03-25-2017, 12:21 PM | #11 | |
Join Date: Aug 2004
Location: Buffalo, New York
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Re: [Basic] Advantage of the Week (#37): Cybernetics
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:) A while back I tried to figure a way to have a unified senses system using GURPS MYSTERY plus a few other supplements. If this saves me work, then it is worth it. That it has Cybernetics in it is what caught my eye in this thread, which in turn, because I'm running a Cyberpunk campaign via FG2, is pertinent to my needs. |
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03-25-2017, 12:59 PM | #12 |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: [Basic] Advantage of the Week (#37): Cybernetics
I'm thinking that the fairest way to treat Cybernetics that represent devices which are available as non-implants is to price them as a combination of Signature Gear and Payload required to both own and 'carry' it.
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03-25-2017, 01:15 PM | #13 | |
Join Date: Aug 2004
Location: Buffalo, New York
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Re: [Basic] Advantage of the Week (#37): Cybernetics
Quote:
Another reason why I don't much like the pricing costs for Cybernetics in ULTRATECH is the fact that one bionic eye or ear is worth more as a disadvantage than are 2. That's counter-intuitive to me. <shrug> We probably should take this to a different thread than to continue to diverge from the "advantage of the week" thread. |
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03-25-2017, 02:52 PM | #14 | |
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Re: [Basic] Advantage of the Week (#37): Cybernetics
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Be helpful, not pedantic Worlds Beyond Earth -- my blog Check out the PbP forum! If you don't see a game you'd like, ask me about making one! |
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03-25-2017, 04:17 PM | #15 |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Re: [Basic] Advantage of the Week (#37): Cybernetics
Sadly, the sense roll modifiers in Mysteries are inconsistent with those in other GURPS supplements.
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The Path of Cunning. Indexes: DFRPG Characters, Advantage of the Week, Disadvantage of the Week, Skill of the Week, Techniques. |
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advantage, advantage of the week, cybernetics, week, [basic] |
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