So you're saying corporations will regularly be creating cyberzombie superscientists who are going to go complately nuts if they don't start off that way already (and, despite what the rules say, should be far more prone TO insanity), become a liability, and develop all kinds of cancers and other things that they obviously can't solve with their superbrains by the simple virtue that no rules exist or have existed for curing it despite these superscientists apparently being a top secret mainstay of corporations for the ridiculously short amount of time they remain cognizant and useful?
And you're trying to use that as proof for why new cyberzombies in the 2070s are viable and (relatively) mass produced?
And you're trying to use that as proof for why new cyberzombies in the 2070s are viable and (relatively) mass produced?
No one ever said anything about mass production, wether absolute or relative.
In fact, i've pointed out several times that CZ are certainly anything but a mass application.
I doubt that any of the few corps or governments who have access to this technology produce more than a handful of them per year.
That's not mass production by any definition i've ever heard of.
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I think you're confusing your preference for abusing the rules and munchkinism in general with the concept of what a cyberzombie is within the context of the gameworld.
First of all, you should check your definition of munchkinism.
As far as i know, it boils down to stupid fucks who systematically break the rules or invent silly houserules to build "better" characters.
No need to get personal here, okay?
All i've done was pointing out what the existing rules actually say about the performance of cyberzombies because you made the assumption that cyborgs would be mechanically better.
They're not, that's all i was trying to say.
As i've admitted several times, cyborgs will most likely still see much wider deployment than CZ once the technology to create them becomes more widespread.
I've never argued that.
All i did was to point out that there actually is a use for CZ, even though no corporation would need more than a handful or probably a dozen of them.
Which is good, as there are probably less than 20 metahumans worldwide who are capable ofd cybermancy anyway.
So yes, it's still an experimental technique, those monsters are rare and whatnot.
Who said otherwise?
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By this kind of silly logic, every single person with the funds to do so should be a pornomancer as there's little anyone can do to stop one -- except another pornomancer with a lucky die roll to get the first "shot" off.
No, that's according to the "CZ can have the best stats, so there's tons of them around" logic no one in this thread has ever used.
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Me, I don't give a fuck how many dice you can cheese out of the rules. Cyberzombies -- conceptually -- are inferior to pretty much any other option in the game world.
If i would completely ignore the rules and make decisions about cybermancy's viability based entirely on fluff, it would look even worse for your position.
The texts in Augmentation basically boil down to "all jarheads inevitably go insane within months, with some very rare exceptions staying operable for a few years and everybody who employs them is downright stupid, as these fuckers are all batshit crazy and no one can predict what they're up to, while CZ nowadays are admittedly pretty fucked up, but actually can survive ten years or longer by now, because the technology to create and maintain them is constantly advancing, oh and BTW, they are freakin powerful and tear apart everything that comes in their way".
Conceptually, cyborgs are a flawed, imperfect technology in the prototype stages, whereas cybermancy is a twisted, but tried and halfway reliable application with impressive results as far as short- to midterm performance is concerned.
If you go entirely by the fluff, it seems as if long-term stability is just a matter of more research into the subject.
Please don't confuse what was said about cyberzombies in 2nd edition sourcebooks with the current SOTA.
Cybertechnology still includes some of the most compelling, vivid texts about personal augmentation and it's dehumanizing downsides ever published for SR.
I still draw a lot of inspiration for the portrayal of heavily cybered PCs and NPCs alike from that book.
But a key concept of SR4 is that technology in the sixth world is advancing, that applications which were unstable and experimental in the 50s have become much more refined by 2070.
Laser weapons cost 2.5 millions in the Street Samurai Catalogue and required clunky harnesses, now there's laser pistols for 15k available.
There's man-portable railguns. Nanites. Widespread geneware. Endosonts.
Alphaware, former cutting-edge technology, is now officially available in every shopping mall.
And likewise, many cyberzombies stay halfway sane and non-cancerous for several years before they slowly start losing it.
BTW, the fluff doesn't give a damn about how much ware you can cram into a single person without cybermancy.
Conceptually, people with that level of augmentation are practically always described as cyberzombies.
As well, the impact of high-force spirits on the game world is never adressed.
Fluff ignores all of your "superior options".
Only number crunchers on dumpshock point out to their uses and their possible effect on the game world and that you can get such massive discounts on Essence costs that cybermancy is at best interesting for it's secondary effects.