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> Cyberware, Bioware and Essence Loss. Oh My!, Something I missed
lorechaser
post Sep 5 2006, 03:47 PM
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Used Bioware is the key to Cultured, I think.

You can't get used, cultured, Bioware. The concept doesn't exist.

But they can pluck out someone's Cat Eyes after death, and pass the savings on to you!
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Mistwalker
post Jan 14 2007, 04:53 AM
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Not really sure if you can even get used bioware.
Not unless you have access to somekind of organ storage facility. Even then, it had better be fast access.

Organ donation, today, only happens if you die in hospital
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jervinator
post Jan 14 2007, 07:29 AM
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Organ donation in 2070 happens when someone stronger and nastier than you wants it to ;)
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hyzmarca
post Jan 14 2007, 08:14 AM
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Of course you can get used cultured bioware. You just have to get if from your evil good twin.

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Teulisch
post Jan 14 2007, 01:19 PM
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mechanicaly... sure synaptic is better. but its expensive. you cant afford synaptic AND much else.... so anyone on a budget who wants to be effective will get wired.

I dont think the issue is really worth worrying about too much. just run it as is until the augmentation book comes out- do you really expect any runner to be able to AFFORD that kind of expensive ware before then? and even if a campaing is long enough, most the money is going into numerous small advances (like muscle toner 4 for the agility cap) rather than being saved for one large expenditure... most players dont want to wait a long time for their upgrades. The way players think, your more likely to see a mage spend his excess cash on high-end bioware for under an essence point. A lot of these arguments leave out the way players and GMs actualy play the game.

as for organ donors... Those nasty people can easily get skilwires and BE doctors! with that kind of profit, a few thugs in a modified ambulance can do some very bad things to people. especialy if their hacker can crack medical records and find home adresses.
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Mistwalker
post Jan 14 2007, 06:40 PM
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I am talking about your normal opponents that you have killed, and are disappearing their bodies

Part of the problems that I see with salvaging used bioware are:


1) It starts to degrade as soon as the body dies. That is why organ donation at the hospital usually has the "donor" on ventilators and such, after brain death.

2) How do you know which parts are valuable bioware and which are normal organs? . Unless you it is premeditated, and you know have hacked their medical records, etc.... Or work part time for DocWagon and salvage the parts from dead clients....

3) Even if you do salvage the bioware, how do you store it? Transport it? It won't keep for long, unlike Cyberware, whick once cleaned up can be kept in a box.
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lorechaser
post Jan 14 2007, 09:00 PM
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You roll logic+biotech?

Though it's not in the main book, I would easily accept the existence of a small cryochamber for carrying organs for a week or more.
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WhiskeyMac
post Jan 14 2007, 09:17 PM
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The problem with Synaptic Boosters that no-one seems to realize is that they can't be turned off. So you're going to be affected by the rules for cranked up reflexes at all times. Wired Reflexes come standard with a on/off switch so I would personally prefer them over Synaptic Boosters. Some things with bioware are better like Muscle Toner/Augmentation, Damage Compensators or even the Sleep Regulator. But some things just make sense to have with cyber like Internal Commlink or a Control Rig.

Quick side question: Is Augmentation going to bring back my personal favorite reflex cranker the Move-By-Wire?
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hyzmarca
post Jan 14 2007, 09:23 PM
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Bioware reflex enhancements don't make you twitchy and even if they did the twitchy rules are gone.
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WhiskeyMac
post Jan 14 2007, 09:38 PM
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Where does it state that? I can understand the not twitchy part but I think a wider "datapath" in your spine would still make you jumpy. You react faster but you don't think any faster, unless you also have the cerebral booster, which would make you susceptible to the overactive reflex rules. I just don't think that bioware makes you less overreactive because it's biological instead of mechanical.
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Fortune
post Jan 14 2007, 09:47 PM
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QUOTE (WhiskeyMac)
Where does it state that?

Well, in SR3 it was stated quite clearly that only Cybernetic Initiative increases made you twitchy (ie. Wired Reflexes without a trigger, Boosted, Move-by-Wire).

It would be hard to find a mention of twitchiness in SR4, since as was said, it is not a factor anymore (as yet), so why would there be a mention?
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Rotbart van Dain...
post Jan 14 2007, 10:07 PM
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QUOTE (Fortune)
It would be hard to find a mention of twitchiness in SR4, since as was said, it is not a factor anymore (as yet), so why would there be a mention?

Any additional IP takes away one dice when sneaking past motion detectors.
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Fortune
post Jan 14 2007, 10:23 PM
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Not necessarily due to 'twitchiness' though.
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