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Limits & Cyberlimbs

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Xenon

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« Reply #15 on: <05-30-14/1800:24> »
Also, a 1 strength and agility is a pretty crippling condition.  Sprinting at 4 meters/combat turn? 
Running at 4 meters / combat turn, yes.
A character with 1 strength and agility but with a pair of strength 9 legs and hydraulic jacks get 10 dice plus whatever he got in running skill for his sprint test. Each hit adding 2 meters. And you can take a sprint test each initiative pass. Sprinting 25-30 meters / combat turn.... all because of his chromed legs.

martinchaen

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« Reply #16 on: <05-30-14/1810:45> »
I believe you get to use the stats of the limb that you lead the attack with.  A two handed weapon (assault rifle, claymore) can be lead with one arm, and supported with the other.  So, you'd still get the strength and agility of the good arm.

Also, a 1 strength and agility is a pretty crippling condition.  Sprinting at 4 meters/combat turn?  Forget outrunning lonestar, dodging traffic, or that grenade.  Can you imagine someone who can barely sprint twelve feet in three seconds?  How could they even participate in the run?  Might have to change their runner handle to "Meat Turret."
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ZeConster

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« Reply #17 on: <05-30-14/1813:21> »
Also, a 1 strength and agility is a pretty crippling condition.  Sprinting at 4 meters/combat turn?
Running at 4 meters / combat turn, yes.
A character with 1 strength and agility but with a pair of strength 9 legs and hydraulic jacks get 10 dice plus whatever he got in running skill for his sprint test. Each hit adding 2 meters. And you can take a sprint test each initiative pass. Sprinting 25-30 meters / combat turn.... all because of his chromed legs.
Isn't sprinting a Complex Action, though? Plus I think there's rules about how long you can run.

I_AM_ZHOUL!!!

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« Reply #18 on: <05-30-14/1930:06> »
So... having all 4 cyber limbs still uses your natural attribute for physical limits..? So having 4 fully customized limbs is just a huge waste to get them... I can see if you have just one or two, but when you blow 2/3 of your essence you should get more than just a a bunch of stat dice you can never use....

Top Dog

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« Reply #19 on: <05-30-14/1942:04> »
So... having all 4 cyber limbs still uses your natural attribute for physical limits..? So having 4 fully customized limbs is just a huge waste to get them... I can see if you have just one or two, but when you blow 2/3 of your essence you should get more than just a a bunch of stat dice you can never use....
Pretty much yeah. There probably should be specific rules for when you have multiple limbs and the result on limits and other attribute-based statistics, but it's enough of an edge case for Core not to bother with, I guess. I'm assuming the Augmentation book will go into more detail once that comes out, but that'll be a while.

martinchaen

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« Reply #20 on: <05-30-14/2006:06> »
Not just Essence; 4 cyberlimbs get real expensive real fast, especially when you kit them out. I created a character who spent over 400k on 'ware alone, and that didn't include reaction enhancers...

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« Reply #21 on: <05-30-14/2106:46> »
Which seems like a better option regarding limits...

A. The cyberlimb(s) attribute rating is averaged into the base stat (strength) before calculation on a percentage basis (25%/50/% 75%/100%)

OR

B. Cyberlimb(s) add to your physical limit at a flat rate similar to Physical condition monitor as follows...
   a. 1 Cyberlimb   +0
   b. 2 Cyberlimbs +1
   c. 3 Cyberlimbs +2
   d. 4 Cyberlimbs +3

I think option B is better since it involves less book keeping but also because it mqkes it a flat rate that means skill dumping is not going to be extremely rewarded while still not being unnecessarily punishing to those who do it on the quest to being SHINY!!!! Cause you gotta pick priority A or B to be able to afford this option anyways, so you are giving up higher attributes in trade.....

JimmyCrisis

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« Reply #22 on: <05-30-14/2118:46> »
Also, a 1 strength and agility is a pretty crippling condition.  Sprinting at 4 meters/combat turn? 
Running at 4 meters / combat turn, yes.
A character with 1 strength and agility but with a pair of strength 9 legs and hydraulic jacks get 10 dice plus whatever he got in running skill for his sprint test. Each hit adding 2 meters. And you can take a sprint test each initiative pass. Sprinting 25-30 meters / combat turn.... all because of his chromed legs.

I do believe running on cyberlegs is an activity that uses just those two legs, so agility and strength of the cyberlimbs apply exclusively, if you have two.

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« Reply #23 on: <05-30-14/2121:13> »
Also... why would your cyberlegs be using your natural agility attribute to find your movement rate...??? Its not like your natural legs are doing the walking/running/sprinting when you move... they probably ended up in some ghouls belly to make the doc a little extra money on the side!!!!! It makes absolutely no sense for professional athletes to get cyberlimbs when they can get either Cyberware muscle replacement or more likely (seeing as how they are rich and famous after all) Bioware muscle toner/augmentation... getting cyberlimbs is stupid and the chromed up Street Samurai is a myth perpetrated by the media elite to get suckers to make unusable builds....

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« Reply #24 on: <05-30-14/2137:14> »
Also, a 1 strength and agility is a pretty crippling condition.  Sprinting at 4 meters/combat turn? 
Running at 4 meters / combat turn, yes.
A character with 1 strength and agility but with a pair of strength 9 legs and hydraulic jacks get 10 dice plus whatever he got in running skill for his sprint test. Each hit adding 2 meters. And you can take a sprint test each initiative pass. Sprinting 25-30 meters / combat turn.... all because of his chromed legs.

I do believe running on cyberlegs is an activity that uses just those two legs, so agility and strength of the cyberlimbs apply exclusively, if you have two.

lets break the cost of this down and see if it's OP or just plain dumb to do by RAW...

1. Cyberlimbs x2= 30k & Essence Loss 2
2. Customized to 6/6 x2= 60k & +6 availability
3. Enhancement to 9/9 x2= 78k & [6] Capacity/9R availability x2 (means two separate licenses needed on all Fake SINs since cant just leave them at home)
4. Hydraulic Jacks (6) x2= 30k & [6] Capacity/9 availability x2

all of that just to walk 2m/run 4m a turn with a sprint of +20m, I can sprint farther with any decent agility build way cheaper!!!! Agility 5(7)= 10m/20m +2m on sprint... that only cost 72k for a muscle toner(2)...

ZeConster

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« Reply #25 on: <05-30-14/2207:04> »
I don't really see a reason why cyberlimbs should affect your limits: that's not what they're for. If you want to change your limits, you could just get stat-boosting 'ware.

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« Reply #26 on: <05-30-14/2307:37> »
I don't really see a reason why cyberlimbs should affect your limits: that's not what they're for. If you want to change your limits, you could just get stat-boosting 'ware.

I don't really see why Technomancers should exist... thats what deckers are for.

reyjinn

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« Reply #27 on: <05-30-14/2319:49> »
Which seems like a better option regarding limits...

A. The cyberlimb(s) attribute rating is averaged into the base stat (strength) before calculation on a percentage basis (25%/50/% 75%/100%)

OR

B. Cyberlimb(s) add to your physical limit at a flat rate similar to Physical condition monitor as follows...
   a. 1 Cyberlimb   +0
   b. 2 Cyberlimbs +1
   c. 3 Cyberlimbs +2
   d. 4 Cyberlimbs +3

I think option B is better since it involves less book keeping but also because it mqkes it a flat rate that means skill dumping is not going to be extremely rewarded while still not being unnecessarily punishing to those who do it on the quest to being SHINY!!!! Cause you gotta pick priority A or B to be able to afford this option anyways, so you are giving up higher attributes in trade.....

I would think that the thinking is that even if you have a suped up cyberarm/leg or two, they are still connected to your meat shoulder joint, or effects your clavicle(?) or pelvis or whatever applies for each limb. As such you are still limited by your good old version 1.0 meatbody.
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I_AM_ZHOUL!!!

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« Reply #28 on: <05-30-14/2326:52> »
Which seems like a better option regarding limits...

A. The cyberlimb(s) attribute rating is averaged into the base stat (strength) before calculation on a percentage basis (25%/50/% 75%/100%)

OR

B. Cyberlimb(s) add to your physical limit at a flat rate similar to Physical condition monitor as follows...
   a. 1 Cyberlimb   +0
   b. 2 Cyberlimbs +1
   c. 3 Cyberlimbs +2
   d. 4 Cyberlimbs +3

I think option B is better since it involves less book keeping but also because it mqkes it a flat rate that means skill dumping is not going to be extremely rewarded while still not being unnecessarily punishing to those who do it on the quest to being SHINY!!!! Cause you gotta pick priority A or B to be able to afford this option anyways, so you are giving up higher attributes in trade.....

I would think that the thinking is that even if you have a suped up cyberarm/leg or two, they are still connected to your meat shoulder joint, or effects your clavicle(?) or pelvis or whatever applies for each limb. As such you are still limited by your good old version 1.0 meatbody.

kinda... the entire shoulder and hip would be rebuilt to take the cyberlimb.... even my dads hip and knee replacements using modern medicine use redesigns and reinforcement currently...

I mean id take a torso if it wasn't so outrageous of an essence cost for no redeeming value... but you have to become a lich to get the torso and skull replacements as a CyberZombie which is not in anyway relevant to an actual PC character...

SlowDeck

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« Reply #29 on: <05-31-14/0016:40> »
Not just the entire shoulder; what I've seen of them suggests you would also need to alter part of the ribcage to act as an anchor and as support. For cyberlegs, pretty much the entire pelvis would need to be altered.

The result? It would be easier to remove someone's natural arm than someone's cybernetic arm.
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