Un-Stupid Cyberlimbs |
Un-Stupid Cyberlimbs |
Sep 19 2005, 08:48 PM
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#26
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Chicago Survivor Group: Dumpshocked Posts: 5,079 Joined: 28-January 04 From: Canton, GA Member No.: 6,033 |
Pg 335, left column, bottom section, Cybertorso and skulls are shells raher than full replacements, ergo, they can still have bioware that would not need to impantd in the outer portion Like skin, skin pockets, etc.) of the cyber implant.
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Sep 19 2005, 08:56 PM
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#27
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Target Group: Members Posts: 24 Joined: 25-August 05 Member No.: 7,621 |
guys guys, I agree with you on the bioware thing, read my second post in this thread ;)
Near the bottom :P |
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Sep 20 2005, 01:02 AM
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#28
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Decker on the Threshold Group: Dumpshocked Posts: 2,922 Joined: 14-March 04 Member No.: 6,156 |
A cybertorso would give you free points of integrity enhancement, say 2 or 3 points. Basically each point of integrity enhancement directly subtracts from the damage you take for strainning a cyberlimb. But what to charge for integrity enhancements? I'm thinkins something like Essence: .1*(Rating), Availability 4*(Rating)R, Cost: 1,000Y*(Rating); that sound good? Fortune makes a good point too; attributes are so much more important in SR4 that it might be fair to just limit the stats to Racial Max instead. I'm still caught up in SR3 thinking where raw attributes didn't mean a whole lot. :) hahnsoo: this would be true if they didn't cost Capacity as well as cash. If it weren't for that the cost would be fairly nonexistent. |
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Oct 17 2005, 06:19 PM
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#29
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Moving Target Group: Members Posts: 261 Joined: 26-February 02 From: Massachusetts Member No.: 2,115 |
I think for my game I'm going with the house rules "Attribute increases up to one less than the racial maximum don't cost capacity, but they cost double capacity and 10x money after that" and "beta and delta grade cyberlimbs have double capacity". I'll need to try it, but I think that will support the flavor I want for cyberlimbs in my game.
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Oct 18 2005, 01:38 PM
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#30
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Target Group: Members Posts: 18 Joined: 11-October 05 From: UK Member No.: 7,832 |
Heya all (fp to dsf, longtime casual lurker :)
I agree with Eyeless Blond's take on cyberlimb attributes, and used to play something similar in sr2/3. The cyberlimb rules have never been quite right (prob sr2 was closest), and I've always had a sizeable house rules section on them. (On a side note, this version of sr will probably have the biggest number of house rules overall, and that's just to clarify the ambiguity!) While that simplifies the issue well, there are many 'cool' aspects of cyberlimbs that the above rule can miss out on, and a bunch of other stuff that I have thought of while upgrading my PC's/NPC's to sr4. Many are just roleplaying/character concept ideas.
Just some thoughts from previous editions and new ones arising from sr4. In terms of gameplay, the only one that I think may be really imbalancing is the pain resistance one. But, if you have payed the nuyen/essence to get many cyberlimbs, you've paid enough in my view. HTH Wavy |
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Oct 18 2005, 02:21 PM
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#31
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Running Target Group: Members Posts: 1,219 Joined: 26-February 02 From: Lofwyr's stomach. Member No.: 1,320 |
This is my take on cyberlimbs. I use a lot of Ideas bandied about here, especially Eyeless blonde's overtaxing system.
Cyberlimbs do physical damage with unarmed attacks using that limb. Cyberlimbs (And torsos, and skulls) do not start out with ratings of 3. Each cyberarm is quite capable of being much stronger, and faster than a metahuman’s natural abilities. However, the body cannot handle this increased level of performance, so an integral part of the installation process is adjusting the performance of the arm to match the person’s natural abilities. Similarly, a replacement limb is sized for the individual, meaning the body stat remains the same. Even a full ‘borg replacement doesn’t replace the entire system (Even with deltaware, the essence lost would be fatal), and the remaining meat parts must be compensated for. Every cyberlimb starts with attribute scores equal to the character’s. The process of increasing these abilities is quite easy. In fact, all you must do is adjust the output level higher. Allowing the character to handle such increases, however, is more difficult. The cost and space requirements for attribute increases in the replacement part represent special dampeners that aid in keeping the increased performance from harming the character. The only exception to that is Body, where the cost and space represent increased structure to strengthen the chassis. For safety’s sake, the overrides for the performance of cybernetics are mechanically set and are not accessable through the matrix. A Character who makes an extended logic + Cybertechnology (12) test may override the safeties, allowing a limb to function at the character’s modified maximum in Strength, Agility and Reaction. With an additional Logic + hardware ( 8 ) extended test, you can modify the safeties in such a way that they can be activated or deactivated (Usually by DNI, though sometimes a wireless link is used). Among certain circles this is known as redlining your cyberlimbs. Doing this has major consequences, however. Every Initiative pass in which the character redlines a cyberlimb, they take 1 box of physical damage that cannot be resisted. Each cyberlimb redlining does this damage. The cyberlimb must also make a body test using it’s own body attribute each Inititative pass it operates without safeties, with a threshold equal to the number of initiative passes it has been redlined. Each cyberlimb must make this test. Any cyberlimb failing the test breaks down, losing all function and dealing 4P damage to the character. (This damage may be resisted, but no armor applies.) A cyberlimb that breaks in this manner cannot be repaired, it must be replaced. |
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Oct 18 2005, 02:36 PM
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#32
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Great Dragon Group: Members Posts: 7,089 Joined: 4-October 05 Member No.: 7,813 |
doesn't that mean the longer the limb has been going, the less likely it is to break?
or did you perhaps mean an extended test? |
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Oct 18 2005, 02:41 PM
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#33
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Running Target Group: Members Posts: 1,219 Joined: 26-February 02 From: Lofwyr's stomach. Member No.: 1,320 |
No, it means that on your first pass the limb must get 1 success or break. On the second pass it must get 2 or break. On the third pass it must make 3 or break. Soon you'll have a threshold higher than the numbr of dice you possess.
By the way, those passes don't have to be consecutive. Keep track of how many passess a limb was redlined. This "Stress" factor remains until you perform maintainence on your limb. |
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Oct 18 2005, 02:44 PM
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#34
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Great Dragon Group: Members Posts: 7,089 Joined: 4-October 05 Member No.: 7,813 |
ah, ok... that makes more sense... it must make successes to *not* break. in hindsight, that should have been fairly obvious. ah well, it's good to make mistakes sometimes =P keeps you humble(er).
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