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Rules / Augmentation

Augmentation

General Rulings

Augmentations that are obviously outside of the metahuman norm (e.g. cybertails, extreme body modifications, etc.) may impose social penalties at GM discretion.

Weapon Implants cannot be a Focus, they are integrated into your essence. Existing weapon implant foci are grandfathered in and do not need to make any modifications to their sheet.

When using a ranged cyberweapon, use the weapon skill normally associated with the weapon - Automatics, Longarms, Pistols, or the appropriate Exotic Ranged Weapon skill.

Augmentation Grades

Deltaware may be purchased using the standard rules for acquiring gear. The roll must be made by a contact that could plausibly acquire delta-grade cyberware. Failed rolls for deltaware are subject to a waiting period of double their normal delivery time before attempting another roll. The optional Gamma and Omega augmentation grades introduced in Chrome Flesh, as well as the Greyware augmentation grade introduced in Better than Bad, are not available to player characters.

Upgrading Cyberware and Bioware

Installed Cyberware and Bioware can be upgraded to a better Grade or Rating, though the upgrade processes cannot be performed simultaneously.

To increase the Rating of a piece of ‘ware, the character must succeed on a standard Availability roll as though they were purchasing the piece of ‘ware in question outright, but they only pay the difference in cost between the old and new Rating. Delivery times for the upgrade are the same as if the ‘ware was purchased brand new. ‘Ware can be upgraded from any Rating to any higher Rating, with no need to buy the intervening steps.

Increasing the Grade of a piece of ‘ware works similarly to upgrading Rating. The character must first succeed at a standard Availability roll as though they were purchasing a new piece of ‘ware, and if successful the cost of the upgrade is the difference in old and new.

Unlike increasing the Rating of a piece of ‘ware, purchasing the intervening Grades of ‘ware is required; characters cannot upgrade directly to Betaware from Standard grade ‘ware. The delivery time of the upgraded ‘ware is the same as if the new Grade of ‘ware was purchased brand new, and surgery damage is also the same as installing the new Grade as a brand-new piece of ‘ware.

Cyberware

Active Hardwires

This cyberware is available as Rating 1 to Rating 6.

Antenna Grill

Remember that this piece of 'ware requires an implanted commlink or cyberdeck to be of any use, as per the description. Obviously, you need to have the right parts - at least one tusk - as well. Ork/Troll Poseurs can have this installed if they have the Tusks bioware.

AutoVoice

Hacked AutoVoice augmentations can be used to disguise or mimic voices and noises as per the rules for the Voice Modulator in the CRB. The listing for “Audiotune” on NF176 is supposed to be “AutoVoice”.

Datajack Plus

Does not stack with the Multiprogram Operating System. Multiple Datajack Pluses do not give you extra programs. Configurator does not swap the programs loaded in a Datajack Plus.

EARRS

The -10 penalty applies to all non-matrix actions

Implanted Commlinks / Cyberdecks

Cyberware grade only affects the cost of implanting a cyberdeck or commlink, not the cost of the cyberdeck or commlink to be implanted.

Internal Router

This piece of ‘ware can only provide wireless functionality for a character’s cyberware and devices with a direct physical connection, such as a smartgun system connected to a datajack via a cable. Wired Reflexes and Reaction Enhancers can be used together via an Internal Router.

Whether or not an individual wireless bonus applies through the Internal Router is up to GM discretion, but in general anything that gives a character better action economy is preserved (such as changing firing modes as a Free Action or turning Wired Reflexes on/off as a Free Action), while anything that grants a dice pool bonus still requires the device to run wireless.

One-Shot Dartgun

This cyber-implant weapon is missing stats for Essence / Capacity cost, Availability, and price. Until the release of an official errata, use the following stats:

EssenceCapacityAvailabilityCost
0.2[02]8R2000¥

Retractable Climbing Claws

This piece of ‘ware provides a simple +1 dice pool bonus to all Climbing tests.

Targeting Laser

Bonuses from this piece of ‘ware can only be applied to weapons that would normally be able to mount a laser sight – thrown weapons, in particular, do not receive the bonuses.

Cyberlimbs

General

Keeping in mind that the augmented attribute maximum also applies to cyberlimbs, the maximum bonus to a cyberlimb’s (customized) attribute cannot exceed +4, unless mentioned otherwise.

When calculating Physical Limit, use the average Strength of all a character’s limbs plus their torso: [(Right Arm STR + Left Arm STR + Right Leg STR + Left Leg STR + Torso STR) / 5], while the calculation for Physical limit is [((STR * 2) + REA + BOD) / 3], rounded up.

When calculating Movement Rate, use the average Agility of both of a character's legs and their torso: [(Left Leg AGI + Right Leg AGI + Torso AGI) / 3], rounded down.

For example, a character possessing a single Cyberarm with 9 Strength and a natural Strength of 2 would average these numbers together ([(2 + 2 + 2 + 9 + 2) / 5]) and use the result of 3.4 in calculating their Physical limit. With that same character, who also possesses two Cyberlegs with 8 Agility and a natural Agility of 3, they would average their Agility scores together ([(8 + 8 + 3)/3]) for a result of 6.33, which then is rounded down to 6, and makes their Walk/Run rates 12 and 24, respectively.

Keep in mind the official rules for tasks that involve more than one limb. Which tasks involve what limbs is up to GM discretion, since there are far too many possible cases to provide a complete list.

Cyberlimb Optimization

This can be taken for Cyberarms with any Weapon skill and in such a case they will apply to the weapon's Accuracy. Any weapon can be wielded in 2 hands, even knives and holdout pistols, unless the circumstances dictate otherwise – such as carrying something in your off-hand, dual-wielding, trying to use a weapon in the same initiative pass as a Right Back at Ya! action, etc. Other uses of Cyberlimb Optimization are still case-by-case.

Cyberlimb Enhancement: Armor

Cyber hands / feet cannot receive the Armor Enhancement. Cyber lower arms / legs can receive the Armor Enhancement at a maximum rating of 1. All other forms of cyberlimbs have no restrictions on the use of the Armor Enhancement.

Cyberlimb Upgrades

As with upgrading cyberlimbs themselves, modifications to cyberlimbs can have their Grade increased. An upgraded cyberlimb’s availability will be equal to the highest availability of a modification in the limb, or of the limb itself, whichever is higher.

Calculating the price of cyberlimb upgrades follows the same formula as increasing cyberware grades, with the difference that the costs involved are the sum total of both the limb and all contained upgrades.

It is also possible to change customizations as part of this process.

Modular Cyberlimbs

When a Cyberlimb has a Modular Connector, the attached modular lower limb/hand/foot uses the larger limb’s attributes, rather than needing its own attributes or averaging the two together.

Bioware

Striking Callus

The damage bonus only applies to unarmed attacks using the callus, but not other attacks using unarmed combat (e.g. shock gloves, cyber-implants, etc.), and stacks with the bonus damage from Bone Lacing cyberware or Bone Density Augmentation bioware.

A character cannot have more calluses than they have limbs.

Nephritic Screens

Nephritic Screens reduce the duration of a drug by [interval] amount per Rating. For example, an R1 Nephritic Screen would reduce the duration of Psyche by 1 hour, while the same Nephritic Screen would reduce the duration of Kamikaze by 10 minutes.

It is possible for Nephritic Screens to reduce the duration of a drug to 0 in this manner, even if the drug states it has a minimum duration. In this case, no Addiction test is made and the user suffers no crash effects.

Vocal Expansion

The fluff reflects the base Availability of this item, not the requirement to obtain it in Beta or Delta grades.

Symbiotes

Allergy Resistance

30 days after buying this symbiote for a character, the related Allergy can be bought off at no Karma cost. However, if the symbiotes are removed at a later time, the character immediately regains the related Allergy quality.

Nanoware

Hard Nanites

Nanites cannot be reprogrammed into a different class of nanite – Taggants cannot become Implant Medics. Changing the settings of a character’s nanites – such as instructing nanotats to rearrange themselves - is a Free Action. The process still takes a few minutes to complete but does not require conscious effort (or even consciousness) after the action is taken.

Implant Medic

Repairs performed by these nanites work as referenced and described on CRB228. Note that this function is an exception to the rules on repairing gear.

Nanogear Table

The column headers for the Nanogear table, p.154 Chrome Flesh, are incorrect. They should read “Nanogear | Type | Availability | Cost”.

Genetech

Treatment Times

Genetech with a listed treatment time of less than a month instead requires a week of real-time to install, while genetech with a listed treatment time of more than one month instead requires two weeks of real-time to install.

Multiple genetech treatments can be performed simultaneously.

During the treatment, characters cannot go on runs or perform any other downtime activities but are free to interact with other characters in Datahaven threads or IC chat from the safety of their vat.

Adapsin

This genetech may be bought post-chargen.

Though it does not stack with Biocompatibility (Cyberware), in accordance with the example presented in the rules for it and the similar function, Adapsin changes ‘ware grade multipliers as follows without directly reducing the cost of implants:

  • Used: x1.1
  • Standard: x0.9
  • Alphaware: x0.7
  • Betaware: x0.6
  • Deltaware: x0.4

Adapsin works retroactively in the sense that the Essence cost of existing cyberware is reduced, leaving an Essence hole if it would free up more than 0.2 Essence (the cost of the geneware). This is intentionally diverging from RAW because of the issues of interpretation regarding what constitutes “the Essence cost of implanting cyberware”. If a character has less than 0.2 Essence remaining and has more than 2 Essence worth of cyberware, they may still purchase the Adapsin treatment; it will fill its own Essence hole first before eating into untapped Essence.

Cellular Repair

This genetech is intended as a nuyen-based method of removing the Blighted quality in one go. As such, characters who purchase this treatment may remove the Blighted quality for free.

Reaction Optimization

The +1 Initiative from this geneware is considered part of the Reaction Enhancers augmentation, so it stacks with the Initiative dice from Wired Reflexes whenever their Reaction bonuses would stack.

Tetrachromatic Vision

This augmentation has no effect on cybernetic eyes.


Page last modified on February 16, 2019, at 07:46 AM