From: | Timothy Dann <C598706@*******.BITNET> |
---|---|
Subject: | Re: Two questions... |
Date: | Mon, 21 Mar 1994 15:31:21 CST |
>reflexes and also wants to take increased reflexes as one of his adept
>powers. This would give him 4d6 + 8 for initative. I looked everywhere I
>could for something about this in the rules, but I couldn't find a thing.
>I'm inclined to give it to him because boosted is a treatment of the body's
>nervous system & not a piece of cyber. Opinions?
I don't like this, because the boosted reflexes and the magic are inherently
at opposite ends of the spectrum: the phys ad powers rely on the body being
pure and natural, as that is the source of magic (in a manner of speaking, at
least), while the boosted reflexes rely on introducing chemicals that juice
up the body, making it run at redline much the way nitrous dioxide does in an
engine (runs REALLY fast, but burns up your engine quickly)--effectively,
boosted reflexes act as poison to the body...that's the idea of essence loss.
> Second, another of my players just wants to have a cyberleg from the
>knee down. He reasons that a full cyberleg is attached at the hip and that
>because he only wants a fractional cyberleg he should only pay half of the
>essence. Any ideas?
This one sounds okay, in a limited sense. Since a lot of the intrusiveness
of cyberware is due to the wiring and such that supports it, and these parts
will be needed whether you lose a foot or a leg, the essence "gain" by getting
a lesser leg would be small. I don't have my book, but a leg costs 1.0, I
think. For the knee-down job, maybe make it cost .85 essence or something.
Flames?
Tim Dann aka Midnight Sting