Using these improved cyberware lowers their essence cost (but costs waaaay more $$$) so it leaves the potential to put more into the body. Street sams usually want to cram as much crap into their bodies as they can. Tempt him with alpha, beta and deltaware. Ideally, you want him to add cyberware gradually, as the story progresses.2. You don't want to throw the list of cyberware at him and let him go bananas. You can make it difficult for him to acquire mods (in the beginning at least). Maybe he only has datajacks and smartguns? Maybe he only has some low level mods. Your street doc on the corner is not going to have access to all of the cyberware. To keep your player from maxing his street sam with cyberware off the start, you can try these things.1. Your pc's will mostlikely fight cybermancers, not be cybermancers. Basically, the only people who will have access to the resources necessary for cybermancy will be the big corps. This has a tremendous cost in magic and other resources. Mages can use magic to force your soul to remain in your body, even though your < 0 essence makes your soul want to leave. When your essence goes to zero, your soul leaves your body, and you die. Cybermancy is what allows a pc to go below zero essence. They also have included cybermancy into the general rules. They've made many interesting additions to utility cyberware, particularly the eyes, and additional datajack locations (cable through the eye, infrared through your eye, fingertip datajack, etc.). They also did away with some of the stuff which might've been overpowered, like the Tactical Computer (I think they broke it into separate subcategories). 1 year ago? It's been a long time, but basically they've revamped much of their cyberware costs, added in some management cyberware (all your 1,000 body components are going to need some sort of cyber-management, which in itself is a piece of cyberware), and incorporated bioware and nanoware into the general rulebook. Not for the finger loss, but rather the permanent machine-brain connection that must be made so that the compartment has the ability to open on command.There are new rulebooks as of uhhh. However, a fingertip storage compartment that can open on command does cost essence. So a regular hip replacement, ankle bolt, etc, do not cost essence. If it has to interface with your brain in any way, it costs essence. This is the general rule for essence cost. The books says that invasive things bring your essence down, so would that include having a doctor install a bolt in your ankle if it gets screwed up? I'm playing with the second edition, by the way. Quote:Originally posted by Devin:The book says you cannot go under 0 essence, so this player brought himself all the way down to 0, but not below. Zero-impact runs into the Tir (no geeking the keebs), or guard duty for Docwagon where they don't want people dead while they work. There's also a bunch of critters that regen (vampires, weres, elementals) that might be worth using as well.Also, make adventures where shooting everything isn't an option, like a corporate headquaters under lockdown by a rogue computer, or in the sewers with a massive gas-leak they can use gas masks, but a firefight will torch the whole place.Alternatively, you could place limitations on the runs. Another cyberpsycho who was bumped in Club Penumbra, or a Renraku veep whos son was geeked accidentally in cross-fire from him. In times like this, I find it useful to give the character a nemesis someone that has it in specifically for that character and would target them almost exclusively. If he doesn't have a record now, all it takes is one traffic stop, and suddenly Lonestar knows about the cyber-psycho.Play to the characters weaknesses EMP attacks, or mana spells. People will routinely get the willies from someone like that.Lonestar would also have a very invested interest in someone so cybered. Maybe flub a roll or two 'accidentally' and screw him up a bit.Negotiations are going to be very difficult as well. Healing for him is going to be a bitch same with doctor rolls (It's 10-essence, plus a rating for the damage, isn't it?). They have traded away thier humanity and I'd lean on the player to PLAY that. a zero essence basically means he's dead inside. if memory serves (been a long time since I ran SR). I will be closing this thread so as to not complicate things. You can access his thread moving forward here: rmilmine will be taking over as lead for this project moving forward. It has been a pleasure working on this and seeing the many players enjoy it and have fun.
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