The BlackHammer CyberPunk Project

The BlackHammer Project
Cybernetics & Augmentation
Listing

DermalWare Sur.

Description

Cost HL
Skinwatch (N) Subdermal Timepiece 50 eb 1 HL
Light Tattoo (N) Decorative 1-20 eb 0.5 HL
DermaTech Logo-Line Tattoos (N) Decorative Logos 10-200 eb 0.5 HL
ChemSkins (N) Colour / Pattern changin skin tints 200 eb D3 HL
Temporary ChemSkin (N) Coloured Skin lasts 1 month 100 eb D2 HL
SynthSkins (N) Colour / Pattern changing artificial skin 400 eb D6 HL
Cam-O-Skins (N) Camouflage Skin patterns - -1 on opponent's Awareness rolls 850 eb D3 HL
Transparent Skin (N) -1 ATT per area covered (-4 ATT for facial) (per square meter) 1,000 eb 3D6 HL
Full Body Transparent Skin (N) -9 ATT 7,000 eb 6D6 HL
Subdermal Screen (M) Subdermal LCD Screen 250 eb D3 HL
FlashLight Implant (M) Glowing SynthSkin Patch - 1m range, like a glowstick 290 eb D2 HL
SlipSkins (N) +2 to +6 on escape rolls (depending on amount of clothing worn) 800 eb D3+1 HL
VenomSkin (M) Secrete an irritant poison (STR20, -4 on all rolls) 2,000 eb D6+2 HL
Caustic Skin (MA) Secrete D4 damage acid 4,000 eb 2D6+2 HL
SharkSkin (M) +1D6 damage on grapples and when hit. Cost per 25% of body covered 2,000 eb D6+1 HL
SenseSkin (M) +2 Tactile awareness rolls, -2 stun saves, can be turned off 800 eb D3 HL
Chemical Repellant Skin (N) Immune to acid and base damage and DMSO penetration 4,400 eb D6 HL
UV Shielding Skin (N) Almost immune to UV radiation 500 eb 0.5 HL
Antarctican UV Skin (N) Almost immune to UV radiation, purple skin 150 eb 1 HL
Thermal Dissipation lvl 2 (M) 2 SP vs fire and heat 400 eb 1 HL
Thermal Dissipation lvl 4 (M) 4 SP vs fire and heat 800 eb D2 HL
Thermal Dissipation lvl 6 (M) 6 SP vs fire and heat 1,200 eb D3 HL
Thermal Dissipation lvl 8 (M) 8 SP vs fire and heat 1,600 eb D4 HL
Thermal Dissipation lvl 10 (M) 10 SP vs fire and heat 2,000 eb D3+1 HL
Thermal Dissipation lvl 12 (M) 12 SP vs fire and heat 2,400 eb D4+1 HL
Thermal Dissipation lvl 14 (MA) 14 SP vs fire and heat, 50% chance of -1 REF & APP 2,800 eb D6+1 HL
Thermal Dissipation lvl 16 (MA) 16 SP vs fire and heat, 50% chance of -1 REF & APP 3,200 eb 2D4 HL
Thermal Dissipation lvl 18 (MA) 18 SP vs fire and heat, -1 REF & APP 3,600 eb 2D4+1 HL
Thermal Dissipation lvl 20 (MA) 20 SP vs fire and heat, -1 REF & APP 4,000 eb 2D4+2 HL
SkinWeave SP:3 (N) SP:3 Soft Armour covering entire body (dif 35 to notice) 800 eb D6 HL
SkinWeave SP:4 (N) SP:4 Soft Armour covering entire body (dif 30 to notice) 1,000 eb D6+1 HL
SkinWeave SP:5 (N) SP:5 Soft Armour covering entire body (dif 25 to notice) 1,250 eb D6+3 HL
SkinWeave SP:6 (N) SP:6 Soft Armour covering entire body (dif 20 to notice, 50% -1 ATTR) 1,600 eb 2D6 HL
SkinWeave SP:7 (N) SP:7 Soft Armour covering entire body (dif 20 to notice, -1 ATTR) 2,000 eb 2D6+2 HL
SkinWeave SP:8 (N) SP:8 Soft Armour covering entire body (dif 15 to notice, -2 ATTR) 2,400 eb 2D6+4 HL
SkinWeave Self-Repair (M) Repairs damage to skinweave 1 SP per 24 hours 1,500 eb D2 HL
LifeSaver SkinWeave (N) Death State only advances every 4 minutes 4,500 eb D3+1 HL
TVSkin (M) Requires Dataterm link, allows for TV signals over any part(s) of the user's body 600 eb D6+4
TechHair (N) Colour / Light emitting artificial hair 200 eb D2 HL
Replacement Hair - Animal (N) Replaced Hair with Animal Fur 500 eb D2 HL
Replacement Hair - Wires (N) Replaced Hair with electrical-style wiring 250 eb D2 HL
Replacement Hair - Leaves (N) Replaced Hair with tree leaves (choose type) 500 eb D2 HL
Replacement Hair - Quills (N) Replaced Hair with Porcupine Quills 500 eb D2 HL
Replacement Hair - FibreOptic (N) Replaced Hair with Fiber Optic strands 350 eb D2 HL
Replacement Hair - Fibre2 (N) Replaced Hair with Lit Fiber Optic strands 450 eb D2 HL
Replacement Hair - Feathers (N) Replaced Hair with Feathers (choose type) 400 eb D2 HL
Turn On Nails (N) Single-Pattern automatic nails, colouring pen costs 50 eb 25 eb 0.1 HL
Turn On Nails, set of 10 (N) As above, but a full set of ten nails 200 eb 1 HL
Show Off Nails (N) Multi-Pattern version of Turn On nails. Colouring pen costs 90 eb 45 eb 0.2 HL
Show Off Nails, set of 10 (N) As above, but a full set of ten nails 425 eb 2 HL
Kill Display (N) Displays "Kills : XXX" up to 3 digits 100 eb 1 HL
Pheromones: Love (M) Gives you +1 on seduction rolls vs the sex of your choice 1,000 eb D3
Pheromones: Lust (M) Gives you +2 on seduction rolls vs the sex of your choice 1,500 eb D3 HL
Pheromones: Confusion (M) Gives anyone within 1m -1 n all INT & TEK based rolls. 2,500 eb D3 HL
Pheromones: Gullible (M) Gives you +1 on Fast Talk rolls 2,000 eb D3 HL
Pheromones: Presence (M) Gives you +1 Leadership, Carousing, Persuasion, etc... 5,000 eb D3 HL
Pheromones: Low Presence (M) Gives +2 social, streetwise, carousing, etc, in attempts NOT to be noticed 4,000 eb D3 HL



BoosterWare Sur.

Description

Cost HL
Kerenzikov Booster Alpha (N) +1 REF, +1 Initiative, permanent 500 eb 2D6 HL
Kerenzikov Booster Beta (N) +2 REF, +2 Initiative, permanent 1,000 eb 4D6 HL
Sandevistan Impact Booser (N) +3 REF, +1 Initiative, 1 turn to activate, lasts 5 turns 1,600 eb 1D6 HL
BOOSTmaster Upgrade (N) Additional +1 REF & Initiative to one of above systems 800 eb 1D6 HL
Hardwiring 50% Boost (M) +1D10 Initiative 5,000 eb 3D6 HL
Hardwiring 100% Boost (M) +2D10 Initiative 10,000 eb 5D6 HL
Hardwiring 200% Boost (M) +3D10 Initiative 20,000 eb 7D6 HL
Owari 50% Boost (M) +1D10 Initiative, drug triggered 2,500 eb 3D6+2 HL
Owari 100% Boost (M) +2D10 Initiative, drug triggered 5,000 eb 6D6 HL
Owari 200% Boost (M) +3D10 Initiative, drug triggered 10,000 eb 8D6 HL
Stage I Synaptic Accel (N) +1D6 Initiative 2,500 eb 1D6 HL
Stage II Synaptic Accel (N) +2D6 Initiative 5,000 eb 2D6 HL
Rocket Class 1 SpeedBoost (N) +1 Initiative 300 eb 2 HL
Rocket Class 2 SpeedBoost (N) +2 Initiative 700 eb 3 HL
Rocket Class 3 SpeedBoost (N) +3 Initiative 1,100 eb 4 HL
Rocket Class 4 SpeedBoost (N) +4 Initiative 1,500 eb 5 HL
Rocket Class 5 SpeedBoost (N) +5 Initiative 2,000 eb 6 HL
Enhanced Nervous System (MA) +1 REF, removes all other speedwares 10,000 eb 1D6 HL
Neo-Myelin Sheathing (M) +1 REF, +1 Initiative, EMP-proofing 9,800eb 2D6 HL



NeuralWare Sur.

Description

Cost HL
Interface Plugs (M) Allows +2 interfacing through a Direct Neural Interface 200 eb D6 HL
Mag-Duct Spots (N) Allows +1 interfacing through a Direct Neural Interface 225 eb D3 HL
LiveWires (M) Interface Plugs with "smart" wires that connect themselves 400 eb 2D6 HL
2013 Retro Interface Plugs (MA) Old-Fashion Plugs, +0 Interfacing through DNI (100eb used) 1,000 eb 2D6 HL
Tight Beam Data Link (M) Allows +1 interfacing through a tight beam radio link, 5m range 400 eb D4 HL
Multi-Jack Plugs (Double) (MA) Treat as 2 interface plugs, but only one can be active at once 300 eb D6+1 HL
Multi-Jack Plugs (Triple) (MA) Treat as 3 interface plugs, but only one can be active at once 400 eb D6+2 HL
Multi-Jack Plugs (Quad) (MA) Treat as 4 interface plugs, but only one can be active at once 500 eb D6+3 HL
CyberModem Linkup (N) Wetware for DNI with CyberModems 100 eb 1 HL
Vehicle Linkup (N) Wetware for DNI with Vehicles 100 eb 3 HL
Smartgun Linkup (N) Wetware for DNI with SmartGuns 100 eb 2 HL
Machine / Tech Linkup (N) Wetware for DNI with autofactories, etc 100 eb 2 HL
DataTerm Linkup (N) Wetware for DNI with DataTerms 100 eb 1 HL
Instrument / Editing Linkup (N) Wetware for DNI with Instruments and Editing hardware 100 eb 2 HL
Unilink (N) Wetware for DNI with everything 400 eb 8 HL
Tactile Boost (N) +2 on touch awareness rolls 100 eb 2 HL
Olfactory Boost (N) +2 on scent awareness rolls, allows tracking by scent 100 eb 2 HL
Olfactory Level Dampeners (N) +8 on saves vs Stench Bombs, 5-alarm chili, etc 100 eb 1 HL
Pain Editor (N) Tunes out hot, cold and pain (+2 on stun saves after first) 200 eb 2 HL
ChipWare Socket (N) Allows up to 10 MRAM and APTR Chips to be loaded, must have Interface Plugs 200 eb D3 HL
Reduced Capacity ChipJak (N) Allows up to 6 MRAM and APTR Chips to be loaded, must have Interface Plugs 120 eb D2 HL
Micro-ChipJak (N) Allows up to 2 MRAM and APTR Chips to be loaded, must have Interface Plugs 50 eb 1 HL
Skill HardWires +1 (MA) Gives +1 to 1 REF-based skill 8,000 eb D2 HL
Skill HardWires +2 (MA) Gives +2 to 1 REF-based skill 18,000 eb D3+1 HL
Skill HardWires +3 (MA) Gives +3 to 1 REF-based skill 30,000 eb D6+2 HL
Combat Operative SkilPak (N) Handgun +2, Stealth +2, ArasakaTe +2, Melee +2, Rifle +2, SMG +2 APTR chips 1,800 eb D2 HL
Corporate Cog SkilPak (N) Grooming +2, Wardrobe +2, Stock Market +2, Corp Knowledge +2, Etiquette +2, Lng +2 1,000 eb D2 HL
Cassanova SkilPak (N) Grooming +2, Wardrobe +2, Seduction +2, Cooking +2, Expert:Sex +2, Massage +2 850 eb D2 HL
TechnoWizard SkilPak (N) Basic Tech +2, Electronics +2, CyberTech +2, AVTech +2, GyroTech +2, E Security +2 1,550 eb D2 HL
Zero-G SkilPak (N) 0GManeuver +2, Spc Survive +2, OTV +2, EVA +2, CrystalPalace +2, HighriderSocial +2 1,450 eb D2 HL
KungFu Fightin' SkilPak (N) Chinese +2, JeetKunDo +2, Shaolin KungFu +2, Karate +2, TaeKwonDo +2, Cinema +2 1,750 eb D2 HL
CrystalJok SkilPak (N) System Know +2, Program +2, Math +2, CyberC++ +2, DeckDesign +2, VRDesign +2 1,550 eb D2 HL



OptionWare Sur.

Description

Cost HL
Subdermal Pocket (M) 2" x 4" Subdermal Pouch with RealSkin zipper 200 eb D6 HL
Subdermal Pouch (M) 1" round subdermal pocket in the navel that holds a large marble-sized container 150 eb D3 HL
Subdermal Cavity (MA) Fist-sized hard cavity in the stomach area - can hold a Pocket concealable item 500 eb 2D6 HL
Nasal Filters (M) Stops toxic gases and fumes, 70% effective 60 eb 2 HL
"Sniffer" Filter System (M) Stops combat gases 80%, standard contaminants 99% 200 eb 3 HL
Gills (MA) Water breathing system good for four hours 400 eb 3D6 HL
Independant Air Supply (MA) 25 minute supply of uncontaminated air 300 eb 2D6 HL
Motion Detector (M) Detects motion in a 20sq metre area, 70% effectiveness 200 eb 2D6 HL
Digital Recorder (M) 2 hrs of storage from any digital source 200 eb 2 HL
Audio / Video Recorder (M) 2 hrs of storage from cyberoptics and cyberaudio 300 eb 2 HL
Radar Sensor (M) 100m range, must be linked to CyberOptics, 70% effective 200 eb 2 HL
Sonar Implant (M) 50m range sonar, only works under water. 300 eb 2 HL
Radiation Detector (M) 10m range, 80% effectiveness 200 eb 2 HL
Chemical Analyser (M) Detect airborne chemicals - must be linked to a subdermal screen, biomonitor or optics 200 eb 2 HL
Voice Synthesizer (M) Can mimic any recorded sound - can hold up to 10 sound samples 600 eb D6 HL
AudioVox (M) Vocal Synthesizer with special effects, +2 to Perform rolls 700 eb 2D6 HL
Voice Pattern Mimic (N) Allows imitation of other's voices. +4 Disguise & impersonation 250 eb 2 HL
Forked Tongue (N) Subliminal subsonics provide +1 to Seduction and Fast Talk rolls 550 eb 1 HL
Subsonics (N) Vocalizer allows speech in the frequencies below human hearing, +1 intimidate 200 eb 1 HL
High Frequency (N) Vocalizer allows speech in the frequencies where only dogs, etc, can hear. 200 eb 1 HL
Voice Synthesizer (M) Can imitate recorded voices, Allows for modified voice prints, +4 disguise rolls 600 eb D6 HL
Voice Mask (M) Electronic voice masking, +4 vs interrogations and immune to Voice Stress Analysis 350 eb D3 HL
Biomonitor (N) +2 Resist Torture Drugs 100 eb 1 HL
Chemical Response Biomon. (N) +1 Resist Torture Drugs (tattoo-style biomonitor) 80 eb 0.5 HL
Broadcast Biomonitor (N) As regular, but has a 20m broadcast range 200 eb D2 HL
Environmental Biomonitor (N) As regular, but monitors a hundred variables... 400 eb 1.5 HL
Gyro Stabilizer (M) +2 Space Sickness, +1 Zero-G Maneuvering, +1 Balance Athletics 1,000 eb D6 HL
BodyComp (MA) Implanted 10 MU E-Book, requires Times Square Optics (or wired to a HUD) 1,750 eb D6+4
Implanted CellPhone (MA) CellPhone implant, hooked to the mastoid. 500 eb 3 HL
AutoInjector (M) Holds 5 doses of injected drug(s) in forearm - can be triggered manually or by Biomonitor 450 eb D3 HL
Contingency Drug Admin Unit (MA) Holds 4 doses of 3 differenr drugs as above - drugs take effect 1 stage faster than usual 750 eb D6 HL
Personal Nano-Groomers (N) Perfect Hair, Skin, Breath... +2 Personal Grooming, +1 per additional to a max of +4 400 eb 0.5 HL
Ear Valve (MA) Pressure equalization for the ears, stops pressure effect from ascent/descent up to 100m 150 eb 1 HL
Sinus Reconstruction (CR) Ear Valves Plus. Stops pressure effect from ascent / descent up to 200m 1,500 eb D3 HL
Nano Olfactory Rebuild (N) Enhanced smell gives +2 tracking, nasal filters (50% effective), and olfactory damping 550 eb D4 HL



CyberWeapons Sur.

Description

Cost HL
Scratchers (N) 1D6 damage carboglass eternally sharp fingernails 100 eb D6 HL
Rippers (M) 2D6 damage retractable carboglas blades under the fingernails 400 eb 2D6 HL
Improved Rippers (M) 2D6+2 damage retractable Compression Carbide blades under the fingernails 500 eb 2D6 HL
Mono-Rippers (M) 3D6 damage retractable Mono-Carbide blades under the fingernails (1/3 SP) 1,000 eb 2D6+D3 HL
Wolvers (M) 3D6 damage retractable forearm blades 600 eb 3D6 HL
Moody Wolvers (M) D6-1 blades (max 3) extend/retract on command, damage is 1D6/blade 400 eb 3D6 HL
Spur (M) 3D6 damage retractable single blade in arm or leg 800 eb 2D6+3 HL
Vampires (N) 1D6 damage carboglass teeth 200 eb D6+1 HL
Retractable Vampires (M) 1D6 damage retractable carboglass teeth 350 eb D6+2 HL
Spitting Cobra (M) Vampires that spit acid or venom up to 2m range 400 eb 3D6 HL
Retractable Spitting Cobra (MA) Retractable Vampires that spit acid or venom up to 2m range 700 eb 3D6 HL
Stinger (M) Hypodermic needle mounted into a finger, holds four doses. 400 eb D6+3 HL
Slice N Dice (M) Implanted Monowire Garotte / Whip 2D6 damage 700 eb 3D6 HL
CyberSnake Mark 1 (MA) Independant CyberWeapon, melee base +10, D6 damage 1,200 eb 4D6 HL
CyberSnake Mark 2 (MA) Independant CyberWeapon, melee base +15, D6+1 damage 2,500 eb 4D6 HL
BigKnucks (M) Massively rebuilt and reinforced knuckles, +2 punching damage 500 eb D6 HL
Gang Jazzler (M) Electrical Shock, 3 uses, BOD dif 20 vs KO, dif 15 on head and torso hits vs Death 600 eb 2D6+3 HL
Bone Spike (MA) D6+4 damage retractable natural bone spike in forearm 1,000 eb 2D6 HL



CyberOptics Sur.

Description

Cost HL
Remote Cyberoptic (MA) Basic cybernetic optics that can be removed and broadcast back to the owner, 1 option 1,500 eb 2D6 HL
Iris Reaction Boost (N) Nanotech upgrade provides Anti-Dazzle 500 eb D2 HL
Shift-Tacts (N) Colour changing contact lenses 100 eb 0.5 HL
Nano-Optical Rebuild (N) Reduce darkness penalties by 2, can vaguely see IR and UV sources 1,500 eb D3 HL
Eye Colour Control Gland (M) Changes eye colour on command, D6 minutes to trigger 250 eb 1 HL
Basic Cyberoptic (MA) Basic 20/20 vision cybernetic optics, can mount up to 4 options per unit 500 eb 2D6 HL
UberMensch Cyberoptic (MA) Basic 20/20 vision cybernetic optics, can mount up to 2 options per unit 250 eb 2D6 HL
Biomech Optic (MA) Biomechanical version of the CyberOptic. Can mount 2 options. 1,000 eb 3 HL
Mono-Optic (CR) "Wrap-around" cyberoptic, provides +1 Awareness, 180degree vision, and 6 options 650 eb 3D6 HL
OptiShields (N) Implanted Mirrorshades, hold 2 options, SP:15 300 eb D6+2 HL
Bug-Eye CyberOptics (MA) Oversized Optics, -1 ATTR, holds 6 options 750 eb 3D6 HL
Bio Nictating Membranes (M) Provides +2 vs irritant gasses, total protection vs non-irritants, ½ blinding times 300 eb D3 HL
Tricloptic Third Eye CyberOptic (CR) Additional CyberOptic mount in middle of forehead, holds 4 options, -1 ATTR 750 eb 3D6 HL
Single Function Optic (CR) Cyberoptic with either LowLite or IR, but no spaces and cannot see in the normal range 100 eb D6+1
Color Shift Allows for optical colour changes and other fashion effects, 1 space 300 eb 0.5 HL
Image Enhancement Refined visuals, allowing for +1 visual awareness rolls, 1 space 300 eb 1 HL
Targeting Scope Targeting lock-on system for smartweapons, provides +1 WA, 1 space 400 eb 2 HL
Times Square Marquee LED screen in field of vision for messages and HUD effects, 1 space 300 eb 1 HL
TeleOptics Up to 20 times magnification telescopic vision, 1 space 150 eb 0.5 HL
MicroOptics up to 200 times magnification microscope, 1 space 150 eb 0.5 HL
Anti-Dazzle Immunity / Partial Immunity to flash and flare based attacks, 1 space 200 eb 0.5 HL
Low Lite Light amplification optics, allowing for normal vision in almost total darkness, 1 space 200 eb 0.5 HL
ThermoGraph Low Infrared visuals, allows vision of heat sources, 1 space 200 eb 1 HL
Infrared High Infrared visuals, allows vision using heat emissions and IR lighting, 1 space 200 eb 1 HL
UltraViolet UV visuals, allows vision using UV lights and of radioactive compounds, 1 space 200 eb 1 HL
MicroVideo 20 minute video recordings, 2 spaces 300 eb 0.5 HL
Digital Camera 20 still-frame images, 2 spaces 300 eb 0.5 HL
DartGun Holds 1 poison dart, 1m range, D6 damage, 1/4 SP, ½ damage. 3 spaces 200 eb 2 HL
DodgeBall Analyzes opponent's HTH style, giving you +1 in HTH after 3 turns, 1 space 440 eb 1 HL
VidCam Transmitter Relays all visuals to a remote monitor and/or recorder, 4 spaces 330 eb 1 HL
TearGas Spray Holds 1 burst of any gas, 1m range, 2 spaces 200 eb 2 HL
Compass Requires Times Square Marquee, 1 space 300 eb 0.5 HL
Laser-Comm Low powered 20m direct-beam laser communications, 4 spaces 425 eb 1 HL
Interface Plug Optic flips back to expose an interface plug, 4 spaces 100 eb 2 HL
Extreme Spectral Range Allows vision into 2 selected extreme spectral ranges, 1 space 400 eb 1 HL
Double-Slit Pupil Allows clear vision through the air/water boundary. 200 eb 0.5 HL
Nictating Membranes (M) Provide +4 vs irritant gasses, full protection from other gasses, 2 options (300eb / extra) 200 eb D6+1 HL
Anti-Dazzle As the Cyberoptic option 400 eb 0.5 HL
Armoured Scratch-Proof SP:8 Membranes. (Hit 1 in 6) 500 eb 2 HL
Coloured Allows for rapid colour-change of the membranes themselves, while still transparent 200 eb 1 HL
Covert Very Difficult to awareness to notice when in use 500 eb 0.5 HL
Low Lite Same as the cyberoptic option 400 eb 0.5 HL
Targeting Provides +1 WA with smart weapons, not cummulative with other Targetings. 800 eb D3 HL
Window Picture-In-Picture viewscreen, like a super Times Square 600 eb D3 HL



CyberAudio Sur.

Description

Cost HL
CyberAudio (M) Basic Cybernetic Hearing module, any number of option spaces 500 eb 2D6 HL
Taiwanese Hearing Module (M) Basic Hearing Module, with static. -2 Awareness, any number of options 100 eb 2D6 HL
NanoAuditory Rebuild (N) Enhanced hearing range and Level dampers, no options 1,500 eb D3 HL
BioMech Audio (M) Biomechanical equivalent to CyberAudio with 3 spaces 1000 eb 4 HL
Amplified Hearing Enhanced auditory range provides +1 on auditory awareness rolls 200 eb 1 HL
Radio Link Radio communications with 1 mile range 100 eb 1 HL
Phone Splice Full Cellular communications as long as your cellphone is within 3 meters 150 eb 1 HL
Scrambler Scrambles all communications through your Radio and Phone links 100 eb 0.5 HL
Bug Detector Detects line taps and transmitting bugs within 3m, 60% effective 200 eb 0.5 HL
Voice Stress Analyser Lie detector provides +2 on human perception, interview and interrogation rolls 200 eb 1 HL
Sound Editing Can edit out unwanted sounds, provides +2 awareness by masking background noise 150 eb 0.5 HL
Enhanced Hearing Range Can hear into the Supersonic and subsonic ranges 150 eb 2 HL
Wearman Full stereo sound 100 eb 0.5 HL
Radar Detector 100% detection of radar signals, 40% effective at tracing to source of transmission 150 eb 0.5 HL
Homing Tracer Can follow tracers up to 1km range 200 eb 0.5 HL
Tight Beam Radio Link Line Of Sight radio communications 200 eb 1 HL
Wide Band Radio Scanner Picks up transmissions on all radio frequencies 100 eb 2 HL
Micro-Recording Link Transmits all sounds heard to a personal digital recorder 100 eb 0.5 HL
Digital Recording Link Transmits sounds to a remote digital recorder 100 eb 0.5 HL
Level Damper Automatic noise compensation, providing protection from sonic and deafening weapons 300 eb 0.5 HL
Frequency Switcher Changes frequencies for radio communications to prevent interception 100 eb 0.5 HL
Seismic Detector Requires Times Square Marquee, tracks footfall impacts in the area 220 eb D3 HL



BodyBuilding Sur.

Description

Cost HL
Cowl (MA) Skullcap that covers the head in SP:25 200 eb 1D6 HL
FacePlate (CR) Protective FaceMask in SP:25 400 eb 4D6 HL
EvilEye Facial Remount (MA) 15% Facial Armour, SP:6, -1 ATTR 150 eb 1D6 HL
Jigsaw Facial Remount (MA) 25% Facial Armour, SP:12, -1 ATTR 250 eb 2D6 HL
TwoFace Facial Remount (CR) 50% Facial Armour, SP:18, -2 ATTR 350 eb 3D6 HL
Torso Plating (MA) Torso Protection for SP:25, EV:3 2,000 eb 3D6 HL
Front Optic Mount (MA) Allows up to 5 optics to be mounted on the face, ATTR= -1 1,000 eb 4D6 HL
Sensory Extension (M) Contains 1 Optic and a microphone, up to 2 feet long. 500 eb 3D6 HL
Full Body Plating (CR) SP:20 full body, EV:3, -1 Stealth 6,800 eb 8D6 HL
Skull Reinforcement (M) Head hits do not double damage 80% of the time 900 eb D3 HL
Subdermal Armour SP:6 (CR) Armours Chest, Stomach and Vitals to SP:6, dif 35 to notice 350 eb D2 HL
Subdermal Armour SP:8 (CR) Armours Chest, Stomach and Vitals to SP:8, dif 32 to notice 500 eb D3 HL
Subdermal Armour SP:10 (CR) Armours Chest, Stomach and Vitals to SP:10, dif 30 to notice 650 eb D3+1 HL
Subdermal Armour SP:12 (CR) Armours Chest, Stomach and Vitals to SP:12, dif 25 to notice 800 eb D6 HL
Subdermal Armour SP:14 (CR) Armours Chest, Stomach and Vitals to SP:14, dif 25 to notice 1,000 eb D6+2 HL
Subdermal Armour SP:16 (CR) Armours Chest, Stomach and Vitals to SP:16, dif 20 to notice 1,100 eb D6+3 HL
Subdermal Armour SP:18 (CR) Armours Chest, Stomach and Vitals to SP:18, dif 20 to notice, 50% of -1 ATTR 1,200 eb 2D6 HL
Subdermal Armour SP:20 (CR) Armours Chest, Stomach and Vitals to SP:20, dif 15 to notice, -1 ATTR, -1 REF 1,450 eb 2D6+2 HL
Subdermal Armour SP:22 (CR) Armours Chest, Stomach and Vitals to SP:22, dif 10 to notice, -2 ATTR, -2 REF 1,750 eb 3D6 HL
Subdermal Armour SP:20 Mk2 (CR) Armours Chest, Stomach and Vitals to SP:20, dif 15 to notice, -1 ATTR 7,000 eb 2D6+2 HL
Subdermal Armour SP:22 Mk2 (CR) Armours Chest, Stomach and Vitals to SP:22, dif 10 to notice, -2 ATTR, -1 REF 8,500 eb 3D6 HL
Subdermal Armour SP:22 Mk3 (CR) Armours Chest, Stomach and Vitals to SP:22, dif 10 to notice, -2 ATTR 14,000 eb 3D6 HL
Skull Armour SP:4 (MA) Armours the Skull (80% head coverage) to SP:4, dif 35 to notice 300 eb D2 HL
Skull Armour SP:6 (MA) Armours the Skull (80% head coverage) to SP:6, dif 30 to notice 550 eb D3 HL
Skull Armour SP:8 (MA) Armours the Skull (80% head coverage) to SP:8, dif 25 to notice 750 eb D6 HL
Skull Armour SP:10 (MA) Armours the Skull (80% head coverage) to SP:10, dif 20 to notice 1,000 eb D6+2 HL
Skull Armour SP:12 (MA) Armours the Skull (80% head coverage) to SP:12, dif 15 to notice, 50% of -1 ATTR 1,200 eb D6+3 HL
Skull Armour SP:14 (MA) Armours the Skull (80% head coverage) to SP:14, dif 10 to notice, -1 ATTR 1,400 eb 2D6 HL
Skull Reinforcement (MA) Head shots do not deal double damage 4 times out of 6. 900 eb D3 HL
Wrist Reinforcement Mk I (M) Reinforces the wrist, increasing crushing damage by 1 and recoil STR by 1 350 eb 0.5 HL
Wrist Reinforcement Mk II (M) Reinforces the wrist, increasing crushing damage by 2 and recoil STR by 2 900 eb 1 HL
Plastic Bone Lacing (N) 5kg, +1 damage HTH, bone breakage 2 in 10 400 eb 1 HL
Orbital Plastic Bone Lacing (N) 5kg, +1 damage HTH, +1 BTM, bone breakage 2 in 10 2,000 eb D2 HL
UltraPlastic Bone Lacing (N) 15 kg, +3 damage HTH, +1 BTM, bone breakage 2 in 20 900 eb D3+1 HL
Aluminium Bone Lacing (N) 10 kg, +2 damage HTH, +1 BTM, bone breakage 2 in 20 1,000 eb D3 HL
Titanium Bone Lacing (N) 15 kg, +3 damage HTH, +2 BTM, bone breakage 2 in 30 2,000 eb D6+1 HL
Tungsten-Titanium Lacing (N) 10 kg, +2 damage HTH, +2 BTM, bone breakage 2 in 30 3,000 eb D4+1 HL
Muscle Augmentation (M) +1 STR, +0.5 MA per level, max 3 levels 700 eb D3 HL
EndoSkeletal Rebuild (CR) +1 STR, -0.5 REF per level, max of BOD levels 2,000 eb D3+1 HL
Muscle Grafting I & II (MA) Provides +1 BOD & STR per level, Max 2 Levels 1,000 eb D6 HL
Muscle Grafting III (MA) Provides +4 BOD and +3 STR, -1 REF & -1 ATTR 4,000 eb 3D6+2 HL
Muscle Grafting IV (MA) Provides +6 BOD, +4 STR, -1 REF & -3 ATTR 6,000 eb 5D6 HL
Muscle Wiring (M) Heavy Duty Muscle Aumentation (not very flexible) provides +3 STR, +1 BOD, -2 REF 1,500 eb D6 HL
Endo-Frame CyberSkeleton (SCR) +3 STR for lift/carry & strength feat, +3 BOD for HTH & Melee BTM, +1 HTH dmg, +2 damage to limb destruction, EV:1 12,000 eb 2D6+1 HL
Orbital Endo-Frame (SCR) +3 STR for lift/carry & strength feat, +3 BOD for HTH & Melee BTM, +2 HTH & Melee dmg, +4 damage to limb destruction, EV:0 25,000 eb 2D6+3 HL
Armor Weave (MA) +1 Bod & Str, +50% Skinweave, -1 Ref & MA, must have bone & muscle lace & skinweave. Allows for full use of CyberLimb strength without torso plating 4,000 eb D6 HL
RigidBone Nanotech Editing (N) Tougher bone structure, reduces break chance by ½ and takes +2 damage to destroy 500 eb D2 HL
NeoMuscle Augmentation (M) Tougher musculature: +1 to appropriate Str Feat and Atheltics rolls, +2 dmg to destroy 750 eb D2 HL
TuffBone Enhancement Alpha (M) Increased density, +1 STR: Strength Feat, lift/carry, +1 BOD for BTM vs melee & HTH 1,300 eb D3 HL
TuffBone Enhancement Beta (M) Increased density & growth, +2 as above, -1 ATT 2,800 eb D6 HL
Tracheal Reinforcement (M) Tensing the neck provides SP:10 vs Chokes and Neck Crushes. 500 eb 2 HL
Speed Grafts (CR) More efficient leg muscles / tendon arrangements provide +1 MA / level (max 2 levels) 450 eb D3 HL
New Teeth (M) Ceramic Teet (MEL, -1 WA, D3 dmg, VR) 200 eb D3 HL
Power Jaw (MA) Adds +2 to bite damage 100 eb D2 HL



CyberLimbs Sur.

Description

Cost HL
CyberArm (CR) 20SDP, BT:4- 2 spc, BT:5-7 3 spc, BT:8-10 4spc, BT:11+ 5 spc 3,000 eb 2D6 HL
CyberLeg (CR) 20SDP, 1 space less than arms, +4 MA if mounted in a pair 2,000 eb 2D6 HL
Skeletal CyberArm (CR) 20SDP, Cannot have strengthened myomers or coverings, Hydraulic rams take no space 2,000 eb 2D6+2 HL
Skeletal CyberLeg (CR) 20SDP, Cannot have strengthened myomers or coverings, Hydraulic rams tage no space 1,500 eb 2D6+2 HL
Soviet CyberArm (CR) 40SDP, 3D6 punch, 2D10 crush, 2 options spaces, no myomers or rams. 5% failure rate 700 eb 2D6+2 HL
Soviet CyberLeg (CR) 40SDP, 3D10 kick, 2 option spaces, no myomers or rams, 5% failure rate 900 eb 2D6+2 HL
Crusher CyberArm (CR) As normal CyberArm, must make Avg Awareness roll to not use max strength all the time 1,500 eb 2D6 HL
Romanova CyberLegs (CR) Styling 6" heels give +1 Wardrobe & Style without any penalties for heels (price per pair) 5,000 eb 4D6 HL
Corvette CyberLegs (CR) Cyberlegs w / thickened myomers and high-speed mod, +8 MA, +2 on movement atheltics 6,000 eb 5D6 HL
Oversized CyberArms (CR) 20SP, 30 SDP, 2 spaces more than usual, 3D6 punching, 2D10 crushing, EV1, WA-1 4,500 eb 2D6+2 HL
Quick Change Mount (N) Allows 1 turn changing of cyberlimbs 200 eb 2 HL
Hydraulic Rams (N) Increase SDP by 10, 3x crushing damage, makes arm bulkier and louder 200 eb 3 HL
Thickened Myomar (N) Increase SDP by 5, 2x striking and crushing damage 250 eb 2 HL
Reinforced Joints (N) Increase SDP by 5 200 eb 1 HL
Artificial Shoulder Mount (CR) Can mount 2 extra cyberarms below the user's normal arms 1,500 eb 2D6 HL
Microwave / EMP shielding (N) Limb is unaffected by Microwaver and EMP side-effects 300 eb 1 HL
Plastic Covering (N) Limb covering in your choice of colours... 100 eb 1 HL
RealSkinn Covering (N) Limb covering in a synthetic skin that looks and feels real 200 eb -D3 HL
SuperChrome Covering (N) High-Gloss metallic covering 200 eb D3 HL
Armoured Covering (N) SP:20 armour, can be combined with SuperChrome or Plastic coverings 200 eb 0 HL
Spiked Covering (N) Rows of 1" spikes deal 1D6 damage when used 200 eb 2 HL
Sycust Flesh Weave Cyborganic Covering, increased repair cost to 150%, 1 space 200 eb 0 HL
Leg Boosters Memory Plastic springs increase leap by 3m, 2 spaces 500 eb D6 HL
Extending Legs Add up to 2' or subtract 1' from height, +1 MA extended. (Cost per leg) 400 eb D4 HL
Double-Jointed Limbs +1 grapple, hold and choke. +1 escape per pair of limbs with double joints. (Cost per pair) 1,000 eb D3 HL
CyberPillow Built-In inflatable pillow, pillowcases cost 10 eb. 1 space 80 eb 0.5 HL
CyberModem Built-In basic cyberdeck (+2,000 eb for a cellular model) 3,000 eb 1 HL
Digital Recorder Built in chip recorder from recording link options 300 eb 1 HL
Storage Space 2" x 6" concealed storage space, can be locked by cybernetic command 50 eb 0.5 HL
Mini Cam Pop-up mini camera 200 eb 2 HL
Mini Vid Pop-up mini video camera 400 eb 2 HL
LCD Screen Can be linked to any device's output 200 eb 1 HL
Watchman Pop up 4.5" TV Screen 180 eb 1 HL
LimbLink Makes any CyberLimb gun into a Smartgun (+2 WA), requires a Smartgun Linkup 100 eb 1 HL
Winch Winch with 15m cable, 1 ton test weight 500 eb D6+3 HL
Icer CO2 Fire Extinguisher 200 eb D3 HL
"HotPlates" Full-Arm Taser Taser covering entire arm, stun save at -3 vs D6x30 second KO. 9 Shots, 1 space 800 eb D3 HL
QuickDraw ArmHolster Launches P concealability firearm from forearm cache into hand (2 spaces, -2 draw pen) 200 eb 1 HL
High-Five / The Palm Bomb 12ga Shotgun Round loaded into the forearm firing through the palm. 1 shot, 1 space 355 eb D6+3
BlitzKrieg Arc-Thrower EXO, +0 WA, 3D6dmg, 4 shots, ROF:1. ½ real, ½ stun dmg, shorts out cyberware, 3 spc 1,050 eb 2D6 HL
HardPoint External hardpoint for a cyber-linked weapon 250 eb 3 HL
Extra Ammo Load Doubles ammo capacity of any cyber firearm. 1 space 100 eb 0.5 HL
Ammo Switch Gives 2 magazines for a cyber firearm, which can be chosen from for each shot, 1 spc 150 eb 1 HL
External Ammo Feed Makes a cyberweapon's only ammo source an externally loaded magazine, -1 spc 50 eb 0 HL
Additional External Feed Adds an external ammo feed to a cyberweapon which overrides the internal feed, 150 eb 1 HL
External Switch Feed Adds an external ammo feed to a cyberweapon, with switching between ammo feeds 450 eb 1 HL
Pop-Up Light Pistol PST, +2 WA, 6mm, 30 shots, ROF 2, VR, 1 space 200 eb 2D6 HL
Pop-Up Medium Pistol PST, +1 WA, 9mm, 30 shots, ROF 2, VR, 2 spaces 400 eb 2D6 HL
Pop-Up Heavy Pistol PST, +1 WA, 11mm, 20 shots, ROF 2, VR, 3 spaces 600 eb 2D6 HL
Pop-Up Very Heavy Pistol PST, +0 WA, 12mm, 20 shots, ROF 2, VR, 4 spaces 800 eb 2D6 HL
Pop-Up Magnum Opus PST, +0 WA, 14mm, 14 shots, ROF 1, VR, 4 spaces 1,200 eb 2D6 HL
Pop-Up Needler PST, +2 WA, 2.3mm Needle, 30 shots, ROF 3, VR, 2 spaces 500 eb 2D6 HL
Pop-Up Auto-Needler SMG, +1 WA, 2.3mm Needle,40 shots, ROF 20, VR, 3 spaces 950 eb 2D6 HL
Pop-Up Light SMG SMG, +1 WA, 6mm, 70 shots, ROF 30, VR, 2 spaces 600 eb 2D6 HL
Pop-Up Medium SMG SMG, +1 WA, 9mm, 50 shots, ROF 25, VR, 3 spaces 700 eb 2D6 HL
Pop-Up Heavy SMG SMG, +0 WA, 10mm, 40 shots, ROF 20, ST, 4 spaces 1,000 eb 2D6 HL
Pop-Up FlameThrower HVY, -1 WA, 2D6 Flame, 10 shots, ROF 1, ST, 2 spaces 600 eb 2D6 HL
Pop-Up 12 gauge SHG, -2 WA, 12ga, 4 shots, ROF 1, ST, 3 spaces 700 eb 2D6 HL
Pop-Up Grenade Launcher HVY, -1 WA, 25mm, 4 shots, ROF 2, VR, 3 spaces 800 eb 2D6 HL
Pop-Up 40mm GL HVY, -2 WA, 40mm, 2 shots, ROF 1, ST, 3 spaces 600 eb 2D6 HL
Pop-Up Micro Missile Sys HVY, -1 WA, 30mm Rocket, 4 shots, ROF 2, 4 spaces 1,000 eb 2D6 HL
Gas Jet 2m range, 6 shots, 2 spaces 275 eb 1D6 HL
ChainRipp Big Ass Chainsaw, 3D6 damage, 3 spaces 1,250 eb 2D6+4 HL



Hands and Fingers Sur.

Description

Cost HL
Independent CyberHand (MA) 7/10 SDP CyberHand - can mount 4 Finger options or 1 Hand Option 750 eb D6 HL
Finger Flesh Mount (M) Allows cyberfingers to be mounted to flesh hands 100 eb 1 HL
Quick Change Mount (N) Allows quick-changing of cyberfingers OR of cyberhands (choose when purchased) 150 eb 1 HL
Standard CyberHand (N) Standard end unit for a cyberarm, cannot mount cyberfingers or options 150 eb 0 HL
Modular Hand (N) Standard Hand that can mount one Hand Option or 4 Finger Options 400 eb 2 HL
Ripper Hand (N) Hand Option - CyberHand now has extending blades dealing 2D6 damage 200 eb D6 HL
Hammer Hand (N) Hand Option - High-Pressure Hydraulic Ram deals additional D10 damage 200 eb D6 HL
Slammer Hand (N) Hand Option - Explosive pressure deals additional 2D10 damage - must be reloaded 400 eb D6+1 HL
Buzz Hand (N) Hand Option - Electric Chainsaw deals 2D6+2 damage 200 eb D6 HL
Grapple Hand (N) Hand Option - Rocket Propelled Grapple with 100m line 200 eb 1 HL
Surveillance Hand (N) Hand Option - Detachable remote-control mini-camera in palm of the hand 600 eb D6 HL
Web Hand (N) Hand Option - +2m swimming speed, +2 on swimming rolls 100 eb 1 HL
Mace Hand (N) Hand Option - High-Density hand on 1m cable, 2D6+1 damage 300 eb 3 HL
Medic Hand (N) Hand Option - Complete first aid kit 600 eb 1 HL
Dartgun (N) Finger Option - same as the cyberoptic dart option 100 eb 2 HL
ScrewDriver (N) Finger Option - powered screwdriver extends from fingertip 50 eb 0.5 HL
Wrench (N) Finger Option - fold-out adjustable wrench finger 50 eb 0.5 HL
Drill (N) Finger Option - adjustable speed drill at finger-tip 50 eb 0.5 HL
Soldering Iron (N) Finger Option - Electric soldering iron extends from finger-tip 50 eb 0.5 HL
Socket Wrench (N) Finger Option - Adjustable powered socket wrench finger 50 eb 0.5 HL
LockPick (N) Finger Option - Concealed set of picks and tension hammer in finger 50 eb 0.5 HL
Light Pen (N) Finger Option - Finger light pen for interfacing with certain computer systems 45 eb 0.5 HL
MiniLight (N) Finger Option - Battery-powered flashlight with 15m range 25 eb 0.5 HL
Finger Bomb (N) Finger Option - Detachable explosive that does 2D6+3 damage in 3m diameter 150 eb 2 HL
Scissors / WireCutters (N) 2 Finger Options - 2 Fingers can be used together to cut, D3 damage 50 eb 1 HL
Mace Spray (N) Finger Option - Holds 2 shots of MACE (-4 REF & Awareness for D6 turns) 150 eb 2 HL
Magnetic Grip (N) Magnetic pads, bought in pairs, does not take any space 60 eb 0 HL
Cutting Torch (N) Hand Option - Blowtorch with 10cm flame, 2.5 minute burn time 100 eb D3+1
HandGun (N) Hand Option - PST, -1 WA, 6mm, 6 shots, ROF:2, ST 200 eb D6+1
Tazer Grip (N) Hand Option - Taser in palm, stun saves at -2 180 eb D6+1
Vidcam (N) Finger Option - Video camera in finger linked to Video Imager 400 eb 2 HL
RPGrenade (N) Finger Option - Rocket propelled grenade deals 2D6 damage in 2m diameter 200 eb 2 HL
Air Hypo (N) Finger Option - Air-Hypo with 4 injections per propellant cannister 200 eb 1 HL
Tracking Device (N) Finger Option - Tracking device finger, transmits to Times Square or hand-held unit (3km) 300 eb 0.5 HL
Lighter (N) Finger Option - Lighter with 2 hours of fuel 25 eb 1 HL
Tri-Dart Launcher (N) Hand Option - Fires 3 darts from between knuckles, as optic dartgun 300 eb D3 HL
IR/UV Flash (N) Finger Option - IR or UV flashlight with 10m range 200 eb 1 HL
Probe Link (N) Finger Option - Interface plug with male connector (does not use wires) 150 eb 1 HL
Flare (N) Finger Option - Parachute Flare with 150m altitude (D3 damage) 200 eb 2 HL
Parabolic Microphone (N) Finger Option - Amplifies sounds x20 350 eb 2 HL
Storage Compartment (N) Finger Option - Very small storage space 75 eb 0.5 HL
Flasher (N) Finger Option - FlashBulb, opponent rolls Dif REF or suffer -4 blinded modifier 250 eb 1 HL
Laser Pointer (N) Finger Option - Small laser with 20m range 150 eb 0.5 HL
One Shot Pistol (N) Finger Option - PST, -1 WA, 5mm, 1 shot, ST 250 eb 2 HL
BallPoint (N) Finger Option - Ballpoint Pen 25 eb 0.5 HL
Opti-Free (N) Finger Option - Saline-Dispensing finger with 10oz sterile, buffered, isotonic saline sol. 30 eb 1 HL
CyberKeys (N) Finger Option - Finger holds 5 detacheable keys. 5eb each to modify normal keys 100 eb 0.5 HL



CyberFeet Sur.

Description

Cost HL
CyberFoot (N) Standard Cyberfoot for mounting at the end of a cyberleg 200 eb 0 HL
Independent CyberFoot (MA) Standard Cyberfoot for mounting at the end of a flesh leg, as a replacement. 500 eb D6 HL
Talon Foot (N) Foot Option - Extending toe blades that deal 1D6 damage 400 eb 2D6 HL
Tool Foot (N) Foot Option - Allows the use of standard cyberfingers as "cybertoes" 100 eb 2 HL
Web Foot (N) Foot Option - Webbing doubles swimming speed and adds +3 to swim skill 300 eb 2 HL
Grip Foot (N) Foot Option - Designed for better gripping strength, capable of supporting the body. 300 eb 2 HL
Skate Foot (N) Foot Option - Inline skates attached to feet, MA:20 240 eb D6 HL
Spike Heel Foot (N) Foot Option - Spike in heel for lethal kicks, 2D6 damage 300 eb 2D6 HL
Stealth Foot (N) Foot Option - Provides +1 to Stealth skill 150 eb 1 HL

Metabolics & Organs Sur.

Description

Cost HL
Adrenal Booster (M) +1 REF, D6+1 turns, 3 times per day 400 eb D6 HL
Adrenal Supercharger (MA) +1 REF, MA, BOD & STR, -3 INT & TECH skills, +2 Aware, 5+d6 min, 1/hour 900 eb D6+1 HL
Adrenal Control (MA) (1) +1 REF, MA, STR, -1 COOL, for D6+2 turns up to 3 times per day, (2) +1 initiative and -1 cool checks, (3) +1 concentrating skills & cool checks, (4) as 3, +2 Cool, -3 Saves 1,500 eb D6+2 HL
Enhanced Metabolism (MA) +1 STR, MA, REF (+2 if below 6), +2 initiative, double food consumption & aging 5,000 eb 3D6 HL
OverDrive Metabolism (CR) +2 STR, MA, REF (+3 if below 6), +2 initiative, 3x food consumption, 12x aging 10,000 eb 4D6 HL
SuperThyroid Gland (M) Provides +1 STR, +1 MA and +2 Initiative, must consume double normal food intake 1,500 eb D6 HL
CyberLiver (MA) Filters Drugs and Alcohol (+4 resist drugs, 98% alcohol protection) 450 eb D6 HL
Artificial Heart (CR) All Artificial hearts below allow for easy re-boot, giving +1 Death Saves, +3 Stabilize rolls 500 eb D3 HL
PaceSetter Sports Heart (CR) Provides +1 MA, STR, BOD for up to 4 minutes, -1 on Death Saves 900 eb D6 HL
PaceSetter 2000 Heart (CR) Provides +2 MA, STR, BOD for up to 2 minutes, -2 on Death Saves 985 eb D6 HL
Decentralized Heart (CR) Provides +2 to all Death Saves 1,300 eb D6+2 HL
Variable-Chambered Option (N) Modified version of artificial hearts, doubles time you can hold your breath, +1 endurance +450 eb D3 HL
Synthacardium (MA) Rebuild of heart muscles gives better blood flow, +1 on dance, athletics, endurance, etc 500 eb D2 HL
Nanotech CardioBoost (N) All natural sports heart gives +1 Endurance 500 eb 1 HL
Enhanced Antibodies (N) Improves Healing Rate by 1 point per day 3,000 eb D3 HL
Toxin Binders (N) Improves Poison and Drug saves by +4 (-1 damage per die for biotoxins, etc) 3,000 eb D3 HL
NanoSurgeons (N) Improves Healing Rate by 1 point per day, or 2 points under MedTech care 6,000 eb D3 HL
Anti-Plague Nanotech (N) Provides +3 vs diseases and bioagents, (-2 damage per die for biotoxins) 1,750 eb 0.5 HL
Defibrillator Implant (MA) Restarts Heart on failed Death Save on a 2+ on D6. Only works once. 750 eb D3+1 HL
Pacemaker CoProcessor (N) Restarts Heart in event of arrest (works against Black ICE mostly) 150 eb 2 HL
Custom Blood Transfusion (N) Better Oxygen Circulation gives +2 athletics and +1 REF & STR for high-movement rolls 400 eb 1 HL
Custom Blood Implant (MA) Produces Custom Blood, transfusions only provide bonuses for 1 week. 4,000 eb D6 HL
ChronoHeme Transfusion (N) Holds a lot more oxygen in reserve, allows for 2 minutes of breath per point of BOD 500 eb 0.5 HL
ChronoHeme Implant (MA) Produces ChronoHeme, transfusions only provide bonuses for 1 week 5,000 eb D3 HL
MetaHeme Hemological Blood (M) New structure gives +1 MA & Endurance, +4 minutes breath, -1 resist toxins & disease 1,300 eb D3 HL
"QuickClot" Hemofibrinic Nodes (MA) Reduce wound severity by 1 class. 1 in 10 at onset of each use that it causes a stroke. 3,000 eb D6 HL
Ileocecal Siphon (MA) Draws 80% of water from body wastes. 48hrs w/o water in temperate climes, 24hrs in arid 500 eb 1 HL
Increased Stomach Volume (MA) Doubles stomach size, allowing for much larger meals to be eaten. 600 eb D3 HL
Decreased Stomach Volume (MA) Halves stomach size, aids in dieting 500 eb 1 HL
Secondary Gut (MA) Allows user to store an extra full day's food in a second stomach 750 eb D3 HL
NeoAppendix (MA) +2 Wilderness Survival searching for food 500 eb D3 HL
Stress Moderator (M) Hormonally controls excessive stress levels (-10% to stress total per level, 3 levels max) 600 eb D3 HL
Vein Clips (MA) Specialized clamps lock off blood flow to crippled areas, +2 on death saves 700 eb D6 HL
Circulatory Sphincters (MA) Gives +2 stun saves, prevents blood loss (+4 stabilization rolls). 3,200 eb D6 HL
Enhanced Mitochondria (N) Genetically altered mitochondria provide +1 Endurance 2,500 eb D2 HL
Nephritic Screens (MA) Implantedkidney screens give +2 resist drugs/toxins, -1 damage per die for biotoxins 500 eb D2 HL
Nitrogen Binders (N) Reduces depressurization time up to 100%. 1,400 eb D2 HL
NeoLungs (CR) Hold breath twice as long. 1,000 eb D6 HL
"FreezeBan" BioConstruct (MA) Immunity to frostbite, +1 Wilderness Survival / Endurance in cold. 650 eb 1 HL
Endorphin Trap (M) Every 48 hours without damage, cyberware "traps" one dose of endorphins. Holds up to 6. 1,000 eb D4 HL



Sensor Suites Sur.

Description

Cost HL
Ultrasound Motion Detector (M) Detects motion in a 60 degree arc, 20m cone with 70% effectiveness 200 eb D6 HL
Echolocation System (N) Requires cyberoptics, audiovox & cyberaudio. -1 awareness, no lighting or smoke pens 800 eb D3 HL
Ultrasonic Detector (M) 70% Effectiveness, warns of other Ultrasonic zones before entering them 140 eb 1 HL
Radar Sensor (M) Pings when encountering radar. 70% Effectiveness. 150 eb 1 HL
Sonar Implant (MA) 50m range Sonar Mapping, as ultrasonic imager, only useable under water. 300 eb 2 HL
Radiation Detector (M) Geiger Counter with alarms when levels become dangerous 350 eb 1 HL
Drug Analyzer (M) 85% Accurate drug analyzer 850 eb 2 HL
E-Monitor (M) Analyzes atmospheric conditions (pressure, CO2, O2, Nitrogen) 185 eb 1 HL
Cyber-Detection Computer (M) Links other sensor suites to a computer to detect other's cybernetics 3,000 eb D6+3 HL
LockDown (N) Links Times Square & enhanced hearing range to detect snipers (+1 aware / shot) 300 eb D6 HL
Internal GPS (N) Global Positioning System linked to Times Square. 450 eb 1 HL
External GPS (N) Global Positioning System displaying on an arm-mounted viewscreen 600 eb D3 HL



Brain Mods Sur.

Description

Cost HL
Extra Brain Tissue (CR) Foetal greymass additions, boosted circulation and aeration. +1 INT 5,000 eb D6+2
Neurological Rebuild Lvl 1 (M) Augments basic brain structure and recall speed. +1 INT, +1 Recall 10,000 eb D6+2
Neurological Rebuild Lvl 2 (M) Augments all main brain functions. +2 INT, +2 Recall 50,000 eb 2D6+3
Neurological Rebuild Lvl 3 (MA) Also Augments memory and response times, +3 INT, +4 Recall, -1 skill level for IP 250,000 eb 3D6+4
Neurological Rebuild Lvl 4 (CR) Total interconnection of augmented tissues, +4 INT, +6 Recall, +1 Interface, -1 skill level 1,000,000 eb 4D6+5
Neurological Rebuild Lvl 5 (CR) Almost total replacement of gray matter, +5 INT, +8 Recall, +2 Interface, -2 skill level 5,000,000 eb 5D6+6
Memory Augmentation (CR) Better recall, gives Total Recall skill at level 2 2,000 eb 2 HL
Trauma Dampers (M) Increased Endorphin receptors give +1 stun saves, Cool roll Dif 8+1/use/day to avoid addiction to the endorphin rush, requiring 3 uses per day 500 eb D3 HL
Endorphin Trigger (M) 3 in 10 chance when hurt that it triggers: +3 stun / death saves. 1 in 10 chance of total endorphin intoxication and addiction. 500 eb D6 HL
SuperCompact BrainDance (CR) Braindance recorder with 2 hr storage, goes through the brain to the back of the skull. 15,000 eb 2D6 HL
Math Sub-Processor I (MA) Adds +2 to all math skills 250 eb 0.5 HL
Math Sub-Processor II (MA) Adds +4 to all math skills, and +1 to math-related rolls 600 eb 1 HL
Math Sub-Processor III (MA) Adds +6 to all math skills, and +1 to math-related rolls 1,000 eb 2 HL
Math Sub-Processor IV (MA) Adds +8 to all math skills, and +2 to math-related rolls 1,600 eb 3 HL
WetWare Drive (M) 1 MU mounted in the skull, accessible only through interface plugs 320 eb D6 HL
WetWare Expanded (M) 2 MU mounted in the skull, accessible only through interface plugs 495 eb D6 HL
WeWare Drive Expander (M) 1 additional MU added to standard WetWare Drive (per MU, no limit) 200 eb D2 HL
WetDrive Access Link (M) Allows the owner of a WetWare Drive to access the data stored therein 200 eb D3 HL
Staged Neural Bridge (M) Reduces off-hand penalty by 1 per level (max 3 levels) 200 eb D2 HL



Sexual CyberWare Sur.

Description

Cost HL
Mr Studd Sexual Implant (MA) All night, Every night 300 eb 2D6 HL
Contraceptive Implant (N) 98% effective, good for 5 years 100 eb 0.5 HL
Proceptive Implant (N) Provides 90% chance of pregnancy in women, good for 1 year 150 eb 0.5 HL
Ovulation Control (N) Allows for on/off control of both Contraceptive and Proceptive Implants 50 eb 0.5 HL
Harwired Instant Orgasm (M) Triggered pre-set sensations, for full orgasm regardless of partner's skills 350 eb D6+1 HL
Increased Sex Drive (M) Insatiable sex drive, -2 resist seduction, -1 cool checks. +100eb for on/off switch 500 eb D3+1 HL
Decreased Sex Drive (M) Gives +2 resist seduction, -2 seduction, -1 empathy based skills, +100eb for switch 500 eb D3+1 HL
Physical Augmentation (M) Improves the size of the male member 20% 300 eb D6 HL
Custom Augmentation (MA) Improves the size of the male member 50% to 500% (cost is minimum, can be 10x) 1,000 eb 2D6 HL
SuperStudd Sexual Implants (MA) Mr Studd with any number of buzzing, flashing, rotating and thrusting options 700 eb 2D6 HL
Urethral Mono Spike (MA) Curved monocrystal spike in the abdomen that extends from the urethra - 2D6 dmg 700 eb 4D6 HL
Testicular Poison Sac (M) Sac containing 3 doses of poison, excreted through the urethra 450 eb 2D6+2 HL
Vaginal Guillotine (MA) Lops off anything inserted into the vagina at the owners command (D3+3 dmg) 500 eb 3D6+2 HL

Euro BioTech Sur.

Description (Double cost for persons with 10 HL or more of Cyber)

Cost HL
Permanent +1 Reflexes (N) Extensive tissue restructuring and neural boosting, Inpatient therapy required after 5,000 eb D6+1HL
Permanent +1 Body & Strength (N) Regimen of diet, exercise and bio-aid. Max of +2 3,400 eb 0 HL
Permanent +1 Attractiveness (N) Nanites subtly restructure your skin, eyes, cheekbones, hair, etc... Max of +3 1,600 eb 1 HL
Permanent +1 Movement (N) Near total restructuring of the legs, Inpatient therapy required after. Max of +4 2,700 eb D3 HL
Reduced Oxygen Lungs (N) You can filter out smog and survive on half the normal oxygen content. 5,900 eb 1 HL
UV Resistance (N) Biotech regime gives a permanent perfect suntan and filters out UV. 7,600 eb D6 HL
SP:4 Skin Armor (N) High-Fashion Biotech Skinweave. Cannot be differentiated from normal skin 8,300 eb 0 HL
Endurance Bioenhancements Take 1 per day, ignore fatigue for 12 hours, double food and water intake 1,200 eb / day 0 HL
PainProof Bioenhancements Take 1 per day, +4 on stun saves, -2 tactile awareness for 12 hours 1,800 eb / day 0 HL
Anti-Trauma Bioenhancements Take 1 per day, +2 on Death Saves for 12 hours 4,000 eb / day 0 HL



Cryo-Ceramic Modules Sur.

Description (from King of the Concrete Jungle)

Cost HL
Cryo-Ceramic Arm (CR) SP:17, SDP:25, 2 option spaces,Cyberarm punching and crushing damage 5,000 eb D6+3 HL
Scratchers Fingernails can extend into scratchers (as the cyberweapon) 200 eb D4 HL
Rippers Fingertips can extend into 2" blades as Rippers. -10 SP when in use 800 eb 2D6 HL
Tentacles The arm can split into three tentacles. +5 on grapple / hold / choke maneuvers. -10 SP 600 eb 2D6 HL
Other Option As cyberArms, but no Myomers, Rams, Shielding, or Coverings as normal as normal
Cryo-Ceramic Leg (CR) SP:20, SDP:30, 1 option space, CyberLeg kicking damage. +2 MA if paired 3,000 eb D6+3 HL
Animal Metamorph Transforms into digitigrade animal legs, +3 MA, double leap distances 400 eb D6 HL
Other Options As CyberLegs, but no Myomers, Rams, Shielding or Coverings as normal as normal
Squat Limb Compresses the compound of the Limb, ½ normal size, +10 SP (1 option) 300 eb D4 HL
Elongation Limb Allows the limb to stretch to 200% normal length, -15 SP (1 option) 300 eb D4 HL
Hollow Limb Hollow space in limb acts as a hidden holster (1 space) 100 eb D3 HL
Inflating Limb Inflates the Limb to +3 BOD. +1 intimidate, -10 SP (1 space) 300 eb D4 HL
Spiked Limb Covers the limb with spikes on command, +D6 HTH damage (1 space) 400 eb D6+1 HL
Cryo-Ceramic Jaw & Skull (CR) Armors the head to SP:12, allows for one option 1,500 eb D6+1 HL
Mimicry Modifies the face by changing the bone structure. +2 disguise (1 space) 1,500 eb D6 HL
Animal Metamorph Transforms the lower jaw and face to an animal hybrid face like a werewolf (1 space) 300 eb D6+1 HL
Vampires Retractable vampires (as the cyberweapon) (1 space) 250 eb D6+1 HL
Horns Horns can protrude from forehead or temples. D6+1 damage. (1 space) 300 eb D6+2 HL
Cryo-Ceramic Torso (CR) SP:21, SDP:35, 1 option space 6,000 eb 2D6 HL
Inflating Torso Inflates the torso to +3 BOD, -10 SP, +2 Intimidate, (1 space) 600 eb D6 HL
Spiked Torso Covers the torso with spikes on command, +D6 damage ram or when grappled (1 space) 400 eb D6+1 HL
Undetectable Option Makes any Cryo-Ceramic part undetectable through ScanWays, etc... (1 space) 500 eb each 0 HL
Electrical Shielding Makes any Cryo-Ceramic part immune to Tasers / EMP, etc (1 space) 400 eb each D2 HL
Different Covering Treat as Synth Skins for that part, (0 spaces) 400 eb each D3 HL
Tougher CryoCeramics Makes any Cryo-Ceramic part tougher, +5 SDP, +5 SP (can be bought twice) (0 spaces) 300 eb 2 HL



Exotic Conversions Sur.

Description

Cost HL
Minor Facial Modifications (M) Slit eyes, pointed ears, whiskers, button nose, bunny ears, etc 1,000 eb D3 HL
Major Facial Modifications (M) Antennae, insect or lizard face 2,000 eb D6 HL
Muzzle, short (M) Cat, bear, etc 2,000 eb D6 HL
Muzzle, long (MA) Dog or horse muzzle 2,500 eb 2D6 HL
Mandibles (MA) Semi-prehensile grasping "jaws", deals D6 damage in grappling combat 4,000 eb 3D6 HL
Natural Fangs (N) Natural fangs deal D6 damage in grappling combat 500 eb 2D6 HL
Natural Claws (N) Grown from the bones, -3 to manipulation skill rolls, D6 damage in combat 1,000 eb D6+1 HL
Retractable Claws (M) D6 damage in combat 1,000 eb 2D6 HL
Scratchers (N) D6 damage in combat 500 eb D6 HL
Rippers (M) 2D6 damage in combat 750 eb 2D6 HL
Tail (MA) Mobile but weak - can exert 3lbs of pressure 1,500 eb 2D6 HL
Combat Tail (MA) Heavily muscled tail tipped with spikes, spines of knob. D6 damage in combat 2,500 eb 3D6 HL
Stinger Tail (MA) Combat tail with a poison stinger. D6 damage in combat, plus poison 3,000 eb 3D6+2 HL
Digitigrade Legs (CR) With tail: +1 MA, without tail: -2 MA, -1 REF 4,000 eb 4D6 HL
Fur / Scales / SkinChange (N) Changes the skin to the desired texture 10,000 eb 3D6 HL
Heavy Scales (N) Skinchange with SP:6 skinweave 12,000 eb 3D6 HL
Exoskeleton (CR) Rigid SP:18 exoskeleton. EV:2 20,000 eb 4D6 HL
Frame Alteration (CR) Shorter, taller, fatter, thinner... 25% change in body size 8,000 eb D6 HL