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  #61  
Old Nov 13th, 2021, 09:38 PM
Yamaneko Yamaneko is offline
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Originally Posted by Kenjitsu View Post
Thank you for the detailed response. I really do appreciate the time and effort that went into it.

To summarize, the Matrix Attributes for the Technomancer's Persona only come in play when the following situations:

1. If your Attack Value (Attack/Sleaze) is larger than the target's Defenses value (Data Processing/Firewall) by 4 or more, gain an edge point when using Data Spike or Tarpit (and I assume this would also apply to using the Complex Form Resonance Spike).

2. If the attacker's Attack Value (Attack/Sleaze) is less than the your Defenses value (Data Processing/Firewall) by 4 or more, gain an edge point when opposing an attack of Data Spike or Tarpit (and I assume this would also apply to using the Complex Form Resonance Spike).
Yes. And the opposing matrix entity (persona, IC) would gain that edge if they beat the PC by four or more.

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3. Adjusting Dice (the difference between Attack and Sleaze dice penalty) if Attack is smaller than Sleaze when doing: Brute Force, Data Spike, or Tarpit.

4. Adjusting Dice (the difference between Attack and Sleaze dice penalty) if Sleaze is smaller than Attack when doing: Backdoor Entry or Probe.
Yes.

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5. Used for the opposing roll if targeted by any Matrix Action.

6. Lastly, used if your opponent in a Matrix battle is trying to Jack Out during combat (this one could technically be grouped with the last one).
It should but this part is far more subjective and is really up to the GM. The system is built on using the Edge mechanic and handing it out pretty well for every possible action but they leave that open to interpretation and really up to how the GM views things. As every GM is different then this is a discussion that should be had.

Many say this is far quicker and easier to deal with than previous editions but in my experience that has not been the case and since everyone has an opinion on whether something should earn an edge, it can get interesting at the table so to speak. So having a Session Zero discussion about how the Edge Mechanics earnings work in their opinion and having that laid out in advance will definitely smooth things out at the table.
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  #62  
Old Jan 5th, 2022, 08:14 AM
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I have 2 question for Shadowrun 6e, regarding Attribute increases from cyberware:

1. If I purchase the strength increase [1] to a cyberhand, does that have any effect on unarmed combat rating/improvement?

2. Does that attribute increase apply to a character's overall strength, or does it rely on that specific limb getting a +1 strength bonus?

Thanks for the help!
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  #63  
Old Jan 5th, 2022, 06:14 PM
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Originally Posted by Humble Hero View Post
I have 2 question for Shadowrun 6e, regarding Attribute increases from cyberware:

1. If I purchase the strength increase [1] to a cyberhand, does that have any effect on unarmed combat rating/improvement?

2. Does that attribute increase apply to a character's overall strength, or does it rely on that specific limb getting a +1 strength bonus?

Thanks for the help!
I'm going to answer your questions directly first before I add some points about cyberlimbs in general in this edition.

1. Only if that is the only limb being used for the action being taken then it is used on a one for one basis otherwise it is averaged.

2. It does not apply to the character's overall strength as per page 289-290 of the Seattle edition CRB. As a cyberhand it only applies if the hand itself is in active use so gripping, punching, etc. Then pending on the action it is either a direct application or averaged as above.

Now here is the issue that you may run into depending on your natural strength. A cyberhand is a partial limb and as per the rules under arms and legs any partial limbs must have an attribute equal to the rest of the limb or greater. So as long as your natural strength is 2 you don't have to buy the cyberhand strength up and the +1 to three is fine.

If your natural strength is 4 then you need to buy the attribute up to 4 in the cyberhand which would cost 10,000 nuyen, 2 capacity, and be a 2 availability which fills up your capacity on a synthetic cyberhand and half of your capacity on an obvious cyberhand. If you wanted then to be slightly stronger than your natural strength of 4 in this example, you then couldn't do it with a synthetic hand while the cost increase on an obvious one would be another 5k nuyen, 1 capacity and 1 availability.

One thing that isn't spelled out clearly in these rules are that you can raise a limb up to your current natural attribute rating +4. You could technically raise it your maximum attribute possible +4 but the applicable strength usable would only be the former not what you bought it to.

Furthermore, such expenditures quickly eats up a limb's capacity. So it is always wise to consider why you the player want your character to have a cyberlimb as depending on that reason, it can be tricky to properly develop a limb to meet that desire given how they now work in 6e.
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Last edited by Yamaneko; Jan 5th, 2022 at 06:17 PM.
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  #64  
Old Jan 5th, 2022, 09:30 PM
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Yamaneko: Thank you for going so in depth, I appreciate it. I went a little bug-eyed toward the end, but I think I understand... I'll also give some specifics, to make it easier:

The character has a strength of 3, and the cyberhand has hardening and an attribute strength +1 modification.

This was mainly to try and improve unarmed combat application, to increase punch power, so that seems like it will work!
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Last edited by Humble Hero; Jan 5th, 2022 at 09:39 PM.
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  #65  
Old Jan 5th, 2022, 09:53 PM
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Originally Posted by Humble Hero View Post
Yamaneko: Thank you for going so in depth, I appreciate it. I went a little bug-eyed toward the end, but I think I understand... I'll also give some specifics, to make it easier:

The character has a strength of 3, and the cyberhand has hardening and an attribute strength +1 modification.

This was mainly to try and improve unarmed combat application, to increase punch power, so that seems like it will work!
Alright so basically you are increasing the cyberhand base strength of 2 to 3 to match the natural strength of 3 of the rest of the limb. So as such, you would just end up using the normal strength rating as everything is even. However you also need to raise the hand's agility to whatever your normal agility is.

So what is your base agility and is it an obvious or synthetic cyberhand?
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  #66  
Old Jan 5th, 2022, 10:19 PM
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I'll send you the character sheet in PM, I think it might be easier?
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