Difference between revisions of "SR5:Cyberware:Body"
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{{SR5:Gear Navigation}} | {{SR5:Gear Navigation}} | ||
{{SR5:Cyberware Navigation}} | {{SR5:Cyberware Navigation}} | ||
+ | |||
+ | Bodyware covers the goods to make you stronger, faster, better protected, and altogether more robotic, if that’s your thing. Bodyware cannot be installed into cyberlimbs unless it has a Capacity cost [in brackets]. Bodyware with a Capacity cost can be installed in cyberlimbs, costing capacity rather than Essence. | ||
<center> | <center> | ||
Line 53: | Line 55: | ||
|} | |} | ||
</center> | </center> | ||
+ | |||
+ | ==Bone Lacing== | ||
+ | ===Bone Lacing (Plastic)=== | ||
+ | <center> | ||
+ | {|border="1" style="text-align:center;" | ||
+ | |-style="background:black;color:gold;" | ||
+ | !BODY BOOST!!ARMOR!!UNARMED DAMAGE | ||
+ | |-style="background:gray;color:white;" | ||
+ | |+1||+1||(STR + 1)P | ||
+ | |} | ||
+ | </center> | ||
+ | {{SR5:Cyberware Template | ||
+ | |Essence=0.5 | ||
+ | |Availability=8R|Cost=8,000 | ||
+ | }} | ||
+ | |||
+ | ===Bone Lacing (Aluminum)=== | ||
+ | <center> | ||
+ | {|border="1" style="text-align:center;" | ||
+ | |-style="background:black;color:gold;" | ||
+ | !BODY BOOST!!ARMOR!!UNARMED DAMAGE | ||
+ | |-style="background:gray;color:white;" | ||
+ | |+2||+2||(STR + 2)P | ||
+ | |} | ||
+ | </center> | ||
+ | {{SR5:Cyberware Template | ||
+ | |Essence=1 | ||
+ | |Availability=12R|Cost=18,000 | ||
+ | }} | ||
+ | |||
+ | ===Bone Lacing (Titanium)=== | ||
+ | <center> | ||
+ | {|border="1" style="text-align:center;" | ||
+ | |-style="background:black;color:gold;" | ||
+ | !BODY BOOST!!ARMOR!!UNARMED DAMAGE | ||
+ | |-style="background:gray;color:white;" | ||
+ | |+3||+3||(STR + 3)P | ||
+ | |} | ||
+ | </center> | ||
+ | {{SR5:Cyberware Template | ||
+ | |Essence=1.5 | ||
+ | |Availability=16R|Cost=30,000 | ||
+ | |Description=Your bones are laced with lattice chains of reinforcing plastics or metals, improving their integrity and tensile strength (and adding to your body’s overall weight). Bone lacing comes in three types: plastic, aluminum, and titanium—you can only have one installed at a time. It gives you extra Body for resisting physical damage, a little Armor (cumulative with other Armor, without adding to Encumbrance), and changes your unarmed combat damage, all listed in the Bone Lacing table. Bone lacing is incompatible with other augmentations that add to or alter your bones (such as bone density augmentation). | ||
+ | }} | ||
+ | |||
+ | ==Dermal Plating (R 1-6)== | ||
+ | {{SR5:Cyberware Template | ||
+ | |Essence=Rating x 0.5 | ||
+ | |Availability=(Rating x4)R|Cost=3,000|CostNote=x Rating | ||
+ | |Description=Hard plastic and ceramic fiber plates are bonded to the user’s skin. The plates are clearly visible, and are even more obvious to the touch, but they can be cosmetically stylized for color and surface texture. Dermal plating gives you bonus Armor equal to its Rating (cumulative with other Armor, without adding to Encumbrance). Dermal plating cannot be combined with other augmentations to the skin that provide armor, including orthoskin. | ||
+ | |Special= | ||
+ | }} | ||
+ | |||
+ | ==Fingertip Compartment== | ||
+ | {{SR5:Cyberware Template | ||
+ | |Essence=0.1|Capacity=[1] | ||
+ | |Availability=4|Cost=3,000 | ||
+ | |Description=This compartment is hidden in the hollowed out last joint of one finger, with a catch that allows the fingernail to be lifted up as an access panel, or the entire fingertip removed. A fingertip compartment allows the storage of micro-sized items, like a micro-drone, RFID tag, or datachip. Inserting or removing an object takes one Complex Action. Items held within are completely concealed, and the compartment itself has Concealability –10. One popular trick is to use a fingertip compartment to hold a monofilament whip (p. 422), with the fingertip acting as control weight. Extending a monofilament whip from a fingertip compartment takes a Simple Action, while spooling it back up requires one Complex Action. There’s no telling how many actions it will take for people to stop being impressed at what just came out of your finger. | ||
+ | |Special=;Wireless: Inserting or removing an item in a fingertip compartment takes a Simple Action. | ||
+ | }} | ||
+ | |||
+ | ==Grapple Gun== | ||
+ | {{SR5:Cyberware Template | ||
+ | |Essence=0.5|Capacity=[4] | ||
+ | |Availability=8|Cost=5,000 | ||
+ | |Description=This is an implanted version of the grapple gun described on p. 449. It doesn’t store any rope inside it, but you can attach an external rope before you shoot the grapple. | ||
+ | |Special= | ||
+ | }} | ||
+ | |||
+ | ==Internal Air Tank (R 1-3)== | ||
+ | {{SR5:Cyberware Template | ||
+ | |Essence=0.25|Capacity=[3] | ||
+ | |Availability=Rating|Cost=4,500|CostNote=x Rating | ||
+ | |Description=The internal air tank replaces part of one lung with a pressurized internal air reserve that allows you to hold your breath for up to (Rating) hours. This allows extended underwater operations and com-plete protection from inhalation-vector toxin attacks as long as you’re holding your breath. Activating or de-ac-tivating the tank is a Simple Action. Refilling the air tank with pressurized air through an intake valve (located un-der your ribcage) takes five minutes, or you can refill it through six hours of normal breathing. | ||
+ | |Special=;Wireless: Activating or de-activating the tank is a Free Action. You’re always aware of the tank’s exact air level and purity. | ||
+ | }} | ||
+ | |||
+ | ==Muscle Replacement (R 1-4)== | ||
+ | {{SR5:Cyberware Template | ||
+ | |Essence=Rating x 1 | ||
+ | |Availability=(Rating x 5)R|Cost=25,000|CostNote=x Rating | ||
+ | |Description=Why take the time to exercise when you can just install a physique? Vat-grown synthetic muscles replace or augment your own, and calcium treatments and skeletal reinforcement contribute to your overall strength. It increases both your Strength and Agility attributes by its rating. It cannot be combined with other augmentations to the muscles, including muscle augmentation or muscle toner bioware. | ||
+ | |Special= | ||
+ | }} | ||
+ | |||
+ | ==Reaction Enhancers (R 1-3)== | ||
+ | {{SR5:Cyberware Template | ||
+ | |Essence=Rating x 0.3 | ||
+ | |Availability=(Rating x 5)R|Cost=13,000|CostNote=x Rating | ||
+ | |Description=By replacing specific, isolated vertebrae of your spinal column with segments of superconducting material, your reactions to events become quicker. Add the Rating of reaction enhancers to your Reaction attribute (and remember to adjust Initiative and Physical limit accordingly). Reaction enhancers are incompatible with all other enhancements to Reaction, including wired reflexes. | ||
+ | |Special=;Wireless: Reaction enhancers are compatible with a wireless wired reflexes system, and the total bonus Reaction from the two augmentations can be above +4 if both systems have wireless activated. | ||
+ | }} | ||
+ | |||
+ | ==Skillwires (R 1-6)== | ||
+ | {{SR5:Cyberware Template | ||
+ | |Essence=Rating x 0.1 | ||
+ | |Availability=Rating x 4|Cost=20,000|CostNote=x Rating | ||
+ | |Description=Skillwires are a system of neuromuscular controllers that overlie the body’s natural nervous system; they are capable of aiding or completely overriding muscular movement, controlled by the “muscle memory” played through a skilljack (p. 452). This system allows you to use activesofts with a rating up to your skillwire’s rating, but only if that activesoft is running on your implanted skilljack. Skillwires are incompatible with reflex recorder bioware. | ||
+ | |Special=;Wireless: With the skillwire’s memory cache expanded, all the skills you use with it receive +1 to the relevant inherent Limit (Physical, Mental, or Social). | ||
+ | }} | ||
+ | |||
+ | ==Smuggling Compartment== | ||
+ | {{SR5:Cyberware Template | ||
+ | |Essence=0.2|Capacity=[2] | ||
+ | |Availability=6|Cost=7,500 | ||
+ | |Description=For items that won’t fit in a fingertip but that you still can’t afford to have found, smuggling compartments can be placed in parts of the body that can be easily hollowed out/replaced. This includes ribs and the space between them, hip bones, shoulder blades, and so forth. These compartments can allow the storage of small and mini-sized items (nothing bigger than a light pistol typically; your gamemaster will let you know if something’s too big). The compartment has a Concealability of –10. Inserting or retrieving an object requires a Complex Action. | ||
+ | |Special=;Wireless: Inserting or retrieving an object takes a Simple Action. | ||
+ | }} | ||
+ | |||
+ | ==Wired Reflexes== | ||
+ | ===Wired Reflexes R1=== | ||
+ | {{SR5:Cyberware Template | ||
+ | |Essence=2 | ||
+ | |Availability=8R|Cost=39,000 | ||
+ | }} | ||
+ | |||
+ | ===Wired Reflexes R2=== | ||
+ | {{SR5:Cyberware Template | ||
+ | |Essence=3 | ||
+ | |Availability=12R|Cost=149,000 | ||
+ | }} | ||
+ | |||
+ | ===Wired Reflexes R3=== | ||
+ | {{SR5:Cyberware Template | ||
+ | |Essence=5 | ||
+ | |Availability=20R|Cost=217,000 | ||
+ | |Description=This highly invasive, painful, life-changing operation adds a multitude of neural boosters and adrenaline stimulators in strategic locations throughout your body work to catapult you into a whole new world where everything around you seems to move in slow motion. The system includes both manual and wireless triggers to turn the wired reflexes on and off; activating or deactivating the trigger manually requires a Complex Action, doing so wirelessly is a Simple Action. When activated, each rating point of wired reflexes gives you +1 Reaction (and accompanying bonus to Initiative) and +1D6 Initiative Die. Wired reflexes are incompatible with augmentations that affect Reaction or Initiative. | ||
+ | |Special=;Wireless: The system is compatible with wireless reaction enhancers, and the total Reaction bonus from both systems can be above +4 if both systems have wireless active. | ||
+ | }} |
Revision as of 19:11, 6 March 2016
5th Edition Lists |
---|
Gear // Magic // Hacking // Skills // Qualities // Packs // Creatures |
Armor/Clothing // Cyberware // Magical // Vehicles/Drones // Vehicle Mods // Weapons // Electronics // Security // Medical // Others |
Head | Eye | Ear | Body | Limb | Limb Accessories | Weapon | Other | Basic Bioware | Cultured Bioware | Other Bioware |
---|
Bodyware covers the goods to make you stronger, faster, better protected, and altogether more robotic, if that’s your thing. Bodyware cannot be installed into cyberlimbs unless it has a Capacity cost [in brackets]. Bodyware with a Capacity cost can be installed in cyberlimbs, costing capacity rather than Essence.
Part | Device | Essence | Capacity | Avail | Cost | Source |
---|---|---|---|---|---|---|
Body | Bone Lacing (Plastic) | 0.5 | - | 8R | 8,000¥ | Core |
Body | Bone Lacing (Aluminum) | 1 | - | 12R | 18,000¥ | Core |
Body | Bond Lacing (Titanium) | 1.5 | - | 16R | 30,000¥ | Core |
Body | Dermal Plating (R 1-6) | Rating * 0.5 | - | (Rating * 4)R | Rating * 3,000¥ | Core |
Body | Fingertip Compartment | 0.1 | [1] | 4 | 3,000¥ | Core |
Body | Grapple Gun | 0.5 | [4] | 8 | 5,000¥ | Core |
Body | Internal Air Tank (R 1-3) | 0.25 | [3] | Rating | Rating * 4,500¥ | Core |
Body | Muscle Replacement (R 1-4) | Rating | - | (Rating * 5)R | Rating * 25,000¥ | Core |
Body | Reaction Enhancers (R 1-3) | Rating * 0.3 | - | (Rating * 5)R | Rating * 13,000¥ | Core |
Body | Skillwires (R 1-6) | Rating * 0.1 | - | Rating * 4 | Rating * 20,000¥ | Core |
Body | Smuggling Compartment | 0.2 | [2] | 6 | 7,500¥ | Core |
Body | Wired Reflexes R1 | 2 | - | 8R | 39,000¥ | Core |
Body | Wired Reflexes R2 | 3 | - | 12R | 149,000¥ | Core |
Body | Wired Reflexes R3 | 5 | - | 20R | 217,000¥ | Core |
Contents
Bone Lacing
Bone Lacing (Plastic)
BODY BOOST | ARMOR | UNARMED DAMAGE |
---|
| ||||||||||||
Bone Lacing (Aluminum)
BODY BOOST | ARMOR | UNARMED DAMAGE |
---|
| ||||||||||||
Bone Lacing (Titanium)
BODY BOOST | ARMOR | UNARMED DAMAGE |
---|
| ||||||||||||
Your bones are laced with lattice chains of reinforcing plastics or metals, improving their integrity and tensile strength (and adding to your body’s overall weight). Bone lacing comes in three types: plastic, aluminum, and titanium—you can only have one installed at a time. It gives you extra Body for resisting physical damage, a little Armor (cumulative with other Armor, without adding to Encumbrance), and changes your unarmed combat damage, all listed in the Bone Lacing table. Bone lacing is incompatible with other augmentations that add to or alter your bones (such as bone density augmentation). |
Dermal Plating (R 1-6)
| ||||||||||||
Hard plastic and ceramic fiber plates are bonded to the user’s skin. The plates are clearly visible, and are even more obvious to the touch, but they can be cosmetically stylized for color and surface texture. Dermal plating gives you bonus Armor equal to its Rating (cumulative with other Armor, without adding to Encumbrance). Dermal plating cannot be combined with other augmentations to the skin that provide armor, including orthoskin. |
Fingertip Compartment
| ||||||||||||
|
||||||||||||
This compartment is hidden in the hollowed out last joint of one finger, with a catch that allows the fingernail to be lifted up as an access panel, or the entire fingertip removed. A fingertip compartment allows the storage of micro-sized items, like a micro-drone, RFID tag, or datachip. Inserting or removing an object takes one Complex Action. Items held within are completely concealed, and the compartment itself has Concealability –10. One popular trick is to use a fingertip compartment to hold a monofilament whip (p. 422), with the fingertip acting as control weight. Extending a monofilament whip from a fingertip compartment takes a Simple Action, while spooling it back up requires one Complex Action. There’s no telling how many actions it will take for people to stop being impressed at what just came out of your finger. |
Grapple Gun
| ||||||||||||
This is an implanted version of the grapple gun described on p. 449. It doesn’t store any rope inside it, but you can attach an external rope before you shoot the grapple. |
Internal Air Tank (R 1-3)
| ||||||||||||
|
||||||||||||
The internal air tank replaces part of one lung with a pressurized internal air reserve that allows you to hold your breath for up to (Rating) hours. This allows extended underwater operations and com-plete protection from inhalation-vector toxin attacks as long as you’re holding your breath. Activating or de-ac-tivating the tank is a Simple Action. Refilling the air tank with pressurized air through an intake valve (located un-der your ribcage) takes five minutes, or you can refill it through six hours of normal breathing. |
Muscle Replacement (R 1-4)
| ||||||||||||
Why take the time to exercise when you can just install a physique? Vat-grown synthetic muscles replace or augment your own, and calcium treatments and skeletal reinforcement contribute to your overall strength. It increases both your Strength and Agility attributes by its rating. It cannot be combined with other augmentations to the muscles, including muscle augmentation or muscle toner bioware. |
Reaction Enhancers (R 1-3)
| ||||||||||||
|
||||||||||||
By replacing specific, isolated vertebrae of your spinal column with segments of superconducting material, your reactions to events become quicker. Add the Rating of reaction enhancers to your Reaction attribute (and remember to adjust Initiative and Physical limit accordingly). Reaction enhancers are incompatible with all other enhancements to Reaction, including wired reflexes. |
Skillwires (R 1-6)
| ||||||||||||
|
||||||||||||
Skillwires are a system of neuromuscular controllers that overlie the body’s natural nervous system; they are capable of aiding or completely overriding muscular movement, controlled by the “muscle memory” played through a skilljack (p. 452). This system allows you to use activesofts with a rating up to your skillwire’s rating, but only if that activesoft is running on your implanted skilljack. Skillwires are incompatible with reflex recorder bioware. |
Smuggling Compartment
| ||||||||||||
|
||||||||||||
For items that won’t fit in a fingertip but that you still can’t afford to have found, smuggling compartments can be placed in parts of the body that can be easily hollowed out/replaced. This includes ribs and the space between them, hip bones, shoulder blades, and so forth. These compartments can allow the storage of small and mini-sized items (nothing bigger than a light pistol typically; your gamemaster will let you know if something’s too big). The compartment has a Concealability of –10. Inserting or retrieving an object requires a Complex Action. |
Wired Reflexes
Wired Reflexes R1
| ||||||||||||
Wired Reflexes R2
| ||||||||||||
Wired Reflexes R3
| ||||||||||||
|
||||||||||||
This highly invasive, painful, life-changing operation adds a multitude of neural boosters and adrenaline stimulators in strategic locations throughout your body work to catapult you into a whole new world where everything around you seems to move in slow motion. The system includes both manual and wireless triggers to turn the wired reflexes on and off; activating or deactivating the trigger manually requires a Complex Action, doing so wirelessly is a Simple Action. When activated, each rating point of wired reflexes gives you +1 Reaction (and accompanying bonus to Initiative) and +1D6 Initiative Die. Wired reflexes are incompatible with augmentations that affect Reaction or Initiative. |