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Mailing List Logs for ShadowRN

From: Wafflemeisters <evamarie@**********.NET>
Subject: Re: The talks on my Cyberware post.
Date: Sat, 2 May 1998 17:36:31 -0500
> Re: The talks on my Cyberware post. (Oliver McDonald , Fri 0:37)

> Hear here. I really wonder why FASA bothered with the Cyber-Zombie... Perhaps so
> GM's could throw them at players, but as a GM, I would never allow a player to become
one. A munchkin type player would consider the 'drawbacks' as advantages.


Advantages:
<50% more cyber, if you want to l remain functional
Difficult to use any sort of magic against (including perception and
astral combat)


Disavantages:
10,000 nuyen/week "drug habit"
reduced damage "overflow" maximum and potential automatic death from D
wounds
Karma hazing
increased reaction test TN's
even more highly increased perception test TN's
Reduced karma awards
CDS

"neutral" (potential munchkin "fun")
Astral presence
social penalties


Personally, I'd expect any SANE munchkin to run in fear of those
reaction and perception TN penalties, and the karma award penalty. I
really don't think cybermancy grants a worth while edge,but maybe others
have found ways to deal with the drawbacks it has on your abilities
ingenral.

-Mongoose

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