WA is +2 due to the speed and reach of the weapon  
  3d6 damage +d6 per two levels of monowhip skill. 
  (Maximum damage is 8d6. Beware of techno-ninjas)  
  
   
  Stinger M - 400 - 2d6+2 (N if in cyber ware)  
  Stingers are bioplast shielded needles which extend 
  to stab and inject. They can be implanted into flesh 
  or hidden in cyber ware. Usually connected to a 
  poison sac or gland . Cyber needles can be 
  connected to a canister holding 5 doses (no option 
  space) or 20 (one option, 5 doses of 4 chemicals, 
  switch controlled )  
   
  Unvenomed, they do 1 point of damage if used to 
  stab. To punch through armour, they do D6+damage 
  bonus damage for the purposes of penetration only. 
  Soft armour is halved.  
   
  Rules for Bite fighting. 
  Biting isn't the best way of fighting, so in a normal 
  melee, a bite attack is at -3 to hit. If you can grapple 
  this penalty doesn't count. Also ignored if you have 
  surprise. Still, Bite fighting is the realm of psycho's, 
  specialist sportsmen and Vampire wannabe's. Not 
  that that's a bad thing, mind. 
  Unaugmented teeth do 0-1 damage (D2 -1) plus half 
  you Damage Bonus. 
    
  Filed teeth N - 50 -D6  
  The mark of serious body-mod freaks, urban 
  primitives and psycho's. Can be done at home with a 
  file (Easy roll on first aid or you wreck a tooth and 
  this REALLY hurts). Hurts like hell anyway, but 
  that's part of the 'experience'.  
  BiteDamage is 1 point  
   
  Ceramic Teeth M - 250 - D3  
  A full set of ceramic teeth bonded into your jaw. 
  Common among fighters and the elderly. Never get 
  toothaches and the teeth have to be fractured loose 
  by breaking the jaw.  
  If used on a Bite, Damage is 1 point only  
   
  Vampires M -400 -2d6  
  Overlong canines, either cast ceramics or tooth bud 
  transplants. Obvious and scary  
  D2 damage  
   
  Retractable vampires Ma -600 - 2d6+2  
  Extendable canines that retract up into the jaw when 
  not in use. Concealable  
  D2 damage  
   
  Shark grin M - 500 - 3d6  
  All of the front teeth are replaced with sharp pointed 
  ceramics, giving you an unnerving grin  
  D3 damage  
   
  Poison injectors N - 200 +sac or gland cost - 2  
  Tooth implant option  
  Hollows in the canines inject poison or drugs when 
  bite. The buyer chooses to combine this system with 
  sacs or glands, and what to load  
   
   
  Poison sac M - 1000 - D6  
  Plastic sac implanted into the body, which is filled 
  with the drug of your choice via special applicator. 
  (like an eye dropper)  
  Usually linked to an implanted weapon. holds 3 
  doses  
   
  Poison Glands M - 3000+100x (one dose of drug) - D6+2  
  A Biological gland that makes the drug or poison of 
  your choice. Implanted into your body, linked into 
  one of your implanted weapons,  
   
  Carbide Cutting Edges N- 500 - D3  
  Sometimes you just have to bite off more than you 
  can chew. The carbide edges are covered with 
  synthetic enamel so you don't lacerate your mouth. 
  When you bite down on something hard they come 
  away, ready to let you bite.  
   
  The edges are sharp and hard enough to scratch 
  metal. You can now chew your way through 
  anything you can get into your mouth that is softer 
  than the carbide tool steel edges of your teeth. (Use 
  cumulative bite damage vs the SP and SDP of an 
  item)  
   
  You could bite fingers off like breadsticks, or chew 
  through the chain of handcuffs, given time and 
  opportunity.  
  Armour is halved  
   
  BiteBooster M - 200 - D3  
  A selective muscle reweave that boosts the strength 
  of the jaw muscles with threads, allowing you to 
  bite down harder and reinforces the jaw to take the 
  strain.  
   
  All bite damage is increased one die, So 1 pt 
  becomes D2, D2 =D3, D3=D6  
  A bite with normal teeth will now do 1 point of 
  damage  
   
  Cybersnake Cr - 2,500- 4d6  
  One of the smartest and sickest of cyberweapons, 
  the Cybersnake is a 1.5m long telescopic tentacle 
  mounting a boring head, stored in a chest cavity 
  unit. The Unit is deployed out of the mouth.  
  When in use, the throat is distended and the tongue 
  swallowed downward into a prepared bioplast 
  sheath in the upper chest, then the snake slides up 
  from the chest cavity. The Snake itself is coated in a 
  non-stick coating and an inert lubricant gel, making 
  it hard to grip and also easy to clean after use.  
  No one organisation has been proved to have 
  invented this ingenious death machine, but they are 
  available on the black market at high prices.  
  The unit is well concealed, and cannot be detected 
  by visual means. Sensors will only show the unit, 
  not the biological modifications unless MRI is used. 
  Under Surgery, the unit is programmed to defend 
  
   
  itself, even if the user is unconscious or dead. (It 
  attacks the Medtech using normal skill)  
   
  The weapon can be carried through almost any 
  security system without causing an alarm.  
   
  Damage is 2d6 and the systems basic Skill is 10 
  +D10. 
  Extra skill (up to 20 +D10) can be bought at 200 
  per+1 
  Extra damage costs 500 per +1 (to a max +3). +3 
  can be taken as +1D6 at buyers option 
   
  In Melee, can be deployed to Rake the opponent . 
  Lashing out at melee ranges, it does 2d6 damage on 
  a hit. On a Critical the weapon drills through a weak 
  spot and gets an Eviscerate result.  
   
  The Eviscerate effect. Either by getting lucky in 
  melee or getting up close and personal with 
  someone who doesn't know you've a snake riding 
  inside you, you can deploy the snake directly into 
  them.  This does Double Damage (usually 4d6) 
  ignoring armour each turn.  Once its done it deadly 
  work you pull it out, wipe it down and retract it. 
  When in use, you can't talk, and can hardly breathe. 
    
  If you've got a snake drilling you, you want it out. 
  Struggling can pull it free, so use the grapple rules 
  for holds and escapes. As the snake is muscular, 
  slippy and drilling, it gets +4 to the roll. If you 
  escape then you get the snake out so it doesn't drill 
  you the next round.  
   
  Whip Ma - 475 - 2D6  
  A flexible steel cable 2.2m long, made of articulated 
  segments. When retracted the segments telescope 
  together for ease of storage . In melee, you can whip 
  for d3 damage, or you can try choke and grapple 
  attacks. The base of the whip is rooted into the 
  body, usually the long bones of the forearm so it can 
  be swung with force , so it can take your weight for 
  pulling and swinging. An emergency quick release 
  is included (in case you get it trapped in a crusher or 
  something)   
   
  A Bladed Whip, with sharp edges to cut on a lash 
  costs + 200 more, +1 HL and does 2D6 damage  
   
  Tentacle Ma - 700 - 3D6  
  The bigger, smarter brother of the Whip, the 
  Tentacle is cored with muscle filaments, allowing 
  you to move the tentacle as part of your body. The 
  smart system adds +2 to all melee checks with the 
  weapon, with the same moves as a whip; Slash for 
  D3, grapple and choke.  
   
  A Bladed Tentacle, with sharp edges to cut on a lash 
  costs +250 more, +2 HL and does 2D6 damage  
   
  Smart Wires M - 300 - 2D6  
  These are the baby of the flexweapons, but are still 
  nasty. Small spools of razor edged muscle fibre 
  allow these cables to reach out up to a metre from 
  the user, lashing and stabbing them for D3 damage.  
  They are smart enough to scratch over the surface of 
  hard armour, looking for the weaker, softer spots to 
  dig into. A critical hit allows them to ignore worn 
  armour, doing D3 damage.  
   
  The nasty thing is that they are semi smart, clever 
  enough to be linked together with other smartwires 
  into one attacking group. Neural controlled, they can 
  be used to lash out then retract (useful for poisoned 
  wires) or release and wrap the target (after hits and 
  damage are rolled, the wires grapple with a Str of 12 
  +2 per wire gripping, D3 damage each round you try 
  and get free)  
   
  Wa is +1, range 1m and up to five wires can be used 
  as a single 'weapon'. They must all be able to get to 
  the target (on the same facing of your body) and get 
  another +1 to hit if they are all on the same location. 
  Roll for each wire.  
   
  The Wires have two modes, the normal attack or an 
  entangle. You must choose which is used when they 
  are activated.  
   
  Entangles are special in that the wire is released 
  from its spool, continuing to attack for another 2 
  rounds on internal power and freeing the user to 
  attack normally.  
   
  Retracting ejected entangle wires takes about 30 
  seconds per wire  
   
  Poison sacs and glands can be used, but one is 
  needed for each wire.  
   
  Cyberlimb Only weapon: 
   
  ChainRipp  
  A near full-size Chainsaw built into your cyberarm. 
  The motor is housed in the forearm and the chain 
  extends out from the back of the wrist.  
   
  Damage if used as a weapon is 3D6, Takes 3 spaces 
  in a cyberlimb.  
   
  The Chain and support is retractable, but takes one 
  full round to deploy before it can be used properly 
  as a weapon.  
   
   
  
   
  The BlackHammer CyberPunk Project 
  New SpeedWare for the Discerning Punk 
  Wu-Tek HardWired Top of the line in SpeedWare cybernetic enhancements... WuTek! 
  Hardwiring directly boosts the recipient's initiative by a drastic sum. With 200% Boosting the target is capable of up to four times the speed and 
  activity as a normal person within a limited time-frame. Because of the massive increase in reaction speed, Hardwiring also has a massive cost in 
  both euro and humanity of the target, as they seem to live in another world where there is just more time for everything, but it must be done so 
  much quicker. Luckily Harwiring can be turned off, allowing for almost a normal lifestyle between actions. Activating hardwiring takes under 3 
  seconds, and the only time it does not affect the user's initiative is in ambush situations. 
  Hardwiring 50% Boost 
  5,000eb 
  3d6 HL 
  +1d10 initiative 
  Hardwiring 100% Boost 
  10,000eb 
  5d6 HL 
  +2d10 initiative 
  Hardwiring 200% Boost 
  20,000eb 
  7d6 HL 
  +3d10 initiative 
   
  Owari HardWired Owari! Number Two in Speedware, just as fast but not as friendly! 
  When the military first experimented with Speedware, they decided that a control was required before releasing such enhanced soldiers back into 
  the civilian world. This control was established in the format of a customized chemical trigger which had to be inhaled or injected before the Boost 
  would enable. Within 1½ seconds of the drug's use, the full effect of the Hardwiring is experienced for a D6+1 minute period. Unfortunately the 
  Owari trigger drug was quickly stolen and duplicated and is available on the Streets as HardFire for approx 2eb per hit. 
  Owari 50% Boost 
  2,500eb 
  3d6 HL 
  +1d10 initiative 
  Owari 100% Boost 
  5,000eb 
  6d6 HL 
  +2d10 initiative 
  Owari 200% Boost 
  10,000eb 
  8d6 HL 
  +3d10 initiative 
   
  Synaptic Accelerators It's fast AND Empathy-Friendly! BioWared for Speed! 
  Using a nanotech regimen, the nerves along the spine and inside the brain are lengthened, reducing the amount of time required for a signal to 
  transfer from one location to another. This is the least damaging Speedboost to both the body and the psyche.  
  Stage I Synaptic Accel 
  2,000eb 
  1d6 HL 
  +1d6 initiative 
  Stage II Synaptic Accel 
  5,000eb 
  2d6 HL 
  +2d6 initiative 
   
  Rocket SpeedBoosts Baragain-Basement-Borgs Rejoice! It's fast and cheap! 
  The newest in Speedware, Rocket Performance CyberTech has followed up in it's usual style, producing mediocre cyberware to fulfill the budget 
  borg niche. With a Negligeable surgery, a budget borg can upgrade his Rocket from one level to the next by only paying the difference in price 
  plus 500eb.  
  Class 1 "Rocket One" 
  800eb 
  2 HL 
  +1 initiative 
  Class 2 
  1,500eb 
  3 HL 
  +2 initiative 
  Class 3 "Rocket On" 
  2,00eb 
  4 HL 
  +3 initiative 
  Class 4 
  2,500eb 
  5 HL 
  +4 initiative 
  Class 5 "Rocket Steady" 
  3,000eb 
  6 HL 
  +5 initiative 
     
  Neo-Myelin Sheathing Better than Mother Nature, it's Biotechnica to the rescue! 
  Myelin is the protein compound that blankets your nerve cells and prevents interference with the neural impulses traveling through them. Neo-
  myelin does the same things, only better. This improved biopolymer sheathing increases transmission efficiency, and cuts down on bio-electrical 
  interference. Cannot be combined with any other Reflex boosting. Provides +1 REF, +1 Initiative and makes the user immune to the effects of 
  EMP weapons on non-cybernetic parts (no twitching cockroach or blinding headaches)  
  Neo-Myelin Sheathing 
  9,800eb 
  2d6 HL 
  (MI) +1 REF, +1 Init. 
   
   
   
   
   
   
   
   
   
  
   
  New BodyWares for the Discerning Punk 
  DermalMesh The all new skinweave replacement! 
  At it's simplest, DermalMesh is a cybernetic version of skinweave, as such it cannot be combined with skinweave and it also combines poorly with 
  Subdermal Armours (see below). DermalMesh is a "mesh" of monowire-based filaments layed into the inner dermal layers of the client. The mesh 
  is normally layed with aproximately 1.5mm to 2mm between mesh lines (depending on location on the body, with meshing being up to .5mm apart 
  on the chest and as low as 2mm apart on the armpits and throat). The mesh almost completely resists 
  any attempts at cutting or tearing, and therefore is excellent protection against blades and monowire 
  attacks. The mesh helps reduce deformation to tissues caused by blunt impacts, but only to a limited 
  amount, and is next to useless against bullets and shrapnel, which tend to push individual filaments out 
  of the way on their way into the target.  
   
  Currently DermalMesh is available at up to Rating 5, with ratings 1 and 2 being Major Surgery and 
  Ratings 3+ being Critical Surgery. DermalMesh in locations over Subdermal Plating are considered to be at half-rating.  Regardless of the SP 
  rating given below, any blow which strikes against DermalMesh will cause at least 1 point of damage since the Mesh is below the outer skin layer. 
  DermalMesh 1,000eb D3 HL Per Level of Rating (max 5) 
   
  Slashing Blades 
  SP = Rating x 5 
  Blunt Weapons 
  SP = Rating x 2 
  Bullets over 8mm dia 
  SP = Rating x 2 
  Bullets 8mm dia and under SP = Rating x 1 
  Flechettes & Needles 
  SP = 0 
  Wrist/Arm Reinforcement That new gun just pack too much kick? Check this out! 
  Localized muscle and bone lacing, using special crystal matrices in the bones and muscle build-up polymers acually increasing the strength of the 
  wrist and forearm areas. This cyberware allows the owner to use firearms as if his STR/BOD was 1 or 2 points higher, as well as being able to do 
  an additional 1 or 2 damage with bare-hand crushing attacks.  Other potential (if less useful) locations include the jaw area (Pitbull 
  Reinforcement), ankles (The Achilles BeGone - special design for olympic gymnasts) and most other joints. 
  Level 1 Reinforcing 
  350eb 
  0.5 HL 
  -1 Recoil, +1 Crush 
  Level 2 Reinforcing 
  900eb 
  1 HL 
  -2 Recoil, +2 Crush 
  (by Denise Robinson / Dextra)  
  Bone Lacing Stronger AND Tougher. Dish it out and bring it on! 
  By lacing the skeleton with lattice chains of plastics and metals, this combination of nanotech and replacement surgery increases the bone's tensile 
  strength and integrity. Lacing will add to the character's weight and the metal-based lacings will turn up on metal detectors. Because of the extra 
  weight and hardness, unarmed blows deal more damage from those with bone lacing. Also, bone breakage is almost unheard of.  
  Plastic 
  400eb 
  1 HL 
  +1 damage, 5kg 
  Orbital Crystal 
  2000eb 
  D2 HL 
  +1 BTM, +1 damage, 5kg 
  UltraPlastic 
  900eb 
  D3+1 HL 
  +1 BTM, +3 damage, 15kg 
  Aluminium 
  1000eb 
  D3 HL 
  +1 BTM, +2 damage, 10kg 
  Titanium 
  2000eb 
  D6+1 HL 
  +2 BTM, +3 damage, 15kg 
  Tungsten-Titanium 
  3000eb 
  D4+1 HL 
  +2 BTM, +1 damage, 10kg 
   
  Muscle Augmentation Better, stronger, more resiliant musculature through nanotech! 
  Previously known as muscle lacing, by weaving in Kevlar-like materials to the musculature, performance can be increased drastically. Each level 
  of Muscle Augmentation adds 1 to Strength and .5 to MA. Current tech limits Augmentation to 2 levels.  
  Level 1 Augmentation 
  700eb 
  D3 HL 
  +1 STR, +0.5 MA 
  Level 2 Augmentation 
  1,400eb 
  2D3 HL 
  +2 STR, +1 MA 
   
  EndoSkeletal Rebuild Rebuild yourself with more ergonomic musculature anchorpoints! 
  Using cultured muscle, ligament and boneline tissues, our crack surgeons reconstruct and rebuild the skeletal anchor points in your body. This 
  moves the anchoring points of your muscles further away from the joints, giving you better leverage and therefore strength. For each level of this 
  surgery, the subject receives +1 STR (but not BOD) and -0.5 REF (as the body becomes more and more ackward to maneuver). A recipient may 
  have up to half his unaugmented BOD (rounded down) in levels of Endoskeletal Rebuilding.  
  1 Level of Rebuilding 
  2,000eb 
  D3+1 HL 
  (CR) +1 STR, -0.5 REF 
   
   
  New BioTech for the Discerning Punk 
  Arterial Pumps Stronger, tougher arteries that actually Help circulation! 
  The thick, flexible, muscular walls of the arteries expand when blood is pumped into them and then contract, pushing it onward and assisting the 
  pumping action of the heart. This nanotech enhancement reinforces the muscle tissue of the arteries to increase their pumping action and accelerate 
  blood flow throughout the body to give you the aerobic performance of an Olympic athlete (+1 Endurance, +1 Athletics)  
  Arterial Pumps 
  2,100eb 
  1D3 HL 
  N Surgery 
   
   
   
  
   
  Iris Reaction Boost A Faster Iris is a less damaged Iris! FlashBangs be gone! 
  By shortcutting the nervous pathway from the optical nerve to the iris, and enhancing the iris muscle itself, this nanotech modification gives the 
  eyes a lightning-quick reaction time to adjust to different light levels, as well as the ability to close completely in extremely bright-light situations. 
  This is in almost all ways equivalent to cyberoptic flare compensation.  
  Iris Reaction Boost 
  500eb 
  1D2 HL 
  MI Surgery 
   
  Staged Neural Bridge Ambidexterity without special chipware or natural predisposition! 
  This is a bioware bundle of cultivated nerve tissue that links the spacial coordination areas of both sides of the brain to make the subject 
  ambidextrous. Tasks performed with the off-hand normally have a +3 penalty applied to the difficulty. The Neural Bridge reduces the penalty by 
  its level.  
  Staged Neural Bridge 
  200eb 
  D2 HL 
  MI Surgery 
  per level (max 3) 
   
  ChronoHeme Store backup oxygen for when your team-mate cuts the cheese. 
  ChronoHemeTM (nitroriboseneophosphomethe1,4-globin) bonds oxygen in the manner that hemeglobin does, but it releases the oxygen only 
  when hemeglobin has released all it's oxygen. This creates an additional air supply in the bloodstream. A character with this modification can go 
  for 2 minutes per point of Body without taking a breath as long as they have had sufficient oxygen exposure before (i.e. coming up from 
  underwater, taking a fast breath, then going back down doesn't work)  
  ChronoHeme 
  5,000eb 
  1D2 HL 
  N Surgery 
   
   
  New OptionWare for the Discerning Punk 
  PaceSetter Adrenal Control FULL control over your adrenal gland! Only from PaceSetter 
  Providing control of the adrenal functions far and above those of Raven Microcyb's 2018 Adrenal Booster, the Adrenal Control Gland is the next 
  step in combat/cooltm. First, for the combat crazed we have Adrenal OverLoad, which increases the user's REF, MA and STR by +1, and reduces 
  COOL by one for D6+2 turns and can be triggered 3 times per day. Then there is Adrenal Boost which can be maintained at all times, and provides 
  +1 to initiative and -1 on cool checks for fright and maintaining cool. Standard mode provides no penalties or benefits as the gland is no longer 
  affecting the character's adrenal output. Reduced mode provides +1 on all rolls involving concentration as well as +1 on fright and maintaining 
  cool checks. And Finally Ice-Mode ceases all adrenal flow to the character, providing all the benefits of Reduced mode, with an additional +2 to 
  the character's Cool stat for the duration, at a penalty of -3 on all Death Saves, including instant death saves from 8+ damage to a location. 
  Switching from one mode to another takes 3 seconds per mode between the character's current mode and target mode.  
  Adrenal Control Gland 
  1,000eb 
  1D6+2 HL 
  MA Surgery 
  (by Denise Robinson / Dextra)  
  Multi-Link Plugs Multiple interface plug sets without the HL! Jack me in Baybee! 
  Multi-Jacks or Multi-Link Plugs are set up so that one processor and link handles multiple interface plugs through a series of OR gates. What this 
  means is that only one of the multiple sets of plugs can be active at any one time. The benefits are exceptional when used with ambidextrous 
  shooters who aren't sure what hand they'll be using at any one time, or for those jack-heads who run around plugged into their personal PC as well 
  as their gun and their car - just have to decide which one is using the neural net currently. For total overkill, run TWO sets of Triple or Quad Multi-
  Jacks. Up to 8 Jacks with 2 active at any one time...  
  Double Multi-Jack 
  300eb 
  1d6+1 HL 
  (MA) 
  Triple Multi-Jack 
  400eb 
  1d6+2 HL 
  (MA) 
  Quad Multi-Jack 
  500eb 
  1d6+3 HL 
  (MA) 
   
  "Sniffer" Nasal Filters. Improved Nasal Filters with an analysis system built in! 
  These nasal filters have an included analysis sytem to determine what they are in fact filtering out of your breathing air. It is only useful if linked to 
  an Evironmental Biomonitor, Optics with Times Square Marquee, or a ChipJack with a recording chip. The filters handle tear gas and CS gas as 
  well as most industrial contaminants with a 99% rate, and handle most combat gasses (such as knock-out gasses) 80% of the time. Because they 
  have to be linked to another piece of cyberwear, the surgery is moved up from Neg. to Minor surgery, but it is quite worth it to help settle 
  workman's compensation disputes. 200eb . 3HL . Minor Surgery  
  Sniffer Filter System 
  200eb 
  3 HL 
  M Surgery 
  (by Denise Robinson / Dextra)  
  Environmental BioMonitor Just like your old BioMonitor, but with so much MORE!!! 
  This upgrade on the standard Biomonitor does all the usual health-tracking functions (pulse, respiration, brain waves, blood sugar, temperature and 
  cholesterol levels), the Environmental Biomonitor also keeps track of a whole slew of other factors (radiation exposure, ultra-violet index, blood-
  oxygen level, blood-nitrogen levels, manganese, sulfur, lead, mercury, aluminium, biotoxins, current gravity, air pressure and pre-programmed 
  drugs). Because the Environmental BioMonitor needs access to the lungs for data, it is mounted just over the rib-cage, but leads to a read-out in the 
  usual forearm location or linked to a cyberoptic with Times Square Marquee.  
  BioMonitor Plus 
  1,000eb 
  1.5 HL 
  N Surgery 
  (by Denise Robinson / Dextra)  
   
  
   
  New Skin for the Discerning Punk 
  SlipSkin Be as slippery as an eel, or as slimy as a slug! 
  After triggering the slipskins by applying a special potassium solution over your body, you will excrete a slippery, slimy substance until alcohol is 
  applied to the skin, washing away the product and turning off the production until it is reactivated. SlipSkins are a special nanotech rebuild of the 
  sweat glands to produce this special oil, and are designed not to affect the palms of the hands, the soles of the feet or the face. Gain +2 on escape 
  rolls, +4 if in light clothes or +6 if running about in the nude. You also get to look incredibly slimy (thus the nickname of slug-skin).  
  SlipSkin 
  800eb 
  1D3+1 HL 
  N Surgery 
   
  VenomSkin Now You Too can drip mildly poisonous ooze! 
  This "enhancement" over basic SlipSkins produces an irritant accross the owner's skin. Anyone ingesting this goo must roll a resist torture / drugs 
  (dif 20) to avoid getting sick (-4 on all rolls for 2D6-btm hours, minimum 1). If the venom gets into someone's wounds the same roll must be made 
  at dif 15, or dif 10 in cases of normal skin contact. Also in cases where the venom gets into someone's wounds, they also get -2 on all rolls for D6 
  hours as the venom is a strong irritant. People with this implant are immune to this venom.  
  VenomSkin 
  2,000eb 
  1D6+2 HL 
  M Surgery 
   
  CausticSkin Acid Touch! Just like the legendary Black Pudding! 
  The recipient's skin is rendered SP4 vs acids, and now excretes a relatively caustic acid. Contact with this acid causes D4 damage per turn for the 
  duration of contact +1 turn. Treat this damage as normal acid damage. The acid also provides slipperiness as normal slipskins. Should the 
  recipient's skin be broken, the acid begins to affect him/her too until the area is washed with alcohol, turning off the acid glands. It is recommended 
  that owners of CausticSkin also purchase Acid-Resistant clothing.  
  CausticSkin 
  4,000eb 
  2D6+2 HL 
  MA Surgery 
   
  SharkSkin Razor-Sharp Skin! Mother Nature's best, now for you, and you and you! 
  Now not only Sharks can rely on Mother Nature's ultimate defense system! Sharkskin CyberSkin replaces part or all of your ordinary skin with 
  special, vat grown flesh covered in razor-sharp diamond-shaped scales! Now, when rubbed the wrong way, your skin acts like a series of small 
  blades, damaging anyone who scrapes against you. Look fierce and proud, with Mother Nature's Finest! 
  Damage is 1d6 plus damage modifiers, + 1d6 if combined with appropriate striking or grappling maneuvers, or 1d6 damage to anyone 
  grappling the owner of the cyberware.  
  SkarkSkin 
  2,000eb 
  1D6+1 HL 
  M Surgery, per 25% of body covered. 
   
  SenseSkin For that delicate touch and those special moments... 
  For all that extra effect from your sense of touch... Do you want just a little bit more in bed? To feel the wind blowing over your skin? The gentle 
  caress of your silk underthings? SenseSkin CyberSkin© has special sensors which enhances your sense of touch, and if you get sensory overload, a 
  push of the button on the back of your wrist will turn them off. When you're ready for more, push the button and the senses go back on!  
  While on, you gain +2 to tactile awareness rolls, and -2 on stun saves. 
  SenseSkin 
  800eb 
  1D3 HL 
  M Surgery 
   
  Chemical Repellant Shed hostile liquids, drugs and acids like water off a duck's back! 
  This dermal modification transforms the subject's sweat glands to produce a durable long-chain lipid along with the normal perspiration. This 
  compound protects the subject's skin from chemical damage. The subject's skin becomes safe from acid and base damage, and DMSO no longer 
  can open the pores to allow contact drugs through into the system. Stuff that would eat through normal skin bead like water and drip off. The 
  subject gains no new protection from heat or cold (and many damaging chemicals do their damage through heat) and the transformation does not 
  protect the mouth, eyes and nose, etc.  
  Repellant Transformation 
  4,400eb 
  1D6 HL 
  N Surgery 
   
  Thermal Dissipation Like Skinweave, but protects your soul from the fires of hell! 
  This is a simple webbing of heat-conductive material connected with a network of heat sinks woven into the epidermis in order to divert any 
  excess heat away before it can damage the skin, or any tissue under it. Apply this enhancement's rating as if it were regular SP, but only to heat-
  based damage. This does 
  apply to lasers, but the 
  protection rating is halved. 
  Note that explosives 
  damage the user via 
  concussion, not heat. 
  However, the secondary, 
  incendiary damage caused 
  by white phosphorus is 
  heat damage.  
   
   
   
   
  SP:2 Dissipation 
  400eb 
  1 HL 
  M Surgery 
  SP:4 Dissipation 
  800eb 
  1D2 HL 
  M Surgery 
  SP:6 Dissipation 
  1,200eb 
  1D3 HL 
  M Surgery 
  SP:8 Dissipation 
  1,600eb 
  1D4 HL 
  M Surgery 
  SP:10 Dissipation 
  2,000eb 
  1D3+1 HL 
  M Surgery 
  SP:12 Dissipation 
  2,400eb 
  1D4+1 HL 
  M Surgery 
  SP:14 Dissipation 
  3,200eb 
  1D6+1 HL 
  MA Surgery, 50% -1 REF 
  SP:16 Dissipation 
  3,600eb 
  2D4 HL 
  MA Surgery, 50% -1 REF 
  SP:18 Dissipation 
  4,000eb 
  2D4+1 HL 
  MA Surgery, -1 REF 
  SP:20 Dissipation 
  4,400eb 
  2D4+2 HL 
  MA Surgery, -1 REF 
  
   
  UV Shielding Sun-Safe Skin Treatment! Protect yourself from those nasty UV rays. 
  This dermal modification transforms the subject's epidermis to protect from 99.5% of UV damage. The subject can no longer tan, and therefore the 
  mod comes with a permanent pigmentation change - usually to a mild tan, although deeper tans are available. The original version of this mod was 
  perfected by the Antarcticans, but their version changes the subject's pigmentation to a violent purple colour. Both versions of this treatment must 
  be renewed every 3-5 years as the effects wear off a the skin continues to grow and shed.  
  UV Shielding 
  500eb 
  0.5 HL 
  N Surgery 
  Antarctican UV 
  150eb 
  1 HL 
  N Surgery 
   
   
  Options and Accessories for Prosthetics 
  Multiple Ammo Loads Keep a variety of ammo loads available for your cybergun! 
  This little addition takes one space in a cyberarm and doubles the ammo capacity of a cyber-arm mounted firearm. The advanced version allows 
  for the user to select which ammo load she wishes to use (allowing for two different ammo loads that you can switch between at will - but not in 
  the middle of auto-fire!)  
  Extra Ammo 
  100eb 
  0.5 HL 
  No Surgery 
  Ammo Switch 
  150eb 
  1 HL 
  No Surgery 
   
  External Ammo Feed Makes reloading your cybergun a cinch! Change ammo loads on the fly! 
  This slot on the side of your cyberarm links directly to the ammo feed of your implanted firearm; just slap in a magazine and get ready to rock and 
  roll!! Several variations of this prosthetic option exist.  
  The first (External Feed) makes this slot the only ammo feed for the weapon. While this makes it impossible to conceal the weapon when firing or 
  preparing to fire (as you have to load in a magazine to the slot before chambering the first round into the cybergun), it also reduces the size of the 
  weapon by one option space.  
  The second option (Additional External Feed) makes the magazine feed a secondary ammo source for the cybergun. The cybergun still has it's 
  primary ammo storage (plus potential additional storage if equipped with the Multiple Ammo Loads above), which is overridden when a magazine 
  is loaded into the magazine feed.  
  The final option (External Ammo Switching) is a full slave feed. Although almost identical to the above feed, this feed does not override the other 
  ammo feeds when loaded, and a mental "switch" must be thrown to change ammo feeds to this source. This final variety can also be mounted in 
  pairs to allow for even more ammo storage or choices. Each pair of these loaders takes one option space, while a single one takes none.  
  External Feed 
  50eb 
  0 HL 
  No Surgery 
  Additional External Feed 
  150eb 
  1 HL 
  No Surgery 
  Additional External Switching 
  450eb 
  1 HL 
  No Surgery 
   
  HotPlates Full-Arm Taser-Griptm! Don't just hit'em, fry'em! 
  This mod installs several insulated conductive plates into the cyberlimb in question. These plates are linked up to a battery bank in the arm that 
  takes one option space. Anytime the Taser-Arm makes contact with someone and is triggered, the target must make a stun save at -3 or have his 
  punk-ass knocked down for (d6x30) seconds. The battery pack is good for 9 shots, and additional packs can be installed for $250 each, with no 
  humanity loss.  
  HotPlates 
  800eb 
  D3 HL 
  No Surgery 
   
  Skeletal Prosthetics Function over Fashion! Nothing but the barest bones here! 
  Skeletal Prosthetics compormise aesthetics reduced weight and price. Although these cyberlimbs contain the same number of option spaces as 
  normal limbs, all options are clearly visible accessories mounted onto the cyberarm. In addition, due to the design, Skeletal Prosthetics cannot have 
  Strengthened Myomers, but can have Hydraulic Rams installed without taking an option space. The HL is slightly higher than a normal CyberArm 
  because it is so blatantly non-human.  
  Skeletal CyberArm 
  2,000eb 
  2D6+2 HL 
  CR Surgery 
  Skeletal CyberLeg 
  1,500eb 
  2D6+2 HL 
  CR Surgery 
   
   
   
   
   
   
   
   
   
   
  
   
  New Optics for the Discerning Punk 
  Bioware Nictating Membranes Safety from irritants and daily optical hazards! 
   
  (by Richard Harris / 
  Rich) 
  These membranes are slim films which lower to protect the wearer's eye on somatic command (usually blinking hard). 
  They are an extra eyelid which fits under the wearer's own outer natural lid but is transparent and does not hamper vision. 
  The membranes protects the eyes from dust, smoke and other surface irritants including liquids. Swimming in polluted 
  water or walking in the summer time smog is much less of a problem.  Although there are many manufactures there are 
  two main types of membrane; biological and cybernetic. Both come in pairs and are not compatible with any type of 
  contact lens. To install a set of them requires minor surgey which costs $500 and they will be disfunctional until the wearer 
  is fully healed. 
   
  The biological membranes offers +2 against irritant gases and liquids (inc. mace, CS gas etc). They have complete 
  protection against water and other non-irritant agents, including smoke and dust. For an extra $300 they can have a 
  photoreactive chemical which helps protect the eye from bright lights, although not as good as cyber- or bio-optics - it 
  halves the amount of time the wearer will be blinded. A pair of these costs $300. They have a total humanity cost of 2D4.  
  Bio Nictating Membranes 
  300eb 
  2D4 HL 
  MI Surgery 
   
  Nictating Membranes Cybernetic, more complex and more versatile nictating membranes 
  The cybernetic versions are more complex and have more functions than the biological versions. Not only do they offer 
  complete protection against non-irrantants but they also add +4 against irrantant gases and liquids. They also have a small 
  number of modifications which makes them superior to the biological versions. They have a base of two option slots 
  although extra option spaces (for each membrane) cost $300 and up to four slots can be bought.  Options are installed in 
  both shields and take one up option slot. Note that the Nerve link option does not take up any extra space as it is situated 
  outside the membrane. These enhancements will only engage when the nictating membranes are visable and the wearer is 
  looking through them. Note that having the actual membrane coloured does not count as an option although the wearer will 
  only be able to have a permanent colouration and none of the high tech special effects created by fashion effect cyberoptics. 
  The systems with an asterisk (*) next to them require a nerve link to patch them into another system without which the option would not work.  
   
  Anti-dazzle: This offers the same cover as anti-dazzle for cyberoptics. It prevents the wearer from being blinded by bright light such as sunlight, strobes or flash 
  bombs. 
  Armoured: This option adds a thick, scratch proof and damage resistant layer to the membrane. If the user receives a critical hit which would normally blind them, 
  there is a 3 out of 10 chance that they will not be blinded. 
  Coloured: This basically a fashion effect and make be switched on/off at the wearer's commands. Any effect which can be created in a cyberoptic may be recreated 
  with this option. 
  Covert: This option is somewhat difficult to obtain owing to its grey ops background (difficult [20] streetwise roll). These are enhanced membranes and appear as 
  little more than a slightly thicker film across the eyes. They require a very difficult [25] awareness roll to spot or a difficult [20] task if the viewer is close to the 
  subject. 
  Low Light: This allows you to see in near dark conditions so long as there is a nearby light source visible to the unenhanced eye (such as a streetlight or relatively 
  full moon). This option not allow you to see in pitch blackness, however. 
  Nerve Link: This is vital if the wearer has either the targetting or window option. It runs a link from the shield into a small nanoprocesser which links into either the 
  wearer's interface plugs via their neural processor.  It allows the user to control devices via their data plugs but with information feeding directly to the membrane's 
  window or targetting function. 
  Targetting: This option is a targetting scope which is designed to be used with a smartgun. It requires a nerve link to function.When the user chips into their 
  smartgun the sight will ready and it adds +1 to hit. Note that this is not cumulative with any other targeting scope as only one may operate at any one time. 
  Window: this option grants a small picture-in-picture which the user can use to output data to. It requires a nerve link to either the wearer's interface plugs. It can 
  display anything a computer screen can from pictures, information or video source. This option also includes a WIMP system (window, icon, mouse, pointer) which 
  gives the possibility of controlling devices attached to the wearer's data plugs (either directly or via a radio modem). 
  Nictating Membranes 
  200eb 
  2D6 HL 
  Minor Surgery 
  Anti-Dazzle 
  500eb 
  0.5 HL 
  Negl Surgery 
  Armoured 
  600eb 
  2 HL 
  Negl Surgery 
  Coloured 
  200eb 
  1 HL 
  Negl Surgery 
  Covert 
  1,000eb 
  0.5 HL 
  Negl Surgery 
  Low Light 
  400eb 
  0.5 HL 
  Negl Surgery 
  Nerve Link 
  1,000eb 
  2 HL 
  Minor Surgery 
  Targetting * 
  800eb 
  1D3 HL 
  Negl Surgery 
  Window * 
  600eb 
  1D3 HL 
  Negl Surgery 
  (by Richard Harris  
   
   
   
  
   
   
  Sidious Inc. "Deadeye" 
  From the mind of DartBoard 
  The product of three years of military research. Looking in all ways like an "Evil Eye" implant from Chromebook 4, complete with cyberoptic. It is 
  in fact very different. One every five of the artificial rods and cones in the eye has been replaced with a lasing element about ten microns tall. The 
  armoured casing of the eye-socket acts as an electromagnetic focussing device to orient the beam, and a battery implanted in the chest cavity 
  powers it. The Evil Eye portion is there for two reasons, the first I have already mentioned. The second is that the eye becomes so hot, that it would 
  melt an unprotected eye-socket. Ouch. Still unsure about what it does? Well let me explain...  
  The Deadeye generates a high powered x-ray laser about half a milimetre wide and about half a mile long. The laser generates d10+1 damage, of 
  which trauma damage is doubled due to the laser cutting through everything - bone, sinew etc... The laser itself is controlled as follows.  
  • 
  Make a Cool roll of 12.  
  • 
  Roll To Hit using your Awareness.  
  • 
  Make another Cool roll of 14.  
  • 
  If you succeed then roll two locations. Every location between 
  them takes the damage you roll. This represents the beam being 
  accurately guided along the target.  
  • 
  If you fail roll one location, representing lack of concentration.  
  • 
  If you score a 14+ on your first Cool roll you get to make a 
  Called Shot  
  • 
  If you score a 16+ on your second Cool roll you get to roll three 
  locations.  
  On a final note. The laser can only be fired twice before it's battery runs out. The chest located power cell can be recharged from any mains socket 
  via a small outlet above the right nipple, or breast, depending on your gender. Soft armour is at 1/3 while Hard armours are at 1/2. If your PC 
  wants one of these, their character will need to have been in the military at some point. Oh, yes... When you use the laser expect your cyberoptic to 
  automatically shutdown for 5 rounds as it cools down. One more thing... this device is highly experimental and is prone to fumbles (1-2 on a d10). 
  If it does expect to lose your eye, take d10+1 damage to your head and suffer permanent blindness in that eye. Have a nice day.  
  DeadEye 
  (MA) 
  7,000eb 
  2D6+2 HL 
  Cycust's Guide to Bionic-Fashion in Night City 
   
  The default "Tech" look favored by the Body Shoppe Chain 
  of limb replacement boutiques.  
   
  Street Myomer, an industrial hard-edged look favored by 
  ripper-gangs and usually only available from underground 
  chop-shops.  
   
  From Russia with Chrome comes this standard design 
  famous for it's high-powered hydraulic pistons. Usually only 
  available in Russia.  
   
  Hi-Class fashion of the elite corporate types who have found 
  themselves on the wrong end of an assassination attempt. 
  Replacement limbs of the rich and powerful deservedly tend 
  toward status symbols..  
   
  Segmented Pipe is a favorite of the street gangs and gruff 
  looking dock-workers. An industrial design for a post-industrial age. 
   
  
   
  Themewear 
  970 EB HC = 1d6/2 + 2 Pts 
  Want your next trip to the Friday Night Firefight to sound just like 
  that action-adventure braindance you took last week? Think 
  Themewear!!! 
  Designed and assembled by two inventive Techies from Night City 
  this unique cyberware sound system allows the user to select from 
  four-hundred songs, sound effects, and other digital audio sources. 
  These Techies thought of it all, Themewear stores its musical chips 
  in its integrated four slot digital chip reader mounted in your 
  forearm then, using an integrated Biomonitor to detect your current 
  physiological state, responds with the correct musical selection. 
  Finally Themewear plays your body's selection through high-quality 
  twin vibration speakers mounted in the mastoid bone. Themewear is 
  controlled via an integrated touch pad mounted in the arm above the 
  chip reader and all Biomonitor and Themewear status reports are 
  displayed for your personal inspection via its integrated Subdermal 
  Viewscreen. 
  The goodies don't end here chumbata, not only does Themewear 
  psych you up for a firefight but gives you an active Biomonitor 
  system more attuned to your system than any other currently on the 
  market. The Biomonitor does require, however, several weeks for 
  programming modifications to allow the system to accurately read 
  your physiology. 
  Themewear's sound quality is guaranteed to rival the finest concert 
  halls but you won't have to tell your latest victim that. You'll know 
  the reason you were ready for him and he'll be dead. 
  Gamemasters: Themewear requires the Cyberaudio Processor 
  (Cyberpunk 2020, Pgs 68 & 77). The integrated Biomonitor is a 
  standard Biomonitor (including all bonuses) but is modified to 
  display via a Subdermal Viewscreen (Chrome Book 2, Pg 8) and 
  gives a more accurate physiological report because of its control 
  functions (requires 1d6 Weeks of programming). Cost listed is for 
  full basic package installation including Biomonitor installation or 
  modification of an existing Biomonitor but does not include the 
  Cyberaudio Processor or surgery costs. Surgery codes are as the 
  unmodified versions listed in the Cyberpunk 2020 book. 
   
   
  Themewear Option Packages Neuralware Processor Package 
  1,100 EB HC = 1d6 
  Modified Neuralware Processor which allows operation of the 
  Themewear package via thought processes. Also allows various 
  Neuralware Cyberware to be connected to the Themewear basic 
  package. 
   
  Pain Editor 300 EB HC = 2d6 
  Modified Pain Editor with all the bonuses. Allows Themewear to 
  operate sound effects upon contact with your body. Requires the 
  Neuralware Processor Package 
  Mr. Studd Romantic Package 350 EB HC = 2d6 
  Modified Mr. Studd or Midnight Lady which links to Themewear 
  and allows for "mood music" operation for that special evening. 
  Voice Synthesizer Package 650 EB HC = 1d6 
  Modified Voice Synthesizer which allows you to "sing along" with 
  your Themewear music selections. Does not guarantee you'll sound 
  perfect but who is these days? 
  Techhair Package 250 EB HC = 2 Pts 
  Modified version of top of the line Techhair this allows you to 
  program color changes keyed to your Themewear music selection. 
  Skinwatch Package 150 EB HC = 1 Pts 
  Modification of the standard Skinwatch this integrates the watch 
  circuitry into the Themewear operational system thus allowing the 
  Skinwatch to display via the Subdermal Viewscreen and activate 
  Themewear selections via its alarm mode. Note: Alarm must be 
  deactivated manually via the Skinwatch touch pad 
  Gamemasters: The cost shown do not include surgery costs. Surgery 
  codes are as the unmodified versions listed in the Cyberpunk 2020 
  book 
  By: Anthony Valenti 
   
   
   
  
   
   
   
  High-tension Ceramic & Plastic Subdermal Armour  
  The armour is made of a very high-pressure compound 
  instead of the normal high-strength materials. What this 
  means for the consumer is a 25% discount, but each 
  penetrating hit reduces the SP value by 3 as the armour 
  shatters. In addition, for each penetrating hit the armour 
  gains an EV of 1 representing the extreme pain & 
  discomfort of these sharp armour chunks pushing around 
  under your skin (if the owner has a pain editor, reduce this 
  to 1 EV per 2 penetrating hits)  
   
  Heavy Duty Subdermal Armour  
  This armour is bigger and tougher! Using the same 
  laminates as used in Tank armour, HD Subdermal Armour 
  provides 20% more SP than normal, but has an automatic 
  EV of 1, looks like armour (-1 ATTR), and counts against 
  your carrying limit by 1kg per SP (in addition to any REF 
  & ATTR penalty for the higher levels of graduated 
  subdermal armour). Because it's so obvious there is also 
  an additional ½ D6 Humanity Loss.  
   
  Subdermal Shin Guards  
  Just like Subdermal Armour, but on your shins! It doesn't 
  look natural, but hey, you can knee people harder and 
  skate like a maniac without fear of smashing up your legs 
  on impact! Two thirds the cost and same HL as Skull 
  Armour, except ATTR loss is treated as EV. (So SP:12 
  has a 50% chance of EV:1 and SP:14 is EV:1)  
   
  Brazilian CyberLimbs  
  Brazil has always outlawed enhanced-strength 
  cybernetics, and in response several smaller companies 
  have complied with national law and produced cyberlimbs 
  with normal human strength. These limbs have the normal 
  number of option spaces, 10 SP, cannot mount 
  strengthened myomars or hydraulic rams, and deal 
  damage as a normal flesh limb. They only cost 75% of the 
  normal price of a cyberlimb and have a Humanity Loss of 
  D6+1  
   
  Chinese CyberArms  
  Not all Chinese cyberlimbs are like these, but the most 
  famous of them are (the rest are exported under well-
  concealed brand names or sold to other companies who 
  put their name on them). They are notoriously bad for fine 
  motor control. This gives a -1 WA with firearms, (and the 
  firearm user cannot benefit from aiming as the gun slowly 
  weaves as the arms constantly overcompensate), and -3 on 
  all active TECH rolls.  
   
  tHe HeaDspYkE  
  The ultimate in ganger cool. This is an eight-inch 
  retractable spike mounted in your forehead or the top of 
  your head, retracting into your skull when not in use! 
  HeadButt with this baby! (2D6 damage cyberweapon, roll 
  hits on the following table: 1-6 head, 7-8 shoulders, 9-10 
  arms). 3D6 HL, Critical Surgery, 1,000eb, roll D10 on the 
  following table after implantation: (1-2) -1 INT, (3-4) -1 
  COOL, (5-6) -1 REF, (7-9) Roll D6 on this table twice, 
  (10) Roll D10 on this table twice. Mono-Edged version 
  deals 3D6 damage and costs 2,000 eb.  
   
  HitCountertm  
  Geek-Chic! Basically a light-tattoo linked to your web site 
  through an internal cellular or radio connection. Treat it as 
  the Kill Counter, but it keeps track of hits to your web 
  site.  
   
  Navel Filters  
  It's not the latest development in marine communications, 
  nor the latest time saving device for teeny-boppers healing 
  their navel peicings, it's the nick-name for the latest piece 
  of custom stomach-ware from BioMai! A small nano-
  factory is installed through your navel and linked to your 
  stomach. The factory needs to be "recharged" with an 
  injection of fresh nanites every two months (150 eb, N 
  surgery). The nanites in question exist in the lining of the 
  stomach and wait for CHOOH2 fuel. When CHOOH2 is 
  detected the nanites swarm and begin digesting the 
  molecules. The side product of this process is that the 
  nanites produce regular ethanol! Now you can drink 
  straight from the gas pump at the MegaGasMart and save 
  money on your booze (D6/2+1 eb per gallon!)! (BioMai 
  does not condone drinking and driving, nor do we 
  recommend the consumption of CHOOH2, a volatile, 
  flamable and poisonous liquid fuel product). (500 eb, D2 
  HL M Surgery)  
   
  LeatherHide  
  A cheaper and more radical skinweave alternative. 
  Nanites rebuild the epidermis into a heavy and rough 
  leather-like material. The main advantage over skinweave 
  is "hide" heals naturally at a rate of 1 point per day, not 
  requiring (nor benefiting from) armour-saver drinks 
  SP:2 N 200eb 50% -1 ATTR D3+1 HL 
  SP:4 N 400eb -1 ATTR D6+1 HL 
  SP:6 N 600eb -2 ATTR 2D6 HL  
   
  Saint Stephen Impact Booster  
  Classic Italian rip-off of the Sandevistan Triggered 
  BoosterWare. Provides +1 to Initiative (or +1 REF if you 
  allow Reflex Boosting to increase REF), but is otherwise 
  identical in performance criteria to the Sandevistan 
  system. This system is not compatible with the 
  BOOSTmaster upgrade (although this fact is not 
  advertised... any attempt to BOOSTmaster a Saint Stephen 
  Booster will result in both systems burning out 
  permanently the first time the Saint Stephen system is 
  triggered - resulting in paralysis for the user until the Saint 
  Stephen is removed or repaired). N +1 Initiative 600 eb 
  D3 HL  
   
  BioMai Impact Booster  
  Malaysian copy-cat system improved on the Saint Stephen 
  system. Treat in all ways as the St Stephen system but 
  providing a +2 bonus (1,200eb, D4HL)  
   
   
   
   
   
   
   
  
   
   
  SmartShades II  
  Smartshades II made their market debut in January of 2020, but were quickly abandonned as most people were unwilling to have a 
  proprietary cybernetic installation done just for some fancy smartshades.  
   
  SmartShades II look like normal mirrorshades (even more "normal" than standard smartshades) and have no obvious interface ports or 
  cables to give them away. Instead, SmartShades II require a special magnetic induction interface be installed just above the wearer's ears, 
  along with a custom linkup (SmartShades LinkUp) installed in the neural processor wetware. When teh shades are put on they 
  automatically link to this interface and work almost as well as true cyberoptics.  
  The main problem for the modern user is finding both the shades and the interface. Since the SmartShades were discontinued, it's quite 
  difficult to get the interface installed anywhere, and those with the interface already installed who have lost their original shades get to 
  look forward to months of hunting through pawn-shops and second-hand stores to find a replacement set.  
   
  The true benefit of SmartShades II is the massive number of options available to fill the variable number of option spaces, combining the 
  options from standard cyberoptics (at the usual 80% of normal cost) as well as a whole plethora of additional options (each taking one 
  space) including the Kiroshi Heads Up Display (from Chrome 2), built-in Visual Recognition Chips (from Chrome 1) and the Outline 
  Haloing chips (all at 80% of the list price from the Chrome Books).  
  SmartShades Interface 
  300 eb 
  D2 HL, Minor Surgery 
  SmartShades Linkup 
  100 eb 
  0.5 HL, Negl. Surgery 
  SmartShades II Alpha 
  500 eb 
  2 option spaces 
  SmartShades II Beta 
  650 eb 
  3 option spaces 
  SmartShades II Omega 
  800 eb 
  4 option spaces 
  Independant Cranial Laser Aim Assistance (ICLAA)  
  Originally created to circumvent the necessity for interface plugs and smartgun linkup for use with smart-rigged weapons in the military, 
  this product is essentially a laser sight set a pre-defined frequency. Originally it could be either mounted on a cyber facial remount or 
  mounted to a helmet.  
   
  The concept was that a smartgun processor would be externally mounted on the gun and linked to it's laser sight, an optical-light receiver 
  and the weapon's trigger unit. Whenever the gun's laser sight touches the same point as the ICLAA laser sight, the smartgun processor 
  would fire the gun.  
   
  The reality of the situation is that it is nearly impossible to accurately aim the cranially-mounted device, even in a controlled range 
  setting. In combat it became a statistical impossibility. (The helmet-mounted version was even worse as the less stable mounting 
  produced even more erratic aim-points). In fact, most of the times that the smart-trigger did fire, it was while the user was trying to find 
  where the aim point was and was panning around randomly.  
  Now the only use for this retro-cyber gadget is intimidation, as the borg levels down on you, his aim-assistance laser pans past your 
  eyes...  
  ICLAA 
  500 eb 
  D3+1 HL, Negl Surgery, +1 Intimidate 
  Artificial Joints  
  Long available, but not aoffered as elective surgery... Artificial Joints are normally only used to repair severe bone damage but during 
  2017-2018 they were also available as elective surgery from several trauma centers cashing in on the CyberWare Craze.  
   
  The implants themselves are plastic or titanium joints medled and pinned to the natural bones around them and completely replacing the 
  old joint. They are quite cheap in and of themselves, but the surgery is a pain. These stats are for elbows, shoulders, knees and hips. 
  Smaller joints like knuckles can also be replaced, with few (if any) game effects)  
   
  Plastic Joints reduce damage from joint-lock style holds to that location by 1 point, cost 125eb per joint, 0.25 HL per joint and are 
  Major Surgery.  
   
  Titanium Joints reduce damage from joint-lock style holds to that location by 2 points, cost 300eb per joint, increase the amount of 
  damage required to destroy that location by 1, and provide +1 to HTH damage from unarmed blows that use that joint as the contact 
  point, and have a 0.5 HL and are Major Surgery.  
  OverPressure Micro-Hydraulics  
  Some companies experimented with very high-pressure micro-hydraulic rams in cyberlimbs instead of myomers or standard hydraulic 
  rams. These rams have the same game effects as hydraulic rams, but take no space in the limb and do not prevent the limb from having a 
  real-skin cover. They also reduce the limb's SDP by 5 and are even noisier than Hydraulic Rams (giving -2 on stealth rolls). The reduced 
  SDP is to take into account the almost instnat loss of all hydraulic pressure in the limb that occurs when an overpressure line is 
  penetrated. 
   
   
   
  
   
  Neurological Rebuilding  
   
  Wired reflexes? Yeah, that's old-school. We're talking rewiring the 
  higher nervous system here. Brainware Upgrades! 
  These enhancements involve adding additional hardware and 
  wetware to the human brain, augmenting memory and acuity 
  functions as well as faster data transmission from one part of the 
  brain to another. Neurological rebuilding is the result of applying 
  the speedware neurological enhancement concepts directly to the 
  brain and tapping into many more functions than motor response.  
   
  Neurological rebuilding is rated by “stage”. Each of the first three 
  stages of neurological rebuilding is significantly more intrusive into 
  the natural grey matter of the brain than the previous level, 
  rechanneling neuron trunks and overlaying nanoneural pathways 
  into the brain. The later stages of neurological rebuilding add 
  nanoenhancements to even the minor neural pathways, and provide 
  major upgrades to memory and concentration centers. 
   
  Neural Rebuilding can be quite psychologically damaging, as the 
  owner of a rewired brain is often unsure whether he would have 
  been able to think or do the things he does now, and psychoses 
  involving the belief that the cybernetics themselves have taken over 
  the cyborg’s life are not that unusual. 
   
  Each stage of neural rebuilding provides the following bonuses: 
  + (Stage) on all Intelligence skill checks. 
  + (Stage / 2) on all Tech skill checks. 
  - (Stage x 2) on IP costs for improving a skill (half this bonus if 
  using 5 IP / level instead of the standard 10 IP / level in CP2020). 
   
  Stage 1 Neural Rebuilding – $2,000 – N – 2d6 
  Stage 2 Neural Rebuilding – $5,000 – M – 3d6 
  Stage 3 Neural Rebuilding – $12,500 – MA – 4d6 
  Stage 4 Neural Rebuilding – $30,000 – CR – 5d6 
  Stage 5 Neural Rebuilding – $75,000 – CR – 6d6 
  Stage 6 Neural Rebuilding – $200,000 – CR – 7d6 
  Math Subprocessor 
  In addition to Neural Rebuilding, some companies also attach a 
  limited-function math computer to the enhanced grey matter. In this 
  way, the brain has access to significantly enhanced mathematic 
  capabilities. A math subprocessor is rated by stage, and provides a 
  skill level of 3 times the stage of the unit on all math skill checks. 
  Further, because these advanced mathematics are routinely running 
  as a background function, the owner can use this math skill as a 
  complementary skill for skill checks where access to higher math 
  could be of immediate help (such as when playing pool or 
  calculating the exact date of the beginning of the universe). Thus, a 
  stage 2 math subprocessor would provide a +2 bonus when used in 
  this way. 
   
  Stage 1 Math Subprocessor – $300 – N – 1 
  Stage 2 Math Subprocessor – $1,000 – N – 1d2+1 
  Stage 3 Math Subprocessor – $3,000 – N – 1d3+1 
   
  Specific Examples of Neurological Rebuilding Packages 
  The following are some of the various neural rebuilding packages 
  available in the current market.  
  BaurMaat Cranial Rebuild 
      BaurMaat’s Cranial Rebuild package is a complete rebuild of the 
  subject’s brain and skull. Recipients of this package have portions 
  of the skull removed, enhancements added to the brain and skull 
  itself, and then have a nanofactory rebuilt and restructured skull 
  force-grown to replace the missing portions in a matter of days.  The 
  result is a tougher, harder skull that is designed to handle much 
  stronger impacts with minimal damage to the skull’s contents when 
  compared to a standard human skull, which in turn contains a vastly 
  enhanced computing centre linked to the brain. This is treated as 
  skull reinforcing (head hits do only normal damage), as well as a 
  Stage 3 Neural Rebuild paired with a Stage 1 Math Subprocessor. 
      $13,700 – CR – 5d6 HL 
   
  BaurMaat Advanced Cranial Rebuild 
      The advanced cranial rebuild from BaurMaat takes the basic 
  Cranial Rebuilding and adds state of the art neurological 
  enhancements, a top of the line math subprocessing unit, and 
  protects it under enhanced armouring of the skull. This provides 
  Stage 5 Neurological Rebuilding, a Stage 3 Math Subprocessor, 
  Skull Reinforcing (normal damage from head hits) and SP 6 Skull 
  Armour (Awareness diff 30 to notice). 
      $79,450 – CR – 9d6 HL 
   
  Genesis Alpha Neural Enhancement 
      This is the very simplest neural enhancement, relying on nanotech 
  to rewire the brain without direct surgical contact with the subject’s 
  grey matter. This provides standard Stage 1 Neurological 
  Rebuilding. 
      $2,000 – N – 2d6 HL 
   
  Genesis Bravo Neural Enhancement 
      The Genesis Bravo package is the most common neurological 
  rebuild on the market. It involves minor surgery to implant 
  enhanced processors into the brain along with the nanotech required 
  to link them to the rest of the subject’s grey matter and nervous 
  system. This provides standard Stage 2 Neurological Rebuilding 
  along with the beginnings of ambidexterity (reducing off-hand 
  penalties by 1 point). 
      $5,500 – M – 4d6 HL 
   
  Genesis Savant Neural Enhancement 
      The Genesis Savant was considered to be the top of the line 
  neurological enhancement until the BaurMaat Advanced Cranial 
  Rebuilding was released (and because most people are unaware of 
  the Genesis Oracle). This is a Stage 4 Neurological Rebuilding 
  paired with full ambidexterity, and also provides the equivalent of a 
  Kerenzikov Reflex boost (+1 Reflex). 
      $31,100 – CR – 8d6 HL 
   
  Genesis Oracle Neural Enhancement 
      The Oracle Enhancement package is Genesis’ latest and most 
  secretive enhancement package for the human brain, and is by all 
  accounts the most potent upgrade available – even though it is 
  incredibly rare and a fairly well-protected secret. It is typically 
  installed into high-end military and legal netjocks. It completely 
  rewires the human brain and nervous system to previously unheard 
  of levels. The end result is a Stage 6 Neurological Rebuilding, full 
  ambidexterity, and a boostmastered Kerenzikov reflex boost (+3 
  Reflex). 
      $202,200 – CR – 13d6 HL 
  
   
  Chipping In  
  Chipware and skillsofts are in the spotlight in this 
  article updating the rules for the varieties of skill 
  chips, as well as their costs and levels. Finally, 
  everything you need to know about pirating these 
  valuable skillsofts is in here too, updated from 
  the article on the classic BlackHammer Project. 
  One of the first benefits of full Direct Neural Interface was the 
  ability to present data in a format that the human brain could easily 
  access. The earliest brain-readable data format is simply 
  encyclopedic data arranged in a method that the brain is able to scan 
  through the direct neural interface and access as a sort of database of 
  information. While this format is useful for people who just need to 
  know stuff, it doesn’t provide much help in implementing this 
  knowledge in a useable manner. Chips with this type of data are 
  known as DBAMchips (DataBase Accessible Memory).  
  With a lot of experimentation both with how the data is recorded 
  and stored as well as the actual neural pathways of the bioplastic 
  chipware being used resulted in chips that could store data in a 
  format that the brain can access more readily in a manner that is 
  more similar to actual memory and skills. These RMEM or 
  RECMEM (Recorded Memory) chips require a more sophisticated 
  chip design as well as more storage space to record a skill, and also 
  require that the skill be required from an actual human with the skill 
  in question, instead of just using a compiled database of information 
  and schematics. However, they are still limited to those skills that 
  don’t require any serious physical activity to perform. 
  Finally, the most recent format of direct readable skillchip is the 
  PPRchip (Programmed Physical Response). The information in 
  these chips is coded to interface directly with those parts of the brain 
  that control physical action, and thus are able to have recordings of 
  combat skills, as well as more commercial applications such as 
  driving, piloting, swimming and so on. However, as these chips 
  were recorded from people with different physical forms than the 
  person loading the skill, they take some practice to get used to. For 
  every 4 hours of intense practice, or full day of just wearing the 
  chip, the owner can access 1 level of the skill stored within it. 
  Based on PPRchip technology, some companies have begun 
  offering SPRchips (Supplemental Physical Response). An SPRchip 
  takes a skill from a PPRchip and with the help of an AI and a team 
  of skillsoft engineers they strip away most of the basics of the skill 
  from the skillsoft architecture so that it doesn’t over-write the user’s 
  basic skill, but instead offers additional points of finesse and skill 
  material that will help the average user with the skill. This means 
  that the chipped skill will benefit users with a minimum of training 
  more than highly-skilled users who probably already have mastered 
  the intricacies stored on the chip.  
  Chips and Memory Density 
  Bioplastic skillchips are rated by their memory density. The 
  cheapest chips have a memory density of 1, and are used much like 
  floppy disks were at one point in history. The reality is that a density 
  1 chip is so small as to be nearly microscopic – the vast majority of 
  the physical size of the chip is basically a method to make the chip 
  big enough for someone to handle it without needing micro-
  tweezers. Chip data storage density is the baseline for chip costs, 
  with the chip hardware proper having a cost of 1 eb / point of 
  Memory Density. 
  Each type of skill chip indicates what the memory density is 
  required to be able to hold the code for the skill at level 1. For each 
  level higher than this level, the density requirement doubles. So 
  while a level 1 DBAMchip has a minimum density of 1, a level 5 
  DBAMchip has a minimum memory density of 16, and a level 8 
  DBAMchip has a minimum memory density of 128. The cost of the 
  chip hardware is low when dealing with DBAM chips, but climbs 
  rapidly when dealing with the more memory-intensive skills. 
  DBAMchip skill software 
  • 
  Level 1 DBAM – 25 eb 
  • 
  Level 2 DBAM – 50 eb 
  • 
  Level 3 DBAM – 100 eb 
  • 
  Level 4 DBAM – 200 eb 
  • 
  Level 5 DBAM – 400 eb 
  • 
  Level 6 DBAM – 800 eb 
  • 
  Level 7 DBAM – 1,600 eb 
  • 
  Level 8 DBAM – 3,200 eb 
  • 
  Level 9 DBAM – 6,400 eb 
  DBAM chips can only store Expert Knowledge skills and similar 
  information. They are most typically sold these days as 
  supplemental information for use with a person’s existing skills. 
  Because they store data in a fairly ‘raw’ format, they use the least 
  amount of memory density per skill level of any skill chip. The base 
  density for a DBAMchip is 1. The maximum level of a DBAMchip 
  is +9. The actual software in a DBAMchip is fairly uniform in cost, 
  at 25 eb for +1, doubling for each level thereafter. Only Expert 
  Knowledge skills can be chipped as a DBAM. The main advantage 
  of DBAM chips is the relatively low cost, and the ability to chip 
  complementary skills (if using the complimentary skill rules in our 
  2d10 skill resolution system). By chipping an appropriate Expert 
  Knowledge skill at +3, a character gets +1 on rolls with the 
  appropriate skill. Chipping a +6 chip gives a +2 bonus, and loading 
  in a +9 chip gives a +3 bonus. For instance, to improve a character’s 
  AV-Tech skill, he could chip Expert Knowledge: AV Mechanics 
  (giving him the equivalent of a few encyclopedias worth of AV 
  technical manuals and schematics). 
  RECMEM Chip skill software 
  • 
  Level 1 RECMEM – 50 eb 
  • 
  Level 2 RECMEM – 100 eb 
  • 
  Level 3 RECMEM – 200 eb 
  • 
  Level 4 RECMEM – 400 eb 
  • 
  Level 5 RECMEM – 800 eb 
  • 
  Level 6 RECMEM – 1,600 eb 
  • 
  Level 7 RECMEM – 3,200 eb 
  • 
  Level 8 RECMEM – 6,400 eb 
  Recorded Memory skill software is significantly more expensive 
  and memory-intensive than DBAM software. However, it also 
  includes a lot more hands-on knowledge of how to use the 
  information in the database. For instance, whereas a DBAM chip 
  can have all the instructions on how to repair a helicopter (Expert 
  Knowledge: Helicopter Mechanics), it doesn’t actually give you the 
  necessary skills to do the work. A RECMEM chip, however, 
  contains a recording of an actual person’s skills in a field. The base 
  density for a RECMEM chip is 3 – this means at level 8, the chip to 
  store a RECMEM skill is more expensive than the skill recording 
  itself, as the skill storage pushes the limits of channeled bioplastic 
  chip construction. RECMEM chips include just about all major non-
  physical skills, including just about all the Tech-based skills, and 
  just about everything that is not an expert knowledge or Reflex-
  based. 
  
   
  PPRChip skill Software 
  • 
  Level 1 PPR – 200 eb 
  • 
  Level 2 PPR – 400 eb 
  • 
  Level 3 PPR – 800 eb 
  • 
  Level 4 PPR – 1,600 eb 
  • 
  Level 5 PPR – 3,200 eb 
  • 
  Level 6 PPR – 6,400 eb 
  • 
  Level 7 PPR – 12,800 eb 
  Programmed Physical Response chips require the most skill to 
  manufacture and to record the skills in a manner that they interface 
  with the human mind like actual physically-triggered memories. The 
  recording process is a long and fairly arduous task, and the person 
  chipping a PPRchip skill also has to go through an acclimatization 
  phase to be able to fully take advantage of them. PPRchips have a 
  base memory density of 4, and a maximum skill level of 7. 
  PPRchipware is required for any skill with a solid physical or 
  reflex-oriented base – such as combat skills, piloting, and 
  swimming. 
  SPR (Suplemental Physical Response) chips are the cutting edge 
  of skillsoft programming. Designed specifically to not over-ride the 
  existing reflex responses of the person chipping this softs, SPR 
  chips provide a bonus to non-chipped physical skills. Just about any 
  skill that could be chipped as a PPRchip can be chipped in an SPR 
  version. The SPR chip is a reflexive construct that overlaps and 
  links into the user's existing skill set to provide enhancements to 
  those skills. As such, a person loading an SPR chip can never gain 
  more skill bonuses from the chip than he already has in skill levels - 
  so someone with Pilot (Vector-Thrust) +1 could not get more than a 
  +1 bonus from a Pilot Vector-Thrust SPR chip. In addition, the chip 
  is still based on a recording of a skilled person using the skill, so 
  after a certain point, the user sees diminishing returns from loading 
  the chip, because he may already have the skills the chip is trying to 
  provide. However, as these chips were recorded from people with 
  different physical forms as well as different base skills than the 
  person loading the skill, they take some practice to get used to. For 
  every 4 hours of intense practice, or full day of just wearing the 
  chip, the owner can access 1 level of the skill stored within it. SPR 
  chips have a high memory density - with a base density of 24 for an 
  Alpha SPR, and a memory density of 192 and 3,072 for Bravo and 
  Charlie models. 
  Alpha SPR - 500 eb - +1 to a skill up to level 3 
  Bravo SPR - 2,000 eb - +2 to a skill up to level 3, +1 to a skill up 
  to level 6 
  Charlie SPR - 8,000 eb - +3 to a skill up to level 3, +2 to a skill 
  up to level 6, +1 to a skill up to level 9 
  Pirate Chipware 
  Basic Direct Neural Interface Plugs and SkillJack Sockets are 
  specifically wired to help the copy protection process used by the 
  manufacturers of skill chips. However, bypassing these copyright 
  controls through a wetware hack is a fairly common occurrence by 
  those who work with pirated skillsofts, and some flesh mechanics 
  sell SkillJack Sockets that have been pre-configured to work with 
  pirate skillsofts. It is an Average CyberTech task (DC18) that takes 
  20 minutes to modify a SkillJack to handle pirate DBAM chips. A 
  challenging task (DC 22) will modify it to handle pirate RECMEM 
  chips also. A difficult task (DC 26) allows for all three types of 
  pirate chips to be used with the modified skilljack socket. The 
  difficulty is one level (+4 DC) more difficult if the wetware update 
  is designed to hide itself from legit skill chips so they will function 
  in the socket also. 
  Pirating a DBAM chip is pretty simple – grab the data, and copy it 
  onto a bioplastic chip with the same memory density. It takes a 
  simple (DC 10) electronics roll (and 5 minutes) to reroute the data 
  into the appropriate data channels in the new chip. The difficulty of 
  this task increases by two categories for each successive chip type. 
  A RECMEM chip takes an average (DC 18) electronics roll, and a 
  PPRchip takes a difficult (DC 26) electronics roll to transfer. The 
  difficulty in all cases is increased by the level of the skill to be 
  copied. 
   
  Nanotech For The Discerning Punk 
  4th gen Enhancing Nan  
  All 4th gen enhancers share certain abilities. Each variety increases a stat (limited to Int, Ref, Att, MA, Str & Bod) by either +1, +2 or 
  +3. Each also requires one month of nan-therapy per bonus, although a level 3 Enhancer will provide +1 after 1 month, +2 after two, etc. 
   
  In addition, each month of nan-therapy has a 4% chance of incuring some major, debilitating side-effect (Parkinsons, impotence, grossly 
  malignant cancer, visual cortex damage, etc). Once the required nan-therapy has been completed, a maintenance has to be upheld or the 
  nan can no longer function, and the increased stat will gradually return to it's original level after 1 month per level. The mantenance is a 
  special dietary supplement (levels 1 & 2) with occasional injections (level 3) that cost 100eb per level of the nan per month. The nan-
  therapy itself costs 100eb per day of therapy for the first level, 200eb per day for the second and 300eb per day for the third level, 
  requiring 30 days of therapy per level. Humanity loss is minimal because of the gradual increase, being 1HL per level. 
   
  Please note that these are the version of the Steroids from the Hardwired supplement that we use in our games, and therefore resemble 
  them quite a bit in basic rules 
   
  Rapid-Acquisition Nanites  
  RA-Nan increases the brain's ability to acquire information to a disturbing level. Two days after inbibing the RA-Nan, the user gains the 
  ability to acquire INT and TECH based skills from book-reading and computer-based education at 10IP (5IP new system) or 20IP (10IP 
  new system) per day respectively. The RA-Nan maintains this ability for 2-5 days, but each day the user has a 10% EACH of losing one 
  point of INT, TECH or REF. In addition, once the RA-Nan has run it's course, any skill (but not special abilities) NOT increased during 
  it's use are decreased by 1. RA-Nan is still experimental, but can be acquired with a very difficult streetdeal roll or an appropriate contact 
  for between 3 and 6 thousand euro. 
  
   
  The BlackHammer CyberPunk Project 
   
  The Juicer OCC (Occupational Character Class) is one of the more memorable moments of the 
  RIFTS RPG by Palladium. This article attempts to reconcile the Juicer to a role in the less war-
  torn, darker world of the CyberPunk dark future. Much of the material in this article is drawn from 
  the main RIFTS rule book and both illustrations are by Kevin Long and are being used here 
  without permission. 
   
  The Juicer is a man augmented by special neurosurgery, nanotech and big time drugs. 
  Designer drugs are combined with a computerized monitoring and dispensary system 
  and a heavily tweaked metabolism to produce a fast, wired killer. Microscopic 
  implants in the vascular system, brain and muscles map out the body for nano-
  technological and chemical modification and performance upgrades undreamt of mere years 
  ago, without the extreme mechanical replacement and augmentation of bionic systems.  
   
  The first step in to Juicer procedures is the implantation of two specialized biomonitors linked 
  to and controlling thousands of natural and artificial chemical responses. Only one biomonitor 
  is in use at any time, but the second is implanted as a backup in case the first should fail. Once 
  the biomonitors are in place a detailed reading of the subject's physiology and metabolism is 
  made and chemical and nanotechnical modifications are made until the metabolism is working 
  at far beyond peak capacity - this involves minor modifications to the lymphatic system, 
  adrenal gland, thyroid system, cardio-vascular system and so on.  
   
  Now we have the basis of the Juicer: major metabolic rebuild and minor cybernetic 
  augmentation. It comes down as follows:  
   
   
   
   
   
   
  System 
  Effect 
  Cost 
  HL 
  2 x Biomonitor 
  +2 Resist Torture / Drugs 
  200eb 
  2HL 
  Overdrive Metabolism 
  +2 STR, MA, REF, Initiative 
  10,000eb 4D6HL 
  Adrenal Control 
  +1 STR, MA, REF 3 times per day 
  1,500eb D6+2HL 
  Super EPO Synthetic Hormone 
  System 
  +2 Endurance, +1 MA 
  2,000eb D3HL 
  Super Vein Clips & Sphincters 
  +2 Death Saves, +2 Resist Torture/Drugs, +2 Stun Saves, +4 on resuscitation / 
  stabilization rolls 
  4,000eb 2D6HL 
  Enhanced Antibodies 
  +1 Healing Rate 
  3,000eb D3HL 
  NanoSurgeons 
  Double Healing Rate 
  6,000eb D3HL 
  Toxin Binders 
  +4 Resist Poison/Drugs, -1 damage/die from toxins 
  3,000eb D3HL 
  PaceSetter 2000 Heart 
  +2 STR, MA, BOD for up to 2 minutes / use 
  1,000eb D6HL 
  Drug-Keyed Metabolism 
  +2 Resist Poison/Drugs, cannot resist drugs "keyed" to user's system which act at 
  +50% potency 
  3,000eb D3+1HL 
    
   
   
   
  Juicer Package Deal 
  All above bonuses 
  36,000eb 11D6HL 
  
   
  Now sure, that looks impressive, but it's no "Street Samurai" yet. The key element of the package above is the 
  "Drug-Keyed Metabolism" - it helps the Juicer against non-keyed drugs, but makes him completely dependant on a 
  special set of drugs which he also gains additional effect from. These drugs are hereafter known as "The Juice". A 
  corporate or military Juicer has access to these drugs, and their employers only pay a quarter the list price for them 
  (on average). Mercenary and independant juicers have it a lot tougher, as the average Juicer will go through over 
  3,000eb worth of The Juice in a week.  
   
  "The Juice" is administered by the Juicer Suit (shown at right). The suit is linked up to the Biomonitors, and is 
  comprised of a central dispensary system (on the chest section of the unit) linked up by tubes to injection collars 
  around the neck, wrists, upper arms and legs, designed to inject artificial stimulants and pharmaceuticals to key parts 
  of the body for rapid acquisition and reaction. In game terms this means that all drugs administered by this rig (or 
  other rigs like it) take effect in one half the normal time as they are being administered directly to their target zones.  
   
  The Juicer Suit provides no SP, and costs about 3,000 euro from most sources or techies / medtechies who can make 
  or procure one.  
   
  The Juice 
  The "Juice" listed below were created with our Drug Design system adapted from that of Dark metropolis. Don't 
  panic though - we've included the full rules for each Juice so you don't have to be using our system to use these 
  Juicers.  
   
  New Primary Effect  
  "KEY"ED DRUG  
  This drug has 100% Miscibility with all other drugs in the same "Key" group. This increases the Difficulty of the drug by 10 points and triples it's 
  cost.  
   
  Basic Maintenance Juice 
  STR: 6 
  30 eb / 3 hours 
  main 
  Stimulant +2, Endurance +4, Keyed Drug 
  side 
  Egotism +4, Obsession +2 
  cum 
  Physically Addictive +4 
   
  Onset: 9 seconds 
  Duration: 3 Hours 
  The basic "Juice", this is constantly drip-fed to the Juicer, and indeed the Juicer cannot live without it. It provides +2 
  Awareness, +4 Endurance, and 6 Humanity Loss. (Remember - the drug keyed metabolism of the juicer brings this to +3 / 
  +6 / 9 HL) 
  Booster Juice 
  STR: 8 
  300 eb / minute 
  main 
  Accelerator +4, Speed+4, Keyed Drug 
  side 
  Alienation +4, Analgesia +4, Obsession +4 
  cum 
  Physically Addictive +2, Temporary Tolerance +3 
   
  Onset: 4 seconds 
  Duration: 1 minute 
  This is the kicker. This Juice gives the Juicer +2 Reflex, +4 initiative and +4 on stun saves. It also costs an additional 6 HL 
  to the Juicer beyond the Basic Juice loss. The Juicer also gains a short-lived tolerance for the drug, so they can't maintain 
  themselves on it in the long term. (Each use of the drug in a 6 day period results in one point of "tolerance". When 
  tolerance is at 5 or greater all effects of the drug are halved. When tolerance hits 10, all effects of the drug are ignored. 
  Tolerance is halved every 6 days). (Again the Drug Keyed Metabolism of the Juicer brings this to +3 Ref, +6 Initiative, +6 
  Stun Saves, +9 HL) 
  High Maintenance Juice 
  STR: 10 
  450 eb / day 
  main 
  Stimulant +2, Endurance +4, SpeedHeal +4, Keyed 
  Drug 
  side 
  Egotism +4, Obsession +2, Clouded Thinking +2 
  cum 
  Physically Addictive +4, Temporary Tolerance +4 
   
  Onset: 1 hour 
  Duration: 24 hours 
  This is a special version of the Basic Juice with additional speedhealing properties. It increases the Juicer's already 
  massive healing rate by an additional 2 points per day for it's duration, as well as having all the effects of Basic 
  Maintenance Juice. It also clouds the Juicer's thinking, resulting in -1 INT and TECH for the duration. It is also Tolerance 
  forming, using the same system as the Booster Juice above. 
   
   
   
  
   
   
  The Enemy Within 
  Overview 
  There are numerous bioware and cybersystems available to help an individual alter there appearance. Combining these into a package could prove 
  invaluable to any inflitrator or fashion follower.....  
  Breakdown 
  The package allows the wearer to change their face, hair colour/length and skin coloration. There are additional systems to change their height and 
  apparent weight over a number of minutes. As with any disguise, it is difficult to move from one extreme to another, so it is unlikely a 6 foot 
  meatboy could be impersonated by a 5 foot weakling. 
  The chameleon system uses a central processor to guide the changes carried out to complete the disguise. Pictures and measurements help 
  complete the shapechange although it can be done by eye. The system grants +8 to disguise rolls but the success of the impersonation is modified 
  by the depth of information available on the target and the skill of the system's operator. [The is a x3 intelligence based skill and cannot be taught 
  without the implants. The referee may allow characters +1 in the skill per three disguise skill levels, but this is optional!!] 
  Event 
  Modifier 
  Has developed the shapechange skill 
  +1 per 3 skill levels 
  Has body scans / medical measurements of target 
  +4 
  Has detailed / many photographs of target 
  +2 
  Similar body size and shape to your own 
  [BOD stats are within 2 points of each other] 
  +1 
  Have suitable clothes & equipment 
  +1 
  Doing it by eye 
  -3 
  Fairly different shape or the other sex 
  [BOD stats are more than 3 points different] 
  -4 
  Vastly different to your appearance (i.e.: an exotic or very thin / overweight) 
  -5 or more* 
  * In some instances it may not be possible to match the skin of the target (ice: heavy fur or snakeskin) 
  Make disguise roll against adding the modifiers from the table above. People who see the transformed wearer must make an awareness roll against 
  this value to spot "something wrong". Successful bluffs may put their suspicions at ease but the impersonator must have some clue to give a 
  reasonable answer! 
  Example: Agent Smith want's to impersonate Mr. Jones the young corp exec Smith's BOD score is 7, he has disguise +3 and shapchange +2. He 
  has some pictures of Jones but no details body scans - the Ref says this is good for +2. Sadly, he doesn't have Jones' Savile Row black suit - he's 
  only got a knock off from one of the nanomachine in Kiobi Tower (the ref does a poker face). Jones has BOD 8 as he works out a bit and the Ref 
  lets Smith's player get the +1 bonus. 
  This brings Smith's totals of INT 8, shapechange bonus +1, +2 for image intelligence, +1 of similar shape and disguise skill of 3 to 15. Smith's 
  player rolls a 6 and this make his total 21. 
  Mr. Jones Mark II takes a walk to his offices and gets in the lift. Jones' assitant gets in and the Ref makes an awareness test - he gets a total of 17, 
  so the assistant says nothing. Unfortunately for Smith, Jones' boss gets in on the next floor up and starts waffling about last week's boardmeeting. 
  Smith has to make a few noncommittal grunts and nods as he doesn't have Jones' voice pattern. The Boss makes a perception roll and gets 22..... 
  there's something odd about Jones and why's he wearing that cheap suit? 
  Smith tries a line about his best suit being in for repair, sets his mobile phone off and pretends to be busy (his player tries a rough impersonation 
  of Jones' voice) .... The Ref says nothing and keeps Smith's player sweating. The lift arrives and Smith makes his way to the computer room. 
  Personally, I don't like to tell my players how well they're doing on fast talk rolls or disguise attempts. You can be really evil and have Security 
  waiting at the target's desk..... of course, they won't know it's just to give them back the five euro they borrowed for the coffee machine. :-) 
  
   
  CHAMELEON PACKAGE 
  Total Package costs: 10D6 + 4D3 + 4 HC and $16,650 (excluding surgery) 
  Systems: 
  System 
  Surgery Effects 
  Cost 
  HC 
  Original Sourcebook 
  Synthskins 
  N 
  Colour changing artificial skin 
  [Change your skin tone and complexion instantly] 
  $400 
  D6 
  Cyberpunk rulebook 
  Neo-hair 
  M 
  Colour, style and length changing hair  
  $300 
  2 
  New 
  Audio-vox 
  M 
  Vocal synthesizer for special effects 
  $700 
  2D6 
  Cyberpunk rulebook 
  Voice Pattern 
  N 
  Emulate a target's voice via audio-vox implant 
  $350 
  2 
  Chromebook I 
  Feature Alternation 
  Option 
  N 
  Change facial shape (+4 disguise) 
  $3500 
  D6 
  When Gravity Fails 
  New Kit 
  System 
  Surgery Effects 
  Cost 
  HC 
  Original Sourcebook 
  Cyberoptics with Pattern 
  Emulator 
  M 
  Pair of cyberoptics with a system that changes the 
  eye's pattern to that of a target. 
  [Fool's eye scanners 90%] 
  $500 x 2 
  $400 x 2 
  D6 x 2 
  2 x 2 
  Main rule book + new 
  Improved Feature 
  alteration system 
  M 
  Replacement tissue for ears, nose and brows. 
  Facial changes now done in 2D6 minutes 
  $800 
  D3 
  new 
  Neoplastic Teeth 
  C 
  8 front teeth replaced with memory bioplastics. 
  $800 
  D3 
  new 
  Polybone implants: hands 
  C 
  Replace hand's bones with shape altering 
  bone/bioplastic composite. Change hand structure 
  in D4 minutes. 
  $1000 x 
  2 
  D6 x 2 
  new 
  (see GURPS Bioware) 
  Polybone transformation. 
  C 
  Change length of arms and legs by up to +/- 6" 
  [takes D6 minutes and a difficult intelligence roll] 
  $4000 
  2D6 
  new 
  Tissue sacs 
  M 
  Sacs to change the bulk of the torso as necessary 
  $500 
  D3 
  new 
  Transformation Controller 
  M 
  Central control unit for bone, size, colouration 
  and posture modification  
  $1,500 
  D3 
  new 
  Any thoughts, complaints or witty comments to Rich@synik.f9.co.uk. 
   
   
   
   
   
   
   
   
   
   
  
   
  Where’s the On Switch? - Optional Rules For Cyberoptics in Cyberpunk 2020 
  Author: unknown. 
  The rules for cyberoptics in Cyberpunk 2020 do not take into account the penalties for only having an opti-on in the one optic, or 
  whether or not certain options (such as thermograph and infrared) stay on all the time. These rules are an attempt to clarify this. 
  The rules below will only deal with cyberoptic options which have a direct visual function. Cosmetic options such as Colour Shift 
  or weapons such as the Dartgun will not be dealt with. The penalty for a single optic only will be listed. The activation of each 
  option will be listed as Always On (the option remains active after installation), Thought-Activated (the option is activated and 
  deactivated by a simple mental command taking no actions) or Device-Activated (Activated when a cyber-controlled device or other 
  cyberware provides data; will remain on until data is sent/device is removed from plugs). 
  If I’ve missed any cyberoptics/options which ought to be in here please email me. 
   
  Option 
  Single Optic Penalty 
  Activation 
  Anti-Dazzle 
  Single optic reduces flash blinding penalty to -1 
  Always On 
  Digital Camera 
  Dual cameras can produce 3D images 
  Thought-Activated 
  Dodgeball 
  None, dual optics halves time to work in moves 
  Thought-Activated 
  Image Enhancement 
  +1 on awareness instead of +2 
  Always On 
  Infrared 
  Single optic is at -1 awareness 
  Thought-Activated 
  Laser Comm Optic 
  None 
  Thought-Activated 
  Low-Lite 
  Single optic is at -1 awareness for visual check 
  Always On 
  Micro-Optics 
  Single optic is at -1 awareness for visual check 
  Thought-Activated 
  MicroVideo 
  Dual cameras can produce 3D images 
  Thought-Activated 
  Targeting Scope 
  None, 2 optics gives +2 to hit with a smartgun 
  Device-Activated (Smartgun) 
  Teleoptics 
  Single optic is at -1 awareness for visual check 
  Thought-Activated 
  Thermograph 
  Single optic is at -1 awareness for visual check 
  Thought-Activated 
  Times Square Marquee 
  None 
  Device-Activated 
  Times Square Plus 
  None 
  Device-Activated 
  VideoCam 
  None, 2 cams can send 3D images 
  Thought-Activated 
  Video Imager 
  None, 2 screens produce 3D images (if signal sent is 3D) 
  Device-Activated 
  Ultraviolet 
  Single optic is at -1 awareness for visual check 
  Thought-Activated 
   
   
   
   
   
  
   
   
  S k i l l   H a r d   W i r e s  
  New Biofiber Technology allows the permanent grafting of skill responses to an existing organic neuromuscular system. 
  A skill HardWire can accentuate any active, non-knowledge/information-based skill. Once installed, the Skill HardWire is 
  permanent and should never need maintenance within the user's lifetime.  
  The installation procedure involves wiring Biofiber trunks to the Neural Processor and down through the limbs and neck. 
  Nanites are then introduced which tie these biofiber trunks into the body's muscle groups. The wetware then introduces 
  signals through these lines to create pre-programmed responses that won't actually over-write the skill use, but 
  supplement it (perfectly steady hands, ability to draw a weapon by pure reflex instead of having to think about it, 
  assuming a Weaver II firing stance while drawing by reflex). Through mild impulses the SkillWires also keep important muscle groups seemingly 
  still through minute, pre-arranged twitches.  
  SkillWires are still the newest wet-ware from the Chiba bio-clinics, and getting your hands on them can require some major digging. Currently 
  standard SkillWires are for Handgun, Rifle and SMG skills, Athletics, Drive, Motorcycle, Pilot and a few martial arts (Karate and ArasakaTe). 
  Other REF-based skillwires are definitely possible, but depend on some CyberTech recording the appropriate skill impulses.  
  In game terms, SkillWires provide a +1 to the selected skill per level of skillwiring. Munchkin Alert: These have the potential of serious 
  munchkinizing, therefore they require a Very Difficult (mk I), Near Impossible (mk II) or Impossible (mk III) StreetDeal, Resources or CyberTech 
  roll to obtain. Also the very high price indicates the cutting edge technologies involved, and are fairly prohibitive to most PCs.  
   
  Mark I Skill HardWires 8,000eb D3 HL 
  MA Surgery +1 to REF Skill 
  Mark II Skill HardWires 18,000eb D6+1 HL MA Surgery +2 To REF Skill 
  Mark III Skill HardWires 30,000eb 2D6 HL MA Surgery +3 to REF Skill 
   
  I m p r o v e d   H a n d   R a z o r s  
  Wiremasters is proud to offer the new Wilkerson compression carbide blade and mono-carbide blade replacements for 
  Rippers. These replacement blades will fit all existing cyber-ripper units currently manufactured. Please indicate 
  manufacturer and model number when ordering.  
  Installing improved rippers involves about 40 minutes per hand and an Easy CyberTech roll. Compression Carbide 
  Blades are sharper and hold a fine edge better than regular rippers, and deal slightly more damage. Mono-Carbide 
  Blades are MUCH sharper than regular rippers, but suffer from all the disadvantages of mono-blades (shatter when fumbled).  
   
  Compression Carbides +100eb +0 HL 
  No Surgery +1 damage, 1/2 SP 
  Mono-Carbides 
  +600eb +D3 HL No Surgery +1D6 damage, 1/3 SP 
   
  ACME "Oxystor" Lung Implants (ITEM#:CVB272301) 
  COST: 1200eb 
  ACME and BODYWEIGHT have teamed together to design this new technology. It consists of implanting a "living" chemical cell into each of 
  your lungs. These "cells" are controlled by microprocessors that store O2 from the normal breathing process. When O2 supplies reach a dangerous 
  level, the OXYSTOR releases more O2 as needed. With this feature you can go without air 40+ minutes! Two hours of normal breathing will 
  recharge the cells after they are used. 
  NOTE: Surgery=M HC=1D6+1 
  Design By: Shane Neal (Zaxxs Rotzville - Independant Solo) From ACME 
   
   
  
   
   
  ORBITAL BIOTECH INC. S.M.A.R.T. BOOSTERWARE  
  The latest in paired cybernetic and nanoid enhancement lays 
  artificial neuron paths alongside the natural ones of the recipients 
  brain. The acronym stands for Supernormal Memory and Response 
  Times. This enhancement is neuralware and requires a basic 
  processor first to function. It comes in two forms: 
  a) SMARTBOOST Mk1: works like Kerenzikov Boosterware in 
  that it permanently raises INT one point for each level. It costs 
  1000Eb per level and can raise the Int by a max of 2 points. 
  Humanity Cost 2D6/3D6. 
  b) SMARTBOOST Mk2: IS MORE LIKE Sandevistan Boosterware 
  in that it boosts Int by +3 for 5 Turns after a subvocal command. 
  Cost 3,000Eb, Humanity Cost 1D6 
  In both cases it requires Major Surgery to install.  
  © Steve Hynd September1999 
   
   
   
   
  FIREFIGHT (MRAM/PROGRAMMABLE) 
  A database of sounds for all common (Basic Rulebook) weapons 
  being cocked, reloaded and fired, both normally and silenced. Gives 
  instant recognition of just what the enemy is firing at you. The chip 
  can be linked to cyberaudio (Cybertech Diff 15) 
  So that any non-standard weapon can be added after it has been used 
  within hearing range. This function will NOT let you identify the 
  weapon, only let you know that you have heard it before. 
  This is black chipware. 
   © Steve Hynd September1999 
  SHINING (MRAM/PROGRAMMABLE) 
  This very illegal chip pretends to be an innocuous type, but contains 
  a subliminal message that requires Awareness 25+ to notice. After 2 
  hours of use, it takes Resist Torture/Drugs 20+ to stop yourself 
  doing what the message tells you: drink Coola-Cola; give your 
  money to a cult; become paranoid or messianic; kill your best 
  friend, the president, EVERYONE! Or just sleep with a particular 
  person and enjoy it! 
  This chip has so many uses it will always be used. Even so, making 
  one or causing it to be used is a federal offence comparable to 
  assault or rape.  
   © Steve Hynd September1999 
  Optical enhancement chipware 
  Credited - ohms 
  This particular piece of chipware is great, it plugs into a chipware 
  socket a BOOM! you have many different optical features without 
  lossing an arm and a leg on space, money and a perfectly good eye. 
  A defienite for light carrying Solos, and an alternative to the 
  Cybereye and optical modules. 
  *To use this chip you must have a neural processor. 
   Optical Features 
  Low light 
  500 eb 
  Thermographic 
  1000 eb 
  Infrared 
  900 eb 
  Telescopic 
  700 eb 
  Microscopic 
  800 eb 
  Ultraviolet 
  800 eb 
  All ranges of sight are half of Cyberoptic modules 
  *After insertion of the chip player loses sight for d6 days while 
  vision readjusts 
  Head Trauma causes 30% of complete visual shutdown or erratic 
  spectrum changes. 
  1-30 Complete visual shutdown 
  31-100 Erratic spectrum changes 
  Cost 500-1,000 eb (GMs Discretion) 
  1 Shot EMP full body shielding 
  Credited - ohms 
  This new toy takes one EMP hit before burning out. The EMP 
  "sponge" attaches to the neural processor directly. It takes up 1 
  space. For you cheap fuck's there is a 10% chance it will function a 
  second time, but a 90% of failure. Now would you want to try to 
  cheat fate to save a 100eb on a new EMP "sponge"? 
  No Humanity loss  
  Absorbs 1 shot of EMP before burning out 
  Availibility : C 
  Cost 100 eb 
  
   
  Borg Upgrades 
  Credited - Kountzer0 
  Do you borgs out there have the same problem as me? My meat boy 
  partner has a better reflex and body than i do, and i have full metal 
  on my side. Well the flesh weasels at Raven-Micro Cybernetics 
  realize that this shouldn't be. Now that pesky meat boy will see just 
  how good full metal really is. This option is full borgs only. 
  Upgraded Reflex 
  Credited - Kountzer0 
  Don't get me wrong,a reflex 15 is great , but when your amigos keep 
  passing you by you have to take the next step in borg technology. 
  This option will further increase your reflex by 2 points above 
  existing boost (now you can have a reflex 17). You have to be 
  modified slightly, however (1000eb, 1 spaces). Then all you have to 
  do is insert the specially design battery into special slot (the 2 
  spaces), it's that simple. The battery lasts 1 day and can be 
  recharged via wall socket. 
  -3 humanity loss 
  Cost 8,000 eb per point 
  Upgraded Frame 
  Credited - Kountzer0 
  This is the motherload. The meat people won't compare after this 
  one. The frame enhancement will grant thee +3 body and 10 more 
  SDP. The frame is fully compatible with CCPL (gives you a 69 
  body, lets see PA do that). No battery required. Frame enhancement 
  increases size by 5% (weight & height). 
  -6 humanity loss 
  Cost 20,000 eb 
  Hand extentions 
  Credited - Kountzer0 
  Defy human boundries; New from Raven-Micro Cybernetics come 
  the Exti-Hand. A Metal rod built in to your cyberarm house all 
  necessary fuctions of cyberhand operations and extends a full 2 
  meters (just think Inspector Gadget). A rocket assisted hydrolic will 
  add +2 to punch damage and enables you to grapple out of reach 
  people. This option takes 2 cyberarm spaces. 
  1d6 humanity loss 
  Cost 600 eb 
   
   
  Real Skin Weave 
  Credited - Kountzer0 
  -Provides SP 12. Looks like real skin (difficulty 20 awareness) 
  Covers entire cyberlimb, and uses no options. 
  No Humanity loss 
  Cost 1,000 eb 
  Cyberarm external large weapon mount 
  Credited - Kountzer0 
  This item is quickly gaining popularity in the military and securtiy 
  community, this system allows the enhanced individual to mount a 
  lager than normal weapon on their cyberarm. This comes at a price, 
  however. Two option spaces are used, and the arm no longer has a 
  forearm or a hand. Weapon sizes are determinded by body type. To 
  determine the largest weapon you can use, simply use the system 
  found in Solo of Fortune 2 (pg. 68), and find the highest recoil 
  weapon you can fire with two hands, unbraced. 
  No surgery, as this can only be done with a cyberarm. Rifle or other 
  weapon must be smart chipped, -2 acc, +1 initiative. 
  1d6 humanity cost. 
  Cost 500 eb for modifications to the arm, 300 eb for the weapon. 
  Enhanced Olgidendrocytes 
  Credited - ohms 
  Ever want that additional reflex boost to have more of an edge 
  during combat or just sick and tired or having to turn on your 
  Sandevistan Speedware? Well do I have the solution for you! EO’s 
  are synthetic Myelin created by nanobots which surround your 
  nerve axon improving the speed of impulse conduction even more 
  working in conjunction with natural Olgidendrocytes produced by 
  your body giving you an additional +1 reflex. 
  Availability: P 
  2d6 humanity cost 
  *This is a permanent affect.  
  *It will stack with every kind of reflex boost enhancement out there.  
  *It is administered by injections into spine via Lumbar puncture, 
  takes effect after 24 hours of administration.  
  Cost 3,000 eb 
   
   
  
   
  Nano-neural controller system 
  Credited - Kountzer0 & Grim 
  This system is not available to the public. In fact this system is not 
  even known about by the majority of the public out there - although 
  there are rumors. Even major corps have trouble getting this 
  incredible item. The system includes a single shot launcher, one 
  dart, and one controller module. It works like this: the dart is fired 
  into a flesh part of the target. The nanosurgeons are released into the 
  blood stream of the victim. Over the period of two weeks a subtle 
  change is made it the target's brain. The change can be noticed with 
  an awareness roll of 25 or greater (no combat sense added). At the 
  end or the two weeks the target is now under the power of the the 
  controller, which can be an AI computer or a linked human. The 
  target can be given commands, and sees those commands as their 
  own wishes, even if the command would cause personal harm. 
  Despite this, the target retains it's own intelligence, and is not an 
  autonomon. 
  The system allows all senses to be felt by the controller. The system 
  is very difficult to remove (surgery code 25), and the victim is often 
  rigged with a cortex bomb or other simmilar device. There is a 5% 
  chance that each one of these stats are lowered by one point: REF, 
  COOL, INT, EMP, and TECH. It takes a streetdeal roll of 45 to 
  obtain - sorry players! 
  Cost (Price for legitiment buyers) 100,000 eb for complete system, 
  75,000 eb for one dart, 500 eb for launcher, 30,000 controller.  
   
   
   
  SANDMAN IMPLANT 
   Tire of not getting enough sleep? You're away for a while and 
  forgot your sleep inducer? Well BMS has the answer for you. The 
  Sandman implant is an internal sleep inducer. When you want to go 
  to sleep just think it and boom you're out like a light. You also have 
  setting for when you need to wake up. If there is a noise above a 
  certain decibal your internal alarm will go off ( need cyber audio for 
  this optoin). Or you may set a time. Or when light hits your face( 
  cyber optics needed for this option). No longer do you have to 
  worry about bring your sleep inducer when you're always carrying 
  it. 
   GAME STAS: works as a sleep inducer( Chrome 1 pg) but with 
  more options as above. Costs 200eb Surgery M HC 2pts 
   By Cybersmiley 
  INSTANT FACE 
   Tired of looking at the mirror and seeing the same person over and 
  over? Well now with Instant Face you don't have to. Implants 
  installed under your fac allows bone structure to be manipulated 
  with a thought! Have people guessing what you'll look like with 
  Instant Face from BMS Surgical. 
   Game Notes: Add a +5 to Disguise rolls. With a PC, interface plugs 
  and a program(1000 eb) the character will be able to match any face 
  scanned into the computer. Very Difficult Awareness/Notice roll to 
  recognize the face as an imposter. Modification to the users body 
  can increase the disguise even further. Surgery: Ma HC: 1D6+3 
  By Cybersmiley 
  BUILDING BLOCK CHIPS 
   New From BMS. Skill Chips that keep on learning! These chips are 
  able to grow with you as you learn from your mistakes and 
  successes. They are a little bit bigger but that's because of the micro 
  AI inside that learns along with you. NOTE: BMS disclaims any 
  tampering with the chip. There have been incidents of "rogue" chips 
  that BMS did not produce. These "rogue" chips have caused 
  psychosis and programed thoughts in individuals who bought off the 
  street and BMS takes no responsibility for such use. 
   GAME STATS: These are the same as skill chips but take up 2 slots 
  and are considered 2 skills for INT capacity. The cost is 5x normal 
  price and maybe bought as high as +3. PCs gain IP for using these 
  skills. After 1 year of use the chip is no longer needed( as long as 
  PCs pay the IP for the starting level of the skill i.e. a level 2 chip 
  requires 20 IP before the chip can be removed) 
  By Cybersmiley 
  THE PROJECTOR EYE  
    New from BMS. The Projector Eye allows you to show the rest of 
  the world what you see. Like a old school movie projector, the 
  Projector Eye will show on any surface what the person wants. If 
  you have a vid camera in your finger and peek around a corner now 
  you can show the rest of the team what you see. You also can be the 
  life of the party by showing film anywhere you want. On the wall, 
  on the ceiling, on the fridge, anywhere you look. You must have a 
  cyber optic and a neural processor.  
    Game Notes: Takes 2 options. Can be link to vid screen or any 
  other viewer through interface plugs. 300eb  HC 2 
  By Cybersmiley 
  FLASHBULB EYE  
    Brings the Hand option to your eye! Surprise your opponent with 
  this great option. Often people get suspicion when you start to raise 
  your arm. Now you don't have to. Just click, any your opponents 
  drop like flies, not even knowing what hit them.  
    Game Notes: Has the same stats for the flashbulb hand option from 
  Chrome 2. Takes 2options. You must have Anti-Dazzle in the other 
  eye or else the player will suffer the same effects. Doesn't work 
  through goggles, shades, or opti-shields. 
  By Cybersmiley 
  RETRAX WIRE 
   First generation Livewires!A 1m long low impedance cable that has 
  a spool implanted to wind the cord up when not in use. By signal 
  from your Neural Processor you can vary the length of the wire to 
  fit your needs. Your already plugged in when you pull the cable to 
  interface. Gone are the days when you would plug the cable into 
  yourself and then to your gun or deck. No more worrying about 
  your cable being too long and in the way. The implant may be in 
  either your neck or arm. 
   
   GAME STATS: As interface plugs but with the wire. The character 
  mentally controls the length of the cord according to their needs. 
  Costs 150eb. HC 1d6+1 
  By Cybersmiley 
   
  
   
  THE PRICK :  This is an option for the MR. STUDD and 
  MIDNIGHT LADY cyber-enhancements.  "The Prick" (also known 
  as the Penis Pin or Cunt Castrator) is a single, telescoping needle, or 
  series of smaller needles that is used during intercourse to inject a 
  drug, poison, or other material into the partner.  
   
      This is a common option among assassins, especially those who 
  prefer to get really close to their targets.  In such a case, a common 
  drug used with this option is Cornary-Cyanide (Shows up as a heart 
  attack 90% of the time, Nearly Impossible to detect, unless the ME 
  knows exactly what to look for.  Prostitutes also have taken to 
  making frequent use of this option.  Taking their Johns or Janes to 
  bed (or whatever the customer is into) and pumping them full of 
  euphorics.  
   
      This option defeats all cyber-armor enhancements.  This includes 
  but is not limited to skinweaves and subdermal armors.  Resist 
  Torture/Drugs can be used to resist the drug's effects, but the only 
  protection against The Prick is to have your own sexual organ 
  replaced. This is considered gray market cyberware, and as such is 
  permissable as long as it is registered.  
  Cost:  200 eb.  
  Sugury:  M  
  HL:  1D6  
  by Knighthawk <dsknighthawk@yahoo.com> 
  GRIND CUTTERS:  Supersonic, whip-like vibrocutters which 
  are built into the fingers of a standard cyberhand.  The user can fire 
  1 to 5 of these at once, however, only when one is fired may a 
  second launched while the first is already extended.  (Example:  
  Kinuba fires his index finger cutter during round number 1.  The 
  following round, he keeps the index finger cutter extended and can 
  only fire one additional blade (of his choice), but once that one is 
  extended, he must retract them both before relaunching.)  This is by 
  no means a quiet weapon, emmitting a high pitched whine as it 
  moves.  
  Needless to say, this is considered HIGHLY illegal cyberware, and 
  is extremely difficult to come by even on the black market.  It is 
  rumored that this cyberweapon was designed for use in the  
  underground battle cages, being the combination of the livewire, 
  and vibroblade.  Only recently has it begun to hit the streets.  
  GAME NOTES:  THIS MUST BE ATTATCHED TO A 
  CYBERARM CONTAINING HYDROLIC RAMS (TO ABSORB 
  THE MASSIVE RECOIL GENERATED BY FIRING ALL 5 
  CUTTERS AT ONCE.  Neuralware is also required for usage, as it 
  is controlled like a livewire (see Chromebook 3).  The length of the 
  blades is computed using the following formula: Length(meters) = 
  BODY / 2 (round down)  MAX LENGTH - 6 meters; Damage: 7d6 
  +BODY SCORE AP as per knife); HL: 3d6+5; Average Cost(before 
  GM adjustments): 1,500 eb.  
  Inspired by Yukito's BATTLE ANGEL ALITA, GUNNM, and 
  BATTLE ANGEL series of Manga and Anime.  BATTLE ANGEL 
  ALITA, GUNNM, and BATTLE ANGEL are all registered 
  trademarks of VIZ GRAPHIC NOVELS and all rights are reserved.  
  by Knighthawk 
  Gargoyle Exotic Package 
   
     
  Game Statistics:  Minor Facial Modification(or Major if truely 
  desired), Natural claws(both hands and feet), Digitgrade Legs, 
  Combat Tail, Cyberwings(Dragon).  26,500 eb total (27,500 eb with 
  major facial modifications).   
  Surguries:  2 Critical, 1 Major, 1 Minor, 4 Negligible.  23d6 + 1d6/2 
  + 11= HL  
  Popular Options: Skinchange(either to a leathery skin or scales), 
  Skinweave, Speed Grafts, Muscle Grafts and/or Muscle and Bone 
  lace 
  by Knighthawk 
  Arm-Weapon Mount:  This 
  invloves removing the hand, and at 
  least half the forearm.  The weapon 
  which can be mounted is based on 
  BODY TYPE.  A cyberarm mount 
  takes up 2 slots.  Highly 
  Blackmarket (but most beat cops 
  won't interfere).  This option also 
  has conceilability class N (class L if 
  your GM has good reason).  This 
  cyberware is definitely RARE.  The 
  chance that a random encounter 
  will have this is 5% for every point 
  of Streetwise, 7% for every point of 
  Streetdeal or Resource.  Besides guns, it's been rumored that some 
  Slaughterhouse, Blood Razor, and other blood-hungry gangs are 
  using this mount for swords, axes, and even chainsaws.  
  There are different kinds of mounts, and different costs and 
  humanity loss for each of them.  QCM stands for Quick Change 
  Mount.  
  MOUNTING TYPE / SURGERY / COST / HL 
  Flesh Mount 
  MA 
  5,000 
  4d6+10 
  Flesh Mount w/QCM MA 
  5,500 
  4d6+12 
  Cyberarm Mount 
  N 
  2,500 
  3d6+5 
  Cyberarm Mount 
  w/QCM 
  N 
  2,750 
  3d6+7 
  This is the MAXIMUM type of weapon that can be mounted on that 
  character.  
  
   
  BODY TYPE AND WEAPON TYPES 
  Very Weak 
  Light SMGs & Heavy Autopistols 
  Weak 
  Med. SMGs & Very Heavy Autopistols 
  Average 
  Heavy SMGs & Assault Rifles & Shotguns 
  Strong 
  Low power, Light Heavy Weapons 
  Very Strong 
  High power, Heavy Weapons 
  Superhuman 
  Anything that's Recoil score does not exceed 
  current BOD (see SOF 2) 
  There is no penalty when using an arm-mounted weapon, and it is 
  linkable to a cyberoptic targetting scope.  It is linkable ONLY to a 
  cyberoptic, and not to smartgoggles.  
  Replacement Options:  
  Cyber Claw-hand & Arm assembly:  Resembles Sov-ware; a 3-
  clawed hand with 1 opposable claw.  This hand does 1d6+BDM 
  (punch), 2d6+BDM (crush), and 2d6ap (slashing & piercing) 
  damage.  The claw has a -1 penalty to all non-attack actions.  The 
  claw has 1 option for any covering, and 1 other option which allows 
  for cyber weapons or accessories (NOTE: weapons fire through the 
  'palm').  HL: 2d6+2  Cost 350eb  
  Hook:  anyone call for a pirate?  Just a metal hook.  GM makes 
  penalties, damage and HL.  (My recommendation: Can't hold 
  anything, -3 penalty to all actions, 2d6-1+BDM ap, HL: 1d6/2)  
  Accessories:  
  Ammo Hopper:  20x standard ammo load.  Comes in a variety of 
  styles.  Can be armored (20 SP) for an additional 100 eb.  The 
  ammo hopper has a standard SDP of 10.  
  Backpack style: 200 eb.  
  Cybernetic: 500eb (MA), 3d6+1 HL  
  Graphic by Dave "Knighthawk" Simpson, 1999  
  by Dave "Knighthawk" Simpson 
   
   
   
   
   
   
   
   
   
   
  GENOMUTANTS 
  STATS 
  INT  1 
  REF  11 
  MA  12 
  BOD  12 
  COOL  12 
  EMP  1 
  SKILLS 
  Combat Sense    +5 Claws   +8 
  Built in Weapon +8 Bite      +8 
  Shadow/Track   +8 Stealth +8 
  Climb                 +7 Dodge   +5 
  Built-In Weapons 
  Grenade 
  Launcher -1 7d6 
  (5m/rad) 30 2 
  VR 150m 
  Rocket 
  Launcher -1 5d10 
  (7m/rad) 15 2 
  VR 800m 
  Laser 
  Projector +1 4d6 
  25 1/3 VR 250m 
  Genomutants are genetically engineered battle beasts.  They 
  serve no other purpose.  These jibbering freaks of science 
  have developed their own social structure.  This structure 
  resembles that of a colony (though there is no queen and the 
  genomutants lack reproductive means).  These creatures 
  typically are found in a defensive role, even long after their 
  protectorate has been eradicated.  These creatures being that 
  they are artificial, do not require a typical organism's life-
  sustaining requirements (food, water, etc.).  The genomutant 
  exists in one of two states, active and hybernating.  When the 
  genomutant is grown, one of the 3 afore-mentioned weapons 
  is mounted on its back.  The ammunition (or power pack for 
  Laser Projectors) is contained within the chest and 
  abdomine.  The genomutant dies when all its ammunition is 
  expended or shot to death.  If the mutation's weapon is 
  exhausted, a 2 kg  package of plastique (also located in the 
  genomutant's chest cavity) goes off.  Every time the 
  genomutant takes a round to the torso, there is a 15% chance 
  the plastique is hit and goes off.  
  by Dave "Knighthawk" Simpson 
   
  
   
  OCELOT’S DISCOUNT CYBER SHOP, v 1.0 
  Author: Gary Astleford, first posted to Mockery’s Cyberpunk 2020 Page  
  [This article deals with older/defect cyberware, which is on the other hand cheaper. Great for a gutterpunk / losers game or Characters short on money.] 
   
  Hey there, chombatta. Come on in, take a look around. I 
  know, you’re used to the top-of-the-line, the creme de la 
  creme, the chillest tech and the hottest cyb. That’s not what I 
  deal in, though. That’s not my biz. I can give you what you 
  want for as cheap as you want it, though it ain’t gonna run as 
  good as the stuff you could get in that on-the-mall clinic. 
  Then again, if you had the money for that place, you 
  wouldn’t be here, would ya..? 
   
  ON DISCOUNT CYBERWARE 
  Cyberware’s expensive stuff, and if you want the Edge, you 
  gotta be chipped in, wired up, and turned on. You think the 
  world’s gonna stop just ’cause you can’t afford that orbital 
  crystal cyberarm? I sell stuff made in third world nations by 
  companies that no longer exist. Some of it’s military surplus. 
  The rest of the stuff here got recalled a few years ago due to 
  defects. Sure, none of the defects are TOO bad. Nothing you 
  can’t live with. So what do you say? 
  [Mockery’s Note: Unless otherwise noted, HC for these 
  implants is the same as for normal ones.] 
   
  DEFECTIVE BIOWARE 
   
  MUSCLE & BONE WIRE - I call this stuff “wire” instead of 
  “lace.” Like, you use lace on panties, but you use wire when you 
  wanna string someone up in a tree. Get it? Anyway, it’s your 
  standard nanoid treatment, ‘cept these little bastards get a mite too 
  busy. They wrap up your bones and muscles just like normal, but it 
  kinda stiffens you up. From what I hear, it makes you strong as an 
  ox, but it’s kinda like having wire inserts in your body. Like 
  Gumby. Game Notes: This treatment increases your BODY by +3, 
  but reduces your REFLEX by -2. Cost: 750 euro. 
   
  DEFECTIVE CYBERAUDIO 
   
  TAIWANESE HEARING MODULE - I got nothing against 
  the Taiwanese, man, but they make BAD implants. I just sell the 
  stuff. This is a basic hearing module. It’s a copy of a Chinese copy 
  of a Russian original. Probably made from stampings, too. Yeach. 
  Anyway, it’s cheap. ‘Cept when they do cut you open and slap this 
  puppy on, you’ll understand why. First off, you’ll notice you can’t 
  hear as well anymore. Not only that, but you get feedback in your 
  head if you walk too close to anything like, say, a walkman headset. 
  Game Notes: All awareness checks involving hearing will be 
  reduced by -2. An auditory boost will partially correct this problem 
  (but what’s the point?). Also, electromagnetics will cause a loud 
  ringing in the ears, resulting in a stun/shock save that, if failed, will 
  leave the fool unable to do anything but hold his ears and moan. 
  Cost: 75 euro. 
  [Mockery’s Note: In case you were wondering, you can still 
  purchase other hearing options at normal cost (phone splice, radar 
  detector, radio link, digital recorders, etc) which will work 
  normally. It’s just when you try to HEAR things that you have the 
  problem.] 
   
   
   
   
  DEFECTIVE CYBERLIMBS 
   
  CRUSHER - Hey, you like orange juice? Then, boy, do I have the 
  arm for you. Oh, yeah, man. Runs like a dream, until you try to pick 
  something up or shake someone’s hand. Faulty pressure sensor. See, 
  you grab someone’s hand, say, to shake it. Feels to you like you’re 
  applying normal pressure, but in actuality you’re breaking every 
  bone in his hand. I seen a guy with one of these playfully swat his 
  buddy on the back. Sent the poor schmuck sprawling about ten feet. 
  Game Notes: Anyone with this type of arm attempting a normal 
  action (picking something up, doing detail work on a circuit board 
  or weapon, etc.) must make an average awareness roll. If the roll is 
  failed, any item held by the hand takes normal crushing damage, 
  depending on the strength of the cyberarm (ie, thickened myomar, 
  hydraulic rams, etc). Under stress, the difficulty of the roll is 
  increased to 20 (difficult). Cost: 1500 euro per arm. 
   
  LAME - This leg? Oh, yeah. I remember that one. Problem with 
  the design; a flaw in the servo mechanism or something. Makes you 
  look like you got a nail in your shoe. Game Notes: Anyone with this 
  type of cyberleg will have an obvious limp. MA is reduced by -1. 
  Cost: 1600 euro per leg. 
   
  NOISY - The cyberlimb is noisy, with loud servos and gears. No 
  amount of Realskinn will be able to muffle the clicks and whirrs that 
  this little baby makes. Other than that, it’s just like a normal limb. 
  You interested? Game Notes: The limb is loud. Stealth rolls are 
  modified by -5. Cost: 2340 euro per arm/1500 euro per leg. 
   
  SLOW - Check this one out. Pretty nice, neh? What’s that? Why’s 
  it so cheap? Well…let’s just say this model wasn’t so good in the 
  speed department. Yeah, it’s strong. It’s got full structure ratings. 
  It’s just slow as molasses, and clumsy, too. But heck, what do you 
  want for 750 euro? Game Notes: The limb is slooooooooooooooow. 
  -2 to all rolls involving REF (including initiative). If the limb is a 
  leg, reduce MA by 2 as well. Cost: 750 euro per arm/500 euro per 
  leg. 
   
  SOLAR POWERED - I wanna meet the poor dumb idiot who 
  thought this one up. This is your average arm, but it’s SOLAR 
  powered. Sounds like a good idea, but you gotta keep the solar cells 
  uncovered so that sunlight can get to ‘em…which means you gotta 
  roll your sleeves up to your shoulders or rip ‘em off altogether. Not 
  only that, but when fully charged, the limb’ll only have enough 
  power to keep going for six more hours, and if it runs out altogether 
  you gotta sit in full light for an hour before it charges up enough to 
  start movin’ again. Game Notes: When fully charged and exposed to 
  direct sunlight or bright incandescents, the limb performs flawlessly. 
  However, if removed from light, all damage caused by the arm will 
  be halved. After six hours without light, the arm will go dead, and 
  will take an hour under full light to recharge. If the limb takes more 
  than 10 SDP in damage, assume that the solar cells are destroyed, 
  and the arm’s performance will degrade as detailed above. It has one 
  option space. Options not available include armor coating and Real 
  Skin. Cost: 1000 euro per arm. 
   
   
   
   
   
  
   
  DEFECTIVE CYBEROPTICS 
   
  FUZZY VISION - These are real old Kiroshi’s. Good quality 
  eyes, too. ‘Cept for the fact that they don’t focus too well. Some of 
  ‘em, they got bad distance vision. Some got bad close vision. I try to 
  match ‘em up. Boy, wouldn’t it suck if you had one of each? 
  Wouldn’t know if you were coming or going… Game Notes: These 
  eyes are either near- or far-sighted. Depending on the 
  circumstances, any action that requires vision is at -2 as long as the 
  requirments are met (ie, farsighted optics give a -2 mod to close up 
  work like picking locks, repairing electronics, and reading, while 
  nearsighted optics give a -2 mod to anything requiring sight beyond 
  a distance of about fifteen feet. Cost: 175 euro per optic. 
  [Mockery’s Note: Yup, just like the Hearing Module, you can still 
  buy options like Targeting, Thermo, etc. at normal cost … you just 
  can’t see real far/near with them.] 
   
  REDUCED SPACES - My, aren’t those pretty? Reminds me of 
  a cute little Irish girl I knew when I was in the service. She had eyes 
  that color. But I digress. What’s the matter with ‘em? Well, you 
  can’t put as many options in ‘em as you can with the newer ones. 
  Two options per eye, max. And they’re all that color, too. No, you 
  can’t buy just one. I only sell ‘em by the pair. Game Notes: These 
  eyes have only two option slots each, as opposed to the normal four. 
  Cost: 250 euro per optic, 500 euro per pair. 
   
  SINGLE FUNCTION - Right after the first optics hit the 
  market, the U.S. Army got a hold of some. Decided to make them 
  “Function Dedicated” or some such. You gotta realize this is before 
  eyes were customizable, so you can’t blame the boys in green for 
  tryin’. They come in two flavors - Infrared and Low Lite, take yer 
  pick. They’re REALLY cheap. Game Notes: These eyes replace 
  normal vision with either IR or Low Lite. Normal light will not be 
  perceived. HC : 1D6 per eye. Cost: 100 euro per optic. 
   
  STICKY CYBEREYES - What do I mean by “sticky”? Well, 
  these eyes, they’re like normal ones ‘cept they tend to “stick” when 
  you attempt to change to a different visual option. So, like, if you 
  equip one with thermograph, it might not change to or from that 
  option when you want it to. Just annoying, really. Game Notes: 
  These are normal optics. Each time switching to a new option is 
  desired, roll 1D10 (per eye). On a roll of 1-2, the currently chosen 
  option “sticks,” and will not change. One attempt can be made per 
  turn. Cost: 400 euro per optic. 
   
  DEFECTIVE CYBERWEAPONS 
   
  MOODY WOLVERS - I don’t know what it is about these. 
  Army made a ton of them before they caught on to the flaw. See, 
  these wolvers work like normal, but from time to time they won’t 
  extend. Maybe one will, or two. Sometimes they got their shit 
  together and they all come out to play. What? You wanna live 
  forever? Game Notes: These wolvers don’t always work. Roll 1D10 
  for each of the three blades when extending them. On a roll of 1-3, 
  the blade in question will not extend. Roll 1D10 again when 
  retracting them. On a roll of 1-3, the blade won’t retract. Characters 
  can make one attempt per minute to either retract or extend the 
  blades. Wolver damage is reduced by 1D6 for each blade not 
  extended. Cost: 450 euro. 
   
   
   
   
  DEFECTIVE IMPLANTS 
   
  NASAL FILTERS - I got BOXES of these things. Get ‘em while 
  they’re hot. Made for the wars in Lithuania. I heard guys bitchin’ 
  cause these things didn’t always work. They’re made in sweat shops 
  by teenage girls who moonlight as hookers, and they expect quality. 
  Sheesh. Game Notes: These filters are only 50% effective at 
  stopping toxic gases and fumes. Cost: 45 euro. 
   
  SUBDERMAL POCKETS - Before they started using 
  polymers and artificial skins and stuff, subdermal pockets were 
  made outta SKIN, man. The skin would sweat, and if you didn’t 
  keep it clean, the thing would smell like a dirty-ass belly button 
  before too long. Not only that, but fungal infections are really 
  probable. It’s okay, as long as you keep the thing clean. Game 
  Notes: 1D6+1 HC, pocket is 2″x4″ with a tuck-top. Not water proof. 
  Cost: 50 euro. 
   
  DEFECTIVE NEURALWARE 
   
  BOOSTMASTER MK1 - When Kiroshira Technologies 
  originally came out with the boostmaster, they hadn’t worked out all 
  the bugs. The faulty units were only on the market for about a week, 
  but it was long enough for several thousand wired-up solos with 
  hard-ons for speed to put their money down and bend over. As it 
  turned out, the damn thing would make ‘em wig out and twitch 
  under stressful conditions. This did absolutely nothing for their 
  accuracy. A lot of them died, and for a while, Chiba smelled a hell 
  of a lot better. Game Notes: Can be added to an existing 
  boosterware package, giving an additional +1 REF. However, 
  during stressful situations, the unit gives off mild feedback, 
  reducing all REF-based skills rolls by -2. This negative modifier can 
  be avoided by rolling 1D10 under the user’s COOL -2. Cost: 400 
  euro 
   
  CRIPPLED CHIPWARE - You sick of buying expensive 
  MRAM chips you’re only gonna use once? Like Zimbabwean 
  Tribal Culture chips for three hundred euro a pop? Matter of fact, I 
  got one of those lyin’ around this dump, somewhere. Anyways. 
  These chips are designed to “go bad” when they’ve been accessed 
  for three hours. Sorta like a cheap trial use. I got a big basket full of 
  ‘em. And, no, they ain’t sorted. Game Notes: These are standard 
  MRAM chips with a special security subroutine. They only go up to 
  Skill Level 2, and will erase themselves after three hours of use. The 
  data can be re-encrypted again with a VERY DIFFICULT (25) 
  Programming roll, but there is an 8 in 10 chance that the data will 
  have been compromised, and the chip won’t work anyway. Note 
  that many may be outdated, being as much as four or five years old. 
  Cost: 1/10th normal MRAM chip cost for a +1 or +2 chip. 
   
  REDUCED CAPACITY CHIPWARE SOCKETS - Ok, 
  you know how normal chip sockets got ten slots for chips? ‘Cept 
  that if you’re a peabrain, you can’t use them all ’cause all the signals 
  get crossed? Well, back when these puppies were looking for a 
  standard, they came out with sockets that could hold as few as two 
  chips. Smaller, too, less chance of ‘borging out ’cause you wanna 
  learn to ski. A bargain, really. I mean, why pay for something you 
  don’t need? Game Notes: These chip sockets hold 2, 4, 6, or 8 chips, 
  respectively. A character cannot process more chips than he has 
  points of INT. Cost: 2 Chip Capacity - 40 euro, .5 HC; 4 Chip 
  Capacity - 80 euro, 1 HC; 6 Chip Capacity - 120 euro, 1.5 HC; 8 
  Chip Capacity - 160 euro, 2 HC. 
   
  
   
   
  AQUATIC EXOTICS 
  by Amy Luther 
   
  Triton  (1600eb)  
  This modification retains the subject's general human 
  appearance. Other than the ability to breathe underwater, and 
  adding a +2 to Swimming (webbed hands and feet) the Triton 
  exotic is in all respects a normal human and is limited to 
  standard human norms of depth, temperature, and pressure 
  when diving. HC=2D6+2.  
   
  Gillman ("Black Lagoon")  (price varies)  
  As per the Triton, but aquaform bodysculpting is often 
  thrown in, ranging from inexpensive water-reactive 
  synthskins (2000eb, HC=3D6+2) to various types of full 
  skinchanges (amphibian-like, scaled, etc., all costing about 
  11,600eb with an HC=5D6+2) or even Full Scales (13,600eb, 
  HC=5D6+2). Spines, dorsal fins, and other minor body 
  modifications are included in all packages at an additional 
  cost of 1000eb and HC=1D6/2.  
   
  Merman  (19,000eb)  
  Gives the subject Gills and Hand Webbing and fuses the legs 
  into a single muscular tail. +2 to original MA stat, which is 
  now your underwater MA only; on land, your MA is reduced 
  to a pitiful 2, and you must either crawl or move about in a 
  wheelchair. +3 to your Swimming skill. HC=6D6+4. Some 
  subjects opt for skinchanges on the tail; this adds 3000eb to 
  the cost and 1D6 to the HC.  
   
  Mariner  (25,000eb)  
  Equivalent to an Exotic Full Body Conversion, this radical 
  modification completely retrofits the human body to an 
  aquatic environment, granting full underwater breathing 
  capability and mobility. HC=12D6+4. The Mariner is similar 
  to the Triton package (with +4 Swimming), but incorporates 
  the ability to withstand extremes of temperature and pressure 
  that would kill a normal human (good down to nearly 1000 
  feet and near-zero temperatures). Use your imagination 
   
   
  CYBERHYGIENE 
  by Gary Astleford 
  Opti-Free Saline Dispensing Cyberfinger  
  (30eb for finger, 10eb for 10oz saline solution) -         
  "Gets the red out!"  
  This cyberhand option places a reservoir of sterile, buffered, 
  isotonic saline solution at your very fingertips. Dispense the 
  solution directly onto contact lenses, or place drops in your 
  eyes to relieve dryness. Saline stream strength can be as 
  powerful as your wish, from a single drop at a time to a high-
  powered squirt to really blast dust and hair from your lenses 
  during cleaning. Game Notes: The dispenser is designed to 
  be used with materials such as saline solution or eyedrops, 
  but creative characters can use it to deliver poisons, 
  flammable liquids, and with special modifications, acids. HC 
  = 1 pt, Surgery Code = N, ID Code = SALD.  
   
  Schlage Cyberkeys  
   (100eb for finger, 5eb for each modified key)  
  "Never lose your keys again!"  
  Sick of losing your keys? Are you constantly misplacing your 
  keyrings? Sick of unsightly keychains and the annoying 
  "jing-a-ling" of keys in your pocket? Never fear! Schlage 
  Cyber-Keys are here! A fingertip on your cyberarm or 
  cyberhand is modified with a special "key magazine" which 
  can hold up to five different keys. Just choose which key you 
  want and mentally extend the one you need from the tip of 
  your finger! The specially-modified keys can be released (ie, 
  for vehicle operation) and replaced quickly and easily for 
  added practicality. HC = 2 pts, Surgery Code = N, ID Code = 
  KEYS.  
   
   
  Super Cyber-Groomer   
  (50eb)  
  "Great looks are as easy as running your hand through your 
  hair!"  
  Extendable bristles are installed into any stock cyberhand. 
  With a thought, the bristles pop out, allowing you to remove 
  tangles and unsightly cowlicks just by running your hand 
  through your hair. HC = .5 pts, Surgery Code = N, ID Code = 
  BRSH.  
   
  Kleenex Dispenser Cyberlimb Option  
  (75eb for Dispenser, 5eb for box of Kleenex)  
  "Never wipe your nose with your sleeve again!"  
  This cyberlimb option takes one space, and allows the 
  allergy-prone cyberpunk a convenient way to get rid of 
  bothersome nasal mucus. The dispenser holds a box of 
  Kleenex, with enough sheets to blow two hundred and fifty 
  noses! HC = .5 pts, Surgery Code = N, ID Code = KD.  
   
  BIOWARE  
   
  Artificial Sweat Glands  (350eb)  
  "I just can't get close to a man if he smells..."  
  Never use deodorant sticks or cologne again! Nanoids 
  designed to rebuild your sweat glands are injected into your 
  body. The structure of your pores and sweat glands is altered, 
  enabling them to produce a sterile, cologne-like substance 
  that is anything but offensive. How would you like to sweat 
  your favorite cologne or perfume? Many options are 
  availiable, including most designer fragrances, as well as 
  simple odors (baby powder, floral, or spice, to name a few). 
  Raise your hand if you're sure! HC = 1 pt. Surgery Code = N. 
  ID Code = ASG. 
  
   
   
  DIMPLEWARE 
  by Gary Astleford  
  WCCI has been producing quality chipware for the leisure 
  and entertainment markets for years. The company's most 
  recent innovation, "Dimpleware," is a series of chips that are 
  compatible with most major chip sockets. Each chip, when 
  accessed, sends a message to the motor control centers of the 
  brain, causing a muscle contraction which cannot be 
  overcome by the user. Some chips are practical, while others 
  are designed for personal use. "Chiplok" options are 
  available, many of them cheap and easily installed, and they 
  prevent chip removal (see Chromebook 4, page 15). Some 
  chips, if overused or abused, can be dangerous. The chip's 
  user takes full responsibility for the product's application, and 
  the company will not be held liable from any damage 
  resulting from misuse.  
  "Blindfold" Chip  (50 eb)  
  Causes the user's eyelids to close. No amount of 
  concentration will force them open. Useful for people who 
  have trouble sleeping, or for those who want to keep 
  themselves (or others) from seeing their surroundings.  
   
  "Charley Horse" Chip  (125 eb)  
  Afflicts the user with painful knots in his calf muscles, 
  slowing movement. Useful for restraining unwilling subjects. 
  Note : Not intended as a torture implement. (Game Notes: 
  This chip gives you the charley horses from Hell, one in each 
  leg. Consequently, the afflicted character must make a 
  stun/shock save at -1. If failed, he/she cannot walk, let alone 
  run - the pain is too great. If the roll is passed, the character 
  cannot move at more than half speed until the chip is 
  removed. Regardless, the user's legs will feel like loose 
  rubber bands once the chip is removed. Will not cause pain to 
  subjects with cyberlegs, but it will still cause the myomar in 
  the limb to contract violently, and this results in the same 
  half-movement penalty.)  
   
  "Fist" Chip  (25 eb [right or left hand only], 40 eb [dual 
  hand model])  
  One or both of the user's hands clench into fists, depending 
  on the chip model. Nothing short of chip removal or 
  amputation will loosen the user's grip! Keeps people with 
  sticky fingers from walking off with your stuff.  
   
  "Fist Mk II" Chip  (50 eb right or left hand; sorry, no dual 
  hand models)  
  The Fist Mk II Chip is designed to help the user retain tools 
  or weapons under stressful conditions. The chip causes hand 
  muscles to contract, but leaves the forefinger under the user's 
  control. This allows most guns and some tools to be held and 
  used with no risk of dropping them. Gives a whole new 
  meaning to the cliché, "They can have my gun when they pry 
  it from my cold, dead fingers."  
   
   
  "Hold It" Chip  (50 eb [single function], 75 eb [dual 
  function])  
  For the incontinent among us comes the Hold It Chip. It 
  causes the muscles controlling urination and bowel 
  movements to clamp shut, preventing embarrassing 
  accidents. Be aware that this does not block the feelings of 
  discomfort associated with a full-to-the-brim bladder or 
  colon. Users should be seated on or standing in front of the 
  proper facilities when the chip is finally removed. Note: 
  WCCI does not recommend use of this product for more than 
  four hours at a time, as serious damage can result.  
   
  "Lockjaw" Chip  (50 eb)  
  This chip forces the user's jaw muscles to clamp shut. Used 
  in situations where a gag is required but unavailable, or to 
  protect law enforcement personnel against an orally armed 
  perp! Note: WCCI does not condone the use of the Lockjaw 
  Chip as a dietary or weight loss aid.  
   
  "Plastic Smile" Chip  (25 eb)  
  The user's face contracts into a wide, shit-eating grin. He can 
  talk, eat, and interact as normal. A useful gag for parties. 
  Note: Overuse can strain facial muscles.  
   
  "Popeye" Chip  (25 eb)  
  Causes one of the user's eyes to close. As with the Blindfold 
  Chip, the eye cannot be opened unless the chip is removed. 
  Useful for parties, or as an impromptu bandage to protect an 
  injured eye. Must buy separate chips for the right or left eye.  
   
  "Stiff Neck" Chip  (50 eb)  
  This chip forces the user's neck muscles to tighten, giving 
  him an artificially-induced stiff neck. The user will have 
  trouble turning or nodding his head.  
   
  "Suck In That Gut!" Chip  (50 eb)  
  Pants don't fit? Never fear! This little beauty contracts your 
  abdominal muscles so you don't have to! Takes all the effort 
  out of looking lean! Never get caught with your spare tire 
  hanging out again!  
   
  "Wide-Eye" Chip  (100 eb, single eye versions cost 50 eb)  
  (AKA, "The Matchstick") With this chip, the user's eyes are 
  forced open, and he is unable to close them. Useful as a 
  medical aid to assist doctors and technicians in optical 
  surgery or cyberoptic repair. Note: Prolonged use of this chip 
  can dry out and damage the eyes; WCCI does not condone 
  the use of the Wide-Eye Chip for indoctrination or 
  brainwashing purposes, nor as a torture or sleep-deprivation 
  tool.  
   
  Zap Chips (Discount Chips, price varies) 
  A “zap” chip is an APTR or MRAM chip with a defect, 
  usually containing one key error which causes failures during 
  certain circumstances. Sometimes a chip with a known 
  problem can be found at a discount (”It’s Drive +3, red-hot, 
  but it’s got a little bug. Stay off the freeway and you’ll be 
  fine.”). Zap chips are priced between 1/2 and 1/4 of normal 
  chip costs. Disadvantages of a zap chip are up to the GM, but 
  here are some suggestions: the chip fails to work in combat 
  
   
  (”Some kind of adrenaline interference,” mutters the tech), 
  every 1d10th skill check is automatically a fumble, the chip 
  can never provide critical successes, the chip causes seizures 
  on a roll of 1 on a d10 every time it is inserted, the chip 
  causes other neuralware to fail, etc. 
   
  Idiot Chips (1/2 cost per level) 
  Idiot chips subtract the level of the chip from all other 
  chipped skills in the same class (”class” meaning all other 
  MRAM chips or all other APTR chips). For example, an idiot 
  Rifle chip at +2 would subtract -2 from all other APTR chips 
  for as long as it was used. The disadvantages of this type of 
  chip are obvious, but the advantages can be significant - if 
  you only intend to use one chip at a time, the penalty does 
  not take effect, and the cost for each level of an idiot chip is 
  halved. For example, a Rifle +3 which subtracted -3 from all 
  other APTR chips would cost 450eb rather than 900eb. Idiot 
  chips do not take points off of natural skills, only other 
  chipped ones. Penalties to chipped skills can never go below 
  0, so the worst an idiot chip can do is render other chips 
  useless. Of course, a smart GM won’t tell the players that the 
  other chips are shut down until they really need to use those 
  chipped skills … 
   
  Demo Chips (1/3 cost per level) 
  These are MRAM chips, specifically TECH-based chips, 
  which can only be used in specific situations. They are 
  frequently distributed by corporations as an advertising ploy 
  and to insure that the buyer will only use a certain type of 
  item (a rather brutal way to make sure the company tech 
  won’t be fixing a competitor’s items). For instance, a Demo 
  Play Instrument chip might only work with Fender 
  Stratocasters, or a Demo Cyberdeck Design chip might only 
  apply when you’re working on PCT Danzigs (god forbid), 
  and a Weaponsmith chip could be limited to weapons put out 
  by Sternmeyer. Demo chips work just like normal chips, but 
  their specific focus must be decided upon when they are 
  purchased and cannot be changed afterwards. The cost for 
  each level of a Demo chip is reduced by 1/3, rounded up, and 
  the price can never fall below 50eb/level. Creative GMs 
  might find a way to apply the Demo concept to REF-based 
  chips as well (that Motorcycle chip only works when you’re 
  sitting atop a Thundergod). 
   
  Jackhammers (price varies) 
  Jackhammers are chips which incapacitate the user. There are 
  many different types available and are typically used to keep 
  an unconscious foe down or to mess up an inattentive one. 
  Some of these incorporate a type of lock which prevents the 
  chip from being removed without a key or special command. 
  You can pop the chip in and lock it down to prevent your 
  enemy from taking it out when he recovers.  
   
  Some common types of Jackhammers: 
   
  Happy Hammer 
  Stimulates the pleasure centers of the brain. Not quite as 
  good as wireheading, but good enough to keep the user 
  docile. The user will be euphoric and happy and will be 
  happy to cooperate with just about any request. (-2 COOL 
  plus a Resist Torture/Drugs roll to fight, 25 Diff.). 300eb. 
   
  Headbanger 
  This is a torture device. Possession of it is a Priority 5 
  offense; use is a Priority Three crime (equivalent to 
  Aggravated Assault). It stimulates the victim’s pain center. -4 
  to all rolls until the chip is removed. Some varieties also keep 
  the victim from screaming … Resist Torture/Drugs rolls can 
  be used to act normally and negate the penalties for one 
  round per point of success over a Difficulty of 30. 700eb. 
   
  Harvey Wallbanger 
  The user is mindlessly drunk. -2 to REF, INT, and COOL 
  until removed. Resist Torture/Drugs rolls can be made to 
  fight the effects for one round per point of success over a 
  Difficulty of 25. 400eb. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  ADVERTISING WITH CHIPWARE 
  BY GARY ASTLEFORD (OCELOT) 
  “Promises, large promises, is the soul of advertising… I 
  cannot but propose it as a moral question to these masters of 
  the public ear, whether they do not sometimes play too 
  wantonly with our passions.” 
  - Samuel Johnson 
  “All advertising, whether it lies in the field of business or 
  politics, will carry success by continuity and regular 
  uniformity of application.” 
  - Adolf Hitler 
  History 
  Chipware. 
  We all love it. We all use it. It’s a way of life, neh? Learn 
  Japanese without taking a single class. Shoot that IMI like a 
  real pro. Understand a simple topic such as, say, quantum 
  physics by just chipping some MRAM into your chipware 
  port. 
   
  Simple. Clean. Readily available. But not cheap. Oh, no, not 
  cheap at all. 
   
  For lazy cyberpunks with few skill points to spare, chipware 
  sockets and MRAM and APTR chips are a godsend. They 
  allow someone to know the rudimentary knowledge of a 
  topic or technique in a matter of days (for APTR), or in the 
  case of MRAM, microseconds. 
   
  However, the costs of high level skill chips can be prohibitive 
  to your average ‘punker off the street. The typical cyberpunk 
  has to worry about rudimentary things, such as weapons, 
  cyberware, fashionable clothes (armored or non-armored), 
  cyberdecks and software, vehicles, and sleeping space. If he’s 
  got a few euro left over, he’s buying a bag of nacho-flavored 
  kibble and a beer in some seedy bar down town. Who’s got 
  the cash for chipware? 
   
  Chipware companies, those that deal exclusively in MRAM 
  and APTR chips, soon found themselves struggling to stay 
  above water. Sure, there was a demand for chips, most of 
  which was met by fixers in back rooms selling second-rate 
  copies of original titles. For instance, it is estimated that 
  2/3rds of the “Axe Lessons With Eurodyne” chips sold were 
  produced by a “punch” operation in San Dimas, California. 
  Of course, with more chip piracy every day, the prices of 
  standard titles soared to astronomical levels. Such high costs 
  lead to even more piracy and even fewer legitimate sales. 
  Several companies found themselves bankrupt, soon to be 
  absorbed into the corporate monoliths that are EBM and 
  Zetatech. 
   
  The remaining companies found saviors in sponsors, 
  companies of all sizes wishing to extend their influence into 
  the very neurochemistry of their customers. Such businesses 
  were willing to pay good money to chipware manufacturers 
  for their ads, which in turn allowed the chipware makers to 
  lower their prices to competitive levels. With sponsorship 
  deals from big name companies, many of the chip companies 
  that had been struggling years before began to pull in larger 
  and larger profits. 
   
  Thus was a new type of advertising born. 
  Types of Chipware Ads 
  Times Square Marquee “Banners” 
  The first type of chipware ads to be introduced in 2016, they 
  are also the simplest and most limited. When interfaced, the 
  chip sends a passive message to a cyberoptic’s Times Square 
  display (if present). The message scrolls across, endorsing a 
  product (or products) again and again. The up side to this 
  method is that it’s largely harmless. The down side is that it 
  only affects those few people who utilize a Times Square 
  Marquee, or a Times Square Plus. 
  Olfactory Suggestion and/or Taste Suggestion 
  Close enough to be siblings, both Olfactory and Taste 
  Suggestion advertisements were the next to come along. 
  They reach a large percentage of audiences by directly 
  targeting the smell and taste centers of the brain. Unlike the 
  Times Square Banners, no special cybernetics (aside from the 
  chip socket and neural processor) are required for use. 
  Upon chipping in, the user of the chip will either smell or 
  taste something. The chip is generally marked in some way to 
  indicate the sponsor’s name to avoid any confusion (ie, “Iraqi 
  Basket Weaving, brought to you by Taco Hutt restaurants.” ). 
  Such ads are popular with restaurant chains, as well as 
  perfume and deodorant manufacturers (raise your hand if 
  you’re sure). 
  Audio Commercials 
  Initially, Audio-based commercials only affected those with 
  cyberaudio enhancements. Recently, manufacturers have 
  managed to stimulate the auditory centers of the nervous 
  system directly, fooling them into “hearing” the ads. Ads 
  usually consist of a brief message or music, though it needn’t 
  be so simple. 
  Optical Commercials 
  Related closely to Audio Commercials, Opticals affect one or 
  both of the eyes. Much the same as Audio ads, Optical ads 
  started out only affecting the cyber-enhanced. Now, such ads 
  send passive signals to the optical centers, making the user 
  “see” things that aren’t there. A recent Supreme Court ruling 
  has determined that such an advertisement used in any form 
  of driving or piloting APTR chipware is illegal, as several 
  motorists have been injured or killed in accidents caused by a 
  chipware-induced distraction. 
   
  
   
  Involuntary Vocalization 
  The chip’s user, when chipping in, involuntarily makes a 
  statement pertaining to the chipware’s sponsor. The most 
  common and well-known include, “I’m going to 
  Disneyland!” and “Toyota-Chrysler! I love what you do for 
  me!” Most phrases are short, but all are loud enough to be 
  audible under normal circumstances. 
  Image Recognition 
  The most recent innovation is Image Recognition. The 
  downside is that it requires the use of cyberoptics to function. 
  The upside is that it’s incredibly subtle (in most cases), and 
  most people won’t realize they’re being shown a commercial 
  until they pull the chipware out. Image Recognition is 
  descended from a military application, and was originally 
  designed by the US Air Force to help pilots identify friendly 
  and enemy aircraft, as well as ground targets. 
  Image Recognition ads pick out the advertised product and 
  highlight it in the user’s vision. Most of the time, this is fairly 
  low-key — for Coca Cola, Coke cans are brighter red; for 
  H&K, the outlines of their various small arms are enhanced 
  by a neon green line. In some of the more extreme cases, 
  giant floating neon signs point out the products actively, 
  causing quite a distraction in most users. 
  Systems 
  As far as game mechanics go, the more annoying the 
  advertisement, the cheaper the chip will initially be. 
  Annoyance is usually judged on a scale from 1 to 4. An 
  Annoyance Factor (AF) of 1 is only mildly irritating, and 
  doesn’t usually degrade the chip user’s performance. An AF 
  of 4, on the other hand, is nearly maddening in its intensity. 
  A chip can have several ads hardwired into it (a maximum 
  amount of the chip’s total levels, ie, a Spanish +2 chip can 
  have up to two separate advertisements written onto it). 
  When figuring out the amount of cash that an advertisement 
  (or series of advertisements) deducts from a chip’s final cost, 
  add up the total Annoyance Factors of ALL advertisement 
  options for each ad on that chip and multiply the total by 10. 
  If there are multiple ads, add the totals together to come up 
  with the grand total. This is the total deduction, and limits are 
  left to the individual GM’s discretion. Chip costs reduced to 
  zero or lower by advertisements are generally given away as 
  promotional items, and can be quite common at conventions. 
  However, most “commercial” chips cannot be reduced in 
  price by more than 75% of the original cost. 
  Options for the different types of ads are listed below. 
   
  General Advertisement Options (for all listed types): 
  Duration of Ad - 
  Brief (3 seconds/1 round): AF 1 
  Short (15 seconds/5 rounds): AF 2 
  Medium (30 seconds/10 rounds): AF 3 
  Long (60-90 seconds/20-30 rounds): AF 4 
  This determines how long the advertisement lasts. Most don’t 
  last more than fifteen to thirty seconds, but a noteworthy few 
  last almost two minutes. 
  Frequency of Ad - 
  Once, when first chipping in: AF 1 
  On all the time: AF 2 
  Every six hours: AF 2 
  Every three hours: AF 3 
  Every hour: AF 4 
  This determines how often ad in question runs. No matter 
  what option is taken, the ad always comes on at least once 
  when the chip is initially plugged in. Chips that are “on all 
  the time” are usually those which affect one of the senses. 
  Times Square Marquee “Banners”: 
  Message Type - 
  Simple, scrolling message (ie, “Eat at Joe’s”): AF 1 
  Scrolling message w/graphical diagrams/pictures: AF 2 
  Large message w/bold typeface & flashing characters: AF 3 
  Full visual experience akin to an HUD (only possible with 
  Times Square +): AF 4 
  Message type for Times Square “Banners” is based on 
  message length and complexity. 
  Note: “Banners” are far less intrusive than other chip ads, 
  simply because they only affect those unlucky few who have 
  a Times Square or Times Square+. Hence, when factoring the 
  Duration + Frequency + Message type for a Times Square ad, 
  divide the total by 2 before multiplying by 10 to figure the 
  total deduction. For example, a Times Square ad reading “Eat 
  At Joe’s” (AF 1) that happens every three hours (AF 3) and 
  lasts for 15 seconds (AF 2) has a total AF of 3 (1+3+2 = 6/2 
  = 3). 
  Olfactory Suggestion Ads: 
  Smell Strength - 
  Slight odor, -0 to smell-based awareness checks when in 
  effect: AF 1 
  Mild odor, -1 to smell-based awareness checks when in 
  effect: AF 2 
  Strong odor, -2 to smell-based awareness checks when in 
  effect: AF 3 
  Overpowering odor, -4 to smell-based awareness checks 
  when in effect: AF 4 
  The strength of the “smell” that the chip emulates can affect a 
  character’s natural smelling ability if the scent is too strong. 
  Smell Type - 
  Good smells, such as perfume, flowers, food: AF 1 
  Bad smells, such as pollutants, smoke, bad breath, or body 
  odor: AF 2 
  Really bad smells, such as raw sewage, feces, vomit, or 
  rotting meat: AF 3 
  The type of smell that the ad emulates is just as important as 
  the strength of the smell in question. Smells that are 
  classified as “Really bad smells” may call for a stun/shock 
  save, with the AF of the Smell Strength used as a negative 
  
   
  modifier. Failure indicates that the user is overcome by the 
  “smell” and cannot act for 1d6 rounds. 
  Note: These ads are normally used in conjunction with Taste 
  Suggestion Ads, and are popular amongst fast food and 
  restaurant chains, as well as perfume and shampoo 
  manufacturers. 
  Taste Suggestion Ads: 
  Taste Strength - 
  Slight taste, -0 to taste-based awareness checks when in 
  effect: AF 1 
  Mild taste, -1 to taste-based awareness checks when in effect: 
  AF 2 
  Strong taste, -2 to taste-based awareness checks when in 
  effect: AF 3 
  Overpowering taste, -4 to taste-based awareness check when 
  in effect: AF 4 
  The strength of the artificial taste that the chip emulates can 
  have a detrimental effect on a character’s natural tasting 
  abilities if the taste is too strong. 
  Taste Type - 
  Tastes good, like candy, breath mints, soda pop, or a type of 
  food: AF 1 
  Tastes bad or bitter, like many forms of alcoholic drink, 
  cigarettes, etc.: AF 2 
  Tastes really bad, like ear wax, ground up medicine, or castor 
  oil: AF 3 
  The type of taste that the ad emulates is just as important as 
  the strength of the taste in question. Tastes that are classified 
  as “Tastes really bad” may call for a stun/shock save, with 
  the AF of the Taste Strength used as a negative modifier. 
  Failure indicates that the user is overcome by the “taste,” 
  cannot act for 1d6 rounds, and may throw up at the GM’s 
  call. 
  Audio Commercials: 
  Volume - 
  Quiet, about as loud as normal conversation: AF 1 
  Medium, -1 to audio-based awareness checks when in effect: 
  AF 2 
  Loud, -2 to audio-based awareness checks when in effect: AF 
  3 
  Deafening, -4 to audio-based awareness checks when in 
  effect: AF 4 
  The volume of sounds in a chip-based advertisement can 
  have a detrimental effect on a character’s natural hearing 
  ability. 
  Optical Commercials: 
  Interface - 
  Requires at least one cyberoptic to function: AF 1 
  Direct optic nerve stimulation, no optics needed: AF 2 
  Interface affects one eye: AF 1 
  Interface affects both eyes: AF 3 
  Some of the older Optical Commercials require one or two 
  cybereyes in order to function, while most of the newer ones 
  directly stimulate the optic nerves. 
  Visual Stimulation - 
  Images are superimposed over normal sight, are ghost-
  like/ethereal in nature, -1 to awareness: AF 2 
  Images are superimposed over normal sight, but appear real 
  and solid, -2 to awareness: AF 3 
  Images replace sight completely, and the user is effectively 
  blind for the duration: AF 4 
  Depending on the sophistication of the advertisement it may 
  add visuals to the user’s normal view or replace it entirely. 
  Images that replace sight completely cause all visual 
  awareness checks to fail automatically. 
  Involuntary Vocalization: 
  Vocal Content - 
  Benign, ie, “I’m going to Disneyland!”: AF 1 
  Disturbing, ie, “The IMI chain knife makes me want to get 
  bloody!”: AF 2 
  Risqué, ie, “Go on, put it in…ALL the way in.”: AF 3 
  Offensive; you boys and girls can use your filthy 
  imaginations: AF 4 
  The content of the message is pretty important, considering it 
  might offend people around the user, or make the user look 
  really silly. While content which is listed as “Offensive” 
  might contain bad language, it might also contain racist or 
  dogmatic phrases which might cause ill-will to the user. 
  Beware any chip sponsored by the Aryan Defense League. 
  Volume - 
  Whispered tones, will only be heard by those within a meter 
  or so of the character: AF 1 
  Conversational tones, will be heard by anyone in the same 
  room: AF 2 
  Loud tones, will carry across a large room and will be heard 
  over other people’s voices: AF 3 
  Shouted tones, will be heard all the way down the block, or at 
  least across a busy street: AF 4 
  Aside from the message’s content, how loud you say it can 
  make a difference in some situations. A solo, hiding from a 
  corpcop, doesn’t want to shout out, “Glocks kick ASS!!” 
  thereby giving himself away. 
  Image Recognition: 
  Prominence - 
  Subtle, faint outline around product or brightened colors, +1 
  to awareness to spot product: AF 1 
  Obvious, product is brightly lit, flashes in field of vision, +2 
  awareness to spot product: AF 2 
  Distracting, as “Obvious,” but neon arrows and signs point 
  out product, +4 to spot product, but -2 to all other actions due 
  to distracting visuals: AF 3 
  The prominence of the product that is being advertised helps 
  the user spot it, but can detract from other rolls (included to-
  hit and visual awareness rolls) if it is overdone. 
  
   
  Sample Chip Ad 
  Chip Type & Level: Wardrobe & Style +2 
  Base Chip Cost: 200 euro 
  Ad Duration: Medium AF 3 
  Frequency: Once AF 1 
  Audio Commercial Volume: Medium AF 2 
  Involuntary Vocalization Content: Benign AF 1 
  Involuntary Vocalization Volume: Loud Tones AF 3 
  Total AF AF 10 
  Total Discount for Ad: 100 euro 
  Total Chip Cost: 100 euro 
  Ad Description: This chip is sponsored by Calvin Klein of 
  Tokyo. When chipping in, the user hears the soft music of the 
  Calvin Klein theme and is forced to sing along with the 
  Japanese vocals 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  . 
  EMF DETECTOR AND TACTILE MIKE 
  by Amy Luther  
  Electromagnetic Field Detector  (400eb)  
  A person with this implant can sense the electromagnetic 
  fields given off by electronic devices, including those put out 
  by cybernetics, hidden sensors, and surveillance devices. +2 
  to Awareness/Notice rolls involving detection of such 
  devices. Detection of cybernetics through clothing or a 
  RealSkinn covering should be Difficult, and through 
  Microwave/EMP shielding should be Very Difficult at best. 
  The implant cannot determine the exact nature of a hidden 
  cybernetic, only its presence and approximate size. HC = 2, 
  SC = M.  
   
  Tactile Microphone  (250eb)  
  This is a microphone which is added to a cyberhand or 
  cyberfinger. By placing the tip of the finger or the palm of 
  the hand flat against the surface of a wall, window, or floor, 
  the user can detect vibrations caused by people or vehicles 
  moving around on the other side. If the input is linked to 
  cyberaudio or a recording device, the user can listen in to the 
  actual sounds produced, whether they be conversation or 
  otherwise. HC = 1, SC = N.  
   
   
   
  FASHIONWARE FROM SLA INDUSTRIES 
  converted by Amy Luther  
   
  DNA Tattoos  (1000eb and up)  
  From SLA Industries, the DNA tattoo is a design which has 
  been permanently incorporated into the body's skin structure. 
  Like a normal tattoo, it becomes a permanent feature of the 
  skin; unlike a normal tattoo, it will regrow if damaged. 
  Extensive or major wounds which cause heavy scarring will 
  distort the tattoos, but simple cuts, scrapes, or burns will not 
  affect the design. Plastic surgery may be able to repair 
  serious damage with a Difficult Med Tech roll. These tattoos 
  require genetic modification and, like Exotic Skinchanges, 
  have a small chance of causing skin cancer (5%). HC=2, 
  SC=M.  
   
  Hallmark  (10,000eb and up)  
  Also from SLA Industires, Hallmarks are incorporated into a 
  subject's gene structure and manifest as distinctive tattoos, 
  birthmarks, logos, or other markings on the skin. They are 
  functionally identical to a DNA tattoo, but Hallmarks 
  manifest on the subject's descendants, rather than on the 
  subject himself. Implanting Hallmarks is an extremely 
  difficult and expensive process (30+, requiring Expert: 
  Genetics to even attempt it). Hallmarks are used to indicate 
  lineage (in the case of genetically optimized corporate 
  families) or place of manufacture (for bioengineered 
  animals). HC=1D6/2, SC=MA.  
   
   
   
   
   
   
  
   
  FOUR PRODUCTS FROM SCARAB CYBERNETICS 
  by Amy Luther  
  Scarab Cybernetics Cyberspine  (10,000eb)  
  This implant supplants the original spinal column with a 
  reinforced and highly flexible artificial replacement. The 
  spinal cord itself remains au natural, but it is now encased in 
  a supple, resilient cybernetic backbone which provides 
  protection against all forms of back and spinal injury. Game 
  Notes: The spine becomes a cybernetic impant with an SDP 
  of 30. Damage done to the back is deducted from the spine's 
  SDP, just as with cyberlimbs, and any damage which exceeds 
  this SDP is transmitted to the spine as normal wound 
  damage. The user is immune to all forms of back problems 
  and gets a +2 to Athletics rolls, or to any roll involving 
  flexibility of the back (Gymnastics and other REF-based 
  maneuvers). The high cost of this implant reflects the delicate 
  nature of its implantation. A cyberspine can accept standard 
  neuralware processors and does not impede the functioning 
  of other cybernetics in any way. It can be armored up to SP 
  15 for an additional 5000eb. SC = CR, HC = 2D6+1  
   
   
  Scarab Cybernetics Ribcage Replacement  (5,000eb)  
  Fully compatible with the Scarab Cyberspine, this implant 
  removes the ribs and replaces them with a tough, springy 
  composite which is capable of absorbing impacts and 
  compressions which would crack and sprain an organic 
  ribcage. The space between the ribs is laced with a Kevlar 
  derivative which resists penetration as well as the best 
  armored vest, but is elastic enough to allow for normal 
  respiration. The ribcage is also hinged in the rear and has a 
  modified sternum which can be released to open the ribs for 
  heart and lung surgery. Game Notes: The ribs themselves are 
  SDP 20, while the space between the ribs is armored to SP10. 
  Crushing and compression trauma must overcome the 
  ribcage's SDP before being transmitted to the body. The 
  Kevlar webbing is treated as a Light Armor Jacket for the 
  purposes of penetration by bullets and other weapons, and is 
  Impossible to spot (30). Note that the protection extends all 
  the way around the torso and attaches to the spine. SC = CR, 
  HC = 3d6.  
  Scarab Cybernetics Stomach Shield  (price varies)  
  Urban folklore has it that a gunshot wound in the stomach is 
  one of the worst combat injuries imaginable. The Scarab 
  Stomach Shield takes the fear out of being gutshot. Your 
  vulnerable belly area is reinforced with a type of Graduated 
  Subdermal Armor (Chromebook 2, p. 7) which can flex with 
  your movements but still retains enough rigidity to provide 
  ample protection. Game Notes: The Stomach Shield is hinged 
  and jointed to allow for a normal range of motion, though at 
  higher levels it does cause some loss of REF. Protection 
  begins at SP 10 and can go up to SP20. SC = CR, HC = 
  Varies. Like Graduated Subdermal Armor, it is bought in 2-
  point increments, as follows:  
  SP HC 
  COST DIFF TO 
  SPOT 
  REF LOSS 
  10 1D6/2 200 
  Impossible 
  (30+) 
  None 
  12 1D6 
  400 
  Very Difficult 
  (25) 
  None 
  14 1D6+1 600  Very Difficult 
  (25) 
  -1 (25% 
  chance) 
  16 1D6+3 800  Difficult (20) -1 (50% 
  chance) 
  18 2D6 
  1000 Difficult (20) -1 
  20 2D6+1 1200 Average (15) -2 
  Eagle Eye Option  (200eb)  
  This cybereye option includes a motion processor and 
  priority filter which helps the user detect movement within 
  his visual range. It adds +1 to all visual Awareness checks 
  where the user must notice cues related to motion, and can be 
  used in concert with other options, as it can be switched on 
  and kept on while other options are being accessed. SC = N. 
  HC = .1  
   
   
   
   
   
   
   
   
   
   
  
   
  GASTRIC POUCH, IR WEAVE, CLIMBING CLAWS, 
  BLADE HAND 
  by Amy Luther  
  Gastric Pouch  (400eb)  
  This is a small reinforced pouch placed above the stomach. It 
  is not connected to the stomach, however; the pouch opening 
  is through an artificial sphincter connected to the esophagus 
  just below the epiglottis. Characters with this implant can 
  swallow small items, like chips, bullets, gems, drugs, etc. and 
  direct them to the gastric pouch rather than to the stomach, 
  spitting them up later for use. The pouch is reinforced (SP 2), 
  but it is unwise to swallow anything which your mouth 
  cannot handle (like razor blades, batteries, etc.); if such items 
  are swallowed, GMs should force some kind of check (BOD 
  or REF) to see whether the item gets in and out without 
  damaging anything on the way. The pouch can hold items up 
  to the size of a tennis ball, but it is extremely difficult to 
  swallow items that large (GMs, be brutal) and the size is 
  intended more as an indicator of the number of smaller items 
  which can be crammed inside. It is impossible to detect a 
  gastric pouch without an X-ray or similar scanning 
  procedure, so it is popular with smugglers and is therefore 
  considered to be black market cyberware. SC=MA, HC=2D6.  
  IR Baffle Weave  (1500eb)  
  This is a variety of skinweave which modifies the body's 
  thermal signature so that an IR or thermographic scan will 
  not reveal human-shaped heat patterns. A character with this 
  bioware is very difficult to spot; IR Weave confers a -4 to 
  Awareness rolls to locate the character using IR or 
  thermographic vision, and a -2 to hit the character with either 
  type of vision once his location has been determined. The 
  modification has no effect on body temperature regulation, 
  and is tough to detect in normal lighting (V.Diff Awareness 
  to notice). HC=1D6+3, SC = N.  
   
  Climbing Claws  (500eb)  
  These are curved claws which add +2 to Athletic rolls for the 
  purposes of climbing. They are non-retractable, and if 
  implanted in the hands they subtract -2 to REF or TECH 
  when performing actions which require fine motor control 
  (electronic repairs, picking locks, etc.). Hard-core climbers 
  occasionally use these, and they are not considered to be 
  black market cyberware as long as they are not used in the 
  pursuit of illegal activities. They may be implanted in either 
  hands or feet (same cost and HC for foot implant as for hand 
  implant), and can be added to cyberlimbs; if a character 
  possesses both hand and foot implants, his Athletics increases 
  by +3 for the purposes of climbing. With a Melee skill, they 
  may be used like Rippers or a Talon Foot in hand-to-hand 
  combat to do 1D6+1 edged damage. HC = 2D6+3, SC=M.  
  Blade Hand  (500eb)  
  Simple and brutal, the Blade Hand is a normal cyberhand 
  replaced with a large, machete-like blade. It is non-
  retractable, and since it is essentially a machete attached to 
  the wrist, the affected arm cannot be used to perform any sort 
  of normal manual activity.  
  A Quick-Change mount is standard, but if you really want to 
  attach it permamently, go ahead! It's about as obvious and 
  unwieldy as you can get, but for sheer damage capability, 
  nothing beats it. Damage is 4D6 AP, plus Strength bonuses 
  where applicable. It is black market cyberware. HC = 3D6+3, 
  SC = N (if a cyberarm is already in place)/MA (if attached to 
  a meat arm). 
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  A NEW WAY OF LOOKING AT LINEAR FRAMES 
  by Amy Luther  
  Powered Exoskeletons 
  Non-grafted linear frames, known as powered exoskeletons, exos, 
  or, rarely, sidekicks, are designed to be an intermediary step 
  between grafted linear frames and the full-scale powered ACPA 
  suits like the ones defined in Maximum Metal. The linear frame 
  outlined in CP2020, p. 92 is "grafted onto your body, while its 
  systems are directly neurolinked to your muscles and bones," i.e. 
  you can't take it off, hence the 2D6 to 3D6 HC.  
  This is all well and good, but what if you just want to wear a frame 
  instead of living in one?  
  Well, you can go to CP2020, p. 67, and "chip into the suit as if it 
  were any cyberbike or vehicle, taking a -2 REF penalty to do so." At 
  this point, you are wearing an exo, NOT a linear frame. It may seem 
  like a trivial distinction, but it's an important one.  
  Exos follow the same basic rules as the standard LF's, with one 
  exception: you can get out of them. These are advanced versions of 
  the "clumsy and hard to control" exoskeletons described on CP2020, 
  p. 92, and are in most respects identical to the LF in appearance and 
  function. The operator dons the sidekick in modular pieces, and 
  jacks into it with a Machine/Tech link or V-link (CP2020, p. 82). 
  ACPA suits can be built around them, but cannot be built around the 
  CP2020 rulebook-defined linear frame (as above). Unlike standard 
  linear frames, powered exoskeletons apply a -2 penalty to REF and 
  MA, since they are not a direct part of the user's body (-1 for 
  advanced -- read expensive -- models, and nice GM's may elect to 
  nuke the penalty entirely for skilled users, like those with an 
  Operate Heavy Machinery/Pilot Exo/Pilot ACPA score of 8+). The 
  frames are not sealed, and one cannot swim or run very fast in them. 
  Specialized exos are equipped with modular attachements for 
  loading cargo and so forth. Otherwise, all stats are identical, with 
  the exception of Humanity Cost, which is negated.  
  House Rules for Exos and ACPA Suits 
  Linear frames cannot exceed STR 16. The human body won't stand 
  up to it. Period. If it's grafted on to you, STR 16 is the ceiling. What, 
  you want a higher strength? Go full 'borg, ya loser. Put on a friggin' 
  ACPA suit. Get a life.  
  Advanced exos can go up to STR 52; at this point, you're about 
  ready to hang a chassis on it and call it Assisted Personal Combat 
  Armor (ACPA). When the wearer is hit, basic exos and linear 
  frames (STR 12-16) take damage on a 2 in 10 chance; advanced 
  exos (STR 17-52) take it on a 3 in 10 chance. For damage purposes, 
  the exo's SDP is equal to its STR. Note that this is for bare exos 
  only; ACPA suits SDP is half their STR, presumably because of 
  internalized and more sensitive controllers (being more complex, 
  they break down easier -- it's simpler to wreck a cellular phone than 
  an old-fashioned dumbbell receiver). A damaged frame will 
  continue to function at full abilities until it fails a breakdown roll; 
  this is equal to the percentage it has been damaged (a STR 34 exo, 
  with SDP 17 and 5 points of damage on it, has a 30% chance of 
  failure each turn). The percentage chance goes up 10% per each hit 
  the frame takes after it's reached 50% SDP (when that same frame 
  hit 9 points of damage, for instance, it's at 52% breakdown rate; 
  when it hits 10 points, it's at 62%). The majority of exos are made 
  for utility purposes, not combat. They provide little protection to the 
  wearer (logically, if the exo's hit, the wearer isn't), and will break 
  down quickly if damaged.  
  Instead of the clumsy and rather silly Reality Interface Systems, 
  ACPA uses only Aperture-Based, Wideband Aperture-Based, or 
  Full-HUD Wideband. Likewise, Reflex Control has gone much too 
  far; it can only consist of Manual (equivalent to Basic Control, 
  where you just wear the damn thing, kinda like Ripley in Aliens), 
  Trodes with a V-Link (equivalent to Advanced), or Jacked 
  (equivalent to Low Boost, requiring a Neuralware Processor and a 
  V-Link, without the +1 bonus mentioned in Maximum Metal). 
  ACPA slows Kereznikov Boosts or Sandestivan Speedware down to 
  a REF 10 max, and the fact that the interface is designed for normal 
  folks who don't normally exceed REF 10. Why build in mega-reflex 
  capacity when an average joe can't take advantage of it?. Likewise, 
  Adrenal Boosts will make you vibrate like a monkey in the ACPA 
  frame, but you won't move the suit any faster. Expensive custom-
  made suits could be designed for higher REF users, for a 
  hypothetical cost of 1000eb per point of REF.  
  Lexical Note, for anybody who reads John Varley 
  The term sidekick is derived from John Varley's story "Blue 
  Champagne." However, in CP2020 terminology, both Varley's 
  Golden Gypsy and William Gibson's polycarbonate exoskeleton 
  from "The Winter Market" are linear frames, since both authors 
  indicate that the devices are directly and permanently linked to the 
  user's nervous system (for long-term treatment of quadreplegia, 
  though they may be removed in emergencies, if desired). I use the 
  term sidekick in a different sense from Varley's definition; I stole it 
  for an alternate slang word to describe a non-grafted linear frame, 
  since NGLF is kinda clumsy. CP2020 players can avoid confusion 
  by calling all permanent attachements linear frames, and all 
  removable attachments sidekicks or exos, depending on function; 
  sidekicks are generally smaller and more fragile, while ACPA suits 
  can be built around exos. 
   
   
   
   
   
   
   
   
   
   
   
  
   
  SEXUAL CYBERWEAPONS 
  by Gary Astleford  
  [Mockery's Note: My god, what have I wrought? We've been 
  tossing these items around as a sort of sick joke for most of 
  our Cyberpunk career. We never actually used them, but they 
  cropped up every time somebody thought about buying a Mr. 
  Studd implant. One demented evening, while working on 
  some other cybernetics for the page, I said, "Hey, Gary, why 
  don't you write up the Penile Spike?" Well, he did. Here it is, 
  along with some other seriously sick stuff. You Have Been 
  Warned.] 
   
  Penile Mono-Spike  (600eb)  
  "...it's disturbing to think that anyone would get something 
  like this voluntarily..." 
  This is a curved monosectional crystal spike that is implanted 
  in the abdominal region. It is designed to extend from an 
  erect penis through the urethra, which is specially modified 
  to prevent injury to the user. The spike causes 2D6 damage. 
  Usually, though not always, the spike extension aparatus is 
  wired into the nervous system to activate at the moment of 
  orgasm. Needless to say, this is a piece of black market 
  cyberware, and is not available in your average on-the-mall 
  clinic. Normally only usable in male subjects or specially 
  modified females (in which case it is called the "Urethral 
  Spike"). HC = 4d6, Surgery Code = MA, ID Code = PMS 
   
  Testicular Poison Sac  (450eb)  
  "Well, at least you know she won't get pregnant." 
  In the case of this little bit of dementia, one of the subject's 
  testicles is removed and replaced with a poison sac. The sac 
  does not produce the poison, so it must be refilled with a 
  specially designed applicator. There is enough poison for 
  three uses. The sac can be blocked off by pinching shut a 
  valve above the false testicle if normal conjugal relations are 
  preferred, or if medical testing is required. The poison is 
  introduced into the victim via any number of sexual 
  techniques, and causes an immediate shut-down of the 
  nervous system (5D6 neurotoxin damage). Toxin-binding 
  nanoids tailored specifically to the poison are often employed 
  in conjunction with this implant. Perfect for the seductive 
  assassin. Need we add that this is a piece of black market 
  cyberware? We didn't think so. HC = 2D6+2, Surgery Code 
  = M, ID Code = TPS 
   
   
  Vaginal Guillotine  (aka "Bobbitt's Bane")  (500eb)  
  "There must be eight or nine leper dicks in there! LEPER 
  WHORE!!!" 
  Installed near the vaginal opening, this implanted "weapon" 
  is designed to incapacitate a sexual partner (willing or 
  unwilling) by severing his penis during coitus. It comes in 
  two basic varieties, the "bear trap" and the "sphincter seal". 
  The bear trap looks and functions very much like its 
  namesake, and cuts from the respective top and bottom. The 
  sphincter seal, however, is a circular blade which closes 
  around the invading member, severing it from all angles. 
  Damage from either of the devices is enough to sever a finger 
  or penis, causing an automatic 4 points of damage and (in the 
  case of a severed penis) causing a stun/shock save at -5. The 
  device must be removed if the subject wishes to give birth. 
  Black market cyberware, for sure. HC = 3d6+2, Surgery 
  Code = MA, ID Code = VAG 
   
  Intestinal Gas Canister  (350eb)  
  "Man! What have you been eating?!" 
  Installed in the lower part of the large intestine, this little 
  doozy holds two doses of gas. The user need only release the 
  gas and feign flatulence. This gas can range from harmless 
  (ie, sleeping gas) to deadly (nerve gas). Of course, the user is 
  not immune to the effects of breathing the gas himself, so 
  either a gas mask or nasal filters are recommended. HC = 
  2d6, Surgery Code = M, ID Code = FART  
   
  Nanoid Birth Control  (300eb/treatment)  
  "Why use uncomfortable condoms, messy foams, or 
  dangerous pills? Get the SPERMINATOR!" 
  Nanotech at its finest! These remarkable micro-machines 
  form the ultimate barrier of protection against unwanted 
  pregnancy. The ever-vigilant nanoids prevent sperm from 
  entering the cervix by chopping off their tails. With no way 
  to swim, the unfortunate sperm meet their untimely demise. 
  Game Notes : This form of birth control is designed for use 
  by female patients. Lab reports show that the nanoids rarely 
  last longer than one monthly cycle, and a new treatment must 
  be administered approximately once every 28 days. HC = .5 
  pt. Surgery Code = N ID Code = NBC  
  [Mockery's Note: Whether this last item is a "cyberweapon" 
  depends entirely on whether you're a sperm. However, I 
  didn't have anywhere else to put it.] 
   
   
  
   
  WEIRD CYBER-FASHION, or What the Well-Dressed 
  Booster is Wearing This Season 
  by Amy Luther  
  This article contains no specific cybernetics, but is a general essay 
  on what forms extreme cyber-fashion might take in 2020.  
   
  Zippers  
  Zippers are fun little add-ons which can be added to more places 
  than you might think. Lips, eyes, and other orificies are obvious 
  spots, but zippers are also great for subdermal pockets and flesh 
  holsters. HC = .1 for an addition to a subdermal pocket, up to 1 pt 
  for zippers which seal the eyes or other important spots.  
   
  LEDs  
  Light Emitting Diodes in 2020 are probably not quite technically 
  like the LEDs we're accustomed to nowadays, but the effect is about 
  the same. LEDs are tiny glowing spots of light, in any color, which 
  can be implanted subdermally or added to a cybernetic. They can be 
  placed inside any part of the body for that great "flashlight-in-the-
  mouth" effect, and can spell out words, symbols, or patterns in any 
  place desired. HC would probably be between .1 and 1 pt, 
  depending on the complexity of design and the area covered.  
   
  Weird Interface Plugs  
  The standard locations for interface plugs are in the temple, neck, 
  wrist, and the back of the skull. A few more radical locations have 
  appeared on the market, most notably the Optical Interface in 
  Chromebook 3 (p. 27), which allows a cyberoptic to be rotated in 
  the socket to expose an interface port. But there are a lot more 
  places to put an interface plug, and here are a few of them. Any spot 
  which is not placed near a bone is assumed to be reinforced with a 
  small backplate which prevents the plug from being ripped out of 
  soft tissue. These spots can be fashion statements, or they can be 
  placed to conceal them from a casual search. HC is as standard for 
  interface plugs.  
  Locations: 
  In the belly button, up the nose (occluding one nostril, naturally), 
  inside the mouth (waterproofing of plug an additional 60eb, 
  waterproof cable 80eb), inside any other orifice (waterproofing as 
  per mouth), beneath the jaw on either side of the windpipe, in the 
  ankle, replacing the nipples, in the palm of the hand, in one ear 
  (impairing hearing), beneath the scrotum, replacing a fingertip (HC 
  as per partial cyberfinger), on the tip of the tongue (impairing 
  speech). 
  Interface plugs and cables can also be sculpted to look like anything 
  at all: a cable tip that looks like a grabbing hand, a stereo jack, an 
  old-style two-pronged electrical cord; a plug that looks like a 
  miniature stylized mouth, an old-style electrical outlet, or a light 
  bulb socket.  
  Clamps, Screws, Studs, and Piercings 
  Body piercing as a fashion is nothing new, but the advent of 
  cybernetics has enabled fetishists to implant piercings a bit 
  more serious than anything ever seen before. If you've ever 
  seen extreme bondage gear, you can probably imagine what 
  I'm talking about here ... of course, this stuff would be 
  permanently implanted (a la Hellraiser) and not just worn. 
  HC is up to the GM.  
   
  Display Pockets and Implanted Jewelry  
  Another aspect of cybernetic fashion are items which have 
  been implanted in the skin so that they can be seen but not 
  removed. Any small (and generally flat) object can be placed 
  in its own specially sized, shallow subdermal pocket, leaving 
  part of the object exposed to the air. Coins, credchip mosaics, 
  jacket patches (which would now be skin patches, displaying 
  the corporate logo or workgang symbol of your choice), old-
  fashioned paper money (laminated for protection), teeth 
  (someone else's), beads, feathers, bits of non-functional 
  electronics (like resistors), Decorative jewelry is especially 
  popular -- imagine rings that will never come off, or pendants 
  implanted into the skin of the chest. It's a bit harder to steal ... 
  of course, when the thieves will rip your cyberarm right off 
  your body, it's not much of a deterrent. But it looks neat and 
  is tough to misplace. HC would be from .1 to .5.  
   
  Unnatural Features  
  Let your imagination run wild. Imagine techhair composed 
  entirely of small chains, or barbed wire, or metal strips 
  resembling tinsel. Prehensile hair, bright plastic teeth 
  displaying the logo of your choice, razor blades implanted in 
  a crest down the spine. Mirror the irises of your eyes, make 
  your skin resemble that of an expensive leather briefcase, put 
  solar panels in your scalp and fork your tongue. 
   
   
   
   
   
   
   
   
  
   
   
  "Semper Fidelis" US Marine Corps  
  The chem warrior, or juicer was developed for the USMC by 
  Raven MicroCybernetics as a cheaper alternative to a full 
  combat `borg. See the Omega soldiers-section for more 
  details. Note that after six years and 2d6 months the character 
  WILL die. The only way to avoid this is to begin 
  detoxification before the six years are up. If detox is done in 
  time, the juicer will survive, but his physcal stats return to 
  their original, before conversion values, and the strain put on 
  his system reduces all (REF, BOD, MA, ATTR) of them by 
  one point for each year spent as a chem warrior. 
  Game Stats: 
  REF +3 
  BOD +7 
  MA +6 
  Included cyberware: 
  Neuralware, HC:1d6 
  Pain editor, HC:2d6 
  lvl 2 Kerenzikov boost, HC:2d6 
  lvl 2 Grafted muscle, HC:2d6 
  lvl 3 Muscle & bone lace, HC:1d6+1 
  Speed grafts, HC:1d6 
  11 Autoinjectors, HC:(11d6)/2 
  2 Bio monitors, HC:2 
  Bio-comp w/appropriate software, HC:1d6 
  SP16 SkinWeave, HC2d6+4 
  Total cost:150,000eb, includes surgery and 1 dose of chems. 
  (or 30,000eb, if you don`t use the cyberware cost multiplier) 
  A new batch of chems costs around 4000eb, and lasts for 3 
  months. 
  Humanity cost:10d6+6, this is after therapy 
  Therapy costs add 30,000 putting the grand total to 
  180,000eb 
  By Ronin2020
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  Behold The New Flesh 
  [Bioware is very much like Cyberware, only its just flesh. It can enhance your body, but never runs out of batteries…] 
  Author: Morninman 
   
  Brain and Nervous System Bioware 
  "It was spooky. When we finally opened the door the room was 
  totally dark except for the strobing light from flatscreen panels 
  surrounding the terminals. The panels just kept flipping from one 
  display to another..flip, flip, flip..really fast. I was a little 
  disoriented, so it took me a second or two to realize someone was 
  sitting at the terminals. Kids. A dozen of 'em, and they couldn't have 
  been more than six, maybe seven years old. They just ignored us 
  and stared at the screens. 
  What was left of their instructor was stuck in a closet in theback of 
  the room. They'd tied him up and gone over him with soldering 
  lasers. And his eyes, they were...never mind. 
  I knew they were smart, that's why ConGen was paying us to get 
  one, but whatever they did to up their IQ's messed up something in 
  their heads. When we delivered 'em all to the drop-off point the 
  troops in the aerodyne jumped out and put restraints on the little 
  monsters before they loaded 'em onboard. If I knew then what I 
  know now I'd have lined them up and put a round right between 
  those big, staring eyes. Would've saved them, and the rest of us, a 
  lot of suffering."  - Lt. Jason Mgabi, "Fireflash" mercenary cadre 
  ConGen Neural Bridge 
  Trust in ConGen to give you a hand...literally! This handy little bit 
  of bioware is a bundle of cultivated nerve tissue that links the motor 
  coordination areas of both sides of the brain to make the subject 
  ambidextrous. You'll be the envy of your fellow edgerunners as you 
  stun the competition with moves they'd never expect. 
  Type: Neural Bridge  
  Cost: $500  
  HC: 2  
  Surgery Code: Major  
  Effect: Tasks can be performed using either hand without 
  penalty, but the standard -3 penalty does apply when 
  trying to perform a task with each hand at the same time. 
  For four weeks after implantation any skill use using the 
  former "off" hand will be at half level until the subject 
  adjusts to the new neural pathways. 
  Shukutei Biomed "FastPath" Neural Replacement 
  When you feel the need for speed, but don't like keeling over every 
  time someone pops off a microwaver or EMP grenade, FastPath is 
  the way to go! The latest in medical nanotechnology is used to 
  replace your central nerve trunks with genetically engineered nerve 
  cells with enlarged axon diameters. The increased size means the 
  electrochemical impulses zip down pathways with more surface area 
  to support neuron to neuron chemical transmission and less 
  interference from stray signals. Just watch the reaction from those 
  boosted cyberheads when you move as fast as they do, but shrug off 
  multiple microwaver hits.  
  Type: Alpha level FastPath  
  Cost: $800  
  HC: 1D6/2  
  Surgery Code:  
  Major Effect: Increases REF by +1. Incompatible with 
  Kerenzikov boosterware due to transit state neural 
  interference, but Sandevistan boosterware can be used. 
  Type: Beta level FastPath  
  Cost: $1500  
  HC: 1D6  
  Surgery Code:  
  Major Effect: Increases REF by +2. Same restrictions on 
  boosterware compatibility as Alpha Level. 
  Shukutei Biomed "Mentor" Cerebral Enhancement 
  These days it doesn't take a genius to figure out that the game goes 
  to the smartest player. Shukutei Biomed is proud to announce you 
  don't have to worry about being second best when it comes to brains 
  with the release of it's latest bit of bioware magic: the Mentor pineal 
  gland bioconstruct.  
  In the first five years of life a typical child has an incredible 
  capacity to assimilate information that slowly disappears after that 
  period. This awesome learning ability is the result of Natal 
  Stimulation Compound (NSC), a hormone produced by the pineal 
  gland that encourages brain cell growth in response to usage and 
  acts on brain tissue rather like steroids on muscle tissue: the more 
  demands placed on the brain the more it develops and the greater it's 
  capabilities. The Mentor is a genetically engineered version of the 
  pineal gland keeps your brain bathed in elevated levels of NSC to 
  boost every facet of your intellectual abilities. Go to the head of the 
  class with Mentor! 
  Type: Alpha level "Mentor" Cerebral Enhancement  
  Cost: $3000  
  HC: 1D6  
  Surgery Code: Critical  
  Effect: Boosts Intelligence by +1 
  Type: Beta level "Mentor" Cerebral Enhancement  
  Cost: $5500  
  HC: 2D6  
  Surgery Code: Critical  
  
   
  Effect: Increases Intelligence by +2. 1 in 10 chance you 
  have an epileptic seizure under any kind of stressful 
  situation. If you hit the magic number you'll be 
  incapacitated by a grand mal seizure, writhing on the 
  ground in convulsions, for 2D6 minutes after onset. 
  Type: Gamma level "Mentor" Cerebral Enhancement 
  (WARNING- This is an experimental version of the 
  upgraded Beta level and is not available on the open 
  market. All statistics are conditional and unconfirmed. 
  Vendors offering it for sale should be reported to Shukutei 
  Biomed immediately)  
  Cost: $10,000 (?)  
  HC: 3D6 (?)  
  Surgery Code: Critical  
  Effect: Increases Intelligence by +3. About half of the test 
  subject cohort have been inflicted with the conditional 
  epilepsy found in the Beta level Mentor, while the other 
  half develop particularly violent psycho- pathologies. 
  Development trials are still underway. 
  Shukutei Biomed "HiMem" Memory Utility 
  Tired of forgetting things? Looking to keep information safely 
  stored without having to worry about questionable security or EMP 
  "accidents"? Shukutei Biomed once again redefines the cutting edge 
  of personal brain enhancement with the Himem bioconstruct! 
  It's been a common practice for those in the know to receive daily 
  injections of beta-metalethetigine (Beta-MLG or Beta-M in 
  common usage) in order to optimize memory function. The beta-M 
  compound neutralizes the memory eroding action of acetylcholine 
  and gives regular users incredible near-total recall of events and 
  information. Now you can get that same level of performance and 
  throw the airhypo away! HiMem is a pea sized bioengineered organ 
  that nestles between the hemispheres of the forebrain and secretes 
  high levels of beta- metalethetigine directly into the cerebrospinal 
  fluid your brain floats in. You'll not only remember things long 
  forgotten, but discover that memories "recorded" by the brain after 
  HiMem implantation are more vivid and detailed than anything 
  you've experienced before. 
  Beta-M is only effective for skills and memories involving abstract 
  thought, logic, mathematics, language, and visualization recorded in 
  the cerebrum or neo-cortex. For game purposes it's utility is limited 
  to Intelligence based skills. 
  Type: Alpha level HiMem  
  Cost: $12,000  
  HC: 1D6  
  Surgery Code: Major  
  Effect: Provides a 50 percent bonus to the number of IP 
  gained through study and practice, instruction, or 
  experience for any Intelligence based skills (multiply IP 
  awarded by the Referee by 1.5). Any character starting 
  play with Alpha level HiMem as an initial equipment 
  purchase gains an additional 10 points of Intelligence 
  based Pickup Skills. 
  Type: Beta level HiMem  
  Cost: $22,000  
  HC: 2D6  
  Surgery Code: Major  
  Effect: Doubles the number of IP gained as above for any 
  Intelligence based skill. In addition, the subject is prone to 
  losing herself in old memories and entering a blank eyed 
  fugue state whenever using an Intelligence based skill or 
  trying to recall something from memory. On a roll of 1 on 
  a D10 the subject has entered fugue and will stay there for 
  1D10 minutes unless shocked out of it by loud noise or 
  physical blows. Any character starting play with Beta 
  level HiMem as an initial equipment purchase gets an 
  additional 15 points of Intelligence based Pickup Skills. 
  Genetek Neo-myelin 
  Genetek's work with the "living fossil" bacteria recovered from the 
  Deep Shaft project has made the cover of infozines around the 
  globe. The scientific community was stunned when we successfully 
  recovered organisms incorporating a unique polymer biology from 
  more than 12 kilometers beneath the Earth's surface. The first 
  commercial product from that research is now available for the first 
  time: Neo-myelin. 
  Standard myelin is a protein compound that blankets your nerve 
  cells and prevents interference with the neural impulses traveling 
  through them. Neo-myelin does the same thing, only better! Our 
  improved biopolymer sheathing is fully compatible with human 
  biology, increases transmission efficiency, and cuts down on bio-
  electrical interference. Get the speed you need with Genetek! 
  Type: Neo-myelin  
  Cost: $700  
  HC: 1D6/2  
  Surgery Code: Major  
  Effect: Provides a +1 increase to Reflexes. 
   
   
   
   
  
   
  Circulatory System Bioware 
  "He was still coming! I'd put a zipper into him, honest to god blown 
  his right arm off at the elbow, and he was still freakin' coming! I 
  almost high tailed it right then, but whatever it was that kept him 
  alive didn't seem to work once I nailed him in the head." 
  - Maria "Black Maria" Alviera, freelance security consultant 
  ConGen Circulatory Sphincters 
  You'll keep going, and going, and going with the latest development 
  in personal wound management from ConGen. A rapid drop in 
  blood pressure, from a "Serious" or greater wound, causes rings of 
  muscle spaced along the arteries of the limbs to contract and cut off 
  blood flow to the injured area. Valves in the veins then slam shut 
  and re-route circulation around the affected limb. Any tissue at the 
  wound or lower is hamburger, but traumatic blood loss and further 
  damage is prevented. 
  Type: Circulatory Sphincters  
  Cost: $3200  
  HC: 1D6  
  Surgery Code: Major  
  Effect: Gives +2 to any Stun/Shock Saves and 
  automatically prevents further damage from blood loss 
  after a "Serious" or greater wound. Limb tissue below the 
  wound site must be surgically removed and replaced with 
  a cybernetic or vat grown alternative. 
  Arcane Biological "Enduro" Arterial Pumps 
  You'll never be out of breath again! The thick, flexible, muscular 
  walls of the arteries expand when blood is pumped into them and 
  then contract, pushing it onward and assisting the pumping action of 
  the heart. The Enduro biomod re- inforces the muscle tissue of the 
  arteries to increase their pumping action and accelerate blood flow 
  throughout the body to give you the aerobic performance of an 
  Olympic athlete. 
  Type: Arterial Pumps  
  Cost: $3400  
  HC: 1D6+1  
  Surgery Code: Major  
  Effect: Gives the subject the equivalent of a +1 skill level 
  in Endurance. 
   
   
   
   
  Shukutei Biomed "QuickClot" Hemofibrinic Nodes 
  The Quickclot system relies on two bioengineered glands that 
  produce and store the blood clotting compounds fibrin and 
  fibrinogen. One gland is attached to the mesenteric artery where it 
  branches into the femoral arteries leading to the legs, while the other 
  is located at the aortic arch where it branches into the axillary 
  arteries to the arms and the carotid arteries to the head. Wounds that 
  causes a drop in blood pressure or elevated levels of histamine 
  trigger the nodes to release their contents and quickly seal off the 
  site with a tough, fibrous scab. 
  Type: "QuickClot" Hemofibrinic Nodes  
  Cost: $2500  
  HC: 2D6  
  Surgery Code: Major  
  Effect: All wound states are treated as being one level less 
  in severity (Serious is treated as Light and has no 
  penalties, Critical becomes Serious with -2 REF penalty, 
  etc.) On the down side the sudden release of clotting 
  compounds has a 1 in 10 chance of causing a stroke or 
  heart attack from clots lodging in the blood stream. 
   
  Clavisware "Metaheme" Hemological Replacement 
  Did you know your respiration was a lot more efficient before you 
  were born? Oxygen was transported through your body using a 
  molecule with a greater "attraction" for it than the massive 
  hemoglobin molecule in the platelets circulating through your blood 
  stream at this very moment. Now you can recapture that incredible 
  efficiency, without the side effects of respiratory exhaust retention, 
  with Clavisware's Metaheme viral transform therapy. Our custom 
  engineered virus agents will modify your marrow stem cells to 
  produce red blood cells carrying the metaheme molecule in place of 
  hemoglobin. You'll see an instant increase in aerobic ability and 
  overall athletic performance that simply has to be experienced to be 
  appreciated. Fine tune your body with a little help from Clavisware. 
  Type: Metaheme Hematological Replacement  
  Cost: $1300  
  HC: 1D6/2  
  Surgery Code: Minor  
  Effect: Subject gains the equivalent of Endurance 1 and 
  can hold his breath for an additional 4 minutes. 
   
   
   
  
   
  Digestive System Bioware 
  "Let me tell you, I'm glad the poison didn't have time to take 
  effect. I just wish I hadn't, uh, violently ejected it from my 
  body in the middle of the annual corporate ball. Getting the 
  tux dry cleaned was a real bitch." 
  - Anton Lecar, VP Experimental Resources, PanOceanic 
  Genetek Toxin Screen 
  In the dog eat dog contest of the corporate world chances are you'll 
  eventually be on the receiving end of a poisoning attempt. Protect 
  yourself with Toxin Screen: a cluster of sensory tendrils in the 
  stomach that detects poison in any food or drink ingested and 
  automatically trigger the stomach to empty by reflex vomiting. 
  You'll sleep easier knowing you're protected by Genetek! 
  Type: Toxin Screen  
  Cost: $3400  
  HC: 1D6/2  
  Surgery Code: Major  
  Effect: Detects orally administered toxins on a roll of 1-9 
  on a D10 and triggers the stomach to vomit tainted food. 
  Whether the toxin is effective before being voided is at the 
  discretion of the Ref. 
  Myogi SK "Kaloric" Secondary Gut 
  Rushed? Wish you could free up some more time in your day? Or 
  are you planning a long duration trek and need to keep the weight to 
  a minimum? Myogi comes to the rescue with the Kaloric: a 
  secondary stomach chamber that empties into the small intestine in 
  response to low blood sugar levels. You can eat when you have the 
  time and the Kaloric won't send the food on to finish digestion until 
  your body demands it. 
  Type: Kaloric secondary gut  
  Cost: $300  
  HC: 1D6/2  
  Surgery Code:  
  Major Effect: Allows you to store up to a 2 day food 
  supply in the gut and function as though you'd been eating 
  normally. 
   
   
   
  Genetek "Afterburner" Symbiotic Digester 
  Your body wastes a significant portion of the food you eat because 
  it's not designed to digest it, but with a little help from some 
  bacterial friends you'll be squeezing every last bit of energy from 
  your meals! When the Afterburner is surgically implanted between 
  your stomach and small intestine Genetek's custom designed e. coli 
  bacteria strains will convert indigestible cellulose and protein 
  compounds into a form readily absorbed into your bloodstream. It's 
  just the thing to keep your metabolism revving with limited intake. 
  Type: "Afterburner" Symbiotic Digester  
  Cost: $400  
  HC: 1D6/2  
  Surgery Code: Major  
  Effect: Allows subject to function on half their normal 
  food intake. 
  Muscular/Skeletal System Bioware 
  ConGen "Powermax" Endoskelatal Rebuild 
  Looking for extra strength, but don't want to advertise it with 
  massive layers of vat grown muscle rippling under your skin? Once 
  again, ConGen has the answer! 
  The Powermax Rebuild uses tissue from our proprietary muscle, 
  ligament, and bone lines to reconstruct and relocate the skeletal 
  anchor points of your muscles further away from the joints for 
  enhanced leverage and strength performance. Corrective 
  biosculpting during the Powermax operation prevents the absurd 
  "long limbed" appearance so common with our competitors 
  equivalent operations. 
  Type: Alpha level Powermax  
  Cost: $1200  
  HC: 1D6  
  Surgery Code: Major  
  Effect: Adds +1 to BOD for calculating damage in hand to 
  hand, carrying capacity, or strength feat. 
  Type: Beta level Powermax  
  Cost: $2300  
  HC: 2D6  
  Surgery Code: Major  
  Effect: Adds +2 to BODY as above, reduces ATT by -1, 
  reduces REF by -1. Every time the subject uses his 
  enhanced Powermax abilities, unless he has TuffBone, he 
  takes 1 point of damage unless a BOD save is made. 
  
   
  ConGen "PowerAct" Muscle Tissue 
  Improve on the strength nature gave you with ConGen's finest 
  cultured muscle tissue! The PowerAct line has an altered 
  polycontractile protein structure featuring a contraction rate 
  comparable to normal fast twitch muscle fibers with enhanced force 
  output. After implantation you'll be bench pressing professional 
  level weights and bending bars with the best of 'em! 
  Type: Alpha level PowerAct  
  Cost: $2000  
  HC: 1D6  
  Surgery Code: Major  
  Effect: Weaves the cultured tissue into your existing 
  musculature, improves BOD by +2 for the purposes of 
  hand to hand combat damage, carrying capacity, and 
  strength feats. 
  Type: Beta level PowerAct  
  Cost: $3100  
  HC: 2D6  
  Surgery Code: Major  
  Effect: Improves BOD by +3 as above. 
  Shukutei Biomed Torso Endoarmor 
  Throw away the garish ballistic coats and T-shirts, because all it 
  does is attract unwanted attention. Shukutei's torso endoarmor 
  protects your chest and upper abdomen by replacing your ribcage 
  with a custom fitted internal shield of flexible bone plates sheathed 
  in calcified cartilage that repairs itself if damaged. It won't trigger 
  security sensors or reduce your agility, but it will stop rounds up to 
  .45 caliber from hitting you where it hurts. 
  Type: Alpha level Torso Endoarmor  
  Cost: $500  
  HC: 1D6/2  
  Surgery Code: Major  
  Effect: Gives the torso 10 SP. Internal skeletal armor 
  doesn't count against armor layering. If damage penetrates 
  to the level of the internal armor, but is stopped by it, one 
  point of damage is taken. 
  Type: Beta level Torso Endoarmor  
  Cost: $800  
  HC: 1D6  
  Surgery Code: Major  
  Effect: Gives the torso 15 SP. Internal armor doesn't count 
  against armor layering , and decreases Attractiveness by -
  1. If damage penetrates to the level of the internal armor, 
  but is stopped by it, one point of damage is taken. 
  Type: Gamma level Torso Endoarmor  
  Cost: $1200  
  HC: 1D6+2  
  Surgery Code: Critical  
  Effect: Gives the torso 20 SP. Internal armor doesn't count 
  against armor layering , and decreases Attractiveness by -
  2. If damage penetrates to the level of the internal armor, 
  but is stopped by it, one point of damage is taken. 
   
  Genetek "TuffBone" Skeletal Enhancement 
  Get pumped, get tough, get the power! Originally developed as 
  therapeutic treatment for age- or low- g induced osteoporosis, 
  Genetek's TuffBone treatment utilizes custom designed 
  biocompatible bacterial strains to increase your bone density for 
  augmented skeletal strength and improved muscle anchoring. Just a 
  few days after the initial injections your bones will be fully 
  colonized and begin bulking up with minerals deposited by the 
  bacteria. Don't worry- we've made sure the process is self limiting 
  and stabilizes in maintenance mode after reaching full development. 
  Type: Alpha level TuffBone  
  Cost:$1200  
  HC: 1D6/2  
  Surgery Code: Minor  
  Effect: Increases Body Type by +1 and weight by 5 
  percent. 
  Type: Beta level TuffBone  
  Cost:$2300 HC: 1D6  
  Surgery Code: Minor  
  Effect: Increases Body Type by +2 and weight by 10 
  percent. Bone growth to limbs and facial structure 
  decreases Attractiveness by -1. 
   
   
   
  
   
  Dermal Bioware 
  All of these bioware products use custom designed viral 
  agents to modify the structure of the skin. The procedure is 
  generally safe, but in 1 out of 10 cases the viral 
  transformation triggers skin cancer that will take 
  sophisticated treatment to cure. Treatment will take 2-12 
  (2D6) months at a cost of $2000/month. 
  Genetek "TuffSkin" Dermal Armor 
  Looking for the advantages of Skinweave without the worry of 
  nanoid malfunction or secondary psychological effects? Genetek's 
  TuffSkin uses custom tailored viral agents to permanently alter the 
  structure of your skin with a fibrous matrix of natural collagen and 
  keratin, the materials cartilage and fingernails are made of. The 
  result is a tough, leather-like dermis resistant to abrasion, 
  penetration, and burning that functions as a natural part of your 
  body. Secondary viral treatments can harmlessly reverse the process 
  and remove the protective matrix. Rough, heavily wrinkled joints 
  and stiff skin are sure signs of the treatment. 
  Type: Alpha level TuffSkin  
  Cost:$300  
  HC: 1  
  Surgery Code: Minor  
  Effect: Gives the subject 8 SP of protection over the entire 
  body. 
  Type: Beta level TuffSkin  
  Cost:$500 HC: 1D6/2  
  Surgery Code: Minor  
  Effect: Provides 10 SP of full body armor, reduces touch 
  based Awareness checks by -1. 
  Type: Gamma level TuffSkin  
  Cost:$1100  
  HC: 1D6/2  
  Surgery Code: Minor  
  Effect: Provides the body with 12 SP, reduces touch based 
  Awareness checks by -1, decreases Attractiveness by -1 
   
   
   
  ConGen "Kiten" Dermal Plating 
  One of the strongest biological materials known to science is chitin, 
  the tough, flexible biopolymer in the exoskeletons of insects and 
  crustaceans. Now you can harness that natural armor for your own 
  use with ConGen's Kiten dermal plating. You'll be armored like an 
  armadillo with hundreds of custom fitted plates designed to provide 
  the maximum in protection and still allow free movement. Not only 
  will you make an unforgettable impression with your appearance, 
  but with the addition of appropriate air supplies your skin can act as 
  a hazardous environment or vacuum suit! 
  Type: Kiten Dermal Plating  
  Cost:$3000  
  HC: 2D6  
  Surgery Code: Critical  
  Effect: Dermal Plating provides 20 SP to each body 
  location, reduces ATT by -3, and REF by -1. Sets of 
  sealed goggles, earplugs, and face masks are available for 
  converting your body into a self contained space suit. 
   
  Biomod, Inc. "Sunblocker" Sunscreen 
  Let others cower before the effects of the thinning ozone while you 
  worship the sun! The new Sunblocker viral treatment modifies your 
  dermal cells to manufacture a protein, originally derived from the 
  skin of an Asian toad, that stays inert until ultraviolet light triggers a 
  structure change. Within 10 seconds of exposure the protein 
  "curdles" and begins absorbing 90 percent of the incoming UV and 
  visibly darkens the subjects skin. This is a common modification for 
  spacers and anyone worried about that nasty old hole in the ozone. 
  Type: Sunblocker Sunscreen  
  Cost:$200  
  HC:1  
  Surgery Code: Minor  
  Effect: Prevents any kind of sunburn and reduces the risk 
  of skin cancer induced by UV radiation to an insignificant 
  level. 
   
   
   
   
   
  
   
  Exotic Modifications 
  ConGen "Seabreath" Secondary Gills 
  The burgeoning oceanic population has created an intense demand 
  for workers capable of long term work at moderate underwater 
  depths. Now ConGen debuts the answer: the Seabreath respiratory 
  rebuild! 
  Our unique osmotic membranes are installed in flow channels 
  located in slits between the ribs to maximize gas exchange with 
  water passing through the mouth. By slightly reducing your excess 
  lung capacity, and installing a secondary tracheal valve, we make it 
  a simple matter to switch from breathing air to dwelling in the 
  watery home of our ancient ancestors. 
  After installing Seabreath we guarantee that whole new areas of 
  underwater employment will open up to you or we'll refund your 
  money! Take the first step towards a bright future today- call today 
  to schedule your Seabreath rebuild. 
  Type: Seabreath Secondary Gills  
  Cost: $3000  
  HC: 2D6  
  Surgery Code: Critical  
  Effect: The user can breathe indefinitely in oxygenated 
  water. The large absorption area of the gills make subjects 
  with this modification especially vulnerable to airborne 
  toxins (-3 to rolls), and the delicate tissues of the gills are 
  sensitive to damage (additional +2 damage from any blow 
  to the torso for shock to the structure). 
  Regal Biotract "Love Lure" Pheromone Glands 
  With biosculpt it's easy for anyone to get "the look", but now you 
  can go beyond the purely cosmetic and into the realm of subliminal 
  seduction! Once our Love Lure pheromone glands are implanted in 
  your groin and underarm area they'll produce irresistible amounts of 
  sex attractant scents, primarily the alpha- 3 and beta-2 chemical 
  groups, that induce rampaging sexual excitement and arousal. While 
  designed to hit the opposite sex like a sledgehammer our pheromone 
  glands can also be tailored for same sex effectiveness with only 
  minor adjustments to your hormonal balance. Love Lure- it's just the 
  thing to put a little erotic magic in your life. 
  Type: Alpha level "Love Lure" Pheromone  
  Cost: $600  
  HC: 1  
  Effect: +1 on all Seduction rolls for the opposite sex. For 
  an additional $100 Love Lure can be tailored for same sex 
  effectiveness. 
   
   
  Type: Beta level "Love Lure" Pheromone  
  Cost: $800  
  HC: 1D6/2  
  Effect: +2 on all Seduction rolls for the opposite sex, -1 
  for reactions of same sex from triggering of submissive 
  response by excessive pheromone levels. 
  ConGen "Exotica" Tail 
  Looking to make a fashion statement? Need an extra hand for 
  orbital work? Either way, the best vat grown tails are brought to you 
  by ConGen. 
  Type: Alpha level Tail  
  Cost: $300  
  HC: 1D6/2  
  Effect: Uh...you have a tail. Pick the length and wag to 
  your little hearts content. 
  Type: Beta level Tail  
  Cost: $500  
  HC: 1D6  
  Effect: You have a fully functional prehensile tail, capable 
  of grasping objects and lifting up to 5 kg. 
  Shukutei Biomed "Phibia" Aquatic Webbing 
  Return to your ancestral home in style! Our new webbing rebuilds 
  let you move through the water with the greatest of ease- and with a 
  speed that would put an unmodified Olympic swimmer to shame. 
  Custom designed bone and skin lines are used to elongate your 
  digits and create a froglike membrane of skin between them. See ya' 
  at the beach! 
  Type: Alpha level Aquatic Webbing  
  Cost: $500  
  HC: 1D6/2  
  Effect: Hands are webbed. Add +2 to your underwater 
  MA. House rule is that aquatic MA is one half normal 
  MA, consult with your Ref for his ruling. Reduce REF by 
  -1 for the purposes of manipulation. 
  Type: Beta level Aquatic Webbing  
  Cost: $800  
  HC: 1D6  
  Effect: Rebuild of hands and feet. Your underwater MA is 
  equal to your normal MA rating. Reduce REF by -1 for 
  the purposes of manipulation. 
  
   
  Personal Bioweapons 
  ConGen "Raptor" Claws 
  Personal defense for the budget conscious. The Raptor package 
  features blade like claws that retract into slits in the finger tips of 
  both hands. Sharpening is not required, but claws are not firmly 
  anchored to the underlying bone and can be ripped out during 
  combat (1 in 10 chance that a claw will be painfully ripped off every 
  time they are used). 
  Type: Claws  
  Cost: $75  
  HC: 1D6/2  
  Effect: Cause D6/3 damage in combat. For an additional 
  $100 claws are available in a hollow version compatible 
  with Venom. The hollow claws must inflict at least one 
  point of damage for Venom glands to successfully inject 
  toxin. 
  ConGen "Intimidator" Incisors 
  Nothing says "Back off!" like a smile featuring our massive canine 
  teeth. 
  Type: Incisors  
  Cost:$100  
  HC: 1D6/2  
  Effect: Cause 1D6/2 damage. For an additional $100 
  hollow incisors for use with Venom can be purchased. 
  The hollow incisors must inflict at least one point of 
  damage for Venom glands to successfully inject toxin. 
  Gohisuro Genetics "Needleskin" Quills 
  The newest name in Bioware presents the newest idea in personal 
  bioweapons. Our tailored viral agents modify selected hair follicles 
  to produce sharp, needle-like spines for combat or fashion. You'll 
  never have to worry about nasty old Mr. Security Scanner again! . 
  Quills cannot be Venomed, but you can have a Venom gland in your 
  mouth and then lick them before use. 
  Type: Alpha level Quills  
  Cost: $200 for initial treatment, an additional $10 for 
  every quill spine after the first.  
  HC: 1D6/2  
  Effect: Alpha level Quills are 2-3 cm long, cause 1 AP 
  damage in combat, has only 1 hit point, takes 2 weeks to 
  regrow after use, and can be used only once 
   
   
  Type: Beta level Quills  
  Cost: $300 for initial treatment, an additional $10 for 
  every quill spine after the first.  
  HC: 1D6  
  Effect: Beta level Quills are 4-7 cm long, cause D6/2 AP 
  damage in combat, and take 4 weeks to regrow after being 
  expended. 
  ConGen "Viper" Retractable Fangs 
  Nature has gifted the venomous snakes of the world with one of the 
  most useful defensive/offensive bioweapons ever devised. Why let 
  the snakes have all the fun? The new Viper package from ConGen 
  gives you a pair of needle-like teeth that fold down from the roof of 
  the mouth when the mouth is opened wide. They can be used with 
  the Venom option, but will only inject poison if the user consciously 
  desires. 
  Type: "Viper" Retractable Fangs  
  Cost: $300  
  HC: 1D6  
  Effect: Causes D6/3 AP damage (depending on the roll 2 
  SP or 4 SP armor will automatically be penetrated). When 
  used with Venom the victim must take at least one point 
  of damage for the glands to inject toxin. 
  ConGen "Bodyblade" Spur 
  You move through the night like a big cat- and now you can be just 
  as dangerous! The ConGen bodyblade is a wickedly sharp non-
  retractable blade of polished bone on the side of the hand opposite 
  the thumb perfect for slashing and puncture attacks in melee. 
  Type: ConGen Bodyblade  
  Cost: $300  
  HC: 1D6  
  Effect: Reduces all REF rolls for manipulation by -1 and 
  causes D6/2 +1 AP damage in melee. For an additional 
  $200 you can purchase a hollow version for use with 
  Venom glands. 
   
   
   
   
   
  
   
  Shukutei Biomed Venom Gland 
  Simply the ultimate in biologically based personal weapons! Our 
  Venom glands are custom built bioconstructs using your modified 
  saliva glands to manufacture toxins that can be squirted out using 
  muscular contractions. Venom glands are normally used with some 
  kind of injector weapon, but can produce compounds absorbed 
  through the victims mucous membranes for spitting. In terms of size 
  and effectiveness there is no other bioweapon so cost effective. 
  Type: Venom Glands  
  Cost: $550/gland  
  HC: 1D6/2  
  Effect: Each gland holds two doses of toxin and replenish 
  one dose every 24 hours. The subject is immune to their 
  own toxin. Commercially available toxins are listed 
  below.  
  Toxin Damage With Save Notes  
  Hemotoxin 1 4D6 2D6 Must be injected  
  Hemotoxin 2 6D6 3D6 Must be injected  
  Neurotoxin 1 4D6 2D6 Injected or Absorbed  
  Neurotoxin 2 6D6 3D6 Injected or Absorbed  
  It's possible to purchase black market Venom glands that produce 
  any type of street or medical grade drug. Cost would be equal to 
  $100 for each point of Difficulty involved in manufacturing the drug 
  traditionally. As an example, a Venom gland that produces 
  SynthCoke (normal manufacturing Difficulty of 20) would have an 
  additional cost of $2000, but would produce the drug for an 
  unlimited time. 
  The availability of black market glands has led inevitably to gang 
  activity centered around pushers who act as their own recreational 
  drug factories. A twin pair of glands can produce four doses every 
  day that can be administered using fangs or absorbed through 
  mucous membranes through kissing or sexual activity. The 
  addictive nature of the drugs and intimate method of use has led to 
  some interesting tribal groups held together by personality and 
  mutual addiction. 
  It's not unknown for pushers to recruit packs of "slaves" (junkies) 
  that respond to their masters every whim in exchange for regular 
  dosing. Goths seem especially attracted to the welcoming embrace 
  of a Venomed tribal leader and will meet any attack on him with a 
  berserk frenzy of violence. The power the head of this kind of gang 
  has is phenomenal, since their drug may be unique and any attempt 
  to align with a competing master would lead to nasty withdrawal 
  symptoms. 
   
   
   
  Miscellaneous 
  Shukutei Biomed "Freezeban" Bioconstruct 
  Shukutei Biomed introduces the perfect bioware for cold weather 
  work or traveling the spaceways in cryosleep. The Freezeban gland 
  is implanted in the chest cavity where it maintains your body with a 
  constant supply of metaglycogen, a chemical compound that 
  prevents water in the tissues from forming ice crystals in below 
  freezing temperatures. 
  Type: "Freezeban" Bioconstruct  
  Cost:$350 HC:1  
  Surgery Code: Major  
  Effect: Immunity to frostbite and +3 bonus on any 
  cryosleep suspension and re-animation rolls. 
  Genetek Optimmunal Nodes 
  Whether you're traveling abroad or working with biohazardous 
  agents, don't let an infection put you out of commission. Genetek's 
  optimmunal nodes are a matched pair of peanut sized organs 
  implanted under the armpit area that increase the natural disease 
  fighting abilities of the body. A network of fine tendrils spreads into 
  the throat, sinuses, and lymphatic system of the upper body to 
  constantly sample body fluids for the foreign antigens that identify 
  an invading bacteria or virus. Until activation the node simply acts 
  as an additional reservoir and manufacturing sight for lymphocytes, 
  the specialized blood cells that attack infections. When an infection 
  is detected it releases the pool of lymphocytes from it's central 
  bladder, chemically alerts the rest of the immune system, and goes 
  into lymphocyte production overdrive. Say goodbye to sniffy noses 
  forever! 
  Type: Optimmunal Nodes  
  Cost:$400  
  HC:1  
  Surgery Code: Major  
  Effect: +5 to save on all rolls against disease. 
  ConGen Ileocecal Siphon 
  Whether you're spending time in the desert or in the tropics the new 
  ileocecal siphon from ConGen can make your stay a pleasant one. 
  This artificial organ coils around the inside of the large intestine and 
  removes up to 80 percent of the water from the body's solid waste 
  products. 
  Type: Ileocecal Siphon  
  Cost: $200  
  HC:1  
  Surgery Code: Major  
  Effect: The Siphon's efficient recycling of fluid allows the 
  user to function normally without water for 48 hours in a 
  temperate climate, 24 hours in arid or hot conditions. 
  
   
  Shukutei Biomed "Kickstart" Adrenal Maximizer 
  From the culture labs of Shukutei Biomed comes the perfect 
  accessory for your accelerated lifestyle. The Kickstart bioconstruct 
  is a pink, globular organ that nestles behind the kidneys in the 
  abdominal cavity and stores adrenalin and noradrenaline produced 
  by the adrenal glands. When you really need it all it takes is a 
  thought to flood your body with the stimulant perfected by nature 
  for high level performance. 
  Type: Kickstart Adrenal Maximizer  
  Cost:$1400  
  HC: 1D6/2  
  Surgery Code: Major  
  Effect: Gain +2 to Reflexes for 2D6 turns twice a day. 
  Reflex boost takes effect 10 seconds after triggering. 
  Morris Biosystems "Optitect"Eye Shield 
  Clear vision is a necessity for optimum performance in any 
  environment. The new Optitect modification is a protective third 
  eyelid that can be opened or closed at will, is perfectly transparent, 
  and keeps dust, gasses, and contaminated water from damaging the 
  eyes. 
  Type: Optitect Eye Shield  
  Cost:$220  
  HC:1  
  Surgery Code: Minor  
  Effect: Subject has +2 on all saves against air or water 
  born irritants including tear gas. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  Teleran Quizari's "Why Waste Your Time?" 
  Archival Data: Theoretical Report: 
  Advanced Bio-Neural Coprocessor 
   
  The Bio-Neural Coprocessor (BNC) is a new piece of cybernetic 
  equipment recently produced by Enigma Tek. It is the first step 
  towards more advanced control of the direct brain to computer 
  interface. The eventual benefits of this system have yet to be 
  determined. Despite this lack of detail the product has begun selling 
  in record numbers. especially to the computer criminals known as 
  Netrunners. The primary reason for this is the BNC gateway setup. 
  The BNC can be programmed to ignore certain anomalous signal 
  instructions sent by cybermodems that have been overrun by ICE. 
  This is not as effective as it may sound however. In order to record 
  the anomalous signal's characteristics the Netrunner has to experience 
  them and survive. Essentially each time a Netrunner encounters a 
  specific ICE program (that is a Hellhound 1.0 is not the same as 
  Hellhound 1.1) he will receive a +2 to all saves against it. Eventually 
  he will be rendered partially immune to any attack that he does not 
  fumble. 
  In order to use this device the Netrunner must also have a neural 
  processor installed. The humanity cost and surgical codes are the 
  same for this device are the same as the original processor. It should 
  also be noted that all recoded signals are downloaded onto a user 
  specific chip capable of holding 10 signals per chip. This means it is 
  possible to update once older model ICE is no longer sold or lose the 
  records. 
  Engima Tek 
  So far no one has a clue to the origins of Enigma Tek. Competing 
  corporations have tried to identify the research and production 
  facilities used to create some of the more advanced products with no 
  success. It has been theorized that Enigma Tek is operated on the sly 
  by a coalition of corporate AI's who have somehow managed to beat 
  the Turing Test protocols employed by Interpol to control AI 
  development.  
  To make matters worse all funds directed to Enigma Tek from the 
  sales of their products have disappeared into the depths of the Swiss 
  Banking system and no shares of the company have been offered on 
  any exchange. 
  True Functions of BNC 
  The BNC is the beginning of something much more impressive than 
  obsolete ICE. It is a new way for the human brain to process 
  information. The primary function of the BNC as it currently stands it 
  as a sort of channel splitter. A human equipped with a BNC is able to 
  quite easily handle up to 4 different links all at once with only a -2 
  modifier to actions. This means a BNC equipped operative could 
  handle his smartgun in combat while using a linked radiocom system 
  (consider this like telepathy for all the effort involved), at the same 
  time he could be driving a cyber controlled vehicle and navigating 
  with a linked satcom system. Well so what, a number of different 
  cybernetic systems will allow some of that? (This system will in no 
  way reduce the cumulative action penalty for such a combination.) 
  The advantage is in information processing. The satcom map would 
  be accessible to the operative as if it were a part of his memories and 
  with as much intrusion. Also the operative would not need to use up 
  valuable spaces in his optics for the more advanced times square 
  features, they could be kept useful while a remote system provides 
  that information. 
  Pretty cool huh? The BNC is also used in producing far more realistic 
  simulated experiences (see SimEx). And this is the down side. With a 
  Simulated Experience editor it is possible to permanently alter a 
  person's memories by providing linked experiences so real they can 
  overwrite existing memories. It is fortunate perhaps that at this point 
  in time only full cyborgs and netrunners are actually in any danger. 
  The level of cybernetics in the vast majority of people is of a low 
  class and limited to more useful features. As a result only those 
  people who have no biological control methods or who are linked 
  into direct interface systems (for the most part netrunners, most 
  general users will use gloves and goggles or 'trodes, no surgery 
  involved) are at risk. However the trend toward cybridization will 
  eventually change this. 
  Ghostware 
  Any anime fans out there will recognize these ideas. They are all 
  based on Ghost in the Shell, a manga and OVA by Masamune Shirow 
  (the best Cyberpunk artist and writer). In Ghost in the Shell it is 
  possible to rewrite human memories to affect the behavior of people 
  (after all if you create a memory of a loved one in danger then what 
  won't the target do?). It is also possible to hack into the control 
  circuits of most cyborgs. As a cyborg becomes more and more 
  sophisticated there is a greater need for automated or computer 
  controlled systems. Eventually this level reaches a point where an 
  outside computer can quite literally take control of the body and 
  supersede the human brain's instructions. Cyberpunk 2020 has not 
  quite reached this level yet, although most full cyborgs are capable of 
  being affected this way and netrunners using direct brain interface 
  systems can be affected by SimEx. I'll leave it up to the Gamemaster 
  to determine the effects of this in his game (Until such time as I offer 
  more details.). But consider ICE that is able to implant terrible 
  nightmares into a target or induce behavior by creating realistic 
  situations that can be manipulated. Or even more effective a program 
  that can rewrite the command interfaces between a person and his 
  own cyberlimbs (or in the case of a full cyborg his whole body). 
  Eventually people will need to carry personal anti-hacker software to 
  protect their own memories or cyber systems from outside authority. 
  This could be useful even now in 2020. Chromebook 4 introduces 
  lockable chipware that cannot be removed, as well as control 
  chipware that might force a person to keep his eyes closed (sorry that 
  might be from the net). Ghostware would be set up to control the 
  input from the person's chipware sockets as well as his I/O plugs. 
   
   
   
  
   
  The BlackHammer CyberPunk Project 
  NEW:CYBER:CHIPWARE 
  Kumite brand Martial 
  Arts Chipsets  
   
  The biggest, baddest name in Martial Arts and exercise 
  chipware! Kumite International Chipware!  
  The 2020 Kumite Chips were the biggest selling martial arts chips on the market, with over 900,000 Karate chips sold worldwide. In 
  fact, there is a good chance your martial arts chip is a Kumite chip (20% chance that any Martial Arts chip of less than level 5 is a 
  Kumite chip).  
  The 2021 Kumite chipsets are biggest and baddest yet! They actually physically take up two slots in yoru chipjack, and count as two 
  chips against your INT limit.  
  "Actual training, maneuvers and reactiosn recorded from the competitors in the 2020 Kowloon Grand Kumite - a variety of styles to 
  choose from!"  
  Each chipset includes an extensive database of pressure-breaking and leverage techniques as well as poses and showmanship 
  maneuvers. (+1 on Strength Feat rolls, +1 on Intimidation rolls vs persons without Martial Arts at 6+, anyone watching you pose will 
  think you have the Martial Art in question at 4 levels higher than you do).  
   
  Kumite 2021 ChipSets  
   
  Ivan Morozhki Championship Sambo Chip - 2,200eb  
  Morozhki is know for his down and dirty Sambo 
  techniques which won him the 2020 Kowloon Grand 
  Kumite. He stops at nothing to incapacitate his opponent! 
  This isn't any typical Sambo that they teach in school, this 
  is Morozhki's own Sambo variant, recorded exclusively 
  for Kumite Chips!  
  Martial Art: Sambo (Morozhki) +3  
  +3 Hold  
  +2 Punch, Kick, Disarm, Sweep, Grapple, Throw, Escape, 
  Choke  
   
  Kenneth Porter Jeet Kun Do Chip - 1,900eb  
  Kenneth Porter is now world renowned for his Jeet Kun 
  Do school in Maine, but it was always for the quality of 
  students his school was sending out to the tournaments. 
  Then last year Mr Porter himself made his debut 
  appearance at the Kumite, and the world was stunned! He 
  was eliminated early in the competition because he broke 
  BOTH hands in a bout, but what turned heads was that he 
  proceeded to win that very bout before retiring from the 
  competition!  
  Martial Art: Porter JKD +3  
  +3 Punch, Kick, Block  
  +2 Strike  
  +1 Disarm, Sweep  
   
  Liu Huang Ti Drunken Crane Chip - 2,000eb  
  Mr Liu was quite the site at the Kumite using his mix of 
  Crane style and Drunken style Kung Fu to distract and 
  then strike down his first and second round opponents. It 
  was unfortunate for him that he faced Morozhki in the 
  third, and then spent the next 12 minutes with his face 
  being dragged back and forth accross the mats!  
  Martial Art: Drunken KF +2, Martial Art: Crane KF 
  +2  
  +3 Punch, Kick (both only get +2 because the skill are 
  only at +2)  
  +2 Block, Sweep, Dodge  
  +1 Grapple, Throw  
   
  Greg Herman Arasakate Chip - 1,200eb  
  Greg Herman put on a surprisingly effective show for 
  someone entering as a representative of the Arasakate 
  dojos (as Arasakate masters rarely even make it to the 
  Grand Kumite). His mastery of the "dirtier" aspects of the 
  art was put to good use in the no-holds-barred Kumite 
  environment. In fact his fifth place performance would 
  almost be enough to make some people rethink their 
  opinions on Arasakate... almost.  
  Martial Art: Arasakate +3  
  +2 Choke  
  +1 Punk, Kick, Disarm, Block, Dodge, Grapple, Hold, 
  Throw 
   
   
   
   
  
   
  The BlackHammer CyberPunk Project 
   
   
  Locutus Technologies'  
  Spinal 
  Integral SkilPak®s  
   
  Head office sending you into the field, and the biggest gun you ever handled is a lighter? 
  Travelling through Europe and want to know what they're calling you behind your back? 
  Perhaps you're heading up for a weekend at Crystal Palace and don't want to look like a total 
  dork in Zero-G? Feeling that your blood isn't blue enough for that socialite bodyguard gig?  
  Locutus Technologies has the answer! With a simple implant of the SISPak, you get a basic 
  knowlege of the skills needed to handle the situation.  
  Spinal Integral SkilPaks are implanted near the neural processor on the lower back and are 
  wired in much the same way as a Chipware Socket. Locutus SISPaks look almost like strip 
  batteries mounted just above Neural Processor, while WU-TEK's "Clusters" are small star-like 
  shapes implanted just below and beside the Processor. Effectively a SkilPak is a Chipware 
  Socket with built-in chips that cannot be swapped and with no additional slots for more chips.  
  SISPaks cost less humanity to the user than a regular ChipJack because of the lack of ability to 
  change the skills chipped, and only count as two chips against the user's maximum number of chipped skills. (Negl. Surgery, D2 
  Humanity Loss)  
  Please note that like all other APTR and MRAM chips, SkilPaks are proprietary skills, and supercede any previous skill levels.  
   
   
  Combat Operative SkilPak 1,800eb 
  HandGun +2, Stealth +2, Martial Arts: ArasakaTe +2, 
  Melee +2, Rifle +2, SMG +2  
   
  Corporate Cog SkilPak (Arasaka, Militech, Akusaga Merrill 
  & Finch, OA, etc) 1,000eb 
  Personal Grooming +2, Wardrobe & Style +2, Stock 
  Market +2, Spec.Knowledge (corporation) +2, 
  Spec.Knowledge: Etiquette +2, Language (as appropriate) 
  +2  
   
  Casanova SkilPak 850eb 
  Personal Grooming +2, Wardrobe & Style +2, Seduction 
  +2, Cooking +2, Expert: Sex +2, Massage +2  
   
  TechnoWizardtm SkilPak 1,550eb 
  Basic Tech +2, Electronics +2, CyberTech +2, AVTech 
  +2, GyroTech +2, Electronic Security +2  
   
  Zero-G SkilPak 1,450eb 
  0G Maneuver +2, Space Survival +2, OTV Pilot +2, EVA 
  Pilot +2, Area Knowledge: Crystal Palace +2, 
  Spec.Knowledge: Highrider Culture +2  
   
  KungFu Fightin' SkilPak 1,750eb 
  Chinese +2, Martial Art: Jeet Kun Do +2, Martial Art: 
  Shaolin Kung Fu +2, Martial Art: Karate +2, Martial Art: 
  Tae Kwon Do +2, Spec.Knowledge: Kung Fu Cinema +2  
   
  CrystalJok SkilPak 1,550eb 
  System Knowledge +2, Programming +2, Math +2, 
  Language: CyberC++ +2, CyberDeck Design +2, Virtual 
  Reality Design +2  
   
   
   
   
   
   
   
  
   
   
  www.lanzarotecaliente.com (press control & click here) 
  Unified Cybernetic Systems - Full Body Converstions for Cyberpunk 2020 
  Author: unknown - Mail me if you know!  
   
  The Mentat (225,400 eb) 
  The Mentat is not so much a piece of cyberware, as it is a complete suite of coordinated cybernetic implants designed with the 
  express purpose of boosting the user's ability to gather, assimilate and analyze information.  
  First, the user has a double size chipware socket grafted onto the back of their heads. This socket also has six interface plugs 
  on it. Then they are given an injection of nanites, which immediately set about rewiring the user's brain and nervous system. 
  Paralysis results almost immediatey as a safety measure and the user is kept on life support for the next two weeks while the 
  nanites construct a pair of high-density memory cores and a processor unit inside the user's cranial cavity all the while re-
  constructing the user's brain to both increase efficiency and make space. Most of the hindbrain's autonomous systems 
  replaced with a walnut sized chunk of processor. As a side effect, most mentats are of optimal weight and of good muscle tone 
  due to the reconstruction of these centers. After completion, the Mentat system is wired to almost every part of the brain 
  including the user's optical and aural centers.  
  Then the therapy begins, training the user to enable them to fully control their new abilities. This is ICT and takes 3 weeks. If 
  this period is combined with humanity-loss reduction therapy (at extra cost and time of course) then one gains an additional 
  10% reduction.  
  If this system is implanted without the attendant therapy then the character cannot utilize any of the subsystems requiring 
  mental command, such as the math co-processor, the recording facilities, the dataterm link, or the cell phone and suffers an 
  additional 50% humanity loss.  
  Effects:  
  • 
  The user can use any peice of cyberware that requires a Neuralware Processor.  
  • 
  The user can jack in twice the normal number of skill chips.  
  • 
  The user's INT is boosted by +2.  
  • 
  A Motorola 98012 Math Co-Processor is implanted giving an instant math skill of +8 and a negating any need for a 
  calculator.  
  • 
  User is equipped with a Dataterm and Computer link.  
  • 
  User has 50 MU of RAM implanted, capable of pulling input from eyes or ears, or merely storing read text using the 
  brains own OCR abilities.  
  • 
  User has a cellular Dataterm link that allows them mental access to all the databases and search engines available.  
  • 
  User can also place cellular phone calls solely by mental command. This phone is equipped with a standard modem 
  allowing mentats to communicate and share data with other computers that they can't direct link to. This does not 
  allow netrunning, but I'm sure that if you asked them nicely and offered them 50 or 60 thousand dollars I'm sure 
  they'd implant a top of the line cybermodem too. If the purchasing agent is anticipating using more than one mentat 
  equipped personnel then they can be equipped with a short range, high bandwidth, encrypted radio link basically 
  allowing any two mentats within 10m of each other seemingly telepathic communication. This costs an extra 2300 eb, 
  but has no extra humanity cost.  
  • 
  User can also call up a full suite of database, spreadsheet and wordprocessing programs, and use them solely through 
  mental command.  
  HC for the Mentat is 6d6; Surgery Code is CR!!!!  
   
   
   
  
   
  The BlackHammer CyberPunk Project 
  BLACKHAMMER CYBERNETICS PRICE LIST 
   
  DermalWare 
   
  Sur. 
   
  Description 
   
  Cost 
   
  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 changing 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 
   
  LeatherHide Mk I 
   
  (N) 
   
  SP:2 Leather Skin, self-healing (dif 20 to notice, 50% -1 ATTR) 
   
  200 eb 
   
  D3+1 HL 
   
  LeatherHide Mk II 
   
  (N) 
   
  SP:4 Leather Skin, self-healing (dif 17 to notice, -1 ATTR) 
   
  400 eb 
   
  D6+1 HL 
   
  LeatherHide Mk III 
   
  (N) 
   
  SP:6 Leather Skin, self-healing (dif 14 to notice, -2 ATTR) 
   
  600 eb 
   
  2D6 HL 
   
  Dermal Armour 
   
  (M) 
   
  SP:8 armour bonded to the epidermis, cost per locaion, -1 ATTR, -2 ATTR facial 
   
  500 eb 
   
  D3 HL 
   
  LifeSaver SkinWeave 
   
  (N) 
   
  Death State only advances every 4 minutes 
   
  4,500 eb 
   
  D3+1 HL 
   
  Skinwatch 
   
  (N) 
   
  Subdermal Timepiece 
   
  50 eb 
   
  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 
   
   
   
   
   
  
   
   
  DermalWare 
   
  Sur. 
   
  Description 
   
  Cost 
   
  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 & TECH based rolls. 
   
  2,500 eb 
   
  D3 HL 
   
  Pheromones: Gullible 
   
  (M) 
   
  Gives you +1 on Fast Talk rolls 
   
  2,000 eb 
   
  1D3 HL 
   
  Pheromones: Presence 
   
  (M) 
   
  Gives you +1 Leadership, Carousing, Persuasion, etc... 
   
  5,000 eb 
   
  1D3 HL 
   
  Pheromones: Low Presence 
   
  (M) 
   
  Gives +2 social, streetwise, carousing, etc, in attempts NOT to be noticed 
   
  4,000 eb 
   
  1D3 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 
   
  Impact Boost I (St Stephen) 
   
  (N) 
   
  +1 REF, +1 Initiative, 1 turn to activate, lasts 5 turns 
   
  800 eb 
   
  1D3 HL 
   
  Impact Boost II (BioMai) 
   
  (N) 
   
  +2 REF, +1 Initiative, 1 turn to activate, lasts 5 turns 
   
  1,200 eb 
   
  1D4 HL 
   
  Impact Boost III (Sandevistan) 
   
  (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 Kerenzikov Beta or Impact Boost III 
   
  800 eb 
   
  1D6 HL 
   
  Neural Accelerator Mk I 
   
  (N) 
   
  Increase REF & Initiative by 1 for netrunning, interfacing and remote control 
   
  500 eb 
   
  D3 HL 
   
  Neural Accelerator Extreme 
   
  (N) 
   
  Increase REF & Initiative by 2 for netrunning, interfacing and remote control 
   
  1,000 eb 
   
  D6 HL 
   
  Hardwiring 50% Boost 
   
  (M) 
   
  +1D10 Initiative, mentally triggered 
   
  5,000 eb 
   
  3D6 HL 
   
  Hardwiring 100% Boost 
   
  (M) 
   
  +2D10 Initiative, mentally triggered 
   
  10,000 eb 
   
  5D6 HL 
   
  Hardwiring 200% Boost 
   
  (M) 
   
  +3D10 Initiative, mentally triggered 
   
  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 
   
  Raineer-Crossman Booster 
   
  (M) 
   
  +1D8 Initiative, mentally triggered 
   
  3,000 eb 
   
  2D6 HL 
   
  Raineer-Crossman X-Booster 
   
  (M) 
   
  +2D8 Initiative, mentally triggered 
   
  8,000 eb 
   
  3D6+1 HL 
   
  Stage I Synaptic Accel 
   
  (N) 
   
  +1D6 Initiative, permanent 
   
  2,500 eb 
   
  1D6 HL 
   
  Stage II Synaptic Accel 
   
  (N) 
   
  +2D6 Initiative, permanent 
   
  5,000 eb 
   
  2D6 HL 
   
  Rocket Class 1 SpeedBoost 
   
  (N) 
   
  +1 Initiative, permanent 
   
  300 eb 
   
  2 HL 
   
  Rocket Class 2 SpeedBoost 
   
  (N) 
   
  +2 Initiative, permanent 
   
  700 eb 
   
  3 HL 
   
  Rocket Class 3 SpeedBoost 
   
  (N) 
   
  +3 Initiative, permanent 
   
  1,100 eb 
   
  4 HL 
   
  Rocket Class 4 SpeedBoost 
   
  (N) 
   
  +4 Initiative, permanent 
   
  1,500 eb 
   
  5 HL 
   
  Rocket Class 5 SpeedBoost 
   
  (N) 
   
  +5 Initiative, permanent 
   
  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 (+2 for smartguns) 
   
  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 
   
  Dual-Axis Induction Links 
   
  (M) 
   
  Treat as 2 sets of Mag-Duct Spots, one on each hand/wrist, but only one can be active 
   
  350 eb 
   
  D3+1 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 
   
   
   
   
   
  
   
   
  NeuralWare 
   
  Sur. 
   
  Description 
   
  Cost 
   
  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 
   
     SmartLink 
   
  (N) 
   
  Wetware for DNI with everything, requires 10 seconds to initiate 
   
  800 eb 
   
  3 HL 
   
     SmartGun Optimization 
   
  (N) 
   
  Wetware for improved DNI with one type of weapon (rifles, pistols, etc) for +1 WA 
   
  1,000 eb 
   
  2 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 
   
  MCT Permanent SoftLink 
   
  (M) 
   
  Treat as any ChipJack, but mounted subdermally, requiring N surgery to change chips 
   
  2x cost 
   
  +1 HL 
   
  HandPhone 
   
  (M) 
   
  CellPhone built into the hand (thumb and little finger) 
   
  800 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) 
   
  0GMan +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 of Authority” 
   
  (N) 
   
  Vocalizer gives +2 on leadership, charismatic leadership, intimidation, etc. 
   
  500 eb 
   
  D3 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 
   
   
   
   
   
  
   
   
  OptionWare 
   
  Sur. 
   
  Description 
   
  Cost 
   
  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 
   
  Dynalar Cigarette Dispenser 
   
  (M) 
   
  Holds 40 cigarettes in the forearm, dispensing through the wrist or palm (+50 eb) 
   
  100 eb 
   
  1 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 
   
  Knuckle Spikes 
   
  (M) 
   
  Punching damage is +2 and ½ SP, can be combined with BigKnucks, etc 
   
  500 eb 
   
  2D6+1 HL 
   
  Klingon-Head Plating 
   
  (MA) 
   
  +2 Damage to headbutts, must be combined with Skull Armour, -1 ATTR 
   
  300 eb 
   
  1D3 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 
   
  Rhodopsin Booster 
   
  (M) 
   
  Reduce darkness penalties by 2 
   
  800 eb 
   
  2 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 
   
  (MA) 
   
  Cyberoptic with either LowLite or IR, but no spaces and cannot see in the normal range 
   
  100 eb 
   
  D6+1 
   
  Transov Soviet Optic 
   
  (MA) 
   
  Basic 20/20 vision cybernetic optic, can mount 1 option per unit, -1 Awareness 
   
  100 eb 
   
  2D6 HL 
   
  Zeiss-Nikkon Optic 
   
  (MA) 
   
  Cyberoptic with built-in Micro and TeleOptics, can mount up to 4 options per unit 
   
  900 eb 
   
  2D6+1 HL 
   
     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 
   
   
   
   
   
  
   
   
  CyberOptics 
   
  Sur. 
   
  Description 
   
  Cost 
   
  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 
   
     Eye On The News 
   
   
   
  Gives the wearer 4 TV channels to watch, 12 eb/month, 3eb/additional channel 
   
  200 eb 
   
  1 HL 
   
     Enhanced Peripheral Vision 
   
   
   
  Gives +1 Awareness for surprises / ambushes 
   
  150 eb 
   
  D3 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 
   
  Transov Soviet Audio 
   
  (M) 
   
  Basic Cybernetic Hearing module, 2 option spaces 
   
  150 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 
   
   
   
   
   
  
   
   
  CyberAudio 
   
  Sur. 
   
  Description 
   
  Cost 
   
  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 -4 ATTR 
   
  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 
   
  Full Body Plating 
   
  (CR) 
   
  SP:20 full body, EV:3, -1 Stealth 
   
  6,800 eb 
   
  8D6 HL 
   
  Low Intensity Plating 
   
  (**) 
   
  Provides 75% of the SP value of above systems, -1 EV 
   
  80% 
   
  same 
   
  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 
   
  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 
   
  High Stress Subdermal Armour 
   
  (CR) 
   
  As above, but penetrating hits reduce SP by 3 and cause EV:1 
   
  75% 
   
  same 
   
  Heavy-Duty Subdermal Armour 
   
  (CR) 
   
  As above, but +20% more SP, EV:1, -1 ATTR 
   
  100% 
   
  +D3 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 
   
  Shin Guards SP:4 
   
  (MA) 
   
  Armours the legs to SP:4, dif 30 to notice, +1 damage with martial arts kicks 
   
  300 eb 
   
  D2 HL 
   
  Shin Guards SP:6 
   
  (MA) 
   
  Armours the legs to SP:6, dif 25 to notice, +1 damage with martial arts kicks 
   
  400 eb 
   
  D3 HL 
   
  Shin Guards SP:8 
   
  (MA) 
   
  Armours the legs to SP:8, dif 22 to notice, +1 damage with martial arts kicks 
   
  500 eb 
   
  D6 HL 
   
  Shin Guards SP:10 
   
  (MA) 
   
  Armours the legs to SP:10, dif 17 to notice, +1 damage with martial arts kicks 
   
  650 eb 
   
  D6+2 HL 
   
  Shin Guards SP:12 
   
  (MA) 
   
  Armours the legs to SP:12, dif 13 to notice, +2 damage with kicks, 50% of EV:1 
   
  800 eb 
   
  D6+3 HL 
   
  Shin Guards SP:14 
   
  (MA) 
   
  Armours the legs to SP:14, dif 9 to notice, +2 damage with martial arts kicks, EV:1 
   
  950 eb 
   
  2D6 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 
   
  Wrist/Knuckle Bone Lacing I 
   
  (N) 
   
  1 kg, +1 damage punching, UltraPlastic Bone Lacing 
   
  300 eb 
   
  1 HL  
   
  Wrist/Knuckle Bone Lacing II 
   
  (N) 
   
  2 kg, +2 damage punching, Titanium Bone Lacing 
   
  600 eb 
   
  2 HL 
   
  Bone Thickening Mk I 
   
  (M) 
   
  Nanotech adds to bone mass and volume (as aluminium bone lacing, -1 ATTR) 
   
  800 eb 
   
  D3+1 HL 
   
  Bone Thickening Mk II 
   
  (M) 
   
  Nanotech adds to bone mass and volume (as titanium bone lacing, -1 ATTR, -1 MA) 
   
  1,600 eb 
   
  D6+2 HL 
   
  Muscle Augmentation 
   
  (M) 
   
  +1 STR, +0.5 MA per level, max 3 levels 
   
  700 eb 
   
  D3 HL 
   
   
   
   
   
  
   
   
  BodyBuilding 
   
  Sur. 
   
  Description 
   
  Cost 
   
  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 Teeth (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 
   
  NUlimb Arm 
   
  (CR) 
   
  10 SDP, spaces as above, but is no stronger than a normal human arm 
   
  2,000 eb 
   
  D6+1 HL 
   
  NUlimb Leg 
   
  (CR) 
   
  10 SDP, spaces as above, but is no stronger than a normal human leg 
   
  1,500 eb 
   
  D6+1 HL 
   
  Chinese CyberArm 
   
  (CR) 
   
  -1 WA, -3 on fine motor control (TECH) rolls 
   
  2,000 eb 
   
  2D6 HL 
   
  Partial CyberArm 
   
  (MA) 
   
  15 SDP, 1 space less than full arm, D6-1 Punching, D10 Crushing 
   
  2,000 eb 
   
  D6+2 HL 
   
  Partial CyberLeg 
   
  (MA) 
   
  15 SDP, 2 spaces less than full arm, D6 Kicking 
   
  1,500 eb 
   
  D6+1 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 take 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 
   
     Cigarette Dispenser 
   
   
   
  Holds 40 cigarettes and dispenses through the wrist (or palm for 50 eb extra) 
   
  50 eb 
   
  0.5 HL 
   
   
   
   
   
  
   
   
  CyberLimbs 
   
  Sur. 
   
  Description 
   
  Cost 
   
  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 
   
     Wolver Mount 
   
   
   
  Wolvers built into the cyberlimb. 3D6 dmg, 1 option space 
   
  500 eb 
   
  2D6 HL 
   
     AAT CyberSword 
   
   
   
  Short Sword flips out of the upper arm, hinged at the elbow - 2D6 damage, 1 space 
   
  800 eb 
   
  2D6 HL 
   
        MonoSword CyberSword 
   
   
   
  Replacement MonoBlade to replace the Cybersword blade - 3D6 damage, 1/3 SP, 1 spc 
   
  500 eb 
   
  D2 HL 
   
        PowerSword CyberSword 
   
   
   
  Replacement PowerBlade to replace the Cybersword blade - 3D6 dmg, 1 spc 
   
  900 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 
   
  CyberTail 
   
  (MA) 
   
  7 SDP, 20% of leg hits hit the tail, MEL -1 N P D6dmg VR, 2 option spaces 
   
  2,000 eb 
   
  3D6 HL 
   
     Prehensile 
   
   
   
  2 options, allows manipulation and the ability to hang from the tail (+2 athletics) 
   
  1,000 eb 
   
  D6 HL 
   
     Stinger 
   
   
   
  1 option, deals additional D6 dmg as a knife and delivers toxins 
   
  500 eb 
   
  D4 HL 
   
     Thickened Myomar 
   
   
   
  1 option, doubles damage from normal tail (not stinger) attacks, +5 SDP 
   
  250 eb 
   
  2 HL 
   
     Sensory Extension 
   
   
   
  1 option, holds 2 optic and 3 audio options 
   
  200 eb 
   
  2D6 HL 
   
     Lizard 
   
   
   
  0 options, can be released from the spine by mental command 
   
  50 eb 
   
  1 HL 
   
     Variable Length 
   
   
   
  1 option, long or short, it’s your choice! 
   
  100 eb 
   
  D3 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 
   
  Phone Hand 
   
  (N) 
   
  Finger Option - Replaces Thumb and Little Finger with a cellphone 
   
  500 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 
   
  Additional Heart Implant 
   
  (CR) 
   
  Additional heart allows for Death Saves at +2 (with all stats but BOD at 1) after failed Death 
  Save as the additional heart provides basic oxygenation for the brain and CNS 
   
  1,000 eb 
   
  D3+1 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 
   
   
   
   
   
  
   
   
  Metabolics & Organs 
   
  Sur. 
   
  Description 
   
  Cost 
   
  HL 
  Glycogen Banks 
  (M) 
  Body stores more glycogen than normal in the liver, increasing Endurance by +1 
  2,000 eb 
  D3 HL 
   
  Endorphin Trap 
   
  (M) 
   
  Every 48 hours without damage, cyberware “traps” one dose of endorphins. Holds up to 6. 
   
  1,000 eb 
   
  D4 HL 
   
  Life-After-Death Processor 
   
  (M)  
   
  Nanosurgeons and computer processor keep the body “alive”. +4 to Revival Rolls 
   
  5,000 eb 
   
  D3 HL 
   
  Brain Survival System 
   
  (CR) 
   
  15 minute emergency oxygen supply and pump for your brain installed in your upper back 
   
  4,000 eb 
   
  D6 HL 
   
  “Navel Filters” 
   
  (M) 
   
  Nanite factory breaks CHOOH2 down into alcohol. Requires refills (150 eb) every 60 days 
   
  500 eb 
   
  D2 HL 
   
  Electrolyte Balancers 
   
  (N) 
   
  Nanotech balances bases and acids when electrical discharge occurs. (Cures hiccups) 
   
  350 eb 
   
  0.5 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 HL 
   
  Callosumal Facilitator 
   
  (M) 
   
  Increases interconnectivity of lobes. Treat as Neurological Rebuild lvl 1 w/ +1 initiative 
   
  12,000 eb 
   
  D6+1 HL 
   
  Neurological Rebuild Lvl 1 
   
  (M) 
   
  Augments basic brain structure and recall speed. +1 INT, +1 Recall 
   
  10,000 eb 
   
  D6+2 HL 
   
  Neurological Rebuild Lvl 2 
   
  (M) 
   
  Augments all main brain functions. +2 INT, +2 Recall 
   
  50,000 eb 
   
  2D6+3 HL 
   
  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 HL 
   
  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 HL 
   
  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 HL 
   
  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 
   
  BioMai Neural Bridge 
   
  (M) 
   
  Reduces off-hand penalty to -1, gives main hand a -1 penalty also 
   
  400 eb 
   
  D4 HL 
   
  Visual Cortex Co-Processor 
   
  (CR) 
   
  Gives a +1 to Awareness rolls when using visual cues 
   
  3,000 eb 
   
  D4 HL 
   
  Biofeedback Co-Processor 
   
  (CR) 
   
  Gives a +1 to COOL using a special biofeedback control system 
   
  5,000 eb 
   
  D3 HL 
   
  Spacial Awareness Co-Process 
   
  (CR) 
   
  Gives a +1 to Paint / Draw and Engineering skills 
   
  2,000 eb 
   
  D2 HL 
   
  Sleeper Processor 
   
  (M) 
   
  Acts as a sleep inducer with an alarm function to wake the user up 
   
  300 eb 
   
  D6 HL 
   
  Damage Compensators Mk I 
   
  (M) 
   
  Eliminates all damage penalties for Light Wounds 
   
  50 eb 
   
  D2 HL 
   
  Damage Compensators Mk II 
   
  (M) 
   
  Eliminates all damage penalties for Serious Wounds and below 
   
  100 eb 
   
  D6 HL 
   
  Damage Compensators Mk III 
   
  (M) 
   
  Eliminates all damage penalties for Critical Wounds and below 
   
  300 eb 
   
  D6+1 HL 
   
  Damage Compensators Mk IV 
   
  (M) 
   
  Eliminates all damage penalties for Mortal 0 Wounds and below 
   
  1,000 eb 
   
  2D6 HL 
   
  Damage Compensators Mk V 
   
  (M) 
   
  Eliminates all damage penalties for Mortal 1 Wounds and below 
   
  1,500 eb 
   
  2D6+2 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 
   
  “Voice Of Authority” 
   
  (M) 
   
  Skilled surgeons rebuild the vocal cords, +2 leadership, intimidation, etc 
   
  5,000 eb 
   
  D3 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 
    
  Memory Plastics 
   
  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 
   
   
   
   
   
  
   
   
  Memory Plastics 
   
  Sur. 
   
  Description (from King of the Concrete Jungle) 
   
  Cost 
   
  HL 
  PMP Processor Mk I 
  (M) 
  Required for any Mk I PMP Cyberware 
  400 eb 
  D2 HL 
   
  PMP Processor Mk II 
   
  (M) 
   
  Required for any Mk II PMP Cyberware 
   
  800 eb 
   
  D2 HL 
   
  PMP Processor Mk III 
   
  (M) 
   
  Required for any Mk III PMP Cyberware 
   
  1,500 eb 
   
  D2 HL 
   
  PMP Muscle Augmentation I 
   
  (M) 
   
  Memory Plastic Muscle Aug, +1 STR, + ½ MA, + ½ BOD per level, max 2 levels 
   
  2,000 eb 
   
  D3+1 HL 
   
  PMP Muscle Augmentation II 
   
  (MA) 
   
  Memory Plastic Muscle Aug, +2 STR, +1 MA, +1 BOD per level, max 2 levels 
   
  5,000 eb 
   
  D6+1 HL 
   
  PMP Bone Lacing (Mk II) 
   
  (MA) 
   
  5kg, +1 BTM, +1 HTH damage, 12 damage to destroy location, no other bone mods 
   
  6,000 eb 
   
  D3 HL 
   
  PMP Bone Lacing (Mk III) 
   
  (CR) 
   
  10 kg, as Mk II, Head hits do not deal double damage 
   
  10,000 eb 
   
  D6+1 HL 
   
  PMP Subdermal Armour I 
   
  (CR) 
   
  Armours Chest, Stomach and Vitals to SP:12, dif 30 to notice  
   
  3,000 eb 
   
  D6 HL 
   
  PMP Subdermal Armour II 
   
  (CR) 
   
  Armours Chest, Stomach and Vitals to SP:16, dif 30 to notice 
   
  6,000 eb 
   
  D6+2 HL 
   
  PMP Subdermal Armour III 
   
  (CR) 
   
  Armours Chest, Stomach and Vitals to SP:20, dif 30 to notice 
   
  16,000 eb 
   
  2D6+1 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 
   
   
   
  
SOURCE: textdata/thevault/Cyberpunk/Unofficial/Datafortress 2020 Archives/Cyberpunk 2020 - Net - Cybernetics - Choice Cyberware from the Net.pdf