Cyberpunk 2020: Sarif Industries

Learning implants

Sarif cybernetics are designed to be low impact on a person’s psychological coping mechanisms. Rather than simply being implanted and having to immediately deal with the implications of their new abilities Sarif cybernetics slowly bond and ‘learn’ to cooperate with their user creating a tighter bond and mirroring the childhood experience of learning to use one’s senses, to talk, to gain body awareness, to walk. New neural patterns are laid down as the person and their augmentations bond, resulting in a much lower psychological impact footprint.

IP Configuration

Sarif implants are expensive – being cutting edge – but the upside to this is that they can develop and become more powerful over time – through the investment of Improvement Points. They are expensive and often less powerful than other implants, but have the potential to outgrow them as well as being more stylish. All implants are considered basic as they are fitted and their upgrades are accessed by spending the indicated amount of Improvement Points.

Lowered Empathy Cost

The learning and bonding nature of Sarif implants means that their Empathy impact is much reduced compared to normal cybernetic implants. This is one advantage to their style of implant, though it has its own drawbacks.

Hacking Implant – 2000€ – Humanity Loss 2

The hacking implant is no substitute for an actual Netrunner but for a covert operative working alone it does present an alternative. A cranial implant the Hacking Implant operates short range, wirelessly, often the signal can be strengthened by using the body as a channel for the signal. It attempts to connect with devices – personal computers, electronic locks etc – and to overcome them using brute-force and scripts which are updatable as they fall out of favour.

The basic implant comes with a Capture and Fortify subroutines.

Capture

The Capture subroutine is the one used to take control of the device being hacked. In effect the Games Master sets a difficulty level and the implant rolls with an effective Electronic Security/Computer roll of Tech +2. If the roll succeeds the device is bypassed. If the roll fails the intrusion attempt is detected. The character does not have these skills and this is no substitute for the skill, it can ONLY be used to hack/unlock very basic devices.

Capture can be upgraded using Improvement Points.

Basic: +2 – 0IP
Upgrade 1: +4 – 10IP
Upgrade 2: +6 – 20IP
Upgrade 3: +8 – 40IP
Upgrade 4: +10 – 80IP

Analyse

The Analyse upgrade allows the character to know what difficulty the lock or device is before making a roll. The secondary upgrade reduces the difficulty of all locks/devices by -2 due to foreknowledge of what is waiting.

Analyse Upgrade: 10IP
Analyse Upgrade 2: 20IP

Fortify

The basic hacking implant comes with basic fortification, you can run this routine at 5 difficulty less than the hack to try and fortify and protect your connection to prevent detection. If you fail you are detected. If you succeed then you need to fail by a greater amount (than 1) to be detected.

Basic: Fail increase by 1 to be detected – when implemented.
Upgrade 1: Fail increase by 2 to be detected – when implemented. 10IP.
Upgrade 2: Fail increase by 3 to be detected – when implemented. 20IP.

Stealth

The hacking system can be upgraded to be more stealthy, modulating the signal to avoid detection and using its learning algorithms to hack more effectively. These upgrades mean you have to fail by a greater amount to be detected and the effect stacks with fortification, though it does not need you to roll first.

Stealth Upgrade 1: Must fail by 1 extra to be detected. 10IP.
Stealth Upgrade 2: Must fail by 2 extra to be detected. 20IP.
Stealth Upgrade 3: Must fail by 3 extra to be detected. 40IP.

Wayfinder Radar System – 600€ – Humanity Loss 1

A neurological and sensory implant the Wayfinder creates a low level radar/sonar/motion detector field around the user, allowing them to track people around them and increase their peripheral senses.

Basic: 10 metre detection radius, 180 degrees. +1 bonus to Awareness/Notice within that range.
Upgrade 1: 25 metre radius, 275 degrees. +2 bonus to Awareness/Notice within that range.
Upgrade 2: 50 metre radius, 360 degrees. +3 bonus to Awareness/Notice within that range.

Infolink – 600€ – Humanity Loss 2

A full, secure communications suite with cochlear implant and subvocal pickups so that you can speak securely and ‘silently’. It can hook into the public networks and operate as a cell/video phone if combined with an optical implant.

CASIE Social Implant – 2000€ – Humanity Loss 1d6/2

Computer-Assisted Social Interaction Enhancement is a suite of implanted devices from a voice-stress analyser to a net-search function which can run a quick and dirty psychological analysis of a target, aid in interactions, read moods and lies – to a degree – and can also release tailored artificial pheromones to influence the target.

CASIE provides a +1 bonus to Charismatic Leadership, Credibility, Family, Streetdeal, Interrogation, Intimidate, Oratory, Human Perception, Interview, Leadership, Seduction, Social and Persuasion/Fast talk.

Stealth Enhancer – 1200€ – Humanity Loss 2

The Stealth Enhancer is a suite of sensory capabilities designed to make a person more aware of their body, their profile and the sensory capabilities of others. It displaced the projected visual and aural footprint of targets, monitors your own sound and visibility and offers warnings if you are making yourself more visible or audible. It can also track the probable location of people who have left your field of vision – for a time – allowing you a reasonable chance to predict when they’re out of sight.

Basic: +1 bonus to Hide/Evade and Stealth.
Upgrade 1: +2 bonus. 10IP.
Upgrade 2: +3 bonus. 20IP.
Upgrade 3: +4 bonus. 40IP.
Upgrade 4: +5 bonus. 80IP
Upgrade 5:  +6 bonus. 160IP.

Smart Vision – 1000€ (Both eyes) – Humanity Loss 2d6

Smart Vision replaces both eyes with adaptable implants that come with basic HUD and expandable options. The basic implant highlights points of interest to draw the user’s attention providing a +1 bonus to Awareness/Notice rolls.

Upgrade: Wall-Penetrating Imager: The Smart Vision eyes can modulate between visible light, IR, UV, thermographic and low-level penetrating radar to roughly estimate where people are, even through walls. 20IP.
Upgrade: Flash Suppressor: The Smart Vision eyes adapt to react more and more quickly to stimulus allowing for instant adaptation to dark conditions and protection from stunning or blinding flashes. 20IP.

Arm Prosthesis – 6000€ – Humanity Loss 1d6

Sarif cyberarms are lightweight and built for speed/impact rather than strength and durability. Sarif cyberlimbs can take 15 damage before being useless, 25 before being destroyed. A Sarif cyberarm punch does 1d6+1 damage. As standard Sarif cyberarms have 5SP armour.

Upgrade: Recoil Compensator 1 – Offsets the penalty for autofire at range by 1. Reduces recoil damage by -1. 10IP.
Upgrade Recoil Compensator 2 – Offsets the penalty for autofire at range by 1 and increases the bonus for autofire at close range by 1. Reduces recoil damage by -1. 20IP.

Upgrade: Aim Stabiliser 1 – Offset penalties based on movement/stance by -1. 10IP.
Upgrade: Aim Stabiliser 2 –  Offset penalties based on movement/stance by -2. 20IP.

Arm Blades – 1000€ – Humanity Loss 2

Retractable arm blades can snap out of the elbows or forearms of your cyberarm and be used to cut, stab, trip or to prise open doors. Durable and tough these blades are square-headed and multipurpose. 3d6+1 damage, AP Knife. +2 bonus to Strength Feat where appropriate.

Sentinel RX Health System – 10000€ – Humanity Loss 1d6

The Sentinel RX Health system boosts the augment’s natural healing capability to incredible levels, controls blood pressure, increases the immune system and so forth. It doubles the normal healing rate (4 per day), provides a +1 bonus to Death/Stun saves and to stabilisation rolls by those tending them when wounded. You also get a +1 bonus to resist poisons and diseases.

Upgrade: Rebreather: The Sentinel RX learns to control oxygen supply and to re-use available air. You can hold your breath without effort for five minutes. 10IP.
Upgrade: Hyper Oxygenation 1: You can hyperoxygenate your blood providing a +1 bonus to Athletics, Swimming, Endurance and Strength Feat. 20IP.
Upgrade: Hyper Oxygenation 2: The bonus increases to +2. 40IP.

Series 8 Energy Converter – 10000€ – Humanity Loss 1d6

The Series 8 Energy Converter is, basically, a human battery. It can provide a jolt of energy to the augment as and when needed, allowing them to push themselves further.

Basic: Provides a pool of 2 energy points that can be spent as if they were Luck. These points recharge at the rate of 1 every four hours.
Energy Upgrade 1: The pool size increases to 4 points. 10IP.
Energy Upgrade 2: The pool size increases to 6 points. 20IP.
Energy Upgrade 3: The pool size increases to 8 points. 40IP.
Energy upgrade 4: The pool size increases to 10 points. 80IP.

Recharger Upgrade 1: The pool recharges 1 point every two hours. 10IP.
Recharger Upgrade 2: The pool recharges 1 point every hour. 20IP.

Typhoon Explosive System – 25000€ – Humanity Loss 1d10

The augment’s torso is implanted with a scattershot explosive system, a micro-grenade dispenser, that surrounds them with a shroud of explosive and shrapnel death upon activation. Implanted hoppers allow this device to hold up to three uses before needing reloading.

Basic: 5d6 damage in a five metre radius around the user.
Upgrade: 5d10 damage in a five metre radius around the user. 20IP.

Icarus Landing System – 5000€ – Humanity Loss 2

The Icarus Landing System uses a powerful electromagnetic burst of energy to soften landings when falling from great heights. Divide distance fallen by five when calculating damage.

Quicksilver Reflex Booster – 3000€ – Humanity Loss 1

Unlike other reflex boosting systems the Quicksilver does not make you particularly faster, rather it increases your bodily self awareness and coordination. This may make you seem to move faster, but it is more about efficiency of movement. You may make an extra attack each turn.

Glass Shield Cloaking System – 250000€ – Humanity Loss 1d6/2

Glass Shield uses a powerful EM field to bend visible light – and the rest of the EM spectrum – around the user, rendering them invisible to sight, radar, infrared, thermal and any other EM band detection method. It uses an extremely high amount of energy but is as near to perfect invisibility as can exist, providing a +10 bonus to Stealth rolls.

Basic: The invisibility lasts for a single turn, it can be extended for an extra turn with two points from the energy pool.
Longevity Upgrade 1: The invisibility lasts for two turns, it can be extended for an extra two turns with two points from the energy pool. 20IP.
Longevity Upgrade 2: The invisibility lasts for four turns, it can be extended for an extra four turns with two points from the energy pool. 40IP.

Dermal Armour – 5000€ – Humanity Loss 1d6

Dermal Armour implants thin plates, protective weaves and impact distributors throughout the vital areas of the body, protecting them from harm without great aesthetic or sense-deadening side effects. As it upgrades the armour implants become more reactive, able to adapt to different attacks.

Basic: SP 5 all over the body.
Dermal Upgrade 1: SP10. IP10.
Dermal Upgrade 2: SP15. IP20.

EMP Shielding Upgrade: Dermal armour now protects other cybernetic systems as though emp hardened and applies its armour against energy attacks, such as electrical. IP20.

Cybernetic Leg Prosthesis – 4000€ – Humanity Loss 1d6

Sarif cyberlegs are lightweight and built for speed/impact rather than strength and durability. Sarif cyberlimbs can take 15 damage before being useless, 25 before being destroyed. A Sarif cyberleg kick does 2d6+2 damage. As standard Sarif cyberlegs have 5SP armour.

Jump Enhancement: The cyberleg can adapt to give out energy more powerfully and more quickly, doubling the distance the user can jump. 20IP.

Sprint Enhancement: The cyberleg adapts for speed, allowing the augment to run much faster, increasing their MA by 2. 20IP.

Silent Running: The cyberleg adapts to run silently and to dampen normal movement sounds providing a +1 bonus to Stealth. 10IP.
Silent Running Upgrade 1: The Stealth bonus increases to +2. 20IP.
Silent Running Upgrade 2: The Stealth bonus increases to +3. 40IP.

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