| Cyberware | |
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| 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. | |
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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. |
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| CYBERWARE QUICKJUMP | ||||
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| HEADWARE | ||||
| CYBERWARE | ||||
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Type |
FUNCTION |
COST |
Index |
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BODYWARE |
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Knuckle Spikes |
Composition Damage |
(S) Min | ||
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1: Carbon Steel 1d4/2+1 | 1:200 | 10 | ||
| 2: Titanium 1d6/2+1 | 2:280 | 12 | ||
| 3: Poly-Ceramic 2d4/2+1 | 3:380 | 14 | ||
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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. |
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| Hand Razors | Composition - Mod Damage Barrier Rating | (NS) Min | ||
| 1: Carbon Steel 1d4+1 4 | 1:800 | 14 | ||
| 2: Titanium 1d4+2 6 | 2:1100 | 16 | ||
| 3: Poly-Ceramic 1d4+6 10 | 3:1600 | 18 | ||
| 4: Viborium 1d6+8 14 | 4:2200 | 28 | ||
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Bionic Housings (Conceal Bonus: +100%) |
20% Increase |
16 | ||
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Di-Sheathing +1 +1 |
800 | 18 | ||
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Monofilament +2 - | 600 | 16 | ||
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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. | ||||
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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. |
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| Cyber Claws | Composition - Mod Damage Barrier Rating | (NS) Mod | ||
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1: Carbon Steel 1d6+1(x# of pinions) 4 | 1:2800 (x#) | 14 | ||
| 2: Titanium 1d6+2(x# of pinions) 6 | 2:3200 (x#) | 16 | ||
| 3: Poly-Ceramic 1d8+3(x# of pinions) 10 | 3:3600 (x#) | 18 | ||
| 4: Viborium 1d8+6(x# of pinions) 14 | 4:6000 (x#) | 28 | ||
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Bionic Housings (Conceal Bonus: +100%) | 40% Increase | 16 | ||
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Di-Sheathing +1 +1 | 1200 | 18 | ||
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Monofilament +2 - | 1000 | 16 | ||
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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 | ||
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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 | ||
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1: Carbon Steel 1d4 - 3d6+4 30 meters - 4 | 1:1500 | 14 | ||
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2: Titanium 1d4+1 - 4d6+4 30 meters - 6 | 2:2200 | 16 | ||
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Bionic Housings (Conceal Bonus: +100%) |
25% Increase |
16 | ||
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Di-Sheathing +1 +1 | 800 | 18 | ||
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Monofilament +2 - | 600 | 16 | ||
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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% 3d8+4 | 1:1000 | 12 | ||
| 2: 95% 4d8+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 | ||
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1: 94% +3/+4 | 1:4600 | 18 | ||
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2: 96% +6/+8 | 2:9200 | 22 | ||
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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 | |||
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- |
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 | ||
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1: Polyplast 16 2 - 40 -1 - 1d2+2 | 1:2500 | 12 | ||
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2: Carbon Steel 18 4 - 60 -2 - 1d4+2 | 2:4200 | 14 | ||
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3: Titanium 19 6 - 80 -3 - 1d4+4 | 3:6200 | 16 | ||
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4: Poly-Ceramic 21 10 - 120 -4 - 2d4+4 | 4:9000 | 18 | ||
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5: Bio-Ceramic 20 8 - 100 -4 - 1d6+4 | 5:11000 | 24 | ||
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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 | ||
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1: Polyplast 16 2 - 40 -1 - 1d2+1 | 1:1000 | 12 | ||
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2: Carbon Steel 18 4 - 60 -2 - 1d4+1 | 2:2500 | 14 | ||
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3: Titanium 19 6 - 80 -3 - 1d4+2 | 3:4200 | 16 | ||
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4: Poly-Ceramic 21 10 - 120 -4 - 2d4+2 | 4:6800 | 18 | ||
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5: Bio-Ceramic 20 8 - 100 -4 - 1d6+2 | 5:8800 | 24 | ||
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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 | ||
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1: Polyplast 16 2 - 40 -1 - 1d4 | 1:1000 | 12 | ||
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2: Carbon Steel 18 4 - 60 -2 - 1d4+1 | 2:2500 | 14 | ||
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3: Titanium 19 6 - 80 -3 - 1d4+2 | 3:4200 | 16 | ||
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4: Poly-Ceramic 21 10 - 120 -4 - 2d4+2 | 4:6800 | 18 | ||
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5: Bio-Ceramic 20 8 - 100 -4 - 1d6+2 | 5:9600 | 24 | ||
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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 | ||
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1: Holdout 20 meters 1d4+1 12 | 1:700 | 12 | ||
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2: Pistol 30 meters 2d6+5 9 | 2:1600 | 14 | ||
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3: Machine Pistol 30 meters 2d6+3 18 | 3:2000 | 16 | ||
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4: Submachine Gun 30 meters 2d6+5 21 | 4:2800 | 18 | ||
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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 | ||
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1: Polyplast 16 2 - 40 -1 - 1d4+1 | 1:2800 | 12 | ||
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2: Carbon Steel 18 4 - 60 -2 - 1d4+3 | 2:4900 | 14 | ||
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3: Titanium 19 6 - 80 -3 - 1d4+5 | 3:7000 | 16 | ||
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4: Poly-Ceramic 21 10 - 120 -4 - 2d4+6 | 4:10000 | 18 | ||
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5: Bio-Ceramic 20 8 - 100 -4 - 1d6+5 | 5:12600 | 24 | ||
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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 | ||
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1: Polyplast 2 - 40 -1 - 1d4+1 | 1:1500 | 12 | ||
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2: Carbon Steel 4 - 60 -2 - 1d4+3 | 2:2500 | 14 | ||
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3: Titanium 6 - 80 -3 - 1d4+5 | 3:4800 | 16 | ||
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4: Poly-Ceramic 10 - 120 -4 - 2d4+6 | 4:7600 | 18 | ||
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5: Bio-Ceramic 8 - 100 -4 - 1d6+5 | 5:9400 | 24 | ||
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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 | ||
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1: 12 18 6 meters | 1:2100 | 16 | ||
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2: 13 17 6 meters | 2:3200 | 16 | ||
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3: 14 16 5 meters | 3:4300 | 16 | ||
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4: 15 15 4 meters | 4:5400 | 16 | ||
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5: 16 14 4 meters | 5:5400 | 16 | ||
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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 | ||
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1: Polyplast 2 - 40 -1 - 1d4/2 | 1:5500 | 12 | ||
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2: Carbon Steel 4 - 60 -2 - 1d4+2/2 | 2:8500 | 14 | ||
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3: Titanium 6 - 80 -3 - 1d4+4/2 | 3:11800 | 16 | ||
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4: Poly-Ceramic 10 - 120 -4 - 2d4+6/2 | 4:14500 | 18 | ||
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5: Bio-Ceramic 8 - 100 -4 - 1d6+5/2 | 5:17000 | 24 | ||
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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 | |||
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- |
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 subject’s 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 2 |
1:18000 |
12 | ||
| 2: Variable 3 | 2:26000 | 14 | ||
| 3: Variable 5 |
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 | ||
| 2:4d4+6 Reflex +1 Agility +1 Intuition 7% -3 - +4 | 2:26000 | 22 | ||
| 3:4d6+8 Reflex +2 Agility +2 Intuition 9% -4 - +5 | 3:42000 | 24 | ||
| 4:4d8+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: +2 Reflex - | 1:2000 | 20 | ||
| 2: +4 Reflex 1% | 2:4000 | 20 | ||
| 3: +6 Reflex 1% | 3:6000 | 22 | ||
| 4: +8 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: 4d6 +6 Reflex +2 Agility +1 Intuition 9% -4 - +5 | 2:33000 | 24 | ||
| 3: 6d8 +8 Reflex +3 Agility +2 Intuition 13% -6 - +7 | 3:51000 | 26 | ||
| 4: 8d8 +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: 36% 26% 36% 26% | 2:9000 | 14 | ||
| 3: 46% 36% 46% 36% | 3:15000 | 14 | ||
| 4: 56% 46% 56% 46% |
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: +2 Constitution +35HP +4 80% | 1:9000 | 16 | ||
| 2: +3 Constitution +40HP +5 85% | 2:16000 | 18 | ||
| 3: +4 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 | ||
|
25% 30% |
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 Wis Ware Bonus 5% 90% | 1:9000 | 14 | ||
| 2: +2 Constitution +4 Wis Ware Bonus 10% 95% | 2:15000 | 16 | ||
| 3: +3 Constitution +5 Wis 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 Wis 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. |
||||
| 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: 2d6+4 Reflex +1 - +2 60 meters -1 - +1 | 1:32000 | 24 | ||
|
4% chance to auto strike or evade | ||||
| 2: 2d8+8 Reflex +1 Intuition +2 - +3 100 meters -3 - +2 | 2:74000 | 26 | ||
|
6% chance to auto strike or evade | ||||
| 3: 3d8+12 Reflex +2 Intuition +3 - +4 140 meters -5 - +3 | 3:138000 | 28 | ||
|
8% chance to auto strike or evade | ||||
| 4: 4d8+16 Reflex +4 Intuition +4 - +5 180 meters -7 - +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: -10% | 1:2400 | 16 | ||
|
Mil-Spec | ||||
|
Time Modifier Statistics | ||||
| A: -15% +1 to Hacking | A:12000 | 20 | ||
| B: -20% +2 to Hacking | B:26000 | 22 | ||
| D: -25% +3 to Hacking | D:40000 | 24 | ||
| O: -30% +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% +1 Hacking | 2:3000 | 18 | ||
| 3: -12% +2 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: 12 | 1:8000 | 14 | ||
| 2: 15 | 2:12000 | 16 | ||
| 3: 17 | 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 Con save at -6 to maintain their composure and avoid the affects. Those stunned will become physically ill and must make a Con check each turn at - however much they initially failed by 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. |
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| 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. |