Cybertechnologies | |
Cybertechnologies | |
Cybertechnologies | |
Cybertechnologies | |
Cybertechnologies | |
Cybertechnologies | |
Cybertechnologies | |
Cybertechnologies | |
Cybertechnologies | |
Cybertechnologies | |
Cybertechnologies | |
Cybertechnologies | |
Cybertechnologies | |
Cybertechnologies | |
Cybertechnologies | |
Cybertechnologies | |
Cybertechnologies | |
Cybertechnologies | |
Cybertechnologies | |
Cybertechnologies |
Essence Cost | Price | Availability | Street Index | |
---|---|---|---|---|
Subvocal microphones | ||||
External | - | 500 | 3/48 hrs | 1.25 |
Internal | .1 | 850 | 4/72 hrs | 2 |
Subdermal Speakers | .1 | 650 | 4/72 hrs | 2 |
Cybercomm Link | .4 | 62 000 | 8/2 weeks | 3 |
Subdermal Speakers
Usually mounted under the skin just behind the ear, these tiny speakers
vibrate various bones in the ear to transmit sound. Sound coming over them
cannot be overheard.
Cybercomm Link
The cybercomm link consists of a transducer and a radio transmitter. The
transducer translates thoughts into words, so that the user need not speak
aloud; the transmitter sends and receives these unspoken impulses. No
external evidence of this system's use is visible or audible. Quadruples the
number of spoken words allowed in a Free Action.
Essence Cost | Price | Availability | Street Index | |
---|---|---|---|---|
Retinal Clock | .1 | 450 | 3/24 hrs | 1 |
Image Link | .2 | 1 600 | 4/48 hrs | 2 |
Protective Covers | 0 | 500 | 4/48 hrs | 1.5 |
Image Link
Allows the display of a vidphone image within the field of vision and
functions as a Display Link.
Protective Covers
Protects cyber and normal eyes against impact and particles. Available in
standard transparent or one-way reflective material; one-way adds 20 percent
to the price. At the gamemaster's discretion, covers give 1 point of Impact
Armor to the eye area.
Essence Cost | Price | Availability | Street Index | |
---|---|---|---|---|
Eye Dataport | .25 | 2 200 | 6/48 hrs | 2 |
Optical Scanning Datajack | .3 | 5 500 | 8/72 hrs | 3 |
Concealability | Weight | Availability | Cost | Street Index | |
---|---|---|---|---|---|
Optical Scanning Datajack Emitter | 10 | .25 | 8/2 weeks | 2 500 | 2 |
Essence Cost | Price | Availability | Street Index | |
---|---|---|---|---|
Eye Light Systems | .2 | 1 200 | 4/72 hrs | 1.5 |
BrightLight Addition | .4 | 1 200 | 8/2 weeks | 3 |
w/ Flash-pak | - | +1 000 | 8/2 weeks | 3 |
each One Shot Flash-pak | - | +500 | 8/2 weeks | 3 |
Essence Cost | Price | Availability | Street Index | |
---|---|---|---|---|
Eye Dart | .25 | 4 200 | 8/2 weeks | 2 |
Eye Gun | .4 | 6 400 | 6/1 week | 3 |
Eye Gun
Treat as a hold-out pistol with one-half range (round down), a -1 Damage
modifier, and a +1 recoil modifier. One shot per reload. Reloading takes 10
Combat Turns, but a successful Biotech test reduces the reload time by half
of the character's Quickness. Rounds cost five times the normal price.
Firing requires a Special Skill or Quickness Test. Cannot be linked to any
kind of aim enhancer. After firing, a character must apply a +2 modifier for
all visual tests for a period of (6 - Unaugmented Body) Combat Turns, for a
minimum of 2 Combat Turns.
Range (in meters) | Essence Cost | Price | Availability | Street Index | |
---|---|---|---|---|---|
Laser Designator | 1 000 | .5 | 12 000 | 12/1 month | 3 |
Laser Tracker | 400 | .2 | 3 200 | 8/72 hrs | 2 |
Tool Laser | 4 | .25 | 5 200 | 8/1 week | 2 |
Laser Tracker
Ties into a cyberlimb or external weapon mount and auto-tracks a designated
target. This function is built into the unit and does not require an
additional laser designator.
Tool Laser
The tool laser has a Damage Code of 4L. If it is used as a weapon, make
Combat Tests using the character's Quickness or a Special Skill. These tests
have a Base Target Number 4, with a +1 modifier to the target number for each
meter or part thereof beyond 1. The Power of the attack is -1 against targets
up to two meters away and -2 against targets up to four meters away. Will not
penetrate reflective metals or silvered glass, but can cut mirrored plastics.
Essence Cost | Price | Availability | Street Index | |
---|---|---|---|---|
Spatial Recognizer | .2 | 1 200 | 4/48 hrs | 2 |
Balance Augmentor | .4 | 14 000 | 8/2 weeks | 2 |
Balance Augmentor
This device reduces the target numbers by -2 for any Skill Tests involving
balance, such as climbing, walking across a narrow platform, landing after a
jump, and so on. It also applies a -2 modifier in the character's favor to
avoid Knockdown.
Essence Cost | Price | Availability | Street Index | |
---|---|---|---|---|
Oral Dart | .25 | 3 600 | 6/1 week | 2 |
Oral Gun | .4 | 5 600 | 6/72 hrs | 3 |
Oral Spur | .25 | 8 200 | 6/72 hrs | 2.5 |
Oral Whip | .25 | 10 500 | 8/1 week | 2.5 |
Oral Gun
Treat as a hold-out pistol with a total of four shots. Reloading takes one
minute per shot. Ammo costs triple the standard price. Use a Special Skill
or Quickness for the Ranged Combat Test. Cannot be linked to aim enhancers.
Oral Spur
Treat as a cyberspur; use a Special Skill or Quickness for the Melee Combat
Test.
Oral Whip
Range equals one meter. Damage is 6M. Use a Special Skill or Quickness for
the Ranged Combat Test.
Essence Cost | Price | Availability | Street Index | |
---|---|---|---|---|
Tooth Compartment | ||||
Breakable | - | 700 | 3/48 hrs | 1.5 |
Storage | - | 1 500 | 2/48 hrs | 1.25 |
To remove a storage tooth takes 2 Complex Actions and a successful Quickness (4) Test.
Essence Cost | Price | Availability | Street Index | |
---|---|---|---|---|
Cranial Bombs | ||||
Kink Bomb | - | 28 000 | 12/14 days | 1.5 |
Microbomb | - | 65 500 | 18/48 hrs | 1.25 |
Area Bomb | - | 500 000 | 20/14 days | 1 |
Essence Cost | Price | Availability | Street Index | |
---|---|---|---|---|
Dermal Sheath | ||||
Level 1 | .7 | 24 000 | 6/14 days | 1.5 |
Level 2 | 1.4 | 60 000 | 6/14 days | 1.5 |
Level 3 | 2.1 | 120 000 | 8/14 days | 1.5 |
Coloration Adaption | - | +2/+4 days | +.25 | |
Cyber Controller | .1 | 32 000 | 8/14 days | 1.5 |
Essence Cost | Price | Availability | Street Index | |
---|---|---|---|---|
Fingertip Datajack | Per standard datajack | |||
Fingertip ExpertPick | - | 18 000 | 8/2 weeks | 3 |
Fingertip Needle | - | 800 | 4/72 hrs | 1.5 |
Fingertip ExpertPicks
These lock picks have a Skill Rating of 3, and using them is a Complex
Action. Most key-and-tumbler locks have a Rating of 2 or 3 depending on their
complexity. Resolve attempts to open the lock with an Opposed Test between
the lock's rating and that of the ExpertPicks.
Essence Cost | Price | Availability | Street Index | |
---|---|---|---|---|
Cyberarm/leg | 1 | 100 000 | 4/4 days | 1 |
Cyberhand/Foot | .35 | 45 000 | 3/4 days | 1 |
Cyber Forearm/Lower Leg | .65 | 70 000 | 1 | |
Semi-natural Covering | - | +10% | Same as limb | 1 |
Semi-natural Covering
This semi-synthetic, natural-looking skin covers the cyberlimb. It adds a +3
modifier to the target number of any visual Perception Tests made to notice
the cyberlimb. Note that clothing adds an additional +3 modifier at the
gamemaster's discretion, based on how much of the limb is showing.
Essence Cost | Price | Availability | Street Index | |
---|---|---|---|---|
Strength Enhancement | ||||
1-3 points (per limb) | - | 150 000/point | 6/4 days | 1.5 |
4+ points (per limb) | .4/point | 175 000/point | 6/4 days | 1.5 |
Quickness Enhancement | ||||
1-3 points (per limb) | - | 90 000/point | 8/4 days | 1.5 |
4+ points (per limb) | .3/point | 110 000/point | 8/4 days | 1.5 |
Body Enhancement | - | 75 000/point | 6/4 days | 1.5 |
Essence Cost | Price | Availability | Street Index | |
---|---|---|---|---|
Magnetic Cyberlimb System (per cyberlimb) | - | 2 800 | 6/7 days | 2 |
Essence Cost | Price | Availability | Street Index | |
---|---|---|---|---|
Cyberarm Gyromount | 1.5 | 260 000 | 10/21 days | 2 |
Direct Neural Interface | .1 | 4 500 | 4/6 days | 1 |
Direct Neural Interface
Allows cybernetic control of any device not originally designed to be
cybernetically controlled that is placed in a cyberlimb, at a 50 percent
increase in the device's cost.
Essence Cost | Price | Availability | Street Index | |
---|---|---|---|---|
Foot Anchor | .4 | 14 000 | 6/7 days | 2 |
Replacement Hand | - | 28 000 | 12/14 days | 2 |
Cyberarm Cyberdeck | - | Varies | Varies | N/A |
Tactical Computer | ||||
Level 1 | 3.5 | 350 000 | 12/60 days | 4 |
Level 2 | 4.0 | 900 000 | 12/60 days | 4 |
Level 3 | 4.5 (Estimated) | CLASSIFIED | CLASSIFIED | CLASSIFIED |
Level 4 | 5 (Estimated) | CLASSIFIED | CLASSIFIED | CLASSIFIED |
Orientation System | .5 | 15 000 | 5/6 days | 1.5 |
Replacement Hand
Attaching/removing a replacement hand requires a free hand and a Complex
Action. A variety of tool and gear/weapon hands are available, at a 30-
percent increase of the cost of the weapon itself. Weapons built into a
replacement hand receive a +1 modifier to the target number for purposes of
Combat Tests.
Cyberarm Cyberdeck
Players may install standard or cranial cyberdecks in cyberarms. For standard
decks, multiply the price of the selected deck by 4. Increase the
Availability target number by 25 percent (round up), and double the Base
Time for acquiring it. See Shadowtech for rules on installing a
cranial cyberdeck in the arm. Increase the standard target number for
building each component by +2, and increase costs and Base Times per
component by 20 percent.
Tactical Computer/Orientation System
Cyberarm versions of these pieces of equipment work in the same way as
cranial versions (see Shadowtech).
Essence Cost | Price | Availability | Street Index | |
---|---|---|---|---|
Hand Blade | .1 | 7 500 | 6/5 days | 1.5 |
Retractable | .25 | 10 000 | 6/5 days | 1.5 |
Shock Hand | - | 1 300 | 6/4 days | 2 |
Cyberarm Taser | - | 2 000 | 6/4 days | 1.5 |
CyberSquirt | - | 1 400 | 8/6 days | 2 |
Shock Hand and Cyberarm Taser
The shock hand does 8S Stun Damage and holds 12 charges. It must be recharged
after 12 uses. The cyberarm taser does 10S Stun Damage, but can fire only
two shots before recharging. It has the same ranges as the standard taser.
CyberSquirt
The CyberSquirt fires up to 10 shots at a time of chemical/biological agents
in a special gelling agent. Like the non-cybered Ares Squirt, the cyberSquirt
holds 10 chemical rounds and the gel reservoir holds enough gel for up to
20 shots. The reservoir must be reloaded once for every 2 cartridge
reloads. The gel is made of DMSO (dimethyl sulfoxide), a utility chemical
that forces the skin to absorb delivered chemical/biological agents. Porous
armor, such as armor clothing and Kevlar weaves, offers no protection against
DMSO. Rigid armor (higher than 5, or plated) applies half its normal
Defensive Rating (rounded up) against DMSO attacks.
Essence Cost | Price | Availability | Street Index | |
---|---|---|---|---|
Cybertorso | 1.5 | 120 000 | 6/4 days | 1 |
Cyberskull | .75 | 75 000 | 6/4 days | 1 |
Body Plating | ||||
Soft Armor | - | 10 000/level | 12/2 weeks | 2 |
Hard Armor | - | 25 000/level | 14/3 weeks | 2 |
Body Plating
Soft armor adds 1 point of Ballistic and Impact armor per level, cumulative
with any armor worn. Hard armor also adds 1 point of Ballistic and Impact
armor per level, but functions as hardened armor per the critter power
Hardened Armor. Body plating can also be applied to cyberlimbs.
Essence Cost | Price | Availability | Street Index | |
---|---|---|---|---|
Reaction Enhancer | .3/point | 60 000 | 6/7 days | 2 |
Reflex Trigger | +.2 | +13 000 | As wired reflexes |
Reflex Trigger
Activating or deactivating wired reflexes with a reflex trigger requires a
Simple Action.
Essence Cost | Price | Availability | Street Index | |
---|---|---|---|---|
Move-by-Wire System | ||||
Level 1 | 2.5 | 250 000 | 8/10 days | 2.5 |
Level 2 | 3.85 | 500 000 | 12/20 days | 3 |
Level 3 | 5.2 | 1 250 000 | 18/30 days | 3 |
Level 4 | 6.45 | 3 000 000 | 20/45 days | 3.5 |
Essence Cost | Price | Availability | Street Index | |
---|---|---|---|---|
External Mount | - | 3 200 | 6/4 days | 2 |
Tracking Mount | - | 24 000 | 8/7 days | 2 |
Articulate Arm | .25 | 110 000 | 12/24 days | 2 |
Tracking Mount
This mount is a motorized, pivoting tracking system that ties into an eye
laser designator. It can take light, heavy or machine pistols and submachine
guns, and assault rifles; triple the cost of the weapon. Player characters
can buy external ammo pods that hold 50 rounds, but only one pod can be
mounted at any given time. The system gives users 3 points of Recoil
Reduction, plus the same modifiers as a laser sight.
Articulate Arm
This mount works like a tracking mount, but has a full range of motion and
covers a 360-degree firing area. The articulate arm can take all light
weapons up to a light machine gun. The system gives users 3 points of Recoil
Reduction, plus the same modifiers as a laser sight.
Essence Cost | Price | Availability | Street Index | |
---|---|---|---|---|
Induction Datajack | .3 | 3 000 | 5/4 days | 2 |
Internal Air Tank | .25 | 1 200 | 4/5 days | 1.5 |
Air Tank
The internal air tank can be vented if necessary. It takes about 20 minutes
of air, and takes 5 minutes to refill.
Taken from the pages of Jens-Arthur Leirbakk |