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Xahn Borealis
post Apr 23 2010, 05:00 PM
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I'm coming up with a Macguffin for a campaign, which is the bioware equivalent of a skillwire. The way I see it, high-level corpers love bioware because it's expensive and not as obvious, and would want something like a skillwire without getting cybered. (It IS a lot of Essence) So, in step Innatech (made up corp), with the Skillworm! I thought a symbiont would be a good idea, but I don't understand the difference between Leech Ectosymbionts and Endosymbionts. I'm guessing the latter is internal while leeches are external?

So here's what I'm asking for. A bit of fluff on how it works, or where it would be implanted. I'm thinking it should only be available for individual skills, so you'd have a Pistols Skillworm, or a Con Skillworm. I'm just not sure what rating you should get the skill at. I was also thinking Prices, Availability and Essence Costs of 50,000¥, 24 and 0.5, respectively.

Any thoughts would be appreciated.
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Rotbart van Dain...
post Apr 23 2010, 05:33 PM
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If you go the symbionte route, stat it like all symbionts:
That means essence cost 0.2, but no grades available… and of course the risk that the symbiont will go parasite. Availability and price seem fine.
To establish the organic nature, it should have the equivalent of a DIMAP option by default and as it's customized for the user anyway, the Customization option as well (And you really should check the negative options for skillsofts for those nasty surprises…)

As for the "not for the squeamish" part… this is. Definitively:
A worm-thing attaching itself to your spine and brain, feeding you knowledge. Which makes it awesome.

If it's a leech, it would be attached to the back of the vic… err, users head and its back.
If it's an endosonte, it would do the same, just inside. Think the less abitious brother of a Goa'uld.
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Stahlseele
post Apr 23 2010, 05:36 PM
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Hmm, one Symbiont per Skill?
Also, at what level would the symbion grant the skill?
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Xahn Borealis
post Apr 23 2010, 05:41 PM
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QUOTE (Stahlseele @ Apr 23 2010, 06:36 PM) *
Also, at what level would the symbion grant the skill?



That's what I was wondering. Maybe Rating?

Also, Rotbart, the 0.5 Essence was meant to imply that this is more than a worm that crawled in your ear, maybe it requires some manual modification to the brain to link it up. Also, what negative options for skillsofts?
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D2F
post Apr 23 2010, 05:43 PM
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QUOTE (Stahlseele @ Apr 23 2010, 05:36 PM) *
Hmm, one Symbiont per Skill?
Also, at what level would the symbion grant the skill?

More importantly, HOW would the symbiont grant the skill?
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Stahlseele
post Apr 23 2010, 05:43 PM
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QUOTE (Xahn Borealis @ Apr 23 2010, 07:41 PM) *
That's what I was wondering. Maybe Rating?

Also, Rotbart, the 0.5 Essence was meant to imply that this is more than a worm that crawled in your ear, maybe it requires some manual modification to the brain to link it up. Also, what negative options for skillsofts?

Now THAT would be squick . . feral skillworms crawling into your ear, hooking up to your brain, and you wake up with skills like sewing . .
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Rotbart van Dain...
post Apr 23 2010, 05:43 PM
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QUOTE (Xahn Borealis @ Apr 23 2010, 06:41 PM) *
That's what I was wondering. Maybe Rating?

Sure – just add the skillsoft cost.
QUOTE (Xahn Borealis @ Apr 23 2010, 06:41 PM) *
Also, Rotbart, the 0.5 Essence was meant to imply that this is more than a worm that crawled in your ear, maybe it requires some manual modification to the brain to link it up.

Any symbionte-tech is more than just a worm in your ear and has a neural connection to it's host… and the "no grades" part makes it costly in essence compared to higher grade skillwires. (IMG:style_emoticons/default/smile.gif)
QUOTE (Xahn Borealis @ Apr 23 2010, 06:41 PM) *
Also, what negative options for skillsofts?

See Unwired – Limitation comes to mind. (IMG:style_emoticons/default/devil.gif)
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Xahn Borealis
post Apr 23 2010, 05:45 PM
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I think that because skillsofts aren't permanent, maybe the skillworm would require some chemical to activate similar to false front. This could be administered with auto-injector or chemical gland. Sound good?
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Rotbart van Dain...
post Apr 23 2010, 05:51 PM
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Normal symbiontes already can be "activated" & "controlled" by the host through the neural connection.

First rule for new stuff: Use old stuff for reference. Stick to the normal rules for symbiontes. (IMG:style_emoticons/default/wink.gif)
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Eratosthenes
post Apr 23 2010, 05:55 PM
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This is a really good idea.

Perhaps the symbiote interacts with the user's Central Nervous System, and has been specifically grown to activate certain neural pathways that are commonly used for the provided skill.

One symbiote per skill, higher rating symbiotes are more expensive to grow (rating 1-4), so perhaps tie availability and price into rating.
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Xahn Borealis
post Apr 23 2010, 05:57 PM
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QUOTE (D2F @ Apr 23 2010, 06:43 PM) *
More importantly, HOW would the symbiont grant the skill?



That's what I'm asking.
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Stahlseele
post Apr 23 2010, 05:59 PM
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Basically by being a specialized outboard brain which is solely dedicated to motorcontrol/reflexes/movement for a single skill?
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Xahn Borealis
post Apr 23 2010, 06:06 PM
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Or, with a thought, switch muscle control over to the worm, which responds to your thoughts. So the worm acts as an intermediary between your brain and body.
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Rotbart van Dain...
post Apr 23 2010, 06:08 PM
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Nah – that's for the early parasitic stage. In the later stages…
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Xahn Borealis
post Apr 23 2010, 07:27 PM
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Here's what I've got so far. In my campaign, it's not immediately available to PCs.

Innatech Skillworm
The Skillworm is an endosymbiont mostly consisting of cloned brain matter
from a donor who possessed a certain skill. It counts as a skill equal to it's
rating, which is chosen prior to implantation. Critical glitches during any
tests the skill is used in will cause the endosont to go parasitic, following
the normal rules for parasitic symbionts.

Endosont Essence Availability Cost
Skillworm (R 1-4) 0.2 24 30,000¥ + (Rating x 5000¥)
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Rotbart van Dain...
post Apr 23 2010, 07:49 PM
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QUOTE (Xahn Borealis @ Apr 23 2010, 08:27 PM) *
The Skillworm is an endosymbiont mostly consisting of cloned brain matter from a donor who possessed a certain skill.

At least, that's what they tell you… (IMG:style_emoticons/default/vegm.gif)
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Ol' Scratch
post Apr 23 2010, 07:51 PM
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Wait. How does a clone possibly have a skill (even if his doner did)? Clones aren't photocopies.
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Ol' Scratch
post Apr 23 2010, 08:08 PM
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This was my suggestion in the other thread you created about this topic. I was wondering why it seemingly disappeared! (IMG:style_emoticons/default/biggrin.gif)
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Manunancy
post Apr 23 2010, 08:13 PM
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Same here - skills have very little genetics involved. Using the symbiot concept, I'd see at most an increase to some categories of skill, something akin to the reflex recorder.

And such a systems also lacks the skillwire's flexibility - you can basically change the skillset in a matter of seconds. And with optimize software, you don't even need a top notch skilliwre to reap teh benefits, which makes it realtively essence-firendly especially in th beter grades.

Lastly, I'd be wary of some genemoded parasite tampering with my brain. There's a siginifcant potential for very unpleasant problems. Skillwires and skillsofts are compltely proven tech, with an excellent track record of fiability.
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Eratosthenes
post Apr 23 2010, 08:18 PM
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I don't see how modifying someone's genes (via a genetic infusion) would give them access to a skill, temporarily.

Now, a symbiote that was trained to excite certain neural pathways when "activated"...

Maybe don't go with the clone, but just grow/train them. I could see the research into it being something like:

1) Find some people with the skill
2) Measure their CNS activity while using that skill
3) Find some symbiotes
4) Train them to mimic that same activity when activated
5) Test and refine
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Rotbart van Dain...
post Apr 23 2010, 08:18 PM
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QUOTE (Manunancy @ Apr 23 2010, 09:13 PM) *
Lastly, I'd be wary of some genemoded parasite tampering with my brain. There's a siginifcant potential for very unpleasant problems.

Naaah – it's not like it is made from the brain of some poor guy.
And it's totally impossible for personality fragements taking over when the symbiont would go parasitic.
Not that symbionts would ever go parasitic. Its totally safe.
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Manunancy
post Apr 23 2010, 08:39 PM
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Considering that the things is supposed to be marketed toward the rich and famous (and snobish), you'll need a damn good safety record. It's a market where you can't afford troubles. A lobotomized exec is going to cost you a bundle, even you you manage an amiable transaction rather than a lawsuit.

And the system will still lack the convenience of the skillwire - say you're in the middle of Africa and decide to add some bow-hunting experience to your safari. Pop that satelitte uplink from the car and you can download soem archery skillsoft. No need to get bakc to a clinic for an extra symbiot. At this level of clientele, the customer is used to gets whatver he wants at a snap of the fingers. They've beter uss fr their tie than waiting for delivery...

What I'd rather see for such a market would be a metabolic optimizer - something that decreases your need for sleep, boosts your energy, regulate your metabolism against wegiht gain and helps healing. Maybe toss in an ability to slow down aging to boot, roll all that into one single convienent symbiot package and you'll have a winner that's going to appeal to the high and mighty.
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Ol' Scratch
post Apr 23 2010, 08:48 PM
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I don't see why anyone would be stupid enough to take this implant. There's absolutely no benefits to it whatsoever.

Skillwires are cheaper, more Essence friendly, completely and utterly 100% legal, more versatile, and more powerful. There's not even a need to come up with a bioware alternative because of how legal, cheap, and versatile it is.
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Rotbart van Dain...
post Apr 23 2010, 08:49 PM
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QUOTE (Manunancy @ Apr 23 2010, 09:39 PM) *
Considering that the things is supposed to be marketed toward the rich and famous (and snobish), you'll need a damn good safety record.

Yeah, that's the problem with symbiontes in general: They are simply too dangerous and creepy. Add in custom & costly and you got a failure.

IMHO, they should have gone the same route as genetic infusions – cheap boosts for everyone desperate enough. Some backstreet vat-fab churning out things that'll improve you by crawling under your skin…
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Xahn Borealis
post Apr 23 2010, 09:26 PM
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Okay lot of issues here. I'll try and deal with them all.

One skill per symbiont: Yes, it's limited. This is a prototype Macguffin the PCs are gonna steal for some other corp to improve. Also, not everyone needs another 3 combat skills cos they spent all their BP on attributes and nuyen. This is designed and marketed for the exec who wants to show off his incredible shooting skills without spending however long learning it or get skillwire, seeing as cyber is unpopular.

Cloned brain matter: My fault, I meant cultured. I basically see it as some guy with the skill kindly donated his brain matter to be engineered into an endosont. It's basically shoving someone's skill into your brain, with the symbiont acting as an interface.

Skillwires are better: With skillwires, you don't learn. You have the skill for as long as you slot the soft, but if you want the skill, you have to spend Karma. I think the Skillworm should somehow bypass this. Maybe you can learn more of a skill after having a skillworm implanted but at increased Karma cost.
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