Quelle, en: Man & Machine: Cyberware: Unterschied zwischen den Versionen
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***Cyberware Triggers | ***Cyberware Triggers | ||
***Vision System Use | ***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 | |||
==Siehe auch== | ==Siehe auch== |
Version vom 28. Mai 2011, 19:51 Uhr
Informationen | |
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Nummer: 7126 | |
Edition: 3 | |
Erschienen: Mai 2000 | |
Sprache: englisch | |
Übersetzung: {| class="infobox" style="float:right; clear:right;" | Informationen |
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| 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:
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| style="padding-left:10px; padding-right:10px; text-align:left; border: 1px solid gray;" | Credits:
|} 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