Shadowrun Cyberlimbs: Difference between revisions
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*'''Large Smuggling Compartment''': Because it is installed in a cyberlimb, this version of the smuggling compartment is larger, and can hold pistol-sized items (gamemaster has the final say on what fits). Spotting a smuggling compartment requires a Perception (15) Test. Inserting or retrieving an object takes a Complex Action. Cyber-Implant Weapons For street samurai who never want to go anywhere unarmed, cyberimplant weapons are the way to go. | *'''Large Smuggling Compartment''': Because it is installed in a cyberlimb, this version of the smuggling compartment is larger, and can hold pistol-sized items (gamemaster has the final say on what fits). Spotting a smuggling compartment requires a Perception (15) Test. Inserting or retrieving an object takes a Complex Action. Cyber-Implant Weapons For street samurai who never want to go anywhere unarmed, cyberimplant weapons are the way to go. | ||
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==='''Cyber Melee weapons'''=== | |||
*'''Cyberguns''': Cyberguns are usually installed into cyberarms, though there have been reports of cyberleg-mounted versions, and in rare occasions they are implanted directly into a natural limb. Depending on the size of the gun, it can take up part of the user’s forearm or replace it altogether, with the functional parts of the arm built around it. The guns fire either through a hidden port in the palm, or by folding back the user’s hand at the wrist. To meet their stealth requirements, most of their parts are built from non-metallic compounds, while the remaining metallic parts are incorporated into the (cyber) arm’s structure. Each limb can only hold one cybergun.<br />All cyberguns have internal magazines and can be equipped with a hidden external ammo port, though once the magazine is attached the cybergun’s presence becomes quite obvious. All cyberguns are preequipped with smartgun systems. Laser sights, silencers, and sound suppressors are also available; other weapon accessories (like gas-vent systems) cannot be installed. | |||
*'''Cyber Melee Weapons''': Cyber melee weapons are the classic toys of razorboys and gillettes. They are available as cyberlimb upgrades, but are also in heavy use as standalone systems implanted into the user’s natural hands. Hand razors are 2.5-centimeter, chromed steel or carbon fiber blades that replace the user’s fingernails or slide out from beneath synthetic nail replacements. Hand blades slip out of the side of the hand opposite the thumb, parallel to the hand. Spurs consist of a variable number of blades protruding from the user’s wrist or knuckles. The shock hand features shock pads built into the knuckles or palm of the hand—these inflict a nasty shock to anything they are in contact with when activated. Shock hands deal Electricity damage and have 10 charges (each); when plugged in they recharge at a rate of one charge per 10 seconds. | |||
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Revision as of 15:07, 2 August 2016
Cyberlimbs
In today’s world of transplant-friendly bioware, the use of cyberlimbs is sometimes viewed as crude and outdated. On the other hand, they are cheap and easy to service and upgrade, so in the end they became even more popular for the less fortunate. Additionally, since cyberlimbs are capable of superior performance than natural ones and are compatible with a variety of specialized technologies, this kind of cyberware remains in high demand.
Cyberskulls and –torsos are included in this category, though they are in fact shells rather than full replacements.
When a particular limb is used for a test (such as leading an attack with your cyberarm), use the attribute for that limb (natural or cyber); in any other case, take the average value of all limbs involved in the task (round down). If a task requires the careful coordination of several limbs, use the value of the weakest limb. The attributes of partial limbs (including cyberhands and –feet) may be enhanced, but their attributes only apply for tests directly involving those limbs (such as a Strength Test when gripping something with an enhanced cyberhand). Cyberlimbs cannot hold any bioware, nor any cyber-implants that take up Essence rather than Capacity. Essence cost, Capacity, and other stats can be found on the Cyberlimb table (below).
Cyberlimbs have other useful features. They have Capacity, allowing the integration of cyberweapons and other cyber accessories. They can perform at superhuman levels with the right enhancements. Finally, cyberlimbs can be dangerous even if they don’t possess cyberweapons. Their Unarmed Damage Value is STR+1D+1.
Cyberlimbs come in two distinct types: standard and customized.
- Standard limbs: These prosthetics are basic off-the-shelf models. All standard cyberlimbs come with Strength, and Dexterity attributes of Standard racial Average; 2D in the case of Humans. These values can only be augmented by cyberlimb enhancements. On standard cyberlimbs, a cybertorso is required to have cyberlimb enhancements with a rating higher than 2D.
Example
Critical George has Strength 2D+2, and Dexterity 1D+1. He has a cybertorso with a Strength 3D+1, and Dexterity 2D, a left cyberarm with Strength 4D+2, Dexterity 2D, and a left cyberleg with, Strength 2D, and Dexterity 2D. If he punches someone in the face with his left arm, he uses Strength 4D+2 on the attack test and Strength 4D+2 for calculating his damage. If he wants to run down a hallway—requiring careful coordination of both legs—he makes his Running Test using the lower Strength of 2D. If he gets shot, however, he uses the average value of his Strength attributes, rounded down—in this case, 3D.
- Customized cyberlimbs: These limbs are tailored and customized to the intended user’s frame and musculature. Such customized cyberlimbs also come with physical Attributes of 2D, but are more versatile and expensive than standard models. Customized cyberlimbs function like standard limbs in most regards, but come with Strength, and Dexterity attributes that may exceed the standard cyberlimb attribute rating of 2D. They allow the user to raise their starting Strength, and Dexterity attributes up to the character’s natural attribute maximum. However, each attribute point raised above 2D increases the limb’s Availability by 1 point and adds 1,500 to the cost—though it does not take up any Capacity. Increases above the natural attribute maximum and up to the augmented maximum must be handled as cyberlimb enhancements, with the standard Capacity and credit costs. In all other stats customized cyberlimbs are identical to standard cyberlimbs (ie. Capacity limits, etc).
Example
Carlos is an ork street samurai with Strength 4D, and Dexterity 2D+2. Carlos wants his new customized cyberarm designed for his natural physique and built to have the same level of physical attributes. Carlos raises the basic attributes of his cyberarm to these stats, an increment of 4 attribute points total (a 3 point increase from Strength 2D to Strength 4D, and finally 1 point to raise his arm’s Dexterity from 2D to 2D+2). The cyberarm’s standard availability is increased by 4 points and becomes 5, while the price is raised by 6,000 and is now 21,000. A few months later, when Carlos has some extra cash in his account thanks to a very profitable job, he decides that he wishes to enhance his cyberarm’s attributes even further. Since Carlos has no cybertorso, he can only have cyberlimb enhancements with a rating of 3. He decides to purchases a Rating 3 Strength enhancement to add a decent punch to his melee attacks and a little bit of extra durability to his new cyber toy. The enhancements require a total Capacity of 3 points (3 for the Strength enhancement), leaving 12 Capacity points of the arm’s 15 starting capacity for future enhancements or accessories. The enhancements cost an additional 750. Carlos’s cyberarm now has Strength 6D, and Dexterity 2D+2.
Whether they are standard or customized, cyberlimbs may be either obvious or synthetic.
- Obvious Cyberlimbs: These implants are immediately recognizable as artificial limbs unless the character covers them with clothing. They are often chromed or matte colors but visibly mechanical in nature. In some cases, they are glaringly obvious and outlandish. This tends to affect the character’s social dealings.
- Synthetic Cyberlimbs: Synthetic limbs are disguised as natural limbs. A Perception (15) Test is necessary to visually detect a synthetic limb (Cybertechnology skill may replace Perception for this test); synthetic limbs are obviously artificial to the touch.
Cyberlimb Enhancements
Cyberlimb enhancements use up the Capacity of the cyberlimb they enhance. There are three different types of enhancements available: Dexterity, Strength, or Armor enhancements. Physical Attribute enhancements come in ratings equal to 0D+2 per rating. Armor enhancements installed on cyberlimbs is cumulative with all forms of worn armor.
Cyberlimb Accessories
These items may only be installed in cyberlimbs.
- Cyberarm Gyromount: When activated, counterweights pop out of the user’s wrist and provide her with better balance and reduced recoil for improved firing capability. The effects are similar to a gyro stabilization system with a Rating of 3. The effect is not cumulative with the bonus from a gyro-stabilization system. (See Gyromount)
- Cyberarm Slide: Similar to the hidden arm slide, the cyberarm slide uses the same rules, but has the added advantage of total concealment. Attached to the forearm and worn under clothing, this slide can accommodate a pistol-sized weapon. With a wireless signal or correct sequence of arm movements, the slide releases the weapon/object right into the wearer’s hand. This takes only a Free Action.
- Cyber Holster: Cyber holsters can be installed in cyberarms, cyberlegs, and cybertorsos. They can hold a pistol-sized weapon or smaller within the limb, and are completely enclosed until activated and popped out. Inserting or retrieving a weapon takes one Simple Action. Spotting a cyber holster compartment requires a Perception (15) Test.
- Hydraulic Jacks: This implant requires two cyberlegs—each hydraulic jack consumes an amount of Capacity in its leg equal to its rating. Each rating point adds a +0D+2 modifier to jumping tests, adds 20 percent to the character’s maximum jump distance, and (as long as the character manages to land on her feet) reduces the effects of falling by 2 meters. For example, a character with Rating 3 hydraulic jacks falling 10 meters would be treated as falling from a height of 4 meters.
- Large Smuggling Compartment: Because it is installed in a cyberlimb, this version of the smuggling compartment is larger, and can hold pistol-sized items (gamemaster has the final say on what fits). Spotting a smuggling compartment requires a Perception (15) Test. Inserting or retrieving an object takes a Complex Action. Cyber-Implant Weapons For street samurai who never want to go anywhere unarmed, cyberimplant weapons are the way to go.
| Standard Cyberlimbs | Essence | Capacity | Availability | Cost |
|---|---|---|---|---|
| Obvious Limbs | ||||
| Full Arm | 1 | 15 | 1 | 15,000 |
| Full Leg | 1 | 20 | 1 | 15,000 |
| Hand/Foot | 0.25 | 4 | 1 | 5,000 |
| Lower Arm | 0.45 | 10 | 1 | 10,000 |
| Lower Leg | 0.45 | 12 | 1 | 10,000 |
| Torso | 1.5 | 10 | 4 | 20,000 |
| Skull | 0.75 | 4 | 5 | 10,000 |
| Synthetic Limbs | ||||
| Full Arm | 1 | 8 | 1 | 20,000 |
| Full Leg | 1 | 10 | 1 | 20,000 |
| Hand/Foot | 0.25 | 2 | 1 | 6,000 |
| Lower Arm | 0.45 | 5 | 1 | 12,000 |
| Lower Leg | 0.45 | 6 | 1 | 12,000 |
| Torso | 1.5 | 5 | 4 | 25,000 |
| Customized Cyberlimbs | Essence | Capacity | Availability | Cost |
|---|---|---|---|---|
| Each STR or DEX point above 2D | as cyberlimb | as cyberlimb | as cyberlimb +1 | +1,500 |
| Cyberlimb Enhancements | Essence | Capacity | Availability | Cost |
|---|---|---|---|---|
| Armor (Rating 1–4) | - | Rating x 2 | Rating x 1.67 | Rating x 300 |
| Strength (Rating 1–7) | - | Rating x 1 | Rating | Rating x 250 |
| Dexterity (Rating 1–7) | - | Rating x 1 | Rating | Rating x 250 |
- Cyberlimb Enhancements: Each point of rating offers a cumluative +0D+2 increase. For example a Rating 7 offers an increase of +4D+2.
| Cyberlimb Accessories | Essence | Capacity | Availability | Cost |
|---|---|---|---|---|
| Cyberarm Gyromount | - | [4] | 4X | 6,000 |
| Cyberarm Slide | - | [8] | 4R | 3,000 |
| Cyber Holster | - | [7] | 2R | 2,000 |
| Hydraulic Jacks (Rating 1–6) | - | [Rating per limb] | 2 | Rating x 2,000 (total) |
| Large Smuggling Compartment | - | [5] | 6R | 100,000 |
Cyber Melee weapons
- Cyberguns: Cyberguns are usually installed into cyberarms, though there have been reports of cyberleg-mounted versions, and in rare occasions they are implanted directly into a natural limb. Depending on the size of the gun, it can take up part of the user’s forearm or replace it altogether, with the functional parts of the arm built around it. The guns fire either through a hidden port in the palm, or by folding back the user’s hand at the wrist. To meet their stealth requirements, most of their parts are built from non-metallic compounds, while the remaining metallic parts are incorporated into the (cyber) arm’s structure. Each limb can only hold one cybergun.
All cyberguns have internal magazines and can be equipped with a hidden external ammo port, though once the magazine is attached the cybergun’s presence becomes quite obvious. All cyberguns are preequipped with smartgun systems. Laser sights, silencers, and sound suppressors are also available; other weapon accessories (like gas-vent systems) cannot be installed.
- Cyber Melee Weapons: Cyber melee weapons are the classic toys of razorboys and gillettes. They are available as cyberlimb upgrades, but are also in heavy use as standalone systems implanted into the user’s natural hands. Hand razors are 2.5-centimeter, chromed steel or carbon fiber blades that replace the user’s fingernails or slide out from beneath synthetic nail replacements. Hand blades slip out of the side of the hand opposite the thumb, parallel to the hand. Spurs consist of a variable number of blades protruding from the user’s wrist or knuckles. The shock hand features shock pads built into the knuckles or palm of the hand—these inflict a nasty shock to anything they are in contact with when activated. Shock hands deal Electricity damage and have 10 charges (each); when plugged in they recharge at a rate of one charge per 10 seconds.
| Cyberguns | Essence | Capacity | Availability | Cost |
|---|---|---|---|---|
| Holdout Pistol | 0.15 | [2] | 4R | 800 |
| Light Pistol | 0.35 | [4] | 5R | 1,500 |
| Machine Pistol | 0.4 | [4] | 5R | 2,000 |
| Heavy Pistol | 0.6 | [6] | 5R | 3,200 |
| Submachine Gun | 1 | [10] | 6R | 2,500 |
| Shotgun | 1.1 | [11] | 6R | 2,100 |
| Grenade Launcher | 1.5 | [15] | 6X | 4,000 |
| External Magazine Port | 0.1 | [1] | - | 100 |
| Laser Sight | 0.1 | [1] | - | 100 |
| Silencer | 0.2 | [2] | - | 400 |
| Sound Suppressor | 0.3 | [3] | - | 600 |
| Cyber Melee weapons | Essence | Capacity | Availability | Cost |
|---|---|---|---|---|
| Hand blade (Retractable) | 0.25 | [3] | 3X | 1,500 |
| Hand Razors (Retractable) | 0.2 | [2] | 3X | 900 |
| Spur (Retractable) | 0.3 | [3] | 4X | 1,800 |
| Shock Hand | 0.25 | [3] | 3R | 1,000 |
| Cyber Melee weapons | Reach | Damage | AP |
|---|---|---|---|
| Hand Blade | - | STR+1D+1 | - |
| Hand Razors | - | STR+0D+2 | - |
| Shock Hand | - | 4D (stun) | -half |
| Spurs | - | STR+2D | - |
| Cyberguns | Damage | AP | Mode | Blast | RC | Ammo |
|---|---|---|---|---|---|---|
| Cyber Hold-Out | 2D+2 | - | SS | - | - | 2 / 6 |
| Light Cyber Pistol | 2D+2 | - | SA | - | - | 12 / 12 |
| Cyber Machine Pistol | 2D+2 | - | SA/BF | - | 1 | 12 / 35 |
| Heavy Cyber Pistol | 3D+1 | -0D+2 | SA | - | - | 10 / 10 |
| Cyber Submachine Gun | 3D+1 | - | SA/BF | - | 2 | 12 / 24 |
| Cyber Shotgun | 4D+2 | -0D+2 | SA | - | - | 10 / 10 |
| w/ Flechettes | 6D | +3D+1 | ||||
| Cyber Microgrenade Launcher | as grenade | - | SS | -1D+1/meter | - | 2 / 6 |
- Ammo: The first number is the internal magazine capacity. The second number is for the External Magazine Port.