In today’s world of transplant-friendly bioware, the use of cyberlimbs is sometimes viewed as crude and outdated. On the other hand, they are cheap and easy to service and upgrade, so in the end they became even more popular for the less fortunate. Since cyberlimbs are more capable than most natural limbs, and you can load them up with all sorts of wiz tech, this kind of cyberware has stayed in high demand.
Cyberskulls and torsos are included in the “cyberlimbs” category, though they are in fact shells rather than full replacements (or actual limbs).
Cyberlimbs have their own Strength and Agility ratings. When a particular limb is used for a test (such as leading an attack with your cyberarm), use the attribute for that limb (natural or cyber); in any other case, take the average value of all limbs involved in the task. If a task requires the careful coordination of several limbs, use the value of the weakest limb. The attributes of partial limbs (including cyberhands and –feet) may be enhanced, but their attributes only apply for tests directly involving those limbs (such as a Strength Test when gripping something with an enhanced cyberhand). Cyberlimbs cannot hold any bioware, nor any cyber-implants that take up Essence rather than Capacity. Essence cost, Capacity, and other stats can be found on the Cyberlimb table.
Cyberlimbs have other useful features. They give you 1 extra damage box on your Physical Condition Monitor for each cyberlimb you possess (ignore hands and feet, and partial limbs count for half a limb). They have Capacity, letting you add cyberweapons and other cyber systems that have a Capacity cost [in brackets]. They can perform at superhuman levels with the right enhancements. Cyberlimbs can be dangerous even if they don’t have cyberweapons installed— their unarmed Damage Value is (STR)P.
Limbs | Essence | Capacity | Availability | Cost |
---|---|---|---|---|
Obvious Limbs | ||||
Full Arm | 1 | 15 | 4 | 15,000 |
Full Leg | 1 | 20 | 4 | 15,000 |
Hand/Foot | 0.25 | 4 | 2 | 5,000 |
Lower Arm | 0.45 | 10 | 4 | 10,000 |
Lower Leg | 0.45 | 12 | 4 | 10,000 |
Torso | 1.5 | 10 | 12 | 20,000 |
Skull | 0.75 | 4 | 16 | 10,000 |
Synthetic Limbs | ||||
Full Arm | 1 | 8 | 4 | 20,000 |
Full Leg | 1 | 10 | 4 | 20,000 |
Hand/Foot | 0.25 | 2 | 2 | 6,000 |
Lower Arm | 0.45 | 5 | 4 | 12,000 |
Lower Leg | 0.45 | 6 | 4 | 12,000 |
Torso | 1.5 | 5 | 12 | 25,000 |
Skull | 0.75 | 2 | 16 | 15,000 |
Customization | Essence | Capacity | Availability | Cost |
---|---|---|---|---|
Each STR or AGI point above 3 | - | - | Cyberlimb + 1 | +5,000 |
Customization | Essence | Capacity | Availability | Cost |
---|---|---|---|---|
Agility (Rating 1-3) | - | Rating | (Rating x 3)R | Rating x 6,500 |
Armor (Rating 1-3) | - | Rating | Rating x 5 | Rating x 3,000 |
Strength (Rating 1-3) | - | Rating | (Rating x 3)R | Rating x 6,500 |
Accessory | Essence | Capacity | Availability | Cost |
---|---|---|---|---|
Cyberarm Gyromount | - | [8] | 12F | 6,000 |
Cyberarm Slide | - | [3] | 12R | 3,000 |
Cyberarm Holster | - | [5] | 8R | 2,000 |
Hydraulic Jacks (Rating 1-6) | - | [Rating] | 9 | Rating x 2,500 |
Large Smuggling Compartment | - | [5] | 6 | 8,000 |