Cybernetics

Artificial Eye
Cost: 1cp
Effect: +1 Perception

Cybernetic Arm
Cost: 2cp
Effect: +1 Strength and
Toughness

Cybernetic Legs
Cost: 2cp
Effect: +2 Athletics

Miniaturised Fusion Reactor
Cost:
4cp
Effect: +1 Athletics, Defence, Melee and Strength
Special: A character must had at least 6cp of other cybernetics to benefit from a miniaturised fusion reactor.

Metal Skull
Cost: 1cp
Effect: +1 Toughness

Subdermal Nanofibre Weave
Cost: 2cp
Effect: Grants the cyborg Soak 2. This stacks with Subdermal Armour Plating, but not with armour.

Subdermal Nanofibre Plating
Cost: 4cp
Effect: Grants the cyborg Soak 4. This stacks with Subdermal Nanofibre Weave, but not with armour.

Implanted Machine Gun
Cost: 4cp
Effects: The character has a machine gun implanted into his arm. It has the following profile: Damage 8, One-handed, Two-Shots. It cannot be disarmed. Requires Firearms Training to fire. An implanted machine gun counts as a pistol for the purposes of combat styles, but does not have the Quick Draw quality.

Dual Implanted Machine Guns
Cost: 5cp
Effects: The character has machine guns implanted into both his arms. They may be fired together with the following profile: Damage 8, Two-handed, Three-Shots. They cannot be disarmed. Requires Firearms Training to fire. An implanted machine gun counts as a pistol for the purposes of combat styles, but does not have the Quick Draw quality.

Implanted Drug Dispenser
Cost: 4cp
Effects: Injects drugs into the character's system in response to certain physiological responses. Painkillers are automatically injected in the event of injury, anti-biotics in the case of infection, antitoxin in the case of poisoning. Addicts frequently program their IDDs to give them a hit whenever their high begins to fade.

Grants Pain-Resistance(or Pain Immunity if already Pain-Resistant) and gives a +3 to any roll to resist infection or poison.

Rewired Nervous System
Cost: 2cp
Effects: +2 Defence

Netlink
Cost: 1cp
Effects: The character has small speakers implanted in his ears and a small microphone implanted in his lip. His eyes have tiny sensors implanted in them, allowing him to move a computer cursor with eye movements. His hand has a small chip in it which acts as a credit card, allowing to walk into a shop, pick up an item and walk out and have billing dealt with automatically. He also owns a pair of sunglasses with an inbuilt computer, wireless broadband modem and mobile phone which will automatically synchronize with his cyberware.

In 2059, almost everybody has a Netlink.

Suicide Chip
Cost: Free
Effect: You may, at any time, speak the voice-recognition sensitive password and activate your suicide chip, which will kill you instantly and painlessly.

Cybernetic Disadvantages

Unhardened Hardware
Cost: -1cp
Effect: Your implants are not hardened against EMPs, either because they are old, intended for civilians or shoddily made. You are vulnerable to EMPs, as though you were a robot.

Suppressed Immune System
Cost: -2cp
Effects: In order to prevent rejection of you implants, your immune system has had to be suppressed. You are especially vulnerable to disease and infection.