Upgrading 'ware, Do you allow it (GM's) / does your GM allow it (players) |
Upgrading 'ware, Do you allow it (GM's) / does your GM allow it (players) |
Jan 11 2010, 01:59 PM
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#26
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Runner Group: Members Posts: 2,536 Joined: 13-July 09 Member No.: 17,389 |
I suppose anyone with some dots in Cybertechnology is familiar with the idea of Essence, even if they don't use that word. They probably consider Essence a far too hippy-superstitionist term. With some Cybertechnology, you can probably diagnose someone's Essence rating with whole-point accuracy. An alphaware doc can tell you in tenths of a point, and a deltaware doc in hundreds of a point; they need that precision to make deltaware work. I'm not sure they'll have a handy scale though; probably they compute various immunostress intervals, bio-compromise levels, genetic desynchronization index, astral disjunction classes and so forth. Especially since bioware and cyberware are calculated separately for inpact, measuring a character's Essence IC is pretty difficult science. They call it your bio-mechanoid endurance rating. At least that's what I call it. |
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Jan 11 2010, 02:00 PM
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#27
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Shooting Target Group: Members Posts: 1,768 Joined: 31-October 08 From: Redmond (Yes, really) Member No.: 16,558 |
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Jan 11 2010, 02:22 PM
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#28
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Moving Target Group: Members Posts: 285 Joined: 22-April 06 From: Stuttgart, Germany Member No.: 8,495 |
I allow upgrade of cyberware and Nanoware, if the have the same Grade.
Bioware has to be replaced, but can be sold as 2nd Hand to get some money for the new implant, exept it is cultered ware, which is worth nothing. Genware isn't that popular so I don't know, but i think you could upgrade genware since it is just another therapie cya Tycho |
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Jan 11 2010, 02:24 PM
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#29
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Shooting Target Group: Members Posts: 1,768 Joined: 31-October 08 From: Redmond (Yes, really) Member No.: 16,558 |
I allow upgrade of cyberware and Nanoware, if the have the same Grade. Bioware has to be replaced, but can be sold as 2nd Hand to get some money for the new implant, exept it is cultered ware, which is worth nothing. Genware isn't that popular so I don't know, but i think you could upgrade genware since it is just another therapie cya Tycho Reasoning? Geneware can't be upgraded - no grades, no ratings. Why isn't it popular? If you pick the right ones, you can get some nice bonuses with geneware. It's not cost-effective compared to cyber/bio at first, but when you get into the upper grades it's a nice extra boost. Also, geneware can give bonuses to some things that cyber/bio can't (daredrenaline comes to mind). |
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Jan 11 2010, 02:39 PM
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#30
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Moving Target Group: Members Posts: 285 Joined: 22-April 06 From: Stuttgart, Germany Member No.: 8,495 |
I ment, none of my players have genware, so i didn't have a upgrade problem right now. We play a low streetlevel campaign, so noone has much ware at all.
cya Tycho |
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Jan 11 2010, 02:42 PM
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#31
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Shooting Target Group: Members Posts: 1,768 Joined: 31-October 08 From: Redmond (Yes, really) Member No.: 16,558 |
I ment, none of my players have genware, so i didn't have a upgrade problem right now. We play a low streetlevel campaign, so noone has much ware at all. cya Tycho Ahh. Well, for the record, geneware can't be upgraded. Like I said, it doesn't have grades and it doesn't have ratings. Geneware can actually be really good for street level if your backstory is done right. One of my toons has Genetic Heritage and a whole bunch of genemods, the excuse being that his dad was a shadowrunner who got a hooker knocked up. The mods his dad had bought for himself were coded to always manifest in subsequent generations, or mutated to do so - I left that up in the air. [Edit:] That gets me thinking. Most geneware would be coded NOT to show up in your kids, as then the kids wouldn't need to buy it for themselves. I can even see the corps including code to make it HARDER for that to happen, whether through mutation or later tinkering. But what if geneware had two prices - one-generation (coded not to manifest in subsequent generations, even as a recessive) and dominant (coded to always manifest & reinforced multiple times throughout the subject's genes for redundancy against mutation and regression)? Corps could charge many times as much for "durable" genetweaks, though I don't know if there would be much call for them. I only know the barest basics about genetics, but it seems to make sense from a business standpoint. Thoughts? |
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Jan 11 2010, 02:45 PM
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#32
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Runner Group: Members Posts: 2,536 Joined: 13-July 09 Member No.: 17,389 |
Reasoning? Geneware can't be upgraded - no grades, no ratings. Why isn't it popular? If you pick the right ones, you can get some nice bonuses with geneware. It's not cost-effective compared to cyber/bio at first, but when you get into the upper grades it's a nice extra boost. Also, geneware can give bonuses to some things that cyber/bio can't (daredrenaline comes to mind). Synch is very nice too. From what I recall, intuition or intuition based skills are very hard/expensive to boost through augments compared to other attributes/linked skills. Reception Enhancers cost 20,000 per rating for just a +1 to Perception. Effect is on par with Skill Recorder (10,000). It does stack, and go hirer, but each additional rating (up to 3) costs 20,000 more. Ludicrously overpriced. I think they might just be one of the most expensive +1 enhancements you could buy. |
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Jan 11 2010, 03:34 PM
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#33
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Shooting Target Group: Members Posts: 1,768 Joined: 31-October 08 From: Redmond (Yes, really) Member No.: 16,558 |
Synch is very nice too. From what I recall, intuition or intuition based skills are very hard/expensive to boost through augments compared to other attributes/linked skills. Reception Enhancers cost 20,000 per rating for just a +1 to Perception. Effect is on par with Skill Recorder (10,000). It does stack, and go hirer, but each additional rating (up to 3) costs 20,000 more. Ludicrously overpriced. I think they might just be one of the most expensive +1 enhancements you could buy. Attention coprocessors are only 3k/point up to 3 (standard), .3 cyber essence. Reception enhancers are 20k/point up to 3 (standard), .2 bio essence, and are cultured (so can't be bought used). That does seem a bit much :-/ My favorite part of Synch is the +1 to ALL COMBAT TESTS vs. a given enemy after that enemy's first attack. If I'm reading that right, it covers dodging as well as attacking - is that right? In any case, awesome for dodgemonkey adepts with max combat sense and high reaction (even sillier with Reakt). Full defense w/ cover, dodge first salvo, and bring down the thunder. Adepts get Enhanced Perception at .25/point, but they don't get implanted UWB radar or similar silliness. |
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Jan 12 2010, 01:17 AM
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#34
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Moving Target Group: Members Posts: 346 Joined: 17-September 06 From: Utah USA Member No.: 9,402 |
It depends on the implant.
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