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==Entwicklung==


===Mock-up Cover===
===Mock-up Cover===

Version vom 17. August 2012, 20:33 Uhr

Informationen

ManAndMachine.jpg

® FASA
Nummer: 7126
Edition: 3
Erschienen: Mai 2000
Sprache: englisch
Übersetzung: {| class="infobox" style="float:right; clear:right;" Informationen

|-



| style="padding-left:10px; padding-right:10px; text-align:left; border: 1px solid gray;" | Seitenanzahl: 144 |-


| style="padding-left:10px; padding-right:10px; text-align:left; border: 1px solid gray;" | ISBN:

ISBN-10: 1555603637
ISBN-13: 978-1555603632

|-

| style="padding-left:10px; padding-right:10px; text-align:left; border: 1px solid gray;" | Credits:

  • Autoren: Vorlage:Impressum, Vorlage:Impressum, Vorlage:Impressum, Vorlage:Impressum & Sebastian Wiers
  • Entwicklung: Michael Mulvihill & Robert Boyle
  • Redaktion: Jean Rabe, Robert Boyle, Sharon Turner Mulvihill & Paolo Marcucci
  • Shadowrun Line Developer: Michael Mulvihill
  • Produktion:
    • Editorial Director: Donna Ippolito
    • Managing Editor: Sharon Turner Mulvihill
    • Associate Editor: Robert Boyle
    • Assistant Editor: Davidson Cole
  • Künstlerisches Personal:
    • Art Director: Jim Nelson
    • Assistant Art Director: Fred Hooper
    • Cover Art: Marc Sasso
    • Rückseiten-Cover Art: Paul Bonner, Jim Nelson, Marc Sasso & Matt Wilson
    • Umschlaggestaltung: Fred Hooper
    • Illustrationen: Janet Aulisio-Dannheiser, Thomas M. Baxa, Paul Bonner, Tom Fowler, Fred Hooper, David Harold Martin, Kevin McCann, Jim Nelson, Steve Prescott, Marc Sasso, Ron Spencer, Shane White, Matthew D. Wilson
    • Layout: Fred Hooper & Jim Nelson
  • Spieletester: Robert Barker, Michael S. Bobroff, Duane Brickler, Perry Fawcett, Patrick Goodman, Jeremy Guillemette, J. Keith Henry (to whom I owe a personal thanks for writing one heck of a paragraph that put many things into perspective for me), John Hollar, Joanna Hurley, Jeff Jones, Steve Kenson, Gregory B. Lusby, Paolo Marcucci, Rich Osterhout, John Reid, Brent Smith, Jon Szeto, Myron Thompson, ames Vaughan; The Whatevers (Edie Bell, Robert Boyle, Berianne Bramman, Tim Curtin, Anara Gesserit, William Gold, Chris Shaffer, Jeff Smith, Sebastien Wiers); and, of course, The Mysterious Dvixen.
  • Dank: "This book is dedicated to a guy who has helped me since the very first stages of SR3 were barely conceived. He has worked in some way on every Shadowrun product for more than a year, and each time I forget to credit or thank him. It's ironic that I would choose to dedicate this book to him, because he never plays characters with cyberware (he prefers magic)—and yet I did so because I think it will mean that much more. Heck, he compiled all the equipment tables for this book! So, thank you, Flake, for helping out and not complaining too much when I forgot that you did!"
    —MM

|} Man... or Monster?

Cyberware can increase your speed, enhance your strength and sharpen your reflexes. It can put a computer in your head, armor under your skin and weapons in your arms. There are implants to improve every internal organ and devices that let you interface with machines ... but you'd better know when to stop. Too much cyberware and you're a cyberzombie-—more machine than man.

Man & Machine expands on the basic cybernetic gear offered in Shadowrun, Third Edition, and provides advanced rules for implanting, surgery, healing and damage. This sourcebook offers more than 200 new pieces of gear, features advancements in biotechnology and chemistry, and introduces nanotechnology.

For use with Shadowrun, Third Edition.

Inhaltsverzeichnis

  • INTRODUCTION
    • Developer’s Say
      • Updating Your Characters
  • CYBERTECHNOLOGY
    • Cyberware Defined
      • Implanting
      • Grades of Cyberware 10
      • Cyberware Classifications 11
      • Power Sources 11
    • The Power Players
      • The Big Player: Yamatetsu
      • The Second Tier
      • The Specialists
      • On the Bench
    • Cyberware Equipment
      • Senseware
      • Communications
      • Brainware
      • Riggerware
      • Bodyware
    • Cyberlimbs
      • Cyberware Compatability
      • Bonuses
      • Strength
      • Quickness
      • Multiple Cyberlimb Enhancements
      • Armor
      • Concealment
      • Equipment Capacity
  • CYBERLIMB ACCESSORIES
    • Cyberweapons
    • General Cyberware Rules
      • BattleTac Systems
      • Cyberware and Critters
      • Eyes
      • Cyberware Grades
      • Cyberware and Hacking Pool
      • Effects of Increased Reflexes
      • Interconnectivity
      • Cyberware and Magic
      • Protocols
      • Cyberware and Signature
      • Small Unit Tactics Skill
      • Cyberware and Social Interaction
      • Task Pool
      • Cyberware Triggers
      • Vision System Use
  • CYBERMANCY
    • Defining Cybermancy
    • How Cybermancy Works
      • Advantages of Cybermancy
      • Drawbacks to Cybermancy
    • Where to Find It
      • The Megacorps
      • The Others
    • Cybermancy Rules
    • Access to Cybermancy
    • Ground Rules
      • Less Than Zero
      • Cybermantic Magic
    • Side Effects
      • Better Off Dead
      • Magical Resistance
      • Dual Nature
      • Karma Hazing
      • Changes to Reaction/Perception
      • Lost in the Details
      • Changes to Willpower
      • Invoked Memory Stimulator
    • Social and Karma Penalties
    • Long-Term Effects
      • Chronic Dissociation Syndrome 59
      • Cancer
  • BIOTECHNOLOGY
    • Bioware Defined
      • Implanting
      • Bioware Grades
    • Bioware Drawbacks
      • Bioware and the Awakened
      • Biosystem Overstress
    • The Power Players
      • The Implant Kings
      • The Second Tier
      • Others to Watch
      • The Harvesters
    • Bioware
      • Basic Bioware
      • Cultured Bioware
      • Cosmetic Bioware
    • Bioware Rules
      • Bioware Grades
      • Effects of Installing Bioware
      • Bioware Drawbacks
      • Bioware and the Awakened
      • Excessive Bioware Drawbacks
      • Bioware Compatability
      • Bioware and Magic Effects
      • Bioware and Critters
  • NANOTECHNOLOGY
    • Nanotechnology 101
      • Inside the Arcology
      • Outside the Arcology
    • The Nanomachine Explained
      • Construction
      • Power Sources
      • Self-Replication
      • Autonomy
    • Uses of Nanotech
      • Humanity—Caught In the Gears
      • Heavy Industry and Manufacture
      • Space—The Deep Black
      • Computers
    • What It Can’t Do
    • Who’s Doing What to Whom
      • The Big Three
      • Lean and Mean
      • Sitting in the Nano-Dust
    • Nanotech Gear
    • Nanotech Rules
      • Nanotech and Its Uses
      • Nanodrones
      • Nanoware
      • Acquiring Nanoware
      • Installation
      • Nanite Loss
      • Thermographic Detection
      • Nanoware Detection
  • CHEMISTRY
    • The Basics
    • Applied Industrial Chemistry
      • In the Shadows
    • Pharmaceuticals
      • Categories
      • Use of Pharmaceuticals
    • Chemistry and Alchemy
    • The Power Players
      • Neck and Neck: S-K and Z-IC
      • Second Tier
    • Drug Rules
      • Dosage
      • Drug Attributes
      • Drug Effects
    • Working with Chemicals
      • Chemical Tools
      • Making Controlled Substances
    • Substance Abuse
      • Becoming Addicted
      • Getting a Fix
      • Acquiring a Tolerance
      • Addiction Effects
      • Kicking the Habit
    • Applied Chemtech Compounds
    • Chemtech Application Gear
    • Pharmaceutical Compounds
    • Magical Compounds
  • DAMAGE AND HEALING
    • Stress Points
      • Stress Level
      • Stress Test
    • Wound Effects
      • Determining Wound Effects
      • Cybersystem Damage
      • Cyberware Failure
      • Bioware Damage
      • Bioware Failure
      • Attribute Damage
      • Attribute Failure
    • Stress Maintenance
      • Cyberware Stress Repair
      • Bioware Stress Repair
      • Attribute Stress Repair
      • Using Stress
    • Consciousness
      • Reviving Unconscious Characters
      • Effects of Retaining Consciousness
    • Scars
    • Dermal Armor Damage
    • Optional Rules
      • Expanded First Aid Modifiers
      • Expanded Doctoring
      • Healing Physical Damage
      • Called Shots and Wound Effects
      • Deadlier Over-Damage and Wound Effects
  • SURGERY
    • Surgical Skills
      • Active Skills 135
      • Knowledge Skills
    • Medical Gear
      • Medkits
      • Medical Shops (Clinics)
      • Medical Facilities (Hospitals)
      • Mobile Medical Shops
      • Medical Telepresence Gear
      • Body Parts
    • Finding Treatment
      • Medical Providers
      • Finding Emergency Medical Care
      • Non-emergency Medical Care
      • Getting In the Door
    • Surgery Overview
    • Diagnosis and Profiling
      • Detecting Implants
    • Surgical Planning and Preparation
      • Options
      • Creating A Procedure
    • Surgical Tests
    • Cosmetic Tests
    • Implant Surgery
    • Therapeutic Surgery
    • Transimplant Surgery
    • Trauma Surgery
    • Surgical Options
      • Negative Options
      • Positive Options
    • Surgery Damage
    • Paying the Price


Entwicklung

Mock-up Cover

Mockup-Cover

Siehe auch

Weblinks