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The "Spirit" cost listed accumulates. Once the number is "100" you lose 1 from your Spirit attribute. You can safely go down to your racial minimum for Spirit, but beyond that, character spirals into psychosis. Many cosmetic alterations are available that do not cost spirit.
Quality | Cost | Spirit | Concealability | Availability |
Cheap | ½ | x2 | Very obvious | More common |
Average | ¾ | x1½ | Obvious | Common |
Good | x1 | x1 | May be obvious | Average |
Excellent | x3 | ½ | May look natural | Less common |
Biotech | x6 | ¼ | Looks natural | Uncommon |
Notice that certain cybergear has a size notation by the cost.
Small: Bampu, Batserai, etc.
Medium: Human sized
Large: Larger Humanoid size, or smaller members of a large race.
Extra Large: Be'Atsta, Dorogo, etc. (K'Loffai must add 25% more to the cost listed on "Extra Large".)
Physical Enhancements Any of these that add bonus to Attributes (Body, Strength, etc.) do not affect the purchase of related skills. (Martial arts maneuvers, etc.) They will have a profound effect, however, when using related skills.
Full Body Muscle Enhance
Cost:
Small: 10,000 base, 900 per +1.
Medium: 20,000 base, 1800 per +1.
Large: 35,000 base, 2700 per +1.
Extra Large: 40,000 base, 3600 per +1.
Spirit: 100 base, 20 per rating
Area affected: Entire body
Availability by Rating: 1-2 Common, 3-4 Uncommon, 5-6 Rare, 7-8 Very Rare, 9-12 Extremely Rare, 13+ Narrator's special
Benefits
Reflex Boosting
Cost: 35k base, 3000 per rating
Spirit: 80 base, 16 per rating
Area affected: Entire body
Availability by Rating: 1-5 Common, 6-8 Uncommon, 9-10 Rare, 11-12 Very Rare, 13-14 Extremely Rare, 15+ Narrator's special
Benefits
Bone enhancement
Through nanobots, the calcium or other structural material of a character's bones are replaced with a stronger material. Not possible with a race without a skeleton.
Cost:
Small: 50,000 base, plus (500 X Cost Mod)
Medium: 75,000 base, plus (1000 X Cost Mod)
Large: 112,500 base, plus (1500 X Cost Mod)
Extra Large: 150,000 base, plus (2000 X Cost Mod)
Area affected: Entire skeleton
Availability: Rare
Benefits
Material & Enhancement
Material | PR & APV Bonus | Cost Mod | Availability | Spirit | Magick Receptiveness | Enchantment Difficulty | Notes* † |
Steel | +1 | x1.5 | Common | 100 | Normal | Difficult | +1 Strength, -1 Agility |
Plasteel | +1 | x2 | Common | 80 | None | Impossible | +1 Strength |
Hi Grade Steel | +2 | x3 | Common | 88 | Normal | Challenging | +1 Strength |
Biomnemetic | +3 | x25 | Uncommon | 40 | None | Impossible | +1 Strength, +1 Agility |
Duranium | +4 | x4 | Uncommon | 80 | Low | Difficult | +2 Strength, +1 Agility |
Synthsteel | +5 | x6 | Common | 68 | None | Impossible | +2 Strength, +1 Agility |
Mythium | +6 | x10 | Uncommon | 80 | Good | Challenging | +2 Strength, +1 Agility, +1 Vs Magic |
Aejahv steel | +7 | x18 | Rare | 76 | Good | Normal | +3 Strength, +1 Agility, +1 Vs Magic |
Crysteel | +8 | x20 | Rare | 60 | Good | Normal | +2 Strength, +2 Agility, +2 Vs Magic |
Arcanium | +10 | x50 | Very Rare | 48 | Excellent | Easy | +2 Strength, +2 Agility, +3 Vs Magic |
Omnium | +12 | x35 | Very Rare | 100 | Average | Normal | +3 Strength, -1 Agility |
Megathium | +13 | x40 | Rare | 50 | None | Impossible | +3 Strength/+2 Vs Energy |
Adamantine | +15 | x100 | Extremely Rare | 120 | None | Impossible | +3 Strength, -2 Agility, +5 vs Magic |
Dermal armor
Area affected: Entire body
Availability: Uncommon
Benefits
Armor | Armor Bonus | Penalty* |
Configuration Cost | Spirit |
Skin mesh | 1 | Ø | Small: 775 plus (8X Cost Mod)
Medium: 1500 plus (15X Cost Mod) Large: 2250 plus (23X Cost Mod) Extra Large: 3000 plus (30X Cost Mod) | 24 |
Braced mesh | 2 | Ø | Small: 1500 plus (15X Cost Mod)
Medium: 3000 plus (30X Cost Mod) Large: 4500 plus (45X Cost Mod) Extra Large: 6000 plus (60X Cost Mod) | 32 |
Reinforced mesh | 3 | Ø | Small: 2500 plus (25X Cost Mod)
Medium: 5000 plus (50X Cost Mod) Large: 7500 plus (75X Cost Mod) Extra Large: 10,000 plus (100X Cost Mod) | 40 |
Partial Carapace | 4 | -1 | Small: 10,000 plus (100X Cost Mod)
Medium: 20,000 plus (200X Cost Mod) Large: 30,000 plus (300X Cost Mod) Extra Large: 40,000 plus (400X Cost Mod) | 60 |
Plated Carapace | 6 | -2 | Small: 25,000 plus (250X Cost Mod)
Medium: 50,000 plus (500X Cost Mod) Large: 75,000 plus (750X Cost Mod) Extra Large: 100,000 plus (1000X Cost Mod) | 84 |
Full Carapace | 8 | -3 | Small: 40,000 plus (400X Cost Mod)
Medium: 80,000 plus (800X Cost Mod) Large: 120,000 plus (1200X Cost Mod) Extra Large: 160,000 plus (1600X Cost Mod) | 120 |
Heavy Carapace | 11 | -4 | Small: 75,000 plus (750X Cost Mod)
Medium: 150,000 plus (1500X Cost Mod) Large: 225,000 plus (2250X Cost Mod) Extra Large: 300,000 plus (3000X Cost Mod) | 160 |
Material & Enhancement
Material | Armor Bonus | Cost Mod | Availability | Magick Receptiveness | Enchantment Difficulty | Notes |
Steel | +1 | x1.5 | Common | Normal | Difficult | --- |
Plasteel | +1 | x2 | Common | None | Impossible | 2 offset to Penalties |
Hi Grade Steel | +2 | x3 | Common | Normal | Challenging | 1 offset to Penalties |
Biomnemetic | +3 | x25 | Uncommon | None | Impossible | 5 offset to penalties |
Duranium | +4 | x4 | Uncommon | Low | Difficult | 2 offset to Penalties |
Synthsteel | +5 | x6 | Common | None | Impossible | 2 offset to Penalties |
Mythium | +6 | x10 | Uncommon | Good | Challenging | 1 offset to Penalties/+1 Vs Magic |
Aejahv steel | +7 | x18 | Rare | Good | Normal | 2 offset to Penalties/+1 Vs Magic |
Crysteel | +8 | x20 | Rare | Good | Normal | 3 offset to Penalties/+2 Vs Magic |
Arcanium | +10 | x50 | Very Rare | Excellent | Easy | 3 offset to Penalties/+3 Vs Magic |
Omnium | +12 | x35 | Very Rare | Normal | Normal | --- |
Megathium | +13 / +4 | x40 | Rare | None | Impossible | 3 offset to penalties/+2 Vs Energy |
Adamantine | +15 | x100 | Extremely Rare | None | Impossible | +5 vs Magic, can be enhanced with antimagick Dispel magick on touch |
Thermal protection
Cost:
Small: 5000
Medium: 10,000
Large: 15,000
Extra Large: 20,000
Spirit: 40
Area affected: Entire body
Availability: Common
Benefits
Cold protection
Cost:
Small: 5000
Medium: 10,000
Large: 15,000
Extra Large: 20,000
Spirit: 40
Area affected: Entire body
Availability: Common
Benefits
Temperature protection
Cost:
Small: 8000
Medium: 16,000
Large: 24,000
Extra Large: 32,000
Spirit: 60
Area affected: Entire body
Availability: Common
Benefits
Boosted healing
Cost:
Small: 6375 base, 1575 per rating
Medium: 8500 base, 2100 per rating
Large: 12,750 base, 3150 per rating
Extra Large: 17,000 base, 4200 per rating
Spirit: 48 base, 24 per rating
Area affected: internal
Availability by Rating: 0 Common, 1 Uncommon, 2-3 Rare, 4-5 Very Rare, 6-7 Extremely Rare, 8+ Narrator's special
Benefits
Toxin screen
Cost:
Small: 4875 base, 750 per rating
Medium: 6500 base, 1000 per rating
Large: 9750 base, 1500 per rating
Extra Large: 13,000 base, 2000 per rating
Spirit: 40 base, 20 per rating
Area affected: internal
Availability: Availability by Rating: 0 Common, 1-2 Uncommon, 3-4 Rare, 5-6 Very Rare, 7-8 Extremely Rare, 9+ Narrator's special
Benefits
Beauty booster
Cost:
Small: 7500 base, 1875 per rating
Medium: 10,000 base, 2500 per rating
Large: 15,000 base, 3750 per rating
Extra Large: 20,000 base, 5000 per rating
Spirit: 40 base, 20 per rating
Area affected: internal
Availability by Rating: 0 Common, 1 Uncommon, 2 Rare, 3-4 Very Rare, 5-6 Extremely Rare, 7+ Narrator's special
Benefits
Adrenal booster
Cost:
Small: 8250 base, 3375 per rating
Medium: 11,000 base, 4500 per rating
Large: 16,500 base, 6450 per rating
Extra Large: 22,000 base, 9000 per rating
Spirit: 88 base, 40 per rating
Area affected: internal
Availability by Rating: 0-1 Rare, 2-3 Very Rare, 4-5 Extremely Rare, 6+ Narrator's special
Benefits
Fertility blocker
Cost: 450
Spirit: 0
Area affected: internal
Availability: Very Common
Benefits
Heart replacement
Cost:
Small: 26,250
Medium: 35,000
Large: 52,500
Extra Large: 70,000
Spirit: 44
Area affected: internal
Availability: Uncommon
Benefits
Non-centralized heart
Cost:
Small: 65,250
Medium: 87,000
Large: 130,500
Extra Large: 174,000
Spirit: 52
Area affected: internal
Availability: Rare
Benefits
Both lung replacement
Cost: 68k
Spirit: 48
Area affected: internal
Availability: Uncommon
Benefits
Digestive system enhancement
Cost: 110k
Spirit: 84
Area affected: internal
Availability: Rare
Benefits
Liver replacement
Cost: 62k
Spirit: 76
Area affected: internal
Availability: Uncommon
Benefits
Eye replacement
Cost: 3000 per eye, plus enhancements
Spirit: 20 per eye
Area affected: eye
Availability: Common
Available enhancements. Each sold separately, max rating is 10. Only one enhancement may be used at a single moment. Each eye can hold 4 separate enhancements. Micro laser counts as 3 enhancements. Targeting interface counts as 2 enhancements, and can only be taken in one eye. Note on heightened senses: Cybernetic enhanced senses do not add to a race's natural heightened senses, but replace the old sense.
Enhancement | Base cost | Cost per rating |
Vision enhancement | 1000 | 500 |
Infrared vision | 800 | 500 |
Ultraviolet vision | 1600 | 800 |
Lowlight vision | 500 | 300 |
Magnification | 1500 | 800 |
Flash shielding | 300 | 200 |
Targeting interface Requires implanted comm with at least "Comp 2" | 2000 | 1500 max rating +5 |
Enhancement | Price | Fire Modes | Pen | Dam | Range(yards) | Shots |
Implanted micro-laser | 2900 | Semi/Beam | +2 | +6 | 14/328/1312/2624 | 12, refreshes 1 per 15 sec |
Ear replacement
Cost: 2200 per ear, plus enhancements
Spirit: 20 per ear
Area affected: ear
Availability: Common
Available enhancements. Each sold separately, max rating is 10. Only one enhancement may be used at a single moment.
Each ear can hold 3 separate enhancements. Note on heightened senses: Cybernetic enhanced senses do not add to a race's natural heightened senses, but replace the old sense.
Enhancement | Base cost | Cost per rating |
Hearing enhancement | 1200 | 600 |
Infrasonic hearing | 1000 | 500 |
Ultrasonic hearing | 1000 | 500 |
Radio hearing | 300 | 150 |
Sound dampening | 600 | 300 |
Miscellaneous sensory enhancement
Spirit: 36 each
Area affected: skin, tongue or nose
Availability: Uncommon
Available enhancements. Each sold separately, max rating is 10. Each of these can become more analytical when linked to an implanted comm. Note on heightened senses: Cybernetic enhanced senses do not add to a race's natural heightened senses, but replace the old sense.
Enhancement | Base cost | Cost per rating |
Tactile (Sense of touch) enhancement | 3000 | 2000 |
Gustatory (Sense of taste) enhancement | 2500 | 1800 |
Olfactory (Sense of smell) enhancement | 3200 | 2500 |
Voice enhancement
Cost: 5600 base, plus enhancements
Spirit: 36
Area affected: internal
Availability: Common
Available enhancements. Each sold separately, max rating is 10. Only one enhancement may be used at a single moment.
You may only choose five from the following. Sonar counts as 2 enhancements. Sonic blast counts as 3 enhancements.
Enhancement | Base cost | Cost per rating |
Charisma enhancement | 1200 | 600 |
Loudspeaker | 500 | 250 |
Vocal mimicry | 600 | 300 |
Infrasonic speech | 800 | 500 |
Ultrasonic speech | 800 | 500 |
Sonar Requires both ear replacement w/ Ulrasonic hearing | 2000 | 1200 |
Enhancement | Price | Fire Modes | Damage/ Crit | APV | Range(meters) | Shots |
Sonic blast | 2200 | Semi | 1-6 Shockwave | 5 | 1/25/100 | 20, refreshes 1 per 30 sec |
Full arm replacement
Cost: base, per rating
Area affected: arm
Spirit: base, per rating
Availability:
Benefits
Full leg replacement
Cost: base, per rating
Spirit: base, per rating
Area affected: leg
Availability:
Benefits
Extra appendage arms, tentacles, tail, etc.
Cost: base, per rating
Spirit: base, per rating
Area affected: leg
Availability:
Benefits
Gas filter
Cost: 1600
Spirit: 44
Area affected: internal
Availability: Common
Benefits
Gill filter
Cost: 4700
Spirit: 40
Area affected: internal
Availability: Common
Benefits
Self-contained breathing
Cost: 17.5k
Spirit: 60
Area affected: internal
Availability: Uncommon
Benefits
Internal comm
Cost: 2500 base, plus cost of comm.
Spirit: 20
Area affected: internal
Availability: Common
Benefits
Internal scanner
Cost: 3200 base, plus cost of Scanner.
Spirit: 28
Area affected: internal
Availability: Common
Benefits
Cranial life support
Cost: base, per rating
Spirit: base, per rating
Area affected: head
Availability:
Benefits
Implanted weapons
Area affected: various
Each sold separately. Each of these (except Lockjaw & Chainsaw) are concealable/retractable until needed. Only one hand implanted weapon (Hand claws, Buster knucks or Ram-fist) is allowed per hand. If you already have Bone enhancement you already have the effects of Buster knucks. If you want, you can buy it again with a better material.
Weapon | Availability | Cost | Spirit | Pen | Dam |
Fangs (Limit one set) | Common | 250 base, plus 50 X Material cost | +2 | Ø Can also inject pharmaceuticals | |
Lockjaw (Limit one, cannot be used in conjuction with fangs) | Rare | 500 base, plus 150 X Material cost | +3 | +8 | |
Finger claws | Common | 150 base, plus 30 X Material cost | Ø | +4 Can also inject pharmaceuticals | |
Hand claws | Common | 300 base, plus 60 X Material cost | +1 | +6 | |
Buster knucks | Common | 350 base, plus 100 X Material cost | +1 | +5 | |
Ram-fist | Uncommon | 500 base, plus 200 X Material cost | +2 | +10 | |
Club foot | Uncommon | 350 base, plus 200 X Material cost | +1 | +12 | |
Forearm blades | Uncommon | 600 base, plus 200 X Material cost | +2 | +8 | |
Chainsaw | Uncommon | 1100 base plus 200 X Material cost | +4 | +15 |
Material & Enhancement
Material | Pen / Crit Bonus* | Cost Mod | Magick Receptiveness | Enchantment Difficulty | Notes |
Plastics | -2 / -1 | ¼ | None | Impossible | 1 offset to penalties |
Standard | Ø / Ø | 100% | Low | Easy | --- |
Steel | +1 / Ø | x1.5 | Normal | Difficult | --- |
Plasteel | +1 / Ø | x2 | None | Impossible | 2 offset to penalties |
Hi Grade Steel | +2 / Ø | x3 | Normal | Challenging | 1 offset to penalties |
Duranium | +4 / +1 | x5 | Low | Difficult | 2 offset to penalties |
Synthsteel | +5 / +1 | x7 | None | Impossible | 2 offset to penalties |
Mythium | +6 / +2 | x10 | Good | Challenging | 1 offset to penalties/+1 Vs Magic |
Aejahv steel | +7 / +2 | x18 | Good | Normal | 2 offset to penalties/+1 Vs Magic |
Crysteel | +8 / +3 | x20 | Good | Normal | 3 offset to penalties/+2 Vs Magic |
Arcanium | +10 / +4 | x50 | Excellent | Easy | 3 offset to penalties/+3 Vs Magic |
Omnium | +12 / +4 | x35 | Normal | Normal | --- |
Megathium | +13 / +4 | x40 | None | Impossible | 3 offset to penalties/+2 Vs Energy |
Adamantine (Antimagickal) | +15 / +5 | x100 | None | Impossible | +5 vs Magic, can be enhanced with antimagick Dispel magick on touch |
Dermal pockets
Cost: 200 per pocket
Spirit: 16 per pocket
Area affected: various
Availability: Common
Benefits
Dermal holster
Cost: 600 per holster
Spirit: 24 per holster
Area affected: various
Availability: Common
Benefits
Grip-gear
Cost: 2300
Spirit: 64
Area affected: hands and feet
Availability: Uncommon
Benefits
Chameleon skin (Fur)
Requires implanted comm with at least "Comp 2"
Cost: 9400 base, 1200 per rating
Spirit: 44 base, 16 per rating
Area affected: Entire body
Availability by Rating: 0-2 Common, 3-4 Uncommon, 5-6 Rare, 7-8 Very Rare, 9-10 Extremely Rare, 11+ Narrator's special
Benefits
Light refracting field
Cost: 18.5k base, 5000 per rating
Spirit: 88 base, 24 per rating
Area affected: Entire body
Availability by Rating: 0-5 Rare, 6-7 Very Rare, 8-9 Extremely Rare, 10+ Narrator's special
Benefits
Sound dampening field
Cost: 15k base, 3000 per rating
Spirit: 76 base, 20 per rating
Area affected: Entire body
Availability by Rating: 0-2 Common, 3-4 Uncommon, 5-6 Rare, 7-8 Very Rare, 9-10 Extremely Rare, 11+ Narrator's special
Benefits
Sexual booster
Cost: 2200
Spirit: 24
Area affected: uhm... ahem...
Availability: Common
Benefits