Bodyware
Auto-Injector
Type Essence Cost Avail SI Legality
One Shot 0.05 1,500 + contents 4/72 h 1.5 4P-Q
One Shot
Implanted device that dispenses medicines, compounds or drugs. The One-Shot unit can only be used for one such usage. Can hold any liquid substance. Carries trigger to release compound into bloodstream: built-in clock, timer, radio signal, datajack. Trigger must be chosen at time of purchase.
Reusable 0.10 1,000 + contents 4/72 h 1.5 5P-N
Reusable
Implanted device that dispenses medicines, compounds or drugs. Reusable version carries one dose, able to be refilled through external port. Able to be directly connected to IV for constant refill. Expanded version allowing up to 5 doses available. Carries trigger to release compound into bloodstream: built-in clock, timer, radio signal, datajack. Trigger must be chosen at time of purchase.
Extra Dose 0.00 500 per Dose 4/72 h 1.5 as above
Extra Dose
Effectively just a larger containment for the drug in question.
Balance Tail
Essence Cost Avail SI Legality
0.50 10,000 8/7 d 2 Legal
-2TN for all Knockdown, Falling, Athletics.Jumping, and Athletics.Climbing tests, and any other tests the GM rules involve balance such as walking across a narrow ledge.
-3TN if used in combination with the Balance Augmenter cyberware or Supernatural Balance PhysAd power.
This cyberware is a very mechanical-style of balance tail, this the lower overall costs. For a more animalistic style, check the Tail Balance Mod cyberware.
BioMonitor
Item Essence Cost Avail SI Legality
Biomonitor 0.30 5,000 6/72 h 2 Legal
Diagnosis Processor 0.20 2,500 6/72 h 2 Legal
Subdermal Display 0.10 500 5/48 h 1 Legal
Biomonitor
Hooked up to the chest, the Biomonitor watches and studies the heart and breathing functions of the user, along with blood pressure and stress.
Diagnosis Processor
An implanted system that grants a BioTech 5 skill when used on it's host
May be linked with auto-injectors, subdermal display's, etc…
Subdermal Display
Concealability 10 when inactive
Acts as a display screen when active
Body Compartments
Accessory Essence Cost Avail SI Legality
Body Compartment 0.20 5,000 4/48 h 1 Legal
Injector 0.00 500 + content 4/72 h 1.5 6P-N
Lockpicks 0.00 500 8/14 d 3 6P-Q
Lockpick Gun 0.00 Rating x 250 8/14 d 3 6P-Q
Synthetic Fingerprint 0.00 Rating x 2,000 (Rating x 2)/7 d 3 6P-Q
Scanner Accessory 0.00 Rating x 500 Rating/72 h 3 6P-V
A very small hidden compartment. Can hold one object of concealability 9, more of higher concealability. Provides +1 bonus against detection of gear inside the compartment, and the compartments are concealability 10 against searches.
Injector
Contains a dose of a an injectable substance (poison, chemical compound) the needle has a Damage code of (STR+3)L this can cause max M damage and does not penetrate hardened armor. Injection will only occur if the target took damage. Refill takes 2 minutes.
Lockpicks
Lockpicks are used against key-and-tumbler locks (though outdated by the standard of modern maglocks, they remain inexpensive and effective). Most key-and-tumbler locks have a Rating of 4 or 5, depending on their complexity. The use of this tool needs the skill Lockpicking (a Knowledge skill.) Lockpicking requires both hands, with the pick in one and a torque wrench (external or implanted) in the other, and a base time of 20 seconds x the lock rating."
Lockpick Gun
Automated version of the manual lockpick. Expert system driven this system automatically analyzes the lock and uses the best possible way to unlock it. This device simultaneously "rakes" the lock's tumblers with a motorized, expert-system-driven pick and applies torque to turn the lock. Each lockpick gun has Lockpicking Skill equal to its rating (maximum 10).
Synthetic Fingerprint
This System can copy a scanned Fingerprint. To deceive an electronic fingerprint scanner roll a comparative roll between the ratings of scanner and this device. If the scanner has more successes an alarm is raised, on a tie the check is repeated. If the Synthetic Fingerprint wins the system is deceived.
Scanner Accessory
This device is used to scan a Fingerprint for use with Synthetic Fingerprint.
Bone Lacing
Type Essence Cost Avail SI Legality
Plastic 0.50 7,500 5/14 d 1.5 6P-N
Kevlar 1.00 20,000 6/12 d 2 6P-N
Aluminium 1.15 25,000 5/14 d 1.5 6P-Q
Ceramic 1.50 40,000 6/21d 2 6P-Q
Titanium 2.25 75,000 5/14 d 1.5 6-R
Bone lacing dramatically increases the resistance to fractures and other damage that a skeleton system can survive. The degree of this resistance is shown with the Barrier column of the above table, as a new 'barrier rating' for the owners bones. This also increases the amount of damage the owner can accomplish during unarmed combat, as a modifier to the power from the default STR M Stun. Another bonus is that some types allow you do make an unarmed attack to convert Stun to Physical damage, at half of your modified power rating. The injury still starts at M damage level. Finally, Bone Lacing increases your Body attribute, but also provides a certain amount of permanent encumbrance in the form of the Load for each type. And some types are metal, and detectable via metal detectors without fail.
Bone Lacing Barrier Damage Body Armor Load Metal PhysDam?
Plastic 6 +2 +1 +0/+0 5kg No Yes
Kevlar 6 +0 +1 +1/+0 5kg No No
Aluminum 8 +3 +1 +0/+1 10kg Yes Yes
Ceramic 8 +3 +1 +0/+2 15kg No Yes
Titanium 10 +4 +2 +1/+1 15kg Yes Yes
Boosted Reflexes
Rating Essence Cost Avail SI Legality
1 0.50 15,000 3/24 h 1 8P-Q
2 1.25 40,000 3/24 h 1.25 6P-Q
3 2.80 90,000 3/24 h 1.5 5P-Q
NOTE: Permanent, only removable with gene therapy
Compatible With: Reaction Enhancer, Synaptic Accelerator (1)
Not Compatible With:
Wired Reflexes, Reflex Trigger, Vehicle Control Rig, Move-By-Wire
Rating 1 Raises Initiative by +1d6
Rating 2 Raises Initiative by +1d6 and Reaction by +1
Rating 3 Raises Initiative by +2d6 and Reaction by +2
Cyberfins
Essence Cost Avail SI Legality
0.30 10,500 5/48 h 1.25 3P-N
Characters can swim at half their normal walking or running speed.
May use the fins in attacks, treating them as Hand Razors with -1 Power.
May not be used with normal fins or any kind of gloves.
Dermal Plating
Effect
Rating Essence Cost Avail SI Legality
1 0.50 6,000 4/12 d 1 6P-N
2 1.00 15,000 4/12 d 1 6P-N
3 1.50 45,000 4/12 d 1 5P-N
This does not affect healing tests
Can be designed to mimic a surface, I.E. Stone skin
Rating 1 +1 Body
Rating 2 +2 Body
Rating 3 +3 Body
Dermal Sheathing
Stats
Rating/Item Essence Cost Avail SI Legality
Rating 1 0.70 24,000 6/14 d 1.5 6P-N
Rating 2 1.40 60,000 6/14 d 1.5 6P-N
Rating 3 2.10 120,000 6/14 d 1.5 5P-N
Ruthenium coating 0.20 150,000 +2/+4 d +0.25 4P-N
Image Scanner +0.05 per unit +8,000 per unit
Dermal Sheathing is a type of reinforcement built into, and just under, the layers of the skin. This makes is quite hard to detect when compared to the externally visible Dermal Plating. It also makes Dermal Sheathing protect against injuries differently by spreading out the force of blunt trauma (shown in the 'bonus' to impact armor granted in the above table) in addition to making the skin able to heal from injuries faster in the form of increased Body scores.
Ruthenium Coating
Allows Ruthenium effects for Dermal Sheathing.
Must be rating 0, 4-12.
Image Scanner
Image scanner for Ruthenium Coating for Dermal Sheathing
Rating 1 +2 Body +0/+1 Armor
Rating 2 +3 Body + 0/+1 Armor
Rating 3 +4 Body + 0/+2 Armor
Filtration Systems
Item Essence Cost Avail SI Legality
Air Rating/10 Rating x 15,000 6/4 d 1 Legal
Blood Rating/5 Rating x 10,000 6/4 d 1 Legal
Ingested Toxin Rating/5 Rating x 10,000 6/4 d 1 Legal
Air Filter
Reduced air-born toxin or drug power by the Rating.
Blood Filter
Reduces blood-born drug power by the Rating.
Ingested Toxin Filter
Reduced ingested toxin power by the Rating. This includes Alcohol.
Fingertip Compartment
Essence Cost Avail SI Legality
0.10 3,000 3/24 h 1 Legal
Replaces last joint of a finger with a compartment
Can be used to implant a Monowhip inside, sold separately
Flex Hands
Essence Cost Avail SI Legality
0.40 8,000 6/72 h 2 7P-N
-2 TN to tests using Escape Artist skill or hand contortions.
Incompatible with bone lacing
May be turned on and off.
Foot Anchor
Essence Cost Avail SI Legality
0.40 14,000 6/7 d 2 Legal
Provides no effect on surfaces greater than barrier 10. On usable surfaces, provides Barrier*5kg of improved grip for staying in place to hold something, be it up or down. Each foot anchor provides +1 recoil compensation, and reduces knockdown tests by -1. As a weapon, does (Str-1)M damage, but increases Dodge tests by +1, and cuts movement rate to half Quickness, round down.
Hand Blade
Type Essence Cost Avail SI Legality
Fixed 0.10 7,500 6/5 d 1.5 4P-R
Retractable 0.25 10,000 6/5 d 1.5 3P-R
Weapon, causes (Str+3)L damage
Avbailable in fixed or retractable versions.
Hand Razors
Type Essence Cost Avail SI Legality
Fixed 0.10 4,500 3/72 h 1 3-N
Retractable 0.20 9,000 5/72 h 1 3-N
Improved Blades 0.00 +8,500 6/72 h 1 3-N
Weapon, causes (Str)L damage
Available in fixed and retractable versions.
The improved version does a damage of (Str+2)L
Hydraulic Jacks
Essence Cost Avail SI Legality
0.75 + (0.25 per rating) Rating x 5,000 5/6 d 1 Legal
+20% per Rating to the distance a character can jump
+Rating to Athletics.Running and Athletics.Jumping tests
Quickness(5) test (+1 TN every 4m over 5m) to reduce the Power of any falling damage by Rating
Internal Air Tank
Type Essence Cost Avail SI Legality
Internal Air Tank 0.25 1,200 4/5 d 1.5 Legal
Tracheal Vent 0.10 750 4/5 d 1.5 Legal
Internal Air Tank
Holds 75 minutes of air if used for breathable gas.
Provides a -1 modifier to all tests to float or tread water.
On ANY stress taken, roll 1d6. On a roll of 1, the tank explodes for 10S damage, reduced ONLY by Bone Lacing and implanted Impact Armor, with the damage falling off at the rate of -2 per meter of distance.
Tracheal Vent
Vent used to release gas from the Internal Air tank or to 'wash out' oxygen from the lungs, as used by some divers.
Internal Jolt Alert
Essence Cost Avail SI Legality
0.10 1,500 4/48 h 1.5 Legal
Jerks user awake. Has no effect on Deadly Stun damage.
Magnetic System
Essence Cost Avail SI Legality
0.30 2,800 6/7 d 2 Legal
Only one system per limb
Each system adds +4 to user's Strength to hold or cling to metallic surfaces
Each limb can hold 25 kg. Multiple systems are cumulative, so 3 can hold 75 kg
Move-by-Wire
Stats
Rating Essence Cost Avail SI Legality
1 2.50 250,000 8/10 d 2.5 3P-CC
2 4.00 500,000 12/20 d 3 3P-CC
3 5.50 1,000,000 18/30 d 3 3P-CC
4 7.00 2,000,000 20/45 d 3.5 3P-CC
Users move in an unnaturally smooth way, and suffer from slight, uncontrollable tremors when at rest.
Incompatible with any other reflex/reaction enhancement cyber or bioware!
Level 1 +1 Quickness +2 Reaction +1D6 Initative +1 Athletics/Stealth
Level 2 +2 Quickness +4 Reaction +2D6 Initative +2 Athletics/Stealth
Level 3 +3 Quickness +6 Reaction +3D6 Initative +3 Athletics/Stealth, 1 additional action for first Pass
Level 4 +4 Quickness +8 Reaction +4D6 Initative +4 Athletics/Stealth, 2 additional actions for first two Passes
* Please see text in Man and Machine for more details,
Muscle Replacement
Rating Essence Cost Avail SI Legality
1 - 4 Rating Rating x 20,000 4/4 d 1 5P-Q
Increases Strength by Rating
Increases Quickness by Rating
Does not increase Reaction, but see Bioware Muscle Toner and Augmentation
OXSYS Cybergill
Essence Cost Avail SI Legality
0.75 12,500 5/72 h 1.75 Legal
Immune to oxygen toxicity
May stay under water indefinitely.
System must be replaced after 1,000 hours of use; replacement requires surgery and 1,500 =Y=
Reaction Enhancer
Compatibility
Rating Essence Cost Avail SI Legality
1 - 6 0.30 60,000 6/7 d 2 6P-R
Adjusts Reaction by +Rating
Compatible With: Wired Reflexes, Boosted Reflexes, Synaptic Accelerators
Not Compatible With: Move-By-Wire
Retractable Climbing Claws
Essence Cost Avail SI Legality
0.30 10,000 5/72 h 1.5 6P-N
-2TN for Athletics.Climbing or Clinging tests.
If used as a weapon they inflict (STR-1)L damage.
Simsense Rig
Type Essence Cost Avail SI Legality
Limited 0.1 1,000 4/48hrs 1.5 5P-N
Baseline 2.00 300,000 2/5 d 1 Legal
Full-X 2.00 500,000 6/12 d 3 Legal
SimLink (Rating 1-10) 0.60 70,000+(Rtg x 10,000) 3/5 d 1.5 Legal
Limited Simsense Rig
The Simsense component of a Smartlink System (See below)
Baseline Sim Rig
Allows recording of simsense at 1Mp per second of recording
Doesn't include recording system
Usable as a SimDeck
Full-X Sim Rig
Allows recording of Full-X simsense at 3Mp per second of recording
Allows recording of simsense at 1Mp per second of recording
Doesn't include recording system
Usable as a Full-X SimDeck
Sim Link
Short-range transmitter for Simrig recordings
Flux of transmitter is Rating * 0.25
Cost includes remote receiver and recorder
Receiver compatible with Remote Control Deck, SimDeck, or CyberDeck
Skillwires
Essence Cost Avail SI Legality
0.20 x Rating Max Total MP x 500 x Rating Rating/10 d 1 Legal
These neuro-muscular controllers allow the recipient’s neurosystem to interface with specially designed and coded optical chips known as activesofts and to read those chips as though they were naturally recorded memories or skills. When purchased, choose a maximum total MP and maximum skillsoft rating for the system; these determine the total rating and total size of all the activesofts a character can use at any one time. A chipjack (for insertion of activesofts) and/or memory must be purchased separately.
Smartlink
Item Essence Cost Avail SI Legality
Standard Package 0.50 2,500 3/36 h 1 5P-N
Smartlink-2 Package 0.50 3,500 6/48 h 2 5P-N
Induction Pad 0.10 200 4/48 h 1.5 5P-N
Eye Display 0.10 300 4/48 h 1.5 Legal
Limited Simsense Rig 0.10 1,000 4/48 h 1.5 5P-N
Personalized Smartlink Safety 0.00 200 4/48 h 1.5 Legal
Range Finder 0.10 2,000 8/48 h 1.5 5P-N
Standard Processor 0.20 1,000 4/48 h 1.5 5P-N
Smartlink-2 Processor 0.20 2,000 6/48 h 2 5P-N
A smartlink is the feedback loop circuitry necessary to take full advantage of a smartgun. Targeting information appears on the user’s retina or cybereye as a small dot or cross hairs that corresponds to the smartweapon’s current line of fire. Typical systems use a subdermal induction pad in the user’s palm to link with the smartgun.
Components
The smartgun link system breaks down into four components: an I/O device (typically a subdermal palm induction pad that syncs with the smartgun's system), an eye display, a ballistics processor and a limited simsense rig (for body posture/ gun position sensing). Some users may not want the whole package. For example, a user with an image link doesn't need the eye display, he just needs to connect his existing cyberware to the smartlink system. Some users may wish to avoid the palm pads (detectable by touch), preferring to jack a smartlinked gun through a datajack instead.
Personalized Safety
A smartgun equipped with this modification has the safety permanently engaged unless it is in contact with a smartlink system that carries the proper (encrypted) serial number.
A smartgun with a personalized safety feature only works for the user possessing the specific smartlink system for which it was programmed. The gun is just a chunk of metal to anyone else. A gun can be programmed to operate for more than one smartlink system (for example, it can work for all members of a team). The serial number's Encryption Rating is 8.
Range Finder
This smartlink accessory indicates the current range to the target or whatever the smartgun is pointed at. The distance is listed under the smartgun link's targeting icon in the field of vision.
The range finder can only be used with a smartlink. When used with a smartlink-2, it provides a -1 modifier to targets at long range and -2 to targets at extreme range. These modifiers are not cumulative with range modifiers provided by image magnification accessories.
When used with a smartlinked grenade launcher and airtimed mini-grenades, the range finder can auto-set the grenades to explode at a certain distance; reduce the scatter dice from 3D6 to 1 D6.
Spur
Desc
Item Essence Cost Avail SI Legality
Fixed 0.10 7,000 3/72 h 1 3-N
Retractable 0.30 11,500 5/72 h 1 3-N
A smartlink is the feedback loop circuitry necessary to take full advantage of a smartgun. Targeting information appears on the user’s retina or cybereye as a small dot or cross hairs that corresponds to the smartweapon’s current line of fire. Typical systems use a subdermal induction pad in the user’s palm to link with the smartgun.
Voice Modulator
Item Essence Cost Avail SI Legality
Voice Modulator 0.20 45,000 2/24 h 1 Legal
Increased Volume 0.00 10,000 2/24 h 1 Legal
Playback 0.20 40,000 4/48 h 1 Legal
Secondary Pattern 0.00 30,000 + (Rtg x 20,000) 6/7 d 2 3-Q
Tonal Shift 0.00 25,000 2/24 h 1 Legal
This cyberware, popular with entertainers, includes a variety of optional modifications to the subject’s vocal organs. The increased volume option, commonly used by stage performers, makes the user into a loudspeaker. Singers use the tonal shift, which alters tones for perfect bird calls, mellifluous singing and uncanny vocal impressions. Modulations and secondary quavers make detection simple for a vocal-pattern recognizer. Secondary pattern, an illegal modification, allows the user to upload (from headware memory or through a datajack) a second vocal pattern and reproduce it in a form almost indistinguishable from an unmodified pattern. The vocal pattern may even have been recorded by the user’s ear recorder. Playback allows the user to access an audio record, either in headware memory or fed in through a datajack, and reproduce it almost perfectly. Playback merely turns the user into a glorified speaker, however; the user cannot use the recorded voice for any purpose except to mimic exactly what it said.
Wired Reflexes
Rating/Item Essence Cost Avail SI Legality
Level 1 2.00 55,000 4/8 d 1 5P-Q
Level 2 3.00 165,000 4/8 d 1 4P-Q
Level 3 5.00 500,000 8/14 d 1 3-R
Reflex Trigger +0.20 13,000 As Wired Reflexes 1 4P-Q
Stepped Reflex Trigger +0.20 16,250 As Wired Reflexes 1 4P-Q
Wired reflexes are implanted neural boosters and adrenaline stimulators. Users of wired reflexes tend to be twitchy, especially if they lack a reflex trigger. Each level adds +2 to the user’s Reaction and gives +1D6 Initiative die.
Reflex Trigger
A reflex trigger is an accessory for wired reflexes, allowing the user to cybernetically turn the reflexes on or off as a Simple Action. The wired reflexes and the reflex trigger must be installed simultaneously, as a package; the trigger cannot be retrofitted later. When turned off, reflex triggers add a +4 target number modifier for tests to detect the wired reflexes with a cyberscanner.
Stepped Triggers
Rather than completely turning off their wired reflexes, some users prefer to turn them down. This modification to the reflex trigger allows users to operate their wired reflexes at a lower level than the level at which they were purchased.
A reflex trigger that is modified for stepped functioning allows a user to spend a Simple Action to turn his reflexes on and off, or switch to a lower or higher level of wired reflexes (but not higher than their actual level.)
Auto-Injector
Type Essence Cost Avail SI Legality
One Shot 0.05 1,500 + contents 4/72 h 1.5 4P-Q
One Shot
Implanted device that dispenses medicines, compounds or drugs. The One-Shot unit can only be used for one such usage. Can hold any liquid substance. Carries trigger to release compound into bloodstream: built-in clock, timer, radio signal, datajack. Trigger must be chosen at time of purchase.
Reusable 0.10 1,000 + contents 4/72 h 1.5 5P-N
Reusable
Implanted device that dispenses medicines, compounds or drugs. Reusable version carries one dose, able to be refilled through external port. Able to be directly connected to IV for constant refill. Expanded version allowing up to 5 doses available. Carries trigger to release compound into bloodstream: built-in clock, timer, radio signal, datajack. Trigger must be chosen at time of purchase.
Extra Dose 0.00 500 per Dose 4/72 h 1.5 as above
Extra Dose
Effectively just a larger containment for the drug in question.
Balance Tail
Essence Cost Avail SI Legality
0.50 10,000 8/7 d 2 Legal
-2TN for all Knockdown, Falling, Athletics.Jumping, and Athletics.Climbing tests, and any other tests the GM rules involve balance such as walking across a narrow ledge.
-3TN if used in combination with the Balance Augmenter cyberware or Supernatural Balance PhysAd power.
This cyberware is a very mechanical-style of balance tail, this the lower overall costs. For a more animalistic style, check the Tail Balance Mod cyberware.
BioMonitor
Item Essence Cost Avail SI Legality
Biomonitor 0.30 5,000 6/72 h 2 Legal
Diagnosis Processor 0.20 2,500 6/72 h 2 Legal
Subdermal Display 0.10 500 5/48 h 1 Legal
Biomonitor
Hooked up to the chest, the Biomonitor watches and studies the heart and breathing functions of the user, along with blood pressure and stress.
Diagnosis Processor
An implanted system that grants a BioTech 5 skill when used on it's host
May be linked with auto-injectors, subdermal display's, etc…
Subdermal Display
Concealability 10 when inactive
Acts as a display screen when active
Body Compartments
Accessory Essence Cost Avail SI Legality
Body Compartment 0.20 5,000 4/48 h 1 Legal
Injector 0.00 500 + content 4/72 h 1.5 6P-N
Lockpicks 0.00 500 8/14 d 3 6P-Q
Lockpick Gun 0.00 Rating x 250 8/14 d 3 6P-Q
Synthetic Fingerprint 0.00 Rating x 2,000 (Rating x 2)/7 d 3 6P-Q
Scanner Accessory 0.00 Rating x 500 Rating/72 h 3 6P-V
A very small hidden compartment. Can hold one object of concealability 9, more of higher concealability. Provides +1 bonus against detection of gear inside the compartment, and the compartments are concealability 10 against searches.
Injector
Contains a dose of a an injectable substance (poison, chemical compound) the needle has a Damage code of (STR+3)L this can cause max M damage and does not penetrate hardened armor. Injection will only occur if the target took damage. Refill takes 2 minutes.
Lockpicks
Lockpicks are used against key-and-tumbler locks (though outdated by the standard of modern maglocks, they remain inexpensive and effective). Most key-and-tumbler locks have a Rating of 4 or 5, depending on their complexity. The use of this tool needs the skill Lockpicking (a Knowledge skill.) Lockpicking requires both hands, with the pick in one and a torque wrench (external or implanted) in the other, and a base time of 20 seconds x the lock rating."
Lockpick Gun
Automated version of the manual lockpick. Expert system driven this system automatically analyzes the lock and uses the best possible way to unlock it. This device simultaneously "rakes" the lock's tumblers with a motorized, expert-system-driven pick and applies torque to turn the lock. Each lockpick gun has Lockpicking Skill equal to its rating (maximum 10).
Synthetic Fingerprint
This System can copy a scanned Fingerprint. To deceive an electronic fingerprint scanner roll a comparative roll between the ratings of scanner and this device. If the scanner has more successes an alarm is raised, on a tie the check is repeated. If the Synthetic Fingerprint wins the system is deceived.
Scanner Accessory
This device is used to scan a Fingerprint for use with Synthetic Fingerprint.
Bone Lacing
Type Essence Cost Avail SI Legality
Plastic 0.50 7,500 5/14 d 1.5 6P-N
Kevlar 1.00 20,000 6/12 d 2 6P-N
Aluminium 1.15 25,000 5/14 d 1.5 6P-Q
Ceramic 1.50 40,000 6/21d 2 6P-Q
Titanium 2.25 75,000 5/14 d 1.5 6-R
Bone lacing dramatically increases the resistance to fractures and other damage that a skeleton system can survive. The degree of this resistance is shown with the Barrier column of the above table, as a new 'barrier rating' for the owners bones. This also increases the amount of damage the owner can accomplish during unarmed combat, as a modifier to the power from the default STR M Stun. Another bonus is that some types allow you do make an unarmed attack to convert Stun to Physical damage, at half of your modified power rating. The injury still starts at M damage level. Finally, Bone Lacing increases your Body attribute, but also provides a certain amount of permanent encumbrance in the form of the Load for each type. And some types are metal, and detectable via metal detectors without fail.
Bone Lacing Barrier Damage Body Armor Load Metal PhysDam?
Plastic 6 +2 +1 +0/+0 5kg No Yes
Kevlar 6 +0 +1 +1/+0 5kg No No
Aluminum 8 +3 +1 +0/+1 10kg Yes Yes
Ceramic 8 +3 +1 +0/+2 15kg No Yes
Titanium 10 +4 +2 +1/+1 15kg Yes Yes
Boosted Reflexes
Rating Essence Cost Avail SI Legality
1 0.50 15,000 3/24 h 1 8P-Q
2 1.25 40,000 3/24 h 1.25 6P-Q
3 2.80 90,000 3/24 h 1.5 5P-Q
NOTE: Permanent, only removable with gene therapy
Compatible With: Reaction Enhancer, Synaptic Accelerator (1)
Not Compatible With:
Wired Reflexes, Reflex Trigger, Vehicle Control Rig, Move-By-Wire
Rating 1 Raises Initiative by +1d6
Rating 2 Raises Initiative by +1d6 and Reaction by +1
Rating 3 Raises Initiative by +2d6 and Reaction by +2
Cyberfins
Essence Cost Avail SI Legality
0.30 10,500 5/48 h 1.25 3P-N
Characters can swim at half their normal walking or running speed.
May use the fins in attacks, treating them as Hand Razors with -1 Power.
May not be used with normal fins or any kind of gloves.
Dermal Plating
Effect
Rating Essence Cost Avail SI Legality
1 0.50 6,000 4/12 d 1 6P-N
2 1.00 15,000 4/12 d 1 6P-N
3 1.50 45,000 4/12 d 1 5P-N
This does not affect healing tests
Can be designed to mimic a surface, I.E. Stone skin
Rating 1 +1 Body
Rating 2 +2 Body
Rating 3 +3 Body
Dermal Sheathing
Stats
Rating/Item Essence Cost Avail SI Legality
Rating 1 0.70 24,000 6/14 d 1.5 6P-N
Rating 2 1.40 60,000 6/14 d 1.5 6P-N
Rating 3 2.10 120,000 6/14 d 1.5 5P-N
Ruthenium coating 0.20 150,000 +2/+4 d +0.25 4P-N
Image Scanner +0.05 per unit +8,000 per unit
Dermal Sheathing is a type of reinforcement built into, and just under, the layers of the skin. This makes is quite hard to detect when compared to the externally visible Dermal Plating. It also makes Dermal Sheathing protect against injuries differently by spreading out the force of blunt trauma (shown in the 'bonus' to impact armor granted in the above table) in addition to making the skin able to heal from injuries faster in the form of increased Body scores.
Ruthenium Coating
Allows Ruthenium effects for Dermal Sheathing.
Must be rating 0, 4-12.
Image Scanner
Image scanner for Ruthenium Coating for Dermal Sheathing
Rating 1 +2 Body +0/+1 Armor
Rating 2 +3 Body + 0/+1 Armor
Rating 3 +4 Body + 0/+2 Armor
Filtration Systems
Item Essence Cost Avail SI Legality
Air Rating/10 Rating x 15,000 6/4 d 1 Legal
Blood Rating/5 Rating x 10,000 6/4 d 1 Legal
Ingested Toxin Rating/5 Rating x 10,000 6/4 d 1 Legal
Air Filter
Reduced air-born toxin or drug power by the Rating.
Blood Filter
Reduces blood-born drug power by the Rating.
Ingested Toxin Filter
Reduced ingested toxin power by the Rating. This includes Alcohol.
Fingertip Compartment
Essence Cost Avail SI Legality
0.10 3,000 3/24 h 1 Legal
Replaces last joint of a finger with a compartment
Can be used to implant a Monowhip inside, sold separately
Flex Hands
Essence Cost Avail SI Legality
0.40 8,000 6/72 h 2 7P-N
-2 TN to tests using Escape Artist skill or hand contortions.
Incompatible with bone lacing
May be turned on and off.
Foot Anchor
Essence Cost Avail SI Legality
0.40 14,000 6/7 d 2 Legal
Provides no effect on surfaces greater than barrier 10. On usable surfaces, provides Barrier*5kg of improved grip for staying in place to hold something, be it up or down. Each foot anchor provides +1 recoil compensation, and reduces knockdown tests by -1. As a weapon, does (Str-1)M damage, but increases Dodge tests by +1, and cuts movement rate to half Quickness, round down.
Hand Blade
Type Essence Cost Avail SI Legality
Fixed 0.10 7,500 6/5 d 1.5 4P-R
Retractable 0.25 10,000 6/5 d 1.5 3P-R
Weapon, causes (Str+3)L damage
Avbailable in fixed or retractable versions.
Hand Razors
Type Essence Cost Avail SI Legality
Fixed 0.10 4,500 3/72 h 1 3-N
Retractable 0.20 9,000 5/72 h 1 3-N
Improved Blades 0.00 +8,500 6/72 h 1 3-N
Weapon, causes (Str)L damage
Available in fixed and retractable versions.
The improved version does a damage of (Str+2)L
Hydraulic Jacks
Essence Cost Avail SI Legality
0.75 + (0.25 per rating) Rating x 5,000 5/6 d 1 Legal
+20% per Rating to the distance a character can jump
+Rating to Athletics.Running and Athletics.Jumping tests
Quickness(5) test (+1 TN every 4m over 5m) to reduce the Power of any falling damage by Rating
Internal Air Tank
Type Essence Cost Avail SI Legality
Internal Air Tank 0.25 1,200 4/5 d 1.5 Legal
Tracheal Vent 0.10 750 4/5 d 1.5 Legal
Internal Air Tank
Holds 75 minutes of air if used for breathable gas.
Provides a -1 modifier to all tests to float or tread water.
On ANY stress taken, roll 1d6. On a roll of 1, the tank explodes for 10S damage, reduced ONLY by Bone Lacing and implanted Impact Armor, with the damage falling off at the rate of -2 per meter of distance.
Tracheal Vent
Vent used to release gas from the Internal Air tank or to 'wash out' oxygen from the lungs, as used by some divers.
Internal Jolt Alert
Essence Cost Avail SI Legality
0.10 1,500 4/48 h 1.5 Legal
Jerks user awake. Has no effect on Deadly Stun damage.
Magnetic System
Essence Cost Avail SI Legality
0.30 2,800 6/7 d 2 Legal
Only one system per limb
Each system adds +4 to user's Strength to hold or cling to metallic surfaces
Each limb can hold 25 kg. Multiple systems are cumulative, so 3 can hold 75 kg
Move-by-Wire
Stats
Rating Essence Cost Avail SI Legality
1 2.50 250,000 8/10 d 2.5 3P-CC
2 4.00 500,000 12/20 d 3 3P-CC
3 5.50 1,000,000 18/30 d 3 3P-CC
4 7.00 2,000,000 20/45 d 3.5 3P-CC
Users move in an unnaturally smooth way, and suffer from slight, uncontrollable tremors when at rest.
Incompatible with any other reflex/reaction enhancement cyber or bioware!
Level 1 +1 Quickness +2 Reaction +1D6 Initative +1 Athletics/Stealth
Level 2 +2 Quickness +4 Reaction +2D6 Initative +2 Athletics/Stealth
Level 3 +3 Quickness +6 Reaction +3D6 Initative +3 Athletics/Stealth, 1 additional action for first Pass
Level 4 +4 Quickness +8 Reaction +4D6 Initative +4 Athletics/Stealth, 2 additional actions for first two Passes
* Please see text in Man and Machine for more details,
Muscle Replacement
Rating Essence Cost Avail SI Legality
1 - 4 Rating Rating x 20,000 4/4 d 1 5P-Q
Increases Strength by Rating
Increases Quickness by Rating
Does not increase Reaction, but see Bioware Muscle Toner and Augmentation
OXSYS Cybergill
Essence Cost Avail SI Legality
0.75 12,500 5/72 h 1.75 Legal
Immune to oxygen toxicity
May stay under water indefinitely.
System must be replaced after 1,000 hours of use; replacement requires surgery and 1,500 =Y=
Reaction Enhancer
Compatibility
Rating Essence Cost Avail SI Legality
1 - 6 0.30 60,000 6/7 d 2 6P-R
Adjusts Reaction by +Rating
Compatible With: Wired Reflexes, Boosted Reflexes, Synaptic Accelerators
Not Compatible With: Move-By-Wire
Retractable Climbing Claws
Essence Cost Avail SI Legality
0.30 10,000 5/72 h 1.5 6P-N
-2TN for Athletics.Climbing or Clinging tests.
If used as a weapon they inflict (STR-1)L damage.
Simsense Rig
Type Essence Cost Avail SI Legality
Limited 0.1 1,000 4/48hrs 1.5 5P-N
Baseline 2.00 300,000 2/5 d 1 Legal
Full-X 2.00 500,000 6/12 d 3 Legal
SimLink (Rating 1-10) 0.60 70,000+(Rtg x 10,000) 3/5 d 1.5 Legal
Limited Simsense Rig
The Simsense component of a Smartlink System (See below)
Baseline Sim Rig
Allows recording of simsense at 1Mp per second of recording
Doesn't include recording system
Usable as a SimDeck
Full-X Sim Rig
Allows recording of Full-X simsense at 3Mp per second of recording
Allows recording of simsense at 1Mp per second of recording
Doesn't include recording system
Usable as a Full-X SimDeck
Sim Link
Short-range transmitter for Simrig recordings
Flux of transmitter is Rating * 0.25
Cost includes remote receiver and recorder
Receiver compatible with Remote Control Deck, SimDeck, or CyberDeck
Skillwires
Essence Cost Avail SI Legality
0.20 x Rating Max Total MP x 500 x Rating Rating/10 d 1 Legal
These neuro-muscular controllers allow the recipient’s neurosystem to interface with specially designed and coded optical chips known as activesofts and to read those chips as though they were naturally recorded memories or skills. When purchased, choose a maximum total MP and maximum skillsoft rating for the system; these determine the total rating and total size of all the activesofts a character can use at any one time. A chipjack (for insertion of activesofts) and/or memory must be purchased separately.
Smartlink
Item Essence Cost Avail SI Legality
Standard Package 0.50 2,500 3/36 h 1 5P-N
Smartlink-2 Package 0.50 3,500 6/48 h 2 5P-N
Induction Pad 0.10 200 4/48 h 1.5 5P-N
Eye Display 0.10 300 4/48 h 1.5 Legal
Limited Simsense Rig 0.10 1,000 4/48 h 1.5 5P-N
Personalized Smartlink Safety 0.00 200 4/48 h 1.5 Legal
Range Finder 0.10 2,000 8/48 h 1.5 5P-N
Standard Processor 0.20 1,000 4/48 h 1.5 5P-N
Smartlink-2 Processor 0.20 2,000 6/48 h 2 5P-N
A smartlink is the feedback loop circuitry necessary to take full advantage of a smartgun. Targeting information appears on the user’s retina or cybereye as a small dot or cross hairs that corresponds to the smartweapon’s current line of fire. Typical systems use a subdermal induction pad in the user’s palm to link with the smartgun.
Components
The smartgun link system breaks down into four components: an I/O device (typically a subdermal palm induction pad that syncs with the smartgun's system), an eye display, a ballistics processor and a limited simsense rig (for body posture/ gun position sensing). Some users may not want the whole package. For example, a user with an image link doesn't need the eye display, he just needs to connect his existing cyberware to the smartlink system. Some users may wish to avoid the palm pads (detectable by touch), preferring to jack a smartlinked gun through a datajack instead.
Personalized Safety
A smartgun equipped with this modification has the safety permanently engaged unless it is in contact with a smartlink system that carries the proper (encrypted) serial number.
A smartgun with a personalized safety feature only works for the user possessing the specific smartlink system for which it was programmed. The gun is just a chunk of metal to anyone else. A gun can be programmed to operate for more than one smartlink system (for example, it can work for all members of a team). The serial number's Encryption Rating is 8.
Range Finder
This smartlink accessory indicates the current range to the target or whatever the smartgun is pointed at. The distance is listed under the smartgun link's targeting icon in the field of vision.
The range finder can only be used with a smartlink. When used with a smartlink-2, it provides a -1 modifier to targets at long range and -2 to targets at extreme range. These modifiers are not cumulative with range modifiers provided by image magnification accessories.
When used with a smartlinked grenade launcher and airtimed mini-grenades, the range finder can auto-set the grenades to explode at a certain distance; reduce the scatter dice from 3D6 to 1 D6.
Spur
Desc
Item Essence Cost Avail SI Legality
Fixed 0.10 7,000 3/72 h 1 3-N
Retractable 0.30 11,500 5/72 h 1 3-N
A smartlink is the feedback loop circuitry necessary to take full advantage of a smartgun. Targeting information appears on the user’s retina or cybereye as a small dot or cross hairs that corresponds to the smartweapon’s current line of fire. Typical systems use a subdermal induction pad in the user’s palm to link with the smartgun.
Voice Modulator
Item Essence Cost Avail SI Legality
Voice Modulator 0.20 45,000 2/24 h 1 Legal
Increased Volume 0.00 10,000 2/24 h 1 Legal
Playback 0.20 40,000 4/48 h 1 Legal
Secondary Pattern 0.00 30,000 + (Rtg x 20,000) 6/7 d 2 3-Q
Tonal Shift 0.00 25,000 2/24 h 1 Legal
This cyberware, popular with entertainers, includes a variety of optional modifications to the subject’s vocal organs. The increased volume option, commonly used by stage performers, makes the user into a loudspeaker. Singers use the tonal shift, which alters tones for perfect bird calls, mellifluous singing and uncanny vocal impressions. Modulations and secondary quavers make detection simple for a vocal-pattern recognizer. Secondary pattern, an illegal modification, allows the user to upload (from headware memory or through a datajack) a second vocal pattern and reproduce it in a form almost indistinguishable from an unmodified pattern. The vocal pattern may even have been recorded by the user’s ear recorder. Playback allows the user to access an audio record, either in headware memory or fed in through a datajack, and reproduce it almost perfectly. Playback merely turns the user into a glorified speaker, however; the user cannot use the recorded voice for any purpose except to mimic exactly what it said.
Wired Reflexes
Rating/Item Essence Cost Avail SI Legality
Level 1 2.00 55,000 4/8 d 1 5P-Q
Level 2 3.00 165,000 4/8 d 1 4P-Q
Level 3 5.00 500,000 8/14 d 1 3-R
Reflex Trigger +0.20 13,000 As Wired Reflexes 1 4P-Q
Stepped Reflex Trigger +0.20 16,250 As Wired Reflexes 1 4P-Q
Wired reflexes are implanted neural boosters and adrenaline stimulators. Users of wired reflexes tend to be twitchy, especially if they lack a reflex trigger. Each level adds +2 to the user’s Reaction and gives +1D6 Initiative die.
Reflex Trigger
A reflex trigger is an accessory for wired reflexes, allowing the user to cybernetically turn the reflexes on or off as a Simple Action. The wired reflexes and the reflex trigger must be installed simultaneously, as a package; the trigger cannot be retrofitted later. When turned off, reflex triggers add a +4 target number modifier for tests to detect the wired reflexes with a cyberscanner.
Stepped Triggers
Rather than completely turning off their wired reflexes, some users prefer to turn them down. This modification to the reflex trigger allows users to operate their wired reflexes at a lower level than the level at which they were purchased.
A reflex trigger that is modified for stepped functioning allows a user to spend a Simple Action to turn his reflexes on and off, or switch to a lower or higher level of wired reflexes (but not higher than their actual level.)