Ol' Scratch
Jul 27 2007, 02:27 AM
I just got a copy of Augmentation and decided to play around with the new rules a little to see what's possible now. Definitely looks like mundanes have options to put them on par with magicians again -- woohoo!
That said, I went through and created a quick full-body cybernetic conversion for player characters (as opposed to a "rigger in a box" style cyborg or other similar options). I didn't bother with any flavor text at the moment because I was putting the stats together for fun rather than creating something viable for a campaign, but it seems like there's quite a bit you can do with the new rules.
Cyberware Suite:
Customized Cyberskull [0.75 Essence, 28,600Â¥]
- Base Stats: Body 6, Agility 6, Strength 6, Total Capacity 8
- Armor +2 (Ballistic +2/Impact +2) [-4 Capacity]
Customized Cybertorso [1.50 Essence, 38,600Â¥]
- Base Stats: Body 6, Agility 6, Strength 6, Total Capacity 14
- Armor +2 (Ballistic +2/Impact +2) [-4 Capacity]
Customized Cyberarm [1.0 Essence, 45,100Â¥]
- Base Stats: Body 6, Agility 6, Strength 6, Total Capacity 19
- Ultimate Champanion (+1 to Unarmed Combat) [-2 Capacity]
- Armor +2 (Ballistic +2/Impact +2) [-4 Capacity]
- Cyberarm Gyromount (+3 Recoil Compensation) [-4 Capacity]
- Shock Hand [-3 Capacity]
Customized Cyberarm [1.0 Essence, 40,600Â¥]
- Base Stats: Body 6, Agility 6, Strength 6, Total Capacity 19
- Ultimate Champanion (+1 to Unarmed Combat) [-2 Capacity]
- Armor +2 (Ballistic +2/Impact +2) [-4 Capacity]
- Datajack & Sim Module [-3 Capacity]
Customized Cyberleg [1.0 Essence, 38,100Â¥]
- Base Stats: Body 6, Agility 6, Strength 6, Total Capacity 24
- Nightengale Feet of Fury (+1 to Unarmed Combat) [-2 Capacity]
- Armor +2 (Ballistic +2/Impact +2) [-4 Capacity]
Customized Cyberleg [1.0 Essence, 38,100Â¥]
- Base Stats: Body 6, Agility 6, Strength 6, Total Capacity 24
- Nightengale Feet of Fury (+1 to Unarmed Combat) [-2 Capacity]
- Armor +2 (Ballistic +2/Impact +2) [-4 Capacity]
Wired Reflexes 1 [2.0 Essence, 11,000Â¥]
Base Cost: 240,100Â¥ and 8.25 Essence.
The total cost for this Alpha-grade suite is 432,180Â¥ and 5.78 Essence, and it has *tons* of room for customization. You're also a walking tank with +6 Physical Condition Monitor boxes, +12 Ballistic and +12 Impact armor, +4 dice for Unarmed Combat plus a Shock Hand, gyrostabilization, and the ability to "redline" to boost your Physical Attributes significantly for a short duration. You're a little slower than other combatants (only room for Wired Reflexes 1), but you more than make up for that in tons of other places.
Note that with the Capacity available in each limb, you still have plenty of room to boost your Physical Attributes by +3 each for only -9 Capacity and +2,100Â¥ (adjusted for suite bonuses) per limb in which you wish to do so. Only the cyberskull lacks the room for the full boost.
I didn't see any rules on how to calculate the Availability of a suite, but only the Cybertorso and Cyberskull break the standard Availibity 12 limit after a quick exam.
Also, there wasn't room for a full set of eyes and ears, but there's non-cybernetic options available there. Not only that, but there's tons of Capacity room to install this bad-boy with just about every sensor system in both SR4 and Augmentation which more than makes up for that.
EDIT: It's probably actually cheaper than this, though not by much (and definitely not enough to lower it to starting character limits). I didn't bother seperating the cybernetic components that require the same grade (and cost) as the host limb from any features that don't necessarily need to be. Color me lazy and unsure if that's even permissible with the rules.
There's also doubtlessly a few other minor mistakes I made, but the whole leaves me feeling very good about the possibilities in the near future. What do you guys think?
Ol' Scratch
Jul 27 2007, 02:32 AM
I should also point out that I assumed it was for a Human with no bonus attribute qualities or anything like that. The stats for a troll would be more pricey, but still doable up to their racial modified maximums (+3 with further augmentation).
Tarantula
Jul 27 2007, 02:34 AM
Woah woah woah. Where can I get my copy of augmentation?
Edit: SWEET! Time to read!
Edit 2: I see the kept that terrible cover. Definitely not buying this one hardcopy.
Marwynn
Jul 27 2007, 02:35 AM
-Nyx-
Jul 27 2007, 05:17 AM
QUOTE (Doctor Funkenstein @ Jul 26 2007, 09:27 PM) |
[...] I didn't see any rules on how to calculate the Availability of a suite, but only the Cybertorso and Cyberskull break the standard Availibity 12 limit after a quick exam. [...] |
Since I'm the one (besides Synner as lead developer and Rob) responsible for them...
I took the highest Availability and Legality of the basic items, added 1 or 2 points per other piece of 'ware involved (depending upon the individual Availability), looked at the result, added or took some points due to
"common sense" (or whatever I got instead

) and labeled it "final".
Since cybersuites have to be build or (at the very least) approved by your GM (and he has some suites* to compare to), the Availability is pretty much up to him...

Greetings,
Nyx
* = maybe there will be some more in future products and/or via the homepage... we'll see...
hobgoblin
Jul 27 2007, 05:50 AM
oh ye flippin god!
edit:
i take it that customized cyberlimbs allows one to match the user stats without taking up capacity?
Ol' Scratch
Jul 27 2007, 06:49 AM
QUOTE (hobgoblin @ Jul 26 2007, 11:50 PM) |
i take it that customized cyberlimbs allows one to match the user stats without taking up capacity? |
In a nutshell, there's an option to create Customized Cyberlimbs. You can increase the limbs base stats up to your race's natural limit for about 1,500Â¥ and change with a few other rules along for the ride.
That's then treated as the limb's base stats (instead of 3/3/3), which can then be further modified using the rules in SR4 as well as some new ones in Augmentation, like increased capacity limits and even brand-name Optimized Cyberlimbs which grant neat bonuses. Some other options include modular limbs that have tons of accessories you can interchange with one another (including a detachable drone)!
The rules for cyberware suites allows GMs to craft their own brand-name "packages," granting both a price and Essence reduction in the process. A nice variety of sample suites were included as well, so they didn't leave you hanging there.
QUOTE (Nyx; No Hyphens For You!) |
I took the highest Availability and Legality of the basic items, added 1 or 2 points per other piece of 'ware involved (depending upon the individual Availability), looked at the result, added or took some points due to "common sense" (or whatever I got instead wink.gif ) and labeled it "final". |
Thanks for those guidelines. Sound pretty good to me. Will definitely consider them when I start tinkering with my own legitimate suites.
hobgoblin
Jul 27 2007, 07:24 AM
well woopdie doo. augmentation just made my number one must have!
Synner
Jul 27 2007, 07:44 AM
QUOTE (Doctor Funkenstein @ Jul 27 2007, 06:49 AM) |
That's then treated as the limb's base stats (instead of 3/3/3), which can then be further modified using the rules in SR4 as well as some new ones in Augmentation, like increased capacity limits and even brand-name Optimized Cyberlimbs which grant neat bonuses. |
I'd like to note that Bulk modification (the option that allows increased capacity) is only available for obvious cyberlimbs though...
We did not include a "full borg" cyberware suite simply because it's not going to rate particularly high on cybertech corps' top sellers list. The rules are there and easy enough to apply - as Doc Funk has shown - if the gamemaster allows.
I would also note that the "full body conversions" (aka cyborgs, "jarheads") presented in the book are something different and will really come into their own when we get Arsenal out (ie. anthroforms et al).
Ol' Scratch
Jul 27 2007, 07:47 AM
Get out of here with your smelly "synthetic cyberlimb" propaganda. Shoo, I say. Anyone who uses such a thing deserves to be left behind.
hobgoblin
Jul 27 2007, 08:09 AM
[quote]I would also note that the "full body conversions" (aka cyborgs, "jarheads") presented in the book are something different and will really come into their own when we get Arsenal out (ie. anthroforms et al).[quote]
who needs anthroforms? just give me the ability to be the brains of a T-bird loaded to the max and im happy
Synner
Jul 27 2007, 08:13 AM
QUOTE (hobgoblin) |
who needs anthroforms? just give me the ability to be the brains of a T-bird loaded to the max and im happy |
That's what jarheads are good for - plus you're not stuck to a single body, CCUs are plug and play.
hobgoblin
Jul 27 2007, 08:19 AM
hmm, sounds like when arsenal comes around with anthroforms one can do living metal (cpv3 alt-cult) in SR.
Synner
Jul 27 2007, 08:29 AM
QUOTE (hobgoblin) |
hmm, sounds like when arsenal comes around with anthroforms one can do living metal (cpv3 alt-cult) in SR. |
I don't think we'll be going that route... What I meant is that the jarhead is simply a self-contained unit you can plug into pretty much any CCU-adapted drone (above a certain size).
hobgoblin
Jul 27 2007, 08:55 AM
well living metal is the name of the group. what they are, is basically a brain and spine in a can (a mobile can, that looks like a sperm, but thats another story) that can be moved from shell to shell. these shells are anthroform in design, but so far 2 of them have had special features (one being able to fly thanks to winglike extensions and lifting body design. and the other can operate as a motorbike, and even carry a passenger, but comfort may be a issue).
looking forward to arsenal
Synner
Jul 27 2007, 10:45 AM
I actually haven't picked up CP3.0 yet (mixed reviews and I've just been too busy with SR) so I'll take your word on the parralels.
Going into Augmentation we wanted something different from the standard full-body cyber replacement (which was already possible if expensive), that would still keep its coolness factor and offer a few twists. Jarheads are the result and they offer something very different (with both upsides and downsides) from both full cyberlimb replacement 'borgs and cyberzombies.
hobgoblin
Jul 27 2007, 11:00 AM
heh, more often then not the bad reviews of CPv3 seems to come from people that had a deep commitment to the older game, and dont like where the new one goes story wise with its transhuman like nano-organic city and similar.
to me thats much the same as those here on dumpshock that talks about SR not being gritty enough.
when you have a group of "people" living out in the desert, whos rite of passage is to rip out the brain and spine of the adult to be and implant it into a cybernetic shell of choice i would say the place is gritty...
Kyrn
Jul 28 2007, 10:06 AM
Yikes! That suite would make one hell of a monster. Armor 12! Naked!
I'm still unsure about the cumulative v. averaged armor ratings for limbs though. I mean, I understand the arguments for cumulative armor as they'd follow practically every precedent in the book, but I'm still hesitant about it for some reason. I mean, this guy in an armored jacket is tougher than...any vehicle I can think of at the moment.
He could use the amusing tactic of wearing a bomb vest, blowing it up and killing everyone around him while still basically being fine himself.
I do like that in the suite examples they included one made by shadowdocs to show it is possible for suites without corp backing to exist, such as this (may I suggest government military origins?) one.
One question about the wired reflexes though, is it in there just for the price break or just for more fun playing about with cyberware suites? At the price level this reaches I'd think synaptic boosters (even though they couldn't be included in the suite and thus not as fun to play with) would be a fairly attractive alternative to wired reflexes. That would also open up room for cybereyes/ears. Right, done disjointedly brainstorming for now.
Ol' Scratch
Jul 28 2007, 10:19 AM
Honestly, I don't know if you can work Bioware or any of the other 'wares into a Cyberware Suite without it being a homerule. I was planning on looking in on them more closely when I start planning my first SR4 campaign.
But yeah, with no budget, you'd be better off just going with Move-By-Wires even. I just through Wired Reflexes in there to make sure he'd have some Initiative booster with all that hardware.
Kyrn
Jul 28 2007, 10:25 AM
I'm pretty sure bioware can't be included in cyberware suites, at least not as part of the discounted package. I was working on a similar suite, so thanks for doing most of the math for me!
hobgoblin
Jul 28 2007, 11:06 AM
about the armor thing. we are talking about a person thats 90% metal here.
the more i think about armor in SR the more its as much about coverage as it is about being able to "stop" the damage.
also. if one want to be picky, why should he take stun damage if its his full metal body that takes the hit and he is armored enough to turn it into stun damage?
Dancer
Jul 28 2007, 11:28 AM
QUOTE (Doctor Funkenstein) |
Base Cost: 240,100Â¥ and 8.25 Essence.
The total cost for this Alpha-grade suite is 432,180Â¥ and 5.78 Essence, and it has *tons* of room for customization. |
8.5 * 0.8 = 6.8, not 5.78. You'll need to use betaware (approaching a cool million), Adaptsin/Biocompatible, or synaptic boosters to bring this in under 6 Essence.
Daegann
Jul 28 2007, 01:09 PM
QUOTE |
Going into Augmentation we wanted something different from the standard full-body cyber replacement (which was already possible if expensive), that would still keep its coolness factor and offer a few twists. Jarheads are the result and they offer something very different (with both upsides and downsides) from both full cyberlimb replacement 'borgs and cyberzombies. |
Actually, Full-body cyber replacement is not possible. Indeed it's only poser cyborg we can made. Even with four cyberlimb, cybertorso and cyberskull, you still have many organ and a "fix" body. Cyborgs and Jarheads go further and allow real full body cyber (not fake/superficial one) and allow a jarheads to be plugged into different body.
This open many options with cyborg controlling four legged body, hovertank body and so on. But basically if the concept is different he already have those options thanks to rigger... Anyway, if it's a really good idea to allow vehicle body for cyborg, for many player/GM, cyborg must be also (if not primarily) plugged into anthroform bodies.
Anyway, this, is the concept, not the rules... And technically anthroform bodies are nothing more than the next step of cyberlimb replacement (so IMHO, it's not a completely different concept, just the next step).
- Daegann -
Buster
Jul 28 2007, 01:38 PM
Did they include ANY anthroforms in Augmentation? Like a sample generic anthroform that jarheads usually take so we have something to run with?
hobgoblin
Jul 28 2007, 01:44 PM
nope, because originally we should already have arsenal to cover that bit...
Pchapin
Jul 28 2007, 03:31 PM
Quick question - is the Armor +2 for each body part is cumulative? Call me an idiot, but I'm not sure having +2 Armor on my nifty cyberarm wouldn't do me much good when I shoot myself in the (meat) foot.
hobgoblin
Jul 28 2007, 03:57 PM
armor in SR is whole body. so adding +2 to your arm (most likely) means adding +2 armor for your whole body.
best examples are the helmet from the main book.
ludomastro
Jul 28 2007, 03:57 PM
QUOTE (Pchapin @ Jul 28 2007, 10:31 AM) |
Quick question - is the Armor +2 for each body part is cumulative? Call me an idiot, but I'm not sure having +2 Armor on my nifty cyberarm wouldn't do me much good when I shoot myself in the (meat) foot. |
Given that SR damage and armor are abstract concepts, yes. If you or your Gm allow called shots to body parts, then I would say that only the bonus for that part counts.
My

2.
EDIT: hobgoblin beat me to it.
Ravor
Jul 28 2007, 04:45 PM
I'm not so sure that would be a good idea considering how high it would be possible to jack your Armor Rating up to, especially if you allowed a cyberhand to count the same as a cyberarm.
ludomastro
Jul 28 2007, 04:51 PM
QUOTE (Ravor) |
I'm not so sure that would be a good idea considering how high it would be possible to jack your Armor Rating up to, especially if you allowed a cyberhand to count the same as a cyberarm. |
You are welcome to houserule as you see fit. SR has always been about having fun above the rules. However, I would argue that RAW intends for the modifiers to be cumulative.
Ravor
Jul 28 2007, 05:02 PM
Hence the part where I said; "I'm not so sure that would be a good idea ...".
Pchapin
Jul 28 2007, 05:35 PM
Thanks for the replies, though this makes those cyberzombies (and street sams since the OP was below 6 essence) _really_ scary now.
Buster
Jul 28 2007, 06:06 PM
I thought armor was averaged over the body, like, well, Body. I thought helmets and shields are the only exceptions to armor stacking. Otherwise a full cyber bod with maxed out armor for each body part would give you way more armor than a tank.
Ol' Scratch
Jul 28 2007, 07:01 PM
QUOTE (Dancer) |
8.5 * 0.8 = 6.8, not 5.78. You'll need to use betaware (approaching a cool million), Adaptsin/Biocompatible, or synaptic boosters to bring this in under 6 Essence. |
Hence it being a Cyberware Suite. <-- Unique set of rules in Augmentation that provide further advantanges. Beta would have brought it down to 5.1 Essence, Delta down to 3.4 Essence, and Delta with Biocompatible 2.55 as a Suite. (ie. Cyberware Suites provide an extra 10% bonus)
hobgoblin
Jul 28 2007, 07:33 PM
QUOTE (Buster @ Jul 28 2007, 07:06 PM) |
I thought armor was averaged over the body, like, well, Body. I thought helmets and shields are the only exceptions to armor stacking. Otherwise a full cyber bod with maxed out armor for each body part would give you way more armor than a tank. |
thats the annoying thing, the book does not directly state either or with the cyberlimb armor mods, unlike the stat mods where it goes into great detail about how its done...
edit:
never mind, looks like frank took care of it over at augmentation q&a...
darthmord
Jul 29 2007, 05:46 AM
If you really wanted to push the envelope...
Delta Grade......... = -50% Essence Cost
Cyberware Suite.. = -10% Essence Cost
Adapsin EPE......... = -10% Essence Cost
Biocompatibility.... = -10% Essence Cost
Total.................... = -80% Essence Cost
That would allow a total of 29.99 Essence worth of hardware to be installed. That 29.99 Essence after all the mods would be 5.998 which would leave the poor soul with a mere 0.002 Essence (which is canon in earlier editions. I believe the example is in MiTS.).
If the SR4 rules demand at least 0.01 Essence, then you could have 29.95 Essence worth of hardware. Not much of a difference really.
Who needs cybermancy with that? Daddy just needs a large bankroll and some delta grade goodness.
Ol' Scratch
Jul 29 2007, 05:53 AM
Yep, it's pretty absurd. But it's also something that's likely to never come up in anything but the most over-the-top power-gaming groups.
What is nice is that a Cyberware Suite, Adapsin, and Biocompatibility basically makes the equivalence of delta-grade implants accessible. Beta with those three mods is a 50% reduction, which is pretty nice for hardcore cyberjunkies.
Dancer
Jul 29 2007, 05:58 AM
QUOTE (Doctor Funkenstein) |
What is nice is that a Cyberware Suite, Adapsin, and Biocompatibility basically makes the equivalence of delta-grade implants accessible. Beta with those three mods is a 50% reduction, which is pretty nice for hardcore cyberjunkies. |
Shouldn't that be 60% reduction? With all three of biocompatibility, adapsin and cybersuite you can get -50% using alphaware.
Ol' Scratch
Jul 29 2007, 06:01 AM
Bah, yes. I was thinking "Alpha" but put down "Beta." Sorry about that.
Shrike30
Jul 30 2007, 07:18 PM
I was a little upset on my first read-through of Cyborgs... I'd been hoping for something more like this than BiaB. But within about 10 minutes, it occurred to me "they've given you a bunch of tech that reduces essence costs, suites, and customized cyberlimbs. You just need to use those instead, and you're golden, and your GM can decide to have full-body conversions in his game seperately of having jarheads in his game!"
So, yeah. I'm happy with how this turned out. And jarheads are cool
Synner
Jul 30 2007, 11:22 PM
QUOTE (Shrike30 @ Jul 30 2007, 07:18 PM) |
But within about 10 minutes, it occurred to me "they've given you a bunch of tech that reduces essence costs, suites, and customized cyberlimbs. You just need to use those instead, and you're golden, and your GM can decide to have full-body conversions in his game seperately of having jarheads in his game!" |
That was our intent (as underscored by Cyborg vs Full Cyberlimb Replacement sidebar on p.159).
The only reason we didn't introduce a full borg cybersuite is because the technology is relatively new and there isn't a particularly large market for it - some corps will undoubtedly have them, they just won't be on the open market just yet.
It's true Jarheads won't fully come into their own until Arsenal comes out, but expect a lot of nice options to open up for them too as vehicle and drone customization comes into play (not to mention some anthroform bodies to make CCU compatible).
PlatonicPimp
Jul 31 2007, 12:18 AM
Though you can be sure the first full Body replacement suite will come from EVO.
And I think that among transhumanists this will be a very popular sell. If people will pay to get their genetics altered to turn them into furries, you know this will catch on.
Ol' Scratch
Jul 31 2007, 12:29 AM
Are there any social penalties from being a "jarhead" outside of Positive and Negative Qualities? I don't recall seeing anything that stood out aside from fluff comments that they're supposed to have serious troubles in social situations.
For me, that's the main reason I'm not all that interested in a jarhead.
Shrike30
Jul 31 2007, 01:32 AM
QUOTE (Synner @ Jul 30 2007, 04:22 PM) |
The only reason we didn't introduce a full borg cybersuite is because the technology is relatively new and there isn't a particularly large market for it - some corps will undoubtedly have them, they just won't be on the open market just yet. |
The cybersuite tech, or the full borg tech? Because we've been doing full borgs since we got handed cybertorsos and skulls.
neko128
Jul 31 2007, 04:01 PM
QUOTE (Shrike30) |
QUOTE (Synner @ Jul 30 2007, 04:22 PM) | The only reason we didn't introduce a full borg cybersuite is because the technology is relatively new and there isn't a particularly large market for it - some corps will undoubtedly have them, they just won't be on the open market just yet. |
The cybersuite tech, or the full borg tech? Because we've been doing full borgs since we got handed cybertorsos and skulls.
|
If you define a "full borg" as a brain in a jar, then no, because a cybertorso still has meat organs inside it.
the_dunner
Jul 31 2007, 04:38 PM
QUOTE (Doctor Funkenstein) |
Are there any social penalties from being a "jarhead" outside of Positive and Negative Qualities? |
No there are not. However, make sure to review the Psychology and Inhuman Behavior section on p.161.
hobgoblin
Jul 31 2007, 04:47 PM
well i guess one can run the risk of being treated as property, not a person, if the other side isnt aware that your a brain in a jar inside the drone...