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Message no. 1
From: niteGlo Messiah <levbar@*******.BERGEN.ORG>
Subject: activating cyberware
Date: Wed, 10 Sep 1997 13:28:39 -0400
According to SRII rules, it takes a simple action to cyberware.

My question is: what cyberware needs to be activated, and how many pieces
of cyberware can a char. activate per combat turn.

I would imagine that Wired and boosted reflexes are not on all the time,
and cybereye replacements need to be toggled (thermo, low-light, norm.)

How do you play?

Metal Phoenix
Message no. 2
From: Duncan McNeillBurton <dmcneill@************.EDU>
Subject: Re: activating cyberware
Date: Wed, 10 Sep 1997 13:46:26 -0400
On Wed, 10 Sep 1997, niteGlo Messiah wrote:

> According to SRII rules, it takes a simple action to cyberware.
>
> My question is: what cyberware needs to be activated, and how many pieces
> of cyberware can a char. activate per combat turn.
>

All of them can be on at once...and tand when things get bad, they often
are

> I would imagine that Wired and boosted reflexes are not on all the time,
> and cybereye replacements need to be toggled (thermo, low-light, norm.)
>

Correct about the eyes, wrong about the Reflexes...Reaction and Initiative
boosting stuff is always on, unless you pay the extra nuyen to get a
trigger for your Wired Reflexes...makes it fun for the rest of the party
when the Elven Speed Sam with the cybergun falls asleep during a lull in
the action and one poor schmuckie must wake him up without getting shot,
or having his arm dislocated...

> How do you play?
>

Having them always on gives a role-playing penalty to counter the
roll-playing boon

Most of the other stuff seems pretty obvious...if you'd have to turn on an
external one, you have to turn on the cyber one. In fact, I'd say the
basic senseware ( regulr visible light, and normallly audible sound ) and
reflex boosts are theonly things that are always on.

Later-

Duncan
Message no. 3
From: Gurth <gurth@******.NL>
Subject: Re: activating cyberware
Date: Wed, 10 Sep 1997 20:50:59 +0100
niteGlo Messiah said on 13:28/10 Sep 97...

> According to SRII rules, it takes a simple action to cyberware.

A Free Action.

> My question is: what cyberware needs to be activated, and how many pieces
> of cyberware can a char. activate per combat turn.
>
> I would imagine that Wired and boosted reflexes are not on all the time,
> and cybereye replacements need to be toggled (thermo, low-light, norm.)

It's mostly a GM decision about what needs to be activated and what is in
use all the time. Dermal plating or non-retractable hand razors, for
example, don't need to be switched on; vision or hearing systems would,
OTOH. Wired reflexes, though, are switched on ALL the time. If they
weren't, there wouldn't be a need for the reflex trigger cyberware from
Cybertechnology.

About how many can be activated per turn: as many as the character has
Free Actions available. That is, one in every Combat Phase except before
the character's rolled initiative. A character with initiative 7 could
take 7 Free Actions that turn: on 7, 6, 5, 4, 3, 2, and 1; if there's a
street sam with initiative 32 that same turn, the sam would have 32 Free
Actions.

--
Gurth@******.nl - http://www.xs4all.nl/~gurth/index.html
Well, I have no opinion about that, and I have no opinion about me...
-> NERPS Project Leader & Unofficial Shadowrun Guru <-
-> The Plastic Warriors Page: http://www.xs4all.nl/~gurth/plastic.html <-

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Message no. 4
From: Stefan <casanova@******.PASSAGEN.SE>
Subject: Re: activating cyberware
Date: Wed, 10 Sep 1997 23:45:52 +0000
[SNIP]

> I would imagine that Wired and boosted reflexes are not on all the time,
> and cybereye replacements need to be toggled (thermo, low-light, norm.)
>
> How do you play?

Well ehh how we play it ... we usually allow you to switch all of
your different stuff on at once ... We do not recommend that you have
Wired or Boosted reflexes on ... cause you get very hyper and give
away a nervous impression by looking around and moving way to fast
for a human being ... it just screams cyber .. but that is ok if you
want that ... but I strongly recommend a trigger for it... I give +x
on your target number if you try and have conversations with that one
on since you are way to tense for you own good and can easily make
people nervous with that ..

/Stefan

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Message no. 5
From: Mike Bobroff <AirWisp@***.COM>
Subject: Re: activating cyberware
Date: Thu, 11 Sep 1997 14:01:35 -0400
In a message dated 97-09-10 13:34:12 EDT, you write:

> My question is: what cyberware needs to be activated, and how many pieces
> of cyberware can a char. activate per combat turn.
>
> I would imagine that Wired and boosted reflexes are not on all the time,
> and cybereye replacements need to be toggled (thermo, low-light, norm.)

There is not much cyberware that requires activation, unless you have a
reflex trigger, wired reflexes are always on. As for other cyber
enhancements, a house rule here is that it requires a free action to activate
and deactivate them.

AirWisp

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