Ex Machina – A Whole New London

So I started running a cyberpunk setting game using Ex Machina (Tri-Stat). It has to be said, I’m not a huge fan of Tri-Stat. Making up characters and powers and options and things in the system is good fun, so far as character creation goes, but in execution it all feels a little bland and Ex Machina’s way of working damage is a little intrusive and annoying. The three-stat reductionism is also more than a little annoying, even though it makes things relatively simple.

Still, the setting is the thing though and while the settings in the book (the bulk of the book) never really roused my interest they do comprise a good toolkit for putting things together of your own with examples and some statted up NPCs, guards, cybernetics and so on.

My setting is set at some point around/after the 2050s and incorporates ideas liberally lifted from Doktor Sleepless, Augmented Reality speculation, Maker/Fabber speculation and Peter F Hamilton’s earlier cyberpunk setting books (such as The Nanoflower) along with my own ideas which I’ve been developing for some time either for personal games or for Genesis Descent (which will hopefully actually get greenlit at some point).

My setting is London, some time after 2050, and it’s a London much modified by climate change (flooding) and energy starvation issues. The key points of the setting are:

  • Ubiquitous Augmented Reality: Pretty much everyone is wired in with contact lenses or glasses that give an augmented overlay to the world. Your social networking is connected to your personal transponder and distributed processing and gestural detection fields surround you. Almost everyone is wired in 24/7 and has a wealth of personal data available to anyone who cares to check. Police and other groups have more advanced versions of this and can even flag people for the general public to notice. Some sentencing involves displaying special HUD info, like, say ‘Sex Offender’ over your head. Almost everyone has ‘opted in’ to a near total surveillance culture.
  • Unobtrusive Enhancement: Prosthetics have reached the point where they’re equal to or better than flesh-and-blood but actually chopping off a limb to get enhanced is crazy or fetishistic. Veterans or cripples may get these fitted and end up enhanced but regular people? No. Nano and biological enhancements or hidden/cosmetic enhancements are the order of the day. Cybernetics and Bionetics are subtle and hidden. A lot of enhancements are pure software, apps and expert systems loaded into your AR suite.
  • Environmentalism: Everything, everywhere is concerned with environmental impact. Buildings are covered in a living coat of algae or moss and have roof gardens. There are incentives to have window-boxes or hanging window gardens and most buildings have one or two windmills or solar power/heating arrays. Cars are almost all electric, a lot of people cycle or walk and there are new tramways, light rail and monorails (corporate owned) replacing the crumbling London Underground (much flooded and hard to maintain).
  • Corporatocracy: There is still a government but it’s a toothless rump, completely in the thrall of the corporations. Global turmoil following The Great Recession replaced many governments but the money was still in the company coffers and able to corrupt whoever was elected or to fix subsequent elections. Voting, protesting, none of it makes any real difference and you can’t depose a multinational through revolt. Companies own whole zones, set their own laws and regulations and ignore what remains of the government in any case.
  • Energy: Lack of sufficient investment in alternative energy sources has caused a massive shortfall. Fusion has been cracked but requires massive powerplants that are much less efficient and much more expensive and difficult to run than nuclear reactors. Nuclear has such a bad reputation hardly anyone uses it though exhausted Middle Eastern nations continue to try to develop nuclear power. The Russian Confederation is one of the last major fossil fuel exporters and that’s drying up. They’re investing heavily in space resources. Remaining oil, gas, coal and other resource areas – particularly in Antarctica – are flashpoints for diplomatic incidents.
  • Space: Pretty much entirely ceded to private enterprise, save by China which continues to gain space supremacy as a nation. Two consortia, one Russian/Eastern, one Anglo/Western are trying to make profitable means to harvest Near Earth Asteroids. Mining does go on, but is hideously expensive. It provides rare earths and important metals to Earth Industries but is barely profitable and intensely competitive.

What do players do?

With government and police almost entirely irrelevant there’s little to hold companies back and, hence, a huge amount of potential for PMCs, freelance industrial espionage and so on. Players are likely criminals, social networking engineers, people off the grid or otherwise capable of ‘doing things’ for important players.

Cyberpunk 2020: Deus Ex Weapons


The Pulsed Energy Projectile System is about the size of a carbine or submachinegun and can be fired one-handed. The weapon fires a wide-spectrum burst of energy which instantly ablates surface clothing, skin and material to create a pressure-wave explosion as well as a painful and stunning electrical effect. The PEPS is a single shot per cartridge and explodes over a five metre radius. A target directly hit must make a stun save at -2 or be knocked out, all others in the radius must make a basic stun save or be knocked out.

Type: P, WA: 0, Con: J, Availability: P, Damage/Ammo: Stun, Shots: 1, ROF: 1, Rel: ST, Range: 50m, 1500€.

Zenith 10mm Combat Pistol

The Zenith is a very common 10mm pistol used by security services and private individuals. It is extremely adaptable, expandable and reliable.

Type: P, WA: 0, Con: J, Availability: C, Damage/Ammo: 2d6+3, Shots: 10, ROF: 2, Rel: VR, Range: 50m, 250€.

The Zenith can be expanded with a silencer and laser sight.
The weapon can be upgraded with greater power through gas recycling and assorted add ons. Each power upgrade costs 200€.

Power 1: 3d6 damage.
Power 2: 3d6+1
Power 3: 3d6+2
Power 4: 3d6+3

The weapon can also expand its magazine with various feeder and magazine upgrades. Each ammo upgrade costs 50€.

Ammo 1: 13 ammo.
Ammo 2: 16 ammo.
Ammo 3: 19 ammo.
Ammo 4: 22 ammo.

Diamondback .357 Revolver

An innovative revolver, the diamondback combines the reliability and weight of a revolver with the ease of use of an automatic. The cylinder is disposable and uses caseless ammunition allowing for rapid reloads and easy access to specialist ammunition.

Type: P, WA: +1, Con: J, Availability: C, Damage/Ammo: 3d6, Shots: 6, ROF: 1, Rel: VR, Range: 50m, 400€.

Rate of Fire Upgrade: ROF 2, 200€

Power upgrades 200€ each.

Power Upgrade 1: 3d6+1
Power Upgrade 2: 3d6+1
Power Upgrade 3:  3d6+3

Crossbow XHII

A powerful, compact, deadly and silent weapon the foldable XHII is favoured by many covert operatives as an assassination tool.

Type: R, WA: +1, Con: J, Availability: P, Damage/Ammo: 3d6+3, Shots 1, ROF 1, Rel: VR, Range 75m, Cost: 500€

Buzzkill TND

The Buzzkill Threat Neutralisation Device is a short-range taser device that can stun human targets and temporarily disable cybernetics.

Type: P, WA: 0, Con: P, Availability: C, Damage/Ammo: Stun -2, Shots: 5, ROF 1, Rel: ST, Range 10m, Cost: 100€

FR-27 SFR Combat Rifle

The FR-27 fires fin-stabilised discarding sabot rounds in a .303 calibre. Magazines are loaded horizontally into the mechanism.

The combat rifle can fit a silencer, a laser sight as well as other adaptations.

Type: R, WA: +1, Con: N, Availability: C, Damage/Ammo: 4d6AP, Shots: 20, ROF: 10, Rel: ST, Range: 400m, Cost: 500€.

Damage upgrades 200€ each.

Upgrade 1: 4d6+1
Upgrade 2: 4d6+2
Upgrade 3: 4d6+3

Rate of fire upgrades 200€ each.

Upgrade 1: ROF: 15.
Upgrade 2: ROF: 20.
Upgrade 3: ROF: 25.

Ammo capacity upgrades 50€ each.

Upgrade 1: 30 rounds.
Upgrade 2: 40 rounds.
Upgrade 3: 50 rounds.

Flechette tracking upgrade: WA +2, 500€.

Hurricane TMP-18 Machine Pistol

The Hurricane SMG is chambered for 9mm and has a high rate of fire, though low stopping power. As adaptable as other modern weapons it’s extensively upgradable.

Type: SMG, WA: +1, Con: P, Availability: C, Damage/Ammo: 2d6+1, Shots: 30, ROF: 20, Rel: ST, Range: 150m, Cost: 450€.

The Hurricane can be fitted with a silencer, laser sight and a tracking system. The tracking system has the same effect/cost as that for the combat rifle.

Damage Upgrades: 200€ each.

Upgrade 1: 2d6+2
Upgrade 2: 2d6+3

Rate of fire upgrades: 100€ each.

Upgrade 1: ROF 25.
Upgrade 2: ROF 30.
Upgrade 3: ROF 35.

Ammo capacity upgrades: 50€ each.

Upgrade 1: 40 ammo.
Upgrade 2: 50 ammo.

Longsword Eraser Sniper Rifle

The Longsword fires a .416 round which packs a hell of a punch with a very long range. Semi-automatic, the rapidity of firing makes up for the fact that the heavy rifle cannot be silenced, allowing a couple of kill shots to be fired off in quick succession before the sniper needs to change locations.

Type: R, WA: +2, Con: N, Availability: P, Damage/Ammo: 3d10AP, Shots: 3, ROF: 1, Rel: ST, Range: 500m, Cost: 2000€.

The Longsword can be fitted with a laser sight.

Damage upgrades: 500€ each upgrade.

Upgrade 1: 3d10+2 AP
Upgrade 2: 3d10+4 AP
Upgrade 3: 4d10 AP

Rate of Fire Upgrade: 1000€, increases ROF to 2.

Magazine Upgrades: 200€ each.

Upgrade 1: Ammo 2.
Upgrade 2: Ammo 3.

Widowmaker TX Shotgun

A twelve-gauge, semi-automatic tactical shotgun the Widowmaker is a preferred weapon for American PMC companies and their subsidiaries.

Type: R, WA: 0, Con: N, Availability: C, Damage/Ammo: 4d6, Shots: 8, ROF: 2, Rel: ST, Range: 50m, Cost: 500€.

Damage upgrade: 200€ each.

Upgrade 1: 4d6+1
Upgrade 2: 4d6+2
Upgrade 3: 4d6+3
Upgrade 4: 5d6.

Rate of fire upgrade: 500€, increases ROF to 3.

Burst fire upgrade: 1000€, increases ROF to 5.

Magazine upgrades: 100€ each.

Upgrade 1: 10 ammo.
Upgrade 2: 12 ammo.
Upgrade 3: 14 ammo.
Upgrade 4: 16 ammo.

PAX-22 Tranquiliser Rifle

A silent weapon the PAX-22 fires a powerful tranquiliser round that takes effect within seconds, rendering a target unconvious. The needle-nosed rounds can penetrate any soft armour to deliver its dosage and the cartridge can sense and deliver the right amount.

Type: R, WA: +1, Con: N, Availability: P, Damage/Ammo: Stun trick -3, Shots: 1, ROF: 1, Rel: ST, Range: 100m, Cost: 1000€.

329-MPRS Rocket Launcher

A breech-loading rocket launcher operated by screen and trigger the MPRS is used to take out light vehicles and bots.

Type: HVY, WA: +0, Con: N, Availability: P, Damage/Ammo: 5d10AP, Shots: 1, ROF: 1, Rel: ST, Range: 500m, Cost: 2000€.

M404 Heavy Rifle

A 5.56 ‘micro-gun’ with multiple barrels the M404 can lay down withering suppressive fire though it is sluggish to wind up.

It can be fitted with a laser sight and a cooling system. The cooling system costs 500€ and increases the rate of fire by 5.

Type: HVY, WA: -2, Con: N, Availability: P, Damage/Ammo: 5d6, Shots: 100, ROF: 35, Rel: ST, Range: 400m, Cost: 1250€.

Damage upgrades: 500€ per upgrade.

Upgrade 1: 5d6+1
Upgrade 2: 5d6+2
Upgrade 3: 5d6+3

Rate of fire upgrade: 500€ per upgrade.

Upgrade 1: ROF 40.
Upgrade 2: ROF 45.
Upgrade 3: ROF 50.

Ammo capacity upgrade: 100€ per upgrade.

Upgrade 1: Ammo 125.
Upgrade 2: Ammo 150.
Upgrade 3: Ammo 175.
Upgrade 4: Ammo 200.

Linebacker Grenade Launcher

A semi-automatic bullpup grenade launcher the Linebacker uses a powerful burst of compressed to launch its 40mm grenades from a six round magazine.

Type: HVY, WA: -2, Con: N, Availability: P, Damage/Ammo: By grenade, Shots: 6, ROF: 1, Rel: ST, Range: 100m, Cost: 1000€.

Rate of fire upgrade: 500€ – ROF 2.

LS-66 Sabre Laser Rifle

The LS-66 fires a direct beam of coherent light, powerful enough to cut through just about anything with sustained fire but it needs sustained fire in order to do so. Only a sustained hit will cut through armour or penetrate tough targets. The rifle can ‘scribble’ across broad areas but will not do effective damage.

Sustained hits do damage for the number of hits they have done as though it is one hit.

Type: HVY, WA: +2, Con: N, Availability: R, Damage/Ammo: 1d6AP Shots: 500, ROF: 1-500, Rel: UR, Range: 200m, Cost: 10000€.

Damage upgrades: 1000€ per upgrade.

Upgrade 1: 1d6+1 AP
Upgrade 2: 1d6+2 AP.
Upgrade 3: 1d6+3 AP.

Ammo upgrade: 1000€ per upgrade.

Upgrade 1: 600 rounds.
Upgrade 2: 700 rounds.
Upgrade 3: 800 rounds.

Hi-NRG Plasma Lance

The Hi-NRG is an experimental plasma weapon firing bolts of superheated gas along a magnetic barrel. It cannot hold many rounds and is not especially accurate but the blast radius compensates for that inaccuracy.

Type: R, WA: -1, Con: N, Availability: R, Damage/Ammo: 3d6, knife AP, blast radius 1m, Shots: 20, ROF: 2, Rel: UR, Range: 100m, Cost: 10000€.

Damage Upgrade: Cost 1000€ per upgrade.

Upgrade 1: 3d6+1
Upgrade 2: 3d6+2
Upgrade 3: 3d6+3

Rate of Fire upgrade: 2000€, increases ROF to 3.

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.


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


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


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.


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.