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#5 | ||
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Join Date: Feb 2012
Location: Massachusetts
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Wow, a lot of good ideas coming together here.
Quote:
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:
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. |
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| Tags |
| cyberpunk, design, implant |
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