Type: Cyberlimb |
Install: Clinic |
Cost: 1000eb |
HL: 7 (2d6) |
Cyberarm Option.
Whip-like monofilament wire a cutting edge only a molecule wide.
The Momowire is 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. Damage dealt by the Monowire ignores the target’s armor entirely if it is lower than SP7. Armor with SP7 or higher is still interacted with as normal.
Can be installed as the only piece of Cyberware in a meat arm.
Type: Cyberlimb |
Install: Clinic |
Cost: 100eb |
HL: 3 (1d6) |
Cyberarm Option.
A Mantis Blade is installed in a forearm, and remain retracted until used. In its extended state, the shape of the Mantis Blader esembles that of the forelegs of its namesake. A melee weapon (3d6 damage, 1 ROF) that can be successfully concealed without a Check. When wielded as a weapon, user can't hold anything in this arm's hand.
An additionally Mantis Blade can be installed in another arm, when a set of Mantis Blades are installed they become a Heavy Melee Weapon (3d6, 2 ROF) and can be used for climbing any surface without any additional movement cost. The GM may require an Athletics roll for climbing particually durable material.
Requires a Cyberarm.
Type: Cyberlimb |
Install: Clinic |
Cost: 500eb |
HL: 3 (1d6) |
Cyberarm Option.
When installed, the user gains a +1 to the Brawling & Martial Arts skills, and their Brawling & Martial Arts damage increase by 1d6 (up to 4d6). Additionally, the user can't suffer the Crushed Fingers critical injury.
Can be installed as the only piece of Cyberware in a meat arm.
Type: Cyberlimb |
Install: Clinic |
Cost: 1000eb |
HL: 7 (2d6) |
Cyberarm Option.
A Rocket Punch is an Exotic Grenade Launcher, except it is fired with the Brawling Skill instead of Heavy Weapons. A Rocket Punch does not target an area like a normal Grenade Launcher, it instead targets a single target. If it hits the target, all the damage is done to it & only it.
A Rocket Punch can be successfully concealed without a Check and can be drawn and stowed without an Action.
Whenever two or more dice rolled for a Rocket Punch's damage come up 1, the Hand is destroy on impact and can't be reused.
Ammunition costs 50eb (Costly) per Hand.
Requires a Cyberarm and takes 2 Option Slots.
Type: Neuralware |
Install: Clinic |
Cost: 2000eb |
HL: 7 (2d6) |
Neuralware Option.
User increases their INT by 2. Multiple installments stack. Cannot raise INT above 10.
Requires Neural Link.
Type: Cyberlimb |
Install: Clinic |
Cost: 2000eb |
HL: 7 (2d6) |
Cyberarm Option. User increases their REF by 2. Multiple installments stack. Cannot raise REF above 10. Requires a Cyberarm and takes up 2 Option Slots.
Type: Internal Body |
Install: Hospital |
Cost: 1000eb |
HL: 3 (1d6) |
Your natural production of adrenaline is increased and stored in a vial implanted in your body. As an Action, the user can cause the stored adrenaline to be injected into their blood stream, increasing their DEX by 1 for 1 minute. Once used it take 1 hour for your body to product another dose. Multiple injectors can be implanted and can be activated individually or simultaneously. When activated, it cannot raise DEX above 10.
Type: Chipware |
Install: n/a |
Cost: 2000eb |
HL: 7 (2d6) |
Chipware. While installed into a Chipware Socket, the user inceases their TECH by 2. Multiple installments stack. Cannot raise TECH above 10. Requires Chipware Socket.
Type: Internal Body |
Install: Clinic |
Cost: 2000eb |
HL: 7 (2d6) |
Allows your body to produce pheromones that endears others to you. User increases their COOL by 2. Multiple installments stack. Cannot raise COOL above 10.
Type: Neuralware |
Install: Clinic |
Cost: 2000eb |
HL: 14 (4d6) |
Neuralware Option. User increases their WILL by 2. Multiple installments stack. Cannot raise WILL above 10. Requires Neural Link.
Type: External Body |
Install: Mall |
Cost: 1000eb |
HL: 3 (1d6) |
A totem of luck such as a four leaf clover or a rabbit's foot is implanted in your body or a peice of cyberware. User increases their LUCK by 1. Multiple installments stack. Cannot raise LUCK above 10.
Type: External Body |
Install: Clinic |
Cost: 2000eb |
HL: 7 (2d6) |
A totem of luck such as a four leaf clover or a rabbit's foot is implanted in your body or a peice of cyberware. User increases their LUCK by 2. Multiple installments stack. Cannot raise LUCK above 10.
Type: External Body |
Install: Clinic |
Cost: 3000eb |
HL: 14 (4d6) |
A totem of luck such as a four leaf clover or a rabbit's foot is implanted in your body or a peice of cyberware. User increases their LUCK by 3. Multiple installments stack. Cannot raise LUCK above 10.
Type: Cyberlimb |
Install: Clinic |
Cost: 1000eb |
HL: 3 (1d6) |
Cyberleg Option. Replaces your foot with a more optimal design for speed, increasign the user's MOVE by 1 (giving 2 when paired). Multiple installments stack. Cannot raise MOVE above 10. Requires 2 Cyberlegs, takes up 2 Option Slots, and must be paired. It can alternatively be installed as the only piece of Cyberware in a meat leg, but must be done at a Hospital (increasing the cost by 100eb).
Type: Neuralware |
Install: Clinic |
Cost: 1000eb |
HL: 7 (2d6) |
Neuralware Option. Speedware that provides a short boosts to melee combat affectiveness. As an Action, the user can start sending berserk pulses to their brain for the next minute. After the effect ends, the user suffers 1d6 Humanity Loss, that is restored after sleeping (for at least 6 hours). While Beserk is active, the user gains a +2 to the Brawl, Martial Arts, & Melee Weapon skills. Additionally, they gain a +1 to the damage (before armor) with melee attacks. However, all other Skill rolls are at a -2. Requires Neural Link.
Type: Internal Body |
Install: Clinic |
Cost: Mild: 500eb Strong: 1000eb Deadly: 5000eb |
HL: 3 (1d6) 7 (2d6) 14 (4d6) |
Produces a single vial's worth of Poison (see CP:R page 181) and stores it in a small reservoir in your mouth. As an Action, you can apply the Poison on a Light Melee Weapon by licking the weapon, or to a target by kissing, spitting in their food/drink, etc. If you have Vampyres, you can coat them with this Poison without an Action. Once removed from the reservoir, the gland secretes another dose of poison in 24 hours. Once removed from your body, the poison lasts for 30 minutes before becoming inert. Multiple glands can be implanted.
Cost: Basic: 2000eb | Tuned: 10,000eb | Perfected: 30,000eb |
External Frame Upgrade. Must be installed into an External Linear Frame and requires an installation of Interface Plugs. The user’s REF, DEX, and MOVE STATS are all set at X (Basic: X = 4, Tuned: X = 6, Perfected: X = 8) unless they would otherwise be higher for the Character. These STATS can still be lowered by Armor Penalties, Critical Injury effects, etc.
Cost: 1000eb |
For the Media that wants to cover the good stuff, but doesn't care for the tinnitus! The Net54 MediaTacs comes with an installed Level Damper & contains a single option slot for Cyberaudio Suite options. The Cyberaudio slot also install an AudioVox. When worn, the options stored in the MediaTacs' slots can be accessed. Putting on MediaTacs & taking them off is an Action. The cost to purchase and install a Cyberaudio option into MediaTacs is the same cost as doing so in a Cyberaudio Suite.
Cost: 500eb |
A heavy boot, that contains 2 option slots for Cyberleg or Cyberlimb options slots. When worn, the options stored in the boots’s slots can be accessed. Putting on a Battleboot & taking one off is an Action. The cost to purchase and install a Cyberleg option into the Battleboot is the same cost as doing so in a Cyberleg. Any options stored in a Cyberleg or meat leg the Battleboot is being worn over are inaccessible while the Battleboot is being worn. Cannot be concealed, unless Plastic Covering or Superchrome Covering are installed.
Cost: 5000eb + cost of all Neural Link option |
Brought to you by Orange! The next leap in agent technology! With the new iAgent, you can get all the benefits of a Neural Link without all that surgery recovery time. An agent that comes pre-installed with up to 3 Neural Link options (chosen by the customer at the time of purchase at your local Orange store). To use an iAgent, you must have it in one hand and be looking at it. When doing so, the options stored in the iAgent's slots can be accessed. While looking at your iAgent, you have a -2 to all Actions that don't involve it. Taking out and stowing an iAgent doesn't require an Action. If damaged, an iAgent can only be repaired at an Orange store, if anyone else attempts to repair it, it will self-destruct.
Cost: 1000eb |
While within 12 m/yds of a paired iAgent, the options stored in the iAgent's slots can be accessed without incuring the -2 to all other Actions. If damaged, an iWatch can only be repaired at an Orange store, if anyone else attempts to repair it, it will self-destruct.
Cost: 100eb |
Embrace the epitome of cyberpunk chic with the CyberSight Eyepatch-X, a marvel that not only showcases dynamic color-changing technology and an immersive image display but also seamlessly merges comfort with avant-garde design. While wearing the Eyepatch-X, you gain a +1 to Acting, Bribery, Interrogation, Persuasion, Trading, Wardrobe/Style, & Conversation. However, you have a -2 to Brawling, Evasion, Martial Arts, Melee Weapon, Archery, Autofire, Handgun, Heavy Weapons, Shoulder Arms, Preception, & you can't perform a Called Shot. You can remove or flip up the Eyepatch-X as an action. Any options stored in a Cybereye while the Eyepatch-X is being worn over it are inaccessible.