TEXT: CYBERWARE 
  46 
   
  Cyberware is the term used for pieces of high technology grafted or 
  implanted within the body of a human being, many of which are 
  computers that use the body’s own nervous system as a circuit board, 
  and the brain is the central processor.  Cyberware has its drawbacks, 
  though, as those who are heavily “chromed” tend to disassociate 
  themselves from humanity, which makes them distant and cold at times.  
  Magical characters suffer heavily as it lowers their abilities with magic. 
   
  All pieces of cyberware are built with the Limitation: Cyberware (-1).  
  This reflects the fact cyberware has to be implanted, can be detected 
  when not in use, can be removed, can be damaged, and reduces the 
  character’s magical ability. 
   
  • 
  Characters start with an Essence score of 60.  Each piece of 
  cyberware implanted reduces this score by its Essence Cost. 
  • 
  Characters may have no more than 60 points of Essence lost with 
  the exception of Cybermancy.  Losing over 60 points causes death. 
  • 
  For every 30 Essence lost, the player and GM must decide upon a 
  special disadvantage for the character equaling -10 points.  The 
  disadvantage can be from Dependence, Dependent NPC, 
  Distinctive Features, Enraged/Berserk, Psychological Limitation, 
  or Social Limitation.  It is meant as a role-playing tool to reflect 
  the effect Cyberware has on a user’s psyche.  The character gets no 
  extra points from this disadvantage. 
  • 
  For every point of Essence paid for cyberware, the character loses 
  1 point from his Magic Attribute, which in turn reduces the power 
  of magic that the character may cast. 
   
  HEADWARE 
   
  This section details cyberware that is implanted directly into the head or 
  has most of its components wired directly to the head of the user, and 
  they are typically computers or computer hardware. 
   
  CHIPJACK 
  This specialized type of datajack allows the user to mentally access 
  datasofts and knowsofts.  If the user also has a Skillwire System, he or 
  she can also access activesofts.  Only one chip can be used in a chipjack 
  at a time; though a user can have more than one chipjack 
  Power: Mind Link (Software); Adv: None; AP: 10; Lim: Cyberware (-
  1); Only to use Chipsofts (-2); No Range (-.5) 
  Type 
  Essence 
  Nuyen 
  Chipjack 
  2.2 
  1000 
   
  CRANIAL CYBERDECK 
  This is a cyberdeck built directly into the user’s head.  The cranial 
  cyberdeck uses all the rules for running the Matrix, and the essence and 
  nuyen costs account for a datajack.  Any extra internal memory 
  cyberware can be used for Active or Storage memory, and external 
  memory sources can be used for Storage memory only. 
  Power: Mind Link (Software); Adv: None; AP: 10; Lim: Cyberware (-
  1); Only to run the Matrix (-2); No Range (-.5) 
  Type 
  Essence 
  Nuyen 
  Allegiance Sigma 
  19 
  14000 
  Sony CT-360-D 
  25 
  75000 
  Novatech Hyperdeck-6 
  27 
  150000 
  CMT Avatar 
  28 
  300000 
  Renraku Kraftwerk-8 
  29 
  450000 
  Transys Highlander 
  30 
  700000 
  Novatech Slimcase-10 
  32 
  1500000 
  Fairlight Excalibur 
  35 
  2000000 
   
  DATA COMPACTOR 
  Compactor logic circuitry is an accessory to internal memory.  It 
  increases data storage capacity by using advanced data-compression 
  algorithms.  Stored data is compressed, the uncompressed automatically 
  when needed.  A data compactor decreases the size of data downloaded 
  into headware memory by 20% per rating.  Accessing or transferring 
  data to and from internal memory normally requires a ½-Phase action, 
  whereas compressed data takes a Full Phase action.  Compressed data 
  must be uncompressed in order to be read, but decker can also 
  decompress it with a compression utility.  Compactor cyberware can 
  also be integrated with a data lock and installed as a joint package, 
  which reduces the Data Compactor’s essence cost by 50%. 
  Type 
  Reduction 
  Essence 
  Nuyen 
  Level 1 
  20% 
  .8 
  9500 
  Level 2 
  40% 
  1.3 
  19000 
  Level 3 
  60% 
  1.7 
  28500 
  Level 4 
  80% 
  2.1 
  38000 
   
  DATA FILTER 
  The data filter, when activated, blocks the flow of information from 
  short- to long-term memory.  The user cannot later recall or remember 
  anything that happened while the Data Filter was active.  This device is 
  popular with influential people who need to have aides or secretaries 
  present during confidential proceedings; such employees are fitted with 
  a data filter that can be remotely activated.  The drawback to Data Filters 
  is that the user is distracted while it is activated and cannot remember 
  anything for more than a few minutes.  While active, a character with a 
  data filter suffers -4 to all perception rolls and will not remember 
  anything that occurred while it was on. 
  Type 
  Essence 
  Nuyen 
  Data Filter 
  2.5 
  5000 
   
  DATAJACKS 
  These jacks are typically installed in the bones of the wrist, spine or 
  skull, tapping into a major nerve trunk to send and receive signals.  The 
  jack itself is used as a plug-in for interface cables, allowing the user to 
  directly control any device for which the user has a proper link.  
  Datajacks let the user link to many types of machines, such as 
  cyberdecks, vehicles modified for rigger gear.  A limited version of 
  Datajacks are included with the SmartLink System, but are specialized 
  for use only with Smartgun equipped weapons.  A new version of the 
  Datajack has become popular lately, consisting of a magnetic induction 
  pad implanted beneath the skin making the Datajack virtually 
  undetectable by visual scan (adapters to standard plugs cost 300 nuyen). 
  Power: Mind Link (Machines); Adv: None; (Induction Datajack Only: 
  Invisible Power Effects: Sight (+.5)); AP: 10/15; Lim: Cyberware (-
  1); Only to connect through properly equipped machines (-2); No 
  Range (-.5) 
  Type 
  Essence 
  Nuyen 
  Datajack 
  2.2 
  1000 
  Induction Datajack 
  3.3 
  3000 
   
  DATA LOCK 
  This device is essentially a datajack encryption system.  Input or output 
  through a datajack requires a special code.  This option is popular for 
  couriers as it can deny the carrier access to his or her headware memory 
  space.  It also makes hacking into headware more difficult.  The 
  Cryptography skill levels for the Data Lock add +1 to the user’s skill 
  and are only to encode data transferred through a Datajack from Internal 
  Memory. 
  Power: Cryptography Skill; Adv: None; AP: 2 per Rating; Lim: 
  Cyberware (-1); Only to encrypt data in Internal Memory (-1) 
  Type 
  Rating 
  Essence 
  Nuyen 
  Data Lock 
  1-10 
  Rating x .7 
  Rating x 1000 
   
  ENCEPHALON 
  This is a combination microcomputer and expert system that permits the 
  brain to access all internal memory stores and functions.  It operates as a 
  background system for most datachips and skillsofts.  The Encephalon 
  system adds to the character’s Intelligence Attribute and to any General 
  or Intellect Skills as detailed on the table below. 
  Power: Intelligence; Skill Levels: General Skills; Skill Levels: Intellect 
  Skills; Adv: None; AP: 3/13/26; Lim: Cyberware (-1) 
  Type 
  INT 
  Skills 
  Essence 
  Nuyen 
  Level 1 
  +3 
  -- 
  1.5 
  3000 
  Level 2 
  +3 
  +1 
  6.5 
  13000 
  Level 3 
  +6 
  +2 
  13 
  26000 
   
  INTERNAL MEMORY 
  This is raw data storage space implanted into a character’s head.  Unless 
  the character wishes to change the data surgically, he will need a 
  Datajack or a Chipjack to upload or change data.  Programs take up 
  space equal to their rating modified by the size multiplier, in Mp. 
  
  SHADOWPUNK—CYBERWARE 
  47 
  Power: Eidetic Memory Talent; Adv: None; AP: 5; Lim: Cyberware (-
  1); Only to store digital data (-.5) 
  Type 
  Essence 
  Nuyen 
  Internal Memory 
  Mp/30 
  Mp x 150 
   
  MATH SUBPROCESSOR (MATH SPU) 
  When implanted, it enhances the character’s mathematical abilities in 
  several ways.  First, it allows the character to perform fantastic 
  mathematical equations in an astoundingly short time.  Second, the Math 
  SPU also functions as a timepiece, alarm clock, and stopwatch.  Third, 
  the Math SPU also increases the character’s computer related skills, as it 
  performs many of the calculations for him. 
  Power: Skill Levels: Computer-Related Skills; Lightning Calculator; 
  Absolute Time Sense; Adv: None; AP: 9/12/15; Lim: Cyberware (-1) 
  Type 
  Skills 
  Essence 
  Nuyen 
  Level 1 
  +1 
  4.5 
  4500 
  Level 2 
  +2 
  6 
  6000 
  Level 3 
  +3 
  7.5 
  7500 
   
  ORIENTATION SYSTEM 
  This system consists of a mapping unit connected to an inertial/magnetic 
  positioning system.  It is recommended for users to have Chipjacks, 
  Skillwire System or Datajacks for uploading and storing map data that 
  the Orientation System can use.  When the proper softmap is loaded for 
  this system, the user’s exact positioning and elevation relative to sea 
  level can be displayed.  Street level can also be used as a reference point 
  to elevation.  When interfaced with a Tactical Computer, the user gains 
  more Combat Skill Levels as long as he has a complete map of the 
  current location. 
  Power: Bump of Direction; Adv: None; AP: 3; Lim: Only when map of 
  area is loaded (-.5); Cyberware (-1) 
  Power: Combat Skill Levels: All Combat; Adv: None; AP: 16; Lim: 
  Only when combined with a Tactical Computer (-.5); Only when map 
  of area is loaded (-.5); Cyberware (-1) 
  Type 
  CSL 
  Essence 
  Nuyen 
  Orientation System 
  +2 
  6.5 
  25000 
   
  RADIO ENCYRPTION/DECRYPTION 
  This is the same as normal radio encryption/decryption, but installed 
  cybernetically for the user’s cybernetic communications.  The maximum 
  Headware Encryption/Decryption can increase the skill is +10. 
  Power: Cryptography Skill; Adv: None; AP: 2 per Rating; Lim: 
  Cyberware (-1); Only to encrypt or decrypt radio transmissions (-1) 
  Type 
  SL 
  Essence 
  Cost 
  Encryption/Decryption 
  +1-10 
  Rating x .7 
  Rating x 2500 
   
  RADIO RECEIVER 
  This piece of headware allows the user to hear full-band, limited range 
  radio transmissions.  The signal quality is typically not as good as 
  telephone transmissions, but the ability to switch bands makes the 
  system popular with military personnel or anyone who might expect 
  jamming or dataline taps. 
  Power: Radio Perception; Adv: None; AP: 8; Lim: Cyberware (-1) 
  Type 
  Essence 
  Nuyen 
  Radio Receiver 
  4 
  2000 
   
  RADIO TRANSCEIVER 
  This piece of headware allows the user to transmit and receive full-band, 
  limited range radio transmissions.  The signal quality is typically not as 
  good as telephone transmissions, but the ability to switch bands makes 
  the system popular with military personnel or anyone who might expect 
  jamming or dataline taps.  It comes in a subvocal version. 
  Power: Radio Perception/Transmission; Adv: None; AP: 10; Lim: 
  Cyberware (-1) 
  (Subvocal Version: Power: Invisibility: Hearing Group; Adv: Reduced 
  END: 0 END (+.5); AP: 15; Lim: Cyberware (-1); Only for voice 
  when speaking through Radio Transceiver (-2) 
  Type 
  Essence 
  Nuyen 
  Radio Transceiver 
  5 
  2500 
  Subvocal Radio Transceiver 
  8.8 
  3800 
   
  REMOTE CONTROL DECK 
  A headware-mounted remote control deck.  It functions exactly like that 
  of a standard remote control deck, except that upgrades must be 
  surgically implanted and the system costs essence. 
  Power: Mind Link (Vehicles); Adv: None; AP: 10; Lim: Cyberware (-1) 
  Type 
  Essence 
  Nuyen 
  Remote Control System 
  5 
  Rating x 
  25000 
   
  REMOTE CONTROL BIOFEEDBACK FILTER 
  The remote-control biofeedback filter is a headware remote control 
  system accessory that protects the rigger from harmful simsense peak 
  level surges. 
  Power: Mental Defense; Adv: None; AP: 1 per Rating; Lim: Only 
  against Dump Shock (-1); Cyberware (-1) 
  Type 
  MD 
  Essence 
  Cost 
  Remote Control Biofeedback 
  Filter 
  1-10 
  Rating x 
  .3 
  Rating x 
  10000 
   
  REMOTE CONTROL ENCRYPTION MODULE (RCEM) 
  This is a headware mounted Remote-Control Encryption Module.  It 
  functions exactly like that of a standard remote system, except that 
  upgrades must be surgically implanted and the system costs essence.  
  The RCEM provides skill levels for Cryptography to guard against 
  intrusion of the network by other riggers.  The maximum rating for the 
  RCEM is 10. 
  Power: Cryptography Skill; Adv: None; AP: 2 per Rating; Lim: Only to 
  encrypt or decrypt remote control network transmissions (-1); 
  Cyberware (-1) 
  Type 
  SL 
  Essence 
  Cost 
  Remote Control Encryption 
  Module 
  1-10 
  Rating x 
  .7 
  Rating x 
  10000 
   
  RIGGER DECRYPTION MODULE 
  This is a headware mounted Rigger Decryption Module.  It functions 
  exactly like that of a standard remote control deck, except that upgrades 
  must be surgically implanted and the system costs essence.  The rigger 
  decryption module provides skill levels for Cryptography to decrypt 
  encrypted signals created by an RCEM and is necessary to use the 
  Remote Control Emulation Module.  The maximum rating for the rigger 
  decryption module is 10. 
  Power: Cryptography Skill; Adv: None; AP: 2 per Rating; Lim: Only to 
  decrypt remote control network transmissions (-1.5); Cyberware (-1) 
  Type 
  SL 
  Essence 
  Cost 
  Remote Decryption Module 
  1-10 
  Rating x 
  .6 
  Rating x 
  17500 
   
  RIGGER NETWORK SECURITY MODULE 
  This is a headware mounted Rigger Network Security Module.  It 
  functions exactly like that of a standard system, except that upgrades 
  must be surgically implanted and the system costs essence.  The 
  maximum rating for the rigger network security module is 10. 
   Power: Systems Operation Skill; Adv: None; AP: 2 per Rating; Lim: 
  Only to prevent infiltration of remote-control networks (-1); 
  Cyberware (-1) 
  Type 
  SL 
  Essence 
  Cost 
  Rigger Protocol Emulation 
  Module 
  1-10 
  Rating x 
  .7 
  Rating x 
  10000 
   
  RIGGER PROTOCOL EMULATION MODULE 
  This is a headware mounted Rigger Protocol Emulation Module.  It 
  functions exactly like that of a standard system, except that upgrades 
  must be surgically implanted and the system costs essence.  The 
  maximum rating for the rigger protocol emulation module is 10. 
  Power: Systems Operation Skill; Adv: None; AP: 2 per Rating; Lim: 
  Only to infiltrate remote-control networks or security systems (-1); 
  Cyberware (-1) 
  Type 
  SL 
  Essence 
  Cost 
  Rigger Protocol Emulation 
  Module 
  1-10 
  Rating x 
  .7 
  Rating x 
  5000 
   
  
  SHADOWPUNK—CYBERWARE 
  48 
  TELEPHONE 
  Similar to the Radio Transceiver, the Telephone allows the user to call 
  and speak with others along telephone lines.  The user is implanted with 
  a cellular transmitter in his head, allowing him to call and receive 
  telephone service.  Video is not available with the headware Telephone. 
  Power: Radio Listen and Transmit (Telephone); Adv: None; AP: 8; 
  Lim: Cyberware (-1); Only in range of cellular towers (-.25) 
  Type 
  Essence 
  Nuyen 
  Telephone 
  3.5 
  2500 
   
  WIDE RANGE RADIO TRANSCEIVER 
  This piece of headware allows the user to transmit and receive along any 
  known radio, television, or cellular frequency.  It also allows the user the 
  limited ability to sense radar emissions.  This is a top of the line piece of 
  communications cyberware for the military and the mercenary.  It also 
  comes in a subvocal version. 
  Power: High Range Radio Perception; Adv: None; AP: 12; Lim: 
  Cyberware (-1) 
  (Subvocal Version: Power: Invisibility: Hearing Group; Adv: Reduced 
  END: 0 END (+.5); AP: 15; Lim: Cyberware (-1); Only for voice 
  when speaking through Radio Transceiver (-2) 
  Type 
  Essence 
  Nuyen 
  Wide Range Radio Transceiver 
  6 
  3000 
  Subvocal Wide Range Radio Transceiver 
  9.8 
  4500 
   
  BODYWARE 
   
  This section details the pieces of cyberware that affect or are implanted 
  in the body as a whole.  Such pieces include reflex enhancers, muscle 
  enhancers, and other similar systems. 
   
  AIR FILTRATION SYSTEM 
  These are implanted systems to protect the user from harmful air-
  vectored attacks.  A replacement trachea is implanted into the user that is 
  fitted with a filter that protects against smoke and most gases.  The Air 
  Filtration System subtracts its Defense value from the effect of air-based 
  drain attacks such as poison gases. 
  Power: Power Defense; Adv: None; AP: 1 per DEF; Lim: Only affects 
  inhalation-vectored attacks (-1.5); Cyberware (-1) 
  Type 
  DEF 
  Essence 
  Nuyen 
  Air Filtration System 
  1-20 
  DEF x .3 
  DEF x 1000 
   
  BALANCE TAIL 
  This cybernetic tail that extends a little over a meter is grafted to the 
  base of the user’s spine.  An expert system adjusts the movement of the 
  tail to ensure that the user is perfectly balanced.  The tail moves of its 
  own accord and the user cannot control it.  Users with a balance tail 
  must have their clothes modified to accommodate this new appendage.  
  The skill levels granted by the tail may be allocated to Acrobatics, 
  Breakfall, and Climbing skills 
  Power: Skill Levels: Acrobatics, Breakfall, Climbing; Adv: None; AP: 
  9; Lim: Cyberware (-1); Visible (-.25) 
  Type 
  SL 
  Essence 
  Nuyen 
  Balance Tail 
  +3 
  4 
  9000 
   
  BIOMONITOR 
  The Biomonitor implant measure the user’s vital signs and body 
  functions, and has a subdermal display screen (typically implanted on 
  the outer wrist like a watch) that shows vital information about the 
  user’s health on demand.  The Biomonitor also is an expert system that 
  comes in quite handy if the user happens to be in serious danger of 
  dying.  It provides skill levels to a person’s Paramedic Skill if they try to 
  stabilize him. 
  Power: Skill Levels: Paramedic, PS: Doctor, Science: Biochemistry; 
  Adv: None; AP: 9; Lim: Cyberware (-1); Only when diagnosing the 
  user (-1) 
  Type 
  SL 
  Essence 
  Nuyen 
  Biomonitor 
  +3 
  3 
  2500 
   
  BLOOD FILTRATION SYSTEM 
  The user is implanted with a replacement kidney that contains the filter 
  to remove harmful foreign agents from the bloodstream.  It is effective 
  against most injected drugs and many diseases.  The Blood Filtration 
  System subtracts its Defense value from the effect of injection-based 
  drain attacks such as that of a poison dart. 
  Power: Power Defense; Adv: None; AP: 1 per DEF; Lim: Only affects 
  injection-vector attacks (-1.5); Cyberware (-1) 
  Type 
  DEF 
  Essence 
  Nuyen 
  Blood Filtration System 
  1-20 
  DEF x .3 
  DEF x 1000 
   
  BONE LACING 
  This is a lengthy and expensive process in which the cellular structure of 
  the subject’s bones is augmented with lattice chains of reinforced 
  plastics and metals to improve the bone’s integrity and tensile strength.  
  Because of the increased hardness and strength of the subject’s bones, 
  the amount of damage from an unarmed attack is increased. 
  Power: BODY; Adv: None; AP: 6/6/10/10/16; Lim: Does not affect 
  figured Characteristics (-.5); Cyberware (-1); Adds Encumbrance (-.5) 
  Power: Hand-to-Hand Attack; Adv: None; AP: 3/0/3/6/9; Lim: Does 
  not add to weapon damage (-.5); Does not stack with cyber limb 
  damage (-.5) Cyberware (-1); Adds Encumbrance (-.5) 
  Power: Armor; Adv: None; AP: 0/1.5/1.5/1.5/1.5; Lim: Cyberware (-1); 
  Adds Encumbrance (-.5); Does not affect areas replaced with 
  cyberlimbs (-.25) 
  Type 
  rPD 
  HA 
  BOD 
  Weight 
  Essence 
  Nuyen 
  Plastic 
  -- 
  +1d6 
  +3 
  +5 kg. 
  2.9 
  7500 
  Kevlar 
  +1 
  -- 
  +3 
  +5 kg. 
  2.5 
  10000 
  Aluminum 
  +1 
  +1d6 
  +5 
  +10 kg. 
  4.4 
  25000 
  Ceramic 
  +1 
  +2d6 
  +5 
  +12 kg. 
  6 
  40000 
  Titanium 
  +1 
  +3d6 
  +8 
  +15 kg. 
  8.4 
  75000 
   
  BOOSTED REFLEXES 
  This is an electro-chemical process and modification that increases the 
  person’s natural reflexes without the need for cybernetic response 
  amplifiers and neural-enhancement circuitry.  Those who are implanted 
  with Boosted Reflexes cannot gain the benefits of Wired Reflexes, 
  Move-By-Wire Systems, Synaptic Accelerator, or Vehicle Control Rig. 
  Power: SPD; Adv: None; AP: 10/10/30; Lim: Does not affect SPD 
  while driving a vehicle or decking (-.25); Cannot be used with certain 
  other cyberware/bioware (-.25); Cyberware (-1) 
  Power: Lightning Reflexes; Adv: None; AP: 1.5/4.5/7.5; Lim: Cannot 
  be used with certain other cyberware (-1); Cyberware (-1) 
  Type 
  SPD 
  LR 
  Essence 
  Nuyen 
  Level 1 
  +1 
  +1 
  4.5 
  20000 
  Level 2 
  +1 
  +3 
  5.5 
  35000 
  Level 3 
  +2 
  +5 
  10.5 
  50000 
   
  CHEMICAL ANALYZER 
  The Chemical Analyzer is usually implanted in the tongue or in a 
  fingertip.  This device requires a small sample of the compound to be 
  analyzed in order to determine its chemical composition.  The sample 
  may be in any solid or liquid form.  In most instances, the amount of 
  sample required for analysis is not enough to inflict damage or harm to 
  the appendage or user (GM’s discretion).  When used by itself, the 
  Chemical Analyzer will provide only the raw chemical breakdown or 
  composition.  In conjunction with a chemical reference program or skill 
  (Science: Chemistry), the Analyzer will also provide common and 
  industrial compound names, and will prepare a report on the application 
  and properties of the material in question.  Perception bonuses apply to 
  the detection as follows 
  Power: Detect Chemicals, Analyze; Adv: None; AP: 12/14/16; Lim: 
  Cyberware (-1); Only works with solid or liquids (-.25) 
  Type 
  PER 
  Essence 
  Nuyen 
  Level 1 
  +2 
  5.3 
  3000 
  Level 2 
  +4 
  6.2 
  3500 
  Level 3 
  +6 
  7.1 
  4000 
   
  CYBERFANGS 
  This cyberweapon is implanted more often by those who just wish to 
  impress their friends than by those who truly intend to use it, but it may 
  work in a pinch.  This piece is built into the upper and lower jaws of the 
  user, consisting of three-quarter-inch retractable fangs made from a 
  titanium alloy and enameled to resemble normal teeth.  These fangs can 
  be used with no ill effects without extending, but many like to impress 
  their friends or inspire fear by baring their teeth with the Fangs 
  extended.  The Cyberfangs can be extended or retracted as a 0-Phase 
  
  SHADOWPUNK—CYBERWARE 
  49 
  action.  Another term for Cyberfangs is “Vampires”, typically used as 
  slang for the weapon. 
  Power: Hand-to-Hand Killing Attack; Adv: Armor Piercing (+.5); AP: 
  15 Lim: Cyberware (-1); Real Weapon (-.25) 
  Type 
  HKA 
  Essence 
  Nuyen 
  Cyberfangs 
  ½d6 AP 
  6.7 
  5000 
   
  CCYYBBEERRFFIINNSS  
  This cybernetic implant consists of retractable spurs netted with webbing 
  in the hands and feet.  When extended they allow the user to swim as if 
  using ordinary swim fins.  The spurs on the hands can also be used like 
  Hand Razors (“Scratchers”) if warranted. 
  Power: Swimming; Hand-to-Hand Killing Attack; Adv: None; AP: 5; 
  Lim: Cyberware (-1) 
  Power: Hand-to-Hand Killing Attack; Adv: None; AP: 10; Lim: 
  Cyberware (-1); STR Min 5 (-.25); Real Weapon (-.25) 
  Type 
  Swim 
  HKA 
  Essence 
  Nuyen 
  Level 1 
  +5” 
  ½d6 
  6.5 
  5000 
   
  CYBERGILLS 
  This cybernetic implant is located in the sides of the neck and it allows 
  the user to breathe water exactly as a fish does.  The gills are not overly 
  noticeable except when in use or upon close inspection. 
  Power: Life Support: Breathe Water; Adv: None; AP: 5; Lim: 
  Cyberware (-1) 
  Type 
  Essence 
  Nuyen 
  Cybergills 
  2.5 
  1500 
   
  CYBERSPIKE 
  This cyberweapon is built completely within the hand or arm of the user.  
  It consists of a titanium spike with telescopes from one of two positions 
  (depending on user’s choice).  It may either extend from between the 
  knuckles of the middle and ring fingers of the hand, or it may extend 
  from beneath the heel of the palm.  The spike can range anywhere from 
  6 to 10 inches and is anchored directly to the bones of the user.  Upon 
  cybernetic command, the Cyberspike emerges from within its housing to 
  exit the skin through a specially designed port.  Unsheathing and 
  sheathing the Cyberspike is a 0-Phase action.  A slang term for the 
  Cyberspike is “Impaler” for obvious reasons. 
  Power: Hand-to-Hand Killing Attack; Adv: Armor Piercing (+.5); AP: 
  23; Lim: Cyberware (-1), STR Min 10 (-.5); Real Weapon (-.25) 
  Type 
  HKA 
  Essence 
  Nuyen 
  Cyberspike 
  1d6 AP 
  8.4 
  5600 
   
  CYBERSPUR 
  This cyberweapon is built completely within the forearm and hand of the 
  user.  It consists of one or more titanium blades anchored to the bones of 
  the forearm, hidden completely within internal sheathes when retracted 
  and emerging from ports in the back of the hand like claws.  The blades 
  may be anywhere from 10 to 15 inches in length.  Upon cybernetic 
  command, the Cyberspur extends from the housing to exit the skin 
  through a specially designed port, while safety catches lock the wrist in 
  the correct position for extension.  Unsheathing and sheathing of the 
  Cyberspur is a 0-Phase action.  A common slang term for Cyberspurs is 
  “Rippers”. 
  Power: Hand-to-Hand Killing Attack; Adv: None; AP: 25; Lim: 
  Cyberware (-1); STR Min 10 (-.5); Real Weapon (-.25) 
  Type 
  HKA 
  Essence 
  Nuyen 
  Cyberspur 
  1½d6 
  9.1 
  7000 
   
  DERMAL PLATING 
  This is an invasive protection system that uses hard plastic and metal 
  fiber plates bonded to the user’s skin to produce dermal armor.  Dermal 
  Plating is implanted within the skin all over the character’s body.  Note 
  that vitals are a special location and cannot be armored with Dermal 
  Plating.  The hands and feet are not an option either as doing so would 
  severely limit the user’s mobility.  The user also cannot stack the 
  benefits of Dermal Plating with Dermal Sheath, Subdermal Armor or 
  Skinweave. 
  Power: Armor; Adv: None; AP: 3; Lim: Cannot combine with certain 
  cyberware/bioware (-.25); Cyberware (-1); Does not cover vitals, 
  hands, feet, or cyberlimbs (-.25) 
  Type 
  rPD 
  Essence 
  Nuyen 
  Dermal Plating 
  +2 
  1.2 
  40000 
  DERMAL SHEATH 
  The latest new thing in dermal armor advances is the Dermal Sheath, a 
  semi-synthetic skin sheath which produces a smoother and less bulky 
  protective cover than Dermal Plating.  It also has self-regeneration 
  abilities, should something come along to crack that outer shell.  It is 
  possible to produce a dermal sheath that is built upon ruthenium 
  technology, allowing the sheath to change colors or even produce a 
  “cloaking” effect making it difficult to detect.  Dermal Sheath cannot be 
  combined with any sort of cybernetic Armor such as Dermal Plating, 
  Subdermal Armor or Skinweave. 
  Power: Armor; Adv: None; AP: 4.5; Lim: Cannot combine with certain 
  cyberware/bioware and natural armor (-.25); Cyberware (-1) 
  Power: Invisibility: Sight Group; Adv: Reduced END: 0 END (+.5); 
  AP: 30; Lim: Only covers user’s body (-.5); Only against Normal 
  Sight (-.5); Linked to Dermal Sheath (-.5); Cyberware (-1) 
  Type 
  rPD 
  Essence 
  Nuyen 
  Dermal Sheath 
  +3 
  2 
  100000 
  Ruthenium (Cloaking) 
  -- 
  +8.6 
  +100000 
   
  FINGERTIP COMPARTMENT 
  This small storage space replaces the last join of a finger.  It is ideal for 
  concealing data chips, and is also commonly used to conceal a 
  monofilament whip because the replacement joint can serve as the 
  whip’s control weight. 
  Power: Concealment; Adv: None; AP: 10; Lim: Cyberware (-1); Only 
  to conceal tiny objects (-3) 
  Type 
  Skill 
  Essence 
  Nuyen 
  Fingertip Compartment 
  +5 
  2 
  2500 
   
  FLEX HANDS 
  This modification replaces most of the bones in the hands with a type of 
  memory plastic that deforms under continuous pressure and then returns 
  to its normal shape.  This allows the user to squeeze his hand out of 
  handcuffs and other restraining devices.  This modification cannot be 
  implanted if the user has any sort of bone lacing. 
  Power: Contortionist Skill; Adv: None; AP: 6; Lim: Cyberware (-1); 
  Cannot implant bone lacing (-.5) 
  Type 
  Skill 
  Essence 
  Nuyen 
  Flex Hands 
  +3 
  2.4 
  6000 
   
  GAS SPECTROMETER 
  Housed in the main sinus chambers, the Gas Spectrometer is used to 
  provide an analysis of the chemical composition of gases.  Only a small 
  sample is needed for analysis; a small sniff will suffice.  Under most 
  circumstances, the amount of gas required for analysis will not be 
  enough to inflict damage or harm the user (GM’s discretion).  By itself, 
  the Gas Spectrometer will provide only the raw chemical breakdown of 
  a gas mixture.  When used in conjunction with a chemical reference 
  program or skill (Science: Chemistry), the spectrometer provides 
  common and industrial compound names, and also prepares a short 
  report on the application and properties of the gas in question. 
  Power: Detect Chemicals, Analyze; Adv: None; AP: 12/14/16; Lim: 
  Cyberware (-1); Only works with gases (-.25) 
  Type 
  PER 
  Essence 
  Nuyen 
  Level 1 
  +2 
  5.3 
  3000 
  Level 2 
  +4 
  6.2 
  3500 
  Level 3 
  +6 
  7.1 
  4000 
   
  HAND RAZORS 
  This cyberweapon is built within the fingers of the user, consisting of a 2 
  to 3 inch telescoping titanium alloy blade housed within each finger, and 
  reinforced by anchoring it to the third bone of that finger.  The triangular 
  blades will extend upon cybernetic command giving the user instant 
  claws, as the razor sharp blades exit the skin through special ports.  
  Mostly seen as an assassin’s weapon as the Hand Razors are very well 
  concealed when extended and retracted, they are still useful in true 
  combat situations.  Extending or retracting of Hand Razors is a 0-Phase 
  action.  A common slang term for Hand Razors are “Scratchers”, as 
  many street punks think that is all the weapon can do. 
  Power: Hand-to-Hand Killing Attack; Adv: None; AP: 15; Lim: 
  Cyberware (-1); Reduced Penetration (-.25); STR Min 5 (-.25); Real 
  Weapon (-.25) 
  
  SHADOWPUNK—CYBERWARE 
  50 
  Type 
  HKA 
  Essence 
  Nuyen 
  Hand Razors 
  1d6 RP 
  5.5 
  4000 
   
  HYDRAULIC JACKS 
  This piece requires extensive and obvious modification to the legs, 
  making them most commonly installed in cyberlegs.  Hydraulic Jacks 
  greatly increase the maximum distance (both vertical and horizontal) the 
  user can jump, increase running speed, and absorb impact from falls. 
  Power: Leaping; Running; Skill Levels: Breakfall; Adv: None; AP: 
  10/20/30/40; Lim: Cyberware (-1) 
  Type 
  Leap 
  Run 
  Skill 
  Essence 
  Nuyen 
  Level 1 
  +2” 
  +2” 
  +2 
  5 
  6000 
  Level 2 
  +4” 
  +4” 
  +4 
  10 
  12000 
  Level 3 
  +6” 
  +6” 
  +6 
  15 
  18000 
  Level 4 
  +8” 
  +8” 
  +8 
  20 
  24000 
   
  INDEPENDENT AIR SUPPLY 
  A small cybernetic organ, filled with spongy, oxygen-filled foam.  It is 
  implanted in the lower lungs and it allows a character to breathe in an 
  oxygen-deficient area.  When the oxygen level in an area goes below 
  that needed to support the user, the Independent Air Supply will kick in, 
  providing fresh, breathable air internally for 1 hour.  The Independent 
  Air Supply will recharge when there is fresh external oxygen available.  
  It takes a full hour to completely recharge the system. 
  Power: Life Support: Self-Contained Breathing; Adv: None; AP: 10; 
  Lim: 1 Continuing Charge: 1 Hour (-.25); Cyberware (-1) 
  Type 
  Essence 
  Nuyen 
  Independent Air Supply 
  4.4 
  2500 
   
  JOINT AUGMENTATION 
  This piece is implanted through extensive surgery as the cyberdoc must 
  implant the neural amplifiers all through the user’s body at strategic 
  places, generally at the joints as well as replacing joints with smoother 
  more flexible and more responsive pieces.  The main advantage to this 
  piece is that it dramatically increases the user’s manual dexterity and 
  overall agility.  The amplifiers speed up the signals that travel along the 
  neural pathways giving the user greater control over his actions.  The 
  user of Joint Augmentation cannot stack the benefits with Muscle Toner 
  bioware. 
  Power: DEX; Adv: None; AP: 12/18/24/30; Lim: Does not affect 
  Figured Characteristics (-.5); Cyberware (-1); Cannot combine with 
  certain cyberware/bioware (-.25) 
  Type 
  DEX 
  Essence 
  Nuyen 
  Level 1 
  +4 
  4.4 
  30000 
  Level 2 
  +6 
  6.5 
  45000 
  Level 3 
  +8 
  8.7 
  60000 
  Level 4 
  +10 
  10.9 
  75000 
   
  MAGNETIC SYSTEM 
  This system consists of a series of electromagnets mounted along the 
  length of a limb (like the foot, hand, or knee).  When the system is 
  activated, the user can hold on to or cling to ferrous-metal objects very 
  strongly.  The magnetic field produced by the system is not strong 
  enough to interfere with electronics or computers. 
  Power: Clinging with increased STR; Adv: None; AP: 12; Lim: Only to 
  cling to metallic object (-1); Cyberware (-1) 
  Type 
  STR 
  Essence 
  Nuyen 
  Magnetic System 
  +6 
  4 
  3000 
   
  MOVE-BY-WIRE 
  Modern aircraft and other kinds of vehicles (AVs mostly) use what is 
  known as fly-by-wire to control their motion.  The designs of these 
  aircraft are inherently unstable.  It literally wants to fly in all directions 
  at once.  The fly-by-wire system keeps it under control by using a series 
  of redundant computers that continually counteract the chaotic motion of 
  the craft.  This also means that when the craft is told to move in a 
  specific direction, it already wants to do that, and is thus more 
  responsive and maneuverable.  When this type of theory is applied to a 
  person, it creates the Move-By-Wire System.  This system puts the body 
  in a constant state of seizure.  A computer in the user’s brain monitors 
  the state of the seizure and counteracts its effects until the user tells it 
  that he or she wants to move.  At that point, it channels the effect of the 
  seizure along the motion path desired.  This system allows the user to 
  move with unnatural smoothness and fluidity.  Move-By-Wire makes 
  someone with mere balance augmentation look spastic.  It is easy to spot 
  someone with Move-By-Wire, and the system redefines what the 
  shadow world knows as speed.  Move-By-Wire cannot be combined 
  with Boosted Reflexes, Wired Reflexes, or Synaptic Accelerator. 
  Power: DEX; Skill Levels: Agility Skills; Lightning Reflexes Talent; 
  Adv: None; AP: 17/34/51/68; Lim: Cannot combine with certain 
  cyberware/bioware (-.25); Cyberware (-1) 
  Power: SPD; Adv: None; AP: 30/40/50/60; Lim: Does not affect SPD 
  while driving a vehicle or decking (-.25); Cannot combine with certain 
  cyberware/bioware (-.25); Cyberware (-1) 
  Type 
  DEX 
  SPD 
  LR 
  Skills 
  Essence 
  Nuyen 
  Level 1 
  +2 
  +3 
  +4 
  +1 
  19.5 
  250000 
  Level 2 
  +4 
  +4 
  +8 
  +2 
  31.1 
  500000 
  Level 3 
  +6 
  +5 
  +12 
  +3 
  42.7 
  1000000 
  Level 4 
  +8 
  +6 
  +16 
  +4 
  54.2 
  2000000 
   
  MR. STUDDTM SEXUAL IMPLANT 
  All day and all night and they will never know the difference.  Use your 
  imagination.  This implant gives bonuses to Seduction Skill Rolls.  
  Available in Midnight LadyTM for the feminine persuasion. 
  Power: Seduction Skill; Adv: None; AP: 6; Lim: Cyberware (-1) 
  Type 
  SL 
  Essence 
  Nuyen 
  Mr. Studd/Midnight Lady Sexual 
  Implant 
  +3 
  3 
  6000 
   
  MUSCLE REPLACEMENT 
  These are implanted, vat-grown synthetic muscle that are specially 
  grafted and incorporated with the users own natural muscles.  Calcium 
  treatments and skeletal reinforcements allow an overall increase in the 
  user’s strength.  The user of muscle replacement cannot stack the 
  benefits with Muscle Augmentation bioware. 
  Power: STR; Adv: None; AP: 4/8/12/16; Lim: Does not affect figured 
  characteristics (-5); Cyberware (-1); Cannot combine with certain 
  cyberware/bioware (-.25) 
  Type 
  STR 
  Essence 
  Nuyen 
  Level 1 
  +4 
  1.5 
  10000 
  Level 2 
  +8 
  2.9 
  20000 
  Level 3 
  +12 
  4.4 
  30000 
  Level 4 
  +16 
  5.8 
  40000 
   
  OLFACTORY BOOSTER 
  This is actually a combination of a number of small receptors set into the 
  nasal passages and at the back of the mouth.  The piece boosts the user’s 
  normal sense of smell so that he may detect minute changes in odor as 
  well as track people and objects by their scent.  The Olfactory Booster 
  contains high-level safety cut-offs to prevent discomfort and distraction 
  from intense odors.  The maximum the Perception Bonus can be is +8. 
  Power: Perception Smell Sense Group, Tracking Scent; Adv: None; AP: 
  5, 1 per +1 to Smell PER Rolls; Lim: Cyberware (-1) 
  Type 
  Essence 
  Nuyen 
  Olfactory Booster (Tracking Scent) 
  2.5 
  2500 
  Per +1 to Smell Sense Group 
  +.5 
  500 
   
  PAIN EDITOR 
  This coprocessor overrides the pain receptors of the brain, making the 
  subject impervious to torture, deprivation, or physical hardship.  This 
  doesn’t mean that the user isn’t hurt, just that he won’t notice the pain 
  until he collapses.  Cannot be combined with Pain Resister bioware. 
  Power: CON; Adv: None; AP: 20; Lim: Only to resist being stunned (-
  1); Cyberware (-1) 
  Power: Resistance Talent; Adv: None; AP: 5; Lim: Cyberware (-1) 
  Type 
   
  Resist. 
  CON 
  Essence 
  Nuyen 
  Pain Editor 
   
  +5 
  +10 
  9.2 
  11300 
   
  REACTION ENHANCER 
  By replacing part of the spinal column with superconducting material, 
  characters can increase their reaction times.  Characters can take up to 6 
  reaction enhancements.  Each enhancement gives the character +2 
  Lightning Reflexes allowing him or her to go faster in a phase.  This 
  enhancement is compatible with all other types of reaction or reflex 
  cyberware and bioware. 
  Power: Lightning Reflexes Talent; Adv: None; AP: 3 per Rating; Lim: 
  Cyberware (-1) 
  Type 
  LR 
  Essence 
  Nuyen 
  
  SHADOWPUNK—CYBERWARE 
  51 
  Reaction Enhancer 
  1-6 
  Rating x 
  1.5 
  Rating x 3000 
   
  REFLEX TRIGGER 
  A Reflex Trigger is an accessory for Wired Reflexes and allows the user 
  to cybernetically turn the reflexes on or off (½-Phase Action).  The 
  Wired Reflexes and Reflex Trigger must be installed simultaneously, as 
  a package.  The Trigger cannot be retrofitted later.  When turned off, the 
  Reflex Trigger adds +4 to perception rolls by cyberware scanners to 
  detect the wired reflexes. 
  Power: Concealment Skill; Adv: None; AP: 8; Lim: Cyberware (-1); 
  Only to hide Wired Reflexes (-1) 
  Type 
   
   
  SL 
  Essence 
  Nuyen 
  Reflex Trigger 
   
   
  +4 
  2.7 
  12000 
   
  RETRACTABLE CLIMBING CLAWS 
  Similar to retractable Hand Razors, climbing claws extend from the 
  fingertips and assist in climbing. 
  Power: Climbing Skill; Adv: None; AP: 6; Lim: Cyberware (-1) 
  Power: Hand-to-Hand Killing Attack; Adv: None; AP: 10; Lim: 
  Cyberware (-1) 
  Type 
  Skill 
  HKA 
  Essence 
  Nuyen 
  Retractable Climbing 
  Claws 
  +3 
  ½d6 
  8 
  8500 
   
  SKILLWIRE 
  These are invasive systems of neuro-muscular controllers necessary for a 
  user to take advantage of Skillsofts, which are computer programs that 
  give the user instant access to a limited number of skills at one time, but 
  of a limited variety.  The system is built with a single Chipjack included, 
  though a user can add more if he wishes to quick swap programs.  The 
  Skillwire System can also use Skillsofts loaded into Internal Memory.  
  Skillwires may access any amount of programs so long as their total 
  ratings do not add to more than the rating of the system.  A character 
  with a Skillwire System Level 6 could run 1 level 6 program or 3 level 2 
  programs.  As long as he had a way to load them all in at once, it is 
  possible.  The maximum rating of a Skillwire System is 10.  Skillsoft are 
  rated on the amount of points it costs to make the skill.  For example, A 
  Rating 10 Computer Chip would give +10 points to a character’s 
  Computer skill or give him the skill at 12-.  A Rating 10 Defensive 
  Combat Chip would give the character +2 Combat Skill Levels to be 
  applied only to Defense.  Skillwires are only required to run Agility, 
  Combat, Intellect, and Interaction skills.  Background skills function fine 
  with a “naked” Chipjack or loaded into Headware memory. 
  Power: Variable Power Pool 2-20 Active Point Powers; Adv: Change 
  Automatically (+1); AP: 4-40; Lim: Only to run present skillsoft chips 
  (-.5); Cyberware (-1) 
  Type 
  Rating 
  Essence 
  Nuyen 
  Skillwire System 
  2-10 
  Rating x 1.6 
  Rating x 10000 
   
  SMARTLINK & SMARTLINK II SYSTEMS 
  This system allows the user to interface directly with a Smartgun 
  equipped weapon for greater response and accuracy.  The SmartLink 
  allows the user to gain instant access to his weapons status, its current 
  positioning, and the remaining ammunition.  The SmartLink includes a 
  magnetic induction pad implanted in the user’s palm.  Characters may 
  have more than one SmartLink, but they may only ever use one system 
  at a time, even if it is for two different weapons.  SmartLink II systems 
  function identically to the standard SmartLink, but has advanced 
  systems that account for range, wind, and movement to help with 
  targeting at longer range. 
  Power: Combat Skill Levels: All Ranged Combat; Range Skill Levels: 
  All Ranged Combat; Skipover Sprayfire Autofire Skill; Adv: None; 
  AP: 15/18; Lim: Only when interfaced with a Smartgun equipped 
  weapon (-.5); One weapon at a time (-.5); Cyberware (-1) 
  Type 
  CSL 
  RSL 
  Essence 
  Nuyen 
  SmartLink 
  +2 
  -- 
  5 
  15000 
  SmartLink II 
  +2 
  +1 
  6 
  18000 
   
  SUBDERMAL ARMOR 
  This is an invasive protection system that uses hard plastic and metal 
  fiber plates bonded to the user’s skin to produce dermal armor.  
  Subdermal Armor is placed just beneath the skin in the locations of the 
  user’s choice.  It is not completely undetectable by outside examination 
  but it is not obvious at a distance.  Note that vitals are a “special” 
  location and cannot be armored with Subdermal Armor.  The hands and 
  feet are not an option either as doing so would severely limit the user’s 
  mobility.  The user also cannot have the same locations implanted with 
  Subdermal Armor as Dermal Plating or Skinweave. 
  Power: Armor; Adv: None; AP: 3; Lim: Cannot combine with certain 
  cyberware/bioware (-.25); Cyberware (-1); Does not cover cyberlimbs 
  (-.25) 
  Power: Concealment 14-; Adv: None; AP: 9; Lim: Cyberware (-1); 
  Only to conceal the presence of Subdermal Armor (-2) 
  Type 
  rPD 
  Conc. 
  Essence 
  Nuyen 
  Subdermal Armor 
  +2 
  14- 
  3.5 
  40000 
   
  SYNTHLINK SYSTEM 
  A SynthLink System requires Datajacks as the user “jacks into” his or 
  her musical instrument (which much be SynthLink equipped, Cost is 500 
  nuyen).  With this kind of interface, the user can cybernetically control 
  and monitor his instrument.  There is a remote control pack that a user 
  can wear upon his person that allows the user to remotely control 
  synthesizers and instruments, allowing for a dramatic show on the part 
  of the musician, as no instruments are visible.  A SynthLink System 
  gives the user more control over his music and enhances his musical 
  ability. 
  Power: Skill Levels: Musical Skills; Adv: None; AP: 9/18/27; Lim: 
  Only when interfaced with a SynthLink equipped instrument (-.5); 
  Cyberware (-1) 
  Type 
  SL 
  Essence 
  Nuyen 
  Level 1 
  +3 
  3.6 
  9000 
  Level 2 
  +6 
  7.2 
  18000 
  Level 3 
  +9 
  10.8 
  27000 
   
  TACTICAL COMPUTER 
  A Tactical Computer is a dedicated system designed to keep track of all 
  relevant combat data during a battle.  If the subject’s senses cannot 
  provide the appropriate information, the computer may not be able to 
  make accurate adjustments.  A Tactical Computer can keep track of, and 
  project the predicted movements of a number of targets equal to its level 
  plus 2.  It takes a ½ Phase action to lock targets.  A target can shake the 
  Tactical Computer Lock by breaking out of the user’s line of sight for 6 
  consecutive segments.  Doing so requires the Tactical Computer user to 
  spend another ½ Phase action locking back onto the target when he or 
  she becomes visible again.  The Tactical Computer also has an 
  embedded Tactics Expert System, which provides bonuses to the Tactics 
  Skill.  If the user also has an Orientation System implanted the Skill 
  Levels for it add to those of the Tactical Computer and are subject to the 
  same rules. 
  Power: Combat Skill Levels: All Combat; Skill Levels: Tactics; Adv: 
  None; AP: 14/28/42/56; Lim: Extra Time to Start: ½ Phase (-.25); 
  Does not work against unseen targets (-.25); Limited Targets (-.5); 
  Cyberware (-1) 
  Type 
  CSL 
  SL 
  Essence 
  Nuyen 
  Level 1 
  +1 
  +2 
  4.7 
  50000 
  Level 2 
  +2 
  +4 
  9.3 
  100000 
  Level 3 
  +3 
  +6 
  14 
  150000 
  Level 4 
  +4 
  +8 
  18.7 
  200000 
   
  TACTILE BOOSTER 
  Sensory elevators placed in the nerve fibers around the body allow the 
  user of a Tactile Booster to have a greater sense of touch when the 
  booster is enabled. 
  Power: Enhanced Perception: Touch Sense Group; Adv: None; AP: 1 
  per Rating; Lim: Cyberware (-1) 
  Type 
  PER 
  Essence 
  Nuyen 
  Tactile Booster 
  +1-8 
  Rating x .5 
  Rating x 500 
   
  
  SHADOWPUNK—CYBERWARE 
  52 
  TARGETING COMPUTER 
  Similar in use to both the Tactical Computer and the SmartLink System, 
  a Targeting Computer is an implanted expert system that allows its user 
  to account for long distances and distance to velocity targeting.  It also 
  compensates for difficult targeting due to clutter, cover, or other 
  detrimental modifiers (including a Called Shot) 
  Power: Combat Skill Levels: All Ranged; Adv: None; AP: 5/10/15/20; 
  Lim: Only to offset any penalties (-.5); Cyberware (-1) 
  Type 
  CSL 
  Essence 
  Nuyen 
  Level 1 
  +1 
  2 
  12500 
  Level 2 
  +2 
  4 
  25000 
  Level 3 
  +3 
  6 
  37500 
  Level 4 
  +4 
  8 
  50000 
   
  TOXIN FILTRATION SYSTEM 
  The user is implanted with filters that are designed to detoxify a wide 
  range of poisons, including alcohol, taken orally.  The Toxin Filtration 
  System subtracts its Defense value from the effect of ingestion-based 
  drain attacks such as rat poison dumped in your soykaf. 
  Power: Power Defense; Adv: None; AP: 1 per Rating; Lim: Only 
  affects ingestion-vector attacks (-1.5); Cyberware (-1) 
  Type 
  DEF 
  Essence 
  Nuyen 
  Toxin Filtration System 
  1-20 
  DEF x .3 
  DEF x 1000 
   
  VEHICLE CONTROL RIG 
  This system allows the user to control a vehicle through direct 
  cybernetic control.  The Vehicle Control Rig requires a Datajack and the 
  vehicle must be equipped with Rigger Control Gear.  The type of vehicle 
  doesn’t matter as long as the user has Familiarity with it, he can utilize 
  his Vehicle Control Rig to the best of his ability.  The “Rigger” can plug 
  directly into an equipped vehicle and gain his bonuses, or he may jack 
  into a Remote Control Deck, to control Drones or any vehicles equipped 
  with Remote Control Gear.  Power servos the steer wheels, depress 
  accelerators, control braking, target and fire weapons if so equipped.  
  Riggers controlling rigged vehicles are inhumanly responsive in their 
  vehicle, almost as if the vehicle and they were one.  For more 
  information on Riggers and Drones, see the Vehicles Section.  The 
  bonuses from such cyberware as Boosted Reflexes, Move-By-Wire, 
  Wired Reflexes, and Synaptic Accelerator do not assist SPD when 
  rigged or driving. 
  Power: SPD; Skill Levels: Vehicle Skills; Lightning Reflexes Talent; 
  Adv: None; AP: 39/58/77; Lim: Only when interfaced with a Remote 
  Control Deck or Rigged Vehicle (-1); Cyberware (-1); Only to control 
  a vehicle’s or drone’s systems (-1) 
  Type 
  SPD 
  LR 
  Skill 
  Essence 
  Nuyen 
  Level 1 
  +3 
  +4 
  +1 
  9.8 
  12000 
  Level 2 
  +4 
  +8 
  +2 
  14.5 
  60000 
  Level 3 
  +5 
  +12 
  +3 
  19.3 
  300000 
   
  VOICE SYNTHESIZER 
  This system allows the user to perfectly mimic any voice or tone 
  previously heard by the user. 
  Power: Images: Normal Hearing, -4 PER Rolls; Adv: None; AP: 17; 
  Lim: No Range (-.5); Cyberware (-1) 
  Type 
  Essence 
  Nuyen 
  Voice Synthesizer 
  6.8 
  11000 
   
  WIRED REFLEXES 
  These are the staple of street samurai everywhere; implanted neural 
  boosters and adrenaline stimulators which dramatically increase the 
  overall speed of the user.  With Wired Reflexes implanted, the user may 
  move at superhuman levels, doing things as such a blinding speed that 
  unmodified people are astounded.  Wired Reflexes cannot be combined 
  with Boosted Reflexes, Move-By-Wire, or Synaptic Accelerator. 
  Power: SPD; Adv: None; AP: 30/40/50; Lim: Does not affect SPD 
  when driving a vehicle or decking (-.25); Cannot combine with certain 
  cyberware/bioware (-.25); Cyberware (-1) 
  Power: Lightning Reflexes Talent; Adv: None; AP: 6/12/18; Lim: 
  Cannot combine with certain cyberware/bioware (-.25); Cyberware (-
  1) 
  Type 
  SPD 
  LR 
  Essence 
  Nuyen 
  Level 1 
  +3 
  +4 
  14.7 
  55000 
  Level 2 
  +4 
  +8 
  21.3 
  165000 
  Level 3 
  +5 
  +12 
  28 
  500000 
  CYBER-OPTICS 
   
  This includes cyberware that is implanted in or replaces the user’s eyes. 
   
  CYBEREYES 
  Full cybernetic replacement of the user’s eyes provided perfect 20/20 
  vision.  This piece comes in many different styles and can be styled any 
  way the user would like.  Cat’s eyes, solid chrome, glowing red, and 
  “terminator”-style are very popular.  Any damage done to cyberware 
  implanted into a cybereye is reduced by 20%.  If this reduces the 
  damage to 0% or less, the system is not damaged.  This holds true for the 
  cybereye itself, should it also take damage.  The Cybereye can hold an 
  additional 5 Essence points of further modifications before each one 
  begins to affect the users system. 
  Power: Armor; Adv: None; AP: 3; Lim: Only to resist cyberware 
  damage to cyber-optics (-2); Cyberware (-1) 
  Power: Essence Points; Adv: None; AP: 5; Lim: Only for essence from 
  cyber-optics (-2); Cyberware (-1) 
  Type 
  Essence 
  Nuyen 
  Cybereyes 
  2 
  2000 
   
  BRIGHT LIGHT SYSTEM 
  A version of the Eye Light system, this is a high-intensity unit that 
  creates a bright flash similar to a flash grenade, bright enough to 
  overload the optic nerves of the person so attacked.  Unfortunately, this 
  system requires a lot of juice to power, and takes 24 hours to recharge.  
  This option is only available with a Cybereye. 
  Power: Flash: Sight Group; Adv: None; AP: 20; Lim: 1 Charge (-2); 
  Cyberware (-1); Cybereyes only (-.5) 
  Type 
  Flash 
  Essence 
  Nuyen 
  Bright Light System 
  4d6 
  4.4 
  5000 
   
  COSMETIC MODIFICATION 
  Alteration of the iris color is the most popular type, but pupil shape 
  alteration and cornea pigmentation are also available. 
  Type 
   
  Essence 
  Nuyen 
  Cosmetic Modification 
   
  0 
  500 
   
  DIGITAL CAMERA 
  Internal Memory may be used as a storage device for any image viewed 
  through the eye.  If the user has an external storage device (such as a 
  pocket computer) he may connect to it via a Datajack and use it to store 
  the video data.  If there is no storage device available, there is a chip 
  inside a data port in the eye that can store 5 minutes of video.  This piece 
  cannot be installed as a retinal modification.  1 minute of video requires 
  1 Mp of storage. 
  Power: Eidetic Memory Talent; Adv: None; AP: 5; Lim: Limited time 
  by storage (-.5); Video only (-.5); Cyberware (-1); Cybereyes only (-
  .5) 
  Type 
   
  Essence 
  Nuyen 
  Digital Camera 
   
  1.4 
  2500 
   
  EYE LIGHT SYSTEM 
  This system mounts high-powered, low-heat lights in the Cybereye that 
  channel a tight, polarized beam outward down a path parallel to the 
  optical center of the eye.   An amount of light sufficient to see with 
  standard low-light vision falls wherever the user is looking.  The tight 
  beam and polarization minimize scatter from the eye, so the light can’t 
  be seen unless someone is staring right into the eyes of the user.  This 
  option is only available in Cybereye form. 
  Power: Nightvision; Adv: None; AP: 5; Lim: Cyberware (-1); 
  Cybereyes only (-.25) 
  Type 
   
  Essence 
  Nuyen 
  Eye Light System 
   
  2.2 
  2500 
   
  FLARE COMPENSATION 
  Auto step-down compensates for harsh sunlight, flares, and flash attacks.  
  Never need sunglasses again! 
  Power: Flash Defense: Sight Group; Adv: None; AP: 1 x Rating; Lim: 
  Cyberware (-1) 
  Type 
  FD 
  Essence 
  Nuyen 
  Flare Compensation 
  +1-8 
  Rating x .5 
  Rating x 1000 
   
  
  SHADOWPUNK—CYBERWARE 
  53 
  IMAGE ENHANCEMENT 
  Super high-resolution graphics capability allows the user to enhance and 
  refine images viewed in a matter of nanoseconds.  This enhancement 
  allows the user greater awareness of small and fine details. 
  Power: Enhanced Perception: Sight Group; Adv: None; AP: 2 x Rating; 
  Lim: Cyberware (-1) 
  Type 
  PER 
  Essence 
  Nuyen 
  Image Enhancement 
  +1-6 
  Rating x 1 
  Rating x 2000 
   
  LOW-LIGHT VISION 
  The user sees just as well at night as he or she does during the day; 
  assuming that there is some UV light available.  The there is no ambient 
  light, then this enhancement provides no bonus. 
  Power: Ultraviolet Perception: Sight; Adv: None; AP: 5; Lim: 
  Cyberware (-1) 
  Type 
   
  Essence 
  Nuyen 
  Low-Light Vision 
   
  2.5 
  1250 
   
  OPTISHIELDS 
  These are bullet-resistant shades built into the housings in the forehead 
  and orbital ridge.  These mirrored lenses enclose the eye sockets and 
  protect the user from all irritant gases.  The Flare Compensation option 
  is standard for Optishields.  The Optishields give protection to the head 
  as well as providing flash protection.  They also serve as Cybereyes by 
  providing space for 5 Essence worth of options before the options 
  further damage Essence. 
  Power: Armor; Adv: None; AP: 3; Lim: Only on head location (-1); 
  Cyberware (-1) 
  Power: Flash Defense: Sight Group; Adv: None; AP: 4; Lim: 
  Cyberware (-1) 
  Power: Essence Points; Adv: None; AP: 5; Lim: Only for essence from 
  cyber-optics (-2); Cyberware (-1) 
  Type 
  rPD 
  FD 
  Essence 
  Nuyen 
  Optishields 
  +2 
  +4 
  4.3 
  12750 
   
  RANGEFINDER 
  This cyber-optic accessory allows the user to have exact knowledge of 
  distances between himself and the object or place he is looking at. 
  Power: Detect Distances: Sight, Sense, Discriminatory; Adv: None; AP: 
  12; Lim: Cyberware (-1) 
  Type 
   
  Essence 
  Nuyen 
  Rangefinder 
   
  6 
  3250 
   
  REMOTE EYE 
  A strange and particularly disturbing piece of cyberware is the Remote 
  Eye.  By cybernetic command, the eye detaches and can be placed in a 
  small mount with magnetic and Velcro feet (standard equipment 
  included with the eye).  It then transmits back to the user as if he or she 
  were seeing from that position.  The Remote Eye can only take one other 
  optical option and is only available in Cybereyes.  The eye has enough 
  power to transmit for 1 hour. 
  Power: Clairsentience: Sight Group, x16 Range; Adv: None; AP: 40; 
  Lim: OAF: Eye (-1); Only where the eye is placed (-.25); Cyberware 
  (-1); 1 Continuing Charge: 1 hour (-.25); Cybereyes only (-.25) 
  Type 
  Range 
  Essence 
  Nuyen 
  Remote Eye 
  1600” 
  10.7 
  10000 
   
  RETINAL CLOCK 
  This minor addition displays the current time/day/month/year in the 
  lower right corner of the character’s vision or wherever the character 
  wants.  This can be modified via cybernetic command for region and 
  season, and includes a stopwatch timer and a countdown timer.  The 
  Retinal Clock is accurate to ±0.0001 seconds per year. 
  Power: Absolute Time Sense Talent; Adv: None; AP: 3; Lim: 
  Cyberware (-1) 
  Type 
   
  Essence 
  Nuyen 
  Retinal Clock 
   
  1.5 
  750 
   
  RETINAL DUPLICATION 
  This is the modifying of one’s retinal pattern done in the attempt to fool 
  retinal identification scanners.  Though a very imperfect process, the 
  duplication does sometimes work.  This option is only available as a 
  retinal modification and does not work in cybereyes. 
  Power: Disguise Skill; Adv: None; AP: 10; Lim: Only to fool retinal 
  scanners (-2); Cyberware (-1) 
  Type 
  SL 
  Essence 
  Nuyen 
  Retinal Duplication 
  +5 
  2.5 
  15000 
   
  THERMOGRAPHIC VISION 
  This piece of cyberware allows the user to see heat patterns of objects 
  and people.  Cooler things show up as dark to light blue, whereas hotter 
  things show up as red or orange, and the hottest of all is yellow or white.  
  The thermographic sight overlays the user’s normal sight so that he can 
  better translate the images.  It can be used to distinguish different heat 
  sources through light structural material, or the presence of cybernetics 
  (which are always cooler than normal body temperatures).  It can also be 
  used to determine the operating time of machinery by measuring its 
  cooling gradient.  This option is stopped by material more than 1 foot 
  thick. 
  Power: Infrared Perception: Sight, Discriminatory; Adv: None; AP: 10; 
  Lim: Cyberware (-1) 
  Type 
   
  Essence 
  Nuyen 
  Thermographic Vision 
   
  5 
  1250 
   
  ULTRASOUND VISION 
  Ultrasound Vision systems have three components: an emitter, a 
  receiver, and a processor.  The emitter device installed in one eye sends 
  out continuous ultrasonic pulses, sweeping forward from side to side.  
  The receiver installed in the other eye (creating the necessary angle of 
  deflection) receives the echoes of these pulses and converts them to 
  electrical signals, which are fed to the processor.  The processor (also 
  built into the eyes) builds a topographical image from these signals, 
  showing depth, forms and texture as depicted by the echoes.  When 
  activated, the ultrasound “map” overlays the user’s vision (in much the 
  same way that thermographic vision overlays natural sight).  Shapes and 
  forms are outlined and textured, allowing the user to distinguish objects 
  that other vision systems can’t detect. 
  Power: Active Sonar: Sight; Adv: None; AP: 15; Lim: Cyberware (-1) 
  Type 
   
  Essence 
  Nuyen 
  Ultrasound Vision 
   
  7.5 
  3750 
   
  VISION MAGNIFICATION 
  The optical version of this enhancement magnifies the visual image in 
  the same manner as binoculars or the lens of a camera.  The electronic 
  version uses a light-sensitive chip that magnifies then enhances the 
  image. 
  Power: Telescopic: Sight Group; Adv: None; AP: 1 x Rating; Lim: 
  Cyberware (-1) 
  Type 
  PER 
  Essence 
  Nuyen 
  Vision Magnification 
  +1-8 
  Rating x .5 
  Rating x 750 
   
  CYBER-AUDIO 
   
  There is very little difference in whether a character has Hearing 
  Modification or fully replaced Cyberears in the function of the systems. 
   
  CYBEREARS 
  Full cybernetic replacement of the user’s ears provided perfect hearing.  
  This piece comes in many different styles and can be styled any way the 
  user would like.  Chrome-style and elf-ears are the most common.  Any 
  damage done to cyberware implanted into a cyberear is reduced by 20%.  
  If this reduces the damage to 0% or less, the system is not damaged.  
  This holds true for the cyberear itself, should it also take damage.  The 
  Cyberear can hold an additional 5 Essence points of further 
  modifications before each one begins to affect the users system. 
  Power: Armor, Adv: None; AP: 3; Lim: Only to resist cyberware 
  damage to cyber-audio(-2); Cyberware (-1) 
  Power: Essence Points; Adv: None; AP: 5; Lim: Only for essence from 
  cyber-audio (-2); Cyberware (-1) 
  Type 
  Essence 
  Nuyen 
  Cyberears 
  2 
  2000 
   
  
  SHADOWPUNK—CYBERWARE 
  54 
  COSMETIC MODIFICATION 
  There are endless variations, shapes, and sizes, but the most common are 
  the elongated and pointed versions for elf-wannabes. 
  Type 
   
  Essence 
  Nuyen 
  Cosmetic Modification 
   
  0 
  500 
   
  HEARING AMPLIFICATION 
  This piece amplifies sound to improve hearing and sound recognition 
  ability.  The system has one big drawback though, as any sound-based 
  attacks are at double effect. 
  Power: Enhanced Perception: Hearing Group; Adv: None; AP: 2 x 
  Rating; Lim: Cyberware (-1); Side Effect: Flash: Hearing attacks are 
  double effect (-.5) 
  Type 
  PER 
  Essence 
  Nuyen 
  Hearing Amplification 
  +1-6 
  Rating x .8 
  Rating x 2000 
   
  LEVEL DAMPER 
  This system automatically compensates for loud noises, such as stun 
  bomb attacks or sonic weapons, and it also protects from damaging 
  frequencies. 
  Power: Flash Defense: Hearing Group; Adv: None; AP: 1 x Rating; 
  Lim: Cyberware (-1) 
  Type 
  FD 
  Essence 
  Nuyen 
  Level Damper 
  +1-8 
  Rating x .5 
  Rating x 1000 
   
  RECORDER 
  The user can record anything that he can hear.  If the user has an 
  external storage device (such as a pocket computer) he may connect to it 
  via a Datajack and use it to store the audio data.  If there is no storage 
  device available, there is a chip inside a data port in the ear that can store 
  5 minutes of audio.  This piece cannot be installed as a hearing 
  modification.  1 minute of audio requires 1 Mp of storage. 
  Power: Eidetic Memory; Adv: None; AP: 5; Lim: Limited time by 
  storage (-.5); Audio only (-.5); Cyberware (-1); Cyberears only (-.25) 
  Type 
   
  Essence 
  Nuyen 
  Recorder 
   
  1.5 
  2500 
   
  PARABOLIC HEARING 
  The user may hear small sounds at long distances by angling his or her 
  head just so.  This involves some reconstructive surgery for those who 
  wish to just get a hearing modification, but it is not so dramatic as to be 
  obvious to onlookers. 
  Power: Telescopic: Hearing Group; Adv: None; AP: 1 x Rating; Lim: 
  Cyberware (-1) 
  Type 
  FD 
  Essence 
  Nuyen 
  Parabolic Hearing 
  +1-8 
  Rating x .5 
  Rating x 750 
   
  SOUND EDITOR 
  This system allows a user to edit out distracting noises or “zero in” on a 
  particular sound.  The Sound Editor may be used in conjunction with 
  any other piece of Cyber-audio. 
  Power: Enhanced Perception: Normal Hearing; Adv: None; AP: 2 x 
  Rating; Lim: Only to offset hearing perception penalties (-1); 
  Cyberware (-1) 
  Type 
  PER 
  Essence 
  Nuyen 
  Sound Editor 
  +1-8 
  Rating x .7 
  Rating x 1000 
   
  SPATIAL RECOGNIZER 
  The Spatial Recognizer improves on the ear’s natural ability to pinpoint 
  the direction from which a sound is coming.  It is useful when trying to 
  find a hidden enemy that you can hear, and it’s especially handy in 
  situations where your natural ability might be confused by echoes.  In 
  games terms, this option allows you to use hearing as a targeting sense.  
  Note that this is imperfect, suffering a -1 to OCV when attacking, and it 
  does not take into account that there may be things between the user and 
  the target (like hostages) that could interfere with an attack. 
  Power: Targeting Sense: Hearing Group; Adv: None; AP: 20; Lim: 
  Cyberware (-1); Imperfect Targeting (-1) 
  Type 
  OCV 
  Essence 
  Nuyen 
  Spatial Recognizer 
  -2 
  6.7 
  10000 
   
  VOICE STRESS ANALYZER 
  This system acts as a lie detector.  It detects minute changes in vocal 
  patterns and tones, comparing those tones to a pre-recorded set of 
  parameters.  The user must first use the analyzer on the subject while he 
  or she is in an unstressed situation or is telling the truth.  If done 
  correctly, the Analyzer will attempt to detect lies by the individual.  If 
  done incorrectly, Analyzer will give false readings no matter what the 
  actuality.  The user of the Voice Stress Analyzer must succeed with a 
  hearing perception (including the bonus from this piece) vs. target’s 
  presence (or acting) roll to get the proper readings from the Analyzer 
  (the GM should roll this test secretly).  This piece does not gain the 
  benefits of Hearing Amplification, but a Sound Editor does eliminate 
  background noise. 
  Power: Detect Spoken Lies: Hearing Group, Sense, Ranged, 360 Degree 
  Arc of Perception; Adv: None; AP: 28; Lim: Requires opposed skill 
  roll (-.75); Must use Analyzer on subject in calm and truthful situation 
  (-1); Cyberware (-1) 
  Type 
  PER 
  Essence 
  Nuyen 
  Voice Stress Analyzer 
  +3 
  7.5 
  35000 
   
  WIDE RANGE HEARING 
  The character can perceive very high and very low frequency sounds, 
  such as dog whistles or Active Sonar. 
  Power: Ultrasonic Perception: Hearing; Adv: None; AP: 3; Lim: 
  Cyberware (-1) 
  Type 
   
  Essence 
  Nuyen 
  Wide Range Hearing 
   
  1.5 
  750 
   
  CYBER LIMBS 
   
  When the man on the street thinks of cyborgs, thoughts are of artificial 
  limbs, whirring, glittering metal constructs of steel wire and microchip 
  circuitry.  Although real arms, legs, and organs can easily be grown in 
  bio-tanks or replaced from body banks, the cost is typically prohibitive, 
  and the edge of having a cybernetic limb is too much of a draw for many 
  to resist.  And many see cyber limbs as a matter of style, for they are 
  chromed, airbrushed, jeweled, lighted, and even sculpted in the pursuit 
  of the true cybertech chic. 
   
  Under all the designer fashions, the standard cyber limb is an aluminum 
  and steel basket framework, with artificial myomar plastic muscles 
  controlling motion.  The joints are stainless steel.  The cyber limb plugs 
  into the user’s nervous system internally, and the main part is coupled to 
  a metal and plastic cuff around the meat part of the limb.  The cuff is 
  usually placed at the shoulder or hip.  Arms may also be attached to an 
  artificial shoulder and anchored to an external arm mount.  Cyber limbs 
  also come in two version, the obvious cyber limb, which is anyone can 
  see is not a natural limb.  Or they come in synthetic versions that appear 
  as normal as a regular organic limb. 
   
  CRUSHING 
  A cybernetic arm uses synthetic muscle fibers instead of flesh and blood.  
  Because of this, they are far stronger than normal muscle tissue.  This 
  gives a Cyberarm tremendous gripping power.  All cyber limbs can 
  easily crush light metals, woods, and plastics, and the crush glass to 
  dust.  Treat all cyberarms as +9 STR for gripping purposes only. 
   
  PAIN 
  Cyber limbs are truly resistant to pain and damage, and do not usually 
  cause the user to feel much of the effects.  Because of this Cyberlimbs 
  are considered to have 25% Damage Reduction against the STUN of all 
  physical attacks.  BODY is still subtracted from the user’s total as 
  normal, but STUN is reduced by ¼ before being applied to the character. 
   
  DAMAGE 
  All cyber limbs are made out of much tougher material than flesh and 
  bone, and therefore do increased damage from unarmed punches and 
  kicks.  All attacks from cyber limbs do +3d6 Hand-to-Hand Attack 
  damage from unarmed attacks, and this does not combine with Hand-to-
  Hand Attack bonus damage from Bone Lacing. 
   
  All cyber limbs are also much more resistant to all kinds of damage in 
  general, being very structurally sound and made out of high tech 
  materials.  All cyberlimbs grant +2 rPD that covers the arms and hands 
  locations for cyberarms, or the legs and feet locations for cyberlegs. 
   
  
  SHADOWPUNK—CYBERWARE 
  55 
  CYBERARM 
  A Cyberarm may have 10 ECU of options installed. 
  Power: STR; Adv: None; AP: 5; Lim: Does not affect figured 
  characteristics (-.5); Cyberware (-1) 
  Power: STR; Adv: None; AP: 9; Lim: Only for gripping purposes (-2); 
  Cyberware (-1) 
  Power: Damage Resistance: 25% Physical, Resistant; Adv: None; AP: 
  15; Lim: Only against STUN (-1); Cyberware (-1) 
  Power:  Hand-to-Hand Attack; Adv: None; AP: 9; Lim: Does not add to 
  weapon damage (-.5); Does not stack with bone lacing (-.25); Only 
  with that limb (-1); Cyberware (-1) 
  Power: Armor; Adv: None; AP: 3; Lim: One Arm Coverage (-2); 
  Cyberware (-1) 
  Power: ECU Points; Adv: None; AP: 10; Lim: Only for cyber limb 
  options (-2); Cyberware (-1) 
  Type 
  STR 
  HA 
  DEF 
  Essence 
  Nuyen 
  Obvious 
  Cyberarm 
  +5 
  +3d6 
  +2 
  15 
  65000 
  Synthetic 
  Cyberarm 
  +5 
  +3d6 
  +2 
  15 
  100000 
   
  CYBERLEG 
  A Cyberleg may have 20 ECU of options installed. 
  Power: STR; Adv: None; AP: 5; Lim: Does not affect figured 
  characteristics (-.5); Cyberware (-1) 
  Power: Damage Resistance: 25% Physical, Resistant; Adv: None; AP: 
  15; Lim: Only against STUN (-1); Cyberware (-1) 
  Power:  Hand-to-Hand Attack; Adv: None; AP: 9; Lim: Does not add to 
  weapon damage (-.5); Does not stack with bone lacing (-.25); Only 
  with that limb (-1); Cyberware (-1) 
  Power: Armor; Adv: None; AP: 3; Lim: One Leg Coverage (-2); 
  Cyberware (-1) 
  Power: Points; Adv: None; AP: 20; Lim: Only for cyber limb options (-
  2); Cyberware (-1) 
  Type 
  STR 
  HA 
  DEF 
  Essence 
  Nuyen 
  Obvious 
  Cyberleg 
  +5 
  +3d6 
  +2 
  15 
  65000 
  Synthetic 
  Cyberleg 
  +5 
  +3d6 
  +2 
  15 
  100000 
   
  CYBER LIMB OPTIONS 
   
  This section details factory built-in or add-ons that a character might 
  want to have installed into a cyber limb.  The option is measured in ECU 
  (which is Equipment Capacity Units), which corresponds to how much 
  space within the cyber limb the option takes.  Cyberarms may mount 10 
  ECU of options whereas Cyberlegs may mount 20 points.  In all cases, 
  the piece just adds to any other cyberware the character may have 
  installed except where noted.  Special hands and feet options do count 
  against the total ECU for the cyber limb.  Cyber limb options can be 
  bought as Alpha, Beta, and Delta grade cyberware which reduces their 
  ECU cost. 
   
  ANCHORING CYBERFEET 
  This Cyberfoot has anchoring spikes with fold out hooks.  The spikes 
  shoot into the ground to help the user adhere to a surface or resist being 
  moved.  The anchor spikes detach when the user wishes to move again.  
  This device may be used 4 times before the spikes must be replaced. 
  Power: Clinging; Adv: None; AP: 15; Lim: Only to resist movement (-
  1); Charges: 4 (-1); Cyberleg only (-.25); Cyberware (-1) 
  Type 
  STR 
  ECU 
  Nuyen 
  Anchoring Cyberfeet 
  +15 
  3.5 
  3750 
   
  BUZZ HAND 
  This Cyberhand can open small ports in the tips of the fingers to extend 
  6 inch long monowires from each finger.  The whole hand then spins at a 
  tremendous rate creating a high speed monowire “weed whacker” that 
  can shear through most metals like butter.  The fingers are locked in 
  place by safety catches so as to not damage the user. 
  Power: Hand-to-Hand Killing Attack; Adv: Armor Piercing (+.5); AP: 
  30; Lim: Cyberarm only (-.25); Cyberware (-1); STR Min 10 (-.5); 
  Real Weapon (-.25) 
   
  Type 
  HKA 
  ECU 
  Nuyen 
  Buzz Hand 
  1d6+1 AP 
  10 
  7500 
   
  CYBERARM GYROMOUNT 
  This enhancement adds a gyro stabilized mount directly to your 
  Cyberarm.  The piece allows for a far steadier aim than an unaugmented 
  arm.  The only major drawback to the piece is that when the system is 
  engaged, it is very obvious as counterweights pop out of the owner’s 
  wrist and begin to spin. 
  Power: Range Skill Levels: All Combat; Adv: None; AP: 9; Lim: 
  Cyberarm only (-.25); Visible (-.25); Cyberware (-1) 
  Type 
  RSL 
  ECU 
  Nuyen 
  Cyberarm Gyromount 
  +3 
  3.6 
  22500 
   
  CYBERGUNS 
  This is a standard pistol, submachine gun, or shotgun concealed inside 
  the Cyberarm.  The action may be mounted in a pop-up housing that is 
  completely seamless when not in use or it may have the firing port 
  located in the palm of the Cyberhand.  All Cyberguns are magazine fed 
  (though they are clip capable) and usually have two seamless ports, one 
  to load the weapon and one to eject casings. 
  Power: Ranged Killing Attack, Adv: None (Machine Pistol and 
  Submachine Gun Only: Autofire (+.5); AP: 15/20/23/25/25/30; Lim: 
  Cyberarm only (-.25); Cyberware (-1); Charges (Varies); STR Min 
  (varies); Real Weapon (-.25) 
  Type 
  Ammo 
  STR 
  Min 
  Mode 
  RKA 
  ECU 
  Nuyen 
  Hold-out (.22 
  Cal) 
  2 (m) 
  5 
  SS 
  1d6 
  3 
  5150 
  Light Pistol 
  (9mm) 
  12 (m) 
  8 
  SA 
  1d6+1 
  6.1 
  6000 
  Machine Pistol 
  (.22 Cal) 
  12 (m) 
  5 
  AF-5 
  1d6 
  7.5 
  6150 
  Heavy Pistol 
  (10mm) 
  10 (m) 
  10 
  SA 
  1½d6 
  7.7 
  6750 
  Submachine 
  Gun (9mm) 
  12 (m) 
  10 
  AF-10 
  1d6+1 
  8.5 
  8900 
  Shotgun (.410 
  Slug) 
  10 (m) 
  13 
  SA 
  2d6 (slug) 
  2d6 RP, 
  RbR 
  (shot) 
  9.2 
  7000 
  External Clip 
  Port 
  25 (c) 
   
  -- 
  -- 
  2 
  2250 
  Laser Sight 
  -- 
   
  -- 
  -- 
  1.5 
  1250 
  Silencer 
  -- 
   
  -- 
  -- 
  2 
  1250 
   
  CYBERSPIKE 
  This is merely a Standard Hand with a Cyberspike built in. 
  Power: Hand-to-Hand Killing Attack; Adv: Armor Piercing (+.5); AP: 
  23; Lim: Cyberware (-1); Cyberarm only (-.25); STR Min 10 (-.5); 
  Real Weapon (-.25) 
  Type 
  HKA 
  ECU 
  Nuyen 
  Cyberspike 
  1d6 AP 
  7.7 
  3750 
   
  CYBERSPUR 
  This is merely a Standard Hand with a Cyberspur built in. 
  Power: Hand-to-Hand Killing Attack; Adv: None; AP: 25; Lim: 
  Cyberware (-1); Cyberarm only (-.25); STR Min 10 (-.5); Real 
  Weapon (-.25) 
  Type 
  HKA 
  ECU 
  Nuyen 
  Cyberspur 
  1½d6 
  8.3 
  6250 
   
  CYBERWHIP 
  A 1” (2m) long flexible alloy tentacle that extends from the back of the 
  wrist, and can either whip an enemy or wrap them up in a grab.  It is a 
  very effective Cyberhand option for self-defense or to just keep the 
  prisoner right where you want him.  The damage of the Cyberwhip is not 
  cumulative with that of the cyber limb, though the user’s strength 
  certainly adds in. 
  Power: Stretching, Adv: Reduced END (0 END; +.5); AP: 5; Lim: No 
  fine control (-.5); Always Direct (-.25); No velocity damage (-.25); No 
  noncombat stretching (-.25); Only to whip or grab (.5); Cyberarm only 
  (-.25); Cyberware (-1) 
  Power: Hand-to-Hand Attack; Adv: None; AP: 12 Lim: Only for 
  attacks with the whip (-1); Cyberware (-1); STR Min 10 (-.5); Real 
  Weapon (-.25); Cyberarm only (-.25) 
  Type 
   
  HA 
  ECU 
  Nuyen 
  Cyberwhip 
   
  +4d6 
  4.3 
  4250 
   
  
  SHADOWPUNK—CYBERWARE 
  56 
  EXTENSION HAND 
  This Cyberhand can extend from a telescoping wrist mount out to 1” 
  (2m).  Because of its telescoping mount, the Cyberhand cannot carry as 
  much while extended as the user would normally be able. 
  Power: Stretching; Adv: Reduced END (0 END, +.5); AP: 7.5; Lim: 
  Cyberware (-1) 
  Type 
   
   
  ECU 
  Nuyen 
  Extension Hand 
   
   
  3.8 
  1875 
   
  FLASHBULB 
  A 20,000 candlepower strobe light installed in the palm of the 
  cyberhand.  It affects a 3” cone with a 2d6 Flash (Sight Group).  Cyber-
  optics or goggles with flare compensation may resist this attack.  The 
  system holds enough power for 3 flashes before it must recharge for 1 
  hour. 
  Power: Flash: Sight Group; Adv: Area of Effect: 3” Cone (+1); AP: 20; 
  Lim: Charges: 3 (-1.25); Cyberware (-1); Cyberarm only (-.25) 
  Type 
  Flash 
  ECU 
  Nuyen 
  Flashbulb 
  2d6 
  5.7 
  5000 
   
  GRAPPLE GUN & WINCH 
  An air-propelled fold-out grappling hook is installed in the housing of 
  the arm.  The grapple is fired at the place the character wishes to climb, 
  and the winch pulls the character to the desired height at a rate of 5” per 
  phase.  The range of the grapple is 50” and the character must target the 
  hex/object to be grappled to. 
  Power: 5” Flight; Adv: None; AP: 10; Lim: Only in a straight line to 
  where grapple is secured (-.5); No noncombat multiplier (-.5); 
  Requires an attack roll (-.5); Extra Time: Full Phase (-.5); Cyberarm 
  only (-.25); Cyberware (-1) 
  Type 
   
  ECU 
  Nuyen 
  Grapple Gun & Winch 
   
  2.4 
  2500 
   
  HAMMER HAND 
  This hand is made of hardened titanium and has a powerful explosive 
  shell-driven ram that acts as a battering ram.  The user punches, the shell 
  goes off, driving the fist forward with incredible velocity and power.  A 
  port in the top ejects the shell and opens to receive a new one.  Each 
  shell costs 10 Nuyen.  The damage of the Hammer Hand is cumulative 
  with that of the Cyber Limb, so it is quite impressive to see someone 
  implanted with it punch through walls. 
  Power: Hand-to-Hand Attack; Adv: None; AP: 18; Lim: Charges: 1 (-
  2); Cyberware (-1); Cyberarm only (-.25); STR Min (-.5); Real 
  Weapon (-.25) 
  Type 
   
  HA 
  ECU 
  Nuyen 
  Hammer Hand 
   
  +6d6 
  3.6 
  4500 
   
  HAND RAZORS 
  This is merely a Standard Hand with Hand Razors built in. 
  Power: Hand-to-Hand Killing Attack; Adv: None; AP: 15; Lim: 
  Cyberware (-1); Reduced Penetration (-.25); Cyberarm only (-.25); 
  STR Min 5 (-.25); Real Weapon (-.25) 
  Type 
  HKA 
  ECU 
  Nuyen 
  Hand Razors 
  1d6 RP 
  5 
  3750 
   
  HIDDEN HOLSTER 
  This is a Cyberleg option that contains a hidden storage space to hold up 
  to one very heavy pistol and 2 extra clips of ammunition.  This 
  effectively provides the user a place to store his weapon that provides an 
  extra -8 to PER Rolls to detect. 
  Power: Skill Levels: Concealment; Adv: None; AP: 24; Lim: Only to 
  conceal one very heavy pistol and ammo (-2); Cyberleg only (-.25); 
  Cyberware (-1) 
  Type 
  SL 
  ECU 
  Nuyen 
  Hidden Holster 
  +8 
  5.6 
  4000 
   
  HYDRAULIC JACKS 
  When installed in a Cyberleg, the Hydraulic Jack dramatically increases 
  run speed, jumping ability and can assist a falling character to absorb 
  damage. 
  Power: Leaping, Running, Skill Levels: Breakfall; Adv: None; AP: 
  10/20/30/40; Lim: Cyberware (-1); Cyberleg only (-.25) 
  Type 
  Leap 
  Run 
  Skill 
  ECU 
  Nuyen 
  Level 1 
  +2 
  +2 
  +2 
  4.4 
  5500 
  Level 2 
  +4 
  +4 
  +4 
  8.9 
  11000 
  Level 3 
  +6 
  +6 
  +6 
  13.3 
  16500 
  Level 4 
  +8 
  +8 
  +8 
  17.8 
  22000 
   
  MAGNETIC SYSTEM 
  This system is a series of electromagnets which allow the user to hold on 
  to metallic things better.  The user may actually be able to climb the side 
  of sheer metallic objects with the power of this magnetic system.  The 
  system needs at least 2 limbs to be installed with Magnetic Systems to 
  allow climbing.  Each limb the system is added to adds to the strength of 
  the Clinging. 
  Power: Clinging; Adv: None; AP: 12; Lim: Only to metallic objects (-
  1); Cyberware (-1) 
  Type 
   
  STR 
  ECU 
  Nuyen 
  Magnetic System 
   
  +6 
  6 
  3000 
   
  QUICK-CHANGE MOUNT 
  These allow the user to change hand, foot, or even whole cyber limbs 
  without using tools or going to a cyberdoc.  The limb is bayonet 
  mounted, and can be removed by depressing a thumb catch and twisting. 
  Type 
   
  ECU 
  Nuyen 
  Quick-Change Mount 
   
  1 
  5000 
   
  QUICK-DRAW ARMHOLSTER 
  This Cyberarm option consists of a concealed, spring loaded holster 
  installed in the forearm.  The holster launches anything the size of a 
  Light Pistol or Knife into the hand of the Cyberarm. 
  Power: Skill Levels: Fast Draw-Pistol; Adv: None; AP: 12; Lim: Only 
  to draw a weapon (-1); Cyberware (-1); Cyberarm only (-.25) 
  Power: Skill Levels: Concealment; Adv: None; AP: 12; Lim: Only to 
  hide the weapon (-2); Cyberware (-1); Cyberarm only (-.25) 
  Type 
  FD 
  Conc 
  ECU 
  Nuyen 
  Quick-Draw Armholster 
  +4 
  +4 
  6.5 
  4000 
   
  REINFORCED STRUCTURE 
  The cyber limb is reinforced with titanium alloys and superplastics 
  making it incredibly resistant to damage. 
  Power: Armor; Adv: None; AP: 3; Lim: Cyber limb only (-.25); 
  Cyberware (-1); One location only (-2) 
  Type 
  rPD 
  ECU 
  Nuyen 
  Reinforced Structure 
  +2 
  0.7 
  13500 
   
  SHOCKER 
  This Cyberhand allows the palm and outer surface of the hand to be 
  charged with electricity.  When so charged, anyone or anything that the 
  character touches will be shocked.  The batteries in the hand allow for 
  12 shocks before needing to be recharged for 8 hours. 
  Power: Energy Blast; Adv: No Normal Defense: Insulated Clothing 
  (+1); AP: 20; Lim: Charges: 12 (-.25); No Range (-.5); Extra Time: 
  Full Phase (-.5); Cyberarm only (-.5); Cyberware (-1) 
  Type 
  NND 
  ECU 
  Nuyen 
  Shocker 
  2d6 
  5.3 
  5000 
   
  SKATE FEET SYSTEM 
  This is a motorized foot module that has been fitted with four in-line, 
  chain-driven, super grip wheels which fold up behind the heel when not 
  in use.  Once activated, micro-hydraulic servos slide the wheels down 
  beneath the feet to give the user the burst of speed he needs.  Beat the 
  rush hour traffic and beware of road rash.  This module requires the user 
  have two Cyberlegs, both with Skate Feet.  The costs below are per foot. 
  Power: Running; Adv: None; AP: 20; Lim: Feet must be uncovered (-
  .5); Must be installed in two cyberlegs (-.5); Requires a Skating 
  (Agility) Skill Roll (-.5); Cyberware (-1) 
  Type 
   
  Run 
  ECU 
  Nuyen 
  Skate Foot 
   
  +10” 
  5.7 
  1875 
   
  
  SHADOWPUNK—CYBERWARE 
  57 
  SMARTLINK & SMARTLINK II SYSTEMS 
  This system allows the user to interface directly with a Smartgun 
  equipped weapon for greater response and accuracy.  The SmartLink 
  allows the user to gain instant access to his weapons status, its current 
  positioning, and the remaining ammunition.  The SmartLink includes a 
  magnetic induction pad implanted in the user’s palm.  Characters may 
  have more than one SmartLink, but they may only ever use one system 
  at a time, even if it is for two different weapons.  SmartLink II systems 
  function identically to the standard SmartLink, but have advanced 
  systems that account for range, wind, and movement to help with 
  targeting at longer range. 
  Power: Combat Skill Levels: All Ranged Combat; Range Skill Levels: 
  All Ranged Combat; Skipover Sprayfire Autofire Skill; Adv: None; 
  AP: 15/18; Lim: Only when interfaced with a Smartgun equipped 
  weapon (-.5); One weapon at a time (-.5); Cyberware (-1); Cyberarm 
  only (-.25) 
  Type 
  CSL 
  RSL 
  ECU 
  Nuyen 
  SmartLink 
  +2 
  -- 
  4.6 
  15000 
  SmartLink II 
  +2 
  +1 
  5.5 
  18000 
   
  STANDARD CYBERHAND/CYBERFEET 
  All cyberlimbs include a Standard Cyberhand or Cyberfoot for no 
  additional cost of ECU or Nuyen.  The options below give the user some 
  strange and unusual abilities, and because of the extra circuitry and 
  mechanics have their own ECU and Nuyen costs.  If a character takes a 
  Cyberhand or Cyberfoot option without the Quick-Change Mount 
  option, it cannot be removed from the limb except by a cyberdoc.  Users 
  who do have a Quick-Change Mount may change hands, feet, and limbs 
  by taking 2 Full Phases outside of combat. 
  Type 
   
  ECU 
  Nuyen 
  Cyberhand/Cyberfeet 
   
  0 
  0/500* 
  * The second cost is for a replacement 
   
  TASER 
  This is a two-shot taser housed in the palm of the Cyberhand.  It may 
  only fire 2 shots before needing to be recharged (8 hour recharge).  
  Though it has a short range, it can be quite effective. 
  Power: Energy Blast; Adv: No Normal Defense (+1); AP: 30; Lim: 
  Charges: 2 (-1.5); Cyberarm only (-.25); Extra Time: Full Phase (-.5); 
  only 5” range (.25); Cyberware (-1) 
  Type 
  NND 
  ECU 
  Nuyen 
  Taser 
  3d6 
  6.7 
  5000 
   
  TOOLKIT 
  The hand’s four fingers each conceal a different tool that can be useful 
  in just about any situation.  It includes power screwdriver with 
  changeable heads, adjustable wrench, battery-powered soldering iron, 
  adjustable socket wrench, impact wrench, and the edge of the palm is 
  hardened to use as a hammer.  The Skill Levels granted by this hand are 
  only used to offset penalties for not having the correct tools. 
  Power: Skill Levels: Electronics, Mechanics, Security Systems; Adv: 
  None; AP: 9; Lim: Only to offset penalties (-1); Cyberware (-1); 
  Cyberarm only (-.25) 
  Type 
  SL 
  ECU 
  Nuyen 
  Toolkit 
  +3 
  2.8 
  5000 
   
  CYBERWARE GRADES 
   
  Cyberware is available in five different grades and each has a different 
  effect upon the user, modifying the nuyen cost, the Essence cost, and 
  other factors as listed below.  When cyberlimb options or other pieces 
  that require ECU are bought as higher quality grades, it affects the 
  amount of ECU taken in the limb as it would Essence. 
   
  STANDARD GRADE CYBERWARE 
  This is the standard, off the shelf, new cyberware, installed in virtually 
  every cyberware clinic.  This cyberware is available to beginning 
  characters and can usually be found with the right connections.  There 
  are no changes to nuyen or Essence costs. 
   
  ALPHA GRADE CYBERWARE 
  This is the top of the line mass-produced cyberware, built with smaller 
  and more advanced parts and better medical technology.  It is available 
  to beginning characters and can generally be bought “off the shelf”.  The 
  nuyen cost of Alpha Cyberware x2 standard, but the Essence cost is 
  reduced to 80%. 
   
  BETA GRADE CYBERWARE 
  This level of cyberware includes some of the best technology in the 
  field, and each piece is custom built for the person that will have it 
  installed.  Beta Cyberware must be ordered from a clinic, which can 
  often be hard enough to find, where it will be built to the person’s 
  specifications, and will then be implanted.  Beta Cyberware is not 
  available to beginning characters.  The nuyen cost of Beta Cyberware is 
  x4 of standard, and the Essence cost is 60%. 
   
  DELTA GRADE CYBERWARE 
  This is the pinnacle of cybernetic technology, using the latest in cutting 
  edge parts, and each is built to strict specifications based on the 
  physiology and medical needs of the user.  Delta Cyberware is very rare 
  outside of mega-corps, and so Delta Cyberware on the street in the hands 
  of shadowrunners even rarer still.  Delta Cyberware is not available to 
  beginning characters, and should only be the result of a lot of work on 
  the players’ part.  The nuyen cost of Delta Cyberware is x8 standard, and 
  the Essence cost is 50%. 
   
  USED CYBERWARE 
  This type may be based on the current level of technology or from a 
  generation of cybernetics earlier.  Only Standard and Alpha Grade 
  Cyberware is available for direct resale, as the special tuning and 
  specifications of Beta and Delta do not allow them to be reused in others 
  without heavy modification.  This doesn’t mean that Beta or Delta 
  cyberware has no value on the market, just that they are usually 
  reconditioned and sold as new on the market.  Used Cyberware is much 
  cheaper than Standard, but it comes with some problems.  The main is 
  that Used Cyberware can only take 50% damage before being destroyed 
  (see Cyberware and Bioware Damage).  This damage can never be 
  repaired, but it also doesn’t reduce the functionality of the piece.  The 
  nuyen cost of Used Cyberware is x½ if the piece is Standard, or x1 if the 
  piece is Alpha, and the Essence cost is normal if Standard, or 80% if the 
  piece is Alpha. 
   
  Grade 
  Essence Cost 
  Nuyen Cost 
  Standard 
  x1 
  x1 
  Alpha 
  x0.8 
  x2 
  Beta 
  x0.6 
  x4 
  Delta 
  x0.5 
  x8 
  Used Standard 
  x1 
  x0.5 
  Used Alpha 
  x0.8 
  x1 
   
   
  
SOURCE: textdata/thevault/Hero System/SHADOWPUNK/Shadowpunk ver 091 PDF/Shadowpunk-04-Cyberware.pdf