Standard Hand
Cyberware, Cyberlimbs
Install Location Clinic
Cost 100eb (Premium)
Humanity Loss 2 (1d6/2 Round up)
Resembles a normal hand. If installed into a meat arm, a standard hand doesn't count towards the number of pieces of cyberware installed in a meat arm. Doesn't take up a Cyberarm Option Slot.
Grapple Hand
Cyberware, Cyberlimbs
Install Location Clinic
Cost 100eb (Premium)
Humanity Loss 3 (1d6)
Cyberarm Option. User, as an Action, can fire a rocket propelled grapple that will attach securely to any Thick cover up to 30m/yds away. Line can only support two times the user's body weight, and has 10 HP.
The user negates the normal movement penalty for climbing when they climb this line, and can retract the line without an Action, including as they climb. When used as a grapple, user can't hold anything in this arm's hand. Ineffective as a weapon and cannot be used to make the Grab Action. Requires a Cyberarm
Tool Hand
Cyberware, Cyberlimbs
Install Location Clinic
Cost 100eb (Premium)
Humanity Loss 3 (1d6)
Cyberarm Option. Fingers contain screwdriver, wrench, small drill, etc. Never be without your Techtool! Can be installed as the only piece of Cyberware in a meat arm.
Cost: 500eb (Expensive) • Install: Hospital • HL: 3 (1d6)
Cyberarm Option. Replaces Standard Hand. Cannot be installed with any other Cyberhand. Can be installed as the only piece of cyberware in a meat arm. +2 to Paint/Draw/Sculpt Checks.
100eb (Premium) • HL 3 (1d6) • Hospital
You want Cyberfingers? You’ll need one of these. Maybe two. Hell, maybe four. One for every arm!
Cyberarm Option. Can be installed as the only piece of cyberware in a meat arm. Contains space for up to 5 Cyberfingers. Each purchase comes with five Standard Cyberfingers. Additional Cyberfingers are sold separately.
20eb (Everyday) • HL 0 (N/A) • Mall
Cyberfinger. Requires a Modular Finger Cyberhand. A Cyberfinger with no special features.
100eb (Premium) • HL 3 (1d6) • Mall
Cyberfinger. Requires a Modular Finger Cyberhand. An Airhypo (see CP:R) concealed within the Cyberfinger.
100eb (Premium) • HL 0 (N/A) • Mall
Cyberfinger. Requires a Modular Finger Cyberhand. A ballpoint pen concealed within the Cyberfinger.
100eb (Premium) • HL 3 (1d6) • Mall
Cyberfinger. Requires a Modular Finger Cyberhand. Cyberfinger can hold two rounds of any bullet-type ammunition, concealing them within the Cyberfinger without a Check.
500eb (Expensive) • HL 7 (2d6) • Mall
Cyberfinger. Requires a Modular Finger Cyberhand. Dartgun Exotic Weapon (see CP:R), with only a single shot in the clip, concealed inside the Cyberfinger.
The Dartgun does not need a Check to be Concealed if a glove is worn over it.
100eb (Premium) • HL 3 (1d6) • Mall
Cyberfinger. Requires a Modular Finger Cyberhand. Flashlight concealed within the Cyberfinger.
500eb (Expensive) • HL 3 (1d6) • Mall
Cyberfinger. Requires a Modular Finger Cyberhand. Cyberfinger that can point in the direction of its linked tracer if it is within 1 mile (1.6 km) away.
Typically sold with an easily removable fingernail linked tracer.
Sometimes, a couple will trade tracer fingernails so they can find each other easily at a crowded party. Replacement fingernail tracers are 50eb (Costly).
100eb (Premium) • HL 3 (1d6) • Mall
Cyberfinger. Requires a Modular Finger Cyberhand. Laser Pointer concealed within the Cyberfinger.
With four or more Laser Pointer Cyberfingers, as an Action a user can force a target within 25 m/yds to make a DV13 Resist Torture/Drugs Check. No Check is needed for this Action. If the target fails, they suffer the Damaged Eye Critical Injury for 1 minute.
With eight Laser Pointer Cyberfingers, a target that fails instead suffers the Damaged Eye Critical Injury until treated.
100eb (Premium) • HL 3 (1d6) • Mall
Cyberfinger. Requires a Modular Finger Cyberhand. A lighter concealed in the tip of the Cyberfinger.
100eb (Premium) • HL 2 (1d6/2 RND ↓) • Mall
Cyberfinger. Requires a Modular Finger Cyberhand. Adjustable lockpick and tensioning tool concealed within the Cyberfinger.
All you need to pick non-electronic locks using the Pick Lock Skill.
Cost: 500eb (Expensive) • Install: Mall • HL: 3 (1d6)
Cyberfinger. Requires a Modular Finger Cyberhand. Excellent Quality lockpick and smart tensioning tool concealed within the Cyberfinger. +2 to Pick Lock Checks made to pick non-electronic locks.
100eb (Premium) • HL 2 (1d6/2 RND ↓) • Mall
Cyberfinger. Requires a Modular Finger Cyberhand. A microphone connected to a linked Agent or another recording device, concealed in the Cyberfinger.
500eb (Expensive) • HL 2 (1d6/2 RND ↓) • Mall
Cyberfinger. Requires a Modular Finger Cyberhand. Contains 10 minutes of air before the tank must be refilled from the ambient atmosphere, which takes 1 hour.
100eb (Premium) • HL 7 (2d6) • Mall
Cyberfinger. Requires a Modular Finger Cyberhand. Exotic Heavy Pistol with only a single shot in the clip, concealed inside the Cyberfinger.
Despite being Exotic, this weapon is still capable of firing Non-Basic Ammunition. The Pistol does not need a Check to be Concealed if a glove is worn over it.
100eb (Premium) • HL 3 (1d6) • Mall
Cyberfinger. Requires a Modular Finger Cyberhand. A mini-canister containing a single color of spray paint and a spray nozzle concealed within the Cyberfinger.
100eb (Premium) • HL 3 (1d6) • Mall
Cyberfinger. Requires a Modular Finger Cyberhand. Can dispense/spray various liquids such as hand sanitizer, perfume, or Continental Brands BBQ Kibble Dressing. If loaded with acid the finger will corrode and be destroyed.
Cyberfinger. Requires a Modular Finger Cyberhand. Retractable blades are concealed along the insides of two Cyberfingers, usually the middle and pointer fingers, forming wirecutters/scissors.
Can also be used as a Poor Quality Light Melee Weapon in a pinch. Despite coming as a set of two Cyberfingers, the user only pays the cost and Humanity Loss once.
Rocklin Augmentics MIRD113 GunHand
Cost: 500eb (Expensive)•Install: Clinic
Humanity Loss: 7 (2d6)
Want the convenience of a ranged cyberweapon without the hassle of replacing your entire arm? Then the Rocklin Augmentics MIRD113 Gun Hand is the perfect choice for you! Let us transform each of your otherwise ordinary fingers into gun barrels capable of delivering death to an unsuspecting enemy. Cyberarm Option. Transforms the user’s hand into an Exotic Medium Pistol with a five-shot capacity (1 bullet per finger). Despite being Exotic, this weapon is still capable of firing Non-Basic Ammunition. Can be installed as the only piece of Cyberware in a meat arm.
Dynalar Professional CyberHand
Cost: 100eb (Premium)•Install: Clinic
Humanity Loss: 3 (1d6)
Increase your work efficiency with the Dynalar Professional Cyberhands. Not only will these beauties eliminate the scourge of carpal tunnel syndrome, but their wireless machine-interface controls will increase your typing and console interaction speed by up to 50 percent! Cyberarm Option. This is essentially a standard cyberhand capable of wirelessly interacting more efficiently with the controls of specially upgraded electronic devices, allowing for remote typing, cursor movement, and so forth. The user must still be within touching distance of the device in question. Can be installed as the only piece of Cyberware in a meat arm.