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Moving Target ![]() ![]() Group: Members Posts: 993 Joined: 5-December 05 From: Crying in the wilderness Member No.: 8,047 ![]() |
There are many threads kicking about these boards bemoaning that cyber limbs suck in SR3. Save for cost I do not find the cyberlimb to shabby and after rereading everything, I believe I can see what the dev's had in mind. I do however think the elegant simplicity of the rule system in SR4 and some of the background abilities of cyberlimbs would be an interesting addition to SR3.
The new rule set for SR4 has caught my imagination concerning redlining your cyber limb. For the SR3 (or earlier) purists, this rule allows the owner of the limb to disable safety limits on the limb to operate above average performance. However there is a cost, in that this unsafe practise strains the body attached to the limb. Here is what I, help by my players, have come up with as house rule. A character with a cyberlimb can increase either it's effective strength or quickness by up to twice its normal stat in that category. For every point of increase the character takes a box of stun damage with a power of 5, per combat turn. This damage is resisted with body and for every two successes reduce the damage by one level as per standard rules. In the case of damage not fully filling a damage level, stage down rounding up to the next full damage level. The elegance is lost in translation but I have reduce the level of damage from SR4 to correspond to the reversed damage track of SR3. I have also included the SR3 method of staging down to help reduce the modifier curve difference between systems. There is an imperfect benefit due to the wound modifier categories delineations but this is true of all simple numerical systems. My hope in posting this is to see it analysed by more people. Please refrain from SR4 is shit and don't bring it into SR3 comments. Please attempt to be constructive. |
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Lo-Fi Version | Time is now: 26th July 2025 - 08:46 PM |
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