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Deadrun Augmentations

The document details various cyberware augmentations available for characters, categorized into headware, eyeware, earware, bodyware, and cyberlimbs. Each augmentation includes specifications such as essence cost, capacity, description, availability, and cost in yen. The document provides a comprehensive list of enhancements that improve cognitive, sensory, and physical abilities, as well as the implications of using cyberlimbs in gameplay.
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0% found this document useful (0 votes)
43 views15 pages

Deadrun Augmentations

The document details various cyberware augmentations available for characters, categorized into headware, eyeware, earware, bodyware, and cyberlimbs. Each augmentation includes specifications such as essence cost, capacity, description, availability, and cost in yen. The document provides a comprehensive list of enhancements that improve cognitive, sensory, and physical abilities, as well as the implications of using cyberlimbs in gameplay.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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Deadrun Augmentations

Cyberware:

Headware- Essence Capacity Description Availability TN Cost

Attention co-proessor 0.3 [1] +2 sight cognition tests 7 3000¥

Wireless: additional +2 sight cognition tests

Chip-jack (rating 1-5) 0.05 x rating - Allow skill-softs of appropriate ratings 3+rating 1000¥
to be jacked in x2
x rating

Control Rig 0.5 - Allows a drone control to be implanted 7 +5000¥

Cranial Bomb can be remotely detonated

Kink 0 [1] destroys cyberware on the limb 13 F 2000¥

Micro 0 [2] destroys attached limb 13 F 5000¥

Area 0 [3] destroys attached limb and explodes 13 F 10000¥


like a fragmentation grenade

Datajack 0.1 [1] allows for direct interface with - 500¥


electronic devices and matrix access

Wireless: clearer channels allow for 1 noise reduction.

Datalock 0.1 [1] encrypted data safe, cannot be 11 1000¥+


accessed by the carrier
encrypt

False Face 0.5 - mimic facial structures, +4 disguise 11 R 20000¥


Wireless: allows access to previously constructed faces on the fly

Know wire (rating 1-5) 0.1 - As a skill-soft, but only a single skill 3+rating 2000¥
available x2
x rating

Olfactory booster 0.2 - +3 smell cognition tests 7 2000¥

Wireless: allows access to chemical database for easy identification of scents.

Orientation system 0.2 [1] internal GPS and navigation system 3 500¥
grants +4 to area knowledge tests
for lay of the land
Wireless: up to date GPS provides additional +2 to tests
Radar sensor (1-4) rating x .25 [2] an implanted radar sensor 3+rating x2 rating x

4000¥

Headware Essence Capacity Description Availability TN Cost

Skill-jack (rating) x 0.1 - allows for use of skill-softs of (rating) rating x2 rating x

20000¥

Sim Module 0.2 [2] allows access to sim-sense chips - 2000¥

Hotsim mod. - - allows for BTL chip use 9F 5000¥

Synthlink 0.1 [1] +2 to performance checks with synth 3 1000¥


instruments

Tooth Compartment Allows for storage of small object

Storage 0 - tooth must be manually opened 7 200¥

Breakable 0 - tooth can be broken intentionally 11 500¥

Ultrasound Sensor 0.3 [2] an implanted ultrasound sensor 9 6000¥

Visualizer 0.1 - allows mental images to be projected 7 2000¥

Voice Mask 0.1 - allows voice to be scrambled against ID 7 F 2000¥

Voice Modulator 0.2 - allows voice to be modified 3 7500¥

2 Pattern (1-5) - - allows voices to be mimicked 3 +rating x2 ratingx


adding rating to bluff checks
5000¥

Eyeware Essence Capacity Description Availability TN Cost

Cybereyes Basic System provides 20/20 vision and image link


and eye recording unit

Rating 1 0.2 4 - 500¥

Rating 2 0.3 8 3 750¥

Rating 3 0.4 12 5 1000¥

Rating 4 0.5 16 7 1500¥

Additional Eye 0.2 [2] allows additional cyber eye to be 7 1000¥


implanted elsewhere on the body

Eye-light system 0.1 [2] doubles range of low-light vision 3 500¥


Eye Recording Unit 0.1 + records into external data storage 3 2000¥

Flare Compensator 0.1 [1] as flare compensator vision enhance. 3 750¥

Image Link 0.1 + as image link vision enhancement 3 500¥

Low-light Vision 0.1 [2] as low-light vision enhancement 3 1000¥

Ocular Drone - [6] detachable spyball drone 9 63000¥

Eyeware Essence Capacity Description Availability TN Cost

Microscopic Lenses 0.2 [3] substitutes microscope, x1000 mag. 3 1000¥

Protective Covers - - provides 1 armor to the eyes 3 100¥

Retinal Duplicate (1-5) 0.1 [rating] mimics recorded eye retinas beating 13 F rating x
sensors of rating and below
15000¥

Smartlink 0.1 [3] As Smartgun system accessory 7R 1000¥

Spider Eyes 0.2 2 Cybereye with greater field of vision 7 2000¥


but poorer detail. Providing +2 to avoid
surprise, but -2 to other cognition tests

Targeting Laser 0.2 [4] As laser sight accessory 3 1000¥


Infrared 0.2 [4] only visible with infrared 5
1250¥

Thermographic Vision 0.1 [2] As Thermographic vision enhancement 3 1000¥

Vision Enhance (1-3) 0.1 [rating] As Vision Enhancement system 3+ rating rating x
x2
1500¥

Vision Magnification 0.1 [2] As Vision Magnification enhancement 3 1000¥

Earware Essence Capacity Description Availability TN Cost

Cyberears provides perfect hearing, Ear


Recording Unit and Sound Link

Rating 1 0.2 4 - 500¥

Rating 2 0.3 8 3 750¥

Rating 3 0.4 12 5 1000¥

Rating 4 0.5 16 7 1500¥


Antenna 0.1 [1] decreases noise by 1. 3 500¥

Audio Enhance (1-3) 0.1 [rating] implanted Audio Enhancement 3+ratingx2 rating x

1500¥

Balance Augmenter 0.1 [4] +2 to all nimbleness trait checks 9 5000¥

Damper 0.1 [1] protects from deafness. +2 vs sonic 3 750¥

Ear Protector - - provides 1 armor for the ears - 250¥

Ear Recording Unit 0.1 + records into external data storage 3 500¥

Increased Spectrum 0.1 [1] capable of hearing infra and ultrasound 5 500¥
Wireless: allows access to data library of sounds for easy identification.

Earware Essence Capacity Description Availability TN Cost

Select Sound Filter (1-5) 0.1 [rating] as sound filter audio enhancement 3+ ratingX2 rating x

1000¥

Sound Link 0.1 + plays audio from linked sources - 250¥

Spatial Recognizer 0.1 [2] as spatial recognizer enhancement 7 750¥

Translat-Ear 0.1 [1] provides instant translation for a single 7 4000¥


lingua-soft.

Wireless: Allows switching between lingua-softs subscribed to from the matrix.

Bodyware Essence Capacity Description Availability TN Cost

Active Hardwire (1-5) rating x 0.05 - As skillwires, but hardcoded to a 3+ rating x 2 rating x
single skill
4000¥

Auto-injector releases a dose of a chemical as a


free action (or with correct triggers)

Wireless: Provides information on chemicals in place and can engage dose in case of
unconsciousness.

1 dose 0.05 - single dose of chemical available 3 250¥

Expanded 0.05 - 5 doses of chemicals available 4 500¥

Killswitch 0.05 - single lethal dose of virulent agent 7F 750¥

Balance Tail 0.25 - +2 to climbing and acrobatics tests 7 2000¥


Biomonitor 0.1 [1] grants instant updates on user’s 3 500¥
medical condition.
Wireless: Provides communication and alerts to user’s medical provider.

Bone Lacing

Plastic 0.5 - +1 size when calculating damage 7F 5000¥

Aluminum 1 - +2 size when calculating damage 11 F 15000¥

Titanium 1.5 - +3 size when calculating damage 13 F 40000¥

Cyberfins 0.1 [1] +2 to swimming tests 7 500¥

Cybersafety - [1] Combines with advanced safety to 3 100¥


verify user as authorized.

Bodyware Essence Capacity Description Availability TN Cost

Dermal Plating

Rating 1 0.5 - Provides Light Armor 2 5R 5000¥


Rating 2 1 - Provides Light Armor 4 9R 10000¥

Rating 3 1.5 - Provides Armor 1 13 R 15000¥

Fingertip Compartment 0.1 [1] Allows storage of micro objects in 3 750¥


the fingertip

Flex Hand 0.15 - +4 to sleight of hand tests to escape 7 1500¥


from hand restraints.

Foot Anchor 0.25 [3] When engaged, provides 1 recoil comp. 9 2000¥
and +2 to avoid knockdown.

Grapple Gun 0.5 [5] Implanted Grapple Gun 7 1500¥

Internal Air Tank 0.25 [3] can hold breath for 2 hours 3 650¥

Internal Router 0.7 - provides wireless bonuses that don’t 3 15000¥


require an outside network to function

Magnetic system 0.25 [2] magnetizes a cyberlimb on command 7 1000¥


providing +2 strength and climbing tests
while interacting with metallic objects

Move-by-Wire system

Rating 1 3 - Allows a single (non-joker) action card 11 F 40000¥


to be redrawn.
Rating 2 4 - Allows up to two (non-joker) action 13F 125000¥
cards to be redrawn.

Rating 3 5 - All (non-joker) action cards may be 13 F 205000¥


redrawn once.

Muscle Rep.

Rating 1 1 - +1 to strength tests 5R 5000¥

Rating 2 2 - +2 to strength tests 9R 10000¥

Rating 3 3 - +3 to strength tests 13 R 15000¥

Rating 4 4 - +4 to strength tests 13 R 20000¥

OXSYS cybergill 0.25 - Allows user to breathe water 3 2000¥

Bodyware Essence Capacity Description Availability TN Cost

Reaction Enhance

Rating 1 0.3 - +1 to Nimbleness and Deftness tests 5R 10000¥

Rating 2 0.6 - +2 to Nimbleness and Deftness tests 9R 20000¥

Rating 3 0.9 - +3 to Nimbleness and Deftness tests 13 R 30000¥

Retractable climb claws 0.2 [2] +2 to climbing tests, and can be used 7 2000¥
as cyber razors with -2 penalty

Simrig 0.5 - Allows access to sim-sense chips 7 5000¥

Skillwire (rating 1-5) rating x 0.2 - Allows access to activesofts of (rating) 3+ 2000¥
or lower rating x2
x rating

Smart Articulation 0.5 - counts as two sizes smaller for fitting 7 6000¥
through spaces

Smuggling Compart. 0.2 [2] Allow for storage of small objects 5 1500¥
within the body.

Cyberlimbs: All cyberlimbs replace some part of the body. Some replace a full limb, while others only
replace part. If an attack hits a part of the body replaced by a cyberlimb, check the limb’s % and roll a
d100. If the result is under the %, the attack hits the cyberlimb rather than flesh and blood. The limb still
accrues wound penalties like a normal limb might (between damage to internal components and the
fact that most cyberlimbs still include a form of nervous system to aid with adapting to the limb, the
effects are largely the same.) This can often mean that your cyberlimb and the flesh limb it is attached to
will accrue wounds separately. Attacks to a cyberlimb never accrue wind damage. If the cyberlimb is
maimed, it is typically destroyed beyond functionality, along with any cyberware attached to the limb.
Wounds to a cyberlimb cannot be healed, they require repairs instead.

Cyberlimb Essence Capacity Percentage Availability TN Cost

Obvious Limbs: Clearly a cyberlimb in appearance

Full Arm 1 15 100% 3 15000¥

Full Leg 1 20 100% 3 15000¥

Hand/Foot 0.25 3 25% 3 5000¥

Lower Arm 0.45 10 50% 3 10000¥

Lower Leg 0.45 12 50% 3 10000¥

Torso 1.5 10 50% 11 20000¥

Skull 0.75 4 50% 13 10000¥

Cyberlimb Essence Capacity Percentage Availability TN Cost

Synthetic Limbs: Designed to look human. Requires a TN 5 scrutiny test or touch to know it’s a
cyberlimb

Full Arm 1 8 100% 3 20000¥

Full Leg 1 10 100% 3 20000¥

Hand/Foot 0.25 2 25% 3 6000¥

Lower Arm 0.45 5 50% 3 12000¥

Lower Leg 0.45 6 50% 3 12000¥

Torso 1.5 5 50% 11 25000¥

Skull 0.75 2 50% 13 15000¥

Primitive Limbs: Pre-cyber prosthetic. -4 to all tests with limb.

Hand/Foot - - 25% - 20¥

Partial Arm/Leg - - 50% - 100¥

Full Arm/Leg - - 100% - 250¥

Liminal Body: Replaces both legs and lower 50% of the Torso. Tends to have trouble with stairs.
Body Essence Capacity Description Availability TN Cost

Centaur 3 80 Doubles Pace and Carry weight 11 80000¥


Wheeled 2.5 40 Doubles Pace but cannot do difficult 7 40000¥
terrain.

Tank! 3 60 Ignores Difficult Terrain. 11 R 50000¥

Modular Limb: Can be switched out on any limb with a modular connector

Limb Essence Capacity Percentage Availability TN Cost

Hand/Foot 0.25 [Limb-1] 25% Limb + 2 +1000¥

Partial Arm/Leg 0.45 [Limb-2] 50% Limb + 2 +2000¥

Full Arm/Leg 1 [Limb-3] 100% Limb + 2 +3000¥

Cyberlimb Enhancements: Capacity Description Availability TN Cost

Armor (Rating 1-4) rating x 3 Armor (rating) on limb 5+rating x 2 rating x


600¥

Strength (Rating 1-5) rating x 2 +(rating) Strength on limb 3+rating x2 R rating x

400¥

Deftness (Rating 1-5, Arms only) rating x 2 +(rating) Deftness on limb 3+rating x2 rating x

500¥

Nimbleness (Rating 1-5) rating x 2 +(rating) Nimbleness on limb 3+rating x2 rating x

500¥

Cyberlimb Accessories Essence Capacity Description Availability TN Cost

Built-in medkit 0.45 [10] fully equipped medkit implanted 7 1000¥+

medkit

Built-in toolkit 0.45 [10] fully equipped toolkit implanted 3 1000¥

Cyberfingers 0.05 [1] basic cybernetic finger 3 500¥


Cyberlight 0.05 [1] a single small flashlight 3 500¥

Cyberlighter 0.05 [1] a lighter- good for cigs and fuses 3 550¥

Finger Grenade 0.05 [1] inflict damage as chosen grenade, but 2+ 500¥+
at half damage. Grenade
Grenade

Finger Pistol 0.05 [1] single-shot holdout cybergun 7R 1000¥

Cyber Holster - [7] holds pistol sized object 7R 2000¥

Cyberlimb Optimization - [2] +4 to one corporal skill of your choice Limb+2 Limb+

2000¥

Digigrade Legs - [4] +2 Stealth, +2 Pace Leg+4 Leg+

5000¥

Gyromount - [4] provides 3 points of recoil comp. 11 F 6000¥

Hydraulic Jacks (1-5) [rating per limb] rating x2 pace while jumping, and 9 rating x
reduce fall damage by (rating)x2
2000¥

Improved Skin (1-4) - [rating x 2] + (rating) to TN to detect true nature 5+rating rating x
of limb, feels authentic x2
5000¥

Cyberarm Accessories Essence Capacity Description Availability TN Cost

Modular Connector Allows modular limbs to be replaced

Wrist/Ankle 0.1 [5] 3 2000¥

Elbow/Knee 0.2 [10] 7 4000¥

Shoulder/Hip 0.3 - 11 6000¥

Monkey Foot 0.3 [2] Can be used as hands with a -2 penalty 7 6000¥
-2 pace

Skates - [2] increase pace by 50% while engaged, 3 250¥


but require TN 5 Nimbleness to keep
balance while in use.
Skimmers - [2] doubles pace by floating while engaged, 7 2000¥
but requires TN 7 Nimbleness to keep
balance while in use.

Snake fingers - [2] +2 to sleight of hand tests 5 1000¥

Telescopic Limb (1-2) - [ratingx3] increases reach by (rating) 3+ rating rating x


meters. x4
1000¥

Water Jet - [4] doubles pace while underwater 7 1000¥

Cyberguns Essence Capacity Availability TN Cost

Hold-out Pistol 0.15 [2] Gun + 4 Gun+1800¥

Light Pistol 0.35 [4] Gun + 4 Gun+3500¥

Heavy Pistol 0.6 [6] Gun + 4 Gun+3800¥

Machine Pistol 0.4 [4] Gun + 4 Gun+3000¥

SMG 1 [10] Gun + 4 Gun+4000¥

Shotgun 1.1 [11] Gun + 4 Gun+7000¥

Grenade Launcher 1.5 [15] Gun + 4 Gun+20000¥

Cyber Melee Essence Capacity Defense Damage AP Availability TN Cost

Extreme 0.5 [5] +2 Str+2d10 - 7F 2000¥

Fangs 0.1 [1] - Str+1d6 - 5 200¥

Retract 0.15 [2] - Str+1d6 - 7 500¥

Handblade 0.25 [3] +1 Str+2d6 - 9F 1500¥

Hand Razors 0.2 [2] +1 Str+2d4 - 9F 900¥

Junkhard Jaw 0.75 [6] +1 Str+2d8 4 7F 2000¥

Spur 0.3 [3] +2 Str+2d8 - 11 F 1800¥


Shock Hand 0.25 [3] +1 Str+1d4+ half 7R 1000¥
stun

Oral Slasher 0.25 [3] - 2d8 2 11 R 750¥

Bioware

Basic Bioware Essence Description Availability TN Cost

Adrenaline Pump (1-3) rating x 0.75 + (rating) to strength, vigor and 5+ rating x
quickness for rating x 1d6 turns. rating x 2
30000¥ Afterwards, you are stunned for twice
the turns.

Bone Density (1-3) rating x 0.3 + (rating) size when determining 11 rating x
damage
20000¥

Cat’s Eyes 0.1 provide low-light vision. 3 7500¥

Chemical Gland 0.1 produces one chemical compound 11 R 20000¥+


each day, holds up to 4 doses. Or chem’s
100x chem

Exhalation Spray 0.1 Allows contact and inhalants chems 11 R 6000¥


to be used with the chemical gland

Spit 0.1 Allows produced chemical to be spit 11 R 6000¥


out of your mouth.

Weapon Reservoir 0.1 Chemical can be used in conjunction 11 F 4000¥


with a natural bioware weapon.

Expanded Reservoir 0.1 Additonal four doses can be held 11 R 2000¥ +

chem x 4

Digestive Expansion 0.5 Allows consumption of less palatable 3 20000¥


substances. +2 vigor vs ingested poisons

Elastic Joints 0.2 Counts as two sizes smaller for 7 8000¥


purposes of fitting through small spaces

Expanded Volume (1-4) rating x 0.1 +(rating) x2 to vigor tests to hold breath 5 + 2000¥
ratingx2
rating

Enhanced Articulation 0.3 +2 to quickness tests 11 40000¥


Gills 0.2 Allows for water breathing, but -2 vigor 7 5000¥

Hands and Feet Webbing 0.05 +2 to swimming tests 7 1000¥

Hearing Enhancement 0.1 +2 cognition tests for hearing 3 4000¥

Hearing Expansion 0.1 Allows for hearing sub- and ultrasonic 7 4000¥
sounds.

Joint Replacement 0.05 returns joint to peak condition 3 1000¥

Muscle Augmentation (1-4) rating x 0.2 + (rating) to strength tests 5 + rating x 2 7000¥ x

rating

Muscle Toner (1-4) rating x 0.2 + (rating) to nimbleness tests 5 + rating x 2 8000¥ x

rating

Nephritic Screen (1-5) rating x 0.05 + (rating) to vigor tests to resist 3 + rating x 2 4000¥ x
drug addiction.
rating

Nictitating Membrane 0.05 +2 to vigor tests to resist eye irritants 5 1000¥


such as CS gas and pepper spray.

Orthoskin (1-3) rating x 0.25 (rating) armor, allows for 5+ratingx2 rating x
orthoskin enhancements
30000¥

Pathogenic Defense (1-5) rating x 0.1 + (rating) to vigor tests to resist 7 rating x
diseases.
10000¥

Platelet Factory 0.2 reduces all wind damage by two. 11 25000¥

Replacement Limb replaces limb with functionally identical bio limb

Finger/toe - 3 1000¥

Hand/Foot 0.1 3 10000¥

Partial Arm/Leg 0.2 5 20000¥

Full Arm/Leg 0.4 7 40000¥

Skin Pocket 0.1 hidden pocket capable of hiding small objects. 3 5000¥

Basic Bioware Essence Description Availability TN Cost

Spidersilk gland 0.3 Allows for silk web to be shot, entangling 9 35000¥
targets, and +2 to nimbleness to reduce falling
damage.
Spinal Re-alignment 0.1 recomposes broken and damaged spines 7 4000¥

Suparthyroid Gland 0.7 +1 to all corporal trait and attribute tests 13 F 25000¥

Symbiotes (rating 1-3) rating x 0.2 Add (rating) to natural healing tests 5+ rating x
rating x2
10000¥

Synthacardium (1-3) rating x 0.1 Add (rating)x2 to maximum wind. 3+ rating x


rating x2
10000¥

Tail 0.25 It’s a tail, do you really need a reason? 3 2000¥

Prehensile 0.5 Can be used as an additional limb with 7 8000¥


-4 penalty to all tasks

Tailored Zoo Pheromones (1-3) rating x 0.1 Add (rating) to animal handling tests. 3+ rating x
rating x2
2000¥

Tailored Pheromones (1-3) rating x 0.2 Add (rating) to mien tests. 3+ rating x
rating x2 F
15000¥

Toxin Extractor (1-5) rating x 0.2 Add (rating x2) to vigor tests to resist 3+ rating x
toxins. rating x2
20000¥

Troll Eyes 0.2 Grants Thermographic Vision 7 10000¥

Vocal Range Enhancer 0.1 +2 to performing (singing) tests 7 10000¥

Vocal Range Expander 0.2 +2 bluff to fool voice recognition 11 R 30000¥


scanners.

Orthoskin Enhancements Essence Description Availability TN Cost

Chemical repulsion 0.25 +2 to resist contact chems. 11 R 20000¥


-2 to vigor checks against high temps.

Dragon hide 0.1 1 armor level against fire damage. 3 2000¥

Insulation 0.1 +2 to resist electrical damage and stun. 7 8000¥

Penguin blubber 0.1 +2 to resist cold damage and environs 3 2000¥

Sealskin 0.1 Full pace while swimming. 3 2000¥

Sharkskin 0.25 +2 to resist grappling. 7 8000¥


Cultured Bioware Essence Description Availability TN Cost

Cerebral Booster (1-3) (rating) x 0.2 +(rating) to smarts tests 3+ (rating) x 4 rating x

10000¥

Damage Compensator (1-5) (rating) x 0.1 ignore (rating) wound penalties 3+ (rating) x2 rating x

15000¥

Knowledge Infusion 0.1 +1 to one chosen mental skill 11 2000¥

Replacement Limb 0.02 replacement limb grown from the


user’s own DNA.

Finger/Toe 3 2000¥

Hand/Foot 7 20000¥

Half Arm/ Leg 11 40000¥

Full Arm/ Leg 11 80000¥

Mnemonic Enhancer (1-3) (rating) x 0.1 + (rating) to knowledge tests r+ (rating) x 4 rating x

7500¥

Neuro-Retention Amplification 0.1 gains photographic memory 3 10000¥

Pain Editor 0.3 while active, ignore all wound penalties 13 F 40000¥
but suffer -4 penalty to all cognition tests

Reception Enhancer 0.2 +2 to cognition tests. 3 10000¥

Reflex Recorder 0.1 +1 to one chosen corporal skill 11 2000¥

Reproductive Replacement In case of unfortunate disease or injury

Male 0.1 7 8000¥

Female 0.3 3 20000¥

Sleep Regulator 0.15 only requires 3 hours of sleep. 7 10000¥


Can stay awake for 48 hours straight.
Bio-Weaponry Essence Defense Damage AP Availability TN Cost

Claws 0.1 +1 +1d4 - 3R 500¥

Retractable 0.15 +1 +1d4 - 5R 1000¥

Electrical Discharge 0.3 - +stun half 7 10000¥

Fangs 0.1 - +1d6 - 3 500¥

Retractable 0.15 - +1d6 - 5 1000¥

Muzzle 0.3 - - 1 7R 2000¥

Horns 0.1 - +1d4 - 3 500¥

Stinger

Tiny 0.05 - injected chem - 7 250¥

Medium 0.1 +1 +1d6+ chem - 7R 2000¥

Large 0.2 +2 +2d6+ chem - 11 F 8000¥

Striking Callus 0.05 - Lethal Damage - 3 250¥

Tusk

Small - - - - 3 100¥

Medium 0.1 - Lethal Damage - 3 500¥

Large 0.2 - +1d4 - 7R 1000¥

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