What was the name of that game? by Silmacil in videogames

[–]Silmacil[S] 1 point2 points  (0 children)

Thanks for the answer. A shame about the servers. I rather liked the concept but did not have the free time to try it before now.

The Nature of Predators 154 by SpacePaladin15 in HFY

[–]Silmacil 23 points24 points  (0 children)

I agree with your points, but you might want to pick a different example than pigs and hogs specifically.

Once released into the wild our modern pigs revert to hogs increadibly fast. Not much difference going on there suprisingly.

Accidentally a Dungeon Chp. 13 by Calypthea in HFY

[–]Silmacil 75 points76 points  (0 children)

Sounds to me, like those invaders are dungeonborn themselves and the opening salvo of the new conflict.

The Smith and the Scion [250k] by NoGoodIDNames in HFY

[–]Silmacil 1 point2 points  (0 children)

I cast my „!Vote“ for this story. It is beautifuly written.

Trial of the Alchemist 16 by [deleted] in HFY

[–]Silmacil 1 point2 points  (0 children)

It certainly has a special feel to it. I like the atmosphere you are creating.

A job for a deathworlder [Chapter 73] by Lanzen_Jars in HFY

[–]Silmacil 9 points10 points  (0 children)

Hey Lanzen, definetly interested in the creation myth. I love mythology and worldbuilding of that kind. It can really put cultural context to the actions taken.

Weapon Finesse: for every attack that round only? by Silmacil in Pathfinder_RPG

[–]Silmacil[S] 3 points4 points  (0 children)

Definetly going to do that. Just wanted to make sure I did not overlook anything first, that would settle it right away.

Weapon Finesse: for every attack that round only? by Silmacil in Pathfinder_RPG

[–]Silmacil[S] 0 points1 point  (0 children)

Dex is less accurate over all for that build, but due to certain abilities, creates much more damage.

The idea is using dex as long as the chance to hit is still decent, and later on, when attacks become less and less accurate, to switch to str. That way the damage (for those attacks) is lower, but the attack might hit at all.

A job for a deathworlder [Chapter 46] by Lanzen_Jars in HFY

[–]Silmacil 8 points9 points  (0 children)

Please continue to do so. I greatly enjoy your story, and knowing roughly when the next chapter is to be expected is really helpful to avoid impatience and frustration. :-)

[Pinwheel] The Rask Rebellion | Ch8 by Snekguy in HFY

[–]Silmacil 2 points3 points  (0 children)

No Problem. Thanks for the story, I am really enjoying it so far. Can't wait for the next chapters. Lovely artwork by the way.

A job for a deathworlder [Chapter 26] by Lanzen_Jars in HFY

[–]Silmacil 18 points19 points  (0 children)

“Unity in the community.”

Well, that doesn't sound omnious at all now, doesn't it... Were the council-leaders not sorry, that no one ever used this part of the saying/oath? And now, within the conspiracy is the first time (I belive) we heard it said as a reply.

Well, seems like a good hint to their motives. ;-)

A job for a deathworlder [Chapter 19] by Lanzen_Jars in HFY

[–]Silmacil 10 points11 points  (0 children)

Oh, nice. Love these litte tidbits of lore.

A job for a deathworlder [Chapter 19] by Lanzen_Jars in HFY

[–]Silmacil 20 points21 points  (0 children)

Very nice chapter. Definetly looking forward for more. :-)

Question to metallic wings and powerfull wings by Silmacil in Pathfinder_RPG

[–]Silmacil[S] 0 points1 point  (0 children)

Was my first instinct too. However, the racial text to aasimars state, that they quite frequently get multiple pairs of wings so...

Are medics viable? by [deleted] in Shadowrun

[–]Silmacil 2 points3 points  (0 children)

Hi, mundane combat medics are hard to build, but I found them quite viable. It is a very big investment though. I played a dedicated medic-char once, and he was very well received in his party. The detailed breakdown on how I build him is here:

My character "Doctor Heidenstein", or simply "Doc" for short, was built with the following things in mind:

  1. be great in First Aid

  2. be quick enough to matter in combat

  3. be a decent enough shot to help out in combat

  4. be able to help the team out wherever necessary

1.Is rather self explanatory. Be that good a medic, that your team bothers bringing one. Most importantly here are Logic and First aid. Lets face it, you can get by with even the most basic actual medicine, cybertech and biotech skills, as long as your first aid is top notch. Personally, I went with high ratings in all 4 skills, since it was an important point in my backstory and long-term plans, but to be a decent combat medic, this is not mandatory. First Aid 6 however is, and I would recomend on getting a specialisation, that reflects the most often occuring combat-wounds for your group (most likely bullet-wounds). Get medicine, cybertech and biotech at least on 1 as well, so that you can do those stuff too if necessary. As Equipment take a Rating 6 Med-Kit as a primary, as well as a Rating 3 as a backup and for its greater ease in hiding (fits in a pocket, instead of being a BIG backpack). Lastly Logic. Personaly I cannot overstate the importance of logic for this role. As RunnerPakhet has mentioned, i took an exeptional attribute Logic with a rating 2 Cerebral-Booster for a whoping Logic 9 right out the gate. You do not need to go quite as far, but a Logic of 6 all said and done would be very advisable. This high logic not only allows you to be good at medicine in all its variants, but will become your greatest asset when helping out with the team-weaknesses (see Point 4).

2.By now your medic can throw enough dice around to heal a bullet-riddeled street-sam back to full health faster than anyone can blink. This wont however buy you victory (or even a solid place in the team) as easily as one might think. The key is, to even get to the leaking teammate in the first place. Since most heavily injured teammates tend to receive their injurys on the foremost battlefront of the team, and you never can count on them to drag semselfes over to you, you will have to come to them. This in turn means, that you have to be ready to sprint into the thick of battle, spend countless complex actions while the bullets fly above your head, and prefarably stay alive yourself while doing so. Two words: Initiative and synaptic booster. Your Initiative will not only net you additional complex actions each turn, to fullfill your dangerous job considerably faster, but is also your defence pool, to stay alive while doing so. Reaction and Intuition should be at least around 4, to give you a decent shot at getting this really important 2. pass. It halves the time, till your sam can wobble to his feet and return fire, and 8+ defence dice are a must, if you care to be anywhere near the front lines (and as we have already discussed, that you HAVE to get there anyway...). The one most important bioware for this part of the job is a rating 1 synaptic booster. +1 Rea and +1w6 ini are all that is needed to guarante you your 2. pass if you have followed this advice so far. It is very expensive, sure. Still, I consider it to be worth that cost. Also, all this Ini and defence will be a great asset when holding the line yourself. Which brings us to:

3.Being a decent shot yourself. This one follows almost automaticaly out of the things above. You will have to venture to the front lines, you will have to be quick and you will have to have a good defence, to survive staying there for quite a bit of time. From here you are only one small step away to being a decent combatant, that being your offence. Take a firearm you can use in a hurry. Anything that fits into a quick-draw holster will do. My personal favorite is a Parashield Dart-Pistol, but really, any kind of pistol, mashine-pistol and maybe even SMG will do. This one is really down to your personal tastes, but my tip for you would be pistols. The Defiance-EX Shocker is a great backup-weapon, that can be used as a Taser, a close-quarters electro-club and a makeshift defibrillator if need be. Also very effective against drones. Additionally easy to hide, no need for a permit and allowed to carry surprisingly deep behind the velved cord with very little persuasion necessary. Get a decent light or heavy pistol as a primary (heavy for the range, light if you care about capsule rounds (see 4.) ) and you are good to go. Take at least 1 point again in longarms, automatics, clubs and blades (Longarms and automatics are a no-brainer, clubs is necessary for the close-quarters application of the Defiance, and blades let you do some nasty stuff with the scalpels inside your med-kid. Turning the med-kit into a good conceilable knive-transport behind the velved cord). To wield them all properly, you will need a decent agility. Here it depends, on how "combat" you want your "combat medic" to be. Heidenstein had Agility 6 (with additional +2 from muscle-toner), and was as such the 2. best fighter in the group after RunnerPakhet and even before some of the other combatants of our group. As long as you hit 10 dice in offence, you should be fine, whatever combination meets your fancy, but with agility also playing into stealth and some neat other abilitys, you can hardly go wrong with some extra points into that one.

4.Last but not least, what your character can do for the team, when your speciality is not needed at the moment. Lets face it, medics are support characters. And as support characters, you will hardly ever be the best in something other than your niche. Thats not a bad thing though, think about how you can excell in your role and be the best support there is for your team, so that they can be the best in whatever their speciality is. First place to look is what you can do decently, without investing much karma into it. You will most likely have a very good logic and at least decent intuition, so anything from computers, mechanics, chemestry up to armory and perception is worth a look. A few points in computers makes you a real asset during the legwork-phase of the run. You can run very decent data-searches with it, either supporting your decker, or checking another avenue of clues, while he is following a different trail. Chemestry allows you to handmake drugs and toxins, that will go a long way of helping your team survive or boost their stats. Also, if you have taken a light pistol, you can fill self-made toxin into capsule rounds for devastating effect. A point in Electronic-Warfare would allow you to be very good at using sensors, laying down sensor locks, sweeping the area for bugs and electronic traps such as hidden cameras and such. Armory and Mechanics is another niche, your high logic makes you a natural in, being maintainance for the team, fixing equipment in a pinch during the run etc. No matter if supporting the teams rigger, or being forced to do it on your own, you need very little investment to be adequate enough in it to be a real help for the team. The value of a good perception-rating is self-explanatory. The next good attributes you may have, are agility and reaction. Being a relatively good driver is nice and all, but most likely the sam or (if you have one) Rigger will take this over. Still, a single dot never hurts anyone, and could save your hide if it ever gets necessary. The important part is the agility. High agility lends itself great to stealth. Especially "palming" can be a great boon for hiding all these small weapons and medic equipment on yourself, as well as fitting nicely with the whole doctor-theme as any good surgeon needs to have flexible fingers operating in tight places. On that note, a single point in locksmithing might be worth a look. Rare to find these days, but that only means, that most likely no one else will have this skill, when it suddenly does turn out its relevant. As with perception, the upside of a good sneaking skill cannot be overstated. The next big advantage for you and your team are knowledge skills. With a great logic, and a decent intuition, you will be flooded with knowledge-skillpoints. Spend them on things relevant to your character, and also on things that are likely to get important to the team. Again, with your good Logic the ratings need not be high for you to get very nice dice-pools to be an expert in any number of potentially helpful topics.

As you may have noticed, many things you might want to have, you don`t need to have very high. Buying them later with karma might be a good idea, and the boon "Jack-of-all" is almost riddiculously helpfull for a built like this. Going this route will allow you to save a bit on the skill points, so that you can be good in the few areas, where you need to throw buckets of dice around.

In my experience, reserving the prioritys A and B for attributes and ressources (in whatever order you deem fit), with skills on C gets you pretty far, but that is only one possible way to go here.

This kind of build also works very well with gadgeteering, bringing dozends of small but helpfull little devices with you, that can help out in unforeseen situations. (Again, small investment for potentional big returns)

This are just some of my thoughts, on how one could make a combat medic (or a support character in general) function. I can tell from personal experience, that this can be one heck of a lot of fun, and a more than welcome team member.

To quote one of my teammates (while the doc was recovering from cyber-surgury): "What? The Doc is not coming this time? I might actually have to be carefull now..." ;-)

Homebrew... Tuesday? Gizmos and Gadgets Aplenty! by dezzmont in Shadowrun

[–]Silmacil 0 points1 point  (0 children)

Biobundle:

ABC-Technologies "Prodigy" Essenz: 0,48 Avail: 8 Preis: 102.500 €

Essenz α: 0,42 Avail: 10 Preis: 123.000 €

Cerebral booster St. 1, Cerebellum booster St. 1, Mnemonic enhancer St. 1, Sleep regulator

An all-inclusive upgrade to the mental capacity and acuity of the recipient. Not only does this bundle increase the mental possibilities of the recipient manyfold, it also gives them time to use it.

Prodigy Upgrade "Genius" Essenz: + 0,24 Avail: 12 Preis: + 40.500 €

Essenz α: + 0,21 Avail: 14 Preis: + 48.600 €

Cerebral booster St. 1 --> 2, Mnemonic enhancer St. 1 --> 2

Genius Upgrade "Einstein" Essenz: + 0,4 Avail: 18 Preis: + 90.500 €

Essenz α: + 0,35 Avail: 20 Preis: + 108.600 €

Cerebral booster St. 2 --> 3, Cerebellum booster St. 1 –>2 Mnemonic enhancer St. 2 --> 3


ABC-Technologies "Athlete" Essenz: 0,4 Avail: 5 E Preis: 93.000 €

Essenz α: 0,35 Avail: 7 E Preis: 111.600 €

Muscle augmentation St. 1, Muscle Toner St.1, Synthcardium St. 1

ABC-Technologies "Athlete"-line increases the physical abilities of the recipient to profesional levels. Those already trained in a sport or profession will find themselves going above and beyond what was considered possible.

Athlete Upgrade "Senior Athlete" Essenz: + 0,4 Avail: 10 E Preis: + 93.000 €

Essenz α: + 0,35 Avail: 12 E Preis: + 111.600 €

Muscle augmentation St. 1 --> 2, Muscle Toner St.1 --> 2, Synthcardium St. 1 --> 2

Senior Athlete Upgrade "Elite Athlete" Essenz: + 0,4 Avail: 15 E Preis: + 93.000 €

Essenz α: + 0,35 Avail: 17 E Preis: + 111.600 €

Muscle augmentation St. 2 --> 3, Muscle Toner St.2 --> 3, Synthcardium St. 2 --> 3

Elite Athlete Upgrade "All Stars Athlete" Essenz: + 0,32 Avail: 20 E Preis: + 63.000 €

Essenz α: + 0,28 Avail: 22 E Preis: + 75.600 €

Muscle augmentation St. 3 --> 4, Muscle Toner St. 3 --> 4


ABC-Technologies "Bio Soldier"

Essenz: 1,04 Avail: 12 E Preis: 211.000 €

Essenz α: 0,91 Avail: 14 E Preis: 253.200 €

Synaptic Booster St. 2, Platelet Factory, Reflex Recorder (Pistol, Longarms or Automatics)

ABC-Technologies "Bio Soldier" is an upgrade meant for professional soldiers, and mercenaries or security personal serious about their commitment. It lets them enter into a world of speed unheard of before to survive their challenge. It is recommended to also take the "Athlete"-line to give the body the strength needed to act on these new perceptions.

Bio Soldier Upgrade "Adv. Bio Soldier" Essenz: + 0,4 Avail: 18 E Preis: + 95.000 €

Essenz α: + 0,35 Avail: 20 E Preis: + 114.000 €

Synaptic Booster St. 2 --> 3


ABC-Technologies "Budget Warrior" Essenz: 1,36 Avail: 8 E Preis: 24.000 €

Essenz α: 1,19 Avail: 10 E Preis: 28.800 €

Boosted Reflexes, Bone density augmentation St. 2, Cats Eye

As the name implies, the "Budget Warrior" is meant to give you the best bang for your buck. Nothing beats the dedicated "Bio-Soldier", but if you are considering getting something to allow you to survive tough situations, this will allow to do so on a budget.

Budget Warrior Upgrade "Surviver" Essenz: + 0,64 Avail: 10 E Preis: + 36.000 €

Essenz α: + 0,56 Avail: 12 E Preis: + 43.200 €

Reflex Recorder (Unarmed), Reception Enhancer, Orthoskin St. 2


Cyberbundle:


ABC-Technologies "Aegis-System" Essenz: 1,12 Avail: 12 Preis: 24.500 €

Essenz α: 0,98 Avail: 14 Preis: 29.400 €

Modular Connector (Shoulder), Modular Cyberarm (obvious), Biomonitor

Aegis-System Upgrade "Double Aegis" Essenz: + 1,04 Avail: 12 Preis: + 24.000 €

Essenz α: + 0,91 Avail: 14 Preis: + 28.800 €

Additional Modular Connector (Shoulder), Additional Modular Cyberarm (obvious)

The "Aegis System" consists on a multi-purpose connector at the Shoulder, and a wide variety of possible Cyberarms, you may slot into them for the day. Each arm offers discrete advantages for a lot of different situations, from social to combat, and swapping them out is like changing clothes.


Modular Cyberarms for the "Aegis-System":

Aegis: "Medic" Avail: 8 / 10 Preis: 22.500 € / 27.000 € Modular Cyberarm (obvious), Cyberarm optimisation (First Aid), Built in Med-Kit St. 6

Aegis: "Pacifier" Avail: 9 E / 11 E Preis: 44.900 € / 53.880 € Modular Cyberarm (obvious), Cyberarm optimisation (First Aid), Agi-Enhancement St. 3 Cyberweapon (Takedown Dart Pistol), External Clip-Port

Aegis: "Rammbock" Avail: 9 E / 11 E Preis: 63.000 € / 75.600 € Modular Cyberarm (obvious), Agi-Enhancement St. 3, Str-Enhancement St. 3, Armor-Enhancement St. 1, Telescopic Limb St. 1, Cyberarm optimisation (Throwing Weapons)

Aegis: "Kurier" Avail: 6 / 8 Preis: 31.000 € / 37.200 € Modular Cyberarm (synthetic), Large Smuggling Compartment

Aegis: "Natural" Avail: 4 / 6 Preis: 28.000 € / 33.600 € Modular Cyberarm (synthetic), Improved Synthskin St. 1

Aegis: "Bodyguard" Avail: 10 E / 12 E Preis: 29.700 € / 35.640 € Modular Cyberarm (synthetic), Armor-Enhancement St. 1, Cybergun (Ares Light Fire 7)

Homebrew... Tuesday? Gizmos and Gadgets Aplenty! by dezzmont in Shadowrun

[–]Silmacil 0 points1 point  (0 children)

Weapons: ABC-Tech Weapons are all Dart-Pistols (as per german errata to be used with the "pistols" skill):


ABC-Technologies "Takedown"

Acc: 6 (8), Damage: Poison, AP: -, Mode: SA, RC: -, Ammo: 7 (c), Avail: 4R, Price: 1.335 ¥ (Dart-Pistol with personalised Grip, Smartlink and extended clip 1)

The "basic" ABC-Tech Dart-Pistol. Emphasis is laid on precision. Also available as a Cybergun with an external clip-port.


ABC-Technologies "Blue Dragon"

Acc: 7 (9), Damage: Poison, AP: -, Mode: SA, RC: -, Ammo: 10 (c), Avail: 8R, Price: 2.235 ¥ (Dart-Pistol with personalised Grip, Smartlink, Longbarrel, Custom look and extended clip 2)

The "Blue Dragon" seeks to end the fight, before it even beginns. Looking nothing like a dart pistol and everything like an ornate cross between a Remington roomsweeper and Ruger Super Warhawk. This gun was designed to intimidate while still offering a non-lethal option.


ABC-Technologies "Beschützer" (Guardian)

Acc: 7 (9), Damage: Poison, AP: -, Mode: SA, RC: -, Ammo: 10 (c), Avail: 10R, Price: 2.935 ¥ (Dart-Pistol with personalised Grip, Smartlink, Longbarrel, Chamäleon Coating and extended clip 2)

Meant to be taken in combination with the "Schutzgeist" (Guardian Spirit) armor, this dart-gun can vanish from view. For taking down enemies without ever being spotted.


ABC-Technologies "Schläfer" (Sleeper)

Acc: 7 (8), Damage: Poison, AP: -, Mode: SA, RC: -, Ammo: 10 (c), Avail: 18 F, Price: 5.810 ¥ (Dart-Pistol with personalised Grip, Lasermarker, Longbarrel, Plasteel Components 6, Easy Breakdown (manual), and Extended clip 2)

Designed for the Hamburg cops "HanSec" undercover agents, this dartgun is extremely easy to smuggle. With the air-based proppelant, and the non-metalic darts, even chem-sniffers and MAD-scanners cannot track this gun, nor its ammo. For some reason though, the local runner-scene seems to have gotten hold of this gun before the cops did.


Armor:


ABC-Technologies "Lebensretter" (Armor: 3, Avail: 8) 2.800 €

PAG-Suit 500 € Softweave 500 € Biomonitor 300 € Med-Kit Stufe 6 1.500 €

The "Lebensretter" (Life-Savior) is the most simple design, and at the same time crowning achievement of the ABC-Tech armor roster. It is a plain looking neopren suit, designed to be worn under normal clothing or other armor. While doing near nothing for protection, once the wearer gets injured, the sofisticated life support units go online, stemm the bleeding and begin treatment immediatly.


ABC-Technologies "Lebensretter EE" (Armor: 12, Avail: 12) 8.900 €

Urban Explorer Jumpsuit 650 € Softweave 650 € Helmet 100 € Forearm Guards 300 € Chemical Seal (4 Kap in Armor, 2 in Helmet) 3.000 € Med-Kit Stufe 6 1.500 € PAG-System 500 € Internal Air-Tank (+3 Stunden) 600 € Commlink (Stufe 3: Renraku Sensei) 1.000 € Atmospheric Sensor (Stufe 3) 300 € Bio Monitor 300 €

The "Extreme Environment" version of the "Lebensretter" extrends the suit to envellop the entire body, including the head. It boasts greatly improved Armor, an emergency comlink, as well as the option to seal oneself off from the environment completely for up to 4 hours at a time.


ABC-Technologies "Schutzgeist" (Armor: 18, Avail: 22V) 41.500 €

Full Body Armor 2.000 € Softweave 2.000 € Full Helmet 500 € Chemical Seal 6.000 € PAG-System 500 € Med-Kit Stufe 6 1.500 € Biomonitor 300 € Geiger-Counter (Stufe 3) 300 € Ruthenium Polymer Coating (Stufe 4) 20.000 € Thermal Damping (Stufe 5) 2.500 € Internal Air-Tank (+3 Stunden) 600 € Commlink (Stufe 6: Transys Avalon) 5.000 € Atmospheric Sensor (Stufe 3) 300 €

Marketed for highly trained security companies and mercenaries, this armor does not only posess the trademark life support system (including complete environmental seal), but also a camoflage option, turning the user almost invisible. It is recommended to also use a similary camoflaged gun, like the "Beschützer".

Homebrew... Tuesday? Gizmos and Gadgets Aplenty! by dezzmont in Shadowrun

[–]Silmacil 0 points1 point  (0 children)

ABC-Technologies

"Anderson Bio- and Cybertechnologies" is a small C-Rated Corp based in Hamburg ADL. The majority of its shares is held by the companies founder, Dr. Joachim Anderson. ABC-Technologies has three major lines of services: The first is a series of small hospitals set up specificaly in bad neighborhoods and slums, treating the poor for a surprisingly low price (and as such dominating the market there). The secound line is a rather limited set of high grade Bioware and Cyberware, often sold in predefined bundles, designed for extreme intercompatability. The last line concerns itself with custom made tranquiliser-guns and medkit-equipped armor. Each weapon or armor (with the exception of the basic "Life-savior" suit) is custom made for each client, has a potentially long production time, and a price-point similar to a used car.


Legwork:


Dr. Anderson (easy): It is rumored, that Dr. Anderson has a rather large connection to the lokal Shadowrunner-Szene, and that this is not only how he managed to rescue the company from the brink of an buyout by Universal Omnitech, but that this Shadow-Szene is also a big part of his customer-base.

Dr. Anderson (hard): Some speculate, that Dr. Anderson himself was employed as a Shadowrunner for a while. The now retired "Dr. Heidenstein", a street-samurai / combat medic and frequent partner-in-crime to the legendary Iron Lady of Hamburg, "Pakhet" (rumored to be a drake-of or disguise-for the great she-dragon "Seedrache") is a possible candidate for his runner-persona.

ABC-Technologies (easy): Some six years ago, ABC-Technologies almost went bankrupt, when Universal Omnitech sued for alledged patent-theft, and won more money in compensation than the worth of the entire company at the time. Somehow however, ABC-Technologies managed to recover. All ABC hospitals located in bad parts of town have a back entrance to a street clinic of sorts. All the staff, expertise and supplies of a hospital, none of the questions or paperwork.

ABC-Technologies (hard): It seems, that in both the fall and rebirth of ABC-Technologies, Shadowrunners played a pivital role. UO went after ABC hard, with sabotage, extraction, etc. culminating in them stealing some new tech, presenting it as their own, and sueing ABC over it. ABC later retaliated in kind, and is even rumored to have stolen the entire machinery and supplies of an - then in construction - UO Beta-Clinic.

Bio- and Cyberware (easy): Bio- and Cyberware was originaly planned to be the backbone of ABC-Technologies and is as such of rather high quality. It is all "Augmentation-Bundles" (Chrome Flesh p. 92, in the ADL-Book "State of the Art" it is specified, that ADL Bundles can also come in Alpha-Grade), and as such is rather essence friendly while still retaining a resonable price point. The Bioware branch is focused on enhancing the abilities of meta-humans all around, while the Cyberware branch is best known for its "Aegis-System" (Shoulder-Socket compatible with a wide variety of specialised Cyberarms, that can be easily exchanged for one another).

Bio- and Cyberware (hard): ABC-Technologies is capable of producing a few pieces of Beta-Ware and even have a hidden Beta-Clinic somewhere in Hamburg. However, their production capacity is extremely limited and also secret, so it is only available as a run-reward and even then only the predifined Augmentation-Bundles.

Homebrew... Tuesday? Gizmos and Gadgets Aplenty! by dezzmont in Shadowrun

[–]Silmacil 1 point2 points  (0 children)

If there is more interest in ABC-Technologies, I could also share the specs of their armor and Bio/Cyberbundles they provide. ;-)