Miscellaneous Systems
This is simply any system which can't easily be fitted under any other category, including
weaponry and cyberarmor.
Calendar
Cost:
$2,500. Operation Cost:
$500. Recovery:
1 week. Mass:
Negligible. Power:
1 per year.
This device keeps the user's personal calendar in order. It requires an I/O device,
such as an Optic Readout system.
Cellular Link
Cost:
$5,000. Operation Cost:
$1,000. Recovery:
2 weeks. Mass:
0.1 kg. Power:
1 per 10 hours.
This is a built-in cellular phone. It only allows audio communication, but can call
anywhere in the world (credit permitting) through the standard phone network. It only works in urban or semi-urban areas that
are part of the "cellular net", but that covers most of the world. The user will hear the caller's voice in his head, and can
answer by subvocalizing--speaking aloud is not required. The user should keep his phone number secret; nuisance phone calls in
one's head are no fun. . . -2 to any mental activity, or -4 if the "nuisance" is a deliberate attack such as a whistle broadcast.
Chronometer
Cost:
$500. Operation Cost:
$200. Recovery:
2 days. Mass:
Negligible. Power:
1 per year.
This is a tiny atomic clock which keeps perfectly accurate time (down to the nanosecond
range), and requires an output device of some sort (such as Optic Readout, or a computer implant). Often used to synchronize
the operation of cyber-activities.
Cortex Bomb
Cost:
$1,500. Operation Cost:
$500. Recovery:
1 week. Mass:
0.1 kg. Power:
1 per year.
This is a tiny explosive device at the base of the brain, with either a timed or a
radio-controlled detonator. If it goes off, the subject is killed, his brain and any cyberware in the head are destroyed, and
all persons within one meter take 1 point of crushing damage. These are used as a means of ensuring the loyalty of untrustworthy
subordinates, for better control of criminals, or for preventing anyone from making off with expensive head cyberware after the
carrier dies. It can also be set to explode on command from any NerveLinked cyber-system; note that this can be taken as a -15
point disadvan-tage when a character is first generated! These systems are usually boobytrapped to prevent tampering. Recovery
requires only one day. Removal is very difficult because of the afore-mentioned booby trapping, and requires a skilled cybersurgeon.
Of course, with the correct codes, it would be possible to disable the device for "legal" removal. Note that, even if the power cells should go out, the only thing that stops working
is the radio-control on the detonator. Tampering will still make it blow up.
ECM Coding
Cost:
$5,000. Operation Cost:
$500. Recovery:
2 days. Mass:
Negligible. Power:
1 per year.
This system scrambles/unscrambles input/output according to a preprogrammed algorithm,
making transmission interception useless (unless the third party can crack the code). Another ECM Coding System, with the
same algorithm, must be used to unscramble the resulting datastream. ECM Coding is typically used with a Radio Transmission/Reception
system, or a specialized version of that system. It can also be implanted at the same time as the other system, at no operation
cost.
External Readout
Cost:
$2,500. Operation Cost:
$200. Recovery:
1 week. Mass:
Negligible. Power:
1 per year.
This is a small LCD located somewhere on the outside of the wearer's body. The battery
may easily be changed from outside. It is used as a simple output system for data from almost any other cybersystem.
Finger Mount
Cost:
$5,000 + weapon cost. Operation Cost:
$1,000. Recovery:
1 week. Mass:
0.1 kg. Power:
As for weapon.
The index finger of the cyborg's preferred hand is replaced with a disguised holdout
weapon. This can be a one-shot pistol of any caliber up to and including 15 mm; or some miniature beam weapon from a higher
TL, for instance. SS is reduced by 2, but Acc is also reduced by 1. This mod can also be added to a cyberhand; if so, it costs only $600 + weapon cost,
and no operation is required. In that case, it can also be made detachable, so that a normal finger--or another special one--can
be interchanged with it.
Homing Device
Cost:
$500 + $50 per level. Operation Cost:
$200. Recovery:
1 week. Mass:
0.1 kg. Power:
1 per month per level.
This is a constantly-operating, SHF transmitter which continuously repeats a programmed
signal. The signal is set when the System is implanted, and it will take surgery to change it. Each level represents a 100m
transmission range, maximum is 5 km. This system is most often used either to keep tabs on criminals, or for added security
in areas where workers operate under potentially dangerous conditions.
Light Generator
Cost:
$5,000 + $500 per level (maximum 10). Operation Cost:
$500. Recovery:
1 week. Mass:
0.1 g. Power:
1 per 10 hours per level.
This is a sort of implanted lantern. Each level gives a 50m range of illumination.
Seven types are available, differing only in the width of the arc of illumination: 360, 180, 90, 45, 10, or 1 degree, or variable
(which costs $10,000 basic price).
Metal Plating
Cost:
$10,000 + $5,000 per point of DR. Operation Cost:
$4,000. Recovery:
2 weeks. Mass:
See below. Power:
None.
This is an exoskeleton made of metal composite armor. It isn't powered; it only provides
built-in protection. The high initial cost is because replacing a person's skin without killing him is a bit tricky. For
each 3 points of DR purchased, the PD goes up by 1, to a maximum of 6. You can still improve DR after this, but PD remains fixed.
Half the cost ($5,000 + $2,500 per DR) is for the torso; the limbs and head cost $1,000 + $500 per DR each. This system never
looks natural, and is clearly visible to everyone. The cyborg has an obviously artificial exterior, either metallic or rigid
ceramic/plastic, often in designer colors and trimmed in chrome or even gold or other precious metals. This mod also increases
weight: Each point of body-wide DR weighs 0.5 kg, of which half is on the torso, and 0.1 kg on each limb and the head. Thus,
a cyborg with 18 DR (and thus 6 PD; he's paid $100,000 for this) in metal plating, would be carrying around an extra 9 kg of weight
(which is counted as permanent encumbrance, just like extra fat).
Poison Reservoir
Cost:
$1,000. Operation Cost:
$200. Recovery:
1 week. Mass:
0.1 kg. Power:
None.
This is a reservoir of poison (or other chemicals--hallucinogens are a perennial favorite)
which is compatible with claws, etc. A poison reservoir in a clawless hand comes with little "scratchers" under the fingernails,
which do no damage but allow the poison to be administered. The poison reservoir may also be constructed so as to coat
ammunition of weapons located in that arm, and so on; but only one major function can be performed by any one reservoir. A poison
reservoir holds 50 doses of poison and can be refilled. It can be split into two parts, allowing the cyborg to choose between
the liquids. A poison and its antidote is a very common combo. A packet of 50 doses of synthetic cobra venom costs $5,000;
the standard packet has 45 doses of venom and 5 doses of antidote. Halve the price if the reservoir is built into an artificial hand. In that case,
the reservoir may also employ contact poisons (which would not be very safe with a real hand).
Polymer Exoskeleton
Cost:
$30,000 + $15,000 per point of DR. Operation Cost:
$5,000. Recovery:
3 weeks. Mass:
See below. Power:
None.
This is a more advanced version of Metal Plating. It doesn't work any better, but
it looks (and even feels) realistic. The person is "dissolved" in a semi-porous clear polymer solution which binds to his skin
cells and gives a strong ability to absorb any kind of shock. The polymer is treated with a benign virus which infects the cyborg's
skin, causing the skin cells to produce the polymer as needed from ordinary organic components. Torso only costs $15,000
+ $7,500 per point of DR; limbs and head are $3,000 + $1,500 per point of DR each. It weighs just as much as the Metal Plating
system.
Razornails
Cost:
$4,000. Operation Cost:
$800. Recovery:
1 week. Mass:
Negligible. Power:
None.
Also known as "Small Claws", this mod includes all fingers on both hands (or all toes
on both feet, if that is desired). It consists of fairly short, razor-sharp metal blades that can be retracted beneath the
fingernails and do +2 damage with unarmed attacks. Deploying these takes 1 second, unless the user has Fast-Draw (Claws) skill.
They give a +1 bonus to climbing (or +2 if both hands and feet have them). If not retractable, they cost only $3,000. If made
from hardened plastic (invisible to most sensors), they cost $6,000 instead (or $5,000
for nonretractable plastic claws--though why anyone would want them is a mystery).
Cut costs in half if only one hand or foot is to be modified.
Remote Datalink
Cost:
$25,000. Operation Cost:
$3,000. Recovery:
2 weeks. Mass:
0.1 kg. Power:
1 per 6 minutes.
This is an experimental version of a DNI system, a broad-band high-frequency computer
link--a very specialized Radio Transceiver. It lets the user connect to any suitable neural or data interface without a physical
plug or link, provided that interface is attached to a transceiver on the same frequency ($5,000, 0.5 kg). Range is about
1.5 to 2 km for reliable data transference; relay stations can, of course, be used. However, this system is vulnerable to both
outside listeners and jamming, so it does have its drawbacks.
Retractable Toolhand
Cost:
$5,000 + tool cost. Operation Cost:
$500. Recovery:
1 week. Mass:
(Mass of tool - 0.5 kg). Power:
As for tool.
Requires at least a normal cyberhand, provided size and shape of tool allows it. Designed
to hold such tools as power drills, laser cutters/welders, sheet metal punches, etc.,
the Retractable Toolhand is fairly popular with hardcore professionals due to its ability to store tools discreetly. All tool functions are controlled by specific
neuromotor commands.
Stinger
Cost:
$2,000. Operation Cost:
$500. Recovery:
1 week. Mass:
Negligible. Power:
None.
This is a small hypodermic needle located in the mouth, usually behind the tongue
or in a hollow incisor. They are favored by assassins and special agents. A successful bite attack (see p.B111) in close combat
(or a kiss. . .) is required to use it. Instead of doing stupid damage, the hypo injects one dose of any drug or poison; the
victim may feel a slight sting (roll vs. IQ to even notice it--of course, if delivered through a bite attack, he'll have to be unconscious
not to notice the bite, but in this case the sting itself will certainly not be felt). A maximum of two may be installed
in a normal human. Unlike most implants, stingers cannot be detected without a full medical examination. Warning: When using
this to attack in close combat, a critical miss on Brawling skill will mean you've stung yourself! Even when delivering this
attack by a kiss, a DX roll (maybe with a bonus) should be made, and a critical failure will still mean disaster.
Subdermal Padding
Cost:
$20,000. Operation Cost:
$4,000. Recovery:
2 weeks. Mass:
0.5 kg. Power:
None.
A layer of skin is removed and replaced with a layer of ultrafine monocrys mesh.
It gives no PD, but adds 4 to DR (1 vs. impaling attacks) at all times. It has the advantage of being cheaper than the other two
cyberarmor varieties, and it looks entirely natural. It can also be combined with either Metal Plating or a Polymer Exoskeleton.
A medical check is required to notice it; metal detectors can't sniff it.
Subdermal Pouch
Cost:
Varies. Operation Cost:
$500. Recovery:
1 week. Mass:
Negligible. Power:
None.
Technically, this system is legal, since it doesn't have to be used to conceal contraband,
but most police officers or custom inspectors wouldn't be very happy to discover even an empty one. This is a hollowed-out,
sealed cavity within the wearer's living flesh, which is almost impossible to find (Holdout-20) even with a full-body search.
The appropriate scanner can spot any contents, though. Any object small enough to fit inside is also Holdout-20. A doctor
specifici-ally searching for a subdermal pouch starts at Physician (or Surgeon) -6, and may roll again at +1 for each ten minutes
(no better than -1, though). In an arm or leg, these cost $160 per 100 cubic centimeters of storage, maximum 1,500
ccm. There's more room in the torso, so a pouch in the stomach would cost only $100 per 100 ccm. A pouch in the head would
cost $100 ecu per 30 ccm, max 120 ccm. It takes a minimum of 3-5 seconds to remove or store an item in a subdermal pouch--longer
if it is under clothing!
Talons
Cost:
$8,000. Operation Cost:
$1,600. Recovery:
1 week. Mass:
0.2 kg for both hands. Power:
None.
Also known as "Large Claws". Works like Razornails, except that these claws are 15
to 20 cm long, and protrudee from the knuckles rather than the fingertips. They change the wearer's damage to thrust/impaling
or swing/cutting. Non-retractable talons can be purchased for only $6,000; armorplast versions can be had for $12,000 (nonretractable
armorplast for $10,000--though this is a rather nonsensical option, as whether scanners detect them is not very important
when they're in plain sight....)
Toolhand
Cost:
$1,000 + tool cost. Operation Cost:
$500. Recovery:
1 week. Mass:
(Mass of tool - 0.5 kg). Power:
As for tool.
Designed to hold such tools as power drills, laser cutters/welders, sheet metal punches,
etc., the Toolhand is not the most popular of items, but is occasionaly seen on hardcore professionals. The System need
not resemble a true hand at all; the tool is an extension of the end of the wearer's arm and replaces the normal hand. Most often,
this is made detachable so that a normal cyberhand can be interchanged with it. All tool functions are controlled by specific
neuromotor commands. At $5,000 instead of $1,000, this can be made retractable into a normal cyberhand (which must also be purchased
separately) provided the size and shape of the tool allows it.
Weaponhand
Cost:
$2,000 + weapon cost. Operation Cost:
$500. Recovery:
1 week. Mass:
(Mass of weapon - 0.5 kg). Power:
As for weapon.
This is a weapon mounted on the end of one arm, to be controlled by neuromotor impulses.
It is usually illegal, and never looks natural (the weapon is in plain sight). However, it is always possible to make this
a detachable weapon, with maybe a natural-looking hand to replace it with. A Weapon Link may be made with this unit (the weapon
itself must also be equipped for it). SS is reduced by 2, Acc reduced by 1. It is also possible to make small weapons retractable;
this costs $4,000 extra and requires a cyberhand.
Weapon Implant
Cost:
$15,000 per kg + weapon price. Operation Cost:
$2,000. Recovery:
1 week. Mass:
As weapon. Power:
As weapon.
A weapon may be surgically implanted within living flesh, to fire when Triggered.
The weapon will not be noticeable until the wearer is scanned or X-rayed, or until it is fired. The loading and firing ports will
be concealed by false skin until used. A small weapon (0.5 kg maximum) can be built into a hand and finger, firing through
the fingertip. Since it is quick to aim, SS is lowered by 2, but the lack of sights reduces Acc by 1. A weapon within the arm, firing through the palm or a fingertip, may weigh up to 2.5
kg. SS is reduced by 2, Acc by 3. Reloading is done through a concealed port in the forearm. A weapon could also be built into a leg, firing out the heel. This is more awkward
(SS increased by 2, Acc reduced by 3) as the user has to stand on one leg to fire--but weapons of up to 4.5 kg may be installed.
Weapon implants in other areas might be possible. Take note that some parts of these
weapons (such as grips) can be eliminated, so they will be somewhat smaller and less massive than the normal versions. Implanted
weapons may be equipped with a Weapon Link.
Weapon Link
Cost:
$10,000 or more. Operation Cost:
$2,000. Recovery:
1 week. Mass:
Negligible. Power:
None.
This modification requires at least one artificial eye, as well as a built-in (or
cybernetically attached) projectile or beam weapon. It can be connected to a socket
in the palm of the character's preferred hand, so that any properly adapted weapon
can be plugged in. It projects crosshairs onto the field of vision, showing where the weapon
will hit. Also, the arm/hand/whatever with the weapon in it will automatically move toward the crosshairs when desired (so
that looking at a target will automatically aim the weapon, unless the cyborg doesn't want it). This mod adds +2 to effective
skill when the weapon is fired, and also reduces SS by 2. It is also possible to aim without pointing the weapon, by simply using
the crosshairs in your eyes, but you don't get the weapon's Accuracy bonus in this case. (It could be possible to aim without
pointing the weapon for three seconds, and then aim with the weapon for one second, to get the full Accuracy + 3 bonus . . .
.) If there is more than one built-in weapon, an entire separate system must be purchased
for each desired weapon. This is especially useful when using two one-handed pistols in combination with the Independent Focus
modification--this allows independent and simultaneous aiming and firing! The skill bonus may be increased up to a maximum
of +5 (cash cost doubles for each extra plus--so +5 is at price * 8. Be aware that the bonuses from this mod are not entirely
cumulative with bonuses from laser sights.
Weapon Mount
Cost:
$5,000 per kg + weapon cost. Operation Cost:
$2,000. Recovery:
1 week. Mass:
As weapon. Power:
As weapon.
This is an additional modification to cyberlimbs, which may conceal weaponry like
a natural limb, but better. A cyberhand can conceal a 1-kg weapon; an arm, 3 kg; and a leg, 5 kg. Otherwise, this functions the
same. Unless the weapon includes chemical propellant ammunition, it is almost impossible
to detect without physically taking the limb apart or performing a full medical/ technical check (detailed X-ray scan, etc.).
Even with a scan, the inspector must roll against Electronics (Medical or Weapons) at a -4 to correctly interpret the results.
Double the cost to $10,000 per kg if the weapon is being retro-fitted on an existing limb. Minimum cost for a handmount is $5,000.
If the cost modifier for an obviously artificial system is taken, then anyone can see that this limb incorporates a weapon...and
it can only be done in conjunction with an obviously artificial limb. A Weapon Link can easily be added. Note that if the mount is built into the cyberlimb when the limb is first constructed,
only one operation is required for the limb with the weapon mount.