I added prices, most based on the lists in Cyberpunk 2020.
Cyberware implants are the way of the future. They have saved countless lives and made previously inhuman feats possible. However, they come with a terrible cost. As people lose more and more of themselves, they tend to develop a mental illness called Implant Depersonalization Syndrome.
All characters begin with a Cyberware Tolerance (CT) of 10. Having a constitution or wisdom score will provide an accumulative +1 to initial CT score. Scores of less than 9 in those abilities will likewise subtract 1 point from a character's CT score.
Every implant has a CT Loss number. When a character gets an implant installed, their CT is reduced by the listed number. As a character's CT reaches certain points, they begin to suffer penalties.
CT less than 7 - The character must make a saving throw or develop Stage
I IDS. A person with Stage I has a distant, detached demeanor to them.
They have -1 to reaction rolls and -1 to any task involving charisma
CT less than 3 - Stage II IDS - If a character with Stage I drops below 3 CT, they must make another saving throw or progress to Stage II. Even if they make the saving throw, they must repeat the save every month. At the GM's option, there might be street drugs or sketchy treatments available to give them a bonus to the save or skip the save entirely, but then the character has to deal with expense, addiction, etc. Characters with Stage II IDS have a -2 to reaction rolls and to charisma based tasks.
CT 0- Stage III IDS- A character who reaches 0 CT either dies or becomes a ravening, inhuman machine. Either way, the character is now an NPC under the GM's control. Rumor has it of black projects that keep these "cyberzombies" alive to be used as weapons, as well as rumors of Stage IIIs who manage to keep their sapience intact but are deranged psychopaths.
The implants listed in italics are basic implants, the ones offset
under them are features that can be installed at an additional cost, but
no additional CT loss. (With the exception of the neuro-interface link)
Cyberware Cost CT Loss Notes
Eyes 500 .5
-Telescopic 200 Shift ranges one category down
-IR 200 See heat signatures, see in the dark
-Transmitter 300 Hear/transmit radio frequencies
-Sound Amp 200 +2 to all listening tasks
Head Computer 1,000 1 Always have a computer, storage
-Neuro-Interface * +1 Neuromancer's required headware
Weapon Link 100 .5 +1 hit with linked weapon
Arms 500 1
-Internal Weapon 500 1d6+1 weapon
-Integrated Tools 350 Pick tool kit
Legs 500 1
-Hydraulic Jacks 500 Triple jumping distance
Adrenal System 400 1 +2d6 extra temporary hp
Boosted Reflexes 500 2 Roll twice to be surprised, +2 individual init
Bone Lacing 300 1 +3 extra hit points
Blood Filtration 300 .5 +2 save vs. poisons, diseases
Muscle Graft 1,000 1 +1 hit/dmg in melee, +2 encumbrance slots
Internal Air Supply 300 .5 30 min air supply
Subdermal Armor 1,000 1 +1 AC, cumulative with worn armor
*Neuromancers automatically begin with a head computer that has a neuro-interface. They needn't pay money for it, but they do suffer the CT loss.