Cyberware

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Cyberware is an option for character advancement. Level 1 Cyberware is equal to (but should not exactly duplicate) a Novice Edge or a +2 racial ability (p22). Level 2 and 3 Cyberware is better, but has a small chance to malfunction in stressful situations. Characters are limited by how many Cyberware Edges they can take per Rank, but may choose to take more if it is balanced by certain Hindrances.

New Edges

Streetware, Chromeware and Milware may be taken a total of twice per Rank. For example, a Veteran (rank 3) character may have taken a total of 6 of these Edges.

Cyber-Freak, Cyber-Monster and Cyber-Demon may be taken once per Rank. For example, a Seasoned (rank 2) character may have taken Streetware twice, Chromeware twice, Cyber-Freak once and Cyber-Monster once for a total of 8 pieces of Cyberware (and 2 Major Hindrances, see below).

Level 1 Cyberware does not cause Cyber Trauma, so characters may take Streetware and Cyber-Freak multiple times (over multiple ranks) without penalty.

Level 2 and Level 3 cyberware is subject to Cyber Trauma on a failed Vigor check, and adds one Defect Point per Edge. For example, the same Seasoned character above has a total of 3 Defect Points.

Cyberware that grants increasing bonuses (Cyberarm Standard, Advanced, etc) need to be taken at each level in order to gain the full cumulative effect. For example, you can not skip right to Cyberarm, Expert without also having taken Cyberarm, Advanced and Cyberarm, Standard.

Streetware
Requirements: Novice
Select one piece of Level 1 Cyberware. All Cyberware Edges (Street-, Chrome- and Milware) may be taken a total of two times per Rank.

Cyber-Freak
Requirements: Novice
Select two pieces of Level 1 Cyberware. Must choose 1 Major or 2 Minor Cyber Hindrances which are different than other Hindrances (eg may not take Ugly twice). May only be taken once per Rank.

Chromeware
Requirements: Streetware, Seasoned
Select one piece of Level 2 Cyberware. All Cyberware Edges may be taken a total of two times per Rank. Subject to Cyber Trauma on a failed Vigor check.

Cyber-Monster
Requirements: Cyber-Freak, Seasoned
Select two pieces of Level 2 Cyberware. Must choose 1 Major or 2 Minor Cyber Hindrances which are different than other Hindrances. May only be taken once per Rank. Subject to Cyber Trauma on a failed Vigor check.

Milware
Requirements: Chromeware, Veteran
Select one piece of Level 3 Cyberware. All Cyberware Edges may be taken a total of two times per Rank. Subject to Cyber Trauma on a failed Vigor check.

Cyber-Demon
Requirements: Cyber-Monster, Veteran
Select two pieces of Level 3 Cyberware. Must choose 1 Major or 2 Minor Cyber Hindrances which are different than other Hindrances. May only be taken once per Rank. Subject to Cyber Trauma on a failed Vigor check.

Cyber Hindrances

Cyber Hindrances only need to be taken if Cyber-Freak, Cyber-Monster or Cyber-Demon are selected. Cyber Hindrances have the same game effect as normal Hindrances (SWDE, page 28). Cyber Hindrances must be different than other Hindrances (eg may not take Ugly twice).

Delusional (Minor or Major)
Disagreements with people (minor) or dangerous obsession (major)

Habit (Minor or Major)
Psychosomatic habit (minor, -1 Charisma) or Chemical Addiction (major)

Mean (Minor)
Abrasive and cruel. -2 Charisma

Outsider (Minor)
A dead stare. -2 Charisma, except to other Cyber-Freaks

Quirk (Minor)
A twitch, jerky movement, stutter or something else annoying

Ugly (Minor)
Obvious Scars. -2 Charisma and generally shunned by sexual partners

Cyber Trauma

Level 1 Cyberware does not cause Cyber Trauma. Level 2 and Level 3 cyberware is subject to Cyber Trauma on a failed Vigor check, and adds one Defect Point per Edge.

Cyber Trauma applies to any Vigor check (including Soak rolls) that results in either a 1 on the trait die or a Critical Failure (double 1s). When that happens immediately roll 1d8, subtract the number of Defect Points (individual Edges) and check the result against the Cyber Trauma table.

Example: a Seasoned Street Sam has taken Streetware twice, Chromeware twice, Cyber-Freak once and Cyber-Monster once for a total of 8 pieces of Cyberware and 3 Defect Points. At the end of a massive firefight they spend their last Bennie on a Soak roll and get a 1 on their Trait die (or double 1s). They immediate check on the Cyber Trauma table, getting a 1 on 1d8, and then subtract 3 for a result of -2. Checking the table, their Cyberware suffers a “Breakdown” and stops working (see below) in addition to the normal results for the failed Soak roll.

1d8 Result Effect
-2 or less Breakdown: Cyberware stops providing benefit until a Repair roll is made (1 hour base time)
-1 Jolted: take 1 point of Fatigue (heals after 10 minutes of rest)
0 Shaken: or take 1 point of Fatigue if already Shaken (heals after 10 minutes of rest)
1 Dazed: -2 penalty for one round
2-8 No Effect

Cyberware List

Cyberware that grants increasing bonuses (Cyberarm Standard, Advanced, etc) need to be taken at each level in order to gain the full cumulative effect. For example, you can not skip right to Cyberarm, Expert without also having taken Cyberarm, Advanced and Cyberarm, Standard.

Streetware

Adrenaline Booster +1 to recover from being Shaken (stacks with Combat Reflexes, SWDE p35)
Cerebral Booster, Standard (A) +1 dice to Smarts
Chemical Sniffer +4 Notice for Toxins, poisons, explosives, etc
Cyber Arm, Standard (B) +d4 Fighting damage, not considered unarmed
Cyber Eye, Standard © No action to turn on Infravision (p131) or Low Light (p132)
Cyber Leg, Standard (D) +2 Pace, +1 die running
Cyber Pistol built-in Pistol, no action needed to Ready
Gecko Cyberhands +1 dice to Climbing skill
Internal Air Tank No need to breathe for 2 hours, helpful vs airborne toxins and lack of oxygen
Knowsoft, Standard (E) Add 1 die to any one skill linked to Smarts
Media Implant, Standard (T) Transmit Audio, Video and Data, and may share Bennies with anyone with a Media Implant
Muscle Augmentation, Standard (F) +1 dice to Strength
Muscle Toner, Standard (G) +1 dice to Agility
Nanobots Make Natural Healing test once per day (see Slow Regeneration p132)
Platelet Factory, Standard (H) +2 on Incapacitation and Bleeding tests (SWDE p69)
Retractable Razors Str + d4 Weapon, no action to Ready, immune to disarm
Sensory Booster, Standard (I) +2 Notice tests
Skillwires, Standard (J) Add 1 die to any one non-combat skill linked to Agility
Subdermal Plating, Standard (K) +1 Armor (stacks with worn armor)
Tailored Antibodies (L) +2 Vigor vs poison, disease, etc
Tailored Pheromones (M) +2 Persuasion skill tests, in person
Smartgun Link, Standard (S) Ignore Innocent Bystander rule (for Autofire and Shotguns), doubles weapon cost
Vehicle Control Interface, Standard (N) +1 dice Driving, etc skills, make Soak vehicle damage at -2 (see Ace edge)

Chromeware

Biomonitor Reduce wound penalties to heal by 1
Camouflage Skin (O) -2 to opponent’s Notice when moving half pace
Cerebral Booster, Advanced (A) +2 dice to Smarts
Custom Antibodies (L) +4 Vigor vs poison, disease, etc
Custom Pheromones (M) +4 Persuasion skill tests, in person
Cyber Arm, Advanced (B) +d6 Fighting damage, not considered unarmed
Cyber Eye, Advanced © +2 Shooting at Medium and Long range
Cyber Gun built-in SMG or Shotgun, no action needed to Ready
Cyber Leg, Advanced (D) +4 Pace, +2 dice running
Damage Compensator Additional Shaken results do not cause a Wound
Emotion Limiter (P) +2 vs Taunt, Intimidate, etc
Gecko Cyberfeet +1 die to Climbing skill (cumulative with Gecko Cyberhands)
Gyro Stabilizer (Q) reduce Autofire penalty by 1, may move normally
Hydraulic Jacks Jump 2 times Pace
Knowsoft, Advanced (E) Add 2 dice to any one skill linked to Smarts
Media Implant, Advanced (T) not Surprised if someone else with Media Implant makes their Notice test
Muscle Augmentation, Advanced (F) +2 dice to Strength
Muscle Toner, Advanced (G) +2 dice to Agility
Platelet Factory, Advanced (H) +4 on Incapacitation and Bleeding tests (SWDE p69)
Personal Airbags half damage from falls and crashes
Reaction Enhancers, Advanced (U) +1 to Parry, -1 to opponent’s Shooting, stacks with Dodge and Block
Retractable Blades Str + d6 Weapon, no action to Ready, immune to disarm
Sensory Booster, Advanced (I) +4 Notice tests
Skillwires, Advanced (J) Add 2 dice to any one non-combat skill linked to Agility
Smartgun Link, Advanced (S) May spend Bennie to re-roll damage, doubles weapon cost
Subdermal Plating, Advanced (K) +2 Armor (stackable with worn armor)
Tactical Computer® +1 die to a combat skill, maybe be taken for different skills
Vehicle Control Interface, Advanced (N) +2 dice Driving, etc skills, make Soak vehicle damage at -0 (see Ace edge)

Milware

Cerebral Booster, Expert (A) +3 dice to Smarts
Chameleon Skin (O) -4 to opponent’s Notice when moving half pace
Combat Computer® +2 dice to a combat skill, maybe be taken for different skills
Cyber Arm, Expert (B) +d8 Fighting damage, not considered unarmed
Cyber Eye, Expert © No lighting or range penalties
Cyber Leg, Expert (D) +6 Pace, +3 dice running
Cyber Rifle built-in Rifle or Assault Rifle, no action needed to Ready
Emotion Blocker (P) Immune to Taunt, Intimidate, etc
Hyper Stabilizer (Q) No Autofire penalty, may move normally
Jump Jets Jump 3 times Pace
Knowsoft, Expert (E) Add 3 dice to any one skill linked to Smarts
Media Implant, Expert (T) +1 to avoid being Shaken for each person with Media Implant, to max of +3
Muscle Augmentation, Expert (F) +3 dice to Strength
Muscle Toner, Expert (G) +3 dice to Agility
Platelet Factory, Expert (H) +6 on Incapacitation and Bleeding tests (SWDE p69)
Reaction Enhancers, Expert (U) +2 to Parry, -2 to opponent’s Shooting
Retractable Spurs Str + d8 Weapon, no action to Ready, immune to disarm
Sensory Booster, Expert (I) +6 Notice tests
Skillwires, Expert (J) Add 3 dice to any one non-combat skill linked to Agility
Smartgun Link, Expert (S) +1 modifier for Shooting, doubles weapon cost
Subdermal Plating, Expert (K) +3 Armor (stackable with worn armor)
Vehicle Control Interface, Expert (N) +3 dice Driving, etc skills, make Soak vehicle damage at +2 (see Ace edge)

Cyberware-old

Cyberware

On the Maelstrom's Edge milspec