⚔️ Cyberfingers
📋 Details
| Field | Value |
|---|---|
| Type | Cyberware |
| Category | Cyberware |
| Subcategory | Cyberfinger |
| Manufacturer | Dynalar |
| Price | 100eb (Premium) |
| Market | 3-Piece’s Joint |
| Availability | Booth A1 |
Supply chain issues following the 4th Corporate War meant the world went without Dynalar’s beloved and famed Cyberfinger line for decades, but now they’re back with a vengeance! We’re happy to announce we’ve acquired a brand new range of diverse Dynalar Cyberfingers, compatible with any Modular Finger or Modular Finger Enthusiast Cyberhand! Collect them all!!!
All Cyberfingers require a Modular Finger Cyberhand. Pick-up or Browse at Booth A1 unless noted.
Airhypo Cyberfinger
100eb (Premium) • HL 3 (1d6) • Mall An Airhypo (see CP:R page 352) concealed within the Cyberfinger.
Bullet Storage Cyberfinger
100eb (Premium) • HL 3 (1d6) • Mall Cyberfinger can hold two rounds of any bullet-type ammunition, concealing them within the Cyberfinger without a Check.
Dartgun Cyberfinger
500eb (Expensive) • HL 7 (2d6) • Mall Dartgun Exotic Weapon (see CP:R page 348), with only a single shot in the clip, concealed inside the Cyberfinger. The Dartgun does not need a Check to be Concealed if a glove is worn over it.
Ballpoint Cyberfinger
100eb (Premium) • HL 0 (N/A) • Mall A ballpoint pen concealed within the Cyberfinger.
Flashlight Cyberfinger
100eb (Premium) • HL 3 (1d6) • Mall Flashlight concealed within the Cyberfinger.
Homing Tracer Cyberfinger
500eb (Expensive) • HL 3 (1d6) • Mall Cyberfinger that can point in the direction of its linked tracer if it is within 1 mile (1.6 km) away. Typically sold with an easily removable fingernail linked tracer. Replacement fingernail tracers are 50eb (Costly).
Lighter Cyberfinger
100eb (Premium) • HL 3 (1d6) • Mall A lighter concealed in the tip of the Cyberfinger.
Laser Pointer Cyberfinger
100eb (Premium) • HL 3 (1d6) • Mall Laser Pointer concealed within the Cyberfinger. With four or more Laser Pointer Cyberfingers, as an Action a user can force a target within 25 m/yds to make a DV13 Resist Torture/Drugs Check. No Check is needed for this Action. If the target fails, they suffer the Damaged Eye Critical Injury for 1 minute. With eight Laser Pointer Cyberfingers, a target that fails instead suffers the Damaged Eye Critical Injury until treated.
Lockpick Cyberfinger
100eb (Premium) • HL 2 (1d6/2 RND ↓) • Mall Adjustable lockpick and tensioning tool concealed within the Cyberfinger. All you need to pick non-electronic locks using the Pick Lock Skill.
Microphone Cyberfinger
100eb (Premium) • HL 2 (1d6/2 RND ↓) • Mall A microphone connected to a linked Agent or another recording device, concealed in the Cyberfinger.
Mini Air Supply Cyberfinger
500eb (Expensive) • HL 2 (1d6/2 RND ↓) • Mall Contains 10 minutes of air before the tank must be refilled from the ambient atmosphere, which takes 1 hour.
Squirt Cyberfinger
100eb (Premium) • HL 3 (1d6) • Mall Can dispense/spray various liquids such as hand sanitizer, perfume, or Continental Brands BBQ Kibble Dressing. If loaded with acid the finger will corrode and be destroyed. Available at Booth A1/E3
One Shot Special Cyberfinger
100eb (Premium) • HL 7 (2d6) • Mall Exotic Heavy Pistol with only a single shot in the clip, concealed inside the Cyberfinger. Despite being Exotic, this weapon is still capable of firing Non-Basic Ammunition. The Pistol does not need a Check to be Concealed if a glove is worn over it.
Standard Cyberfinger
20eb (Everyday) • HL 0 (N/A) • Mall A Cyberfinger with no special features. Available at Booth A1/C3
Spray Paint Cyber Finger
100eb (Premium) • HL 3 (1d6) • Mall A mini-canister containing a single color of spray paint and a spray nozzle concealed within the Cyberfinger.
Wirecutter/Scissor Cyberfingers
100eb (Premium) • HL 3 (1d6) • Mall Retractable blades are concealed along the insides of two Cyberfingers, usually the middle and pointer fingers, forming wirecutters/scissors. Can also be used as a Poor Quality Light Melee Weapon in a pinch. Despite coming as a set of two Cyberfingers, the user only pays the cost and Humanity Loss once.