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Paradise City:Cyberware Catalog
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==Reflex Triggers== Installing a reflex trigger edits the character’s reflexes at the cortex level so that certain responses become instinctive. No character may have more than one reflex trigger. Reflex triggers only function when the character is conscious. Block: $10,000. The character gains +3 to Block and Parry, but -1 to Dodge. Counterbalance: $15,000. The character gains DR 1 against swinging or crushing damage, is at +4 to resist Knockdown or on any other roll to remain standing on their feet, but is at -4 to Acrobatics, Climbing and the Fall technique. Dodge: $15,000. The character is at +1 to Dodge but -1 to Block and Parry and -2 to Fastdraw. Drop: $15,000. Whenever the character chooses to fall to the ground with their arms covering their head, determine their position in the Turn Sequence as if their Move were 1 higher. When the character is surprised or stunned, they may make an IQ roll. On a success, they may fall to the ground with their arms covering their head, even though they could not otherwise have performed an action. Fastdraw (Left Hemisphere): $15,000. +2 to Fastdraw skills. -1 to Block, Dodge and Parry. Fastdraw (Right Hemisphere): $15,000. +4 to Fastdraw a weapon from a single specific location on the body. If there is more than one weapon at the location, the weapon that is drawn should be determined randomly. Any attempt to Fastdraw from a different location on the body is instead at -3. The character is at -1 to Block, Dodge and Parry. Fire: $15,000. Whenever the character chooses to fire a weapon, determine their position in the Turn Sequence as if their Move were 1 higher. The character is at -1 to Block, Dodge, or Parry. Flee: $20,000. When a character chooses to flee, determine their position in the Turn Sequence as if their Move were 1 higher. If the character is Surprised or Stunned, they may make a Will roll. On a success, they may run for safety, even though they could not otherwise perform an action. Freefall: $8,000. The character takes half damage from falls and crashes and gets +4 to the Fall technique, but is at -4 to resist Knockdown or any other roll to remain standing on their feet. Roll: $15,000. Character gains 1 DR against swinging and crushing damage, and takes -1 damage per die in a crash, but is at -4 to resist Knockdown or on any other roll to remain standing on their feet. Sleepwalker: $20,000. At the instant in which the character falls unconscious, they may make a Will roll. On a success, they will perform a specific simple manual action before they drop. For instance, a character might have a Sleepwalker reflex trigger to press an alarm button, or a Sleepwalker reflex trigger to prime a worn grenade, or a Sleepwalker reflex trigger to pull the plug on a cyberdeck. Any time that the character is working with unfamiliar equipment, or familiar equipment positioned in an unfamiliar manner, the G.M. should assign a penalty to the Will roll. For instance, if the character has a reflex trigger to unplug their cyberdeck, their Will roll would be at -3 if the they wanted to unplug a deck that had fallen to the floor or if they were dealing with a model of deck they don’t usually use, and -6 if both the character and the deck fell to the floor or if the character is dealing with a model of deck they have never seen before. Obviously, the cyberflex does not allow the character to do anything that they don’t know how to do – if you don’t know where your grenade is, you can’t pull the pin, and if it isn’t obvious where the cyberdeck’s power cord plugs in, you can’t unplug it. Strike: $15,000. When the character is attacking unarmed, or with a melee weapon, their position in the Turn Sequence is calculated as if their Move were 1 higher, they are at +2 to all attack and damage rolls, and at +2 to the Hit Location technique. The character is at -1 to Block, Dodge and Parry.
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