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Message no. 1
From: tzeentch666@*********.net (Tzeentch)
Subject: [SR4] Cyberpunk Cyber
Date: Fri, 7 Oct 2005 16:11:35 -0700 (GMT-07:00)
To get a bit more familiar with the new rules I started working on some "inspired
by" conversions from CP2020. I left out a lot of the stuff that already is in
Shadowrun, or simply doesn't make sense there (like the neuralware processor). I eyeballed
most of the other stats :)

Pardon the formatting, the main file is a Word doc:

SHADOWPUNK GEAR

Cyberware
The 21st century cyborg is a streamlined, stylish, and cutting-edge mix of nutech
and fashion. Neural implants enhance corporate executives golf games, and bioengineered
miniweapons augment a new breed of human predator.

Fashionware
These are high-tech gizmos that serve little purpose other then vanity.
Biomonitor: A biomonitor implant gives a constant readout of pulse, respiration,
brainwaves, blood sugar, temperature, and cholesterol levels. This is linked to a
subdermal display (often on the forearm) that displays health conditions. The biomonitor
proves a +1 dice pool bonus to diagnose health with First Aid or Medicine (see pp.
SR242-244). Note: Biomonitors in base SR4 have NO game effect.
Skinwatch: This is a small display implanted under the skin, projecting glowing
numerals through the skin. Some have alarms that beep quietly or irritate the skin to
alert the user.
Light Tattoos: These solar-powered patches can display a bewildering variety of
colors and patterns.
Shift-Tacs: These replacement corneas can mimic cyberoptics or be designed to
display logos and change colors based on emotional state.
ChemSkin: These are dyes and nanoparticles that are impregnated or rubbed into the
skin. Some simply change skin color to a desired shade (a high-tech tanning cream). Others
are temperature sensitive or react to hormonal changes.
Synthskin: This implants sheets of material that act like a trideo screen. Most can
be set to display video through their wireless link or display random patterns.
Techhair: These are bundles of artificial hair (see Cosmetic Modification, p. SR333)
that can change color and rearrange themselves. Techhair can be implanted all over the
body, from the obvious (mohawks, beards) to the not-so-obvious (but still interesting).

Neuralware
These cybernetic devices supplant or augment the existing neural system.
Kerenzikov Bosterware: This type of reflect booster cannot be turned off, and the
user must readjust his or her actions to a world that moves in slow motion. Kerenzikov
boost confers a bonus of +1 Initiative Pass per point of rating. Kerenzikov boosterware
cannot be combined with any other form of Initiative enhancement.
Sandevistan Boosterware: This less-intrusive alternative to wired reflexes (p.
SR335) kicks in only when desired. The system requires a subvocalized command word to be
activated (a Free Action) and will take effect at the beginning of the next turn. The user
will remain boosted for five full turns before the boost cuts out. After a two turn
“cooldown” the boost can be activated again. While
active, Sandevistan boosterware confers a bonus of +3 to Reaction and +3 Initiative
passes. Sandevistan boosterware cannot be combined with any other form of Initiative
enhancement.
Tactile Boost: This device enhances the user’s sense of touch,
similar to an olfactory or taste booster (p. SR331). Apply the tactile
booster’s rating as a dice pool bonus to any Perception test involving
touch. It also functions as a touch link (p. SR335).

Implants
These are useful toys that make living (or killing) easier.
Nasal Filter: This modification provides a +2 dice pool bonus on toxic resistance
tests against gas substances (see Toxic Substances, p. SR345).
Gill Filter: This suite of implants (typically in the chest as it requires a lot of
surface area) allows oxygen to be extracted from relatively clean water passing over it
(don’t wear a shirt). Must be cleaned and recharged after 4 hours.
Independent Air Supply: This small implant allows the user to hold his or he breath
for 10 minutes (25 minutes if not active). The air supply recharges after one hour of
normal breathing.
Sexual Implant: All night, every night, and they’ll never know. May
add a +1 dice pool bonus to Con tests.
Nanosurgeons: These use micromachines to repair damaged tissue. Nanosurgeons add a
+3 dice pool bonus on tests to heal damage (see Healing, p. SR242).

Cyberweapons
Hiding weapons of murder has never been easier, chummer.
Cybersnake: Think of a roto-rooter attached to the end of a tentacle, hidden in any
orifice of the body. The snake has a Reach of 1 and a damage value of 3P. It is controlled
with the Exotic Melee skill (personally or through an Agent).


CYBERWARE ESSENCE CAPACITY AVAILABILITY COST
Biomonitor 0.1 - - 650Â¥
Skinwatch - - 50Â¥
Light Tattoos - - - Varies (1-20Â¥)
Shift-Tacs - - - Varies (1-200Â¥)
ChemSkin - - - 200Â¥
Synthskin - - - 400Â¥
Techhair - - - Varies (1-200Â¥)
Kerenzikov Bosterware
Rating 1 0.5 - 6R 2,000Â¥
Rating 2 1 - 8R 4,000Â¥
Sandevistan Boosterware 2 - 15R 16,000Â¥
Tactile Boost (Rating 1-3) 0.2 - 4 Rating x 1,000Â¥
Nasal Filter 0.1 - 4 500Â¥
Gill Filter 0.5 [2] 8 4,000Â¥
Independent Air Supply 0.1 [1] 4 300Â¥
Sexual Implant 0.1 - - 300Â¥
Cybersnake 0.5 [2] 20R 12,000Â¥

Further Reading

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These messages were posted a long time ago on a mailing list far, far away. The copyright to their contents probably lies with the original authors of the individual messages, but since they were published in an electronic forum that anyone could subscribe to, and the logs were available to subscribers and most likely non-subscribers as well, it's felt that re-publishing them here is a kind of public service.