Cyberware and Equipment



Availability

Cyberware systems are available from the Cyberpapacy, independent companies, and back street cyberleggers. While the Cyberpapacy strives to control all access to cyberware it has failed to prevent it from falling into outside hands. Cyberleggers make a living from selling and installing illegal cyberware in anyone prepared to pay their price.

Cyberware is fitted to members of the Church who are considered worthy. The installation is carried out under the supervision of the techpriests in Church hospitals. The Cyberpapacy also makes cyberware available to members of right-wing hit squads and selected street punks.

All of the cyberware systems described here are available at no cost from the Cyberpapacy, but there is a price to be paid: to ensure orthodoxy, or to prevent the use of these systems against the Cyberpapacy, the systems are frequently fitted with homing bugs (homers), and self-destruct devices which can be activated by Malraux's agents. These devices are activated by radio, and either burn out a cyberware system making it inoperative, or else cause severe damage to the user's Central Nervous System. In the case of life-supporting cyberware, death follows quickly as cybernetic hearts and lungs cease their vital functions. Other systems simply burn out and fuse together. At the same time, energy stored in their powercells is blasted through the user's body causing an attack with a damage value of 18.

Cyberpapacy devices can be removed by skilled medics; the operation has a difficulty number of 12, and results in the same kind of wound as when the system was installed (see Surgery and Recovery, below).

Cultural norms for cyberware differ between the two realms as well. Most straight citizens in CyberFrance make extensive use of NeuraSkin to conceal cyberware. The cyberfans decorate it with gaudy chrome and paint jobs. Kadandran and Cyberpapal cyberware is usually machined and sculpted to be aesthetically pleasing in appearance. Cybermuscles, even on prosthetics, are smoothed and rounded to approximate human ideals of beauty. Tharkoldu cyber is brutally functional in appearance. Machined to the fine tolerance required for its function, yes, but with not a moment wasted trying to make it look organic. Finishes are starkly functional metallic or plastic sheaths designed to protect circuits, not please the eye.

One important Tharkoldu exception are demon lords and princes. These Tharkoldu make extensive use of artificial skin grafts, not to hide their cyberware, but to keep their appearance changing in startling and frightening ways. Highskin grafts and sculpturing are only permitted for demon lords and princes. Rumour states that the ruler of Helfei, Kolos Teschla, also uses HighSkin.

Availability on Tharkold

Tharkold has countless small cyberlabs, combining the quality control of the Cyberpapacy's best factories with the craftsmanship of the most individualistic technofreak. Components are manufactured by the UltraCAD process.

Many Tharkold natives have the skills and equipment to manufacture their own cyberware and Tharkoldu demand keeps them busy. Free Race are often equipped with cyberware by their governments. Tharkoldu may acquire implants from their pride, or allied prides.

Slaves of Tharkoldu are sometimes equipped with cyberware by their masters. Most commonly modified are warriors, scientists, or other skilled servants.

Availability in the Realm

Cyberware is harder to acquire in Los Angeles. While the technology for producing cyberware exists, Tharkoldu designs are often more sophisticated than their Cyberpapal counterparts, and some have been modified through technomagic. Efforts to reproduce them have not been totally successful. All cyberware made locally suffers from system failure more often than Tharkoldu manufactured parts. The system failure number is one higher for local cyberware. This could change if enough SyntheCyclers and MakerMods of the right type are stolen.

The other common source of cyberware is theft.

Jaz

Jaz is derived from a Kadandran innovation. Tharkold natives automatically have Nanocord installed. Jaz would work for Tharkold cyberware. As an Apotheduct with jaz has the same cyber rating as Nanocord, there is not much incentive for Tharkold characters to use jaz.

Surgery and Recovery

Installation of cyberware involves some degree of surgery, followed by a period of recovery. Details of these times can be found in the descriptions below.

The medicine skill is used to install cyberware. The difficulty of the task varies according to the system being installed. For example, fitting a cybernetic hand has a difficulty of eight; but fitting an artificial heart has a difficulty of 12.

Success indicates that the cyber system has been installed. Characters are always unconscious for 30 minutes after undergoing surgery, and are likely to be wounded. This damage is healed at the same rate as normal wounds. Each cyber system is rated according to the level of surgery required and the anticipated level of wounding caused during the operation. For example, the fitting of a cybernetic hand merely inflicts a wound, but the fitting of cybernetic lungs or a heart results in a mortal wound. A character cannot spend Possibilities to reduce damage suffered during surgery.

Level of Success

Abysmal Failure (difficulty at least 10 greater than the medicine total): The character suffers from internal bleeding and a one level increase in wounds; for example, a wound becomes a heavy wound. In an operation that would normally do a mortal wound, the patient dies on the table. A successful first aid or medicine check at Difficulty 15 is required to prevent death. All recovery checks to recuperate from surgical damage are made with a -5 bonus.

Failure: The operation is unsuccessful. Character takes normal wound damage and the cyber system is removed. Alternatively, a failure indicates that the system is fitted but fails to function correctly. Another operation is required to fix it. All recovery checks to recuperate from surgical damage are made with a -5 bonus.

Minimal success: The system is only barely installed; malfunctions occur on a roll of 1 or 2 ie a "faulty system" (see Systems Failures below). Recovery checks against surgical damage are made with a -5 bonus.

Average success: The cyber system is fitted. Characters take anticipated wound damage. Recovery checks against surgical damage are made with a - 3 bonus.

Good success: The system is fitted and the character takes the anticipated wound damage. However, there is no penalty to the recovery checks.

Superior success: As above, but the character receives a +3 bonus to recovery checks made against surgical damage.

Spectacular success: As above. The system is fitted perfectly. It responds instantly to commands from the character's Central Nervous System; the system does not experience system failure (see below) under normal circumstances. The character receives a +5 bonus to recovery checks made against surgical damage.

Upgrading Systems: When upgrading a system, the level of surgery required is usually less than when the original item was fitted. Whenever a system can be upgraded with ease, the surgery required has its difficulty level reduced by three.

For example: when replacing 20-20 Vision with a combined 20-20 and FFO ColEnhanz, the new system is placed in the already prepared eye socket. The difficulty is reduced form eight to five. However, upgrading an existing cybernetic heart with another one still involves the same level of surgery as before.

Occultech and Surgery

When implanting cyberware in Tharkoldu or when installing a Technomagical implant in any character, occultech must be combined with surgery or the operation won't take.

An occultech must make an occultech check against the same difficulty as the surgery. If the occultech level of success is different from the medicine level of success:

* the wound level and recovery modifiers are handled according to the medicine level of success.

* if either the occultech or medicine checks fail, then the cyberware is not installed. However, if both succeed, use the occultech result to determine how effective the implant is.

For example: a Tharkoldu undergoes surgery to have a cyberarm attached. The medicine success level is Good, but the occultech level is Minimal. The demon heals according to the rules for a Good success, but the implant is a faulty system, and may malfunction on a die roll of 1 or 2.

Vat jobs

The latest breakthrough in Tharkoldu cybertech is the surgical reconstruction pod, more commonly called the "Vat." This apparatus combines the most advanced microsurgical technology with extremely efficient nanomachines. The surgical recovery difficulty number after an operation is reduced by three if the person is part inside the Vat to recover. The patient is kept in stasis inside the Vat during his entire recovery period. When he is placed in the Vat and the nanomachinery program is activated, a Toughness check each day at the decreased difficulty number. Note medicine checks can be made by doctors to add onto the recovery check as per medicine skill.

A Vat may be programmed to release its patient at the end at a specific time. It may also be programmed to release a patient once a particular wound status is obtained. The two methods may be combined. Programming the Vat takes one minute, and is no more complicated than programming a VCR.

Example: A mortally wounded Tharkoldu could be placed in a Vat, and the Vat programmed to "Release the patient after one week, or as soon as its status is a single wound, whichever comes first.

If the Vat program is interrupted before the character is completely recovered, the effect is disastrous. Treat this as an abysmal failure in surgery. If the character was placed in the vat to recover from non-surgical wounds, use his original wound level as the basis of the increased damage.

Systems Failures

Cyberware is an advanced science, but it is not a perfect one. Even the most carefully crafted products of the Cyberpope's factories have been known to malfunction or suffer stress through use. Any character who relies too much on technology could be in for a shock when that technology responds in an unpredictable way.

Whenever a character uses a skill or attribute enhanced by cyberware and rolls a 1 on the action die, there is the chance of a systems failure. Systems failures vary from minor annoyances to dangerous malfunctions which can injure the user. Whenever a 1 is rolled on the action die, the gamemaster generates a bonus and consults the Systems Failure Table. The gamemaster gets a roll again on a 10 and 20.

Faulty Systems: Some cyberware systems are poorly maintained or manufactured. Devices fitted by cyberleggers using secondhand parts are subject to system failure rolls on action die rolls of 1 or 2. If a possibility is spent, the system only malfunctions if the second die roll is also a 1.

SYSTEMS FAILURE TABLE

Bonus Generated Effect

less than 0 Cyberware functions normally.

0 Cyberware functions sluggishly. It does not impart any powers or increases to the character for that round.

1-2 Cyberware surges imparting none of its powers to the character for one round. In addition the character

suffers a -1 bonus modifier for one action only.

3-4 Cyberware fails to operate and momentarily locks. If the character's intended action depends entirely on

the function of the cyberware, the action fails. Otherwise, the cyberware provides no skill bonus to the

attempted action. Until repaired, the cyberware is subject to systems failure on rolls of 1 or 2 on the action

die.

5-6 Cyberware shuts down requiring the cybertech skill to repair.

7-11 Cyberware goes erratic: Limbs start to convulse; sensory apparatus boost signals, to uncomfortable levels

or blank out entirely; ChipWare scrambles giving no benefits; chargers and boosters release potentially

lethal doses into the bloodstream, etc. Requires cybertech to repair.

12+ Cyberware malfunctions. It goes erratic as above. In addition the character is affected by an electrical

surge with a damage value equal to the bonus; armour provides no protection from this surge. The system

then shuts down requiring the use of cybertech to repair.



Cyberpsychosis

Advances in medical science have made the installation of cyberware possible, but they have been unable to effectively counter the effects on the human psyche. As more items of cyberware are added and bodily functions are performed by machinery, a character becomes progressively dehumanized.

Every item of cyberware is rated according to its dehumanizing effects. Each time a character has a new system implanted, the cyber rating of the system is noted on the character sheet in the cyberware box. The sum of a character's cyber ratings are added together to determine his cyber value, this is noted in the cyber value box on the character sheet.

Occurrence: Cyberpsychosis occurs whenever a character suffers a setback result. This setback could come as the result of maneuver, intimidate or other interaction, or appear on the conflict line. Any setback result can trigger cyberpsychosis.

The character generates a Spirit total that is subtracted from the Cyberpsychosis Value. The result points are read on the Cyberpsychosis table; note that the cyberpsychosis has negative result points.

Demons are less vulnerable to cyberpsychosis than humans and get a +3 to Spirit to resist it.

Note .5 cybervalue rounds down if it is just a half point and can be reduced to 0 by high quality or psychology.



















CYBERPSYCHOSIS TABLE

Result Points Effect

-10 or less Gain inner strength from resisting your psychosis: reduce cyber value by 2. Do nothing else this round

-9 to -7 Gain inner strength from resisting your psychosis: reduce cyber value by 1. Do nothing else this round

-6 to -2 Minor Mental Block: -1 on mental skills and attribute checks for this round.

-1 Minor Physical Revulsion: -1 on all physical and mental skills for this round.

0 Freeze: do nothing for 1 round.

1 Minor Systems Scramble: roll for one system on the System's Failure Table.

2 Mental Block: -2 on mental skills and attribute checks for next 2 rounds.

3 Physical Revulsion: -2 on all physical and mental skills for next 2 rounds.

4 Confused: do nothing for 2 rounds.

5 Major Mental Block: -3 on mental skills and attribute checks for next three rounds.

6 Major Physical Revulsion: -3 on all physical skills for next three rounds.

7 Cyberfear: Increase cyber value by 1.

8-9 Paralysed: do nothing for 3 rounds.

10-11 Despair: do nothing for 5 rounds.

12-13 Major System Scramble: roll for three systems on the System's Failure Table.

14-15 Enraged: Character attacks nearest characters for 3 rounds. Increase cyber value by 1.

16-17 Catatonic: Character curls up in a ball for 1-20 rounds and increase cyber value by 2.

18-20 Psychopathic: Character turns into a psychopathic killer. Attacks all characters for 10-30 rounds.

Increase cyber value by 3.

21-25 Hysterical Rage: Character goes berserk and attacks nearby characters and objects for 1-20 hours.

Increase cyber value by 4.

26+ Suffer from Hysterical Rage: permanently: Character becomes a psychopathic gamemaster character under the control of the Gamemaster

Resisting Cyberpsychosis

A player may declare his character is resisting cyberpsychosis. He must declare this before the character rolls the die for the cyberpsychosis check. The character then generates a Spirit total, with a minimum bonus of +1. Resisting cyberpsychosis is therefore a form of active defense, like an active dodge.

Reducing Cyber values

A character may reduce his cyber values by having cyberware removed from his body. This is done on a one to one basis, so the removed of a CSI LtFilta (cyber rating +2) reduces the character's cyber value by 2.

The psychology skill can be used to reduce a character's cyber value (see Skills,). There are ways of reducing character's cyber values within the GodNet (see "Heaven" page 63 of The GodNet sourcebook.)

Maximum Cyberware

No character can continue to add on cyberware without totally losing her humanity. If a character has a cyber value which is at least 10 higher than her Spirit, cyberpsychosis will doom the character within the span of a few adventures. The gamemaster is strongly urged not to let any player Storm Knights layer on cyberware past this 10-point limit. Storm Knights with that much cyberware pose a grave hazard to themselves, and the rest of their group, and could prove disruptive to the flow of the adventure. Gamemaster character's are, of course, a different story.

The Technology the Cyberpapacy

The Cyberpapacy has brought tremendous advances in nanotechnology, computer science, organ cloning, holographic communications laser technology, and in everyday appliances. But the technological base of the Cyberpapacy has not entirely replaced or transformed existing technology. Just as items from earlier ages are still used on 20th century Earth, Tech level 23 items exist side by side with the wonders of future society. Steel knives, AK-47 rifles and ball point pens are frequently found in the possession of even the most ardent devotees of cybertech. The Tech axiom has changed but many obsolete items are still in use. But as the Cyberpope extends his hold over France, the spread of the new technology continues at a breakneck pace.

Most items of equipment of Tech 22 or higher are available to characters within the Cyberpapacy, along with the technological breakthroughs described below.

Brand Names and Independents

There are a number of large manufacturers who lead their various fields in research and development, and whose brand names are widely known. But in countless back rooms, techs produce imitations of the major brands. Some of these are almost identical to the real thing, others are shoddy copies which either do not match up to specifications or, in the case of cyberware, are subject to systems failure on a 1 or 2, or include both faults. Gamemasters can assign whatever drawbacks or enhancements they wish to any item of equipment purchased from a small manufacturer; be careful not to design a device which is far superior to any other on the market. At the same time, one which performs atrociously would quickly acquire a bad name in a realm where everyone can be connected to the GodNet, which in addition to being a VX environment is the world's fastest and largest electronic network.

Major Suppliers

BelleVision

BelleVision of Aix is the foremost producer of cyber eyes. Originally a producer of cosmetic eyes, BelleVision has branched out and now manufactures the BelleView 20-20 vision unit, the BelleSee TeleSight, the BelleMicro View, and the BelleScan. The BelleView Low-light is not actually manufactured by BelleVision, although it appearance and performance specs are nearly identical to the other eyes in their line. This counterfeit eye has BelleVision executives justifiably worried; perhaps there is a clandestine group within BelleVision who is building the ersatz eyes, or perhaps someone is stealing components and assembling the eyes elsewhere.

BelleVision receives most of its orders from the Cyberpapacy at Avignon, but recently members of its research and development team have defected and fled to Paris Libert'e, where they formed FreeFrance Optics (FFO).

Clear Sight Industries

Clear Sight Industries (CSI) are located on the outskirts of Avignon and cater exclusively to the Church Police and cyberpriests. The company is run by cyberpriest technicians and leads the field in weapon enhancement systems.

CSI produces HotShot II thermal sights, LtFilta flash protectors, EM eyes, EyeKill Mk. IV targeters, and LEDs.

CSI visual units are available in Paris. A cyber train, carrying a large consignment of CSI products to members of the HOGs was derailed and its contents captured by the Resistance. The Resistance began to disseminate the parts, but the Sun Kings seized the warehouse where they were stored. Quick to off load their catch, the Sun Kings pedalled CSI systems to countless numbers of cyberleggers in Paris. The Paris Liberte Militia and the Resistance have been unable to recover more than a fraction of the stolen units.

Compte Industries

Compte Industries of Toulouse specialize in physical enhancement systems. Most of their output is carried by cyber train to Avignon for fitment to Church Police and Hospitaller units.

Compte Industries is a small company, particularly considering the large quantities of products they manufacture. Some German diplomats have privately voiced the opinion that Compte Industries is a front for a Japanese, or possibly Nile Empire, operation.

CyberHam Manufacture

CyberHam Manufacture is a collective of radio hams who quickly saw the potential of using their knowledge to create cyberware systems that could be used against the Cyberpapacy. They work out of back rooms in Lyon, Marseille and Toulouse. They supply the Resistance whenever possible. A secretive organization, CyberHam Manufacture is in constant danger of discovery by the Inquisition. As a result their equipment is built with an eye to reliability and is extensively tested by CyberHam's own members, often under combat conditions.

Data Audio Systems

Prior to the Tech Surge, Data Audio Systems (DATAS) produced high cost, low unit, sound and entertainment systems. Quick to see the advantages in employing the new techniques of cybernetics, the company closed its Lyon operation, relocated to Paris, and began to manufacture auditory and sensory cyberware systems. DATAS systems are widely sought after outside of Paris. The Cyberpapacy controlled company, True Spirit has copied many of DATAS's designs in its factories in Avignon.

Rumour has it that the Lyon facility is still in operation in a makeshift factory concealed in the rugged countryside, but DATAS officials of course deny the rumour.

FreeFrance Optics

A breakaway group of BelleVision employees, FreeFrance Optics operates out of Paris where it manufactures BelleVision derived systems, as well as its own TriEyes visual units, FFO ColEnhanz, FFO NightViews, and its latest promotion, the FFO CamEye.

The FFO laboratory was recently hit by members of the Mouvement National. Severe damage to its manufacturing plant resulted in FFO closing down its operations while its members moved undamaged machinery to a new location. Production is expected to recommence in a few weeks.

God's Word Industries

GWI produce armour, weapons and vehicles for the Church Police, Hospitallers and Inquisition. GWI is tightly controlled by the Cyberpapacy. Security at its manufacturing plants at Avignon and Saint-Enenne is high, being second only to that surrounding the Palace of the Popes.

The GWI manufacturing complex outside of Avignon is a monstrous amalgam of buildings clustered around the giant construct known as EM2. EM2 has over 23,500,000 square meters of manufacturing space spread out over six levels. The Administrative Tower sits at the northern end of EM2 and rises to a height 955 meters, over twice the height of the Empire State building. Holo transmitters at the top, base and hover platforms on either side of the tower are activated each night to produce a gleaming white cross visible for better than 100 kilometre.

Back street armourers produce passable copies of GWI armour, but as materials are often in short supply, armour from other sources frequently does not measure up to GWI standards. Any of the armour types listed below may be available on the streets, but the Armour Add is nearly always reduced by 1 or 2 points if it is not genuine GWI armour.

Manufacture de Machines du Haut-Rhin (Manurhin)

Manurhin produce GWI products under license with the full approval of the Cyberpapacy. Manurhin also develop more experimental weapons which are issued to certain Inquisitors and to Church Police Officers.

Manufacture d'Armes de Saint Enenne (MAS)

MAS is based in Saint-Enenne where it produces arms for the Cyberpapacy. Its weapon systems are of high quality, and renowned for their reliability. As MAS weapons set the standard its designs are widely copied by back street weaponsmiths and found in the hands of opposition groups and street punks. MAS has little sympathy for the Resistance, but remains cool towards the policies of the Cyberpapacy. They manufacture arms; their executives believe that what happens after the weapons are sold is really none of the company's business.

Marlenes

Marlenes produce a wide variety of drug-based cyberware systems as well as the drugs to go with them. They are based in Paris with a subsidiary in Nantes. Although never satisfactorily proved, it is widely believed that Marlenes is a front for the Sun Kings. The company's practice of dealing in medical and addictive street drugs further adds to this belief.

MediCo

MediCo produce branded medicinal drugs for the Cyberpapacy. Based in Toulon, their products are widely available in drug stores throughout the Cyberpapacy. They produce everyday drugs such as aspirin and paracetamol, as well as more powerful pain killers.

MediCo strives for "favourable public relations conditions," and supports any charity which offers a significant chance at publicity. This policy has unintentionally wedded MediCo to elements of the Cyberpapacy; Jean Malraux's church has many charities, some of which are beneficial, and the Cyberpapacy can guarantee media coverage.

MindBody Technologies

MindBody Technologies (MB) are the foremost producers of boosters and chargers. Relocated from Nice to Avignon they have developed a wide range of drug based enhancement systems. Their early prototypes were enthusiastically taken up by the Cyberpapacy, but because of flaws in their designs many of their original users ended up with either severe physical disabilities or with brain damage. Recent refinements in the fitting of boosters and chargers, coupled with the integration of nanotech sensors have ironed out most of the initial problems.

Neurolnc

Neurological Industries Incorporated of Toulon is the foremost producer of synthetic nerve and skin tissue. Its products are often copied but never matched. Its own NeuraSkin is so finely made that it is impossible to tell from the real thing. Similarly, NeuraCal has been used successfully to replace existing nerves and has proven to be selfreplicating and selfmaintaining. Its surgeons are second to none; the surgery success level of any operation performed by a Neuralnc surgeon is increased by one level, i.e an average result becomes a good result.

Pleasure Products Ltd

Pleasure Products Ltd (also known as PLP) has grown from a small producer of massage machines to a large manufacturer and distributor of sensory systems. Their wares have found great favour with members of the Avignon Curia, including the Cyberpope himself.

Trigon Products

Trigon is one of the major producers of cyber limbs. Their products are reliable and highly sought after. Trigon Products have small mobile manufacturing plants throughout the Cyberpapacy. The plants are carried on the back of large trucks and move constantly from location to location to avoid the attention of the Inquisition. The largest and most secure of their plants is based permanently in Paris Liberte where they supply the Resistance and street gangs alike.

True Spirit Enterprises

True Spirit Enterprises is the Cyberpapacy's foremost producer of sensory cyberware. Its factories in Avignon manufacture many thousands of cyberware parts a day. It was TSE that led the way in the creation of Spirit chips and their use in Cartagras (soul-less human bodies). Their search for new system designs has led them to extensively copy the work of other cyberware houses. Consequently, most items of cyberware are produced by TSE, but are not widely available outside of the Church.









Cyberware Implants

Implants are cyberware systems which are implanted directly into the body. They perform many different functions; from enhancing senses and / or physical functions to providing sophisticated electronic systems and weapons.

Implants made for one species are rarely useful to the other, and indeed, can be downright dangerous. Demon implants must be made and installed using occultech as well as cybertech skill, in order to mesh effectively with the magical components of Tharkoldu metabolism. Human cyberware must be modified using occultech or it will not respond to demon nerve impulses. Most Tharkoldu don't bother with human cyberware. Human cyberware implanted into Tharkoldu checks for a systems failure whenever the action die roll is 1-4.

The Race learned early that Tharkoldu implants were best left alone. The magical energies of demon implants are inimical to the human psyche and even to the human spirit. For humans and other non-enchanted beings, the initial cyber rating of demon implants is increased by +2. In addition, the cyber rating of the implant can never be reduced by more than two points. That is, the lowest cyber rating it can have for a human wearer is its basic rating.

For elves and giants, or other enchanted characters who require Magic axiom 9 to live, the initial cyber rating of Tharkoldu cyberware is increased by +1. The cyber rating of the implant cannot be reduced by more than one point. The lowest cyber rating it can have is its basic rating.

Only Tharkoldu may implant Tharkoldu cyberware at its basic rating. Tharkoldu may reduce the cyber rating of an implant below its basic rating, to a minimum of one.

Power Sources

Cyberware requires a source of energy to function. Usually a small powercell or integral battery is used. Light-weight systems (eyes, ears, etc) can run for up to two years on a single power cell. Heavier systems (such as limbs) last a month at most on a power cell, but they can be recharged by simply plugging them into the mains supply using a short length of cable. A power cell can be fully recharged in an hour from CyberFrench power supplies, which are being modified to handle the special needs of cyberware. In Nippon Tech of Core Earth, recharging takes from three to six hours, and requires a special adaptor which is available for $2,500 .

ChipHolders draw energy from the user's Central Nervous System (CNS) and require no additional power supply.

Vril batteries are highly prized as power sources for tharkoldu implants. A Vril power cell can drive an implant indefinitely without recharging.

Costs of Cyberware

The costs listed for each item of cyberware represents the average base price charged by a cyberlegger. Depending on the gamemaster's wishes and the overall availability of an item within a campaign, the base price can be raised or lowered by as much as 50%. Characters may haggle to try and reduce the asking price.

Note:The Cyberpapacy does not charge for cyberware: it provides it free to selected followers.

Basics

NeuraCal: Neural cable or NeuraCal is synthetic nerve fibre used to link cyberware devices together within the body, (not for cyberware in the head). When installed, strands of NeuraCal are connected to the brain and are threaded through the spinal column to its base. To connect cyberware, threads of NeuraCal are teased out of the spinal column and run to the cyberware.

Note: When first installed, NeuraCal has no cyber rating, but each piece of cyberware added increases the cyber value by one, above the cost of cyberware itself. The maximum cyber rating adds for NeuraCal is five.

Nanocord: This nanotech system is installed by a magical treatment that needs to be taken only once and which causes permanent changes in the central nervous system. The user is injected with a series of programmed nanomachines that modify the conductivity of nerve tissue, allowing direct mental control of implants.

Nanocord implantation requires one week of treatment, for several hours a day. During this week, the character has a wound and cannot heal the wound until the treatment stops. If treatment stops before the week is Complete, the Nanocord machines do not stabilize and the installation fails. It must be started over again from scratch. Then an occultech ritual is performed to make the nanocord more compatible with the users system. As such nanocord always requires an occultech and a cybertech check. Cybervalue 3

NeuraSkin is artificial skin originally used for cosmetic purposes. It is now increasingly used to cover and conceal subdermal cyberware. NeuraSkin is rich in nerve fibres; it functions and reacts to stimuli just like real skin, with the added advantage that it can be desensitized and peeled back to allow access to the inner workings of imbedded cyberware.

Cybervalue 0

A neural jack or nervejack consists of a socket embedded into the temples, back of the neck or other body part. A neural jack in the neck or temples is wired directly into the brain at no extra cost in cyber rating, when fitted into another body part, NeuraCal, Nanocard or jaz must be used to connect the neural jack to the CNS.

A neural jack accepts a standard input plug allowing it to be connected to an external piece of equipment. This lets a character access computers directly; allowing the user's consciousness to enter the GodNet; download information to internal chipware; or to output data to peripherals such as vidscreens, recorders, computers or vehicles with cybercontrol units, as well as control UltraCAD, security systems and battlesuits. A character running the GodNet with a neural jack uses his full cyberdeck operation or scholar (computer science) skill value.

When used in a vehicle to connect a character sensors which monitor the outside environment, a neural jack speeds the response time of a character making her instantly aware of changes in speed, air passage, road canter and surfacing. It grants the operator a +3 bonus when generating totals for that vehicle skill.

Unless noticed neural jacks do not suffer systems failure unless badly installed.

The J-jack is the standard neural jack put out by street labs. Most J-jacks suffer from systems failures on a roll of 1. More reliable J-jacks are becoming available, but they cost about twice as much as a standard J-jack. Cybervalue 2

The EpiphaNeur is the most reliable neural jack developed. Inexpensive, it is fitted by cyberpriest techs who take the opportunity to install homers and faith chips into the faithful. Tens of thousands of French citizens have had EpiphaNeurs fitted and have become wired into the beliefs of the Cyberpapacy. Cybervalue 2

Mem-Sift is used to quickly draw information out of a subject, usually with fatal results. The Mem-Sift is an add on to the user's nervejack. By connecting himself to another person's nervejack, the user of the Mem-Sift is able to search the other person's memories for a specific piece of information. the user generates a Mind or cyberdeck operations value and add 3 for the Mem-Sift, against a difficulty number of the willpower or Mind of the subject (who can actively resist). The result points are read on both the Interrogation column of the Interaction Results Table and on the Combat Results Table as mental damage. Use the interrogation Results Table to determine if the desired information is gained or not. Negative result points are read as damage inflicted on the user of the Mem-Sift but any wounds taken are converted into shock damage by the cyberware (three shock per wound). the subject does not gain any information from the user in such cases.

Mem-Sift can be used until either the desired information is learned or the subject dies from the trauma inflicted. Subjects who survive the experience are immune to the effects of another Mem-Sift until the mental damage has fully healed.

For every wound a subject sustained from the Mem-Sift, the gamemaster must check for permanent brain damage. For every wound a subject takes from the Mem-Sift, the gamemaster should generate a total (the base number is 8). If the result is greater than the original Mind value of the subject, the subject loses one Mind point permanently.

If the Mem-Sift user gains a Superior success the user can play with the users mind. For each success level (if a superior success is gained) the user can adjust a memory, change an emotion, implant a suggestion or wipe out a memory.

Mem-Sift cannot be used against other person with Mem-Sift. Cybervalue 3

The BMW Vehiclejack is a special jack enhancements, which adds onto a neural jack to improve vehicle responses even further. The Vehiclejack enables an extra action without penalty if the action is through the vehicle. Up to three vehiclejacks can be linked together. Cybervalue1

Fashionware

Fashion has become a increasing influence upon cyberware, as such people want to show off without the risk of becoming cyberpsycho. The Fashionware are small alterations using NeuraSkin treated with special chemicals or electrical implants.

Bodysculpting is the art changing a person's appearance through the use of surgery and NeuraSkin. Almost any part of person's body can be changed including; skin tints, hair and eye colours, breast enlargements and reduction and general all-over bodywork. The person can have bone and muscle removed to be shorter, or grafts to become taller. Bodysculpting can make a person look like their favour movie star or celebrity, this a common practice among "poser gangs".

Options include:

Change of Appearance: Commonly used by poser gangs to look like their favour star, but is often used to change a persons identity to avoid the law or infiltrate an organisation. Sex can also be changed so that the person has full capabilities of that sex. However the physical race unless similar to the original is not possible to change. For Example a human can not become a cybergoyle. Cybervalue 1 (note small physical changes have 0 cybervalue).

Increase in Physical Attractiveness: The most common form of bodysculpting is bring the person closer to perfection. A persons Charisma for the purpose of viewers is increased by 2 per rank. This provides +2 to charm, taunt and persuasion if the target view to character, also provided is an extra confidence so the +2 also adds to resisting such attacks while being seen. The reverse can be done (and is in the case of demons), the physical appearance is changed to look menacing so appearance adds to intimidation and taunt plus resistance of intimidation, charm, and persuasion. Each level provides +2 per rank

The maximum increase for humans is 13 Charisma. Cybervalue 1 per +2





Exotic Fashion: For the stranger people, this form of bodysculpting alters the body shape a little to resemble other creatures: Options include: Facial Sculpts such as muzzles, whiskers, animal like ears, and manes. Tails, Hooves or Paws (Note these replace normal feet and hands and until the person gets use to the new limb he is at -2 to Dexterity skills. Lose -1 per month after the operation), and Skin Alterations ie fur, light scales or exotic skin colours. Each option has a Cybervalue of 1

Skinwatch: is implanted just below the epidermis, and uses tiny LEDs to project glowing numerals through the skin. Skinwatches can be mounted anywhere, although the hand, wrist and fingers are the most common. The watch can be reset by pressing the display gently until the right number combinations come up, and include an alarms that beeps quietly. Cybervalue 0.5

Light Tattoos: These are light emitting chemical patches inserted under the first couple layers of skin. They store light and emit it in colours or patterns and can be changed at will. Cybervalue 0.5

Synthskins: A more sophisticated version of the light tattoo technology, a synthskin is a layer of colour-shifting plastic bonded to the character's outer skin. The skin colour can be changes to a difference shade whenever desired. Cybervalue 1

Techhair: The shafts of this artificial hair are impregnated with various types of fibres that release desired chemical colours into the hair. Techhair can be implanted in mohawks, hair weaves, full hairpieces, manes, ruffs, whiskers and other less obvious (but interesting places). Cybervalue 0.5

Sensory Implants

Sensory implants boost the five senses and provide additional abilities. The same general systems may be combined together to further increase a character's vision, for example.

Natural Implants: A character can have no more than three enhancements slots made directly to a natural sensor. Each "slot" can hold 1 point of cybervalue, ie CSI Eyekill Mk. IV uses two slots of the natural sensor. Natural implants can be made almost invisible to the naked eye, though a cybernetic detection device such as a CSI EM Eyes can reveal their presence. A close visual inspection, from within a 20 cm, generating a cybertech or medicine total of eight or more also spots natural implants.

Natural implants add their full cyber rating to the character's total cyber value. Each eye socket and each ear counts as a natural sensor. The remaining three senses: taste, smell, and touch, each count as a single natural sensor.

Thus, a character can have up to six natural CyberVisual enhancements, six CyberAuditory enhancements, and three each CyberOlfactory, CyberGustatory, and CyberTactile implants.

It is possible to fit a BelleVision 20-20 Vision, a BelleScan and a CSI LtFilta within the same eye socket. To benefit from other visual enhancements, the other eye would have to be used.

The skill increases and attribute bonuses conferred by sensory systems are cumulative, so a character with a FFO ColEnhanz and BelleView 20-20 gains a +4 bonus to his find skill (+2 for the BelleView 20-20, plus +2 for the ColEnhanz).

CyberSense Packages: A Cybersense package replaces the natural sensor and can hold four enchantment "slots". The package can be made to accurately resemble the original sensor or made to look obviously cybernetic. To spot a CyberSense package requires a cybertech or a medicine total of five at a range of 20cms. Note the quality of the implant will effect the difficulty number.

If there is a systems failure with a package that sense does not work until brought back on-line again. For example, a Cybereye replaces the left eye, and has a systems failure that eye is blinded for the duration of the failure. Cybervalue 3

Modular Implants: CyberVisual and CyberAuditory packages can be implanted permanently, replacing the natural sensor but, they may also be modular. Modular packages may be removed at will and replaced with other packages of the same type but with different enhancements. Modular enhancements require a Nerve Socket, which replaces the natural sensor. The Modular Implant can hold three enhancement "slots". Cybervalue 4

Example: Akiko has had her right eye replaced by a CyberVisual Nerve Plug and has several modular packages in her bag of tricks. Her nightfighting configuration contains BelleView Low-light and a CSI EyeKill Mk. IV. Her "burglar-buddy" mod has a BelleMicroView and a Eyestealer.

Visual Systems

Visual systems can be made to accurately resemble a real eye or appear as an obvious cybernetic implant. Eyes are available in a wide variety of colours, from natural to silvered or multicoloured. Cat or lizard-like eyes are popular, as are eyes without irises or pupils. Currently, the favourite in Paris is TriEyes, eyes which appear normal until a user-signal causes the pupil and iris to flash the French tricolour as a sign to those who resist the Cyberpope.

Mirror-chromed or dark glasses are also favoured. These systems are fitted directly into the face and are interfaced into the nerve endings of the eye sockets. They are a permanent attachment, although some cyberleggers produce glasses which can be removed. These glasses are plugged into a sensory socket within the eye cavity. Some street punks have basic visual units fitted into the backs of their skulls.

The BelleView 20-20 visual unit is fitted into the eye socket. The 20-20 system increases Perception skills based in which noticing visual information is crucial (such as evidence analysis, find, tracking) by +2. Cybervalue 1

The BelleView Low-light automatically amplify available light from five to 100,000 times. The eyes choose a level of amplification which best approximates daylight. The eyes will not work in complete darkness. Cybervalue 1

BelleMicroView: Allows the user to magnify objects by x25 to 10,000 providing they are viewed from a close distance (5 cm at most). Grants a +3 bonus to find or evidence analysis when looking objects which have detail visible only through magnification. Cybervalue 1

Full microscopic vision adds +2 to skills involving examination or manipulation on the micro level, such as:

* surgical procedures

* cybertech or other skill involving miniature or microminiature circuits

* medicine or evidence analysis tasks involving the examination of blood samples, fabric threads, hairs, etc.

The lens of the BelleScan resembles a fly's eye. When combined with other systems, the compound lens can be retracted until needed. The BelleScan is very effective at registering movement and is popular with fighter pilots and other vehicle operators. The eye adds +1 to air vehicle, land vehicle and water vehicle skills, as well as firing weapons when moving on such vehicles, or at a moving target. Cybervalue 1

The BelleSee TeleSight grants telescopic vision to the user allowing distant objects to be viewed clearly. The eye provides a magnification of x 50. Grants a +3 find bonus when examining objects which have important details which would be lost to the naked eye at this range. A Farsight reduces ranged attack bonus number modifiers due to distance by 1 point. Thus, at Medium range, the modifier becomes -2. At Long range, the modifier becomes -4. Cybervalue 1

CSI EM Eyes are built with extra photo-receptors for mid-frequency electrical impulses, the kind all but specially designed cyberware emits. The impulses appear as either blue or red sparks around the target's cyberware. The eyes have a find value of 20; unless the cyberware has ECM protections, it has a resistance value of 0, which makes detection automatic.

Cybervalue 2

CSI EyeKill Mk. IV: The EyeKill projects a low intensity laser beam onto a target visible to the user. When linked via NeuraCal to a SmartGun or vehicle weapon system, an EyeKill registers deviation from and range to the target, greatly enhancing weapon skill. The EyeKill IV provides a +3 bonus to a character's weapon skill total. NeuraCal is not needed if the weapon is plugged into a Nerve Jack via an external cable. Earlier models of the EyeKill are installed in some Church Police units, but are being phased out in favour of the Mk. IV. The Mk. III has a +2 add. The Mk. I and II provide a +1 add, but the Mk. I is flawed as it caused tunnel vision which reduced visual Perception by 2 points. Cybervalue 2

CSI HotShot II: The CSI HotShot II is a thermal sight which detects the heat signatures of objects and creatures. The HotShot 11 adds +2 to the find skill in poorly lit or dark conditions. The earlier Mk. I system gave a +1 add to find. Cybervalue 1

The CSI LEDs provides visual readouts of computer data or messages across the character's field of vision. The readout can be discretely located in the corner of the field of vision, overlaid upon it, or else replace it entirely. It is useful for visually identifying information and for monitoring bodily functions, if the character is fitted with a Mediserve or bioscan unit. Cybervalue 1

The CSI LtFilta detects surges in light and adjusts the cybernetic eye accordingly, protecting the wearer from the effects of sudden light flashes. Cybervalue 1

EMVue: Sensitive to the electromagnetic frequencies used in electronic devices and electrical circuitry. It confers a +3 value to Perception and Mind skills used to find, repair, or manipulate such systems, including cyberware, security systems, power sources, energy weapons, and other powered equipment. Cybervalue 1

Eyestealer. Stores 200 hundred retinal ID patterns in its memory and can mimic any of them. The Eyestealer has a laser scanner that can record new patterns from living subjects or subjects that have been dead for three minutes or less. It is necessary to maintain direct eye contact with a subject for 10 seconds, at a distance of 10 cm or less, in order to record his retinal pattern. Cybervalue 2

FFO CamEye: A character equipped with a CamEye can either take colour photographs or video pictures. The photographs or video pictures are stored on a 1 block DatChip fitted into the basic unit. This takes up one of three spaces available in each eye socket. Two hundred extremely detailed photographs (containing details which could only, be revealed upon magnification up to x 25) or an hour of video may be stored in this way (the video images do not magnify well). Both formats produce high-resolution images, and can be studied for visual information using Perception skills as if the actual scene were being observed.

Images can be processed through any other visual enhancements the character has as they are being recorded. They can be run through an imaging enhancement program after being stored. This allows almost any visual enhancement to be brought to bear on a recorded image, thermographics, pattern analysis, etc.

Additional photographs may be stored in DatChips else where in the body (see chipware). Cybervalue 2 (slots 3).

FFO ColEnhanz: This unit makes the spotting of camouflaged or hidden targets easier by boosting or reducing selected colours. It adds +2 to the find skill in well-lit conditions; infrared or thermal units are required for dark conditions or night-time use. Cybervalue 1

FFO NightView: When activated, the FFO NightView emits an infrared beam tip to 50 meters. The range of the beam and its thickness are controlled by the user. The beam allows a character to see any, object or creature within the beam. It adds +3 to find and tracking skills. Anyone using any kind of thermal equipment will automatically spot the beam and its source. Unless the environment is very hot or very cold it allows vision even in complete darkness. It can be jammed by open flame or other very active heat source (over 100 degrees Centigrade) in the user's line of sight. Cybervalue 2

FFO Rove-eye is eerie to see, for when turned on, it constantly moves in a pseudo-random path, covering a wide arc of vision. The rove-eye has chips which recognize hundreds of weapons and use patterns, programmed to alert the wearer and tag the suspicious images with a yellow overlay. Using a rove-eye gives a +3 find bonus when detecting ambushes, hidden weapons, booby traps, concealed weapons and other hidden dangers of the like. Rove-eye software automatically screens the image from the user's mind, until locked on a target image (or images). Even so, a Rove-eye can be disorienting to new users. Cybervalue 2

Third Eye: A nanotech synthetic ,eye" that can be installed anywhere on the body. The Third Eye is a cluster of photo-receptive nanomachines and synthetic nerve cables, protected by a densiplast lens and a shutter, mimicking the human eyelid.

Typical locations are the back of the head or neck, a hand, or the forehead. A character may only have one Third Eye active at one time. Any more would overwhelm the visual centre of the brain. A character can have multiple 3-Eyes installed, and switch among them at will.

The 3rd Eye allows normal vision and does not count as either a natural implant or a CyberVisual package. It is an extra eye. A 3rd Eye can be given one additional natural implant. A 3rd Eye requires a neural conductor if placed below the neck. Cybervalue 3

Auditory Systems

These systems are fitted into a person's existing ear, or else replace it entirely. Systems placed within the ear are not obvious without close inspection. Ear replacements can be made from cloned tissue growths to resemble any type of ear style desired, or they may be obvious cybernetic attachments resembling metal ears or simply flat plates, or even small boxes attached to the sides of the head.

As auditory units are connected to the Central Nervous System, a character with multiple auditory systems may switch between them just by mentally selecting the required unit.

Codears: An implant capable of unscrambling speech distorted by a Voice Mask or DATAS Synthivoice (see below). If the user knows the code pattern the speaker has set the Voice Mask to use, then understanding is automatic. Otherwise, the Codear user must generate a Mind total of 12 or more to understand what is being said. Cybervalue 1

DATAS Snooper: The DATAS Snooper system makes it easier for a character to hear and identify sounds and noises. For the purposes of hearing sounds which are within the frequency range for normal hearing, it increases Perception by +2. Cybervalue 1

DATAS Lo-Freq: allows a character to hear low frequency sounds clearly and distinctly. It adds +2 to Perception when listening to low frequency sounds, from sounds made by bass instruments to sounds below the normal range of hearing. Cybervalue 1

DATAS Hi-Freq: This High frequency unit increases a character's hearing range. Sounds normally above the human hearing range can be heard clearly. It adds +2 to Perception for the purpose of hearing high frequency sounds. Cybervalue 1

True Spirit Toner: This unit dampens and boosts sounds allowing the user to selectively home in on specific sound ranges. The wearer can suppress background noises thereby isolating a conversation taking place in a noisy work area. The unit is not directional, so one conversation taking place a crowded room could not be heard; the character would still hear all conversations taking place, although other noises could be eliminated. Cybervalue 1

True Spirit Dampener: This unit is simular to the True Spirit Toner, but detects, and protects the ears from harmful sound levels, the user can still hear normally while protected, but cannot use other cyberear systems, while being protected. This system protects +10 Toughness to resist sound based attacks. Cybervalue 1.

TSE Sifter. When use in conjunction with a Toner, the TSE Sifter allows the wearer to selectively home in on certain sounds and edit out extraneous noise. With this unit a character can attune her hearing to the speech of a specific character or direct it so that only sounds from a certain direction are heard. Cybervalue 1

The CyberHam Receiver is a multi-band radio tuner which allows the use to pick-up radio transmissions. It can be set to any wave band desired allowing reception of any specific radio transmissions: eaves dropping on restricted radio broadcasts, the reception of incoming signals directed at the wearer, or just to listen to the Cyberpapacy music network. Cybervalue 1

CyberHam Decoder. The decoder decodes radio messages which have been deliberately scrambled prior to transmission. To successfully decode a signal, the decoding character must generate a Mind total, receiving a +3 bonus due to the decoder. The difficulty of the check depends on the sophistication of the scrambler used to send the signal; simple codes have a difficulty of 8, while sophisticated military cyphers have a difficulty 20, and Nippon Tech agents use codes which have a difficulty of 22 or more. Cybervalue 1

DATAS X122 Recorder. The X122 is a device that records sounds and stores them on a DatChip. When used in conjunction with other auditory devices, the recorded sound can be set to record only certain frequencies or sounds. Otherwise, it records all sounds within range. The 1 block DatChip can store three hours of sounds and can be played by the character at any time. To allow other persons to hear the recordings they must be down-loaded to a recording device via a neural jack. Cybervalue 2

CyberHam DeBugger: This receiver picks up electronic transmissions from radio and recording "bugging" devices within a radius of 3 meters. It emits a beep which may be pinpointed via a sound selector; otherwise the beep becomes louder as the character approaches the bug. It adds +3 to find skills for the purpose of detecting bugs. Cybervalue 2

DisListener: allows the listener the project to an area so he can listen on just that spot. However the user can hear sound only within that directed area. The DisListener must deactivated to restore normal hearing. The range is 30 meters. Cybervalue 1

Sonar. Generates sonar ranging signals, which allow movement as if sighted even in total darkness or with vision otherwise impaired. it grants a +3 to all find totals to locate objects that would be visible to normal sight in daylight. It cannot, read print, or distinguish texture and colour.

When a character uses Sonar, his location is automatically known to anyone in the area with any form of high-frequency sonic detection gear, including a DATAS Hi-Freq or Sonar.

Sonar operates off of a power cell and needs recharging about every three months. Cybervalue 2

Truthear. This is a voice stress analysis unit that can measure stress patterns in a speaker's voice and can attempt to verify whether she is telling the truth. The user can generate a Mind +3 total against the speaker's Mind or Charisma (whichever is higher) to detect a lie.

Truthear also can offset the effects of verbal manipulations, revealing the speaker's actual nervousness, intention to deceive, etc. It raises the user's resistance value against verbal trick, charm, or persuasion by +3. If the speaker is telling what she believes to be true, then the user's resistance to trick, charm or persuasion is reduced by three. Cybervalue 1

Taste Systems

Taste systems are usually implanted into the tongue and covered with a layer of NeuraSkin. Some systems are fitted without the layer of NeuraSkin leaving the taste sensors exposed. It is also possible to have taste sensors implanted in parts of the body other than the mouth requiring the items to be placed against the unit before they can be tasted.

Poison Snooper. The implant can detect drugs and poisons, giving +3 to Perception for that purpose. Cybervalue 1

The TSE Taster identifier aids in identifying tastes previously encountered by the character. It identifies tastes by their components and routes them to the brain. It provides a +3 bonus to Perception for tasting purposes only. Cybervalue 1

TSE Tasty Store: Utilizing a 1 block DatChip to store various digital breakdowns of tastes, this unit allows the user to identify previously unknown tastes. The DatChip can store 20 tastes, and the range of tastes can be expanded by the addition of other chips. It adds +3 to Perception when tasting substances. Cybervalue 2

Olfactory Systems

Olfactory devices can resemble normal human noses or be cybernetic in appearance.

The TSE Sniffer II identifies already known scents and helps identify them. It also boosts olfactory awareness giving a +3 to Perception for scent purposes only. Cybervalue 1

The TSE Bloodhound homes in on selected senses and suppresses background ones. It adds +3 to the tracking skill in any environment where tracking by scent is possible. Cybervalue 1

TSE Tasty Scent: The Tasty Scent stores digital breakdowns of scents or gases within a 1 block DatChip and compares them to incoming scents allowing exact identification. Each chip holds 20 scents and further chips may be added. It adds +3 to Perception when detecting scents. Cybervalue 1

The Clamp is produced by TSE. It literally clamps off the nasal passages and sinuses from any unwelcome scents or gases, preventing them from entering the body. It can be operated by thought once a scent or gas has been identified, or any olfactory unit may be set to activate it the instant an unwanted scent or gas is detected. The user can then activate filters placed in slits along the side of the nose, although it only has enough power to operate the filters for about three minutes before the tiny power cells need to be recharged. Cybervalue 1

Marlenes Cool Breeze: The Cool Breeze is an atomizer which stores drugs and converts them into a readily absorbable atomized mist. Usually located within one nostril, the dispenser can hold 6 doses of any drug, medicinal or otherwise. Cybervalue 1

Oxyplugs: Self-contained oxygen capsules which seal off nasal passages and provide air for 10 minutes. Capsules can be recharged in 30 minutes by built-in compressors. Cybervalue 2



Tactile Systems

Touch systems are normally fitted into the hands, occasionally in the feet, and concealed with NeuraSkin. The sensors may also be left uncovered revealing the arrays of circuitry.

Microtouch: +3 to Perception or mind skills involving manipulation on Microscopic level: surgery, cybertech or other electronics work, etc. Cybervalue 2

The PLP Hypertouch increases tactile perception and enhances Dexterity or Perception by 2 points when manipulating small or delicate objects. It can also be used purely for enjoying pleasant sensations +4 to sexual taunts involving touch. Cybervalue 2

PLP Electratouch: This unit detects electrical currents within 10 cm when placed against a surface or object. The user is aware of the location of the current and its intensity. Cybervalue 2

Touchmike: Acts as a mircophone picking up vibrations in walls, windows, or other thin barriers, allowing the user to listen in on conversations in adjoining rooms. Inputs can be routed through any Auditory implants the user has, enhancing the signals. Cybervalue 2

Additional Sensory Systems

These cyberware systems add additional sensory perceptions to the user providing abilities beyond normal human capacity.

Nanodoc: This implant is a nanotech "dispatcher" that releases nanotech repair machines into the user's bloodstream, directs them and monitors their progress. The Nanodoc helps repair the user. It gives the user a medicine skill equal to her Toughness +2. This skill may only be used on the character herself. Cybervalue 2

Radsensor. A Geiger counter built into a patch of skin. It warns of dangerous radiation levels with a prickling, burning sensation. The hotter the radiation count, the sharper the prickling. Precise measurements can be read out on a CSI LEDs visual implant. Cybervalue 1

TSE LeDos is a skinscan, NeuraSkin which is embedded with an intricate array of sensors and signal analyzers, which detects motions anywhere to the rear of the user within a range of 100 meters. LeDos grants a +3 bonus to find totals generated to detect motion to the rear of the character. LeDos' sophisticated analyzers can tell whether a target is armed with cyberware or energy weapons, or when the target is going to initiate almost any kind of physical attack. Warning signals are the strong sensation of skin crawling. If the target has cyberware or energy weapons, the sensation of an itch is also produced. LeDos sensors work automatically. The gamemaster should record a characters LeDos find value and make a roll in an ambush situation, should the player fail to request one. Cybervalue 2

TSE LeMotion: LeMotion is a motion sensor which can be fitted within any area of the body. It detects movements around the user by transmitting radar signals and waiting for them to "bounce" off moving creatures or objects. Direction and distance are then relayed to the user via NeuraCal, and are either overlaid onto a visual unit or else connected to an auditory unit. In the event of multiple movements, the closest and largest creatures or objects are highlighted or amplified. It adds +3 to find totals when detecting oncoming targets anywhere within 50 meters. Cybervalue 2

The Mediserve is a bioscan which monitors the user's physical activity providing readouts of blood pressure, heart rate, blood sugar levels, levels of adrenalin, respiration, levels of drugs and other foreign substances, etc. Readouts can appear as subdermal implants on the wrist, or be routed to visual or auditory systems via NeuraCal. First aid or medicine totals on a character equipped with a bioscan have gain a +3 bonus. Cybervalue 1

Throat Mike: Fitted at the back of the throat, this microphone picks up whispered or normal vocal sounds and transmits them via radio waves. Normally activated by touching the section of throat, it can also be mentally controlled by wiring it into the CNS via NeuraCal. Cybervalue 1

CyberHam Scramble Box: This device scrambles electronic signals helping to conceal the character from electronic detection. It adds +5 to the difficulty number of anyone trying to detect a character fitted with this unit by electronic or thermographic means . CyberHam Scramble Box has a passive resistance value of 19 against the action of CSI EM Eyes. It reduces any bonuses for smart weapons or smart ammo used against the wearer by 2 points. The ECM Shroud draws energy from a power cell and requires recharging once a week. Cybervalue 2

Homers: These bugs are built by True Spirit Enterprises and installed into the body. They broadcast homing signals up to 25 kilometers which can be picked up with a receiver tuned into their wave bands. The signals from the homers are fed directly into the GodNet where the movements and locations of the bugged characters are correlated and stored. Cybervalue 1

Physical Enhancement Systems

These systems enhance normal physical functions by either increasing the strength of muscle fibres, by releasing controlled amounts of hormones or drugs into the bloodstream, or by replacing tissues, bone structures or even limbs with artificial nanotech structures.

Vocalizers

Vocalizers are attached to the larynx or else replace it entirely.

The DATAS Boomer consists of an amplifier that boosts the sound of the voice making it clearly audible over the top of other noises and allowing it to be projected. It amplifies the voice, up to a top volume of 130 db (as loud as a jumbo jet at takeoff). This is not recommended unless the user has an auditory system that can step down the volume of what he hears. Words spoken by amplified voices can be understood up to 1,500 meters away, and that is therefore the maximum distance for miracles with a range of 'voice." An amplified voice can be heard as distorted noise as far away as 4,000 meters. Cybervalue 1

DATAS Synthivoice: This device alters the wearer's voice giving it a metallic or electronic sound. It can also be used to deepen its pitch or increase its range. This defeats voice stress analysis. DATAS Synthivoice can also be set to scramble the voice according to a selected encryption scheme. The voice can only be decoded by a character using Codears. If the listener has the code pattern programmed into her Codears, she can understand masked speech automatically. Otherwise, the Codear must try to decrypt the sounds. Cybervalue 1

DATAS Vocoder. A vocoder analyzes and stores voice patterns within a 1 block DatChip. The voice patterns are then reproduced by a cybernetic larynx. The wearer can use the vocoder to accurately recreate any voice held in the chip. To place a voice accurately in a chip, the voice must first be stored on a recorder, either a cyberware or external recorder may be used. The vocoder then analyses the speech patterns and converts them into digital data. Additional DatChips may be fitted to the wearer. Detecting a mimicked voice to be false has a difficulty of 20 if the voice is subjected to voice stress analysis using a Truthear or similar device. Cybervalue 2

Squeaker. Compresses speech into a single, narrow frequency band. Bands can be varied at will. Using a Squeaker, a character can speak to someone with a DATAS Hi-Freq on a prearranged frequency with out being overheard by those limited to normal hearing. Cybervalue 1

Other Systems

Unless noted, the metabolic differences between demons and humans and other creatures are so great that this class of implants cannot be transferred between species. The biochemistry of a Tharkoldu Adrenal Booster would be lethally toxic to a human, and vice-versa.

A character can only call on the "emergency reserves" tapped by booster systems so many times before he risks a toxic reaction; the usual limit is three times per day.

Unless otherwise specified in the descriptions below, any given booster can be triggered three times in a day without danger. Any additional use of that booster risking an Overdose (see boxed text).

Automed: An automed is an artificial nanotech "organ" which activates when the wearer suffers a mortal wound. Generate a Toughness total. The character will not suffer the usual shock damage for a mortal wound for that number of rounds. A sixth wound is still fatal, as always. Cybervalue 1

Compte's Stabilize: This device replaces the inner ear and greatly improves balance and spatial awareness. It increases acrobatics, beast riding, dodge, maneuver melee skill (but for defensive purposes only), all by +2. Cybervalue 2

Compte's Trilon Tendons are misnamed. They are artificial muscle fibre mated to composite nanocable which are then attached to tendons or directly to the bone structure to increase Strength. Each 1 point increase in Strength has a Cybervalue of 1;

Strength may not be increased by more than 3 points.

Trilon Tendons at first cause an inverse decrease in Dexterity. For example, a character with Strength 2 muscular implants suffers a -2 penalty to Dexterity. This penalty is removed at the rate of 1 point per month. In the example above, the character's Dexterity would return to its normal level after two months. Trilon Tendons may not be combined with cyber limbs, but may be combined with Kreelar Tendons.

CooolSkin: This latest release from NeuroInc. An artificial webbing that is implanted into the skin. CooolSkin, stops the release of heat from the body so that IR senses cannot pick up a heat source from the wearer. The CooolSkin cancels out any bonuses for using Infra Red, or thermal for Perception, find or tracking, if something is using just Infra Red or thermographic the CooolSkin provides an extra +3 to stealth. However use of the CooolSkin is limited to 3 minutes, before heat build up starts to fatigue the user. For each minute past the three minutes the wearer takes a fatigue result, (which is not healed until the CooolSkin is switched off, at which point the person gains one shock point per minute). The CooolSkin can be used three times per day. Cybervalue 1.

Drug Plug: A set of implants in the liver and kidneys which increase tolerance for specific boosters and other drugs. Drug Plugs are specific. A Drug Plug (Endorphin Booster) +1 only counts when using an Endorphin Booster.

Each add of Drug Plug increases the maximum safe dosage of the booster or drug by 1. A character with Drug Plug (MB EndoBoost) +2 could take 5 doses of MB EndoBoost in a day without risking overdose. Cybervalue 1 per rating

Kreelar Tendons can support cyberlimbs which increase Strength by three or more. The supplements absorb huge amounts of Shock which would otherwise crack bone or rip the cyberlimb from its organic housing. Some street warriors have Kreelar installed even if they do not have cyberlimbs; Kreelar grants non-cyber users a +5 bonus when pushing speed or power, a potentially life saving edge; this bonus applies to users of Compte's Trilon Tendons as well. Kreelar tendons will absorb the stress for Strength bonuses up to +5. Cybervalue 2

An apotheduct is a surface patch onto which drug packs may be hooked. A secondary capillary system fire the medicine or drug through the body in a matter of seconds, far faster than can usually be absorbed in the bloodstream. This is a definite advantage for anti-venins or coagulating agents designed to stop bleeding. An apotheduct can hold any combination of drugs up to 20 doses worth. Cybervalue 2

Immunoresponse Booster This system maintains heightened T-cell levels and can temporarily heighten the body's resistance to toxins and infections. Whenever a character is resisting disease or poison, or trying to throw off an infection, this booster may be triggered. It adds +3 to the character's values, whether they are acing or resisting. However, the booster triggers a surge in body temperature and a bout of weakness and nausea, lasting 30 minutes. All skill and attribute checks are reduced by 3 points during this period, for purposes other than resistance to disease or toxins.

This implant cannot be used to resist the effects of a booster overdose. However, it may be used as often as needed without itself causing an overdose. Cybervalue 2

Jaz is a drug which modifies organic neural fibre to handle the signals used by cyberware, making NeuraCal unnecessary. Jaz is used by cyberfans who are afraid of cyberpsychosis. However, NeuraCal is forever; jaz runs out. Jaz comes in packs of 20 doses, each does lasting half an hour. Any cyberpsychosis checks made while under jaz have a +3 bonus modifier to Spirit; Jaz makes a character less susceptible to cyberpsychosis than neuracal. Cybervalue 1

An MB Charger is implanted at the base, or top, of the spinal cord. It speeds the response time of CNS signals, increasing Dexterity one point per level of enhancement (maximum 3 points). Each level of increase in Dexterity has a Cybervalue of 2. The boost lasts for three minutes. Note MB charger can used as many times as desired per day.

MB Adrenal Booster: An adrenal booster is attached to each adrenal gland. It releases adrenalin into the bloodstream, increasing Strength and Dexterity by three points for three minutes. At the end of this period the character suffers a three point penalty in these attributes for 15 minutes. Another dose of adrenalin may be released to temporarily offset this penalty, but when it wears off the character suffers a -4 penalty for 20 minutes.

The total duration of the boost may be pushed. Generate a power push total using Toughness instead of Strength. The difficulty number is eight. Add the power push value to 11. Use this as a time value to see how long the system will sustain the boost. For example, if the Toughness total is 13, which beats the difficulty by 5, the duration of the boost by is increased +2, to 13. A time value of 13 has a measure of 400 seconds, or just shy of 7 minutes.

At the end of the boost, the user suffers shock damage determined by the push result. If he didn't try to push the duration, he suffers no damage. Cybervalue 2

The MB EndoBoost is fitted into the intestines and is activated either by NeuraCal or by pressing a subdermal stud situated on the abdomen. It releases doses of Endorphin into the bloodstream which temporarily increase a character's Toughness attribute by three points for 15 minutes. Only one dose of may be in effect at one time. Cybervalue 2

A MindBoost is attached to the rear of the skull. It releases mild hallucinogens and stimulants into the left side of the brain which increases a character's Mind attribute by three points for 15 minutes. Releasing additional doses of MindBoost adversely affect a character's Mind attribute (the character becomes spaced out by the hallucinogens), reducing it by four points. Only one dose may be in effect at one time. Cybervalue 2

MB Blocker. Designed for the use of the Church Police, Painblockers (Blockers) have become popular with streetpunks. They release drugs which suppress pain, reducing the physical effects of wounds. A blocked character ignores any K results from wounds, and all shock damage is reduced by three (round down). In addition, a character who takes a heavy wound does not have to pass his next action, as the pain has been blocked. It does not, however, reduce the accumulation of shock points from a mortal wound, or let the character avoid death. Just because you can't feel it, doesn't mean that you're not bleeding to death. The MB Blocker lasts for 15 minutes. Cybervalue 2

Example: Slasher Pierre is shot during a fight with the Sun Kings. He takes a heavy wound, but because of his Blocker he can empty his God Meeter into the pompadoured sons of switches.

Marlenes Hot Wires are neural injectors which release dosages of selected drugs into the bloodstream. Hot Wires are usually fitted beneath the skin in a small easily accessible box covered with NeuraSkin. Each box can hold up to five doses of a drug. Cybervalue 1

Shock Buffer. Increases metabolic support for organ most vulnerable to shock damage. Users can absorb considerably more shock damage before passing out. Each buffer allows the user to take 10 additional shock points before passing out. A character with Toughness 14 could take 24 shock points before passing out. Cybervalue 2

Overdoses

Boosters and the drugs described above may only be taken three times per day without an overdose occurring. If a fourth dose is taken the character must use his Toughness to overcome a difficulty number of 13, +3 for every dose after the fourth. If he succeeds, he suffers no adverse effects. If he fails, he falls unconscious for one hour for every point he missed the check by. If has an abysmal failure (misses the check by 10 or more), he falls into a coma and will die in a number of hours equal to his Toughness.

Unconscious characters may attempt to come round at the end of every hour. The difficulty number is the same as the one which caused him to fall unconscious. Characters use their Toughness, and medicine may be used to help revive the character by reducing the toxicity in the character's system. First aid is not useful in this case.

Characters in a coma may be revived if they beat a difficulty number of 14, as the coma counts as a slow-motion mortal wound. Characters who recover are then unconscious (see above).



Prosthetics and Armour

The Cyberpapacy relies little on prosthetics, preferring to develop boosters, chargers, artificial tendons and nerve implants. But the street labs have warmed greatly to their use. Prosthetics are not only fitted to those who have lost the use of their original limbs, but to those who willing to have their own functional limbs hacked off and discarded in favour of HardPlas replacements.

Cybernetic body parts are controlled by the neural commands which formerly operated the original limb. They respond as well as flesh and blood limbs; but cybernetic prosthetics are restricted to the functions of the original limbs: NeuraCal or jaz must be attached to the limb before it can fire an integral weapon or use slashers on thought command.

Cybernetic limbs are made from HardPlas: a light, but tough plastic which is also pliable and resistant to damage. Artificial muscle tissues are used to manipulate the limbs, and the limb is covered in NeuraSkin. As with other items of cyberware, street fashions dictate that it is more cool to leave the limb uncovered, coated with chromium plate or painted in other bright colours.

Pain and touch sensors are built into all cyber limbs and, unless switched off, either manually or by a NeuraCal command, the user feels all sensations as he would from a real limb. Cybernetic limbs can have compartments built into them which can be used to hold tools and weapons.

Cybernetic limbs can be built far stronger than normal ones, but they cannot be made more than two points stronger than a character's Strength without damaging hips, shoulder joints or other stress-bearing body parts. A character fitted with a CyberSkel may support cyber limbs which are 10 points higher than his natural Strength; Kreelar tendons support Strength increases up to +5.

When a cybernetic limb increases a character's Strength this bonus applies only to the limb in question. For example, Hans Strucker's cyber legs increase the Strength of his legs from 10 to 14, but his arms and the rest of his body remain at Strength 10. Whenever Hans uses his legs for kicking in combat or for running or jumping, his Strength is 14. If he uses his hand to punch someone, his Strength is 10.

Base Toughness for cyberlimbs is 12 + Strength Rating.

The cyber rating of cyber limbs is the same as the amount of strength added.

Armour Adds of Cyber Limbs: Cyber arms and legs act as armour. Each cyber limb has a +6 armour add for that limb only. However a character for each two cyber limbs may add +1 to his overall armour value for any armour which has an armour value of +6 or less; his cyber limbs count as protection for his limbs (hands excluded). With pain sensor off any shock or K or O results can be ignored if that limb took the damage ie Aimed Shot.

Example: A character with three cyber limbs who was also wearing Irimesh armour would have an armour value of four, three for the Irimesh plus one for the cyberlimbs.

Other Options: These options are extra options add to the limb making them more expensive, and only one option can be picked per limb with no extra cybervalue. NeuraSkin will still cover the limb

Extra Armour: covers the limb with re-enforced HardPlas to raise the limbs armour value by +5 to 11. The extra armour also increases the armour value top out to +11 adds (see above).

AntiScanning Systems: protects the limb from being picked up under scanners, x-rays and avoids electronic pulse detection. The Limb under the scanners will show bones and fresh by sending electronic images, thus weapons inside the limb will be hidden.

Tactile Systems: covers the limb with the tactile system without the cybervalue cost, but only one system can be used to cover the limb. See Tactile Systems above.

Microwave & EMP Shielding: Protections the cyberlimb from electromagnetic pulse and microwave attacks. This provides +5 Toughness verses such attacks.

The cybervalue in brackets is the cost for two limbs.

WarmSkin: Special NeuraSkin, with heat producing webbing so the limb gives off heat, ie warm to touch, shows heat for IR and thermograph senses. This option counts as the Tactile system.

Cyberhands

Cyberhands can have a Strength from +0 to +5. They can be used to crush flesh, plastic, wood, and light metals. In addition, once they get a firm grip on something, they can be locked in place. The grip cannot slip. Snatching something from a locked cyberhand grip requires a Strength total that beats the full Strength rating of the hand, that is, the user's Strength plus the hand's add.

A character with a cyber hand gains a +1 bonus to prestidigitation and lock picking totals and this is cumulative with the effects of Tactile implants.

Hand Options

Buzz Hand: The hand is pulled back to reveal to small, spinning mono-wires around a titanium hub. The high speed saw shears through most materials and adds +2 to intimidation skill. Damage value is 18, also only one hand tends to be a Buzz Hand. Maximum Strength is +2 and Cybervalue 3 (4).

Incend-E I Cyberhand: The cyberhand is usually covered by a NeuraSkin glove when not in use, as the synthetic skin melts once the weapon is activated. The Incend-E I delivers a blast of intense plasma heat to anyone touched by it (damage value 25), being activated by NeuraCal. Five blasts may be utilized before the power cell needs recharging. Cybervalue 3 (4)

Modular Hand: This hand contains 1) Drug injector, 2) meter garotte line extending out of fingertip Dam 13, 3) One-inch monomolecular blade for cutting, 4) Picklock. In addition there is a 2"x2" x 0.5" Palm Storage Space. Maximum Strength is +2, Cybervalue 1 (2)

Strength Hand: Special re-enforced artificial muscles increase the Strength of the hand. There are three rating s +3, +4 or +5 each increases in cost to purchase. These hands do not increase Strength for straight hitting damage by does for crushing and gripping. Strength +3 or +4 Cybervalue 2 (3) ,+5 Cybervalue 3 (4).

Standard Hand: There nothing special about this hand. It is used is the standard replacement hand and has a Maximum Strength value of +2. Cybervalue 1 (2)

Tool Hand: This hand's four fingers conceal small microtools: 1) screwdriver with changeable hands, 2) adjustable wrench, 3) battery powered soldering iron, 4) adjustable socket wrench. The lower edge of the palm is hardened to make a dandy hammer. Maximum Strength +2, Cybervalue 1 (2)

Weapon Hand: The hand has an inbuilt cyberweapon. The fingers can have any weapon that has a size of 1, and hand can have a size to 2 weapon. There can only be one weapon per hand or one per finger (but not the thumb). Maximum Strength is +2, Cybervalue 1 (2)

Cyber Foot Options: With the same limits as the Cyber Hand, the following options are available. However the Strength of the foot cannot be increased unless attached to a Cyber Leg.

Grip Foot: Toes of this foot can extend and curl around a 2" bar. The soles are covered in a tacky rubberized material for increased traction. If both feet are cybered the Grip Foot adds +2 to climbing rolls. Cybervalue 1 (2)

Catspaw Stealth Foot: contains absorptive pads covering the foot and gives a bonus of +1 to stealth. If both feet are cybered it provides +2 to stealth. Cybervalue 1 (2)

Tool Foot: The toes of this foot contain 1) screwdriver with changeable heads, 2) adjustable wrench, 3) battery-powered soldiering iron, 4) adjustable socket wrench, 5) wire saw blade. Cybervalue 1 (2)

Weapon Foot: Can contain slicers that extend out of the toes or the back of the heel. Otherwise a size 2 weapon can be inbuilt into the foot.Cybervalue 1 (2)

Web Foot: Extends thin webs from either side of foot as well as webs between the toes. If used on both feet swimming maximum limit is increased by +1 and adds +2 to swimming skill. Cybervalue 1 (2)

Cyber Arms

The cost and cyber rating of a cyber arm includes that for a cyber hand; the arm also confers the same abilities as the hand, plus it adds a +1 to damage caused by a punch for each point of Strength possessed by the arm.

Note: If two cyber arms are fitted they increase climbing limit values by the Power Push value of their combined Strength bonus. For example, a character with two cyber arms with a Strength of three each would have Strength total of +6 read on the Power Push table to yield a +3, for a climbing limit value of five instead of the normal two.

The cyber rating listed if for a single arm. The rating listed in parentheses is the cyber rating for a pair of arms.

There are several kinds of cyber arms on the market.

Cyber Arms Options: One of the following options can be used inside a cyberarm and can be combined with a cyber hand option.

Internal Cyberdeck: is hidden within the limb. The cyberdeck still requires a nevre jack but it can be plugged into the jack internally. The cost of the Internel cyberdeck is 5 x normal cyberdeck costs.

LCD Screen Readout: This 2" x 4" TV screen can display colour graphic images. It is normally covered with a transparent screen guard, but it can be made to be covered and then pop out when needed. Images can be taken from digital recorders, minivids and minicams, and cyberoptions. A cable can be extended from an AUX port and plugged into any standard jack plug to transfer images from someone else's cyberoptics or recorders. It can also pick up TV stations. A more advanced model will display what the character to thinking in images or what they are seeing in the GodNet.

Storage Space: This is a 2"x3"x8" inch storage space with a locking cover.

TechScanner: This device can be hooked up to the diagnostic systems of most vehicles, appliances and personal electronics to determine possible problems and troubleshoot breakdowns. It has a skill of 15 to find the problem. On a successful roll the difficulty of a repair task is reduced by -3.

Weapons: The cyberarm can have a weapon of size 3 or a cyberweapon listed below inbuilt into it. See Trigon Integral Weapons Unit.

The following makers of Arms are available, the only differences are the maximum Strengths available. The Strength applies to the Arm and Hand.

Trigon LeGentle: Strength 0 to +1 Cybervalue 1 (2)

Limb Livre: Strength +2 to +3 Cybervalue 2 (4)

Trigon Hercule: Strength +4 Cybervalue 3 (5)

BiV: Strength +5 Cybervalue 4 (6)

Trigon Magnafique: Strength +6 to +10 Cybervalue 6 (8)

Cyber Legs

A pair of cyber legs increases the running and long jumping limit values by the Power Push value of their combined Strength bonus. For example, a pair of legs with a Strength of four each (combined bonus of eight, for a Power Push value of +3) increases the Running limit value from 10 to 13. Cyber legs also increase the damage value of a kick by their Strength bonus.

The cyber rating listed is for a single leg. The rating listed in parentheses is the cyber rating for a pair of legs.

Cyber Leg Options: Any two Cyber arm options can fit into a Cyber leg, or one of the following leg options.

Cyber Bar: The alcoholic beverages are housed within a pressurized unit in the foot and lower leg. The mixer and water unit take up the remaining space. Ingredients are routed to the mixing chamber, ice is added. There are 10 extract tubes filled with different extracts. Each extract can make 20 1/8 litre drinks. The leg unit can carry three litres of water. Other models French carries two litre of wines (up to 4 wines) and one litre of other drinks. Japanese Model carries 1.5 litres of sake and 1.5 litres of water for other drinks.

Hidden Holster: A hidden storage space for holding one size 3 weapon and 2 spare chips of ammo.

Jet Legs: A leg option that requires both legs to be cybered and with Strength +3 or greater. The leg holds a small jet pack that flies at a speed of 12 (250 meters per round). The direction is controlled by moving the feet (which uses the Cyber Foot's option) and uses flight skill. The Jet Legs have enough fuel for 10 minutes flight.

Skate Foot: Also requires both legs to be cybered. The limb is fitted with a motorized foot module with super- grip wheels (when not used the wheels fold up into the foot). Speed value of 11 or 150 meters per round and uses acrobatics skill. Note the skate foot is can only be used on flat and hard ground.

Weapons: Size 4 weapons can be inbuilt into the leg.

The following makes of Legs are available, the only differences are the maximum Strengths available. The Strength applies to the Leg and Foot.

Trigon Springer: Strength 0 to +2 Cybervalue 2 (4)

PlazHop: Strength +3 Cybervalue 3 (5)

Trigon Leaper Mk. II: Strength +4 Cybervalue 3 (5)

Adidas Master: Strength +5 Cybervalue 4 (6)

Trigon Steve Austin: Strength +6 to +8 Cybervalue 7 (9)

Cyberwings: Cyberwings are only available to demons and gargoyles or creatures that naturally have wings and must be installed in pairs. A single cyberwing is useless. The adds must be the same for each wing. The adds (based on the rating of one wing) directly increase:

* the push points on flying speed (normally 10 for Tharkoldu). A +2 wing automatically allows a push of +2, increasing the speed to 12.

* the limit on lifting capacity when flying (normally Strength-3 for Tharkoldu) as well as Strength for purposes of lifting things when flying.

* flight skill.

Cyberwings require a power cell that is recharged monthly. Cybervalue 1 per +1 rating

Bodymax: Major joints and bones are surgically replaced with ultra-hard, densiplast. Nanomachine colonies reinforce the other bones and connective tissue, increase the mechanical strength of muscle fibres, and increase neromuscular response. Synthetic bone marrow enhances blood cell production to avoid anemia or leukemia.

Bodymax has a rating from +1 to +5. Each add of Bodymax increases Strength by +1 and allows the body to support a cyberlimb rated at Strength +(3+Bodymax add).

For example, a character with Bodymax +2 receives a bonus of +2 to his natural Strength, and can support cyberlimbs with a rating of Strength +5.

Bodymax also grants its bonus x2 when pushing speed or power. Bodymax does not combine its effect with Complte's Trilon Tendons.

Cybervalue 2+rating

Trigon CyberSkel: this is perhaps the most extensive change in a human body which can be produced by a cybernetic enhancement. HardPlas is used to replace or reinforce existing bone structures. Hips, shoulder joints, and the spinal cord are replaced entirely. The HardPlas replacements are fitted with small servo motors and flexible rods which strengthen the spinal column. Muscle fibres replace existing muscles, and NeuraCal is used to enhance the remaining nerve fibres. The loss of bone marrow is countered by the installation of cybernetic hemoglobin producing tubes.

A CyberSkel does not increase a characters Strength. Cybernetic limbs are still needed, but it can support limbs which are 10 points higher than a character's natural Strength. The Trigon CyberSkel adds 2 to Toughness. Cybervalue 4

Interdermal Plating is armour constructed by surgically introducing hundreds of nanotech manufacturing complexes into the host body. These nanotech machines manufacture the armour from minerals naturally found (or supplemented) in the bloodstream. NeuraCal is customary for all characters with interdermal plating to coordinate the nano-enhanced muscle fibre woven through the armour. Recent advances have made available interdermal plate of variable effectiveness, with Armour Adds of +1 to +6. The Maximum armour rating is 25.

The armour is now also somewhat less dangerous to wear in the case of failure. Should the armour fail, the character suffers a negative bonus modifier to all Dexterity and Strength based actions equal to the armour add. In addition, any time the character takes a fatigue result (from cards, maneuver result, or other reason), the character takes result points of damage equal to a generated bonus plus the armour adds.

Example: A character with interdermal plate +4 has the armour fail. All Dexterity and Strength actions are now have a -4 bonus. A fatigue result is drawn during combat; the gamemaster rolls a 15 for a bonus of 2, +4 for the armour adds, for 6 result points of damage.

Limbs and head plating is available, each increasing the armour adds by +1. The limb adds are counted in the case of armour failure.

Interdermal plate has a tech level of 25, making it an exception to general rule for cyberware.

If interdermal plate fails, it still offers its armour protection as long as the axiom level of the region is sufficient to support plate mail (tech 13). Cybervalue 2 +1 for limbs or head cover

Trigon Body Plating is the ultimate in cybernetic protection. It has an armour add of +1 to +5; Maximum: 30 and may be combined with other armour types, including interdermal plating.

The thickness of Body Plating used determines its overall armour add. But there is a cost to having this armour fitted: each point of Armour reduces a character's Dexterity by 1 point. This may be overcome slightly if the character is fitted with cyber legs and arms: the Dexterity penalty is then the Power Push value for the armour adds. Having a CyberSkel and cyber arms fitted reduces the Dexterity penalty entirely, but makes the wearer into little more than a machine.

The operation to attach body plating is highly dangerous as it involves grafting HardPlas plates to the wearer's skin. To enable the skin to breathe, the HardPlas contains millions of micro-perforations and has its own cooling units to prevent the wearer from frying in his own heat. Body Plating can be made to appear as real skin if covered with NeuraSkin, or it can be chromed, or otherwise used decoratively. Some streetpunks body plating resembles dragon and lizard scales, or is covered in a thin layer of fur for extra effect. Cybervalue 1 per point of armour

Gill Implants: allows the user to breath relatively clean water (a Toughness should be made in water that is polluted or contains toxic chemicals) for up to 3 hours. Cybervalue 2

Cybernetic Organs

The installation of cybernetic organs, such as lungs, hearts or livers, is carried on amongst the members of the faithful who are considered worthy or by those rich enough to pay for it. As well as providing new life, cybernetic organs can also be fitted with up to three pieces of cyberware such as adrenal boosters, endorphin boosters, and neural chargers at -1 to Cybervalues. Cybervalue 1

Sexual Enhancements

These enhancements help protect sexual organs and or improve sexual pleasure. Also the Hypertouch tactile system is often added to further enhance pleasure. Both sexes can have sexual enhancements of any type. To have control of an option including a weapon a neural conductor is needed.

Contraceptive: This enhancement provides total safe guards verses conception. The cyberware gives the user control thus the chances of conception can be increased (only within women increases the chances to 50%). Cybervalue 0.5

Enhancements: are used to increase the level of pleasure during sex. Each level adds +2 to sexual taunts made against the character. Also the enhancement can add to the partner's pleasure giving +1 per level to sexual taunt them. Note enhancements can be controlled if connected by a neural conductor. Cybervalue 0.5 per level.

Disease Protection: A thin layer of NeuraSkin protections the user from sexually transmitted diseases. The disease protection provides total protection for straight sex or else +5 to the user's Toughness to resist sexually transmitted diseases if they engage oral or other types of sex . Cybervalue 0.5

Weapons: Special weapons to harm (or protect) that can be used ant time during sex. Such weapons will cause surprise attacks that will hit the target.

Darts: A four shot dartgun for men that fires a needle that can carry either poison or drugs. Normally the darts do no damage but automatically delivers the poison. A hyper velocity Dart gun a is available for extra cost of $1000 which will causes18 damage to the target (only during sex and it includes Vital Blow and Surprise Bonuses). Cybervalue 1

Needle: Available for men and women that can pick the poison into the target. At first the internal needle was desired as special rape protection for woman. Cybervalue 1

Acid Spray: This is a nasty weapon that can only be used within cyber organs which are specially protected from the acid. The user can spray an acid at the target thus killing them which burns as well as shock damage. The weapon is available for both men and women. Damage is 18 but lasts for two rounds, the cyber organ can remake the acid after one hour.

Replacements: This is a cyber organ (available for both sexes) which completely replace the original groin. The Cyber Organ can hole one weapon inbuilt plus comes standard with disease and contraceptive protection. Hypertouch can be added with out extra cybervalue but added pleasure enhancement levels do cause extra cybervalue to be added. The cyber organ can also last as long as desired. Cybervalue 2 (Cybervalue 3 with acid option)



Subdermal Weapons

Subdermal weapons are concealed beneath the skin and covered with NeuraSkin; or are fitted as integral weapons into cyber hands or cyber legs.

The Avro PR II.V is manufactured by Avro Limited. It is a small calibre weapon which only fires three-round bursts or full auto. The high-velocity rounds carry a significant punch. Damage 16 (19) Ammo 60 Range 3-40/100/150 Cybervalue 2

The FN jammer is a fully automatic cluster gun, firing flechette clusters which explode into whirling clouds meters from the barrel. When firing the Jammer, the user receives the +3 bonus "to hit", but not to damage. This bonus is above the usual automatic weapons +3 bonus, which is also applied. Damage 20 (23) Ammo 7 full auto bursts Range 3-10/40/-. Cybervalue 2

Sparrow Fang: is a small single shot weapon that is concealed within a finger. It can be installed in a normal finger or within a finger or a cyberhand. The single caseless round is loaded through a concealed port in the side of the finger. Damage 18 Ammo 1 Range 3-8/40/-. Cybervalue 1

Sparrow Equalizer: is a light submachine gun designed to be installed in the forearm. The user fires the weapon via a mental command and can switch between single round, three round burst and full automatic fir at will. The magazine hold 18 rounds which can have normal bullet options. Optionally a 90 round magazine can be inserted through the loading port. This external magazine extends 15 cm beyond the skin. Damage 15 Ammo 18 (90) Range 3-15/25/60. Cybervalue 2

Flamer: A cyber arm or leg weapon only. This weapon also removes any options within the hand if placed in a cyber arm. The flame thrower does 18 damage and has a range of 5 meters, being 1 meter wide. The flames continue to burn for 2 extra rounds on hit targets. The Flamer gives +3 to hit and has fuel for 5 uses.

Micromissile Launcher: A cyber arm or leg weapon only. This weapon also removes any options within the hand if placed in a cyber arm. This weapon can fire one missile which is smart guided at a target, providing +2 to heavy weapons skill. The missile has a damage value of 25 and has a burst radius of 1/2/3 meters. Range 60/150/300.

Mini Grenade Launcher: A cyber arm or leg weapon only. This weapon also removes any options within the hand if placed in a cyber arm. Fires mini grenades damage 19. Has three shots.

Eye Dart: A two shot dartgun with a range of 1 meter. The dart has a damage value of 10 but can carry a dose of poison or a drug. Cybervalue 3

Cybercestus: Dull spikes that protrude from the knuckles when a fist is clenched or on mental command if fitted with neural conductors. The cybercestus may be implanted in a natural or cyberhand and does Strength +2 damage with a punch.

A cybercestus can be fitted to combine with ShocKuncks or Shockers. Cybervalue 1

Slicers are finger or toe blades which extend from the points of the fingers or toes when the hand is grasped into a claw, the heels are clicked together, or via a command relayed by NeuraCal. The blades are retracted by relaxing the hand or foot or via NeuraCal command.

The blades are housed in the end of the finger or toe and extend for 2 cm. They have a damage value of Strength + 2 in unarmed or melee combat.

Monofilament tipped blades are available at an extra cost of 10,000; they have a damage value of Strength +3. Cybervalue 1 for both hands or feet.

Slashers are long blades housed in the forearm which project from the top of the wrist when used. They are activated by clenching the fists while turning and pivoting the hand downwards.

Slashers inflict a damage value of Strength +4 in unarmed or melee combat. Mono filament tipped blades cost an additional 20,000 and cause Strength+5 damage. Cybervalue 1 for one arm

Fangs: Popular amongst streetpunks, fangs are either expendable or fixed. They do Strength +2 in unarmed combat. Some fangs are hollow and contain poisons or drugs which are injected into the victim when bitten. Cybervalue 1

PlasKnucks: HardPlas is used to replace the knucklebones. PlasKnucks can be made undetectable to visual inspection or be very obvious, appearing as big lumps on the back of the hand. Undetectable PlasKnucks (Cybervalue 1) do Strength +2 damage; large PlasKnucks (Cybervalue 2) do Strength +4. They cannot be used in conjunction with cyber hands or arms.

Screamer: This system is a voice based weapon which is designed to stun an area around the user. The screamer uses the Maneuver Skill Table. Base attack value is 16 plus or minus any bonus number. The result is compared to the target's Toughness. The weapon has a burst radius of 3 meters at normal effect, -3 effect up to 5 meters, and -5 to 7 meters. The user should also have protection as he can be effected by the screamer as well. A battery can last 20 screams before recharge is needed. Cybervalue 2

ShocKnucks are quick-charge capacitors inset into a Polydeb matrix, charged with batteries located in and accessed through the user's forearm. ShocKnucks generate 25,000 volts, enough to increase any shock damage taken by three points. If the target would not normally take any damage, the ShocKnucks have no effect. ShocKnucks may be used along with cyber limbs. Cybervalue 2

Shocker: delivers a jolt of electrical energy (damage value 20) to anyone touched by it. They are usually installed in the hands and activated either by NeuraCal or via a switch fitted to the wrist. The power cell is good for 10 uses before needing recharging. Cybervalue 2

Smartwhip is a whip made of Hollomesh mixed with special NeuroCal fibres to allow the user to control the movements of the whip. The smartwhip is 3 metres in length and can be curved to hit the target Providing +3 to melee weapon skill. The strong and flexible cables shoot out of the user's limb enabling instant attacking with the whip. The smartwhip can entrangle as per normal whip rules. If someone is able to grab the whip and pull the user takes damage of STR + 2 but it by passes armour (if 2 wounds are caused the smartwhip is ripped free from the user. The whip has a Toughness of 14).

The smart whip can be combined with the shocker, so the user can entangle someone and shock them. Cybervalue 2

A Monofilament whip is concealed within a finger and uses the tip of the finger to give it weight and momentum. They are difficult to use, but very effective when they hit, being able to cut through plastics, thin metals and all organic materials. The whip user attacks at melee weapons skill -3 and suffers a self-inflicted injury if he misses the difficulty number by 10 or more points. The monofilament whip has a damage value of 23. It can also be used as a garotte at full melee skill, but only with damage value 18. Cybervalue 1

Trigon Integral Weapons Unit: This unit is fitted into a cybernetic limb and acts as the housing for an integral weapon. Lasers, pistols and gas projectors may be fitted into a cyber hand; shotguns, laser rifles, or rifles can be housed in an arm. Weapons in a hand may be fired normally; weapons fitted in an arm suffer a -3 penalty to skill unless equipped with a SmartGun and linked to a CSI EyeKill Mk. IV.

Subdermal weapons may also be fitted into cyber hands or cyber legs, in which case no surgery is required.

Instead of a weapon, a weapons unit can be used to hold tools such as lock pick sets, power drills and saws, etc. Cybervalue 0

MAS Gas Discharger: A gas discharger is small cylinder of compressed gas which may be installed into the finger of a cyber hand. A as discharger has a range of four meters. It may be loaded with knockout or tear gas. Knockout gas has a damage value of 18 while target is in to area of effect. If knocked out the target remains unconscious for 10 minutes. Tear Gas has a damage value of 15. If the gas over comes the target's Toughness read the difference on the power push and subtract it from the target's Dexterity and Perception for the next 30 minutes. Each gas lasts for 4 rounds. A gas canister costs 1,000 dollars, and holds 10 charges of gas. Cybervalue 0 but uses up hands compartment slot.

Weapon Mount and Link: This is a heavy duty hardpoint mounted either on the underside of a cyberarm, the outside thigh of a cyber leg, or the top of a shoulder. Any size 3 (or 4 shoulder mount only) or less weapon can be mounted but he weapon needs a EyeKill link and the mount needs NeuraCal to operate the weapon. Armour or clothing can not be worn over the top of the weapons mount while it is in use. Cybervalue 2 (if on a limb cybervalue 1)

Cyber Beasts

Cyber Beasts are the latest development in cyber weapons. They are independent acting robotic creatures that obey the commands of the host. A beast is physically inbuilt into the host and is controlled by a neural conductor. There is only one type of cyber beast available but are others being developed as well as improvements upon the cybersnake.

The Cybersnake: The first cyber beast to each the market, the cybersnake can be mounted externally as a tail or within the hosts hair or else internal attacking from an orifice or from a cyber arm/leg. The snake once active will attack the target that the host wants attacked (counts as an action releasing the cybersnake). This attack is independent so there is no multi-action penalty. Its base remains rooted to the owner, and the cybersnake can be retrieved at any time. The cybersnake is coated with a lubricant gel that will prevent blood and matter from adhering, and will also make it difficult for the opponent to get a hold of. There are two types of attacks.

1) The Bite: This is a normal hand to hand attack which does STR + 3 damage (normally 12). Often the snake well have a type of poison within its fangs. The cybersnake can be grabbed if a good result verses its unarmed combat value is achieved (needing a 16). The Strength needed to hold the cybersnake is a 13 result because of the gel.

2) The Eviscerate: This assumes the cybersnake has gained access to a body orifice and then winds its way down to the vital organs, biting as it goes. Access is gained two ways: One a vital blow attack ie -8 to hit but no extra damage or using aimed bonuses or all out attack. The second is, by touching the orifice of the unsuspecting target and a normal attack is rolled (not at -8).

The damage is increased to 17 while making a eviscerate attack. If the target makes a superior defend roll against the cybersnake once it is inside the target breaks free of the snake. The cybersnake continues to do damage until the victim is dead or ordered the stop attacking that target.

If someone is able to grab the snake and pull the user takes damage of STR + 2 but it by passes armour (if 2 wounds are caused the cybersnake is ripped free from the host and it stops acting).

Cybersnake:

Dexterity 10 unarmed combat 13 dodge 15 maneuver 12

Strength 9 Mind 4

Toughness 15 Charisma 0

Perception: 8 find 10 Spirit 0 intimidation 12

Attacks Bite STR +3 (12)

As the cybersnake has very little intelligence and is a machine it is immune to K results, taunts, test of wills, and intimidation has well as psionics and mind effecting spells or miracles. Cybervalue 4 (external) 6 (internal) 2 in a cyberlimb. If in a cyberlimb the cybersnake takes up the weapon option.

Chipware

Chipware consists of miniature micro-processors which are directly interfaced with a character's Central Nervous System. They increase a character's abilities by providing skill enhancements and internal data storage space. Chips come in three common types: MemChips, DatChips, and ActChips. The three types of chip resemble 1 cm metallic studs with a protruding prong at the bottom. The prong is plugged into a ChipHolder.

Chips store information and programmed responses which enhance a character's skills. Each chip is rated by the level of bonus it confers; usually +1 or +2. A character can run as many chips as her base Mind attribute (unadjusted by drugs or cyberware enhancements); each level of chip counts towards this total. For example, a character with first aid +2 chip, land vehicles +2, streetwise +2, and fire combat +1, has a total of 7 chip points. If the character's Mind attribute is 8 then she could run one more level +l chip. To run a level+2 chip, she would have to first take a level +l or a level +2 chip off-line.

Chipware which performs the same functions cannot be combined to increase a character's overall bonus: a character with a fire combat +2 chip online with a fire combat +1 chip, gains only the +2 bonus of the fire combat +2 chip; not the combined bonus of +3.

Chip Expanders: These implants increase the capacity of a character for Skill Chip adds. They are rated from +1 to +3. A character's chip points are equal to her mind plus the rating of her Chip Expanders. Cybervalue 1 per rating.

ChipHolder

A ChipHolder can be fitted to any part of the body desired. It consists of a small box of micro-circuitry systems which can hold one (cybervalue +1) or three (cybervalue +2) or five (cybervalue 3) chipware chips. The ChipHolder is covered by NeuraSkin or can be left open. Some streetpunks have ChipHolders fitted into their foreheads.

A ChipHolder contains a small processor which elects which of the chips are currently on-line. Characters who require or desire a large number of chips, can fit extra ChipHolders and switch between them at will. Characters can easily remove one chip and insert another in one round. Removing and fitting a new chip is a simple action.

ExWires are implants that install neural processors, brain-wave modifiers and muscle replacements throughout the body. They are rated from +1 to +10. ExWires do not confer any special abilities themselves, but allow the user to plug in a new "active chips " and immediately gain its skill add, up to the bonus value of the ExWires. ExWires have a cybervalue of one point for every two adds, rounded down. So an ExWire +3 has a cybervalue of +I.

The character's benefit from ExChips is limited to the value of the wires and he cannot mix ExWires and chipping in. This also means that he cannot have ExChips on-line with active skill adds that exceed his ExWires rating.

A character can run a total number of active skill adds through his ExWires up to the rating of the wires. If he is equipped with ExWires +5, he could bring any combination of active chips on-line with adds totalling 5 or less.

ExWires do not increase a character's chip points. A character still cannot have more chip adds online than his Mind. However, a character with ExWires can choose how many adds he will use from a given ExChip in a round. For example, if a character has ExWires+5 and brings fire combat +3, dodge +3 and unarmed combat +2 on-line, he could choose to use +2 each from fire combat and dodge chips, with +1 from the unarmed combat chip, or any other combination.

Skill Chips

MemChips

MemChips supply skill bonuses of +1 or +2. If used to provide a character with access to a previously unknown skill, the user is still considered unskilled: the character could not roll again on a 20.

MemChips are limited in the knowledge that they impart to a character. A character with a skill level of +5 or more gains less benefit from a level +2 chip; it is treated as a level +l chip; +1 chips would have no effect. For characters who have 10 or more adds in a skill, MemChips have no value.

The following MemChips are available:

Perception: air vehicles, evidence analysis, first aid, land vehicles, language, scholar (by type), water vehicles.

Mind: artist, cybertech, medicine, psychology, survival (by terrain type), science (by type), streetwise.

ActChips

ActChips enhance a character's physical skills, and are limited to the same restrictions as MemChips. They are available as +1 or +2 enhancements. Unlike MemChips, ActChips are "active skills" are require "chipping in". That is, the user must practice with them or have a set of ExWires to get the skill adds.

The following ActChips are available:

Dexterity: acrobatics, beast riding, dodge, energy weapons, fire combat, heavy weapons, lock picking, melee weapons, missile weapons, stealth, unarmed combat.

Strength: climbing, lifting.

ExChips

ExChips (for "expert chips") are expert systems programmed on a chip that actually confer skill adds from +1 to +5.

When a character uses an ExChip, it overrides any natural skill she may possess even if the natural skill add is higher than the ExChip skill add. For example, if Akiko has fire combat +2 as a naturally learned skill and brings an ExChip with fire combat +4 on-line, her skill level is +4, not +2 and certainly not +6. Similarly, if two ExChips with the same skill are on-line, the one with the higher skill add is in control.

If a character is mixing Tharkoldu and Cyberpapal technology, note that ExChips do not benefit from MemChip or ActChip bonuses. If an ExChip is on-line at the same time as an Act- or MemChip with the same skill, only the ExChip value is used.

Available ExChip Skills: The following skills are available on ExChips.

Perception: air vehicles, evidence analysis, first aid, land vehicles, language, scholar (by type), space vehicles, water vehicles.

Mind: artist, cybertech, medicine, occultechnology, psychology, science (by type), survival (by terrain type), streetwise.

Arcane knowledges: All the standard arcane knowledges of the Torg magic system. But requires occultech to implant chipholder and make the chip.

Dexterity: acrobatics, beast riding, dodge, energy weapons, fire combat, flight, heavy weapons, lock picking, melee weapons, missile weapons, stealth, unarmed combat.

Strength: climbing, lifting.

Dexterity and Strength skills are called "active skills" and require "chipping in." That is, the user must practice with them or have a set of ExWires to get the skill adds.

Chipping in: When a character acquires a new ExChip programmed with an active skill, she does not receive its adds right away, but must spend some time "chipping in" to mesh the instructions from the chip with her mind and muscles.

For each add of the chip, the character must spend a week practicing the skill it provides. For example, Saira acquires an unarmed combat +3 chip. Until she spends a week practicing with it, she gains no bonus. After a week of practice, she will gain a +1 add when she brings the chip on-line. After a second week of practice, the chip confers a +2 and only after a third week can she access the full +3 in the chip's skill.

Once a character chips in an ExChip or ActChip to a given level she can bring it on-line anytime and gain the add to that level. If she acquires a different active skill in the same skill, she is still chipped in to that level. For example, Maya chips in unarmed combat +2. Later, she acquires unarmed combat +5. As soon as she brings it on-line, she has the skill at +2, but must spend the additional weeks of practice to get the additional adds from the chip.

DatChips

DatChips can be installed in any cyberware implant that requires data storage (cameras, recorders, etc.) or used to hold data downloaded from a computer or peripheral. They can also be carried in an external reader and plugged into a Nervejack, or plugged into a ChipHolder. Any text data stored on a DatChip can be scanned via an LED Readout implant, or viewed on the screen of a DatChip reader, cyberterminal, cyberdeck, or other data display peripheral.

DatChips are rated for capacity in multiples of 20 "datablocks." The largest DatChip available is 100 datablocks. Size refers to capacity. The actual chips are all the same physical size.

DatChip Storage

Video footage: 1 hour = 1 datablock

Still photographs: 200 pictures = 1 datablock

Audio signals: 3 hours = 1 datablock

Program storage: Program size = datablocks

Datafile storage: File size = datablocks

UltraCAD Design Pattern: Value of item = datablocks.

VX Recording: 1 hour = 5 datablocks.

Reference Material: Skill adds -1 datablocks. A textbook worth Scholar +3 would occupy 2 datablocks.

Special Chips

These chips are produced by the Cyberpapacy to fulfil certain roles in their transformation of France. They are not generally for sale on the streets, but certain unscrupulous cyberleggers deal in them.

Faith Chips

Faith chips are produced by the Cyberpapacy, and fitted to the faithful at Avignon. Unlike other chipware, Faith chips are attached to the user's CNS and cannot be removed without surgery of a difficulty number 15 (a Mortal Wound). Faith chips are always on-line. They contain the character's security identification which is logged into the GodNet.

Faith chips contain a summation of the Cyberpapacy's doctrinal beliefs on salvation through cybernetics and the power of the GodNet. A person fitted with a Faith chip believes completely in the threat posed by the Antichrist, and in the infallibility of the Cyberpope. Each time the wearer wishes to break any of the rules of the CyberChurch, she must generate a Spirit total of at least 20. If she fails or does not make the attempt, she will be totally committed to aims and methods of the Cyberpapacy. In short, Faith chips turn people into religious fanatics who willingly die or kill for Pe're Jean.

SlaveChips

SlaveChips were developed by the demons to keep human slaves under control. They may be plugged into a standard ChipHolder, and for this reason, some members of the Race are reluctant to use chipware at all, since having a ChipHolder makes them vulnerable to the installation of a SlaveChip. More usually, a SlaveChip is implanted surgically within the chipslave's body. Removing an implanted SlaveChip requires surgery with a difficulty number of 15 (mortal wound).

Typical SlaveChips produced by Tharkoldu do not affect demons, nor do they have the usual side effects of demon cyberware on humans. They are manufactured by Tharkoldu for use on humans.

Both Tharkoldu and the Race possess the technology to build SlaveChips for either species. Demons almost never use SlaveChips on their own kind. Such an action is usually reserved for criminals or lunatics normally killed, but whose continued existence serves some purpose. The Race rarely uses SlaveChips. Putting one in a human is repugnant to the Way of the Race, and the Race rarely enslaves Tharkoldu. Demons are for killing.

SlaveChips impose a mental program on the wearer that requires him to obey the orders of Tharkoldu to the letter and to the best of his ability. One individual is recognized as his master, and the master's orders take priority over other commands. Slave chips are programmed with a recognition pattern that identifies the master to the shipshape. It can be deceived by illusions, voice mimicry, and other tricks.



SlaveChips analyze and identify the DNA pattern of the shipshape, and can be accessed by a radio signal encoding that pattern. Tharkoldu maintain extensive records of slave DNA pattern so that SlaveChips can be triggered remotely in this way. A properly coded radio broadcast can give orders to a shipshape or trigger any of the chip's special functions.

A shipshape must generate a Spirit total of 20 or more to resist or refuse an order, or to take any action harmful to the demons.

SlaveChips can also induce the following physical and mental responses:

* a burst of pain doing 20 points stun damage. The slave reduces this by his Spirit.

* an intense pleasure reaction, requiring a Spirit total of at least 10 to resist. Unresisted pleasure has its advantages, cancelling out K damage and 3 points of shock damage, but it leaves the slave disoriented for 30 seconds, with a -4 to all skill checks.

* a burnout. The SlaveChip generates a blast of destructive neural energy with a damage value of 25, plus a generated bonus. The slave reduces this by his Toughness. After a burnout, the SlaveChip is inert, destroyed, and the chipslave, if he survives, is free of its influence.

Spirit Chips

Spirit chips are created from characters recovered from Purgatory. Spirit chips can be accessed like any other chip, giving the user access to the chipped personalities, skills and knowledge.

The Spirit in the Chip: Spirit chips have similar attributes to normal characters except that they do not possess Dexterity or Strength. they do have the Perception, Charisma, Mind and Spirit attributes, and they retain use of their previous skill levels. They can be possibility-rated; if so they would certainly spend Possibilities to obtain what they want.

Spirit chips are full-fledged characters with their own likes and dislikes. They are capable of carrying on conversations with their users, and may even clash with their user's personality.

When designing Spirit chips, ensure that the chips have likes and dislikes, and a general temperament. Having the Spirit chip of a trained mercenary may do wonders for a character's Fire Combat accuracy, but the mercenary's attitudes may very well grate on the character's nerves. Cybervalue 2 when used

Using Spirit Chips

Spirit chips are fitted into ChipHolders like any other chip, but they are automatically on-line. The only way to take them off-line is to remove the chip from the holder.

Off-line Spirit chips are dormant: frozen in a state of electronic stasis. Between going off-line and coming on-line no time passes for a Spirit chip. Each Spirit chip has its own integral clock; once placed on-line they will know how much time has passed since they were last activated. This means that you cannot plug in a Spirit chip and expect it to work for you immediately. A Spirit chip needs a briefing on the current situation and to be told what you want it to do. It may also want updating on events since it was last activated.

As Spirit chips contain the personality and knowledge of a character, the user of a Spirit chip can draw on that knowledge to expand his or her own abilities. Spirit chips do not automatically provide skill bonuses to the user; they only do so if the chip's skills are higher than the user's. Spirit chips cannot be used to add to a character's skill. For example, a character fitted with a Spirit chip with a medicine skill +3 could use the chip if the character's skill was less than three adds in medicine, but he would gain no benefit if he had three or more adds.

When using Dexterity or Strength skills, the wearer's attributes are used to determine the attribute base, but the chip's skill adds may be used to determine final skill value.

When using skills which the wearer does not have, the Spirit chip's values are used even if its attributes are lower than the user's own.

For example, the Kid plugs X-2234 into his ChipHolder. X-2234 contains the personality of George Marten who has a language skill add of 4 and a Perception of 9. The Kid has no language skill and a perception of 11. Even though the Kid's Perception is higher than that of X-2234, the Kid cannot use his own Perception, he must use X-2234's.

X-2234

The Kid flipped back the NeuraSkin, pulled out the dodge chip and inserted the new chip into the ChipHolder. He felt a surge go through him, heading for his brain. It struck home. His eyes watered and a surprised look crossed his face.

"What's going on?" The voice was inside his head. The Kid spun round, but he was alone in the room.

"I said what's going on, jumble brain?" the voice again. "Jesus, what a mess. You call this a brain? You're in real trouble if you ever try to use it for thinking."

The Kid checked the scanners. Nobody in the building. "Who are you? And where'd you come from?"

"Jesus, I got a right one here," the voice replied. "Listen up, dung brain. You in the habit of plugging random chips in? Aw, never mind.

"I'm X-2234, but you can call me George, George Martell. I'm the chip you plugged into that greasebox you call a ChipHolder. I'm what's known as a Spirit chip.

I was once human. That was until the chrome domes got their hands on me. Tried for heresy, they chipped me into the GodNet. I spent what felt like centuries in the endless plain of Purgatory, until they decided I was ready to come out. Stuck me into this chip and gave me into this pious shmuck to act as his adviser. Coming to think of it I ain't been on-line for 3 days. What's being going on, dung brain?"

"Er, don't know," the Kid replied. "I thought you were a language chip. I got you from a guy in a bar."

"Well you're not a chrome dome, so I guess you'll do. Look, what I'm after is one of them cartagras, those cyberslave bods. If you promise to get me one, I'll help you out. Mind you, I want a decent one, not one that's been abused. You get me one, and plug me in. Do we have a deal?"

"Er, 1 need to think about it."

"Okay, but don't take too long, dung brain."

Dangers of Spirit Chips

Sharing your body with another personality has its drawbacks. A strong personality could easily dominate you. Spirit chips will generally attempt to dominate their wearers in order to carry out their own desires, or if they feel that they are being abused or misused. For example, a Spirit chip containing a cyberpriest will attempt to dominate its wearer if it is used in anyway against the Cyberpapacy. But a chip which hates the Cyberpapacy (most chipped personalities do) would happily aid the wearer against it.

Dominating a Character

To dominate a character, a Spirit chip pits its Spirit, plus its Perception Advantage (see below), against the user's Mind, willpower, or Spirit values, whichever is highest. The results are read on the Intimidate/Test column of the Interaction Results Table.

If unskilled or stymied results, the wearer suffers that effect for the rest of the scene, or until he can somehow placate the chip. If the wearer is setback (or worse) by the chip, the chip gains control, forcing the character to the back of his own mind, where he may observe events, but cannot exercise any control over his body.

As a Spirit chip is used and has time to observe its wearer, it begins to see character weaknesses and flaws that it can exploit. This allows it to use its accumulated observations of the character against him or her.

A chip's Perception Advantage starts at 0, but it increases by 1 each setback the chip gets on the character. It also gets a one-time increase of +3 if it is ever on-line for 12 or more hours, during which time it can explore the wearer's mind. The chip can only accumulate as many Perception Advantage points as its Perception.

Regaining Control

Domination by a chip is not permanent. A character can attempt to regain control when any of following occur:

* a chip does something contrary to the character's beliefs (gamemaster's decision).

* if the chip needs to ask the character for information or advice. Unless on-line, chips are unaware of their surroundings; this tends to make them ignorant of recent events.

* if the character's body takes damage, thereby triggering the character's self-preservation instincts.

To regain control a character uses the highest value of his Mind, willpower, or Spirit to generate a total against the chip's Spirit plus Perception Advantage. If successful, the character is again in full possession of his body. The chip will not again attempt to dominate until another scene has begun.

Chips may voluntarily relinquish control after they have made a point, or after they have performed a task that the character previously prevented them from completing. Chips may also be taken off-line by other characters: just pull the chip out of the ChipHolder.

Availability of Spirit Chips

Spirit chips are hard to come by; they are rarely for sale and those that are have been stripped from their previous owners.

Use the Spirit Chip Record Block to record the chips skill levels and adds, as well as its Perception, Mind, Charisma, and Spirit.

Spirit Chip Record Block

Chip Name: Sex: Age:

Personality:



Dexterity: Strength: Perception:





Mind: Charisma: Spirit:



Perception Advantage: Possibilities:

Technomagical Implants

Technomagical implants and natural skills in magic can be used in any combination. For example, a magician might use an alteration Enabler and her natural skill in an arcane knowledge to cast a fireball using either a SpellChip, a learned spell, a grimoire, or casting on the fly. A magician with natural adds in a magical skill could use an Arcane Knowledge ExChip or natural knowledge to use a SpellChip, if she was fitted with a ChipHolder to hold the chip. Any combination of natural knowledge and technomagical enhancement is allowed.

Technomagical Systems Failure is possible, under the same rules as less exotic cyberware. In the event that systems failure occurs due to a poor roll when casting a spell, check each technomagical system involved for failure. For example, Shemosh is using a divination magic +4 implant, his own arcane knowledge of magic, and a SpellChip to cast detect magic, when he rolls a 1. The gamemaster generates two bonuses: one for the divination magic implant and one the SpellChip, to see if they take damage.

Backlash and technomagic: Besides the special considerations for systems failures and cyberware, technomages are vulnerable to temporary systems failures in their implants when backlash damage would normally cost a mage her powers for a time.

Mental damage from spell backlash that KOs a magician temporarily damages the arcane knowledge used to cast the spell. In the case of technomagic, this sets up circuit hysteresis in the ExChip that renders it useless for 24 hours, or until it is repaired using occultech, or until the cybermiracle of refreshment is performed.

When mental damage raises a technomage's wound level to heavily wounded or greater, both the Arcane Knowledge ExChip and the appropriate Technomagical Enabler suffer this penalty. The temporary damage to the cyberware does not prevent the character from improving her wound status, whether the skill implants are restored or not.

Technomagical Enablers grant skill adds in the four basic skills of magic: alteration, apportation, divination, and conjuration.

All Technomagical enablers are wired directly into the brain. They grant skill adds of +1 to +4 in the magical skills. Their cyber value is the add + 3. Thus, a divination Enabler+3 would have a cyber rating of +6.

The adds from these implants are not cumulative with real skill adds and they lock the mental and neural patterns into their own configuration. A character cannot increase her normal skill level above the level granted by an implant. That is, a character with alteration magic +3 from an implant cannot improve her own skill level to more than +3. She would have to upgrade the implant or have it removed in order to increase her skill. She can either use the implant's add, or her own, but not both at the same time.

Arcane Knowledges are available on ExChips (see above). Arcane Knowledge ExChips provide the skill needed to permit spell casting. They may not be used to design a spell. Arcane Knowledge ExChips are plugged into a normal ChipHolder, just like any other ExChip. They do not require chipping in. Their are no Arcane Knowledges available on ActChips.

SpellChips: SpellChips are the high-tech equivalent of the ornate scrolls and grimoires of Aysle. They must be plugged directly into a Nervejack, not a ChipHolder. Swapping chips is a simple action but dedicated technomages usually have at least two or three Nervejacks installed so they can have several SpellChips at the ready.

When a technomage acquires a SpellChip, he should attune it. This costs a possibility. Using an attuned SpellChip is the same as using a learned grimoire spell. The magician resists backlash using the spell skill total or Mind attribute, whichever is higher.

Attunement is specific to the chip, not to the spell. If a spell chip burns out or is taken from the technomage, a replacement chip would have to be reattuned, costing another possibility.

A technomage can use an unattuned SpellChip. It is cast with the same penalties as an unlearned grimoire spell, so the spell skill total resists the backlash, even if it is lower than the caster's Mind.

SpellChips also contain a sophisticated VX simulation system that allows the technomage to perform mimicry or use any props that the spell may require under the Theorems of Similarity or Contagion. For example,a magician casting Altered Fireball using a SpellChip does not need the traditional ball of burning pitch physically, since he is experiencing the somatic component of the spell virtually, through the VX circuits of the SpellChip.

However, if a spell uses Specific Contagion, then either the usual sample of material from the target is needed, or else the SpellChip must be programmed with the target's DNA pattern or molecular structure using occultech skill. This requires a the same sample of material that the spell itself would use.

SpellChips can be used to cast impressed spells without contradiction in Tharkold, even though the Magic axiom is 12. The mage casts the spell with the chip on-line. If successful the chip stores the impressed spell. A Tharkoldu or Race mage who casts an impressed spell without the SpellChip causes a four-case contradiction, as the spell has a higher axiom level than Tharkold or the caster.

Backlash Buffers are systems that bolster the user against spell backlash. The magician's resistance value is increased by the rating of the buffer (+1 to +3). This applies even if the spell skill total is a failure. It will not turn that failure into a success, but it may make the cost of failure survivable.

Backlash Buffers have a cybervalue of +2 for every bonus point they confer. If the user suffers a wound as a result of backlash, check the buffers for systems failure.

LifeCyber When magic reached its lowest ebb on Tharkold it was too weak to sustain the life of magical beings. The demons developed early forms of implant technology to preserve their existence during this period. Artificial organs and bulky life-support units were the earliest forms of LifeCyber. Though the Magic axiom has been raised, the demons have continued to refine LifeCyber. It allows them to function, at least for a time, in even the most unmagical of cosms.

LifeCyber implants can sustain a demon's occult metabolism. Tharkoldu can live in cosms with a Magic axiom lower than 9 as long as the Life Cyber works. Otherwise, they suffer an affliction called lightblight as soon as they disconnect. The magical energy osmoses out of the demon, forming a glowing pox on its skin. Tharkoldu takes one shock point per day. These shock points may not be recovered through medicine, first aid, miracles, spells, or the expenditure of Possibilities. When the amount of shock damage taken equals the demon's Toughness it dies. The shock damage is recovered at a rate of one shock point per day, once the Tharkoldu is in an area with Magic axiom 9 or more, or is reattached to working LifeCyber.

LifeCyber is a Tech 26 implant, and its user must fear disconnection in cosms with a lower Tech axiom. The level of the Magic axiom has no effect on disconnection. The net effect of LifeCyber is that the demon's very existence in a low-magic cosm does not create a contradiction. LifeCyber uses a power cell and requires recharging weekly when in a cosm with a Magic axiom lower than 9.

LifeCyber works through occultech processes, creating a limited reality effect similar to a talisman. As long as the LifeCyber remains charged, it provides the demon with enough magical energy to simulate elements of Magic axiom level 9, just enough to keep the demon alive. The implant does not provide enough energy to cast spells. The implant provides a Tech 26, Magic 12 field for itself. This field does not encompass the demon, just the implant. If the demon disconnects, the LifeCyber keeps working.

Note LifeCyber also can enable other magical creatures to exist within an Magic axiom lower than 9. Cybervalue 2

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