Gamma-Omega Grade Cyberware
Grade Essence cost Cost
gamma -65% x20
epsilon -75% x40
zeta -85% x60
omikron -95% x80
omega * x100
*Omega grade cyberware is constructed without, for the most part, the removal of any tissue. The cyberware is "grown" inside the body using nanites to build the implants without damaging the surrounding tissues. Also, nanites are able to make the implants extremely small, far beyond the capacity of a human or a normal machine. Most implants take up less space than normal (especially computers and data processing systems) Most omega grade cyberware has a negligible essence cost (negligible meaning insignificant) or an essence cost of 0.01. Rarely is the essence cost higher than that. Not all implants are available in omega grade. Cyber limbs, or other implants that require the mandatory removal of a body part cannot be made in grades beyond Delta as the removal of the limb already takes off the essence. Generally omega grade cyberware is in the form of computers, smart links, sensory augmentation, and similar functions which may be attached to natural body parts without removing them. There is also reflex enhancement versions of omega grade cyberware. These are woven into the existing nerves and duplicate the effects of wired reflexes, move by wire, etc., but not things like boosted reflexes that require chemicals to alter existing body parts. THERE IS ONLY ONE PLACE IN THE WORLD WHERE SOMEONE MAY AQUIRE
GAMMA-OMEGA GRADE CYBERWARE. THAT PLACE IS THE NANOCYBER NANITE CLINIC IN
THE TIR TARENGIRE AND IMPLANTATION REQUIRES THE AUTHORIZATION OF THE HIGHEST LEVELS OF THE CORPERATION'S ADMINISTRATION STAFF (IE PRESIDENT/CEO/CHAIRMAN OF THE BOARD) AND THIS IS RARELY EVER GIVEN EXECPT TO THE ELITE OF THE CORPERATION'S MILITARY ASSETS. (So far only 4 people in the world have omega grade cyberware, and they are all completely loyal to NanoCyber) Due to the scale and complexity of nanite built cybernetics, they may not be acquired 2nd hand nor may they be duplicated, except theoretically on computers, except in nanite labs. No surgery is required to implant nanite cyberware; the process only requires the introduction of a fixed nanite system into the body by
injection. This nanite system must be maintained until the work is complete, a process which normally takes a few days (3-10 depending upon the implant) Nanite cyberware may only be repaired in the same way it was constructed and is normally easier to remove and replace than to fix. To show this any nanite system that is damaged is automatically destroyed and ceases to function. Nanite cyberware has currently made cybermancy obsolete. That,
however, does not mean that it isn't practiced by the corp. Cyberware grades gamma-omega are TOP SECRET and are completely unheard of by almost everybody although the theory has been around for some time.
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Ohricalum Sheathing
This is a particularly rare implant that requires extreme amounts of time, magic, and money to implant. It is an amalgam of alchemy and cyber technology that is woven through the skin of the subject and is considered to already be delta grade cyber ware. Due to the chemical composition of Ohricalum, the subject may die of poisoning from lead and mercury if the material is poorly made. Damage to the Ohricalum Sheath also may release the toxins into the user's body. (6D damage) The Sheathing raises the target number for magic directed at or including the user by the rating of the Sheath. Health spells will not affect a person with Ohricalum Sheathing.
Cost- (Rating x Body) x 200,000¥
Essence Cost: 1.0*
*Is always considered to be Delta grade and may not be bought as any other
grade.
If wounded the subject must immediately resist 6D from the lead and mercury
being released into their blood. They must resist every turn until treated.
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Asbestos Sheathing
This is a fire retardant shin weave that helps protect the user from heat. Fire Based combat spells, manipulation spells, critter powers, etc. suffer reduced effectiveness against the subject.
Level Essence Cost Armor Cost
1 0.75 2/1(6 Vs Heat) 75000¥
2 1.00 3/2(8 Vs Heat) 90000¥
3 1.25 4/3(10 Vs Heat) 120000¥
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Buzz626 Cybergun
This new weapon shoots monodisks that travel at extraordinary speeds. It is a top of the line cyber weapon that is a professionals top choice. This weapon does a base damage of 8M but it can burst fire for a simple action with a damage code of 11S. It is powered by an air tank calibrated to the proper force. The tank can be refilled by the user breathing deep for a complexed action. Reloading this weapon requires a complexed action. This weapon gets 80 shots per tank and 20 shots per clip. This weapon cancels out the Hardened armor rule.
Essence cost: 0.5
Cost: 50,000¥
Availability: 3/24 hrs
Damage: 8M
Street Index: 2
Note
This weapon is smartlink compatible. Cost for the ammo is 25¥ per clip with the same availability as the weapon. This weapon ignores the hardened armor rules.
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Neuro Gauntlets
These cyber weapons are some of the most horrible hand to hand weapons in existance. Made to strike and kill anything within reach, including spirits, with dikote, orichalum, jacketed, retractable blades. For physical targets, the gauntlets inject poison along ridges in the blades. To damage astral targets, the gauntlets focus the users own energies via the orichalum and thus causing a destructive backlash. Astral targets resist with Willpower. The gauntlets are not a link to astral. These gauntlets also serve to injectthe user with varible combat drugs.
Essence: 0.25
Cost: 100,000¥
Availability: 14/20 days
Street Index: 3
Special
The damage caused by the gauntlets is (Str+6)D. For astral targets, it is (Str)S.
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Transphasition
A new type of cyberware, transphasition uses nanotechnology to enhance its power as armor. It is put just under the skin so that any damage is quickly diverted. It gives almost the same power as an armored jacket, but it is a full body suit, give more impact protection, is hardened, is able to change color, and can be made to form small blades from the hands, feet, elbows, and knees. It is still new and finding one isn't easy. It seems that only the nation of the Tir Tairngire has this armor in use and production.
Essence: 1.25
Conceal: 18 (Due to its camouflage ability)
Ballistic: 5
Impact: 5
Weight: 10+Body
Avail: 15/20 Days
Cost: 150,000¥
Street index: 4
Special
Transphasition comes with natural skin color. Any other color must be bought at 10,000¥ per color. To change the color of transphasition, the character must make a Willpower (4) test. For blades, it is a Willpower (8) test. Counts as hardened armor.
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Weapon Coordination System
The weapon coordination system (WCS) is a set of logic circuits that allows
a person with several cyber-guns to fire them all at once. If a person has
cyber weapons mounted in a cyber arm or on an articulated arm, they can
fire all the weapons at a singe target during their shooting faze. Firing
weapons with a WCS requires a complex action and the person does not get
bonuses from smatlinks, scopes, or laser sights.
Essenec Cost : .5
Price: 50,000¥
Legality: Class C
Availability: 12/20 days
Street Index: 3.5
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Cybernetic missile launcher
The cybernetic missile launcher is a cybergun the fires a small (8 inch
long) missile. Only one missile can be loaded into the launcher at a time.
It takes 5 complex actions to reload. The rocket does 8D damage. Because
the rocket is extremly small, use the heavy pistol range table. All other
rules for cyberguns apply.
Essene Cost : .8
Price: 25,000¥, 500¥ per missile
Legality: Class c
Availability: 10/25 days
Street Index: 4
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Chemeleon Skin
Utilizing Ruthenium Polymer technology (pg. 94, Shadowtech) the Chemeleon
Skin cyberware allows the user's skin to automatically change color to
match the current background. It can also have a number of "pre-set" colors, one
of which is usually that of natural skin. This cyberware is not compatible
with Orthoskin, Dermal Armor, of Dermal Sheathing.
Essenec Cost : 1.5
Price: 150,000¥
Legality: Class B
Availability: 10 - 25 days
Street Index: 3
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Induction SmartGun Destroyer
This piece of cyberware is an induction pad implanted in a person's palm.
When they shake hands with a person who has a smartgun link the pad will
activate and trick the person's smart link into thinking that they are
holding a gun. The pad will then take control of the person's smart link
and can do a number of things, including destroying the smartlink, wiping
any headware memory the person has, short out any cyberware that is
connected to the persons brain (cybereyes, ears, wired reflexes,
skillwires, datajacks, ect.). When a person's skillwire or wired reflex
system is shorted out they will often go into spasms as their cyberware
malfunctions. One particularly evil thing to do is modify the smart link so
that it will make the person think he is on target when he is really aiming
three feet to the right. This will make it nearly impossible for the person
to hit his target and will add +12 to his target number to hit anything
while using the smartlink. If they deactivate the smartlink and try to aim
normally they will loose the target number modifier. It can even be used to
send a plus of electricity into the person's brain that does 8D damage,
resisted by natural body.
When the induction pad is activated the victim will only feel a slight
warmth. Tell them that it feels like their smart link was activated for a
moment. The whole process takes about a second.
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