Matrix

Cyberdecks

C banks aren't cost-effective to sell standalone; there's too much overhead. However, integral C banks are the standard for pads, integral B banks for pokesecs, etc.

A "standard" cyberdeck is "2.1"; it slots three D banks, one dedicated for the interface. Since a dedicated Gen7 D bank can only run full neural VR, a decker using total neural VR will need a dedicated Gen8 D bank or a GP Gen9 D bank, or to use an adaptor to a bulkier bank. Deckers and geeks often want bulkier 3.1 decks that slot an extra D bank. These are suspicious, but used for legitimate purposes anyway.

The only software needed is an OS, a VR manager, a UMS DB(1 GB), a neural interface client if using a GP interface bank, and something to do.

A dedicated bank has one program built into it, but runs that one program at +1 Cx. Cost is minus a few percent, but plus the cost of the program as software.

A "double" bank is two Compact banks in GURPS terms. ×4 cost, ×2 power consumption, ×2 processing power(less than +1 Cx).

VRGloveBasicFullTotal
Complexity3456

BankABCDEFG
Complexity[Gen-6][Gen-5][Gen-4][Gen-3][Gen-2][Gen-1][Gen]

pokesec60$
2.1 deck106$
3.1 deck146$
2.1 workstation450$
3.1 workstation490$
Gen7 A Bank.4$ (specialty market, .05$ integral)
Gen7 B Bank2$ (specialty market, .5$ integral)
Gen7 C Bank10$ (specialty market, 5$ integral)
Gen6 D Bank2.5$
Gen7 D Bank50$
Gen8 D Bank1 000$
Gen9 D Bank25 000$
Gen7 E Bank500$
Gen7 F Bank5 000$
Gen7 G Bank50 000$
Gen6 DD Bank10$
Gen7 DD Bank200$
Gen8 DD Bank4 000$
Gen9 DD Bank100 000$
small HD(10 TB)10$
medium HD(100 TB)100$
large HD(1 000 TB)1 000$
complete deck266$ + software
complete workstation2 050$ + software

The "deck" listings include a case, a micro radio, jacks(including a sim jack), a turtle interface(display, camera, keyboard, trackpoints, speakers, mike), drives for removable media, and a battery pack(2 rechargeable B cells). Equivalent decks without the radio are available, for security reasons, but with a small market they aren't cheaper. "Complete" decks are 2.1 with three Gen7 D banks(one dedicated to a full VR client), a 10 TB HD, and various software preinstalled.

The "workstation" listings are larger, but not portable. The radio is Tiny, the display is larger(generally a volumetric 3D display 50% wider and 50% taller), the keyboard is larger, the trackpoints are replaced with a mouse bearing its own trackpoint, and the sound system has more larger speakers and includes subwoofers. It also includes a 3D printer/scanner with irid-etch laser color. It all runs on external power. "Complete" workstations are 2.1 with three Gen7 E banks(one dedicated to a total VR client), a 100TB HD, and various software preinstalled.

TL9 Small Computer w/ Portable Terminal, Sim Jack, Micro Radio, 2B(216$)

TL9 Personal Computer w/ Workstation Terminal, Sim Jack, Tiny Radio(1 550$)

Binary Generation

The 386, 486, and Pentium I were spaced 4 years apart. Assuming an actual generation is 4 years(for ×4 power under "slow Moore"), and giving a little more "expensive slack" at the top, it looks like this:

Gen5 D Bank3$
Gen5˝ D Bank5$
Gen6 D Bank8$
Gen6˝ D Bank20$
Gen7 D Bank50$
Gen7˝ D Bank125$
Gen8 D Bank300$
Gen8˝ D Bank775$
Gen9 D Bank2 000$
Gen9˝ D Bank5 000$
Gen10 D Bank13 500$
Gen10˝ D Bank45 000$
Gen11 D Bank150 000$
Gen11˝ D Bank500 000$

Alternately, a simple "FLOPS squared" model, with the same generational names, and three sig figs, looks like this:

Gen7 D Bank50$
Gen7˝ D Bank200$
Gen8 D Bank800$
Gen8˝ D Bank3 200$
Gen9 D Bank12 800$
Gen9˝ D Bank51 200$
Gen10 D Bank205 000$
Gen10˝ D Bank820 000$

Software

http://www.intercom.net/user/logan1/lore4b.htm

http://www.oocities.org/icetoaster/ice.html

A program is made up of one or more facets, each of which is a category of tasks the program can perform. Each facet can be "primary" or "secondary"; primary facets are more efficient and more effective, but constitute a vulnerability for the program.

Degrading a primary facet to 0 will crash the program. Degrading a secondary facet to 0 will render that facet non-operational, but will have no other effect on the rest of the program.

The size and processor footprint(LPF) contributions of a facet are based on the square of its skill. Each facet type has a multiplier for size and LPF, in that order. Both of these multipliers are doubled for a secondary facet.

A program's size is equal to the sum of its facet sizes, plus the size of its core — equal to the square of the highest facet skill, times the highest facet size multiplier. (Including secondary facet doubling, if any.) The core's LPF is calculated similarly, with LPFs and LPF multipliers instead of sizes and size multipliers.

A program's Complexity is determined from its LPF, as follows:

LPF up toComplexity
3K
31K+1
316K+2
3 162K+3
31 622K+4
316 227K+5
3 162 277K+6
31 622 776K+7
316 227 766K+8
3 162 277 660K+9
31 622 776 601K+10
316 227 766 016K+11
3 162 277 660 168K+12
31 622 776 601 683K+13

Facets

Acid
An attack specialized against Hardcase; not resisted, any success reduces the target's Hardcase facet. Vulnerable to degrading.
Avatar
Provides a mobile software construct that handles other facets and programs remotely. Ice without Avatar can have an icon, but it's just a manifestation of node software, not a mobile avatar. Vulnerable to degrading.
Binder
An attack specialized against Evasion; not resisted, any success reduces the target's Evasion facet. Vulnerable to degrading.
Black Hammer
Attacks a jacked-in decker using destructive simsense feedback. Used against an icon; if the icon is backed by a hot sim connection, roll its skill against the decker's Will. On a success, the target takes [Margin × 10]% of their racial average HP in injury(no armor applies), with a Will-resisted Side Effect of mental stun(notably preventing them from jacking out) and secondary Seizure status. If the icon is backed by a cold sim connection, effects are milder, as Blackhead. Vulnerable to degrading; Fuse and Filter programs may intervene.
Blackhead
A milder version of Black Hammer; damage is 1 FP per 2 margin of success, and can't inflict Seizure status. Has no effect on an unconscious target. Vulnerable to degrading; Fuse and Filter programs may intervene.
Bloodhound
Combined with Trace, resists Misdirection.
Bluff
` SR WTF mate?
Corrode
` Corrode slowly chips away at the integrity of a program, giving the decker plenty of time to safely distance himself from the crumbling system. When a Corrode program "hits", it lodges in the target;
Degrader
The standard attack in avatar-vs-avatar combat. Reduces the target program; without a Scan, can only target an icon's Avatar program or the current node's OS program. Vulnerable to degrading; Evasion and Hardcase programs may intervene.
Datalock
` Ice
Desic
A specialized and nasty "grey" attack; it's resisted by the target's Avatar or (if in the target node) OS, and by the target hardware's HT(usually 12). The net margin of success, if any, subtracts from the target hardware's HT, permanently. Repairing this means replacing the damaged chips. Vulnerable to degrading; Evasion and Hardcase programs may intervene on the software resistance.
Devenom
` SR Decrypt
Disinformation
` G:CP
Downer
A simple anti-node attack; if it wins a Quick Contest with the current node's OS, it begins a shutdown, and the node will drop off the network in 1d seconds. Evasion and Hardcase don't apply. Note that any login with the rights can begin a shutdown normally. Vulnerable to degrading.
Evasion
Protects a program from direct attacks by trapping suspicious interactions. Whenever one of its facets is attacked, first roll Evasion; if its margin of success, if any, is at least the attacking margin of success, the Evasion has prevented the attack. Vulnerable to degrading, Binder, and Bluff.
Fuse
` G:CP
Filter
` Possibly a simsense filter, an alternative to Fuse?
Hardcase
Protects a program from direct attacks with redundancy and error correction. Whenever one of its facets is attacked, first roll Hardcase; on a success, add 1/3(round near) of the Hardcase's margin of success to the resisting facet's skill level. Vulnerable to degrading, Acid, and Bluff.
Hostile Install
Burrows its way into the current node, then installs a payload program, then deletes all evidence of itself. Once the burrowing has begun, it functions much like a facet of the node, and its user can move on. Success is useful for sowing confusion among defense deckers by installing ice that doesn't recognize their keys, but it's usually more trouble than it's worth. Each turn, Hostile Install rolls a Quick Contest with the node's OS; if it wins, it accumulates the margin, and when it's accumulated as much as the OS's skill, the payload is installed and looks like it belongs. However, if the OS wins, the Hostile Install is revealed to the node as an attack, and the node will normally call ice over to use Degrader on the Hostile Install(or the node can use its own Degrader facet, if any). Vulnerable to degrading.
Keyring
Manages keys for the avatar, in particular active-interchange keys. Keyrings are often very primitive, except those used by defense deckers since they carry keys of tactical use. Vulnerable to degrading.
Klaxon
Directly installed in most nodes. Provides simple-but-bulletproof alarm facilities; it's normally too simple, and needs "real" ice to control it. On the upside, as a result it's not vulnerable on its own.
Misdirection
Normally an intruder facet; if successful, defeats a Trace in progress. Vulnerable to degrading; resisted by Bloodhound.
OS
Every node needs an OS of some sort in order to be a node on a network. Vulnerable to degrading and Downer, but note that crashing it will also take the node off the network.
Passlock
Validates avatars. This is normally a simple check against a Keyring running on the avatar, but can also include password challenges. The ice may be "passive", waiting for avatars to initiate contact(for example, if guarding a port), or "active", using Passlock on any avatar in the node not already session-keyed. Vulnerable to degrading, Spider, and Sleaze.
Portblock
Installed on a port, Portblock blocks access, providing a fast-acting but less-secure equivalent of shutting down the port. Often, activating ice with Portblock will be a prelude to actually shutting down the port; otherwise, it's usually combined with passive Passlock to provide a "locked door". Vulnerable to degrading.
PPDM
Short for "passive perceptual data mining", this is routinely run by pretty much all ice and Matrix workers, and provides basic perceptual ability. Vulnerable to degrading, Bluff, Disinformation, and Sleaze.
Promote
` G:CP
Scan
Performs active scans, feeding a PPDM extra information. Allows Scan actions, using the lower of Scan and PPDM skill levels. Vulnerable to degrading, Bluff, Disinformation, and Sleaze.
Sleaze
` SR
Spider
A mixed profiling and crypto attack, primarily against a Passlock, but also useful against a Datalock. When a Keyring is checked, and it has no actual key, roll a Quick Contest with the Spider; if the Spider wins, the checking program thinks a valid response was received. Ultimately descended from primitive dictionary-attack tools. Vulnerable to degrading.
Trace
` Ice
Venom
` Ice

Common Programs

Black Keys

Desc: A Keyring program modified for intruder use.

Facets: Keyring, Spider

Cybernaut I

Desc: A basic avatar program.

Facets: Avatar, PPDM, `

Cybernaut II

Desc: An avatar program an intruding decker might use. They'd also want a Black Keys and some kind of icebreaker, at least.

Facets: Avatar, Evasion, Hardcase, PPDM, Scan, `

Common OSes

Vector Xim
Redcap Nix
Renraku Ichiban
Mangadyne Deva
Iris Orb
Novatech Navi
Centra Mango

Standard Ice Types

All ice can have Evasion and/or Hardcase added for protection; any ice with PPDM can have Scan, especially for Sleaze resistance.

Sentinel
Desc
Uses Passlock to validate avatars that approach its port, or actively validates avatars in the node. It session-keys valid avatars and trips the node's Klaxon if it detects an invalid avatar. It can session-key an invalid avatar, but that's useful only against the most cursory intrusions.
Placement
Normally installed on a port or in the node volume.
UMS Icon
A gentle-giant bouncer, androgynous and blue-skinned, in a grey suit.
Facets
Passlock, PPDM
Vulnerable To
degrading, Spider, Bluff, Disinformation, Sleaze
Barrier
Desc
Blocks its port. Normally left inactive, and activated to block the port fast, before the port is actually shut down(which takes the normal shutdown time).
Placement
Normally installed on a port.
UMS Icon
A wall of jagged lightning bolts, fading in and out.
Facets
Portblock
Vulnerable To
degrading
Lockdown
Desc
Acts as a locked door, allowing through avatars with the right key on their Keyring(passive Passlock), and blocking its port for anyone else.
Placement
Normally installed on a port.
UMS Icon
A wall of keyhole shapes, fading in and out.
Facets
Portblock, Passlock
Vulnerable To
degrading, Spider, Sleaze
Soldier
Desc
The standard "attack ice", usually inactive until activated by a Klaxon.
Placement
Mobile; may guard a node, or respond to signs of intrusion.
UMS Icon
An androgynous and blue-skinned human in urban camo fatigues, with an assault rifle.
Facets
Avatar, Keyring, Passlock, PPDM, Degrader
Vulnerable To
degrading, Spider, Bluff, Disinformation, Sleaze
Scorcher
Desc
A Soldier variant that deals hardware damage; it uses Desic after(or instead of) Degrader.
Placement
Mobile; may guard a node, or respond to signs of intrusion.
UMS Icon
An androgynous and blue-skinned human in urban camo fatigues, with a flamethrower.
Facets
Avatar, Keyring, Passlock, PPDM, Degrader(optional), Desic
Vulnerable To
degrading, Spider, Bluff, Disinformation, Sleaze
Trace
Desc
Traces an avatar to its home node. Often, once Trace ice is launched it's handed off to a more powerful node; this changes the Trace's home node. Misdirection can be used against the Trace's (current) home node to throw it off, resisted by its Bloodhound facet. Otherwise, once the Trace's avatar reaches the target's home node, it reports its location. It may then go inactive, or may have Downer or Desic facets to follow up with.
Placement
Mobile; normally sicced on an avatar.
UMS Icon
A grey wolf. (Custom icons generally continue the tradition of not using a separate icon for Trace ice with Downer or Desic, but some have Trace & Report / Trace & Dump / Trace & Burn trios.)
Facets
Avatar, Keyring, Passlock, PPDM, Trace, Bloodhound
Vulnerable To
degrading, Misdirection, Bluff, Disinformation, Sleaze
Viper
Desc
"Protects" data by destroying it on a failed attempt to hack it. In response to a successful Passlock validation it allows access to its data; in response to a failed validation, or a failed Sleaze or Devenom, it will crash, taking the data with it. Any partial success on degrading it will also render its data useless.
Placement
Attached to a file or database.
UMS Icon
A beige-scaled viper, coiled around the file(s) it's attached to.
Facets
Passlock, Venom
Vulnerable To
degrading, Spider, Sleaze, Devenom
Black Ice
Desc
A Soldier variant that deals wetware damage, threatening the jacked-in users behind intruding avatars.
Placement
Mobile, normally responds to signs of intrusion.
UMS Icon
None. Having a standard icon is construed as too much endorsement. Where black ice is simply illegal, it usually uses the Soldier icon(if not something custom). Where black ice is legal, "concealed" black ice is usually illegal, so it has a custom icon, usually something disturbing.
Facets
Avatar, Keyring, Passlock, PPDM, Degrader(optional), Desic, Black Hammer
Vulnerable To
degrading, Spider, Bluff, Disinformation, Sleaze

G:CP

Software Facets

Alarm
Normally an ice facet;
Bailout
Normally an ice facet;
Bloodhound
Normally an ice facet; defends against a Misdirection, with a Quick Contest.
Bluff
Normally an ice facet;
Camouflage
Normally an ice facet;
Codewall
Normally an ice facet;
Confuse
`
Corrode
`
Crash
`
Crumble
`
Datalock
Functions like a Password facet, either active or passive, but instead of a simple password it takes a Datakey facet to unlock it. Like a Password facet, it can be integral to a database, such that `
Datakey
`
Disguise
`
Disinformation
Normally an ice facet;
Erase
`
Flatline
`
Fuse
`
Loop
Normally an intruder facet;
Mask
Normally a node facet;
Misdirection
Normally an intruder facet; if successful, automatically defeats a Trace.
Monitor
`
PPDM
Short for "passive perceptual data mining", this is routinely run by pretty much all ice and Matrix workers, and helps determine basic perceptual ability.
Promote
`
Recon
`
Sever
`
Silence
`
Shield
`
Snare
`
Stealth
`
Success
`
Skeleton Key
`
Trace
Normally an ice facet; traces the target, one hop at a time.
Transfer
`
Webster
Normally an intruder facet;

UMS Node Types

All UMS node icons have a simple marble texture, with the main color specified as an RGB triple. In accordance with PPDM principles, the size of a node is proportional to its processing power.

General Processing Unit(GPU)
Desc
Sort of a fallback, this is just a "hi I'm a computer" icon.
UMS Icon
An octagonal prism.
Job Processing Unit(JPU)
Desc
A large, powerful computer — generally a rack of blades — that provides job-based cluster computing power to the rest of the system. Because this node is so powerful, it's common to also use it as a security core; it runs some ice at all times, all other nodes in the system are slaved to it, and a Klaxon results in all jobs being suspended so it can run lots of ice. It's also generally protected in turn by a layer of SPUs with various ice.
UMS Icon
An octagonal prism, with an extra "shell" past its octagon faces. (Note that its considerable processing power means it'll be noticeably large as well.)
Slave Processing Unit(SPU)
Desc
A computer slaved to some other node, usually a JPU. These provide network load-balancing and lesser amounts of cluster computing power, and are also somewhat more secure since they can't originate commands like canceling an alarm. It's common in a large system for each department to have one large SPU just to connect to all its TANs, for load-balancing reasons.
UMS Icon
A hexagonal prism.
Terminal Access Node(TAN)
Desc
A cyberdeck or other terminal.
UMS Icon
A five-sided(square-bottomed) pyramid.
System Access Node(SAN)
Desc
A computer that primarily serves as a firewall, with most of its processing set aside for ice. Typically, wherever a system connects to the Matrix proper, the connection will go through one or more SANs.
UMS Icon
A rectangular box, three times as long as it is high and wide.
Datastore Unit(DSU)
Desc
A file server.
UMS Icon
A cube.
Physical Control Node(PCN)
Desc
Controls some physical process or set of peripherals; an assembly line, a kitchen, and an elevator system might each have a PCN.
UMS Icon
A sphere.

Slang

Non-TLA Slang

"black ice"
Ice that uses Black Hammer facets to attack with.
"frank"
A 4.1 or greater deck, with the case cobbled together.
"home node"
The node(generally a TAN) that is the computer running an Avatar program. It always exists so long as the deck is running, but is usually ignored unless a Trace finds it.
"homeroom"
A VR simulation room hosted on the home node, for use as a holodeck/staging area.
"ice"
`
"icebreaker"
Any program useful against ice. Not just attack programs, it includes Misdirection, Spider, and similar functionality. Especially a program that combines several such facets.
"icepick"
An attack program optimized for use against ice.
"pie"
Depending on the geekiness of the speaker, either any 3.1 cyberdeck, or specifically a 3.1 cyberdeck with external C and smaller banks cobbled on for more precision.
"white keys"
A high-skill Keyring program, for use by defense deckers.

TLA Slang

UMS
Universal Matrix Specification, a standard for VR translation of Matrix objects and activities. The actual UMS visuals are no longer used; nowdays, "UMS" really means "UMS-compatible", and usually refers to a host sending simple information for a client to interpret in a UMS-compatible fashion, or the VR environment DB used to do so.

Cyberware

For <Exposed> cyberware, three grades of realism are available:

Pseudoflesh
The default; pseudoflesh cyberware looks and even feels like natural body parts. Invasive or high-tech medical examination is not fooled. Noninvasive poking and prodding can tell the difference with a Touch roll at -10 or a Scent roll at -14. Any cyberware DR does not protect the pseudoflesh, so a hail of light bullets may turn a visual inspection invasive, even if no damage penetrates DR.
Mannequin
Halve cost. Common in impoverished areas. Can be detected by examination with an unmodified Vision roll, a Touch roll at +8, or a Scent roll at +4. May be noticed with close interaction and a Touch roll at -2 or a Scent roll at -6. The plastic sheath is similarly not protected by DR.
Chalymorphic
Divide cost by 5. Sometimes preferred by armorpunks as the "chrome is king" chic, mainly occurs as emergency replacements for those who can't really afford the cyber. Usually any DR is exactly what you're seeing, although a polished finish may be spoiled by damage that doesn't penetrate DR.

In all cases, the surgical procedures are unaffected, low realism just reduces the parts cost.

Neuroware

Brainjack

A high-bandwidth optical socket, usually at the temple or back of the neck. The basic version is 700$, the standard version is 6 300$, the full version is 11 900$. Double cost for unusual placement - the listed cost includes a reduction for commonality.

Perk: Accessory: Jack(1)

Perk: Accessory: Jack(1), Cybercontrol Talent: +2(8)

Perk: Accessory: Jack(1), Cybercontrol Talent: +4(16)

Availability
TL9
Major procedure, LC3.
TL10
Minor procedure, LC3.
Cyborg Brainpod

Probably the last cyber you will ever want, this transfers the subject's brain to a pod with interface and life support systems, plus a Tiny computer. The pod can then be installed in a standard socket in a robot body.

Availability
TL9
Radical procedure, 40 000$, LC?.
TL10
Major procedure, 40 000$, LC?.
Implant Computer

A Tiny computer, serving as a sort of coprocessor to the brain. Handy on its own, but integrates well with a brainjack or internal hardline network. On its own, normally installed next to the brain with a hardline sensie-grade interface.

Perk: Accessory: Tiny Computer(1), Photographic Memory(Local Disad: Electrical(-20%), Recorded Data Only(-20%), 6)

Availability
TL9
Major procedure, 4 100$, LC3.
TL10
Minor procedure, 4 100$, LC3.
Internal Hardline Network

A shielded communication network run throughout the body. Kind of inconvenient on its own, but eliminates the inconvenience and insecurity that results from wireless communications among cyberware. Note that this is in addition to regular sensory and control nerves(or equivalent).

Low-bandwidth includes simple conscious access, like texting but faster(a dozen kbaud).

High-bandwidth supports sensie-grade streams, allowing computing to be distributed over the body, and supporting brainjacks in odd places. A Cx3 program can respond to conscious or subconscious desires. ×10 cost.

Availability
TL9
Radical procedure, 1 000$, LC3.
TL11
Major procedure, 500$, LC3.
Wired Reflexes

Large sections of the subject's nerves are replaced with a low-latency electrical network. The basic version is 96 000$, the full version is 196 000$.

Altered Time Rate: 1(Local Disad: Electrical(-20%), 80), +1 Basic Speed(Local Disad: Electrical(-20%), 16)

Altered Time Rate: 2(Local Disad: Electrical(-20%), 160), Enhanced Time Sense(Local Disad: Electrical(-20%), 36)

Availability
TL9
Radical procedure, LC3.
TL10
Major procedure, LC3.

Cyberlimbs & Limb Accessories

Cyberarm(TL9) <Exposed>

This technically also includes replacing the shoulder, and augmenting/replacing some of the ribcage. As for cybereyes, it's less surgery to install mods in an arm before implanting the arm.

One Arm: DR: 17(Partial: One Arm(-40%), 51), One Arm(Mitigator(-70%), -6)

Both Arms: DR: 17(Partial: Arms(-20%), 68), No Manipulators(Mitigator(-70%), -15)

Availability
Per Arm
Major procedure, 45 000$, LC4.
Cyberleg(TL9) <Exposed>

This technically also includes replacing the hip, and augmenting replacing some of the pelvis, although the poor adaptation of the human hip makes it relatively easier. As for cybereyes, it's less surgery to install mods in a leg before implanting the leg.

One Leg: DR: 17(Partial: One Leg(-40%), 51), Lame: Missing Legs(Mitigator(-70%), -6)

Both Legs: DR: 17(Partial: Legs(-20%), 68), Lame: Legless(Mitigator(-70%), -9), +1 Basic Move(Local Disad: Electrical(-20%), 4), Super Jump: 1(Local Disad: Electrical(-20%), 8)

Availability
Per Leg
Major procedure, 45 000$, LC4.
Extra-Strength Cyberlimb(TL9) <Exposed>

This strength enhancement comes in levels, up to the bearer's natural ST. While not technically exposed, increasing a cyberlimb's strength beyond the bearer's is difficult to make subtle, and has the same realism grades and noticeability.

One Arm: Arm ST: +[Level](One Arm, Local Disad: Electrical(-20%), [Level×2.4])

Both Arms: Arm ST: +[Level](Both Arms, Local Disad: Electrical(-20%), [Level×4])

Both Legs: +[Level] Lifting ST(No Fine Manipulators(-40%), Local Disad: Electrical(-20%), [Level×1.44])

Arms & Legs: +[Level] ST(Local Disad: Electrical(-20%), [Level×8])

Availability
Per Cyberlimb
Minor procedure, [Level×2 000]$, LC3.
Extra-Dexterity Cyberlimb(TL9) <Exposed>

This dexterity enhancement comes in levels, up to ˝ the bearer's natural DX. While not technically exposed, increasing a cyberlimb's dexterity beyond the bearer's is difficult to make subtle, and has the same realism grades and noticeability.

One Arm: Arm DX: +[Level](One Arm, Local Disad: Electrical(-20%), [Level×9.6])

Both Arms: Arm DX: +[Level](Both Arms, Local Disad: Electrical(-20%), [Level×12.8])

Both Legs: +[Level] DX(No Fine Manipulators(-40%), Local Disad: Electrical(-20%), [Level×9.6])

Arms & Legs: +[Level] DX(Local Disad: Electrical(-20%), [Level×16])

Availability
Per Cyberlimb
Minor procedure, [Level×4 000]$, LC3.
Hand Razors(TL9)

Ceramet claws that retract into hiding underneath the bearer's fingernails and toenails.

Sharp Claws(Switchable(+10%), 6)

Availability
Per Natural Limb
Minor procedure, 6 000$, LC3.
Per Cyberlimb
Simple procedure, 3 000$, LC3.
Spur(TL9)

A long ceramet blade on each arm, retractable along the ulna; or on each leg, retractable along the fibula; or a set of three medium blades on each hand, retractable between the metacarpals; or three on each foot, retractable between the metatarsals.

Long Talons(Switchable(+10%), 13)

Availability
Per Natural Limb
Minor procedure, 13 000$, LC3.
Per Cyberlimb
Simple procedure, 6 500$, LC3.
  • Cyberarm Gyromount — 260 000$

Cyberears & Ear Accessories

Cyberear(TL9) <Exposed>

Cyberears are installed for the same reasons as cybereyes, albeit much less often.

One Ear: Hard Of Hearing(Mitigator(-70%), -3)

Both Ears: Protected Hearing(5), Deafness(Mitigator(-70%), -6)

Availability
Per Ear
Minor procedure, 500$, LC4.
Audio Profiling(TL9)

Both Ears: Discriminatory Hearing(Local Disad: Electrical(-20%), 12)

Availability
Per Natural Ear
Major procedure, 12 000$, LC4.
Per Cyberear
Simple procedure, 6 000$, LC4.
High Frequency(TL9)

Both Ears: Ultrahearing(Local Disad: Electrical(-20%), 4)

Availability
Per Natural Ear
Major procedure, 4 000$, LC4.
Per Cyberear
Simple procedure, 2 000$, LC4.
Low Frequency(TL9)

Both Ears: Subsonic Hearing(Local Disad: Electrical(-20%), 4)

Availability
Per Natural Ear
Major procedure, 4 000$, LC4.
Per Cyberear
Simple procedure, 2 000$, LC4.

Cybereyes & Eye Accessories

Cybereye(TL9) <Exposed>

By itself, a cybereye offers little more than durability and casemodding; however, adding visual mods to natural eyes rapidly becomes a losing proposition.

Normally, any visual mods are installed in the cybereye, then the cybereye is implanted in a single minor procedure. The procedures the visual mods list for cybereyes are for modding eyes already implanted.

One Eye: Nictitating Membrane: 2(One Eye(-50%), 1), One Eye(Mitigator(-70%), -4)

Both Eyes: Nictitating Membrane: 2(2), Blindness(Mitigator(-70%), -15)

Availability
Per Eye
Minor procedure, 1 000$, LC4.
Flare Compensation(TL9)

Both Eyes: Protected Vision(5)

Availability
Per Natural Eye
Major eye procedure, 2 800$, LC4.
Per Cybereye
Simple procedure, 1 400$, LC4.
Lowlight Vision(TL9)

One Eye: Night Vision: 5(Local Disad: Electrical(-20%), Temporary Disad: No Depth Perception(-35%), 3)

Both Eyes: Night Vision: 5(Local Disad: Electrical(-20%), 4)

Availability
Per Natural Eye
Major eye procedure, 2 800$, LC4.
Per Cybereye
Simple procedure, 1 400$, LC4.
Optical Magnification(TL9)

One Eye: Telescopic Vision: 1(Local Disad: Electrical(-20%), Temporary Disad: No Depth Perception(-35%), 3)

Both Eyes: Telescopic Vision: 1(Local Disad: Electrical(-20%), 4)

Availability
Per Natural Eye
Major eye procedure, 2 800$, LC4.
Per Cybereye
Simple procedure, 1 400$, LC4.
Thermal Imaging(TL10)

One Eye: Infravision(Local Disad: Electrical(-20%), Temporary Disad: No Depth Perception(-35%), 5)

Both Eyes: Infravision(Local Disad: Electrical(-20%), 8)

Availability
Per Natural Eye
Major eye procedure, 5 600$, LC4.
Per Cybereye
Simple procedure, 2 800$, LC4.
Hyperspectral Vision(TL11)

An advancement upon thermal imaging, integrating IR, UV, and visible cameras for a more complete view.

One Eye: Hyperspectral Vision(Local Disad: Electrical(-20%), Temporary Disad: No Depth Perception(-35%), 9)

Both Eyes: Hyperspectral Vision(Local Disad: Electrical(-20%), 20)

Availability
Per Natural Eye
Major eye procedure, 14 000$, LC4.
Per Cybereye
Simple procedure, 7 000$, LC4.
  • Eye Lights — Perk: Accessory: Flashlight(1), 1200$
  • BrightLight One-Shot — Trigger(-%), 1200$, +500$
  • BrightLight Flashpak — 2200$

Systemic Cyberware

Bone Lacing

Micromachines thread the skeleton with a lattice of stronger material, providing great durability. This was originally developed to circumvent zero-G degeneration - the subject may lose their natural bone durability, notably the 2 skull DR, but the lacing more than takes up the slack. It also sees use on the street for high-strength cyberlimbs - for determining how much augmented strength they can support, the subject's natural strength is increased by the larger DR amount.

Metallic(TL9+) grants +10 DR(Partial: Skull & Vitals(-30%), 35), and +5 DR(Limited: Crushing(-40%), Tough Skin(-40%), 9). Shows up on metal detectors.

Plastic(TL9+) grants only +6/+3 DR, but doesn't show up on metal detectors. It still shows up on X-rays, diagnostic beds, and other advanced sensors.

Carbon fiber(TL10+) grants +20/+10 DR, and doesn't show up on metal detectors.

Hyperdense metallic(TL11+) grants +40/+20 DR, but shows up on metal detectors and is +50 000$ cost.

Availability
TL9
Radical procedure, 100 000$, LC3.
TL10
Radical procedure, 50 000$, LC3.
TL11
Major procedure, 50 000$, LC3.
Subdermal Armor <Exposed>

Flexible armor implanted under the skin. While not literally exposed, subdermal armor affects the appearance of the skin, and has the same realism grades and noticeability.

TLArmorDRPtsCost
vs piercing/cuttingvs other
9Carbon Fiber124322 000$
10Nanoweave186475 000$
11Monocrys2486310 000$
12Energy Cloth206020 000$

DR: 4(Tough Skin(-40%), 12)

DR: 8(Tough Skin(-40%), Limited: Piercing & Cutting(-20%), 19.2)

Etc.

Availability
TL9
Radical procedure, LC2.
TL10
Major procedure, LC2.

Sexmorph System

A suite of memory metal or bioplastic implants, sphincter valves, and synthetic hormone glands that allows the bearer to switch physical sex in 10 seconds. While there are "presets" for triggering the switch to full male or full female with but a thought, conscious focus on the process allows control over the individual features(voice, face, chest, genitalia, etc) for various transsexual and neuter forms. It normally includes fertility in both sexes, though a pregnant womb is too bulky to be switched away(and may count like an Unnatural Feature in an otherwise-male form).

Hermaphromorph(Local Disad: Electrical(-20%), Mix And Match(+40%), 6)

Availability
TL10
Major procedure, 10 000$, LC3.
TL12
Minor procedure, 10 000$, LC3.
  • Dermal Sheathing — as subdermal armor, but adds Sealed, at great expense
  • Oxygen Cracker — Doesn't Breathe, takes powercells

Network Names

ArgentinaEntel
AustraliaAustPac, Midas
AustriaRadAus
BahamasBaTelco
BahrainBahNet
BarbadosIDAS
BelgiumDCS, EuroNet
BermudaC&W
BrazilInterData
CanadaDatapac, GlobDat, Infoswitch
Cayman IslandsC&W Cayman
ChinaPKTelcom
ColombiaDapaq
Costa RicaRacsaPac
DenmarkDatex, DataPak
Dominican RepublicUDTS
EgyptArento
FinlandDatex, Datapak, Digipak
FranceTransPac, TI, EuroNet
French AntillesTransPac
French GuadeloupeDomPac
French MartiniqueDomPac
French ReunionDomPac
GabonGabonPac
GermanyEuroNet, Datex-P
GreeceHelPak
HondurasHonduTel
Hong KongIDAS/ITS, IntelPak, DAS, DataPak
HungaryCTO
IcelandICEP
IndonesiaSKDP
IraqIDAS
IrelandIPSS, EuroNet, EirPac
IsraelIsraNet
ItalyDardo, EuroNet
Ivory CoastSystranPak
JamaicaJamanTel
JapanDDX-P, NIS/Tymnet, Venus-P
South KoreaDacomNet, Dacom
LuxembourgEuroNet, LuxPac
MexicoTelePac
NetherlandsDataNet, EuroNet, Dabas
New ZealandIPSS
NorwayDatex, DataPak
PanamaIntel
PeruEtel
PhilippinesETPI, UDTS, PGC
PortugalSABD
QuatarIDAS
Saudi ArabiaIDAS
SingaporeTelePac
South AfricaSAPONet
SpainIberPac
SwedenTelePac, DataPak
SwitzerlandTelePac, DataLink
TaiwanPacNet, UDAS
ThailandIDAR, CAT
Trinidad/TobagoTexTel
United Arab EmiratesTedas
United KingdomIPSS, PSS, EuroNet, Mercury
United StatesWUT, UDTS 2, Datel I & II, Telenet, Tynmet, ARPAnet, Infomaster, GraphNet, TRT, FTCC, UniNet, Autonet, CompuServe, GENIE, AlaskaNet, JANET, Internet
GuamRCA
Puerto RicoUDTS, RCA/PR, PRTCC
Virgin IslandsUDTS