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Shadowrun Bodyware

From Episode D6: Star Wars D6 Wiki
Revision as of 14:30, 4 August 2016 by imported>Thedemonapostle (Created page with "==='''Bodyware'''=== Bodyware that does not have a Capacity rating must be installed directly into the user’s body; it cannot be installed into cyberlimbs. Bodyware with a C...")
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Bodyware

Bodyware that does not have a Capacity rating must be installed directly into the user’s body; it cannot be installed into cyberlimbs. Bodyware with a Capacity rating may be installed in cyberlimbs, costing capacity rather than Essence.

  • Bone Lacing: The cellular structure of the user’s bones is augmented with lattice chains of reinforcing plastics and metals to improve the bones’ integrity and tensile strength, but the augmentation also adds extra weight. Characters with bone lacing also inflict Physical damage with their unarmed blows. Bone Lacing is incompatible with Bone Density Augmentation bioware.
  • Plastic Bone Lacing: confers a bonus of +0D+2 to the Strength attribute for damage resistance tests. Brawling damage STR+0D+2
  • Aluminum Bone Lacing: confers a +1D+1 Strength bonus for damage resistance tests and a +0D+2 armor bonus (cumulative with worn armor). Brawling damage STR+1D+1
  • Titanium Bone Lacing: confers bonuses of +2D to Strength for damage resistance tests and +1D+1 to armor. (cumulative with worn armor). Brawling damage STR+2D
  • Cosmetic Modification: Outpatient treatments that take about 2 hours can be obtained to alter the user’s appearance—shape, coloration, and pigmentation of the face and body along with addition or removal of hair (fiberoptic hair with changing color patterns is still very popular). Exotic modifications like scaly skin, colorful fur, cat ears, ork tusks, or tails are more difficult to come by.
  • Dermal Plating: Dermal plating consists of hard plastic and metal fiber plates bonded to the user’s skin. The plates are clearly visible and can be stylized for surface texture and color. Dermal plating confers a bonus to armor equal to its rating. Dermal plating cannot be combined with orthoskin.
  • Fingertip Compartment: Allows the storage of micro-sized items (gamemaster’s discretion regarding what can be fit into the compartment) in the tip segment of a finger. Inserting or retrieving an object takes one Complex Action. Items held within are completely concealed. Spotting a fingertip compartment requires a Perception: Search Test, Difficulty 15. The fingertip compartment is a very popular storage device for a monofilament whip, with the fingertip acting as control weight. Extending a monofilament whip from a fingertip compartment takes one Simple Action, while retracting it requires one Complex Action.
  • Grapple Gun: This is an implanted version of the grapple gun described on.
  • Internal Air Tank: The internal air tank replaces part of one lung with a pressurized internal air reserve that allows the user to hold her breath for up to 2 hours. This allows extended underwater operations as well as protection from inhalation-vector toxins–assuming the user holds her breath. Refilling the air tank (through an intake valve located under the ribcage) takes 5 minutes.
  • Muscle Replacement: Implanted, vat-grown synthetic muscles replace the user’s own. Calcium treatments and skeletal reinforcement allow an overall increase in the user’s strength. Muscle replacement increases both the Strength and Dexterity attributes by 0D+2 times its rating. It cannot be combined with muscle augmentation or muscle toner bioware.
  • Reaction Enhancers: By replacing part of the spinal column with superconducting material, a character’s reaction time can be increased. Add 0D+2 time the rating of reaction enhancers to a character’s Dexterity attribute and vehicle driving/piloting skills (this will also affect Initiative). Reaction enhancers are incompatible with most other Initiative-boosters.
  • Skillwires: Skillwires are a system of neuromuscular controllers placed alongside the body’s natural nervous system to override muscular movement. Skillwire systems allow the use of activesofts with a rating up to the skillwire rating. A skillwire system can handle a number of skillsofts with a total rating equal to its own rating x 2. Changing the current selection of skillsofts takes one Simple Action.
  • Smuggling Compartment: Smuggling compartments may only be placed in parts of the body that can be easily hollowed out/replaced. These compartments allow the storage of micro-sized items (the gamemaster has final determination on what a compartment can hold). Spotting a smuggling compartment requires a Perception: Search (15) Test. Inserting or retrieving an object takes a Complex Action.
  • Touch Link: The touch link is a small unit attached at the base of the spine that allows for the processing of tactile information (texture, temperature, etc.) directly to the user’s neural system. This information is usually received via the user’s PAN, but it can also be input from other sources.
  • Wired Reflexes: This highly invasive operation implants a multitude of neural boosters and adrenalin stimulators in strategic locations all over the body, catapulting the patient into a whole new world where everything around her seems to move in slow motion. The system includes a trigger to turn the wired reflexes on and off (taking a Free Action). When activated, wired reflexes confer a bonus of +0D+2 to Dexterity, vehicle driving/piloting skills and +0D+2 Initiative per point of rating. Wired reflexes cannot be combined with any other form of Initiative enhancement, except Reaction Enhancers.
Bodyware Essence Capacity Availability Cost
Bone Lacing
Plastic 0.5 - 2R 5,000
Aluminum 1 - 3R 15,000
Titanium 1.5 - 4R 40,000
Cosmetic Modification - - 1-4 200 - 10,000
Dermal Plating (Rating 1–3) Rating x 0.5 - [Rating x 1.2]X Rating x 5,000
Fingertip Compartment 0.1 [1] 1 750
Grapple Gun 0.5 [5] 2 1,500
Internal Air Tank 0.25 [3] 1 650
Muscle Replacement (Rating 1–4) Rating x 1 - [Rating x 1.2]X Rating x 5,000
Reaction Enhancers (Rating 1–3) Rating x 0.3 - [Rating x 1.2]X Rating x 10,000
Skillwires (Rating 1–5) Rating x 0.2 - [Rating] Rating x 5,000
Smuggling Compartment 0.2 [2] 2 1,500
Touch Link 0.1 - 2 1,000
Wired Reflexes
Rating 1 2 - 2R 11,000
Rating 2 3 - 4R 32,000
Rating 3 5 - 6R 100,000