08-17-2010, 02:39 PM | #41 | |
Join Date: Aug 2004
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Re: Magic Weapon: Advantage or Signature Gear?
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08-17-2010, 02:43 PM | #42 |
Join Date: Aug 2010
Location: MI
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Re: Magic Weapon: Advantage or Signature Gear?
My personal House Rule for GURPS cyber is that Cyber cost CP during creation, Cash afterward, the logic being that CP represents time/training/personal development and the point of most cyber (like muscle/reflex enhancements) is to improve your abilities without time, training or personal development - that and the standard chromed up character in genre fiction tends to be introduced full of cybergear but dead broke...
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08-17-2010, 02:45 PM | #43 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Magic Weapon: Advantage or Signature Gear?
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08-17-2010, 02:52 PM | #44 |
Join Date: Aug 2010
Location: MI
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Re: Magic Weapon: Advantage or Signature Gear?
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08-17-2010, 02:53 PM | #45 |
Join Date: Jan 2008
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Re: Magic Weapon: Advantage or Signature Gear?
What kind of price breaks are you putting on cyberware CP costs for the various draw backs it has in traditional shadowrun/cyberpunk. Losing humanity in the latter and essence in the former. Where essence is your capacity to use magic and be healed.
Are you basing your game off the original game materials or of the genre as a whole? Shadowrun had some very specific costing mechanics that could help you get the balance to the right flavor. |
08-17-2010, 07:59 PM | #46 | |
Dog of Lysdexics
Join Date: Oct 2004
Location: Melbourne FL, Formerly Wellington NZ
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Re: Magic Weapon: Advantage or Signature Gear?
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or in TL 9 $343/point |
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08-18-2010, 02:38 AM | #47 | |
Join Date: Jul 2007
Location: Copenhagen, Denmark
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Re: Magic Weapon: Advantage or Signature Gear?
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I still think it should be build as an advantage - for Shadowrun. If it just sort of loosely based on the concept of mixing together Cyberpunk and Dungeon Fantasy then sure let it be bought with money (and/or signature gear), but if you are trying to re-create Shadowrun, then only mages can use magic, and thus it should be an advantage, IMO. Mages in Shadowrun are no more common than Superabilities in a Superhero game, and in a Superhero game I would also have the Powersuit-Guy pay points as an advantage not as signature gear. |
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