Existing players used to logging in with their character name and moo password must signup for a website account.
- xXShadowSlayerXx 4m
- Fogchild1 5h
- NightHollow 11m
a Mench 11h Doing a bit of everything.
And 12 more hiding and/or disguised
Connect to Sindome @ moo.sindome.org:5555 or just Play Now

A discussion of biomod controllers
Why are we being punished to roleplay?

Let's talk about biomod controllers (and, to a lesser extent, the PDS weights behind biomods) and ask ourselves why they exist.

Biomods and the biomod controller offer no mechanical or coded advantage or effect, they are purely aesthetic. The biomod controller strictly does nothing but allow the player the privilege of roleplaying their already expensive biomods moving, while adding a tax of PDS weight on top of biomods that already carry their own separate weight. Every other piece of chrome in the game gives you some kind of benefit to make its cost in PDS/CPU worthwhile, the biomod controller does not. Biomods do not.

Why do these exist, punishing the player for roleplaying? Why is something built into my DNA, as biomods are, completely out of touch because there's no piece of metal in my skull allowing me to move it?

I'd like to suggest the removal of biomod controllers entirely, or at the very least, removing PDS weight behind biomods as you already have to sacrifice some to include the controller. We double dip in punishment allowing both.

I've brought these issues up a few times over the years. They still frustrate me from time to time and have not gotten much attention.

The controller only applies to certain types of biomods, for one, which as the OP highlighted provide no mechanical or social benefits whatsoever, while involving added cost and reduced chrome capacity. They also can't be customized with colored text to stand out the way some chrome can (which I have begged for, I'm STILL begging!) to at least provide some aesthetic appeal to justify their cost.

The addition of PDS to the biomods themselves was just another unnecessary consequence for having them that I wish would be rescinded. Even if it's very small, every bit matters once you pass a certain threshold.

So I'll second the suggestion to, at the very least if not remove the controller altogether, drastically reduce its cost and nix any PDS/CPU load it carries as well as remove PDS from biomods themselves. We want people more chromed up, not less.

I feel like the excuse is that it's a luxury and that you get to have non-human body parts which balances it out somewhat, and the fact your DNA is modified making your body a little less attached to your 'self'. But it doesn't quite explain why cybernetic detectors go off when you only have biomods (not even a controller) since there's no metal in you.

I also understand the whole argument that your brain wasn't born with the functions of moving animal ears et cetera. But another logic could be said that neither were you born with said ears. Maybe let biomodifications have a new evolution. It's been a while since biomods were invented. Maybe a scientific development in their making wouldn't be too weird?

At the same time, it would be nice if the PDS attached to said biomods was removed as well, whether the controller is necessary or not. Agreed. The cost is already huge, for something that is so permanent to your body.

I do agree with biomods intergrated with your own DNA would be like you always had them and wouldn't make you less 'human' since it is part of you on a cellular level.

Biomod controller is also something I have an irk against.

But I think they did this in order to not become FurryLand 2.0.

But I agree, the amount of PDS cause by biomod becomes insanely high.

Yeah I do think it's weird that biomods need computers to be moved like a bodypart, it's integrated into your dna, if you can grow a tail why can't it also create the nerves that connect to the central nervous system? is it easier to plug computers into the spine than a nervous system?
I've heard the 'To prevent Anthrocon in SD' excuse for biomod controllers so many times and I still don't get it. Furries will be furries no matter what if they want to badly enough, and it's more irksome behavior they might exhibit that breaks immersion than physical appearance, imo, which the controller will not affect or discourage.

Hot take: if the animal mods are disliked to a significant extent, remove them as a viable option entirely. Some people will probably be upset but then the furry matter and attempts to balance that out is no longer an issue!

(Also I agree with Phexion on logic/science reasoning, that has always been one of my main arguments against the controller)

This topic comes up frequently but I believe the reasoning is an OOC one not an IC one so there may not be much point to debating how it'd be part of your genome etc.

It isn't because curries or animal mods are disliked but because staff have said they don't want Sindome to turn into furry cyberpunk, and want to leave it as a niche/option but with drawbacks/costs as to not encourage it being so widespread.

Yeah, Seems kinda pointless. Kinda feels like it is a hold over from when Bio mods were for corpies only.
I feel like it might be more interesting if instead of going against furries (if its still a concern and not a holdover) in a gameplay mechanic way, why not focus on doing it thematically with plots? NOMOD exists, if the amount of 'furry' players got too high just make a massive event where there's a NOMOD war or something that makes biomods stop being sold for some time, Idk.
So I suppose what I'm wondering, jumping off of the point that Phexion made, I do have to wonder why it is that we reason out in game the brain can't handle a concept like moving additional appendage that have been written into your DNA without a computer to mediate. Yet if I were to get chameleonic nanos or gills the brains just like 'Yeah, I know how this entirely new function works! Fire away!"
The human body and brain are also not equipped to generate bioluminescence or glowing eyes or anything remotely like what we see in other styles of biomodification that doesn't require a controller to RP as functional.

Again, I don't think the controller is stopping furries from being furries. Removing it will likely not open the floodgates. If the concern is people with animal mods being all uwu and obnoxious then tell them to cut that shit out IC and stick to theme.

Or remove the option for such mods to exist.

If someone UwU's me I will twist their nose off. Just saying, someone behaving way out of theme? Bash them into theme.
People will always like animal ears and stuff like that, that's why neko girls are a thing in anime. Forbidding it's not gonna help, but I don't think biomod controllers are actually discouraging it. People who want animal mods will get animal mods.

The PDS is even more silly on the actual mods than the chrome. Maybe this whole topic would be better as an Idea honestly..

Re: This topic being an OOC matter more than an IC one

Never once, in the handful of years I have been playing, have I ever heard a character that was wanting ears and/or a tail say "Oh, I would get biomods, but I can't fit it into my loadout."

No, they altered their loadout just to get it. Now these characters are fundamentally weaker than their peers. Sure, maybe not by much, but to have a tax just because is incredibly silly. I sincerely doubt we would see an uptick in nyaa~ing by removing controllers or reducing/eliminating PDS weight from either. The characters that want them, are going to get them.

As others have mentioned, it's also a flimsy argument when it can be solved a multitude of different ways than adding a PDS weight tax unnecessarily.

Trust your playerbase to self-police, or give roleplay reasons why pure aesthetic roleplay options should be a deliberation of risk. Attaching a tax to someone's @nakeds has bugged me for literal years.

You kind of hit the nail on the head on why it's taxed. It's not to deter players, but to have players make a decision: you can move your tail, but it's going to lead to you being weaker than other characters due to the extra PDS load. While I'm neutral on the topic, I think it's something that exists in a lot of mechanics on Sindome:

a) charisma as a stat

b) different tiers/vibes of vehicles even though sometimes they're functionally the same for the sake of aesthetics

c) tailoring materials having different costs

I believe the intention is that you can have your animal spliced DNA and the aesthetics of being a cat girl and move your tail and ears all you want, but it's going to come with an IC drawback in the sense that it'll limit you compared to those who don't opt in for that.

The IC drawback is the cost, same as how a fancy car will cost more than an ugly one even though they perform the same function at base level.

Except a car has a mechanical function, charisma has a mechanical function, higher tiered materials have a mechanical function.

Biomods do not.

Should this be turned into an idea? To remove the PDS on biomods and maybe the controller requirement?

IC explanation could be that there's new developments in.. well.. the development of biomods and how it co-functions with the body.

Not sure that could be 'updated' for people who are already modded though. That might make less sense. I also still find it dumb that cybernetic detectors detect biomods..

In case you wanna know any context, because it's important to know why things are the way they are.

https://www.sindome.org/bgbb/game-discussion/new-game-features/bio-modification-233/

I like biomod controllers because I find them themely and ICly, unlike having out of the box mind access and brain control to artificial limbs and artificial tissue.

"I find them themely and ICly, unlike having out of the box mind access and brain control to artificial limbs and artificial tissue."

See I can't agree with this point, like I can agree that it's something you'd not just understand instantly, but I think you'd sort of learn to control it with time, I don't believe it's more complex than plenty of the nanos that exist already that offer functional abilities that you can just use without the use of an additional implanted computer for the extra cost. It feels much more like something that you would just take some time to adjust to, since the ability to move parts of the body is something you already have as opposed to the previously mentioned nanos that introduce an entirely new function.

I think that pushing back ICly with NOMOD movements and discriminating against splicers comes with a good bit of the player base developing a false equivalency against your player (not the character) that you are not limited to being anti-mod, but that you are bigoted in other ways outside of the game, which is not a label anyone wants to get attached to them.
I disagree with that, Mindhunter. Just like how I see fantasy racism, it's not real. It's a fictional oppression. But each to their own. I don't tend to play bigots, though I have played some pretty snotty anti-Mix corpos once in a while.
I wanna add to the other arguments on the PDS issue. PDS is bad enough. If you don't prioritize Endurance, you can't possibly get chrome through legal means. It doesn't have to be worse than that. Biomods/controllers make it that much worse.
As much as I dislike the concept of the biomod controller, it is on the same "level" of the fork between chrome and bio as the processor.

The processor is also be a gateway opportunity cost, but it has further limitations built into it. Biomods also have limitations put on them, but not by the controller.

I've seen both the processor and bio-controller make people rethink their decisions to get things because of the unexpected cost.

TL;DR - I dislike the biomod controller, but it's technically a mirror of the chrome side; it even has fewer restrictions as far as CPU load.

Except that, again, chrome has mechanical uses and benefits that justify the added cost and necessity.

Biomods. Do. Not.

The controller is permission to pose movement or use of certain appendages. That's it.

If the brain needs help controlling extra appendages and whatnot, why can't a normal chrome processor do what a biomod controller does? It's exactly what the cyberware processor does. It converts brain signals to inputs. So what, you need to convert brain signals into computer inputs which are converted back into nerve signals to your new appendages?

That makes less sense than your new appendages, which are not synthetic but rather spontaneously grown by targeted mutagens, just having the proper nerve connections for your brain to be able to control them. But if it's absolutely necessary, then the biomod controller and the processor units should be collapsed into a signal cyberware item, since they both serve the same functions of allowing you to control your new additions.

Anyone feel like posting this in Ideas? it seems to be going that way anyway, lmao.
Jumping on the point made with the processor units, one thing I think is worth pointing attention towards is some of chrome that has a mechanical benefit that doesn't require a processor as far as I can tell? From what I've heard, practically any of the cyberware weapons don't need to have a processor to function? So are we saying it is easier for my brain to control deployable weapons that have been implanted and/or grafted into me than making a tail sway when my body has been made to grow it with mutagens specifically designed to make it an incorporated part of my body itself?
I don't really dabble in biomods and I don't care about any perceived fears about furries overrunning the game.

Instead, on an OOC level, I think that some things just require drawbacks to stay to theme. Cyberpunk is about questioning what being human means and merging human with non human.

It comes at a price. Whether it's a chrome controller or the mod itself, I think it's thematic and necessary for the process to eat away at what makes you human. I view the controller as a middleman in that process. Even if controllers were removed, I'd push to have the mods give a measure of PDS.

I suppose the benefit to that mode would be saving on CPU usage.

As far as I am aware, unless major changes have been made, mods already give PDS relative to the amount of locations modified on the body. The controller is double dipping on it.
I just wanted to reply to the person saying you control cyberweapons with your brain that the activation is mechanical not mental from the ones I have seen, basically a trigger mechanism linked to the hand etc, so them not linking to a processor makes sense.

While I don't have any horse in this race, I think it fits with the theme of Cyberpunk and RPI for it not to be a no drawback thing. So RP wise I think it should stay as is.

I also wouldn't care if it was reduced pds cost either, though.

I do agree with one of the comments earlier that it's kind of weird that you need a completely different chrome for it, when it feels like a processor should be able to accomplish the same task, instead of having to double up if you want both.
I don't mind, necessarily, biomods carrying weight(which they do already). I don't agree with it, but I can see it being themely. I could take or leave it.

But all of the OOC arguments for keeping controllers truly make no sense to me. There is no army of furries clamoring at the gates waiting for the controllers' removal. Any 'humanity loss' cost is already paid for with biomods already carrying weight. You fundamentally alter your genetic code and stray further from human REGARDLESS of what mods you decide upon, animal or bioluminescent or whatever else the creative community can dream up within the bounds.

Additionally, the fact that any additional appendage, including those in peoples' pants, requires a controller to be granted permission to roleplay makes some stances odd. Characters should be punished extra for sexual expression of self? Yes, there are coded ways to fully codedly change one's sex but it's an entirely binary process. A welcome addition, but lacking nuance.

Mechanical costs should provide mechanical benefits. Every piece of tailored gear in the game has a mechanical effect in your appearance. Is it an impactful effect? Maybe not, but it is still there. Some sort of substance to back your aesthetic and roleplay. Fuck, even Studds/Monas have SOMETHING coded. Even if it's just a script. They're also just hilarious, I'd fight their removal tooth and nail.

Having a mechanical cost solely for permission to roleplay something that you already have to pay a decent chunk monetarily, and to a lesser extent in PDS weight, for is an insane thought to me, and I very much doubt anything but a thoroughly convincing argument will ever change my mind on this.

I do like the idea of tying modded appendage moving, instead, to the processor. It's something required by nearly all cybernetics and wouldn't be with someone when they vat out, if keeping the whole limp tail post vat story beat alive is something necessary.

Yeah I don't know how or why it never occurred to me that the processor could easily fill that role, but it's a good idea.
Hmmm. I didn't realize biomods have a PDS rating separate from the controller. If it was mentioned in the thread then I missed that and I'm sorry. Again, I'm not versed in biomods. Let me bring this up with staff and see why we do both. This is the first I've heard of furry fears myself (silly as that sounds to me), so I'll touch base to see what's what.
PDS increases with each area you Biomods, 4 areas the highest gives a very chunky PDS bit, 2 still gives nothing to sneeze at. It was that way since it was changed how much it gives PDS.
Yep, it does give PDS, and also sets off cybernetic scanners. That combined with the biomod controller is a pain.
I'm going to add this to our Sunday meeting agenda to discuss and come to a consensus on. I'm happy to share some of the thoughts staff have tossed around.

First, it's come to my attention that this 'we don't want everyone to be furries' thing might have been pushed in part by an old staff member who had some IRL phobic/hate issues. I feel comfortable speaking for the the current staff when I say that none of us have a problem with people playing animal splicers.

What has been voiced is that there's an interest in keeping the controller in play to encourage people to be creative and design mods of their own instead of defaulting to generic animal mods.

It's also been voiced that the controller is just the price people pay for designer goods. Mods were originally corporate only. My perception here is that the gear required, and the financial and PDS costs to have your cake and eat it too is partially in play to reflect the upper crust lifestyle. That doesn't go away just because this has become available to everyone. It's still a designer good and should be a sign of status that you as a mixer (those of you who are) can afford it - up front and back end costs considered.

Beyond the considerations above, the controller has other functions beside making your fluffy ears and tails move.

There are also voices that just think the controller should go away.

That said, I'm tossing around a pair of ideas to address this depending on which way the staff decides.

If consensus leans toward keeping it, then there are IC explanations to answer the concern for those that think it's off theme to have biomods that don't come with innate functionality - intercorp contracts. It's reasonable to say VS intentionally designs biomods to lack motor functionality because SK contracts with them for exclusive rights to give that functionality. In return, VS collects royalties on SK's biomod controller sales. VS stands to earn from SK sales and save on production cost by skipping over functionality inclusion in their own product.

If consensus leans toward removing it, then you might be saving on the cost of a piece of chrome, but I'll tell you I personally think it's still a designer good that should come with a cost. I'll be pushing to have the PDS load from biomod controllers added to the current PDS load of the biomod itself should we go this route.

If it's a designer good then it should come with a CHA boost at the bare minimum. Or be colorful. Or have any kind of use other than being an aesthetic choice that blends into the rest of your nakeds while cybernetics and clothes and even certain hair colors will always take precedence in your shortdesc. They also already come with a cost.

If the controller has other functions beyond those we ascribe to it purely through roleplay, this is news to me.

We're discussing giving a stat bonus to biomods too, yes. Sorry, I forgot to mention that.
I'll add that I think a stat buff granted for something seen as opulent should provide an opposing debuff depending on sector.
Good to know! Thank you for adding this to the agenda.
Being put that way, I fully understand it from that standpoint.

Agree with a CHA boost or something, that'd be great.

But if it's here to stay I won't complain. It is what it is.

Thank you for typing out a good explanation of it all, I think that helps a lot.

Thanks a lot, Logic. Appreciate that you guys are discussing this stuff.

I think too if they really are meant to stand out as a luxury good at the least they could give a CHA boost. Though realistically, mods can be made to uglify, I guess they're still culturally a sign of wealth.

I would prefer PDS cost was lower rather than higher, but my main issue lies in the controller I guess. The scanners detecting chrome when you only have mods is also a bit confusing, as that makes me wonder if it's only genetic.

But all in all, appreciate you all taking this into the agenda. Whatever outcome happens, I'm glad it's getting a discussion and have faith you'll do what is best for the game. I have my own biases, so not expecting to get my ideal world, lol.

My guess there is that biomods fall under the same parent object# as nanos. I can check in on that too. If that's the case, I can see about changing that with approval from a builder or higher.
Removing the controller and instead adding the PDS load onto the biomod's PDS load seems fine to me. The only thing I'd be against is just removing PDS costs entirely for aesthetic/RP choices. There should be a price for any kind of enhancement, even if yes, it's just for looks.
I may be the odd one out here but I don't understand why we would keep them at all. I'm going to try to lay out my argument here but it will likely be poor as my adhd meds have worn off for the evening.

What you get:

You have to pay for them, A lot

There is no real benefit stat wise.

They increase PDS load

They can't even do what they are designed for without paying a ransom(mod controller)

What it gives you:

Sunshine and sparkles(Cool rp stuff)

It's my opinions that if it effects your DNA your should be able to do all the stuff involving them. All those synapses and nerve connections to use them should be build in, it should happen over 24-72 hours like nano's and it should just work.

Adding other things into the equation just seems like needlessly adding an in game paywall to something that is no longer a luxury every time you vat. Even if that pay wall is low it's still takes time for both GMs and Players because puppet requests.

At least make the install something like a machine for height and weight nano's.

Feel free to disregard if you disagree but it's my feelings on it.

As much as I enjoy holding the hope that biomod controllers do finally get pulled from the game, tying it in to an increase of PDS weight on biomods themselves does leave a bit of a bitter taste. While, yes, they are a status symbol, I still believe that their chyen cost alone represents that, as even with one region changed plus the cost of installation, you're already halfway to six digits in chyen cost, and they do already carry a weight cost increasing as more regions are added (included in the April '21 changelogs).

Tying in a charisma boost to them does quell this distaste a bit, so they would at least do something other than be a @naked you have to pay a lot for. As much as I have far less dog in the fight in regards to biomods' PDS weight compared to the burning hatred I hold for biomod controllers on a principle level, let my solos be cat-eared AND effective, IMO.

While I hear that, Bone, I often put theme over play-ability in some things.

First, biomods are a hard deviation from humanity. Moreso than chrome - at least until you have a lot of it. That's my opinion. Chrome is hardware. It goes into your body and in some cases replaces parts of your body. But you're still "human". We could argue that in terms of the cybperunk metahuman discussion, but for now let's just say that chrome doesn't fundamentally rewrite your genetic code. Biomods do. You are -literally- no longer human when you get biomods. You're a hybrid.

By taking biomods you say that you are willing to give up space you could use for practical chrome and you’re doing so for the sake of opulence and/or freedom to express yourself. Both of these are privileges in Withmore, and biomods are an extreme expression of those freedoms. To do so when the majority of the people around you (in an ambient sense) can't afford to eat is peak vanity. That steep PDS cost = a player putting their money where their mouth is and saying I’d rather be a cat/demon/ghost/etc. than survive on the streets in a fight (or being good at whatever else chrome could make you better at).

Biomods represent an opportunity cost. A high PDS load is that cost.This is themely.

Now, this -only- covers the humanity cost of being literally non-human.

The price represents the opulence of it. It's a tangible representation of the privilege that money buys you. That's why I think it should be both.

Second, I'm pro stat mods for biomods and only for charisma, but this isn't purely for the sake of giving players some kind of tangible good thing. It's to re-inject a have/have-not mentality to biomods that we lost when they became available to everyone. I think biomods should give bonuses when you're topside and negatives in the mix.

Opulence and freedom is a good look when you're upstairs. It makes you look like one of them when you're in the mix.

I know that we want changes, and in this case I agree there are some adjustments that could be made here. But I want people to also remember the kind of game we're playing and the themes that we want to continue pushing. Some things that feel bad feel bad because they're supposed to. Withmore forces you to make choices and to sometimes sacrifice. You have decide what's more important to you.

But again, none of this is in stone. These are just my thoughts for now.

Please strongly consider NOT giving a Charisma buff to biomods.

That is getting too close to telling me (us as a player base) how to react to characters with mods. It would be forcing us into viewing them in a positive light and removing our agency to view them negatively.

You know Hek, you can hate pretty people. Just saying.
I hate charismatic people all the time. The stat doesn't force you to like them.
Hek, how does that even remotely make sense? That's like saying we're all obligated to like and fawn over corporate citizens because most of them have high charisma.

A small CHA boost is not going to remove everyone's agency regarding whether or not their PC likes biomodified people.

CHA implies how likeable and/or attractive a person is. Both of those are subjective to start with.

To be clear, my only issue is with the boost to CHA. If the conversation were about giving people with cat ears a PCP boost. Or a long tail an AGL boost, I'd probably be all for it.

A statistical CHA boost is implying that the majority of 90+ million people in Withmore find that (biomods, mirrorshades, etc.) make the person with them more likeable and/or attractive.

It also implies that not finding someone with that magical whatever likeable and attractive, is holding an anti-social, anti-normative view of things.

Given the varied opinions across the player base about biomods, I don't see it as appropriate to imply that the majority of the ambient population looks at biomodded people as worth of emulation, envy, difference and all of the other soft benefits that are implicit in CHA boosts.

Does that clear things up?

I am NOT against stat boosts for biomods. Just don't make them CHA. CHA is too vague and subjective. Stick with something like AGL, or STR or … anything else other than LCK. :)

To be clear, the majority of the 90+ million population is in the mix, where I would prefer to see a charisma debuff for splicers.

A charisma buff would only be in play in topside sectors. Corporate Withmorians are the minority.

There are already functions in the game that change your general likability and ability to fit in by sector. This idea is meant to reflect the ampop view of biomods for corp vs mix theme. PCs are the outstanding others that stand out from the crowd. You are not required to be the sheep that ambpop is.

I am not too into the idea that biomods grant a debuff in the Mix since there are pro-splicers there as well, but I'm not against something in their short-desc identifying them as wealthy/spliced or whatever and making them a target.

And Hek, none of that makes sense. Do you like everyone who is good looking IRL? I sure as hell don't. I don't like someone just because they're charismatic either, a lot of politicians are great at charming people, that doesn't mean I personally like them.

Sorry for doubleposting but I forgot to mention an idea I had, that the buff/debuff or whatever only be there if either of the modded nakeds are exposed. Since some get modded genitals etc that wouldn't be on display 24/7.
I genuinely don't understand the buff to stars in your skin/furry mods. That's extremely subjective and shouldn't be automatically given a buff.
A lot of things are subjective yet given stat boosts. I believe it's more because you appear to have an elevated status with them. They're a luxury good. Like someone wearing an extremely expensive jacket. Makes them appear more important or imposing.
Biomods have the miraculous abilities to cure deformities, chronic illnesses, or what have you, and they can also make a character look healthier in general. A global CHA boost could be explained as that character's health being improved and them having healthier looking skin or whatever as a result.

That wouldn't stop anyone from RPing that they don't like splicers, for whatever reason there might be to not like a splicer. There are characters with their CHA so high they're described as gorgeous and it's never stopped anyone from hating on them if they want to, which is fine as just because someone is good looking or charming, does not mean everyone is going to like them.

The staff debuff makes no sense to me because it'd be punishing characters who: pay the hefty fee to get biomods, go through the sometimes long wait, accept the hit to their chrome capacity, and have to deal with the (in my opinion) unnecessary biomod controller requirement.

Just as an aside, I played a splicer with a tail for years and never had a controller, because I had to decide between that giving me PDS or being more effective as a combat character. It was always silly to me that I would've needed a collar just to emote moving that tail.

Back to the staff debuff though, that's the kind of change where it staff did implement it, I think they should also be willing to refund all the Mixers who got biomods if they don't wanna deal with the sudden hit to their CHA.

Stat debuff, not staff debuff. I also meant "controller" and not "collar" but I think both fit (The latter in a more amusing way).
I'm starting to feel like I'm repeating my self a little bit, so I'm going to stop posting after this until after Sunday.

First, this overall idea that I've presented assumes that biomod controllers are out, so the controller would not be required any longer for your biomods to have motor function.

Second, I've explained the why behind the charisma idea a couple of times now in different ways. To be as blunt as possible, the idea is that you (not any one of you specifically, but the 'illustrious you' i.e. splicers in general) are seen as pricks for walking around the mix with a ridiculously expensive set of visible biomods. You are openly flaunting your ridiculous wealth in a way that has no functional value to desperate people…in front of millions of those desperate people.

You are seen as an asshole, and I feel that warrants a negative charisma modifier in the mix because everyone around you sees you for the asshole you are. Conversely, flaunting your ridiculous wealth in topside sectors has the opposite effect. You're still a prick, but so is everyone else, so they love you for it, you god damned hero, you.

Yes, there are people in the mix who are pro-mods. But the majority are so poor they can't fathom ever having the flash to buy mods even if the -are- pro-mods. So the idea is that mix splicers are seen as less attractive for either being a big ol prick that flaunts their wealth while people die of hunger and sickness around them, for for buying into something that makes them more liked among corporate citizens, for the envy that pro-modders get when someone else has mods that they themself cannot afford, for the envy that someone else has that you can afford your freedom of expression at all when they can't, or a combination of those. This, to me, is themely.

And yes, I would push for these stat modifiers to go away if you cover up the mod.

I understand that we want our quality of life fun, but again, we're here to play a cyberpunk game, and I do honestly feel lately that there is typically little consideration of theme among players with regard to some of the change requests that pop up on the boards.

Biomods once represented an excellent opportunity to provide people with plot beats related to one of SD's core themes - haves and have-nots. It also represents an excellent opportunity to force players to choose between functionality and survival or vanity, which is an attribute of the core theme.

I'm not really interested in having cake and eating it too. I want to play difficult game with difficult choices that make me think about shit. I want all of you to have that experience as well because that's what cyberpunk is about. So as far as I'm concerned, any QoL improvements with this particular game feature should be balanced with some themely consequences. I don't want to see features changed in ways that take away the need for character's to choose what's really more important to them in the shithole of a city they're trapped in, in the question of fashion over function, or questions of what it means to be human or not.

This isn't a sim where we should want to go to live out our pvp fantasies while getting all of our IC QoL dreams answered to the detriment of theme.

With that kind of logic, shouldn't you get negative in CHA in the Mix for having chromes as well?

Many mixers can't afford them either.

Theme is dead in the water for a lot of reasons, but I don't think players asking for biomods to not be a crushing burden is one of them. Cyberpunk theme is style over substance. In fact, it's cited word for word as a crucial part of the theme in the Cyberpunk RED rulebook, and it's one of the most repeated tenets of cyberpunk theme outside of our corner of the internet. Punishing stylistic choices is unthematic. Not to mention the unfortunate subtext of gender affirming biomods being inherently subhuman.
I'd just like to throw in that I'm vehemently against the idea of having a CHA debuff if you're a biomodified character in the mix. Not only does it make very little sense given the legality of mods and IC movements that pushed for them to BE legal for mixers (by mixers), but it's an extra bit of punishment for arbitrary reasons over aesthetic preferences which are, inherently, subjective. Why aren't we imposing CHA and STR debuffs on people who are under 4' tall, in that case? This is a slippery slope.
I do like Logic's explanations of theme, honestly. It's made me think a lot. The debuff would be a sore spot for anyone playing a splicer, but I understand the sentiment. I'd prefer a shortdesc modifier honestly in place of a debuff. Or something at the end of the nakeds like with clothing.

Like, 'spliced petite mona'. Or..

Overall, his clothing is (whatever) and he is evidently spliced.

The only reason I'm not on board with that explanation is because again, slippery slope and it should apply to all forms of bodily modifications in that case. Moreover theme is brought up a fair bit to explain certain decisions that accommodate suffering or consequences which, while yes could reasonably be considered thematic for this setting, are not always the most enjoyable from the player standpoint.

A significant amount of people in this thread alone are voicing 'we don't like this, this is not creating immersion or amplifying theme for us'. I would rather have to deal with the fear and anxiety of anti-biomod extremists IC as a consequence than something mechanical in this instance, because it's something that can be responded to with roleplay and that to me is immersive. That's theme. That makes me feel something and consider my choices more carefully far more than stat penalties and chrome limitations ever will, especially when straying as far away from one's original self and humanity is kind of as cyberpunk as it gets.

TLDR if you're going to penalize one aspect of aesthetic preferences and self expression then fair's fair, the others should come with PDS and penalties too. You want to be three feet tall? Fine, take a hit to your STR. Weigh 60 pounds soaking wet? Cool, cut 1/3 from your END.

The main clash I feel here in theme is the fact that biomodding is a product offered by a megacorporation and advertised as such. Style over substance is a core part of cyberpunk, yes, and I agree that ICly we represent this with biomods having PDS costs: the catboy solo doesn't get to be as effective as the non-biomodded solo. That to me is theme; because cyberpunk isn't about style with no cost.

Style over substance is meant to represent how powerless people carve out something of their own within a system that wants to homogenize and commodify everything. A major part of cyberpunk is erasure of identity and self-expression due to consumerism. It's a world that's hostile to your body, and your choices.

When a character gets biomods, to me, it's not meant to just be a cosmetic quirk. It's meant to represent giving the middle finger to your oppressors - choosing to be yourself and express yourself in exchange for losing your edge in a system designed to optimize efficiency and human resources. It's the purest expression of cyberpunk defiance and resistance. You give up survivability in the name of self-expression. Take a solo who is biomodded versus a solo with the IC/OOC 'meta' of the standard typical solo chrome suite. The solo who's expressing themselves and refuses to conform to what society thinks is optimal is far more cyberpunk than the other.

The world punishes you for not optimizing, for being too loud, for being too weird, for being too you. It's a commentary on how the modern world does the same with marginalized people: too queer, too different, too weird etc. It's what the current modern society does to people who are trans, neurodivergent, disabled, or anyone really who steps outside the cisnormative, technocapitalist idea of 'useful flesh'.

That's what style over substance means - when the expression of self is more important to you than your edge, because it really might be the only thing you can own that's actually yours in a cyberpunk dystopia. Even if it gets you killed… especially if it gets you killed.

Not punishing stylistic choices would take away the theme of that for me. It costs everything to be yourself under capital, and that's what makes it worth something. If there's no cost to style, it becomes a fantasy. However on the other hand if there's only cost to style, then it becomes oppression.

This is where the theme clashes a little bit IMO. The game punishes people for expressing themselves with chy and PDS costs, as well as thematic groups such as NOMOD. That's fine. However, there isn't much of a benefit to off-set those drawbacks both mechanically and IC.

Biomodding is a commodity offered by a corporation which means your self-expression that's meant to be a fuck you to the system also kind of contributes to the system. That's fine: that's cyberpunk to the extreme. It makes the narrative even more tragic: even your desire to be yourself is something that the corps profit from.

The clash is when it's also advertised as something that corporate elites do. This is also much of an IRL thing: example tattoos and piercings. A poor person with ink and piercings may be seen as a criminal, or filthy, whereas a rich people will be seen as edgy, hipster and so on. Yet IMO it still leads to a clash where the punk is taken out of the biomod angle and is 99% of the time treated as a corpo thing.

If it were me, the solution would have to be layered:

a) differentiate between corp and mixer biomods. Corporate aesthetics/trends are different than the Mix. Maybe corp biomods favor clean, symmetrical, aesthetic mods while mixers prefer loud, grotesque, attention-seeking, shocking, animalistic mods. While corporate PCs and NPCs might see biomods as 'elite', anything that's non-conforming, shocking or against topside culture should be ICly seen as awkward and weird... whereas the Mix should embrace the individuality, no matter how fucked up it might be.

maybe even have it so that the biomods sold to the Mix are of second tier quality, or even have black market biomods so there's an IC justification for how Mixers are eating the crumbs of the top shelf mods that corpies have access to (without any mechanical repercussions, just that you have to go to CWH if you want clean/corporate looking mods whereas more gutter looking mods are done in CGH etc.)

b) give a rather significant CHA boost for biomodded people if their mods are visible and maybe even change the CHARM substat to not be how -likeable- you are, but how -noticeable- you are. Because biomodded people should be turning heads and have more presence regardless of wherever they are, because they are -different-.

c) allow some chrome to be opted in as biomods instead. this is probably going to have a lot of pushback, but if someone wants to have cat ears instead of an amplifier chip + cyberear, handwave it ICly as a partnership between SK and VS or something and let people have cyberears in the form of standardized biomod packages that give you ears. unnatural eyes? cat eyes? cybereye + lowlites. equalize the PDS costs so they're practically the same as if you had the chrome installed.

d) introduce narrative plots aside from NOMOD that prioritize modded characters in a POSITIVE light. have a biomodded punk subculture in the Mix: maybe have a club where splicers hang out in often, like IRL queer spaces, and where Mixers -accept- people who are outcasts, 'freaks', anarchists, whatever.

introduce a faction of anarchist biomodders that reject the corporate ideal and try to biomod their body to the extremes to push the limit of what can be done, just to shock topsiders and mess with corpies, or believe the body is a canvas much like IRL extreme bodymod fanatics. reverse the narrative where while NOMOD might call people freaks, this subculture adores it -- and being a 'normie' makes you a loser.

Anyway, I've written long already but those are my few suggestions and understanding of theme. Hopefully it helps the discussion.

Double posting, but for the 'let people have some chrome disguised as biomods' suggestion, I'd only support that idea if it were certain utility chrome like ears + amplification chips or eyes + lowlites, not just about any piece of cyberware. But having some that would make sense IC to offload the cost of it being so much PDS. Maybe even higher PDS costs than if you got the chrome independently, reflecting back, but not as much as it would be if you got the biomod + eye + module separately now.

They should also need some kind of nanogenic 'repair' needed after death so they aren't permanent chrome, with the explanation that the SK bioware inside is gone whenever you vat out so you need an injection of nanobots to get it working again.

Has anyone tried hating on splicers recently?

It does not get treated like that's a common thing that might be the default in the mix. The reaction is closer to the one you'd if you claimed to eat babies for breakfast every morning.

Utility in biomods would make them inherently superior to chrome because you don't lose them when you vat.
I like a lot of Cowbell's ideas like on a 'trashier' mix biomodded culture compared to the elitist ones topside.

Not sure about chrome biomods. Though it would be neat if you could customize cyberears for shit like metallic cat ears and stuff like that. Not wholly relevant here but meh.

I like a lot of Cowbell's ideas like on a 'trashier' mix biomodded culture compared to the elitist ones topside.

Not sure about chrome biomods. Though it would be neat if you could customize cyberears for shit like metallic cat ears and stuff like that. Not wholly relevant here but meh.

@duck

That was an OOC discussion as well a few days ago on how NOMOD/anti-splicer movement is seen as super extremist and radicalized. I think it has to do more with it evoking natural feelings of being 'anti-freedom of choice' in players rather than the actual theme of 'fuck the corps they even own our bodies and images'.

I've seen attempts at setting the record straight by players and Staff alike this past week though on what NOMOD is, why it exists, and how it's ICly not that rare of an opinion which also isn't judging people on what they should do with their bodies but more is rebellion against classism.

I think the idea of corporations weaponizing biomods against their enemies also helps to make NOMOD more of a reasonable stance some people might take.
Hello again.

There's something that needs to be addressed before I give an update on this topic.

It's extremely annoying when I'm trying to have constructive discussion on a thread, go out of my way to address phobic/hate issues that a past staff member expressed about the topic, assure players that the current staff are not hung up on that crap, and then still receive comment that attempts to insinuate I'm transphobic. It's more than annoying, really. It pisses me off because I can only imagine it's a comment made in bad faith given the assurance I put forth to address and allay those concerns from the start.

I mentioned more than once that I was talking about generally visible mods in public spaces.

"…the idea is that you (not any one of you specifically, but the 'illustrious you' i.e. splicers in general) are seen as pricks for walking around the mix with a ridiculously expensive set of visible biomods..."

People typically don't walk around naked in public. Genital mods are not generally visible in public. Genital mods are not what I was referring to. Genital mods would not be affected by the suggested buff/debuff in either direction and it was something I'd considered from the start.

Now, I understand that the above quote could have been more explicit about that. I mistakenly assumed my thoughts were clearly implied. That we'd all understand that genitals aren't usually on display in public and so I must not be referring to that. That's on me for not being clear enough, but it's a problem when the first notion someone has is defaulting to bad faith ad hominem attacks. And it isn't just me that gets it. I see it happen across the boards to others for various reasons from various people. It needs to stop. Ask for clarification before jumping to conclusions next time.

I'll post the outcome of staff discussion in a separate post.

I appreciate all your responses, Logic, and I took your responses in good faith, I hope it didn't seem any other way. I understand it must be frustrating when people always assume people mean the worst. Personally, I only wanted to clarify and point out everything I could think of that made sense to me. I can't speak for anyone else though, and won't.
Sorry for the delay on this. Various staff members have been extremely busy with real life this month and we weren't able to gather enough of us together at once to discuss the topic. Here's some updates.

As a heads up, I ditched the charisma idea before this meeting. I came around to the idea that it's not a great idea. Thank you for your feedback.

1. We agree the biomod controller should go. At the very least, we want it gone to remove any leftover thoughts that it's a relic from a biased past staff member's gender affirming hangups

2. We still think you need to make a choice between function over fashion with this. At present the PDS load from the chrome will be added to the biomod cultures.

3. The change will not be retroactive with current biomods. You will have to get new ones when the change comes.

I'm still trying to find out if there's a legit IC reason that biomods set off chrome scanners. If not, I'll seek to have that changed too so they don't.

A finger on the monkey's paw curls.

This strikes me as a downright horrible change that isn't addressing the core issue of biomods and reads more like, "let's change something to make them shut up". It sounds like nothing will truly change if the PDS weight is heavier and everyone needs new mods anyway. It's two additional taxes, one being slightly more convenient than the old one, on something completely cosmetic. To me, its deliberately anti player and making an already hostile system more so.

I prefer added PDS over needing a controller, though I'm not too fond of the added PDS, I'll accept it. I can't have my ideal world and I'm not here to min-max. The whole explanation that a biomodded person is kind of a hybrid kind of gave me a less normalized outlook on it anyway and now I like biomods more.
Does removing the biomod controller to gain distance from previous hangups actually mean anything if the underlying punishment mechanism is now enforced across the board? I think this is a fundamental misunderstanding. The biomod controller costing additional PDS was the intended punishment of that staff member for using biomods in ways they did not like. Removing the biomod controller but then pushing the additional PDS onto all recipients of biomods is just making it worse.
There is an IC reason for biomod controllers existing and there will be an IC reason it goes away. That is why it wont be retroactive. Characters will be able to keep their controller if they don't want to get new mods.

That aside, I made my stance on PDS known early on with regards to this. It was never my intention to see the PDS load from the controller disappear. We might tweak it in the future, but for now it will be the same and it will likely never be as low as what mods currently are on their own.

This should result in lower CPU costs, turn functional mods as a production to a one-stop shop item, lower price for first time buyers, and shift things so splicers dont have to replace their tail wagging or ear twitching chrome when they die.

All of the mechanical extra steps and considerations and setbacks for chrome are gone except for the PDS.

Cool distinct flavors of biomods.

Version 1.0, older biomods that require a biomod controller.

Version 2.0 that grows you the new nerve clusters instead but the resulting new nervous system adjustment causes similar PDS issues.

I understand though why it's a bit sore for people with mods that don't need controllers.
I think what batko was getting at is the PDS itself being the problematic factor in all of this.

Still see this as probably the worst way biomods could have been reworked. It's a status symbol, would it really be that hard to just double or triple the price and say VS ironed out all the kinks? You'd think so for a genre that is so heavily in favor of style over substance.

I mean, it's style -over- substance, not style and substance. One of the whole points of the cyberpunk theme is you gotta make a sacrifice or a choice. Wether that's cosmetics or anything else. You can be artistic or be a cybernetic killing machine, or a mix of both to a lesser extent.
I can't think of a single instance where anyone was made to choose between cosmetics and effectiveness in any cyberpunk media. Usually both go hand in hand. Flashy violence is part of the whole thing.
The controller was never a punishment for gender affirming mods. Not the added cost of chrome, not the added PDS, none of it. Does anyone here really think the staff team as a whole would ever implement a thing over something so backward? It's ridiculous.

It's unfortunate that one problem staffer bleated their hateful thoughts in public spaces at the same time this was being implemented, but that's all it was. That staffer painted a crappy public image of the chrome's OOC purpose that doesnt match its actual intended function.

We are simply trying to address that we're aware of that perception as we make this change. Again, it was never a punishment for gender affirming mods.

However, what I am happy to consider with this turn in the discussion is lowering the PDS cost of gender affirming mods specifically, so long as they are still human mods. My whole thing about the PDS cost here is that non-human mods are a further deviation from humanity than anything else you can do short of being Adam Smasher.

If you are splicing human DNA to change gender or adjust the attributes of your body within the human spectrum, then that should probably come with a lower PDS cost. You're still human, after all.

Sure, you can be loud and flashy. But is that always the best way to do things? That's another sacrifice or choice you make, again, style over substance. In the theme it is encouraged to choose style even at the cost of efficiency/practicality.
Look at a character like Maine from Edgerunners as a good example of this.

His constantly malfunctioning in-arm canon is always failing when he needs it most.

He could replace it with a newer model, but refuses even when his chums tell him he should. It's part of him and it's his style, and he chooses to saddle himself and his friends with unnecessary risk by refusing to replace it.

That's still an arm cannon that serves functional purpose. The only types of cyberpunk media that ever actually penalizes style over substance flat-out, like with biomods here, is those with game systems that model a limit on cyberware, such as Shadowrun or Cyberpunk 2020 / RED. And in those tabletop systems, the resulting cosmetic stylistic choices typically do have some kind of mechanical benefit like Maine with his cannon, they're not just dead ends that you throw essence / PDS load / cyberware capacity and money into.
Yeah, all cosmetic chrome in the most recent copies of Cyberpunk have no humanity cost or take up any 'slots'. This includes extensive 'bodysculpting' of any sort, except 'exotic' bodysculpting, to which would be the animal enhancements.
A funny compromise would be making biomods useful, but the UN already stopped that in lore.
I think the suggested changes sound good at face value. I am mostly confused about all of the constant comparison to other cyberpunk media. I don't think this game has to match up to preferred ideas about cyberpunk video games and tabletop rules to be true to the theme of cyberpunk. It doesn't seem fair to constantly make the same comparisons on repeat to put down other game developers ideas and methods of balancing.
Yeah that's fair. Sindome never felt like classic cyberpunk to me anyway. it's something on its own. It's kinda punishing of people who never needed a controller though, I can understand that. But I never asked for my ideal outcome, I'm glad the controller is gone.
Cyberpunk theme is fundamentally inseperable from the media that popularized it. I think it is completely fair to make comparisons to how game design was handled in popular cyberpunk tabletop, considering we are talking about game design choices in a game that tries to be a cyberpunk game. When we talk about theme and how it influences game design, where else would we pull ideas from but other cyberpunk games that have been doing this longer and better than Sindome?
I think it's wrong to say biomods are currently useless, sure there might not be a stat benefit but the game isn't purely about your stats. it's one of the ways you could show off status/money in game and is a luxury in the 22nd century, which in itself is a benefit in the right situations. And sure PDS is a bad thing from an IC perspective, but it makes for great RP for an ooc perspective so we don't need to always make it out to be a disadvantage/negative. If we start removing or greatly lowering PDS for the sake of cosmetics we'd also have to do the same for things like the Mr Studdly and other things.

I think the argument that PDS puts you at a huge mechanical 'disadvantage' to begin with is arguable, you're supposed to act differently as you disassociate with your humanity etc and that would be the logical conclusion of augmenting your genes with non-human ones.

What if we stopped seeing PDS as a direct OOC 'punishment' and instead an RP opportunity.

My main issue is that if you risk PDS you can't even get chrome anyway unless you have some kind of ripper contact, honestly. I don't mind RPing PDS, it's just very limiting from a legal IC perspective.
Sounds like a suggestion to encourage/'buff' the ripper doc archetype , which I agree should happen. Should be on a new post though (or an existing one if there is one)
I have to say, I never heard about the PDS load in game before this discussion. I have however forgone the controller for chrome capacity that I found out today might be even lower because of mods.

Without going into detail, it sucks due to IC reasons that seem to be counter to the idea of PDS. Does fixing a deformity or changing body type count as "less human”?

I thing certain functions are funky with the controller. Certain things that seem like they shouldn't need one do(changing parts that are already/could naturally be there), and ones that are far from standard human form don't seem to need one (do bioluminescent mods stop working without the controller somehow).

PDS is in a hardly playable state where you are constantly spammed by a blanket of inputs that may or may not be in character for whoever is experiencing them. The current system leaves almost no room for actual roleplay unless you count a slew of forced emotes as roleplay. It IS a mechanical disadvantage that directly hampers player agency.
Not all players that have PDS need to roleplay it the exact same way, i woudn't call it hardly playable (speaking with a character who has had PDS for an arguably long time), especially since they apparently removed forcibly attacking others.

Again, I woudn't call it a sheer out mechanical disadvantage. In most cyberpunk tabletop games your character is no longer player controlled when you reach 0 humanity. Sindome is much, much more forgiving in terms of this.

^^ A fun idea would be GMS temporarily taking control of high/max ue characters with very severe PDS on rare occasion to start causing havoc and destruction but i'm not sure how people would feel about that (or if its been done before)

The thoughts/poses that your character experiences sets a general baseline on how you would begin to act with PDS, but its really up to you how you develop it from there. The roleplay is in your hands, not a bunch of systems. Nobody is considering forced emotes roleplay, it just sets the stage for you to do your own creative roleplaying.

I don't think it hampers player agency to the point it is detrimental to roleplay or forces you to act in a very certain way. It gives you a compass sure, but there are many things which do that in game. PDS woudn't always manifest in the same way it does to others.

There are other reasons why people avoid PDS, issues that should exist to a lesser extent according to the theme that might make it feel 'punishing' oocly to have it like veleth mentioned (ripper docs being hard to access/not as encouragd in terms of benefit from the ripper in my opinion when they should be abit more prevalent according to theme) and I think if we focused on those perhaps people woudn't be so afraid of the PDS cost for biomods and cosmetics or such.

I think it's wrong to say biomods are currently useless, sure there might not be a stat benefit but the game isn't purely about your stats. it's one of the ways you could show off status/money in game and is a luxury in the 22nd century, which in itself is a benefit in the right situations

It's not wrong to say. They are useless. Fun for personal aesthetic preferences? Sure, but no one is going to treat you better or with more respect for having biomods. Arguably it's the opposite. And that's fine, but I'd really love if the argument of 'BUT STATUS SYMBOL!' could be put to rest because it isn't one, not in practice at any rate and especially not now that it's much easier to attain them.

Anyway, very glad to hear the controller is on its way out so thank you staff for taking the time to discuss that. Not super enthused about the PDS stuff, of course, because as others have mentioned it's kind of a major pain in the ass even at minor levels, but maybe the next step from here is giving it a much-needed rework and script makeover.

personally, i can understand needing biomod controllers for things like animal ears or tails, but i've seen people saying apparently GMs or cyberneticists are saying you need a biomod controller for anatomy that human beings do naturally have (like, for example, someone getting a biomodded dick). this doesn't really make sense, as the neurons for that anatomy already exist in your brain even if they arent being used naturally

i will say, though, that the PDS load from biomods themselves doesn't really make sense. it's not *cyberware*, it's modifying your genome. maybe have it add to DCD risk a little instead? seems like a more realistic approach

I like this option a lot better. Add to the DCD risk.