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- INTRODUCTION
- PART 1: CYBERWARE
- WELCOME TO THE CUTTING EDGE
- LIFE ON THE WIRE
- COMFORTABLY NUMB
- Headware
- Communications Gear
- Cybereyes
- Eye Datajacks
- Eye Light Systems
- Eye Weapons
- Eye Laser Systems
- Cyberear Accessories
- Oral Weapons
- Tooth Compartment
- Cranial Bombs
- Bodyware
- Dermal Plating and Sheathing
- Fingertip Compartments
- Cyberlimbs
- Limb Enhancements
- Magnetic Cyberlimb System
- Cyberarm Gyromount
- Other Cyberlimb Accessories
- Cyberlimb Weapons
- Cybertorsos and Skulls
- Wired Reflex Systems
- Move-by-Wire System
- Weapon Mounts
- Miscellaneous Cyberware
- Headware
- CYBERWARE RULES
- Cyberware Quality
- Essence Reduction
- Cost Multiplier and Medical Fees
- Damage Resistance
- General Rules on Damage
- Headware
- Communications
- Cybereyes and Accessories
- Cyberear Accessories
- Oral Weapons
- Cranial Bombs
- Bodyware
- Dermal Plating
- Dermal Sheathing
- Armor
- General Rules for Cyberlimbs
- Strength Enhancements
- Quickness Enhancements
- Body Enhancements
- Multiple Enhancements
- Dangling and Holding
- Cyberguns
- Cyberarm Gyromount
- Cybersurgery
- Effects of Wired Reflexes
- Effects of Move-by-Wire Systems
- Scarring
- Cyberware and Bioware
- Adrenal Pump
- Damage Compensator
- Enhance Articulation
- Muscle Replacement/Augmentation
- Suprathyroid Gland
- Synaptic Accelerator
- Synthacardium
- Cyberware and Social Interaction
- Social Situations
- Contacts
- Cyberware Quality
- PART 2: CYBERMANCY
- BEYOND THE PALE
- CYBERMANCY
- How Cybermancy Works
- Where to Find It
- MAGIC AND DEATH
- CYBERMANCY RULES
- Finding the Right Place
- Ground Rules
- Less than Zero
- Side Effects
- Better off Dead
- Magical Side Effects
- Changes to Reaction/Perception
- Changes to Willpower
- Invoked-Memory Simulator
- Social and Karma Penalties
- Long-Term Effects
- Chronic Dissociation Syndrome
- Cancer
- Cybermantic Magic
- CHROME KINGS
- TABLES
- INDEX