This is an old revision of the document!


Cyberware

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 cyberpsychosis. Furthermore, the replacement of one's flesh with cybernetics reduces 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”, and high profile incidents of cyberpsychosis-related mass murder have created a great deal of ideological stigma against those who visibly make use of large quantities of cyberware.

To make use of chrome, a character must seek the services of another character skilled in Neuromancy. By default, humans have 5 slots for cyberware while replicants possess 20 slots. The trait Built Different and the Neuromancy skill The Flesh Is Weak further increase the amount of slots a character possesses by 2 each.

Cyberware is divided into 3 grades - prosthetics, bionics, and magitek.

List of Cyberware

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.

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.

  • 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.
  • Hemolithic Infusion Pump (Heart) - Grants the character a +30% bonus to their vitality and (Find out what this does - Valk).
  • Daywalker Mesh (Spine) - Grants the character a +15% bonus to their vitality and allows Nightsworn to expose themselves to daylight without consequence.
  • 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 (Find out what this does - Valk).
  • 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 +1% bonus to their agility, speed, and vitality, and grants the ability “Phantom Walk”, a Bonus Phase evasive action which functions similarly to Surge.
  • Due to a quirk with how character instances are handled, every usable skill granted by a piece of cyberware will be removed from the action bar every time the player logs out of the game. Characters which are particularly reliant on cyberware for combat will have to make sure to remember to re-equip their cyberware skills every time they log in or reconnect after being disconnected.
  • cyberware.1772156582.txt.gz
  • Last modified: 2026/02/27 01:43
  • by valkyrieskies