Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
Old 02-16-2012, 01:54 PM   #5
jhite
 
Join Date: Feb 2012
Location: Massachusetts
Default Re: DESIGN HELP: Sentient Implants

Wow, a lot of good ideas coming together here.

Quote:
Originally Posted by Anaraxes View Post
In your game, do you use points for cybertech, or is it "just gear" that only costs money?
I'm still trying to figure that out myself. I feel like there's pros and cons to both options.

For example, my thoughts on purchased implants, so far:
The pro of the money option seems to be that PCs won't have to sink dozens of CP just to get new (and potentially temporary) tech if the situation arises, and won't lose dozens of CP if something happens to that particular telescopic eye or whatever. The con of the money option, as I see it, is trying to figure out what constitutes a balanced price for something that duplicates Advantages. Just how much money is fair for +5 Striking ST, or Enhanced Move I? I guess the question becomes what's the "exchange rate" between CP and $.

My biggest fear about making these sentient implants cost CP is that, depending on the exact build, these little pieces of gear could be fairly powerful entities. With the level of secrecy this kind of plot demands, and with how much of it actually hurts the PCs without their knowledge, it seems harsh to make them dump bunches of points into their "Ally" robo-arm. This is even more true when you consider that, at the end of the story arc, any sane PC will want to remove their "friendly" implants as soon as possible! I mean, I don't want them to just sacrifice CP in the service of plot - or am I missing something?

Comments and suggestions definitely welcome, either about what's the better option, or about the finer points of both choices.

Quote:
If it takes several implants to take over the PC, then let them form a psi gestalt, each contributing points toward the Mind Control power...You might also just give any implant Mind Control, start off at a penalty, and have additional implants give a bonus to the Mind Control Quick Contest.
This might be just the sort of thing I had in mind, coupled with Telesend or something similar. I'm thinking that the implants can give the user suggestions or impulses before exerting actual control. Nothing serious at first, but maybe just a brief desire to stab an ally, or an impression that these implants are awesome and the character should get more soon...Little things that can shift from impressions, to impulses, and eventually to commands if the user can't break free soon enough.

As for the other comments, I don't have Thaumatology or Ultratech right now, but at least now I know a place to look for more ideas.

Last edited by jhite; 02-16-2012 at 01:57 PM.
jhite is offline   Reply With Quote
 

Tags
cyberpunk, design, implant


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 07:09 AM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.