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Great White Games/Pinnacle Entertainment Group Discussion Forum for PEG/GWG
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CitizenKeen Seasoned

Joined: 02 Jul 2012 Posts: 123
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Posted: Mon Jan 07, 2013 7:37 pm Post subject: Sci Fi Toolkit Cybergear... Broken? |
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I was reviewing a friend's copy of the Sci Fi toolkit gear book in hopes of building a cybergear system for my campaign. Now, it's possible I'm missing something, but the default cybergear system in the Toolkit seems, well, broken.
The Arcane Background method, which is listed (I think) as the default method, says that you get 10 PP to spend, and not to place any other limits on the usage of the cybergear, because those 10 PP are a limit enough.
Yet, shopping with the simple items, for 10 PP, you can get a +2 bonus to Shaken rolls (1 PP, Adrenal Surge), +1 to an Attribute (2 PP, Attribute Boost), underwater breathing (1 PP, Gills), +2 Pace (1 PP, Leg Enhancement), +1 Armor (1 PP, Subdermal Armor), Thermal Vision (1 PP), and the ability to change their face (3 PP). You get all this for one edge, and the roleplaying effect of being a cyborg.
I'm still relatively new to SW, but that just seems odd. Is it built on some assumption in the Explorer's Edition rules set that I'm missing, or is there something else that I'm not getting?
Any help in correcting my misunderstanding would be awesome. Thank you kindly! |
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Vinzent Veteran

Joined: 13 Mar 2009 Posts: 759 Location: Seattle WA
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tigerguy786 Seasoned

Joined: 26 Nov 2011 Posts: 433
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Posted: Tue Jan 08, 2013 1:19 am Post subject: |
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The Sci-Fi tool kits are meant to give you options. If you don't like one use a different one or make your own.
More directly to your question: Yeah, Cyberware is naturally going to be powerful. That's the point. I do agree that it's really powerful as written, but you can always increase costs or decrease available PP. Whatever method you choose though, Cyberware is going to be powerful, unless it does only very minimal effects. _________________ TIGER, tiger, burning bright
In the forests of the night,
What immortal hand or eye
Could frame thy fearful symmetry?
| Clint wrote: | | Common sense always trumps anything pretending to be an "overarching" rule. |
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Jonah Hex Veteran
Joined: 05 Sep 2003 Posts: 578 Location: Saskatoon, SK
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Posted: Tue Jan 08, 2013 4:56 am Post subject: Re: Sci Fi Toolkit Cybergear... Broken? |
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| CitizenKeen wrote: |
I'm still relatively new to SW, but that just seems odd. Is it built on some assumption in the Explorer's Edition rules set that I'm missing, or is there something else that I'm not getting?
Any help in correcting my misunderstanding would be awesome. Thank you kindly! |
Nope, no misunderstanding.
Yep, it's very powerful, and will unbalance characters if some have it and some don't. However, it works fine if everyone has it. We used it in a vaguely rifts-inspired game and it was a blast. We were, however, much more powerful than normal. Which seemed appropriate.
Remember, it is based on the superpowers rules from Necessary Evil/Super Companion. _________________ Playing: GURPS Pulp
Running DnD 4e War of the Burning Sky
Running Rippers
Working on GURPS Deadlands |
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Zadmar Heroic

Joined: 10 Nov 2010 Posts: 1377 Location: Munich
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Posted: Tue Jan 08, 2013 5:15 am Post subject: |
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| For a lower-powered alternative, check out 77IM's Arcane Abilities. |
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ogbendog Heroic
Joined: 29 Jul 2004 Posts: 1905
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Posted: Tue Jan 08, 2013 12:34 pm Post subject: |
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| As I recall when I read it, I doubled the cost of everything, then put in a penalty to healing from all the cyberware. |
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CitizenKeen Seasoned

Joined: 02 Jul 2012 Posts: 123
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Posted: Wed Jan 09, 2013 1:39 pm Post subject: |
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| Thanks for all the suggestions. The Arcane Abilities looks perfect - I'll have to incorporate it! Thank you! |
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