[ Pobierz całość w formacie PDF ]
BODYBANK PARTS Poor Quality 1/2, Excellent Quailty x2 price
Arm CR Roll 1d10: 1-3 part unavailable, 4-5 minor problem 1000 - CP20
Leg CR Roll 1d10: 1-3 part unavailable, 4-5 minor problem 1200 - CP20
Eyes, Ears MA Roll 1d10: 1-3 part unavailable, 4-5 minor problem 1000 - CP20
Heart, Lung MA Roll 1d10: 1-3 part unavailable, 4-5 minor problem 1400 - CP20
Liver, Kidney MA Roll 1d10: 1-3 part unavailable, 4-5 minor problem 400 - CP20
Other Organs MA Roll 1d10: 1-3 part unavailable, 4-5 minor problem 400-600 - CP20
Limb/Organ Storage - 20% chance of being sold before you reclaim it 100/month - CP20
Limb/Organ Storage - 5% chance of being sold before you reclaim it 200/month - CP20
Vat Grown Limb/Organ CR/MA Can match any genotype, but takes time to grow x4 - CP20
MODULARWEAR VERY RARE ELECTRO-MNEMONIC CERAMIC
Modular Arm CR 25 SDP, 17 SP, 2 option spaces, 1d6 punch 4000 1d6+3 KCJ
Modular Leg CR 30 SDP, 20 SP, 1 option space, 2d6 kick 2200 1d6+3 KCJ
Torso CR 35 SDP, 21 SP, 1 option space 4000 2d6 KCJ
Ceramic Jaw & Skull CR 12 SP head armor, 1 option space 1500 1d6+1 KCJ
JAW & SKULL MODULES TAKES 1D6+1 DAYS TO ADAPT
Mimicry - Generic N Changes the bone structure 1200 1d6 KCJ
Mimicry - Specific N Difficult to detect with a casual look 3000+ 1d6 KCJ
Animal Transformation N Lower jaw transforms into a hybrid animal face 300 1d6+2 KCJ
Vampires (Retractable) N 1d6/3 damage, same as normal cyberware 250 2d6+2 KCJ
Horns N Protrude at will from head, 1d6/2 damage 300 1d6+2 KCJ
LIMB MODULES TAKES 1D6+1 DAYS TO ADAPT
Scratchers N 1d6/2 damage, Very Difficult to spot 200 1d6+1 KCJ
Rippers N 2d6 damage, -10 SP to arm during use 800 2d6+2 KCJ
Tentacles N Splits into 4 tentacles, +5 to grapples, -10 SP 600 2d6 KCJ
Animal Legs N Transforms legs, +3 MA, 14m leaps, or 1d6 claw 400/pair 2d6 KCJ
Squat N Reduces limb to half original size, +10 SP 300/limb 2d6 KCJ
Elongation N Stretch up to 200% size, -15 SP 300/limb 2d6 KCJ
Hollow N 100 1d6/2 KCJ
Inflate N Gives apparent BOD 12, -10 SP, +2 Intimidation 300 1d6 KCJ
Spikes N Covers limb with spikes, +1d6 HTH damage 400 1d6+1 KCJ
Tougher N +5 SP and SDP, up to 2 levels can be added 300/level 4/level KCJ
Undetectable N Mimics normal bone structure, can pass Scanway 500/limb 0 KCJ
Electricity Shielding M Compound shielded against electrical attacks 400/limb 1d6 KCJ
Different Covering N Same as Synth-skins, same chance of cancer 400 1d6 KCJ
Existing Cyberlimb Options N Except coverings & anything that affects SP/SDP normal normal KCJ
WHEN GRAVITY FAILS ADVANCED CYBERWARE
Corymbic Implant MA Accepts six daddys, allows equipment interfacing 500 2d6 WGF
Behind The Ear Cory Implant MA As above, but hidden behind ear 1000 2d6 WGF
Moddy Link N Enables cory implant to accept moddy chips 100 - WGF
Subdermal Moddy Rack M Holds 3 Moddy and 10 Daddy, difficult to spot 200 1d6 WGF
Advanced Cortical Implant CR Experimental, Eidetic Memory +2. IP cost/2 150,000 3d6 WGF
Nictating Membrane M Eye protection, +4 to Saves vs eye irritants 400 1d6/2 WGF
Information © R.Talsorian Games Inc, Ianus Publications Inc, John A Nephew, Temporal Statis Productions,
8.13
& Prometheus Press Inc. All rights reserved. Collated by Andrew James 05/01/02. ajames@node16.co.uk
CYBERPUNK 2020 CYBERWARE LISTING
Cyberware Surg. Description Cost H.L Book
AntiDazzle Nict Membrane M Flash protection, +4 to Saves vs eye irritants 500 1d6/2 WGF
Poison Sac MA Holds 4 doses, refilled with special applicator 500 2d6 WGF
Poison Gland MA Holds 8 doses, produces new dose every hour 1200 3d6 WGF
Hollow Vampires N Linked to poison sac or gland +50 1 WGF
Hollow Claw M Connected to poison sac/gland, 1d6/3* damage 250 2d6 WGF
Retractable Needle M Mounted in finger, connected to poison sac/gland 650 2d6 WGF
Water Refiltration System MA Triples length of survival time without water 2500 1d6/2 WGF
UV Blockers N UV/IR resistance 1500 1d6/2 WGF
Feature Alteration Implant N Facial change takes 3 hours, +4 to Disguise rolls 3500 1d6+1 WGF
Sectional Cybernetics Mount MA Cyberhand and cyberfoot only mount 300 3 WGF
Quick-Change Mount MA Cyberhand and cyberfoot only mount 450 3 WGF
Biomechanical Cyberoptic MA 10% chance affected by EMP weapons, 2 options 1000 2 WGF
Biomechanical Cyberaudio M 10% chance affected by EMP weapons, 3 options 1000 2 WGF
Biomechanical Cyberarm CR 20% EMP, 1d6 punch, 8 flesh + 8 SDP, 1 option 6000 2 WGF
Biomechanical Cyberleg CR 20% EMP, 2d6 kick, 8 flesh + 12 SDP, 1 option 4000 2 WGF
Biomechanical Frame Sigma MA Built into the body, BOD 12, BTM -5 18,000 3d6 CP20
Biomechanical Frame Beta MA Built into the body, BOD 14, BTM -6 24,000 3d6 CP20
Biomechanical Frame Omeg MA Built into the body, BOD 16, BTM -7 30,000 4d6 CP20
Information © R.Talsorian Games Inc, Ianus Publications Inc, John A Nephew, Temporal Statis Productions,
8.14
& Prometheus Press Inc. All rights reserved. Collated by Andrew James 05/01/02. ajames@node16.co.uk
CYBERPUNK 2020 CYBERWARE LISTING
Cyberware Surg. Description Cost H.L Book
[ Pobierz całość w formacie PDF ]