vampire's animal kin) cannot be duplicated. Many of tried but all have (and
will by decree of Lawyer, the god of gaming balance) failed miserably.
--------
BODYWARE
--------
Bodyware is cyberware implanted in locations other than the user's head.
Some types, such as dermal plating, also involves additions to the user's
head. Most cyberware allows the character to do things with his body he
normally couldn't do. With bodyware one can do things only done before with
magic and even in some areas advancing those abilities granted. The cost?
Some would say just an itzy bit of your flesh. Others say the intrusions of
cybernetics cost the person his soul. What you think is up to you.
Cyberweapons
------------
Cyberweapons are bodyware that give the character a weapon- difference is
that weapon is attached to the person's body or nervous system.
Hand razors:
This cyberweapon requires the removal of the user's fingernails and in
their place goes a 6 to 8 inch retractable claw. Think retractable freddy
krueger claws. Diff 5 and dmg Str+1
Hand spurs:
This cyberweapon is inserted to the back of the characters hand and is
basically 3 sets of 8 to 10 inch blades that extend out of the user's
knuckles. Think wolverine claws. Diff. 6 Dmg Str+3
Smartlink:
Since the smartlink system is essentially made for weapons (firearms) I'm
counting it as a cyberweapon. In effect, the smartlink allows the user to
take full advantage of a smartgun (a firearm with a smartlink system
installed in it). When activated, a crosshair appears on the user's
retina\cybereye that corresponds with the character's line of sight.
Typical systems use a subdermal induction pad in the character's palm to
link with the smartgun. Using a cyber smartlink gives the character a -2
difficulty to tests involving use of a firearm.
Limb cybernetics
----------------
This subgroup of cybernetics includes any bodyware has to do with the
limbs- particuarly the arms. It also includes muscle enhancements as well.
Cyberlimbs:
there are two major types of cyberlimbs: replacement limbs and enhanced
limbs. Replacements are simply that- they replace limbs lost in any
possible accident or fight and are essentially as good as the one that the
character was born with. Enhanced limbs may be added after the lost of a
limb or the original might be cut away on purpose. At any rate, an enhanced
limb is stronger than the old one. Each level increases the character's
strength attribute by one point to a max. of level 4 (min. str. 5). Note
that full Cyberarms can have cyberweapons built into the arm without costs
to the character's essence. Keep in mind that this strength bonus is only
for one limb. Let's say I have a lv. 4 cyberarm installed where my right
arm used to be. If I try to kick someone, I'd roll my original strength + 1
for damage.
Muscle replacement:
implanted, vat-grown muscles are replace the user's own. Calcium treatments
and skeletal reinforcements allow an overall increase to the character's
strength and Dexterity Attributes. Each level of replacement adds a point
to the character's strength and dexterity scores. Max lvl 3. Not compatible
with Cyberlimbs.
Reflex gear
-----------
This subgroup includes bodyware that increases the reflexes and thus
initative of the user. It may effect either the character himself (wired
reflexes) or when linked to a vehicle via Rigger Control Gear.
Wired Reflexes:
this reflexware is made up of implanted nueral boosters and adrenaline
boosters that effectively give the user super-human speed. Each rating
installed increases the character's initative pool (wits+alertness) by one
die per level. While this can give characters a definite advantage in
fighting, Wired Reflexes costs more than any other single piece of
cyberware (1.6 for lvl 1, 3.0 for lvl 2, and 5 for lvl 3). The max for
wired reflexes is level 3.
Vehicle Control Rig:
This piece of cyberware is effectively when the character is wired with a
vehicle that has rigger control gear installed. Effectively, It gives the
pilot a +1 per level bonus die to any tests involving driving a car (such
as dodging obstacles or ramming into a pedestrian's car). Although it might
be ahead of its time, STs may allow characters VCRs access to built-in
weaponry installed on the car\vehicle. Characters who want to utilitze a
control rig must also install Rigger Gear on the vehicle to get the
bonuses. Remember, however, that off of his vehicle the user loses any
bonuses he gains.
Everything else
---------------
Speaks for itself. This is all the other body ware that didn't fit in one
of the above sub groups or didn't need one for itself.
Dermal plating:
By surgically installing molecularly thin plates of meta-ceramic fibers
around the major body organs the character can effectively increase his
stamina by the plating's rating when soaking (and ONLY WHEN SOAKING)
damage. This can be increased by wearing armor although ST should tred
cautiously. level 3 max.
Filtration systems:
Filtration systems operate to protect the user from certain lethal
substances from harmfully affecting his\her body in the form of a bonus to
their saving throw against that substance. There are three types of filter
systems: air, blood, ingested toxins, and gills. Each type gives an amount
of bonus dice equal to their rating (a rating 3 would give the user a +3
dice for example) to soak damage or resist the toxin\whatever. An air
filter protects the character from toxic gases and smoke inhalation. A
blood filter would be effective against poisons and drugs taken into the
blood stream. An ingested filter nullifies the effects of drugs and poisons
taken in orally and is also effective with alcohol. Gills affectively allow
the character to breath underwater as if he was a fish. The character may,
however, take damage from any pollutants in the body of water and the gills
instantly turn off when the character comes out of the water (and vice
versa).
Skillwires:
In order to fully use active skill softs, a skillwire system must be
installed in the character's nervous system. It essentially carries out
command from the skillsoft to accomplish the skill.
======================
THE ESSENCE LOSS TABLE
======================
The below list includes the essence cost for each piece of cyberware. The
cost is higher than the original stuff listed in the SR rulebook but not to
the point where it allows characters to be jazzed up, but not to the point
where it gets out of hand.
--------
Headware
--------
essence
name cost
communications:
chipjack .3
datajack .3
radio .75
synthlink .3
Cybereyes
Cybereyes .4
low-light .4
Thermo-veiwer .4
Flare protection .4
Recorder .6
cyberears
cyberears .4
low freq. .3
high freq. .3
damper .2
recorder .5
internal headware
Data filter .4
Data lock .3
Datasoft link .2
Display link .2
Memory Mp\100
--------
Bodyware
--------
Cyberweapons
hand razor .4
hand spur .6
Smartlink .6
Filtration systems
Air rating\2
Blood rating\2
Ingested txns rating\2
cyber rplcmnts 1
Cyberarm 2
Lv2 -
Lv3 -
Lv4 -
Dermal armor
1 .8
2 1.5
3 2.5
Skillwires Rating
Wired reflexes
Lv1 1.5
Lv2 3
Lv3 5
Vehicle control gear
Lv1 1.2
Lv2 2
Lv3 3
--
-Rob
'it never hurts to help' -Eek, the cat
Robe...@usa.pipeline.com
Game balance stuff: Well, the most obvious is going to be that attributes
are way more important in Storyteller games than in Shadowrun. So Muscle
Enhancements (which add to strength and dexterity) should cost a LOT in
Storyteller. The reverse is true with Wired Reflexes: Initiative is way
more important in Shadowrun. (of course, if you made some high-level
versions that gave additional actions or reduced the penalty for splitting
die pools, then it could be expensive.)
Philosophical differences: Shadowrun is cyberpunk in flavor. Which means
that it has the philosophy that 'man can be improved nearly infinitely,
but it's not cost-effective to waste it on the masses.' Which is to say,
money can buy a lot. But Shadowrun is very ecological for a cyberpunk
game. So it limits how much cyberjunk one can have by claiming that it
does Bad Stuff to the human body (though some very expensive versions
might be less damaging...) One is limited by Essence and by cash.
Storyteller games have no such fixations (mainly because they aren't
cyberpunk.) Well, Werewolf has the ecological fixation, and mage to a
much lesser extent, but none of the games are very concerned with money.
If you want to spend about five freebies, you can basically have limitless
money. Of course, money won't do everything (unlike Shadowrun.)
As a result, I think the limiting factor in a Storyteller campaign ought
to be experience points. That is, if you pay a certain amount of
experience (or freebies, if you're a starting character) you can have the
cyberjunk be part of you. If you don't pay the cost, Bad Stuff happens
(loss of gnosis, banality, permanent paradox, loss of Humanity), or maybe
more mundane things (one less Health Level, die pool penalties to a small
subset of actions, occaisional cyberwear failure, or simply that the
Storyteller will have no compunctions about your losing the stuff as
easily as you got it.)
I would have to agree that a literal translation is applicable for
many of the same reasons as above and also because in the WoD the
availability of implants is limited by the companies that can make it
which is probably a very small number compared to the amount of
companies that can't. I would also think that vampires might have a
hard time gaining implants due to the fact that their bodies prefer to
be the way they were at the time of the embrace. Garou would probably
lose gnosis because implants are of the weaver and gnosis relates how
close a werecreature is to the earth. Wraiths would probably be even
more limited than the rest of the world when it comes to attaining
implants so I can't think of any reason to make them lose anything.
mages who use mechanical implants would probably be looked down on for
being to close to the technocracy by other mages (except maybe for
virtual adepts and sons of ether). Chagelings would probably suffer
the most because they would probably gain large amonts of banality.
Humans would probably suffer little or no penalties for sed implants.
If the doctor bothced while placing the implant depending upon where
it was being placed the character might lose points in attributes,
willpower, and abillities. Or they might just die.
Laughing Moon
davidr...@mcn.net
He who fights with monsters might take care,
lest he thereby become a monster.
And if you gaze for long into an abyss,
the abyss gazes also into you.
-Friedrich Wilhem Nietzsche, "Beyond Good and Evil"
For Kindred, the Essence loss should come staight off of Humanity with
no other disadvantage.
Also, the only implants that a vampire should be allowed are those which
were implanted while they were human, all implants after the fact would
be regenertated out of the body. Vissisitude could be used to graft
items into the vamp so they wouldn't be rejected by the vamp, however
they probobly wouldn't be able to make the neural conections with the
devices in order to be used. We also said it required burniong a blood
inorder to use such devices.
Why couldn't wraiths have relic cyberware? Of course it would come off
of freebie points instead of money.
--17---
Hmmm...what about the Technocracy? Specificly, Iteneration X? By this
rule, most of the ItXers would have exploded from Paradox a long time
back. (Granted, I don't think that's a *bad* thing...) Since
Technomancers are operating in the current reality, wouldn't cyberware be
in synch with them? I.E., not incur Paradox?
--
'TinselTown' O'Donnel
AoF Communications Officer, Pittsburgh Station
I do not speak for the AoF, Pittsburgh Station, or Fudds in general.
>Hmmm...what about the Technocracy? Specificly, Iteneration X? By this
>rule, most of the ItXers would have exploded from Paradox a long time
>back. (Granted, I don't think that's a *bad* thing...) Since
>Technomancers are operating in the current reality, wouldn't cyberware be
>in synch with them? I.E., not incur Paradox?
Iteration X are notorious for having Armatures that can't leave Autocthonia and
the like for fear of Paradox tearing them apart. I believe it stated this in
the ItX Convention book somewhere as well. Remember that Paradox is also
defined by the realm, and most of ItX's high-borg types never enter the Real
World(tm) for fear of this exact thing.
Gil Richard, Geek-In-Training and Lord of Cheese (g_ri...@husky1.stmarys.ca)
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FNORD - This .SIG does not exist
Hm. Not necessarlily. What if they are embraced and have leg or eye
or even just a finger missing? What if they were embraced in 1605 CE?
Well, with the modern advances (cyber being allowed into your
chronicle), why couldn't they get it?
And also, in Chicago by Night 2nd, there is mention of a Tremere who
loses his arm and it doesn't grow back. Something to do with the icky
green stuff sticking to the stump I'll wager. ;) So, why couldn't he
use it?
As for the neural connections, if there are no nerve endings working
near the implant, run a wire directly to the brain. If you are saying
a vamp would have neural problems cause his/her nerves were dead, then
that depends on a ST call.
--
Blessed Be
CJ
CJ_LA on I.R.C. (Insomniacs Revolutionary Coalition)
cy...@linknet.net (formerly c...@net-connect.net)
"Everything is possible, including the impossible."
"Move over, Yahweh. I'm back!" - Ishtar, Queen of Heaven
"Visit the condom god before you visit the love goddess." -Nira
WAAAAAAAAAAAAIT!!!
Shadow Run and WoD are so completely different that there is no way in
Hell that that is going to work!
First off there is the little matter of roll playing involved here. In
Shadow Run it is just fine (expected, infact) for every character to go
off and get some cyber-stuff put on them. However that isn't what WoD is
about. The only group that would actually allow them selves to be
cybered would be the mages from Iteration X.
Mages:
Every other mages is against the Iterations X. They affect reality with
"magick" not "science" it would be grossly wrong for on of them to go
cyber themselves. I certainly wouldn't give just a little "+1 perm
Paradox". First off because the concep of permemant Paradox is agains't
what Paradox is. When you have a Paradox backlash you get hurt becasue a
bunch of this energy is suddenly released from your body. If you have a
point that just sits there then it is never released for spent on flaws
and so nothing bad comes of it, and that is what Paradox is supposed to
do..be bad. If a member of a Tradition get cybered that shouldn't (i.e.
a Verbena, Dreamspeaker, or AB) I would even take there ability to
preform magick from them. The reason they can affect reality is
becausethey BELIEVE that if they dance around a pot of boiling blood (I
know bad stereotype) then they can make somebody across the street die.
They don't believe that putting metal in their bodies is going to give
them more power so they will not do this.
I would let Sons of Ether cyber themselves because it is in their
paradigm. VA are too into the virtual reality, they wouldn't mess with
cyber stuff.
Werewolves:
These defenders of Gaia would not let themselves be cybered. Think of
Wyrm tait. Thats enough for thm.
Changlings:
In WoD the Technocracy is the greatest weapon Banality has. The
Technocracy convinces people of the mundanness of reality and so the
people turn from the Changlings. In WoD Iteration X is responsible for
all cybernetic advancements, do you think that a Changling would want to
put some banality ridden cybernetic limb into themselves. I would just
have the Changling sicken and die if they tried this. Even a Nocker
doesn't have the mentality to get cybered. They would be more likley to
CRAFT their own limb then go get the Technocracys limb. Then the limb
wouldn't be cybernetic, it would be a magical creation filled with
glamour, not banality.
This whole thread smacks of munchkinism.
--
"The world will once again be mine, on a delicious half-shell"
-Ghaleon
Errr, WW vampires have to spend blood to heal, whereas SR vampires
don't. In theory a vamp with Vicissitude could implant cyberware into
a vamp (or anything, really) without too much trouble. But you are
correct in that unless some magic(k) was used, the vampire would end
up rejecting the cyberware when they healed the damage.
The difficulty with cybered undead is that the cyber will have to be
magic to respond to the vamp's thoughts. (eg no working nervous
system, so can't tie in to that.) I really don't see too many Tremere,
Son's of Ether, or It-X working on kindred-compatible cyberware.
(POssible, just insanely unlikely)
--
Kilroy
MynstiomN
Kig Mat'Zo Mat
http://www.ntr.net/~kilroy
Ok, for the most part I would of agreed with you, but on these two I
have to be against.
First, why not cyber up a Virtual Adept? His magic is thru computers and
such, where they can bring VR to the real world.. Why not inhance your
ability thru cyber? You could implant mem chips to your body, have a
better interface with the computer, carry much more in your ROTE directory
at a thoughts distance, much more than you could by normal memory itself.
I have a VA that has done extensive cyber upon him, mainly because he uses
it to store knowledge, and can download it in a thought. His Rotes are
programs and are uploaded and done, multi-tasking is also a good benifit
of it.
>
> Werewolves:
> These defenders of Gaia would not let themselves be cybered. Think of
> Wyrm tait. Thats enough for thm.
Now is it a Wyrm Taint? The Glass Walkers would be very interested to
know of this, they use any tech that they can get ahold of. Because Tech
in itself is not Corrupt, but those that use it can be, or the use of it
could taint. But in itself, no.. Glass Walkers are always into the newest
tech out there, Cybernetics is just a newer Tech to be used. And if it
helps them defend Gaia without pullng them into the Wrym's corruption,
then they will use it..
As for the rest of the garou, maybe the Bone Knawers<SP> might use it.
But for the rest, I really doubt they would use it for the same argument
of it may be Wrym Tainted. The Watchers of Apes (AKA. Glass Walkers.)have
always courted mans inventions, and the other tribes have doubts about
them. So the other tribes would not use Cyber...
Lee
--
_____________________________________
Pycho
One of Many
Malkavian by blood, Lunitic by choice
"Happy happy, Joy Joy."
____________________________________
>Rob (robe...@usa.pipeline.com) wrote:
><SNIP!!!>
I will concede that I know more about Shadowrun than I do about Mage
before I start this.
>Shadow Run and WoD are so completely different that there is no way in
>Hell that that is going to work!
I think you modify them you could run it as bizarre type of chronicle.
I don't know about mage but vampire suggests non-standard settings in
the book.
From what I know of Mage I can say two things...
In a standard Cyberpunk setting it would appear the technocracy is
even stronger than in the standard WoD.
If it's a Shadowrun setting however something pretty drastic has
happened to them. I mean everyone knows magic works in Shadowrun so
the technocracy must be far, far weaker. (And would a Decker be a
virtual adept in a crossover?)
>First off there is the little matter of roll playing involved here. In
>Shadow Run it is just fine (expected, infact) for every character to go
>off and get some cyber-stuff put on them. However that isn't what WoD is
>about. The only group that would actually allow them selves to be
>cybered would be the mages from Iteration X.
Mages (usually) and Shamens (always) avoid cyberware in Shadowrun it
lowers essence and makes it harder to cast spells so not everyone
cybers up.
If you're playing in the future you can extrapolate... these things
will become coincidental eventually.
>do..be bad. If a member of a Tradition get cybered that shouldn't (i.e.
>a Verbena, Dreamspeaker, or AB) I would even take there ability to
>preform magick from them. The reason they can affect reality is
>becausethey BELIEVE that if they dance around a pot of boiling blood (I
>know bad stereotype) then they can make somebody across the street die.
>They don't believe that putting metal in their bodies is going to give
>them more power so they will not do this.
to a certain extent this is what happens (at a slower rate) in
Shadowrun with essence loss for magic users who use cyberware.
However there are probably better ways to punish a player for going
out of character than losing their magic. Wouldn't it be better to
let them apparently keep their magic but give them an automatic
paradox backlash everytime they tried to use it and make the
difficulty for success harder (like always 9 or 10).
>I would let Sons of Ether cyber themselves because it is in their
>paradigm. VA are too into the virtual reality, they wouldn't mess with
>cyber stuff.
I still say that in a Shadowrun type settings VA = Deckers.
>Werewolves:
>These defenders of Gaia would not let themselves be cybered. Think of
>Wyrm tait. Thats enough for thm.
I agree with this, they would avoid it like the Shamens do. That's a
point I think the Verbena and the Dreamspeakers would be the WoD
equivalent of Shamens so you can simply rule that they won't anyway.
>This whole thread smacks of munchkinism.
munchkins can be controlled...
there was a shamen in one Shadowrun game I played who was using his
spells to go on a power trip... until the gamemaster used a storyline
to take his essence down by one permanently... suddenly he couldn't
safely use a load of his spells.
Anyway, I hope I've made sense I have very limited knowledge of Mage
(I'm more interested in Vampire)
Becka
>Mages:
>Every other mages is against the Iterations X. They affect reality with
>"magick" not "science" it would be grossly wrong for on of them to go
>cyber themselves.
Ummm . . . Tradition mages are supposed to be about a personal paradigm.
Plenty of mages would be more interested in having an arm (let's say) than
staying mystically pure. Who says only the Nephandi can buy your soul?
The point of science is that it gives you easy answers for complex questions
with little or no effort on your part. Plenty of Mages convert to the Marauders,
Tachnocracy, or Nephandi looking for an easy way out. While some penalty is
definitely in order there's nothing fundamentally impossible about non-Tech
mages using Technomancy of anysort (part. Talismans like Cybermantics).
>I certainly wouldn't give just a little "+1 perm
>Paradox". First off because the concep of permemant Paradox is agains't
>what Paradox is. When you have a Paradox backlash you get hurt becasue a
>bunch of this energy is suddenly released from your body. If you have a
>point that just sits there then it is never released for spent on flaws
>and so nothing bad comes of it, and that is what Paradox is supposed to
>do..be bad. If a member of a Tradition get cybered that shouldn't (i.e.
>a Verbena, Dreamspeaker, or AB) I would even take there ability to
>preform magick from them. The reason they can affect reality is
>becausethey BELIEVE that if they dance around a pot of boiling blood (I
>know bad stereotype) then they can make somebody across the street die.
>They don't believe that putting metal in their bodies is going to give
>them more power so they will not do this.
The permanent paradox makes some sense, actually. Think of cyberware as
quick Talismans. The things are constantly "on," so a permanent point or two
of paradox is almost merciful, instead of letting it accumulate. Now an aspect
of paradox is that your personal pardigm isn't totally consistant, you don't
_really_ believe. Hanging this stuff off your body changes your pattern, and
probably begins chewing at your Avatar (I'd really start thinking about it
like making a deal with the Weaver instead of the Wyrm, selling your soul
to science). Building up Paradox shows the dichotomy in the Mage as he begins
to "sell out," trying to get something for nothing. I mean, Dreamspeakers can
use a Peacemaker talisman, even thought it isn't entirely within their paradigm,
Virtual Adepts can perform conjuntive effects (is that the word?) with Verbena.
Trad. Mages are inherently flexible, just sometimes that's more of a hindrance
than a help.
>I would let Sons of Ether cyber themselves because it is in their
>paradigm. VA are too into the virtual reality, they wouldn't mess with
>cyber stuff.
Sons probably have their own breed of cyber-ware (probably as foci, not necessarily
Talismans). VA probably are the same, onyl with Neural Nets or some sort of
sub-dermal trinary hack-masters. Probably would count as high-paradox Talismans
(having an internal focus that your brain activated? Some heavy payback there . . .)
These guys all have to live in the real world (at first, at least . . .).
>Werewolves:
>These defenders of Gaia would not let themselves be cybered. Think of
>Wyrm tait. Thats enough for thm.
What about Dancers in conjunction with Pentex? Some Ronin, too? The only question
is would there bodies reject it?
Overall, in a standard WoD campaign I think cybernetics (at least on par with
ShadowRun) would have to be some sort of Techomancy (Be it SoE, VA, or ItX). From
there it's part of the Paradigm and is up for grabs. It just has to have some
balancing penalties for it's incredible convenience and personal power. Nobody ever
said the Fallen Ones were a munchkin's wet dream either . . .
-That Damn Kid
& His Consistant Paradigm
>The difficulty with cybered undead is that the cyber will have to be
>magic to respond to the vamp's thoughts. (eg no working nervous
>system, so can't tie in to that.) I really don't see too many Tremere,
>Son's of Ether, or It-X working on kindred-compatible cyberware.
>(POssible, just insanely unlikely)
I don't know about this. Why wouldn't the Kindred have working nervous
systems? Their muscles still work, they can still learn to use just
about any part of their bodies (digestive system (somewhat), heart,
lungs) with a little work. I got the impression that (particularly in
the modern Technocratic paradigm) their nervous systems still worked. A
character in my campaign got paralysed for about a month because an older
vampire broke his back. Just because they're supernatural doesn't mean
they aren't human (sort of . . .). I don't know about Changelings, but
Vampires, Garou, and Mages all seem to be fundamentally human, with
specific differences.
-That Damn Kid
& His Anatomically Correct Characters
I missed the original poster's reasons for wanting this, so I'm assuming
that they're prepared for the inherent potential for abuse of cyber.
I'm an avid SRII gamer and Mage ST so this is from one ST to another.
This assumes you have appropriate SRII sourcebooks as I'm not risking
FASA's wrath by posting all their 'wares. For simplicity I'll describe
how to convert the cyber's results from one system to the next. I'm
translating slightly (as some SRII stuff isn't considered "natural" and
does different things so may not act exactly the same in WW)
This article is in two sections: converting cyberware and then converting
bioware.
For the initiative enhancements you should total *ALL* Reaction and
Initiative boosts from cyber and bioware before converting for extra actions.
--
Kilroy
MynstiomN
Kig Mat'Zo Mat
http://www.ntr.net/~kilroy
(cont'd)
SRII Cyberware does: In WOD it will:
Adds (rating) dermal armor Adds (rating) soak dice
Adds (rating) to Body Attribute Adds (rating) soak dice
Adds (rating) to other attribute Adds (rating) to comparable attribute
SRII attribute Wod Attribute
Strength Strength
Quickness Dexterity
Intelligence Intelligence
Acts as weapon Acts as comparable weapon
SRII damage WOD damage
(str)L str
(str)M str+2
(str)S str+4
(str)D str+6
Lowers Target Numbers by (rating) Lowers TN's by (rating)
-typically requires specialized
gear, such as smartguns or "rigged"
vehicles.
(SR & WoD TN's are comparable due to
SR's open ended system)
Provides a skill at (rating) Provides skill with (rating) pool.
-Replaces att+ability. Do NOT
add attribute to (rating).
Provides (rating) bonus dice Provices (rating) bonus dice to pool.
-If combat pool it adds to total
number of combat-skill (dodge, brawl,
firearms, etc) dice that can be used
that round.
-if task pool applies to Knowledges
and tech-based Skills pools
Ignore (rating) wound penalties ignores equivalent wound penalties
SR Wound level WOD Wound Level
Light up to Injured
Moderate up to Mauled
Serious Up to Crippled
Adds Ballistic/Impact Armor Use impact rating as soak dice.
If it has no impact rating then
divide Ballistic by 3 and round up
as extra soak dice.
Increases Initiative by (+x +yd6) Increases Wits+Alertness
initiative roll by +x and may give
extra actions.
To determine extra actions add
x + 3.5*y Divide by 10.
Round to nearest whole number.
This is the number of extra actions.
Eg Wired Reflexes +3 gives (+6 +3d6)
It provides +6 dice to initiative rolls
Calculate extra actions: 6+3.5*3=17
This person gets 2 extra actions.
-----------------
SRII Bioware does: In WOD it will:
Adds (rating) to attribute Adds (rating) to comparable attribute
SRII attribute Wod Attribute
Body Stamina
Strength Strength
Quickness Dexterity
Intelligence Intelligence
Charisma Charisma
Willpower Temporary Willpower
Acts as weapon Acts as comparable weapon
SRII damage WOD damage
(str)L str
(str)M str+2
(str)S str+4
(str)D str+6
Lowers Target Numbers by (rating) Lowers TN's by (rating)
-typically requires specialized
gear, such as smartguns or "rigged"
vehicles.
(SR & WoD TN's are comparable due to
SR's open ended system)
Provides a skill at (rating) Provides skill with (rating) pool.
-Replaces att+ability. Do NOT
add attribute to (rating).
Provides (rating) bonus dice Provices (rating) bonus dice to pool.
-If combat pool it adds to total
number of combat-skill (dodge, brawl,
firearms, etc) dice that can be used
that round.
-if task pool applies to Knowledges
and tech-based Skills pools
Ignore (rating) wound penalties ignores equivalent wound penalties
SR Wound level WOD Wound Level
Light up to Injured
Moderate up to Mauled
Serious Up to Crippled
Adds Ballistic/Impact Armor Use impact rating as soak dice.
If it has no impact rating then
divide Ballistic by 3 and round up
as extra soak dice.
Increases Initiative by (+x +yd6) Increases Wits+Alertness
initiative roll by +x and may give
extra actions.
To determine extra actions add
x + 3.5*y Divide by 10.
Round to nearest whole number.
This is the number of extra actions.
Eg Wired Reflexes +3 gives (+6 +3d6)
It provides +6 dice to initiative rolls
Calculate extra actions: 6+3.5*3=17
This person gets 2 extra actions.
: Shadow Run and WoD are so completely different that there is no way in
: Hell that that is going to work!
I dunno, I run a WoD game using SRII mechanics and it works pretty well.
: The only group that would actually allow them selves to be
: cybered would be the mages from Iteration X.
SoE would do it (albeit they may not call it "cyber") and so would some
VA's (datajack anyone?). Then there's the ubiquitous "involuntary test
subject" background.
I certainly wouldn't give just a little "+1 perm
: Paradox". First off because the concep of permemant Paradox is agains't
: what Paradox is.
As I understand it, permanent paradox is always there and is counted
during backlashes or paradox spirit summoning, but it immediately comes
right back. IIRC mage 2nd allows 1 pt of paradox to be burned a week or
so, and this should make that non-existent. These people NEVER lose
paradox "naturally" as they are a continuous annoyance to reality.
: Werewolves:
: These defenders of Gaia would not let themselves be cybered. Think of
: Wyrm tait. Thats enough for thm.
Excuse me? Werewolf has had cyberware for a while. Check out the
"technofetishes" from Velvet Shadow (and some other WtA book I don't
remember). They have metal fur, "lightning claws" and other nifty
stuff. While most Garou won't deal with it, there are Glass Walkers who
just looove the stuff.
: This whole thread smacks of munchkinism.
I have no idea why this person wants to use cyber in his game, but I'm
sure he has a reason. Me, I wouldn't mind having the cyber out there so
some yoyo can find a box in an It-X lab marked "XKJ Self-Installing
Transneural DIN interface unit." That way when they open the box the
gizmo gets out and trys to implant a datajack in the middle of their
forehead.
> > kast...@nyx10.cs.du.edu (Ghaleon) wrote in article
> <4qc56p$j...@nyx10.cs.du.edu>...
> > Rob (robe...@usa.pipeline.com) wrote:
> > <SNIP!!!>
> > Mages:
> > I would let Sons of Ether cyber themselves because it is in their
> > paradigm. VA are too into the virtual reality, they wouldn't mess with
> > cyber stuff.
>
>
> Ok, for the most part I would of agreed with you, but on these two I
> have to be against.
>
> First, why not cyber up a Virtual Adept? His magic is thru computers and
> such, where they can bring VR to the real world.. Why not inhance your
> ability thru cyber? You could implant mem chips to your body, have a
> better interface with the computer, carry much more in your ROTE directory
> at a thoughts distance, much more than you could by normal memory itself.
> I have a VA that has done extensive cyber upon him, mainly because he uses
> it to store knowledge, and can download it in a thought. His Rotes are
> programs and are uploaded and done, multi-tasking is also a good benifit
> of it.
>
Damn straight. They practically invented cyberpunk. And a VA barabbi who
is based on Tetsuo from 'Akira' could be really scary. Any mage using
technological magick would use cyberware but the Son of Ether gear would be
somewhat baroque in appearance.
> >
> > Werewolves:
> > These defenders of Gaia would not let themselves be cybered. Think of
> > Wyrm tait. Thats enough for thm.
>
> Now is it a Wyrm Taint? The Glass Walkers would be very interested to
> know of this, they use any tech that they can get ahold of. Because Tech
> in itself is not Corrupt, but those that use it can be, or the use of it
> could taint. But in itself, no.. Glass Walkers are always into the newest
> tech out there, Cybernetics is just a newer Tech to be used. And if it
> helps them defend Gaia without pullng them into the Wrym's corruption,
> then they will use it..
> As for the rest of the garou, maybe the Bone Knawers<SP> might use it.
> But for the rest, I really doubt they would use it for the same argument
> of it may be Wrym Tainted. The Watchers of Apes (AKA. Glass Walkers.)have
> always courted mans inventions, and the other tribes have doubts about
> them. So the other tribes would not use Cyber...
>
> Lee
If you have Umbra:The Velvet Shadow you will see that certain Garou in
the Cyber Realm have created Technofetishes which raise the diff of shifting
but bestow cool, if somewhat combat-orientated gifts. Too many Techno-
fetishes and you become a Weaver Construct as your essence is replaced with
that of the Weaver. Too many runs to 6 or more... But any Garou can use
them, even though some would not. Those that might include Get of Fenris
(inventions for war/my talons can electrocute! Blitzkreig!!"), Shadow Lords
(any edge in battle will do...) and possibly the Uktena (they are spirits
in a different form...)
These are fetishes though so mundane cyberware will be less beneficial...
--
Until we speak again, think happy thoughts...;-)
Spiral
*****************************************************************
* "Goddamn creatures of the night. They never learn..." *
* Mr Gideon, The Crow. * * *
*****************************************************************
>Hmmm...what about the Technocracy? Specificly, Iteneration X? By this
>rule, most of the ItXers would have exploded from Paradox a long time
>back. (Granted, I don't think that's a *bad* thing...) Since
>Technomancers are operating in the current reality, wouldn't cyberware be
>in synch with them? I.E., not incur Paradox?
>
>
ItXers do get paradox from their cybernetics. According to the Iteration
X Convention book, for each level of a biomechanism (talisman) attached to
a Xer, he gains permanant paradox. Hence the reason why there aren't
armies of 'borgs roaming the streets looking for mages.
Jay
'Vulgar' cyberware, eg. a built-in plasmacannon or an obviously
artificial eye, does generate Paradox today. That's why most of the
hardcore (no pun intended) ItXers spend their time in 'custom-made
realities' (Horizon Realms). This info comes dtraight from the ItX
Convention book, which has a section on Cyberware as talismans.
By the time Cyberware has filtered down to the masses it will not incur
Paradox as such, but probably have some dehumanizing effect, bringing
the man closer to the Machine, as Cyberware will probably work under ItX
paradigm, that's the reason fr Cyberpsychosis BTW. Probably the humans
should gain a Cyberpool for Frenzy dice or something.
Clemens
Future Historian and Metaphysicist, Order of Hermes
--
'The first ten million years were the worst', said Marvin,
'and the second ten million years, they were the worst too.
The third ten million years I didn't enjoy at all.
After that I went into a bit of a decline.'
-Douglas Adams-
...with the normal ItX failsafes of course. It works fine, except that
sometimes you obey orders from The Computer. :-)
--
-----------------------------------------------------------------------
Anders Sandberg Towards Ascension!
nv91...@nada.kth.se http://www.nada.kth.se/~nv91-asa/main.html
GCS/M/S/O d++ -p+ c++++ !l u+ e++ m++ s+/+ n--- h+/* f+ g+ w++ t+ r+ !y
--
-----------------------------------------------------------------------
Anders Sandberg Towards Ascension!
nv91...@nada.kth.se http://www.nada.kth.se/~nv91-asa/main.html
GCS/M/S/O d++ -p+ c++++ !l u+ e++ m++ s+/+ n--- h+/* f+ g+ w++ t+ r+ !y
>WARNING: best viewed with the Courier New font. Might look freaky with
>anything else...
How Techno of you, making us Conform. :)
>=====================================
>CYBERNETICS FOR THE WORLD OF DARKNESS
>=====================================
Here's how we do it on Darkmetal, because I'm here and tripped over this
and think that DM's not /that/ bad a Mush. It's technical aspects. Make
up your own mind. ;)
[For those who don't know, Darkmetal's theme is Future Cyberpunk. Not
unlike Dei'dre's _World of Future Darkness_, but with some creative
twists.]
There are two types of Cybernetics, really. Normal plain ol' boring
mortal Cyberware, and MageCyber (which is either technically created as
talismans or cyberfetishes).
Cybernetics in...
Humans:
To keep things sane, we made a new background stat: Cybernetics.
You can spend both Cybernetic points and permenant Resource points to get,
that would be, up to 10 points of Cyberware. I believe we use a loose
'essence' chart but wouldn't be to sure. Cyber brings mere mortals up to
par with many supernaturals. But like any power, it has its weaknesses as
well.
Vampires:
The nature of Vampires is they keep healing their wounds. Shoving
normal cyberware in a vamp will either eventually throw the vampire into
topor (ew, that continual internal wounding is a pain) or the cyberware
will eventually fall out. This is, if you can get a vampire unconscious.
Vicissitude or Matter/Spirit could concievably install cyber into a
vampire and make it stick.
Garou:
With the exception of Cyberfetishes, the rule we have is: Forget
it. Even BSDs wouldn't want to meld themselves with something that
doesn't change forms when you do. We even, I believe, suffer a -1 Gnosis
penalty for MageCyber (talismans) even if they're designed to shift with
garou. Hey, weaver's weaver.
Mages:
The closest thing to normal humans are mages, so it just goes to
show that they're the hardest to deal with. My personal favorite is that
it depends on your Essence. Primordial essences loose an effective point
of Avatar per point of cybernetics. Pattern essences loose a point of
Avatar per three points of cybernetics. Everyone else looses a point per
two points of cybernetics. When your Avatar reaches zero, its simply
overwhelmed by the amount of contact lost between spirit and body and the
ability is lost. (Forever? Don't look at me, there's not a lot of
storytelling control on a Mush.)
MageCyber and Cyberfetishes don't do anything to Avatar, since
they're specificly designed to keep within control, though as always with
magic there is the strong chance of paradox. (The World of Future
Darkness helps some on the cyber front, but even HIT Mark modules are
still considered futuristic.)
Wraiths:
Even though they're not on Darkmetal, I'd think anything you can
bring over you can keep, however you bring it over. (Matter 3, Spirit 3,
Prime 2 - but then how are you going to install it?) The effects would
probably be different (IR vision might only detect balefire) but not
unplausable.
Changelings:
I'll be honest, I don't like WhiteWolf's treatment of fae. But
trying to keep in spirit of them, I'll make a few notes. (We don't allow
Changelings on DM, either.) Cyberware is Banal. Baaaaaa-nal. Not
"dreary" banal. "Dauntain" banal. Anti-Changeling. It gets in your
system and makes you do things. Ick, yuck. It takes out the eyes that
can See, the ears that can Hear, and the fingers that Know Precisely When
the Lock Is Picked. Need IR? Get goggles. Need to evesdrop? Hang
outside the gutter above their window. Don't bog yourself down with
something that can never be changed again.
On a more technical note, Changelings are Otherworldly and
Free-Energy, etcetera. And most of them are underaged. I admit I can't
come up with a solid reason to say why not Changelings and Cyberware any
more than WhiteWolf can come up with a reason why the wee folk all emulate
romantic visages of olde England.
-Kent Jenkins
["Thenomain"]
Luckily I have played both mage and shadowrun extensively.
IMHO Shadowrun makes for a very possible post gehenna WoD
say ghenna happens on december 31 1999
suddenly on new years eve all vampires disapear from earth.(mostly)
this dissapearance starts the Garou thinking apocolypse is here
Garou start killing EVERYTHING (including each other)
in a quick response the Technocracy tries to subdue them
War rages between Garou and Technocracy.
The Wyrm secretly backs up the Technomancers
almost all Garou are DEAD
The traditions, catching the weakness in the technocracy, pounce on them
Changlings start to feel a lightness in the air
The technocracy scatters
then we have The Awakening
All Changelings start assuming thier true fae forms
the Gauntlet withers
Unicorns and dragons start showing up
The dreamspeakers and OoH publicize the truth of Magick
Virtual adepts publicize the Web
Iteration X and the Progenitors 'join' the traditions
NWO is defunct
the void engineers split
the syndicate splinters but the individual factions get control of it all
All the paradigms blend together to form the highly unstable shadowrun
universe
But all this is just speculation anyways and prolly unlikely.
More to the point:
I imagine that in order to incluse cyberware in WoD you would have to
somehow include an essence rating (humanity? Stamina?)
Vampires would be a toughie though---I imagine the amount of cyberware
you could put in a vampire would only be limited by body volume. On the
other hand Bioware is useless seeing that thier bodies are dead.
also Cyberware wouldn't be compatible with some diciplines like protean
or potence or celerity. Remember that in shadowrun wired reflexes
improves your initiative and occasionally gives an extra action or 2
where as celerity just gives you a bunch of actions. Actually wired
reflexes and muscle replacement and that wouldn't affect vampires at all
cause they have no nervous system or live muscle cells. the only
cyberware that would be useful is replacements like cyberarms and limbs
but not eyes because this depends on an active nervous system.
Mages and werewolves already have rules for cyberware in thier respective
supplements.
Changelings with cyberware will come up sooner or later I'm sure
Wraiths have no need for that stuff. (wouldn't it be cool to gremlinize
someone's datajack?)
more rantings to come
**********************************************************************
"...I'm just a hard-working girl trying to make it in a man's world."
-Catwoman (Issue #30)
***************************************
Dharia McGrew
damc...@mhc.mtholyoke.edu
and of course.....(in other words, LOOK AT IT!!!!)
http://www.mtholyoke.edu/~damcgrew
**********************************************************************
Ok, I would buy that.
:
: >
: > Werewolves:
: > These defenders of Gaia would not let themselves be cybered. Think of
: > Wyrm tait. Thats enough for thm.
:
: Now is it a Wyrm Taint? The Glass Walkers would be very interested to
: know of this, they use any tech that they can get ahold of. Because Tech
: in itself is not Corrupt, but those that use it can be, or the use of it
: could taint. But in itself, no.. Glass Walkers are always into the newest
: tech out there, Cybernetics is just a newer Tech to be used. And if it
: helps them defend Gaia without pullng them into the Wrym's corruption,
: then they will use it..
: As for the rest of the garou, maybe the Bone Knawers<SP> might use it.
: But for the rest, I really doubt they would use it for the same argument
: of it may be Wrym Tainted. The Watchers of Apes (AKA. Glass Walkers.)have
: always courted mans inventions, and the other tribes have doubts about
: them. So the other tribes would not use Cyber...
:
I agree with you on this also. I don't have the Werewolf book and have
never had a chance to look throught the book and see waht the different
philosopphies of the tribes were. Thanks.
: Lee
:
: --
: _____________________________________
: Pycho
: One of Many
: Malkavian by blood, Lunitic by choice
:
: "Happy happy, Joy Joy."
: ____________________________________