Editing
Savage Shadowrun AE Conversion
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
= CHAPTER FOUR – IMPLANTS = [[File:SR.D5.Fighter2.jpg | 250px | right]] Cyberware and Bioware must be purchased with cash (the cost listed below does not normally include Surgery and recovery costs). Both have the following qualifiers… :1. Cyberware and Bioware cost Strain as found in the SFC (pg. 29 but ½ Trait die for Strain Stat; i.e. d6 both Spirits and Vigor means max Strain 3.0) which has an adverse effect on the casting of spells by the user but also acts as a penalty for helpful spells casts on them (see Sorcery). Add all systems Strain cost together to get the final Essence Cost. :2. Cultured Bioware can be ‘grown’ for a specific individual and when grafted into that person only costs 50% the base Stain (round to the nearest 0.1) and increase the Bioware cost by 60%. :3. Alphaware cybernetics are next generation technology and not as invasive into the recipient’s psyche. Reduce the Strain cost by 80% (round to the nearest 0.1) and increase the cost by 50%. Betaware reduces the Strain cost by 50% (round to the nearest 0.1) and increases the cost by 100%. :4. Cyberware and Bioware can be Detected by modern scanners and sensors, and with Aura Reading (Astral Projection/Duel-Nature). Can be blocked by implanted neural interface disruptors. :5. Cyberware automatically has built-in RFID tags to receive patches and software updates. Most runners and security personal have these function turn off (often illegal for civilians). :6. You cannot stack any abilities with any other similar ability from any another source (i.e. Wired Reflexes grants a Multi-Action as does the Spell Speed-Quickness or Edges like Quick and Bioware implant of Reaction Enhancer. They do not stack, take the better of the two.) == BIOWARE == '''Adrenaline Pump''' (7,500¥; Strain 1.0): a partially replaced adrenaline gland greatly enhances the subject’s physical abilities for a short time. Increase the subject’s Agility, Strength and Vigor traits by +2 die steps. Also increase the subject’s Pace and Run by +2 each. It takes a Action to activate and then lasts for 10 rounds afterwards. Subject suffers a level of Fatigue afterwards and cannot use the pump again until it recovers. Both recovers in one hour’s time.</br> '''Bone Density Augmentation I-III''': genetic modifications greatly increase the density of the subject’s bones. Level 1 adds +2 to Toughness and unarmed attacks deal Str+d4 (10,000¥, Strain 1.0); Level II adds +4 to Toughness and unarmed attacks deal Str+d6 (25,000¥, Strain 1.5); Level III add +6 to Toughness and unarmed attacks deal Str+d8 (60,000¥, Strain 2.5).</br> '''Cat’s Eyes''' (5,000¥, Strain 0.25): gene eye enhancements grant subject Night Vision.</br> '''Cerebral Boost I-III''' (15,000¥/level, Strain 0.5/level): gene therapy to the brain snafus greatly enhances the subjects thinking speed and abilities. Each level increase its Smarts by +1 die step.</br> '''Damage Compensators I-II''' (10,000¥/level, Strain 0.5/level): these nana-genes allow the subject to ignore pain and wound injuries effects. Each level allows the subject to ignore one Wound penalty.</br> '''Ecolocator''' (10,000¥, Strain 0.75): ear modifications allow the subject to locate surrounds via sounds. Subject ignores any and all obscure penalties (darkness, fog, invisibility, etc.) Cover penalties for solid objects apply as normal. Upgradable to ''Advanced Ecolocation'' (+8,000¥, Strain +0.25): The subjects can sense all around him and does not grant gang up bonuses.</br> '''Enhance Articulation''' (2,500¥, Strain 0.25): gene therapy to the subject’s joints and muscle tendons are modified to allow greater flexibility. Adds +1 to Athletics skill.</br> '''Gecko Grip''' (6,000¥, Strain 0.25): gene graphic of microscopic ‘hooks’ allow the subject to cling to walls and walking on vertical surfaces. The subject must use 2” per 1” to move on vertical surfaces or 3” per 1” of movement on ceilings.</br> '''Gills and Webbing Grafts''' (8,000¥, Strain 0.5): gills implanted into the subject’s neck, with 'retractable' webbing added to hands & feet. The subject is now breath in oxygenated liquids and can swim at Pace speed.</br> '''Hearing Enhancers''' (4,000¥, Strain 0.25): advanced ear drum therapy grants the subject a +2 bonus to Notice checks that involves hearing.</br> '''Mnemonic Enhancer''' (4,000¥, Strain 0.25): this advanced gene brain enhancement allows the subject to use any Smarts skill at no penalty for being untrained.</br> '''Muscle Augmentation I-III''' (15,000¥/level, Strain 0.5/level): gene-therapy to enhance overall strength. Each level increases the subject’s Strength by +1 die step.</br> '''Muscle Toner I-III''' (25,000¥/level, Strain 0.5/level): gene-therapy to enhance overall hand-eye-coordination and balance. Each level increases the subject’s Agility by +1 die step.</br> '''Otherskin I-III''' (5,000¥/level, Strain 0.25/level): toughing of subject’s skin and bio-enhanced strengthening of internal organs. Each level increases the subject’s Toughness score by +1.</br> '''Pathogenic Defense''' (2,500¥, Strain 0.25): gene-enhancements to the subject’s immune system adds +4 to resistant tests with Disease and Toxins (including poisons). Also gain +4 Toughness against any related direct damage attacks (inlcuding spells).</br> '''Reaction Enhancer''' (8,000¥, Strain 0.5): synaptic enhancers allows the subject to re-draw and Initiative Card results of a 5 or less.</br> '''Sleep Regulator''' (5,000¥, Strain 0.25): brain way enhancers allow the subject to only require three hours of sleep a night or to go up to three nights without sleep without drawbacks.</br> '''Superthyroid Gland''' (50,000¥, Strain 1.5): advanced gene therapy increases the subjects Agility, Strength and Vigor by +1 die step each.</br> '''Symbiotes I-III''' (25,000¥/level, Strain 0.5/level): this gene and nana treatment allows the subject to make a natural healing check every day with level one and every 12 hours with level 2. Subjects Liftstyle increases by 50% due to increase consumption.</br> '''Synaptic Boost I-II''' (35,000¥/level, Strain 0.75/level): gene enhancement to the spinal cord and brain steam. The subject ignores two points of Multi-Action penalty per level.</br> '''Tailored Pheromones I-II''' (8,000¥/level, Strain 0.25/level): artificial pheromones grant the subject a +2 to her Performance and Persuasion skill checks so long as the targets can “smell” her.</br> '''Thermal Damper''' (4,000¥, Strain 0.25): advanced internal temperature dampeners. The grant the subject +2 to Stealth but only verses Thermal/IR vision.</br> '''Troll Eyes''' (5,000¥, Strain 0.25): eye enhancement that grant the subject Thermal Vision (halves Illumination penalties when attacking "warm" targets including from invisibility from living targets).</br> == CYBERWARE == HEADWARE</br> Cyberware implanted into the recipient’s brain or skull and upper spinal regions.</br> '''Attention Coprocessor''' (4,000¥, Strain 0.5): cybernetic eye and ear enhancers grant +2 to Notice.</br> '''ChipJack''' (2,000¥ each jack slot, Strain 0.5 each jack slot): a chip reader is implanted into the subject’s brain. This allows the subject access to various knowledge and language skills or even active skills when the proper chip is inserted into the jack slot port. These chips ignore the controlling Trait die limitation on these skills only. Knowsofts chips include Academics, Battle, Electronics, Gambling, Hacking, Healing, Occultism, Repair, Research and Science. Langagesofts chips include any one known language. Activesoft chips require the subject to a Skillwire system (see below) of equal die level to use. Activesoft skill chips include Athletics, Boating, Drive, Fighting, Pilot, Ride, Shooting and Stealth. Additional Chipjacks slots allow the subject to access more than one skill at a time. One chip can removed and switch for another chip with a Action and takes 1d6 rounds for all the information to update. During this “upload” the character is Distracted. :Knowsoft and Languagesoft base d4 skill chips cost 200¥ each; base d6 cost 500¥ each; base d8 cost 2,000¥ each. :Activesoft base d4 chips cost 2,500¥ each; base d6 cost 7,500¥ each; and a base d8 cost 15,000¥ each. No matter then number of chipjack slot the subject can only have one Activesoft skill running at a time. '''Comlink, Internal''' (1,000¥, Strain 0.5): A base comlink is implanted into the lower part of the subject’s brain near one of his ears. The basic broadcast range is 100 yards (50”) and includes a standard Firewall ranting of 1. A signal broadcast boost to 1000 yards (500”) increases the cost by +500¥ and improving the Firewall to rating 2 increases the cost by +1,000¥ and rating 3 increase the cost by another +5,000¥. A Simsense Emersion upgrade costs 1,000¥. All other price for upgrades cost as normal for a comlink.</br> '''Datajack''' (500¥, Strain 0.5): allows basic, hands free, control of any modern device (+2 to all basic skill check working with these devices) either through a datajack fiber optic cable or wirelessly within a comlink’s broadcast range. Allows full Emersion ability automatically when "plugged in".</br> '''Encephalon''' (10,000¥, Strain 1.0): bleeding edge tech for memory boost and skill enhancers, allows the recipient to have a basic understanding of almost every subject. The subject does not suffer the normal skill penalty in untrained skills.</br> '''Math CPU''' (10,000¥, Strain 1.0): cybernetic boost certain pathways for faster reaction and computer understanding. Grants the subject a +1 to Electronics and Hacking.</br> '''Olfactory Boost''' (2,500¥, Strain 0.5): cybernetic nasal boosts grants the subject the ability sense subjects by smell alone and track by scent. Target ignores illumination penalties within 3” of itself if it can smell the target and gains +2 to Survival when tracking a target which it can also smell.</br> '''Orientation System''' (500¥, Essence 0.25): GPS implant allows the subject to know its direction.</br> '''Radar Sensor''' (20,000¥, Strain 2.0): basic radar implant that ‘pings’ to sense surrounds (can be detected with High Frequency Hearing). Notice checks ignore all vision penalties from illumination and invisibility, fog and other penalties within 60 yards (30”). They also can 'see-through' illusion powers lacking 'Vid' upgrade (see MAGIC).</br> '''Taste Boost''' (2,500¥, Strain 0.5): cybernetic taste enhancers allow the subject a Notice check with the tiniest of material to determine toxins, chemical compounds, etc.</br> '''Voice Modulator''' (6,000¥, Strain 1.0): cybernetic replacement of the voice box allows the subject to disguise her voice well enough to fool voice analyzers. Adds +4 to any opposed check.</br> [[File:SR.D5.rigger3.jpg | 700px]] BODYWARE</br> Cybernetics found within the recipient’s body cavity, skeleton and spine.</br> '''Biomonitor''' (500 ¥, Strain 0.5): cybernetic readout grants +2 to Healing checks against the subject.</br> '''Bone Lacing I-III''': Subject's skeleton structure is reinforcemented with material to improve their resistance to damage. Bone Lacing I - Plastic (3,000¥, Strain 1.0): plastic bone lacings grants the subject Armor +2 and unarmed damage of Str+d4. Bone Lacing II - Aluminum (6,000¥, Strain 2.0): aluminum lacing grants the subject Armor +4 and unarmed damage Str+d6. Bone Lacing III - Titanium (9,000¥, Strain 3.0): titanium lacing grants the subject Armor +6 and unarmed damage of Str+d8.</br> '''Boosted Reflexes I-II''' (10,000¥/level, Strain 1.0/level): cybernetic enhancers that each level grant the subject a +1 to their Parry and also others suffer a -1 to any ranged attacks against them.</br> '''Dermal Plating I-III''' (1,000¥/level, Strain 0.5/level): bio-plastic implants under the subject’s skin layer and each level grants the subject Armor +2.</br> '''Filter System''' (1,000¥, Strain 0.5): nasal and lung filters grants the subject a +4 to resistant rolls or +4 to toughness vs. inhaled gases and poison damage.</br> '''Hand Razor''' (1,000¥, Strain 0.5, retractable +500¥, Stain +0.5): Fingernail razor replacements that deal Str+d4 damage AP 1. Considered a Natural Weapon (SWAE pg. 104). Retractable are invisibility to normal sight when retractable.</br> '''Hand Spur''' (4,000¥, Strain 0.5, retractable +500¥, Strain +0.5): Combat claws implanted in the arms that extend though the back of wrists deals base Str+d6 and AP 2. Considered a Natural Weapon (SWAE pg. 104), Retractable as hand razor.</br> '''Internal Air Tanks I-IV'''(2,500¥/level, Strain 0.5/level): internal oxygen tanks replacing part of the subject’s lungs. Subject can hold its breath for one hour before requiring recharge.</br> '''Motion Sensor''' (6,000¥, Strain 1.0): implant can ‘see’ movement within 20" (40yds). Subject's Notice checks ignores all invisibility and illumination penalties within 5” (10 yards) and can see through illusion Power without the 'Vid' upgrade (see MAGIC). Targets can make an opposed Stealth check to avoid detection. Not move (Pace 0) and no real movement (GM call) gain +2 to their check.</br> '''Move-By-Wire I-II''' (40,000¥/level, Strain 2.5/level): Move-by-wire system is the cutting edge in reaction augmentation. Each level allows the subject to ignore two points of Multi-Action penalty and each level adds +1 to Parry and others suffer a -1 to all ranged attacks against them. Finally each level grants the user a +1 to her Athletic and Stealth skill checks.</br> '''Muscle Replacements I-III''' (5,000¥/level, Strain 1.0/level): cybernetic muscle enhancer, each level grants a +1 step increase to the subject’s Strength.</br> '''Pain Editor I-II''' (2,000¥/level, Strain 1.0/level): cybernetic pain blockers allow the subject to ignore one Wound penalties per level.</br> '''Skillwires''' (10,000¥, Strain 1.0) [requires at least one Chipjack]: the subject’s nervous system has been updated to perform certain active skills (see Chipjacks for skills). You can only have one Skillwire system implant. If you have the skill already you use the better of the two.</br> '''Smartgun''' (2,000¥, Strain 1.0) [Requires Smartgun linked weapon; See GEAR]: with a smartgun system firearm the subject gains +1 to Shooting or can ignore up to 2 penalties due to range penalties, light obscure-penalties, cover penalties or called shots. Also grants an additional +2 to Aim maneuver.</br> '''Taser Hand''' (5,000¥, Stain 1.5): an electro-shock system implanted into one of the subjects hands and with a Touch attack (+2 to Fighting) forces the target to resist with a Vigor at -2 (with an additional -2 per raise the attacker achieved). Failure and the target is Stunned (SWAE pg. 106). At the end of each of its round it can make a new Vigor check at the same penalty gaining a cumulative +1 to the check each round the target failed. Success as Recovery against Stun but target is prone.</br> '''Vehicle Rig Control''' (VRC) (10,000¥, Strain 1.5) [Requires a Datajack or Comlink with Emersion upgrade. Also requires the rigger to be within her ‘broadcast’ range with vehicle to be controlled]: The rigger can control a number of drones and vehicles equal to ½ their Smart die, but still suffers multi-action penalties for controlling different vehicles (but see Emersion in the Matrix). Gain a +2 with Boating, Drive and Pilot and +1 Shooting with vehicle’s weapons with the Rigger upgrade. See Riggers (in the MATRIX).</br> '''Wired Reflexes I-II''' (15,000¥/level, Strain 1.5/level): wire enhanced reflexes; each level allows the subject to ignore two points of Multi-Action penalty.</br> ''Note that Damage Compensator and Pain Editors cannot be combined. Move-By-Wire, Vehicle Rig Control, Wired Reflexes or Synaptic Boost (Bioware) may not be taken together. Move-By-Wire and Wire Reflexes may not be combined with Boosted Reflexes.'' CYBERNETIC EAR REPLACEMENTS</br> Cyber ear replacements and enhancements. Each cyberear replacement cost 0.25 Strain and 500¥. Cybernetic Ears can hold a amount of upgrades equal to twice this Strain for free (i.e. having a pair of cyberears can take up to 1.0 in Strain in upgrades without costing additional strain). The following Update systems don’t require the cyberear replacement (i.e. meaning a cybernetic upgrade to the ear without requiring a cybernetic ear). These upgrades do cost Strain.</br> '''Amplification I-III''' (+750¥/level, Strain 0.5/level): cybernetic distance hearing amplifiers means that the subject suffers only -1 per 30” distance with Notice hearing at level I, -1 per 60” at level II, and -1 per 150” at level III.</br> '''Audio Upgrade''' (+500¥, Strain 0.5): implant grants the subject +2 to Notice with hearing.</br> '''Dampner''' (+500¥, Strain 0.5): cybernetic volume control grants the subject a bonus of +4 to resist dangerous noise levels and +4 Toughness against Sonic/Sound damage (including spells).</br> '''High''' or '''Low Frequency Hearing''' (+500¥, Strain 0.25 each): this implant grants the subject either High or Low Frequency Hearing. Can be taken twice to cover both frequencies.</br> '''Ultrasound Hearing''' (10,000¥, Strain 1.0): this implant uses sound waves to sense/'see' its surrounds within 20 yards (10”) (as Radar Sensors but can be sensed automatically by Low Frequency Hearing with 20").</br> CYBERNETIC EYE REPLACEMENTS</br> Cyber eye replacements and enhancements. Each cybereye replacement cost 0.25 Strain and 500¥. Cybernetic Eyes can hold a amount of upgrades equal to twice this Strain for free (i.e. having a pair of cybereyes can take up to 1.0 in Strain in upgrades without costing additional strain). Unless otherwise noted in the description the following systems don’t require the cybereye replacement (i.e. meaning a cybernetic upgrade to the eye without requiring a cybernetic eye). These upgrades due cost Strain though.</br> '''Eye-Band Replacements''' (+2,500¥, Strain 0.5) [require both cybereye replacements]: replaces the character’s eyes with a visor-like band of visual receptors that wraps around the head at eye level (360° Degree Vision). Hard to sneak up behind him.</br> '''Flare Compensation''' (+500¥, Strain 0.5): flash comp implanted into the subject’s eyes grant +4 to resist flash and flare blindness.</br> '''Low Light Vision''' (+1,000¥, Strain 0.5): cybernetic implants grant the same as the racial ability.</br> '''Thermal Vision''' (+1,000¥, Strain 0.5): cybernetic implant grant the same as the racial Infravision.</br> '''Magnification I-III''' (+1,000¥/level, Stain 0.5/level): telescopic implants to vision means that for normal vision checks with Notice with a penalty of -1 per 30” at level I, -1 per 60” at level II, and -1 per 150” at level III. Level I ignore one weapon range penalty from medium range; level II ignores one weapon penalty from medium and long range; level III ignores medium range weapon penalties and one from both long and extreme range.</br> '''Microscopic I-III''' (+1,000¥/level), Strain 0.5/level): implants allow the subject to zoom into tiny objects. Level I will magnify x100, level II magnify to x500 and level III magnify down to x1,000.</br> '''Ocular Drone Mount''' (+5,000¥, Strain 0) [see Drones in Gear and Equipment. Requires One Eye cybernetic replacement and gain the One-Eye Hindrance when the drone is in use.]: mount for a Eye Drone, others are at -4 to notice it’s a drone. '''Opticam''' (+500¥, Strain 0.25): video 3-D recorder for hundreds of hours.</br> '''Visual Upgrade''' (+1,000¥, Strain 0.5): cybernetic eye enhancers add +2 to Notice with sight.</br> ''NOTE that Meta-humans or anyone else with Natural Perception Enhancements (Night Vision, etc.) loses these benefits if they have their eyes replaced. They can purchase the Cyber equivalent with Implant though.'' [[File:SR.D5.Cyborg2.jpg | 300px | left]] CYBERLIMB REPLACEMTNS</br> '''Cyberarm''' or '''cyberleg''' (each limb replacement 2,500¥, Strain 0.5): a single arm or leg replacement adds +1 to the subject’s Toughness score (i.e. pair of cyber-limbs grant +2 to Toughness). Cyberlimb replacements can hold a like minded amount of extra cybernetic implants without costing addition Strain, so long as it makes sense (i.e. a Cyberarm can hold a Smartgun or Retractable Hand Spur implants without costing up to 1.0 Strain). Cyberlimb upgrades below have this already factored in (hench why some do not have a Strain cost listed).</br> ''Cyberarms only Upgrades''</br> '''Arm Agility I-II''' (+2,000¥/level): each arm can purchase this upgrade separately adding +1 step to Agility (arm checks only).</br> '''Arm Strength I-II''' (+1,000¥/level): each arm can purchase this upgrade separately adding +1 step to Strength (arm checks/melee damage only)</br> '''Cyberarm Gyromount''' (4,500¥, Strain 1.0) [Requires both arm replacements]: when the subject does not move ignores recoil penalties for standard firearms (not heavy weapons).</br> '''Cyber-Weapon (Hold-Out Light Pistol)''' (2,500¥, Strain 0.5) [Requires one arm cyber replacement]: a hold-out pistol is mounted into one cyberarms. Range 12/24/48, Damage 2d4+1, AP 1, ROF 1, Ammo 15c, Min Str d4. Add Wt. +2lbs, and Concealment +4 to Stealth when mounted into the arm.</br> '''Cyber-Weapon (Pistol)''' (3,000¥, Strain 1.0) [Requires one cyber arm limb replacement]: a medium pistol mounted in one cyberarms. Range 12/24/48, AP 1, ROF 1, Ammo 18c, Min Str d4. Add Wt. +3lbs, and Concealment +4 to Stealth when mounted into the arm.</br> '''Cyber-Weapon (Machine Pistol)''' (4,500¥, Strain 1.5) [Requires one cyber arm replacement]: a light machine pistol is mounted into a cyberarm. Range 12/24/48, Damage 2d6, AP 1, ROF 3, Ammo 24c, Min Str d4. Add Wt. +3.5lbs, and Concealment +4 to Stealth when mounted into the arm.</br> '''Cyber-Weapon (SMG)''' (7,500¥, Essence 2.0) [Requires one cyber arm replacement]: a medium SMG mounted into a cyberarm. Range 18/36/72, Damage 2d6+2, AP 1, ROF 3, Ammo 32c, Min Str d6. Add Wt. +5lbs, and Concealment +4 to Stealth when mounted into the arm.</br> '''Cyber-Weapon (Shotgun)''' (4,000¥, Strain 2.0) [Requires one cyber arm replacement]: a shotgun is mounted into cyberarm. Range 12/24/48, Damage 1-3d6, AP 0, ROF 1, +2 to Shooting, Str Min d6. Add Wt. +5lbs, and Concealment +4 to Stealth when mounted into the arm.</br> '''Drone Hand''' (1,000¥) [Requires one arm replacement] (see ‘Hand’ Drones in Gear): When not in use acts like a normal cybernetic hand and looks as such. +4 to Stealth to conceal it as drone. When in use the user has the One Hand hindrance.</br> '''Extra Arm(s)''' (7,500¥, Strain 1.5 each): the character has an extra Arm attached below one of the subject’s normal ones. Can be taken twice, one extra arm on each side of the body. He can take an additional physical action with it every round with each arm, and he does not suffer multi-action or off-hand penalties while using it. He may also assign extra limbs to take a sustained action, such as grappling someone.</br> ''Cyberleg only Upgrade''</br> '''Leg Smash I-II''' (+500¥/level) [Essence 0.5/level]: each leg can purchased this upgrade separately. Level I grants unarmed Str+d6 kick damage and level II grants unarmed Str+d10 kick damage.</br> '''Movement Enhancers I-IV''' (+2,500¥/level) [Essence 0.5/level] [Require both leg replacement]: each level increases the subject’s Pace and Run by +2.</br> '''Hydraulic Jack I-II''' (+4,500¥/level) [Essence 0.5/level] [Requires both leg replacements]: each level improvement the subject to leap distance. Level I horizontal base 4” and vertical 2”; Level II horizontal base 6” and vertical 3”.</br> ''NOTE that for all Cyber-firearms, it takes a normal loading action to reload their Ammo capacity but the weapon must ‘out’ and in view, it cannot be hidden within the cyberarm during this time.''
Summary:
Please note that all contributions to RPGnet may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
RPGnet:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
RPGnet
Main Page
Major Projects
Categories
Recent changes
Random page
Help
Tools
What links here
Related changes
Special pages
Page information