From: | Gurth gurth@******.nl |
---|---|
Subject: | Power (Re: tattoo magic/cyber zombie) |
Date: | Sun, 18 Jul 1999 11:14:46 +0200 |
the street was...
> In some games, a cyberzombie might be a thing worth having. In others, no,
> definitely not.
It is largely dependent on the kind of game you want to play, and on
whether the player(s) can handle it, IMO. I have allowed one cyberzombie
to be created as a new character (made as a normal character, costing IIRC
25 points in the Building Point system, and with a number of mandatory
flaws). The character worked okay in the campaign we were playing, though
it came to an end after only two adventures, and I felt the player didn't
do too bad either -- she didn't make the character a combat monster or
semi-Robocop (not even a single cyberlimb, for example) and focused more
on the roleplaying possibilities of a cyberzombie (in this case, overly
paranoid) than the powergaming possibilities.
Under these circumstances, I have no problem with a cyberzombie. OTOH if a
player wants a cyberzombie only to make the most powerful, archetypal
street-sam-without-a-past possible, or if I were GMing a street level
campaign, I'd say "no."
--
Gurth@******.nl - http://www.xs4all.nl/~gurth/index.html
Cooking with the devil, frying down in hell.
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