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=== Cyberware ===
 
=== Cyberware ===
==== Cyberpapacy (Tech 26) ====
 
'''MB Charger I/II/III''' - ''+1/+2/+3 Dexterity for 3 minutes.'' ($750/$1500/$3000)<br>
 
Implanted at the base, or top, of the spinal cord. It speeds the response time of CNS signals, increasing Dexterity by one point. The boost lasts for three minutes. <br>
 
'''MB MindBoost''' - ''+3 Mind for 3 minutes.'' ($2500)<br>
 
Attached to the rear of the skull, the MindBoost releases mild hallucinogens and stimulants into the left side of the brain which increases a character’s Mind attribute by three points for 15 minutes. Releasing additional doses of MindBoost adversely affect a character’s Mind attribute (the character becomes spaced out by the hallucinogens), reducing it by four points. Only one dose may be in effect at one time.<br>
 
'''Marlenes Hot Wires''' - ''Drug Injector holds 5 doses of given drug.'' ($1000)<br>
 
Neural injectors which release dosages of selected drugs into the bloodstream. Hot Wires are usually fitted beneath the skin in a small easily accessible box covered with NeuraSkin. Each box can hold up to five doses of a drug and the initial cost includes 5 doses of a drug. <br>
 
 
'''Nu-Yu''' - ''Look like someone else. Any rolls involving altered appearance gain +2 and are considered Favored.'' ($750)<br>
 
'''Nu-Yu''' - ''Look like someone else. Any rolls involving altered appearance gain +2 and are considered Favored.'' ($750)<br>
With implants in the musculature of the face and various subdermal implants at strategic locations on the body, this bit of cyberware allows an individual to look like someone else. Any rolls involving altered appearance gain +2 and are considered Favored. <br>
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With implants in the musculature of the face and various subdermal implants at strategic locations on the body, this bit of cyberware allows an individual to look like someone else. Any rolls involving altered appearance gain +2 and are considered Favored.
  
 
== House Rules ==
 
== House Rules ==

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