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Faenor
I was thinking of creating an edge that would allow people with more hardy souls/ bodies to be able to accept a little more cyberware. Essentially it's as follows and I realize the munchkin potential of it (my group uses the point build system exclusively)

Fortified System (physical, cost: variable)
For every point invested in this flaw, a character receives a 1% reduction in essence cost for cyberware OR a 1% reduction in body index for bioware. Note that this edge is not compatible with the Sensitive System or Bio-Rejection. Note that any levels in this MUST be approved by the gamemaster.

I was also curious if people had come up with an alternate system for Essence. Personally, I think it should be the averages of Body, Willpower, Charisma. Any thoughts on this? Has anyone implemented a similar system.
Oracle
Thou shouldst not invent new edges for powergaming or thine name should be MUNCHKIN.
hyzmarca
Somehow, I doubt an extra .06 essence can be used for powergaming. You might be able to fit a deltaware finger compartment in there but that's it.
Oracle
True. But...it's a question of principle, you know? wink.gif
hyzmarca
QUOTE (Oracle @ Sep 20 2005, 01:03 AM)
True. But...it's a question of principle, you know? wink.gif

Yeah. If you want to fit extra cyber into your PCs you should just use the canon cybermancy rules, not only can you double a character's essence limit you can also transform him into an anti-magic powerhouse. Magicians really aren't half as dangerous when you are your own background count.
Kagetenshi
QUOTE (hyzmarca)
Somehow, I doubt an extra .06 essence can be used for powergaming. You might be able to fit a deltaware finger compartment in there but that's it.

Where are you getting a .06 limit from? First off, there's no limit to six levels. Second off, it's a total reduction—someone with 5.90 Essence spent (before adjustment) and six levels of this edge would be saving .35 points of Essence—almost enough for an alphaware smartlink after the adjustment.

~J
hyzmarca
QUOTE (Kagetenshi @ Sep 20 2005, 01:19 AM)
QUOTE (hyzmarca @ Sep 20 2005, 12:58 AM)
Somehow, I doubt an extra .06 essence can be used for powergaming.  You might be able to fit a deltaware finger compartment in there but that's it.

Where are you getting a .06 limit from? First off, there's no limit to six levels. Second off, it's a total reduction—someone with 5.90 Essence spent (before adjustment) and six levels of this edge would be saving .35 points of Essence—almost enough for an alphaware smartlink after the adjustment.

~J

I got .06 from the 1% reduction. 6 essence * .01 = .06 essence saved per level. I'm rounding up the usable essence limit for the sake of simplicity.

Actually, I didn't notice that it has multiple levels at the time I posted.
Still, even with 6 points isn't really worth it. Ambidexterity is a better edge by far.
Kagetenshi
Ah, I see. Ambidex-8 as compared to an 8% reduction on all Essence and Bio Index costs? It depends on the character, but for a heavily cybered (or bioed) character who does anything but melee, I'd say this blows Ambidex out of the water.

~J
hyzmarca
QUOTE (Kagetenshi @ Sep 20 2005, 03:01 AM)
Ah, I see. Ambidex-8 as compared to an 8% reduction on all Essence and Bio Index costs? It depends on the character, but for a heavily cybered (or bioed) character who does anything but melee, I'd say this blows Ambidex out of the water.

~J

Essence OR Bioindex. There is a big difference. An 8% reduction is equivilant to .48 extra for a 0 essence character. That is nearly half a point or 1/12 of the total. It is potentially very handy, but I don't think it is worth the cost even for a heavily cybered character. 6 points of ambidextrrity = a 50% increase in melee ability, after all.

For bio it is a little better 8 points = .72 extra bioindex. But, that is still only 1/12 of the total, much less that the 1/2 melee increase provided by ambidexterity 6. It is really only worth it for new characters with some essence intensive 'ware like Wired-3 who want new toys but can't get them. Even then, it doesn't provide too much benefit. The more combat oriented ware isn't essence friendly. Anyway, Cybermancy provides more bang for your munchkin.
Fortune
Of course, the Ultimate Munchkin™ would just get both! biggrin.gif

Off-set it with Bad Karma (for a human) and an assortment of fluff Flaws.
Oracle
Bad Karma? Only for one-shot chars!
Fortune
Nah, it merely puts a human on the same scale as other metahumans.
Kagetenshi
But is completely not worth it for anyone in a long-term campaign.

~J, currently playing a character with Bad Karma
Fortune
Maybe I'm just used to playing metahumans (read elves), but I never noticed a problem. Almost all my human characters have that Flaw. Maybe it's just that I don't burn Karma all that much that I don't miss it. Also, if you play with the optional diminished returns Karma rules, I don't think the difference is as dramatic.
Kagetenshi
I haven't burned any yet. I've currently got four points. The difference between four points of karma pool and eight points of karma pool is immense.

That said, you're right, you can cripple karma pool advancement to make the flaw less flaw-ish.

~J
Lucifer
High Pain Tolerance 3 gives you the equivalent of Damage Compensators Level 3, which is worth 0.6 Bio Index (pre-Cultured, can't be reduced) and 150,000 nuyen. An equivalent number of points in this edge gives you 0.36 extra Essence.

I'm really not seeing the problem from a game balance perspective.

The reason to disallow this would be because it doesn't mesh with the way you handle Essence in your games, which is perfectly reasonable. A lot of people take the "Essence is absolute, immutable, unalterable" approach in terms of their campaign's flavor.
Panzergeist
Ambidexterity is crap. Useful for dual melee weapons, but since you can't use smartlinks, scopes, lasers, or anything else with dual guns, you are better off just having one larger, two-hand gun. As for generating background count, there is a SURGE flaw that does that. It's very unlikely that you will be able to be a cyberzombie, since it requires a deltaware clinic and some very rare professionals.
Fresno Bob
Also, your character is more or less dead.
hyzmarca
QUOTE (Voorhees)
Also, your character is more or less dead.

Death doesn't matter very much to a munchkin.
Fresno Bob
Truedat. Doesn't really matter, though. Any GM that lets his character get away with becoming a cyberzombie is already running a game thats all shot to hell, so a cyberzombie wouldn't add much.
Shrapnel
QUOTE (Panzergeist)
Ambidexterity is crap. Useful for dual melee weapons, but since you can't use smartlinks, scopes, lasers, or anything else with dual guns, you are better off just having one larger, two-hand gun. As for generating background count, there is a SURGE flaw that does that. It's very unlikely that you will be able to be a cyberzombie, since it requires a deltaware clinic and some very rare professionals.

Just curious, but do you need Ambidexterity to use dual cyber-implant weapons?

Or would it automatically be assumed that you are already using both hands in melee combat?
hyzmarca
QUOTE (Shrapnel)
QUOTE (Panzergeist @ Sep 20 2005, 05:26 PM)
Ambidexterity is crap.  Useful for dual melee weapons, but since you can't use smartlinks, scopes, lasers, or anything else with dual guns, you are better off just having one larger, two-hand gun.  As for generating background count, there is a SURGE flaw that does that.  It's very unlikely that you will be able to be a cyberzombie, since it requires a deltaware clinic and some very rare professionals.

Just curious, but do you need Ambidexterity to use dual cyber-implant weapons?

Or would it automatically be assumed that you are already using both hands in melee combat?

Dual cyberweapon combat adds 50% strength to the attack be default. Some people use the dual wield rules from CC instead, others combine the two for pure munchiness.
Tanka
QUOTE (Voorhees)
Truedat. Doesn't really matter, though. Any GM that lets his character get away with becoming a cyberzombie is already running a game thats all shot to hell, so a cyberzombie wouldn't add much.

Not always true. Some games can fit a CZ quite well. It just depends on how much the GM and player works in the lack of social skills and complete and utter dehumanization of the character.
Fresno Bob
I said 'get away with'. This implies that somehow, they would get out of being owned by the parent megacorp and managed to freelance and appear in public without having their agents constantly coming to 'reclaim' them.
hyzmarca
QUOTE (Voorhees @ Sep 22 2005, 06:20 PM)
I said 'get away with'. This implies that somehow, they would get out of being owned by the parent megacorp and managed to freelance and appear in public without having their agents constantly coming to 'reclaim' them.

Characters with the Corporate Sellot flaw are very playable. Their options are somewhat limited but they have no shortage of work.
Shrapnel
QUOTE (hyzmarca)
Dual cyberweapon combat adds 50% strength to the attack be default. Some people use the dual wield rules from CC instead, others combine the two for pure munchiness.

Do you need to have Ambidexterity to use dual cyberweapons, or do you automatically get the 50% bonus if you purchase 2 cyberweapons?

I don't have CC yet, so I'm not familiar with the dual wield rules. In FoF, an ambidextrous character was required to have the original skill involved for each weapon, and a special skill for using both weapons together. Is this still the case?

If so, would a character need both Cyber-Implant Combat skill and a "Dual Cyberspurs" skill?

Sorry for all the questions, but thanks for all the answers!
Tanka
QUOTE (Voorhees)
I said 'get away with'. This implies that somehow, they would get out of being owned by the parent megacorp and managed to freelance and appear in public without having their agents constantly coming to 'reclaim' them.

Again; if the player plays off being owned by the Corp, I have no problem with running for a Cyberzombie. Hell, I have no problem running with a CZ at that point. It just makes the game feel that much more dystopian.
Fresno Bob
QUOTE (tanka)
QUOTE (Voorhees @ Sep 22 2005, 07:20 PM)
I said 'get away with'. This implies that somehow, they would get out of being owned by the parent megacorp and managed to freelance and appear in public without having their agents constantly coming to 'reclaim' them.

Again; if the player plays off being owned by the Corp, I have no problem with running for a Cyberzombie. Hell, I have no problem running with a CZ at that point. It just makes the game feel that much more dystopian.

I don't have a problem with that either. I just have a problem with freelance Cyberzombies.
Lucifer
I don't mind running with someone who has Hunted 6 (which I think it's safe to assume any 'escaped' cyberzombie would) as long as they understand that when their creditors come calling, they're on their own. I actually think it'd be a lot easier to get a cyberzombie to accept that, since they aren't big on the whole self-preservation instinct and emotional investment fronts.

I started to say I wouldn't want to run with someone who has no sense of compassion or morality, but then the comedy of that dawned on me.
hyzmarca
QUOTE (Shrapnel)
QUOTE (hyzmarca @ Sep 22 2005, 12:59 AM)
Dual cyberweapon combat adds 50% strength to the attack be default. Some people use the dual wield rules from CC instead, others combine the two for pure munchiness.

Do you need to have Ambidexterity to use dual cyberweapons, or do you automatically get the 50% bonus if you purchase 2 cyberweapons?

I don't have CC yet, so I'm not familiar with the dual wield rules. In FoF, an ambidextrous character was required to have the original skill involved for each weapon, and a special skill for using both weapons together. Is this still the case?

If so, would a character need both Cyber-Implant Combat skill and a "Dual Cyberspurs" skill?

Sorry for all the questions, but thanks for all the answers!

For the +50% strength option, no. The BBB assumes that cyberimplant combat already uses both hands just like unarmed does. Paired cyberblades just means that you make two holes instead of one hence the +50% STR to the power.

For the +50% skill rule from the Canon Companion rules you need ambixdexterity or offhand cyberimplant skill.

I do not recomend combining them but you certain can if you want to. Doing so makes Wallhacker happy.
Critias
QUOTE (Panzergeist)
Ambidexterity is crap.

Hahahahahahahahahahahahahahahahahaha.

Woo. You're funny.
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