So, you want to know about body modifications, chummer? Pull up a seat and let old Rock tell you what he knows.
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 |
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 |
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 |
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 |
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 |
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 | |
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 |