Cybertechnology
THE CUTTING EDGE
Want a little edge in that street fight? A little flash? A little chrome in street-light to make the punks think twice? Then take a look inside these pages. Cybertechnology tells you everything you want to know about the latest¸ wizzest¸ and handiest cyberware. Learn what works and why. From cybereye laser sights to move-by-wire systems that can make you the fastest and deadliest thing on two feet¸ Cybertechnology has it all.
And then there's cybermancy¸ for the real hard-core street samurai. Cybermancy gives you edge in spades... if you can pay the price. How much cyberware can a body take before it's no longer human? Cybermancy pushes that limit beyond your wildest dreams. This combination of state-of-the-art magic and technology can make you a virtually unstoppable cyborg¸ more metal than flesh. Of course¸ there are a few side effects...
The Cybertechnology sourcebook describes new cyberware¸ accessories¸ and enhancements¸ and offers optional and expanded rules for dealing with cyberware in all types of situations. The book also contains complete cybermancy rules and new archtypes¸ including cyborgs.
For use with Shadowrun¸ Second Edition
The author Tom Dowd¸ pulls out all the stops in this sourcebook. Forever pushing the bounds of a known world¸ Tom and his co-authors create a brand new danger in an already increasingly deadly game universe. The basic premise of the book is this: negative essence. Ever since Shadowrun began oh so many years ago¸ we as gamers¸ thought that negative essence was unachievable. Now we find this is not the case. The conditions for Cybermancy are laid out for players and gamemasters alike with enough lee-way for this element to be easily incorporated into an existing campaign¸ should anyone want too. Plus with the addition of interesting new cybernetic enhancements¸ this book is a must have for any runner. Know thy enemies¸ chummers¸ else you risk certain doom.