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
