High Command wrote:
Freemage wrote:I have... points of confusion, here.
What my mad ramblings and jumbled notes at 2-3 in the morning make no sense to you? What are you illiterate!?!
(I'm joking in case any of that dripping sarcasm didn't splash your way)
No worries, and thanks for 'splainin'.
High Command wrote:
Freemage wrote:1: "You may also exclusively take Techno-Wizard versions of cybernetic devices." The word 'exclusively' is throwing me here, because of the flexibility (read: insanity) of English grammar. Does this mean you can only use TWCyb? Or that only characters with this Edge can use TWCyb?
Only characters with this edge can take TW cybernetics. This resolves the issue of "why wouldn't every combat cyborg or headhunter not take this gain access to TW weapons.
See, I'm actually less fond of this, even though I'm the one beating the warning drums about the dangers to game balance here. I'd like to see it as a more open possibility, but with some caveats I'll get into later. Also, it raises a question--can this Edge be implanted into a TW cybernetic device? Or even an external one? ("I activate my armor, which has Momano Techno-Warrior Edge. This, in turn, allows me to activate my TW Cybernetic Sword-Fist FROM HELL." I'm not sure this would actually be a problem, but it's worth noting whenever making an Edge to see what weirdness arises if you put it in a TW device....)
High Command wrote:
Freemage wrote:2: "They have a -2 penalty of use which can be reduced by the use of the Cyber-Psychic Alignment edges." I straight up do not understand what this sentence actually means. Is the idea that the TWCyb has a fixed -2 Strain, no matter how much of it you actually have in your body, and that furthermore you can mitigate THAT by taking the CPA Edges?
Only to use the implanted TW devices, which would have to be designed to use another skill aside from an arcane skill, since this character would have no arcane skill as intended. The idea is out of the box you have a penalty from feedback. But some of it is mitigated by the fact you have a direct neural connection to the devices. Because they are literally implanted with nerve connections to your brain.
Would this also apply to using the items as weapons, without activating any powers therein? That is to say, does a Momano with a Vibro-vambraces arm-set suffer a -2 to his Fighting rolls with them, even if he's not activating their Smite ability?
High Command wrote:
Freemage wrote:3: If the character is already a MARS or ARES spellcaster, this gives them both... whatever the actual ability of the Edge is supposed to be, plus 5 PPts. Is that the intent?
They can't use TW devices without some PPE or ISP. This gives them the 5 PPE option given to ARES, and allows them to use PPE. Plus they can exclusively use TW Bionic implants. But they get a penalty out of the gate. Not as bad as it would be due to strain, largely because of the direct neural link they have to said weapon. Plus, aside from activation, they'd be using normal fighting or shooting skills to utilize the implanted weapon.
Part of my question is this--if I build a MARS spellcaster (say, using Rogue Scholar as the base, because Rogue Scholars are surprisingly flexible in their builds), then this Edge would also give me an extra 5 PPE for my casting in general--which COULD be used for the enhancements, sure, but could also just be used for Spellcasting. Is that the intent? (Side-query: In the case of a Major Psionic MARS/ARES build, would this provide 10 ISP?)
And, would such a character's Arcane Skill be affected by Strain normally for the implants in question, or by the flat -2?
High Command wrote:
Freemage wrote:Is the idea here that integrated weapons are the only Cybernetics that can be converted to TW use? I don't see why they are being called out specifically, if not--the Strain rules from the book seem like they'd apply normally, as would the TW rules for internal PPE and such.
Both write-ups either seem to be very overpowered, or almost needless, depending on the interpretations.
The call out to PPE batteries was a rewrite of some text in there from the Cybernetic implant and can probably be taken out. As for this being the only two - yes. In WB 20, where the Momano Headhunter originates, the only TW bionics I saw were TW weapons. You might allow some others to be taken (TW Flight options, perhaps, maybe an armor or deflection like forcefield), but the only shown enhancements in the book are TW weapons.
Okay, yes, that helps clarify what I'm seeing here. Again, part of me resists making the concept that limited. I don't have an issue with TWCyb that simply use all the rules of TW gear and Cybernetics. There's some serious drawbacks when you combine the two--especially if you're foolish enough to get, say, a TWCyb Lung, since you're one Exalted Dispel from suffocation. But a TWCyb Ocular or Hearing implant (which resulted in the character being Blind/Deaf, respectively, when not activated, but gives normal Strain penalties when activated) could make some interesting roleplay without being overpowered.
High Command wrote:
The idea behind the strain not being reflected in their activation or costs is because each implant will have a direct neural link with the nervous system of the recipient. Plus the TW will have to do some weird stuff that allows for that to matter. It should be noted that to build this would require a veteran TW with Knowledge (Cybernetics) at a d8 or better, so this isn't precisely a common thing to have built or something built by amateurs. The original flavor text in WB 20 suggested only very experienced TWs could even build and modify them.
May I suggest an Iconic Edge for TWs as part of this package--Momano Cybernetics Training: Iconic, Veteran, K: Cybernetics d8, K: Arcana d8 or d10--"You can perform TW conversions and modifications to cybernetic gear, but your Build roll for such is the lower of K: Cybernetics, K: Arcana or Techno-Wizardry"?
Because the weight of the implanted weapon will determine the strain for the implant, there really doesn't need to be anything more than the two options, the edge allowing PPE/ISP and the ability to use TW bionics and TW weapons. Since the flat penalty seems to be throwing folks, what about a flat -2 for TW bionics ONLY. So use a normal TW weapon they deal with their Strain penalty, but using their specifically designed TW bionics, it tops out at -2. And note that the Cyber-psychic edges apply to both uses. I could also see a couple of Momano Improved versions of the Cyber-Psychic edges that increases the amount ignored.[/quote]