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CitM
I was wondering how MBW-systems will look like in sr5, when the augmentations-book comes out. And than it was not just wondering anymore and i tried to make some thoughts on it, but unfortunately its very hard to get to something here.

Price:
Since ware got much more expensive, id suggest taking the old prices multiplied by 3 to keep it simple. This should be okay.

Rating 1, Ess 2, Avail 12R, Old price: 50,000¥, New price: 150k
Rating 2, Ess 3, Avail 18R, Old price: 85,000¥, New price: 255k
Rating 3, Ess 5, Avail 25F, Old price: 175,000¥, New price: 525k


Stats:

QUOTE
The move-by-wire system confers a bonus of +2 to
the character’s Reaction attribute, +1 to the character’s
Dodge skill rating, and +1 Initiative Pass per point of rating. It
also functions as skillwires (p. 335, SR4) at the following level:
Move-by-wire cannot be combined with any other form of
Initiative enhancement except for reaction enhancers.


This it where it gets complicated.

I would switch Initiative pass against Initiative dice. And i think it should be compatible with reaction enhancers but only wireless (like Wired Reflexes).
And then it gets ultramessy. +2 Reaction per level? I dont think so. Also i think +1 is to low.
Since there is no dodge skill anymore id suggest to add the rating to the defensive dice pool, but than again i think it might be overpowered again as you get also dices to that pool through reaction.
And since there are skillwires and skilljack now, i dont know if MBW should have integrated both of it, or if it should just keep the skillwires, wich of course are useless without the other.

Any thoughts?
Sendaz
Yeah it is a bit of a juggling act, though I would say Reaction enhancers do NOT work with the Move by wire as the MBW sort of keeps the body in an ongoing seizure, but one can debate it.

Edit source question, had forgotten there was a 4th ed version.. I went with a more old school approach wink.gif

Rumours abound of a new Move-By-Wireless (WMBL) system being field tested by some certain parties.

Building on the original MBW system(Cybertechnology style), they have worked out some of the kinks by utilizing the constant uplink to the Matrix to help keep the constant fly by wiring of the nervous system more balanced along with advances in the overall system have made it a bit more body system friendly. It is incompatible with all other enhancements to Reaction, including wired reflexes and Reaction enhancers.

Wireless Bonus: Well, considering the whole thing is built to be run wireless the stats for the system are the bonus and yes some of the bonuses WILL exceed the normal +4 limit.
Again, THIS SYSTEM WILL NOT PROVIDE ANY OF THE FOLLOWING BONUSES AT ALL IF SWITCHED TO OFFLINE.
Get a decent firewall on the commlink or a decker buddy.
[Why the all wireless route? While originally more as a joke it does have some merits: One, to throw this into the deep end of the wireless pool, you can not wade around offline. Two, in this case it sort of makes sense seeing as the MBWL is using the Matrix to keep it altogether]

Level 1: +1 Agility +2 Reaction and +1d6 Iniative +1 dice for skill tests from the Athletics skill group. Essence: 2.15 Cost: 125,000
Level 2: +2 Agility +4 Reaction and +2d6 Iniative +2 dice for skill tests from the Athletics skill group. Essence: 3.35 Cost: 250,000
Level 3: +3 Agility +6 Reaction and +3d6 Iniative +3 dice for skill tests from the Athletics skill group. Essence: 4.55 Cost: 625,000
Level 4: +4 Agility +8 Reaction and +4d6 Iniative +4 dice for skill tests from the Athletics skill group. Essence: 5.75 Cost: 1,500,000

[Think this was a good translation and yes it is a bit pricey, but you get what you pay for with all the perks]

Device Rating is considered to be Rating 1 per Level and has 4 levels of noise reduction built in.

Note each level of noise over the ability of noise reduction to reduce will reduce effective level of system performance by one.

[Yes most devices are either working or not due to Noise, but I thought the gradual degradation was more fitting in this case]

Example: Jimmy 'Speedy' Rodriguez has a Rating 2 Move By Wireless system. Normally he enjoys the +2 Agility, +4 Reaction and +2d6 Initiative but today he is going to a little black market electronics event on the edge of the sprawl where anything and everything is going up for sale. The Noise from the sheer density of all the odds and ends electronics and other devices is creating a level 5 Noise rating. Jimmy gets 4 levels of Noise reduction from the system, but the remaining point of Noise sends the system skittering a bit and now his effective bonuses are just that of a level 1 system. Now Jimmy is having some shakes as he isn't moving as smoothly as he should.

If the Noise around Jimmy climbs to 6 or more its bye bye bonuses as normal for any device being jammed by Noise vs Rating. The only difference here is the system degrades as the noise climbs since it is pretty tightly wound and even small errors creeping in tend to snowball a bit.

As to Long Term effects, there are case studies showing some neurological and muscular damage over time, the body simply can not handle being in a constant state of seizure, the incessant wear and tear takes it's toll both mentally and physically.
Worse is the fact the system seems to be addicting as the test subjects grow to enjoy the jazzed up feeling and they have shown signs of resentment when forced to turn the system off and will turn it back on at the earliest possible opportunity, even when informed of the destructive side effects from prolonged usage....

Addiction Rating equal to 4 plus Level of System, Addiction Threshold 2.

[Why would anyone want to use something that could kill them or at least wreck them over time? Because it comes back to everything has a price and this is a bit like riding an electric tiger, nerves all a jangle as you tear through the opposition as a blur.]

It does look odd I admit, but it has to be different enough or why not stick to vanilla wired? nyahnyah.gif
Rubic
I do kind of like the flavor that it leads to neuromuscular damage, but perhaps more of a "neuromuscular dependence," leading to increased recovery time and cost if the system is ever removed, for whatever reason, and certain negatives until such proper treatment? It sounds more like something the body would do, keeps the "everything at a price" and doesn't perma-retire a character early just for choosing a powerful character option. It just makes them pay more when they decide they'd rather use something else.
DMiller
QUOTE (Sendaz @ Mar 20 2014, 03:41 AM) *
Level 1: +1 Agility +2 Reaction and +1d6 Iniative +1 dice for skill tests from the Athletics skill group. Essence: 2.15 Cost: 125,000
Level 2: +2 Agility +4 Reaction and +2d6 Iniative +2 dice for skill tests from the Athletics skill group. Essence: 3.35 Cost: 250,000
Level 3: +3 Agility +6 Reaction and +3d6 Iniative +3 dice for skill tests from the Athletics skill group. Essence: 4.55 Cost: 625,000
Level 4: +4 Agility +8 Reaction and +4d6 Iniative +4 dice for skill tests from the Athletics skill group. Essence: 5.75 Cost: 1,500,000

I like it over all, but I'd make a couple of minor changes...
1. Up the Essence cost by 0.5 across the board, yes that means that level 4 costs 6.25 essence (the first MBW also cost more than 6 essence when it was introduced), but with cyberware grades it is still possible to have for less than 6 essence.
2. Split the Reaction bonuses into Reaction and Defensive Dice Pool, so level 1 provides +1 Reaction and +1 Defensive Dice Pool, all the way to level 4 providing +4 Reaction and +4 Defensive Dice Pool. This has the same net effect on defense without going well above the +4 augmented maximum. I know the Wired Reflexes can go above, but that doesn't mean that MBW should.

I could take or leave the addiction. The idea that healing is harder is a good option too, maybe something like reduce your healing dice pools by the rating of the MBWL system rating. I wouldn't do both attiction and harder healing, but one or the other would be a good choice I think.
Sendaz
QUOTE (DMiller @ Mar 20 2014, 03:02 AM) *
I like it over all, but I'd make a couple of minor changes...
1. Up the Essence cost by 0.5 across the board, yes that means that level 4 costs 6.25 essence (the first MBW also cost more than 6 essence when it was introduced), but with cyberware grades it is still possible to have for less than 6 essence.
2. Split the Reaction bonuses into Reaction and Defensive Dice Pool, so level 1 provides +1 Reaction and +1 Defensive Dice Pool, all the way to level 4 providing +4 Reaction and +4 Defensive Dice Pool. This has the same net effect on defense without going well above the +4 augmented maximum. I know the Wired Reflexes can go above, but that doesn't mean that MBW should.

I could take or leave the addiction. The idea that healing is harder is a good option too, maybe something like reduce your healing dice pools by the rating of the MBWL system rating. I wouldn't do both attiction and harder healing, but one or the other would be a good choice I think.

1) I did tweak down the old Cybertech cost to reflect improvements to the system, but seeing as the various grades are all pretty much available, don't see why one couldn't stick with the original costs.

2) Splitting the reaction bonus into Reaction/Defense makes sense looking back at it.
So it would look more like: +1 Agility, +1 Reaction, +1d6 Iniative, +1 dice for Defense tests and skill tests from the Athletics skill group per level of system?

@Rubic The only problem with the muscular dependence is that if they never take the system out then it's not really a problem, and no real reason was given for why they would be removing it in the first place since addiction was not being considered and thus not really a price, sort of like if a mage planning to never take cyber who gets the sensitive system quality.
Yes, ultimately circumstances may force their hand, but odds favour them not having to pay the price.

This device is pretty much comparable to skillwires in many ways, so we took a page from that concerning addiction. But given how murky all the ins and outs of addiction are, maybe it can be left for now.

But maybe doing something more along impairing healing /resting may be an alternative. The heavy ess cost will slow magic healing in any case a little.
When the MBWL is on, maybe you can not be considered resting, afterall your system is intentionally causing a cascading mini-seizure with all your nerves are ajangle and twitching.
So that means no recovery of stun/physical boxes or edge unless it is turned off.
Once off, regular recovery can occur.
I do not think they should have to take a penalty to healing/recovery while the device is off, but one could consider this as well as there has been extensive reworking done, the system is running minimal output- not enough for bonuses but keeping it on standby and offline.

This should not be too huge a hardship for most as one would think most people turn off the joy buzzer in their head/body before going to bed.
But it also means they are running at normal speeds while napping, which should play merry havoc with the more paranoid types or those on a longer run where they can not get any quiet times. wink.gif

Or if that is too much tracking, then scrap the No Rest Rule and just apply the flat -1 per level to healing tests to reflect ongoing issues with healing/resting with this system installed.

I still like the No Rest idea though....
CitM
Compared to the SR4 MBW, this seems way overpowered. It dont see why it should give you a agilitybonus. Also the system is almost 10 years old from now so i think your prices and essencecosts do make the whole thing unaffordable for regular runners and thats not how it was in sr4.

Id try to go with +1 Reaction, +1 Defensive Pool, +1d Initiative, Skillwires + Skilljack depending on Level.
And maybe to get the wirelessbonus in: Either compability with reaction enhancers above +4 or another +1d6 Initiative.
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