Answers from Dr. Kromm - Cyberware vs. Natural Advantages

Questions by Technoadept.

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On 24 Oct 98 at 20:23, Technoadept wrote:
> In cyberpunk situation, cyberwear needs character points; for
> example, "Extra Hit Points(5CP/Hit Point and $10000)"(CY34).


> This is equal "Natural" Advantage "Extra Hit Points"(CI24). But,
> cyberwear needs also money.

It can, but it doesn't have to; see below.

> I feel that in the character making, cyberwear is useless. because
> "Natural Advantage" needs no money.

The way it works is as follows:

During character creation, cyberwear costs *points only.* Perhaps the
character received a windfall, was the subject of experimental surgery,
worked at a job where cyberwear was a fringe benefit, etc. Whatever the
case may be, he does *not* pay money for cyberwear he enters play with.
In other words, the natural and cybernetic versions of an advantage are
functionally identical at character creation.

In play, cyberwear costs *money* (and maybe points -- see below). If a
character gets the cash together and is willing to sit out the action
as he spends weeks or even months in surgery and recovery, he can have
whatever cyberwear he can afford. This raises the point value of the
character by the point cost of the cyberwear. Some GMs treat this as a
"free" increase that costs dollars but not character points; other GMs
require the player to pay off the cost with earned points as well. The
final decision is up to the GM, though.

The main advantage of cyberwear is that a character can acquire new
advantages in play, which is generally impossible.


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