Wednesday, May 27, 2009

Cyberware: Cyber Limbs: Built-ins

This contains all the cyberware from Cyberpunk 2020, The Chrome Berets, Chrome 2 , Chrome Compilation 3 and 4, Corp, Firestorm, Listen Up....., Deep Space, SOF 1+2, and Eurosource.

Built-ins

AV Tape Recorder N AVR2 2 hours micro cassette storage, needs ext. Pickup 250 1 CP p.91
Cybermodem N CMD Built in "cyberdeck". 5,000 for Cellular 3,000 1 CP p.90
Digital Recorder N DGRC Digital Chip recorder. Must download or erase chip 300 1 CP p.91
Storage Space N STR 2"x6" storage space. Can be locked 50 0.5 CP p.91
Mini-Cam N CAM Pop up Digital Camera (20 shots) 200 2 CP p.91
Mini-Vid N MVID Pop up Mini video (30 minutes) 400 2 CP p.91
Hidden Holster N HOL Weapon size based on Body Type 100 1 CP p.91
LCD Screen Readout N LCD Can be linked to any output device 200 1 CP p.91
Techscanner N TKSN Similar to scanner on CP p.59 400 3 CP p.91

Cyberware: Cyber Limbs: Digits

This contains all the cyberware from Cyberpunk 2020, The Chrome Berets, Chrome 2 , Chrome Compilation 3 and 4, Corp, Firestorm, Listen Up....., Deep Space, SOF 1+2, and Eurosource.

DIGITS
Dartgun DG N 3m range similar to cyberoptic weapon. 100 2 CH1 p.32
Lockpick LP N B&E tool 50 0.5 CH1 p.32
Light Pen PEN N Used to write on computer screens and graphic tablets 45 0.5 CH1 p.32
Mini Light ML N 25m range. Batteries last for 12 hrs (1 eb replace) 25 0.5 CH1 p.32
Finger Bomb* BOM N 2D6+3 in 3m dia.  150 2 CH1 p.32
Scissors/Wirecutters SCR N Index and middle finger. D6/3 for damage 50 1 CH1 p.32
Mace Sprayer MS N 2 bursts (-4 REF + Aware for D6 rds) Avg. Diff to hit face if targets surprised, Very Diff if not 150 2 CH1 p.32
Quick Change QC N Changes finger mount to accept any finger. 20 eb to modify a finger. 150 1 CH2 p.4
Vidcam VID N transmit to Video Imager. 1 option-IR 200eb, Lowlite 100eb, or Teleoptics(10x) 225eb 2 CH2 p.4
Self-Propelled Grenade SPG N 7m range. 2D6 damage in 2m diameter. 25 eb for replacement grenades  200 2 CH2 p.4
Air Hypo AH N 4 injections. 3 eb. For replacement air. 200 1 CH2 p.4
Tracking Device TD N Tracking upto 3km transmitting thru Time Square. 2 tracer bugs w/ range of 3m. Exytra bugs 10eb each. 0.5 CH2 p.4
Lighter LT N 2 hour flame, refills 1 eb. Each. 25 2 CH2 p.4
Probe Link PL N Interface plug for machine, ven=hicale, or dataterm. -1 control vehicale. No Quick mount. 150 0.5 CH3 p.22
Parabolic Microphone MIC N Only usable with a full cyberarm. Directional microphone. 350 2 CH3 p.22
Flasher FLH N 1-use bulb(25 eb). REF vs.Diff(20) or -4 blinded for 1 minute. 250 1 CH3 p.22
IR/UV Flashlight I/UF N 10m range. Designed to use w/ passive IR & UV cyberoptics or imaging systems. 200 1 CH3 p.22
Flare FLR N Illuminates 25m dia. 15 eb for replacement. 35m range and damage is 1D6/2 for 2 rds.  200 2 CH3 p.22
Storage Compartment SC N Small storage space. 75 0.5 CH3 p.22
Laser Pointer LSRP N 20m range. 150 0.5 CH3 p.22
Flesh Mount FM M Mount to a meat hand. Can be combined with Quick Change Mount 100 1 CH4 p.4
One-Shot Special* OSS N 5mm gun (P -2 P E 1D6 1 1 ST 20m) 250 2 CH4 p.4
Ballpoint Finger BPF N Ink pen. Leak proof, Can be used in water and zero-G. Refills 2 eb. 25 0.5 CH4 p.4

Cyberware: Cyber Limbs: Hands & Feet

This contains all the cyberware from Cyberpunk 2020, The Chrome Berets, Chrome 2 , Chrome Compilation 3 and 4, Corp, Firestorm, Listen Up....., Deep Space, SOF 1+2, and Eurosource.

HANDS & FEET
Standard Hand N STD Resembles normal hand 150 0 CP p.90
Ripper Hand N RPH Rippers built into hand 600 2D6 CP p.90
HammerHand N HAM Hydraulic Ram fist does D10 damage 600 2D6 CP p.90
BuzzHand N BUZ Wire circular saw, 2D6+2 damage, soft armor reduced 600 2D6 CP p.90
Tool Hand N TOL Fingers contain screwdriver, wrench, small drill, etc. 200 2 CP p.90
Grapple Hand N GRP Extends rocket-propelled grapple, 100' line 350 3 CP p.90
Extension Hand N EXT Hand extends on collapsible sleeve up to 1m.  350 2 CP p.90
Spike Hand N SPK Palm spike extends thru fingers, D6+3 AP damage 500 2D6 CP p.90
Modular Hand N MOD Choose any 4 modular tools 600 2 CP p.90
Standard Foot N STDF Resembles a normal foot 200 0 CP p.90
Talon Foot N TAL Extends toe blades, D6 damage(AP=knife) 600 2D6 CP p.90
Tool Foot N TOLF Toes contain screwdriver, wrench, small drill, etc. 300 2 CP p.90
Web Foot N WEB Double swimming speed, +3 Swimming skill 500 2 CP p.90
Grip Foot N GRPF Designed for better gripping strength, +2 to climb task 500 2 CP p.90
Spike Heel Foot N SPKF Heel spike for climbing or lethal kicks, 2D6 AP damage 500 2D6 CP p.90
Skate Foot N SKT 20+ MA effectively. Must have Skating or Athletics skills to use 440 1D6 CH1 p.33
Cyberhand (by itself) MA HAND 7SDP to cripple & 10 to destroy. 1option. Coatings are extra 750+options 1D6 CH1 p.31
Mace Hand N MACE 2D6+1 damage. 1m range. -2 REF w/ hand 300 3 CH1 p.36
Anchoring Cyberfeet N ANCH Takes 2 options. Penetrates up to SP 12. Use 4 times before replacing spike. 120 3 CH2 p.5
Custom Cyberhands N CUSH Double-jointed to give +1 to Dodge/Escape rolls 900 0 CH2 p.5
Tri-Dart Launcher N TDL Launches 3 darts. D6/2 damage(SP 1/3rd). Can be poison or drugged. ROF 3 300 1D6/2 CH2 p.6
Web Hand  N WEB +2 Swimming (+1 if combined w/ web feet), +1-2m/round movement. 250 2 CH3 p.26
Smartplate Link N SGUN As smartgun with no plugs. Must have cyberhand. 3x weapon cost. 300 0 CH3 p.23
Medical Modular Hand N MMH 5 medical instruments. 975 1D6/2 CH4 p.5
(As above but meat arm) MA MMH as above 975 1D6+2 CH4 p.5
Stealth Foot N STF +1 to Stealth rolls(can't be combined with web, anchoring, or detector foot) 150 1 CH4 p.5
IEC Venomhand N VH Needle in each finger with it's own reservoir of drugs. damage, up to SP10 pentration. 600 2D6 CR1 p.70

Cyberware: Cyber Limbs


This contains all the cyberware from Cyberpunk 2020, The Chrome Berets, Chrome 2 , Chrome Compilation 3 and 4, Corp, Firestorm, Listen Up....., Deep Space, SOF 1+2, and Eurosource.

Cyberarm CR - Standard arm replacement (4 options) 3,000 2D6 CP p.89
Cyberleg CR - Standard leg replacement (3 options) 2,000 2D6 CP p.89
Quick Change Mount N QC Allows 1 turn changing of cyberwear 200 2 CP p.89
Hydraulic Rams N HRAM Increase limb SDP to 30, 3x normal damage 200 3 CP p.89
Thickened Myomar N THK Increase limb SDP to 25, 2x normal damage 250 2 CP p.89
Reinforced Joints N RJ Increase limb SDP by +5 200 1 CP p.89
Artificial Shoulder Mount  CR ASHO Mount extra arms(2) below first set, 1 only 1,500 2D6 CP p.89
Microwave/EMP Shielding N MSR Limb unaffected by Microwave side effects 300 1 CP p.89
Plastic Covering N PSTK In colors, transparent, etc. 1-200 1 CP p.89
Realskinn N REAL Limb looks real (DIFF task), Lowers HC 
by D6/2
200 - CP p.89
Superchrome N SUPR Highgloss metallic covering 200 3 CP p.89
Armor N ARM Armors Cyberlimb to SP 20 200 D6 CP p.89
Derringer N DR Cyberhand option.(P*1*P*E*1D6*2*2*ST*50m) 220 1D6 CH1 p.36
Flashbulb N FB 4m diam. cone w/ a 6m range. Target Diff REF 
roll or Near Imposible  COOL to avoid convulsions 
for D6 minutes. Anti dazzle is immune
250 1D6/2 CH1 p.35
Gas Jet N GJ 2 m range. 6 use capacity. Maybe filled with any type 
of gas. 1 option
275 1D6+3 CH1 p.34
Icer N ICE CO2 fire extinguisher. 2m range. Diff REF roll or 
blind for D3 rounds
200 1D6/2 CH1 p.36
Limb Link N LL Takes 1 option. Turns pop-up gun into Smartgun 
(+!). Don't need link.
100 1 CH1 p.34
Magnetic Feet/Hands N MF/H Electrostaic adhesive allows walking on walls & 
ceiling in Space
60/pair 0 CH1 p.34
Watch-Man N WM 7.5cm x 5cm screen. Takes 1 option. 180 1 CH1 p.33
Whip N WHIP 2.2 m 1D6/2 damage, strangle for D6/round
(Escape roll vs 20).  Takes 1 option
475/arm 2D6 CH1 p.34
Winch N WINC 15m cable. Capable of pulling up to 1 ton. Must have
linear frame to do it. Takes all options.
500 1D6+3 CH2 p.5
QuickDraw Armholster N QDA Any light pistol(P conc.) or knife launches into hand. 
+2 Initiative. 1 option
200 0 CH2 p.6
Leg Boosters N LBT 2 option. Bought in pair. +3m leap. +5 SDP. Always 
lands on feet w/ a jump.
500 1D6 CH3 p.24
Romanova Cyberlegs CR ROM As normal cyberlegs. Adds 4-5 inches to height. 
+1 Wardrobe & Style
5,000/pair 2D6 CH3 p.31
SuperSized Arms  CR SSA 2D10 crushing, 3D6 punching, SP 20, SDP 30. 
REF -2 w arm, EV -1, +1 Rep
4-5,000 2D6 CH3 p.25
Extra Twist Joint Addition N EYJA Joint is able to move anywhere. +2 REF/MA 
athletic rolls, +2 Grapple & Escape
+30% of limb;+10%/
extra joint
0 CH4 p.3
Corvette Cyberlegs (basic) CR CCb +3 MA, +1 to maneuver rolls, +4 kick damage. 
All options.
4,500 3D6 CH4 p.5
Corvette Cyberlegs(advance) CR (M) CCa +8MA, +2 to maneuver rolls, +4 kick damage. All options  
(parenthesis shows cost for upgrading)
5,000 (500) 3D6+4 CH4 p.5
Extending Leg Units N ELU -1' or +2' to legs(+1MA). Uses 2 options. Can't be used 
with other modification
400 4 CH4 p.6
Double-jointed N DBJ +1 Grapple, Hold, and Choke. +1 Escaping/joint. 
Occupies option
1,000 1D6/2 CH4 p.6
Locking Joints N LOCK Very Diff (25)to move. -1REF/ joint locked up. option. 100 0.5 CH4 p.6
360 Rotating Joint N ROTJ +1 Escaping bindings or making TECH rolls in confined 
spaces. option
120 2 CH4 p.6
Soviet Cyber arm CR SVAR (50% of extra D6 HC &-1 ATTR). 2 opitons. SDP 40. 
3D6 punch, 2D10 crush
669 2D6 CH4 p.7
Soviet Cyber leg CR SVLG (50% of extra D6 HC &-1 ATTR). 2 options. SDP 40. 
3D10 kick
875 2D6 CH4 p.7
Speeding Bullet CR SBLT Increases MA to 16. Leaps can be made up to 10m. Pairs only

Cyberware: Cyber Audio

This contains all the cyberware from Cyberpunk 2020, The Chrome Berets, Chrome 2 , Chrome Compilation 3 and 4, Corp, Firestorm, Listen Up....., Deep Space, SOF 1+2, and Eurosource.

Cyberaudio M - Basic hearing module. No option limit. 500 2D6 CP p.87
Amplified Hearing N AH +1 Aware when using auditory cues. 200 1 CP p.88
Radio Link N RL Radio communication up to 1 mile 100 1 CP p.87
Phone Splice N PS Full cellular communication ( large city only) 150 1 CP p.87
Scrambler N SC Cannot overhear communications w/out descrambler 100 0.5 CP p.87
Bug Detector N BD Detect taps, bugs up to 3m. 60% effective 200 0.5 CP p.87
Voice Stress Analyzer N VSA Lie detector. +2 Human Perception, Interrogation skills 200 1 CP p.88
Sound Editing N SE +2 Aware to overhear one specific conversation 150 0.5 CP p.88
Enhanced Hearing Range N EH Ability to hear supersonic, subsonic ranges 150 2 CP p.88
Wearman N WM Stereo music system 100 0.5 CP p.88
Radar Detector N RD Beeps if radar beam is encountered, fixes source (40%) 150 0.5 CP p.88
Homing Tracer N HT Can follow tracer up to 1 km distant (25eb/sender) 200 0.5 CP p.88
Tight Beam Radio Link N TBR Allows untappable radio comm. Within line of sight  200 1 CP p.88
Wide Band Radio Scanner N WB Will pick up all transmissions on all bands. A scanner 100 2 CP p.88
Micro-recorder Link N MR Transmits to recorder in body or via plugs 100 0.5 CP p.88
Digital Recording Link N DR Transmits sounds to digital recorder 100 0.5 CP p.88
Level Damper N LD Automatic noise compensator 300 0.5 CP p.88
Frequency Changer N FC Up to 6 channels on radio splice option 100 0 CH1 p.39
Soviet Cyberaudio M SVA (50% of extra D6 HC &-1 ATTR). May have only 2 options 100 2D6 CH4 p.7
Neural/Audio ULF Transceiver N ULF Send/receive Ultra-Low Frequency communication. Used in water. 200 1D6/2 FS1 p.28
1

Cyberware: Chipware

This contains all the cyberware from Cyberpunk 2020, The Chrome Berets, Chrome 2 , Chrome Compilation 3 and 4, Corp, Firestorm, Listen Up....., Deep Space, SOF 1+2, and Eurosource.

Reflex (APTR) Chip These skill chips require 2dayslevel of practice
before the user gains the skill. Max level of +3.
CP p.83
Swimming(BODY) 100/level
Archery(REFLEX) 300/level
Dance(REFLEX) 150/level
Driving(REFLEX) 150/level
Fencing(REFLEX) 300/level
Handgun(REFLEX) 300/level
Heavy Weapon(REFLEX) 400/level
Martial Art{choose type}(REFLEX) 350/level
Melee(REFLEX) 150/level
Motorcycle(REFLEX) 150/level
Operate Hvy. Machinery(REFLEX) 200/level
Pilot, Gyro(REFLEX) 300/level
Pilot, Fixed Wing(REFLEX) 300/level
Pilot, Dirigible(REFLEX) 300/level
Pilot, VTV(REFLEX) 350/level
Rifle(REFLEX) 300/level
SMG(REFLEX) 300/level
Aero Tech(TECH) 250/level
AV Tech(TECH) 300/level
Basic Tech(TECH) 200/level
Cryotank Operation(TECH) 150/level
Cyberdeck Design(TECH) 200/level
Cyber Tech(TECH) 300/level
Demolition(TECH) 300/level
Disguise(TECH) 150/level
Electronics(TECH) 150/level
Elect. Security(TECH) 200/level
First Aid(TECH) 150/level
Forgery(TECH) 200/level
Gyro Tech(TECH) 300/level
Pharmaceuticals(TECH) 200/level
Pick Lock(TECH) 150/level
Pick Pocket(TECH) 150/level
Play Instrument(TECH) 150/level
Weaponsmith(TECH) 200/level
Arasaka-Te(REF) 270/level C3 p.38
Thamoc(REF) 270/level C3 p.38

Memory (MRAM) Chips Has no chipping time.Max level of +3. CP p.83
Personal Grooming(ATTR) 100/level
Wardrobe & Style(ATTR) 100/level
Accounting(INT) 150/level
Anthropology(INT) 150/level
Biology(INT) 150/level
Botany(INT) 150/level
Chemistry(INT) 150/level
Education & Gen. Know(INT) 200/level
Expert:{pick a subject}(INT) Ref's Decision
Geology(INT) 150/level
History(INT) 150/level
Know Language{choose}(INT) 200/level
Mathematics(INT) 200/level
Physics(INT) 200/level
Programming(INT) 300/level
Stock Market(INT) 300/level
Wilderness Survival(INT) 200/level
Zoology(INT) 150/level
Daytimer Chip 100

M.O. Chips Contains a partial personality construct of criminal including Police records on their MO. Chance of becoming crininal in behavior. 1200eb C1 p.73
Courier Chips 10 character code causes user to recite
the info on the chip. User has no knowledge of what they recite. Mind goes blank.
600eb C1 p.73
Security Chips Causes chip to be erased(typeI)
or melt(typeII) if someone tries to steal it.
50eb/typeI + base price,
75eb/typeII +base price
C1 p.73
Digi-tone ID Can tell what number was dialed if
listen to. Number can be displayed via TimeSquare or Skinwatch.
70eb C1 p.73
Special Operative Chip Provides Language+1, Specific Know(Geography)+1, and your choice of Wilderness Survival+1, Specific Know(police practises)+1, Culture+1, or Specific know(military organization)+1 for the country in question. 900eb C1 p.73
Poser Impersonation Chip These chips provide all info on your role model.
For an extra 200 it gives you nervous twitches. Gain Specific Know{subject
person}+2
&Perform+1
900-1100eb C1 p.73
PhotoMemory RAM Chip Holds 24 hours worth of memories. +2 INT when trying to remember. Rerocrdable. 1600eb C1 p.74
Memory Compression Able to hold 3 skills up to a +3 bonus for all skills(3 +1 skills). Must be either MRAM or APTR, can't be mixed. Counts as 1 chip toward usable chips. base price + 200-400eb C1 p.74
Programmable Chipware Simple job routine and company policies
can be recorded;. Doesn't provide a skill. Need CPM to record chip.
50/chip, or 400/10 chips
and 1000 for CPM
C1 p.74
Mind Games Playing games in your head. 40/game C1 p.74
Business Trip Chip Provides its user w/ Language+1, Culture+1, and a choice of Wardrobe & Style+1 or Business Law+1 as the country they need. 800 C1 p.74
Tourism Chip Customs, laws and points of interest in country they are chipped for. Language+1, Culture+1, and Gen. Know+1. 750 C1 p.74
Space Chip Provides Basic knowledge of space survival. Space Survival+2 and Highrider Culture+1. 900 C1 p.74
Maximum Lover Chip +2 Seducation rolls. Needs TimeSqare or Cyberaudio to gain bonus. 1300 C1 p.74
Stress Chip +1 COOL vs combat morale.
Also +1 EMP vs human interaction skill rolls.
350 C1 p.75
Adrenaline/Endorphin Surge Ignore sleep and food for 48hrs. Skill penalties for wounds are ignored except head wounds. Must sleep 2 hrs for every hr past. Adrenaline effect: BOD increases for BTM, stun saves, and skill rolls. Lasts for 1 minute/use. 3/day. 800 C1 p.75
Increased Neural Feedback Option Learn APTR in half the time. Chip burns out in 24 hours. normal APTR + 400 C1 p.75
Ambidexterity Chip No penalty for using both hands on the same target. If you have 2 cybereye for an extra
250 be able to use hands indepently for 2 targets.
800/1050 C1 p.75
DeathTrance Goes into a trance. Takes 1-3 minutes to take effect. 25+ vs Medtech to be sure they're not dead. 1000 C1 p.75
Redundancy Loop Causes APTR to screw up at crucial moments. Ref determines when. 50-75% of skill chip C1 p.75
"Fish'n'Chips" Dietary chip. Keeps your figure intact 85 C1 p.75
Visual Recognition Chips(Techie) Need TimeSqaure Plus. Roll INT+chip+
(any applicable Specif. Know.) vs. Diff depending on chip. For IDing circuits, parts, tools, manufacturer, etc.
100/level Max +3 C1 p.76
Visual Recognition Chips(Corporate Officer) Need TimeSqaure Plus. Roll INT+chip+
(any applicable Specif. Know.) vs. Diff depending on chip.Recognition of corp officiers, documents, and other operations. Quarterly update are 50/level.
100/level Max +3 C1 p.76
Visual Recognition Chips(Police) Need TimeSqaure Plus. Roll INT+chip+
(any applicable Specif. Know.) vs. Diff depending on chip.IDs criminals and licenses. References hot sheets and APBs, etc. Daily/weekly updates 1 time fee of 2.5xnormal, plus update terminal for 10,000eb
200/level Max +3 C1 p.76
Visual Recognition Chips(Military) Need TimeSqaure Plus. Roll INT+chip+
(any applicable Specif. Know.) vs. Diff depending on chip.Uniform and unit recognition. Weapon/vehicle specs from silhouette ID's.
100/level Max +3 C1 p.76
Visual Recognition Chips(Rocker) Need TimeSqaure Plus. Roll INT+chip+
(any applicable Specif. Know.) vs. Diff depending on chip.Identify certain instruments, recognize songs(w/cyberaudio). 50eb update 1/year.
100l/evel Max +3 C1 p.76
Visual Recognition Chips(Secretarial) Need TimeSqaure Plus. Roll INT+chip+
(any applicable Specif. Know.) vs. Diff depending on chip.Files faces, cross references names, index birthdates, personal data, previous appointments, letters on file, and 100,000 phone numbers can be referenced.
100/level Max +3 C1 p.76
"Somaware" Sleep Induction chip Brings character into a nromal sleep in 25 seconds. This is not like Sleeep Inducer, the character can wake up. Chance of becoming addicted to it. 400 C3 p.37
Navgationi/Orientation Chip Must have Phone Splice or Radio Link.
True earth position w/in 5m thru TimeSquare or Subdermal Screen. For 100eb add contour map of major cities..
250/350 C3 p.37
Crypto Chip Comes in sets of 2, 4, 6, and 8. Causes people to talk to each other in code that sounds like gibberish. 600/pair C3 p.37
Stutter Chipping Can select friendlies when using smartgun not to hit them. 310 C3 p.38
Auditory Recognition Chips Must have Amplified Hearing and Sound
Editing. AS VR chips(see above) but with audio. Comes in Techie, Corporate, Military, and Rocker.
150/level up to +2 C3 p.39
Shape Recognition Chipware Picks out object in a crowd. Needs to
be programmed for what objects are to be.
Requires TimeSquare Plus.
500 C4 p.15
Facedown Chip +1 bonus on facedown rolls. 150 C4 p.16
Home Chip Behavior chip causes users to make COOL rolls to stay out. Mainly used by PD. 940 C4 p.16
Speedreading chip Requires cyberoptics.
Halves reading time up to 6 INT.
1/3 time for Pcs with higher INT.
250 C4 p.16
Dream Suppressant Chip Causes no dreams.
After 1 week character starts lossing EMP.
300 C4 p.16