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91
Rules and such / Re: Body Shop: Modular Cyberlimbs
« Last post by KarmaInferno on <07-20-23/1601:51> »
I also posted this in Errata, but it's probably worth some general discussion:

The Modular Mount has an Essence Cost of 0.4, but is this in addition to the associated cyberlimb Essence Cost, or instead of?

Does an attached modular cyberlimb ALSO need the Modular Connector part?

If I have a full cyberlimb and add in the detachment point at the elbow to be able to swap out just the forearm, do we need one Modular Connector? A Mount and a Connector? Two connectors? Do we use the Partial Cyberlimb capacity for the forearm part? So an Obvious cyberarm with a connector at the elbow would have 10 Capacity in the forearm and 5 in the upper arm, and two Capacity is taken up by the connector? Is the Capacity Cost of the connector taken out of the upper or lower arm? If I have a similar Synthetic cyberarm with an elbow connector, can I plug in an Obvious lower cyberarm?

If I want to plug a Modular Cyberarm onto a Cybertorso, do I also need a Modular Mount (costing Essence) or do I use a Modular Connector?

Can the cybernetic Shells from pg 178 be fitted with modular connectors? When removed, how much Capacity is in each body part?

I get the distinct feeling that the modular section was not meant for multi-part limbs.
92
Edge Zone / Re: It's here!
« Last post by Michael Chandra on <07-19-23/0422:45> »
Whoo! Can't wait for it to arrive here.
93
Rules and such / Re: Body Shop: Modular Cyberlimbs
« Last post by Xenon on <07-18-23/1752:02> »
isnt a cybertorso more like a shell. on top of your actual living torso.
...and that your limbs are still (mostly) attached to your living flesh.

and to install a modular connector in your living flesh to enable you to detach and attach cyberlimbs would therefor cost essence rather than capacity, no?
94
Edge Zone / It's here!
« Last post by tequila on <07-18-23/1424:48> »
My Edgezone stuff arrived!  Now I just need to read the rules. :D
95
Rules and such / Body Shop: Modular Cyberlimbs
« Last post by MercilessMing on <07-18-23/1130:10> »
According to the table on pg 48, modular mounts cannot be installed in a cybertorso (they have no capacity cost).  This feels like a mistake.  Is this intentional or is it one for errata?
96
Looking for Games / Re: Shadowrun : The Severe Surplus
« Last post by adambeyoncelowe on <07-18-23/0828:31> »
Which time zone would this be in?
97
Rules and such / Re: Body Shop: Cyborgs
« Last post by adambeyoncelowe on <07-16-23/0747:39> »
What if Transhumanism did something other than provide an Essence hole for cyborgs? E.g., maybe you can add your Transhumanism grade to the sanity roll?

Seems to me that Transhumanism shouldn't become useless, or even extremely limited -- especially when it directly speaks to the cyborg state of being.
98
Rules and such / Re: [SR6] Street Wyrd - Astral Projecting Adepts
« Last post by Xenon on <07-14-23/1153:58> »
It says "may".

There are several adept powers that are not (may not be) applicable to astral. Wall running, for example. Just like cyberjack only affect VR initiative (not Astral or AR/Meat) it also make sense (at least to me) that Improved Reflexes only affect AR/Meat (and not VR or Astral).

But then you have adept powers (such as killing hands and mystic armor etc) that "may apply" to both Meat and Astral.

Anyway, that's my two cents :)
99
Rules and such / Re: Body Shop: Bioware
« Last post by Xenon on <07-14-23/1143:29> »
And then you have Combat Sense spell that give DR and Combat Sense adept power that give dice...... :-/
100
Catalyst's Shadowrun Products / Re: Shoot Straight
« Last post by Nightmare on <07-14-23/1000:31> »
Oh...ninja'd on the release...nice!!
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