Crapware
It all looks so shiny in the brightly lit corpostores. The 'ware is so clean and pristine. But it is also expensive as hell. Not everyone can afford this years Kiroshi ocular implant. Heck, not everyone can afford Kiroshi's ocular implant from last year.
So what is an edgerunner on a budget to do? Introducing Crapware. Crapware is a new catefory of cyberware representing generic cyberware that isn't name brand. Because of this factor, the people making them did not have the funding to meet the exacting specifications that the name brands 'ware designers can. So while crapware is cheap, it can be glitchy or not as good as the real deal. You get what you pay for, am I right?
So what is an edgerunner on a budget to do? Introducing Crapware. Crapware is a new catefory of cyberware representing generic cyberware that isn't name brand. Because of this factor, the people making them did not have the funding to meet the exacting specifications that the name brands 'ware designers can. So while crapware is cheap, it can be glitchy or not as good as the real deal. You get what you pay for, am I right?
Fashionware
Fashionware isn't that expensive for the most part. You would be laughed at for even asking for generic cheaper fashionware. Why are you even continuing to read this section?Neuralware
Name | What's Different | Cost | Humanity Loss |
---|---|---|---|
Neural Link | Only 3 Option Slots | 100e (Premium) | 10 (3d6) |
Braindance Recorder | Braindances recorded have a 20% chance of bypassing safety protocols, causing viewers to have heartattacks. | 100e (Premium) | 10 (3d6) |
Chipware Socket | 10% chance of frying a chip each time its inserted. | 100e (Premium) | 10 (3d6) |
Interface Plugs | Connected to a gun: When rolling a 1, a glitch causes the weapon to unload itself. Connected to a Vehicle: When rolling a 1 on a drive check, lose your action and crash the vehicle. Connected to a cyberdeck: When rolling a 1, a glitch causes a spike of feedback. Take 1d6 damage. | 100e (Premium) | 10 (3d6) |
Kerenzikov | Only +1 to initiative. | 100e (Premium) | 17 (5d6) |
Sandevistan | Only +2 to initiative, Cannot be activated again for 4 hours. | 100e (Premium) | 17 (5d6) |
Chemical Analyzer | Budget analyzer. Has 50% chance of identifying chemicals. Its library isn't as large and the testing ability is less refined. | 100e (Premium) | 7 (2d6) |
Memory Chip | Its already cheap. No crapware for memory chips. | n/a | n/a |
Olfactory Boost | On a roll of a 1 or 2 during tracking checks, lose the scent and lose your quarry. | 50e (Costly) | 10 (3d6) |
Pain Editor | Works for first 2 rounds when user is Seriously Wounded, then stops for 2 rounds. It continues this cycle while user is Seriously Wounded. 2 rounds working, 2 rounds not working. | 500e (Expensive) | 17 (5d6) |
Skill Chips | All chips are only trained at +1 | Standard: 100e (Premium) x2: 500e (Expensive) | 10 (3d6) |
Tactile Boost | reduces range to 10m/yds | 50e (Costly) | 10 (3d6) |
Cyberoptics
Name | What's Different | Cost | Humanity Loss |
---|---|---|---|
Cybereye | Only 1 option slot. | 50e (Costly) | 10 (3d6) |
Anti-Dazzle | No effective change | 50e (Costly) | 7 (2d6) |
Chyron | No effective change | 50e (Costly) | 7 (2d6) |
Color Shift | Limited to two colors. | 50e (Costly) | 7 (2d6) |
Dartgun | Takes one option slot. When fired, user also takes 1d6 damage bypassing armor | 100e (Premium) | 7 (2d6) |
Image Enhance | Grants only a +1 | 100e (Premium) | 7 (2d6) |
Low-Light/Infrared/UV | Penalty reduction to -2, not 0. Love those glitches. | 100e (Premium) | 7 (2d6) |
MicroOptics | 200x magnification | 50e (Costly) | 7 (2d6) |
MicroVideo | Quality of recording would not hold up in court or any sort of legal sense/ | 100e (Premium) | 7 (2d6) |
Radiation Detector | Distance reduced to 50m/tds | 500e (Expensive) | 7 (2d6) |
Targeting Scope | If a 1 is rolled when making an aimed shot, this cyberware is damaged and unusable until it can be repaired. | 100e (Premium) | 7 (2d6) |
TeleOptics | Can see detail up to 400m/yds. Attacking at 51+m: if a 1 is rolled on an attack, this cyberware is damaged and unusable until it is repaired. | 100e (Premium) | 7 (2d6) |
Virtuality | Rolling a 1 on a perception check with this crapware installed causes 1d6 damage as you attempt to avoid something that isn't there and walk into something else. Yay glitchy crapware. | 50e (Costly) | 7 (2d6) |
Cyberaudio
Name | What's Different | Cost | Humanity Loss |
Cyberaudio Suite | Only 1 Option Slot. | 100e (Premium) | 10 (3d6) |
Amplified Hearing | Only adds +1. | 50e (Costly) | 7 (2d6) |
Audio Recorder | Recordings cannot be used for legal purposes. Not high enough quality to verify voice prints. | 50e (Costly) | 7 (2d6) |
Bug Detector | Has 50% chance to accurately detect bug. | 50e (Costly) | 7 (2d6) |
Homing Tracer | Only up to half a mile (800m/yds) | 50e (Costly) | 7 (2d6) |
Internal Agent | A crapware Internal Agent can only do the following: 1) Make phone calls in voice or video and record them, forward them, or send them to voicemail, which pretty much only Agents actually end up listening to nowadays. 2) Surf the Data Pool. 3) Scan the Data Pool to locate a known location and bring up directions. | 50e (Costly) | 7 (2d6) |
Level Damper | Lowers deafness penalties from flashbangs to -1. | 50e (Costly) | 7 (2d6) |
Radio Communicator | Only a half-mile range. | 50e (Costly) | 7 (2d6) |
Radio Scanner/Music Player | Choose whether this implant is only the Radio Scanner OR the Music Player | 20e (Everyday) | 7 (2d6) |
Radar Detector | Range is 50m/yds | 100 (Premium) | 7 (2d6) |
Scrambler Descrambler | 25% chance every time a message is sent or received, it is completely garbled beyond recovery. | 50e (Costly) | 7 (2d6) |
Voice Stress Analyzer | Only a +1 to indicated skills. Lie detecting function has a cumulative 10% chance of damaging the implant causing the implant to not function until it is repaired. Percent chance resets if implant is switched off/not used for 8 hours. | 50e (Costly) | 7 (2d6) |
Internal Body Cyberware
Name | What's Different | Cost | Humanity Loss |
---|---|---|---|
AudioVox | Only +1 to listed skills. | 100e (Premium) | 7 (2d6) |
Contraceptive Implant | It's already cheap. | n/a | n/a |
Enhanced Antibodies | Heal 1.25x Body (round up) instead of 2x per day of rest | 100e (Premium) | 7 (2d6) |
Cybersnake | Rolling a 1 on an attack roll results in the implant being damaged and inoperable. | 500e (Expensive) | 17 (5d6) |
Gills | Can breathe underwater 1 hour at a time before the gills need recharging for 4 hours. | 500e (Expensive) | 10 (3d6) |
Grafted Muscle and Bone Lace | Body +1 Does not qualify as a prerequisite for the Borgware Linear Frame. | 500e (Expensive) | 17 (5d6) |
Independent Air Supply | 15 minutes of air. | 500e (Expensive) | 7 (2d6) |
Midnight Lady Sexual Implant | On a 1 or 2 on a d10 per "event" means it malfunctions and requires repair. | 50e (Costly) | 10 (3d6) |
Mr. Studd Sexual Implant | On a 1 or 2 on a d10 per "event" means it malfunctions and requires repair. | 50e (Costly) | 10 (3d6) |
Nasal Filters | When exposed, roll 1d4, on a 1, implant malfunctions and needs repair to be used. | 50e (Costly) | 7 (2d6) |
Radar/Sonar Implant | Range is 25m/yds | 500e (Expensive) | 10 (3d6) |
Toxin Binders | Only +1 to listed skill | 50e (Costly) | 7 (2d6) |
Vampyres | It is a Poor Quality Light Melee Weapon. An attack roll of a 1 on the d10 results in the Vampires being pulled out, needing to be re-implanted before use. | 100e (Premium) | 17 (5d6) |
External Body Cyberware
Name | What's Different | Cost | Humanity Loss |
---|---|---|---|
Hidden Holster | When drawing a weapon from this implant, roll a d10. On a 1 or 2, the holster is stuck open. | 100e (Premium) | 10 (3d6) |
Skin Weave | SP 4 | 100e (Premium) | 10 (3d6) |
Subdermal Armor | SP 7 | 500e (Expensive) | 17 (5d6) |
Subdermal Pocket | When accessing pocket, roll a d10. On a 1 or 2 the pocket is stuck open. | 500e (Expensive) | 17 (5d6) |
Cyberlimbs
Name | What's Different | Cost | Humanity Loss |
---|---|---|---|
Cyberarm | 2 Options | 100e (Premium) | 10 (3d6) |
Standard Hand | On a roll of 1 on a d10 when using this hand, drop whatever you were holding in this hand. | 50e (Costly) | 7 (2d6) |
Big Knucks | Light melee Weapon 1d6 dmg, 2 ROF. | 50e (Costly) | 7 (2d6) |
Cyberdeck | No bonus slot for the cyberdeck. | 100e (Costly) | 7 (2d6) |
Grapple Hand | Range is 15m/yds | 50e (Costly) | 7 (2d6) |
Medscanner | +1 to listed skills | 100e (Premium) | 10 (3d6) |
Popup Grenade Launcher | Rolling a 1 or 2 on the d10 roll for an attack drops the grenade at your feet. Oops. Grenade not included. | 100e (Premium) | 10 (3d6) |
Popup Melee Weapon | Rolling a 1 or 2 on the d10 roll for an attack jams the weapon in the deployed position. Will need repair before retracting it. | 100e (Premium) | 10 (3d6) |
Popup Shield | Rolling a 1 or 2 on a d10 when either deploying or retracting the shield locks it in its current position, requiring repair before being able to fully retract or deploy it. | 100e (Premium) | 10 (3d6) |
Popup Ranged Weapon | Rolling a 1 or 2 on the d10 roll for an attack jams the weapon in the deployed position. Will need repair before retracting it. | 100e (Premium) | 10 (3d6) |
Quick Change Mount | Rolling a 1 or 2 on the d10 roll for an attack puts your limb is just the right position for it to fall off. | 50e (Costly) | 10 (3d6) |
Rippers | Light melee Weapon 1d6 dmg, 2 ROF. | 100e (Premium) | 7 (2d6) |
Scratchers | Rolling a 1 or 2 on the d10 roll for an attack jams the weapon in the deployed position. Will need repair before retracting it. | 50e (Costly) | 7 (2d6) |
Shoulder Cam | Rolling a 1 or 2 on a d10 when either deploying or retracting the camera locks it in its current position, requiring repair before being able to fully retract or deploy it. | 100e (Premium) | 10 (3d6) |
Slice 'N Dice | Light melee Weapon 1d6 dmg, 2 ROF. | 100e (Premium) | 7 (2d6) |
Subdermal Grip | When rolling a 1 on an attack, a glitch causes the weapon to unload itself. | 50e (Costly) | 7 (2d6) |
Techscanner | Only +1 to listed skills. | 100e (Premium) | 10 (3d6) |
Tool Hand | When using this hand, roll 1d10. On a 1 or 2, tool hand gets stuck on one specific tool. Must be repair for hand t be useable as a hand, or other tool. | 50e (Costly) | 7 (2d6) |
Wolvers | Medium Melee Weapon (2d6, 2 ROF) | 100e (Premium) | 10 (3d6) |
Cyberleg | Has 1 Option Slot | 50e (Costly) | 7 (2d6) |
Standard Foot | Any roll of 1 on the d10 during some form of movement or for combat rolls results in falling prone as foot glitches. | 50e (Costly) | 7 (2d6) |
Grip Foot | Rolling a 1 on climbing checks results in a fall. | 100e (Premium) | 7 (2d6) |
Jump Booster | Rolling a 1 on a jump check results in a glitch that requires the implant to be repaired before it can be used again. | 100e (Premium) | 7 (2d6) |
Skate Foot | Only increases movement by 4m/yds during Run actions. | 100e (Premium) | 7 (2d6) |
Talon Foot | Rolling a 1 or 2 on the d10 roll for an attack jams the weapon in the deployed position. Will need repair before retracting it. | 100e (Premium) | 7 (2d6) |
Web Foot | Rolling a 1 on a swim check results in a glitch that requires the implant to be repaired before it can be used again. | 100e (Premium) | 7 (2d6) |
Hardened Shielding | 10% cumulative chance of implant glitching and needing repair after exposure to EMP event. | 500 (Expensive) | 7 (2d6) |
Plastic Covering | Cannot be made cheaper. You want to look good, you gotta pay for it, Choomba. | n/a | n/a |
Realskinntm Covering | Cannot be made cheaper. You want to look good, you gotta pay for it, Choomba. | n/a | n/a |
Superchromec Covering | Cannot be made cheaper. You want to look good, you gotta pay for it, Choomba. | n/a | n/a |
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