Cyberware
Installing cyberware isn't the only way to edge towards this mental explosion. Strong and/or horrific events and situations can also wear down your Humanity. And unfortunately, Edgerunners deal with these sorts of situations on a regular basis. This is something your GM controls; they often times may attach a Humanity cost on an event or situation (like when you stumble across a pack of scavvers eating a baby: Humanity Loss of at least 6 points right there.) Cybertechnology can be purchased almost anywhere. Some of the medical procedures are simple: walk-in types of surgery with minor installations taking place in whatever shopping mall clinics (Bodyshoppe, Fashion/Fusion, and Parts N' Programs are three popular chain stores) still exist, or drop-in medical centers (Docs R UsTM). These installations are much like getting your ears pierced. You can even have upgrades and improvements plugged into the old hardware for the cost of the new parts, allowing you to start small (called "stripped" or "economy") and add as you go.
All Cyberware is defined by five factors: Name, Install, Data, Cost, and HL (Humanity Loss).
Name:
The popular street name of the cyberware.
Install:
Where you can get it put in. Installation surgery is always included at no extra charge,
including at Character Generation.
• Mall means you can literally get the installation done in any mall or street corner bio-mod shop; the
equivalent of ear-piercing in the 1900s. There are not as many of these as there were in the 2020s.
• Clinic means an actual Medtech in a medical surgery clinic. Most of the installation is automated, but it
takes a skilled practitioner to use that gear. Most ripperdocs are at this level
• Hospital means the work requires major surgery and a Medtech capable of doing this kind of work. This
also requires a full hospital or the nearest equivalent, which is relatively rare.
The listings in
this chapter are
abbreviated.
You'll find
full rules for
all cyberware
starting on
Page 358
Description & Data:
A description of the cyberware, its game mechanics, its prerequisites, and what is known
about it on The Street. Benefits from multiple installations of the same cyberware do not stack
unless otherwise noted. For more detailed information about the item, go to page 358.
Options Slots:
Most classifications of cyberware have a foundational piece of cyberware that is a prerequisite
for installing other cyberware of this type. This cyberware has a number of Option Slots that can be filled
with other cyberware. Unless otherwise marked, most cyberware options require one slot in the foundational
cyberware or of that category. If a type of cyberware requires a foundational piece it will be listed first
with its Option Slots. In the case of Fashionware, Internal Cyberware, and External Cyberware, there is no
foundational cyberware but you can still only implant 7 Option Slots worth of cyberware.
Cost:
What the cyberware costs in the main currency in Night City, the Eurobuck. The Price Category of the item is listed below its cost. See Buying and Selling on Page 385.
HL (Humanity Loss):
How badly this installation will affect your psyche. At Character Generation, Humanity Loss is preset. After Character Generation, Humanity Loss is determined by the dice in parentheses following the preset
You can't install cyberware if you're suffering a Critical Injury related to it.
Cyberware Types:
Fashionware:
Stuff you install for personal adornment.
Neuralware:
Stuff you install to enhance or augment your reflexes and mental abilities.
Cyberoptics:
Stuff you install to improve visual abilities.
Cyberaudio
Stuff you install to improve hearing and auditory abilities.
Internal Body Cyberware:
Stuff that is implanted in your body and works like organs or systemic improvements.
External Body Cyberware:
Stuff that is installed in, on, over or immediately through the skin.
Cyberlimbs:
Cybernetic arms or legs that can be enhanced with a variety of hands, coverings, or functions.
Borgware:
Stuff which fully replaces the majority of your body with cybernetic parts that are augmented by cyberoptics, audio, prosthesis, or other cyberware installations.
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