Cyborgs

Cybernetic cost Kar Cybernetic Neural Interface - required 60,000 1d6/2 Hand SDC 10 10,000 1d6 Arm SDC 20 STR 5, DEX 5 120,000 1d6 Leg SDC 30 STR 5, AGI 5 130,000 2d6 Torso SDC 50 STR 5, AGI 5, DEX 5, -50% Toughness 200,000 4d6 Skull/Face SDC 20 20,000 4d6 Eye(Basic) 5,000 1d6 Ear(Basic) 5,000 1d6 Mouth/throat(Basic) 5,000 1d6 Lungs +2 END 50,000 1d6/2 Heart +2 END 50,000 1d6/2 Kidney +2 END 50,000 1d6/2

Increase STR per limb 2,000 0 Increase DEX per limb 3,000 0 Increase AGI per limb 3,000 0

Hand options Tool Set(+5% to tech skills) 10,000 1 Heat/Radiation sensor(80%) 40,000 1 Finger camera 10,000 1 sound recorder 20,000 1 grapple and line(120')(1000lbs) 1d6 6,000 1 knuckle spikes Punch+2 800 1d6 razor sharp finger nails 1d6 1,200 1d6 retractable blades 2d6+1 3,000 1d6 finger gun Gun (1d6+1 50m) 1,000 2d6 Taser (STUN 50m) 5,000 2d6 Laser (2d6 100m) 12,000 2d6 Chemical spray (By Drug 10m) 5,000 2d6 finger light 1600 1 finger tip electric probe/interface 40,000 1d6 detachable hand/interchangeable hand units 20,000 2d6 electro magnetic clamp 36,000 - buzz saw 4,000 - high-powered drill 4,000 - lock release gun 6,000 - tow line 1,000 - laser torch 8,000 - weapon mount(+5% hit) 20,000 - arm option antennae web(x10 to ranges) 20,000 0 microwave web 60,000 0 extension arm 4,000 2 detachable remote control limb 8,000 1d6 utility arms 100,000 1d6 concealed 150,000 - tentacles with retractable housings 130,000 1d6 pop up Gun(+5% hit) 15,000+gun cost 2d6 built-in hip-pack e-clip (w/ external port) 20,000 2

leg option climbing claws(+50%) 50,000 2 hidden compartment 2400 1 Hidden Holster 5,000 1 insect style legs(choice of 4,6,8) 750,000 5d6 concealed 800,000 - torso options on-body-computer 40,000 1d6 radar 400,000 2 hover jet backpack 500,000 1d6 concealed micro hover system 2,000,000 1d6 head options biting jaws and fangs (2d6BD) 1,200 3d6 eye options infrared vision 8,000 1 night sight 8,000 0 thermo-imagery 8,000 1 telescopic vision 6,000 0 targeting sight(+5% To hit with ranged attacks) 20,000 2 UV sight 8,000 1 micro video camera 12,000 0 retinal image(95%) 70,000 0 container 2,000 1 needle projector (1BD 25m) 8,000 2 laser (2d6FD 50m) 32,000 2 video receiver 15,000 1 light beam 2,000 1 ear/jawbone options amplified hearing(+20% Notice sound) 20,000 1 ear mic radio receiver/transmitter 40,000 1 wide band radio receiver 40,000 2 bug detector(80%) 55,000 1 radar signal detector(60%) 35,000 1 built in telephone 60,000 1 built in scrambler(80%) 55,000 1 clock calender 40,000 1 audio recorder 40,000 1 gyro-compass(+40% Navigation) 40,000 1 mouth/throat options modulating voice synthesizer(80%) 55,000 1d6 inaudible frequency range 5,000 3 built in loudspeaker 7,000 2 lung options independent oxygen(20 min. of air/ 35 min recharge) 60,000 1d6 gas filtration(+20 to resist air borne toxins) 20,000 1 molecular analyzer(+20 to notice smell, 50% Identify) 50,000 1d6 kidney options toxin filter(+20 to resist toxins in blood stream) 20,000 1 cyber disguises bio-electric wrinkle manipulator(+20 disguise) 20,000 1d6/2 facial silicon layer(+40% disguise) 40,000 1d6 melanin release device(+20% disguise) 20,000 1d6/2 eyelid compression device(+10% disguise) 10,000 2 adjustable hair(+20% disguise) 20,000 1d6/2 fingertip silicon layer(80%) 35,000 2 implant disguises electronic shielding 30,000 1 plastic replacement parts (per implant) 30,000 0 realistic looking implants (per implant) 100,000 0 disguise implant(per implant) 30,000 0 cyber-armor - removable armored ceramic sections character must be at least 1/2 cybernetic to get cyber armor Light(20) 1,000 0 Medium(30) 10,000 0 Heavy(40) 100,000 0 exoskeletons - the casing for a cybernetic limb torso +100 SDC 100,000 1d6/2 arm +40 SDC 40,000 1d6/2 hand +20 SDC 20,000 1d6/2 legs +60 SDC 60,000 1d6/2 synthetic skin(-75% to notice sight cyber limb) Head 25,000 -1d6 Torso 30,000 -1d6 Arm 13,000 -1 Hand 7,000 -1 Leg 20,000 -1d6/2 Hard synthetic skin(-50% to notice sight cyber limb) Torso +25 SDC 100,000 -1d6/2 Arm +10 SDC 40,000 -1 Hand +5 SDC 20,000 -1 Leg +15 SDC 60,000 -1 SuperSoildier BioMonitor(+20% to medical skills) 20,000 2 Drug Injector 10,000 2 Adrenal Stimulator(+4 AGI) 100,000 2d6 Endorphins Stimulator(+4 END) 100,000 2d6 Testosterone Stimulator(+4 STR) 100,000 2d6 Neural Amplifiers/Filters Tactile Amplifier(+20% Notice Touch, +1 CUN) 25,000 2 Pain Filter(character is immune to stun until END reaches 0) 100,000 2d6 Olfactory Amplifier(+20% Notice Smell/Taste,+1 CUN) 25,000 2 Visual Amplifier(+20% Notice Sight, +1 CUN) 25,000 2 Auditory Amplifier(+20% Notice Sound, +1 CUN) 25,000 2 Paranoia Amplifier(+20% Initiative, +1 CUN) 30,000 2d6 Biofeedback Amplifier(+4 DEX) 100,000 2d6 Memory Amplifier(+4 KNO) 100,000 2d6