These are two words used to define essentially the same thing, mechanical augmentation of the body. In GRIFTS these terms are used socially to distinguish between obvious and concealed body modifications. Cybernetic Modifications are concealed from the naked eye and hard to detect without some form of scanning technology, while Bionic modifications are obviously not natural in appearance. With regards to function, there is little to distinguish the two other than Cybernetics tends to be either higher on the tech tree, or less powerful than their bionic counterparts due to the need to conform to the appearance of their host.
Cyberpunk goes into great detail upon the social stigma that handicap those who chose to use bionics over cybernetics, and in advanced cities where the day to day safety of the local population isn�t a question these rules hold true. Bionic augmentations are frowned upon, as are cybernetics unless used to replace regions of the body savaged by trauma. This attitude breaks down when the person with the modifications are members of the military, as all Coalition Soldiers receive cybernetic augmentation as part of their training. Every CS soldier has an installed Datajack, Chipjack, and Weapons Link, and many have cybernetic limb replacements due to combat injuries. Gone is the day where a loss of a limb rendered a valuable combat soldier tied to a desk for the rest of his career.
In the Coalition total bionic reconstruction is something that is reserved for victims who will die without such extensive procedures. Even then many of those who undergo such surgery require months, even years of psychotherapy to accept their new condition. There are few non-military applications of that type of augmentation, socially a full Cyborg will never be accepted within high tech society, they inspire fear, awe, and a great deal of discomfort. A soldier who underwent the procedure might be hailed as a hero who sacrificed himself for the good of the nation, however privately people will be uncomfortable around him, and personal relationships tend to be strained.
Outside the Coalition, city states that have the ability to make such modifications either sell the mods to mercenaries willing to pay for it, or require the modified soldiers to sign into their militaries to work off the cost of the procedure much like Juicers. The world of GRIFTS is so dangerous that the social stigma is considerably less than it is within the much safer boarders of a Coalition State. Full Conversion Borgs are typically called Cyborgs, while partial cybernetic constructs are known popularly as Headhunters, or Razor Boys. Places outside the CS where it is commonly known that conversions are available are Tolkeen, New Lazlo, Lazlo, the Manistique Imperium, Northern Gun, Old Bones Canada, Fort El Dorado, Kingsdale, and a scattering of a few other locations not commonly known across North America.
Cyberwear in the game is available to all non-mage characters. Mages who install cybernetics begin to gain penalties to spell casting, for every 5000Cr (2 CP) of installed cybertech a mage will gain a cumulative -1 to all of his spells. These penalties are permanent; even if the offending cyberware is later removed the penalty remains in effect. Psions however may have as many cybernetic implants as they desire, including up to full cybernetic conversion into a Cyborg!
No points are required to have cybernetic systems installed; instead it is a function of money and available resources. CP is traded in at a conversion rate of 1CP:2500 Cr and that money is used to purchase cybernetics. You must pay not only the cost of the hardware, but the cost of the operation required to implant them. The operation effectively doubles the cost of the hardware, so simply multiply the price of the implant by two in order to get the full implanted price if adding the system. The only time this is not the case is during character generation, at that time the player only needs to spend money on the hardware itself, the surgery is considered free. On page 31 of GURPS Cyberpunk there are some Bionic Modifications to the base price, these mod�s are applied before the cost of the implant, and so modify the cost of the surgery as well as the hardware. This can considerably reduce the cost of the procedure, for a reduction in the effectiveness of the Cyberwear installed. The one caveat is this at TL 8 Cyberwear cannot be made to look normal. Any Cyberwear that is visible on the outside is obviously not natural. At TL 9 it can be made to appear natural at a modifier of +20% to the cost. At TL 10+ all mods look completely natural at no additional cost.
The Tech Level of the clinic is going to determine what Cyberwear it will be able to implant into a patient. In addition it will be a rare and incredibly well equipped shop that will have all the various cybernetic augmentations available for purchase at its tech level. Some Cyberwear is common and readily available to anyone with the Cr to purchase it, while others will either be restricted by law, or hard to come by. This is represented by the availability number. Generally it will be assumed that a character is going to a legal shop to get implants installed. The availability code represents the chance that that particular item will be on the premises and ready for implantation that same day. The letter before the code indicates if this is a restricted technology or not, the first number is the target for that item to be immediately available. The second number indicates how many days it will take for that hardware to become available, modified by the amount the roll failed by. For example a Stinger has an availability code of I/9/3. This means that the Stinger is considered illegal in most states, that in any given shop they are likely to have one on had on the roll of a nine or less on 3d6, and that the shop could get one within 3 days + the difference between the roll and the target number of 9
There are three levels of restriction to Cyberwear, Legal, Illegal, and Military. This can vary from location to location, however in most major nations, kingdoms, and city states this list is surprisingly similar. Legal means that anyone may purchase and use the technology. Illegal means that a license is required before that technology can be implanted or used within the boarders of any given region, while Military means that the technology is restricted to Military and Police personnel, or contracted mercenaries. Enforcement of the various laws are very dependant upon the local authorities.
There are many advantages and disadvantages to full conversion into a Cyborg. Most of the advantages revolve around the ease of adding additional cybernetic systems into the body, as well as a dramatic increase (in most instances) of the individual�s durability and overall physical attributes. There are many different varieties of Borgs, but the basic TL8 Cyborg body package gives the advantage of 15 hit points, and a min health score of 12. All cybernetic limbs have their strength and speed increased by 50%, and the body gains a permanent (non-ablative) DR of 3. Health and Hit points can be increased to a maximum of 15/25 for military models, and speed can be further augmented by adding in a more advanced leg drive-chain. Even dexterity can be improved, however this gets to be prohibitively expensive very quickly (see cyberlimbs).
Disadvantages include the social stigma attached to bionics, as well as the loss of human sensory input. At TL 8, full conversion Cyborgs cannot be made to appear as normal humans. The equipment is still to bulky and the technology still too young so full conversion Borgs are immediately branded for who and what they are. It�s also not possible to render the full range of human touch to a Cyborg body. This becomes available at TL9. Only about 35% of the sensation a human can experience though nerve endings in the skin can be emulated through a Cyborg at TL8, and few bother to install such sensations other than on the fingertips to enable fine manipulation. The human experience of sex, and intimacy are lost forever to the cyborg, but not the need for such things. The body no longer manufactures the hormones that power the sexual urges we experience, however there is a large part of being human that years for such experiences. It is not unknown for a full conversion Cyborg to decide that life is not worth living in their new condition and seek ways to end it for good.
Most cybernetic implants are powered by the bodies own electrical nervous system, however a full conversion Cyborg runs on an internal nuclear cell that will last over five years of normal use before it needs to be replaced. Implanted weaponry operates off secondary e-clips (energy cells) that are inserted into the appropriate regions of the Cyborg�s body.
Unlike a biological body, a Cyborg doesn�t heal, and doesn�t replace energy through nutrition. Any shop capable of repairing TL8 armor can make similar repairs to a Cyborg, however a full clinic is needed to repair or replace damaged cybernetic systems. Replacement of the nuclear battery is a delicate operation that requires a full shop to execute as the organic brain must be hooked up to an alternate power source correctly during the procedure to avoid damage. The basic cost for a Cyborg body is 250,000Cr, and that same amount again for the operation to transplant the brain to the body. Note that this does NOT include the cyberlimbs or any subsystems desired. The last advantage to a full Cyborg conversion is that all operation costs after the body and limbs are installed will be reduced by 50% due to the ease of working on a non-organic body.
Unless noted in the individual descriptions, all Cyberwear is considered to be TL8. Very few places in GRIFTS have access to TL9+ equipment, the most notable being inside the Coalition Super Cities, Triax, and a scattering few other places around the world. As technically proven and easily manufactured as it is, the vast majority of Cyberwear that is installed in members of the standing army in the Coalition States are TL8.
NOTE: Below are the costs to replace just one limb, double the costs to replace two limbs. Limbs, eyes, ears, and in some cases even digits, can be made in a socket configuration which makes them much easier to remove, repair or even replace. Socketed cybernetics have their base price increased by 20%, but have the advantage of being possible to be repaired in the field with the appropriate skills and tools rather than requiring a shop.
| Body Part | Specifications | |
|---|---|---|
| Hand | L/13/1 (12,000Cr) A bionic hand adds +1 to Dx for manual tasks using that hand, and gives ST 12 for gripping and hand to hand damage (grappling, strangling, and crushing only). For twice the base cost Dx can be increased to +2, and for five times the base cost dex can be increased to +3. The cost increase will be +50% of the total for each increment thereafter. | |
| Arm | L/12/1 (25,000Cr) The Strength of a bionic arm is 14, and the Dx is +1. hand is included, however an improved hand may be attached to the end of the arm for the above costs. For twice the base cost strength may be increased to 15, or Dx to +2, and for each increment after that the cost doubles the total price of the limb. Attached to a meat body, the arm may not be taken to a Strength above 18, or the stress will cause damage to the host body. | |
| Leg | L/12/1 (25,000Cr) The basic bionic Leg increases your move score by 25%, and your jumping distance by the same amount. It also adds +2 to kicking damage for the replaced leg. For each additional 25,000Cr spent you can increase your original move and jumping distance by a further 25%. To increase your dodge score, both legs must be replaced, and dodge is only increased to the lowest of the scores of the two enhanced legs (ie. if one were increased to 25% and one increased to 50%, the overall dodge increase would only be 25%). |
| Whole Body | Specifications | |
|---|---|---|
| Cyborg Armor | *L/10/2 (10,000Cr /pt) It is legal to add up to 10 pts of cyber-armor to protect a Cyborg from damage. Because we are using basic combat rules you may not armor individual limbs, so this is only an option if you are a full Cyborg. This is standard ablative type armor, it is very obvious, not very attractive, and socially offensive in most areas, however it is quite effective. For every 3 pts of DR added this way to the body of the Cyborg, increase PD to a maximum of 6. Any damage that penetrates the DR of worn armor, must then penetrate the Cyborg-Armor before it will damage the borg itself. No more than 150 pts of armor may be worn this way. | |
| Full Metal Jacket | I/8/4 (20,000Cr /pt) Pg. 34 Cyberpunk. The advantage to this over cyber-armor is that it can be made to look natural; however it does not feel natural. | |
| Laser Reflective Exterior | M/8/4 (20,000Cr/lvl)) Pg. 35 Cyberpunk. Increases PD and DR against laser attacks (only). |
| Item | Specifications | |
|---|---|---|
| Claws | *L/10/1 (4,000/8,000/30,000Cr) *The Vibro version of the Claws are considered to be Restricted Military in legality. There are three types of claws, razors that extend out from under the nails, wolverine type blades 6 inches long that extend from the knuckles, and the same 6 inch blades with the last 2 inches in surrounded by a Vibro field. These all can either be fixed or retractable. Fixed weapons decrease their base cost by 50%. Razors increase HTH damage by +1 and add +1 to all climb skill checks as well as give their user the option to slash in combat rather than crush. Blades change HTH damage from crushing to slash or impale damage and do +2 damage in combat. Vibro blades do the same damage as normal blades, however they divide armor by 5 before their damage is applied. Vibro versions are run by a single B battery inserted into the palm and are good for 5 min of use each. | |
| Combat Wire Finger | I/10/3 (1,000Cr/5,000Cr for mono) This finger may contain up to 5 yards of very thin wire, counterweighted on the end by the solid metal fingertip. Uses most often as a garrote, in TL9+ regions this weapon takes a more deadly bent. Mono-wire may be substituted for combat wire, making this a very deadly weapon, and potentially lethal for the user as well. Mono-wire does 2d slashing base damage to any target it hits and divides armor by 10. | |
| Explosive Digits | M/9/3 (4000Cr /joint) Finger joints can double as removable mini-grenades. Up to three can be built into any one finger, then removed as a one second action and thrown as grenades. Damage is as the appropriate type of mini-grenade. This option is only available as an accessory to Cybernetic Hands/Arms. At TL 8 these fingers appear to me be normal part of the hand, but are non-functional as fingers. At TL9+ they operate normally as fingers as well as grenades. | |
| Joy Buzzer | I/10/2 (8,000Cr) Pg. 104 UT2 This technology requires a cybernetic hand, however that hand may not have any other cybernetic modifications upon it. The hand is treated as a Zap Glove on page 63 of UT2. This weapon may be set to kill or to stun. | |
| Poison Reservoir | I/8/3 (1000Cr) Pg. 33 Cyberpunk. | |
| Rocket Finger | M/9/3 (5,000Cr) Pg. 103 UT2 Finger mounts a single Gyroc (Acc:3 1/2D: 180 Max: 1,250 RoF: 1). Any type of Gyroc may be used that is available, but for the sake of concealment special finger models are available in some areas. Reloading takes 3 seconds. | |
| Sprayer Finger | I/10/2 (500Cr) Pg. 103 UT2 This finger contains a solid aerosol pellet that can be sprayed at a target, the equivalent of one dose of whatever gas is loaded. Reloading required unscrewing the finger and inserting a new pellet, minimum of 10 seconds. | |
| Stinger | I/9/3 (2,000Cr) Pg. 33 Cyberpunk | |
| Weapon Implant | I/8/4 (variable) Pg. 3 Cyberpunk * This is for weapons mounted into meat limbs. | |
| Weapon Mount | I/9/2 (variable) Pg. 33 Cyberpunk * This is for weapons mounted into Cyberlimbs. | |
| Weapon Link | M/10/2 (10,000Cr) Pg. 33 Cyberpunk * Requires the implant of Cybereyes to be effective, and special gear on the weapon to be used. Gives a bonus for hitting with ranged weapons. A user of a weapon link will never critically miss his target and hit an ally, even if firing into a group unless explosives are being used. |
| Modification | Specifications | |
|---|---|---|
| Audio Dampening | I/8/3 (15,000Cr /lvl) Pg 34 Cyberpunk This increases the characters stealth skill by using micro speakers on the body to render the character silent. | |
| Biometer | L/12/1 (5,000Cr) Pg. 34 Cyberpunk Medical self monitoring device, can display on HUD in cyber eye if implanted. | |
| Bionic Reconstruction | L/12/2(50,000Cr) Pg. 34 Cyberpunk Partial reconstruction that increases HP. Not compatible with full Cyborg conversion or Bone Lacing. | |
| Bone Lacing | I/8/3 (30,000/50,000/80,000Cr) This is an alternate form of partial bionic reconstruction where materials are taken and deposited around the subjects bones to enhance their strength and resistance to damage. The materials used are plastic, plasteel, and titanium. Plastic increased the subjects weight by 15%, increases health by one, and adds a non-ablative 1 to DR. Plasteel adds +20% to weight, increases the body score by 2, and adds a non-ablative 2 to DR. Titanium increases bodyweight by 25%, adds 2 to body, and adds 3 non-ablative DR to the character, and adds 3 to basic unarmed hand to hand damage. This cannot be combined with full Cyborg conversion, or partial Bionic Reconstruction. | |
| Boosted Reflexes | M/9/3 (40,000Cr) This one time electro-chemical treatment increases the bodies natural reflexes. The recipient, however, can never used Wired Reflexes, nor can boosted reflexes be removed at a later date. This cyberware increases the base speed of the character by 1 full point, adding also to the characters dodge score and increasing his initiative ranking. This mod is compatible with Hyper-Reflexes. | |
| Burglar Finger | I/11/2 (3,000Cr) Pg. 103 UT2 The burglar finder contains an electromechanical lock pick. This gives a +2 bonus on picking locks which is not cumulative with other lock picks. | |
| Chiller Finger | L/12/1 (3,000Cr) Pg. 103 UT2 The digit becomes very cold after a round of concentration. It can turn on gallon of water to ice in one minute, or cause one hit of freezing damage per five seconds if it is in contact with flesh. The chiller is powered by a small cryogenic liquid-nitrogen capsule, and will only function for 10 minutes. | |
| Cortex Bomb | M/8/3 (500Cr) Pg. 34 Cyberpunk 15 pt disadvantage. | |
| Extra Hit Points | L/12/1(10,000Cr /pt) Pg. 34 Cyberpunk This option is available to any character, max is +5 pts. | |
| Filtration System | L/10/4 (15,000Cr /lvl) A filtration system filters out toxins from the air, and blood. A trachea modification as well as kidney booster gives the user a +1 bonus to health checks per level of the system. The Filtration System can be enhanced up to level 5, but once installed if a better system is desired the previous one must be removed first, and the more advanced system then installed. | |
| Flasher Finger | L/12/1 (3,000Cr) Pg. 103 UT2 The finger contains a small bvut powerful flashlight. An intense narrow beam of light shines out of the finger�s tip, with a 10 yard range. It is powered by an A cell for up to a month of constant use. | |
| Flex Hands | I/10/4 (9,000Cr) This is an option for Cybernetic Hands, and so are also available to characters with entire arm replacements. The hands are constructed out of a memory plastic, and by exerting constant pressure they can be deformed to escape bonds, or squeeze into unlikely crevices. Characters equipped with Flex Hands gain an additional +1 to call climb tests. | |
| Full Metal Jacket | I/8/4 (20,000Cr /pt) Pg. 34 Cyberpunk The advantage to this over cyber-armor is that it can be made to look natural. | |
| Gills | L/10/2 (2,500/5,00Cr) Pg. 34 Cyberpunk Allows the user to either breath underwater only, or full amphibious operations. | |
| Gyrobalance | L/11/2 (25,000Cr) Pg. 35 Cyberpunk Allows walking on tightropes, increases balance, decreases knockdown, etc. | |
| Gyro-Compass | L/12/1 (1000) Allows the user to innately always know exactly what direction he is facing regardless of postion. | |
| Internal Oxygen Supply | L/10/2 (7,000 /hr) Pg. 35 Cyberpunk Danger that it may explode. | |
| Jolt Alert | L/11/2 (2000Cr) This device, attached to the spinal cord at the base of the neck, sends a shock through the user�s nervous system via a small electric pulse that jots the user instantly awake. The jolt-alert must be linked to a triggering mechanism such as a retinal clock, or a Broadcast system (radio). It is even possible to connect it to a Datajack, and then to a security system or external clock, etc. | |
| Knowsoft Link | L/10/2 (2500Cr) A Knowsoft link allows access to stored data in headware memory. The data must be stored in a format that can be displayed in an understandable format. The information can be displayed on a Cybereye HUD system, or linked directly to a computer and displayed on a monitor. The Knowsoft identifies the data and displays it I the proper format (images, text, motion video, etc.). For sound either Cyberears are needed, or some form of audio device. | |
| Laser Reflective Exterior | M/8/4 (20,000Cr /lvl) Pg. 35 Cyberpunk Increases PD and DR against laser attacks (only). | |
| Headware Memory | L/10/2 (1000Cr /terabyte) Memory can be accessed through a Datajack, or through electronic Cybereyes, however in the latter the carrier must be put into a trance state and the information transfer is very slow. Used often by couriers the information can not be accessed by the person carrying it unless that person also has a Knowsoft link installed. | |
| Heater Finger | L/12/1 (3,000Cr) Pg. 103 UT2 The finger contains a small electric heating coil that can glow white hot after a turn of concentration. It can be used like a lighter, and will ignite flammable material or make a pot of water boil in a minute. If touched against bare skin it will cause 1pt of damage per round. It is powered by an AA cell and has 5 minutes of active use per cell. A Small wire allows it to be hooked to larger cells externally for longer periods of heating. | |
| Plastic Face | I/9/4 (100,000Cr) Pg 34. Cyberpunk Allows to change features as a disguise, even imitating others. | |
| Pockets (flesh holster) | I/12/1 (varies) Pg. 35 Cyberpunk | |
| Radiation Detector | L/10/3 (5,000Cr) Will take samples of the local radiation counts in Rads per/hour in a 10 yard radius. Can display information on a HUD, give audio information in a cyberear, or an actually LCD readout can be installed under a flap of synthskin. | |
| Reflex Trigger | M/10/2 (10,000Cr) The Reflex Trigger is an accessory for Wired Reflexes that allows the user to turn the reflexes off or on as a no cost mental action. When turned off Reflex Triggers make it nearly impossible to detect that a given person is wired until he acts. | |
| Tooth Compartment | L/19/2 (500Cr / 1200Cr) There are two types of teeth compartments. One that is opened by removing the fake took from its cavity, usually with the tongue and crushing it between the teeth, or one that is a reusable compartment that is removed, opened, and then replaced. Often used to carry a suicide poison, or to sneak a data chip past security, there are many uses for a small concealable space. | |
| Wired Reflexes | M/8/4 (60,000Cr /lvl) Wired Reflexes are implanted neural boosters and adrenaline stimulators. Users of Wired Reflexes tend to be twitchy, especially if they lack a Reflex Trigger. Each level adds 1 to the base movement score up to a maximum of +4, thus effecting imitative and dodge as well. Wired Reflexes can be built upon, so consecutive levels may be taken until the maximum amount is reached without having to replace previous systems. If the user has the Hyper-Reflexes advantage, installing Wired Reflexes destroys that advantage. Also, wired reflexes are not compatible with other move related enhancements such as Boosted Reflexes |
As noted in Cyberpunk, all sense organs have a mental on/off switch and organs with more than one operative mode such as Cybereyes and Cyberears can be mentally commanded to enter into the different modes at no action cost. All vision enhancements assume that the character has had at least one eye replaced at the cost of 35,000Cr per eye. There are two types of Cybereyes, optical and electronic. Optical eyes do not require a power supply, however there are some enhancements that will not work with them, where that is the case those enhancements are noted below. Electronic eyes require a single AA cell that will operate them for 6 months before requiring replacement. Electronics � Cybernetics is required to replace the power cells. Likewise all hearing enhancements require the cybernetic ear enhancement which costs 20,000Cr per ear. If the organs are not replaced as a matched set there will be some perception penalties occurring during play.
| Augmentation | Specifications | |
|---|---|---|
| Acute Vision | L/11/2 (7,500Cr /lvl) This is the same as purchasing the advantage from the companion. In order to take this enhancement the character needs to have two fully cybernetic eyes. Each level gives a +1 bonus to visual perception tests, up to a maximum of +5 in bonuses. | |
| Bug Detector | I/9/3 (20,000Cr) Pg. 35 Cyberpunk Allows the visual identification of transmitters via frequency. | |
| Optic Readout (HUD) | L/12/1 ( 5,000Cr) Pg. 35 Cyberpunk | |
| Optical Laser Communicator | M/9/3 (5,000Cr) This is a low power laser that is built into the eye and allows communication between the user and another individual or system equipped with laser communications devices. The Laser has a 150 yard range, and the user must have an installed Optic Readout to understand the communication. With headware memory the communications may be stored for later use, and this system can also be used for raw data transfer to be stored in memory, or transmitted directly to an active Datajack connection. If cyberears are installed, the communication can be audio as well as text. | |
| Polarization | L/12/1 (5,000Cr) Pg. 35 Cyberpunk This has the added benefit of making the user immune to flash weaponry, but requires two cybernetic eyes. | |
| Light Intensification | L/12/1 ( 15,000Cr)Pg. 35 Cyberpunk Only available to electronic Cybereyes. | |
| Independently Focusable Eyes | L/10/3 (40,000Cr)Pg. 36 Cyberpunk Requires two Cybereyes to work. In the example given in the book you could aim two pistols at two separate targets, but a single rifle would still need to be aimed if it were moved from target A to target B. | |
| Infravision | L/12/1 (15,000Cr) Pg. 36 Cyberpunk Only available to electronic Cybereyes. | |
| Microscopic Vision | L/10/2 (10,000Cr /lvl) Pg. 36. Cyberpunk | |
| Night Sight | L/11/2 (20,000Cr) Pg. 36 Cyberpunk Only available to electronic Cybereyes. | |
| OptiCam | I/10/2 (20,000Cr) This video recorder allows images viewed through the eyes to be captured, either in headware memory or through a Datajack link into a vidlink transmitter or data system. Resolution can be varied to take up more or less memory space. | |
| Retinal Clock | L/12/1 (500Cr) Displays a time and date stamp in a HUD display on the inner eye. | |
| Retinaprint | I/8/5 (50,000Cr) Pg. 36 Cyberpunk This is a very illegal modification, and in many states is punishable by removal of both eyes and exile from the state. Only available to electronic Cybereyes. | |
| Telescopic Vision | L/12/1 (15,000Cr /lvl) Pg. 36 Cyberpunk | |
| 360 Degree Vision | L/9/3 (75,000) Pg. 36 Cyberpunk | |
| Video Reception | L/10/3 (25,000) Pg. 36 Cyberpunk Only available to electronic Cybereyes. |
| Augmentation | Specifications | |
|---|---|---|
| Acute Hearing | L/12/1 (7,500Cr /lvl) This is the same as the advantage of the same name, and may be purchased up to level 5. In order to take this modification, the character needs 2 fully cybernetic ears. | |
| Parabolic Hearing | L/12/2 (5000Cr /lvl) Pg. 36 Cyberpunk. Requires two fully cybernetic ears. | |
| Radio Reception | L/12/1 (10,000Cr) Pg. 37 Cyberpunk | |
| Radio Descrambler | I/10/2 (20,000Cr) Pg. 37 Cyberpunk | |
| Recorder | L/10/2 (10,000Cr) This allows the user to output sound into either headware memory (where it is recorded) or into a communications device (such as a cybernetic radio where it is broadcast), or a Datajack (to an external destination). | |
| Select Sound Filter | L/10/2 (15,000Cr /lvl) This nifty piece of headware allows the user to filter out individual sounds without affecting others, background noise can thus be eliminated in order to eavesdrop on a conversation. Each level of filter gives a +1 to perception tests involving listening, to specific sounds. This can also be used to attempt to overcome a white noise generator. +5 is the maximum level it can be brought to. | |
| Subsonic | L/10/2 (10,000) Pg. 37 Cyberpunk | |
| Ultrasonic | L/10/2 (10,000Cr) Pg. 37 Cyberpunk | |
| Volume Cutout | L/12/1 (10,000Cr) Pg. 37 Cyberpunk Requires two fully cybernetic ears. |
| Augmentation | Specifications | |
|---|---|---|
| Radar | M/9/5 (100,000Cr) Pg. 37 Cyberpunk | |
| Motion Sensor | M/10/3 (20,000) Motion can be sensed in a 30 yard radius from any direction that isn�t completely blocked (ie. up against a wall). Characters with this modification cannot be snuck up on, or surprised in melee combat. Direction, distance, and speed can be sensed with enough time and accuracy to respond immediately. Also allows a very crude form of dark vision as the Cyborg can sense if there open spaces in a nearby wall by sensing air movement, etc. |
| Augmentation | Specifications | |
|---|---|---|
| Broadcast | L/12/2 (10,000Cr) Pg 37 Cyberpunk | |
| Commlink | I/10/3 (5,000Cr /lvl) The Commlink can be used to as a powerful internal scananer for an internal Broadcast device. Without the broadcast device the Commlink is useless. It is used to scan ranges of frequencies and monitor traffic along them. It can scan or monitor an number of frequencies at the same time equal to its rating. It can simultaneously monitor and access frequencies and even be used to setup teleconference calls in the users head. | |
| Remote Datalink (Datajack) | L/12/1 (10,000) This allows simple interface with appropriately equipped electronics, usually computers or weapons modified with Weapon Links. In many advanced cities users will have portable computers that they plug into that allow them to sense electronic ads, signs, and interface with purchase menus, electronic sales clerks, and a wide range of other electronic assistants. Common in the CS and Tolkeen, uncommon in other areas of NA. Some vehicles and weapons have special modifications that allow superior handling if the pilot/user is �jacked in�. Most Power Armor and Robot units require a Datalink in order to be piloted. |
| Augmentation | Specifications | |
|---|---|---|
| Voice Modulation | I/10/2 (20,000Cr) Popular with high tech entertainers, this cyberware makes possible a variety of optional modifications to the subjects vocal organs. The voice modulator itself is the bionic replacement for the voice box of the user and is necessary to take advantage of the technology. | |
| Increased Volume | L/11/2 (10,000Cr) Allows the user to increase the volume of his or her voice by up to 80 decibels, turning them into a living loudspeaker. | |
| Playback | L/11/2 (20,000Cr) Allows the user to access an audio file either stored in headware memory, or through a Datajack and play it back perfectly. . The vocal pattern may even have been recorded by a cyberear recording system. The quality of the payback is good enough to fool almost any audio security system, although the file being played back must be played as stored, it cannot be altered by the user. | |
| Secondary Pattern | I/8/4 (30,000Cr) This illegal modification allows the user to download from headware memory, or across a Datalink a secondary voice pattern that is identical to the original, and use it perfectly in speech. The vocal pattern may even have been recorded by a cyberear system. | |
| Silver Tongue | L/12/2 (6,500Cr) Pg. 37 Cyberpunk | |
| Tonal Shift | L/11/3 Allows the user uncanny abilities to imitate bird calls, mellifluous singing, or startling voice impersonations, as well as to shift the speech frequency either into ultrasonic, or subsonic tones. |
A Chipjack costs 5000Cr for the first, and double for each additional one installed(10,000Cr, 20,000Cr, $40,000Cr, etc.). This is the premiere entertainment and educational tool of Coalition society. Behavior chips are commonly used to quell criminals and state dissidents and often are installed as permanent psych implants. These chips can be used to negate mental disadvantages, or to gain them., alter personalities, or in the case of personality implants, completely subsume them. Pages 38-39 of Cyberpunk outlines some of the uses these chips can be put to use.
For the sake of PC�s, the most common use of chips are going to be one of two uses, gain or remove advantages/disadvantages, or gain useful temporary skills.
For advantages or disadvantages a good rule is that for every CP inherent in its cost, it will cost the character 2,500Cr to purchase the program chip for it. So if you wish to remove the quirk �shy around women�, it will cost 2500Cr. To remove the Bezerker disadvantage, it will cost 37,500Cr. To purchase the Charisma advantage it would cost 12,500Cr per level.
For skill chips that convey mental skills the cost is 2000Cr per skill point in the chip. For skill chips that convey active skills the cost is 4000Cr per skill point conveyed since the chip requires access to motor skills as well as mental.