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> Cyber-Arms for when you want to be Mega Man
frostPDP
post May 10 2006, 02:53 AM
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(SR3, lightly modified)

Okay, so one of my characters - our "Idiot Savant" - wants to allow his Alphaware cyber-arm to be inter-changable with different arms. I say sure, with obvious pain at disconnect and reconnect (Think Full Metal Alchemist). His one arm...

".52 Essence Alphaware Cyberarm (Lower arm, right), obvious: 46,200 nuyen, 4 capacity units. .52 essence.
- Smartlink II, -2 to target tests (linked to cybereyes).5 CU
- Cyber-Saw, (STR + 3)M damage, 2 CU, 2000 nuyen
- Retractable Knife, (STR+3)L Damage, 1 CU
- Tool Kit, .5 CU, (Includes mini-drill, mini-detachable screwdriver)"

I made up the cyber-saw and tool-kit. He has the Smartlink in, just in case he ever uses his pistol. See, he took a bunch of Geasa and is also a mage...

Anyhow, some types of arms he wants, beginning with the least odd:

"Maggie" - A gun-arm with lots of gun types. I'm guessing he would need the respective firearm to fire the respective port (I.E. Pistols, Automatics, Long-Arms) (Using SR4 firearms skill breakdowns).

Nail-Gun: He might want to have a nail-gun built in to one of his arms. I'd like some suggestions on how much space and what kind of damage it would do. I'm assuming this could be made legal, much like his other arm. (He's a public works officer at a junkyard, hence the chainsaw attachment)

Piston-Arm: If you've ever seen Big O, he wants an arm that can use a hydraulic piston to bash the hell out of things. This would take at least 3 CU in my opinion but would be interesting to see in effect. It would probably have a huge melee damage bonus, but might take re-setting (Complex action) before he could use it again?



And feel free to throw any other cyberarm weapons that could be interesting in. He'll get to 'em...I promise!
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Shrapnel
post May 10 2006, 04:06 AM
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Cybertechnology, a 2nd Edition sourcebook, had rules for replacement cyberhands.

QUOTE (Cybertechnology @ p. 34)
Replacement Hand
    Attaching/removing a replacement hand requires a free hand and a Complex Action.  A variety of tool and gear/weapon hands are available, at a 30-percent increase of the cost of the item itself.  Weapons built into a replacement hand receive a +1 modifier to the target number for purposes of Combat Tests.


Hope this helps!

This post has been edited by Shrapnel: May 10 2006, 04:11 AM
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DrowVampyre
post May 10 2006, 04:11 AM
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Hmm...how 'bout putting a monowhip in each finger? That could make for a nasty surprise...course, he better hope he's damn good with monowhips too...
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frostPDP
post May 10 2006, 04:19 AM
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Aside from the fact that he'd require a wholleee lot of weapons tests in one...Quad-weilding or something....Mono-whips A-La Johnny Mnemonic don't quite exist - I think.

But yeah, its funny.
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nick012000
post May 10 2006, 04:21 AM
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QUOTE (DrowVampyre)
Hmm...how 'bout putting a monowhip in each finger? That could make for a nasty surprise...course, he better hope he's damn good with monowhips too...

According to SR4, they do. Just take a monowhip and stick it in a finger compartment.
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DrowVampyre
post May 10 2006, 04:25 AM
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Yeah, it actually mentions it in SR4. Now, having 4 of them, well...that's a different story. However, what if he had something where the fingertips would all stick together, instead of having the weights all swinging freely? It'd be like an evil egg slicer...
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Laser
post May 10 2006, 05:59 AM
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SR3 mentions monowhips in finger compartments, too, it's pretty well established in the list of things you are supposed to be able to do.

On the nailgun: According to Cannon Companion (page 14, improvised throwing and projectile weapons table) a nail gun would do 8M damage, use the pistol skill, and have (light pistol)/2 range. By conjecture from the size of them... I'd say that they'd take up roughly the same amount of room as a SMG or shotgun, which would be 3-3.5 ECU. Of course, that doesn't factor in the air supply (since most nailguns are pneumatic); I'd add in another 1-1.5 ECU for a bottle that lasted 100 shots (unless he wanted to come up with something more exotic like a backpack air supply)

The piston you could base off of hydraulic jacks (M&M p. 29), maybe add power equal to the rating, perhaps with the option to deal physical damage in a manner similar to bone lacing.

I've toyed around with the "arm for every situation" idea before, but eventually discarded it as I'm not a big fan of cyberlimbs unless the character has a reason to have one.
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Fire Hawk
post May 10 2006, 07:57 PM
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Also, many nailguns have an "automatic" setting - which I don't see the point of-
and a nail fired from a pneumatic hammer only flies straight for about three meters, after which it tumbles like all hell.

8M seems a little hefty to me. 6-penny nails would be more like 6L. I don't see how increasing the nail length (8- or 10-penny) would accomplish much.
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James McMurray
post May 10 2006, 08:08 PM
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QUOTE (Laser)
I've toyed around with the "arm for every situation" idea before, but eventually discarded it as I'm not a big fan of cyberlimbs unless the character has a reason to have one.

Looking really cool and having a tool for every occassion isn't reason enough? :)
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Calvin Hobbes
post May 10 2006, 08:40 PM
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Our teammate got the Ares "Vengeance" model cyber arms after his arms were chopped off by some wicked ass Cree.
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