On 7/27/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:

Thus, a player character could start off as strictly "normal" without
enhancements.  The player takes obscene levels of wealth with the
expectation that they will translate the wealth into advantages later on.

(I can hear the angry natives growing restless already with this aspect!)

If you're going to have natives angry at this (which is a questionable
assumption; the few times I've played THS, both GM and players were
perfectly happy to spend a mix of points and wealth on cybernetics),
this is the place to stop it, not at the point of purchase.  If the
world is such that people can buy advantages, not letting them buy
them out of notions of some sort of game balance messes with the
premises of that world.  If you don't want PCs doing that, don't let
the players buy high levels of Wealth for their characters.  Let them
know that, while it's a sensible option from the player's point of
view, it's...well, tacky once play begins.

It still does not address the ugly issue of how to price various
"advantages" that can be gained with the purchase of cybernetic
enhancements though :(

Doesn't need to be addressed.  Again:  there's a points-to-price
conversion rule in the Basic Set.  See p. 295.

So, cybernetic limitations - what are they worth?  A strength 10 set of
legs and arms shouldn't cost anything right?

In terms of points, correct.  In terms of $ cost, an argument could be
made that any piece of cybernetic gear should it include in its cost
the price of replacing whatever disadvantages it might fix.  An
example:  I build a character who has cybernetic eyes which provide
him with no advantages over regular eyes and no disadvantages.  The
fact that they're artificial is a zero-point feature.  Should be zero
points.  Later on, there are two characters who want to buy similar
cybernetic eyes.  One is blind, one isn't.  Given the 1 point/$1000
conversion, are the eyes $0 (since they're a zero point feature) for
the character who can see and $50,000 for the one who can't?  It seems
a better solution to have the same cost, since they're paying for the
same hardware.  And that cost, I'd say, would be $50,000.  The sighted
character, after all, has to have his own eyes removed (briefly
acquiring the Blind disadvantage, if only for a few minutes while
unconscious on the operating table) before getting the new ones in.

 A ST 11 arm fitted on a ST
10 body (ie, 10 hit points) is worth how much?  Same price as a +1 Arm
Strength?

Yes.  In rules terms, it's equivalent to Arm ST, so it costs what Arm
ST costs (but, if purchased with $, arguably subject to adding the
price of correcting One Arm).

 What if it requires maintenance?  What if it has a reliability
number to roll against or the person acquires the disadvantage "crippled
arm"?  What if it requires battery changes once a month?  Once every two
weeks?  Once a week?  Once a year?

Recharges and routine maintenance can be modeled using reduced-support
advantages.  Following on the assumptions of the Machine metatrait,
recharging a battery fairly frequently or doing minor routine
maintenance is no more a limitation than the "built in" biological
limitation of having to eat and sleep occasionally.  Having to do
little or no maintenance could be modeled as a heavily limited Reduced
Life Support, or whatever it's called.

Current GURPS 4e rules don't seem to even come close to answering these
questions I'm afraid.

Much closer than you'd think, I'd say.



--
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http://thehappysorceress.blogspot.com
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