Cyberware is a catch-all term used to describe cybernetic limbs, organs, and implants which can be installed into or onto a person's body to offer them greater capabilities than their original organic components. These can range from simple bionic legs with greater speed and agility than a standard leg to neural implants which offer a form of digital telepathy to even cybernetic arms concealing high powered cannons.
Though these implants offer substantial benefits, these also come at a cost; the increasing dissociation of the user's mind from their body as well as the increased cognitive load incurred from having to operate foreign limbs incurs a penalty upon the user's sanity, decreasing their psychological health further with each new piece added until they risk losing all connection to their humanity and undergoing cybershock. Furthermore, the replacement of one's flesh with cybernetics hinders one's ability to manipulate TRACE, reducing the character's maximum TRACE with each piece installed. Managing the balance between functionality and mental wellbeing is a fine line walked by those who choose to partake in the use of “chrome”.
To have cyberware installed, a character must seek the services of another character skilled in Neuromancy.
All characters posses a value known as their cyberware slots which determine how much cyberware they can have safely installed before entering a state known as cybershock.
By default, all characters start with 5 cyberware slots. Replicants start with 15 slots owing to their robotic nature, making them particularly apt users of the technology. The background trait Built Different increases maximum slots by 8, Brass Calling increases it by 4, The Winding Hymn increases it by 2, and the Neuromancy capstone skill further increases a character's maximum slots by 5.
If a character exceeds their maximum cyberware skots via installing too many pieces of cyberware, they enter a state known as cybershock, wherein their mental faculties are entirely lost and they go on a berserk rampage.
Functionally, this effectively serves as the character's death for their player, severing their control of them and turning them into a rampaging NPC.
There is no returning from cybershock.
High profile instances of individuals going into cybershock and causing great deals of harm and damage have led to a public suspicion and disdain for individuals who are visibly heavily cyberized, often being seen as ticking time bombs for everyone around them.
Below is a list of the cyberware available to player in-game. Unless otherwise specified, each part of a player's body can only house 1 cybernetic implant. The location each piece is installed in is denoted in parenthesis after each device's name. Cybernetics which have a left or right option will specify whether they are for the left or right slot in their descriptions.
Cyberware is divided into 3 grades - prosthetics, bionics, and magitek.
Prosthetics are simple cybernetics and artificial limbs used to replace lost body parts. Rather than offer any improvements to a player's attributes, these instead reduce the penalties the player has incurred from those injuries - usually from a 20% malus down to 10%. Prosthetics occupy 1 cyberware slot per piece.
| Name | Slot |
|---|---|
| Prosthetic Ear | Brain(?) |
| Prosthetic Nose | Head(?) |
| Glass Eye | Left or Right Eye |
| Prosthetic Arm | Left or Right Arm |
| Prosthetic Hand | Left or Right Hand |
| Prosthetic Leg | Left or Right Leg |
Bionics are the baseline tier of cybernetic implants, offering improved performance over the character's original flesh at a small cost of max sanity. Bionic implants occupy 1 cyberware slot per piece.
| Name | Slot | Description |
|---|---|---|
| Neural Implant | Brain | Grants the character a +7% boost to their agility and intelligence. |
| Xenogen Neural Implant | Brain | Grants the character a +7% boost to their agility and intelligence while also allowing them to stealthily communicate with all nearby characters who also possess a Xenogen Neural Implant by prefacing messages made in Say chat with “/n”. This implant cannot be used with posts made via the pop-out roleplay window. |
| Bionic Eye | Left or Right Eye | Grants the character a +7% boost to their agility. Additionally, having a bionic eye grants the character the ability to see all cybernetics a character has installed when they examine them. |
| Bionic Heart | Heart | Grants the character a +7% boost to their vitality. |
| Bionic Lungs | Lungs | Grants the character a +15% boost to their vitality and health. |
| Bionic Spine | Spine | Grants the character a +7% boost to their vitality and health. |
| Bionic Arm | Left or Right Arm | Grants the character a +7% boost to their strength, agility, and vitality. |
| Bionic Hand | Left or Right Hand | Grants the character a +7% boost to their strength and vitality. |
| Bionic Leg | Left or Right Leg | Grants the character a +7% boost to their agility, speed, and vitality. |
Magitek are heavy-duty cybernetic implants which offer far greater statistical benefits than bionics and often grant additional abilities on top of that, however this comes at the cost of double the max sanity reduction as a bionic implant due to the greater cognitive load placed upon the user's mind. Magitek implants occupy 2 cyberware slots per piece.
| Name | Slot | Description |
|---|---|---|
| Xenogen Bionic Eye | Left or Right Eye | Grants the character a +15% bonus to their agility as well as the bionic eye's ability to examine other characters' cyberware loadouts. |
| Lazarus Device | Heart | Grants the character a +15% bonus to their vitality and once per battle will restore them to full health if their HP is reduced below zero. This will not take effect if the character is dealt enough damage to red mist them. |
| Kaijuware Subdermal Armor | Spine | Grants the character a +15% bonus to their vitality and health. |
| Hanzo Adrenal Boosters | Kidney(?) | Grants the character a +15% bonus to their vitality and access to an active skill that buffs the user's Agility based on their Intellect. |
| Bushido Ripper Arm | Left or Right Arm | Grants the character a +15% bonus to their strength, agility, and vitality, and grants the ability “Ripper Arm”, a powerful strength-scaling physical attack which hits all tiles surrounding the user. |
| Bushido Shieldarm | Left or Right Arm | Grants the character a +15% bonus to their strength, agility, and vitality, and grants the ability “Shield Arm(?)”, a Bonus Phase defensive action which blocks all incoming projectiles which aren't unblockable. |
| Wraithborn Apocalypse Cannon | Left or Right Arm | Grants the character a +15% bonus to their strength, agility, and vitality, and grants the ability “Apocalypse Cannon”, an intelligence-scaling projectile attack which creates a large explosion once it impacts a solid object or reaches the targeted tile. |
| Wraithborn Scatter Gatling | Left or Right Arm | Grants the character a +15% bonus to their strength, agility, and vitality, and grants the ability “Scatter Gatling(?)”, an agility-scaling ranged line attack. |
| Bushido Phantom Runner | Left or Right Leg | Grants the character a +15% bonus to their agility, speed, and vitality, and grants the ability “Phantom Walk”, a Bonus Phase evasive action which functions similarly to Surge. Also allows the character to dash and teleport in the overworld as if they had Surge and Shunpo. |