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Moving Target ![]() ![]() Group: Members Posts: 500 Joined: 4-September 06 From: Salt Lake UT Member No.: 9,299 ![]() |
This will probably be my first house rule when I start running an SR4 game. I've included part of the flavor text and the first draft of the actual rules I intend to handout to my players. I'm looking to know what you think, is it ballanced, is it necessary, are there problems the way it's writen? OneTrikPony’s Cyberlimb house Rule. Flavor text: How do cyberlimbs work Modern implant prosthesis are modeled after biological systems so that they generally mimic the part that is being replaced as closely as possible. Standard replacements are usually synthetic and constructed in such a way to provide seamless operation with natural balance, feel and sensation. To the user natural operation and sensation are as important as superficial look and feel. This is accomplished in several ways. First the components used in construction of the replacement match not only the dimensions of the natural limb but also closely replicate the limb’s weight and density for balance. Neural mapping of the recipient allows connection of the motor systems to neural pathways that closely correspond to those used by the part being replaced. Environmental and mechanical stress sensory systems are matched to the recipient. Finally fine calibration of the motor controls, actuators and sensory systems give the implanted prosthesis a natural feel and operation that is close to indistinguishable from the natural part. Implant Prosthesis Systems: Frame…the frame of the replacement, analogous to a biological skeleton is usually machined from high tensile polymers. These materials have a density similar to bone and often surpass biological bone in strength. Stress areas and wear surfaces are often reinforced to provide longer service and superior performance. Actuators… The “muscles” of implant prostheses are usualy composed of myometric polymers, (tendons and ligaments), and micro scale piezoelectric servo bundles, (muscle fibers), that are light, durable power efficient and low maintenance. These materials allow near infinite force sensitivity while also providing an excellent source of stress and positioning feedback to the sensory systems. Power systems… These days almost all implant prostheses are powered by low voltage electrical current generated from bioelectricity collector arrays implanted along major neural pathways local to the operation. (In rare or extreme cases heat sinks and chemical converters might be used as well.) The arrays are routed to the power module contained within the prosthesis which both stores and dispenses the energy as needed. Control Systems… Prosthetic control systems are composed of a computor, (the Control Module and Operating system), Motor Control Units, and a Neural Transducer. The Neural Transducer translates signals between the biological nervous system and the Control module. The Control Module takes motor control commands as well as operator instructions and coordinates movement and other actions in the prosthesis issuing commands to the Motor Control Units and other devices within the limb. The Control Module also gathers and interprets sensory and feedback information for transmission up stream to the central nervous system. Motor Control Units drive the actuators via power distributed by the Power Module. Sensory Systems… Somatosensory data is collected by two systems; the Environmental Sensory system and the Stress/Feedback Sensory systems allow the prosthesis to provide sensation to the user. The Environmental Sensory system collects the sensory data of temperature, pressure, touch and vibration. The conditions are measured by thousands of micro sensors imbedded in the Integument Structure, (skin or analog thereof), The signal is collected and formatted by the Control Module then translated to nerve impulses for sensation by the Neural Transducer. The Stress/Feedback Sensory system is comprised of internal as well as external sensors that allow the Control Module to signal sensations of muscle activity, joint position including posture, kinesthesia (movement), as well as analogs of pain and tissue damage. Integument systems… These days you have a choice of synthetic skins that can be matched perfectly to natural skin tones and textures even down to follicle and pore count. These synthetics are nearly indistinguishable from natural skin to the eye, and they feel almost like the real thing. Besides carrying most of the sensors of the Environmental Sensory systems, the integument system protects more vulnerable inner workings of the prosthesis, providing a measure of cushioning to more sensitive electronics, protecting the Actuators from abrasion and keeping the elements away from joints. Most important is the Integumentary Cuff. The interface between the flesh and the machine is a weak point, a permanent wound, where natural skin is forever open. The Integumentary Cuff, an open cell foam compound impregnated with dermatropic hormones, permanently seals the junction between the natural skin and the prosthetic socket keeping the flesh protected from the entrance of toxins and bacteria and substances. Obvious cyberlimbs are less common than Sinthetics and generally only installed at the direction of the patient. Obvious implant prostheses include all of the systems of a synthetic limb in one form or another but often include additional systems and upgrades as required by the recipient, usually for utility or military purposes. The upgrade or addition of ancillary systems is more easily accomplished in an obvious limb because technicians are less concerned with natural balance, feel and appearance. Thus there is more leeway in design specification of an obvious limb. The obvious cyberlimb is, to a point, capable of containing larger or a greater number of apparatus, vocation related electronics, tools, armor or weapons. RULES; Concealability…
So what’s the test to spot an obvious limb if it’s covered? Is there any modifier if the synthetic limb is covered? HOUSE RULE: CONCEALABILITY The base concealability of a synthetic limb Is 0, (BBB pp, 302; Concealability Table), If the limb is covered from the joint to extremity by clothing the test is: perception + intuition -2 (3) An uncovered obvious limb is obvious, no test needed. If the obvious limb is covered from joint to extremity by clothing plus a shoe or glove the test to visually detect the obvious limb is: perception + intuition +4 The bonus for a long coat, (or a heavy jacket in the case of an arm or torso) over other cloths would additionally apply. Cyber skulls are not concealable except by full face helmet or similar gear that covers the entire head, in which circumstance the skull could not be visually detected, no test possible. Enhancement…
HOUSE RULE: BASE ABILITIES All cyberlimbs come with Body Strength and Agility ratings slightly higher the racial average of the character they were designed for. (The racial average is the minimum attribute for the race + 2) Limb base attributes: Race…Bod/Agi/Str. Human…4/4/4 Ork…7/4/6 Dwarf…5/4/6 Elf…4/5/4 Troll…8/4/8 This increase over the cannon base attribute rating of three does not use up Capacity in the limb. The standard limbs are designed this way and Capacity remains the same. Race specific limbs cost more add 25% to the base cost of the limb per the Size Customization rules, BBB pp, 300-301. There is no specific reason that a poor Elf or Ork couldn’t have a cheep used human limb implanted, the idea was touched on in the Shadowrun novel “Tails You Lose” by Lisa Smedman. I would discourage player characters from buying implanted limbs designed for another race. (this “slightly higher” base attribute rating was cannon in SR3 and it still makes sense given the rules for averaging attribute scores and the essence cost for no “statistical” gain in the SR4 rules.)
HOUSE RULE: CYBERTORSO & ENHANCEMENT Enhancement to limbs connected to cybertorsos is limited to a maximum rating of seven. This could allow a character to exceed his racial augmented attribute maximum for the augmented limb in one or two attributes given the HR: Base Abilities above.
HOUSE RULE: CALCULATING AVERAGES Calculate average attribute and armor values by adding the values of 5 locations; each arm, each leg, and the torso then divide by 5. In the example used at that section of the BBB, the head was not counted in the average body attribute used to resist damage from being shot. The physical attributes of a skull should not be accounted for in the average of strength/body/Agility in athletics or melee combat. Wearable armor for the head (helmets) are counted as a separate bonus to armor, so should be implant armor. “Leading” with a specific limb only applies in specific situations; “I crush that can with my cyber hand. I throw a grenade with my cyber arm.” The enhanced, higher or lower than meat value, ability of a cyber arm does not apply in a situation where the character is actually taking a Complex Action; i.e. a melee/unarmed attack. Fighting through an Action Phase in this manner would be something akin to fighting with one hand behind your back. Melee combat; knives, swords or fists requires full use of all four limbs. If a character chooses to “lead” an attack with his strong side he should have to defend with his weak side. Use the attribute score of the off limb for defense in opposed tests. The GM may apply the “Off Hand Weapon” modifier (BBB pp, 148) at his discretion.
HOUSE RULE: CYBERLIMB CAPACITY As a custom modification the capacity of Obvious Cyberlimbs may be increased by 50% (round up). Each unit of capacity increase adds 10% to the base cost of the limb and increases the Availability by 1. Modification of this type effects the size and shape of the limb making it even more difficult to conceal; increase the Concealability Modifier for the limb by 1 for every 2 units of Capacity increase. Due to their surface area and relative lack of articulation a cybertorso’s capacity may be modified by up to 100% additional capacity. -------------- so basicly I've made cyberlimbs a little better in abilities if you want to spend the cash, obvious cyberlimbs don't have the Capacity restraints that synthetics do but they have their own drawbacks. If a player is dedicated to cyborgs enought to spend essence on a cyber torso as opposed to bone lace and muscle aug/toner he should get somthing for it so I've broken the max augmented ability rule for specific limbs. this probably won't lead to an averaged score above the max but It won't hurt my feelings if it does. I looked at older threads on the subject and felt that someone should take the brain pain out of averaging attribute scores across the body. let me know what you think and tell me if you would/wouldn't use this in your games thanx |
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Lo-Fi Version | Time is now: 30th July 2025 - 02:18 AM |
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