Cyberware: Here it is. Listed by name, surgery type,  abbreiviated name, description, cost and humanity loss.<br/><br/>Humanity is your EMP x10. A EMP of 9 is 90 Humanity. Cyber takes a piece of youe humanity because you are replacing flesh with something not normal. You can get Humanity back, but never higher than what you started out with.<br/>Surgeries, N neglegenable, M minor,  MA major, CR critical<br/><br/>Fashionware: Biomoniter N  Bio,  +2 Resist Torture/drugs,  100, 1<br/>Skinwatch  N SWTC,  what is says, a watch.., 50, 1<br/>Light Tattoo, N,  LT, pick a tattoo..    , 1-20, 0.5<br/>Shift-tacts, SHF, color changing contacts,  200, 0.5<br/>ChemSkins, N,  CSK,   color/changed skin look, 200,  1d6/2<br/>Synthskins, N SYN,  like Chemskins, but aritificial skin,  400,  1d6<br/>Techhair, N,  TEH,  color/light hair,  1-200, 2<br/><br/>Neuralware: Runs off of the nervous system.<br/>Neural Processor, M,   Basic processor, must have to run most cyberware,  1000, 1d6<br/>Boosterware, Kerinzikov,  N, RFB,  relfexboost, +1/2  to Int. for every level bought(is permanent),  500,  1d6/2d6<br/>Booosterware, Sandevistan,  N, SW, +3 to Int for 3 turns, 1600, 1d6/2<br/>Tactile boost, N, TB,  +2 touch sensativty,  100, 2<br/>Olfactory boost, N, OLF, +2 to smell, allows scent trracking,  100,  2<br/>Pain Editor,  N, PE,  turns off pain/cold/heat feelings of body. can be used selectively,  200,  2d6<br/>Cybermoden link, N,  CE,  direct connection to cybermodems.  100,   1<br/>Vehical link, N,  VLNK, direct connection to vehicals,   100, 3<br/>Smartgun link, N,  WLNK,  smartgun control.  100, 2<br/>Machine/Tech link,  MLNK,  allows control of direct connection machines and factories, 100,  2<br/>Dataterm link,  N,  DLNK, direct connect to Dateterms,  100,  2<br/>Interface plugs, N,  PLG,  allows you to plug intoi machines and such.  200, 1d6 per pair of plugs.<br/>REflex chips,   APTR, reflex based chips, Tech skills requireing manipulation,<br/>Memory chips,  MRAM,  Int based skills and such,<br/>Chipware Socket, N,   allows 10 chips to be put into a slot, usually located at the base of the spine,  200,  1d6/2<br/><br/><br/><br/>