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> Flare Comp Sunglasses, Any canon references?
Seidaku
post Mar 5 2004, 08:20 PM
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Are there any flare compensation sunglasses in any canon material out there right now? If not, is it too powerful/unbalancing? If not, what kind of price would you set for such an item?
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Backgammon
post Mar 5 2004, 08:22 PM
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Sunglasses, mate.
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Seidaku
post Mar 5 2004, 08:24 PM
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Do they innately provide the same bonuses as the flare compensation cybereye/adept ability? I did not realize that.
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Crimson Jack
post Mar 5 2004, 08:25 PM
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Stuffer Shack sunglasses: 5 :nuyen:
Sunglass Hut: 100-200 :nuyen:
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Slamm-O
post Mar 5 2004, 08:28 PM
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i wouldnt let sunglasses provide flare comp., but i dont think itd be broken to add some, maybe 150%-200% the cost of flare comp. eye mod. with avail 4 or 5.
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Nikoli
post Mar 5 2004, 08:29 PM
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Umm, usually when you put a cybermod into non cyber gear, it's half the cost, not more expensive.
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Slamm-O
post Mar 5 2004, 08:39 PM
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my bad nikoli, i just didnt want to gimp my eye mods i guess :) after all, why not just get the damn galsses? but you are right, no? so i aquiesse (bad sp) and say 50%
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John Campbell
post Mar 5 2004, 09:08 PM
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How much to make them peril-sensitive?
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Nikoli
post Mar 5 2004, 09:11 PM
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Peril Sensitive is about 2 nuyen for a black sharpie, the world is a far more dangerous place than when Douglas Adams walked among us.
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Cain
post Mar 5 2004, 09:22 PM
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In all seriousness, you can get thermographic sunglasses by buying thermographic goggles, then using the Increased Concealability rule on p 291 to raise it further. You could probably adapt them into something that provides flare comp as well-- since thermo means you're not directly looking at the flare, it may work against normal flashes.

You could use the same rules to get a pair of ultrasound sunglasses, which would ignore any flash or glare penalties. IMO, in order to get either set up to the point where they look like normal sunglasses, I'd require a conceal of at least 10 or 12.
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gknoy
post Mar 5 2004, 11:15 PM
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Thermo vision equipment wouldn't automagically have flare compensation: It's just an infra-red sensitive CCD array, after all -- and when you turn any CCD array (try with your camcorder or digital camera) towards a bright energy source, it will suffer from flare effects. It might not cause your eyes /pain/ if you were wearing thermo goggles and someone put a burning flare in front of your face . . . but, your goggles would be so bright that you'd be hard pressed to see much else, which IMO is primarily what the flare effects rules represent. (combined with the "My god, my eyes!" effect when Lone Star shines a wall of halogens in your face ...)
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FlakJacket
post Mar 5 2004, 11:49 PM
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Would they work as well as the cyber/adept power, since unless they're practically goggles then there's still going to be a gap round them that light could get through? Perhaps something like a -1 to TN's instead of the cyper/powers normal -2?
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Siege
post Mar 5 2004, 11:51 PM
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QUOTE (FlakJacket)
Would they work as well as the cyber/adept power, since unless they're practically goggles then there's still going to be a gap round them that light could get through? Perhaps something like a -1 to TN's instead of the cyper/powers normal -2?

Goggles wouldn't have the gaps, but yes -- sunglasses are not as encompassing as having the power built into the eye or the helmet covering the face or the goggles.

It seems reasonable enough.

-Siege
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Shanshu Freeman
post Mar 6 2004, 12:40 AM
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QUOTE
Would they work as well as the cyber/adept power, since unless they're practically goggles then there's still going to be a gap round them that light could get through? Perhaps something like a -1 to TN's instead of the cyper/powers normal -2?
If you got them in the right style you could probably have the same effectiveness. Take Oakley's Eye Jacket style for example.

QUOTE (Nikoli @ Mar 5 2004, 08:29 PM)
Umm, usually when you put a cybermod into non cyber gear, it's half the cost, not more expensive.

I wanna use this in an upcoming game. Do you happen to know the page ref, to satisfy my gm?
</noob>

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Siege
post Mar 6 2004, 12:45 AM
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There isn't a canon ruling on that, insofar as I know.

Nik has a good rule of thumb -- and it makes a certain amount of sense, but if you have a literal GM, you may be SOL.

-Siege
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Maxwell Silverha...
post Mar 6 2004, 12:46 AM
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Flare comp gear exist's today, go to a welding supply shop, or look the gear up on the internet. Base your rules off of that.
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Shanshu Freeman
post Mar 6 2004, 01:03 AM
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QUOTE (Siege)
if you have a literal GM, you may be SOL.

-Siege

:(




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Crusher Bob
post Mar 6 2004, 08:42 AM
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There was a rule for adding mods to helmet visors which you can probably adapt to what you want, but I think that was in SR2. :rotfl:
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TheScamp
post Mar 6 2004, 06:16 PM
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Well, putting things like thermographic vision and vision mag into helmet visors costs about 1/4 of the various cybered versions. That's a pretty good place to start.
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Fortune
post Mar 6 2004, 10:30 PM
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Alternately, the non-cyber version of the Transducer is priced at half what the cyber version costs. I don't see a problem extrapolating from that example.
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