So, you want to know about body modifications, chummer? Pull up a seat and let old Rock tell you what he knows. ====== Eye Modifications ====== ^ Name ^ Code Effects ^ TableTop Effects ^ | Eyeware camera| Allows you to take pictures that are stored in headware memory| Same| | eye datajack| A replacement eye that functions as a datajack| Dataport located behind the iris of a cybereye. You can pop the eye open to use it, and you can't see out of the eye when it's in use. | | image link| | Allows you to display images (and video) from your headware memory or piped in from a datajack in your field of vision| | low-light vision modification| Gives you low-light vision| Allows you to see normally in light levels as low as starlight| | thermographic vision modification| gives you thermal vision| Allows you to see the infrared spectrum, letting you see heat patterns. Bright lights have no effect, but strong sources of heat can blind you| | Retinal Clock| Gives you a time accurate to the minute with the "time" command| Displays an accurate time/date stamp in your field of vision. It can be modified for region/season as well as including stopwatch and timer functions.| | Optical magnification| Allows you to scan further and reduces penalties for firing at range, but can be seen by people with enough perception| Same| | Electronic magnification| As above, but cannot be seen in a visual inspection and prevents magicians from targeting their spells.| Same| ====== Hand-based Cyberware ====== ^ Name ^ Code Effects ^ TableTop Effects ^ Notes ^ |smartlink system|-2 to TNs with a smartlink-equipped gun | Displays a targeting indicator corresponding to a smartlink-equipped weapon's line of fire, giving a -2 TN | Does not stack with a laser indicator | |smartlink-2 system|-3 to TNs with a smartlink-2 equipped gun | -2 TN when paired with a smartlink-equipped gun. Reduces the called shot penalty from +4 TN to +2 TN |Does not stack with a laser indicator | |hand razor|(STR)L damage|same|small blades that replace your fingernails| |retractable hand razor|(STR)L damage|same|small blades that can slide out of sight under synthetic nail replacements| |improved hand razor|(STR+2)L damage|same|cannot be retracted| |hand spurs|(STR)M damage|same|a narrow blade attached to the user's bone, either a single blade extending from the wrist or a set of three smaller blades anchored to the back of the hand| |hand spurs (retractable)|(STR)M damage|same|spurs that can be retracted| |handblade|(STR+3)L damage|same|a blade that slips out the side of the hand opposite your thumb| |handblade (retractable)|(STR+3)L damage|same|a retractable handblade| |Cyberfins|(STR-1)L damage|Also allows you to swim at half your normal walking or running rate|Unsure if there is any coded benefit for swimming| |Fingertip compartment|Allows you to store one very small item|Replaces the last joint of a finger and can store an item as small as a datachip or monofilament whip| |retractable climbing claws|(STR-1)l damage|same, but also -2 TN for all climbing or clinging tests|Unsure if climbing/clinging works in code| ====== Bodyware ====== ^ Name ^ Code Effects ^ TableTop Effects ^ Notes ^ |Bone Lacing (plastic)| (STR+2M) Stun, +1 bod|You can choose to have your unarmed attacks deal physical damage, but at half force| |Bone Lacing (Aluminum)| (STR+3)M Stun, +1 bod/+1 impact armor|You can choose to have your unarmed attacks deal physical damage, but at half force| |Bone Lacing (Titanium)| (STR+4)M Stun, +2 bod/+1 impact and ballistic armor|You can choose to have your unarmed attacks deal physical damage, but at half force| |Bone Lacing (Ceramic)| (STR+3M) stun, +1 bod/+2 impact armor|You can choose to have your unarmed attacks deal physical damage, but at half force| |Bone Lacing (Kevlar)|+1 bod/+2 ballistic armor| |Dermal Plating|Increases Bod by rating| |Does not assist in healing| |Dermal Sheathing|Increases bod by rating and impact armor by half the rating (round up)| |Smoother and less bulky than standard dermal plating| |Boosted Reflexes I|+1d6 initiative bonus|A one-time electrochemical treatment that increases your natural reflexes|Incompatible with wired reflexes or a vehicle control rig| |Boosted Reflexes II|+1 reaction, +1d6 Initiative| |Boosted Reflexes III|+2 reaction, +2d6 Initiative| |move-by-wire system I|+1 qui, +2 reaction, +1d6 initiative, +1 dice for athletics and stealth|You're having constant seizures| |reaction enhancer|+1 reaction| | can be taken up to six times| |wired reflexes|+2 reacion, +1d6 initiative per level| |Users tend to be twitchy if they don't have a reflex trigger| |Reflex trigger|Allows you to turn off wired reflexes| |Skillwires|Allows you to use activesofts (along with a chipjack) up to the rating|Does not allow you to use pools like combat pool|Currently, code seems to allow you to use your combat pool when using a skill from a chip| ====== Systems replacement cyberware ====== ^ Name ^ Code Effects ^ TableTop Effects ^ Notes ^ |cyberskull|Don't take this unless you hate money and essense|+1 bod for called shots to the head, protects headware from damage|Did I mention you shouldn't take this. Don't do it unless you want it for RP| |Cybertorso|+1 Bod|+1 bod and protects internal cyberware| |Hydraulic Jacks|???|Adds ratingx20 percent to your jump distance, a number of dice equal to the rating for running and jumping tests. Reduces the power level of a fall if you land on your feet| |muscle replacement|+rating to quickness and strength|Unless you're hard-up for money it's much more efficient to use the bioware equivalents| ====== Headware ====== ^ Name ^ Code Effects ^ TableTop Effects ^ Notes ^ |Datajack|Allows you to jack into computer systems. Required if you want to deck| |Induction Datajack| |Doesn't leave a hole in your head, but it requires you to add a special magnetic attachment to your data cables| |Voice Modulator|When active, your voice is masked and it's nearly impossible to tell what you sound like| |Chipjack|Allows you to insert skillchips into your body| |Chipjack Expert driver|Grants a task pool of extra dice equal to the rating| |This task pool can be used for any skill linked to chips in the chipjack| |Data Compactor|Decreases the size of data in headware memory by 20 percent per rating|Data compressed with a rating 3 or 4 requires a complex action to access| |Encephalon|Provides a task pool equal to its rating for intelligence linked skills. When hacking, it instead adds its ranking to the hacking pool| |Not sure if this is in code, but encephalon rating should be added to the user's intelligence for determining the cost of new skills. Doesn't do crap for magic.| |Math SPU|Lets you see the exact time and provides a hacking pool bonus equal to its rating|Additionally functions as a stopwatch, alarm clock, and adds twice its rating as a Complementary Math skill to math-related skill tests| |Memory| | |Memory. For software. In your head.| |Headware radio| | |A radio. In your head. So you have it after you get scraped off the ground by Docwagon.| |Headware telephone| | |Do I really have to explain this again?| |Asist converter| |Converts simsense signals into something the brain can understand. All DNIs should have this built in, but Otaku need it built into their head.|You're not an Otaku. And if you claim to be, I will hunt you down and try to extract your brain for examination.| |Vehicle Control Rig|+2 reaction and +1d6 initiative while rigging||This is the only way you're getting faster while controlling your drones. And it hurts your ability to hack. Pick one| |Tooth compartment| | |Pretty sure you can figure this one out on your own.| |Balance Augmenter|-2 TN for any skill tests involving balance| | Have to make a Willpower test to intentionally fall down| ====== Bioware ====== ^ Name ^ Code Effects ^ TableTop Effects ^ Notes ^ |Adrenal Pump |When activated: +1 Quickness +2 Strength +1 Willpower +2 Reaction|To be filled|Can be activated by the drug ACTH| |Biosculpting Tissue |Adds additional dice to social rolls|To be filled|Rating I adds one dice, II adds two, cultured doubles the effect.| |Cat's Eyes |Provides "natural low light vision|To be filled| |Cerebral Booster |Rating I is +1 Intelligence, rating II adds an additional +1 Intelligence and +1 intelligence task pool dice|To be filled| |Damage Compensator |Ignore TN additions from damage up to rating|To be filled|Hides the damage taken from you| |Enhanced Articulation |+1 Rea and extra dice towards any physical skills|To be filled| |Extended Volume |Increases held breath duration by 45 seconds per rating. Adds +1 dice to stamina tests|To be filled|NERP| |Metabolic Arrester |Slows the rate of death when mortally wounded|To be filled| |Muscle Augmentation |+1 strength per rating|To be filled| |Muscle Toner |+1 quickness per rating|To be filled| |Orthoskin |Rating I - 1 impact, Rating II 1 ballistic/1 impact, Rating III 1 ballistic/2 impact |To be filled|Sensation of touch is lessened (NERP) |Pain Editor|When activated removes all penalties from mental damage and prevents falling unconscious due to mental damage|to be filled|Mental damage will still overflow to physical when at 0. Will deactivate trauma damper when activated.| |Platelet Factory |Lowers damage from moderate damage by 1|To be filled| |Suprathyroid Gland |+1 Strength +1 Quickness +1 Body +1 Reaction|To be filled|It increases the need for food.(NERP)| |Symbiotes |Increases physical recovery by x1.1, x1.4, or x2 depending on rating|To be filled|Symbiotes dying in MUD are NERP| |Synaptic Accelerator |+1d6 initiative per rating|To be filled| |Synthacardium |+1 dice to athletics skill per rating|To be filled| |Tailored Pheromones |Adds additional dice to social rolls|To be filled|Rating I adds one dice, II adds two, cultured doubles the effect.| |Thermosense Organ |Provides "natural" Thermographic vision|To be filled| |Trauma Damper |Moves 1 physical damage to mental. If mental damage, negates 1 mental damage|To be filled|