Shadowrun

Shadowrun Play => Character creation and critique => Topic started by: Lord Scythican on <09-24-10/1222:44>

Title: Essence and Cyberware Questions
Post by: Lord Scythican on <09-24-10/1222:44>
OK first post (of many). I guess I need to get my most pertinent questions out of the way first.

Right now I am creating a Cyberzombie villain for my campaign.  After reading through the Augmentation Rulebook, I found out that is is possible to have a character with -6 Essence. With a number like that, adapsin, biocompatibilty, and Deltaware, I could probably make one hell of a character.

So I decided to test the character creation skills and see just how uber/munchkin I can make this guy. If he is ever introduced in the game, he will be similar to a resident evil tyrant type character and will need a bomb dropped on him to take him out.

Now I am using a complete obvious cyberlimb body, with customized attributes, and enhanced attributes. I am giving this guy a bulk modification as well. Seems like I can fit a lot of cyberware into this guy. Now the thing is, at first glance, I am not sure I can even utilize the full 12 essence (-6 from cybermancy). To me, if I take a full cyberlimb body for the NPC, I will max out at 6.25. With Deltaware, Adapsin, and biocompatibilty, I will be looking at a final score of 1.875 because of the 10%, 10%, and 50% reductions. Huh?  ???

I wasn't sure if I was to add them all together and multiple the essence by .3 or if I was supposed to compile them one at a time, but regardless if I use this percentages, I am going to get nowhere near a maxed essence.

I can use the capacity slots for all the guns etc right? So I will not need their essence costs correct?

To me this doesn't seem right, so I think I am doing something wrong.

If needed, I can post some of my calculations when I get home this evening.
Title: Re: Essence and Cyberware Questions
Post by: FastJack on <09-24-10/1512:05>
The Essence cost is right. Now you will see the true power of the Dark Side. MWUA-HAHAHAHAHAHA

*ahem*

Let's see if we can jam-pack this dude (going to assume he's human):
Cyber ModEssenceCost
Right CyberArm [Bulk +4, Customized (maximized to B6/S6/A6), Cyberarm Gyromount, Retractable Elbow Spur, Enhancements Armor 1/B+1/S+1/A+1 (12 Capacity used, Bod 7, Str 7, Agi 7)].3463,000¥
Left CyberArm [Modular, Bulk +4, Customized (max'd to B6/S6/A6), Cyberarm Gyromount, Retractable Elbow Spur, Enhancements Armor 1/B+1/S+1/A+1 (12 Capacity used, Bod 7, Str 7, Agi 7), Drone Hand, Grapple Hand].6513,930¥
CyberLegs [Bulk +4, Customized (max'd to B6/S6/A6), Cyberskates, Hyrdraulic Jacks (R6), Enhancements Armor 1/B+1/S+1/A+1 (14 Capacity used, Bod 7, Str 7, Agi 7)].61,023,000¥
CyberTorso [Bulk +4, Customized (max'd to B6/S6/A6), Enhancements Armor 3/B+1/S+1/A+1 (9 Capacity used, Bod 7, Str 7, Agi 7)].45441,000¥
CyberSkull [Enhancement Armor 1 (2 Capacity used)].225153,000¥
Eyeband [R3, Eye Recording Unit, Flare Compensation, Image Link, Low-Light Vision, Smartlink, Thermographic, Vision Enhancement (R2), Vision Magnification (12 Capacity used)].1590,000¥
Cyberears[R4, Audio Enhancement (R3), Balance Augmenter, Damper, Ear Recording Unit, Increased Sensitivity, Select Sound Filter (R5), Sound Link, Spatial Recognizer (16 capacity used)].3370,000¥
Attention Coprocessor (R3).0990,000¥
Commlink (Fairlight Caliban/Novatech Navi, R4/Sig5/F3/Sys4).06115,000¥
Datajack.035,000¥
Encephalon (R2).45750,000¥
Invoked Memory Stimulator.06500,000¥
Math SPU.04545,000¥
Olfactory Booster (R6).0660,000¥
Orientation System.0612,500¥
Radar Sensor (R4).09120,000¥
Auto-Injector (Reusable).035,000¥
Biomonitor.0910,000¥
Titanium Bone Lacing.45400,000¥
Internal Air Tank.0756,500¥
Magnetic System.07512,000¥
Wired Reflexes (R3)1.51,000,000¥
Total:5.796,184,930¥

Ahh, Cybered out... What else can we add? Why, the Nanotech adds to the Cyber Essence!

Nano ModEssenceCost
Nanohive (R6).6600,000¥
Anti-Rad (R6)-9,000¥
Implant Medics (R6, Hard)-9,000¥
Neural Amplifiers (Limbic R3)-15,000¥
Neural Amplifiers (Neocortical R3)-15,000¥
Oxyrush (R5, Hard)-5,000¥
Trauma Control System (R6)-12,000¥
Total:.6665,000¥

Phew... That brings the total Essence cost to 6.39. Just crossed into Cyberzombie-ville! But wait, there's more!

BiowareEssenceCost
Adrenaline Pump (R3)1.125900,000¥
Dragon's Hide Orthoskin (R3).425970,000¥
Pathogenic Defense (R6).3600,000¥
Platelet Factories.1250,000¥
Cerebral Booster (R3).3300,000¥
Damage Compensators (R12).61,800,000¥
Mnemonic Enhancer (R3).15225,000¥
Sleep Regulator.075100,000¥
Trauma Damper.1400,000¥
Total:1.905* 3.1755,545,000¥

Wow... Since it's the lower of the two, you only use half that Essence cost (0.9525* 1.5875), so your total Essence is now 7.9775. Hold on... you mentioned Adapsin. That means Gene tech.

GenetechEssenceCost
Adapsin.230,000¥
Daredrenaline.125,000¥
Magnesense.120,000¥
PuSHeD.115,000¥
Qualia.425,000¥
Reakt.430,000¥
Synch.330,000¥
Total:1.6**175,000¥

Whoa... The essence tacks on to Bioware costs, so again, it's only half (0.8 ), which brings our final total of Essence cost to 8.7775. Of course, the nuyen cost is 12,569,930¥. Just over two Six-Million Nuyen men!!

(oh, and you can look up all the benefits of this stuff... It scared me. ;))

*Oops... Calculated Bioware essence with Adapsin and Biocompatibility, when it should be just strait Deltaware since those two only affect Cyber or Bio not both. Still, the overall essence is still way above the -12.

**You'll notice the Gene therapy's Essence costs are NOT modified since the Biocompatibility does not apply, the Adapsin effects only essence cost AFTER it's been completed and there's no Delta-grade. I figure they get the Gene therapy out of the way first when it comes to making a Cyberzombie.
Title: Re: Essence and Cyberware Questions
Post by: Qemuel on <09-24-10/1553:04>
um.  I have one piece of advice...


 :o RUN AWAY.
                         FAST!


FJ, you scare me with your shenanigans.  I think I would enjoy playing in one of your games. !   ;D
Title: Cybersupes
Post by: Lord Scythican on <09-24-10/1735:03>
Exactly! I would want this to be the perfect cyberzombie. Of course one's interpretation of perfect may be different than mine, but would want this guy deltaware, biocompatitbility, the works. The creation would be backstory so I wouldn't worry about how many mages died trying to make this guy. BTW I am still working on a post for one arm. I am taking what you have and adding some other stuff. Not too sure what I am doing, so bear with me. 

EDIT: My post after this, was supposed to be my reply to your's fastjack. Once I noticed that you replied again, I went ahead and made the next post with my comments, etc.
Title: Re: Essence and Cyberware Questions
Post by: FastJack on <09-24-10/1914:42>
Well, you could jam some more stuff in, but a lot of it just overlaps with other stuff. And remember, that cost is only the equipment side. The Magic side of the equation involves heavy mojo like high Initiate grades and magic lodges. Not to mention a metaplanar quest to the Plane of Death. So, it's a huge risk on the part of the group creating the zombie.

This is built on Delta grade 'ware and finding an individual with Biocompatibility. Removing just that quality from the C-zombie brings the Essence total up to 10.9075. And if they use Beta grade ware and no Biocompatibility, the Essence jumps up to whopping 15.8025. This dude we're talking about is their idea of the perfect subject.
Title: Re: Essence and Cyberware Questions
Post by: Lord Scythican on <09-24-10/2014:54>
@FastJacK: Woah...that is some serious cyber-packing you did there!

So my assumption about the -6 essence is true and it is going to be very hard to max it out? Is there anyway to truly make the -6 Monster of a Man? Is doesn't look possible, but with your keen character building skills, I am sure we can push this guy past 8.6775. Heck with Deltagrade cyberware this would go down even more. With no limitations on availability or credits, I am sure you could cram most of the availiable options into a NPC without even breaching the normal 6 essence.

I like how you did the genetherapy first too. It makes since (fluff wise) and since Biocompatibilty can be purchased once for either cyberware or bioware and it makes sense for character building too.

Well for what it is worth, you have gave me quite a few ideas. I will see if I can expand on it or at least post my Villain with a lot of your suggestions. I know I want him to be a troll and I want to max everything out. I really want that -6 bonus too, because for every negative pip, you get to add +1 to your natural and augmented attribute maximums. A troll with -6 essence and enhanced attribute (Strength) could essentially have...23 max on his strength?  :o

Also give me a few minutes and let me post a cyberarm so you can check my math.

EDIT: Ok I am going to try and post an obvious cyberlimb crammed full of some serious chrome. I might need to tweak it a few times to get the columns to line up, so bear with me. Also I did add a few homebrew modifications, namely the two homebrew cyberguns: Missle Launcher & Heavy Machine Gun. I built their statistics based on cyberguns in the main rulebook.  From what I could tell, the cost was double that of a normal gun and so was the availability. For the essence and compacity, I just made them higher than a grenade launcher. In addition, I have two cyberguns in this arm, which I know is against the rules. My justification was a GM decision based on the fact that I am making this guy really huge, based on his custom arms and enhancements. It is little odd on the ability increases due to the cybermancy though. The book acts like it is a supermetahuman power. I wasn't really sure if this was caused by the magic or something else, but I am imagining this guy as the size of the Tyrant from Resident Evil with arms like what we saw in the recent Deus Ex: Human Revolution Trailer.




Cyberlimb                                  Essence       Capacity               Availability                Cost
Obvious Full Left Arm                 1                  15                       4                             15,000¥
Bulk Modification                       —                 +4                       4                              4,000¥
Normal Attributes
Body    Agility    Strength
3           3          3
Customized Attributes
Body +14                                  —                                         2                               21,000¥
Agility +8                                  —                                         4                               12,000¥
Strength +13                            —                                            2                               19,500¥
Body   Agility   Strength
17          11          16   
Enhanced Attributes
Body +5                                 —               +5                         2                                1,000¥
Agility +2                                   —             +2                         4                                 500¥
Strength +5                             —               +5                          2                             1,250¥
Body   Agility   Strength
22   13   21   
Armor Rating 4                             —              +8                     20                           1200¥
Armor 5 (+4 from cyberlimb mod, +1 from being a troll)                  
Cyberguns & Mods
Missle Launcher                        2 (N/A)              [20]                      40R                             24,000¥
External Clip Port                      0.1 (N/A)          [1]                       —                                100¥
Heavy Machine Gun*               1.4 (N/A)         [14]                      30F                           15,000¥
Laser Sight                           0.1 (N/A)           [1]                             —                                100¥
Cyber-melee Weapons
Spur (Retractable)                  0.3 (N/A)              [3]                        12F                             1,800¥
Subtotal                              (1/4.9)               [39]                                                116,450¥
Deltaware                               Essence Cost                             Cost Multiplier
                                        -50% Essence                  x 10
Biocompatibility                    -10% Essence
Adapsin                                -10% Essence
Total                               0.3/1.47                                                        1,164,500¥
Build Points:                                                                         232.09 BP




Anyways excuse the makeshift chart. I tried to line them up. Its a little tedious. The maxed abilities are based on the assumption that this guy will have a -6 essence. The two homebrew cyberguns were built with standard cyberguns in mind. I picture this guy with huge arms that are loaded with two large cyberguns. I know it is against the rules and these are just some homebrew modifications. They could easily be swapped for a cyber smg or something and not affect the overal essence cost. The capacity slot would be filled with something else. Also I am not sure if I did any of this math right. I assumed that the enhanced abilities and armour ratings added to the compacity. if they do not, let me know. Also the (N/A) next to some of the cyberware is to keep track of what they cost. However since they are taking up a slot, I put (N/A) next to their cost to show they are not calculated into the final cost.
Title: Re: Essence and Cyberware Questions
Post by: FastJack on <09-24-10/2042:35>
One last thing to consider... The Cyberzombie Awakens when the process is completed and gains a Magic Attribute of 1. What's to say that he doesn't Awaken as a PhysAdept?
(http://static-p4.fotolia.com/jpg/00/08/36/67/110_F_8366719_wJM2efiGJAaxw93lgRlVY161uVj9Q2JD.jpg)
Title: Re: Essence and Cyberware Questions
Post by: Lord Scythican on <09-24-10/2047:41>
One last thing to consider... The Cyberzombie Awakens when the process is completed and gains a Magic Attribute of 1. What's to say that he doesn't Awaken as a PhysAdept?
(http://static-p4.fotolia.com/jpg/00/08/36/67/110_F_8366719_wJM2efiGJAaxw93lgRlVY161uVj9Q2JD.jpg)

Can he use the powers of a PhysAdept? I am a unfamiliar with this so I really can't comment. I remember the book saying something about the character not being able to learn spells, etc. Would this affect the PhysAdept?
Title: Re: Essence and Cyberware Questions
Post by: FastJack on <09-24-10/2127:15>
Actually, I don't see anything about them not being able to use magic. It's just tough to use since they are a walking background count. ;)
Title: Re: Essence and Cyberware Questions
Post by: Lord Scythican on <09-24-10/2140:09>
I checked it again, I think I was remembering the part where they loose technomantic abilities. Sorry my bad.
Title: Re: Essence and Cyberware Questions
Post by: Casazil on <09-24-10/2349:52>
The high the negitive essance the more back ground count he makes I think is the way it goes and for every point of background count he'd loose a point of adept powers.
Title: Re: Essence and Cyberware Questions
Post by: Critias on <09-24-10/2352:05>
As fun as this sort of character building exercise can be, don't forget the Golden Rule, "your players should get most of the spotlight time."  Don't make the guy so utterly unkillable that a new group -- which it sounds like yours is -- is going to just get flat out murdered by him, have no chance whatsoever of hurting him, etc, etc.

The bad guy in Resident Evil can get away with toting around a minigun, snarling "STARS" all the time, and being an inexorable killing machine that cinematically chases video game characters and/or Milla Jovovich around, because those are games/movies that are completely on rails, and it's easy to just hit start and try that level again.  

It's important to remember there aren't many cut-scenes in an RPG, and it might be tough to get a whole herd of Shadowrunners to ride the right rails at the right times, and keep an unstoppable death machine from, well, unstoppably deathing them.   ;)
Title: Re: Essence and Cyberware Questions
Post by: FastJack on <09-25-10/0020:27>
I agree, Critias. This was just an exercise in "How far can we go?" As a Prime Runner NPC, using a base Human, he costs over 1200 BP just to afford the resources for the ware.
Title: Re: Essence and Cyberware Questions
Post by: Medicineman on <09-25-10/0515:36>
One last thing to consider... The Cyberzombie Awakens when the process is completed and gains a Magic Attribute of 1. What's to say that he doesn't Awaken as a PhysAdept?
(http://static-p4.fotolia.com/jpg/00/08/36/67/110_F_8366719_wJM2efiGJAaxw93lgRlVY161uVj9Q2JD.jpg)
By RAW only If they take the Adept Advantage ;)
having a MAG of 1 doesnt mean being able to use sorcery, summoning or Ki-Powers

He who dances with RAW
Medicineman
Title: Re: Essence and Cyberware Questions
Post by: Lord Scythican on <09-25-10/0731:56>
As fun as this sort of character building exercise can be, don't forget the Golden Rule, "your players should get most of the spotlight time."  Don't make the guy so utterly unkillable that a new group -- which it sounds like yours is -- is going to just get flat out murdered by him, have no chance whatsoever of hurting him, etc, etc.

The bad guy in Resident Evil can get away with toting around a minigun, snarling "STARS" all the time, and being an inexorable killing machine that cinematically chases video game characters and/or Milla Jovovich around, because those are games/movies that are completely on rails, and it's easy to just hit start and try that level again.  

It's important to remember there aren't many cut-scenes in an RPG, and it might be tough to get a whole herd of Shadowrunners to ride the right rails at the right times, and keep an unstoppable death machine from, well, unstoppably deathing them.   ;)

All good advice! As for this unkillable character, well I would still use him eventually but this is mostly for fun anyways. If I did use him it would be a very controlled situation. He would sort of represent that "Hand of GM". I have introduced this kind of character before in games and they always instill fear into my players.

You have to look at it this way. Most players get a little too big for the britches. They grow a pair that are so large, that they could easily deflect Force Lightning from the Emperor or smother a paragon red dragon with them. Well not literally people but hopefully you get my point, they think they are "invincible".

A munchkinized, unstoppable killing machine NPC (which does have several ways to be stopped, one of which can be accomplished without the use of a large bomb), can serve as a reminder to players that they are not invincible and can be a deterrent to unruly player behavior. However you really need to get a good read on a group first. The group I have been playing with has gotten together every Sunday for the last 15 years. The group knows what the meaning of a NPC like this is. They all know know the routine: "Oh crap the GM is pissed. You really should not have killed that NPC just because you could! Didn't you see the character art he drew for her and that character was supposed to be a longstanding character for many adventures?"

Characters like this can serve as a Personally Delivered Lightning Bolt from Zeus and everyone knows it. You mess around ingame and screw up the storyline just because you can then you can expect a swift asinine treatment in the form of GM disapproval.

It builds up a certain fear factor with your gaming group and keeps the riftraft out of the game. You know the ones I am talking about.

Maybe I am on a powertrip, but everyone in the gaming group does it. Seriously after 15 years, sometimes games can just get downright silly and they need to be forcibly put back into order. Seriously just because a PC has a Lightsaber skill of 13D, Control, Sense, and Alter of 12D+ each, doesn't mean they should decide one day that they are going to kill Luke Skywalker, especially if they do not have a single Darkside Point. I had a player try that one time, and lets just say he encounter Luke Skywalker during a New Jedi Order Counsel meeting...well at least he has a reason to go to the darkside now, with the poor guy missing limbs and stuff.

As for the whole "my character is invincible thing", well I really hate it when players get like this. For one, it makes the game flawed in my opinion. I sort of compare it to Chewbacca in Vector Prime by R. A. Salvatore. It wasn't Salvatore's idea to kill Chewie off, (oh yes that is a spoiler, but if you don't know Chewie died in the novels by now, then you didn't care about the character anyways...just saying) it was a judgment call by those who were in power regarding the direction of the books.

One of the things that made those in power kill off Chewie was because the stories were getting old, it seemed like they were running a "Super Weapon" of the month kind of thing. Also there was no sense of "danger" where the main characters were concerned. No matter what kind of mess they got themselves into you (as the reader) knew they would get out of it somehow. That's the main reason a character was killed ... to shake the fans out of the everybody's safe mode to who are they going to mess with this time. That created a lot of suspense in the books of that series because you knew that everybody was fair game. The threat of a -6 essence Cyberzombie can serve as the exact same thing.


I am going to quote Keanu Reeves now...."Woaaaah!"

I didn't mean to write that much. Sorry.
Title: Re: Essence and Cyberware Questions
Post by: FastJack on <09-25-10/1130:07>
Agreed. An NPC like this is the "In case of emergency, break glass" type. It should only be used if the players are seriously abusing the game.

GM: "You're trailing your mark through the streets of Detroit. Up ahead, you see a large crowd gathering for a PR speech on the steps of Ares' Headquarters. He's heading towards the crowd to try and lose you."
Player 1: "I continue to follow him, trying to close the distance so I don't lose him."
Player 2: "I'm still watching, keeping P1 covered from my sniper's roost. Just had a thought, what's the speech about?"
GM: "Huh? Um... Some new announcement being made about a military contract." <rolls dice> "Your mark's entered the crowd, but you still see him."
Player 1: "Cool. I continue to watch, but I'm ready to move if he tries to break for it."
Player 2: "Is Damien Knight giving the speech?"
GM: <barely glances at player 2> "Sure he is." <rolls dice> "Uh-oh, the mark spots you. He starts pushing -"
Player 2: "I shoot him."
GM: "The mark?"
Player 2: "No, Damien Knight. My character's got an obsession about Ares and hates Knight. I try to take him out. And I'm using Edge"
GM: "WHAT?!?"
Player 2: <rolls obscene dice for being specialized sniper> "Sweet! Rule of Six baby! Suck 15 successes Damien!"
GM: "!!!"
Player 1: "???"
Player 2: "So, did I kill him?"
GM: "No. It turns out that it was an illusion. Damien's been getting threats recently and decided to hold this stunt to trap any would-be assassins. The magical illusion drops and you see through your sites something that was once human. And it looks directly at you. Then begins to come after you."
Player 2: "DAMMIT!"
Title: Re: Essence and Cyberware Questions
Post by: Lord Scythican on <09-25-10/1309:28>
Perfect example FastJack! Somebody is about to be put in their place!


Also was my math right on the cyberlimb? I thought that customized & enhanced limbs added to a compacity. I just want to make sure I am not building this wrong. From the looks of it I can have a deltaware arm with a ton of stuff crammed in it for 0.3 essence right? (Never mind the missile launcher and heavy machine gun. Those were just house rules added in.)
Title: Re: Essence and Cyberware Questions
Post by: FastJack on <09-25-10/1342:13>
The most you can get is 12 Capacity on the arm. If you make it customized, you can have the attributes up to the natural maximum for the character, but if the attributes go above this, then you have to treat them as enhancements and they take up a lot of capacity. As long you're fine with the maximums, then you can fill it however you want.
Title: Re: Essence and Cyberware Questions
Post by: Lord Scythican on <09-25-10/1704:07>
Can't you get 15 normally and add +4 for bulk modification? So enhanced attributes deduct from the capacity, not add too it? Makes sense now that I look at it. I wonder though if I could justify adding more capacity to a cyberarm if the arm was a lot larger, say for a troll instead of a human? If I had a killing machine that was 10ft. tall, seems like he could hold more stuff in his arms. Or is this what the Bulk Modification is for?
Title: Re: Essence and Cyberware Questions
Post by: FastJack on <09-25-10/1733:09>
HA! I was only looking at Synthetic Cyberlimbs...

O_o

Maybe, in that case...
Title: Re: Essence and Cyberware Questions
Post by: Lord Scythican on <09-25-10/1734:58>
HA! I was only looking at Synthetic Cyberlimbs...

O_o

Maybe, in that case...

So we can fit more than what you were thinking, but not as much as what I was thinking. I guess I will have to scrap the homebrew missile launcher cybergun.
Title: Re: Essence and Cyberware Questions
Post by: FastJack on <09-25-10/1819:45>
Updated Cyberware (Obvious and more Capacities):
Cyber ModEssenceCost
Right CyberArm [Bulk +3, Customized (maximized to B6/S6/A6), Cyberarm Gyromount, Retractable Elbow Spur, Enhancements Armor 2/B+3/S+3/A+3 (18 Capacity used, Bod 9, Str 9, Agi 9)].3420,000¥
Left CyberArm [Modular, Bulk +3, Customized (max'd to B6/S6/A6), Cyberarm Gyromount, Retractable Elbow Spur, Enhancements Armor 2/B+3/S+3/A+3 (18 Capacity used, Bod 9, Str 9, Agi 9), Drone Hand, Grapple Hand].6468,500¥
CyberLegs [Bulk +4, Customized (max'd to B6/S6/A6), Cyberskates, Hyrdraulic Jacks (R6), Telescoping Cyberlimb, Enhancements Armor 2/B+3/S+3/A+3 (22 Capacity used, Bod 9, Str 9, Agi 9)].61,007,000¥
CyberTorso [Bulk +3, Customized (max'd to B6/S6/A6), Enhancements Armor 2/B+3/S+3/A+3 (13 Capacity used, Bod 9, Str 9, Agi 9)].45392,000¥
CyberSkull [Enhancement Armor 2 (4 Capacity used)].225106,000¥
Eyeband [R3, Eye Recording Unit, Flare Compensation, Image Link, Low-Light Vision, Smartlink, Thermographic, Vision Enhancement (R2), Vision Magnification (12 Capacity used)].1590,000¥
Cyberears[R4, Audio Enhancement (R3), Balance Augmenter, Damper, Ear Recording Unit, Increased Sensitivity, Select Sound Filter (R5), Sound Link, Spatial Recognizer (16 capacity used)].3370,000¥
Attention Coprocessor (R3).0990,000¥
Commlink (Fairlight Caliban/Novatech Navi, R4/Sig5/F3/Sys4).06115,000¥
Datajack.035,000¥
Encephalon (R2).45750,000¥
Invoked Memory Stimulator.06500,000¥
Math SPU.04545,000¥
Olfactory Booster (R6).0660,000¥
Orientation System.0612,500¥
Radar Sensor (R4).09120,000¥
Auto-Injector (Reusable).035,000¥
Biomonitor.0910,000¥
Titanium Bone Lacing.45400,000¥
Internal Air Tank.0756,500¥
Magnetic System.07512,000¥
Wired Reflexes (R3)1.51,000,000¥
Total:5.795,984,500¥

Thanks LS! Now he's maxed out on his Physical Attributes and has Armor 2 all around... ;)
Title: Re: Essence and Cyberware Questions
Post by: Mäx on <09-25-10/1848:58>
To me this doesn't seem right, so I think I am doing something wrong.
Yeah your doing something wrong.
Your trying to make a cyber zombie by installing deltaware in a guy who has biocompability(cyber) and adapsin.
A guy like that can allready take pretty much every compatible piece of ware in the books if you favor bioware for those thinks that come as both, especially if you make that cyber in to a suite dropping the cyber essence modifier to .2. The whole point of cybermancy is that you dont have to use expensive deltaware to build the uber sammy, really it pretty easy to get to -6 essence with used ware.
Title: Re: Essence and Cyberware Questions
Post by: Critias on <09-26-10/1458:04>
To me this doesn't seem right, so I think I am doing something wrong.
Yeah your doing something wrong.
Your trying to make a cyber zombie by installing deltaware in a guy who has biocompability(cyber) and adapsin.
A guy like that can allready take pretty much every compatible piece of ware in the books if you favor bioware for those thinks that come as both, especially if you make that cyber in to a suite dropping the cyber essence modifier to .2. The whole point of cybermancy is that you dont have to use expensive deltaware to build the uber sammy, really it pretty easy to get to -6 essence with used ware.
Given how expensive and complicated the cybermancy process is, why would they then cut corners by filling the guy up with used 'ware?  It's not a race to get to -6 fastest, it's a process developed to fit more and more stuff.

Now, deltaware, adapsin, biocompatability, all put together, might be a little over the top, sure...but it makes sense, at least.
Title: Re: Essence and Cyberware Questions
Post by: Glyph on <09-26-10/2103:24>
I would think a cyberzombie would be SOTA all the way, since they are supposed to be bleeding-edge technology.  Plus, the costs would be pretty irrelevant, since they are essentially guinea pigs.
Title: Re: Essence and Cyberware Questions
Post by: FastJack on <09-26-10/2253:07>
I would think a cyberzombie would be SOTA all the way, since they are supposed to be bleeding-edge technology.  Plus, the costs would be pretty irrelevant, since they are essentially guinea pigs.
Ahh, but we're talking a Megacorp that looks at the bottom line. Remember, not every operation is a success. The subject has to make a Intuition + Willpower test (threshold 3 + 1 for every point below zero essence), and if they don't succeed, they die (or something worse comes back with the spirt on a glitch). Now, even with the Deltaware example we put together, that sets the threshold at 7. Pretty high to succeed, but doable. Let's just assume three quarters of the operations are successful. 12 million nuyen is a huge lose if it doesn't work. Remember, this is all deltaware equipment made to order for the subject, so it can't be reused. So, beta- and alpha-grade might be used more often, just because it's a lot easier to re-use those grades on other subjects.
Title: Re: Essence and Cyberware Questions
Post by: Critias on <09-26-10/2257:03>
There's a world of difference between thinking corps will go for Alpha or Betaware, and thinking corps will go for used in order to more quickly "get to -6 essence."
Title: Re: Essence and Cyberware Questions
Post by: Mäx on <09-27-10/0329:28>
To me this doesn't seem right, so I think I am doing something wrong.
Yeah your doing something wrong.
Your trying to make a cyber zombie by installing deltaware in a guy who has biocompability(cyber) and adapsin.
A guy like that can allready take pretty much every compatible piece of ware in the books if you favor bioware for those thinks that come as both, especially if you make that cyber in to a suite dropping the cyber essence modifier to .2. The whole point of cybermancy is that you dont have to use expensive deltaware to build the uber sammy, really it pretty easy to get to -6 essence with used ware.
Given how expensive and complicated the cybermancy process is, why would they then cut corners by filling the guy up with used 'ware?  It's not a race to get to -6 fastest, it's a process developed to fit more and more stuff.
Now, deltaware, adapsin, biocompatability, all put together, might be a little over the top, sure...but it makes sense, at least.
Becouse there's nothink to fit into character that would take you to negative essence, with .2 modifier for cyber and .5 modifier for bio you can allready get all the ware that you want into a character with out going to negative essence, if going 50-50 thats effective 15 points of essence worth of cyber and 6 points of essence worth of bio, which still only gets us up to 4,5 essence lost as one of them is halved. So actually we can get 4 points of essence worth of bio and cyber, which is effectivly 20 points of cyber and 8 points of bio to get as to 0 essence.
Title: Re: Essence and Cyberware Questions
Post by: Critias on <09-27-10/0341:21>
Becouse there's nothink to fit into character that would take you to negative essence, with .2 modifier for cyber and .5 modifier for bio you can allready get all the ware that you want into a character with out going to negative essence, if going 50-50 thats effective 15 points of essence worth of cyber and 6 points of essence worth of bio, which still only gets us up to 4,5 essence lost as one of them is halved. So actually we can get 4 points of essence worth of bio and cyber, which is effectivly 20 points of cyber and 8 points of bio to get as to 0 essence.
Well, okay, I'll just self-quote, then:
Quote
There's a world of difference between thinking corps will go for Alpha or Betaware, and thinking corps will go for used in order to more quickly "get to -6 essence."
I can understand not going as over-the-top as for everything to be in line -- Betaware, cyberware suite (potentially!), adapsin, cybercompatability, etc, etc...you don't need all of it, I completely agree.

But to swing the pendulum back so far in the other direction, by thinking that a corporation or government would be so wildly inefficient as to go through the trouble of making a cyberzombie out of used cyberware, is just as silly (or moreso, in fact).
Title: Re: Essence and Cyberware Questions
Post by: Lord Scythican on <09-27-10/0940:53>
I just believe that if you are making some supercyberzombie and Nuyen is not an issue, then you would use the best of the best.

However with that said, maybe we are looking at this the wrong way though. A guy that was maxed out to -6 essence may not actually have the best cyberware. The guy that had the best would be a better subject by far and it would show in his essence rating. Fully decked out he might be at 6 essence (or under) and not be a cyberzombie because he has the best. The actual cyberzombie is "flawed" in the fact that his experiment was based on how much crap they could shove in him. The crap could actually be less than perfect and under the performance specs of something better like Deltaware.

I really just do not think it is possible to make a fully decked out cyberzombie with -6 essence and has a full suite of deltaware, adapsin, and biocompatibilty. If the guy has all of that then he isn't in danger of becoming a cyberzombie in the first place. However I still want too see how much I can fit in him.

Here is a thought though...

What if the cyberzombie got to -6 essence before getting deltaware? If this happened he would have a essence void correct? You can't get the essence back. If you remove the cyberware and replace it with something else then you will still have a essence void even if the cyberware uses less essence. If I use a standard cyberarm with biocompatibility and adapsin, the arm will cost me 0.8 essence. If I upgrade it to a Deltaware arm which would cost 0.3 essence, I don't get the difference back correct?

I am not sure how this would help though. Statistically wise, how much better is Deltaware than standard except in essence ratings?
Title: Re: Essence and Cyberware Questions
Post by: FastJack on <09-27-10/1024:05>
What if the cyberzombie got to -6 essence before getting deltaware? If this happened he would have a essence void correct? You can't get the essence back. If you remove the cyberware and replace it with something else then you will still have a essence void even if the cyberware uses less essence. If I use a standard cyberarm with biocompatibility and adapsin, the arm will cost me 0.8 essence. If I upgrade it to a Deltaware arm which would cost 0.3 essence, I don't get the difference back correct?
That is correct. However, if he had that essence void, he could then chop off his other arm with no further loss of essence (since the two cyberarms would be .6 essence together and not fill the .8 void).
Title: Re: Essence and Cyberware Questions
Post by: Lord Scythican on <09-27-10/1851:52>
So essentially he could gain all the benefits of having a -6 essence first (Such as the +6 bonus to attributes) then get decked out with all the latest Deltaware hardware? However is there any benefit is switching to delta after you have already lost the essence? Are there any other benefits to delta besides the lower essence cost?
Title: Re: Essence and Cyberware Questions
Post by: FastJack on <09-27-10/1918:14>
The lower essence cost is the main benefit of delta-ware. Any other benefits would be up to your GM.
Title: Re: Essence and Cyberware Questions
Post by: voydangel on <09-27-10/2002:42>
Can someone point me at the RAW (book/page#) for cyberware suites? I know I've seen them before, but cant seem to find them in Aug. =P
Title: Re: Essence and Cyberware Questions
Post by: Lord Scythican on <09-27-10/2006:29>
The lower essence cost is the main benefit of delta-ware. Any other benefits would be up to your GM.

So really it is going to be down to a deltaware metahuman or a crapware cyberzombie with really high attributes?

Can someone point me at the RAW (book/page#) for cyberware suites? I know I've seen them before, but cant seem to find them in Aug. =P

Page 48 of the augmentation book.
Title: Re: Essence and Cyberware Questions
Post by: FastJack on <09-27-10/2040:44>
The lower essence cost is the main benefit of delta-ware. Any other benefits would be up to your GM.

So really it is going to be down to a deltaware metahuman or a crapware cyberzombie with really high attributes?
As soon as you cross the Zero essence barrier you're either dead or have to become a Cyberzombie. As I detailed earlier, you can have a Deltaware Cyberzombie, but it will be difficult to fill out the essence cost to -12 without getting lesser grades in some regards. Also, if you remove Biocompatiability, the Essence cost rounds to -11, which is pretty low.

One last thing, the cyberzombie doesn't get a bonus to attributes equal to how far below zero he is. He gets a bonus to his natural attribute maximums equal to how far below zero. He still has to raise those attributes through other means.
Title: Re: Essence and Cyberware Questions
Post by: Lord Scythican on <09-28-10/1218:26>
One last thing, the cyberzombie doesn't get a bonus to attributes equal to how far below zero he is. He gets a bonus to his natural attribute maximums equal to how far below zero. He still has to raise those attributes through other means.

So basically could you make further enhancements to the customized cyberlimbs in order to get to the maximum attribute scores or would you have to use a different method?
Title: Re: Essence and Cyberware Questions
Post by: Dead Monky on <09-28-10/1220:06>
God I love cyberzombies.  Sure, they're messed up as hell, but they're also a hell of a lot of fun to blast away at.