Cyber Mod | Essence | Cost |
Right CyberArm [Bulk +4, Customized (maximized to B6/S6/A6), Cyberarm Gyromount, Retractable Elbow Spur, Enhancements Armor 1/B+1/S+1/A+1 (12 Capacity used, Bod 7, Str 7, Agi 7)] | .3 | 463,000¥ |
Left CyberArm [Modular, Bulk +4, Customized (max'd to B6/S6/A6), Cyberarm Gyromount, Retractable Elbow Spur, Enhancements Armor 1/B+1/S+1/A+1 (12 Capacity used, Bod 7, Str 7, Agi 7), Drone Hand, Grapple Hand] | .6 | 513,930¥ |
CyberLegs [Bulk +4, Customized (max'd to B6/S6/A6), Cyberskates, Hyrdraulic Jacks (R6), Enhancements Armor 1/B+1/S+1/A+1 (14 Capacity used, Bod 7, Str 7, Agi 7)] | .6 | 1,023,000¥ |
CyberTorso [Bulk +4, Customized (max'd to B6/S6/A6), Enhancements Armor 3/B+1/S+1/A+1 (9 Capacity used, Bod 7, Str 7, Agi 7)] | .45 | 441,000¥ |
CyberSkull [Enhancement Armor 1 (2 Capacity used)] | .225 | 153,000¥ |
Eyeband [R3, Eye Recording Unit, Flare Compensation, Image Link, Low-Light Vision, Smartlink, Thermographic, Vision Enhancement (R2), Vision Magnification (12 Capacity used)] | .15 | 90,000¥ |
Cyberears[R4, Audio Enhancement (R3), Balance Augmenter, Damper, Ear Recording Unit, Increased Sensitivity, Select Sound Filter (R5), Sound Link, Spatial Recognizer (16 capacity used)] | .3 | 370,000¥ |
Attention Coprocessor (R3) | .09 | 90,000¥ |
Commlink (Fairlight Caliban/Novatech Navi, R4/Sig5/F3/Sys4) | .06 | 115,000¥ |
Datajack | .03 | 5,000¥ |
Encephalon (R2) | .45 | 750,000¥ |
Invoked Memory Stimulator | .06 | 500,000¥ |
Math SPU | .045 | 45,000¥ |
Olfactory Booster (R6) | .06 | 60,000¥ |
Orientation System | .06 | 12,500¥ |
Radar Sensor (R4) | .09 | 120,000¥ |
Auto-Injector (Reusable) | .03 | 5,000¥ |
Biomonitor | .09 | 10,000¥ |
Titanium Bone Lacing | .45 | 400,000¥ |
Internal Air Tank | .075 | 6,500¥ |
Magnetic System | .075 | 12,000¥ |
Wired Reflexes (R3) | 1.5 | 1,000,000¥ |
Total: | 5.79 | 6,184,930¥ |
Nano Mod | Essence | Cost |
Nanohive (R6) | .6 | 600,000¥ |
Anti-Rad (R6) | - | 9,000¥ |
Implant Medics (R6, Hard) | - | 9,000¥ |
Neural Amplifiers (Limbic R3) | - | 15,000¥ |
Neural Amplifiers (Neocortical R3) | - | 15,000¥ |
Oxyrush (R5, Hard) | - | 5,000¥ |
Trauma Control System (R6) | - | 12,000¥ |
Total: | .6 | 665,000¥ |
Bioware | Essence | Cost |
Adrenaline Pump (R3) | 1.125 | 900,000¥ |
Dragon's Hide Orthoskin (R3) | .425 | 970,000¥ |
Pathogenic Defense (R6) | .3 | 600,000¥ |
Platelet Factories | .1 | 250,000¥ |
Cerebral Booster (R3) | .3 | 300,000¥ |
Damage Compensators (R12) | .6 | 1,800,000¥ |
Mnemonic Enhancer (R3) | .15 | 225,000¥ |
Sleep Regulator | .075 | 100,000¥ |
Trauma Damper | .1 | 400,000¥ |
Total: | 5,545,000¥ |
Genetech | Essence | Cost |
Adapsin | .2 | 30,000¥ |
Daredrenaline | .1 | 25,000¥ |
Magnesense | .1 | 20,000¥ |
PuSHeD | .1 | 15,000¥ |
Qualia | .4 | 25,000¥ |
Reakt | .4 | 30,000¥ |
Synch | .3 | 30,000¥ |
Total: | 1.6** | 175,000¥ |
One last thing to consider... The Cyberzombie Awakens when the process is completed and gains a Magic Attribute of 1. What's to say that he doesn't Awaken as a PhysAdept?
(http://static-p4.fotolia.com/jpg/00/08/36/67/110_F_8366719_wJM2efiGJAaxw93lgRlVY161uVj9Q2JD.jpg)
One last thing to consider... The Cyberzombie Awakens when the process is completed and gains a Magic Attribute of 1. What's to say that he doesn't Awaken as a PhysAdept?By RAW only If they take the Adept Advantage ;)
(http://static-p4.fotolia.com/jpg/00/08/36/67/110_F_8366719_wJM2efiGJAaxw93lgRlVY161uVj9Q2JD.jpg)
As fun as this sort of character building exercise can be, don't forget the Golden Rule, "your players should get most of the spotlight time." Don't make the guy so utterly unkillable that a new group -- which it sounds like yours is -- is going to just get flat out murdered by him, have no chance whatsoever of hurting him, etc, etc.
The bad guy in Resident Evil can get away with toting around a minigun, snarling "STARS" all the time, and being an inexorable killing machine that cinematically chases video game characters and/or Milla Jovovich around, because those are games/movies that are completely on rails, and it's easy to just hit start and try that level again.
It's important to remember there aren't many cut-scenes in an RPG, and it might be tough to get a whole herd of Shadowrunners to ride the right rails at the right times, and keep an unstoppable death machine from, well, unstoppably deathing them. ;)
HA! I was only looking at Synthetic Cyberlimbs...
O_o
Maybe, in that case...
Cyber Mod | Essence | Cost |
Right CyberArm [Bulk +3, Customized (maximized to B6/S6/A6), Cyberarm Gyromount, Retractable Elbow Spur, Enhancements Armor 2/B+3/S+3/A+3 (18 Capacity used, Bod 9, Str 9, Agi 9)] | .3 | 420,000¥ |
Left CyberArm [Modular, Bulk +3, Customized (max'd to B6/S6/A6), Cyberarm Gyromount, Retractable Elbow Spur, Enhancements Armor 2/B+3/S+3/A+3 (18 Capacity used, Bod 9, Str 9, Agi 9), Drone Hand, Grapple Hand] | .6 | 468,500¥ |
CyberLegs [Bulk +4, Customized (max'd to B6/S6/A6), Cyberskates, Hyrdraulic Jacks (R6), Telescoping Cyberlimb, Enhancements Armor 2/B+3/S+3/A+3 (22 Capacity used, Bod 9, Str 9, Agi 9)] | .6 | 1,007,000¥ |
CyberTorso [Bulk +3, Customized (max'd to B6/S6/A6), Enhancements Armor 2/B+3/S+3/A+3 (13 Capacity used, Bod 9, Str 9, Agi 9)] | .45 | 392,000¥ |
CyberSkull [Enhancement Armor 2 (4 Capacity used)] | .225 | 106,000¥ |
Eyeband [R3, Eye Recording Unit, Flare Compensation, Image Link, Low-Light Vision, Smartlink, Thermographic, Vision Enhancement (R2), Vision Magnification (12 Capacity used)] | .15 | 90,000¥ |
Cyberears[R4, Audio Enhancement (R3), Balance Augmenter, Damper, Ear Recording Unit, Increased Sensitivity, Select Sound Filter (R5), Sound Link, Spatial Recognizer (16 capacity used)] | .3 | 370,000¥ |
Attention Coprocessor (R3) | .09 | 90,000¥ |
Commlink (Fairlight Caliban/Novatech Navi, R4/Sig5/F3/Sys4) | .06 | 115,000¥ |
Datajack | .03 | 5,000¥ |
Encephalon (R2) | .45 | 750,000¥ |
Invoked Memory Stimulator | .06 | 500,000¥ |
Math SPU | .045 | 45,000¥ |
Olfactory Booster (R6) | .06 | 60,000¥ |
Orientation System | .06 | 12,500¥ |
Radar Sensor (R4) | .09 | 120,000¥ |
Auto-Injector (Reusable) | .03 | 5,000¥ |
Biomonitor | .09 | 10,000¥ |
Titanium Bone Lacing | .45 | 400,000¥ |
Internal Air Tank | .075 | 6,500¥ |
Magnetic System | .075 | 12,000¥ |
Wired Reflexes (R3) | 1.5 | 1,000,000¥ |
Total: | 5.79 | 5,984,500¥ |
To me this doesn't seem right, so I think I am doing something wrong.Yeah your doing something wrong.
Given how expensive and complicated the cybermancy process is, why would they then cut corners by filling the guy up with used 'ware? It's not a race to get to -6 fastest, it's a process developed to fit more and more stuff.To me this doesn't seem right, so I think I am doing something wrong.Yeah your doing something wrong.
Your trying to make a cyber zombie by installing deltaware in a guy who has biocompability(cyber) and adapsin.
A guy like that can allready take pretty much every compatible piece of ware in the books if you favor bioware for those thinks that come as both, especially if you make that cyber in to a suite dropping the cyber essence modifier to .2. The whole point of cybermancy is that you dont have to use expensive deltaware to build the uber sammy, really it pretty easy to get to -6 essence with used ware.
I would think a cyberzombie would be SOTA all the way, since they are supposed to be bleeding-edge technology. Plus, the costs would be pretty irrelevant, since they are essentially guinea pigs.Ahh, but we're talking a Megacorp that looks at the bottom line. Remember, not every operation is a success. The subject has to make a Intuition + Willpower test (threshold 3 + 1 for every point below zero essence), and if they don't succeed, they die (or something worse comes back with the spirt on a glitch). Now, even with the Deltaware example we put together, that sets the threshold at 7. Pretty high to succeed, but doable. Let's just assume three quarters of the operations are successful. 12 million nuyen is a huge lose if it doesn't work. Remember, this is all deltaware equipment made to order for the subject, so it can't be reused. So, beta- and alpha-grade might be used more often, just because it's a lot easier to re-use those grades on other subjects.
Becouse there's nothink to fit into character that would take you to negative essence, with .2 modifier for cyber and .5 modifier for bio you can allready get all the ware that you want into a character with out going to negative essence, if going 50-50 thats effective 15 points of essence worth of cyber and 6 points of essence worth of bio, which still only gets us up to 4,5 essence lost as one of them is halved. So actually we can get 4 points of essence worth of bio and cyber, which is effectivly 20 points of cyber and 8 points of bio to get as to 0 essence.Given how expensive and complicated the cybermancy process is, why would they then cut corners by filling the guy up with used 'ware? It's not a race to get to -6 fastest, it's a process developed to fit more and more stuff.To me this doesn't seem right, so I think I am doing something wrong.Yeah your doing something wrong.
Your trying to make a cyber zombie by installing deltaware in a guy who has biocompability(cyber) and adapsin.
A guy like that can allready take pretty much every compatible piece of ware in the books if you favor bioware for those thinks that come as both, especially if you make that cyber in to a suite dropping the cyber essence modifier to .2. The whole point of cybermancy is that you dont have to use expensive deltaware to build the uber sammy, really it pretty easy to get to -6 essence with used ware.
Now, deltaware, adapsin, biocompatability, all put together, might be a little over the top, sure...but it makes sense, at least.
Becouse there's nothink to fit into character that would take you to negative essence, with .2 modifier for cyber and .5 modifier for bio you can allready get all the ware that you want into a character with out going to negative essence, if going 50-50 thats effective 15 points of essence worth of cyber and 6 points of essence worth of bio, which still only gets us up to 4,5 essence lost as one of them is halved. So actually we can get 4 points of essence worth of bio and cyber, which is effectivly 20 points of cyber and 8 points of bio to get as to 0 essence.Well, okay, I'll just self-quote, then:
There's a world of difference between thinking corps will go for Alpha or Betaware, and thinking corps will go for used in order to more quickly "get to -6 essence."I can understand not going as over-the-top as for everything to be in line -- Betaware, cyberware suite (potentially!), adapsin, cybercompatability, etc, etc...you don't need all of it, I completely agree.
What if the cyberzombie got to -6 essence before getting deltaware? If this happened he would have a essence void correct? You can't get the essence back. If you remove the cyberware and replace it with something else then you will still have a essence void even if the cyberware uses less essence. If I use a standard cyberarm with biocompatibility and adapsin, the arm will cost me 0.8 essence. If I upgrade it to a Deltaware arm which would cost 0.3 essence, I don't get the difference back correct?That is correct. However, if he had that essence void, he could then chop off his other arm with no further loss of essence (since the two cyberarms would be .6 essence together and not fill the .8 void).
The lower essence cost is the main benefit of delta-ware. Any other benefits would be up to your GM.
Can someone point me at the RAW (book/page#) for cyberware suites? I know I've seen them before, but cant seem to find them in Aug. =P
As soon as you cross the Zero essence barrier you're either dead or have to become a Cyberzombie. As I detailed earlier, you can have a Deltaware Cyberzombie, but it will be difficult to fill out the essence cost to -12 without getting lesser grades in some regards. Also, if you remove Biocompatiability, the Essence cost rounds to -11, which is pretty low.The lower essence cost is the main benefit of delta-ware. Any other benefits would be up to your GM.
So really it is going to be down to a deltaware metahuman or a crapware cyberzombie with really high attributes?
One last thing, the cyberzombie doesn't get a bonus to attributes equal to how far below zero he is. He gets a bonus to his natural attribute maximums equal to how far below zero. He still has to raise those attributes through other means.