Quelle, en: Man & Machine: Cyberware/Inhaltsverzeichnis

Aus Shadowhelix
Version vom 18. Juli 2016, 19:00 Uhr von LokiBot (Diskussion | Beiträge) (Anpassung Unterseitenverweise)
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  • 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