Is essence inplay readable in medical data? To what degree, if? Are there canonical sources that clarify this?
And the big question: What is essence ingame?
Simply put, essence appears to be your "life force". When you're out of essence, you tend to die (mages in the astral too long, too much cyber, vampires, etc). It's sort of a "soul" quality, if you will.
Medical data can give a rough idea of essence simply from the amount of cyberware it shows. It's pretty well know that someone walking around with 40% of their body replaced by metal has more essence than someone with only 20%. Modified by type, of course. Metal attached directly to the brain tends to eat up essence very quickly.
With a detailed medical exam, even a failed roll will reveal a character's essence.
As for what it actually is, it's debated in-game. Some say it's the degree to which a person's body matches their "astral template", others say it's an indication of how much the nervous system has had to alter its pathways to accomodate for new equipment. It's deliberately left vague.
~J
You can also have fun making up techincal jargon for it:
"He is about a four on the Miller-Jabberwocky Spiritual Integrity Scale."
Just be sure to never use the same scale twice.
If you use a different name each time, you should apply linear adjustments to some of them to throw the players off.
A 4 on the Miller-Jabberwocky Spiritual Integrity Scale could be a 16 on the Holman Neurological Foundation Record and a 2 on the Westering Psyche Decay Chart.
| QUOTE (Kagetenshi) |
| With a detailed medical exam, even a failed roll will reveal a character's essence. As for what it actually is, it's debated in-game. Some say it's the degree to which a person's body matches their "astral template", others say it's an indication of how much the nervous system has had to alter its pathways to accomodate for new equipment. It's deliberately left vague. |
You're right, it doesn't make much sense, but to prevent streetsams from abruptly dropping dead after getting an internal radio implanted that's the way it is.
~J
You're both right. You can't read it from medical data, but I'd say it's well established exactly what you can and can't put into someone. They may not be able to "read your essence meter" as it were, but they can certainly look at your medical data and say "Gee, this guy looks like he's about three inches from cyber overload" or "Looks like he's had some fairly extensive neural treatments done, those are bad news."
M&M, page 145 very last sentence under Detecting Implants.
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| No successes means the test only reveals the basic Essence Rating or Bio Index of the character. |
They could also have someone who can assense look at you and give them a score which is then recorded in your medical records.
I have a problem with making things like that so clearly and properly divined in the game. Surely mages and shamans talk about aura, but the word "essence" surely wouldn't be used by anyone to describe the amount of neurological and spiritual decay someone has suffered.
"Dr. Jim...how much essence does this patient have left after his accident?"
"Well, Nurse Lil, it's hard to say, let's hope for the best."
That scenario would send me running out the room crying big tears of regret that I ever agreed to game under the GM that thought it up.
You have to keep in mind that, as a science - which it isn't, strictly speaking - thaumaturgy isn't very exact, seeing as how metahumanity has only uncovered the tip of the iceberg, which takes more than 50 years of study to make our own, to truly comprehend. And besides, there's a very big spiritual factor involved, which means a lot of differences of interpretation. One man's stunbolt is not the same as the other's.
Also, magic is about emotion, not about facts and numbers, it's just too...analog. You can't peg it down.
Magic in my games, and subsequently the loss of essence through invasive cybersurgery, is mystical, and unclear. It's something you don't see, but you feel. You feel different, you feel "less." Sure, doctors know that there's a point where a body's neurological system simply fails, but I doubt that they have, like, a neurological barometer to check where someone's at.
And besides, it would just promote in-game munchkin-ism if a character would know how much goodies he could still stuff into his body without biting the dust.
| QUOTE (DV8) |
| I have a problem with making things like that so clearly and properly divined in the game. Surely mages and shamans talk about aura, but the word "essence" surely wouldn't be used by anyone to describe the amount of neurological and spiritual decay someone has suffered. |
Yeah, I got that. But I'm still wondering how they would rate it, though. The most accurate way to see how badly off someone is, essence-wise is by astral assenssion, but, like Kagetenshi said:
| QUOTE |
| As for what it actually is, it's debated in-game. Some say it's the degree to which a person's body matches their "astral template", others say it's an indication of how much the nervous system has had to alter its pathways to accomodate for new equipment. It's deliberately left vague. |
| QUOTE (DV8) |
| I have a problem with making things like that so clearly and properly divined in the game. Surely mages and shamans talk about aura, but the word "essence" surely wouldn't be used by anyone to describe the amount of neurological and spiritual decay someone has suffered. "Dr. Jim...how much essence does this patient have left after his accident?" "Well, Nurse Lil, it's hard to say, let's hope for the best." That scenario would send me running out the room crying big tears of regret that I ever agreed to game under the GM that thought it up. You have to keep in mind that, as a science - which it isn't, strictly speaking - thaumaturgy isn't very exact, seeing as how metahumanity has only uncovered the tip of the iceberg, which takes more than 50 years of study to make our own, to truly comprehend. And besides, there's a very big spiritual factor involved, which means a lot of differences of interpretation. One man's stunbolt is not the same as the other's. Also, magic is about emotion, not about facts and numbers, it's just too...analog. You can't peg it down. Magic in my games, and subsequently the loss of essence through invasive cybersurgery, is mystical, and unclear. It's something you don't see, but you feel. You feel different, you feel "less." Sure, doctors know that there's a point where a body's neurological system simply fails, but I doubt that they have, like, a neurological barometer to check where someone's at. And besides, it would just promote in-game munchkin-ism if a character would know how much goodies he could still stuff into his body without biting the dust. |
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| Essence is a measure of life force, of a body's wholeness. It represents the body's cohesiveness and holistic strength. |
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| I think, DV8, that you mix the meaning of Magic Loss and Essence Loss. |
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| Why wouldn't Essence Loss be quantifyable, |
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| and where do you read that it's some mystical disconnection? |
| QUOTE |
| Essence is a measure of life force, of a body's wholeness. It represents the body's cohesiveness and holistic strength. |
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| What part of that wouldn't be understandable by medical science, and what does that have to do with mystical strength? |
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| I can only assume you mean that since loss of Essence results in loss of Magic that Essence must be related to Magic, but it's the other way around. Magic is related to Essence, but Essence gets along just fine without Magic (hence... Mundane). |
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| This coincides with the previous M&M quote that says Doctors CAN tell you exactly how much essence you have left. |
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| Thaumaturgy, Magic, etc have no bearing on Essence at all. |
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| As for allowing for munchkinism.... what's wrong with that? |
Ok, maybe today, neurological damage is non-quantifiable, but we're talking a time when it is (after all, we're implanting cerebral boosters and synaptic accelerators). Although our modern day science can't quantify it, it can be quantified once our understanding is made stronger.
However, Essence loss is ALOT more than just neurological damage. It is left vague for a couple of reasons, primarily being that the writers of the game aren't medical doctors. The important thing is that it's a "physical" definciency.
As for the page ref, it's the quote in my first post on this thread:
M&M, page 145 very last sentence under Detecting Implants.
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| No successes means the test only reveals the basic Essence Rating or Bio Index of the character. |
I believe there's a discussion in Cybertechnology that's appropriate to this topic. It involves an in-character discussion of essence. Basically, they say that they know there's limits to the amount of cyber that can be put in the body, and in Shadowtech, they use the word "essence" in character. They know essence has nothing to do with the size or physical capacities of the person -- a troll weightlifter and a sickly dwarf rigger both can hold the exact same implants before they die.
So they know what essence is and they know how much chrome you can shove in a body.
The Abstruse One
| QUOTE (Sphynx) | ||
M&M, page 145 very last sentence under Detecting Implants.
|
For that, I just roleplay as if those last few fractional points of essence may or may not be there. It's not necessary to have a game mechanic to force it.
~J
Honestly, if I received massive artificial parts into my own body, I feel that I would recognize to some degree, at least, whether the next computer part attached to a limb would kill me. I mean, a person has to be able to feel his body straining with all that equipment.
Basically, people know when they are doing something that can get them killed. GunnerJ knows I have experience with that!
| QUOTE (DV8) |
| "Dr. Jim...how much essence does this patient have left after his accident?" "Well, Nurse Lil, it's hard to say, let's hope for the best." That scenario would send me running out the room crying big tears of regret that I ever agreed to game under the GM that thought it up. |
You can ICly know the exact essence of someone with good enough Aura Reading. With that in mind, there would most certainly be some kind of scale to measure it by that would translate into an IC equivalent of the exact 0 to 6 ratio seen in the books.
I recall reading bits of flavor about various corps spending assloads of money on "essence research". I bet they'd have a pretty good handle on it by now.
| QUOTE (Zazen) |
| I recall reading bits of flavor about various corps spending assloads of money on "essence research". I bet they'd have a pretty good handle on it by now. |
Any doc qualified to implant cyberware would need extensive training that usually would include "how to not accidentally kill a subject by metal overload." If you want to rule that cyber is so easy to install that any guy with basic medical training can implant it successfully but that the "augment overload limits" are so well hidden that even Shadowland can't get a copy, have fun but stop arguing that your way is more accurate.
I beleive the surgery rules talk about things like aborting cyberware operations in the middle because the patient appears to be drying of essence loss. So maybe they will notice that suddenly the patients vital signs start dropping off when you get really close to 0 essence and stop the operation. Also the research that goes into designing the cyberware could include a good estimate of its "spiritual consequences" such that the doc just has to have you assensed once then he pretty much knows if you can take it. The old surgery rules had a 10-20% randomization of essence cost for any cyberware didn't they? That makes the whole thing very imprecice when a person gets toward the edge. Don't know if the new ones have that.
There are surgical options (that could be hinted at IC but not explicitly stated) that allow for better or worse essence use than the standard numbers. It's in the surgery section of M&M.
| QUOTE (Herald of Verjigorm) |
| Any doc qualified to implant cyberware would need extensive training that usually would include "how to not accidentally kill a subject by metal overload." |
| QUOTE |
| ...have fun but stop arguing that your way is more accurate. |
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| Well, depending on what kind of game you play, that's going to be brought into play in various ways. If you put the accent on the "cyberpunk" aspect of play... |
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| Street docs are street docs for a reason; because they, for whatever reason, couldn't hack it in the real world. Alcohol problems. Incompetency. Fallen on disrepute. Etc. |
If anyone's ever read or seen Battle Angel, Daisuke Ido is a classic street doc who was among the best doctors of the legit medical establishment before he decided to go where he could actually do some good.
Not exactly common, but far from unheard of.
~J
| QUOTE (DV8) | ||||
Oooooooooooooooh, I dislike that. Doctor: "Mr. ehm...Smith, we see here that you have an essence of .19 left. That means that you could just squeeze in those shiny new pair of cybereyes, provided you go for the alpha grade models, of course, since they give you 20% off the essence decline." That'll never happen in my game. It takes away so much atmosphere! To those walking the line of burnout or just plain death you shouldn't give them a precise indication of what their body will or will not be able to handle. It takes away from the sick realism that most people that go in for heavy augmentation or playing with their goddamn lives. |
| QUOTE (BitBasher) |
| Or they provide free services to homeless and SINless alienating themselves from the rest of the financialcentric medical community while still needing income, or they could recognize the ludicrious tax free profit potential of less than legal implantations. Both options for world class surgeons to be street docs. I could think of many other reasons good, qualified legitimate doctors could be street docs. |
| QUOTE (Abstruse) |
| That's why you use the optional surgery rules from Man and Machine and don't tell the players their essence. Since it varies slightly depending on the surgeon, one person's WR3 takes up 5.2 essence and someone else's takes up 4.5 |
Quick question; are there rules that connect the success of the cybersurgery roll to the amount of essence lost? And if not; should there be?
| QUOTE (DV8) |
| Quick question; are there rules that connect the success of the cybersurgery roll to the amount of essence lost? And if not; should there be? |
Thanks, HoV. I'll have a look at that later.
| QUOTE (DV8) | ||||
Good point, a very good source of service that I completely overlooked.
Yeah, that's a good idea. In fact, I just http://www.wiredreflexes.com/forums/viewtopic.php?t=120 to my players the other day, as a result of this thread. |
Because I don't see the correlation between Essence and Combat Pool, so I can't really accurately reply to that analogy.
In regards to your relatively generic - and therefore easily answerable - question about how far one could take this obscurity; Unless the player has a serious bio-medical background, preferably with a cybernetics specialisation, they don't know how much their body can or cannot take, and they have to go on how fit they feel, which depends entirely on GM input. If I tell them that after the repairs done on their cybereyes because somebody beat the shit out of them with the front fender of a Nissan Jackrabbit - Thank God for that cyberskull, huh!? - they start to feel twitchy and out of synch with time, or that they suffer from constant headaches or a bloody nose, then they can make up their own mind if it would be a good idea to go in for more surgery.
If they have the necessary skills to make such an assessment, or they go and get an outside opinion, they'll get an approximation of how well their nervous system is doing, and how much they could take. But they still won't get any numbers. They'll get a "I wouldn't go in for that Fuchi cyberleg you were thinking about, bub" or "Dude, you could still have your entire insides rewired without too much problems."
So I don't propose obscuring things like their Stealth skill, or their Combat Pool, but those things they would have little or no way of knowing.
For replying to essence in-game, as a GM, I always have medical-type NPCs refer to it as "CNS Adaptability", and only mystic-type NPCs refer to it as "astral integrity" or "essence". Whenever I need a doctor to quote an impressive-sounding number, I just multiply Essence by 100 and divide by 6 to get a percentage - "Well, according to our MRI scans you've got 15% CNS Adaptability, putting you in Category 4 on the Reicher-Morowan scale. We can try putting the gear into you, but I can't guarantee it'll work. Oh, and I'll need you to sign here, here, and right here on this waiver, and initial here on the organ donor section."
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