Presents:

THE ILLUSTRATED REFERENCE GUIDE VOLUME 3 

CYBERPUNK 2020 CYBERNETICS

 


Welcome


As the title says, this is an illustrated reference guide to every Cybernetic Item ever presented in a Printed Cyberpunk 2020 product, including the 2013 books, Cybergeneration, the Atlas and Ianus books, Interface Magazine, and Punk 21 Magazine.  Every item is given the basic stats, a reference to the book it came from to further research it, and for the first time ever for 90% of them, an image.

 

There have been a few minor edits, the most major of which have been to drug costs and vehicle stats, to more closely resemble the flavor text, or original image, of the item, or to keep pace with real world technology. 

 

The main reason for this project was that quite simply, in it’s own words, Cyberpunk 2020 is all about Style.  And when you add a visual representation to the mix, every item, every piece of gear, is literally an extension, an expression if you will, of the characters style.  Without the image, it’s all just numbers on a page.  An image makes the choice more important than just stats.  Unfortunately, most of the technology found in the sourcebooks is woefully lacking in visual representation, and some of the images that are present are simply not on the same level as others.  Wherever possible I tried to use the original image, and in cases where the original image was replaced, or no image existed, I tried fervently to come as close to the item as I could based on it’s description in the source text.

 

I would especially like to thank Node 16 for compiling the lists of items, without the Cyberpunk 2020 Reference Guide, I never could have done this.

 


Some Items represent a significantly higher tech level than others, particularly items from When Gravity Fails, the Cybergeneration books, the Firestorm books, Interface 2.2 and the Ianus books. It is up to the GM to decide which of these items to allow in his game, they should be included with caution.



FASHIONWARE

COSMETIC CYBERWARE

Cyberware Surg. Description Cost H.L Book

 

Biomonitor

N +2 to Resist Torture & Drugs 100 1 CP20

 

Advanced Biomonitor

MA Includes ability broadcast information over 2km 200 (1d6/2)-1 CB3

 

Skinwatch

N Subdermal timepiece 50 1 CP20

 

Light Tattoo

N Decorative tattoo 1-20 .5 CP20


Dermatech Logo-Line Tattoo

N Logo Tattoos 10-200 .5 Chr4

 

Shift-tacts

N Color changing contact lenses 1-200 .5 CP20

 

ChemSkins

N Color/pattern changing skin tints 200 1d6/2 CP20

Synthskins

N Color/pattern changing artificial skin 400 1d6 CP20

Synthskin Tuning Chips

N Stores different patterns/colors for Synthskin 100 0 CP20

 

Transparent Skin

M ATTR -1, -4 for face 1000/m 3d6/m Chr3

Mood Skin

N Changes color based on mood 200/m 1d6/m Chr3

 

Nu-Tek TVSkin

M Your skin can become a vidscreen 600 1d6+4 Chr4

 

http://www.noveltiesgalore.com/admin/images/product_images/Largeproduct_1_20080926140651.jpg

Techhair

M Color/light emitting artificial hair 1-200 2 CP20

 

Kill Display

N 3 digit display 100 1 Chr2

 

http://farm1.static.flickr.com/21/25278891_e90859ee13.jpg?v=1121116463

Turn-On Nails

N Color change nails 25/200 1 Chr3

 

Show-Off Nails

N Pattern changing nails 45/425 2 Chr3





CYBERNETIC SYSTEM

CUSTOMISATION OPTIONS

Cyberware Surg. Description Cost H.L Book

 

Unusual Optic Coloration

N +2000eb if already attached to body 50/Optic 0 Chr1

 

Limblite

N +Control Chip 700eb/Processor (1d6-1hc) 1000eb 750 1-2 Chr1

 

Custom Cyberware

N Modified cyberware 400% 0 Chr1

 

Unusual Colorations

N +2000eb if already attached to body 25/inch2 0 Chr1

 

Etched Design

N -2000eb if done before installation 20-3000 0 Chr1

Electromagnetic Shielding

N -500 rads from radiation damage to cyberware 50-200% 0 DS

 

Waterproofing

N 100 meters, Streetwise 20 to find, +1EV to limbs 200% 0 SF

 

Wetwiring

N 200 meters, Streetwise 20/25 to find 300% 0 SF





NEURALWARE

Cyberware Surg. Description Cost H.L Book

 

Neuralware Processor

 M Basic processor. Must have for all systems 1000 1d6 CP20

Advanced Processor (CIA)

M INTx2 chips of +8 skill, -1 INT after 24 hrs, diff 35 2000 1d6 RM

 

Kerenzikov Boosterware

N Adds +1 to Initiative for every level up to +2 500 1d6/2d6 CP20

 

Speedware (Sandevistan)

N Adds +3 to Initiative for 5 turns 1600 1d6/2 CP20

Boostmaster

N +1 REF with both types of boosterware 650 1d6/2 SOF

 

Ubermensch Speedware

N Adds +2 to Initiative for 5 turns 1600 1d6/2 ET

 

Tactile Boost

N Increased sensitivity. +2 to touch Awareness 100 2 CP20

Tactile Boost Linkage

N Links Tactile Boost to Sexual Implant (addictive) 150 0 Chr2

 

Olfactory Boost

 N +2 Awareness/track via smell. Locate scent 50% 100 2 CP20

 

Taste Boost

M Heightened sense of taste 100 2 Chr4

 

http://www.angryasianman.com/images/angry/masayamaguchi_condemned01.jpg

Pain Editor

N Allows Endurance checks at 2 diff levels lower 200 2d6 CP20

Ubermensch Pain Editor

N As Pain Editor, but only works 75% of the time 200 2d6 ET

Cybermodem Link

N Allows direct connection to a cybermodem 100 1 CP20

 

Vehicle Link

N +2 to direct cybercontrolled vehicle operation 100 3 CP20

 

Smartgun Link

N +2 to Smartgun attacks 100 2 CP20

 

Machine/Tech Link

N Allows control of autofactories, & machines 100 2 CP20

 

DataTerm Link

N Allows downloading from DataTerms 100 2 CP20

 

Universal Link

N Combined linkage 400 4 I1.3

 

Interface Plugs

M Allows direct connection to smartguns, etc. 200 1d6 CP20

 

Mag-Duct Spots

N As interface plugs, but only a +1 bonus 220 1d6/2 Chr1

 

LiveWires

M Prehensile interface cables 400/200 2d6 Chr3

Model 100 Plugs

MA +2 vs Black Ice, -2 for anything else 100 2d6 Chr3

Subdermal Smartgun Link

M Weapon only version of Mag-Duct Spots (+1) 220 1d6/2 UK

 

Chipware Socket

N Holds 10 chips. Can "run" number of chips =INT 200 1d6/2 CP20

ChipLok

- Locks chips in place 150 - Chr4

Braindance Adaptor

N Allows chipware socket to run Braindance 100 0 I2.1

 

grapevine

Super Compact Braindance

CR Braindance recorder that fits on back of head 15,000 2d6 Chr3

Braindance Plugs

M Allows connection to Braindance Recorder 200 1d6 RB

 

biometric

Pacemaker Coprocessor

N Restarts heart when attacked by ICE 150 2 Chr3

 

Cyber-Detection Computer

M Reconnaissance/Detection device, need M/T link 3000 1d6+3 Chr4

 

Echolocation System

N Can see in complete darkness, -1 Awareness 800 1d6/2 Chr4

Lockdown

N Uses cyberaudio to locate snipers 300 1d6 Chr4

 

Neural ULF Transceiver

N Send and receive voice/data. Range 15km/unlim 200 1d6/2 SF

 

Positronic Enhancer

MA +2 to INT, 10% chance of overload and fits 2000 1d6 I1.3

 

Wirehead Unit

M Stimulates the pleasure centres of the brain 1500 0 I2.1

 

Feintware

M Slows life signs for 1-6 hrs, 20+ Medtech to tell 1000 2d6 RM





IMPLANTS

Cyberware Surg. Description Cost H.L Book

 

Nasal Filters

M Stops gases, fumes. 70% effective 60 2 CP20

 

Gills (Fresh water)

MA Water breathing system, good for 4 hours 400 3d6 CP20

Saltwater Gills

MA Saltwater breathing system, good for 4 hours 600 3d6 SF

Gill Toxin Filters

M Filters toxins for 1 & 1/2 hours 200 2 SA

 

Independent Air Supply

MA Good for 10 to 25 minutes 300 2d6 CP20

Independent Air Supply +

MA Air for 20 to 50 minutes 600 2d6 SA

 

http://www.beliefnet.com/healthandhealing/images/penile_implant_smaller.jpg

Mr Studd Sexual Implant

MA All night, every night. +1 to Seduction checks 300 2d6 CP20

Midnight Lady Implant

MA Sexual implant. +1 to Seduction checks 300 2d6 CP20

 

Contraceptive Implant

N Good for 5 years. 98% effective 100 .5 CP20

 

Subdermal Pocket

M 2"x4" space with Realskinn zipper. Diff to spot 200 2d6 CP20

Adrenal Booster M Boosts REF by +1 for 1d6+2 turns, 3x per day 400 2d6 CP20

 

Motion Detector

M 20sq/m area. 70% effectiveness. 200 2d6 CP20

 

Subdermal Armor

CR Armors torso to SP 18. Diff Awareness to spot 1200 2d6 CP20

Subdermal Torso Armor

CR 6 / 8 SP, Diff 35+/32 to spot, no REF/ATTR loss 350/500 1d2 / 1d3 Chr2

Subdermal Torso Armor

CR 10 SP, Diff 30 to spot, no REF/ATTR loss 650 1d6/2+1 Chr2

Subdermal Torso Armor

CR 12 / 14 SP, Diff 25 to spot, no REF/ATTR loss 800/1000 1d6/1d6+2 Chr2

Subdermal Torso Armor

CR 16 SP, Diff 20 to spot, no REF/ATTR loss 1100 1d6+3 Chr2

Subdermal Torso Armor

CR 18 SP, Diff 20 to spot, 50% chance -1 ATTR 1200 2d6 Chr2

Subdermal Torso Armor

CR 20 SP, Diff 15 to spot, -1 REF & ATTR 1450 2d6+2 Chr2

Subdermal Torso Armor

CR 22 SP, Diff 10 to spot, -2 REF & ATTR 1750 3d6 Chr2

Orbital Subderm Torso Armor

CR 20 SP, Diff 15 to spot, -1 ATTR, no REF loss 11,600 2d6+2 Chr2

Orbital Subderm Torso Armor

CR 22 SP, Diff 10 to spot, -2 ATTR, -1 REF 14,000 3d6 Chr2

Orbital Subderm Torso Armor

CR 22 SP, Diff 10 to spot, -2 ATTR, no REF loss 28,000 3d6 Chr2

Subdermal Skull Armor

MA 4 / 6 SP, Diff 35/30 to spot, 40% unprotected 300/550 1d2 / 1d3 Chr2

Subdermal Skull Armor

MA 8 / 10 SP, Diff 25/20 to spot, 40% unprotected 750/1000 1d6/1d6+2 Chr2

Subdermal Skull Armor

MA 12 SP, Diff 15 to spot, 50% chance of -1 ATTR 1200 1d6+3 Chr2

Subdermal Skull Armor

MA 14 SP, Diff 10 to spot, -1 ATTR, 40% unprotected 1400 2d6 Chr2

 

Digital Recorder

 M 2hrs storage from any digital source 200 2 CP20

 

Audio/Video Recorder

M 2hrs storage from video, audio links 300 2 CP20

 

Radar Sensor

M 100m range. Needs cyberoptic. 70% effective 200 2 CP20

 

Doc Richter Seismic Sensor

M 40m range. Senses vibrations. 75% 220 1d6/2 CP20

Sonar Implant M 50m range. For water only. 70% effective 300 2 CP20

Military Sonar

M 50m range. For water only. 95% effective. P Avail 700 2 SF

 

Radiation Detector

M 10m range. 80% effective 200 2 CP20

 

Chemical Analyzer

M 5m range. 70% effective 200 2 CP20

 

T-Maxx Cyberliver

MA +4 vs ingested drugs and poisons 450 1d6 Chr1

T-Maxx 2 Cyberliver

MA As above but with fluid rerouting system 850 1d6 Chr1

 

Decentralized Heart

CR +2 to Death Saves for Torso wounds 1300 1d6+4 Chr1

 

E-Monitor

N Detects changes in pressure and air 185 1 Chr1

 

Gyro-Stabilizer

N +1 to balancing maneuvers 1000 1d6 Chr1

OptiShield

M Anti-Dazzle, SP8, 2 spaces for optic options 300 1d6+2 Chr1

OptiShield Options

N T2, T2+, TE, LL, IR, Time/day 100+ 50% HC Chr2

 

Cyberoptic Eyepatch

M 2 options. Diff. Awareness to spot what it is 330 2d6/3 P3

Pacesetter Heart

MA MA and BODY +1 when on 900 1d6 Chr1

Pacesetter 2000 Heart

MA MA and BODY +2 when on 985 1d6 Chr1

 

Variable-Chambered Heart

N Cyberheart option, x2 hold breath, +1 Endurance +450 +1d6/2 Chr4

lung cancer

Rebreather/Enhanced Lungs

MA Can hold breath for 15 mins 700 1d6+1 Chr1

Enhanced Lungs Series 2

CR Can hold breath for 5-30 mins. 200m depth 5000 1d6 SF

Enhanced Lungs Series 3

CRx2 Entire lungs replaced. Good down to 1000m 7500 1d6+2 SF

 

Wet Drive

MA Holds 1MU of stored data 320 1d6 Chr1

Extra Memory

M +1MU 175 0 Chr1

 

Super High Density RAM

CR 40MU, 1 CPU, download via plus 1MU/second I1.2

 

Wetdrive Access Link

M Internal link to wetdrive 200 1d6/2 Chr2

 

Wearman Mk.2

N Usable without cyberaudio 200 0 Chr1

Subdermal Viewscreen

M Similar to Times Square Marquee 250 1d6/2 Chr2

 

Zetatech Bodycomp

MA Equal to E-Book 1750 1d6+4 Chr2

 

Eye Color Gland Control

M Change eye color in 1d6 mins 250 1 Chr2

 

Autoinjector

M Holds 5 doses, +200eb to wire to Biomonitor 750 1d6/2 Chr3

 

Cell-Phone Implant

MA Implanted cell phone 500 3 Chr3

 

Cam-O-Skin

N -1 Awareness/20m, 8 patterns, takes 1hr 850 1d6/2 Chr3

Endo-Frame (Basic)

SCR BOD+3, +1 HH dam, 10 points/limb, EV +1 12,000 2d6+1 Chr3

Endo-Frame (Orbital)

SCR BOD+3, +2 all dam, 12 points/limb 25,000 2d6+3 Chr3

 

Bodyweight Vein Clips

 MA +2 on all Death Saves 700 1d6 Chr4

 

Militech Cyberdoc

MA Counteracts drugs, etc 5000 1d6-1 CB2

 

BoozeMaster

M +1 to resist alcohol 100/75 1 PAC

 

GPS Module

N Determine position to 17cm. Needs T2 or T2+ 450 1 SF

GPS Module w/screen

M As above but with subdermal viewscreen 600 1d6/2 SF

OTEC Ear Valve

MA Pressure equalization system 150 1 SF

 

 

Feel Good Endorphin Trigger

M 1d10 if hurt, 8-10=+3 Stun/Death; 1=intoxicated 500 1d6 SW

 

Flashlight Implant

M Patch of synthskin, 3m range 90 1 I1.4

 

Strobe

M Diff 10 - 15 to blind for 1d6 hours. ROF 1/2 150 1.5 I1.4

 

Life Scan Body Monitor

M +1 COOL, +4 1st Aid, +1 to Death Saves 4000 1d6 I1.4

 

Self-Destruct

MA Activates when dead and moved, 5m radius 1250 1d6 P2





VOICE BOX

Cyberware Surg. Description Cost H.L Book

 

Dakai/Cyphire New Throat

CR Hold 3 implants/options at 1/4 Eb, 0 HC, 15 SDP 850 2d6 Chr4

 

Cybervocal "BoxAlter"

CR 1 option, 1 voice 400 1d6+2 I1.3

 

Voice Synthesizer

M Can mimic (60%) up to 10 recorded sounds 600 1d6 CP20

 

http://www.cadth.ca/media/healthupdate/issue1/hta_update_sleep_apnea.jpg

AudioVox

M For special effects. +2 to Performance 700 2d6 CP20

 

Forked Tongue

M A Vox/NT option, +1 to persuasion/seduction 350 2 Chr1

Voice Pattern

M A Vox/NT option, allows voice pattern emulation 350 2

Chr1

 

Scramble

N A Vox/NT options, scrambles voice 50 2 Chr4

 

Volume

N Whisper to megaphone, deaf for 1d6 turns, 5m 75 2 I1.3

 

Armor

N New Throat only, 20SP 150 1d6 I1.3

 

Subsonic

N Only heard with subsonic hearing 150 1d6 I1.3





NANOTECH ENHANCEMENTS

Cyberware Surg. Description Cost H.L Book

 

Muscle and Bone Lace

N Raises BODY by +2 1500 1d6/2 CP20

Advanced M & B Lace

N Increases BODY +1 1000 1-2 Chr4

Advanced M & B Lace

N Increases BODY +3 3000 1d6+1 Chr4

 

Skinweave

N Armors whole body to SP 12. Diff 20 to spot 2000 2d6 CP20

Upgraded Skinweave

N 6 / 8 SP, no ATTR loss, Diff 35+/30 to spot 1000/1250 1d6/1d6+1 Chr2

Upgraded Skinweave

N 10 SP, no ATTR loss, Diff 25 to spot 1600 1d6+3 Chr2

Upgraded Skinweave

N 12 SP, 50% chance -1 ATTR loss, Diff 20 to spot 2000 2d6 Chr2

Upgraded Skinweave

N 14 SP, -1 ATTR loss, Diff 20 to spot 2400 2d6+2 Chr2

Upgraded Skinweave

N 16 SP, -2 ATTR loss, Diff 15 to spot 2750 2d6+4 Chr2

 

http://www.onlinecoralcalcium.com/files/u1/immunityguy.jpg

Lifesaver Skinweave

N +1 healing per day 4500 1d6/2+1 Chr1

Chem Weave

N +4 to Chemical Saves, pallid skin is 8SP vs acid 2000 1d6+3 DS

 

Thermal Weave

N Silvery skin increases Heat resistance to 107oF 1500 1d6+3 DS

 

Silver Body Painting

Rad Weave

N Silvery skin provides radiation protection of 1 RSP 1500 2d6 DS

Vac Weave

MA Protection against decompression, need optics 5000 1d6 DS

Vac Weave Filter Valves

M Cavities fitted with valves for vacuum survival 300 8 DS

Vac Weave "Cyber-Lung"

MA Provides 15 minutes of air for us in vacuum 700 1d6+1 DS

 

http://www.whineandcheese.net/photos/hotties/ian_thorpe.jpg

Shark Weave (Partial)

N SP 12 to specified area, 1d6/3* damage 4000 1d6 SA

 

 

http://cottonandsand.com/sandandcotton/wp-content/uploads/2008/03/mystique-rebecca-stamos.jpg

Shark Weave (Full Body) N SP 12 and can cause 1d6/3* damage 12,000 3d6 SA

 

Weave Maintenance

N Required after a Critical or higher wound is taken 500 0 DS

Nanowear Ozoneshield

N Modification of Skin Weave, protects against UV 2000 1 TTB

 

Thermaskin

N Insulation to 0oC, sweats at 27oC 2000 1/2d6 I2.2

 

Thermal Insulation

N Protects vs hot & cold weather, +5 SP flame/cold 1000 1d6 KCJ

see caption

Nanosurgeons

N Doubles natural Healing rate 6000 1d6/2 CP20

 

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Anti-Plague Nanotech

N +3 vs diseases and biowar agents 1750 .5 Chr1

 

Nanooptical Upgrade

N +2 night vision 1500 1d6/2 Chr2

 

Armor Weave

N +1 BODY, SP 18, -1 REF+MA, need MBL,SKW 4000 1d6 Chr2

Nano-Groomers

N +2 - +4 to Personal Grooming 400 0.5 Chr3

Nitrogen Binders

N Reduces depressurization by up to 100% 1400 1-2 Chr4

Nitrogen Binders Upkeep

N Needed once every 3 months 400 - Chr4

 

NanoAuditory Rebuild

N Enhanced Hearing Range & Level Damper 1500 1d6/2 Chr4

 

Diet-Mite

N Screens what you eat passing on what's needed 1000 1d6/2 LU

 

http://www.handresearch.com/news/pictures/the-hand-foot-syndrome-no-fingerprints.jpg

Erased Fingerprints

N Fingerprints erased 100 0 WS

Altered Fingerprints

N Fingerprints are altered 300 0 WS

Alterable Prints

M Programmable Nanotech altered prints (20 secs) 550 1 WS

 

Altered Retinas

M Retinas altered 800 0.5 WS

Programmable Retinas

M Project different pre-set patterns (1 min) 1600 1 WS





BIOWARE ENHANCEMENTS

Cyberware Surg. Description Cost H.L Book

 

 

Grafted Muscle

MA +1 increase to BODY, max increase is +2 1000/+1 2d6 CP20

 

Enhanced Antibodies

N Improves Healing by +1 point per day 3000 1d6/2 CP20

 

Toxin Binders

N +4 to Poison/Drug Saves 3000 1d6/2 CP20

 

Speed Grafts

MA +2 MA 750 1d6 Chr2

 

Alpha TuffBone Skeletal Enh

M BOD +1 for lift, carry, BTM vs HH/Melee 1300 1d6/2 Chr4

Beta TuffBone Skeletal Enh

M BOD +2 for lift, carry, BTM vs HH/Melee, ATT -1 2800 1d6 Chr4

Hemological Replacement

M +1 MA, Endurance,+4min breath, -1 poison/dis 1300 1d6/2 Chr4

 

NeoAppendix

MA +2 to Wilderness Survival for food 500 1d6/2 Chr4

 

Sunblocker Sunscreen

M Prevents sunburn, reduces skin cancer risk 250 1 Chr4

 

NeoLungs

CR Hold breath twice as long as normal 1000 1d6 Chr4

 

Lung Weave

N Toughens lungs for using LBM. 4000 1d6/2 SA

 

chow3.jpg image by msdump

Neural Bridge

MA Ambidexterity, no -3 penalty with off hand 600 1d6+2 Chr4

 

Circulatory Sphincters

MA +2 to Stun/Shock Saves after a Serious+ wound 3200 1d6 Chr4

 

Poison Glands- Teeth

MA Natural fangs that inject poison when you bite 500/1000 3d6 Chr4

 

Poison Glands- Hands

MA Can be used to coat Rippers or Wolvers 500-1100 2d6+3 Chr4

 

Tailored Pheromones-Love

M +1 to Seduction. Nasal filters 60% effective 1000 1d6/2 Chr4

 

Tailored Pheromones-Gullible

M +1 to Persuasion. Nasal filters 60% effective 2000 1d6/2 Chr4

Tailored Pheromones-Confu

M -1 INT & Initiative (1m). Nasal filters 60% effec 2500 1d6/2 Chr4

 

"Kaloric" Secondary Gut

MA Stores 2 days worth of food 750 1d6/2 Chr4

 

"Freezeban" Bioconstruct

MA +1 Wilderness Survival/Endurance in -10oC 650 1 Chr4

 

Quickclot Hemofibrinic Node

MA Wound states treated as one less, 10% stroke 3000 1d6 Chr4

 

Flashlite Implant

M Non-glare, semi-focused glow, 1m range 290 1-2 Chr4

 

Replitech Toxin Screen

MA 90% chance of vomiting if toxins are eaten 3400 1d6/2 Chr4

 

T-Maxx Ileocecal Siphon

MA Function without water for 24 to 48hrs 500 1 Chr4

 

Altered DNA

N DNA altered using a tailored retrovirus 3000 0 WS

 

Full-Spectrum Booster

N +4 vs illness/infection/poison/drugs, +1 Healing 7500 1/2d6+1 NEO

 

Sabre Serum RNA Mod

N +2 MA, +3 BOD, +2 REF, +1 Heal, 60 day wait NA Special I1.2

 

 

Muscle Enhancement

N +1 to BT, but not for BTM 1000 1d6/3 DS

 

Reflex Boost

N +1 REF (max +2). 25% chance of -1 Stun/level 3500 1d6+3 DS

Enhanced Sight

M 2 max: IR, UV, LL, Tele, Image Enh, Color Shift 1200 2 each DS

 

Enhanced Hearing

M 2 max: Amplified Hearing, or Enhanced Range 1200 2 each DS

 

Enhanced Sense of Smell

M Same effects as Olfactory Boost 1200 2 DS

 

IHAG Nictating Membrane

N Can see in difficult conditions. Replace 6-8 mth 300 1d6/3 SF

 

Sinus Reconstruction

CR Provides pressure equalization. 200m depth 1500 1d6/2 SF





BIOTECH BIOENGINEERING

x2 if cyber

Cyberware Surg. Description Cost H.L Book

 

Preparatory DNA Mapping

N Required for all biotech 2700 0 ES+

Permanent REF Increase

N Max +1 5000 1d6+3 ES+

Permanent BOD Increase

N Max +2 3400/+1 0 ES+

Permanent ATT Increase

N Max +3 1600/+1 1/+1 ES+

Permanent MA Increase

N Max +4 2700/+1 1d6/2 /+1 ES+

Reduced Oxygen Demand

N Can breathe smog 5900 1 ES+

UV Resistance

N No sunscreen needed 7600 1d6 ES+

Toughened Skin

N SP6 Soft Armor, can't be told from normal skin 8300 0 ES+

 

BIOENHANCEMENT TABS

TAKE ONE A DAY MAX

Cyberware Surg. Description Cost H.L Book

 

Endurance

-          Ignore fatigue 12 hrs, x2 food, 1d3-1d6 damage 1200 - ES+

Ignore Pain

-          +4 to Stun Saves for 12 hours, -2 tactile sense 1800 - ES+

Anti-Trauma

-          +2 to Death Saves for 12 hours 4000 - ES+



 

RNA MEMORY TABS

Over one/day = 80% lose 2d6 skill/amnesia

Cyberware Surg. Description Cost H.L Book

 

Skill +1

-          Lasts for 3 hours, 1d10>1 or -1 in skill 600 - ES+

Skill +2

-          Lasts for 3 hours, 1d10>2 or -1 in skill 1800 - ES+

Skill +3

-          Lasts for 3 hours, 1d10>3 or -1 in skill 5000 - ES+





IMPLANTED

BODY WEAPONS

Cyberware Surg. Description Cost H.L Book

 

Scratchers

N Hands. 1d6/3* damage. Near Impossible to spot 100 2d6 CP20

 

Rippers

M Hands. 1d6+3* damage. Difficult to spot 400 3d6 CP20

 

Wolvers

M Hands. 3d6* damage 600 3d6+1 CP20

 

Big Knucks

M Hands. 1d6+2 damage 500 3d6 CP20

Slice N' Dice

M Hands. 2d6# damage 700 3d6 CP20

 

Cybersnake

MA Self controlling cyberweapon. 1d6* damage 1,200 4d6 CP20

Cybersnake Mk2

MA 2d6 eviscerate damage on critical hit or internal 1,600 4d6 CP20

 

Gang Jazzler

M 3 surges, immobilize for 1d10+1 mins 600 2d6+3 Chr1

 

Bonespike

MA Pop up bone spike. 1d6+4* damage 1,000 2d6 Chr3

Stinger

M Finger mounted Hypodermic needle (3 doses) 400 1d6+3 Chr4

 

BigRipp

MA 2d6* damage (break on 1 or 1-3 on a parry) 1200 3d6+1 Chr4

 

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NovelTech Spitfire Flamer

MA EX +0 - P Varies 4 1 ST 4m 1000 4d6 ER

 

Implanted Fangs (Vampires)

N Mouth. Implanted canines, 1d6/3* damage 200 3d6 CP20

Poison Vampires

N Mouth. 1d6/3* damage plus poison/drug injector 400 3d6 CP20

Retractable Vampires/Sgrin

MA Mouth. 1d6/3* to 1d6* bite damage. Retractable 500 2d6+2 Chr2

Extended Canines

CR Mouth. 1d6/2+1* damage. Retractable 1000 3d6+2 Chr2

Spitting Cobra

M Vampires that spit chemicals 6ft, as airgun pellet 400 4d6 Chr3

Retractable Spitting Cobra

MA Retractable vampires that spit chemicals 6ft 700 4d6 Chr3

Sharkgrin Special

N Mouth. Implanted carbo-glas teeth, 1d6/2* damage 200 3d6 CP20

Extended Sharkgrin Special

CR Mouth. 1d6* damage. Retractable 1400 4d6 Chr2

Retractable Vampires/Sgrin

MA Mouth. 1d6/3* to 1d6* bite damage. Retractable 500 2d6+2 Chr2

 

NewTeeth

M Ceramic teeth: MEL -1 NA C 1-2* NA 1 VR touch 200 1d6/2 Chr4

 

PowerJaw

MA Myomer jaw muscles, +2 to bite damage 100 +1-2 Chr4

 

Mandibles

MA 2d6 damage bite, look normal except for eating 1200 5d6 I2.2

 

Cyberjaw - K9

MA SP 6 metal jaw. 1d6* bite damage 2750 3d6+2 P2

Cyberjaw - Conga

MA SP 6 metal jaw. 1d6+2* bite damage 2770 3d6+2 P2

Cyberjaw - Needler

MA SP 6 metal jaw. 1d6+3* bite damage 2800 3d6+2 P2

Cyberjaw - Pit Bull

MA SP 6 metal jaw. 2d6* bite damage 2870 3d6+2 P2

Cyberjaw - Shark Maw

MA SP 6 metal jaw. 2d6+1* bite damage 2930 3d6+2 P2

Cyberjaw - T-Rex

MA SP 6 metal jaw. 3d6* bite damage 3000 3d6+2 P2

RealSkinned Cyberjaw

MA Jaw looks real, 70% effective (Diff Awareness) 0 -1d6 P2





CYBEROPTICS

Cyberware Surg. Description Cost H.L Book

 

Cyberoptic

MA Basic eye module (4 option spaces per eye) 500 2d6 CP20

Quick Change Optic

MA Removable, but only 3 options 1000 2d6+3 P1

 

Remote Eye

MA 1 space left, 100m transmission 1500 3d6 Chr2

 

Optical Interface

MA Interface plug behind the optic 600 2d6+2 Chr3

 

Bug Eye

MA Can hold 6 Options 750 3d6 Chr3

http://www.cgexplorer.com/_sys/images/antropus-triclops-3d-model.jpg

Third Eye

CR -1 ATTR/eye, max 2 extra 750 3d6+ Chr3

 

Revelation Cyberoptic

MA Early model. +1 Notice, ATTR -1,-2 700 3d6-1 Chr3

 

Soviet Cyberoptic

MA 1 option space per eye, 50% chance of -1 ATTR 100 2-3d6 Chr4

 

Kiroshi MonoVision

MA 6 option spaces, +1 Notice, +Initiative vs Ambush 650 3d6 Chr4

 

Vacuum Proof Optic

MA 4 option spaces, used with Vac Weave 600 2d6 DS





CYBEROPTIC OPTIONS

Take 1 space unless noted otherwise

Cyberware Surg. Description Cost H.L Book

 

Color Shift

N Allows color changes, special fashion effects 300 .5 CP20

 

Image Enhancement

N +2 Awareness when using visual search 300 1 CP20

 

Teleoptics

N Telescope ability to 20x 150 .5 CP20

 

Micro-optics

N Microscope 150 .5 CP20

 

Anti Dazzle

N Immune to flash, laser blinding 200 .5 CP20

 

Times Square Marquee

N LED Screen in vision field for messages 300 1 CP20

Times Square Plus

N Allows visual information retrieval (3 spaces) 500 2 Chr1

Video Imager

N Receives vid images (2 spaces) 350 2 Chr1

Time/Day Display

N Time and date, no spaces 100 1 Chr2

Cyberoptic Compass

N 1 space, 2 for logocompass 300 1 Chr3

Interferometry System

M 10x vision all the time 400 1 Chr3

 

Targeting Scope

 +1 on all Smartgun attacks 400 2 CP20

Low Lite

N See in dim light, almost total darkness 200 .5 CP20

 

flue heatloss and radiator through wall2.jpg

Thermograph Sensor

N See heat patterns, temperature readings 200 1 CP20

 

Infrared

N See in total darkness, using heat emissions 200 1 CP20

 

http://upload.wikimedia.org/wikipedia/commons/a/a1/Night_vision.jpg

Ultraviolet

N See in darkness, using UV flash 200 1 CP20

Digital Camera

N Shoots up to 20 images (2 spaces) 300 .5 CP20

MicroVideo Optic

N Video record up to 20 min (2 spaces) 300 .5 CP20

 

File:Ghost in the Shell SAC Saito Hawkeye.jpg

Dartgun

N Holds 1 poison dart. Range 1m (3 spaces) 200 2 CP20

 

Dodgeball

N +1 to Hand to Hand skill after 30 secs 440 1 Chr1

 

Tear Gas Sprayer

N 1m range (2 spaces) 200 2 Chr1

 

Video Cam/Transmitter

N Live feed 1m range (4 spaces) 330 1 Chr1

Laser-Comm Optic

M 50m range, and can blind. Code chips are 175eb 425 1 Chr3

 

 

Verbal Eyes (Basic)

M Displays images, -1 space 750 3 Chr3

Verbal Eyes (Vid Image)

M 3 spaces, + Video Imager 1000 5 Chr3

Verbal Eyes (Cust. image)

M 4 spaces, Times2 + 1200 5 Chr3

 

Double-Slit Pupils

N Allows clear vision through air-water boundary (1) 200 .5 Chr4

 

Hydrosubsidium Aquagoggs

N Synthetic nictitating membranes, good to 200m 200 1 SF

 

Live Feed Optic

M 2 mile range 1000 1 I2.1

 

Optical Capacitor Laser

N 2d6 damage, 1 shot, .5m range (3 spaces) 800 3 P1





              CYBERAUDIO

Cyberware Surg. Description Cost H.L Book

 

Cyberaudio

M Basic hearing module (6 option spaces) 500 2d6 CP20

 

Spectrum Cyberaudio

MA Early model. -1 balance, +1/+2 Awareness 650+ 3d6-2+ Chr3

 

Soviet Cyberaudio

M Only 2 option spaces, 50% chance of -1 ATTR 100 2-3d6 Chr4





CYBERAUDIO OPTIONS

Take 1 space unless otherwise noted

 

Amplified Hearing

N +1 Awareness using auditory cues. SWx2 200 1 CP20

 

Radio Link

N Radio communication up to 1 mile 100 1 CP20

 

Phone Splice

N Full cellular communication (large city only) 150 1 CP20

 

Scrambler

N Cannot understand with out a descrambler 100 .5 CP20

 

Bug Detector

N Detects taps, bugs up to 3m. 60% effective 200 .5 CP20

 

Voice Stress Analyzer

N +2 to Human Perception, Interrogation skills 200 1 CP20

 

Sound Editing

N +2 Awareness to overhear specific conversation 150 .5 CP20

 

Enhanced Hearing Range

N Ability to hear super & subsonic ranges. SWx2 150 2 CP20

 

Wearman

N Stereo music system 100 .5 CP20

 

Radar Detector

N Beeps if radar encountered, fixes source (40%) 150 .5 CP20

 

Homing Tracer

N Can follow tracer up to 1Km distant 200 .5 CP20

 

Tight Beam Radio Link

N Allows untappable radio com within line of sight 200 1 CP20

 

Wide Band Radio Scanner

N Picks up transmissions on all bands 100 2 CP20

 

Micro-recorder Link

N Transmits to recorder in body or via plugs 100 .5 CP20

 

Digital Recording Link

N Transmits sounds to a digital recorder 100 .5 CP20

 

Level Damper

N Automatic noise compensation. -25% from SW 300 .5 CP20

 

Fax+ 1000 Alert

N Alerts user to incoming faxes 100 0 Chr3

 

ShareChecker™ Link

N Share information using T2, screen or audio 100 .5 ET




 

CYBERLIMBS

Cyberware Surg. Description Cost H.L Book

 

Standard Cyberarm

CR 20/30 SDP, 4 option spaces, 1d6 punch 3000 2d6 CP20

 

Standard Cyberleg

CR 20/30 SDP, 3 option spaces, 2d6 kick 2000 2d6 CP20

 

Artificial Shoulder Mount CR Mount up to 2 extra arms. 25 SDP 1500 2d6 CP20

 

Romanova Cyberlegs

CRx2 +1 to Wardrobe & Style 5000 4d6 Chr3

Enable Cyberarm

CR Early model. 23/33 SDP, REF -1 500 2d6+2 Chr3

 

Enable Cyberleg

CR Early model. 28/35 SDP, REF -1, MA -2 700 3d6+3 Chr3

 

SuperSized Arm

CR SDP 30/40, -2 REF, +1EV, 2d10/3d6, SP 20 4000+ 2d6 Chr3

 

Independent Cyberhand

MA 1d10 crush, 7/10 SDP, 1 option space 750 1d6 Chr1

Orbital Crystal Cyberarm

CR 50/60 SDP, 4 option spaces, 1d6 punch 7000 2d6 Chr1

Orbital Crystal Cyberleg

CR 50/60 SDP, 3 option spaces, 2d6 kick 6000 2d6 Chr1

 

Corvette Cyberlegs (basic)

CR +3 MA, +1 on movement rolls 4500 3d6 Chr4

Corvette Cyberlegs (advan)

CR/M +8 MA, +2 on movement rolls 5000/500 3d6+4 Chr4

Soviet Cyberleg

CR SDP 30/40, 3d10 kick, 5% failure, 2 spaces 875 2-3d6 Chr4

 

Soviet Cyberarm

CR SDP 30/40, 3d6 punch, 2d10 crush, 5% failure 669 2-3d6 Chr4

 

Speeding Bullet Legs

CRx2 MA 16, leap 10m, 1 option space left per leg 4500 4d6 SOF

 

SovWear Cyberarm

CR 30/40 SDP, 3d6/6d6 damage, 3 spaces, UR 1000 2d6 SOF

SovWear Cyberleg

CR 30/40 SDP, 6d6 kick, 2 spaces, UR 1500 2d6 SOF

 

Biomechanical Arm

CR 10/15 SDP, 1d6 punch, 1d6 crush, 1/2 dam normal NA 1d6 I1.2

 

Cyber Bar Leg

CR Built in wet bar 3000 2d6 I1.3

 

Tentacle Arm

CR 8x70 cm tentacles, SDP 5 each. SDP 20 shoulder 4000 5d6 I2.2

 

Extendable Tentacle Arm

CR Same as above plus can extend to 150 cm 6000 5d6 I2.2





CYBERLIMB OPTIONS

Cyberware Surg. Description Cost H.L Book

 

Quick Change Mount

N Allows 1 turn changing of cyberlimb 200 2 CP20

 

Hydraulic Rams

N SDP 30/40, 3x normal damage (1 space) 200 3 CP20

 

Thickened Myomar

N SDP 25/35, 2x normal damage (1 space) 250 2 CP20

 

Reinforced Joints

N SDP +5 200 1 CP20

 

Microwave/EMP shielding

N Limb not as susceptible to EMP, Microwaves 300 1 CP20

Plastic Covering

N In colors, transparent, etc 1-200 1 CP20

 

RealSkinn

N Limb looks real. 70% effective (Diff Awareness) 200 -1d6/2 CP20

 

Superchrome

N Highgloss metallic covering 200 3 CP20

Armor N Armors cyberlimb to SP 20 200 2 CP20

Leg Boosters

N +3m leaps (2 spaces) 500 1d6 Chr3

 

Fleshweave

M Takes 1 option space. +50% repair costs 200+20% 0 Chr3

 

Extra Twist Joint Addition

N +2 Athletic type rolls, MArt Grapples & Escapes 30%,+10% 1 Chr4

 

360 Rotating Joints

N +1 to Escaping, some TECH repairs (.5 spaces) 120 2 Chr4

 

Tentacle Arm Sheath

N Hides tentacles, resembles cyberarm, 2 openings 800 0 I2.2

Locking Joints

N 25+ Strength Feat to move (.5 spaces) 100 .5 Chr4

 

Double-Jointed

N +1 Grapple, Holds, Chokes, Escapes (.5 spaces) 1000 1d6/2 Chr4

 

 

Extending Leg Units

N Alters height -1 to +3 ft. +1MA (2 spaces) 400 4 Chr4

Extension Hand

N Hand extends up to 1m 350 2 CP20

 

Spiked Limb Cover

N +1d6 grapple/holding damage 200 2 I1.4





CYBERHANDS

ATTACH TO CYBERLIMBS (Use 1 space)

Cyberware Surg. Description Cost H.L Book

 

http://farm4.static.flickr.com/3381/3423523735_e47cae61f7_m.jpg

Standard Hand

N Resembles normal hand 150 0 CP20

Modular Hand

N Choose any 4 modular tools 600 2 CP20

 

Ripper Hand

N Standard hand with Rippers. 1d6+3* damage 600 2d6 CP20

 

HammerHand

N Hydraulic Ram fist does 1d10 damage 600 2d6 CP20

 

BuzzHand

N Electric chainsaw. 2d6+2* damage 600 2d6 CP20

 

Tool Hand N Fingers contain screwdriver, wrench, drill, etc 200 2 CP20

Grapple Hand

N Extends rocket-propelled grapple, 30m line 350 3 CP20

 

 

Spike Hand

N Palm spike. 1d6+3AP damage 500 2d6 CP20

 

Mace Hand

N 2d6+1/1d10-2 damage, 1m range 300 3 Chr1

 

Cyberhand Coverings

N Same range as listed in for cyberlimbs 100 1/2 usual Chr1

 

Custom Cyberhand

N Varies 900 Varies Chr2

Web Hand

N +2 swim, +1-2m/turn, 1d6* damage 250 2 Chr3/SA

 

IEC Venom Hand

N 4 needles, slash for 1d6-1 damage 600 2d6 Chr3

 

Medical Modular Cyberhand

N/MA Mono scalpel, air-hypo, stapler, probe ,etc 975 1d6/2 Chr4

 

Dynamax Grapplefist

N 50m cable, 2 spaces, 2d6+2 crush 1050 2d6 I1.1/PAC

 

Mini-Camera in Palm

N It's a camera 1000 1d6 I1.1

Surveillance Hand

N Remote cyberhand 1500 1d6 I2.1

 

Drill Hand

N 3d6 damage, 1/2 hard, 1/4 soft SP 700 3 P1

 

Travel Hand

N 4 options in fingers 500 2 P1

 

Gouge Master

N 2d6+3AP, 2d6*, 2 spaces, 20m cable and reel 550 2d6 P3

Gouge Master Winch

N High speed winch for reeling the cable in 100 2 P3

 

Lightning Fist

N Electricity. Stun -1, or 2d6+1 damage 900 2d6 RPI





CYBERFEET

ATTACH TO CYBERLIMBS (Use 1 space)

Cyberware Surg. Description Cost H.L Book

 

Standard Foot

N Resembles normal foot 200 0 CP20

 

Talon Foot

N Extends toe blades. 1d6* damage 600 2d6 CP20

 

Tool Foot

N Toes contain screwdriver, wrench, drill, etc 300 2 CP20

 

Web Foot

N Doubles swimming speed, +3 to Swim skill 500 2 CP20/SA

Grip Foot

N For better gripping strength. +2 to Climb 500 2 CP20

 

Spike Heel Foot

N Heel spike for lethal kicks. 2d6AP damage 500 2d6 CP20

 

Skate Foot

N Allows an MA 20. Use Athletics or skate skill 440 1d6 Chr1

 

Anchoring Cyberfeet

N Anchors use to ground. 4 uses (2 spaces each) 400 3 Chr2

 

Catspaw Stealth Foot

N +1 to Stealth skill 150 1 Chr4





FINGERS

ATTACH TO CYBERHANDS

Cyberware Surg. Description Cost H.L Book

 

Dartgun

N 3m range 100 2 Chr1

 

Lockpick

N Pick for mechanical locks 50 .5 Chr1

 

Mini Light

N 25m beam, batteries 1eb 105 .5 Chr1

IR/UV Flashlight

N 10m range 200 1 Chr3

Finger Bomb

N 2d6+3, 3m radius 150 2 Chr1

 

Wirecutters/Scissors

N 1d6/3 damage 150 1 Chr1

Mace Sprayer

N 2 bursts, -4 REF & Notice for 1d6 turns 150 2 Chr1

 

Quick Change Mount

N Click and turn mount, mod =120eb 150 1 Chr2

 

VidCam (+ 1 option)

N IR - 200eb, Teleoptic - 225eb, or Lowlite - 100eb 400+ 2 Chr2

 

Self-Propelled Grenade

N 7m range, 2d6 over 2m (25eb) 200 2 Chr2

 

Aip Hypo

N 4 doses, air containers 3eb 200 1 Chr2

 

Tracking Device

N 3m range, 2 bugs, 3 km transmitter 300 .5 Chr2

 

Lighter

N 2 hours of fuel, 1 eb/refill 105 2 Chr2

Probe Link

N Interface link 150 .5 Chr3

 

Parabolic Microphone

N 20x Microphone, for full arms 350 2 Chr3

 

Flasher

N Diff REF to blind target for 1 min (25eb) 250 1 Chr3

 

Flare

N 150m altitude, 25m diameter (15eb) 200 2 Chr3

 

Storage Compartment

N Small space 75 .5 Chr3

 

Laser Pointer

N 20m 150 .5 Chr3

Flesh Mount

M Allows cyberfingers to be mounted on meat hand 100 1 Chr4

 

One-Shot Special

N P -2 P E 1d6 (5mm) 1 1 ST 20m 250 2 Chr4

 

Ballpoint Finger

N Leakproof pen 25 .5 Chr4

 

Cyberfinger Oxygen Tank

N 30 seconds of oxygen 250 .5 SA

 

Screwdriver

N Powered screwdriver finger 50 .5 I1.1

Wrench

N Adjustable wrench finger 50 .5 I1.1

Drill

N Adjustable drill finger 50 .5 I1.1

Soldering Iron

N Electric Soldering Iron finger 50 .5 I1.1

Socket Wrench

N Adjustable powered socket wrench finger 50 .5 I1.1




OPTIONS

BUILT INTO CYBERLIMBS (Use 1 space)

Cyberware Surg. Description Cost H.L Book

 

Cybermodem

N Built in cyberdeck 3000 1 CP20

Cellular Cybermodem

N Built in cellular deck 5000 1 CP20

 

Storage Space

N 2"x6" storage space. Can be locked 50 .5 CP20

 

MiniCam

N Pop up Digital Camera (20 shots) 200 2 CP20

MiniVid

N Pop up Mini video (30 minutes) 400 2 CP20

Digital Recorder

N Digital chip recorder. Download or erase chip 300 1 CP20

 

Techscanner

N 60% effective, -3 to repair difficulty 400 3 CP20

File:Robo holster.JPG

Hidden Holster

N Weapon size based on Body Type 100 1 CP20

Quickdraw Holster

N P class conc. +2 Initiative to fastdraw 200 0 Chr2

 

Cutting Torch

N Can cut through SP20 100 1d6/2+1 Chr1

 

Icer

N 2m range 200 1d6/2 Chr1

 

Limb Link

N Turns pop-up gun into smartgun +1 100 1 Chr1

 

Magnetic Hands/Feet

N For easier Zero-Gee movement 60 0 Chr1

 

Watch-Man

N Miniature TV 180 1 Chr1

LCD Screen Readout

N Can be linked to any output device 200 1 CP20

 

Winch

N 15m cable, pulls up to 1 ton 500 1d6+3 Chr2

 

Laser Mike

N 60m range, Human Perception -5 400 1d6+2 Chr2

 

Radio/Cellular Boosterstation

N Runs for 160 hrs, diff 25 encryption (2 spaces) 2650 2 Chr2

 

ECM Emitter

N Electronic counter-measures emitter (2 spaces) 2950 2 Chr2

 

CyberPillow

M A pillow in an arm 80 0.5 Chr3

Smartplate Link

N Smartgun= 3x cost 300 2 Chr3

 

Microwaldo Bracer

N +1 to TECH rolls 800 3 Chr3

 

"D-Tek" Targeting Network

M Negates movement firing modifiers 1300 1d6+3 SOF2

 

ULF Antenna

N 100m reel antenna for transceiver - 1 SF

 

Cyberlimb Light

N Light built into palm, 3m range (0 spaces) 90 .5 I1.4





CYBERWEAPONS

BUILT INTO CYBERLIMB (Use 1 space)

Cyberware Surg. Description Cost H.L Book

 

Grenade Launcher

N Carries 2 grenades of any type 500 2d6 CP20

 

Micro-Missile Launcher

N Contains 4 mini-missiles, 4d6 damage each 900 2d6 CP20

Micro-torpedo Launcher

N Underwater version of mini-missiles, 4d6 damage 900 2d6 SA

 

Popup Gun

N Gun size based on Body Type 2-800 2d6 CP20

 

Flame Thrower

N Range 1m, 4 shots, Damage is 2d6, then 1d6/2 600 2d6 CP20

 

Weapon Mount & Link

N Mounting plate plus neural link for 1 weapon 100 3 CP20

2 Shot Capacitor Laser

N Shoulder mounted. +3 - - 3d6 2 1 10m 800 2d6 CP20

 

Derringer N Pistol -1 1d6 (5mm) 2 2 ST 50m 220 1d6 Chr1

 

Flashbulb

N 4m x 6m 250 1d6/2 Chr1

 

Gas Jet

N 6 shots, range 2m 275 1d6+3 Chr1

 

Tazer Grip

N Effects equal to tazer, Stun -2 180 2d6-2 Chr1

 

Whip

N 1d6/2 or choke 475 2d6 Chr1

 

Popup Sliver Gun

N P +0 - - 2d6x1d6/2* 7 2 UR 40m 550 1d6+2 Chr1

 

Tri-Dart Launcher

N 3 darts, 1d6/2 damage, 1/3 SP 300 1d6/2 Chr2

 

Retractable Monoblade

N 2d6+3# damage 800 1d6+2 Chr2

 

Survival Blade

N 1d6+3* damage 500 1d6 Chr2

 

BigRipp

M Carbo-glass blade. 2d6, 1/2SP (break 1-3) 850 3d6+1 Chr4

ChainRipp

N 3d6AP 1250 2d6+4 Chr3

 

Blitzkrieg Arc-Thrower M EX 0 - R 3d6 (1/2 R 1/2 S) 4 1 ST 10m 1050 2d6 Chr4

 

 

High Five/The Palm Bomb

N 20-30 to detect. .477 or 12ga round, 1 shot 355 1d6+3 Chr4

 

Pop-Up Hand Crossbow

N -2 J E 1d6+2 6 2 VR 25m (3 spaces) 300 2d6 SOF2

 

Strobe

N Same as implant version (0 spacs) 150 1.5 I1.4




LINEAR FRAMES

IMPLANTED EXOSKELETON

Cyberware Surg. Description Cost H.L Book

 

Sigma

MA STR 12, +4 Damage mod 6000 2d6 CP20

Beta

MA STR 14, +6 Damage mod 8000 2d6 CP20

Omega

MA STR 16, +8 Damage mod 10,000 3d6 CP20

GP Exoskeleton (A)

MA STR 18, SDP 15, SP 6, MA 4, REF 5 12,000 4d6 Chr3

GP Exoskeleton (B)

MA STR 21, SDP 20, SP 8, MA 4, REF 5 15,000 6d6 Chr3

Underwater Gamma

MA STR 12/10 10,000 2d6 SA

Underwater Delta

MA STR 14/12 12,000 2d6 SA

Underwater Pi

MA STR 16/14 14,000 3d6 SA




BODY PLATING/EXOARMOR

Cyberware Surg. Description Cost H.L Book

 

Cowl

MA Skullcap, covers head in SP 25 200 1d6 CP20

 

Faceplate

CR Protective facemask. SP 25 400 4d6 CP20

Torso Plate

MA Torso protection. SP 25. -3 REF 2000 3d6 CP20

 

Front Optic Mount

MA Allows up to 5 optics to be mounted. -1 ATTR 1000 4d6 CP20

 

Sense ext. ("Rabbit Ears")

M Head mounted extensors for audio, optics, etc 500 3d6 CP20

Santini

Total Body Plating

CRx2 SP20, REF-3, ATTR/2, -1 Stealth 6800 8d6 Chr2

 

CyberFacial Remounts

MA/CR SP 6-18, ATTR -1,-2, 15%-50% protect 150-350 1d6-3d6 Chr3

 

Spyke! Furniture

N 10SP, +10SDP, 1d3+1 to 1d6+1AP 400-600 1-3 Chr3

 




FULL BODY REPLACEMENTS

Cyberware Surg. Description Cost H.L Book

 

Alpha Class

CRx2 REF 10, MA 10, BOD 12, SP 25, SDP 20/30/40 40,000 16d6 Chr2

 

Aquarius (Sub-Marine)

CRx2 REF 10, MA 10, BOD 15, SP 25, SDP 20/30/40 50,000 18d6+2 Chr2

Copernicus (Space-Use)

CRx2 REF 11, MA 10, BOD 12, SP 25, SDP 20/30/40 60,000 19d6 Chr2

 

Eclipse (Covert Ops)

CRx2 REF 13, MA 13, BOD 12, SP 25, SDP 20/30/40 65,000 21d6+3 Chr2

Enforcer (Security)

CRx2 REF 12, MA 15, BOD 12, SP 30, SDP 25/35/45 55,000 21d6-2 Chr2

 

Brimstone (Fire-Fighter)

CRx2 REF 11, MA 10, BOD 14, SP 30, SDP 20/30/40 47,000 19d6 Chr2

Gemini (Humanoid)

CRx2 REF 10, MA 10, BOD 12, SP 25, SDP 20/30/40 55,000 16d6+2 Chr2

 

Wingman (Pilot)

CRx2 REF 15, MA 10, BOD 12, SP 25, SDP 20/30/40 54,000 20d6 Chr2

Samson (Industrial)

CRx2 REF 10, MA 10, BOD 18, SP 25, SDP 20/30/40 50,000 20d6+1 Chr2

 

Dragoon (Military)

CRx2 REF 15, MA 25, BOD 20, SP 40, SDP 40/50/60 120,000 42d6+3 Chr2.

'Sheol' Hazardous Ops

CRx2 REF 10, MA 10, BOD 18, SP 30, SDP 20/30/40 50,000 18d6+8 Chr3

 

MD Tech 'Kildare' Medical

CRx2 REF 10, MA 10, BOD 12, SP 25, SDP 20/30/40 46,000 19d6 Chr3

 

Adrek 'Burroughs' Mars Ops

CRx2 REF 10, MA 10, BOD 12, SP 35, SDP 20/30/40 42,000 16d6+4 Chr3

Militech 'Spyder' Recon

CRx2 REF 12, MA 20, BOD 12, SP 30, SDP 20/30/40 118,105 39d6 Chr3

 

'Wiseman' Cyberspace Com

CRx2 REF 14, MA 10, BOD 12, SP 25, SDP 20/30/40 91,381 23d6+3* Chr3

 

Arasaka 'Daioni' PA Convert

CRx2 REF 17, MA 20, BOD 52, SP 80, +6 Initiative 810,000 16d6+30 SW




OPTIONS FOR FULL CONVERSIONS

 

Stylization

N Customization, possible bonuses to some skills Varies 0

 

Increased SP

N Max 40 SP, 10-50lbs weight increase 2000/+5 0 Chr2

 

Increased SDP

N Max +20 SDP, +55lbs/+5 SDP 1500/+5 0 Chr2

 

Increased REF

M Max 15 2000/+1 2/+1 Chr2

 

Increased MA

M Max 25 1500/+1 2/+1 Chr2

 

Increased BODY

M Max 20 1000/+1 2/+1 Chr2

 

Shielding

MA Electronic shielding. 500 rads protection 2000 6 Chr2

 

Quick Change Mounts

N Rifles (2), Hvy.Weapons (3) can be mounted 200 2 Chr2

 

Interchangeable Biopod

CR Organs can be moved to different FBRs 20,000 18d6

 

Longevity Module

MA Theoretically triples 'borg's lifespan 15,000 1 Chr2

 

Eelskin

MA 1d6 to 2d6+3 Damage 14,000 1d6 Chr3

 

Cyber Steriods

2xCR BODx3, +3kg/+1 BOD, runs off power unit below 1500/+1 6d6 Chr3

 

Back Mounted Power-unit

N +5% weight, 10hrs, 20eb/recharge 200 0 Chr3

 

Variable Spectrum Light

N No spaces 200 .5 Chr3

 

Enhanced Thermograph

N Advanced thermograph. 1 space 200 1 Chr3

 

Blood/IV Supply

N 4 x 1/4 litre containers. 1 space 300 1 Chr3

 

Reactive Body Plating

MA Detects laser & smart sights, REF>10 dodge 6000 1d6 SOF2

 

Dummy Facemasks

N Detachable faceplates 25-500 0 SOF2

 

 

 

 

 

 




BODYSCULTPING

SURGICAL BODY MODIFICATIONS

Cyberware Surg. Description Cost H.L Book

 

Appearance Change - Minor

M Look sort of like you wanted to, Notice 15+ 1200 - CP20

 

Appearance Change - Major

M Look very much like you wanted, Notice 20+ 2400 - CP20

 

Appearance Change - Expert

M Look exactly like you wanted, Notice 25+ 3600 - CP20

 

Appearance Change - Top

MA Top of the line, Notice 30+ to spot the sculpt 5000 - CP20

 

Increased Attractiveness

M +1 ATTR (maximum ATTR is 10) 600 - CP20

 

Sex Change - Basic

MA 1 month therapy, 1 week hospital, diff 20 to spot 4200 0 to 1d6 WGF

 

Sex Change - Advanced

CR Each +5 diff to spot doubles time and cost x2/+5 diff 0 to 1d6 WGF

 

Ability To Bear Children

MA Includes psychological counselling +5000 0 WGF

 

Ability To Father Children

MA Includes psychological counselling +1000 0 WGF

 

Sexy Mashup! on the Behance Network

 




EXOTIC BODY MODIFICATIONS

Cyberware Surg. Description Cost H.L Book

 

Image

Minor Facial Modification

M Alterations to eyes, ears, nose, etc 1000 1d6/2 Chr2

 

http://rookery2.viary.com/storagev12/1000000/1000202_8a59_625x1000.jpg

Major Facial Modification

M Major alterations to features 2000 1d6 Chr2

 

Muzzle, Short

M Like a bear's or tiger's muzzle 2000 1d6 Chr2

 

Muzzle, Long

MA Like a dog's or horse's muzzle 2500 2d6 Chr2

Mandibles, Extended

MA Semi-prehensile grasping "jaws". 1d6* damage 4000 3d6 Chr2

 

Natural Fangs

N 1d6* bite damage 500 2d6 Chr2

 

Natural Claws

N -3 to manipulation rolls. 1d6* damage 1000 1d6+1 Chr2

Retractable Claws

M 1d6* damage 1000 2d6 Chr2

Scratchers

N Low HL due to implantation in hospital 500 1d6 Chr2

Rippers

M Low HL due to implantation in hospital 750 2d6 Chr2

 

Short Tail

M Bunny tail, etc 250 2 Chr2

Tail

MA Mobile but weak, exerts about 3lbs of force 1500 2d6 Chr20

Combat Tail

MA Heavily muscled. 1d6+Damage Mod. 2500 3d6 Chr2

Stinger Tail

MA Poison injecting stinger. 1d6*+Mod+drug/toxin 3000 3d6 Chr2

 

Digitgrade Legs

CR 3 joint legs. +1 MA with tail. -2 MA without tail 4000 6d6 Chr2

Fur/Scales/Skinchange

N 10% chance of cancer 10,000 3d6 Chr2

 

http://www.demonslayer.com/wp-content/gallery/batman-arkham-asylum/killer-croc-art.jpg

Heavy Scales

N SP 12. 10% chance of cancer 12,000 3d6 Chr2

 

ExoSkeleton

CR SP 18, MA & REF-2. 10% chance of cancer 20,000 4d6 Chr2

Frame Alteration

CR 25% size change from actual body size 8000 2d6 Chr2

 

Muscle Pouch

MA Muscles on lower back for hidden tail or tentacles 1500 1d6 SA

 

Tentacles

MA Weak, can be hidden in pouch, -1 MA in water 1500 2d6 SA

Stinger Tentacles

MA Bio-Toxin 1 (Death/4d6 damage), -1 MA in water 3000 3d6 SA

Black Ink

MA Ink can cloud water, and can be toxic 1200 3d6 SA

 



EXOTICS PACKAGES

Cyberware Surg. Description Cost H.L Book

 

KatNip - Feline

MA+ Slit-eyes, pointed ears, tail, synthskin, scratchers 3400 4½d6 Chr2

 

Rodent

M+ Enlarged ears and eyes, button nose, synthskin 1400 1½d6 Chr2

 

Rabbit

Mx2 Bunny ears & tail, button nose, whiskers 1250 1d6 Chr2

Lizard Woman by Sebastian Niedlich (Grabthar).

Reptile

M+ No ears, long tongue, olfactory, fangs, synthskin 2000 4d6 Chr2

 

Elf

M Pointed ears, thin face, upturned eyebrows 1000 1d6/2 Chr2

 

http://www.wizards.com/d20modern/images/ua_gallery/50025.jpg

Dwarf/Halfling

CR+ Shorter & stockier frame(MA-2), broader features 9000 2½d6 Chr2

Ork/Goblin

CR+ Broad features, longer arms, fangs, synthskin 10,900 6d6 Chr2

 

http://www.wizards.com/d20modern/images/d20m_gallery/610_088190_96.jpg

Troll/Ogre

CR+ Broad features, fangs, taller, grafted muscle, MBL 12,000 7d6 Chr2

 

Fishman

MA+ Gills, synthskin, webbing, custom contacts 2000 4½d6 Chr2

Bear Package

CR+ Muzzle, fangs, claws, fur, taller, grafted muscle 24,500 13d6 Chr2

 

The Superman

CR+ The future of humanity via nano and bioware 19,735 13d6 Chr2

 

BigKatt

CR+ Muzzle, fangs, claws, tail, digitigrade legs, fur 21,000 19d6 Chr2

Slight Buggy

MA+ Bug-eyes, antennae, scaly synthskin, cyberoptics 3400 6d6 Chr2

 

Franz Kafka Bughouse

CR+ as above, + mandibles, exoskeleton, scratchers 35,500 15d6 Chr2

 

http://gordonandthewhale.com/wp-content/uploads/2009/03/merman-o.jpg

Merman

CR+ Gills, skinchange, fishtail, cust. contacts, sonar 18,900 10½d6 Chr2

Sharkman

MA+ Gills, sonar, skinweave & change, muzzle, etc 17,700 12d6 Chr2

 

LupaForm

Minor Package M+ Pointed ears, dog-nose & eyes, fangs, synthskin 1900 3½d6 Chr2

 

werewolf1.jpg werewolf image by MUWarrior78

LupaForm Major Package

CR+ as above, + muzzle, tail, digitgrade legs, fur 20,000 15d6 Chr2

Humanisaurus Rex - Dragon

MA+ Short muzzle, fangs, tail, scales 16,000 9d6 Chr2

 

Playbeing Addition

MA+ Increased ATT, tactile boost, behavior chip, etc +3000 3½d6 Chr2




BODYBANK PARTS

Poor Quality 1/2, Excellent Quailty x2 price

Cyberware Surg. Description Cost H.L Book

Arm

CR Roll 1d10: 1-3 part unavailable, 4-5 minor problem 1000 - CP20

 

Leg

CR Roll 1d10: 1-3 part unavailable, 4-5 minor problem 1200 - CP20

 

Eyes, Ears

MA Roll 1d10: 1-3 part unavailable, 4-5 minor problem 1000 - CP20

 

Heart, Lung

MA Roll 1d10: 1-3 part unavailable, 4-5 minor problem 1400 - CP20

 

Liver, Kidney

MA Roll 1d10: 1-3 part unavailable, 4-5 minor problem 400 - CP20

 

Other Organs

MA Roll 1d10: 1-3 part unavailable, 4-5 minor problem 400-600 - CP20

 

Limb/Organ Storage

-          20% chance of being sold before you reclaim it 100/month - CP20

 

Limb/Organ Storage

-          5% chance of being sold before you reclaim it 200/month - CP20

 

Vat Grown Limb/Organ

CR/MA Can match any genotype, but takes time to grow x4 - CP20



MODULARWEAR

VERY RARE ELECTRO-MNEMONIC CERAMIC

Cyberware Surg. Description Cost H.L Book

Modular Arm

CR 25 SDP, 17 SP, 2 option spaces, 1d6 punch 4000 1d6+3 KCJ

 

Modular Leg

CR 30 SDP, 20 SP, 1 option space, 2d6 kick 2200 1d6+3 KCJ

 

Torso

CR 35 SDP, 21 SP, 1 option space 4000 2d6 KCJ

 

Ceramic Jaw & Skull

CR 12 SP head armor, 1 option space 1500 1d6+1 KCJ



 

JAW & SKULL MODULES

TAKES 1D6+1 DAYS TO ADAPT

Cyberware Surg. Description Cost H.L Book

 

Mimicry - Generic

N Changes the bone structure 1200 1d6 KCJ

 

Mimicry - Specific

N Difficult to detect with a casual look 3000+ 1d6 KCJ

 

Animal Transformation

N Lower jaw transforms into a hybrid animal face 300 1d6+2 KCJ

 

Vampires (Retractable)

N 1d6/3 damage, same as normal cyberware 250 2d6+2 KCJ

 

Horns

N Protrude at will from head, 1d6/2 damage 300 1d6+2 KCJ



 

LIMB MODULES

TAKES 1D6+1 DAYS TO ADAPT

Cyberware Surg. Description Cost H.L Book

 

Scratchers

N 1d6/2 damage, Very Difficult to spot 200 1d6+1 KCJ

 

Rippers

N 2d6 damage, -10 SP to arm during use 800 2d6+2 KCJ

 

Tentacles

N Splits into 4 tentacles, +5 to grapples, -10 SP 600 2d6 KCJ

 

Animal Legs

N Transforms legs, +3 MA, 14m leaps, or 1d6 claw 400/pair 2d6 KCJ

 

Squat

N Reduces limb to half original size, +10 SP 300/limb 2d6 KCJ

 

Elongation

N Stretch up to 200% size, -15 SP 300/limb 2d6 KCJ

 

Hollow

N 100 1d6/2 KCJ

 

Inflate

N Gives apparent BOD 12, -10 SP, +2 Intimidation 300 1d6 KCJ

 

Spikes

N Covers limb with spikes, +1d6 HTH damage 400 1d6+1 KCJ

 

Tougher

N +5 SP and SDP, up to 2 levels can be added 300/level 4/level KCJ

 

Undetectable

N Mimics normal bone structure, can pass Scanway 500/limb 0 KCJ

 

Electricity Shielding

M Compound shielded against electrical attacks 400/limb 1d6 KCJ

 

Different Covering

N Same as Synth-skins, same chance of cancer 400 1d6 KCJ

 

Existing Cyberlimb Options

N Except coverings & anything that affects SP/SDP normal normal KCJ

 

 

 

WHEN GRAVITY FAILS

ADVANCED CYBERWARE

Cyberware Surg. Description Cost H.L Book

 

When Gravity Fails, Hiroki Mafuyu

Corymbic Implant

MA Accepts six daddys, allows equipment interfacing 500 2d6 WGF

Advanced Cortical Implant

CR Experimental, Eidetic Memory +2. IP cost/2 150,000 3d6 WGF

Moddy Link

N Enables cory implant to accept moddy chips 100 – WGF

Subdermal Moddy Rack

M Holds 3 Moddy and 10 Daddy, difficult to spot 200 1d6 WGF

 

Hearing Aid

Behind The Ear Cory Implant

MA As above, but hidden behind ear 1000 2d6 WGF

Nictating Membrane

M Eye protection, +4 to Saves vs eye irritants 400 1d6/2 WGF

AntiDazzle Nict Membrane

M Flash protection, +4 to Saves vs eye irritants 500 1d6/2 WGF

 

Poison Sac

MA Holds 4 doses, refilled with special applicator 500 2d6 WGF

Poison Gland

MA Holds 8 doses, produces new dose every hour 1200 3d6 WGF

 

Hollow Vampires

N Linked to poison sac or gland +50 1 WGF

 

Hollow Claw

M Connected to poison sac/gland, 1d6/3* damage 250 2d6 WGF

 

Retractable Needle

M Mounted in finger, connected to poison sac/gland 650 2d6 WGF

Water Refiltration System

MA Triples length of survival time without water 2500 1d6/2 WGF

 

UV Blockers

N UV/IR resistance 1500 1d6/2 WGF

 

Feature Alteration Implant

N Facial change takes 3 hours, +4 to Disguise rolls 3500 1d6+1 WGF

Sectional Cybernetics Mount

MA Cyberhand and cyberfoot only mount 300 3 WGF

Quick-Change Mount

MA Cyberhand and cyberfoot only mount 450 3 WGF

 

Biomechanical Cyberoptic

MA 10% chance affected by EMP weapons, 2 options 1000 2 WGF

Biomechanical Cyberaudio

M 10% chance affected by EMP weapons, 3 options 1000 2 WGF

Biomechanical Cyberarm

CR 20% EMP, 1d6 punch, 8 flesh + 8 SDP, 1 option 6000 2 WGF

Biomechanical Cyberleg

CR 20% EMP, 2d6 kick, 8 flesh + 12 SDP, 1 option 4000 2 WGF

 

Biomechanical Frame Sigma

MA Built into the body, BOD 12, BTM -5 18,000 3d6 CP20

Biomechanical Frame Beta

MA Built into the body, BOD 14, BTM -6 24,000 3d6 CP20

Biomechanical Frame Omega

MA Built into the body, BOD 16, BTM -7 30,000 4d6 CP20




CHIPWARE

REQUIRE CHIPWARE SOCKET OR PLUGS

Cyberware Surg. Description Cost H.L Book

Adrenaline/Endorphin Surge

-          Ignore Pain/Exhaustion, +1 BOD 3 times in 24hrs 800 - Chr1

Ambidexterity Chip

-          Makes user ambidextrous 800 - Chr1

APTR Reflex Chips

-          Chips reflex and tech based skills varies - CP20

Auditory Recognition Chips

-          Require Amp Hearing and Sound Edit (max +2) 150/level Chr3

Business Trip Chip

-          +1 Language, Culture, W/S or Business Law 800 - Chr1

Courier Chip

-          Imprints data on users brain 600 - Chr1

Crypto Chips

-          Randomly generated substitution word code 600 per 2 - Chr3

DeathTrance

-          1-3 minutes to enter. Medtech 25+ to detect life 1000 - Chr1

Digi-Tone ID

-          Used with cyberaudio to recognise phone no. 70 - Chr1

Dream Suppressant Chip

-          Dream free sleep, lose 1 EMP every week of use 300 - Chr4

Enduro Chip

-          +2 bonus to Endurance, ends sea sickness 450 - P3

Facedown Chip

-          +1 bonus on Facedown rolls 150 - Chr4

"Fish N' Chips"

-          Appetite control device 85 - Chr1

Home Chip

-          Very Difficult Cool/Resist Torture roll to resist 940 - Chr4

Increased Neural Feedback

-          1/2 time to "chip in", burns out in 24 hours +400 - Chr1

Independent Action Chip

-          Independent action for each arm. Amb+2 optics 250 - Chr1

Major City Map

-          Contour map, needs Video Imager/Subd Screen 110 - Chr3

Maximum Lover Chip

-          +2 Seduction 1300 - Chr1

Memory Compression

-          3 skills, skill level +3 total +200-400 - Chr1

Mind Games

-          Over 300 games available 40 - Chr1

M.O. Chips

-          One yes/no answer for INT 15+ roll 1200 bm - Chr1

MRAM Memory Chips

-          Chips INT and other cognitive skills varies - CP20

Navigation/Orientation Chip

-          Requires Phone Splice/Radio Link, accurate 5m 250 - Chr3

PhotoMemory RAM Chip

-          INT roll +2 [15+] to get a specific memory 1600 - Chr1

Police Visual Rec Chip

-          Visual ID's on criminals and licenses 200/level - Chr1

Poser Impersonation Chip

-          Specific Know [subject] +2, Perform +1 900-1100 - Chr1

Programmable Chipware

-          Provides basic knowledge of a procedure 50 - Chr1

Redundancy Loop

-          Will screw up at a crucial moment 50-75% - Chr1

Security Chips

-          Eraseable/destroyable chips +50/75 - Chr1

Shape Recognition

-          Picks out chosen object, requires Time Square + 500 - Chr4

"SomaWare" Sleep Chip

-          Normal sleep (after 15 uses COOL 15+ to sleep) 400 - Chr3

Space Chip

-          Space Survival +2, Highrider Culture +1 900 - Chr1

Special Operative Chip

-          +1 Language, Geography, and one other skill 900 - Chr1

Speedreading Chip

-          Requires optic. Half to a third normal reading time 250 - Chr4

Stress Chip

-          +1 COOL for morale, +1 EMP interaction 350 - Chr1

Stutter Chipping

-          Won't shoot designated (1 turn) friendlies 310 - Chr3

Tourism Chip

-          +1 Language, Culture, General Knowledge 750 - Chr1

Visual Recognition Chips

-          INT+chip+1d10+Skill. Tech, Corp, Rocker, etc 100/level - Chr1

Weaponmasters MArt Chip

-          Arasaka Te, and Thamoc available (max +3) 270/level - Chr3

 



BEHAVIOUR CHIPS

Cyberware Surg. Description Cost H.L Book

 Behaviour chips

-          15+ COOL roll to remove, +5/failed attempt 1000+ 1d6/2 Chr2

Stronger Behaviour Chip

-          Lock subject into actions for specific stimuli 2000+ 1d6/2 Chr2

Honey Pilar

-          Seductress supreme 1000 1d6/2 WGF

James Bond

-          COOL +1 (max 11), user is a top British agent 1000 1d6/2 WGF

Kick Ass

-          COOL +2 (11), EMP -2 (1), enhances aggression. 2000 1d6/2 WGF

Perfect Soldier

-          COOL +3 (11), EMP -2 (1), INT -2/+2 non-/combat 2000 1d6/2 WGF

Sunny Day

-          Feel happy, +4 vs Intimidation, +2 Resist Torture 2000 1d6/2 WGF

Xarghis Khan

-          EMP 1, COOL 10, user wants to torture and kill 4000 1d6/2 WGF





ANIMAL NEURALWARE

STANDARD HUMAN OPTIONS AVAILABLE

Cyberware Surg. Description Cost H.L Book

Basic Processor

M Basic processor. Needed for all Neuralware 500 1d6 Chr3

Reflex Boost

N Adds +1 to REF 500 2d6 Chr3

Sensory Boost (smell/audio)

N Boosted signal from either olfactory or hearing 250 1d6/2 Chr3

Chipslot

N Animal can use as many chips as their INT 100 1d6/2 Chr3

Input Plugs

M As Interface Plugs, requires Link 100 1d6 Chr3

Weapon Link

N +2 to Smartgun attacks 100 2 Chr3

 




ANIMAL CHIPWARE

STANDARD HUMAN OPTIONS AVAILABLE

Cyberware Surg. Description Cost H.L Book

Stress Chip

-          +1 COOL for morale, +1 EMP interaction 100 0 Chr3

Berserk Chip

-          +2 to hit, negates COOL rolls, +2 melee damage 100 0 Chr3

Skill Chip (per level)

-          Maximum +3 100/level 0 Chr3

Recording Chip

-          Records 4 hours of seneory perceptions 1500 0 Chr3

IFF Chip

-          Uses special scent, coded badge, or colour to ID 4000 0 Chr3

Watchdog Chip

-          Codeword/phrase to disarm/arm guard animal 250 0 Chr3

Behavior Chip

-          Perfect Pet - Loyalty +3 500 0 Chr3

 




ANIMAL CYBEROPTICS

STANDARD HUMAN OPTIONS AVAILABLE

Cyberware Surg. Description Cost H.L Book

Basic Eye

MA Basic eye module (3 option spaces per eye) 400 1d6 Chr3

Infrared

N See in total darkness, using heat emissions 200 2 Chr3

Microscopics

N Microscope 400 3 Chr3

Telescopics

N Telescope ability to 20x 400 3 Chr3

Anti-Dazzle

N Immune to flash, laser blinding 100 1 Chr3

Low-lite

N See in dim light, almost total darkness 200 2 Chr3

Thermograph

N See heat patterns, temperature readings 200 3 Chr3

 




ANIMAL CYBERAUDIO

STANDARD HUMAN OPTIONS AVAILABLE

Cyberware Surg. Description Cost H.L Book

Basic Audio

M Can have any options 500 1d6 Chr3

Scrambler

N Cannot understand with out a descrambler 100 1 Chr3

Bug Detector

N Detects bugs up to 3m. 60% effective 150 1 Chr3




ANIMAL CYBERLIMBS

STANDARD HUMAN OPTIONS AVAILABLE

Cyberware Surg. Description Cost H.L Book

 

Basic Limb

CR Can have 2 options 1000 2d6 Chr3

RealSkinn Covering

N Limb looks real. 70% effective (Diff Awareness) 200 -2 Chr3

Secret Compartment

N 2" x 2" x 4" hidden compartment 100 1 Chr3

Tape Recorder

N Records from connected source 200 1 Chr3

Limb Armor

N Armors cyberlimb to SP 20 300 1 Chr3

Added Cyberlimb Strength

N +1d6 damage; +6 Strength Feat if on all limbs 250 3 Chr3

Popup Gun

N Gun size based on Body Type 200 1d6 Chr3

Cyberweapon

N As cyberweapon, but half Humanity Cost 100% Eb 50% HC Chr3

 

 



ANIMAL CYBERWEAPONS

STANDARD HUMAN OPTIONS AVAILABLE

Cyberware Surg. Description Cost H.L Book

Cyberclaws Large+ felines, bears, raptors only,

+1d6 damage 300 2d6 Chr3

Cyberfangs Not for small animals,

+1d6 damage 200 1d6 Chr3

External Weapon Harness BODY 2 min,

 size limit as Pop-Up Weapons 200 1d6 Chr3

 



ANIMAL BIOWARE

STANDARD HUMAN OPTIONS AVAILABLE

Cyberware Surg. Description Cost H.L Book

Muscle and Bone Lace

N +2 BODY 750 1d6/2 Chr3

SkinWeave

N 12 SP, Diff 20 to spot 1000 2d6 Chr3

Grafted Muscle

MA +1 BODY, max increase +2 1000/+1 2d6 Chr3



RANGED CYBERWEAPONS

Cyberware Surg. Description Cost H.L Book

 

Finger Mace Sprayer

P +0 - E Mace 2 1 ST 1m 150 Chr1

 

Gas Jet P +0 - C by Gas 6 1 ST 2m 250 Chr1

 

Finger Dartgun

P -1 - E Poison 1 1 ST 3m 100 Chr1

 

Flashbulb

P +0 - C COOL 30, 1d6 min - 1 ST 6m 250 Chr1

 

Tri-Dart Launcher

P +0 - P 1d6/2# 3 3 ST 3m 300 Chr2

 

Derringer

P -1 P E 1d6 (5mm) 2 2 ST 50m 220 Chr1


Dainamax Grapplefist

P -1 - C 1d6+2/2d6+2 crush 1 1 ST 50m 1050 I1.1/PAC

 

Gouge Master

P -1/5m- R 1d6+3*/1d6* - - ST 10m 550 P3

 

Popup Sliver Gun

P +0 J P 2d6x1d6/2* 7 2 UR 40m 550 Chr1

 

2 Shot Capacitor Laser

RIF +3 N R 3d6 2 1 ST 10m 800 CP20

 

Flame Thrower

HVY +0 - R 2d6, 1d6/2 x 2 rnds 4 1 ST 1m 600 CP20

 

Self-propelled Grenade

HVY +0 - R 2d6, 2m 1 1 ST 7m 200 Chr2

Finger Bomb

HVY +0 - R 2d6+3 1 1 ST 3m 150 Chr1

 

Grenade Launcher

HVY +0 - R (40mm) 2 1 ST 200m 500 CP20

 

Micro-Missile Launcher

HVY +2 - R 4d6 (micromissile) 4 2 St 200m 900 CP20

 

Optic Teargas Sprayer

EX +0 - E Teargas 1 1 ST 1m 200 Chr1

 

File:Ghost in the Shell SAC Saito Hawkeye.jpg

Optic Dartgun

EX +0 - E Poison 1 1 ST 1m 200 CP20

 

http://cache1.asset-cache.net/xc/200516222-001.jpg?v=1&c=NewsMaker&k=2&d=5B253C78B6C5E7C9E724F30AFBDA4D1F1F6F6178A68B340C

NovelTech Spitfire Flamer

EX +0 - P Varies 4 1 ST 4m 1000 ER

Flasher

EX +0 - C 20+ REF,blind 1min 1 1 ST 2m 250 Chr3

 

Spitting Cobra

EX +0 - P 1d6 Acid 20 1 ST 6ft 400+ Chr3

 

Optical Capacitor Laser

EX +0 - R 2d6 1 1 ST .5m 800 P1

 

 

Blitzkrieg Arc-Thrower EX +0 - R 3d6 (1/2 real 1/2 stn) 4 1 ST 10m 1050 Chr4

 

Strobe

EX +0 - C 10/15 blind 1d6 hrs - 1/2 ST 3m 150 I1.4

 

Pop-Up Hand Crossbow XBO -2 J E 1d6+2~ 6 2 VR 25m 300 SOF2




HAND-TO-HAND CYBERWEAPONS

Name Type Damage Range Cost HC From

 

Stinger Punch Drug (3 doses) 1m 400 1d6+3 Chr4

 

Air Hypo

Punch Drug (4 doses) 1m 200 1 Chr2

 

Tazer Grip

Punch Stun -2 1m 180 2d6-2 Chr1

 

Lightning Fist

Punch Stun -2/2d6+1 1m 900 2d6 RPI

 

Gang Jazzler

Punch Special 1m 600 2d6+3 Chr1

Scratchers

Punch 1d6/3* 1m 100 2d6 CP20

 

Wirecutters

Punch 1d6/3* 1m 50 1 Chr1

 

Shark Weave

Punch 1d6/3* 1m 4000 1d6+ SA

 

Hollow Claw

Punch 1d6/3* + poison 1m 250 2d6 WGF

 

Venom Hand

Punch 1d6-1/by Drug 1m 600 2d6 CB2

 

Cyberarm

Punch 1d6 1m 3000 2d6 CP20

Independent Cyberhand

Punch 1d6, 1d10 crush 1m 750 1d6 Chr1

 

Web Hand Punch 1d6* 1m 250 2 Chr3/sa

 

Natural Claws

Punch 1d6* 1m 1000 1d6+1 Chr2

 

Big Knucks

Punch 1d6+2 1m 500 3d6 CP20

 

Rippers

Punch 1d6+3* 1m 400 3d6 CP20

 

Spike Hand

Punch 1d6+3@ 1m 500 2d6 CP20

Bonespike

Punch 1d6+4* 1m 1000 2d6 Chr3

 

Flesharm BiggRipp

Punch 2d6* 1m 3d6 PAC

 

Cyberarm BigRipp

Punch 2d6#+arm strength 1m 1850 1d6+3 PAC

 

BuzzHand

Punch 2d6+2* 1m 600 2d6 CP20

 

 

Gouge Master

Punch 2d6+3@, 2d6* 1m 550 2d6 P3

 

Retractable

Monoblade Punch 2d6+3# 1m 800 1d6+2 Chr2

SuperSized Cyberarm

Punch 3d6, 2d10 crush 1m 4000+ 2d6 Chr3

 

Soviet Cyberarm

Punch 3d6, 2d10 crush 1m 669 2-3d6 Chr4

 

SovWear Cyberarm

Punch 3d6, 6d6 crush 1m 1000 2d6 SOF

 

Wolvers

Punch 3d6* 1m 600 3d6+1 CP20

 

Drill Hand

Punch 3d6, 1/2 h, 1/4 s 1m 700 3 P1

Chain Ripp

Punch 3d6 (1/3SP) 1m 1250 2d6+4 Chr3

 

High Five/Palm Bomb

Punch 5d6@ or 4d6 touch 355 1d6+3 Chr4

 

Hammer Hand

Punch 1d10 1m 600 2d6 CP20

 

Mace Hand

Punch 1d10-2/2d6+1 1/2m 300 3 Chr1

 

Talon Foot

Kick 1d6* 1m 600 2d6 CP20

 

Cyberleg

Kick 2d6 1m 2000+ 2d6 CP20

Spike Heel Foot

Kick 2d6@ 1m 500 2d6 CP20

 

SovWear Cyberleg

Kick 6d6 1m 1500 2d6 SOF

 

Soviet Cyberleg

Kick 3d10 1m 875 2-3d6 Chr4

 

NewTeeth

Grapple 1-2*, -1 WA .5m 200 1d6/2 Chr4

 

Vampires

Grapple 1d6/3* .5m 200 3d6 CP20

Poison Vampires

Grapple 1d6/3* plus poison .5m 400 3d6 CP20

Extended Canines

Grapple 1d6/2+1* .5m 1000 3d6+2 Chr2

 

Sharkgrin Special

Grapple 1d6/2* .5m 200 3d6 CP20

Extended Sharkgrin

Grapple 1d6* .5m 1400 4d6 Chr2

Spyke Body Plating

Grapple 1d3+1 to 1d6+1 .5m 400+ 1-3 Chr3

 

Spiked Limb Cover

Grapple +1d6 1m 200 2 I1.4

 

Mandibles

Grapple 1d6* .5m 4000 3d6 Chr2

 

Natural Fangs

Grapple 1d6* .5m 500 2d6 Chr2

 

Cyberjaw - K9

Grapple 1d6* .5m 2750 3d6+2 P2

Cyberjaw - Conga

Grapple 1d6+2* .5m 2770 3d6+2 P2

Cyberjaw - Needler

Grapple 1d6+3* .5m 2800 3d6+2 P2

Cyberjaw - Pit Bull

Grapple 2d6* .5m 2870 3d6+2 P2

Cyberjaw - Shark Maw

Grapple 2d6+1* .5m 2930 3d6+2 P2

Cyberjaw - T-Rex

Grapple 3d6* 3000 3d6+2 P2

Bioware Combat Tail

HH 1d6+str 1m 2500 3d6 Chr2

Stinger Tail

HH 1d6*+str+drug/toxin 1m 3000 3d6 Chr2

 

Whip

MEL 1d6/2, 1d6 2m 475 2d6 Chr1

 

Slice N' Dice

MEL 2d6# 2m 700 3d6 CP20

 

Cybersnake

auto 1d6* 1m 1200 4d6 CP20

 

Hydraulic Rams

- 3x normal damage - 200 3 CP20

Thickened Myomar

 - 2x normal damage - 250 2 CP20

 

PowerJaw

 - +2 to bite damage - 100 +1-2 Chr4

* Blade 1/2 soft armor, full penetrating damage.

 

# Monoblade 1/3 soft armor, 2/3 hard armor, full penetrating damage.

 

@ Standard Armor Piercing 1/2 soft and hard armor, 1/2 penetrating damage.

 

~ Arrow 1/2 hard and soft armor, full penetrating damage.

HEAT High Explosive Anti-tank 1/2 armor, full penetrating damage. Composite Armour halves the damage.

 

EAP Extra Armor Penetration 1/4 armor, 1/2 penetrating damage.

 

FF Fragmentation Flechettes 1/2 soft armor, full damage.

 

ET Electrothermal Enhancement +50% damage and range, already accounted for in description.

 

G Gyrojet Ammo Damage increases when used at longer ranges.

 

r Radar Guided Active Missile Skill +20. Affected by jamming, stealth & chaff.

 

t Thermal Guided Active Missile Skill +15. Affected by flares and IR smoke.

 

o Optical Guided Active Missile Skill +15. Affected by smoke & darkness.

LEGEND

CYBERPUNK 2013 & 2020 BOOKS Code No

CP13 Cyberpunk 2013 CP3001

CP20 Cyberpunk 2020 CP3002

BH Blackhand's Street Weapons CP3461

Chr1 Chromebook 1 CP3701

Chr2 Chromebook 2 CP3181

Chr3 Chromebook 3 CP3331

Chr4 Chromebook 4 CP3471

CB1 Corpbook 1 CP3111

CB2 Corpbook 2 CP3151

CB3 Corpbook 3 CP3161

DS Deep Space CP3211

NO Near Orbit CP3301

ER Edgerunners Inc. CP3391

ES Eurosource CP3901

ES+ Eurosource Plus CP3421

SF Firestorm: Stormfront CP3481

SW Firestorm: Shockwave RT03491

HoB Home of the Brave CP3221

LU Listen Up Primitive Screwheads CP3291

LD Live & Direct CP3431

MM Maximum Metal CP3191

NEO Neo Tribes CP3371

NC Night City CP3501

PAC Pacific Rim CP3311

P&S Protect and Serve CP3171

BB R Bartmoss' Brainware Blowout CP3521

NET Rache Bartmoss' Guide To The Net CP3241

RB Rockerboy CP3401

UK Rough Guide to the U.K. CP3281

SOF Solo of Fortune CP 3101

SOF2 Solo of Fortune 2 CP3361

WS Wildside CP3271

ET Euro Tour (c) CP3131

LoF Land of the Free (c) CP 3231

FH Tales from the Forlorn Hope (c) CP3121

WCD When the Chips are Down (a) CP3801

HW Hard Wired (w) CP3201

WGF When Gravity Fails (w) CP3601

 

 

 


 

ATLAS GAMES SUPPLEMENTS Code No

AB The Arasaka Brainworm (a) AG5000

AFD All Fall Down (a) AG5040

BON The Bonin Horse (a) AG5050

TCB The Chrome Berets (c) AG5025

CF Cabin Fever (a) AG5065

CD Chasing The Dragon (a) AG5035

GW Greenwar (a) AG5055

NCS Night City Stories (c) AG5005

NWP Northwest Passage (a) AG5070

OC The Osiris Chip (a) AG5010

STF Street Fighting (a) AG5020

TTB Thicker than Blood (a) AG5045

 

WEST END GAMES SUPPLEMENTS Code No

ATM Alice Through The Mirrorshades (a) 12017

 

IANUS SUPPLEMENTS Code No

DM Dark Metropolis (w) ICP116

GCT Grimm's Cybertales (w) ICP110

NE Night's Edge (w) ICP101

CP Crash Point (a) ICP112

HF Home Front (a) ICP119

KOCJ King Of The Concrete Jungle (a) ICP106

MJ1-2 Media Junkie 1-2 (a, c) ICP107,14

N1-3 Necrology 1-3 (a, c) ICP102,4,5

PG Playground (a) ICP115

PB Premature Burial (a) ICP117

RM Remember Me (a) ICP118

SA Sub Attica (c) ICP120

SUR Survival Of The Fittest (a) ICP103

 

CYBERGENERATION Code No

CGen Cybergeneration 1st Ed. CP3251

Eco EcoFront CP3341

Med MediaFront CP3351

Vir VirtualFront CP3441

BDay Bastille Day (a) CP3261

 

MAGAZINES, NETBOOKS, ETC

I1.1 to I2.2 Interface. Vol 1 # 1-4, Vol 2 # 1-2

P1 to P3 Punk '21. # 1, 2, and 3 (UK)

RPI Role Player Independent, July (UK)

 

KEY

(a) Adventure

(c) Campaign

(w) Alternate World Book


 

 

 

 

 

 

 

 

(All Cybernetics created by R. Talsorian games and their respected authors.  Cybernetics List Compiled by Node 16, images compiled by Deric Bernier.  Images by Deric Bernier, R. Talsorian Games, DC Comics, Marvel Comics, Image Comics, Appleseed, Guyver, Hajime Soryama, Dan Norton, KingBouyah, Vulne Pro, Power Rangers, Laser Tag, Glitchwerk, Duelisto, Codi_t, Crysis, Gears Of War, Halo, Ghost Recon, Torvenius, Nuclear Dawn, OutfoxedTW, Killzone, GI Joe, Praetoris, Gundam, Macross,  Flyingdebris, Malaveldt, liquidology, Bionic Commando, Ragaru, Marquis_di_Carabas, FLOWERZZXU, straszak, cooley, mojette, Flytch, graver13, Daichym, Bluefley, 2Face_Tattoo, NeoZoan, Divine_Right, Robocop, okawei, principemm2, xrazorblade_beautyx, Weapon_Brown, Tetra Vaal, Akira, Mospeada, Render422, RyujinDX, Lynx2174, sharp_n_pointy, farhatali, SpiderPrince, Anthony Colard, and other various Manga, Anime, Comic Book, Video Game, Film, Artists, and RPG sources. )