Cybernetics of Savage Cyberpunk

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== Master Augment List ==
Augment 	Strain 	Cost 	Notes
Amplified Hearing 	1 	5000 	
Anti-Toxin System 	1 	5000 	
Beautification Treatment 	2 	10000 	
Biofeedback 	2 	10000 	Spirit die raised 1 type
Biofeedback, Advanced 	3 	15000 	Spirit die raised 2 types
Bone Reinforcement I-III 	2/level	10000/level	
Chemical Sniffer 	1 	5000 	
Cyberlimb, 1 module 	1 	5000 	See modules
Cyberlimb, 2 modules 	2 	10000 	See modules
Cyberlimb, 3 modules 	3 	15000 	See modules
Cyberskull, Enforcer 	3 	15000 	
Cyberweapon 	1 	5000 	Str+d4 damage, always considered armed
Cyberweapon, Improved 	2 	10000 	Str+d6 damage, always considered armed, see notes
Cyberweapon, Advanced 	3 	15000 	Str+d8 damage, always considered armred, see notes
Data Carrier 	1 	5000 	Implanted and secured non-wireless hard disk
Direct Neural Interface 	0 	5000* 	Allows access to the Matrix and other augments
Drug Reservoir 	2 	10000 	Holds 3 doses of one substance, see description
Emotional Resistance Response System	1 	5000 	
EMP Shielding 	1 	5000 	
EMP Shielding, Advanced 	2 	10000 	
Enhanced Neural Net 	2 	10000 	Smarts die raised 1 type
Enhanced Neural Net, Advanced 	3 	15000 	Smarts die raised 2 types
Enhanced Vision 	1 	5000 	Halves penalty for Medium and Long Range
Fight or Flight System 	2 	10000 	Grants the Quick Edge
Flash Compensators 	1 	5000 	
Infra/Ultra Optics 	1 	5000 	Gain Infravision monstrous ability
Knowcomp 	1 	3000/step 	Grants a skill of choice
Lifesaver System 	2 	10000 	
Lifesaver System, Advanced 	3 	15000 	Only bleeds after 3 turns
Motion Detector 	1 	5000 	
Muscle Augmentation 	2 	10000 	Strength die raised 1 type
Muscle Augmentation, Advanced 	3 	15000 	Strength die raised 2 types
Nanoweave Organ System 	2 	10000 	Vigor die raised 1 type
Nanoweave Organ System, Advanced 	3 	15000 	Vigor die raised 2 types
Night Vision Optics 	1 	5000 	Gain Low Light Vision monstrous ability
Personal Airbags 	1 	5000 	Half damage from falling and crashes
Reinforced Exoskeleton 	1 	5000 	Encumbrance value rises to Strength x8
Smartgun System 	1 	5000 	Shooting roll Wild Die is a d8 (Extras gain d4)
Smartgun System, Advanced 	2 	10000 	Shooting roll Wild Die is a d10 (Extras gain d6)
Subdermal Armor 	1 	5000 	
Subdermal Armor, Advanced 	2 	10000 	
Tactical Computer 	3 	15000 	Draws an extra Action Card and uses best result
Tactical System Radio 	2 	10000 	Can share bennies with allies within 25"
Tailored Pheromones 	2 	10000 	
Trauma Suppressor 	2 	10000 	Ignore 1 level of Wound penalties, see description
Vehicle Control Interface I-III 	2/level	10000/level	See description
Wireless Reflexes I-III 	2/level	10000/level	
== Cyberlimb Modules ==
Module 	Location 	Notes
Breaching System 	Arm 	
Chemical Injector 	Hand 	Store 3 doses of up to 3 compounds, see description
Cyberlegs, Aquatic 	Legs 	
Cyberlegs, Ligament Enhancement 	Legs 	
Cyberlegs, Stabilization System 	Legs 	Negates unstable platform penalties
Drone Hand 	Hand 	Hand is drone, see description
Cyber Tools 	Arm 	
Fingerprint Duplicator/Lockpicking Kit	Hand 	
Firearm 	Arm 	Range 12/24/48; Damage 2d6; RoF 1; Shots 15
Firearm, Automatic 	Arm 	Range 12/24/48; Damage 2d6; RoF 3; Shots 30
Firearm, Heavy 	Arm 	Range 12/24/48; Damage 2d8; RoF 1; Shots 10
Gecko Hands 	Hands 	Gain Wall Walker monstrous ability
Kangaroo System 	Legs 	Double jump distance
Recoil Compensation 	Arm 	Removes 2 penalty points from auto-fire
Reflexive Strike Module 	Arm or Leg	Gain Counterattack Edge
Category:SCP
Category:SCP Cybernetics