I agree that, like many other qualities, TLE-x shouldn't be a definite. It's not a guarantee. It's an option, wyrm is correct in that. However, just as not every hacker (because by background they've all probably run across IC) must have Scorched, not every SURGE character must have deformity, not every street sam with move by wire must have TLE-x. Most of us seem to have agreed that a good GM will say "this is an option, do you want it" or "this is a possibility, would you accept having this come up as a random but likely/eventual occurrence at a later point".
If you're going to apply it to characters as a definite, wyrm, would you give them the points for it? Or would you charge them karma to get rid of a quality they never gained points from acquiring? Although I'm sure this risks unnecessarily dragging out a conversation that's already passed its conclusion, I wish to ask wyrm: let's say you're GMing with a player who wants move by wire. You explain your 'this is something your character will get in the future' - using the same definite language you've been using thus far in the debate. The player responds "the presense of an optional negative quality says to me that this isn't something that should necessarily come with move by wire". How would you then respond?
Something that just occurred to me...
Wyrm, if I'm reading what you're saying correctly (The cause-effect examples, specifically), you're working under the assumption that the drug regimine will completely or nearly-completely prevent the onset of TLE-x, and that you first gain TLE-x then start making the tests, correct?
The way I read it is that, once your GM decides you're "at risk," you have to begin to immediately make TLE-x tests while under stress and the first time you fail one you've "developed it." And, unfortunately, all the drugs do, if you'll take a look at their entry, is add a +3 DP modifier to the "stress test" to see if you contracted it.
I think lack of efficacy in the AEXD treatment is what really makes me hesitate to bring this into play, more than anything else.
Both of these are similar enough for me to shoot with one answer, so I will.
Read
Man and Machine, 3e, pp. 30-31. Summing it up, Move-by-Wire incurs
automatic stress damage to both your Quickness and your Reaction - every 6 months for Rating 1, 4 months for R2, 2 months for R3, and
every single month for R4.
Each time you take that stress, you need to make a bare, unaugmented Willpower roll (Rule of 6 for all dice here, remember) against a target number of
double your Move-by-Wire rating. If you don't get at least one success, BAM - you have TLE-x. MBW 1, not a problem; MBW 2, probably not. 3 and 4, though, you're pretty much guaranteed to have TLE-x before 6 months are out.
Advance to 4e. There are WHOOOOLLE bucketloads of tech improvements in the last 12 years (M&M: 2061), but the basic way that Move-By-Wire exists
has not changed. More controlled, sure, and there are drugs to help the brain control itself. From what I can deduce, this is the way you're actually supposed to run this:
Every week (considering that's how frequently you need to take the drug cocktail AEXD) you roll your Body + appropriate implants + pharmaceuticals (AEXD, +3) in order to reduce a Power of 5. No matter
what level of MBW you have, it's a straight-out 5. Not sure what implants would assist; I figure anything that takes the load OFF the brain, or modifies it directly to work better. So I would include the cerebral booster and the encephalon; maybe the trauma damper; PuSHeD, likely. Not sure what else. Anyone who implants this thing is going to want a good Body anyhow, so at least they have that + 3.
Even if they DO develop it, to avoid an episode it's Body + Willpower (and here I would allow AEXD to add its 3) to reduce a 3. This probably isn't going to be much of a problem - but they get that +1 likely hit only if they keep taking the drug.
So in answer to you, JustADude, going by the rules and going by the theme as written previously, you implant MBW, you're susceptible - automatically. Roll every week if your GM is grumpy, every month if he's cool, every 3-6 if he's really nice. Or maybe you just ICly run that often. From past canon, and from current implications, if you choose to implant a piece of cyberware that puts your brain into a permanent seizure, you can't really complain if it just goes ahead with them on its own, can it?
I, however, would allow for a grace period. I would allow the drug to do just as you said - completely or near-completely prevent the onset of TLE-x. The way I would do it is that, looking at past MBW (26 weeks at the best level), you get just that. Let's make it nice and rounded for everything - 24 weeks free. Well, almost - 24 weeks divided by the level of MBW you have. So 24 weeks for level 1, 12 weeks for level 2, and only 8 weeks for level 3. That's the number of times you can miss your weekly dose without ill effect. Your brain has a certain threshhold, and
it doesn't heal very well - if at all. Especially not when the MBW is STILL right there, shaking things up.
After that, any time you miss the weekly dose, roll to reduce the TLE-x neurological disorder Power of 5. If you don't reduce it to 0, congrats, you've developed TLE-x.
At that point, the 'stress tests' come into play; reduce that 3 with Body + Willpower + Did You Take Your AEXD This Week? If you fail to, then 5 Stun damage, disorientation, paralysis - all the fun stuff related to an epileptic fit.
All that explained, Mithlas, yes, I would listen to the player. And I would tell her that no, not every decker has to take Scorched, or Changeling a deformity, and not every street sam with Move-By-Wire has to take TLE-x as a Negative Quality at game start. Later in the game, the decker can have a run in with IC that leaves him Scorched anyhow. The changeling might go bathe in the Ganges and come out deformed. Any of them
could take a bullet to the spine and wind up with the effects of Paraplegic or Quadriplegic
without the points to go with it.The decker is going to go up against IC anyhow, even though that's a possibility. The changeling is going to risk the Ganges because of the fabulous chunk of orichalcum said to be laying in its depths. All of you are going to get into gunfights and desperately hope not to wind up in a wheelchair (which wouldn't necessarily be a game-ender for the decker, but hey).
I said it before; I explained it before. I'll say it again. To the player in my game who wants to implant Move-by-Wire, I will say, "If you implant Move-by-Wire, TLE-x is your legacy. The better MBW you get, the sooner it will loom over you. However, you may pay 500¥ per week to stave that off indefinitely. Because the changeling chose 'bizarre diet' instead of 'bizarre body', he has to eat a super-protein diet that boosts his lifestyle costs. Because the hacker chose unregistered programs, he has to replace his programs every two or three months. And because you chose Move-By-Wire
instead of the much-lower-impact Wired Reflexes, you have to take 2000¥ worth of drugs every month. If the changeling doesn't eat that diet, he starts to starve. If the hacker doesn't buy new programs, his start to degrade. If you don't take your drugs, you get the shakes. Any questions?"
I'm not going to give them points for TLE-x unless they take it at game start. As well, it won't cost them karma to get rid of - though if they keep the MBW, they're only 'reset', and if they don't keep up the payments, the landlord's going to come a-collecting.
The player responds "the presense of an optional negative quality says to me that this isn't something that should necessarily come with move by wire".
"You misunderstand the use of Negative Qualities. A Negative Quality is something bad that has
already happened to your character, and which has a current and lasting impact. You can ignore the drugs and take the Negative Quality now; you will then NOT have the indefinitely-put-off-via-drugs lead time, minimum 8 weeks
anyhow. If you get into a firefight, or a really stressful negotiation, or an argument with your girlfriend in the middle of Dante's Inferno, you will need to roll in order to avoid a seizure - right from game start.
"If, instead, you want to take all the great things that MBW does for you (wired reflexes + skill wires), and you make the payments, your brain will sit happily in your head and you'll never have to worry about it. If you miss a week or two here or there, you'll surely be fine - for a while. But if you keep missing, then the Brain Scrambler will come looking for his payments. Move-by-Wire has an initial cost - 50, 85, or 175,000¥. It has an upkeep cost - 500¥ a week. If you do not pay your upkeep cost, things will build up, and you will pay your upkeep cost in the price of
neural degeneration. Like any other positive or negative quality that can be applied in-game, you will gain the effects in game play without BP or karma benefit - but if it can be corrected, you can do so also without karma cost."
Really, the concept behind this is blood-curdlingly simple. If you want the MBW but not the disease, take the drugs. If A and B, not C. If A and not B, C. If not A and not B, not C. (Not entirely true that last one, but the likelihood goes way, way down.) If my player pursued it after that, I'd tell him that perhaps he needs to consider wired reflexes and skillwires seperately; TLE-x will threaten for as long as he has the wires, period.
I really don't know how many times I have to repeat that ...