[gurps] Cyberpunk & 4e

Bira u.alberton at gmail.com
Wed Jul 26 07:41:39 CDT 2006


On 7/26/06, hal at buffnet.net <hal at buffnet.net> wrote:
> Hello Folks,
> Example:  A man who has a cyberhand to replace his missing crippled hand,
> he takes the disdavantage "crippled" with the modifier of "correctable".
> If he takes bionic eyes, he must also take blind as a disadvantage with
> "correctable" as a modifier.

I don't think this approach is accurate. Can anyone yank this man's
hand or his eyes off? Can he loose them? In most settings, the answer
would be "no".




>
> Ah well, I think I'm going to consider the prospect of my original
> philosophy regarding CYBERPUNK character generation the correct one in
> view of all this in GURPS 4e.  Equipment that you can buy is still *JUST*
> equipment.

Another way to view cybernetics is as "powers". You buy the advantages
you want, and give the whole package a "cybernetics" power modifier to
represent the fact that there are relatively common ways to block or
counter the abilities of cyberware. This detailed in GURPS Powers.

One approach I've always liked is to charge character points for
cyberware during character creation, and charge money for implants
acquired during play. The character's point total would be adjusted
accordingly, but he wouldn't actually have to pay any points for the
"power".

-- 
Bira
http://compexplicita.blogspot.com
http://sinfoniaferida.blogspot.com


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