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PlatonicPimp
Here it is, the cybernetics conversion from SR3 to SR4. I include some general equipment here, as well as some changes to existing cyberware, because it is required for certain new peices of gear to make sense. I also include some rules for ability damage and healing said damage.

I give you, The cyber:


A: Electronics:
New Gear:
Laser Link: This modification to an electronic device allows it to connect to other devices with LOS through the use of a laser. Lasers are un-jammable, and undetectable unless you are directly between the two items in question. The lasers, however, must maintain perfect alignment, as any movement severs the connection. Cost: 50.


B: Normal Gear:
New Gear:
Skates: Skates, or rollerskates, are modified shoes with wheels underneath. They allow the character to move at great speed, but with the cost of stability. A character wearing skates doubles all their normal movement rates, both for walking, running and sprinting. Skating is a valid specialization of both running (For speed skating) and Gymnastics (for trick skating)
However, a character wearing skates doubles the damage of attacks for the purpose of taking knockback (and only for that purpose), and doubles recoil penalties. The character must make a Agility + gymnastics test anytime they move over difficult terrain, such as uneven ground or stairs, with a threshold determined by the GM. Certain terrain, such as tall grass or mud, make skating impossible. A character who still wears skates in these situations receive no benefits for doing so, but retain the drawbacks. Anytime the character glitches on a skill linked to agility while wearing skates, they fall down.
Putting skates on or taking them off takes 2 complex actions per skate. Ice skates use the same rules on Ice. Cost: 25.

C: Healing:

Medicine: Sometimes a character takes damage to their abilities. This damage is often harder to heal than regular damage, but it can be done. A character with the medicine skill may heal a character with ability damage of said damage with an extended Logic + medicine test (10 x rating loss, 1 week) to heal 1 point of damage to the attribute. If there is damage remaining on the attribute, continue treatment, refiguring the threshold to reflect the healed damage. During this time the character goes through intensive therapy and may do little else. If more than one attribute is damaged, each must be healed separately in consecutive, not concurrent, treatments. A glitch on the treatment subtracts hits from the extended test equal to the number of 1’s rolled. A critical glitch means that the attribute loss becomes permanent. Lower the character’s racial maximum and modified racial maximum for the stat accordingly.

Ability damage often occurs from critically glitching a damage resistance test.

D: Cyberware/Bioware:

Changes:
Adrenal Pump: The user may resist the damage from the adrenal pump using Body + willpower. A character who takes a dose of MAO before their adrenal pump is deactivated comes down in his next turn. MAO costs 50 a dose.
Cyberlimbs: Cyberlimbs do physical damage with unarmed attacks using that limb.
Cyberlimbs (And torsos, and skulls) do not start out with ratings of 3. Each cyberarm is quite capable of being much stronger and faster than a metahuman’s natural abilities. However, the body cannot handle this increased level of performance, so an integral part of the installation process is adjusting the performance of the arm to match the person’s natural abilities. Similarly, a replacement limb is sized for the individual, meaning the body stat remains the same. Even a full ‘borg replacement doesn’t replace the entire system (Even with deltaware, the essence lost would be fatal), and the remaining meat parts must be compensated for. Every cyberlimb starts with attribute scores equal to the character’s attributes. Include any PERMANENT increases in that total (They are adjusted for), but not any temporary increases (They will wear off, so the safeties are adjusted to the unmodified attribute).
The process of increasing these abilities is quite easy. In fact, all you must do is adjust the output level higher. Allowing the character to handle such increases, however, is more difficult. The cost and space requirements for attribute increases in the replacement part represent special dampeners that aid in keeping the increased performance from harming the character. The only exception to that is Body, where the cost and space represent increased structure to strengthen the chassis. For safety’s sake, the overrides for the performance of cybernetics are mechanically set and are not accessable through the matrix.
A Character who makes an extended logic + Cybertechnology (12) test may override the safeties, allowing a limb to function at the character’s modified maximum in Strength and Agility. With an additional Logic + hardware ( 8 ) extended test, you can modify the safeties in such a way that they can be activated or deactivated (Usually by DNI, though sometimes a wireless link is used). Among certain circles this is known as redlining your cyberlimbs. Doing this has major consequences, however. Every Initiative passes in which the character redlines a cyberlimb, they take 1 box of physical damage that cannot be resisted. Each cyberlimb redlining does this damage. The cyberlimb must also make a body test using it’s own body attribute each Initiative passes it operates without safeties, with a threshold equal to the number of Initiative passes it has been redlined. Each cyberlimb must make this test. Any cyberlimb failing the test breaks down, losing all function and dealing 4P damage to the character. (This damage may be resisted, but no armor applies.) A cyberlimb that breaks in this manner cannot be repaired, it must be replaced.

New Cyberware:
Headware:

Cyberware Essense Capacity Availability Cost
Encephalon .5 - 12 10,000
Signal booster .1 [2] 6 500 + signal cost

Encephalon: The encephalon is a processor added to the brain to help enchance the character’s processing power. While it does not increase the character’s inherent intelligence, it does aid them in multi-tasking. The character is never considered distracted, and take no penalties to focusing on more than one thing. This includes AR penalties in spam zones. The character may listen to multiple people at once, read a book while watching the Trid, or simultaneously visit two websites, and retain all information as if he had given each his full attantion. He may make multiple perception checks at once, including astral perception and matrix perception, and may even make matrix perception checks in multiple nodes at the same time. The encephalon does not allow multiple actions to be taken, however. The character does not receive any additional actions or initiative passes from the Encephalon.
Signal Booster: Popular with technomancers who want to be able to broadcast farther, as well as those with many technological devices they’d like to boost, this cyberware simply receives signals from sources designated by the wearer, then re-broadcasts them at it’s own rating. It can only broadcast 1 signal at a time. It may broadcast a technomancer’s living persona without any other interface. See “The wireless world” For signal costs.

Cybereye options:

Cyberware Essense Capacity Availability Cost
Eye light System - [2] 6 1000
Brighteyes System - [2] 8 1000
Tool Laser - [6 or 1] 16R 1000
Optical Scanning Link - [2] 8 500
Laser range finder - [2 or 1] 8R 500
Laser Microphone - [4 or 1] 12R 500 x Rating
(rating 1-6)
Eye Gun - [6] 20F 3000
Eye Dart - [6] 16F 2000
Eye Datajack - [4] 12 500
Independent cybereye +.1 [2] 12 +2000

Eye light System: These lights, which can only be installed in a cybereye, cast enough light wherever the viewer is looking to allow the use of low light vision when on. They are polarized and focused so that they cannot be seen unless the user is looking directly at you.
Brighteyes System: The brighteyes system is a powerful Set of bulbs that can only be installed in cybereyes. They act just like the flashpack (See p. 313)
Tool Laser: Some people simply HAVE to have a laser in their eye, but size limits the strength and power of these lasers significantly. While ineffective as weapons, however, they do make good welders. The Tool laser acts as a mini-welder, but only has enough power for 5 round of use. If plugged into a power source, it recharges 1 round every per 10 seconds. The tool laser may be installed in either a cybereye (Where it is capacity 6) or a cyberlimb (Where it is capacity 1). A tool laser may not share the same eye as an optical drone, eye gun, eye dart, or eye datajack.
Optical Scanning Link: The optical scanning link allows you to make a matrix connection with any device within LOS modified for laser link. The only problem is that you must remain still while doing so. Any movement severs the link.
Laser range finder: This acts just like the laser rangefinder on p. 326, except that it is installed in either a cybereye (Where it is capacity 2) or a cyberlimb (Where it is capacity 1)
Laser Microphone (rating 1-6): This acts just like the laser microphone on p. 325, except that it is installed in either a cybereye (Where it is capacity 4) or a cyberlimb (Where it is capacity 1)
Eye Gun: The eye gun is an interesting surprise weapon, but surprise is it’s only advantage. Treat an eye gun as a streetline special, only it may only fire at short range, has only 1 bullet, and cannot load any special ammunition types (it uses it’s own special ammo that cost 10 a bullet. Firing the weapon blows out the lens of the cybereye, leaving the character blind in that eye (see above for combat section for depth perception penalties) and making it obvious that they had a cybereye gun. Replacing the lens requires a Logic + Cybertech (cool.gif extended test, as well as parts worth 50. An eye gun must be installed in a cybereye. An eye gun may not share the same eye as an optical drone, tool laser, eye dart, or eye datajack. Eye gun requires an Exotic Weapon skill.
Eye Dart: The eye dart is an interesting surprise weapon, but surprise is it’s only advantage. Treat an eye dart as an injection arrow, which does 3P damage, has a short range only of 5 meters, and has only 1 shot. Firing the weapon blows out the lens of the cybereye, leaving the character blind in that eye (see above for combat section for depth perception penalties) and making it obvious that they had an eye dart. Replacing the lens requires a Logic + Cybertech (cool.gif extended test, as well as parts worth 50. An eye dart must be installed in a cybereye. An eye dart may not share the same eye as an optical drone, tool laser, eye gun, or eye datajack. Eye dart requires an Exotic Weapon skill.
Eye Datajack: Some people hide their jacks in strange places. This acts in all ways as a standard datajack, but it’s in the character’s cybereye. An eye datajack may not share the same eye as an optical drone, tool laser, eye dart, or eye gun.
Independent cybereye: An independent cybereye is a cybereye installed somewhere else in the body besides the character’s normal eye sockets. Foreheads, hands, back of the head and on the temples are all popular locations your these weird little devices. When turned on, an independent cybereye give the character greater range of vision, but the input can be confusing. Anytime the character is simultaneously perceiving through more than 1 set of eyes, apply a cumulative –1 dice pool modifer to visual perception per extra set due to the sensory overload. A character may voluntarily turn off any set of eyes they wish as a free action, including their natural eyes (the switch is built into the optical nerves, and is part of the essence cost.) Any set of eyes not located on the head has an additional –1 penalty due to limited field of vision. Eyes on limbs accrue this penalty, but may be used to see around corners or in small spaces, anywhere the limb can go. As they are paid for with essence, Mages may cast spells through any independent cybereyes they possess. The cost for independent cybereyes listed on the chart are in addition to the cost for the eyes themselves, which are listed on p.332. Independent cybereyes have capacity just like normal cybereyes, and do not take up capacity in the eyes themselves. The capacity listed is for installation in cyberlimbs. As usual, cybereyes installed with capacity in cyberlimbs cost no essence.


Bodyware:

Cyberware Essense Capacity Availability Cost
Auto-injector .05 [1] 4R Rating x 500
Bio-monitor .05 [2] 6 500
Bone lacing - - - -
Kevlar 1 - 12F 20,000
Ceramic 1.5 - 16F 40,000
Cellular molding hand .25 [3] 16F Rating x 1000
Cyberfins .4 [2 each] 8 5,000
Cybergill .75 - 8 3,000
Flex Hands .4 [2 each] 8F 2,000
Move By Wire
Level 1 2.5 - 12F 150,000
Level 2 4 - 16F 300,000
Level 3 5.5 - 20F 600,000
Level 4 7 - 24F 1,200,000
Climbing claws .3 [2] 10F 2,500
(Retractable)
Ruthenium Sheath 1 - 20F 20,000

Auto-Injector: The Auto-injector contains a chemical compound or drug and, on request, delivers its payload directly into the bloodstream. Though activating it is a simple action (use device, specifically), it can also be set to trigger with a signal from an outside source, such as a bio-monitor or a wireless signal, or by an internal timer. It contains a number of doses equal to it’s rating. They can be refilled via a small valve, unless built without it(Such as that one dose poison activated wirelessly your cyberdoc put in you as “Insurance”), and that valve can be used for IV drips.
Bio-monitor: The implanted version of the bio-monitor acts just like the equipment of the same name, but since it is implanted, the character has it 24-7. It is also linked to any other cyberware, possible activating other types of cybernetics based on the character’s readouts. Frequently patients with sensitive prescriptions (Such as asthmatics) have auto-injectors hooked up to bio-monitors to dispense their drugs.
Bone lacing: Two other types of bone lacing are available, Kevlar and ceramic. Kevlar bone lacing acts as aluminium bone lacing, except it grants 1 point of ballistic armor, instead of 1 point of impact armor. Ceramic bone lacing acts as titanium bone lacing, except that it adds 2 points to impact armor, instead of 1 point ballistic and impact.
Cellular molding hand: This implant acts in all ways as a cellular molding glove. It is, however, actually a modification to the skin of your hands.
Cyberfins: These retractable webs are installed on in the hands and feet of the character. When extended, they prevent the user from using their hand to hold items, but act as swim fins (See above). If the character has cyberlimbs, cyberfins must be placed it the hands and feet therein, taking up 2 capacity per limb, but reducing the essence cost of the cyberfins by .1 per limb as well.
Cybergill: The cybergill allows the character to breath underwater indefinitely.
Flex Hands: This modification replaces the bones in the character’s hands with flexible “Memory plastic.” When activated they give the character +2 dice to escape restraints on their wrists. When deactivated they are as strong as normal bones. If the character has cyberarms, the flex hands take up 2 capacity in each arm, but the essence cost of the flex hands is reduced by .2 per arm. This cyberware is incompatible with bone lacing.
Move By Wire: Move by wire is the holy grail of street samurai, the cutting edge of nervous system enhancement. It is, however, expensive, difficult to obtain, essence hungry, and has severe side effects. Move by wire places the body into a state of permanent seizure, then controls the twitches caused by the seizure with electronics. By putting the body in a state of constantly restrained movement, Move by wire increases the speed of reaction when the character does want to move.
Each level of Move by wire adds 1 to the character’s quickness, reaction, and Initiative passes. It also adds 1 die to the use of the following skills: Gymnastics, Running, Infiltration, and Shadowing.
The Move by Wire System is not without it’s faults. Since the body is in a constant state of seizure, it remains under constant stress. Unlike other types of cyberware, Move by wire may not be turned off (if you were to turn it off, the character would immediately seizure uncontrollably). Each month of operation, the character must make a side effect test using Body + Will (threshold = move by wire rating). If the character fails the test, he loses 1 from quickness and reaction. These stats may be healed with proper therapeutic care (see section on Medicine). If the character glitches on the side effect test, they lose no quickness or reaction, but develop a syndrome known as TLE-x. TLE-x users suffer from dissociation with their now slow moving environment, and take –2 die penalties to perception, as well as all charisma-linked skills. TLE-x can be cured with simple surgery, but since it involves removing part the part of the brain that is dysfunctional, it may only be treated twice. If the character Critically Glitches on the Side effect test, they lose quickness and reaction as normal for failure, but also develop a form of epilepsy. In stressfull situations, or when confronted by flashing lights, they must make a Will x 2 test. The character will seizure uncontrollably for 10 rounds, -2 per hit on the test. On a glitch double the time, on a critical glitch they will seizure until treated by someone with the medical skill (That is a Logic + Medicine test (Threshold 3) The seizing character may damage their surroundings, break items they were holding, accidentally fire any gun they were holding, or anything else that seems appropriate. There is no cure for this.
Retractable climbing claws: These retractable claws act as retractable hand razors. Additionally, the character is considered to using assisted climbing so long as they are extended.

Ruthenium Sheath: Sensors and ruthenium polymers are layered with synthskin, and replace the character’s normal skin. In addition to being able to skin change color at will, the character may use their skin like a chameleon suit. Apply a –4 modifier to perception tests to spot the character when this is activated and they are naked. The character’s skin is also tougher, gaining 1 point of ballistic and 1 point of impact armor It is not compatible with Dermal plating or Orthoskin, or with obvious cyberlimbs. (Though synthetic cyberlimbs are compatable.)

Cyberlimbs:

Cyberware Essense Capacity Availability Cost
Obvious
Balance Tail .3 4 12 10,000
Prehensile Tail .5 6 12 15,000
Digitigrade Cyberlegs 1 10 12 25,000
Synthetic
Balance Tail .3 2 12 15,000
Prehensile Tail .5 3 12 20,000
Digitigrade Cyberlegs 1 5 12 30,000

Balance Tail: The balance tail is an extra limb installed at the base of the spine. Although it follows the rules for cyberlimbs, the tail is not under the character’s conscious control. It instead moves according to the character’s movements, positioning itself so as to best balance the character’s center of mass. It adds +2 dice to all checks involving balance, such as climbing, walking along a narrow platform, landing after a jump, and so on. This can stack with the balance augmenter. This makes many possible attachments, such as cyberguns, next to useless, as the character cannot directly control the tail’s movements. The character must get specially adapted clothing to accommodate the extra limb. Since the advent of SURGE, there are people who actually have such tails without cyberware. This makes synthetic versions possible.
Prehensile Tail: Unlike the balance tail, the prehensile tail is completely under the character’s control. It may be used as an extra limb, though it lacks any digits for fine manipulation. Use the tail’s stats for any test it makes, and apply a –2 dice pool modifier to any test made by the tail if it requires fine manipulation. Unlike other cyberlimbs, the physical statistics of the tail start at ½ the characters, and must be bought up from there. No matter what a tail’s strength, however, it can support the character’s weight. The character must get specially adapted clothing to accommodate the extra limb. Since the advent of SURGE, there are people who actually have such tails without cyberware. This makes synthetic versions possible.
Didgitigrade Cyberlegs: Also known as “Kid Stealth” Legs, these cyberlegs bend backwards at the knee, like those of a quadruped. These legs add 10 meters to the running rate of a character. They also receive +1DV on kick attacks, and add 1 die to the character’s quickness for the purpose of jumping only. They are useless unless installed in pairs. The character must get specially adapted clothing to accommodate the legs. Since the advent of SURGE, there are people who actually have such legs without cyberware. This makes synthetic versions possible.

Cyberlimb enhancements:

Cyberware Essense Capacity Availability Cost
Cyberhand safety - - 8R 80 + 10 for gun mod
Cyberskates - [2 or 4 each] 6 500 or 1500 (retractable)
Telescoping Limbs - [4] 8 5000
Weapon mounts
External mount - [3] 12F 4,000
Retractable - [6] 16F 12,000
Tracking Mount - [5] 14F 20,000
Retractable - [8] 18F 32,000
Articulated Arm - [7] 20F 88,000
Retractable - [10] 24F 160,000

Cyberhand safety: This simple modification to a gun tells it to look for a specific bradcast signal before disengaging the safety. This signal is broadcast by an RFID implanted in your cyberhand. It could in theory be placed in a normal hand, with no essence loss, but a biometric reader will do the same job. This system is used by those with a cyberhand for their dominant hand, since they cannot use biometric readers.
Cyberskates: Cyberskates function exactly like Skates do, but are permanently attached to the character’s feet. The retractable model can be extended or retracted as a simple action.
Telescoping Limbs: This rather bizarre adaptation of a cyberlimb allows the character to increase their reach by 1 meter when activated. Extending or retracting a telescoping limb is a simple action. When applied to a cyberlimb, it extends the upper and lower arm equally, giving the character +1 reach. However, due to the unwieldy nature of the limbs, apply a –1 die pool penalty to any attempt to manipulate objects (including weapons) with it. In cyberlegs, Telescoping limbs must be used it pairs. They extend the upper and lower legs equally, adding 1 meter to the character’s height and increasing their movement by 2 meters walking and 5 meters running. However, apply a –2 dice pool penalty to any use of gymnastics or running due to balance issues. (A balance augmenter or balance tail alleviates 1 die of this penalty, both alleviate the entirety.) With both uses of the telescoping limbs, the gamemaster may apply a –2 die pool penalty in situations where the limited flexibility of an extended limb may be a factor.
Weapon mounts: Weapon mounts are hardpoints on either a cyberarm or cybertorso that can accommodate a weapon of SMG size or smaller. A weapon must be specially built to fit on a weapon mount, and cannot be used any other way, However, a weapon attached to a weapon mount needs no hand to fire. Some weapon mounts are retractable. These are hidden when retracted, but may not retract while a weapon is attached.
External mount: The external mount is a “No frills” weapon mount. It acts exactly s described above, no more.
Tracking mount: In addition to acting as an external mount, the tracking mount can target and fire independently from the character. Treat as a smart firing platform. A character can either control it as a drone (which requires a commlink), or designate targets with a laser rangefinder.
Articulated Arm: The articulated arm acts as a tracking mount, but has a full 360 degree fire arc in all dimensions. It also gives 3 point recoil compensation, and can handle Assault rifle sized weapons as well as the usual types.

Cyberweapons:

Cyberware Essense Capacity Availability Cost
Cybersquirt .6 [6] 16R 4000
Cyberdart .3 [2] 14R 2000
Horns/fangs/claws .1 [1 or 12R 300
(retractable) 2 (retractable)] (F) or 600
Oral Gun - - 20F 3,000
Oral Dart - - 16F 2,000
Oral Slasher - - 20F 5,000

Cybersquirt: This cyberweapon is an implanted version of the Ares Superquirt, and uses the same stats. It follows all rules for cyberguns.
Cyberdart: This cyberweapon is an implanted dartgun. It uses the rules for the light crossbow, using injection bolts. It follows all rules for cyberguns.
Horns/fangs/claws: These semi-legal cosmetic modifications allow the character to do physical damage with their unarmed attacks. Both horns and fangs require exotic weapons skills to use effectively. Retractable versions are illegal, but just as available
Oral Gun: The oral gun is an interesting surprise weapon, but surprise is it’s only advantage. Treat an oral gun as a Streetline special, only it may only fire at short range, has only 4 bullet, and cannot load any special ammunition types (it uses it’s own special ammo that cost 10 a bullet). No special equipment, such as vision enhancements or smartlinks, apply to the use of this weapon. This cyberware applies a –2 dice pool penalty to perception tests involving smell or taste, due to blocking of the sinuses. A character may only have one oral weapon. Oral gun requires an Exotic Weapon skill.
Oral Dart: The oral dart is an interesting surprise weapon, but surprise is it’s only advantage. Treat an eye dart as an injection arrow, which does 3P damage, has a short range only of 5 meters, and has only 1 shot. No special equipment, such as vision enhancements or smartlinks, apply to the use of this weapon. This cyberware applies a –2 dice pool penalty to perception tests involving smell or taste, due to blocking of the sinuses. A character may only have one oral weapon. Oral dart requires an Exotic Weapon skill.
Oral Slasher: The oral slasher is an interesting surprise weapon, converting the characters tongue into a short range whip. This weapons stats are below. On a glitch using this weapon, the user takes damage himself, with no dodge test (he may still resist the damage). This cyberware applies a –2 dice pool penalty to perception tests involving smell or taste, due to blocking of the sinuses. A character may only have one oral weapon. Oral slasher requires an Exotic Weapon skill.

Weapon Reach Damage AP
Oral slasher 0 4p -1


As usual, questions/Comments welcome!
Kyoto Kid
A lot of this may still be forthcoming in whatever the SR4 version of M&M will be titled.
Jaid
Augmentation, or at least that's the tentative title. however, that's probably a few months away right now. for anyone who wants to start with some of that stuff now, it's nice to have it.

in fact, considering i don't believe there's even a release date for it yet (not 100% sure, but i don't think even the first book has a release date on it yet), it may even be 7 or 8 months before they see those converted materials.
nick012000
I would change Digitigrade legs to add +2 dice to Running and Jumping tests, instead of the Agility boost.

Also, Digitigrade legs don't have 'backward knees'. They just walk on their toes: what looks like the backwards knee is actually the ankle.

What about Dermal Sheathing? I reckon it would give Armor equal to Rating+1, with extra Impact Armor equal to half of that.
Ranneko
Your extended tests lack time increments.
fistandantilus4.0
awesome , thanks

you forgot damage for the tool laser (was 4L) and the Guardian Angel nanotech cyber implant .... thingy cyber.gif
Rotbart van Dainig
Eyeware:

Cyberware Scanner (Rating 1-6) [2] 0,1 Rating x 4R Rating x 750¥

Just the implant variant of the sensor, using the same rules... thus being subject to the 15m limitation, too.


NanotechImplants would be nice, too - though using the old values gets you on the safe side.


Chandon
re: Move by wire

Your conversion covers most of what the move by wire system has traditionally done, but it misses out on one important piece: Someone with a move by wire system generally went first.

I'd suggest the following:
A character with a move by wire system takes one of his initiative passes first, before the first normal pass of the round.
Solstice
What is the rationale for Move by Wire to add dice to the Shadowing skill?
jervinator
IIRC, the rational is that MBW allows for super-smooth movements with little/none of the normal trembling of a normal person's musculature... at least so long as the error-correction mechanism that channels the induced epileptic seizure along the desired path works properly. So long as the MBW is working up-to-spec and hasn't damaged your nevous system yet, you move slicker, quicker, and quieter.

Then the dain bramage sets in.
TinkerGnome
That's not the point... Shadowing is an Intuition linked skill. Running also doesn't make much sense since grace and quick reactions don't help with a lot of running tests. I suggest just giving the bonus to gymnastics and infiltration.
fumble
QUOTE
That's not the point... Shadowing is an Intuition linked skill. Running also doesn't make much sense since grace and quick reactions don't help with a lot of running tests. I suggest just giving the bonus to gymnastics and infiltration.


Ever seen Carl Lewis or Marie-José Perec run ? Not everybody runs like Lynnford Christie or Ben Johnson (with Strength).
In SR4, enhanced articulation allows for any physical skill test to get +1 dice. That would include Athletics, and is in no way related to strength.

Shadowing's a bit trickier...
HappyDaze
QUOTE
Cyberlimbs (And torsos, and skulls) do not start out with ratings of 3. Each cyberarm is quite capable of being much stronger and faster than a metahuman?s natural abilities. However, the body cannot handle this increased level of performance, so an integral part of the installation process is adjusting the performance of the arm to match the person?s natural abilities.

This has got to be one of the most sensible house-rules I've seen in a while. People might actually take cyberlimbs with this change.
Sterling
Yeah, the current rule setup meant that most trolls would not go for cyberlimbs because to crank the strength to 9 meant so much extra work. I houseruled that the stat bonuses apply (the ones from character creation) because otherwise there's no point to cyberlimbs. Besides, the troll cyberarm is technically a much bigger piece of machinery so should be stronger overall, right?

Move-by-wire has always thrown me as a GM. I have wanted to play a MBW3 or 4 equipped character for years, because that's some seriously poignant RP right there. Sure, you're an unstoppable combat blender, but one day the tremors start, and you realize this is it, the beginning of the end. You're facing death and it's pretty much unavoidable. But the price of MBW has been so high that the costs plus the penalty (hi, you die!) makes it completely unused in my games. No player will touch 'em.
WorkOver
For cyber limbs, I just housed ruled it back to second edition.

1 cyber limb adds +1 to the power of melee combat

a pair adds +2, and +1 to body.

2 pair of cyber limbs add +2 power, +2 body

a cyber skull adds +1 to body, and removes the bonus for a head shot.

As for armour, I just elimanted it. It was a trade off.

Its so stupid how they made cyber limbs weaker than a person was potentially. They made that stupid system up in 3rd, and FanPro had a chance to fix it, but they stuck with it in 4th. Its mind boggling.

how does one assign 5 points to body, strength and quickness, but their cyber arms are 3, 3 and 3.

Its just dumb as hell.
Sterling
I think that change was made to prevent people from throwing all their points towards mental stats during character creation. With physical stats of all 1s, you could theoretically cyber up to a pretty powerful character with enough money. I'm sure the option is there in 4th edition, so by closing that loophole, they screwed over the existing (or well-built) characters too. You could rule that any existing character can buy a cyberarm that had the existing stats of the meat limb, but then boosting it 3 points for free sets up some monstrously high strength characters. I'd recommend you simply use the existing character's meat stats, but then require the cybertorso for increases beyond that point. That way you don't end up with a powerful character trying to reach stat maximums (or higher if unchecked) with cash instead of karma by way of cyberware. If the original meat stats were close to cap, then you can offer them the base model (all 3s) for the existing cost, or a matched-stat model for significantly more. I doubt they'd go for the cheaper option.
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