Updating Headware, Can't wait for Augmentation |
Updating Headware, Can't wait for Augmentation |
Oct 11 2005, 04:57 PM
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#1
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Decker on the Threshold Group: Dumpshocked Posts: 2,922 Joined: 14-March 04 Member No.: 6,156 |
Here's a couple ideas for bits of headware I'd like to see in Augmentation:
Math SPU (Subcranial Processing Unit) - This little gizmo starts out as a graphinc calculator and simple chronometer for the brain. Of course it's much more integrated into your brain than a simple calculator; you barely need to form the expression or equation in your head before it spits out the answer, giving you an almost autistic-like ability to interface with complex math (thanks FrankTrollman for the description). The SPU provides a +2 dice pool bonus on all Computer- and Hacking-related Extended tests. Higher-rating Math SPUs choose from an array of plugins and augmentations. For each rating point above the first, the SPU has one of the following abilities: -Integrated atomic chronometer/calendar: This upgrade for the internal chronometer keeps perfect time by measuring the radioactive decay of certain naturally-occuring elements in your body; also has an alarm and stopwatch. Such down-to-the-microsecond timing is especially critical in vehicle tests; add a +2 dice pool bonus to any Hard or Extreme Vehicle tests, or any made in Restricted or Tight terrain (these do not stack; no +4 dice for Hard Tests made in Tight terrain, sorry). -Integrated spatial coprocessor: The normal model is capable of displaying 3D graphs, but its spacial abilities are somewhat limited. This enhancement will actually take binocular images from your field of view and allow you to visualize three-dimensional objects with much more acuity than a normal human. A person with this enhancement who can see any part of a target receives a +2 dice pool modifier to his Ranged Combat test if the target is under any kind of cover and he takes an Aim action before attempting to hit that target. This is in addition to the normal +1 dice pool modifier for aiming. Both the aiming modifier and the spacial coprocessor modifier apply even if the target cannot be seen at all at the time the weapon if being fired, but could be seen during the aiming step. -Others? Encephalon-A hacker's best friend, this micro-computer adds its Rating to your Matrix Initiative whenever you are using full VR. In addition, this little gadget can run its Rating in programs outside of your Commlink. Such programs do not count as running on your Commlink for purposes of Response slowdown. Also, since the programs are running literally inside your head any test using such a program receives a +1 dice pool modifier. Behold the power of math! :D |
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Oct 11 2005, 05:28 PM
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#2
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Prime Runner Group: Banned Posts: 3,732 Joined: 1-September 05 From: Prague, Czech Republic Member No.: 7,665 |
First off: Math SPUs and Encephalons should not have a capacity at all. If they did, that would imply that you could get the same bonus with an external device, at which point the question becomes "why wouldn't these come standard on Commlinks?" No, the only way MathSPUs make any sense is if they are a nerve staple that makes you partially autistic-like in your ability to interface your thoughts and computer-math.
Secondly, I see no reason whatsoever for it to come in multiple levels. It should just be a reflex recorder in cyberware that comes for Computer, Hacking, Datasearch, and any Academic Knowledge skills that you can convince the GM it applies to. The integrated cronometer should come standard and gratis. Price: 5,000 :nuyen: / .3 Essence The Encephalon should just be a cybernetic cerebral booster, with ratings still available from 1-3. Price: 2,000 :nuyen: / .4 Essence per rating. -Frank |
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Oct 11 2005, 05:52 PM
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#3
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Dragon Group: Members Posts: 4,718 Joined: 14-September 02 Member No.: 3,263 |
Boo to more simple stat raising 'ware. Ya to more interesting 'ware.
That said i think 1/2ing the interval might be a bit much, also it brings up the issue of how long a halved a Combat Turn is. Maybe it could drop the Threshhold of Extended Tests by 20%. Rounded up, so a Threshhold of 6 becomes 5, and a Threshhold of 9, or 10, becomes 8. Maybe you have to Take Aim to reduce the cover by 1/2, maybe getting the +1 die for Taking Aim as well? That's still pretty good. I'm also not so sure about running programs separately outside the commlink, would have to think about that a bit more. Though there is an obvious reason why commlinks don't have them.....they do. ;) |
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Oct 11 2005, 06:11 PM
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#4
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Hoppelhäschen 5000 Group: Members Posts: 5,807 Joined: 3-January 04 Member No.: 5,951 |
To be honest, given the processing power of a Commlink, I see neither benefit nor necessity from/for a SPU.
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Oct 11 2005, 06:18 PM
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#5
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Moving Target Group: Members Posts: 831 Joined: 5-September 05 From: LAX, UCAS Member No.: 7,687 |
Actually, I like both versions 8) Now if we could come up with a good way to integrate time.... |
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Oct 11 2005, 06:24 PM
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#6
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Dragon Group: Members Posts: 4,718 Joined: 14-September 02 Member No.: 3,263 |
Well you could still increase Attributes (but to what end?, there is already a Cerebral Enhancer that will take you to the limit of Logic) as long as you put interesting stuff in there too. Just is you might then overpower it a bit. |
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Oct 11 2005, 06:25 PM
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#7
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Dragon Group: Members Posts: 4,718 Joined: 14-September 02 Member No.: 3,263 |
:P But this is an SPU...in your HEAD. I always loved that idea. ;) |
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Oct 11 2005, 07:47 PM
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#8
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Moving Target Group: Members Posts: 338 Joined: 17-September 04 From: Pueblo Sector of Denver Member No.: 6,672 |
One of the best peices of flavor, ever. :) |
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Oct 12 2005, 01:49 AM
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#9
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Decker on the Threshold Group: Dumpshocked Posts: 2,922 Joined: 14-March 04 Member No.: 6,156 |
Good point on the Capacity; consider it gone. For some reason I was thinking that headware could only be installed on meatbraind or cyberskulls; guess I thought wrong. And blakkie's suggestions look good to me.
Any other suggestions for SPU addons? And I agree: boo to boring 'ware. :) |
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Oct 12 2005, 03:06 AM
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#10
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Prime Runner Group: Banned Posts: 3,732 Joined: 1-September 05 From: Prague, Czech Republic Member No.: 7,665 |
As for getting rid of "boring" ware, I both agree and disagree. There should be cyberware equivalents for most bioware and vice versa. So for example: if a generic bonus is currently available only as bioware, there should probably be a cheaper, less essence friendly version available as cyberware.
Furthermore, if something does something which is inherently the same as just giving you more dice (such as reducing thresholds or intervals), it should probably just give you extra dice. For consistency, if nothing else. Remember, one of the big selling points of SR4 is unified mechanics. Don't come up with five new mechanics for "you get done with the task in less time" when the game already has one that is standard. Now, if you want some weird things for Encephalons and SPUs to do, there are plenty that don't just make things more complicated for no reason. For example: A device could allow you to better interperate incoming data from AR that gives you an extra die or two whenever AR is giving you extra dice. So when a tactical computer is handing you bonuses, you get bigger ones. A device could maintain a separate subscriber list, allowing you to keep tabs on more drones/agents. A device could act as a circuit breaker in your PAN, essentially allowing you to maintain separate PANs that would have to be hacked separately. I would call this device a "meat locker", based on the flavor text that it works by having the different PANs communicate only through living neural tissue. A device could move the awareness of AR data to your memory from your vision, allowing you to ignore distractions and visibility impairments from spammers and RFIDs while still allowing yourself to gain that information. There are lots of things that devices can do. But non-die related success assurances are a step in the wrong direction. -Frank |
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Oct 12 2005, 10:40 AM
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#11
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Immoral Elf Group: Members Posts: 15,247 Joined: 29-March 02 From: Grimy Pete's Bar & Laundromat Member No.: 2,486 |
I have to say that I agree with Frank on this. Any mechanics should fit seemlessly into already established canon methods.
That being said, I do like quite a few of the ideas here. :) |
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Oct 12 2005, 10:47 AM
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#12
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Moving Target Group: Members Posts: 355 Joined: 3-October 05 From: Ann Arbor, MI Member No.: 7,803 |
Agreed, on both counts. I like some of the things, but mechanics should be more generic. It's just how SR4 is.
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Oct 12 2005, 01:35 PM
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#13
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Decker on the Threshold Group: Dumpshocked Posts: 2,922 Joined: 14-March 04 Member No.: 6,156 |
Point taken. How about the current revision?
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Oct 12 2005, 10:46 PM
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#14
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Moving Target Group: Members Posts: 261 Joined: 26-February 02 From: Massachusetts Member No.: 2,115 |
Frank: The book does use threshold reduction. For example, the photographic memory edge reduces thresholds for memory tests. It's true that most modifiers are dice pool modifiers, but there's a large advantage to threshold modifiers: They aren't extra dice to roll.
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Oct 12 2005, 11:23 PM
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#15
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Mr. Johnson Group: Dumpshocked Posts: 2,587 Joined: 25-January 05 From: Berkeley, CA Member No.: 7,014 |
Also, Full-VR reduces the threshold of Vehicle tests by one. |
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Oct 12 2005, 11:41 PM
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#16
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Moving Target Group: Members Posts: 276 Joined: 6-August 02 From: Kiel, Germany Member No.: 3,071 |
I think the biggest difference in threshold modifiers is, taht you can get a thrshold of 0 or an autosuccess without rolling dice...
So with a photographic memory you just remember simple stuff, and driving VR is an successfull taks in easy situations... |
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Oct 13 2005, 12:11 AM
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#17
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Decker on the Threshold Group: Dumpshocked Posts: 2,922 Joined: 14-March 04 Member No.: 6,156 |
That said, the variable Threshold reduction had to go, as it was complicated but didn't really add anything noteworthy. Interestingly having the SPU add dice to Extended Tests works out basically the same as a percentage Threshold reduction in that case, because those extra dice are rolled over and over again.
As for the rest, how's it look? |
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Oct 13 2005, 01:34 PM
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#18
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Moving Target Group: Members Posts: 831 Joined: 5-September 05 From: LAX, UCAS Member No.: 7,687 |
Like the changes :) Perhaps you could adapt a version of this old toy for the Math SPU?
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Oct 13 2005, 01:39 PM
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#19
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Decker on the Threshold Group: Dumpshocked Posts: 2,922 Joined: 14-March 04 Member No.: 6,156 |
You know, I thought about that. There's only one problem: there are no ranged combat penalties for a moving target! Or, at least, I couldn't find them; can anyone else?
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Oct 13 2005, 01:45 PM
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#20
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Chicago Survivor Group: Dumpshocked Posts: 5,079 Joined: 28-January 04 From: Canton, GA Member No.: 6,033 |
And I wouldn't use an arbitrary halving, mainly because attacker in a moving vehicle is -3 dice. i would simply say it reduces the penalty to dice by 1 or you'll get folks trying to argue the half die aspect, as the developers seem to have been very confused on their own mechanics; at some points in the mechnics desriptions they round up when halving and round down for others, with no guidelines as to when each should happen. There should have been one method for all cases, either up for down, but never both without a guideline to go with when a GM is going form the top of their head for a ruling
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Oct 13 2005, 03:38 PM
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#21
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Prime Runner Group: Banned Posts: 3,732 Joined: 1-September 05 From: Prague, Czech Republic Member No.: 7,665 |
True. But running targets get bonuses to their Dodge tests, which has much the same effect. Basically, if your opponent is running and trying to avoid getting shot, they get 2 extra dice to avoid your bullets. But if they are running and do not know that they are in danger, they get no bonus (because they don't get to make a defense roll). -Frank |
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Oct 13 2005, 03:43 PM
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#22
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Dragon Group: Members Posts: 4,718 Joined: 14-September 02 Member No.: 3,263 |
Just tossing a wacky idea at the wall here,
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Oct 13 2005, 03:50 PM
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#23
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Moving Target Group: Members Posts: 831 Joined: 5-September 05 From: LAX, UCAS Member No.: 7,687 |
Or you could simply have it reduce the defender's dice pool by 1 or 2. The whole half modifier thing was specifically for SR3. Edit - Damnit blakkie, you beat me to the punch :P Edit II - And be sure to get rid of the Smartlink II reference in the name if you decide to use it :) , although I would require a smartlink system to be involved in order to get the benefit. |
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Oct 13 2005, 04:18 PM
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#24
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Immoral Elf Group: Members Posts: 15,247 Joined: 29-March 02 From: Grimy Pete's Bar & Laundromat Member No.: 2,486 |
Personally, I think this new Smartlink add-on is a big Yuck! The bonus for a Smartlink is already enough, without penalizing the defender even more on his (probably quite limited) Dodge.
NIMG. |
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Oct 13 2005, 04:24 PM
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#25
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Dragon Group: Members Posts: 4,718 Joined: 14-September 02 Member No.: 3,263 |
I'm not so sure about so strongly linking it into the SL myself.
However if it only gives a -1 die (what i'm thinking is best since short of Full Defense targets don't normally get that many base dice anyway), and is cyberware only that's roughly in the neighborhood of a decent trade-off. EDIT: Also IMO not linking it to SL at all makes it easier to fiat that it can't be duplicated in [commlink] software outside of cyberware. Unless you make a cyberware version of SL a requirement? Like i said, just tossing ideas out here. EDIT 2: And remember, this isn't something that the hidden sniper can use to even futher tweak out. If the target doesn't get the roll, the attacker doesn't get the benefit. |
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