|
09-12-2017, 11:03 AM | #1 |
Join Date: Dec 2005
Location: Houston, TX
|
4e Cybernetic/Implant Question
I want to give a character a BOS Implant from UT (p. 217).
What is the correct way to annotate on a character sheet? BOS Implant should go in equipment, but it grants: Alcohol Tolerance [1], Deep Sleeper [1], Metabolism Control 1 [5], No Hangover [1]. 8 points. I starting to wrap my head around the "If you can buy a gadget with $, it's point cost is 0" statement and this is the first practical exercise I've had with it. I'm thinking an accessory under Perks with those four advantages grouped under it, all at 0 points. Am I thinking the 4th Edition intended way? |
09-12-2017, 11:19 AM | #2 |
Join Date: Aug 2008
|
Re: 4e Cybernetic/Implant Question
I've not worked with cybernetics, but my understanding is that they are basically meta-traits you slap on a template and the PC pays points. If need be, they miiight want a gadget limitatiom if it can be specifcally broken (attacking a bionic arm) or stolen ("I'm gonna need that guy's leg. That dude there. I need his prosthetic leg."). Otherwise it's generally just a trait the character buys.
Part of acquiring one in play may require an operation that costs money, though. That's ultinately up to the GM, though.
__________________
Buy My Stuff! Free Stuff: Dungeon Action! Totem Spirits My Blog: Above the Flatline. |
09-12-2017, 11:49 AM | #3 | ||
Join Date: Aug 2005
Location: Saskatoon, SK, Canada
|
Re: 4e Cybernetic/Implant Question
Quote:
"BOS Implant [8] (Includes Alcohol Tolerance, Deep Sleeper, Metabolism Control 1, and No Hangover)". I probably wouldn't list it under equipment because, in my experience, people are very rarely going to be selling their cybernetics, so the money value doesn't usually matter, and most treatments of implants don't treat them as encumbrance either, so the weight is irrelevant. Quote:
Now, there are some ways to combine or tweak these approaches. Personally, when I ran a game with cybernetics as an option, what I did was charge points for cybernetics and required characters to pay the money for the implants and the surgery to install them. However, money spent that way wasn't treated as money spent on equipment - I didn't consider it part of their assets when determining what Wealth level they had, for instance. And I didn't worry too much about other equipment-based concerns, like replacements for worn-out parts, or issues like random equipment failures. |
||
09-12-2017, 01:36 PM | #4 |
Join Date: Jun 2006
Location: On the road again...
|
Re: 4e Cybernetic/Implant Question
I second Kelly's way of annotating it on the character sheet.
For the issue of paying for it, I typically say that for cybernetics bought at character generation to pay only points. Those gained in-play I charge money for; if bought in a period of gaming without significant downtime, I let them pay half up-front in $ and hit them with a few temporary disadvantages (such as Chronic Pain and/or Dependency) during the recuperation period in the meantime. They don't have to pay off these temp disads, but they do have to RP them. This help?
__________________
"Life ... is an Oreo cookie." - J'onn J'onzz, 1991 "But mom, I don't wanna go back in the dungeon!" The GURPS Marvel Universe Reboot Project A-G, H-R, and S-Z, and its not-a-wiki-really web adaptation. Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting |
09-12-2017, 02:38 PM | #5 |
Join Date: Aug 2005
Location: Saskatoon, SK, Canada
|
Re: 4e Cybernetic/Implant Question
That's actually another way of handling point-debt, too, if you don't want to just completely let the characters go into debt - apply disadvantages representing recovery from the surgery, learning to use the implants properly, and similar conditions representing relatively temporary stuff, equal to whatever points the character didn't have handy to pay for what they want, and just let them buy those off as soon as they have the points for it. So, using the original BOS implant example, if a character wants to get it, but only has 3 points banked, you could still let them get it, but slap them with, say, Wounded, to make up the extra 5 points, and representing the surgery point still being sensitive and easily damaged. In fact, this approach has the advantage that you don't have to force the player to pay off the points - if they decide to spend them on other stuff besides buying off the disads, it just means they're having an unusually-long recovery time, or adaptation period, or whatever, and the disad means they're not getting "free points" in the meantime.
|
09-12-2017, 05:07 PM | #6 | |
Join Date: Aug 2004
Location: Buffalo, New York
|
Re: 4e Cybernetic/Implant Question
Quote:
Point cost for advantages that are bionic in nature (keep in mind that this is in MY games - not necessarily the way others do it or the rules specify) are paid for up front in character points - but not with cash costs. Bionics acquired AFTER the start of character generation, get paid for in cash ONLY. The player character then has to pay for the operation itself (which usually has a delay time. Life threatening stuff can be scheduled quickly, elective surgery usually has a wait time of 2d6 weeks (2 to 12 weeks) before the scheduled surgery can be implemented. Then there is the issue of the doctor rolling his skill for the surgery. Then there are the HT saving rolls to avoid infection (usually a formality, but an 18 is always a critical failure!). Then there is the down time. In short - the points paid up front represent all of the issues that can stem from the operation itself. For the record - I really DISLIKE the cybernetic builds in GURPS 4e, and have returned to the original rules from either of GURPS CLASSIC CYBERPUNK or GURPS CLASSIC ULTRATECH. The "requires maintenance" is in my opinion buggy and in bad need of restructuring. As the first reply correctly notes: this is YOUR game, do with it as you will. If you house rule something, explain WHY you're house ruling it, and chances are - your players will agree with your explanation. In addition, while the rules as written (RAW) imply that you need to charge X points for a given ability or capability, keep in mind that these are arbitrary costs assigned to arbitrary abilities. If you GM long enough, or have played GURPS 4e long enough, you will begin to note that some "things" are deemed to be too expensive for what the player is willing to pay for it. It is sort of like having a choice between a Dodge Vehicle at $15,000 and a Plymouth vehicle that is the same body and engine, but costs only $12,000. When something costs too much, it doesn't get purchased. Likewise, if you feel an advantage costs too much, or doesn't cost enough? Fiddle around with it and discuss it with your players. In other words, don't be afraid to experiment with things if you have to. ;) |
|
09-12-2017, 05:09 PM | #7 |
Join Date: Aug 2004
Location: Buffalo, New York
|
Re: 4e Cybernetic/Implant Question
I almost forgot. The reason why there is a real "fear" that buying new implants after the game starts can be hazardous, stems from one incident, in which a player decided to get skip and chip slot implants. The doctor rolled an 18 on his surgery roll, and failed his skill saving roll from the crit failure - and the player's character started to go insane as a consequence. The slots were removed to save his life, but not all things go smoothly when the dice are being rolled.
;) |
09-12-2017, 05:21 PM | #8 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
|
Re: 4e Cybernetic/Implant Question
The 3e rules had ridiculously deep discounts for not having cosmetically invisible implants or prosthetics (and IIRC no specific mechanical consequences for it). I recall it being fairly broken.
|
09-13-2017, 02:50 PM | #9 | |
Join Date: Dec 2005
Location: Houston, TX
|
Re: 4e Cybernetic/Implant Question
Quote:
|
|
09-13-2017, 06:47 PM | #10 |
Join Date: Aug 2004
Location: Buffalo, New York
|
Re: 4e Cybernetic/Implant Question
Your post makes sense.
Put another way? Let's say that you find that GURPS gave you 20 rules, of which 5 aren't needed, and 2 needed to be reshaped. That's cutting down from a solid form into something you are willing to run. Soft form, is where you have to build things up from the bottom up. Not because GURPS didn't necessarily build what you wanted per se, but that they built the building blocks saying "ok, you can build it by route of method 1, method 2, method 3, or even method four. We've given you guidelines on creating new methods entirely, and these are the guidelines for building new methodologies. Can you imagine what it would have been like if you had to have built 800+ spells from GURPS MAGIC one by one, all by yourself, for your own campaign? It likely would have been work in progress, and somewhere along the way, you likely would have said to yourself "Why am I building something that few, if any, will use?" I've seen that approach with HARN MASTER MAGIC where all spells have to be created by the player and approved by the GM. Nice in theory. What happens however, when you need an NPC mage quick on the spot? ;) Ultimately, one doesn't "tinker" with a game system unless they've tried it with the rules as written and ran into problems. Want to have some fun? If a GM says "Build a 300 point character for a cyberpunk campaign, take Multimillionaire, and Independent income for 20 points. Try not to laugh too hard when you discover how much extra income your character gains by NOT having a job. So, go for it - as suggested, if you're not happy with something as written, or if you find that what you want isn't there, feel free to build things as you see fit, and give it a trial run. If it works, great. if it doesn't work - well, you at least tried it. |
Thread Tools | |
Display Modes | |
|
|