Shadowrun

Shadowrun General => Gear => Topic started by: anastrace on (18:50:36/05-22-17)

Title: Commlinks and AR
Post by: anastrace on (18:50:36/05-22-17)
So I'm new to 5e, and boy have things moved a damn sight forward since my heyday in 2 and 3 editions. So if you have an embedded commlink in your skull, rigged for hot vr, do you need AR gloves to interact with AROs? It's a bit unclear, or I could just be having one of those..days/weeks/years/decades.
Title: Re: Commlinks and AR
Post by: on (21:13:01/05-22-17)
You don't need gloves to "physically" interact with AROs. You don't even need hands! You would just think it for an interaction to occur.
Title: Re: Commlinks and AR
Post by: Mirikon on (21:24:15/05-22-17)
To see or interact with AR, you need one or more of the following:
Sim Module + Trode net
Implanted commlink
datajack
goggles/glasses with data link
cybereyes
be a Technomancer

As long as you have sim module + trode net or DNI, AR gloves are wholly unnecessary for interacting with AR, but a lot of people use them, since people are physical beings, so physically interacting with the things they see is second nature to them. It is a familiarity thing, which lessens the learning curve of dealing with the Matrix. On the other hand, if you're just using glasses/goggles to view AR, then you WILL need to use the AR gloves to interact with the AROs instead of just typing on your commlink.

So, AR Gloves are necessary for anyone not willing or able to go under the knife, or who for whatever reason can't be wearing a Trode Net, and isn't a Technomancer.
Title: Re: Commlinks and AR
Post by: anastrace on (23:18:16/05-22-17)
Awesome! Thanks for the quick replies. :)

Going under the knife is always the plan. If I can get chrome, I shall get chrome. ^.^
Title: Re: Commlinks and AR
Post by: on (02:19:24/05-23-17)
Witness! [*V-8 hands*]