Cyberware for Cyberpunk RED
Fashionware
- Superchrome Threading.
Fashionware, Mall Installation, 0 HL, 1000eb
Shiny metallic lines or patches that run across all or part of the body. The user adds +2 to Wardrobe and Style. (This bonus only applies once)
- BloodShade.
Fashionware, Clinic Installation, 0 HL, 100eb
The user's blood is dyed a different colour via the introduction of chromophores that are not filtered out by the body.
New Cyberlimbs
- Dylanar Technologies Model-43 "Pugilist" Cyberarm.
1000eb, Hospital Installation, 7 (2d6).
The user adds +1 to Brawling and Martial Arts attack rolls made with this limb.
- Psiberstuff "Pinnacle" Cyberarm.
1000eb, Hospital Installation, 7 (2d6)
The user adds +1 to skill checks made to perform delicate tasks with this limb.
- Wyzard Technologies "Gazelle" Cyberleg.
500eb, Hospital Installation, 7 (2d6)
User increases their MOVE by 1.
- Militech Cybernetics International "Buttress" Cyberleg.
500eb, Hospital Installation, 7 (2d6)
This cyberleg has four slots that can mount Cyberarm, Cyberlimb, or Cyberleg options. This bulky leg is always obviously mechanical in nature, even if covered by RealSkinn.
- BioDyne Systems "Enable" Cyberarm
1000eb New, 100eb Used, Hospital Installation, 7 (2d6)
Contains four slots for Cyberarm and Cyberlimb options. Reduces the user's DEX and REF by 1. Ignore the first critical injury that would disable, destroy, or damage this arm. This effect cannot be used more than once until the limb is repaired. This bulky arm is always obviously mechanical in nature, even if covered by RealSkinn.
- BioDyne Systems "Enable" Cyberleg
500eb New, 50eb Used, Hospital Installation, 7 (2d6)
Contains three slots for Cyberleg and Cyberlimb options. Reduces the user's DEX and MOVE by 1. Ignore the first critical injury that would disable, destroy, or damage this arm. This effect cannot be used more than once until the limb is repaired. This bulky leg is always obviously mechanical in nature, even if covered by RealSkinn.
- Dynalar Modular "Journeyman" Cyberhand
1000eb, Hospital Installation, 3 (1d6)
Cyberarm Option. Can be installed as the only piece of Cyberware in a meat arm. Contains space for up to five Cyberfingers, comes preinstalled a wrist mounted Quick Change Mount option. This Quick Change Mount doesn't take up a option slot or cause any extra humanity loss, but cannot be removed without destroying the hand beyond repair.
- Rostović "Backhand" Cyberhand.
500eb, Hospital Installation, 3 (1d6)
Cyberarm Option. Replaces a Standard or Meat hand, and doesn't count towards the number of pieces of cyberware installed in that arm.
Resembles a normal hand, but with serrated razor plating on the dorsal side. The hand can be used as a medium melee weapon, but cannot be concealed.
- Cybermatrix Incorporated Dual Purpose Foot. 500eb, Hospital Installation, 7 (2d6)
Cyberleg Option. Replaces a Standard or Meat Foot, and doesn't count towards the number of pieces of cyberware installed in that leg. This Cyberfoot can unfold to be used as a rudimentary hand. The user can grip and use objects with this foot like it is a hand, but with a -2 penalty to rolls due to the inferior dexterity.
- NovelTech "Sprinter" Cyberlegs.
1000eb, Hospital Installation, 7 (2d6)
Cyberleg that tapers to a point. User increases their MOVE by 2 on flat ground, but suffers double the movement penalty when climbing and swimming. Has a single option slot for Cyberleg or Cyberlimb Options. Shoes are a thing of the past too.
Cyberlimb Options
- Firestarter Knuckles. Cyberarm Option, Clinic Installation, 7 (2d6), 500eb.
Adds powerful heating elements to the knuckles of a hand. A secondary mechanism installed on the back of the hand creates a spark when the knuckles make contact with a surface. Limited power supply.
The user's Brawling and Martial Arts attacks made using this limb can ignite the target, functioning as per Incendiary Ammunition. The user may disable this function without an action. The knuckles are powered by a 100eb battery that contains enough power for eight ignitions before it must be replaced or recharged over four hours.
- Flare Launcher. Cyberarm Option, Clinic Installation, 7 (2d6), 500eb.
Classic survival gear, now never forgotten.
A one-handed Grenade Launcher that can only fire Road Flares, with a two-shot capacity.
- Cooler. Cyberarm Option, Clinic Installation, 7 (2d6), 500eb.
A wine bottle-sized space is added to the interior of the cyberlimb. The cooler will keep the contents chilled to a minimum to -5 degrees Celcius. Perfect for a refreshing beverage or any internal organs you find lying around.
- Metal Shin. Cyberleg Option, Clinic Installation, 7 (2d6), 100eb.
May only be installed in a Meat Leg. That leg counts as a cyberlimb for the purposes of dealing damage to metal cover when attacking with it.
- Auxiliary Myomer. Cyberarm Option, Clinic Installation, 7 (2d6), 500eb.
Requires two option slots. The cyberarm's structure is reinforced with additional artificial muscle. Increases the Brawling and Martial Arts damage done with that limb to 3d6.
- Vibration Motor. Cyberarm Option, Clinic Installation, 0 (0d6), 100eb.
Does not take an option slot. Adds a controllable vibration function to the arm. Makes you popular.
- Engraved Cover. Cyberarm Option, Clinic Installation, 0 (0d6), 500eb.
Does not take an option slot. A custom engraved metallic cover for a cyberlimb or cyberleg. Text and etched images are both available.
Internal Body Cyberware
- Reinforced Spine Replacement.
Internal Body Cyberware, Hospital Installation, 14 (4d6), 1000eb.
Replaces the vertebrae with advanced composite materials that are highly resistant to damage, while improving flexibility.
The user is immune to the Spinal Injury critical injury, and adds 1 to Contortionist and Athletics skill rolls.
- Titanium Ribs.
Internal Body Cyberware, Hospital Installation, 14 (4d6), 1000eb.
Augments the ribcage with a flexible titanium weave that interlocks for added strength.
The user is immune to the Broken Ribs critical injury.
- Personal Boiler.
Internal Body Cyberware, Clinic Installation, 7 (2d6), 500eb.
A boiler that siphons off part of the user's food and combusts it to generate heat and warm the blood.
Eliminates the chance of suffering the effects of exposure due to cold temperatures as long as the user eats everyday.
- Internal Compass.
Internal Body Cyberware, Clinic Installation, 3 (1d6), 100eb.
An implanted magnetic compass that interfaces with the nervous system, and provides synesthesiac feedback to the user.
The user always knows what magnetic bearing they are facing.
- Artificial Heart.
Internal Body Cyberware, Hospital Installation, 7 (2d6), 1000eb.
A standard modern artificial heart, commonly installed to replace a damaged one in those who can afford it.
The user improves their Death Save by +1, and all checks made to stabilise them when they are mortally wounded gain a +2. If the heart is disabled by an EMP, the user must immediately make a death save. If this save is passed, the heart reboots, clearing the EMP effect.
- Improved Artificial Heart.
Internal Body Cyberware, Hospital Installation, 14 (4d6), 5000eb.
An artificial heart, with vastly improved capacity to pump blood. Used by athletes, or those whose professions demand enhanced performance.
The user adds +2 to Athletics and Endurance rolls. Additionally, the user improves their Death Save by +2, and all checks made to stabilise them when they are mortally wounded gain a +4. If the heart is disabled by an EMP, the user must immediately make a death save. If this save is passed, the heart reboots, clearing the EMP effect.
Neuralware
- Smartgun Coprocessor.
Neuralware, Clinic Installation, 7 (2d6), 1000eb.
A bolt-on processor module that runs alongside conventional smartlink targeting, enhancing accuracy.
Increases the +1 to Attack Rolls from linked smartguns to +2.
- Neural Reconditioner.
Neuralware, Clinic Installation, 7 (2d6), 500eb.
An adaptive bioplastic motor interface and database, designed to assist the recovery of brain damaged individuals. May be used without an action whenever the user makes a skill roll, at a cost of 1 humanity. If used, the Neural Reconditioner functions as a Skill Chip for that skill, but only grants a +1 bonus.
- Active Cortex Channels.
Neuralware, Hospital Installation, 14 (4d6), 5000eb.
The user's brain is lined with conductive bioplastic, and linked to a series of intracranial electrodes connected to an adaptive computer. When activated, the device stimulates areas of the brain tissue and supplements cogitation with the computer, effectively acting as an expansion to the cortex. Provides a substantial boost to the user's intelligence for a short duration. May be activated as an Action. The user improves their INT by 3 for one minute, after which the device deactivates and cannot be renabled for an hour to prevent the risk of severe brain damage.
External Body Cyberware
- Heavyweave.
External Body Cyberware, Hospital Installation, 14 (4d6), 1000eb.
A hardened lattice of nanite grown ceramic designed to support existing cyberarmour. Reduces Move by 1, Improves the SP of Subdermal Armor or Skinweave by 1.
- Ballistic Tail.
External Body Cyberware, Hospital Installation, 14 (4d6), 1000eb.
Requires two option slots and Neural Link. Installs a prehensile tail that comes with a Popup Ranged Weapon installation. At the GM's discretion, the tail may be used for a task other than shooting with a -4 penalty. When used like this, the tail may not make be used as a weapon.
- Stinger Tail.
External Body Cyberware, Hospital Installation, 14 (4d6), 1000eb.
Requires two option slots and Neural Link. Installs a prehensile tail that mounts a Light Melee Weapon at the end. A vial of poison or biotoxin may be stored and concealed within the tail and the contents of the vial applied to the Stinger Tail without an action. At the GM's discretion, the tail may be used for a task other than attacking with a -4 penalty. When used like this, the tail may not be used as a weapon.
- PoisonSkinn.
External Body Cyberware, Hospital Installation, 14 (4d6), 500eb.
Covers the body with a modified dermis that contains a series of miniature chemical factories and a triggering mechanism.
As an action, the user may secrete a poison from the implanted glands. The poison is easy removable by water. While the user is coated in their poison, any contact with their bare skin requires living targets to pass a DV13 Resist Torture/Drugs roll or take 1d6 damage directly to HP. The user is immune to the poison they secrete.