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ware [2021/02/12 21:17] – [Body-based Cyberware] waya | ware [2023/12/19 20:17] (current) – [Bioware] boulder | ||
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|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 (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| | |Bone Lacing (Kevlar)|+1 bod/+2 ballistic armor| | ||
- | |Dermal Plating|Increases Bod by rating||Does not assist in healing| | + | |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| | + | |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 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 II|+1 reaction, +1d6 Initiative| | ||
|Boosted Reflexes III|+2 reaction, +2d6 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' | |move-by-wire system I|+1 qui, +2 reaction, +1d6 initiative, +1 dice for athletics and stealth|You' | ||
- | |reaction enhancer|+1 reaction|| can be taken up to six times| | + | |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| | + | |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| | |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, | |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, | ||
+ | |||
+ | ====== Systems replacement cyberware ====== | ||
+ | ^ Name ^ Code Effects ^ TableTop Effects ^ Notes ^ | ||
+ | |cyberskull|Don' | ||
+ | |Cybertorso|+1 Bod|+1 bod and protects internal cyberware| | ||
+ | |Hydraulic Jacks|??? | ||
+ | |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' | ||
+ | |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' | ||
+ | |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' | ||
+ | |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 " | ||
+ | |Cerebral Booster |Rating I is +1 Intelligence, | ||
+ | |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 " | ||
+ | |Trauma Damper |Moves 1 physical damage to mental. If mental damage, negates 1 mental damage|To be filled| | ||