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Moon-Hawk
QUOTE (krakjen @ Apr 15 2008, 04:54 PM) *
Yeah, that's definitely a good example for what it would look/move like.
The only thing I'm not sure is the double knee, I find it quite weird...

And for your guy, modular cyberlimbs ftw!

Double wha? This isn't necessarily pointed at you, but for the general edification of anyone interested, a digitigrade leg (like a kid stealth leg, a cat rear leg, a goat rear leg, etc) has the same basic construction as a human leg (called plantigrade). The thigh, (from the hip to the knee) is shorter (we're talking proportionally, here) in a digitigrade, but that first joint down from the hip is still the knee. The lower leg, from the "forwards knee" to the "backwards knee" is also shorter. The "backwards knee" joint in the middle of a digitigrade leg is actually what a plantigrade considers their heel. The long part leading down to the ground on the digitigrade is, to a human, the part of their foot from their heel to the ball of the foot. And the part of the digitigrade leg on the ground is just the ball and toes. (hence the name)
So as long as you consider your "leg joints" to be hip, knee, ankle, and ball, the digitigrade leg has the exact same number of joints as you do. It's just like walking on your toes with your heels off the ground, and then completely changing the proportional lengths of the different bits. This changes all manner of mechanical advantage and has associated pros and cons. But if you can walk/jump/etc on your toes, then, fundamentally, you can walk with a digitigrade leg, so wrapping your brain around your shiny new legs wouldn't be quite as hard as it seems. Granted, it would take some serious getting used to, but all the familiar old structures are still there, and it's a means of locomotion you can already do with your regular legs, it just isn't easy or effective.

Most of you probably already knew that. Carry on.
krakjen
Yeah, I DO know that.
And yes you're right, I even recounted the articulations to be sure and that's a digitigrade configuration alright.

Even then, I still feel there is something inherently wrong with those legs...
Maybe they are too big proportionally for a human being, I don't know.
I guess that's my anatomy class coming back to bite me in the ass.

Edit: Is those are the proportions of the raptor cyberlegs, a troll with it would be frigging huge!
Cabral
I don't have a problem with player cherry picked suites. I wouldn't allow it at chargen, but afterwards, taking the time to integrate your implants and wait for them as a package. Smartlink is the new free printer.
Stahlseele
anybody have any idea on how to go about more than 2 Arms or Legs by the way? <.< . .
ElFenrir
You mean, like a four armed or quad-walker guy? o.O

Im not sure about that one...i mean, you might be able to talk your GM into two torso holes, but i think you might need a Positive Quality: Quadradexterous or something. grinbig.gif

never thought of that one. ''Billy, The Human Drone''.
Stahlseele
i just read another WH40K Novel with the Souldrinkers . . Sarpedon specifically rang a Bell with me ^^
Stahlseele
another question . . what happened to flex-hands?
why i am asking that question you wanna know?
'cause i thought about what kind of modifier modular-cyberlimbs would give on an escape-artist test O.o
i mean, how can handcuffs scare you any more, if you can just grab your left hand with the right hand, detach left hand from ore-arm, shake off handcuff on left arm and re-attach hand to forearm again? if needed be, do the same on the other arm . . automatic success?
ElFenrir
Flex hands still exist, but i forget the exact modifiers they give to what, im pretty sure Escape Artist is still one of them.

Grip-Feet are in too, and those seem pretty cool. I know they help with Climbing and the like.
Stahlseele
yeah, i know about the grip-feet, but what about the modifier for escaping if you can just gecko your limbs off? *g*
Rad
Well, just because you get the arms off your body, doesn't mean you can get the cuffs off your arms. The forearm isn't usually any narrower than the hand, so you might be stuck having to choose between keeping your arms and getting away...

>pictures a crazed street sam swinging his modular arm like a morningstar from the cuffs still attached to his wrist<

...if you had a modular hand though, it could work nicely--but you might have to make a check to remove it with the cuffs on.
ElFenrir
You know, im thinking flex-hands might do it.

I myself have crazy natural hand joints; granted im a 5'4'' woman whose not all that big but ive been actually able to squeeze and manuver my natural hands out of cuffs before(and ive done it as a party trick. biggrin.gif) They were real cuffs; and the trick is naturally to get your hand contorted to the size of your wrist; the thumb joint is the hardest part. But i can say that it's somethign that's difficult to do discreetly, they will more than likely see you moving if they are watching you.

Now, i don't like to cross SR/RL over too much; but i'd say yeah, a modular hand can get you out, and Im thinking flex hands, which are probably alot better than my own natural hands(and gods knows im not the only one who can do this), should be able to squeeze you out of cuffs rather efficently.

Now, when you start getting to those heat-fused constraints things are a little more difficult, no doubt. But id still say someone with flex hands would get a bonus and modular would still go for it.
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