compiled/edited by Dan Bailey
Game notes: The SkullGun is an extremely rare weapon, but is available
for sale on the commercial market! It requires its own skill to operate
(SkullGun: REF-based). All the components for the gun are stored inside
the bone of the forehead! The SkullGun also "liberates" material from
the body to create reloads for the gun, if necessary -- the effect is so
small that the user will not even notice it. (Unless they're starving to
death, GMs take note.) The system can create 100 new rounds per day. As
a weapon, it has the following stats:
Alpha-Level DMN Treatment: 25000eb, HC=1d6, SC=N. The nanites will reduce radiation damage to the character by 10 rads per hour of exposure. This means that if a character would have taken 50 rads in one hour, he'll actually take 40. But, it does not mean that he will go down to 30 the next hour! He'll still be at 40 rads, total accumulation. Thus, it will reduce the amount of incoming radiation damage, it will not heal it! The Alpha-level Treatment will extend the overall lifetime of the user by 5 years (provided he doesn't die from radiation poisoning first).
Beta-Level DNM Treatment: 50000eb, HC=1d6, SC=N. The nanites will reduce radiation damage to the character by 20 rads per hour of exposure. The system works like the Alpha-level: it will reduce incoming damage, but not reverse it. It increases the overall lifetime of the user by 10 years (provided they don't die a nasty and painful death).
Gamma-Level DNM Treatment: Price unknown, HC=1d6?, SC=N. The nanites are rumored to reduce radiation damage to the character by 40 rads per hour and increase the user's lifetime by 20 years! Of course, all of this is unconfirmed....
For more on radiation damage and poisoning, see "Deep Space".
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"Why go with bioware? It's the wave of the future! Completely
undetectable by normal scanning systems, it's the system of choice for
the up-and-coming solo! Remember the guy that went after Saburo himself
in 2021? He got all the way to Saburo's floor before the AI systems
killed the netrunners and his backup went down. If they'd held out for
another two minutes, Arasaka would've been decapitated...."
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[Morninman's Bioware]
- Sgt. Andrew Andrews, cadre at
Fort Bragg, NC, and freelance solo
Hands -- Poison sacs can be engineered to coat rippers or wolvers, delivering the poison with a successful slash. 500eb for nausea or somatic, 700eb for hallucinogen, and 1100eb for Biotoxin I. HC=2d6+3.
Skin -- One of the sneakiest delivery methods! Touch your opponent. Anywhere. With any exposed skin. You sweat poison. This stuff works on contact. 1000eb for nausea, 1200eb for somatic, 1400eb for hallucinogens, 2000eb for Biotoxin I. HC=4d6.
Surgery codes for all are MA.
Medium Pistol Holster: Thighs or abdomen. HC=1d6. SC=M. 300eb.
Heavy Pistol Holster: Thighs or abdomen. HC=1d6+2. SC=M. 350eb.
Very Heavy Pistol Holster: Thigh only. HC=2d6. SC=M. 400eb.
NOTE: Makes it a Difficulty 25 awareness check to spot the gun in a "pat down" search. Metal sensors and Scanways will still spot the gun unless the pouches are scanproofed (at an additional cost of 3000eb).
Love: 1000eb. Gives the user a +1 on all Seduction rolls for the specified sex (same or opposite).
Passion: 1400eb. Gives the user a +2 on all Seduction rolls for the specified sex (same or opposite).
Gullible: 2000eb. Gives the user a +1 on all Fast Talk rolls.
Confusion: 2000eb. Anyone within 1m of the user gets a -1 to all their INT-based skill rolls.
Note: Nasal filters are effective against pheromones 60% of the time.
Enduro Alpha-Level: Increases the user's Endurance by +1. Carry, lift, and throw are all modified. Carry becomes 9x Body Type (instead of 10x), lift becomes 30x Body Type (instead of 40x), and throw becomes 6x Body Type (instead of 7x). Leap distance is determined by dividing your Run by 4.5 (instead of 4). HC=1d6. SC=N. 2000eb.
Enduro Beta-level: Increases the user's Endurance by +2. Carry is 8x Body Type, Lift is 25x Body Type, Throw is 5x Body Type, and Leap is Run divided by 5. HC=1d6+3. SC=N. 3000eb.
PowerMax Alpha-level: Reduces the user's Endurance by -1. Carry is 11x Body Type, lift is 45x Body Type, and throw is 8x body type. Run is 3.5x your MA. Leap is equal to your MA. HC=1d6. SC=N. 2000eb.
PowerMax Beta-level: Reduces the user's Endurance by -2. Carry is 12x Body Type, lift is 50x Body Type, and throw is 9x body type. Run is 4x your MA, Leap is your Run divided by 2.5. HC=1d6+3. SC=N. 3000eb.
Any Muscle-Fiber Job Optimization is available for half the cost as a cybernetic option, at SC=M.
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[Morninman's Bioware]
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BadFumes: 500eb/liter; all who pass by must make a poison roll or be overcome
with nausea.
FireFun: Encapsulated alkaline metals are suspended in an aqueous flammable
gel. If anyone steps on it, it goes up in flames! (3D6/3turns)
700eb/liter.
Game notes: The light is a special frequency and color, and will cause
the paper to dissolve instantly, making anything permanently unreadable.
Of course, there's the rumors that Militech has another light that will
cause the paper to reassemble itself....but that kind of tech is many
years in the future, right? Right?
Wintergreen: Hallucinogenic; 550eb
Potpourri: SleepDrug; 550eb
Spring Breeze: BlabAll (Acts as a -3 to all Resist Torture rolls, and a
+3 to others' Interview or Interrogation skills); 650eb
Hickory Smoke: Delayed Nausea (all who fail save will react as if hit
by nausea attack 1D6 hours later); 575eb
NOTE: Gas effects for Nausea, sleep, and BlabAll are 2d6 hours.
Hallucinogens last 4D10 minutes. Biotoxins cause damage, but no other
effects that last.
Vehicle-specific chips contain the appropriate driving/pilot information
along with repair skills, all completely specific to the vehicle you're
running or interfaced with. Instinct Thinkware has been working with all
of the major vehicle manufacturers in America and Japan as well as several
European and Third World countries to produce chips to cover most of your
on- and off-road needs. Standard vehicle Package Deal(tm) skillchips cost
550 eb for ground-operated vehicles and 750 eb for air-operated vehicles.
Weapon-specific chips contain the appropriate weapon operation and repair
information and are compatible APTR with your Digital Weapon Uplink.
Again, Instinct Thinkware has worked in cooperation with various weapons
manufacturers around the world (and in space) to cover as many products as
we can. Standard weapon-specific chips cost 650 eb, military and other
heavy weapons-specific chips are 800eb.
(Vehicle chips give +2 in appropriate Drive/Pilot/Operate Heavy Machinery/
Motorcycle REF skill and +2 in Basic Tech/AV Tech/Aero Tech TECH skill.
Weapon chips give +2 in Archery/Handgun/Heavy Weapons/Rifle/Submachinegun
REF skill, and +2 in Weaponsmithing. All skills are particular to a
specific model of weapon or vehicle and attempts to use chipped skills with
similar weapon/vehicle types should be made with -2 to the roll [or more -
Referees are advised to use logic in ruling if chip is even applicable].
Availability of chips for specific weapons should relate directly to the
Availability rating of the weapon [always available on C and E, 50% chance
on P, 5% chance on Rare, unavailable on custom weapons. Offer special order
possibility at 1.5-3x the chip price if you like]. Availability of vehicle
chips should be completely under the control of the Referee.)
Game notes: Cuts through up to SP 45 material at the rate of 15 SP or 15 SDP
to metals and stone a turn, does 4D4 damage a turn (for three turns) to
organic compounds.
"The SBSE doesn't exist. It's a media fairytale. No one could produce a
typewriter-sized device that could program any of the standard behavior
chip programs onto ANY chip with only a -1 skill point decrease. DMS just
wants us to think that the chipware firms are trying to control us. They
need a lot more than rumor... By the way, if one DID exist, how much
would you pay me for it? Just hypothetical, of course."
Game notes:
GM's take note that the amount of time given may be altered by the
availability of materials in the soil. In a desert, it might be a good
idea to double or even triple the amount, in a landfill, maybe half the
given time would be good.
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Biotoxin 1: 10 x normal cost
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Extras: Increases deck speed, but it overheats and blows up, so who cares?
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A typical operative: Usually a Gemini borg or
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Offices: Eilat, Ouagadougou, New York, London, Bogota.
IWO has access to its own weapons and often hires outside talent for its
needs rather than wasting its troops.
Offices: Nearly every major city has an office of a company that ties
back to J.J.MacGee.
Macgee can get anything it wants.
Offices: Night City, London, Kiev, Tokyo
KB can get most small arms quickly, but will have trouble procuring weapons
that are strictly military (tanks, fighter aircraft, bazookas).
Offices: Berlin, Paris, Lisbon, Venice, Istanbul, Norfolk, San Francisco,
Yokohama, Moscow, Cairo, Athens.
Eclectica can get all man portable weaponry from its private stocks. Larger
weapons can be acquired within days.
Virtuality is one of the younger megacorps in existence. It was founded
by a conglomerate of major entertainment businesses and specializes in
the development and sale of VIrtual Reality Entertainment (and
Applications): Interactive Fiction/Movies, Virtual Theme Parks, NeoMUDs,
VR Development Software, World Simulations for educational/training
purposes; you name it, they sell it.
Logo: Their logo is a red V on a black circle; inspired from the red-
sprayed grafitti "victory" V from a certain 1980s SF TV series.
Friends: Virtuality doesn't have many friends among the other
corporations, except those that own Virtuality stock or are bought by the
corporation. Perhaps their only real ally is Metalogic, specializing in
AI research.
Enemies: There's lots of enemies Virtuality has to deal with. Almost all
other big software corporations are rivals. There are some rival SimSense-
Dealers who would like to see Vituality push out of the (illicit, black)
market. However, Virtuality is a very popular corporation, making overt
action against its facilities a big no-no.
Security: As mentioned, security is TIGHT. These guys are known to be
even more trigger-happy than Arasaka. They shoot first and NOT ask
questions later. Their top-secret facilities are better guarded than
Area 51 in the 1990s. Their Internet sites are well-plastered with Black
ICE, and the AI research labs are not hooked up to the Net at all, except
on the rare occassions (data transfer in/out), which will be protected by
2-5 Edger-level Netrunners.
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"A poorly-equipped 'Punk is a dead 'Punk. It doesn't matter what terrain
you're dealing with, be it the desert, Mars, or the streets of Night
City. If you aren't prepared, you're dead."
- Morgan Blackhand,
"The Enforcer's Handbook,"
3rd edition
Stephenson Technolgies Sound Optimization System -- 1000eb
Vitaly Chernobyl and the Meltdowns used it in the novel "Snow Crash" to
make the acoustic most of their sound setting! Now, you can have the
same system! In 15 minutes, the Sound Optimization System will have
created its own internal map of the surrounding and will find the optimal
location for each speaker in your arsenal! It's lightweight, compact
(about the size of any other rack component) and will make you sound
phenomenal!
Game notes: Adds +1 the Perform skill for every member of the band,
while running.
Wutani Sensors Motion Tracker -- 1000eb
Enemy movements are important to any armed individual, whether you are a
paratrooper or hunter in the jungle, or a Solo in its concrete
equivalent. A lunch-box sized device, the motion tracker uses Infrared
to detect close range movement and lasers to measure seismic activity.
Two modes of operation are available: Omni-Direction and Uni-Direction
modes. Omni mode will show movement of infantry of 75m and vehicles for
300m. Uni-Direction will extend infantry detection to 125m and vehicles
up to a 1 km but only for the direction the device is facing. A
detachable screen display shows all "blips" graphically, each
individually tagged with direction, distance, and estimated mass. 12
hour rechargeable battery included with the Tracker. Weight: 4 kg.
Stephenson Technologies Torture Mites -- 2000eb per dose
Need to squeeze some information out of your prisoner? Stephenson
Technologies churned out the Torture Mites a la "Diamond Age". You
inject them into the victim's spine and they attach themselves to the
nerves at random locales. A radio signal will cause a mite to activate,
sending a pain signal into the nerve. Agony from nowhere! Officially
endorsed by Militech's 1st Human Intelligence Company (Interrogation).
Game notes: 1d6+1 Mites will attach themselves to the spinal cord,
stimulating various parts of the body (left up to the GM). When a Mite
is activated (they can be activated seperately, or in groups, or all at
once), it causes excruciating pain in the victim. For every two
activated Mites, the victim receives a -1 to their Resist Drugs/Torture
roll.
Anti-Pursuit Liquids -- prices vary
People shouldn't chase you. It's not nice. That's why AssassinTech has
developed the Anti-Pursuit liquids. Spill on the ground behind you, and the
pursuers have problems! As an added feature, all liquids are clear, making
them hard to discern from floor wax or water!
Game notes:
One liter covers 3 square meters.
Stickum: 400eb/liter; all who step through must make a Strength Feat roll of
25 to get their foot or feet free to take another step.
Cyberplugs -- 250eb
Now you can get compact cyberaudio systems without the empathy damage or
the surgery! New Cyberplugs from Dakashi Sound Systems can hold any two
cyberaudio options inside them! They're compact, easy, and comfortable!
Game notes: Holds any two cyberaudio options (which must still be paid
for on top of the cost of the plugs).
Rolodex Chip -- 120eb
>From the Rolodex Corp. comes a new organizer: The Rolodex Chip! The chip
uses a programmable MRAM to keep track of the names, adresses, and phone
numbers of everyone you know! There's also a little section for notes.
Direct neural feed, so it's for your eyes only!
Facedown Chip -- 150eb
Know the right things to say, the right body language! When you're in a
club out in the Zone, and some dorphed-up booster gets in your face, its
your cojones against his, and you need to show them that yours are
bigger! The Facedown Chip from Militech is a database of all the old
classic facedowns from Hollywood, TV, and every other source we could
find! Now you'll have it all at your mental fingertips!
Game notes: Gives the user a +1 bonus on all facedown rolls, while
running.
Forever Cooking Food Products -- 800eb/meal
Genetechnics has developed Forever Cooking as a way to get that special
someone coming back for more! Each FC meal is color and number coded, and
different patterns can be found on the same style of food. This is
because FC uses 25 separate ultra-addictive substances for each type of meal.
With this wide variety, all you have to do is take off the FC wrapper, and
your friend (or enemy) will be hooked on your food! Just keep the code from
them, and they'll have to search through the frozen food aisle themselves to
slake their addiction!
Game notes: This stuff is strength 3 psychologically and physically
addictive. None of the substances are alike, and eating another kind can
get you addicted to that, too. Luckily, the addiction rolls are only made
twice a day. Bon appetit!
No-Guilt Behavior Chip -- 1500eb
Do you feel trapped by anxiety? Always unsure that you're doing the right
thing? Slip in the no-guilt chip. No-guilt is designed to supress that
annoying conscience that can so often be wrong. Go ahead. A little hedonism
never hurt anyone. WARNING: Behavior Services takes no responsibility for
crimes commited while under the influence of this chip. Maximum
recommended continuous running time is half an hour.
(Writer's note: If you don't feel guilty about it, why take it out? Also,
this can bring people to a new level of capriciousness. There's nothing
stopping someone on this chip from committing murder, theft, etc. just
because they feel like it. But they signed the contract, so Behavior
Services, Inc. isn't responsible.)
Nano-Paper -- 3eb per sheet
The ultimate in security! Militech Intel Ops use this stuff! All you
have to do is flash it with a special light (10eb) and it turns into dust!
No one will be able to recover any of your writing!
Home Chip -- 1140eb
A variant of the behavior chips, home chips are designed to keep the user
from partying all night. After a certain time away from home after
"bedtime" (about two hours), the user will get strong stimuli to return home.
Home is a preprogrammed geographic location verified by the chip's internal
compass. For an additional 40eb, the chip can send the same signals when the
subject goes further than a certain radius from home. This is usually used by
parents who want to make sure their kids don't run away.
Game notes:
Resisting the impulse from a Home Chip is a Very Difficult COOL check, to
which the Resist Torture skill can apply.
ChipLok -- 250eb
Are you worried about theft of your chips while you're asleep or
incapacitated? No problem! ChipLok is a special device attatched to your
chipware socket for 250eb. It locks the chips in place until the proper card
key is run through it. ChipLok is also used by mental health officials, to
keep the "Pacifism" chips installed in their patients.
EnduroDrink -- 8eb per can
Non-addictive, effective, and perfectly legal in all major sports!
EnduroDrink is the perfect blend of fats, carbohydrates, and electrolytes
to keep your body fueled at an optimal level!
Game notes: Drinking a can will allow for a +1 Endurance bonus for two
hours after consumption. The effects are not cumulative either in
Endurance or time, however.
PurPain -- 450eb/dose
Pain is one of the most powerful sensations. It inspires fear, and
motivates all creatures to avoid it. PurPain was designed for this use. It
soaks through the skin, instantly stimulating pain centers in all mammals.
>From our tests, the cumulative effect of several doses is pretty much
unbearable to most creatures. Due to some lab accidents, we know it works on
people, but we're not sure of its effectiveness. WARNING: By law, PurPain is
a scientific tool for animal behavioral studies. Any other use is prohibited
BY LAW.
Game Notes: A dose causes 6 points of virtual damage. Virtual damage feels
real, but does not effect the body in any permanent manner. One only
needs to roll for stun save. Cumulative doses cause more virtual damage,
causing penalties like real damage, but not physically dangerous. Effects
last for two hours. PurPain only works if applied topically.
IWO Plug-In Air Foulers -- prices vary
Everyone appreciates an air freshener. Some people really like to have
clean-smelling air. These people like the fact that the plug-in kind have
26-day lives, so their air smells good. IWO hates these nitpicky
people. Our plug-in devices release gases of several different mixtures.
All of them are designed to be undetectable to the normal nose, covered
by our scents. All plug-ins can fill a 10x10 room with gas, and last 30
minutes after being plugged in and activated. Activation is accomplished
by flipping the switch at the bottom, and the process cannot be reversed.
IWO's plug-ins are 4"x3"x2".
Price per unit:
Burnt Almond Scent: Biotoxins 1 or 2; 600 or 700eb
Speed-Reading Chip -- 250eb
Time; who has enough? Even when you receive all of your mail and news
electronically, you often find youself passing over things due to a lack of
time in which to read it all. Would you like to remedy that problem
without losing data or biting into your schedule? How about being able to
read your normal daily imput in half the time, or less? Instinct
Thinkware's Speedreader Chip is exactly what you need. Simply slot the
chip and get reading. You'll find yourself assimilating printed
information in half or less the time it took you before, at full normal
comprehension levels. So subscribe to more magazines, download more books,
connect with more correspondents, and never again worry about the lack of
leisure time. Instinct Thinkware will handle all that. Only 250 eb and
you're set. Instinct Thinkware's Speedreader chip is completely
compatible with our Text Translation Chips. Works with any cyberoptic.
(Halves reading time for characters up to INT 6, time drops to one third of
normal above INT 6. Reading comprehension level is normal. Requires
cyberoptic.)
Package Deal(tm) Skillchips -- price varies
So you can fly the AV, but can you fix it? You're chipped into your gun,
but what if it jams? Buy another skillchip and hope its generic
information covers model-specific information? Why bother whan you can get
Instinct Thinkware's comprehensive Package Deal(tm) skillchips? Covering
both the realm of APTR and MRAM, Package Deal(tm) chipware causes the need
for multiple chipping for a single purpose to be obsolete. Two
varieties of skillchips exist to make your life a little less complicated.
Text Translation Chip -- 150eb
Want to read Chekhov in the original Russian? Or Sun Tsu in Chinese?
Mein Kamph in German? Perhaps your tastes run to the more recent
Luxure l'Cybernetique which has yet to be released in English. Or
maybe you just want to know what all those signs in the foreign vids
say... Sure you can always pop in a language chip but who wants to spend
that kind of Euro if you don't have to?
Instinct Thinkware presents the economical solution. Each Textreader
Translation Chip gives you a high school equivalent in language reading,
and is completely compatible with any basic cyberoptic imput. It's as
instinctive as your native language and a boon to anyone who's ever
been interested in expanding their knowledge without draining their
savings. For just 150 eb, you, too can read the world's greatest literature
in its original form! Over 50 different languages are currently in
production and the line is expanding weekly. Available are: Afrikaans,
Albanian, Amharic, Ancient Greek, Arabic, Aramaic, Bengali, Bulgarian,
Burmese, Chinese, Czech, Danish, Dutch, English, Farsi, Finnish, French,
Gaelic, German, Greek, Hebrew, Hindi, Icelandic, Irish, Italian, Japanese,
Khmer, Korean, Lao, Latin, Malay, Middle English, Nepali, Norweigan,
Old English, Polish, Portugese, Romanian, Russian, Serbo-Croatian,
Slovakian, Somali, Spanish, Sumerian, Swahili, Swedish, Thai, Turkish,
Urdu and Vietnamese.
(Requires cyberoptic. Gives +3 to reading _only_.)
Wall Speakers -- 250eb
Do you hate having to position the speakers in your house? Are your
neighbors too friendly? Well, a wall speaker is what you need. Each speaker
is about the size of a silver dollar and has a removable adhesive that allows
it to stick to any surface. The wire in the back can be attatched to a
stereo or other instrument. Through vibration, the speaker will use the
whole wall as a sounding board. It's omnidirectional, and can be turned
up just as loud as your regular speakers. NOTE: There have been some
nasty Net-Rumors that the wall speakers will collapse low-income housing.
This is not true. The vibrations given by a speaker at power "5" will
not collapse a free standing wall of balsa wood. Musictronics makes no
guarantees for wall safety above level 5.
ArmorSaver Drink -- 10eb per can
Need to rebuild damaged skinweave or subdermal armor? This is the way to
go! ArmorSaver Drink is a specially-blended mix of natural liquids,
synthetics, and nanites, that will rebuild your cybernetic armor systems
after they have been damaged. Available in chocolate shake, coffee,
lemon-lime, and cherry.
Game notes: One can, when consumed, will replace 1SP of subdermal armor
or 2SP of skinweave. It will never take the armor beyond its max SP, and
anyone who drinks it that does not have either system will get violently
sick.
Wacko's Home Pharmacy Compu-Mod -- 900eb
Modify your laptop with the only compumod ever banned from public sale!
The WHP is a drug scanner with an intelligent keyword database attatched.
When WHP is used with a personal computer, the database can tell what the
sensor probe is in, its molecular compound, and how to duplicate it!
There is also a question and answer function so one knows just the right
chemical for the job.
Game notes: Adds +2 to Pharmaceuticals when used.
Thermite-in-a-Tube -- 30eb per tube
"Many people ask me, Dan, why did you make a squeezable toothpaste
tube full of thermite? My answer: because there are those bulkheads and
safes and locks that just can't be opened without a little heat. And
thermite reaches near-fusion temperatures. In the tube there's enouch to
do a 40' strand of thermite. With my special phosphorus primer, all you
have to do is light a match to it, and FOOM! You're meltin' steel!"
- Dan, of Dan's Industrial Supply
Subliminal Behaviour Sub-process Encoder -- price unknown
"300 SBSE units missing. Thief found and terminated, but units still at
large. Go to plan B-345, "theft of encoding device", and rewrite all
non-shipped chips."
-- Applied Chipware internal note
-- Vladmir Rostov,
Russian Expatriate and Fixer
150,000eb, if you can find one...(Streedeal [NOT STREETWISE] of DIFF 35)
Alpha Wave Generators -- prices vary
The alpha wave generator is a new development in crowd control. An alpha
wave generator, which comes in either grenade or field projector, uses an
subsonic wavelength several levels below and hundreds of times faster than
the Arasaka Nauseator. The quick, short pulses of subsonic noise disrupt
certain neurotransmissions, usually sedating the victim. If the victim
can resist the sedation, his thought processes will be many times slower
than normal. (Save vs. torture/drugs DIFF 25; Those who pass have INT and
REF reduced to one/third; effects remain for 10 minutes after the field
has dissipated) 100eb for a bomb with 10 meter range and 30 second duration
20,000eb for a field generator with a 40 meter range and an infinite
duration, as long as the power source is running. Only sold to police
departments.
SleepTime Subliminal Generator -- 5000eb
The SSG is designed for one purpose: subliminal messages. Record your
personal message, and place the walkman-sized box within 3 feet of the
target's bed. When the SSG detects a person, it sends ultrasonic sound waves
to revertebrate off the skull, replaying the message over and over again in
the slumbering ears of all who sleep in the room. Bugs can't hear it,
because the voice plays only in the target(s) heads. Unfortunately, it
takes about a month of patterning to condition a response by this method,
which is always an answering-machine like tone. When the tone plays, the
target should carry out the subliminal suggestion, then forget it entirely.
(NOTE: The suggestion can only be a one sentence action, like: "Shoot the
chairman of the board." or "Take the Uzi out from under the table, spray the
room, then jump through a window." Victims get a save vs. torture for each
clause in the sentence.)
Remote MRAM Chip Reprogrammer -- 950eb
Unlike a behavior encoder, this will not encode a behavior chip. This
device, which looks similar to a microwaver, merely copies the chip in the
top slot to any MRAM datachip it is pointed at, regardless of it is being
read or not. Unfortunately, the EMF frequency of this device is not strong
enough to penetrate hardened software.
Agressin X -- 750eb/dose
This new drug from PharmaLabs will allow you to deal with even the most
toughened boosters. Agressin X will boost your reflexes, and has special
ingredients to increase stamina. Get Agressin X now! You never know what
might come out of the shadows later!
Diff: 30
Strength: +3
Duration: 1D10+1 Hours
Side Effects: Psychological Addiction, -1 to INT, Agressive Behavior
Effects: +3 to REF, +6 vs. stun saves
Stephenson Technologies Seeds -- 20000eb each
Straight out of the "Diamond Age", are seeds! Plant them in the ground
and wait! Within 24 hours, you'll have the item you need! Really! The
walnut-sized unit dispatches millions of nanites upon activation (done by
a spray) and build the item it is programmed to! The ultimate survival
tool!
Game notes:
Handgun Seed: Takes about twenty-four hours, builds a Colt Alpha-Omega
(Chromebook 1).
Knife Seed: Takes about six hours, builds a typical knife.
Food Seed: Takes about five hours, creates an MRE.
Ammo Seed: Takes about six hours, creates a 20-pack of caseless 9mm
or 10mm rounds. Flare Seed: Takes about four hours, creates a
flare.
Mine Seed: Takes about twenty-four hours and builds a landmine that will
do 4d6 damage to anyone stepping on it.
"The current trend seems to be toward exotic and unusual weapons. It's
really sad that no one seems to remember the good old-fashioned
reliabilitiy of a Beretta nine-millimeter."
- Lt. Jason Dixon,
Militech,
1st Quick-Response Battalion
Mr. Acid -- 3000eb
Are you bugged by that loser in Metal Gear? Can't get the C-SWAT guys to
fight fair? Use Mr. Acid. Mr. Acid was developed from a high-intensity
fertilizer sprayer used by Biotechnica and outfitted with a high-pressure gas
cartridge like those on fire extinguishers. Fill the backpack tank with acid
(200eb), pressurize the cartridge, and spray away!
Game notes: Each hit counts as 10 acid pellets, and the spray may be swept
like a flamethrower.
HVY -1 N R 10d6(acid) 5 1 ST 10m
IWO Razorwhip II -- 1200eb
The first razorwhip kind of stank. We admit it. It caused major hand
injuries and had some dull blades. Well, International Weapon
Outfitters is
back with a better whip. Why? Here are the improvements:
For those of you new to the Razorwhip, here's the basic design: We make a 2
meter polyfiber whip, then plate the outside with interlocking serrated
blades, culminating in a bladed tip. Wrap the RW around anything, and pull:
it's like using a saw!
MEL -1 L P 4D6/1D6+3 -- -- VR 2m
NOTES: The second number indicates a tip hit of someone at maximum range.
Soft armors are at 1/4 and are damaged by 4 points a hit. Hard armors
are not lessened, but they are also damaged 3 points/ hit.
SniperWeapon 5000 -- 2500eb
IWO strikes again with the Sniperweapon! Sniperweapon is a gun accessory
that allows you to shoot at anyone in an area without even being there!
Installed on the top of your rifle, SW has a multioptic node, an
auto-tripod swivel, integral DUD processors, a 90986 CPU, and a small
scanner. Bottom line: Program it for a certain person (using photos on the
scanner) and it will wait 'till he comes around. BANG. Program it to
hit all people without a certain insignia, and teleoptics will tell
friend from foe. BANG. The processors will automatically shut off and
eject the clip in case of a misfire, and are designed to shoot a given
target until it falls down. We suggest using an extended clip if you plan
on establishing a perimeter. For the default program, it will only shoot
John F. Kennedy (the research assistant from Terminal Ballistics was
mugged by the Kennedy posergang last week).
NOTE: Acts as an AI with INT 5, Rifle of +6. Can be fooled if the target has
been bodysculpted. No sound sensors. Can only shoot what it sees.
Slowkiller Painballs -- price varies
Paintballs stink. They don't hurt that bad, and they just mark things
up. Whoopee. At IWO we think the airgun user needs a better paintball
round. That's what slowkillers are. Each slowkiller is a colored gel
filled with microcapsules of a toxic or semi-toxic substance. The liquid
evaporates in ten minutes, leaving a colored powder of microcapsules
sticking to the target's clothes. When they break (and they break easily)
they leave an oil-based contact poison wherever they touch. One
slowkiller will give a target enough material to expose him to one to two
doses of the substance, depending on where it hit and how curious he is.
Biotoxin 2: 15 x normal cost
Nerve Agents: 20 x normal cost
Sleepdrugs: 7 x normal cost
Superglue: (breaks open when pressed, adhered items take 1d6/2 damage pulling
off) 6.5 x normal cost
L.E.T. PP-32 Multi-Purpose Automatic Pistol -- 800eb
A high-quality weapon from Law Enforcement Technologies, the PP-32 is
designed for both lethal and non-lethal police operations. The pistol is
an over-under design in which a normal automatic pistol sits above a twin
CO2 dart launcher. The normal pistol is prized for its accuracy, high
clip capacity, and reliability. The side-by-side dart gun can be loaded
with drugs to safely subdue subjects, while a "Tagger" tracking bug can
be used to trace fleeing suspects (normal darts cost 1eb, tagger darts
cost 52eb and behave just like normal tracking buttons in the main CP2020
rulebook). A sliding switch on the slide of the weapon switches between
"lethal" (bullets), and non-lethal (darts) and is indicated with
color-coded LED lights (which can be turned off for clandestine
operations).
PIS +2 J P 2D6+1 (9mm) 18 2 VR 50m
EX -2 J P Dart (by type) 2 2 VR 20m
Kendachi Tri-Dagger -- 100eb
A conventional Dagger which has two spring-loaded "parrying blades" which
can be extended to trap an enemy blade (and option of automatic breaking
of monoblades if the attacker fumbles). Second number indicates the
marginal damage increase when the blades are extended.
MEL -2 P C 1D6/1D6+2 - - ST 1m
Stephenson Technologies Loogie Gun -- 1500eb
The ultimate in non-lethal anti-personnel technology! Stephenson
Technologies took this right out of "Snow Crash" and put it straight into
your hands! Fire a glom of our Loogie (the actual chemical is a trade
secret) and watch your victim end up glued to their environment!
Game notes: If a person is hit with a Loogie, they may make a Very
Difficult Dodge skill check to avoid the effects. If they fail the roll,
their MA and REF are both reduced by -4, a Critical Failure raises the
penalty to -6.
EX -2 P L special 8 2 ST 20m
Stephenson Technologies Liquid Knuckles -- 40eb per tube
Safety in a plastic pipe! Liquid Knuckles, straight out of Y.T.'s "Snow
Crash" arsenal will set people straight! One good blast to the face and
they'll look and feel like chiseled Spam! Enjoy!
Game notes: A Head hit is required for the spray to take effect. When
hit, the victim must make a Stun Save at -3.
EX -1 C P Stun at -3 5 1 VR 3m
"The Net is becoming a place of rapid evolution, violently Darwinian.
The smart adapt and survive, the stupid stumble and die."
- Spider Murphy's Netguide
Tablet -- 400eb
Voice activation is too expensive, but you hate typing. No problem.
The tablet, from Microtech, has a handwriting processor chip and screen
receptor that allows you to write directly onto the screen. The same
"stylus" (which can be replaced by any semi-pointed object if lost) that
uses the screen can also be used to select menu choices, like a mouse.
Give your computer the personal touch with the tablet. Can only be added
to an existing computer.
Shadowdeck -- 4500eb
The biggest problem faced by Netrunners is being traced to their home
location. The Shadowdeck is designed to provide a concealed entry
point for Cellular Decks, while also fooling tracing programs (like
Bloodhound). The Shadowdeck is made up of two distinct elements. A special
hard-wired Cyberdeck which has the same statistics as EBM PNI 210
(Chromebook 3 Pg. 63). The deck is a portable deck which must utilize
normal "lines" into the 'Net. Its memory is ROM-based only and has a
Watchdog program built into its system. The second part is a cellular
receiver designed to relieve a signal from a Cellular Deck (note that
Celldecks are designed to "call" into the city's universal entry
points. To alter the deck to call the Shadowdeck may require a DIFFICULT
Cyberdeck Design roll). The user of a Celldeck "calls" the Shadowdeck and
is connected into the Net through the Shadowdeck's "phantom deck" (the
phantom deck has all its features "hard-wired" into the system. The
netrunner can neither change nor utilize any of the functions of the
phantom deck; hence its name). The speed of the Netrunners deck is
reduced by 2 while doing so and it cannot affect or access this phantom
deck while on a run. When a tracing program like Bloodhound, or a
anti-deck program like Firestarter starts tracing the signal of the
runner it will first reach the Phantom deck. Roll 1D10. On a roll of
(10-STR of detection program) or less, the program will stop its trace at
the phantom deck. In the case of Firestarter or other anti-deck program,
the phantom deck will be affected. If the roll is not made, the program
has seen thorough the artificial deck and will continue its trace to the
"true deck". However, the Phantom Deck's internal Watchdog routine
alerts the Netrunner to this fact. The phantom deck can be programmed to
immediately sever the link to the home deck if the Detection programs see
through the Shadowdeck's facade.
(Note: This deck is not normally available on the open market, so prices can
fluctuate widely. More high power versions, in which detection rolls of
(12-STR) or higher are available at inflated costs).
Net Maneuvering Unit -- 4500eb
There are never enough friends among netrunners. You team up to tackle
the big systems, but some of you always go down to Hellhounds, Hellbolts, and
other minions of the devil. ICEs can be bad. That's what the NMU is for.
NMUs are menu programs, with an icon of a space chair that the netrunner
sits on. On the control panel are all the programs in the cyberdeck as
well as the MENU and a batch function. There are two preprogrammed batch
functions. Defense raises four recognizable (in CP2020 book 1) defense
programs. Offense will throw four offensive programs at an ICE. Both may
be tailored to fit your deck, as many runners have custom programs. Both
default batches will select the most powerful programs available, unless
customized. More batch programs can be made, but with a maximum of four
programs per batch.
Type: Controller; strength +7, 4500eb
(NOTE: Batch programs count as one action when activated.)
Gloves and Goggles Interface -- 100eb
The staple of Netrunners before the age of the neural interface and
Cybermodem Link, the "G & G" system (often nicknamed GloGo Rigs) have
long since been rendered obsolete by the conventional neural interfacing
technology. Made up of two parts, a set of oversized glasses which
includes a wrap-around screen and position sensitive sensors, and a
sensory "glove" (also with position sensors). While using the GloGo
interface, the user in unaffected by Anti-Personnel Programs but suffers
a -3 to the Interface skill. If used with a mainframe, a character can
reduce the Expert (Complex Computer Langauge) penalty by two (ie going
from a -3 to -1). See Netrunning with Mainframes in Guide to the Net
page 145). Note: Mentioned in the description of Explorer One Retro
Cyberdeck (Chromebook 3, Pg 65) but never detailed. Good for those Meat
deckers in the group.
"Hot Key" Keypad -- 100eb
Those who use mainframes for Netrunning have always been the snails of
the 'Net. The problem's is the thought-action of Interfaces are just
simply superior than eye-hand coordination, even with GloGo rigs and
complex graphical interfaces. The "Hot Key" pad can be programmed to
reduce key-punching to a bare minimum. Each button can be programmed to
activate a macro (pre-programmed series of commands), or other function.
A program can be launched, a file can be downloaded with but a touch of a
button. Reduces the Expert (Complex Computer Language) skill penalty by one
(-3 to -2, for instance). Compatible with the Gloves and Goggles
interface (totally removing the penalty to Netrun! See Netrunning with
Mainframes in Guide to the Net, page 145).
Cyberspace Subliminal Filter -- price unknown
This program will filter subliminal "suggestions" from an incoming
Internet/Virtual Reality signal. Handy to detect those Aliens that roam
our net! Bartmoss did it, now so can you! These little goodies usually
can't be bought, and if they are used for some time, the originator of
the subliminal signal may become aware of the program and will then try to
find a way to defeat it. Don't trust anybody who'll sell you one of
these! Because the filters have to be pretty specialized, you're on
your own here! Base difficulty is 25, the program may have a strength
from 1 to 10 which will add to that. The program has no icon. A working
program is worth a lot to the right folks. And you betcha that there's
people out there who're not too happy you discovered what they're up to.
Better have a good place to hide.
Game notes: To defeat the subliminal information, roll your filter's
STR+1D10+Your INT versus the perpetrator's computer's INT+1D10+Subliminal
Strength. A typical subliminal signal will have a strength between 5
and 10. Perhaps even higher. Remember, even Bartmoss couldn't defeat
you-know-what for a particular long time.
DeckLock -- price varies
>From the twisted souls who brought you JackLock, here is DeckLock!
DeckLock is a security system for your decks. The netrunner is held in his
netspace position until he can think the password through (like a gun lock).
Unfortunately for an illegal user, you only get three tries, then a variant
of JackLock sets in and the offender is BrainWiped until he loses
conciousness (about INT 3), and as an option a small explosive charge will
destroy the deck. The unconcious loser will be automatically jacked
out. The brainwipe is held in a special ROM area and cannot be
accessed/copied. 1200eb without explosives, 1400eb with explosives (1D6
damage to deck and 30cm diameter sphere).
Northern Netcom "Piggy Back" Netrunner Sensor Kit -- 1500eb
Netrunners can only see as far as their "virtual" eyes will let them.
Though they may have gained access to large areas in a Datafortress,
their actual perceptions of what of what is going on in that net is very
limited. While Netrunners can use programs that show the layout of the
areas they've access in the Datafortress, its very time-consuming.
Therefore, another "Piggy Back" Runner, using a Mainframe system and
special Cyberdeck interfacing gear, acts as aerial eyes and ears of
the Netrunner.
The "Piggy Back System" includes a Cybermodem Interfacing card
and connectors, a communications card and headset, and special
programming (Taking 2 MU) to run the piggy-back system. As the Netrunner
goes through the net, the Piggy-Back user tags along through his
mainframe. As the Runner moves about the net, the Piggy Back shows
an aerial view of the net, centred around the runner. All non-
concealed Netrunners and programs are visible, showing up on the screen
as coloured shapes. When entering a Datafortress, the Piggy-Back will
show an aerial view off all areas the Runner has access to (unaccessible
regions will denoted by featureless grey shapes) with a non-invisible or
conceal programs visible. The drawback is that the Piggy Back user cannot
run programs in the net (even detection programs such as SeeYa). While
the system can give the Netrunner a "map", it takes up quite a bit of
precious time. Therefore, the runner is dependant on the Piggy-
Backer's verbal communication through the provided headset and
communication gear. The real bonus of this software is that with Piggy
Back, a netrunner can have advanced warning of Netwatch and lethal
programming. Please note the cost is for the Interfacing electronics and
programs. You still require stand a Cyberdeck and a Mainframe to use
this system (note that a Deckmate cannot be used instead of a Mainframe
unless it is part of a separate Cybermodem). MicroTech is planning a
newer version for next year, adding the ability for the Piggy-Back
system to use Detection software and run utilities WITHOUT Netrunner
help. Until then, you can try to "hack" the current copy (GM call on
difficulty, see Netrunning with Mainframes in Guide to the Net, page 145
for possible help).
Northern Netcom Holographic Cyberdeck "Holoboard" System -- 1000eb
The latest in videobord technology, the Canadian Northern Netcom, has
released the Holoboard system. A circular series of holoprojectors,
either above the 'Runner, or in another location, shows exactly what the
Netrunner sees as he's in the Net. For best effect, the user should
stand in the midst of the projectors. The view is simply awesome!
Internet Virtual Technologies "Overlord" Supra-Cyberdeck
The Overlord is the fabled decks used by the Elite Internet corporate
Netrunners to eliminate those renegades who have "gone to far". It's
believed that this deck was the one the killed Rache Bartmoss, Netrunner
extraodinaire. Fortunately, there is believed to be only one Overload in
use, located inside the monstrous Internet Data-Monolith. Designed around
a supercomputer frame, the Supra-Cyberdeck is a huge system which fills a
small room. The Netrunner sits in the midst of an armoured booth in
which has a Bodyweight Lifesaver system and complete medical/brain monitor
linked to a medical autoinjector. The Cyberdeck is integrated into a
huge mainframe setup, with a keyboard and screen at the character's
fingertips. The system boasts awesome speed and defense characteristics
bolstered by a massive amount of internal memory (which can link to the
Internet's Network for extra MU if needed). The deck also has a mental
panic-button which can immediately alert secondary deckers to come to his
aide if the opposition is too much (yeah, like that will ever happen!).
(Stationary Deck, Speed +6, Datawalls +15, 200+ MU, cost? Hahahahahahaha!)
Note: Yeah, I admit this is pretty munchkin, but it represents the peak of
Cyberdeck technology and a glimpse of what Internet actually has in
its arsenal. It's also a good munchkin meter (anyone who expects to get
the Overlord in his campaign life is definitely a Munchkin!).
The Audio Virus -- 7000eb
Okay, you folks have heard of that obnoxious anti-personnel program Spider
Murphy reported in the 'Netguide, which simulated a nasty smell that made
the unwary 'punk vomit. But that's old news... The newest fad on the
Internet is the Audio Virus. If it overcomes a 'deck's defenses, it will
play a sound or tune to the affected runner - at something above
percieved 180 decibels. The most nasty and un-stylish thing to hurt your
victime with would be random noises, but I'm sure that the NetWatchers
can tell you that bad music can be very effective, too. Just plug in
those leftover 20th-century tapes of Julio Iglesias or Take That and see
your enemies run like weefles!
The standard Audio Virus (which is actually a perfectly normal Anti-
Personnel program) is strength 5, has a difficulty of 32, and needs 5
MU. It's ico is, of course, a photo-realistic stereo system, which, if
turned on, will tremble and vibrate from the noise that it makes.
Roll a normal attack as for an anti-personnel program on your opponent.
If you succeed, roll 1d10; he loses that much REF and is at -2 INT until
he kills the program. Improved versions of the Audio Virus add +1 to
this roll for every point of strength above 5. Also, the referee may and
should give a bonus on the roll for sounds/music that would be
exceptionally disturbing/annoying to the victim. A hip techno netjunkie
might be particularly vunerable to Beethoven, while that hardliner Kerry
Eurodyne fan might react allergically to a Beatles song, and Arasaka is
said to really hate Silverhand.
If an Audio Virus reduces a runner's effective REF to 1 or below, the
runner can't stand the noise and immediately disconnects.
On a side note, this was tried in the real world, where a city
administration played classical music in a park to drive away unwanted
hardrock-loving youths hanging out there. I can't remember the city
involved, but it worked.
Soul Killer -- Cost: Unavailable in the open Market
The ultimate in Anti-Personal software. A free-moving, pseudo-
intelligent program which tirelessly seeks out an invading Netrunner and
hunts them down. When it defeats the decker it downloads the memories
and personalities of the 'runner into its databanks for further
interrogation. It then destroys the Netrunner's mind, wiping it out
with a neural pulse through its interface jack. Because the downloaded
personality requires so much memory, the Soul Killer program is limited
to the corporate or military Netrunning rigs (actual size of
personalities are up to the GM, but should be naturally very large). The
original writer of Soul Killer was killed by her own program and only a
few companies (ITS and Arasaka) are known to have the design specs for
it.
Class: Anti-Personnel -- STR: 8 -- MU: 12 (plus MU for personalities)
Options: Movement, Recognition, Memory, Endurance, Conversational
Ability, Pseudo-Intellect, Super-realistic ICON.
Difficulty: 59+
ICON: A glowing DNA chain in the midst of a blazing pillar of white fire and
sparkshowers of stars.
Jericho -- Cost: 30000eb
That's the numbers. The reality is Jericho is designed to wipe a system
clean. The whole thing. If it isn't stopped, it will delete even the
boot sectors and RAM of a system. Jericho takes 1 turn an MU; it isn't
fast. However, it is designed to continue after auto-rez and is very hard
to kill. A netrunner named "Sparky" used Jericho on TransDirigible, Inc.
and destroyed all the records, all the ICE, even the data walls! He said,
"Like, the whole thing melted before my eyes, man. Even that Hellhound
de-rezzed. It was a blast." TDI is now keeping hardcopies of all their
records, since they lost the employee information for 30,000 workers. If a
system's too hot, activate Jericho. Their walls will tumble down and they'll
be sorry you couln't take the mere pittance you were going to skim.
IMPOSSIBLE streetdeal to find. This program is hot. By the way, Sparky
was found shot in an alley 3 days after the TDI hit. He was very dead.
Use with caution, folks. This is a great way to get on a hit list.
Class: Anti-System -- STR: 10 -- MU: 3
Options: Auto Re-Rez, Endurance, Simple ICON
A Picture's Worth -- Cost: 320eb
This a complex utility based on Creator and Packer. This program
encrypts data files and hides them within the code for a virtual reality,
e.g. the scrambled text of a black ops file could be hidden in the code of
a virtual desk in a data fortress. Retrieving the code without a program
will involve going through the programming code of the virtual object line
by line and extracting all the extra data that's not part of the image. Once
removed the data must be unscrambled, which is a chore in itself. One full
file of information (1 MU) can be encrypted inside of every two MU used for
the virtual image. Thus 64 MU of data could be secreted in a photo-realistic
virtual city. The main drawback is that the virtual reality's memory size
will unavoidable swell however many MU's are put it in, and an observant
netrunner will undoubtably notice the excess size of the file. Note: the
data itself is not in the image, it is in the Memory Unit where the image
data is stored, and the runner must examine the file to get the data. He
cannot simply examine the image itself.
Class: Encryption/Utility -- Diff: 32
Strength:2 -- MU:5
ICON: A Picture's worth...looks just like a slot machine. Data flows
through the coin slot, the machine spins a jackpot and the scrambled data
pours into the Memory Unit.
Yakkity Yak -- Cost: 360eb
This program was designed as a noise maker to cover up the sound of a
Hammer or other noisy intrusion program. Once run, the Yakkity Yak will
appear and begin to make noise at a high volume. The noise can be animal
noises, bad jokes, or whatever the netrunner chooses. The Yak can even
make snappy comebacks if spoken to. A detection program must roll vs.
the Yak and win before it has a chance to detect anything else.
Class: Stealth/Evasion -- Diff:18
Strength: 4 -- MU: 2
ICON: A large cartoon Yak that can't seem to keep it's mouth shut.
Ninja -- Cost: 1520eb
The Ninja is an invisble killer routine that functions just as a Killer V
does, except it strikes invisibly. The netrunner must have See Ya to
locate the Ninja.
Class: Anti-IC -- Diff: 33
Strength: 5 -- MU: 5
ICON: The Ninja appears as it's namesake when seen. It carries a glowing
Ninja-To.
BeeSwarm -- Cost: 990eb
Class: Anti-IC -- MU: 4
Strength: 1
BeeSwarm is activated as a single, strength 1, anti-program program. Its
subroutines will cause it to use deck RAM to make two duplicates of itself
each round, then attack. The duplicates will also duplicate, engulfing the
other program with sheer force of numbers. If the original program is
destroyed, one of the duplicates will copy itself to the original position.
BeeSwarm can attack multiple opponents; the "bees" will split up upon
duplication to assault the separate programs.
Extras: Endurance, Intellect
ICON: A cartoony bee that flies towards a program, stinging it.
JackLock -- 560eb
This device, when placed on the end of an interface plug, will prevent a
netrunner from jacking out. More specifically, if he plugs in with it,
and selects "jack out" from the menu, his command will be rejected and he
won't be able to use the menu again until the modem is deactivated (i.e. he
is physically unplugged) and reactivated. It looks like a coaxial cable
extension (average diff to spot, if you're looking for it), and is now
gaining use among corporates who want their netrunners in until the bitter
end.
Transcriptor -- 150eb
A transcriptor is a cybermodem option that, when attatched to a printer,
will print out all netspace locations visited, programs and ICONs
encountered, and files copied. It prints as the netrunner goes along, and
provides a great record for your solo friends to find out what happened to
you.
Hourglass Virus
Hourglass is a virus program that enters a foreign CPU, synchronizes with
the computers internal clock, and inserts a real-time delay of twenty
minutes between the execution of each command, effectively paralyzing a
system until removed.
Class: Anti-System Diff: 26
Strength: 6 MU:4
780 eb
ICON: The Hourglass superimposes an image of it's namesake over the
virtual representation of the CPU.
DeckShield One -- 200eb
This program is designed to retard anti-system attacks. It has a fair degree
of efficiency.
Type: Protection MU:2
Strength: 6
ICON: A photorealistic Batmobile that sheaths itself in plating.
Red-Out -- 6750eb
This Glue variant locks the netrunner completely, preventing him from moving
or accessing the menu for 1D6 turns. It is currently not very common, but is
gaining acceptance among level 2 and 3 corps. Some sadistic netrunners like
to "Red-Out" their opponents, then shred them with hellbolts as they stand
helpless.
Type: Anti-Personnel MU: 4
Strength: 5
ICON: A shifting contextural haze of red pixels that descends on the
netrunner.
Oh-One-Oh-One -- 720eb
This program locks a deck into an endless loop, repeating a flashing black
and white pattern to the runner until the loop finally overheats the deck CPU
and fries the deck (2-3 hours). During that time, the netrunner is out
of the net but still stuck watching the pattern, unable to do anything
but stare at the overbright flashes transmitted directly into his brain.
The runner must make a Very Difficult Resist Torture roll to enter the
net within the next week.
Type: Anti-System MU:3
Strength: 4
ICON: A flashing black ball that flies at the Runner.
Translator 2000 -- 190eb
This utility can take three digital images of a single object and convert
them into a creator virtual within 30 seconds. It was designed by Digitel
Entertainment to create their Virtual Sci-Fi show Space Adventure by taking
shots of the original set from three areas and feeding them in. The rooms
took about 20 minutes each, due to the subprogram that removes objects with
only one or two dimensions (i.e., only in one picture).
Type: Utility (No Icon) MU: 2
Strength: 4
OurChips -- 20,000eb
Ourchips is a program originally designed by MicroTech for a netwide skill
chip shopping network. It would put the netrunner into a coma (while staying
in the net), and program an empty datachip in a wrist slot. The original
pay-per-chip idea didn't work, so it was modified into an offensive program.
The runner is jolted into unconciousness as a subroutine scans for chipware.
If any is found, an elctrical pulse erases the chip and reprograms it with
the system's own instructions/behavior/commands. If no chips are found, the
program will try to place a copy of OurChips onto the deck interface itself,
running each time the user logs on. This has an 80% chance of crashing the
deck instead of reprogramming it.
Type: Utility/Anti-Personnel MU: 6
Strength: 5
ICON: The netrunner sees everything blur, and then revert to normal. The
program will go to lengths to make the disorientation seem short.
Hive II
Hive is a special multi-taking intrusion demon created by the infamous
netrunning African studies major, and Star Trek fan, Shaka Sulu. Hive is
preloaded with a simple intrusion program that can't be changed: Termite
(see Chromebook 1). When activated, it can create and control up to ten
termites simultaneously. The strength of the Termites depends on how many
are called for by the netrunner. If only one termite is called, it is
strength ten. If ten termites are called, they are strength one. Two
will be at nine, eight will be at three, etc, etc. Thus, a single termite
can be used to bore a hole through a strength 10 data wall at one space a
turn, or ten could be used to eat through ten sections of strength one
data walls.
Class: Intrusion Demon Diff: 53
Strength: 10* MU:14
1730 eb
ICON: Hive appears as a photo-realistic termite mound like one that Shaka
Sulu saw when studying abroad.
NetFuse -- 150eb
There's a problem with corporations these days. They have no sense of
humor. You try to read office memos, and BAM! You get hit with a Liche.
There goes your life. You can prevent that with NetFuse. Netfuse attaches
between your phone jack and your deck's plug. If the current coming in
is too strong, NetFuse burns out and you lose your signal. This means that
a successful hit from Knockout, BrainWipe, Hellhound, Hellbolt, Firestarter,
Liche, Fatal Attractor, Zombie, Flatline, Poison Flatline, Krash, Deckrash,
and Sword will do no damage! (Not entirely true. There is a ten percent
chance that you will take one point of damage.) Spazz and Stun have only a
fifty percent chance of hitting instead of NetFuse taking you out. Netfuse
needs to be replaced every time it saves you, but how much is your life
worth?
150eb/fuse.
(NOTE: Netfuse will burn out while disconnecting. Also, Netfuse can only be
used on tabletop or portable cyberdecks, not cellular models. NetFuse leaves
an electrical backwash giving Hellhounds a +5 on their tracking roll. Also,
one cannot activate a cyberdeck without replacing a burnt NetFuse. NetFuse
will NOT stop non-pulse anti-personnel attacks such as Glue or Jack
Attack.)
"Powered armor is the future of the battlefield -- it's tougher than
straight-leg infantry, more maneuverable and airmobile than APCs and
old-style mechanized infantry. This division will be making a serious
investment in powered armor."
- Gen. Andrew Kendrick,
Commander,
82nd Airborne Division,
in an interview with
"Solo of Fortune", December 2020
Militech Galveston Powered Armor
The newest ACPA in the U.S. Army inventory is now available to police and
corporate forces as well! Designed to patrol the border of Mexico, the
Galveston is the ultimate light-infantry PA! Available now!
Suit Name: Galveston
Manufacturer: Militech
Total Weight: 860kg
SIB/DFB: +5/+4
Chassis Type: Titan (Orbital), STR 40
Chassis Weight: 100kg
Chassis Cap./Carry: 2000/600
Punch: 4d10
Kick: 6d10
Crush: 5d10
Total Cost: 393,810eb
Trooper Size: 120kg
Toughness: -10
[Return to the Table of Contents]
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[IO#1 Section]
Head - SP70, SDP10
Internal:
God Interface SDP15
Stardust Cannister SDP15
Stardust Cannister SDP15
Right Arm - SP70, SDP10
Internal:
Retractable Mono-PA Sword SDP15
14.5mm Magazine (100 rounds) SDP40
External:
ACPA Sheild SP40/SDP60
14.5mm Heavy Machinegun SP25/SDP35
Left Arm - SP70, SDP10
Internal:
Retractable Mono-PA Sword SDP15
IFAR-3 Pod SDP45
External:
ACPA Sheild SP40/SDP60
Right Leg - SP70, SDP20
Internal:
Light Tool Suite SDP15
External:
Ribbon Cannister SP30/SDP30
Left Leg - SP70, SDP20
Internal:
EMP Sponge SDP30
EMP Sponge SDP30
External:
Ribbon Cannister SP30/SDP30
Torso - SP70, SDP30
Internal:
Reflex Boost Filter SDP5
Bodyweight Medic AutoDoc SDP15
Escape Hatch SDP30
Extra Power Cell SDP15
14.5mm Magazine (100) SDP40
External:
BFC-3 Pack (front) SP20/SDP20
BFC-3 Pack (rear) SP20/SDP20
14.5mm Magazine SP15/SDP40
Notes: Orbital Frame, SP70 armor (IO#1), Command and Control Computer
"The technology for powered armor is moving rapidly, far surpassing the
leaps and bounds made by aircraft in the early 20th century. The powered
armor of the future will be lightweight, tote a wide variety of weapons
systems, be stealthy and deliverable from orbit."
- Dr. Quentin Michaelson,
head of ACPA R&D,
IEC
Reflex Boost Filter -- 20000eb
Need faster responses from your PA? Feel slow and sluggish without your
boost running and can't afford a bioware booster? IEC has finally fixed
the problems of interface and feedback between boosterware and the reflex
and control systems!
Game notes: Allows the trooper to use electronic reflex-boosting systems
with their reflex/control system. Not that if the user has a
bioware-based reflex boost, he may use that without a filter.
Stats: Weight: 15kg Cost: 20000eb SDP: 5 Space: 1 Must be enclosed.
ACPA EMP Shield -- 50000eb
I know what you're thinking, "Hey, don't they already have an EMP Shield
option for PA?". Well yes, but this isn't that kind of shield. This
weapon/defensive accessory comes from the medieval days. That's right,
a PA sized shield, but more than that this shield has a micro-laser
pre-impact sensor linked to a focused "flatfire" EMP generator that will
not only scramble any electronics that get a little too close, it also
creates an ionized defense field that will rip apart most simple
projectiles. As a bonus, it can be used offensively by smashing it into
an opponent. The defense field is also backed by a durable cera-metal
composite armour disc, to protect the delicate instruments. An expensive,
but effective tool. This device requires a lot of power to function; it
takes 8 hours of normal PA operating power to run the EMP generator for
1 hour.
Game notes: EMP Generator does 4d6AP+Fist, plus creates Point Blank pulse
rifle effects. Does 1/2 the 4d6 to Armour's SP. Sealed armour only protects
partially, (AP effect is 1/3 SP) sealed and grounded armour protects with
full SP (unsealed grounded armour protects at 1/2 SP). Normal armour is
useless. 1/2 the 4d6 is real, the other half is stun. The protection of the
EMP works on a 1-7 on a d10. Field is 20SP vs most projectiles (-1/2hits)
and 10SP vs Area effect and Melee attacks (also -1/2hits). The back-up
shield is 30SP, which is not treated as a 'layer' of armour, but rather a
part of the field. Power requirement is as mentioned above. Note that one
extra power cell will run this device for one hour (kinda convenient, no?).
This weapon is mounted externally on the arm or torso and can draw power
from anywhere in the suit, but it is more convenient to give each shield
its own power cell.
Stats: Weight: 20kg Cost: 50,000eb SDP: 25 SP: 30 Space: 1
ACPA Shield -- 750eb
Okay, so maybe you're on a bit of a budget and can't afford one of our
lovely EMP Shields. Well, we've got an alternative. It's simple, cheap,
and works almost as well. The ACPA Shield. Basically, we re-designed the
basic armour disc without any of those delicate powered components. Now
you can parry a PA-Monoblade without worrying about it slicing your arm
off and it works well against other hazards too, like 20mm PA-cannons.
It's cheaper and lighter than a full shell of heavy armour but works
almost as effectively, and with the armour already on your ACPA it will
make you practically bullet-proof. Then there are the offensive abilities.
Oh yeah, it doesn't quite match the knife-type AP ability of a PA sword, and
it doesn't even come close to the PA-monoblade, but for a defensive weapon
it can really thrash. Imagine getting hit with a 1.25m diameter cera-metal
disc with the strength of an ACPA behind it. You're thinking "Ouch" right?
Well, that's precisely what they'll say, as long as they still can say
anything. For those who insist on having at least knife-style AP we offer
a shield with an arrangement of spikes or blades, as you desire, for only
a little extra (+75eb). We also offer custom painting of cammo designs,
insignias, or whatever you would like. (Cost varies, but we have several
"smiley"s in stock, from a large cancelled order, that we're selling at
normal cost, to defray the cost of manufacturing them).
Game notes: What more can be said? It's a big reinforced composite cera-
metal disc, attached to the arm of an ACPA. 40SP of protection vs 50% of
all attacks, when it is "readied," by the trooper inside, or it can
deflect a specific volley of attacks on a roll of 30+ on Ref+PA
Combat+1d10. If the PA is hit on the arm that the shield is on there
is an 80% chance it will hit the shield (instead of the 50% chance
normally). This is an externally mounted item on an arm or torso mount
(specify front or back for torso mount, protects against 80% of attacks
from that direction). Damage is 5d6+Fist, or 5d6+fist(knife-AP) with
blades/spikes on arm, if you want to put it on the torso it isn't
really usable as a weapon unless it has spikes/blades in which case
it just makes grappling attacks knife-AP. Damage to the shield itself
isn't as severe as other components, if reduced to 1/2 SDP or less, it
needs to make only one System integrity check and failure results in
its current SP being reduced 1/2. At more than 1/2 SDP, there is only a
50% chance of the System integrity failing but this time failure
means the shield is ruined or has a big enough hole so as to be
ineffective (hint: get a new one, quick... :) ).
Stats: Weight: 25kg Cost: 750eb SDP: 60 SP: 40 Space: 1
ACPA Xr-Ray Vision -- 5000eb
EmeraldTech's controversial cyberware option comes to the world of
powered armor! Now you'll be able to see through tents, camoflage
netting, and uniforms! The ultimate battlefield tool! Just look at the
success of the IRA's Leprechaun PA!
Game notes: Functions identically to the cyberware option (IO#1), except
the range is 10 meters.
Stats: Weight: NA Cost: 5000eb SDP: 5 Space: 1/4 Must be enclosed.
God Interface -- 20000eb
The new top-of-the-line reality interface! MicroTech moves to the head
of the market with the new God Interface, a step beyond VRI! Four of the
five senses (everything but taste) become available to the pilot and that
combined with an advanced targeting system turns a God Interfaced PA into
a battlefield terror!
Game notes: Has all the functions of VRI, plus Xr-Ray Vision, tactile
boost in the fingers/hands, and olfactory boost. It allows the
simultaneous targeting of five weapons. SIB +4, DFB +4.
Stats: Weight: 5kg Cost: 20000eb SDP: 15 Space: 1 Must be enclosed.
Orbital Frames
Need a lighter frame while retaining the same strength rating and
durability? IEC has taken to manufacturing ACPA frames in orbit, using
zero-grav techniques unlike anything on Earth!
Game notes: 4x normal frame cost, 1/2 normal weight. All other stats are
unaffected.
"Being a 'Punk means doing everything in style, even going places. When
it comes time to purchase your own vehicle, make sure that it screams of
originality."
- unknown
Harrier Jumpjet -- 450000eb
Need a fast gunship? AV cost to much? Gyro's to light? Not enough
clearence for a Osprey? Than we have just the thing. Through a special
marketing agreement, Gryphon Arms Inc. has accuired 150 USMC surplus
Harrier Jumpjets (most in mint condition) complete with hard points and
main gun. For a nominal extra fee a team of expert tatical maintenance
and modification Techs will set these little darlins up just for you.
Top Speed: 650 mph Acc/Dec: 60/50 mph
Crew: 1 Range: 1400 miles
Passengers: 0 Cargo: 7/7 Wing Pod Spaces
Maneuver: +3 SDP: 100(Body 5)
SP: 40(Armor 2) Type: AV
Mass: 4.5 Tons Cost: 450,000 EB
SPECIAL EQUIPMENT: Ejection Seat, Damage Control System
8 Man Hours Life-support, Chaff and Flare dispencers,
Military Radio W/ Scrambler, Autopilot With Navigation
System, Military Radar W/ Terrain-Following, Military
Radar Detctor, ECM, ECCM, Image Enhancment, Thermograph.
Visual and Laser Range Finder
WEAPONS: 30mm Gatling, Stablized Foward Mount, +2 Computer
Sights, Painting Laser,
OTHER OPTIONS: Smart Linking 150,000
Satelite Uplink 6,000
Laser Detector 1,200
Anti-Laser Aerosol 1,100
Anti-Laser Package 2,200
'AI' Robotic Control 1,200,000
"You can tell a lot about a culture by the services it sells. America is
obviously a decadent, animalistic place, as opposed to the glory of
Europe."
- Jefferson Leeds,
EuroCouncil
The Assasin's Guild
Somewhere in Switzerland, it is said that a corporate can enter a tavern,
order a drink, and just mention someone's name. Within 3 days, he or she
will have been killed. It's not really that simple, of course; the
assasins are a lot harder to find, and they charge money. Lots of money.
However, they have an appraisal service that will allow one to trade
items (weapons, metals, vehicles, the boss's daughter) instead of cash.
The target will be eliminated within a month, or half your money back.
INT 8 REF 9 TECH 6 COOL 8 ATTR 8-10 LUCK 6 MA 5-9 BODY 8 EMP 3-6
Skills: All solo skills (usually at +4 or +5) and often seduction (+6) and
heavy weapons (+7). Others may vary.
Cyberware: Neural Processor, sensory boosts, cybereye, targeting, plugs,
socket, grafted muscle, chipware, skinweave.
Equipment: Rifle, SMG, pistol, heavy weapon, various armor, melee weapon. A
lot depends on the assasin's personal style. Definitely no ID or
fingerprints.
Partners, Inc.
Are you afraid that you're somewhat antisocial? Can't get a date on
Saturday night? This is what Partners, Inc. is for! We run a
computerized dating service for over 20,000 clients in Night City. For
25eb, you fill out a questionnaire, and your name goes on our list. When
you want a date, we just punch stuff into the computer, check out who
matches, and ring them up. If you're the match, we tell you where to go,
who to meet, and what to do. If you don't match exactly, we'll provide
the proper behavior chips to make sure that both of you have a good
time! Connecting with another person is 50eb each time. Behavior chip
rental is 20eb/hour. Rumors that we have used "forced stimuli" behavior
chips and distribute drugs freely to clients are totally false. Really.
Appraisal Network
Do you have any valubles that you don't need? Sundries that need to be
sold? Appraisal Network will find you the best price on whatever you
have to sell for 1% of the value of the item sold. Cheap items must be
sold in bulk. Just bring it down to the warehouse, and have one of our
appraisers check it out. You won't be sorry.
(NOTE: the Appraisal Network is really a group of fixers who wear uniforms.
They find buyers for the merchandise, and everyone's happy. Many a stolen
object has found its way through the network, sometimes repeatedly. It is
rumored that the appraisers can even put a price on a given person for sale
into corporate slavery. This is, of course, only rumor.)
Meyer & Meyer
Meyer and Meyer is a privately-run team of solos run by Julio Rodriguez
and Yi-Hsin Lo. Meyer is their fixer, and there's only one of him. The
name was chosen to give the dependable impression of a law firm. Meyer
and Meyer are dependable, but not in a law firm sense. Their specialty
is in no-quarter revenge strikes against small corporate targets. Their most
famous hit was the 32-story Arasaka Twin Towers in Aix-on-Provence. As one
tower had its floors sequentially eradicated, top to bottom, by high
explosives, the hit team attacked the other building, wiping all the
computers and killing 70% of the employees. Naturally, they charge a fairly
high fee. 100,000eb per person, per day of planning and attack. Planning
time is paid in advance. Meyer & Meyer always leave a 6" diameter plastic
green M&M candy as their calling card.
Typical Meyer and Meyer agent
Role: Solo
INT 6 REF 9 TECH 5 COOL 7 ATTR 5 LUCK 4 MA 6 BODY 10
EMP 3 (No mercy. Ever.)
Skills: Combat Sense+6, Awareness+3, Handgun+4, Aikido+3, Melee+3,
Weapons Tech+2, Rifle+5, Athletics+4, Submachinegun+5, Stealth+5,
Demolitons+3.
Cyberware: Kerenzikov Boost +2, SP 16 skinweave, subdermal armor, cyberlimb
with thickened myomar, armor, pop-up SMG (arm) or holster (leg), and
ripperhand.
Equipment: Sternmeyer CG-13, H&K MPK-11, Colt AMT 2000. Always DP or API
ammo. As a fail-safe, all carry 10 kg of C-6 rigged to go off if they are
knocked unconcious. Flak Pants, Light armor jacket, and nylon helmet. Will
carry frag and incendiary grenades for special missions.
NOTE: These guys NEVER do extractions.
"They're the Bubonic Plague of the 21st century..."
- unknown
International Weapons Outfitters
Established 2019, IWO has its headquarters in Eilat, Israel. Since the
EEC is not on especially chummy terms with the Israelis, IWO uses a front
company in Burkina Faso for distribution. IWO is privately owned by a
rich backer more secretive than the corporation itself.
Equipment: 10 AV-6 aircraft, 3 helicopters, one transport blimp, all offices
have a small infirmary.
Troops: 5210
Operatives: 300
J.J. MacGee, Incorporated
J.J.MacGee is a true conglomerate. It owns food processing, weapons,
pharmaceuticals, fashion, and other subdivisions. Most of these companies
are allowed to keep their own names, so J.J. MacGee is not a household
word. The original corporation, which has been sold to Militech, made
custom ammunition. J.J. Macgee as it is now is primarily a holding
company.
Top Shareholder: Richard Macgee, with 9.3% of total shares.
Equipment: 400 AV-4s, 100 helicopters, 120 AV-6s, 10 AV-9s, a whole fleet of
automobiles and various heavy lifting craft are used among all the member
companies.
Soldiers: 75,000
Operatives: 12,000
Kramden Biotechnologies
This biotech company has stayed small for the past fifteen years. Their
specialization is in bioware and exotic implants. Kramden often does
subcontract work for many larger cybernetic and biotechnical firms.
Headquarters: San Antonio, Texas
Major Stockholder: R.H. Humphrey, with 20.6% of total shares.
Equipment: 2 AV-7s and a cargo helicopter are owned by the corporation.
Combat vehicles are rented or bought on a "need" basis. Each office has an
infirmary capable of dealing with most emergencies, and the headquarters has
a full trauma center.
Soldiers: 2,341
Employees: 34,000
Operatives: 30
Eclectica Fashions
One of the largest clothing manufacturers on Earth, Eclectica has a wide
range of products from polyester to silk. Rumor has it that the company
is a front for a huge mercenary operation. This has never been comfirmed
or denied, but Eclectica has way more troops than is usual for a clothing
company.
Headquarters: Madrid.
Major Sotckholder: Janice Tyler, with 52.6% of the original stock she refused
to sell.
Equipment: 50 AV-4s, 120 helicopters, 30 Osprey tilt-rotor craft, one C-25
cargo jet, one cargo blimp, all offices have a surgery capable infirmary.
Employees: 300,000
Soldiers: 98,000
Operatives: 20,000
Virtuality, Ltd.
Major Offices: Los Angeles, New York, Honolulu, Tokyo, Perth
CEO: Leslie Gilliam
Net Worth: 72,000,000,000eb
As VRs are sought-after for entertainment (soaking up all the potential
from computer games, plus alot of what was speant for the flicks in the
last century) and are becoming an increasingly serious threat to plain-
vanilla pay-TV channels, resulting in something you could call
"propoganda war" -- the bad publicity put on the airwaves by these guys
would have killed VIrtuality if they hadn't decided to just buy their own
TV network. After all, customers seem to like to take part in violent
splatterpunk or erotic movies instead of just watching.
Because not everyone has an interface jack, Virtuality also operates VR
parlours worldwide and sell interface jacks and (very!) simple cyberdecks
at a discount -- great if you're out of money, just don't try to hack
anything bigger than an elementary school's computer with these. Many of
their employees are actors/personnel at (ie, IN) their Realities, but
they employ more and more semi-AIs and full AIs; also many of their
troops and covert operatives are Net-Based. Their offices are well-
secured to protect their high-end, cutting-edge VR effects, programming,
and AI routines. There are rumours that they have their hands in
high-end Prostie-BBS' and SimSense "Drug" chips as well.
[Return to the Table of Contents]
[Skip Forward]
[Skip Back]
[IO#1 Section]
Dan Bailey (superdan@krypton.mankato.msus.edu)
----------------------------------------------
- Compass Implant
- Double-Slit Pupils
- DataNails
- DataTeeth
- SmartPlugs
- Militech Galveston
- SkullWeave
- StrangeTech CyberTail Options
- NuLimbs
- Filed Teeth
- NewTeeth
- PowerJaw
- NeoAppendix
- Enhanced Mitochondria
- DogBreath
- Tailored Pheromones
- DNA-Maintenance Nanites
- Locking Joints
- Variable-Chambered Heart/CrocHeart
- Glycogen Banks
- Nictating Membranes
- Rhodopsin Booster
- Muscle-Fiber Job Optimization
- Optimized Bronchii
- NeoLungs
- Cyberplugs
- Stephenson Technologies Sound Optimization System
- Stephenson Technologies SkullGun
- Stephenson Technologies Torture Mites
- Stephenson Technologies Loogie Gun
- Stephenson Technologies Liquid Knuckles
- Facedown Chip
- Nano-Paper
- ArmorSaver Drink
- Reflex Boost Filter
- ACPA Xr-Ray Vision
- God Interface
- Orbital Frames
- Stephenson Technologies Seeds
- Enhanced Peripheral Vision
- Bio-EPV
- Shape Recognition
- Nitrogen Binders
- EnduroDrink
- BioCompass
- Adrenal Gland Removal
Nils Jeppe (Nils_Jeppe@digital.fido.de)
---------------------------------------
- Virtuality, Ltd.
- Cyberspace Subliminal Filter
- The Audio Virus
Benjamin Jay Cooper (BenjaminJC@aol.com)
----------------------------------------
- NetFuse
- JackLock
- NuTech TVSkin
- Deckshield One
- Red-Out
- Oh-One-Oh-One
- Translator 2000
- Partners, Inc.
- BeeSwarm
- Transcriptor
- DeckLock
- OurChips
- International Weapons Outfitters
- J.J. MacGee, Inc.
- The Assassin's Guild
- Kramden Biotechnologies
- Eclectica Fashions
- Poison Glands
- Bioholsters
- Lockdown
- Mr. Acid
- Built-In Machete
- Wall Speakers
- Wacko's Home Pharmacy Compu-Mod
- Thermite-In-A-Tube
- Subliminal Behavior Sub-process Encoder
- Alpha Wave Generators
- 360-Degree Rotating Joint
- Retinal Projectors
- Forever Cooking Food Products
- No-Guilt Behavior Chip
- SleepTime Subliminal Generator
- Remote MRAM Chip Reprogrammer
- IWO Razorwhip II
- SniperWeapon 5000
- Slowkiller Paintballs
- Home Chip
- ChipLok
- PurPain
- IWO Plug-In Air Foulers
- Odin's Eye
- Rolodex Chip
- DS Borg
- Anti-Pursuit Liquids
- Tablet
- Net Maneuvering Unit
- Jericho
- Meyer & Meyer
- Appraisal Network
- Sleeper Processor
- Agressin X
Interface Magazine (copied without permission)
----------------------------------------------
- MonoVision
Britt Klein (tierna@agora.rdrop.com)
------------------------------------
- Text Translation Chip
- Speed-Reading Chip
- Package Deal Skillchips
- Pop-Up Handblades
- Taste Boost
Stephen Esdale (Sesdale@flemingc.on.ca)
---------------------------------------
- Shadowdeck
- Gloves and Goggles Interface
- "Hot Key" Keypad
- Northern Netcom "Piggy Back" Netrunner Sensor Kit
- Northern Netcom Holographic Cyberdeck "Holoboard" System
- Internet Virtual Realities "Overlord" Supra-Cyberdeck
- Soul Killer
- L.E.T. PP-32 Multi-Purpose Automatic Pistol
- Kendachi Tri-Dagger
- Raven Microcyb Cybersensor
- Wutani Sensors Motion Tracker
Eric Spargo (sped@mailhost.nmt.edu)
-----------------------------------
- A Picture's Worth
- Yakkity Yak
- Ninja
- Hourglass Virus
- Hive II
- Militech Cybernetics Detection Computer
Charles Sizmore (gryphon@primenet.com)
--------------------------------------
- Harrier Jumpjet
James "Psuedo" Utterback (james.utterback@chemek.com)
-----------------------------------------------------
- ACPA EMP Sheild
- ACPA Sheild