ShadowrunInfo

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Basic Stat Rules

Info & Equipment

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NOTE: This game uses very simple "stats" to make RPing easier when it comes to what your character is capable of. We do not use dice and we encourage people to simply take their stats and gear into consideration if combat is ever to break out between two PCs. We've found it's often best to PM the other player and work out the victor in a civil manner.


ATTRIBUTES

Physical Attribute Descriptors:


Strong

Agile

Tough


Mental Attribute Descriptors:

Smart

Charismatic

Willfull


Attributes can go up to x4, though races without a bonus trait in a given attribute can only have that physical Attribute to x2 unless cyberware or an Adept Power raises it further... ie, a human could have Strengthx2 Unenhanced or x4 enhanced, while an Ork could have x3 Unenhanced (x4 enhanced) and a Troll could have x4 Unenhanced.

Having no bonus descriptor in a given attribute means you are average in that area.


Priorities:

Every character must choose the priority of advantages that they possess, from A to F, A being the most important and F being the least important. If you have Resources allocated as A, your character starts with 250,000 nuyen (the currency of this world). That means that you may not allocate any other advantage as A, but you may then choose one for B or lower. You must place advantages in each priority letter until you have filled each letter with an advantage.

NOTE: Technomancers must choose Magic as their Priority A.


Example:

Joe the Street Samurai has placed Resources at A, Skills at B, Race at C, Attributes at D, Contacts at E and Magic at F.

This means he starts out with 250,000 nuyen, 7 skill levels, he may choose to be a Troll or an Elf (He chooses Elf), he gets 2 attribute levels, 1 contact level and no Magic Aptitude.

He decides to use his 7 skill levels to buy Unarmed x2, Firearms x2, Stealth x1, Driving x1 and Language x1 (Spanish).

He places as his attributes as follows: Strong x1 and Tough x1, figuring he can boost them up more if he needs to with Cyberware.

As it stands, he's a pretty strong and tough guy. He then adds Agile x1 and Charismatic x1 since he's an Elf, along with Low Light Vision.

He only has one level in Contacts so he decides to take it as a Bartender (x1) in a bar in the ghetto that he can sometimes hear rumors from and maybe even get a free drink or two.

He has no Magic since he didn't place Magic at A or B. No worries there.



Characters made after 6/27/13 will use the following chart instead Add 4K to all resource totals:

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All Characters start with Essence Ratings of 6, which can go down via Cyberware.

Essence: Essence is your spirit, your soul, your chi... whatever you want to call it, you need it to survive. Without Essence you become like a drone, emotionless and dead inside. Cyberware lowers your essence. You must be very careful when purchasing Cyberware to ensure that your essence does not fall to zero or lower. Lower essence also makes it more difficult for magical healing to affect you.

Mages and Adepts have Magic Ratings equal to their Essence Rating (Rounded Down).


Mages Start with 6 spells of their choice.

Adepts may buy Adept Powers with a total cost equal to their Magic Rating.

RACES

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Elf - Bonus Traits: Agile and Charismatic, plus Low Light Vision.

Troll - Bonus Traits: Strongx2 and Tough, plus Infravision. Negative Traits: Smart-1

Dwarf - Bonus Traits: Tough, plus Infravision.

Ork - Bonus Traits: Strong, plus Infravision.


Metahumanity

Humans are no longer alone—they are just one of the five major subspecies of Homo sapiens. Known collectively as metahumanity, each of the five metatypes—dwarf, elf, human, ork, and troll—are more or less evenly distributed across the globe in geographic and ethnic terms. Though humans retain the majority, each of the others comprises a significant percentage of the worldwide population. The first metatypes to appear were dwarfs and elves born during the first wave of UGE (Unexpected Genetic Expression) in 2011. Orks and trolls appeared ten years later, during the period of “Goblinization,” when many humans suddenly transformed. Now a half century past the Awakening, goblinization is exceedingly rare, occurring only to humans, usually during puberty. In 2070, most metahumans are born to parents of the same metatype. In the case of mixed parents, the child has a roughly even chance of being born as the metatype of either the father or the mother. There are no “half breeds” in the Sixth World—no elforks or dwarf-trolls, no matter how amusing the concept may be. Many first and second generation orks and trolls—especially those who goblinized—died young, indicating the relatively low lifespan of these metatypes. The early dwarfs and elves are still around, however, many of them showing little sign of aging. Lifespans for all metatypes are on the rise, which scientists partially ascribe to gene therapy and leonization (anti-aging treatments) and partially to improvements in social acceptance—leading to better medical treatment, living situations, and other quality of life measures. Few countries, however, factor the SINless into their average lifespan statistics—after all, how could they?—and thus official figures may be especially misleading, as orks and trolls are statistically more likely to be SINless than the other metatypes.


Dwarfs

Homo sapiens pumillonis


Short, stocky, and barrel-chested, a dwarf typically has shorter legs than other metatypes. Dwarfs have natural thermographic vision(which helps fuel the stories that they prefer living underground—a stereotype that is only partially true as the 21st century marches on). They also have a hardy immune system and rarely get sick, even when exposed to toxins. They normally live in small family groups, sometimes isolating themselves from the rest of society. In folklore, dwarfs are depicted as hard workers, taking on physical labor that no others would do. This holds true in the Sixth World, as dwarfs are known both for their strong work ethic and for an incredible ability to adapt to new technology and processes. When it comes time for megacorps to recognize the true brains behind many innovations, it’s often a dwarf—to the surprise of many. Most dwarfs are quiet and unassuming about their abilities; as illustrated by noted programmer Frank “Friz” Baylor’s live Matrixcast upon receiving the 2069 Innovative IC award: “I’m sorry I could not attend the awards in person, but I didn’t want to take the evening off work—talk to you next year, when I repeat!” Of all the metatypes, dwarfs tend to be the most assimilated into mainstream society. Dwarfs encounter less prejudice as they are not feared like orks and trolls or seen as glamorous or conspiratorial like elves, but they do often encounter paternalistic attitudes from those that equate short with child-like. Dwarfs must also struggle living in a world built for taller beings, as well as being literally overlooked when it comes to equal opportunities.


Elves

Homo sapiens nobilis


Elves are taller and slimmer than the average human, though their bone structure and musculature are no weaker than a human’s. Their ears are distinctly pointed, and many elves wear their hair—which is normally very fine—long, so they can cover their ears in some social situations. Elven body hair is sparse to non-existent, and their eyes are highly capable in dim light. Elves have the longest gestation period of the metatypes, at just under a year. Elves hold a position in pop culture unchallenged by any other metatype, partly due to their exotic looks, striking features, and the adoption of Sperethiel, their own “ancient” language (a claim disputed by some). Many media icons—from models to singers to politicians to porn stars to high-profile lawyers—are elves. Unlike dwarfs, orks, and trolls, who are discriminated against on the basis of being “different and ugly,” elves are often looked down upon by the other metatypes due to being “different and beautiful.” According to stereotype, elves are either poncy fauxaristocrats, homosexual, or back-tonature “dandelion eaters” (though in fact a majority of elves are vegetarian). This intolerance is fostered by the common perception that there is an “elven conspiracy” set to take over the world (a belief that is not entirely without credible support, as illustrated by the foundation of the “elven” nations of Tir Tairngire and Tir na nOg). A new generation of elves is attempting to dispel these myths and unfair media portrayal, though some reckless youth are going out of their way to paint themselves as rebellious street toughs, swelling the ranks of gangs like the Ancients.


Humans

Homo sapiens sapiens


Humans still make up a slight majority of the Earth’s population, on average. Most stand about 1.75 meters tall and weigh just under 80 kg. Sixty years after the Awakening, humans are still seen as “the norm” by laymen and scientific organizations, and are typically the measuring stick to which the other metatypes are compared.


Orks

Homo sapiens robustus


Orks are proportioned similarly to humans, albeit with a heavier build that adds to their overall bulk. Beyond size, the most distinguishing physical feature of orks are large lower canines, which often look even more alien when paired with the metatype’s characteristic thin lips and flat noses. Ork ears are pointed just like elf ears, though not as elongated. Also like elves, ork eyes are naturally adapted for low-light situations. Likely due to their high birth rates, orks often live in large, communal, extended family groups. Children are most often born in litters of four, but some ork mothers have given birth to as many as eight young. When sapiens are born to ork mothers, they will express as robustus at puberty roughly 95% of the time. Ork gestation periods are the shortest of any of the metatypes at roughly 6 months. In 2060. The Or’zet Codex, published by the Orkland Community Center, established the basics of an ork language and spread through academic and social networks. This was not a new language; Or’zet is an interpretation of an ancient text, one of the many secrets of the old world that the great dragon Dunkelzahn hoarded until his death. Though some tried to suppress this discovery, Or’zet soon became a cultural phenomenon and helped fuel “ork pride” throughout the ’60s. On the other hand, it also has led to an explosion of “orxploitation” media that exploits the stereotyped image of orks as poorly tempered or prone to criminal activities.


Trolls

Homo sapiens ingentis


The largest and most exotic of the metatypes, trolls stand two and a half meters tall and can weigh upwards of 350 kilograms, though weights closer to 300 kilograms are more common. Most trolls have arms that are far longer in proportion to those of the other metahuman races, and their skin is often ridged and lumpy due to natural dermal bone deposits, resulting in a natural armor effect. Like dwarfs, trolls have natural thermographic vision, granting them enhanced sight, especially in low light conditions. A troll’s ears are pointed, and they have two extra teeth—for a total of 32—including prominent lower canines. Trolls also have a pair of horns that grow in all manner of ways—straight, curled, twisted, etc. Perhaps because they still face a certain amount of prejudice in society—not to mention the daily size difficulties of living in a society primarily oriented towards smaller people—trolls often band together socially and culturally. Like orks, many trolls have been driven to the fringes of society by fear and intolerance, leading to extensive populations of SINless squatter trolls. Some trolls prefer the outcast lifestyle, preferring to live simple isolated lifestyles in wilderness or remote urban settings. On the flipside, many trolls have found gainfully employment for the very traits that make them marginalized: size, strength, and intimidation. Trolls often work as manual laborers and are in high demand as bouncers, bodyguards, and other security positions.

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SKILLS

Like Attributes, Skills can go up to x4.


Having no descriptor in a skill means you have no talent with that particular skill.


Sorcery (Mage Only) - The skill with which you cast spells.

Conjuring (Mage Only) - The skill with which you summon spirits.

Firearms - Your proficiency with using guns of any kind.

Melee - The use of Melee weapons such as knives, swords, staffs, whips, etc. Note that to use a mono whip you must take "Mono Whip" as it's own skill.

Unarmed - The ability to fight proficiently in unarmed combat.

Thrown - The ability to skillfully throw objects and weapons.

Archery - The ability to use a bow, whether mundane or compound.

Athletics - Whether climbing, swimming, running or playing sports, this skill covers that ability.

Stealth - When you really want to avoid being detected by mundane means.

Driving - Can you drive a car? Ride a motorcycle? [note: everyone can drive in OPTIMAL conditions, this is for during combat, police chases, etc]

Piloting - Planes, Hovercrafts and Helicopters are covered here.

Matrix - Deckers use this skill to deal with computers and the Matrix.

Negotiation - How well you can negotiate. This skill coupled with how Charismatic you are gives you bonus Nuyen each month.

Medical - Are you proficient in First Aid or are you a full fledged Doctor?

Language - Can you speak another language? Each level of this skill allows you to choose another language.

Demolitions - The ability to arm, plant and disarm explosives.

Gunsmith - The ability to modify guns and ammunition.

CONTACTS

Contacts are people that you know. Like most other things in this game, Contacts can range from x1 (minor contacts like a bartender) to x4 (major like a Mafia Lieutenant). No one knows anyone crazy powerful like a dragon or a corp CEO.


Bartender (x1)

Beat Cop (x1)

Blogger (x1)

Fixer (x2 - x4)

Mafia Lieutenant (x4)

Mafia Enforcer (x2)

Yakuza Thug (x1)

Yakuza Assassin (x3)

Yakuza "Underboss" (x4)

Triad Runner (x1)

Tong Thug (x1)

Bar/Nightclub Owner (x2 - x3)

Stripper (x1)

Bouncer (x1)

Waitress (x1)

Detective (x2)

Snitch (x1)

Reporter (x2)

Loan Shark (x2)

Mr Johnson (x2 - x4)

Mechanic (x2)

Street Doc (x2 - x4)

Street Mage/Shaman (x2 - x3)

UCAS Grunt (x1)

UCAS Captain (x3)

Talismonger (x2)

Gang Mamber (x1)

Gang Leader (x2 - x3)

LIFESTYLE

NOTE: Lifestyles may be bought permanently for the normal monthly cost times 100. Steep, but at least you'll never have to pay rent again.


LUXURY

This lifestyle offers the best of everything: ritzy digs, lots of high-tech toys, the best food and drink, you name it. The character has a household staff, maid service, or sophisticated drones to do the chores. She gets by in her massive mansion, snazzy condo, or the penthouse suite in a top hotel. Home security is top-of-the-line, with well-trained guards, astral security, and quick response times. Her home entertainment system is better than that in public theaters and accessible from anywhere in the home. She’s on the VIP list at several exclusive restaurants and clubs, both real and virtual. This is the life for the high-stakes winners in the world of Shadowrun: high-level executives, government big shots, Yakuza bigwigs, and the few shadowrunners who pull off the big scores (and live to spend their pay).

Cost: 100,000¥ a month and up!


HIGH

A High lifestyle offers a roomy house or condo, good food, and the technology that makes life easy. The character may not have the same perks as the really big boys, but neither does she have as many people gunning for her. Her home is in a secure zone or protected by good, solid bribes to the local police contractor and gang boss. She has a housekeeping service or enough tech to take care of most chores. This is the life for the well-to-do on either side of the law: mid-level managers, senior Mob bosses, and the like.

Cost: 10,000¥ a month


MIDDLE

The Middle lifestyle offers a nice house or condo with lots of comforts. Characters with this lifestyle sometimes eat nutrisoy as well as higher priced natural food, but at least the autocook has a full suite of flavor faucets. This is the lifestyle of ordinary successful wage-earners or criminals.

Cost: 5,000¥ a month


LOW

With this lifestyle, the character has an apartment, and nobody is likely to bother her much if she keeps the door bolted. She can count on regular meals; the nutrisoy may not taste great, but at least it’s hot. Power and water are available during assigned rationing periods. Security depends on how regular the payments to the local street gang are. Factory workers, petty crooks, and other folks stuck in a rut, just starting out, or down on their luck tend to have Low lifestyles.

Cost: 2,000¥ a month


SQUATTER

Life stinks for the squatter, and most of the time so does the character. She eats low-grade nutrisoy and yeast, adding flavors with an eyedropper. Her home is a squatted building, perhaps fixed up a bit, possibly even converted into barracks or divided into closet-sized rooms and shared with other squatters. Or maybe she just rents a coffin-sized sleep tank by the night. The only thing worse than the Squatter lifestyle is living on the streets.

Cost: 500¥ a month


STREETS

The character lives on the streets—or in the sewers, steam tunnels, condemned buildings, or whatever temporary flop she can get. Food is wherever the character finds it, bathing is a thing of the past, and the character’s only security is what she creates for herself. This lifestyle is the bottom of the ladder, inhabited by down-and-outers of all stripes.

Cost: Hey pal, life ain’t all bad. It’s free.

ADVANCEMENT

Every three months out of game, every active character in the game receives 1 "Karma Point". Mages also automatically learn an additional spell. Karma points may be used for the following:


1 Karma Point:


Gain a bonus Attribute Descriptor (You could gain "Strong x1" or raise your existing "Strong x1" to "Strong x2", for example).


Gain a Skill level or raise a skill one level (Maximum of x4 of course).


Gain 15,000 Nuyen from a lucky run or similar windfall (be sure to RP it out).


2 Karma Points:


Gain an Initiate Level and have one's Magic Rating raised by one, as well as being able to choose an Initiate Power from the following list:


Centering: You have learned to better control the arcane or spiritual energy used to cast spells. Your effective "Willful" level is considered one higher, even if this would raise it to above x2.


Flexible Signature: You may choose to alter your astral signature at will, disguising it so it cannot be used to identify you. Your astral signature also "sticks" in the astral plane for less time, reducing the chances of another mage or awakened critter being able to track you.


Masking: You may mask your astral signature so that you appear as mundane to others astrally assensing you. You may also make it appear as if your magic rating is higher or lower than it actually is.


Quickening: A magic user with this initiate level may sustain an extra spell, the magic effectively sustaining itself with the increased knowledge.




75%


EQUIPMENT

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Note that next to the price of some items you'll see either a (R) or a (F). (R) means "Restricted". A license is required to own that particular piece of gear and you may find a bit more difficulty acquiring it once your character enters game play. (F) means "Forbidden". This is stuff that you don't want to get caught with if you can help it. Stuff like sniper rifles, explosives and military grade weapons and cyberware. You'll need well connected contacts to find Forbidden items once your character enters play, and if you purchase such an item before game starts, you must have good reasoning as to how you managed to acquire it.


Combat Rating

Combat Rating or (CR) is a 'stat' to give a rough idea of a weapon's potency to aid in the RP. Combat Ratings generally range from 1 to 8 and come in two flavors... lethal and stun. Weapons that stun rather than injure generally have it listed in their description.


Half of one's Strength descriptor (round down) is added to the CR of a melee (rather than ranged) weapon for a final adjusted CR. Bows and thrown weapons (such as throwing knives and shurikens) also get this 'bonus'.


Example: Fred the Street Sam has a Strength descriptor of Strong x3. He wields a katana (CR 3), adding 1/2 (rounded down) of Strong x3 (which is 1) to the katana's CR 3. In Fred's hands, the katana has a CR of 4. Now if Fred had Strong x4, the bonus would be 1/2 of 4 which is 2, so in that case the CR of the katana in his hands would be 5.


Bare handed punches are always initially stunning, with a CR equal to 1 + one half of the character's Strength descriptor. The only exception is a physical adept who had taken the Killing Hands adept power, in which case he or she can choose to deal lethal or stun with their unarmed attacks.


Note that if someone beats on another person long enough, the damage slides over to lethal. It's very possible to beat someone to death.


Armor provides protection that resists a weapon's CR with it's Armor Rating (AR). Armor Rating takes away the Combat Rating (it's potency if you will) on a one for one basis.


Example: Fred unloads a shot from his Ares Predator (CR 3) on Barney, who is wearing a Lined Coat (AR 2) and the players have agreed in the course of their RP that Barney has been hit. The CR of the gun (3) is reduced by 2 (the AR of the Lined Coat), making the adjusted CR a 1. Just a flesh wound that Barney's player can then RP out.


If a weapon has the armor piercing (AP) quality (usually obtained via special APDS ammunition), the Armor Rating (AR) of the armor in question is halved.


Example: In the above example, Fred shoots Barney with his Ares Predator, but is using APDS rounds, making the gun armor piercing. The CR of the gun remains a 3, but the AR 2 of the Lined coat is halved to a 1. In that case, the final CR of the shot is 2 rather than 1. A bit more serious a wound as Barney's armor didn't help as much as it would have against regular ammunition.


You can also adjust the CR of a weapon with your Tough descriptor. Take your Tough rating divided by 2 (round down) and you can further adjust the CR of a weapon that has hit you by that amount. Note that though your Tough rating can protect you, damage avoided in this way still hurts like a bitch. You're essentially shrugging off damage by virtue of being a tough customer. Maybe you took the damage, but you're so tough that you hardly even felt it. Maybe your skin is so thick or you have so much mass that you just plain don't take damage like a smaller person.


NOTE that non vehicular armor doesn't protect you completely. Even if the CR is exceeded by the AR, 1 CR of stun damage still gets through.


The Metahuman body can only take so much punishment. The chart below is designed to be an aid to role-playing injuries. After armor and Toughness has protected you (if you have it at all), below is what happens if you take certain CR levels to your body.


CR 1 - Tis but a scratch! Seriously, this is basically just a flesh wound.

CR 2 - That hurt. You're likely bleeding and a few more shots like that could be bad.

CR 3 - Moderate wound. You're still fighting, but adreneline is probably the only thing keeping you from realizing how hurt you are.

CR 4 - Serious wound. You should stop to stem the bleeding as soon as you can.

CR 5 - Critical wound. Get medical attention. Now.

CR 6+ - This is usually fatal. Characters with descriptors in Tough and/or Willful have a better shot of surviving this kind of mass trauma.


NOTE: This game uses no "hit points" and this section is essentially optional, though it's use is encouraged.

Melee Weapons




Combat Axe CR 2 600¥ (R)


This two-handed tungsten alloy axe typically comes with a spring loaded thrusting point concealed in the handle.


Katana CR 3 1,000¥ (R)


The legendary, two-handed sword of the samurai. Chop up your enemies with style!


Monofiliment Sword CR 3 750¥ (R)


This well-balanced broadsword features superfine monofilament wire attached to it's edges.


Sword CR 2 350¥ (R)


Get medieval with this sharp and heavy toy of destruction. Swords encompass a variety of one-handed blades, from scimitars to machetes to longswords.


Knife CR 1 20¥


A basic, all purpose cutting tool.


Survival Knife CR 1 50¥


This fine quality blade features several accessories: retractable GPS monitor, micro lighter, and a compartment in the handle that will hold one small item. The flat sides of the blade are covered in a non-toxic chemical that can be activated to provide 2 hours of phosphorescent light.


Cougar Fineblade CR 1 550/900¥ (R)


This knife has a solid reputation as the world's premier combat knife. It is available in a short bladed version, approximately the size of a normal knife and a long-bladed version about the length of a human forearm. Due to sophisticated edging technology and state-of-the-art molecular bonding, the double-edged blade is almost impossible to blunt.


Staff CR 2 30¥


A large, heavy stick, popular with some magicians for that traditional look.


Stun Baton CR 2 400¥ (R)


The standard riot-control weapon, this weighted stick delivers an electrical charge that deals Electricity damage. It has 10 charges; when plugged in, it recharges at a rate of one charge per 10 seconds.


Monofiliment Whip CR 6 (AP) 3,000¥ (F)


One of the deadliest weapons on the streets, this nano-wire whip cuts through bone and armor with horrifying ease. The line extends out to two meters, and retracts into the weapon's haft when not in use. The whip action, the presence of a weighted tip, and the danger of the mono-filament line make wielding this weapon difficult at best. An attacker using a mono whip without any skill in using it risks striking themselves (and possibly losing a limb in the process). Only 1/4 of one's strength descriptor (round down) is added to the CR of this weapon.



Ranged Weapons




Bow CR 2 200¥


Average, everyday hunter's weapon.


Compound Bow CR 2 500¥


A traditional longbow of fiberglass or wood, or a modern compound and pulley bow. In either case, all bows have minimum Strong requirements, based on how difficult the string is to pull back.


Crossbow CR 4 500¥ (R)


Modern crossbows are equipped with automatic reloading devices to allow for faster firing rates. Crossbows also feature internal magazines holding up to 4 extra bolts.


Arrow 5¥ Each


Ammunition for a bow


Bolt 5¥ Each


Ammunition for a crossbow.


Shuriken CR 1 30¥


This multi-edged airfoil throwing blade is available in many different styles.


Throwing Knife CR 1 20¥


Any of a variety of slim knives or spikes designed to be thrown.



FIREARMS




Yamaha Pulsar Taser CR 4 (S) 150¥ Capacity: 4 shots


The pulsar fires capacitator darts at a target, eliminating the wires that trail from dart to weapon with other taser models.


Holdout Pistols




Streetline Special CR 1 100¥ (R) Capacity: 6 shots


This small, lightweight weapon is made of composite materials. It is a common weapon among those on society’s bottom rung.

Light Pistols




Colt America L36 CR 2 150¥ (R) Capacity: 11 shots


An old timer with a very good reputation, this sleek automatic pistol is easy to conceal and commonly available.


Fichetta Security 600 CR 2 450¥ (R) Capacity: 30 shots


Designed as a light sidearm for security personnel, this pistol has a highly efficient feeding mechanism that allows it to hold an incredible 30 bullets.


Hammerli 620S CR 2 650¥ (R) Capacity: 6 shots


Sleek and stylish, the Hammerli offers the range of a heavy pistol within a light pistol casing. It also includes recoil suppression gas vents and internal smartgun systems.


Yamaha Sakura Fubuki CR 2 2000¥ (R) Capacity: 40 shots


The "Cherry Blossom Storm" is the flagship for Yamaha's new line of electronic weapons that feature no moving parts. Rather than a standard magazine, the bullets are stacked in line in each of the four barrels, allowing the firing of ultra-fast short bursts. Includes an integral folding stock.


Heavy Pistols




Ares Predator IV CR 3 350¥ (R) Capacity: 15 shots


The all-time favorite sidearm among mercenaries and security services. Includes a smartgun system.


Colt Manhunter CR 3 300¥ (R) Capacity: 16 shots


Popular among law enforcement, the manhunter features a built-in laser sight.


Remington Roomsweeper CR 3 250¥ (R) Capacity: 8 shots


This short barreled "shotgun pistol" can be loaded with shot rounds rather than slugs, in which case the shot spreads out like a shotgun blast.


Ruger Super Warhwawk CR 3 250¥ (R) Capacity: 6 shots


Feeling lucky, punk? This heavy revolver looks as scary as the holes it tears through things. It cannot be equipped with a silencer.


Savalette Guardian CR 4 800¥ (R) Capacity: 12 shots


If you need even more punch than the Ares Predator or Colt Manhunter can offer, this chrome-steel finished weapon might be your weapon of choice. The Savalette Guardian can fire a single three round burst if needed. It also comes with a built in smartgun system and recoil suppression.

Submachine Guns




AK-97 Carbine CR 4 400¥ (R) Capacity: 30 shots


The AK-97 has earned it's fame in many campaigns around the globe. It's reliability is legendary-you can bury it for 10 long years, dig it up and fire it immediately without a single problem. Includes a detachable folding stock.


HK-227X CR 4 800¥ (R) Capacity: 28 shots


The SMG of choice for many corporate and military security forces. The HK227X boasts a retractable stock, smartgun system, and internal sound suppressor.


HK MP-5 TX CR 4 550¥ (R) Capacity: 20 shots


Carrying on the classic MP-5 design, an aggressive marketing campaign and featured usage on the blockbuster Combat Mage: TNG sim have made it popular on the streets. The TX includes gas-vent recoil suppression, laser sight and a detachable folding stock.


Ingram Smartgun X CR 4 650¥ (R) Capacity: 32 shots


This smartgun upgrade features gas vent recoil suppression, a smartgun system, a sound suppressor and a detachable folding stock.


Uzi IV CR 4 500¥ (R) Capacity: 24 shots


A worthy descendant of the famous Israeli weapon, this SMG features an integral folding stock and laser sight.

Assault Rifles




AK-97 CR 4 500¥ (R) Capacity: 38 shots


The common version of this premier assault rifle, ideal for anyone with a small budget.


Ares Alpha CR 5 1,700¥ (F) Capacity: 42 shots, 6 grenades


Designed for Ares Forewatch special forces, the Alpha includes an under barrel grenade launcher, a smartgun system and a special chamber design that provides recoil suppression.


FN HAR CR 4 1,000¥ (R) Capacity: 35 shots


This assault rifle is increasingly popular with corporate response teams and private security forces specializing in high-threat areas. It comes with a laser sight and gas-vent recoil suppression.

Sports Rifles




Rugar 100 CR 4 900¥ (R) Capacity: 5 shots


This sport rifle is the favorite weapon for many professional hunters. It features a built in imaging scope and a rigid stock with recoil reducing shock pad.


PJSS Elephant Rifle CR 6 6,000¥ (R) Capacity: 2 shots


If you want to shoot something big from a safe distance, this huge double-barreled rifle is your weapon of choice. It's two barrels can be shot at once with significant recoil that even the rigid stock and shock pad can only help so much with.

Sniper Rifles




Ranger Arms SM-4 CR 6 6,200¥ (F) Capacity: 15 shots


This rifle features a silencer, imaging scope and a rigid stock with shock pad for recoil suppression. The SM-4 disassembles completely in order to fit into a standard briefcase. Assembling or disassembling the SM-4 takes about 18 seconds. The barrel is highly sensitive. If bumped after being assembled, it becomes unaligned and slightly less accurate until it is realigned.


Walther MA-2100 CR 6 5,000¥ (F) Capacity: 10 shots


The chosen sniper rifle of the Confederated American States Army, the MA-2100 is designed to military specifications. It is free of the design instabilities common to other sniper rifles. However, the downside of this model is that it cannot be disassembled to fit into a briefcase. It comes with an internal smartgun system and a rigid stock with recoil suppressing shock pad.


Barrett Model 121 CR 7 9,000¥ (F) Capacity: 14 shots


The Barret Model 121 is a heavy sniper rifle that is primarily used against heavily armored opponents, as well as to destroy valuable (and well protected) equipment and light armored vehicles. It comes equipped with an internal barrel-mounted silencer, a smartgun system and a folding tripod. This weapon cannot be disassembled.

Shotguns




Remington 990 CR 4 550¥ (R) Capacity: 8 shots


The Remington includes an imaging scope and a rigid stock with shock pad for recoil suppression. It can fire regular slug or flechette ammunition.


Defiance T-250 CR 4 475¥ (R) Capacity: 5 shots


This self loading shotgun is available either in normal length or a short barreled version. The short barreled version is more easily concealed but has a much shorter range.


Franchi Spas-22 CR 5 1,250¥ (R) Capacity: 10 shots


Due to it's folding stock with with shock pad and it's internal smartgun system, this assault shotgun is popular with with many military and police forces operating in urban combat zones.

Machine Guns




Vindicator Minigun CR 6 5,500¥ (F) Capacity: 50 bullets, or 100 if belt fed


The Vindicator is a six barreled minigun, powered by high-density batteries, that allows for an astounding rate of fire. When activated, the barrel spins and makes an easily recognizable and audible electric whirring sound.


Stoner Ares M202 CR 6 4,500¥ (F) Capacity: 50 bullets, or 100 if belt fed


The MMG packs a tremendous punch into a relatively light framework made of extra-durable compounds. Due to it's comparatively smaller size, it's a very popular secondary weapon for military vehicles, but can also be equipped with various accessories to make it into a personal weapon.


Ultimax HMG-2 CR 7 7,500¥ (F) Capacity: 50 bullets, or 100 if belt fed


Equipped with a detachable tripod, a rigid stock with recoil suppressing shock pad and further gas-vent recoil suppression, the Ultimax is usually fired from a prone, sitting or kneeling position, though some trolls might be strong enough to fire it while standing.

Assault Cannons




Panther XXL CR 8 5,500¥ (F) Capacity: 15 shots


This enormous assault cannon fires special ammunition common to that used as the primary weapon in small tanks. It comes with a smartgun system and and rigid recoil suppressing shock pad, though this is hardly enough to compensate for it's tremendous recoil. Fortunately, the weapon's firing rate is quite low.


Firearms Accessories

Bipod 100¥

Bipods are two-legged braces that extend downward from the weapon, allowing it to be fired low to the ground with the user in a sitting or prone position. A bipod can be attached to the underbelly of the gun and offers extra recoil suppression.


Concealable Holster 75¥

Various types of holsters can be worn over the hip, in the small of the back, under the arm, on the forearm, or on the ankle. In simple terms, these holsters make a weapon (pistol or smaller) more easily concealed.


Gyro Stabilization 3,000¥

This is a heavy upper body harness with an attached, articulated gyro-stabilized arm that mounts a rifle or heavy weapon. With this awkward system in place, recoil is pretty much negated. Getting into the gyro mount takes 5 minutes, but using the quick release to get out is near instant.


Hidden Gun Arm Slide 350¥

Attached to the forearm and worn under clothing, this slide can accommodate a pistol-sized weapon. With a wireless signal or correct sequence of arm movements, the slide releases the weapon, object right into the wearer's hand.


Imaging Scope 300¥

These classic scopes are attached to the top mount of a rifle or shotgun. Imaging scopes can be upgraded with any of the vision enhancements.


Laser Sight 100¥

This device projects a laser beam to produce a glowing red spot on the target. One's Firearms skill is considered a level higher (even if they already have x4 in the skill) when a laser sight is used. Laser sights cannot be combined with a smartlink.


Silencer 200¥ (F)

The silencer is a barrel-mounted accessory that reduces the sound and flash of a weapon's discharge. The silencer cannot be used with burst fire or fully automatic weapons.


Smartgun Systems & Ammo

Smartgun System, Internal (Weapon Cost) (R)

Smartgun System, External 400¥ (R)


The smartgun system connects a firearm or projectile weapon directly to a user's smartlink (bought separately). It incorporates a laser range finder and a small camera, and keeps track of ammunition, heat buildup and material stress. It allows a smartlinked character to mentally switch between gun modes, eject clips and fire the gun without pulling the trigger. The camera allows for targeted shooting around corners without exposing oneself to return fire. The System makes use of advanced calculation software, allowing the user to aim even weapons with a highly ballistic firing arc (such as launched grenades) with tremendous precision over any distance the weapon is capable of firing. The smartgun system can also be accessed via wireless link, allowing for the gun to be remotely fired or to block the trigger (in case an opponent gets a hold of it). One's Firearms skill is considered a level higher (even if they already have x4 in the skill) when smartlink is used. Smartlink cannot be combined with a laser sight.


Sound Suppressor 300¥ (F)

The sound suppressor is a barrel-mounted accessory similar to the silencer but specifically designed for burst fire and full auto weapons.


Speed Loader 25¥

The speed loader is a simple device that can hold a ring of bullets for fast insertion into a revolver.


Tripod 300¥

Tripods provide a stable basis to fire a weapon low to the ground with the user in a sitting or kneeling position. Tripods offer extra recoil suppression.


Ammunition (Per 10 shots)

Regular Ammo 20¥ (R)


Flechette Rounds

(+2 CR vs Unarmored targets) 100¥ (R)

Tiny, tightly packed metal slivers function as the business end of a flechette round. They are devastating against unarmored opponents but not very effective against rigid armor.


Gel Rounds (Nonlethal) 30¥ (R)

These non-lethal rounds use a hard jelly-like substance and are often employed for riot control. They are usually semi-solid slugs that flatten on impact, dispersing their kinetic energy over a larger than normal area. Armor is more effective against gel rounds than normal.


Explosive Rounds (+1CR) 50¥ (F)

EX Explosive Rounds (+2CR) 100¥ (F)

Explosive rounds are solid slugs designed to fragment and explode on impact. Using these rounds too often may be hazardous.


APDS (Halves AR) 70¥ (F)

Armor Piercing Discarding Sabot rounds are specifically designed to travel at high velocity and punch through armor. All armor ratings vs APDS rounds are halved.


Assault Cannon 450¥ (F)



GRENADES & EXPLOSIVES

Grenades (Each)

Flash Bang 30¥ (R)

Upon detonation, flash bang grenades spread a metallic powder out over the area that ignites in contact with the oxygen in the atmosphere, creating a loud, bright shocking blast distributed equally over a radius of 10 meters.


Fragmentation CR 6 35¥ (F)

These are designed to spread a cloud of deadly shrapnel over a large area, seriously injuring soft targets.


High Explosive CR 7 45¥ (F)

These grenades are designed to deliver a tremendous blast, penetrating even heavily armored targets.


Tear Gas 30¥

Instead of exploding, these grenades release a cloud of tear gas over an area with a diameter of 20 meters.


Smoke 30¥

Similar to a gas grenade, the smoke grenade releases a cloud of smoke over an area with a diameter of 20 meters. The cloud obscures vision.


Thermal Smoke 35¥

Thermal smoke confounds normal and Thermographic vision.


Explosives (Per kg)

Commercial 100¥ (R)

This covers a range of explosive compounds, both solid and liquid, composed of a high explosive chemical and a stabilizer to reduce the sensitivity and increase the stability of the material.


Plastic 1,000¥ (F)

Highly stable, mold-able, and adhesive, plastic explosives are ideal for certain jobs, like blowing a hole in a wall. They are usually color-tinted to indicate the level of current needed to detonate them, from the black of magnetic-field induction to the chalky white of 440 volt industrial explosives.


Foam 1,000¥ (F)

This special plastic explosive compound has the consistency of shaving cream, is stored in an aerosol can, and can be sprayed onto a surface or into a crevice. Like regular plastic explosives, explosive foam is detonated by electrical current.


Detonator Cap 75¥ (R)



75%


CLOTHING, ARMOR, & MORE

Regular Outfit 50¥

Fine Outfit 200¥

Tres Chic Outfit 1,000¥

Luxury Wear or Business Suits 5,000¥ and Up

Leather Jacket 200¥


Armor

Armor Clothing AR 1 500¥

The extra resilient ballistic fiber in armor clothing offers basic protection while being indistinguishable from regular clothing.


Armor Jacket AR 3 900¥

The most popular armor solution on the streets comes in all styles imaginable. It offers good protection without catching too much attention, but don't think of wearing it to a dinner party.


Armor Vest AR 2 600¥

Modern flexible wrap vests are designed to be worn under regular clothing without displaying any bulk.


Camouflage Suit AR 2 1,200¥

A full body suit with computer designed environmental pattern facsimiles. All have reversible day/night patterns. Choose from a variety of patterns including urban and different types of wilderness.


Chameleon Suit AR 3 8,000¥

A full body suit made from ruthenium polymers supported by a sensor suite that that scans the surroundings and replicates the images at the proper perspectives, providing the wearer with chameleon abilities.


Lined Coat AR 2 700¥

Reminiscent of the long dusters worn in the days of the wild west, lined coats offer good protection and offer extra concealment capacity in the confines of it's interior.


Commlinks, Cyberdecks & Other Devices

Commlinks 300¥ - 9,500¥


Commlinks are the universal Matrix access device, used by everyone to be online all the time, control all of their electronics, access their ID and accounts, and enhance their experiences with augmented and virtual reality. Though variations exist according to different models, the standard commlink contains most of the following features: music player, micro-trid/holo projector/"touch screen" display, camcorder, microphone, image/text scanner, RFID tag reader, GPS, roll up Velcro fastening keyboard, chip player, credstick reader, retractable earbuds, voice access controls and a shock and water resistant case.


Cyberdecks 300¥ - 9,500¥

If you were a decker and someone swung a monofilament claymore at you, you’d protect your cyberdeck with your body, and not the other way around. This isn’t just because the things are fraggin’ expensive, cyberdecks (or decks) are a decker’s life’s blood, an all-in-one ticket to hacking the planet. The most common form of a deck is a smooth, flat, elongated rectangle, slim with plenty of display space for touch controls, although they can take many forms. For more information about them. All cyberdecks include illegal hot-sim modules right out of the box.


AR Gloves 250¥

Available in all shapes and sizes, these gloves allow the user to manually interact with the Matrix by manipulating virtual arrows, accessing a virtual keyboard or display, or remotely controlling a device. They are also equipped with force feedback, allowing for a limited tactile augmented reality experience. These gloves are also able to provide basic information regarding touched or held items such as weight, temperature and hardness.


Sim Module 100+¥

The sim module is an ASSIST interface that controls the simsense experience. it translates the computer signals (simsense data) into neural signals, allowing the user to directly experience simsense programs and virtual reality. A sim module must be accessed via trodes or a direct neural interface (datajack, implanted commlink, etc). Standard legal sim modules only interpret "cold" sim. It's possible to modify a sim module to allow the user to experience "hot" sim and BTLs (Better then Life), but this also makes the user more vulnerable to Black IC (Intrusion Countermeasure) programs. As a safety precaution, sim mods override your motor functions while you are fully immersed in VR/simsense, so that you don't blindly thrash around in the real world and potentially injure yourself or break things. This means that your physical body is limp while you're online, as if you were sleeping. This reticular activation system (RAS) can also be disabled at the user's own risk.


Holo Projector 200¥

This device projects a trideo hologram into any open space within 5 meters.


Trodes 50¥

This net/headband of electrodes and ultrasound emitters enables the wearer to experience simsense and are used with a sim module. Trodes are often concealed under headbands, hats or wigs.


Nanopaste Trodes 100¥

This highly sensitive high tech nanite paste can be used to "paint" an electrode net around the head. Popular with the club going set, nanopaste is often artistically applied in a variety of colors and designs.


Jammer 2,500¥

This device floods the airwaves with electromagnetic jamming signals to block out wireless and radio communication. The jammer automatically jams most devices within a n range of around 30 meters.


Micro Transceiver 800¥

This classic short range communications device is perfect for discreet operations. The micro transceiver consists of an earbud and adhesive subvocal microphone.


White Noise Generator 200¥

This device creates a field of random noise, masking the sounds within an area of 10 meters.


Full Suite of Matrix Programs 10,000-50,000¥

Storing data is rarely a concern in 2070, as omnipresent wireless systems allow a tremendously fast and always available transfer of information, games, music, trideo, simsense and other data between devices, whenever and wherever a user wants them. Thanks to modern tech, size and transfer rates are no longer an issue. Note: To keep Deckers simplified, we're making the rules on programs simple as well. Spend as little as 10k or as much as 50k on your programs. The amount you spend as well as your Smart descriptor and your Matrix skill will determine just how good you are at Decking.


Virtual Pet 50¥

Simulate your favorite pet without having to feed or care for it (of course, if you enjoy the experience, you can enable a special option that lets the pet react to the amount of care you spend on it). Virtual pets include limited tactile experience (you can't grab it, but petting is possible and you can feel it's weight when carrying it on your shoulders), and you can have it with you at all times without worrying that it will run away or get run over by a car. All kinds of animals, critters and fantastic creatures are possible in any sizes and numbers. You want a swarm of little pink flying elephants? No problem!


Virtual Person 150¥

Simulate your favorite person! Whether it's your ex-boyfriend or your favorite sim starlet, just access or upload their personal data, modify it as you see fit and project the person into your life just like the real deal. The program only simulates one person at a time and the realism in behavior depends on the amount of data given as well as the processing power of your commlink. Best results are achieved with a growing assortment of downloadable sim persons (including sim stars like Tracy Monroe and Neko-Katz).


Virtual Weather 100¥

Don't like the weather? Change it! Move the clouds or make them disappear, block out the sun or put it exactly where you want it. Change temperature to suit your needs (at your own risk, as the actual temperature doesn't change, just your perception of it). Make the rain go away or have it pour down on your miserable self whenever you want it. The program even allows limited alteration of the ambient brightness... you can always turn day into night, but to turn night into day, special equipment like low light vision is required.


Sim Recordings 5-200¥

Sim programs range from special effects laden action blockbusters and steamy romances to completely programmed anime specials to porn and and underground crime and snuff films. Some sims have a poly-point of view feature, allowing you to switch back and forth to experience the action through different performers.


BTL Recordings 20-200¥

Conventional simsense recordings include signal peak controllers to protect the spectator from physical brain damage, as well as to reduce the addictive qualities of jacked up high amplitude signals and direct stimulation of the pleasure centers of the brain. Better than life programs don't have these controllers, promising the illusion of a better life to all those who have been chewed up and spat out by society. Continuous exposure to BTL leads to psychological addiction and unpleasant side effects like catatonia, multiple personality disorder, amnesia, flashbacks, mania, synesthesia (sensory crossover), and, in some cases, death due to malnutrition, dehydration or suicide. BTLs are usually programmed to burn out or self erase after one use, sending you back to the dealer for more.


VR Games 50¥

The use of simsense technology has led to a whole new generation of games, linking the player directly into a true first person shooter perspective. (Ultra Mario, Dunkelzahn's Quest XII, Sahara Soldier, Runner's Life) or hovering over the action (SimCiv, Euro War 2032, Final MageCraft). Most games offer both a single player and Matrix multiplayer option (the latter for a monthly fee). Many of them offer not only a gaming challenge but also a perfect alternative to the dismal existence of most people's real lives.

CREDSTICKS & SINs

Certified Credstick 25¥

The modern version of cash or bearer bonds, certified credsticks are not registered to any specific person. The electronic funds encoded on it belongs to whoever holds it. Certified cred requires no ID or authorization to transfer or use. These items are popular among those who prefer to leave no paper trail. The maximum amount of nuyen that a certified credstick can hold is determined by it's type, as follows:


Standard - 5,000¥

Silver - 20,000¥

Gold - 100,000¥

Platinum - 500,000¥

Ebony - 1,000,000¥


Fake SIN 1,000-6,000¥

The SIN and it's equivalents are what makes a mere metahuman being into a real person of the digital age. You get it when you're born and carry it with you until you die. It opens certain doors to you and leaves others closed forever. Not to have it means to stand outside the system, making you into a non-entity, with restricted or non-existent civil rights. Most shadowrunners don't have a SIN, either because they were unfortunate enough to have been born poor or because they lost it in the crash of '64. Getting by without a SIN can be a pain, so runners settle for the next best thing... a fake. If it's high quality, nobody will even recognize the difference. If it's low quality, you better not use it in high security settings.


Fake License 100-600¥

For those who don't want to go through the standard legal channels, a fake license can be obtained for all kinds of restricted (R) items or activities (hunting, concealed carry, spellcasting, etc) as appropriate to the jurisdiction can be obtained through the black market. Each type of item/activity requires a separate license. Each electronic license is assigned to a particular ID or SIN.


Bounty Hunter's License 1,200¥

TOOLS

Building and repairing items requires the tools to do the job. Tools must be bought separately for each specific skill (Example: automotive mechanic tools, armorer tools or hardware tools). Shops and facilities both are stocked with standard spare parts.


Kit 500¥


A kit is portable and contains the basic gear to make repairs.


Shop 5,000¥


A shop is transportable with a large vehicle.


Facility 100,000¥


A facility is immobile because of the bulky and heavy machines involved.


Vision Enhancement


All the items below can be fitted with any of the vision enhancements.


Binoculars 100¥


At it's most basic level, the hand held binoculars are designed to see far away objects more clearly.


Contact Lenses 50¥


Lenses fit over the eyeball itself and must be kept moist.


Glasses or Sunglasses 25¥


Standard glasses or sunglasses.


Goggles 50¥


For that aviator look!



Enhancements

Enhancements may be added to any base visual equipment, such as -- glasses, goggles, binoculars, etc, to improve their perceptions.


Low Light +100¥


This enhancement allows the user to see normally in light levels as low as starlight. Total darkness still renders the user with this enhancement blind.


Flare Compensation +50¥


This protects the user from blinding flashes of light as well as simple glare. Flare compensation also protects users of thermographic vision from heat flashes and glare from infrared lighting.


Image Link +25¥


The image link either displays visual information (text, pictures, movies) in the field of vision or projects it onto the user's retina with a laser. Visual data is typically Augmented Reality data received by the user's Personal Area Network, but other input is also accepted.


Smartlink +500¥


This accessory interacts with a smartgun system to project the weapon's angle of fire into the user's vision, centering red crosshairs where the user is pointing and highlighting perceived targets. The smartgun's laser rangefinder also calculates and displays the distance to the target. Additional data from the weapon, such as the ammunition level, heat buildup, and stress can also be displayed. Requires an image link.


Thermographic +100¥


This enhancement enables vision in the infrared portion of the spectrum, enabling the user to see heat patterns. Thermographic vision is a very practical way to spot living beings in areas of total darkness (even though it's difficult to fully determine their type and appearance), to check if a motor or machine has been running lately and to track heat footprints.


Ultrasound +1,000¥


The ultrasound enhancement consists of an emitter that sends out continuous ultrasonic pulses and a receiver that picks up the echos of these pulses to create a topographic ultrasound "map" that is laid over (or replaces) the user's normal visual sensory input. While ultrasound vision is perfect to "see" textures, calculate exact distances and pick up things otherwise invisible to the naked eye (like people cloaked by an invisibility spell), it is less adept at tasks like perceiving color and brightness. It cannot penetrate materials like glass that would be transparent to optical sensors. The ultrasound sensor can be set to passive mode, in which it does not emit ultrasonic pulses but still picks up ultrasound from outside sources (such as motion sensors or someone else's ultrasound sensors on active mode).


Vision Enhancement +100¥ - 300¥


Vision enhancement gives the character sharper vision, up to a maximum of x3.


Vision Magnification +100¥


This zoom function magnifies vision by up to 50 times, allowing distant targets to be seen clearly. It is available as both optical (ideal for spellcasting at distant targets) or electronic (with real time image correction) enhancement.



75%


CYBERWARE

Essence costs and nuyen costs for Cyberware listed below are for standard fare. Cyberware is available in 4 grades... standard, alphaware, betaware and deltaware. Apply the modifiers from the following chart to purchase a higher grade of cyberware for your character.





Grade Essence Cost Multiplier


Cost Multiplier


Standard x1


x1


Alphaware x0.8


x2


Betaware x.07


x4


Deltaware x0.5


x10




Headware

These small complex devices are inserted into the head(typically constructed via less-invasive nanosurgery)

Headware Essence Cost


Description


Commlink 0.2 2,000¥ + Commlink Cost


Commlinks are the universal Matrix access device, used by everyone to be online all-the time, control all of their electronics, access their ID and accounts, and enhance their experiences with augmented and virtual reality. A range of stock commlinks and operating systems are provided. Though variations exist according to different models, the standard commlink contains most of the following features: music player, micro-trid/holo projector/“touch-screen” display, camcorder, microphone, image/text scanner, RFID tag reader, GPS (global positioning system, triangulated from registered local wireless nodes), roll-up Velcro-fastening keyboard, chip player, credstick reader, retractable earbuds, voice-access controls, and a shock and water-resistant case.


Control Rig 0.5 10,000¥


This implant harnesses the raw data-coordinating and synchronization power of the middle brain for the express purpose of directly manipulating rigged vehicles/drones.


Cranial Bombs -- --


An illegal method of coercion, cranial bombs are the ultimate headache.


Kink Bomb 0 2,000¥


Kink bombs are designed to damage only part of the victim's head, either rendering specific headware (or other cyberware) useless of damaging the brain to cause blindness, stuttering, hearing loss, etc.


Microbomb 0 5,000¥


Microbombs are just powerful enough to kill the bearer.


Area Bomb 0 10,000¥ (F)


Affect a blast area like either a fragmentation or high-explosive grenade. The bombs can be remote- or time-detonated, or even set to discharge by sound recognition.


Datajack 0.1 500¥


Allows a user to directly interface with any electronic device via a fiberoptic cable. Datajacks also allow users to slot and mentally access chips, softs, and BTLs. Datajacks equipped with their own memory storage for downloading or saving files. Two datajack users can string a fiberoptic cable between themselves to conduct a private mental communication immune to radio interception/eavesdropping.


Data Lock 0.1 1,000¥ + Encryption


This specialized version of the datajack is used by couriers, spies, and aides to top officials and executives, allowing them to act as walking data safes. Stored data is encrypted, and a special code is required to transfer data in or out through the data lock. Most importantly, the data lock is not wireless-enabled, nor does the implanted character have mental access to the data-she's merely a carrier.


Olfactory Booster 0.2 Rating x 1,000¥


Known on the street as a "sniffer," "cybernose," or "cybersnout," the olfactory booster enhances, identifies, and records smells (and can play them back later). This opens a completely new world of sensual information for the user, because smell carries much more information than a normal metahuman nose would ever be able to pick up on. This can be bought up to x4.


Sim Module 0.2 2,000¥


The sim module is an interface device that controls the simsense experience. It translates computer signals (simsense data) into neural signals, allowing the user to directly experience simsense programs, augmented and virtual reality. A sim module must be accessed via trodes or a direct neural interface (datajack, implanted commlink, etc). Standard (legal) sim modules only interpret cold sim (legal sim). It is possible to modify a sim module to allow the user to experience hot sim (illegal sim) and BTLs (Hyper–real levels of simsense that are potentially dangerous and addictive), but this also makes the user more vulnerable to Black IC programs. As a precaution against hijacking, modified modules have a physical switch to change between cold and hot sim. As a safety precaution, sim mods override your motor functions while you are fully immersed in VR/simsense, so that you don’t blindly thrash around in the real world and potentially injure yourself or break things. This means that your physical body is limp while you’re online, as if you were sleeping. This reticular activation system (RAS) override can also be disabled at the user’s own risk.


Taste Booster 0.2 Rating x 1,500¥


The taste booster performs the same function as the olfactory booster (see above), except that it enhances the user's tastebuds. This can be bought up to x4.


Tooth Storage Compartment -- 200¥


These hollow teeth are used to smuggle contraband.


Tooth Breakable Compartment -- 500¥


These breakable models trigger a linked effect (such as starting a tracking signal or releasing poison) when the user bites hard on the tooth.


Ultrasound Sensor 0.3 6,000¥


This is an implanted version of the ultrasound sensor which consists of an emitter that sends out continuous ultrasonic pulses and a receiver that picks up the echoes of these pulses to create a topographic ultrasound “map” that is laid over (or replaces) the user’s normal visual sensory input. While ultrasound vision is perfect to “see” textures, calculate exact distances, and pick up things otherwise invisible to the naked eye (like people cloaked by an Invisibility spell), it is less adept at other tasks like perceiving colors and brightness. It cannot penetrate materials like glass that would be transparent to optical sensors. The ultrasound sensor can be set to a passive mode, in which it does not emit ultrasonic pulses but still picks up ultrasound from outside sources (such as motion sensors or someone else’s ultrasound sensors on active model.


Voice Modulator 0.2 7,500¥


This implant enhances the subject’s vocal organs. She can speak with an increased volume of up to 100 decibels without exhaustion, or shift her pitch to create perfect bird calls, mellifluous singing, and uncanny vocal impressions. The modulator can also play back a recorded voice; however, she cannot use the recorded voice for any purpose other than to mimic exactly what it said (voice recognition systems will spot the deviation from the original).


Secondary Pattern -- Rating x 5,000¥ (F)


For more deceptive purposes, the (highly illegal) secondary pattern function can be installed—it can be loaded with a recording from another person’s voice to create an almost perfect reproduction. This can be bought up to x4.




Eyewear

Cybereyes are likely the most common cyberware in the Sixth World. Once designed to help the blind, the cybereyes of today allow for even better vision than the original equipment—it’s not uncommon for anyone who can afford it to exchange perfectly functioning natural eyes with cybernetic replacements. Cybereyes can be purchased in any shape or color the user desires from perfectly natural seeming to the most outrageous of ocular designs. Color and patterns are easily altered by downloading a new skin. For those who don’t want to go for the full switch, many cybereye features are offered as non-replacement retinal modifications to the natural eyes. Eyeware subsystems either take up Capacity in a cybereye or Essence in a natural eye (not both). For both replacements and retinal mods, upgrades usually involve both eyes so the user’s vision is not unbalanced.


Eyeware Essence


Cost


Rating 1 0.2


500¥


Rating 2 0.3


750¥


Rating 3 0.4


1,000¥


Rating 4 0.5


1,500¥




Eyeware Essence Cost


Description


Eye Recording Unit 0.1 2,000¥


The eye recording unit connects to the user’s optical nerves and records all data directly into attached storage (accessible by the user’s PAN). To prevent data theft, the user can opt to make this storage only accessible by special means (sim module, datajack, etc.).


Flare Compensation 0.1 750¥


This protects the user from blinding flashes of light as well as simple glare. Flare compensation also protects users with thermographic vision from heat flashes and glare from infrared lighting. It eliminates the vision modifiers for glare.


Image Link 0.1 500¥


Included with the Cybereye basic system, the image link either displays visual information (text, pictures, movies) in the field of vision or projects it onto the user’s retina with a laser. Visual data is typically AR data received by the user’s PAN, but other input is also accepted.


Low-Light Vision 0.1 1,000¥


This accessory allows the user to see normally in light levels as low as starlight. Total darkness still renders the user as blind as an unmodified person.


Ocular Drone -- 63,000¥


This enhancement only affects one eyeball per purchase but it installs a small spyball drone in the user’s ocular cavity. The spyball functions as a normal cybereye until the user chooses to remove it and control it as though it were a standard spyball drone. A user who chooses to replace both eyes with ocular drones is effectively blind while both drones are operating apart from her. Not available as a retinal modification.


Retinal Duplication 0.1 Rating x 15,000¥ (F)


Can be loaded with a recording of someone else’s retina to create an almost perfect reproduction. Can be bought up to x4.


Smartlink 0.1 1,000¥ (R)


This accessory interacts with a smartgun system to project the weapon’s angle of fire into the user’s vision, centering red crosshairs where the user is pointing and highlighting perceived targets. The smartgun’s laser rangefinder also calculates and displays the distance to the target. Additional data from the weapon, such as the ammunition level, heat buildup, and stress can also be displayed. Requires an image link.


Thermographic Vision 0.1 1,000¥


This enhancement enables vision in the infrared portion of the spectrum, enabling the user to see heat patterns. Thermographic vision is a very practical way to spot living beings in areas of total darkness (even though it is difficult to fully determine their type and appearance), to check if a motor or machine has been running lately, and to track heat footprints.


Vision Enhancement 0.1 Rating x 1,500¥


Vision enhancement gives the character much sharper vision. This may be bought up to x3.


Vision Magnification 0.1 1,000¥


This zoom function magnifies vision by up to 50 times, allowing distant targets to be seen clearly. It is available as both an optical (ideal for spellcasting at distant targets) or electronic (with real-time image correction) enhancement.


Protective Covers -- 100¥


These can protect both cyber and normal eyes, and confer both Ballistic and Impact armor protection to the eye area. Available in transparent or one-way reflective versions.




Earwear

Like eyeware, earware can be installed within a complete cyberear replacement or as an inner ear modification. Upgrades usually involve both ears, so the user’s hearing is not unbalanced.


Cyberears


These implants usually just replace the inner ear (though sometimes the auricle as well, if the user desires), and offer perfect hearing within normal ranges. They include a sound link and an ear recording unit (at no extra cost), as well as capacity for various enhancement systems.


Cyberears Essence


Cost


Rating 1 0.2


500¥


Rating 2 0.3


750¥


Rating 3 0.4


1,000¥


Rating 4 0.5


1,500¥




Earware Essence Cost


Description


Audio Enhancement 0.1 Rating x 1,500¥


Audio enhancement allows the user to receive a broader spectrum of audio frequencies (including those outside the user’s normal audible spectrum, like high and low frequencies) while experiencing finer discrimination of nuances and blocking out distracting background noise. This may be bought up to x3.


Balance Augmenter 0.1 5,000¥


The balance augmenter enhances the inner ear’s natural balance mechanism drastically improving the user's balance dependent skills, such as climbing, walking across a narrow platform, landing after a jump, and so on.


Damper 0.1 750¥


This implant protects the user from sudden increases in sound as well as damaging sound levels. The damper increases resistance to sonic attacks.


Ear Recording Unit 0.1 500¥


The ear recording unit connects to the user’s auditory nerves and records all data directly into unlimited data storage that can be accessed by the user’s PAN. To prevent data theft, the user can also opt to make this storage only accessible by special means (datajack, etc.).


Select Sound Filter 0.1 Rating x 1,000¥


This filter allows the user to block out background noise and focus on specific sounds or patterns of sounds (including sound, word, or speech pattern recognition). Each rating point allows the user to select a single sound group (such as a conversation or the breathing of a guard dog) and focus on it. The user can only actively listen to one group at a time, but she may choose to record the others for later playback or set them to triggered monitoring (such as sounding an alert if there is a variation in the breathing pattern of the dog, or if the conversation brings up a certain topic). This may be bought up to x4.


Sound Link 0.1 250¥


The sound link plays audio (recordings, movie soundtracks, music, etc. ) from linked sources (PAN, datajack, etc.) directly into the user’s cyber ears. Commonly used for AR sound.


Spacial Recognizer 0.1 750¥


This accessory pinpoints the direction from which a sound is coming.


Bodywear

Bodyware that does not have a Capacity rating must be installed directly into the user’s body; it cannot be installed into cyberlimbs. Bodyware may be installed in cyberlimbs.


Bone Lacing

The cellular structure of the user’s bones is augmented with lattice chains of reinforcing plastics and metals to improve the bones’ integrity and tensile strength, but the augmentation also adds extra weight. Characters with bone lacing also inflict Physical damage with their unarmed blows.


Type Essence Cost


Description


Plastic 0.5 5,000¥ (F)


Plastic bone lacing confers a bonus of +1 Tough.


Aluminum 1 15,000¥ (F)


Aluminum bone lacing confers a +2 Tough bonus and a +1 armor rating bonus (cumulative with worn armor).


Titanium 1.5 40,000¥ (F)


Titanium bone lacing confers bonuses of +3 Tough bonus and +1 armor bonus.


Bodyware Essence Cost


Description


Cosmetic Modification -- 200 - 10,000¥


Outpatient treatments that take about 2 hours can be obtained to alter the user’s appearance— shape, coloration, and pigmentation of the face and body along with addition or removal of hair (fiberoptic hair with changing color patterns is still very popular). Exotic modifications like scaly skin, colorful fur, cat ears, ork tusks, or tails are more difficult to come by.


Dermal Plating Rating x 0.5 Rating x 5,000¥ (R)


Dermal plating consists of hard plastic and metal fiber plates bonded to the user’s skin. The plates are clearly visible and can be stylized for surface texture and color. Dermal plating confers a bonus to armor equal to its rating, up to x2. Dermal plating cannot be combined with orthoskin.


Fingertip Compartment 0.1 750¥


Allows the storage of microsized items in the tip segment of a finger. Items held within are completely concealed."


Grapple Gun 0.5 1,500¥


This gun can shoot a grappling hook out to 75 meters. It comes equipped with an internal winch, to pull back the grapple (or pull up small loads). Micro rope can support a weight of up to 2,000 kg.


Internal Air Tank 0.25 650¥


The internal air tank replaces part of one lung with a pressurized internal air reserve that allows the user to hold her breath for up to 2 hours. This allows extended underwater operations as well as protection from inhalation- vector – assuming the user holds her breath). Refilling the air tank (through an intake valve located under the ribcage) takes 5 minutes.


Muscle Replacement Rating x 1 Rating x 5,000¥ (R)


Implanted, vat-grown synthetic muscles replace the user’s own. Calcium treatments and skeletal reinforcement allow an overall increase in the user’s strength. Muscle replacement increases both Strong and Agile by its rating, up to x4. It cannot be combined with muscle augmentation or muscle toner bioware.


Simrig 0.5 5,000¥


An advanced version of the trode net, the simrig records simsense experience data (both physical and emotive) from the wearer. Simrigs incorporate a sim module.


Smuggling Compartment 0.2 1,500¥


Smuggling compartments may only be placed in parts of the body that can be easily hollowed out/replaced. These compartments allow the storage of micro-sized items.


Touch Link 0.1 1,000¥


The touch link is a small unit attached at the base of the spine that allows for the processing of tactile information (texture, temperature, etc.) directly to the user’s neural system. This information is usually received via the user’s PAN, but it can also be input from other sources.


Wired Reflexes

This highly invasive operation implants a multitude of neural boosters and adrenalin stimulators in strategic locations all over the body, catapulting the patient into a whole new world where everything around her seems to move in slow motion. The system includes a trigger to turn the wired reflexes on and off. The user's speed and reaction time are increased by a factor of the rating +1. Example: Wired Reflexes 2 would triple one's speed and reaction time.


Type Essence


Cost


Rating 1 2


11,000¥ (R)


Rating 2 3


32,000¥ (R)


Rating 3 5


100,000¥ (R)






Cyberlimbs

In today’s world of streamlined bioware, the use of cyberlimbs is sometimes viewed as crude and outdated, if not outright medieval. 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. Cyberskulls and –torsos are included in this category, though they are in fact shells rather than full replacements.


Type Essence


Cost



Obvious Limbs

These implants are immediately recognizable as artificial unless the character covers them with clothing. In some cases, they are glaringly obvious and outlandish, though this tends to affect the character’s social dealings.


Full Arm 1


15,000¥


Full Leg 1


15,000¥


Hand/Foot 0.25


5,000¥


Lower Arm 0.45


10,000¥


Lower Leg 0.45


10,000¥


Torso 1.5


20,000¥


Skull 0.75


10,000¥



Synthetic Limbs


Synthetic limbs are disguised as natural limbs. It is difficult to visually detect a synthetic limb, however the are obviously artificial to the touch.


Full Arm 1


20,000¥


Full Leg 1


20,000¥


Hand/Foot 0.25


6,000¥


Lower Arm 0.45


12,000¥


Lower Leg 0.45


12,000¥


Torso 1.5


25,000¥


Skull 0.75


15,000¥



Cyberlimb Enhancements

Tough Rating x 1 - x 4


Rating x 200¥ (R)


Strong Rating x 1 - x 4


Rating x 250¥ (R)


Agile Rating x 1 - x 4


Rating x 250¥ (R)




Cyberlimbs Accessories

These items may only be installed in cyberlimbs.


Accessory Essence Cost Cost


Description


Cyberarm Gyromount -- 6,000¥ (F)


When activated, counterweights pop out of the user’s wrist and provide her with better balance and reduced recoil for improved firing capability. The effects are similar to a gyro stabilization system. The effect is not cumulative with a gyro-stabilization system.


Cyberarm Slide -- 3,000¥ (R)


Similar to the hidden arm, the cyberarm can accommodate a pistol-sized weapon. With a wireless signal or correct sequence of arm movements, the slide releases the weapon/object right into the wearer’s hand., but has the added advantage of total concealment.


Cyber Holster -- 2,000¥ (R)


Cyber holsters can be installed in cyberarms, cyberlegs, and cybertorsos. They can hold a pistol-sized weapon or smaller within the limb, and are completely enclosed until activated and popped out (Think Robocop).


Hydraulic Jacks -- Rating x 2,000¥


This implant requires two cyberlegs. Each rating point of the legs adds 20 percent to the character’s maximum jump distance, and (as long as the character manages to land on her feet) reduces the effects of falling by 2 meters. For example, a character with hydraulic jacks x3 falling 10 meters would be treated as falling from a height of 4 meters.


Large Smuggling Compartment -- 2,000¥


Because it is installed in a cyberlimb, this version of the smuggling compartment is larger, and can hold pistol-sized items.




Cyber-Implant Guns

Cyberguns are usually installed into cyberarms, though there have been reports of cyberleg mounted versions, and in rare occasions they are implanted directly into a natural limb. Depending on the size of the gun, it can take up part of the user’s forearm or replace it altogether, with the functional parts of the arm built around it. The guns fire either through a hidden port in the palm, or by folding back the user’s hand at the wrist. To meet their stealthy requirements, most of their parts are built from non-metallic compounds, while the remaining metallic parts are incorporated into the cyberarm’s structure. Each limb can only hold one cybergun. All cyberguns have internal magazines and can be equipped with a hidden external ammo port, though once the clip is attached the cybergun’s presence becomes quite obvious. All cyberguns are pre-equipped with smartgun systems . Laser sights, silencers, and sound suppressors are also available; other weapon accessories (like gas-vent systems) cannot be installed.


Cybergun Essence Cost


Cost


Holdout Pistol 0.15


800¥ (R)


Light Pistol 0.35


1,500¥ (R)


Machine Pistol 0.40


2,000¥ (R)


Heavy Pistol 0.60


3,200¥ (R)


Submachine Gun 1.00


2,500¥ (R)


Shotgun 1.10


2,100¥ (R)


Grenade Launcher 1.50


4,000¥ (F)


External Clip Port 0.10


100¥


Laser Sight 0.10


100¥


Silencer 0.2


400¥


Sound Suppressor 0.3


600¥




Melee Weapons

Cyber melee weapons are the classic toys of razorboys and gillettes. They are available as cyberlimb upgrades, but are also in heavy use as standalone systems implanted into the user’s natural hands. Hand razors are 2.5-centimeter, chromed steel or carbon fiber blades that replace the user’s fingernails or slide out from beneath synthetic nail replacements. Hand blades slip out of the side of the hand opposite the thumb, parallel to the hand. Spurs consist of a variable number of blades protruding from the user’s wrist or knuckles. The shock hand features shock pads built into the knuckles or palm of the hand—these inflict a nasty shock to anything they are in contact with when activated. Shock hands deal Electricity damage and have 10 charges (each).


Weapon Essence Cost Cost



Combat Rating


Handblade 0.25 1,500¥ (F)


CR 1


Hand Razors 0.2 900¥ (F)


CR 1


Spur (Retractable) 0.3 1,800¥ (F)


CR 2


Shock Hand 0.25 1,000¥ (R)


CR 3 (Stun)




75%


SENSORS

Atmosphere Sensor Rating x 25¥

Weather forcasts are notoriously untrustworthy (thanks to pollution, the Awakening, and other factors), but atmospheric sensors can keep you from getting caught in the rain.


Camera 100¥

The most common sensor, cameras can capture still photos, video or trideo (including sound). Cameras may also be upgraded with various vision enhancements.


Cyberware Scanner 300¥ (R)

This millimeter wave scanner is primarily intended to detect cyber implants, but can be used to identify other contraband as well. Maximum range 15 meters.


Directional Microphone 50¥

Allows the user to listen in on distant conversations. Solid objects as well as loud sounds outside the line of eavesdropping block the reception. Maximum range is 100 meters.


Geiger Counter 50¥

This sensor picks up the amount of radioactivity surrounding it.


Laser Microphone 200¥

This sensor bounces a laser beam against a solid object like a windowpane, reads the vibrational variations of the surface and translates them into the sounds that are occuring on the other side of the surface. Maximum range is 100 meters.


Laser Range Finder 100¥

This simple sensor emits a laser beam that is reflected off a target's surface and picked up by a detector to calculate the exact distance.


MAD Scanner 225¥

The MAD (Magnetic Anomaly Detection) scanner is used to detect weapons and concentrations of metal. It has a maximum range of 5 meters.


Microphone 50¥

A standard omnidirectional audio pick up that can be upgraded with audio enhancements.


Motion Sensor 50¥

This sensor uses ultrasound to detect drastic changes in the ambient temperature caused by movement.


Olfactory Scanner 2,000¥

The olfactory scanner picks up and analyzes the molecules in the air. It works in the same way as the olfactory booster.


Radio Signal Scanner 100¥

The radio signal scanner locates and locks in on radio traffic from RFID tags, wireless networks and other transmitters. It is epsecially useful at capturing signals originating from nearby. The scanner can also measure a signal's strength and pinpoint it's location.



Security Devices

Key Lock 60¥


Even in the wireless world, there are still some mechanical key locks around. Some for nostolgia, some for the simple fact that many burglars don't expect them, and others because they haven't been replaced in the last 60 years.


Maglock 600¥


Maglocks are electronic locks with a variety of access control options, from keypads to passcards to biometrics.



Restraints


Metal 20¥


Plasteel 50¥ (R)


Plastic (per 10) 1¥


Containment Manacles 200¥ (R)



B&E Gear

Autopicker 1,000¥


This lockpick gun is a quick and effective way of bypassing mechanical locks.



Cellular Glove Molder 600¥


This device will take a finger or palm print and mold a "sleeve" that can be worn to mimic the print.


Crowbar 20¥


The crowbar doubles the user's effective strength when breaking in a door or similar obstacle by force.


Keycard Copier 1,500¥


The keycard copier allows the user to copy a stolen keycard in seconds before returning it to it's owner.


Lockpick Set 300¥


These mechanical burglary devices are used to overcome key locks. They are considered necessary tools for the task.


Maglock Passkey 10,000¥


The passkey can be inserted into a cardreader's maglock, fooling it into believing that a legitimate passkey has been inserted.


Maglock Sequencer 1,000¥


An elctronic device required to defeat keypad maglocks.


Miniwelder 250¥


This portable device creates a small electric arc to melt metals and other materials in order to separate them or weld them together. It's power supply provides it with a running time of 30 minutes. While creating an intense heat, the arc is too small to make a good weapon.


Monofiliment Chainsaw 300¥


The top of each chain segment on this portable motorized saw is covered with monofilament wire. Ideal for cutting through trees, doors and other immovable objects, it is too unweildy to be used as an effective weapon.



Wire Clippers 25¥

Wire clippers double the user's effective strength for cutting wire.


Chemicals


Glue Sprayer 150¥


This fast drying aerosol superglue allows the user to quickly seal off a portal (such as a door or window). The glue takes about 6 seconds to harden and is quite strong.


Thermite Burning Bar 500¥


Thermite gel is an incendiary material that burns at extremely high temperatures. It is applied with the help of a burning bar- a rod of thermite and oxygen mounted on a handle and in a frame, that can be used to melt holes in iron, steel, and even plasteel. This item cannot be used as an effective weapon.



Survival Gear

Chemsuit 600¥


This slick, impermiable garment is worn over other clothes and provides chemical protection to the wearer.


Climbing Gear 200¥


Includes an ascent/descent harness, gloves, carabiners, crampons and so forth.


Diving Gear 2,000¥


This underwater equipment includes a partial facemask with snorkel, a breathing regulator, an air tank with 2 hours of air, a wet suit, and a bouyancy compensator (an inflatable vest that can be used to send a diver to the surface when she can't get there on her own). The regulator and air tank protect against inhalation vector toxins just like a gas mask. The wet suit also helps keep the diver warmer.


Gas Mask 100¥


Completely covers the user's face and filters out toxic substances.


Gecko Tape Gloves 250¥


These gloves are made of a special dry adhesive that incorporates millions of fine microscopic hairs that bonds to other surfaces. Individually these bonding forces are insignificant, but when combined, they are strong enough to stick a troll upside down on a ceiling. Gecko tape gloves come as a set that includes gloves, kneepads and slip on soles. These gloves are useless when wet.


GPS 200¥


This device measures signals received from either wireless access points or GPS (Global Positioning System) satellites and triangulates the user's exact location (plus or minus 5 meters). Commlinks do this automatically in wireless environments of course, so GPS units are primarily used in the wilderness or areas without wireless coverage.


Hazmat Suit 1,000¥


The hazmat suit covers the whole body and includes an iternal air tank with 4 hours of air. As long as it is not damaged, it provides the wearer with a chemical seal and protects against contact and inhalation vector toxins.


Flashlight 25¥


A metal rod that shines light in a cone in front of the user.


Light Stick 5¥


Bend, snap, and shake it for a couple of hours of chemical light.


Magnesium Torch 20¥


Activate for 5 minutes of bright torchlight.


Micro Flare Launcher 50¥


Primarily used to signal others, this is not an effective weapon.


Micro Flares 25¥


Flares for the flare launcher.


Rappeling Gloves 70¥


These gloves are made of a special fabric that allows the wearer to get a tighter grip on a grapple line. These gloves are necessary tio use ultrathin microwire.


Respirator 600¥


A respirator is a filtering device worn over the mouth and nose that protects against inhalation vector toxins.


Survival Kit 100¥


An assortment of survival gear in a rugged bag. Includes a knife, lighter, matches, compass, light weight thermal blanket, several days worth of ration bars, and water purification unit and more.


Grapple Gun 500¥ (R)


This gun can shoot a grappling hook out to 75 meters. It comes equipped with an internal winch to pull back the grapple (or to pull up small loads). Micro wire can support a weight of up to 2,000kg.


Catalyst Stick 120¥ (F)


Stealth Rope 85¥ per 100m (F)


When stealth rope is touched with the catalyst stick, a chemical reaction is triggered that causes it to crumble to dust within seconds, leaving (almost) no trace. The catalyst stick is reusable.


Microwire 50¥ per 100m


This micro rope is made of an extremely thin and resilient fiber, so great a length of it can be stored in a very small compartment. On the downside, it can only be grabbed with special protective rappeling gloves, otherwise it will cut straight through the climber's hands.


Myomeric Rope 200¥ per 10m


Made of a special myomeric fiber, this rope's movements can be electronically controlled (over a maximum length up to 30 meters)- for example, winding like a snake to reach around an obstacle or to tie to a ledge. The rope is not very strong, so it cannot be used to restrain people or pick up large objects.


Standard Rope 50¥ per 100m


Your typical fibrous rope used to hold great weight, but a bit cumbersome.

BIOTECH

Biomonitor 300¥

This compact device measures life signs- heart rate, blood pressure, temperature, and so on. The biomonitor can also analyze blood, sweat, and skin samples. Used bgy medical services and patients who need to monitor their own health, biomonitors can be worn as an armband or wristband or integrated into clothing.


Medkit 600¥

The medkit includes drug supplies, bandages, tools, and a (talkative) doctor expert system that will advise the user on techniques to handle most typical medical emergencies (including fractures, gunshot wounds, chemical wounds, and poisoning, as well as offering advice for the treating of shock, handling blood loss and of course performing resuscitations).


Slap Patches


Slap patches are adhesive DMSO based drug dispensers that allow continual, safe administration of necessary chemicals. They are applied directly to a patient's skin.


Antidote Patch 300¥

To cure toxin exposure.


Stimulant Patch 150¥

While a stimulant patch is in effect, the character is unable to sleep or rest.


Tranq Patch 200¥

This patch puts a character into unconsciousness.


Trauma Patch 500¥

This patch is placed over a dying character's heart and will stabilize them most of the time, at least temporarily.


Doc Wagon Contract

Don't leave home without it! DocWagon offers first class medical care on a 24 hour house (or street) call basis. Four contract services are available: basic, gold, platinum and super platinum. A DocWagon contract requires the filing of tissue samples (held in a secure vault staffed by bonded guards and mages) and comes with a biomonitor RFID tag implant or wristband (basic service) that can be activated to call for help and then to serve as a homing beacon for roving DocWagon ambulances and choppers. Rupture of the band will also alert a DocWagon representative. Once a call from a contract holder is confirmed, most DocWagon franchises guarantee arrival of an armed trauma team in less than ten minutes, or else the immediate medical care is free. resuscitation service carries a high premium, as does High Threat Response (HTR) service. In the latter case, the client (or his heir) is expected to pay medical bills up to and including death compensation for DocWagon employees. DocWagon will not respond to calls on extraterritorial government or corporate property without permission from the controlling authority at lower levels. They may be willing to make minor trespasses at Platinum and Super Platinum coverage, at the discretion of the dispatch manager on call.


Basic 5,000¥ per year


Gold 25,000¥ per year

Gold contracts include one free resuscitation per year, a 50 percent reduction of HTR service charges, and a 10 percent discount on extended care.


Platinum 50,000¥ per year

Platinum contracts include 4 free resuscitations per year and a 50 percent discount on extended care. There is no charge for HTR services, but employee death compensation still applies.


Super Platinum 100,000¥ per year

Super Platinum contract subscribers are entitled to 5 free resuscitations per year and do not have to pay for HTR or employee death compensation.


MAGICAL GEAR

Fetishes


Fetishes are magical trinkets that make it easier to cast a certain spell. The drain is a bit less harsh and when casting a spell with a fetish, that spell is cast as though the character's Willful rating were one higher. Unfortunately, once used, a fetish "burns out" and can't be used again.


Combat 200¥


Detection 50¥


Healing 500¥


Illusion 100¥


Manipluation 300¥



VEHICLES AND DRONES

Cars, Trucks and Bikes (not military and security vehicles or anything made by Norsetech, as they are a new corporation) -only- may be bought used. Use the following chart to determine how much cheaper your vehicle is based on the year.


Players are encouraged to RP out having mechanical problems from time to time the older the vehicle, as wear and tear on them tends to make them less reliable than brand new vehicles.


2070 - Base Cost

2069 - Base Cost x.8

2068 - Base Cost x.8

2067 - Base Cost x.7

2066 - Base Cost x.65

2065 - Base Cost x.6

2064 - Base Cost x.55

2063 - Base Cost x.5

2062 - Base Cost x.45

2061 - Base Cost x.4

2060 - Base Cost x.35

2059 - Base Cost x.3

2058 - Base Cost x.25

2057- Base Cost x.2

2056 - Base Cost x.15

2055 - Base Cost x.1



Vehicle Modifications


Rigger Adaptation 2,500¥


Weapon Mounts 2,500¥


GROUNDCRAFT

BIKES

Name Armor Rating Speed Cost


Description



Dodge Scoot 2 60mph 3,000¥


This electric-powered scooter is perfect for whizzing down city streets.


Harley - Davidson Scorpion 2 120mph 12,000¥


This bike is a classic, heavy-bodied road hog.


Yamaha Growler 3 150mph 5,500¥


A durable off-road cycle, popular with thrill-seekers.


Suzuki Mirage 2 200mph 6,500¥


This racing bike is a fast street machine whose slick styling makes it a favorite with go-gangs.


NT Ragnarok 8 90mph 65,000¥


Produced by Norsetech, this heavily armored bike features a canopy that slides over the rider, protecting his upper body in a way that other bikes can't. The bike is very heavy, but makes up for this with six gyro stabilization units built in. When placed in "park", the bike doesn't even need a kickstand.



CARS

Honda Spirit 3 80mph 10,000¥


A sleek three-wheeled two-seater with an electric engine, the Spirit is popular with commuting sprawl dwellers.


Mercury Comet 3 110mph 14,000¥


This standard sedan is famous for its reliability.


Mitsubishi Nightsky 6 100mph 20,000¥


Decadent, secure, and high-tech, this limo is the standard transport for corp executives and media stars. Features concealed armor and a chemical seal.


Eurocar Westwind 3000 3 240mph 85,000¥


A sleek, low-slung speed machine. This turbocharged luxury car offers improved suspension and high performance—at a price.



TRUCKS

GMC Bulldog Step-Van 4 90mph 35,000¥


An armored van favored by delivery drivers and shadowrunner teams.


NT Valhalla 5 100mph 45,000¥


A well rounded and popular pickup truck with a lot of hauling and pulling power.


HOVERCRAFT

GMC Everglades 3 120mph 25,500¥


This general-purpose air-cushion vehicle can be easily converted from a passenger to a cargo craft.



MILITARY AND SECURITY VEHICLES

Chrysler-Nissan Patrol-1 6 180mph 22,700¥


The Patrol-1 is the most common urban patrol car in use today.


GMC Beachcraft 10 160mph 63,000¥


The Beachcraft is a swift, lightly armed patrol hovercraft.


Ares Citymaster 12 120mph 51,200¥


This urban riot-control vehicle functions as a mobile command post. Features a chemical seal, life support (20 man-hours), and small turret (CR 6).


Watercraft

Samuvani Criscraft Otter 3 45mph 12,500¥


A mid-size craft fine for pleasure boating, the Otter also does light hauling and utility work. This five-meter long vessel features a fiberglass open hull.


Marine Tech Sea Nymph 3 45mph 45,000¥


An opulent luxury yacht for those who like to sail in style.


Vulkan Electronaut 6 30mph 158,000¥


A 2-person minsub available in a wide selection of utility models.


Aircraft

Cessna C750 2 340mph 164,000¥


This dual-prop craft can carry passengers or serve as a surveillance plane.


Ares Dragon 4 260mph 495,000¥


This solid-built, versatile helicopter can be fitted with extra cargo containers.


Hughes Stallion 4 190mph 225,000¥


This workhorse utility helicopter can be fitted to carry cargo, though it slows the vehicle down.


Northrup Wasp 3 130mph 106,000¥


This one-person rotorcraft was designed for police service. Comes equipped with one weapon (LMG or smaller).

VTOL/VSTOL

GMC Banshee 10 1,000mph 2,350,000¥


This light t-bird vectored-thrust craft was designed for reconnaissance and courier duty.


Federated Boeing Commuter 4 120mph 350,000¥


This tilt-wing aircraft sees heavy use as an inter-city shuttle.


DRONES

All drones are equipped with rigger adaptation.


Microdrones are generally very small, weighing less than a pound.


Small Drones are typically around the size of a basketball and weigh under 10 pounds.


Medium Drones are typically about half the size of a human and weigh between 20 pounds and 40 pounds.


Large Drones are typically about the size of a motorcycle and weigh between 100 pounds and 400 pounds.


Shiawase Kanmushi (Microdrone) 0 (Easily Destroyed) 10mph 1,000¥


This quad-leg micro-drone “bug” crawler is ideal for penetrating closely confined areas and is capable of crawling on walls and ceilings.


Sikorsky-Bell Microskimmer (Microdrone) 0 (Easily Destroyed) 10mph 1,000¥


Quiet and durable, this skimmer is smaller than a can lid and can even skim over water.


Lone Star iBall (Microdrone) 0 (Easily Destroyed) 15mph 1,500¥


Designed to be tossed or rolled into a room, this minidrone can roll on its own but cannot handle stairs, lips, or large obstructions. An offensive version comes equipped with a built-in flash-pak and smoke grenade for an extra 500¥.


MCT Fly-Spy (Microdrone) 0 (Easily Destroyed) 15mph 2,00¥


The size of a large insect, this flying eye-in-the-sky is very handy for shadowing people, given that it’s hard to spot.


Aztechnology Crawler (Small) 0 (Easily Destroyed) 50mph 1,700¥


Designed to operate as a remote snooper in rough rural or urban terrain, this small crawler can handle stairs and other obstacles.


Lockheed Optic-X (Small) 0 (Easily Destroyed) 75mph 1,700¥


The wings on this VSTOL stealth craft fold up for easy transport.


GM-Nissan Doberman (Medium) 3 75mph 3,000¥


The Doberman is a perimeter patrol crawler drone equally effective during daytime or nighttime conditions. Comes equipped with one weapon (LMG or smaller).


MCT-Nissan Roto-Drone (Medium) 1 100mph 2,000¥


The Roto Drone is a simple, no-nonsense rotor-wing drone design.


Renraku Stormcloud (Medium) 1 25mph 2,600¥


This solar-powered mini-blimp can stay in the air for days high above its surveillance target. Commonly used as an eye-in-the-sky for site security as well as various air traffic control functions.


Cyberspace Designs Dalmatian (Large) 1 120mph 2,200¥


The Dalmatian vectored-thrust recon drone features a unique limited hover capability.


CrashCart AutoDoc (Large) 1 30mph 4,000¥


The autodoc is a mobile stabilization unit—it immediately stabilizes any character hooked up to it. The AutoDoc is equipped with a medkit.


Steel Lynx Combat Drone (Large) 4 120mph 5,000¥


A hardened ground-combat machine. Carries one weapon (LMG or smaller).