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 Cyberware Store
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augmentations store
welcome to our handy-dandy cyberware store! here you'll be able to purchase additional enhancements for your characters using the credits you earn from posting. once you've purchased them please remember to add them to the appropriate section in your shipper, and then you can choose to play out getting them installed in-thread or play it like your character has always had them; it's your choice.

remember: official augmentations come with no problems later down the line but are more expensive. black market augmentations are cheaper but will result in eventual cyberneurosis (see: cyberneurosis subplot) which staff will expect to see reflected in your future posts.
implants
Implants are the useful little things you get plugged in to make living easier; things you can't replace, or that you may want for a specific job.
Nasal Filters
These filters increase resistance against poison sleepdrugs or other breathable toxins.
official: 150 credits
black market: 100 credits
Gill Implant
This implant allows the user to breathe relatively clean water for up to 4 hours.
official: 150 credits
black market: 100 credits
Independent Air Supply
A small artificial organ filled with a spongy oxygen fixing foam. Implanted in the lower lungs, it allows the user to hold their breath for up to 10 minutes.
official: 200 credits
black market: 150 credits
Mr. Studd™/Midnight Lady™ Sexual Implants
The Mr. Studd™ slogan "All night, every night and she'll never know." captures the adult intentions of these implants; use your imagination to what they are capable of.
official: 100 credits
black market: 50 credits
Contraceptive Implant
Implanted under the left armpit it prevents pregnancy for up to five years. Available for both sexes.
official: 75 credits
black market: 50 credits
Subdermal Pocket
2"x4" plastic pocket hidden under the skin with a pressure sensitive seal. Useful for couriers.
official: 1500 credits
black market: 300 credits
Adrenal Booster
An artificial gland which releases adrenal hormones on command. can be used up to three times per day.
official: 150 credits
black market: 100 credits
Subdermal Armor
This is a mesh/ballistic plastic armor inserted under the skin. Subdermal armor covers the torso only.
official: 2000 credits
black market: 1800 credits
Motion Detector
Detects motion (direction and strength) in a 20 sq.m area with a 70% effectiveness. Can be mounted in the palm or heel.
official: 180 credits
black market: 120 credits
Digital Recorder
This unit can record input from internal microphones, from a digital recording link, a digital camera, or all three. The unit is stored in its own subdermal pouch, and can record up to 2 hours of information.
official: 100 credits
black market: 50 credits
Audio/Video Tape Recorder
This unit uses micro-cassettes to store input from its internal microphone, video cam, or digital recording link. It is stored in its own subdermal pouch for easy access. Each cassette holds 2 hours of information.
official: 100 credits
black market: 50 credits
Sonar Implant
50m range sonar unit implanted in skull.
official: 200 credits
black market: 170 credits
Radiation Detector
10m range, 80% detection effectiveness. Can be implanted in any body area, with a beep alarm mounted on the mastoid bone.
official: 150 credits
black market: 100 credits
Chemical Analyzer
This modification to the nasal passages analyses smells and breaks them down to their chemical components.
official: 500 credits
black market: 350 credits
Voice Synthesizer
This system allows the user to mimic any voice or tone previously recorded by it's memory chip. The chip can store up to 10 "voices".
official: 1000 credits
black market: 800 credits
AudioVox
This system allows the user to control vocal tones, volume, and tone quality with the precision of a musical synthesizer. Special effects (reverb, tremolo, sustain, and choral voices), loudspeaker volumes and vocal delay programming (for singing with yourself) are also possible.
official: 1200 credits
black market: 900 credits
bodysculpting
Bodysculpting is the means of altering one's appearance through cosmetic surgery and use of cybernetics.

As long as you're having a few cybernetic grafts put on, why not go all the way and re-do the whole thing? The art of body sculpting includes skin tints, hair and eye color changes, breast enlargement and reduction, and general all-over bodywork. You can have bone and muscle removed to become shorter, or have grafts added to become taller. Excess fat can be suctioned away, and collagen implants can smooth wrinkles, add weight, and change contours.

Change Appearance
Looking like a favorite movie star or celebrity is a popular fad lately. Appearance changes are also a staple for any Edgerunner who needs to change identities often. The cost of an appearance change is based on how convincing that change is.

Look sort of like you wanted to (1200), look very much like you wanted (2400), look exactly as you wanted to look (3600).

official: 1200/2400/3600
black market: 1000/2000/3000
cyberlimbs
The popular myth about cyberlimbs is that they enable their owners to perform all kinds of superheroic feats. To a point, it's true; cyberlimbs can be designed with boosted strength and speed, using synthetic muscle fibers and silicon chips. What you won't find are people running at 200 miles an hour, bending steel bars with their hands or throwing Volkswagens around. Why can't you go around lifting cars and punching down walls like the cyborgs in the comics? Simple physiology. The replacement limb must be able to work in concert with the remaining "meat" parts of the body. Even if your arm was ten times stronger than before, the back and shoulder muscles supporting that cyberlimb wouldn't be — and they'd shred long before the artificial muscles did. But within limits, a cyber-equipped person can do some pretty impressive party tricks:

Crushing: A cybernetic arm uses synthetic muscle fibers instead of flesh and blood. They don't get tired, and they don't feel pain. They are also much stronger than normal muscle tissue. This gives a cyberarm tremendous gripping power. All cyberlimbs can easily crush light metals, woods and plastics. They can crush glass and plastic to dust (although they can't crush lumps of coal into diamonds!).

Pain: Cyberarms never grow tired, allowing the wearer to hang from high places indefinitely. You can turn off the touch sensors with the flick of a mental switch, eliminating pain and allowing you to perform feats such as reaching into raging fires, dabbling in tanks of liquid nitrogen, and picking up red-hot pokers. A gunshot wound to a cyberlimb has no pain effects.

Damage: Cyberlimbs can take (and dish out) a tremendous amount of damage, so much so that they are treated like machinery for the purposes of game combat. All cyberlimbs can take incredible amounts of structural damage before they are useless, and then some before they are destroyed.

Leaping: Cyberlegs employ powerful pistons and microservos, backed by bundles of synthetic muscles. With a pair of them, you can leap tremendous distances. Characters with paired cyberlegs can leap 6 meters straight up, or make a running jump of up to 8 meters.

cyberarm
--
official: 2000 credits
black market: 1500 credits
cyberleg
--
official: 2000 credits
black market: 1500 credits
cyberhand
--
official: 2000 credits
black market: 1500 credits
cyberfoot
---
official: 2000 credits
black market: 1500 credits
cyberoptics
Cyberoptics are a combination of digital processor and camera. Cyberoptics are replacements for normal eyes. Cyber vision is just like regular vision, only better. Colours are brighter, images sharper. And that's just the start.

Want to see life as a 30s black and white movie? No problem. Telescopic or microscopic vision? Optional. Infrared and low light vision? Cyberoptics look exactly like normal eyes, although a wide variety of fashion iris colours are popular. Some versions are transparent, with glitter or lights swirling inside of them. Other are superchromed for a more "cyber" took. Others can change eye colour at will or match clothes and surroundings.

Colour Shift
These cyberoptics can shift colour or iris pattern on demand. A full colour shift takes about a minute. Mirrored, transparent or glitter-filled versions are also available.
official: 400 credits
black market: 200 credits
Infrared
Allows user to see in near total darkness, using heat emissions for image reception.
official: 400 credits
black market: 200 credits
Times Square™ Marquee
Scrolling red letter screen in upper edge of vision, linked to either a software chip readout or a radio link.
official: 250 credits
black market: 100 credits
Targeting Scope
This projects a targeting sight into the field of vision at will. The targeting scope will read range to specific objects, speed of movement, bearing and size, as well as providing several types of scope reticle for aligning weapons. When chipped into a "smartgun", the scope will match the targeting sensors of the gun with what you are looking at, then flash a "ready signal" when the target is acquired.
official: 500 credits
black market: 300 credits
Anti-dazzle Protection
Auto stepdown compensates for harsh sunlight, flares, etc. Never need sunglasses again.
official: 70 credits
black market: 50 credits
Low-Lite™
Allows user to see clearly in dim light conditions, down to very faint moonlight or distant streetlamps.
official: 70 credits
black market: 50 credits
Image Enhancement
High res graphics capability allows user to enhance and refine images viewed.
official: 150 credits
black market: 100 credits
Thermograph Sensor
Allows user to see heat patterns of objects, people. Cooler things show up as dark to light blue, hotter things as red or orange, and the hottest of all as yellow or white. Can be used to distinguish a warm body against a wall, in pitch darkness, or presence of cybernetics (which are always cooler than normal body temperatures).
official: 200 credits
black market: 110 credits
Micro/Telescopies
Allows user to see microscopic images or see telescopies equal to a 30X scope.
official: 200 credits
black market: 110 credits
cyberaudio
Cyberaudio systems patch into the auditory nerves and speech centers of the brain. This enhancement affects both ears, and also includes a subvocalizing mike on the mastoid bone. There is no visible change to the outer ear.
Radio Link
A microminiature radio transceiver, usually mounted at the base of the skull and using your fillings as the antennae. It is activated by clicking the teeth together sharply. To talk, you merely sub vocalize (mutter under your breath). Reception is carried out in one of two ways: 1) a receiver directly vibrates the mastoid bone, giving you a small tinny voice in the back of your head, or 2) linked to a cyberoptics Marquee option, incoming messages are flashed into the upper edge of your field of vision as red scrolling letters.
official: 250 credits
black market: 150 credits
Phone Splice
An improved radio splice, this implant is wired to communicate directly to your personal cellular phone. In practice, it allows you to do everything the radio splice does, but you must have your phone within 3 meters of you, and it must already be turned on and the number dialed. Audio spike is commonly used by busy Corporates who want to be able to answer calls, even in a meeting. One of the biggest advantages of audio splice is it's range - anywhere your phone will go, you can go. Even the Moon.
official: 350 credits
black market: 200 credits
ECM Scrambler
This implant improves your radio or audio spike with a scrambler, so it cannot be listened into, unless the interceptor has a descrambler unit and a lot of time on his hands.
official: 800 credits
black market: 400 credits
Bug Detector
This mini-receiver is designed to pick up signals transmitted by all types of radio bugs. When the bug is active, its transmissions make a small beeping noise in the back of your head, getting louder as you get closer to the bug.
official: 800 credits
black market: 400 credits
WearMan™
A variant of the radio splice, the WearMan mounts twin vibration speakers on your mastoid bones, making your skull into a audio system of concert hall quality. A tiny chip mount wired into the earlobe allows you to plug in a variety of music chips, all fashioned to look like earnings. Or you can plug in direct to your interface plugs. Each chip contains about 100 songs. Selections are fast forwarded by squeezing the earring gently, once per selection. When the chip a removed, the WearMan turns off.
official: 150 credits
black market: 100 credits
Amplified Hearing
This system improves hearing and sound recognition ability.
official: 100 credits
black market: 70 credits
Voice Stress Analyser
This system acts as a lie detector, detecting minute changes in vocal patterns and tones and comparing these to a pre-recorded set of parameters. You must first use the analyser on the subject while he/she is in an unstressed situation or is telling the truth.
official: 500 credits
black market: 300 credits
Sound Editing
This system allows the user to edit out distracting noises or "zero in" on a particular sound
official: 350 credits
black market: 200 credits
Enhanced Hearing Range
This subsystem allows the user to hear tones in the subsonic and supersonic ranges.
official: 200 credits
black market: 120 credits
Radar Detector
This system produces a loud beep whenever a radar beam is encountered. It also has a 40% chance of triangulating the source; when the direction of the beam is determined, the beep changes to a clear tone.
official: 500 credits
black market: 300 credits
Homing Tracer
This option allows the character to follow a homing tone broadcast from an external sender. Range is 1 km. The tone increases in volume as the user gets closer to their target. The homing tracer comes with two senders, about the size and shape of a pin.
official: 600 credits
black market: 400 credits
Wide Band Radio Scanner
This option automatically scans all major fire, ambulance, and Corp-Sec communication bands. The user can set this scanner to cover one specific band, downloading any incoming messages to their own internal radio link or Times Square marquee.
official: 800 credits
black market: 400 credits
Micro-recorder Link
Downloads anything heard by the user to either an internal or external (via interface plugs) sound recorder.
official: 100 credits
black market: 70 credits
Digital Recording Link
This option allows anything heard by the user to be recorded on an internal microchip (2hrs). Recordings can be downloaded to an internal recorder or via interface plugs to an external recorder.
official: 120 credits
black market: 80 credits
Level Damper
This system automatically compensates for loud noises, such as stun-bomb attacks or sonic weapons. Characters with this option can ignore all effects of these weapons.
official: 800 credits
black market: 400 credits
neuralware
One of the most important aspects of cybertech is invisible to the naked eye. This type of enhancement, known as neuralware, is usually in the form of tiny coprocessing chips and nerve amplifiers that increase existing abilities.

The basic neural processor is a "switchbox" implanted into the lower spine, and is used to route signals from external cyberware to the central nervous system. It is the main system for any type of neural interface. The neural processor has a small inspection space which allows secondary coprocessors to be inserted into the basic processor module. This makes upgrading a process of opening the inspection space in a sterile environment and inserting the new coprocessor.

Coprocessors are specialized "add-ons" which can be plugged in at any time. Some, like reflex boosters, allow you to improve your reations and perceptive abilities to inhuman levels; others, like link coprocessors, allow you to interface with computers, databases, vehicles, and other machines. Once you have the basic neural processor, you can jack in as many options as you like.

Speedware
Kicks in only when desired, eliminating much of the need to adapt one's entire life to an inhumanly fast reaction time. The user must first subvovalize a mental command word before the boost kicks in. The user will remain boosted for thirty minutes before the boost cuts out. To use it again in quick succession, they must then subvocalize the command again and wait five minutes before regaining a boosted state, and so on. For a full cooldown, the user would have to wait thirty minutes between uses.
official: 1500 credits
black market: 1100 credits
Tactile Boost
This increases a user's awareness by touch and can be turned on or off at will.
official: 1000 credits
black market: 600 credits
Pain Editor
This coprocessor overrides the pain receptors in the brain, making the subject impervious to torture. It doesn't mean they aren't getting hurt, just that they won't notice it until they collapse.
official: 1500 credits
black market: 750 credits
Olfactory Boost
This increases a user's awareness by smell, meaning the user has a 50% chance of locating a scent to begin tracking with unless the target has taken particular pains to disguise its scent. The boost can be turned on or off at will.
official: 600 credits
black market: 300 credits
Vehicle Link
This allows the user to control a vehicle through direct mental control. Cybervehicles include cars, AV-4s, aircraft, rotorcraft, or motorcycles which have had their normal control systems replaced by a computer. The user plugs directly into the computer using interface plugs and cables, sending commands through their own nervous system. Cybervehicles are inhumanly responsive - like driving an extension of yourself.
official: 1500 credits
black market: 1200 credits
Smartgun Link
Smartguns are modified versions of regular firearms, linked to an internal microcomputer, which in turn is jacked into a human operator. A smartgun uses a small sonic projector to lock onto the target, scanning it thousands of times per second. As the gun traverses the desired target, the computer link picks up the user's mental fire signal and triggers the gun. Smartguns are far more accurate than most other guns.
official: 2000 credits
black market: 1500 credits
Machine/Tech Link
This allows the user to interface with (and control) any autofactory or heavy machine operating from a computer based system. Users can also control small machines/appliances in non-factory situations.
official: 1500 credits
black market: 1200 credits
bioware
Bioware is anything which is primarily low impact technology that is designed along biological rather than mechanical lines.

Most bioware enhancements involve the use of nanotechnology; tiny machines the size of microbes, which can perform surgical tasks on the cellular level. These "nanoids" are injected into the area to be affected, along with a supply of the raw materials needed to perform their jobs (for example, long string polymers which can be woven by the nanoids into a type of Subdermal armour called skinweave). Powered by body heat and nutrient chemicals, these tiny machines quietly go about their business, strengthening muscles and altering body chemistry.

Muscle & Bone Lace
Also known as viral transformation, this enhancement involves two types of nanoids. The first type threads synthetic muscle through the natural muscle fibers anchoring and strengthening them. The second type wraps the bones in a tight weave of metal and plastic threads, making them stronger and thicker. This increases both strength and the ability to absorb physical damage. This enhancement is virtually indetectable and takes about two weeks.
official: 1500 credits
black market: 1200 credits
Skin Weave
This enhancement uses nanoids to weave the top three layers of skin with a dense polymer thread. The result is bare skin stopping power equivalent to light body armor. The process is relatively discreet and takes about two weeks.
official: 1500 credits
black market: 1200 credits
Enhanced Antibodies
These are tailored antibodies capable of attacking the most powerful viruses and they double the rate of healing.
official: 400 credits
black market: 250 credits
Nanosurgeons
These are microscopic machines adapted to surgical repair. Some seal off damaged blood vessels, while others repair damaged tissue cartilage and bone with polymer microstiches. This enhancement doubles normal healing time.
official: 1500 credits
black market: 1200 credits
fashionware
While a cyborg is usually defined as anyone who has mechanical technology grafted onto their body, the line is actually pretty nebulous. In his hazy zone of cybertech is fashionware - little hi-tech gadgets common to the streets of Synth City.
Biomonitor
This is a favourite of Edgerunners, gadget freaks, and harried Elites worried about their blood pressure alike. Mounted just beneath the skin of the forearm, the Biomonitor gives a constant readout of pulse, respiration, brainwaves, blood sugar, temperature, and cholesterol levels. The display is a pattern of word-shaped LEDs, each running a colour sequence from red (critical) to green (excellent). As conditions change, the colours change. The user merely shoots back their cuff, looks for the little glowing word display they want, and checks the color.
official: 5 credits
black market: ---
Skinwatch
The predecessor of the Biomonitor, the Skinwatch is implanted just below the epidermis, and uses tiny LEDs to project glowing numerals through the skin. Skinwatches can be mounted anywhere, although the hand, wrist, and fingers are the most common. Advanced versions can be reset by pressing the display gently until the right number combinations come up; really advanced versions have alarms that beep quietly. Use your imagination.
official: 5 credits
black market: ---
Light Tattoos
These are light emitting chemical patches inserted under the first couple layers of skin. They store light and emit it in colours or patterns.
official: 5 credits
black market: ---
Shift-tacts
These are coloured contact lenses, designed to mimic certain aspects of more expensive cyberoptics. Mirrored contacts in all tints, temperature or emotion sensitive contacts that can change colour on demand.
official: 5 credits
black market: ---
chipware
There are two types of chipware; reflex chips and memoryware chips. Each piece of chipware operates exactly like the skill of the same name. The chip itself is a small, transparent sliver about an inch long, often colour-coded for identification. It's inserted into the interface plug point down.

Having chipware is like having instant skills whenever you want them. The problem is it's limited to only the lowest levels of a specific skill and unlike natural skills, you can't learn to become better. If you're chipped for a level two karate, you'll be at that level of skill until you die, no matter how many fights you get into. You also can't combine natural and chipware skills. The programmed responses of a chip will always override natural responses, setting the user's level of skill equal to that of the chip. Chips are best used when you need to know a lot of things all at once, but not very well. With chips, you can become a limited martial artist, pilot, driver, marksman. You can know a little bit more than you did about a variety of subjects, but nowhere near as much as you would if you'd hit the books and studied.

Reflex Chips
These are chips for reflex-based skills only.
Swimming (100), Archery (300), Dance (150), Driving (150), Fencing (300), Handgun (300), Heavy Weapons (400), Martial Arts (350), Melee (150), Motorcycle (150), Operate Hvy Machinery (200), Pilot (300), Rifle (300), Submachinegun (300)
Aero Tech (250), Basic Tech (200), Cryotank Operation (150), Demolitions (300), Disguise (150), Electronics (150), Electronic Security (200), First Aid (150), Forgery (200), Pharmaceuticals (200), Lock Picking (150), Pick Pocket (150), Play Instrument (150), Weaponsmith (200)
official: varies
black market: -50 official price
Memory Chips
These are chips for information only.
Accounting (150), Anthropology (150), Biology (150), Botany (150), Chemistry (150), Education & Gen. knowledge (200), Geology (150), History (150), Know 1 Extra Language (200), Mathematics (200), Physics (200), Programming (300), Stock Market (300), Wilderness Survival (200), Zoology (150)
official: varies
black market: -50 official price
the code to buy

CODE
[list]
[*][b]character:[/b] character name
[*][b]cyberware name:[/b] name of what you're buying
[*][b]price:[/b] official or black market price
[*][b]cyberware name:[/b] name of what you're buying
[*][b]price:[/b] official or black market price
[*][b]total:[/b] total amount of points spent if you're buying more than one, delete if only one
[/list]

player captain
age 24
pronouns she/her
time zone GMT -5
Permalink / Apr 12 2018, 02:05 PM
admin
Quote
black market perks
So you've decided to turn to the black market to get your new augmentations and you know you run the risk of cyberneurosis. Well, that's not the only risk you could face. As an extra perk for players, if you choose the black market route, you can also choose to have your character indebted to the Edgerunner who sold the parts to you. On the side, you'd be doing "work" for them. Bill collecting. Assassinations. Murders. Gang wars.

Of course, there's always a catch, too.

Like most "under the table" deals, these offers are boobytrapped in creative and dangerous ways. Each requires that you work for an indeterminate amount of time (forever) for people you may not like. You'll have to do what they tell you, no matter how cruddy, dangerous, or suicidal. Like most powerful people, they don't like to be crossed, and have a variety of awful ways to ensure your "cooperation".

hostages
To ensure your good behaviour, the Edgerunner is holding someone you care about hostage. You mess up, they die—or worse.

blackmail
Somewhere in your past, you did something you can't afford to let out. It could be as small as cheating on your taxes (with a 20 year jail term), or a murder rap. It may even be fictional—created by your new employers to make sure you toe the line. Are you willing to take the chance?

sabotage chipware
To make sure you stay in line, the Edgerunner has buried lethal glitches in your cybernetic software. Things to make your heart stop on command. Programs that give you blinding headaches if you refuse to follow an order.

monitored
Your employers have implanted sensors or other monitoring devices on you—just to ensure your loyalty. You can't say or do anything without them knowing. You can't go anywhere without them finding you. The worst part is, you don't know where in your body they've hidden these devices.

command kill
A really vicious sabotage chip—on the command word, you will kill whomever you are directed to kill—without control, regret, or mercy. Your mother. Your lover. Your cat. Anyone.

company safeguard
Another nasty sabotage chip. You can't willingly harm any involved Edgerunner—to do so will cause you excruciating pain. To continue will cause even more pain, culminating in full heart stoppage and a screaming death.

remote detonator
one of the favourite tricks, this is a small package of inert explosive buried somewhere in your body, activated by a remote radio signal. You don't know where they put it, the scanners can't find it, and if you go around looking, there's a 60% chance you're likely to set it off. Wanna bet your life?
player captain
age 24
pronouns she/her
time zone GMT -5
Permalink / Apr 12 2018, 02:06 PM
admin

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