The following rules make cyberlimbs; a bit more useful than per vanilla Shadowrun, offering some more useful extras. Effort has been made to make sense of the essence costs of various extras. (It makes no sense, for example, that the cyberarm guns in the Street Samurai Catalog cost more essence the bigger the gun gets.) I will try to justify essence costs at all times, allowing you to decide if it makes sense for the reasons I give. (I'm always available for discussion).cyberlimbs a bit more useful than per vanilla Shadowrun, offering some more useful extras. Effort has been made to make sense of the essence costs of various extras. (It makes no sense, for example, that the cyberarm guns in the Street Samurai Catalog cost more essence the bigger the gun gets.) I will try to justify essence costs at all times, allowing you to decide if it makes sense for the reasons I give. (I'm always available for discussion).
As some of the things I'm proposing will cost no essence, the cost is usually elevated -- sometimes irrationally so -- for game balance purposes.
Credit Where Credit is Due
Quite a bit of what follows was inspired by the Cyberpunk RPG and it's Chrome supplement. This is mostly a rules conversion to Shadowrun.
As per normal Shadowrun rules, limbs come in two types: natural-looking and obvious cyberlimbs. Normal-looking limbs offer no special extras and the following rules do not apply to normal-looking limbs unless otherwise indicated. Every pair of limbs (Cyberhands not included, see below) acts as a level of dermal armor.
I'm using the concept of spaces. Each limb gets a number of Spaces for added extras. These spaces should be considered a measure of volume. As this is the first (untested) draft of these rules, the sizes of some of the extras (i.e. the number of spaces occupied by them) will probably need some adjusting.
Also, some spaces are different than others. A finger space is different from a other spaces. This should become clear later. Note that not all spaces need be filled.
Cyberarms
Cost a full essence point for either type (a table of essence and monetary costs can be found at the end of this missive). The arm portion (that is, the shoulder to the wrist) of the limb holds 4 Spaces. The hand part of the limb holds either 1 Hand Space or 4 Finger Spaces.
Cyberlegs
Cost a full essence point for either type. The limb as a whole holds 4 Spaces.
Cyberhands
For those who just want to replace the hand and not the whole arm. These cost 0.35 Essence for either type. [Note that all costs and benefits of the cyber-arm described above already include the hand]. A hand can hold 1 hand space or 4 finger spaces. Increased strength cannot be installed in a hand, but an obvious cyberhand can easily crush bone. It also has the damage code of a club (Str+1)M2 for punching damage. These last two abilities are shared by a cy-berarm as well.
Spaces (normal non-hand/non-finger spaces)
Built-In device: Space cost up to gamemaster. Devices might include a pocket secretary, TV, radio, bug detec-tor, medkit, stim player, fire-extinguisher, etc.
Built-In Smartgun Link: Takes 0.5 spaces and costs 0.25. This essence cost (half the cost of a nor-mal smartgun link) reflects the hardware that must be in-stalled in the head/eyes.
Cavity: A space to put stuff into. Accessible with-out tools (optional). Space cost is variable, depending on how big the space is. Again, what fits into the cavity is up to the gamemaster.
Cyberdeck: Fills number of spaces equal to MPCP/3 (round all fractions up). This space cost does not in-clude storage (but does include memory). Storage must be installed separately or externally. The deck can be internally hardwired to a datajack for 0.1 essence. (Note that a datajack is still needed.) Includes output and input ports through the arm, so internal wiring is optional. These decks are at 5 times the Nuyen cost.
Cyberguns: Arms only. As per the Street Samurai Catalog except for essence cost. All guns cost 0.15 essence for firing controls in the skull (optional). Smart cyberguns exist but are five time normal cost. Guns take up the spaces based on gun. See the table.
Data Store: Takes up Mp/1000 spaces (keep frac-tions). Not compatible with headware memory; acces-sible only by external cable. Can be hardwired inter-nally to an internal cyberdeck.
Increased Strength: The same as the normal Shadowrun rules. Each level takes up 0.25 spaces.
Spur: Arms only. Takes 1 space. No essence cost.
Whip: Monofilament or otherwise. A retractable whip. 1.5 spaces. 0.15 essence for controls in the head (optional).
Wired Reflexes: If the organic body had (or has) a Vehicle Control Rig or wired or boosted reflexes im-planted, they reflexes must be installed on the cyber-limb to get normal use. This hardware takes 0.5 spaces regardless of the type or level of reflex enhancement, but the Nuyen cost is included in the cost of the re-flexes.
Hand Spaces (all cost 1 Hand Space)
Finger razors: Standard razors, retractable or oth-er-wise.
Flash Pack: Flashes out of palm or from back of hand. Standard flash pack, but directional.
Maglock Passkey: Highly illegal. Magcard flips from back of hand. Can be detected externally, with some difficulty (Concealability: 16).
Microtronics Kit: A full microtronics tool kit con-tained within all the fingers of the hand.
Taser: Works as a shock glove.
Finger Spaces (all cost 1 Finger Space u/o/n)
Credstick: Full credstick, any type. Obviously not a finger. Non-jointed.
Cutters: Takes two Finger spaces (one blade on each of two fingers). Work as heavy-duty scis-sors/wirecutters. Stabbing damage in melee is (Str/3)L.
Dartgun: Fires single compressed air dart. Range as Hold-out. Can fire as Narcojet or taser darts. Reloading is complex and takes 1 min.
Finger Compartment: As in the Shadowrun rules.
Injector: Chemical injector which pierces the skin and deliver a toxin. 2 doses. A touch is required for effect, resisted by impact armor. Any fluid can be in-jected: Narcojet, Fugu-5, curare, acid, etc.
Light: Flashlight. Narrow beam to 30m.
Lockpick: Effective against mechanical locks only.
Sprayer: Chemical sprayer. 2 doses. 2 meter effec-tive range. Any gaseous chemical is usable.
Cyberlimb Cost Table
Item | Essence Cost | Spaces Taken | Nuyen Cost |
Limb replacement | 1.0 | 50,000€ | |
Cyber limb | 1.0 | 100,000€ | |
Hand replacement | 1.0 | 50,000€ | |
Cyber hand | 0.35 | 75,000€ | |
Increased strength | - | L*.25 | +(L*150,000€) |
Built-in smartgun link | 0.25 | 0.5 | 2,500€ |
Built-in device | - | variable | 4*cost |
Cavity | - | variable | 100€ |
Cyberdeck | (0.1) | MPCP/3 | 100€ |
Cyberguns (damage/ammo) | (0.15) | ||
- Hold-Out (3L1/12) | 0.5 | 250€ | |
- Light pistol (3M2/10) | 1.0 | 650€ | |
- Machine pistol (3M2/10) | 1.5 | 900€ | |
- Heavy pistol (4M2/6) | 2.0 | 800€ | |
- Submachine gun (4M3/8) | 2.5 | 1,800€ | |
- Shotgun (3M3/4) | 3.0 | 1,200€ | |
Data store | Mp/1000 | Mp*100€ | |
Spur | 1.0 | 11,500€ | |
Whip | (0.15) | 1.5 | |
- Normal whip | 5,000€ | ||
- Monofilament whip | 15,000€ | ||
Wired Reflexes | 0.5 | 0€ | |
Finger razors | 1H | 9,000€ | |
Flash pack | 1H | 1,500€ | |
Maglock passkey | 1H | 100,000€ | |
Microtronics Kit | 1H | 9,000€ | |
Taser | 1H | 4,500€ | |
Credstick | 1F | 5,000€ | |
Cutters | 2F | 2,000€ | |
Dartgun | 1F | 10,000€ | |
- Narcoject dart | 1,000€ | ||
- Taser dart | 100€ | ||
Finger compartment | 1F | 3,000€ | |
Injector | 1F | 30,000€ | |
Light | 1F | 1,000€ | |
Lockpick | 1F | rating * 1,000€ | |
Sprayer | 1F | 25,000€ |
To link to this page use this URL: http://bhopal.flashpt.com/internet/nagee.nsf/docs/cyberlimbs