Cyberware List

*For more information, see Cyberware.*

* Fashionware
* Neuralware
* Cyberoptics
* Cyberaudio
* Internal Body
* External Body
* Cyberarms
* Cyberlegs
* Borgware

(7 option slots available)

Subdermal implant which generates a constant LED readout of pulse, temperature, respiration, blood sugar, etc. You can link your Biomonitor to your Agent to allow it to track your wellness. The user rolls 1d4 + 4 after every long rest and receive the result as temporary hit points that last until the user takes equal or greater damage or until the next long rest.

### Chemskin

**Humanity Cost:** None
**Price:** €$500

Dyes and pigments infused into the skin to permanently change its hue, the applications of which can range from hiding blemishes to the desire for neon-green skin. Pigments can optionally be temperature-sensitive or reactant to hormone changes in the body.

### EMP Threading

**Humanity Cost:** None
**Price:** €$100

Popularized by the media sensation UR, these thin silver lines run in circuit-like patterns across the body. Many people believe they act as a "Faraday cage" to protect you from radiation and EMP effects but so far there’s no scientific backing to these claims. But they sure do look cool. Most people wear EMP Threading as a fashion statement.

### Light Tattoo

**Humanity Cost:** None
**Price:** €$100

Subdermal patches store light and project colored tattoos under the skin. The larger the piece, the more installations of this fashionware you need to complete it.

### Shift Tacts

**Humanity Cost:** None
**Price:** €$100

Color-changing lenses implanted into the eye. Several patterns are also available. Lenses can optionally be temperature-sensitive or reactant to hormone changes in the body. Only one choice of color and pattern can be made, but the user can deactivate the color change at any time desired without an Action.

### Skinwatch

**Humanity Cost:** None
**Price:** €$100

Subdermal implant generates a constant LED readout of the current time and date visible through the skin.

### Techhair

**Humanity Cost:** None
**Price:** €$100

Color-light-emitting artificial hair. Hair can optionally be temperature sensitive, motorized to extend/retract, or reactant to hormone changes in the body.

### Neural Link

**Humanity Cost:** 7
**Price:** €$1,200

Wired artificial nervous system. Required to use Neuralware and Subdermal Grip. **Has 5 Neuralware Slots.**

### Braindance Recorder

**Humanity Cost:** 7
**Requirements:** Neural Link
**Price:** €$1,000

Share your story from your point of view! Records braindance content to a standard Memory Shard or a linked Agent. Braindances can be viewed using a Braindance Wreath.

### Chipware Socket

**Humanity Cost:** 7
**Requirements:** Neural Link
**Price:** €$1,000

A single socket installed in the back of the neck that allows quick installation of a single piece of Chipware, of which there are many varieties.

Installing or uninstalling a single piece of Chipware from a Chipware Socket takes a short rest.

The first time you install a piece of Chipware you've never used before, you always accrue Humanity Loss. Re-installing Chipware you've already used doesn't do this. **Chipware does not take up a Neural Link Option Slot.**

Multiple sockets may be installed, but each must be paid for individually.

### Interface Plugs

**Humanity Cost:** 7
**Requirements:** Neural Link
**Price:** €$1,200

Plugs in the wrist or head that allow user to jack into and make use of Smartguns, Cyberdecks, heavy machinery, and drive vehicles with no hands! Multiple installations allow user to be plugged into multiple things at the same time.

### Kerenzikov

**Humanity Cost:** 7
**Requirements:** Neural Link
**Price:** €$4,000

Always-on Speedware that provides consistently improved reaction time. The user gains a +5 bonus to initiative and advantage on Reflex saving throws.

Only a single piece of Speedware can be installed into a user at a time.

### RAM Reallocator

**Humanity Cost:** 7
**Requirements:** Neural Link
**Price:** €$10,000

A mod that manages and optimizes RAM use between brain and cyberdeck. The user gains an additional 2 RAM units.

The user also acquires Overclock Mode. After activating Overclock Mode as a bonus action, the user can execute quickhacks even with insufficient RAM units by taking 1d4 psychic damage in place of every 1 RAM unit they would have spent. This mode lasts for 6 rounds, and can only be used once per short or long rest.

### Sandevistan

**Humanity Cost:** 14
**Requirements:** Neural Link
**Price:** €$16,000

Speedware that provides short boosts of highly improved reaction time. When activated as an Action, the user takes 1d4 + 1 turns in a row, during which they can use actions and move as normal. When the user takes these extra turns the following applies:

* Attack rolls are made with advantage.
* Any attack that hits counts as a critical hit.
* Targets forced to make Strength and Dexterity saving throws automatically fail.
* Creatures other than the user can't take reactions.

After using the Sandevistan, it cannot be activated again for a short or long rest. Only a single piece of Speedware can be installed into a user at a time.

### Chemical Analyzer

**Humanity Cost:** 3
**Requirements:** Chipware Socket
**Price:** €500

While installed into a Chipware Socket, allows user to test substances to find their precise chemical composition as an Action, identifying most substances instantly from a wide database of samples.

### Memory Shard

**Humanity Cost:** 0
**Requirements:** Chipware Socket
**Price:** €$10

The standard for data storage. While installed into a Chipware socket, the user's cyberware can store data on it or access data stored on it.

### Olfactory Boost

**Humanity Cost:** 7
**Requirements:** Chipware Socket
**Price:** €$100

While installed into a Chipware Socket, the user's sense of smell is boosted, allowing them to use the Tracking skill to track scent in addition to visual clues. The user has advantage on Intelligence (Tracking) rolls via scent.

### Pain Editor

**Humanity Cost:** 14
**Requirements:** Chipware Socket
**Price:** €$1,000

While installed into a Chipware Socket, a Pain Editor shuts off the user's pain receptors dynamically, allowing them to ignore wounds afflicted in combat. The user gains +10 temporary hit points after every long rest, and have advantage on all Constitution saving throws. Temporary hit points do not stack per long rest.

### Skill Chip

**Humanity Cost:** 7
**Requirements:** Chipware Socket
**Price:** €$1,000

While installed into a Chipware Socket, the user gains one skill or tool proficiency.

### Tactile Boost

**Humanity Cost:** 7
**Requirements:** Chipware Socket
**Price:** €$100

While installed into a Chipware Socket, it boosts the user's sense of touch, allowing them to detect motion within 60 feet of them, as long as their hand is touching a surface. The user gains advantage on Intelligence (Perception) checks via touch. While in use as a motion detector, that hand can't be used to do anything else.

### Cybereye

**Humanity Cost:** 7
**Requirements:** None
**Price:** €$1,200

All following options are installed in an artificial eye that replaces a meat one. **Each Cybereye has 3 Cybereye Slots.**

Some options must be paired to work properly (purchased twice and installed in two different Cybereyes on a user. Humanity Loss is calculated separately for each purchase).

### Anti-Dazzle

**Humanity Cost:** 2
**Requirements:** Cybereye (2, paired)
**Price:** €$1,000

User becomes immune to blindness or other effects caused by dangerous flashes of light, like those of a flashbang.

### Chyron

**Humanity Cost:** 2
**Requirements:** Cybereye (2, paired)
**Price:** €$1,000

Projects a tiny subscreen into user's normal field of vision for messages, video, etc. from a user's other cyberware or electronics. Picture in a picture for real life.

### Color Shift

**Humanity Cost:** 2
**Requirements:** Cybereye
**Price:** €$500

Cosmetic upgrade allows unlimited color and pattern changes to be made as an Action. Eye can optionally be temperature sensitive or reactant to hormone changes in the body.

### Dartgun

**Humanity Cost:** 2
**Requirements:** Cybereye (3 slots)
**Price:** €$5,000

A Dartgun weapon, with only a single shot in the clip, concealed inside the Cybereye. This dartgun shoots a poison dart that 1d4 piercing damage, and has a range of 20/60. On a hit, the target must make a Fortitude saving throw against a DC of 8 + your Dexterity modifier + proficiency bonus. On a failure, the target takes an additional 1d4 poison damage, and has the poisoned condition for up to an hour. Replacement darts cost €$25.

### Image Enhance

**Humanity Cost:** 3
**Requirements:** Cybereye (2, paired)
**Price:** €$800

User gains advantage with all Intelligence (Perception) checks pertaining to sight.

### Night Vision

**Humanity Cost:** 3
**Requirements:** Cybereye (2, paired; 2 slots)
**Price:** €$1,000

User gains night vision. They can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light. The user can't discern color in darkness, only shades of gray. Bright lights are hard to see through, however. The user has disadvantage on perception checks that rely on sight whilst in bright light and the night vision mode is active.

### MicroOptics

**Humanity Cost:** 2
**Requirements:** Cybereye
**Price:** €$2,500

Microscope providing user up to 200x magnification. User gains a +5 to all Intelligence (Perception) checks pertaining to sight. Multiple installations of this option provide user no additional benefit.

### MicroVideo

**Humanity Cost:** 2
**Requirements:** Cybereye (2 slots)
**Price:** €$500

Camera in eye records video and audio to a standard Memory Chip or a linked Agent.

### Radiation Detector

**Humanity Cost:** 3
**Requirements:** Cybereye (2 slots)
**Price:** €$1,000

Radiation readings within 300 feet of the user are displayed in user's vision hovering over their source in the form of a blue glow.

### Targeting Scope

**Humanity Cost:** 3
**Requirements:** Cybereye
**Price:** €$5,000

User gains a +1 to attacks rolls when making Ranged Attacks. Multiple installations of this option provide user no additional benefit.

### TeleOptics

**Humanity Cost:** 3
**Requirements:** Cybereye
**Price:** €$10,000

User can see detail up to 300 feet away. User makes ranged attacks with advantage, and doesn't make long distance ranged attacks with disadvantage.

### Cyberaudio Suite

**Humanity Cost:** 7
**Requirements:** None
**Price:** €$1,000

Cyberaudio Suite is installed in the inner skull.

**System has 3 Cyberaudio Slots.** User can only have one Cyberaudio Suite installed.

### Amplified Hearing

**Humanity Cost:** 3
**Requirements:** Cyberaudio Suite
**Price:** €$500

User has advantage on Intelligence (Perception) skill checks pertaining to hearing. Multiple installations of this option provide user no additional benefit.

### Audio Recorder

**Humanity Cost:** 2
**Requirements:** Cyberaudio Suite
**Price:** €$100

Records audio to a standard Memory Shard or a linked Agent.

### Bug Detector

**Humanity Cost:** 2
**Requirements:** Cyberaudio Suite
**Price:** €$500

Beeps when user is within 5 feet of a tap, bug, or other listening device.

### Homing Tracker

**Humanity Cost:** 2
**Requirements:** Cyberaudio Suite
**Price:** €$1,000

Can follow a linked tracer up to 1 mile away. Comes with a free button-sized linked tracer. Replacements are €$50.

### Internal Agent

**Humanity Cost:** 3
**Requirements:**Cyberaudio Suite
**Price:** €$500

Fully functional Agent, controlled entirely via voice commands. Images are described, but output can be linked to a Cybereye with Chyron or a nearby screen if visual output is desired. The implanted Agent's Memory Shard cannot be removed without surgery.

### Level Damper

**Humanity Cost:** 2
**Requirements:** Cyberaudio Suite
**Price:** €$1,500

Automatic noise compensation. User gains immunity to deafness or other effects caused by dangerously loud noises, like those produced by a flashbang.

### Radio Communicator

**Humanity Cost:** 2
**Requirements:** Cyberaudio Suite
**Price:** €$500

User can communicate via radio, 1-mile range.

### Radio Scanner/Music Player

**Humanity Cost:** 2
**Requirements:** Cyberaudio Suite
**Price:** €$200

User can use a Bonus Action to scan all radio bands within a mile that are currently being used and tune into them. Music player can link to the Data Pool to listen to the hottest music or play directly from a Memory Shard. Understanding scrambled channels requires a Scrambler/Descrambler.

### Radar Detector

**Humanity Cost:** 2
**Requirements:** Cyberaudio Suite
**Price:** €$500

Beeps if active radar beam is present within 300 feet.

### Scrambler/Descrambler

**Humanity Cost:** 2
**Requirements:** Cyberaudio Suite
**Price:** €$1,500

Allows user to scramble outgoing communications so they cannot be understood without a descrambler, which is also included at no extra charge.

### Voice Stress Analyzer

**Humanity Cost:** 3
**Requirements:** Cyberaudio Suite
**Price:** €$2,500

User gains advantage on People (ense Motive) skill checks. User can activate a special lie-detecting function for a minute with a bonus action, which beeps once whenever it detects a lie. Beware of false positives and negatives. Multiple installations of this option provide user no additional benefit.

(7 option slots available)

### Adrenal Booster

**Humanity Cost:** 7
**Requirements:** None
**Price:** €$1,200

Upon activation, user gains a +4 to Strength and Constitution checks for 2d4 rounds. Once you use this feature, you can't use it again until after a long rest.

### AudioVox

**Humanity Cost:** 3
**Requirements:** None
**Price:** €$1,200

Vocal Synthesizer. The user gains advantage on People (Performance) skill checks while singing. Multiple installations of this option provide user no additional benefit.

### Contraceptive Implant

**Humanity Cost:** None
**Requirements:** None
**Price:** €$100

This implant is placed in the uterus or testicle and prevents undesired pregnancy.

### Cyberheart

**Humanity Cost:** 3
**Requirements:** None
**Price:** €$2,500

Cybernetic heart. User increases Constitution score by 2, to a maximum of 20.

### Cybervocal "BoxAlter"

**Humanity Cost:** 3
**Requirements:** None
**Price:** €$2,000

Installed in user's throat, and allows them to imitate another creatures's voice entirely. You must have heard the other voice clearly to be able to imitate it, and you can keep up to three voice patterns in your memory at any one time (not including your own). You have advantage on People (Deception) and People (Performance) checks to pass yourself off as that person by voice.

### Enhanced Antibodies

**Humanity Cost:** 2
**Requirements:** None
**Price:** €$5,000

After stabilization, the user heals a number of Hit Points equal to twice their Constitution modifier (rounded up) for each hour they spend resting, doing only light activity, and spending the majority of the day taking it easy until returning to full HP, instead of at their typical rate.

### Gills

**Humanity Cost:** 7
**Requirements:** None
**Price:** €$1,000

User can breath underwater.

### Grafted Muscle and Bone Lace

**Humanity Cost:** 14
**Requirement:** None
**Price:** €$1,000

User increases their Constitution by 2. This cannot increase the user's Constitution score above 20.

### Independant Air Supply

**Humanity Cost:** 2
**Requirement:** None
**Price:**€$1,000

Contains 30 minutes of air, before the user needs to refill the tank from the ambient air, which takes a short rest. Alternatively, replacing an empty tank with a full one (€$50).

### Midnight Lady™ Sexual Implant

**Humanity Cost:** 7
**Requirement:** None
**Price:**€$300

Be a Venus, be the fire. Be desire.

### Mr. Studd™ Sexual Implant

**Humanity Cost:** 7
**Requirement:** None
**Price:**€$300

All night, every night. And they'll never know.

### Nasal Filters

**Humanity Cost:** 2
**Requirement:** None
**Price:**€$600

User is immune to the effects of toxic gasses, fumes, and all similar dangers that must be inhaled to affect the user.

User can deactivate nasal filters, if desired, without an Action.

### Radar/Sonar Implant

**Humanity Cost:** 7
**Requirements:** None
**Price:** €$1,000

User's Passive Perception increases by 5.

### Vampyres

**Humanity Cost:** 14
**Requirements:** None
**Price:** €$1,000

Fangs implanted in the user's mouth. The fangs deal 1d4 piercing damage.

A Vial of Poison or Biotoxin (purchased separately, see Gear) can be safely stored and concealed in a compartment in the roof of the mouth near the fangs without a Check. The contents of the stored vial can then be applied to the Vampyres silently anytime without an Action. Each application uses an entire vial and lasts for 30 minutes.

Installation of Vampyres includes a complete rework of the user's mouth which prevents the possibility of poisoning yourself accidentally with your fangs halfway through a slice of pizza or due to a bad Check.

(7 option slots available)

### Built-In Parachute

**Humanity Cost:** 7
**Requirements:** None
**Price:** €$1,000

User has a parachute installed in their back.

If you fall for more than 100 feet, you can deploy your parachute, reducing your falling speed to 25 feet per second. Once deployed, you can use an action to repack your parachute into your back or use a bonus action to detach the parachute immediately.

### Hidden Holster

**Humanity Cost:** 7
**Requirements:** None
**Price:** €$1,200

Holster inside user's body that can store a weapon with the Light property. When hidden, this weapon can only be detected by a relevant check of 20 or higher. Weapon can be drawn from the hidden holster without an Action, as long as it is implanted in an easily accessible place on the user's body. You don't want one in your thigh unless you don't wear pants.

### Optical Camo

**Humanity Cost:** 14
**Requirements:** None
**Price:** €$15,000

Microsensors and holographic projectors are implanted under your skin that can camouflage you with the surrounding area upon activation. This effect extends an inch beyond your body. As a bonus action, you can turn this camouflage on or off. When camouflaged, you gain advantage on stealth checks that rely on sight, as well as advantage on attacks, and creatures attempting to see or attack you have disadvantage.

This implant remains active during combat until you get hit by an attack, after which it automatically deactivates.

### Protective Plating

**Humanity Cost:** 7
**Requirements:** None
**Price:**€$4,000

Plates made of a resistant material are placed directly under your skin granting you resistance to one of the following damage types: acid, cold, fire, lightning, poison, and thunder.

### Skin Weave

**Humanity Cost:** 7
**Requirements:** None
**Price:** €$4,000

User gains a +2 to Armor Class.

### Subdermal Armor

**Humanity Cost:** 14
**Requirements:** None
**Price:** €$15,000

Carbon fiber plates are placed directly under user's skin granting a natural AC of 18 (No Dexterity bonus) when not wearing armor.

### Subdermal Pocket

**Humanity Cost:** 3
**Requirements:** None
**Price:** €$400

2"x4" (5cm x 10cm) space with a Realskinn™ zipper. When hidden, this pocket can only be detected by a relevant check of 16 or higher.

(1 option slot available)

### Gorilla Arms

**Humanity Cost:** ?
**Requirements:** None
**Price** €$15,000

Gorilla Arms will triple the amount of damage dice rolled for any bludgeoning attack that the user uses.

### Mantis Blades

**Humanity Cost** ?
**Requirements:** None
**Price** €$15,000

Blades that come out of your arms and may be completely hidden within them. The blades do 1d8 of peircing damage.

### Monowire

**Humanity Cost** ?
**Requirements:** None
**Price** €$15,000

The monowire is completely concealable in the wrists of the hands, and will pass x-ray inspection. It is a small, sharp wire that can reach up to 15ft away. It may be used to hack into something from a distance or to attack someone for 1d6 slashing damage.
TBA

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