Shadowrun

Shadowrun General => Gear => Topic started by: psycho835 on <11-20-15/0831:46>

Title: AR glove implants/accessories
Post by: psycho835 on <11-20-15/0831:46>
Hoi, chummers,
Before we get started: the previous topic went completely off the rails when discussion touched upon datajacks, so I'm opening a new one.

Short story, one of my players has a cyberarm with some leftover capacity and wanted to cram an AR glove in there. Problem is, there is nothing like that in the core book (still don't have "Chrome Flesh", though) and this seems like such a small modification that I'm wondering if it should take any capacity at all. On the other hand, 4E "Augmentation" has cybersafety, which takes up 1 point of capacity despite being nothing more than a security chip. And since we are already here - how much essence would AR gloves require as an implant?
Title: Re: AR glove implants/accessories
Post by: FST_Gemstar on <11-20-15/0904:22>
Interesting thought. I would say 1 capacity or no capacity, leaning towards 0. Cyberears and Cybereyes come with soundlink and imagelink  respectively without additional capacity cost. I don't see why a cyberarm can't come with AR manipulation functionality without essence cost. Maybe it should make the cyberarm more a little more expensive (2x cost of the AR glove?)
Title: Re: AR glove implants/accessories
Post by: Rooks on <11-20-15/1222:56>
In run n gun it listed as one capacity under armor add one so one can assume it should take about the same space in a cyber arm mostly up to the gm
Title: Re: AR glove implants/accessories
Post by: Moonshine Fox on <11-20-15/1250:17>
Like others have said, one capacity in the cyberarm. If you're talking essence outside of a limb, I'd say 0.05 at most.
Title: Re: AR glove implants/accessories
Post by: ScytheKnight on <11-20-15/1602:32>
Or.. you know.. just wear AR gloves or modify the armor to include them?
Title: Re: AR glove implants/accessories
Post by: Marcus Gideon on <11-20-15/1820:03>
Or.. you know.. just wear AR gloves or modify the armor to include them?
^this

The point of having Image Link glasses and AR gloves is to avoid having to get implants. So the 100% squishy Mage can still play MMOs.

But you're talking about someone who has already bitten the bullet and got an implant. If you are afraid of taking the extra 0.1 hit to add a Datajack (which automatically gives you Image Link and AR manipulation in your mind), then why not just wear the glove on your robot hand? You'll notice the AR glove is hand-shaped, as is the robot hand you just paid a lot of money for. They should be compatible. ;)

There is nothing to be gained by incorporating AR Gloves into your Cyberarm.
Title: Re: AR glove implants/accessories
Post by: psycho835 on <11-20-15/1839:00>
He has a habit of grabbing knies/swords/whatever by the blade in the middle of a fight. I know, there's nothing like that in the mechanics, but that's how he describes it. He's kinda big on immersion.
Title: Re: AR glove implants/accessories
Post by: ScytheKnight on <11-21-15/1601:59>
He has a habit of grabbing knies/swords/whatever by the blade in the middle of a fight. I know, there's nothing like that in the mechanics, but that's how he describes it. He's kinda big on immersion.

Again, the solution is a Datajack for Direct Neural Interface, no need to make gestures, just give a mental command.
Title: Re: AR glove implants/accessories
Post by: Reaver on <11-25-15/0507:02>
He has a habit of grabbing knies/swords/whatever by the blade in the middle of a fight. I know, there's nothing like that in the mechanics, but that's how he describes it. He's kinda big on immersion.

Are you making him resist damage for his blade grabs???

Lets face it, deliberately grabbing a monowired blade (ares monosword) is going to have a fairly good chance just to slice his robotic fingers off. (There's Immersion for you!!)


And yea, the datajack is the alternative to AR googles and gloves...

But if you REALLY want to go this way,
1 cap./.1 essence
X3 cost of the gloves (have to pay someone to actually implant and wire it all, afterall)
Title: Re: AR glove implants/accessories
Post by: psycho835 on <11-25-15/1948:59>
Yes, but only for things that should have a reasonable chance of damaging it (it has armor 3), storytelling-wise - monosword or vibroblade, he's rolling. One time, he grabbed a monowhip and had to replace everything down from the elbow. But for things like ceramic knives or normal swords, I don't bother - he just gets some new scratches on the limb.
Title: Re: AR glove implants/accessories
Post by: Reaver on <11-25-15/2000:18>
One question about cyber limbs that I have, that has never been answered:

Do cyberlimbs transmit pain?
I mean, they are tied into the central nervous system, have tactile receptors so you can 'feel' objects and what not....

But does that extend to pain? Would having your cyber fingers sliced off leave you as inconpasitated by pain as having your real fingers cut off???


Hmmmmm...
Title: Re: AR glove implants/accessories
Post by: psycho835 on <11-25-15/2103:43>
Yes. Augmentation, p. 33. The section titled "Cyberlimb Sensory Cut-off" makes it clear that cyberlimbs DO in fact, transmit pain. You can just "turn it off", but that will also kill tactile perception in the whole limb, giving you penalties to using it.
Title: Re: AR glove implants/accessories
Post by: Reaver on <11-25-15/2117:13>
Yes. Augmentation, p. 33. The section titled "Cyberlimb Sensory Cut-off" makes it clear that cyberlimbs DO in fact, transmit pain. You can just "turn it off", but that will also kill tactile perception in the whole limb, giving you penalties to using it.

Hah.

Good to know, thanks.