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> SR3 House Rules for Cyberlimbs
Bigity
post Oct 4 2011, 03:18 AM
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What are some house rules people have used/are out there for improving cyberlimbs in SR3? I can't remember what we used to do.
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Pendaric
post Oct 5 2011, 10:49 PM
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Dramatically reduced the cost of the cyberlimbs and upgrades including pre used reduction option, converted redlining rules from SR4, allowed sensory offswitch as fluff/reality explaination for some serious damage dealing.
Played around with titainium bone lacing bonuses to the limb damage.

And as general cool transhumanisum exploring, one of my players hooked up his ruthenium to custom code/processor upgrade in limb for a tactil-audio interface. In essense his two cyber arms were touch screens.
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nezumi
post Oct 6 2011, 01:43 PM
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Go check out www.sr3r.net/forum . That's the best place for houserules, IMO.

My personal house rules?

Cyberlimbs
Obvious arm/leg .75 $37.5k$
Synthetic arm/leg .75 $50k - difficult to spot as cyber, conceal of 8
Built in device - 4*normal cost
Built in smartgun link .25 $2.5k$
Direct Neural Interface .1 $4.5k$
Strength Enhancement (default strength is 6 for humans)
1-3 (per limb) - $25k$ per point (-1 conceal per point)
4-6 (per limb) .2/pt $37.5k per point (-2 conceal per point)

Cyberlimbs come with 2/2 armor. To calculate total armor added by cyberlimbs: add up the armor from all the limbs and divide by 4 (round down). The resulting number is added to worn armor without any stacking penalty. A cyberarm adds 1 point of recoil compensation to any weapon fired with it.

$ indicates it can be bought used for a 25% discount.
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Stahlseele
post Oct 6 2011, 01:50 PM
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Cyberlimb Armor is DIRECTLY cummulative.
Not this bullshit about only the mean counting . .
Also, fuck the restrictions of capacity, at least on obvious limbs.
Prices stay the same though. So if you want to have an Arm with 800k worth of stuff in it, do it.
Don't complain when it gets fucked up though . .

Also: Limbs come with the Attributes the rest of the body has, automatically.
Not this nonsense of Body, Quickness, Strength of 9 on the rest of the body and the Arm starts at 3/3/3 . .
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PeteThe1
post Oct 7 2011, 03:01 AM
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Start them out as Body and Strength of racial maximum. Quickness matched to the body (for balance), up to 7, and if like someone boosts their quickness from 4 to 5, they just need a street doc to recalibrate the limb's servos to bring it up to match. Limbs can still be upgraded +3 past the starting numbers if you're willing to pay for it, but upgrading beyond that creates structural problems where the limb attaches to the body; a doubt the bones of YOUR shoulder blade would be happy with a hundred pounds of stainless steel hanging off them.

Also allow for things like pain cutouts, and for armor use the overall average except for limb-aimed shots. Lets cyberlimbs do cool stuff without being must-have items.
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