From: | Oliver McDonald <oliver@*********.COM> |
---|---|
Subject: | Re: Jettware! (Was: Cyberware 2060/Jetware!) |
Date: | Fri, 1 May 1998 14:47:34 +0800 |
>Cyberware:
>Retractable Hand Razors (Dikote) .2
>Muscle Replacement level 4 delta 2
>Cybereyes .2
> low-light enhancement
>Wired reflexes level 2 delta 1.5
>Headware Radio (comm set) delta .25
>Smartlink 2 delta .25
>
>Pretty standard by street sam standards, I think. Although in
>starting-char runs, she gets passed up for being too powerful/being
>packed full of deltaware. Luckily, she fits right in with the more
>high-powered campaigns, or as power support on lower level stuff.
> And, I think to my credit, believe it or not I RPed Jett's adjustment
>to Muscle Rep and Wired 2, since she got those post char-gen. It was
>really pretty funny: Jett stumbles around her apartment in hyper-drive,
>knocking over things, breaking the shower handle...as my GM dubbed her,
>Jett was temporarily a "Walking Urban Renewal spell". :)
Hence the desirability of a reflex trigger. I am highly tempted by the Move-by-wire
system which should (as I read it) avoid the clumsy hyper movements.
On muscle replacements, I much prefer muscle-aug (bioware vs. essence). More
expensive, but a better gain.
And of course what is a sammy without the hand razors and cyber-eyes. We all loved
Molly from Neuromancer...
-----------------------------------------------------------
Oliver McDonald - oliver@*********.com
http://web2.spydernet.com
Space. The Final Frontier. Let's not close it down.
Brought to you via CyberSpace, the recursive frontier.