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Paco
Okay I decided to take a crack at cyberware construction rules and heres what I have.

B/R TN = Availability TN
B/R Base Time = Availability Base Time
Base Cost = (still working on this one)

Various B/R skills are needed for different cyberware, for every B/R skill needed increase TN by +2. All skills need to be rolled against the TN succesful construction. As an example the different B/R skills would be.
VCR - Cyberware, simsense
Cyberlimb - cyberware, mechanics
Comlink - cyberware, electronics
Dermal armor - cyberware

Alpha increases B/R TN by 2 and add a multiplier of 1.25 to the base time.
Beta increases B/R TN by 4 and adds a multiplier of 1.75 to the base time.
Delta increases B/R TN by 8 and adds a multiplier of 3 to the base time.

Tool grade affects the TN as well. Cost multipliers for Tools follow cyberware grade multipliers in MM.

Kit: Repair Mods-basic no mod/Alpha +4/Beta +8/delta +12-can't build w/ kit
Alpha kit: Repair mods-basic -1/Alpha no mod/Beta +4/Delta +8-can't build w/ kit
Beta Kit: Repair mods-basic -2/Alpha -1/Beta no mod/Delta +4-can't build w/ Kit
Delta Kit: Repair mods-basic -3/Alpha -2/Beta -1/Delta no mod/-can't build w/ kit

Shop:Repair mods-basic -1/Alpha no mod/Beta +4/Delta +8
-------Build mods- basic +4/Alpha +8/Beta +12/Delta +16
Alpha Shop:Repair mods-basic -2/Alpha -1/Beta no mod/Delta +4
-------Build mods- basic +2/Alpha +6/Beta +8/Delta +14
Beta Shop:Repair mods-basic -3/Alpha -2/Beta -1/Delta no mod
-------Build mods- basic no mod/Alpha +4/Beta +6/Delta +12
Delta Shop:Repair mods-basic -4/Alpha -3/Beta -2/Delta -1
-------Build mods- basic -1/Alpha +2/Beta +4/Delta +10

Facility:Repair mods-basic -2/Alpha -1/Beta no mod/Delta +4
---------Build mods- basic no mod/Alpha +4/Beta +8/Delta +12
Alpha Facility:Repair mods-basic -3/Alpha -2/Beta -1/Delta No Mod
---------Build mods- basic-1/Alpha no mod/Beta +4/Delta +8
Beta Facility:Repair mods-basic -4/Alpha -3/Beta -2/Delta -1
---------Build mods- basic-2/Alpha -1/Beta no mod/Delta +4
Delta Facility:Repair mods-basic -5/Alpha -4/Beta -3/Delta -2
---------Build mods- basic-3/Alpha -2/Beta -1/Delta no mod

I am having problems deciding what to use for the costs of the parts. I was thinking about having dividing the base cost for the cyberware by the number of B/R skills for the test, then multiplying that cost by a modifier dependant on the skill. Cyberware multiplier .5, Electronics .6, Computer .75, Mechanics .4, simsense .6, ... not sure though still need to play around with it. Thoughts, comments, suggestions cyber.gif

Backgammon
I find it hard to believe it's feasible to build your own cyberware... it's just so complex.
Herald of Verjigorm
It has to get designed somewhere, and it has to get built somewhere. That means there is a group or individual who knows how to make cyberware, and a group, individual, or drone assembly area that can build it.

Whether these should be in the theoretical reach of PCs is a valid debate, but at first glance, the difficulties of getting the neccessary resources make it reasonably restricted.
prettz
Someone in the SR universe has got to be able to build cyberware. Having baseline rules for that construction process would be good for GM's instead just thinking up something that's fair. Besides after so long the knowledge to customize and even build cyberware should be known, I mean your Street Doc needs to know about it, the problem should be finding the faculties to build it.

Personally I don't think a shop or faculty should be able to build cyberware that is greater than one level of the shop. For example the Basic Shop can only build alpha and Basic while the Alpha Shop can only build Alpha, Basic and Beta while the Beta and Delta Shops can build it all. But that's just me espically with Deltaware, it is just to hi-tech still to be built and worked with in lower class places.
Paco
I thought about restricting the grade of cyberware based on the grade of tools, but I didn't totally want to restrict the possibility thats its possible, just a heck of a lot harder. I figure that if a player takes the time the build their skills and purchases halfway decent tools they should have at least small chance at performing the near impossible smile.gif

What about the multipliers for the different B/R tests for part costs. The numbers I plugged in at the bottom were totally of the top of my head. Any ideas?
Backgammon
QUOTE (Herald of Verjigorm)
It has to get designed somewhere, and it has to get built somewhere. That means there is a group or individual who knows how to make cyberware, and a group, individual, or drone assembly area that can build it.

Whether these should be in the theoretical reach of PCs is a valid debate, but at first glance, the difficulties of getting the neccessary resources make it reasonably restricted.

Whats the point of making rules that no PC can use?
Kanada Ten
Who said "no" PC? Just not your average everyday 123 BP PC. Besides, NPCs do exist, and they usually follow the rules too wink.gif

I'd like rules more along the lines of Spell Design where they sort of limit what can do what with what and how much essence that takes.
Kagetenshi
QUOTE (Backgammon @ Sep 2 2004, 03:18 PM)
QUOTE (Herald of Verjigorm @ Sep 2 2004, 03:07 PM)
It has to get designed somewhere, and it has to get built somewhere.  That means there is a group or individual who knows how to make cyberware, and a group, individual, or drone assembly area that can build it.

Whether these should be in the theoretical reach of PCs is a valid debate, but at first glance, the difficulties of getting the neccessary resources make it reasonably restricted.

Whats the point of making rules that no PC can use?

They're called GMs.

Keep in mind that, while widely broken, no PC is supposed to be able to use the vehicle design rules either.

~J
RangerJoe
I really like the spell-design-esque rules idea. There should be a test for cyberware design (perhaps related to the type of ware-- bodyware, brainware, etc.) and an addition test for construction. In theory, one could buy/steal design specs, and then build the ware in a shop, saving time, effort, and yen.
Paco
I toyed with the idea of cyberware design, but my head hurt from just thinking about it.
What the heck I'll give it a shot. read.gif
If anyone hears a loud bang that will be my head exploding. smile.gif
Kanada Ten
QUOTE (Paco)
I toyed with the idea of cyberware design, but my head hurt from just thinking about it.
What the heck I'll give it a shot. read.gif
If anyone hears a loud bang that will be my head exploding. smile.gif

That's why it hasn't been done, I think. I toyed with the idea as well, but then decided I didn't want to end up getting ridiculed like Jon Setzo without getting paid.
prettz
I think that like Kanada Ten said, you should design a formula for essence use and what the 'ware can and can't do.

As for the rolls needed I beleive they all should need the biotechnology skill (can't remember if Cyberware is a specialization of it) becuase you need to build the interface, the part that actually connects to the flesh and that should require some knowledge in the meat.

As for the restrcition I understand what you mean but I do think at least Deltaware should be 'special ruled.' That is just to hard to make, and install currently in SR. Delta labs are hush hush and considered the some of the highest proiority places to secure and if some smoe street doc can cook up Delta ware in his shop it defeats the purpose of making Delta Labs so sercetive and powerful.

The TN are too close to each other in my opinion. Maybe something like this:

Repairs
Kits
Basic Kit: Repair Mods-basic +6/Alpha +10/Beta +14/delta +18
Alpha kit: Repair mods-basic +3/Alpha +6/Beta +10/Delta +14
Beta Kit: Repair mods-basic -0/Alpha +3/Beta +6/Delta +10
Delta Kit: Repair mods-basic -2/Alpha -0/Beta +3/Delta +6

Shops
Basic Shop:Repair mods-basic +3/Alpha +6/Beta +10/Delta +14
Alpha Shop:Repair mods-basic +0/Alpha +3/Beta +6/Delta +10
Beta Shop:Repair mods-basic -2/Alpha +0/Beta +3/Delta +6
Delta Shop:Repair mods-basic -4/Alpha -2/Beta +0/Delta +3
-Also shops reduce the amount of time needed to repair cyberware by 25 percent so long as it is properly stocked and staffed.

Facilities
Basic Facility:Repair mods-basic +0/Alpha +3/Beta +6/Delta +10
Alpha Facility:Repair mods-basic -2/Alpha +0/Beta +3/Delta +6
Beta Facility:Repair mods-basic -4/Alpha -2/Beta +0/Delta +3
Delta Facility:Repair mods-basic -6/Alpha -4/Beta -2/Delta +0
-Also Faculities reduce the amount of time needed to produce cyberware by 50 percent so long as it is properly stocked and staffed.

Design and Building
Kits
Cannot build cyberware with a kit

Shops
Basic Shop:Repair mods-basic +5/Alpha +10/Beta +15/Delta +20
Alpha Shop:Repair mods-basic +3/Alpha +5/Beta +10/Delta +15
Beta Shop:Repair mods-basic +1/Alpha +3/Beta +5/Delta +10
Delta Shop:Repair mods-basic -1/Alpha +1/Beta +3/Delta +5

Facilities
Basic Facility:Repair mods-basic +3/Alpha +5/Beta +10/Delta +15
Alpha Facility:Repair mods-basic +1/Alpha +3/Beta +5/Delta +10
Beta Facility:Repair mods-basic -1/Alpha +1/Beta +3/Delta +5
Delta Facility:Repair mods-basic -3/Alpha -1/Beta +1/Delta +3
-Also Faculities reduce the amount of time needed to produce cyberware by 25 percent so long as it is properly stocked and staffed.

At least that's how I'd do it but if you follow my suggestion about the Delta simply say that only Delta Shops and Faculities can repair it and only Delta Faculties can build it but they do not recieve the 25 or 50 percent bonus to time for production or repair.
hyzmarca
The problem is with making deltaware (and betaware) is that it is custom made for a single individual. This makes it more essence friendly, but it also means that you need more than just a facility. You need advanced medical scanners that are probably not found outside of Delta and Beta medical clinics. Then you need a technician or software that can interperate those scans and redisign the basic cyberware interfaces to match the recipiant's physiology near-perfectly.
It'd probably take someone with advanced degrees in molecular engineering and biochemestry.
Paco
@ prettz
I think the interface between the cyberware and the meatbod is the basis of all cyberware and should fall under the cyberware B/R skill not a seprate check for the DNI. I hadn't thought about reducing/increasing times based on tools that adds a little more to the picture. Thanx! smile.gif

@Hyzmarca
I agree there. I will probably slide something in along the lines this.
If multiple B/R skills are needed approrite tools are required for those skills. Tools must be kit level for repairs to basic and alpha, shop for basic alpha beta, facility for all. For build shop for basic and alpha, facility for all. No grade of facilites though and no bonuses or penalties to the base TN or time frame for the different tools required. All that will come from the cyberware tools so things don't get too complicated. I think the increase in TN for the different grades adequatley accounts for fine tuning the cyberware to the indivdual for beta and delta ware. A character with cyberware B/R 6 should still be able to build cyberware even delta grade, granted they will have a damn hard time, while the person with cyberware B/R 6, Biotech 6, knowledge skills biotech, cyberware, cyberware theory, nanotech, and random other skills in the techno/bio fields is going to have a much easier time from complimentary.

Still stumped on the cost multipliers though... question.gif
Herald of Verjigorm
start at *1.5 and reduce by .25 each success, to a minimum cost of *.5. Successes on the test can be devoted to reducing time or reducing cost, as the character sees fit. This gives a nice reason to take their time, nuyen.gif
Edward
I think it is about as within the reach of PCs as military hard wear listed availability “only if you steal it yourself”

Also remember you don’t need to own a facility to use one. If you have the right contacts and skills and to a suitably significant service for the right person you may be able you get yourself some time in a corporate lab. just remember they will want a copy of your notes for the nova hot pese of cyber tech you just invented.

The problem with making a system like spell design or vehicle design is there is so much that cyber wear can do. Vehicles where just a list of basic number all vehicles have being given a cost and spells where handily cut up into categories based on effect. Innovation in cyber wear design is far more outside the box. I don’t think you could make a design formula for it. Little own one that worked well.

Edward
Backgammon
QUOTE (Edward)
Little own one that worked well.

It's "let alone", not "little own". Not trying to be snooty, just thought you might appreciate english corrections so you don't make them again.
Paco
Okay messed around with cyberware design, and this is what I have. Make a design test and then making a seperate cyberware build test based on the previous rules listed. Still very much a rough idea.

Cyberware Design Test using Cyberware B/R or a specialization of Cyberware B/R Example: Brainware B/R. TN is cyberware type + essence cost round up (before modifying essence cost by grade) + grade modifier.

Cyberware types:
Communications -2
Eyeware -2
Earware -2
Brainware +6
Bodyware +4

Grade Modifiers
Basic 0
Alpha +2
Beta +4
Delta +8

Tool Modifiers
Shop 0
Facility -2

The types are going off what is in the master cyberware list in M&M. There are others but I don't have a book infront of me. Haven't decided on base times yet, probably based on cyberware type. I am not making seperate tool modifiers for tool grade, since I don't think design is something that is affected by what tools you have available. For every 2 successes reduce build test for construction by 1.

Beta and Delta grade also require a Biotech roll TN 8 for Beta TN 12 for Delta for a complete medical and chemical make up file of the recipiant of the implant. TN for this test is modified by +4 for making the test with a Biotech shop and facilities incure no modifiers. Base time to compile the data is 2 weeks reduce time normally. For every 2 succeses reduce build test for construction by 1.

I thought about adding design and build options to this but I the only ones Ican come up with are reduced/increases essence, reduced/increased ECU, reduced/increased detection (for cyberware scanners). These add or subtract to the cost and TN. I think this is the limit to any custom built cyberware since all the cyberware listed in the books covers virtually anything a player or GM would want or try to build, but I think these rules could still be used as a baseline for any cyberware that someone wanted to build as long as a accurate essence cost was assinged to the new ware. Any other ideas for design or build options? How does this sound so far?

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