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> Augmentation Q&A, Ask the developers and the authors
Ravor
post Jul 29 2007, 07:52 AM
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I figured, but I hate to get props when I don't deserve them.
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Ranneko
post Jul 29 2007, 07:59 AM
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I would expect that you total up both essence loss due to cyber, and the cyber hole before you compare it to essence loss due to bio and the bio hole.

So if you had 2.5 essence worth of cyber and 2 essence worth of bio (for a final essence loss of 3.5) and you lost 1 essence worth of cyber then I would expect you would have a cyber essence hole of 1, and 1.5 essence worth of cyber and 1 effective essence worth of bio and thus the same 3.5 essence loss.

If you then gained a point of bio, your total bio would be 3, and your total cyber would get halved, and thus you would have 4.25 essence used with a 0.5 essence hole for cyber.

So it all works out if you include the holes on each side of the equation.
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Ravor
post Jul 29 2007, 08:06 AM
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Huh? Maybe it's because of the late hour, but that didn't make any sense to me at all, I think it's far better to go with FrankTrollman's take.
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walkir
post Jul 29 2007, 08:54 AM
Post #154


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"Something I found by reading the rules about cyberware suites and the Zeiss Example:
Shouldn't there be a reduction of capacity used by options in a cyberware suite, too? Or is everything shrunk by the same factor so it doesn't have any effect at all?

While writing, I guess it's the second option.
Even so, I think there should be a reduction (a capacity reduction at least) for add on modules used in a single cybereye (be it per Augmentation or because someone used an ocular drone for the other eye and bought any stuff just for the eye without the drone, as the drone itself can be updated by improved the built-in camera)."

Something I already wrote in the Errata thread, but now I think it fits better in here.
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Ol' Scratch
post Jul 29 2007, 11:46 AM
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Question: What happens to a runner who has both Move-By-Wire and Skillwires? Only the highest rated one applies? Added together? Two separate systems each allowing (Rating x 2) skillsofts?

What happens if you have both and have a Skillwire Expert System installed with both already implanted?
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Kyrn
post Jul 29 2007, 12:39 PM
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I'd say two entirely seperate systems each allowing (Rating x 2) skillsofts to be loaded and active, and a single Skillwire Expert System would provide benefits to both systems.
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apple
post Jul 29 2007, 02:14 PM
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Platelet Factories / Traumadampers

Does it reduce stun / physical damage from spell drain? It is not described as "healing" but instantly reducing the incoming damage.

SYL
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Buster
post Jul 29 2007, 02:18 PM
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QUOTE (apple @ Jul 29 2007, 09:14 AM)
Platelet Factories / Traumadampers

Does it reduce stun / physical damage from spell drain? It is not described as "healing" but instantly reducing the incoming damage.

SYL

Yes, Platelet Factories definitely reduce drain damage, so I would assume Traumadampers do too. FYI: First Aid heals drain damage too. Only magic can't heal drain damage.
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Ol' Scratch
post Jul 29 2007, 02:21 PM
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Platelet Factories + Trauma Dampers + Biomonitor + hooked-up Medkit/Savior Medkit = win for magicians. Pretty much a win for everyone, really. Moreso in this edition that previously due to the huge boost First Aid received.
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Rotbart van Dain...
post Jul 29 2007, 03:21 PM
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..that isn't broken, but the Med Alert / Guardian Angel was? :P
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Ol' Scratch
post Jul 29 2007, 03:24 PM
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First, I didn't say it wasn't broken. Anytime anything is "pretty much a win for everyone," that indicates it's grossly broken. However, it's a fact of the gear and the game mechanics, so it's not going anywhere any time soon.

Second, if the Guardian Angel were introduced and updated to be as powerful compared to the new system as it was in the old? Yes. Yes it would be ridiculously broken. A standard medkit hooked up to your body (and there's no reason you can't have it installed into your clothes or anything else; they imply you can do that with any number of items int he game) already does more than the Guardian Angel did in 3rd Edition, afterall. Especially when coupled with those implants above.
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Synner
post Jul 29 2007, 03:27 PM
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QUOTE (Rotbart van Dainig)
..that isn't broken, but the Med Alert / Guardian Angel was? :P

Guardian Angel wasn't broken. It was redundant with various combos currently possible. The writeup in fact combined the functionality of several other implants.

Regarding your previous question Nanobiomonitors are actually missing a line (for errata). They work exactly like normal biomonitors, but their additional cruch advantage was cut by accident. Add the following sentence to the description:

"Working in tamdem with nanosymbiotes and o-cells, nanobiomonitors also increase the effective Rating of such nanosystems in the user's system by +1."

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Rotbart van Dain...
post Jul 29 2007, 03:32 PM
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QUOTE (Synner)
Guardian Angel wasn't broken. It was redundant with various combos currently possible. The writeup in fact combined the functionality of several other implants.

Hrm, my problem is that I still can't see a combo giving you a implanted Medkit without an external box or hacking off a limb... which MedAlert/GuardianAngle didn't require.

So I'd love to know the shape of those drafts - or the knowledge that you could install the Savior Nanites themselves, and support them with a Nanite Hive.

QUOTE (Synner)
Regarding your previous question Nanobiomonitors are actually missing a line (for errata). They work exactly like normal biomonitors, but their additional cruch advantage was cut by accident. Add the following sentence to the description:

"Working in tamdem with nanosymbiotes and o-cells, nanobiomonitors also increase the effective Rating of such nanosystems in the user's system by +1."

That should include the TCS - because you need 2 Hits to stabilize someone, and TCS Level 1 has 1 die.
Perhaps, it should extend to all Medical ratings.
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Dancer
post Jul 29 2007, 03:33 PM
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What does a 'hooked up' medkit do? Automatically apply first aid using only it's Rating as dice?
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Rotbart van Dain...
post Jul 29 2007, 03:34 PM
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Per BBB, indeed.
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Ol' Scratch
post Jul 29 2007, 03:35 PM
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The Guardian Angel was broken in the context in which it existed -- ie, 3rd Edition rules. If it's functionality compared to those rules were brought over, it would be retardedly powerful. It would function as a Medkit 6, lower all First Aid thresholds/DVs by 2, revive them if they fell unconscious, automatically detect and attempt to stabilize them, AND function as nano-symbiotes. All for 0.3 Essence or about ~2 Capacity.

If all it did was act like a medkit, no, it wouldn't be broken compared to existing rules. The Guardian Angel was no ordinary medkit, though. It was a medkit on crack with half a dozen other implants rolled into it for almost zero Essence impact. Only thing holding you back was the cost of it.
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Dancer
post Jul 29 2007, 03:38 PM
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QUOTE (Rotbart van Dainig)
Per BBB, indeed.

6 dice against a threshold of 2... you're not going to get much in the way of net hits.
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Rotbart van Dain...
post Jul 29 2007, 03:40 PM
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QUOTE (Doctor Funkenstein)
It would function as a Medkit 6

Yepp.

QUOTE (Doctor Funkenstein)
lower all First Aid thresholds/DVs by 2

Actually, the Savior Medkit grants +3 dice, so it would do about the same.

QUOTE (Doctor Funkenstein)
revive them if they fell unconscious

..are there even rules to wake someone?

QUOTE (Doctor Funkenstein)
automatically detect and attempt to stabilize them

That's what any Medkit in SR4 would do.

QUOTE (Doctor Funkenstein)
AND function as nano-symbiotes.

Not really. While you could support long time healing, any Medkit does that in SR4. Nano Symbiontes provide an additional bonus.

QUOTE (Doctor Funkenstein)
All for 0.3 Essence or about ~2 Capacity.

I don't remember Nanite Hives for freefloating systems be that cheap in Essence.
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Rotbart van Dain...
post Jul 29 2007, 03:42 PM
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QUOTE (Dancer)
QUOTE (Rotbart van Dainig)
Per BBB, indeed.

6 dice against a threshold of 2... you're not going to get much in the way of net hits.

Tell that to the TCS. :P
Actually, your other chances, even with a Trauma Patch, aren't that much better.
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Ol' Scratch
post Jul 29 2007, 03:42 PM
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QUOTE (Dancer)
6 dice against a threshold of 2... you're not going to get much in the way of net hits.

Only if it's working by itself. If you have someone in your group with First Aid, it adds a pool to their abilities without them even having to touch you (via a wireless/Matrix link). SR4 p. 244.
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Ol' Scratch
post Jul 29 2007, 03:46 PM
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QUOTE (Rotbart van Dainig)
<snips a ton>

You haven't read the description recently, I gather. The Guardian Angel comes with its own nanite hive and feature all the things I mentioned above. If implanted in a cyberlimb, it was only 0.3 Essence and 2 ECU in those rules alone (where you didn't get a choice between the two for anything as far as I recall). In these rules, it would be changed to be one or the other in all likelihood.

The Savior Advanced Medkit didn't offer half of what the Guardian Angel did.
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Dancer
post Jul 29 2007, 03:49 PM
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QUOTE (Doctor Funkenstein)
QUOTE (Dancer @ Jul 29 2007, 09:38 AM)
6 dice against a threshold of 2... you're not going to get much in the way of net hits.

Only if it's working by itself. If you have someone in your group with First Aid, it adds a pool to their abilities without them even having to touch you (via a wireless/Matrix link). SR4 p. 244.

Which would obviously require them to spend actions, negating the point of hooking the medkit to a biomonitor.

Is Genetech considered a type of bioware for the purposes of essence loss, or is essence loss from bioware and nanoware never halved?
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Synner
post Jul 29 2007, 03:50 PM
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QUOTE (Dancer @ Jul 29 2007, 03:49 PM)
Is Genetech considered a type of bioware for the purposes of essence loss, or is essence loss from bioware and nanoware never halved?

Genetech adds to the bioware essence loss (sub)total, nanocybernetics add to the cyberware essence loss (sub)total. These are added up and the lower (sub)total halved as normal when calculating total essence loss.
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Ol' Scratch
post Jul 29 2007, 03:52 PM
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QUOTE (Dancer)
QUOTE (Doctor Funkenstein @ Jul 29 2007, 03:42 PM)
Only if it's working by itself.  If you have someone in your group with First Aid, it adds a pool to their abilities without them even having to touch you (via a wireless/Matrix link).  SR4 p. 244.

Which would obviously require them to spend actions, negating the point of hooking the medkit to a biomonitor.

They're supposed to psychically know the patient's health without the biomonitor through the link? The point is that not only do you need someone with you, but they get a huge bonus on their First Aid on top of automatic stabilization attempts. Plus you're removing up to two boxes of Physical Damage without having to do anything at all via the other implants mentioned above (and ignoring other options as well).

QUOTE
Is Genetech considered a type of bioware for the purposes of essence loss, or is essence loss from bioware and nanoware never halved?

Genetech = Bioware. Nanoware = Cyberware.
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Rotbart van Dain...
post Jul 29 2007, 03:54 PM
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QUOTE (Doctor Funkenstein)
If implanted in a cyberlimb, it was only 0.3 Essence and 2 ECU in those rules alone (where you didn't get a choice between the two for anything as far as I recall).

As noted, I'm not talking about chopping off limbs to stuff medkits in. That you can do even in SR4, too.

Otherwise, installing a MedAlert was 1 point of Essence and the GuardianAngel was 1,2.
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