RUE cybernetic effect on psionics & magic where?
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RUE cybernetic effect on psionics & magic where?
Are there more detailed rules in RUE that specify how many implants cause psionic and magic loss than the Technological Effects on Magic page 188? The bionics sourcebook says 2 or 3 implants or one limb cuts magic in half which implies one implant does not impact magic. Looking for confirmation RUE did not change that.
- ShadowLogan
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Re: RUE cybernetic effect on psionics & magic where?
Concept wise there are a few references to implants interfering with Magic & Psionics in various classes under their "starting cybernetics"
Elemental Fusionist (RUE pg104): "Will never under any circumstances get cybernetics (even to replace a limb)." (effects are even worse)
Ley Line Walker (RUE pg116): "will avoid getting any cybernetic or other forms of physical augmentation because it interferes with magic" (bio-system exception is listed)
Mystic (RUE pg120): "will avoid getting any cybernetic or other forms of physical augmentation like the plague."
Shifter (RUE pg126): "With the exception of Bio-Systems, cybernetics and bionics interfere with magic"
TechnoWizard (RUE pg129): "will avoid getting cybernetics except for medical reasons"
Psychic classes tend toward avoiding them in favor of natural abilities.
Direct confirmation is available with more specifics in RUE on pg47 (Cyborg OCC) point #8 "Cyborgs, Psionics and Magic" seems to largely repeat the Bionics SB (which is C&P from earlier RMB and other earlier books) it just omits the "or one limb" aspect. It also is basically repeated in the Headhunter OCC (pg76) when discussing the same situation as the Cyborg OCC on pg47 #8.
Elemental Fusionist (RUE pg104): "Will never under any circumstances get cybernetics (even to replace a limb)." (effects are even worse)
Ley Line Walker (RUE pg116): "will avoid getting any cybernetic or other forms of physical augmentation because it interferes with magic" (bio-system exception is listed)
Mystic (RUE pg120): "will avoid getting any cybernetic or other forms of physical augmentation like the plague."
Shifter (RUE pg126): "With the exception of Bio-Systems, cybernetics and bionics interfere with magic"
TechnoWizard (RUE pg129): "will avoid getting cybernetics except for medical reasons"
Psychic classes tend toward avoiding them in favor of natural abilities.
Direct confirmation is available with more specifics in RUE on pg47 (Cyborg OCC) point #8 "Cyborgs, Psionics and Magic" seems to largely repeat the Bionics SB (which is C&P from earlier RMB and other earlier books) it just omits the "or one limb" aspect. It also is basically repeated in the Headhunter OCC (pg76) when discussing the same situation as the Cyborg OCC on pg47 #8.
- green.nova343
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Re: RUE cybernetic effect on psionics & magic where?
I've never been a fan of the "completely destroys all magic/psychic ability". Even for a full conversion borg, I'd lean towards "so heavily interferes that you might as well not even try to use it". Something like "it'll cost you 150 PPE to cast Call Lightning, & it's only going to reach out 30 ft/9.1m" kind of limitation.
That being said...even if you stick with "X number of implants/replaced limbs/partial or full conversion cuts off access to magic & psionics", I would rule that it only applies as long as those implants and bionics/cybernetics are still attached to your body. Remove the implants, cybernetics & bionics -- even if it just leaves you with one or more stumps -- or even replaced with BIO-E replacements, those magic/psychic abilities should be restored. Why? Because the cybernetics/bionics are no longer there to interfere. Sure, you might be missing both your legs...but there are no rules that say "cut your mage's PPE base if he loses a leg & doesn't replace it or even just slaps a pegleg on it". Even better if you can replace the missing limbs or organs with cloned replacements, like what's available in Rifts Japan (& almost certainly the Coalition States), provided you have the cash.
That being said...even if you stick with "X number of implants/replaced limbs/partial or full conversion cuts off access to magic & psionics", I would rule that it only applies as long as those implants and bionics/cybernetics are still attached to your body. Remove the implants, cybernetics & bionics -- even if it just leaves you with one or more stumps -- or even replaced with BIO-E replacements, those magic/psychic abilities should be restored. Why? Because the cybernetics/bionics are no longer there to interfere. Sure, you might be missing both your legs...but there are no rules that say "cut your mage's PPE base if he loses a leg & doesn't replace it or even just slaps a pegleg on it". Even better if you can replace the missing limbs or organs with cloned replacements, like what's available in Rifts Japan (& almost certainly the Coalition States), provided you have the cash.
Re: RUE cybernetic effect on psionics & magic where?
For more than 3 implants, the RUE rules on pgs 47 & 76 mentioned by ShadowLogan are the latest rules on the matter. They differ in effect from the Bionics SB in that for partial conversion (3 implants to anything less than full conversion - a very broad range):
- you retain all psi powers, but ISP is half [Bionics SB, >3 implants = zero psionics]
- you retain 10% PPE, personally useless but may be of interest to others [Bionics SB, >3 implants = zero magic]
Clearly the penalties in the Bionics SB were scaled back in RUE.
For less than three implants, it is less clear.
So, I've house ruled that 1 cybernetic implant has no negative effect, unless the effect is clearly stated (i.e., Fusionist), and no bionic implants for psychics or mages. The reason for no effect is a) the presumed miniaturization of cybertech compared to the bulkiness of bionics and b) to allow at least a data chip to store / access credits.
[Side note: the no cyber aspect of magic means mages can't get fillings for cavities, which are basically metal plugs in their teeth. Really makes those healing or cleansing spells super important if the PCs run out of toothpaste.]
- you retain all psi powers, but ISP is half [Bionics SB, >3 implants = zero psionics]
- you retain 10% PPE, personally useless but may be of interest to others [Bionics SB, >3 implants = zero magic]
Clearly the penalties in the Bionics SB were scaled back in RUE.
For less than three implants, it is less clear.
So, I've house ruled that 1 cybernetic implant has no negative effect, unless the effect is clearly stated (i.e., Fusionist), and no bionic implants for psychics or mages. The reason for no effect is a) the presumed miniaturization of cybertech compared to the bulkiness of bionics and b) to allow at least a data chip to store / access credits.
[Side note: the no cyber aspect of magic means mages can't get fillings for cavities, which are basically metal plugs in their teeth. Really makes those healing or cleansing spells super important if the PCs run out of toothpaste.]
See Bionics SB pg 49 for this rule.green.nova343 wrote: ↑Mon May 06, 2024 9:33 pm ...even if you stick with "X number of implants/replaced limbs/partial or full conversion cuts off access to magic & psionics", I would rule that it only applies as long as those implants and bionics/cybernetics are still attached to your body. Remove the implants, cybernetics & bionics -- even if it just leaves you with one or more stumps -- or even replaced with BIO-E replacements, those magic/psychic abilities should be restored.
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Re: RUE cybernetic effect on psionics & magic where?
In the specific case of a recipient of a NeuroStim implant (from Coalition Manhunters) they can receive up to four additional bionic or cybernetic modifications while retaining their abilities. While it would be vanishingly rare such a character could go rogue from the CS and get some implants described in Psyscape or TW Bionics from Canada, and get pretty close to being a psyborg.