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 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:
|Grade||Strain Multiplier||Avail Modifier||Cost Multiplier|
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.
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].
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.
|Commlink||0.2||||C||2,000 + commlink cost||Implanted commlink|
|Cortex Bomb, Kink||0||||VF||10,000||Precision damage|
|Cortex Bomb, Micro||0||||VF||25,000||Kills host|
|Cortex Bomb, Area||0||||VF||40,000||Kills host and others|
|Cyberdeck||0.4||||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||||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|
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.
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.
The implanted version of a cyberdeck for the hacker on the go, very popular with G-men and military deckers.
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.
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.
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.
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).
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.
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.
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.
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.
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.
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.
|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||||C||1,000||Protects from blinding flashes|
|Image Link||0.1||n/a||C||1,000||Optical HUD|
|Ocular Drone||n/a||||U||6,000||Eye replaced with flying drone|
|Retinal Duplication||0.1||||VF||50,000||Fools retinal scanners|
|Smartlink||0.2||||UR||4,000||Implanted optical smartlink|
|Thermographic Vision||0.1||||C||1,500||See in infrared|
|Vision Enhancement||0.1||||C||8,000||Improved vision|
|Vision Magnification||0.1||||C||2,000||Eyes function as binoculars|
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.
An implanted version of the flare compensation optical enhancement.
An implanted version of the image link optical enhancement.
An implanted version of the low-light vision optical enhancement.
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.
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.
An implanted version of the smartlink optical enhancement.
An implanted version of the thermographic vision optical enhancement.
An implanted version of the vision enhancement optical enhancement.
An implanted version of the vision magnification optical enhancement.
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.
|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||||C||8,000||Improves hearing|
|Balance Augmenter||0.1||||U||8,000||Improves balance|
|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||||U||4,000||Finds the source of a sound|
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.
An implanted version of audio enhancement.
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.
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.
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.
An implanted version of the spatial recognizer audio enhancement.
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.
|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||||C||3,000||Tiny hidden compartment|
|Grapple Gun||0.5||||U||5,000||Implanted grappling hook|
|Internal Air Tank||0.25||||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||||U||7,500||Concealed internal compartment|
|Wired Reflexes||4||-||VR||150,000||Enhanced reaction speed and agility|
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.
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.
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.
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.
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.
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 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).
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.
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).
|Cyberarm Gyromount||||RF||6,000||Stabilizes autofire|
|Cyberarm Slide||||RR||3,000||Hidden quickdraw holster|
|Cyber Holster||||UR||2,000||Hidden holster|
|Hydraulic Jacks||||R||7,500||Improves jumping|
|Large Smuggling Compartment||||U||8,000||Large hidden cavity|
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 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.
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.
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.
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.
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 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.
|Hold-Out Pistol||0.1||||UR||2,000||See statistics table below|
|Light Pistol||0.25||||RR||3,900||See statistics table below|
|Heavy Pistol||0.5||||RR||4,300||See statistics table below|
|SMG||1||||RR||4,800||See statistics table below|
|Shotgun||1.25||||RR||8,500||See statistics table below|
|Grenade Launcher||1.5||||VF||30,000||See statistics table below|
|External Magazine Port||0.1||1||C||+1,000||See statistics table below|
|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|
|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|
*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 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.
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.
A shock hand is essentially a shock glove built into the palm of your hand.
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.