Cyberware and Chrome
Chrome
Cyberware, or chrome, are cybernetic enhancements to the human body. Cyberware has become normalized, and more expensive pieces are a sign of status.

In Reboot, Chrome is the main form of progression. You don't level up, you get Dosh, which you spend on chrome or body upgrades. In a way, this is just gold for exp. Instead of leveling up and getting class features, you just buy the features you want in the form of Chrome. I wrote up 12 pieces of Chrome here, enough to get started playtesting.
Customization
Chrome's appearance can be customized for a 25% increase in price. This can include paint jobs, sound effects during use, or camouflage. This is largely a stylistic choice. Some people love the aesthetic of a chromed out body, while others prefer to look close to organic, without eschewing the benefits of cybernetics.
Motherboards Installation, and Complications
Every Frame has a Motherboard integrated into the brain. For Chrome to function, it must both be placed on the Frame correctly and properly wired to the Motherboard.
A standard Motherboard has space for 4 pieces of Chrome. Some Frame's come with premium Motherboards with more space.
Each piece of Chrome is for a specific body part. You cannot have multiple pieces of Chrome on the same body part.
Installation is included in the cost of Chrome. Less reputable dealers charge up to 50% less, but their installations are less reliable.
When purchasing Chrome from a disreputable dealer, roll a d100. If you roll equal to or under the percentage the chrome was discounted, you experience the Chrome's complication.
A complication can be fixed by a legitimate surgeon for the retail price of the Chrome.
For example. If a Runner buys thermoptic camo from a street dealer at 20% off, the GM rolls a d100. On a result of 20 or lower, the installation has a complication. The Runner may or may not immediately be aware of the issue.
Legs
NoGravs
Enhanced quads, and hip stabilizers for jumping, reinforced ankles so you don't break them.
Effect: You can high jump 15 feet and long jump 40 Feet. You take no damage from falls up to 200 feet as long as you land on your feet. Higher falls kill you.
Complication: Poor Coordination. You can't sprint, -20 to any check made to keep your balance.
Price: 1,250 Dosh
Anchors
Metallic feet with sharp clamps on the bottom. When activated, the clamps shoot down beneath you, keeping you in place.
Effect Can be activated or deactivated at will. When active, as long as you are standing on solid ground, you cannot be moved.
Complication: Random activation. Whenever you roll initiative, there is a 50% chance that your Anchors activate automatically, and won't deactivate for 1d6 turns.
Price 600 Dosh
Bolts
Plantar and hip extensor strengthening, fatigue reduction.
Effect: You can move and take another action on the same turn. After doing so, the Chrome needs 1 minute to recharge.
Complication: Exhaustion. After moving and taking an action on the same turn, you can't move for 1d6 turns.
Price: 1,000 Dosh
Hands
Razors

Mechanical hands that shift into a blade, or sharp, extendable nails, sharpened Dealer's choice. Made of reinforced polymer to avoid detection.
Effect: You can use your hands as blades. They behave as one handed military blades.
Complication: Random activation. Whenever touch another person, there's a 10% chance your blades extend automatically, dealing 1 Damage.
Price: 500 Dosh
Neural Jack
A cable running directly from your motherboard to your hand, allowing you to interface directly with external devices.
Effect You can attempt to hack or operate equipment without an external cyberdeck. Treat your Motherboard as a Cyberdeck with 5 Program Slots.
Complication: Traceable. Whenever you jack into a device, data flows out as well as in. A skilled hacker can identify you from the data fragments your Neural Jack leaves behind.
Price: 700 Dosh
Nimble Fingers
Your fingers extend, exposing wires and small tools you control as though they are additional appendages.
Effect: +10 to Motor Control checks involving fine manipulation or sleight of hand.
Complication: Pain. Sharp tools occasionally press against the inside of your fingers. Each turn there is a 10% chance you skip your turn to manage sudden severe pain.
Price: 900 Dosh
Arms
Flesh Cache
A hollowed out cache in your arm big enough to hold a one-handed weapon, hidden by a flesh tone panel.
Effect: You can store any item you could hold in one hand in your flesh cache. It is impossible to see and does not appear on X-rays.
Complication Loud. When you open or close your cache, it makes a loud grinding and squeaking noise.
Cost: 1,100 Dosh
Iron Arms

Originally built for boxers. Increases arm power and speed.
Effect: +5 to Brawn checks made for melee weapon attacks.
Complication: Imprecise. -10 to Motor Control checks involving your arms.
Cost: 750 Dosh
Stabilizer
An internal system for injecting an intense stimulant into your arms for stable shooting. New Stimulant is synthesized automatically while you sleep.
Effect: You can activate the stimulant freely 3 times per day. When you do, you gain a +5 bonus to Motor Control checks made to for Ranged Weapon Attacks.
Complications: Toxic. Your body partially rejects the stimulant. Every time you use it, take 1 Damage.
Cost: 900 Dosh
Core
Tank
A reinforced exoskeleton designed to maximize strength.
Effect: Increase your Brawn to a maximum of 75 (see Cost).
Complication: Decreased Flexibility. Lower your Motor Control by the same amount that this Chrome increases your Brawn.
Cost: 300 Dosh per point of Brawn increase.
Thermoptic Camouflage

A thin layer of nanomachines coating your skin. When active, they project an image of their opposite side, rendering the user functionally invisible.
Effect: Takes an action to activate and lasts 1 minute. The user becomes invisible. This does not prevent them from making noise, or make their belongings invisible. After activation, Thermoptic Camo takes 1d10 hours to recharge.
Complication: Overheat. The nanomachines run hot while active. for each round a character is invisible, they take 1 damage.
Cost: 1,700 Dosh.
Marathon
Complete skeletal replacement optimized for aerodynamics and precise movement.
Effect: Increase your Motor Control to a maximum of 75 (see Cost).
Complication: Decreased Strength. Lower your Brawn by the same amount that this Chrome increases your Motor Control.
Cost: 300 Dosh per point of Motor Control increase.
Brain
Enhanced Logic Unit
Complete brain replacement with high speed processor and logic unit.
Effect: Increase your Logic to a maximum of 75 (see Cost).
Complication: Insecure. Hack checks made against you gain a +20 bonus.
Cost: 300 Dosh per point of Logic increase.