The important thing to remember -- and the main point of my own posts, which hopefully didn't get lost in my own signal:noise ratio -- is that that's just how Hatchetman felt. That's just how Hatchetman saw it, and that's just how Hatchetman reacted to his implants. It's fluff, not rules, and it's very specific fluff detailing a single character.
Other folks've gotten the exact same implants, and no doubt reacted quite differently. It's a remarkably personalized issue, to me, that is going to affect every PC and NPC differently. It's good to think in advance how it'll affect Character X, but there's no reason to assume it will do the same to Character Y.
Interesting point mate.
Focusing only on essence would assume that everyone would react in the same way as all characters have a base of 6. So that would bring other things into play then, but what? Willpower maybe?
I would say it would depend on all of a persons other stats. Body, Agility, Reaction, Strength, Charisma, Intuition, Logic, Willpower, Edge, Magic/Resonance. A solid argument could be made for each and every one of those about how having higher or lower values would dramatically affect how a person would react to being augmented. Furthermore, one could even argue that once you get an enhancement, it will modify how you react to having others.
An analogy: Think of essence as a large pond. Your physical attributes are the physical characteristics of the ponds structure, they determine its depth, what the banks of the pond are made of, the shape of the banks, and therefor the pond itself, and all the rocks, gravel and sand that fill up the bottom of it. Some rocks may even jut past the surface of the pond. Now, your mental attributes, they determine the basics of the composition of the pond, it's water and inhabitants. How silty, slimy or thick the water is based on the algae content, how many plants are growing under the surface, frogs, maybe even fish, and a fallen log from long ago sink into it from the west shore. Edge could be seen as the location of the pond, is it in a small park, in the middle of nowhere in the forest, or on the edge of a dumping site. Magic or resonance are the vibe it gives off... is it a creepy pond, a serene pond, or perhaps even a boring pond.
Now, on the surface, we all look the same, the water is flat, calm and still (we all have 6 essence). But when you drop a rock (cyberware) into the pond, ripples (how you react to the augmentation) form on the surface. In a vacuum, all ponds would have the same ripples. But this isn't a vacuum. Your pond is different than my pond. I have more seaweed and rocks, whereas you have more silt and fish, I'm more square, you're more round. The ripples are different. Then, we drop a second rock. Ripples interact differently. Sometimes they cancel each other out, sometimes the reinforce each other to make bigger ripples. You never know exactly what any given ponds ripples are going to do because every pond is unique.
But that's just one take on it. The other take, you address thusly:
So assuming I stick with the concept that losing a portion of essence = losing a portion of humanity, I should give some thought as to how "individuals" would react to the same degree of loss.
If the spirit (or essence) is a guide to acting human, than it being diminished does not automatically make an NPC or a PC act non human. There personality, experience and willpower could play a part in this. After all many humans do "non human" things without cyber in their system, while a Cyber character can still be a hero or at least act in a socially acceptable way.
So if I was inclined to expand the essence idea for my games, would you guys suggest a list of possible effects per essence point loss and then a test to resist each stage? (Body + Willpower maybe?)
Each stage of essence loss would have a number of possible effects. For role playing value, if a test failed, the player or GM could pick one effect maybe? (glitch = 2 effects, critical glitch = 3 effects?)
In this model of essence, you are giving essence loss a roll-playing mechanic and pseudo-predictable in game effect rather than making essence loss effects a purely character driven and role-playing opportunity. Both ways are equally valid. However I would posit that what you are looking for is really going to up to you to discover what works best for you - both mechanically, and also to fit your vision. That being said, which I'm sure we all already knew, I do have one really good resource for you to look into. World of Darkness. They have made an
art out of turning "role-playing" into "roll-playing", which, if I am understanding you correctly, is essentially what you're looking at doing here, and if done well, can be a beautiful thing to behold.
WoD is my 2nd love after Shadowrun, particularly Changeling. So I feel I can give a bit of insight here, and I will do my best. Nearly the entirety of the WoD system and setting has revolved around the concept of "what happens when you become "less human", or even in some cases "less than human". They've been working this angle for years. Countless books for each of their major "races". depending on the flavor of inhumanity you want, you wold look at a different book of theirs. I highly recommend picking up a few books and reading the sections on each of their "special trait". I will attempt a quick (and arbitrarily biased) summary of the few i think you might be interested in.
• Vampire (old WoD revised): Special Trait: "Humanity". This is a measurement of how close the man has come to becoming the monster. On one end of the spectrum is an innocent, law abiding, and naive person, the other end is a beastial, primal killing machine with no regard for culture, society or propriety.
• Werewold (old WoD revised): Special Trait: "Rage". This was a scale of how much anger (and other strong emotions) the werewolf had 'stored up', and how close he was to his breaking point. While maintaining a balance of rage, he could function normally, too little and he would become a shell of a creature, too much and he would snap, evoking "flight or fight" and would either do anything to get away, or would fly into a bloodthirsty berserk, killing anything and anyone around him.
• Changeling (new WoD): Special Trait: "Wyrd". A scale of how connected the character is to reality. The lower the Wyrd, the more mundane and "normal" the character is, the more seated in real life they are. As Wyrd increases, they slowly loose touch with reality, becoming more and more distant and in another world. At the far end of the spectrum the character looses touch with other humans and can't tell reality from fantasy, they hallucinate, become delusional and sometimes deranged. Wyrd might be synonymous with Madness in most cases.
• Mage (new WoD): Special Trait: "Gnosis". A measurement of how aware of the supernatural nature of all things the character really is.
I think that looking over these, you would be best served by reading up on the mechanics behind and effects of Vampires Humanity and Changelings Wyrd. By taking a combination of those two scales, effects and mechanics, I feel you will most likely find everything you're looking for. And I hope you do. Personally, I prefer the "pond" method for my Shadowrun games and would much rather let the player determine how their character develops. However, once you come up with your essence scale, I really hope you post a breakdown here, cause I'm very interested in seeing what you come up with.
