Cyberware
 

 

  As the world's Corporations vie for a larger market share and strive to outdo, undermine and destroy competitors, scientific knowledge has grown and continues to grow by leaps and bounds. Amazing new breakthroughs have been made in cybernetic enhancement and augmentative wares. This new technology originally slated and intended for intergalactic, military and covert Corporate use has, like most things; found its way into the streets. Around the world illegal clinics began sprouting up like tenacious weeds.
   
 

Recognizing the vast market to be exploited, the Corporations forced the legalization of many forms of cyberware and began funding and building their own clinics even as they funded authorities and mercenaries to shut down unlicensed competitors. The cost can be staggering and the effects both physically, mentally, and soul-chillingly depletive, yet still the clinics thrive. The range of enhancements is nothing short of amazing and no one wants to fall to an opponent who has the chip-edge over them. On the streets you need every advantage you can get, sacrificing a little of your humanity, or most... seems a small price to pay to stay alive.

 

Cyberware Quickjump
 

 

 

 

 

   

bodyware

   
   

senseware

   
    headware   
   

general

   

 

CYBERWARE
         
 

Type

FUNCTION

COST

Index

   

Bodyware

   
 

Knuckle Spikes

Composition     Damage

  (S) Min
 

1:                                          Carbon Steel       1d4/2

1:200 10
  2:                                             Titanium          1d6/2 2:280 12
  3:                                          Poly-Ceramic       1d8/2 3:380 14
 

Available in stand-out version only, this process molecularly grafts a set of rivets to the subject's knuckles for additional damage in hand to hand combat. This modification is obvious unless special gloves are worn to hide the additional bulk. The listed cost is for both hands, if only one is augmented with this ware halve the price.

         
  Hand Razors Composition - Mod          Damage          Barrier Rating  (NS) Min
  1:                          Carbon Steel                1d4                       4 1:800 14
  2:                             Titanium                 1d4+1                     6 2:1100 16
  3:                          Poly-Ceramic              1d6+1                    10 3:1600 18
  4:                            Viborium                  1d8+8                    14 4:2200 28
 

                           Bionic Housings  (Conceal Bonus: +100%)

20% Increase

16
 

                            Di-Sheathing                 +1                       +1

800 18
 

                            Monofilament                 +2                       -

600 16
 

                          Poly-Sheathing  (Conceal Bonus: +90%)

1100 20
  Available in both retractable and non-retractable versions, hand razors are either grafted to reinforced fingers/fingertips, or secreted within specially crafted bionic bio-ceramic fingertip housings, allowing the subject to use their edged fingertips as close-combat slicing talons. Base razors are potentially composed of several different substances. While non-retractable hand razors can be partially concealed success in doing so is unlikely (Conceal Rating: 20%). Hand Razors have a chance of harming objects with a barrier rating that is less than their own.
 

Note: Against barrier rated targets of lesser strength razors do 1/3 their listed damage except for viborium which does 1/2. Treating hand razors with di-sheathing increases damage and barrier rating. Monofilament augmentation incorporates a strand of monofilament into the slicing edges of the blades that increases damage. Poly-Sheathing involves coating the blades in a translucent nanite solution that subtly warps light and renders the blades effectively invisible to cursory observance. Viborium cannot be treated with the di-sheathing or monofilament modifications, but is considered an energy attack as opposed to a kinetic based attack. The listed cost is for both hands, if only one is augmented with this ware halve the price.

        
  Cyber Claws Composition - Mod          Damage          Barrier Rating  (NS) Mod
 

1:                          Carbon Steel       1d4(x# of pinions)            4

1:2000  (x#) 14
  2:                            Titanium         1d4+1(x# of pinions)          6 2:2900  (x#) 16
  3:                          Poly-Ceramic     1d6+1(x# of pinions)         10 3:3600  (x#) 18
  4:                            Viborium         1d8+6(x# of pinions)          14 4:5000  (x#) 28
 

                           Bionic Housings  (Conceal Bonus: +100%)

40% Increase 16
 

                            Di-Sheathing                 +1                      +1

1200 18
 

                            Monofilament                +2                       -

1000 16
 

                          Poly-Sheathing   (Conceal Bonus: +90%)

1600 20
  Available in both retractable and non-retractable versions, this process involves grafting a set of up to four deadly claws to reinforced bone, or secreting them in subcutaneous bionic bio-ceramic housings within the patient's forearms for quick release. Although limited to the length of the subject's forearms, they allow the user to utilize a wickedly edged, razor sharp weapon in close combat situations. Non-retractable cyber claws cannot be effectively concealed. Cyber claws have a chance of harming objects with a barrier rating less than their own effective barrier rating.
  Note: Against barrier rated targets of lesser strength, claws do 1/3 their listed damage except for viborium which does 1/2. Treating cyber claws with di-sheathing increases damage and barrier rating. Monofilament augmentation involves a strand of razor wire being incorporated into the slicing edges of the claws that increases damage. In the case of di-sheathing or monofilament being added to the subject's claws, the bonus to damage accrues after base damage is tabulated. Poly-Sheathing involves coating the pinions in a translucent nanite solution that subtly warps light and renders the blades effectively invisible to cursory observance. Viborium cannot be treated with the di-sheathing or monofilament modifications, but is considered an energy attack as opposed to kinetic. The listed cost is for both hands, if only one is augmented with this ware halve the price.
        
  Ankle Spurs Composition          Damage          Barrier Rating  (NS) Mod
  1:                          Carbon Steel          1d4(x2)                 4 1:1700 14
  2:                            Titanium             1d6(x2)                  6 2:2100 16
  3:                          Poly-Ceramic       1d6+1(x2)                10 3:2800 18
  4:                            Viborium           1d8+6(x2)                14 4:3600 28
                            Bionic Housings (Conceal Bonus: +100%)

30% Increase

16
                           Rotating Spindle (Bonus Damage: +6)

1900

18
                             Di-Sheathing              +1                    +1

1200

18
                             Monofilament             +2                      - 900 16
 

                          Poly-Sheathing  (Conceal Bonus: +90%)

1600 20
  This procedure involves grafting two retractable or non-retractable six inch spurs to one or both of the subject's ankles. The blades can be angled as the subject wishes and can even rest upon a bio-ceramic motorized spindle band that lies beneath or just outside of the subject's skin, depending upon whether the spurs are retractable or not. Ankle Spurs have a chance of harming objects with a barrier rating that is less than their own barrier rating.
  Note: Against barrier rated targets of lesser strength spurs do 1/3 their listed damage except for viborium which does 1/2. Treating ankle spurs with di-sheathing increases their damage and barrier rating. Monofilament augmentation involves incorporating a strand of razor wire into the slicing edges of the spurs that increases damage. In the case of di-sheathing or monofilament being added to the subject's spurs, the bonus to damage accrues after damage is tabulated. Poly-Sheathing involves coating the spurs in a translucent nanite solution that subtly warps light and renders the blades effectively invisible to cursory observance. Viborium cannot be treated with the di-Sheathing or monofilament modifications, but is considered an energy attack as opposed to kinetic. The listed cost is for both ankles, if only one is augmented with this ware halve the price.
        
  Taser Talons Composition - Mod          Damage - Stun Damage          Range BR  (NS) Min
 

1:                  Carbon Steel                 1d4     -    3d6+4             30 meters - 4

1:1500 14
 

2:                    Titanium                   1d4+1   -    4d6+4             30 meters - 6

2:2200 16
 

                   Bionic Housings            (Conceal Bonus: +100%)

25% Increase

16
 

                    Di-Sheathing                  +1                                        +1

800 18
 

                    Monofilament                  +2                                        -

600 16
 

                  Poly-Sheathing              (Conceal Bonus: +90%)

1200 20
  This modification incorporates a customized set of hand razors into the subject's fingertips with an added feature. Mini-darts are set within the center of each razor and are attached to a micro-generator housed in the subject's wrist. Fired upon mental command and linked by nano-trode wires to the generator they deliver varying charges of electricity. The darts are expelled by compressed nano-chem reaction and have a limited range but are totally silent. Though the flailing target struck by them most likely won't be.
  Note: Against barrier rated targets of lesser strength razors do 1/3 their listed damage. Treating hand razors with di-sheathing increases their damage and barrier rating. Monofilament augmentation involves incorporating a strand of razor wire into the slicing edges of the blades that increases damage. Poly-Sheathing involves coating the blades in a translucent nanite solution that subtly warps light, which renders the blades effectively invisible to cursory observance. Stun damage inflicted by the talons continues for up to 2 combat rounds or until/unless they are removed and/or at the discretion of the user of the talons, upon a successful hit and initial discharge. Darts are incorporated only within the four fingers, not the thumb and all are fired on either hand at once. This modification is not compatible with cyber claws. The nano-chem compression effect recharge for each set of darts requires 2 full minutes. If this ware is combined with the shock palm ware, divide the cost of the shock palm implant in half. The listed cost is for both hands, if only one is augmented with this ware halve the price.
        
  Monofilament  Garrote Conceal Rating                    Location                    Damage  (NS) Min
  1:                           98%                        Thumb tip               2d4+1(x3) 1:1200 16
  2:                           98%                           Wrist                  2d4+1(x3) 2:1800 18
  This process involves replacing or modifying either one of the subject's fingertips, fingernails or securing a very small spool and trigger soft-divot into the subject's wrist bone that upon pulling or depression frees the section of the fingertip, nail or wrist and allows the spool of deadly monomolecular razor wire to be pulled free for use as a brutally effective garrote. Ideal for surprise attacks, this deadly bit of near invisible wire can be used to lethal affect in close quarter combat.
  Note: With respect to monofilament edged weapons or the like, due to advances in armors, monofilament weapons no longer simply slice through such as if they didn't exist. Instead, damage beyond the armor's reduction rating is instantly accrued to the armor's AP value and once this is exceeded accrued to the person beneath. Against similar technologies, (Monofilament, particle weaponry, bio-ceramic bone lacing, black-synth skel, etc.) the weapons cause an earsplitting sound and no few sparks but simply glance off one another. (In the case of the bone augmentations, the subject's flesh is obviously not protected from this glancing effect. Viborium and Plasma Sheathed Monofilament will slice through monofilament.)
        
  Shock Touch Conceal Rating                              Stun Damage  (NS) Mod
  1:                                  95%                                      3d6+4 1:1000 12
  2:                                  95%                                      4d6+4 2:1500 14
  This modification involves the inception of tailored, insulated induction pads being set just beneath the skin of the subject's palms, fingertips, knuckles, feet, etc. This allows the subject to utilize a devastating touch, punch, kick or grappling attack that can render foes unconscious and even in some instances kill. A specialized micro capacitor is housed within the subject's wrist in hand versions and elsewhere near the induction coils if placed in the feet, knees, etc.
  Note: Once an opponent has been successfully grappled and the initial discharge from the Shock Touch applied, the target suffers subsequent stun damage until/unless they are shocked free, break free, and/or at the discretion of the user of the Shock Touch for up to 2 combat rounds. Dependant upon the location of the pads, this modification is not always compatible with smart-links, hand razors, knuckle spikes, retractable ankle spurs, or retractable cyber claws. If combined with taser talons cut the cost of this implant in half.
        
  Lasher Servo Conceal Rating          Striking/Reflex Bonus  (NS) Mod
 

1:                                    94%                             +3/+4

1:4600 18
 

2:                                    96%                             +6/+8

2:9200 22
 

3:                                    98%                             +9/+16

3:16000 26
  The Lasher Servo involves equipping the subject with an articulated micro servo or servos that are connected to an expert system and some form of monofilament, be it plasma shrouded or mundane. Via this servo and the attached length of end-weighted monofilament the subject is capable of using the length of monofilament as an impressively accurate whip or less if desired for garrote type attacks, as well as gaining servo-aided base, additional attacks. Upon mental cue, the spool will automatically retract the monofilament's length back into its secure housing. The number of potential monofilament lines that can be utilized in conjunction with a single mini-servo is based on the servo itself. A lvl3 servo for instance can manipulate up to three separate monofilament lines at the same time, though rather than a +9 bonus to each, the bonus is divided by the number of lines being manipulated so each would only gain a +3 bonus to strike and reflex. It is possible to incorporate multiple servos into a subject and maintain a greater bonus, but obviously this is far more expensive. The reflex bonus goes towards initiative and autostrike chances.
        
  Chem-Squirt Conceal Rating          Reservoirs          Range          Damage  (S) Mod
  1:                           95%                     6              3-meters       Variable 1:900 12
  2:                           95%                     9              6-meters       Variable 2:1400 14
  The chem-squirt system houses a thin specially treated, semi-pliable bio-ceramic tube within the subject's forearm along with a pair of small reservoirs, the contents of which are expelled by compressed nano-chem reaction with limited range. Likewise, a pair of small inlet valves just below the subject's elbow allow for refilling the chemical reservoirs. The chem-squirt is totally silent and with the right chemicals offers its possessor a wide variety of ways by which to deal with foes.
  Note: The units nano-chem can fully unload its various mini-reservoirs before requiring refilling and recharging, a process which takes roughly 10 minutes to complete.
        
  Chem-Coater    (S) Min
 

-

1000

12
  This modification allows the subject to coat retractable cyber weapons with various chemicals or poisons for use in augmenting their edged or piercing attacks. The process involves equipping the subject with a specially treated cartridge and modifying (when necessary) his or her cyber weapons to utilize the chemical or poison without danger to the subject. Likewise the unit is equipped with a small inlet valve that allows the subject to refill the Chem-Coater as needed.
  Note: The Chem-Coater cannot be used in conjunction with Viborium.
        
  Cyber Arm Composition        Base Strength        Barrier - R - P        DRR - Damage  (NS) Min
 

1:             Polyplast                 16                      2 - 40               -1 - 1d2+2

1:2500 12
 

2:          Carbon Steel               18                      4 - 60               -2 - 1d4+2

2:4200 14
 

3:             Titanium                  19                      6 - 80               -3 - 1d4+4

3:6200 16
 

4:         Poly-Ceramic                21                    10 - 120              -4 - 2d4+4

4:9000 18
 

5:          Bio-Ceramic                 20                     8 - 100              -4 - 1d6+4

5:11000 24
 

            Di-Sheathing                -                      +1 - +10               -1 - +1

2000 18
  The cyber arm is just what its name would imply, an arm generally crafted from an extremely complicated combination of bio and poly-ceramics, titanium and so forth, all of which combine to create a fully articulated bionic appendage. In all cases the subject's physiology is strengthened to support the added weight and strength of their artificial arm. Despite this intense reinforcement, in almost all cases the cyber arm is capable of specific feats of strength that the subject's body is not necessarily capable of supporting. The strength of the cyber arm cannot be further augmented. In the case of bio-ceramic materials, the bio-ceramic will repair itself at the rate of 5 barrier points per day. The damage listed would be caused by an elbow or punch, while half that amount would be caused to anyone striking the subject's arm or hand.
  Note: The technology of today is such that in most cases the subject's prosthetic is easily passed off as the real thing to all but the most advanced methods of detecting such unless of course this is contrary to the desires of the subject. Polyplast and bio-ceramic materials cannot benefit from Di-Sheathing. Due to the nature of the subject's new arm, the conceal rating of other mods or weapons within their arm or connected cyber hand is usually 100% unless of course the mod in question isn't designed to be concealed.
        
  Cyber Hand Composition   Base Strength   Barrier - R - P   DRR - Damage  (NS) Min
 

1:                  Polyplast              16                  2 - 40           -1 - 1d2+1

1:1000 12
 

2:                Carbon Steel           18                  4 - 60           -2 - 1d4+1

2:2500 14
 

3:                  Titanium               19                  6 - 80           -3 - 1d4+2

3:4200 16
 

4:                Poly-Ceramic           21                10 - 120          -4 - 2d4+2

4:6800 18
 

5:                 Bio-Ceramic            20                 8 - 100          -4 - 1d6+2

5:8800 24
 

                   Di-Sheathing            -                 +1 - +10            -1 - +1

1100 18
  Incorporation of a cyber hand most often replaces a damaged or destroyed real hand. Generally crafted from an extremely complicated composition of materials to create a fully articulated bionic appendage. In all cases the subject's physiology is strengthened to support the added weight and strength of the artificial hand. Despite this intense reinforcement, in almost all cases the cyber hand is capable of specific feats of strength that the subject's body is not usually capable of. The strength of the cyber hand cannot be further augmented. In the case of bio-ceramic materials, the bio-ceramic will repair itself at the rate of 5 barrier points per day. The damage listed would be caused by a punch, while half that amount would be caused to anyone striking the subject's hand or fist.
  Note: The technology of today is such that in most cases the subject's prosthetic is easily passed off as the real thing to all but the most advanced methods of detecting such unless of course this is contrary to the desires of the subject. Polyplast and bio-ceramics cannot benefit from Di-Sheathing. Due to the nature of the subject's new hand, the conceal rating of other mods or weapons within their hand is usually 100% unless of course the mod in question isn't designed to be concealed.
        
  Cyber Foot Composition   Base Strength   Barrier - R - P   DRR - Damage  (NS) Min
 

1:                  Polyplast              16                  2 - 40               -1 - 1d4

1:1000 12
 

2:                Carbon Steel           18                  4 - 60             -2 - 1d4+1

2:2500 14
 

3:                  Titanium               19                  6 - 80             -3 - 1d4+2

3:4200 16
 

4:                Poly-Ceramic           21                10 - 120            -4 - 2d4+2

4:6800 18
 

5:                 Bio-Ceramic            20                 8 - 100            -4 - 1d6+2

5:9600 24
 

                   Di-Sheathing            -                 +1 - +10             -1 - +1

1100 18
  The cyber foot generally ends up replacing the subject's damaged or destroyed appendage and is composed of a series of deftly engineered gears and so forth, all combined to create a fully articulated bionic appendage. In all cases the subject's physiology is strengthened to support the added weight and strength of the artificial foot. Despite this intense reinforcement, in almost all cases the cyber foot is capable of specific feats of strength that the subject's body is not necessarily capable of supporting. The strength of the cyber foot cannot be further augmented. In the case of bio-ceramic materials, the bio-ceramic will repair itself at the rate of 5 barrier points per day. The damage listed would be caused by a kick, while half that amount would be caused to anyone striking the subject's cyber foot.
  Note: The technology of today is such that in most cases the subject's prosthetic is easily passed off as the real thing to all but the most advanced methods of detecting such unless of course this is contrary to the desires of the subject. Polyplast and bio-ceramic materials cannot benefit from Di-Sheathing. Due to the nature of the subject's new foot, the conceal rating of other mods or weapons within it is usually 100% unless of course the mod in question isn't designed to be concealed.
        
  Cyber Gun Base                    Range     Base Damage     Rounds  (NS) Min
 

1:                      Holdout            20 meters        1d4+1             12

1:700 12
 

2:                       Pistol              30 meters        2d6+5              9

2:1600 14
 

3:                  Machine Pistol       30 meters        2d6+3             18

3:2000 16
 

4:                Submachine Gun      30 meters        2d6+5             21

4:2800 18
 

5:                     Shotgun            15 meters        5d6+3              8

5:4000 18
  Integrated Silencer levels (1-4) 100(x lvl) 12
  Recoil Reinforcement levels (1-4) 400(xlvl) 12
  Sub-Sonic Capabilities 1000 14
  This modification equips a subject's cyber arm with an integrated gun. Just beneath the elbow, the subject's arm is altered to take a specialized gun type and flat-clip of caseless ammunition. Bullets burst forth from just below the subject's upturned palm in most cases and the weapon can hold a variable number of shots within its own integrated chambering mechanism.
  Note: This weapon is not compatible with certain wares, primarily retractable cyber claws, some forms of the shock touch, monofilament whips, and chem-squirt modifications. Variants of the cyber-gun such as the machine pistol and sub machinegun are capable of burst fire mode, which adds a (x3) multiplier to damage and uses up three rounds per burst. The cyber-gun can be equipped with various add-ons though the integrated silencer is not an option with the shotgun modification.
        
  Cyber Leg Composition   Base Strength   Barrier - R - P   DRR - Damage  (NS) Min
 

1:                  Polyplast              16                  2 - 40            -1 - 1d4+1

1:2800 12
 

2:                Carbon Steel           18                  4 - 60            -2 - 1d4+3

2:4900 14
 

3:                  Titanium               19                  6 - 80            -3 - 1d4+5

3:7000 16
 

4:                Poly-Ceramic           21                10 - 120           -4 - 2d4+6

4:10000 18
 

5:                 Bio-Ceramic            20                 8 - 100           -4 - 1d6+5

5:12600 24
 

                   Di-Sheathing            -                 +1 - +10            -1 - +1

2200 18
  This process involves replacing the subject's leg with an incredibly complex series of joints, gears and articulated cybernetic musculature, all of which combine to create a functional bionic appendage. In all cases the subject's physiology is strengthened to support the added weight and strength of the artificial limb. Despite this intense reinforcement, in almost all cases the cyber limb is capable of specific feats of strength that the subject's body is not necessarily capable of supporting. The strength of the cyber leg cannot be further augmented. In the case of bio-ceramic materials, the bio-ceramic will repair itself at the rate of 5 barrier points per day. The damage listed would be caused by a kick or knee attack, while half that amount would be caused to anyone striking the subject's cyber leg.
  Note: The technology of today is such that in most cases the subject's prosthetic is easily passed off as the real thing to all but the most advanced methods of detecting such unless of course this is contrary to the desires of the subject. Polyplast and bio-ceramics cannot benefit from Di-Sheathing. Due to the nature of the subject's new leg, the conceal rating of other mods or weapons within the limb is usually 100% unless of course the mod in question isn't designed to be concealed.
        
  Cyber Skull Composition   Barrier - R - P   DRR - Damage  (NS) Min
 

1:                              Polyplast           2 - 40            -1 - 1d4+1

1:1500 12
 

2:                           Carbon Steel         4 - 60            -2 - 1d4+3

2:2500 14
 

3:                              Titanium            6 - 80            -3 - 1d4+5

3:4800 16
 

4:                           Poly-Ceramic       10 - 120           -4 - 2d4+6

4:7600 18
 

5:                            Bio-Ceramic        8 - 100            -4 - 1d6+5

5:9400 24
 

                              Di-Sheathing      +1 - +10           -1 - +1

1600 18
  The cyber skull is pretty much exactly what it sounds like, a skull that is crafted from the material in question and composed of an extremely complicated design. In all cases the subject's physiology is strengthened to support the added weight of their artificial skull. Likewise either cyber-surgery or tailored application of similarly formulated nanites are required to repair damage to the cyberware. In the case of bio-ceramic materials, the bio-ceramic will repair itself at the rate of 5 barrier points per day. The damage listed would be caused by a head-butt, while half that amount would be caused to anyone head-butting or punching the subject's head.
  Note: The technology of today is such that in most cases the subject's prosthetic is easily passed off as the real thing to all but the most advanced methods of detecting such unless of course this is contrary to the desires of the subject. Polyplast and bio-ceramics cannot benefit from Di-Sheathing. Due to the nature of the subject's new skull, the conceal rating of other mods or weapons within it is usually 100% unless of course the mod in question isn't designed to be concealed.
        
  Cyber Tendrils Strength          Agility          Length  (NS) Min
 

1:                                       12                18          6 meters

1:2100 16
 

2:                                       13                17          6 meters

2:3200 16
 

3:                                       14                16          5 meters

3:4300 16
 

4:                                       15                15          4 meters

4:5400 16
 

5:                                       16                14          4 meters

5:5400 16
 

                                   Poly-Sheathing  (Conceal Bonus: +90%)

2200 20
  This procedure involves incorporating a pair of cybernetic tendrils into the subject that come equipped with a specialized microprocessor and are composed of fully articulated micro-motors usually located at the subject's waist, shoulders, back or wrists, though almost any area is possible. Tendrils are often used to entangle opponents, latch onto ceilings and so forth. Tendrils range from relatively thin to roughly the width of a child's wrist. The wider the tendril is, the stronger it is, however conversely the less agile and shorter it tends to be of necessity. All forms are prehensile and can be manipulated by thought like any limb to one degree or another. Whether affixed with Clean-Tac sticking capabilities, miniaturized holo-recorders, etc. these tendrils allow a range of options that simply aren't available to a person without them. When not in use, the cyber tendrils are easily concealed upon specially articulated spools that are subcutaneous in nature and totally concealed.
  Note: Cyber tendrils can utilize a wide variety of potential augmentations to make them offensive, defensive or utility in nature.
        
  Cyber Torso Composition   Barrier - R - P   DRR - Damage  (NS) Min
 

1:                              Polyplast           2 - 40           -1 - 1d4/2

1:5500 12
 

2:                           Carbon Steel         4 - 60           -2 - 1d4+2/2

2:8500 14
 

3:                              Titanium            6 - 80           -3 - 1d4+4/2

3:11800 16
 

4:                           Poly-Ceramic       10 - 120          -4 - 2d4+6/2

4:14500 18
 

5:                            Bio-Ceramic         8 - 100          -4 - 1d6+5/2

5:17000 24
 

                              Di-Sheathing       +1 - +10         -1 - +1

2400 18
  The cyber torso is crafted from the base material in question and is composed of a carefully articulated design. In all cases the subject's physiology is strengthened to support the added weight of their new torso. These base materials, require either cyber-surgery or tailored application of similarly formulated nanites to repair damage to the torso. In the case of bio-ceramic materials, the bio-ceramic will repair itself at the rate of 5 barrier points per day. The damage listed would be caused to anyone striking the subject's cybered torso directly.
  Note: The technology of today is such that in most cases the subject's prosthetic is easily passed off as the real thing to all but the most advanced methods of detecting such unless of course this is contrary to the desires of the subject. Polyplast and bio-ceramics cannot benefit from Di-Sheathing. The recipient of a cyber torso usually gains a not insignificant amount of body mass/weight as a result of this procedure.
        
  Dermal Motors Time to Alter Form  (NS) Mod
  1:                                                     3 minutes 1:6200 22
  2:                                                     1 minute 2:10400 24
  An expert microprocessor works in conjunction with specialized dermal motors, which are tiny servos hooked into the subject's skin and nervous system to effect an extremely rapid form of change to the subject's physical appearance whether gross or miniscule. The system can pull or push the subject's skin, causing it to take different shapes. The subject can make their skin tighter or looser, change the shape of their ears or nose, change the skin's texture, and even add or remove moles, wrinkles, and blemishes.
  Note: The subject can utilize the dermal motors to shift or change their appearance to a degree that almost insures they won't be recognized by those utilizing visual or physical recognition methods. Certain wares such as the bio-ceramic ballistic weave can hinder the process and cause the time required to alter the subject's form to take three times as long. Dermal motors are not compatible with bio-ceramic sheathing or sub-dermal armor.
        
  Digi-Digits Situational Statistics                              Time Modifier  (S) Min
                                +6 to Reflex                                      -10%

1600

12
  This process involves replacing the subject's fingers on both hands and replacing them with cybernetic variants that split apart once at the base, once more at the first knuckle, once again at the third knuckle, and finally again at the tips, increasing the subject's usable digits from 10 to 50. Moving at frightening speed, these cybernetic digits type hundreds of times faster than normal fingers allow. This additional speed aids in general with a time modifier for such mundane tasks as data entry, programming, hacking, etc. Within the matrix, the additional speed aids hackers by granting them an added reflex bonus in terms of modifying programs, virals, or code on the fly and so forth.  
        
  Integrated Smart Link Systems    (S) Min
 

-

1200

16
  Integrated smart link systems allow the subject to gain the benefits of smart-link technology with regards to internal missile or projectile weapons. (ie. Taser Talons, Chem-Squirt, Cyber Gun, Eye-Bite Laser Pulse, etc.)
  Note: Take the cost of the base smart link technology and add the price for this modification to it. Likewise the index is the same as the base link in question. (ie. Smart Link or Improved Smart Link.)
        
  Smart Link Conceal Rating          Single - Dual          Call Shot - Dual  (NS) Min
                                  70%              +2 - (-2 - -4)          -2 - (-6 - -8)

3200

18
  Smooth induction links are installed into the subject's palm or palms and connected to a specialized micro-processor that relays statistical information and intimate awareness of the status of similarly modified weaponry for display either via smart goggles or a heads-up-display. Effectively granting the user an exceedingly deadly symbiotic oneness with their weapon.
        
  Improved Smart Link Conceal Rating          Single - Dual          Call Shot - Dual  (NS) Min
                                  80%              +3 - (-1 - -3)          -1 - (-5 - -7)

4600

20
  An advanced version of the smart link system, this enhanced link combines with a higher grade microprocessor and any similarly altered weapon, allowing the user an intimate knowledge and command of a weapon's ammunition, clip ejection, mode of fire, control, and overall condition, along with a more flawless tactical symbiotic interface.
  Note: The subject gains an additional attack with the smart linked weapon every other round. i.e. A dual-smart linked subject wielding dual-smart linked weapons would gain 2 added shots every second round of combat.
        
  Bio-Ceramic Ballistic Weave HP               DRR               WHP - Regen  (NS) Mod
  1:                                +20             -2            30 - (3 per hour) 1:14000 16
  2:                                +30             -4            40 - (4 per hour)

2:26000

18
  Through this extensive process bio-ceramic polymer fibers are crafted into a pliable full formfitting mesh within a subject’s skin, providing a relative degree of protection from almost all forms of attacks.
  Note: The ballistic weave procedures are not compatible with bio-ceramic sub-dermal armor or bio-ceramic dermal sheathing. Damage first comes from the weave's WHP, then the HP, then finally the subject's HP. If the WHP (Weave Hit Point) value provided by the ballistic weave reaches 0, until it regains a positive factor the (DDR) Damage Resistance Rating is halved, though the pseudo HP bonuses apply. Against energy attacks, the DRR is effectively halved and damage is done directly to the weave's HP until it's depleted, then directly to the subject.
        
  Epidermal Lattice BAR - KAR                    HP - Regen  (NS) Mod
  1:                                         -4                  30 - (2 per round) 1:10000 14
  2:                                         -6                  50 - (3 per round) 2:18000 16
  3:                                         -8                  70 - (4 per round)

3:32000

18
  This process involves incorporating specially crafted miniature kinetic field generators into the subject's body at crucial points. These points are the head, solar plexus, each of the subject's shoulders, elbows, wrists, hips, thighs and ankles. Damage that goes beyond the ware's threshold (BAR/KAR) damage resistance rating, comes first from the pseudo HPs of the epidermal lattice before coming from the subject's HP. Unlike base armors, the epidermal lattice regenerates a portion of its HP value field each combat round. The epidermal lattice's BAR/KAR continues to aid the subject even if the lattice no longer has a positive HP value.
  Note: The epidermal lattice is not compatible with sub-dermal armor or dermal sheathing. If the HP value provided by the epidermal lattice reaches 0 the (BAR/KAR) ballistic and kinetic armor ratings apply but are halved in effectiveness, until its HP regains a positive value. Against energy attacks, damage completely bypasses the epidermal lattice.
        
  Bio-Ceramic Sub-Dermal Armor HP                    DRR                    SDAP                    Detrimental Statistics  (NS) Mod
  1:         +40                 -4          60 - (5 per hour)                  -1 Reflex 1:6000 14
  2:         +50                 -4         80 - (10 per hour)     -2 Reflex - -1 Attractiveness 2:9800 16
  3:         +60                 -4        100 - (15 per hour)    -4 Reflex - -2 Attractiveness

3:14800

18
  More bulky and faintly obvious when compared to the effectively invisible ballistic weave, this process involves placing thin bio-ceramic plates woven together with a similar, though less bulky, mesh of carbon polymers that act to protect the subject from most weaponry. Unlike the lesser weaves and lattices, bio-ceramic sub-dermal armor has a greater DRR and more HP. Likewise, the armor's HP repairs itself in just a matter of hours.
  Note: Bio-ceramic sub-dermal armor has detrimental side affects as well however. Sub-dermal armor is not compatible with bio-ceramic dermal sheathing, bio-ceramic ballistic weaves or the epidermal lattice. If the HP value provided by the sub-dermal armor reaches 0, until it regains a positive factor only half the armor's DRR is effective. There are specialized nanite injections that can completely refresh the sub-dermal armor's HP in a matter of hours, but they are quite expensive. Against energy attacks, the DRR is effectively halved and damage is done directly to the armor's AP and then the subject's HP until it's depleted, then directly to the subject. (Nanite Repair Injection - Cost: 2500 - Fully regenerates HP in 1d4 hours.)
        
  Bio-Ceramic Dermal Sheathing HP                    DRR                         SDAP          Detrimental Statistics  (NS) Mod
  1:           +60                  -4             80 - (8 per hour)               - 1:8000 16
  2:           +70                  -4           100 - (16 per hour)              - 2:14000 18
  3:           +80                  -4           120 - (24 per hour)        -1 Reflex

3:22800

20
  Bio-ceramic dermal sheathing is the latest in sub-dermal armoring and largely avoids the bulky, oft-times dehumanizing appearance that accompanies less recent versions of sub-dermal armoring though the process is much the same. Unlike the lesser weaves, lattices and bio-ceramic sub-dermal armor, bio-ceramic dermal sheathing has a greater DRR and more HP. Likewise, the sheathing's HP repairs itself at a swifter rate.
  Note: Bio-ceramic dermal sheathing has potential detrimental side affects as well however. Sheathing is not compatible with bio-ceramic sub-dermal armor, bio-ceramic ballistic weaves or the epidermal lattice. If the HP value provided by the sheathing reaches 0, until it regains a positive value only half the sheathing's DRR is effective. There are specialized nanite injections that can completely refresh the Bio-Ceramic Dermal Sheathing's HP in a matter of hours, but they are quite expensive. Against energy attacks, the DRR is effectively halved and damage is done directly to the armor's AP and then the subject's HP until it's depleted, then directly to the subject. (Nanite Repair Injection - Cost: 3500 - Fully regenerates HP in 1d3 hours.)
        
  Protean Hands Situational Bonuses/Skills  (NS) Min
 

+4 Escape - +2 to Grapple

3500

16
  This modification replaces the bones in the subject's hands with a specialized bio-ceramic that becomes pliable and easily shaped upon mental command. At a thought the bio-ceramic returns to its original hardened configuration that essentially grants the subject the same degree of enhanced damage with their fists as per kevlar bone lacing.
  Note: Protean hands are not compatible with any form of bone-lacing. Can alter fingerprints though not duplicate other patterns without a sample and neural programming.
        
  Clean-Tac Graft Treatment Adhesive Rating  (NS) Mod
  1:                                             189.00 kilos - 100% 1:4400 18
  2:                                             223.00 kilos - 100% 2:6800 18
 

Nanite Solution: Legal Clinic

600

12
                                                                   Black Market

1800

10
  The clean-tac craft treatment involves incorporating specially made nanites into the subject's palms, feet, forearms, knees and shins. These nanites grant the user the remarkable ability to cling to virtually any surface, save for frictionless surfaces which halve their effectiveness. (Nanite Sheathed vehicles, crafts, etc.) Unlike most nanite based cyberware, this treatment requires periodic replenishing of the tailored nanite solution. Unless the subject is equipped with a CTGT Nanite Hive mod. (See Nanites.)
  Note: Each nanite dose stores for 1 year and lasts 3 months once used to replenish the subject's dwindling supply. Subject gains a +2 to affect with grappling attacks and cannot be disarmed by kinetic force. (ie. kicks, punches, etc. A bullet through the hand would still work however.)
        
  Magneto Sub-systems Magnetic Rating  (NS) Mod
  1:                                             166.00 kilos - 100% 1:3200 14
  2:                                             198.00 kilos - 100% 2:4600 14
  3:                                             230.00 kilos - 100%

3:7200

14
  This surgical process grafts a specialized series of miniature electro-magnets into the subject's legs, knees, arms and palms, allowing the subject a far greater grip or the ability to simply stick onto ferrous metal materials. Useful in some instances to those who are used to running physical ops.
  Note: Most buildings and the like are no longer composed of ferrous type metals, those things that are, are older vehicles, structures and similar things.
        
  Polyplast Bone Lacing Damage             DRR       Statistics      Barrier Rating - Points  (NS) Min
                P:1d2+1 K:1d4+1      -1         +10 HP                  2 - 20

3500

12
  In this extensive process, the subject's bones are reinforced to provide greater cohesion and strength, allowing for additional durability in physically stressing situations and added raw power in unarmed combat. The entire process is both lengthy and stressful on the subject's physiology. Polyplast bone lacing likewise grants the subject additional damage capabilities.
  Note: With respect to damage modifiers the subject does the listed damage on a simple punch or kick to foes (This is in addition to any skill bonuses and counts as damage as opposed to sub-dual damage.) and anyone striking him or her with their fist takes half the damage if such a strike would contact any portion of the subject's reinforced skeleton. Materials with a lesser Barrier Rating can be harmed by the subject of this procedure causing 50% of the listed damage, though utilizing the skeletal enhancement in this way tends to destroy the flesh and thin veneer of tissue that covers the subject's knuckles and generally makes a mess. The DRR (Damage Reduction Rating) aids the subject in avoiding damage from most sources, while the strength of the skeleton's structure is enhanced by the barrier points.
        
  Kevlar Bone Lacing Damage             DRR            Statistics           Barrier Rating - Points  (NS) Min
           P:1d4+1 K:1d4+2       -1            +20 HP                        3 - 30

5200

14
  In this extensive process, the subject's bones are reinforced to provide greater cohesion and strength, allowing for additional durability in physically stressing situations and added raw power in unarmed combat. The entire process is both lengthy and stressful on the subject's physiology. Kevlar bone lacing likewise grants the subject additional damage capabilities.
  Note: With respect to damage modifiers the subject does the listed damage on a simple punch or kick to foes (This is in addition to any skill bonuses and counts as damage as opposed to sub-dual damage.) and anyone striking him or her with their fist takes half the damage if such a strike would contact any portion of the subject's reinforced skeleton. Materials with a lesser Barrier Rating can be harmed by the subject of this procedure causing 50% of the listed damage, though utilizing the skeletal enhancement in this way tends to destroy the flesh and thin veneer of tissue that covers the subject's knuckles and generally makes a mess. The DRR (Damage Reduction Rating) aids the subject in avoiding damage from most sources, while the strength of the skeleton's structure is enhanced by the barrier points.
        
  Aluminum Bone Lacing Damage             DRR            Statistics           Barrier Rating - Points  (NS) Min
           P:1d4+2 K:1d4+4       -1  +30 HP - +1 Strength               4 - 40

8000

16
  Reinforcing the subject's bones with a specially treated aluminum polymer thread, this process provides the subject's skeleton with greater physical resilience and dependability in both flat out stopping power, and damage in unarmed combat. Like polyplast bone lacing, this process is physically grueling and greatly stresses the subject's physiology. Aluminum bone lacing likewise grants the subject additional damage capabilities.
  Note: This adds about 1 kilo to the subject's overall weight. With respect to damage modifiers the subject does the listed damage on a simple punch or kick to foes (This is in addition to any skill bonuses and counts as damage as opposed to sub-dual damage.) and anyone striking him or her with their fist takes half the damage if such a strike would contact any portion of the subject's reinforced skeleton. Materials with a lesser Barrier Rating can be harmed by the subject of this procedure causing 50% of the listed damage, though utilizing the skeletal enhancement in this way tends to destroy the flesh and thin veneer of tissue that covers the subject's knuckles and generally makes a mess. The DRR (Damage Reduction Rating) aids the subject in avoiding damage from most sources, while the strength of the skeleton's structure is enhanced by the Barrier Points.
        
  Titanium Bone Lacing Damage             DRR            Statistics           Barrier Rating - Points  (NS) Min
            P:1d6+2 K:1d6+4      -2  +40 HP - +2 Strength               6 - 60

14000

18
  Titanium bone lacing makes the subjectís bones all but unbreakable and grants a great deal more raw stopping power and physical resistance than either polyplast, kevlar or aluminum bone lacing. Like its forerunners, titanium bone lacing is horribly stressing to the subject's physiology. Titanium bone lacing likewise grants the subject additional damage capabilities.
  Note: This adds about 5 kilos to the subject's overall weight. With respect to damage modifiers the subject does the listed damage on a simple punch or kick to foes (This is in addition to any skill bonuses and counts as damage as opposed to sub-dual damage.) and anyone striking him or her with their fist takes half the damage if such a strike would contact any portion of the subject's reinforced skeleton. Materials with a lesser Barrier Rating can be harmed by the subject of this procedure causing 50% of the listed damage, though utilizing the skeletal enhancement in this way tends to destroy the flesh and thin veneer of tissue that covers the subject's knuckles and generally makes a mess. The DRR (Damage Reduction Rating) aids the subject in avoiding damage from most sources, while the strength of the skeleton's structure is enhanced by the barrier points.
        
  Enhanced Articulation Statistical Bonus  (NS) Min
 

+2 Agility - +2 Reflex

1200

10
 

Complete Treatment

1600

10
  By treating the primary joints of the subject’s body the subject gains an impressive degree of speed, combined with a contortionist's range of movement.
  Note: Upon request the subject's toes and fingers can be treated as well for a nimbleness that defies description! At an extra cost of course.
        
  CP Landing System Situational Bonuses  (NS) Min
 

+4 Agility/+4 Reflex

6000

16
  This piece of ware was created to aid in avoiding falling damage or injury. The Cat’s Paw Landing System strengthens and articulates both the subject’s wrists and ankles, as well as the base of their spinal column, to grant the ability to fall from most heights and still manage to land on one's hands and/or feet without fear of serious harmful injury.
  Note: Range equates to 1 meter per 1/2 the subject's Reflex Rating. A byproduct of this enhancement makes even a total novice an expert in terms of navigating any form of partial or full freefall.
        
  Skill Wire Rig Skill Rating           Chipjack Slots  (NS) Ext
  1:                                       Variable                     3

1:18000

12
  2:                                       Variable                     5 2:26000 14
  3:                                       Variable                     7

3:42000

16
  This extensive process allows the use of special skillsofts that are placed in the subject's chipjacks. The user is able to utilize the skills loaded upon the tailored chips as if the skills were his or her own, up to the level of the base skill recorded upon the chip. Generally chips are never as good as the real thing in that those with the real skill are more capable of improvisation and can more fully take advantage of their innate knowledge, while those utilizing skillsofts are limited by the rating of the chip itself, however some skill is better than none in any situation. Also in the case of skills the subject already possesses, combining the right chip with Skill Wires can further enhance the subject's innate skill by half again the value of the actual skill chip.
        
  Expert Chipjack Plugs Skill Rating Bonus  -
  1:                                                        +1 1:2000 14
  2:                                                        +2 2:4000 16
  3:                                                        +3

3:6000

18
  Expert chipjack plugs must be purchased separately for each skillsoft or knowsoft that the subject wishes the bonus for and are only compatible with skill wire rigs. Thus if the subject wanted a +3 bonus for her Karate lvl 4 skillsoft and mechanic build and repair lvl 3 skillsoft, she would have to buy a separate expert chipjack plug for both. The benefit is that the expert chipjack is compatible with multiple skill and knowsofts regardless of rating as long as they are the same type. (ie. Karate lvl 4 or Karate lvl 6 would both benefit from the same expert chipjack purchased for Karate.)
        
  Booster Wires Situational Bonuses     Autostrike - Evade Chance     Armor - Strike Bonuses  (NS) Mod
  1:          +1d4 Reflex                            1%                                  -  - +1 1:4000 16
  2:        +1d4+2 Reflex                           2%                                 -1 - +1 2:8000 18
  3:        +2d4+2 Reflex                           3%                                 -1 - +2 3:14000 20
  Similar though not as telling in effect as reflex coils, boosting a subject's reflexes is almost as invasive but far less expensive or stressful to the subject's system. A trigger to turn off the system is not necessary as it functions and powers down upon command. Booster wires are not as fast as reflex coils or flash wire systems.
  Note: With respect to the subject's chance to auto-strike/evade, the % is adjusted by subtracting any modifiers in this regard that the target might have as well, with parity voiding those bonuses. Booster wires are not compatible with coil enhancements, variable coil triggers, reflex coils, or flash wire systems.
        
  Reflex Coils Situational Bonuses     Autostrike - Evade Chance     Armor - Strike Bonuses  (NS) Ext
  1:2d4+4  Reflex +1 Agility +1 Intuition      5%                                 -2 - +2 1:18000 20
  2:3d4+6 Reflex  +1 Agility +1 Intuition      7%                                 -3 - +4 2:26000 22
  3:4d4+8 Reflex  +2 Agility +2 Intuition      9%                                 -4 - +5 3:42000 24
  4:6d4+10 Reflex +3 Agility +3 Intuition    12%                                 -6 - +6 4:74000 26
  An extremely invasive and costly procedure, this surgery allows the subject to move/react/perceive and perform at vastly enhanced speeds. The effect to the senses of a wired person, being that ordinary people and those with lesser enhancements appear to be moving as if in slow motion.
  Note: Studies show that some subject's who stay fully coiled for an extended period of time tend to potentially develop nervous system problems and odd ticks. Reflex coils are not compatible with booster wires or flash wire cyberware modifications.  With respect to the subject's chance to auto-strike/evade, the % is adjusted by subtracting any modifiers in this regard that the target has as well, with parity voiding those bonuses.
        
  Variable Coil Trigger    (S) Min
 

-

2000

26
  Due to the strain caused to the body and motor skills of being constantly wired, subjects are encouraged to likewise invest in a mentally cued variable coil trigger. It is not however a necessity. This allows the wired subject to disengage their inhumanly fast reflexes or lessen or heighten their affects until triggered again.
  Note: The variable coil trigger is only usable with reflex coils and is not compatible with booster wires or flash wire cyberware. Likewise the variable nature is limited by the base system of wired reflexes involved. (ie. A subject with reflex coils (lvl 1) can use the trigger only as a basic on/off switch, whereas a subject with reflex coils (lvl 3) would be able to utilize the trigger to lessen his or her coils to (lvl 2) - (lvl 1) or simply as an on/off switch for them.
        
  Coil Enhancement Situational Bonuses     Autostrike - Evade Chance  (NS) Min
  1:                               +1 Reflex                             - 1:2000 20
  2:                               +2 Reflex                            1% 2:4000 20
  3:                               +3 Reflex                            1% 3:6000 22
  4:                               +4 Reflex                            2% 4:8000 24
  Through customized tweaking and honing a subject equipped with reflex wires can squeeze even more speed from their augmentations via an arduous process of coil enhancement.
        
  Flash Wire Situational Bonuses     Autostrike - Evade Chance     Armor - Strike Bonuses  (NS) Ext
  1:  2d6 +6 Reflex  +2 Agility                       7%                            -3 - +4 1:24000 22
  2:  3d6 +8 Reflex  +2 Agility +1 Intuition       9%                           -4 - +5 2:33000 24
  3: 4d6 +10 Reflex  +3 Agility +2 Intuition     13%                           -6 - +7 3:51000 26
  4: 6d6 +12 Reflex  +4 Agility +3 Intuition     18%                          -8 - +10 4:87000 28
  Flash wire systems are as horribly invasive as they are stressing to the subject's system. Due to the nature of the ware and its keeping the subject in a perpetual state of anxious hyper-activity, there is a 5% chance per month (non-cumulative) that the subject will develop TLE (Temporal Lobe Epilepsy). Even if the subject stays clear of the disease, he or she will occasionally suffer momentary spasms as muscles quiver uncontrollably and their nervous system shunts the extra energy. Still the speed the system provides is glorious and frightening to behold and those augmented with these systems are unnaturally graceful and fluid in their movements.
  Note: The flash wire ware is not compatible with booster wires or reflex coil cyberware nor with the variable coil trigger or coil enhancement. With respect to the subject's chance to auto-strike/evade, the % is adjusted by subtracting any modifiers in this regard that the target has as well, with parity voiding those bonuses.
        
  Auto Injector Dosage Number  (S) Min
  1:                                                         3 1:1200 8
  2:                                                         6 2:2000 10
  3:                                                         9

3:3400

12
  This modification places a specialized triggered injector for various chemicals or compounds, from drugs, poisons, antibiotics, antidotes and so forth. Each Auto Injector is equipped with a special inlet valve that allows the subject to refill the unit when necessary.
        
  Body Compartment    (S) Min
 

-

800

10
  In addition to the fingers or teeth, other parts of the body can be hollowed out or otherwise modified to act as compartments for use in holding small items, devices or substances. Usually this process involves removing a piece of bone and replacing it with a poly-ceramic case. Typical compartment spaces are placed in ribs, knee-caps, toes and so forth. (Typical things kept within such a compartment are lock picks, data-chips, micro-transceivers, bugs, etc.)
        
  Cryo-Circuit Duration                    Resuscitation Bonus  (NS) Mod
  1:                              12 Hours                            24% 1:2000 14
  2:                              24 Hours                            48% 2:4200 14
  3:                              36 Hours                            72%

3:6400

14
  This modification incorporates a tailor-made latticework of miniscule fibers that act in the event that the subject's vital signs cease or drop below acceptable levels. In such cases the cryo-circuit drops the subject's body temperature dramatically, especially with respect to primary organs and provides the subject with hours in which he or she can potentially be revived rather than just a handful of minutes before brain damage and full-on death occur.
  Note: Environmental variables can play a significant role in whether cryo-circuits are of any use in some cases. (ie. If the subject happens to be in a desert, tropical jungle or resting next to a blast furnace etc.)
        
  Biomonitor Statistics                    Healing Bonus          Resuscitation Bonus  (NS) Mod
  1:      +1 Constitution  +10HP               +1                            65% 1:5000 14
  2:      +2 Constitution  +20HP               +2                            70% 2:8000 16
  3:      +3 Constitution  +30HP               +3                            75%

3:12000

18
  This thumbnail sized expert microprocessor coordinates and keeps track of all the usual health-tracking functions (pulse, respiration, brain activity, blood sugar, temperature and cholesterol levels), the biomonitor also keeps track of a whole slew of other factors (radiation levels and exposure, ultra-violet index, blood-oxygen level, blood-nitrogen levels, manganese, sulfur, lead, mercury, aluminum, biotoxins, current gravity, air pressure and pre-programmed drugs). Because the biomonitor  needs access to the lungs for data, it is mounted just under the ribcage, usually with a connection to a readout in the subject's forearm or a link to cyber optics.
 

Note: The effects of the biomonitor are not cumulative with the bio array.

        
  Filtration Systems Airborne          Blood          Ingested Rating          Cellular  (NS) Mod
  1:                        30%            20%                 30%                   20% 1:6000 14
  2:                        35%            25%                 35%                   25% 2:9000 14
  3:                        40%            30%                 40%                   30% 3:15000 14
  4:                        45%            35%                 45%                   35%

4:27000

14
  The introduction of a filtration system applies to only one of the subject's various systems dependant upon the modification. Each, varying by its type monitors and filters that particular system through the use of tailored wares which provide resistance and semi-immunity to most toxins and impurities born via the specific method involved, whether by air, blood, ingestion, or cellular. Multiple filtration systems can be incorporated into a single subject.
        
  Bio Array Statistics                    Healing Bonus          Resuscitation Bonus  (NS) Mod
  1:       +3 Constitution +35HP                +4                            80% 1:9000 16
  2:       +4 Constitution +40HP                +5                            85% 2:16000 18
  3:       +5 Constitution +45HP                +6                            90%

3:22000

20
  This series of thumbnail sized expert microprocessors coordinate and keep track of all the usual physiological health-tracking functions (pulse, respiration, brain activity, blood sugar, temperature and cholesterol levels), the bio array also keeps track of a whole slough of other factors (radiation exposure, ultra-violet index, platelet count, blood-oxygen level, blood-nitrogen levels, manganese, sulfur, lead, mercury, aluminum, biotoxins, current gravity, air pressure and pre-programmed drugs). The bio array likewise coordinates and augments the capabilities of any other wares the subject might possess which relate to the character's physiology. Because the bio array interpolates data between and augments the functionality of so many other wares it is widely spread throughout the subject's body. The bio array has the capabilities of fully diagnosing and where possible, initiating steps to aid the subject in the event that their system has been compromised. In most cases the subject is kept abreast of their physiological, environmental, medial and ware based functionality either via a systems readout located in the forearm or through direct HUD or cyber optic display.
 

Note: The effects of the bio array are not cumulative with the biomonitor.

        
  Bio Regulator Poison Resistance          Disease Resistance  (NS) Ext
 

                                         15%                            10%

6000

18
  This ware allows the subject to regulate certain autonomous functions of the body such as breathing, heart rate, gag reflex, fever and response to foreign materials. This makes the subject virtually (96%) immune to a specific subset of dazing or nauseating conditions. As a byproduct the subject gains an improved resistance to poison and disease and is far less likely to be easily winded from exertion.
  Note: The subject automatically gains the Endurance skill as a byproduct of this ware.
        
  Heat Diffusion Sheathe Heat Signature Bleed                    Processor Speed  (NS) Ext
  1:                                   -2                                    12 seconds 1:8000 16
  2:                                   -3                                    10 seconds 2:12000 18
  3:                                   -4                                     8  seconds 3:18000 20
  4:                                   -5                                     4  seconds 4:24000 22
  5:                                   -6                                     2  seconds

5:32000

24
  This elaborate network of heat bleeding shunts allows the subject to quickly shed excess and to a degree, even normal body heat, potentially allowing the subject to blend in easily with their surroundings. Primarily desired by those involved in various professions that require stealth.
  Note: In general your average person who is performing normally without exerting themselves is a 1, while exertion raises a person's heat signature by +1. Generally speaking, a value of 0 equates with blending in with one's surroundings, except in the case of extreme environments. The processor speed is the amount of time required to bleed downward each step. So that time would be doubled to drop two steps if of course the ware allows for such, and so forth.
        
  Pain Editor Statistics                              Threshold Rating  (NS) Mod
  1:      +1 Constitution   +3 Will   Ware Bonus  5%           90% 1:9000 14
  2:      +2 Constitution   +4 Will   Ware Bonus 10%          95% 2:15000 16
  3:      +3 Constitution   +5 Will   Ware Bonus 15%          98%

3:22000

18
  This small piece of tech allows the subject to largely ignore the effects of pain. The subject does realize the extent of the damage he or she has suffered but can in most cases and up to a point still function (If physically possible.) despite the de-habilitating affects. The Threshold Rating represents the amount of damage that the subject can sustain before the Pain Editor is overloaded and goes dormant.
  Note: The bonuses to constitution and will reflect the benefits of the pain editor in terms of increasing the subject's threshold to pain.
        
  Ruthenium Sheathing Adaptability                    Processor Speed                    Stealth  (NS) Mod
  1:                      70%                          1.5 seconds              +2 - +65% Unseen 1:9000 18
  2:                      80%                            1 second                +4 - +75% Unseen 2:15000 22
  3:                      90%                           .5 seconds               +6 - +85% Unseen

3:22000

26
  Ruthenium Sheathing involves a process of suffusing the subjects skin with specialized polymers that react to electric current that is flushed through a latticework of sensors to achieve varying colors or hues that allow the subject to more ably blend in with his or her surroundings. Equipped with hundreds of thousands of nano-vid feeds and a small host of micro-processors to alter the apparent pigmentation of the subjects skin quickly and effectively.
  Note: Clothing can degrade the affects of the blending just as simple things like mud and so forth can. This modification is not possible in conjunction with Color Me or Chloro-Skin. The above listed modifiers take into account that the subject is naked or wearing clothing or armor that is likewise ruthenium based.
        
  Touch Wires    (NS) Min
 

-

3600

18
  These implants are composed of dozens of articulated prehensile near monofilament thin wires that snake forth from the subject's hands. Each wire is essentially a touch sensor that allows the subject to feel and distinguish extremely fine details on any surface.
 

Note: The subject can utilize the touch wires to search a ten by ten foot area in one round.

        

 

    Senseware   
        
  Cyber Optics Conceal Rating                              Subsystems  (NS) Mod
  1:                                  74%                                         4 1:1400 10
  2:                                  80%                                         6 2:2600 12
  3:                                  86%                                         8 3:4000 14
  4:                                  92%                                        10 4:7800 14
 

Mil-Spec

   
  A:                                 98%                                         13 A:11400 18
  B:                                 98%                                         16 B:16000 20
  D:                                 98%                                         19 D:23000 22
  O:                                 98%                                         22 O:32000 24
  By replacing the subject's organic eyes with cyber optics, a visual acuity of 40/20 or for mil-spec grades 60/20 is granted. Each tier also allows for a variable number of sub-systems, dependant upon the cyber optic purchased. With respect to concealing the fact that the subject's eyes are cybernetic as opposed to real the number listed is the highest achievable for that grade of ware, but can be lowered as per the subject's desires. Mil-spec rated cyber optics can alter their color, configuration, appearance and shape at will and gain a 6% bonus to both the Intuition and Stand Alone reaction ratings. (Mirrored, silver, violet gold, opaque, vertical, spiral, etc.)
  Note: All cyber optics are automatically equipped with the Anti-Dazzle modification, which does not count toward the number of optional optical subsystems. The retinal pattern of mil-spec grade cyber optics can be altered, though not to an extent as to duplicate other patterns without a sample of the pattern to be copied and optical reprogramming. The modifications listed below with respect to augmenting normal eyes is limited to 3 slots worth of subsystem implants.
        
  Anti-Dazzle Intuition Rating                    Stand Alone  *(S) Min
                                            90%                              70%

1000

10
 

Subsystem slots: 0/1

 

 
  This process enhances a user's eyes to near instantly compensate in the event of a flash or other visually harmful exposure to sudden light. If the subject has foreknowledge or makes an intuition check and knows a flash is about to occur it greatly heightens the chance of success, otherwise the Stand-Alone percentage comes into play.
  Note: This subsystem is already integrated into cyber optics.
        
  Corpse Display Link -  *(S) Min
 

Subsystem slots: 2

1400

10
  This process is a favorite among Corpse of all tiers as it provides the subject with a specialized Image-Link system combined with a mini-signal throughput capable of accessing the matrix in a very limited sense from nearly anywhere. (Void in unpopulated areas.) Through use of the Display Link, the subject is kept up to date with current news and likewise kept abreast of the most recent trading on the stock exchange. Ideal for the corpse who wants to keep up with the competition.
        
  Electronic Magnification Magnification Rating  *(S) Min
  1:                                     40/20      x9    or   60/20      x9 1:2000 10
  2:                                     40/20     x16   or   60/20     x16 2:3400 12
  3:                                     40/20     x22   or   60/20     x22 3:5600 14
  4:                                     40/20     x28   or   60/20     x28 4:8000 16
 

Subsystem slots: 1

   
  This process enhances the subject’s eyes or cyber optics to amplify the visual input received via electronic magnification. While more powerful than simple optical magnification the quality tends to degrade at longer ranges. (Reduces range modifiers for distant targets by 1 level for every 2 levels of magnification.)
        
  Eye Bite Laser Pulse Range          Charges          Damage  *(S) Min
  1:                          3 meters            4 (per eye)              (3d4x3) 1:8200 24
  2:                          3 meters            2 (per eye)              (5d4+3) 2:12000 26
 

Subsystem slots: 4

   
  The Eye Bite Laser Pulse alters the subject's cyber optics to be utilized as a brutal short-range weapon. Subject to an opposed test, the subject can attempt to harm enemies with a micro-burst beam of intense laser light. For purposes of attacking the laser burst strikes randomly and a called shot negates both the detriments to the targets Intuition and Agility and incurs the standard -4 to strike penalty.
  Note: Requires 24 hours to recharge.
        
  Flash Strobe Light System Range          Area of Effect          Charges          Duration  *(S) Min
  1:                100 meters       180 degrees         3 (per eye)      10 Seconds 1:1000 12
  2:                900 meters       180 degrees         1 (per eye)      10 Seconds 2:2200 14
 

Subsystem slots: 2

   
  The Flash Strobe Light System is a modification for cyber optics. intended to cause temporary blindness in surrounding targets.
  Note: Recharging requires 1 hour per usage regained. Those within the area of affect must make an opposed test to avoid the de-habilitating affects or be blinded and suffer as follows (1:) Intuition (-3) + Agility (-3)/2 or (2:) Intuition (-6) + Agility (-6)/2 and suffer a -4 to all combat or visually dependant actions as a result of their temporary blindness. The duration is 4d4 combat rounds.
        
  Gun Eye Modification Conceal Rating          Range          Darts - Rounds     Damage  *(S) Min
  Dart:                    96%               6 meters                6            1d2+(Variable) 1:1200 16
  Bullet:                  96%               9 meters                3                 1d4+1 2:2200 18
 

Subsystem slots: 3

   
  This modification equips the subject with an integrated dart gun or basic gun that equates to a small hold-out pistol, housed within the subject's cyber optic. These systems hold 6 darts or 3 customized rounds that cost 40% more than base rounds. The weapon itself is almost totally concealed, but the process requires the replacement or modification of part of the subject's skull which makes it incompatible with some other ware types. The Gun-Eye Modification can be equipped with various miniscule integrated options such as Integrated Smartlink Systems.
  Note: Utilizing the Gun Eye causes the subject to be blind in that eye for 1d4 combat rounds if they possess the gun variant.
        
  Holo Imager Subliminal Strength                    Duration  *(S) Min
  1:                                      85%                                 1 hours 1:8000 20
  2:                                      90%                                 2 hours 2:16000 22
  3:                                      95%                                 3 hours 2:36000 24
 

Subsystem slots: 4

   
  This piece of ware places a high-powered miniscule holographic imaging system into the subject's cyber optics that allows her to project subliminally enhanced holograms. In certain circumstances the holo-imager is capable of being utilized as a weapon. (Whether used indirectly to distract or cause a foe to hesitate, or focusing its projector into a tight beam that can severely damage a person's retinas. Anti-Dazzle eye protection, whether the cybered version or based on some piece of equipment will grant immunity to this damaging effect.) Dependant upon both conditions and the projected illusion, certain vision types and of course any blind, tactile based investigation will make it readily apparent that the image or images projected are indeed just that. ultra-sound sight and similar augmentations can all potentially prove that holographic images projected are not real, dependant upon the image itself and or environmental factors.
  Note: The subliminal aspect of the holo imager allows the subject to effect the illusion of all the senses as opposed to just sight. For each full minute that the illusion is kept up, the subject must roll under the subliminal strength or there are flaws in the illusion that can potentially spoil the entire affect.
        
  Image Link -  *(S) Min
 

Subsystem slots: 1

1600

10
  Through this delicate technique a miniscule microprocessor is connected to a subject's cyber optics and allows for a digital clock with full world time access, image viewing via one of the varied types of jacks or head-ware micro-memory, and full visual access to certain other cybernetic subsystems such as bio-monitors, etc.
        
  Laser Spot Welder Range          Duration          Damage  *(S) Min
                                      1 meter       30 minutes         2d6+3

6000

10
 

Subsystem slots: 2

 

 
  This option is useful for cutting through thin materials or welding materials together. Due to its short-range and limited strength it makes for a poor weapon. (-6 to hit)
  Note: This option requires 1 full hour to recharge.
        
  Light Sight Systems Type                    Range                    Duration  *(S) Min
   1:                           Basic              10 meters               3 hours

1:1000

10
   2:                        Ultraviolet          10 meters               3 hours 2:2600 12
 

Subsystem slots: 1

 

 
  The light sight modification is only viable with cyber optics and involves implanting a pair of powerful polarized light-sources, basic or ultraviolet, into the subject's optics. The beams can be controlled to provide pin-point or diffuse lighting as desired. While in pin-point or narrow mode, the polarization makes the light all but invisible to anyone not directly within the subject's field of vision, in diffuse mode however the light is readily visible.
  Note: It takes an hour for the units to recharge once drained. The basic light sight system can be utilized to temporarily blind an opponent if eyecontact is made and the target fails an opposed reflexive check against the subject. (Intuition(-2) +Agility(-2)/2) The duration of the blindness is 1d4 combat rounds during which the subject suffers a -2 to all combat or visually dependant actions. To utilize the ultraviolet version the subject must obviously be able to see into the ultraviolet range.
        
  Low Light -  *(S) Min
 

Subsystem slots: 1

2000

10
  This simple process alters a subjectís eyes or cyber optics, to access lower ranges of light. This grants the user the ability to see in near any amount of visible light as if it were a dull form of broad daylight.
        
  Microscopic Modification Range  *(S) Min
 

3 meters

1200

10
 

Subsystem slots: 1

 

 
  This modification allows the subject to utilize his or her eyes to scrutinize things as if using a high-powered microscope. Useful in examining post conflict scenes, medical examinations, and so forth.
        
  Opti Camera -  *(S) Min
 

Subsystem slots: 1

800

10
  This process enhances a subject's eyes or cyber optics, with a pin-sized fiber optic digital camera, allowing the user to take still shots of anything gazed upon. Photographic integrity is based on the actual sensory perception of the eyes in question. If other visual enhancements are available these can be utilized for varying options in picture taking as well. Photos can be stored directly onto head-ware, non-integrated micro-memory or onto any baseline optical data storage device.
        
  Optical Magnification Magnification Rating  *(S) Min
  1:                                     40/20      x6    or   60/20     x6 1:3200 10
  2:                                     40/20     x12   or   60/20     x12 2:5400 10
  3:                                     40/20     x18   or   60/20     x18 3:7600 12
  4:                                     40/20     x26   or   60/20     x26 4:10400 14
 

Subsystem slots: 1

   
  This process enhances the subject’s eyes or cyber optics to amplify the visual input received via electronic magnification. While more powerful than simple optical magnification the quality tends to degrade at longer ranges. (Reduces range modifiers for distant targets by 1 level for every 2 levels of magnification.)
        
  Range Finder Maximum Range  *(S) Min
 

3000 meters

1800

10
 

Subsystem slots: 1

 

 
  Through the use of a combination of sound and light, this process enables a subjectís eyes or cyber optics, to utilize either, or both; to effectively ping the distance to an intended target. (Grants a +1 to strike with arched projectile weapons.)
        
  Targeting Optics -  *(S) Min
 

Subsystem slots: 1

2200

12
  This option allows a subject's natural, or cyber-optic eyes to superimpose a personalized targeting display on the inside of their retina. Invisible to all but the subject. (Grants the subject a +1 to strike with missile or projectile weapons.)
        
  Thermal Sight -  *(S) Min
 

Subsystem slots: 1

2600

12
  This process allows the subjectís eyes or cyber optics, to discern heat signatures. Granting the user the ability to see into the infra-red spectrum of light and note residual heat in various hues and degrees of saturation.
        
  Ultra Sound Sight Maximum Range                   Dependability Factor  *(S) Min
  1:                             30 meters                                 95% 1:2000 14
  2:                             60 meters                                 95% 2:4200 16
  3:                             90 meters                                 95% 3:6400 18
  4:                            120 meters                                95% 4:8600 20
 

Subsystem slots: 2

   
  Ultra sound sight allows the visual centers of the subject's eyes or cyber optics to utilize vibrational pulses, much like radar to bounce a signal outward in all directions against their environment and back to them, whereby an expert micro-processor converts the return vibrations into a 360 degree 3-dimensional visual overlay. This allows the subject to distinguish objects in an environment devoid of light or even if blinded though there is always a margin of potential error.
        
  Ultraviolet Laser Designator Range                    Duration  *(S) Min
                                          500 meters            25 minutes

2000

16
 

Subsystem slots: 2

 

 
  The Ultraviolet Laser Designator allows the subject to paint targets with a laser target designator for use with guided weapon systems that utilize the laser to zero in on their target.
  Note: All laser systems are line of sight oriented and this option requires 1 full hour to recharge. Ultraviolet laser systems require that the weapons associated for use also have to be outfitted for ultraviolet identification.
        
  Ultraviolet Vision -  *(S) Min
 

Subsystem slots: 2

2400

16
  Allows the subject to perceive images irradiated by ultraviolet light, detect florescent powders or tracing agents, or the use of ultraviolet lasers, laser sights, or flashlights.
  Note: Ultraviolet lasers and flashlights are undetectable by simple sight.
        
  Vid Link -  *(S) Min
 

Subsystem slots: 2

2200

10
  Through this process a subject's eyes or cyber optics, are enhanced with a pin-sized digital fiber optic video recording device. Visual data feeds can be saved directly to the subject's head-ware,  non-integrated micro-memory, or fed live, via a cyberjack, chipjack, or comjack to any form of media recorder or transmitter. If other visual enhancements are available these can be utilized for varying options in recording as well.
        
  Vid Link Transmitter -

1200

10
  This pin-sized transmitter allows the user of a vid link to directly feed their transmission to a remote storage.
  Note: Non-integral transmitters exist and are far cheaper than the cybernetic implant though they are likewise more bulky and obvious.
        
  X-Ray Optics -  *(S) Min
 

Subsystem slots: 2

4000

18
  This ware allows the subject's cyber optics to emit and receive X-rays and convert them into images. The subject can see through up to 1 foot of brick or stone, 1 inch of metal or composite alloy, and 3 feet of wood, plaster, or dirt. Thicker substances or a thin sheet of lead block the subject's vision. The X-ray optics have a maximum range of 20 feet and allow the subject to see as if looking at something in normal light, even if there is no ambient illumination.
        
  Cyber Ear Conceal Rating                    Subsystems  (S) Min
  1:                                       95%                                5 1:1400 10
  2:                                       95%                                6 2:3200 12
  3:                                       95%                                7 3:5400 14
  4:                                       95%                                8 4:7700 16
  This replaces the external ear structure with a malleable bio-ceramite mem-implant. With a simple cybernetic command the shape of the ears may be altered within a wide range of variants. These cybernetic ears are also capable of supporting a variety of useful subsystems.
  Note: This ware is automatically fitted with audio dampening technology, which does not count towards additional optional or modifications. Likewise the modifications listed below with respect to normal ears and augmentation is limited to 3 slots worth of implants.
        
  Audio Dampener Intuition Rating                    Stand Alone  *(S) Min
                                            90%                               70%

1100

10
 

Subsystem slots: 0/1

 

 
  This ware protects a subject's hearing from extremes of sound that might otherwise cause damage or disorientation. If the subject has foreknowledge of the sound or makes an intuition check it greatly heightens their chance to avoid the negative affects of the sound, otherwise the stand alone percentage comes into play.
  Note: This subsystem is already integrated into cyber ears.
        
  Balance Augmentation Situational Bonuses  *(S) Min
 

+3 Agility

1000

10
 

Subsystem slots: 1

 

 
  While the standard cybernetic ears provide all the normal balance standard human ears provide, this additional accessory provides the users with even an greater balance mechanism, which is often useful for those in professions which require balance such as entertainers.
  Note: This subsystem helps augment the subject's sense of balance in situations where balance is tested.
        
  Hearing Amplification Range  *(S) Min
  1:                                                    10 meters 1:2000 14
  2:                                                    20 meters 2:3500 16
  3:                                                    30 meters

3:5000

18
 

Subsystem slots: 2

 

 
  This procedure enhances the sensitivity of a subject's real or cyber ears to grant greater auditory acuity, allowing the user to notice, even at a distance sounds that might have otherwise gone unheard.
  Note: If the subject is having hearing amplification added to their natural ears it is recommended that they likewise invest in an audio dampener.
        
  Frequency Modulator Effective Range                    Detection Rating  *(S) Min
  1:                               10 meters                               65% 1:2000 16
  2:                               20 meters                               70% 2:3400 18
  3:                               30 meters                               75%

3:6200

20
 

Subsystem slots: 2

 

 
  Through a simple procedure the subject's range of hearing in either normal or cyber ears, is increased to note sound transmissions that would be otherwise undetectable by normal human hearing.
  Note: With respect to the detection rating this applies to detection of various forms of eavesdropping or other sounds, whether by bug, laser microphone, wares, etc. In general there are a number of other relatively minor, specific cases where being able to hear beyond the range of normal hearing might be useful.
        
  Recorder -  *(S) Min
 

Subsystem slots: 1

600

10
  Usable with all forms of auditory enhancement, this simple procedure allows the subject to record any auditory information directly into head-ware micro-memory or via any headjack type into any device capable of storing sound data.
  Note: This subsystem helps augment the subject's sense of balance in situations where balance is tested.
        
  Seismic Audio -  *(S) Min
 

Subsystem slots: 2

2200

16
  This ware allows the subject's cyber ears to simulate the effects of a ground penetrating sonar array, allowing the subject to more easily listen to sounds on the far side of barriers.
  Note: This modification essentially counterbalances the penalties for listening through most doors or relatively thin walls, though it doesn't help against white noise generators or rooms specifically tailored to deaden sound.
        
  Variable Sound Filter Effective Range                    Filter Rating  *(S) Min
  1:                                   10 meters                            65% 1:2400 16
  2:                                   20 meters                            75% 2:4600 18
  3:                                   30 meters                            85%

3:6800

20
 

Subsystem slots: 2

 

 
  Through the introduction of a thumbnail-sized microprocessor, this augmentation allows the subject’s ears or cyber ears to filter out background noises and or residual static, to eavesdrop on what is really important or effectively block out that which the subject doesn't wish to hear. It is usable in conjunction with all other auditory modifications. The level of the variable sound filter installed directly affects and grants the user a greater degree of range and general control over filtering.
  Note: The filter rating relates to the likelihood of specifically overhearing someone or thing within the effective range to the exclusion of interrupting noises that might crop up at any given moment. In some cases the environment can preclude such things and further enhance the ware's effectiveness. In terms of filtering specific sounds out within its given range the ware is totally effective.
        
  SiS Rig    (NS) Ext
 

-

20000

16
 

(Emotive Option)

45000

18
  The simulated sensory rig is a cutting edge sim-xperia recorder capable of recording the full range of a subject's senses. sight, smell, hearing, taste and touch. The basic system does not allow for the recording of the subject's emotive state or attitude, though there is a pricey option, which can be added to allow even for this. A SiS-Player, cyberdeck, or cyberjack is required to play back the recorded sensory impressions, unless they have already been converted into chip format, at which point any jack will serve to interface the chip in question. The emotive option is listed below the SiS Rig price.
  Note: Those equipped with the SIS Rig are automatically modified with an enhanced version of both the recorder and vid link wares, neither of which count towards optical or audio limits with respect to those ware types.
        
  SiS RT Relay Module    (NS) Mod
 

-

18000

16
  The simulated sensory real time relay module is an add-on for the SiS rig system and allows the SiS rig user to transmit data to an outside, non-local data storage device or to broadcast the SiS rig data to someone similarly modified via hyperburst relay technology, effectively letting the individuals share either two way or one way sensory and possibly emotive response and orientation with another person. The SiS rig signal is simply causes too much drag for regular comjack/holojack matrix interface transfer. This variant is most often used in conjunction with a Splinter Core and SiS Rig to allow for real-time backup processing.
  Note: Non-Integral transmitters exist and are far cheaper than the cybernetic implant though they are likewise more bulky and obvious, and require the subject to be connected to the unit via a cyberjack. Likewise a direct cyberjack matrix link is possible as a relay but becomes a potential liability to the SiS rigged individual.
        

 

    Headware   
        
  Alert    (S) Min
 

-

1000

10
  This procedure places a specially tailored miniscule chip along the subject's spinal column at the back of their neck and instantly awakens the subject when triggered. This modification must be connected to something else, whether it be a retinal clock or conventional jack linked to an external or matrix system or clock. Ideal for those long meetings or understandably paranoid souls.
        
  Chipjack Data Transfer Rating          Com Lines          Ports  (NS) Mod
  1:                                  1 Unit                           1                 6 1:200 10
  2:                                  1 Unit                           1                 8

2:400

10
  Chipjacks are the least expensive, straightforward interface options available for those interested in directly experiencing SiS technologies, as well as a wealth of various data forms in chip or wired format.
  Note: Chipjacks do not allow access to the matrix in and of themselves, though it would be possible to plug a chipjack into a computer via fiber to accomplish this. Chipjacks also grant basic communications as with a cell phone with minimal options.
        
  Comjack Data Transfer Rating          Com Lines          Ports  (NS) Mod
  1:                                  1 Unit                           4                  8 1:600 10
  2:                                  1 Unit                           6                  8 2:800 10
  3:                                  1 Unit                           8                  9

3:1000

10
  Comjacks are all but required in the minds of your average citizen (Note there is a distinction here between your average CIN carrier with a job versus lower caste categories.), whether it be in the form of integrated headware or similar to what was once known as a cell-phone, though drastically minimized. The difference between an external piece of tech and a comjack is that the user of this headware is provided with an audio/visual interface that others are simply not privy to even if the user is holding multiple conversations at once. (ie. You could be in a physical board meeting discussing projects with your boss while holding a scintillating conversation with your significant other and also talking to your parents, while listening to the live audio of your favorite artist or sim-show via the matrix, etc.) without any of them being remotely aware of the others or any conflicting sound issues or loss of quality. (An integrated smart system keeps you from getting confused.) The comjack is primarily utilized for communication/personal matrix interfacing (And has largely replaced the PDA and personal computer.) with a host of various services and software options as well as allowing the user to interface wired of chip SiS technologies and base variations of most data format chips. (It's recommended that the subject invest in the Remote Data-Relay ECM Module in cases where the subject truly wishes to avoid electronic eavesdropping or interference from others.)
  Note: While every comjack provides audio privacy while utilizing its various aspects it is only when used in conjunction with some sort of visual interface that the visual aspect, also totally private (unless of course your signal has been hacked) and visible only to the possessor of the comjack becomes available, whether it be contact lenses, glasses, goggles, cyber optics, etc.
        
  Holojack Data Transfer Rating          Com Lines          Ports  (NS) Mod
  1:                                  1 Unit                           8                  8 1:1400 10
  2:                                  1 Unit                          10                 9 2:2200 10
  3:                                  1 Unit                          12                 9

3:3400

10
  Holojacks perform all of the functions that comjacks are capable of but likewise provide a personal holographic full sensory interface. While this display is usually of a personal nature, (ie. Only the person with the holojack, which is tuned to a user specific frequency, can sense the full sensory illusion.) it is possible to project at least the visual and audio components if such is desired. It's also recommended that the subject invest in the Remote Data-Relay ECM Module in cases where the subject truly wishes to avoid electronic eavesdropping or interference from others.
        
  Cyberjack Data Transfer Rating          Com Lines          Ports  (NS) Mod
  1:                                14 Units                     Unlimited             9 1:6000 20
  2:                                16 Units                     Unlimited             9 2:9000 22
  3:                                18 Units                     Unlimited             9 3:14000 24
  4:                                20 Units                     Unlimited             9 4:21000 26
 

Mil-Spec

   
  A:                               48 Units                     Unlimited              1 A:40000 28
  B:                               60 Units                     Unlimited              2 B:56000 28
  D:                               72 Units                     Unlimited              3 D:74000 30
  O:                               84 Units                     Unlimited              4

O:86000

30
  This piece of ware performs above and beyond every other form of jack (aside from the Riggerjack Cranial Black Box), including all the features of its lesser variants. Cyberjacks are what allow hackers to achieve a neural interface with various media and the matrix itself. This ware also vastly improves upon the data throughput that all jacks share, and grant the subject unlimited com lines which function as easily, and comprehensively as those on lesser jacks, and in the case of the uppermost echelon grant access to omni-ports. Each single omni-port functions effectively as either 10 lesser ports, capable of slotting multiple chips, datsofts, etc. or can allow the subject to interface a single skill soft or know soft per omni-port. As with any jack, the subject can shut them off at will, and of course reinitiate them. Due to the intrinsic dangers involved in being equipped with a cyberjack, which potentially makes the subject vulnerable to what is known as ghost hacking, it is recommended that anyone possessing this ware also invest in an ECM relay module to protect their individual signal frequency from interference or manipulation by others.
  Note: While the possessor of a cyberjack is potentially vulnerable to ghost hacking, this can only happen if the cyberjack is functioning at the time, and cannot happen while the subject is projected into the matrix unless the source of the attempted ghost hack originates from within the matrix and essentially defeats the subject in neural combat first. (See Edgetech and Programs)
        
  Riggerjack Cranial Black Box Situational Bonuses     Maneuver - Rating     Range     Armor - Strike  (NS) Ext
  1:               1d6+4  Reflex               +1     -     +2      60 meters          -1 - +1 1:42000 24
 

4% chance to auto strike or evade

   
  2:         2d6+6  Reflex  +1 Intuition    +2     -     +3     100 meters         -2 - +2 2:74000 26
 

6% chance to auto strike or evade

   
  3:         3d6+8  Reflex  +2 Intuition    +3     -     +4     140 meters         -3 - +3 3:138000 28
 

8% chance to auto strike or evade

   
  4:         4d6+10  Reflex  +4 Intuition  +4     -     +5     180 meters         -4 - +4 4:260000 30
 

10% chance to auto strike or evade

 

 
  An extremely invasive and costly procedure, this surgery allows the subject to directly and remotely access and utilize any vehicle, bot, or drone equipped with a relay module encoded to correspond to their own riggerjack frequency. The riggerjack suite allows riggers to perform a number of useful functions. The riggerjack cranial black box is equipped with a specialized scan modification that allows the rigger to search for vehicles (Within the range limitation of the ware.), drones and bots that are capable of a rigger interface. Likewise, it allows the rigger to attempt to usurp control from another rigger in the case of non-direct interfaces by mimicking the specific frequency being used. (ie. In the case of remote drones, vehicles or bots.) The basic scanning function can also be further augmented by other enhancements, such as the Remote Data-Relay ECCM Module or a Remote Data-Relay ECM Module. As with hackers, while a rigger is in full control of any given drone, his or her body is usually just so much unresponsive meat.  While death is almost unheard of, it is possible for riggers to be stunned or rendered unconscious depending upon what affects a given rigged device they're in control of, in a very real sense the subject is what they are jacked into. Obviously riggers who crash while rigging vehicles they're physically within, can die just like anyone else.
  Note: While a multitude of connections can be maintained and essentially held at the ready or issued simple dog-brain commands, only a single such connection can be fully utilized in the true sense of rigging unless a mil-spec grade dual encephalon is possessed. In the case of computers and integrated security systems, the rigger is simply put, out of luck and requires the aid of a hacker. With respect to remote signals whether controlled by automated systems or another rigger, the subject can make an opposed test pitting the riggerjack cranial black box's rating against that of the target black box or system. If successful he or she usurps control from the system or rigger though only one attempt per 10 combat rounds can be made and both riggers are aware of the struggle. (Intuition above 16 factors in at half.) Likewise however, if the target remote is protected via an ECM Module and the subject isn't equipped with its counter module, the subject's attempts to take control will be futile.
        
  Data Filter    (NS) Min
 

-

1200

10
  The data filter modification blocks the flow of information from short-term to long-term memory. The subject cannot later remember or recall anything that happened while the data filter was active. In most instances the subject is equipped with a timer, trigger mechanism, pass-phrase or the like both to turn on and turn off the filter. This piece of ware is primarily utilized by some joy-girls, meat puppets, Corpse, Lancers, bodyguards, or service that markets the guarantee of anonymity as a reason to do business with them.
        
  Data Lock Physical Security Rating          Fragmentation Chance  (NS) Mod
  1:                                   16                                      5% 1:3000 12
  2:                                   18                                     2.5%

2:6200

14
  This specialized ware used by couriers, spies, and the aides of top officials and Corpse, allowing them to act as walking data safes. Stored data is encrypted and a special code is required to transfer data in or out through the data lock. Most importantly, the data lock is not wi-enabled, nor does the implanted character have access to the data lock's contents, unless of course someone directly hacks it/them.
  Note: Every month there is a small non-cumulative chance that the data lock will cause cognitive fragmentation and spill some of the data stored away into the subject's normal memories due to the extensive modifications necessary to both chemically stored synaptic memory and its interaction or lack thereof with the secured micro-memory. Exceeding the storage capacity of the micro-memory is not recommended as it triples the likelihood of this happening and must be checked for every 6 hours. This seepage can cause a variety of affects.
        
  Cortex Unit Cortex Affect                    Removal Rating Difficulty  (NS) Ext
  1:                              Pain                                      18 1:4000 26
  2:                        Pain/Pleasure                                18 2:6000 26
  3:                        Helplessness                                 18 3:3000 20
  4:                      Explosion/Death                               18 4:6000 30
  5:                            Death                                      18 5:6000 30
  6:                  Mass Explosion/Death                           18 6:12000 30
  7:                    No-Escape Beacon                             18 7:1000 16
  8:                        IC Preview                                    18 8:9000 22
  9:                    Specific Emotion                                18

9:4400

24
  Cortex Units are primarily used as a safeguard for most, expensive, oft-times expendable assets. The trigger is predetermined before implantation, whether its a certain frequency, phrase, etc. The subject suffers the affects enforced by the unit until the counter trigger is applied. The subject is unable to hear, or sense the triggering mechanisms as a byproduct of the process as a whole and conditioning. The various options listed under the Cause list, can be intermingled into a single item if desired, though the price is cumulative. Cortex Units are highly illegal. Once the initial trigger is defined or multiple triggers in some cases, it can later be altered, (though it still has to be of the initial type, (ie. Speech, circumstance, signal, etc.) by simply using the control word, which likewise is chosen upon implementation. Cortex Units are extremely difficult to remove, and most are made to react to attempts at, or resist easy, removal. The usual result of a failed attempt at removing a Cortex Unit is that the unit chooses its strongest facet and turns it up and doesn't stop until the subject is dead, or its original control is called into function. In high risk situations most Corpse will prefer to have each Cortex Unit installed separately instead of as a single unit with multiple properties, thus making it far more difficult for the units to be removed successfully.
  The IC Preview allows a another party to monitor certain wares that might likewise be incorporated into the subject. (ie. cyber optics, cyber hearing, etc.) and grants the ability to piggy back on the subject's experience in real-time.
  The Emotive Unit allows one specific emotion to be chosen at the time of implantation, though more than one emotive unit can be incorporated to call upon a host of various emotional conditions within the subject.
        
  Sleep Regulator    (NS) Mod
 

-

9000

16
  The sleep regulator does just what the name implies. This handy ware allows the subject to literally sleep at will, said sleep being deep and resting, as the subject achieves REM state naturally whenever sleeping. Likewise the regulator can allow the subject to avoid sleep if necessary for an extended period of time. (7 days max) Utilizing the Sleep Regulator allows the subject to gain more than enough rest with a mere 2 hours of sleep a day, caught at whatever time, in whatever intervals the subject wishes and allowing him or her to gain the full benefit of such rest.
        
  Splinter Core    (NS) Ext
 

-

4000

10
  The splinter core is a relatively small, innocuous looking crystalline, elongated diamond shaped piece of cyberware (Not quite the size of a cigarette butt.), however it is composed entirely of a highly damage resistant, transparent poly-ceramic and is further protected by the bone of the subject's spinal vertebra. Secreted within the vertebrae just beneath the subject's skull, the splinter is a relatively new, within the last decade; piece of ware and has met with very mixed reactions from the general populace. For obvious reasons, most religions believe that in a world of overly commingled man and machine, the splinter is the final straw, while others see it as a potential means to virtual immortality. What the splinter does is store the subject's consciousness and those aspects equated with it, memories, experiences, intelligence, intuition, willpower and so forth so that most forms of death are temporary. However the potential drawbacks are that because the subject's consciousness is stored in a digital medium it likewise is more easily subject to digital manipulation. 
  Note: As one might suspect, secop forces are pushing for their incorporation into all citizens based on the law enforcement benefits alone. Likewise, as with everything else these days, the creation of the splinter core has been abused by those hedonists who prefer to party, have sex, and in some cases outright live, within a virtual receptacle as a consciousness existing within a completely virtual reality as opposed to having to put up with real life. Corpsec and military forces swear by the splinters, since in most cases they're spared from having to train fresh troops. Likewise, owing to the potential trauma associated with experiencing your own, death, brutal or otherwise, and potentially doing so multiple times, psychosurgeons and their psyche repairing services have been in high demand ever since.
        
  Dual Encephalon Statistics                              Time Modifier  (NS) Ext
  1:                          +1 to Intelligence                         -5% 1:12000 22
 

Mil-Spec

   
  A:                          +1 to Intelligence                        -15% A:62000 24
  B:                          +2 to Intelligence                        -20% B:86000 26
  D:                          +2 to Intelligence                        -25% D:124000 28
  O:                          +3 to Intelligence                        -30% O:212000 30
  Few modifications equal the potency of the Dual Encephalon, which allows the subject to both multi-task their cognitive functions as well as heighten both intelligence and sheer processing potential. Aside from the obvious benefits of heightening the subject's effective intelligence and shortening the base time required to perform intellectually based skills, the dual encephalon quite literally allows the subject to function far above the capacity of those who aren't similarly modified. Through use of the dual encephalon the subject needs only sleep for 2 hours a day to be fully rested, to reflect the subject's ability to allow one portion of their brain to fully rest and recuperate while the other side functions. During this time however the statistical benefits of the encephalon are halved (Round down.) and the true multi-tasking capabilities of the encephalon are unavailable. Only when the subject is fully awake and utilizing both of their temporal lobes do they gain the full benefit of the dual encephalon. The primary benefit of the dual encephalon is true, real time cognitive multi-tasking, with the limit being the tier of the encephalon -1. Thus with an omega grade dual encephalon the subject would be capable of performing up to four tasks at once! This is achieved through nanosecond fast buffering (They can't literally do it all at once.) that allows the subject to seemingly perform multiple activities almost at the same time to the average person.
  Note: For each task to be accomplished the limitation shifts from being the ability to realistically focus one's attention to whether or not the person can achieve what they'd like to at the same time. (ie. To rig two drones, move through the matrix and fire a gun, would require all the necessary skills and connections to do so. A riggerjack cranial black box, at least a cyberjack, and most likely a cyberdeck as well, and a gun. Even being able to do all of this, the subject suffers a penalty to their effective reflexes for each of these actions, the extent of the penalty being contingent upon how many things they're trying to accomplish at once.) The Time Modifier is a percentage subtraction from the time required for any given cognitive or knowledge-based skill set. If the subject also possesses the Sleep Regulator modification, he or she requires only 1 hour of sleep per day, which can quite literally be composed of single or multiple minute intervals as desired by the subject.
        
  Expert Microprocessor Expert Task                              Benefit  (NS) Mod
  1:                                Cyber-Control                      +1 Reflex 1:2000 14
  2:                           Cyber Locai: Fluidity   +1% chance auto strike or evade 2:4000 16
  3:                                Stress Admin                        +10 HP 3:6000 16
  4:                               Network Admin          +1 Will  +2 Transfer Rating 4:3400 14
  5:                                  I/O Router                  +4 Transfer Rating 5:3200 14
  6:                                 Cyber Comp                      * See Below 6:1200 10
  Generally installed in a specified version with many of the various cybernetic systems. If desired the subject can have additional Expert Microprocessors installed to speed up or supplement already existing cyberware sub-systems thereby enhancing the functionality of each in a way that achieves a slight degree of greater performance.
  Cyber Control tweaks the user's existing cyber-systems and grants heightened grace and smoothness to the subject's movement.
  Cyber Locai: Fluidity is similar to cyber control and heightens the subject's range of movement and sense of local space to an extent that grants the subject additional grace and fluidity in avoiding potentially harmful attacks and more readily attacking foes.
  Stress Admin involves tweaking of the subject's physiological cyber systems and grants the subject greater resilience to injury.
  Network Admin enhances the subject's cyber systems in relation to general resilience and basic functionality that likewise increases the flow of sub-system data and aids the subject's will due in part to the dehumanizing nature of this augmentative ware.
  The I/O Router acts as an expert general cyberware subsystem manager, correlating system data and making nanosecond modifications as required to provide greater functionality and likewise enhances the network of overall system functionality.
  Cyber Comp is a modification that implants a thumbnail sized expert processor within the subject, granting him or her a limited form of (lvl 2) Holojacked computer allowing the user to utilize the system much as one would any computer for purposes of data collection and matrix interaction as well as doubling the number of available com channels.
  Note: Cyber-I/O Router is not compatible with a Virtual AI Microprocessor.
        
  Inertial Nav Sys    (NS) Mod
 

-

2000

12
  Composed of a series of motion detectors and inertial-based spatial processors, this ware allows the subject to know how far they've traveled and in what direction in relation to a fixed starting point. Even if the subject was blinded or left at the center of a maze after being dragged in blindfolded would be able to unerringly navigate their way back to where the initially set their fixed starting point.
        
  Micro-Memory    (NS) Mod
 

-

8000 per chip

10
  It is said that micro-memory was the precursor to the splinter core, and in most cases a single chip is enough to suffice. Some overzealous hackers or data-couriers may opt for two but rarely if ever will they dip into the capacity of the second chip.
  Note: Headware micro-memory that is utilized in conjunction with cyberdecks can only be used as storage memory and is limited in data transfer throughput by the rating of the subject's cyberjack.
        
  Datsoft    -
 

-

Varies

Varies
  As one might suspect a datsoft is a chip that can be used in lieu of headware memory or to allow headware systems to access whatever data is held upon the datsoft, whether it be a statistical analysis, encyclopedia, star charts, etc. This doesn't automatically mean that the data will be useable by the subject, (ie. If you can't read a star chart a datsoft filled with all the current ones doesn't do you much good.) and empty versions can be utilized as standardized portable storage for use with or to supplement the various jacks, cyberdecks and computer systems.
  Note: While it's true that a datsoft can be utilized as external headware memory it suffers a noticeable delay that makes it far from ideal for professional users or hackers. (Transfer Rate is lowered to 3/4.) Datsofts in general vary in price according to the data contained therein.
        
  Lingsoft    -
 

-

140 Per Language

10
  In a global economy wherein borders have more to do with corporate guidelines and general politics than race or ethnic background, linguistic barriers can often create misunderstandings where nuances are concerned. In most cases penny sized translators keep the confusion to a minimum but for those who prefer a more integrated method of comprehension and speech in the same bundle the lingsoft is ideal. This allows the user to both understand and speak the language(s) in question.
  Note: Unlike the tech gadgetry that translates for both parties involved in a modulated male or female voice, this option allows the subject to speak the language in question themselves as well as understand it. Such speech is fluent and tends to betray only the slightest of accents if any. Multiple languages can reside on the same soft up to a maximum of 12, in which case the prices are cumulative.
        
  Persoft    -
 

-

Varies

Varies
  This software can be inserted into any standard jack. There are two forms of persoft, based primarily upon the user's immersion into the persona encoded into the soft. Partial immersion versions allow the user to still act in accordance with their own will, their own goals and wishes despite whatever form of situation or stimuli might be introduced to them, whereas full-immersion softs see the user acting just as he or she would act if they were in fact the persona encoded onto the soft. As an example, a full immersion version of Cleopatra might choose to seduce a rival and failing that, poison or kill him or her, whereas a partial immersion version would heighten the user's ability and penchant for seduction and possibly even the urge to kill as in the case of the full-immersion soft, however the actual choice to act upon either is left to the user's discretion. In general, full immersion softs are usually tailor-made for meat puppet parlors, assassins, prostitutes, Corpse concubines or special order pleasure bots.
        
  Tac-soft Tac-soft Capability          Radius of Effect          Max Rating  -
  1:                     Signal Detector               2 meters                      16 1:1000 x Rating 22
  2:                White Noise Generator           2 meters                       - 2:1000 18
  3:                      Signal Jammer                2 meters                      16 3:1200 x Rating 26
  4:                   Subterfuge Circuit              Personal                      16 4:2200 x Rating 30
  5:                    Signal Identifier                2 meters                      16 5:1400 x Rating 28
  6:                      Psi Scanner                   2 meters                      16 7:1800 x Rating 28
  Tac-softs are security based softs that provide certain sensory benefits without the need for more complicated gear or technologies and compose the bulk of such in the body of the soft itself which links directly to the subject via his or her jack. Some tac-softs are exceedingly expensive based primarily upon the benefits they grant their users.
  The Signal Detector allows the subject to detect carrier signals beaming into or originating from the nearby area and allows them to be identified to a degree. (ie. It will give a varying idea of the strength without details as to exactly what type of signal it is. etc.)
  The White Noise Generator fills the area near the subject with white noise that minimizes the auditory pickup capability of bugs, laser microphones, boom microphone pickups, etc.
  The Signal Jammer surrounds the subject with a null-zone with respect to incoming cyber or bioware scanners and prevents tracking via GPU devices and the like.
  The Subterfuge Circuit is a highly specialized piece of software that is pre-programmed with data corresponding to what the subject wants various types of scanners to pick up or register when scanning his or her person, thereby allowing them to potentially bypass cyberware, chemical, bioware and other scanners by subverting such systems and feeding them false information.
  The Signal Identifier used in conjunction with a Signal Detector allows the subject to identify the type of signal to some degree. (ie. Whether it's a sim-sense signal, audio bug, tracking bug, com signal, radio, etc.)
  The Psi Scanner tac-soft is a full range infra-red, pulse, pupil and voice evaluation suite that grants its user a remarkable knack for detecting falsehoods and more subtle evasions from those whom they're speaking with or interrogating.
  Note: All but the White Noise Generator are relatively illegal and fairly to exceedingly rare on the Black Market.
        
  Skillsoft - Knowsoft Legal                    Quasi-Legal                    Illegal  -
 

100/lvl                    2500/lvl                  7500/lvl

Varies

Varies
  Skillsofts and knowsofts are just what one might suspect them to be, skills or skill sets that supplement a person's own skills through softs produced by specialists in a given field, usually via a Know Ware contract. These skills are active in nature, usually consisting of specialized types, whether it be demolitions, power armor piloting, martial disciplines, aero mechanics and so forth. These simulated skills will never be as useful as having these skills naturally, primarily because the ability to adapt is largely missing. A person with a high level of natural proficiency at boxing, fighting someone who is chipped up with a roughly par version of boxing via skillsoft will still most often come out on top because they're capable of improvising intuitively whereas the person utilizing the Skill Soft is relatively automaton-like by comparison. That being said, these softs can turn nearly anyone into a useful operative in relatively little to no time. A lone skillsoft or knowsoft can be jacked directly into a jack (only one can be accessed regardless of how many jacks the subject possesses), though the soft functions at -4 to its skill level. To fully utilize skillsofts the subject must be outfitted with skill-wires or possess a mil-spec cyberjack. (See skill wire rig and cyberjack.)
  Note: Skill and knowsofts with a level of proficiency of over 6 are exceedingly rare and expensive. For the most part skillsofts are expensive and in many cases can go from being relatively easy to find and legal to simply unavailable and highly illegal to boot. (ie. Rock climbing, swimming, auto-mechanics, etc. are probably as easy to find as going to your local sports retailer or auto parts shop whereas demolitions, sniper and so forth would require impressive contacts, no little credit and be highly illegal as well.) In cases where a skill or knowsoft might be used to supplement a subject's own knowledge or skill in a given category (Only possible in conjunction with Skill Wire Rig.) halve the soft's actual rating to determine its benefit to the subject's actual skill while it's being used.
        
  Programming SPU Time Modifier  (NS) Mod
  1:                                                        -5% 1:2400 16
 

Mil-Spec

   
 

Time Modifier                              Statistics

   
  A:                                    -10%                           +1 to Hacking A:12000 20
  B:                                    -15%                           +2 to Hacking B:26000 22
  D:                                    -20%                           +3 to Hacking D:40000 24
  O:                                    -25%                           +4 to Hacking O:54000 26
  This thumbnail sized expert SPU is primarily for programmers or hackers and provides the subject with an on the fly aid to hacking skills within and outside of the matrix.
  Note: All but the level one Programming SPU are highly illegal. It is possible to slave a Programming SPU to a BlackOps VAI for added benefits. (See VAI) The Time Modifier is a percentage subtraction from base hacking or programming time.
        
  Math SPU Time Modifier                              Statistics  (NS) Mod
  1:                                     -4%                                     - 1:1000 16
  2:                                     -8%                                     - 2:3000 18
  3:                                    -12%                              +1 Hacking 3:8000 20
  Primarily focusing on permutations and technical number crunching the math SPU grants the subject an added advantage in the formulation of theorems and programming. Likewise a handy accessory for any would be hacker.
  Note: The time modifier is a percentage subtraction from base hacking or programming time.
        
  Personal GPU    (NS) Min
 

-

1000

10
  This modification incorporates a personal Global Positioning Unit into the subject's physiology, allowing him or her to always be able to tell the cardinal directions and give them a rough idea of their general proximity wherever they are around the world. With certain equipment the subject can determine where they are within a 100 meter radius.
        
  Sub-Vocal Microphone Chance of Being Overheard  (NS) Min
 

8%

1200

12
  This microphone, installed within the subject's throat allows the user to speak via a radio, or com unit without anyone in the general vicinity hearing a thing. Even someone standing right next to the individual would merely see the subject's lips moving, if that.
        
  Cyber Transducer    (NS) Mod
 

-

3200

12
  The cyber transducer is a step above the sub-vocal microphone in that it is directly wired into the brain and converts thought impulses into words and vice versa. This allows for no chance of being overheard and is ideal for clandestine operations. Likewise it has been revolutionary in treating people who were born unable to vocalize.
        
  Tonal Shift Voice Quality Rating  (NS) Mod
  1:                                                         8 1:8000 14
  2:                                                        10 2:12000 16
  3:                                                        12 3:18000 18
  This simple device when attached to the subject’s larynx allows the user to disguise or alter their voice as well as reach a vast array of pitches and tones. Allowing a man or woman to sing or speak with flawless precision and beautiful sound quality and clarity as well as sound convincingly like a member of the opposite sex. When combined with the ability to speak various languages or utilize a chip that allows for such, this augmentation allows the subject to speak as though such dialects were their native tongue with accompanying inflections, accents and so forth.
        
  Banshee Wail Range                                          Statistics  (NS) Mod
                                 18 meters             -15 to Charisma  -8 to Attractiveness

12000

16
  This bit of tech allows the subject to emit a keening wail that will strike terror into the hearts of those within the radius of affect, and further stun and deafen anyone within 9 meters. Those within the area of affect must make a Will check at -6 to maintain their composure and avoid the affects. Those stunned will become physically ill and must make a Will check each turn at -2 to shake off the affects. Regardless, anyone who does avoid the affects wants first and foremost to leave the affected radius of the wail.
  Note: While wailing, the subject's sense of hearing is deadened and they may not take any other action while continuing to wail. The Audio Dampener renders the one equipped with it immune if they manage their reflex check.
        
  Siren Call Range                                          Statistics  (NS) Mod
                                 12 meters              +3 to Charisma  +4 to Attractiveness

14000

16
  This tech allows the subject’s voice to take on a spellbindingly hypnotic tone that soothes those who hear it. If those listening fail an Intuition check at (-2) they suffer a -4 to Will and must make a successful Will check at (-2) to disobey reasonable requests from the subject.
        
  Cranial Cyberdeck Situational Statistics                              Time Modifier   
 

                               +24 to Reflex                                     -40%

   
  * See Edge-Tech section   
 

There are a number of differences between a cranial cyberdeck and the more standard cyberdeck. The first that readily leaps to mind is that the subject no longer has to carry around a cyberdeck that usually represents a significant investment, both in terms of the actual hardware and the various mods, add-ons, and programs that their deck contains. Another bonus is that rather than being limited by the speed at which the subject can type to edit and modify their programs and code on the fly they are able make these changes at the speed of thought. The downside is that the subject is now always running around with what usually amounts to a highly illegal cyberdeck within their body. Things such as travel, scanning or inspection by those forces that pass for the law these days, pose a very real potential risk for the hacker who can't easily stash or hide their cyberdeck in a pinch.

        

 

    General   
        
  EMP Shielding EMP Resistance  -
  1:                                                        20% 1:600 18
  2:                                                        40% 2:900 20
  3:                                                        60% 3:1300 22
  4:                                                        80% 4:1800 24
  This tailored resin shields treated cyberware from the costly effects of electro-magnetic pulse weapons or detonations.
  Note: The cost is per piece of ware shielded.
        
  Microwave Shielding Microwave Resistance  -
  1:                                                        30% 1:400 16
  2:                                                        50% 2:700 18
  3:                                                        70% 3:1000 20
  4:                                                        90% 4:1400 22
  This resin shields treated wares from the deadly effects of microwave radiation, weapons, or detonations and their subsequent effects on cyberware.
  Note: The cost is per piece of ware shielded.
        
  Scan Shielding Scan Resistance  -
  1:                                                        20% 1:1400 18
  2:                                                        40% 2:3600 20
  3:                                                        60% 3:5000 22
  4:                                                        80% 4:8000 24
  With this special polymer resin a subject's treated wares are protected from ware scanners, metal detectors and chem-sniffers.
  Note: The cost is per piece of ware shielded.
        

 

  Note: Cyberware with an (asterisk * or -) as the procedures ranking has no notable ranking or is considered not to, as it is an add-on to another cybernetic ware. Cyberware with (*/(S)Min) or any other surgical rating is as above, the second rating is for unaltered tissue. i.e.: Thermal Sight being added to a natural eye as opposed to a cyber-optic. In all cases, the highest rating out of all procedures to be performed (At any one time.) is the only one that truly matters for that clinical visit. Nano surgical procedures almost always involve straight up surgical aspects as well, and vice versa.