Cyberware // Decks

Cyberware // Decks
Photo by Jose P. Ortiz / Unsplash

Top Brands:

1. Abscura - 50% more expensive than retail, beautiful handmade pieces, inflated price for artistic / flexing purposes

2. Rotech - %25 more expensive than retail, fashionable paints, still somewhat accessible

3. Sakura Arms - Retail

4. BugWare - 25% less than retail, glitchy

5. Zetatech - 50% cheaper than retail, Faulty and often virus infested


Fashionware

Biomonitor - Subdermal implant which generates a constant LED readout of pulse, temperature, respiration, blood sugar, etc. You can link your Biomonitor to your Agent to allow it to track your wellness.

Chemskin - Dyes and pigments infused into the skin to permanently change its hue, the applications of which can range from hiding blemishes to the desire for neon-green skin. Pigments can optionally be temperature-sensitive or reactant to hormone changes in the body. A user with Chemskin and Techhair adds +2 to their Personal Grooming Skill for having both. (This bonus only applies once)

EMP Threading - Popularized by the media sensation UR, these thin silver lines run in circuit-like patterns across the body. Many people believe they act as a "Faraday cage" to protect you from radiation and EMP effects but so far there's no scientific backing to these claims. But they sure do look cool. Most people wear EMP Threading as a fashion statement.

Light Tattoo - Subdermal patches store light and project colored tattoos under the skin. The larger the piece, the more installations of this fashionware you need to complete it. A user with a three or more Light Tattoo installations adds +2 to their Wardrobe & Style Skill.

Shift Tacts - Color-changing lenses implanted into the eye. Several patterns are also available. Lenses can optionally be temperature-sensitive or reactant to hormone changes in the body. Only one choice of color and pattern can be made, but the user can deactivate the color change at any time desired without an Action.

Skinwatch - Subdermal implant generates a constant LED readout of the current time and date visible through the skin.

Techhair - Color-light-emitting artificial hair. Hair can optionally be temperature sensitive, motorized to extend/ retract, or reactant to hormone changes in the body. A user with Chemskin and Techhair adds +2 to their Personal Grooming Skill for having both. (This bonus only applies once.)


Neuralware

Braindance Recorder - Records user's experiences to memory chip or external device. Requires Neural Link.

Chipware Socket - A single socket installed in back of the neck. Required to use Chipware. Requires Neural Link.

Interface Plugs - Plugs in wrist or head that allow connection to machines. Requires Neural Link.

Kerenzikov - Speedware. User adds +2 to Perception. Only 1 piece of Speedware can be installed at a time. Requires Neural Link.

Sandevistan : Speedware. When activated as an Action adds +3 to Perception + Agility for one minute. Has 1 hour cool down period. Only 1 piece of Speedware can be installed at a time. Requires Neural Link.

Chemical Analyzer - Chipware. Tests substance for precise chemical composition and compares to a database. Requires Chipware Socket.

Memory Chip - Data storage. User's cyberware can store or access data on it.

Olfactory Boost - Chipware. User can use Tracking Skill to track via scent.

Pain Editor - Chipware. User ignores penalties due to being Seriously Wounded.

Skill Chip - Chipware. User has specific Skill at Level 3 unless Skill is already 3+.

Tactile Boost - Chipware. User can detect motion within 20m/yd by placing hand on Surface.

CyberOptics

Cybereye - All following options are installed in an artificial eye that replaces a meat one. Each Cybereye has 3 Option Slots for Cybereye Options. Some options must be paired to work properly (purchased twice and installed in two different Cybereyes on a user. Humanity Loss is calculated separately for each purchase).

Anti-Dazzle - Cybereye Option. User is immune to blindness or other effects caused by dangerous flashes of light, like those of a flashbang. Requires two Cybereyes and must be paired.

Chyron - Cybereye Option. Projects a tiny subscreen into user's normal field of vision for messages, video, etc. from a user's other cyberware or electronics. Picture in a picture for real life. Requires a Cybereye.

Color Shift - Cybereye Option. Cosmetic upgrade allows unlimited color and pattern changes to be made as an Action. Eye can optionally be temperature sensitive or reactant to hormone changes in the body. Requires a Cybereye.

Dartgun - Cybereye Option. Dartgun Exotic Weapon, with only a single shot in the clip, concealed inside the Cybereye. Requires a Cybereye and takes 3 Option Slots.

Image Enhance - Cybereye Option. User adds +2 to their Perception, Lip Reading, and Conceal/Reveal Object Skills for Checks which include sight. Requires two Cybereyes and must be paired. Multiple installations of this option provide user no additional benefit.

Low Light/ Infrared/UV - Cybereye Option. Reduces penalties imposed by darkness and other intangible obscurement, like smoke, fog, etc. to 0. User can distinguish hot meat from cold metal but cannot see through anything that could provide cover. Requires two Cybereyes, must be paired, and takes 2 Option Slots per Cybereye.

Micro Optics - Cybereye Option. Microscope providing user up to 400x magnification. Requires a Cybereye.

MicroVideo - Cybereye Option. Camera in eye records video and audio to a standard Memory Chip or a linked Agent. Requires a Cybereye and takes 2 Option Slots.

Radiation Detector - Cybereye Option. Radiation readings within 100m/yds of the user are displayed in user's vision hovering over their source in the form of a blue glow. Requires a Cybereye.

Targeting Scope - Cybereye Option. User gets a +1 to their Check when making an Aimed Shot. Multiple installations of this option provide user no additional benefit. Requires a Cybereye.

TeleOptics - Cybereye Option. User can see detail up to 800m/yds away. When attacking a target 51m/yds or further away with either a weapon's single shot firing mode or an Aimed Shot, you can add a +1 to your Check. Multiple installations of this option provide user no additional benefit. Does not stack with Sniping Scope Weapon Attachment. Requires a Cybereye.

Virtuality - Cybereye Option. Projects cyberspace imagery over user's view of the world. Never forget your Virtuality Goggles again. Requires two Cybereyes and must be paired.


CyberAudio

Cyberaudio Suite - Cyberaudio Suite is installed invisibly in the inner skull. System has 3 Option Slots for Cyberaudio Options. User can only have one Cyberaudio Suite installed.

Amplified Hearing - Cyberaudio Option. User adds +2 to their Perception Skill for Checks which include hearing. Requires a Cyberaudio Suite. Multiple installations of this option provide user no additional benefit.

Audio Recorder - Cyberaudio Option. Records audio to a standard Memory Chip or a linked Agent. Requires a Cyberaudio Suite.

Bug Detector - Cyberaudio Option. Beeps when user is within 2m/yds of a tap, bug, or other listening device. Requires a Cyberaudio Suite.

Homing Tracer - Cyberaudio Option. Can follow a linked tracer up to 1 mile away. Comes with a free button-sized linked tracer. Replacements are 50eb. Requires a Cyberaudio Suite.

Internal Agent - Cyberaudio Option. Fully functional Agent (See Gear Section PG. 352), controlled entirely via voice commands. Images are described, but output can be linked to a Cybereye with Chyron or a nearby screen if visual output is desired. The implanted Agent's Memory Chip cannot be removed without surgery. Requires a Cyberaudio Suite.

Level Damper - Cyberaudio Option. Automatic noise compensation. User is immune to deafness or other effects caused by dangerously loud noises, like those produced by a flashbang. Requires a Cyberaudio Suite.

Radio Communicator - Cyberaudio Option. User can communicate via radio, 1-mile range. Requires a Cyberaudio Suite.

Radio Scanner/ Music Player - Cyberaudio Option. User can use an Action to scan all radio bands within a mile that are currently being used and tune into them. Music player can link to the Data Pool to listen to the hottest music or play directly from a Memory Chip. Understanding scrambled channels requires a Scrambler/ Descrambler. Requires a Cyberaudio Suite.

Radar Detector - Cyberaudio Option. Beeps if active radar beam is present within 100m/yds. Requires a Cyberaudio Suite.

Scrambler / Descrambler - Cyberaudio Option. Allows user to scramble outgoing communications so they cannot be understood without a descrambler, which is also included at no extra charge. Requires a Cyberaudio Suite.

Voice Stress Analyzer - Cyberaudio Option. User adds +2 to their Human Perception and Interrogation Skills User can activate a special lie-detecting function for a minute with an Action, during which time the GM rolls all your Character's Human Perception and Interrogation Checks privately, beeping once whenever it detects a lie, or whenever they desire after a failed roll. Beware of false positives and negatives. Requires a Cyberaudio Suite.


Internal Body

AudioVox - Vocal synthesizer. User adds +2 to their Acting skill and also adds +2 to their Play Instrument Skill while singing. Multiple installations of this option provide user no additional benefit.

Enhanced Antibodies - After stabilization, the user heals a number of Hit Points equal to twice their BODY for each day they spend resting, doing only light activity, and spending the majority of the day taking it easy until returning to full HP, instead of at their typical rate.

Cybersnake - Horrifying throat/esophagus-mounted tentacle weapon. A Very Heavy Melee Weapon (4d6, 1 ROF) that can be successfully concealed without a Check.

Gills - User can breathe underwater.

Grafted Muscle and Bone Lace - User increases their Strength by 2. This increase in BODY changes a Character's HP. +25Hp

Independent Air Supply - Contains 30 minutes of air, before the user needs to refill the tank from the ambient air, which takes an hour. Alternatively, replacing an empty tank with a full one (50eb), takes an Action.

Nasal Filters - User is immune to the effects of toxic gasses, fumes, and all similar dangers that must be inhaled to affect the user. User can deactivate nasal filters, if desired, without an Action.

Radar/Sonar Implant - Constantly scans terrain within 50m/yds of user, including underwater, for new threats. Scan does not include anything behind cover, like the contents of a room behind a closed door. User receives a beep from the GM along with the direction of its source whenever a new moving object is detected on the scan. Multiple installations of this option provide user no additional benefit.

Vampyres - Fangs implanted in the user's mouth. An Excellent Quality Light Melee Weapon (1d6 damage, 2 ROF) that can be successfully concealed without a Check. A Vial of Poison or Biotoxin (purchased separately, see Gear List on PG. 355) can be safely stored and concealed in a compartment in the roof of the mouth near the fangs without a Check. The contents of the stored vial can then be applied to the Vampyres silently anytime without an Action. Each application uses an entire vial and lasts for 30 minutes. Installation of Vampyres includes a complete rework of the user's mouth which prevents the possibility of poisoning yourself accidentally with your fangs halfway through a slice of pizza or due to a bad Check.


External Body

Hidden Holster - Holster inside the user's body can store a weapon already capable of concealment so that it can be successfully concealed without a roll. Weapon can be drawn from the hidden holster without an Action, as long as it is implanted in an easily accessible place on the user's body. You don't want one in your thigh unless you don't wear pants.

Skin Weave - User's body and head are armored, Whenever the user successfully completes a day of natural healing, nanomachines present in the Skin Weave repair both the body and head location of the Skin Weave for one point of its lost SP.

Subdermal Armor - Whenever the user successfully completes a day of natural healing, nanomachines present in the Subdermal Armor repair both the body and head location of the Subdermal Armor for one point of its lost SP.

Subdermal Pocket - 2"'x4" (5cm x 10cm) space with a Realskinn™ zipper. Contents can be successfully concealed without a Check.


Cyber Arms

Cyberarm - Replacement arm. Does not have to be paired. A Cyberarm has 4 Option Slots for Cyberarm or Cyberlimb Options, and each comes pre-installed with a Standard Hand that doesn't cost any Humanity Loss or take up a Cyberarm Option Slot.

Standard Hand - Resembles a normal hand. If installed into a meat arm, a standard hand doesn't count towards the number of pieces of cyberware installed in a meat arm. Doesn't take up a Cyberarm Option Slot.

Big Knucks - Cyberarm Option. Armored knuckles. A Medium Melee Weapon (2a6 damage) that can be successfully concealed without a Check. When wielded as a weapon, user can't hold anything in this arm's hand. Can be installed as the only piece of Cyberware in a meat arm.

Cyberdeck - Cyberarm Option. Cyberdeck permanently installed into the user's Cyberarm. A Cyberdeck must be provided by the user at the time of installation. In addition to never accidentally misplacing your Cyberdeck, integration into a Cyberarm gives any Cyberdeck 1 extra slot that can be used for either Programs or Hardware. This is a permanent upgrade. Attempting to uninstall the Cyberdeck from the Cyberarm breaks it beyond repair, but any Programs or Hardware on it could be easily recovered. Requires a Cyberarm and takes 3 Option Slots. Cyberdeck still requires Interface Plugs and Neural Link to be operated by the user.

Grapple Hand - Cyberarm Option. User, as an Action, can fire a rocket propelled grapple that will attach securely to any Thick cover up to 30m/yds away. Line can only support two times the user's body weight, and has 10 HP. The user negates the normal movement penalty for climbing when they climb this line, and can retract the line without an Action, including as they climb. When used as a grapple, user can't hold anything in this arm's hand. Ineffective as a weapon and cannot be used to make the Grab Action. Requires a Cyberarm.

Medscanner - Cyberarm Option. Scanner with external probes and contacts diagnoses injury and illness, assisting user in medical emergencies not requiring the Surgery Skill. User adds +2 to their First Aid and Paramedic Skills. Requires a Cyberarm and takes 2 Option Slots. Multiple installations of this option provide user no additional benefit.

Popup Grenade Launcher - Cyberarm Option. A One-Handed Grenade Launcher with only a single grenade in its magazine that is incompatible with all Weapon Attachments except Smartgun Link is installed into the Cyberarm. Launcher can be successfully concealed without a Check and can be drawn and stowed without an Action. While the weapon is "popped up," the user can't hold anything in this arm's hand. Requires a Cyberarm.

Popup Melee Weapon - Cyberarm Option A One-Handed Light, Medium, or Heavy Melee Weapon (that need not be concealable before its installation) is installed in a Cyberarm so that it can be successfully concealed without a roll, and can be drawn and stowed without an Action. While the weapon is "popped up," the user can't hold anything in this arm's hand. Requires a Cyberarm and takes 2 Option Slots.

Popup Shield - Cyberarm Option. A Bulletproof Shield which is concealed while it is folded inside the Cyberarm. It can be drawn or stowed without an Action, provided that the shield has more than 0 HP. When extended, you can't use the Cyberarm to do anything else other than serve as a shield, and you can't hold anything in that Cyberarm's hand other than the shield. The Bulletproof Shield installed inside your Cyberarm is easily removable and replaceable with another Bulletproof Shield, for ease of cleaning and repair. Requires a Cyberarm and takes 3 Option Slots. See Using Shields in the Combat Section on PG. 183.

Popup Ranged Weapon - Cyberarm Option. A One-Handed Ranged Weapon (that need not be concealable before its installation) provided by the user is permanently installed into the Cyberarm (along with any weapon attachments attached to it) so that it can be successfully concealed without a Check, and can be drawn and stowed without an Action. While the weapon is "popped up," the user can't hold anything in this arm's hand. Requires a Cyberarm and takes 2 Option Slots.

Quick Change Mount - Cyberarm Option. Cyberarm can be installed in an open socket or uninstalled with an Action. The first time you install a brand new Cyberarm, whether using a Quick Change Mount or otherwise, you always accrue Humanity Loss. Reattaching one you've already used before with a Quick Change Mount does not do this. Requires a Cyberarm.

Rippers - Cyberarm Option. Extendable Carbo-glass fingernails. A Medium Melee Weapon (2d6 damage, 2 ROF) that can be successfully concealed without a Check. When wielded as a weapon, user can't hold anything in this arm's hand. Can be installed as the only piece of Cyberware in a meat arm.

Scratchers - Cyberarm Option. Carbo-glass artificial fingernails that cut on a diagonal slice. A Light Melee Weapon (1d6 damage, 2 ROF) that can be successfully concealed without a Check. When wielded as a weapon, user can't hold anything in this arm's hand. Can be installed as the only piece of Cyberware in a meat arm.

Shoulder Cam - Cyberarm Option. Camera in a popup in the user's shoulder that tracks independently of the user and records video and audio to an onboard Memory Chip or a linked Agent. Camera can be successfully concealed without a Check and can be drawn and stowed without an Action. Requires a Cyberarm and takes 2 Option Slots.

Slice 'N Dice - Cyberarm Option. Monofilament whip implanted in the user's thumb. A Medium Melee Weapon (2d6 damage, 2 ROF) that can be successfully concealed without a Check. When wielded as a weapon, user can't hold anything in this arm's hand. Can be installed as the only piece of Cyberware in a meat arm.

Subdermal Grip - Cyberarm Option. Neuralware Option. Subdermal plate under the palm allows user to make use of Smartguns. A cost-effective alternative to Interface Plugs. Can be installed as the only piece of Cyberware in a meat arm. Requires Neural Link and takes up a Neuralware Option Slot.

Techscanner - Cyberarm Option. Scanner diagnoses a wide variety of machinery and electronics, assisting the user in repairs or other technical work. User adds +2 to their Basic Tech, Cybertech, Land Vehicle Tech, Sea Vehicle Tech, Air Vehicle Tech, Electronics/ Security Tech, and Weaponstech Skills. Requires a Cyberarm and takes 2 Option Slots. Multiple installations of this option provide user no additional benefit.

Tool Hand - Cyberarm Option. Fingers contain screwdriver, wrench, small drill, etc. Never be without your Techtool! Can be installed as the only piece of Cyberware in a meat arm.

Wolvers - Cyberarm Option. Extendable Carbo-glass claws in the knuckles. A Heavy Melee Weapon (3d6 damage, 2 ROF) that can be successfully concealed without a Check. When wielded as a weapon, user can't hold anything in this arm's hand. Can be installed as the only piece of Cyberware in a meat arm.


Cyber Legs

Standard Foot - Resembles a normal foot. If installed into a meat leg, a Standard Foot doesn't count towards the number of pieces of cyberware installed in a meat leg. Doesn't take up a Cyberleg Option Slot.

Grip Foot - Cyberleg Option. Feet are coated with state-of-the-art traction material. The user negates the normal movement penalty for climbing. Requires two Cyberlegs and must be paired.

Jump Booster - Hydraulics in legs. Negates movement penalty when jumping. Requires two Cyberlegs, takes up 2 Option Slots, and must be paired.

Skate Foot - Inline skates built into feet. Can be concealed. Increases movement by 6m/yds when using Run Action. Requires two Cyberlegs and must be paired.

Talon Foot - Blade mounted in foot. Light Melee Weapon. Can be concealed without a Check. Can be installed as the only piece of Cyberware in a meat leg.

Web Foot - Thin webbing between toes. Negates movement penalty when swimming. Requires Two Cyberlegs and must be paired

Hardened Shielding - Cyberlimb Option. Cyberlimb and installed options cannot be rendered inoperable by EMP effects, like Microwaver pulses, or Non-Black ICE Program effects. Requires Cyberarm or Cyberleg.

Plastic Covering - Cyberlimb Option. Plastic coating for Cyberlimb. Available in wide variety of colors and patterns. Requires a Cyberarm or Cyberleg but does not take an Option Slot.

Realskinn™ Covering - Cyberlimb Option. Artificial skin coating for Cyberlimb. Requires a Cyberarm or Cyberleg but does not take an Option Slot.

Superchrome® Covering - Cyberlimb Option. Shiny metallic coating for Cyberlimb. +2 to Wardrobe and Style. This bonus only applies once. Requires a Cyberarm or Cyberleg but does not take an Option Slot.


BorgWare

Artificial Shoulder Mount - User can mount 2 Cyberarms under first set of arms. User can only have one Artificial Shoulder Mount installed.

Implanted Linear Frame - An enhanced skeleton and support structure with hydraulic and myomar muscles.

• User increases their BODY to 12.

• This increase in BODY changes a Character's HP and Death Save.

• This cannot increase the user's BODY to 13 or higher.

• Installation requires BODY 6 and Grafted Muscle and Bone Lace.

Implanted Linear Frame - A heavily enhanced skeleton and support structure with even more hydraulic and myomar muscles.

• User increases their BODY to 14.

• This increase in BODY changes a Character's HP and Death Save.

• This cannot increase the user's BODY to 15 or higher.

• Installation requires BODY 8 and Two Grafted Muscle and Bone Lace.

MultiOptic Mount - User can mount up to 5 additional Cybereyes into the MultiOptic Mount. Cybereyes sold and installed separately. User can only have one MultiOptic Mount installed.

Sensor Array - Twin flattened antennae protruding from the user's head improving their Cyberaudio Suite, sometimes referred to as "Rabbit Ears." User can install up to 5 additional Cyberaudio Options into their Cyberaudio Suite. User can only have one Sensor Array installed. Requires Cyberaudio Suite.



Quickhack - Need a Cyberdeck

Each quickhack is unlocked with each level up in the cyber tree. Or can be purchased, Some vendors may charge extra or less.

All quickhacks retail at $3000 per hack.


Bait - Direct a target to a location of your choice within [D20] ft.

Memory Wipe - Erase a entities [with memory cyberware] data of choice.

Ping - Mark an enemy for anyone in your party with cybervision.

Request Backup - Send a distress signal to enemy enforcements to bring a large group to your chosen location.

Contagion - Spread malware of choice in a localized vicinity.

Overheat - Stress test enemy cyberware

Sonic Shock - Electrocute enemy from a distance

Synapse Burnout - Crash a enemy's systems.

Cripple Movement - Limb Lock-up command.

Cyberware Malfunction - Enemy cyberware of choice can be remote controlled.

Reboot Optics - Cause enemy vision to seize for selected time (D20)

Weapon Glitch - Cause weapon jam, misfire, or combust.

Incite Cyberpsychosis - Enemy will undergo the effects of Cyberpsychosis, flip coin to see if its for life.

Detonate Grenade - Cause grenade to detonate from a distance.

Takeover - Gain Full remote control of a entity with heavy cyberware.