Mr. Johnson (talk | contribs) m (Text replacement - "{{Stub:Description}}" to "{{Stub:Description Tab}}") |
Mr. Johnson (talk | contribs) m (Text replacement - "{{Stub:Armor}}" to "{{Stub:Armor Tab}}") |
||
Line 11: | Line 11: | ||
==Armor Tab== | ==Armor Tab== | ||
{{Stub:Armor}} | {{Stub:Armor Tab}} | ||
==Action Tab== | ==Action Tab== | ||
{{Stub:Action}} | {{Stub:Action}} |
Revision as of 21:26, 14 December 2023
Cyberware Items covers implants that are not Bioware. They appear on the Actor's Gear Tab.
Description Tab
The Description Tab is common to all Item sheets. Hovering over the text shows the Edit button, which brings up Foundry's standard ProseMirror editing tools, the same ones available when editing Journals. It provides a place to transcribe the rules from the sourcebooks for quick reference, include personal details of character elements, or jot down other gameplay noes.
The Cyberware Item sheet includes fields to record additional information:
- Grade shows the quality of the implant. It is for display purposes only, it does not affect any of the other values.
- Essence is the Essence Cost of the implant. It is affected by the Qty; the total Essence Cost includes the number of implants.
- Capacity can be used to reflect the available capacity or the consumed capacity; the value is not used in an automated fashion, so it's dealer's choice.
- Rating is used to calculate the Item's Condition Monitor.[sr 1]
- Qty tracks the number of this Item the character has.
- Conceal stores the Concealability Modifier[sr 2] for the item.
- Cost is the Item's value in nuyen.
- Avail is the Item's Availability code.
- Con. Mon is calculated from the Item's Rating.
- Equipped items is linked to the Actor's Gear Tab.
- Wireless determines wether or not the Item is wirelessly active.
- PAN shows which Device this item is connected to.
Armor Tab
The Armor Tab has options for configuring Cyberware's defensive properties.[ edit ]
- Armor Value is the base protective value of the item. Only the single highest Armor Value among all equiped items is applied.
- Accessory items apply the Armor Value to the Actor regardless of other equipped items. It's meant for things like forearm guards and }}.
- Hardened armor is handled in the Weapon Workflow as dictated by the rules.
- The remaining options — Acid Modifier, Cold Modifier, Fire Modifier, Electricity Modifier, and Radiation Modifier — interact with the Element' properties on Weapons and Spells.
Action Tab
Effects Tab
The Effects Tab is where Active Effects are configured. The image to the right shows the tab as it appears on an Action Item, but it functions the same wherever it appears. [ edit ]
- Temporary Effects includes any enabled Effect with a duration. Such Effects will also show an icon on the Actor's token, if the Effect itself has an icon set.
- Persistent Effects shows enabled Effects with no duration.
- Inactive Effects are disabled and have no impact on any Actor properties.
Note that Active Effects inside an Item cannot be edited if the Item is on an Actor. They can only be altered if the Item is in the Items Directory in the sidebar or a Compendium.
References
Sourcebook
- ↑ Shadowrun Fifth Edition Core Rulebook (p. 421)
- ↑ Shadowrun Fifth Edition Core Rulebook (p. 420)