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Cyberlimb removal.

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Lacynth40

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« on: <06-23-12/2306:44> »
Ok, here's a big question. Going through the rules in Core and Augmentation, and I can't seem to find what I'm looking for. I need to figure out if there is a way to remove full cyberlimbs if one is in a hurry. Like, pop the wires and twist off at the joint, then toss said cyberlimb and run. Modular doesn't work, because that's just half of the limb, at most. There has to be a way to get it off in a hurry, with the right cybertechnology roll. And I am willing to believe that only someone with ranks in the cybertechnology biomed skill would know how to properly do this action. Just wondering what everyone else thought about it. Can someone quick-release their cyberlimb, or even not so quick extended action roll of cybertechnology?
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KarmaInferno

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« Reply #1 on: <06-23-12/2315:25> »
Generally things have to be designed to be quick-release. I can't see too much general market value in such a feature.

Most of the fluff seems to suggest cyberlimbs require extensive anchoring and integration to work properly - full limbs don't just start at the shoulder, they cover half your upper torso.

You could probably tear off a cyberarm if you were in a hurry, but it could potentially cause as much damage as tearing off a meat arm.



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JustADude

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« Reply #2 on: <06-24-12/0045:52> »
If the GM involved is so inclined, the character involved could install the "Easy Breakdown" weapon-mod, using Capacity from the Cyberlimb instead of Mod Slots.

Basically, instead of a regular, "modular" arm you have an arm that just comes off at the shoulder.
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« Reply #3 on: <06-24-12/0154:22> »
If the GM involved is so inclined, the character involved could install the "Easy Breakdown" weapon-mod, using Capacity from the Cyberlimb instead of Mod Slots.

Basically, instead of a regular, "modular" arm you have an arm that just comes off at the shoulder.
As a GM, this is exactly how I would handle this situation.  Removing the limb this way would not take out the entire implant - just disconnect it at (or just below) the chosen joint.  For example, a full limb might be detachable at the shoulder, or just below the hip.

And yes, I would have no problem with that character then owning multiple arms - a synthetic for day to day wear, an obvious and well-armed one for "on the job" use, etc.  They'd pay full price for the additional limbs, but if that's what the player wants?  *shrug*  Cough up the nuyen, chummer, and we'll talk.

CanRay

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« Reply #4 on: <06-24-12/0207:12> »
A Monoblade will speed up removal.  ;D
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farothel

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« Reply #5 on: <06-24-12/0410:25> »
A Monoblade will speed up removal.  ;D

Yes, but it might make re-attachment a teeny bit more difficult.  ;)
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Lacynth40

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« Reply #6 on: <06-24-12/0707:53> »
I have no problem with this player's character removing the limb. In fact, it's a good idea considering what she is planning. She wants to have all of her tech in the arm, datalock, commlink, and smuggling compartment. Then, she wants to put a microbomb in there. If she gets nabbed, the arm comes off, and gets tossed as far away as possible. Thus, no evidence, and nothing to trace back to a Johnson or Fixer. She WILL get busted for possessing an explosive device without a license... But, yeah. Just need some way to get that arm off. Monoblade IS an option, really... I like the idea, and want to support it with something rules like.

Of course, I AM the GM in this situation. So I can just say all cyberware comes with a quick-release mechanism for changing out limbs, but only people trained in cybertech know about it. Because it isn't as handy as modular systems, and damages the connective wiring in such a way that requires a bit of work to fix when you go in to replace said arm.

I love the easy breakdown option, and may be something to do later. And yes, I know blowing up sensitive cargo is against the courier's rulz, but not letting someone else trace cargo back to a Johnson or Fixer is more important than anyone's silly rulz. Because, as Han Solo said, everyone gets boarded once in a while. She would be the go-to person if sensitive stuff will be useless or damning if someone else gets a hold of it. Now, if she makes a habit of not finishing jobs, her rep is going to be going down the drain faster than a goldfish in a toilet...
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Lethe

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« Reply #7 on: <06-24-12/0709:16> »
Having a quick-release customization for a cyberlimb should be possible and available for some nuyen, but should probably be planned for before you install the cyberlimb. For quick-releasing a standard cyberlimb i indeed suggest a monoblade...

Edit: For removing evidence, there is some kind of drone modification for cyberhands that could be modified for a whole arm. Give it a pilot rating and let it crawl away. Maybe even with a short rocket boost, fuel in an internal air tank type of accessory. You would be able to pick it up later at a predetermined meeting point.
« Last Edit: <06-24-12/0714:35> by Lethe »

Thrass

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« Reply #8 on: <06-24-12/0856:19> »
if you are talking monosword you could as easily build in a monowire sling that pulls throuugh the limb on the push of a (virtual) button and thus seperate it from the rest of your body...

on the other hand I think a cyber torso should be ablle to handle modular cyberlimbs in a way that the whole limb is replaced and should be able to accept a quick release cyberlimb...

without a cybertorso I think there is too much anchoring done in the real torso
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Cass100199

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« Reply #9 on: <06-24-12/1221:32> »
Quote
but only people trained in cybertech know about it.

I think that's too much. If you're going the route of allowing the "Easy Breakdown" mod and allowing for multiple arms to be purchased for different uses, I think it's be safe to assume that the medical people who put it on would train the user how to work it. Amputees, today, have the option of using multiple limbs and they don't have to go to a clinic every time they want to change out their limb.
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JustADude

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« Reply #10 on: <06-24-12/1643:36> »
on the other hand I think a cyber torso should be ablle to handle modular cyberlimbs in a way that the whole limb is replaced and should be able to accept a quick release cyberlimb...

without a cybertorso I think there is too much anchoring done in the real torso

Pick the Modular upgrade for both the Arm and the Torso, and the Arm becomes a detachable module for the Torso? That could also work nicely.

Gotta love how many options there are.
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KarmaInferno

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« Reply #11 on: <06-26-12/0024:23> »
Yeah, just declare that the shoulder joint can accept a UCCP socket, not just the elbow and wrist.

As a side effect, you can then attach hands directly to torsos and look very silly.



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JustADude

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« Reply #12 on: <06-26-12/0027:20> »
Yeah, just declare that the shoulder joint can accept a UCCP socket, not just the elbow and wrist.

As a side effect, you can then attach hands directly to torsos and look very silly.

What about extra upper-arm or forearm segments? They'd look just as silly, but still be awesome. ;)
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KarmaInferno

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« Reply #13 on: <06-26-12/0927:10> »
Yeah, just declare that the shoulder joint can accept a UCCP socket, not just the elbow and wrist.

As a side effect, you can then attach hands directly to torsos and look very silly.

What about extra upper-arm or forearm segments? They'd look just as silly, but still be awesome. ;)

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