Alpha State
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3.3 - Cyberware
Technology has advanced greatly, which includes the advancement of human augmentation and supplemental technology. What began with augmentations meant to support people with disabilities eventually expanded into generalized human augmentation. As the tech improved so did public interest, which came with new demand, and unfortunately corporations were quick to jump on that opportunity.
These days, cybernetic augmentation is as easy as getting a tattoo, and there are so many things a person can do to alter their body that the idea of "your body" has begun to wane. People change their look, their capability, their entire physical structure, and some do it frequently. Some argue this makes us all less human, others say it frees us to be who we want to be. Problem is, we're not the ones in control of any of it.
Corponations own cyberware; they sell it if you're rich enough, they rent it out if you're not. They own the Atom Cloud that powers and connects our cyberware. They own the debt we take on to get it installed. Are we still human, are we less human, are we more than human... at some point, these questions become meaningless until we realize we've already sold our souls to the corps for a dream.
The baseline for all cyberware is having the bio-infrastructure necessary to support it. Firmware updates, housing installations, hardware support, nano-circuitry, stuff like that. Once you've got the cyberware ranks, you can install basically any cyberware you'd like, provided you can afford it, and you've built enough bio-infrastructure to support it.
Cyberware Ranks (CWR)
The total amount of cyberware installed in your body is abstracted and tracked by cyberware ranks. The tracker starts at 0, and as you install more cyberware you gain more cyberware ranks; a regular person on the street who's never installed any cyberware beyond their ICS has 0 cyberware ranks; someone who doesn't even have that, has no cyberware tracker at all.
Repo Crews
If you've got enough cyberware debt, one or more corps might send a repo crew after you. Repo crews are essentially just wetwork teams with one specific objective: bring back the cyberware with a specific serial number. Exactly when, where, why, and how a repo crew comes after you is up to the Narrator, but if they do you're in trouble.
They'll know the exact specs of the cyberware you've installed, down to the manufacturer's imprint, and they'll stop at nothing to get it out. You're perfectly in your rights to cooperate and let them take it—in fact, they love it when you make their job easier—but depending on the cyberware they're sent to reclaim that might not be a wise idea.
Using Cyberware Ranks
Every piece of cyberware uses a specific number of cyberware ranks, measured by its complexity rating. The total complexity of all your installed cyberware cannot exceed your total cyberware ranks. So long as installing a specific piece of cyberware wouldn't increase your total complexity higher than your cyberware ranks, you can have it installed.
Installing Cyberware
Generally, you can't install cyberware on yourself. Circumstances, and your Narrator, might allow you to do so with massive penalties to your STK Checks, but for the most part it's just not possible. Usually, you need a cyberdoc: a person trained in physiology, engineering, and the specifics of cyberware.
Legal, corporate-funded cyberdocs work in comfortable clinics with sanitary conditions and the most modern tools. They also have very high $Index requirements, never accept Scratch as payment, and are required to report anything that might even slightly impede on corporate interests.
Illegal cyberdocs, usually but not always found in free zones, usually work in much less sanitary or comfortable environments, with tools that might not be the best for a given piece of cyberware. By contrast, they're happy to accept any kind of Scratch as payment, and might even offer installations as trade for some service. They'll also do installations for $Index value, but they generally much prefer hard currency.
Cyberware Complexity
The more cyberware you've got installed, the more it all has to interact, and the more likely things are to go wrong. Whenever you activate a piece of cyberware that requires activation, roll 1d20; this is called a cyberware die. If the roll of your cyberware die is equal to or lower than the total complexity of all your installed cyberware, something goes wrong.
Whether the malfunction occurs in the activated piece of cyberware, or one of your other installed pieces, can be fairly random. The Narrator is encouraged to choose something dramatic, but if you'd rather randomize it, roll 1d100 + your total cyberware ranks on the first table below.
The specific effects of a malfunction are also left to the Narrator, unless you'd also like to randomize that. If so, just roll d100 on the second table below. If multiple pieces of cyberware malfunction, you should roll once for each.
| Roll |
Which Cyberware Malfunctions |
| 01-60 |
Activated cyberware |
| 61-90 |
Random different cyberware |
| 91-110 |
Activated cyberware, and one random other cyberware |
| 111-120 |
Two random different cyberware |
| 121+ |
Activated cyberware, and two random other cyberware |
| d100 |
Type of Malfunction |
| 01-33 |
Activates; functions unreliably for the Scene |
| 34-60 |
Doesn't activate |
| 61-80 |
Doesn't activate, must be repaired |
| 81-93 |
Doesn't activate, must be repaired; you are lightly damaged |
| 94-100 |
Doesn't activate, must be repaired; you are badly damaged |
With the astounding advancement and prolific production of cybernetics, came standardization. Some of the more high-end brand names use more proprietary designs, but for most cybertecy corps if they want you to buy their products it needs to be compatible with products from other companies. This means that, for the most part, you can install basically anything, provided you've got the necessary bio-infrastructure.
Cyberware Properties
Every piece of cyberware has three properties: Location, Types, and Tags. These help define what each piece is, where it goes, and how it might be affected by different situations or game mechanics.
Location is the part of your body where the cyberware is installed. With rare exceptions, this means the entire original organic part of you is replaced by a cybernetic version. If the location has a duplicate (such as one of your eyes or a limb), the cyberware piece only replaces one; if you want to replace both, you have to specifically install both.
Types define the kind of cyberware being installed. In any given Location on your body, you cannot install two cyberware with matching Types (with the exception of Additives, see below). Some cyberware may have multiple Types, which are counted as one; meaning that you cannot install any cyberware in that same Location that matches the exact same types, but you can install cyberware in that same location that only partially matches those Types.
Tags detail some specific nature of the cyberware that distinguish it from others. Some cyberware might have no Tags, other cyberware might have a long list of them. Tags have no immediate effect on how your cyberware functions or relating to its installation, but certain Traits, narrative events, and other elements of the game might apply to cyberware bearing specific Tags. For example, certain places across SB65 run software that temporarily shuts down any Combat cyberware.
List of Types
Here's a description of all existing Types.
Additive isn't contained within a cybernetic but outside; it's an extra limb, or external hardware, anything that's not housed in your body or in cyberware. Every Additive lists a parenthetical number; this is the maximum number of that specific cybernetic that you can ever have installed in your body.
Enhancement maximizes the function, capacity, or other usage of your cyberware, allowing it to do things far beyond what it should normally be capable.
Forearm is housed in your forearm. Cyberware of this Type is always found within the Arms Location, but is separate from a Hand or Upper Arm.
Module utilizes large amounts of the cyberware's physical structure, or takes up enough space within the cyberware itself that it counts as being the majority of its construction.
Software is essentially an advanced program built specifically for the cyberware in question, and usually performs a very specific function.
List of Tags
Here's a description of all existing Tags.
Combat is intended for combat, usually identifiable by the cyberware's basic function, and often further identified by hardcoded signals in its software.
Hardlight features react to hardlight beams in one way or another, whether that be to bend or otherwise utilize them, or treat them as solid objects.
Resonance cyberware is specifically designed to read, match, and respond to any resonance field with which they come in contact.
Baseline Cyberware
Sometimes, you just need a prosthetic. It's possible to install cyberware that has no additional functions and exists only to serve as a regular part of your body. Baseline cyberware, as this is called, doesn't have any functions beyond acting like a regular body part.
These days you can get basically anything you want. From baseline medical cyber-prosthetics, to weapons grade cyberware, to purely cosmetic designs, you can get basically anything you like. Just don't go too far into debt with it, you don't want a repo crew coming for your lungs.
Cyberware Groups
The following list of cyberware is grouped by Location.
Each cyber-arm comes in segments: hand, forearm, and upper arm. You can't install cyberware in a higher part of the arm without also installing cyberware for all lower parts of the same arm. This has little meaning in terms of game mechanics, but know that if you install something in your upper arm, that means both the hand and forearm connected to it are also cybernetic. Installation is a fairly quick procedure; you sit in the cyberdoc's chair, they get to work, maybe you watch a show or have a conversation, and you have a new cybernetic limb.
Extra Arm
Location: Cyber-Arm // Type: Additive (4) // Tag: —
Complexity: 3 // Cost: $c5,000,000 or 4$; Installation: 90 minutes
Passive: This technically isn't an upgrade, but an entire extra limb. It contains the full three segments of any cybernetic arm, and can be fitted with any other cybernetic that can be installed in your regular arms.
Heavy Hitter
Location: Cyber-Arm // Type: Forearm, Module // Tag: Combat
Complexity: 1 // Cost: $c3,450,000 or 4$; Installation: 45 minutes
Passive: Micro-thrusters, weight manipulators, or miniaturized grav-rails drive your reinforced fist with the force of a car. You can punch through any object made from ferrocrete or flimsier material. Your fist has a +6 combat bonus.
Knight Blade
Location: Cyber-Arm // Type: Forearm, Module // Tag: Combat
Complexity: 1 // Cost: $c3,250,000 or 3$; Installation: 45 minutes
Active: This is a long, straight, collapsible blade installed in your forearm. It can be extended from the front of your wrist above the hand, or out through the back of your elbows. You can keep it extended for prolonged use, or extend and retract in a single action. The blade has a +7 combat bonus.
Powered Strength
Location: Cyber-Arm // Type: Enhancement // Tag: —
Complexity: 1 // Cost: $c4,100,000 or 4$; Installation: 45 minutes
Active: While activated, you (1) ignore the recoil of all firearms held with this arm, (2) can bend or break any object made from steel or flimsier material provided you have adequate leverage, and (3) you always win tests of strength against anyone without Powered Strength.
Raptor Blade
Location: Cyber-Arm // Type: Forearm, Module // Tag: Combat
Complexity: 1 // Cost: $c4,700,000 or 4$; Installation: 45 minutes
Active: Mid-length, curved, double-edged blade installed in your forearm. To extend it, your forearm opens up entirely and the blade extends on a sturdy support frame. The blade can cut through anything made of steel or flimsier material. You can keep it extended for prolonged use, but activating it takes too much mechanical function to retract it quickly. The blade has a +8 combat bonus.
Resonance Mesh
Location: Cyber-Arm // Type: Hand, Module // Tag: Combat, Resonance
Complexity: 1 // Cost: $c6,800,000 or 4$; Installation: 60 minutes
Passive: The energy mesh fitted within the surface of your hand feeds on the energy of any combat shield it passes through. Whenever you use your hand to attack a target that has an energy shield, add the taret's shield rating as a bonus to your unarmed STK Check. This applies whether you're hitting with your empty hands, or you're using blade upgrades.
Self-Preservation Algorithms
Location: Cyber-Arm // Type: Hand, Enhancement // Tag: —
Complexity: 2 // Cost: $c3,400,000 or 3$; Installation: 30 minutes
Passive: Your arms are fitted with monitoring software that reacts when you're in danger. Normally they don't do anything, but when you're in a dangerous situation your arms can react to protect you. They'll catch a ledge if you fall, or try to hold off an object that would crush you. This effect happens whether you're aware of the danger or not, or even if you're unconscious.
Each cyber-leg comes in segments: foot, lower leg, and upper leg. You can't install cyberware in a higher part of the leg without also installing cyberware for all lower parts of the same leg. This has little meaning in terms of game mechanics, but know that if you install something in your upper leg, that means both the lower leg and foot connected to it are also cybernetic. Installation is a fairly moderately quick; most of the difficulty involves making sure the limb will support your body weight without overcompensating the other way.
Bounders
Location: Cyber-Leg // Type: Enhancement // Tag: —
Complexity: 1 // Cost: $c11,000,000 or 4$; Installation: 75 minutes
Active: While activated, you can run twice as fast as you normally would, and you always win foot races against anyone without Bounders.
Lightwalkers
Location: Cyber-Leg // Type: Foot, Module // Tag: Hardlight
Complexity: 2 // Cost: $c17,000,000 or 4$; Installation: 45 minutes
Active: While activated, your foot treats any hardlight beam as an indestructible and harmless solid surface. This effect applies only to your feet; the rest of your body (including your leg itself) will still be incinerated per usual if it touches any hardlight.
Powered Leap
Location: Cyber-Leg // Type: Module // Tag: —
Complexity: 1 // Cost: $c10,000,000 or 4$; Installation: 60 minutes
Active: While activated, you (1) can jump twice as far as your normal jumping distance, and (2) can kick or stomp through any object made from steel or flimsier material, provided you have sufficient leverage.
Each cyber-optic is sold separately. The price for each optic remains the same whether you get them individually or as a pair, but installation time for two eyes at once is the same as installing just one.
Aim Assist
Location: Cyber-Optic // Type: Software // Tag: —
Complexity: 1 // Cost: $c10,000,000 or 4$; Installation: 60 minutes
Active: While activated, you (1) can jump twice as far as your normal jumping distance, and (2) can kick or stomp through any object made from steel or flimsier material, provided you have sufficient leverage.