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> The Infected, and how they play with others.
Have you played an infected char?
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Mortax
post May 29 2005, 08:51 AM
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Hence one of the reasons for this post. :-)

I think we just used the rules for becomeing a ghoul. I think the will target was increased. Afterall, they are all ofshoots of the same virus. neh?


Damn Horrers
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fistandantilus4....
post May 29 2005, 10:29 AM
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well, they carry the infection HMHVV 'power', so you could use those rules. But I seem to recall readoing somewehre that they have t odrain you to 0 essence, which makes more sense to me anyways. At least in the classical vampire sense.
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Mortax
post May 30 2005, 03:40 AM
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sorry, should have clarified something. :-)

I ment we used the rules for whether or not you remain SAIN. :-)

As far as infection, if they drain you, or you do something that would normaly infect you with a blood born pathogen, like HIV.

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fistandantilus4....
post May 30 2005, 09:30 AM
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Ahhh....
Well, I never did find any clear cut rules. The ghoul rules sounds like a good idea. I tried to make it a little harder and made it an essence test of sorts. Roll your (original) essence vs T#6. That way anyone cybered would likely crack. Mostly got the idea from The Terminus Experiment
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Mortax
post Jun 4 2005, 04:15 AM
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Hell, we made it so all cyberware was pushed out. :-)
Which wasn't fun for my troll, he was a sammy with over a million. And I'd just gotten that cerebral booster 2......grrr...
Funny thing was most of my stats stayed the same. I rolled well. :-)
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fistandantilus4....
post Jun 4 2005, 04:27 AM
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I believe it says (somewhere) that the cyber stays. Meaning that tey have to feed a lot more. Example The Terminus Experiment (again): most of the baddies were heavily cybered vamps that were pretty much mindless feeding machines. They could take the cyber, because they had it before they became infected.
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Mortax
post Jun 4 2005, 06:55 AM
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If it regens, the cyber is rejected. I'll look, back in a tick.


Edit:
K, shifters can't willingly take cyber, because they loos it as soon as they shift, ie when they regen, and since drakes can shift but don't regen. It just doesn't exist in dragon form. I also am pretty sure I read you lose cyber when you are infected, but don't remember where.

This post has been edited by Mortax: Jun 4 2005, 06:59 AM
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nick012000
post Jun 4 2005, 12:02 PM
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QUOTE (fistandantilus3.0)
I believe it says (somewhere) that the cyber stays. Meaning that tey have to feed a lot more. Example The Terminus Experiment (again): most of the baddies were heavily cybered vamps that were pretty much mindless feeding machines. They could take the cyber, because they had it before they became infected.

Those were a specially designed kind of vamps. Normal vamps reject any cyber they get.
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fistandantilus4....
post Jun 4 2005, 12:46 PM
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well, I double checked critters, and it doesn't state anything under the regen power or vamps about not taking cyberware. It does specifically state under shifters taht they can't have cyber becasue their body rejects it. Doesn't say this anywhere under the vampire description. On the other hand with the regeneration from the immortal flower, it does state that you take damageif you have cyber because the body tries to heal the damage, but it says you take the damage AFTER the effects of the 'mixture' wears off. Vampires regen doesnt wear off. To me, this means they can get it before they change, but not after. Does anyone have a clarification or anywhere it specifically states one way or the other? If I'm wrong that's fine. I'd just like a clear example of where it says so.

Still a little unclear about the drake/cyber shape change BTW. If a guy has a cyber arm, then shifts, does he get a new arm, and the cyber fall off?
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Mortax
post Jun 4 2005, 08:26 PM
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Okay, putting the whole drake question aside, think about this.

Vampires and shifters both have the critter power "regen". This implies that they both regen the same, since it is not stated otherwise.

Shifters lose cyberware the second they regen. It's not because they shapeshift, it's because their body is healing all damage. You lose essence due to ware and bio index, you can also lose essence due to injurry. I would submit that for the purposes of regen, all ware counts as damage to be healed.

As far as the immortal flower thing, I don't think that's as realivent as the shifter. My reason is that in no part of the vampire text does it contradict what regen normally does, IE it has all the same characteristics. The flower on the other hand more or less says critter power with these exceptions.

As to the drake, the way I thought it worked was essentually when you shift, it no longer exists untill you shift back.

Edit:
Just thought of something, check Paranormal Animals of North America, Target: Smuggler Havens for info on loup garou, I think they only get regen at the peak of their cycle, which might give us an answere, I will go in search of my coppies.

also, at : http://archive.dumpshock.com/ArchiveShowAr...cle.php3?ID=469
there are good house rules for pcs as vamps, and it says no cyber. House rules I know, but they make a good case.


Edit #2 okay, so I'm dumb, loup garou don't have regen. Should have remembered that, played a bandersnatch DJ with some ware. :grinbig:
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BitBasher
post Jun 4 2005, 09:03 PM
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QUOTE
you can also lose essence due to injurry.
No, you can't. That's a misconception that just won't die. There is no game function for that.

There was a canon adventure long ago which had an NPC named "Nemesis" that was a vamp that was cybered out the wazoo. It stated the cyber still worked because it was implanted before he was infected. According to SR3 since this has not been contradicted by any rulebook since then, that ruling still stands for vampires.

EDIT: and OMG, screw Nemesis.
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Mortax
post Jun 4 2005, 09:30 PM
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QUOTE (BitBasher @ Jun 4 2005, 04:03 PM)
QUOTE
you can also lose essence due to injurry.
No, you can't. That's a misconception that just won't die. There is no game function for that.


Um, I' pretty sure there was in 2nd, and I still use it. It make sense to me. You're true pattern is altered.

Though i do agree with your last statement, screw nemisis. :-)

Though there is no mechanic, I again point to my reasoning line. On the note of the exception...not everything in cannon makes sense. However, there is a section in one of the books, hell I think it's one of the core books, that talks about how "not all awakend creatures will always have the expected powers." Maybe this nemisis had some weird form of regen.

I still say the artificial nature of the implant would be seen as something the body needs to eliminat (don't you have to take anti-rejection drugs for cybersurgery? maybe not) and would expell it just as it would a bullet.


Edit: Anouther thought, what if you have 3.0 essence worth of cyberware, and you're essence drops below this? Would your body attempt to push the ware out? Would you die? Again, things like this make me think vamps and cyberware don't mix. Plus, game balance. A street sam with 1000000 :nuyen: worth of ware, mist form, and regen? Um, not in my game, that is too fraggin munchkiny. Also, if it was possible, don't you think a decent # of corps would pull that, and there would have been talk of it in books? But I can never remember reading that. Hell, it sounds right up the Ordo's ally. Not a corp, but if they can preform cybermancy.....
Just strikes me as something we would have heard more about.

This post has been edited by Mortax: Jun 4 2005, 09:36 PM
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BitBasher
post Jun 4 2005, 09:58 PM
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No, if you have 3 essence worth of cyber and get infected, then your new max essence is 6. Max essence for an infected vamp is double their normal essence.
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Mortax
post Jun 4 2005, 10:01 PM
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I know, my question was, what if you are unable to feed, and you lose too much essence?
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Herald of Verjig...
post Jun 4 2005, 10:49 PM
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QUOTE (Mortax @ Jun 4 2005, 05:01 PM)
what if you are unable to feed, and you lose too much essence?

Death. Amazingly similar to what happens when humans reach 0 essense without soul-abuse rituals to delay the event.
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Mortax
post Jun 4 2005, 11:08 PM
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I know, but I'm still trying to make the point.
Oh, and one there death, do they get a regen test? Does it work like getting hit with a focus?

(Yes, I'm being mildly sarcastic. :-) )
I don't think that vampires can have cyber. It makes no sense. See shifter argument. Same rules for regen, nothing saying they are different.
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Mortax
post Jun 4 2005, 11:46 PM
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Also on drakes:
Page 185 of Dragons of the 6th world, 1st full paragraph. Darkes can have cyberware. It disapers upon shifting. double essence loss.
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Herald of Verjig...
post Jun 4 2005, 11:48 PM
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No, actually, shifter PCs get special rules explaining how they can't get cyberware. The text does not state that those rules are corrections for the general regeneration power, and the text on the normal regeneration power says nothing about implants. Taken literally, a NPC shifter can have a cybertorso with tracking mounts, but a PC shifter can't .

Also notice that the regeneration power only speaks of death by filling the condition monitor, which is a different sort than that caused by an attribute reaching 0.
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Chibu
post Jun 5 2005, 12:04 AM
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I've played a character who got tunred into a Warewolf on his second run. He didn't have any cyberware (luckily, because that would probibly hurt) and wasn't magical. We were looking for some people with experimental-gone-bad bioware that were terrorizing the city. so, some old lady says that "There's a werewolf under the dumpster in tyhe ally~!" So, I go look under the dumpster and shoot the thing (because it kind of looks like what we're chasing) and, so, it attacks me, leaves me with 1 box of overflow, and the i regenerated it. So, i was happy that my character didn't die.
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fistandantilus4....
post Jun 5 2005, 12:05 AM
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With Herald here. The shifter example is the exception, not the rule . That's why it's included. If it was just like normal regen, and regen kicked out the cyber , no exceptions, they wouldn't bother saying it. Read the regen power in critters, asolutely nothing is stated about cyber. it would be incredibly difficult to cyber anyone with an active regeneration power, if not impossible. Think Wolverine (although I know that's a bit of a limb there)...
Also, regen is a magically ability, where cyber removes the essence. A lot of magic simply won't effect cyber (like spells that alter attributes.. They have to be made specifically for cyber).

I brought up the immortal flower because it's an exception to that normal rule, like most of the magical compounds are. Adding magical ability where there is none. Like the one that gives you critter powers, or astral perception. The reason corps don't use them are #1) very difficult to get a hold of. Most of the compounds are sacred to those that make them , such as the Anasazi. True that ittle is sacred to a corp but it's very difficult to pry information from tribal shamans. #2) Thay have serious drawbacks, that can't be resisted. like the example of the 'flower'. 2d6 damage, that can't be resisted. Anyone would think twice if they could end up at deaths door if they take it with cyber in their system.

As for Nemesis (whom I admittedly know nothing about), I doubt that he's the exception. The two canon examples we've seen so far both show vamps with cyber. In both cases, lots of it. The vamps from TE were 'special' because they'd had tons of it impalnted, which wasn't normally done. but they were an experiment. The experiment there was to remove the weakneses of the vampire (like sunlight vulnerability, which they still had).

BTW , it's been a while, but I believe you're right about losing essence from deadly wounds in SR2
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Chibu
post Jun 5 2005, 12:07 AM
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So, on the note of the Regeneration power. Where are you getting the text from? (A page number would be keen) uhm, most likely, you're getting it from the Critters section. and, no, it doesn't mention that the CRITTER's cyberware goes away because it's a critter, and NOT a PC.
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Mortax
post Jun 5 2005, 12:09 AM
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QUOTE (Herald of Verjigorm @ Jun 4 2005, 06:48 PM)
No, actually, shifter PCs get special rules explaining how they can't get cyberware.  The text does not state that those rules are corrections for the general regeneration power, and the text on the normal regeneration power says nothing about implants.  Taken literally, a NPC shifter can have a cybertorso with tracking mounts, but a PC shifter can't .

Um, in the 2nd edition core book, it said shifters cant get cyber, they lose it when they regen. NPC or PC, doesn't matter.

I refuse to believe that because it is an NPC it can do something that drastically different from a pc. That's just assinine.

Did they change it in 3rd? If so I'm going to have to ignore it because it makes no sense. Kind of like the 2nd edition thing with spirits have a threat rating = to force. so a pc force 4 elemental goes up against a force 4 that rolls 8 dice, so it's a force 8. That's silly, I ignor it and run them like PC spirits.

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Mortax
post Jun 5 2005, 12:29 AM
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QUOTE (fistandantilus3.0)
The two canon examples we've seen so far both show vamps with cyber. In both cases, lots of it. The vamps from TE were 'special' because they'd had tons of it impalnted, which wasn't normally done. but they were an experiment. The experiment there was to remove the weakneses of the vampire (like sunlight vulnerability, which they still had).

BTW , it's been a while, but I believe you're right about losing essence from deadly wounds in SR2

Um, I can point to a lot more cannon examples of Vamps WITHOUT ware. In novles and sourcebooks. Also, most infected, as stated earlier, are magically active. This is either because vamps look for mages to nosh on or they awaken because of the virus. Most magically active don't go for ware. I'd say there is low likelyhood.

Also, you are quoting a novel there, not a sourcebook. I consider most novels to be mostly in line with cannon, but it's not supported by a sourcebook.

QUOTE
BTW , it's been a while, but I believe you're right about losing essence from deadly wounds in SR2


We play 2.5. :-) Don't like all of third or 2nd, so we still use rules for both. We are playing in 2055 right now, so it works for the moment.

Also, again:
QUOTE
A street sam with 1000000  worth of ware, mist form, and regen? Um, not in my game, that is too fraggin munchkiny. Also, if it was possible, don't you think a decent # of corps would pull that, and there would have been talk of it in books? But I can never remember reading that. Hell, it sounds right up the Ordo's ally. Not a corp, but if they can preform cybermancy.....
Just strikes me as something we would have heard more about.

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fistandantilus4....
post Jun 5 2005, 12:29 AM
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I agree that NPC's would have the same issues, I think he was just trying to make a point.

The essence thing I had completley forgotten about, but I still find interesting. Hell, I still use grounding! Bt yeah, the essence thing did change over . I'm STILL finding things I thoght I knew that changed. And of course, when I finally get it all down, SR4 will come out. :S
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fistandantilus4....
post Jun 5 2005, 12:37 AM
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QUOTE (Mortax)

Um, I can point to a lot more cannon examples of Vamps WITHOUT ware. In novles and sourcebooks. Also, most infected, as stated earlier, are magically active. This is either because vamps look for mages to nosh on or they awaken because of the virus. Most magically active don't go for ware. I'd say there is low likelyhood.

I can point out a lot of examples of normal people without ware too. Just because they don't, doesn't mean they can't.

And yeah, they do tend to go magically active more when they become infected. But the point isn't that they can get cyber, beuase they can't ( at least as I understand it, without some Weapon X'ess style story plot). It's that they can have cyber if they had it before they were infected. kinda like the weirdo drake bit, which I still think is weird. Don't really see how they have a cyber arm one minute, then have it subsumed by a drake am, then it comes back.
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