Help - Search - Members - Calendar
Full Version: Type O system Adept
Dumpshock Forums > Discussion > Shadowrun
Pages: 1, 2, 3
Dumori
QUOTE (Tyro @ Oct 6 2010, 02:00 AM) *
A common erroneous assumption. It's been clarified many times that "basic" is meant in the sense that it's not alpha, beta, or delta. It's one of the few things the FAQ got right, and has been confirmed elsewhere.

Agreed and a stupid thing to not state more explicitly. Then its in the Aug errata with the right way to add essacne mods and all the together interesting things that need fixing shame its only word or mouth atm
sabs
So would Type-O also cover genetheraphy then?
Dumori
QUOTE (sabs @ Oct 7 2010, 05:01 PM) *
So would Type-O also cover genetheraphy then?

I think think it will as you can't IIRC even get delta genetheraphy so it can't be the qeuivelt of somthing that can't exist. Other wise it gos form a good quaility to OMG best in the game.
naga-nuyen
Draco18, for whatever reasons your description does not make sense to me lol (this disconnect is on my end). There is no set Max from having a low essence, if your initiate at grade 1 when you have magic attribute 5 then raise your magic by 1 then you have effective magic rating of 6, lose one essence from augmentation, so effective magic rating is now 5 again.

Initiate to grade 2 raise magic to attribute to 6 again, take more Bio and essence loss is now 3 decreasing magic attribute to 5 again.

Rinse and repeat this till you have essence .1, initiate grade 5, magic 5 with magic attribute natural max set at 6+5 (grade)=11. Essence loss never effects natural max, nor does it set a cap, it is only mentioned in the sections that contain the Magic attribute and the Essence attribute is that when you lose essence below the whole number (I.E Essence 5 becomes essence 4.9) then you lose one point of magic and if the magic attribute drops to 0 at any point then you become burnt out.

If something I see is not right then of course i will adjust this thought process, but it really reads this way in the main rule book.


QUOTE
Characters with Magic or Resonance attributes are subject to penalties if they have an Essence lower than 6. For each point or partial point of Essence below 6, the character loses 1 full point from her Magic or Resonance and the maximum for that attribute is reduced by 1. The maximum rating for Magic is 6 + initiation grade (see Initiation, p. 198); for Resonance the maximum rating is 6 + submersion grade (see Submersion, p. 243).


Page 68 S4a
Draco18s
Exactly.

If you have Essence of 1 and no initiations your maximum magic is (6 - Lost Essence + Initiations) or 1. You cannot raise your magic above 1 without initiating. While having 1 magic and max magic of 1, you have a maximum number of allowed initiations equal to 1 (your current magic). By initiating once you raise your max magic by 1 to 2. By raising your magic to 2 you have a max initiations of 2. By initiating a second time your max magic rises to 3, etc.

As long as you have at least 1 essence you always have a way to raise your magic, but by dropping to 0 < essence < 1 you lose another max magic, which if it was 1 higher than your current magic your Magic = Max and can no longer initiate (because your current number of Initiations = Magic and your Max Initiations = Magic so Current = Max).

Also:
QUOTE
there is no set Max from having a low essence
[...]
Essence loss never effects natural max, nor does it set a cap

Yes there is and yes it does:
QUOTE
the character loses 1 full point from her Magic or Resonance and the maximum for that attribute is reduced by 1.
Marcus
Which is really a nice way of saying reduces what in effect is Augmented maximum as well. B/C you can only initiate to your essence x2. But this really isn't an issue for this character as far as i can tell. 5.2 E is plenty. I'd say as long as you can keep the balance above 4, you horizon isn't overly limited. Especially if the optional rule is in play. (Giving you a max of 8 magic and as many as 12 PP if you don't select any Meta Magic.) In most games its not relevant, the karma cost of 4 initiations is a lot (Hard to give a figure due to discounts), and the karma cost of raising 4 to 8 is 130, often beyond the scope.
darthmord
QUOTE (naga-nuyen @ Oct 6 2010, 03:10 PM) *
By looking through the rules, if I initiate and raise my magic attribute before i drop down and keep raising it then as long as I have .1 essence then he is fine. But if not then he would not take everything at it's highest level


Not quite. Here's how it works:

Max Magic = Essence (round down) + Initiation Ranks
Max Initiation Ranks = Current Magic

Magic Loss = 1 point Magic for every 0.01 to 1 point of Essence loss*

* so if you lose 0.5 Essence, you lose 1 point of Magic but now have another 0.5 Essence you can use for implants w/o affecting your Magic stat.

Now, with the above out of the way, you need to stay at 1 Essence of higher in order to keep advancing magically. If you don't, you run into problems.

See how:

Essence 6
Current Magic 6
Initiation 6
Max Magic 12

To initiate again, you must raise Magic first. You raise it up 3 points so now you are at:

Essence 6
Current Magic 9
Initiation 6
Max Magic 12

Now you get 3 Essence of implants. That changes your stats like so:

Essence 3
Current Magic 6
Initiation 6
Max Magic 9

Now something comes up and you decide to get another 1 Essence of implants. Your stats change like so:

Essence 2
Current Magic 5
Initiation 5
Max Magic 7

Now what happened? You ran afoul of the rule that says your ranks of Initiation cannot exceed your Magic attribute. That's why your Max magic went down 2 points with only 1 point of Implants. The way to avoid that is to keep your Magic attribute higher than your Initiation Ranks. If you do, you lose very little.

That said, if you go to less than 1 Essence remaining, you run into a slightly different problem.

Essence 0.5
Current Magic 3
Initiation 3
Max Magic 3

You cannot initiate again because 4 ranks of Initation would exceed your Current Magic of 3. In this case, you are stuck at Magic 3 because if you had not initiated, your Max Magic would be 0.

Now if you stayed at 1 Essence, you neatly avoid this issue altogether. See here:

Essence 1
Current Magic 3
Initiation 3
Max Magic 4

You have room to raise your Current Magic to 4. That gives you room to Initiate and increase your Max Magic to 5. Rinse & repeat.
sabs
Does that mean that your max Initiate Rank is 6?
Yerameyahu
What a mess. I can't even imagine going through that for a character. smile.gif
Nifft
QUOTE (sabs @ Oct 7 2010, 02:00 PM) *
Does that mean that your max Initiate Rank is 6?

The key to infinite Initiation is:
- Max Initiation rank = Magic
- Max Magic = Essence + Initiation rank

So your Initiation max is 6 if you never raise your Magic above 6.
Doc Chase
Uh, if someone's Essence drops below 1, their Magic (and thereby Initiation Grade) drops to zilch, or so I was led to believe.
naga-nuyen
Once again I get caught with selective reading/listening, if I was talking with my wife she would have broken out the flash cards again to get the point across. Bottom line is less than one essence = bad, 1+ essence = you got a chance at being a contender.....thank you everyone for pointing this out to me. It is hard to be so thick, and it is nice to have a community that explains without making thick people like me feel stupid. Cheers and again thanks.
Draco18s
QUOTE (Doc Chase @ Oct 7 2010, 02:23 PM) *
Uh, if someone's Essence drops below 1, their Magic (and thereby Initiation Grade) drops to zilch, or so I was led to believe.


The key is making sure that as you drop below 1 essence is that you COULD initiate one more time, eg:

1.01 Ess, 6 Initiations, 7 Magic, 7 Max Magic.

As you drop to 0.99 Ess you lose a point of magic and max -> 6/6 and still have 6 initiations (maximum allowed by new magic score)

Otherwise you waste an initiation:

1.01 Ess, 7 Init, 7 Mag, 8 Max -> 0.99 Ess -> 6 Mag, 7 Max, 7 Init [error: Init > Mag] -> 6 Init -> 6 Max
Doc Chase
QUOTE (Draco18s @ Oct 7 2010, 08:28 PM) *
The key is making sure that as you drop below 1 essence is that you COULD initiate one more time, eg:

1.01 Ess, 6 Initiations, 7 Magic, 7 Max Magic.

As you drop to 0.99 Ess you lose a point of magic and max -> 6/6 and still have 6 initiations (maximum allowed by new magic score)

Otherwise you waste an initiation:

1.01 Ess, 7 Init, 7 Mag, 8 Max -> 0.99 Ess -> 6 Mag, 7 Max, 7 Init [error: Init > Mag] -> 6 Init -> 6 Max


I thought the rules were fairly clear that if Essence < 1, then Magic = 0 despite the number of initiations.

I suppose I'll have to go through them again to verify.
Marcus
QUOTE (Doc Chase @ Oct 7 2010, 02:29 PM) *
I thought the rules were fairly clear that if Essence < 1, then Magic = 0 despite the number of initiations.

I suppose I'll have to go through them again to verify.


I thought so as well but apparently there an exception case. However given that essence can be restored if you willing to drop the gear i don't see why it would be so hard to keep 1 point around.
Draco18s
QUOTE (Doc Chase @ Oct 7 2010, 03:29 PM) *
I thought the rules were fairly clear that if Essence < 1, then Magic = 0 despite the number of initiations.


It's a little unclear. While normally true that Ess < 1 does result in a burnout it makes no mention of how that functions with Initiations.

What I think it says is that if Magic drops below 1 you burn out, not if Essence does. In any case, its probably open to interpretation. Some of us just like the mathematical approach because we're all logical thinkers.
Doc Chase
QUOTE (Draco18s @ Oct 7 2010, 08:46 PM) *
It's a little unclear. While normally true that Ess < 1 does result in a burnout it makes no mention of how that functions with Initiations.

What I think it says is that if Magic drops below 1 you burn out, not if Essence does. In any case, its probably open to interpretation. Some of us just like the mathematical approach because we're all logical thinkers.


Blar. It was easier before this whole Initiation fad started. nyahnyah.gif
Draco18s
Everything was easier back then. nyahnyah.gif
darthmord
QUOTE (Doc Chase @ Oct 7 2010, 02:29 PM) *
I thought the rules were fairly clear that if Essence < 1, then Magic = 0 despite the number of initiations.

I suppose I'll have to go through them again to verify.


No, SR4A made it clear that if your Essence went below 1, the major effect is that you've lost a point from Magic and your natural maximum Magic was also reduced by the same amount.

Essence.......Magic...Loss
..6.00-............6.........0
..5.99-5.00.....5.........1
..4.99-4.00.....4.........2
..3.99-3.00.....3.........3
..2.99-2.00.....2.........4
..1.99-1.00.....1.........5
..0.99-0.01.....0.........6

What Initiation does is raise the natural maximum of Magic by +1. The only caveat is that you cannot Initiate more times than your current Magic attribute.

Now heading to sub-1 Essence is the path of the burnout as many burnouts don't initiate. No initations = burnout when your Essence drops below 1.00. If you want to avoid being locked from further magical progression, you have to stay at Essence 1+. That requirement aside, there is a crapton of stuff you can implant within 5 Essence.

You can see the relevant sections in SR4A Rev 1. For ease, I've copied the excerpts from the PDF.

CODE
SR4A Rev 1, Page 68

Essence Rating: All characters have a starting Essence attribute
of 6. Cyberware and bioware implants reduce this rating. No character
may start with an Essence greater than 6. Under basic Shadowrun rules,
characters can never have an Essence of 0 or less. If they do, they die.
Characters with Magic or Resonance attributes are subject to penalties
if they have an Essence lower than 6. For each point or partial
point of Essence below 6, the character loses 1 full point from her Magic
or Resonance and the maximum for that attribute is reduced by 1.
The maximum rating for Magic is 6 + initiation grade (see Initiation,
p. 198); for Resonance the maximum rating is 6 + submersion grade
(see Submersion, p. 243).


Now for the section on Initiation...

CODE
SR4A Rev 1, Page 198, Under the heading Initiation

A character’s initiate grade cannot exceed her Magic attribute. If
a character’s Magic is reduced below her initiate grade, she loses that
level of initiation and the metamagic she gained with it.
Badmoodguy88
QUOTE
The key to infinite Initiation is:
- Max Initiation rank = Magic
- Max Magic = Essence + Initiation rank

So your Initiation max is 6 if you never raise your Magic above 6.

I am of the same opinion of this.

As initiation is cheap(ishy) someone could potentially just initiate a bunch of times and not buy magic right away.


For adepts do you get the additional power point from initiation or gaining more magic? Because I thought you got a metamagic free with initiation and you could choose to take a power point instead. But then as an adept don't you also get a power point for each point of magic you have?
Yerameyahu
:/ You can have infinite initiations? That's not good.
Draco18s
QUOTE (Badmoodguy88 @ Oct 7 2010, 05:57 PM) *
As initiation is cheap(ishy) someone could potentially just initiate a bunch of times and not buy magic right away.


By "a bunch" you mean "up to 6" right?
Even more accurately, it'd be "up to their current magic rating times."

QUOTE (Badmoodguy88 @ Oct 7 2010, 05:57 PM) *
For adepts do you get the additional power point from initiation or gaining more magic? Because I thought you got a metamagic free with initiation and you could choose to take a power point instead. But then as an adept don't you also get a power point for each point of magic you have?


No, Initiation doesn't "grant you a point of magic" for +1 PP, "give you a free metamagic" for +1 PP and also "give you a PP" (for a grand total of 3).

If the "power point for metamagic" is allowed, then they can initiate (for +1 MAXIMUM magic) and take the metamagic +1 powerpoint.

That still only nets you +1 PP without spending karma on more magic.
naga-nuyen
For the power point for initiation you give up the metamagic selection and you may add 1 power point as a group initiate. So first must be member of a group, then you can (if GM allows) take that option.

QUOTE
p. 31 Tweaking the Rules
Add the following Tweak:
“Adep. Initiation. Group. may consider allowing adepts to gain
1 Power Point instead of a Metamagic at Initiation.”


Once again if I am reading it right!
Nifft
QUOTE (Badmoodguy88 @ Oct 7 2010, 05:57 PM) *
As initiation is cheap(ishy) someone could potentially just initiate a bunch of times and not buy magic right away.
Yep. It's a popular option.

QUOTE (Badmoodguy88 @ Oct 7 2010, 05:57 PM) *
For adepts do you get the additional power point from initiation or gaining more magic? Because I thought you got a metamagic free with initiation and you could choose to take a power point instead. But then as an adept don't you also get a power point for each point of magic you have?
If you use the option presented in the Street Magic errata, your Adept can benefit from both +1 power point instead of a Metamagic, and also +1 power point when he raises his Magic score.

That option is very popular, and with good reason.
Yerameyahu
Well, very *desired* anyway. smile.gif I dunno how popular it actually is. It seems fair enough, until they add more metamagics adepts actually want.
Glyph
QUOTE (Badmoodguy88 @ Oct 7 2010, 01:57 PM) *
As initiation is cheap(ishy) someone could potentially just initiate a bunch of times and not buy magic right away.

But remember that initiate grade cannot exceed Magic, and if Magic drops below initiate grade, the initiate grade drops, too. I would prefer to keep my Magic at least one or two points over my initiate grade, so I wouldn't be risking losing an initiate grade from something dropping my Magic rating down.

Of course, right after char-gen, if you don't have a lot of implants dropping your Magic back down, you are playing catch-up, so that is when you can get several grades of initiation (in other words, your starting Magic is 5, so you can buy 3 or 4 grades of initiation without risking too much).

Magic is better than initiation, though. For mages, it flat out adds a die to their dice pool, and lets them cast/summon at a higher potential level. For adepts, it not only gives them a power point, but also raises the limit for the rating of their powers. An adept with Magic: 4 and three initiations can still only get his combat sense up to level 4.
X-Kalibur
Type O simply should not be compatible with cultured bioware. Looking into the information we see that Type Owen is derived from the man whose system was perfect for making bioware that anyone's body could accept. Now, we already know that cultured bioware has to be grown for the receipient which should already sound the klaxons as to Type O not working with it, this stuff was already NOT cloned from Owen, therefore, no treating it as delta-ware.
sabs
QUOTE (X-Kalibur @ Oct 8 2010, 04:10 PM) *
Type O simply should not be compatible with cultured bioware. Looking into the information we see that Type Owen is derived from the man whose system was perfect for making bioware that anyone's body could accept. Now, we already know that cultured bioware has to be grown for the receipient which should already sound the klaxons as to Type O not working with it, this stuff was already NOT cloned from Owen, therefore, no treating it as delta-ware.


For that matter how does Type-O do anything for Bone Density Augmentation
Laodicea
If cultured bioware is grown using the recipients own DNA......what is the difference between basic and delta grades? How is delta better? What is the fluff there?
sabs
QUOTE (Laodicea @ Oct 8 2010, 04:46 PM) *
If cultured bioware is grown using the recipients own DNA......what is the difference between basic and delta grades? How is delta better? What is the fluff there?


better growing process, more safety measures, less errors, defects?

Tymeaus Jalynsfein
QUOTE (sabs @ Oct 8 2010, 09:51 AM) *
better growing process, more safety measures, less errors, defects?


Except that none of that is measured within the game...
The only game difference is that it takes less essence... and costs a lot more...
sabs
Because the basic stuff is grown from your DNA but has errors in the growing process.. making it less compatible.

The higher grades have better growing process.
Which is why they cost more, and use up less essence.

We can make any fluff we want for it smile.gif

Laodicea
QUOTE (sabs @ Oct 8 2010, 11:01 AM) *
Because the basic stuff is grown from your DNA but has errors in the growing process.. making it less compatible.

The higher grades have better growing process.
Which is why they cost more, and use up less essence.

We can make any fluff we want for it smile.gif



Therefore, for "Basic" delta-grade bioware could actually be better than it is. Right? It's delta-grade because it's grown from your own DNA. By making it Omega grade, they remove all the errors and improve the growing process. So, why aren't they doing this?
Yerameyahu
They never should have made the cyberware grades work with bioware, but they did, and we're stuck with it. smile.gif It is always a mistake to try to use logic + fluff on the rules.
sabs
QUOTE (Laodicea @ Oct 8 2010, 05:11 PM) *
Therefore, for "Basic" delta-grade bioware could actually be better than it is. Right? It's delta-grade because it's grown from your own DNA. By making it Omega grade, they remove all the errors and improve the growing process. So, why aren't they doing this?


Maybe they're already doing this which is why you can put someone's organs in your own body without a type-match smile.gif

what doesn't make much sense is alpha and beta bioware.

If I was doing bioware.

I would have:
Basic Bioware, Basic Bioware grown from your own dna/genetic markers (delta)
Cultured Bioware

and that's it. No Alpha, Beta, Delta cultured bioware.
Dumori
QUOTE (sabs @ Oct 8 2010, 07:01 PM) *
Maybe they're already doing this which is why you can put someone's organs in your own body without a type-match smile.gif

what doesn't make much sense is alpha and beta bioware.

If I was doing bioware.

I would have:
Basic Bioware, Basic Bioware grown from your own dna/genetic markers (delta)
Cultured Bioware

and that's it. No Alpha, Beta, Delta cultured bioware.

But as the rules stand basic cultured ware is counted as delta with type-O.
Yerameyahu
'Standard' is the actual grade, though, right? This is a straightforward rules error, and the only reason we know the intended function is because of a dev chat?
Dumori
QUOTE (Yerameyahu @ Oct 8 2010, 07:26 PM) *
'Standard' is the actual grade, though, right? This is a straightforward rules error, and the only reason we know the intended function is because of a dev chat?

More or less but basic and standard have been used interchangeably in places aswell.
Mäx
QUOTE (Dumori @ Oct 8 2010, 09:10 PM) *
But as the rules stand basic cultured ware is counted as delta with type-O.

There is no basic cultured ware.
There's basic bioware and there's cultured bioware and both of those have 4 grades standard,alpha,beta and delta.
Type-O system only works for basic bioware.
Dumori
QUOTE (Mäx @ Oct 8 2010, 08:13 PM) *
There is no basic cultured ware.
There's basic bioware and there's cultured bioware and both of those have 4 grades standard,alpha,beta and delta.
Type-O system only works for basic bioware.

Yes but its meant to work for all bio of standard.
sabs
QUOTE (Dumori @ Oct 8 2010, 07:31 PM) *
Yes but its meant to work for all bio of standard.


You know this how?
Mäx
QUOTE (sabs @ Oct 8 2010, 10:38 PM) *
You know this how?

Maybe he's psychic and is reading the writers mind wobble.gif
Karoline
I've personally always ran with type O working on cultured just fine. The reasons why? First off, it is a 30 BP quality, that's a big sink when you consider that the non-cultured bioware is generally cheaper and easier to get as deltaware, and doesn't take up all that much essence in the first place. For only 10 BP you can get a 10% essence discount on all bioware which stacks with grades. I don't think 30 should preclude the cultured or it doesn't really come out to that much bang for buck.

Second, there is an internal inconsistency. The definition of cultured bioware is that it is grown specifically for you, using your own DNA, and thus tailored just for you. The definition of delta grade bioware is that it is grown specifically for you, using your own DNA, and thus tailored just for you. Yet cultured bioware has grades, despite the fact that the requirement for delta grade bioware has already been met.

I've always thought that it is either A) Just like the other bioware, it just happens to interact with your brain, or, more likely B) they start with a type O stock that has already grown, say 3 weeks 5 days of its 4 week growth time, and then just add in your DNA to make it a bit compatible for you in those last couple days. This preserves both the 'cultured' aspect, and the 'grades' aspect, as higher grades mean it gets special ordered at earlier growth times, which means special care has to be taken, and extensive work to get it to grow with your DNA from earlier and earlier stages.

So, just my thoughts on it.
Marcus
I think it should work with bioware thats not Alpha/Beta/Delta. So for now sounds like its gonna be a GM call. I don't see in Errata for Augmentation, and perhaps once we get that it will be made clear.
KarmaInferno
QUOTE (sabs @ Oct 8 2010, 03:38 PM) *
You know this how?


Well, there's a couple of other places where the word "basic" is used erroneously in place of "standard", but I can't remember exactly where. That's really just circumstantial evidence, though.

The real answer is what the others here have stated. One of the Devs discussed it in a chat as intending to work that way.

Of course, we're still waiting on the errata to actually reflect this.

Isn't Shadowrun fun?



-k
Nifft
QUOTE (Karoline @ Oct 9 2010, 12:13 AM) *
Second, there is an internal inconsistency. The definition of cultured bioware is that it is grown specifically for you, using your own DNA, and thus tailored just for you. The definition of delta grade bioware is that it is grown specifically for you, using your own DNA, and thus tailored just for you. Yet cultured bioware has grades, despite the fact that the requirement for delta grade bioware has already been met.

The way I rationalized that was: if they used only your DNA, you wouldn't get bioware. You'd just get clone tissue. They have to modify your DNA with some other pattern, and grow an organ that's close enough to clone tissue that your body will accept it, but that's different enough from clone tissue that it does something cool.

When you go in for Alpha/Beta/Delta bioware, they spend more time analyzing and tweaking your DNA, rather than just bulk-overwriting chunks of it. By the time you hit Deltaware, they're basically re-doing all the research they went through to develop that kind if bioware in the first place.

Whose DNA did they use as the FIRST template for all cultured modifications? They used Type-O guy. So he gets "free" Deltaware, since the research for his DNA is already done (and widely published).
Mäx
QUOTE (KarmaInferno @ Oct 9 2010, 08:24 AM) *
One of the Devs discussed it in a chat as intending to work that way.

Any proof of that, cos from what i remember the line devoleper at least was of completdly opposite opinion.
naga-nuyen
Here are some posts from some Devs about the issue. There may be more in Dumpshock but these seem to really clear it up for me.

Here is one from Frank:
QUOTE
FrankTrollman:

Cultured Bioware has to be grown to match the neural pathways of a specific individual. While a pancreas or a kidney is to large extent a self contained system with in input and output valve, a spinal chord is a complex relay that integrates itself in a unique and evelopmentally assigned fashion to each individual. So if you go get a piece of cultured ware they map out where your neurons go and then then they make a new item for you. There is no "off the rack" possibilty because it has to be grown specifically for you.

So when you pull a cerebral booster out of someone, there isn't anyone on the planet that you can reinstall it into. That's why Dr. Swayne put it down like so expressively:
QUOTE (Augmentation @ p. 15)
Bioware implants are a different story: cultured ware has no resale value except as ghoul chow

It doesn't matter if it was produced with Type O tissues or not - it's always going to be built to the specific neural net of the intended recipient. And because of that, cultured ware is always grown from the cells of the intended recipient - there's no advantage to be had in having generic neural ware, there wouldn't be anyone you could install it into. As a result, Type O spinal chords aren't even available - there's no reason to keep them around (see p. 127).

So the long story short is that Type O affects non-cultured Bioware only. Basic Bioware is the specific list of ware on page 338 of the Basic Book, as distinct from the list on page 339 of Cultured Bioware. But hey, getting a delta-grade suprathyroid for 45000 is quality children's television. And in the Bioware section of Augmentation, the Cultured Bioware doesn't start until page 70, so there's still lots of groovy, furry, or weird augmentations you can get the bonus on (Quills? Silk glands? Why not?).

Also note that it doesn't apply to versions that don't come off the rack. So you can't get a delta grade bioware on top of your Type O physiology and have it stack up to a 100% Essence cost reduction. It needs to be Basic Bioware, and of Standard edit: or Alpha Grade for you to get the benefits.

---

And yes, if you get a Suite and get it Alpha and have Biocompatibility, the total cost should be 60% (a 10% reduction for the Suite, a 20% reduction for the Grade, and a 10% reduction for Biocompatibility). In general, when you have multiple things reducing the same Essence cost, they all reduce the same cost. You aren't getting a series of multiples, you're getting a discount of 10% (or whatever) of the original cost.

And no, Biocompatibilty does not stack with Type O system - there wasn't normally any need to say that because under normal rules you can't have both anyway.

---

And on another note: Cultured is not a grade. The rules are pretty clear on this point:
QUOTE (Augmentation @ page 127)
Cultured bioware may also be alpha, beta, or delta grade.

-Frank


Here is one from synner:

QUOTE
Synner

Frank's analysis above is correct.


this is second one from Synner:

QUOTE
Synner:
"QUOTE (PlatonicPimp @ Aug 3 2007, 08:04 PM)
So now we have different meanings of deltaware for basic and cultured bioware. Basic Bioware becomes higher grade the better it matches the target's biochemistry and genome. Integration has nothing to do with it (or else the type O wouldn't work at all, since it's all about biochem matching). But cultured bioware determines grade based on integration, not biochem."

Think of it this way:

All bioware (standard and cultured) becomes higher grade the better it matches the target's biochemistry, genome and immune system tags. "Integration" has everything everything to do with it. Type O only has to do with biological integration with the existing metabolism, but the various grades don't just represent biological integration, they represent neurological integration too (as well as other things such as the range of integration processes used).

Cultured bioware also demands neurological integration, in fact, it requires it or it won't work. By that I don't just mean tying the new bioware into the neural network, but also reinforcing and enhancing synaptic links, biochemical transmitters, overriding biological limitations to neural stimuli, stimulating new neural pathways essencial to that bioware, reducing conflicts in central nervous system stimuli relay, etc - this is required to handle the augmented feedback, expanded neural activity, and biostress introduced to the neurological system by cultured bioware. This "neurological integration" needs to be custom tailored to a specific user because no two nervous systems are identical and this is what renders it useless. This neurological integration can be performed to varying degrees (hence grades) but is essential to cultured bioware.

Type O helps with the biological integration and not with the neurological integration which is what makes Cultured Bioware unique. So it's not that Type O doesn't affect Cultured Bioware, but that while it might aid the metabolic integration, that's only a part (the lesser one) of the equation and it doesn't affect the neurological integration which is essential to make Cultured Bioware work. Rather than saying it works partially, its simpler to say that that since neurological integration is essential.

A secondary effect of Culture Bioware's requirement is that it is never available Second hand.
Mäx
QUOTE (naga-nuyen @ Oct 9 2010, 10:19 AM) *
Here are some posts from some Devs about the issue. There may be more in Dumpshock but these seem to really clear it up for me.

Yeah those are the posts i was refferring to(the ones from Synner).
But i would still want to see this so called "proofs" that Tyro and Karma Inferno are preferring to that show devs intention to be opposite to what those posts state.
KarmaInferno
QUOTE (Mäx @ Oct 9 2010, 01:54 AM) *
Any proof of that, cos from what i remember the line devoleper at least was of completdly opposite opinion.


From the guy who wrote much of the FAQ

"the purpose of a FAQ is to answer questions and not rewrite or provide new rules"

I did figure out where I saw that "standard" grade implants used to be called "basic" grade - the old 4th (non-Anniversary) edition. Page 84, second column.

Does anyone have a copy of the old FAQ for that version of 4E? Is the relevant text the same? If so, it is not unreasonable to assume the SR4A name change for the grade simply wasn't caught.



-k
This is a "lo-fi" version of our main content. To view the full version with more information, formatting and images, please click here.
Dumpshock Forums © 2001-2012