Re: Cyberpunk: Cash vs. Points Implications
Thank you - everyone - for your input so far! If I'd tried to think through all these implications on my own, it would have taken weeks!
I really like Kromm's suggestions for "earned" cyberware as payment for services rendered. I don't think it's enough on its own, but it leads down some very promising roads. Quote:
I also saw a good idea (I forget who posted it, though I'll link if I find it) for "cyberpsychosis" that involved HT and Will checks by the patient of a cybersurgery, modified by the quality of the ware and the medical care, where failures meant acquiring physical or mental Disads (for HT and Will, respectively). I don't know if there's a simple way to use that AND your suggestion, but I might try to do so. So, now that we've plumbed those depths, anyone have any thoughts on handling dollar-value market prices for body mods? |
Re: Cyberpunk: Cash vs. Points Implications
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Re: Cyberpunk: Cash vs. Points Implications
Variant I've considered for any cyberware that replicates the capabilities of equipment (e.g. night vision) is to pay points for payload (possibly with some enhancement) sufficient to carry the gear, and then pay money for the actual ware. Solves the problems of gear vs implants.
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Re: Cyberpunk: Cash vs. Points Implications
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ETA: Seems the write-up for Accessory Perk vetoes guns except for one-shots. You'd either have to overrule that, or make it some kind of Modular Ability. Or... Go with Payload, as you suggest, then allow Accessory Perk to activate items mounted in the payload. That way you pay for a certain weight-class of weapon then you can use it as a cyberweapon, without having to recalculate your Innate Attack CP cost every time you change ammo type or maybe swap out weapons. Then you could write up a bunch of payload limitations, e.g. max of BL/4 pounds in the forearm, BLx2 in the abdomen, etc. The Exposed limitation is useful here, for externally mounted items. |
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Re: Cyberpunk: Cash vs. Points Implications
For mean if you get something with cash or just as adventure rewareds (even if they cost points) that nice but I fee free to mess with them how ever I feel is needed with the plot, if they results in a lost oh well.
whoever if you spend earned points on it (and hence I approved the spending) this represents to me you consider the change a permeated change which means if mess with it in away the deprives you of it the will be opportunity for you to follow up to get it back either as part of the plot or a follow up plot. Of course if you ignore the opportunity it can become a perment loss. |
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or Gadgets cyber gear like Parabolic Hears 3 (cybernetic -10%) [11] can either as Kromm describe be given by role playing outcome by the GM or the Player buying with earned points. I'm saying if you just pick up then treated it as possible transient as any other gear bought with money, Which doesn't mean you will get the opportunity to find another one you can afford. But if you have also spent earned points you get plot protection the same as if I change you Racial Template to a Duck that you can expect if you will be give the opt unity to get to get ride of the cures and get your Racial Template back. (My cyberpunk tends to be Shadowrun influenced so magical curse can happen) |
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