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Cyberware is everywhere. For the rich, the poor, and everyone in between, bodyshops on every street corner offer minor modifications at your convenience, legally or otherwise. Even the gang-bangers on those street corners might be equipped with cybernetic vision enhancements or datajacks.

Besides their wireless functionality, almost all cyberware devices are equipped with a neural interface that lets you mentally activate and control their functions. You can use this in place of wireless control, preventing wireless hacking, as long as all of the "moving parts" are connected to your nervous system. An item that has a wireless bonus, however, can only gain that full level of functionality if wireless functionality is active.

Cyberware Grades[]

Cyberware is available in five distinct grades: standard, alphaware, betaware, deltaware, and used. All accessories and add-ons must be of the same grade as the implant to which they are added. Only standard, alphaware, and used implants are available at character creation. The prices for cyberware presented below are for standard 'ware. When purchasing implants of other grades, apply the Strain, Cost, and Availability adjustments as noted on the Implant Grades table:

Cyberware Grades
Grade Strain Multiplier Avail Modifier Cost Multiplier
Standard x1.0 - x1
Alphaware x0.8 - x1.2
Betaware x0.7 +1 step x1.5
Deltaware x0.5 +2 steps x2.5
Used x1.25 - x0.75

Cybersurgery and Recovery Time[]

Getting cyberware installed hurts. When you have an augmentation implanted (after character creation), you take a Wound. Most cyber-clinics and body shops offer recovery rooms for patients to rest and heal up after cybersurgery, but beware the sterility and cleanliness of the less-reputable chop shops.

Cyberlimb Capacity[]

Cyberlimbs, as well as cybereyes and cyberears, have a Capacity score. Certain other cyberware can be installed into cyberlimbs instead of being implanted individually, costing Capacity rather than Strain. Cyberware that can be installed in cyberlimbs have a Capacity cost [in brackets].

Headware[]

These small, complex devices are inserted into the head and typically constructed via less-invasive nanosurgery. Headware that has a Capacity cost [in brackets] may be installed in cyberlimbs.

Augment Strain Capacity Avail Cost Notes
Commlink 0.2 [2] C 2,000 + commlink cost Implanted commlink
Cortex Bomb, Kink 0 [1] VF 10,000 Precision damage
Cortex Bomb, Micro 0 [2] VF 25,000 Kills host
Cortex Bomb, Area 0 [3] VF 40,000 Kills host and others
Cyberdeck 0.4 [4] UR 5,000 + deck cost Implanted cyberdeck
Data Carrier 0.1 - U 2,000 Secure, non-wireless hard disk
Datajack 0.1 - C 1,000 Direct neural interface
Olfactory Booster 0.2 - R 5,000 Enhanced sense of smell
Simrig 0.2 - RR 4,000 Sensory data recorder
Skilljack (R1-6) R x 0.1 - U Rating x 20,000 Allows use of skillsofts
Taste Booster 0.2 - R 3,000 Improves user's sense of taste
Tooth Compartment 0 - R 800 Hidden compartment in false tooth
Ultrasound Sensor 0.25 [2] R 12,000 Allows user to "see" via echolocation
Vehicle Control Interface, Basic 1 - CR 50,000 Mentally controls vehicles
Vehicle Control Interface, Advanced 2 - RR 100,000 Mentally controls vehicles
Vehicle Control Interface, Elite 3 - VR 200,000 Mentally controls vehicles
Voice Modulator 0.2 - UF 10,000 Alters the user's voice

Commlink[]

The implanted version of a commlink comes with a sim module at no additional cost. It otherwise functions identically to a standard version of the commlink.

Cortex Bomb[]

An illegal method of coercion, cortex bombs come in three varieties. Kink bombs damage only part of the victim’s brain, either destroying specific headware or damaging the brain to cause blindness, stuttering, hearing loss, or some other trauma. Microbombs is just powerful enough to kill the bearer. Area bombs kill the bearer and also affect an area around the bearer, similar to a fragmentation grenade.

Cyberdeck[]

The implanted version of a cyberdeck for the hacker on the go, very popular with G-men and military deckers.

Data Carrier[]

A data carrier is an implanted hard disk that allows the recipient to download a large amount of data to a secured, non-wireless hard drive implanted within their body. The data carrier can be implanted anywhere within the recipient's body and concealed. The only way to release the data carried on the augment is through a wired access port and the appropriate code.

Datajack[]

A datajack gives you a direct neural interface, which can be handy in a lot of situations. It also comes with a retractable spool of micro-cable (about a meter long) that lets you directly interface with any electronic device via a universal access cable. Datajacks are equipped with their own cache of storage memory for downloading or saving files. Two datajack users can string a fiber-optic cable between themselves to conduct a private mental communication immune to radio interception or eavesdropping.

Olfactory Booster[]

This sensory booster enhances, identifies, and records smells, and can play them back later. The massively enhanced olfactory capabilities of the booster are on par with those of a scent hound, allowing the wearer to smell traces of ammunition propellant, explosives, or discern the makeup of chemical compounds, as well as many other olfactory details. A cutoff function allows the user to completely ignore intense odors, and the augment can be used in VR to create an even more immersive experience. In addition, the user gains +2 to all scent-based Notice rolls.

Simrig[]

An implanted version of the standard simrig, this headware implant allows you to record sensory data for later replay (or sale if you're really interesting).

Skilljack[]

This headware interprets skillsofts. The total of all skills running on a skilljack cannot exceed its Rating, and the maximum die type for a skill is based on the skilljack's Rating as well (R1=d4, R2=d6, R3=d8, R4=d10, R5=d12, R6=d12+2). A skillwire system is also required to use activesofts.

Taste Booster[]

The taste booster enhances the user’s taste buds. The booster also lets the user experience gustatory data in AR and VR environments with a “taste track”. Additionally, the taste booster grants the bearer a +2 on taste-based Notice checks.

Tooth Compartment[]

These hollow teeth come in storage and breakable models. The storage model is used to smuggle minuscule objects, such as datachips. Items can be removed with a wireless signal or hidden catch. The breakable model triggers a linked effect, such as starting a tracking signal or releasing a deadly poison into your mouth, either with a wireless signal or by biting down hard on the tooth.

Ultrasound Sensor[]

When active, this augment replaces the user’s normal vision with ultrasound sensors. It can be switched between active sonar, passive sonar, and off as a free action.

Vehicle Control Interface[]

This implant allows the bearer to control vehicles, drones, or other devices with remote control capability. Each level of the VCI imparts a number of control slots based on the user’s Smarts (see control slots). Additionally, each level of the VCI grants the user +1 to all vehicle operation rolls, as the closer connection to the vehicle imparts greater control. A basic VCI improves the vehicle’s acceleration by 1.5, while the Advanced and Elite models double a vehicle’s acceleration. The Elite model also allows the driver to ignore the unstable platform penalty when firing vehicle-mounted weaponry.

Voice Modulator[]

This augment give the bearer perfect pitch and enormous vocal flexibility and distortion capabilities. The bearer can speak with an increase volume of up to 100 decibels without strain, shift your pitch to mimic sounds or other voices, and sing mellifluously. The modulator can also play back (and more or less imitate) a recorded or captured voice.

Eyeware[]

Probably the most common pieces of cyberware available are cybereyes. Originally designed to gift the blind with normal sight, cybereyes allow for far more than normal human vision. While they still carry a social stigma in places, and the idea continues to carry a certain degree of squeamishness about it, it’s not entirely uncommon for people with perfectly good natural eyes to trade them out for cybernetic replacements. Cybereyes are available in any shape or color, from “almost natural” to all chrome to solid glowing purple and everything in between. Some models have their color and pattern easily altered by downloading a new skin.

Most cybereye modifications are also offered as retinal modifications to the natural eye. Vision enhancements either take up Capacity in cybereyes or Strain in natural eyes, not both. As a general rule, upgrades are applied to both eyes so that the user’s vision doesn’t become unbalanced.

Augment Strain Capacity Avail Cost Notes
Cybereyes, Mk I 0.2 4 C 4,000 Basic vision system
Cybereyes, Mk II 0.3 8 C 6,000 Basic vision system
Cybereyes, Mk III 0.4 12 U 10,000 Basic vision system
Cybereyes, Mk IV 0.5 16 R 14,000 Basic vision system
Flare Compensation 0.1 [1] C 1,000 Protects from blinding flashes
Image Link 0.1 n/a C 1,000 Optical HUD
Low-Light Vision 0.1 [2] C 1,500 Light-amplification
Ocular Drone n/a [6] U 6,000 Eye replaced with flying drone
Retinal Duplication 0.1 [1] VF 50,000 Fools retinal scanners
Smartlink 0.2 [3] UR 4,000 Implanted optical smartlink
Thermographic Vision 0.1 [2] C 1,500 See in infrared
Vision Enhancement 0.1 [2] C 8,000 Improved vision
Vision Magnification 0.1 [2] C 2,000 Eyes function as binoculars

Cybereyes[]

The basic cybereye system features 20/20 vision for both eyes, an image link, and a built-in camera at no extra cost, as well as capacity for visual enhancements.

Flare Compensation[]

An implanted version of the flare compensation optical enhancement.

Image Link[]

An implanted version of the image link optical enhancement.

Low-Light Vision[]

An implanted version of the low-light vision optical enhancement.

Ocular Drone[]

This enhancement only affects one eyeball per purchase. A small spyball drone is placed in your optical cavity. The spyball functions as a normal cybereye (with all the relevant enhancements) until you remove it and control it as though it were a Horizon Flying Eye. When it’s out and you have only one eye, you suffer the effects of the One Eye Hindrance. If you replace both eyes with drones, you’re effectively blind while those drones are operating apart from you. An ocular drone is obviously not available as a retinal modification.

Retinal Duplication[]

This highly illegal modification can be loaded with a recording of someone else’s retina to create an almost perfect reproduction which can fool even high-quality retinal scanners.

Smartlink[]

An implanted version of the smartlink optical enhancement.

Thermographic Vision[]

An implanted version of the thermographic vision optical enhancement.

Vision Enhancement[]

An implanted version of the vision enhancement optical enhancement.

Vision Magnification[]

An implanted version of the vision magnification optical enhancement.

Earware[]

Earware, like eyeware, is available either with complete cybernetic replacements (with the modifications costing Capacity) or as a direct modification to the inner ear, costing Strain. As a rule, upgrades are installed in both ears to prevent an imbalance in hearing.

Augment Strain Capacity Avail Cost Notes
Cyberears, Mk I 0.2 4 C 3,000 Basic audio system
Cyberears, Mk II 0.3 8 C 4,500 Basic audio system
Cyberears, Mk III 0.4 12 U 7,500 Basic audio system
Cyberears, Mk IV 0.5 16 R 11,000 Basic audio system
Audio Enhancement 0.1 [2] C 8,000 Improves hearing
Balance Augmenter 0.1 [4] U 8,000 Improves balance
Damper 0.1 [1] C 2,250 Hearing protection
Select Sound Filter 0.1 [Rating] U Rating x 3,500 Filters out all but select sounds
Sound Link 0.1 n/a C 1,000 Connects ears to audio devices
Spatial Recognizer 0.1 [2] U 4,000 Finds the source of a sound

Cyberears[]

Ordinarily, cyberears replace only the inner ear, although the whole thing can be replaced as well. Cyberears offer hearing within normal ranges (like an omni-directional microphone), a sound link, and Capacity for modifications and enhancements.

Audio Enhancement[]

An implanted version of audio enhancement.

Balance Augmenter[]

The balance augmenter enhances the inner ear’s natural balance mechanism. You add +2 to all tests involving balance, such as walking across a narrow platform, landing after a jump, and so on.

Damper[]

This implant protects the user from sudden increases in sound as well as damaging sound levels. The damper gives a +4 bonus to resist sound-based attacks.

Select Sound Filter[]

An implanted version of the select sound filter audio enhancement.

Sound Link[]

The audio equivalent of an image link, a sound link can play audio (recordings, movie soundtracks, music, etc.) from linked sources within the user’s PAN, headware memory, or datajack, directly into the user’s cyberears. A sound link is a common component of immersive AR environments, adding a sonic component.

Spatial Recognizer[]

An implanted version of the spatial recognizer audio enhancement.

Bodyware[]

Bodyware covers the goods to make you stronger, faster, better protected, and altogether more robotic, if that’s your thing. Bodyware cannot be installed into cyberlimbs unless it has a Capacity cost [in brackets]. Bodyware with a Capacity cost can be installed in cyberlimbs, costing Capacity rather than Strain.

Augment Strain Capacity Avail Cost Notes
Bone Lacing, Plastic 0.5 - UR 8,000 +1 Toughness
Bone Lacing, Aluminum 1 - RR 18,000 +2 Toughness
Bone Lacing, Titanium 1.5 - VR 30,000 +3 Toughness
Dermal Plating 1 - UR 6,000 +1 Armor
Dermal Plating, Advanced 2 - RR 12,000 +2 Armor
Fingertip Compartment 0.1 [1] C 3,000 Tiny hidden compartment
Grapple Gun 0.5 [4] U 5,000 Implanted grappling hook
Internal Air Tank 0.25 [3] C Rating x 4,500 Implanted air supply
Muscle Replacement 1 - UR 50,000 Strength die +1 type
Muscle Replacement, Advanced 2 - VR 100,000 Strength die, +2 types
Reaction Enhancers 0.5 - RR 25,000 Gain the Quick Edge
Skillwires R x 0.1 - R Rating x 20,000 Allows the use of activesofts
Smuggling Compartment 0.2 [2] U 7,500 Concealed internal compartment
Wired Reflexes 4 - VR 150,000 Enhanced reaction speed and agility

Bone Lacing[]

Your bones are laced with lattice chains of reinforcing plastics or metals, improving their integrity and tensile strength (and adding to your body’s overall weight). Bone lacing comes in three types: plastic, aluminum, and titanium – you can only have one installed at a time. Plastic bone lacing increases your Toughness by 1, aluminum by 2, and titanium by 3.

Dermal Plating[]

Hard plastic and ceramic fiber plates are bonded to the user’s skin. The plates are clearly visible, and are even more obvious to the touch, but they can be cosmetically stylized for color and surface texture. Dermal plating gives you +1 Armor, while advanced dermal plating gives you +2.

Fingertip Compartment[]

This compartment is hidden in the hollowed out last joint of one finger, with a catch that allows the fingernail to be lifted up as an access panel, or the entire fingertip removed. A fingertip compartment allows the storage of micro-sized items, like a micro-drone, RFID tag, or datachip. Items held within are completely concealed, and the compartment itself imposes -4 to all Notice checks to spot it.

Grapple Gun[]

This is an implanted version of the grapple gun. It doesn’t store any rope inside it, but you can attach an external rope before you shoot the grapple.

Internal Air Tank[]

The internal air tank replaces part of one lung with a pressurized internal air reserve that allows you to hold your breath for up to (Rating) hours. This allows extended underwater operations and complete protection from inhaled toxins as long as you’re holding your breath. Activating or deactivating the tank is a free action.

Muscle Replacement[]

These vat-grown synthetic muscles replace or augment your own, increasing your strength. Muscle replacement increases your Strength die by 1 type, while advanced muscle replacement increases it by 2 types.

Reaction Enhancers[]

By replacing specific, isolated vertebrae of your spinal column with segments of superconducting material, your reactions to events become quicker. You gain the Quick Edge.

Skillwires[]

Skillwires are a system of neuromuscular controllers that overlie the body’s natural nervous system; they are capable of aiding or completely overriding muscular movement, controlled by the “muscle memory” played through a skilljack. The quality of activesofts you can use is limited by the skillwires' rating (R1=d4, R2=d6, R3=d8, R4=d10, R5=d12, R6=d12+2).

Smuggling Compartment[]

For items that won’t fit in a fingertip but that you still can’t afford to have found, smuggling compartments can be placed in parts of the body that can easily be hollowed out or replaced. This includes ribs and the space between them, hip bones, shoulder blades, and so forth. These compartments allow the storage of small items (nothing larger than a light pistol, typically). The compartment imposes -4 to Notice tests to spot it.

Wired Reflexes[]

This highly invasive, painful, life-changing operation adds a multitude of neural boosters and adrenaline stimulators in strategic locations throughout your body that work to catapult you into a whole new world where everything around you seems to move in slow motion. The system includes a neural trigger to turn the wired reflexes on and off; doing so is a free action. When activated, the user draws an additional action card and acts on the better result and the user’s Agility die increases by +1 step.

Cyberlimbs and Cyberlimb Accessories[]

Cyberlimbs can be either obvious, with exposed cybernetic components, or synthetic, sheathed in artificial skin. Off-the-shelf cyberlimbs have a capacity for accessories. Some accessories come from other augmentation groups, but certain accessories are specific to cyberlimbs. Cyberskulls and -torsos are included in the “cyberlimbs” category, though they are in fact shells rather than full replacements (or actual limbs).

Cyberlimb Strain Capacity Avail Cost Notes
Obvious Limbs
Full Arm 1 15 C 15,000 -
Full Leg 1 20 C 15,000 -
Hand/Foot 0.25 4 C 5,000 -
Lower Arm 0.45 10 C 10,000 -
Lower Leg 0.45 12 C 10,000 -
Torso 1.5 10 R 20,000 Encases torso
Skull 0.75 4 R 10,000 Encases skull
Synthetic Limbs
Full Arm 1 8 C 20,000 -
Full Leg 1 10 C 20,000 -
Hand/Foot 0.25 2 C 6,000 -
Lower Arm 0.45 5 C 12,000 -
Lower Leg 0.45 6 C 12,000 -
Torso 1.5 5 R 25,000 Encases torso
Skull 0.75 2 R 15,000 Encases skull
Cyberlimb Accessories
Accessory Capacity Avail Cost Notes
Cyberarm Gyromount [8] RF 6,000 Stabilizes autofire
Cyberarm Slide [3] RR 3,000 Hidden quickdraw holster
Cyber Holster [5] UR 2,000 Hidden holster
Hydraulic Jacks [4] R 7,500 Improves jumping
Large Smuggling Compartment [5] U 8,000 Large hidden cavity

Obvious Cyberlimbs[]

These implants are immediately recognizable as artificial limbs unless you cover them with clothing. They are often chromed or matte colors but visibly mechanical in nature.

Synthetic Cyberlimbs[]

Synthetic limbs are disguised as natural limbs. The fact that they’re cybernetic requires a Notice check at -4 to spot just looking, but synthetic limbs are obviously artificial to the touch.

Cyberarm Gyromount[]

This accessory must be installed in a full or partial cyberarm. When activated, counterweights pop out of your wrist and a small gyro spins up to provide you with better balance and reduced recoil for improved firing capability. The gyromount reduces autofire penalties by 2. Activating or deactivating the system is a single action.

Cyberarm Slide[]

An integral version of the hidden arm-slide, the cyberarm slide hides a hold-out, taser, or light pistol in your cyberarm, concealing it from normal vision. You can ready the weapon as a free action.

Cyber Holster[]

You can hold a taser or any pistol- or smaller-sized weapon within the holster, completely enclosed until you active it. Inserting or retrieving a weapon takes one action. A cyber holster can also be used as a smuggling compartment to store items no larger than a pistol.

Hydraulic Jacks[]

This implant requires you to have two cyberlegs with hydraulic jacks in each of them. It doubles the distance you can jump, allowing you to move 2” horizontally and 1” vertically from a dead stop, or up to 4” horizontally and 2” vertically if you run at least half your Pace.

Large Smuggling Compartment[]

This is a larger version of the smuggling compartment. It can hold something the size of a heavy pistol or a small SMG. Getting something out of or putting something into it takes two actions.

Cyber-Implant Weapons[]

Cyber-implant weapons can be installed into cyberlimbs or directly into the body. They’re popular with the denizens of urban wastelands like downzones, and with street samurai who never want to go anywhere unarmed.

Implant Strain Capacity Avail Cost Notes
Cyberguns
Hold-Out Pistol 0.1 [2] UR 2,000 See statistics table below
Light Pistol 0.25 [4] RR 3,900 See statistics table below
Heavy Pistol 0.5 [6] RR 4,300 See statistics table below
SMG 1 [8] RR 4,800 See statistics table below
Shotgun 1.25 [10] RR 8,500 See statistics table below
Grenade Launcher 1.5 [15] VF 30,000 See statistics table below
Cybergun Accessories
External Magazine Port 0.1 1 C +1,000 See statistics table below
Laser Sight - 1 C +1,000 -
Suppressor - 2 UF +1,000 -
Cyber Melee Weapons
Hand Blade 0.25 2 RF 2,500 See statistics table below
Hand Razors 0.2 2 UF 1,250 See statistics table below
Shock Hand 0.25 4 UR 5,000 See statistics table below
Spurs 0.3 3 RF 5,000 See statistics table below

Cyberguns[]

Weapon Range Damage RoF Shots* Min. Str Notes
Hold-Out 10/20/40 2d6-1 1 2/6 - Semi-Auto
Light Pistol 12/24/48 2d6 1 10/15 - AP 1, Semi-Auto
Heavy Pistol 12/24/48 2d6+1 1 8/12 - AP 1, Semi-Auto
SMG 12/24/48 2d6 3 18/32 - AP 1, Auto
Shotgun 12/24/48 1-3d6 1 4/10 - Shotgun
Grenade Launcher 24/48/96 Varies 1 2/6 -

As grenade

*The first entry is with the internal magazine, the second is with an external magazine attached.

Generally speaking, these are mounted in a cyberarm or directly into a natural arm, but you could install one in a leg or even your torso. Cyberguns are distinct from cyber holsters in that the gun itself can be controlled and fired directly, as an extension of your body. Depending on the size of the gun, cyberguns take up part of your forearm or replace your arm altogether, with the functional parts of the arm built around the gun. Smaller cyberguns fire through a hidden port in the palm or knuckles, while larger cyberguns fold back the user’s hand at the wrist.

For extra concealment, cyberguns are built from mostly non-metallic compounds, and any metallic parts are incorporated into the (cyber) arm’s structure. All cyberguns have internal magazines and can be equipped with a hidden external ammo port for extended capacity. However, once you attach a magazine to the side of your arm or the back of your elbow, the cybergun becomes kind of obvious. Laser sights and suppressors are also available; other weapon accessories cannot be installed in cyberguns. All cyberguns are pre-equipped with smartgun systems.

Cyber Melee Weapons[]

Cyber Melee Weapon Damage Cost Notes
Hand Blade Str+d6 2,500 Retractable
Hand Razors Str+d4 1,250 Retractable
Shock Hand - 5,000 Stun
Spurs Str+d8 5,000 Retractable

Hand Blade[]

Hand blades slip out of the side of the hand opposite the thumb, parallel to the hand, and while they are universally thin and sharp, they come in a variety of shapes and styles.

Hand Razors[]

These blades are two to three centimeters long, made of chromed steel or carbon fiber. They either slide out from beneath your fingernails or replace them entirely.

Shock Hand[]

A shock hand is essentially a shock glove built into the palm of your hand.

Spurs[]

Spurs are one to three blades or spikes protruding from the back of your wrist or your knuckles, sticking out from your fist as much as thirty centimeters.

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