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> Augmentation Q&A, Ask the developers and the authors
Rotbart van Dain...
post Aug 14 2007, 07:14 PM
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QUOTE (Tarantula)
A is how RAW plays it.

Actually, it's B - RAW never tells us that cyber armor is a bonus.
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FrankTrollman
post Aug 14 2007, 08:54 PM
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QUOTE (apple)
I thought so.

If it is possible: can you point me to an official quote or discussion? Because both Augmentation and BBB are a little bit unclear to me in this point.

SYL

I think it's somewhere in this Q&A actually. Cyberware armor works just like a Troll's natural armor point. It adds in damage resistance dice.

-Frank
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Rotbart van Dain...
post Aug 14 2007, 08:57 PM
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Not per RAW.
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hobgoblin
post Aug 14 2007, 11:47 PM
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here we go again...

this forum needs to get fixed so that i can access my sig and alter it as i plan...
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JesterX
post Aug 15 2007, 09:05 PM
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What is the lifestyle cost modifier for Digester Endosont?

It says in the description that you have to eat 50% less...

and everything else that influence the quantity of stuff you eat adjust your lifestyle cost... except for this one...

Thank you
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Ol' Scratch
post Aug 16 2007, 02:16 AM
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I was taking a closer look at the Nanotech chapter and found an oddity I'd like clarification on. Also have a few unrelated ones that I'll be throwing into this post as well.
  1. Altskin (Augmentation p. 113) states that one of its primary benefits is that it gives the user the equivalence of a Skinlink (SR4 p. 318). My question is: What's the point of this feature? A Skinlink is an adaptation for an electronic device that lets you control it without worrying about being jammed or connecting through a wireless connection. What's this feature of Altskin supposed to do? Especially to the point of it being cited as the major feature of Altskin. It seems to be more of a liability than anything as all anyone has to do to hack into your PAN is touch you, even if you have wireless connectivity turned off...
  2. Transducers: Is it assumed that Datajacks, Commlinks, and other DNI interfaces come with either a Transducer (an old SR3 item) or a very limited Persona Icon customized to the user's natural voice? In either case, why would you need special hardware to change it as opposed to a software option? If they do not come with an option such as this, how does the Datajack work as described regarding Datajck-to-Datajack communications (SR4 p. 331)?
  3. Implanted Commlinks vs. Datajacks: Does an implanted Commlink with Sim Module (SR4 pp. 330-331) have any disadvantages over a Datajack, aside from costs and Essence impact? Or is the former a definitive upgrade to the latter? Also, is the Essence cost for a Sim Module required if you have an implanted Commlink which has a non-cybernetic Sim Module listed as a standard accessory?
  4. Commlink Capacities: How many accessories can you fit in a Commlink, especially one you're having implanted? Can you include any Sensor options since a Commlink is a 'handheld device' as per the associated table?
  5. Armor Modifications: Are there any official or unofficial limits to how many modifications you can place on a piece of armor? For example, what's stopping a runner (GM intervention not withstanding) from having a Chemical Resistance 6, Fire Resistance 6, Insulation 6, Nonconductive 6, Shock Pads, and Thermal Dampening 6 on his Leather Jacket? Similarly, are there any non-Availability related limits to what you can put on other related items in the game, such as Contact Lenses or Earbuds? This relates to Dermal Sheathing and the like as well.
Thanks in advance.
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FrankTrollman
post Aug 16 2007, 02:32 AM
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  1. That one puzzled me too. The key is that a skinlink is actually two-way. There's the device, and then there's the DNI on the other end. I think Altskin is supposed to act like a set of nanopaste trodes. Only on your hand or foot instead of your face.
  2. Transducers are completely subsumed by datajacks.
  3. Implanted Commlinks by themselves do not allow a character to string fiber optic cable into her head to any meaningful effect. Characters who merely have an implanted commlink would have to run the fiber optic cable to a headset and have it beam the information through their head. This can work, but the added convenience is, I think, worth .1 Essence and 500 :nuyen: to any techie character.

-Frank
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Ol' Scratch
post Aug 16 2007, 03:37 AM
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  1. Hmm, I suppose I can see that. It still seems odd that it's advertised as the main selling point for the implant, though. Especially since the other one listed is, without a doubt, infinitely more beneficial. Near immunity to contact-vectored toxins vs. nanopaste trodes. Yeah, tough call. :D
  2. Is there an official reference to this? It's what I've assumed in my own games (except I have it applying to most forms of DNI), but I couldn't find anything official. Additionally, how exactly does it work? Wouldn't it still need something like a limited Persona Icon programmed to mimic the user's natural voice? And why would it take additional hardware -- such as a Voice Modulator or Voice Mask -- to alter it? I mean, it has absolutely nothing to do with your throat or mouth, afterall...
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Cthulhudreams
post Aug 19 2007, 02:25 AM
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Question: Chemical Glands.

The third paragraph specifies that the gland can only produce 1 dose every 24 hours and can contain 4 doses.

Under internal release it says it can 'constantly maintain the equivalent of one dose in the character's body'

Does the specific internal release mechanism override the general 1 dose per 24 hours requirement?

If not how does internal release at regular intervals work?

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PlatonicPimp
post Aug 19 2007, 03:58 AM
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Can a mage who becomes a cyberzombie still astrally project? My thinking is no, because of the binding issue, but RAW does not disallow.
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otakusensei
post Aug 20 2007, 06:45 PM
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QUOTE
Can a mage who becomes a cyberzombie still astrally project? My thinking is no, because of the binding issue, but RAW does not disallow.


Sub 6 essence means no more magic. If you tweak the rules to say an initiated mage still retains some magic as the essence drops below zero you have to deal with binding.

If the novels are cannon you have the references from the Dragon Heart Trilogy. I won't spoil some of the best Shadowrun dime novels out there but sleep well at night knowing that the atrophied forms of astral cyberzombies will not be penetrating your wards. Doors on the other hand, that's a different issue.
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otakusensei
post Aug 20 2007, 06:47 PM
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QUOTE
Question: Chemical Glands.

The third paragraph specifies that the gland can only produce 1 dose every 24 hours and can contain 4 doses.

Under internal release it says it can 'constantly maintain the equivalent of one dose in the character's body'

Does the specific internal release mechanism override the general 1 dose per 24 hours requirement?

If not how does internal release at regular intervals work?


Sounds like it's just meant as a guideline, not hard and fast numbers to start up your own Kamikaze milking operation. I'd say it's pretty clear in that respect.
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otakusensei
post Aug 20 2007, 06:56 PM
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QUOTE


  1. Hmm, I suppose I can see that. It still seems odd that it's advertised as the main selling point for the implant, though. Especially since the other one listed is, without a doubt, infinitely more beneficial. Near immunity to contact-vectored toxins vs. nanopaste trodes. Yeah, tough call. biggrin.gif
  2. Is there an official reference to this? It's what I've assumed in my own games (except I have it applying to most forms of DNI), but I couldn't find anything official. Additionally, how exactly does it work? Wouldn't it still need something like a limited Persona Icon programmed to mimic the user's natural voice? And why would it take additional hardware -- such as a Voice Modulator or Voice Mask -- to alter it? I mean, it has absolutely nothing to do with your throat or mouth, afterall...



I didn't think it was the main point, it's a platform for other stuff that happens to have a skinlink as well. Basically just means you can talk with your Altskin via skinlink rather than using a wireless connection. It's like one of those neat bonuses that you used to get from reading the runner text in the old catalogs.

Transducers are messy. Dealing with all the crap of getting a voice print and such is messy. Technology is made to eliminate things that are messy. Just figure that when you got the thing surgically implanted into your head by tiny little machines a doctor ran an ultrasound scanner over your neck and created a digital representation of the arrangement of cords that was then fed into a computer that spit out a voice profile for you. You can take that description and add as many details as you want. Or remove details until it's "magic". Either way it works as stated, no one would even think about transducers if they didn't play SR3, so it's safe to say it all just works. Welcome to the future.
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odinson
post Aug 20 2007, 07:12 PM
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QUOTE (otakusensei)
QUOTE
Can a mage who becomes a cyberzombie still astrally project? My thinking is no, because of the binding issue, but RAW does not disallow.


Sub 6 essence means no more magic. If you tweak the rules to say an initiated mage still retains some magic as the essence drops below zero you have to deal with binding.

If the novels are cannon you have the references from the Dragon Heart Trilogy. I won't spoil some of the best Shadowrun dime novels out there but sleep well at night knowing that the atrophied forms of astral cyberzombies will not be penetrating your wards. Doors on the other hand, that's a different issue.

I think burnout had lost all his magic before he became a cyberzombie though. And when the spirit was in him he could cast a spell using it's magic.

Would he have been the equivalent of a cyberzombie channeling a spirit?

I'd assume that a high level initiate would still be able to cast spells as long as their magic was above zero. That would be an insane amount of karma though. you would have had to initiated to at least 13 grades and then raised you magic an equivalent amount.
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darthmord
post Aug 20 2007, 07:33 PM
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Odinson, why 13 grades?

You only become a cyberzombie when your essence drops below 0. If you are a cyberzombie with an Essence of -4, then all you'd need is 11 or higher Magic to have a net positive Magic Attribute.

But... the RAW also state that your Initiate Grade cannot exceed your Magic Attribute.

So if you drop to -4 from 6, that's a loss of 10 points of Essence which has a corresponding loss of 10 points of Magic. In order to have a positive total, you'd have had to initiate and raise your magic at least 5 times.

That puts you at Grade 5 & Magic 1. That puts you in violation of the above rule which means you lose those 4 grades and everything that came with them.

I really don't see how any additional grades of initiation will help either.
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PlatonicPimp
post Aug 20 2007, 09:53 PM
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A cyberzombie has a magic of 1, which can never increase or decrease. The RAW does not say that magic is reduced to zero and then raised to one, it says it becomes one. So if you have any awakened qualities, becoming a cyberzombie would prevent burnout. At least by RAW. Some of the things Frank said earlier in this thread suggest this was intentional.
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FrankTrollman
post Aug 20 2007, 10:39 PM
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QUOTE (PlatonicPimp)
A cyberzombie has a magic of 1, which can never increase or decrease. The RAW does not say that magic is reduced to zero and then raised to one, it says it becomes one. So if you have any awakened qualities, becoming a cyberzombie would prevent burnout. At least by RAW. Some of the things Frank said earlier in this thread suggest this was intentional.

Yeah. So if you had a grade, it would drop to one and in any case you couldn't get any more grades. You're just going to have a Magic of 1 and it's never going to do anything funky after that.

-Frank
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Cthulhudreams
post Aug 21 2007, 01:24 AM
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QUOTE (otakusensei @ Aug 20 2007, 01:47 PM)
QUOTE
Question: Chemical Glands.

The third paragraph specifies that the gland can only produce 1 dose every 24 hours and can contain 4 doses.

Under internal release it says it can 'constantly maintain the equivalent of one dose in the character's body'

Does the specific internal release mechanism override the general 1 dose per 24 hours requirement?

If not how does internal release at regular intervals work?


Sounds like it's just meant as a guideline, not hard and fast numbers to start up your own Kamikaze milking operation. I'd say it's pretty clear in that respect.

What the heck is the point then? I didn't think of making a kamazkie milking operation actually, I was more thinking you could make an eversor assassin from WH40k.

However, if you just take it as a "automatically dumps a dose once it can make a dose and there is no dose in the system" it doesn't really make any sense at all. You're going to wake up at 3am with a jazz hit.

So if it doesn;t just constantly tank you up, what does it do?

What does it do with something like long haul?

Edit: ohoh, are you saying that it's not actually a rule, it's a 'GM use fiat here' moment? If so, then okay fair enough. I'd like a rule though :)
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FrankTrollman
post Aug 21 2007, 02:00 AM
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The Internal Release Measured Dose option is a specific distinction from the normal rules governing dose quantities. Of course, being on Jazz or Kamikaze all the time would be fatal in extremely short periods of time.

But yeah, if you go for the internal release measured dose option you are simply considered to be "on the drug" every minute of the day. If you choose a drug with any meaningful side effects you won't last more than a few days, so don't choose one of those.

-Frank
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Cthulhudreams
post Aug 21 2007, 02:22 AM
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QUOTE (FrankTrollman)
The Internal Release Measured Dose option is a specific distinction from the normal rules governing dose quantities. Of course, being on Jazz or Kamikaze all the time would be fatal in extremely short periods of time.

But yeah, if you go for the internal release measured dose option you are simply considered to be "on the drug" every minute of the day. If you choose a drug with any meaningful side effects you won't last more than a few days, so don't choose one of those.

-Frank

All the drugs in the book have fairly lethal side effects don't they, except psyche?

Intresting!

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FrankTrollman
post Aug 21 2007, 02:31 AM
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QUOTE (Cthulhudreams)
QUOTE (FrankTrollman @ Aug 20 2007, 09:00 PM)
The Internal Release Measured Dose option is a specific distinction from the normal rules governing dose quantities. Of course, being on Jazz or Kamikaze all the time would be fatal in extremely short periods of time.

But yeah, if you go for the internal release measured dose option you are simply considered to be "on the drug" every minute of the day. If you choose a drug with any meaningful side effects you won't last more than a few days, so don't choose one of those.

-Frank

All the drugs in the book have fairly lethal side effects don't they, except psyche?

Intresting!

You could be on Bliss, Psyche, or Zen continuously without anything really horrible happening to you. Last I checked, Arsenal was going to have more drugs and some of them could be taken continuously without death.

Originally Augmentation was going to come out after Arsenal, so that option made more sense (as is it's basically a "mage aid" for Hermetics).

-Frank
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hyzmarca
post Aug 21 2007, 02:37 AM
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QUOTE (FrankTrollman)
The Internal Release Measured Dose option is a specific distinction from the normal rules governing dose quantities. Of course, being on Jazz or Kamikaze all the time would be fatal in extremely short periods of time.

But yeah, if you go for the internal release measured dose option you are simply considered to be "on the drug" every minute of the day. If you choose a drug with any meaningful side effects you won't last more than a few days, so don't choose one of those.

-Frank

Actually, the rules are quite explicit about "crash effects" only occurring when the drug wears off. Since the Internal Release Measured Dose keeps your amount of the drug in your system constant, it never wears off. It is mechanically equivalent to a single dose that never wears off. Since it never wears off, there are no crash effects.
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PlatonicPimp
post Aug 21 2007, 04:01 AM
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QUOTE (FrankTrollman)

Yeah. So if you had a grade, it would drop to one and in any case you couldn't get any more grades. You're just going to have a Magic of 1 and it's never going to do anything funky after that.

-Frank

So then, if the zombie was once a mage or an adept, are they still? Does a cyberzoombie who has the mage quality retain it, and if so, can he cast spells, summon spirits, enchant, or do any of that funky stuff with his magic of 1?

Can a cyberzombie who was once an adept keep one point's worth of powers? Can they still bind weapon foci?

Because the rule specifically says
QUOTE
If the character already possessed a magic attribute, it is permanently reduced to 1.


as opposed to reduced to zero, burning you out, and and then becoming one.

If I'm right, and they retain their powers, my origional question still stands. Can a cyberzombie mage astrally project?
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Fortune
post Aug 21 2007, 04:09 AM
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QUOTE (PlatonicPimp)
So then, if the zombie was once a mage or an adept, are they still?

Yes.

QUOTE
Does a cyberzoombie who has the mage quality retain it, and if so, can he cast spells, summon spirits, enchant, or do any of that funky stuff with his magic of 1?


Yes.

QUOTE
Can a cyberzombie who was once an adept keep one point's worth of powers?


Yes.

QUOTE
Can they still bind weapon foci?


Yes.

QUOTE
Can a cyberzombie mage astrally project?


No, they are trapped in their bodies by the magics involved.
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PlatonicPimp
post Aug 21 2007, 04:11 AM
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Good, Just what I thought.

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