Tag: Cyberware

Results

  • Biofeedback

    Biofeedback increases the character's Spirit by one die. *Strain:* 2 |*Cyberware*|*Strain*|*Notes*| |Biofeedback|2|Increase Spirit Die by one| Return to [[Cyberware]].

  • Bone Reinforcement

    Bone Reinforcements provide +1 to the Toughness of the character. *Strain:* 1 |*Cyberware*|*Strain*|*Notes*| |Bone Reinforcement I|2|+1 Toughness| |Bone Reinforcement II|4|+2 Toughness| |Bone Reinforcement III|6|+3 Toughness| Return to [[ …

  • Cybergills

    Cybergills render a character amphibious! They can now breathe underwater just as well as on land. *Strain:* 1 |*Cyberware*|*Strain*|*Notes*| |Cybergills|1|Can breathe underwater| Return to [[Cyberware]].

  • Cyberweapon

    A Cyberweapon is a small melee weapon that does Str+d4 damage and allows the character to be considered always "armed." Examples could be titanium claws, a reinforced forearm or a blade that is always visible. *Strain:* 1 |*Cyberware*|*Strain*|*Notes …

  • Data Carrier

    The Data Carrier allows the character to download virtually any amount of Data within a secured, non-wireless hard drive implanted within the character’s body. Looking exactly like a classic cyberpunk “Data Jack,” the Data Carrier enhancement can be …

  • Drug Reservoir

    Your body contains a vat-grown gland which naturally produces a combat drug of your choice. It is a simple mental command to flood your body with the drug’s effects. You can hold up to 3 doses within the Reservoir, and your body naturally refills one dose …

  • Emotional Resistance Response System

    The ERRS imparts a +2 bonus to Smarts and Spirit rolls when resisting a Test of Will. *Strain:* 1 |*Cyberware*|*Strain*|*Notes*| |Emotional Resistance Response System|1|+2 to resist a Test of Will| Return to [[Cyberware]].

  • EMP Shielding

    The character is shielded against the debilitating effects of an EMP weapon. The character’s tap and cybernetics gains +2 armor for the purposes of resisting damage from an EMP weapon. *Strain:* 1 With Advanced EMP Shielding, the character is shielded …

  • Enhanced Neural Net

    Extra neural tissue and cultures are grown, then applied to the recipient’s brain tissue. Neurons are coated with an extra conductive substance allowing faster firing time. The character raises their Smarts by 1 die type. *Strain:* 2 |*Cyberware*|* …

  • Environmental Regulators

    The character gains +2 to Survival rolls for a single type of environment (hot/cold weather environments, wastelands, etc). This can be taken multiple times, each time applying to a different type of environment. *Strain:* 1 |*Cyberware*|*Strain*|* …

  • Enhanced Articulation

    Enhanced articulation increases the character’s Agility die type by a step. *Strain:* 2 |*Cyberware*|*Strain*|*Notes*| |Enhanced Articulation, Advanced|3|Improve Agility by one two die| Return to [[Cyberware]].

  • Subdermal Armor

    Subdermal Armor give the character an additional +1 Supplemental Armor bonus on all body locations. *Strain:* 1 |*Cyberware*|*Strain*|*Notes*| |Subdermal Armor|1|+1 S-Armor| Return to [[Cyberware]].

  • Muscle Augmentation

    Muscle Augmentation increases the character's Strength attribute by one die step. *Strain:* 2 |*Cyberware*|*Strain*|*Notes*| |Muscle Augmentation|2|Strength die is raised one step| Return to [[Cyberware]].

  • Tailored Pheromones

    Tailored pheromones provide a +2 bonus to [[Charisma]] when dealing with organic sentient beings. *Strain:* 2 |*Cyberware*|*Strain*|*Notes*| |Tailored Pheromones|2|+2 to Charisma| Return to [[Cyberware]]

  • Beautification Treatment

    Beautification gives the character +2 to [[Charisma]] *Strain:* 2 |*Cyberware*|*Strain*|*Notes*| |Beautification Treatment|2|+2 to Charisma| Return to [[Cyberware]].

  • Anti-Toxin System

    The character’s liver is enhanced to process toxins more effectively, while nanite colonies are implanted in the blood stream programmed to lock onto foreign chemical substances and remove them. The ATS gives a character +2 to resist poisons. |* …

  • Biofeedback, Advanced

    *Advanced Biofeedback* increases the character's Spirit by two die types. *Strain:* 3 |*Cyberware*|*Strain*|*Notes*| |Biofeedback, Advanced |3|Increase Spirit Die by two| Return to [[Cyberware]].

  • Cyberlungs II

    Cyber Lung II extends the internal air tank supply to 60 minutes. *Strain:* 2 |*Cyberware*|*Strain*|*Notes*| |Cyber Lungs II|2|60 minute internal air supply| Return to [[Cyberware]].

  • Cyberlimb

    CYBERLIMBS AND CYBER EYES Cyberlimbs are designed to be modular, costing a number of points of Strain equal to the number of modules the limb can hold. So a cyberlimb with 2 Strain could hold 2 augment modules, a cyberlimb with 3 Strain could hold 3 …

  • Cybernose, Chemical Sniffer

    The character is capable of detecting individual chemicals even better than a drug-sniffing police dog. With proper training and skill, the character can identify explosives, narcotics and a host of other things. The character gains +2 to all sent-based …

  • Cyberlungs I

    Cyber lungs provide the character with an internal Air tank capable of holding 30 minutes of oxygen, allowing the character to breathe underwater or survive in environments in which the air has been polluted. |*Cyberware*|*Strain*|*Notes*| |Cyber …

  • Cyberskull, Protean

    The Protean Cyberskull contains numerous small nano plates that allow him to modify his face, making him harder to recognize in a crowd. The nano plates are constantly shifting, changing his appearance once every four hours. People looking for him …

  • Cyberskull, Enforcer

    The Enforcer Cyberskull hardens the edges of the character's face giving him a more brutal appearance granting a +2 bonus to Intimidation attempts and a +1 Supplemental Armor bonus to his head to to its bulky construction. The downside is to its obvious …

  • Cyberweapon, Improved

    An Improved Cyberweapon is a medium melee weapon that does Str+d6 damage (or Str+d4 and has a sort of bonus - such as retractable, Reach +1, Stun Damage, or +1 Parry) and allows the character to be considered always "armed." Examples could be titanium …

  • Cyberweapon, Advanced

    An Advanced Cyberweapon is a medium melee weapon that does Str+d8 damage (or reduce one die of damage per function bonus - such as retractable, Reach +1, Stun Damage, or +1 Parry) and allows the character to be considered always "armed." Examples could …

  • EMP Shielding, Basic

    The character is shielded against the debilitating effects of an emp weapon. The character’s tap and cybernetics gains +2 armor for the purposes of resisting damage from an emp weapon. *Strain*: 1 |*Cyberware*|*Strain*|*Notes*| |EMP Sheilding, …

  • Enhanced Neural Net, Advanced

    Extra neural tissue and cultures are grown, then applied to the recipient’s brain tissue. Neurons are coated with an extra conductive substance allowing faster firing time. The character raises their Smarts by 2 die types. *Strain:* 3 |*Cyberware*|* …

  • Enhanced Articulation, Advanced

    Advanced enhanced articulation increases the character’s Agility die type by two steps *Strain:* 3 |*Cyberware*|*Strain*|*Notes*| |Enhanced Articulation, Advanced|3|Improve Agility by one two die| Return to [[Cyberware]].

  • Fight or Flight System

    Fight or Flight grants the [[edge-quick|Quick]] Edge. *Strain:* 2 |*Cyberware*|*Strain*|*Notes*| |Fight or Flight System|2|Grants the Quick Edge| Return to [[Cyberware]].

  • Knowcomp

    A Knowcomp™ allows the user to access a skill of their choice at a d6 or a single specialization of an existing skill. This skill can only be raised by upgrading to the improved or advanced skill computer. This augment can be taken multiple times, each …

  • Knowcomp, Advanced

    A Knowcomp™ allows the user to access a skill of their choice at a d8, or gain two specializations of a skill they already know. This skill can only be raised by upgrading to the advanced skill computer. This augment can be taken multiple times, each time …

  • Lifesaver System

    The lifesaver system reinforces the character’s organs, adds nanites which can repair tissue and similar enhancements to stabilize the owner and help them heal faster. The lifesaver system adds +2 to Vigor when checking for natural healing. *Strain:* 2 …

  • Lifesaver system, Advanced

    The latest generation of nanites in this lifesaver system work to limit blood loss using new Platetech™ technologies. A character with this augment only starts to bleed from an injury after three turns. *Strain:* 3 |*Cyberware*|*Strain*|*Notes*| | …

  • Muscle Augmentation, Advanced

    Advanced Muscle Augmentation increases the character's Strength attribute by two die steps. *Strain:* 3 |*Cyberware*|*Strain*|*Notes*| |Muscle Augmentation, Advanced|3|Strength die is raised two steps.| Return to [[Cyberware]].

  • Nanoweave Organ System

    The Nanoweave Organ System increases the character’s Vigor die type by a step *Strain:* 2 |*Cyberware*|*Strain*|*Notes*| |Nanoweave Organ System|2|Vigor die is raised one step| Return to [[Cyberware]].

  • Nanoweave Organ System, Advanced

    The Advanced Nanoweave Organ System increases the character’s Vigor die type by two steps! *Strain:* 3 |*Cyberware*|*Strain*|*Notes*| |Nanoweave Organ System, Advanced|3|Vigor die is raised two steps| Return to [[Cyberware]].

  • Personal Airbags

    You take half damage from falls and crashes. |*Cyberware*|*Strain*|*Notes*| |Personal Airbags|1|!/2 Damage from falls and Crashes| Return to [[Cyberware]].

  • Reinforced Exoskeleton

    The character increases their encumbrance value from Strength ×5 to Strength ×8. *Strain:* 1 |*Cyberware*|*Strain*|*Notes*| |Reinforced Exoskeleton|1|Encumbrance value raised to X8 strength| Return to [[Cyberware]].

  • Smartgun System

    A smartgun system improves the Wild Die that is available to a Wild Card character, raising the type to a d8 for Shooting rolls only. In the case of a non-wild card character they may roll a d4. *Strain:* 1 |*Cyberware*|*Strain*|*Notes*| |Smartgun …

  • Smartgun System, Advanced

    A smartgun system improves the Wild Die that is available to a Wild Card character, it acts as a wild die in all cases and matters but raises the type to a d10. In the case of a non-wild card character they may roll a d6. *Strain:* 2 |*Cyberware*|* …

  • Subdermal Armor, Advanced

    Advanced Subdermal Armor give the character an additional +2 Supplemental Armor bonus on all body locations. *Strain:* 2 |*Cyberware*|*Strain*|*Notes*| |Subdermal Armor, Advanced|2|+2 S-Armor| Return to [[Cyberware]].

  • Tactical Computer

    Characters with a tactical computer draw an additional action card, and act on the best result. *Strain:* 3 |*Cyberware*|*Strain*|*Notes*| |Tactical Computer|3|Draws an extra Action Card and uses the best result| Return to [[Cyberware]].

  • Tactical System Radio

    Characters with the tactical system radio can share bennies with others who also have a tactical system radio. Tactical system radios can broadcast for miles, but they can only share Bennies within an effective range of 25". *Strain:* 2 |*Cyberware*|* …

  • Trauma Suppressor

    The trauma suppressor system allows the character to ignore 1 level of wound penalties. This system comes with a downside, however. The character becomes completely unaware of just how bad their wounds are beyond being able to look at them. At the end of …

  • Vehicle Control Interface

    The VCI is a series of neural transceivers and nerve enhancements placed throughout the body which provide an even greater control over vehicles. Each level of the VCI imparts a number of control slots based on the user’s Smarts. Control slots are …

  • Adrenalin Boost

    The Adrenalin Boost releases controlled amounts of adrenaline to offset the [[Shaken]] effects, granting a +2 to [[Spirit]] checks to recover from being shaken. |*Cyberware*|*Strain*|*Notes*| |Adrenalin Boost|1|+2 to Vigor checks to resist being …

  • Communications System

    A short-range (approximately 2 kilometers) audio communication set, featuring up to 64 different channels, integrated with cell phones, scrambler communications available between 2 communication systems on the same channel, vocal relay, *Strain:* 1 …

  • Extra Limb

    An additional appendage, which grants an additional action to the user. Regardless of edges such as Ambidextrous or Two-fisted, actions with this limb will incur a multi-action penalty. This limb might be an arm or tail or any other appendage the user …

  • Lo-Jack

    Simple subdermal tracer that can be tracked by anyone with Knowledge (Computers) and a suitable net-ready handheld. *Strain:* .5 |*Cyberware*|*Strain*|*Notes*| |Lo-Jack|.5|Subdermal tracker identifies location| Return to [[Cyberware]].

  • Motion Sensor

    Scans and computes all motion within 10” radius, granting the Danger Sense Edge. *Strain:* 1 |*Cyberware*|*Strain*|*Notes*| |Motion Sensor|1|Grants the [[edge-danger sense | Danger Sense]] Edge| Return to [[Cyberware]].

  • Proximity Indicator

    Provides constant readout of close opponents, giving +1 to Parry. *Strain:* 1 |*Cyberware*|*Strain*|*Notes*| |Proximity Indicator|1|+1 to [[Parry]]| Return to [[Cyberware]].

  • Cyberskates

    Retractable wheels in the heel and sole of the foot increase Pace by additional +4, but only on smooth surfaces. *Strain:* 1 |*Cyberware*|*Strain*|*Notes*| |Cyberskates|1|+4 movement on smooth surfaces| Return to [[Cyberware]].

  • Spy Eye

    Constantly analyzes vision for patterns, motion, people, or other data, giving the user an additional +1 to Notice. *Strain:* 1 |*Cyberware*|*Strain*|*Notes*| |SpyEye|1|+1to visual [[skill-notice | Notice]] checks| Return to [[Cyberware]].

  • Nanobot Implants

    Microscopic robots in the body repair tissue damage. User gains [[Regeneration | Slow Regeneration]] Monstrous ability Will heal living or constructs. *Strain:* 2 |*Cyberware*|*Strain*|*Notes*| |Nanobot Implants|2|Grants the [[Regeneration | Slow …

  • Internal Rocket Boosters

    The user’s legs contain internal rocket boosters that allow the user to make vertical and horizontal jumps of up to 25 (5"). One jump per round is possible and a successful [[Agility]] check is required to land properly. Failure costs the user his next …

  • Glider

    You can travel 2" horizontally for every 1” vertically from which they begin their descent, at a Pace of 8”. A glide can be ended at any time, where the creature then falls the distance straight down. Additionally, falling damage is halved if the …

  • Precision Actuator

    Because mechanics are not as as sensitive as a human body, they need to be more accurate. This actuator allows the most accurate of minute movements allowing the user an unmatched degree of precision to their finite motor skills. They gain a +2 to tasks …

  • LEN Dermal Sheath

    |Type|Strain|Notes| |LEN Dermal Sheath|3|Supplemental armor +2, +4 Stealth Checks.| *LEN Dermal Sheath* Then entire dermal layer of the user is removed and replaced with a malleable tissue surface. Thirty 360 degree micro cameras are linked to a LEN …

All Tags