# Cyberware

*The Chrome Market, Near-Future Weapons, Cyberware, and Street Tech for Exodus NDS. Source: https://exodusnds.com/sourcebooks/chrome-market/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.

<img class="framed" src="https://exodusnds.com/assets/sourcebook/chrome_market/chrome-market-cyberware.jpg">

## 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 |

<img class="framed" src="https://exodusnds.com/assets/sourcebook/chrome_market/chrome-market-clinic.jpg" alt="A street clinic" loading="lazy">
