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Sci Fi Toolkit Cybergear... Broken?

 
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CitizenKeen
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Joined: 02 Jul 2012
Posts: 123

PostPosted: Mon Jan 07, 2013 7:37 pm    Post subject: Sci Fi Toolkit Cybergear... Broken? Reply with quote

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
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Joined: 13 Mar 2009
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PostPosted: Tue Jan 08, 2013 12:34 am    Post subject: Reply with quote

I don't know what kind of cybernetics you are looking for but you could try Daring Tales of the Sprawl Free Rules download.
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tigerguy786
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Joined: 26 Nov 2011
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PostPosted: Tue Jan 08, 2013 1:19 am    Post subject: Reply with quote

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.
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Jonah Hex
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Joined: 05 Sep 2003
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PostPosted: Tue Jan 08, 2013 4:56 am    Post subject: Re: Sci Fi Toolkit Cybergear... Broken? Reply with quote

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.
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Zadmar
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Joined: 10 Nov 2010
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PostPosted: Tue Jan 08, 2013 5:15 am    Post subject: Reply with quote

For a lower-powered alternative, check out 77IM's Arcane Abilities.
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ogbendog
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Joined: 29 Jul 2004
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PostPosted: Tue Jan 08, 2013 12:34 pm    Post subject: Reply with quote

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
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Joined: 02 Jul 2012
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PostPosted: Wed Jan 09, 2013 1:39 pm    Post subject: Reply with quote

Thanks for all the suggestions. The Arcane Abilities looks perfect - I'll have to incorporate it! Thank you!
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