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Cyberware Lorebook

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All the Cyberware from Cyberpunk RED and Interface Magazines

Listed as “Cyberpunk RED Cyberware TTRPG”

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Cyberware Lorebook

135 entries · scan depth 4 · budget 2,048 tokens · recursive scanning on

A complete listing of Cyberpunk RED cyberware formatted for SillyTavern.

Book settings
  1. #1Biomonitor

    Keys: biomonitor, Biomonitor

    Enabled · Before character · Order 100 · 100%

    Entry settings

    Subdermal implant which generates a constant LED readout of pulse, temperature, respiration, blood sugar, etc. You can link your Biomonitor to your Agent to allow it to track your wellness.

    Install: Mall Cost: 100eb (Premium) HL: 0 (N/A) Category: Fashionware Source: Cyberpunk RED Core Rulebook

  2. #2Chemskin

    Keys: Chemskin, chemskin

    Enabled · Before character · Order 100 · 100%

    Entry settings

    Dyes and pigments infused into the skin to permanently change its hue, the applications of which can range from hiding blemishes to the desire for neon-green skin. Pigments can optionally be temperature-sensitive or reactant to hormone changes in the body. A user with Chemskin and Techhair adds +2 to their Personal Grooming Skill for having both. (This bonus only applies once)

    Install: Mall Cost: 100eb (Premium) HL: 0 (N/A) Category: Fashionware Source: Cyberpunk RED Core Rulebook

  3. #3EMP Threading

    Keys: emp threading, EMP Threading

    Enabled · Before character · Order 100 · 100%

    Entry settings

    Popularized by the media sensation UR, these thin silver lines run in circuit-like patterns across the body. Many people believe they act as a "Faraday cage" to protect you from radiation and EMP effects but so far there’s no scientific backing to these claims. But they sure do look cool. Most people wear EMP Threading as a fashion statement.

    Install: Mall Cost: 10eb (Cheap) HL: 0 (N/A) Category: Fashionware Source: Cyberpunk RED Core Rulebook

  4. #4Light Tattoo

    Keys: light tattoo, Light Tattoo

    Enabled · Before character · Order 100 · 100%

    Entry settings

    Subdermal patches store light and project colored tattoos under the skin. The larger the piece, the more installations of this fashionware you need to complete it. A user with a three or more Light Tattoo installations adds +2 to their Wardrobe & Style Skill. (This bonus only applies once.)

    Install: Mall Cost: 100eb (Premium) HL: 0 (N/A) Category: Fashionware Source: Cyberpunk RED Core Rulebook

  5. #5Shift Tacts

    Keys: shift tacts, Shift Tacts

    Enabled · Before character · Order 100 · 100%

    Entry settings

    Color-changing lenses implanted into the eye. Several patterns are also available. Lenses can optionally be temperature-sensitive or reactant to hormone changes in the body. Only one choice of color and pattern can be made, but the user can deactivate the color change at any time desired without an Action.

    Install: Mall Cost: 100eb (Premium) HL: 0 (N/A) Category: Fashionware Source: Cyberpunk RED Core Rulebook

  6. #6Skinwatch

    Keys: skinwatch, Skinwatch

    Enabled · Before character · Order 100 · 100%

    Entry settings

    Subdermal implant generates a constant LED readout of the current time and date visible through the skin.

    Install: Mall Cost: 100eb (Premium) HL: 0 (N/A) Category: Fashionware Source: Cyberpunk RED Core Rulebook

  7. #7Techhair

    Keys: Techhair, techhair

    Enabled · Before character · Order 100 · 100%

    Entry settings

    Color-light-emitting artificial hair. Hair can optionally be temperature sensitive, motorized to extend/retract, or reactant to hormone changes in the body. A user with Chemskin and Techhair adds +2 to their Personal Grooming Skill for having both. (This bonus only applies once.)

    Install: Mall Cost: 100eb (Premium) HL: 0 (N/A) Category: Fashionware Source: Cyberpunk RED Core Rulebook

  8. #8Neural Link

    Keys: Neural Link, neural link

    Enabled · Before character · Order 100 · 100%

    Entry settings

    Wired artificial nervous system, required to use Neuralware, and Subdermal Grips. System has 5 Option Slots for Neuralware options.

    Install: Clinic Cost: 500eb (Expensive) HL: 7 (2d6) Category: Neuralware Source: Cyberpunk RED Core Rulebook

  9. #9Braindance Recorder

    Keys: Braindance Recorder, braindance recorder

    Enabled · Before character · Order 100 · 100%

    Entry settings

    Neuralware Option. Share your story from your point of view! Records braindance content to a standard Memory Chip or a linked Agent. Braindances can be viewed using a Braindance Viewer. Requires Neural Link.

    Install: Clinic Cost: 500eb (Expensive) HL: 7 (2d6) Category: Neuralware Source: Cyberpunk RED Core Rulebook

  10. #10Chipware Socket

    Keys: Chipware Socket, chipware socket

    Enabled · Before character · Order 100 · 100%

    Entry settings

    Neuralware Option. A single socket installed in the back of the neck that allows quick installation of a single piece of Chipware, of which there are many varieties. Installing or uninstalling a single piece of Chipware from a Chipware Socket is an Action. The first time you install a piece of Chipware you've never used before, you always accrue Humanity Loss. Re-installing Chipware you've already used doesn't do this. Chipware does not take up a Neural Link Option Slot. Multiple sockets may be installed, but each must be paid for individually. Requires Neural Link.

    Install: Clinic Cost: 500eb (Expensive) HL: 7 (2d6) Category: Neuralware Source: Cyberpunk RED Core Rulebook

  11. #11Interface Plugs

    Keys: Interface Plugs, interface plugs

    Enabled · Before character · Order 100 · 100%

    Entry settings

    Neuralware Option. Plugs in the wrist or head that allow user to jack into and make use of Smartguns, Cyberdecks, heavy machinery, and drive vehicles with no hands! Multiple installations allow user to be plugged into multiple things at the same time. Requires Neural Link.

    Install: Clinic Cost: 500eb (Expensive) HL: 7 (2d6) Category: Neuralware Source: Cyberpunk RED Core Rulebook

  12. #12Kerenzikov

    Keys: kerenzikov, Kerenzikov

    Enabled · Before character · Order 100 · 100%

    Entry settings

    Neuralware Option. Always-on Speedware that provides consistently improved reaction time. User adds +2 to their Initiative Rolls. Only a single piece of Speedware can be installed into a user at a time. Requires Neural Link.

    Install: Clinic Cost: 500eb (Expensive) HL: 14 (4d6) Category: Neuralware Source: Cyberpunk RED Core Rulebook

  13. #13Sandevistan

    Keys: Sandevistan, sandevistan

    Enabled · Before character · Order 100 · 100%

    Entry settings

    Neuralware Option. Speedware that provides short boosts of highly improved reaction time. When activated as an Action, the user adds +3 to any Initiative Roll they make in the next minute, after which Sandevistan cannot be activated again for an hour. Only a single piece of Speedware can be installed into a user at a time. Requires Neural Link.

    Install: Clinic Cost: 500eb (Expensive) HL: 7 (2d6) Category: Neuralware Source: Cyberpunk RED Core Rulebook

  14. #14Chemical Analyzer

    Keys: chemical analyzer, Chemical Analyzer

    Enabled · Before character · Order 100 · 100%

    Entry settings

    Chipware. While installed into a Chipware Socket, allows user to test substances to find their precise chemical composition as an Action, identifying most substances instantly from a wide database of samples. Requires Chipware Socket.

    Install: N/A Cost: 500eb (Expensive) HL: 3 (1d6) Category: Neuralware Source: Cyberpunk RED Core Rulebook

  15. #15Memory Chip

    Keys: memory chip, Memory Chip

    Enabled · Before character · Order 100 · 100%

    Entry settings

    Chipware. The standard for data storage. While installed into a Chipware socket, the user's cyberware can store data on it or access data stored on it. Requires Chipware Socket.

    Install: N/A Cost: 10eb (Cheap) HL: 0 (N/A) Category: Neuralware Source: Cyberpunk RED Core Rulebook

  16. #16Olfactory Boost

    Keys: Olfactory Boost, olfactory boost

    Enabled · Before character · Order 100 · 100%

    Entry settings

    Chipware. While installed into a Chipware Socket, the user's sense of smell is boosted, allowing them to use the Tracking Skill to track scent in addition to visual clues. Requires Chipware Socket.

    Install: N/A Cost: 100eb (Premium) HL: 7 (2d6) Category: Neuralware Source: Cyberpunk RED Core Rulebook

  17. #17Pain Editor

    Keys: Pain Editor, pain editor

    Enabled · Before character · Order 100 · 100%

    Entry settings

    Chipware. While installed into a Chipware Socket, a Pain Editor shuts off the user's pain receptors dynamically, allowing them to ignore the effects of the Seriously Wounded Wound State. Requires Chipware Socket.

    Install: N/A Cost: 1,000eb (V. Expensive) HL: 14 (4d6) Category: Neuralware Source: Cyberpunk RED Core Rulebook

  18. #18Skill Chip

    Keys: skill chip, Skill Chip

    Enabled · Before character · Order 100 · 100%

    Entry settings

    Chipware. While installed into a Chipware Socket, a Skill Chip makes the Skill it was made for trained for the user at +3, unless the user's Skill was already trained higher than +3, in which case it does nothing. Skill Chips for (x2) cost Skills are 1,000eb, chips for all other skills are 500eb. Requires Chipware Socket.

    Install: N/A Cost: 500eb (Expensive) or 1,000eb (V. Expensive) HL: 7 (2d6) Category: Neuralware Source: Cyberpunk RED Core Rulebook

  19. #19Tactile Boost

    Keys: tactile boost, Tactile Boost

    Enabled · Before character · Order 100 · 100%

    Entry settings

    Chipware. While installed into a Chipware Socket, it boosts the user's sense of touch, allowing them to detect motion within 20m/yds of them, as long as their hand is touching a surface. While in use as a motion detector, that hand can't be used to do anything else. Requires Chipware Socket.

    Install: N/A Cost: 100eb (Premium) HL: 7 (2d6) Category: Neuralware Source: Cyberpunk RED Core Rulebook

  20. #20Cybereye

    Keys: cybereye, Cybereye

    Enabled · Before character · Order 100 · 100%

    Entry settings

    All following options are installed in an artificial eye that replaces a meat one. Each Cybereye has 3 Option Slots for Cybereye Options. Some options must be paired to work properly (purchased twice and installed in two different Cybereyes on a user. Humanity Loss is calculated separately for each purchase).

    Install: Clinic Cost: 100eb (Premium) HL: 7 (2d6) Category: Cyberoptics Source: Cyberpunk RED Core Rulebook

  21. #21Anti-Dazzle

    Keys: Anti-Dazzle, anti-dazzle

    Enabled · Before character · Order 100 · 100%

    Entry settings

    Cybereye Option. User is immune to blindness or other effects caused by dangerous flashes of light, like those of a flashbang. Requires two Cybereyes and must be paired.

    Install: Mall Cost: 100eb (Premium) HL: 2 (1d6/2 Round up) Category: Cyberoptics Source: Cyberpunk RED Core Rulebook

  22. #22Chyron

    Keys: Chyron, chyron

    Enabled · Before character · Order 100 · 100%

    Entry settings

    Cybereye Option. Projects a tiny subscreen into user's normal field of vision for messages, video, etc. from a user's other cyberware or electronics. Picture in a picture for real life. Requires a Cybereye.

    Install: Mall Cost: 100eb (Premium) HL: 2 (1d6/2 Round up) Category: Cyberoptics Source: Cyberpunk RED Core Rulebook

  23. #23Color Shift

    Keys: color shift, Color Shift

    Enabled · Before character · Order 100 · 100%

    Entry settings

    Cybereye Option. Cosmetic upgrade allows unlimited color and pattern changes to be made as an Action. Eye can optionally be temperature sensitive or reactant to hormone changes in the body. Requires a Cybereye.

    Install: Mall Cost: 100eb (Premium) HL: 2 (1d6/2 Round up) Category: Cyberoptics Source: Cyberpunk RED Core Rulebook

  24. #24Dartgun

    Keys: Dartgun, dartgun

    Enabled · Before character · Order 100 · 100%

    Entry settings

    Cybereye Option. Dartgun Exotic Weapon, with only a single shot in the clip, concealed inside the Cybereye. Requires a Cybereye and takes 3 Option Slots.

    Install: Clinic Cost: 500eb (Expensive) HL: 2 (1d6/2 Round up) Category: Cyberoptics Source: Cyberpunk RED Core Rulebook

  25. #25Image Enhance

    Keys: image enhance, Image Enhance

    Enabled · Before character · Order 100 · 100%

    Entry settings

    Cybereye Option. User adds +2 to their Perception, Lip Reading, and Conceal/Reveal Object Skills for Checks which include sight. Requires two Cybereyes and must be paired. Multiple installations of this option provide user no additional benefit.

    Install: Mall Cost: 500eb (Expensive) HL: 3 (1d6) Category: Cyberoptics Source: Cyberpunk RED Core Rulebook

  26. #26Low Light/Infrared/UV

    Keys: Low Light/Infrared/UV, low light/infrared/uv

    Enabled · Before character · Order 100 · 100%

    Entry settings

    Cybereye Option. Reduces penalties imposed by darkness and other intangible obscurement, like smoke, fog, etc. to 0. User can distinguish hot meat from cold metal but cannot see through anything that could provide cover. Requires two Cybereyes, must be paired, and takes 2 Option Slots per Cybereye.

    Install: Mall Cost: 500eb (Expensive) HL: 3 (1d6) Category: Cyberoptics Source: Cyberpunk RED Core Rulebook

  27. #27MicroOptics

    Keys: microoptics, MicroOptics

    Enabled · Before character · Order 100 · 100%

    Entry settings

    Cybereye Option. Microscope providing user up to 400x magnification. Requires a Cybereye.

    Install: Clinic Cost: 100eb (Premium) HL: 2 (1d6/2 Round up) Category: Cyberoptics Source: Cyberpunk RED Core Rulebook

  28. #28MicroVideo

    Keys: MicroVideo, microvideo

    Enabled · Before character · Order 100 · 100%

    Entry settings

    Cybereye Option. Camera in eye records video and audio to a standard Memory Chip or a linked Agent. Requires a Cybereye and takes 2 Option Slots.

    Install: Clinic Cost: 500eb (Expensive) HL: 2 (1d6/2 Round up) Category: Cyberoptics Source: Cyberpunk RED Core Rulebook

  29. #29Radiation Detector

    Keys: radiation detector, Radiation Detector

    Enabled · Before character · Order 100 · 100%

    Entry settings

    Cybereye Option. Radiation readings within 100m/yds of the user are displayed in user's vision hovering over their source in the form of a blue glow. Requires a Cybereye.

    Install: Clinic Cost: 1,000eb (V. Expensive) HL: 3 (1d6) Category: Cyberoptics Source: Cyberpunk RED Core Rulebook

  30. #30Targeting Scope

    Keys: Targeting Scope, targeting scope

    Enabled · Before character · Order 100 · 100%

    Entry settings

    Cybereye Option. User gets a +1 to their Check when making an Aimed Shot. Multiple installations of this option provide user no additional benefit. Requires a Cybereye.

    Install: Clinic Cost: 500eb (Expensive) HL: 3 (1d6) Category: Cyberoptics Source: Cyberpunk RED Core Rulebook

  31. #31TeleOptics

    Keys: TeleOptics, teleoptics

    Enabled · Before character · Order 100 · 100%

    Entry settings

    Cybereye Option. User can see detail up to 800m/yds away. When attacking a target 51m/yds or further away with either a weapon's single shot firing mode or an Aimed Shot, you can add a +1 to your Check. Multiple installations of this option provide user no additional benefit. Does not stack with Sniping Scope Weapon Attachment. Requires a Cybereye.

    Install: Clinic Cost: 500eb (Expensive) HL: 3 (1d6) Category: Cyberoptics Source: Cyberpunk RED Core Rulebook

  32. #32Virtuality

    Keys: virtuality, Virtuality

    Enabled · Before character · Order 100 · 100%

    Entry settings

    Cybereye Option. Projects cyberspace imagery over user's view of the world. Never forget your Virtuality Goggles again. Requires two Cybereyes and must be paired.

    Install: Mall Cost: 100eb (Premium) HL: 2 (1d6/2 Round up) Category: Cyberoptics Source: Cyberpunk RED Core Rulebook

  33. #33Cyberaudio Suite

    Keys: cyberaudio suite, Cyberaudio Suite

    Enabled · Before character · Order 100 · 100%

    Entry settings

    Cyberaudio Suite is installed invisibly in the inner skull. System has 3 Option Slots for Cyberaudio Options. User can only have one Cyberaudio Suite installed.

    Install: Clinic Cost: 500eb (Expensive) HL: 7 (2d6) Category: Cyberaudio Source: Cyberpunk RED Core Rulebook

  34. #34Amplified Hearing

    Keys: Amplified Hearing, amplified hearing

    Enabled · Before character · Order 100 · 100%

    Entry settings

    Cyberaudio Option. User adds +2 to their Perception Skill for Checks which include hearing. Requires a Cyberaudio Suite. Multiple installations of this option provide user no additional benefit.

    Install: Mall Cost: 100eb (Premium) HL: 3 (1d6) Category: Cyberaudio Source: Cyberpunk RED Core Rulebook

  35. #35Audio Recorder

    Keys: Audio Recorder, audio recorder

    Enabled · Before character · Order 100 · 100%

    Entry settings

    Cyberaudio Option. Records audio to a standard Memory Chip or a linked Agent. Requires a Cyberaudio Suite.

    Install: Clinic Cost: 100eb (Premium) HL: 2 (1d6/2 Round up) Category: Cyberaudio Source: Cyberpunk RED Core Rulebook

  36. #36Bug Detector

    Keys: bug detector, Bug Detector

    Enabled · Before character · Order 100 · 100%

    Entry settings

    Cyberaudio Option. Beeps when user is within 2m/yds of a tap, bug, or other listening device. Requires a Cyberaudio Suite.

    Install: Mall Cost: 100eb (Premium) HL: 2 (1d6/2 Round up) Category: Cyberaudio Source: Cyberpunk RED Core Rulebook

  37. #37Homing Tracer

    Keys: Homing Tracer, homing tracer

    Enabled · Before character · Order 100 · 100%

    Entry settings

    Cyberaudio Option. Can follow a linked tracer up to 1 mile away. Comes with a free button-sized linked tracer. Replacements are 50eb. Requires a Cyberaudio Suite.

    Install: Clinic Cost: 100eb (Premium) HL: 2 (1d6/2 Round up) Category: Cyberaudio Source: Cyberpunk RED Core Rulebook

  38. #38Internal Agent

    Keys: Internal Agent, internal agent

    Enabled · Before character · Order 100 · 100%

    Entry settings

    Cyberaudio Option. Fully functional Agent (See Gear Section pg. 352), controlled entirely via voice commands. Images are described, but output can be linked to a Cybereye with Chyron or a nearby screen if visual output is desired. The implanted Agent's Memory Chip cannot be removed without surgery. Requires a Cyberaudio Suite.

    Install: Mall Cost: 100eb (Premium) HL: 3 (1d6) Category: Cyberaudio Source: Cyberpunk RED Core Rulebook

  39. #39Level Damper

    Keys: Level Damper, level damper

    Enabled · Before character · Order 100 · 100%

    Entry settings

    Cyberaudio Option. Automatic noise compensation. User is immune to deafness or other effects caused by dangerously loud noises, like those produced by a flashbang. Requires a Cyberaudio Suite.

    Install: Mall Cost: 100eb (Premium) HL: 2 (1d6/2 Round up) Category: Cyberaudio Source: Cyberpunk RED Core Rulebook

  40. #40Radio Communicator

    Keys: Radio Communicator, radio communicator

    Enabled · Before character · Order 100 · 100%

    Entry settings

    Cyberaudio Option. User can communicate via radio, 1-mile range. Requires a Cyberaudio Suite.

    Install: Mall Cost: 100eb (Premium) HL: 2 (1d6/2 Round up) Category: Cyberaudio Source: Cyberpunk RED Core Rulebook

  41. #41Radio Scanner/Music Player

    Keys: radio scanner/music player, Radio Scanner/Music Player

    Enabled · Before character · Order 100 · 100%

    Entry settings

    Cyberaudio Option. User can use an Action to scan all radio bands within a mile that are currently being used and tune into them. Music player can link to the Data Pool to listen to the hottest music or play directly from a Memory Chip. Understanding scrambled channels requires a Scrambler/Descrambler. Requires a Cyberaudio Suite.

    Install: Clinic Cost: Costly (50eb) HL: 2 (1d6/2 Round up) Category: Cyberaudio Source: Cyberpunk RED Core Rulebook

  42. #42Radar Detector

    Keys: radar detector, Radar Detector

    Enabled · Before character · Order 100 · 100%

    Entry settings

    Cyberaudio Option. Beeps if active radar beam is present within 100m/yds. Requires a Cyberaudio Suite.

    Install: Clinic Cost: 500eb (Expensive) HL: 2 (1d6/2 Round up) Category: Cyberaudio Source: Cyberpunk RED Core Rulebook

  43. #43Scrambler Descrambler

    Keys: Scrambler Descrambler, scrambler descrambler

    Enabled · Before character · Order 100 · 100%

    Entry settings

    Cyberaudio Option. Allows user to scramble outgoing communications so they cannot be understood without a descrambler, which is also included at no extra charge. Requires a Cyberaudio Suite.

    Install: Mall Cost: 100eb (Premium) HL: 2 (1d6/2 Round up) Category: Cyberaudio Source: Cyberpunk RED Core Rulebook

  44. #44Voice Stress Analyzer

    Keys: voice stress analyzer, Voice Stress Analyzer

    Enabled · Before character · Order 100 · 100%

    Entry settings

    Cyberaudio Option. User adds +2 to their Human Perception and Interrogation Skills. User can activate a special lie-detecting function for a minute with an Action, during which time the GM rolls all your Character's Human Perception and Interrogation Checks privately, beeping once whenever it detects a lie, or whenever they desire after a failed roll. Beware of false positives and negatives. Requires a Cyberaudio Suite. Multiple installations of this option provide user no additional benefit.

    Install: Mall Cost: 100eb (Premium) HL: 3 (1d6) Category: Cyberaudio Source: Cyberpunk RED Core Rulebook

  45. #45AudioVox

    Keys: audiovox, AudioVox

    Enabled · Before character · Order 100 · 100%

    Entry settings

    Vocal synthesizer. User adds +2 to their Acting skill and also adds +2 to their Play Instrument Skill while singing. Multiple installations of this option provide user no additional benefit.

    Install: Clinic Cost: 500eb (Expensive) HL: 3 (1d6) Category: Internal Body Cyberware Source: Cyberpunk RED Core Rulebook

  46. #46Contraceptive Implant

    Keys: Contraceptive Implant, contraceptive implant

    Enabled · Before character · Order 100 · 100%

    Entry settings

    Implant prevents undesired pregnancy.

    Install: Mall Cost: 10eb (Cheap) HL: 0 (N/A) Category: Internal Body Cyberware Source: Cyberpunk RED Core Rulebook

  47. #47Enhanced Antibodies

    Keys: Enhanced Antibodies, enhanced antibodies

    Enabled · Before character · Order 100 · 100%

    Entry settings

    After stabilization, the user heals a number of Hit Points equal to twice their BODY for each day they spend resting, doing only light activity, and spending the majority of the day taking it easy until returning to full HP, instead of at their typical rate.

    Install: Mall Cost: 500eb (Expensive) HL: 2 (1d6/2 Round up) Category: Internal Body Cyberware Source: Cyberpunk RED Core Rulebook

  48. #48Cybersnake

    Keys: cybersnake, Cybersnake

    Enabled · Before character · Order 100 · 100%

    Entry settings

    Horrifying throat/esophagus-mounted tentacle weapon. A Very Heavy Melee Weapon (4d6, 1 ROF) that can be successfully concealed without a Check.

    Install: Hospital Cost: 1,000eb (V. Expensive) HL: 14 (4d6) Category: Internal Body Cyberware Source: Cyberpunk RED Core Rulebook

  49. #49Gills

    Keys: gills, Gills

    Enabled · Before character · Order 100 · 100%

    Entry settings

    User can breathe underwater.

    Install: Hospital Cost: 1,000eb (V. Expensive) HL: 7 (2d6) Category: Internal Body Cyberware Source: Cyberpunk RED Core Rulebook

  50. #50Grafted Muscle and Bone Lace

    Keys: Grafted Muscle and Bone Lace, grafted muscle and bone lace

    Enabled · Before character · Order 100 · 100%

    Entry settings

    User increases their BODY by 2. This increase in BODY changes a Character's HP and Death Save. Multiple installments stack. This cannot increase the user's BODY to 11 or higher.

    Install: Hospital Cost: 1,000eb (V. Expensive) HL: 14 (4d6) Category: Internal Body Cyberware Source: Cyberpunk RED Core Rulebook

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