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> Why even get cyberware?
Azralon
post Jan 30 2006, 03:55 PM
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QUOTE (jago668)
Oh just so you know, wired reflexes comes with a trigger to turn it on and off. You would then pretty much have to assume that the synaptic booster bioware stuff would come with something similar. Just a thought, plus we have always let the physical adepts turn their initiative boosters on and off.

I know of no SR4 RAW reference to this on/off switch.

I do know that the book mentions that boosted people get a penalty to moving slowly while attempting to fool motion sensors. This penalty would be meaningless if you could just turn off the boosting at will.
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hyzmarca
post Jan 30 2006, 04:02 PM
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It is there under the wired reflexes entry.
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Squinky
post Jan 30 2006, 04:06 PM
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I've always assumed that switch was one of the benefits of having a cybernetic reflex system. Since the other ones are magical and organic in nature, I wouldn't think that you could send a mental message to your spine to start working slower....If that were the case then Adrenaline pumps would be actaully feasible....
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Azralon
post Jan 30 2006, 05:03 PM
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QUOTE (hyzmarca @ Jan 30 2006, 12:02 PM)
It is there under the wired reflexes entry.

My bad; I was referring to the bioware switch. I suppose it'd apply to the adept power, too.

The existence of bioware "switches" is something that's already come up in my group. We have a faceman who, of course, has the pheromone mod. In some cases it's bad to go around with your super-stank turned on, but (like synaptic booster) we can't find anything that says it can be deactivated. The pain editor is bioware that has a trigger, so there's precedent there. Yet turning off scent glands isn't necessarily the same thing.

The way I'd prefer to declare it to work is that if the specific entry says it has a switch, then it does. If not, then it doesn't. I'd also be okay with saying that all cyber can be active or inactive (to give it a bit more value, even if the value is an off switch).
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Squinky
post Jan 30 2006, 05:08 PM
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That makes good sense to me.
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Shrike30
post Jan 30 2006, 08:52 PM
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I believe one of the free actions listed involves activation or deactivation of cyberwear, although I'm at work and may be holding over from SR3.

I think the fact that Wired Reflexes specifically mention an on-off switch, while the bio equivalent does NOT specifically mention an on-off switch should indicate pretty clearly that the cyber version can be switched on and off, while the bio doesn't have that option. One of the perks to coughing up that much essence on a single piece of ware.
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hyzmarca
post Jan 30 2006, 09:18 PM
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Player: I jump into the water and swim after him.

GM, checking the character sheet: Are you sure about that?

PLayer: Right. I turn off my metal bones then I jump in the water and swim after him.

GM: *Facefaults*

Be careful about what houserules you make concerning the deactivation of cyberware.
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Azralon
post Jan 30 2006, 09:35 PM
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QUOTE (hyzmarca)
PLayer: Right. I turn off my metal bones then I jump in the water and swim after him.

Heh. Good catch on the overuse of the word "all."

But hey, I'd allow someone to turn off their bones. Once.

*SPLAT* slurp slurrp slurp slurrp *die*

OHHH, you meant the metal on the bones. Okay. ;)
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emo samurai
post Jan 31 2006, 05:12 PM
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Would bone density augmentation have the same effect?
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Azralon
post Jan 31 2006, 05:16 PM
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I was joking, Emo.
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Chrome Shadow
post Jan 31 2006, 05:28 PM
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Talking about the switches and adept powers... In the Shadowrun novels, physical adepts (for example, Ryan Mercury) had to call the magic to them, in effect, turning the magic on...
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Azralon
post Jan 31 2006, 05:42 PM
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Invoking novels as canonical RAW is dangerous territory, Chrome. The writers aren't bound by the rulebooks as we are, and have been known to blatantly disregard them in the name of artistic license.
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Chrome Shadow
post Jan 31 2006, 05:52 PM
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You are right Azralon; but it was just a way to present a possibility for the way the powers could work.

It'll be a drawback to have improved reflexes III on "all the time"...
It'll be an advantage to have mistic armor or direction sense on "all the time"...

Some times it makes sense, some times not...
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weblife
post Jan 31 2006, 09:34 PM
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In SR3 cyberware had to have a DNI connection to a router to headware of some kind in order to be controlled intuitively, ie turned off. Otherwise it had to be a switch under the skin or similar.

I don't have the SR4 yet, but unless they simplified that part, its still the way it works.

For bioware I have always had the feeling that these function like normal organs, but better. In other words, if you can train yourself to slow down your heartrate or wiggle your ears, then with sufficient training and self-control, you should be able to naturally slow down even with speedboosting bioware.

Likewise with the pheromones, they could be hooked up, or probably is hooked up, to the pheromone glands you already have. As in, if you get scared you smell of fear, and if you get excited... you get the drift, ye? - We all have pheromone glands, we're just not very good at consciously controlling them or picking up their signals.

An implant would be like an extremely welltrained muscle that gets hooked up to nerves you just have to learn how to trigger to control.

As for Magic, I'd never let it be a detraction to have it. Full and complete control.
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FrankTrollman
post Jan 31 2006, 09:56 PM
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QUOTE
I don't have the SR4 yet, but unless they simplified that part,


Oh hellz yes did they simplify that part. Now all cyberware comes standard with a router connection, a commlink hookup, and a wireless tranceiver. All cyberware. All the time. It's not a separate piece of ware you need to get, it's just how everything works.

-Frank
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emo samurai
post Feb 1 2006, 12:51 AM
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QUOTE
As for Magic, I'd never let it be a detraction to have it. Full and complete control.


Even quickened improved reflexes spells?
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weblife
post Feb 1 2006, 09:13 AM
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QUOTE (emo samurai)
QUOTE
As for Magic, I'd never let it be a detraction to have it. Full and complete control.


Even quickened improved reflexes spells?

Yes. I never agreed that the caster relinquishes control of a spell when he quickens it, or use a sustaining focus. He merely change the source of "fuel" for the spell.

As it still contains his unique astral signature, it is, to me, clear that it is still tied to him and thus under his continued influence.

Otherwise it'd be really unhandy to quicken a Levitate spell if all you'd accomplish was to move in some preprogrammed pattern without control...
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