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Limiting implants and augmentations

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Prophet710 Prophet710's picture
Limiting implants and augmentations
I keep thinking of making the game more gritty, (indeed I already have several times over but my group loves more challenge). So, to follow such a trail I have thought about limiting the amount of implants a biomorph or synthmorph can stack on without becoming completely unfunctional. I realize that with the advent of nano technology and completely non-invasive surgery the amount could be rather impressive, however, even 10 AF my setting is not quite that advanced (at least not readily). I was thinking about basing the amount off of something like Wound Threshold to denote the morphs ability to deal with foreign trauma. Or, perhaps Trauma threshold? to denote the minds ability to deal with the same. To balance this out I've also given every non-biomorph the Negative Quality (Detachment) a sort of manic-dissociative disorder that results from the mind not harvesting the right kind of biochemical stimulants that a normal body would give, causing a sense of inner depression, anxiety, nervousness, agitation and social/emotional detachment. Thoughts? I thought about putting this in homebrew but since this is a rules worthy topic I thought General discussion would be better.
"And yet, across the gulf of space, minds immeasurably superior to ours regarded this Earth with envious eyes. And slowly, and surely, they drew their plans against us."
Re-Laborat Re-Laborat's picture
Re: Limiting implants and augmentations
Since you've created a new game effect (Detachment) and are attempting to create new gaming rules (limitations on implants) I'm inclined to believe this should've been in Homebrew. That said, linking implant quantity to WT seems as reasonable a way to go about it as any other (given our limited ability to discuss the real 'science' behind EP-level cybernetics and nanotechnology). I'm less sanguine about the way you define 'Detachment'. The mind, in a synthmorph, is software running on a machine. It isn't subject to chemical imbalances, only programmed simulations of them. It isn't a 'meat brain in a metal chassis'. It's pure software. Of course, the foundational definition of 'House Rules' is 'Your house, your rules.', so I'm not sure what you're seeking here other than 'affirmation of reasonability'.
Prophet710 Prophet710's picture
Re: Limiting implants and augmentations
I'll move it out to Homebrew then. I have a more "spiritual" view on the foreign effects not having a body will have on the mind. Software or not, to me at least, human consciousness is a derivative of higher evolution, chemical/biological stimulant and higher dimensional theory and as thus being deprived of such would have subtle consequence to the consciousness' inner architecture. (Perhaps I worded that wrong, but it sounded sensible to me [after a few glasses of whiskey]).
"And yet, across the gulf of space, minds immeasurably superior to ours regarded this Earth with envious eyes. And slowly, and surely, they drew their plans against us."
Yerameyahu Yerameyahu's picture
Re: Limiting implants and augmentations
This is counter to the whole concept of transhumanism. 'Cyber eats your soul' is an issue in a game without souls. :) Personally, I don't care, but that's how I understand the setting to be intended.
Re-Laborat Re-Laborat's picture
Re: Limiting implants and augmentations
Prophet710 wrote:
I'll move it out to Homebrew then. I have a more "spiritual" view on the foreign effects not having a body will have on the mind. Software or not, to me at least, human consciousness is a derivative of higher evolution, chemical/biological stimulant and higher dimensional theory and as thus being deprived of such would have subtle consequence to the consciousness' inner architecture. (Perhaps I worded that wrong, but it sounded sensible to me [after a few glasses of whiskey]).
Let me see, I'm sure I remember something about... Oh yes. [i]Your mind is software... [b]Program it.[/b][/i] Not that the game tagline should limit your interpretation of your local game campaign, but you may have a great deal of explaining to do to any players coming into your locale who've played EP elsewhere.
Arenamontanus Arenamontanus's picture
Re: Limiting implants and augmentations
I don't see Detachment as implausible if you handle it well. The brain is in fairly tight feedback with the body, so a brain emulation needs a pretty good body emulation (including virtual chemistry). Now if synthmorphs are bad at providing that, then detachment-like problems make complete sense. However, I would not make it an unavoidable problem inherent in synthmorphs. It is not "cybernetics eats your soul" but simply low quality. If you pay extra, you can get a body that feels nice - this also adds to the grittiness, since most PCs will no doubt not be able to afford the top-of-the-line bodies with full personalized virtual metabolome... Similarly lowering the WT or TT if there are too many enhancements of the body or brain can make sense. There are simply so much that can break in there. I would use my own interaction mechanics - the number of possible bugs and interactions increase with the square of the number of implants (10 implants means 45 possible interactions; with 1% risk per combination you get about 40% chance of at least one troubling interaction). Sure, you can avoid it if you pay extra or use a high quality clinic - that you cannot afford. Grittiness and transhumanism can work fine together - just because your mind is software doesn't mean it is free of bugs or crashes. Your body is a shell, but bears the scars of past changes. You might be unageing, but you suffer from planned obsolescence.
Extropian
Quincey Forder Quincey Forder's picture
Re: Limiting implants and augmentations
I think the idea of limiting the amount of implants in a biomorph is a good idea one can only have so much implants without loosing oneself. you could say "if you want implants so much, why not take a synth? most of the job is done for you, already!"
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Yerameyahu Yerameyahu's picture
Re: Limiting implants and augmentations
I don't really see how you'd 'lose yourself' from bioimplants. Half of them aren't even cybernetic. Is this 'detachment' distinct from the Alienation and Continuity mechanic?
Re-Laborat Re-Laborat's picture
Re: Limiting implants and augmentations
Yerameyahu wrote:
I don't really see how you'd 'lose yourself' from bioimplants. Half of them aren't even cybernetic.
This is a very real problem. We've just about stopped using titanium replacement joints now because of the quantity of little old ladies who've had hip replacement surgery and gone on to become soulless, sociopathic axe-murderers. No, really.
jackgraham jackgraham's picture
Re: Limiting implants and augmentations
The Integration mechanic could be applied to this problem, if you like. There'd be hard & soft approaches. Soft: Lots of augmentations impose a penalty on the Integration test when resleeving, but after any penalty period due to a bad Integration test elapses, the ego acclimates and may function normally. Hard: Regular integration tests and cascading failures. You could do either or both of these. Requiring the PC to make new Integration tests at regular intervals -- even long after resleeving -- would be the more brutal of the two. If they fail, the penalty would be like failing a Integration test at time of resleeving (which can sometimes be brutal). I'd suggest short intervals -- weekly or even every other day -- because what you're modeling is the strain associated with mastering a foreign or overly complex body's capabilities. Characters with great SOM stats will sail through this -- which is exactly what the SOM stat is for. Cascading failures would mean requiring a character who failed an Integration test to keep testing until they throw a success, suffering the penalties of failed Integration in the meantime. For most of the stock morphs, though, I don't recommend penalizing them for augmentations at all. I'd save the sort of treatment described above for characters who truly go apeshit with their augmentations (as some are bound to do). You want to keep game balance, right? ...not punish people for being crazy posthumans. :) It occurred to me that you could use Alienation tests similarly & have the effects be more psychological. I wouldn't do this in my campaign, because it's just a little too much like the good ol' cyberpsychosis rules of R. Tal's Cyberpunk or SR's essence stat. Your mileage might vary.
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Peregrine Peregrine's picture
Re: Limiting implants and augmentations
I wouldn't bother with making it a mental issue, honestly. Some Cyberpunk games give you no penalty if you lose an arm in an accident, but replacing it can push you over the edge into psychosis. And with the identity issues re: personality/body, it doesn't fit. What I'd do is make it so that you have physical limits on what you can do to a body. Basically, the logic I'd use is that you can only change the function so much before things give out. For example, if you put Bioweave Armor and Chameleon Skin on one person, there's no room for the skin to do its normal job. One skin thing only. Maybe only two whole body internal mods. Endocrine Control and Enhanced Pheremones, but no Clean Metabolism, before your internal body chemistry gets too out of whack. Enhanced Respiration or Gills, but not both. That sort of thing.
Yerameyahu Yerameyahu's picture
Re: Limiting implants and augmentations
That is a way you can go, but I really think it's akin to dialing back the year. In 2010, guns are cheap, accurate, reliable; in 1865, not so much. In EP, those implants let the skin do its normal job, because they were painstakingly designed to do so; in EP-minus-30, maybe not. And that changes many other things at the same time.
Smokeskin Smokeskin's picture
Re: Limiting implants and augmentations
I don't really see a contradiction between reliability on one hand and compatibility or performance limitations on the other. Even if this is EP, getting skin to do 3 additional things might just not be feasible - there must be a limit *somewhere*, doesn't there? Add a lot of implants, compatibility issues will begin to crop up unless extensive testing and debugging is done. And I really don't like the everyone-has-all-the-cheap-implants thing. Much more fun if only one of the team has that crucial implant.
OrangeRequired OrangeRequired's picture
Re: Limiting implants and augmentations
Crossposting from the copy of this thread in the Homebrew section (we should really pick one and stick with it!): I've been playing around with a similar concept for our campaign, since I'd like to try and keep my players a little more grounded - at least for now - without discouraging them from being creative with modifications; I'm very much on the Call of Cthulhu end of EP than the players-are-walking-tanks action end of EP. We've yet to start but just going over the list with my players has me angsting about how, or even if, I should deal with souped-up morphs. One idea I've been thinking about, based on Arenamontanus's article on the subject, is essentially similar to the bad luck trait; every time the amount of extra implants (above the amount that morph gets by default) exceeds the morph's Wound Threshold, the GM gets a moxie point every session to use only with fritzing that player's enhancements in a creative way; their enhanced vision gets interference from their eelware, or their cyberware limb has problems interfacing with the character when they're using their Multi-Tasking implant. This has the nice added effect of only cropping up when players are actually using their implants in an active way, too.
Xagroth Xagroth's picture
Re: Limiting implants and augmentations
Smokeskin wrote:
And I really don't like the everyone-has-all-the-cheap-implants thing. Much more fun if only one of the team has that crucial implant.
But precisely they are cheap because they are easy to make, install and use, not because they are gamebreaking implants. It's like not liking a D&D game because the mage is full of utiility spells (safe rest, alarms for the night, traps, open locks, locate hidden doors, turn the floor into mud, turn a wall into mud and then after making the hole, turning it again into stone, freezing a water elemental, making a tree grow, breaking the ceiling and providing a escape, giving the thief an improved invisibility spell...) instead of limiting himself to fireball-throwing. Also, what you are not really considering is the "equipment & implants" relationship. If it's an implant, there is a good chance that youcan buy an equipment version. So instead of installing cibernetic eyes, you get intelligent googles that do the same, drug inyectors instead of implanted glands. Gecko gloves & clothes instead of implanted versions. Or ectos instead of mesh inserts... I think you get the idea. And all that would be easier to get than the implanted version, or to replace. Without any side effect, save the possibility of removal, and its weight.
Smokeskin Smokeskin's picture
Re: Limiting implants and augmentations
Xagroth wrote:
Smokeskin wrote:
And I really don't like the everyone-has-all-the-cheap-implants thing. Much more fun if only one of the team has that crucial implant.
But precisely they are cheap because they are easy to make, install and use, not because they are gamebreaking implants. It's like not liking a D&D game because the mage is full of utiility spells (safe rest, alarms for the night, traps, open locks, locate hidden doors, turn the floor into mud, turn a wall into mud and then after making the hole, turning it again into stone, freezing a water elemental, making a tree grow, breaking the ceiling and providing a escape, giving the thief an improved invisibility spell...) instead of limiting himself to fireball-throwing.
You completely missed the point. Having the right utility spell for a situation is fun. But when the fighter, thief and cleric also has the spell, it just becomes boring. Do you really think it is that interesting when everyone has enhanced hearing, enhanced smell, eidetic memory, chameleon skin, eelware, emotional dampers, enhanced pheromones, enhanced respiration, temperature tolerance, t-ray emitter, oxygen reserve, and medichines?
Arenamontanus Arenamontanus's picture
Re: Limiting implants and augmentations
Smokeskin wrote:
Do you really think it is that interesting when everyone has enhanced hearing, enhanced smell, eidetic memory, chameleon skin, eelware, emotional dampers, enhanced pheromones, enhanced respiration, temperature tolerance, t-ray emitter, oxygen reserve, and medichines?
The t-ray triggered odour grenade becomes very practical then.
Extropian
Xagroth Xagroth's picture
Re: Limiting implants and augmentations
Well, if all the playes have the same implant "menu", then I don't have to worry about the playes spreading and who can see what, find what, or fall in which trap. Also, my current player group is formed by a 19 years old scumborn con artist in a baseline morph with less than 2000 creds in equipment &implants, an AGI in a masked steel morph (he still has to spend the money), and a soldier-nerd girl with 28.000 creds in implants & gear (of which about 20.000 went to the reflex booster & neurachem 1...) in an olympian morph. And none asked for improved senses, only Oracles for the girl.
The Doctor The Doctor's picture
Re: Limiting implants and augmentations
Smokeskin wrote:
You completely missed the point. Having the right utility spell for a situation is fun. But when the fighter, thief and cleric also has the spell, it just becomes boring. Do you really think it is that interesting when everyone has enhanced hearing, enhanced smell, eidetic memory, chameleon skin, eelware, emotional dampers, enhanced pheromones, enhanced respiration, temperature tolerance, t-ray emitter, oxygen reserve, and medichines?
Absolutely. Interest: Linguistics (overheard discussion) Interest: Linguistics (augmented hearing only) Interest: Linguistics (battle languages) Art: Pheromones Profession: Biochemistry (pheromonal communication) Interest: Coffee (smells better than it tates) Eidetic memory implants readily lend themselves to all sorts of stupid RPG tricks, which could then be easily turned to even more creative ends. Add Interest: Speed reading to eidetic memory implants and you have a politician who can keep tabs on the political pulse of a habitat in minutes every day, and can even call out detractors using their own words. Spies could earn their entire living off of such a combination. Mnemonic battles (similar to poetry slams or rap battles) could make or break someone's reputation on an ararchist habitat. Chameleon skin? How about an ambassador to a uplift habitat who promptly strips naked and begins talking to the neo-cephalopods in their own Mercurial-specific language? An aphasic Fall refugee who can only communicate by flashing messages on their chameleon skin. Social dominance battles in which the participants have to keep track not only of what their opponents are saying but all of the communication channels they are using. Losing the battle means tripping up. Eelware? Conductive gel grenades can either let them do interesting things, or fry the morphs of the character splashed with one. Oops.
Yerameyahu Yerameyahu's picture
Re: Limiting implants and augmentations
It kinda sounds like you have a problem with a transhuman future. After all, 'if everyone is super…'. :) I mean, yes, a transhuman future completely destroys a lot of our classic narratives. Disease and death are not an issue. Seeing in the dark is not an issue. Etc. You have to have *new* conflicts.
Re-Laborat Re-Laborat's picture
Re: Limiting implants and augmentations
Yerameyahu wrote:
Seeing in the dark is not an issue.
Actually, there's a new dark. the mesh is down, or you can't trust it to link up to it. Or your personal net is interrupted. lights may be on, but compared to anyone else present, you're "in the dark". The AR environment is something I don't feel is played up enough. In any case, you can see where there are possible environments/situations where many of these upgrades and sensors can be made either necessary or useless. Environments withhigh levels of various sorts of EM or visual light interference can still be issues, as is jamming or hacking.
Yerameyahu Yerameyahu's picture
Re: Limiting implants and augmentations
:) I said there were new conflicts. Some are analogous to the old ones. But I think you see the point? The objection was that casting 'Light' is lame if all the classes can do it; I disagree, especially in the transhuman future.
Smokeskin Smokeskin's picture
Re: Limiting implants and augmentations
Yerameyahu wrote:
:) I said there were new conflicts. Some are analogous to the old ones. But I think you see the point? The objection was that casting 'Light' is lame if all the classes can do it; I disagree, especially in the transhuman future.
I understand what you mean. I'm sure we agree that having capabilities distinct from the other PCs are vital for interesting participation. You are fine with the distinctions happening at the levels of skills and high/expensive cost implants, and that all the utility gained cheaply from lots of low cost implants are part of the "transhuman story". I certainly see your point now (very well put btw). I disagree, but as a point of personal preference and not as in "you're wrong". I feel there are important options for "PC distinction" and interesting stories in the low/moderate cost implants that are lost with the vanilla ruleset.
Re-Laborat Re-Laborat's picture
Re: Limiting implants and augmentations
Yerameyahu wrote:
:) I said there were new conflicts. Some are analogous to the old ones. But I think you see the point? The objection was that casting 'Light' is lame if all the classes can do it; I disagree, especially in the transhuman future.
Totally agree. I was providing that as an example to the original poster of how 'all that gear' doesn't really make players superhuman, as it is accompanied by expectations of how things will work. I have mulled once or twice over the idea of a trait only available to pre-Fall characters, the idea that they're used to acting and using initiative WITHOUT massive AR information. I'm just not entirely sure how to simulate it. A few ideas but none seem good...
Smokeskin wrote:
I feel there are important options for "PC distinction" and interesting stories in the low/moderate cost implants that are lost with the vanilla ruleset.
Some of my favorite characters have very few modifications and are distinguished by their weaknesses (Consider Clint from the EP MUSH log in the Homebrew section: he has typical 'I live on Mars' implants for respiration, et al., wrist mounted tools, medichines, muscle augmentation and electrical sense...He also has 'Planned Obsolescence' and 'Unfit' on his morph. Premature aging, thank you very much, oh mighty uplifters...And he wears bifocals because his vision is going and he's terrified of further surgery/meddling with his already somewhat screwed up bod.).
Yerameyahu Yerameyahu's picture
Re: Limiting implants and augmentations
And for my part, I fully understand the feeling you get when you realize that you should *always* get every last implant that costs less than Expensive (they're so cost-effective!). That feels wrong, from a gamer POV.
Re-Laborat Re-Laborat's picture
Re: Limiting implants and augmentations
Yerameyahu wrote:
And for my part, I fully understand the feeling you get when you realize that you should *always* get every last implant that costs less than Expensive (they're so cost-effective!). That feels wrong, from a gamer POV.
I'm not entirely sure I agree. At first, yes, the kid-in-a-candy-store impulse sets in, but my (admittedly limited) experience with EP games has resulted in very few situations where more than a couple of those implants came into use even once. Perhaps it's the type of campaign I'm attracted to (much more socializing/investigation/mystery/horror than shooty), but it's hard to call things cost-effective if they don't ever get used. What you've really got is a whole lot of 'That might be useful, someday!' stuff, and it's hard to weigh the cost-effectiveness of a handful of 'potentially useful' mods against putting the same number of points into a skill and turning 'borderline failure' rolls into high MoS successes. It might just be me, but I think that after a few games, and after losing a few morphs (sometimes at the beginning of games, "Hi! You're all resleeving on Titan now!") most players will becomes less focused on 'gear' and more on 'skills'. Of course, in the meantime you've got massive gearheadedness.
LostProxy LostProxy's picture
Re: Limiting implants and augmentations
But that also completely depends on your game. If you are constantly switching bodies then it creates a very different atmosphere then a game where it is smart to invest in the one you have. While yes it is easy to die it is also easy to avoid death if your smart and your GM is not the kind of jerk who will kill all the players for the sake of story.
Re-Laborat Re-Laborat's picture
Re: Limiting implants and augmentations
LostProxy wrote:
...and your GM is not the kind of jerk who will kill all the players for the sake of story.
Uhmmmm. If they're doing it [i]for the sake of the story[/i] and it's a fun story, how does that make them a jerk? If they're doing it to be cruel and petty or as some sort of bizarre power trip, sure, that's being a jerk. But if they're doing it as part of a story involving resleeving (perhaps trying to solve the mystery of your own prior murder or some other such thing that clearly requires your character to have died) how is that being a jerk?
Yerameyahu Yerameyahu's picture
Re: Limiting implants and augmentations
I think you're just misunderstanding me, Re-Laborat. There are easily a dozen [Low] implants (and gear, of course) that boost core, everyday actions. I'm not talking about the mod that only lets you see better underwater. :) I'm talking about *all* the Enhanced Senses, for example. At 250 a pop, I doubt you can invest those CP in skills for more bang. There are several [Moderate] and higher that provide large bonuses to common things as well, and all of them are more CP-effective that alternatives. I'm not saying everyone *should* do that because it's fun; I'm saying I understand Smokeskin's sentiment.
LostProxy LostProxy's picture
Re: Limiting implants and augmentations
Re-Laborat wrote:
LostProxy wrote:
...and your GM is not the kind of jerk who will kill all the players for the sake of story.
Uhmmmm. If they're doing it [i]for the sake of the story[/i] and it's a fun story, how does that make them a jerk? If they're doing it to be cruel and petty or as some sort of bizarre power trip, sure, that's being a jerk. But if they're doing it as part of a story involving resleeving (perhaps trying to solve the mystery of your own prior murder or some other such thing that clearly requires your character to have died) how is that being a jerk?
I was talking about games where it is smart to invest in your body because you will not be leaving it a lot. The downside was what you stated. If you invest a lot in something and then your GM takes away for the sake of story yes that is being a jerk. Because if investing a lot in that body was part of what made you effective it is possible your character was heavily gimped and you are in for a session of constant failure. I do not know about you or your players but for myself and the ones I play with constantly failing at your role in the group and forcing the other players to make up for your uselessness is not fun.
Quincey Forder Quincey Forder's picture
Re: Limiting implants and augmentations
Something I was wondering about implants in EP verse: Beside the basic sets, like mesh inserts and cortical stack equipping all morphs, what's the use? I mean, why buy more implants, if you're leaving them behind when you're egocasting? Unless... Unless you carry them with you from morph to morph. When sleeved in a new morph, the metadata of your egocast/backups contains the specs and licenses of implants that the healing vat weaves in your new sleeve. Is that how it works? Not having them would cause more stress and cause malus to integration roll when sleeved in a body deprived of the implants you were used to, wouldn't they?
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Yerameyahu Yerameyahu's picture
Re: Limiting implants and augmentations
There are rules for that, yes. Depending on the implants, your destination might well have them, though. And… they're hella useful. And how often do you egocast, exactly? :) More often if you're a star-hopping secret agent of Firewall, sure.
Arenamontanus Arenamontanus's picture
Re: Limiting implants and augmentations
Of course, in a gritty campaign egocasts are rare. People have hand-me-down bodies that everybody has been tinkering with.
Extropian
Xagroth Xagroth's picture
Re: Limiting implants and augmentations
Quincey Forder wrote:
Something I was wondering about implants in EP verse: Beside the basic sets, like mesh inserts and cortical stack equipping all morphs, what's the use? I mean, why buy more implants, if you're leaving them behind when you're egocasting? Unless... Unless you carry them with you from morph to morph. When sleeved in a new morph, the metadata of your egocast/backups contains the specs and licenses of implants that the healing vat weaves in your new sleeve. Is that how it works? Not having them would cause more stress and cause malus to integration roll when sleeved in a body deprived of the implants you were used to, wouldn't they?
You don't really take the implants with you when you egocast. It's not only a matter of "I payed the license, I can use them everywhere", because there is a factor extremely limiting in Eclipse Phase's industry: TIME. It takes nearly 3 years to grow a biomorph (and six months for synthmorphs... and 1.5 years for pods, if I remember right). Add to that time for healing the morph after the implants you want in it... Usually, I let my players keep a roughly similar morph when they egocast, depending on their standing with Firewall (it's asking for a favor, after all, but cheaper: you are renting a morph, not buying it), or if they "sell" their "original" body (or rent it while they are away, resulting sometimes in having to wait as infomorphs while their morph comes back). This is mostly for my comodity: less meddling with the character's sheets. However, I can say "you cannot have that" to anything I want, since, well, I, as GM, control the world where the game goes on, meaning the market laws (offer of bodies Vs demand, and the extra rarity of a morph with exactly those implants, or the extra time it takes to put them in) are as I say. If the players are not part of Firewall and they don't want to be, there is always tons of problems they can run into, including conscription by a corp. which needs some deniable people to run some black op... or rival gangsters/hired muscle that need to cut competition. In EP, powerfull players (and by "player" I don't mean player characters) find powerfull trials... and enemies.