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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 damagesamesmall blades that replace your fingernails
retractable hand razor(STR)L damagesamesmall blades that can slide out of sight under synthetic nail replacements
improved hand razor(STR+2)L damagesamecannot be retracted
hand spurs(STR)M damagesamea 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 damagesamespurs that can be retracted
handblade(STR+3)L damagesamea blade that slips out the side of the hand opposite your thumb
handblade (retractable)(STR+3)L damagesamea retractable handblade
Cyberfins(STR-1)L damageAlso allows you to swim at half your normal walking or running rateUnsure if there is any coded benefit for swimming
Fingertip compartmentAllows you to store one very small itemReplaces 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 damagesame, but also -2 TN for all climbing or clinging testsUnsure if climbing/clinging works in code

Bodyware

Name Code Effects TableTop Effects Notes
Bone Lacing (plastic) (STR+2M) Stun, +1 bodYou 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 armorYou 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 armorYou can choose to have your unarmed attacks deal physical damage, but at half force
Bone Lacing (Ceramic) (STR+3M) stun, +1 bod/+2 impact armorYou can choose to have your unarmed attacks deal physical damage, but at half force
Bone Lacing (Kevlar)+1 bod/+2 ballistic armor
Dermal PlatingIncreases Bod by rating Does not assist in healing
Dermal SheathingIncreases 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 bonusA one-time electrochemical treatment that increases your natural reflexesIncompatible 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 stealthYou'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 triggerAllows you to turn off wired reflexes
SkillwiresAllows you to use activesofts (along with a chipjack) up to the ratingDoes not allow you to use pools like combat poolCurrently, code seems to allow you to use your combat pool when using a skill from a chip
ware.1613193513.txt.gz · Last modified: 2023/01/30 19:07 (external edit)