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WearzManySkins
Get the Genetech done as a "Pregame" event, that way you do not have to worry about the the extra costs. Also the "tank" time is a wash, like the time it takes a "pregame" installation of cyberware or bioware.

Besides the Genetech with the correct combinations of Qualities the costs can be drastically reduced.

WMS
James McMurray
That just makes it so that it wil be exceedingly rare for someone to ever get any genetech after character creation. Why lose out on the karma and nuyen of a month's worth of running, when you can spend the build points? Given that the suggested pay rates mean you have to run at least twice a month to stay ahead of your lifestyle, and more often than that to be able to actually afford things like genetech, the amount of karma and cash lost just plain ain't worth it, especially for things that take a month or more.

Although, the one time I could see it coming up is if you know you won't be able to make it to a session or two anyway, and you happen to have the cash lying around.
Big D
Or if you know that you need to lie low for a month.

If your team just got finished pulling off a big job, and needs to let the heat die down, a tank is a pretty good place to hide, as long as you don't get traced down to it.

Besides, if the heat is *really* bad, you can get a genetic makeover while you're there and come out looking completely different. smile.gif
WearzManySkins
Well while in the "Tank" you can still use VR so your character could have some interactions with the other players, especially if a decker/hacker.
knasser

Most games I've played in or run, players start coming up with things they want their character to do in downtime. Whether it is researching magical items in certain other games, or enchanting orichalcum, decking for data, building the ultimate safe-house, etc. Genetech slots straight in there. I don't see the tank time as being a limiting factor, unless the GM is denying the players things to do. If the economics of the game suggest that people need to do a run every two weeks to stay again, then they're quite badly flawed. 5x two month's lifestyle costs for a team to do a run is peanuts for a big corp. If the market is so runner-saturated that they can only demand two weeks of food and rent, then that's pretty scary. You'd earn more and be shot at far less, working at Stuffer Shack.
Kyoto Kid
...Concerning the Medikit implant. You can also ger a modular Cyberlimb with a medikit attachment.

..yeah, finally got the PDF.
Sma
QUOTE
If you  chose to have your character undertake PuSHeD therapy during a campaign, you know going in that the character will be in a vat for a couple of weeks at least and that should factor in to your decision to get geneware or not - the GM has nothing to do with it.


I do agree that realistically speaking time taken off for vacation, training (also measured in weeks) or implantation would affect the choices of implant or activities a person would make.

But since this is still a game where real people sit down at a table to tell each other a story, making time taken off to get an implant more than the part where the subtitles go "One month later..." and having everyone participate from then on, is a no go.

No amount of jumping up and down, waving the realism flag around or telling the player "It's your own fault dude, go home." will change that.
Kyoto Kid
...what is really nice is when you are creating (or re creating a character) for a new campaign, the genetech stuff comes into play right off the bat. Gave Violet 4.1 the Genetic heritage quality. She has Genetic Adaptation [Logic] as her free gene mod & PuSHeD as well. So now her Logic cap is 7/10 which really rocks since we are using the [Logic + Skill limited by Programme rating] rule for hacking. A little nuyen and Karma & she becomes scary in the matrix.
Rotbart van Dainig
QUOTE (Kyoto Kid)
...Concerning the Medikit implant.  You can also ger a modular Cyberlimb with a medikit attachment.

The 'you can chop one of your limbs off' option sometimes isn't.
Rotbart van Dainig
Taggants are missing from the Nanite Table on p. 110.
The are missing their rating range, too - and a Signal equal to Rating is pretty ridiculous for nanites - the Signal Rating table gives them Signal 0.
Rotbart van Dainig
QUOTE
The Savior is a Rating 6 medkit and follows all the normal rules for medkits (see p. 329, SR4). It also provides a +3 dice pool modifier to Body Tests to stabilize critical wounds.

Body Tests are only performed when using a Trauma Patch - using a Medkit uses it's Rating, plus Operator dicepool.
Thus, remove 'Body'.
Serial_Peacemaker
Honestly I would like a little more clarity in the genetic heritage quality. Since I'm not sure *how* free these free genetic enhancements are supposed to be. Would you still have to worry about essence for something you not only were born with, but conceived with?
WearzManySkins
@Serial Peacemaker
Most uses of genetic heritage freebie have been used in Genetic Optimization (stat). But each GM can decide what is or is not a Genetic Heritage Freebie.

I do think that the developer(s) are going to make a list detailing such.
raggedhalo
My issue is this:

Using Medical Equipment (pg.124)
Medkits can rival the skill of a trained paramedic, though they still require user input. A medkit will tell you how to set a bone and even provide the materials necessary to accomplish this, but a medkit alone lacks the manipulators and strength to immobilize a patient's arm. The maximum number of boxes that First Aid can heal is the Rating of the medical equipment or the First Aid skill of the character, whichever is higher (see pp.242-244, SR4).

Wouldn't this make more sense if it were the lower of the two? Otherwise you only invest in one or the other, surely?
Jaid
a trained first aider with a medkit gets to roll logic + first aid + medkit rating.

there is still plenty of reason to invest in both wink.gif
Eryk the Red
The maximum number of boxes you can heal isn't a relevant number if you don't have enough dice to get that many hits.
Aaron
My game had a conversation that went something like this:

GM (me): "What's the Rating on your med kit?"
Ben: "There is only one answer to that question."
GM: "Fair enough."

I have wise players.
FrankTrollman
I want to point out thtthe text on page 124 is not only completely intentional, it's stealth errata of the basic book. The basic book gives the limit of "no more boxes than the rating of the medkit" and the limit of "no more boxes than the rating of the first aider" - but it doesn't actually say how those two limits interact. Before Augmentation came out, many people actually thought that it was the lower of the two. This caused hilarious and retarded situations in which you would potentially want to have a medkit and not have a trained medical technician in the room, because the medical professional actually reduced your potential for healing.

So the section in Augmentation "clarified" the meaning of those passages into something which makes sense. Having an EMT is good. Having a medkit is good. Having an EMT and a Medkit is better still.

I actually have no idea if that was the original intended meaning of the basic book or not - but after my clarification it is unambiguous and total complaints on the section have dropped significantly. I'm quite proud of it as a work of slight of hand.

-Frank
raverbane
This isnt an errata, but rather a question about how to handle something.

In Augmentation on page 127 it lists the price of a full clone body at 25,000.

If there was a character that was using a contact to by a body on the QT, what would said Physical Stats of a body be? I would assume at the base price of 25,000 the base stats would be 3's (modified by metahuman type).

Any suggestions on price increases if one was to attempt to purchace a body with higher stats.

PS. Incase folks are wondering about the origin of said dilemma. This is sorta a crossover question from the possession thread....

Eryk the Red
I would, as a rule of thumb, increase the cost per attribute point above 3 (or total Physical attribute points above 12, if you prefer) by 3000 to 4000 nuyen.gif .

Tarantula
I'd say stats start at 1. And can be grown to be better from there.
Kyoto Kid
QUOTE (Sma)
That seems like an odd balance mechanism for a game. Telling someone he can't play tonight because the GM decided his character is still in the vat is stupid.

Doesn't mean you can't leave the stats as is, because having strictly worse gear does not hurt anyone as long as you're not forced to use it.

...in 3rd Ed I had a character spend 10 (RT) months in a gene vat undergoing full Phenotypic Alteration, by the time she got out I was on my third backup character.

Question about Radar Sense:

4 rating levels, 4 nuyen.gif costs (3000 x rating), but only one overall reduction in essence. Is this correct?
Fortune
QUOTE (Kyoto Kid)
4 rating levels, 4 nuyen.gif costs (3000 x rating), but only one overall reduction in essence. Is this correct?

Yep. Essense loss is the same, regardless of Rating.
Kyoto Kid
...thanks, feared I might have to rewrite the character.
raverbane
QUOTE (Kyoto Kid)
QUOTE (Sma)
That seems like an odd balance mechanism for a game. Telling someone he can't play tonight because the GM decided his character is still in the vat is stupid.

Doesn't mean you can't leave the stats as is, because having strictly worse gear does not hurt anyone as long as you're not forced to use it.

...in 3rd Ed I had a character spend 10 (RT) months in a gene vat undergoing full Phenotypic Alteration, by the time she got out I was on my third backup character.

In games we have done the GM usually allows for downtime between story arcs. For mages that want in initiate or research spells, street sams that need to throw away more essence, hackers that need to program, mechanics that need to build, ect ect.
Kyoto Kid
...the GM I had at the time only gave us downtime equal to the "Real" time between sessions. Usually this was 2 - 3 weeks at best. Hence the need for backup characters. It got to the point I had pretty much lost all touch with the character in question by the time she was ready to finally come out.
raverbane
On page 20 of Augmentation it lists the positive quality Wild Card Nano Prototype.
In the description is says "that can be programmed with great ease".

On page 107 of Augmentation, it talks about Reprogramming Hard Nanites.
Is says a successful Engineering (Nanorobotics)(24, 1 hour) Extended Test is required.

Doesnt seem like anything with a threshold of 24 is something that would be considered "great ease".

Is there something I am missing?
Tarantula
The continued description on the next page 21 saying, "(circumventing the normal limitations on reprogramming hard nanites)"?
raverbane
QUOTE (Tarantula)
The continued description on the next page 21 saying, "(circumventing the normal limitations on reprogramming hard nanites)"?

I was under the assumption that was in reference to the Rating 3 aspect of the system and that it didnt take the -2 to -4 for emulating another system.
Tarantula
I agree that it includes not taking a -2 to -4 for emulating another system. I also assumed that it allowed them to not have a 24, 1hour extended test for reprogramming, since thats a normal limitation of reprogramming nanites.
raverbane
If it doesnt take the reprogramming roll or the roll is somehow easier any powers-that-be have any rules about the modified roll or if there is a roll at all?
Tarantula
I'd say there isn't one. It is a 30BP quallity.
raverbane
Since it is so costly, I think it should be easier then a 24 threshold. But, not as easy as no test at all.

The character would need some kinda knowledge about Nanosystems. Even if just a Knowledge skill.

I was just wondering if there could be some kind of offical system for it?

If it isnt a test, per se. Then does it require a complex action?
Rotbart van Dainig
If there is no Test, it's 'Change Linked Device Mode'... which is a Free Action.
raverbane
I did a few searches and couldn't find a reference to this question. If it has already been asked and answered, please post a link.

The Learning Stimulus neural amplifier states "When raising a Knowledge or Language skill the already possesses, LS nanoware reduces the Karma cost by one for each rating."

If someone is raising a Knowledge skill from 1 to 2 and has a Rating 3 LS system, does it cost 0 Karma? Or is there a minimum 1 Karma, reguardless of the cost reduction?
Rotbart van Dainig
This is the Augmentation Errata thread.

The Augmentation Q&A thread is here.

PS: Could someone please sticky the Errata threads again?
Rail
I was wondering what the rating range for the Dynamic Handprints nanocyberware is. I didn't find it anywhere, and it has a fixed availability, so it matters for character creation.

As a side note, I was wondering about the thinking behind the few items that are fixed availability but variable ratings. For example, other than the possibility of not being able to afford the rating 6 retinal modification add-on, why would I want any less if I need to spend the time to track one down after character creation (which I need to do, damn 16F). Since rating 1 would be akin to a sharpie and a contact lens, I suppose there would not be much demand for low end devices that are highly illegal, but I would like to know.

Thanks in advance.

Edit: Oh, and add Retinal Adjusters to the needing a rating list.
Fortune
I just treat it as if the maximum rating is the rating at which they come. By that I mean there is usually only the one (high-end - eg. rating 6) modification, which is treated in any way necessary as being rating 6.

There might very well be rating 3 mods in existance, but they are probably the result of a botched implantation, as opposed to a design choice.
Rotbart van Dainig
QUOTE (Rail)
I was wondering what the rating range for the Dynamic Handprints nanocyberware is. I didn't find it anywhere, and it has a fixed availability, so it matters for character creation.

It's missing, indeed.
Karaden
I suppose by 'doesn't have a rating' you mean that it is missing a (x-y) entry, because it has the variable cost for ratings listed. I would guess this means that you could get it at whatever rating you want, but if I recall correctly the raiting of the fake print is limited by how good of a copy/scan you made, so even if you had a rating 100 replicator, it could only make a rating 6 if that was all the info you had for it. Course could be wrong and the writers just forgot it.

*edit* Oh, and the voice mimic is missing this as well, which I think supports the theory that you can have whatever rating you want, but it is limited by how good of a sample you took.
Freejack
Been a while I see. I just checked my Second Printing of Augmentation and see these still haven't been corrected.

Can I get a quick ruling on these as my group is interested in enhancing some gear:

Page 174, Nanoware table
Taggants are missing the Ratings

Page 174, Nanocybernetics table
Dynamic Handprints are missing the Ratings
Retinal Adjusters are missing the Ratings
Voice Mimic is missing the Ratings

Page 174, Nanotech table
Nanoscanner is missing the Ratings

Thanks.

Carl
Rotbart van Dainig
Oh my - Augmentation Errata v1.3.1, Last Updated: August 4, 2008 is included in the german release of Augmentation and available to authors - but never released by CGL.

Those anti-biometric systems are rated 1-9, BTW.
Freejack
Ok thanks. Of course as a Rating system, I can extrapolate as high as I want. Since some are 1-3, I didn't want the team to have something that isn't available to them.

Thanks again. Hopefully they'll release an errata. You have 1.3.1 but there isn't any on the Resource Page.

Carl
Rotbart van Dainig
QUOTE (Freejack @ Jan 31 2010, 04:34 PM) *
You have 1.3.1

Actually, I don't. wink.gif
Sponge
I thought I had seen mention of it somewhere, a while back, but I can't seem to find it.

In Augmentation, the costs of some of the genetech (Synch, Qualia, etc) in the reference tables at the back of the book are different from those in the Genetech section. Which are correct?

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