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Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 4,718 Joined: 14-September 02 Member No.: 3,263 ![]() |
PLEASE READ AND CONSIDER FOR AT LEAST 5 MINUTES BEFORE VOTING.
EDIT: Revised rough sketch of the idea, in point form (and assuming that ALL attributes really are capped hard & fast at 6). - An ultra-rich reseach benefactor, looking for a way to reduce this polution from Cyberzombies or whatever, funded a project where a million enlightened monkeys sitting in million shaman lodges came up with a new theory of Essense. - This Essense is now understood to be a mysterious energy generated by the body that allows it to deal with sapping away nerveous system energy into the MMI of cyberware. - The theory allows the development of a technique that allows you to bolster Essense. TRIDs of this quickly replace Power-Yoga at the top of bestsellers lists. - The International Unit for measuring Essense changes to double of what it was. So now metahumans all start with 3 because the dial can only go to, you know, 6. - The IU value has changed, but Magic is still influenced by old standards. So you have to double the Essense loss to calculated how much Magic is lost. Now up to 0.5 Essense lost means 1 point of Magic. Between 0.5 and 1.0 Essense loss means 2 points of Magic. - The Essense costs of base cyber gets seriously adjust to account for these new units of measure (as part of the rehash of Essense costs in SR4 make them roughly 60% of SR3 prices). - Manufacturing advancements drives the cost of Cyberware down drasticly. Like what was mentioned before reduce costs across the board for base cyber. Likely have Alpha somewhat lower than now, Beta about the same as current, and Delta costs higher, so increase the multipliers somewhat to fit that. - The new theory's influence spreads to medical fields. The new knowledge lets you pull out cyber and return the Essense, or make it available to new cyberware, a lot more easily. But still they aren't able to return lost Magic. - Not really part of this, but rethink the Essense costs of a number of the items. It is assumed that the effects of each cyber are getting a redo anyway to fit the new dice system. NOTE: I do see one problem with this, as we are shrinking the values used we run into more round-off issues when calculating the essense costs for higher grades of 'ware. That issues could be addressed by having essense go from 6 to 12, increasing Essense costs 20% and keeping magic loss as current, but that has it's own issues of perceptions. |
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Lo-Fi Version | Time is now: 18th June 2025 - 11:16 PM |
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