Basic Limbs
Essence |
Conceal |
Cost |
Avail |
SI |
0.25 |
2 |
20,000 |
3/4 d |
1 |
In the same way that a cyberarm requires extensive shoulder and torso modification and a cyberleg requires substantial hip bracing, partial cyberlimbs (forearm, hand, foot, lower leg) require the rest of the limb to be reinforced to compensate for the additional weight and strength.
Cyberhands and cyberfeet can be designed for easy removal and substitution, giving the owner flexibility in available features. Such replacement parts simply require a quick-release attachment available at an increased cost.
Use the standard cyberlimb rules for partial cyberlimbs, with the exceptions noted in those rules.
Replacement Limbs: Attaching/removing a replacement part requires a free hand and a Complex Action.
May hold 0.50 Essence of other cyberware
Essence |
Conceal |
Cost |
Avail |
SI |
0.60 |
1 |
40,000 |
4/4 d |
1 |
In the same way that a cyberarm requires extensive shoulder and torso modification and a cyberleg requires substantial hip bracing, partial cyberlimbs (forearm, hand, foot, lower leg) require the rest of the limb to be reinforced to compensate for the additional weight and strength.
Cyberhands and cyberfeet can be designed for easy removal and substitution, giving the owner flexibility in available features. Such replacement parts simply require a quick-release attachment available at an increased cost.
Use the standard cyberlimb rules for partial cyberlimbs, with the exceptions noted in those rules.
Replacement Limbs: Attaching/removing a replacement part requires a free hand and a Complex Action.
Forearm or Lower leg
May hold 1.20 Essence of other cyberware
Essence |
Conceal |
Cost |
Avail |
SI |
1.00 |
0 |
75,000 |
4/4 d |
1 |
Cyberlimbs represent the replacement of any limb or part of a limb with a cyberware substitute. Where noted, cybertorsos
and cyberskulls count as limb replacements.
Cyberlimbs must be designated as either obvious or synthetic when purchased
Cyberlimbs now start at your base attributes. The rationale here is that if you're stronger, heavier, faster, you can put on a cyberlimb with more servos, faster servos, or tougher materials to match. It's also easier to keep track of from our viewpoint.
Note: Base attributes. Bioware and cyberware modifications don't count. If your base attributes go up due to spending karma, then you can get your cyberlimbs tuned at a local clinic (takes about an hour per limb) to raise them to the new rating.
Arm or leg
Leg: +1 to Body
Arm: +0.5 to Body
May hold 2.00 Essence of other cyberware
Essence |
Conceal |
Cost |
Avail |
SI |
0.75 |
2 |
35,000 |
4/4 d |
1 |
A cyberskull uses a plasteel framework to protect against fatal head shots and other brain damage. The synthetic version requires replacing some parts of the skull and reinforcing others. The obvious model involves removing the skin and hair and constructing a protective structure around the skull.
Cyberskulls protect headware from being damaged. If a character with a cyberskull takes damage to headware, reduce the Stress incurred by -2. If the Stress is reduced to 0 or less, the headware is not damaged. Cyberskulls also reduce the Damage Level of called shots to the head by one level (in effect, they cancel out the called shot Damage Level bonus).
Obvious cyberskulls are frightening to behold and tend to provoke hostile responses from strangers. A character with an obvious cyberskull suffers a +4 penalty to all Charisma and Social Skill Tests. However, such characters receive a +3 bonus for open-ended Intimidation Tests.
Essence |
Conceal |
Cost |
Avail |
SI |
1.50 |
0 |
90,000 |
4/4 d |
1 |
Like the cyberskull, the cybertorso is a protective covering that surrounds the chest and abdomen. Ribs and muscles are reinforced or replaced, and the entire section of the body is layered with a shell.
The cybertorso adds + 1 to the character's Body Attribute and protects internal bodyware in the same way that a cyberskull protects headware. The cybertorso also reduces by half (round up) the additional Essence cost of cyberlimb Strength or Quickness enhancements beyond 3 points.
If you install full cyberlimbs on a cybertorso, the base essence cost is reduced to 0.75. The docs no longer have to worry about anchoring it to weak flesh and can integrate it more easily.
Essence |
Conceal |
Cost |
Avail |
SI |
1.00 |
NA |
100,000 |
6/14 d |
2 |
These obviously non-metahumanoid cyberlegs are shaped like the hind legs of a quadruped animal, such as a dog. The feet can be hoof-shaped, paw-shaped or splayed like the feet of a bird. The shape of these legs allows the user to run more quickly and increases the power of kicking attacks. Characters may also install toe razors or retractable blades.
All "Kid Stealth" legs are obvious. Both legs must be the same.
A character with these legs adds a + 1 running multiplier; for example, a human with Kid Stealth legs runs at a rate of Quickness x 4. Add +2 to the Power of any kicking attacks made with these legs. Add 1 die to Athletics Tests involving jumping. To add toe razors or blades, use the rules for hand razors or blades, but attacks with these weapons add +2 to the Power of the attack.
Enhancements
Rating |
Essence |
Conceal |
Cost |
Avail |
SI |
1 - 3(per rating) |
0.00 |
|
50,000 |
6/4 d |
1.5 |
|
4+(per rating) |
0.30 |
-1 |
75,000 |
6/4 d |
1.5 |
This is a bonus to Strength of the cyberlimb now. It doesn't apply to your whole body, just that limb.
Rating |
Essence |
Conceal |
Cost |
Avail |
SI |
1 - 3 (per rating) |
0.00 |
|
30,000 |
8/4 d |
1.5 |
|
4+ (per level) |
0.20 |
-1 |
45,000 |
8/4 d |
1.5 |
This is a bonus to Body of the cyberlimb now. It doesn't apply to your whole body, just that limb.
Rating |
Essence |
Conceal |
Cost |
Avail |
SI |
1 - 3 (per rating) |
0.00 |
|
30,000 |
6/4 d |
1.5 |
This is a bonus to Body of the cyberlimb now. It doesn't apply to your whole body, just that limb.
Type |
Essence |
Conceal |
Cost |
Avail |
SI |
Ballistic (per point) |
0.05 |
|
2,500 |
8/14 d |
1.5 |
|
Impact (per point) |
.05 |
|
4,000 |
8/14 d |
1.5 |
Ballistic
This ceramic and hybrid-polymer plating can be installed on the outer casing of cyberlimbs, -skulls and -torsos. Intended primarily as protection for obvious cyberlimbs, this bulky armor can also be used in limited amounts on synthetic parts.
Each point of ballistic or impact armor is purchased separately. This armor is cumulative with worn armor.
Body plating on cybertorsos must be designated for either the front or rear torso.
No more than 10 points of ballistic and 10 points of impact armor (including ablative bonuses) may be added to a single cyberlimb (front and rear torso are counted separately).
Impact
This ceramic and hybrid-polymer plating can be installed on the outer casing of cyberlimbs, -skulls and -torsos. Intended primarily as protection for obvious cyberlimbs, this bulky armor can also be used in limited amounts on synthetic parts.
Each point of ballistic or impact armor is purchased separately. This armor is cumulative with worn armor.
Body plating on cybertorsos must be designated for either the front or rear torso.
No more than 10 points of ballistic and 10 points of impact armor (including ablative bonuses) may be added to a single cyberlimb (front and rear torso are counted separately).
Type |
Essence |
Conceal |
Cost |
Avail |
SI |
Obvious Installation |
0.00 |
|
+200% |
As Device |
As Device |
|
Internal Installation |
0.00 |
+0 |
+50% |
As Device |
As Device |
|
Retractable Installation |
0.00 |
-1 |
+100% |
As Device |
As Device |
|
DNI controlled |
0.10 |
|
+100% |
As Device |
As Device |
You can get anything built into a cyberarm. Anything, as long as it'll reasonably fit. If it's built into the arm internally with no exposed components, then it doesn't modify concealability. If not, then the cyberarm is not concealable. (Try hauling something around something with a keypad built into it on your arm and convince people it's natural.) If it is going to be mentally controlled, it needs to be adapted for DNI. You can buy these devices as retractable, as well, just be aware of size limitations. Retractable devices are considered internal, also. Changing settings or controlling a DNI device is a Free Action unless otherwise specified by the action you're performing (like full-auto fire).
Essence |
Conceal |
Cost |
Avail |
SI |
0.00 |
|
2,000 |
3/1 d |
1.5 |
As seen in 'Goldfragger' and 'The Man With One Chrome Shoe'. Cyberarms normally come in a dull, flesh-colored plastic. (It's ugly.) You can also get custom embossing or engraving for extra money.
Essence |
Conceal |
Cost |
Avail |
SI |
0.00 |
-1/-6 |
40,000 |
10/21 d |
2 |
A street samurai favorite, the cyberarm gyromount provides better balance and reduced recoil for improved firing capability. This system is concealed when not in use, but when activated, counterweights pop out of the owner's wrist and begin to spin.
This piece of cyberware works like a standard gyromount and provides 3 points of recoil reduction. It can be used with any weapon of a size up to and including a light machine gun. It can only be installed in a full cyberarm or articulated arm.
Unactivated, this system reduces Concealability by 1; when activated, reduce Concealability by 6.
Type |
Essence |
Conceal |
Cost |
Avail |
SI |
Fixed |
0.00 |
-5 |
1,000 |
3/1 d |
1 |
|
Retractable |
0.00 |
-1 |
2,500 |
4/2 d |
1 |
Cyberfeet equipped with in-line roller skates allow quick movement for those adept at skating on blades. Retractable
models are available.
Cyberskates can only be installed in cyberfeet. Cyberskates allow the user to skate with a movement rate of Quickness x 2 (walking) or Quickness x 6 (running). Skating characters receive normal movement modifiers, with an additional + 1 to difficult ground modifiers. A skating character also receives a + 1 target number modifier for any Dodge Tests.
In restricted combat conditions or crowded terrain, cyberskate users must succeed in an Athletics (Skating) (5) Test at the end of each Combat Turn they move, or else fall prone. Extending or retracting cyberskates requires a Complex Action.
Essence |
Conceal |
Cost |
Avail |
SI |
0.10 |
|
4,500 |
4/6 d |
1 |
Direct neural interface (DNI) is a device that links a user's brain to a specially modified piece of equipment in order for
that equipment to be cybernetically controlled. Commonly used for equipment installed in cyberlimbs or body compartments, DNI allows the user to issue mental commands to operate that equipment.
Output from the equipment must be viewed through a display link (text), image link (images) or other translation gear (for example, simsense signals could be experienced through a simrig).
Simply put, a DNI is a dedicated datajack connection to a specially modified piece of equipment. Any external device that is DNI-modified can be controlled via datajack. Only devices that have been adapted for DNI control may be manipulated through ON!. Most headware implants that are instead installed in cyberlimbs are already DNI-adapted; they require only a DNI implant to connect them to the brain. For example, if a cyberdeck is installed in a cyberlimb, the user must still externally jack into it (by connecting a cable between the datajack and the deck's jackport), unless it has been connected to the user via DNI.
Essence |
Conceal |
Cost |
Avail |
SI |
0.05 |
See Rules |
2,500 per point |
8/14 d |
2 |
Don't you just hate it when your cyberarm sets off metal detectors like a pound of lead? Want a little extra protection for those valuable electronics? Try out Mag-Shield(tm). Each point of Mag-shield adds +1 to Concealability versus MAD detectors for it and all its contents. Each 2 points also gives an extra 1 point of protection against electrical attacks against that limb. You can get up to 8 points.
Essence |
Conceal |
Cost |
Avail |
SI |
0.00 |
|
+10% |
+2/+2 d |
2 |
Attaching/removing a replacement part requires a free hand and a Complex Action.
Essence |
Conceal |
Cost |
Avail |
SI |
0.00 |
+8 |
5,000 |
4/3 d |
2 |
Tired of sticking out like a sore thumb at parties? Get Realskinn(tm)! This new synthetic layering comes completely with realistic texture, hairs, moles, imperfections, and even a computer generated pulse.
Essence |
Conceal |
Cost |
Avail |
SI |
0.10 |
|
5,000 |
Always |
1 |
This is actually listed in the headware section, but it's just so darned spiffy I thought I'd mention it again. This allows all the devices in your cyberarm to talk to the devices in the rest of your body. Each cyberarm will need one of these if you have anything that needs to send info elsewhere (E.g., Smartgun link).
Essence |
Conceal |
Cost |
Avail |
SI |
0.00 |
-1 |
10,000 |
6/3 d |
1.5 |
Cyberlimbs built with this feature can extend outward like an antenna. Telescoping cyberlegs elevate the user, allowing him to reach higher. Telescoping cyberarms allow the user to reach farther than their normal ability. Extended limbs are not flexible and can be clumsy to move with or use.
Only full cyberlimbs, or lower leg or lower arm cyberlimbs, can be modified with the telescoping feature. Telescoping cyberlimbs require a Simple Action to pop out or retract. Such cyberlimbs increase the user's height or reach by 1 meter. Telescoping cyberarms can be used to negate an opponent's Reach bonus by -1, but they do not add any Reach bonus to the user. Because of their awkwardness, the gamemaster may apply a + 1 target number to tests involving the telescoped limb where limited flexibility is a factor.
Weapon Mounts
Type |
Essence |
Conceal |
Cost |
Avail |
SI |
Fixed |
0.00 |
-5 |
5,000 |
6/4 d |
2 |
|
Retractable |
0.00 |
-2/-5 |
15,000 |
6/4 d |
2 |
General
Weapon mounts may only be mounted on a cyberlimb or cybertorso. The gun must be connected to the user with a DNI implant or manually triggered. To take advantage of a smartgun link, the gun must be smartgun-equipped and the mount must be linked (via router) to a smartgun link. Only one gun can be attached to each mount.
Retractable mounts require a Simple Action to pop out or retract.
For 10 nuyen (plus ammo costs), player characters can buy external ammo pods that store 50 rounds of ammunition. Only one pod can be mounted at any given time.
Specifics
This is a simple mounting point, similar to a hardpoint, that allows a weapon to be used while keeping the hands free.
Attaching or detaching a weapon from this mount requires a Complex Action. The external mount supports light, heavy or machine pistols and submachine guns. If the weapon is not mounted in a location where it can be intuitively aimed (for example, on the shoulder facing to the rear), add a +2 modifier to the target number when firing it. This mount offers no recoil compensation bonuses.
Type |
Essence |
Conceal |
Cost |
Avail |
SI |
Fixed |
0.00 |
-6 |
25,000 |
8/7 d |
2 |
|
Retractable |
0.00 |
-3/-6 |
40,000 |
8/7 d |
2 |
General
Weapon mounts may only be mounted on a cyberlimb or cybertorso. The gun must be connected to the user with a DNI implant or manually triggered. To take advantage of a smartgun link, the gun must be smartgun-equipped and the mount must be linked (via router) to a smartgun link. Only one gun can be attached to each mount.
Retractable mounts require a Simple Action to pop out or retract.
For 10 nuyen (plus ammo costs), player characters can buy external ammo pods that store 50 rounds of ammunition. Only one pod can be mounted at any given time.
Specifics
This mount features a motorized pivoting system. If linked to a target designator system, it can track targets automatically without effort by the user.
This mount functions the same as an external mount. If it is linked to a target designator system, it can be fired at marked targets (add laser sight bonuses for such shots, but not smartlink bonuses). It can support the same weapons as the external mount and provides no recoil compensation.
Type |
Essence |
Conceal |
Cost |
Avail |
SI |
Fixed |
0.00 |
|
110,000 |
12/24 d |
2 |
|
Retractable |
1.00 |
-5/— |
200,000 |
12/24 d |
2 |
General
Weapon mounts may only be mounted on a cyberlimb or cybertorso. The gun must be connected to the user with a DNI implant or manually triggered. To take advantage of a smartgun link, the gun must be smartgun-equipped and the mount must be linked (via router) to a smartgun link. Only one gun can be attached to each mount.
Retractable mounts require a Simple Action to pop out or retract.
For 10 nuyen (plus ammo costs), player characters can buy external ammo pods that store 50 rounds of ammunition. Only one pod can be mounted at any given time.
Specifics
The articulated arm is a separate articulated tracking mount, usually anchored to a cybertorso in the middle of the back. This mount extends out over the user's shoulder or out to the side for a clear field of fire; it has a full range of motion except for a dead spot behind the user's head.
This mount works like a tracking mount but has a full range of motion and covers a 360-degree firing area. The articulated arm can support all light weapons up to a light machine gun. The system gives users 3 points of Recoil Reduction. plus the modifiers for a laser sight.
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