Oddfellow
Apr 29 2004, 01:29 PM
Quick question. It seems to me an adept can buy replacement cyber ears and eyes for much less than one essence point (I think you can throw in a smartlink on top too). He can then load them up with all the fancy mods (thermo, low light, flare comp, etc), and then geasa the point of adept power lost. On the other hand, to load up with the smae asept sense powers would cost was more than 1 power point, which can't be geasa'd back.
So, what am I missing? There must be some advantage to the "natural" adept powers. Can somebody fill me in?
shadd4d
Apr 29 2004, 01:30 PM
On the visability chart and other perception modifiers, the magical senses of an adept count as natural, rather than cyber.
That's the main advantage + their easier to acquire without the invasiness and essence loss of cyberware.
Don
TinkerGnome
Apr 29 2004, 01:37 PM
Compared to the other good uses for a point of cyberware (skillwires or smartlink anyone?) on an adept, this doesn't really rank high. Lots of people would find it useful, though, I guess.
BIG BAD BEESTE
Apr 29 2004, 01:54 PM
Yup, its as Shadd4d said there - the adept stuff counts as natural. Take the roleplaying side into account too - no cybereye cleaning kit required, doesn't get damaged thus needing replacement because the adept heals normally, and keeps your essence up which is a bonus if encountering certain critters out there.
The main bonus for an adept is the powers that they can access that cybertech just can't replicate. Stuff like Astral Perception, etc. plus the fact that the adept isn't limited to an Essence of 6 to get these powers. They can purchase additional power points for 20 Karma each as well as get initiated and the corresponding metamagic abilities. Long term the adept is far superior.
However, if you want the quick and easy cybertech upgrades you might as well just go with a sammie. You save the priority B slot for a start.
Lilt
Apr 29 2004, 02:06 PM
shadd4d's right. The natural mods are often a good 1-2 points lower than the equivalent cybered ones. That and if you take cybereyes you lose any natural vision mods you accquired racially, where an adept can simply add more. Cybered low-light vision is also inferior to natural thermo vision in all circumstances but thermal smoke (where you could just use normal vision anyway for the lesser penalty). IE: for the adept to gain superior modifiers compared to the cybereyes sammie in most situations he only needs to buy Thermo and Flare Compensation.
[edit=see below] There is also the fact that adepts cannot geas magic loss. They may apply geases to their powers, but their magic still goes down thus the maximum level they could have in any power also goes down (to 5). [/edit] Also: it is not the adept's choice wether or not to geas a power, it is the GM's.
TinkerGnome
Apr 29 2004, 02:14 PM
Ack. Adept Geasa are horrid for cyberware loss. For one thing, the GM decides if you get one, and if you do, what it is and to what powers it applies.
Good luck with that one.
Lilt
Apr 29 2004, 02:17 PM
QUOTE (Lilt) |
There is also the fact that adepts cannot geas magic loss. They may apply geases to their powers, but their magic still goes down thus the maximum level they could have in any power also goes down (to 5). |
Ack, I just reread that bit, I was wrong, but only a bit wrong.
Applying the geas to 1 power point's worth of powers keeps your magic rating high, but if you ever break the geas your other powers have their maximum rating reduced.
IE: If you applied an incantation geas to your 4 ranks in improved athletics to offset the loss, then if you ever aren't incanting you can't use your 6th point of improved stealth.
Oddfellow
Apr 29 2004, 03:10 PM
Thanks for the responses. The natural vs. cybered advantage is the big thing I was missing. That makes the higher cost for physad sense mods make perfect sense.
Although, if you were going to give your adept a smartlink anyway (I'm thinking here of a gunslinger type with several extra dice in a firearms skill) the full cyber sensor package seems like a good use for the other .5 essence.
I thought a starting physad could choose his own geasa to replace a point of magic/physad power. So, you could, spend 5 points on shooting/reflexes/stealth and then take an exclusive geasa for 1 point of powers, say, enhanced perception (or whatever). I could be way off base here, I only ever play mages or ex-detective types, so I'm no expert on physad rules.
Nikoli
Apr 29 2004, 03:13 PM
Also, if I recall, Canon stats that magic loss is per implant, not by essence, though many house rule it to be by essence. Also, when was the last time you saw a non-cybered adept get stopped at an airport MADS station?
shadd4d
Apr 29 2004, 03:13 PM
Or use it to add in bioware, assuming that the GM says that essence and magic #s are together rather than seperated. Then you can go with some useful pieces of bioware.
Don
TinkerGnome
Apr 29 2004, 03:19 PM
Eh? Magic loss is by points of essence, not implant (SR3, p 160, upper left). Bioware loss is now added in with this per the errata on Man and Machine. Both are canon.
Oddfellow
Apr 29 2004, 03:21 PM
At chargen magic loss is by essence...I should have mentioned that my thinking here is all for a starting character. Cyber for any awaked pc post generation is always a pain.
Although I agree that avoiding cyber that sets off red flags at airports is an advantage, replacement eyes and ears are pretty innocous as far a cyber goes. Wired III+Titanium bone lace would through a much bigger monkey wrench into your vacation plans.
Here is a followup question. If you were going to put just enough chrome/bio into a physad so that you only suffered 1 point magic loss, what would you toss in. (I realize it depends on the character concept, just looking for some good ideas).
TinkerGnome
Apr 29 2004, 04:00 PM
Got a page quote on that? p 160 seems to cover starting and later lowered essence and its effects on magic pretty well.
Eyeless Blond
Apr 29 2004, 04:16 PM
I guess it really depends on the character, but if it were me I'd either go with a SL2, datajack, knowsoft link, and plastic bone lacing + stuff, or skillwires[3] plus a chipjack/ECD (and datajack if you can fit it in there).
Oddfellow
Apr 29 2004, 04:18 PM
I think we are agreeing with each other tinker...the rule is that magic loss is by essence. I was refering to how in some games there are "non-rule" issues with awakened characters and enhancement (GM might require a specialist do the work not a street doc, etc...there are canon refernces to this sort of thing in the novels).
Crusher Bob
Apr 29 2004, 04:20 PM
The best bet for cyber is to get the things that absolutely cannot be done with adept powers, the datajack is one. Some like the smartlink too.
TinkerGnome
Apr 29 2004, 04:46 PM
QUOTE (Oddfellow) |
I think we are agreeing with each other tinker... |
Yeah, I read your post as though you were saying that it's done that way at character gen and differently afterward.
There is a +1 modifier on the surgery TN for being awakened, which should make after chargen implants a pain in the ass for any awakened character (since +1 TN can easily push you into negative options on some surguries with certain doctors).
A Clockwork Lime
Apr 29 2004, 04:49 PM
As always it depends on the character. But for a pistolero-type adept, a Smartlink-2 (0.4e Alpha), Enhanced Articulation (0.6b), and Mnemonic Enhancer 3 (0.6b) is a nice combo for just one point of Magic.
Smiley
Apr 29 2004, 04:53 PM
For one point of magic loss, i'd probably thow in some enhanced "artwinkulation" and a mnemonic enhancer. The smartlink would help, but i just can't pass up the extra dice to EVERYTHING and the lowered karma costs.
Lilt
Apr 29 2004, 07:25 PM
Mnemonic enhancer isn't as good nowadays after the errata. You're possibly better to go with Reflex Recorders, a TD (very nice combined with pain resistance which dosen't have the incompatibilities Pain Editors do), or a rating 1 ME with something from the above.
Datajacks are another favourite, and let you do the Decker-Adept thing if you grab centering on technical skills.
TinkerGnome
Apr 29 2004, 07:27 PM
The CED + chipjack + skillwires 3 thing is probably the biggest bang you can get for 1 point of magic. Particularly true since many mage and adept characters don't need cash as badly as they need karma.
Lilt
Apr 29 2004, 07:51 PM
Yes, Skills are often a low point for mages. They spend 12 points on sorcery 6/conjuring 6. Possibly even another 6 on centering. That dosen't leave much for your other skills.
A Clockwork Lime
Apr 29 2004, 08:02 PM
Mnemonic Enhancers are worth it just for the Knowledge Skill and Language Skill bonuses. I don't know about you guys, but I never seem to have enough Knowledge Skill points to make me happy.
Eyeless Blond
Apr 29 2004, 08:03 PM
Hrm. If you're going that route, you can get:
datajack
Multi-slot chipjack (2 slots)
[2] ECD (rat. 2)
Skillwires [2] 12Mp (Enough for 1 Rating 2 Activesoft)
All alphaware, for Essence 1.00 and 68,000

. Or:
chipjack
ECD (rat. 3)
Skillwires [3] 27Mp (Enough for 1 Rating 3 Activesoft)
Headware memory (45Mp)
All alphaware, for Essence 1.00 and 136,500

. Or (I like this one):
datajack
knowsoft link
chipjack
ECD (rat. 3)
enhanced articulation
nitchiating membranes (-1 to eye irritants + flare comp)
DNI-modded skillsoft Jukebox (81Mp x 3 ports)
All augmentations alphaware or basic bioware, for Essence .64 and Bio .7 (total Magic cost .98-->1) and 93,720

. What I like about this last one is you can pick up a whole lot of cheap rating 3 knowsofts and slot them into the jukebox (whichcurrently can hold three such knowsofts and can be easily upgraded), run them through the chipjack (using the datajack to cycle through them), and have 6 dice to each particular knowledge skill.
A Clockwork Lime
Apr 29 2004, 08:09 PM
As previously mentioned in another thread, you're better off with Skillwires 3/13 and a Customized ActiveSoft. Equivalence of a Rating 4 'soft for only 800 nuyen more, but saves you a bundle on the 'wires themselves (19,500 nuyen vs. 40,500). You won't notice the extra cost for the ActiveSofts until you buy 27 of 'em.
EDIT: It also saves you 0.2 Essence over Rating 4 'wires.
Smiley
Apr 29 2004, 08:11 PM
QUOTE (A Clockwork Lime) |
Mnemonic Enhancers are worth it just for the Knowledge Skill and Language Skill bonuses. I don't know about you guys, but I never seem to have enough Knowledge Skill points to make me happy. |
Amen. Thank god for complementary dice.
TinkerGnome
Apr 29 2004, 08:12 PM
I'm seriously considering giving my combat sorcerer
CED 2
Chipjack
Datajack
Skillwires 3 (27 MP)
All alpha. Then, as soon as you can get access to betaware, replace the chipjack or datajack with beta grade and up the CED to 3. Grab about a dozen rating 3 skillchips and never have to worry about the fact that you couldn't afford assault rifles on your 27 skill points.
Lilt
Apr 29 2004, 08:25 PM
Assault rifles isn't the best choice. You really want your combat skills to be natural so you can add combat pool. CED pool helps, but it's only useable once per combat turn.
You'd be better to take skill such-as stealth, athletics, computer, electronics, B?R skills, ETC as chips as you can't add any of your normal pools to them.
Eyeless Blond
Apr 29 2004, 08:30 PM
QUOTE (A Clockwork Lime) |
As previously mentioned in another thread, you're better off with Skillwires 3/13 and a Customized ActiveSoft. Equivalence of a Rating 4 'soft for only 800 nuyen more, but saves you a bundle on the 'wires themselves (19,500 nuyen vs. 40,500). You won't notice the extra cost for the ActiveSofts until you buy 27 of 'em. |
Yes, but the Availability on those is 10, so you can't do it as a starting character. But you're right, once you really start raking in the nuyen you pick up optimization/customization and pluscode options so you can cram even more onto your skillwires (and hopefully get a massive pulse upgrade so your 'wires can hold all those options.)
Eyeless Blond
Apr 29 2004, 08:32 PM
QUOTE (Lilt) |
You'd be better to take skill such-as stealth, athletics, computer, electronics, B?R skills, ETC as chips as you can't add any of your normal pools to them. |
Oddly enough, CHA-based skills are great for 'wires. In particular Negotiations and Interrogation are good things to slot.
Eyeless Blond
Apr 29 2004, 08:36 PM
QUOTE (Smiley) |
QUOTE (A Clockwork Lime @ Apr 29 2004, 03:02 PM) | Mnemonic Enhancers are worth it just for the Knowledge Skill and Language Skill bonuses. I don't know about you guys, but I never seem to have enough Knowledge Skill points to make me happy. |
Amen. Thank god for complementary dice.
|
Heh, yeah. If you can find a betaware clinic on your travels it's worth the Geas to pick up a Mnemonic Enhancer 3, the beautiful Trauma Damper, and either a synaptic accelorator 2 (if you don't already have ref. boosters), a cerebral booster 1/2, or (to really have some fun) cultured tailored pheromones 2.
Nikoli
Apr 29 2004, 08:36 PM
Coulda swore there were some penalties when doing those types of skills via wires. something about nuances being lost in translation. maybe I'm just whacked from work though...
A Clockwork Lime
Apr 29 2004, 08:41 PM
Unless the revised version of M&M states otherwise, Cultured Bioware is perfectly acceptable for starting characters as long as the Availability is 8 or lower. The rules for betaware apply to betaware. Nothing says you couldn't have had access to a betaclinic in the past.
FAQs aren't official in any way.
TinkerGnome
Apr 29 2004, 10:19 PM
QUOTE (Lilt) |
You really want your combat skills to be natural so you can add combat pool. |
In the specific context of a mage or adept character, I have to disagree to an extent. Assault rifles or other specialty use (heavy weapons, etc) combat skills are great fodder for the skillwires. The character is likely to only be using those skills as a last-ditch backup or a "cover" to keep you from being a target in the age old game of "geek the mage first".
QUOTE (A Clockwork Lime @ Apr 29 2004, 04:41 PM) |
Unless the revised version of M&M states otherwise, Cultured Bioware is perfectly acceptable for starting characters |
It strongly suggests that it not be allowed.
gknoy
Apr 29 2004, 11:02 PM
QUOTE (Lilt) |
Yes, Skills are often a low point for mages. They spend 12 points on sorcery 6/conjuring 6. Possibly even another 6 on centering. That dosen't leave much for your other skills. |
Wait ... you can center on technical skills? like, while decking? . . . I need to do a forum search for more info on that
mfb
Apr 29 2004, 11:04 PM
i've pondered that one before, gknov. my stance is that it's possible, for the same reason that spells which affect your Int improve your decking Rea: Centering affects you, personally, not your icon. others disagree.
Eyeless Blond
Apr 29 2004, 11:10 PM
QUOTE (gknoy) |
QUOTE (Lilt @ Apr 29 2004, 02:51 PM) | Yes, Skills are often a low point for mages. They spend 12 points on sorcery 6/conjuring 6. Possibly even another 6 on centering. That dosen't leave much for your other skills. |
Wait ... you can center on technical skills? like, while decking? . . . I need to do a forum search for more info on that |
Sure you can. It's under Adept Centering in MitS. It's odd though; the way it's described it seems that you can't Center on nonmagical skills with any other Awakened characters other than physical adepts. Personally I think that'd be a really cool idea for an aspected sorcerer idea I had, who's basically trying to become a mage version of an Otaku.
A Clockwork Lime
Apr 29 2004, 11:11 PM
Unfortunately an aspected sorcerer can't do it. It's only available to adepts.
I did once create an adept decker that took both that and Centering (Build/Repair), with Music Appreciation as his centering skill. Added a lot of flavor and a nice boost to the character, too, especially since he had to build his own deck and code his own software due to being po' when he began the game. Makes for a great on-site combat decker.
Cain
Apr 30 2004, 05:15 AM
While you can center on technical skills while decking, just like you can center for vehicle skills while rigged, you have to be very careful with your linked skill. You can't gesture or speak, which nixes many centering techniques.
A Clockwork Lime
Apr 30 2004, 06:05 AM
Centering (Music Appreciation)
Centering (Meditation)
Centering (Mathematics)
etc.
Eyeless Blond
Apr 30 2004, 06:09 AM
QUOTE (A Clockwork Lime) |
Centering (Mathematics) |
Number Zen. Wow, I so have to build a decker adept around that idea...
Lilt
Apr 30 2004, 11:53 AM
Yup. You could also use Centering (Mathematics) during melee combat. You just shout the proof that 1=2 to your enemy. While they're busy trying to find the flaw in your reasoning, you cut them in half with a dikoted daikatana.
[gloatingvoice]
"See. You were 1, now you're 2!"
[/gloatingvoice]
Moon-Hawk
Apr 30 2004, 12:54 PM
If I were adding a smartlink to a gunbunny adept, I'd go with:
Smartlink-II beta -->0.3 magic loss
Enhanced Artwink cultured -->0.225 magic loss
Mnemonic Enhancer 1 -->0.1 magic loss
Reflex Recorder general -->0.125 magic loss
And what the heck, throw in a Trauma Damper --> 0.2 magic loss
Total magic loss 0.95 (or possibly 0.97 if your GM is a rounding hard-ass and makes you round up to the nearest 0.01), and between the artwinkulation and reflex recorder you've more than made up for the 1 power point you could've spend on pistols skill dice. All that other stuff is just icing.
Mmmm, sweet, sweet munchiness.