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> Cyberlimb House Rules plus some questions...
Wraithshadow
post Apr 13 2007, 02:57 PM
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I imagine it'd be more preventive maintenance- much like we change the oil in our cars about every 3000 miles. If we instead had a sensor that indicated (much like the filter on my water purifier) that the oil had reached a certain threshold, we wouldn't have the 3000 mile rule. We'd just do it when it needed it. Thus, less maintenance.

Personally I see one simple solution to the whole hacking cyberlimbs/more maintenance thing: it's called an on/off switch. Day to day, you flip it on, and your PAN gives you a heads-up on how your oil level is. Go on a run, check to make sure it'll all nice and happy, fix it if it isn't, then shut down every wireless link that isn't strictly necessary. Heck, if you can, anything that is necessary, let the guys at the shop look at you strange when you ask for a fiber port install. Kick your commlink wireless link off, let everything talk via wire, and leave the opposing hackers fuming about how they hate fighting 'old school' runners.
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less_than_vince
post Apr 13 2007, 08:38 PM
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QUOTE
I have cyberlimb houserules on my website in my sig. Though I have yet to test them since our campaign dissolved ;(

- Cyberlimbs have no body rating.
- Cyberlimbs do physical damage. Full arms do Str/2 + 1 damage.
- Cyberlimbs cannot have armor, with the exception of cybertorsos and skulls, which apply their armor’s full rating to damage resistance tests. Armor is capped at 6.
- A cybertorso is not required for higher cyberlimb attributes.
- Cyberlimb strength is capped at 9 and agility at 6.
- Troll cyberlimbs have 50% (round up) greater capacity and cost 10% more (most of the cost involved is the surgery, not the hardware).

I'm also going to add these rules next time I GM.
- Only full limbs add a box to the damage track.
- Full cyberlimbs can have a maximum of 1 armor each.


I like those rules. IMO, I think a base cyberlimb should have the str rating of the character attribute. A human with 6 str is probably bigger than a 3 str human. If the limb is custom fit, I think he should have a limb that match the wearer.

If not, why a 4 str or higher human will want to go to cyber replacement.
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Ravor
post Apr 15 2007, 05:04 AM
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Oh I've also decided to double the capacity of all cyberlimbs, provided of course that the installed items can pass the sniff test...
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G.NOME
post Apr 15 2007, 06:59 PM
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Alpha/Betaware rules affect capacity.

(Ex: an Alphaware Cyber Heavy Pistol costs 4.8 points of capacity instead of 6)

Seemed pretty logical to me.
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FrankTrollman
post Apr 15 2007, 09:32 PM
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QUOTE (Ravor)
Oh I've also decided to double the capacity of all cyberlimbs, provided of course that the installed items can pass the sniff test...

So you've decided to allow peple to have a total of four fingertip compartments in their synthetic hand? That's very generous of you, what with the fact that there are five fingertips in that hand.

Honestly, once you've instituted the sniff test, there's no reason to even keep track of capacity units for cyberlimbs of any sort. A biological arm can contain a strength, agility, and body of 9, why can't a cyberlimb?

-Frank
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knasser
post Apr 15 2007, 09:48 PM
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QUOTE (G.NOME)
Alpha/Betaware rules affect capacity.

(Ex: an Alphaware Cyber Heavy Pistol costs 4.8 points of capacity instead of 6)

Seemed pretty logical to me.


I use almost the same system, except that I keep the installed items' capacity costs and use the grade to determine how much extra capacity the limb has. Mentioned it earlier in the thread. I'm glad someone else uses this as well.

And I'm almost afraid to ask this, but what is the "sniff test" ?

-K.
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Ravor
post Apr 16 2007, 12:44 AM
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QUOTE (knasser)
And I'm almost afraid to ask this, but what is the "sniff test" ?


Sniff Test, it means that I'm looking for Bullshit.

QUOTE (FrankTrollman)
So you've decided to allow peple to have a total of four fingertip compartments in their synthetic hand? That's very generous of you, what with the fact that there are five fingertips in that hand.

Honestly, once you've instituted the sniff test, there's no reason to even keep track of capacity units for cyberlimbs of any sort. A biological arm can contain a strength, agility, and body of 9, why can't a cyberlimb?


Aye, however remember that I've also ruled that Enhancements, including Armor doesn't count towards capacity at all. Still I don't know, you do have a REALLY good point, and one that I'm going to have to seriously consider.

Oh well, since my wife is wanting to try her hand at DMing Shadowrun again I'll see how my current House Rules play out there and very well may ignore capacity altogether when I take up the reigns again.
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Waterlog Thistle...
post Apr 17 2007, 02:28 AM
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These are my Cyberlimb Houserules. I implemented them to 1) stop trolls having tiny T-Rex arms 2) encourage people to take cyberlimbs (I love the steampunk thing) and 3) robots are cool. I also base armour encumberance off strength, not body.

Cybertorsos and cyberskulls don’t have a strength or agility rating (look at my strong head! My head can bench press 200 kilos!), nor are these limbs counted when working out attribute averages for strength or agility. As they are just shells the existing muscles are still operational. Body is still applied as normal (representing reinforcing and structural integrity)

Starting attributes for cyberlimbs are the average attributes for the characters race. (Human = Body 3, Agility 3, Strength 3. Elf = Body 3, Agility 4, Strength 3. Ork = Body 6, Agility 3, Strength 5. Dwarf = Body 4, Agility 3, Strength 5. Troll = Body 7, Agility 3, Strength 7). Cost remains the same at character generation. Troll and Dwarf cyberlimbs cost +25% in game.

Armour on cyberlimbs is added together to work out a characters armour, and is added to worn armour like a helmet or shield. For example Sgt Rod Farva of Knight Errant has a body and strength score of 4, a cyberarm with body 4 and 2 points of armour, and is wearing an armour vest (armour 6). He has 8 armour and suffers no penalty to quickness and reaction. If he were to wear a helmet (armour 2) he would have 10 armour and would suffer –1 to both his agility and reaction. The encumbrance rules for armour is taken from the average strength score of the cybered character.

Punching with a cyberlimb causes (STR/2+3)P damage, like bone lacing.

Synthetic Cyberlimbs feel natural if you touch them. Technology is already at a point where we can make synthetic flesh feel natural. I see no need to make it worse in the future.

Most of this was changed to make cyberwear a better option, because cyber limbs and armour are seriously gimped. This change does allow for some monster combinations (like a full borg ork with an average of 9 body and a total of 18 armour is easy to do with some number tweaking) but it comes at the cost of more than 5 essence and several hundred thousand nuyen (and a grand total of 1 initiative pass. Go Flash Gordon). An ork with 9 body can get 18 armour by wearing full body armour (10) a helmet (+2) and a riot shield (+6) anyway, and not loose any essence, and at a fraction of the cost, but this is for all of us out there who think full borgs are cool.
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