| Both sides previous revisionPrevious revisionNext revision | Previous revision |
| cyberware:flesh_mesh [2025/07/12 12:49] – putting semicolon in link mentle | cyberware:flesh_mesh [2026/06/12 10:50] (current) – external edit 127.0.0.1 |
|---|
| ^ Flesh Mesh ^^^^ | ^ Flesh Mesh ^^^^ |
| ^[[:Corporations#Mammon Swarve Financial|Mammon Swarve Financial]] - //We make greed look good!//|||| | ^[[:Corporations#Mammon Swarve Financial|Mammon Swarve Financial]] - //We make greed look good!//|||| |
| ^<wrap preview>[[Game_Mechanics:Definitions:Cost|Cost:]]</wrap>|500,000c^<wrap preview>[[Game_Mechanics:Definitions:Upkeep]]</wrap>:|200c| | ^<wrap preview>[[Game_Mechanics:Definitions:Value]]</wrap>|500,000c^<wrap preview>[[Game_Mechanics:Definitions:Upkeep]]</wrap>|200c| |
| ^<wrap preview>[[Game_Mechanics:Definitions:Archetype|Archetype:]]</wrap>|Cyberware^<wrap preview>[[Game_Mechanics:Definitions:Subtype]]</wrap>:|Dermal| | ^<wrap preview>[[Game_Mechanics:Definitions:Archetype]]</wrap>|Cyberware^<wrap preview>[[Game_Mechanics:Definitions:Subtype]]</wrap>|Dermal| |
| ^<wrap preview>[[Game_Mechanics:Definitions:Cyberware Hard Point Tax]]</wrap>^<wrap preview>[[Game_Mechanics:Definitions:Ward Tax]]</wrap>^<wrap preview>[[Game_Mechanics:Definitions:Mana Tax]]</wrap>^^ | ^<wrap preview>[[Game_Mechanics:Definitions:Hardpoint Tax]]</wrap>^<wrap preview>[[Game_Mechanics:Definitions:Ward Tax]]</wrap>^<wrap preview>[[Game_Mechanics:Definitions:Mana Tax]]</wrap>^^ |
| | 2 | 3 | 2 || | | 2 | 3 | 2 || |
| ^Traits |||| | ^Traits |||| |
| | <wrap preview>[[:Traits:Electronic]]</wrap> |||| | | <wrap preview>[[:Traits:Electronic]]</wrap> |||| |
| ^Effects|||| | ^Effects|||| |
| |When installed, nominate one of the following Conditions:.\\ \\ - <wrap preview>[[:Game_Mechanics:Conditions:Frozen]]</wrap> \\ - <wrap preview>[[:Game_Mechanics:Conditions:Disrupted]]</wrap> \\ - <wrap preview>[[:Game_Mechanics:Conditions:Corroded]]</wrap> \\ - <wrap preview>[[:Game_Mechanics:Conditions:Sticky]]</wrap> \\ - <wrap preview>[[:Game_Mechanics:Conditions:Poisoned]]</wrap> \\ - <wrap preview>[[:Game_Mechanics:Conditions:Nauseated]]</wrap>\\ \\ Once per Encounter, whenever you are successfully Attacked by an <wrap preview>[[:Game_Mechanics:Definitions:Adjacent]]</wrap> target, you may apply 2D12 Stacks of the nominated Condition to the attacker, before the Attack is resolved. If you have nominated Corroded, Disrupted or Frozen, you only apply D12 instead.|||| | |When installed, nominate one of the following Conditions:.\\ \\ - <wrap preview>[[:Game_Mechanics:Conditions:Frozen]]</wrap> \\ - <wrap preview>[[:Game_Mechanics:Conditions:Disrupted]]</wrap> \\ - <wrap preview>[[:Game_Mechanics:Conditions:Corroded]]</wrap> \\ - <wrap preview>[[:Game_Mechanics:Conditions:Sticky]]</wrap> \\ - <wrap preview>[[:Game_Mechanics:Conditions:Poisoned]]</wrap> \\ - <wrap preview>[[:Game_Mechanics:Conditions:Nauseated]]</wrap>\\ \\ Once per [[:Game_Mechanics:Encounter]], whenever you are successfully Attacked by an <wrap preview>[[:Game_Mechanics:Definitions:Adjacent]]</wrap> target, you may apply 2D12 Stacks of the nominated Condition to the attacker, before the Attack is resolved. If you have nominated Corroded, Disrupted or Frozen, you only apply D12 instead.|||| |
| </WRAP> | </WRAP> |
| |