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Old 01-20-2012, 07:19 AM   #1
JMD
 
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Default Bionic eye and Blindness

I have a player that is taking two Bionic Eyes for a net gain of -1 points. The reason for this is "Blindness (Mitigator -70%)."

My question is this, should the -15 points for the mitigator be to the cost of the bionics eyes, or should they go under the player's disadvantages section and count towards the -30 I allow them to trade for character points?

Side Note: Saying you are blind without the bionic eyes is sort of ridiculous. It's like saying I'm blind without my normal eyes. "Yea, but if my bionic eyes get damaged then I'm blind!" Yea, me too! Maybe every character should qualify for Blindness -70% then, since we are all blind if our eyes get damaged.
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Old 01-20-2012, 07:39 AM   #2
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Default Re: Bionic eye and Blindness

This is a legal build for a bionic eye trait IMO...

Bionic Eyes (-12 points) [Blind (-50 points) plus Not Blind (50 points; Electrical, -20%; Requires weekly maintenance by one person, -5%; 38 points)]
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Old 01-20-2012, 07:42 AM   #3
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Default Re: Bionic eye and Blindness

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Originally Posted by JMD View Post
I have a player that is taking two Bionic Eyes for a net gain of -1 points. The reason for this is "Blindness (Mitigator -70%)."

My question is this, should the -15 points for the mitigator be to the cost of the bionics eyes, or should they go under the player's disadvantages section and count towards the -30 I allow them to trade for character points?

Side Note: Saying you are blind without the bionic eyes is sort of ridiculous. It's like saying I'm blind without my normal eyes. "Yea, but if my bionic eyes get damaged then I'm blind!" Yea, me too! Maybe every character should qualify for Blindness -70% then, since we are all blind if our eyes get damaged.
NINJAED!

I'm not sure Mitigator is the way to go. I'd consider creating a Meta-Trait that includes:

Blindness [y]
Not Blind (Electrical, -w%; Gadget limitations, -x%) [z]
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Old 01-20-2012, 07:43 AM   #4
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Default Re: Bionic eye and Blindness

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Originally Posted by Jerander View Post
I'm not sure Mitigator is the way to go. I'd consider creating a Meta-Trait that includes:

Blindness [y]
Not Blind (Electrical, -w%; Gadget limitations, -x%) [z]
Its actually just the normal build directly from Ultra Tech pg 209.
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Old 01-20-2012, 07:51 AM   #5
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Default Re: Bionic eye and Blindness

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Its actually just the normal build directly from Ultra Tech pg 209.
That's true, but I prefer the <disability>/<not disabled with limitations> approach to cybernetics personally.

Oh, and I might suggest to that player that they beef up the meta-trait with DR (eye only), Protected Senses, Nightvision, etc. All but DR could have Electrical also... and if they look "CyberPunk Weird(tm)" possibly toss in an Unnatural Features into the mix. :)

Last edited by nerdvana; 01-20-2012 at 07:53 AM. Reason: edited in my response to not have two posts back to back
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Old 01-20-2012, 08:01 AM   #6
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Default Re: Bionic eye and Blindness

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That's true, but I prefer the <disability>/<not disabled with limitations> approach to cybernetics personally.
Oh there are many I would prefer besides this since it's sort of confusing by nature, but regardless I need to know how this particular one should be read as it's the one he wants.
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Old 01-20-2012, 08:06 AM   #7
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Default Re: Bionic eye and Blindness

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Oh there are many I would prefer besides this since it's sort of confusing by nature, but regardless I need to know how this particular one should be read as it's the one he wants.
As the GM you can simply say that you don't want to use that build... and as sacrilegious as this might be (having gotten to the book in question and looked it over), I have to disagree with how Pulver and Peters wrote it up in Ultra-Tech... but perhaps the Blind/Not Blind idea hadn't seeped into semi-canon yet?
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Old 01-20-2012, 08:08 AM   #8
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Default Re: Bionic eye and Blindness

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As the GM you can simply say that you don't want to use that build...
But I don't mind if we use it, I just need to know how it should be interpreted....
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Old 01-20-2012, 08:31 AM   #9
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Default Re: Bionic eye and Blindness

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But I don't mind if we use it, I just need to know how it should be interpreted....
I would assume the intended build was that they work unless they aren't working but, unlike the build I proposed above, it is not really clear how to know if they aren't working.
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Old 01-20-2012, 08:32 AM   #10
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Default Re: Bionic eye and Blindness

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I would assume the intended build was that they work unless they aren't working but, unlike the build I proposed above, it is not really clear how to know if they aren't working.
Well if they get damaged enough or miss a repair cycle they stop working.
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