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Shadowrun Seattle Shutdown

Implants: Difference between revisions

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===Bodyware===
===Bodyware===
'''Move-By-Wire'''{{src|cf|ref=84}} functions as a Skillwire System equal to it's Rating+3, rather than Rating×2. An R:2 Skillwire system is pretty useless, so this makes it more worthwhile at the low end and the same at the high end.
'''Move-By-Wire'''{{src|cf|ref=84}} functions as a Skillwire System equal to it's Rating+3, rather than Rating×2. An R:2 Skillwire system is pretty useless, so this makes it more worthwhile at the low end and the same at the high end.
'''Wired Reflexes'''{{src|sr5|ref=455}} provide +1d6+2 Initiative Die per rating. They do not increase Reaction directly. This means there is no need for the wireless synergy benefit with Reaction Enhancers.
===Headware===
===Headware===
'''Skilljacks'''{{src|sr5|ref=453}} use the German costs — a flat 0.1 Essence and Rating×1,000¥ cost.
'''Skilljacks'''{{src|sr5|ref=453}} use the German costs — a flat 0.1 Essence and Rating×1,000¥ cost.
==References==
==References==
<references />
<references />

Revision as of 11:40, 22 June 2023

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This page is incomplete.

It was last edited Thursday, June 22, 2023 by Arcology Expert Program.

Cyberware

Bodyware

Move-By-Wire[1] functions as a Skillwire System equal to it's Rating+3, rather than Rating×2. An R:2 Skillwire system is pretty useless, so this makes it more worthwhile at the low end and the same at the high end.

Wired Reflexes[2] provide +1d6+2 Initiative Die per rating. They do not increase Reaction directly. This means there is no need for the wireless synergy benefit with Reaction Enhancers.

Headware

Skilljacks[3] use the German costs — a flat 0.1 Essence and Rating×1,000¥ cost.

References