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Products and services

Products and services are purchased using a global currency known as credit ( ).

In Cyber, however, players will not read hefty price lists or analyze hundreds of tables. In a global world, everyday products are also provided by corporations.

All basic products and services such as food, simple tools, etc. are offered in the form of a monthly subscription of varying levels. The differences are primarily in the quality of these items rather than their type. In shops, products are marked with a coloured sticker symbolising the subscription level so that the customer knows which products to put in the basket.

Each subscription offers items that have a certain probability of being damaged (food may be stale). Before or after each use of the item (the choice is up to the players), roll 1d6, results of 1,2,3 (depending on the subscription) may indicate that the item has been damaged or the service has been performed unreliably. The character can of course obtain the item or service again but it will take time.

Exceptions to this subscription system are specialised services and equipment:

  • arms and armour
  • vehicles and drones
  • specialised laboratory, military, construction equipment
  • engineering, research, security services

Some of items above have their own separate price lists and others depend on the specific need and offer - they will therefore be negotiated between player characters and NPCs. Any equipment that is officially considered illegal requires appropriate contacts and can be at any price.

Prices

Basic subscription Price / month Damage probability
Bronze 500 1-3/6
Silver 1000 1-2/6
Gold 2000 1/6
Platinum 5000 -
Container Price Inventory Slots
Bag 200 +2
Suitcase/Big bag 300 +3
Backpack 400 +4
Hand trolley 600 +6
Weapon Price Damage dice Notes
Melee (light) 100 d6 knife, club
Melee (medium) 400 d8 sword, axe
Melee (heavy) 650 d10 bulky, mechanical blades
Ranged (short range) 150 d6 pistol, shotgun
Ranged (medium range) 600 d8 rifle, automatic weapon, bow
Ranged (long range) 1000 d10 bulky, carbine, cannon
Ranged (long range) 1500 d12, blast bulky, rocket/missile launcher
Grenades 200 d6, blast  
Microcharges 150 d4  
Explosives damage dice * 150 d6-d12, blast  
EMP cannon* 2000 d8, blast, INF damage bulky

* Critical Damage: if the target has a neuroprocessor, inflict, the same number of PSY damage as you inflicted INF this turn.

Armor Price Level Notes
Light 1000 1  
Medium 2500 2  
Heavy 5500 3 bulky
Shield 1200 +1  
Drones, vehicles, robots Price Inventory Slots
Small drone/robot 10000 +2
Medium drone/robot 50000 +4
Large drone/robot 100000 +6
Transport drone/robot 200000 +12
Small vehicle 50000 +6
Medium vehicle 70000 +8
Large vehicle 100000 +10
Transport vehicle 200000 +12
Accessories (cameras, sensors, etc.) 1000 each -
Mounted weapons damage dice * 1500 -
Armor 5000 per point (max 3) -
Infosphere node Price/month
+1 HP 2000
+1 INT 5000
White ICE damage dice * 1500
Black ICE (illegal) damage dice * 5000
Medical/repair services Price Time
Medical assistance 1000 per BIO point 1 day per 1 pt, max 7 days
Psychological assistance 1000 per PSY point 1 day per 1 pt, max 7 days
Interface repair 500 per INF point 2 hours per 1 pt
Stimulant pack (10 doses) 1000 immediate effect