Borgware
Borgware is Cyberware that is bordering on entire body conversion. These more extreme modifications are the most extensive available.
A revolution in human-machine interface and an upgrade in FBC integration design! A step up from the systems of the past, Biosystems contain not only the brain (and other choice bits) in an integrated Biopod, but a full suite of computer systems and batteries. The added functionality of the Biosystem allows designers to offload some computational processing and power generation, resulting in a drop in cost for many FBC body models. Access to the biosystem for the purposes of injecting medications or a dose of Glucose-Rich Brain Solution is usually done via a closed port located on the back of the neck or chest, when in a body. The Biosystem can operate independently if need be --without mobility, but with basic sensory and speaker systems so the user can interact with the outside world and, most importantly, receive therapy via braindance.
Borgware. A Biosystem is hardened against all EMP Effects and immune to Radiation. The Biosystem contains the user's consciousness and identity. Their Skills and INT, COOL, TECH, WILL, LUCK, and EMP Statistics remain the same as they were in their meat body. Their BODY statistic, Hit Points, and Death Save change depending on the inhabited FBC body. Their REF, DEX, and MOVE Statistics may change depending on what cyberware is installed in the inhabited FBC Body.
Once the user is stored in a Biosystem, being violently removed, or spending longer than a minute outside of it after surgical removal results in death (no Death Save). When not installed in an FBC body, the shell encasing a Biosystem is considered Cover (25hp). The brain inside a biosystem dies instantly if struck directly. A Biosystem implanted in an FBC body cannot be targetted.
Borgware. A single piece of Borgware already installed in the user's body is hardened to military standards.
Once installed, both the Borgware Hardened Shielding and the chosen piece of borgware cannot be rendered disabled, inoperable, or destroyed by electric shock, microwaver or EMP Pulse, or any Non-Black ICE program effect.
Borgware. Installation requires BODY 16 or higher unless the user is an FBC. After installation, the user's body and head are armoured at SP15, and the user takes an Armour Penalty of -2 to REF, DEX, and MOVE. As an action, the user can jettison their Dragoon Plating, removing the provided SP, and freeing them of the Armour Penalty. If the user is not equipped with a set of Dragoon Plating, they can activate the magnetic call system as an action, and summon a set of unattached plating within 6m to them. The selected plating then flies through the air, and magnetically attaches itself to the user. Dragoon Plating contains nanomachines that repair it for 1 point of lost SP at the end of each day in which it does not lose SP. Additional sets of Dragoon Plating can be purchased for 1,000eb. Ordering custom designs and colours adds 100eb to the cost.
Borgware. Installation requires BODY 16 or higher unless the user is an FBC. After installation, the user's body and head are armoured at SP15, and the user takes an Armour Penalty of -2 to REF, DEX, and MOVE. As an action, the user can jettison their Metalgear Dragoon Plating, removing the provided SP, and freeing them of the Armour Penalty. If the user is not equipped with a set of Metalgear Dragoon Plating, they can activate the magnetic call system as an action, and summon a set of unattached plating within 6m to them. The selected plating then flies through the air, and magnetically attaches itself to the user. Dragoon Plating contains nanomachines that repair it for 1 point of lost SP at the end of each day in which it does not lose SP. Additional sets of Metalgear Dragoon Plating can be purchased for 5,000eb. Ordering custom designs and colours adds 100eb to the cost.
Cyberarm Option, Borgware. Contains space for up to 8 Cyberfingers. Each purchase comes with 8 Standard Cyberfingers. Requires a Cyberarm, and 2 Option Slots.
Borgware. Subdermal Armour. Installation requires BODY 10 unless the user is an FBC. The user's head and body are armoured at SP13. The user takes an armour penalty of -2 to REF, DEX, and MOVE, unless they have a BODY of 14 or higher, or are a Full Body Conversion, in which case the penalty is negated. Whenever the user successfully completes a full day of natural healing, nanomachines present in the plating repair both the body, and the head location for one point of lost SP. Note: When installed in an FBC, Subdermal Armour usually isn't subdermal, but acts as the user's skin, complete with sensory capabilities.
Cyberarm Option, Borgware. A Two-Handed Ranged Weapon provided by the user is permanently installed into the Cyberarm (along with any weapon attachments attached to it) so that it can be drawn or stowed without an Action. While the weapon is deployed, the user can't hold anything in this arm's hand. If the weapon does not have the Borg tag, unless you have BODY 14+, firing this weapon will result in the Broken Arm Critical Injury. Reinforcing the Cyberarm will only prevent this if the user has BODY 12+ If the weapon DOES have the Borg tag, firing this weapon will ALWAYS result in the Broken Arm Critical Injury, unless the Cyberarm is reinforced, AND the user's BODY is 14+. If the user's BODY is under 12, the arm is dismembered instead of broken. Requires a Cyberarm, and takes 4 Option Slots, or 3 Option Slots if installed in a Neo-Soviet Cyberarm.
Known Borgware
Cyberware | Installer | Description | Price | HLoss |
---|---|---|---|---|
Artificial Shoulder Mount | Hospital | Shoulder mounts for installing additional cyberarms, or shoulder mounted devices. | 1,000 eb | 14 (4d6) |
Biosystem | Hospital | Classic "Brain in a Jar" trope. A permanent surgery, and required to operate an FBC | 10,000 eb | 14 (4d6) |
Borgware Hardened Shielding | Hospital | Hardens a single piece of Borgware against EMP effects. | 1,000 eb | 14 (4d6) |
Cyclops International Bug Eye | Hospital | Bigger eye, more cybereye options. | 500 eb | 14 (4d6) |
Dragoon Plating | Hospital | Hot Swappable, callable, heavy armour panelling | 5,000 eb | 14 (4d6) |
Dragoon Plating, Metalgear | Hospital | Hot Swappable, callable, extremely heavy armour panelling | 15,000 eb | 14 (4d6) |
Dynalar Modular Finger Enthusiast Cyberhand | Hospital | An 8 fingered hand capable of individual finger customization | 500 eb | 14 (4d6) |
Heavy Subdermal Plating | Hospital | Like normal subdermals, but bigger. Requires BODY 10 and has movement penalties if under BODY 14 | 5,000 eb | 14 (4d6) |
Implanted Linear Frame ∑ | Hospital | A heavy enhanced skeleton and support structure with hydraulic and myomar muscles.
|
1,000 eb | 14 (4d6) |
Implanted Linear Frame ß | Hospital | A heavy enhanced skeleton and support structure with hydraulic and myomar muscles.
|
5,000 eb | 14 (4d6) |
Implanted Linear Frame Ω | Hospital | A heavy enhanced skeleton and support structure with hydraulic and myomar muscles.
|
10,000 eb | 14 (4d6) |
Implanted Fuma Kotaro Linear Frame | Hospital | A heavy enhanced skeleton and support structure with completely silent micro-hydraulics and myomar muscles, actively silencing ferrofluid gel padding in the feet, and an armblade unit on each forearm.
|
5,000 eb | 14 (4d6) |
Implanted LF-001 SWAT Linear Frame | Hospital | A heavy enhanced skeleton and support structure with hydraulic and myomar muscles, with highly flexible dense polymers supplementing the titanium frame to create an all terrain frame.
|
5,000 eb | 14 (4d6) |
Implanted Vermilion Linear Frame | Hospital | A heavy enhanced skeleton and support structure with micro-hydraulics and myomar muscles, emphasizing mobility, using a spinally aligned primary motor and hydraulics to create a compact and subtle frame
|
5,000 eb | 14 (4d6) |
Kiroshi MonoVision | Hospital | Doesn't let you shoot optic blasts. Does let you install Cybereye options without pairing. | 500 eb | 14 (4d6) |
MultiOptic Mount | Hospital | User can mount up to 5 additional Cybereyes into the MultiOptic Mount. Cybereyes sold and installed seperately. User can only have one MultiOptic Mount Installed | 1,000 eb | 14 (4d6) |
Popup Heavy Ranged Weapon Mount | Hospital | Install a 2 handed weapon into a popup mount. Concealable? No. Convenient? Probably not. | 5,000 eb | 14 (4d6) |
Sensor Array | Clinic | Twin flattened antennae protruding from the users heads improving their Cyberaudio Suite, sometimes referred to as Rabbit Ears. Users can install up to 5 additional Cyberaudio Options into their Cyberaudio Suite User can only have one Sensor Array installed. Requires Cyberaudio Suite but doesn't take up a Cyberaudio Option Slot | 1,000 eb | 14 (4d6) |
Biosystem:
All currently implanted cyberware is installed and given back to you cleaned, and individually bagged, along with your meat body, which will begin to decompose unless cryogenically stored. Burn it or bury it, you can't go back anyway.A revolution in human-machine interface and an upgrade in FBC integration design! A step up from the systems of the past, Biosystems contain not only the brain (and other choice bits) in an integrated Biopod, but a full suite of computer systems and batteries. The added functionality of the Biosystem allows designers to offload some computational processing and power generation, resulting in a drop in cost for many FBC body models. Access to the biosystem for the purposes of injecting medications or a dose of Glucose-Rich Brain Solution is usually done via a closed port located on the back of the neck or chest, when in a body. The Biosystem can operate independently if need be --without mobility, but with basic sensory and speaker systems so the user can interact with the outside world and, most importantly, receive therapy via braindance.
Borgware. A Biosystem is hardened against all EMP Effects and immune to Radiation. The Biosystem contains the user's consciousness and identity. Their Skills and INT, COOL, TECH, WILL, LUCK, and EMP Statistics remain the same as they were in their meat body. Their BODY statistic, Hit Points, and Death Save change depending on the inhabited FBC body. Their REF, DEX, and MOVE Statistics may change depending on what cyberware is installed in the inhabited FBC Body.
Once the user is stored in a Biosystem, being violently removed, or spending longer than a minute outside of it after surgical removal results in death (no Death Save). When not installed in an FBC body, the shell encasing a Biosystem is considered Cover (25hp). The brain inside a biosystem dies instantly if struck directly. A Biosystem implanted in an FBC body cannot be targetted.
Borgware Hardened Shielding:
You won't look like a badass when someone shuts down your Linear Frame with a microwaver, will you? That's why you need to install one of these babies and make sure your chrome doesn't die when you need it most.Borgware. A single piece of Borgware already installed in the user's body is hardened to military standards.
Once installed, both the Borgware Hardened Shielding and the chosen piece of borgware cannot be rendered disabled, inoperable, or destroyed by electric shock, microwaver or EMP Pulse, or any Non-Black ICE program effect.
Cyclops International Bug Eye:
Want a cool look loaded with cyberoptic option potential? Then the Cyclops International Bug Eye is for you! This stylish oversized cybereye comes in a variety of appearances, including smooth Chrome Dometastic, gorgeous Chromatic Multi-Faceted, and the ever-popular "Cyberpsycho" Bulge! Foundational Cyberoptic, Borgware: An oversized Cybereye resembling the bulging optical organ of an insect that replaces one meat eye. Contains 5 Option slots for Cybereye Options. Some Options must be Paired to work properly. Paired options must be purchased twice and installed in two different cybereyes in a user.Dragoon Plating:
Magnetically seated armour panels are installed onto hardpoints drilled directly into the body. The panels are hot swappable to keep the fight going until the enemy has been neutralized.Borgware. Installation requires BODY 16 or higher unless the user is an FBC. After installation, the user's body and head are armoured at SP15, and the user takes an Armour Penalty of -2 to REF, DEX, and MOVE. As an action, the user can jettison their Dragoon Plating, removing the provided SP, and freeing them of the Armour Penalty. If the user is not equipped with a set of Dragoon Plating, they can activate the magnetic call system as an action, and summon a set of unattached plating within 6m to them. The selected plating then flies through the air, and magnetically attaches itself to the user. Dragoon Plating contains nanomachines that repair it for 1 point of lost SP at the end of each day in which it does not lose SP. Additional sets of Dragoon Plating can be purchased for 1,000eb. Ordering custom designs and colours adds 100eb to the cost.
Dragoon Plating, Metalgear:
Custom-engineered magnetically seated Metalgear armour panels into specially designed heavy hardpoints drilled directly into the body. The panels are hot-swappable to keep the fight going until the enemy is reduced to ash.Borgware. Installation requires BODY 16 or higher unless the user is an FBC. After installation, the user's body and head are armoured at SP15, and the user takes an Armour Penalty of -2 to REF, DEX, and MOVE. As an action, the user can jettison their Metalgear Dragoon Plating, removing the provided SP, and freeing them of the Armour Penalty. If the user is not equipped with a set of Metalgear Dragoon Plating, they can activate the magnetic call system as an action, and summon a set of unattached plating within 6m to them. The selected plating then flies through the air, and magnetically attaches itself to the user. Dragoon Plating contains nanomachines that repair it for 1 point of lost SP at the end of each day in which it does not lose SP. Additional sets of Metalgear Dragoon Plating can be purchased for 5,000eb. Ordering custom designs and colours adds 100eb to the cost.
Dynalar Modular Finger Enthusiast Cyberhand:
When you love your Cyberfingers, picking and choosing which to install can be agony. But don't worry! With the latest in Dynalar cybernetic technology, you can bypass mortal limits and dial your cyberfingers straight up to eight per hand.Cyberarm Option, Borgware. Contains space for up to 8 Cyberfingers. Each purchase comes with 8 Standard Cyberfingers. Requires a Cyberarm, and 2 Option Slots.
Heavy Subdermal Plating:
Standard Subdermal Armour isn't cutting it anymore, and Skinweave never did it for you to begin with! You need hard plates under your skin to keep up with the firepower people are packing these days. Big, heavy ones, that stop a bullet cold.Borgware. Subdermal Armour. Installation requires BODY 10 unless the user is an FBC. The user's head and body are armoured at SP13. The user takes an armour penalty of -2 to REF, DEX, and MOVE, unless they have a BODY of 14 or higher, or are a Full Body Conversion, in which case the penalty is negated. Whenever the user successfully completes a full day of natural healing, nanomachines present in the plating repair both the body, and the head location for one point of lost SP. Note: When installed in an FBC, Subdermal Armour usually isn't subdermal, but acts as the user's skin, complete with sensory capabilities.
Kiroshi MonoVision:
Tired of having to pair your cyberoptics in two boring ceramic, metal, and plastic orbs? Well, never fear! The Kirosho MonoVision replaces your entire optic ridge and both eye sockets with a single, wide-angle cyberoptic to give you the cool, visored look popular with influencers across the world! Foundational Cyberoptic, Borgware: Replaces two meat eyes. Contains 3 Option slots for Cybereye Options. Cannot be installed in a MutliOptic Mount. When Cybereye Options are installed into the MonoVision, they always count as if they were paired. If a user with MonoVision as their only source of sight receives the Lost Eye critical injury, its effect, including the Base Death Save Penalty is doubled.Popup Heavy Ranged Weapon:
Nearly any Two-Handed Ranged Weapon can be installed inside a popup mount inside a cyberarm. Due to the bulk of large weapons, this is not concealable, it will be apparent you are armed, just not with what. Installing Borg weapons is possible, but often hazardous to the user.Cyberarm Option, Borgware. A Two-Handed Ranged Weapon provided by the user is permanently installed into the Cyberarm (along with any weapon attachments attached to it) so that it can be drawn or stowed without an Action. While the weapon is deployed, the user can't hold anything in this arm's hand. If the weapon does not have the Borg tag, unless you have BODY 14+, firing this weapon will result in the Broken Arm Critical Injury. Reinforcing the Cyberarm will only prevent this if the user has BODY 12+ If the weapon DOES have the Borg tag, firing this weapon will ALWAYS result in the Broken Arm Critical Injury, unless the Cyberarm is reinforced, AND the user's BODY is 14+. If the user's BODY is under 12, the arm is dismembered instead of broken. Requires a Cyberarm, and takes 4 Option Slots, or 3 Option Slots if installed in a Neo-Soviet Cyberarm.
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