Ahoy hoy. I have a quick question for you guys.
If a mage were to have a magic of 7 or higher, then became a full body cyborg would he retain his ability to cast spells, summon spirits, counter spell, or would he be unable to cast despite the fact that he would not have burned out.
Just sort of curious for future npc's.
Yes, you would retain that ability. Counterspelling would be the useful part of it. Casting force 1/2 spells are generally pointless.
It depends on your version of "Full Cyborg"...
If he became a Cranial Containment Unit/"brain-in-a-box" Cyborg like described in Augmentation than no matter what his Magic Attribute was, it now becomes a 0. See Augmentation page 163 under "Cranial Containment Unit (CCU)".
If he gets 2 Cyberarms, 2 Cyberlegs, a Cybertorso, a Cyberskull, Cybereyes, and Cyberears (and so on), then he only looses as much Essence as his cyberware amount and grade indicates. As long as he has a Magic Attribute higher than the lost Essence from cyberware then he still has a Magic Attribute of whatever remains.
To my knowledge only Cyberzombies and CCU Cyborgs have special rules about what your Magic Attribute becomes.
- Umbra
Most magic would be useless wouldn't it? With no natural LoS to anything you could never really that many effective spells... Right?
How would a physad's powers work?
Cybereyes count as natural LOS.
Physad powers would work as normal. Things paid for with essence are considered as good as your body.
Somehow I was expecting a discussion on vampire cyborgs
By full body cyborg I assumed cyber skull, torso, arms and legs. Not a CCU.
Well then we're talking about two different things
I'm pretty sure Screamin was also talking about jarheads.
For the record though, I don't jarhead cyborg magician NPCs. That's like duct taping a great dragon to a leviathan to a resonance computer virus AI -- too much! The GM should be creative instead of just mooshing as many awesome powerful things into one opponent as he can...
indeed, discussing the effects of being a cyborg and having magical abilities are summed up by "you lose your magical abilities anyways" (this is explicitly called out in the cyborg rules, and applies equally for technomancers btw).
if you're talking about the aforementioned 'more-machine-than-man' concept (cyberlimbs galore, basically) then you could theoretically retain some minimal amount of magical ability.
so basically, the question becomes: are we talking about a cyborg (ie someone who has both machine parts and flesh parts of their body) or a Cyborg (ie the Cyborg that is pretty much a brain-in-a-jar as found in augmentation).
I was talking about a head in the jar full body cyborg. In which case i didn't catch the line where they said you lost you magic score or resonance score. Thanks for pointing that one out.
Thanks for the input.
Yes, you're correct on that Kitsune. They count as as good as your body unless your body didn't have that capability. Better?
Larme has got it on this one, but to reiterate:
Well nothing I said actually matters for jarheads, cuz like you say they lose all magic. Asking what happens if they didn't is just gonna confuse people. No magic for cyborgs!
Sounds good to me. All I know is normal/lowlight/thermo/astral works for casting, and ultrasound/radar/ecolocation(with the fancy bioware) doesn't.
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