Lockpicking with a Full Conversion Cyborg?

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Re: Lockpicking with a Full Conversion Cyborg?

Unread post by Gamer »

I would consider the micro-manipulation hand the exception as Darkorinth mentions it's specifically made for that type of work.
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Re: Lockpicking with a Full Conversion Cyborg?

Unread post by The Galactus Kid »

Micro-manipulation hand uses the full skill percentage and adds +5% to the skill. The -40% is if you're using the giant, clumsy metal hands. The +2 to P.P. is also ONLY for the micro manipulation hands and the tasks that they are doing.
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Re: Lockpicking with a Full Conversion Cyborg?

Unread post by The Galactus Kid »

I was under the impression that the micro manipulation hand were smaller hands build into the arm of the borg specifically for delicate tasks, and not replacement hands.
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Re: Lockpicking with a Full Conversion Cyborg?

Unread post by Gamer »

The Galactus Kid wrote:I was under the impression that the micro manipulation hand were smaller hands build into the arm of the borg specifically for delicate tasks, and not replacement hands.

I swore I saw a picture of it recently that depicted it like that, but with all the rpg books I've been going throught I can't be sure.
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Re: Lockpicking with a Full Conversion Cyborg?

Unread post by Shadow Wyrm »

I've always ruled in my games that the borgs' penanties are for the regular hands. In the case of micro-manipulators I drop the negatives and just give them a +5%, there is no reason to keep the penalties for the big borg hands.
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Re: Lockpicking with a Full Conversion Cyborg?

Unread post by The Galactus Kid »

Shadow Wyrm wrote:I've always ruled in my games that the borgs' penanties are for the regular hands. In the case of micro-manipulators I drop the negatives and just give them a +5%, there is no reason to keep the penalties for the big borg hands.

agreed.
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Re: Lockpicking with a Full Conversion Cyborg?

Unread post by Xar »

The Galactus Kid wrote:
Shadow Wyrm wrote:I've always ruled in my games that the borgs' penanties are for the regular hands. In the case of micro-manipulators I drop the negatives and just give them a +5%, there is no reason to keep the penalties for the big borg hands.

agreed.


I would rule as such also. No penalty, and +5% to skill level.
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Re: Lockpicking with a Full Conversion Cyborg?

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I'd call her a major exception to the rules.
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Re: Lockpicking with a Full Conversion Cyborg?

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Ziggurat the Eternal wrote:I'm not sure if its possible, but if it isn't, then possible will just have to get over it.

Ninjabunny wrote:You are playing to have fun and be a part of a story,no one is aiming to "beat" the GM, nor should any GM be looking to beat his players.

Marrowlight wrote: The Shameless Plug would be a good new account name for you. 8-)

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Re: Lockpicking with a Full Conversion Cyborg?

Unread post by Grell »

Angel is also using what are implied to be superior techniques and components. She's straight outta '98 after all. Maybe I missed it, but why would a 'borg even bother with picking a lock? Seems that they'd leave subtlety to a team mate.
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Re: Lockpicking with a Full Conversion Cyborg?

Unread post by Gamer »

I would have had the borg have a modular system and detach the MMH and replace it with the regular hand when the MMH wasn't needed- if I was the borg anyway.
As the GM I'd be deducting some of it's bonuses for being used as a hammer, it might not loose any MDC, but it would certainly loose it's fine calibration and manipulation.
Using a micro-manipulator to smack anything to me would start to mess up the fine calibration of the hand, doesn't matter if it is MDC, it wasn't made for beating things with, it was made for fine manipulator work.
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Re: Lockpicking with a Full Conversion Cyborg?

Unread post by keir451 »

Lockpicks? We don't need no steenking lockpicks! Break down the door Juan!, But in answer to your question; the penalties apply only to the "regular" hands, not the "lockpicking" ones, and the PP bonus applies only to the special hands not the combat hands.
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Re: Lockpicking with a Full Conversion Cyborg?

Unread post by jedi078 »

keir451 wrote:Lockpicks? We don't need no steenking lockpicks! Break down the door Juan!

If I were playing a full conversion borg that's what I'd do. Forget about being subtle.
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Re: Lockpicking with a Full Conversion Cyborg?

Unread post by Kalidor »

Since I'm a Transformers kind of guy, I'd just imagine the borg hand transforms into the mircro hand when he needs to use it. Maybe his real hand goes in his forearm and the micro hand comes out. Maybe a little arm with a little mircro hand come out of his palm or forearm or maybe his hand just makes a "Chhhk chhhoo chhooo" noise and morphs into the micro hand.
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Re: Lockpicking with a Full Conversion Cyborg?

Unread post by keir451 »

nik_leonard wrote:Well, Lockpicking is useful when deactivating electronic locks, multi-MDC blinded doors that you or your partners can't demolish, security systems and such, but at the end, it depends in the type of Cyborg OCC you are playing. A Combat Cyborg can't buy Mechanics: Lockpick (the good one) and have to rely in door kicking, but another OCC...

And if lockpicking fails, well, Demolitions at 94% can do the thing in a "Combat Cyborgish" Kaboom!! fashion :P (Level 4 Mining Borg with IQ 19... Not your standard combat borg).

And yes, Mining Borgs have the detachable arms upgrade by default. No problem with changing hands.

No arguments there!
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