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From: hartmann@***********.m.uunet.de hartmann@***********.m.uunet.de
Subject: Cyber-Mages (was: A perfectly acceptable...)
Date: Thu, 11 Feb 1999 18:38:29 +0100
Robert wrote:

>
> *Evil GM chuckle...* use the surgery rules to see vary the actual Essence
> cost of the cyber. Then keep Essence as a hidden stat (let the players have
> the rounded-down figure, especially for astrally-aware folks, as they could
> work that out). Given that the Essence implant can vary by as much as 25%
> using the surgery rules, mages will be a _lot_ more reluctant to cyber to
> the max, as they could wake up a total mundane.

Yes, but a mage that has initiated enough to be able to go for 5
points of essence-loss and still having a magic attribute of 6 (ie:
Initiate 5) has earned enough karma and thus has a large karma
pool to get enough rerolls until he gets the cyberware installed at -
20% instead of +25%...:-)
My mage-character finally got himself a pair of cybereyes installed
(because getting the vision edge is sometimes very important for
casting spells), a chipjack and an encephalon (to be able to use
knowlegde and language skillsofts). Thats mostly because he
additionally needs access to scientific chipsofts as he started a
second life as a shadowdoc..:-)

bye Mike

---
Shadowrun Character Generator Gold available at
http://members.xoom.com/SRCG

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