Genetic Augmentation & Magic

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The Beast
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Genetic Augmentation & Magic

Unread post by The Beast »

I know if you add bionics & cybernetics to a mage they'll lose their magic. What about the genetic augmentations found in AUGG? Would they interfere with magic or not?
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Ectoplasmic Bidet
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Re: Genetic Augmentation & Magic

Unread post by Ectoplasmic Bidet »

I can't recall the modifications offered in that one and I'm not about to go digging through boxes of books to find my copy, but I would say that genetic engineering that doesn't radically alter body structure would not affect magic use. I would consider radical changes stuff like insect limbs or altered/removed speaking ability(words and gestures being important for the casting of most magic), full body modification to live in a completely different climate(like a regular human getting tinkered with to survive unaided on a radioactive high gravity world with an abrasive atmosphere), out right instilling of super powers, etc.
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Re: Genetic Augmentation & Magic

Unread post by LunarYoma »

genetic modifications do not reduce or eliminate any magic using ablities or powers
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Re: Genetic Augmentation & Magic

Unread post by drewkitty ~..~ »

The Beast wrote:I know if you add bionics & cybernetics to a mage they'll lose their magic. What about the genetic augmentations found in AUGG? Would they interfere with magic or not?

While there is nothing in the text that says they interfere with magic, if the changes are dramatic, a GM might rule that they are a new class or need to 'physical therapy' to get accustomed to their new body before they can progress in their mage class again. (I would go with the latter.)
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Re: Genetic Augmentation & Magic

Unread post by cornholioprime »

drewkitty ~..~ wrote:
The Beast wrote:I know if you add bionics & cybernetics to a mage they'll lose their magic. What about the genetic augmentations found in AUGG? Would they interfere with magic or not?

While there is nothing in the text that says they interfere with magic, if the changes are dramatic, a GM might rule that they are a new class or need to 'physical therapy' to get accustomed to their new body before they can progress in their mage class again. (I would go with the latter.)
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Re: Genetic Augmentation & Magic

Unread post by Tinker Dragoon »

While the section on genetic augmentation in the Galaxy Guide doesn't mention any penalties, it does say that characters receiving such augmentation would be considered Experiments or Mutants, which could be taken to mean that a character who acquires these modifications must abandon his or her old O.C.C./Power Category (GM's call).

On the other hand, the Eugenics rules in PU2 (p. 18, to be precise) state that genetic augmentations have a very low chance of working on magic, psychic, and super-powered characters, and even if successful, receiving more than three enhancements will reduce the character's attacks per melee and the range, damage, and effects of spells/powers by half.
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Re: Genetic Augmentation & Magic

Unread post by drewkitty ~..~ »

Tinker Dragoon wrote:While the section on genetic augmentation in the Galaxy Guide doesn't mention any penalties, it does say that characters receiving such augmentation would be considered Experiments or Mutants, which could be taken to mean that a character who acquires these modifications must abandon his or her old O.C.C./Power Category (GM's call).

On the other hand, the Eugenics rules in PU2 (p. 18, to be precise) state that genetic augmentations have a very low chance of working on magic, psychic, and super-powered characters, and even if successful, receiving more than three enhancements will reduce the character's attacks per melee and the range, damage, and effects of spells/powers by half.

Is PU2 pre- or Post- RUE?
(I only have like the 5th printing of rue so I don't know, off hand, what year it was published.)
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Re: Genetic Augmentation & Magic

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It came out afterwards.
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Re: Genetic Augmentation & Magic

Unread post by Tinker Dragoon »

drewkitty ~..~ wrote:
Tinker Dragoon wrote:While the section on genetic augmentation in the Galaxy Guide doesn't mention any penalties, it does say that characters receiving such augmentation would be considered Experiments or Mutants, which could be taken to mean that a character who acquires these modifications must abandon his or her old O.C.C./Power Category (GM's call).

On the other hand, the Eugenics rules in PU2 (p. 18, to be precise) state that genetic augmentations have a very low chance of working on magic, psychic, and super-powered characters, and even if successful, receiving more than three enhancements will reduce the character's attacks per melee and the range, damage, and effects of spells/powers by half.

Is PU2 pre- or Post- RUE?
(I only have like the 5th printing of rue so I don't know, off hand, what year it was published.)


PU2's first printing was February 2004; RUE's was August 2005.
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Re: Genetic Augmentation & Magic

Unread post by drewkitty ~..~ »

Tinker Dragoon wrote:
drewkitty ~..~ wrote:
Tinker Dragoon wrote:While the section on genetic augmentation in the Galaxy Guide doesn't mention any penalties, it does say that characters receiving such augmentation would be considered Experiments or Mutants, which could be taken to mean that a character who acquires these modifications must abandon his or her old O.C.C./Power Category (GM's call).

On the other hand, the Eugenics rules in PU2 (p. 18, to be precise) state that genetic augmentations have a very low chance of working on magic, psychic, and super-powered characters, and even if successful, receiving more than three enhancements will reduce the character's attacks per melee and the range, damage, and effects of spells/powers by half.

Is PU2 pre- or Post- RUE?
(I only have like the 5th printing of rue so I don't know, off hand, what year it was published.)


PU2's first printing was February 2004; RUE's was August 2005.

So for the peeps who use the RUE magic casting times...the casting costs (in APM) for spells is doubled, instead of the magic attacks per round (this is normally 2) is cut in half (to 1).
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Re: Genetic Augmentation & Magic

Unread post by Tinker Dragoon »

I think it's supposed to be that your actual, total attacks per melee are cut in half, because the penalties apply equally to mages, psychics, and superbeings. The number of attacks required to actually cast a spell, activate a psionic power, or use a super ability is unchanged.
There you go man, keep as cool as you can.
Face piles of trials with smiles. It riles
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and keep on thinking free.

-- The Moody Blues, In the Beginning
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