Chrome measures how well you use your cybernetic and biological modifications. The game design goal here is to make this at least as much about the roleplaying aspects of the chrome as it is about the mechanical advantages. Unlike standard Shadowrun, I’m trying to avoid incentive to put together spreadsheets to figure out how particular advantages stack; either your skill adds your Chrome Edge, or it doesn’t. You might be able to take an action to Create an Advantage with one skill and then apply that to another in a second action, but that’s just fine: in accordance with the principles of the Fate system, because you put story-level camera time on it, it matters, just like the game doesn’t worry about the difference between a free invoke on Banana Peel or Oil Slick.
This is 100% backward from how it works in stock Shadowrun: instead of picking your chrome and adding up the advantages, you pick your advantages and explain them with chrome.
You must have at least one aspect that references your chrome; it need not be part of your High Concept. (Street Samurai, Rigger, and Decker clearly imply Chrome.) Possible Chrome aspects include Soulless Cyborg, Chromed Warrior-Poet, Transhuman Bodhisattva, Cutting Edge Cyberfashion, Quotidian Cybernetics, Secondhand Chrome, Bag of Chrome Tricks, Well-Hidden Upgrades, tacking a term like Chromed onto another aspect, or even a progression of DRMed Rental Cyberware → Hunted for My Jailbroken Cyberware → Open Source Hacked Cyberware as your story progresses.
With a nonzero Chrome skill and no Chrome stunts, you can have as much as you want of:
-
A cyberScape that allows you to access the infosphere without external hardware. All the features of a 2020 smartphone, plus augmented reality, software-defined radio that can pick up radio and trideo stations, and the ability to enjoy simsense without a trode net. The interface to the proprioceptive cortex can be used to mentally type
and gesture
without moving physically; learning this takes weeks of practice with games designed to teach the skill. You may have a fiber optic Datajack in your head to guarantee noise-free EMCON connections, or rely on skinlink and radio, which avoid the risk of getting an infected jack.
You can tag your Chrome aspect on Make tasks if you have access to simsense tutorials that let you experience what you’re going to attempt.
-
A Skill Link that lets you load knowsofts and linguasofts into your brain. If you can find the relevant ware, you can have 2×Chrome command of that skill. An opponent who has the organic skill can observe your Chipped Skill and tag it against you.
Your brain can only handle having one knowsoft or linguasoft patched into it at a time. Changing skillsofts causes mental stress; every time you swap a new skillsoft over an old one, resolve the number of skill loads you’ve made since you last got in a full sleep cycle as an attack against your Focus. It leads to consequences like Fuzzy-Headed or Migraine. Combination skillsofts (such as providing area knowledge and the local language) are more expensive, but save you the headache.
Your standard open-market skill link is equipped with DRM mechanisms to facilitate skill rental. If you have a hacked one, you can break the DRM, but you run the risk of getting blackballed from the service and needing to start with a new SIN and device ID if the service beats your Crime+Chrome in an opposed test.
Multiple publishers provide current events
skillsofts that dynamically download patches throughout the day. Most users glance a list of headlines a few times a day to trigger the associative memory for each one and react to the knowledge; diligent ones bookmark articles that they read after they shut down the skill link, to make sure that the information enters their organic memory.
Knowsoft and linguasoft Scrounge difficulties are usually the rating + 1 for extremely common skills (100m people know them), +2 or more for rarer ones. Some have their supply restricted; for instance, Tír Tairngire and Tír na nÓg go to great lengths to make sure people have to organically learn the Sperethiel language.
-
A Simlink (sometimes called a simrig) that lets you record simsense, which includes your physical senses and your emotions. This is the third most popular implant, after a cyberScape and a skill link, since millions of people dream of becoming a simsense star or enjoy making home movies
. Lots of people walk around recording a fifteen minute circular buffer of simsense just in case they spot something amazing that they want to post to SimShare, NoDrek, or Sybaris and make nuyen, or even get spotted
and become a star. Professional simsense stars also have high-end cybereyes and cyberears, since high-resolution digital capture works better with postproduction and spinoff media; real retinas don’t have even pixel density.
In 2077, the Dreamlink hits the open market, making it possible for people with simlinks to record their dreams. (Chrome Flesh p79)
Any morphological freedom that doesn’t change game stats. You can tag your Chrome aspect in the rare circumstances this will matter (such as Chloroplast Skin helping you survive exposure).
A Subvocal Microphone for almost-silent communication without having to have a mic taped to your throat. Close observation can still spot that you’re communicating with someone.
Subdermal Speakers provide built-in headphones if you don’t want that splice to your cochlear nerve.
A Biomonitor that keeps track of your vital signs and can tell your cyberScape to pop up messages like your blood sugar is getting low! did you remember to have lunch?
It can be programmed to automatically share your vital signs and diagnosis information with paramedics if you don’t dismiss a query pop-up.
A GutCheck implant that connects to your enteric nervous system, the secondary brain
in your gut. Its most useful function— in conjunction with blood chemistry sensors— is to modulate cravings so you get an appetite for healthier food than you might otherwise desire if you have lousy eating habits.
-
Marrow Rejuvenation:
The lab took some cells from your body, did a little DNA editing to get some youthful pluripotent stem cells, made a few other tweaks to promote health and fight cancer, cranked out fresh bone marrow, and replaced the marrow in your bones. This restores much of the restorative capacity of youth, though it does not undo any of the other effects of aging. You still need to put in a lot more effort to take care of yourself than you did when you were young, but the reward is that you don’t have to wonder if you’re going to annoy your back by getting out of bed in the morning. Game mechanically, this makes it plausible that someone old enough to retire can be adventuring with the youngsters, even if they have to take a few extra laps jogging while the kids head directly for the bar.
- As many
works just like the original
replacements as you need in order to get your life back to normal after a major disease or injury. If you aren’t getting enhanced, chrome doesn’t set you apart very much, socially or magically.
Mild chrome like this is increasingly common as prices drop, is easily affordable to the upper middle class, and can be a worthwhile investment for the working class, and very affordable for someone willing to sport augmented-reality designer logos to advertise their gear. Average (+1) Chrome makes people slightly eerie, as they are interacting with things invisible to mundanes and may seem distracted, but anyone with Fair (+2) Heart can pay attention to the people they’re with and be fully present. Or you can just turn it off, at which point you only have to worry about extreme cosmetic alterations weirding people out.
Chrome usually talks to your Scape via skinlink via secure one-time pad. (Your cyberLink can update the pads, but one should only do so when confident nothing can eavesdrop on your skinlink; Faraday cage booths are common in banks and apartment buildings.) The way to hack someone’s chrome is to get through the firewall on their Scape. Some chrome becomes more affordable if you take a Chrome aspect like Ambulatory Cyberware Advertisement, but it will shut down its advanced functions if you deny it access to the local Matrix to advertise itself for more than half an hour.
Narratively, serious chrome does two things:
- Superhuman enhancement.
- SURPRISE, MOTHERFRAGGER!
For that, take this stunt:
Harder, Better, Faster, Stronger (1): Each point of Chrome gives you two slots. You can spend a slot on:
-
Augmentation of one skill. Pick chrome that explains how it augments your skill, such as Cybereyes and Cyberears enhancing Spot, or a Control Rig enhancing Ride or Make; you can add Chrome to that skill when it makes narrative sense that the augmentation would help. (Slots do not have a direct correspondence with Essence in standard Shadowrun; the same control rig can augment Ride, Make, and Rock, but you have to spend two slots to be a vehicle rigger and a maker rigger, and a third to be a drone puppeteer or drone balletist.)
-
One more-than-baseline cyberlimb, or two cyber hands/feet, or a tail.
-
(2077) Liminal Body options become available, grafting the trunk to a cybernetic base configured as a centaur, four-wheeled vehicle, or tank treads. This costs two slots and, like having four arms, is incredibly rare and noticeable. (Chrome Flesh p87)
-
Skillwires. A system of neuromuscular controllers that overlie the body’s natural nervous system, allowing loading physical skills into your muscle memory via your Skill Link. Some activesofts are hard to find, and may require a Scrounge roll. You cannot learn or improvise with wired skills, so while you may slot a Kung Fu skillsoft, a real practitioner can observe that you have a Chipped Skill and tag that against you. If you can plausibly obtain a relevant activesoft at the appropriate skill level, you can use physical skills at up to Chrome×2. You can have an activesoft and a knowsoft/linguasoft loaded at the same time.
Activesoft Scrounge difficulties are usually the rating + 2 for extremely common skills (driving a ground car), +2 or more for rarer ones. Some have their supply restricted; for instance, Tír Tairngire and Tír na nÓg go to great lengths to make sure people have to organically learn the carromeleg martial art, and militaries are careful with the chips that technicians use to perform flight tests on fighter planes.
-
A Cranial Cyberdeck. You’ve had considerable chunks of your occipital and temporal bones replaced with expensive, miniaturized components that cram a deck’s worth of processing power into mere dozens of cubic centimeters. This is a military-grade augmentation that needs military permits if they find it on a scan, so you might want a Chrome Disguise. You also need a street doc’s help if you need to replace burned-out components.
In addition to this, you get a number of surprises equal to your Chrome upgrades (i.e. 3 at +1, 6 at +2), which reset whenever you can plausibly take a vatnap to get upgrades; you also get a location-specific one for each cyberhand or foot and another for each full cyberlimb. That hand-to-hand specialist just grappled you? SURPRISE, MOTHERFRAGGER! I have flash-pak strobes in my cybereyes! Surprises are a Scrounge+Chrome roll against a difficulty of the Recon used to investigate you or the value of the mod, whichever is greater, and do not require an action; the reveal creates an aspect that you can tag immediately. The surprises need to be based in one of your augmented skills, or in a cybernetic limb.
You can add your Chrome Edge to combat rolls if you have ’ware that is makes you better at combat, such as Wired Reflexes in general, or a Smartgun in ranged combat.
Chrome is about narrative qualities: each quality specifies a kind of upgrade, and an opportunity to invoke your Chrome aspect; if the quality references a stunt, you must purchase the stunt as well. It is only necessary to roll Chrome if the roll is interesting; I take a photograph with my cyberScape
is trivial, but I zoom in on his face from the tenth floor with the flexlenses in my cybereyes and take a photograph
takes a roll (Sneak + Chrome if your goal is to be surreptitious, or Spot + Chrome if you’re obviously bracing your head so the image doesn’t get jarred by your pulsebeat).
Cyberware is cheaper, easier to install and remove, more controllable, easier to spot on a scan or astral perception, and requires a specialist to repair. Bioware is more expensive, trickier to install and remove, can’t be turned off, harder to spot on a scan or astral perception, and can heal up in the field.
Chrome makes you different from baseline humans, and they tend to notice. Even well-hidden chrome has its tells: people with cybereyes seldom remember to activate Baseline Human mode, so they don’t squint into the sun, and they fail to blink as often as a regular person would if the eyes aren’t feeding synthetic sensations through your cyberLink. Those with active wired reflexes react to startlements with uncanny speed. (These transitions to apparent mundanity can be automatically programmed, of course, though this creates vulnerabilities— having your chrome limit itself during a firefight because the enemy decker spoofed your location services into thinking you’re in one of your favorite safe areas could be lethal.) More blatant chrome can be shocking, and frightening when you realize that the person drinking next to you can pop a razor-sharp monofilament-edged carbon fiber blade out of their wrist any time the whim strikes.
This can be a problem, socially, and from a game mechanics perspective this means that your (Chrome + Magic) – Heart score, if better than Mediocre (+0), can unconsciously act as a social attack to people around you. (If you have subtle chrome and set the Baseline Human mode on it, effectively forfeiting your Edge, then you also avoid the social penalty.) People who routinely encounter such folk do build up a tolerance.
Cybernetics usually run on batteries charged by a fuel cell that runs on blood glucose. Superhuman cyberlimbs usually need some extra power and have induction patches or even plugs for direct charging.
Qualities listed with a date are commonly available when the game is set in or after that year. If your character has connections, they might have an early adopter
version two years before, or an experimental prototype four to five years before.
Cybergenic Affective Disorder
Chrome can erode both affect and empathy, particularly for people who get cheap chrome implanted by a street doc and then hit the streets as soon as they’re out of the vat. Bargain cybereyes and ears feel like you’re experiencing sight and sound through a cheap trideo set. High-quality senses and superhuman capabilities can leave you feeling like the unaugmented are lesser beings, except for the times you’re jealous of them for their normality. This condition is medically termed cybergenic affective disorder and popularly termed cyberpsychosis. Responsible clinics always prescribe a course of cybernetic integration counseling, with the first session occurring before the implantation surgery, but few are so scrupulous that they’ll enforce it by putting code in your ’ware that disables its superhuman capabilities if you miss too many appointments.
In terms of game mechanics, this shows up in aspects like Cyberjerk and Turbocharged Drekhead.
Essence
Your Essence is a measure of your metaphysical integrity. The loss of it
- interferes with your ability to use magic and Resonance;
- interferes with magic’s ability to connect with you cooperatively, such as through healing magic;
- can detach your soul lose from your body entirely (resulting in death) if you get crammed full of more ’ware than you can handle.
What costs Essence is deviation from your metaphysical self; no one has yet figured out how to truly incorporate chrome into your soul. Minor cosmetic changes such as tattoos (old-fashioned ink or a retrovirus changing pigment expression) or minor cosmetic biosculpting aren’t enough to trigger Essence loss.
On astral sight, cyberware shows up as obvious dark marks on the aura. Bioware still glows like all living things, but the colors aren’t quite right.
Well-replicated studies have observed that gender confirmation procedures, when performed with a trained medical assensor providing feedback to the surgeon, do not cost Essence, despite the flesh no longer matching the original biology. (The exact same procedure, performed as an extreme disguise measure to set up a grift, costs Essence.) These results caused considerable debate among hermetic magies, while shamans just laughed.
Due to the loss of Essence, it’s more difficult for magic to restore you to healthy state, in consonance with your aural template
, as the magicians would say. Your Chrome adds directly to the difficulty of any spell to heal you.
Creatures that drain Essence, such as vampires, add your Chrome to inflicted stress when feeding, but subtract it from the amount of nourishment they would get from draining you to death.
Healing spells are not effective immediately after cybersurgery; they tend to cause rejection of new chrome. Slower forms of Awakened medicine (e.g.: acupuncture, reiki) can improve the pace of integration.
Extensive bodily customization is available, much of it accessible even to gangs visiting street docs. Where people draw the line between ephemeral fashionware
and wholehearted expression of identity varies from person to person and can lead to loud arguments.
You can have any or all of this cyberware:
Alex Jensen cybershades or Molly Millions eyeshields.
Cybertattoos: grids of subcutaneous e-ink capsules and/or LEDs that can display art on most parts of the body (some spots like eyelids are hard to implant). The LEDs can change fast enough to watch television on one; the motion on the e-ink isn’t quite so good.
Color-changing no-chip carbon-fiber fingernails.
Fiber optic
hair and/or beard that changes color on demand (but cannot be mistaken for natural hair and needs regular maintenance— the hair follicles are replaced with a grid of over 10,000 miniscule sockets, and swapping hairs
out means an hour or so in virtual reality while a robot tends to your scalp).
Implants 2.0: Dynamically resizable breast, buttock, pectoral, calf, lip, cheek, etc. implants, backed by a hidden gel reservoir and covered in superelastic cultured skin, or even a Mr. Right™ cyberphallus, to please your bedmates from dwarf to troll!
(Augmentation p34–5, Chrome Flesh p73)
The hot new look in 2050 is a third eye jewel
that can display glowing patterns that reflect your mood (or what you want people to think your mood is) and glow as brightly as a candle in the dark; if you have Cybereyes, you can have a full cybereye in your forehead.
-
Nanotattoos: (2070) Nanoware makes it possible to have any pigment underneath the skin at extremely fine resolution, even in extremely tricky locations like the lips and eyelids. Nanomakeup is a slight variation on this, secreting matte or glossy compounds through the pores to make most makeup changes take a quick wipedown of the face with a damp cloth and a cybernetic command. (Augmentation p109)
And this bioware:
Biosculpt to have the face you want, if the underlying bone structure matches. An intellectual property fight in 2043 led to the autosurgery templates for all 20th century public figures entering the public domain, so classic movie-star good looks are commonplace and, in many circles, tawdry. Elf Audrey Hepburn is a cliché in the West, and street gangs like the Redmond Silver Screens all look like well-known movie stars from the days of flatvid.
You can grow panhuman hair with whatever curliness and strand thickness you like, with any pigment found in nature.
You can have your scalp (or another patch of skin) replaced with fur (or scales or feathers) cloned from your favorite animal— cat! chinchilla! tiger! kea! quetzal! coral snake! Covering too much of your body with fur requires installation of a panting reflex to vent excess heat. Furries prefer their marathons in Iditarod territory.
Your tooth enamel can be dyed any color or marked; some orks and trolls have glyphs etched on their tusks.
Chloroplast Skin: You can have your skin cells implanted with chloroplasts and cultured into a full replacement (leading to green skin, or with other pigments, it can match any known color of leaf). It’s popular among the ecologically conscious, mostly as a status symbol; sunbathing all day won’t give you enough calories to be active, but that doesn’t stop nightclubs from creating sun rooms
to encourage stripping down to a bathing suit and playing beach volleyball at the edge of the dance floor. And it has saved the life of the occasional castaway. Controlled studies show that alleviation of seasonal affective depression is due to all the sunbathing, not the surgery. (Man & Machine p76)
Alternatively, your skin and irises can express any pigment found in nature. The treatment for irises takes a few weeks but only requires microsurgery. Changing your skin requires spending time unconscious in a vat while they take your epidermis down to the basal cells and apply a tailored retrovirus, or just replace it with a custom-grown one. (Man & Machine p76)
-
Sensitive Skin: (2061) Your skin can be regrown with an increased density of nerve endings, making you more sensitive to heat, cold, pleasure, and pain (though this is incompatible with Orthoskin on any given patch of skin). This helps with tactile perception, but your Chrome aspect can be tagged against you if someone is inflicting pain. It does cause a preference for high thread count underclothes and bedsheets, and is popular with hedonists. (Man & Machine p76, Augmentation p67)
Patches of skin can express any color of luciferin (firefly yellow-green; glowworm blue or, with GFP, green; dragonfish red) when the right biochemical trigger causes tissue to secrete luciferase, so that sigil on your chest can light up when endorphins or adrenaline flow through your system. (Augmentation p63)
You can have fangs, horns, tusks, whiskers, or a short tail like a rabbit’s. You can even get a neural oscillator to control your inner laryngeal muscles so you can purr like a cat. (The few people who tried for an elephant trunk discovered they needed to get custom cyberware to actually control it.)
You can get a full fursona rebuild of your nose and jaw, reshaping it into a muzzle. Most people choose short ones, as longer muzzles hamper speech and table manners. This is expensive, so you should have Scrounge+Chrome of at least Superb (+5), or a sponsor.
For the cost of a new commuter motorcycle and a two-week vatnap, the answer to what’s in your pants?
can be either, neither, both, or custom work.
-
Clean Metabolism: (2061) eliminates the causes of all manner of body odor, and the need for courtesy flushes. You can also add Scent Glands if you always want that personal musk; very expensive biotech consultants at Chanel can tailor one just for you. (Man & Machine p76)
-
Dietware: (2061) alters your gastrointestinal tract to vary its efficiency to keep your weight stable, adjusting to your metabolic needs. This means that if you’ve been feasting, any given bolus can make it all the way through you after only being partially digested. (Man & Machine p76)
Pigments found in nature include carotenoids (the bright red of the cardinal, pink of the flamingo, and yellow of the goldfinch), melanins (reddish browns, pale yellows, dark black), porphyrins (pinks, browns, reds, and greens; they all fluoresce a bright red under ultraviolet light), and anthocyanins (raspberry red, blueberry blue, aubergine purple, black).
The most common forms of cyberware are universally available: you can easily get a cyberSkape, Skill Link, Simrig, Cybereyes, Cyberears, and many forms of fashionware at the mainstream body shops like NuYou and Body Pagoda, and with a little more difficulty through no-frills outfits like Cyborgs Я Us or a street doc— the standardized procedures are that common. The cyberScape is the most common piece of headware in the world, and the combination of a cyberScape and skillmod are extremely common in modern-day middle class office workers. The simrig is also popular with simsense enthusiasts who dream of becoming stars.
The cost of chrome is the Scrounge+Chrome threshold to justify having it if your story is I can obtain it directly
; if you’re an Experimental Cyberware Tester or My Mysterious Matrix Sugar Daddy Buys All My Chrome, you don’t need to worry about such things in the first place (but you do have other things to worry about). Cost is Great (+4) unless otherwise noted.
Almost any military will set you up with a cyberScape, Smartgun Link, Skill Link (mostly used for linguasofts when deploying to areas where they don’t speak the local language) and Metabolic Dashboard (very handy for swing and graveyard shifts) if you can make it through boot camp, and will spring for a basic Control Rig or Wired Reflexes if you re-up. Police are so heavily militarized that they aren’t much different. If a limb gets heavily injured, expect pressure to get it quickly replaced with a cyberlimb so you can get back in action, rather than going through months of physical therapy or getting a biological replacement.
Level 2 wired reflexes or control rigs are usually found among special forces or police rapid response teams.
Street docs do a brisk business in handrazors and cyberspurs, as well as fashionware that street gangs value for a common look. Some of them even have the vats needed for people to survive the more extensive upgrades, though they’re unlikely to have such things waiting on the shelf. Most of the people you see in vats in the Body Mall in Redmond are getting muscle grafts or extensive somatic customization.
Custom biotech work requires a lab; replace my scalp with ultra-soft chinchilla fur
is common enough that you can get that off the shelf
(along with sable and mink, all in popular colors), but replace my scalp with a pelt cloned from this cat
will require an appointment with a lab and a one-month waiting time before your surgery.
Some corporations are in the habit of beta tasting development cyberware in legitimate clinical-trial volunteers, and others in volunteers
under some form of coercion, up to and including snatching them off the street. Better-chromed gangs are often sporting Pre-Release Cyberware and giving feedback to the manufacturers through black box
recorders. If dead bodies start popping up blinking green nuyen icons in augmented reality, they’re probably offering a reward for bringing in their black box. (Or trying to get you close enough for that fragmentation bomb in their femur to get you. Better have the decker investigate first.)
Modifications that do serious reshaping, such as Digitigrade Locomotion and Retractable Claws, are quite tricky and require access to higher-end services like those available at Body+Tech; furrygangs with extreme modifications like that tend to have a sponsor somewhere. Luxury clinics like Executive Body Enhancements provide top-notch, cutting-edge work.
Havenware is available to residents of the Havens, but even the simplest Haven chrome takes a month to integrate with your nervous system. There are Havenware versions of the cyberScape, simrig, skill link, synth link, smartgun link, cybereyes, cyberears, metabolic dashboard, wired reflexes, control rig, cyberlimbs, and morphological freedom measures up to Great (+4) cost.
Cyber replacements are narrative permission to introduce new qualities on the fly, and do so as soon as you could have swapped out your chrome. Cyberlimbs give you permission to either add your Chrome Edge (such as deploying Cyberskates to Move faster) or do something extraordinary, such as grabbing a gun out of someone’s hand with your Grapple Cyberhand. You do not have to decide ahead of time! This is a narrative game, and it’s cool to reveal capabilities in the middle of a scene. The main limitation is that once you’ve established that a limb is doing one thing, you can’t contradict it with another (the same limb can’t have a cybergun and a built-in cyberdeck because there isn’t room for both).
Cyberlimbs usually have quick-change mounts that make it easy to swap one limb for another, so you can put on your Victorinox Swiss Army Cyberhand for your day of Making stuff, then when you head to the nightclub, you put on your party cyberhand with the synthflesh covering, vibration motors in the fingertips, Peltier effect heat pump in the palm, and lube reservoir.
Decide whether your arm uses contractile myomer fibers or motors; only the former kind can pass for organic when its synthflesh covering is intact. A myomer arm can be covered in synthflesh or a more obviously artificial material, such as the matte black preferred by stealth operatives or sharkskin popular among some shadowrunners. A more obviously artificial arm can look like gunmetal, chrome, any color of ceramic, and have any texture or pattern, including Celtic knotwork, Maori tattoos, and scales ranging from tiny lizard scales to large dragon scales
, and organic LED screens under transparent plasteel. (Options tend to be in the forearm or shin and hand or foot; the upper arm and thigh have more of the hardware for limb functionality.)
You can keep your original arms and add two cyberarms (with some extra work on your rib cage and spinal cord), but unless you're a nartaki, you can only control one pair at a time. (Four-arm rigs are based on studies of nartaki anatomy.) This is still useful for holding stuff with one pair while doing something intricate with the other, and more complicated custom controls can be written. This is so rare that no one bothers to create activesofts for extra arms, and they may even get in the way if you try to use your top arms with skillwires. It is also extremely distinctive; having extra arms grants an automatic +2 to track you down or shadow you.
Most of the interesting cyberlimb options are not compatible with a synthflesh covering that can pass for organic at a distance. The exceptions are noted.
Cybernetic weapons capable of killing people are almost never street-legal in countries that also outlaw bloodsports; when bloodsports are legal, they require licenses. Soldiers with cyberlimbs will switch to civilian limbs when going off base.
Chrome that enhances your Hit:
-
Smartgun Link: You can connect cybernetically with a gun that has a Smartgun adapter, either through skinlink or an optical cable for EMCON situations. You can change firing modes and eject magazines with a thought, and a targeting reticle appears in your vision showing where the gun is pointing (presuming the gun hasn’t lost calibration). In most nations, any civilian can take an exam and get a permit for one.
-
Running a stereoscopic rangefinder in your cybereyes can come in handy with long-range accuracy; your smartgun link can integrate with that or a laser rangefinder in your gun. Cost: Good (+3).
-
Wired Reflexes and Synaptic Accelerators can be trained to support combat reflexes.
-
Combat Tail: Like a Balance Tail, but much more muscular, tipped with spikes (++), spines (+), a bony knob (+), or even a poison stinger (+, though with some folks, that poison
gland may secrete a party drug).
-
Spatial Recognizer: an analyzer in your cyberScape or cyberears processes sound nearby to provide estimates of direction and distance of opponents; it usually warns you through a simsense sensation of texture and pressure so you feel someone sneaking up on you. (Cybertechnology p24)
-
A Suprathyroid (2052) enhances Move as well as Bod.
Cyberlimb options that enhance your Hit:
-
360° Joints: very effective when someone tries to put you in a joint lock.
-
A Grapple Cyberhand can be used to yoink an object out of another person’s hands.
-
Melee Weapon: Your forearm has a retractable blade like a cyberspur, though more concealable, or something more interesting like a Husqvarna® ChainRipp™ retractable chainsaw. A cyberfoot may contain a retractable 10cm blade.
-
Ranged Weapon: You have a pistol, dart gun, squirt gun, SMG, or shotgun in your forearm. While it can be concealed, you only have a small number of shots (roughly 12÷red dice) unless you plug a magazine into an external port. (Street Samurai Catalog p86, Man & Machine p41, SR4 p344)
-
Fire Extinguisher: a class ABC fire extinguisher is embedded in your forearm or shin, able to spray pale yellow powder that extinguishes everything short of burning metal. This can extinguish minor fires outright and damage the stress track of larger ones. Used in combat, it’s an irritant that can cause shortness of breath, coughing, dizziness, and headache, which clear up with a little fresh air. (CP2020 Chromebook 1 p36)
-
Gas Jet: a canister of gas in your forearm or shin feeds a vent in your palm, elbow, knee, or toe. You have six shots of gas that can be delivered up to a 2m range. It can be loaded with tear gas, blistering agents, Neuro-Stun sleep gas, anything you can get your hands on. (CP2020 Chromebook 1 p34)
-
Flash Pak: the palm of your hand, or the spaces between your first knuckles, contain powerful lamps that can act as a flashlight, or strobe in someone’s face in melee combat to dazzle them. The strobe timing is available to your other chrome that might protect you from dazzling, and can be shared wirelessly to your comrades.
-
Cybereye Laser Designator: Paints a target for laser-guided weaponry.
Hit surprises, some of which you can use when both your hands are busy; cyberware ones can also be installed in a cyberarm:
-
Cybergland: (2052) A combat version of the gland in the metabolic dashboard. Implanted in the neck above the larynx, it can deploy its contents for you to spray on a target at point-blank range. Implanted slightly higher, you can spit a toxin. Implanted in the sheath of your cyberspur, you inflict an aspect on your target when you succeed with style on a hit. (Man & Machine p64, Hard Targets p186) Cost: Superb (+5).
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Cyberholster/cyberarm slide: Conceals a weapon and delivers it into your hand as a free action. In a forearm, it can hold a knife, telescoping baton, taser, or hold-out pistol. In a thigh, it’s just like in Robocop and can hold a heavy pistol. (SR5 p456,457)
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Handrazors: Your fingernails have been replaced with sheaths that conceal retractable 2.5cm razor-sharp blades made of chrome steel or carbon fiber. The blades and sheaths are anchored to your distal phalanges. + Cost: Good (+3).
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Taser Touch: similar to handrazors, but they’re conductive prods (fed by high-density batteries tucked between your metacarpals). Good for three good zaps. ++
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Retractable Claws: your hands have been rebuilt to have retractable claws, like a cat. Your distal phalanges now fold back when your claws are not in use, and you have to use your middle phalanges as fingertips now; this impairs fine manipulation, so only the most dedicated furries get this mod. +
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Cyberspur: Your forearms act as sheaths for narrow retractable blades; while triple blades that anchor to the metacarpals (the Wolverine
look) are popular for their appearance, single blades that anchor to the ulna are more effective in combat. The ports for the blades, either between the major knuckles or just behind the wrist, are obvious when uncovered, as are the bulges on the forearm for the subdermal sheaths. ++ In 2070, a version that launches the spur with compressed air hits the market. (Augmentation p43) The foot blade (Hard Targets p185) that extends from the toe or heel is designed to flick out as your kick strikes and then retract.
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Bone Spur: (2077) A retractable bone spike that is very hard to detect. Decide whether there’s a subtle port in your palm that someone could spot, or if the spur punches through the skin, leaving a trickle of blood. (Hard Targets p185) Cost: Superb (+5).
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Cyberwhip: A 2.2m myomer tentacle that can act as a whip or coil around a weapon or throat. + (CP2020 Chromebook 1 p34)
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Cyberoptic Tear Gas Sprayer: You cybereye has a single dose of mace that can be sprayed on someone at point blank range. (CP2020 Chromebook 1 p39) Cost: Good (+3).
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Cybereye Flash Pak: your cybereyes have lamps that can emit highly collimated light that allows you to use low-light vision in otherwise pitch darkness, and can be cranked up to dazzle an enemy at point blank range. (Cybertechnology p21) Cost: Good (+3).
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Cybereye Dart Gun: your cybereye contains a single-shot dart that can deliver a dose of a toxin at a target in the same zone. Requires 10 combat rounds to reload. Cost: Good (+3).
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Cybereye Gun: your cybereye contains a single-shot gun that can fire a tiny bullet at a target in the same zone. + Requires 10 combat rounds to reload. Cost: Good (+3).
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Cybereye Laser Designator: Paints a target for laser-guided weaponry, as long as you don’t get distracted and glance away. Cost: Good (+3).
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Cybereye Tool Laser: a small welding laser installed in your cybereye. + (Cybertechnology p23)
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Oral Dart Gun: a miniature three-shot gun that folds into the roof of your mouth fires tiny darts that can deliver a dose of a toxin at a target in the same zone. Requires 10 combat rounds to reload.
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Cybereye Gun: a miniature three-shot gun that folds into the roof of your mouth fires a tiny bullet at a target in the same zone. + Requires 10 combat rounds to reload.
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A Telescoping Cyberlimb is primarily useful for grabbing things that are a meter out of your unaugmented reach. It can also enhance the strength of your normal punch by +. Punching people at range creates a boost that opponents can use against you.