For some reason, the whole 15 points Sensitive System quality was wearing on me a bit. Ok, not bad. It's a game. But somehow...I dunno, after I found out you could use bioware with it, it felt a liiitle cheaper for 15 points. I kind of missed the splitting up of Sensitive System/Bio Rejection, and figured this out:
Sensitive System
Bonus: 10 BP(5 BP for magically active)
As the book. Double Essence losses for cyberware. Bioware is still ok.
Now, it's 5 points less, but mages get a little less for it. Especially since that bioware adepts/mages are quite popular. I mean, it helps equalize adepts to sammies at the beginning; but they don't get QUITE the load of points for it than they did.
Bio-Rejection:
Bonus: 20 BP
The character simply cannot accept cyberware of any kind; their bodies forcibly reject it as if it were a bad organ. In addition, the only bioware that may be used is Delta-grade.
I figure this might add some spice to them and make people think more. Sensitive System is still a fairly cheap source of BP for the bio-adepts and mages, but they only get 5. Bio-rejection costs the same for both, because it is kind of a beating; this character cannot use Skillwires. (I considered allowing Delta-grade cyberware for this as well, however. With it's 10x cost, it might still be worth the 20 BP negative quality.) It can, however, be an option for those people who like to play a very old-school ''purist'' mage or adept...or just a very, very rich one. It also gives Adepts something to do with their nuyen later on. Any Adepts I played ended up living kind of large rather often.
Also, though, I was thinking about the physical adept again; and I do miss playing a ''purist'' adept, but yeah, the overcost powers that have been discussed here several times. I MIGHT have figured on a sweet spot for the costs, here.
Improved Physical Attribute:
Cost: .25/level up to Racial Max, .5/level after
Note: Adepts who also have bioware pay as if they are increasing the attribute by it's new rating(so an adept with 4(6) agility would pay .5 points.
This way, it seems to normalize with the cost of Muscle Augmentation/Toner/Bone Density(ok, that gives other benefits) and the like. An Adept that buys 2 levels of Muscle Augmentation and Toner each pays .8 Essence, lowering their magic to 5. If they instead pick up 2 levels of Improved Attribute(and say they are both at 4), they pay a total of 1 point of magic. Now, this doesn't lower the max like the others do, but given the fact it seems to be rare that people play characters that get buttloads of Karma to initiate and the like, this seems to normalize the cost a bit. If someone purchases Muscle Augmentation/Toner level 3, giving them 4(7) stats, they spend 1.2 Essence, or losing 2 points of magic. If they get these same stats via magic...it's still 2 points of magic(.1 to get each to 6, and 1 to get each to 7.)
I'll have to test it, but having them normalized seems like a pretty good deal here. I considered having them .5/points a level; but still, it's just ''more cost-effective'' to blast out the point of magic and get the bioware.
Also, I'm trying to decide on the ''sweet spot'' for the Reflexes. I considered either 1.5/2.5/4.5 points, but have them act exactly like the wired(1 Reaction and 1 pass per level), or 1/2/3 points; but no Reaction or Initiative enhancement; they only get the passes for this.
I don't see it overpowering adepts at the start; but if anything, it allows a more natural adept to at least keep up. As it is now, 2 points of magic can get them Muscle Aug/Toner 2 each(.8 ), a Synaptic Booster(.5), a Synthacardium 3(.3), and still have .4 essence left to spend. Ok, this costs a fair amount of nuyen(for the booster), but it did bother me that the only options an Adept had were to blow a lot of magic(or a kind of lot of magic with a Geas), or a crapload of nuyen, where a sam can get a pass for 11k and essence he's going to spend anyway.
Now, if I use the lesser costs for Improved Physical Attribute...I'd want to make Attribute Boost to be worth it again. So, it will look the same, but possibly read this:
Attribute boost may increase stats past the Augmented Maximum.
This way, it might get people to purchase more levels of it(increasing the Drain). For someone that only lasts Turns x2 hits, it seems fair enough. To get that Agility from 6 to 12 still needs 6 hits, which is rough to get on that test(Ive taken it before, I average 2-3 hits at level 2 power, 6 magic.)
I also considered, as more of a ''nerf'', which as many know I rarely do, limiting a few of the adept powers to rating 6(Kinesics, Critical Strike, Attribute Boost.) I mean, this is still a load of levels, and honestly, I don't even think I'd have to, because I don't think I've ever seen anyone even stack past this on people who initiate(they usually get other stuff.) I'll probably just leave them be; but it was just a thought.
So, thoughts? Are these doomed to fail? Possibly workable? It's sort of a series of mostly good things with a few little reign-ins(like the qualities).