Help - Search - Members - Calendar
Full Version: Post-Augmentation all-biological sammies
Dumpshock Forums > Discussion > Shadowrun
Pages: 1, 2
Wanderer
QUOTE
No, visible chrome means you are an old school badass.


Put emphasis on "old".

QUOTE
It might mean you've been doing this since before bioware was a gleam in a researcher's eye.


In a setting completely in the grip of a feverish, mad-rushing technological AND magical ongoing revolution, being old is by no means a garantee of being good, quite the opposite, although admittedly, Immortal Elves do show that it can. But for magic, not technology, and it takes extended lifespan.

QUOTE
It might mean you appreciate cost-efficiency.


My country has a proverb "The one that expends the most, expends the least". In a setting where technological and magical rapidly advancing state of the art is everything powerwise, this is much more likely to indicate lack of resources than a focus to maximum efficiency.

QUOTE
It might mean that you blend in better in certian settings.


Such as "urban hell" Z-zones ?? Yeah, sure, big gain. In the meanwhile, the subtle all-bio sammie, his adept pal, and their magician companion are welcome everywhere and never harassed or picked because of their appearance in respectable social settings, and in low-life criminal settings they do let their street rep make them respected, not the amount of obvious chrome they have. To paraphrase a well-known saying, cyber-girls go in slums, bio-girls and magic-girls go everywhere.

QUOTE
It might mean you prefer the intimidation factor to the disguise factor.


If you need something so blatant as a cyberlimb to make yourself more intimidating, you are already marking yourself as a lowlife loser. True elites and professionals, the lords and ladies of the shadowrunner underworld, let their attitude, accomplishments, and reputation speak for themselves, and cause the masses to part respectfully and fearfully before the predators they are. They do not need such cheap tricks.

QUOTE
Cyberware will never be passe, brother.


Only if it manages to evolve completely in nanoware. Nanites do offer a bright future for non-biological augmentation, but solid metal is as obsolete as typewriters in the computer age.
Dizzman
I like both cyberware and bioware, and each has their place. I think SR4 has done a good job of preserving the difference.

Cyberware: Is still the most cost effective way to boost your combat power. It also has a lot more options and provides for a few "surprises".
-Inexpensive combat effectiveness
-Unique abilities or functions (cyberarm gyromount, control rig, etc.)
-Extending abilities (skillwires)
-Absorbing punishment (cyberarms, bone lacing, etc)

Bioware: The subtle, expensive method for power improvement. Low on the essence and focused around a few key skills - it is a natural for power gaming. However, it is too expensive at character generation to go over board with.
-Expensive - but you get a lot for what you pay for
-Limited range - Narrow focus on improving skills, attributes or combat
-Undetectable

I can't wait to see how Augmentation adds nanoware to the mix. I'm glad they fixed cyberarms to make them better. That will go a long way to making cyber sammies the damage soaking/damage dealing combat machines they should be.

PlatonicPimp
Wanderer, Old age and treachery will always beat youth and speed. New and flashy just means they haven't worked out the kinks yet. No tech is reliable until it proves itself, and nothing has proven itself until it's old. But that's something a young punk can't understand. If you can't give a man tough enough to survive 20 years of the shadow some respect, you deserve what you get.

Anyone who goes all bio with the attitude that "cyber is dead", is a young punk more concerned with style than substance. I'm not saying Bio is bad, I'm saying that cyber ain't. Just cause something is newer doesn't make what came before obsolete. To adjut your analogy, It's like Win95 in a windows vista world. It still works for most tasks and is a lot more stable.
Whipstitch
QUOTE (PlatonicPimp)
Imagine a metal fist punching a human face, forever.

And only dealing stun. nyahnyah.gif


Seriously though, cyberware will have its place for a long time. Bioware simply doesn't interface with machines like cyberware does, and I don't see that changing in the SR world any time soon.
Rotbart van Dainig
QUOTE (PlatonicPimp)
No tech is reliable until it proves itself, and nothing has proven itself until it's old.

Oh, that's great. Bioware now is 20 years old.

And DOS-based Windows is just old and obsolete.
PlatonicPimp
That just lets me hit you more before you die. (seriously, though, we all know that's a rules oversight, even the devs. Don't hold it against the limbs. We all know the truth.)
Wanderer
QUOTE (Dizzman @ Aug 2 2007, 10:58 PM)
I like both cyberware and bioware, and each has their place.  I think SR4 has done a good job of preserving the difference. 

Cyberware: Is still the most cost effective way to boost your combat power.  It also has a lot more options and provides for a few "surprises".
-Inexpensive combat effectiveness
-Unique abilities or functions (cyberarm gyromount, control rig, etc.)
-Extending abilities (skillwires)
-Absorbing punishment (cyberarms, bone lacing, etc)

Bioware: The subtle, expensive method for power improvement.  Low on the essence and focused around a few key skills - it is a natural for power gaming.   However, it is too expensive at character generation to go over board with. 
-Expensive - but you get a lot for what you pay for
-Limited range - Narrow focus on improving skills, attributes or combat
-Undetectable

Your points are very good and I find myself agreeing with most of them. I'm in radical disagreement with one, though. Absorbing punishment doesn't really seem like an area where cyberware excels in comparison to bioware:

Cyberware:

Titanium Bone Lacing: +3 Body, +1 B/I armor, Physical unarmed blows
Dermal Sheating: +3 B/+4 I armor, chamaleon skin
Blood Circuit Control System: -1 to Physical damage
Cyberlimbs: +4 to armor, 10 Body in limb

Bioware:

Bone Density: +3 Body, Physical unarmed blows
Orthoskin: +3 B/I armor, +2 resistance to Fire damage, electroshock touch, climate protection
Suprathyroid Gland: +1 Body
Symbiotes: +3 to healing tests
Platelet Factories or Trauma Damper: -1 to Physical damage, if combined -2 to Physical damage if it is 3+
Damage Compensators or Pain Editor: ignore injury modifiers

I'd say that damage protection is an area where cyberware and bioware do offer comparable bonuses.
PlatonicPimp
Except each cyberlimb also automatically adds 1 to your damage track (so 6 extra boxes in total), and with the customized cyberlimb rules in augmentation, you can have WAY more than 10 body in a limb. You can have your natural maximum+7, up to your augmented maximum. Trading your meat for metal does indeed make you tougher.

You do have augmentation, right? Otherwise you're arguing your points with only half the data.

::edit:: Never mind, you reference the blood circuit control system, so you must have access.
Wanderer
QUOTE (PlatonicPimp @ Aug 3 2007, 12:17 AM)
Except each cyberlimb also automatically adds 1 to your damage track (so 6 extra boxes in total), and with the customized cyberlimb rules in augmentation, you can have WAY more than 10 body in a limb. You can have your natural maximum+7, up to your augmented maximum. Trading your meat for metal does indeed make you tougher.

Conceded, but going for a full 6-body-areas cybernetic replacement eats your Essence like candy, leaving very little space for other kinds of enhancements, including combat ones (hello cyberzombie/full cyborg !). You can go delta, but then you could go delta on bio, and package triple the amount of enhancements, allowing to be top-end combat, brain, and face/infiltration specialist without having to go cyberzombie. If being human tank is all that you care for, by all means go for full cyberlimb replacement, but if you aim to have a very good damage soaking capability, in addition to very good all-around combat effectiveness, then you must go for body-diffuse enhancements, either cyber or bio.
PlatonicPimp
It's all about what you want. you can't compare a superface face biosammy against my cybered-out troll tank. They do different things.

Besides, get it all in synthetic limbs, and when the scanner detects something, just show them your fake sin which lists you as having been in a horrible car wreck.

Once you've got all that replacement done, quite a few of those lovely cyber-enchancements no longer take up essence, they take up capacity. In the end, it can actually save you on essence, depending on what you install.

That reminds me, where's the bio-version of implanted guns?

You don't need to be a full borg to take advantage of the durability of metal parts. It's just the ultimate expression of it. Makes a troll out of an elf. (no, really, I have an elf character who's a troll poseur,)

Dizzman
Its a slight advantage, but I give the improved durability to cyberware. All the damage reduction options for bioware are really expensive. For instance, you can get alpha grade aluminum lacing for less money and less essence than bone density 3 at character gen. They have comparable benefits. You can get betaware dermal plating 3 for 30,000 less than Orthoskin 3 - Dermal Plating is crazy cheap. Cyberlimbs are cheap compared to most bioware, and there is no comparable bioware. If you want to make a tank, a cyber sammie is your best option.
Whipstitch
Yeah, it's hard to argue against cyberware in the pure tanking matchup; the blood control circuit leaves the Pain Editor as the only truly unique tanking item in the Bioware arsenal, and that's simply not enough to compete for pure tanking when cyberware has the new and improved limbs to fall back on. Still, I think I'd rather go with a half assed biotank rather than go for the full on "what the hell happened to my essence?" cybertank. If nothing else, symbiotes and lower essence costs in general gives biotanks a much nicer set of healing modifers, which can be a godsend if you really need the Mage to patch you up ASAP. This is shadowrun, after all. There's always a way to take damage.
Sterling
My major issue with cyberlimbs (and cyberware in general) is that despite the functionality and ease of repair, there's really a difficult gap in obtaining it in game play. Not many of us would go and willingly lop off a perfectly functional limb to replace it with one made of metal, but I'd imagine the cultural stigma against artificial limbs has lessened by 2050 with ads for new models being thrown about like car commercials are now. By 2070 cyberware is looking less popular, but even then, I've yet to see a module written that has the outcome of 'each player loses 1d6/3 limbs at the end of this combat' that would make players nod and go looking for a new metal replacement. I had a houserule (that came into play infrequently) that if a character took a deadly wound (after resisting), they could 'shift' the wound to a limb (which took the deadly wound, effectively requiring a replacement either metal or clone) and the character only had a serious wound. They could still try to escape, fight, whatever, but one limb was definitely not interested in whatever they tried to do.

If you have bioware which is much more essence friendly overall, but something goes wrong or you want to upgrade it, someone has to cut you open to upgrade or fix it. Magic does appear to be more friendly towards bioware, and a GM could reasonably decide (since I can't find it in the rules right now) that magic heals bioware, so one spell gets the bioware'd runner back on his feet. The cybered runner would require a heal and then a fix spell to achieve the same effect.

The average cyberlimb does not have that problem, it's easy to fix or upgrade, and with the new modular mount system in play (and every character with a cyberlimb would feasibly rush out to purchase it) you could have your cyberhand and a third of your forearm blown off and after a few minutes of work have your 'backup' hand and forearm in place and you're back to work. I'm aware that more invasive cyberware (skillwires, wired reflexes, bone lacing) require just as much effort to upgrade or repair as bioware, but there is the advantage that if you blow off Samurai Bob's right cyberarm he can go out and in a matter of hours (depending on his fixer and need for a working arm) have a replacement. Samurai Dave (with bioware muscle toner, etc and bone density) isn't going to find his new cloned arm with those with those upgrades preinstalled. Bioware isn't replicated by DNA.

The real issue that occurs here is that barring the GM's whim, there's very little in terms of location-based damage in SR4. They did have the cumbersome subsystem damage rules last edition, and while that did suit my need for realistic damage, the long and the short of it was it never got used.

QUOTE (CyberKender)

My GM said to me the other night that I never make 'standard' characters, that they're always a but unusual, but they're normally pretty effective. A nice compliment, in my book. :>


Yeah, there's something to be said for a player who doesn't always shove the same cyberware template (with minor variations) into a similar character template (the cold professional who's always cool under fire). I've run enough games at different cons to know that the majority of players like to use what works and is familiar to them. The real fun comes with players who will take a character idea and add something (magic, tech, whatever) that isn't necessarily the best choice, but one that makes the character somewhat unique. Why wouldn't a street sam take a math SPU and have a skill in probability/statistical analysis and be able to quote the odds of any proposed idea? It's be 100% fluff, but possibly hysterical fluff.

"We could pose as janitors!"

"That plan has a 35.613 percent chance of success, with a 3% margin of error."

"We could bribe or blackmail the new security guard to let us in!"

"That scenario has only a 43% chance of success, modified by an increasing chance from additional payment if said amount is over the standard deviation from the mean."

"We could kick the door down and go in guns blazing!"

"That plan has a 99.5 percent chance of success..."

"Woot!!"

"...if the desired outcome is the imminent death of the entire group."
PlatonicPimp
The advanced medical rules have a new option for limb loss when you take over a certain threshold of damage.

And don't knock cutting off perfectly good limbs. If I could get a metal arm that functioned as well as my real arm, was reliable enough that it only need maintainence as often as I go in for checkups anyway, and which I could outfit like a built is swiss army knife, I'd do it in a fricken heartbeat. I am the guy who would cut off a perfectly good arm to get that, because I think it's cool. Especially in a world where if I change my mind, I can get a cloned arm to replace it. Think of it as a very interesting type of peircing.
Moon-Hawk
QUOTE (Sterling)
Magic does appear to be more friendly towards bioware, and a GM could reasonably decide (since I can't find it in the rules right now) that magic heals bioware, so one spell gets the bioware'd runner back on his feet. The cybered runner would require a heal and then a fix spell to achieve the same effect.

As much sense as that makes, I think that's in direct conflict with the way magic works in SR. Magic targets entire beings, not parts of them. If something is paid for with essence, then magically speaking it is part of the being. That's why spell targeting with cybereyes works. The way SR magic has been established, it actually does make sense that a Heal spell would repair cyber paid for with essence.

Barring the abomination that is Turn to Goo, of course.
Sterling
QUOTE (Moon-Hawk)

As much sense as that makes, I think that's in direct conflict with the way magic works in SR. Magic targets entire beings, not parts of them. If something is paid for with essence, then magically speaking it is part of the being. That's why spell targeting with cybereyes works. The way SR magic has been established, it actually does make sense that a Heal spell would repair cyber paid for with essence.

Barring the abomination that is Turn to Goo, of course.

You make a valid point. I think i should have worded it better; if someone with a cyberleg has the thing blown off at the knee, then a heal spell wouldn't necessarily reattach the limb in working order. But that's again a nebulous concept in the basic rules. If the GM isn't taking the time to tell the group where each bullet hits, I won't fault them, I rarely do it myself. I usually tell them they've been shot in the chest, as I'd wager most corps only care that you hit the target to earn your paycheck, and who wants to risk a possible negative performance eval because you were trying to make tricky headshots (again, not the same as it was back in 3rd) and missed completely. Plus the corp probably wants a few of the intruders left alive if possible for questioning... and AFTER they get shot in the head.

Healing three boxes of damage could, theoretically, heal the damage someone took regardless of cyberware subsystem damage, since 4th ed doesn't have that in play quite yet.

But I think it could easily be amended as a house rule that if it's a detached limb and it's not mostly meat, a heal spell wouldn't be what was needed to get it reattached and in full functioning order.
Ravor
Umm, perhaps I'm missing some key part of fluff or rule, but it was my impression that a Heal Spell wouldn't reattach a lost limb either.
Gamble
It's been said before but I'll say it again:

"It's all about style."
Marwynn
One thing that may be overlooked here; repairing damage.

With the lower Essence cost of Bioware a character will take a lot less surgery damage. Now compare the availability of each item; to repair your cultured bioware you'll need a pretty decent street doc or a stay with a nice hospital. Repairing common and cheap cyberlimbs however should be relatively easier for two reasons:

1) Higher "Body" stat than character average. A standard cyberlimb has Availability 4, so that's 8 points at chargen to be spent upgrading the 3s. If it's an 'embedded' implant like just in the forearm, then it's worth it to invest in Body as much as possible since it may not necessarily add to Agility or Strength (if your GM rules as such).

2) Less damage for cyberware but easier to damage due to visibility and detectability.

3) Harder to specifically target, however muscle damage can mess up those Muscle Toner and Muscle Aug implants. Harder to target but more widespread in damage.


Helluva tradeoff. Do you trust in your armour and toughened cyberlimbs? Pay for higher maintenance?

It seems to me that those going Bioware these days may want to invest in a Nanohive and keep several Implant Medics going. At the very least they'll make it easier to repair what might be cultured sets of organs.

SleepIncarnate
A mostly or all bio sammy isn't any worse off than a cyber one, just different. In my wednesday group (I play a troll adept with one group wednesdays, an elven TM in another group on saturdays), we have a human sammy, only cyber he has is titanium bone lacing, everything else is bio, and he keeps up fine with my adept. He's not as fast or with as high of armor, but his body stat is actually higher (just barely, I have 7, he has cool.gif. The pair of us are the team's damage sponges/killing machines, him from a distance, me from close up.
Chrome Shadow
The best cyberware is the one you can conceal... Why arouse suspiction or make everyone look at you??? In a game where steath is so important, obvious cyberware is a minus...

That's why I always liked Ghost Who Walks better than Argent...

And I think that absolutes are wrong... Cyberware mixed with bioware is the way to go...
This is a "lo-fi" version of our main content. To view the full version with more information, formatting and images, please click here.
Dumpshock Forums © 2001-2012