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 Cyberarm thoughts, Ideas?

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klinktastic



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PostSubject: Cyberarm thoughts, Ideas?   Fri Oct 15, 2010 6:51 am

So I was thinking up a character concept that would have relatively low physical meat attributes, but would have installed cyber arms to make him more powerful and agile. I'm probably going to go with two obvious full arms. Then use a combination of customized limbs and enhanced capacity to allow myself to max agility, strength, and body, as well as put in Armor 2. This leaves some decent space for other goodies. Any one have any good recommendations? Is putting cyberweapon on a good idea? What about just some smuggling compartments, auto injector, commlink, etc? Any other good uses for cyber arms? Or are they pretty crappy overall?

Edit - Also what are casemod limbs?
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Silver
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PostSubject: Re: Cyberarm thoughts, Ideas?   Fri Oct 15, 2010 6:28 pm

It's not a totally out-there concept. A few caveats though:

1) Attribue use is an average of all limbs used in the action. so firing a gun, arms may be enough, but lifting, running, resisting damage, etc are going to use more limbs. and that means you either replace them all, or your low meat attributes will still be dragging you down.

2) Body is still important even if you go full cyber body. It's what you use for healing and resisting toxins / diseases, and possibly some other things. On the bright side, the Body from the Limbs would count for Damage resistance and Fatigue.

3) You can't Customize a cyberlimb's attributes to anything but your current Physical attributes. So if you start weak, you're better off taking the limb stock. You can, however, Enhance the limbs, though this does use up Capacity.

Smuggling compartments are great, and actually legal in and of themselves Very Happy For weapons, I preffer the non-lethal stuff you can get a liscense for (fake or otherwise), so things like Shock Hands. Afterall, flat-out illegal cyber is a bit difficult to remove if you ever need to go through, say, Customs.
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PresentPresence
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PostSubject: Re: Cyberarm thoughts, Ideas?   Sat Oct 16, 2010 4:47 pm

Casemods are basically the same thing as the Personalized Look or Pimped mods for weapons and vehicles, respectively, but without the Intimidation bonus, if I recall correctly. Something like 200 new ones for a dragon scale texture. It's funny, because I was thinking about the same thing, but with a little impotent guy with huge troll-sized cyberarms with that boxing optimization. I'd probably give him the downstairs implant while I'm at it because he is obviously self-conscious. Wink
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Snapshot



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PostSubject: Re: Cyberarm thoughts, Ideas?   Thu Dec 02, 2010 1:01 am

Silver wrote:
3) You can't Customize a cyberlimb's attributes to anything but your current Physical attributes. So if you start weak, you're better off taking the limb stock. You can, however, Enhance the limbs, though this does use up Capacity.

I've been scouring SR4A and Augmented for that tidbit, but I can't find where it specifies that. Augmented states "Each customized cyberlimb may have a starting Body, Strength, and Agility attribute of up to the character’s natural attribute maximum", and my SR4A says "They allow the user to raise their starting Body, Strength,
and Agility attributes up to the character’s natural attribute maximum".

So I'm guessing there's either an errata or a line somewhere in one of the books I've overlooked, if it isn't simply a house rule on this site?
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PostSubject: Re: Cyberarm thoughts, Ideas?   Thu Dec 02, 2010 5:19 am

Roughly translated: the limb, after all modifications, can not go above the characters maximum natural attributes.
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Snapshot



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PostSubject: Re: Cyberarm thoughts, Ideas?   Thu Dec 02, 2010 5:49 am

wngd_phantom wrote:
Roughly translated: the limb, after all modifications, can not go above the characters maximum natural attributes.

That's not a translation, it's a rewrite. Besides, "Natural Attribute Maximums" and "Maximum Natural Attribute" is exactly the same thing. A Human has 6 in all natural attribute maximums, while others were saying a customized limb couldn't have more than current physical attributes - two entirely different things.
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Ghostmaker
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PostSubject: Re: Cyberarm thoughts, Ideas?   Thu Dec 02, 2010 6:39 am

I saw in an anime cartoon once a cyber arm with a projectile explosive, and thought how crazy is that. So if your looking for power then you might want to look into that. but it would probably be a non-stealth mission tool. idk just putting it out there. Wink
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PostSubject: Re: Cyberarm thoughts, Ideas?   Thu Dec 02, 2010 9:34 am

Before getting in to the nitty-gritty of the rules, it's important to pay attention to Silver's first point. That is: The CyberArm will only directly apply it's better attributes to the actions taken in which it is used solely.

In terms of your character, a good example of what that means is this:
If you want to be awesome at doing pull-ups, but don't care about sit-ups, then a CyberArm is a great tool.
Similarly, if you want to be great at shooting a gun, but don't care about dodging (or even surviving) your opponent's attacks, then a CyberArm is a great tool.

In light of that thought, you will have to carefully weigh your intended character, and his/her capacity, against your intended tools. If you keep in mind that being a balanced character is usually far more important than being great at something, then you can use your tools in the context that they are designed. Then, when you have good natural strength, and you can still do the sit-ups. And your good natural reaction allows you to dodge your opponents attacks. And your good natural body helps you survive the ones that hit.
That all make sense?
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wngd_phantom
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PostSubject: Re: Cyberarm thoughts, Ideas?   Thu Dec 02, 2010 10:57 am

As far as balance goes, it is also important to note that having a character that dabbles into everything can only rarely fit an actual person. Nothing against that this is a game, and in all the world anything is possible, but think of it this way, instead of making a character that can barely do everything, make a character and think of it as 'If i run into this situation, what would I do?'
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PostSubject: Re: Cyberarm thoughts, Ideas?   Fri Dec 03, 2010 10:57 am

I'll try to answer your initial question OP: you can give your character a cyberarm based on different approaches the way I see it:

A game mechanical standpoint where you give your character the arm because it gives him certain advantages that he otherwise wouldn't have, would be one. There are many good reasons for that, chief among them cheap, superior attributes. Other clear advantages are the possibilities of adding armor, ability to integrate hidden weapons, easier to fix and change modifications compared to equivalent implants and accessories and whatever cool gadgets you can find in the books.

But you could also do it based on flavor or backstory, to give your character depth and detail. That would perhaps be a better approach, and then see what possibilities cyberware offers your character and what modifications and choices he would make.

It really comes back to what kind of things you appreciate and want to focus on: Abilities, Flavor, Detail, Realism etc. For some characters, cyberware would actually be a bad thing - most obviously for magic/resonance users, but also for others due to initial high physical attributes, social factors, etc.

A character's flaws and problems in most cases makes for more interesting characters than super-abilities or x amounts of dice rolled on certain tests, so even if cyberarms for your character would be a horrible choice, it could be fun and entertaining to play.

...Now, it would be great if someone could perhaps clarify if customized limbs are limited by max or current stats?
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