Well, after taking the sum of SR4 and Augmentation into account, would you deem a optimized sammie is reasonable and viable that is built only using biological augmentations ? Either doing a limited exception for senseware or not.
I ask this b/c, flavorwise, I always strongly fancied biological genegineered superhumans a la Dark Angel, but just as strongly I always strongly disliked chromed 80's cyberware.
Would you deem, SR wise(wo)men, that by SR4 the day of the all-bio augmented (super)human is eventually aborning ? Since the issue is just about cutting-edge technological state of the art, please assume budget limits and availability are really not an immediate concern, even if we may discuss them as a sidenote issue.
Comparison of the optimized all-bio sammie with the optimized all-magic mystic adept may be interesting, too.
Please discuss.
The problem with ruling out cyberware altogether is that bioware has no way to replicate things like a Commlink and radio.
That's what eyeware (including smartlinks that work just as good as implants) and earware, standard commlinks, skinlinks, and pretty much every other thing you really, really need is available without cybernetics. In SR4, a non-cybernetic combat type character is much more plausible than ever before.
you could have a fairly good all-bioware sammy.
but the cyberware sammy is going to be able to do cool stuff that the bioware sammy can only dream of.
i, personally, tend to think of skillwires (in particular) to be a particularly common feature of sammies, but if you just define 'sammy' as 'someone who is really good at killing people' as opposed to 'someone who is good at killing people and who is also the team swiss-army-knife', then yeah, you could make a very viable sammy with just bioware as far as implants. theoretically. like, if your character is able to go scrooge mcducking in their moneybin, that is.
(certainly the pure bioware sammy is a lot harder to detect)
| QUOTE (Doctor Funkenstein) |
| That's what eyeware (including smartlinks that work just as good as implants) and earware, standard commlinks, skinlinks, and pretty much every other thing you really, really need is available without cybernetics. In SR4, a non-cybernetic combat type character is much more plausible than ever before. |
| QUOTE (Jaid @ Jul 29 2007, 01:03 AM) |
| i, personally, tend to think of skillwires (in particular) to be a particularly common feature of sammies, but if you just define 'sammy' as 'someone who is really good at killing people' as opposed to 'someone who is good at killing people and who is also the team swiss-army-knife', |
| QUOTE |
| (certainly the pure bioware sammy is a lot harder to detect) |
Well that may or may not change with some of the new toys ARSE brings us.
| QUOTE (Fortune) |
| The problem with ruling out cyberware altogether is that bioware has no way to replicate things like a Commlink and radio. |
Depends on what you need. Are we looking to spend as much essence as possible, or do we just want to cover the basics?
Muscle toner, muscle aug, and synaptic boosters are a damn good start, and that is totally affordable.
...Synaptic Boost II: 160,000
...Muscle Augmentation II: 14,000
...Muscle Toner II: 16,000
...OrthoSkin II: 60,000
(based on my original bio Sammy Randi Rhodes).
Total: 250,000
Out of 250,000 (provided you put in 50 BPs, doesn't leave a lot for other implants or gear.
Out of the box, the all Cyber Sammy is much better.
Ditch the muscle augmentation (Strength? Pfeh!) and switch the Orthoskin to Bone Density Augmentation, and you've got plenty of room for minimal other starting stuff. Alternatively, toss in a platelet factory for soaky goodness.
Sure, not as powerful as some possible cyberbunny builds, but more than enough to be effective, and with an all new dimension of subtlety.
Not that it's tricky to circumvent MADs. Always the first thing hackers go for in our games.
| QUOTE (Kyoto Kid) |
| ...Synaptic Boost II: 160,000 ...Muscle Augmentation II: 14,000 ...Muscle Toner II: 16,000 ...OrthoSkin II: 60,000 (based on my original bio Sammy Randi Rhodes). Total: 250,000 Out of 250,000 (provided you put in 50 BPs, doesn't leave a lot for other implants or gear. Out of the box, the all Cyber Sammy is much better. |
On teh matter of scanning like a car, I suddenly wonder if Augmentation has any sort of "Stealth" options for cyber... Alpha, Beta, and Delta are harder to detect than normal cyberware, but I wonder if there's something to hide it better. "Imroved Concealability" or the like.
...
Hrm.
[deleted - double post]
| QUOTE (neko128) | ||
I'd feel better about this post if you qualified the term "better"; because while he (the cyber-sammy) may be a higher-average-stat guy who's a more efficient killing machine, he's also lower-essence (yay lack of healing!) and shows up on scanners more clearly than small cars. Bioware may be mildly non-human, but at least it's biological. |
| QUOTE (Ravor @ Jul 29 2007, 05:29 AM) |
| Well that may or may not change with some of the new toys ARSE brings us. |
| QUOTE |
| Another advantage is that bio-mods and bioware implants are usually undetectable except by intensive medical examination (unless their nature or design makes their existence glaringly apparent). Casual searches, quick X-ray scans and the like cannot discern the difference between an augmented organ and the original. Additional glands and organs, however, can be detected by detailed examination of MRIs or X-rays. Security systems at very high levels employ medical scanners capable of detecting even cultured bioware; fortunately, the cost of these systems prevents them from being widespread. The presence of some bioware implants can also be determined through sophisticated analysis of metabolic fluids such as blood, urine, or fecal matter, while the presence of others can only be confirmed through exploratory surgery. |
Since Augmentation specifies that some bioware won't show up even under detailed medical analysis, I'm fair sure it won't get detected at airport security unless it mkes you look like a freak.
..and if Bioware shows up, they can already detail the guy that implanted your Cyberware from the way it's implanted.
| QUOTE (PlatonicPimp) |
| Since Augmentation specifies that some bioware won't show up even under detailed medical analysis, I'm fair sure it won't get detected at airport security unless it mkes you look like a freak. |
As far as the legality of Bone Lacing procedures, I think that it's (F)orbidden because the process itself has no "socially" redeeming features. It is, so far as I can tell, only used to increase combat longevity.
Personally, I prefer going the bioware route with as little cyber as possible. I prefer subtlety because the obvious bad-asses will always be hassled by the cops for jandering while bad-ass.
Then again, I try to RP my samurai as being a cultured assasin, as opposed to a sociopathic gun-bunny that relies solely on either violence or the threat of violence to communicate. One inspiration in that was the 'Johnny Mnemonic" movie, where all his mods were disguised to look like something else to the security scanners. Wired Reflexes = Easily scanned. Smartgun Link could concievably be explained as a dyslexia treatment, datajacks are everywhere...
I don't have to be the strongest, or the fastest, or the best shot, or the most heavily armored.. I have to be smarter than my opposition, sneakier, and never, ever, give my opponents a stand-up fight unless the odds are stacked heavily in my favor.
I'd say bone lacing could have a legitimate use for bikers, racers and various Mountain Dew chugging "extreme" sport athletes.
I ever tell you guys the story of the skater with the rebuilt jaw and the drunken me with a broken right hand? ![]()
And how exactly is a smartgun link a plausible dyslexia treatment? I'd think that could be (well, largely at least) treated with an image link and a dedicated sub-processor.
Which begs the question: Just how well trained in recognizing the (supposedly esoteric) physical structures of various bits of ware are security guards in the 70s?
| QUOTE (Kyojima) |
| I don't have to be the strongest, or the fastest, or the best shot, or the most heavily armored.. I have to be smarter than my opposition, sneakier, and never, ever, give my opponents a stand-up fight unless the odds are stacked heavily in my favor. |
The street sam needs cyber by design. You simply can´t be one without chrome.
Only-bio is possible now, but has few advantages if one considers the new cyberware-prices. I personally would have my eyes replaced just to get thermo, magnification and a killer eye colour. Most office-types will have internal comlinks that can´t be stolen. The most important cyber does not endanger you on stealth missions, so why shouldn´t you get it. All other functions can and should be replicated by bioware.
On the skillwires: be prepared for investigation. In my game, security officers WILL check for some skills that are not for everyone to posses as software. Demolitions, Gunnery etc are highly suspicious.
| QUOTE (Ryu) |
| On the skillwires: be prepared for investigation. In my game, security officers WILL check for some skills that are not for everyone to posses as software. Demolitions, Gunnery etc are highly suspicious. |
If I was in the 2070 Department of Homeland Security, I´d be pushing for access to peoples skillwires. The "in my game"-qualifier is there for a reason. Their rights would be limited to getting a list of skills/verify that the skill description is right. Maybe not a useful measure as it can be circumvented, but that is not stopping them nowadays.
problem being, i can store that on a stealth RFID tag somewhere (doesn't even have to be on my body) or some other device that doesn't even transmit wirelessly and have it connect to my PAN only when i need the skill.
| QUOTE (Ryu @ Jul 30 2007, 04:35 PM) |
| The street sam needs cyber by design. You simply can´t be one without chrome. |
More like the 1941 Ford Jeep. Sure, its a 70 year old vehicle, and modern cars might be sleeker, faster, and get more miles to the gallon. But you could fix that thing with baling wire, a wrench, and some nylons. Those things could climb a 45 degree incline and could limp home after being hit with a tank shell. In other words, strong, tough and reliable, everything a man should aspire to be.
| QUOTE (PlatonicPimp) |
| More like the 1941 Ford Jeep. Sure, its a 70 year old vehicle, and modern cars might be sleeker, faster, and get more miles to the gallon. But you could fix that thing with baling wire, a wrench, and some nylons. Those things could climb a 45 degree incline and could limp home after being hit with a tank shell. In other words, strong, tough and reliable, everything a man should aspire to be. |
cyberlimbs are not the only thing that cyber does better than bio. any time you want to get some machine interface, you're looking at something that bio typically can't do at all (simsense booster, control rig, implanted commlink, data filter, simrig, implanted commlink, datajack, radar, orientation system, implanted weapons, nanite hive, etc)
there's also some areas where cyberware's direct controllability, and reprogramability shines through: auto-injector, cyberfins, cybergill)
sure, there's stuff where bioware is as good or close enough to cyber, or regular equipment (ie non-implanted) can cover for the lack of cyber. but ultimately, cyber is still very useful in it's own area.
| QUOTE (Marwynn) |
| You know, I have a hard time envisioning a badass sammie waiting in line to be scanned. Why is he entering a high-sec area? Are they just spot-checking people? |
| QUOTE (PlatonicPimp) | ||
Because real men don't fly passenger planes. They drive there themselves. Yes, even across the ocean, damn it. |
Hi,
As a general comment, with reference to other RPGs..
..The Hardwired supplement for CP2020 has very little cyberware, because going the organic/cloned route is cheaper and easier and more reliable than metalware.
In the same way GURPS Transhuman goes with the philosophy that metalware is uncommon and disfavoured with the idea of why implant things when bioware and carrying things is cheaper, easier to maintain and replace and less noticeable.
I suppose there'll always be people who want to go the metalware route - Argent had his arms cut off and replaced with black cyberarms to make a statement !!
Maybe that's the main difference, apart from the physical visibility - bioware should be self maintaining, metalware needs external maintainance [RoboCop in his chair].
Just my thruppence..
Well robocop is a bit extreme considering that he'd be either a cyberzombie or a jarhead, but point taken.
I still love my crome though.
To me, the way of the street sam was always chrome. Not from a point of efficiency, but from pure style. Everyone can and will get bioware (muscle without training?), but few will be willing to go chrome.
The superhuman fighters were possible before, but not every fighter is a street sam. If money is no concern, few cyber is equal to its bioware-equivalent. Even if one ignores the detection factor.
For actual PCs the basics are:
- high-end eyes, rating 3 most times
- some ear-mods, rating 1
(both replaceable by equipment, but somehow only the mages go this route)
- internal comlink (always hidden, another one is carried but has no function on a run)
- muscle augmentation 2
Everything else depends on the function of the char, but even my mage has these. The bio-fighter will have platelet factories, suprathryoid gland, bone density enhancement and orthoskin.
--
Skillwires will be reason for investigation in my game; anyone who knows his wireless ways will of course have everything safely hidden. It´s just the attention that is bad for most runners. The main difference to cybereyes and internal comlinks is that noone will be stopped for having those.
And any Mage who doesn't opt for cybereyes is just plain crazy.
| QUOTE (Ryu) |
| Skillwires will be reason for investigation in my game; anyone who knows his wireless ways will of course have everything safely hidden. It´s just the attention that is bad for most runners. The main difference to cybereyes and internal comlinks is that noone will be stopped for having those. |
About style, folks, again, it's a taste thing so YMMY, but IMO you are even more of a badass when you can snap a neck with half an hand and dance away bullets, and you look normally athletic instead of a steroid addict or a scrap metal statue. I'm so good that I don't even need to look bad to be bad. Add to it the fact that I do not need any technician maintenance whatsoever to be superhuman badass, so I'm even more badass.
Now, as I said, this style judgement may still change radically when metalware evolves to go the nano route and cybernetic enhancements become liquid metal integrated into flesh instead of solid pieces of chrome. That way, metal can gain back the style and holistic elegance and no-mantainance self-sufficient efficiency that hydraulic cyberlimbs sorely lack completely.
But admittedly, I'm totally, completely oblivious to the lure of retrotech.
Depends - how many people have skillwires in your campaign?
| QUOTE (Wanderer) |
| About style, folks, again, it's a taste thing so YMMY, but IMO you are even more of a badass when you can snap a neck with half an hand and dance away bullets, and you look normally athletic instead of a steroid addict or a scrap metal statue. I'm so good that I don't even need to look bad to be bad. Add to it the fact that I do not need any technician maintenance whatsoever to be superhuman badass, so I'm even more badass. |
| QUOTE (Dancer) | ||
At which point you go for adeptitude rather than biotech. |
| QUOTE (Ryu) |
| Depends - how many people have skillwires in your campaign? |
| QUOTE (PlatonicPimp @ Jul 30 2007, 10:35 PM) | ||
Because real men don't fly passenger planes. They drive there themselves. Yes, even across the ocean, damn it. |
Like hacking into all the sensors and causing them to display a spoofed 'clean' image.
More work though. If you can just walk right through it's safer and faster.
| QUOTE (Dancer) |
| At which point you go for adeptitude rather than biotech. |
Well, to be honest, I can be rather ruthless in my min-maxing myself, once the character concept is done. So I can choose to play a biological sammie or a mystic adept instead of a cyber sammie out of style, but once the basic character concept is picked, I'll generally be ruthless in pursuing the power, spell, ware, quality, and gear comboes that will give me best efficiency for my nuyen and/or karma. And I can accept marginal compromises with the purity of the character concept out of efficiency: e.g. the mostly bio-sammie gets some minor cyber or gear that is quite difficult to do with bio, the adept generally gets played as a mystic adept instead of pure adept for style preferences (I fancy the flexibility of having access both to powers and spells, and the image of the combat martial-artist-sorcerer) that have min-maxing undertones, and so on.
And IMO, OOC min-maxing efficiency is quite appropriate to reflect the IC aptitude of shadowrunners.
I don't really have an issue with that sort of play, Wanderer. I tend to do that as well. The sort that bugs me is the people who do something like never plays mundane street sams, because an adept simply more effective. And then they have nothing but combat-oriented skills and powers. And they're all near clones of each other. Etc. etc.
My GM said to me the other night that I never make 'standard' characters, that they're always a but unusual, but they're normally pretty effective. A nice compliment, in my book. :>
It's not that the Adept is more effective than the Bio-sammy (though it probably is). It's that the role of "guy who looks normal but kicks ass" has traditionally been the adept. That's going by the wayside in this edition, though, given the prevalence of cyber-adepts and the potential for bio-sammies. Still, I think limiting yourself to all bioware leaves you without traditionally helpful things like spurs or smartlinks.
| QUOTE (PlatonicPimp @ Aug 2 2007, 06:17 AM) |
| It's not that the Adept is more effective than the Bio-sammy (though it probably is). It's that the role of "guy who looks normal but kicks ass" has traditionally been the adept. That's going by the wayside in this edition, though, given the prevalence of cyber-adepts and the potential for bio-sammies. Still, I think limiting yourself to all bioware leaves you without traditionally helpful things like spurs or smartlinks. |
No, visible chrome means you are an old school badass. It might mean you've been doing this since before bioware was a gleam in a researcher's eye. It might mean you appreciate cost-efficiency. It might mean that you blend in better in certian settings. It might mean you prefer the intimidation factor to the disguise factor. It might mean you like the gleam.
Cyberware will never be passe, brother. You want a picture of the future of augmentation? Imagine a metal fist punching a human face, forever.
| QUOTE |
| No, visible chrome means you are an old school badass. |
| QUOTE |
| It might mean you've been doing this since before bioware was a gleam in a researcher's eye. |
| QUOTE |
| It might mean you appreciate cost-efficiency. |
| QUOTE |
| It might mean that you blend in better in certian settings. |
| QUOTE |
| It might mean you prefer the intimidation factor to the disguise factor. |
| QUOTE |
| Cyberware will never be passe, brother. |
I like both cyberware and bioware, and each has their place. I think SR4 has done a good job of preserving the difference.
Cyberware: Is still the most cost effective way to boost your combat power. It also has a lot more options and provides for a few "surprises".
-Inexpensive combat effectiveness
-Unique abilities or functions (cyberarm gyromount, control rig, etc.)
-Extending abilities (skillwires)
-Absorbing punishment (cyberarms, bone lacing, etc)
Bioware: The subtle, expensive method for power improvement. Low on the essence and focused around a few key skills - it is a natural for power gaming. However, it is too expensive at character generation to go over board with.
-Expensive - but you get a lot for what you pay for
-Limited range - Narrow focus on improving skills, attributes or combat
-Undetectable
I can't wait to see how Augmentation adds nanoware to the mix. I'm glad they fixed cyberarms to make them better. That will go a long way to making cyber sammies the damage soaking/damage dealing combat machines they should be.
Wanderer, Old age and treachery will always beat youth and speed. New and flashy just means they haven't worked out the kinks yet. No tech is reliable until it proves itself, and nothing has proven itself until it's old. But that's something a young punk can't understand. If you can't give a man tough enough to survive 20 years of the shadow some respect, you deserve what you get.
Anyone who goes all bio with the attitude that "cyber is dead", is a young punk more concerned with style than substance. I'm not saying Bio is bad, I'm saying that cyber ain't. Just cause something is newer doesn't make what came before obsolete. To adjut your analogy, It's like Win95 in a windows vista world. It still works for most tasks and is a lot more stable.
| QUOTE (PlatonicPimp) |
| Imagine a metal fist punching a human face, forever. |
| QUOTE (PlatonicPimp) |
| No tech is reliable until it proves itself, and nothing has proven itself until it's old. |
That just lets me hit you more before you die. (seriously, though, we all know that's a rules oversight, even the devs. Don't hold it against the limbs. We all know the truth.)
| QUOTE (Dizzman @ Aug 2 2007, 10:58 PM) |
| I like both cyberware and bioware, and each has their place. I think SR4 has done a good job of preserving the difference. Cyberware: Is still the most cost effective way to boost your combat power. It also has a lot more options and provides for a few "surprises". -Inexpensive combat effectiveness -Unique abilities or functions (cyberarm gyromount, control rig, etc.) -Extending abilities (skillwires) -Absorbing punishment (cyberarms, bone lacing, etc) Bioware: The subtle, expensive method for power improvement. Low on the essence and focused around a few key skills - it is a natural for power gaming. However, it is too expensive at character generation to go over board with. -Expensive - but you get a lot for what you pay for -Limited range - Narrow focus on improving skills, attributes or combat -Undetectable |
Except each cyberlimb also automatically adds 1 to your damage track (so 6 extra boxes in total), and with the customized cyberlimb rules in augmentation, you can have WAY more than 10 body in a limb. You can have your natural maximum+7, up to your augmented maximum. Trading your meat for metal does indeed make you tougher.
You do have augmentation, right? Otherwise you're arguing your points with only half the data.
::edit:: Never mind, you reference the blood circuit control system, so you must have access.
| QUOTE (PlatonicPimp @ Aug 3 2007, 12:17 AM) |
| Except each cyberlimb also automatically adds 1 to your damage track (so 6 extra boxes in total), and with the customized cyberlimb rules in augmentation, you can have WAY more than 10 body in a limb. You can have your natural maximum+7, up to your augmented maximum. Trading your meat for metal does indeed make you tougher. |
It's all about what you want. you can't compare a superface face biosammy against my cybered-out troll tank. They do different things.
Besides, get it all in synthetic limbs, and when the scanner detects something, just show them your fake sin which lists you as having been in a horrible car wreck.
Once you've got all that replacement done, quite a few of those lovely cyber-enchancements no longer take up essence, they take up capacity. In the end, it can actually save you on essence, depending on what you install.
That reminds me, where's the bio-version of implanted guns?
You don't need to be a full borg to take advantage of the durability of metal parts. It's just the ultimate expression of it. Makes a troll out of an elf. (no, really, I have an elf character who's a troll poseur,)
Its a slight advantage, but I give the improved durability to cyberware. All the damage reduction options for bioware are really expensive. For instance, you can get alpha grade aluminum lacing for less money and less essence than bone density 3 at character gen. They have comparable benefits. You can get betaware dermal plating 3 for 30,000 less than Orthoskin 3 - Dermal Plating is crazy cheap. Cyberlimbs are cheap compared to most bioware, and there is no comparable bioware. If you want to make a tank, a cyber sammie is your best option.
Yeah, it's hard to argue against cyberware in the pure tanking matchup; the blood control circuit leaves the Pain Editor as the only truly unique tanking item in the Bioware arsenal, and that's simply not enough to compete for pure tanking when cyberware has the new and improved limbs to fall back on. Still, I think I'd rather go with a half assed biotank rather than go for the full on "what the hell happened to my essence?" cybertank. If nothing else, symbiotes and lower essence costs in general gives biotanks a much nicer set of healing modifers, which can be a godsend if you really need the Mage to patch you up ASAP. This is shadowrun, after all. There's always a way to take damage.
My major issue with cyberlimbs (and cyberware in general) is that despite the functionality and ease of repair, there's really a difficult gap in obtaining it in game play. Not many of us would go and willingly lop off a perfectly functional limb to replace it with one made of metal, but I'd imagine the cultural stigma against artificial limbs has lessened by 2050 with ads for new models being thrown about like car commercials are now. By 2070 cyberware is looking less popular, but even then, I've yet to see a module written that has the outcome of 'each player loses 1d6/3 limbs at the end of this combat' that would make players nod and go looking for a new metal replacement. I had a houserule (that came into play infrequently) that if a character took a deadly wound (after resisting), they could 'shift' the wound to a limb (which took the deadly wound, effectively requiring a replacement either metal or clone) and the character only had a serious wound. They could still try to escape, fight, whatever, but one limb was definitely not interested in whatever they tried to do.
If you have bioware which is much more essence friendly overall, but something goes wrong or you want to upgrade it, someone has to cut you open to upgrade or fix it. Magic does appear to be more friendly towards bioware, and a GM could reasonably decide (since I can't find it in the rules right now) that magic heals bioware, so one spell gets the bioware'd runner back on his feet. The cybered runner would require a heal and then a fix spell to achieve the same effect.
The average cyberlimb does not have that problem, it's easy to fix or upgrade, and with the new modular mount system in play (and every character with a cyberlimb would feasibly rush out to purchase it) you could have your cyberhand and a third of your forearm blown off and after a few minutes of work have your 'backup' hand and forearm in place and you're back to work. I'm aware that more invasive cyberware (skillwires, wired reflexes, bone lacing) require just as much effort to upgrade or repair as bioware, but there is the advantage that if you blow off Samurai Bob's right cyberarm he can go out and in a matter of hours (depending on his fixer and need for a working arm) have a replacement. Samurai Dave (with bioware muscle toner, etc and bone density) isn't going to find his new cloned arm with those with those upgrades preinstalled. Bioware isn't replicated by DNA.
The real issue that occurs here is that barring the GM's whim, there's very little in terms of location-based damage in SR4. They did have the cumbersome subsystem damage rules last edition, and while that did suit my need for realistic damage, the long and the short of it was it never got used.
| QUOTE (CyberKender) |
My GM said to me the other night that I never make 'standard' characters, that they're always a but unusual, but they're normally pretty effective. A nice compliment, in my book. :> |
The advanced medical rules have a new option for limb loss when you take over a certain threshold of damage.
And don't knock cutting off perfectly good limbs. If I could get a metal arm that functioned as well as my real arm, was reliable enough that it only need maintainence as often as I go in for checkups anyway, and which I could outfit like a built is swiss army knife, I'd do it in a fricken heartbeat. I am the guy who would cut off a perfectly good arm to get that, because I think it's cool. Especially in a world where if I change my mind, I can get a cloned arm to replace it. Think of it as a very interesting type of peircing.
| QUOTE (Sterling) |
| Magic does appear to be more friendly towards bioware, and a GM could reasonably decide (since I can't find it in the rules right now) that magic heals bioware, so one spell gets the bioware'd runner back on his feet. The cybered runner would require a heal and then a fix spell to achieve the same effect. |
| QUOTE (Moon-Hawk) |
| As much sense as that makes, I think that's in direct conflict with the way magic works in SR. Magic targets entire beings, not parts of them. If something is paid for with essence, then magically speaking it is part of the being. That's why spell targeting with cybereyes works. The way SR magic has been established, it actually does make sense that a Heal spell would repair cyber paid for with essence. Barring the abomination that is Turn to Goo, of course. |
Umm, perhaps I'm missing some key part of fluff or rule, but it was my impression that a Heal Spell wouldn't reattach a lost limb either.
It's been said before but I'll say it again:
"It's all about style."
One thing that may be overlooked here; repairing damage.
With the lower Essence cost of Bioware a character will take a lot less surgery damage. Now compare the availability of each item; to repair your cultured bioware you'll need a pretty decent street doc or a stay with a nice hospital. Repairing common and cheap cyberlimbs however should be relatively easier for two reasons:
1) Higher "Body" stat than character average. A standard cyberlimb has Availability 4, so that's 8 points at chargen to be spent upgrading the 3s. If it's an 'embedded' implant like just in the forearm, then it's worth it to invest in Body as much as possible since it may not necessarily add to Agility or Strength (if your GM rules as such).
2) Less damage for cyberware but easier to damage due to visibility and detectability.
3) Harder to specifically target, however muscle damage can mess up those Muscle Toner and Muscle Aug implants. Harder to target but more widespread in damage.
Helluva tradeoff. Do you trust in your armour and toughened cyberlimbs? Pay for higher maintenance?
It seems to me that those going Bioware these days may want to invest in a Nanohive and keep several Implant Medics going. At the very least they'll make it easier to repair what might be cultured sets of organs.
A mostly or all bio sammy isn't any worse off than a cyber one, just different. In my wednesday group (I play a troll adept with one group wednesdays, an elven TM in another group on saturdays), we have a human sammy, only cyber he has is titanium bone lacing, everything else is bio, and he keeps up fine with my adept. He's not as fast or with as high of armor, but his body stat is actually higher (just barely, I have 7, he has
. The pair of us are the team's damage sponges/killing machines, him from a distance, me from close up.
The best cyberware is the one you can conceal... Why arouse suspiction or make everyone look at you??? In a game where steath is so important, obvious cyberware is a minus...
That's why I always liked Ghost Who Walks better than Argent...
And I think that absolutes are wrong... Cyberware mixed with bioware is the way to go...
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