By Dustin Evermore


Cyberware is a special type of item whose properties require some extra definition. The limitation, which every cybernetic ability has, represents the electrical nature of the equipment that makes it more vulnerable to magnetic fields. Also, if the cyberware is visible, it can be targeted and damaged by Called Shots. Broken cyberware won’t function until a technician can repair it. It won’t typically fix itself. Microwave weapons can also do extra damage to a person with cyberware. If you are playing in a campaign with such weapons, you might consider taking a Vulnerability to Microwave Weapons at Major or Total Intensities. Cyberware is also detectable visually, or with some basic metal or electromagnetic detection equipment. In addition, cyberware can never increase a Characteristic beyond 10. A lot of cyberware is also composed of various metals which mass much more than their biological counterparts. Therefore, you should assume heavily cybered characters weigh much more than they would without the 'ware. Finally, cyberware does not add to Stats, unless it’s specifically stated otherwise.

GMs may choose to limit the use of cybernetics in their campaign to 2x a character’s Constitution. Note that Bone Reinforcement, which permanently adds to CON, can allow the use of more cyberware than the character would normally be allowed with his base CON. Another option GMs may use is allowing the character to exceed the cybernetics limitation if the character also takes a cyber related psychological Complication.

If a character takes more Hits damage than his BODY Characteristic in a location he has cyberware, he suffers a chance of a system failure. When this happens, the player should roll a Cybernetics Test. This is 3D6+CON vs 10 + the total PPs he has in his cyberware. If the character fails the test, one cybernetic system located in the damaged location fails (player's choice) and can not be used until repaired. No more than one cyber system may be damaged per hit. In the case of Cyber Limbs, each module and the limb itself counts as a separate system. The limb can still work until the cyber limb itself is finally destroyed. Thus, the more points a character has in cyberware, the greater the chance of something vital being wreaked by a good shot. Note that the damage is local. Thus, if a person has a Total Body Mod like Nerve Booster I-III, and that system goes down, it only goes down for that location. Finally, Armor cyberware and Skeletal Hardening cannot be destroyed or blown away.

To repair cyberware, the character must have access to a cybernetics toolkit (see the equipment list), and the Cybernetics skill (see the skill list). To repair someone else's cyberware, it takes 1 hour and a successful roll vs. a DV of 14. For to repair your own systems, it will usually be 18, but the GM may modify that depending on the location of the damage system. You may reduce the time it takes by adding +4 to the DV for each step up the Time Chart. For instance, if you needed to fix your buddy's 'ware and only had 5 minutes in which to do it, then the DV for getting it down in that amount of time is 14 (base DV) + 8 (two steps up the Time Chart) = 22.


The Offensive X calculations are performed a little differently in Cyber Shards than they are in a standard game. Since many weapons, especially guns, do a fixed amount of damage, it no longer makes sense to merely base a character’s Offensive X on their best fighting AV plus Strength score. In addition, many characters will have augmented nervous systems and improved strength which makes an impact upon the Offensive X calculations. To take these factors into account, I have subdivided Offensive X into Melee X and Ranged X. The final Offensive X is the greater of either the Melee X or Ranged X.


In order to keep things as straightforward as possible, I have included modifications to a character’s Melee X with the cyberware writeup. To find the Melee X, find the character’s best hand to hand or melee weapons AV, add it to their Strength score, and add any modifiers for cyberware as listed in the entries.


This is calculated similarly, but instead use the character’s best ranged weapon AV, add the weapon’s Ranged X modifier listed in the entry, and add to it any modifiers for cyberware as listed in the entries.


Some of the cyberware listed has an effect on the character’s Defensive X as well. Simply add the listed bonus to the normally calculated Defensive X to find the total.


I recommend using the following hit location rules when using this plugin. Much of the cyberware can be targeted separately or damaged by accident in combat because they often exist primarily in one location or another. Armor benefits from cyberware are also specific only to the locations they cover. Therefore, you should use the following chart to determine where damage was inflicted.

Hit Location Table
Location Effect AV Penalty to Target
Head 2x Damage
Hand† 1/2 x Damage
Arms† 1/2 x Damage
Shoulders† 1x Damage
Chest 1x Damage
Stomach 1 1/2 x Damage
Vitals 1 1/2 x Damage
Thighs† 1 x Damage
Legs† 1/2 x Damage
Feet† 1/2 x Damage

† If it isn't obvious, roll 1d6 to determine right or left. 1-3 is left. 4-6 is right.

If you are using armor from a system such as that used in Shards of the Stone: Core you can use the following method to make the Coverage rules work with this system. Partial coverage armor covers Locations 10-13. Full coverage protects Locations 7-16. If gloves and boots are worn, then they cover locations 6 and 17-18, respectively. Finally, helmets will cover Locations 3-5.

NOTE: All Adders and Limiters listed in each description apply to all the subcategories of cyberware in the entry.


These cybernetics are implanted throughout the human body and are typically very invasive and very expensive. If you purchase any of these during a game, expect a long recovery time.


This armor is fused to the skin of the character and is pretty obvious. Due to the bulky nature of this armor, it is typically only applied to the torso (Locations 10-12), and the skull excluding the face (Locations 4-5). This armor does not add to or work with Subdermal Armor.

This passive cyber system can not be reduced or destroyed by damage to any hit location.

Exodermal Plating I 12 Armor (Final Cost: 1 PP)
Exodermal Plating II 16 Armor (Final Cost: 3 PPs)
Exodermal Plating III 20 Armor

(Final Cost: 5 PPs)

Locations 4-5, 10-13 only —4
Cybernetics —1


This enhancement laces most of the major muscles of the body with artificial tissues capable of exerting greater force than typical muscle tissue. In addition, it replaces most ligaments with stronger materials. These enhancements are not always on. They must be triggered by a thought and turn off automatically if not needed for a 10 minute period of time. The Melee X modifier is equal to the STR bonus listed for the Enhancement.

This system can not be taken out by damage to a particular location.

Muscle Enhancement I +2 STR

(Final Cost: 1 PP)

Muscle Enhancement II +3 STR (Final Cost: 2 PPs)
Muscle Enhancement III +4 STR

(Final Cost: 3 PPs)

Cybernetics —1



Nerve booster is an invasive cybernetic system that spikes the user's nervous system with faster conducting metal alloys. Installation of the system is an extensive and painful procedure that will land a character in a hospital for some time. He'll likely be paying for the operation for some time to come as well due to its expense.

If a character suffers major damage at some part of the body, this system could fail. If it was the arms, then the character will loose bonuses to REF and TEC for that arm. If it was to either of the legs, then they will loose the DEX bonuses for any kind of Evade skill.

Nerve Booster I +1 TEC, +1 REF, +2 DEX (Final Cost: 1 PP)

Adds +1 to Melee X, Ranged X, and Defensive X


Nerve Booster II

+2 TECH, +2 REF, +3 DEX (Final Cost: 2 PPs)

Adds +1 to Melee X and Ranged X. Adds +2 to Defensive X

Nerve Booster III +3 TECH, +3 REF, +3 DEX (Final Cost: 4 PPs)

Adds +2 to Melee and Ranged X. Adds +2 to Defensive X

Limited Uses (6 charges of ten minutes each) —4
Cybernetics —1

All Nerve Booster systems offer only temporary nervous system enhancements due to the wear and tear on the body and serious energy drain on the character using it. It can be used six times a day without serious side effects. Further uses are possible, but the stress on the mind and nervous system can induce nerve fatigue. Each use past the recommended six inflicts a penalty to the nervous system equal to the bonus supplied by the system and the effects are cumulative. Thus, a character with Nerve Booster who has used it 8 times within a 24 hour period suffer a —4 penalty to TECH and REF and a —6 penalty to DEX as a result. Such excessive use may also induce or trigger psychoses at the GMs discretion.


This is a 100% skeletal conversion lacing bone with titanium alloys providing a far stronger frame. It gives the character extra resilience, and the greater mass of the frame allows them to pack a heftier punch. It also allows the character to support far more cyberware. Note that cyberware is always much more massive than its organic counterparts and this enhancement adds substantially to the total weight of the character.

This system can not be destroyed by the normal Cybernetics and hit location rues.

Skeletal Hardening I +1 CON, +1 Thresh (Final Cost: 1 PP)
Skeletal Hardening II

+2 CON, +2 Thresh,

(Final Cost: 3 PPs)

+2d6 Knockout damage in Hand to Hand

Skeletal Hardening III

+3 CON, +3 Thresh,

(Final Cost: 6 PPs)

+4d6 Knockout damage in Hand to Hand


This armor is far less obtrusive than its dermal cousin is. Insertion of these plates is also a pretty invasive procedure and takes a good while to heal from the initial surgery. Because the armor can't cover places such as the back of every joint or the neck with out severely reducing mobility, called shots can bypass this armor. The following armor covers from chest to vitals (Locations 10-13) as well as the head excluding the face (Locations 4-5). Also, Armor does not normally add. For instance, if a character has both Subdermal Armor and a flak jacket, she should use the better of the two Armor values.

This system is completely passive and therefore can't be lost by damage to a location.

Subdermal Armor I 8 Armor (Final Cost: 1 PP)
Subdermal Armor II 12 Armor (Final Cost: 3 PPs)
Subdermal Armor III 16 Armor (Final Cost: 5 PPs)

Invisible +2
Locations 4-5, 10-13 only -4
Cybernetics —1




This handy device automatically injects oxygen into the host's blood when she holds her breath for more than ten seconds. The dispenser network installed near many major arteries and consisting of 12 separate units, triggers one after another until the character begins breathing again. The dispensers contain enough oxygen to support five minutes of activity. Once drained, and the character is in breathable atmosphere again, the dispensers begin reabsorbing oxygen from the blood. This causes slightly increased breathing rates, as the lungs need to compensate for the excess oxygen intake. The entire recharge process takes about 24 hours, regardless how many dispensers are recharging. The character must simply breathe faster and harder depending on how many dispensers are being recharged. Since the oxygen re-absorption is set at a fixed, medically safe rate, forced rapid breathing will not shorten the time necessary to recharge the dispensers.

This system can be damaged by shots to the Chest or Vitals (heart).

Need Not Breathe 2
Limited Uses (12 five minute charges) —0
Cybernetics —1

Final Cost: 1 PP


This medical cyber system is designed to be triggered any time the character is exposed to a potential biological hazard. Each dose released into his system grants him total immunity to any known contagious disease for 10 minutes.

This system may be damage by shots to the stomach.

Invulnerability to Disease 4
Cybernetics —1
Limited Uses (6) —4 (10 minutes per use)

Final Cost: 1 PP


This system floods the character’s system with endorphins, allowing them to ignore more Knockout Damage, and stand up to intense pain from Deadly Damage. This gives +4 to Defense and +2 to Threshold.

(The Talents Solid and Tough each purchased twice is 12 OPs, which comes to approximately 2 PPs)

This system may b damaged by if hit in the Stomach location.

Cybernetics -1

Final Cost: 1 PP


This highly advanced cyber system releases micro-machines which assist the body in repairing damaged tissues. The nanites work with the body, restoring the character’s Recovery in Hits every 5 Minutes. They cannot replace completely missing organs or limbs, however.

This system can not be damaged by attacks to a hit location.

Regeneration: REC per Five Minutes 4
Cybernetics —1

Final Cost: 3 PPs



This system involves multiple modifications to the user in order to fool security devices and is considered illegal in most places. Other than highly secured and specialized locksmiths with heavily bonded licensees,the law frowns on people being equipped with Chameleon ID Systems.

Hardware is installed in the eyes, voice box and hand which can mimic another person's retinal pattern, voice pattern, written signature, finger prints and thermal patterns. Programming the system requires downloading data and complex coding on the mimicked subject, though the user's original data is stored in a buffer system and may be regained by switching the Chameleon system off.

Penalties for being apprehended with an unlicensed system, or for abusing a licensed one, varies from region to region and are typically handled under burglary laws. Secured military and other government sites have substantially stiffer penalties.

The use of this 'ware requires the user to make a Mimicry roll at the AV listed below. If this roll defeats the Security DV (which varies depending on the installation), only then does the user pass security.

Shape Shift: 2
Limited Group: +2
Ambidexterity: +1
PRE 3: +3
Skill: Mimicry (5/AV:8) +1
Requires License: -3
Requires Computer to Change Alternate ID: -4
Cybernetics Limitation: -1

Final Cost: 1


This accessory is implanted into normal or cybernetic eyes. The effect gives the eye and eerie, reflective nature similar to that in animals. It defends against four Rounds of Flash induced blindness.

This system may be damaged by shots to the Head location (eyes).

Protected Sight, four Rounds 2
Cybernetics —1

Final Cost: 1 PP


This is basically telescopic hearing.

This system may be damaged by shots to the Head location (ears).

Hyper Hearing 2 (+8 to Hearing Perception)
Cybernetics —1

Final Cost: 1 PP


This is a complete replacement of at least on eye with a cybernetic organ. The dual miniature cameras give a eerie double-pupil effect, with no iris.

This system may be damaged by shots to the Head location (eyes).

Night Vision 1
Infra Vision 1
Cybernetics —1

Final Cost: 1 PP


Cybernetic devices are now available to replace most failing organs. They do tend to mass more than their biological equivalents, but do not add any further game effect other than to keep the character alive. Organ Replacements tend to be quite expensive.

SKULL COMPUTER (a.k.a. Skull Comp)

These microcomputers operate using the natural bio-electrical energy from the brain to power them. They have good processing power and large storage capacities. The computer can store intelligence based skills such as Expertise, General Knowledge, History, Languages, Lore, and similar skills which rely on information rather than physical training, personality, or creativity. Unused Option Points can be used for storage and downloading information. This extremely advanced computer interfaces directly with the optical and audio processing centers in the brain.

The skull computer comes with a specialized accessory for efficiently downloading information directly to the Skull Comp. This consists of a visor with binocular video screens and stereo earphones. It's a single wrap around piece that encompasses the eyes and ears of the user and when plugged in another datalinked computer, it is able to flash coded data which triggers the Skull Comp automatically. The information is then transferred directly through the aural and visual perception of the user to the Skull Comp's memory at a rate of 3 Ops of storage per Round (3 seconds). Alternately, if a character is outfitted with a Radio Tranceiver, she may download data through that at half the rate.

This system may be damaged by shots to the Head location.

Skull Comp5 INT, 30 OPs
Only used by the owner -3
Cybernetics —1

Final Cost: 7 PPs


This is particularly fiendish software virus that can be downloaded to a Skull Comp or SynChip for the purpose of subduing the hapless victim to the will of the controller. Certain corporations and governments are known to use this on their indentured employees to ensure loyalty. In essence, it forces a Duty to Obey their Superiors at 15 points (Total, Frequent). Who the superiors are is defined by the Slave Soft. The existence of this software is precisely why responsible people scan for viruses before downloading unknown data.

Final Cost: None. Who would accept this on purpose?

Note: Beginning characters may take Slave Soft as a Complication at creation, if they are interested in playing a tragic character struggling for freedom.


This handy system sends out ultrasound waves and reads interpret them for the user. The data is display in three dimensions through a direct connection to the center of the brain responsible for translating optical information so that the character "sees" her surroundings in all directions and in some detail.

This system may be damaged by shots to the Head location.

Spatial Awareness 5
Cybernetics —1

Final Cost: 4 PP


Also known as SynChips, these data chips allow the character access to knowledge they would not normally have. When combined with the Radio Transceiver data can be actually downloaded directly into the brain with a full download taking 5 minutes. These data chips lack any controlling computer, so the user’s mind must process all the data. Therefore, the skill level bestowed upon the user is limited to the character’s Intelligence Characteristic or a maximum level of 5, whichever is less. Empty SynChips, called Blanks, may also be used to store data.

In addition, although the SynChips may not be used to gain access to Physical (skills based on CON, PHY, or BOD) or Combat (skills based on TECH, REF, or DEX) skills as these require training the body, they can be purchased and used to teach the character these skills. It will require the character to expend XPs to gain the skills as normal, but the character will learn them as if she had a teacher.

Often, installation of SynChips require the removal of some portion of the user’s brain, usually affecting their memories. If a character does not have a Transceiver, downloads to the chip from host computers can be made by using a visor identical in design to those used with Skull Comps. However, the data transfer is considerably slower due to the analogue downloading techniques.

This system may be damaged by shots to the Head location.

SynChip I (gains 10 OPs worth of skills and/or data).
Conjuration, Simple [Reality, Creativity, Truth] 2
One of Many (Data or Skills) +3
Takes five minutes 2
Permanence +6
Can only be changed by accessing a computer with appropriate software -6
Only used by the owner -3
Cybernetics —1
Gains Amnesia [looses 10 years of memories, player’s choice]
The character does not gain any points for this Complication —2
Final Cost: 1 PP

SynChip II (Gains 20 Ops worth of skills and/or data).
Conjuration, [Reality, Creativity, Truth] 2
Large Amount +2
One of Many (Data or Skills) +3
Takes five minutes 2
Permanence +6
Can only be changed by accessing a computer with appropriate software -6
Only used by the owner —3
Cybernetics —1
Gains Amnesia [looses all memory, including identity]
The character does not gain any points for this Complication —4
Final Cost: 1 PP

SynChip: Peripheral Override Processor
Also known as a POPBox, this sophisticated computer interfaces directly with the Peripheral Nervous system to program the user's reflexes with new skill sets and allows for combat, athletic and other action based skills to be used. This system is useless for interfacing with data or knowledge based skills as the user has no concious connection with the peripheral nervous system or POP device. Skill storage is similar to that used by SynChips, though a Synchip system cannot interperate
POP data and vice-sersa.

The user has full access to all Physical (skills based on CON, PHY, or BOD) or Combat (skills based on TECH, REF, or DEX) skills only. Installation of a POPBox requires the removal of some portion of the user's peripheral nervous system and hence gives a -1 to REF and DEX both. If a character does not have a Transceiver, downloads to the chip from host computers can be made by using a visor identical in design to those used with Skull Comps. However, the data transfer is considerably slower due to the analogue downloading techniques. This system may be damaged by shots to the Midsection and Chest.

Demonstrated skills are known as PoppaFu, PoppaSwim and so on when witnessed and recognized.

Peripheral Override Processor I (gains 10 OPs worth of skills and/or data).

Conjuration, Simple [Reality, Creativity, Truth] 2
One of Many (Physical or Combat skills) +3
Takes five minutes 2
Permanence +6
Can only be changed by accessing a computer with appropriate software -6
Only used by the owner -3
Cybernetics -1
-1 REF
-1 DEX

Final Cost: 1 PP


This is another cybernetic organ replacement for the eye. As its name suggests, it offers telescopic magnification abilities to the recipient.

This system may be damaged by shots to the Head location.

Hyper Vision 2 (+8 to Visual Perception)
Cybernetics —1

Final Cost: 1 PP


This is a cybernetic enhancement that is added to a person’s normal inner ear organs. Although it does not actually transmit thought, it can transmit sub-vocalized words, essentially transmitted any sound resonating in the skull.

This system may be damaged by shots to the Head location.

Far Sensing 1 (Range is up to 10 miles)
Cybernetics —1

Final Cost: 1 PP


This essentially performs the same functions as the Radio Transceiver, except that advanced cryptographic routines are used to encode the transmissions. Only another Coded Transceiver with the correct key can decode the transmission.

This system may be damaged by shots to the Head location.

Mind Link w/Only Certain Targets 2
Limited Telepathy 1
Cybernetics —1

Final Cost: 2 PP


Naturally, this allows the character to hear ultrasound.

This system may be damaged by shots to the Head location.

Ultrasonic Hearing 1
Cybernetics —1

Final Cost: 1 PP


This specialized enhancement allows a direct mind to vehicle link allowing the character to control properly outfitted craft by thought. This provides a benefit of +3 to any vehicle related skill.

This system may be damaged by shots to the Head location.

+3 for all vehicle skills based on TECH
Limited Group -2
Cybernetics —1

Final Cost: 1 PP



Each cybernetic limb can support a number of upgrades equal to its rating. With no upgrades installed, the limb functions as per its biological counterpart but adds +1 to the Strength rating and 4 Armor in that limb only. It also grants and +3 Hits and +1 Threshold to the character's overall scores. Unless the character spends a good deal of money on convincing artificial skin, the Cyber Limb is obvious. Remember that cyber technology has limits. The maximum physical improvement to a total rating may be no more than 10 for any affected Characteristic.

Cyber Arm I 1 PP Cyber Leg I

1 PP

Cyber Arm II 2 PPs Cyber Leg II 2 PPs
Cyber Arm III 3 PPs Cyber Leg III

3 PPs

Cyber Arm IV 4 PPs Cyber Leg IV 4 PPs

Cybernetics —1
Upgrades Only Affect Cyber Limb -3


Each Aptitude Upgrade adds an additional +1 to TECH for that limb. This is usually only used in Cyber Arms as it can aid in many TECH based skills, especially Ranged Combat. Use the Upgrade Chart above to find the Ranged X modifier.


This internal power storage battery can be used in place of Power Cells to run anything from powered melee weapons to portable decks. This device is installed in any limb and occupies just one space. This is the one Cybernetic Limb upgrade that may also be installed in biological limbs at a cost of 1 PP. These internal power cells may be recharged through standard power grids, even at the outlet of a normal home. In some cases, however, some adjustments may be required to adapt to recharge in non-standard or third world power supplies.

Overcharge protection circuitry and high-amp breakers ensure the user won't accidently overload his internal cell, but one should always pay close attention to the amperage requirements of any device attached to this system.

END Reserve 3 (100 END, 3 REC Every 4 Rounds)
Useable by Others +3
Useable only to run Electronic Devices -3
Must be hooked to a city grid for recharging -2
Cybernetics Limitation -1
Final Cost: 1 PP or 1 space in a Cybernetic Limb


These upgrades allow the limb to move much faster that it normally does. They are popular upgrades for Cyber Legs granting +1 Leap, +2 Run and +3 Sprint for each Upgrade installed. They have no particular game effect for Cyber Arms, as raw speed simply makes the Arms clumsy.


Each Strength Upgrade adds an additional +1 to STR in that limb. Use the upgrade chart to find the Melee X modifier.


When installed in Cyber Arms, they boost the character's Reflex Characteristic by +1, allowing finer control with melee weapons and other Reflex-based tasks. When installed in Cyber Legs, they grant the use the ability to reflexively move out of harm's way and maintain balance. They grant +1 to Dexterity in any actions requiring legs or feet. If the Reflex Upgrade is installed in cyber arms, use the Upgrade Chart to find the modifier to the character’s Melee X. For legs, use the chart to find the modifier to the character’s Defensive X.


This takes two spaces in a cyber limb (arm or leg). See the entry under Cyber Weapons for details.



One Arm
Two Arms
One Leg
Two Legs

All limbs




This cord is usually implanted in an artificial finger or thumb. When pulled out, it can be used as a spring-loaded whip. The powered wire is extremely fine and strong and can cut through many materials such as guns or people. This special weapon requires the Whips combat skill to be used effectively and safely. Unlike normal whips, it cannot 'grab'. This melee weapon is unusual in that its damage is not modified by the Strength of the character. However, it does carry a Melee X bonus of +3 because it is a very dangerous, armor piercing weapon.

Bolt (5D6) 7
Armor Piercing 3
No Range —2
Limited Uses (8 per day, requires 24 hours for full recharge) —2
Cybernetics -1

Final Cost: 5 PPs


These one inch long retractable blades extend from beneath the artificial fingernails of cybernetic hands which are usually included as part of a cyber arm replacement. These particular weapons are used with Hand to Hand Combat skill. They do not carry the Cybernetics Limitation and therefore do not count against maximum cyberware limitations since they are not connected to biological systems.

Claws (STR in d6 damage; any Armor causes damage to be divided in half)

Final Cost: 1 PP


Long blades are imbedded into cybernetic or normal arm for this enhancement. They are sharp and deadly and remain popular among street samurai.

Slicers (3d6 + 1d6 per point of STR, maximum of 6d6 Deadly Damage) 5
Cybernetics -1

Final Cost: 4 PPs


The Weapon Link is a complex system which wires the wearer's brain to a properly equipped gun. The combination of smart gun and weapon link provides a good boost to the user's ability to wield most ranged weapons. However, the link can only provide help for one shot in each Round. After that, the gunman is probably firing too fast to pay attention to the range and air movement data he's being fed. That first shot is important however. Add +1 to the Ranged X of any character outfitted with such a device and smart weapon.

First shot fired only —1
Cybernetics —1

Final Cost: 1 PP


This is something that would require a cyber limb to install. It takes up two slots in a cyber arm or leg to make the space available. The user may have a specially redesigned ranged weapon of the following types installed: Pistols, Revolvers, or Submachine Guns. These weapons may be Weapon Linked for improved accuracy. For Cyber Arms, either the hand folds down at the wrist, or the barrel pops up out of the forearm. In the case of Cyber Legs, the space used is a hidden holster for the gun that slides open and presents the weapon on demand. Most governments will consider weapons in Mounts concealed and illegal unless the character has the appropriate license.

Final Cost: None. Only requires a Cyber Limb with enough space free.


In most cyberpunk worlds, a person can look pretty much like anything they want. They can be beautiful or freakish at their whim. All it takes is cash. In addition, even cybernetic limbs can be covered with Syntheskin to help the character with cybernetic upgrades blend in with normal society a little better. Again, all it takes is cash and a willing doctor or cybernetics technician.



Most active cybernetic systems rely on third party control systems, power conversion units and neuro response monitors which are identical to each other in nature. Here at SRS, we blueprint a person's own, unique layout combination of cybernetic enhancements to find ways to share resources and thus make each system a little less invasive. This allows for, perhaps, a few more modifications than a person's constitution might otherwise be able to support and gives the 'panic button' effect which so many of our customers have sworn to be a life saver.*

To acheive this, one or more systems is designated the Central Control component which will house all of the shared resources. Alternately, a single control module can be installed whose sole purpose is to house these control systems, thus taking the responsibilites of supporting the cyber-whole itself. This module could then be placed in a well protected or un-obvious place on the person's body for fewer opportunities for damage related failures.

This dedicated central control component can still be equiped with the 'panic button' effect, triggering all of a client's activated cyber systems at once, just as if an already installed component such as Nueral Boosters was choosen to host the shared resources. Always remember, though, should the central control component be damaged or deactivated for any reason, no systems utilzing those resouces can be accessed.

Limitation: Linked to 'Central Control' component (this must be an active cyber system, not passive. All cyber systems 'linked' to this component recieve the -1 limiter. Multiple components may be linked to, but each component itself may only be linked once)

Cyberware: Dedicated Central Control Component

Cost: +1

Note: The Dedicated Central Control component is a one point piece of cyberware whose only function is to serve as the main component in a shared resource cyber system. When this component is activated, all systems linked to it become active. If this system is deactivated for any reason, all systems linked to it become deactive.