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GlassJaw
post Mar 3 2005, 09:21 PM
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I'm working on a character in NSRCG and it says that eye cyberware cannot exceed 1.20 Essence. Is this an actual rule or something with NSRCG? If it is a rule, where is it located?
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Backgammon
post Mar 3 2005, 09:26 PM
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It's a rule. Don't know if it's in M&M or SR3 though.
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Endgame50
post Mar 3 2005, 09:35 PM
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M&M p 44
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hahnsoo
post Mar 3 2005, 09:36 PM
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Man and Machine, p 44

EDIT: D'oh, slightly slower on the draw.
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torzzzzz
post Mar 3 2005, 10:25 PM
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Is it dam......... don't have NSRCG (yet), was going to get more eye cyber, oh well i will have to get something else now. Any ideas for the ears, would have come in handy in the last game but i can't decide what i want. Quite tempted with Spatial Recognzer, anyone used it?

torz
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Aes
post Mar 3 2005, 10:24 PM
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My personal shopping list for cyber ears is (in order of importance) dampener, hearing amplifier, high frequency hearing and the recorder.

The dampener and a flare compensator for the eyes because it pretty much eliminates the effects of the flashbangs my GM loves to use.
The hearing amp is nice for eavesdropping.
High frequency hearing means you get cheaper ultrasound vision in the eyes. AND it helps you locate other ultrasound emitters, such as othe rpeople woth ultrasound vis or triggers for alarms.
And the recorder is always nice for capturing the meet with mr. Johnson on tape for blackmail if he tries to screw you over.
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torzzzzz
post Mar 3 2005, 10:27 PM
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QUOTE (Aes)
High frequency hearing means you get cheaper ultrasound vision in the eyes. AND it helps you locate other ultrasound emitters, such as othe rpeople woth ultrasound vis or triggers for alarms.

I might have been told wrong but there are quite a few disadvantages to ultrasound vision?
something about the fact that it can be messed about with by magic?

torz
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GlassJaw
post Mar 3 2005, 10:43 PM
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QUOTE
My personal shopping list for cyber ears is (in order of importance)


What about an order of important for cybereyes (since there is a limit)?
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hermit
post Mar 3 2005, 10:54 PM
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QUOTE
I might have been told wrong but there are quite a few disadvantages to ultrasound vision?
something about the fact that it can be messed about with by magic?

It does have drawbacks, such as wind and loud sound diffusing the view, but it is in fact the only way to detect people using enhanced invisibility without having magic at your disposal. Nothing worth implanting, but an ultrasound scope mounted onto one of your secondary weapons (something like a HK227 or the Ingram Smartgun) surely comes in handy when dealing with physads with spellcasting abilities, and no mage is around.

Dunno if there're spells to confuse Ultrasound, too, though. Maybe in SOTA2064, which I don't own yet.
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torzzzzz
post Mar 3 2005, 10:56 PM
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Ah, thanks Hermit!

torz x
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Garland
post Mar 3 2005, 10:56 PM
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A Silence spell defeats ultrasound, maybe that's what we're talking about.

And the thermosense organ bioware is another way to detect invisible lurkers.
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Endgame50
post Mar 3 2005, 10:58 PM
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QUOTE (hermit)

Dunno if there're spells to confuse Ultrasound, too, though. Maybe in SOTA2064, which I don't own yet.

Any sound based spells (silence, stealth) can confuse ultrasound vision. In fact, if you're under either of the spells I mentioned, you're "invisible" to ultrasound vision.
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hermit
post Mar 3 2005, 10:52 PM
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QUOTE

And the thermosense organ bioware is another way to detect invisible lurkers.

Didn't enhanced invisibility affect infrared too? Basically, the thermosense bioware is nothing but an organic IR detector ... if it works with this, it should work with any dwarf or troll eye. *confused*

QUOTE
A Silence spell defeats ultrasound, maybe that's what we're talking about.

Ah yes, right. Works pretty much like invisibility for them.

Ultrasound is really handy when dealing with smoke grenades too, or in absolute darkness, by the way. Still, too much essence loss for the gains, in my opinion, and it's available as a scope too, so why shove it into your eyes?
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Aes
post Mar 3 2005, 11:16 PM
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QUOTE (GlassJaw)
QUOTE
My personal shopping list for cyber ears is (in order of importance)


What about an order of important for cybereyes (since there is a limit)?

That depends on the character build. But it's a safe bet they'll be packing an image link (both for viewing data through the datajack/chipjack/headware memory and rebates on a smartlink kit), either low-light or thermographic vision and flare compensators. (Again, because my PnP GM is a sadist whi lokes flash-paks and flashbangs).
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Fortune
post Mar 3 2005, 11:32 PM
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As far as I know, Ultrasound Vision does not grant LOS for spellcasting purposes.
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Fortune
post Mar 3 2005, 11:25 PM
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QUOTE (hermit)
Didn't enhanced invisibility affect infrared too? Basically, the thermosense bioware is nothing but an organic IR detector ... if it works with this, it should work with any dwarf or troll eye. *confused*

Invisibility (not even Improved) affect Thermographic vision. The Thermosense Organ os not vision, so is unaffected by Invisibility.
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Sandoval Smith
post Mar 3 2005, 11:41 PM
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Thermosense, M&M p 75. It defeats invisibilty spells because instead of allowing you to see anything (such as thermographic vision), it instead grants you an extreme sensitivity for feeling heat, such as that given off by (most) living things. You then get to make a perception test (the table for which is also on 75).
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Endgame50
post Mar 3 2005, 11:46 PM
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QUOTE (Fortune)
As far as I know, Ultrasound Vision does not grant LOS for spellcasting purposes.

Yeah. Afaik, it's because you're not seeing it--it's collecting sound and imaging it so you can see what it bounced off of--the imaging is another reason it's unusable for spells.
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GlassJaw
post Mar 4 2005, 12:26 AM
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QUOTE
That depends on the character build.


What about a B&E character?

Here's what I'm thinking of:

Flare Comp
Image Link
Low-Light
Microscopic
Rangefinder
Retinal Clock
Thermographic
Vision Mag 3 (Elec)
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Aes
post Mar 4 2005, 12:35 AM
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B&E? Lessee....

Cyber replacement (alpha. Which means everything installed has to be alpha too)
Image link
Low-light vis
Flare Compensation
Microscopic Vis
Protective covers
Camera
Retinal Duplication (as high as I could afford)
Rangefinder
Vision Magnification (electronic, 3)

All of that should fit into a pair of cybereyes. Retinal clock isn't really worth the essence. For an extra 1550 :nuyen: you could get a math SPU [1] which comes with built-in stopwatch, alarm clock, chronometer and calculator at the same essence cost. If you have a router (which I'd strongly reccomend anyhow) you could always hook its timer/clock functions up with your image link.
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Fortune
post Mar 4 2005, 12:46 AM
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Get the Math SPU instead of the Retinal Clock. Same function, but with way more features.

Edit: As Aes pointed out. :)
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GlassJaw
post Mar 4 2005, 12:43 AM
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QUOTE
B&E? Lessee....


So no Thermo? That's cool, just wondering why you would take Low-Light over Thermo.


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tisoz
post Mar 4 2005, 07:48 AM
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Because the majority of places you B&E into will not be in total darkness? Less use out of thermographic for B&E as compared to something like melee?
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Aes
post Mar 4 2005, 08:04 AM
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And IF the place is in total darkness, you can bring a *very* faint light with you. Just enough to provide ambient lighting fo ryour low-light vision to kick in. Anything that's supposed to guard a completely black room will have thermo or ultrasound vis anyhow, so it's not like you're giving it an advantage over you.
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JaronK
post Mar 4 2005, 09:19 AM
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Of course, if you go with low-light vision and eyelights, you can see virtually anything. I like microscopic vision, lowlight vision, eyelights, flare comp, image link, and ultrasound vision for my B&E types. That means I can see if there's someone invisible hanging out around me, and don't need to use a flashlight.

JaronK
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