cyberware_bodyware

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Cyberware Essence Cost Availability Street Index Legality
Bodyware
Auto-injector
Reusable 0.1 1,000¥+ contents 4/72 hrs 1.5 6P–N
One-shot 0.05 1,500¥ + contents 4/72 hrs 1.5 4P–Q
Extra Dose Capacity +500¥ per dose 4/72 hrs 1.5 As above
Balance Tail 0.5 10,000¥ 8/1 wk 2 Legal
Biomonitor 0.3 5,000¥ 6/72 hrs 2 Legal
Diagnosis Processor 0.2 2,500¥ 6/72 hrs 2 Legal
Subdermal Display 0.1 500¥ 4/48 hrs 1 Legal
Body Compartment 0.2 5,000¥ 4/48 hrs 1 Legal
Injector 500¥ + contents 4/72 hrs 1.5 6P–N
Lockpicks 500¥ 8/2 wks 3 6P–Q
Lockpick Gun Rating x 250¥ 8/2 wks 3 6P–Q
Synthetic Fingerprint Rating x 2,000¥ (Rating x 2)/1 wk 3 4P–Q
Scanner Accessory Rating x 500¥ Rating/72 hrs 3 6P–V
Bone Lacing
Plastic 0.5 7,500¥ 5/14 Days 1.5 6P-N
Aluminum 1.15 25,000¥ 5/14 Days 1.5 6P-Q
Titanium 2.25 75,000¥ 5/14 Days 1.5 6-R
Ceramic 1.5 40,000Y 6/21 days 2 6P–Q
Kevlar 1 20,000¥ 6/21 days 2 6P–N
Boosted Reflexes
Level 1 0.5 15,000¥ 3/24 Hrs 1 8P-Q
Level 2 1.25 40,000¥ 3/24 Hrs 1.25 6P-Q
Level 3 2.8 90,000¥ 3/24 Hrs 1.5 5P-Q
Cyberfins 0.3 10,500¥ 5/48 hrs 1.25 3P–N
Dermal Plating
Level 1 0.5 6,000¥ 4/12 Days 1 6P-N
Level 2 1.0 15,000¥ 4/12 Days 1 6P-N
Level 3 1.5 45,000¥ 4/12 Days 1 5P-N
Dermal Sheath
Rating 1 0.7 24,000¥ 6/14 days 1.5 6P–N
Rating 2 1.4 60,000¥ 6/14 days 1.5 6P–N
Rating 3 2.1 120,000¥ 8/14 days 1.5 5P–N
Ruthenium +.2 +150,000¥ 2/4 days +.25 4P–N
Image Scanner (each) +.05 +8,000¥
Authentic Skin Tone SPU +0.1 +9,000¥ - - -
Hair Spooler +0.2 +15,000¥ - - -
Facial Scult-ware 0.2/rating 2,000¥/Rating 6/12 days 1.5 4P–N
Filtration Systems
Air Rating / 10 Rating x 15,000¥ 6/4 Days 1 Legal
Blood Rating / 5 Rating x 10,000¥ 6/4 Days 1 Legal
Ingested Toxin Rating / 5 Rating x 10,000¥ 6/4 Days 1 Legal
Fingertip Compartment 0.1 3,000¥ 3/24 Hrs 1 Legal
Flex Hands 0.4 8,000¥ 6/72 hrs 2 7P–N
Foot Anchor 0.4 14,000¥ 6/7 days 2 Legal
Hand Blade 0.1 7,500¥ 6/5 Days 1.5 4P-R
Retractable 0.25 10,000¥ 6/5 Days 1.5 3P-R
Hand Razors 0.1 4,500¥ 3/72 Hrs 1 3-N
Improved Razors N/A +8,500¥ 6/72 Hrs 1 3-N
Retractable Razors 0.2 9,000¥ 5/72 Hrs 1 3-N
Hydraulic Jacks 0.75 + (.25 per Rating) Rating x 5,000¥ 5/6 days 1 Legal
Internal Air Tank 0.25 1,200¥ 4/5 days 1.5 Legal
Tracheal Vent 0.1 750¥ 4/5 days 1.5 Legal
Jolt-alert 0.1 1,500¥ 4/48 hrs 1.5 Legal
Magnetic System 0.3 2,800¥ 6/7 days 2 Legal
Move-by-Wire System
Rating 1 2.5 250,000¥ 8/10 days 2.5 3P–R
Rating 2 4 500,000¥ 12/20 days 3 3P–R
Rating 3 5.5 1,000,000¥ 18/30 days 3 3P–R
Rating 4 7 2,000,000¥ 20/45 days 3.5 3P–R
Muscle Replacement Rating Rating x 20,000¥ 4/4 Days 1 5P-Q
OXSYS Cybergill 0.75 12,500¥ 5/72 hrs 1.75 Legal
Reaction Enhancer 0.2 x point 60,000¥ x points 6/7 Days 2 6P-R
Retractable Climbing Claws 0.3 10,000¥ 5/72 hrs 1.5 6P–N
Simrigs
Baseline Cyberware Simrig 2 300,000¥ 2/5 Days 1 Legal
Full-X Cyberware Simrig 2 500,000¥ 6/12 Days 3 Legal
Simlink 0.6 70,000¥ + (Rating x 10,000¥) 3/5 Days 1.5 Legal
Skillwires 0.2 x Max Rating Max Total MP x Max Rating x 500¥ Rating/10 Days 1 Legal
Smartlink 0.5 2,500¥ 3/36 Hrs 1 5P-N
Smartlink-2 0.5 3,500¥ 6/48 hrs 2 5P–N
Smartlink 2 Subsystems
Induction Pad 0.1 200¥ 4/48 hrs 1.5 5P–N
Eye Display 0.1 300¥ 4/48 hrs 1.5 Legal
Ltd. Simsense Rig 0.1 1,000¥ 4/48 hrs 1.5 5P–N
Standard Processor 0.2 1,000¥ 4/48 hrs 1.5 5P–N
Smartlink-2 Proc. 0.2 2,000¥ 6/48 hrs 2 5P–N
Range Finder 0.1 2,000¥ 8/48 hrs 1.5 5P–N
Personalized Safety 200¥ 4/48 hrs 1.5 Legal
Spur 0.1 7,000¥ 3/72 Hrs 1 3-N
Retractable Spur 0.3 11,500¥ 5/72 Hrs 1 3-N
Voice Modulator 0.2 45,000¥ 2/24 Hrs 1 Legal
Increased Volume - 10,000¥ 2/24 Hrs 1 Legal
Playback 0.2 40,000¥ 4/48 Hrs 1 Legal
Secondary Pattern - 30,000¥ + (20,000¥ x Rating) 6/7 Days 2 3-Q
Tonal Shift - 25,000¥ 2/24 Hrs 1 Legal
Wired Reflexes
Level 1 2 55,000¥ 4/8 Days 1 5P-Q
Level 2 3 165,000¥ 4/8 Days 1 4P-Q
Level 3 5 500,000¥ 8/14 Days 1 3-R
Reflex Trigger +0.2 13,000¥ As wired reflexes As wired reflexes 4P-Q
Stepped Reflex Trigger +25% As wired As wired 4P–Q
Cyberlimbs
Cyberarm
Obvious 1 75,000¥ 4/4 days 1 Legal
Synthetic 1 100,000¥ 4/4 days 1 Legal
Cyberleg
Obvious 1 75,000¥ 4/4 days 1 Legal
Synthetic 1 100,000¥ 4/4 days 1 Legal
Cyberskull
Obvious 0.75 35,000¥ 6/4 days 1 Legal
Synthetic 0.75 55,000¥ 6/4 days 1 Legal
Cybertorso
Obvious 1.5 90,000¥ 6/4 days 1 Legal
Synthetic 1.5 120,000¥ 6/4 days 1 Legal

84

BODYWARE

Bodyware covers all cyberware not implanted in the head. Any devices that use the central nervous system to deliver messages to the brain are considered bodyware, as are move-by-wire systems and high-end wired reflexes that bypass the normal nervous system routing, as are bone restructuring, body plating and even cybertorsos. Bodyware also includes any devices that can be built into cyberlimbs, such as hand blades or smartgun links.

85

AUTO-INJECTOR

An auto-injector is an implanted device that dispenses medication or compounds. Auto-injectors have many uses, from diabetics who need regular insulin doses to psychiatric patients taking medication to ward off depression. Prisons, governments and corporations are also known to use autoinjectors to ensure compliance or maintain control. Auto-injectors dispense just about any drug or chemical known to metahumanity directly into the bearer’s bloodstream. Each auto-injector carries one dose; expanded models are also available that can hold up to 5 total doses.
Auto-injectors come in two styles, reusable and one-shot. Reusable units feature an external port through which they can be refilled and are usually implanted just below the skin’s surface in a location offering convenient access. These models can be connected directly to an IV to provide a constant dose.
One-shot units are usually implanted in such a way that they cannot be detected by a visual scan and, as the name implies, are good for one use only. They are commonly used to introduce deadly substances into an unwilling victim.
Game Effects
Auto-injectors are merely a delivery device; the substances within them, however, will produce varying effects (see Chemistry, p. 101).
The auto-injector has some type of trigger that releases its contents into the bloodstream; this may be a built-in clock or timer; a signal from a linked radio unit; datajack or other source; the presence of specified chemicals in the bloodstream; and so on. This trigger must be chosen when the autoinjector is purchased.

86

BALANCE TAIL

Grafted to the base of the spine, this weighted cybernetic tail extends for slightly more than one meter. Connected to an expert system balance processor, the tail adjusts to keep the user’s center of gravity balanced. The tail is not under conscious control and tends to twitch and sway randomly as the user moves.
People equipped with a balance tail must have their clothes customized to accommodate the extra limb.
Game Effects
The balance tail reduces the target number by –2 of any tests involving balance, including climbing, walking a ledge, jumping, falling, Knockdown and so on. If combined with balance augmentation earware, the cumulative modifier is –3. See Cyberware and Social Interaction, p. 48, for other effects.

87

BIOMONITOR SYSTEM

Implanted biomonitors measure the user’s vital signs and body functions, including heart rate, blood pressure, respiratory rate, temperature, blood-sugar and -alcohol level, blood-cell counts and so on.
Information from this device can be output through linked devices such as display links or datajacked medkits, but usually it is transferred to an implanted diagnosis processor.
The diagnosis processor is an expert-system computer that uses biomonitor information to diagnose any anomalies or medical problems. It is similar to the computer included In external medkits and can suggest remedies, antidotes and medical procedures. Typically, the prognosis, health warnings and medical suggestions are output to a linked subdermal display monitor, but they can also be output through other linked devices. The processor is typically programmed to alert the user to certain dangerous conditions (poisoning, low bloodsugar level, erratic pulse, nitrogen narcosis and so on); other alert conditions and actions may be specified by the user, such as contacting DocWagon (using a linked telephone) if the user’s life is in danger.
The subdermal display unit is implanted on the lower arm (usually the left), under the skin. The unit displays text in a color that can be seen through the user’s skin; in effect, it looks like the arm is a display screen. Subdermal pressure buttons allow the user to scroll the text, switch to other windows, make queries and so on. If the user’s health is threatened, a warning display will flash on the screen (this option can be muted if circumstances require stealth or concealment). Medical response teams are trained to check a victim for biomonitor displays immediately upon arrival.
Game Effects
The three components of this system can be implanted as a pre-linked whole or used piecemeal.
Biomonitor: Installed in the chest, this device monitors the body’s systems and outputs the information.
Diagnosis Processor: Like a medkit, this device can make Biotech Skill Tests to identify health threats and determine a course of action. It has a Biotech Skill of 5. It can be programmed to trigger display warnings or be linked to autoinjectors, communication devices, internal air tanks and so on.
Subdermal Display: When inactive, this device has a Concealability of 10.

88

BODY COMPARTMENTS

In addition to the finger tips and teeth, other places on the body can be hollowed out or replaced with compartments to hide small objects and devices. Typically, creating such compartments requires removing a small section of bone and replacing it with a plasteel case. Placement options are limited but include rib sections, toe compartments, hollow kneecaps and so on. More esoteric compartments are also possible, such as a small one located behind the navel.
Body compartments are primarily used to conceal items, though such objects must be quite small. They can also be used to conceal the existence of a datajack or chipjack, though a thorough cyberscan is still likely to detect their existence. If you connect a datajack to the compartment, you can also control any DNI-equipped device you store in the compartment.
Some common compartment-stored devices include drug injectors, lockpicks and lockpick guns, micro-transceivers and so on. A recent development is a synthetic finger tip that can mimic a fingerprint pattern downloaded from a print-scanner accessory. The scanner can be used to “read” a print directly from a hand (assuming the owner of the limb is alive or recently dead), or it can scan a readable print recently left by the owner on an appropriate surface.
Game Effects
Body compartments may only be placed in areas of the body that could reasonably be hollowed out or replaced (the gamemaster has final say). These compartments are quite small; as a general rule, only devices with a Concealability of 9 or higher can be stored in such compartments, with a limit of one per compartment.
Rules for tooth, finger-tip and toe-tip compartments can be found on p. 299 and p. 301, respectively, of SR3. All other compartments use the following rules.
Body compartments cannot be detected by a visual scan, and they have a Concealability of 10 against physical searches. Add +1 to the target number for cyberware detection scans made against them.
In general, using a weapon or item installed in a body compartment in combat requires the use of the Cyber- Implant Weaponry Skill. Monowhips require the use of the Whips Skill instead.
Injector: Holds one dose of any chemical, poison, toxin or other appropriate compound. The needle has a Damage Code of (STR + 3)L, but the maximum damage that can be caused is a Moderate wound, and the needle will not pierce hardened armor. The target must take damage to be injected. Replacing the dose takes 2 minutes.
Lockpicks: Lockpicks are used against key-and-tumbler locks (though outdated by the standard of modern maglocks, they remain inexpensive and effective). Most key-and-tumbler locks have a Rating of 4 or 5, depending on their complexity. Picking them requires use of the special Active Skill Lockpicking (linked to Quickness). Lockpicking requires both hands, with the pick in one and a torque wrench (external or implanted) in the other, and a base time of 20 seconds x the lock rating.
Lockpick Gun: This device simultaneously “rakes” the lock’s tumblers with a motorized, expert-system-driven pick and applies torque to turn the lock. Each lockpick gun has Lockpicking Skill equal to its rating (maximum 10).
Synthetic Fingerprint: To use this system, a fingerprint must first be obtained using a portable print-scanner. The scanner is then jacked into the synthetic finger tip and the print’s pattern downloaded. When being used to deceive a fingerprint scanner, make an Opposed Test between the synthetic print system’s rating and the scanner’s rating. If the scanner achieves any net successes, it detects the fake and triggers an alert. If the results are a tie, it asks to repeat the scan. Otherwise, the fake print deceives the scanner.

89

BONE LACING

Bone lacing is a process in which the cellular structure of the subject’s bones is augmented with lattice chains of reinforcing plastics and metals to improve the bone’s integrity and tensile strength. Weight added this way counts toward calculated encumbrance (plastic, 5 kg; aluminum, 10 kg; titanium, 15 kg).
Plastic Bone Lacing: This treatment adds 1 to the character’s Body Attribute and 5kg in encumbrance. Unarmed blows by persons with plastic bone lacing do (STR + 2)M damage. Lacing makes bones virtually unbreakable by conventional standards; however, laced bones can still be broken if great enough deliberate force is applied. The Barrier Rating for plastic lacing is 6. for aluminum 8, and for titanium 10.
Aluminum Bone Lacing: This treatment adds 1 to the character’s Body Attribute, one level of impact armor, and 10kg in encumbrance. Unarmed blows by persons with aluminum bone lacing do (STR + 3)M damage. The Barrier Rating for aluminum lacing is 8.
Titanium Bone Lacing: This treatment adds 2 to the character’s Body Attribute, one level of impact armor plus an additional level of ballistic protection, and 15 kg in encumbrance. (See the Bone Lacing table below). Armor gained in this fashion is cumulative with worn armor. Unarmed blows by persons with titanium bone lacing do (STR + 4)M damage. The Barrier Rating for titanium lacing is 10.
Ceramic Bone Lacing: This treatment adds 1 to the character’s Body Attribute and provides 2 points of impact armor. It imposes the same encumbrance as titanium (15 kg) and has an effective Barrier Rating of 8. Unarmed attacks by a character with ceramic lacing inflict (STR + 3)M damage.
Kevlar Bone Lacing: Kevlar lacing adds 1 to the character’s Body Attribute and provides 1 point of ballistic armor. It imposes the same encumbrance as plastic bone lacing (5 kg) and has an effective Barrier Rating of 5. It provides no bonus to unarmed attacks.
Aluminum and titanium lacing show up on conventional metal detectors.
A character with bone lacing can also choose to have his unarmed blows do Physical damage, but the Power of the attack is halved (round up).

BONE LACING
Material Bonus Unarmed Blow
Plastic +1 Body (STR + 2)M Stun
Aluminum +1 Body, +1 Impact (STR + 3)M Stun
Titanium +2 Body, +1 Impact, +1 Ballistic (STR + 4)M Stun
Ceramic +1 Body, +2 Impact (STR +3)M Stun
Kevlar +1 Body, +1 Ballistic No Change

90

BOOSTED REFLEXES

This one-time electrochemical treatment increases the body’s natural reflexes. The recipient, however, can never use wired reflexes or a vehicle control rig, nor can boosted reflexes be removed at a later date. The treatment is permanent. (See the Boosted Reflexes table, p. 303).

BOOSTED REFLEXES
Boosted Reflexes Reaction Bonus Initiative Bonus
Level 1 +1D6
Level 2 +1 +1D6
Level 3 +2 +2D6

91

CYBERFINS

Cyberfins consist of retractable spurs and webbing implanted in the hands and feet. When extended, they allow the user to swim as if using ordinary swim fins.
Game Effects
Characters using cyberfins can swim at half their normal walking or running rate (see p. 47, SR Companion). In addition, the wearer can use cyberfins to attack (treat as hand razors with –1 Power). Cyberfins are not compatible with standard swim fins or any type of gloves.

92

DERMAL PLATING

This invasive protection system uses hard plastic and metal fiber plates bonded to the user’s skin. Dermal plating is anything but subtle, and it limits skin flexibility. The armor plates may be tailored to any surface texture or color. Dermal armor comes in three strengths, which affect the level of surgical invasion. The character’s Body is increased by the armor’s rating, but it does not assist in healing.

93

DERMAL SHEATH

Dermal sheathing combines the latest advances in dermal plating technology with a semi-synthetic skin sheath. The result is protection that is smoother and less bulky than standard dermal plating, with greater self-regenerative capability.
Some dermal sheaths use a technology derived from ruthenium polymers, allowing the sheath to change across a wide array of colors through a low-level electric charge. The color display is facilitated by built-in expert logic circuitry. It can use input from imaging scanners to match the sheath to its owner’s surroundings for a camouflage effect, or it can display text or images input from linked sources such as headware memory.
Game Effects
The dermal sheath boosts the character’s Body Attribute by a number of points equal to the sheath’s rating plus 1; for example, Rating 2 sheathing adds 3 points. It also provides impact armor equal to one-half the rating, rounded up. Sheaths composed of ruthenium work exactly as described under ruthenium polymers (p. 114). The logic circuits are DNI equipped, so coloration can change with a mental command (this requires a Simple Action). Words and images from a linked source can also be displayed, in the event a character wishes to make a statement with his skin. Imaging scanners can be implanted or worn externally and linked by datajack.
Authentic Skin Tone SPU: This modification for the Dermal Sheath requires the Ruthenium polymers option to have been installed. This SPU will ensure that if a natural skin color is selected, it is patterned authentically. This includes skin blemishes, wrinkle contour shading, and other skin effects that make it virtually impossible to tell by purely visible inspection that the skin tone is not natural. If used in conjunction with the Disguise skill (see p. 104, SOTA: 2063) to imitate the appearance of a specific person, the target number of the Disguise Test is reduced by 1.
Hair Spooler: With this modification for the Dermal Sheath all of the character’s hair follicles have been replaced. The default state of the character’s “hair” is white color and no length (Bald). The character may define any color for the hair and any length for the hair up to one meter on the top of the head and 10 centimeters elsewhere. The “hair” is a ruthenium polymer derivative and can become any color the user desires including blending with it’s surroundings when linked to imaging scanners. Hair length may be adjusted by up to 5 centimeters per combat turn.

122

FACIAL SCULPT-WARE

This cyberware can change the facial features through slight shifts in musculature, bone, cartilage and skin angles for a number of hours equal to its rating or rating x 2 if he/she has a cyber skull. Altering the face requires (10 – Willpower) minutes of concentration. This cyberware is specifically targetted at biometric facial recognition, every characteristic that is measured with BFR may be altered. Observers must make a Perception test with a target number of the Facial Sculpt-ware rating to recognize a disguised character. If the character has the Disguise Skill add the number of successes on a Disguise (4) test to the observer’s perception test target number. Examples of changes include raising or lowering the cheek bones. thickening or thinning of the lips. Stretching the eyelids, altering the angle or height of the ears, squaring or rounding the chin or drawing up or fattening of the nose. It can alter the character’s perceived metatype (at least in the face), though depending on the character’s body mass this may look odd. Facial Sculpt can create the facial structure necessary to speak Or’z.et (see p. 167, SOTA: 2064) without penalty. If used in conjunction with the Disguise skill (see p. 104, SOTA: 2063) to imitate the appearance of a specific person, the target number of the Disguise Test is reduced by 2. Max rating 6

94

FILTRATION SYSTEMS

These systems protect the user from specified substances, and they come in several separate models. A replacement trachea fitted with filters protects the user from smoke and most gasses. A kidney replacement includes toxin filters to remove foreign agents from the bloodstream. It is effective against most injected drugs, slap patches and many diseases. A system of implanted filters is designed to detoxify a wide range of poisons taken orally, including alcohol. Filtration systems reduce the Power of any toxin or gas by the system’s rating. These systems can have ratings to a maximum of 10.

95

FINGERTIP COMPARTMENT

This small storage space replaces the last joint of a finger. It is ideal for concealing data chips, and is also commonly used to conceal a monofilament whip because the replacement joint can serve as the whip’s control weight.

96

FLEX HANDS

This modification replaces most of the bones in the hands with a type of memory plastic that deforms under continuous pressure and then returns to its normal shape. This allows the user to squeeze his hand out of handcuffs and other restraining devices.
Game Effects
A character with flex hands receives –2 to target numbers for any tests using the Escape Artist skill, as well as any other tests that involve hand contortions. Flex hands are not compatible with bone lacing, and can be turned on and off.

97

FOOT ANCHOR

This retractable, spring-loaded, heavy-duty spur shoots down through the heel of the foot, anchoring the user to the ground or impaling a target. Primarily intended for use in cyberfeet, when installed in ordinary feet they require extensive ankle and shin bracing so that the bones don’t snap off near the blade when pressure is applied.
Game Effects
The foot anchor cannot penetrate materials with a Barrier Rating higher than 10 (most pavement has a Barrier Rating 8). Each foot anchored increases the amount of weight a character can hold up or hang on to by a maximum of 50 kilograms. If the foot anchor is set into a material with a Barrier Rating of less than 10, each Barrier Rating point below 10 reduces the amount of weight by 5 kilograms.
As a weapon, the foot anchor inflicts (STR – 1)M damage. With a foot anchor extended for use as a weapon, the user’s movement rate is reduced to half their Quickness (round down), and they modify the Dodge Test by +1.
Anchored users receive 1 point of Recoil Reduction per foot anchor, and their target number to resist Knockdown is reduced by 1 per anchor. Only one anchor can be installed in a foot.

98

HANDBLADE

This implanted blade slips out the side of the hand opposite the thumb, parallel to the hand. The retractable version is common on the streets. Hand blades do (STR + 3)L damage.

99

HAND RAZORS

These 2.5-centimeter, chromed steel or carbon fiber blades replace the user’s fingernails and are anchored to the user’s bones. Retractable versions slide out of sight under synthetic nail
replacements. Hand razors do (STR)L damage. An improved version with compressed carbide blades does more damage, but is costlier. Improved razors do (STR + 2)L damage.

100

HYDRAULIC JACKS

Hydraulic jacks require extensive and obvious modifications to the legs, making them most common among those with cyberlegs. Hydraulic jacks greatly increase the maximum distance (both vertical and horizontal) the user can jump, increase running speed and absorb impact from falls.
Game Effects
A character equipped with hydraulic jacks adds rating x 20 percent to his maximum jump distance (see p. 47, SRComp). Each rating point also adds an extra die for Athletics (Running) Tests. Add a number of dice equal to the jacks’ rating to Athletics (Jumping) Tests.
If a character can manage to land on his feet, hydraulic jacks can also absorb some of the impact of a fall. (Landing on one’s feet requires a successful Quickness (5) Test for a height of 5 meters or less, + 1 to the target number for every additional 4 meters.) Reduce the Power level of the fall by the jacks’ rating. Hydraulic jacks have a maximum rating of 5.

101

INTERNAL AIR TANK

The internal air tank is an independent air source implanted below a lung (and requiring partial removal of that lung). The user can breathe from the tank, making her immune to any airborne toxin or other compound.
Air tanks are pressurized to allow greater air storage. They may also be filled with other gaseous compounds. A tracheal vent accessory is also available that allows the contents to be exhaled without the substance passing through the user’s trachea.
Game Effects
Internal tanks hold approximately 75 minutes worth of air, though the amount of air consumed may vary depending on underwater depth, lung capacity and activity. Refilling it (through an intake valve placed just under the rib cage) takes 5 minutes. If a character is using an internal air tank for underwater operations, modify by –1 tests for treading water or floating (p. 48, SRComp).
Because air tanks are pressurized, a breach (for example, from damage) may cause an explosion. Whenever an air tank takes Stress (see Cybersystem Damage, p. 127), roll 1D6. On a result of 1, the tank explodes. An exploding air tank inflicts 10S damage on the owner; external armor (worn armor, dermal plating or sheaths and so on) does not protect the character, though bone lacing and other internalized impact armor do. Nearby characters may also be damaged; reduce the Power of the explosion by –2 per meter, and subtract from the Power any external impact armor the character is wearing.
The tracheal vent allows the tank’s contents to be released without passing through the owner’s respiratory system. Characters releasing a noxious gas through a tracheal vent, however, must still protect themselves from inhaling the poison using a respirator or another air tank. To determine the effects of a released gas, use the rules for gas delivery systems given on p. 90 of SRComp.

102

JOLT-ALERT

This device, attached to the spinal cord at the base of the neck, sends a shock through the user’s nervous system via a small electric pulse that jolts the user instantly awake. The joltalert must be linked to a triggering mechanism, such as a retinal clock, headware telephone or even a datajack-linked external alarm system.
Game Effects
When the jolt-alert is triggered, the user instantly jerks awake. Users with Deadly Stun damage cannot be roused to consciousness with this device.

103

MAGNETIC SYSTEM

This system consists of a series of electromagnets mounted along the length of a limb (for example, foot, shin and knee). When the system is activated, the user can hold on to or cling to ferrous-metal objects more strongly.
Note that in 2061, most metals are nonferrous, semimetallic polymer compounds, including those used in weapons and cyberware. Ferrous metals are still used in heavy vehicles (big cars and trucks), building support structures (railings, beams, cables) and so on. Ferrous metal can also be added to devices such as gun grips to take advantage of a magnetic system (it practically guarantees that you won’t drop the gun). The magnetic field produced by this system is not strong enough to interfere with electronics or computers, which are primarily optical-based.
Game Effects
Each magnetic system adds +4 to a user’s Strength for purposes of holding or clinging to metallic items. Only one magnetic system can be installed in a limb.
Each limb system can only hold about 25 kilograms on its own (so a person weighing 75 kilograms would need at least three magnet systems to cling to an object through magnetic force alone). Multiple systems are cumulative.

104

MOVE-BY-WIRE SYSTEM

Move-by-wire systems are based on similar systems used for aircraft and vehicle maneuverability. The system puts the body in a constant state of seizure, so that it wishes to move in all directions simultaneously. An implanted expert computer monitors the seizure and counteracts its effects until the user wishes to move. At that point, it channels the effects of the seizure along the motion path desired. When the user moves, she does so with unnatural smoothness.
Move-by-wire users frequently suffer from slight but uncontrollable muscle tremors in specific muscle groups when they are at rest, mostly due to errors in the system’s seizure compensation. Other side effects, such as temporal lobe epilepsy with complications (TLE–x), are possible, but less common. Higher-rating move-by-wire systems take speed to a new level. Users of such systems are able to act repeatedly before others manage to move even once.

MOVE-BY-WIRE BONUSES TABLE
Rating 1: +1 Quickness, +2 Reaction, +1D6 Initiative, +1 die for Athletics and Stealth Tests
Rating 2: +2 Quickness, +4 Reaction, +2D6 Initiative, +2 dice for Athletics and Stealth Tests
Rating 3: +3 Quickness, +6 Reaction, +3D6 Initiative, +3 dice for Athletics and Stealth Tests
Rating 4: +4 Quickness, +8 Reaction, +4D6 Initiative, +4 dice for Athletics and Stealth Tests
AUTOMATIC STRESS TABLE
System Rating Accumulate 1 Stress Point every:
1 6 months
2 4 months
3 2 months
4 1 month

Game Effects
The move-by-wire system provides a number of bonuses, as shown in the Move-by-Wire Bonuses Table. The Quickness bonus does not count when calculating the character’s Reaction Attribute.
In addition, a character with a Rating 3 move-by-wire system must take an extra action at the end of the first Initiative Pass every Combat Turn. Likewise, a character with a Rating 4 system must take an extra action at the end of both the first and second Initiative Passes in the turn. The character must take these extra actions (they can be held, but they are lost at the beginning of the character’s next Combat Phase) and must recalculate his next Initiative Pass normally after doing so (subtract 10 from Initiative). This system is not compatible with any other Reaction- or Initiative-enhancing cyber- or bioware. Move-by-wire systems may not be fitted with a reflex trigger (see p. 301, SR3) or otherwise turned on and off.
Stress
Because move-by-wire systems put the central nervous system into a constant state of seizure, the character automatically racks up Stress Points (p. 124), as shown in the Automatic Stress Table, and must make a Stress Test. Apply the Stress to both Quickness and Reaction. The Stress can only be removed by therapeutic surgery (p. 147).
Each time the character takes Stress, he must make an unaugmented Willpower (move-by-wire rating x 2) Test. If he fails the test, he develops TLE–x and is plagued by feelings of alienation and loss of his sense of self. These feelings make his social responses subtly inappropriate, so he suffers a –1 penalty to Charisma and all Charisma-based skills in important social situations.
The character also suffers distorted perceptions, and judging spatial relationships and coordinating perceptions and actions become difficult. In circumstances that the gamemaster deems dangerous or tactically crucial—such as whether an individual notices a needed clue—apply a +2 penalty to the target numbers for Perception Tests, reduce Initiative by 2, and reduce Reaction by 1D6.
TLE–x can be corrected with brain surgery, but because the procedure involves cutting away a small area of brain tissue that has become chronically dysfunctional, it can only be done twice. The is a Correct Failure procedure for therapeutic surgery with a base target number of 8. Add a +2 modifier to the target number for the second surgery; after that, the condition becomes permanent. In chronic cases, the epilepsy can spread and cause afflictions such as impotence and incontinence. In such cases, the gamemaster may decrease Social Skills and Charisma appropriately.
An individual with TLE-x may also suffer acute seizures. If such a character suffers a Moderate (or worse) wound and is engaged in combat or some other type of conflict, the player must make a Willpower (6) Test. If the test fails, the character collapses in an epileptic seizure and suffers 6M damage. Roll 1D6 and multiply the result by 10 to determine the number of Combat Turns the seizure lasts. At the end of that time, roll 1D6 again and multiply the result by 10. This number represents the number of minutes the character remains unconscious.
If the move-by-wire system fails (or Quickness or Reaction fail in part due to incurred Stress), the character must succeed in an unaugmented Willpower (move-by-wire rating x 2) Test or suffer a breakdown of brain functions known as catastrophic clonic seizure syndrome (CCSS).
Involuntary functions such as breathing continue to work normally, but the affected character is incapable of voluntary action and is barely aware of what is happening around him. He experiences the world as a terrifying, whirling chaos of nightmarish sensations and intense pain. CCSS renders a victim’s move-by-wire system permanently dysfunctional, and it must be removed. Additionally, the character may suffer long-term damage such as reduced Quickness, Intelligence and/or Willpower, at the gamemaster’s discretion. CCSS victims can recover fully, but there is also a chance that the victim will only possess the awareness and quality of life of a family pet.

105

MUSCLE REPLACEMENT

Implanted, vat-grown synthetic muscles replace the user’s own. Calcium treatments and skeletal reinforcement allow an overall increase in the user’s strength. Add the rating of the muscle replacement to Strength and Quickness; this change does not affect Reaction. The maximum increase is 4.

106

OXSYS CYBERGILL

The OXSYS cybergill draws in water and filters out oxygen through forced osmosis, allowing users to breathe underwater.Carbon dioxide and water gases are absorbed into the water through reverse osmosis and expelled. Unlike the external version, the oxygen is delivered via solution directly into the bloodstream, averting the danger of oxygen toxicity.
The gills are implanted on both sides of the neck adjacent to the thyroid gland. A cutoff valve must also be installed in the lower trachea to prevent lung action during operation, and pulmonary bypasses must be inserted in the heart to reroute blood flowing toward the lungs up into the gills.
Game Effects
Divers using cybergills are immune to oxygen toxicity; however, they remain vulnerable to nitrogen narcosis and decompression sickness from the residual amount of nitrogen trapped in the lungs.
As a matter of common practice, divers who choose cybergill implantation also install an internal air tank (p. 29) containing pure helium that they use to flush residual nitrogen out of their lungs.
Cybergills allow a user to stay underwater indefinitely, though the system must be replaced after approximately 1,000 hours of use (this varies depending on diving depth, lung capacity and activity). Replacing filters requires cyberware repair surgery, and costs about 1,500 nuyen total.

107

REACTION ENHANCER

By replacing part of the spinal column with superconducting material, characters can increase their reaction times. Characters may take up to six reaction enhancements; each increases the user’s Reaction Attribute by 1. The reaction enhancer is compatible with other reaction/Initiative boosters.

108

RETRACTABLE CLIMBING CLAWS

Similar to retractable hand razors, climbing claws extend from the finger tips and assist in climbing.
Game Effects
Reduce by –2 the target number for all Climbing or Clinging Tests for characters with climbing claws. Characters who use their climbing claws to make an attack have a Damage Code of (STR – 1)L.

109

SIMRIG

A simrig is an implant that makes wet simsense recordings (either baseline or baseline
and full-X; see Simsense, p. 285). Output from the simrig can go into headware memory, transmitted through a simlink, or channeled through a datajack into any digital or optical storage. A simdeck or cyberdeck is necessary to play back the recorded sensory impressions.
Baseline recording requires 1 Mp per second; full-X requires 3 Mp per second. A simrig also works in reverse, allowing the user to chip sims as if using an implanted simdeck.
Simlink: Simlinks are transceiver systems designed to carry simsense. An accessory to a simrig, the simlink implant transmits the simrig output to a receiver. The receiver can be hooked up to a simlink recorder or directly to a simdeck, cyberdeck or remotecontrol deck, allowing the user to experience the sim in realtime. The Flux Rating of a simlink is equal to its Device Rating ÷ 4, rounded down. The cost includes the entire transmitter implant, as well as the external receiver and recorder package.

110

SKILLWIRES

These neuro-muscular controllers allow the recipient’s neurosystem to interface with specially designed and coded optical chips known as activesofts (see Skillsofts, p. 295) and to read those
chips as though they were naturally recorded memories or skills. When purchased, choose a maximum total MP and maximum skillsoft rating for the system; these determine the total rating and total size of all the activesofts a character can use at any one time. A chipjack (for insertion of activesofts) and/or memory must be purchased separately.

111

SMARTLINK

A smartlink is the feedback loop circuitry necessary to take full advantage of a smartgun. Targeting information appears on the user’s retina or cybereye as a small dot or cross hairs that corresponds to the smartweapon’s current line of fire. Typical systems use a subdermal induction pad in the user’s palm to link with the smartgun.

112

SMARTLINK-2

An advanced version of the basic smartlink unit, the smartlink-2 provides better targeting abilities and more accurate calculation of indirect firing arcs.
Game Effects
Smartlink-2 systems operate in the same way as standard smartlink systems (p. 301, SR3). When using a smartlink-2, apply only a +2 Called Shot modifier (rather than the usual +4). Also apply a –1 modifier for linked weapons such as under-barrel grenade launchers, grenade guns, rocket launchers and similar systems.
Missile launchers and other systems with an inherent Intelligence Rating cannot benefit from the smartlink system.
Smartlink-2 systems only work with guns that are smartlink-2-equipped. If a weapon with a standard smartlink is used by a character with a smartlink-2 implant (or vice versa), only the standard smartlink modifiers apply.

113

SMARTLINK SUBSYSTEMS AND ACCESSORIES

The smartgun link system breaks down into four components: an I/O device (typically a subdermal palm induction pad that syncs with the smartgun’s system), an eye display, a ballistics processor and a limited simsense rig (for body posture/gun position sensing). Some users may not want the whole package. For example, a user with an image link doesn’t need the eye display, he just needs to connect his existing cyberware to the smartlink system. Some users may wish to avoid the palm pads (detectable by touch), preferring to jack a smartlinked gun through a datajack instead. Two accessories for the smartlink system are available: the range finder and the personalized smartlink safety.
Range Finder: This smartlink accessory indicates the current range to the target or whatever the smartgun is pointed at. The distance is listed under the smartgun link’s targeting icon in the field of vision.
Personalized Smartlink Safety (PSS): A smartgun equipped with this modification has the safety permanently engaged unless it is in contact with a smartlink system that carries the proper (encrypted) serial number.
Game Effects
For a smartlink system to function, the basic four components or an appropriate substitute must be present.
An image link or smart goggles serve as appropriate replacements for the eye display.
The palm pads can be exchanged for a direct datajack connection.
A simrig can be substituted for the limited simsense rig.
Either a standard or smartlink-2 ballistics processor can be used.
If a smartlink system is not entirely cybernetic (any nonimplant substitutions are made), the smartlink provides only a –1 bonus to ranged combat.
Smartlinks only work with guns that are smartlink equipped (or smartlink-2-equipped, as appropriate).
Note that smartlinks do not act as a camera; they merely provide a visual indication of where the weapon is pointed. Smartlinks also cannot distinguish between friends and enemies. If a smartlink system user wishes to use smartlink weapons in his second hand, he need only install a second induction pad and link it to the system already in place.
Range Finder: The range finder can only be used with a smartlink. When used with a smartlink-2, it provides a –1 modifier to targets at long range and –2 to targets at extreme range. These modifiers are not cumulative with range modifiers provided by image magnification accessories.Note that the weapon still requires a rangefinder accessory (p. 33, Cannon Companion). When used with a smartlinked grenade launcher and airtimed mini-grenades, the range finder can auto-set the grenades to explode at a certain distance; reduce the scatter dice from 3D6 to 1D6.
PSS: A smartgun with a personalized safety feature only works for the user possessing the specific smartlink system for which it was programmed. The gun is just a chunk of metal to anyone else. A gun can be programmed to operate for more than one smartlink system (for example, it can work for all members of a team). The serial number’s Encryption Rating is 8.

114

SPUR

This narrow blade is attached to the user’s bone, similar to a razor. Retractable versions must be placed where they can be withdrawn along a long bone. Alternatively, a set of three smaller blades may be anchored to the back of the hand. A spur does (STR)M damage.

115

VOICE MODULATOR

This cyberware, popular with entertainers, includes a variety of optional modifications to the subject’s vocal organs. The increased volume option, commonly used by stage performers, makes
the user into a loudspeaker. Singers use the tonal shift, which alters tones for perfect bird calls, mellifluous singing and uncanny vocal impressions. Modulations and secondary quavers make detection simple for a vocal-pattern recognizer. Secondary pattern, an illegal modification, allows the user to upload (from headware memory or through a datajack) a second vocal pattern and reproduce it in a form almost indistinguishable from an unmodified pattern. The vocal pattern may even have been recorded by the user’s ear recorder. Playback allows the user to access an audio record, either in headware memory or fed in through a datajack, and reproduce it almost perfectly. Playback merely turns the user into a glorified speaker, however; the user cannot use the recorded voice for any purpose except to mimic exactly what it said.

116

WIRED REFLEXES

Wired reflexes are implanted neural boosters and adrenaline stimulators. Users of wired reflexes tend to be twitchy, especially if they lack a reflex trigger (see Cyberware and Social Interaction, p. 93). Each level adds 2 to the user’s Reaction and gives + 1D6 Initiative die.
Reflex Trigger: A reflex trigger is an accessory for wired reflexes, allowing the user to cybernetically turn the reflexes on or off as a Simple Action. The wired reflexes and the reflex trigger must be installed simultaneously, as a package; the trigger cannot be retrofitted later. When turned off, reflex triggers add a +4 target number modifier for tests to detect the wired reflexes with a cyberscanner.
Stepped reflex Trigger Modification: Rather than completely turning off their wired reflexes, some users prefer to turn them down. This modification to the reflex trigger allows users to operate their wired reflexes at a lower level than the level at which they were purchased.
Game Effects
A reflex trigger that is modified for stepped functioning allows a user to spend a Simple Action to turn his reflexes on and off, or switch to a lower or higher level of wired reflexes (but not higher than their actual level; see p. 302, SR3).

117

CYBERLIMBS

Cybernetic limbs may be obvious chrome or fully functional, natural-looking (“synthetic”) replacements. Obvious cyberlimbs can be beefed out and enhanced easily, though a character sporting obvious cyberware will suffer social interaction penalties (see Cyberware and Social Interaction) and will also draw the attention of security personnel. Synthetic cyberlimbs can be boosted and modified as well, though at a significantly higher cost, as each improvement makes the artificial nature of the limb harder to conceal.
Synthetic cyberlimbs have a Concealability Rating, modified by implants. Wearing clothing over the limb adds 3 to it Concealability. Increase the price of any modification to such a cyberlimb by 50 percent of the listed cost.
Cyberlimbs have a base Strength Attribute slightly above the racial average of the intended wearer. Cyberlimbs for humans and elves are built with a base Strength of 4, for orks and dwarfs with a base Strength of 6, and for trolls with a base Strength of 8.
Multiple cyber replacements make the user less vulnerable to additional damage. A pair of cyberarms adds +1 to a character’s Body, a pair of cyberlegs +2. Cyberlimbs also add more power to unarmed combat attacks. For a character with one cyberlimb, add +1 to the Power of unarmed attacks; for two cyberlimbs, add +2. Additional limbs beyond two confer no further bonus.

120

CYBERSKULL

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.
Game Effects
Cyberskulls protect headware from being damaged. If a character with a cyberskull takes damage to headware (see p. 127), 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 calledshot 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.
See p. 35 for armor rules and p. 36 for equipment capacity rules.

121

CYBERTORSO

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.
Game Effects
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 (see Cyberlimbs, p. 33). See p. 35 for armor rules and p. 36 for equipment capacity rules.

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