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{\bf MISCELLANEOUS SYSTEMS}
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This is simply any system which can't easily be fitted
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under any other category, including weaponry and cyberarmor.\\
\\
{\bf Tools and Weaponry Systems}\\
\\
{\bf Toolhand}\\
{\bf Cost:} ~\$1,000 + tool cost.\\
{\bf Operation Cost:} \$500. ~{\bf Recovery:} 1 week.\\
{\bf Mass:} (Mass of tool - 0.5 kg). ~{\bf Power:} As for tool.
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Designed to hold such tools as power drills, laser
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cutters/welders, sheet metal punches, etc., the Toolhand is
not the most popular of items, but is occasionaly seen on
hardcore professionals. ~The System need not resemble a true
hand at all; the tool is an extension of the end of the
wearer's arm and replaces the normal hand. ~Most often, this
is made detachable so that a normal cyberhand can be
interchanged with it. ~All tool functions are controlled by
specific neuromotor commands. ~At \$5,000 instead of \$1,000,
this can be made retractable into a normal cyberhand (which
must also be purchased separately) provided the size and shape
of the tool allows it.\\
\\
{\bf Weaponhand }\\
{\bf Cost:} \$2,000 + weapon cost.\\
{\bf Operation Cost:} \$500. ~{\bf Recovery:} 1 week.\\
{\bf Mass:} (Mass of weapon - 0.5 kg). ~{\bf Power:} As for weapon.
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This is a weapon mounted on the end of one arm, to be
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controlled by neuromotor impulses. ~It is usually illegal, and
never looks natural (the weapon is in plain sight). ~However,
it is always possible to make this a detachable weapon, with
maybe a natural-looking hand to replace it with. ~A Weapon
Link may be made with this unit (the weapon itself must also
be equipped for it). ~SS is reduced by 2, Acc reduced by 1. 
It is also possible to make small weapons retractable; this
costs \$4,000 extra and requires a cyberhand.\\
\\
{\bf Finger Mount}\\
{\bf Cost:} \$5,000 + weapon cost.\\
{\bf Operation Cost:} \$1,000. ~{\bf Recovery:} 1 week.\\
{\bf Mass:} 0.1 kg. ~{\bf Power:} As for weapon.
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The index finger of the cyborg's preferred hand is
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replaced with a disguised holdout weapon. ~This can be a oneshot pistol of any caliber up to and including 15 mm; or some
miniature beam weapon from a higher TL, for instance. ~SS is
reduced by 2, but Acc is also reduced by 1. ~
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This mod can also be added to a cyberhand; if so, it
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costs only \$600 + weapon cost, and no operation is required. 
In that case, it can also be made detachable, so that a normal
finger--or another special one--can be interchanged with it.\\
\\
{\bf Weapon Implant}\\
{\bf Cost:} \$15,000 per kg + weapon price.\\
{\bf Operation Cost:} \$2,000. ~{\bf Recovery:} 1 week.\\
{\bf Mass:} As weapon. ~{\bf Power:} As weapon.
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A weapon may be surgically implanted within living flesh,
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to fire when Triggered. ~The weapon will not be noticeable
until the wearer is scanned or X-rayed, or until it is fired. 
The loading and firing ports will be concealed by false skin
until used. ~
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A small weapon (0.5 kg maximum) can be built into a hand
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and finger, firing through the fingertip. ~Since it is quick
to aim, SS is lowered by 2, but the lack of sights reduces Acc
by 1. ~
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A weapon within the arm, firing through the palm or a
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fingertip, may weigh up to 2.5 kg. ~SS is reduced by 2, Acc by
3. ~Reloading is done through a concealed port in the forearm.
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A weapon could also be built into a leg, firing out the
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heel. ~This is more awkward (SS increased by 2, Acc reduced by
3) as the user has to stand on one leg to fire--but weapons of
up to 4.5 kg may be installed. 
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Weapon implants in other areas might be possible. ~Take
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note that some parts of these weapons (such as grips) can be
eliminated, so they will be somewhat smaller and less massive
than the normal versions. ~Implanted weapons may be equipped
with a Weapon Link.\\
\\
{\bf Weapon Mount}\\
{\bf Cost:} \$5,000 per kg + weapon cost.\\
{\bf Operation Cost:} \$2,000. ~{\bf Recovery:} 1 week.\\
{\bf Mass:} As weapon. ~{\bf Power:} As weapon.
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This is an additional modification to cyberlimbs, which
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may conceal weaponry like a natural limb, but better. ~A
cyberhand can conceal a 1-kg weapon; an arm, 3 kg; and a leg,
5 kg. ~Otherwise, this functions the same.
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Unless the weapon includes chemical propellant
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ammunition, it is almost impossible to detect without
physically taking the limb apart or performing a full medical/
technical check (detailed X-ray scan, etc.). ~Even with a
scan, the inspector must roll against Electronics (Medical or
Weapons) at a -4 to correctly interpret the results. ~Double
the cost to \$10,000 per kg if the weapon is being retro-fitted
on an existing limb. ~Minimum cost for a handmount is \$5,000. 
If the cost modifier for an obviously artificial system is
taken, then anyone can see that this limb incorporates a
weapon...and it can only be done in conjunction with an
obviously artificial limb. ~A Weapon Link can easily be added.\\
Note that if the mount is built into the cyberlimb when the
limb is first constructed, only one operation is required for
the limb with the weapon mount.\\
\\
{\bf Weapon Link}\\
{\bf Cost:} \$10,000 or more.\\
{\bf Operation Cost:} \$2,000. ~{\bf Recovery:} 1 week.
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This modification requires at least one artificial eye,
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as well as a built-in (or cybernetically attached) projectile
or beam weapon. ~It can be connected to a socket in the palm
of the character's preferred hand, so that any properly
adapted weapon can be plugged in. ~It projects crosshairs onto
the field of vision, showing where the weapon will hit. ~Also,
the arm/hand/whatever with the weapon in it will automatically
move toward the crosshairs when desired (so that looking at a
target will automatically aim the weapon, unless the cyborg
doesn't want it). ~This mod adds +2 to effective skill when
the weapon is fired, and also reduces SS by 2. ~It is also
possible to aim without pointing the weapon, by simply using
the crosshairs in your eyes, but you don't get the weapon's
Accuracy bonus in this case. ~(It could be possible to aim
without pointing the weapon for three seconds, and then aim
with the weapon for one second, to get the full Accuracy + 3
bonus . . . .)
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If there is more than one built-in weapon, an entire
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separate system must be purchased for each desired weapon. 
This is especially useful when using two one-handed pistols in
combination with the Independent Focus modification--this
allows independent and simultaneous aiming and firing! ~The
skill bonus may be increased up to a maximum of +5 (cash cost
doubles for each extra plus--so +5 is at price * 8. ~Be aware
that the bonuses from this mod are not entirely cumulative
with bonuses from laser sights.\\
\\
{\bf Razornails}\\
{\bf Cost:} \$4,000.\\
{\bf Operation Cost:} \$800. ~{\bf Recovery:} 1 week.\\
{\bf Mass:} Negligible. ~{\bf Power:} None.
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Also known as "Small Claws", this mod includes all
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fingers on both hands (or all toes on both feet, if that is
desired). ~It consists of fairly short, razor-sharp metal
blades that can be retracted beneath the fingernails and do +2
damage with unarmed attacks. ~Deploying these takes 1 second,
unless the user has Fast-Draw (Claws) skill. ~They give a +1
bonus to climbing (or +2 if both hands and feet have them). 
If not retractable, they cost only \$3,000. ~If made from
hardened plastic (invisible to most sensors), they cost \$6,000
ecu instead (or \$5,000 for nonretractable plastic claws-though why anyone would want them is a mystery). ~Cut costs in
half if only one hand or foot is to be modified.\\
\\
{\bf Talons}\\
{\bf Cost:} \$8,000.\\
{\bf Operation Cost:} \$1,600. ~{\bf Recovery:} 1 week.\\
{\bf Mass:} 0.2 kg for both hands. ~{\bf Power:} None.
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Also known as "Large Claws". ~Works like Razornails,
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except that these claws are 15 to 20 cm long, and protrudee
from the knuckles rather than the fingertips. ~They change the
wearer's damage to thrust/impaling or swing/cutting. ~Nonretractable talons can be purchased for only \$6,000;
armorplast versions can be had for \$12,000 (nonretractable
armorplast for \$10,000--though this is a rather nonsensical
option, as whether scanners detect them is not very important
when they're in plain sight....)\\
\\
{\bf Poison Reservoir}\\
{\bf Cost:} \$1,000.\\
{\bf Operation Cost:} \$200. ~{\bf Recovery:} 1 week.\\
{\bf Mass:} 0.1 kg. ~{\bf Power:} None.
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This is a reservoir of poison (or other chemicals-hallucinogens are a perennial favorite) which is compatible
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with claws, etc. ~A poison reservoir in a clawless hand comes
with little "scratchers" under the fingernails, which do no
damage but allow the poison to be administered. ~The poison
reservoir may also be constructed so as to coat ammunition of
weapons located in that arm, and so on; but only one major
function can be performed by any one reservoir. ~A poison
reservoir holds 50 doses of poison and can be refilled. ~It
can be split into two parts, allowing the cyborg to choose
between the liquids. ~A poison and its antidote is a very
common combo. ~A packet of 50 doses of synthetic cobra venom
costs \$5,000; the standard packet has 45 doses of venom and 5
doses of antidote.
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Halve the price if the reservoir is built into an
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artificial hand. ~In that case, the reservoir may also employ
contact poisons (which would not be very safe with a real
hand). ~\\
\\
{\bf Stinger}\\
{\bf Cost:} \$2,000.\\
{\bf Operation Cost:} \$500. ~{\bf Recovery:} 1 week.\\
{\bf Mass:} Negligible. ~{\bf Power:} None.
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This is a small hypodermic needle located in the mouth,
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usually behind the tongue or in a hollow incisor. ~They are
favored by assassins and special agents. ~A successful bite
attack (see p.B111) in close combat (or a kiss. . .) is
required to use it. ~Instead of doing stupid damage, the hypo
injects one dose of any drug or poison; the victim may feel a
slight sting (roll vs. IQ to even notice it--of course, if
delivered through a bite attack, he'll have to be unconscious
not to notice the bite, but in this case the sting itself will
certainly not be felt). ~A maximum of two may be installed in
a normal human. ~Unlike most implants, stingers cannot be
detected without a full medical examination. ~Warning: ~When
using this to attack in close combat, a critical miss on
Brawling skill will mean you've stung yourself! ~Even when
delivering this attack by a kiss, a DX roll (maybe with a
bonus) should be made, and a critical failure will still mean
disaster.\\
\\
\\
{\bf Armor:\\
Metal Plating}\\
{\bf Cost:} ~\$10,000 + \$5,000 per point of DR.\\
{\bf Operation Cost:} \$4,000. ~{\bf Recovery:} 2 weeks.\\
{\bf Mass:} See below. ~{\bf Power:} None.
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This is an exoskeleton made of metal composite armor. ~It
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isn't powered; it only provides built-in protection. ~The high
initial cost is because replacing a person's skin without
killing him is a bit tricky. ~For each 3 points of DR
purchased, the PD goes up by 1, to a maximum of 6. ~You can
still improve DR after this, but PD remains fixed. ~Half the
cost (\$5,000 + \$2,500 per DR) is for the torso; the limbs and
head cost \$1,000 + \$500 per DR each. This system never looks
natural, and is clearly visible to everyone. ~The cyborg has
an obviously artificial exterior, either metallic or rigid
ceramic/plastic, often in designer colors and trimmed in
chrome or even gold or other precious metals. ~This mod also
increases weight: ~Each point of body-wide DR weighs 0.5 kg,
of which half is on the torso, and 0.1 kg on each limb and the
head. ~Thus, a cyborg with 18 DR (and thus 6 PD; he's paid
\$100,000 for this) in metal plating, would be carrying around
an extra 9 kg of weight (which is counted as permanent
encumbrance, just like extra fat). ~\\
{\bf Polymer Exoskeleton}\\
{\bf Cost:} ~\$30,000 + \$15,000 per point of DR.\\
{\bf Operation Cost:} \$5,000. ~{\bf Recovery:} 3 weeks.\\
{\bf Mass:} See below. ~{\bf Power:} None.
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This is a more advanced version of Metal Plating. ~It
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doesn't work any better, but it looks (and even feels)
realistic. ~The person is "dissolved" in a semi-porous clear
polymer solution which binds to his skin cells and gives a
strong ability to absorb any kind of shock. ~The polymer is
treated with a benign virus which infects the cyborg's skin,
causing the skin cells to produce the polymer as needed from
ordinary organic components. ~Torso only costs \$15,000 +
\$7,500 per point of DR; limbs and head are \$3,000 + \$1,500 per
point of DR each. ~It weighs just as much as the Metal Plating
system.\\
\\
{\bf Subdermal Padding}\\
{\bf Cost:} \$20,000.\\
{\bf Operation Cost:} \$4,000. ~{\bf Recovery:} 2 weeks.\\
{\bf Mass:} 0.5 kg. ~{\bf Power:} None.
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A layer of skin is removed and replaced with a layer of
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ultrafine monocrys mesh. ~It gives no PD, but adds 4 to DR (1
vs. impaling attacks) at all times. ~It has the advantage of
being cheaper than the other two cyberarmor varieties, and it
looks entirely natural. ~It can also be combined with either
Metal Plating or a Polymer Exoskeleton. ~A medical check is
required to notice it; metal detectors can't sniff it.\\
\\
{\bf Reflec Exterior}\\
{\bf Cost:} \$20,000 + \$7,500 per level.\\
{\bf Operation Cost:} \$4,000. ~{\bf Recovery:} 2 weeks.\\
{\bf Mass:} ~1 kg. ~{\bf Power:} None.
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This chrome/polymer layer over the skin reflects laser
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weapons. ~For each level of this cyber improvement, the cyborg
gets a +1 PD and DR (up to PD 6, no DR limit) against laser
attacks only. ~This gives no extra defense against any other
attack. ~The price assumes an unnatural (high-chrome)
appearance; for a normal skin appearance, increase cost to
\$40,000 + \$15,000 per level. ~This requires a layer of
normally transparent but optically active polymers that look
and feel normal but still reflect a coherent beam of light.\\
\\
\\
{\bf Other systems}\\
\\
{\bf External Readout}\\
{\bf Cost:} \$2,500. ~\\
{\bf Operation Cost:} \$200. ~{\bf Recovery:} 1 week.\\
{\bf Mass:} Negligible. ~{\bf Power:} 1 per year.
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This is a small LCD located somewhere on the outside of
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the wearer's body. ~The battery may easily be changed from
outside. ~It is used as a simple output system for data from
almost any other cybersystem.\\
\\
{\bf Cortex Bomb}\\
{\bf Cost:} \$1,500.\\
{\bf Operation Cost:} \$500. ~{\bf Recovery:} 1 week.\\
{\bf Mass:} 0.1 kg. ~{\bf Power:} 1 per year.
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This is a tiny explosive device at the base of the brain,
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with either a timed or a radio-controlled detonator. ~If it
goes off, the subject is killed, his brain and any cyberware
in the head are destroyed, and all persons within one meter
take 1 point of crushing damage. ~These are used as a means of
ensuring the loyalty of untrustworthy subordinates, for better
control of criminals, or for preventing anyone from making off
with expensive head cyberware after the carrier dies. ~It can
also be set to explode on command from any NerveLinked cybersystem; note that this can be taken as a -15 point disadvantage when a character is first generated! ~These systems are
usually boobytrapped to prevent tampering. ~Recovery requires
only one day. ~Removal is very difficult because of the aforementioned booby trapping, and requires a skilled cybersurgeon. 
Of course, with the correct codes, it would be possible to
disable the device for "legal" removal.
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Note that, even if the power cells should go out, the
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only thing that stops working is the radio-control on the
detonator. ~Tampering will still make it blow up.\\
\\
{\bf Subdermal Pouch}\\
{\bf Cost:} ~Varies.\\
{\bf Operation Cost:} \$500. ~{\bf Recovery:} 1 week.\\
{\bf Mass:} Negligible. ~{\bf Power:} None.
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Technically, this system is legal, since it doesn't have
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to be used to conceal contraband, but most police officers or
custom inspectors wouldn't be very happy to discover even an
empty one. ~This is a hollowed-out, sealed cavity within the
wearer's living flesh, which is almost impossible to find
(Holdout-20) even with a full-body search. ~The appropriate
scanner can spot any contents, though. ~Any object small
enough to fit inside is also Holdout-20. ~A doctor specificially searching for a subdermal pouch starts at Physician (or
Surgeon) -6, and may roll again at +1 for each ten minutes (no
better than -1, though). ~
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In an arm or leg, these cost \$160 per 100 cubic
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centimeters of storage, maximum 1,500 ccm. ~There's more room
in the torso, so a pouch in the stomach would cost only \$100
per 100 ccm. ~A pouch in the head would cost \$100 ecu per 30
ccm, max 120 ccm.
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It takes a minimum of 3-5 seconds to remove or store an
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item in a subdermal pouch--longer if it is under clothing!\\
\\
{\bf Homing Device}\\
{\bf Cost:} \$500 + \$50 per level.\\
{\bf Operation Cost:} \$200. ~{\bf Recovery:} 1 week.\\
{\bf Mass:} 0.1 kg. ~{\bf Power:} 1 per month per level.
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This is a constantly-operating, SHF transmitter which
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continuously repeats a programmed signal. ~The signal is set
when the System is implanted, and it will take surgery to
change it. ~Each level represents a 100m transmission range,
maximum is 5 km. ~This system is most often used either to
keep tabs on criminals, or for added security in areas where
workers operate under potentially dangerous conditions.\\
\\
{\bf ECM Coding}\\
{\bf Cost:} \$5,000.\\
{\bf Operation Cost:} \$500. ~{\bf Recovery:} 2 days.\\
{\bf Mass:} Negligible. ~{\bf Power:} 1 per year.
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This system scrambles/unscrambles input/output according
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to a preprogrammed algorithm, making transmission interception
useless (unless the third party can crack the code). ~Another
ECM Coding System, with the same algorithm, must be used to
unscramble the resulting datastream. ~ECM Coding is typically
used with a Radio Transmission/Reception system, or a
specialized version of that system. ~It can also be implanted
at the same time as the other system, at no operation cost.\\
\\
{\bf Light Generator}\\
{\bf Cost:} ~\$5,000 + \$500 per level (maximum 10).\\
{\bf Operation Cost:} \$500. ~{\bf Recovery:} 1 week.\\
{\bf Mass:} 0.1 g. ~{\bf Power:} 1 per 10 hours per level.
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This is a sort of implanted lantern. ~Each level gives a
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50m range of illumination. ~Seven types are available,
differing only in the width of the arc of illumination: ~360,
180, 90, 45, 10, or 1 degree, or variable (which costs \$10,000
basic price).\\
\\
{\bf Chronometer}\\
{\bf Cost:} ~\$500. ~\\
{\bf Operation Cost:} \$200. ~{\bf Recovery:} 2 days.\\
{\bf Mass:} Negligible. ~{\bf Power:} 1 per year.
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This is a tiny atomic clock which keeps perfectly
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accurate time (down to the nanosecond range), and requires an
output device of some sort (such as Optic Readout, or a
computer implant). ~Often used to synchronize the operation of
cyber-activities.\\
\\
{\bf Calendar}\\
{\bf Cost:} \$2,500.\\
{\bf Operation Cost:} \$500. ~{\bf Recovery:} 1 week.\\
{\bf Mass:} Negligible. ~{\bf Power:} 1 per year.
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This device keeps the user's personal calendar in order. 
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It requires an I/O device, such as an Optic Readout system.\\
\\
{\bf Cellular Link}\\
{\bf Cost:} \$5,000.\\
{\bf Operation Cost:} \$1,000. ~{\bf Recovery:} 2 weeks.\\
{\bf Mass:} 0.1 kg. ~{\bf Power:} 1 per 10 hours.
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This is a built-in cellular phone. ~It only allows audio
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communication, but can call anywhere in the world (credit
permitting) through the standard phone network. ~It only works
in urban or semi-urban areas that are part of the "cellular
net", but that covers most of the world. ~The user will hear
the caller's voice in his head, and can answer by
subvocalizing--speaking aloud is not required. ~The user
should keep his phone number secret; nuisance phone calls in
one's head are no fun. . . -2 to any mental activity, or -4 if
the "nuisance" is a deliberate attack such as a whistle
broadcast. ~\\
\\
{\bf Remote Datalink}\\
{\bf Cost:} \$25,000.\\
{\bf Operation Cost:} \$3,000. ~{\bf Recovery:} 2 weeks.\\
{\bf Mass:} 0.1 kg. ~{\bf Power:} 1 per 6 minutes.
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This is an experimental version of a DNI system, a broadband high-frequency computer link--a very specialized Radio
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Transceiver. ~It lets the user connect to any suitable neural
or data interface without a physical plug or link, provided
that interface is attached to a transceiver on the same
frequency (\$5,000, 0.5 kg). ~Range is about 1.5 to 2 km for
reliable data transference; relay stations can, of course, be
used. ~However, this system is vulnerable to both outside
listeners and jamming, so it does have its drawbacks
\end{document}
