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Cyberware Essence Cost Availability Street Index Legality
Balance Augmenter 0.4 14,000¥ 8/2 Wks 2 Legal
Chemical Analyzer and Gas Spectrometer 0.2 2,500¥ 4/6 Days 1 Legal
Built-in Program - Mp x 200¥ 4/6 Days 1 Legal
External Program - Mp x 150¥ 5/4 days 1.25 Legal
Cyberears 0.3 4,000¥ 2/24 Hrs 0.75 Legal
Cosmetic Modification - 1,000¥ 2/24 Hrs 0.8 Legal
Dampener 0.1 3,500¥ 4/48 Hrs 1.25 Legal
Hearing Amplification 0.2 3,500¥ 4/48 Hrs 1.25 Legal
High Frequency 0.2 3,000¥ 4/48 Hrs 1.25 Legal
Low Frequency 0.2 3,000¥ 4/48 Hrs 1.25 Legal
Recorder 0.3 7,000¥ 8/48 Hrs 2 12P-N
Select Sound Filter 0.2 Level x 10,000¥ 6/48 Hrs 1.25 Legal
Spatial Recognizer 0.2 1,200¥ 4/48 Hrs 2 Legal
Cybereyes 0.2 5,000¥ 2/24 Hrs 0.75 Legal
Camera 0.4 5,000¥ 6/24 Hrs 2 Legal
Cosmetic Modification - 1,000¥ 2/24 Hrs 0.75 Legal
Display Link 0.1 1,000¥ 4/36 Hrs 1 Legal
Eye Datajack 0.25 2,200¥ 6/48 Hrs 2 4P–N
Eye Laser System
Low Power 0.2 3,000¥ 8/72 Hrs 2 5P–N
Medium Power 0.3 5,000¥ 8/1 Wk 2 5P–N
High Power 0.5 8,000¥ 8/2 Wks 2 5P–N
Laser Designator 0.1 6,000¥ 12/1 Mo 3 5P–R
Laser Microphone 0.1 2,000¥ x Rating Rating/72 Hrs 2 5P–N
Optiscan Link 0.15 2,500¥ 8/72 Hrs 3 3P–N
Optiscan Remote Adaptor 2,000¥ 8/2 Wks 2 3P–N
Tool Laser 0.15 3,000¥ 8/1 Wk 2 5P–N
Eye Light Systems 0.2 1,200¥ 4/72 Hrs 1.5 Legal
Brightlight Feature 0.2 2,200¥ 8/2 Wks 3 7P–Q
Superflash +500¥ 8/2 Wks 3 7P–Q
Eye Weapons
Eye Dart 0.25 4,200¥ 8/2 Wks 2 7P–Q
Eye Gun 0.4 6,400¥ 6/1 Wk 3 6P–Q
Flare Compensation 0.1 2,000¥ 5/48 Hrs 1.25 Legal
Image Link 0.2 1,600¥ 4/48 Hrs 2 Legal
Low-Light 0.2 3,000¥ 4/36 Hrs 1.25 Legal
Microscopic Vision 0.1 5,000¥ 5/48 Hrs 1 Legal
Motion Detector 0.2 5,000¥ 5/48hrs 1.25 Legal
Opticam 0.5 20,000¥ 5/72 Hrs 2 Legal
Protective Covers - 500¥ 4/48 Hrs 1.5 Legal
Retinal Clock 0.1 450¥ 3/24 Hrs 1 Legal
Retinal Duplication (Illegal) 0.1 Rating x 25,000¥ 8/7 Days 2 3-Q
Thermographic 0.2 3,000¥ 4/36 Hrs 1.25 Legal
Thermovision 0.2 2,000¥ 4/36 Hrs 1.25 Legal
Tracking/Targeting Sub-Processor 0.25 / level 30,000¥ / level 4/6 Days 2 Legal
Ultrasound Vision 0.5 10,000¥ 6/48 Hrs 2 Legal
Vision Magnification
Optical 0.2 Rating x 2,500¥ 4/48 Hrs 1 Legal
Electronic 0.1 Rating x 3,500¥ 5/48 Hrs 1 Legal
Independent Cybereyes
Pair 0.5 15,000¥ 6/72 Hrs 2 Legal
Single 0.3 10,000¥ 6/72 Hrs 2 Legal
Internal GPS 0.1 2,000¥ 5/6 Days 1.5 Legal
Olfactory Booster 0.2 1,000¥ x level 6/8 Days 1 Legal
Oral Weapons
Oral Dart 0.25 3,600¥ 6/1 Wks 2 6P–Q
Oral Gun 0.4 5,600¥ 6/72 Hrs 3 6P–Q
Oral Slasher 0.25 10,500¥ 8/1 Wk 2.5 6P–Q
Orientation System 0.25 15,000¥ 5/6 Days 1.5 Legal



It is easy to determine which items fall into the headware classification. Any cyberware that is implanted in the head is considered headware, which ranges from the exotic (cyberskulls) to the mundane (datajacks). Perhaps the most useful of all cyberware, headware’s proximity to the brain also makes it some of the most dangerous to install. The fact that pieces of the skull need to be removed or drilled through in order to install headware allows the body’s most important organ to be exposed and, in some cases, damaged. This risk has in no way diminished the popularity of datajacks, radios, additional memory and other accessories.
Headware is subdivided by function into senseware, matrixware, riggerware, communications and brainware.



Consists of eye, ear and nasal modifications as well as chemical analyzers and weapons confined to sensory orifices. This type of cyberware implantation is popular because it allows multiple options to be added in a single procedure. Senseware can improve existing senses and add new ones.



The balance augmenter enhances the inner ear’s natural balance mechanism. It works so well that new users must often retrain themselves to be able to fall down intentionally.
Game Effects
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 reduces by 2 the target number to avoid Knockdown (see p. 124, SR3). The character must make a Willpower (4) Test to intentionally fall down.



These two items basically function the same way.
The chemical analyzer is usually implanted in the tongue or in a finger tip. Its components include a contact surface (micropads distributed over the finger tip, tongue or other body part), the analyzer device and an optional chemical reference program. When placed in contact with a small sample of a compound, the analyzer can determine its chemical composition. The sample may be in any solid or liquid form (powder, liquid, aqueous solution and so on).
Housed in the main sinus chambers, a gas spectrometer is used to provide an analysis of the chemical composition of gases. Only a small sample is needed for analysis; usually a quick sniff will suffice.
On its own, the chemical analyzer/gas spectrometer will provide only the raw chemical breakdown or composition. In conjunction with a chemical reference program, it can provide common and/or industrial compound names and will prepare a short description of the application and properties of the material in question. The reference program can be built into the analyzer or accessed through headware memory, a chipjack or even through a datajack to a computer running the program.
A display link, image link or datajack is required to output the information provided.
Game Effects
The analyzer/spectrometer functions with a Chemistry Skill of 2 plus the rating of the chemical reference program. For example, a chemical analyzer/gas spectrometer with a built-in Rating 4 reference program performs at Chemistry Skill 6 to determine a compound’s composition. If the character also possesses Chemistry Skill, it may be used as a Complementary Skill for the analyzer/spectrometer test. The target number for analyzing most compounds is 4 (6 or higher for rare or complicated chemicals); the number of successes determines the amount of information learned. (General guidelines for revealing information to characters appear on pp. 231–32, SR3.)
Only one reference program may be used at a time. The program has a size multiplier of 3.
Unless the compound is extremely caustic or lethal (for example, acid or mustard gas), the amount required for analysis is not enough to inflict damage or harm to the appendage or user (subject to gamemaster discretion).



Ears can be surgically modified with implants or replaced with cybernetic ears. Both options usually involve both ears, so as not to unbalance the user’s hearing. Modification is not outwardly noticeable, but each feature has its own impact on the user’s system.
Cyber replacement of the ears typically features an obvious prosthesis that provides perfect hearing within normal ranges. The cyberear will also accept additional adjustments costing up to .5 Essence without further Essence loss.
Cyberear mods include the following:



Cyberears come in an endless variety of shapes and sizes. By far the most popular are pointed ears and/or extensions for metahuman wannabes.



This piece of cyberware protects the user from sudden increases in sound level as well as providing partial protection from damaging frequencies.



This enhancement boosts the ear’s sensitivity across the spectrum. The effect is similar to a shotgun microphone, with the user able to hear as though ten times closer to the sound source. The dampener is highly recommended with this system.



High-frequency mods allow the user to hear sounds higher in pitch than the normal human hearing range.



Low-frequency mods allow the user to hear sounds lower in pitch than the normal human hearing range.



This modification allows the user to output sound heard to either headware memory (where it is recorded), communications headware (where it is broadcast) or a datajack (where it goes to whatever the datajack is linked to, such as a recorder). If recorded into headware memory, the sound can later be played back by the recorder inside the head, or out through the datajack and a speaker.



This accessory allows the user to selectively filter out certain sounds without affecting others. For example, background noise can be eliminated in order to eavesdrop on conversations. Each level of sound filter adds one die to listening Perception Tests. In addition, when making Opposed Tests against white noise generators, use double the sound filter’s level to determine if hearing is blocked. The maximum available level is 5.



The spatial recognizer improves on the ear’s natural ability to pinpoint the direction from which a sound is coming. Useful when trying to find a hidden enemy that you can hear, it’s especially handy in situations where your natural ability might be confused by echoes.
Game Effects
This cyberear accessory reduces the target numbers by 2 for Perception Tests based primarily on sound location whenever a character attempts to track something by listening for movement. If the user also has high-frequency hearing, which is directional, apply an additional –1 modifier.
If the user also possesses the orientation system, which provides a headware map of an area, increase the target number modifiers by half. For example, if a character has a spatial recognizer and the orientation system, the target number modifier for Perception Tests based primarily on sound would be –3.



Cyber replacement of normal eyes offers 20/20 vision as standard. Replacement almost always involves both eyes, because mismatched pairs will send imbalanced signals to the brain. Outwardly, the implants may be indistinguishable from biological eyes, or they may be outlandish, ranging from neoniris effects (complete with gold-lettered manufacturer’s logo) to the high-chrome, featureless style. Cybereyes will accept additional vision enhancements of up to .5 Essence Cost without further Essence loss. They also come with cleaning kits that wearers must use regularly.
If a metahuman has his or her eyes cybernetically replaced, he or she loses natural vision enhancements such as low light or thermographic vision, but can have such features installed in the new eyes. Retinal modification, rather than eye replacement, is also an option for the appearance-conscious, but each feature has its own impact on the user’s system.
Cybereye enhancements include the following:



This eye enhancement allows a digital copy of any image viewed through the eye to be captured in a still photo. The image must be stored in headware memory, transferred through a datajack to any data system, or recorded in a small image-storage chip inside the eye (1 Mp, approximately 60 shots). The chip can be removed and replaced through a port in the eye.



Alteration of iris color is the most popular type of cosmetic mod, but pupil-shape alteration and cornea pigmentation are also common.



This enhancement allows a user to display text-only data from headware memory or a datajack into a “window” in his field of vision, letting him read what is displayed in his head.



The eye datajack is a dataport located behind the iris of the cybereye. When slight pressure is applied to the corner of the eye, it pops open to reveal a standard datajack. This datajack is practically invisible to a visual scan when not in use. An eye datajack in use, however, is very obvious. The eye cannot be used when the datajack is in use.
Game Effects
Eye datajacks have a Concealability of 10 when not in use. They function as standard datajacks (p. 298, SR3).
This device can only be used as a cybereye accessory.



Eye laser systems have a number of uses, depending on power, range and frequency. Basic eye laser units offer three power levels: low, medium and high. Modifications and accessories are available for these systems, some of which have minimum power requirements. Common uses for eye lasers include target designators, laser microphones, optical scanning links and tool lasers.

Laser Power Effective Range Additional Dice for Blinding Targets Batteries
Low 5 m +1 100 minutes
Medium 50 m +2 50 minutes
High 500 m +3 25 minutes

Basic Eye Laser System

This is the basic unit, including only the laser. Because this system is contained within a cybereye, it functions as a microlaser system, low in power compared with normal lasers. The power of the unit determines its effective range.
Game Effects: Eye lasers can only be used with cybereyes. This system can be used to temporarily blind someone with whom the user is in eye contact. The target must be in range and looking at the character. The character uses a Complex Action and makes an Opposed Quickness Test, with the user gaining additional dice per the Laser Table. Each net success adds a +1 modifier to all actions by the target, up to a maximum of +8. Flare compensation reduces this modifier by –2. Because this effect wears off fairly quickly, reduce the target number modifier by –2 per Combat Turn.
Eye lasers rely on LOS and so do not have a Flux Rating.
Batteries cost 150 nuyen. They must be recharged according to usage per the Laser Table. Replacing batteries requires a Biotech (6) Test with a base time of 10 minutes.


Laser Designators

A laser designator marks a target with reflected laser light so that a weapon with an appropriate tracker/seeker head can home in on the reflected light.
Game Effects: Only high-powered eye lasers can be used as laser designators.
The character makes a ranged weapons Attack Test to “lock on” to the target, using the Launch Weapons (Spotter) Skill (see p. 114, Cannon Companion, for laser designator ranges). Combat Pool may be used; however, if the act of spotting occurs for longer than one Combat Turn, dice spent on the Spotting Test do not refresh until the turn after the character finishes spotting. The spotter must maintain laser contact with the target until the indirect fire strikes the target; spotters suffer +2 to other tests during this time. To resolve indirect fire, make a standard Attack Test, using extra dice equal to the successes achieved when locking on to the target.
For more information on indirect fire, see p. 99, Cannon Companion.


Laser Microphone

Similar to external laser microphones, this unit allows you to read the laser reflection from a windowpane and translate the vibrations to “hear” sound from the other side.
Game Effects: Eye laser microphones must be medium- or high-powered. They work in a similar fashion to the ones described on p. 290, SR3. The output of the microphone must be linked to an ear recorder, subdermal speakers, an external speaker or similar equipment to be “heard,” or it can be recorded in headware memory or externally.


Optical Scanning Link

The optical scanning (optiscan) link allows two users to communicate via laser beam. The communicators must be within line of sight (and within range). The beam is secure because it is difficult to intercept and is not susceptible to jamming, as are radios. However, smoke and bad weather can disrupt communication.
The optical scanning link has two components, an infrared laser emitter unit and a data receptor. Users of these systems establish the communications link by staring into each other’s eyes. The system must be linked to a Transducer to translate thoughts into laser signals for transmitting; when receiving, signals must be processed via a display link or transducer.
An external optiscan plug-in link is also available for electronic devices equipped with a datajack port, allowing the user to communicate with the device. A linked transducer does not work for such connections; a linked datajack is necessary to access the device.
Game Effects: Anything that obscures line of sight (heavy smoke, an intervening object or anything imposing a Perception modifier of +4 or more) disrupts communication between the datajack and remote. External devices must be DNI-equipped (see p. 38) to be accessed or manipulated using this system.
It is nearly impossible to communicate with this system while moving. For this reason, many characters also install the RAS override (p. 21) to turn their body off while using the laser link.
Laser signal bandwidth is not strong enough to handle simsense connections, so it cannot be used for rigging or decking.
Both the eye unit and the remote adaptor have a Concealability of 10.


Tool Laser

This modification is useful for cutting through thin objects or creating small welds. Due to its low power, it has minimal use as a weapon.
Game Effects: The tool laser can cut a 5 centimeter line through material with a Barrier Rating of 10 or less per Combat Turn. Only high-powered eye lasers can be used as laser tools, but they use the ranges for low-powered lasers.
If the laser tool is used as a weapon, use a Complex Action to make an Attack Test using the character’s Laser Weapons Skill. Apply a +1 modifier per meter of range. The Damage Code of the attack is 4L. Modify the Power by –1 against targets up to 2 meters away, and by –2 against targets up to 4 meters away. The laser tool will not penetrate reflective metals or silvered glass, but it can cut mirrored plastics.



This light system mounts high-powered, low-heat lights in the cybereye that channel a tight, polarized beam outward along a path parallel to the optical center of the eye. An amount of light sufficient to see by using standard low-light eyes falls wherever the user is looking. The tight beam and polarization minimize the beam’s scatter, so the light can’t be seen unless the user is staring directly at another person.
The Brightlight accessory is a powerful flash system similar in effect to the standard flash-pak, but with an even stronger punch. When loaded with superflash bulbs, it creates a flash bright enough to overload optic nerves, blinding and stunning opponents. The superflash is visible for up to 3 kilometers if line of sight is not blocked, and it may be visible through barriers at the gamemaster’s discretion.
Game Effects
The eye light system reduces darkness modifiers by –4 (–6 if the user also has low light vision). This system has a range of 100 meters; reduce the bonus by 1 per 10 meters if attempting to see anything beyond that distance. Eyelight systems can only be used with cybereyes.
Brightlight units affect targets in the same way as a flashpak (p. 283, SR3). Brightlight units burn out after three uses and the bulb and battery must be replaced at a cost of 150 nuyen. Performing the replacement requires a Biotech (6) Test with a base time of 10 minutes.
The high-powered superflash works against any targets facing the user. (If the facing of a target cannot be clearly determined, make an Opposed Reaction Test between the user and target. Targets who achieve fewer successes than the user are affected.) Victims must make a Damage Resistance Test against 12M Stun damage. Reduce the Power of the flash attack by –1 per meter and by –2 for targets with flare compensation. Each damage box taken also imposes a +1 modifier for tests involving vision (including combat). This effect fades at the rate of 1 damage box (and the associated +1 modifier) per minute. For example, if the character takes 5 boxes of Stun damage, they suffer a +5 modifier to all tests requiring vision. As the effect fades, the first box of Stun damage healed also reduces the modifier by 1.
The superflash is so overwhelming that even targets not facing or behind the user (including allies) may be affected by light reflected off walls and other large surfaces. Apply the Blast in a Confined Space rules (p. 119, SR3) to determine the effect, reducing the Power by –1 per meter.
Whenever a character uses the superflash unit, roll 2D6. On a result of 2 or 3, the character’s cybereyes are overloaded and burnt out. The character is blind until they are repaired.
Superflashes are one-use only. Replacement batteries and bulbs cost 10 nuyen each.



Only two types of eye weapons are available: a dartshooter and a gun. For both weapons, a single ammo load sits in the eye and is fired through a hole running parallel to the optical axis. When the weapon fires, a sheer covering tears away and reveals the barrel. The eye dart fires narcoject or toxin rounds; the eye gun fires microbullets.
Eye weapons have at least two disadvantages. Using them tends to leave you partially blind for a short time and inflicts a nasty recoil shock.
Game Effects
Eye weapons must be installed in cybereyes. Each eye can hold only one weapon. Each weapon holds only one shot; reloading requires a Biotech (6) Test with a base time of 10 Combat Turns.
Firing an eye weapon requires the Active Skill Eye Gun, which is linked to Quickness. Eye weapons cannot be used with any aim enhancers or accessories including smartlinks.
Each shot fired causes 1 point of Stress to the cybereye.
Eye Dart: This weapon fires half-Power (round up) narcoject/toxin rounds in the same way as a hold-out pistol, with one-half range (round down). After firing, a character must apply a +2 modifier to all visual tests for a period of (4 – unaugmented Body) Combat Turns (minimum 1 Combat Turn).
Eye ammo rounds cost four times the normal price. See Chemistry, p. 101, for details on narcoject and toxin rounds.
Eye Gun: Treat as a hold-out pistol with one-half range (round down) and a +1 recoil modifier. After firing, a character must apply a +2 modifier to all visual tests for a period of (6 – unaugmented Body) Combat Turns (minimum 2 Combat Turns).
Eye gun rounds cost five times the normal price.



This accessory protects the user from blinding flashes of light and simple glare. It also protects users with thermographic vision from heat flashes or glare from infrared lighting. Flare compensation eliminates vision modifiers for glare.



A more advanced form of display link, the image link allows the user to display images (including video) in his field of vision from headware memory or piped through a datajack.



This accessory allows the user to see normally in light levels as low as starlight. Total darkness, rare in the cities of the 2060 era, still renders the user as blind as an unmodified person.



Using optical lenses to magnify the visual image of small objects near the user’s eyes, this system functions as a built-in microscope.
Game Effects
Objects being scrutinized must be within 15 centimeters of the eye; they can be magnified up to 1,000 times their normal size, and the system can zoom in and out. When undertaking an action that involves fine manipulation of small or microsized objects (such as electronics or computer repair), microscopic vision modifies target numbers by –2.
Microscopic vision implants can be installed in cybereyes or as retinal modifications.



The Motion Detection visual enhancement allows the user to notice movement more easily. Using parallax calculations, the eye quickly compensates for the wearer’s own head and eye movement such as it does not trigger the motion detection. An image link must also be installed to use the motion detection, and can be activated at will. When active, it will identify objects within the user’s field of vision and display them on the data link’s display. The device can also be configured to display the relative location of these objects on the heads-up display.
When used, this device reduces Perception target numbers by 2, when visual movement is relevant to the test. This device could also reduce other target numbers by 2 (such as Stealth/Alertness), at the GM’s discretion.



This video recorder allows images viewed through the eyes to be captured, either in headware memory or through a datajack into a vidlink transmitter or data system. Recording 1 minute of video takes up 1 Mp.



These accessories protect both cyber and normal eyes against impact and particles. At the gamemaster’s discretion, covers give 1 point of impact armor to the eye area. One-way reflective covers are available for an extra 100¥.



This device displays an accurate time/date stamp in the user’s field of vision. It can be modified for region and season, and includes stopwatch-style and countdown timers.



Duplication of another person’s retinal pattern, either permanently in a retinal modification or as a stored pattern in a cybereye, is a capital crime. It is also of dubious use, because the duplicate rarely is of high enough fidelity to consistently fool retinal scanners.



This cyberware operates in the infrared portion of the spectrum, allowing the user to see heat patterns. Light level has no effect on thermographic vision, but strong sources of heat act much as glare does to normal vision, often blinding the user.



This device allows the user to see in the 30,000 Nanometer (30µm) band. While technically infrared or “Thermographic” this operates in the very long band or far range of thermographic light. This device allow the users to see an infared or thermographic emitting device within the user’s standard (or enhanced, such as with vision magnification) vision range.
If the user already has Thermographic Eyes, the essence cost is halved (.1 Essence).



Cross Applied Technologies newest advancement into cybernetic market is the Tracking/Targeting Sub-processor, or T/TS-SPU. This state-of-the-art sub processor isolates moving objects in the perceptive visual field which are then tagged to provide the user with useful data such as direction, velocity, and probability trajectories of motion. This information is updated 40 times per second, allowing the user to accurately predict how and where any moving object he can see, will move. This SPU is integrated with all vision cybernetic enhancements, as well as ultrasound. If linked to a tactical computer, this device counts as two senses.
Level 1 grants + 1 Combat Pool, -1 lower penalty from foe’s movement.
Level 2 grants + 2 Combat pool, -2 lower penalty from foe’s movement, and + 1 Reaction



Ultrasound vision systems have three components: an emitter, a receiver and a processor. The emitter device installed in one eye sends out continuous ultrasonic pulses, sweeping forward from side to side. The receiver installed in the other eye (creating a necessary angle of deflection) receives the echoes of these pulses and converts them to electrical signals, which are fed to the processor. The processor (also built into the eyes) builds a topographic image from these signals, showing depth, forms and texture as depicted by the echoes.
When activated, the ultrasound “map” overlays the user’s vision (in much the same way that thermographic vision overlays natural sight; see p. 49). Shapes and forms are outlined and textured, allowing the user to distinguish objects that other vision systems can’t detect.
Game Effects
Ultrasound vision reduces visibility modifiers (p. 232, SR3) by half (round up). If installed with high-frequency hearing modification, reduce the ultrasound vision cost and Essence Cost by 20 percent.
Because this system builds images from sound and transforms them into visual input, indirect illusion spells that affect sight do not affect this system. For example, a character cloaked by an invisibility spell would be visible to a character with ultrasound vision as an outline and faintly textured image. However, because the character is not being viewed directly, they cannot be targeted with magic. Modify by +4 the target numbers for any other actions directed at characters “visible” only through ultrasound.
Indirect illusion spells that affect sound will affect ultrasound vision, however. The silence spell affects ultrasound sight in the same way that invisibility affects normal vision. Characters cloaked using a silence spell do not show up as ultrasound images, and may not be located by an empty space in the ultrasound map image.
White noise also affects ultrasound vision. Add a number equal to the rating of the white noise generator to the target numbers for any actions performed using ultrasound vision.
Cybernetic ultrasound sight is affected by mana-based indirect illusion spells (in addition to physical spells), because it has been purchased with Essence.



This enhancement magnifies the visual image in the same manner as an imaging scope (p. 280) and can modify a target number based on range (see p. 110). It comes in electronic and optical versions (the latter are necessary for magicians with cybereyes). Optical systems in normal eyes have a Concealability of 9; other versions are undetectable without a biotech examination.



Cybereyes can be installed almost anywhere on the body: in the palm, in the back of the head, smack in the middle of the forehead and so on. These can be installed individually or in pairs.
Visual input from independent cybereyes is spliced directly into the optic nerve. This mismatched imaging is confusing to the brain and tends to disorient the user.
Game Effects
Use the Single Cybereyes rules, p. 44, for accessorizing independent cybereyes, but use the installation costs below.
Anytime more than one set (either an independent eye or a pair of eyes, either natural or cyber) of cybereyes is used simultaneously, apply a +1 modifier to all of the user’s target numbers for each set beyond the first. Closed eyes do not count toward this effect.
Apply a +4 target number modifier when making ranged attacks using only an independent cybereye (doing so forces the brain to process information in an unfamiliar way). Add a +2 target number modifier when making any tests requiring the user to judge distance.
See also Cyberware and Social Interaction, p. 48.



This implanted global positioning system receives and cross-references data from numerous satellites and can calculate the user’s position and coordinates to within 2 meters. This cyberware is most commonly used in conjunction with the Orientation System (p. 18).
Game Effects
This device is an internal version of the Nav-Dat GPS (p. 294, SR3), except that it does not come equipped with map data.



An olfactory booster is a combination of a number of small receptors implanted into the nasal passages and the back of the mouth that provide increased sensitivity to smells. Olfactory boosters contain high-level cut-offs to prevent discomfort and distraction from intense odors.
Game Effects
Each level of olfactory booster adds 1 die to any Perception Tests to identify or detect a smell. Because the olfactory booster makes many odors obvious to the user, the gamemaster may also choose to modify the target number for such tests by –4 (per the Perception Test Modifiers Table, p. 232, SR3).
Because taste is associated with smell, every 3 levels (round up) of olfactory booster will also add 1 die to Perception Tests for taste.



Oral weapons are useful for surprising opponents. The oral dart and oral gun are similar to the eye versions and are concealed in the roof of the mouth. Each weapon stores a few rounds of ammo, and each has a safety that keeps them from firing unless the user’s mouth is open. The dart fires toxin rounds, the gun microbullets.
Game Effects
Firing these weapons requires the Active Skill Oral Gun, which is linked to Quickness. No aim enhancers or other accessories can be used.
The gamemaster may impose penalties on characters equipped with oral darts or guns when such characters make Perception Tests using their innate sense of smell, because such cyberware may interfere with the normal functions of the sinuses.
Oral Dart: This weapon fires narcoject/toxin rounds at the same ranges as hold-out pistols. Reloading requires a Biotech (4) Test and a base time of 10 Combat Turns. Double the cost of ammo for this weapon (see Chemistry, p. 101, for details on narcoject and toxin rounds).
Oral Gun: Treat as a hold-out pistol with an ammo capacity of four shots. Reloading requires a Biotech (4) Test and a base time of 10 Combat Turns. Triple the cost of ammo for this weapon.



The oral slasher is a spring-loaded extendable baton with a blade on the tip, stored underneath the tongue. When triggered, it shoots directly outward, impaling any close target, then retracts into the mouth.
Game Effects
The oral slasher has a range of 1 meter. Using this weapon requires the Active Skill Oral Strike, which is linked to Quickness. If the user rolls more 1s than successes on his Attack Test or the target dodges, the user may damage himself, in the same manner as if using a monofilament whip (p. 275, SR3).



The orientation system is a mapping unit designed to interface with map data, positioning input and imaging software. The orientation system can take data from a GPS unit (linked internally, through a datajack or even via radio) and/or mapsofts (linked via chipjack, headware memory or a datajack) and render an impressive three-dimensional display. The constructed image can be displayed through an image link or output through a datajack. The user’s exact positioning is indicated, as well as elevation relative to sea or street level. Input from other GPS units and tracking devices can be integrated into the display as well. Distances between points of reference and icons are also calculated and shown as a background feature.
Game Effects
Depending on the input information and map detail, a character using an orientation system should be able to determine his position, navigate a course, easily tail targets fitted with a tracking signal, find the nearest exit and so on, subject to gamemaster discretion.
Map datasofts vary in size and price, depending on completeness and complexity. A basic city street map can cost as little as 25 nuyen (basic autonav routes), while a detailed city block map (including sewage, gas and electricity maintenance accessways) could cost as much as 1,000 nuyen. There is a thriving black market in purloined maps of corporate facilities, sewer systems and so on; gamemasters should increase the availability and street index of mapsofts as they see fit.
Orientation systems can also be used to create maps, assuming they have some sort of sensory input (for example, GPS or ultrasound sight readings), and storage memory (headware or datajack-linked) is available.






House Rules





The DV8's Phayt