TEXT: OCELOT'S DISCOUNT CYBER SHOP, v 2.0 
  by Gary Astleford 
   
  Hey there, chombatta. Come on in, take a look 
  around. I know, you're used to the top-of-the-
  line, the creme de la creme, the chillest tech and 
  the hottest cyb. That's not what I deal in, 
  though. That's not my biz. I can give you what 
  you want for as cheap as you want it, though it 
  ain't gonna run as good as the stuff you could 
  get in that on-the-mall clinic. Then again, if you 
  had the money for that place, you wouldn't be 
  here, would ya..?  
  ON DISCOUNT CYBERWARE 
  Cyberware's expensive stuff, and if you want the 
  Edge, you gotta be chipped in, wired up, and 
  turned on. You think the world's gonna stop just 
  'cause you can't afford that orbital crystal 
  cyberarm? I sell stuff made in third world 
  nations by companies that no longer exist. Some 
  of it's military surplus. The rest of the stuff here 
  got recalled a few years ago due to defects. 
  Sure, none of the defects are TOO bad. Nothing 
  you can't live with. So what do you say?  
  [Mockery's Note: Unless otherwise noted, HC for 
  these implants is the same as for normal ones.]  
  DEFECTIVE BIOWARE 
  MUSCLE & BONE WIRE - I call this stuff "wire" 
  instead of "lace." Like, you use lace on panties, 
  but you use wire when you wanna string 
  someone up in a tree. Get it? Anyway, it's your 
  standard nanoid treatment, 'cept these little 
  bastards get a mite too busy. They wrap up your 
  bones and muscles just like normal, but it kinda 
  stiffens you up. From what I hear, it makes you 
  strong as an ox, but it's kinda like having wire 
  inserts in your body. Like Gumby. Game Notes: 
  This treatment increases your BODY by +3, but 
  reduces your REFLEX by -2. Cost: 750 euro.  
  DEFECTIVE CYBERAUDIO 
  TAIWANESE HEARING MODULE - I got 
  nothing against the Taiwanese, man, but they 
  make BAD implants. I just sell the stuff. This is a 
  basic hearing module. It's a copy of a Chinese 
  copy of a Russian original. Probably made from 
  stampings, too. Yeach. Anyway, it's cheap. 'Cept 
  when they do cut you open and slap this puppy 
  on, you'll understand why. First off, you'll notice 
  you can't hear as well anymore. Not only that, 
  but you get feedback in your head if you walk 
  too close to anything like, say, a walkman 
  headset. Game Notes: All awareness checks 
  involving hearing will be reduced by -2. An 
  auditory boost will partially correct this problem 
  (but what's the point?). Also, electromagnetics 
  will cause a loud ringing in the ears, resulting in 
  a stun/shock save that, if failed, will leave the 
  fool unable to do anything but hold his ears and 
  moan. Cost: 75 euro.  
  [Mockery's Note: In case you were wondering, 
  you can still purchase other hearing options at 
  normal cost (phone splice, radar detector, radio 
  link, digital recorders, etc) which will work 
  normally. It's just when you try to HEAR things 
  that you have the problem.]  
  DEFECTIVE CYBERLIMBS 
  CRUSHER - Hey, you like orange juice? Then, 
  boy, do I have the arm for you. Oh, yeah, man. 
  Runs like a dream, until you try to pick 
  something up or shake someone's hand. Faulty 
  pressure sensor. See, you grab someone's hand, 
  say, to shake it. Feels to you like you're applying 
  normal pressure, but in actuality you're breaking 
  every bone in his hand. I seen a guy with one of 
  these playfully swat his buddy on the back. Sent 
  the poor schmuck sprawling about ten feet. 
  Game Notes: Anyone with this type of arm 
  attempting a normal action (picking something 
  up, doing detail work on a circuit board or 
  weapon, etc.) must make an average awareness 
  roll. If the roll is failed, any item held by the 
  hand takes normal crushing damage, depending 
  on the strength of the cyberarm (ie, thickened 
  myomar, hydraulic rams, etc). Under stress, the 
  difficulty of the roll is increased to 20 (difficult). 
  Cost: 1500 euro per arm.  
  LAME - This leg? Oh, yeah. I remember that 
  one. Problem with the design; a flaw in the 
  servo mechanism or something. Makes you look 
  like you got a nail in your shoe. Game Notes: 
  Anyone with this type of cyberleg will have an 
  obvious limp. MA is reduced by -1. Cost: 1600 
  euro per leg.  
  
  NOISY - The cyberlimb is noisy, with loud 
  servos and gears. No amount of Realskinn will 
  be able to muffle the clicks and whirrs that this 
  little baby makes. Other than that, it's just like a 
  normal limb. You interested? Game Notes: The 
  limb is loud. Stealth rolls are modified by -5. 
  Cost: 2340 euro per arm/1500 euro per leg.  
  SLOW - Check this one out. Pretty nice, neh? 
  What's that? Why's it so cheap? Well...let's just 
  say this model wasn't so good in the speed 
  department. Yeah, it's strong. It's got full 
  structure ratings. It's just slow as molasses, and 
  clumsy, too. But heck, what do you want for 750 
  euro? Game Notes: The limb is 
  slooooooooooooooow. -2 to all rolls involving 
  REF (including initiative). If the limb is a leg, 
  reduce MA by 2 as well. Cost: 750 euro per 
  arm/500 euro per leg.  
  SOLAR POWERED - I wanna meet the poor 
  dumb idiot who thought this one up. This is your 
  average arm, but it's SOLAR powered. Sounds 
  like a good idea, but you gotta keep the solar 
  cells uncovered so that sunlight can get to 
  'em...which means you gotta roll your sleeves 
  up to your shoulders or rip 'em off altogether. 
  Not only that, but when fully charged, the limb'll 
  only have enough power to keep going for six 
  more hours, and if it runs out altogether you 
  gotta sit in full light for an hour before it charges 
  up enough to start movin' again. Game Notes: 
  When fully charged and exposed to direct 
  sunlight or bright incandescents, the limb 
  performs flawlessly. However, if removed from 
  light, all damage caused by the arm will be 
  halved. After six hours without light, the arm will 
  go dead, and will take an hour under full light to 
  recharge. If the limb takes more than 10 SDP in 
  damage, assume that the solar cells are 
  destroyed, and the arm's performance will 
  degrade as detailed above. It has one option 
  space. Options not available include armor 
  coating and Real Skin. Cost: 1000 euro per arm.  
  DEFECTIVE CYBEROPTICS 
  FUZZY VISION - These are real old Kiroshi's. 
  Good quality eyes, too. 'Cept for the fact that 
  they don't focus too well. Some of 'em, they got 
  bad distance vision. Some got bad close vision. I 
  try to match 'em up. Boy, wouldn't it suck if you 
  had one of each? Wouldn't know if you were 
  coming or going... Game Notes: These eyes are 
  either near- or far-sighted. Depending on the 
  circumstances, any action that requires vision is 
  at -2 as long as the requirments are met (ie, 
  farsighted optics give a -2 mod to close up work 
  like picking locks, repairing electronics, and 
  reading, while nearsighted optics give a -2 mod 
  to anything requiring sight beyond a distance of 
  about fifteen feet. Cost: 175 euro per optic.  
  [Mockery's Note: Yup, just like the Hearing 
  Module, you can still buy options like Targeting, 
  Thermo, etc. at normal cost ... you just can't see 
  real far/near with them.]  
  REDUCED SPACES - My, aren't those pretty? 
  Reminds me of a cute little Irish girl I knew 
  when I was in the service. She had eyes that 
  color. But I digress. What's the matter with 'em? 
  Well, you can't put as many options in 'em as 
  you can with the newer ones. Two options per 
  eye, max. And they're all that color, too. No, 
  you can't buy just one. I only sell 'em by the 
  pair. Game Notes: These eyes have only two 
  option slots each, as opposed to the normal 
  four. Cost: 250 euro per optic, 500 euro per 
  pair.  
  SINGLE FUNCTION - Right after the first optics 
  hit the market, the U.S. Army got a hold of 
  some. Decided to make them "Function 
  Dedicated" or some such. You gotta realize this 
  is before eyes were customizable, so you can't 
  blame the boys in green for tryin'. They come in 
  two flavors - Infrared and Low Lite, take yer 
  pick. They're REALLY cheap. Game Notes: These 
  eyes replace normal vision with either IR or Low 
  Lite. Normal light will not be perceived. HC : 
  1D6 per eye. Cost: 100 euro per optic.  
  STICKY CYBEREYES - What do I mean by 
  "sticky"? Well, these eyes, they're like normal 
  ones 'cept they tend to "stick" when you attempt 
  to change to a different visual option. So, like, if 
  you equip one with thermograph, it might not 
  change to or from that option when you want it 
  to. Just annoying, really. Game Notes: These 
  are normal optics. Each time switching to a new 
  option is desired, roll 1D10 (per eye). On a roll 
  of 1-2, the currently chosen option "sticks," and 
  will not change. One attempt can be made per 
  turn. Cost: 400 euro per optic.  
  DEFECTIVE CYBERWEAPONS 
  MOODY WOLVERS - I don't know what it is 
  about these. Army made a ton of them before 
  they caught on to the flaw. See, these wolvers 
  work like normal, but from time to time they 
  won't extend. Maybe one will, or two. 
  Sometimes they got their shit together and they 
  
  all come out to play. What? You wanna live 
  forever? Game Notes: These wolvers don't 
  always work. Roll 1D10 for each of the three 
  blades when extending them. On a roll of 1-3, 
  the blade in question will not extend. Roll 1D10 
  again when retracting them. On a roll of 1-3, the 
  blade won't retract. Characters can make one 
  attempt per minute to either retract or extend 
  the blades. Wolver damage is reduced by 1D6 
  for each blade not extended. Cost: 450 euro.  
  DEFECTIVE IMPLANTS 
  NASAL FILTERS - I got BOXES of these things. 
  Get 'em while they're hot. Made for the wars in 
  Lithuania. I heard guys bitchin' cause these 
  things didn't always work. They're made in 
  sweat shops by teenage girls who moonlight as 
  hookers, and they expect quality. Sheesh. Game 
  Notes: These filters are only 50% effective at 
  stopping toxic gases and fumes. Cost: 45 euro.  
  SUBDERMAL POCKETS - Before they started 
  using polymers and artificial skins and stuff, 
  subdermal pockets were made outta SKIN, man. 
  The skin would sweat, and if you didn't keep it 
  clean, the thing would smell like a dirty-ass belly 
  button before too long. Not only that, but fungal 
  infections are really probable. It's okay, as long 
  as you keep the thing clean. Game Notes: 
  1D6+1 HC, pocket is 2"x4" with a tuck-top. Not 
  water proof. Cost: 50 euro.  
  DEFECTIVE NEURALWARE 
  BOOSTMASTER MK1 - When Kiroshira 
  Technologies originally came out with the 
  boostmaster, they hadn't worked out all the 
  bugs. The faulty units were only on the market 
  for about a week, but it was long enough for 
  several thousand wired-up solos with hard-ons 
  for speed to put their money down and bend 
  over. As it turned out, the damn thing would 
  make 'em wig out and twitch under stressful 
  conditions. This did absolutely nothing for their 
  accuracy. A lot of them died, and for a while, 
  Chiba smelled a hell of a lot better. Game Notes: 
  Can be added to an existing boosterware 
  package, giving an additional +1 REF. However, 
  during stressful situations, the unit gives off mild 
  feedback, reducing all REF-based skills rolls by -
  2. This negative modifier can be avoided by 
  rolling 1D10 under the user's COOL -2. Cost: 
  400 euro  
  CRIPPLED CHIPWARE - You sick of buying 
  expensive MRAM chips you're only gonna use 
  once? Like Zimbabwean Tribal Culture chips for 
  three hundred euro a pop? Matter of fact, I got 
  one of those lyin' around this dump, somewhere. 
  Anyways. These chips are designed to "go bad" 
  when they've been accessed for three hours. 
  Sorta like a cheap trial use. I got a big basket 
  full of 'em. And, no, they ain't sorted. Game 
  Notes: These are standard MRAM chips with a 
  special security subroutine. They only go up to 
  Skill Level 2, and will erase themselves after 
  three hours of use. The data can be re-
  encrypted again with a VERY DIFFICULT (25) 
  Programming roll, but there is an 8 in 10 chance 
  that the data will have been compromised, and 
  the chip won't work anyway. Note that many 
  may be outdated, being as much as four or five 
  years old. Cost: 1/10th normal MRAM chip cost 
  for a +1 or +2 chip.  
  REDUCED CAPACITY CHIPWARE SOCKETS - 
  Ok, you know how normal chip sockets got ten 
  slots for chips? 'Cept that if you're a peabrain, 
  you can't use them all 'cause all the signals get 
  crossed? Well, back when these puppies were 
  looking for a standard, they came out with 
  sockets that could hold as few as two chips. 
  Smaller, too, less chance of 'borging out 'cause 
  you wanna learn to ski. A bargain, really. I 
  mean, why pay for something you don't need? 
  Game Notes: These chip sockets hold 2, 4, 6, or 
  8 chips, respectively. A character cannot process 
  more chips than he has points of INT. Cost: 2 
  Chip Capacity - 40 euro, .5 HC; 4 Chip Capacity 
  - 80 euro, 1 HC; 6 Chip Capacity - 120 euro, 1.5 
  HC; 8 Chip Capacity - 160 euro, 2 HC. 
  �
  
SOURCE: textdata/thevault/Cyberpunk/Unofficial/Datafortress 2020 Archives/Cyberpunk 2020 - Net - Cybernetics - OCELOT'S DISCOUNT CYBER SHOP v 2.0.pdf