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Move by Wire combined with Tremor Reducer?

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Teknodragon

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« on: <07-26-15/0103:09> »
A thought-- would Move By Wire and Tremor Reducer be incompatible? One is described as constant seizures, the other enables perfect stillness.

Perhaps the Tremor Reducer was partly investigated as a workaround, fluff-wise?
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Wakshaani

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« Reply #1 on: <07-26-15/0204:42> »
MbW only works when you're twitching and in a siezure. Tremor Reducer would, in essence, 'turn off' your MbW since it'd prevent the tremors, BUT, it's designed for normal levels of twitchyness, not the full-body constant spaz of MbW, so the effect wouldn't go on for very long. A nice GM might allow it to go an hour, but more reasonable would be about 5 minutes of Still *instead of* MbW.


PJ

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« Reply #2 on: <07-26-15/1103:02> »
Well crap.  There goes my plan for making the assassin with cyberpsychosis and super secret level 4 M-b-W mitigated with 3 levels of Tremor Reducer.

Finn

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« Reply #3 on: <07-26-15/1333:44> »
Well crap.  There goes my plan for making the assassin with cyberpsychosis and super secret level 4 M-b-W mitigated with 3 levels of Tremor Reducer.

Awesome  ;)
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Whiskeyjack

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« Reply #4 on: <07-26-15/1721:18> »
It's notable that MBW doesn't describe full body spazzing as it might have in previous editions. It comes across to me as equivalent to someone with a moderately severe tic disorder. One wouldn't necessarily see it as more than that, and if you constantly stay busy in some way, the tremors would be reduced because the system is engaged.

The write up also mentions an "active" system, which implies it could be turned off like Wired Reflexes, but then also says it's "permanent," so...I dunno.
Playability > verisimilitude.

ScytheKnight

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« Reply #5 on: <07-26-15/2058:30> »
Ummm, actually yes it does mention full body seizures.

MOVE-BY-WIRE SYSTEM
While usually considered cutting-edge technology, the
move-by-wire system actually predates all other reaction
cyberware, being the prototype from which wired
reflexes and similar systems were drawn. It was simply
too expensive and invasive to the user’s body for
widespread use, and the inferior, but more survivable,
wired reflexes claimed its glory. Researchers have been
struggling with it for decades and still haven’t perfected
it, but it’s at least closer to being usable today than
ever before. The system works by putting the user’s entire
body into a permanent seizure, using electrical impulses
to direct those seizures towards an eventual end
goal, such as “move here” or “stab that guy.” In many
ways, this isn’t unlike a high-end aircraft, where hundreds
of computerized micro-corrections are required
to keep it flying, only using metahuman flesh and bone
instead of high-end carbon and aluminum.
Any user
under an active system will be affected by constant
small twitches and tremors due to the complex interactions
of the system, which vanish as soon as the system
engages actual movement, returning whenever they
are once again still. Move-by-wire is incompatible with
any other reaction-enhancing augmentation.
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, 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. In addition, the move-by-wire system acts as skillwires
of twice its Rating, but will require a skilljack to
access this functionality. Users of move-by-wire systems
suffer a penalty to their Social limit equal to the system’s
Rating thanks to their constant twitches and tremors.
Wireless Bonus: : +1 to relevant inherent limits when
used as skillwires (see p. 455, SR5).
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Whiskeyjack

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« Reply #6 on: <07-26-15/2113:33> »
The sentence after the text you bolded is the most relevant to my point.

Small twitches and tremors != full body spazzing.
Playability > verisimilitude.

ScytheKnight

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« Reply #7 on: <07-26-15/2153:31> »
This is because the seizures are controlled and not just random. The twitches and tremors are the end result of the system trying to compensate, if the control system failed then they would hit the ground in "full body spazzing."
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Whiskeyjack

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« Reply #8 on: <07-27-15/0635:59> »
I don't see a way to mess with the system/turn it off so it seems like a moot concern to me.
Playability > verisimilitude.