QUOTE (Method @ Feb 19 2010, 10:45 PM)

Which was kind of my point. In SR1 thru 3 you needed a piece of hardware implanted in the reticular activating system of your brain to override your concious awareness of real world sensory stimuli so your brain wouldn't get confused with all the VR stimuli coming in. Apparently, trodes (which IIRC also existed in previous editions) now magically do this without the need for an implant, but they haven't really clarified how that works to my knowledge.
No idea about trodes in previous editions. I would imagine it makes use of the same tech from skin linking to go directly to your brain or perhaps down to your spinal column and doing it around there. No idea really. The point however is that it is done somehow. I also don't know how cyberware or bioware or nanoware or geneware really works, but that doesn't stop me using it.
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The key is that there is a difference between pain (the subjective feeling of distress which involves the brain) and nociception (the neuro-physiological conduction of pain stimuli). The movements are involuntary (meaning you have no control over them) and reflexive (the stimuli is conducted to the spinal cord and the response is sent back to the muscles before any signal reaches the brain). This is the reason why if you touch a hot burner you will withdraw your hand before you consciously realize the burner is hot and before you experience pain. It may sound weird but people under general anesthesia (unconscious) still react to painful stimuli (like incisions). They still move and their heart rate and blood pressure increase (which as you can imagine makes hard to control bleeding). Thus you need deeper anesthesia to keep them still. In effect you are killing the person- if the anesthesiologist didn't entubate them and hook them up to a ventilator they would be dead in a matter of seconds.
Once again, local anesthetics will take care of this. Muscle paralysis would also help with any sort of movement, but wouldn't be able to stop the increased blood flow I suppose, but that seems like a potentially limited problem.
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These may help but they have their limitations, and can cause cardiac arrhythmias and seizures in high doses.
I'm not in medicine or anything, but I've felt the affects of local anesthetics first hand, and they are quite effective at stoping you from feeling any pain. They also stop any subconscious reactions since the pain signal is simply never sent out.
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I wouldn't be so sure about that.
Sure there are. Heck, there are natural venoms out there that will do that. I'm reasonably confident that if some artificial equivalent doesn't exist yet, it will with SR level tech.
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You mean IRL? No. You can get fentanyl patches, which is a narcotic, but I don't think sedating yourself before performing self surgery is a good idea.
No, I was thinking of stim patches which provide HPT equal to the patch rating which can go up to 6. Only for stun damage though, so I guess it isn't acting as an anesthetic like I thought it might.
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I think this is the key. If you really want it to work in your game, then you can certainly come up with a fancy futuristic machine chock full of nanotechnology fueled by mixture of midichlorians and purified handwavium and call it a day. I don't think it would really unbalance the game (not in any way I can think of) but I would apply a DP modifier for sure and limit the net hits you can achieve on your Medicine+Agility test (yes I would use agility for surgery) to no higher than your Pilot [Exotic Surgery Robot] skill. Note also that damage modifiers (in a trauma scenario) would still affect the rigger/surgeon as he tries to save his own life.
Given that physical stats are irrelevant when working in VR, I don't see why you would base remote surgery on agility. I agree a steady hand is important, but knowing what the heck your doing in the first place (logic) is far more important. It's kind of like knowing how to lead your target with a gun (logic) is important, but good hand-eye coordination is more important (agility). I also see no need to limit it to a piloting skill. Among other things this has such limited applications that I wouldn't smack a player with an added penalty like that for doing this. There is also no mention of a piloting skill being needed for normal remote surgery, so I see no reason to add this requirement for self remote surgery. Piloting is much different than fine manipulation.
As for damage modifiers... Well, if you're under local anesthetics (which you would basically need to be) then I don't imagine wound modifiers would affect you at all. If however you are trying to do this without anesthetics (Which is possible and done, just not often) then... well, I'm still not sure because RAS override means you aren't feeling the pain, but I don't think the books have anything about being in VR canceling out wound modifiers (Stun mods should carry through I think though)
And no, I'm not talking about some magical handwavium device, I'm talking about the sort of technology that is largely in existence in modern times. Surgeries have been performed remotely in modern times. Surgeries have been performed on conscious people in modern times. If the remotely done surgery could be done purely with the brain without having to operate physical controls or anything (Which is being worked on with varying levels of success I should add. Not surgery but getting (meaningful) responses purely with your mind.), I don't see why surgery couldn't be performed on the person performing the surgery.