Cyberware
SmartFire System Mk. 3 (aka "Smartlink 3")
Benefits: -2 TNs when firing a Smartgun L3, provides 2 points of recoil compensation when firing a Smartgun L3 in semi-auto, burst, or full-auto modes. Backwards and cross compatible with Smartgun L1 and L2, but only the -2 TN modifier applies. If using Smartgoggles L3, only half these benefits apply.
The third installment in the SmartFire series is designed for users who specialize in suppressive fire operations. The "goal crosshair" introduced in the level two SmartFire system has been replaced by an "indicator arrow" suggesting the best direction of aim to increase the probability of a hit in semi-auto, burst, and full-auto modes.
Costs and availabilities of SmartFire L3 cyberware, subsystems, modifications, and peripherals are the same as corresponding L2 cyberware, subsystems, modifications, and peripherals.
SmartFire System Mk. 4 (aka :"Smartlink 4")
Benefits: -2 TNs when firing a Smartgun L4, provides 2 points of recoil compensation when firing a Smartgun L4 in semi-auto, burst, or full-auto modes, +2 called shot modifier. Backwards compatible with Smartguns L1, L2 and L3; only the modifier(s) of the Smartgun linked to applies. If using Smartgoggles L4, only half these benefits apply.
The ultimate system for any serious professional firearms user. Probabilistic crosshair mapping and display techniques allow the ease of fire of the original SmartFire system, and both the specific area precision targeting and recoil correction features of the L2 and L3 systems.
Internal Smartgun L4 Mod
Cost: triple weapon cost
External Smartgun L4 Mod
Cost: 1000 nuyen
Avail: 12/1 week
SI: 2.5
Notes: -2 conceal
Smartgoggles L4
Cost: 4000 nuyen
SI: 2
Avail: 9/6 days
Smartlink L4 Cyberware
Cost: 4500 nuyen
Avail: 12/1 week
SI: 2
Essence: .5
Smartlink Processor L4
Cost: 3000 nuyen
Avail: 12/1week
SI: 2
Essence: .2
ThrillKill System
Benefits: Includes benefits of attached SmartFire system. Shooting and hitting a person with a firearm induces a "high" called killjoy from BTL feedback. Killjoy lasts for (10-WIL)*3 minutes, minimum 3, during which it requires a successful Willpower(8) test not to shoot any valid target. While killjoy is in effect, the user gets a special Firearms Pool equal to the number of hits so far divided by five (round down). Dice from this pool can be added to any firearms test while in killjoy, and the pool is reduced to zero once killjoy ends. Note that moderate, serious, and deadly wounds count as two, three, and four "hits" respectively. In addition, every three (apparent) kills give the user a karma point for the sole purpose of learning a new level in the skill of the weapon class being used.
(Concept taken from Blackjack's SR page [Link], my intent is to provide a mechanism.)
ThrillKill is a SmartFire system whose simsense rig has been outfitted with a BTL processor. This processor induces a rush of ecstasy in a character for a successful hit. The more damaging and efficient the hit, the greater the pleasure. Users enter a bloodlust-like state called killjoy that causes them to want to kill again and again and again... and better and better and better. Any SmartFire system can take a ThrillKill adapter. Note that users will have the urge to shoot and kill even when they are not in killjoy, and may suffer the effects of withdrawal if they can't get their "medicine."
It is highly recommended that GMs not allow PCs access to this cyberware. However, stats for the BTL modifier are provided below for reference. Note that technically, the BTL adapter can be programmed to induce any emotion or feeling in the user...
ThrillKill Processor Modification
Cost: 50,000 nuyen
Avail: GM
SI: 5
Essence: .2
Note: requires a Smartlink of some form to operate.
Glass Bone Lacing
Benefits: None. When hit with an attack whose power is greater than the user's body, user must resist 6L physical damage if hit in extremities or 9M physical damage if hit in the torso or head. No armor modifications apply, and only the character's Body dice can be used in this test. If a user takes damage from this, he/she is bleeding internally and takes one point of damage on the condition monitor until the bleeding is halted or the user dies. Weight +5 kg.
A grotesque form of retributive cyberware, this is often inflicted as a punishment by organized crime syndicates on hired fighters who botch up a job badly. Heavy trauma causes fractures in the glass that tear up the insides of a person, and can leave scarring and deformity that lasts for years, assuming the internal bleeding is stopped.
Cost: 8000 nuyen
Avail: 4/7 days
SI: 1
Essence: .6
Steel Bone Lace
Benefits: +2 body, +2 IMP, (STR+4)M stun unarmed, weight +12 kg
Nothing fancy, just good old hardened steel laced to the bones.
Cost: 40,000 nuyen
Avail: 4/14 days
SI: 1
Essence: 2
Diamond Bone Lace
Benefits: +3 body, +3 IMP, +2 BAL, (STR+1)M stun unarmed, weight +6 kg
User's bones are treated with a heavier version of Dikote, leaving a superhard nanodiamond shell around each bone.
Cost: 100,000 nuyen
Avail: 10/3 weeks
SI: 2
Essence: 3.25
Orichalcum Bone Lace
Benefits: +1 Body, +1 IMP, (STR+3)S physical damage against astral forms, user becomes dual natured, weight +5 kg
The theoretical abstract for this procedure appeared in the Journal of Cybernetic and Biological Implant Technology on August 15, 2063, developed by Dr. Hideki Shinkei and Dr. Lance McLind. As far as anyone knows, the JCBIT is still the only place it exists, for reasons of cost if nothing else.
Cost: projected at 50,000,000 nuyen, dependant on prices of orichalcum, not including surgery costs.
Avail: GM
Essence: 2.5
Mythril Bone Lace
Benefits: +1 body, +1 IMP, -2 to the power of all spells or powers directly affecting the user, gives the user two extra dice for all spell resistance tests, weight +2 kg.
Mythril, another "magical metal" like orichalcum, but composed of silver, aluminum, and lithium, is extremely malleable and tensile, and also dilutes the strength of magical effects.
Cost: 120000 nuyen
Avail: 14/1 month
SI: 2.5
Essence: 3
Adamant Bone Lace
Benefits: +4 body, +4 IMP, +3 BAL, (STR+2)S stun unarmed attack, if the power of an attack resisted by the user does not exceed the user's body, no knockdown test is required, +3 TN modifier to all stealth tests, weight +30 kg.
Adamant, the third of the "magic metals," is composed of iron, titanium, carbon, and a small amount of uranium. As befitting such a heavy metal lineage, this metal is unbelievably resilient to damage. Users of adamant bone lacing are virtual walking tanks.
Cost: 300000 nuyen
Avail: 18/2 months
SI: 3
Essence: 4
Dermal Kevlar Weave
Benefits: +1 BAL and +.5 IMP armor per level. Not compatible with dermal plating or mythril threading cyberware or orthoskin bioware, use half the rating of the armor to determine stacking and encumberment.
Weaves a layer of kevlar under the user's skin for a direct armor increase. Comes in six levels.
Cost: (10000*level) nuyen
Avail: (4+level)/(level*2)+4 days
SI: 1.5
Essence: .7 per level
Mythril Threading
Benefits: reduces the power of spells and powers that directly affect the user by one per level. Not compatible with dermal plating or kevlar weave cyberware or orthoskin bioware.
Threads of mythril are sewn through a user's skin to provide protection from magic attacks. Available in four levels.
Cost: (50000*level) nuyen
Avail: (6+level)/(level*3)+3 days
SI: 2
Essence: .4 per level
Bioware
Eagle Eyes
Benefits: L3 optical vision magnification, incompatible with Cat Eyes bioware and any eye replacement cyberware.
Eagle Eyes grants a person the long distance focusing ability of a bird of prey. This modification is obvious, as the inner pupil takes up 90% of the visible eye.
Cost: 20000 nuyen
Avail: 5/1 week
SI: 1
Bio-index: .2
Faceted Eyes
Benefits: +2 REA, +1 TN modifier to all ranged attack tests, incompatible with Cat Eyes bioware and any eye replacement cyberware.
Faceted eyes sacrifice deapth perception for increased peripheral vision. This modification is very obvious, as the user's eyes are not only three times larger than normal, they are covered with redish hexagon lenses, giving the apearence of a fly's eyes.
Cost: 17000 nuyen
Avail: 5/1 week
SI: 1
Bio-index: .2
Chitinous Exoskeleton
Benefits: +1 IMP, +.5 BAL hardened armor per level, compatible with orthoskin bioware, but not with any cybernetic dermal enhancements, stacks as normal.
Grows layers of chitin out of the user's skin. Very easy to notice at higher levels (conceal = 8-level); appearance ranges from slightly conspicuous hard scales to a full lobster-like exoskeleton. Maximum level is half the user's body, round down. If the power of an attack, modified by all armor above the skin, does not exceed the armor bonus from chitinous plating, the attack does no damage. Normal armor and clothing may have to be custom modified, adding ((level-1)*5)% to the cost of all clothing and armor. The exoskeleton molts after a number of weeks equal to the user's body, after which the armor is soft for (10-BOD) days before fully regrowing. Molting takes an entire day, and is very irritating.
Cost: 50000 nuyen per level
Avail: (7+level)/(level*2)+5 days
SI: 1
Bio-index: .75 per level
Silk Spinnerets
Benefits: glands and spindles tubes can produce (BOD*10) grams of spider silk per day. Multiple glands can be installed, and each can be placed anywhere on the body.
Spider silk is five times stronger than steel of the same weight, and while users of this bioware (probably!) cannot swing from building to building with it, they do get many more subtle uses out of it. Silk is produced in 2mm thick strands that have the same barrier rating as monowire, but not the "cutting" ability. Every meter of these strands weighs one gram, and is projected from the gland up to a distance equal to half the user's strength. A special quickness linked skill, "Silk Spinning," can be used to create more complex uses for silk than tripwires. For example: Silk Spinning can be used as a ranged combat skill to shoot silk into an enemy's eyes or onto their weapons; a millimeter thick sheet of spider silk, which is also a square meter in area, weighs ten grams and provides two points of ballistic armor, and can be made in 60 minutes, divided by the successes on a Silk Spinning(4) test; strands of silk make good ersatz grapple lines, and Silk Spinning can be used to attempt to grab onto a protrusion above the user's head which is within the spinneret's range; since the silk is slightly sticky, a "grid" or "web" five square meters in area can be constructed in 120 minutes, dived by the successes on a Silk Spinning(4) test, and requires a successful Strength(8) test to disentangle from; etc. GMs and players are encouraged to come up with creative uses for this bioware.
Cost: 75000 per gland
Avail: 8/10 days
SI: 1
Bio-index: 1 per gland
Extra Limb
Benefits: Gives user an extra limb with a strength and quickness equal to the user's original limbs.
Extra limbs can take many forms, from exact copies of a human arm, to crab-like claws, to octopus-like tentacles. Every extra limb adds one to the power of an unarmed attack, and every three limbs stage the damage level of unarmed attacks up. Limbs can be used to hold weapons, but use of these weapons suffer ambidexterity penalties, even if the user is ambidextrous. A user can have a number of extra limbs equal to half his/her body.
Cost: 25000 per limb
Avail: 4/1 week
SI: 1
Bio-index: 1 per limb
So, would anyone let this stuff into their players' hands (er, bodies)? Or would you keep these for NPCs only? Or not use at all?