00.00 Cyberware d6 Table

System | Diff. to Install | Wound Level Caused | Cyber Rating | Basic Cost | System TOU | Notes |
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Misc. Items | ||||||
SimNerve | Moderate | mortal | 1/0.5 | 500 | * | Used to communicate commands from brain to hardware. Necessary for all cyberware except for Synthflesh II & III |
Enhanced SimNerve (ESN) | Difficult | mortal | 1.5 | 1875 | ||
Syntheflesh | Easy | stunned | 0/0.5 | 200-650 | N/A | Fake flesh used to cover cyber. Cyber Value for Grade I only |
Fooler | Moderate | wounded twice | 1.5 | 6000 | 4D | Adds +2D to difficulty of sensors to detect cyberware. |
Neural Jack | Moderate | incapacitated | 0.5 | 1100 | 3D | Used to access cybernetically capable computers via SimNerve |
Weapon Jack | Moderate | incapacitated | 1 | 900 | 4D | +1D to the interfaced weapons skill attempt. When used in conjunction with an eye display system, the system adds +2D. |
Power Cells | - | 200 | 4D | |||
Testron Body Vision | Moderate | wounded twice | 1.5 | 6000 | N/A | Adds +1D to sneak or disguise skill checks. |
Organ Replacement | Difficult | mortal | 2.5 | 50000 | 7D* | Increases a patient's STR by +1D/ max +3D. |
Broken Heart | Difficult | mortal | 2 | 50000 | 7D* | Each heart-unit adds +1D to the person's roll versus dying when mortally wounded |
NW Personal Jammer | Difficult | wound | 0.5 | 3600 | 5D | Adds +2D to difficulty to electronic surveillance rolls. |
Finger Stinger | Moderate | stunned | 0.5 | 1000 | 5D | |
NW Adjustable Comlink | Moderate | wound | 1.5 | 1500 | 5D | |
Motion Scanner | Moderate | wounded twice | 1 | 2000 | 6D | Adds +1D to Perception for detecting vibrations. Cost: 2000 if implanted into biological hand; 900 if added as a cyberhand module |
Element Scanner | Moderate | wounded twice | 1 | 2100 | 6D | Cost: 2100 if implanted into biological hand;1000 if added as a cyberhand module. Adds +1D to sensor attempts to identify composition of an item. |
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Optical systems & Visual Enhancers | ||||||
Bug Eyes | Moderate | wound | 1.5 | 2700 | 4D | Gives the user near 270 degree vision. Adds +2D to Perception attempts. |
Brodie SuperSight | Moderate | wounded twice | 1 | 2950 | 6D | +1D to Perception |
NW Supersight | Moderate | wounded twice | 1 | 2250 | 4D | +1D to Perception |
Furtherman SuperSight | Moderate | wounded twice | 1 | 2600 | 5D | +1D to Perception |
NW Heat-Seeker | Moderate | incapacitated | 1 | 2300 | 4D | +1D to Perception in dark; Allows sight in darknesss via infrared |
Brodie Heat-Seeker | Moderate | incapacitated | 1 | 2350 | 6D | +1D bonus to Perception in low-light or dark conditions |
Furtherman Heat-Seeker | Moderate | incapacitated | 1 | 2100 | 5D | +1D bonus to Perception in low-light or dark conditions |
NW Low-Light | Moderate | wounded twice | 1 | 1900 | 4D | +1D to Perception in dark; Negate all but total darkness |
Brodie Low-Light | Moderate | wounded twice | 1 | 2500 | 6D | +1D to Perception in dark; Negate all but total darkness |
Brodie Telescoptric | Moderate | incapacitated | 1 | 2300 | 5D | Magnification x25;+1D to Perception at long distances |
NW Telescoptric | Moderate | incapacitated | 1 | 1750 | 4D | Magnification x25;+1D to Perception at long distances |
Brodie LED | Difficult | incapacitated | 1.5 | 4500 | 5D | Provides LED info thu cyber-eye; interfaces with Scholar Chips |
NW LED | Difficult | incapacitated | 1.5 | 3500 | 4D | Provides LED info thu cyber-eye; interfaces with Scholar Chips |
Furtherman Hunter | Moderate | incapacitated | 1.5 | 3750 | 5D | +1D to weapons skill when used with Simnerve link to weapon |
NW Hunter | Moderate | incapacitated | 1.5 | 3250 | 4D | +1D to weapons skill when used with Simnerve link to weapon |
Brodie Hunter | Moderate | incapacitated | 1.5 | 4200 | 5D | +1D to weapons skill when used with Simnerve link to weapon |
Testron Anti-Glare | 500 | +1D bonus to the STR roll against blinding attacks. |
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NW Micro-Optics | Moderate | incapacitated | 1 | 1750 | 4D | This grants a +1D bonus to Perception when looking for details only visible through magnification. |
Brodie MicrOptics | Moderate | incapacitated | 1 | 2300 | 6D | This grants a +1D bonus to Perception when looking for details only visible through magnification. |
Furtherman MicroOptics | Moderate | incapacitated | 1 | 2000 | 5D | This grants a +1D bonus to Perception when looking for details only visible through magnification. |
Furtherman Low-Light | Moderate | wounded twice | 1 | 2200 | 5D | +1D to Perception in dark; Negate all but total darkness |
Furtherman Telescoptric | Moderate | incapacitated | 1 | 2000 | 5D | Magnification x25;+1D to Perception at long distances |
Furtherman LED | Difficult | incapacitated | 1.5 | 4000 | 5D | Provides LED info thu cyber-eye; interfaces with Scholar Chips |
McGinley Watch Dog Line | -- | -- | -- | -- | -- | -- |
Visual Finger Base Unit | Moderate | wounded twice | 1 | 500 | 4D | |
Advisor Base Unit | Moderate | incapacitated | 1.5 | 750 | 4D | |
Heel! Base Unit | Moderate | wounded twice | 1 | 350 | 4D | |
NW Basic Eye | - | - | 100 | 4D | ||
Brodie Basic Eye | 150 | 6D | ||||
Furtherman Basic Eye | - | - | 125 | 5D | ||
Enhanced Eye Systems | -- | -- | -- | -- | -- | -- |
Furtherman View System EES | Moderate | incapacitated | 1 | 1800 | 5D | +1D to sight Perceptrion |
NW Supersight EES | Moderate | incapacitated | 1 | 2250 | 4D | +1D+1 to Perception |
NW MondoVision EES | Moderate | incapacitated | 1 | 3300 | 4D | +2D to Perception |
Brodie Cyber-Detector | Difficult | incapacitated | 1 | 6000 | 5D | Adds +1D to Perception attempts to detect cyberware. |
NW Range Scope | Moderate | incapacitated | 1 | 3350 | 4D | Provides +1D to applicable weapons skills. |
NW Infrared | Moderate | wounded twice | 1 | 1900 | 4D | Adds +1D to Perception attempts of heat signatures in dark conditions.] |
Furtherman Tracker | Moderate | incapacitated | 1 | 2000 | 4D | Adds +1D to Perception attempts when shadowing a target |
Testron Cats Eye Low-Light | Moderate | incapacitated | 1 | 2200 | 4D | Adds +1D for Perception attempts in low-light conditions. |
Brodie Fiber Telescoptric | Difficult | incapacitated | 1 | 3400 | 3D | |
NW EyeHUD | Difficult | incapacitated | 1.5 | 6500 | 4D | Adds +1D to Perception attempts when utilizing applicable information from multiple sensors presented in the display. |
Chromespec | Moderate | wounded twice | 1 | 1000 | 6D | Adds +2D vs. blinding flashes, +1D to visual Perception attempts in high-glare environments. |
NW Eye Lite | Moderate | stunned | 0.5 | 500 | 5D | |
Olfactory Systems | ||||||
McGinley Bloodhound | Moderate | stunned | 0.5 | 1250 | 6D | Gives a linked user a +1D to any Perception check involving scent. |
Taste and Vocal | ||||||
Dr. Yuk | Moderate | stunned | 0.5 | 1000 | 6D | Mr. Yuk gives a +1D bonus to taste-based Perception rolls. |
NW Persuader | Moderate | wounded twice | 1 | 10000 | 4D | The Persuader gives a +1D bonus to any vocal attempt of con or persuasion. The Persuader can be detected with a Moderate auditory Perception or higher. |
McGinley Smooth Talker | Moderate | wounded twice | 1 | 12500 | 5D | The McGinley provides a +2D bonus to any vocal attempt of con or persuasion, but is detectable with a Easy roll versus auditory Perception. |
Tactile Systems | ||||||
Furtherman Hypertouch | Moderate | wounded twice | 1 | 5000 | 4D | When replaced, manual Dexterity is increased by +1D when manipulating small or delicate objects. When combined with Furtherman MicroOptics system, add +2D to skill checks for microscopic manipulation. |
Auditory Systems | ||||||
Furtherman EVD | Moderate | wounded twice | 0.5 | 1250 | 5D | +1D to hearing Perception rools |
Furtherman LF | Moderate | wounded twice | 1 | 1500 | 5D | +1D to Perception detection low-frequency sounds |
Furtherman HF | Moderate | incapacitated | 0.5 | 1500 | 5D | +1D to Perception detection high-frequency sounds |
Ear Tap | Moderate | wound | 1 | 1800 | 5D | Adds +1D to auditory Perception attempts when receiving frequencies and/or searching for a particular pattern. |
NW Sonar Sound | Moderate | wound | 0.5 | 2800 | 5D | Adds +1D toPerception attempts in dimly-lit conditions when using sonar information. |
McGinley SenseDog Line: | ||||||
Base Unit | Moderate | wounded twice | 1 | 4000 | 6D | |
Overseer Module | Moderate | wounded twice | 0.5 | 1500 | 6D | |
ListenDog | Moderate | wounded twice | 0.5 | 1250 | 6D | |
Physical Enhancements | ||||||
Brodie Equilibrium | Difficult | mortal | 1.5 | 4300 | 4D* | +1D to acrobatics, beast riding, dodge, melee combat (defensive only) and some other balance related skills. |
NW Synthemuscle | Moderate | incapacitated | 1.5 | 12500 | 4D* | +1D-+2D to STR; normally installed to support cyberlimbs |
NW Intradermal Plate | Moderate | mortal | 2 | 22500 | STR+2D against all attacks. |
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Furtherman Adreno-Charger | Easy | wounded twice | 1 | 4500 | 4D* | Holds the Adrenocharger chemical (5 doses) |
Furtherman Endorpho-Charger | Moderate | incapacitated | 1 | 4500 | 4D* | Holds the Endorphocharger chemical (5 doses) |
Becker QuickKill | Moderate | incapacitated | 2.5 | 9500 | 5D+ | Holds the Becker QuickKill (can hold Endorphocharger or Adrenocharger also) (8 doses) |
Brodie Mind-Enhance Injector | Difficult | mortal | 2 | 8000 | 5D+ | Holds the MindEnhance chemical (5 doses) |
NW PainShield Injector | Moderate | incapacitated | 2 | 7500 | 5D+ | Holds the Painshield chemical |
Furtherman NBX | Easy | wound | 0 | 4000 | 5D+ | Holds the any drug; manually triggered; does not require Simnerve. |
Prosthetics | ||||||
Cyberhands | See rules & table for Cost and bonuses | |||||
Brodie Cyberskeleton | Difficult | mortal | 2 | 30000 | 9D | Base STR+3 to all actions; supports cybernetic muscles |
Sheath | Moderate | wound | 0.5 | 900 | 2D | Concealed sheath for small weapons; can open on command from SimNerve. |
Body Club | Moderate | incapacitated | 1.5 | 3000 | 4D | Damage Value STR+3D/7D. Provides 20 hits before needing to be recharged(Reduce damage value by +1D for a drained Club). A mishap means the user may have zapped himself. |
Brodie ShockFist | Moderate | wounded twice | 1.5 | 7500 | 7D | 5D electrical attack may be made (touch range only) |
Brodie RamFist | Moderate | wounded twice | 1.5 | 6500 | 7D | RamFist does STR+2D/7D damage. |
RamFist Gas Cartridge | 400 | |||||
Sub-dermal Knuckle Implant | Moderate | stunned | 0.5 | 800 | 6D | add +1D to brawling parry and provide +1D physical/ 0 energy for the limb when taking damage from blocking |
Sub-dermal Foot Implant | Moderate | stunned | 0.5 | 1000 | 6D | add +1D to brawling blocks and provide +1D physical/ 0 energy for the limb when taking damage from blocking |
Flex-version Knuckle Implant | Moderate | wound | 1 | 1200 | 6D | |
Flex-version Foot Implant | Moderate | wound | 1 | 1500 | 6D | |
HeadButt Plate | Moderate | wounded twice | 0.5 | 1200 | 4D | |
McGinley Venom | Moderate | wounded twice | 1 | 6500 | 6D | |
- Sleep capsule | - | - | - | 500 | - | Sleep gas: Moderate STR check or unconsciousness for five minutes. |
- Acid cartridge | - | - | - | 750 | - | Acid: damage value 4D. |
- Nausea | - | - | - | 600 | - | Nausea: Moderate STR check or vomiting for three rounds. |
- Paint | - | - | - | 75 | - | |
- Fog | - | - | - | 75 | - | |
Furtherman Cutting Edge | Moderate | wounded twice | 1.5 | 9000 | 7D | Damage value STR+1D/7D. |
Lockpicks | Easy | stunned | 0.5 | 500 | 6D | |
Scissors | Easy | stunned | 0.5 | 200 | 6D | |
Microlight | Easy | stunned | 0.5 | 400 | 6D | |
Interface Jack | Easy | stunned | 0.5 | 1600 | 6D | |
Rollerboys | Moderate | wounded twice | 1 | 3000 | 7D | Adds +10 to movement running speed limit. Add +1D to the difficulty if traveling over less than even terrain, +2D if attempting to go uphill.] |
Rocketeers | Moderate | wounded twice | 1.5 | 10000 | 7D | 50 meters vertical limit; 140 meters horizontal limit. Treat like rocket pack.They are usable only by people with the Rocket pack operations skill and, even then, at +2 to the difficulty number. |
Clampons | Moderate | wounded twice | 1.5 | 10000 | 7D | Add +2D to running or climbing skill checks on nonstandard surfaces. |
Magnetics | Moderate | wounded twice | 1.5 | 10000 | 7D | Add +2D to running or climbing skill checks on nonstandard surfaces. |
ToolHand | Very Difficult | wounded twice | 1 | 5000 | 7D | Adds +1D on all repair skills (may specialize for an extra +1) |
Magic (Illusion) | Very Difficult | wounded twice | 1 | 4500 | 7D | |
Artist Kit | Very Difficult | wounded twice | 1 | 3500 | 7D | |
Medic Hand | Very Difficult | wounded twice | 1 | 6500 | 7D | Adds +1D on Medic/First aid skills |
Cyberarms and cyberlegs | See rules & table for Cost and bonuses | |||||
Weapons | ||||||
Brodie Serpent | Easy | wound | 1 | 2400 | 6D | Damage Value 3D+1, range 3-8/15/30; ammo 3; ammo cost 35 |
Furtherman Enforcer | Moderate | wounded twice | 1.5 | 12500 | 6D | Damage Value 4D, range 3-10/25/50; ammo 12; ammo cost 30 |
Claws | Moderate | wounded twice | 2 | 3500 | 5D | Damage Value STR+1D/5D |
Electric Claws | Moderate | wounded twice | 2 | 3500 | 7D | Damage Value STR+2D/7D or STR+1D/5D unpowered; holds ten charges; and takes 30 min to recharge |
Razortips | Moderate | wound | 1 | 2200 | 4D | Damage STR+1D; may be filled with poisons, drugs, or acids. |
Fangs | Easy | stunned | 0.5 | 1400 | 4D | Damage Value STR+1; may be filled with poisons, drugs, or acids. |
Razor Wire | Moderate | wound | 1 | 1100 | 6D | Range up to two meters; STR+2D/6D damage |
Sonic Disruptor | Moderate | wounded twice | 1.5 | 20000 | 7D | Damage Value: 7D Range: Short: 3-25 Medium: 75 Long: 150 Price: 20000 Ammo: 30 Ammo Price: 125 |
Neutrino Nullifier | Moderate | wounded twice | 1.5 | 20000 | 7D | Damage Value: 8D Range: Short: 3-15 Medium: 50 Long: 100 Price: 20000 Ammo: 20 |
Rocket Digits | Moderate | wound | 1.5 | 3600 | 4D | Damage Value (per Rocket) 3D+1 Range: 10-25/50/150 |
Furtherman Cyber-weapon Scope | N/A | N/A | N/A | 2500 | N/A | |
Body Club | Moderate | incapacitated | 1.5 | 3000 | 4D | Damage Value STR+3D/7D. Provides 20 hits before needing to be recharged(Reduce damage value by +1D for a drained Club). A mishap means the user may have zapped himself. |
Venom | Moderate | wound | 1.5 | 2700 | 4D | Damage value determined by the toxin (See Dufuss, Somynide and Scud) |
Armor Chart | ||||||
Armor Type | Price | Armor Value | Notes | |||
Furtherman Mini-shields | N/A | 2000 | +1D+1p / +2e | Activated by SimNerve, appears like insect carapaces. TOU/Max Value: +1D physical / +2 energy Mass: N/A Cost: 2000/graft |
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EMP Shieldin& Level I | N/A | 3000 | +1D | Increases the difficulty of attempts to shut down protected electronics |
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EMP Shielding, Level II | N/A | 3500 | 1D+2 |
Skill Ware | Diff. to Install | Wound Level Caused | Cyber Rating | Cost |
NW Chip Reader, vI | Moderate | incapacitated | 0.5 | 900 |
-,vII | Moderate | incapacitated | 1 | 1200 |
SkillNerve, vl | Difficult | mortal | 1 | 3500 |
– vII | Difficult | mortal | 1 | 6500 |
– vlll | Difficult | mortal | 1 | 18000 |