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Dumpshock Forums _ Shadowrun _ Augmentation Review

Posted by: Zhan Shi Sep 5 2007, 12:56 AM

Being someone who is not particularly interested in the tech side of things, I thought it was "OK". The section that most grabbed my attention was the section on cybermancy. As far as writing and artwork, I would give it a 10.

Posted by: Dashifen Sep 5 2007, 01:59 AM

One word: wonderfun!

Posted by: jklst14 Sep 5 2007, 02:05 AM

Agreed with Dashifen. I think it was a fantastic supplement. It made cyberlimbs awesome, for the first time in SR history. It updated old favorites from Man & Machine as well as providing lots of fun new toys. Until this book, I really felt SR was slanted towards mages but after Augmentation, the balance feels just right to me.

Posted by: Buster Sep 5 2007, 03:07 AM

I think Augmentation is the best SR4 book to date. As a mage, I would say that Street Magic is more useful to me of course, but Augmentation is very well crafted. The fluff is interesting and informative and the crunch is detailed and useful. They fixed some limitations to cyberlimbs, which is cool. The new positive and negative qualities were really needed and fit the game perfectly. The nanotech and genetech sections were surprisingly large sections with lots of useful stuff. The artwork is great too and adds a lot to the feel of the book. I can't really say anything negative about the book...I'm not sure why the penis and breast implants each got their own sections instead of being rolled into the cosmetic mods section, but I'm told that Americans don't understand those things.

Posted by: Zhan Shi Sep 5 2007, 03:42 AM

On the whole, we Americans have an "if it ain't broke, don't fix it" mentality. Many of us, including myself and (I think) Doc Funk, do not see how adding rules for cybergenetalia enhances the game; it's "wasted space" that could have been more fruitfully used. But SR also has an international following, so "When in Rome..." and all that.

Posted by: nathanross Sep 5 2007, 05:28 AM

AUGMENTATIONS COVER IS THE WORST SHADOWRUN COVER EVER

Now that I have that out of my system, I must say, Man & Machine was a great supplement, Augmentation is better. I seriously enjoyed reading through it. It put together so much fluff that had been scattered about. Now cyber, bio, nano, genetech and more are all in one ~200p book.

My only gripe is that after looking over the book and all the gear, Im kind of worried how some of the things are going to stack and how balance will be.

Sure, hackers have the ware now to not only out match TM's further, but also spank hacker-adepts. I have yet to total how many dice you can get in conjunction with Logic or Intuition tests, but it cant be small. Sure, most of it is limited to knowledge skills, but common! I actually wish for more flavorful, if not downright pointless ware like the cyberpenis, instead of trying to make every......single.......tiny......... ounce ........ of ware augment the character in some way. There are way too DP modifying wares on the market now. And now there aren't even trade offs for most of the stuff aside from the essence cost.

Posted by: Synner667 Sep 5 2007, 06:57 AM

QUOTE (Buster)
I'm not sure why the penis and breast implants each got their own sections instead of being rolled into the cosmetic mods section, but I'm told that Americans don't understand those things.

Hmmm...

Not quite sure what you mean by Europeans "don't understand those things", when the US is much more obsessed with cosmetic surgery and the shallowness of external appearance..
..But there you go.


As you say, there's no reason at all why they should have sections devoted to them..
..Unless they want to prove they can write up similar material available in CP2020 for the past couple of years ??


just my thruppence...

Posted by: Fortune Sep 5 2007, 07:00 AM

QUOTE (Synner667)
QUOTE (Buster @ Sep 5 2007, 03:07 AM)
...but I'm told that Americans don't understand those things.

Hmmm...

Not quite sure what you mean by Europeans "don't understand those things", when the US is much more obsessed with cosmetic surgery and the shallowness of external appearance..
..But there you go.

???

Posted by: kzt Sep 5 2007, 07:02 AM

It's pretty good, well worth the money. It reads well, much better than I was expecting. It's not just a list of "stuff". There is a lot of cool stuff, a fair amount of stuff I still think should just provide a fiated effect that only gives a +2 or something lame like that and some stuff that is quite insane. But insane in a cool way.

I still would pay an extra $5-10 it they would just roll the stuff from the BBB into Augmentation so you wouldn't keep having to look junk up in the BBB, the errata and in the FAQ to see how the add-on in augmentation works.

Posted by: knasser Sep 5 2007, 07:43 AM

Probably the best supplement yet, and I have a very high regard for the 4th edition so far (and have bought every book for it so far).

The cover is pig ugly and that is quite bluntly the worst thing I can say for it. It is stuffed with flavour and useful things. It expands the power level upwards to compete with magic, which was necessary, but does so in a balanced way with, based on my limited use so far, well-pitched availabilities, essence costs and prices. The fluff is superbly written and really draws you in. Artwork is sparse but good. And it has Kid Stealth legs. biggrin.gif

To the anti-penis crowd, I can only ask again why they complain about the cyber-genitalia but not implanted horns, silky skin, chloroplast skin, etc., if, as they say, their complaint is that it is wasted space that does not have a game application. I visited the US about eight years ago and found the people there friendly, forthright and hugely certain of what was right and wrong. When it came to sexuality, everyone was militant. Those who had sex outside a relationship were proud of it, those who had sex only within a relationship were proud of it. Gays were proud of it. Straights were either proud of their straightness or (oddly) proud of having gay friends to the point that I even met people who pretended to be lesbian or bisexual! Everybody was making a statement about their way of life.

The original SR London sourcebook put it well, I think, when it said that the difference between European and American sex was primarily oral... americans talked more about it - before, during and after. biggrin.gif Europeans tend to just get on with it.

I hope this doesn't cause offense, but it is my genuine impression of having spent time in both European and American cultures.

Posted by: Casper Sep 5 2007, 08:01 AM

QUOTE (Zhan Shi)
On the whole, we Americans have an "if it ain't broke, don't fix it" mentality. Many of us, including myself and (I think) Doc Funk, do not see how adding rules for cybergenetalia enhances the game; it's "wasted space" that could have been more fruitfully used. But SR also has an international following, so "When in Rome..." and all that.

You know it was a nod to the cyberpunk 2020 of old.

Posted by: Doctor Funkenstein Sep 5 2007, 08:08 AM

Think what you like. They already said the reason they included it was, and I paraphrase, "because we couldn't think of a reason not to" with "(without looking like prudish Americans)" written in between the lines. Of course a few days later, the same guy was complaining about how they didn't have enough room in the book to fit everything they would have liked in, too. Which is exactly why it's so pathetic it's in there at all. Not because of the actual content, but because that space could have been used for something useful.

Posted by: Synner Sep 5 2007, 08:22 AM

QUOTE (Doctor Funkenstein)
Think what you like. They already said the reason they included it was, and I paraphrase, "because we couldn't think of a reason not to" with "(without looking like prudish Americans)" written in between the lines. Of course a few days later, the same guy was complaining about how they didn't have enough room in the book to fit everything they would have liked in, too. Which is exactly why it's so pathetic it's in there at all. Not because of the actual content, but because that space could have been used for something useful.

The correct paraphrasing would have been "because we couldn't think of a good reason to cut them" (no pun intended) with "(without looking like prudish Americans)." We decided to include them at the expense of other things because we thought they were just as valid an addition (for some groups) - and we stand by that decision.

Posted by: Doctor Funkenstein Sep 5 2007, 08:36 AM

Oh, right, right. I keep forgetting how important and constantly requested it was to hear players snicker "heh heh, I got a cybercock!" versus, you know, all the other myriad and actual game-related things that could have been put into the book instead. Nevermind that cybersex organs could have easily been written in as a single sentence under cosmetic surgery, too. They fully deserved -- nay, demanded -- multiple paragraphs all their own.

Hopefully the next company that gets the license will correct that philosophy in future books.

Posted by: The Jopp Sep 5 2007, 08:49 AM

My only gripe about Augmentation is that even though cyberlimbs have become BETTER they are far from what their description implies.

1: Availability
For trolls and orcs with exceptional physical attributes (compared to the common man) the availability becomes killing.

2: Cost
Very popular among the poor it says, even though the base price runs between two to four months middle lifestyles

3: metahuman unfriendly
Not automatically tailored to average metahuman attributes but must customize even the most basic limb for high cost.

End result: Too hich cost for non runners (and for some reason I see non runners as the companies big customer base). Too high availability even for those with real SIN’s.

Posted by: Doctor Funkenstein Sep 5 2007, 09:03 AM

I agree, the cost is high compared to how commonplace they're supposed to be amongst "the poor," but they are still cheaper than a cloned replacement. Not by much, again another hit against it, but they are.

I agree about the other points though. Particularly Availability (the way they're handling it is all kinds of fucked up) and the lack of baseline stats for metahumans. That said, the actual rules for the limbs themselves are scores above previous rules for cyberlimbs were. They're not just storage compartments for cool gadgets. They're that and more.

I just wish redlining wasn't as brutal as it's listed as. Some discouragement for using it was needed, sure, but it's something I couldn't justify myself using in almost any situation.

Posted by: Blade Sep 5 2007, 09:28 AM

The stuff is good:
- lot of new stuff, most of them available and useful without being too powerful.
- Most of the augs allow the player to customize his character with a special ability or "power" rather than just max out one skill/attribute or another.
- No "must-have" (implants that some kind of characters need to buy to be good at their job) except for the encephalon for hackers (but I guess it helps non-adept hackers to get on par with magically augmented hacking skills)
- Mages and adepts aren't necessarily the best in every field anymore, and mundanes can have their own funky tricks.
- Fluff in the stuff! Good to remind players and GM how people in 2070 can look like and to add flavor to PCs and NPCs. Mentioning it is good, but adding it to the equipement list is making sure that the players will notice it and maybe even buy it.
- new horizons, but still cyberpunkish (not too many transhuman/post-cyberpunk tech)

The fluff is... mixed:
- Interesting and well done scientific explanations. They give a ground to those who absolutely need them while not going too far to avoid being ridiculous in some cases.
- Some interesting info about corporations, and how these augmentation techs are used.
- But it lacks atmosphere. The fluff is still too far from street-level. The shadowtalks are mostly flavorless. Most of the time it's just '>I agree, >I disagree' with the occasional archetypal '>I like tech (cyberguy), >Tech is baaad (shaman), >You're stupid, >No you are'. It's good to have ingame content and shadowtalks in rulebooks, but they lack the charm of the 1st edition sammy crazy about this new gun, or commenting the advertising blurb. Oh, except for that anecdote about the BattlePez. It took me a few seconds to figure it out, but it made me laugh out loud.

About the penile implant, if you're so much sorry about "losing" a few lines of text, just replace it with :

QUOTE
Wired rocket blades of combat awesomness : These sharp rocket blades look cool and are definitely super useful to the game because they give additional dice to combat tests.

Posted by: Doctor Funkenstein Sep 5 2007, 09:33 AM

They were complaining about a lack of space for more interesting content, too. Despite their apparent need to feel like they have to defend their addition of cocks and tits as if they were the President of the United States defending some dunderheaded decision.

Posted by: Fortune Sep 5 2007, 09:34 AM

QUOTE (Blade)
- No "must-have" (implants that some kind of characters need to buy to be good at their job) except for the encephalon for hackers (but I guess it helps non-adept hackers to get on par with magically augmented hacking skills)

Other than maybe the Attention Coprocessor.

Posted by: Mr. Croup Sep 5 2007, 09:37 AM

QUOTE (Doctor Funkenstein)
Oh, right, right. I keep forgetting how important and constantly requested it was to hear players snicker "heh heh, I got a cybercock!" versus, you know, all the other myriad and actual game-related things that could have been put into the book instead. Nevermind that cybersex organs could have easily been written in as a single sentence under cosmetic surgery, too. They fully deserved -- nay, demanded -- multiple paragraphs all their own.

Hopefully the next company that gets the license will correct that philosophy in future books.

Simmer down, really there's no reason to get so upset over something as slight as a paragraph of text on a cyber-willy. I mean it can hardly be considered paragraphs of text and it certainly doesn't take up all that much space. To be honest the whole cyber-booby and cyber-willy thing really are small footnotes to the rest of the stuff and if you think they aren't game related then you might as well throw out all the cosmetic bioware, cyberware, geneware and nanoware that serves no funtion but to allow you to role extra dice in game.

I personally think it was a good idea to include them, for too long i've felt that Shadowrun has been treated with kid-gloves to greater and lesser extents and the inclusion of implants such as these at least gives the game more scope. You may not agree, but what would happen if poor Joe Samurai is caught in an explosion and has most of his lower body mangled beyond repair? Replacement legs? sure. Replacement penis? Terribly sorry that's a little bit beyond the pale for our liking, i'm afraid you're going to have to go neuter.

My point is, that from a roleplay perspective it has it's place, especially considering the proliferation of Transhumanity in SR4 and if you're group feels comfortable with dealing with roleplay issues of this kind. It's a terrible assumption to think that every player of SR is going to go running around giggling like some school kid after hearing his first dick joke. I'd like to think that most roleplayers are mature enough to realise that if you don't want to use something in a book because they find it uncomfortable then they shouldn't use it - The golden rule of Roleplaying games.

Or would you have preferred the cyber-penis to include the ability to piss bullets or neurotoxin? It seems to me that many of the implants that don't have an actual in game purpose in SR are derided as a waste of space whilst those that have a purpose - making the character a more efficient dealer of death or l33t hacker are rarely grumbled at. Which is a shame as i find the cosmetic implants a great breath of fresh air into something that was risking becoming very stale.

My only bone (no pun intended, i assure you) of contention is that they did not give the vagina the same service as they did the humble penis, though i think the same rules and essence cost would easily be useable for a female implant.

Posted by: Doctor Funkenstein Sep 5 2007, 09:38 AM

QUOTE
Other than maybe the Attention Coprocessor.

That's not a must have for a specific archetype. It's just a really good choice for any character. There's quite a few of those in both Augmentation and the core rules.

I would add a Nanohive with Control Rig Boosters for a Rigger, though. Up to +3 dice on all vehicle tests (in addition to the +2 bonus from a standard Control Rig) is pretty sweet.

Posted by: Doctor Funkenstein Sep 5 2007, 09:42 AM

QUOTE (Mr. Croup @ Sep 5 2007, 03:37 AM)
Simmer down, really there's no reason to get so upset over something as slight as a paragraph of text on a cyber-willy.

Once again: It has less to do with the fact that it's cyber cocks and tits and more to do with how pathetically useless and juvenile it is, as opposed to the space, time, and effort that could have been spent on adding something more useful and relevant to the game (which, also again, is something Synner was directly whining about in regards to not having enough space for things in another thread some time ago).

It could easily have been about cyberwarts or cyberingrown hairs. Both of those can be (and are) covered by the short blurb on cosmetic implants. There was no need whatsoever to devote multiple paragraphs -- and it most certainly was multiple paragraphs -- on the subject of tits and dicks. Neither of which should even come into play in most games, except by juvenile little brats looking for a cheap laugh. (Who could have gotten that exact same laugh by just saying the character had them without needing "rules" for it.)

Posted by: Mr. Croup Sep 5 2007, 10:00 AM

No need, in your opinion.

I'm still trying to work out why you believe the idea to be juvenile. If you really don't like the idea, don't use it, but i'm certainly against the idea that only "juvenile brats" would use these implants in their game for a "cheap laugh". Why can't an adult of sound mind use them as what they are - roleplaying aids - without being chalked up as infant-minded?

Posted by: Rotbart van Dainig Sep 5 2007, 10:06 AM

QUOTE (knasser)
To the anti-penis crowd, I can only ask again why they complain about the cyber-genitalia but not implanted horns, silky skin, chloroplast skin, etc., if, as they say, their complaint is that it is wasted space that does not have a game application.

Because the latter are somewhat original. Enlarged boobs and dicks are just standard stuff today.

And, honestly: I hate the whole Cosmetics section in Augmention with a passion - both cyberware and bioware. And it got nothing to do with the selection of example implants.
Because in the main book, cosmetic stuff was free of Essence cost. 'Pimp your Character' to your hearts content... it was fine. Put the 'punk' back in Cyberpunk, so to speak.
With Augmention, we are basically back to the same old 'Want to look cool? Well, that'll degrade your overall performance'. And the basic book will be retconned to support that. Meh. sarcastic.gif

Posted by: Synner Sep 5 2007, 10:07 AM

QUOTE (Doctor Funkenstein)
(which, also again, is something Synner was directly whining about in regards to not having enough space for things in another thread some time ago).

Actually no. Synner was whining about no such thing. Someone else was whining about how they would have liked a few extra lines to clarify something in another entry. I responded that I didn't consider the clarification necessary to begin with, and that space was at a premium. No whining. You decided to blow that out of proportion and make it about the relative merit of space allocated to cybergenetalia. My previous response in this thread holds.

And now back to our regular programming...

Posted by: Grinder Sep 5 2007, 10:16 AM

QUOTE (The Jopp)
My only gripe about Augmentation is that even though cyberlimbs have become BETTER they are far from what their description implies.

2: Cost
Very popular among the poor it says, even though the base price runs between two to four months middle lifestyles

Cars have the same price tag. In SR as well as in the real world - and yet people manage to buy one.

Posted by: The Jopp Sep 5 2007, 10:25 AM

QUOTE (Grinder)

Cars have the same price tag. In SR as well as in the real world - and yet people manage to buy one.

That is true but that was not quite my point.

The problem is that when they describe a cybernetic limb as something that poor people would use as they cant afford something better, that's where the rules VS fluff falls apart.

Cloned limb
Type O: 21K / 4 Weeks
Cultured: 25K / 4 Weeks

Cyberlimb
Obvious: 15K
Synthetic: 20K
Availability: 4

The only basic difference between getting yourself a new cloned limb is TIME not money.

Slash prices for cyberlimbs in half and the prices would reflect the option of getting a "cheap mechanical limb" compared to a good ol' cloned limb.

Posted by: The Jopp Sep 5 2007, 10:35 AM

QUOTE (Doctor Funkenstein)
It could easily have been about cyberwarts or cyberingrown hairs. Both of those can be (and are) covered by the short blurb on cosmetic implants. There was no need whatsoever to devote multiple paragraphs -- and it most certainly was multiple paragraphs -- on the subject of tits and dicks. Neither of which should even come into play in most games, except by juvenile little brats looking for a cheap laugh. (Who could have gotten that exact same laugh by just saying the character had them without needing "rules" for it.)

I can just completely disagree with your comments here. It's merely a few pages and those implants are all improvements of what we have today. Not all implants are for runners and the rules should also reflect that as the books try to describe the world in shadowrun in as much detail as possible.

I find it rather amusing that people get upset about genital replacement but dont raise eyebrows about combat drugs and pure narcotics in the game (which will most likely be covered more in Arsenal).

Synthetic hair is already covered and is a nice flavor cyberware and so are the more genital implants as well. We also have Horn and fang implants that also have additional rules for them.

The only people who WOULD make juvenile jokes about it are childish players (no matter their actual age). Its all about maturity.

The point is that ALL cybernetics have their time and place and just because soemone decides that their character should have it does not mean that the player or those they play with would even raise an eyebrow if it fits the character much less make a joke about it.

I would find it more humorous if some player decided to have a troll sized genital implant due to the social ramifications (is he compensating for something) and dangers of walking around with a firehose in ones pants, stumbling over it and being an easy target for groin kicks than anyone else but that is that players problem if he is that stupid.


Posted by: Rotbart van Dainig Sep 5 2007, 11:18 AM

QUOTE (The Jopp)
It's merely a few pages

You are talking about a book that has no Index because it has not enough pages.

QUOTE (The Jopp)
and those implants are all improvements of what we have today.

Wich makes them pretty boring: It's what people came up with, anyway.

QUOTE (The Jopp)
Not all implants are for runners

But Augmention is written for Runners.

Posted by: Doctor Funkenstein Sep 5 2007, 11:18 AM

QUOTE (Synner @ Sep 5 2007, 04:07 AM)
Actually no. Synner was whining about no such thing. Someone else was whining about how they would have liked a few extra lines to clarify something in another entry. I responded that I didn't consider the clarification necessary to begin with, and that space was at a premium. No whining. You decided to blow that out of proportion and make it about the relative merit of space allocated to cybergenetalia. My previous response in this thread holds.

<shrugs> Anyone who defends and advocates wasting so much space on cocks and tits (or cyberingrown toenails or any other frivilous, useless piece of drivel that could have been condensed into a single entry) in a game that has nothing at all to do with cocks and tits doesn't have much room to whine/comment about a lack of space, whether they're calling it a lack of space, say "space was at a premium," or use any other term they want to try to color it. And especially when you churn that out in response for players (not me, as a side note) who were curious as to why they didn't get what they apparently considered desireable/needed clarification on something. All, again, so you could add in your juvenile little text about dicks and boobies. Teehee. You're so edgy!

You're free to keep adding such pathetic content to the game all you want. And I'm free to keep bringing up how pathetic it is to do so, doubly so when you complain/mention/whatever about "space being a premium" in response to real content.

And for the record, I wasn't the one who brought it up in this thread, nor am I the only one who feels as such. Loudest voice != only voice.

Posted by: The Jopp Sep 5 2007, 11:33 AM

QUOTE (Rotbart van Dainig)

QUOTE (The Jopp)
Not all implants are for runners

But Augmention is written for Runners.

I respectfully disagree as it is a book detailing augmentations in 2070, not just implants that are useful for runners.

If it was only for runner we might as well remove several "non-runner" implants.

Hydralic press
Jackhammer
nail Pistol (For cybered up carpenters running the shadows in their spare time)
Vacum pump (For the cybernetic housemaid)

Personally i would rather remove items as the Oral Slasher or Oral gun as i find them silly but the world has those items and that's why they are listed.

For some peoples game some ware will be both silly and seen as unnessecary but others might see a use for it in their games.

Posted by: Rotbart van Dainig Sep 5 2007, 11:40 AM

QUOTE (The Jopp)
If it was only for runner we might as well remove several "non-runner" implants.

Augmention is only for runners.

In fact, is only available to Jackpoint Members.

Posted by: fumble Sep 5 2007, 11:51 AM

Well, I found Augmentation was an amazing piece of work - kudos to all involved.

The cover is hideous, but the book itself is of a quality I haven't seen in a long time (well perhaps not so long after all... Say since SR4 biggrin.gif).

What I particularly liked is the way this book is actually a sourcebook on how the 2070 deals with cyber and bio augmentation, but also with rules in it.
I found the fluff excellent, and the "in-characterness" of it - notably by the way the book is structured (Section introduction, fluff by technical expert, rules) truly excellent.

Street Magic was good, but CGL have set themselves a new standard of excellence with Augmentation - I am waiting Arsenal with trepidation.

And yes, I actually see the inclusion of cybercocks and cubertits as a mark of maturity rather than puerility - as in most cases, these things are in the eye of the beholder anyway.

Cheers,
Fumble.

Posted by: The Jopp Sep 5 2007, 11:55 AM

QUOTE (Rotbart van Dainig)
QUOTE (The Jopp @ Sep 5 2007, 01:33 PM)
If it was only for runner we might as well remove several "non-runner" implants.

Augmention is only for runners.

In fact, is only available to Jackpoint Members.

True, the fluff in the beginning explains that but the writers most likely meant it as a supplement to enrich the game world and not just the different kind of shady implementations.

You would probably get ten different answers if you ask ten different people what "runner" implants were and would perhaps have to cut out a long list of gear from each book released.

I stand by my opinion that the gear represents what exists in the game world and that augmentation is only for "runners" might be a misinterpretation as it is more likely for SIN'less people who cant get it any other way and thus need a catalogue in some other fashion that going to a legal clinic.

Posted by: Mr. Croup Sep 5 2007, 12:24 PM

Augmentation certainly is written from the standpoint of a runner reading an article on Jackpoint but runners are also people - with everything that statement implies.

So runners may want to keep up on the latest cyber-fashion or whatever else that pops their cork. It doesn't mean that augmentation is purely for runner characters, a lot of 'ware is legal for Joe Blue to get installed and with the right permits they can also get more restricted items installed. This does not mean, therefore, that Augmentation is written specifically with runners in mind - just from their perspective, afterall that is the main focus of SR.

Dr. Funkenstein, i realise that i'm risking this turning into a full scale flame-match, but i must ask you what you deem to be real content? As at the moment i'm unsure as to exactly what your problem is with the cyber-genitalia part of the book, other than, from what i can see, that it seems to upset you a great deal because you believe it is there as some childish joke. Now i understand that there are somethings that may have been better off taking it's place but without specific examples it makes it very hard to see what you're getting at. Similarly each example you could provide would have to be weighed by each reader and they make up their own mind as to if that would have been more suitable than the handful of paragraphs on cyber-genitals.

Also, whilst you have not necessarily been the loudest voice nor the only one, you have been the one that has made his point in an increasingly angry manner for which i see no reason, other than you seem to want to convince the developers of augmentation that they are, in some way, wrong in their decision to produce Augmentation the way they did. In fact your comments have neared becoming downright libelous in that regard in your implications that the developers have given in to some juvenile behaviour in the production of Augmentation. It is understandable that people will become somewhat defensive when dealt with in such a high handed manner. The very reason i asked you to simmer down earlier.

To sum up, the writers of SR are never going to please everyone with what they produce - it's just impossible to do. If 51 people liked the book and 49 didn't, i see it as the developers having done their job. If you are one of the unhappy people that didn't like what was printed that's a shame and no fault of yours, but you do yourself no good by yelling at the top of your lungs about it and berating the developers on an online forum when they, as they should, are going to stand by their decision - it's not like they can do anything about it now the book is published. If you really feel badly about and believe others to feel the same way, i suggest you send a letter to catalyst game studios politely explaining your displeasure with the new supplement and explain why you found it so displeasing and explain to them how you feel this situation should be resolved. Otherwise no amount of foot stamping and shouting on the internet is going to do anyone any good other than to make them look a fool.

Posted by: Buster Sep 5 2007, 12:30 PM

QUOTE (Synner667)
QUOTE (Buster @ Sep 5 2007, 03:07 AM)
I'm not sure why the penis and breast implants each got their own sections instead of being rolled into the cosmetic mods section, but I'm told that Americans don't understand those things.

Hmmm...

Not quite sure what you mean by Europeans "don't understand those things", when the US is much more obsessed with cosmetic surgery and the shallowness of external appearance..
..But there you go.

Huh? I said Americans.

And Americans aren't any more obsessed with their personal appearance than Europeans are. Now straighten your teeth and put some deodorant on. biggrin.gif

Posted by: Doctor Funkenstein Sep 5 2007, 01:37 PM

QUOTE (Mr. Croup)
Dr. Funkenstein, i realise that i'm risking this turning into a full scale flame-match, but i must ask you what you deem to be real content?  As at the moment i'm unsure as to exactly what your problem is with the cyber-genitalia part of the book, other than, from what i can see, that it seems to upset you a great deal because you believe it is there as some childish joke.

I find it immensely humorous how everyone focuses on the tits and cocks portions of my posts and ignore the rest of it. Here, I'll try and sum it up and use some fillter text in its place.

Real content is content that enhances gameplay or adds to the world in some significant fashion. What it isn't is adding detailed information on [smurfs] and [snorks] that, not only completely lack anything of value towards the game, but could easily have been summed up with a single sentence in the small section already talking about [animation] earlier in the chapter. Doubly so when "space is at a premium" and you have to cut content that actually does add something to the game -- as Synner was complaining/explaining/regurgitating/whatever about previously.

When the editorial debate comes down to, "should we cut those paragraphs on [smurfs] and [snorks] to make room for this extended information to better explain [cyborgs], or kill the extra [jarhead] text to make room for this stuff that could just be a one-line footnote in the [animation] section? Aww fuck it, let's be 'mature' and add the [smurfs] and [snorks] because only [people from Madeupstania] would consider cutting it!", well, you've already failed on an epic scale. Especially if that is your decision and the main reason for making it (and, apparently, it was one of the leading reasons as Synner made abundantly clear when it first came up). ohplease.gif

The fact that I'm boggled by the people who are saying having [smurfs] and [snorks] is somehow "mature" and a valuable addition to a game that has nothing to do with [kid's cartoons from the 80's] is a completely different discussion.

Posted by: Blade Sep 5 2007, 01:47 PM

Actually there was a reference to the Smurfs in the SSG in a shadowtalk about the possibility to change one's skin color.
Which means that the Smurfs are still popular enough to be known by Shadowrunners.

I liked this reference and I'd have been disappointed to see a comment about cyborgs instead.

On a serious note, I understand what you mean, but if you start thinking this way they could have removed a big part of the fluff (introductions, some shadowtalks), pictures, the short stories, implants that 'nobody is gonna use anyway'.
Heck, they should compute the information value of each word of the book and remove low information words and replace them with informative text.

Posted by: Doctor Funkenstein Sep 5 2007, 01:58 PM

Fluff often adds to the setting, as the world and major players are all part of the setting (and often targets, directly or indirectly, of runs). Shadowtalk... not so much anymore. It hasn't really been interesting or useful since 2nd Edition except for the exceptionally rare occasion. I'd honestly rather see shadowtalk get snipped in place of [smurfs] and [snorks]. At least that inspires some kind of a reaction beyond a big giant <yawn>.

But detailed information on [smurfs] and [snorks] in lieu of information that does pertain to the actual game? And actively choosing it instead of said content? That's just ludicrous. Doubly so when the reason for doing so is even more insane.

That said, I feel the same way about spending so much space and time on mildly different "fluff" implants, like the aforementioned Jackhammer. But at least with those, there are solid rules associated with them and they can be actively useful to a runner (such as drilling a hole through a wall or breaking into a sewage plant; see it all the time in crime flicks, or even a former construction worker turned runner). [Smurfs] and [snorks]? Added to just to be added, and doing so without even putting anything interesting or even remotely useful about them in (other than taking up Capacity for some bizarro reason). I mean, even if the character was a former [animator], what do those rules add to the character? Nada.

But, hey, at least the people responsible can hold their chests out proudly and proclaim that they're not sutffy [people from Madeupstania] and stand by their decision. That's apparently the only real reason so much space was wasted on it.

Posted by: Moon-Hawk Sep 5 2007, 03:48 PM

I'm gonna get a cybersmurf! Tee-hee!

I'm sorry. That was juvenile.

It seems like it's just a question of: When does too much fluff become useless crap? And that's all it is, just because they give it an essence value and a price, it's still obviously fluff, vaguely disguised as crunch. Too much fluff (and what is too much depends very much on how the topic of said fluff relates to the game) is obviously bad, but not enough fluff leaves a game with no setting. The writers/developers are constantly trying to walk this line, both within each book and for the total of all the books. Some people will naturally want more or less crunch/fluff. Overall, I think they're doing a good job.
The topic of cybersmurfs could've definitely been handled in a juvenile way in Augmentation, but I don't think that it was. (except by me, at the beginning of this post)
Overall, Augmentation looks like a great book. It fixed half of my biggest gripes with SR4 (still waiting for Unwired for the rest) And frankly, I don't care how ugly the covers are as long as the content maintains this level of quality. wink.gif

Posted by: Dashifen Sep 5 2007, 03:58 PM

I'm surprised you all don't like the cover. I sort of do. I didn't like it on-screen, but on the hardcover prints at GenCon there was a lot more color depth (perhaps because of the glossy cover) than there was on-screen or on my PDF printout. Oh well.

Posted by: Moon-Hawk Sep 5 2007, 04:06 PM

Meh, I'm still making up my mind about the cover. My point was, whether the cover is fantastic or crap, it's pretty low on my list of priorities for a gaming book.

Posted by: Zhan Shi Sep 5 2007, 04:12 PM

Was it the best cover I've seen? No. But it was not the worst, either. That fine distinction would go to System Failure.

Posted by: Dashifen Sep 5 2007, 05:17 PM

Wacky. I loved the SF cover. You and I, Zhan Shi, definitely seem to have different eyes in our beholders wink.gif

Posted by: Zhan Shi Sep 5 2007, 05:23 PM

Yeah, different strokes, etc. But Moon-Hawk is correct; the cover is low priority compared with what is inside. I would very much prefer a craptastic cover with great text than vice versa.

Posted by: knasser Sep 5 2007, 05:45 PM

Oh wow! Funkenstein is off again on his cyber-penises! For anyone who missed it, the last discussion on this was http://forums.dumpshock.com/index.php?showtopic=18460.

Now I'm going to address this comment directly at Funkenstein and specifically exclude Rotbart who seems to be sincere in his dislike of non-game applicable rules. Funkenstein - you keep complaining that it was wasted space because it could have been devoted to something with an actual game application. I don't think anyone here believes that is your issue with the cyber-genitalia. The equal amount of space devoted to each of fibreoptic hair, nano-tattoos, silky skin, chloroplast skin, horn implants, and others has never set you off on a multi-page rant. Shaped dermal implants alone take up more space than that given to breast implants and they have zero game effect. Nor have you complained that all these other non-game applicable elements will lead to "gay jokes and fart gags" or are "pathetic" or "juvenille" or any of the other things you have said in reference to the sexually themed material.

If you want to say that you, for whatever personal reasons, don't like this material in your game, then I think everyone here will shrug and say "don't include it, and happy gaming." But to use a fake argument about wasted space as a proxy way to deny the material to others because of your own personal beliefs is dishonest. Shadowrun would not be Shadowrun if it did not have a rich and fleshed out setting. And sex is a pretty big feature of any human culture or social or personal life. For most of us, the inclusion of this is not a big issue, but there's certainly no call to have a go at the developers or to look down on people who do use this in their game or even just enjoy the fluffing.

What's particularly offensive in your attitude is the repeated strawmen you set up. You'll note that everyone has just been discussing the cyber-genitalia in neutral terms. It's you that has kept going on about "tits" and "cocks" in the mock voice of your perceived opponent. It's you who says that the inclusion of this material will "open the door to rules for taking a shit." That doesn't seem a real risk to any of us. And it's you who told me "Fancy yourself some kind of modern, sophisticated individual all you want." Well, yes, quite frankly, I do consider myself fairly modern and sophisticated. What I resent is the implication ("Fancy yourself") that it's some sort of mask so I can privately go "tee-hee - they printed the word penis" because you don't believe that anyone else's non-issue with the things can be genuine.

Don't like it, don't include it. But don't make up arguments as to why it shouldn't be in the book where other people can use it.

Dicks. Some are big, some are small, some are circumcised and some of them post on online forums. They're a fact of life and thus perfectly reasonably included in any book on life in 2070 at the cost of 12 lines on a half page. Now quit complaining.

Posted by: Kyoto Kid Sep 5 2007, 05:53 PM

QUOTE (Knasser)
The original SR London sourcebook put it well, I think, when it said that the difference between European and American sex was primarily oral... americans talked more about it - before, during and after. biggrin.gif Europeans tend to just get on with it.

...definitely my favourite quote from the book as well.

As to Augmented

Actually finally got the PDF (I can bypass the front cover). Yeah, makes me feel like a BTL junkie at a "Chips-Я-Us".

Yes several of my faves are back like Chemical Gland, Clean Metabolism, and of course Cyberzombies (wooo hoo!) along with some cool new toys like Radar Sense, Jackhammer & welding laser attachments for modular cyberarms (now cyberlimbs have become interesting).

Once Arsenal comes out, I might actually be able to work up a real campaign

Posted by: eidolon Sep 5 2007, 07:43 PM

Knock off the personal attacks, and baiting. Thanks.

Posted by: Zhan Shi Sep 5 2007, 08:30 PM

Whoa. I hope this dosn't go the way of "Moleskin".

Posted by: Doctor Funkenstein Sep 5 2007, 08:30 PM

QUOTE (knasser)
Oh wow! Funkenstein is off again on his cyber-penises!

Thanks for proving my point for me.

QUOTE (Doctor Funkenstein)
I find it immensely humorous how everyone focuses on the tits and cocks portions of my posts and ignore the rest of it.

Posted by: Kyoto Kid Sep 5 2007, 08:41 PM

...getting the distinct feeling that the Moderator Maglock is closing in...

...I for one would really like to continue discussing Augmented in general.

Posted by: Zhan Shi Sep 5 2007, 09:01 PM

Well....as I said at the beginning, the cybermancy portion was what really intrigued me. I liked seeing a more in depth approach to how it is done, what magics are involved, etc. Although like many SR explanations, they raise as many questions as they answer. Something of a letdown: being a fan of the original Cybertechnology book, I was hoping for an update on Hatchetman, but I was pleased that he was mentioned.

Posted by: knasser Sep 5 2007, 09:04 PM


Right. I'm getting told off by PM now for making personal attacks. I have warned the moderators before that I have a low tolerance for having my freedom of expression restricted. Anyone who knew my background would understand just how angry censorship makes me. And I think those who have been here a long time are familiar with my posts enough to know that I'm one of the politer people around here.

I think... I have had enough. It has been interesting here, but I'll wish you all the best (even Dr. Funkenstein) and say my farewells. Happy gaming all.

-Khadim Nasser.

Posted by: Zhan Shi Sep 5 2007, 09:27 PM

<ahem>

uh....bon voyage, I guess.

Posted by: Penta Sep 5 2007, 09:40 PM

Now...can we please quit focusing on small parts of cyberanatomy and get back to the goddamn book?

Both sides in that argument sound stupid at this point.

On that note: Now that we've mentioned cosmetic surgery and cosmetic cyber...

What about their medical cousins? What are medications like in 2070? What kinda vaccines do kids get? How beatable is AIDS, or cancer, or diabetes?

We've never once heard those really mentioned.

Posted by: Zhan Shi Sep 5 2007, 09:46 PM

Nor have I. Me, I just assume that meds are still primarily in capsule form. As for those diseases, since I can't recall them being cured in SR canon, I would think they're still around, albeit easier to diagnose and treat.

Posted by: Jaid Sep 5 2007, 09:49 PM

QUOTE (Rotbart van Dainig @ Sep 5 2007, 06:18 AM)
QUOTE (The Jopp)
It's merely a few pages

You are talking about a book that has no Index because it has not enough pages.

[snip]

actually, iirc it wasn't given an index so it could get to the printers on time, not because of page count. i think.

QUOTE (The Jopp)
QUOTE (Grinder @ Sep 5 2007, 10:16 AM)

Cars have the same price tag. In SR as well as in the real world - and yet people manage to buy one.

That is true but that was not quite my point.

The problem is that when they describe a cybernetic limb as something that poor people would use as they cant afford something better, that's where the rules VS fluff falls apart.

Cloned limb
Type O: 21K / 4 Weeks
Cultured: 25K / 4 Weeks

Cyberlimb
Obvious: 15K
Synthetic: 20K
Availability: 4

The only basic difference between getting yourself a new cloned limb is TIME not money.

Slash prices for cyberlimbs in half and the prices would reflect the option of getting a "cheap mechanical limb" compared to a good ol' cloned limb.


suppose that you're a health insurance company. you have to pay for, say, 20,000 replacement limbs per year for people in lower income brackets (ie don't pay for 'platinum service'). are you going to provide them with obvious cyberlimbs, or are you gonna spend another 6k *each* providing them with cloned limbs? (or, even if you assume synthetic limbs, that's still 1k each... that's 20,000,000 nuyen.gif difference. now which is gonna look better to your shareholders... 20 million more in earnings, or that your clients didn't suffer any essence loss (which, for the record, you won't find a spot for in any financial statement that i am aware of).

furthermore, let's pretend you're one of these low-income workers. you can't afford to miss work for 1 week let alone a few months while you wait for your limb to be cloned (assuming your medical insurance actually even covers the cloned limb). you gonna get the obvious (or even synthetic) cyberlimb which can be implanted within the week and have you back at work (remember, worker's comp doesn't cover the wait time for the cloned limb when you have almost no rights), or are you gonna get the cloned limb replacement?

[edit] had to add in the second quote and response =S [/edit]

Posted by: Cain Sep 5 2007, 09:54 PM

You know, I'm going to break with tradition and agree with the good Dr. It's not so much that there's cyber-naughty-bits in Augmentation, it's not so much that they've got tons of space wasted on them that could have been used elsewhere. My view is that the sexual bits have been handled badly, with all the tact and taste of Beavis and Butthead.

As for the rest of the book, all I've got to say is this: Once again, they've escalated things, so the game will rapidly be unplayable unless you've got the new books to keep up.

Posted by: Dashifen Sep 5 2007, 09:55 PM

What do you mean by escalated things, Cain? If someone doesn't have Augmentation, why would they have a problem playing the game?

Posted by: eidolon Sep 5 2007, 09:57 PM

Well, I agree that the rules / gear bloat is rapidly becoming the same as it ever was, but I've been saying that since people started trying to say that SR4 was going to be more "streamlined" ...because at the time there was only one book for it.

I don't know that I agree with unplayable, though. I haven't read Aug in depth yet, do you have any specific examples or just a better explanation of what you mean? Are you talking about sheer power level, or just the abundance of "stuff"?

Posted by: Cain Sep 5 2007, 10:01 PM

QUOTE (Dashifen @ Sep 5 2007, 02:55 PM)
What do you mean by escalated things, Cain?  If someone doesn't have Augmentation, why would they have a problem playing the game?

What I mean is, back in SR3, people complained that the game was essentially unplayable unless you had all the splatbooks (M&M, R3, etc.) That wasn't really the case: the game was playable, but you couldn't hope to keep a character on par without the splats. Street Magic continued that trend, and Augmentation does it even more so.

If I created a sammie without Augmentation, or even a decker, I'd get chewed up and mowed over by a character who used that book. I couldn't keep up, no matter what I tried. Older characters are now rendered obsolete, and the lie has been put to the "One book game" stated goal of SR4.

Edit:
QUOTE
Are you talking about sheer power level, or just the abundance of "stuff"?

Both, but mostly power level. For example, I sincerely doubt that I'll ever see a cybered character without an rating 3 Attention coprocessor. Heck, that was my first addition to Mr. Lucky.

Posted by: Doctor Funkenstein Sep 5 2007, 10:04 PM

You know, when it was first released I looked at Augmentation with a very critical eye, almost positive that the "power bloat" was going to be there. You know, where stuff in Augmentation were absolutely required in order to be competitive.

I was pleasantly surprised by how that wasn't the case. It seems like it at times, and there's things in there that are odd and which can easily be twisted, but overall they only expand your arsenal, they don't replace it. Augmentation literally gives most characters new stuff to play with, as opposed to rendering everything in the main book moot (with the exception of cyberlimbs which totally needed to be updated).

Sure, there are some really choice items in there (Radar Sense, Attention Coprocessors, Nanohives, etc.) but, as I said, those are mostly just new gimmicks or universal improvements rather than "omfg, my Street Sam is useless without a Radar Sense!"

So, yeah, I disagree about the power bloat. Rules bloat is unavoidable in rules-heavy books (it's the entire point of them, in fact). Overall, Augmentation is one of the best releases the game's had in a long time.

Posted by: fistandantilus3.0 Sep 5 2007, 10:15 PM

Sorry, Im' just amused at the irony of this.

paraphrase:
Cain
"Weird I agree with Doc"

Doc
"I disagree with Cain".

biggrin.gif

Sorry you guys just make me laugh.

I personally don't think it's really much a of a bloat,although I do most certainloyl see Cain's point. I've only read over Augmentatino, not read it in deep depth. Skipped the nonotech section for the most part. But I've got games with people that have that stuff so it becomes required reading for me. However this isn't D&D where they're going to be puting out 2 Class augmetations books for each class as well as numerous books that add more spells, gear, etc. There's one for each type of character focus, and that's it. So it might be husky, but it's not bloat. My opinion.

Posted by: Synner Sep 5 2007, 10:17 PM

QUOTE (Jaid)
QUOTE (Rotbart van Dainig @ Sep 5 2007, 06:18 AM)
QUOTE (The Jopp)
It's merely a few pages

You are talking about a book that has no Index because it has not enough pages.[snip]

actually, iirc it wasn't given an index so it could get to the printers on time, not because of page count. i think.

That is correct. We couldn't get the index done in time to make it a GenCon release.

Posted by: Rotbart van Dainig Sep 5 2007, 10:18 PM

QUOTE (Cain)
For example, I sincerely doubt that I'll ever see a cybered character without an rating 3 Attention coprocessor.

It's nice - but not that nice... Reception Enhancement bioware costs more, but works for Matrix and Sensors (even Astral...), too.

Posted by: Cain Sep 5 2007, 10:20 PM

Don't have the book right on hand, but aren't they compatible? That, plus the Intuition-linked skill-boosting nanoware, means the Perception whore is now a reality.

Posted by: Doctor Funkenstein Sep 5 2007, 10:25 PM

QUOTE (Cain)
Don't have the book right on hand, but aren't they compatible? That, plus the Intuition-linked skill-boosting nanoware, means the Perception whore is now a reality.

As compared to before? 3-5 extra dice in that 20-30 pool somehow breaks them?

Posted by: Eleazar Sep 5 2007, 10:27 PM

I think augmentation is a solid book. I haven't had the time to read all of the fluff yet, but the gear is great, with some caveats.

I don't care much for the genitalia part, mostly because it will see no use in any of my games and I assume the games of many other players. I don't see myself as the type to have players going through sexual fantasies or exploring the sexual depravity of the cyberpunk genre. That doesn't mean a whore would never be in any game I play or GM in, or that there will never be women that have been raped or involved in a bunraku sex parlor. It just means there won't be any sexual experience involved with the players or GM actively involved, in character or out of character for that matter, during the gaming session. Roleplaying is not a sexual outlet for anyone at my gaming table. Therefore, the inclusion of sexual augmentations is wholly unnecessary and useless for my group. The inclusion of said material seems to be appealing only to a niche market.

Another thing I didn't like was the symbionts are not as effective as I would like them to be. Orthoskin or Bone Density is always going to be the better choice due to the drawback of all symbionts. They cost nearly the same but you get more benefit from not going with the carapace symbiont. What the heck is up with the stalwart endosont. A +1 dice pool modifier, but look at the drawback. Not only do you get the critical miss drawback you get another one with a threshold of 3, that will likely get you killed. I mean, it's like there was some conspiracy of the developers to make symbionts completely not worth the opportunity costs and risks. Which is sad, because Stargate is so awesome. Sorry, just had to say that. I tried not to but it came out.

Everything else so far has been great. I especially like the severe wounds optional rules. Whoever wrote those deserves a pat on the back.

Posted by: eidolon Sep 5 2007, 10:33 PM

QUOTE (Cain)
<Cain's post where he replies to me and Dash>

I thought that's what you meant. I can't speak to SR4 yet, but I agree re: SR3. It was pretty much "everyone uses all of the books or nobody does".

Posted by: Synner Sep 5 2007, 10:35 PM

QUOTE (Cain @ Sep 5 2007, 10:01 PM)
QUOTE (Dashifen @ Sep 5 2007, 02:55 PM)
What do you mean by escalated things, Cain?  If someone doesn't have Augmentation, why would they have a problem playing the game?

What I mean is, back in SR3, people complained that the game was essentially unplayable unless you had all the splatbooks (M&M, R3, etc.) That wasn't really the case: the game was playable, but you couldn't hope to keep a character on par without the splats. Street Magic continued that trend, and Augmentation does it even more so.

The complaints fielded at FanPro over the years had little to do with excessive number of splatbooks or the game being "unplayable unless you had all" of them, in fact we had that criticism didn't even make our top 10 - most SR players enjoy and appreciate books of toys and new options for their characters.

What most SR players didn't like (and the single most common complaint FanPro recieved) was the fact that each splatbook essentially featured an entirely new ruleset and (the second most common complaint) the rules were excessively dispersed over a number of books.

Those criticisms we're combating with SR4 by focusing on keeping the rules streamlined and concentrated in a minimal number of books. Both Street Magic and Augmentation offer less new rules than their SR3 counterparts, even though they feature more equipment. Furthermore, what rules are introduced are streamlined with the core rules (ie. no more learning a new ruleset when the rigger book comes out, or new rules for the Matrix when the hacking book comes out, no longer requiring a calculator to plan out a surgery).

Street Magic condensed material previously spread over seven SR3 books into one book, added 20% of entirely new material, and reduced the number of new mechanics and rules compared to those seven books.

Augmentation condensed material divided among five SR3 books into one book, introduced more than 75 new implants, and still managed to reduce the number of new mechanics and new rules compared to its five predecessors.

As far as I'm concerned we kept our promise to streamline and avoid power-creep on both. For the record, both books did all this while also address the third most common complaint regarding SR3 rulebooks - the absence of fluff.

QUOTE
If I created a sammie without Augmentation, or even a decker, I'd get chewed up and mowed over by a character who used that book.  I couldn't keep up, no matter what I tried. Older characters are now rendered obsolete, and the lie has been put to the "One book game" stated goal of SR4.

Could you point to exactly where this supposed "one book game" goal was ever stated by anyone connected to FanPro/Catalyst?

To the best of my knowledge - as an SR developer - that has never been a stated goal for SR4.

From the day SR4 was released FanPro announced its intention to put out a minimal number of advanced rulebooks: Street Magic, Augmentation, Arsenal and Unwired (In fact we also announced right from the get go the general intention to put out two further optional rule books later on: Runners' Companion and Mr.Johnsons Companion.) We also especifically stated these books would include updates to most of the SR3 gear and options not included in the base SR4 book.

I'm not sure what you were expecting, but it certainly had nothing to do with what FanPro announced for SR4.

Posted by: Synner Sep 5 2007, 10:39 PM

QUOTE (Eleazar @ Sep 5 2007, 10:27 PM)
The inclusion of said material seems to be appealing only to a niche market.

Even on this board it's been 50/50 opinionwise so I wouldn't say it's appealing only to a niche market.

QUOTE
Another thing I didn't like was the symbionts are not as effective as I would like them to be.

Symbionts (like genetic infusions) are a new technology in the Sixth World. Give them a few more years to work out the kinks.

Posted by: Penta Sep 5 2007, 10:46 PM

I can't say, for all their newness, that I ever see much of anybody wanting a worm...slug....thing sliding around their insides that potentially has a mind of its own.

One body, ONE mind, thank you very much!

Posted by: Draconis Sep 5 2007, 10:51 PM

QUOTE (Synner)
QUOTE (Cain @ Sep 5 2007, 10:01 PM)
QUOTE (Dashifen @ Sep 5 2007, 02:55 PM)
What do you mean by escalated things, Cain?  If someone doesn't have Augmentation, why would they have a problem playing the game?

What I mean is, back in SR3, people complained that the game was essentially unplayable unless you had all the splatbooks (M&M, R3, etc.) That wasn't really the case: the game was playable, but you couldn't hope to keep a character on par without the splats. Street Magic continued that trend, and Augmentation does it even more so.

The complaints we fielded at FanPro over the years had little to do with excessive splatbooks or the game being unplayable unless you had all of them, in fact we had very few of that type of comments at all.

Actually the single most common complaint was the excessive dispersion of rules and the fact that each splatbook essentially featured an entirely new ruleset.

Those criticisms we're combating that with SR4 by focusing on keeping the rules streamlined. Both Street Magic and Augmentation offer less new rules than their SR3 counterparts, even though they feature more equipment. Furthermore, what rules are introduced are streamlined with the core rules (ie. no more learning a new ruleset when the rigger book comes out, or new rules for the Matrix when the hacking book comes out, no longer requiring a calculator to plan out a surgery).

QUOTE
If I created a sammie without Augmentation, or even a decker, I'd get chewed up and mowed over by a character who used that book.  I couldn't keep up, no matter what I tried. Older characters are now rendered obsolete, and the lie has been put to the "One book game" stated goal of SR4.

Could you point to exactly where this supposed "one book game" goal was ever stated by anyone connected to FanPro/Catalyst?

Because to the best of my knowledge as an SR developer that has never been a stated goal for SR4. From the day SR4 was released FanPro announced its intention to put out a minimal number of advanced rulebooks: Street Magic, Augmentation, Arsenal and Unwired (In fact we also announced right from the get go the general intention to put out two further optional rule books later on: Runners' Companion and Mr.Johnsons Companion.) We also specifically stated these books would include updates to most of the SR3 gear and options not included in the base SR4 book.

I'm not sure what you were expecting, but it certainly had nothing to do with what FanPro announced for SR4.

I'm glad the splats are coming out. My only complaint was the huge time gap between the SR4 book and Street Magic.

I'm still baffled by people who don't want options. One book game my ass.

Posted by: Draconis Sep 5 2007, 10:54 PM

QUOTE (Penta)
I can't say, for all their newness, that I ever see much of anybody wanting a worm...slug....thing sliding around their insides that potentially has a mind of its own.

One body, ONE mind, thank you very much!

I wouldn't mind. I just didn't see much utility to them so I passed. We'll see what the future ones do. I do like the idea though, but I'm a biologist so I guess I'm biased. smile.gif

Posted by: Zhan Shi Sep 5 2007, 11:11 PM

I agree with Draconis. The more splats, the merrier. For myself, I'm very much anticipating Runner's Companion and Mr. Johnson's Companion, moreso than Unwired or Arsenal. Though, of course, I will eagerly buy those when they become available.

Posted by: Eleazar Sep 6 2007, 12:08 AM

QUOTE (Synner)
QUOTE (Eleazar @ Sep 5 2007, 10:27 PM)
The inclusion of said material seems to be appealing only to a niche market.

Even on this board it's been 50/50 opinionwise so I wouldn't say it's appealing only to a niche market.

While this could very well be true, there is a big difference between not having a problem with something and actually implementing it into your game. Neither of us have done anything close to what could be considered an appropriate analysis of the market, so who knows.Though maybe someone in Catalyst Labs has, I don't know. Thats why I said seems, because it is mere conjecture.

These forums are not even necessarily a good indication because forum members of role-playing games, I would think, are not an accurate representation of your full market. It would be interesting to know how many customers you have and, out of those, have expressed a view on these forums.

Posted by: Cain Sep 6 2007, 12:12 AM

There forums are, at best, a reflection of the truly dedicated SR fans. Of everyone I know in real life, I'm the only one who loves Shadowrun enough to post here. Given that there's a 50/50 split among diehard fans, that doesn't bode well for its value among the casual fan, let alone the target market.

Posted by: Whipstitch Sep 6 2007, 12:24 AM

My reaction ranged from utter, abject apathy to mild enthusiasm for the more "peurile" stuff put into the SR4 books since release. I'm happy when given options that already work within the confines of the core rules and don't require a single person across the globe to change their playstyle for the worse. Will this stuff ever come up in my groups? Probably not, but then, I can honestly say the same thing about endosonts, exploding biokittens, drop bears, Nitro and Dunkelzahn. I'd have to double check my pdf to make sure, but I think the ginormous section describing how Gecko Hands worked took up more space than the Penile & Breast implants combined. I can honestly say I have never suspected for even a second that this stuff could be truly shunting aside "more important" SR4 developments.

Posted by: Kyoto Kid Sep 6 2007, 01:08 AM

...blast, and here I was hoping they'd have machine gun juggies. grinbig.gif

....but seriously, I have no issue with the "fluff ware" and I find some of it (like Clean Metabolism, Touch Sensitivity, and Body Sculpting) to actually be rather helpful at times. Other enhancements like Fibre Optic hair and Nano Tatoos are purely colour, but hey it's a game so why not have a little fun?

Posted by: Doctor Funkenstein Sep 6 2007, 01:27 AM

QUOTE (Synner @ Sep 5 2007, 04:39 PM)
Even on this board it's been 50/50 opinionwise so I wouldn't say it's appealing only to a niche market.

You confuse "OMFG YAY, THEY FINALLY HAVE RULES FOR CYBER[SMURFS]! WE'VE NEEDED THEM FOR SO LONG!!!" with "I don't see the harm in them being there." I've only really seen one person on these boards who feel that way, and he was just thrilled at being able to have cyber[snorks] who could squirt poison as a joke concept. Maturity at it's finest. The next closes was someone coming up with weird, obscure ideas that had nothing to do with needing rules at all (ie, being a run objective).

So yeah. It's definitely a 50/50 split. And nothing more like like a 5/45/50 split. (Sorry, but indifference does not equate to positive.)

Posted by: Zhan Shi Sep 6 2007, 01:28 AM

For those of you who might wish to explore the possibilities of, ah, personal enhancement, I would suggest "Freak Legion: A Player's Guide To Fomori" and "Clanbook: Tzimsce", both by White Wolf. Sick stuff, and much to blame for why I left that game.

Posted by: FrankTrollman Sep 6 2007, 01:36 AM

I'm pleasantly surprised by how well the Cybermancy was received. I genuinely thought my write-up was going to be a huge up hill battle with people chanting "Burn the Munchkin!" and such.

The outcry against cyberpenises also surprised me. Though in retrospect I guess it should not have. Still, I think it was handled with much more class than the "Mr. Stud Implant" ever was.

-Frank

Posted by: Doctor Funkenstein Sep 6 2007, 01:39 AM

QUOTE (FrankTrollman @ Sep 5 2007, 07:36 PM)
I'm pleasantly surprised by how well the Cybermancy was received. I genuinely thought my write-up was going to be a huge up hill battle with people chanting "Burn the Munchkin!" and such.

Cybermancy was easy to accept. It's a well-established aspect of the game, something that does come up in a lot of games, and is something mostly focused on the GM's side rather than the player's (so any sense of "abusable munchkindom" rests solely in their hands).

QUOTE
The outcry against cyberpenises also surprised me. Though in retrospect I guess it should not have. Still, I think it was handled with much more class than the "Mr. Stud Implant" ever was.

Granted.

'Course, on that note, I'd have rather the space be used to give items brand names and/or sample alternative brand names ala Rigger 3 (I recently found out how much fun it was making up such for all of my characters, in fact). While the Mr. Stud Implant was just as retarded, the fact that they gave it a brand name was awesome.

The lack of brand names and growing distance of "sales pitch" descriptions makes me sad. It's a simple yet incredibly powerful tool for adding some color and style to a game.

Posted by: Zhan Shi Sep 6 2007, 01:43 AM

Here's a thought....a smurf containing doses of nanotech cutters. Ouch!

But seriously, it's not a big issue for me. I just don't think it was neccessary. I was happily playing SR for 10 years without giving it a second thought.

Hey, Frank, since you're here....can I expect Hatchetman to show up in the future?

Posted by: Zhan Shi Sep 6 2007, 01:51 AM

Re-reading Augmentation....just wanted to say I also liked the new stuff on DNA masking. Much better than the rules in SOTA.

Posted by: PlatonicPimp Sep 6 2007, 02:31 AM

QUOTE (Doctor Funkenstein)
QUOTE (Synner @ Sep 5 2007, 04:39 PM)
Even on this board it's been 50/50 opinionwise so I wouldn't say it's appealing only to a niche market.

You confuse "OMFG YAY, THEY FINALLY HAVE RULES FOR CYBER[SMURFS]! WE'VE NEEDED THEM FOR SO LONG!!!" with "I don't see the harm in them being there." I've only really seen one person on these boards who feel that way, and he was just thrilled at being able to have cyber[snorks] who could squirt poison as a joke concept. Maturity at it's finest. The next closes was someone coming up with weird, obscure ideas that had nothing to do with needing rules at all (ie, being a run objective).

So yeah. It's definitely a 50/50 split. And nothing more like like a 5/45/50 split. (Sorry, but indifference does not equate to positive.)

Indifference may not be support, but neither does it equate to to dissent. I think the whole discussion would die if not for a few people who simply must tell us how distasteful the topic is at every opportunity.

One of the things I've always enjoyed about SR is that it's a kind of a "stealth GURPS". It's supposed to be a game focused on shadowrunning, but really, the rules can handle a wide variety of game types. It's even fairly useful outside the shadowrun setting. So if someone was going to run a hentai campaign, they've got enough support to go on. I like it. I think it should be there. I think it, if you'll excuse the play on words, fluffs out the setting a bit. It does add to the setting, letting us know that in 2070 people are still sex obsessed enough to replace their genitals. That says a lot about humanity: They're dissociated enough from thier bodies to rip out the pleasure centers and replace them with a machine, but still to sex-obsessed to give up on the damn things to begin with. Thats not a dick joke. That's a powerful statement about metahumanity.

I hardly consider the thing offensive in it's inclusion in a setting that has, on a regular basis, talked about brothels that people are kidnapped to work in, forcibly given cyber and biomods, jacked up on addictive personafixes so they lose theirselves and can't remember what the John does to them, get raped, brutalized, forcibly impregnated, forced to give birth, their children harvested by organleggers for spare parts, and finally when their bodies give out, are fed to ghouls. If the setting can handle the inclusion of that level of sexually-related violence, then I think it can take the existence of the cyberpenis in stride.

I know you told me you would ignore all my posts, Doc. But I'm extending the olive branch here. Please, Please just let it drop. The only cost of their inclusion was an opportunity cost in another paragraph of text on another topic. I think you have to accept that a paragraph of material that you don't personally find useful but that others might enjoy is bound to happen in any work that has an audience greater than one.

Posted by: Fortune Sep 6 2007, 02:35 AM

QUOTE (PlatonicPimp)
Indifference may not be support, but neither does it equate to to dissent.

But he never said it did. Please note the 5/45/50 ratio in his post delineating that very fact. smile.gif

Posted by: Jaid Sep 6 2007, 03:17 AM

off the top of my head, i can think of at least 2 character concepts that i've seen on these boards that revolve around a the character being one gender, but appearing to be a different gender. that's one use.

with the breasts, they have size alteration, for example. useful for disguse purposes, i would think, to be able to go from flat-chested to normal sized to absurdly large at a moment's notice... throw in something as simple as a reversible coat and a hat that can be stuffed into a pocket and you could vanish into a crowd in an instant. would you have known the implant could do that if they didn't say it did?

also, if you can't see the advantage to being able to turn off the pain receptors in certain highly sensitive areas of your body when, for example, you've just been kicked there really hard (by someone wearing steel-toe boots!), then clearly no one has ever hit you in a sensitive enough area of your body =P

in another example, going to one of the games that's being recounted on these boards, one of the characters is probably feeling somewhat emasculated right about now... in character, i think it would be reasonable for him to want to get a replacement, so that he doesn't seem like such a freak in a certain kind of social encounter.

so yes, i can absolutely see uses for them. does it need bonuses or penalties to certain kinds of actions in the text? nope. does it have them? nope. but because it does have them [edit] (meaning the implants) [/edit], the players of those characters have options they may not have otherwise considered. i don't see that as a bad thing at all.

and certainly, i don't see the inclusion of two paragraphs of text as being worth derailing a thread this horribly. honestly, you took a thread about "hey, what is augmentation like", and turned it into a completely pointless waste of time. you've focused the entire thread on two little paragraphs of text, which i don't believe anywhere near 50% of the people even really care about one way or another anyways (so as far as i'm concerned, your 5/45/50 is pulled out of your own nether orifice at least as much as the original 50/50 split proposed).

you know what? chances are, i am never going to use that crazy cyber cat thing. in fact, i will probably not use bio drones at all in my games. there's a lot more text about them then there is about those two implants, or even the entire cosmetic modifications sections combined plus those two implants. you have 2 paragraphs that you see as wasted, well that's several pages i see as wasted (on me, at least). but when someone says "hey, what do you think about augmentation", i don't ignore the 99% of the book that i think is awesome to go on a rant about how i don't like those pages. and i'd appreciate it if you would just state your opinion, and then leave it at that. it doesn't take much. just say "i don't like this and this" and then when someone else says "well i think it's fine" *ignore them*. you don't have to rant about it. you don't have to derail the thread. you don't have to go on and on about it (and contrary to what you are saying, you *are* going on and on about it), and i would honestly say right now that if we had a poll of people who are for, against, or just want to stop hearing about the matter, i would be very surprised if there are not far more people who just don't want to hear about it then anything else.

so really, i appreciate that you have your opinion. i have my own opinion about it (and in all honesty, i'm not likely to use it either, and really don't much care. it's only 2 paragraphs). but i don't want to read your opinion over and over and over and over and over (see how boring repetition gets? this is a forum for discussion, not a brainwashing program, thank you), i'm perfectly fine just hearing your opinion *once*.

Posted by: eidolon Sep 6 2007, 03:20 AM

QUOTE (PlatonicPimp)
It does add to the setting, letting us know that in 2070 people are still sex obsessed enough to replace their genitals. That says a lot about humanity: They're dissociated enough from thier bodies to rip out the pleasure centers and replace them with a machine, but still to sex-obsessed to give up on the damn things to begin with. Thats not a dick joke. That's a powerful statement about metahumanity.


Seeing this perspective back when the PDF had just come out was actually what deflated my irritation regarding the whole thing. It's a nice reminder that not every gamer is instantly going to go "haha pull my finger" with it, and since that was my initial reason for disliking its inclusion, I'm firmly in the "eh" category on it now. Huge jump, I know.

And the bit about having to accept bits of a work that's made for many couldn't be more spot on. Takes a bit to remember that sometimes, especially when something is really annoying to you, but you're almost always better off just ignoring it. At least your blood pressure is better off if you do. biggrin.gif

Not that I'm really one to talk. sarcastic.gif

Posted by: WearzManySkins Sep 6 2007, 03:27 AM

Ok I like Augmentation, does it have "perceived" flaws, to me not really. I have found the "whole" flavor of Augmentation to be excellant.

Each chapter was laid out, in an entirely readable format.

In my 20+ years of playing SR, I have had only one player character use a cyberarm, I have never created any character with a cyberlimb.

Does that mean my players are any different than any one else's, no. They made choices that they wanted to make, yes they were aware of cyberlimbs, but most of the time it did not fit the "concept" that those players had for their characters.

Will I berate the developers/writers/editors for "wasting" page space on something that I have not used, or will more than likely not use, No.

I understand that the game concepts vary from each GM and player group. So the inclusion of the cyberlimbs gives the entirety of SR gamers to make better choices of character concept using the widest range of choices.

The developers/writers/editors were able to "craft" the Augmentation book by using many different writers and was able to reach a consensus on what the final product would or would not contain, based upon constraints, some of which I know about but most I do not.

I could rant about the "wasted" space of the index and table of contents, yes but no I will not.

Merely because you see no use in an item(s) does not mean they should not be there. The the developers/writers/editors were "crafting" the Augmentation book for a wider range of GM's and players, so they could find the tools/items needed to create their concepts in characters both player character and non player character.

Excellent Job on Augmentation, I hope the next publication is as good, and hopefully better.

WMS

Posted by: Fortune Sep 6 2007, 03:30 AM

QUOTE (WearzManySkins)
In my 20+ years of playing SR ...

20+ years???!!! Hmmmm ...

The very first edition of the Shadowrun role playing game was originally released in 1989, which to my calculations was only 18 years ago. Were you one of the original developers?

Posted by: fistandantilus3.0 Sep 6 2007, 03:35 AM

I believe the pros and cons about cyber genitalia has been gone over way past it's usefulness. Let's move on please. There's already a thread specifically about this subject, so if you really want to continue going on that topic, feel free to dig it back up. Otherwise, please move on to other topics in the book.

Posted by: Fortune Sep 6 2007, 03:39 AM

QUOTE (fistandantilus3.0)
I believe the pros and cons about cyber genitalia has been gone over way past it's usefulness.

At least you didn't say "ins and outs of cyber genitalia".

I'm tired of restraining myself from these obvious openings. biggrin.gif

Posted by: eidolon Sep 6 2007, 03:40 AM

QUOTE (Fortune)
QUOTE (WearzManySkins @ Sep 6 2007, 01:27 PM)
In my 20+ years of playing SR ...

20+ years???!!! Hmmmm ...

The very first edition of the Shadowrun role playing game was originally released in 1989, which to my calculations was only 18 years ago. Were you one of the original developers?

Crap, they've realized that you're a precog IE. RUN!

Posted by: Doctor Funkenstein Sep 6 2007, 03:40 AM

QUOTE (Fortune)
...obvious openings...

<coughs>

Posted by: fistandantilus3.0 Sep 6 2007, 03:40 AM

hehehe.... wait... when did you start restraining your self?

Posted by: eidolon Sep 6 2007, 03:41 AM

Dammit, Fortune! You're the reason we can't have anything nice!

biggrin.gif

Posted by: WearzManySkins Sep 6 2007, 04:18 AM

QUOTE (Fortune)
QUOTE (WearzManySkins @ Sep 6 2007, 01:27 PM)
In my 20+ years of playing SR ...

20+ years???!!! Hmmmm ...

The very first edition of the Shadowrun role playing game was originally released in 1989, which to my calculations was only 18 years ago. Were you one of the original developers?

I will take your word on that,,my 1st eds are securely stored.

No I was not, but I was one of the many play testers on the 2nd Ed on Genie when FASA had forums there, still have flat files on the many topics there.

WMS

Posted by: Zhan Shi Sep 6 2007, 04:20 AM

Oh, my. I seem to have a "Inspiring Lively Discussion" negative quality. First Moleskin, now this. But I have enjoyed reading everyone's thoughts on the subject(s) at hand.

Another "Hurrah" to the Augmentation writers: the inclusion of cyberpsychosis. It dosn't matter whether it was taken as a nod to Cyberpunk; it really fits, and I'm glad it was included. I was thinking of adapting this rule as a start down the path of the Twisted. After all, having wierd powers can alienate one from the rest of metahumanity as surely as cyber could. That whole "I'm above you puny mortals" thing.

Posted by: Zhan Shi Sep 6 2007, 04:22 AM

Are you by any chance the inspiration for Man-of-Many-Skins?

Posted by: Jaid Sep 6 2007, 04:23 AM

QUOTE (Zhan Shi)
Another "Hurrah" to the Augmentation writers: the inclusion of cyberpsychosis. It dosn't matter whether it was taken as a nod to Cyberpunk; it really fits, and I'm glad it was included.

it was around in earlier editions too.

Posted by: Zhan Shi Sep 6 2007, 04:25 AM

Bloody hell. Missed that. I'll have to break out the old Cybertechnology.

Posted by: fistandantilus3.0 Sep 6 2007, 04:26 AM

QUOTE (Zhan Shi)
Oh, my. I seem to have a "Inspiring Lively Discussion" negative quality.

Apparently Zhan is the reason we can't have anything nice Just when I was starting to like ya' too. smile.gif

ANd I had money on Fortune being the root of all evil. Damn.

Posted by: Fortune Sep 6 2007, 04:26 AM

QUOTE (Zhan Shi)
Are you by any chance the inspiration for Man-of-Many-Skins?

ohplease.gif

Posted by: Zhan Shi Sep 6 2007, 04:38 AM

Well, I'm no Master Shake. But I do my best.

Posted by: Fortune Sep 6 2007, 04:43 AM

QUOTE (fistandantilus3.0)
ANd I had money on Fortune being the root of all evil. Damn.

Damn! Foiled again! frown.gif

Posted by: Adarael Sep 6 2007, 04:57 AM

Re: cyberpsychosis -- it wasn't around, as such, in prior editions. In prior editions, characters would suffer from a disconnection from their fellow humans, as evidenced in rules by negatives to charisma-based skill rolls (excepting intimidation) because their fellow humans recognized these people were totally out there and mechanical. Earlier editions didn't actually have the rules for going PSYCHO as such. Which, I might add, is a beautiful addition.

I forget if it was in Home of the Brave or Solo of Fortune 2 (for CP2020), but there's a beautiful description of a cyberpsycho who loses his mind in the 2nd South Am war, slowly rationalizing more and more 'use of force', and then starts rationalizing killing teammates because they lowered his personal chances of success in killing the opposition.

Posted by: Zhan Shi Sep 6 2007, 04:59 AM

BTW, Fisty, saw the stuff you did a while back on lightbearers in SR. Loved it.

Posted by: WearzManySkins Sep 6 2007, 05:15 AM

QUOTE (Zhan Shi)
Are you by any chance the inspiration for Man-of-Many-Skins?

biggrin.gif No I was not even near that.

This name comes from a pc I had in a earlier version of SR, but since the rules have changed since then, I have found it impossible to recreate that pc.

WMS

Posted by: fistandantilus3.0 Sep 6 2007, 06:13 AM

QUOTE (Zhan Shi)
BTW, Fisty, saw the stuff you did a while back on lightbearers in SR. Loved it.

Thanks. It was kind of adhoc since I couldn't find my original notes for it, but glad you liked it. You should try Earthdawn some time. For me at least, it gives me a better appreciation for SR. Besides that, it gives me a break from SR in a still connected way. Can't have cake all the time. wink.gif

More on topic, I'll say again that I loved the fitciton parts for Cybermancy, and cyborgs. Great stuff there. The sections on bioware, and nano were interesting, but they seemed more like a shopping list than the catalogs of old that I loved. I loved the gear, but I didn't get as much out of the fluff parts. But those last two sections really stood out to me.

Posted by: Fortune Sep 6 2007, 06:23 AM

QUOTE (fistandantilus3.0)
You should try Earthdawn some time. For me at least, it gives me a better appreciation for SR. Besides that, it gives me a break from SR in a still connected way. Can't have cake all the time.

And it definitely beats Darksun! nyahnyah.gif wink.gif

Posted by: Cain Sep 6 2007, 06:24 AM

Oh, yeah, cybermancy. Another pet peeve of mine. Not saying that the sections aren't well-done, but I can't see why detailed rules were included in a book aimed at players. Cyberzombies are supposed to be a GM-only toy, and once you put it into a player gbook, you're going to end up with players wanting to run cyberzombies and cyborgs. IMO, they really belong in their own book, something like Threats or Threats 2.

(And yes, I had the exact same problem with M&M.)

Posted by: Doctor Funkenstein Sep 6 2007, 06:26 AM

Pretty sure Cyborgs actually are aimed at players as well as GMs.

Posted by: Zhan Shi Sep 6 2007, 06:47 AM

I'm not sure there is such a thing as a book which is NOT aimed at SR players. Power creep can be a problem, but it can be solved by upping the power of the opposition. CZs also have pretty hefty drawbacks; just be sure to enforce those rules about the special drugs, cancer, IMS, etc. And a CZ who somehow broke free would also have a massive "Hunted" negative quality (I know it does not officially exist yet...I assume it will be in Runners Companion). Not to mention the fact that many spirits and magic types regard CZs as walking abominations (well, I guess they ARE walking abominations), and would love nothing better then the chance to put one out of it's misery.

Posted by: Adarael Sep 6 2007, 07:08 AM

If a player of mine wanted to pan their PC for 4-6 sessions of glory as a CZ (realistically all a heavy one could keep up before expiring in a heap) I'd let 'em.
They prolly had some good reasons for doing it, since my players are never after that kinda power just to explode heads.

Posted by: FrankTrollman Sep 6 2007, 08:27 AM

QUOTE (Zhan Shi)
Hey, Frank, since you're here....can I expect Hatchetman to show up in the future?

Absolutely not. Hatchetman was a second generation cyberzombie, which means that by 2070 he'd be dead from cancer and cascading apoptosis even if the bullet with his name on never got fired. I always imagined him going out in a hail of fury, grinning like a mad man when he pulled the pin on his grenade belt in the heart of the secret base's fuel depot or something. I don't want to think that he died on an operating table with the research doctors crowding around to examine his corpse. But his last mission was also a secret mission. And he was damn good, so it's not like anyone else was going to be walking away fom it to tell the tale.

Once Hatchetman finally bit off more than he could chew, none of the remaining characters would have any meaningful information about what that mission was or even that a mission occurred. Just one day Fastjack noticed that Hatchetman hadn't written in a while. And then he hoped that it just meant the period between Hatchetman's e-mails had gotten longer. But when he waited more a communique never came. And now Fastjack has mostly moved on with his life - grabbing a bottle of the same chincy red tequilla Hatchetman used to drink when he was small time once a year to commemorate an occassion.

Sure, it's possible that Hatchetman miraculously was the first guy to get the new experimental treatments and survived to the present day. But that would cheapen the sacrifice that he actually did make. Hatchetman took the plunge when cybermancy was a death sentence. Not a long odds situation where only the awesome hero ould pull through - but a genuine death sentence. Having him live would undermine his life.

-Frank

Posted by: Grinder Sep 6 2007, 08:44 AM

QUOTE (Fortune)
QUOTE (fistandantilus3.0 @ Sep 6 2007, 04:13 PM)
You should try Earthdawn some time. For me at least, it gives me a better appreciation for SR. Besides that, it gives me a break from SR in a still connected way. Can't have cake all the time.

And it definitely beats Darksun! nyahnyah.gif wink.gif

You two remind me of an old couple, from time to time at least. rotfl.gif

Posted by: It trolls! Sep 6 2007, 10:55 AM

QUOTE (FrankTrollman)

Absolutely not. Hatchetman was a second generation cyberzombie, which means that by 2070 he'd be dead from cancer and cascading apoptosis even if the bullet with his name on never got fired. I always imagined him going out in a hail of fury, grinning like a mad man when he pulled the pin on his grenade belt in the heart of the secret base's fuel depot or something.


Hah, that's almost how I pictured him going out. The fluff about Hatchetman is the reason why Cybertechnology still is my favorite sourcebook even today. Given Zhan Shi's Question, I guess when a paper copy of Augmentation finally manages to float across the ocean into a gaming store near me, I can expect a fluff reference and/or inside jokes about him? It's what I thoroughly missed in M&M's Cybermancy part.

Posted by: Rotbart van Dainig Sep 6 2007, 11:01 AM

QUOTE (Zhan Shi)
CZs also have pretty hefty drawbacks

Well, they drop dead as soon as they enter even a Rating 1 Shallow.

Posted by: ThreeGee Sep 6 2007, 11:07 AM

QUOTE
Cyberzombies are supposed to be a GM-only toy


Your missing the point of the new cybermancy rules set. As qualified by Frank

QUOTE
Hatchetman took the plunge when cybermancy was a death sentence. Not a long odds situation where only the awesome hero ould pull through - but a genuine death sentence.


Cybermancy is no longer the death sentence it was. In the old days a cyberzombie had a life span in months, no sane player would touch them. Now with a bit of care and some luck, a cyberzombie has a lifespan in years, they're no longer meant to be a GM only toy.

Posted by: Synner Sep 6 2007, 12:14 PM

QUOTE (Zhan Shi)
CZs also have pretty hefty drawbacks

QUOTE
Well, they drop dead as soon as they enter even a Rating 1 Shallow.

As I've explained before, no they don't. Reread the Background Count section of Street Magic.

Magical background count (positive or negative) reduces your effective Magic rating for the purpose of dice pool calculation when using magic. Your Magic Rating is never diminished, in fact it doesn't change at all.

And as I've also explained - and as will be clarified in upcoming FAQs - when background counts/domains overlap or interact the higher rating (and its aspect) is dominant. A cyberzombie is always at the heart of a permanent background count that buffers him from pretty much any low level ambient domains/background count.

Posted by: fistandantilus3.0 Sep 6 2007, 12:29 PM

QUOTE (Grinder)
QUOTE (Fortune @ Sep 6 2007, 08:23 AM)
QUOTE (fistandantilus3.0 @ Sep 6 2007, 04:13 PM)
You should try Earthdawn some time. For me at least, it gives me a better appreciation for SR. Besides that, it gives me a break from SR in a still connected way. Can't have cake all the time.

And it definitely beats Darksun! nyahnyah.gif wink.gif

You two remind me of an old couple, from time to time at least. rotfl.gif

Nah, we don't quarrel because of years of resentment. We quarrel for the sake of quarreling alone.

[ Spoiler ]

Posted by: Rotbart van Dainig Sep 6 2007, 01:48 PM

QUOTE (Synner)
QUOTE (Zhan Shi)
CZs also have pretty hefty drawbacks

QUOTE
Well, they drop dead as soon as they enter even a Rating 1 Shallow.

As I've explained before, no they don't. Reread the Background Count section of Street Magic.

Magical background count (positive or negative) reduces your effective Magic rating for the purpose of dice pool calculation when using magic. Your Magic Rating is never diminished, in fact it doesn't change at all.

Actually, that is wrong.
QUOTE (Street Magic @ p. 118, Background Count and Magic)
Whether positive or negative, in game terms background count reduces a character’s Magic attribute by its absolute value.

Not 'effective' - it just drops. CZ drops dead per RAW.

QUOTE (Synner)
And as I've also[/i] explained - and as will be clarified in upcoming FAQs - when background counts/domains overlap or interact the higher rating (and its aspect) is dominant. A cyberzombie is always at the heart of a permanent background count that buffers him from pretty much any low level ambient domains/background count.

That's not FAQ material - that's Errata material for SM.

Posted by: ThreeGee Sep 6 2007, 02:08 PM

QUOTE
Not 'effective' - it just drops. CZ drops dead per RAW.


Can you give a reference for that?

Posted by: Rotbart van Dainig Sep 6 2007, 02:46 PM

..I did above? indifferent.gif

Posted by: FrankTrollman Sep 6 2007, 02:53 PM

Peter is in fact wrong that a Background doesn't reduce the Magic or characters in it (I'elobbied for a rule stating that Dual Natured creatures are unreduced by Backgrounds of -6 to 6, but that's a whole separate issue). However, a Cyberzombie is not killed by a Rating 1 Mana Ebb. A cyberzombie isn't killed by a rating 12 Mana Void.

QUOTE
Whatever the ambient mana conditions are, the cyberzombie always stands at the heart of a Rating 4 background count (see p. 117, Street Magic) that extends a number of meters from her body equal to her total negative Essence. If she remains in one place for long, that background count will expand at the rate of about a meter in every direction every two or three hours.


If the ambient mana conditions are a Mana Ebb, the Cyberzombie is still in a Rating 4 Domain, and her Magic is still restricted from rising. So her Magic is still 1 no matter what the ambient mana conditions are and she'll never die from it.

Ghouls are by RAW killed dead as door nails by a Rating 1 Mana Ebb. Although if I have my way they will only be killed by a Rating 7+ Mana Void or Mana Warp.

-Frank

Posted by: ThreeGee Sep 6 2007, 02:55 PM

Ah sorry missed it my eyes are not what they were.

But the section on Astral Hazing in Augmention states that the CZ sits within his own Background count of 4 surely that trumps the effect of any ambient count?

Posted by: ThreeGee Sep 6 2007, 02:57 PM

What Frank said...

Posted by: Synner Sep 6 2007, 03:08 PM

QUOTE (Rotbart van Dainig @ Sep 6 2007, 01:48 PM)
QUOTE
Magical background count (positive or negative) reduces your effective Magic rating for the purpose of dice pool calculation when using magic. Your Magic Rating is never diminished, in fact it doesn't change at all.

Actually, that is wrong.
QUOTE (Street Magic @ p. 118, Background Count and Magic)
Whether positive or negative, in game terms background count reduces a character’s Magic attribute by its absolute value.

QUOTE (also from p.118)
If background count reduces a character’s Magic to attribute to 0 or less, he is rendered unable to use any magical abilities within the area. A background count-modified Magic attribute counts for all uses of magic, including dice pools and limitations imposed on the Force of spells or spirits. Additionally, the process of gathering and shaping mana is more difficult in areas with background count, so the absolute value of the background count is also added to the Force whenever a character resists magical Drain.

This means that the background count modified Magic attribute counts for active magic use and the reduction/suppression only impairs or renders a character unable to use his magical abilities (if reduced to 0).

QUOTE
QUOTE (Street Magic @  p. 118, Background Count and Magic)
Whether positive or negative, in game terms background count reduces a character’s Magic attribute by its absolute value.

Not 'effective' - it just drops. CZ drops dead per RAW.

And where does it say that a suppressed Magic of 0 means the cyberzombie dies? Or for that matter any dual natured or magically active creature?

QUOTE
QUOTE (Synner)
And as I've also[/i] explained - and as will be clarified in upcoming FAQs - when background counts/domains overlap or interact the higher rating (and its aspect) is dominant. A cyberzombie is always at the heart of a permanent background count that buffers him from pretty much any low level ambient domains/background count.

That's not FAQ material - that's Errata material for SM.

Street Magic does not address overlapping background counts at all - so there is nothing to errata. In response to the Frequently Asked Question of how background counts/domains/BC generating spells interact, the official response is that when two background counts/domains coincide or overlap the higher rating one (and its aspecting) prevails.

Posted by: Rotbart van Dainig Sep 6 2007, 03:10 PM

Ah, indeed... my bad.

Oddly enough, if there will be an Errata/FAQ that states that always the larger rating counts, that'll change...

QUOTE (Street Magic @ p. 118, Background Count and Magic)
Whether positive or negative, in game terms background count reduces a character’s Magic attribute by its absolute value.

QUOTE (also from p.118)
If background count reduces a character’s Magic to attribute to 0 or less, he is rendered unable to use any magical abilities within the area. A background count-modified Magic attribute counts for all uses of magic, including dice pools and limitations imposed on the Force of spells or spirits. Additionally, the process of gathering and shaping mana is more difficult in areas with background count, so the absolute value of the background count is also added to the Force whenever a character resists magical Drain.

QUOTE (Synner)
And where does it say that a suppressed Magic of 0 means the cyberzombie dies?

By wording, it can in fact reduce the Magic attribute to 0 - so the Rule from Augmention would apply.
Of course, it doesn't, since Augmention specifies that the Astral Hazing always wins.

QUOTE (Synner)
Street Magic does not address overlapping background counts at all - so there is nothing to errata.

..uh, missing rules are actually worth an Errata. wink.gif

Posted by: Synner Sep 6 2007, 03:23 PM

QUOTE (Rotbart van Dainig)
By wording, it can in fact reduce the Magic attribute to 0 - so the Rule from Augmention would apply.

Even if we were to ignore the effects of having Magic reduced to 0 or less detailed in the quote I provided, could you please point out where it says that (anyone or anything) having their Magic reduced to 0 does anything more than neutralize its ability to use its magical powers and makes Drain harder - let alone results in death?

Posted by: Demonseed Elite Sep 6 2007, 03:26 PM

Peter's question is mine also. I never got the impression that a ghoul will drop over dead if it's Magic attribute is effectively reduced to 0. In the case of critters, the reduction of Magic attribute caused by background count doesn't even ensure they lose critter powers, it's left to GM discretion:

QUOTE (Street Magic @ page 118)
At the gamemaster’s discretion, paranormal critters may also lose access to some of their critter powers as a result of a reduced Magic attribute.

Posted by: Rotbart van Dainig Sep 6 2007, 03:30 PM

QUOTE (Synner)
could you please point out where it says that (anyone or anything) having their Magic reduced to 0 does anything more than neutralize its ability to use its magical powers and makes Drain harder - let alone results in death?

QUOTE (Augmention @ p. 157, Dual Nature)
Due to the cybermantic ritual, the cyberzombie does not suffer Magic loss from implantation, but if the Magic attribute is ever reduced to 0 by other means, the cyberzombie dies.

Posted by: Synner Sep 6 2007, 03:41 PM

Thank you for the pointer, Rotbart.

That line will be corrected in the Augmentation errata - please add "permanently" between "ever" and "reduced".

It slipped by me in editing and I had not realised how Frank was interpreting the intended interaction between background count and Magic.

Posted by: Rotbart van Dainig Sep 6 2007, 05:26 PM

Well, that would make the rule obsolete: There are no non-rulechange ways to permanently lose magic.

Posted by: Synner Sep 6 2007, 05:36 PM

Reductions to your Magic attribute due to ambient background count are temporary by nature (because both your presence in the background count/domain/area of a Mana Static spell and the duration of many such domains/spells are themselves temporary). Once you leave a domain your Magic attribute reverts to normal (which is why l said it was a reduction of your effective Magic attribute as opposed to an actual reduction).

If a forensic magician were to walk into a violent crime scene with a residual background count of 1, he would suffer a temporary reduction of his Magic by 1. If he were to leave the crime scene his Magic would return to its normal rating. Also if he were to stand there until the background count faded then Magic would also return to normal eventually.

Comparatively, losing Magic to an Essence Drain power, addiction or implantation for instance would be a permanent loss.


Posted by: Rotbart van Dainig Sep 6 2007, 05:55 PM

Indeed. That why the 'please add "permanently" between "ever" and "reduced".' change will make the sentence obsolete:

CZ can't lose Essence due to Implantation, permanent Essence Drain requires the victim still to have Essence, and given the drug coctail CZ require to even stay 'alive' I don't think loosing Essence due to Addiction is really an option to fall back to.

Posted by: Demonseed Elite Sep 6 2007, 05:59 PM

Yeah, but it would stand if something else came up down the line that caused permanent Magic attribute loss.

Posted by: Rotbart van Dainig Sep 6 2007, 06:14 PM

QUOTE (Demonseed Elite)
Yeah, but it would stand if something else came up down the line that caused permanent Magic attribute loss.

You mean like the MageZappers in Arsenal that burn out Mages in an instant? sarcastic.gif

Honestly, if reduced to permanent changes, the rule makes no sense at all anymore. The Magic is all that holds the CZ together, and if it even get the slightest cracks... he falls apart.

Posted by: Moon-Hawk Sep 6 2007, 06:20 PM

QUOTE (Zhan Shi)
Power creep can be a problem, but it can be solved by upping the power of the opposition.

Interesting. Your solution to power creep is my definition of power creep.

Posted by: Synner Sep 6 2007, 06:31 PM

QUOTE (Rotbart van Dainig @ Sep 6 2007, 06:14 PM)
QUOTE (Demonseed Elite @ Sep 6 2007, 07:59 PM)
Yeah, but it would stand if something else came up down the line that caused permanent Magic attribute loss.

You mean like the MageZappers in Arsenal that burn out Mages in an instant? sarcastic.gif

Actually, off the top of my head, I can think of at least one other way, possibly two, to reduce Magic permanently under the current rules - besides the perfectly valid Addiction rules. There will likely be more in upcoming books (Running Wild for one).

Regardless, background counts were never intended to permanently reduce anyone's Magic, they were intended to make it ambient mana harder to channel and inhibits your active manipulation/use of ambient mana (which is only critical if you are an astral creature which depends on that ambient magic to even subsist).

In the same manner that the forensic magician doesn't lose that 1 point of Magic rating, he just can't use it, neither does the cyberzombie.

Now, if you'd like to continue this in another thread, feel free to start one, but I think this thread has drifted enough.

Posted by: Doctor Funkenstein Sep 6 2007, 06:42 PM

So spirits aren't supposed to actually be disrupted if they go into a high enough Background Count, just temporarily reduced in power? Dual-natured beings aren't supposed to suffer unbelievable torment and pain in addition to suffering damage every Combat Turn they're in a warp/void?

How exactly is a cyberzombie all that different thematically from either of those? The only reason it's alive is because of the magic holding them together. If that magic is dispersed, whether permanently or temporarily, how is he being held together?

Posted by: Adarael Sep 6 2007, 07:49 PM

On a basic level, allowing background count to kill a CZ when he enters it is a bad plan because nearly everywhere in the world has a background count. Including where the CZ is created. That would mean the most effective way to avoid death by CZ is to 'be most anywhere in the world where there are groups of people'.

The other problem is that any joker with an astral static spell or equivalent can dice a CZ no problem.

Posted by: Doctor Funkenstein Sep 6 2007, 07:55 PM

I agree, as it stands it's a bad idea. But thematically I don't see why it shouldn't or wouldn't. It doesn't make much sense.

Now if their otherwise useless Magic Attribute were higher to represent their "Force" as it were, and their Negative Essence score acting as Astral Armor against such effects, and having their background count aura counteract other background counts, you could have your cake and eat it, too. It would take a mana warp or void to really have a shot of "disrupting" them all without handwaving things away.

Posted by: Adarael Sep 6 2007, 08:02 PM

Sounds like a reasonable fix, with the possible exception of allowing them a higher dicepool than they should have for any rolls opposed by magic. I think there are a couple of those somewhere.

On the whole, though, yes. I like that idea.

Posted by: Synner Sep 6 2007, 08:02 PM

QUOTE (Doctor Funkenstein @ Sep 6 2007, 06:42 PM)
So spirits aren't supposed to actually be disrupted if they go into a high enough Background Count, just temporarily reduced in power?

I redirect you to the second paragraph of my post above (the bit about astral creatures depending on mana to survive). If astral creatures/spirits are temporarily reduced in power below their Force they are disrupted.

QUOTE
Dual-natured beings aren't supposed to suffer unbelievable torment and pain in addition to suffering damage every Combat Turn they're in a warp/void?

While we have not explicitly stated anything to that effect regarding dual-natured beings in SR4 (we're saving that for Running Wild), it isn't a stretch to conclude that something similar occurs given the descriptions regarding the experiences of magicians in Voids and Mana Warps.

You will note that at no point have I said that a cyberzombie is in any way immune to any of those effects, since in fact they have no direct relation to the reduction in the Magic attribute. All are distinct secondary effects of being in areas of very high or very low background count and cyberzombies are indeed vulnerable to those other effects of being in a Void or Mana Warp.

QUOTE
How exactly is a cyberzombie all that different thematically from either of those?  The only reason it's alive is because of the magic holding them together.  If that magic is dispersed, whether permanently or temporarily, how is he being held together?

Well, for one, neither spirits nor any dual natured creature generates its own aspected domain and affects astral space in this manner. But ignoring that significant factor, cyberzombies are indeed thematically similar to dual natured entities.

What I have repeatedly tried to point out is that at no point have we mentioned that dual natured critters or other entities die when their Magic is (temporarily) reduced to zero by background count (whereas we do say that spirits -as astral entities, Materialized or not - who have their Force reduced to 0 are disrupted). What the rules say is that they become unable to tap their innate magical abilities.

If it wasn't clear before, I'll make it clear now: I do not intend to derail this thread even further than it already has. If you want to continue this discussion take it up elsewhere and I'll be happy to oblige.

Posted by: Rotbart van Dainig Sep 6 2007, 09:12 PM

QUOTE (Synner)
Actually, off the top of my head, I can think of at least one other way, possibly two, to reduce Magic permanently under the current rules

Please illustrate those in another thread, then.

Posted by: FrankTrollman Sep 6 2007, 10:54 PM

QUOTE (Demonseed Elite)
Peter's question is mine also. I never got the impression that a ghoul will drop over dead if it's Magic attribute is effectively reduced to 0. In the case of critters, the reduction of Magic attribute caused by background count doesn't even ensure they lose critter powers, it's left to GM discretion:

QUOTE (Street Magic @ page 118)
At the gamemaster’s discretion, paranormal critters may also lose access to some of their critter powers as a result of a reduced Magic attribute.

Dual Natured Creatures have always died when their Magic Rating hits zero. While the dual natured critter rules are completely missing from SR4, the rules are certainly written as if this was still the case. Recall that even MADS reminds us that dual natured critters die when the disease progresses far enough that it eliminates the Magic Attribute.

A non-magical basilisk is a dead basilisk. Always has been. In every edition, all the way back to 1st edition.

--

There is a separate problem in 4th edition, where none of the rules that affect dual critters actually made it in to the book. We don't get the rule where they can simultaneously view on the astral and physical, we don't get the rule where they can see without a -2 perception penalty from astral distraction, we don't get the rule where they can attack astral foes with normal unarmed combat, we don't get anything. So the fact that the rule that dual natured critters die when they become mundane isn't in the basic book either hardly means anything.

-Frank

Posted by: laughingowl Sep 6 2007, 11:22 PM

Frank you still have a few tidbits, that are enough for SR3 players to assume the intent:

QUOTE (page 286)

Note that in order for a creature to use a power against
a target, they must share the same “state:� astral or physical.
Astral forms cannot affect physical targets, and vice versa
(see The Astral World, p. 181). Astral critters that materialize
can affect physical targets, however, just as dual-natured
critters can interact with both the physical and astral planes
equally effectively


QUOTE (page 287)


Dual Natured
Type: P • Action: Auto • Range: Self • Duration: Always
A critter that is dual-natured is active in the astral plane
and can aff ect astral beings as well as physical ones. Dual-natured
creatures have the ability to perceive and interact with
the astral plane in the same way as characters using astral perception
(see Astral Perception, p. 183.)



Dual natured creatures can interact with both planes equally effective...

Now you do have the quote:
QUOTE (pager 182)

Whenever you have to perform a physical, non-magical task (shooting a gun, driving a car, and so forth) while astrally perceiving, you suffer a –2 dice pool
penalty.



However to me I don't consider this damning since:

1) I played SR3 smile.gif and would house rule anyways
2) The first quote (to me anyways) does imply 'at the same time' to interact with both...
3) Either Dual-natured creatures don't take the penlaty or they have the penalty for ALL physical actions since they are always 'dual-natured' (never is there a power described to turn it off)
4) "Dual-natured creatures have the ability to perceive and interact with the astral plane in the same way as characters using astral perception", never does it say they interact with the 'physical plane' the same way a character using astral perception does..


perhaps it is from sr3 days... but even the only played sr4 people I have in my group agree that as listed...

Dual-Natured creatures can percieve (like a character using astral perception) astral space... but they are not 'using astral perception')

Now 'normal' combat versus pure astral is a littel greyer but the first quote does say the can interract with both equally... not (they use astral combat rules, to attack somebody in astral)... Now this is under 'powers' so it might not include all things.. but their 'natural weapon' attack (if any) is a power... so their natural weapon attack WOULD equally effect a astral creature or a physical creature... thus use the normal rules for natural weapon

QUOTE
Natural Weapon
Type: P • Action: Complex • Range: Touch • Duration: Instant
The critter possesses some natural form of weaponry capable of infl icting Physical damage, such as claws, sharp teeth, or a stinger. Th e description of this power describes the nature of the attack, as well as its Damage Value and Armor Penetration modifi ers where applicable. Natural weapons may be either melee weapons or ranged weapons, and critters follow the standard rules of combat when using them. Critters use the Unarmed Combat skill to attack with natural melee weapons, and the Exotic Ranged attack skill to attack with natural ranged weapons. Critters without a Natural Weapon may still make an unarmed attack. As with regular characters, the Damage Value is (STR ÷ 2)S.



So for a dual-natured critter using 'natural weapon'...

it makes an unarmed combat skill test to attack (equally on astral or physical planes)...

Considering the 'power' says critters with out natural weapon may still make an unarmed attack as regular characters with DV str/2.... this (effectively) becomes a power.... so again dual-natured creatures (without natural weapon) ... may make an unarmed attack with a dv of str/2 against the astral or physical planes equally effective.

So actually the old rules ARE still here.

(edit fixed quote blocks)

Posted by: Synner Sep 6 2007, 11:37 PM

QUOTE (FrankTrollman @ Sep 6 2007, 10:54 PM)
QUOTE (Street Magic @  page 118)
At the gamemaster’s discretion, paranormal critters may also lose access to some of their critter powers as a result of a reduced Magic attribute.

Dual Natured Creatures have always died when their Magic Rating hits zero. While the dual natured critter rules are completely missing from SR4, the rules are certainly written as if this was still the case. Recall that even MADS reminds us that dual natured critters die when the disease progresses far enough that it eliminates the Magic Attribute.

Dual Natured Creatures have always died when their Magic Rating hits zero. While the dual natured critter rules are completely missing from SR4, the rules are certainly written as if this was still the case. Recall that even MADS reminds us that dual natured critters die when the disease progresses far enough that it eliminates the Magic Attribute.

MADs reflects the intent in SR4 regarding Magic (and Essence) depletion in paranormal critters. When stripped of a Magic Attribute, a paranormal critter will then gradually sicken and die. It does not happen immediately and it does not kill instantly. Deprived of its magic a dual natured critter will be driven insane/wither away and eventually die (at least several days, maybe even weeks). If the magic is only temporarily suppressed or somehow recovered (such as moving away from a high background count domain) the animal begins recovering too and will not die.

For the record Rotbart, MADS was the "one way" off the top of my head I mentioned previously. The other (FABIII) I'll actually have to dig up when I have the time and see if I'm right (but I'm pretty certain I am). Note that yet another way I am aware of was cut from Street Magic and left for Running Wild (though this was an update of an SR3 element it doesn't count because it was unpublished).

Can we now get back to the purpose of this thread?

Posted by: FrankTrollman Sep 6 2007, 11:37 PM

Heh. You and I both play that way of course, but Natural Weapon is a Physical Power, technically you aren't supposed to be able to attack astral opponents with it.

Dual Nature is supposed to allow you to use your natural weapons against aastral foes, but it doesn't actually say that it can do that. Which is, obviously, a flaw in the written rules for Dual Nature. Basically it needs about one or two extra paragraphs describing Dual Natured critters and how they interact with physical and astral stuff. That's just plain missing from the current rules.

-Frank

Posted by: fistandantilus3.0 Sep 7 2007, 12:26 AM

Already been stated, but please bring this back to focusing on the review of Augmentation. Not shooting down the discussion as I'm certainly interested in it as well. Move it to another thread.

Posted by: FrankTrollman Sep 7 2007, 12:41 AM

In order to take this in a more Augmentation-themed direction:

QUOTE
For the record Rotbart, MADS was the "one way" off the top of my head I mentioned previously. The other (FABIII) I'll actually have to dig up when I have the time and see if I'm right (but I'm pretty certain I am).


An important note: MADS does not reduce magic rating in any normal way. It gives a dicepool penalty to Magic tests and if it gets high enough removes all of the victim's Magic all at once - which auses an awakened character to become mundane and a dual critter to "die".

A Cyberzombie is dual natured, so they would be killed by this experience.

See, totally on-topic, as it takes place entirely on pages 132 and 144 of the book this topic is in reference to.

-Frank

Posted by: Zhan Shi Sep 7 2007, 03:00 AM

<sniffle><sob> Goodbye, Hatchetman.

In regards to my comment about power creep....the GM can simply rule that CZs are not available as player characters. I believe, however, that it may be doable, provided the disadvantages are rigidly enforced, and the CZ PC is given foes to match his abilities. Some players and gms don't like the high powered, world shaking campaigns (think Harlequin's Back), prefering to keep things more street level. Both styles have their merits and drawbacks. To each his own.

Posted by: Zhan Shi Sep 7 2007, 03:16 AM

Just looking over the section on Age Rejuvenation....I was thinking of using the Body (natural, not modified) attribute for the maximum times it can be used. Also, in previous editions, I seem to recall that cyber/bioware interfered with the effectiveness of gene treatments; is this still true?

Posted by: Cain Sep 7 2007, 03:17 AM

QUOTE
<sniffle><sob> Goodbye, Hatchetman.

In regards to my comment about power creep....the GM can simply rule that CZs are not available as player characters. I believe, however, that it may be doable, provided the disadvantages are rigidly enforced, and the CZ PC is given foes to match his abilities. Some players and gms don't like the high powered, world shaking campaigns (think Harlequin's Back), prefering to keep things more street level. Both styles have their merits and drawbacks. To each his own.


That doesn't change the fact that detailed construction rules on CZ's aren't really a necessity, not like more cyber is. I'd certainly trade the entire cybermancy section right now, in exchange for an index and an appearance in a Threats-style book.

Posted by: Cthulhudreams Sep 7 2007, 03:22 AM

Doesn't the monthly surgeries and need for expert medical and psychological help on demand pretty much rule out CZs for players unless the GM gives them lots of money with any special ban hammer application?

Posted by: Zhan Shi Sep 7 2007, 03:24 AM

Can't really argue with that. I thoroughly enjoyed both Threats books. And in Cybermancy, those two anonymous posters seemed to think that cybermantic magic was creating a pressure cooker of bad karma, which would have extremely delitirious effects if it "overflowed". Sounds like a good "Threats 3" section to me.

I meant to type "Cybertechnology".

Posted by: Jaid Sep 7 2007, 03:25 AM

QUOTE (Cthulhudreams)
Doesn't the monthly surgeries and need for expert medical and psychological help on demand pretty much rule out CZs for players unless the GM gives them lots of money with any special ban hammer application?

not if, for example, another player had a high medicine skill and a medical shop or facility. the street doc, while not as commonly played as, say, the hacker, combat mage, or street sam, is not an entirely unheard-of character either.

Posted by: Zhan Shi Sep 7 2007, 03:28 AM

It would be an extremely difficult existence, to say the least. But thems the breaks for people who want cyberzombies as pcs.

Posted by: Fortune Sep 7 2007, 03:44 AM

If you put a cyberzombie on something like a space station, would any accompanying mage then be able to use their magic (while in his radius) as if in a -4 BC instead of the normal -10 to -12?

Posted by: Draconis Sep 7 2007, 04:04 AM

QUOTE (Fortune @ Sep 7 2007, 03:44 AM)
If you put a cyberzombie on something like a space station, would any accompanying mage then be able to use their magic (while in his radius) as if in a -4 BC instead of the normal -10 to -12?

I'm pretty sure the worse applies. Otherwise it's cyberzombies in spaaaaaace all the time and they're the mage's new best friend up the well.

Posted by: FrankTrollman Sep 7 2007, 04:21 AM

It does say that the Rating 4 background count takes effect regardless of what the ambient mana levels are. So yes, for the same reason that a cyberzombie doesn't die when he enters a bad mana region, a mage can stand next to a cyberzombie and use his magic in a merely crippled capacity on top of a gravity well.

Of course, that background count is like three meters across the long way and has a scary scary man standing in the middle of it, so it's difficult to imagine successfully using most magical operations in such a scenario. You can't conjure for instance, and the "Line of Sight" capabilities of your spells are virtually meaningless.

I could imagine pulling off some Health spell scenarios though, because they are touch range. You have the cyberzombie lie supine on top of the patient and then you have the magician lay down on top of that and reach around to cast a spell without having any part of their body or the spell extend into the vacuum which surrounds the CZ's tiny bubble.

Awkward? Difficult? Kind of weaksauce?

Yes, it is all of these things. But people other than Aztechnology and Ares can't do it at all and every time you're playing with different physics than your opponents that's something to base a competitive advantage off of. So you can be damn sure that at this very moment there is a research group on the Tlaloque Spindle trying to figure out something to do with seriously attenuated - but possible - magic in space to justify the hundreds of millions of nuyen it took to get them there.

-Frank

Posted by: Cthulhudreams Sep 7 2007, 04:32 AM

QUOTE (Jaid)
QUOTE (Cthulhudreams @ Sep 6 2007, 10:22 PM)
Doesn't the monthly surgeries and need for expert medical and psychological help on demand pretty much rule out CZs for players unless the GM gives them lots of money with any special ban hammer application?

not if, for example, another player had a high medicine skill and a medical shop or facility. the street doc, while not as commonly played as, say, the hacker, combat mage, or street sam, is not an entirely unheard-of character either.

Umm... it looks to me that you need more than just medical skills. You also need someone with great clinical psychology skills to make sure he doesn't kill himself or just stop ticking over, experts with nanoware, gene therapy and cyberware to keep everything running and a huge supply of drugs.

It's going to require more than one doctor just to keep him running, and serious facilities, not some ripper docs chopshop.

Posted by: Fortune Sep 7 2007, 04:36 AM

Thanks Frank. Lots of run potential there. smile.gif

Posted by: Moon-Hawk Sep 7 2007, 03:31 PM

QUOTE (Cthulhudreams)
Umm... it looks to me that you need more than just medical skills. You also need someone with great clinical psychology skills to make sure he doesn't kill himself or just stop ticking over, experts with nanoware, gene therapy and cyberware to keep everything running and a huge supply of drugs.

It's going to require more than one doctor just to keep him running, and serious facilities, not some ripper docs chopshop.

Psychology, granted. There's one knowledge skill.
Nanoware, gene therapy, cyberware, etc. Isn't that all part of Cybertechnology? (SR4 pg 123) So one skill group plus one knowledge skill. That's really not all that difficult to achieve even as a secondary ability of another character.

Posted by: FrankTrollman Sep 7 2007, 04:00 PM

And the Chemical Production Facility, that's another 200 grand down the tubes. You'll want a Medical Facility as well. Also a Cloning Facility if the cancer starts cropping up. Those all cost about the same.

Sure, you can do it. But by the time you've done it, you've become a corporation. It would be much cheaper to simply purchase these materials and services from Universal Omnitech. Cheaper in nuyen.gif at least.

-Frank

Posted by: ThreeGee Sep 7 2007, 04:22 PM

All the details for maintaining a CZ are now written up in the rules.

You must add 2000Ò° a month for medical expenses, own or have access to a chemical facility and not turn your IMS off.

Posted by: Buster Sep 7 2007, 05:25 PM

Yeah Frank, don't you know the new cyberzombie rules? Oh wait... biggrin.gif

To maintain a cyberzombie, do you need 2000 nuyen per month AND a chemical facility or just a chemical facility?

Posted by: Doctor Funkenstein Sep 7 2007, 05:42 PM

Having a cyberzombie on a runner team has more to do with the costs involved for being a cyberzombie than anything else. I mean, who the hell would invest in the millions upon millions of nuyen it takes to turn someone into a cyberzombie if they only have a max of 250,000 nuyen of implants in 'em at the start of the game?

If you're playing in a campaign where money is no issue, either during character creation or after, then sure it's a reasonable request to make of the GM. But under normal circumstances you aren't going to have a cyberzombie on a team because it's just not feasible from a storytelling or believability point of view.

Posted by: FrankTrollman Sep 7 2007, 06:21 PM

QUOTE (Buster)
Yeah Frank, don't you know the new cyberzombie rules? Oh wait... biggrin.gif

To maintain a cyberzombie, do you need 2000 nuyen per month AND a chemical facility or just a chemical facility?

Heh. You need 2000 nuyen.gif worth of drugs that come from a chemical facility. If you actually own the facility you're probably actually only paying like 100 nuyen.gif for the raw materials. But if you want to make it yourself, you'll need to acquire the recipes from somewhere - these meds aren't public domain. If you happen to have a chemist on hand and the secret recipe, then that Chemical Facility will pay for itself just on the meds in about 10 years. Of course, it's not like a Shadowrunner team can't figure out useful things to do with a chemical facility.

QUOTE (Dr. Funk)
If you're playing in a campaign where money is no issue, either during character creation or after, then sure it's a reasonable request to make of the GM. But under normal circumstances you aren't going to have a cyberzombie on a team because it's just not feasible from a storytelling or believability point of view.


I'm not sure about that. While starting characters only get a quarter million at max, getting yourself to six million is hardly unthinkable. Bringing Usama Bin Laden to justice carries a current reward of 27 million. A four man team who pulled off a single high profile world changing run like that could pay a cool 3 mil to their contacts to help hide and walk away with 6 million in cash each. That's enough to make a perfectly respectable cyberzombie form a standing start.

Obviously, that won't be what happens in every campaign. But a high end runner could legitimately expect to get 6 million in the intermediate future, so cyberzombification is certainly an achievable (if extravagant) character goal.

And that was the goal of the piece. Make it so that Cybermancy was just barely in reach of some games and out of reach of other games.

-Frank

Posted by: ThreeGee Sep 7 2007, 06:24 PM

QUOTE
Yeah Frank, don't you know the new cyberzombie rules? Oh wait...


How much Frank had to do with the current CZ rules set I don't know, but RAW is pretty clear. It's a hell of a lot easier than it was in the past.

Posted by: BookWyrm Sep 7 2007, 06:26 PM

Mu-hahahahaaaa! Just picked the book up today!

Posted by: Jaid Sep 7 2007, 06:42 PM

QUOTE (ThreeGee)
QUOTE
Yeah Frank, don't you know the new cyberzombie rules? Oh wait...


How much Frank had to do with the current CZ rules set I don't know, but RAW is pretty clear. It's a hell of a lot easier than it was in the past.

i think that was the point of the original comment (which was something of a joke).

you see, frank kinda wrote the cyberzombies section, as i understand it =P

Posted by: ThreeGee Sep 7 2007, 07:02 PM

QUOTE
frank kinda wrote the cyberzombies section


I kind of figured he was involved but I don't know how the rules changed after they left his hands. He and Synner don't seem to be entirely On Message when it comes to interpreting Augmentation.

Someone upthread, not Frank, suggested that a CZ needed some top flight psychologists to maintain their mental balance, well not according to RAW. The IMS is all he needs, as fluff it does say CZ are generally unhappy but it's just that, fluff, there's no roll involved. The worst that can happen is you gain one of the negative cyber-qualities, but given that you can buy off negative qualities at double BP cost in Karma, even these problems aren't insolvable.

Posted by: Buster Sep 7 2007, 07:43 PM

QUOTE (BookWyrm @ Sep 7 2007, 01:26 PM)
Mu-hahahahaaaa! Just picked the book up today!

Quick tell us what you thought about the cybergenitalia sections! (just kidding)

Posted by: WearzManySkins Sep 7 2007, 07:58 PM

Waits for the Admin Hammer to fall on Buster for that last attempt at humor. biggrin.gif

"Let Sleeping Dogs Lie please."

Posted by: deek Sep 7 2007, 08:15 PM

I thought it was funny.

Posted by: Rotbart van Dainig Sep 7 2007, 08:45 PM

QUOTE (ThreeGee)
Someone upthread, not Frank, suggested that a CZ needed some top flight psychologists to maintain their mental balance, well not according to RAW.

Of course, a CZ permanently running the Virtual Person program 'Dr. Freud' sounds like fun.

Posted by: Buster Sep 7 2007, 08:46 PM

QUOTE (WearsManySkins)
Waits for the Admin Hammer to fall on Buster for that last attempt at humor.


<pelted by stones> Ouch, oo! Not the face!

biggrin.gif

Posted by: Dashifen Sep 7 2007, 09:29 PM

For what it's worth, I chuckled a bit, too.

Posted by: BookWyrm Sep 8 2007, 01:44 AM

I *just* got the book today, & I've been really busy at work. I'm going to savor this by reading it through.

Posted by: WearzManySkins Sep 8 2007, 02:20 AM

QUOTE (Buster)
QUOTE (WearsManySkins)
Waits for the Admin Hammer to fall on Buster for that last attempt at humor.


<pelted by stones> Ouch, oo! Not the face!

biggrin.gif

Nay stones, Full unopened Fosters Beer Cans, the Aussy big ones. biggrin.gif

WMS

Posted by: Fortune Sep 8 2007, 02:23 AM

Real Aussies don't drink Fosters! biggrin.gif

Posted by: Zhan Shi Sep 8 2007, 03:20 AM

Interesting. If one of the prerequisites for the Cybermancy metamagic technique is Corruption, does that not mean that the ritual team leader, at least, must be a Toxic? This puts that conversation in Cybertechnology in a whole new light, both in terms of the participants, and in whomever posted it to Shadowland.

Posted by: FrankTrollman Sep 8 2007, 06:16 AM

QUOTE (Zhan Shi)
Interesting. If one of the prerequisites for the Cybermancy metamagic technique is Corruption, does that not mean that the ritual team leader, at least, must be a Toxic? This puts that conversation in Cybertechnology in a whole new light, both in terms of the participants, and in whomever posted it to Shadowland.

Apparently. I had written it as requiring Invoking or Corruption or Metamorphosis - idea being that Cybermancy was an advanced Conjuring metamagic available to every branch of magic. However the editors in their infinite wisdom shortened the list and turned the or into an and. The end result is that the team leader must be a Toxic.

Retroactively makes me view the Heaven Herds with even more suspicion, since they've been handing the practice down through the generations and every single person along the way had to also be Toxic.

-Frank

Posted by: fistandantilus3.0 Sep 8 2007, 06:25 AM

That's not a take I like on the HeavenHerds. I don't think of them as any sort of nice folks certainly. They should be the types to use blood magic for their ends as the Therans did, although not as an end in and onf it's self as the Azzie's do. But I don't think they should be toxics. Hadn't really thought about that before.

Posted by: nathanross Sep 8 2007, 06:33 AM

Yeah, I really liked the cybermancy fluff, and especially the take that there are different ways to achieve the result. Forcing Corruption into the mix kinda screws the fluff. Though I guess even to the Heaven Herds, the magic was revolting and only used if absolutely necessary.

Posted by: WearzManySkins Sep 8 2007, 07:00 AM

QUOTE (Fortune)
Real Aussies don't drink Fosters! biggrin.gif

Yes I know that from personal experience, I would never throw a beer at anyone if it was halfway drinkable. biggrin.gif

Posted by: Synner Sep 8 2007, 08:08 AM

Those having a problem with the Heaven Herds using Corruption, I would remind that if their technique is as old as its supposed to be they need not obey the paradigm views of contemporary magic use (in the same manner that the use of Blood Magic by IEs does not make all of them Twisted - though a pretty good case could be made in for some individuals) - though it would explain why even the Herds believe it to be an extreme scenarios only solution.

Posted by: fistandantilus3.0 Sep 8 2007, 08:44 AM

I don't have a problem at all with them using Corruption. I have a problem with them having to use Corruption, if that is indeed the case. But that's just me.

Posted by: Zhan Shi Sep 8 2007, 02:43 PM

I remember now. From FASA's Theran Empire book. There was talk of the Heavenherds creating magical super-soldiers through the extensive use of blood charms. Normaly, an ED character could have only so many of these before suffering "depatternization", which I'm guessing is the ED equivalent of zero essence. But the Heavenherds found a way around this limitation, creating what what was, in effect, an SR cyberzombie.

Posted by: FrankTrollman Sep 8 2007, 03:08 PM

QUOTE (fistandantilus3.0)
I don't have a problem at all with them using Corruption. I have a problem with them having to use Corruption, if that is indeed the case. But that's just me.

It's not just you.

-Frank

Posted by: MaxHunter Sep 8 2007, 04:58 PM

Firstly, I have to say that my overall impression of the book is definitely a positive one. I didn't find any hideously broken part and I consider the addition of several options with no game breaking parts a plus to the game.
Then, more specifically...

... I really liked many of the new qualities that come up in the book. Not only cyberpsychosis -which I wanted for a character I had in mind- but many of the others in the CZ section too. I have opened that option for starting characters as well, as I find phobias, for instance, much more interesting and playable than allergies and easier to come by.

I don't remember now, but the 5-point negative quality "mysteriously noisy cyberware" or so is really cool.

More comments later on, stay tuned.

Cheers,

Max

Ps: I do believe the attention co processor a little too cheap, as I think of muscle toner and augmentation, but I won't even houserule it differently. The expensive life of a shadowrunner has it breaks.

Posted by: Doctor Funkenstein Sep 8 2007, 07:31 PM

QUOTE (Synner)
QUOTE
Dual-natured beings aren't supposed to suffer unbelievable torment and pain in addition to suffering damage every Combat Turn they're in a warp/void?

While we have not explicitly stated anything to that effect regarding dual-natured beings in SR4 (we're saving that for Running Wild), it isn't a stretch to conclude that something similar occurs given the descriptions regarding the experiences of magicians in Voids and Mana Warps.

What the hell?

SM pp. 120 and 121, Mana Voids and Warps, "Dual-natured or astrally-perceiving characters resist this damage..." So no, it's no stretch of the imagination because it's right there in black and white.

Posted by: Synner Sep 8 2007, 09:05 PM

QUOTE (Doctor Funkenstein @ Sep 8 2007, 07:31 PM)
QUOTE (Synner @ Sep 6 2007, 02:02 PM)
QUOTE
Dual-natured beings aren't supposed to suffer unbelievable torment and pain in addition to suffering damage every Combat Turn they're in a warp/void?

While we have not explicitly stated anything to that effect regarding dual-natured beings in SR4 (we're saving that for Running Wild), it isn't a stretch to conclude that something similar occurs given the descriptions regarding the experiences of magicians in Voids and Mana Warps.

What the hell?

SM pp. 120 and 121, Mana Voids and Warps, "Dual-natured or astrally-perceiving characters resist this damage..." So no, it's no stretch of the imagination because it's right there in black and white.

I was referring to the fact that the rules in SR4 (the core book) or SM do not describe the experience as one of "unbelievable torment and pain in addition to suffering damage."

Yeah, they take damage and damage is painful, but under the rules as written the pain or torment felt is simply a result of suffering that damage to their astral form period (ie. the experience itself is not directly described as causing additional torment and pain, though this can be extrapolated from the optional possibility of gaining negative qualities from the experience).

Furthermore in this context (if you continue to read my response) I was also addressing the fact that such damage to an dual natured creature is not the direct result of the reduction of Magic to 0 to below as a result of the high or low background count (and consequently a cyberzombie wouldn't be immune to it either).

Posted by: nathanross Sep 9 2007, 04:30 AM

QUOTE (Synner @ Posted on Sep 8 2007, 04:05 PM)

QUOTE (Doctor Funkenstein @  Sep 8 2007, 07:31 PM)

QUOTE (Synner @ Sep 6 2007 @  02:02 PM)

QUOTE
Dual-natured beings aren't supposed to suffer unbelievable torment and pain in addition to suffering damage every Combat Turn they're in a warp/void?


While we have not explicitly stated anything to that effect regarding dual-natured beings in SR4 (we're saving that for Running Wild), it isn't a stretch to conclude that something similar occurs given the descriptions regarding the experiences of magicians in Voids and Mana Warps.


What the hell?

SM pp. 120 and 121, Mana Voids and Warps, "Dual-natured or astrally-perceiving characters resist this damage..." So no, it's no stretch of the imagination because it's right there in black and white.


I was referring to the fact that the rules in SR4 (the core book) or SM do not describe the experience as one of "unbelievable torment and pain in addition to suffering damage."

Yeah, they take damage and damage is painful, but under the rules as written the pain or torment felt is simply a result of suffering that damage to their astral form period (ie. the experience itself is not directly described as causing additional torment and pain, though this can be extrapolated from the optional possibility of gaining negative qualities from the experience).

Furthermore in this context (if you continue to read my response) I was also addressing the fact that such damage to an dual natured creature is not the direct result of the reduction of Magic to 0 to below as a result of the high or low background count (and consequently a cyberzombie wouldn't be immune to it either).

Im sorry Synner, but no matter how much I usually disagree with Dr. Funk, your argument is groundless and it quite clearly states that,
QUOTE (Street Magic p. 121)
Exposing oneself to the astral plane within a mana warp is as dangerous as attempting to tap its power. Dual-natured beings and astral forms are buffeted by painful, roiling mana that flays their sould and drives them mad. Mana warps cause damage to dual-natured beings and astral forms in the same manner as voids (see Voids, p. 119). Within the astral space of a mana warp, one can only experience madness and senseless chaos.

Now I have experienced pain and whatnot, but pain that flays your very soul?????? If that is not a clear statement of what it is like to be within a wana warp, I dont know what is.

I would also go as far as to say that a similar level of pain exists within a mana void, as pain usually increases with the damage taken, and the level of damage is exactly the same between warps and voids. I would personally flavor it differently in a void, such as the incredible feeling of loss and hopelessness when your soul fades into nothingness.

If you are looking for why CZs are okay in space, shouldn't you start by elaborating on the domain they exist in? Instead of nitpicking about what you and other developers "said", I would like to see a real argument.

Posted by: Synner Sep 9 2007, 09:33 AM

You are correct. I was comparing to the mana void writeup and overlooked those lines under Mana Warps. I apologize to Dr. Funk with regards to the missing those lines describing the phenomenon as relates to Warps.

However, what I was referring to was the fact that in previous editions mere contact with Voids / fovae (in particular) resulted in psychological torment and mental distress (among other effects) that were in addition and separate from any physical or psychic damage wrought by the actual contact with the Void (see the old adventure Eyewitness and Aztlan). So far in SR4, torment and pain has been directly described as a result of astral contact with "roiling mana that flays their soul and drives them mad" in mana warps.

Note though that this effect is unrelated to the "reduction in magic" that we've been talking about here, and which was the point I was making: ie. reducing the Magic att does not kill, harm, or by itself cause "torment and pain."

The discussion may have since drifted, but I have been responding to the proposition (by Frank and others) that reducing a Magic Att will (by itself) kill the dual natured entity (cyberzombies included) in SR4. I apologize if that was unclear.

For the record I have stated multiple times that cyberzombies should not be immune to the other effects of Voids and Warps (put a cyberzombie in space and he most certainly will go pop on the astral)- it is the effects of low end background counts that they should be immune to.

Posted by: Rotbart van Dainig Sep 9 2007, 09:36 AM

As the rules are now, he always is in his personal, aspected domain and thus never subject to environmental mana conditions.

Posted by: Synner Sep 9 2007, 10:01 AM

That is correct. For now. I have also stated my opinion on how that should be handled when we address interactions between background counts of different magnitudes - something that is in the developer's hands for upcoming errata/FAQ.

Posted by: Rotbart van Dainig Sep 9 2007, 11:20 AM

Another odd relation to be considered for that Errata/FAQ - does an aspected mana warp cause damage to people aspected to it?

Posted by: Ophis Sep 9 2007, 11:42 AM

Or to put it another way, can a manawarp be aspected at all?

Posted by: Demonseed Elite Sep 9 2007, 03:05 PM

QUOTE (Ophis @ Sep 9 2007, 06:42 AM)
Or to put it another way, can a manawarp be aspected at all?

p. 121, Street Magic, second paragraph under Mana Warps:

QUOTE
Aspect does not apply in a mana warp--the turbulent flows shred apart any psychoactive imprints left upon the ambient mana.

Posted by: FrankTrollman Sep 9 2007, 04:13 PM

QUOTE (Synner @ Sep 9 2007, 05:01 AM)
That is correct. For now. I have also stated my opinion on how that should be handled when we address interactions between background counts of different magnitudes - something that is in the developer's hands for upcoming errata/FAQ.

How come we can have Bloodzilla running around for over a year and you suddenly want to errata something that works into something that doesn't work?

-Frank

Posted by: Synner Sep 9 2007, 04:50 PM

The Street Magic errata has been ready for quite some time, and per standard procedure it has simply been waiting for the next printing of Street Magic to be published. The cap on the Energy Drain power and its variants that we missed in the original text will be added in.

We are planning errata for Augmentation already, because we are close to selling out our first print run.

Amongst the latest set of FAQs, that I have recieved regarding Street Magic, one of the most common questions (aside from Wards and Ritual Magic) has been how background counts of different magnitudes interact when they are juxtaposed or overlap.

It has been our intention to address this in the next FAQ update for at least 6 months now (in fact, I offered the same answer I have here more than 6 months ago on Dumpshock).

If you have an issue with high-level background counts (5 and upward) overriding a cyberzombie's (un)natural domain, please feel free to mail me your points and they will be taken into consideration.

Posted by: toturi Sep 11 2007, 12:53 PM

I have a question on the biowarfare agents, specifically Bedlam.

Can the Antidote spell counter Bedlam? Or are "only" nanite O-cells and binder capable of fighting bedlam?

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