ARGAME

[ Home]  [ Skills ]  [ Adepts ]  [ Backgrounds ]  [ Bioware ]  [ Cyberware ]  [ Feats ]  [ Genetics ]  [ Metamagic ]  [ Nanotech ]  [ Spells ]  [ Racial ]

[ Guns & Ammo Stats ]  [ Siteplans ]  [ Building Photos (High-Rise) ]

Cyberware

Autoinjector | Biomonitor | Bionic Muscles | Blood Filtration System | Bone Lacing I: Aluminum | Bone Lacing II: Ceramic | Bone Lacing III: Titanium | Chemical Analyzer | Chipjack | Chipjack 2-Port | Chipjack 3-Port | Chipjack 4-Port | Commlink | Cortex Bomb | Crypto-Circuit | Cyberfins | Cybergland | Cybergland: Extra Dose | Data Filter | Datajack | Data Lock | Dermal Armor | Dermal Sheathing | Encephalon | Frequency Modulator, High | Frequency Modulator, Low | Gastric Neurostimulator | Hand Razors | Hand Razors, Retractable | Headware Memory | Headware Radio | Satellite Uplink | Induction Datajack | Ingested Toxin Filter | Inhaled Toxin Filter | Internal Air Tank | Internal GPS | Internal Voice Mask | Jolt Alert | Junkyard Jaw | Magnetic System | Math SPU | Move by Wire I | Move by Wire II | Move by Wire III | Move by Wire IV | Muscle Booster | Olfactory Booster | Oral Dart | Oral Gun | Oral Slasher | OXSYS Cybergill | Processor | Projectile Spur | Radio Booster Unit | Retractable Climbing Claws | Scramble-Breaker | Signal Booster | Skillsoft Expert Driver | Skillwires | Smart Articulation | Smartgun Link | Smartlink-2 | Spurs | Spurs, Retractable | Subdermal Speakers | Subvocal Microphones | Transducer | Wet Sheath | Wired Reflexes I | Wired Reflexes II | Wired Reflexes III | Wrist Display | Vocal Amplifier | Balance Augmenter | Cosmetic Modification, Ears | Cyberears | Damper | Extended Frequency Hearing | Hearing Amplification | Tympanic Sensors | Select-Sound Filter | Spatial Recognizer | Britelight System | Cosmetic Modification, Eyes | Cybereyes | Cybereye : Additional | Display Link | Electronic Magnification System I | Electronic Magnification System II | Electronic Magnification System III | Eye Band | Eye Dart | Eye Datajack | Eye Gun | Eye Laser : Laser Designator | Eye Laser : Optical Scanning Link | Eye Laser : Tool Laser | Eye Light | Facial Recognition | Flare Compensation | Low-Light | Magnetic Anomaly Detector | Microscopic Vision | Radar | Rangefinder | Thermographics | Ultrasound Vision | Ultraviolet Sight | Ultra High Band Vision | Ultra Low Band Vision | Cyber Arm : Obvious | Cyber Arm : Natural | Cyber Hand : Obvious | Cyber Hand : Natural | Cyber Foot : Obvious | Cyber Foot : Natural | Cyber Leg : Obvious | Cyber Leg : Natural | Cyberskull : Obvious | Cyberskull : Natural | Cyber Torso | Compartment : Small Device | Cybergun : Pistol | Cybergun : Flametosser | Cybergun : Sub-Machine Gun | Cybergun : Shotgun | Augmented Musculature | Extra Ammunition Storage | Grapple Hand | Scanner System | Structural Enhancement | Telescoping Limb | Cyber Injector | Cyber Lockpick Gun | Cyber Lockpicks | Drone Hand | Fingertip Camera | Fingertip Mono Garrotte | Fingertip Laser | Fingertip Spray Gun | Fingertip Marker | Fingertip Bug Tracker | Tool Kit Hand | Flex Hands | Shock Hand | Synthetic Fingerprint | Compartment : Medium Device | Cyber Holster | Augmented Musculature | Hydraulic Jacks | Telescoping Limb | Structural Enhancement | Jet Assist | Waterjets | Cyber Skates (retractable) | Foot Anchor | Structural Enhancement | Cyber Parachute | Cyber Parawings | Retractable Weapon Mount | Smoke Generator | Compartment : Micro Device | Structural Enhancement | Horns | Horns, Retractable | Battletac IVIS | Vehicle Control Rig | Orientation System | Remote Control ECCM | Slalom Mod | Race Mod | Crash Mod | Damage Control Mod | Remote Pilot |

Name Tech Max LevelRules
Autoinjector 24 3 This is an internal injector for drugs; it is activated by command (uses 0 AP but must coincide with a normal action) . The unit is usually mounted in the leg and is reloaded by injecting the chemical into an internal storage vacuole. Requires a Processor. With a Biomonitor, may be pre-set to inject when a set of conditions is met (like your HP reach a certain level). Carries one dose per level.
Biomonitor 9 na Monitors body functions and vital signs. Must display through a Display link or be connected to a display device through a Datajack. If you have a Wrist Display, gives medical personnel a +1 bonus when treating the user.
BionicMuscles 80 1 Increases the user's Strength by Level +1. The user also does +1 melee damage per level. This is not compatable with Muscle Augmentation. It is compatable with Cyberlimbs. Each level increases Social Pariah Points by 1.
BloodFiltrationSystem 9 3 Adds a +2 bonus per level to any save versus toxins. In addition, multiply any onset times by the level. This is a small filter located near each kidney. Note, 1/2 this bonus applies to addiction saves. Beneficial drugs are unaffected.
BoneLacingI:Aluminum 30 na Reinforcements for the major bones in the body, with heavy emphasis on the rib cage, skull, and limbs. Serious impact damage is reduced to Moderate.
BoneLacingII:Ceramic 30 na Reinforcements for the major bones in the body, with heavy emphasis on the rib cage, skull, and limbs. Serious and Deadly impact damage is reduced to Moderate. Increases the Max Level of Bionic Muscles by 1.
BoneLacingIII:Titanium 40 na Reinforcements for the major bones in the body, with heavy emphasis on the rib cage, skull, and limbs. Serious and Deadly impact damage is reduced to Moderate. Extreme impact damage is reduced to Deadly. Increases the Max Level of Bionic Muscles by 2.
ChemicalAnalyzer 8 na Touch/taste/smell device which adds +3 to any Chemistry test to ID a solid, liquid or gas. Requires a Cranial Processor.
Chipjack 8 na One-way input device. Used to feed data from external hardware to cyberware. Also used as a skillsoft port. Cannot be used to transmit data to an external source.
Chipjack2-Port 10 na As Chipjack above but contains two outlets.
Chipjack3-Port 12 na As Chipjack above but contains three outlets.
Chipjack4-Port 14 na As Chipjack above but contains four outlets.
Commlink 18 na This is a multiple channel broadcasting and monitoring device that allows for broadcasting and listening to up to five channels. With a Processor, it can be used to search for someone else’s communications frequency. The base time required to find that frequency is 10 minutes. Add +4 to the Electronics skill check. You must have a Processor and an Internal Radio or Internal Phone to use this.
CortexBomb 15 na This is a small bomb implanted in the head of its victim. When detonated it kills the target, without possibility of being saved and does grenade damage to surrounding people/things. The bomb may be linked to a Biomonitor or a Processor depending on how you want to set it off. With a Headware Radio or Headware Phone, it can be set off externally.
Crypto-Circuit 20 na Encryption device that couples to a communication device (internal or external through a Chip/Datajack), and allows encoding of broadcasted signals with radio and telephone. It is only active when declared so. A decrypting device (rolling 1d6 +3 / Schooling: Electronics success) must make an opposed check against the Crypto-Circuit (rolling 1d12). If the decrypting device wins, it will take the difference in minutes to decode a signal. If the Crypto-Circuit wins, it will take the difference between the two checks in hours. You must have a Cranial Processor and be connected to a communications device to use this. Note, all communications devices in the loop must have this device and be synched to communicate.
Cyberfins 11 na Retractable webbing between the user’s fingers and toes. Counts as fins when not wearing shoes. Gives the user a +2 Swimming bonus and reduces the AP cost of a swimming action to 4 AP (which doubles his swimming movement rate). Adds +1 Social Pariah point.
Cybergland 18 na This is an autoinjector tailored to augment an existing function. It can be used to coat Hand Razors, Spurs, Oral Gun bullets, or Oral Slashers with a toxin. The gland is loaded externally and holds 1 dose.
Cybergland:ExtraDose 9 4 This modification to the Cybergland increases the number of doses it holds by 1 per level.
DataFilter 8 na When activated, disconnects information transfer from short-term to long-term memory making the user incapable of remembering anything that happened more than 5 minutes ago when the filter was active. The device contains an internal timer to shut it off. This device is often linked to an external display link to provide visual proof of its activation. It can also be linked to an internal communications device to allow remote activation.
Datajack 9 na Two-way input output device. Used to connect internal hardware to external hardware. Also used as a skillsoft port.
DataLock 9 na Encryption device that couples to a Datajack or Chipjack. It takes a special code to remove the encryption. While active, protects the user's Processor from hacking attempts. It can also make the user's Headware Memory un-accessible (even to the user). A decrypting device must make an opposed check against the Data Lock with each item’s level acting as the Skill. If the decrypting device wins, it will take the Data Lock’s level in minutes to decode a signal. If the Data Lock wins, the decrypting device will not succeed because the Data Lock wipes the data. You must have a Processor to use this.
DermalArmor 40 3 Sub dermal implants that add bulk and mass in order to reduce the shock of impact. +1 Armor per level. In addition, the character gains Level in Impact Resistance. Not compatible with Orthoskin, Dermal Sheathing, or Smart Skin. Adds +1 Social Pariah point per level.
DermalSheathing 40 3 Smooth, synthetic fibers are weaved into the user's skin. The result is hairless. Any time the user suffers impact or ballistic damage roll 1d6. If the result is less than or equal to the level of Dermal Sheathing, lower the damage by one category. If not, apply armor normally. This device is not compatible with Dermal Armor, Orthoskin, or Smartskin. Adds +3 Social Pariah points.
Encephalon 30 na An expert system microcomputer which augments the users ability to process data. Increases Intelligence by 1 point.
FrequencyModulator,High 8 na Requires Internal Voice Mask. Allows the user to speak in high frequency tones.
FrequencyModulator,Low 8 na Requires Internal Voice Mask. Allows the user to speak in low frequency tones.
GastricNeurostimulator 8 na This implant monitors gastro neural reflexes and uses electrical impulses to nullify sensations of nausea. It eliminates the effects of nausea or disorientation resulting from nausea.
HandRazors 11 na These are carbide tipped fingernail replacements. They are very sharp. They add +1 die to the character's unarmed combat damage and shift it to mortal. Adds +1 Social Pariah point.
HandRazors,Retractable 14 na These are carbide tipped blades which retract underneath the fingernails. They are very sharp. A Processor is required.
HeadwareMemory 7 na Internal hard drive. Increases internal storage so up to 5 skillchips may be stored (instead of 1 with just the processor). No processor is required but the data cannot be accessed without either a Processor or a Datajack link to a processor.
HeadwareRadio 13 na Allows access to all non-encrypted channels, one at a time. Range is 3km. Requires a Processor. With a Sub-Vocal Microphone, Transducer, or a microphone attached to a Datajack the user can broadcast over the chosen frequency. Can be linked to your processor to extend its communications range. Does not broadcast over the Internet so hackers cannot intercept the signal.
SatelliteUplink 21 na It also requires a Processor to use. The uplink gives the user a satellite uplink for communications. This device can function as an Internal GPS. When in Public Mode, the character serves as a WiFi hotspot.
InductionDatajack 18 na A subdermal datajack with no external port, this device can be used with magnetic induction adapters to establish connection. The user must be within 3m of the connection point and must point this device at it. Requires a Processor.
IngestedToxinFilter 11 3 Has a 30% chance per level of screening ingested toxins, eliminating their effects. Can be pre-set to ignore certain beneficial drugs or can be set on the fly with a Processor.
InhaledToxinFilter 12 3 Toxin filter that attaches to the lower esophageal passage. It detects and neutralizes toxins taken orally. Has a 25% chance per level of screening inhaled toxins, eliminating their effects. Note this is cumulative with an Ingested Toxin Filter. Can be pre-set to ignore certain beneficial drugs or can be set on the fly with a Processor.
InternalAirTank 13 na Holds 10 minutes worth of air. Requires a Processor.
InternalGPS 7 na Provides X,Y coordinates and facing to within 2 meters. Must have a Display Link or Datajack connected to a display device to get the output
InternalVoiceMask 15 na Allows the character to change the pitch and timbre of his voice. If attempting to mimic someone else’s voice, the character must equal or exceed the listener’s result in a Entertainment: Singing vs. Intelligence check.
JoltAlert 24 na When triggered, this device renders a shock to the nervous system to bring the user instantly awake. It can be connected to a Biomonitor or to an external triggering device one via a Chip/Datajack. If the user falls from a failed death save after 1 AP the jolt alert awakens the user though in all other respects he is still dying. Requires a Processor.
JunkyardJaw 35 na The entire jaw is removed and replaced with an armored, metal jaw. The upper pallet is also armored. The new jaw has serrations rather than teeth. Small hydraulic servos attach the jaw to the neck giving the user incredible bite strength (+1 damage category and 1d20 bite damage). Note the high bite damage allows the user to bite throughsome steel! +8 Social Pariah points.
MagneticSystem 24 4 This system places powerful magnets in the palms of the user's hands and the soles of his/her feet. It adds +7 to the user's Strength to maintain a grip on an ferrous item (only). Each pad can support 50 kilos of weight. Note, ferrous metals are not used in weapon construction but plates can be added for $50 per weapon. Requires a Processor.
MathSPU 8 na An internal calculator, stopwatch, chronometer, and alarm clock. It provides a +4 bonus to all math tests and can do complex calculations as a free action. As a Encounter power it can add +1 to the result of a Hacking roll. Requires a Processor.
MovebyWireI 131 na This enhancement replaces the nervous system with a computer controlled neural net. When activated, it places all the user's muscles in a state of near-seizure by making the body attempt to move in every direction at once. In this way, relaxing a set of muscles causes instant, high speed reaction in the opposite direction. A Processor is needed for this to work. This system allows the character to globally roll 2/6 to gain a -1 AP cost to an action. In addition, once per encounter, the character may change a failed d6 result to an automatic success. The character also receives +5 to his Initiative calculation. Adds +2 Social Pariah points. +1 to Athletics: Balance, Gymnastics, Leaping, Running and Swimming.
MovebyWireII 131 na This system allows the character to globally roll 3/6 to gain a -1 AP cost to an action. In addition, twice per encounter the character may change a failed d6 result to an automatic success. The character also receives +10 to his Initiative calculation. Adds +3 Social Pariah points. +1 to Athletics: Balance, Gymnastics, Leaping, Running and Swimming crit chances.
MovebyWireIII 131 na This system allows the character to globally roll 3/6 to gain a -1 AP cost to an action. In addition, three times per encounter the character may change a failed d6 result to an automatic success. The character also receives +15 to his Initiative calculation. Adds +4 Social Pariah points. +2 to Athletics: Balance, Gymnastics, Leaping, Running and Swimming.
MovebyWireIV 131 na This system allows the character to globally roll 3/6 to gain a -1 AP cost to an action. In addition, four times per encounter the character may change a failed d6 result to an automatic success. The character also receives +20 to his Initiative calculation. Adds +5 Social Pariah points. +2 to Athletics: Balance, Gymnastics, Leaping, Running and Swimming crit chances
MuscleBooster 35 na This is an injected brain stimulant that boosts the strength of the user by 50% (STRx1.5 round down) upon command. It also adds +1 to the user's melee damage per point of increase. The effects last for 2d6 AP and then cause the user to take Light Stun damage due to the muscular stress (armor does not stop this damage). It cannot be used if the character has a Cybertorso. Requires a Processor. This boost ignores normal enhancement limits.
OlfactoryBooster 18 na +1 Awareness: Intuition. Allows sense of smell (and taste) to be turned off.
OralDart 24 na A single use dart gun in your mouth. Dart does no damage but can be coated with any drug which will be administered if 1d10 penetrates the target's armor. You may add your Firearms: Pistol check successes. Requires 1 minute to reload. Requires a Processor.
OralGun 29 na Four shot .25 caliber pistol in your mouth. Requires 1 minute to reload. Requires a Processor.
OralSlasher 18 na A retractable knife stored under the tongue. It lashes out to a range of ½ m then quickly retracts. Allows a knife attack as a free action if grappling or target is very close and unsuspecting. Requires a Cranial Processor.
OXSYSCybergill 21 na Implanted gills which allow the user to obtain oxygen from water through osmosis and expel CO2 via reverse osmosis. These gills are installed on the neck and are visible to anyone who looks. Adds +1 Social Pariah point.
Processor 29 na Allows the character to implant a cyberdeck computer in his head. The computer must be purchased using cash.
ProjectileSpur 24 na This modifies a Spur or Retractable Spur with a compressed air catapult that is capable of launching the spur up to 5 meters. When used this way, it does +5 damage. The attack is resolved using the user's Projectiles: Throwing skill. It takes 25 AP to reload the spur.
RadioBoosterUnit 18 na Increases radio range from 3km to 20km. A Headware Radio is required.
RetractableClimbingClaws 15 na Adds +1 Bonus to climbing and its crit chance. Requires a Processor.
Scramble-Breaker 25 na This is the decoding device used to defeat a Crypto-Circuit. See Crypto-Circuit above for details. You must have a communications device and a Cranial Processor to use this.
SignalBooster 11 4 Adds 10 km to your broadcast range per level. This can modify a Headware Radio or Headware Telephone or both.
SkillsoftExpertDriver 20 na Allows your skillwired skills to critical successes if the roll warrants them without the +4 modifier. Multiples of this device must be purchased if multiple chips will use its effect. Requires Skillwires and Headware Memory or a Chipjack or Datajack.
Skillwires 50 na Active database which is hooked up to your motor nerves. Allows the user to slot a chip in his Chipjack or Datajack which contains information and motor impulses relating to a particular skill. The effect is to grant a +4 bonus to any check using that skill but no critical success can be scored. Requires a Processor and a Datajack or Chipjack. Skill chips cost 500¥. Alternately, you can purchase a membership (1,000¥ per month) to online services that allow you to "stream" a skill. To do this you must be online and loading a skill takes 5AP.
SmartArticulation 24 na This modification replaces the connective tissue in the body's joints with high tensile smart materials. The effect allows the character to choose his limbs degree of flexibility. He receives +1 to Athletics: Escape Artist and Unarmed Combat: Wrestling. Falling damage is reduced by one story. He can also lock his joints in place to remove muscle strain while climbing, etc (negating the need for tests to stay in place). This modification is incompatible with Enhanced Articulation and Elastic Joints.
SmartgunLink 18 na This is a sighting system that detects the orientation of a smartgun equipped weapon and compares it with the orientation of the users head. When the weapon is aligned with the line of sight of the user, a crosshair illuminates. A Display Link is necessary for this to function though an external link will work. It is mounted in the palm of the character’s hand to connect with a properly equipped weapon when it is picked up. It gives the shooter Accurate 1d6 when using weapons also equipped with a smartgun link. Requires a Processor. This device also reduces the cost of changing magazines by 1AP.
Smartlink-2 24 na Advanced smartgun link that guides your shots to the center-mass of the target to furtherincrease your to-hit chance and maximize damage. It gives the shooter a +1 to all direct fire skills and Accurate 1d6 when used with appropriately equipped weapons. You must have a Display Link to use this device. Requires a Processor. This device also allows the user to precisely choose how many rounds are fired when using autofire. This device also reduces the cost of changing magazines by 1AP.
Spurs 29 2 Wicked blades which are mounted to the forearm and extend past the hand. Each level cooresponds to implanting them in one arm. With multiple levels, gain {*: conduct additional spur attack for 1 AP} to your spur attacks (with 3-4 spurs roll randomly to determine # of extra attacks). Adds +5 Social Pariah points.
Spurs,Retractable 36 2 Wicked blades which can retract inside the forearm and can extend past the hand. See Spurs above for effects.
SubdermalSpeakers 9 na Small speakers implanted inside the ears. Allows the user to broadcast audio to a distance of 300 meters. With a microphone (internal or external with a Chipjack), you can magnify your voice. Requires a Processor.
SubvocalMicrophones 9 na Microphone implanted in the user's esophagus. Allows the user to sub-vocalize while communicating with cyberwear or devices attached through a Datajack. Viewers must make an Awareness : Perception check to realize the user is communicating.
Transducer 15 na Translates thought into words and vice versa. Allows totally silent sending and receiving of information but the information is sent in text or monotone form. Requires a Processor.
WetSheath 11 1 This is a modification to the Dermal Sheath that coats it with a polymer that appears shimmering wet and cool to the touch. It is very slippery. Opponents trying to grapple exposed wet sheath areas suffer a -2 modifier. Though it appears wet, water slides off the surface leaving it dry. Adds +2 Social Pariah points.
WiredReflexesI 50 na This enhancement speeds the reaction of of the nervous system. A Processor is needed for this to work. This device adds +5 to the user's Initiative calculation. Add an additional die when rolling initiative. Adds +1 Social Pariah point.
WiredReflexesII 50 na This device adds +10 to the user's Initiative calculation. Adds 2 additional dice when rolling initiative. Adds +2 Social Pariah points.
WiredReflexesIII 50 na This device adds +15 to the user's Initiative calculation. Adds 3 additional dice when rolling initiative. Adds +3 Social Pariah points.
WristDisplay 9 na A digital display embedded in the wrist. This is similar to the Display Link. If you have a Biomonitor, gives medical personnel a +1 bonus when treating the user. Requires a Processor.
VocalAmplifier 13 na Speakers embedded in the larynx allows the user to amplify his voice to be heard from 750 meters away. Requires a Processor.
BalanceAugmenter 20 na +2 to Athletics: Balance and +1 to Athletics: Gymnastics crit chance. You must have Cyberears to use this.
CosmeticModification,Ears 15 na Molds the ears into any shape desired. Points are common.
Cyberears 17 na Electronic replacement ears without enhancements. Anything you hear may be recorded using your processor if desired. You must have a Processor to use this. Without Cosmetic Modification, adds +1 Social Pariah point.
Damper 16 na This is an electronic noise reduction device that reduces damage from sound based attacks by half (round the damage down). It also halves the effects of concussion grenades. You must have Cyberears to use this.
ExtendedFrequencyHearing 13 na A device that allows the brain to interpret low and high frequency sounds. You must have Cyberears to use this.
HearingAmplification 17 na This device increases the decibel level heard by the user. It adds +2 to the user's Awareness: Audio and its crit chance. You must have Cyberears to use this.
TympanicSensors 31 na This device makes the character incredibly sensitive to changes in air pressure. Much like a fly, the character senses attacks coming and can attempt to get out of the way. The character recieves a +1 bonus to Dodge attempts and can attempt to dodge attacks he cannot see coming. You must have Cyberears to use this.
Select-SoundFilter 19 na This enhancement separates sounds into individual tracks to filter out extraneous sounds. The character may choose to filter out certain sounds when making a hearing based Awareness check (adding +1 to Awareness: Audio). It also renders white noise interference 50% ineffective. If desired, the user can become temporarily deaf. You must have Cyberears to use this.
SpatialRecognizer 16 na 60% chance to closely determine sound location. If paired with a GPS and orientation system with a map, the sound’s location can be painted on the map and the chance rises to 80%. You must have Cyberears to use this.
BritelightSystem 29 na This system upgrades the character’s Eye-Light System in both his Cybereyes (both required). It siphons electricity from the body’s nervous system to charge tiny capacitors and can discharge as an Encounter power emitting a blinding flash. Affects all targets facing your front. Targets must make (5) Dexterity saves. Each failure grants a cumulative -1S to all checks requiring sight. Range modifiers apply to the saves. The target modifier degrades at a rate of 1 point per phase. You cannot have this modification in any particular eye if you also have a Eye Dart, Eye Datajack, Eye Gun, Ultrasound Vision System in that eye.
CosmeticModification,Eyes 7 na Modifies Cybereyes so you must be actively looking to notice them. Can also be used to make them appear outlandish.
Cybereyes 17 na Cyber replacements for the eyes. Anything the eye sees may be recorded using your processor. You must have a Processor to use this. Without Cosmetic Modification, adds +2 Social Pariah Points.
Cybereye:Additional 18 na May be mounted anywhere. Apply a -2S cumulative target modifier to all actions when used in addition to other additional cybereyes or your original eyes. Note they can be turned off to avoid this modifier. Unless 2 are paired, the user will have no depth perception using this eye. You must have a Processor to use this. This eye must receive its modifications separately from the user’s “normal” eyes. Full price must be paid but that price allows modifications to up to two additional cybereyes. Adds +2 Social Pariah points.
DisplayLink 9 na Allows information to be displayed on the retina of the eye. You must have Cybereyes to use this.
ElectronicMagnificationSystemI 9 na Software package that enhances viewed images by 5x. When making aimed shots or used in conjunction with a smartgun link, increase each range category by 10%. You must have Cybereyes to use this. Upgrade: Electronic Magnification System II.
ElectronicMagnificationSystemII 12 na Software package that enhances viewed images by 10x. When making aimed shots or used in conjunction with a smartgun link, increase each range category by 30%. You must have Cybereyes to use this. Pre-requisite: Electronic Magnification System I. Upgrade: Electronic Magnification System III.
ElectronicMagnificationSystemIII 18 na Software package that enhances viewed images by 15x. When making aimed shots or used in conjunction with a smartgun link, increase each range category by 50%. You must have Cybereyes to use this. Pre-requisite: Electronic Magnification System II.
EyeBand 20 na An eyeband replaces the character's eyes with a visor-like band of visual receptors that wraps around the head at eye-height and grants 360 degree vision (if unobstructed by hair, hats, etc.). Users suffer a 1/6 chance of +1 AP cost due to disorientation but receives +3 to his Awareness: Visual skill. The wrap-around vision can be temporarily restricted to normal parameters to eliminate the bonuses and negatives. Adds +3 Social Pariah points.
EyeDart 33 na A single use dart gun in one eye. Dart does no damage but can be coated with any drug which will be administered if 1d10 penetrates the target’s armor. You may add your Firearms: Pistol check successes to your penetration roll. Users get a +4S modifier to hit (% +2/-2 to hit location). Reloads cost 3x normal cost. You must have Cybereyes and a Processor to use this. You cannot have this modification in any particular eye if you also have a Britelight System, Eye Datajack, Eye Gun, Eye Laser, Eye Light, Microscopic Vision System, Optical Magnification System, Ultrasound Vision System in that eye.
EyeDatajack 9 na Standard datajack hidden inside one functioning Cybereye (required). Not visible unless in use. You cannot have this modification in any particular eye if you also have a Britelight System, Eye Dart, Eye Gun, Eye Laser, Eye Light, Microscopic Vision System, Optical Magnification System, Ultrasound Vision System in that eye.
EyeGun 33 na Single shot .25 caliber pistol in your eye. Users get a +4S modifier to hit (% +2/-2 to hit location). Reloading takes a microtronics tool kit and an open Dexterity (5; 5 minutes) check. You must have Cybereyes to use this. You cannot have this modification in any particular eye if you also have a Britelight System, Eye Dart, Eye Datajack, Eye Laser, Eye Light, Microscopic Vision System, Optical Magnification System, Ultrasound Vision System in that eye.
EyeLaser:LaserDesignator 13 na A low powered UV laser designed to illuminate a target for incoming laser-guided ordinance is mounted in one eye. Must be held on target the entire time until impact (you can’t move). Multiple laser functions can be purchased. You must have Cybereyes to use this. You cannot have this modification in any particular eye if you also have a Eye Dart, Eye Datajack, Eye Gun, Microscopic Vision System, Optical Magnification System, Ultrasound Vision System in that eye.
EyeLaser:OpticalScanningLink 13 na Communications laser mounted in one eye. Can communicate with another laser communications device by making eye contact. Multiple laser functions can be purchased. You must have Cybereyes to use this. You cannot have this modification in any particular eye if you also have a Eye Dart, Eye Datajack, Eye Gun, Microscopic Vision System, Optical Magnification System, Ultrasound Vision System in that eye.
EyeLaser:ToolLaser 21 na Cutting laser in one eye. Can cut through 1 cm of steel (1 cm thick) per 10AP. Multiple laser functions can be purchased. Batteries hold 80 AP of power. It takes 1 hour to recharge 10 AP’s power. If the power is exhausted, all eye laser functions cannot be used. You must have Cybereyes to use this. You cannot have this modification in any particular eye if you also have a Eye Dart, Eye Datajack, Eye Gun, Microscopic Vision System, Optical Magnification System, Ultrasound Vision System in that eye. Note this is not a practical weapon.
EyeLight 13 na Tiny lights are implanted in both the character’s Cybereyes. They illuminate a 20 meter long cone 5 meters wide at it’s furthest extent. Note that having them activated in a dark room may make the character the only target everybody can see. It is possible to configure these to emit UV light only (if you do, you cannot have Bright Lights). You must have Cybereyes to use this. You cannot have this modification in any particular eye if you also have a Eye Dart, Eye Datajack, Eye Gun, or Ultrasound Vision System in that eye.
FacialRecognition 35 na This system takes an image that is stored in the character's Processor and looks for it in everything the character sees. The character automatically passes Awareness: Visual checks to notice the image. The process is automatic and constant. Everything the character sees is scanned whether or not the character is paying attention. You must have Cybereyes to use this. Pairing this system with Electronic Magnification automatically applies the range modifier from the magnification system to any checks to notice the image even if the character is not actively using the magnification system at the time.
FlareCompensation 15 na Photoreceptor package that activates when exposed to extreme brightness. Reduces flash blindness modifiers by 75%. You must have Cybereyes to use this.
Low-Light 18 na Grants the Night sight feat. You must have Cybereyes to use this. Using this enhancement doubles the effects of flash blindness.
MagneticAnomalyDetector 16 na Detects fluctuations in magnetic fields caused by ferrous objects and displays them on the user's retina. Allows the user to see the glowing outline of any metal object within 20 meters.
MicroscopicVision 11 na Replacement lenses in both your eyes that give you 1000x magnification to a range of 15 cm. If used when making fine manipulations gives a +2S skill modifier. You cannot have this modification in any particular eye if you also have a Eye Dart, Eye Datajack, Eye Gun, Eye Laser, Optical Magnification System, or Ultrasound Vision System in that eye.
Radar 40 3 A tiny radar emitter is mounted in the user's nasal passage. It emits a wideband, terahertz frequency pulse so an expert system can measure the doppler shifts and turn them into a 3D "map" of the environment. This system acts as a Rangefinder and Ultrasound Vision but is superior because walls appear as translucent shadows. Up to the Level in normal walls can be looked through. Thicker or denser walls may block vision. A radar jammer will render this useless. NOTE: If the user has a cyberhead, this can rotate which gives the user +3 versus surprise.
Rangefinder 11 na Computes range to target. A Display Link or some other output device is also necessary for reading the information. You must have Cybereyes to use this. Grants a +2S bonus when using Thrown weapons. If combined with an Airburst Link on a grenade launcher you can detonate grenades at precise ranges.
Thermographics 21 na Grants the character the Thermographic feat. You must have Cybereyes to use this.
UltrasoundVision 24 na Sets visibility modifiers at -2. Ultrasonic or high frequency interference may raise this. Will detect invisible objects if they will reflect the sonic radiation. Cybereyes required. You cannot have this modification if you also have a Britelight System, Eye Dart, Eye Datajack, Eye Gun, Eye Laser, Eye Light, Microscopic Vision System, Optical Magnification System in that eye.
UltravioletSight 13 na Vision equipment that allows you to see into the UV spectrum. There must be a source of UV radiation to use this. You must have Cybereyes to use this.
UltraHighBandVision 22 na The character's cybereyes can see microwave and radio signals. You must have Thermographics, Cybereyes and a Processor to use this.
UltraLowBandVision 22 na The character's cybereyes can see gamma rays and x-rays. Using this vision the character can always locate any nuclear power supplies within 20 miles. Gamma rays only "light up" heavy metals (lead and heavier) so that is all you can see in this spectrum but lighter materials are invisible. You must have Ultraviolet Sight, Cybereyes and a Processor to use this.
CyberArm:Obvious 85 2 Replacement arm. +1 Strength. +1/2 Body (round down). +1 Melee damage. -1 to Swim checks. +1 to Intimidate and its crit chance per limb. Concealability 0 (assumes reasonable precautions are taken to disguise its true nature). This limb appears as an articulated piston. +2 Armor. You must have a Processor to use this modification. This item can accept up to two Cyber Arm Modifications. A Cyber Hand is required for each arm. Gain 2 social pariah points (see the Uncomfortable, Pariah, and Outcast feats).
CyberArm:Natural 72 2 Replacement arm. +1/2 Body (round down). +1 Melee damage. -1 to Swim checks. Concealability +3 (assumes reasonable precautions are taken to disguise its true nature). +1 Armor. You must have a Processor to use this modification. This item can accept up to two Cyber Arm Modifications. A Cyber Hand is required for each arm. Gain 1 social pariah point (see the Uncomfortable, Pariah, and Outcast feats).
CyberHand:Obvious 21 2 Replacement hand. Concealability is not a factor as this appears as a shiny metal claw. +1 Melee damage per die. +1 Armor. You must have a Processor to use this modification. This item can accept up to three Cyber Hand Modifications. In melee, counts as having hand razors. Gain 2 social pariah points (see the Uncomfortable, Pariah, and Outcast feats).
CyberHand:Natural 28 2 Replacement hand. Concealability +3 if a glove is worn or +1 without one. +1 Armor if both hands have been replaced. You must have a Processor to use this modification. This item can accept up to three Cyber Hand Modifications. Gain 1 social pariah point (see the Uncomfortable, Pariah, and Outcast feats).
CyberFoot:Obvious 21 2 Replacement foot. Concealability +2 if encased in a boot. Without a boot this modification appears as a shiny metal foot. +1 Melee damage per die. +1 Armor. You must have a Processor to use this modification. This item can accept up to one Cyber Foot Modification. Gain 1 social pariah points (see the Uncomfortable, Pariah, and Outcast feats).
CyberFoot:Natural 28 2 Replacement foot. Concealability +3 if encased in a boot or +1 without one. +1 Armor if both feet have been replaced. You must have a Processor to use this modification. This item can accept up to one Cyber Foot Modification. Gain 0 social pariah points (see the Uncomfortable, Pariah, and Outcast feats).
CyberLeg:Obvious 45 2 Replacement leg and foot. +1 Body. +1 Melee damage. -1 to Swim checks. +1 to Intimidate and its crit chance per limb. Concealability 0 (assumes reasonable precautions are taken to disguise its true nature). This limb appears as an articulated piston. +2 Armor. You must have a Processor to use this modification. This item can accept up to two Cyber Leg Modifications. A Cyber Foot : Obvious comes with this enhancement. Gain 2 social pariah points (see the Uncomfortable, Pariah, and Outcast feats).
CyberLeg:Natural 60 2 Replacement leg and foot. +1 Body. +1 Melee damage. -1 to Swim checks. Concealability +3 (assumes reasonable precautions are taken to disguise its true nature). +1 Armor. You must have a Processor to use this modification. This item can accept up to two Cyber Leg Modifications. A Cyber Foot : Natural comes with this enhancement. Gain 1 social pariah point (see the Uncomfortable, Pariah, and Outcast feats).
Cyberskull:Obvious 28 1 +1 Body. +1 to Intimidate nad its crit chance. Must have a Cyber Torso prior to purchasing this. Concealability N/A. The character's skull is blocky and chromed. +2 Armor. You must have a Processor to use this modification. This item can accept up to two Cyber Head Modifications. Gain 6 social pariah points (see the Uncomfortable, Pariah, and Outcast feats).
Cyberskull:Natural 38 1 +1 Body. Must have a Cyber Torso prior to purchasing this. Concealability +2. +1 Armor. You must have a Processor to use this modification. This item can accept up to one Cyber Head Modification. Gain 3 social pariah points (see the Uncomfortable, Pariah, and Outcast feats).
CyberTorso 150 1 With this modification, the character’s torso and abdomen is replaced. You must have all four Cyberlimbs prior to getting this modification. +2 Body. -2 to Swim checks. Concealability +3 (assumes reasonable precautions are taken to disguise its true nature). +2 Armor. You must have a Processor to use this modification. This item can accept up to two Cyber Torso Modifications. This item increases the limit to Strength increases from Augmented Musculature to 3 per enhancement slot. Gain 3 social pariah points (see the Uncomfortable, Pariah, and Outcast feats).
Compartment:SmallDevice 11 na Space for a knife, holdout pistol, cellphone, GPS, lockpick gun, etc. Only one of these can be installed per limb. You cannot have a Compartment: Small Device and Extra Ammo Storage in the same limb..
Cybergun:Pistol 18 na A 9mm pistol installed inside a Cyberarm (required). Includes a port for an external ammunition supply on obvious cyberlimbs only. Holds 9 internal rounds. Without the external ammunition port, reloading takes a free action per round loaded. You may only have one internal firearm per limb.
Cybergun:Flametosser 40 na Two chemical resevoirs that can be expelled under pressure. When combined, the chemicals ignite. Use 1/2 Taser ranges (10m max). Without the external ammunition port, reloading takes a free action per round loaded. You may only have one internal firearm per limb.
Cybergun:Sub-MachineGun 29 na A 9mm sub-machine gun installed inside a Cyberarm (required). Includes a port for an external ammunition supply on obvious cyberlimbs only. Holds 9 internal rounds. This weapon possesses the Burst and Full Auto feats. Without the external ammunition port, reloading takes a free action per round loaded. You may only have one internal firearm per limb.
Cybergun:Shotgun 33 na A semi-automatic shotgun installed inside a Cyberarm (required). Includes a port for an external ammunition supply on obvious cyberlimbs only. Holds 4 internal rounds. Without the external ammunition port, reloading takes a free action per round loaded. You may only have one internal firearm per limb.
AugmentedMusculature 40 na Endoskeletal musculature enhancement that raises the Strength of cyberlimbs. The location of the increased Strength must be specified. The character's effective Strength is equal to the average of his four limbs. A limb’s strength may be increased up to 2 points per modification slot.
ExtraAmmunitionStorage 9 na Stores 10 Pistol or SMG rounds or 4 Shotgun shells. This modification may only be purchased once per limb. You cannot have a Compartment: Small Device and Extra Ammo Storage in the same limb.
GrappleHand 15 na This is a modification to the arm because it is a gun that fires the hand with a grapple line attached to it. The maximum range is 30 meters and an internal winch can pull the character to his hand. The Heavy Weapons: Mortar skill is used to resolve the firing.
ScannerSystem 13 na A magnetic anomaly detector inplanted in the arm can scan up to 2 meters away. For 5AP allows automatic detection of concealed ferrous items within the range.
StructuralEnhancement 24 0 +1 Armor. May only be purchased once per limb.
TelescopingLimb 13 na Adds 1 meter to the character's reach. When extended, the limb has only basic maneuverability.
CyberInjector 13 na Holds one dose of any chemical. This modification deals no damage but can deliver any drug if 1d12 penetrates the target’s armor. Reloading takes 2 minutes and requires a microtronic tool kit.
CyberLockpickGun 15 na Useful only against key and tumbler locks. Cannot be used on handcuffs. Will open rating 4 or less locks 80% of the time (-40% per rating over 4). Takes 1 combat round to use.
CyberLockpicks 9 na Useful only against key and tumbler locks. Allows use of the lockpick skill. This item uses all three modification slots on a Cyber Hand.
DroneHand 39 na The cyber hand can be detached and function as a crawler drone (as an Aztechnology Crawler).
FingertipCamera 23 na One of the character's fingertips contains a fiber optic camera. The fiber can extend 6" from the fingertip but then must be guided with the other hand or it can be used while still inside the finger. Unless this system is paired with a Display Link using it causes a 2 bane distraction penalty to all actions. Requires a Processor.
FingertipMonoGarrotte 17 na One of the character's fingertips detaches and acts as the handle for a monofilament garotte. Requires a Processor.
FingertipLaser 18 na Can cut through 1 cm of steel (1 cm thick) per turn. Batteries hold 8 rounds power. It takes 1 hour to recharge 1 round’s power. This is not a practical weapon.
FingertipSprayGun 25 na An airless spray tip connected to a paint resevoir in the forearm. Total capacity is 5 oz (about 1/3 of a spray can or 20 AP worth) but this can be split between multiple colors if you have multiple Spray Guns. Enterprising shadowrunners may load this with acid (see Gear for effect) or flame retardent. Using this effectively as a weapon requires the Exotic Ranged Weapons feat. Requires a Cranial Processor and Cyberhand(s).
FingertipMarker 10 na The character's fingertip can extrude a colored permanent marker. Requires a Cranial Processor and Cyberhand(s).
FingertipBugTracker 28 na The character's fingertip can be mentally detached and contains a weak electronmagnet. It acts as an audio bug and gps tracker with a signal rating of 2. The onboard power is limited. It only lasts 2 hours at which point it detaches and falls to the ground. Requires a Cranial Processor and Cyberhand(s).
ToolKitHand 27 na The character's hand contains a microtronics toolkit. Each finger can extrude a power screwdriver, drill, wire cutter, and adjustable nut driver. This modification is not compatible with any Fingertip modifications in that hand. Requires a Cranial Processor and Cyberhand(s).
FlexHands 13 na These cyberhands can be triggered to collapse to fit through handcuffs. While collapsed, they have minimal dexterity. Requires a Cranial Processor and Cyberhand(s).
ShockHand 29 na If it hits an unarmored area target loses 1d6 – Resolve Save initiative passes (not cumulative). Has power for 3 uses. Recharges at the rate of 1 use per hour. Shock effect works on armored areas if 1d6 exceeds the target’s armor.
SyntheticFingerprint 13 na The finger contains tiny actuators which mold the RealSkin surface to match the scanned image of the desired fingerprint. Note you must have Datajack to load the image. Requires a Cyberhand.
Compartment:MediumDevice 15 na Space for a heavy pistol, handheld computer, signal locator, etc. Only one Compartment: Medium Device or Cyber Holster may be installed per leg.
CyberHolster 18 na Will eject from the side of the limb. Will hold a heavy pistol. Only one Compartment: Medium Device or Cyber Holster may be installed per leg.
AugmentedMusculature 40 na Endoskeletal musculature enhancement that raises the Strength of cyberlimbs. The location of the increased Strength must be specified. The character's effective Strength is equal to the average of his limbs (round up). Each level adds +1S to Athletics: Running tests. A limb’s strength may be increased up to 2 points per modification slot.
HydraulicJacks 18 4 These are hydraulic shock absorbers in the leg that reduce the damage of a fall by 2x their (total) level. They also add 1/2 their total level in meters to jumps (total both legs). Buy levels for each leg individually.
TelescopingLimb 13 na Adds 1 meter to the character's height. Athletics check to stand on one telescoped leg. When extended, the limb has only basic maneuverability.
StructuralEnhancement 24 na +1 Armor. May only be purchased once per limb.
JetAssist 48 na This modification places small rocket motors in each of the character's legs. Nozzles mounted on the calf channel the exhaust to lift the character off the ground. The fuel source is extremely limited (enough for 5 flight actions per foot) but the character can move up to 10 meters per 3 AP fly action vertically (20m with both legs). Horizontal movement is tricky, dangerous, and governed by the Free Fall skill (% 1 meter horizontal per action). A failure on a Free Fall check results in loss of control and a crash. If combined with wings the character can move in any direction (no skill required). Providing fuel for this modification adds 1,000¥ per month to the character's Lifestyle.
Waterjets 18 na This modification pulls in water and ejects it through the feet. With no shoes, it doubles the character's swimming rate (triples with both legs). Buy this for each leg individually.
CyberSkates(retractable) 18 na On smooth surfaces increases the character’s running movement by +2 meters per AP. Turning is limited to one 45 degree turn per 2 movement AP. Fall if you fail an Athletics test for extra movement taking damage based upon your movement rate. This device must be installed in both legs to have an effect. Its cost is for installation in both legs.
FootAnchor 18 na Fires a 1/3 meter long spike out of the heel of a Cyberleg to anchor the character in place. If used as a weapon against a standing target it has a -5A target modifier to hit and adds +15 (total) damage to a kick attack that penetrates. Damage becomes lethal. Against a prone target the to hit modifier drops to -1A.
StructuralEnhancement 39 na +1 Armor. May only be purchased once.
CyberParachute 31 na The character’s Cybertorso has contains a parachute that deploys from the rear of the base of the character's neck (no special clothing required but avoid high collars). When deployed, the chute will bring the character safely to the ground. Limited steering is possible using the Gymnastics skill. This modification is not compatible with a Retractable Weapon Mount, Smoke Generator, or Cyber Parawings.
CyberParawings 50 na The character’s Cybertorso can deploy extendable wings. The wings are each 1/2 the character's height and will slow the character's fall rate by 1/2 and the character will land within 100 yards of his target (if he can reach it). Gymnastics is used to control them (% Reduce fall speed by 1/2 again; * Steer within 50 yards; ** Steer within 20 yards; *** Steer within 5 yards). Clothing must be modified for the wings which increases lifestyle cost by 200¥ per month per point of Furnishings. This modification is not compatible with a Retractable Weapon Mount, Smoke Generator, or Cyber Parachute.
RetractableWeaponMount 39 na Retractable Weapon Mounts function exactly like External Weapon Mounts except the mount can retract into the character’s Cybertorso. Because of space limitations, no more than a Machine Pistol can be mounted to this. The retractable weapon mount has a hardwired connection to the character, no Datajacks are required. Shirts with removable panels concealed in them cost twice as much. This modification is not compatible with a Smoke Generator, Cyber Parawings, or Cyber Parachute.
SmokeGenerator 32 na This system ejects copious amounts of smoke from nozzles located just above the back of the character's collar. The smoke covers 5 cubic meters every AP. This is sufficient to completely obscure the character in 3 AP if he stands still. If he keeps moving, the smoke does not affect him because it is ejected behind him. Once activated, the system will function for at least 20 AP. It contains 3 uses then must be reloaded. This modification is not compatible with a Retractable Weapon Mount, Cyber Parawings, or Cyber Parachute.
Compartment:MicroDevice 8 na Space for 2 skillsoft chips, lockpicks, etc. Only one of these can be installed. You cannot have Retractable Horns and a Compartment: Micro Device.
StructuralEnhancement 24 na +1 Armor. May only be purchased once.
Horns 15 na Grants the Horns feat. Mounting Horns does not use a modification slot.
Horns,Retractable 29 na These horns function as Horns above. They can retract into the skull. You cannot have retractable horns and a Compartment: Micro Device.
BattletacIVIS 46 na This system allows everyone connected to it to seamlessly share information. To use it, you must have an Orientation System, Display Link, and Internal GPS. Anyone without a Display Link can contribute information to the net, but cannot gain the advantages of the net. This system allows for indirect fire without the spotter actively doing anything. Also, for each connected person (after the first) involved in your tactical situation, you receive a +1 target modifier to your initiative checks (+3 max). A rigger equipped with this system automatically confers all the advantages of it to his drones. Note this system can be used by non-riggers.
VehicleControlRig 39 na This is a device that allows direct neural control of any vehicle that is “rigged”. A Processor and Datajack are needed for its use. This device can be linked to a Headware Radio (preferably with a Crypto Circuit and a Commlink) to remote control a properly equipped vehicle. If the user has a Display Link he can perform a vehicle controlling action and a personal action at the same time. In addition, if the character is Hacking, the Hacking Pool cost to access Device Status is reduced by 1. NOTE the Remote Pilot feat is strongly encouraged if you are going to use this.
OrientationSystem 13 na This device uses a simple package of software to display on some device the character’s location. To work, it must have a Display Link and a map. The map can be loaded into Headware Memory or the device can use its automap function to map the surrounding terrain (without Headware Memory, it cannot store the maps). To use this feature requires an Internal GPS. This device can be linked to a Chipjack for accepting Map data chips. If linked to a Battletac IVIS system, it will plot target locations on the map.
RemoteControlECCM 15 3 This system reduces the number of successes scored by ECM by its rating.
SlalomMod 18 na Increases any controlled vehicle's Maneuver statistic by 1.
RaceMod 21 na Increases any controlled vehicle's acceleration by 20% (round up).
CrashMod 18 na Reduce the base crash damage suffered by any controlled vehicle by 1 "Story".
DamageControlMod 15 na Reduce any Death Saves for any controlled vehicle by 5%.
RemotePilot 9 5 Any vehicle the rigger can control can remotly operate as if it had an Auto Pilot (see Vehicle Design rules) equal to 1/2 the rigger's skill (round up). Note this only functions while the Rigger is in communication with the device (unlike an onboard auto pilot). It only works on one controlled vehicle at a time per level.

 

Copyright 2024 James Watson