Cyberware

Cyberware is a category of technological augmentations. 
=Cyberware Info=
Use 'Cyber' for all cyber-tech pages.
Cyber
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=Cyberware List=
Implant 	Avail from OOC Vendor	Avail in CharGen	Suggested Price	Suggested Humanity Cost
air_filters 	yes 	yes 	¥500.00 	0.0
arachnid_suite 	no 	yes 	¥20,000.00 	0.0
audial_filters 	yes 	yes 	¥10,000.00 	0.0
audio_recorder 	yes 	yes 	¥5,000.00 	0.0
biomonitor 	yes 	yes 	¥5,000.00 	0.0
blood_filters 	yes 	yes 	¥5,000.00 	0.0
bone_lacing_1 	yes 	yes 	¥75,000.00 	0.5
bone_lacing_2 	no 	yes 	¥145,000.00 	0.8
bone_lacing_3 	no 	yes 	¥500,000.00 	1.0
bone_lacing_4 	no 	yes 	¥700,000.00 	1.0
cardial_web 	yes 	yes 	¥45,000.00 	0.0
cellular_phone 	yes 	yes 	¥2,000.00 	0.0
cerebral_patching 	yes 	yes 	¥100,000.00 	0.1
cerebral_stimulator 	no 	yes 	¥150,000.00 	0.3
chameleon_skin 	yes 	yes 	¥10,000.00 	0.1
chipjack 	yes 	yes 	¥20,000.00 	0.1
claws 	no 	yes 	¥5,000.00 	0.1
commlink 	yes 	yes 	¥10,000.00 	0.0
control_wires_1 	yes 	yes 	¥20,000.00 	0.2
control_wires_2 	yes 	yes 	¥40,000.00 	0.3
cortex_bomb 	no 	no 	¥7,500.00 	0.0
cosmetic_alterations 	yes 	yes 	¥500.00 	0.0
cosmetic_surgery 	yes 	no 	¥10,000.00 	0.0
cyberarm_left 	yes 	yes 	¥50,000.00 	0.3
cyberarm_right 	yes 	yes 	¥50,000.00 	0.3
cyberears 	yes 	yes 	¥4,000.00 	0.0
cybereyes 	yes 	yes 	¥5,000.00 	0.3
cyberhand_left 	yes 	yes 	¥10,000.00 	0.1
cyberhand_right 	yes 	yes 	¥10,000.00 	0.1
cyberleg_left 	yes 	yes 	¥50,000.00 	0.3
cyberleg_right 	yes 	yes 	¥50,000.00 	0.3
cyberskates 	yes 	yes 	¥2,500.00 	0.0
cyberskull 	no 	yes 	¥75,000.00 	0.0
damage_control 	no 	yes 	¥100,000.00 	0.2
datajack 	yes 	yes 	¥20,000.00 	0.1
dentata 	no 	no 	¥5,000.00 	0.1
dermal_layering_1 	yes 	yes 	¥20,000.00 	0.1
dermal_layering_2 	no 	yes 	¥40,000.00 	0.1
dermal_plating_1 	yes 	yes 	¥4,000.00 	0.3
dermal_plating_2 	no 	yes 	¥6,000.00 	0.3
dermal_plating_3 	no 	yes 	¥10,000.00 	0.3
drug_gland 	no 	no 	¥10,000.00 	0.1
elastic_face 	no 	yes 	¥50,000.00 	0.5
fangs 	no 	yes 	¥250.00 	0.1
frame_rig_1 	no 	no 	¥50,000.00 	0.3
frame_rig_2 	no 	no 	¥100,000.00 	0.7
grafene_dermal_plating 	no 	yes 	¥25,000.00 	0.0
gripperhand_left 	yes 	yes 	¥1,000.00 	0.2
gripperhand_right 	yes 	yes 	¥1,000.00 	0.2
gyrobalance 	yes 	yes 	¥25,000.00 	0.1
harmonics_coprocessor_1	yes 	yes 	¥100,000.00 	0.3
harmonics_coprocessor_2	yes 	yes 	¥200,000.00 	0.3
hb_datajack 	yes 	yes 	¥75,000.00 	0.2
headware_memory 	yes 	yes 	¥1,000.00 	0.0
heuristic_coprocessor 	no 	no 	¥2,500,000.00 	1.0
hi-lo_frequency_hearing	yes 	yes 	¥35,000.00 	0.2
hotwire 	yes 	no 	¥20,000.00 	0.5
image_enhancement_1 	yes 	yes 	¥53,000.00 	0.1
image_enhancement_2 	no 	yes 	¥200,000.00 	0.2
implant_radio 	yes 	yes 	¥1,500.00 	0.0
interface_lock 	no 	yes 	¥50,000.00 	0.1
internal_camera 	yes 	yes 	¥5,000.00 	0.0
internal_cyberdeck 	yes 	yes 	¥35,000.00 	0.4
internal_o2_supply 	yes 	yes 	¥5,000.00 	0.0
light_intensifiers 	yes 	yes 	¥25,000.00 	0.1
locator 	yes 	yes 	¥0.00 	0.0
midnight_lady 	yes 	no 	¥1,200.00 	0.0
modular_socket_left 	yes 	yes 	¥5,000.00 	0.0
modular_socket_right 	yes 	yes 	¥5,000.00 	0.0
mr_studd 	yes 	no 	¥1,000.00 	0.0
muscle_augmentation_1 	yes 	yes 	¥20,000.00 	0.2
muscle_augmentation_2 	no 	yes 	¥50,000.00 	0.3
muscle_augmentation_3 	no 	yes 	¥100,000.00 	0.1
muscle_graft_1 	yes 	yes 	¥10,000.00 	0.1
muscle_graft_2 	no 	yes 	¥20,000.00 	0.1
muscle_graft_3 	no 	yes 	¥50,000.00 	0.1
olfactory_boost 	yes 	yes 	¥4,000.00 	0.1
optimized_articulation 	yes 	yes 	¥65,000.00 	0.0
pain_editor_1 	no 	yes 	¥7,500.00 	0.3
pain_editor_2 	no 	yes 	¥15,000.00 	0.5
palm_link 	yes 	yes 	¥3,000.00 	0.1
parabolic_hearing 	yes 	yes 	¥30,000.00 	0.1
personal_network 	yes 	yes 	¥10,000.00 	0.1
pheromone_targeting 	yes 	yes 	¥20,000.00 	0.0
poison_injector 	no 	yes 	¥1,000.00 	0.1
polarized_vision 	yes 	yes 	¥10,000.00 	0.0
precision_hand_left 	yes 	yes 	¥12,000.00 	0.1
precision_hand_right 	yes 	yes 	¥12,000.00 	0.1
prehensile_cyberfeet 	yes 	yes 	¥30,000.00 	0.2
prehensile_cybertail 	yes 	yes 	¥30,000.00 	0.2
reboot 	no 	yes 	¥0.00 	0.0
reboot_upgrade 	no 	yes 	¥500,000.00 	0.0
reflex_processors_1 	no 	yes 	¥400,000.00 	0.5
reflex_processors_2 	no 	no 	¥800,000.00 	0.5
reflex_processors_3 	no 	no 	¥1,200,000.00 	0.5
reflex_wires_1 	yes 	yes 	¥25,000.00 	0.2
reflex_wires_2 	no 	yes 	¥75,000.00 	0.3
remote_control 	no 	no 	¥60,000.00 	0.5
retinal_hud 	yes 	yes 	¥2,000.00 	0.1
rippers 	no 	yes 	¥4,000.00 	0.3
scrambler 	no 	yes 	¥3,000.00 	0.0
sensory_extensions 	no 	yes 	¥25,000.00 	0.8
simsense_rig 	yes 	yes 	¥100,000.00 	0.3
sonar 	yes 	yes 	¥75,000.00 	1.0
sonar_360 	no 	yes 	¥50,000.00 	0.5
spitting_cobra 	no 	yes 	¥10,000.00 	0.1
subvocal_mike 	yes 	yes 	¥1,500.00 	0.0
tac-comp_brawl_1 	no 	yes 	¥50,000.00 	0.3
tac-comp_brawl_2 	no 	yes 	¥60,000.00 	0.7
tac-comp_melee_1 	no 	yes 	¥50,000.00 	0.3
tac-comp_melee_2 	no 	yes 	¥60,000.00 	0.7
tailbarb 	no 	yes 	¥10,000.00 	0.1
targeting_computers_1 	no 	yes 	¥20,000.00 	0.3
targeting_computers_2 	no 	yes 	¥50,000.00 	0.7
telescopic_vision 	yes 	yes 	¥25,000.00 	0.1
vehicle_rig_1 	yes 	yes 	¥50,000.00 	0.3
vehicle_rig_2 	yes 	yes 	¥100,000.00 	0.7
versatility_processor_1	no 	yes 	¥10,000.00 	0.0
versatility_processor_2	no 	yes 	¥50,000.00 	0.0
voxbox 	yes 	yes 	¥10,000.00 	0.0
=Storyteller Commands=
Storytellers may add cyberware to troupe members with the following command:
@setlist <player>/cyber=<implant name>/<visibility level>|<quality level>
Visibility levels are: 0 (Always visible), 2, 4, 6, or 100 (Invisible). Visibility determines whether cyber implants show up when using the '+cyber <player>' command.
Quality levels are: 1 (second-hand), 2 (street), 3 (standard), 4 (high-performance), or 5 (mil-spec). Quality modifies the difficulty to directly affect cyber; second-hand: -4, street: -2, standard: 0, high-performance: +2, mil-spec: +4. Additionally, in some conventions mil-spec cyber may grant anti-magick resistance.
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=Cyberdocs and Cybersurgery=
In-game cybersurgery can be done by a PC with the appropriate stats, in a room flagged with the appropriate attribute. See below for details. See "+help cyberdoc" in-game for a list of commands.
==CyberDoc Skill Level==
===Entry-level===
The chopshop worker or beginning corporate cybersurgeon. At this level, one can implant cyberware or bioware and confirm that it is functional, assuming one has the tools.
Able to install: Basic, Simple.
Abilities: Technology 2, Computer 2, Medicine 2.
===Qualified===
Someone capable of purchasing cyberware or bioware from at least one vendor, safely repairing damaged or malfunctioning implants, or making minor design changes to existing implants.
Able to install: Basic, Simple, Complex.
Abilities: Repair 2, Technology 3, Computer 3, Medicine 3, Psychology 2, Science 2.
===Elite===
A cybersurgeon of this caliber has a strong foundation of knowledge in the underlying sciences contributing to the field.
Able to install: All.
Abilities: Repair 2, Research 2, Technology 4, Computer 3, Medicine 4, Psychology 3, Science 3.
==Surgery Facilities==
===Basic-level surgery facilities===
"Black bag" portable.
Resources 2 or 8K nY investment. Does not need to be in a +commented room.
===Simple-level surgery facilities===
Operating table, equipment to fill a small room, not easily portable.
Resources 3 or 50K nY investment. Must be +commented.
===Complex-level surgery facilities===
Sophisticated array of operating and diagnostic equipment with significant energy needs residing in a single large room, not portable. Team of three entry-level cybersurgeons required to perform complex surgeries.
Resources 4 or 250K nY investment. Must be +commented.
===Dangerous-level surgery facilities===
Cutting-edge technology filling several rooms, requiring significant supporting infrastructure, definitely not portable. Team of five entry-level cybersurgeons required to perform dangerous surgeries.
Resources 5 or 500K nY investment. Must be +commented.
A cybersurgeon must have access to facilities of a grade equal to or greater than the surgery to be performed. Using facilities of greater sophistication than is required by the surgery allows the cybersurgeon to make one additional roll per day per degree of difference (Dangerous-level surgery facilities can perform two rolls per day for Complex surgeries, three rolls per day for Simple surgeries, etc.).
==Surgery Rolls==
Dice pool: (lowest of Dexterity or Intelligence) + (lowest of Technology or Medicine).
Base difficulty: 6 (for Basic or Simple) or 7 (for Complex or Dangerous).
Modifiers to difficulty: +2 difficulty for second-hand, +1 difficulty for street, +0 for standard, -1 difficulty for high-grade, -2 difficulty for mil-spec.
Number of successes required (extended roll): 5 for Basic, 10 for Simple, 15 for Complex, 25 for Dangerous. For each decrease in visibility (increase in the number of successes needed to detect the cyber) from the standard rating, add 3 successes.
Each roll describes a single day of surgery (at least 8 hours) unless modified by superior facilities. Failure on a roll increases the difficulties of all further rolls by 1.
Botches: During the surgery if a botch occurs by the surgeon it will go as follows. A single botch will inflict a wound level per degree of difficulty (-1 Basic, -2 Simple, etc.) A -2 Botch removes all successes obtained thus far and a -3 Botch damages the Cyberware and degrades it one level (ex: mil-spec would become hi-grade.) In the event that either three -2 Botches or two -3 Botches occur the Cyberware is considered useless and the surgery is a complete failure.
==Recovery Rolls==
Dice pool: unaugmented Stamina.
Base difficulty: 6 (for Basic or Simple) or 7 (for Complex or Dangerous).
Modifiers to difficulty: +2 difficulty for unassisted recovery (free), +1 for basic prescription (100 nY/recovery roll), +0 difficulty for assisted recovery (200 nY/recovery roll), -1 difficulty for in-patient recovery (500 nY/recovery roll), -2 difficulty for trauma ward recovery (1000 nY/recovery roll).
Number of successes required (extended roll): 5 for Basic, 10 for Simple, 15 for Complex, 25 for Dangerous.
Botches: A single botch during the recovery rolls extends the number of days to recover by one day per grade of surgery. A double-botch removes all accumulated successes and a triple-botch reduces the patient's stamina by 1 (which cannot be treated until after the surgery is done, or possibly not at all).
If you have any questions feel free to contact either DiViNCi or Schism.
Category:Technology
Category:Setting/Technology