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Cyberlimbs, bit by bit

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Lodestar

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« on: <06-27-15/0053:01> »
So, guys, let's say I want to be a gunslinger and my attribute comes out of my cyberlimbs.

I want to know, what is the difference between having a whole full cyberarm and a cyberhand?

Can't I have the cyberhand to its maximum so I can reach to the maximum augmentation?

Isn't a cyberhand Str/Agi 9 the same thing of a full arm Str/Agi 9, but cheaper in money and essence cost?

Let's say in the same case I want to make a street samurai and I use a two-handed weapon, do I need both limbs to increase my melee attacks?

How does it work for guns that requires the character to use with both hands? Does the character need the attribute high in both hands that are handling the gun or just the trigger hand?


Novocrane

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« Reply #1 on: <06-27-15/0140:49> »
Quote
The attributes of partial limbs (including cyberhands and –feet) may be enhanced, but their attributes only apply for tests directly involving those limbs (such as a Strength Test when gripping something with an enhanced cyberhand)
Extremities are useful for augmenting grip pressure and dexterity. Hands see slightly more use than feet, but they're more or less something for expert safecrackers, expert model makers, expert masseuses / masseurs, and anyone with a backstory that involved losing a hand without being able to get a cloned / type-o replacement.
Or the cyberlimb is being (ab)used for armour.

Partial limbs are slightly more useful in terms of applying attributes, but still not for things like firing a pistol, unless the GM rules it natural to keep your elbow locked and aim from the forearm.

Quote
When a particular limb is used for a test (such as leading an attack with your cyberarm), use the attribute for that limb (natural or cyber)

in any other case, take the average value of all limbs involved in the task.

If a task requires the careful coordination of several limbs, use the value of the weakest limb.
So that would be why full limbs are useful, and (unless it's ruled that you can "lead an attack" with your cyberarm when firing a rifle) replacing both arms may be worthwhile.
« Last Edit: <06-27-15/0142:23> by Novocrane »

Marcus

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« Reply #2 on: <06-27-15/0222:30> »
After that techno thread on a very similar topic this set of question was basically unavoidable.

Ok so before we get started lets cover a couple things by definitions
Cyber-limbs rules recognize 3 categories relating to this, and each one has to be addressed.
1. Full Limb- The whole arm, from tips of the fingers to the shoulder. This one is well covered, we have good examples of how it should work, and its fairly easy to understand

2 Lower Arm- From tips of the finger to the elbow. This one is not well covered, it counts as half a limb for health box purposes, we know how much capacity it has, but when it can be used on its own is remains fairly theoretical.

3 Hand- From tips of the fingers to the wrist. This one hasn't really been discussed at all. We know stats from a table and that's really about it.

So the question is when can you get away with using just the limbs stats, (Str, Agi), and when you must average it. (the average being the average of the limbs stat and the character's normal stat)

For the full arm if you are employing one handed weapons, you use just the limbs stats (melee ranged etc). The book is clear on that.

For the Half limb, in the last thread I purposed when using only pistol sized weapons, specifically excluding melee you could use just the limb. The logic being you are getting about half the effect of the full limb. Exactly what constitutes a pistol sized weapon still needs a little more specification but the intent is clear, and is my attempted to be consistent with the example given.

For just a Hand I would say if your using a weapon your going to have to average it with the character's normal stat. This really isn't a bad thing, if your cyberhand is agi 9 and your  regular stat is agi 3, your going to be shooting at agi 6. So in effect your getting a 3 die bonus from .25 worth of essence. But that is
RAW as I understand it.

Now to specific questions when you say Cyberhand I am assuming just the hand, if you mean lower arm most of these answers are mostly the same, only a couple things are different.
1.  A cyberhand is stated in the core and it has different capacity, essence cost, and availability, you can see them on page 457 of the core, there are obvious common sense limits on the differences. For example you can't put a cyber gun slide in a hand.
 
2. A hand's capacity is high enough to take a full rating 3 enhancement, but only in one stat. So agi 9 is possible or str 9 is possible but not both.

3. As explain above it is not the same in all ways, it has some similarities but is subject many more limitations, the full limb's much great capacity means achieving full maximum is possible, that is not the case with a single hand.

4. For a two handed melee attacks your going to be running the average, even if you had both hands replaced.

5. For  a two handed gun your also going to be running the average, even if you had both hands replaced.

As I see it if your making a cyber-primary street sam and your intent on doing the cyberlimb method, your best bet is to get a full limbs, it gives you the most options, and lets you get the maximum stat advantage. If your looking to avoid essence loss and are ok with being a little less effective from the combat stand point, a half limb, maybe a good option for you. If your looking to mess around with builds are trying maximum effect for minimum essence cost a hand is an interest point of discussion, but its going to lag behind a full limb in terms of attribute advantage and total options.

Of course mileage and opinions will very, and your GM will be the final arbiter.
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Rooks

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« Reply #3 on: <06-27-15/0321:54> »
I find it funny this is the 5th edition and this has still not been addressed in any of the previous editions

PiXeL01

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« Reply #4 on: <06-27-15/0339:52> »
I think I read somewhere that hands only add to skills like lock picking, nothing else like gun wielding
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Medicineman

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« Reply #5 on: <06-27-15/0445:54> »
I think I read somewhere that hands only add to skills like lock picking, nothing else like gun wielding
must've been Houserules You've read ;)

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Xenon

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« Reply #6 on: <06-27-15/0522:17> »
1) When a particular limb is used for a test (such as leading an attack with your cyberarm), use the attribute for that limb (natural or cyber).

2) in any other case, take the average value of all limbs involved in the task(*)

3) If a task requires the careful coordination of several limbs, use the value of the weakest limb.

4) The attributes of partial limbs (including cyberhands and –feet) may be enhanced, but their attributes only apply for tests directly involving those limbs (such as a Strength Test when gripping something with an enhanced cyberhand).

5) Cyberlimbs have other useful features. They give you 1 extra damage box on your Physical Condition Monitor for each cyberlimb you possess (ignore hands and feet, and partial limbs count for half a limb).

6) They have Capacity, letting you add cyberweapons and other cyber systems that have a Capacity cost [in brackets].

7) their unarmed Damage Value is (STR)P.





(*) Including -but not limited to- tasks that does not have a test associated with it.

Rooks

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« Reply #7 on: <06-27-15/0531:56> »
And this is from where?
Also like to point out cyberlimbs have their own condition boxes so Im pretty sure you can brick them with electrical damage

Medicineman

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« Reply #8 on: <06-27-15/0535:36> »
And this is from where?
Also like to point out cyberlimbs have their own condition boxes so Im pretty sure you can brick them with electrical damage

It is from the SR5 BBB (Big Basic Book)
Since when do have Cyberlimbs their own Condition Boxes ???
They Add 1 per Limb to your natural Bodys Boxes (1/2 if 1/2 a Limb!)
If Cyberlimbs are WiFi Open they can be bricked like any other WiFi Open Cyberware
But I don't remeber any RAW that says they are especially vulnerable /brickable by electrical damage....

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« Last Edit: <06-27-15/0538:32> by Medicineman »
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Xenon

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« Reply #9 on: <06-27-15/0541:54> »
I want to know, what is the difference between having a whole full cyberarm and a cyberhand?
If you are repairing a throwback old school mechanical clock you would use the weakest of your two hands.
No need for a full limb.

If you want to take a swing at someone you use the attributes of your full arm, just a hand will not help out here.

If you fire at someone with a rifle you use the average value of both arms.


Can't I have the cyberhand to its maximum so I can reach to the maximum augmentation?
Sure, and it will apply in all situations where you take a test that only involve your hand (and not the rest of your arm).
There are several situations where it will not apply (like when you shoot a gun).


Isn't a cyberhand Str/Agi 9 the same thing of a full arm Str/Agi 9, but cheaper in money and essence cost?
It also have less capacity for enhancements and body wear with a capacity cost, give no physical condition monitor boxes, will not help in tests that require your whole arm (like when shooting a gun).


Let's say in the same case I want to make a street samurai and I use a two-handed weapon, do I need both limbs to increase my melee attacks?
You use the average value of both arms.


How does it work for guns that requires the character to use with both hands?
You use the average value of both arms (not hands)


Does the character need the attribute high in both hands that are handling the gun or just the trigger hand?
Neither.
The character use the average value of both arms when not using a particular limb for a test and when the task doesn't take careful coordination of several limbs (but I don't think "guns" are required to be used by two hands and i don't think "guns" give a bonus if you hold them with two hands either...)



And this is from where?
SR5 p. 455 - 456 Cyberlimbs
....Cyberlimbs have their own Strength and Agility ratings. When a particular limb is used for a test (such as leading an attack with your cyberarm), use the attribute for that limb (natural or cyber); in any other case, take the average value of all limbs involved in the task. If a task requires the careful coordination of several limbs, use the value of the weakest limb. The attributes of partial limbs (including cyberhands and –feet) may be enhanced, but their attributes only apply for tests directly involving those limbs (such as a Strength Test when gripping something with an enhanced cyberhand). Cyberlimbs cannot hold any bioware, nor any cyber-implants that take up Essence rather than Capacity. Essence cost, Capacity, and other stats can be found on the Cyberlimb table.
Cyberlimbs have other useful features. They give you 1 extra damage box on your Physical Condition Monitor for each cyberlimb you possess (ignore hands and feet, and partial limbs count for half a limb). They have Capacity, letting you add cyberweapons and other cyber systems that have a Capacity cost [in brackets]. They can perform at superhuman levels with the right enhancements. Cyberlimbs can be dangerous even if they don’t have cyberweapons installed— their unarmed Damage Value is (STR)P.



Also like to point out cyberlimbs have their own condition boxes so Im pretty sure you can brick them with electrical damage
They don't have their own Physical or Stun condition monitors.
What you are talking about are Matrix condition monitors.

Also,
SR5 p. 451 Augmentation
Besides their wireless functionality, almost all cyberware devices are equipped with a neural interface (not to be confused with DNI) that lets you mentally activate and control their functions. You can use this in place of wireless control, preventing wireless hacking, as long as all of the “moving parts” are connected to your nervous system. An item that has a wireless bonus, however, can only gain that full level of functionality if wireless functionality is active.
« Last Edit: <06-27-15/0847:09> by Xenon »

Herr Brackhaus

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« Reply #10 on: <06-27-15/0829:54> »
You're never going to get a clear answer to this because it's dependent upon GM interpretation. As always, talk to your GM what he considers appropriate for hands, lower limbs, and full limbs.

adzling

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« Reply #11 on: <06-27-15/1255:51> »
If you engaged common sense it would be clear that firing a firearm requires your entire arm at the very least to lift, aim and fire.
If you turn off common sense anything is possible.

Although given the low recoil and lightweight of a light or hold out pistol I would allow you to use it with a cyber forearm.

Overbyte

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« Reply #12 on: <06-27-15/1313:38> »
Although given the low recoil and lightweight of a light or hold out pistol I would allow you to use it with a cyber forearm.

I wouldn't. I would require all pistols to require full cyberarm to get benefit.
In fact, smaller guns tend to have high recoil due to their low weight. (Equal and opposite reaction and all that).
Nothing is foolproof. Fools are so ingenious.

adzling

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« Reply #13 on: <06-27-15/1317:10> »
fair comment.

Reaver

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« Reply #14 on: <06-27-15/1330:32> »
Personally, I don't see how a fore arm would help in shooting anything, Your forearm is both a lever and a rotation point, as a Lever it is controlled and moved by your upper arm. As a rotation point it allows both sweep and angular movement. while I could see how the ability to sweep would help in some firing situations, I don't see it helping enough to make a statistical difference in a fluid, non static combat situation. Fast draw sweep shooting (standing rooted in one spot, and sweeping the gun side to side at the same elevation) MAYBE. but running, dodging, jumping ducking AND shooting (like most combat situations) I can't see it at all.


But, like has been said before, talk to your GM.
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