Cybernetics |
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System |
Diff. to Install
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Wound Level Caused
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Cyber Rating |
Basic Cost |
System TOU |
Notes |
Misc. Items |
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SimNerve |
Moderate |
mortal |
1/0.5 |
500 |
* |
Used to communicate
commands from brain to hardware. Necessary for all cyberware except for Synthflesh II
& III |
Enhanced SimNerve
(ESN) |
Difficult |
mortal |
1.5 |
1875 |
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Syntheflesh |
Easy |
stunned |
0/0.5 |
200-650 |
N/A |
Fake flesh used to
cover cyber. Cyber Value for Grade I only |
Fooler |
Moderate |
wounded twice |
1.5 |
6000 |
4D |
Adds +2D to difficulty
of sensors to detect cyberware. |
Neural Jack |
Moderate |
incapacitated |
0.5 |
1100 |
3D |
Used to access
cybernetically capable computers via SimNerve |
Weapon Jack |
Moderate |
incapacitated |
1 |
900 |
4D |
+1D to the interfaced
weapons skill attempt. When used in conjunction with an eye display system, the system
adds +1D+1. |
Power Cells |
- |
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200 |
4D |
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Testron Body Vision
|
Moderate |
wounded twice |
1.5 |
6000 |
N/A |
Adds +1D to sneak or
disguise skill checks. |
Organ Replacement
|
Difficult |
mortal |
2.5 |
50000 |
7D* |
Increases a patient's
STR by +2. |
Broken Heart |
Difficult |
mortal |
2 |
50000 |
7D* |
Each heart-unit adds
+2 pips (convertible to 1D for every 3 pips) to the person's roll versus dying when
mortally wounded |
NW Personal Jammer
|
Difficult |
wound |
0.5 |
3600 |
5D |
Adds +2D to difficulty
to electronic surveillance rolls. |
Finger Stinger |
Moderate |
stunned |
0.5 |
1000 |
5D |
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NW Adjustable Comlink
|
Moderate |
wound |
1.5 |
1500 |
5D |
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Motion Scanner |
Moderate |
wounded twice |
1 |
2000 |
6D |
Adds +2 to Perception
for detecting vibrations. Cost: 2000 if implanted into biological hand; 900 if added as a
cyberhand module |
Element Scanner
|
Moderate |
wounded twice |
1 |
2100 |
6D |
Cost: 2100 if
implanted into biological hand;1000 if added as a cyberhand module. Adds +1 to sensor attempts to identify composition
of an item. |
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Olfactory Systems
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McGinley Bloodhound
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Moderate |
stunned |
0.5 |
1250 |
6D |
Gives a linked user a
+2 to any Perception check involving scent. |
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Taste and Vocal
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Dr. Yuk |
Moderate |
stunned |
0.5 |
1000 |
6D |
Mr. Yuk gives a +2
bonus to taste-based Perception rolls. |
NW Persuader |
Moderate |
wounded twice |
1 |
10000 |
4D |
The Persuader gives a
+2 bonus to any vocal attempt of con or persuasion. The Persuader can be detected with a
Moderate auditory Perception or higher. |
McGinley Smooth Talker
|
Moderate |
wounded twice |
1 |
12500 |
5D |
The McGinley provides
a +1D bonus to any vocal attempt of con or persuasion, but is detectable with a Easy roll
versus auditory Perception. |
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Tactile Systems
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Furtherman Hypertouch
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Moderate |
wounded twice |
1 |
5000 |
4D |
When replaced, manual
Dexterity is increased by +2 when manipulating small or delicate objects. When combined
with Furtherman MicroOptics system, add +3 to skill checks for microscopic manipulation.
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Auditory Systems
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Furtherman EVD |
Moderate |
wounded twice |
0.5 |
1250 |
5D |
+2 to hearing
Perception rools |
Furtherman LF |
Moderate |
wounded twice |
1 |
1500 |
5D |
+1 to Perception
detection low-frequency sounds |
Furtherman HF |
Moderate |
incapacitated |
0.5 |
1500 |
5D |
+1 to Perception
detection high-frequency sounds |
Ear Tap |
Moderate |
wound |
1 |
1800 |
5D |
Adds +2 to auditory
Perception attempts when receiving frequencies and/or searching for a particular pattern.
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NW Sonar Sound |
Moderate |
wound |
0.5 |
2800 |
5D |
Adds +1 toPerception
attempts in dimly-lit conditions when using sonar information. |
McGinley SenseDog
Line: |
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Base Unit |
Moderate |
wounded twice |
1 |
4000 |
6D |
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Overseer Module
|
Moderate |
wounded twice |
0.5 |
1500 |
6D |
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ListenDog |
Moderate |
wounded twice |
0.5 |
1250 |
6D |
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Optical systems
& Visual Enhancers |
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Bug Eyes |
Moderate |
wound |
1.5 |
2700 |
4D |
Gives the user near
270 degree vision. Adds +1D+1 to Perception attempts. |
NW Supersight |
Moderate |
wounded twice |
1 |
2250 |
4D |
+2 to Perception
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NW Heat-Seeker |
Moderate |
incapacitated |
1 |
2300 |
4D |
+1 to Perception in
dark; Allows sight in darknesss via infrared |
NW Low-Light |
Moderate |
wounded twice |
1 |
1900 |
4D |
+1 to Perception in
dark; Negate all but total darkness |
Brodie Telescoptric
|
Moderate |
incapacitated |
1 |
2300 |
5D |
Magnification x25;+2
to Perception at long distances |
Brodie LED |
Difficult |
incapacitated |
1.5 |
4500 |
5D |
Provides LED info thu
cyber-eye; interfaces with Scholar Chips |
Furtherman Hunter
|
Moderate |
incapacitated |
1.5 |
3750 |
5D |
+2 to weapons skill
when used with Simnerve link to weapon |
NW Telescoptric
|
Moderate |
incapacitated |
1 |
1750 |
4D |
Magnification x25;+2
to Perception at long distances |
NW LED |
Difficult |
incapacitated |
1.5 |
3500 |
4D |
Provides LED info thu
cyber-eye; interfaces with Scholar Chips |
NW Hunter |
Moderate |
incapacitated |
1.5 |
3250 |
4D |
+2 to weapons skill
when used with Simnerve link to weapon |
Brodie SuperSight
|
Moderate |
wounded twice |
1 |
2950 |
6D |
+2 bonus to use of the
Perception rolls. |
Brodie Heat-Seeker
|
Moderate |
incapacitated |
1 |
2350 |
6D |
+1 bonus to Perception
in low-light or dark conditions |
Brodie Low-Light
|
Moderate |
wounded twice |
1 |
2500 |
6D |
+1 to Perception in
dark; Negate all but total darkness |
Brodie Hunter |
Moderate |
incapacitated |
1.5 |
4200 |
5D |
+2 to weapons skill
when used with Simnerve link to weapon |
Furtherman SuperSight
|
Moderate |
wounded twice |
1 |
2600 |
5D |
+2 bonus to use of the
Perception rolls. |
Furtherman Heat-Seeker
|
Moderate |
incapacitated |
1 |
2100 |
5D |
+1 bonus to Perception
in low-light or dark conditions |
Furtherman Low-Light
|
Moderate |
wounded twice |
1 |
2200 |
5D |
+1 to Perception in
dark; Negate all but total darkness |
Furtherman
Telescoptric |
Moderate |
incapacitated |
1 |
2000 |
5D |
Magnification x25;+2
to Perception at long distances |
Furtherman LED |
Difficult |
incapacitated |
1.5 |
4000 |
5D |
Provides LED info thu
cyber-eye; interfaces with Scholar Chips |
NW Basic Eye |
- |
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- |
100 |
4D |
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Brodie Basic Eye
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150 |
6D |
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Furtherman Basic Eye
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- |
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- |
125 |
5D |
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Furtherman Bonus View
System |
Moderate |
incapacitated |
1 |
1800 |
5D |
+1 to sight
Perceptrion |
NW SuperSight |
Moderate |
incapacitated |
1 |
2250 |
4D |
+2 to Perception
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NW MondoVision |
Moderate |
incapacitated |
1 |
3300 |
4D |
+3 to Perception
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Brodie Cyber-Detector
|
Difficult |
incapacitated |
1 |
6000 |
5D |
Adds +2 to Perception
attempts to detect cyberware. |
NW Range Scope |
Moderate |
incapacitated |
1 |
3350 |
4D |
Provides +1 to
applicable weapons skills. |
NW Infrared |
Moderate |
wounded twice |
1 |
1900 |
4D |
Adds +1 to Perception
attempts of heat signatures in dark conditions.] |
Furtherman Tracker
|
Moderate |
incapacitated |
1 |
2000 |
4D |
Adds +2 to Perception
attempts when shadowing a target |
Testron Cats Eye
Low-Light |
Moderate |
incapacitated |
1 |
2200 |
4D |
Adds +2 for Perception
attempts in low-light conditions. |
Brodie Fiber
Telescoptric |
Difficult |
incapacitated |
1 |
3400 |
3D |
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NW EyeHUD |
Difficult |
incapacitated |
1.5 |
6500 |
4D |
Adds +1 to Perception
attempts when utilizing applicable information from multiple sensors presented in the
display. |
Chromespec |
Moderate |
wounded twice |
1 |
1000 |
6D |
Adds +1D+1 vs.
blinding flashes, +1 to visual Perception attempts in high-glare environments. |
NW Eye Lite |
Moderate |
stunned |
0.5 |
500 |
5D |
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Testron Anti-Glare
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500 |
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+1D bonus to the STR
roll against blinding attacks. |
NW Micro-Optics
|
Moderate |
incapacitated |
1 |
1750 |
4D |
This grants a +1D
bonus to Perception when looking for details only visible through magnification. |
Brodie MicrOptics
|
Moderate |
incapacitated |
1 |
2300 |
6D |
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Furtherman MicroOptics
|
Moderate |
incapacitated |
1 |
2000 |
5D |
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McGinley Watch Dog
Line |
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Visual Finger Base
Unit |
Moderate |
wounded twice |
1 |
500 |
4D |
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Advisor Base Unit
|
Moderate |
incapacitated |
1.5 |
750 |
4D |
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Heel! Base Unit
|
Moderate |
wounded twice |
1 |
350 |
4D |
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Physical
Enhancements |
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Brodie Equilibrium
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Difficult |
mortal |
1.5 |
4300 |
4D* |
+1 to acrobatics,
beast riding, dodge, melee combat (defensive only) and some other balance related skills.
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NW Synthemuscle
|
Moderate |
incapacitated |
1.5 |
12500 |
4D* |
+1D to STR; normally
installed to support cyberlimbs |
NW Intradermal Plate
|
Moderate |
mortal |
2 |
22500 |
|
STR+2D against all
attacks. |
Furtherman
Adreno-Charger |
Easy |
wounded twice |
1 |
4500 |
4D* |
Holds the
Adrenocharger chemical (5 doses) |
Furtherman
Endorpho-Charger |
Moderate |
incapacitated |
1 |
4500 |
4D* |
Holds the
Endorphocharger chemical (5 doses) |
Becker QuickKill
|
Moderate |
incapacitated |
2.5 |
9500 |
5D+ |
Holds the Becker
QuickKill (can hold Endorphocharger or Adrenocharger also) (8 doses) |
Brodie Mind-Enhance
Injector |
Difficult |
mortal |
2 |
8000 |
5D+ |
Holds the MindEnhance
chemical (5 doses) |
NW PainShield Injector
|
Moderate |
incapacitated |
2 |
7500 |
5D+ |
Holds the Painshield
chemical |
Furtherman NBX |
Easy |
wound |
0 |
4000 |
5D+ |
Holds the any drug;
manually triggered; does not require Simnerve. |
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Prosthetics |
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Cyberhands |
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See rules & table
for Cost and bonuses |
Brodie Cyberskeleton
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Difficult |
mortal |
2 |
30000 |
9D |
Base STR+3 to all
actions; supports cybernetic muscles |
Sheath |
Moderate |
wound |
0.5 |
900 |
2D |
Concealed sheath for
small weapons; can open on command from SimNerve. |
Body Club |
Moderate |
incapacitated |
1.5 |
3000 |
4D |
Damage Value
STR+3D/7D. Provides 20 hits before needing to be recharged(Reduce damage value by +1D for
a drained Club). A mishap means the user may have zapped himself. |
Brodie ShockFist
|
Moderate |
wounded twice |
1.5 |
7500 |
7D |
5D electrical attack
may be made (touch range only) |
Brodie RamFist |
Moderate |
wounded twice |
1.5 |
6500 |
7D |
RamFist does STR+1D/7D
damage. |
RamFist Gas Cartridge
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400 |
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Sub-dermal Knuckle
Implant |
Moderate |
stunned |
0.5 |
800 |
6D |
add +1D to brawling
blocks and provide +1D+1 physical/ 0 energy for the limb when taking damage from blocking
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Sub-dermal Foot
Implant |
Moderate |
stunned |
0.5 |
1000 |
6D |
add +1D to brawling
blocks and provide +1D+1 physical/ 0 energy for the limb when taking damage from blocking
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Flex-version Knuckle
Implant |
Moderate |
wound |
1 |
1200 |
6D |
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Flex-version Foot
Implant |
Moderate |
wound |
1 |
1500 |
6D |
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HeadButt Plate |
Moderate |
wounded twice |
0.5 |
1200 |
4D |
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McGinley Venom |
Moderate |
wounded twice |
1 |
6500 |
6D |
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- Sleep capsule
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- |
- |
- |
500 |
- |
Sleep gas: Moderate
STR check or unconsciousness for five minutes. |
- Acid cartridge
|
- |
- |
- |
750 |
- |
Acid: damage value 4D.
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- Nausea |
- |
- |
- |
600 |
- |
Nausea: Moderate STR
check or vomiting for three rounds. |
- Paint |
- |
- |
- |
75 |
- |
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- Fog |
- |
- |
- |
75 |
- |
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Furtherman Cutting
Edge |
Moderate |
wounded twice |
1.5 |
9000 |
7D |
Damage value
STR+1D/7D. |
Lockpicks |
Easy |
stunned |
0.5 |
500 |
6D |
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Scissors |
Easy |
stunned |
0.5 |
200 |
6D |
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Microlight |
Easy |
stunned |
0.5 |
400 |
6D |
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Interface Jack |
Easy |
stunned |
0.5 |
1600 |
6D |
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Rollerboys |
Moderate |
wounded twice |
1 |
3000 |
7D |
Adds +10 to movement
running speed limit. Add +1D to the difficulty if traveling over less than even terrain,
+2D if attempting to go uphill.] |
Rocketeers |
Moderate |
wounded twice |
1.5 |
10000 |
7D |
50 meters vertical
limit; 140 meters horizontal limit. Treat like rocket pack.They are usable only by people
with the Rocket pack operations skill and, even then, at +2 to the difficulty number.
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Clampons |
Moderate |
wounded twice |
1.5 |
10000 |
7D |
Add +1D+1 to running
or climbing skill checks on nonstandard surfaces. |
Magnetics |
Moderate |
wounded twice |
1.5 |
10000 |
7D |
Add +1D+1 to running
or climbing skill checks on nonstandard surfaces. |
ToolHand |
Very Difficult |
wounded twice |
1 |
5000 |
7D |
Adds +2 on all repair
skills (may specialize for an extra +1) |
Magic (Illusion)
|
Very Difficult |
wounded twice |
1 |
4500 |
7D |
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Artist Kit |
Very Difficult |
wounded twice |
1 |
3500 |
7D |
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Medic Hand |
Very Difficult |
wounded twice |
1 |
6500 |
7D |
Adds +3 on Medic/First
aid skills |
Cyberarms and
cyberlegs |
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See rules & table
for Cost and bonuses |
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Weapons |
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Brodie Serpent |
Easy |
wound |
1 |
2400 |
6D |
Damage Value 3D+1,
range 3-8/15/30; ammo 3; ammo cost 35 |
Furtherman Enforcer
|
Moderate |
wounded twice |
1.5 |
12500 |
6D |
Damage Value 4D, range
3-10/25/50; ammo 12; ammo cost 30 |
Claws |
Moderate |
wounded twice |
2 |
3500 |
5D |
Damage Value STR+1D/5D
|
Electric Claws |
Moderate |
wounded twice |
2 |
3500 |
7D |
Damage Value STR+2D/7D
or STR+1D/5D unpowered; holds ten charges; and takes 30 min to recharge |
Razortips |
Moderate |
wound |
1 |
2200 |
4D |
Damage STR+2; may be
filled with poisons, drugs, or acids. |
Fangs |
Easy |
stunned |
0.5 |
1400 |
4D |
Damage Value STR+1;
may be filled with poisons, drugs, or acids. |
Razor Wire |
Moderate |
wound |
1 |
1100 |
6D |
Range up to two
meters; STR+1D+1/6D damage |
Sonic Disruptor
|
Moderate |
wounded twice |
1.5 |
20000 |
7D |
Damage Value: 7D
Range: Short: 3-25 Medium: 75 Long: 150 Price: 20000 Ammo: 30 Ammo Price: 125 |
Neutrino Nullifier
|
Moderate |
wounded twice |
1.5 |
20000 |
7D |
Damage Value: 8D
Range: Short: 3-15 Medium: 50 Long: 100 Price: 20000 Ammo: 20 |
Rocket Digits |
Moderate |
wound |
1.5 |
3600 |
4D |
Damage Value (per
Rocket) 3D+1 Range: 10-25/50/150 |
Furtherman
Cyber-weapon Scope |
N/A |
N/A |
N/A |
2500 |
N/A |
|
Body Club |
Moderate |
incapacitated |
1.5 |
3000 |
4D |
Damage Value
STR+3D/7D. Provides 20 hits before needing to be recharged(Reduce damage value by +1D for
a drained Club). A mishap means the user may have zapped himself. |
Venom |
Moderate |
wound |
1.5 |
2700 |
4D |
Damage value
determined by the toxin (See Dufuss, Somynide and Scud) |
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Armor Chart |
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Armor Type |
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Price |
Armor Value |
Notes |
Furtherman
Mini-shields |
N/A |
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2000 |
+1D+1p / +2e |
Activated by SimNerve,
appears like insect carapaces. TOU/Max Value: +1D+1 physical / +2 energy Mass: N/A Cost:
2000/graft |
EMP Shieldin&
Level I |
N/A |
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3000 |
+1D |
Increases the
difficulty of attempts to shut down protected electronics |
EMP Shielding, Level
II |
N/A |
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3500 |
1D+2 |
|