Home > Gear List > Bodyware
Bodyware
Bodyware covers the goods to make
you stronger, faster, better protected,
and altogether more robotic, if that’s
your thing. Bodyware cannot be installed
into cyberlimbs unless it has a
Capacity cost [in brackets]. Bodyware
with a Capacity cost can be installed
in cyberlimbs, costing capacity rather
than Essence.
Modification |
Avail |
Cost |
Rigger Interface |
4 |
1,000 |
Standard Weapon Mount |
8F |
2,500 |
Heavy Weapon Mount |
14F |
5,000 |
Manual Operation |
+1 |
+500 |
Bone Lacing
Your bones are laced
with lattice chains of reinforcing plastics
or metals, improving their integrity
and tensile strength (and adding to
your body’s overall weight). Bone lacing
comes in three types: plastic, aluminum,
and titanium—you can only have one installed
at a time. It gives you extra Body
for resisting physical damage, a little Armor
(cumulative with other Armor, without
adding to Encumbrance), and changes
your unarmed combat damage, all
listed in the Bone Lacing table. Bone lacing
is incompatible with other augmentations
that add to or alter your bones
(such as bone density augmentation).
Bone Lacing Table
Material |
Body Boost |
Armor |
Unarmed Damage |
Plastic |
+1 |
+1 |
(STR + 1)P |
Aluminum |
+2 |
+2 |
(STR + 2)P |
Titanium |
+3 |
+3 |
(STR + 3)P |
Dermal plating
Hard plastic and
ceramic fiber plates are bonded to the
user’s skin. The plates are clearly visible,
and are even more obvious to the touch,
but they can be cosmetically stylized for
color and surface texture. Dermal plating
gives you bonus Armor equal to its
Rating (cumulative with other Armor,
without adding to Encumbrance). Dermal
plating cannot be combined with other augmentations
to the skin that provide armor, including orthoskin.
Fingertip Compartment
This compartment is hidden
in the hollowed out last joint of one finger, with a
catch that allows the fingernail to be lifted up as an access
panel, or the entire fingertip removed. A fingertip
compartment allows the storage of micro-sized items,
like a micro-drone, RFID tag, or datachip. Inserting or removing
an object takes one Complex Action. Items held
within are completely concealed, and the compartment
itself has Concealability –10.
One popular trick is to use a fingertip compartment
to hold a monofilament whip (p. 422), with the fingertip
acting as control weight. Extending a monofilament whip
from a fingertip compartment takes a Simple Action, while
spooling it back up requires one Complex Action. There’s
no telling how many actions it will take for people to stop
being impressed at what just came out of your finger.
Wireless: Inserting or removing an item in a fingertip
compartment takes a Simple Action.
Grapple Gun
This is an implanted version of the
grapple gun described on p. 449. It doesn’t store any
rope inside it, but you can attach an external rope before
you shoot the grapple.
Internal Air Tank
The internal air tank replaces part
of one lung with a pressurized internal air reserve that
allows you to hold your breath for up to (Rating) hours.
This allows extended underwater operations and complete
protection from inhalation-vector toxin attacks as
long as you’re holding your breath. Activating or de-activating
the tank is a Simple Action. Refilling the air tank
with pressurized air through an intake valve (located under
your ribcage) takes five minutes, or you can refill it
through six hours of normal breathing.
Wireless: Activating or de-activating the tank is a Free
Action. You’re always aware of the tank’s exact air level
and purity.
Muscle Replacement
Why take the time to exercise
when you can just install a physique? Vat-grown synthetic
muscles replace or augment your own, and calcium
treatments and skeletal reinforcement contribute
to your overall strength. It increases both your Strength
and Agility attributes by its rating. It cannot be combined
with other augmentations to the muscles, including
muscle augmentation or muscle toner bioware.
Reaction Enhancers
By replacing specific, isolated
vertebrae of your spinal column with segments of
superconducting material, your reactions to events become
quicker. Add the Rating of reaction enhancers to
your Reaction attribute (and remember to adjust Initiative
and Physical limit accordingly). Reaction enhancers are
incompatible with all other enhancements to Reaction,
including wired reflexes.
Wireless: Reaction enhancers are compatible with a
wireless wired reflexes system, and the total bonus Reaction
from the two augmentations can be above +4 if
both systems have wireless activated.
Skillwires
Skillwires are a system of neuromuscular
controllers that overlie the body’s natural nervous system;
they are capable of aiding or completely overriding
muscular movement, controlled by the “muscle memory”
played through a skilljack (p. 452). This system
allows you to use activesofts with a rating up to your
skillwire’s rating, but only if that activesoft is running on
your implanted skilljack. Skillwires are incompatible with
reflex recorder bioware.
Wireless: With the skillwire’s memory cache expanded,
all the skills you use with it receive +1 to the relevant
inherent Limit (Physical, Mental, or Social).
Smuggling Compartment
For items that won’t fit in
a fingertip but that you still can’t afford to have found,
smuggling compartments can be placed in parts of the
body that can be easily hollowed out/replaced. This
includes ribs and the space between them, hip bones,
shoulder blades, and so forth. These compartments can
allow the storage of small and mini-sized items (nothing
bigger than a light pistol typically; your gamemaster will
let you know if something’s too big). The compartment
has a Concealability of –10. Inserting or retrieving an object
requires a Complex Action.
Wireless: Inserting or retrieving an object takes a Simple
Action.
Wired Reflexes
This highly invasive, painful,
life-changing operation adds a multitude of neural boosters
and adrenaline stimulators in strategic locations
throughout your body work to catapult you into a whole
new world where everything around you seems to move
in slow motion. The system includes both manual and
wireless triggers to turn the wired reflexes on and off;
activating or deactivating the trigger manually requires a
Complex Action, doing so wirelessly is a Simple Action.
When activated, each rating point of wired reflexes gives
you +1 Reaction (and accompanying bonus to Initiative)
and +1D6 Initiative Die. Wired reflexes are incompatible
with augmentations that affect Reaction or Initiative.
Wireless: The system is compatible with wireless reaction
enhancers, and the total Reaction bonus from
both systems can be above +4 if both systems have
wireless active.