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From: Fredrik Lindblom <fredrik.lindblom@******.KALMAR.SE>
Subject: Re: Cyberzombie
Date: Tue, 2 Dec 1997 13:41:29 +0100
At 19:59 1997-12-01 -0500, you wrote:
>At 02:00 PM 11/27/97 +0100, you wrote:
>
>>I did the same. This has puzzled me no end... Why would anyone under _any_
>>circumstances get a cyberlimb/replacement when there are clonal meat parts
>>that cost the same or less?
>
>The only real problem is the nuyen cost of them.

That and essence. Both make sense, but the usefulness is too low considered
what you pay, IMNSHO.

> Given that they allow you
>a greatly increased (+4 or more) in one limb,

Yes, but the usefulness for a single super-strong limb is not as useful as
overall strength. Per the rules in Cybertechnology, total strength is
limited to double your natural body OR body +3, whichever is lower.

> In pairs they give the equivalent of a level of dermal plating (+1
>Body for resisting damage per pair).

Quite good, since dermal plating is essence-expensive in itself. I admit
this is a plus, although expensive.

> They reduce essence costs for other
>things, and you can have a space to hide things, or items built into
>them...

Yes, this is the other plus and it is quite nice, but the effect is that
every character with (a) cyberlimb(s) packs it (them) full of everything,
since add-ons (spurs, fingertip compartments, smartlinks, armor,
drekcetera...) are dirt-cheap compared to increased strength, etc.

> The problem is that for *what* they do they are too expensive to
>be neat, especially strength increases and the like.

Exactly my point. Would the profit-hungry corps produce such items when
they (probably) are in low demand? Then again, that could account for the
high cost involved. Custom parts and stuff, none of it mass-produced like
datajacks and wired reflexes... :-P

> ... for instance, look at making
>*tests* to hold on with a cyber limb (if you were dangling from it, for
>instance).

A mechanical hand should have a weight limit for how much it could hold on
to without tests, then tests with ascending TN for weights above that.


I've been thinking a lot about this, and even though I'm a big fan of
full-conversion cyborgs (i.e. Ghost in the Shell), they should not be all
over the place in SR. So in a way the rules are good the way they are, but
I'm going to come up with some new (lower) nuyen/essence costs for
cyberlimb attribute boosts anyway. And some new rules that don't limit
strength/quickness increases the way they are limited now. When I get the
time to, that is. :-P

If anyone else already did this, I'd like to know, please and if anyone
wants to know what I come up with, let me know and I'll post it.

Was kind of embarrasing when one of my players wanted to play a rocker
(starting with 400k nuyen) with a cyberarm, and his money was not enough to
raise its stats to match his meat body... So I kept the rule in BBB that
says a basic cyberlimb is calibrated to match the rest of the person it is
attached to.


/FL

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