From: | Michael & Linda Frankl mlfrankl@*****.msn.com |
---|---|
Subject: | Power (Re: tattoo magic/cyber zombie) |
Date: | Sun, 18 Jul 1999 01:38:00 -0400 |
>Well, I'm answering for Mike again it seems, 'cause I see this
>first. But in his game, a zero essence character is dead. Isn't
>that the way the rules go too? In order to have a cyberzombie
>you gotta' have some real heavy mojo juice to make that spirit
>stick in that body. I think that for him, this may go back to
>what some of the others have been talking about in regards to
>equipment and character backgrounds. Who did the magics
>and why?
That's OK, you're doing fine for me. :)
From what I read in the rules 0.0 essence = dead (physical and aura
templates no longer align, you're dead unless cybermancy is done).
Actually, I would never allow a starting character to become a cyborg. I
don't believe any person would subject themselves to this, given the nature
of it (especially the way Hatchetman describes it). I could believe that a
5.9 essence Samurai that takes one to many hits could eventually follow that
path in story, but that's up to roleplaying chance. I typically object to
the "doomed or dark hero" concept. Most, but not all (NOT ALL) are usually
not in it for the story capacity of the scenario, but rather the bonus
options it entails. To provide example I had a player (power gamer) that
installed a move by wire system in his character. I initially warned him
that I would make him roll for the cyber disease (TLeX or CCSS) at about 3
months or so (whatever the rules specified). He looked at me like I had
babbled utter nonsense. He never considered the negative of the gear, only
the positive.
This reminds me of some rules from Paranoia regarding mutant powers: if the
player likes their power, then you're (the GM) not handling it correctly. If
you really find playing a cyborg a piece of cake then some counter-balance
aspect is being missed and you should talk to your GM about it.
;)
Smilin' Jack