Cyberware in the game will be on an ad-hoc basis, not as a background. If you can find it, if it works, if you can afford it, then you can have it.
There will be limits however, based on SPIRIT and VIGOUR traits. Cyberware that invades the mind will impact SP, stuff that replaces the body will impact VG. Each piece of cyberware will be rated to its effect on SP and VG, if the combination of ratings exceeds the traits score then you will be at a penalty to all rolls using that trait. Worse, during times of stress the systems will be tested for failure and the amount will count as a penalty to the target.
Eg: penalty for overload: if you have 8pts of body parts installed, all effecting VG, and your VG score is d6, then you will be at -2 to all VG based rolls.
Eg: system stress test: under the same values your target would become 4 + 2 = 6
Stress tests can be called for ANY time a 1 is rolled on a skill roll (not the WC dice). Most related to the failed roll. Start with one system, but if it fails then a cascade occurs and start testing another system, if that fails another etc.
TL effects, each piece will have a starting TL they will be available at. Each TL above this will reduce the stress test by 1 but increase the cost by 50%.
Adrenal Surge (2VG)
Requirements: Seasoned
Power Points: 1
Cost: $2.5m
Effect: The character ’s adrenal gland has been surgically augmented. He receives +2 to recover from being Shaken. This stacks with the Combat Reflexes Edge.
Attribute Boost (2VG/step for ST,AG and VG)(2SP/step for SM and SP).
Requirements: Novice
Power Points: 2/step
Cost: $3m/step/cumulative (3/6/9/etc)
Effect: One of the character’s attributes has been augmented with cyberware. Each time this cyberware is chosen, an attribute may be increased by one die step to a maximum of d12+2. You may wish to impose a limit of say 2 steps per attribute, or allow the characters do perform truly amazing acts by having no limit on how high an attribute may go.
Bone Blades (2VG)
Requirements: Novice
Power Points: 1
Cost: $2m
Effect: The character has had a plastic blade surgically grafted to his bone. By flexing his hand, the blade extends along the forearm, protruding from the top of the wrist. The blade does Str+2 damage. The weapon cannot be disarmed, but it can be broken (Toughness ?). A broken blade cannot be repaired—it must be replaced. This costs 50% of the price of installing a new blade. In games where cyberware is gained from Edges or
Power Points, the character should be pay the cost, but does not have to buy the cyberware anew.
Boosted Immunity (2VG)
Requirements: Novice
Power Points: 1
Cost: $3m
Effect: The character’s lymph nodes have been boosted. He receives a +4 bonus to resist the effects of disease or poison.
Combat Awareness (2SP)
Requirements: Variable
Power Points: 1/rank
Cost: $2m/rank/cumulative (2/4/6)
Effect: Whether it involves neural surgery, musculature alteration, or simply adding a chip into the brain, the character may take one Combat Edge
ignoring all requirements except the requirement of other Edges. The Edge benefits do not stack with the same Edge if the character has it already.
In a game where the characters buy cyberware through Edges, you may wish to limit this by having the character also meet the rank requirement. The advantage over buying the Edge normally is not having to meet trait requirements.
For example, a character may take Level Headed without needing d8 Smarts. He could not take the Improved version unless he had Level Headed already. Whether or not he must be Seasoned to take the cyberware depends on the rules of your setting. Some minor work may be required to take certain Edges. For instance, a character wanting to take Trademark Weapon might have a nontransferable cyberlink installed into one particular weapon. It is suggested characters give this cyberware a unique name every time it is taken. For instance, taking Nerves of Steel might involve a piece of cyberware called a Densensitizer, or Pain Blocker. While it doesn’t change the game mechanics, it does add a bit of flavor.
Communicator (-)
Requirements: Novice
Power Points: 1
Cost: $300k
Effect: A small radio has been built into the character’s skull. It has a range of 5-miles and can communicate with standard radio equipment.
Face Changer (2VG)
Requirements: Seasoned
Power Points: 3
Cost: $6m
Effect: The muscles and bones in the characters face have been replaced with a synthetic substance which can alter shape through electrical stimuli. The character may alter his facial features. Each change takes 5 minutes and requires a Smarts roll. The character may raise or lower his Charisma (if he wishes) by 1 point per success and raise. The new face remains until the character decides to switch back. Altering the facial features to those of a specific person requires a raise on the Smarts roll. This cyberware does not alter voice patterns, eye color, hair pattern or color, or body shape/mass, but there’s nothing stopping you creating one that does.
Gills (-)
Requirements: Novice
Power Points: 1
Cost: $1.5m
Effect: The addition of gills allows the recipient to breathe underwater without difficulty. He also gains a +2 bonus to resist airborne poisons and diseases, but is no benefit against contact or ingested poisons.
Fast Healing (2SP)
Requirements: Novice
Power Points: 1
Cost: $2.5m
Effect: Simple nanobots have been introduced into the character’s body. All natural healing rolls (and benny rolloffs) are made at +2. This stacks with the Fast Healer Edge.
Leg Enhancement (2VG)
Requirements: Novice
Power Points: 1
Cost: $1.5m
Effect: The character gains +2 Pace and increases his running die by one step (maximum of d12). He also increases his jumping distances by 1”.
Mule (2VG)
Requirements: Novice
Power Points: 2
Cost: $2.5m
Effect: The character ’s skeleton has been strengthened, allowing him to carry 8x his Strength. If he has the Brawny Edge as well, it increases to 10x Strength.
Cyber Senses
Where are the devices for enhanced vision and hearing? They’re hidden under Skill Chip, of course! By increasing his Notice skill, a character
gains a bonus to all his senses at once. This has been done simply for ease. If you want to create new devices specifically for sight or hearing, perhaps magnifying vision to 4x or 8x, altering hearing to pick up higher or lower frequency sounds, and maybe even allowing the character to Track by smell as well, then that’s your choice. In a setting where cyberware plays a big part. it is probably best to greatly expand this list, adding some bonuses to the different senses. If you opt to use an expanded method, you should not allow Notice to be augmented as a base skill using Skill Chips. Given the choice, a flat die increases is often more attractive than a bonus to just one aspect, even if does allow for telescopic vision.
Nanobot Autodoc (4SP)
Requirements: Veteran. TL14
Power Points: 6
Cost: $8m
Effect: A small computer linked to the character’s nervous system automatically releases nanobots if the hero is wounded. The nanobots have a Healing skill of d8. Healing takes 10 minutes as per usual. An advanced version, which might cure otherwise permanent injuries may be available in your game. If so, charging 10 Power Points, $15,000, or a Modifier of 5 would not be unreasonable for such a lifesaver.
Pistol Implant (-)
Requirements: Novice
Power Points: 2
Cost: $1m
Effect: A small pistol has been installed in the character’s arm and wrist. It should be treated as a Ruger 0.22 (see Savage Worlds) in all respects.
Reloading is achieved by removing a flap of fake skin and manually inserting individual rounds. Because of the weapons subdermal placement, it cannot be detected unless the character is given a very thorough search. It can be picked up via a metal detector, but in some settings the gun may be made entirely of plastic and fire plastic darts. Depending on your setting, you may wish to allow small laser pistols to be installed.
Second Brain (2SP)
Requirements: Seasoned
Power Points: 2
Cost: $6m
Effect: A second brain, in the form of a small computer, has been placed in the character’s skull. The character’s Wild Die for Smarts and Smarts-linked skill rolls increases by one step (usually to a d8).
Skill Chip (2SP)
Requirements: Novice
Power Points: 1
Cost: $5m
Effect: The character has a skill boost chip inserted into his brain, giving him a +1 die bonus to a single skill to a maximum of d12+1 or a new skill at d4. The character must decide which when the implant is taken. He may increase these skills as normal. If for any reason the implant is removed, the character loses the bonus. If he elected to take a skill at d4 and has spent experience points increasing it, he loses one die but not the entire skill.
Subdermal Armor (1VG/point)
Requirements: Novice
Power Points: 1/point
Cost: $2m/point
Effect: Armor plates have been placed under the character’s skin. Each time this is taken, the character gains +1 Armor. The bonus from subdermal armor stacks with any armor the character wears. Whether or not the armor is visible beneath the skin depends on how advanced cyberware is in your setting. In its infancy, it might give the character a rather angular appearance, but at higher levels it might be a thin but ultra-durable weave placed just beneath the skin.
Thermal Vision (2VG)
Requirements: Novice
Power Points: 1
Cost: $1m
Effect: The character halves all penalties for bad lighting (round down) when attacking living targets. The bonus may also apply to targeting vehicles and robots if they produce a large heat signature.
Lists of ideas.
Eclipse Phase.
Bioware
Direction Sense
Echolocation
Enhanced Hearing
Enhanced Smell
Enhanced Vision
Eidetic Memory
Hyper Linguistic
Math Boost
Multiple Personalities
Adrenal Boost
Bioweave Armour, Light & Heavy
Carapace Armour
Chameleon Suit
Circadian Regulation
Claws
Clean Metabolism
Drug Glands
Eelware
Emotional Dampeners
Endocrine Control
Enhanced Pheromones
Enhanced Respiration
Gills
Grip Pads
Hibernation
Muscle Augmnetation
Neuachem
Poison Gland
Prehensile Feet
Prehensile Tail
Sex Switch
Skin Pocket
Temperature Tolerance
Toxin Filters
Vacuum Sealing
Cyberware
Enhanced Sense, various
Enti-Glare
Electrical Sense
Radiation Sense
T-Ray emitter
Access Jacks
Dead Switch
Emergency Farcaster
Ghostrider Module
Mnemonic Augmentation
Mutli-Tasking
Puppet Sock
Cyberclaws
Cyberlimb
Cyberlimb Plus
Hand Lser
Hardened Skeleton
Oxygen Reserve
Nanoware
Implanted Nanotoxins
Medichines
Mental Speed
Nanophages
Oracles
Respirocytes
Skillware
Skinflex
Skinlink
Wrist Mounted Tools
Cosmetic
Bodysculpting
Nanotats
Piercings
Scarifacation
Scent Alteration
Skindyes
Subdermal Implants
Robotic Enhancements
Armours
Hoppers
Hovercraft
Ionic
Microlight
Roller
Rotorcraft
Snake
Submarine
Tracked
Thrust Vector
Walker
Wheeled
Winged
Extra Limbs
Fractal Digits
Hidden Compartment
Magnetic System
Modular Design
Pneumatic Limbs
Retracting/Telescopic Limbs
Shape Adjusting
Structural Enhancement
Swarm Composition
Synthetic Mask
Weapon Mount
Sensors
360 vision
Chemical Sniffer
Lidar
Nanoscopic Vision
Radar
From SR4
Cyberware
Commlink implant
Control Rig (Rigger) - Robots
Cranial Bomb
Datajack (Hackers)
Data Lock
Olfactory Booster
Taste Booster
Ultrasound Sensor
Voice Modulator
Eyewear
Cybereyes
Eye Recording Unit
Flare compensation
Image Link
Low Light Vision
Ocular Drone
Protective Covers
Retinal Duplication
Smartlink
Thermographic
Vision Enhancement
Vision Magni
Earware
Cyberears
Audio Enhancement
Balance Augmneter
Damper
Recording Unit
Sound Filters
Sound Link
Spatial Recogniser
BodyWare
Bone Lacing
Cosmetics
Dermal Plating
Fingertip Compartment
Internal Air Tank
Muscle Replacement
Reaction Enhancers
Simrig
Skillwires
Smuggling Compartment
Touch Link
Wired Reflexes
Cyberlimbs
Obvious ones
Synthetics
Enhancements
Armour
Cyberlimb Gyromount
Slide
Holsters
Hydraulic Jacks
Large Smuggling
Cyber-Implant Weapons
Guns
Melee
Blades
Bioware
Adrenal Pump
Bone Density Aug
Cats Eyes
Digestive Expansion
Enhanced Articulation
Muscle Augment
Muscle Toner
Orthoskin
Pathegenic Defence
Platelet Factories
Skin Pocket
Suprathyroid Gland
Symbiotes
Synthacardium
Pheromones
Toxin Extractor
Cultured Bioware
Cerebral Booster
Damage Compensator
Mnemonic Enhancer
Pain Editor
Reflex Recorder
Slep Regulator
Synaptic Booster