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Cyberlegs

These have all of the same functionality of normal limbs. They are able to sense pressure and temperature. By default, they will still be obviously artificial (though there are options to make them look natural... a'la the Bionic Man). Because cyberware is something of a status symbol, people will often dress it up to make it stand out more. Chroming is a popular option. American/European/Asian cyberlimbs are generally no bulkier than their natural counterparts. They can be fitted with a number of options, including weapons. All cyberlimbs are much stronger and much more damage resistant than their natural counterparts. Even more so than Bioware-enhanced limbs.  

Known Cyberlegs

Cyberware Installer Description Cost HLoss
Cyberleg Hospital Replacement cybernetic leg. 100 eb 3 (1d6)
Rocklin Augmentics Skydrivers Hospital Replacement Legs with enhanced jump capabilities, and the capability to kick through cover. 1,000 eb 14 (4d6)
Wyzard Technologies Romanova Cyberleg Hospital Replacement Legs with built in weaponized spiked heels. Has 3 Option Slots for cyberleg options in addition to a Talon Foot.
Paired legs that are purchased and installed as a single package.
1,000 eb 14 (4d6)
Standard Foot Clinic Resembles a normal foot. Can be installed in a meat, or cyberleg without taking up slots. 100 eb 2 (1d6/2 round up)
Grip Foot Clinic Anti-Traction 500 eb 3 (1d6)
Jump Booster Clinic Cyberleg Option. Hydraulics in legs, negates movement penalty when jumping. Requires two Cyberlegs, takes up 2 Option Slots, and must be paired. 500 eb 3 (1d6)
PerfectFit Cyberfoot Clinic A shiftable foot that can adjust to fit any shoe size. A must have for people who want to wear fashion footware into combat. 100 eb 2 (1d6/2 round up)
Prehensile Cyberfoot Clinic A cybernetic foot capable of grabbing, holding, and manipulating items. 1,000 eb 3 (1d6)
Skate Foot Clinic Cyberleg Option. Inline skate built into feet. Can be concealed, Increases movement by 6m/yds when using Run Action. Requires two Cyberlegs and must be paired. 500 eb 3 (1d6)
Talon Foot Clinic Cyberleg Option. Blade mounted in foot. Light Melee Weapon. Can be concealed without a check. Can be installed as the only piece of Cyberware in a meat leg. 500 eb 3 (1d6)
Web Foot Clinic Webbing between the toes that allows for faster swimming 500 eb 3 (1d6)
Zero Gravity Thrusters Clinic A series of thrusters that allow movement in zero gravity. 1,000 eb 3 (1d6)
     

Cyberleg:

A replacement leg. Under all the designer fashion, the standard cyberleg is an aluminum and steel basket framework, with artificial myomar plastic muscles controlling motion. The joints are stainless steel. The cyberarm plugs into a special nerve interface jack mounted in the flesh above the limb, while the main unit is coupled to a metal and plastic cuff around the meat part of the limb. The cuff is usually placed at the upper thigh or the knee. Legs may also be attached to a Spider Leg Mount. (Dan homebrew patent pending. who knows, I may delete this.)

Cyberleg. Does not require any pairing, and comes with a preinstalled Standard Foot that doesn't cause HL, or take an Option Slot. Most Cyberleg Options must be paired to work properly (purchased twice and installed in two different Cyberlegs on a User. Humanity Loss is calculated separately for each purchase.
A standard cyberleg comes with 3 Option Slots for cyberleg or cyberlimb options.
   

Rocklin Augmentics Skydrivers:

Nothing stops traffic like a great set of legs. Designed by award-winning guerilla artist Avento Ar//gentium, Skydrivers lift you high, smash through your obstacles, and make you look like you belong in the world's greatest museums.

Cyberlegs. Must be installed together, and count as a single item for the purposes of Cost and Humanity Loss, but not for Critical Injuries or Repair.
Each Skydriver cyberleg comes with 2 Option Slots for cyberleg or cyberlimb options. They also come preinstalled with Jump Boosters that doesn't cost HL, or take up a Cyberleg Option Slot. The Jump Boosters cannot be removed without destroying the Cyberlegs beyond repair. When a user that has moved at least 4m this Turn makes a Brawling or Martial Arts Attack against cover (and only cover) using their legs, the damage of their Attack is increased by 3d6.
   

Wyzard Technologies Romanova Cyberlegs:

In 2020, fashion superstar Gaboriau predicted that the Romanova Cyberlegs would "dominate the Riviera". Gaboriau was wrong. Fashionable cyborgs across the world rejected the Romanova for being "just another pretty pair of legs" with no real benefit beyond built in heels.   In 2021, Wyzard Technologies tried to correct this impression by releasing a new model of the Romanova, this time with blades built into the spiked heels. The cyberlegs still didn't dominate the market, but they did remain a solid seller for the small Swiss company ever since.

Cyberlegs. Must be installed together, and count as a single item for the purposes of Cost and Humanity Loss, but not for Critical Injuries or Repair.
Each Romanova cyberleg comes with 3 Option Slots for cyberleg or cyberlimb options. They also come preinstalled with a Talon Foot that doesn't cost HL, or take up a Cyberleg Option Slot. The talon feet cannot be removed without destroying the Cyberlegs beyond repair.
   

Standard Foot:

Resembles a normal foot.   Does not take up a Cyberleg Option Slot. If installed into a meat leg, it does not count against the number of pieces installed into a meat leg.    

Grip Foot:

Feet are coated in a state-of-the-art traction material.   Must be paired. The user negates the normal movement penalty for climbing.    

Jump Booster:

Hydraulic enhancement for the legs that can double your jumping range   Takes 2 Option Slots, Must be paired. The user negates the normal movement penalty for jumping    

PerfectFit Cyberfoot:

Do you love buying shoes, but hate the pain that they cause you? Being the beautiful person you are doesn't have to hut your damn feet so much anymore -- replace those aching soles with your own state of the art hydraulics. Motorbikes have 'em, cars have 'em, so why not you, huh? I get a lot of Danger Gal agents who wanna run in heels buying these things, so get some now!   As an Action, a user can change the dimensions of their cyberfoot to any size between Euro size 0 to US size 37AA. A state of the art hydraulic heel provides superior support, and assists the microadjustable toe bed in making any shoe in your collection comfortable enough for any activity. When paired, this cyberware reduces any penalty you may suffer related to wearing ill-fitting or inappropriate footware for a non-fashion situation to zero. Can be installed as the only piece of Cyberware in a meat leg.    

Prehensile Cyberfoot:

Never bend down to pick something up ever again.   As an Action, the user can transform their Cyberleg so that it operates as a Cyberarm, converting their Cyberfoot into a Cyberhand. An Action reverses the transformation. While transformed, the user takes a -4 to MOVE (minimum 1) unless in zero gravity.    

Skate Foot:

Inline skates built into the feet, can be retracted and concealed.   Must be paired. When the user takes the Run Action, their movement increases by 6m    

Talon Foot:

Deployable blade concealed within the foot.   Light Melee Weapon. Can be concealed without a Check. Can be installed as the only piece of Cyberware in a meat leg.    

Web Foot:

Thin webbing between toes.   Must be paired. The user negates the normal movement penalty for swimming.    

Grip Foot:

Feet are coated in a state-of-the-art traction material.   Must be paired. The user negates the normal movement penalty for climbing.    

Zero Gravity Thrusters:

A series of precise thrusters allow the user fine control of their movement while in zero gravity.   Takes 2 Option Slots, Must be paired. When in use, the user negates the normal movement penalty associated with Zero Gravity. The Zero Gravity thrusters run off fuel tanks that cost 100 eb each and must be replaced after 24 hours of use.
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