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Re: [HOE] Cyborgs and Spirit loss



It should be noted that it's an official ruling that any cybernetics put
into a fully cybernetic prosthetic (cyberlimbs, cybertorso, etc.) do NOT add
their Spirit loss.  At ALL.  You can cram extra goodies into your cyberlimb
until you run out of slots to put things, but the only Spirit loss you
suffer is from the original cyberarm.

Of course, you're putting a lot of eggs in one basket...

Anyway, the only REALLY strange thing about the cyborg/Spirit loss deal is
that Guts is tied into Spirit so that as a cyborg loses his Spirit dice, his
Guts actually goes DOWN.  Personally, it makes no sense that a soulless
drone-like combat cyborg given in to his A.I. would be more likely to be
scared of, say, zombies than a regular, chewey human without the candy
shell.

The REAL problem is that "Spirit" is a pretty nebulous attribute that's
meant to stand for lots of different things.  Still, an upper limit for
cybernetics is nice if only to keep some semblance of reason, game-balance
mechanic though it may be.

--Kai Tave



>Howdy gang,
>
>I've been looking a little at the Spirit loss rules in Cyborgs, and I find
them very
>restrictive. Grated, cyborgs are powerful, and many of their drawbacks can
be bought
>of by various edges, but I still think Spirit disappears too quickly.
>
>Just look at the starting packages: Infiltrators eat 2, and light and heavy
cans loose
>6. As soon as you add things, your Spirit disappears quickly.
>
>I suggest these changes: No loss for the stating package, and cyberlimbs
'cover' a
>loss equal to their own loss, i.e. if I have a cyber torso, I loose 3
points of
>spirit, if I so add an antenna and a balance booster (total loss 3), I
still only
>loose 3, not 6. If I then add a Brain Mole to my torso, the total loss will
go up to
>4.
>
>Any thoughts or comments?
>
>
>Marshal Ole I. Stene
>--
>oleingva@ifi.ntnu.no - ICQ #67957926
>
>             -Mors Principium Est-
>
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