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Version vom 18. Februar 2013, 20:10 Uhr
Informationen | |
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Nummer: 7126 | |
Edition: 3 | |
Erschienen: Mai 2000 | |
Sprache: englisch | |
Übersetzung: [[Quelle, de: ?mum? vgl. Liste#|?mum? vgl. Liste]] | |
Seitenanzahl: 144 | |
ISBN: | |
Credits:
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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
- Developer’s Say
- 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
- Cyberware Defined
- 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
- Bioware Defined
- 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
- Nano-Implants
- Nanoware
- Nanogear
- Nanotech Rules
- Nanotech and Its Uses
- Nanodrones
- Nanoware
- Acquiring Nanoware
- Installation
- Nanite Loss
- Thermographic Detection
- Nanoware Detection
- Nanotechnology 101
- CHEMISTRY
- The Basics
- Applied Industrial Chemistry
- In the Shadows
- Pharmaceuticals
- Categories
- Use of Pharmaceuticals
- Chemistry and Alchemy
- Radicals and Orichalcum
- Magical Compounds
- The Power Players
- 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
- Stress Points
- 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
- Surgical Skills
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