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Message no. 1
From: Tzeentch tzeentch666@*********.net
Subject: Building a Better Cyberlimb Part 2
Date: Wed, 3 May 2000 00:10:52 -0700
From: "Tzeentch" <tzeentch666@*********.net>
> Replacement Vol. Multiplier Motor Multiplier
> Hand/Foot x.002 x.004/x.012
> Full Arm x.01 x.2
> Full Leg x.02 x.6
> Upper Arm x.006 x.012
> Lower Arm x.004 x.008
> Upper Leg x.012 x.072
> Lower Leg x..008 x.048
> Skull x.02* None
> Torso x.007** None
> * Assumes brain and other organs take up most of the available area.
Assumes
> areas of the skull are removed to make room.
> **Assumes that organs are left intact for the most part. Areas of
intestine
> and nonessential organs may be removed.

Replace the above with:

CHART 1: ANTHROPOMETRIC DATA
Replacement Vol. Multiplier Weight Multiplier
Full Arm x.0007 x.051
Upper Arm x.0004 [x.549]
Lower Arm x.0002 [x.333]
Hand x.0001 [x.118]
Full Leg x.002 x.157
Upper Leg x.0011 [x.637]
Lower Leg x.0008 [x.274]
Foot x.0001 [x.089]
Head x.001* x.062
Torso x.007** x.522
* Assumes brain and other organs take up most of the available area. Assumes
areas of the skull are removed to make room.
**Assumes that organs are left intact for the most part. Areas of intestine
and nonessential organs may be removed.Torso includes area from pelvis to
the head (including neck)
[] Values in brackets are calculated from the base weight of the full limb.
For example, the upper arm is 54.9% the weight of the full arm.

To determine the weight and volume of the limb multiply your weight in
pounds by the listed amounts. If in brackets then its a percentage of the
full limbs weight.

To determine arm motor sizes then multiply .2 by the volume modifier to get
its actual weight that you multiply by the motor ST (remember GURPS ST-7= SR
Strength). Divide final weight by 50 to get volume in cf.

QUICK AND DIRTY ECU CAPACITY
If you only want to get more realistic ECU capacity for SR cyberlimbs
without the fuzz and bother of making the limb from scratch then figure the
volume of the limb and multiply by 100. That will give you the ECU for the
limb as if it was a obvious limb. Divide by 2, rounded down, for concealed
limbs.

For example, an 1100 pound troll has an arm volume of (1100 x.0007=) .77.
Multiplied by 100 that gives the troll 77 ECU! Remember that according to
M&M he still has to buy up his Strength to match his natural Rating if he
does not want to suffer penalties.

An 98 pound dwarf on the other hand will only have (98 x.0007=).07cf arms.
Thus a dwarf only has 7 spaces in a cyberarm. 3 if its synthetic.

Ken
---------------------------
There's a war out there, old friend, a world war. And it's not about who's
got the most bullets, it's about who controls the information. What we see
and hear, how we work, what we think, it's all about the information!
Cosmo, 'Sneakers'
Message no. 2
From: Sebastian Wiers m0ng005e@*********.com
Subject: Building a Better Cyberlimb Part 2
Date: Wed, 3 May 2000 10:32:03 -0500
:QUICK AND DIRTY ECU CAPACITY
:If you only want to get more realistic ECU capacity for SR cyberlimbs
:without the fuzz and bother of making the limb from scratch then figure the
:volume of the limb and multiply by 100. That will give you the ECU for the
:limb as if it was a obvious limb. Divide by 2, rounded down, for concealed
:limbs.
:
:For example, an 1100 pound troll has an arm volume of (1100 x.0007=) .77.
:Multiplied by 100 that gives the troll 77 ECU! Remember that according to
:M&M he still has to buy up his Strength to match his natural Rating if he
:does not want to suffer penalties.
:
:An 98 pound dwarf on the other hand will only have (98 x.0007=).07cf arms.
:Thus a dwarf only has 7 spaces in a cyberarm. 3 if its synthetic.
:
:Ken

Just remeber that in order to add enough armor to count as 1 "point",
the trolls limb is going to need more (larger surface area) than the dwarfs.
Similar requirements apply for quickness enhancements- a bigger limb needs
bigger motors to move equally quickly. IIRC, GURPS Robots handles both of
thse just fine, but the above "quick and dirty" method will really mess this
up.
One thing missed by simple volume based "ECU" calculation is that, for
most acessories, the limbs surface area is as importat (if not more so) as
volume, since the user needs access to them, and certain items are useless
if burried in the center of a big limb with no access to the surface. This
goes for most weapons (though they may only need a small surface area
relative to volume, the locations they can be mounted in are limited), any
device with a display pannel, etc.


Mongoose

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Message no. 3
From: Tzeentch tzeentch666@*********.net
Subject: Building a Better Cyberlimb Part 2
Date: Thu, 4 May 2000 12:17:50 -0700
From: "Sebastian Wiers" <m0ng005e@*********.com>
> :QUICK AND DIRTY ECU CAPACITY
> :If you only want to get more realistic ECU capacity for SR cyberlimbs
> :without the fuzz and bother of making the limb from scratch then figure
the
> :volume of the limb and multiply by 100. That will give you the ECU for
the
> :limb as if it was a obvious limb. Divide by 2, rounded down, for
concealed
> :limbs.

> Just remeber that in order to add enough armor to count as 1 "point",
> the trolls limb is going to need more (larger surface area) than the
dwarfs.
> Similar requirements apply for quickness enhancements- a bigger limb needs
> bigger motors to move equally quickly. IIRC, GURPS Robots handles both of
> thse just fine, but the above "quick and dirty" method will really mess
this
> up.

The condensed surface area chart is as follows:
Volume Area Size Multi
under .03 .5 x.5
.03 to .06 1 x.75
.07-.12 1.5 x1
.13-.19 2 x1.25
.2-.26 2.5 x1.5
.27-.3 3 x2
.4-.5 4 x3

I added the size multi because SRs assumption is an average human, which
falls into the .07-.12 section.

Multiply the ECU costs of: Foot Anchors, Hydraulic Jacks, Magnetic System,
Retractable Climbing Claws, Shock Hand, Strength Enhancement, Body Plating,
Cyberarm Gyromount, Cyberskates, Integrity Enhancement, Quickness
Enhancement, Telescoping Cyberlimb

> One thing missed by simple volume based "ECU" calculation is that, for
> most acessories, the limbs surface area is as importat (if not more so) as
> volume, since the user needs access to them, and certain items are useless
> if burried in the center of a big limb with no access to the surface.
This
> goes for most weapons (though they may only need a small surface area
> relative to volume, the locations they can be mounted in are limited), any
> device with a display pannel, etc.

True. G: Robots handles this (several items such as coverings and armor are
based on surface area. The condensed version is located above. Using the
surface area you can get an ida of how much more area a larger arm will
have.

Ken

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