Equipment For Cyberpunk

 


You will get the following:

Everyone:

Sleeping Bag
Inflatable bed
Pillow
Nylon Bag
1-2 weapons unless specified or arranged
1 wk Gen Prepak
1 Box of Ammo for any gun
1 Holster/Sling as Appropriate
In addition you will get some equipment by role.

Netrunners:
Cyberdeck
5 Programs
Neural Processor
Interface Plugs

Medtechies:
Trauma Kit
Surgical Kit
Spray Skin(2 cans)
Spray Antiseptic(2 cans)
Apron
3 doses Speedheal
1 dose Antibiotic(broad spectrum)
2 doses Painkiller

Techies:
Tech Toolkit
B&E Toolkit
Tech Scanner
Datapad
"Parts"
Medias:
Camera
Photo and Film Parts
Chip Recorder
Microphone
Chips for recording device

Rockerboys:
Instrument
Instrument Case
Amplifier
Chip Recorder
5 chips for recorder

Fixers:
800 eb worth of "samples"
800 eb cash for business purposes
Metallic Briefcase(sp 12)

Solos:
1 Melee Weapon
1 Box Ammo for each Gun
2 of the following:
1 Rifle or Shotgun
1 SMG
1 Handgun
1 Holster/Sling for each gun as appropriate

Cyberware:

 

You will get any lifepath replacement(eye, arm, leg, etc) with any options I see fit.

Solos roll 1d10:

  1. Muscle and Bone Lace, Scratchers
  2. Cyberaudio with Level Damper, Sound Editing, Radio Splice, Enhanced Hearing Range, and Cyberoptics with IR, UV, and Anti-Dazzle(Right Eye)
  3. Neural Processor, Sandevistan Boosterware, Sp 6 Skinweave, Big Knucks
  4. Bug Eyed Cyberoptics with Thermograph, Anti-Dazzle, IR, in the left UV and Times Square, in the Right Dart(with 1 poison dart, 1 regular), and a Slice & Dice
  5. Wolvers, Pain Editor, HRAM Cyberarm(right) with Armor Feature.
  6. Subdermal Plating Torso and Head (sp 20 Torso, sp 12 Head)
  7. Neural Processor, Smartgun link, Smartgun, Interface Plugs, Biomonitor
  8. Adrenal Booster, Skinweave(16), Neural Processor, Karenzikov Booster +2
  9. Neural Processor, Chipware Socket, Ambidexterity Chips, Cyberoptics with Targeting Scope, Low Light, and Anti-Dazzle
  10. Skinweave(12), Grafted Muscle +2, Muscle and Bone Lace +2, Neomyelin(+1 Ref), all done in Sweden(low humanity loss)

Others roll 1d6:

  1. Light Tattoos, Skin Watch, Shifting Skin Tints
  2. Muscle and Bone Lace, sp 6 Skinweave
  3. Cyberleg with Cyberbar, Holster, Superchrome Finish
  4. Cyberaudio with Level Damper, Phone Splice, Lie Detector, Sound Editing, Cyberoptics with Low Light, Times Square Marquee
  5. Neural Processor, Chipware Socket, 4 skill chips at +3, Nasal Filters, Adrenal Booster, Vampires
  6. Skinweave(12), Monovisor with Anti-Dazzle, Targeting Scope, Low Lite, UV, Neural Processor, Smartgun Link, Interface Plugs, Smartgun

Armor:

Light armor jackets are acceptable. Armor made by Chrome 4 Rules will be looked over to see if they are acceptable.

Anything heavier than light armor jacket material(except for like Armored Jeans) will be looked upon with suspicion by the Police.

Trench coats may go to sp 16 without a problem.

People with sp 12 Skinweave or higher will only be allowed to get 1 piece of armor(except for bandanas or boots).

Helmets are not acceptable on the streets, but armored bandanas are fine.

Armored boots may go to sp 18 without notice.

And Remember:


Otherwise, just about anything is fine. Go ahead make yourself into whatever style you ‘Punks want.

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