From: | "Randy Nickel (General)" <a-randyn@*********.com> |
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Subject: | Cyber limbs/torso |
Date: | Mon, 25 Mar 1996 10:27:27 -0800 |
up again. In Cybertechnolgy they have changed the essence cost for
cyber limbs and added strength. I have some PC's who have a single
cyber arm with extra strength and also muscle replacement. I am trying
to correct the character's so that they are up to date with current
rules.
If I read this right a cyber arm on a human comes with a strength of
(3), I can upgrade the arm to strength (6) with out additional essence
loss. If I have characters though that have a strength of (6), and
muscle replacement (4) they would have a strength of (10) and and the
essence loss, assuming standard cyberware - no adjustments for
surrgery, would be 5 (one for the arm and four for the muscle
replacement four).
OK. If my strength is a natural (6) and I get a cyberarm I have to get
the +3 to be balanced (so 1 point essence loss) . If I also had Muscle
Replacement (4) (essence loss 4 + 1 for the arm is 5) I will need to
raise the strength and additional +4 for the arm to be balanced which
means I will have to spend an additional 1.6 essence to keep it all
balanced (we are up to 6.6). Is anyone seeing my yet.
The Cyber arm does not seem quite as cool as it use to be (of course I
could just be whining). Had I not gotten the arm and stuck with just
muscle replacement I would save on essence and not have to worry about
balancing. Now if getting a cyber torso, cuts the essence loss for
increased strength mods on cyberarms that might make a differance, but
I have not found any such ruling.
So what was the whole point. I am just wondering about options people
are using with this ruling and if it sounds like I got it all right.
Thx,
Randy "Snick" Nickel