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  • INTRODUCTION
  • PART 1: CYBERWARE
  • WELCOME TO THE CUTTING EDGE
  • LIFE ON THE WIRE
  • COMFORTABLY NUMB
  • CYBERWARE RULES
    • Cyberware Quality
      • Essence Reduction
      • Cost Multiplier and Medical Fees
      • Damage Resistance
    • General Rules on Damage
    • Headware
      • Communications
      • Cybereyes and Accessories
      • Cyberear Accessories
      • Oral Weapons
      • Cranial Bombs
    • Bodyware
      • Dermal Plating
      • Dermal Sheathing
      • Armor
      • General Rules for Cyberlimbs
      • Strength Enhancements
      • Quickness Enhancements
      • Body Enhancements
      • Multiple Enhancements
      • Dangling and Holding
      • Cyberguns
      • Cyberarm Gyromount
    • Cybersurgery
    • Effects of Wired Reflexes
    • Effects of Move-by-Wire Systems
    • Scarring
    • Cyberware and Bioware
    • Cyberware and Social Interaction
      • Social Situations
      • Contacts
  • PART 2: CYBERMANCY
  • BEYOND THE PALE
  • CYBERMANCY
    • How Cybermancy Works
    • Where to Find It
  • MAGIC AND DEATH
  • CYBERMANCY RULES
    • Finding the Right Place
    • Ground Rules
      • Less than Zero
    • Side Effects
      • Better off Dead
      • Magical Side Effects
      • Changes to Reaction/Perception
      • Changes to Willpower
      • Invoked-Memory Simulator
    • Social and Karma Penalties
    • Long-Term Effects
      • Chronic Dissociation Syndrome
      • Cancer
    • Cybermantic Magic
  • CHROME KINGS
  • TABLES
  • INDEX