Question to Mr. Logan regarding Cronocom article in the Frontiersman #8

MrJupiter's picture
MrJupiter
July 22, 2008 - 5:17pm
While reading over this excellent article I was impressed with the effort made to keep the feel of the 1980's view of advanced technology.  It must have been a chore trying to keep things feeling "old-school".  I am endeavoring to create a set of rules to address cybernetics systems and would like to achieve the same retro-effect as well.  This article made a couple of points regarding the Biocom I'd like to get some clarification upon.

"Biocoms can be installed only at a handful of medical facilities. Prenglar has a research and development team that works independently for several mega-corps that will implant one for just under 2,000 Credits. The implant attaches itself to the central nervous system of the wearer, drawing bioelectric power from its host.  Implanting one will permanently lower the maximum

STA of the wearer by 2 points, though it doesn’t affect his current STA score unless his current score is greater than this new maxim." 

It seems to infer that the permanent loss of Stamina is somehow related to the integration of this implant into the character's nervous system.  Would you see that additional cybernetic implants further loss to maximum STA in a cumulative effect?  Also, would you see larger cybermod items as having an even heavier cost to a character's stamina?

This seems like a fantastic way to curb a player's desire to overdo cybernetic augmentation upon their character.  I had been thinking of using a spending of XP by the player to handle this but your idea would seem to have a stronger effect.

Would a player be able to replace these lost STA points later on by spending earned XP to buy back points in that ability just as other characters advance their ability scores (spending 1 XP for 1 point in an ability score as per Alpha Dawn)?  Would these lost Stamina points permanently lower the maximum possible STA score for that character (for instance, a character with a Biocom implant could now only have a maximum STA score of 98 rather than 100)?

"Note that Biocoms cannot, at current, attach to dralasite physiology."


Could this statement be read to mean that all implants and cybermod that attach directly to a Dralisite's nervous system are impossible due to their unique physiology?  I can see a logic to this as the shape-altering ability of this race would be an incredible challange to the medical experts. 

I am planning on turning my Cybermod ideas into an article submission for the Frontiersman.  Your imput in these areas would be of great help in ensuring compatibility.

Thanks for your advice..
Ben

Comments:

TerlObar's picture
TerlObar
July 22, 2008 - 6:30pm
I'm not Bill (Mr. Logan, Clean Cut Rogue here) but I'll give you my take.  I like the idea of the cyber implants reducing the character's Stamina with a greater cost for bigger implants.  You could let this represent shock to the biolgical system and trying to deal with the foreign implant.  I would allow buy back of the lost Stamina as per the normal rules, expend the XP on a one to one basis.  This would represent the character's system learning to deal with the imlpant.  This can be the XP cost you were originally planning on having, just translate it into an immediate Stamina loss and then the XP can be expended to build it back up, or not and the character can just deal with the lowered Stamina.

You might add some sort of limitation, say the number of cybermods can never exceed more than half of a character's Stamina score.  This would also help limit their proliferation.  For example, say my PC has a Stamina of 45 and mods already totalling 18 points.  I want to add a mod that costs 5 Stamina,  I couldn't do it right away as that would lower my stamina to 40 and give me 23 points of mods, over half my current stamina.  I'd need to raise my Stamina by six points first, to 51.  then getting the implant would lower me back to 46 which is just double the cybermod count of 23.  I'd need to spend even more points if I wanted further modifications, but you could never have more than 50 points of mods.  If you set the limit at 50%, basically you could get up to 1/3 of your starting Stamina in mods before you had to start spending XP to boost it back up.  Of course at that point, you'd only have 2/3 of you orginal Stamina.  So if you started at 45 you'd be down to 30 and if you started at 60 you'd be down to 40, but you'd have a bunch of mods.

Or you could allow characters to cross this limit line, but if they do, the character is more machine than man (used loosely) and is now legally considered a robot instead of a person or some such liability.  Or maybe that percentage varies from planet to planet just to keep them guessing.  i.e. you can be 70% modded on Outer Reach but if you show up on Histron with more than 25% mods you have to be accomanied by a "living" being and aren't allowed in some establishments "Hey, we don't serve their kind here."  "Huh?"  "Your droids, they have to wait outside." Smile
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Anonymous's picture
w00t (not verified)
July 22, 2008 - 8:27pm
Or better yet....
"Your body parts, they have to wait outside. We don't serve their kind here."

Will's picture
Will
July 23, 2008 - 1:22am
Nice...kind of like the Humanity Cost rules from Cyberpunk.

"You're everything that's base in humanity," Cochrane continued. "Drawing up strict, senseless rules for the sole reason of putting you at the top and excluding anyone you say doesn't belong or fit in, for no other reason than just because you say so."


—Judith and Garfield Reeves-Stephens, Federation

MrJupiter's picture
MrJupiter
July 23, 2008 - 7:39pm
Thanks, Terlobar.  I'm really beginning to think that the STA cost is the way to handle this.  The 50% of Stamina score as a character's maximum cybermod potential is a great way of balancing cybernetic PCs with other characters.  Players will not want to invest in to much cybermod knowing that it would be their character's "Achille's Heel".  A great insight!

It took me a few minutes to 'get' what you were meaning when you were describing the starting off with 1/3rd of STA worth of cybermod.  A 45 STA character could not begin with 22.5 points of cybermod as 1/2 of the reduced stamina score would be 22.5 (and thus cybermod total would be equal to new stamina total; and thus a violation to the rule.)

I like the legallity issues too, for how different systems would recognize cybermod vs robots.  Something like that is a little beyond the scope I was originally thinking.  I'm not all that familiar, yet, with the various systems of the Frontier and wouldn't know where to begin setting up this aspect of cybermod.  I would think that this would relate to obvious cybermod as more discreet (and outright stealth) augments would not be as obvious to an NPC.  This is definately an area that needs to be addressed as I seem to remember a module that had a robot assasin that could be easily mistaken as a human.  Also, there are those pleasure androids to consider:  they certainly have no rights (being just property -- are there really such human-like or race-like robots in the Frontier?)

As for Dralisites and cybermod; does anyone think that this race should be penalized by barring them from cybernetic compatibility?  Could this have been the case up until recent years where newly discovered procedures have overcome obstacle?  Anyone care to weigh in on this issue?

Thanks for the help!
Ben

Anonymous's picture
w00t (not verified)
July 23, 2008 - 7:58pm
I would think that Dral mods would hinder their ability to change shape and movement but based on STR would be able to get more.... Hrm... Undecided

I would like to see the Sathar beef up their agents with cyber doohickeys. Something well hidden but very sinister (kinda like that freaky Yaz in Bugs in the System).

Dral Facts:
A fully cybermoded Dral is nothing more than a talking bowling ball.
One Dral took it seriously when a human said "Grow a pair dude." which he acquired a pair. Brass in fact.


Rum Rogue's picture
Rum Rogue
July 24, 2008 - 4:49am

I could see drals using advanced exoskeltons.  Just squeeze into it.

Drals could be limited to small cyber-mods. I could easily imagine a Dral with a cyber communicator or even vision enhancements.
If a dral really wanted to cyber-up, Not only would I use the STA drain, but I would say the Dral looses the ability to form one or more limbs.  Basically that ability would is what would keep the mod from being rejected.

Depending on how advanced your SFU is, the Drals and/or Vrusk could have developed symbiotic/parasitic organisms that can be used in a simular fasion.

Time flies when your having rum.

Im a government employee, I dont goof-off. I constructively abuse my time.

MrJupiter's picture
MrJupiter
August 7, 2008 - 6:42pm

When it comes to NPC baddies, I would think it okay for a Ref to bend the rules a little as to how much cybermod would be allowed.  Sathar patrons might be willing to foot the bill for much of the implants their agents recieve.

I like the idea of the symbiotic/parasitic organism that serves as the interface between cybermods and the dralisite nerve center.  That could be the bridge between the reference in the Frontiersman:  Chronocom article (which stated that dral physiology could not accept implanted Biocoms) and the desire of many-a-dralisite wanting an implanted chronocom or other cybermod.  This could be some kind of new innovation; though a referee is always free to allow cybered dralisites if they wish.

I agree that dral physiology would not work to well for cyberlimbs.  I think that an exoskeleton would be a great substitute for limb assemblies upon which many cyber-like items could be attached; whether for dralisites or other races.  I would think that the strength of an exoskeleton would be greater than a character with full limb-replacements and an integrated powerframe.


Anonymous's picture
w00t (not verified)
August 8, 2008 - 7:23am
Anyone remember a batman cartoon where it was a teenager that took over the bat suit in the future when the original batman was old?
I remember a patch technology where you peeled off the resign and slapped it on your skin and you became extremely strong.

Kinda of a diff take than bio implants.

Food for thought. Now back to my regular scheduled c0ff33!

MrJupiter's picture
MrJupiter
August 8, 2008 - 8:54pm
Bio-mod...  That sounds like a whole new kettle of fish!  That might be something kind of cool as an alternative Sathar take on cyberware; though they have many canon examples of cybertech monstrosities.

Will's picture
Will
August 9, 2008 - 1:20pm
w00t wrote:
Anyone remember a batman cartoon where it was a teenager that took over the bat suit in the future when the original batman was old?
I remember a patch technology where you peeled off the resign and slapped it on your skin and you became extremely strong.

Kinda of a diff take than bio implants.

Food for thought. Now back to my regular scheduled c0ff33!


Batman Beyond, where Terry McGinnis becomes the ward of Bruce Wayne and dons a suit of powered bat-armor.

I remember the patch technology as well.

Also, there's the viral technology used in Steve Perry's Matador series, particularly the FTS virus which souped up your reflexes something fierce.

"You're everything that's base in humanity," Cochrane continued. "Drawing up strict, senseless rules for the sole reason of putting you at the top and excluding anyone you say doesn't belong or fit in, for no other reason than just because you say so."


—Judith and Garfield Reeves-Stephens, Federation