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Message no. 1
From: The Bastard Child of God <goehrigd@****.CANISIUS.EDU>
Subject: cyber arm radio
Date: Thu, 2 Mar 1995 15:21:48 -0500
On Thu, 2 Mar 1995, Stuart Marsh wrote:

> Then they come up with this crazy idea, two characters have cyberarms and
> a couple of the characters have electronis and electronics B/R.
> Thye want to dismantle parts of there cyberarm and build a small transmitter
> which could be used to transmit morse code ro some buddies of theres.
> Anyone have any comments on this like will it work?

Ask your self the question... Am I a rule toting tight ars or a GM
with style?

If you are the rule junkie make them try a roll
to see if it can be done.

If you have style give them a couple Karma for smart thinking
and let them succeed giving them a chance to get out.

Remeber Rule 1 of Good Role Playing:

- GM's should help players, who roleplay well, survive against the odds,
for poor role-players let fate deal with them........

I will never kill off a character who has style and stays in character
Act like a jerk or a munchkin and I let the dice rule your fate.
Just my two cents...
_____________________________________________________
| "Deaf And Blind And Dumb And Born To Follow, |
| What You Need Is Someone Strong to Guide You." |
|_____________________________________________________|
|Goehrigd@********.bitnet | Goehrigd@****.canisius.edu|
|_____________________________________________________|
Message no. 2
From: Luc <rjwate01@********.SPD.LOUISVILLE.EDU>
Subject: Re: cyber arm radio
Date: Fri, 3 Mar 1995 09:38:29 EST
> Ask your self the question... Am I a rule toting tight ars or a GM
> with style?
>
> If you are the rule junkie make them try a roll
> to see if it can be done.
>
> If you have style give them a couple Karma for smart thinking
> and let them succeed giving them a chance to get out.
>
> Remeber Rule 1 of Good Role Playing:
>
> - GM's should help players, who roleplay well, survive against the odds,
> for poor role-players let fate deal with them........
>
> I will never kill off a character who has style and stays in character
> Act like a jerk or a munchkin and I let the dice rule your fate.
> Just my two cents...

Personally I view role-playing as interacting with various characters and
portraying a personnality different from my own, while problem solving (the
above example) is not role-playing since it is more of the cognitive abilities
of the player (else using my knowledge in security measures in a game would be
role playing which I would rather my portraying the character as a person with
a tragic past that constantly haunts him). Don't get me wrong, I do believe
whole heartedly that problem solving is an integral and fun part of
role-playing games. The reason I don't think it should be equated as
role-playing is that I have seen many people GMing or playing in role-playing
games view this as role-playing and didn't also concentrate on character
development.
A personal example of role-playing and problem solving is Stripes, a
ex-military mage/decker from New Orleans (my last SRII character). Originally
he started out as a two dimensional character that was interesting on paper.
He developed 'character' not because I always had an uncanny knack for solving
was to bypass most of the hardships that the GM through at the group, such as
I devised a plan that nearly turned an attack on a insect hive (Universal
Brotherhood senerio) into a cake walk until the GM had the on the spot ruling
that we had to go through the door of the inner chamber instead of making a
hole in the wall (btw: concentrated insecticide dumped into a hive does
wonders for their complexions >:) ). What I considered role-playing was the
character developing a deep friendship with the troll in the group and setting
up a trust fund for his nephews so that they could go to college. Dumping all
that nasty info (from Mecurial's headware memory) to the media to screw-up
Atzlan (hatred from being CAS and Texas Ranger) free of charge. His gradually
sinking into insanity of believing himself to being a walking ghost (because
he felt he couldn't have possibly survived through all the turmoils in the
Harlequin senerios) after doing almost all of the Harlequin runs.

Well time to quite before I turn this into a research paper...

Luc
Message no. 3
From: Stacker <j-stark@***.CSO.UIUC.EDU>
Subject: CyberArm Radio
Date: Fri, 3 Mar 1995 12:35:34 -0600
The way I see it is a cyberarm could be constructed in a couple ways:

1. The internal wiring could be comprised of actual metallic wire that
could be wrapped around a solid piece of a radio crystal if you have one
stashed somewhere or around a metal object that could be used for a
magnetic pulse transmitter. This transmitter could be powered by the
power supply of the cyberarm. The transmission could be recieved only if
the recieving party was scanning on that band and the transmission would
be extremely weak.

2. If the wiring is fiber optics and think they would be more or less
screwed.

Also, are there any very low power spells that are like , god forbid
$$&$'s cantrips, that have no drain but do not do have any "real"
effects. Spells that would just have nuisance effects??


////////////////////////////////////////
| Josh Stark j-stark@***.cso.uiuc.edu |
| |
| A.K.A. Stacker |
////////////////////////////////////////

"I just took the liberty of bullshittin' ya" --- Elwood Blues
Message no. 4
From: Mike Ruane <Nethicus@***.COM>
Subject: Re: CyberArm Radio
Date: Fri, 3 Mar 1995 14:58:48 -0500
Of course, you could always summon some watchers and send them out to find
some help. Maximum might drain, even if they are drugged....

Mike, TGC

Maybe that's what Noah did on the ark. Sent out two watcher spirits. The
first one got lost and the second one found land.
Message no. 5
From: Damion Milliken <adm82@***.EDU.AU>
Subject: Re: CyberArm Radio
Date: Sat, 4 Mar 1995 11:40:41 +1100
Ok, it seems that a cyberarm _would_ have the neccessary parts. Pulling
apart the arm wouldn't be too hard I'd imagine (cyber finger nails would be
pretty handy at simulating a screwdriver), building the thing would likely
require quite some skill though. And, as someone pointed out, actually
having anybody pick up the very short range, very weak, probably unexpected
signal would be a different matter. But it seems as if the players could
sure try it if they wanted to.

If this is for "Counterstroke" (or is it "Counterstrike"?), then can I
ask
what Dr What and his crew did to stop runners with headware phones from
simply placing a call to their friends? Did they disable the cyberware? Do
they have some ECM jamming going on? How did they stop headware radios and
phones from completely ruining that part of Harlequin?

--
Damion Milliken University of Wollongong E-mail: adm82@***.edu.au

(GEEK CODE 2.1) GE -d+@ H s++:-- !g p0 !au a18 w+ v(?) C++ US++>+++ P+ L !3
E? N K- W M@ !V po@ Y+ t+ 5 !j R+(++) G(+)('''') !tv(--@)
b++ D B? e+ u@ h* f+ !r n----(--)@ !y+
Message no. 6
From: LISETTE M THERIOT <psy_lmt@***.LAMAR.EDU>
Subject: Re: CyberArm Radio
Date: Fri, 3 Mar 1995 22:34:17 -0600
>If this is for "Counterstroke" (or is it "Counterstrike"?), then
can I ask
>what Dr What and his crew did to stop runners with headware phones from
>simply placing a call to their friends? Did they disable the cyberware? Do
>they have some ECM jamming going on? How did they stop headware radios and
>phones from completely ruining that part of Harlequin?

Neo-Arachnist (sp?) Guide To North America on p. 97 are some cyber-restraints.

Headjammer
Cost $1,200 * rating

A headset that can be equiped with straps to "lock" onto the
victim's head,
the headjammer jams signals from implanted cellular phone or radio links.
It also heterodynes feedback to such implants, causing (rating)S1 Stun
damage each time the wearer tries to use the implants.

Does that help?

Nathan Ray (Lissete Theriot's Account)

psy_lmt@***.lamar.edu
Geek Code V2.1 G! d? H s+ g+ p? au0 a13 w+++>w v++ c++++ U p? !3 E? N+ K- w---

M++ !V -po+ (po---) Y+ t+ 5-- !j R++ G+ tv b+++ !D B---(Kill Him!) e* u++
h!>h++ f* !r n----(n+++) !y+
Message no. 7
From: Mark A Sawko <sawk6112@****.GMI.EDU>
Subject: Re: cyber arm radio
Date: Mon, 6 Mar 1995 10:54:59 EST
Luc wrote:
> Parts
> -----
<snip>
> No crystal (iffy on this but as I recall a crystal is needed for setting the
> frequency of the transmission)

I think I read somewhere (NAGRL?) that the megacorps were working on a technology to allow
them to fill a room with a sound set at the resonance frequency of the optical chips and
crystals in cyberware. This would cause the chips to vibrate and be destroyed. Anyway,
the point is that if I'm remembering this right, cyberarms should have crystals of some
sort in them.
-----

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Geek Code V2.1:
GE>$ d? H+ s+:- g- p? au a23 w+ v
C+ U P? L- !3 E? N+ K- W+@ M V--
-po+ Y
t++ 5- !j R+ G++ tv+@ b++ D+ B--
e+>e--- u** h- f? r---@ n---- y?

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