Cyberlimbs

Arms

Cyberarm Left or Right

Procedure:Surgery
Prereq:None
Surgery Rating:Basic
Nuyen:50,000
Desc
:A prosthetic, replacing the arm, and shoulder (for leverage). The 'default' cyberlimb has fleshtone flexible plastic covering, but can be covered with Bionetics Inc.'s SyntheSkin, or left bare, for those that want a badass technopunk attitude.
** Please note that you must buy your cyberhand separately. **
System:
Humanity Cost:0.25
Visibility:

Hands

Cyberhand Left or Right

Procedure:Surgery
Prereq:None
Surgery Rating:Basic
Nuyen:10,000
Desc:A prosthetic, replacing the left hand and wrist. The 'default' cyberlimb has fleshtone flexible plastic covering, but can be covered with Bionetics Inc.'s SyntheSkin, or left bare for those that want a badass technopunk attitude.
** NOTE: You can only buy one cybernetic hand for each arm without first buying a modular socket.System:
Humanity Cost:0.1
Visibility:4

Gripperhand Left and Right

Procedure:Surgery
Surgery Rating:Basic
Prereq:None.
Nuyen:1000
Desc:Far less common and far less useful than the normal cyberhand, these two-fingered 'pincers' have one redeeming feature: They're 1/10th the cost.
System:They make fine manipulation very difficult (expect Dexterity diffs to increase sufficiently), and preclude the user from doing things like typing, firing a gun, etc., with the left hand.%r%r** NOTE: You can only buy one cybernetic hand for each arm without first buying a modular socket.
Humanity Cost:0.15
Visibility:0

Precision Hand Left or Right

Procedure:Surgery
Surgery Rating:Simple
Nuyen:12,000
Prereq:None
Humanity Cost:0.1
Visibility:4
Desc:This cyberhand variation provides extra actuators for fine control, but is not as physically strong as 'normal' cyberhands.
System:It gives +1 die (per precision hand) for any action involving the manual dexterity of the hands (and the hands only…this does not include combat), but only has a strength of 2.

Feet

Prehensile Cyberfeet

Procedure:Surgery
Surgery Rating:Simple
Prereq:None
Nuyen:30,000
Desc:In addition to operating as a normal cyberfoot, the extra-long toes can reconfigure to act as a hand, complete with opposable thumb.
System:While the strength is as great as any normal cybehand, the cyberfeet tend to be a bit clumsier — subtract 2 dice from your rolls when using them instead of your normal hands. They may give you bonuses in certain other circumstances (climbing, etc.).
Humanity Cost:0.2
Visibility:4

Legs

Cyberleg Left or Right

Procedure:Surgery
Prereq:None
Surgery Rating:Basic
Nuyen:50,000
Desc:A prosthetic, replacing the left foot, leg, and hip (for leverage). The 'default' cyberlimb has fleshtone flexible plastic covering, but can be covered with Bionetics Inc.'s SyntheSkin, or left bare, for those that want a badass technopunk attitude.
System:
Humanity Cost:0.25
Visibility:4

Sockets

Modular Socket Left and Right

Procedure:Surgery
Surgery Rating:Basic
Prereq:Some form of cyberhand_left or cyberarm_left
Nuyen:5000
Desc:This replaces the left wrist with a socket joint, allowing the cyborg to easily remove and replace hands without special tools or equipment. The replacement procedure takes about 30 seconds.System:
Humanity Cost:0
Visibility: 2

Tail

Prehensile Cybertail

Procedure:Surgery
Surgery Rating:Basic
Nuyen:30,000Prereq:None
Humanity Cost:.2
Visibility:0
Desc:The latest craze sweeping the streets—full body cyber conversions complete with prehensile tail capable of gripping sword or gun. While first commonly installed by ripperdocs within the fetish-scene, this bodymod has now entered mainstream, being found on the pages of _Chrome_, the fashion magazine for the cyber-minded amongst us.

Tailbarb

Procedure:Surgery
Surgery Rating:Basic
Nuyen:10,000
Prereq:prehensile_cybertail
Humanity Cost=.1
Visibility:0
Desc:A sharpened barb installed onto the tip of a prehensile tail, can be paired with a poison injector. In most jurisdictions, this sort of enhancement is classified as illegal.
System:The barb deals strength+2 damage at difficulty 6 via a standard melee attack.