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Memory Compression - 3 skills, skill level +3 total +200-400 - Chr1
Mind Games - Over 300 games available 40 - Chr1
M.O. Chips - One yes/no answer for INT 15+ roll 1200 bm - Chr1
MRAM Memory Chips - Chips INT and other cognitive skills varies - CP20
Navigation/Orientation Chip - Requires Phone Splice/Radio Link, accurate 5m 250 - Chr3
PhotoMemory RAM Chip - INT roll +2 [15+] to get a specific memory 1600 - Chr1
Police Visual Rec Chip - Visual ID's on criminals and licenses 200/level - Chr1
Poser Impersonation Chip - Specific Know [subject] +2, Perform +1 900-1100 - Chr1
Programmable Chipware - Provides basic knowledge of a procedure 50 - Chr1
Redundancy Loop - Will screw up at a crucial moment 50-75% - Chr1
Security Chips - Eraseable/destroyable chips +50/75 - Chr1
Shape Recognition - Picks out chosen object, requires Time Square + 500 - Chr4
"SomaWare" Sleep Chip - Normal sleep (after 15 uses COOL 15+ to sleep) 400 - Chr3
Space Chip - Space Survival +2, Highrider Culture +1 900 - Chr1
Special Operative Chip - +1 Language, Geography, and one other skill 900 - Chr1
Speedreading Chip - Requires optic. Half to a third normal reading time 250 - Chr4
Stress Chip - +1 COOL for morale, +1 EMP interaction 350 - Chr1
Stutter Chipping - Won't shoot designated (1 turn) friendlies 310 - Chr3
Tourism Chip - +1 Language, Culture, General Knowledge 750 - Chr1
Visual Recognition Chips - INT+chip+1d10+Skill. Tech, Corp, Rocker, etc 100/level - Chr1
Weaponmasters MArt Chip - Arasaka Te, and Thamoc available (max +3) 270/level - Chr3
BEHAVIOUR CHIPS - 15+ COOL roll to remove, +5/failed attempt 1000+ 1d6/2 Chr2
Stronger Behaviour Chip - Lock subject into actions for specific stimuli 2000+ 1d6/2 Chr2
Honey Pilar - Seductress supreme 1000 1d6/2 WGF
James Bond - COOL +1 (max 11), user is a top British agent 1000 1d6/2 WGF
Kick Ass - COOL +2 (11), EMP -2 (1), enhances aggression. 2000 1d6/2 WGF
Perfect Soldier - COOL +3 (11), EMP -2 (1), INT -2/+2 non-/combat 2000 1d6/2 WGF
Sunny Day - Feel happy, +4 vs Intimidation, +2 Resist Torture 2000 1d6/2 WGF
Xarghis Khan - EMP 1, COOL 10, user wants to torture and kill 4000 1d6/2 WGF
Information © R.Talsorian Games Inc, Ianus Publications Inc, John A Nephew, Temporal Statis Productions,
8.15
& Prometheus Press Inc. All rights reserved. Collated by Andrew James 05/01/02. ajames@node16.co.uk
CYBERPUNK 2020 CYBERWARE LISTING
Cyberware Surg. Description Cost H.L Book
ANIMAL NEURALWARE STANDARD HUMAN OPTIONS AVAILABLE
Basic Processor M Basic processor. Needed for all Neuralware 500 1d6 Chr3
Reflex Boost N Adds +1 to REF 500 2d6 Chr3
Sensory Boost (smell/audio) N Boosted signal from either olfactory or hearing 250 1d6/2 Chr3
Chipslot N Animal can use as many chips as their INT 100 1d6/2 Chr3
Input Plugs M As Interface Plugs, requires Link 100 1d6 Chr3
Weapon Link N +2 to Smartgun attacks 100 2 Chr3
ANIMAL CHIPWARE STANDARD HUMAN OPTIONS AVAILABLE
Stress Chip - +1 COOL for morale, +1 EMP interaction 100 0 Chr3
Berserk Chip - +2 to hit, negates COOL rolls, +2 melee damage 100 0 Chr3
Skill Chip (per level) - Maximum +3 100/level 0 Chr3
Recording Chip - Records 4 hours of seneory perceptions 1500 0 Chr3
IFF Chip - Uses special scent, coded badge, or colour to ID 4000 0 Chr3
Watchdog Chip - Codeword/phrase to disarm/arm guard animal 250 0 Chr3
Behavior Chip - Perfect Pet - Loyalty +3 500 0 Chr3
ANIMAL CYBEROPTICS STANDARD HUMAN OPTIONS AVAILABLE
Basic Eye MA Basic eye module (3 option spaces per eye) 400 1d6 Chr3
Infrared N See in total darkness, using heat emissions 200 2 Chr3
Microscopics N Microscope 400 3 Chr3
Telescopics N Telescope ability to 20x 400 3 Chr3
Anti-Dazzle N Immune to flash, laser blinding 100 1 Chr3
Low-lite N See in dim light, almost total darkness 200 2 Chr3
Thermograph N See heat patterns, temperature readings 200 3 Chr3
ANIMAL CYBERAUDIO STANDARD HUMAN OPTIONS AVAILABLE
Basic Audio M Can have any options 500 1d6 Chr3
Scrambler N Cannot understand with out a descrambler 100 1 Chr3
Bug Detector N Detects bugs up to 3m. 60% effective 150 1 Chr3
ANIMAL CYBERLIMBS STANDARD HUMAN OPTIONS AVAILABLE
Basic Limb CR Can have 2 options 1000 2d6 Chr3
RealSkinn Covering N Limb looks real. 70% effective (Diff Awareness) 200 -2 Chr3
Secret Compartment N 2" x 2" x 4" hidden compartment 100 1 Chr3
Tape Recorder N Records from connected source 200 1 Chr3
Limb Armor N Armors cyberlimb to SP 20 300 1 Chr3
Added Cyberlimb Strength N +1d6 damage; +6 Strength Feat if on all limbs 250 3 Chr3
Popup Gun N Gun size based on Body Type 200 1d6 Chr3
Cyberweapon N As cyberweapon, but half Humanity Cost 100% Eb 50% HC Chr3
ANIMAL CYBERWEAPONS STANDARD HUMAN OPTIONS AVAILABLE
Cyberclaws Large+ felines, bears, raptors only, +1d6 damage 300 2d6 Chr3
Cyberfangs Not for small animals, +1d6 damage 200 1d6 Chr3
External Weapon Harness BODY 2 min, size limit as Pop-Up Weapons 200 1d6 Chr3
ANIMAL BIOWARE STANDARD HUMAN OPTIONS AVAILABLE
Muscle and Bone Lace N +2 BODY 750 1d6/2 Chr3
SkinWeave N 12 SP, Diff 20 to spot 1000 2d6 Chr3
Grafted Muscle MA +1 BODY, max increase +2 1000/+1 2d6 Chr3
Information © R.Talsorian Games Inc, Ianus Publications Inc, John A Nephew, Temporal Statis Productions,
8.16
& Prometheus Press Inc. All rights reserved. Collated by Andrew James 05/01/02. ajames@node16.co.uk
CYBERPUNK 2020 NETWARE LISTING
Intrusion Str MU Cost (eb) Function From
Dwarf 3 3 230 Stronger version of Worm BB
Grubb 1 3 210 Weaker version of Worm BB [ Pobierz całość w formacie PDF ]

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