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#1 |
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Join Date: May 2010
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"Living Better with Cybernetics", from Pyramid #3/51, suggested that the difference is that if your radio implant is a perk, you need to take Ready maneuvers to use it, while the full-blown Radio advantage means using it is second-nature, so you can "frequency hop or change bands with a thought". Ofc this is just a Pyramid article so it isn't 100% official, but it's an interesting suggestion.
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#2 | |
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Join Date: Sep 2007
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Quote:
The bonus of Accessory is really the free Payload to carry the item, as it's part of your body, as well as not paying cash for it. That doesn't mean it's controlled by thought as a free action or performing sensor fusion integrated with the rest of the perception in your brain -- unless that's routine for gear at your TL. |
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#3 |
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Join Date: Oct 2007
Location: Kentucky, USA
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Another way to think of it would be an Accessory is a special form of Signature Gear. On the upside, there are no specific price constraints. On the downside, it needs to be an outgrowth of your state of existence (robot, cyborg, superhero, alien, etc.), not covered by an existing advantage and can't provide any skill bonuses.
So an accessory computer is used no faster than one bought with money, and only counts as basic tools for computer related tasks. An accessory radio would be the equivalent of a built-in headset, something like this, which would still be more than a 1 point accessory. It could be a perk if you could get another -20% in there, but an IQ roll to tune it is already part of the base advantage. Telecommunication (Radio) (No pictures, -20%; Must speak, -20%; Reduced Range 1/10, -30%) [3]
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GURPS Fanzine The Path of Cunning is worth a read. |
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| Tags |
| machine, ultra-tech |
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