The Chrome Market ยท Chapter 6
Cyberware
Thirty-eight implants, by the part of the body they are fitted to. Load is what each costs in Strain Points, for good.
An implant marked as an option is built into another and has no Load of its own.
Head and Nerves
| Implant |
Load |
Tier |
Price |
Avail |
Effect |
| Neural Link |
1 |
Chrome |
8000 |
Restricted |
A direct interface between brain and machine. Needed for linked drone control and deep intrusion. Add 1 Boon Die to checks made through a linked device. Exposes the user to countermeasures (Chapter 8) |
| Datajack |
0 |
Near |
1500 |
Common |
A socket behind the ear and a cable. A wired link to one device: add 1 Boon Die to checks with it. It cannot be hacked from a distance |
| Smartlink |
1 |
Near |
2500 |
Restricted |
Links the user to any Smart weapon, drone, or vehicle. Smart Glasses or a Smart Helmet do the same with no implant |
| Internal Comm |
0 |
Near |
1000 |
Common |
A phone and radio in the skull, spoken without sound. Encrypted at Security 2 |
| Memory Store |
1 |
Near |
4000 |
Common |
Records what the user sees and hears for a day and keeps what is marked. Perfect recall of anything stored. It can be subpoenaed, stolen, and hacked |
| Tactical Computer |
2 |
Chrome |
12000 |
Military |
Add 1 Boon Die to initiative checks, and to the attacks of linked allies against a target the user attacked this round |
| Skill Socket |
1 |
Chrome |
6000 |
Restricted |
Runs one skill chip at a time. While it is in, the user's rank in that skill is 2. It sets the rank and does not add to it: a user who already has rank 2 or more gains nothing. Changing a chip is an action. A chip is 2,000 for a common skill and 6,000, Restricted, for a combat skill |
| Cortex Booster |
3 |
Chrome |
40000 |
Rare |
Intellect is 1 higher, to a maximum of 5 |
| Pain Editor |
1 |
Chrome |
9000 |
Restricted |
Ignore the ongoing penalties of Critical Injuries up to Moderate. The user does not notice being hurt: the GM tells the player the Wound total only when asked, or at half |
| Sleep Regulator |
1 |
Near |
5000 |
Common |
Three hours of sleep count as a full night |
| Voice Modulator |
0 |
Near |
2000 |
Restricted |
Reproduces any voice the user has a sample of. Add 2 Boon Dice to Deception by voice, and it passes a voiceprint at Security 2 or less |
Senses
| Implant |
Load |
Tier |
Price |
Avail |
Effect |
| Cybereyes |
1 |
Near |
4000 |
Common |
A pair. Choose two options when fitted: low-light, thermal, 20x zoom, flare compensation (immune to being Blinded by light), recorder, or display. Each further option is 1,000. A display is a smartlink |
| Cyberears |
1 |
Near |
3000 |
Common |
Amplified hearing, a noise filter (immune to being Disoriented by sound), and direction-finding. Add 1 Boon Die to Perception checks by hearing |
| Chemical Nose |
1 |
Near |
3500 |
Restricted |
Identifies drugs, explosives, and people by scent. Add 2 Boon Dice to track a person, and to notice a substance from The Apothecary before taking it |
| Radar Sense |
2 |
Chrome |
15000 |
Military |
Senses shapes and movement within Short range through smoke, darkness, and interior walls |
Limbs and Reflexes
| Implant |
Load |
Tier |
Price |
Avail |
Effect |
| Cyberarm |
1 |
Near |
6000 |
Common |
Replaces an arm, or a lost one. Unarmed attacks with it add 1 damage. It takes one built-in option below at no Load |
| Cyberlegs |
2 |
Near |
10000 |
Common |
A pair. Add 1 Boon Die to Athletics checks to run, jump, and climb. Falling damage is halved |
| Muscle Replacement |
3 |
Chrome |
35000 |
Restricted |
Might is 1 higher, to a maximum of 5. Needs two cyberarms or a reinforced skeleton |
| Nerve Boost |
3 |
Chrome |
45000 |
Military |
Agility is 1 higher, to a maximum of 5 |
| Wired Reflexes |
2 |
Chrome |
20000 |
Military |
Add 1 Boon Die to Reflexes and initiative checks. Once in an encounter, take a second maneuver in a turn without suffering Strain |
| Grapple Hand |
0 |
Near |
2000 |
Restricted |
A cyberarm option. Fires the hand on a line to Short range and winches the user to it, or it to the user. Carries 150 kilos |
| Tool Hand |
0 |
Near |
1500 |
Common |
A cyberarm option. A full tool kit for one trade, always to hand: add 1 Boon Die to Craft checks in that trade |
| Hidden Holster |
0 |
Near |
1200 |
Restricted |
A cyberarm or cyberleg option. Holds one item of Encumbrance 1 at Concealable 4. Drawing from it is free |
Body
| Implant |
Load |
Tier |
Price |
Avail |
Effect |
| Subdermal Armour |
2 |
Near |
12000 |
Restricted |
Resistance +1. It counts as armour toward the limit of +3, and worn armour of +3 gains nothing from it. Nothing to see |
| Reinforced Skeleton |
2 |
Chrome |
18000 |
Restricted |
Wound Points are 2 higher. Unarmed attacks add 1 damage. Reduce Critical Injury rolls against the user by 10 |
| Second Heart |
1 |
Chrome |
15000 |
Restricted |
Once in a session, when the user would be incapacitated by Wounds, the user stays up until the end of his or her next turn |
| Internal Air Supply |
1 |
Near |
5000 |
Common |
Ten minutes of air. The user is not exposed to Inhaled substances while it runs |
| Toxin Filter |
1 |
Near |
7000 |
Common |
Add 2 Boon Dice to resist checks against poisons, and to Overdose checks. Drugs taken for their Benefit last half as long |
| Adrenal Pump |
1 |
Near |
6000 |
Restricted |
Once in an encounter, as a free action, recover 3 Strain and ignore Disoriented for 3 rounds. Afterwards suffer 2 Strain |
| Biomonitor |
0 |
Near |
1500 |
Common |
Reads the body and reports it. Add 1 Boon Die to Medicine checks on the user, and it calls for help when the user goes down |
| Smuggling Cavity |
0 |
Near |
2500 |
Illicit |
Holds Encumbrance 1 inside the body at Concealable 4. It is shielded against scanners up to Security 3 |
Implant Weapons
| Implant |
Load |
Tier |
Price |
Avail |
Effect |
| Hand Blades |
1 |
Near |
5000 |
Illicit |
Retractable blades from the forearm or the fingers. Unarmed; Damage +2; Crit 3; Pierce 1; Concealable 4. Extending them is free |
| Implant Pistol |
1 |
Chrome |
7000 |
Illicit |
A gun in a cyberarm. Light Ranged; Damage 5; Crit 4; Short; Limited Ammo 4; Concealable 4; Smart 1 with a smartlink |
| Shock Hand |
1 |
Near |
3000 |
Restricted |
Contact plates in the palm. As Shock Knuckles, at Concealable 4 |
| Monowire Spool |
1 |
Chrome |
6000 |
Illicit |
A Monowire in a fingertip. The self-inflicted hit happens only on a Calamity |
Skin and Face
| Implant |
Load |
Tier |
Price |
Avail |
Effect |
| Synthskin |
0 |
Near |
3000 |
Common |
Makes cyberlimbs look and feel like flesh. A visual check does not find them. A scanner does |
| Face Shifter |
1 |
Chrome |
25000 |
Illicit |
Changes the user's face in a minute to any stored pattern. Add 2 Boon Dice to disguise checks, and it defeats facial recognition up to Coverage 3 |
| Print Changer |
0 |
Chrome |
8000 |
Illicit |
Fingertips that show stored fingerprints. It passes a print reader at Security 3 or less |