Shadowrun
Shadowrun General => Gear => Topic started by: Finn on <07-24-15/1346:21>
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Augmentation Houserules
1) When upgrading current ‘Ware you will pay the difference between what you have and what you are getting.
2) There will be recovery time related to the surgery. Anywhere from a week to a month if the procedure is invasive enough. (i.e. getting a VCR or Wired Reflexes installed)
3) The availability test will involve
a. Having access to the appropriate Clinic or Chop Shop that has the equipment to perform the surgery.
b. The Rating of the Augments will also factor into this. Deltaware is only available in like a Dozen places on the planet and most of them are
Black Labs associated with a Government’s Military or one of the AAA Corps.
c. Forget Gammaware. That is a Pipedream Chummer.
4) Essence Holes are enforced. There are no rules for it in 5th ed but it is implied as Rules as Intended since you can never get essence back. (Chrome Flesh has changed this somewhat but not entirely.)
5)Any other questions please ask.
Changed Augments Stats
Muscle Replacement (1-4) Essence: Rating x .85 Availability: Rating x 5R Cost: Rating x 25,000¥
Wired Reflexes
Lvl 1 Essence: 1.25 Availability: 5R Cost: 40,000¥
Lvl 2 Essence: 2.5 Availability: 10R Cost: 80,000¥
Lvl 3 Essence: 3.75 Availability: 15R Cost: 160,000¥
Synaptic Booster
Lvl 1 Esence: 0.5 Availability: 8R Cost: 100,000¥
Lvl 2 Essence: 1.0 Availability: 12R Cost: 200,000¥
Lvl 3 Essence: 1.5 Availability: 20R Cost: 400,000¥
Move by Wire (This may change)
Lvl 1 Essence: 2.25 Availability: 10F Cost: 50,000¥
Lvl 2 Essence: 3.0 Availability: 12F Cost: 120,000¥
Lvl 3 Essence: 4.25 Availability: 20F Cost: 200,000¥
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I only have one question:
Why / What are you trying to "fix"?
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It's a tough one on the upgrading costs.
Yes mages/adepts get it better because they pay the difference to upgrade, but that is in karma/power points.
But if I am ripping out a level 1 cyber for its better level 2, I don't think I should by default get that value in credit toward the upgrade automatically.
Some places might offer that, but it should not be the standard.
Maybe allow a base rebate of 50% of the original ware value toward defraying some of the costs and then modify by negotiating/face skills or the ware itself, some gear will have a better recovery value while other stuff not so much.
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I only have one question:
Why / What are you trying to "fix"?
The base issue that I see when comparing cyberware to bioware is that there seems to be no rhyme or reason to any of the numbers. My frame of reference is 2nd & 3rd ed. The Wired Reflexes Cyberware I listed from 5th has identical essence costs to those editions, but now has Bioware as an equivalent option that takes 3x less essence but the Nuyen price tag isn't 3x more. At level 1 its around 2.4x more which is close but at 3 its only 1.3x more and you can't even get wire 2 Alphaware at Chargen as a stopgap. I guess I just see a problem there.
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Yes mages/adepts get it better because they pay the difference to upgrade, but that is in karma/power points.
But Augmented characters pay it in Essence and loads of Nuyen anyhow. I've had games using the rip it out get 30% and pay the full price for the next item systems. We end up with Mages loaning the street sam rent money because they're sitting on 100k+.
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Yes mages/adepts get it better because they pay the difference to upgrade, but that is in karma/power points.
But Augmented characters pay it in Essence and loads of Nuyen anyhow. I've had games using the rip it out get 30% and pay the full price for the next item systems. We end up with Mages loaning the street sam rent money because they're sitting on 100k+.
As a Mage Loan Shark I approve this tactic. ^____^
But yeah, I can see where you are coming from and some of the ware may just be a matter of switching in some better components.
Things like Bone Lacing you are not really going to rip out the old I suspect, probably just layer over it, but I could see hand waving that for keeping it in line with the rest.
Not entirely sold on it, but it does have some merit.
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Rule 1, I think every table but the official missions have some version of this houserule. The fact that it isn't official is a little silly.
Rule 2, surgery recovery rules are in the game. If you don't know where I'll drop a page reference off when I can but it's in the basic rule book. Essence divided by 3 in physical and mental damage? Something like that.
Here is RAW p.451 Basic Book.
Getting cyberware and bioware installed hurts. When you have an augmentation implanted (after character creation), your Physical and Stun Condition Monitors each take a number of boxes of damage equal to the item’s Essence Cost x 3 (but never into overflw). Most cyberclinics and body shops offer recovery rooms for patients to rest and heal up after cybersurgery, but beware the sterility and cleanliness of the less-reputable chop shops.
Rule 3 is more or less RAW. Availability check and Nuyen costs include all associated hospital and installation. Delta Clinics are fluff-wise restricted, but seriously a +8 Availability covers it mechanically. If you're going to RP it out, hopefully you cut them some slack on the test. Also, don't get too carried away with it, access to a Delta Clinic is sorta like joining an Initiation group for mages. Most advanced characters expect to have one or the other eventually.
Rule 4 is also how "everyone" plays it. Rock on.
Tweaks to augmentation numbers are your call, but off the top of my head Biocompatablity and Wired 2, Used Muscle 3 and Used Reaction 3 are now possible on a Resources B character? Hell, I think a Decker could swing that and still have enough left for a decent cyberdeck. *shrug*
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IMO, the nuyen for Wired are WAY too low as are the Essence costs for both Wired and MBW.
You can't just look at the cost of those 3 items by themselves, you have to consider other 'ware and the interactions, what characters will be doing with the extra essence, as well as how the various grades will affect costs and essence.
With your values you can have used Wired 3 and used Reaction Enhancers 3 at chargen for less than 200K.
However, as is often said.. its your table.
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With your values you can have used Wired 3 and used Reaction Enhancers 3 at chargen for less than 200K.
Oh, good one. Throw in Biocompatibility and Transhuman prototype get your Muscle Toner, Orthoskin and the Int booster. 17+4d6 initiative? Low 30s almost every turn. Defense tests at 17 out of the gate. Resources A you might even squeeze in ReaKt for 19 dice defense tests? Ye-haw!
Again, not a bad thing. Totally your table. (of killer cyborgs...)
Edit: don't forget a dose of whatever your favorite combat drug is. Bet you can get into the 40's for imitative on a regular basis if you try. Wheeee!!!
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@ Overbyte. That is true and you would only have .42 essence left to play with and all the possible repercussions of having that much Used ware in your body.
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@ Overbyte. That is true and you would only have .42 essence left to play with and all the possible repercussions of having that much Used ware in your body.
Biocompatibility bumps that up to .65? ish Essence left. Enough for Alpha Smartgun link, Alpha Data Jack and ReaKt I think. AFB so maybe not on the DataJack, going from Memory.
Still have in the ballpark of 150k for one Essence of Bioware, (transhuman prototype) and whatever gear you need. Muscle Toner, Int Booster and Orthoskin?
I've got an overcaffinated, amphetamine driven, ADHD Elf Samuraiette just for you if you run this on Roll20 ;)
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Several of my players wanted to disallow the Trans-human stuff since it doesn't really fit with the Theme we're trying to achieve. But in all honesty can't you do most of that stuff anyhow just using wired 2 instead of 3, or just play a few runs and then do it? If someone is gonna go that monkey crazy they're going to find a way.
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Not normally. 1d6+1 more initiative isn't nothing. It really increases the odds of getting another action. And increasing from Wired 2 to Wired 3 is essentially impossible normally. You're not going to leave that much Essence un-used and even with houseruled Augmentation improvements the price tag is too much.
Honestly increasing the Bioware version is usually too much essence unless you plan for it at chargen.
Walking out of Chargen with a 30%ish chance of 5 actions in a turn is... something.
Nice use of "monkey crazy" btw.
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I only have one question:
Why / What are you trying to "fix"?
The base issue that I see when comparing cyberware to bioware is that there seems to be no rhyme or reason to any of the numbers. My frame of reference is 2nd & 3rd ed. The Wired Reflexes Cyberware I listed from 5th has identical essence costs to those editions, but now has Bioware as an equivalent option that takes 3x less essence but the Nuyen price tag isn't 3x more. At level 1 its around 2.4x more which is close but at 3 its only 1.3x more and you can't even get wire 2 Alphaware at Chargen as a stopgap. I guess I just see a problem there.
If you think bioware is too cheap why not house rule an increase to the cost (essence, resource and/or availability) of bioware rather than making chrome equally cheap....?
....or do you consider magical enhanced characters stronger than augmented characters so you need to buff augmented characters to compensate?
used reflex enhancers 3 + wired reflexes 1 right out of chargen is pretty powerful without house ruling anything, but with your house rule i would go for used reflex enhancers 3 + used wired reflexes 3 at chargen and then -if i want more chrome- just pay the difference when upgrading from used grade to standard grade later during game play.
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I like the essence changes. The money changes were to too low for Wired imo. It should be cheaper then Synpatic by quite a bit (otherwise why wouldn't you just take Synaptic when it doesn't cost that much more at above Rating 1), but I think that you made it a little too cheap. I would also raise the Availability of Wired 3 to ~18 or so. As for costs... to keep the Formula it looks like you're using I would say Wired 1 would be 55k, 2 would be 110k, and 3 would be 220k.
For Move-by-Wire I don't see why you have the massive Essence change between 2 and 3. 2 is the sweet spot on Move-by-Wire as that's where you get the extra 1d6. Rating 3 is higher Skillwires (yes, Rating 6, but Skillwires have a linear Essence cost), +1 Reaction, and +3 initiative.
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I haven't used any of this yet either. This is basically my first draft. What made me look at the essence costs was the actions of two of my players. Both are old buddies that played 2nd and 3rd ed with me. They wanted to make old school chrome sams but didn't see the point when they could make better Sams using heavy bioware. Both of them Used Synaptic booster 2 specifically for the essence saving. The price was so close that it didn't matter to them but they didn't like feeling like they were pushed by the mechanics to use Bioware. They felt forced to pick mechanics over flavor just to be competitive with the Mystic adept.