Duder5000's Night Market

Cyberware - Weapons

Armored Knucks

Type:


Cyberlimb

Install:


Clinic

Cost:


500eb

HL:


3 (1d6)

Cyberarm Option.
Reinforced composite knuckles and a high-torque wrist assembly turn your fist into a pneumatic sledgehammer.
When installed, the user gains a +1 bonus to the Brawling skill, and their Brawling damage increases by 1d6 (up to a maximum of 4d6). Additionally, the user cannot suffer the Crushed Fingers critical injury.
Can be installed as the only piece of Cyberware in a meat arm.

Cyberware - Boosts

Internal Adrenaline Injector

Type:


Internal Body

Install:


Hospital

Cost:


1000eb

HL:


7 (2d6)

Your natural production of adrenaline is increased, and the excess is stored in an implanted vial.
As an Action, you can inject the stored adrenaline into your bloodstream, increasing your DEX by 1 for the next minute. Once used, it takes 8 hours for your body to produce another dose.
Multiple injectors can be implanted, but they cannot be activated simultaneously.

Luck Totem Σ (Sigma)

Type:


External Body

Install:


Clinic

Cost:


5000eb

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 piece of cyberware. User increases their LUCK by 1. Multiple installments don't stack. Cannot raise LUCK above 8.

Luck Totem Β (Beta)

Type:


External Body

Install:


Clinic

Cost:


10,000eb

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 piece of cyberware. User increases their LUCK by 2. Multiple installments don't stack. Cannot raise LUCK above 8.

Luck Totem Ω (Omega)

Type:


External Body

Install:


Clinic

Cost:


20,000eb

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 piece of cyberware. User increases their LUCK by 3. Multiple installments don't stack. Cannot raise LUCK above 10.

Cyberware - Misc

Berserk

Type:


Neuralware

Install:


Clinic

Cost:


1000eb

HL:


7 (2d6)

Neuralware Option. Speedware that provides a short boosts to melee combat effectiveness.
As an Action, the user can start sending berserk pulses to their brain for the next minute. Upon activation the user suffers 1d3 Humanity Loss. While Berserk is active, the user gains a +2 to the Brawl, Martial Arts, & Melee Weapon Attacks.
However, all other Skill rolls are at a -2.

Venom Gland

Type:


Internal Body

Install:


Clinic

Cost:


1000eb

HL:


7 (2d6)

Produces a Vial of Poison or Biotoxin: (see CP:R page 355) and stores it in a small reservoir in your mouth. As an Action, you can apply the Poison/Biotoxin 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 installed, you can coat them with this Poison/Biotoxin without an Action.
Once used from the reservoir, the gland secretes another dose of Poison/Biotoxin in 24 hours. However because of the strain of producing the Poison/Biotoxin it can only be done so many times per month based on your Lifestyle. Whether it produces Poison or Biotoxin is also determined by your Lifestyle.

Lifestyle Type Uses / Month
Kibble Poison 1
Generic Prepak Poison 2
Good Prepak Poison 3
Fresh Food Biotoxin 3

Equipment & Gear

Battleboot

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.

IceKing's Eyepatch-X

Cost:

100eb

Embrace the epitome of cyberpunk chic with the 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, Perception, & 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.