Eye Augmentations
Camera
Essence Cost Avail SI Legality
0.40 5,000 6/24 h 2 Legal
This eye enhancement allows a digital copy of any image viewed through the eye to be captured in a still photo. The image must be stored in headware memory, transferred through a datajack to any data system, or recorded in a small image-storage chip inside the eye (1 Mp, approximately 60 shots). The chip can be removed and replaced through a port in the eye.
Cosmetic Modification
Essence Cost Avail SI Legality
0.00 1,000 2/24 h .8 Legal
Alteration of iris color is the most popular type of cosmetic mod, but pupil-shape alteration and cornea pigmentation are also common.
Cyber Replacement
Essence Cost Avail SI Legality
0.20 5,000 2/24 h .75 Legal
Cyber replacement of normal eyes offers 20/20 vision as standard. Replacement almost always involves both eyes, because mismatched pairs will send imbalanced signals to the brain. Outwardly, the implants may be indistinguishable from biological eyes, or they may be outlandish, ranging from neon-iris effects (complete with gold-lettered manufacturer’s logo) to the high-chrome, featureless style. Cybereyes will accept additional vision enhancements of up to .5 Essence Cost without further Essence loss. They also come with cleaning kits that wearers must use regularly.
If a metahuman has his or her eyes cybernetically replaced, he or she loses natural vision enhancements such as low light or thermographic vision, but can have such features installed in the new eyes. Retinal modification, rather than eye replacement, is also an option for the appearance-conscious, but each feature has its own impact on the user’s system.
Display Link
Essence Cost Avail SI Legality
0.10 1,000 4/36 h 1 Legal
This enhancement allows a user to display text-only data from headware memory or a datajack into a “window” in his field of vision, letting him read what is displayed in his head.
This piece is also part of the Smartlink Standard (I and II) packages.
Eye Dart
Essence Cost Avail SI Legality
0.25 4,200 8/14 d 2 7P-Q
A single ammo load sits in the eye and is fired through a hole running parallel to the optical axis. When the weapon fires, a sheer covering tears away and reveals the barrel. The eye dart fires narcoject or toxin rounds. Eye weapons have at least two disadvantages. Using them tends to leave you partially blind for a short time and inflicts a nasty recoil shock.
Eye weapons must be installed in cybereyes. Each eye can hold only one weapon. Each weapon holds only one shot; reloading requires a Biotech (6) Test with a base time of 10 Combat Turns.
Firing an eye weapon requires the Active Skill Eye Gun, which is linked to Quickness. Eye weapons cannot be used with any aim enhancers or accessories including smartlinks.
Each shot fired causes 1 point of Stress to the cybereye.
This weapon fires half-Power (round up) narcoject/toxin rounds in the same way as a hold-out pistol, with one-half range (round down). After firing, a character must apply a +2 modifier to all visual tests for a period of (4 - unaugmented Body) Combat Turns (minimum 1 Combat Turn).
Eye ammo rounds cost four times the normal price.
Eye Datajack
Essence Cost Avail SI Legality
0.25 2,200 6/48 h 2 4P-N
The eye datajack is a dataport located behind the iris of the cybereye. When slight pressure is applied to the corner of the eye, it pops open to reveal a standard datajack. This datajack is practically invisible to a visual. scan when not in use. An eye datajack in use, however, is very obvious. The eye cannot be used when the datajack is in use.
Eye datajacks have a Concealability of 10 when not in use. They function as standard datajacks.
This device can only be used as a cybereye accessory.
Eye Gun
Essence Cost Avail SI Legality
0.40 6,400 6/7 d 3 6P-Q
A single ammo load sits in the eye and is fired through a hole running parallel to the optical axis. When the weapon fires, a sheer covering tears away and reveals the barrel. The eye gun fires microbullets. Eye weapons have at least two disadvantages. Using them tends to leave you partially blind for a short time and inflicts a nasty recoil shock.
Eye weapons must be installed in cybereyes. Each eye can hold only one weapon. Each weapon holds only one shot; reloading requires a Biotech (6) Test with a base time of 10 Combat Turns.
Firing an eye weapon requires the Active Skill Eye Gun, which is linked to Quickness. Eye weapons cannot be used with any aim enhancers or accessories including smartlinks.
Each shot fired causes 1 point of Stress to the cybereye.
Treat as a hold-out pistol with one-half range (round down) and a + 1 recoil modifier. After firing, a character must apply a +2 modifier to all visual tests for a period of (6 -unaugmented Body) Combat Turns (minimum 2 Combat Turns).
Eye gun rounds cost five times the normal price.
Eye Laser System
Type Essence Cost Avail SI Legality
Low Power 0.20 3,000 8/72 h 2 5P-N
Medium Power 0.30 5,000 8/7 d 2 5P-N
High Power 0.50 8,000 8/14 d 2 5P-N
Type Essence Cost Avail SI Legality
Laser Designator 0.10 6,000 12/30 d 3 5P-R
Laser Microphone 0.10 Rating x 2,000 Rating/72 h 2 5P-N
Optiscan Link 0.15 2,500 8/72 h 3 3P-N
Optiscan Remote Adaptor 0.00 2,000 8/14 d 2 3P-N
Tool Laser 0.15 3,000 8/7 d 2 5P-N
A single ammo load sits in the eye and is fired through a hole running parallel to the optical axis. When the weapon fires, a sheer covering tears away and reveals the barrel. The eye gun fires microbullets. Eye weapons have at least two disadvantages. Using them tends to leave you partially blind for a short time and inflicts a nasty recoil shock.
Eye weapons must be installed in cybereyes. Each eye can hold only one weapon. Each weapon holds only one shot; reloading requires a Biotech (6) Test with a base time of 10 Combat Turns.
Firing an eye weapon requires the Active Skill Eye Gun, which is linked to Quickness. Eye weapons cannot be used with any aim enhancers or accessories including smartlinks.
Each Shot fired causes 1 point of Stress to the cybereye.
Treat as a hold-out pistol with one-half range (round down) and a + 1 recoil modifier. After firing, a character must apply a +2 modifier to all visual tests for a period of (6 -unaugmented Body) Combat Turns (minimum 2 Combat Turns).
Eye gun rounds cost five times the normal price.
Eye Light System
Type Essence Cost Avail SI Legality
Basic System 0.20 1,200 4/72 h 1.5 Legal
Brightlight Feature 0.20 2,200 8/14 d 3 7P-Q
Superflash 0.00 +500 8/14 d 3 7P-Q
Eye Light System
This light system mounts high-powered, low-heat lights in the cybereye that channel a tight, polarized beam outward along a path parallel to the optical center of the eye. An amount of light sufficient to see by using standard low-light eyes falls wherever the user is looking. The tight beam and polarization minimize the beam's scatter, so the light can't be
seen unless the user is staring directly at another person.
The Brightlight accessory is a powerful flash system similar in effect to the standard flash-pak, but with an even stronger punch. When loaded with superflash bulbs, it creates a flash bright enough to overload optic nerves, blinding and stunning opponents. The superflash is visible for up to 3 kilometers if line of sight is not blocked, and it may be visible through barriers at the gamemaster's discretion.
The eye light system reduces darkness modifiers by -4 (-6 if the user also has low light vision). This system has a range of 100 meters; reduce the bonus by 1 per 10 meters if attempting to see anything beyond that distance.
Brightlight units affect targets in the same way as a flashpak. Brightlight units burn out after three uses and the bulb and battery must be replacec: at a cost of 150 nuyen. Performing the replacement requires a Biotech (6) Test with a base time of 10 minutes.
The high-powered superflash works against any targets facing the user. (If the facing of a target cannot be clearly determined, make an Opposed Reaction Test between the user and target. Targets who achieve fewer successes than the user are affected.) Victims must make a Damage Resistance Test against 12M Stun damage. Reduce the Power of the flash attack by - 1 per meter and by -2 for targets with flare compensation. Each damage box taken also imposes a + 1 modifier for tests involving vision (including combat). This effect fades at the rate of 1 damage box (and the associated + 1 modifier) per minute. For example, if the character takes 5 boxes of Stun damage, they suffer a +5 modifier to all tests requiring vision. As the effect fades, the first box of Stun damage healed also reduces the modifier by 1.
The superflash is so overwhelming that even targets not facing or behind the user (including allies) may be affected by
light reflected off walls and other large surfaces. Apply the Blast in a Confined Space rules (p. 119, SR3) to determine the
effect, reducing the Power by - 1 per meter.
Whenever a character uses the superflash unit, roll 2D6. On a result of 2 or 3, the character's cybereyes are overloaded
and burnt out. The character is blind until they are repaired. Superflashes are one-use only. Replacement batteries and
bulbs cost 10 nuyen each.
Flare Compensation
Essence Cost Avail SI Legality
0.10 2,000 5/48 h 1.25 Legal
This accessory protects the user from blinding flashes of light and simple glare. It also protects users with thermographic vision from heat flashes or glare from infrared lighting. Flare compensation eliminates vision modifiers for glare.
Image Link
Essence Cost Avail SI Legality
0.20 1,600 4/48 h 2 Legal
A more advanced form of display link, the image link allows the user to display images (including video) in his field of vision from headware memory or piped through a datajack.
Independent Cybereyes
Type Essence Cost Avail SI Legality
Pair 0.50 15,000 6/72 h 2 Legal
Single 0.30 10,000 6/72 h 2 Legal
Cybereyes can be installed almost anywhere on the body: in the palm, in the back of the head, smack in the middle of the forehead and so on. These can be installed individually or in pairs. Visual input from independent cybereyes is spliced directly into the optic nerve. This mismatched imaging is confusing to the brain and tends to disorient the user.
Use the Single Cybereyes rules for accessorizing independent cybereyes, but use the installation costs below.
Anytime more than one set (either an independent eye or a pair of eyes, either natural or cyber) of cybereyes is used simultaneously, apply a + 1 modifier to all of the user's target numbers for each set beyond the first. Closed eyes do not
count toward this effect.
Apply a +4 target number modifier when making ranged attacks using only an independent cybereye (doing so forces the brain to process information in an unfamiliar way). Add a +2 target number modifier when making any tests requiring the user to judge distance.
Low-Light Vision Modification
Essence Cost Avail SI Legality
0.20 3,000 4/36 h 1.25 Legal
This accessory allows the user to see normally in light levels as low as starlight. Total darkness, rare in the cities of the 2060 era, still renders the user as blind as an unmodified person.
Microscopic Vision Modification
Essence Cost Avail SI Legality
0.10 5,000 5/48 h 1 Legal
Using optical lenses to magnify the visual image of small objects near the user's eyes, this system functions as a built-in
microscope.
Objects being scrutinized must be within 15 centimeters of the eye; they can be magnified up to 1,000 times their normal size, and the system can zoom in and out. When undertaking an action that involves fine manipulation of small or micro-sized objects (such as electronics or computer repair), microscopic vision modifies target numbers by -2.
Microscopic vision implants can be installed in cybereyes or as retinal modifications.
Opticam
Essence Cost Avail SI Legality
0.50 20,000 5/72 h 2 Legal
This video recorder allows images viewed through the eyes to be captured, either in headware memory or through a datajack into a vidlink transmitter or data system. Recording 1 minute of video takes up 1 Mp.
Protective Covers
Essence Cost Avail SI Legality
0.00 500 4/48 h 1.5 Legal
These accessories protect both cyber and normal eyes against impact and particles. At the gamemaster’s discretion, covers give 1 point of impact armor to the eye area. One-way reflective covers are available for an extra 100¥.
Retinal Clock
Essence Cost Avail SI Legality
0.10 450 3/24 h 1 Legal
This device displays an accurate time/date stamp in the user’s field of vision. It can be modified for region and season, and includes stopwatch-style and countdown timers.
An Image Link or Display Link in combination with a Math SPU offer the same functionality as this device does.
Retinal Duplication (illegal)
Essence Cost Avail SI Legality
0.10 Rating x 25,000 8/7 d 2 3-Q
Duplication of another person’s retinal pattern, either permanently in a retinal modification or as a stored pattern in a cybereye, is a capital crime. It is also of dubious use, because the duplicate rarely is of high enough fidelity to consistently fool retinal scanners.
Thermographic Vision Modification
Essence Cost Avail SI Legality
0.20 3,000 4/36 h 1.25 Legal
This cyberware operates in the infrared portion of the spectrum, allowing the user to see heat patterns. Light level has no effect on thermographic vision, but strong sources of heat act much as glare does to normal vision, often blinding the user.
Ultrasound Vision Modification
Essence Cost Avail SI Legality
0.50 10,000 6/48 h 2 Legal
Ultrasound vision systems have three components: an emitter, a receiver and a processor. The emitter device installed in one eye sends out continuous ultrasonic pulses, sweeping forward from side to side. The receiver installed in the other eye (creating a necessary angle of deflection) receives the echoes of these pulses and converts them to electrical signals, which are fed to the processor. The processor (also built into the eyes) builds a topographic image from these signals, showing depth, forms and texture as depicted by the echoes.
When activated, the ultrasound "map" overlays the user's vision. Shapes and forms are outlined and textured, allowing the user to distinguish objects that other vision systems can't detect.
Ultrasound vision reduces visibility modifiers by half (round up). If installed with high-frequency hearing modification, reduce the ultrasound vision cost and Essence Cost by 20 percent.
Because this system builds images from sound and transforms them into visual input, indirect illusion spells that affect sight do not affect this system. For example, a character cloaked by an invisibility spell would be visible to a character with ultrasound vision as an outline and faintly textured image. However, because the character is not being viewed directly, they cannot be targeted with magic. Modify by +4 the target numbers for any other actions directed at characters "visible" only through ultrasound.
Indirect illusion spells that affect sound will affect ultrasound vision, however. The silence spell affects ultrasound sight in the same way that invisibility affects normal vision. Characters cloaked using a silence spell do not show up as ultrasound images, and may not be located by an empty space in the ultrasound map image.
White noise also affects ultrasound vision. Add a number equal to the rating of the white noise generator to the target numbers for any actions performed using ultrasound vision. Cybernetic ultrasound sight is affected by mana-based indirect illusion spells (in addition to physical spells), because it has been purchased with Essence.
Magnification Modification
Type Essence Cost Avail SI Legality
Optical Rating 1 0.20 2,500 4/48 h 1 Legal
Optical Rating 2 0.20 4,000 4/48 h 1 Legal
Optical Rating 3 0.20 6,000 5/48 h 1 Legal
Electronic Rating 1 0.10 3,500 5/48 h 1 Legal
Electronic Rating 2 0.10 7,500 5/48 h 1 Legal
Electronic Rating 3 0.10 11,000 8/48 h 1 Legal
This enhancement magnifies the visual image in the same manner as an imaging scope and can modify a target number based on range. It comes in electronic and optical versions (the latter are necessary for magicians with cybereyes). Optical systems in normal eyes have a Concealability of 9; other versions are undetectable without a biotech examination.
As with weapon mounted Magnification Systems. The bonuses given by this item are not stackable with SmartLink. You either use one or the other.
Camera
Essence Cost Avail SI Legality
0.40 5,000 6/24 h 2 Legal
This eye enhancement allows a digital copy of any image viewed through the eye to be captured in a still photo. The image must be stored in headware memory, transferred through a datajack to any data system, or recorded in a small image-storage chip inside the eye (1 Mp, approximately 60 shots). The chip can be removed and replaced through a port in the eye.
Cosmetic Modification
Essence Cost Avail SI Legality
0.00 1,000 2/24 h .8 Legal
Alteration of iris color is the most popular type of cosmetic mod, but pupil-shape alteration and cornea pigmentation are also common.
Cyber Replacement
Essence Cost Avail SI Legality
0.20 5,000 2/24 h .75 Legal
Cyber replacement of normal eyes offers 20/20 vision as standard. Replacement almost always involves both eyes, because mismatched pairs will send imbalanced signals to the brain. Outwardly, the implants may be indistinguishable from biological eyes, or they may be outlandish, ranging from neon-iris effects (complete with gold-lettered manufacturer’s logo) to the high-chrome, featureless style. Cybereyes will accept additional vision enhancements of up to .5 Essence Cost without further Essence loss. They also come with cleaning kits that wearers must use regularly.
If a metahuman has his or her eyes cybernetically replaced, he or she loses natural vision enhancements such as low light or thermographic vision, but can have such features installed in the new eyes. Retinal modification, rather than eye replacement, is also an option for the appearance-conscious, but each feature has its own impact on the user’s system.
Display Link
Essence Cost Avail SI Legality
0.10 1,000 4/36 h 1 Legal
This enhancement allows a user to display text-only data from headware memory or a datajack into a “window” in his field of vision, letting him read what is displayed in his head.
This piece is also part of the Smartlink Standard (I and II) packages.
Eye Dart
Essence Cost Avail SI Legality
0.25 4,200 8/14 d 2 7P-Q
A single ammo load sits in the eye and is fired through a hole running parallel to the optical axis. When the weapon fires, a sheer covering tears away and reveals the barrel. The eye dart fires narcoject or toxin rounds. Eye weapons have at least two disadvantages. Using them tends to leave you partially blind for a short time and inflicts a nasty recoil shock.
Eye weapons must be installed in cybereyes. Each eye can hold only one weapon. Each weapon holds only one shot; reloading requires a Biotech (6) Test with a base time of 10 Combat Turns.
Firing an eye weapon requires the Active Skill Eye Gun, which is linked to Quickness. Eye weapons cannot be used with any aim enhancers or accessories including smartlinks.
Each shot fired causes 1 point of Stress to the cybereye.
This weapon fires half-Power (round up) narcoject/toxin rounds in the same way as a hold-out pistol, with one-half range (round down). After firing, a character must apply a +2 modifier to all visual tests for a period of (4 - unaugmented Body) Combat Turns (minimum 1 Combat Turn).
Eye ammo rounds cost four times the normal price.
Eye Datajack
Essence Cost Avail SI Legality
0.25 2,200 6/48 h 2 4P-N
The eye datajack is a dataport located behind the iris of the cybereye. When slight pressure is applied to the corner of the eye, it pops open to reveal a standard datajack. This datajack is practically invisible to a visual. scan when not in use. An eye datajack in use, however, is very obvious. The eye cannot be used when the datajack is in use.
Eye datajacks have a Concealability of 10 when not in use. They function as standard datajacks.
This device can only be used as a cybereye accessory.
Eye Gun
Essence Cost Avail SI Legality
0.40 6,400 6/7 d 3 6P-Q
A single ammo load sits in the eye and is fired through a hole running parallel to the optical axis. When the weapon fires, a sheer covering tears away and reveals the barrel. The eye gun fires microbullets. Eye weapons have at least two disadvantages. Using them tends to leave you partially blind for a short time and inflicts a nasty recoil shock.
Eye weapons must be installed in cybereyes. Each eye can hold only one weapon. Each weapon holds only one shot; reloading requires a Biotech (6) Test with a base time of 10 Combat Turns.
Firing an eye weapon requires the Active Skill Eye Gun, which is linked to Quickness. Eye weapons cannot be used with any aim enhancers or accessories including smartlinks.
Each shot fired causes 1 point of Stress to the cybereye.
Treat as a hold-out pistol with one-half range (round down) and a + 1 recoil modifier. After firing, a character must apply a +2 modifier to all visual tests for a period of (6 -unaugmented Body) Combat Turns (minimum 2 Combat Turns).
Eye gun rounds cost five times the normal price.
Eye Laser System
Type Essence Cost Avail SI Legality
Low Power 0.20 3,000 8/72 h 2 5P-N
Medium Power 0.30 5,000 8/7 d 2 5P-N
High Power 0.50 8,000 8/14 d 2 5P-N
Type Essence Cost Avail SI Legality
Laser Designator 0.10 6,000 12/30 d 3 5P-R
Laser Microphone 0.10 Rating x 2,000 Rating/72 h 2 5P-N
Optiscan Link 0.15 2,500 8/72 h 3 3P-N
Optiscan Remote Adaptor 0.00 2,000 8/14 d 2 3P-N
Tool Laser 0.15 3,000 8/7 d 2 5P-N
A single ammo load sits in the eye and is fired through a hole running parallel to the optical axis. When the weapon fires, a sheer covering tears away and reveals the barrel. The eye gun fires microbullets. Eye weapons have at least two disadvantages. Using them tends to leave you partially blind for a short time and inflicts a nasty recoil shock.
Eye weapons must be installed in cybereyes. Each eye can hold only one weapon. Each weapon holds only one shot; reloading requires a Biotech (6) Test with a base time of 10 Combat Turns.
Firing an eye weapon requires the Active Skill Eye Gun, which is linked to Quickness. Eye weapons cannot be used with any aim enhancers or accessories including smartlinks.
Each Shot fired causes 1 point of Stress to the cybereye.
Treat as a hold-out pistol with one-half range (round down) and a + 1 recoil modifier. After firing, a character must apply a +2 modifier to all visual tests for a period of (6 -unaugmented Body) Combat Turns (minimum 2 Combat Turns).
Eye gun rounds cost five times the normal price.
Eye Light System
Type Essence Cost Avail SI Legality
Basic System 0.20 1,200 4/72 h 1.5 Legal
Brightlight Feature 0.20 2,200 8/14 d 3 7P-Q
Superflash 0.00 +500 8/14 d 3 7P-Q
Eye Light System
This light system mounts high-powered, low-heat lights in the cybereye that channel a tight, polarized beam outward along a path parallel to the optical center of the eye. An amount of light sufficient to see by using standard low-light eyes falls wherever the user is looking. The tight beam and polarization minimize the beam's scatter, so the light can't be
seen unless the user is staring directly at another person.
The Brightlight accessory is a powerful flash system similar in effect to the standard flash-pak, but with an even stronger punch. When loaded with superflash bulbs, it creates a flash bright enough to overload optic nerves, blinding and stunning opponents. The superflash is visible for up to 3 kilometers if line of sight is not blocked, and it may be visible through barriers at the gamemaster's discretion.
The eye light system reduces darkness modifiers by -4 (-6 if the user also has low light vision). This system has a range of 100 meters; reduce the bonus by 1 per 10 meters if attempting to see anything beyond that distance.
Brightlight units affect targets in the same way as a flashpak. Brightlight units burn out after three uses and the bulb and battery must be replacec: at a cost of 150 nuyen. Performing the replacement requires a Biotech (6) Test with a base time of 10 minutes.
The high-powered superflash works against any targets facing the user. (If the facing of a target cannot be clearly determined, make an Opposed Reaction Test between the user and target. Targets who achieve fewer successes than the user are affected.) Victims must make a Damage Resistance Test against 12M Stun damage. Reduce the Power of the flash attack by - 1 per meter and by -2 for targets with flare compensation. Each damage box taken also imposes a + 1 modifier for tests involving vision (including combat). This effect fades at the rate of 1 damage box (and the associated + 1 modifier) per minute. For example, if the character takes 5 boxes of Stun damage, they suffer a +5 modifier to all tests requiring vision. As the effect fades, the first box of Stun damage healed also reduces the modifier by 1.
The superflash is so overwhelming that even targets not facing or behind the user (including allies) may be affected by
light reflected off walls and other large surfaces. Apply the Blast in a Confined Space rules (p. 119, SR3) to determine the
effect, reducing the Power by - 1 per meter.
Whenever a character uses the superflash unit, roll 2D6. On a result of 2 or 3, the character's cybereyes are overloaded
and burnt out. The character is blind until they are repaired. Superflashes are one-use only. Replacement batteries and
bulbs cost 10 nuyen each.
Flare Compensation
Essence Cost Avail SI Legality
0.10 2,000 5/48 h 1.25 Legal
This accessory protects the user from blinding flashes of light and simple glare. It also protects users with thermographic vision from heat flashes or glare from infrared lighting. Flare compensation eliminates vision modifiers for glare.
Image Link
Essence Cost Avail SI Legality
0.20 1,600 4/48 h 2 Legal
A more advanced form of display link, the image link allows the user to display images (including video) in his field of vision from headware memory or piped through a datajack.
Independent Cybereyes
Type Essence Cost Avail SI Legality
Pair 0.50 15,000 6/72 h 2 Legal
Single 0.30 10,000 6/72 h 2 Legal
Cybereyes can be installed almost anywhere on the body: in the palm, in the back of the head, smack in the middle of the forehead and so on. These can be installed individually or in pairs. Visual input from independent cybereyes is spliced directly into the optic nerve. This mismatched imaging is confusing to the brain and tends to disorient the user.
Use the Single Cybereyes rules for accessorizing independent cybereyes, but use the installation costs below.
Anytime more than one set (either an independent eye or a pair of eyes, either natural or cyber) of cybereyes is used simultaneously, apply a + 1 modifier to all of the user's target numbers for each set beyond the first. Closed eyes do not
count toward this effect.
Apply a +4 target number modifier when making ranged attacks using only an independent cybereye (doing so forces the brain to process information in an unfamiliar way). Add a +2 target number modifier when making any tests requiring the user to judge distance.
Low-Light Vision Modification
Essence Cost Avail SI Legality
0.20 3,000 4/36 h 1.25 Legal
This accessory allows the user to see normally in light levels as low as starlight. Total darkness, rare in the cities of the 2060 era, still renders the user as blind as an unmodified person.
Microscopic Vision Modification
Essence Cost Avail SI Legality
0.10 5,000 5/48 h 1 Legal
Using optical lenses to magnify the visual image of small objects near the user's eyes, this system functions as a built-in
microscope.
Objects being scrutinized must be within 15 centimeters of the eye; they can be magnified up to 1,000 times their normal size, and the system can zoom in and out. When undertaking an action that involves fine manipulation of small or micro-sized objects (such as electronics or computer repair), microscopic vision modifies target numbers by -2.
Microscopic vision implants can be installed in cybereyes or as retinal modifications.
Opticam
Essence Cost Avail SI Legality
0.50 20,000 5/72 h 2 Legal
This video recorder allows images viewed through the eyes to be captured, either in headware memory or through a datajack into a vidlink transmitter or data system. Recording 1 minute of video takes up 1 Mp.
Protective Covers
Essence Cost Avail SI Legality
0.00 500 4/48 h 1.5 Legal
These accessories protect both cyber and normal eyes against impact and particles. At the gamemaster’s discretion, covers give 1 point of impact armor to the eye area. One-way reflective covers are available for an extra 100¥.
Retinal Clock
Essence Cost Avail SI Legality
0.10 450 3/24 h 1 Legal
This device displays an accurate time/date stamp in the user’s field of vision. It can be modified for region and season, and includes stopwatch-style and countdown timers.
An Image Link or Display Link in combination with a Math SPU offer the same functionality as this device does.
Retinal Duplication (illegal)
Essence Cost Avail SI Legality
0.10 Rating x 25,000 8/7 d 2 3-Q
Duplication of another person’s retinal pattern, either permanently in a retinal modification or as a stored pattern in a cybereye, is a capital crime. It is also of dubious use, because the duplicate rarely is of high enough fidelity to consistently fool retinal scanners.
Thermographic Vision Modification
Essence Cost Avail SI Legality
0.20 3,000 4/36 h 1.25 Legal
This cyberware operates in the infrared portion of the spectrum, allowing the user to see heat patterns. Light level has no effect on thermographic vision, but strong sources of heat act much as glare does to normal vision, often blinding the user.
Ultrasound Vision Modification
Essence Cost Avail SI Legality
0.50 10,000 6/48 h 2 Legal
Ultrasound vision systems have three components: an emitter, a receiver and a processor. The emitter device installed in one eye sends out continuous ultrasonic pulses, sweeping forward from side to side. The receiver installed in the other eye (creating a necessary angle of deflection) receives the echoes of these pulses and converts them to electrical signals, which are fed to the processor. The processor (also built into the eyes) builds a topographic image from these signals, showing depth, forms and texture as depicted by the echoes.
When activated, the ultrasound "map" overlays the user's vision. Shapes and forms are outlined and textured, allowing the user to distinguish objects that other vision systems can't detect.
Ultrasound vision reduces visibility modifiers by half (round up). If installed with high-frequency hearing modification, reduce the ultrasound vision cost and Essence Cost by 20 percent.
Because this system builds images from sound and transforms them into visual input, indirect illusion spells that affect sight do not affect this system. For example, a character cloaked by an invisibility spell would be visible to a character with ultrasound vision as an outline and faintly textured image. However, because the character is not being viewed directly, they cannot be targeted with magic. Modify by +4 the target numbers for any other actions directed at characters "visible" only through ultrasound.
Indirect illusion spells that affect sound will affect ultrasound vision, however. The silence spell affects ultrasound sight in the same way that invisibility affects normal vision. Characters cloaked using a silence spell do not show up as ultrasound images, and may not be located by an empty space in the ultrasound map image.
White noise also affects ultrasound vision. Add a number equal to the rating of the white noise generator to the target numbers for any actions performed using ultrasound vision. Cybernetic ultrasound sight is affected by mana-based indirect illusion spells (in addition to physical spells), because it has been purchased with Essence.
Magnification Modification
Type Essence Cost Avail SI Legality
Optical Rating 1 0.20 2,500 4/48 h 1 Legal
Optical Rating 2 0.20 4,000 4/48 h 1 Legal
Optical Rating 3 0.20 6,000 5/48 h 1 Legal
Electronic Rating 1 0.10 3,500 5/48 h 1 Legal
Electronic Rating 2 0.10 7,500 5/48 h 1 Legal
Electronic Rating 3 0.10 11,000 8/48 h 1 Legal
This enhancement magnifies the visual image in the same manner as an imaging scope and can modify a target number based on range. It comes in electronic and optical versions (the latter are necessary for magicians with cybereyes). Optical systems in normal eyes have a Concealability of 9; other versions are undetectable without a biotech examination.
As with weapon mounted Magnification Systems. The bonuses given by this item are not stackable with SmartLink. You either use one or the other.