Re: Cyberpunk: Cash vs. Points Implications
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It's a two-part system. Upgrades that come from technology have to be bought with money (or social currency like favors). You use that to get the plot point lined up: allocate hardware/bioware, technicians, buy consumables like nanobots/pharmaceuticals, etc. However, you also have to pay in points. When you first get the implant, you buy related disadvantages and limitations equal to the cost of the implant. Then, you buy off those disadvantages with points. Certain disadvantages (e.g. Temporary Disadvantage: electrical, for cyberware) can never be bought off. But most reflect temporary, post-operative advantages that with treatment eventually go away. Addiction, Dependency and Maintenance are good examples. Psychological disadvantages like bloodthirsty or confused might reflect neurological imbalances that eventually get resolved. Limitations on the advantages are nice because they reflect gradually acquiring an ability that you eventually internalize. There's no end of options here. Of course, the costs might be social instead (Debt if your treatment required financing, Duty if it cost favors to get). This has several beneficial effects on the game.
Of course, it means you have to feed players points at a rate commensurate with smooth operation of the game. But it does keep things even, and players who load up on too many disadvantages have an in-game rationale for why they can't buy more until they've paid down some of what they've already acquired (your metabolism is overloaded with all the tinkering you've done!) My one recommendation here is to write out the Advantage and the commensurate limitations/disadvantages as a single power. Have a low initial point cost, and then show precisely what each installment of points buys you. Do this in advance. You don't want arguments later. And you, the GM should have final say on the structure of the power's levels. What you want are limitations and disadvantages that the player has a strong incentive to buy off. "Desirable disadvantages" need not apply, except perhaps as permanent features of the power. |
Re: Cyberpunk: Cash vs. Points Implications
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Re: Cyberpunk: Cash vs. Points Implications
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Example: Melanie buys a Catfall upgrade. This consists of some pretty subtle work: inner-ear changes, some nanosurgical brain upgrades and improved connective tissue and cartilage. It'll take some time for her body to recover from the surgery, and also to internalize her instincts. Catfall costs 10 points. Consider a few options:
There are rumors of a military version, supposedly available in black clinics, that gives you instant Catfall without any post-op treatment or side effects at all! If this were really the case, it would almost certainly come with some major strings attached (Duty, for example). There are other possibilities, of course, but I believe that this approach should be the default in most transhumanist campaigns. It's an improvement both mechanically and thematically. |
Re: Cyberpunk: Cash vs. Points Implications
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Re: Cyberpunk: Cash vs. Points Implications
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Re: Cyberpunk: Cash vs. Points Implications
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Added bonus: as GM you can rule that certain disadvantages/limitations permanently come with the territory, giving different methods different flavors. |
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Re: Cyberpunk: Cash vs. Points Implications
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