Borbag
Oct 11 2009, 11:11 AM
a simple question:
does cyberware has seperate armor ratings? if a street samurai gets hit on his cyberarm, does he suffer physical damage? or is it justed eyeballed at physical damage track?
i couldn't find any info on SR4A and augmantation about this, but i can be happily directed to the right page
Stahlseele
Oct 11 2009, 11:54 AM
These rules did not make the transition from SR3 to $R4.5
It's just eyeballed nowadays.
Zormal
Oct 11 2009, 03:50 PM
How was it before? Any easily transferable rules?
Stahlseele
Oct 11 2009, 04:00 PM
It was rolled on a table using your essence.
If you rolled empty slot(meaning you had enough left over essence) nothing happened.
If you rolled a slot where cyber was in, you rolled what cyber was hit.
If cyber was hit then you rolled what kind of damage it took.
Zormal
Oct 11 2009, 04:22 PM
Thanks.
Sounds like a logical system, but I can see why they left it out.
Stahlseele
Oct 11 2009, 04:39 PM
Basically, it's similar to the Battletech damage System.
You roll if you hit, you roll where you hit, you roll what you hit, you roll what damage you do.
Pretty straight forward. but yes, a bit clutterstuff . . also, a bit unfair because adepts and magicians don't have to fear for big chunks of their characters like that . .
Tymeaus Jalynsfein
Oct 11 2009, 04:42 PM
QUOTE (Stahlseele @ Oct 11 2009, 09:39 AM)
Basically, it's similar to the Battletech damage System.
You roll if you hit, you roll where you hit, you roll what you hit, you roll what damage you do.
Pretty straight forward. but yes, a bit clutterstuff . . also, a bit unfair because adepts and magicians don't have to fear for big chunks of their characters like that . .
Which is probably why they got rid of it...
Stahlseele
Oct 11 2009, 05:35 PM
Probably. Along with the implantation rules that could frag up your character faster than a critical glitch . .
Tymeaus Jalynsfein
Oct 11 2009, 05:46 PM
QUOTE (Stahlseele @ Oct 11 2009, 10:35 AM)
Probably. Along with the implantation rules that could frag up your character faster than a critical glitch . .
To be fair, the implantation rules in SR3 could also benefit you, though rarely... the penalties were far more substantial than the rewards...
Keep the Faith
Borbag
Oct 11 2009, 06:01 PM
4 seperate dice rolls can really slow down the game, but getting rid of all the rules doesn't really help us
sooner or later, one of my players will try to block a blow with his chrome cyberarm, or another one will shoot someone's cyberhand off
i can say that cyberware is pretty sturdy, and excluding extreme situations (like a monofilament chainsaw), the goods will be dented somewhat but the character will fell all the pain (since cyberware is directly connected to the character's nervous system, i think i can get away with that). later on the damage will heal as usual, but the cyberware will give a -1 or -2 until repaired (depending on my common sense)
Stahlseele
Oct 11 2009, 06:18 PM
Well, The Character does NOT feel anything anymore, if they don't want to.
Fluff allways had it that you can tone the sensibility of cyberlimbs to read braille or not even feel it when you punch through a stone wall with it.
But in SR4, it's actually really honestly been mentioned in the Part about Cyberlimbs for the first time in a rulebook!
Borbag
Oct 11 2009, 06:39 PM
good try no cigar then
i just don't want my players to get cybertorsos, feel like robocop, get shot in the gut, bleed to death and argue about it
on the other hand, punching through a wall sounds
really cool
are you talking about the short story about the guy breaking a glass with his hand or the part in the street gear section?
by the way, it says that "cyberlimbs have other useful features. they also grant the user one extra damage box to her physical condition monitor for each cyberlimb she possesses." i can get full arms, full legs and torsos, maybe even skull; but getting the same bonus with just a hand or foot doesn't make sense to me. i assume that everything i see under standart cyberlimbs table are cyberlimbs.
Stahlseele
Oct 11 2009, 06:51 PM
Sensory Shutoff or something. I am at work(pity me) so i can't look it up.
Also, there was this really cool pic in SR3 of a Troll with Cyberarms punching through a wall ^^
I think what i meant was somewhere close to the redlining part
Ravor
Oct 11 2009, 11:04 PM
Meh, personally I just figure that assigning damage based off of glitches is good enough, otherwise whatever system we use to damage cyber needs to be usable on flesh as well.
Dikotana
Oct 12 2009, 05:28 AM
The SR3 system for damage to cyberware starts with an important detail: your roll to resist damage also acts as a test with a TN equal to the boxes of damage taken. Characters with a lot of cyberware are also likely to be rolling substantial piles of dice on damage resistance. Honestly, 'ware damage from combat is a very rare thing and about as much of a threat as burnout for Awakened characters.
The rules for different levels of bioware damage are very cool, though. It's a shame they're deprecated in SR4. I wouldn't have minded seeing similar rules added for cyberware so that GMs have rules to apply for glitchy, damaged cyberware.
Stahlseele
Oct 12 2009, 07:29 AM
Apply Buggy Ware until money and time have been spent to get it repaired?O.o
i found the part about sensory cut-of in augmentation page 33
[ Spoiler ]
QUOTE
Cyberlimb Sensory Cut-off
All modern cyberlimbs come with sensory feedback systems
that attempt to reproduce tactile impressions such as texture,
warmth, softness, humidity, etc. This is accomplished using a
combination of micro-pressure sensors, nano-receptors, hair-fine
analyzers, and processing software that composites the feedback
into recognizable human sensations. In older models, these systems
were often only embedded in cyberhands.
Cutting off sensory feedback from such systems, when it’s
inconvenient or when the cyberlimb is damaged or undergoing repairs,
is simply a question of giving the built-in processor a mental
command over the neural link or a PAN-connection.
Switching off feedback from a cyberlimb allows characters
to perform actions with that cyberlimb which would normally
induce distracting or painful feedback, such as getting mauled by
a hellhound, putting a hand into a vat of acid, punching a wall, etc.
In these circumstances, the gamemaster should allow the character
to ignore wound modifiers from damage applied directly to that
cyberlimb for as long as the sensory feedback system is turned
off. In the case of damage applied to the character in general, not
specifically to that cyberlimb, the character can ignore a box of
Physical damage per sensory-disconnected full cyberlimb (not
partial limbs) solely for the purpose of calculating wound modifiers.
Note that neither of these options actually prevents damage,
it just allows the character to turn off some of the pain.
Cyberlimbs have sensory feedback for a reason, of course,
and turning that input off makes the cyberlimb clumsy and difficult
to use. At the gamemaster’s discretion, he may apply a –1 to
–3 modifier to the character’s actions involving that limb.
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