AwakeMUD-0.6Beta/doc/
AwakeMUD-0.6Beta/lib/
AwakeMUD-0.6Beta/lib/etc/
AwakeMUD-0.6Beta/lib/etc/pfiles/
AwakeMUD-0.6Beta/lib/fixer_data/
AwakeMUD-0.6Beta/lib/misc/
AwakeMUD-0.6Beta/lib/plrobjs/
AwakeMUD-0.6Beta/lib/plrobjs/A-E/
AwakeMUD-0.6Beta/lib/plrobjs/F-J/
AwakeMUD-0.6Beta/lib/plrobjs/K-O/
AwakeMUD-0.6Beta/lib/plrobjs/U-Z/
AwakeMUD-0.6Beta/lib/plrspells/A-E/
AwakeMUD-0.6Beta/lib/plrspells/F-J/
AwakeMUD-0.6Beta/lib/plrtext/A-E/
AwakeMUD-0.6Beta/lib/world/
AwakeMUD-0.6Beta/lib/world/mob/
AwakeMUD-0.6Beta/lib/world/obj/
AwakeMUD-0.6Beta/lib/world/qst/
AwakeMUD-0.6Beta/lib/world/shp/
AwakeMUD-0.6Beta/lib/world/wld/
AwakeMUD-0.6Beta/lib/world/zon/
#300
boosted reflexes 1~
boosted reflexes~
A treatment of boosted reflexes lies here.~
This one-time electro-chemical treatment and modification increases the
body's natural reflexes without the need for cybernetic response amplifiers
and neural-enhancement circuitry.  (Not compatible with Wired Reflexes or
a Vehicle Control Rig.  Non-upgradable)
~
24 0 0 10 1 0
1 50 30 0 0 0 0 0 0 0
1 15000 0
A
23 1
#301
boosted reflexes 2~
boosted reflexes~
A treatment of boosted reflexes lies here.~
This one-time electro-chemical treatment and modification increases the
body's natural reflexes without the need for cybernetic response amplifiers
and neural-enhancement circuitry.  (Not compatible with Wired Reflexes or
a Vehicle Control Rig.  Non-upgradable)
~
24 0 0 10 1 0
2 125 30 0 0 0 0 0 0 0
1 50000 0
A
9 1
A
23 1
#302
nothing~
nothing~
Nothing~
nothing
~
13 0 0 10 1 0
0 0 0 0 0 0 0 0 0 0
1 0 0
#303
boosted reflexes 3~
boosted reflexes~
A treatment of boosted reflexes lies here.~
This one-time electro-chemical treatment and modification increases the
body's natural reflexes without the need for cybernetic responses amplifiers
and neural-enhancement circuitry.  (Not compatible with Wired Reflexes or
a Vehicle Control Rig.  Non-upgradable)
~
24 0 0 10 1 0
3 280 30 0 0 0 0 0 0 0
1 135000 0
A
9 2
A
23 2
#304
datajack~
datajack~
An uninstalled datajack is here.~
When installed, it lets information travel from a computer, or more commonly,
the Matrix, directly into the user's brain.
~
24 0 0 10 1 0
1 20 1 0 0 0 0 0 0 0
1 900 0
#305
flare compensation cybereyes~
flare compensation~
Small pieces of cyberware lay here.~
Once installed, they help reduce damage done to the eyes caused by
instantaneous, blinding flashes of light.
~
24 0 0 0 1 0
1 10 8 0 0 0 0 0 0 0
1 2500 0
#306
low-light low light vision~
low-light vision~
A set of low-light vision has been discarded here.~
Designed to allow humans to have low-light vision.  Not as good as the
natural option belonging to Elves and Orcs, but better than nothing.
~
24 0 0 10 1 8192
1 20 9 0 0 0 0 0 0 0
1 3750 0
#307
thermographic vision~
thermographic vision~
Cyber thermographic vision waits to be installed.~
Like the low-light version, this allows those born without thermographic
vision to attain it.
~
24 0 0 10 1 512
1 20 10 0 0 0 0 0 0 0
0 4000 0
#308
muscle replacement~
muscle replacement~
Some vat-grown, synthesized muscles lay here.~
Synthetically grown in vats, these replace the natural set.  They increase
strength and quickness by the rating.
~
24 0 0 13 1 0
1 100 20 0 0 0 0 0 0 0
1 20000 0
A
2 1
A
3 1
#309
muscle replacement~
muscle replacement~
Some synthesized, vat-grown muscles lay here.~
They increase strength and quickness by the rating.
~
24 0 0 13 1 0
2 200 20 0 0 0 0 0 0 0
1 40000 0
A
2 2
A
3 2
#310
muscle replacement~
muscle replacement~
Synthesized, vat-grown muscles lay here.~
They increase strength and quickness by the rating.
~
24 0 0 13 1 0
3 300 20 0 0 0 0 0 0 0
1 60000 0
A
2 3
A
3 3
#311
muscle replacement~
muscle replacement~
A set of synthesized, vat-grown muscles lies here.~
They increase strength and quickness by the rating.
~
24 0 0 13 1 0
4 400 20 0 0 0 0 0 0 0
1 80000 0
A
2 4
A
3 4
#312
smartlink~
smartlink~
A smartlink system is here.~
Used with an appropriate weapon to increase accuracy.
~
24 0 0 10 1 0
1 50 22 0 0 0 0 0 0 0
1 2500 0
#313
dermal plating~
dermal plating~
A set of dermal plating lies in the corner.~
Made of advanced plastices that are sewn into the skin, this increases
the player's body attribute.
~
24 0 0 7 1 0
1 50 23 0 0 0 0 0 0 0
10 6000 0
A
1 1
#314
dermal plating~
dermal plating~
A set of dermal plating lies in the corner.~
Made of advanced plastics and bonded to the player's skin, this increases the
player's body attribute.
~
24 0 0 7 1 0
2 100 23 0 0 0 0 0 0 0
15 15000 0
A
1 2
#315
dermal plating~
dermal plating~
A set of dermal plating lies in the corner.~
Made of advanced plastics and bonded to the player's skin, this increases the
player's body attribute.
~
24 0 0 7 1 0
3 150 23 0 0 0 0 0 0 0
20 45000 0
A
1 3
#316
lacing titanium bone pool cyberware~
titanium bone lacing~
A shining pool of liquid metal is lying here.~
The pool looks like some form of liquid metal, obviously created for
Cyberware purposes.
~
24 0 0 8 1 0
3 225 29 0 0 0 0 0 0 0
10 112500 0
A
1 2
A
17 1
A
16 1
#317
lacing bone aluminum pool cyberware~
aluminum bone lacing~
A shining pool of liquid metal is lying here.~
The liquid looks like some sort of metal film for limbs.
~
24 0 0 10 1 0
2 115 29 0 0 0 0 0 0 0
7 37500 0
A
1 1
A
17 1
#318
plastic bone lacing pool~
plastic bone lacing~
A pool of plastic coating is lying here.~
The plastic has been reduced to liquid form, for some sort of protection
purpose.
~
24 0 0 8 1 0
1 50 29 0 0 0 0 0 0 0
3 11250 0
A
1 1
#319
wired reflexes~
wired reflexes~
The components of wired reflexes lay here.~
This increases the player's reaction by replacing a few 'meat' parts with
cyberware.
~
24 0 0 10 1 0
1 200 30 0 0 0 0 0 0 0
1 55000 0
A
9 2
A
23 1
#320
wired reflexes~
wired reflexes~
The components of wired reflexes lay here.~
This increases the player's reaction.
~
24 0 0 10 1 0
2 300 30 0 0 0 0 0 0 0
1 165000 0
A
9 4
A
23 2
#321
wired reflexes~
wired reflexes~
The components of wired reflexes lay here.~
This increases the player's reaction, and is the highest rating of wired
reflexes.
~
24 0 0 10 1 0
3 500 30 0 0 0 0 0 0 0
1 500000 0
A
9 6
A
23 3
#322
dermal sheathing~
dermal sheathing~
Numerous semi-flexible plates are compiled in a box.~
A variation of dermal plating, dermal sheathing has better regenerative
properties, is less obvious, and inceased flexibility.
~
24 0 0 7 1 0
1 70 23 0 0 0 0 0 0 0
5 36000 0
A
1 2
A
17 1
#323
dermal sheathing~
dermal sheathing~
Various plates lay compiled in a box.~
The improved, more flexible version of dermal plating.
~
24 0 0 7 1 0
2 140 23 0 0 0 0 0 0 0
7 90000 0
A
1 3
A
17 1
#324
dermal sheathing~
dermal sheathing~
Various plates lay compiled in a box.~
The improved, more flexible version of dermal plating.
~
24 0 0 7 1 0
3 210 23 0 0 0 0 0 0 0
10 180000 0
A
1 4
A
17 2
#325
chipjack~
chipjack~
An uninstalled chipjack rests here.~
Similar to a datajack, but only allowing access to a skillsoft or datasoft.
~
24 0 0 10 1 0
1 20 0 0 0 0 0 0 0 0
1 900 0
#326
boosted reflexes alpha~
boosted reflexes - alpha~
Upgraded boosted reflexes is here.~
This is an improved, more essence-friendly version of boosted reflexes, rating
2
~
24 0 0 13 1 0
2 100 30 0 0 0 0 0 0 0
1 180000 0
A
9 1
A
23 1
#327
boosted reflexes alpha~
boosted reflexes - alpha~
Upgraded boosted reflexes.~
More essence-friendly than the normal boosted reflexes 3.
~
24 0 0 13 1 0
3 224 30 0 0 0 0 0 0 0
1 405000 0
A
9 2
A
23 2
#328
boosted reflexes beta~
boosted reflexes - beta~
Upgraded boosted reflexes.~
More essence-friendly then the normal, or alpha boosted reflexes 2.
~
24 0 0 13 1 0
2 75 30 0 0 0 0 0 0 0
1 420000 0
A
9 1
A
23 1
#329
boosted reflexes beta~
boosted reflexes - beta~
Upgraded boosted reflexes.~
More essence-friendly then the normal, or alpha boosted reflexes 3.
~
24 0 0 13 1 0
3 168 30 0 0 0 0 0 0 0
1 945000 0
A
9 2
A
23 2
#330
boosted reflexes delta~
boosted reflexes - delta~
Upgraded boosted reflexes.~
More essence-friendly than normal, alpha, and beta boosted reflexes 2.
~
24 0 0 13 1 0
2 63 30 0 0 0 0 0 0 0
1 600000 0
A
9 1
A
23 1
#331
boosted reflexes delta~
boosted reflexes - delta~
Upgraded boosted reflexes.~
More essence-friendly than normal, alpha, and beta boosted reflexes 3.
~
24 0 0 13 1 0
3 140 30 0 0 0 0 0 0 0
1 1350000 0
A
9 2
A
23 2
#332
muscle replacement alpha~
muscle replacement - alpha~
Upgraded muscle replacement.~
More essence-friendly than normal muscle replacement 3.
~
24 0 0 13 1 0
3 240 20 0 0 0 0 0 0 0
1 180000 0
A
2 3
A
3 3
#333
muscle replacement alpha~
muscle replacement - alpha~
Upgraded muscle replacement.~
More essnce-friendly than normal muscle replacement 4.
~
24 0 0 13 1 0
4 320 20 0 0 0 0 0 0 0
1 240000 0
A
2 4
A
3 4
#334
muscle replacement beta~
muscle replacement - beta~
Upgraded muscle replacement.~
More essence-friendly than normal & alpha muscle replacement 3.
~
24 0 0 13 1 0
3 180 20 0 0 0 0 0 0 0
1 420000 0
A
2 3
A
3 3
#335
muscle replacement beta~
muscle replacement - beta~
Upgraded muscle replacement.~
More essence-friendly than normal & alpha muscle replacement 4.
~
24 0 0 13 1 0
4 240 20 0 0 0 0 0 0 0
1 560000 0
A
2 4
A
3 4
#336
muscle replacement delta~
muscle replacement - delta~
Upgraded muscle replacement.~
More essence-friendly than normal, alpha, & beta muscle replacement 3.
~
24 0 0 13 1 0
3 150 20 0 0 0 0 0 0 0
1 600000 0
A
2 3
A
3 3
#337
muscle replacement delta~
muscle replacement - delta~
Upgraded muscle replacement.~
More essence-friendly than normal, alpha, & beta muscle replacement 4.
~
24 0 0 13 1 0
4 200 20 0 0 0 0 0 0 0
1 800000 0
A
2 4
A
3 4
#338
smartlink alpha~
smartlink - alpha~
Upggraded smartlink.~
More essence-friendly than normal smartlink.
~
24 0 0 10 1 0
1 40 22 0 0 0 0 0 0 0
1 2700 0
#339
smartlink beta~
smartlink - beta~
Uppgraded smartlink.~
More essence-friendly than normal & alpha smartlink.
~
24 0 0 10 1 0
1 30 22 0 0 0 0 0 0 0
1 5600 0
#340
smartlink delta~
smartlink - delta~
Upgraded smartlink.~
More essence-friendly than normal, alpha, & beta smartlink.
~
24 0 0 10 1 0
1 25 22 0 0 0 0 0 0 0
1 0 0
#341
dermal plating alpha~
dermal plating - alpha~
Upgraded dermal plating.~
More essence-friendly than normal dermal plating 3.
~
24 0 0 7 1 0
3 120 23 0 0 0 0 0 0 0
15 135000 0
A
1 3
#342
dermal plating beta~
dermal plating - beta~
Upgraded dermal plating.~
More essence-friendly than normal & alpha dermal plating 3.
~
24 0 0 7 1 0
3 90 23 0 0 0 0 0 0 0
15 31500 0
A
1 3
#343
dermal plating delta~
dermal plating - delta~
Upgraded dermal plating.~
More essence-friendly than normal, alpha, & beta dermal plating 3.
~
24 0 0 7 1 0
3 75 23 0 0 0 0 0 0 0
15 450000 0
A
1 3
#344
titanium bone lacing alpha~
titanium bone lacing - alpha~
A pool of liquid metal is lying here.~
The pool looks like some form of liquid metal, obviously created for
Cyberware purposes.
~
24 0 0 8 1 0
3 180 29 0 0 0 0 0 0 0
10 337500 0
A
1 2
A
17 1
A
16 1
#345
aluminum bone lacing alpha cyberware~
aluminum bone lacing - alpha~
A shining pool of liquid metal is lying here.~
The liquid looks like some sort of metal film for limbs.
~
24 0 0 8 1 0
2 92 29 0 0 0 0 0 0 0
7 112500 0
A
1 1
A
17 1
#346
lacing bone titanium cyberware pool~
titanium bone lacing - beta~
A pool of liquid metal is lying here.~
The pool looks like some form of liquid metal, obviously created for
Cyberware purposes.
~
24 0 0 8 1 0
3 135 29 0 0 0 0 0 0 0
10 787500 0
A
1 2
A
17 1
A
16 1
#347
lacing bone aluminum beta cyberware~
aluminum bone lacing - beta~
A shining pool of liquid metal is lying here.~
The liquid looks like some sort of metal film for limbs.
~
24 0 0 10 1 0
2 69 29 0 0 0 0 0 0 0
7 262500 0
A
1 1
A
17 1
#348
lacing bone cyberware titanium pool~
titanium bone lacing - delta~
A pool of liquid metal is lying here.~
The pool looks like some form of liquid metal, obviously created for
Cyberware purposes.
~
24 0 0 10 1 0
3 113 29 0 0 0 0 0 0 0
10 750000 0
A
1 2
A
17 1
A
16 1
#349
lacing bone aluminum cyberware pool~
aluminum bone lacing - delta~
A shining pool of liquid metal is lying here.~
The liquid looks like some sort of metal film for limbs.
~
24 0 0 8 1 0
2 58 29 0 0 0 0 0 0 0
7 250000 0
A
1 1
A
17 1
A
16 1
#350
wired reflexes alpha~
wired reflexes - alpha~
Upgraded wired reflexes.~
Less essence cost than the normal wired reflexes 2.
~
24 0 0 10 1 0
2 240 30 0 0 0 0 0 0 0
1 495000 0
A
9 4
A
23 2
#351
wired reflexes alpha~
wired reflexes - alpha~
Upgraded wired reflexes.~
More essence-friendly than the normal wired reflexes 3.
~
24 0 0 10 1 0
3 400 30 0 0 0 0 0 0 0
1 1500000 0
A
9 6
A
23 3
#352
wired reflexes beta~
wired reflexes - beta~
Upgraded wired reflexes.~
More essence-friendly than normal & alpha wired reflexes 2.
~
24 0 0 10 1 0
2 180 30 0 0 0 0 0 0 0
1 1155000 0
A
9 4
A
23 2
#353
wired reflexes beta~
wired reflexes - beta~
Upgraded wired reflexes.~
More essence-friendly than normal & alpha wired reflexes 3.
~
24 0 0 0 1 0
3 300 30 0 0 0 0 0 0 0
1 3500000 0
A
9 6
A
23 3
#354
wired reflexes delta~
wired reflexes - delta~
Upgraded wired reflexes.~
Less essence cost than normal, alpha, & beta wired reflexes 2.
~
24 0 0 10 1 0
2 150 30 0 0 0 0 0 0 0
1 1650000 0
A
9 4
A
23 2
#355
wired reflexes delta~
wired reflexes - delta~
Upgraded wired reflexes.~
More essence-friendly than normal, alpha, & beta wired reflexes 3.
~
24 0 0 10 1 0
3 250 30 0 0 0 0 0 0 0
1 5000000 0
A
9 6
A
23 3
#356
dermal sheathing alpha~
dermal sheathing - alpha~
Upgraded dermal sheathing.~
More essence-friendly than the normal dermal sheathing 2.
~
24 0 0 7 1 0
2 112 23 0 0 0 0 0 0 0
7 270000 0
A
1 3
A
17 1
#357
dermal sheathing alpha~
dermal sheathing - alpha~
Upgraded dermal sheathing.~
Less essence cost than the normal dermal sheathing 3.
~
24 0 0 7 1 0
3 168 23 0 0 0 0 0 0 0
10 540000 0
A
1 4
A
17 2
#358
dermal sheathing beta~
dermal sheathing - beta~
Upgraded dermal sheathing.~
More essence-friendly than normal & alpha dermal sheathing.
~
24 0 0 7 1 0
2 84 23 0 0 0 0 0 0 0
7 630000 2
A
1 3
A
17 1
#359
dermal sheathing beta~
dermal sheathing - beta~
Upgraded dermal sheathing.~
More essence-friendly than normal & alpha dermal sheathing.
~
24 0 0 7 1 0
3 126 23 0 0 0 0 0 0 0
10 1260000 0
A
1 4
A
17 2
#360
dermal sheathing delta~
dermal sheathing - delta~
Upgraded dermal sheathing.~
Less essence cost than normal, alpha, & beta dermal sheathing 2.
~
24 0 0 7 1 0
2 70 23 0 0 0 0 0 0 0
10 900000 0
A
1 3
A
17 1
#361
dermal sheathing delta~
dermal sheathing - delta~
Upgraded dermal sheathing.~
More essence-friendly than normal, alpha, & beta dermal sheathing 3.
~
24 0 0 7 1 0
3 105 23 0 0 0 0 0 0 0
10 1800000 0
A
1 4
A
17 2
#362
optical magnification~
optical magnification~
Optical Magnification rating 1.~
It looks pretty much like an unfinished object~
24 0 0 10 1 131072
1 20 -1 0 0 0 0 0 0 0
1 2500 0
#363
optical magnification~
optical magnification~
Optical magnification rating 2.~
Optical magnification lets you see farther.
~
24 0 0 10 1 1048576
2 20 -1 0 0 0 0 0 0 0
0 4000 0
#364
optical magnification~
optical magnification~
Optical magnification rating 3.~
This lets you see farther with grater accuracy.
~
24 0 0 10 1 2097152
3 20 -1 0 0 0 0 0 0 0
0 6000 0
#365
electrical magnification~
electrical magnification~
Electrical magnification rating 1.~
This is the electronic equivalent of optical magnification 1.
~
24 0 0 10 1 131072
1 10 -1 0 0 0 0 0 0 0
0 3500 0
#366
electrical magnification~
electrical magnification~
Electrical magnification rating 2.~
The equivalent of optical magnification rating 2.
~
24 0 0 10 1 1048576
2 10 -1 0 0 0 0 0 0 0
0 7500 0
#367
electrical magnification~
electrical magnification~
Electrical magnification rating 3.~
The equivalent of optical magnification rating 3.
~
24 0 0 10 1 2097152
3 10 -1 0 0 0 0 0 0 0
0 11000 0
#368
razors hand handrazors retractable~
retractable hand razors~
Some hand razors lie on the floor.~
Sharp metal blades, man's counterpart to claws.
~
24 0 0 8 1 0
1 20 19 0 0 0 0 0 0 0
2 9000 2
#369
spurs spur hand retractable~
retractable spurs~
Uninstalled hand spurs lie here.~
They look painful..
~
24 0 0 8 1 0
1 30 21 0 0 0 0 0 0 0
2 11500 2
#370
forearm snap blades~
forearm snap blades~
A strange-looking forearm guard lies here.~
When you look closer, you see that there are three holes on the guard from
which blades emerge.
~
5 0 24577 6 1 0
0 2 0 301 103 -1 0 0 0 0
2 1700 400
#371
radio~
radio~
An uninstalled cybernetic radio.~
A small, delicate device.
~
24 0 0 10 1 4
1 50 2 0 4 3 0 0 0 0
0 4000 0
#372
radio receiver~
radio receiver~
An uninstalled cybernetic radio receiver.~
A small, delicate device.
~
24 0 0 10 1 0
1 25 3 0 5 3 0 0 0 0
0 2000 0
#373
commlink~
commlink~
A commlink seems to shimmer.~
A commlink, used in place of a phone once installed.
~
24 0 0 10 1 0
1 25 4 0 0 0 0 0 0 0
0 3500 0
#374
radio~
radio~
A cybernetic radio lies here.~
A balanced knife made for throwing.
~
24 0 0 0 1 0
1 50 2 0 4 5 0 0 0 0
0 7500 0
#375
radio receiver~
radio receiver~
An uninstalled radio receiver.~
It looks like an unfinished object.
~
24 0 0 10 1 0
1 25 3 0 5 4 0 0 0 0
0 5000 0
A
18 1
A
24 -1
A
17 -1
A
10 1
#376
large heavy axe~
a large axe~
A long, heavy axe is here.~
Measuring close to six feet, you'd guess it weighs close to 20 pounds!
~
5 528 24577 8 1 0
0 2 4 303 103 -1 0 0 0 0
16 15000 750
A
5 -1
A
6 -1
#377
low light goggles~
low-light goggles~
A pair of low-light goggles lies here.~
This enables the user to see with minimal light, similar to the natural
ability of elves and orcs.
~
9 0 32769 6 1 8192
0 0 0 0 0 0 0 0 0 0
3 1000 0
#378
thermo thermographic goggles~
thermographic goggles~
A set of thermographic goggles is here.~
It gives the wearer thermographic vision, similar to that of trolls and
dwarves. ~
11 0 32769 6 1 512
0 0 0 0 0 0 0 0 0 0
3 1200 60
#379
panther cannon~
a panther cannon~
A large, dangerous-looking assault cannon is here.~
One of the deadliest, and most illegal, personal weapons in the world.
~
5 4096 8193 8 1 0
18 4 0 326 121 9 9 -1 0 0
18 720000 2
A
9 -1
A
2 -1
A
23 -1
#380
9 clip round~
a 9-round clip~
A clip made for an assault cannon lies here.~
Designed to fit exclusively in the panther assault cannon.
~
27 0 1 8 1 0
9 0 0 0 0 0 0 0 0 0
1 500 2
#381
candle~
a candle~
A tipped-over candle lies here.~
The wax is a whitish pink color.  The candle is not very long, and will
probably won't take long to burn out.
~
1 0 1 0 1 0
0 0 3 0 0 0 0 0 0 0
1 50 1
#382
inanimate carbon rod~
an inanimate carbon rod~
An inanimate carbon rod is here.~
Once used in a nuclear power plant, the inanimate carbon rod now glows
with an eerie light.
~
1 0 1 12 1 10
0 0 -1 0 0 0 0 0 0 0
3 1000 0
#383
program slow~
a slow program~
A data disk lies here.~
It's a data disk containing the slow program.
~
26 0 16385 0 1 0
6 10 300 300 0 0 0 0 0 0
1 0 0
#384
galactic cyberdeck~
a galactic cyberdeck~
A nonexistant cyberdeck sits here.~
On the side of this strange piece of technology is stamped:
Made in Andromeda.
~
25 2048 17409 7 3 0
15 25 5000 30000 1000 0 0 0 0 0
5 100000000 5000
A
21 2
A
20 -2
#385
bod program~
a bod program~
A data disk lies on the ground.~
It looks pretty much like an unfinished object~
26 0 1 0 1 0
1 20 0 313 0 318 0 0 0 0
1 0 0
#386
attack program~
an attack program~
A highly protected disk lies here.~
It looks pretty much like an unfinished object~
26 0 1 0 1 0
5 20 1600 327 0 327 0 0 0 0
1 0 0
#387
attack program sword~
a matrix sword~
A strange computerized sword lies here.~
It looks pretty much like an unfinished object~
26 0 1 0 1 0
5 4 4 309 0 311 0 0 0 0
0 0 0
#388
fuchi cyber-4 cyber cyberdeck deck~
a Fuchi Cyber-4~
An inexpensive cyberdeck lies on the ground.~
Worn with use, but still intact.
~
25 0 1 10 1 0
4 3 10000 10000 500 0 0 0 0 0
5 121400 500
#389
bod program~
bod program~
A data disk lies here.~
It looks pretty much like an unfinished object~
26 0 1 0 1 0
1 6 0 300 0 313 0 0 0 0
0 0 0
#390
radio shack cyberdeck pcd-100~
a Radio Shack PCD-100~
A primitive cyberdeck.~
It looks pretty much like an unfinished object~
25 0 1 0 1 0
2 0 10 1000 5 0 0 0 0 0
5 0 0
#391
upgrade reaction~
reaction upgrade level 3~
A cyberdeck enhancement lies here.~
It looks pretty much like an unfinished object~
35 0 1 0 1 0
1 5 3 0 0 0 0 0 0 0
0 0 0
#392
sensor program~
a sensor program~
A sensor program is lying here.~
It looks pretty much like an unfinished object~
26 0 1 0 1 0
4 20 0 311 1 300 0 0 0 0
0 0 0
#393
program shield~
a shield program~
An old-style floppy disk lies on the ground.~
It looks pretty much like an unfinished object~
26 0 1 0 1 0
9 4 64 311 0 302 0 0 0 0
0 0 0
#394
program mirrors~
a mirrors program~
A mirrors program disk sits here.~
It looks pretty much like an unfinished object~
26 0 1 0 1 0
8 4 48 311 0 311 0 0 0 0
0 0 0
#395
program medic~
a medic program~
A medic program.~
It looks pretty much like an unfinished object~
26 0 1 0 1 0
7 6 144 311 0 328 0 0 0 0
0 0 0
#396
program deception~
a deception program~
A data disk is here.~
It looks pretty much like an unfinished object~
26 0 1 0 1 0
13 6 72 299 0 0 0 0 0 0
0 0 0
#397
program smoke~
a smoke program~
A data disk.~
It looks pretty much like an unfinished object~
26 0 1 0 1 0
10 6 72 311 0 0 0 0 0 0
0 0 0
#398
file test~
a test file~
A test file lies here.~
It looks pretty much like an unfinished object~
35 0 1 0 1 0
0 100 5 0 0 0 0 0 0 0
1 0 0
#399
guide survival book manual~
the Neophyte's Survival Guide~
A shiny new paperback titled "Neophyte's Survival Guide" is lying on the floor.~
A thin paperback with laminated cover and pages. The liner notes read:
"The year is 2050.  The place is Seattle.  The situation is hostile.
  Welcome to the Sixth World, a place of the paranormal and the
  unexpected. Humans are no longer the only intelligent creatures.  Elves,
  dwarves, orks, trolls, and a host of paranormal creatures have recently
  been added to the list. Magic is now available to a select few.
  Technology has advanced so far that human parts are beginning to be
  replaced by 'cyberware', the technologically improved versions..."
_____________________
    Awake 2050 is based on the game system of ShadowRun, Second
Edition. If you are familiar with this system, then it is likely you will
find a few modifications in the game.
_____________________
    There is an index in the back of the newbie manual.  To read it, type
'read index'
_____________________

~
12 0 16385 3 2 0
0 0 0 0 0 0 0 0 0 0
0 0 0
E
page13~
The end.....
But first some major tips for running:

- Set wimpy
- Be quick to recognize when the fight is going against you. Unless you
   have resistance to pain, your overall efficiency will be negatively
   affected by each point of physical and mental damage you take
- Watch your ammo
- Watch for new opponents
- Be ready to flee / use any patches you have
- Bring friends
- In larger fights, see who the two main targets, or "buffers" are
- Wear heavier ballistic armors against firearms, heavier impact against
   unarmed or melee opponents. Carry one of each type.
- Don't carry so much stuff that it bogs you down in a whirlwind of
   confusion and luggage
   ("was that spare clip in 3.bag or 5.case? No...that was my twinkies...")
- Or that you can't pick up the truly useful stuff or so much that you
   forget which is really useful
   ("Wow, a rare and expensive mystic plasma-flinger! urgh...gonna have
     to drop the leather hush puppy insole and come back for it later...")

Well, you're ready now to head off into the big wide world. Take care,
remember what we've taught you, and shoot straight. If you are unsure
about any other terms or topics that may have been missed, check to see if
there is a helpfile on it before asking others.

"Never relax. Your run might be over, but someone, somewhere, is just starting
his, and the target could be you."

                 - Kirk Hoff, Street Mage
===========================================================================
~
E
page12~
Renting

  In Awake, everyone needs a home. Scattered around the game, there are
many hotels that can offer temporary housing for shadowrunners.

  Hotels in the game determine their price on how notorious you are. The
longer you play, and the more people you deal with, the more expensive
your stay will be. The more expensive hotels will provide more space for
more gear to sleep with, but if you're near broke, there's always cheap
rooms at the Coffin Hotel. Be sure to check into if you're about to
graduate from Neophytic. You can sleep there indefinitely if you can
afford the high flat rate.

  Appartments are rarer and even more expensive, but allow you to leave
some supplies and extra ammo there, as well as give you and a friend or
two a nice hangout. More expensive appartments give you more room for
storage, perhaps a terminal connection to jack into, room service, and
postal service.  Something to look forward if you become an established
runner.
===========================================================================
~
E
page11~
Learning Your Way Around

  One can find maps of many of the areas around Awake, but not always.
Seattle is a big city, and you may have to find your way from the most
general sketch. But the outskirts and suburbs you're going to have to find
your way around on your own.

  Over time, you will gain a sense of direction and location as you visit
areas more often. For most, the easiest mode of transportation will be
to use the Taxi Service that operates in the cities. From many safer cit
streets and corners, you can 'hail' a cab, but be sure you're carrying
cash. Cabbies don't deal in cred in this town. Look for a sign showing
destinations in the city and then speak the directions. Some cabbies might
also know other locations they won't advertise, but if you're lucky and
ask the right questions, you might be able to coax them into taking you
whever you want to go, even places you didn't know you wanted.

  Mass transit systems like Metro-Rail is a cheaper way to get there, if
you're low on nuyen and willing to walk a ways.
===========================================================================
~
E
page10~
Magic

  Magic is the breath and life of mages and shamans. The Magic rating is
crucial whether you're casting a spell (sorcery,) weaving new spells
formulae (magical theory or shamanic studies,) conjuring and consorting
with elemental and spiritual forces (conjuring,) or exploring and doing
battle on the astral plane. Adepts also start with a magic rating, but can
spend it train superhuman abilities in their own section of the Neophytic
guild.) Mages and Shamans can find a spell teacher in the southwest corner
of their training floor.

  Spells are rated in Force, Drain and Damage. Force is the relative
strength of the spell. How strong a spell a mage or shaman can create is
dependent on how skilled they are at Magical Theory or Shamanic Studies,
respectively. The higher the Force, the greater the Drain. Drain is the
mental strain of casting the spell, and the amount of fatigue it inflicts
on mental health. Willpower assist in resisting this drain, as does a
higher sorcery.  Damage, physical or mental, applies to combat spells. The
higher the Force of the spell, typically the higher the Damage. (See help
file on MAGIC and CAST.)

  Conjured beings are also rated in Force. Conjuring skill determines to
what Force level being can be safely conjured; go over that level and you
risk physical damage, potentially death. Under that level, a mental strain
can be involved, so willpower is an asset to the conjurer. Charisma can
influence what Force of spirit can be conjured, the duration it will
remain with the conjurer, and how many requests can be made of it before
it's term of service is complete.

  In a hermetic library, a Mage may conjure elementals of air, fire,
water, or earth. In any environment, a Shaman may conjure spirits specific
to that environment, if their Totem allows. Examples are city, hearth
(urban spirits,) river, field, forest, and lake (wilderness,) though there
may be others. Try to feel out your area when you're in need of a hand.
(See also help file on CONJURING, ELEMENTALS, SPIRITS.)
===========================================================================
~
E
page9~
The Astral Plane

  Only the magically active are capable of seeing into and entering the
astral plane. Even if you're skilled in no other extensions of your magic
rating, you can still experience astral travel, and see astral wanderers.
Mages, Shamans, and Adepts who have trained themselves in astral perception
can 'perceive' the astral plane layered over their own physical plane. They
can see the auras of mystic objects, of activated foci, and of particularly
good or evil beings.  They can also see creatures that are projected astrally
and natives of that plane. Unfortunately, being able to see astral beings
also makes you vulnerable to attack from them, yet unable to affect them
unless equipped with a weapon focus.

  Mages and Shamans can also 'project', and send an astral body out from
them. From there they can travel unseen by most mundanes, able to pass
through doors and security guards. They can drift into deadly traps, and
simply 'return' to their physical bodies with the knowledge gained painlessly.
Your Astral Pool becomes important in astral combat with other projections,
and astral spirits and elementals. But while projecting, your physical body
lies inert and vulnerable.

  Anyone can customize the reflection which identifies and defines them while
in the Astral Plane.  Just 'customize reflection' and you'll enter the
customization menu. Your long description is what others see when they look
at you, your regular description is what they see when they first enter the
room with you, short description is how you're identified when you 'say' or
'emote' as well as react to combat. Aliases are how you're referred to, so
make sure you keep it consistent with your short and regular descriptions.
If you're represented as a "tall dark man in black armor", yet you're only
aliased to "knight", no one will be able to look at you. And if you don't
customize your persona, you'll only be showing off a bland, featureless
reflection in Astral Space, and get none of the glory.
===========================================================================
~
E
page8~
The Matrix

  With a neural interface called a datajack, you can gain access to the
Matrix as an environment of it's own. (Although spectators can sometimes
use Hitcher Jacks, they can never *really* experience it on the precise
level.) All you need then is a terminal to connect to, but having a
cyberdeck loaded with essential software is also a prime advantage. Once
you have these, you can "^Rconnect^n". The Matrix is simply a parallel
universe created in your senses with hallucinogens and advanced computer
hologram technology, spawned from the 20th century concept of Virtual
Reality. All rooms are essentially computer structures, all parts of a
major system. Inside each system are all sorts of treasures and goodies,
things the owner usually wants to hide from the outside world. It's your
job to check such things out, and it's a job Deckers specialize in. Along
the way, you will usually encounter IC, or Intrusion Countermeasures. These
meanies are computer programs designed to stop you getting your hands on the
more important stuff in a system. There are several types of IC, and
undoubtedly you will meet most of them in your adventures. (Other important
commands: 'disconnect', 'load', 'upload', 'download', 'run'.)

  Just as in real life, it is usually handy to travel in groups in the
matrix, and although you become easier to trace, you have more power on
your side. As a decker, you can steal money and information that will make
you rich in the digital age, and will usually end up spending it on more
programs, disk space, or even a better deck. But since jacking into the
net leaves your body pretty much catatonic, you might want a few heavy
chums to keep watch on your carcass. Be sure they're really chums, though.

  Anyone can customize the persona which identifies and defines them while
in the Matrix environment.  Just 'customize persona' and you'll enter the
customization menu. Your long description is what others see when they
look at you, your regular description is what they see when they first
enter the room with you, short description is how you're identified when
you 'say' or 'emote' as well as react to combat. Aliases are how you're
referred to, so make sure you keep it consistent with your short and
regular descriptions. If you're represented as a "tall dark man in black
armor", yet you're only aliased to "knight", no one will be able to look
at you. And if you don't customize your persona, you'll only be showing
off a bland, featureless glyph in the Matrix, and get none of the glory.
(See also: help MATRIX and HACKING.)
===========================================================================
~
E
page7~
Health & Death

  If you haven't already, type 'display on' to get an instant indicator of
your status. This will show physical and mental state at each prompt. If
they're both at 10, you're in perfect shape. Blunt attacks, mana attacks,
and spell fatigue take their toll on mental health, while blades, bullets,
explosions and fire affect physical helth. If mental falls to 0, you fall
unconscious, and the gentleman who dropped you there can leisurely start
pummelling your physical health down to 0. This results in death.

  It happens to the best of us, but more frequently to the worst. You
wandered into enemy territory and forgot to 'scan' where you were going.
Or you slunk curiously into an invisibly slavering madman's chamber. Or
you stumbled down an out-of-order elevator shaft.

  But if you merely fell into a DeathTrap, you're in luck! You don't have to
go racing after your corpse, it's all right there with you. You'll have lost
some karma, but that's what happens with you die. As a Neophyte, you're still
spared the risk of stat loss that become more likely as your essence and body
index go down.

  Let this be a learning experience for you: don't go there again! That and
keep money in the bank, cause even while some big generous runner might heed
your whine for help and fend off the evil slaverer, some elevator shafts are
just a little too steep for the most heroic of them.
===========================================================================
~
E
page6~
Money

  Now that you've kicked some butt, you've probably picked up a small wad
of the strongest currency in the world economy of 2050: nuyen. (If you
didn't get money, you might have gotten death instead, so turn to the next
chapter.)

  You can make many major purchases in cash, and a great many merchants
smile on it. But most places are more equipped to deal with cred,
especially chain-stores, fast food restaurants, and convenience stores
(cheaper, hassle-free accounting, also makes petty embezzlement tougher.)
So if you have nothing but paper, you have to specifically buy and sell in
cash, like so:
 > buy cash big ol' bucket 'o grenades
 > sell cash Some Poor Sap's Rolex
  If you've got a credstick, you can buy and make sales without the 'cash'
parameter (unless you run into someone unequipped or unwilling to deal in
cred.)

  You can also 'deposit <amount>' to bank that money in your nearest ATM
machine, or 'withdraw <amount>' to get the nuyen you have from your balance.
With a credstick, you can 'transfer <amount> account' to deposit the
electronic nuyen to your balance, and simply 'transfer <amount>' to switch
that balance from the bank to your portable credit account. Giving nuyen to
others is as simple, just 'give <amount> nuyen <person>' to give cash, or
'transfer <amount> <person>' to link with a credstick and gift the bearer
with your cred.

  Credsticks are designed for security and carrying ease, but if you come
upon a credstick you can't crack the security of, you can carry it with ease
to some shady fellow who specializes in this sort of thing. It's up to you to
find him, though.
===========================================================================
~
E
page5~
Combat

  A major part of your life in Awake will consist of fighting. No matter who
you're up against, you should always be on your guard, as other people can
always join in the fray and the tables can turn dangerously quickly.

  One the best ways to check your odds in a fight with a foe you do not
know, is to use the ^RConsider^n command. This will pit your stats and
skills versus your targets, and give you an idea of the fight. If the odds
look favourable, go for it. If its unclear who has an advantage, the odds
are usually around 50 - 50. If, however, the odds claim you've lost your
sanity, then it is usually wiser to step back and fight another time, or
risk a serious whipping.

  It's also important to know your dice pools and understand how to use them
stategically. Your combat pool will be equal to intelligence + quickness +
willpower divided by two. Type 'pool' to see your dice pools. If you have
computer skill, you'll have a hacking pool, if you have magic, you'll have an
astral pool, and if you have sorcery, you'll have a magic pool. The other
three will be discussed in later chapters.

  The 'defense' command will allocate those dice toward defense or offense.
Dice in defense will supplement your body and try to soak damage when you
are hit. Offense dice will supplement your attack skill and try to increase
the success of your strike. You cannot allocate more dice into offense than
you have skill levels in the fighting style you're currently using.
===========================================================================
~
E
page4~
Equipment

  If you're reading this, you probably noticed the basic newbie gear
you've got in your hands or, more prudently, on your body. Wield that
little pigsticker and go stir up some trouble in the S.W.U. newbie combat
area. For more combat effectiveness, you might want to train your stats
and practice some skills downstairs. You might be tempted to up your
skills in armed, but you only have a limitted number of free points to
spend, so try to concentrate on the skill you'd like to use in the long
run. You don't have to fight with a swiss army knife for long.

  You get heavier weapons and armor, the most basic of which you can find
in your local weapons and armor outlets at reasonable rates. Better weapons
and armor can be found through effort; from a run, from a fixer, or a
specialist in making them. 

  Armor has two kinds of protection; you have an impact rating (low speed
attacks like fists, knives, clubs, swords, arrows) and a ballistic rating
(bullets.)  Armor is not cumulative. No matter how much armor you layer
yourself with, you can't get a better rating than your most effective piece
of armor. So if you have a Secure-Tech coat with ballistic 4/impact 2 and
wear a vest with ballistic 2/impact 3, your overall rating is
ballistic 4/impact 3. (See 'help armor'.)

  So you might as well get the kind of fashion accessories that make your
fellow newbies drool and hop in circles around you, crying, "Oo, oo! Where
did you get that dahling spiked collar?"  Your dress taste can have an
impact on how others perceive your etiquette and thus influence negotations,
which is remarked to be a Good Thing(tm) in Shadowrunning circles. Not only
do they make great trophies from victories against none too easy mobs, but
some of them can give you a far more mysterious and effective edge than any
weapon or armor you can find.
===========================================================================
~
E
page3~
Development

  If you haven't already, you can find a teacher to 'practice' skills with
and a trainer to 'train' stats with. Depending on race and archetype (and
for metahumans, degree of allergy) you have a certain number of free points
to spend on stats and skills. This is going to be fewer than the SR character
generation allows, but by the time you've graduated from Neophytic, you'll be
at about the same level, and you'll have learned a thing or two about the
MUD. After those points are spent, you'll have to earn karma to improve stats
and skills or learn spells. Better get them all here, because after
newbiehood, they will cost nuyen to learn as well. See help files on the six
primary attributes (body, strength, quickness, intelligence, willpower, and
charisma) as well as the secondary stats (reaction, magic, and essence.)
Type 'score' to see your stats and 'skills' to see your skills.

  Also see 'help max' for your racial stat maximums. These can be exceeded
through wierd technology and disturbing magick, but only if you're good
enough, smart enough, and people really like you. Keep in mind that
cyberware will cost essence, which can cause magic loss. Bioware costs
body index, the limit of bioware you can have per body point, but will not
sacrifice magic.

  Any skill is trainable by any archetype in Neophytic. Later, archetype
will determine which resources will be available to you, and it will also
influence the teacher's confidence in your ability to learn up to a certain
level of that skill. For now, try to concentrate in at least one weapon
skill you feel would keep you alive. It's a good idea for spell slingers to
do this also; the rocking magic that proves at least a match for a trusty
shotgun is still a bit beyond reach.  Mages and Shamans, be sure to read
important information on your archetype board before choosing skills.
===========================================================================
~
E
page2~
Communication

  There are help files for every topic brought up in S.W.U. Look at
these and the 'commands', which lists every global command you have
available to you. They all do something to something or give information
on something, so go ahead and flex your might, exert your influence on
this world! If you can't find a help file you need, it might be under
another keyword, so you may have to hunt. The 'index' lists every help
file, you can also 'index <first letter in the word you're looking for
help on>'.

  You also get the 'newbie' line to ask info from and share info with
your fellow newbie. You'll only hear this and be able to speak on it
while you're a Neophyte. Later you'll need to buy the technology for this
global kind of communication. Tells are also possible, but only between
players with the appropriate devices. There are boards specific to your
archetype in your training area in the Neophytic guild, and there is a
Global terminal for all players to post and share information and advice.

  IMPORTANT:  If you do not want to be insta-fried by irate beings with
more sheer power than you can shake an 18-ton, 4-legged, firebreathing
CEO of an International Megacorp at, do not repeatedly ask questions that
have been answered on a terminal near you. News files there turn into help
files later, and some have been posted by helpful fellow runners who've
learned a thing or two through their own effort or the grapevine.

  See help files on RADIO, TELL, and TERMINALS.
===========================================================================
~
E
page1~
Introduction

  Hoi, chummer! Welcome to post-federal metropolitan Seattle, circa
2050's. Democracy has gone the way of the Monarchy: just a tax-free
figurehead over a fractured nation run by corporate feudalism. The rich
are richer, fewer, and riches don't trickle down like they used to. For
the poor lowlife rabble like ourselves to get a piece of the pie, you
gotta work for The Man or feed off him.  Running the shadows is the most
lucrative way to do either, and earn respect, too.

  So go out and get it. Oh, and remember chummer: Taanstlafel! There ain't
no such thing as a free lunch, says the Russians. No free information
either, so take advantage of this guide, cause it's chock full of easy
answers. This guide is a supplemental to the Sixth World University
(S.W.U.) tour, just upstairs from the Neophytic guild you're standing
in.

  "Never relax. Your run might be over, but someone, somewhere, is just
starting his, and the target could be you."

                         - Kirk Hoff, Street Mage
===========================================================================
~
E
index~
To read a page, type 'read page#'. For instance, 'read page1' :
                    Page #:                   Topic:
                     (1)                      Introduction
                     (2)                      Communication
                     (3)                      Development
                     (4)                      Equipment
                     (5)                      Combat
                     (6)                      Money
                     (7)                      Health & Death
                     (8)                      The Matrix
                     (9)                      The Astral Plane
                     (10)                     Magic
                     (11)                     Learning your way around
                     (12)                     Renting
                     (13)                     The end.....
~
#400
factory platelet~
platelet factory~
A small vial of cells sits upright.~
Platelet factory.
~
22 0 0 13 1 0
1 40 0 0 0 0 0 0 0 0
1 150000 0
#401
symbiotes~
symbiotes~
A small container filled with cells is here.~
Symbiotes.
~
22 0 0 13 1 0
1 40 1 0 0 0 0 0 0 0
0 75000 0
#402
orthoskin~
orthoskin~
Some strange semi-natural flesh is here.~
Orthoskin, rating 1.
~
22 0 0 13 1 0
1 50 2 0 0 0 0 0 0 0
0 125000 0
A
17 1
#403
orthoskin~
orthoskin~
Some semi-natural flesh lies here.~
Orthoskin, rating 2.
~
22 0 0 13 1 0
2 100 2 0 0 0 0 0 0 0
0 300000 0
A
16 1
A
17 1
#404
orthoskin~
orthoskin~
Some semi-natural fles lies here.~
Orthoskin, rating 3.
~
22 0 0 13 1 0
3 150 2 0 0 0 0 0 0 0
0 500000 0
A
16 1
A
17 2
#405
pheromones tailored~
tailored pheromones~
A small vial is sitting here.~
Tailored pheromones, rating 1.
~
22 0 0 13 1 0
1 40 3 0 0 0 0 0 0 0
0 100000 0
A
4 1
#406
pheromones tailored~
tailored pheromones~
A small vial is sitting here.~
Tailored pheromones, rating 2.
~
22 0 0 13 1 0
2 60 3 0 0 0 0 0 0 0
0 225000 0
A
4 2
#407
pump adrenal~
adrenal pump~
A delicate organ pulses softly.~
Adrenal pump, rating 1.
~
22 0 0 13 1 0
1 125 4 0 0 0 0 0 0 0
0 300000 0
A
2 1
A
3 1
A
6 1
A
9 2
#408
pump adrenal~
adrenal pump~
A delicate organ pulses softly.~
Adrenal pump, rating 2.
~
22 0 0 13 1 0
2 250 4 0 0 0 0 0 0 0
0 500000 0
A
2 2
A
3 2
A
6 2
A
9 4
#409
gland suprathyroid~
suprathyroid gland~
A throbbing gland sits here.~
Suprathyroid gland.
~
22 0 0 13 1 0
1 140 5 0 0 0 0 0 0 0
0 250000 0
A
1 1
A
2 1
A
3 1
A
9 1
#410
booster cerebral~
cerebral booster~
A strange brain-looking thang is here.~
Cerebral booster, rating 1.
~
22 0 0 13 1 0
1 40 6 0 0 0 0 0 0 0
0 250000 0
A
5 1
#411
booster cerebral~
cerebral booster~
A brainish-looking creature stares you in the face.~
Cerebral booster, rating 2.
~
22 0 0 13 1 0
2 80 6 0 0 0 0 0 0 0
0 550000 0
A
5 2
#412
editor pain~
pain editor~
A funkadelic pain editor smiles happily.~
Pain editor.
~
22 0 0 13 1 0
1 60 7 0 0 0 0 0 0 0
0 300000 0
A
5 -1
A
6 1
#413
accelerator synaptic~
synaptic accelerator~
A spinal cord adapter lies here.~
Synaptic accelerator, rating 1.
~
22 0 0 13 1 0
1 30 8 0 0 0 0 0 0 0
0 375000 0
A
23 1
#414
accelerator synaptic~
synaptic accelerator~
A spinal cord adapter lies here.~
Synaptic accelerator, rating 2.
~
22 0 0 13 1 0
2 160 8 0 0 0 0 0 0 0
0 1000000 0
A
23 2
#415
articulation enhanced~
enhanced articulation~
Small ligaments seem to move on their own.~
Enhanced articulation.
~
22 0 0 13 1 0
1 60 9 0 0 0 0 0 0 0
0 200000 0
A
9 1
#416
augmentation muscle~
muscle augmentation~
Unimplanted muscles cover the floor.~
Muscle augmentation, rating 1.
~
22 0 0 13 1 0
1 100 10 0 0 0 0 0 0 0
0 225000 0
A
2 1
A
3 1
#417
augmentation muscle~
muscle augmentation~
Unimplanted muscles cover the floor.~
Muscle augmentation, rating 2.
~
22 0 0 13 1 0
2 200 10 0 0 0 0 0 0 0
0 450000 0
A
2 2
A
3 2
#418
augmentation muscle~
muscle augmentation~
Unimplanted muscles cover the floor.~
Muscle augmentation, rating 3.
~
22 0 0 13 1 0
3 300 10 0 0 0 0 0 0 0
0 675000 0
A
2 3
A
3 3
#419
augmentation muscle~
muscle augmentation~
Unimplanted muscles cover the floor.~
Muscle augmentation, rating 4.
~
22 0 0 13 1 0
4 400 10 0 0 0 0 0 0 0
0 900000 0
A
2 4
A
3 4
#420
symbiotes~
symbiotes~
A small container filled with cells is here.~
A small container, filled with cells. 
~
22 0 0 13 1 0
2 70 1 0 0 0 0 0 0 0
0 165000 0
#421
symbiotes~
symbiotes~
A small container filled with cells is here.~
A small container, filled with cells. 
~
22 0 0 13 1 0
3 100 1 0 0 0 0 0 0 0
0 0 0
#422
reflexes move-by-wire mbw~
move-by-wire~
Some advanced reflexes lie here.~
It's an experimental reflex system. 
~
24 0 1 10 6 0
1 250 30 0 0 0 0 0 0 0
1 625000 0
A
2 1
A
9 3
A
23 1
#423
move-by-wire reflexes mbw~
move-by-wire~
Advanced reflexes lie here.~
It's an experimental reflex system. 
~
24 0 1 10 6 0
2 400 30 0 0 0 0 0 0 0
1 1500000 0
A
2 2
A
9 6
A
23 2
#424
mbw move-by-wire reflexes~
move-by-wire~
Advanced reflexes lie here.~
It's an experimental reflex system. 
~
24 0 1 10 4 0
3 550 30 0 0 0 0 0 0 0
1 3000000 0
A
2 3
A
9 6
A
23 3
#425
mbw move-by-wire alpha reflexes~
move-by-wire alpha~
Advanced reflexes lie here.~
It's an experimental reflex system. 
~
24 0 1 10 4 0
1 200 30 0 0 0 0 0 0 0
1 1875000 0
A
2 1
A
9 3
A
23 1
#426
mbw move-by-wire alpha reflexes~
move-by-wire alpha~
An advanced reflex system lies here.~
It's an experimental reflex system.   
~
24 0 1 10 4 0
2 320 30 0 0 0 0 0 0 0
1 4500000 0
A
2 2
A
9 6
A
23 2
$~