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Cyber+Magic?

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Michael Chandra

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« Reply #15 on: <09-10-18/1434:48> »
Sphinx, Stainless, did I miss a section in Chrome Flesh or another book clarifying Cyberlimbs to override its Core description, that you both claim Cyberlimb Agility impacts movement rate?
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Stainless Steel Devil Rat

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« Reply #16 on: <09-10-18/1438:32> »
I don't know.  I'm going by the rules governing cyberlimbs in the SR5 core:

Quote from: SR5, pg 455-456
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 on one hand making use of one's movement rate isn't a Test.  But using the Running skill IS a test, and it makes little sense if cyberlimbs only affect movement when you're making a deliberate Running skill test.

Of course the simple act of moving from point A to point B can easily be said to involve 'careful coordination of several limbs', and so the GM is empowered to say body's natural 2 overrides your agi 4 legs anyway.
« Last Edit: <09-10-18/1444:51> by Stainless Steel Devil Rat »
RPG mechanics exist to give structure and consistency to the game world, true, but at the end of the day, you’re fighting dragons with algebra and random number generators.

Sphinx

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« Reply #17 on: <09-10-18/1532:38> »
Movement Rate seems like the main advantage of Agility in cyberlegs. If it's not RAW (and I can't see one way or the other on a quick search), call it a strongly recommended house rule.

Chalkarts

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« Reply #18 on: <09-10-18/1614:45> »
Movement Rate seems like the main advantage of Agility in cyberlegs. If it's not RAW (and I can't see one way or the other on a quick search), call it a strongly recommended house rule.

I was also looking at the hydraulic jacks if I went with both legs.
Those boost running and jumping checks right?
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Chalkarts

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« Reply #19 on: <09-11-18/0103:36> »
Back on topic,
I’m being assaulted by options.
I’ve got the magic half of the character all decided, but the cyberware possibilities are overwhelming me lol.

Ive toyed with 2 limbs, 3 limbs, 1 limb a torso and skull, 2 limbs and a torso.....so many choices of how to use 3 essence.
Whatever I end up with will have maximum armor on all the limbs.

Ye grand chummers,
How would you arrange the robot bits on your counterspell specialist?
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Michael Chandra

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« Reply #20 on: <09-12-18/0054:16> »
Movement Rate seems like the main advantage of Agility in cyberlegs. If it's not RAW (and I can't see one way or the other on a quick search), call it a strongly recommended house rule.
That I completely agree with. It's not raw but it's ridiculous, given how legs are less useful than arms. Just like Strength Boost power not boosting melee damage.

2 legs and an arm for movement speed boost and good attack. And send your gm to us to discuss Cyberlimbs and the movement houserule.
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Mirikon

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« Reply #21 on: <09-12-18/1326:52> »
Movement Rate seems like the main advantage of Agility in cyberlegs. If it's not RAW (and I can't see one way or the other on a quick search), call it a strongly recommended house rule.
That I completely agree with. It's not raw but it's ridiculous, given how legs are less useful than arms. Just like Strength Boost power not boosting melee damage.

2 legs and an arm for movement speed boost and good attack. And send your gm to us to discuss Cyberlimbs and the movement houserule.
Agreed on the movement speed, though I'd mod it to the lowest of the two limbs if they have different Agi. Running, swimming, and climbing are all things I'd call needing coordination of multiple limbs (as anyone who's tried to walk or run while their foot is asleep can attest).
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