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Impact of a cyberfoot on attributes

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Mad Hamish

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« on: <01-04-13/1938:37> »
I'm not sure what the impact of a cyberfoot is on attributes

"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)."

So it looks like it shouldn't have any impact on damage resistance tests or general tests (it's hard to see what tests a cyberfoot is relevant to)
but I'm not sure if  I'm reading it right

UmaroVI

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« Reply #1 on: <01-05-13/0852:18> »
Yes, that's correct. The attributes would matter for the highly critical Wiggle Toes tests, and I guess someone could make a Called Shot to your foot.

Novocrane

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« Reply #2 on: <01-05-13/2016:10> »
If a helmet is always relevant when you've been shot, I don't see why a cyberfoot wouldn't be.

RHat

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« Reply #3 on: <01-05-13/2157:34> »
If a helmet is always relevant when you've been shot, I don't see why a cyberfoot wouldn't be.

Abstraction of armour doesn't really have any relation to limb involvement.

Foot would be involved with kicking with that leg, running, jumping, and similar things.  Never exclusively involved, though.
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UmaroVI

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« Reply #4 on: <01-05-13/2303:50> »
Well, the Armor Enhancement on your cyberfoot always helps. But the Body on it only does for called shots. Because shadowrun is consistent like that.

Novocrane

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« Reply #5 on: <01-05-13/2322:11> »
Quote
Because shadowrun is consistent like that.
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mtfeeney = Baron

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« Reply #6 on: <02-05-13/2157:34> »
What would a called shot have to do with the foot? 

I don't understand why some people think a called shot means saying "I aim at his foot."  You can call a shot to bypass armor, subtracting their armor from your attack DP.  You can call a shot at a vital area, choosing a penalty to your DP for a bonus to your DV.  You can try to knock something out of their grasp.  You can try to shoot for an effect, like temporary blindness/blow out a tire/etc.  It doesn't say anything about picking an extremity and ignoring the armor rating of the whole body, unless there's an errata someplace that rewrote called shot.
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Reiper

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« Reply #7 on: <02-05-13/2205:55> »
What would a called shot have to do with the foot? 

I don't understand why some people think a called shot means saying "I aim at his foot."  You can call a shot to bypass armor, subtracting their armor from your attack DP.  You can call a shot at a vital area, choosing a penalty to your DP for a bonus to your DV.  You can try to knock something out of their grasp.  You can try to shoot for an effect, like temporary blindness/blow out a tire/etc.  It doesn't say anything about picking an extremity and ignoring the armor rating of the whole body, unless there's an errata someplace that rewrote called shot.

Its probably a leftover thought from SR3 when I believe the called shots actually did aim at a specific location, or was that 2?
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UmaroVI

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« Reply #8 on: <02-06-13/0926:10> »
No, the point is that if you make a called shot to the foot, you would use the Body rating of the foot (but you'd still use overall armor, because...yeah). Similarly, if you, say, stepped on a caltrop, you'd use the Body rating of the foot. You follow?

mtfeeney = Baron

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« Reply #9 on: <02-06-13/1004:58> »
That would be fine, except it doesn't say anywhere in calling a shot that you can target a specific area...  It just says you can try for less armored, more vital, or special effects.  There is no headshot or footshot mechanics that I've found in any of the books yet.
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UmaroVI

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« Reply #10 on: <02-06-13/1348:55> »
"Hitting the foot" would be part of the "special effects." I'm not sure why you'd shoot someone in the foot, but I could see, say, shooting someone in the hand to make them drop a weapon.

Falconer

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« Reply #11 on: <02-06-13/1417:33> »
Look in augmentation... they even give an example for why repair of the cyberware would be necessary.

One of the examples is called shot to disable the cyberware.

So yeah if they know you have a cyberfoot and it's weak... they might target it.   It falls under the special case catchall for the GM to make stuff up as he sees fit and set the difficulty accordingly.   Or the runner might simply tell the GM... I'm making  a called shot to wound him in the leg so he can't run away... the GM debates if this is a reasonable option then tells the player the dice pool penalty... and adjudicates the effect.

But yeah... half-limbs are great if you want them for some capacity... but don't want to have to deal with customized attributes to bring them up to match the rest of you.


mtfeeney = Baron

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« Reply #12 on: <02-06-13/2048:05> »
Oooooooooooh...  awesome, thanks for explaining that, people.  I didn't realize the special effects category was so all-encompassing.  So if you shot someone in the cyberfoot as an attempt to disable the foot, would they still take damage?  What kinds of modifiers would be involved in trying to hit something as small and usually mobile as a foot?  What would the effects of a shutdown cyberfoot even be?  You can't walk?  seems unlikely, it'd just slow you down some.
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nullnostalgia

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« Reply #13 on: <02-07-13/1225:12> »
Oooooooooooh...  awesome, thanks for explaining that, people.  I didn't realize the special effects category was so all-encompassing.  So if you shot someone in the cyberfoot as an attempt to disable the foot, would they still take damage?  What kinds of modifiers would be involved in trying to hit something as small and usually mobile as a foot?  What would the effects of a shutdown cyberfoot even be?  You can't walk?  seems unlikely, it'd just slow you down some.
1) I'd say yes, since it's part of their body that's taking damge.
2) -3 or so, I'd imagine. It's not quite as hard as shooting an eyeball, but, it's still not an easy target.
3) I'd say almost completely immobilizing, for the purposes of combat. It's really hard to walk with 15-20 pounds(that's being conservative) of dead chrome on your leg, let alone the outright pain and such of walking on an ankle. Atop all that, it doesn't just turn 'off.' A called shot to the foot would likely mangle it to Hell and back, tear it apart, and leave you dragging a whole bunch of pneumatic components and wires about. In the absolute least, I'd impose a -4 penalty on tests requiring the wounded foot or -2 and call a balance check on the player every time they did something. Getting 'shot in the foot' is still pretty damn lethal.

That said, I also run pretty lethal games.

Falconer

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« Reply #14 on: <02-07-13/2236:25> »
That's entirely up to the GM... since it is a cybernetic system (includes meat and metal interface parts...) I'd say the victim should take some damage.   I'd use the rigger rules for biofeedback damage as the basis... since they're intentionally aiming to hurt the


Here's how I'd probably adjudicate... I'd set the difficulty accordingly... probalby -2 for a full limb, -4 half hlimb, -6 hand/foot... (maybe toss in a little extra for bypassing armor if appropriate).  Then have them roll the attack normally.   If they hit... I'd roll damage using only the cyberlimb body + installed armor on that limb + worn armor if appropriate.

I'd hit the cyberlimb for full physical damage  (it would have body boxes at 8 + half body just like a drone plus an overflow == to it's body).    If they do enough damage to put the limb to overflow it's disabled and nonfunctional until repaired... if it goes over overflow it's broken probably beyond repair... then some edge/Gm discretion to figure out if the implants in the limb's capacity are salvageable.

Then I'd use the rules for riggers feedback rules as a template...   The cybered guy would take stun damage equal to half the damage the limb took resisted with willpower (biofeedback filter really isn't apt to this since it's directly wired to his nervous system).



That might be a little overcomplicated... but if you know all the rules fairly well like i do.. it actully adjudicates fairly quickly.   It's largely a question of familiarity.   An example will play this out...

Gun adept Joe... is trying to disable a hacker with a shotgun to capture him alive... the hacker has a customized full limb with tweaked agility (so he can dump stat his natural agility and rely on the 9 agility of the arm to fight back effectively, while stuffing a commlink and other 'ware into it's capacity for cheap essence).   He makes a called shot to the arm... since the hacker is wearing an armor vest.. I declare it'll be an attack at -8  (-2 for the arm... -6 more for bypassing the vest).

Joe fires and hits with 4 net successes... his shotgun is 7P ap-1... the limb is body 3... with 2 points of cyberlimb armor... so rolls 4 dice to resist... gets 1 success.   11 damage soaked down to 10.     This is perfect... the limb has 10 out of 10 boxes knocked out... and is disabled.   If 3 more damage is done it'd be trashed as the overflow would be wiped out.   The hacker now suffers half this damage as feedback stun damage resisted with willpower alone... so 10/2== 5stun... hacker rolls his 5 willpower and takes 3stun...

The hacker is now effectively 'disarmed' literally and figuratively and becomes far more tractible with nowhere to run and unable to fight.