Shadowrun Returns

Shadowrun Returns

Cybertech
Showing 1-8 of 8 entries
Update: 8 Sep, 2013 @ 7:12pm

New Stuff in this version:
• Biotech! Genetherapy and vat-grown tissue/organs means chrome is no longer the only option for augmentation. In some cases, biotech item are a direct biological equivalent of its cyber counterpart. In other cases they are slightly less so. Some instances may have drawbacks and impacts on the body (Adrenal Pump). And some items will grant strange abilities (Chemical Glands).
The essence cost of biotech is lower than its cyber counterpart, but more expensive in nuyen. In the PnP (version 2 and 3), Biotech doesn’t consume essence but DOES have an impact on Magic. Unfortunately, there is no way to disconnect the two stats in SRR. So I settled for a small essence footprint . . . it isn’t an ideal solution, but it is a workable compromise.
I have added some biotech items into packages (Suites, Treatments, et al) to reflect the fact that most bioware doesn’t really conform to the already restrictive cyberware slots available in SRR. These usually combine higher grade bioware to create different options that would overlap normally. For example: Unearthly Grace treatment adds Muscle Toner II and Enhanced Articulation

Changed Stuff in this version:
• Modified descriptions to insure the full description will show for each item.

Update: 24 Aug, 2013 @ 12:16am

New Stuff in this version:
• Divided Muscle Replacement into two categories: Strength (fits in arm slot) and Quickness (fits in leg slot) there are two levels for each which equates to a max of +4 for each stat. Essence and nuyen cost has been roughly halved to account for the change. I have done this as being able to stack this with cyber arms didn’t make sense.
• Cyber limbs with Strength and Quickness enhancements are available. Again, strength for arms and Quickness for legs.
• Cyberarm with integrated Tactical Computer
• Cyberarm with Shockhand (normal and alpha)
• Cyberarm with Spur (normal and alpha)
• Kid Stealth Cyberleg with Quickness Enhancement


Changed Stuff in this version:
• Changed the VCR to take up the Eye slot for cyberware. I thought it odd to not be able to install other headware (Encephalon, et al). You will need a datajack or something in your datajack slot.
• Added an on-use ability for the Kid Stealth legs to further differentiate them from normal legs. This will allow you to further increase your move rating for a short period.

Update: 14 Aug, 2013 @ 7:40pm

Fixed essence issues with Wired Reflexes I and Titanium Bone Lacing. Both should now have the correct essence cost.

Update: 11 Aug, 2013 @ 11:03pm

Added some cyberware and adjusted essence costs to reflect that your character really only has 5 essence instead of 6.

Update: 11 Aug, 2013 @ 10:30pm

Update: 11 Aug, 2013 @ 10:29pm

Update: 11 Aug, 2013 @ 10:02pm

Update: 4 Aug, 2013 @ 10:40pm