Ravor
Jul 29 2007, 07:52 AM
I figured, but I hate to get props when I don't deserve them.
Ranneko
Jul 29 2007, 07:59 AM
I would expect that you total up both essence loss due to cyber, and the cyber hole before you compare it to essence loss due to bio and the bio hole.
So if you had 2.5 essence worth of cyber and 2 essence worth of bio (for a final essence loss of 3.5) and you lost 1 essence worth of cyber then I would expect you would have a cyber essence hole of 1, and 1.5 essence worth of cyber and 1 effective essence worth of bio and thus the same 3.5 essence loss.
If you then gained a point of bio, your total bio would be 3, and your total cyber would get halved, and thus you would have 4.25 essence used with a 0.5 essence hole for cyber.
So it all works out if you include the holes on each side of the equation.
Ravor
Jul 29 2007, 08:06 AM
Huh? Maybe it's because of the late hour, but that didn't make any sense to me at all, I think it's far better to go with FrankTrollman's take.
walkir
Jul 29 2007, 08:54 AM
"Something I found by reading the rules about cyberware suites and the Zeiss Example:
Shouldn't there be a reduction of capacity used by options in a cyberware suite, too? Or is everything shrunk by the same factor so it doesn't have any effect at all?
While writing, I guess it's the second option.
Even so, I think there should be a reduction (a capacity reduction at least) for add on modules used in a single cybereye (be it per Augmentation or because someone used an ocular drone for the other eye and bought any stuff just for the eye without the drone, as the drone itself can be updated by improved the built-in camera)."
Something I already wrote in the Errata thread, but now I think it fits better in here.
Ol' Scratch
Jul 29 2007, 11:46 AM
Question: What happens to a runner who has both Move-By-Wire and Skillwires? Only the highest rated one applies? Added together? Two separate systems each allowing (Rating x 2) skillsofts?
What happens if you have both and have a Skillwire Expert System installed with both already implanted?
Kyrn
Jul 29 2007, 12:39 PM
I'd say two entirely seperate systems each allowing (Rating x 2) skillsofts to be loaded and active, and a single Skillwire Expert System would provide benefits to both systems.
apple
Jul 29 2007, 02:14 PM
Platelet Factories / Traumadampers
Does it reduce stun / physical damage from spell drain? It is not described as "healing" but instantly reducing the incoming damage.
SYL
Buster
Jul 29 2007, 02:18 PM
QUOTE (apple @ Jul 29 2007, 09:14 AM) |
Platelet Factories / Traumadampers
Does it reduce stun / physical damage from spell drain? It is not described as "healing" but instantly reducing the incoming damage.
SYL |
Yes, Platelet Factories definitely reduce drain damage, so I would assume Traumadampers do too. FYI: First Aid heals drain damage too. Only magic can't heal drain damage.
Ol' Scratch
Jul 29 2007, 02:21 PM
Platelet Factories + Trauma Dampers + Biomonitor + hooked-up Medkit/Savior Medkit = win for magicians. Pretty much a win for everyone, really. Moreso in this edition that previously due to the huge boost First Aid received.
Rotbart van Dainig
Jul 29 2007, 03:21 PM
..that isn't broken, but the Med Alert / Guardian Angel was?
Ol' Scratch
Jul 29 2007, 03:24 PM
First, I didn't say it wasn't broken. Anytime anything is "pretty much a win for everyone," that indicates it's grossly broken. However, it's a fact of the gear and the game mechanics, so it's not going anywhere any time soon.
Second, if the Guardian Angel were introduced and updated to be as powerful compared to the new system as it was in the old? Yes. Yes it would be ridiculously broken. A standard medkit hooked up to your body (and there's no reason you can't have it installed into your clothes or anything else; they imply you can do that with any number of items int he game) already does more than the Guardian Angel did in 3rd Edition, afterall. Especially when coupled with those implants above.
Synner
Jul 29 2007, 03:27 PM
QUOTE (Rotbart van Dainig) |
..that isn't broken, but the Med Alert / Guardian Angel was? |
Guardian Angel wasn't broken. It was redundant with various combos currently possible. The writeup in fact combined the functionality of several other implants.
Regarding your previous question Nanobiomonitors are actually missing a line (for errata). They work exactly like normal biomonitors, but their additional cruch advantage was cut by accident. Add the following sentence to the description:
"Working in tamdem with nanosymbiotes and o-cells, nanobiomonitors also increase the effective Rating of such nanosystems in the user's system by +1."
Rotbart van Dainig
Jul 29 2007, 03:32 PM
QUOTE (Synner) |
Guardian Angel wasn't broken. It was redundant with various combos currently possible. The writeup in fact combined the functionality of several other implants. |
Hrm, my problem is that I still can't see a combo giving you a implanted Medkit without an external box or hacking off a limb... which MedAlert/GuardianAngle didn't require.
So I'd love to know the shape of those drafts - or the knowledge that you could install the Savior Nanites themselves, and support them with a Nanite Hive.
QUOTE (Synner) |
Regarding your previous question Nanobiomonitors are actually missing a line (for errata). They work exactly like normal biomonitors, but their additional cruch advantage was cut by accident. Add the following sentence to the description:
"Working in tamdem with nanosymbiotes and o-cells, nanobiomonitors also increase the effective Rating of such nanosystems in the user's system by +1." |
That should include the TCS - because you need 2 Hits to stabilize someone, and TCS Level 1 has 1 die.
Perhaps, it should extend to all Medical ratings.
Dancer
Jul 29 2007, 03:33 PM
What does a 'hooked up' medkit do? Automatically apply first aid using only it's Rating as dice?
Rotbart van Dainig
Jul 29 2007, 03:34 PM
Per BBB, indeed.
Ol' Scratch
Jul 29 2007, 03:35 PM
The Guardian Angel was broken in the context in which it existed -- ie, 3rd Edition rules. If it's functionality compared to those rules were brought over, it would be retardedly powerful. It would function as a Medkit 6, lower all First Aid thresholds/DVs by 2, revive them if they fell unconscious, automatically detect and attempt to stabilize them, AND function as nano-symbiotes. All for 0.3 Essence or about ~2 Capacity.
If all it did was act like a medkit, no, it wouldn't be broken compared to existing rules. The Guardian Angel was no ordinary medkit, though. It was a medkit on crack with half a dozen other implants rolled into it for almost zero Essence impact. Only thing holding you back was the cost of it.
Dancer
Jul 29 2007, 03:38 PM
QUOTE (Rotbart van Dainig) |
Per BBB, indeed. |
6 dice against a threshold of 2... you're not going to get much in the way of net hits.
Rotbart van Dainig
Jul 29 2007, 03:40 PM
QUOTE (Doctor Funkenstein) |
It would function as a Medkit 6 |
Yepp.
QUOTE (Doctor Funkenstein) |
lower all First Aid thresholds/DVs by 2 |
Actually, the Savior Medkit grants +3 dice, so it would do about the same.
QUOTE (Doctor Funkenstein) |
revive them if they fell unconscious |
..are there even rules to wake someone?
QUOTE (Doctor Funkenstein) |
automatically detect and attempt to stabilize them |
That's what any Medkit in SR4 would do.
QUOTE (Doctor Funkenstein) |
AND function as nano-symbiotes. |
Not really. While you could support long time healing, any Medkit does that in SR4. Nano Symbiontes provide an additional bonus.
QUOTE (Doctor Funkenstein) |
All for 0.3 Essence or about ~2 Capacity. |
I don't remember Nanite Hives for freefloating systems be that cheap in Essence.
Rotbart van Dainig
Jul 29 2007, 03:42 PM
QUOTE (Dancer) |
QUOTE (Rotbart van Dainig) | Per BBB, indeed. |
6 dice against a threshold of 2... you're not going to get much in the way of net hits.
|
Tell that to the TCS.
Actually, your other chances, even with a Trauma Patch, aren't that much better.
Ol' Scratch
Jul 29 2007, 03:42 PM
QUOTE (Dancer) |
6 dice against a threshold of 2... you're not going to get much in the way of net hits. |
Only if it's working by itself. If you have someone in your group with First Aid, it adds a pool to their abilities without them even having to touch you (via a wireless/Matrix link). SR4 p. 244.
Ol' Scratch
Jul 29 2007, 03:46 PM
QUOTE (Rotbart van Dainig) |
<snips a ton> |
You haven't read the description recently, I gather. The Guardian Angel comes with its own nanite hive and feature all the things I mentioned above. If implanted in a cyberlimb, it was only 0.3 Essence and 2 ECU in those rules alone (where you didn't get a choice between the two for anything as far as I recall). In these rules, it would be changed to be one or the other in all likelihood.
The Savior Advanced Medkit didn't offer half of what the Guardian Angel did.
Dancer
Jul 29 2007, 03:49 PM
QUOTE (Doctor Funkenstein) |
QUOTE (Dancer @ Jul 29 2007, 09:38 AM) | 6 dice against a threshold of 2... you're not going to get much in the way of net hits. |
Only if it's working by itself. If you have someone in your group with First Aid, it adds a pool to their abilities without them even having to touch you (via a wireless/Matrix link). SR4 p. 244.
|
Which would obviously require them to spend actions, negating the point of hooking the medkit to a biomonitor.
Is Genetech considered a type of bioware for the purposes of essence loss, or is essence loss from bioware and nanoware never halved?
Synner
Jul 29 2007, 03:50 PM
QUOTE (Dancer @ Jul 29 2007, 03:49 PM) |
Is Genetech considered a type of bioware for the purposes of essence loss, or is essence loss from bioware and nanoware never halved? |
Genetech adds to the bioware essence loss (sub)total, nanocybernetics add to the cyberware essence loss (sub)total. These are added up and the lower (sub)total halved as normal when calculating total essence loss.
Ol' Scratch
Jul 29 2007, 03:52 PM
QUOTE (Dancer) |
QUOTE (Doctor Funkenstein @ Jul 29 2007, 03:42 PM) | Only if it's working by itself. If you have someone in your group with First Aid, it adds a pool to their abilities without them even having to touch you (via a wireless/Matrix link). SR4 p. 244. |
Which would obviously require them to spend actions, negating the point of hooking the medkit to a biomonitor.
|
They're supposed to psychically know the patient's health without the biomonitor through the link? The point is that not only do you need someone with you, but they get a huge bonus on their First Aid on top of automatic stabilization attempts. Plus you're removing up to two boxes of Physical Damage without having to do anything at all via the other implants mentioned above (and ignoring other options as well).
QUOTE |
Is Genetech considered a type of bioware for the purposes of essence loss, or is essence loss from bioware and nanoware never halved? |
Genetech = Bioware. Nanoware = Cyberware.
Rotbart van Dainig
Jul 29 2007, 03:54 PM
QUOTE (Doctor Funkenstein) |
If implanted in a cyberlimb, it was only 0.3 Essence and 2 ECU in those rules alone (where you didn't get a choice between the two for anything as far as I recall). |
As noted, I'm not talking about chopping off limbs to stuff medkits in. That you can do even in SR4, too.
Otherwise, installing a MedAlert was 1 point of Essence and the GuardianAngel was 1,2.
Ol' Scratch
Jul 29 2007, 03:56 PM
I have no idea what you're trying to say then. The equivalence of what a Guardian Angel could do in 3rd Edition (heal, bonuses galore, auto-resus., shorten healing times, etc.) is available through a variety of options in 4th Edition. If the Guardian Angel were ported over and made as powerful compared to a Medkit in SR4 as it was in SR3, it would be terribly broken. In other words, a Medkit alone in SR4 is awfully close in functionality to what an Guardian Angel did in SR3.
Rotbart van Dainig
Jul 29 2007, 04:10 PM
QUOTE (Doctor Funkenstein) |
I have no idea what you're trying to say then. |
SR3 had two nano-medkits you could implant. SR4 has not.
Not 'hook up externally', not 'stuff into a cyberlimb, then hook up' - 'implant'.
QUOTE (Doctor Funkenstein) |
shorten healing times |
Neither the MA nor the GA shortened Healing Time in SR3.
QUOTE (Doctor Funkenstein) |
In other words, a Medkit alone in SR4 is awfully close in functionality to what an Guardian Angel did in SR3. |
You seem to remember those two implanted nano-medkits doing more than they actually were.
But thats no problem - I'm not asking for that.
I just want to know how to implant a nano-medkit. Normal, Savior, SuperAngel - I don't care.
Just, anything.
As a sidenote... the Savoir Medkit provides 3 additional Body Dice for Stabilization.
The only time Body is used for Stabilization, though, is when applying a Trauma Patch.
Am I missing something?
Wanderer
Jul 29 2007, 04:22 PM
Assuming that one is not going to adopt the suggested canon 35-pts. limit for Positive and Negative Qualities, are the Biocompatibility (bioware) and Type O System Positive Qualities supposed to be stackable, or incompatible ? Is it realistic to assume these Qualities may be the result of genetic modifications performed on the embryo, or bestowed by (experimental) genetic treatments ?
A more generic issue: Is the present state of 2070s SR meditech advanced enough to suppose experimental cutting-edge procedures might already allow some characters with these Qualities to have at least some of their biotech bestowed by either embroynic genetic modifications, or adult transgenics genetic treatments, instead of surgical implantations of vat-grown organs ? Leaving all other rules (money costs, Essence Costs, etc.) unchanged, except for the effects of Biocompatibility (bioware) and Type O System. So it would essentially be a background change.
PlatonicPimp
Jul 29 2007, 04:52 PM
I think there was a note under genetics that all bioware systems are available as genetic modifications, for the same essence and nuyen cost. The only difference being that your recover using the rules for genetic mods rather than implants.
My question: the modular cyberlimb lists it's cost as a 1.1 multiplier. Does that apply only to the base limb, or does it multiply the cost of all the equipment in the limb as well? What about to custom jobs or optimized limbs? Can you even make an optimized limb modular? Can you switch optimized limbs on a modular system?
If you get this on a full cyberarm, does it allow you to disconnect at the wrist AND the elbow?
When doing so, you obviously don't have the equipment in the arm you just removed. This requires us to keep track of what installed options are where in the arm: what is in the hand, what is in the lower arm, and what is in the upper arm. Given an obvious cyberarm, according to the tables it would appear that a hand holds 4 capacity, a lower arm holds 6 (10-4 for the hand), and the upper arm holds 5 (the remainder.) Half that for synthetic. So if I specified that my commlink was in my upper arm, then when I switched my lower arm for a jackhammer, I'd still have it. But if it were in my lower arm, I would not. Am I interpreting this correctly?
Apply your bulk cyberlimb enhancements wherever you want them, or apply them evenly? This is tricky, because if I put all my bulk capacity enhancments in my upper arm, what happens if I try to attach a bulky lower arm?
What about mix-matching obvious and synthetic components? Can I attach a synthetic lower arm to an obvious upper arm, and vice-versa?
The text suggests that I can put my hands directly onto my elbows, because they use the same attachment hardware. Can I put hands at the end of my cyberlegs? How about lower arms replacing lower legs? Can I put raptor-legs on my arms and legs and become a quadraped?
Speaking of raptor legs, that 10 capacity they list is for the lower leg, correct, since that's the space they take up? So whatever I had in the 8 capacity of my upper cyberleg would be unaffected by my replacement (per the logic above).
Are all raptor legs obvious? I would think that, given the existence of satyrs, SURGE, and Transhumanists, that there would be synthetic versions. For about 30,000 and with a capacity of 5, if I grok the formula correctly.
That's all I can think of right now.
Synner
Jul 29 2007, 05:22 PM
QUOTE (PlatonicPimp) |
My question: the modular cyberlimb lists it's cost as a 1.1 multiplier. Does that apply only to the base limb, or does it multiply the cost of all the equipment in the limb as well? What about to custom jobs or optimized limbs? Can you even make an optimized limb modular? Can you switch optimized limbs on a modular system? |
Yes. Modular cyberlimbs are compatible with standard and customized limbs. Though there's no formal ruling, I'd allow optimized limbs too.
QUOTE |
If you get this on a full cyberarm, does it allow you to disconnect at the wrist AND the elbow? |
Yes.
QUOTE |
When doing so, you obviously don't have the equipment in the arm you just removed. This requires us to keep track of what installed options are where in the arm: what is in the hand, what is in the lower arm, and what is in the upper arm. Given an obvious cyberarm, according to the tables it would appear that a hand holds 4 capacity, a lower arm holds 6 (10-4 for the hand), and the upper arm holds 5 (the remainder.) Half that for synthetic. So if I specified that my commlink was in my upper arm, then when I switched my lower arm for a jackhammer, I'd still have it. But if it were in my lower arm, I would not. Am I interpreting this correctly? |
Yes. This was a trade off, either we took it into excruciating detail about what fit where or we left it fluid for you to decide. We chose the latter. Obviously certain implants make more sense in some places than others (ie. fingertip compartments, darts, smartlinks, etc).
Most people will be satisfied with just swapping out the whole limb temporarily but if you really want to track things you can by divvying up Capacity between parts of the limb.
QUOTE |
Apply your bulk cyberlimb enhancements wherever you want them, or apply them evenly? This is tricky, because if I put all my bulk capacity enhancments in my upper arm, what happens if I try to attach a bulky lower arm? |
Bulk enhancement is for the full limb so it should be applied evenly.
QUOTE |
What about mix-matching obvious and synthetic components? Can I attach a synthetic lower arm to an obvious upper arm, and vice-versa? |
I would discourage it just on the grounds that if any obvious cyber is visible then there's not much point in making it part synthetic, but yes it's possible.
QUOTE |
The text suggests that I can put my hands directly onto my elbows, because they use the same attachment hardware. Can I put hands at the end of my cyberlegs? How about lower arms replacing lower legs? Can I put raptor-legs on my arms and legs and become a quadraped? |
There's nothing in the rules stopping any of those options. Though you may have to come up with your own rulings on the effects of some of those setups.
QUOTE |
Speaking of raptor legs, that 10 capacity they list is for the lower leg, correct, since that's the space they take up? So whatever I had in the 8 capacity of my upper cyberleg would be unaffected by my replacement (per the logic above). |
Yes. Hydraulic jacks hmmm...
QUOTE |
Are all raptor legs obvious? I would think that, given the existence of satyrs, SURGE, and Transhumanists, that there would be synthetic versions. For about 30,000 and with a capacity of 5, if I grok the formula correctly. |
Yes, raptor legs are obvious. At the very least your gait and motion is different, and the way you legs hinge is equally noticeable.
PlatonicPimp
Jul 29 2007, 05:31 PM
But there are metahumans who have digitigrade legs already. If you are a satyr, why would raptor legs be unnatural-looking?
Why couldn't someone who wanted to be a satyr get raptor legs that looked natural?
I mean, even if everyone could tell, couldn't you apply the same synth-skin to raptor-legs anyway just because you wanted to?
What about cyberlimb enhancements? should that follow the bulk rule and split the capacity use all along the limb? then all your attachments would have to have the same amount of augmentation, or operate at the lowest level. That sound right? Or should I treate it as other equipment and determine where the capacity is in the limb? Then I could attach a super-agile lower limb when I wanted it.
Ravor
Jul 29 2007, 05:37 PM
Wouldn't covering an "obvious" cyberlimb with flesh just be a slightly off-beat "case-mod"? I mean considering that the capacity levels are different between the two classes it leads me to think that more then just slapping flesh is involved with making a cyberlimb look "natural"
PlatonicPimp
Jul 29 2007, 05:41 PM
What I'm saying is why can't I get all those adjustments done to my raptorlegs, even if it doesn't fool anyone, because that's the casemod I want?
I mean, I'm house-ruling it, but I think it could be a good addition to the errata that it is a possibility.
Jérémie
Jul 29 2007, 06:28 PM
QUOTE (Synner) |
In hindsight, this could have been handled differently by simply adding a Capacity to single cybereyes - I'll look into including this in errata. If you really must have them, it is easy enough, have them take up half their current Capacity (load) value as Capacity cost. |
I missed the Cyber Tails capacity thing in playtest
I think it would be best to add one, it very much make sense. And for every other “big external implant� too. For example, when you have two feet cyber horns, it makes sense they have some capacity (for a toxin injector for example, things like that).
QUOTE |
All I can say is that cybergenitalia went through several rounds of playtests and only one group of playtesters (Americans) agreed with you. Generally speaking most playtesters thought it was an interesting addition (at least on par with other cosmetic mods we included). |
I was one of the playtester who thought this was specifically a good addition so maybe I can answer. For one, it's certainly (since the invention of cyberware) the worldwide best-seller cyber-implant of all time. It make sense that, after 18 years of Shadowrun books, it was finally mentioned. As for why the stats, it's a very good tool for assassins for example. I agree if space was a premium, it could have been mentioned without the stats (they are quite simple to make on your own), but why have any implant and not this one? It add a sense of comedy, of second degree, it's kinda refreshing in fact in my opinion.
QUOTE |
1. Is a Simsense Booster compatible with a technomancer's Overclocking? 2. Since Technomancers use certain tech skills "through mental gymnastics and an intuitive feel for the functioning of the machine world" (SR4, page 233), do they get bonuses to their Cracking/Electronics group skills from an Encephalon? |
I very much hope not, for both. Game balance issues. But that's just me.
QUOTE |
But there are metahumans who have digitigrade legs already. If you are a satyr, why would raptor legs be unnatural-looking? Why couldn't someone who wanted to be a satyr get raptor legs that looked natural? |
How many customers for this? It make sense it's possible to do this, but as a custom job with some minor R&D before hand. A good “craftman� would probably be able to do it, but it's likely it will never be manufactured and sold by any corps. Not enough market.
Rotbart van Dainig
Jul 29 2007, 06:33 PM
Once it's Beta or Delta Grade, corps will probably do it. Becaue the implant ist customized anyway...
Wanderer
Jul 29 2007, 07:22 PM
QUOTE (PlatonicPimp) |
I think there was a note under genetics that all bioware systems are available as genetic modifications, for the same essence and nuyen cost. The only difference being that your recover using the rules for genetic mods rather than implants.
|
Really ? Are you sure ? Would you be so kind as to point me to the location of that note, if you can ? This rule would be quite precious to me, flavorwise.
mfb
Jul 29 2007, 07:26 PM
synthetic kid ste--er, raptor legs should definitely be made available, in errata or at least in a FAQ somewhere. sure, they're not going to fool anyone into thinking your legs are normal, but they'll look cool, and you might be able to convince someone you're a satyr. you could convince someone you're a SURGEling, except that those are just a myth. like eskimos.
-Nyx-
Jul 29 2007, 09:00 PM
QUOTE (walkir) |
"Something I found by reading the rules about cyberware suites and the Zeiss Example: Shouldn't there be a reduction of capacity used by options in a cyberware suite, too? Or is everything shrunk by the same factor so it doesn't have any effect at all? While writing, I guess it's the second option. Even so, I think there should be a reduction (a capacity reduction at least) for add on modules used in a single cybereye (be it per Augmentation or because someone used an ocular drone for the other eye and bought any stuff just for the eye without the drone, as the drone itself can be updated by improved the built-in camera)." Something I already wrote in the Errata thread, but now I think it fits better in here. |
The essence/cost-reduction of cybersuites results from "multi-implant integration and reduced system redundancies" due to cyberware components designed to work with and support each other.
The actual size of the components and/or enhancements does not change (at least usually).
So your Cybereye retains its original/usual size, as well as its eye enhancements, and both keep their capacity-numbers (the eye the capacity it provides and the enhancement the capacity it requires to implant).
Greetings,
Nyx
PlatonicPimp
Jul 29 2007, 10:24 PM
QUOTE (Wanderer @ Jul 29 2007, 07:22 PM) |
QUOTE (PlatonicPimp @ Jul 29 2007, 05:52 PM) | I think there was a note under genetics that all bioware systems are available as genetic modifications, for the same essence and nuyen cost. The only difference being that your recover using the rules for genetic mods rather than implants.
|
Really ? Are you sure ? Would you be so kind as to point me to the location of that note, if you can ? This rule would be quite precious to me, flavorwise.
|
p. 93, under transgenic features, right before talking about infusions. It can be read to say the the cosmetic biosculpting is available for the same costs, or you could read it to say that ANY bioware is available for the same cost or price. It's under the section about animal traits.
The only reason not to allow it that I see is someone using that trait from earlier in the book to get a peice of bioware for free. Like I said, the rules don't SAY you can, but they suggest it. It's stretching.
New question: Can a Jarhead get headware installed? Assuming, of course, that someone is on hand to turn him into a cyberzombie, since it would result in negative essence. How would being a jarhead and being a cyberzombie interact?
What is the smallest drone a jarhead could be installed in? I'm thinking about using the crawler to carry around the brain in a jar.
How about putting a jarhead in a bio-drone?
Rotbart van Dainig
Jul 29 2007, 10:43 PM
Actually, that would a crappy deal, as you can't get higher grade Genetech.
PlatonicPimp
Jul 29 2007, 11:47 PM
Point.
So, how about those spell-slinging cyberzombies?
Rotbart van Dainig
Jul 29 2007, 11:59 PM
..yeah, Awakened CZs are nastier. But even with their own domain, they don't really pack that much of a magic punch.
BTW- Reception Enheancers really give more Dice on Matrix Perception tests, too?
Kyrn
Jul 30 2007, 12:13 AM
What about astral?
PlatonicPimp
Jul 30 2007, 04:00 AM
CZ'ed adepts are crazier.
FrankTrollman
Jul 30 2007, 04:09 AM
QUOTE (PlatonicPimp) |
CZ'ed adepts are crazier. |
Are they? What do you do with a single power point that makes much of a difference to a cyberzombie?
---
QUOTE |
BTW- Reception Enheancers really give more Dice on Matrix Perception tests, too? |
Sure.
-Frank
PlatonicPimp
Jul 30 2007, 04:23 AM
1st level killing hands (pointless) + Elemental strike (awesome).
Smashing blow, on a maxed out CZ troll, has him doing 26P punches to barriers.
Berserk gives you +1 to all physical attributes and -1 to all mental for a short time. CZs can have that on top of all their ware and still never hit their augmented cap.
Wall Run.
hobgoblin
Jul 30 2007, 07:58 AM
QUOTE (mfb) |
synthetic kid ste--er, raptor legs should definitely be made available, in errata or at least in a FAQ somewhere. sure, they're not going to fool anyone into thinking your legs are normal, but they'll look cool, and you might be able to convince someone you're a satyr. you could convince someone you're a SURGEling, except that those are just a myth. like eskimos. |
heh, kid stealth. i suspect the name came from "stealthy, those?! you got to be kidding!"
FrankTrollman
Jul 30 2007, 08:30 AM
QUOTE (hobgoblin) |
QUOTE (mfb @ Jul 29 2007, 08:26 PM) | synthetic kid ste--er, raptor legs should definitely be made available, in errata or at least in a FAQ somewhere. sure, they're not going to fool anyone into thinking your legs are normal, but they'll look cool, and you might be able to convince someone you're a satyr. you could convince someone you're a SURGEling, except that those are just a myth. like eskimos. |
heh, kid stealth. i suspect the name came from "stealthy, those?! you got to be kidding!"
|
Actually, it comes from the character "Kid Stealth" - a character from a Shadowrun novel. He had raptor legs and enough people wrote in wanting rules for "Kid Stealth's legs" that they were written up as "Kid Stealth Legs" in Man and Machine.
By now there are relatively less players who have read about the adventures of Kid Stealth, so the item got a generic name that is not dependent upon having a specific reading itinerary.
-Frank
Kyrn
Jul 30 2007, 09:12 AM
Can cyberzombies', with their single point of magic, learn counterspelling or bond weapon foci?
Rotbart van Dainig
Jul 30 2007, 10:27 AM
Only if they have one of the Awakened qualities that allows that.