These items may only be installed in cyberlimbs; some may only be installed in certain cyberlimbs.
Cyberarm Gyromount
ESSENCE |
CAPACITY |
AVAIL |
COST |
SOURCE
|
-
|
[8]
|
12F
|
6,000¥
|
Core
|
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- De/Activate
- Simple Action
- Recoil Compensation
- 3
- Wireless
- Activating or deactivating the system is a Free Action.
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This accessory must be installed in a full or partial cyberarm. When activated, counterweights pop out of your wrist and a small gyro spins up to provide you with better balance and reduced recoil for improving firing capability. Meanwhile, small children stare at you. The effects are identical to a gyro stabilization system (p. 432), only with Rating 3 (this effect is not cumulative with a worn gyro stabilization system). Activating or deactivating the system is a Simple Action.
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Cyberarm Slide
ESSENCE |
CAPACITY |
AVAIL |
COST |
SOURCE
|
-
|
[3]
|
12R
|
3,000¥
|
Core
|
|
- Ready Weapon
- Free Action
|
|
An integral version of the hidden arm-slide, the cyberarm slide hides a hold-out, taser, or light pistol inside your cyberarm, concealing it from normal vision. As a Free Action, you can ready the weapon in the slide.
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Cyber Holster
ESSENCE |
CAPACITY |
AVAIL |
COST |
SOURCE
|
-
|
[5]
|
8R
|
2,000¥
|
Core
|
|
- Add/Remove Weapon
- Simple Action
- Size
- Pistol or Smaller
- Wireless
- Readying a weapon from the holster is a Free Action.
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You can hold a taser or any pistol or smaller-sized weapon within the holster, completely enclosed until you activate it. Inserting or retrieving a weapon takes one Simple Action. A cyber holster can also be used as a smuggling compartment to store items no larger than a pistol (the gamemaster has final discretion).
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Hydraulic Jacks (Rating 1-6)
ESSENCE |
CAPACITY |
AVAIL |
COST |
SOURCE
|
-
|
[Rating]
|
9
|
2,500¥ x Rating
|
Core
|
|
- Physical Limit
- +Rating for Jumping/Sprinting
- Max Jump Distance
- +20%
- Falling Damage
- -2 meters of Damage
- Wireless
- The jacks add a +1 dice pool bonus to tests involving jumping, sprinting, or lifting with your legs.
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This implant requires you to have two cyberlegs with a hydraulic jack of identical Ratings in each leg. Each Rating point adds a +1 to your Physical limit for jumping and sprinting, adds twenty percent to your maximum jump distance, and reduces your falling distance by two meters for the purpose of calculating falling damage.
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Large Smuggling Compartment
ESSENCE |
CAPACITY |
AVAIL |
COST |
SOURCE
|
-
|
[5]
|
6
|
8,000¥
|
Core
|
|
- Insert or Retrieve
- Complex Action
- Size
- Heavy Pistol or Smaller
- Wireless
- Getting something out of or putting something into it takes a Simple Action.
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This is a larger version of the smuggling compartment (p. 455). It can hold something the size of a heavy pistol or a small SMG (gamemaster’s discretion—think breadbox size as a guide). Getting something out of or putting something into it takes a Complex Action.
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