Shadowrun

Shadowrun General => Gear => Topic started by: Herr Brackhaus on <07-01-15/1340:58>

Title: [SR5] Move-by-Wire System
Post by: Herr Brackhaus on <07-01-15/1340:58>
Restricted Gear: 10 Karma
Biocompatibility: 5 Karma
Rating 3 Alpha grade Move-by-Wire System: 3.5 Essence, 246000¥, +3 Reaction, +9 Initiative, +1D6 Initiative Dice, Rating 6 Skillwire system.
Rating 6 standard grade Skilljack: 0.6 Essence, 60000¥

Being able to instantly use any active, knowledge, and/or language skill along with the benefit of being dangerously quick on the draw. Priceless.

Yep, skillwires are BACK, baby!
Title: Re: [SR5] Move-by-Wire System
Post by: SichoPhiend on <07-01-15/1352:05>
Can not use Restricted Gear to get the alphaware on the level 3 Move by Wire, raises the availability above 24
Title: Re: [SR5] Move-by-Wire System
Post by: Herr Brackhaus on <07-01-15/1355:19>
Ah, good point. That 5 Essence cost is a little hard to swallow, for sure. A Rating 2 Alpha grade system would be 2.8 Essence, and less expensive. With high attributes, that would still be useful and leave significant room for improvement.
Title: Re: [SR5] Move-by-Wire System
Post by: I_AM_ZHOUL!!! on <07-01-15/1414:30>
Ah, good point. That 5 Essence cost is a little hard to swallow, for sure. A Rating 2 Alpha grade system would be 2.8 Essence, and less expensive. With high attributes, that would still be useful and leave significant room for improvement.

Another RG would let you get Adapsin with would net at least another. 3 essence, more if you took all cyber. To bad we didn't get any kind of Augmentation Improvement like Awakened got for their Foci in Street Grimore. Guess it's still suck with only the 'ware from Chargen for the foreseeable future.
Title: Re: [SR5] Move-by-Wire System
Post by: Herr Brackhaus on <07-01-15/1415:48>
Restricted Gear can only be taken once during character creation, and after chargen I'd personally rather cultivate contacts that can get me this kind of stuff than spend karma on qualities.
Title: Re: [SR5] Move-by-Wire System
Post by: Rooks on <07-01-15/1425:42>
Restricted Gear: 10 Karma
Biocompatibility: 5 Karma
Rating 3 Alpha grade Move-by-Wire System: 3.5 Essence, 246000¥, +3 Reaction, +9 Initiative, +1D6 Initiative Dice, Rating 6 Skillwire system.
Rating 6 standard grade Skilljack: 0.6 Essence, 60000¥

Being able to instantly use any active, knowledge, and/or language skill along with the benefit of being dangerously quick on the draw. Priceless.

Yep, skillwires are BACK, baby!
all for the low cost of Temporal lobe epilepsy w/ complications
Title: Re: [SR5] Move-by-Wire System
Post by: Herr Brackhaus on <07-01-15/1434:45>
TLE-x is by no means a requirement for any wared character...
Title: Re: [SR5] Move-by-Wire System
Post by: psycho835 on <07-01-15/1743:02>
Restricted Gear: 10 Karma
Biocompatibility: 5 Karma
Rating 3 Alpha grade Move-by-Wire System: 3.5 Essence, 246000¥, +3 Reaction, +9 Initiative, +1D6 Initiative Dice, Rating 6 Skillwire system.
Rating 6 standard grade Skilljack: 0.6 Essence, 60000¥

Being able to instantly use any active, knowledge, and/or language skill along with the benefit of being dangerously quick on the draw. Priceless.

Yep, skillwires are BACK, baby!
all for the low cost of Temporal lobe epilepsy w/ complications
This. Also, maybe it's just me, but skillwires make a character look like a rich kid who saw too many trids/sims and decided to become a runner because it's "cool".
Title: Re: [SR5] Move-by-Wire System
Post by: Wakshaani on <07-01-15/1836:51>
There's some truth to that, but there's some room for some interesting designs via Skillsofts. The old cost was too high, and the new one is still a touch higher than I'd *like*, but it's almost there.

But that's for another thread. This is for Move-by-Wires, and I'm curious if they're being received well. A goal of mine was to have the basic system (Rating 1) available at chargen to people, instead of forever being a "Heard of, but never seen" bit of gear like before. The higher-grade'll still be rare, natch, but, Rating 1 is there out of the gate.
Title: Re: [SR5] Move-by-Wire System
Post by: Herr Brackhaus on <07-01-15/1941:48>
To put it this way, Wakshaani, since we use the skilljack cost from the German rulebook, I'll definitely be making a character with Move-by-Wires. As I hope is obvious from this thread, I'm very exited about their return as a viable piece of kit.
Title: Re: [SR5] Move-by-Wire System
Post by: Wakshaani on <07-01-15/1957:09>
Sadly, I don't have the German versions, but I understand that their Skilljack is more in line with teh cost from waaaaaay back in the day. Like, 2000 X Rating or so.
Title: Re: [SR5] Move-by-Wire System
Post by: Rooks on <07-02-15/0400:03>
course you could always just get active hardwires at a fraction of the essence cost
Title: Re: [SR5] Move-by-Wire System
Post by: jim1701 on <07-02-15/0959:58>
Depends if you need a little or a lot.  Active Hardwires add up fast if you want/need several skills but if you just need one or two skills to round out your character then hardwires are a pretty good solution IMO. 
Title: Re: [SR5] Move-by-Wire System
Post by: Wakshaani on <07-02-15/1028:15>
A thing that didn't make it past my brainstorming session was how corps buy "Skillsoft Licenses", which allow them to copy an Activesoft several times for less than the cost of buying that number individiually. Combined with Active Hardwires, this gives you the "Wageslave Drone" assembly line process, where you round up a bunch of poor in, say, India, stick "How to assemble toasters 4" into them, then set them loose on the task. In this way, it's actually cheaper than training them, and it locks them into a career path since the implanted Activesoft isn't very good at doing other things.

The flavor's still present, but I never quite hammered the rules out in a way I wanted. One day! One day...
Title: Re: [SR5] Move-by-Wire System
Post by: I_AM_ZHOUL!!! on <07-02-15/1846:30>
Restricted Gear can only be taken once during character creation, and after chargen I'd personally rather cultivate contacts that can get me this kind of stuff than spend karma on qualities.

True... yeah Move-by-Wire definitely didn't make the transition to 5th edition very well. It got a +1 to skillwire for Rating 3 but got nerfed pretty comprehensively else where. Like no Defense Test Dice made it through whereas there used to be a Dodge Bonus, MbW used to be the only thing that stacked with Reaction Enhancers but now that can't happen, the offloading the Initiative Die to a straight bonus is nice and all but you are getting less Defense Dice again without the Reaction bonus, & now incur a Social skill penalty. So all in all they took one of my favorite pieces of 'ware in 4th edition and made it something I'll sadly poke with a stick and wish it wasn't dead.
Title: Re: [SR5] Move-by-Wire System
Post by: PJ on <07-02-15/2003:11>
This was my favorite piece of 'ware when it first came out.  I did not really like the 4th edition version (thinking it made more sense as a cybersuite).

I have not seen the new version in Chrome Flesh, but from what I gather here, it gives level as bonus to Reaction, level x3 bonus to Initiative, level x2 Skillwires, and +1d6 Initiative.  That's significantly better than 4th edition but...

I was really hoping with fifth edition gong back to initiative dice, we'd see the old level 1-4 Move-by-Wire return.  Unless there is something else in Chrome Flesh I'm not aware of, that means magic is still the only thing that can give you +4d6 (for a total of 5d6) initiative dice.
Title: Re: [SR5] Move-by-Wire System
Post by: I_AM_ZHOUL!!! on <07-02-15/2039:49>
I never played 3rd edition but 4th it was awesome. But yes Spells, Edge & Drugs are still the only way to reach that Mythical +4d6.
Title: Re: [SR5] Move-by-Wire System
Post by: prionic6 on <07-03-15/0427:06>
The thing is, with MbW you have a massive bonus to your initative but can still add more dice (up to +3d6) with stuff like spells and drugs. Also, it says "Move-by-wire is incompatible with any other reaction-enhancing augmentation." so maybe there is an initative enhancing augmentation that it's compatible with? (edit: Nope, nothing that gives dice without also adding to REA or being incompatible by its own description).
Title: Re: [SR5] Move-by-Wire System
Post by: PiXeL01 on <07-03-15/0614:11>
In 2nd and 3rd MbW was the king of speed, especially at rating 4. Sadly you would need at least beta grade to make it usable. Back then it gave quickness (modern day agility), reaction and ini dice. It also improved stealth skills (maybe even athletics).
The constant shaking drove you made in the end though. Was awesome and always wanted a char built around it
Title: Re: [SR5] Move-by-Wire System
Post by: Wakshaani on <07-03-15/1106:09>
Oh yeah, the Move-by-WIre twitch is super-distinctive and absolutely a character hook. That's always been a great bit of fluff and no way was I leaving that out. :)
Title: Re: [SR5] Move-by-Wire System
Post by: PJ on <07-03-15/1843:36>
From what I have read here, I think it is cool what you did with it in this edition.  I still prefer the original (and if I ever got to play/run a game, would probably houserule a version of it), but this one definitely makes you have to think about which augmentation (among the several now) you want for Initiative boosting.

Even though I did not like the 4th version, it was no question you'd take it over Wired Reflexes.  Now, seems you have to weigh options between this and a Wired Reflexes/ Reaction Enhancers combo.  Everything having a price. :)
Title: Re: [SR5] Move-by-Wire System
Post by: McGuffin on <07-04-15/1014:00>
The one thing that I don't like about the Move-by-Wire is that it's forbidden. Combined with the obviousness of the twichting, I can see a lot of problems for anyone having it implanted.

Any KE patrol officer might want to conduct a quick drug/alcohol test, while maybe discreetly screening for other 'ware. Or just arrest the runner right there to have him scanned.
Title: Re: [SR5] Move-by-Wire System
Post by: Hobbes on <07-04-15/1913:54>
Too many things wrong for these to wind up in real builds.  Availability puts it out of reach of starting characters and there is no way you're ripping out 4 or 5 essence to fit these in.  They buff both Reaction and Initiative so you can't stack 'em with other ware so these will be your only boost and for the Essence they're way overpriced.

That they can be used as Skillwires is okayish.  But you still need Skilljacks and the soft ware. 

If you're trying to do a non-combat Skillwire build on a tight budget you may wind up with these, but not likely. 
Title: Re: [SR5] Move-by-Wire System
Post by: Kincaid on <07-04-15/2140:36>
The one thing that I don't like about the Move-by-Wire is that it's forbidden. Combined with the obviousness of the twichting, I can see a lot of problems for anyone having it implanted.

Any KE patrol officer might want to conduct a quick drug/alcohol test, while maybe discreetly screening for other 'ware. Or just arrest the runner right there to have him scanned.

Any sort of +dice augmentation can make you twitchy, or at the very least they can all make it difficult to hold still (p. 365).
Title: Re: [SR5] Move-by-Wire System
Post by: All4BigGuns on <07-05-15/0317:27>
It looks like it's even worse and you only get one more die period, with that only coming with a minimum rating of 2.

So yeah, it looks like one of the most interesting implants has been completely devastated.

Quote
Rating 1 move-by-wire does not offer any additional Initiative Dice, but Rating 2 and Rating 3 offer +1D6 Initiative Dice, meaning Rating 2 offers +2 Reaction, +6 Initiative, and +1D6 Initiative Dice, and Rating 3 offers +3 Reaction, +9 Initiative, and +1D6 Initiative Dice.
Title: Re: [SR5] Move-by-Wire System
Post by: McGuffin on <07-05-15/0502:21>
Any sort of +dice augmentation can make you twitchy, or at the very least they can all make it difficult to hold still (p. 365).

My worry is that the description of the Move-by-Wire system describes the visual twitches as very obvious. Much more so than other products.
Wired Reflexes has the benefit of being off by default. Synaptic Boosters in higher grades might give away their presence, but then it's super hard to spot bioware. All other enhancements provide only +1d6 and maybe some reaction, are incompatible with everything else, hard to detect and are on the line with a natural occuring quality (lightning reflexes).

Maybe I'm reading too much into the MvB description. But depending on how heavy your game is on the trenchcoat part, using these systems could be really hard on your fake SINs.

Personally, I don't see a reason why that piece of ware is forbidden compared to others, which are only restricted.
Title: Re: [SR5] Move-by-Wire System
Post by: Herr Brackhaus on <07-05-15/1108:43>
I will second the question on legality. If it's got such an iconic giveaway and it's forbidden, won't that just mean pretty much any security checkpoint with (or maybe even without) a cyberware scanner you go through means hefty bribes and/or immediate panicbutton?
Title: Re: [SR5] Move-by-Wire System
Post by: Wakshaani on <07-05-15/1144:16>
It certainly doesn't help, no.

Think of it as modern-day Meth in a way. You see a skinny guy with picked scabs all over, that's blinky and twitchy? Odds are he's on Meth. MOST of the time, they go through life with people just sorta backinga way from them, but when they encounter police, they know they need to not be in the line of sight.

MbW, same thing. Most people just see a twitchy guy and assume "He's on something" but won't call the cops as long as you're in middle class or lower areas. If the cops *do* show up, however, or you go where they are, then you're gonna be flagged, quickly. On teh other hand, if you live in the Barrens, hang out with gangers, attend dive bars, and generally only mingle with the undesirable parts of society, you'll be fine.
Title: Re: [SR5] Move-by-Wire System
Post by: PJ on <07-05-15/2058:18>
I disagree that it is sub-optimal.  I think how it has changed now really makes it viable for which Initiative booster to choose, and will probably depend on the type of character too.

Compare Wired Reflexes, Synaptic Booster, Move-by-Wire.  All offer up to +3 Reaction.  Synaptic and Wired offer up to +3-18 to Initiative.  Move offers up to +10-15.

Do you go with Essence friendly but costly bioware?  Do you go with cyber that can stack to give you a potential +6 Reaction (at the cost of wireless)?  Or do you go with a slightly cheaper cyber that gives a nice guaranteed Initiative range (at level 3 its like rolling a 4 and 5 every time), plus offers an integrated Skillwire package (handy for that runner who needs that one skill)?
Title: Re: [SR5] Move-by-Wire System
Post by: PiXeL01 on <07-05-15/2225:38>
MbW used to be the quickest of all initiative enhancements (I don't know about 4th though) and I have been thinking to let it return to that place.
Would increasing the initiative bonus to +4 per level be better than increasing dice to +2d6 at lvl 3?
Title: Re: [SR5] Move-by-Wire System
Post by: All4BigGuns on <07-06-15/0011:56>
MbW used to be the quickest of all initiative enhancements (I don't know about 4th though) and I have been thinking to let it return to that place.
Would increasing the initiative bonus to +4 per level be better than increasing dice to +2d6 at lvl 3?

Would've really been best to take the 3rd edition version (complete with all four ratings) and just remove the Quickness/Agility modification (though that would necessitate the lower Essence costs).
Title: Re: [SR5] Move-by-Wire System
Post by: jim1701 on <07-06-15/0021:32>
MbW used to be the quickest of all initiative enhancements (I don't know about 4th though) and I have been thinking to let it return to that place.
Would increasing the initiative bonus to +4 per level be better than increasing dice to +2d6 at lvl 3?

I keep seeing people see this but I'm pretty sure it is already +2d6 at level 3.  I think the example that follows the description is in error. 

Quote from: Chrome Flesh pp 84
...but Rating 2 and Rating 3 offer +1D6 Initiative Dice, meaning Rating 2 offers +2 Reaction, +6 Initiative, and +1D6 Initiative Dice, and Rating 3 offers +3 Reaction, +9 Initiative, and +1D6 Initiative Dice.

Grammatically speaking this should mean that both level 2 and level 3 both add a +1d6 to initiative which would mean the end of the next sentence should read... ,and +2D6 Initiative Dice.

I've been meaning to see if this has been posted in the Errata thread but I haven't gotten around to it yet. 
Title: Re: [SR5] Move-by-Wire System
Post by: DWC on <07-06-15/0026:38>
To me, I saw the change to Move By Wire, and immediately started thinking about maxing out Edge and spamming Blitz when ever it's important.
Title: Re: [SR5] Move-by-Wire System
Post by: Kincaid on <07-06-15/0820:37>
To me, I saw the change to Move By Wire, and immediately started thinking about maxing out Edge and spamming Blitz when ever it's important.

Same here.  MBW 1, Reakt, and Edge (and/or Boosted Reflexes assuming the reaction/initiative compatibility line holds).
Title: Re: [SR5] Move-by-Wire System
Post by: Herr Brackhaus on <07-07-15/1139:49>
Biocompatibility (Cyberware), 5 Karma
Prototype Transhuman, 10 Karma
Restricted Gear, 10 karma

Boosted Reflexes (Standard Grade, Availability 8R, 0 Essence, 10,000¥)
Move By Wire System Rating 3 (Standard Grade, Availability 24F, 205,000¥, 4.5 Essence), 10 Karma
Skilljack Rating 6 (Standard Grade, Availability 12, 60,000¥, 0.54 Essence)
5 months of Platinum Wireless Skillsoft Network access (100,000¥)

For 375,000¥ and 25 Karma you get:
+3 Reaction
+9 Initiative
+2d6 Initiative Dice (debatable)
Ability to load any rating 6 linguasoft and/or knowledge soft, as well as any rating 4 activesoft for a full 5 months
One negative quality free of charge! :)

I'd buy that for a dollar, as I think it makes for an interesting character concept. Research subject on the loose, kind of thing. Pair it with Amnesia and you've got the recipe for a blank slate.
Title: Re: [SR5] Move-by-Wire System
Post by: prionic6 on <07-07-15/1252:57>
Boosted reflexes "are incompatible with any other Initiative-modifying augmentation" - which MbW definitely is.
Title: Re: [SR5] Move-by-Wire System
Post by: Stoneglobe on <07-07-15/1304:33>
Biocompatibility (Cyberware), 5 Karma
Prototype Transhuman, 10 Karma
Restricted Gear, 10 karma

Boosted Reflexes (Standard Grade, Availability 8R, 0 Essence, 10,000¥)
Move By Wire System Rating 3 (Standard Grade, Availability 24F, 205,000¥, 4.5 Essence), 10 Karma
Skilljack Rating 6 (Standard Grade, Availability 12, 60,000¥, 0.54 Essence)
5 months of Platinum Wireless Skillsoft Network access (100,000¥)

For 375,000¥ and 25 Karma you get:
+3 Reaction
+9 Initiative
+2d6 Initiative Dice (debatable)
Ability to load any rating 6 linguasoft and/or knowledge soft, as well as any rating 4 activesoft for a full 5 months
One negative quality free of charge! :)

I'd buy that for a dollar, as I think it makes for an interesting character concept. Research subject on the loose, kind of thing. Pair it with Amnesia and you've got the recipe for a blank slate.

Unfortunately this wouldn't work as Boosted Reflexes is not compatible with any other method of boosting initiative (the quote below is taken directly from Chrome Flesh.

 
Quote
It should be noted that, due to the nature of
the modification, boosted reflexes may not be removed
once installed, and they are incompatible with any other
Initiative-modifying augmentation.

Though as you have said in your post
Quote
+2d6 Initiative (debateable)

I would also take this to mean that once you have installed Boosted Reflexes it will over-ride any other better system you subsequently tried to install.
Title: Re: [SR5] Move-by-Wire System
Post by: Herr Brackhaus on <07-07-15/1503:50>
Boosted reflexes "are incompatible with any other Initiative-modifying augmentation" - which MbW definitely is.
I believe the debate is old, and hinges on the wording of initiative. Initiative is split into the calculated initiative score (REA + INT) and the initiative dice (1d6+). But you're absolutely right, this is questionable, which is why I marked it (debatable). Without boosted reflexes you'd save 10 karma and 10k nuyen. If only Reaction Enhancers stacked with Move-by-Wire systems. +6 Reaction total, +9 Initiative, and +1d6 Initiative Dice would give even a base REA and INT 1 character an initiative range of 19 to 31.

I do think Move-by-Wire is a little too limited in terms of stacking with other ware, so I'd consider house ruling this to make it a more attractive option, or even allow the more liberal reading that a Rating 3 system also provides +2d6 to initiative instead of the same +1d6 as a rating 2 system. It's just such an iconic piece of kit.
Title: Re: [SR5] Move-by-Wire System
Post by: Wakshaani on <07-07-15/2212:09>
I feel summoned! :D (Thanks for the PM, Brackhaus!)

Boosted Reflexes isn't compatable with anything (else) that gives you a bonus to Initiative, either a flat + or a dice increase. In fact, it renders the body unable to *ever* have those increases... as noted, it changes your neuralnet forever. It's cheap, but it costs in a different way.

That said, it works fine with stuff that gives a REACTION bonus, as teh increase in Initiative is due to the Reaction going up, not a bonus in and of itself.

Title: Re: [SR5] Move-by-Wire System
Post by: Herr Brackhaus on <07-07-15/2300:06>
Thanks, Wakshaani! Not the answer I wanted, but the answer I needed. :)

I'll house rule Move-by-Wire systems as being compatible with Reaction Enhancers in the same way as Wired Reflexes, personally, and allow such a combination to break the augmented maximum limit. Since Reaction Enhancers is a direct Reaction increase and Move-by-Wire is supposed to be SOTA tech (unlike Wired Reflexes), this feels pretty thematic to my mind.
Title: Re: [SR5] Move-by-Wire System
Post by: Miri on <07-08-15/0103:56>
Thanks, Wakshaani! Not the answer I wanted, but the answer I needed. :)

I'll house rule Move-by-Wire systems as being compatible with Reaction Enhancers in the same way as Wired Reflexes, personally, and allow such a combination to break the augmented maximum limit. Since Reaction Enhancers is a direct Reaction increase and Move-by-Wire is supposed to be SOTA tech (unlike Wired Reflexes), this feels pretty thematic to my mind.

Allright.. I keep seeing it.  What the heck does SOTA stand for?
Title: Re: [SR5] Move-by-Wire System
Post by: All4BigGuns on <07-08-15/0113:02>
Thanks, Wakshaani! Not the answer I wanted, but the answer I needed. :)

I'll house rule Move-by-Wire systems as being compatible with Reaction Enhancers in the same way as Wired Reflexes, personally, and allow such a combination to break the augmented maximum limit. Since Reaction Enhancers is a direct Reaction increase and Move-by-Wire is supposed to be SOTA tech (unlike Wired Reflexes), this feels pretty thematic to my mind.

Allright.. I keep seeing it.  What the heck does SOTA stand for?

State Of The Art
Title: Re: [SR5] Move-by-Wire System
Post by: PiXeL01 on <07-08-15/0213:04>
I think the recconned MbW. According to Chrome Flesh it was the very first kind of reaction booster and wired reflexes was a result of those efforts.  Used to be reverse though
Title: Re: [SR5] Move-by-Wire System
Post by: PJ on <07-08-15/1110:39>
What about adding a 4th level (like the original)?

You could have Essence cost drop by 0.5, so it staged 2.5/ 3.5/ 4.5/ 5.5; keep everything else as is.  The 4th level would simply add an extra Reaction (+4 total), +3 Initiative (+12 total) and an extra +1d6 Initiative die (+2d6 total).  It would still incur the Social Limit penalty (-4 total).  Basically, someone with level 4 is the fastest reacting spastic.

Not sure what the price should be for level 4 though.

On further reflection, keep Essence cost as is and make the optional level 4 cost 6 Essence.  In game, most test subjects died (the few survivors had the yet to be identified Biocompatibility),  leading to develop of what is now Wired Reflexes.  Thanks to alpha-grade and better, level 4 is now a viable but costly option.
Title: Re: [SR5] Move-by-Wire System
Post by: Herr Brackhaus on <07-08-15/1420:39>
Nice, I like that! Fits even better thematically with regards to the test subjects dying, and having alpha grade and better (or biocompatibility) affect the survival rate.
Title: Re: [SR5] Move-by-Wire System
Post by: adzling on <07-08-15/1446:38>
i likey too!
Title: Re: [SR5] Move-by-Wire System
Post by: All4BigGuns on <07-08-15/1600:02>
Here's how it should have looked:

Move-by-Wire
Rating 1: +1 Reaction, +2 Initiative, +1d6 Initiative, +1 die for Athletics and Stealth -- 2.5 Essence, 200,000 nuyen
Rating 2: +2 Reaction, +4 Initiative, +2d6 Initiative, +2 dice for Athletics and Stealth -- 4.0 Essence, 350,000 nuyen
Rating 3: +3 Reaction, +6 Initiative, +3d6 Initiative, +3 dice for Athletics and Stealth -- 5.5 Essence, 550,000 nuyen
Rating 4: +4 Reaction, +8 Initiative, +4d6 Initiative, +4 dice for Athletics and Stealth -- 7.0 Essence, 1,000,000 nuyen
Title: Re: [SR5] Move-by-Wire System
Post by: Herr Brackhaus on <07-08-15/1603:10>
Here's how I think it should have looked:
Fixed!

I don't agree with that at all, but thank you for contributing.
Title: Re: [SR5] Move-by-Wire System
Post by: PiXeL01 on <07-08-15/1842:24>
PJ's suggestion is good ... Me likey!
Title: Re: [SR5] Move-by-Wire System
Post by: PJ on <07-08-15/2154:05>
Thanks for all the kudos folks; this was/is my favorite augmentation (even though I never got to play it, haven't played since 2nd edition).  I like how Wakshaani changed it for 5th edition, but was nostalgic for the old 4 levels.
Title: Re: [SR5] Move-by-Wire System
Post by: Rooks on <07-09-15/0116:00>
Miss the old levels of boosted reflexes too thought it was a grandfather to synaptic booster with the new version allowing you to use control rigs

also

Each Rating point of a move-by-wire system adds
+1 Reaction and +3 Initiative (making it +4 total to Initiative).
Rating 1 move-by-wire does not offer any additional
Initiative Dice

ya...
In addition, the move-by-wire system acts as skillwires of twice its Rating
woo...
Title: Re: [SR5] Move-by-Wire System
Post by: Hibiki54 on <07-09-15/0243:42>
Rating 1 MbW is pretty useless. No one would want to use Rating 2 Skillwires unless they are going to only use misc skills so they won't default.
Title: Re: [SR5] Move-by-Wire System
Post by: Medicineman on <07-09-15/0328:31>
Rating 1 MbW is pretty useless. No one would want to use Rating 2 Skillwires unless they are going to only use misc skills so they won't default.
OtoH
Lots of People don't want to pay 10 Karma for Restricted Gear, so they're stuck with rating 1 M-b-W ....
M-b-W used to be a piece of 'ware for the non-Awakened versatile Char with a Professional Rating in every skill he can buy !
now you can only become a Jack of all Trades  ( A Skill Rating of 2 compared to the Max of 12
means You're an Amateur, a dilettante) You Pay more in ¥ to be less versatile, less professional than before...

with a Kind of sad Dance
Medicineman
Title: Re: [SR5] Move-by-Wire System
Post by: PJ on <07-09-15/0727:10>
I see M-b-W as being initially developed for military.  I mean, you COULD spend 6 months to a year training a grunt (and all the money that involves), or you could slap together a cybersuite of M-b-W, Muscle Replacement, and a couple Skilljacks and have basic warriors ready to die, I mean, fight, for your cause and out the door right after recovery from surgery!  If you survive your first tour, maybe you get your M-b-W switched out or you get that bioware to help offset your constant twitching.

M-b-W also strikes me as the augment of choice for the professional killer who wants the best range for Initiative (as opposed to highest possible outcome) and prefers to work alone (Skillwires offsetting lack of certain skills needed for particular jobs).  I love the Social Limit penalty.  I see it in-game as either constant twitching, or such self consciousness about the twitching you always move to offset it.  But your movement is too smooth, or comes off like a caged animal waiting to strike.

Title: Re: [SR5] Move-by-Wire System
Post by: All4BigGuns on <07-09-15/1114:57>
I love the Social Limit penalty.  I see it in-game as either constant twitching, or such self consciousness about the twitching you always move to offset it.  But your movement is too smooth, or comes off like a caged animal waiting to strike.

That is one of the BS additions. That penalty means that you're getting "double taxed" on Social Limit by the implant. First by the Essence Loss and then by the independent penalty.
Title: Re: [SR5] Move-by-Wire System
Post by: Rooks on <07-09-15/1222:45>
I see M-b-W as being initially developed for military.  I mean, you COULD spend 6 months to a year training a grunt (and all the money that involves), or you could slap together a cybersuite of M-b-W, Muscle Replacement, and a couple Skilljacks and have basic warriors ready to die, I mean, fight, for your cause and out the door right after recovery from surgery!  If you survive your first tour, maybe you get your M-b-W switched out or you get that bioware to help offset your constant twitching.

M-b-W also strikes me as the augment of choice for the professional killer who wants the best range for Initiative (as opposed to highest possible outcome) and prefers to work alone (Skillwires offsetting lack of certain skills needed for particular jobs).  I love the Social Limit penalty.  I see it in-game as either constant twitching, or such self consciousness about the twitching you always move to offset it.  But your movement is too smooth, or comes off like a caged animal waiting to strike.
Nah give them Hardwired Skill wires: Automatics Boosted Reflexes and pay the licensing fee for copies of automatics and give them all a shot of Jazz armored jacket and an ak and call it a day, actually colt m23 suppressive fire ftw
Title: Re: [SR5] Move-by-Wire System
Post by: DWC on <07-09-15/1226:13>
Rating 1 MbW is pretty useless. No one would want to use Rating 2 Skillwires unless they are going to only use misc skills so they won't default.

It's actually pretty nice if you happen to have a ton of Edge and make extensive use of Blitz since the bonus to Initiative is a fixed number rather than a rolled die.
Title: Re: [SR5] Move-by-Wire System
Post by: Hibiki54 on <07-09-15/1601:13>
Rating 1 MbW is pretty useless. No one would want to use Rating 2 Skillwires unless they are going to only use misc skills so they won't default.

It's actually pretty nice if you happen to have a ton of Edge and make extensive use of Blitz since the bonus to Initiative is a fixed number rather than a rolled die.

As a person who plays a character with 8 Edge, that doesn't seem viable in the long run.
Title: Re: [SR5] Move-by-Wire System
Post by: Miri on <07-09-15/2348:54>
Rating 1 MbW is pretty useless. No one would want to use Rating 2 Skillwires unless they are going to only use misc skills so they won't default.

It's actually pretty nice if you happen to have a ton of Edge and make extensive use of Blitz since the bonus to Initiative is a fixed number rather than a rolled die.

As a person who plays a character with 8 Edge, that doesn't seem viable in the long run.

Pick up Daredevil and take risks?
Title: Re: [SR5] Move-by-Wire System
Post by: DWC on <07-10-15/1057:01>
Rating 1 MbW is pretty useless. No one would want to use Rating 2 Skillwires unless they are going to only use misc skills so they won't default.

It's actually pretty nice if you happen to have a ton of Edge and make extensive use of Blitz since the bonus to Initiative is a fixed number rather than a rolled die.

As a person who plays a character with 8 Edge, that doesn't seem viable in the long run.

Pick up Daredevil and take risks?

Avoid more combats?
Title: Re: [SR5] Move-by-Wire System
Post by: Hibiki54 on <07-10-15/2354:46>
Rating 1 MbW is pretty useless. No one would want to use Rating 2 Skillwires unless they are going to only use misc skills so they won't default.

It's actually pretty nice if you happen to have a ton of Edge and make extensive use of Blitz since the bonus to Initiative is a fixed number rather than a rolled die.

As a person who plays a character with 8 Edge, that doesn't seem viable in the long run.

Pick up Daredevil and take risks?

Avoid more combats?

Got milk?
Title: Re: [SR5] Move-by-Wire System
Post by: gilga on <07-11-15/0717:59>
I am trying to build that char.
I made him adept with burnout way. Take restricted gear and (sadly) no room for bio-compatibility. but saves a lot of money.
Title: Re: [SR5] Move-by-Wire System
Post by: PJ on <07-11-15/1601:47>
I missed the pattern for cost (85,000/ 80,000/ 75,000?).

Our hypothetical level 4 Move-by-Wire:

+4 Reaction, +12 Initiative, +2d6 Initiative Dice, Level 6 Skillwires, -4 penalty to Social Limit
Essence cost: 6   Avail 30F   Nuyen 280,000

I so want to build an assassin with this!