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[[Category:House Rule]] | [[Category:House Rule]] | ||
==Bioware== | |||
===Cultured=== | |||
'''Synaptic Booster'''{{src|sr5|ref=461}} provide +1d6+2 Initiative Die per rating. They do not increase Reaction directly. | |||
==Cyberware== | ==Cyberware== | ||
===Bodyware=== | ===Bodyware=== | ||
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===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 11:41, 22 June 2023
Bioware
Cultured
Synaptic Booster[1] provide +1d6+2 Initiative Die per rating. They do not increase Reaction directly.
Cyberware
Bodyware
Move-By-Wire[2] 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[3] 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[4] use the German costs — a flat 0.1 Essence and Rating×1,000¥ cost.
References
- ↑ Shadowrun Fifth Edition Core Rulebook (p. 461)
- ↑ Chrome Flesh (p. 84)
- ↑ Shadowrun Fifth Edition Core Rulebook (p. 455)
- ↑ Shadowrun Fifth Edition Core Rulebook (p. 453)
