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Fortune
QUOTE (lorthazar)
You know I will never convince you that you are wrong becuase it is against your nature to admit you are.


If you say so, because you know every single thing about me and my personality, nature, and habits, right? ohplease.gif

QUOTE (lorthozar)
There are people in the world that will not cross certain lines no matter how convincing you are. Not even hypnotism can make a person do something against their nature.


And as I said, the trick is to convince them that what you want is not against their nature in the first place.
lorthazar
Okay hotshot you think you can get past anything with negotiation

Officer Theodore Kawalsky suffers from an Obsessive compulsive disorder. The problem is that he is a stickler for the the Law. He also is overconfident and behind on his quota for tickets. No Officer K has pulled you over for fifteen over the speed limit in a school zone that was also a construction zone. Now he is being as nice as he can and writing the ticket for the least amount he can. Since you were alone in the car and hi first question was how are you this evening. He knows you are not in the middle of an emergency. he also knows from your fake ID that you are just Joe Schmoe. Short of casting one major spell he isn't going to rip up that ticket. Forget it and pay up.

Security Specialist Swhartz is just three days away from evaluations. he has no blackmarks and a sense of duty a mile wide. He's actually up for promotion, which is good becuase his wife just told him about the pregnancy. Now he is set up in a kill booth guarding a lab that he has been ordered to let no one in. in fact he was told to kill even the head honcho if he tries to get inside before 8 am. If he lets anyone in he is fired, or worse as he heard about Spec. Snyder who just disappeared. Now you jander up and and start talking to him, saying that you have clearance to get in. Yeah, right. if you are real lucky he will tell you to get lost.
Kagetenshi
That's just it, though. If you're properly persuasive, he doesn't know you're not in the middle of an emergency.

Security Specialist Schwartz, I'm with the general's office and we're investigating the people who may have been responsible for the disappearance of Specialist Snyder. I'm going to have to ask you to help us make sure the people responsible don't get a lot of innocent people in the area hurt badly, can you take us into the lab please? If not I'm afraid we're going to have to relieve you of your duties without pay or benefits.

C'mon, give us some challenges.

~J
Fortune
Cool. In real life I may be able to, but this is a game. According to the rules of the game, I would roll the appropriate amount of dice in the required skill (probably Negotiation), with all the pertinent TN modifiers (which in some cases would be quite large). If I succeed in this test, my character manages to talk his way past the security guard/out of the ticket.

Or do you make the player of the gun bunnies in your game actually shoot people in real life when their characters make an attack in-game? Do you force the player of a decker to actually strip down and rebuild a computer when his character wants to fine tune the MPCP? Do you make the player of a spell-slinger actually cause fire to shoot from his hands when his character casts Flamethrower.

It's a game ... it has mechanics. Just because someone is playing a Face does not mean they personally have to have Charisma and all social skills of 6 in real life. It certainly helps, but it is by no means required.
Synner
QUOTE (Deacon @ Feb 10 2005, 03:09 AM)
You might ask 'If this guy is out-negotiating fixers and fences and making the jobs a cakewalk, why are you getting rid of him?'  Because the fixers and fences realize that this guy is affecting their profit margins, and refusing to deal with him on that basis.  Because he's running with us, we'll end up having to find new fixers and fences who don't know about this guy.  My decker feels it's in his best interests to have the adept disappear entirely from the world, and thereby send all those Way of the Speaker adepts a warning: the Shadows are not for you.

Thank you, Deacon.

Might I ask if it's occurred to you that this built in "limitation" was designed as such? That that's why this very thing is brought up in the fiction? That much like being a mage you are subject to in-game "environmental" backlash (geek the mage first)? I submit that had your "fixer adept" gone for a less glaringly powerful setup, you'd have less of a problem in letting him stay?

And regarding 2). The question was whether these uber-adepts were taking over your games, if your players were all suddenly taking up adepts? You've said one character which seems perfectly reasonable, were there more?
GentlemanLoser
I think it might be better to ask not if everyone is now playing Adepts, but whether anyone is still playing a mundane... Full mages still have many benefits over Adepts.

wink.gif
Grinder
But full mages can't use the new adept powers.... so what?
DarkShade
QUOTE (lorthazar)
What some people fail to realize is that Negotiations and Ettiquette will never get someone to do something that goes against their nature. If that Decker thinks it is in his best interest to smoke you in a very public way, he will. No whining, crying, or dice rolling is going to convince him. Dedicated guards will not let you int the building unless they are sure you're and employee. In some places a really good roll will just mean you aren't shot by the psychotic ones. A straight and narrow cop will not let you off the hook for a bribe. the list goes on.

I would say that with all the edges and mods you can. but this guard or whatever will at some point realise his mind has been messed with.. after all it is like a much weaker version of control thoughts. someone tricked into doing something really bad for them will first think `what was I thinking`, in a world like SR the guys next thought might very well be `was magic used against me?` or `was I drugged`?
come on, if someone you never met before convinced you somehow to give him your life savings and next morning thinking of the story he gave you you couldnt *quite* believe you did it <as mods are no longer in effect> your first thought would be `was I drunk`? and you would inmediately suspect foul play.

in SR that corp sec. guard might let you in, only to have second thoughts 5 minutes later & call his superior/sound the alarms or at least point the cameras at you to make *SURE* you are doing what you said you would..

DS
toturi
QUOTE (Kagetenshi)
Security Specialist Schwartz, I'm with the general's office and we're investigating the people who may have been responsible for the disappearance of Specialist Snyder. I'm going to have to ask you to help us make sure the people responsible don't get a lot of innocent people in the area hurt badly, can you take us into the lab please? If not I'm afraid we're going to have to relieve you of your duties without pay or benefits.

*Bang, bang, bang* Attempted unauthorised entry detected. cool.gif Come on, give us something with more challenge.
Xirces
There's an example in the BB of exactly this (Dodger talking his way past a sec guard). He gets a couple of extra successes so the guard doesn't double-check until the end of his shift...

With lower TNs are more dice (the additional modifiers would easily cancel out a "lack of supporting evidence") Dodger, if he were a SA, could have talked his way in and the guard wouldn't quesiton it until a /long time/ later...

Or do the rules not work like that?
GentlemanLoser
"But full mages can't use the new adept powers.... so what?"

One of the questions was are Adepts now becoming predominate in gaming groups because of the new powers. I think this is slightly skewed and the question should look more at are people leaving mundane characters to play awakended. (More specifically leaving mundane characters that awakened characters can now fill the role.)

Full mages can't use the new powers, but Magician Way Adepts can.

DrJest
I have a sneaking feeling that half the issue here is a terminology one. Craig makes reference to physical adepts. Sure, I do that too - like Craig, I'm a veteran from the SR1 era, and I constantly make mistakes about the new editions, which I haven't read enough if I'm honest. In reference to adepts, I think he says something like "people forget that the word before Adept is Physical".

But it isn't. Not any more. Not since SR3 came out. They're just Adepts.

Now I'm not delving into the mechanical whys and wherefores of whether a Social Adept is a better Face than a mundane or whatever, but as to the question of whether an adept should have access to these kinds of powers, I do feel it necessary to remind my fellow old-timers that Physical Adept is not the description any more.
Grinder
QUOTE (GentlemanLoser @ Feb 10 2005, 01:50 PM)
"But full mages can't use the new adept powers.... so what?"

One of the questions was are Adepts now becoming predominate in gaming groups because of the new powers.  I think this is slightly skewed and the question should look more at are people leaving mundane characters to play awakended. (More specifically leaving mundane characters that awakened characters can now fill the role.)

Full mages can't use the new powers, but Magician Way Adepts can.

I know, i tried to say the same you did, but with less words. Didn't work out well, it seems.

wink.gif
Kagetenshi
QUOTE (toturi @ Feb 10 2005, 07:04 AM)
QUOTE (Kagetenshi @ Feb 10 2005, 03:09 PM)
Security Specialist Schwartz, I'm with the general's office and we're investigating the people who may have been responsible for the disappearance of Specialist Snyder. I'm going to have to ask you to help us make sure the people responsible don't get a lot of innocent people in the area hurt badly, can you take us into the lab please? If not I'm afraid we're going to have to relieve you of your duties without pay or benefits.

*Bang, bang, bang* Attempted unauthorised entry detected. cool.gif Come on, give us something with more challenge.

Good for you. Now try that against an Adept with more persuasive ability than Hitler, Steve Jobs, and Ghandi rolled into one.

~J
Demosthenes
Is the Adept a Hot Elf Chick [TM] ? biggrin.gif
toturi
QUOTE (Kagetenshi @ Feb 10 2005, 09:35 PM)
Good for you. Now try that against an Adept with more persuasive ability than Hitler, Steve Jobs, and Ghandi rolled into one.

~J

*Bang, bang, bang* Attempted unauthorised entry detected. Come on, give us something with more challenge again.
Kagetenshi
QUOTE (toturi)
QUOTE (Kagetenshi @ Feb 10 2005, 09:35 PM)
Good for you. Now try that against an Adept with more persuasive ability than Hitler, Steve Jobs, and Ghandi rolled into one.

~J

*Bang, bang, bang* Attempted unauthorised entry detected. Come on, give us something with more challenge again.

In a word, bullshit.

~J
Xirces
QUOTE (toturi)
QUOTE (Kagetenshi @ Feb 10 2005, 09:35 PM)
Good for you. Now try that against an Adept with more persuasive ability than Hitler, Steve Jobs, and Ghandi rolled into one.

~J

*Bang, bang, bang* Attempted unauthorised entry detected. Come on, give us something with more challenge again.

What are this guy's instructions?

If he's told to merely shoot anyone who attempts to walk past then you might as well employ an auto-turret. Maybe the key word here is authorised...

How does he determine who is authorised and who isn't? Whatever the method, how do legitimate emplyees get in? How many false-positives (and thus dead employees) are required before the guy gets new standing orders. If there's any interaction between the employee and the guard then there's an opportunity to fast-talk him. If there's none, then why is a human employed to stand there?

I'm not entirely sure what you intend to achieve by presenting scenarios of this type and saying "beat that". I could easily do the same -

you're in an air-tight coffin that allows no movement whatsoever (the interior is sculpted around your body shape) and you have 10 seconds of breathing time left. The coffin is buried 40 feet below ground in rapidly solidifying concrete. You have no tools available and are completely naked. you die.

- and then yell "ha ha, you suck and I'm the greatest".
Crusher Bob
Heh, that's easy to get out of. I think of my sexy dikoted ally spirit. The sudden changes in shape this causes in my body easily crack open the coffin and the 40 feet of contrete. Then, I just climb out. rotfl.gif

The only adept powers I have problems with are the ones that modify target numbers (kinesthetics, etc) since the effect of large TN numbers can be much higer than some extra dice...

'Anyone' can get negotiations 10, but only adepts can get a -3TN (or whatever it is) tacked on. Most adept powers don't stack with thier cyber equivalents (sense mods, init mods, etc), while the social ones do... That's part of the problem. An adept version of pheremones that's a bit better is ok. An adept power that does the same thing, and then can have pheremones tack on to it is pretty bad.

Critias
So for some reason everyone's all bent out of shape over someone trying to make a role-playing oriented social specialist, while in the same breath everyone goes on and on about how "only bad Shadowrunners ever even have to draw a gun!"

Amazing.
Fortune
QUOTE (Critias @ Feb 11 2005, 02:31 AM)
... everyone goes on and on about how "only bad Shadowrunners ever even have to draw a gun!"

Don't count me amongst that everyone. Not once in all the time I have spent here (or elsewhere) discussing Shadowrun have I ever considered that to be true. smile.gif
Critias
Your quote is, uhh, wrong. Because I, uhh, didn't originally misspell "about." You should fix that. That, uhh, wrong quote of yours. Yes.
Fortune
What quote? wink.gif
mfb
QUOTE (Crusher Bob)
'Anyone' can get negotiations 10, but only adepts can get a -3TN (or whatever it is) tacked on.

not quite true. with aptitude and good reputation, you can match the kinesics TN mod. now, it's true that only adepts can get -6 TN. and pheremones add all of two dice--i really don't think tailored pheremones are the problem, here.
Xirces
QUOTE (Crusher Bob)
Heh, that's easy to get out of. I think of my sexy dikoted ally spirit. The sudden changes in shape this causes in my body easily crack open the coffin and the 40 feet of contrete. Then, I just climb out. rotfl.gif

The only adept powers I have problems with are the ones that modify target numbers (kinesthetics, etc) since the effect of large TN numbers can be much higer than some extra dice...

'Anyone' can get negotiations 10, but only adepts can get a -3TN (or whatever it is) tacked on. Most adept powers don't stack with thier cyber equivalents (sense mods, init mods, etc), while the social ones do... That's part of the problem. An adept version of pheremones that's a bit better is ok. An adept power that does the same thing, and then can have pheremones tack on to it is pretty bad.

Thanks Crusher smile.gif Never underestimate the ability of a player to destroy the most careful laid plans... and I would have got away with it if it wasn't for that pesky ally.

Also, yeah - now you mention it - it IS the tn mods I don't like. Doesn't it actually say that (only not in so many words) in the description of aptitude in SRComp?

Also half of the fun of running is not the drawing of the gun, but the bit afterwards - that's why such a large part of the rulebook is about combat...

Deacon
QUOTE (Synner)
And regarding 2). The question was whether these uber-adepts were taking over your games, if you're players were all suddenly taking up adepts? You've said one character which seems perfectly reasonable, were there more?

There were several other adepts, one run by the same guy, a few others run by other people. Through various mistakes they've made (namely, associating with my completely amoral, paranoid backstabbing decker), they've all been removed from the campaign. biggrin.gif grinbig.gif

Honestly, the only problems I have with adepts is when they start looking at all the adept powers and realizing that they can turn themselves into John Woo with pistols, or Bruce Lee with kung fu, or The Invisible Man with stealth. And they end up turning themselves into one-trick ponies. 200 karma on down the road, these adepts might start getting to the versatility the samurai was capable of, straight out of chargen. Of course the samurai, after 200 karma, is probably scarier than the adept, because while the adept might shine in *one* area, the samurai is decent in everything the adept missed.

The powers in the 2064 book, well, I stated problems with Kinesics and Linguistics, and Infusion; the animal powers are... okay, and the rest of it is pretty decent. As a GM, I'm going to be limiting access to some of these powers to what I call 'metabilities', meaning that the adept can gain them only after Initiation. Kinesics will almost definitely be one of these. This way I'm not 'limiting' Way of the Speaker adepts -- I'm merely charging them a bit more for the power. Linguistics, though, is right out. Free karma for 0.25 power points is bad.

In the game I play in, well, we have a lot of players who don't understand the setting so much as they understand the rules. I've seen players take assault rifles downtown in the back seat of their Westwinds (which, by the way, they let the autopilot drive -- which makes it so easy to get them pulled over), or do similar things that were I so inclined, would write up and submit as a C.L.U.E. file, except I think that's dead and buried. The adept fixer is one of those. The GM treats magic as just that -- magic. So to everyone here who's been screaming that the NPCs should just be feeling like they're going up against super negotiators, WRONGO! It's magic. They know it's magic. They know it's unfair. They are lashing out against the idiot adept who is completely blowing them away at the negotiating table. Trouble is, they're lashing out at the group, because well, that's logical... he does run with us, after all. And they know that with Junkie around, if they have a problem with someone in the group, that someone will cease to be a problem shortly. (It's not that I go put a bullet in their brains; it's just that a decker is the master of information. And where that information goes. And what that information is.)
Critias
QUOTE (mfb)
...and pheremones add all of two dice--i really don't think tailored pheremones are the problem, here.

It's worth pointing out (well, okay, it's on topic, and calling you wrong to your face is fun!) that Tailored Pheromones can add 4 dice, not just 2. If you buy them cultured, any benefit they give is doubled outright, making a cultured, level 2, version of them a fairly handy negotiating tool.

Which isn't to say they are "the problem," or whatever. I wanted to say you're wrong, though, when you say they can only add two dice. I just like making you feel stupid !!
mfb
*hair pull*

forgot about that. four dice is pretty nice, but rather than having it not stack with kinesics, i think it'd make more sense to have it not stack with IA.
Shockwave_IIc
as most bioware does.

reflex recorders don't why should Pheromones?
Critias
'Cause the book says they do?
U_Fester
Best reason out there wink.gif
Lindt
I just figured out something even the uber-twink adept cant pull off.
Conjuring. FINALLY something that cant be adept adused!
Kagetenshi
Physmage.

~J
Moon-Hawk
Kinesics gives extra dice on Charisma tests, right? Does that include Conjuring? I don't think it should, but I mean by the letter of the rule.
mfb
they give bonus dice on Cha tests made in social situations. so, it only helps if you're trying to have--never mind. not going there.

kage, physmages can conjure, but there are no adept abilities that will make them better at conjuring than any other mage. same with spellcasting, really, unless i'm missing something.
Moon-Hawk
Oh good. That's so.....reassuring.
Kagetenshi
QUOTE (mfb)
kage, physmages can conjure, but there are no adept abilities that will make them better at conjuring than any other mage. same with spellcasting, really, unless i'm missing something.

Ah, I see. For some reason I'd confused it with saying that it's beyond the ability of Adepts. You're right, nothing particularly aids them in conjuring.

~J
DrJest
You had to open your mouths, didn't you? I can see it now - SOTA 2065, the all new all singing all dancing Conjurer Phsyad Social God from the Hell Dimension... biggrin.gif
mfb
i really doubt there's going to be much about magic in SOTA:65, honestly. at least, there probably won't be any chapters solely dedicated to magic.
Cochise
QUOTE (mfb)
kage, physmages can conjure, but there are no adept abilities that will make them better at conjuring than any other mage. same with spellcasting, really, unless i'm missing something.

There could be arguments made for two things *one being a metamagic* :

1. Multi-Tasking and Centering twice ... *Yeah, I know that shadowrunFAQ already answered otherwise, but the rules themselves do not prohibit it*

2. Atument to a conjuring specific focus for a TN reduction on the Conjuring Test
Moon-Hawk
QUOTE (Cochise)
the rules themselves do not prohibit it

You're right, they don't. That's what GMs are for.

As for the second one, it's pretty iffy

Well done thinking of potential abuses, though. I wasn't coming up with any.
audun
QUOTE (Deacon)
  The adept fixer is one of those.  The GM treats magic as just that -- magic.  So to everyone here who's been screaming that the NPCs should just be feeling like they're going up against super negotiators, WRONGO!  It's magic.  They know it's magic.  They know it's unfair.  They are lashing out against the idiot adept who is completely blowing them away at the negotiating table.  Trouble is, they're lashing out at the group, because well, that's logical... he does run with us, after all. 

I have to agree with this. If someones to powerful, use it against him. It's how you stop powergamers and it is how you make the game fun. Though, there should be some realism where the fixer has to take some measures to discover it (hire a mage to scan his aura, etc).
As for the adept fast-talking his way past the guards: what's the problem? It's his power to do such things. Like the mage is able to make someone invisible so they can sneak past the guard. It is only way to solve the problem. It is no more powerful than simply sniping out the guards and run by. The fast-talker will be caught on camera and even if the decker wipes the recordings afterwards the guard will remember the guy's face. He may have facial sculpting, but there is indeed a limit on how many powers an adept can have. You can't have it all.
mfb
i agree, cochise--as written, the rules do not prohibit using multi-tasking to center twice in one pass. (i'm the one--or, at least, one of the ones--that posed that question to the ShadowFAQ guys.) i'll have to look at the Attunement thing. if it works, i'm gonna attune my physad's centering focus sunglasses. i'm almost positive that Attunement doesn't work for magical skills, though.
Cochise
QUOTE (mfb)
i'm almost positive that Attunement doesn't work for magical skills, though.

Ye, the last sentence does say that atunement doesn't work with magical skills.
And to put it in the same line with how you answered my question about the karma issue: Could you actually give a reason for that?
And don't go for "because it's says so", because that's too obvious and not the point of my question ...
mfb
if you're looking for an in-character reason, there isn't one--it's one of the mysteries of magic that hasn't been explained yet. if you're looking for a game balance reason, it's because they didn't want adepts to be better at sorcery and conjury than regular mages.

i still don't understand why you think my answer to the Cognition/Mnemonic Enhancer question is invalid. you asked why adepts can get that bonus, but mundanes don't; the answer is because adepts' abilities can allow them to learn things faster than a normal human. you asked why only adepts get that ability, instead of all Awakened characters; the answer is because adepts have abilities that enhance their natural abilities, and mages don't.
Craig
When it comes right down to it, the easiest way to balance a game is simply to say 'No, I'm not going to allow that' when someone tries to play with something that would break the game.

My point was - I'm not a typical GM. I have a rather unique game, whose problems mainly come from the fact that, ultimately, the Shadowrun system was made for tabletop, not online play. People have talked about how 34 karma is the practical limit of character advancement - we have several characters on the MUSH with over 300. In my game, I have to worry about what people can do with 300 karma on their character sheets - not a typical worry for most GMs. smile.gif

If I make a mistake and allow something unbalancing, I may end up dealing with it for the next four years - or ripping it out of the game and dealing with a bunch of unhappy players for a few months. And when I say 'bunch', I mean about 20 - I know of few tabletop games where you're worrying about pissing off that many people at once. wink.gif

How can I run a game in which I hate the rules? By being a good GM, and not relying on the rules as holy writ, never to be violated. By trying to be fair, throwing out rules, unbalanced powers and weapons, and keeping everything as consistant as I can. Doing the typical thing most GMs do, just for a much larger number of players.

As far as Adept vs. Physical Adept goes, it's partly terminology, partly ideology. I think Adepts were fine when they merely used magic to augment their physical abilities. Anyone who thinks that adepts were 'wusses' before SOTA (or in 2nd edition, even) wasn't trying hard enough to twist the rules into as much of a preztel as their GMs would allow. wink.gif

Maybe we should have a competition to see the sickest characters we can make with these rules. Only question is how much karma to put on the sheets. I would say '50' is a good starting point, but then, high powered game and all. smile.gif

Craig
Cochise
QUOTE (mfb)
if you're looking for an in-character reason, there isn't one--it's one of the mysteries of magic that hasn't been explained yet. if you're looking for a game balance reason, it's because they didn't want adepts to be better at sorcery and conjury than regular mages.

The word "balance" is all I wanted to hear wink.gif


QUOTE
i still don't understand why you think my answer to the Cognition/Mnemonic Enhancer question is invalid.


Because I still "fail" to see the connection. Different levels and completly different angles.
Magic and thus the ability to cast spells is a basic concept of the game: Agreed, never questioned
Adepts as magical characters should be able to have similar advantages, since they are magical: Agreed, never questioned either
Cognition provides several advantages including a mechanic that is already known from the Mnemonic Enhancer and thus fits that "demand": Agreed, never questioned either.
Cognition is compatible with Mnemonic Enhancer and thus recreates a situation that previously was critizised on the Mnemonic Enhancer as being too strong: That's the point where my actual question lies:
Why bring back something that previously was errataed away?

QUOTE
you asked why adepts can get that bonus, but mundanes don't; the answer is because adepts' abilities can allow them to learn things faster than a normal human.


Thus, this wasn't my question ...

QUOTE
you asked why only adepts get that ability, instead of all Awakened characters; the answer is because adepts have abilities that enhance their natural abilities, and mages don't.


Nor was that my actual question, although I asked it once I told you that I didn't see your answer as anything connected to my initial question: I simply wanted to show you, that that's a differnt issue ...

I'm only refering to that balance issue of karmic reduction of 2 points per skill level.
All other elements of Cognition are just fine with me ...
Synner
Possibly the original stats on the Mnemonic Enhancer were deemed to be too advantageous/abusable for the characters that could under the rules use it (namely any beginning character), and the errata stats were introduced to balance that.

I submit that as an Advanced Metamagic technique—one limited to a specific magical character type, with definite prerequisites in terms of prior initiation, prior metamagic choice and of course significant karma expenditure—said bonus was considered to be less unbalancing.

As presented in SOTA64, the ME-analog effects of Cognition force an adept interested in taking this "advantage" to spend upwards of 20 karma (at the very least) to get a bonus on skill acquisition from that point forward rather than at character creation - this for a character type which is now more than ever karma intensive in other areas.

So IMHO there is no direct comparison to be made between that situation and being able to pick up the same effect out of the box for 45.000Y and 0.6 Body Index (IIRC), other than the fact that the eventual game bonus is the same.

But what do I know... I'm the guy who wanted to make the Ways' power cost modifier rule mandatory, and force players to give their GMs a plausible reasoning not only for their character's choice of powers, but why the f*** their berserker adepts were taking Centering and Cognition in the first place (sorry guys but getting plastered on mead or mushrooms is not a Centering Skill in my game).
mfb
what Synner said, basically. the ME2 and 3 were unconsciably cheap--both in terms of bio index and nuyen--and incredibly easy to get ahold of. the cost of getting one installed, even if you used the surgey rules, was all out of proportion with the bonus you got from them (it could be argued that the ME1 is still too cheap for the bonus recieved, but that's a discussion for another time).

in other words, the adept gets this bonus, which was errata'd out of existence in the case of the ME, because the adept pays a reasonable price for getting it.
toturi
QUOTE (Kagetenshi)
In a word, bullshit.

~J

Think about it. You know there is a way for that to happen.

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