Upper limit on augments?

Just like the topic describes- my PC's are discovering augments, and I can't find a lot of info on what the upper limit is on personal augments. There's got to be some sort of limiting factor to how much of this you can do to your own body. I wasn't able to find much in the book beyond the negative DM to medic rolls based on TL.
 
Seriously, the augments outlined in Core pg 90-91 are terse, but cover a broad range. As for limits - I think the limits should be usefullness - i.e. if no further DMs are available, the work is just cosmetic...

Medically speaking - the body works largely as a whole - so if a particular augments works - it should work as well with other augments. So if the PC wants Neural Comm + Subdermal Armour + Stat Augments + Skill Augments + Wafer Jacking and Enhanced Vision = well I see no reason they wouldn't work together.

Though as a Ref - if the player didn't use the same facility/TL (at increased prices if seperate proceedures) - I might introduce some inter-operability quirks :twisted:

I also might recommend walking around in HEV or BattleDress - to avoid radiation issues compounded by the shear number of tech systems...
 
I seem to recall that in MT, there was a bit of side text on not specifically augments, but the general idea of cyborging - different faction leaders seemed to have different opinions on whether a part-artificial person should have rights, and at what point those rights 'kicked out', as it were.

Whatever you decide, keep in mind that visible augments are an opportunity for the referee to penalize the player on reaction rolls, even if it's just a question of a subconscious dis-ease because "ewww... that's his EYE...".
 
I wouldn't allow augments that bring a human's stats over H (that's 17), and that'd likely bring SOC down to 2-3 if they're mechanical. Biological ones wouldn't affect SOC so much but might not bring it up so far (say up to G/16).
 
Jame Rowe said:
I wouldn't allow augments that bring a human's stats over H (that's 17), and that'd likely bring SOC down to 2-3 if they're mechanical. Biological ones wouldn't affect SOC so much but might not bring it up so far (say up to G/16).
Like the SOC modifier idea Jame Rowe.

For physical characteristics, I'm not sure about limiting to 17 (we don't know robot limits yet - though a cargo bot has STR 30).

Are there any advantages to mental above 15? (DMs seem to stop at 15 - if one extrapolates 16 should be +4, 17 +5 (and 18 possibly +7...)
 
Also consider Law Level, Someone Jacked up to their (Augmented) Eye-balls with Combat Mods may find themselves restricted to Star Town (and the Imperial side of the fence at that) on High Law Worlds and those with Scientific, Engineering and Industrial Mods may have to carry special ID and even have to report with some regularity to the Police or some Government Agency. Gods help them if their found with Espionage Mods on a High Law World.


Edit: to discourage too much Augmentation just use two words "The Virus", Anyone with a MT or TNE background won't think your funny but they will think twice about Data and Coms Augmentation if they think your even a little bit serious.
 
BP said:
Jame Rowe said:
I wouldn't allow augments that bring a human's stats over H (that's 17), and that'd likely bring SOC down to 2-3 if they're mechanical. Biological ones wouldn't affect SOC so much but might not bring it up so far (say up to G/16).
Like the SOC modifier idea Jame Rowe.

For physical characteristics, I'm not sure about limiting to 17 (we don't know robot limits yet - though a cargo bot has STR 30).

Are there any advantages to mental above 15? (DMs seem to stop at 15 - if one extrapolates 16 should be +4, 17 +5 (and 18 possibly +7...)

I like the negative Social idea too.

The stat DMs go up in multiple of 3s.

9-11: +1
12-14: +2
15-17: +3
18-20: +4
Etc

That is probably why Jame limited the stat to 17 (max of +3 DM).
 
Rikki Tikki Traveller said:
...The stat DMs go up in multiple of 3s.
Ah - thanks Rikki Tikki Traveller they do at that (well after 2) - Core just stopped at 15...

So I wouldn't see any reason to stop at 17!
 
Rikki Tikki Traveller said:
BP said:
Jame Rowe said:
I wouldn't allow augments that bring a human's stats over H (that's 17), and that'd likely bring SOC down to 2-3 if they're mechanical. Biological ones wouldn't affect SOC so much but might not bring it up so far (say up to G/16).
Like the SOC modifier idea Jame Rowe.

For physical characteristics, I'm not sure about limiting to 17 (we don't know robot limits yet - though a cargo bot has STR 30).

Are there any advantages to mental above 15? (DMs seem to stop at 15 - if one extrapolates 16 should be +4, 17 +5 (and 18 possibly +7...)

I like the negative Social idea too.

The stat DMs go up in multiple of 3s.

9-11: +1
12-14: +2
15-17: +3
18-20: +4
Etc

That is probably why Jame limited the stat to 17 (max of +3 DM).

I hadn't limited it to Stat H for the modifier; it was *for me* because it's two more than what Traveller allows the stat maximum for humans to be (possibly I was channelling Shadowrun at that...).

Though ... you know your stat extrapolation above? Consider it borrowed. I like it, and if I ever run a game am applying it.
 
Rikki Tikki Traveller said:
It's not "my" extrapolation. It is the natural progression of what is shown in the TMB.

Glad it helped though.

Natural to you. Like I said, I hadn't thought about extrapolating it at all. But it does help, and that's what we - being you, me and those reading this - care about.
 
I don't see a real "need" to limit most augments. I run into this with other game systems too; the need to "reign in" players by assigning an arbitrary limit to some of the coolest stuff in the game. I say let them have some fun; its a Sci-Fi game after all!

Augments are limited by tech level, legality and the ability to afford them. (I'm sure there are plenty of people out there today that want boob jobs or Lasik eye surgery who can't afford to have the procedures, to give a current example.)

As for negative social modifiers, I can see them applying in certain cases. BUT...doesn't a high number of mods indicate wealth? Might these mods be the Traveller equivalent of driving a Mercedes or wearing the latest smart phone on your hip today? Maybe. I can definitely see the law level being an issue with certain mods. Others would definitely go "under the radar" or be so common as to be more like tattoos or belly button piercing today.

I'm working on the next installment of our S.C.A.R.E. line and included an agent with access to high tech level and unlimited funds...I had a blast "modding" her out and can certainly understand players wanting to do the same. (Especially since mods can be seen as a form of "leveling up" that is common in other games but handled in character creation in MGT.)

High tech level mods would be less likely to be noticed under casual observation, negating many of the negative social modifiers. Also, any mods you players can get, the "bad guys" can get too, so I don't feel it will really imbalance the game. Of course, a tricked out party could always face a larger number of regular adversaries to even the odds etc. That comes down to how you run the game.

My two cents!
 
The natural limit to augments, is that they're freaking expensive. You could almost buy a ship cheaper than a fully beefed up character. Still, if you go for the subtle nonobvious stuff, augments can be real useful.
 
justacaveman said:
...You could almost buy a ship cheaper than a fully beefed up character...
Adventure seed - characters must steal a ship for the mad Dr. Extenso in return for numerous augments...
 
Jame Rowe said:
Rikki Tikki Traveller said:
BP said:
Like the SOC modifier idea Jame Rowe.

For physical characteristics, I'm not sure about limiting to 17 (we don't know robot limits yet - though a cargo bot has STR 30).

Are there any advantages to mental above 15? (DMs seem to stop at 15 - if one extrapolates 16 should be +4, 17 +5 (and 18 possibly +7...)

I like the negative Social idea too.

The stat DMs go up in multiple of 3s.

9-11: +1
12-14: +2
15-17: +3
18-20: +4
Etc

That is probably why Jame limited the stat to 17 (max of +3 DM).

I hadn't limited it to Stat H for the modifier; it was *for me* because it's two more than what Traveller allows the stat maximum for humans to be (possibly I was channelling Shadowrun at that...).

Though ... you know your stat extrapolation above? Consider it borrowed. I like it, and if I ever run a game am applying it.

I am thinking that perhaps the limit for a human should be 18 (For damage purposes, mostly). Though I'd keep 18 to the +3 limit as well.
 
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