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Cyberware-01

Cyberware is a category of technological augmentations. 

Cyberware Info[]

Use 'Cyber' for all cyber-tech pages.


Cyberware List[]

Implant Avail from OOC Vendor Avail in CharGen Suggested Price Suggested Humanity Cost
air_filters yes yes ¥500.00 0.0
arachnid_suite no yes ¥20,000.00 0.0
audial_filters yes yes ¥10,000.00 0.0
audio_recorder yes yes ¥5,000.00 0.0
biomonitor yes yes ¥5,000.00 0.0
blood_filters yes yes ¥5,000.00 0.0
bone_lacing_1 yes yes ¥75,000.00 0.5
bone_lacing_2 no yes ¥145,000.00 0.8
bone_lacing_3 no yes ¥500,000.00 1.0
bone_lacing_4 no yes ¥700,000.00 1.0
cardial_web yes yes ¥45,000.00 0.0
cellular_phone yes yes ¥2,000.00 0.0
cerebral_patching yes yes ¥100,000.00 0.1
cerebral_stimulator no yes ¥150,000.00 0.3
chameleon_skin yes yes ¥10,000.00 0.1
chipjack yes yes ¥20,000.00 0.1
claws no yes ¥5,000.00 0.1
commlink yes yes ¥10,000.00 0.0
control_wires_1 yes yes ¥20,000.00 0.2
control_wires_2 yes yes ¥40,000.00 0.3
cortex_bomb no no ¥7,500.00 0.0
cosmetic_alterations yes yes ¥500.00 0.0
cosmetic_surgery yes no ¥10,000.00 0.0
cyberarm_left yes yes ¥50,000.00 0.3
cyberarm_right yes yes ¥50,000.00 0.3
cyberears yes yes ¥4,000.00 0.0
cybereyes yes yes ¥5,000.00 0.3
cyberhand_left yes yes ¥10,000.00 0.1
cyberhand_right yes yes ¥10,000.00 0.1
cyberleg_left yes yes ¥50,000.00 0.3
cyberleg_right yes yes ¥50,000.00 0.3
cyberskates yes yes ¥2,500.00 0.0
cyberskull no yes ¥75,000.00 0.0
damage_control no yes ¥100,000.00 0.2
datajack yes yes ¥20,000.00 0.1
dentata no no ¥5,000.00 0.1
dermal_layering_1 yes yes ¥20,000.00 0.1
dermal_layering_2 no yes ¥40,000.00 0.1
dermal_plating_1 yes yes ¥4,000.00 0.3
dermal_plating_2 no yes ¥6,000.00 0.3
dermal_plating_3 no yes ¥10,000.00 0.3
drug_gland no no ¥10,000.00 0.1
elastic_face no yes ¥50,000.00 0.5
fangs no yes ¥250.00 0.1
frame_rig_1 no no ¥50,000.00 0.3
frame_rig_2 no no ¥100,000.00 0.7
grafene_dermal_plating no yes ¥25,000.00 0.0
gripperhand_left yes yes ¥1,000.00 0.2
gripperhand_right yes yes ¥1,000.00 0.2
gyrobalance yes yes ¥25,000.00 0.1
harmonics_coprocessor_1 yes yes ¥100,000.00 0.3
harmonics_coprocessor_2 yes yes ¥200,000.00 0.3
hb_datajack yes yes ¥75,000.00 0.2
headware_memory yes yes ¥1,000.00 0.0
heuristic_coprocessor no no ¥2,500,000.00 1.0
hi-lo_frequency_hearing yes yes ¥35,000.00 0.2
hotwire yes no ¥20,000.00 0.5
image_enhancement_1 yes yes ¥53,000.00 0.1
image_enhancement_2 no yes ¥200,000.00 0.2
implant_radio yes yes ¥1,500.00 0.0
interface_lock no yes ¥50,000.00 0.1
internal_camera yes yes ¥5,000.00 0.0
internal_cyberdeck yes yes ¥35,000.00 0.4
internal_o2_supply yes yes ¥5,000.00 0.0
light_intensifiers yes yes ¥25,000.00 0.1
locator yes yes ¥0.00 0.0
midnight_lady yes no ¥1,200.00 0.0
modular_socket_left yes yes ¥5,000.00 0.0
modular_socket_right yes yes ¥5,000.00 0.0
mr_studd yes no ¥1,000.00 0.0
muscle_augmentation_1 yes yes ¥20,000.00 0.2
muscle_augmentation_2 no yes ¥50,000.00 0.3
muscle_augmentation_3 no yes ¥100,000.00 0.1
muscle_graft_1 yes yes ¥10,000.00 0.1
muscle_graft_2 no yes ¥20,000.00 0.1
muscle_graft_3 no yes ¥50,000.00 0.1
olfactory_boost yes yes ¥4,000.00 0.1
optimized_articulation yes yes ¥65,000.00 0.0
pain_editor_1 no yes ¥7,500.00 0.3
pain_editor_2 no yes ¥15,000.00 0.5
palm_link yes yes ¥3,000.00 0.1
parabolic_hearing yes yes ¥30,000.00 0.1
personal_network yes yes ¥10,000.00 0.1
pheromone_targeting yes yes ¥20,000.00 0.0
poison_injector no yes ¥1,000.00 0.1
polarized_vision yes yes ¥10,000.00 0.0
precision_hand_left yes yes ¥12,000.00 0.1
precision_hand_right yes yes ¥12,000.00 0.1
prehensile_cyberfeet yes yes ¥30,000.00 0.2
prehensile_cybertail yes yes ¥30,000.00 0.2
reboot no yes ¥0.00 0.0
reboot_upgrade no yes ¥500,000.00 0.0
reflex_processors_1 no yes ¥400,000.00 0.5
reflex_processors_2 no no ¥800,000.00 0.5
reflex_processors_3 no no ¥1,200,000.00 0.5
reflex_wires_1 yes yes ¥25,000.00 0.2
reflex_wires_2 no yes ¥75,000.00 0.3
remote_control no no ¥60,000.00 0.5
retinal_hud yes yes ¥2,000.00 0.1
rippers no yes ¥4,000.00 0.3
scrambler no yes ¥3,000.00 0.0
sensory_extensions no yes ¥25,000.00 0.8
simsense_rig yes yes ¥100,000.00 0.3
sonar yes yes ¥75,000.00 1.0
sonar_360 no yes ¥50,000.00 0.5
spitting_cobra no yes ¥10,000.00 0.1
subvocal_mike yes yes ¥1,500.00 0.0
tac-comp_brawl_1 no yes ¥50,000.00 0.3
tac-comp_brawl_2 no yes ¥60,000.00 0.7
tac-comp_melee_1 no yes ¥50,000.00 0.3
tac-comp_melee_2 no yes ¥60,000.00 0.7
tailbarb no yes ¥10,000.00 0.1
targeting_computers_1 no yes ¥20,000.00 0.3
targeting_computers_2 no yes ¥50,000.00 0.7
telescopic_vision yes yes ¥25,000.00 0.1
vehicle_rig_1 yes yes ¥50,000.00 0.3
vehicle_rig_2 yes yes ¥100,000.00 0.7
versatility_processor_1 no yes ¥10,000.00 0.0
versatility_processor_2 no yes ¥50,000.00 0.0
voxbox yes yes ¥10,000.00 0.0


Storyteller Commands[]

Storytellers may add cyberware to troupe members with the following command:

@setlist <player>/cyber=<implant name>/<visibility level>|<quality level>

Visibility levels are: 0 (Always visible), 2, 4, 6, or 100 (Invisible). Visibility determines whether cyber implants show up when using the '+cyber <player>' command.

Quality levels are: 1 (second-hand), 2 (street), 3 (standard), 4 (high-performance), or 5 (mil-spec). Quality modifies the difficulty to directly affect cyber; second-hand: -4, street: -2, standard: 0, high-performance: +2, mil-spec: +4. Additionally, in some conventions mil-spec cyber may grant anti-magick resistance.



Cyberdocs and Cybersurgery[]

In-game cybersurgery can be done by a PC with the appropriate stats, in a room flagged with the appropriate attribute. See below for details. See "+help cyberdoc" in-game for a list of commands.

CyberDoc Skill Level[]

Entry-level[]

The chopshop worker or beginning corporate cybersurgeon. At this level, one can implant cyberware or bioware and confirm that it is functional, assuming one has the tools.

Able to install: Basic, Simple. Abilities: Technology 2, Computer 2, Medicine 2.

Qualified[]

Someone capable of purchasing cyberware or bioware from at least one vendor, safely repairing damaged or malfunctioning implants, or making minor design changes to existing implants.

Able to install: Basic, Simple, Complex. Abilities: Repair 2, Technology 3, Computer 3, Medicine 3, Psychology 2, Science 2.

Elite[]

A cybersurgeon of this caliber has a strong foundation of knowledge in the underlying sciences contributing to the field.

Able to install: All. Abilities: Repair 2, Research 2, Technology 4, Computer 3, Medicine 4, Psychology 3, Science 3.

Surgery Facilities[]

Basic-level surgery facilities[]

"Black bag" portable. Resources 2 or 8K nY investment. Does not need to be in a +commented room.


Simple-level surgery facilities[]

Operating table, equipment to fill a small room, not easily portable. Resources 3 or 50K nY investment. Must be +commented.


Complex-level surgery facilities[]

Sophisticated array of operating and diagnostic equipment with significant energy needs residing in a single large room, not portable. Team of three entry-level cybersurgeons required to perform complex surgeries. Resources 4 or 250K nY investment. Must be +commented.


Dangerous-level surgery facilities[]

Cutting-edge technology filling several rooms, requiring significant supporting infrastructure, definitely not portable. Team of five entry-level cybersurgeons required to perform dangerous surgeries. Resources 5 or 500K nY investment. Must be +commented.


A cybersurgeon must have access to facilities of a grade equal to or greater than the surgery to be performed. Using facilities of greater sophistication than is required by the surgery allows the cybersurgeon to make one additional roll per day per degree of difference (Dangerous-level surgery facilities can perform two rolls per day for Complex surgeries, three rolls per day for Simple surgeries, etc.).

Surgery Rolls[]

Dice pool: (lowest of Dexterity or Intelligence) + (lowest of Technology or Medicine).

Base difficulty: 6 (for Basic or Simple) or 7 (for Complex or Dangerous).

Modifiers to difficulty: +2 difficulty for second-hand, +1 difficulty for street, +0 for standard, -1 difficulty for high-grade, -2 difficulty for mil-spec. Number of successes required (extended roll): 5 for Basic, 10 for Simple, 15 for Complex, 25 for Dangerous. For each decrease in visibility (increase in the number of successes needed to detect the cyber) from the standard rating, add 3 successes.

Each roll describes a single day of surgery (at least 8 hours) unless modified by superior facilities. Failure on a roll increases the difficulties of all further rolls by 1.

Botches: During the surgery if a botch occurs by the surgeon it will go as follows. A single botch will inflict a wound level per degree of difficulty (-1 Basic, -2 Simple, etc.) A -2 Botch removes all successes obtained thus far and a -3 Botch damages the Cyberware and degrades it one level (ex: mil-spec would become hi-grade.) In the event that either three -2 Botches or two -3 Botches occur the Cyberware is considered useless and the surgery is a complete failure.

Recovery Rolls[]

Dice pool: unaugmented Stamina.

Base difficulty: 6 (for Basic or Simple) or 7 (for Complex or Dangerous).

Modifiers to difficulty: +2 difficulty for unassisted recovery (free), +1 for basic prescription (100 nY/recovery roll), +0 difficulty for assisted recovery (200 nY/recovery roll), -1 difficulty for in-patient recovery (500 nY/recovery roll), -2 difficulty for trauma ward recovery (1000 nY/recovery roll). Number of successes required (extended roll): 5 for Basic, 10 for Simple, 15 for Complex, 25 for Dangerous.

Botches: A single botch during the recovery rolls extends the number of days to recover by one day per grade of surgery. A double-botch removes all accumulated successes and a triple-botch reduces the patient's stamina by 1 (which cannot be treated until after the surgery is done, or possibly not at all).

If you have any questions feel free to contact either DiViNCi or Schism.

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