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> 101 Cyberware Suites, Let's brainstorm different suites
HentaiZonga
post Mar 21 2010, 11:24 PM
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Evo NuBody Suite

The Evo cyberware suite consists of four synthetic modular cyberlimbs, each connected at the shoulder/hip with a modified full-limb UUCP, anchored to a synthetic cybertorso and cyberskull. The result is a modular, easily upgradeable platform designed to maximize your body's performance! Each limb is crafted to operate at peak human performance, and contains plenty of room for upgrades. And, if you find you need a completely different limb profile in a hurry, the entire limb detaches at the socket to reveal a patented UUCP+™ socket module! New Evo NuBody limbs can be built to-order at your nearest authorized Evo NuBody dealer, typically going from concept to fab in under an hour. Impress your friends with a pair of NuBody SprintRaptor running-legs with built-in Accela skates, then sprint home, swap in a pair of NuBody SlimLine legs, and you're ready for your office desk job!

The Evo NuBody Suite is available in standard, Alpha, and Beta grades for customers with immunorejection issues.

Game Information
The Evo NuBody Suite is a synthetic customized cybertorso, cyberskull, and four modular synthetic cyberlimbs, each with Agility 6, Body 6 and Strength 6.

Evo NuBody: 192,960Y 5.63E (5.00E w/Biocompatability)
Alphaware: 385,920Y 4.38E (3.75E w/Biocompatability)
Betaware: 771,840Y 3.75E (3.13E w/Biocompatability)
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Werewindlefr
post Mar 27 2010, 02:32 PM
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This is a very good idea, and we should have had it earlier. Let's not get too cheesy though - the inherent disadvantages of suites (mainly, that the buyer/player doesn't get to chose the 'ware) is an important piece of game balance and realism, and it's better to avoid making suites that are exactly what a Sammie would like to buy. It's too easy, otherwise, free 10% essence redux.

About your Evo NuBody, how do you customize the limbs at 6/6/6 if the buyer doesn't have such ratings to their attributes to begin with?
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Penta
post Mar 27 2010, 03:32 PM
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I suck at the Game Info side of the house, so I'm just going to write fluff and let others apply stats.

Some basic concepts I'm applying to my packages:

A. I see no reason why, once you're spending for cyber or bio, you would not go with alpha-grade ware, cultured if bio. The effects of losing essence upon things like healing are such an incentive to minimize essence loss, IMHO. I don't see beta or delta-ware being produced in anywhere near the volume for package inclusion, though.
B. The way I see it, corps [i][could/i] require cyber/bio implantation, but usually don't. For one thing, there's always the possibility of latent awakening or technomancer abilities, as the setting has demonstrated. For another, required surgery cannot help but dampen recruitment.
C. Packages represent stuff applied with some degree of volume. I forget whether the books say it, but I seem to recall part of the essence discount coming from this cyber so often being implanted together. Better surgical technique = less essence loss.

Knight Errant SWAT

Unlike its' competitor Lone Star, Knight Errant does not typically equip patrol officers with cybernetic enhancements. Rather, the KE approach is to hire qualified personnel, train them intensively, and then only implant cyberware if needed; cyberware is certainly available, but is not required. (The fact that KE generally gets a higher caliber of recruit to even its municipal contracts makes this work.) However, for personnel in specialized units, such as SWAT teams (which also act as Fast Response Teams, KE not having the same sort of turf warfare that led to the creation of Lone Star's Fast Response Teams), some cyberware is routinely implanted. However, every effort is made to make the cybernetic enhancement discreet in nature, so as to better enable the transfer of personnel, say, to temporary patrol duty.

Pakcages:

KE SWAT Assaulter - this package is generally focused upon sensory enhancement and smartlink systems - there is an option for the implantation of reaction enhancements along with the standard package (dubbed the "Warp Speed" package), but these are not yet required.
KE SWAT Sniper - Much like the Assaulter package, this package includes a smartlink as default. However, the cybernetic enhancements are much more focused on the sniper's role regardless of environment.
KE SWAT Mage - Typically, magicians and adepts do not use implantations - KE's SWAT magicians and adepts are no exception. However, cyberware and bioware, to a limited extent, is available to enhance the magic-user's abilities.
KE SWAT Hacker - Ordinarily, KE SWAT Hackers do not deploy for Close Quarters Battle with the rest of the team, instead remaining behind at the Tactical Command Post. However, they also are cybernetically-enhanced, to act as riggers and matrix specialists concurrently.
KE SWAT Rigger - It is rare for the usual KE SWAT team to deploy with a dedicated rigger, instead of a Hacker pulling double-duty. However, in certain situations, dedicated riggers will deploy to operate drones, vehicle-mounted equipment, and so forth. These riggers also handle any non-ground vehicles used by the deploying team, such as helicopters for rappelling entries.
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KnightRunner
post Mar 27 2010, 09:26 PM
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I always just kind of assumed that cybersuites were not marketed specifically for shadowrunners. How large of a market can they be? As such the suite will be designed according to a paradigm based on what the manufacturers will think they can sell to their primary consumers. It just so happens that some of the results turn out to be useful for Shadowrunners. Or alternately that some of the people who receive these suite eventually move into the shadows.

That being said I have often considered a "modular" cybersuite that combined some generic but quite handy cyberware and Skillwires with Skillsoft clusters. That way, for example, corp security personnel could be quickly modified to suit current needs. With a simple skillsoft swap they could go from guards, to Medical Technicians, to security system installers, etc etc (you get the idea).
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Stingray
post Mar 28 2010, 11:56 AM
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Reading Augmentation about Cybersuites, many mercenary companies offering their own
version of cybersuites (example of Met2000) and there can't be much difference between
cybersuites for Mercenaries and Street Samurais.
Major mercenary companies: Combat Inc, Met2000, Tsunami, 10 000 Daggers..
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Xahn Borealis
post Mar 31 2010, 04:06 PM
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The Evo Spaceware Suite

Headware:
Orientation System
When up isn't up, this will tell you where to find the door, at least! (1250¥, 0.2CE, Avail 4)
Sim Module
Space doesn't have to be all work and no play! Why not head to the VR bar and socialise with other orbital residents? (2000¥, 0.2CE, Avail -)

Eyeware:
Flare Compensation
All the beauty of the sun, without the searing pain and blindness! (750¥, 0.1CE, Avail 4)
Image Link
Essential for AR work, but also includes ARE SkyUp software as well, for those lonely nights, when the stars are not enough! (500¥, 0.1CE, Avail 4)
Eye Recording Unit
No need to take a camera when you go sightseeing at the grand vista of space! (2000¥, 0.1CE, Avail 4)

Earware:
Sound Link
Handy for AR music and sounds, but also for hearing AR alerts during environmental mishaps (Read: explosive decompression) (250¥, 0.1CE, Avail -)

Bodyware:
Gastric Neurostimulator
Spacesick? Not any more! (2500¥, 0.2CE, Avail 6)
Internal Air Tank
Useful to minimise life support expenses! Evo will thank you for conserving air! (650¥, 0.25CE, Avail 4)
Grip Feet
Helps to get around in microgravity! (1200¥, 0.3, Avail (IMG:style_emoticons/default/cool.gif)

Total
Standard: 9990¥, 1.4CE
Alphaware: 19980, 1.12CE

Frequent flyer? For a limited time, act now and receive a Transgenic Microgravity Adaptation for only 20000¥! That's a whole 10000¥ to spend on other cutting-edge Evo enhancements!

How's this?
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Dumori
post Apr 4 2010, 06:28 PM
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Looking at that above suite I woudl drop most of the stuff and limit it to the core items that are space related. The eye ware and such would likely be useless seeing as most people who get cyber will go for the cyber eyes.
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Xahn Borealis
post Apr 12 2010, 02:08 PM
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FlareComp is a must as either eyeware or cybereye accessory, though. And that ARE software is thrown in with the Image Link, I see it as a space version of Virtual Weather. And some people like their natural eyes. Remember these suites aren't built for runners whose only cares are Nuyen and Essence costs.
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Jhaiisiin
post Apr 13 2010, 01:24 PM
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Here's one I created and got approved by my GM:

The Senses Suite
When your job requires you to be aware of far more than your natural senses, this is for you!

Attention Coprocessor (Rating 3)
Cybereyes (Rating 4, w/Flare Compensation, Low-Light Vision, Thermographic Vision, Vision Enhancement 3 and Vision Magnification)
Cyberears (Rating 2, w/Audio Enhancement 3, Damper, Spacial Recognizer and Increased Sensitivity)

Total Costs:
Standard: 0.99 Essence, 23,850 (IMG:style_emoticons/default/nuyen.gif)
Alpha: 0.77 Essence, 47,700 (IMG:style_emoticons/default/nuyen.gif)
Beta: 0.66 Essence, 95,400 (IMG:style_emoticons/default/nuyen.gif)
Delta: 0.44 Essence, 238,500 (IMG:style_emoticons/default/nuyen.gif)

And there's still capacity in the Cybereyes for a smartlink system.
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KnightRunner
post Apr 14 2010, 09:44 PM
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Search and Rescue – This cybersuite was designed for and marketed to emergency personnel and response teams.

Standard - 28125 Nuyen, 3.02 Essence
Alpha - 42250 Nuyen, 2.56 Essence

Orientation System
Radar Sensor (2)
Cyber Eyes (2)
Low-light
Thermographic
Vision Magnification
Vision Enhancement (2)
Cyber Ears (2)
Spatial Recognizer
Audi Enhancement (2)
Select Sound Filter (2)
Internal Air Tank
Muscle Replacement (2)


Frog Man – This Cybersuite was put together for underwater operations. It is popular with both nautical mechanics and marine biologists.

Standard – 12825 Nuyen, 1.17 Essence
Alpha – 25650 Nuyen, .94 Essence

Cyber Eyes (2)
Low-Light
Flare Compensation
Microscopic Vision
Cyber Fins
Magnetic System
Oxsys cybergills
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Jhaiisiin
post Apr 18 2010, 11:42 AM
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Having formerly been involved in SAR operations before, I can honestly say that suite is bad ass.
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KnightRunner
post Apr 18 2010, 02:00 PM
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When I have time, I want to play around with a Tacnet style system used specifically for S&R. Something that analyzes all the sensor data and coordinates GPS information to enhance the search patterns. As I am sure you know, coordination and leadership is very important in S&R operations.
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Jhaiisiin
post Apr 18 2010, 04:09 PM
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I'd say "Vital" instead of "Very important."

As an aside, greatest bumper sticker I saw once: "Support Search & Rescue. Get Lost"
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Minchandre
post Apr 18 2010, 10:24 PM
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QUOTE (KnightRunner @ Apr 18 2010, 07:00 AM) *
When I have time, I want to play around with a Tacnet style system used specifically for S&R. Something that analyzes all the sensor data and coordinates GPS information to enhance the search patterns. As I am sure you know, coordination and leadership is very important in S&R operations.


This is pretty well covered by the SK Cyberlogician Suite, I think (Aug Pg 49, commlink, datajacks, sim module, encephalon, math SPU, attention coprocessor, datalock). Such an augmented individual is basically the Shadowrun equivalent of a Mentat, able to perform amazing feats of thought, coordination, and logic.
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