Cyberware
Cyberware is a personal enhancement primarily involving inorganic or mechanical parts. The installation of these parts are often through schema activation and so they are built slowly by nanobots in order to reduce the trauma to the patient. Otherwise, the parts are installed through surgery, and the patient has to finish a rest in recuperation.
Mishap (cyber)
With every item of cyberware you have implanted, you acquire a mishap in the cyber category. This category is discussed under the Mishaps heading in this chapter (prior to the equipment listings).
The mishap levels are not cumulative (they do not stack), meaning that if you have already acquired mishap(cyber-1) from your Audiosense 2 cyberware, the mishap(cyber-1) from your Mnemonic 4 cyberware, does not add to the first, giving you mishap(cyber-2).
Rather, you acquire the mishap from the cyberware that imposes the highest mishap level. Therefore, if you also have the Agility Boost 1 cyberware, you will acquire its mishap(cyber-3).
Hacking Cyberware
As is normal for any technological bypass, you target the cyberware’s CC-S, which is usually the same as the CC. As was explained under “Working With Engineering”, the CC is derived from the complexity component of the cost of the equipment.
Trait Skill Boost
Trait skill boosters are a combination of hardware and bots that are tightly integrated into the various systems of the body. The boosters for Agility or Strength focus on the central nervous system, respiration, musculature and skeletal integration, while the boosters for Insight or Perception focus more on the brain and sensory systems, and introduce an AI that binds to you. The net effect of this cyberware system is that it offers a boost to the given skill.
100K:2(cost), 2(wt), 15(CC)
Op: active (mishap(cyber-3)), implanted ◊ s2a: 2hp 100ep for main-act
Usage: implant -> eff= +1(Agility|Strength)
200K:2(cost), 2(wt), 15(CC)
Op: active (mishap(cyber-3)), implanted ◊ s2a: 2hp 200ep for main-act
Usage: implant -> eff= +2(Agility|Strength)
400K:3(cost), 2(wt), 15(CC)
Op: active (mishap(cyber-3)), implanted ◊ s2a: 2hp 400ep for main-act
Usage: implant -> eff= +3(Agility|Strength)
800K:3(cost), 2(wt), 15(CC)
Op: active (mishap(cyber-3)), implanted ◊ s2a: 2hp 800ep for main-act
Usage: implant -> eff= +4(Agility|Strength)
1.6M:4(cost), 2(wt), 16(CC)
Op: active (mishap(cyber-3)), implanted ◊ s2a: 2hp 1.6Kep for main-act
Usage: implant -> eff= +5(Agility|Strength)
150K:2(cost), 2(wt), 15(CC)
Op: active (mishap(cyber-3)), implanted ◊ s2a: 2hp 150ep for main-act
Usage: implant -> eff= +1(Insight|Perception)
300K:2(cost), 2(wt), 15(CC)
Op: active (mishap(cyber-3)), implanted ◊ s2a: 2hp 300ep for main-act
Usage: implant -> eff= +2(Insight|Perception)
600K:3(cost), 2(wt), 15(CC)
Op: active (mishap(cyber-3)), implanted ◊ s2a: 2hp 600ep for main-act
Usage: implant -> eff= +3(Insight|Perception)
1.2M:3(cost), 2(wt), 16(CC)
Op: active (mishap(cyber-3)), implanted ◊ s2a: 2hp 1.2Kep for main-act
Usage: implant -> eff= +4(Insight|Perception)
2.4M:4(cost), 2(wt), 16(CC)
Op: active (mishap(cyber-3)), implanted ◊ s2a: 2hp 2.4Kep for main-act
Usage: implant -> eff= +5(Insight|Perception)
Acid Squirter
The acid squirter consists of a synthetic organ that manufactures highly concentrated acid, as well as a transportation and ejection system with nozzle that can fire a narrow squirt of acid, doing damage to creatures within the spray, according to the listing below.
The most popular locations for the nozzle are in the top or bottom of a wrist, the roof of the mouth, top of the head or a nostril. For reasons that acid can splash, areas around the nozzle are protected against corrosive damage.
8K:2(cost), 1(wt), 13(CC)
Op: active (mishap(cyber-3)), implanted ◊ s2a: 1hp 8ep for main-act
Usage: implant -> ranged-attack (main-act)
-> chk(TC-A)= +M(Wpn-Spray), -6(Str,min), 40(audio)
-> imp(sv,Health,8+M)= 3(spray), 1d6(hp,corr)
-> 3hp for act
16K:2(cost), 1(wt), 14(CC)
Op: active (mishap(cyber-3)), implanted ◊ s2a: 1hp 16ep for main-act
Usage: implant -> ranged-attack (main-act)
-> chk(TC-A)= +M(Wpn-Spray), -6(Str,min), 40(audio)
-> imp(sv,Health,8+M)= 4(spray), 2d6(hp,corr)
-> 4hp for act
32K:2(cost), 1(wt), 14(CC)
Op: active (mishap(cyber-3)), implanted ◊ s2a: 1hp 32ep for main-act
Usage: implant -> ranged-attack (main-act)
-> chk(TC-A)= +M(Wpn-Spray), -6(Str,min), 40(audio)
-> imp(sv,Health,8+M)= 5(spray), 3d6(hp,corr)
-> 5hp for act
64K:2(cost), 1(wt), 14(CC)
Op: active (mishap(cyber-3)), implanted ◊ s2a: 1hp 64ep for main-act
Usage: implant -> ranged-attack (main-act)
-> chk(TC-A)= +M(Wpn-Spray), -6(Str,min), 40(audio)
-> imp(sv,Health,8+M)= 6(spray), 4d6(hp,corr)
-> 6hp for act
128K:3(cost), 1(wt), 15(CC)
Op: active (mishap(cyber-3)), implanted ◊ s2a: 1hp 128ep for main-act
Usage: implant -> ranged-attack (main-act)
-> chk(TC-A)= +M(Wpn-Spray), -6(Str,min), 40(audio)
-> imp(sv,Health,8+M)= 7(spray), 5d6(hp,corr)
-> 7hp for act
Ambidexterity
The ambidexterity enhancement provides both mental and physical enhancements to, in effect, mirror the biomechanical mapping of your main hand, onto your off hand. This has the effect of giving you ambidexterity, so that your off hand gets the full based modifier that your main hand gets with attacks.
50K:2(cost), 1(wt), 14(CC)
Op: active (mishap(cyber-3)), implanted ◊ s2a: 1hp 50ep for main-act
Usage: implant -> eff= ambidexterity: No dadv(chk,TC) on off hand
Audiosense
This enhancement provides hearing to the levels shown in the listings below. These levels replace any audiosense you may already have.
11K:2(cost), 0.25(wt), 14(CC)
Op: active (mishap(cyber-1)), implanted ◊ s2a: 1hp 11ep for bonus-act
Usage: implant -> eff= 10(audiosense)
22K:2(cost), 0.25(wt), 14(CC)
Op: active (mishap(cyber-1)), implanted ◊ s2a: 1hp 22ep for bonus-act
Usage: implant -> eff= 20(audiosense)
44K:2(cost), 0.25(wt), 14(CC)
Op: active (mishap(cyber-1)), implanted ◊ s2a: 1hp 44ep for bonus-act
Usage: implant -> eff= 30(audiosense)
Claws
This enhancement involves the modification of the upper half of your hands to store and support retractable claws for the purposes of combat in a similar way that the melee weapon tiger claws does. While both claws are out, you may use your bonus-act to make an extra melee attack with your off-hand claw.
Upgrades to this enhancement incur a cost but boost various aspects of its performance as shown in the listings below. In particular, the damage incurred is increased by the claws themselves extending into your opponent’s body in successively more severe ways.
7K:2(cost), 1(wt), 13(CC)
Op: active (mishap(cyber-1)), implanted ◊ s2a: 1hp 7ep for main-act
Usage: implant -> melee-attack (main-act)
-> chk(TC)= +M(Wpn-Fistload), -6(Str,min), 20(audio)
-> eff= 1d4+M(hp,sls)
14K:2(cost), 1(wt), 14(CC)
Op: active (mishap(cyber-1)), implanted ◊ s2a: 1hp 14ep for main-act
Usage: implant -> melee-attack (main-act)
-> chk(TC)= +M(Wpn-Fistload), -6(Str,min), 40(audio)
-> eff= 2d4+M(hp,sls), 1(pen)
-> 1hp for act
28K:2(cost), 1(wt), 14(CC)
Op: active (mishap(cyber-1)), implanted ◊ s2a: 1hp 28ep for main-act
Usage: implant -> melee-attack (main-act)
-> chk(TC)= +M(Wpn-Fistload), -6(Str,min), 45(audio)
-> eff= +1(reach), 3d4+M(hp,sls), 2(pen)
-> 2hp for act
56K:2(cost), 1(wt), 14(CC)
Op: active (mishap(cyber-1)), implanted ◊ s2a: 1hp 56ep for main-act
Usage: implant -> melee-attack (main-act)
-> chk(TC)= +M(Wpn-Fistload), -6(Str,min), 50(audio)
-> eff= +2(reach), 4d4+M(hp,sls), 3(pen)
-> 3hp for act
112K:3(cost), 1(wt), 15(CC)
Op: active (mishap(cyber-1)), implanted ◊ s2a: 1hp 112ep for main-act
Usage: implant -> melee-attack (main-act)
-> chk(TC)= +M(Wpn-Fistload), -6(Str,min), 55(audio)
-> eff= +3(reach), 5d4+M(hp,sls), 4(pen)
-> 4hp for act
Darksense
Has the effect of offering image intensification, increasing the apparent light (in the case of darksense enhancing lightsense) in the area being viewed. The result is the ability to see in dim ambience (or 0.02(field,rad) in lightsense) as if it were full ambience, and to be able to see in dark ambience (or 0.01(field,rad) in lightsense) as if it were dim ambience. It does not help in conditions of no ambience. Unless you are in bright light, you are unable to discern colour. and 0.02(field,elec) in magnetosense
15K:2(cost), 0.25(wt), 14(CC)
Op: active (mishap(cyber-1)), implanted ◊ s2a: 1hp 15ep for bonus-act
Usage: implant -> eff= x:D(gravitysense|lightsense|magnetosense)
Defender
Defenders are a schema that targets harmful bots infecting the biological creature’s body. The defender monitors various life-signs and scans bots passing by it. Upon identification, the defender determines the best strategy for eradication and manufactures the appropriate killbots.
Your defender raises the CC-S of itself and all of your other cyberware enhancements. For the defender itself, the listings below feature this CC-S increase.
30K:2(cost), 0.25(wt), 14(CC), 15(CC-S)
Op: active (mishap(cyber-2)), implanted ◊ s2a: 1hp 30ep for bonus-act
Usage: implant -> eff= +1(CC-S, cyberware)
60K:2(cost), 0.25(wt), 14(CC), 16(CC-S)
Op: active (mishap(cyber-2)), implanted ◊ s2a: 1hp 60ep for bonus-act
Usage: implant -> eff= +2(CC-S, cyberware)
120K:2(cost), 0.25(wt), 15(CC), 17(CC-S)
Op: active (mishap(cyber-2)), implanted ◊ s2a: 1hp 120ep for bonus-act
Usage: implant -> eff= +3(CC-S, cyberware)
240K:2(cost), 0.25(wt), 14(CC), 18(CC-S)
Op: active (mishap(cyber-2)), implanted ◊ s2a: 1hp 240ep for bonus-act
Usage: implant -> eff= +4(CC-S, cyberware)
480K:3(cost), 0.25(wt), 14(CC), 19(CC-S)
Op: active (mishap(cyber-2)), implanted ◊ s2a: 1hp 480ep for bonus-act
Usage: implant -> eff= +5(CC-S, cyberware)
Faraday Cage
This enhancement when activated as a re-act causes a layer of electrically charged nanobots to leave your body in a sphere and act as a conducting layer that surrounds you. The layer takes the hit of the electric effect and is destroyed, but affords you electrical resistance according to the listings below.
15K:2(cost), 0.5(wt), 14(CC)
Op: active (mishap(cyber-1)), implanted ◊ s2a: 1hp 30ep for bonus-act
Usage: implant -> engage(re-act)
-> eff= +6(rst,elec)
-> 2ep for act
30K:2(cost), 0.5(wt), 14(CC)
Op: active (mishap(cyber-1)), implanted ◊ s2a: 1hp 60ep for bonus-act
Usage: implant -> engage(re-act)
-> eff= +12(rst,elec)
-> 4ep for act
Flame Channel
The flame channel consists of a synthetic organ usually placed on the head, extending backward from the forehead, wrapping over the top of the head and extending down to the nape of the neck. The organ is both a producer of the plasma that is the active ingredient and the creator of a nanobot annulus that forms in the front of the head in the direction of the target and down which the plasma is magnetically accelerated.
25K:2(cost), 2(wt), 14(CC)
Op: active (mishap(cyber-3)), implanted ◊ s2a: 1hp 25ep for main-act
Usage: implant -> ranged-attack (main-act)
-> chk(TC)= +M(Cbt-Ranged) -> eff= 30(audio)
-> eff= 3(ray), 2d8+M(hp,fire)
-> 1hp 4ep for act
50K:2(cost), 2(wt), 14(CC)
Op: active (mishap(cyber-3)), implanted ◊ s2a: 1hp 50ep for main-act
Usage: implant -> ranged-attack (main-act)
-> chk(TC)= +M(Cbt-Ranged) -> eff= 35(audio)
-> eff= 4(ray), 3d8+M(hp,fire)
-> 1hp 5ep for act
100K:2(cost), 1(wt), 15(CC)
Op: active (mishap(cyber-3)), implanted ◊ s2a: 1hp 100ep for main-act
Usage: implant -> ranged-attack (main-act)
-> chk(TC)= +M(Cbt-Ranged) -> eff= 40(audio)
-> eff= 5(ray), 4d8+M(hp,fire)
-> 2hp 6ep for act
200K:2(cost), 1(wt), 15(CC)
Op: active (mishap(cyber-3)), implanted ◊ s2a: 1hp 200ep for main-act
Usage: implant -> ranged-attack (main-act)
-> chk(TC)= +M(Cbt-Ranged) -> eff= 45(audio)
-> eff= 6(ray), 5d8+M(hp,fire)
-> 2hp 7ep for act
400K:3(cost), 1(wt), 15(CC)
Op: active (mishap(cyber-3)), implanted ◊ s2a: 1hp 400ep for main-act
Usage: implant -> ranged-attack (main-act)
-> chk(TC)= +M(Cbt-Ranged) -> eff= 50(audio)
-> eff= 7(ray), 6d8+M(hp,fire)
-> 3hp 8ep for act
Flame Thrower
The flame thrower consists of a synthetic organ that manufactures a very effective accelerant, as well as a transportation and ejection system with nozzle. The enhanced creature can use an action to fire and ignite a narrow squirt of accelerant, doing damage to creatures within the spray, according to the listing below. The most popular locations for the nozzle are in the top or bottom of a wrist, the roof of the mouth, top of the head or a nostril. For reasons that fire can splash, areas around the nozzle are protected against heat damage.
8K:2(cost), 2(wt), 13(CC)
Op: active (mishap(cyber-3)), implanted ◊ s2a: 2hp 8ep for main-act
Usage: implant -> ranged-attack (main-act)
-> chk(TC-A)= +M(Wpn-Spray) -> eff= 20(audio)
-> imp(sv,Health,8+M)= 3(spray), 1d6(hp,fire)
-> 1hp 1ep for act
16K:2(cost), 2(wt), 14(CC)
Op: active (mishap(cyber-3)), implanted ◊ s2a: 2hp 16ep for main-act
Usage: implant -> ranged-attack (main-act)
-> chk(TC-A)= +M(Wpn-Spray) -> eff= 25(audio)
-> imp(sv,Health,8+M)= 4(spray), 2d6(hp,fire)
-> 1hp 2ep for act
32K:2(cost), 2(wt), 14(CC)
Op: active (mishap(cyber-3)), implanted ◊ s2a: 2hp 32ep for main-act
Usage: implant -> ranged-attack (main-act)
-> chk(TC-A)= +M(Wpn-Spray) -> eff= 30(audio)
-> imp(sv,Health,8+M)= 5(spray), 3d6(hp,fire)
-> 2hp 3ep for act
64K:2(cost), 2(wt), 14(CC)
Op: active (mishap(cyber-3)), implanted ◊ s2a: 2hp 64ep for main-act
Usage: implant -> ranged-attack (main-act)
-> chk(TC-A)= +M(Wpn-Spray) -> eff= 35(audio)
-> imp(sv,Health,8+M)= 6(spray), 4d6(hp,fire)
-> 2hp 4ep for act
128K:3(cost), 2(wt), 15(CC)
Op: active (mishap(cyber-3)), implanted ◊ s2a: 2hp 128ep for main-act
Usage: implant -> ranged-attack (main-act)
-> chk(TC-A)= +M(Wpn-Spray) -> eff= 40(audio)
-> imp(sv,Health,8+M)= 7(spray), 5d6(hp,fire)
-> 3hp 5ep for act
Frogs Legs
This enhancement replaces your legs with artificial ones with an extra articulation, which enable additional speed to the walk move mode, adds hop as a stock move, and doubles jumping distances and heights. The extra articulation folds away to the top of each leg, giving you an almost normal looking gait, when this enhancement is not active. Activating the enhancement requires a main-act. The Frogs Legs enhancement changes your jump distances to the following formulae:
long-jump-runup(main-act) -> eff(dist)= speed +M(Strength)
long-jump-w/runup(main-act) -> eff(dist)= ½•speed +M(Strength)
high-jump-runup(main-act) -> eff(ht)= M(Strength)
high-jump-w/runup(main-act) -> eff(ht)= ½•M(Strength)\
effectively doubling the distances and heights.
6K:2(cost), 4(wt), 13(CC)
Op: active (mishap(cyber-2)), implanted ◊ s2a: 4hp 6ep for main-act
Usage: implant -> eff= +3(speed), +stock(hop), 2•(dist,jump)
12K:2(cost), 4(wt), 14(CC)
Op: active (mishap(cyber-2)), implanted ◊ s2a: 4hp 12ep for main-act
Usage: implant -> eff= +5(speed), +stock(hop), 2•(dist,jump)
24K:2(cost), 4(wt), 14(CC)
Op: active (mishap(cyber-2)), implanted ◊ s2a: 4hp 24ep for main-act
Usage: implant -> eff= +7(speed), +stock(hop), 2•(dist,jump)
48K:2(cost), 4(wt), 14(CC)
Op: active (mishap(cyber-2)), implanted ◊ s2a: 4hp 48ep for main-act
Usage: implant -> eff= +9(speed), +stock(hop), 2•(dist,jump)
96K:2(cost), 4(wt), 14(CC)
Op: active (mishap(cyber-2)), implanted ◊ s2a: 4hp 96ep for main-act
Usage: implant -> eff= +11(speed), +stock(hop), 2•(dist,jump)
Grappler
An area of your skin, either over the shoulders or on the chest, erupts into s set of nanofibre tentacles, that improve your reach by 1, grapple your opponents with increased strength, or make your climb a natural move.
40K:2(cost), 1(wt), 14(CC)
Op: active (mishap(cyber-3)), implanted ◊ s2a: 1hp 40ep for main-act
Usage: implant -> eff= tentacles +2(chk|sv,Grapple), stock(climb), +1(reach)
-> 3hp for act
80K:2(cost), 1(wt), 14(CC)
Op: active (mishap(cyber-3)), implanted ◊ s2a: 1hp 80ep for main-act
Usage: implant -> eff= tentacles +3(chk|sv,Grapple), stock(climb), +1(reach)
-> 3hp for act
160K:2(cost), 1(wt), 15(CC)
Op: active (mishap(cyber-3)), implanted ◊ s2a: 1hp 160ep for main-act
Usage: implant -> eff= tentacles +4(chk|sv,Grapple), stock(climb), +2(reach)
-> 3hp for act
320K:2(cost), 1(wt), 15(CC)
Op: active (mishap(cyber-3)), implanted ◊ s2a: 1hp 320ep for main-act
Usage: implant -> eff= tentacles +2(chk|sv,Grapple), stock(climb), +3(reach)
-> 3hp for act
Gravitysense
This enhancement includes a new synthetic organ that is the gravity sensor, combined with neurotransmitter links required for the enhanced creature’s eyes. The result is that the enhancement provides a visual representation of the gravitysense. Note that the ronite version of this enhancement, provides a magnetosense representation.
22K:2(cost), 0.25(wt), 14(CC)
Op: active (mishap(cyber-1)), implanted ◊ s2a: 1hp 22ep for bonus-act
Usage: implant -> eff= 20(gravitysense)
44K:2(cost), 0.25(wt), 14(CC)
Op: active (mishap(cyber-1)), implanted ◊ s2a: 1hp 44ep for bonus-act
Usage: implant -> eff= 40(gravitysense)
88K:2(cost), 0.25(wt), 14(CC)
Op: active (mishap(cyber-1)), implanted ◊ s2a: 1hp 88ep for bonus-act
Usage: implant -> eff= 60(gravitysense)
Haste
When you use an action to activate this enhancement, your metabolic rate increases so that everything appears to you to be at half the normal speed. In fact it is your own neurotransmitters that are firing at a far higher rate, giving you more time. So that your limbs will carry out your instructions in sufficient time, small AI augments are placed in thousands of locations, and nanobots oxygenate your muscles, providing faster movement.
The net result of this is that for a minute, you gain bonuses to your speed, your TC, advantage on your checks and saves on Agility, and you gain an additional main-act on each of your turns.
250K:2(cost), 2(wt), 15(CC)
Op: active (mishap(cyber-3)), implanted ◊ s2a: 2hp 250ep for main-act
Usage: implant -> eff= +1(TC), +5(speed), adv(chk|sv,Agility), +1(main-act) for min
-> 5ep for act
Light
This enhancement has two forms: either a light emitting subcutaneous layer, causing your entire body to glow; or it is concentrated into a halo. The effect is the same in either case, which is to cast bright light out to a radius set out in the upgrade paths below.
5K:2(cost), 0.25(wt), 13(CC)
Op: active (mishap(cyber-1)), implanted ◊ s2a: 1hp 5ep for bonus-act
Usage: implant ->
◊ glow -> eff= 10(radius), 0.02(field,rad), 200(light)
◊ glow -> eff= 10(radius), 0.08(field,rad), 800(light) for hr
-> 1ep for act
10K:2(cost), 0.25(wt), 14(CC)
Op: active (mishap(cyber-1)), implanted ◊ s2a: 1hp 10ep for bonus-act
Usage: implant -> eff= 20(radius), 0.08(field,rad), 800(light) for hr
◊ glow -> eff= 10(radius), 0.02(field,rad), 200(light)
◊ glow -> eff= 20(radius), 0.08(field,rad), 800(light) for hr
-> 2ep for act
20K:2(cost), 0.25(wt), 14(CC)
Op: active (mishap(cyber-1)), implanted ◊ s2a: 1hp 20ep for bonus-act
Usage: implant -> eff= 20(radius), 0.08(field,rad), 800(light) for hr
◊ glow -> eff= 10(radius), 0.02(field,rad), 200(light)
◊ glow -> eff= 30(radius), 0.08(field,rad), 800(light) for hr
-> 2ep for act
The alternative upgrade path allows you to emit a blinding flash of light.
20K:2(cost), 0.25(wt), 14(CC)
Op: active (mishap(cyber-1)), implanted ◊ s2a: 1hp 20ep for bonus-act
Usage: implant -> eff= 20(radius), 0.08(field,rad), 800(light) for hr
◊ glow -> eff= 10(radius), 0.02(field,rad), 200(light)
◊ glow -> eff= 20(radius), 0.1(field,rad), 1000(light) instant
-> 2ep for act
Lightning
The lightning enhancement consists of a synthetic organ usually placed on the head, extending backward from the forehead, wrapping over the top of the head and extending down to the nape of the neck. The organ is both a producer of the enormous electrical potential and the creator of a nanobot annulus that forms in the front of the head in the direction of the target and down which the lightning is directed.
35K:2(cost), 2(wt), 14(CC)
Op: active (mishap(cyber-3)), implanted ◊ s2a: 2hp 35ep for main-act
Usage: implant -> ranged-attack (main-act)
-> chk(TC)= +M(Cbt-Ranged) -> eff= 400(audio)
-> eff= 10(ray), 2d8+M(hp,elec)
-> 5ep for act
70K:2(cost), 2(wt), 14(CC)
Op: active (mishap(cyber-3)), implanted ◊ s2a: 2hp 70ep for main-act
Usage: implant -> ranged-attack (main-act)
-> chk(TC)= +M(Cbt-Ranged) -> eff= 500(audio)
-> eff= 15(ray), 3d8+M(hp,elec)
-> 7ep for act
140K:2(cost), 2(wt), 15(CC)
Op: active (mishap(cyber-3)), implanted ◊ s2a: 2hp 140ep for main-act
Usage: implant -> ranged-attack (main-act)
-> chk(TC)= +M(Cbt-Ranged) -> eff= 600(audio)
-> eff= 20(ray), 4d8+M(hp,elec)
-> 9ep for act
280K:2(cost), 2(wt), 15(CC)
Op: active (mishap(cyber-3)), implanted ◊ s2a: 2hp 280ep for main-act
Usage: implant -> ranged-attack (main-act)
-> chk(TC)= +M(Cbt-Ranged) -> eff= 700(audio)
-> eff= 25(ray), 5d8+M(hp,elec)
-> 11ep for act
560K:3(cost), 2(wt), 15(CC)
Op: active (mishap(cyber-3)), implanted ◊ s2a: 2hp 560ep for main-act
Usage: implant -> ranged-attack (main-act)
-> chk(TC)= +M(Cbt-Ranged) -> eff= 800(audio)
-> eff= 30(ray), 6d8+M(hp,elec)
-> 13ep for act
Lightsense
The level 1 enhancement provides lightsense to a creature that does not have this sense. The higher level enhancements work to provide a magnified view, similar to what binoculars or a telescope would do. Creatures that already have the lightsense would only gain benefit from the second enhancement and higher.
600:2(cost), 0.25(wt), 12(CC)
Op: active (mishap(cyber-1)), implanted ◊ s2a: 1hp 1ep for bonus-act
Usage: implant -> eff= 20(lightsense)
1.2K:2(cost), 0.25(wt), 13(CC)
Op: active (mishap(cyber-1)), implanted ◊ s2a: 1hp 2ep for bonus-act
Usage: implant -> eff= 40(lightsense)
2.4K:2(cost), 0.25(wt), 13(CC)
Op: active (mishap(cyber-1)), implanted ◊ s2a: 1hp 3ep for bonus-act
Usage: implant -> eff= 60(lightsense)
4.8K:2(cost), 0.25(wt), 13(CC)
Op: active (mishap(cyber-1)), implanted ◊ s2a: 1hp 5ep for bonus-act
Usage: implant -> eff= 80(lightsense)
9.6K:2(cost), 0.25(wt), 13(CC)
Op: active (mishap(cyber-1)), implanted ◊ s2a: 1hp 10ep for bonus-act
Usage: implant -> eff= 100(lightsense)
Magnetosense
This enhancement includes a new synthetic organ that is the magnetic field sensor, combined with neurotransmitter links required for the enhanced creature’s eyes. The result is that the enhancement provides a visual representation of the magnetosense to a range according to the following upgrade path.
18K:2(cost), 0.25(wt), 14(CC)
Op: active (mishap(cyber-1)), implanted ◊ s2a: 1hp18ep for bonus-act
Usage: implant -> eff= 20(magnetosense)
36K:2(cost), 0.25(wt), 14(CC)
Op: active (mishap(cyber-1)), implanted ◊ s2a: 1hp 36ep for bonus-act
Usage: implant -> eff= 40(magnetosense)
72K:2(cost), 0.25(wt), 14(CC)
Op: active (mishap(cyber-1)), implanted ◊ s2a: 1hp 72ep for bonus-act
Usage: implant -> eff= 60(magnetosense)
144K:2(cost), 0.25(wt), 15(CC)
Op: active (mishap(cyber-1)), implanted ◊ s2a: 1hp 144ep for bonus-act
Usage: implant -> eff= 80(magnetosense)
288K:2(cost), 0.25(wt), 15(CC)
Op: active (mishap(cyber-1)), implanted ◊ s2a: 1hp 288ep for bonus-act
Usage: implant -> eff= 100(magnetosense)
Matter Charger
The matter charger consists of a synthetic organ with an adapter in the hand, or in the back of the neck, that draws temporary health points from a matter stream. Upgrades shorten the recharge time.
16K:2(cost), 2(wt), 14(CC)
Op: active (mishap(cyber-1)), implanted ◊ s2a: 2hp 288ep for main-act
Usage: implant -> eff= 1(hp/hr)
32K:2(cost), 2(wt), 14(CC)
Op: active (mishap(cyber-1)), implanted ◊ s2a: 2hp 32ep for main-act
Usage: implant -> eff= 6(hp/hr)
Matter Storage
The enhancement consists of a synthetic organ that stores and delivers refined organic matter.
100K:2(cost), 2(wt), 15(CC)
Op: active (mishap(cyber-1)), implanted ◊ s2a: 2hp 100ep for main-act
Usage: implant -> eff= 2(hp,stored)
200K:2(cost), 2(wt), 15(CC)
Op: active (mishap(cyber-1)), implanted ◊ s2a: 2hp 200ep for main-act
Usage: implant -> eff= 4(hp,stored)
400K:2(cost), 2(wt), 15(CC)
Op: active (mishap(cyber-1)), implanted ◊ s2a: 2hp 400ep for main-act
Usage: implant -> eff= 6(hp,stored)
800K:2(cost), 2(wt), 15(CC)
Op: active (mishap(cyber-1)), implanted ◊ s2a: 2hp 800ep for main-act
Usage: implant -> eff= 8(hp,stored)
1.6M:3(cost), 2(wt), 16(CC)
Op: active (mishap(cyber-3)), implanted ◊ s2a: 2hp 1.6Kep for main-act
Usage: implant -> eff= 10(hp,stored)
Mnemonic
Mnemonics provide an interface to the brain, specifically to memory. The most common setup is comprised of communication and memory modules. The communication module provides access for the brain to the memory modules (via fibre-optics) and to the outside world (wirelessly). Through the connection to the outside world, new information can be sought, which can either be directed into the brain, or to one or more of the modules. Information targeting a module is usually packeted (information wrapped in a protocol envelope).
The main benefit of this enhancement is that it allows you to absorb knowledge packs, giving you knowledge, bonus ranks in some specialty-skills, or enabling you to be fluent in a particular language.
A side-benefit is that characters with this enhancement are able to communicate with each other wirelessly, over a range of 100 metres. This is possible between any two characters that have shared their access keys.
The memory modules have capacity, measured in memory units (mem), and the base mnemonic package provides 2 memory units, or 2(mem).
Because mnemonics are a clear honeypot for hackers, they usually contain a number of security features, making their CC-S much higher than you would expect in an implant of this cost.
A character with Neuronetics:Bypass, for example, might want to supply their own “knowledge pack” that bypasses the user’s consent module and offers them false memories of a situation, or it might disorient them completely.
300:2(cost), 0.1(wt), 12(CC), 14(CC-S)
Op: active (mishap(cyber-1)), implanted ◊ s2a: 1hp 1ep for bonus-act
Usage: implant -> eff= 2(mems), comms 100(range)
600:2(cost), 0.1(wt), 12(CC), 15(CC-S)
Op: active (mishap(cyber-1)), implanted ◊ s2a: 1hp 1ep for bonus-act
Usage: implant -> eff= 4(mems) , comms 100(range)
1.2K:2(cost), 0.1(wt), 13(CC), 16(CC-S)
Op: active (mishap(cyber-3)), implanted ◊ s2a: 1hp 2ep for bonus-act
Usage: implant -> eff= 12(mems), comms 100(range)
2.4K:2(cost), 0.1(wt), 13(CC), 17(CC-S)
Op: active (mishap(cyber-1)), implanted ◊ s2a: 1hp 3ep for bonus-act
Usage: implant -> eff= 24(mems), comms 100(range)
4.8K:2(cost), 0.1(wt), 13(CC), 18(CC-S)
Op: active (mishap(cyber-1)), implanted ◊ s2a: 1hp 5ep for bonus-act
Usage: implant -> eff= 48(mems), comms 100(range)
The range of knowledge packs is vast, and many auto update as new information becomes available, or in the case of products like map packs, as things change, new restaurants opening up, government departments moving premises etc. A typical price for a commonly available knowledge pack is 500:2. However, because of the incredible variety in packs and their associated knowledge, prices can vary widely, into the millions. The following are some packs available at the base price.
Sector pack, 1(mem)
A sector pack is a public data knowledge base and heads- up display for 1 sector. For each of the systems in the sector, you will have all public (level 1 rarity) information including: the physical characteristics of the celestial bodies, geographical information, including all population centres, and cultural information such as important cultural dates and religious festivals, and commercial and government information, such as location of shops, offices, and opening hours. The sector pack also provides details on the larger political entities that influence the sector. Having a sector pack for a sector gives you a +2 circumstance bonus on chk(Society) on subjects concerning that sector.
System pack, 1(mem)
A system pack is a public data knowledge base and heads- up display, for 1 system. A system pack has all the public (level 1 rarity) detail of a sector pack, but goes much further into local institutions and culture. Having a system pack for a system gives you advantage on chk(Society) on subjects concerning that system as long as you already have ranks in these skills.
Language pack, 1(mem)
Provides the ability to speak, read and write 1 language, and commonly known dialects thereof.
Translator, 1(mem)
Provides a translation service for hundreds of thousands of spoken languages. Although you cannot converse with your opposite, you can understand what they are saying to a reasonable approximation, and you can attempt to speak back to them, by reading out text, displayed in your visual cortex, and if not make yourself understood, at least amuse your audience, as in: “it would please my baboon to have your children”.
Skills Pack, 1(mem)
Provides qualification in a qualifier skill, knowledge skill, or an additional provenance aspect on a skill.
Skills Pack (engineering), 2(mem)
Provides a rank in one engineering skill (Cybernetics, Genetics, Machinery, Materials, Medicine, Munitions, Neuronetics or Robotics). This is not available at the base price, but instead 20K:3.
Movement Prediction
This is an enhancement to the sensory and nervous system along with a combat movement algorithm that tracks the movements of a target and predicts the likely position at the moment of the the enhanced creature’s attack.
20K:2(cost), 1(wt), 14(CC)
Op: active (mishap(cyber-3)), implanted ◊ s2a: 1hp 20ep for main-act
Usage: implant -> eff= +1(chk,TC)
40K:2(cost), 1(wt), 14(CC)
Op: active (mishap(cyber-3)), implanted ◊ s2a: 1hp 40ep for main-act
Usage: implant -> eff= +2(chk,TC)
80K:2(cost), 1(wt), 14(CC)
Op: active (mishap(cyber-3)), implanted ◊ s2a: 1hp 80ep for main-act
Usage: implant -> eff= +3(chk,TC)
160K:2(cost), 1(wt), 15(CC)
Op: active (mishap(cyber-3)), implanted ◊ s2a: 1hp 160ep for main-act
Usage: implant -> eff= +4(chk,TC)
320K:3(cost), 1(wt), 15(CC)
Op: active (mishap(cyber-3)), implanted ◊ s2a: 1hp 320ep for main-act
Usage: implant -> eff= +5(chk,TC)
Power Charger (electrical)
The electrical power charger consists of a synthetic organ with an adapter in the hand, or in the back of the neck, that draws power from an electrical power supply..
16K:2(cost), 3(wt), 14(CC)
Op: active (mishap(cyber-2)), implanted ◊ s2a: 3hp 16ep for main-act
Usage: implant -> eff= +1(ep/hr)
32K:2(cost), 2(wt), 14(CC)
Op: active (mishap(cyber-2)), implanted ◊ s2a: 2hp 32ep for main-act
Usage: implant -> eff= +6(ep/hr)
Power Harvester (Higgs)
The Higgs power harvester consists of a synthetic organ distributed about the body that draws power from the Higgs field. The harvester accumulates both ep and hp.
300K:2(cost), 3(wt), 15(CC)
Op: active (mishap(cyber-3)), implanted ◊ s2a: 3hp 300ep for main-act
Usage: implant -> eff= +2(ep/hr)
600K:2(cost), 3(wt), 15(CC)
Op: active (mishap(cyber-3)), implanted ◊ s2a: 3hp 600ep for main-act
Usage: implant -> eff= +3(ep/hr) , +1(hp/hr)
1.2M:2(cost), 3(wt), 16(CC)
Op: active (mishap(cyber-3)), implanted ◊ s2a: 3hp 1.2Kep for main-act
Usage: implant -> eff= +4(ep/hr), +1(hp/hr)
2.4M:2(cost), 3(wt), 16(CC)
Op: active (mishap(cyber-3)), implanted ◊ s2a: 3hp 2.4Kep for main-act
Usage: implant -> eff= +5(ep/hr), +2(hp/hr)
4.8M:3(cost), 3(wt), 16(CC)
Op: active (mishap(cyber-3)), implanted ◊ s2a: 3hp 4.8Kep for main-act
Usage: implant -> eff= +6(ep/hr), +2(hp/hr)
Power Harvester (photosynthetic)
The photosynthetic power harvester consists of a photovoltaic subcutaneous synthetic organ that can add power to the enhanced creature’s power storage following exposure to an ultraviolet or higher frequency source. If the source is full ambiance, which is equivalent to 0.04(field,rad), then it would take 12 hours to gain +1(ep).
31K:2(cost), 1(wt), 14(CC)
Op: active (mishap(cyber-1)), implanted ◊ s2a: 1hp 31ep for main-act
Usage: implant -> eff= 2•rad(ep/hr)
Power Harvester (thermal)
The thermal power harvester consists of a subcutaneous synthetic organ that draws power from the enhanced creature’s thermal regulation system. The effect of this enhancement is that it can add +1(ep) to the enhanced creature’s power storage for every 4 hours. The enhanced creature also gains +1(rst,heat) and can channel the heat to charge the power harvester.
35K:2(cost), 1(wt), 14(CC)
Op: active (mishap(cyber-1)), implanted ◊ s2a: 1hp 35ep for main-act
Usage: implant -> eff= ¼•(ep/hr) | +1(rst,heat) & 2•heat(ep/hr)
Power Storage (antimatter)
The enhancement consists of a synthetic organ that behaves like a battery, storing the energy points indicated in the upgrade path shown below.
100K:2(cost), 1(wt), 15(CC)
Op: active (mishap(cyber-3)), implanted ◊ s2a: 1hp 100ep for main-act
Usage: implant -> eff= 5(ep,stored)
200K:2(cost), 1(wt), 15(CC)
Op: active (mishap(cyber-3)), implanted ◊ s2a: 1hp 200ep for main-act
Usage: implant -> eff= 7(ep,stored)
400K:2(cost), 1(wt), 15(CC)
Op: active (mishap(cyber-3)), implanted ◊ s2a: 1hp 400ep for main-act
Usage: implant -> eff= 9(ep,stored)
800K:2(cost), 1(wt), 15(CC)
Op: active (mishap(cyber-3)), implanted ◊ s2a: 1hp 800ep for main-act
Usage: implant -> eff= 11(ep,stored)
1.6M:3(cost), 1(wt), 16(CC)
Op: active (mishap(cyber-3)), implanted ◊ s2a: 1hp 1.6Kep for main-act
Usage: implant -> eff= 13(ep,stored)
Power Storage (electrical)
The enhancement consists of a synthetic organ that behaves like a battery, storing the energy points indicated in the upgrade path shown below.
20K:2(cost), 1(wt), 14(CC)
Op: active (mishap(cyber-1)), implanted ◊ s2a: 1hp 20ep for main-act
Usage: implant -> eff= 1(ep,stored)
40K:2(cost), 1(wt), 14(CC)
Op: active (mishap(cyber-1)), implanted ◊ s2a: 1hp 40ep for main-act
Usage: implant -> eff= 2(ep,stored)
80K:2(cost), 1(wt), 14(CC)
Op: active (mishap(cyber-1)), implanted ◊ s2a: 1hp 80ep for main-act
Usage: implant -> eff= 3(ep,stored)
160K:2(cost), 1(wt), 15(CC)
Op: active (mishap(cyber-1)), implanted ◊ s2a: 1hp 160ep for main-act
Usage: implant -> eff= 4(ep,stored)
320K:3(cost), 1(wt), 15(CC)
Op: active (mishap(cyber-1)), implanted ◊ s2a: 1hp 320ep for main-act
Usage: implant -> eff= 5(ep,stored)
Power Storage (nuclear)
The enhancement consists of a synthetic organ that behaves like a battery, storing the power indicated in the upgrade path featured below.
80K:2(cost), 2(wt), 14(CC)
Op: active (mishap(cyber-2)), implanted ◊ s2a: 2hp 40ep for main-act
Usage: implant -> eff= 3(ep,stored)
160K:2(cost), 2(wt), 15(CC)
Op: active (mishap(cyber-2)), implanted ◊ s2a: 2hp 160ep for main-act
Usage: implant -> eff= 4(ep,stored)
320K:2(cost), 1(wt), 15(CC)
Op: active (mishap(cyber-2)), implanted ◊ s2a: 1hp 320ep for main-act
Usage: implant -> eff= 5(ep,stored)
640K:2(cost), 1(wt), 15(CC)
Op: active (mishap(cyber-2)), implanted ◊ s2a: 1hp 640ep for main-act
Usage: implant -> eff= 6(ep,stored)
1.28M:3(cost), 1(wt), 16(CC)
Op: active (mishap(cyber-2)), implanted ◊ s2a: 1hp 1.28Kep for main-act
Usage: implant -> eff= 7(ep,stored)
Power Storage (quintessence)
The enhancement consists of a synthetic organ that behaves like a battery, storing the power indicated in the upgrade path featured below. The storage is provided through an exotic stress-energy tensor field, which locally elevates the scalar potential in space-time (the quintessence).
2M:3(cost), 4(wt), 16(CC)
Op: active (mishap(cyber-4)), implanted ◊ s2a: 4hp 2Kep for main-act
Usage: implant -> eff= 12(ep,stored)
4M:3(cost), 5(wt), 16(CC)
Op: active (mishap(cyber-4)), implanted ◊ s2a: 5hp 4Kep for main-act
Usage: implant -> eff= 15(ep,stored)
8M:3(cost), 6(wt), 16(CC)
Op: active (mishap(cyber-4)), implanted ◊ s2a: 6hp 8Kep for main-act
Usage: implant -> eff= 18(ep,stored)
16M:4(cost), 7(wt), 17(CC)
Op: active (mishap(cyber-4)), implanted ◊ s2a: 7hp 16Kep for main-act
Usage: implant -> eff= 24(ep,stored)
32M:3(cost), 8(wt), 17(CC)
Op: active (mishap(cyber-4)), implanted ◊ s2a: 8hp 32Kep for main-act
Usage: implant -> eff= 30(ep,stored)
Prehensile Feet
This enhancement replaces your legs from the knees down with a robust prosthetic with fingers that can both handle fine motor skills as well as walk and climb. These become an extra pair of hands, and you can make an attack with either pair, but not all four. You can also climb surfaces with railings while keeping hands free. You also gain advantage on chk(Str) for climbing, and you are immune to the prone condition.
7K:2(cost), 0.5(wt), 13(CC)
Op: active (mishap(cyber-1)), implanted ◊ s2a: 1hp 7ep for bonus-act
Usage: implant -> eff= stock(climb), immune(cond,prone)
Prehensile Tail
A prosthetic tail equaling a fifth of your weight protrudes from your spinal column in the lumber area. The tail’s end is flexible enough to hold objects, and act as an additional limb for climbing things like trees or scaffolding. The effect is that you gain advantage on chk(Str) for climbing and chk(Agility) for anything to do with balance.
9K:2(cost), 5(wt), 13(CC)
Op: active (mishap(cyber-1)), implanted ◊ s2a: 5hp 9ep for main-act
Usage: implant -> eff= stock(climb), immune(cond,prone), adv(Agility,climbing)
The prehensile Tail 2.1 improves on the standard prehensile tail by adding a heavy ball near the end, which acts as a natural weapon, according to the following.
18K:2(cost), 6(wt), 14(CC)
Op: active (mishap(cyber-1)), implanted ◊ s2a: 6hp 18ep for main-act
Usage: implant
-> stock(climb), immune(cond,prone), adv(Agility,climbing)
-> melee-attack(main-act) -> chk(TC)= +M(Wpn-Fistload)
-> eff= -6(Str,min), 20(audio)
-> eff= 1d4+M+M(Str)(hp,frc)
Prehensile tail 2.2 improves on the standard prehensile tail by adding a set of spikes near the end, which acts as a natural weapon, according to the following.
18K:2(cost), 6(wt), 14(CC)
Op: active (mishap(cyber-1)), implanted ◊ s2a: 6hp 18ep for main-act
Usage: implant
-> stock(climb), immune(cond,prone), adv(Agility,climbing)
-> melee-attack(main-act) -> chk(TC)= +M(Wpn-Fistload)
-> eff= -6(Str,min), 20(audio)
-> eff= 1d4+M+M(Str)(hp,prc)
Reflexes
This is an enhancement to the sensory and nervous system along with a combat movement algorithm that tracks the movements of any potential targets. The result of this enhancement is that you gain advantage on initiative rolls and Agility saves.
22K:2(cost), 2(wt), 14(CC)
Op: active (mishap(cyber-4)), implanted ◊ s2a: 2hp 22ep for main-act
Usage: implant -> eff= adv(initiateve), adv(sv,Agility)
Resistance (cold)
This enhancement provides a protective cutaneous layer, and thermoregulation enhancements to offer protection against cold without sacrificing the enhanced creature’s current adaptations. The effect of this enhancement is to gain cold resistance.
Upgrades make progressively more radical changes to the body, including replacing the circulating fluids with antifreeze. These changes alter the appearance of the creature.
5K:2(cost), 2(wt), 13(CC)
Op: active (mishap(cyber-1)), implanted ◊ s2a: 2hp 5ep for main-act
Usage: implant -> eff= +3(rst,cold)
10K:2(cost), 3(wt), 14(CC)
Op: active (mishap(cyber-2)), implanted ◊ s2a: 3hp 10ep for main-act
Usage: implant -> eff= +6(rst,cold)
20K:2(cost), 4(wt), 14(CC)
Op: active (mishap(cyber-2)), implanted ◊ s2a: 4hp 20ep for main-act
Usage: implant -> eff= +9(rst,cold)
40K:2(cost), 5(wt), 14(CC)
Op: active (mishap(cyber-2)), implanted ◊ s2a: 5hp 40ep for main-act
Usage: implant -> eff= +12(rst,cold)
80K:2(cost), 6(wt), 14(CC)
Op: active (mishap(cyber-3)), implanted ◊ s2a: 6hp 80ep for main-act
Usage: implant -> eff= +15(rst,cold)
Resistance (heat)
This enhancement provides a protective cutaneous layer, and thermoregulation enhancements to offer protection against heat without sacrificing the enhanced creature’s current adaptations. The effect of this enhancement is to gain heat resistance. Upgrades make progressively more radical changes to the body, including replacing the circulating fluids with liquids with higher boiling points. These changes alter the appearance of the creature.
5K:2(cost), 2(wt), 13(CC)
Op: active (mishap(cyber-1)), implanted ◊ s2a: 2hp 5ep for main-act
Usage: implant -> eff= +3(rst,heat)
10K:2(cost), 3(wt), 14(CC)
Op: active (mishap(cyber-2)), implanted ◊ s2a: 3hp 10ep for main-act
Usage: implant -> eff= +6(rst,heat)
20K:2(cost), 4(wt), 14(CC)
Op: active (mishap(cyber-2)), implanted ◊ s2a: 4hp 20ep for main-act
Usage: implant -> eff= +9(rst,heat)
40K:2(cost), 5(wt), 14(CC)
Op: active (mishap(cyber-2)), implanted ◊ s2a: 5hp 40ep for main-act
Usage: implant -> eff= +12(rst,heat)
80K:2(cost), 6(wt), 14(CC)
Op: active (mishap(cyber-3)), implanted ◊ s2a: 6hp 80ep for main-act
Usage: implant -> eff= +15(rst,heat)
Restorer
A common enhancement that draws refined matter (from either a matter stream or a matter generator) and heals vital hp in a timeframe, dependent on the upgrade. The restorer reconstructs damaged cells in the body. The schema retains a body map and aids the healing process by finding cells that do not match the map and either repairs them or reconstructs a new cell based on the material. Even if a creature suffers loss of sight, hearing, a severed spinal cord, or any other damage that cannot be healed through base natural processes, this system can restore them.
5K:2(cost), 0.5(wt), 13(CC)
Op: active (mishap(cyber-1)), implanted ◊ s2a: 1hp 5ep for main-act
Usage: implant -> eff= +1(hp-v) for rest
10K:2(cost), 0.5(wt), 14(CC)
Op: active (mishap(cyber-1)), implanted ◊ s2a: 1hp 10ep for main-act
Usage: implant -> eff= +2(hp-v) for rest
20K:2(cost), 1(wt), 14(CC)
Op: active (mishap(cyber-1)), implanted ◊ s2a: 1hp 20ep for main-act
Usage: implant -> eff= +3(hp-v) for rest
40K:2(cost), 1(wt), 14(CC)
Op: active (mishap(cyber-1)), implanted ◊ s2a: 1hp 40ep for main-act
Usage: implant -> eff= +4(hp-v) for rest
80K:2(cost), 2(wt), 14(CC)
Op: active (mishap(cyber-1)), implanted ◊ s2a: 2hp 80ep for main-act
Usage: implant -> eff= +5(hp-v) for rest
35K:2(cost), 0.5(wt), 13(CC)
Op: active (mishap(cyber-1)), implanted ◊ s2a: 1hp 35ep for main-act
Usage: implant -> eff= +1(hp-v) for day
70K:2(cost), 0.5(wt), 14(CC)
Op: active (mishap(cyber-1)), implanted ◊ s2a: 1hp 70ep for main-act
Usage: implant -> eff= +1(hp-v) for hr
140K:2(cost), 1(wt), 15(CC)
Op: active (mishap(cyber-2)), implanted ◊ s2a: 1hp 140ep for main-act
Usage: implant -> eff= +1(hp-v) for scene
280K:3(cost), 1(wt), 15(CC)
Op: active (mishap(cyber-3)), implanted ◊ s2a: 1hp 280ep for main-act
Usage: implant -> eff= +1(hp-v) for min
Taking this upgrade on its own, or alongside one of the others, halts further damage through bleeding or other degnerative processes.
80K:3(cost), 0.5(wt), 14(CC)
Op: active (mishap(cyber-1)), implanted ◊ s2a: 1hp 80ep for bonus-act
Usage: implant -> eff= auto-stabilise
Taking this upgrade on its own, or alongside one of the others, allows you to be revived from the dead. This upgrade acts immediately upon death to reverse the most recent processes.
280K:4(cost), 0.5(wt), 15(CC)
Op: active (mishap(cyber-3)), implanted ◊ s2a: 1hp 280ep for bonus-act
Usage: implant -> eff= auto-resuscitate
Smoke
On a main-act, you emit a thick smoke in an area around you. This smoke offers full lightsense obscurement in the area for all observers, including you. The smoke stays in place for 1 minute.
5K:2(cost), 3(wt), 13(CC)
Op: active (mishap(cyber-1)), implanted ◊ s2a: 3hp 5ep for main-act
Usage: implant -> eff= 2(radius), ¼(sense) for min
10K:2(cost), 3(wt), 14(CC)
Op: active (mishap(cyber-1)), implanted ◊ s2a: 3hp 10ep for main-act
Usage: implant -> eff= 3(radius), ¼(sense) for min
20K:2(cost), 3(wt), 14(CC)
Op: active (mishap(cyber-1)), implanted ◊ s2a: 3hp 20ep for main-act
Usage: implant -> eff= 4(radius), ¼(sense) for min
40K:2(cost), 3(wt), 14(CC)
Op: active (mishap(cyber-1)), implanted ◊ s2a: 3hp 40ep for main-act
Usage: implant -> eff= 5(radius), ¼(sense) for min
80K:2(cost), 3(wt), 14(CC)
Op: active (mishap(cyber-1)), implanted ◊ s2a: 3hp 80ep for main-act
Usage: implant -> eff= 6(radius), ¼(sense) for min
The following upgrades also increase the area of smoke, and any creature that is completely within the cloud at the start of its turn must make a sv(Health) or spends its action that turn retching and reeling. Each round on the creature’s turn, it can reroll the save. Once it succeeds or until a minute has passed, the creature will be unaffected thereafter. Creatures that don't need to breathe or are immune to poison automatically succeed on this save.
40K:2(cost), 3(wt), 13(CC)
Op: active (mishap(cyber-1)), implanted ◊ s2a: 3hp 40ep for main-act
Usage: implant
-> 4(radius), ¼(sense)
-> imp(sv,Health,12)= cond,incapacitated for min
80K:2(cost), 3(wt), 14(CC)
Op: active (mishap(cyber-1)), implanted ◊ s2a: 3hp 80ep for main-act
Usage: implant
-> 5(radius), ¼(sense)
-> imp(sv,Health,12)= cond,incapacitated for min
160K:2(cost), 3(wt), 15(CC)
Op: active (mishap(cyber-1)), implanted ◊ s2a: 3hp 160ep for main-act
Usage: implant
-> 6(radius), ¼(sense)
-> imp(sv,Health,12)= cond,incapacitated for min
320K:2(cost), 3(wt), 15(CC)
Op: active (mishap(cyber-1)), implanted ◊ s2a: 3hp 320ep for main-act
Usage: implant
-> 7(radius), ¼(sense)
-> imp(sv,Health,12)= cond,incapacitated for min
The following upgrades include a poison field effect.
70K:2(cost), 3(wt), 13(CC)
Op: active (mishap(cyber-1)), implanted ◊ s2a: 3hp 70ep for main-act
Usage: implant
-> 5(radius), ¼(sense), 2(field,psn)
-> imp(sv,Health,12)= cond,incapacitated for min
140K:2(cost), 3(wt), 14(CC)
Op: active (mishap(cyber-1)), implanted ◊ s2a: 3hp 140ep for main-act
Usage: implant
-> 6(radius), ¼(sense), 2(field,psn)
-> imp(sv,Health,12)= cond,incapacitated for min
280K:2(cost), 3(wt), 15(CC)
Op: active (mishap(cyber-1)), implanted ◊ s2a: 3hp 280ep for main-act
Usage: implant
-> 7(radius), ¼(sense), 2(field,psn)
-> imp(sv,Health,12)= cond,incapacitated for min
560K:2(cost), 3(wt), 15(CC)
Op: active (mishap(cyber-1)), implanted ◊ s2a: 3hp 560ep for main-act
Usage: implant
-> 8(radius), ¼(sense), 2(field,psn)
-> imp(sv,Health,12)= cond,incapacitated for min
Solar Discharge
The solar discharge consists of a synthetic organ usually placed on the head, extending backward from the forehead, wrapping over the top of the head and extending down to the nape of the neck. The organ is both a producer of the plasma that is the active ingredient and the creator of a nanobot annulus that forms in the front of the head in the direction of the target and down which the plasma is superheated by a magnetic bottle and fired as searing laser-like radiation. The weapon’s range and damage is by virtue of it being able to draw on a cyberware power storage. All creatures within 2 metres of the target, or anywhere 2 metres along the path to the target are in a blinding 0.1(field,rad).
60K:3(cost), 2(wt), 14(CC)
Op: active (mishap(cyber-3)), implanted ◊ s2a: 2hp 60ep for main-act
Usage: implant -> ranged-attack (main-act)
-> chk(TC)= +M(Cbt-Ranged) -> eff= 200(audio)
-> eff= 50(ray), 2d8+M(hp,rad)
-> eff= 2(radius), 0.1(field,rad), 1000(light)
-> 4ep for act
120K:2(cost), 2(wt), 15(CC)
Op: active (mishap(cyber-3)), implanted ◊ s2a: 2hp 120ep for main-act
Usage: implant -> ranged-attack (main-act)
-> chk(TC)= +M(Cbt-Ranged) -> eff= 200(audio)
-> eff= 70(ray), 3d8+M(hp,rad)
-> eff= 2(radius), 0.1(field,rad), 1000(light)
-> 8ep for act
240K:2(cost), 2(wt), 15(CC)
Op: active (mishap(cyber-3)), implanted ◊ s2a: 2hp 240ep for main-act
Usage: implant -> ranged-attack (main-act)
-> chk(TC)= +M(Cbt-Ranged) -> eff= 200(audio)
-> eff= 90(ray), 4d8+M(hp,rad)
-> eff= 2(radius), 0.1(field,rad), 1000(light)
-> 12ep for act
480K:2(cost), 2(wt), 15(CC)
Op: active (mishap(cyber-4)), implanted ◊ s2a: 2hp 480ep for main-act
Usage: implant -> ranged-attack (main-act)
-> chk(TC)= +M(Cbt-Ranged) -> eff= 200(audio)
-> eff= 110(ray), 5d8+M(hp,rad)
-> eff= 2(radius), 0.1(field,rad), 1000(light)
-> 16ep for act
960K:3(cost), 2(wt), 15(CC)
Op: active (mishap(cyber-5)), implanted ◊ s2a: 1hp 960ep for main-act
Usage: implant -> ranged-attack (main-act)
-> chk(TC)= +M(Cbt-Ranged) -> eff= 200(audio)
-> eff= 130(ray), 6d8+M(hp,rad)
-> eff= 2(radius), 0.1(field,rad), 1000(light)
-> 20ep for act
Sonarsense
This enhancement includes a new synthetic organ located above the nose that emits a high frequency chirp, combined with neurotransmitter links required for the enhanced creature’s ears. The result is that the enhancement provides a visual representation of the sonarsense to a range indicted in the upgrade options presented below.
16K:2(cost), 0.5(wt), 14(CC)
Op: active (mishap(cyber-1)), implanted ◊ s2a: 1hp16ep for bonus-act
Usage: implant -> eff= 20(sonarsense)
32K:2(cost), 0.5(wt), 14(CC)
Op: active (mishap(cyber-1)), implanted ◊ s2a: 1hp 32ep for bonus-act
Usage: implant -> eff= 40(sonarsense)
Sonic Discharge
The sonic discharge consists of a synthetic organ usually placed on the head, extending backward from the forehead, wrapping over the top of the head and extending down to the nape of the neck. The organ is both a producer of a powerful directional sound, and the creator of a nanobot speaker cone that forms in the front of the head in the direction of the target and down which the sound is funnelled and amplified into a concussive wave. All creatures within a cone extending from the enhanced creature to the target suffers the force damage and must make a sv(Health) or be deafened for 1d4 rounds.
30K:2(cost), 2(wt), 14(CC)
Op: active (mishap(cyber-1)), implanted ◊ s2a: 2hp 30ep for main-act
Usage: implant -> ranged-attack (main-act)
-> chk(TC-A)= +M(Wpn-Spray) -> eff= 800(audio)
-> imp(sv,Health,8+M)= 10(cone), 1d6(hp,frc), 0(audiosense) for 1d4 rnd
-> 2ep for act
60K:2(cost), 2(wt), 14(CC)
Op: active (mishap(cyber-1)), implanted ◊ s2a: 2hp 60ep for main-act
Usage: implant -> ranged-attack (main-act)
-> chk(TC-A)= +M(Wpn-Spray) -> eff=800(audio)
-> imp(sv,Health,8+M)= 15(cone), 2d6(hp,frc), 0(audiosense) for 1d4 rnd
-> 4ep for act
120K:2(cost), 2(wt), 15(CC)
Op: active (mishap(cyber-1)), implanted ◊ s2a: 2hp 120ep for main-act
Usage: implant -> ranged-attack (main-act)
-> chk(TC-A)= +M(Wpn-Spray) -> eff= 800(audio)
-> imp(sv,Health,8+M)= 20(cone), 3d6(hp,frc), 0(audiosense) for 1d4 rnd
-> 6ep for act
240K:2(cost), 2(wt), 14(CC)
Op: active (mishap(cyber-1)), implanted ◊ s2a: 2hp 240ep for main-act
Usage: implant -> ranged-attack (main-act)
-> chk(TC-A)= +M(Wpn-Spray) -> eff= 800(audio)
-> imp(sv,Health,8+M)= 25(cone), 4d6(hp,frc), 0(audiosense) for 1d4 rnd
-> 8ep for act
480K:3(cost), 2(wt), 15(CC)
Op: active (mishap(cyber-1)), implanted ◊ s2a: 2hp 480ep for main-act
Usage: implant -> ranged-attack (main-act)
-> chk(TC-A)= +M(Wpn-Spray) -> eff= 800(audio)
-> imp(sv,Health,8+M)= 30(cone), 5d6(hp,frc), 0(audiosense) for 1d4 rnd
-> 10ep for act
Strike Jacks
Strike jacks enable a navigator to connect themselves to the strike rod apparatus and related systems of a striker, in order to perform a strike. This in an invasive modification consisting of a series of ports, beginning with one in the back of the head, and proceeding along the main nervous system channels (the spinal column in a human) of the biological creature. The exact number varies, depending on the species, but its 7 in humans. The jacks are normally employed by sitting in a navigators chair in a bell chamber, but many other configurations exist. To enable the connection through thick clothing, aegis suit or armour, the navigator usually has the strike suit modification (see listing under Personal Gear).
50K:2(cost), 0.5(wt), 14(CC)
Op: active (mishap(cyber-2)), implanted ◊ s2a: 3hp 50ep for bonus-act
Usage: implant -> eff= enable strike action
Subcutaneous Mesh
This is a subcutaneous cyberware enhancement that has the effect of toughening the skin, protecting the enhanced creatures inner organs from specified damage types.
5K:2(cost), 2(wt), 13(CC)
Op: active (mishap(cyber-1)), implanted ◊ s2a: 2hp 5ep for main-act
Usage: implant -> eff= +1(rst,corr)
10K:2(cost), 3(wt), 14(CC)
Op: active (mishap(cyber-1)), implanted ◊ s2a: 3hp 10ep for main-act
Usage: implant -> eff= +2(rst,corr)
20K:2(cost), 4(wt), 14(CC)
Op: active (mishap(cyber-1)), implanted ◊ s2a: 4hp 20ep for main-act
Usage: implant -> eff= +3(rst,corr)
40K:2(cost), 5(wt), 14(CC)
Op: active (mishap(cyber-1)), implanted ◊ s2a: 5hp 40ep for main-act
Usage: implant -> eff= +4(rst,corr)
80K:2(cost), 6(wt), 14(CC)
Op: active (mishap(cyber-1)), implanted ◊ s2a: 6hp 80ep for main-act
Usage: implant -> eff= +5(rst,corr)
5K:2(cost), 2(wt), 13(CC)
Op: active (mishap(cyber-1)), implanted ◊ s2a: 2hp 5ep for main-act
Usage: implant -> eff= +1(rst,frc)
10K:2(cost), 3(wt), 14(CC)
Op: active (mishap(cyber-1)), implanted ◊ s2a: 3hp 10ep for main-act
Usage: implant -> eff= +2(rst,frc)
20K:2(cost), 4(wt), 14(CC)
Op: active (mishap(cyber-1)), implanted ◊ s2a: 4hp 20ep for main-act
Usage: implant -> eff= +3(rst,frc)
40K:2(cost), 5(wt), 14(CC)
Op: active (mishap(cyber-1)), implanted ◊ s2a: 5hp 40ep for main-act
Usage: implant -> eff= +4(rst,frc)
80K:2(cost), 6(wt), 14(CC)
Op: active (mishap(cyber-1)), implanted ◊ s2a: 6hp 80ep for main-act
Usage: implant -> eff= +5(rst,frc)
5K:2(cost), 2(wt), 13(CC)
Op: active (mishap(cyber-1)), implanted ◊ s2a: 2hp 5ep for main-act
Usage: implant -> eff= +1(rst,prc)
10K:2(cost), 3(wt), 14(CC)
Op: active (mishap(cyber-1)), implanted ◊ s2a: 3hp 10ep for main-act
Usage: implant -> eff= +2(rst,prc)
20K:2(cost), 4(wt), 14(CC)
Op: active (mishap(cyber-1)), implanted ◊ s2a: 4hp 20ep for main-act
Usage: implant -> eff= +3(rst,prc)
40K:2(cost), 5(wt), 14(CC)
Op: active (mishap(cyber-1)), implanted ◊ s2a: 5hp 40ep for main-act
Usage: implant -> eff= +4(rst,prc)
80K:2(cost), 6(wt), 14(CC)
Op: active (mishap(cyber-1)), implanted ◊ s2a: 6hp 80ep for main-act
Usage: implant -> eff= +5(rst,prc)
5K:2(cost), 2(wt), 13(CC)
Op: active (mishap(cyber-1)), implanted ◊ s2a: 2hp 5ep for main-act
Usage: implant -> eff= +3(rst,sls)
10K:2(cost), 3(wt), 14(CC)
Op: active (mishap(cyber-1)), implanted ◊ s2a: 3hp 10ep for main-act
Usage: implant -> eff= +6(rst,sls)
20K:2(cost), 4(wt), 14(CC)
Op: active (mishap(cyber-1)), implanted ◊ s2a: 4hp 20ep for main-act
Usage: implant -> eff= +9(rst,sls)
40K:2(cost), 5(wt), 14(CC)
Op: active (mishap(cyber-1)), implanted ◊ s2a: 5hp 40ep for main-act
Usage: implant -> eff= +12(rst,sls)
80K:2(cost), 6(wt), 14(CC)
Op: active (mishap(cyber-1)), implanted ◊ s2a: 6hp 80ep for main-act
Usage: implant -> eff= +15(rst,sls)
Swift
This is an enhancement to your nervous system and metabolic processes to enable faster springing and running. The effect of this enhancement is to increase your speed and gain Dash as a bonus-act.
20K:2(cost), 2(wt), 14(CC)
Op: active (mishap(cyber-2)), implanted ◊ s2a: 2hp 20ep for main-act
Usage: implant -> eff= +2(speed), take Dash as bonus-act
40K:2(cost), 3(wt), 14(CC)
Op: active (mishap(cyber-2)), implanted ◊ s2a: 3hp 40ep for main-act
Usage: implant -> eff= +4(speed), take Dash as bonus-act
80K:2(cost), 4(wt), 14(CC)
Op: active (mishap(cyber-2)), implanted ◊ s2a: 4hp 80ep for main-act
Usage: implant -> eff= +6(speed), take Dash as bonus-act
160K:2(cost), 5(wt), 15(CC)
Op: active (mishap(cyber-2)), implanted ◊ s2a: 5hp 160ep for main-act
Usage: implant -> eff= +8(speed), take Dash as bonus-act
320K:2(cost), 6(wt), 15(CC)
Op: active (mishap(cyber-2)), implanted ◊ s2a: 6hp 320ep for main-act
Usage: implant -> eff= +10(speed), take Dash as bonus-act