Things still up for Discussion in the CyberMaster Rules ======================================================= or alternatively, some more of my mad musings. These are *discussion* points as I thought about them AFTER people had rolled up characters and it would be a trifle harsh to change people's abilities now. 1) SpeedWare / Boosterware - A Question of Quickness. Currently these Cyberware Implants increase the initative of an equipped character, but...what essentially do these cyber implants do? There is a strong case to say that Speedware & Boosterware increase the QUICKNESS of the individual. You win initiative because you are faster..i.e. quicker than less fortunate characters. So should the Initiative modifier be changed to a Quickness modifier? Pros ---- In the SPACEMASTER rules, initiative is modified by the character's Quickness stat, so this seems to suggest that Quickness is the main attribute involved in winning Initiative. If a Modifier to Quickness is applied then this gives the equipped individual many additional advantages. - Initiative Modifier (up to +30) - Defense Modifier (up to +30). Again this works, as DB is already modified by Quickness. (Would allow PCs to try and emulate the classic Roy Batty/Deckard scene from Bladerunner, where Batty walks infront of primed and ready Deckard, only to dive out of the way BEFORE Deckard can pull the trigger.) - All skills associated with Quickness. i.e. Driving, Piloting, Sporty type skills, etc. would get increased dramatically. Cons ---- Main problems in my mind are a) Gives equipped individuals a Massive increase in Combat & Skills and makes these Cyberware Implants a MUST BUY for all characters. b) The additional complexity during RPG sessions if skills totals get altered when people turn on the Cyber Implants. Similar problems to that of the Adrenal Booster. Other Bits ---------- As ways to alleviate some of the pluses and impose more penalties for using Booster/Speed ware I thought that each activation of said item would cause extreme strains on the user's body. i.e. if some gadget is getting your body to move 30% quicker than normal, then there's gotta be a payback. These strains could manifest themselves in the Cyberpunk world as The body is drained of certain chemicals/nutrients after each use of the Speed Implant and the wearer is at a -5 penalty (per use) for a day OR until he/she has replaced these spent chemicals. This can be via the use of drugs (boring option) or getting the PC to consume a large quantity of bizarre foodstuffs (my fave option). e.g. After using his Boosterware, Mr Zee would have to eat 6 lbs of kiwi fruit to negate his -5 penalty. This would stop PCs using the Speed Implant at will but allow them the use 'when the time required it'.... Also for individuals permanently chipped to increased speed, their metabolic rate would require the VAST consumption of food ( & essential vitamins) per day or suffer penalties (-10 per day without required nourishment) Again these options could be tweaked as desired i.e. the -5 penalty only kicks in after 3 uses of Speedware per day, etc. 2) Adrenal Booster - A Question of Constitution Same problems as Speed/Booster ware. A must have Cyberware item, no body can really say no to +10 AG & QU. Since the Adrenal Booster serves a similar purpose to point 1) I thought the same penalty/food solution could be applied. 3) Optic Module - Targeting Scope May be a *bit* to powerful. Another +10 to OB with a SMARTGUN. So just getting chipped wth a SMARTGUN(+20) & Targeting Scope(+10) gives any pleb a +30 bonus to Hit...the unequipped Mr Kraac is 2nd level and only has total bonus of +17 to hit with his best weapon..... I thought maybe, the Targeting Scope implant could give a +10 bonus for shots at Medium or Long Range? Makes more sense, targeting SCOPE ..range? Well? Current Favoured Solutions for CyberMaster 2.0 ---------------------------------------------- 1) Speedware/Boosterware Solution As Mr Morgan correctly points out, these Cyber Implants increase 'reactive speed'. So after a quick mental debate I concur with the Morgan and will leave Speedware as it is (i.e. only a plus on Initiative). I explain this decision with the example below:- Action Stone stands motionless, at the far end of a hallway. The solo has weapon readied and blinks away sweat dripping into his eyes. All is silent as he waits for his prey.... Mr Zee steps casually into the hallway some 20 meters from Stone. They both sight each other.... ----------------------------------------------------------------------- The DM asks PhilM what he wants to do, he says he fires his pistol at Mr Zee. The DM then asks PJ what he wants to do & surprisingly PJ states he wishes for Mr Zee to tumble forward out of harms way.... So initiatives are rolled... Action Stone rolls 70 + 30 (readied weapon & waiting) for a impressive 100. Mr Zee rolls 72 + 30 (active Speedware) for a even more impressive 102. ----------------------------------------------------------------------- Action Stone squeezes the trigger of his heavy pistol as quickly as he can muster, Mr Zee is his for the taking. The gun fires and causes Stone to instinctly blink. Mr Zee dives for cover.... Stone lowers his weapon and looks down the corrider. It is empty. Cutting thru the constant drip drip sound of water, a deep voice echoes down the hallway.... "Not very sporting to fire on an unarmed opponent.... ...come on Stone...show me what your made of!" 2) Adrenal Booster Solution. Again I'm going with PhilM proffering that each use of the Adrenal Booster causes the user to be at a -10 penalty on all actions until he/she has rested for 4 hours. This is simple to implement & easy to remember. 3) Targeting Scope Solution. And yet again, I'm gonna agree with PhilM's solution that the Targeting Scope should give the wearer a +10 Bonus for all attacks made against a target at a range of 25 meters or more. One small addition to this, from moi, is that the +10 bonus applies at shorter ranges than 25 metres ONLY if the intended target is stationary and is unaware of the attack. Date: 02-02-2000