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Posted: Wed May 05, 2004 11:10 am
by Shadow Wyrm
One or two minor cybernetics will knock you down something like 5-15%. One bionic can knock down like 50%.

Re: Cybernetics and bionics vs magic and psionics

Posted: Wed May 05, 2004 3:06 pm
by Tinker Dragoon
SHIFTY wrote:What is the Official ruling on how many Cybernetics and Bionics it takes to affect Magic and Psionic abilities.


According to the rules in Sourcebook 1 and the Bionics Sourcebook:

1 cybernetic or bionic limb or other large implant (bionic lungs or cyber-armor for example) or 2-3 small implants reduces all aspects of a character's magical and psionic powers by half (range, duration, damage, PPE/ISP base, PPE/ISP gained per level, etc.). Additionally magic or psionic healing used on the character is only half as effective.

Additional implants beyond this completely eliminate the ability to use magic or psionic powers (not that this contradicts the RMB and Mindwerks, which allow even partial conversion cyborgs to have some reduced psionics).

Cybernetic bio-systems have no effect on magic and psionics regardless of size or number.

Re: Cybernetics and bionics vs magic and psionics

Posted: Wed May 05, 2004 7:30 pm
by Syndicate
SHIFTY wrote:
Tinker Dragoon wrote:
SHIFTY wrote:What is the Official ruling on how many Cybernetics and Bionics it takes to affect Magic and Psionic abilities.


According to the rules in Sourcebook 1 and the Bionics Sourcebook:

1 cybernetic or bionic limb or other large implant (bionic lungs or cyber-armor for example) or 2-3 small implants reduces all aspects of a character's magical and psionic powers by half (range, duration, damage, PPE/ISP base, PE/ISP gained per level, etc.). Additionally magic or psionic healing used on the character is only half as effective.

Additional implants beyond this completely eliminate the ability to use magic or psionic powers (not that this contradicts the RMB and Mindwerks, which allow even partial conversion cyborgs to have some reduced psionics).

Cybernetic bio-systems have no effect on magic and psionics regardless of size or number.




Wouldn't that mean that all Cyber-Knights have reduced psionics?


As stated before there are exceptions to the rule...like the mechanoids. The Cyber-Knights only start with ONE cybernetic implant, and that's their cyber-armor. Although the armor covers the entire torso area, after a while, it becomes a living part of the cyber-knight, thus the penalty isn't as stiff as you'd think.

Re: Cybernetics and bionics vs magic and psionics

Posted: Sat May 08, 2004 6:36 pm
by Tinker Dragoon
SHIFTY wrote:
Tinker Dragoon wrote:
SHIFTY wrote:What is the Official ruling on how many Cybernetics and Bionics it takes to affect Magic and Psionic abilities.


According to the rules in Sourcebook 1 and the Bionics Sourcebook:

1 cybernetic or bionic limb or other large implant (bionic lungs or cyber-armor for example) or 2-3 small implants reduces all aspects of a character's magical and psionic powers by half (range, duration, damage, PPE/ISP base, PE/ISP gained per level, etc.). Additionally magic or psionic healing used on the character is only half as effective.

Additional implants beyond this completely eliminate the ability to use magic or psionic powers (not that this contradicts the RMB and Mindwerks, which allow even partial conversion cyborgs to have some reduced psionics).

Cybernetic bio-systems have no effect on magic and psionics regardless of size or number.


Wouldn't that mean that all Cyber-Knights have reduced psionics?


Yep, gotta love that Rifts consistency. According to the current rules, Cyber-Knights can get just the cyber-armor with no problems (since theirs is a special TW version instead of that pesky Black Market stuff from the RMB).

Personally I prefer Heroes Unlimited's cybernetics/bionics rules instead: You can get 1 limb/large implant AND 3 small implants with no problems. Every four systems thereafter reduces magical, psionic, and mutant powers to 1/2, 1/4, 1/8 etc. of their normal levels.