Rating |
Essence |
Cost |
Avail |
SI |
Legality |
1 - 6 |
0.10 x Rating |
10,000 x Rating |
6/10 d |
2 |
|
Through a system of laser gyroscopes and accelerometers in three planes, this optional system for an Orientation System can maintain a fairly good idea of where you are, even if you're cut off temporarily from GPS contact for an extended period of time. However, it does get less confident over time, and so needs to be recalibrated every so often, either through a standard GPS system or from user input.
Game Notes: This device maintains your position even after being cut off from GPS for whatever reason (tall buildings, tunnels or caves, deliberate jamming). Every (Rating) hours, this device gains 1d6 meters of drift. You can either get contact with the GPS system to recalibrate it, or if you know where you are and have a mapsoft you can draw coordinates from, you can recalibrate it yourself.
Essence |
Cost |
Avail |
SI |
Legality |
0.35 |
15,000 |
8/96 h |
2 |
Legal |
An eyeband replaces the characters 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 or headwear). Eyeband implantees normally require an adjustment period of a few weeks to become comfortable with their new field of vision. The human mind, however, isn't designed to process this information without impacting equilibrium and sense of direction, and characters using an eyeband for 360-degree vision always suffer a +2 TN modifier to any tests the user makes when in motion. Fortunately, the exact amplitude of visual coverage is adjustable and may be limited to the normal human field of vision at will (nullifying the negative modifier). All vision subsystems available to cybereyes are available to eyebands.
Essence |
Cost |
Avail |
SI |
Legality |
0.20 |
2,500 |
4/48 h |
1.25 |
Legal |
The characters original hair is replaced with artificial fiberoptic hair. Fiberoptic hair can possess any color the customer desires and even switch colors and cascade in patterns preprogrammed or controlled via the characters datajack (ie. jet black hair with sparkling stars, smoothly flowing rainbow colors, or a mane that changes color to match the characters mood). Fiberoptic hair can also be electrostatically manipulated to flow and swirl as if alive - but doing so stresses the otherwise resilient hair, so that it must be replaced after about 3 months. Fiberoptic hair is available in lengths between 0.6 cm and 1 meter.
Game Notes: Fiberoptic hair can add a +1 bonus to the result of an Open Disguise Test, where appropriate. Changing colours requires 60 seconds.
Essence |
Cost |
Avail |
SI |
Legality |
0.50 |
12,000 |
8/72 h |
2 |
Legal |
Sometimes known as monkey paws, these implants are quite popular with orbital jacks and augmented climbers of all types. Commonly built into cyberfeet, they are also available as a modification to natural feet, with some more extensive restructuring. Grip feet are adapted with extendable and articulated toes and the soles are treated with rubberized material that increases traction. Toe length is extended to allow them to curl around a 5 centimeter bar.
Game Notes: This implant grants the recipient a -2 TN bonus on non-tumbling Athletics (Gymnastics or Acrobatics) and Climbing Tests when barefoot, as well as any movement tests in microgravity. Grip Feet are not compatible with Kid Stealth Legs.
Essence |
Cost |
Avail |
SI |
Legality |
0.10 |
5,000 |
4/4 d |
2 |
|
A small co-processor installed alongside the Smartlink system's main processor, this chip allows two Smartlinked weapons to interface with the main Smartlink processor by interleaving data packets. The display is handled through the co-processor and shows up as two separate colored cross hairs. The color and shape are adjustable through some minor system editing.
Game Notes: Characters with this item installed may gain the 'Smartlink' bonus when using a weapon in each hand. A second induction pad or datajack is required to connect a second gun. Only one of these chips may be installed; using more than two weapons is not possible with this design model.
Modification |
Essence |
Cost |
Avail |
SI |
Legality |
Cyberlimb Casemod |
0.00 |
2,000+ |
4/48 h |
1 |
Legal |
|
Engraved Datajack |
0.00 |
200 |
3/12 h |
1 |
Legal |
|
Eyemods |
0.00 |
500 |
3/12 h |
1 |
Legal |
|
Shaped Dermal Plating |
0.00 |
1,500+ |
4/48 h |
1 |
Legal |
Cyberlimb Casemod:* (This information is in addendum to and augments +hr cyberbio cyberlimbs3). This cosmetic modification may be made to any obvious cyberlimb. Rather than settling for the traditional gunmetal or smooth chrome surface, characters can personalize their cyberlimbs outer skin with an engraved, scaled, or otherwise stylized surface. Engraving patterns such as Celtic knotwork and tribal motifs are common, as are scales ranging in size and shape from tiny lizard scales to large "dragon scales" several centimeters in diameter. Other cyberlimb casing modifications include mirror surfaces, built-in lighting, UV-reactive surfaces, fishtanks, and transparent plasteel so you can see the inner workings. This cosmetic cyberware modification does not alter any stats.
Engraved Datajack: The thin visible rim of the datajack, necessary to anchor the implant securely to the users head, is decorated with a small inscription. Geometric patterns, tribal symbols, haikus (often in Japanese kanji-signs), or quotes from popular sim and trid-movies are especially common.
Eyemods: Cybereyes with an altered general appearance are used by those who need something more individual than the normal cybereyes changing eye-colors and patterns. Manga-style eyes, vertical eyes, insect-like compound eyes, protruding binocular sets, and other unusual cybereye shapes and designs are considered to be cosmetic cyberware modifications, though often these require surgical alterations to the eye-sockets as well.
Shaped Dermal Plating: While a stylization for surface texture and color is a common feature of dermal plating, some people prefer to go a step further. This modification includes stylized shaping (such as unusual ridges and bumps), custom-tailoring to the customers figure (for example, to emphasize abdominal and chest musculature), decorating the plates artistically (with corporate logos, hieroglyphs, tribal art, etc.) and so on.
Rating |
Essence |
Cost |
Avail |
SI |
Legality |
1 - 6 |
0.10 x Rating |
7,500 x Rating |
6/6 d |
2 |
Legal |
This piece of cyberware is designed to defeat and defend against pheromone-based attacks, such as those found in Insect Spirit hives. After a number of corporate losses at Chicago and other sites, Yamatetsu began research on this project, yielding the fruit before us today.
Game Notes: The Nasal Filters prevent pheromone-based attacks from affecting the character, such as Insect Spirit Influence powers or Tailored Pheromones. They reduce the power of the attack by 1 per level of the filters. If this reduces the Power or Rating of the attack to 0, then it has no effect on the character. This does reduce the bonus dice and Charisma-effect of Tailored Pheromones against the character. Reduce cost and Essence by 50 percent if installed in a character with Olfactory Boosters or Air Filtration Systems. Maximum level is 6.
A non-cybered version of this item is available as well, with a maximum rating of 3. Use the above statistics for all other details, except cost, which is Rating x 3,750 =Y=
Rating |
Essence |
Cost |
Avail |
SI |
Legality |
1 |
1.50 |
180,000 |
8/20 d |
3 |
Legal |
2 |
2.50 |
300,000 |
8/20 d |
3 |
Legal |
The S.P.I.N.E enhancement, available through MCT and Shiawase branched offices, is a specialized cybernetic structure to encase and enhance the spinal column and spinal cord. Nanofiber optic wire connects from the Medulla Oblongata to the Conus Medullaris. The enhanced optical wiring gives the user the added bonus of being able to know exactly where wounds may or may not be, up to even pin point punctures from needles or the like, along with giving incredible control over the users ability to control his motor functions, much like the Move-By-Wire system.
Game Effects: SPINE has two ratings. At rating one SPINE is a simple implantation that is subdermal, it gives +1 Dice to Athletic and Stealth Tests. Rating two is a very very advanced procedure that actually uses 80 of the characters back, replacing skin with hardwire and plastics, rating two also gives +2 Dice (Total) to Athletics, Stealth and +1 to B/R Tests, along with allowing the character to make an Intelligence (3) test to determine when they are damaged or the skin is penetrated by a foreign object (Needles, Darts, ect.), and finally SPINE R2 gives +2 Reaction (Which does stack with Wired Reflexes and Boosted Reflexes, but not Move-By-Wire). SPINE also counts as 4 Datajacks. The drawbacks however are significant; each time the character takes a Serious Stun Wound or a Serious Physical Wound (Or a Medium Wound of each from a called shot to the back) the player rolls 1d6 and consults the Spine Chart below.
1: Character is paralyzed from the waist down. (If Physical Wound: Character is dead.)
2: Character takes 2 more boxes of Stun (If Physical: Character is paralyzed from the neck down.)
3-4: Character has a +4 TN penalty to the Knockdown test associated with the wound (If applicable). (If Physical: Character takes 3 more boxes of Physical)
5: Nothing happens. (If Physical: Character has +6 TN penalty to the knockdown test associated with the wound (If applicable).
6: Nothing Happens. (If Physical: Nothing happens.)
Item |
Essence |
Cost |
Avail |
SI |
Legality |
Full Package |
0.30 |
7,500 |
6/7 d |
2 |
|
Sureshot Processor |
0.20 |
6,000 |
6/7 d |
2 |
|
The Sureshot is the latest piece of Smartlink Technology available. New enough to not be completely banned from sports just yet, the technology has been developed after extensive testing with multiple types of objects typically thrown, from baseballs to shuriken.
Game Notes: Available as a subprocessor to the Smartlink Package, the Sureshot gives -1 TN to all throwing weapon tests. It offers no bonus to weapons not typically thrown (such as chairs, bats, other 'improvised' type weapons). The Missile Mastery power does not get around this fact, while it does not interfere with the Missile Mastery power, non-throwing weapons thrown by an adept with both the Sureshot and Missile Mastery do NOT receive the -1 TN from the cyberware.
The complete package consists of a Range Finder and the Subprocessor. Like the Smartlink system, the Sureshot components can be bought separately, or as a package.
Rating |
Essence |
Cost |
Avail |
SI |
Legality |
0 |
1.50 |
12,000 |
6/48 h |
1 |
|
For the essence conscious rigger, the Vehicle Control Rig 0 provides an affordable and low-impact solution to your driving needs. By increasing the complexity of some of the circuitry, placing less demand on the brain and removing some of the higher end features of other Vehicle Control Rigs, this product provides excellent capabilities with only a slight performance loss.
Game Notes: The VCR 0 gives you no modifications to Reaction or Initiative while rigging or bonuses to target numbers, but gives you access to a Control Pool equal to your Reaction.
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