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:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.: -----=====Earth's Dreamlands=====----- (313)558-5024 {14.4} - (313)558-5517 A BBS for text file junkies RPGNet GM File Archive Site .:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:. Area Urg_Frp, Msg#118, Feb-10-92 06:52AM From: Hex Martin To: All Subject: SR: Shadowrun Cybertoys ... ----------------------------------------------------------------------------- Okay - There were some chummers out there wanting new ideas and such. A few of these are variations on old themes, some are new, and some are just plain strange. But you know shadowrunners, always the cutting edge in strange stuff and weird ideas. Some of these guys are obviously only for the ultra rich of the corps and the military, while others are set up for the professional, others even for the trendsetter with nuyen to burn ... I'd like to know what you chummers think of this stuff ... Not prices ... Those vary from game to game ... I'm talking the ideas ... ============================================================================== Absorption Moduals - ======================= Essence: .3 Cost: 75K Absorption moduals are a series of capacitors and disipators which will absorb one wound catagory of an electrical attack automaticly, or reduce stun time by an extra d6 (Warning: Overloading Absorption moduals can prove hazardous to your health) Skeletal Implants - ====================== Essence: 2.6 (Beta) Cost: 1,400K Body (+2) Replaces arm and leg bones and joints, as well as reinforcing the spine and neck. The joints have locking mechanisms, as well as allowing many ``unnatural'' contortions. Super-alloy implants weigh the same as normal bone. These allow you to utilize those enchanced-strength cyberlimbs to their fullest potential. Absorption moduals are an option (No essence cost, 100K) Wings I - ============ Essence: .4 (Beta) Cost: 700K These thin fiber-plastic membranes connect to the body from the wrists, along the sides of the torso, along the outside of the leg to the ankle. Along the connection points are ``reels'' which can furl the membrane to the arm, body, and leg. When furled, the membrane is difficult to notice (Concealability of 9). The one drawback is that one cannot have any binding material along the sides of the body, for it impedes the membrane. Suggested use with Skeletal Implants, due to increased control with locking joints. Glide ratio - 1:10. With successful skill test, each success will gain 1 meter of altitude. Wings II - ============= Essence: .3 (Alpha) Cost: 150K These wings are very similar to the above Wings, but are only attached to the Arm, needing specially constructed clothing to attach to the wings. These wings are not as stable as the other wings, having a tendency to come unattached during manauvers in flight. Glide ratio 1:4. Dermal Clothing - ==================== Essence: (As normal Dermal Alpha or Beta) Cost: Normal Dermal + 5K then x3 or x7 These tailored dermal plates have clothing attachments, as well as being equivilent to a suit of Fine (Alpha) or Tres Chic (Beta) clothing themselves. They work as normal dermal armour. Suggested use with Wings, thus allowing the recipient to use the wings and not feel quite so exposed. Dermal Injectors - ===================== Essence: (As normal Dermal Alpha or Beta) Cost: Normal Dermal + 10K then x3 or x7 These implants are built into the dermal armour, and allow for injections of drugs directly into the body. Built in supplies area will hold 10 separate doses of drugs, which need not be set off in a predetermined sequence. Cost for combining with Dermal clothing = + 15K instead of + 10K. Bear Trap - ============== Essence: .4 (Alpha) Cost: 12K This implant replaces a hand, and is suggested with use of a cyberarm due to torque often encountered during combat. It is, as the name suggests, a bear trap with two serrated jaws. It is spring operated, but with return servos and a locking mechanism. It clenches with a strength of 8, and does 4S2 damage as it initially clenches. Rotorhand - ============== Essence: .6 (Alpha) Cost: 120K This destructive device is one of the most unnerving of all the cyber- weapons. The hand is replaced with two counter-rotating, three blade units and a high speed engine. The batteries are good for 5 minutes of full use. It takes one full round (3 seconds) to come up to speed. This is usually only available to military shock troops. Damage 8S1. (User needs a concentration in Armed Combat to use properly otherwise, use is at a target number of +3.) Sawarm - =========== Essence: .7 (Alpha) Cost: 90K If you like chainsaws, this is for you. This attachment requires the removal of a hand and most of the forearm. The heavy-duty electric engine has battery power for 10 minutes of continuous use, and takes one round to come up to speed. Found usually in Lumbering Corperations or the military. Damage 7S1. (User needs a concentration in Armed Combat to use properly otherwise, use is at a target number of +3.) Power-Fingers - ================== Essence: .5 Cost: 60K Power-Fingers are a gift to those who always feel that they can never find the right tool. Now, you can have the tool you need at your fingertips, or rather, in your fingertips. Thumb and forefinger form Vise-Grips, while the other three digits have removable tips which reveal the power tool interchanges. All applicable attachments are included (In sets applicable for each (B/R) skill). The entire hand must be replaced. Due to the power drain, the hand must be periodicly recharged. Specially tailored hands are available, for specially tailored prices. Don't be afraid to ask, we've even gone to the extent of making a specially tailored hand for one of the great French chefs. MechoArm (MechoLeg) - ======================== Essence: 1 (Alpha) Cost: *Varies* This cyberlimb comes in several varients, each for your need. The Electro is specially designed for the engineer, while the Vehicular line comes set for almost any transportation device. The ARMourer varient is perfect for the professional firearms entrepreneur. Each of the varients comes with built-in tool kits*, Power-Fingers(tm), and a mini-comp full of useful data (Rating 4). The leg variants have detachable power tools instead of the power-fingers. Costs: ARMourer (Armed Combat) 375K (Firearms) 375K (Gunnery) 375K Electro (Cyberware) 390K (Electronics) 390K (Computer) 390K Medicarm (Paramedic) 400K (Cybertechnition) 390K Vehicular (Ground) 380K (Boat) 380K (Aircraft) 380K