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> Need help on a Cyber-Mage, Want some extra IPs, but which way to do it?
borg286
post May 21 2008, 06:04 PM
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Here's how I arranged my cyber/bio ware. It comes out to exactly 1
Bio
Platelet Factores(second hand) $25000/2 at .2*1.2=.24 essence
trauma dampner $40000 at .2 essence
Cerabral booster(rating 2)(alpha) $40000 at .32 essence
sleep regulator(alpha) $20000 at .12 essence
Cyber
Obvious hand(second hand)(alpha)(bulk mod+2)[6] $7000 at .24 essence
-air tank[2] $6500
-Radar sensor(rating 3)[2] $9000
-Auto Injector(Extra dose cap 6)[0] $1300
--2x betaMeth
--4xPyche
-Fingertip compartment[1] $1500
--Shiawase Kanmushi(micro drone)[1] $1000
---Camera $100
----Vision Magnification +$100


If anyone can rearrange things to save me money I'd be very happy. I just can't seem to keep it under 1 essence
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suppenhuhn
post May 21 2008, 09:40 PM
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ware that you install in cyberlimbs needs to be the same quality as the limb, thus all of your cyberware needs to be alpha.
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WeaverMount
post May 22 2008, 12:42 AM
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I like that package a whole lot. Minor nitpicks, Second hand is listed as a grade, so I would think that you only apply the second had template. Don't know how you feel about data jacks and trodes nets at your table, but person I think that a data jack is a lot of cool for less than .05 essence at the end of the day. Also Nano hives are crazy expensive, and not everyone runs them in there game, but the +3 to logic linked skills is amazing for logic magicians. Throw in analyze device and skill wires and you can easy be looking at logic 8 + Skill 4 + Nano System 3 + Analyze Device 1(after sustaining, drain penalies and beating OR you usually only see small net bonuses) = 16 dice on any technical skill you can get on soft. And Hey once you get all your spirits bound and wards refreshed, you need something to do all night!
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Fortune
post May 22 2008, 12:53 AM
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Second Hand is not a 'grade'. You can get Basic or Alpha Grade 'ware as second hand.
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WeaverMount
post May 22 2008, 02:48 AM
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I'll believe you that second hand isn't really a grade, but it is listed as such in the table at the end of the augmentation.
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paws2sky
post May 22 2008, 02:51 AM
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QUOTE (borg286 @ May 21 2008, 02:04 PM) *
Here's how I arranged my cyber/bio ware. It comes out to exactly 1
Bio
Platelet Factores(second hand) $25000/2 at .2*1.2=.24 essence
trauma dampner $40000 at .2 essence
Cerabral booster(rating 2)(alpha) $40000 at .32 essence
sleep regulator(alpha) $20000 at .12 essence
Cyber
Obvious hand(second hand)(alpha)(bulk mod+2)[6] $7000 at .24 essence
-air tank[2] $6500
-Radar sensor(rating 3)[2] $9000
-Auto Injector(Extra dose cap 6)[0] $1300
--2x betaMeth
--4xPyche
-Fingertip compartment[1] $1500
--Shiawase Kanmushi(micro drone)[1] $1000
---Camera $100
----Vision Magnification +$100


If anyone can rearrange things to save me money I'd be very happy. I just can't seem to keep it under 1 essence


Interesting setup.

I hadn't thought to use an auto injector in a cyberhand. Also, is the Kanmushi really small enough to fit in a fingertip compartment?

For my purposes, it doesn't quite work though. Last I checked, SRM games didn't use second hand cyberware. I suppose I ought to double check that when I have time to look it up.
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Fortune
post May 22 2008, 03:25 AM
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QUOTE (WeaverMount @ May 22 2008, 12:48 PM) *
I'll believe you that second hand isn't really a grade, but it is listed as such in the table at the end of the augmentation.


The listing there is unnecessarily confusing, and the developers admitted as much when the book first came out. Its inclusion was merely for the purposes of imparting the Essence modifier and monetary cost, and not as an indicator that they were mutually-exclusive.

If it helps ...

QUOTE (Augmentation pg. 32)
Only standard and alpha-grade cyberware is available as second-hand cyberware. Beta- and deltaware implants are too custom-tailored and modified to be fitted to anyone other than the person they were originally designed for.
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borg286
post May 22 2008, 04:36 AM
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QUOTE (paws2sky @ May 21 2008, 07:51 PM) *
Interesting setup.

I hadn't thought to use an auto injector in a cyberhand. Also, is the Kanmushi really small enough to fit in a fingertip compartment?

For my purposes, it doesn't quite work though. Last I checked, SRM games didn't use second hand cyberware. I suppose I ought to double check that when I have time to look it up.


the Kanmushi is a micro-drone and the compartnent says it fits micro sized items. I see the drone looking like a button and a button should fit.
The compartment says it "Allows the storage of micro-sized items" notice the plural. Technically it should fit many, so one should fit.

if the cyberarm is second hand alpha, can't all contained items be the same, effectively halfing a double cost, doing nothing?

SRM?

You got to give me props. I did fit quite a bit into 1 essence. The trauma dampner and the platelet factories take 2 drain, and the cerebral booster adds 2 die to drain resist effectively adding 8 die to resist drain. That's quite a bit. That lets me max(2x magic) force of almost all spells I cast and never worry about drain.
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Fortune
post May 22 2008, 04:57 AM
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SRM = Shadowrun Missions (IMG:style_emoticons/default/smile.gif)
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Fortune
post May 22 2008, 05:00 AM
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QUOTE (borg286)
Obvious hand(second hand)(alpha)(bulk mod+2)[6] $7000 at .24 essence
-air tank[2] $6500
-Radar sensor(rating 3)[2] $9000
-Auto Injector(Extra dose cap 6)[0] $1300


Am I reading that correctly? Are you really stuffing an Internal Air Tank into a Cyberhand? (IMG:style_emoticons/default/eek.gif)
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CircuitBoyBlue
post May 22 2008, 05:20 AM
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That's awesome. He can dunk his little brother at the pool, and his parents can't get pissed, because he won't drown. Brilliant!
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Fortune
post May 22 2008, 05:30 AM
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QUOTE (SR4 pg. 334)
Internal Air Tank: The internal air tank replaces part of one lung with a pressurized internal air reserve that allows the user to hold her breath for up to 2 hours.


The Capacity is listed for those characters with a cybertorso.
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borg286
post May 23 2008, 12:46 AM
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But grappling gun and finger compartment are just above it. Surely those don't belong in the torse. I see where one would need common sense to place only appropiate items in their appropiate cyberlimb.
If that's the case I would reduce the capacity back down to base (5) and have 1 slot left. What would you put there, that can go there?

NOTE: refer to page 333 of the BBB. under bodyware, RAW it says that

QUOTE
Bodyware with a Capacity rating may be installed in cyberlimbs, costing capacity rather than Essence.
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Fortune
post May 23 2008, 01:59 AM
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QUOTE (borg286)
I see where one would need common sense to place only appropiate items in their appropiate cyberlimb.


The thing is that in this specific case, you do have more than common sense to tell you where the implant goes. The description of the Internal Air Tank is quite specific on the subject.

In most, if not almost every other case, I would agree with you one-hundred percent about bodyware (and even some headware) being installed in a cyberlimb. The only exceptions would be where the description specifically indicates a reason why this general rule would not be applicable.

Although even then I would let common sense influence any ruling (albeit house ruling in the absence of any mentioned exception) I made on a case-by-case basis. I like things to be internally-consistent ... at least in my head. (IMG:style_emoticons/default/smile.gif)
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borg286
post May 23 2008, 02:42 AM
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To contribute to the topic at hand, what are some good items that have 1 capacity that can go in most cyberthings.
This will help players choose good items when they have capacity to spare.

Radar Sensor [2] it's not [1] but close enough
Auto-Injector(extra dose cap. 6) [0]

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Fortune
post May 23 2008, 02:51 AM
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For a Cyberhand ...

Datajack
Orientation System
Biomonitor
Cyber Safety
Snake Fingers

Personally though, I'd ditch the Fingertip Comparment and get a Smuggling Compartment, which can fit quite a bit more for that 1 extra Capacity point, if that is the kind of thing you are after.
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PlatonicPimp
post May 23 2008, 06:11 PM
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Permanent choices are for suckers. Options are for winners. Get yourself a modular cyberhand and switch it out for different uses.

Have a half-dozen cyberhands each enchanted as a different kind of focus......

And the crawly-hand-drone is fun too.
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CircuitBoyBlue
post May 23 2008, 07:58 PM
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QUOTE (PlatonicPimp @ May 23 2008, 01:11 PM) *
Have a half-dozen cyberhands each enchanted as a different kind of focus......

Not quite sure that's legal for a starting character...
I agree that if he has the resources, there's no reason not to get a modular hand, though.
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