From: | Fredrik Lindblom <fredrik.lindblom@******.KALMAR.SE> |
---|---|
Subject: | Re: Cyberzombie |
Date: | Tue, 2 Dec 1997 13:41:29 +0100 |
>At 02:00 PM 11/27/97 +0100, you wrote:
>
>>I did the same. This has puzzled me no end... Why would anyone under _any_
>>circumstances get a cyberlimb/replacement when there are clonal meat parts
>>that cost the same or less?
>
>The only real problem is the nuyen cost of them.
That and essence. Both make sense, but the usefulness is too low considered
what you pay, IMNSHO.
> Given that they allow you
>a greatly increased (+4 or more) in one limb,
Yes, but the usefulness for a single super-strong limb is not as useful as
overall strength. Per the rules in Cybertechnology, total strength is
limited to double your natural body OR body +3, whichever is lower.
> In pairs they give the equivalent of a level of dermal plating (+1
>Body for resisting damage per pair).
Quite good, since dermal plating is essence-expensive in itself. I admit
this is a plus, although expensive.
> They reduce essence costs for other
>things, and you can have a space to hide things, or items built into
>them...
Yes, this is the other plus and it is quite nice, but the effect is that
every character with (a) cyberlimb(s) packs it (them) full of everything,
since add-ons (spurs, fingertip compartments, smartlinks, armor,
drekcetera...) are dirt-cheap compared to increased strength, etc.
> The problem is that for *what* they do they are too expensive to
>be neat, especially strength increases and the like.
Exactly my point. Would the profit-hungry corps produce such items when
they (probably) are in low demand? Then again, that could account for the
high cost involved. Custom parts and stuff, none of it mass-produced like
datajacks and wired reflexes... :-P
> ... for instance, look at making
>*tests* to hold on with a cyber limb (if you were dangling from it, for
>instance).
A mechanical hand should have a weight limit for how much it could hold on
to without tests, then tests with ascending TN for weights above that.
I've been thinking a lot about this, and even though I'm a big fan of
full-conversion cyborgs (i.e. Ghost in the Shell), they should not be all
over the place in SR. So in a way the rules are good the way they are, but
I'm going to come up with some new (lower) nuyen/essence costs for
cyberlimb attribute boosts anyway. And some new rules that don't limit
strength/quickness increases the way they are limited now. When I get the
time to, that is. :-P
If anyone else already did this, I'd like to know, please and if anyone
wants to know what I come up with, let me know and I'll post it.
Was kind of embarrasing when one of my players wanted to play a rocker
(starting with 400k nuyen) with a cyberarm, and his money was not enough to
raise its stats to match his meat body... So I kept the rule in BBB that
says a basic cyberlimb is calibrated to match the rest of the person it is
attached to.
/FL