> I've always liked the way THS handles this. IIRC, if it's "bought" at > character creation it costs points, otherwise it's just cash. Later CPs > are calculated but not charged, just kept for a general idea of how much > omph a given character has in relation to those around them. This total > can fluctuate up and down pretty wildly. They give a good example in > one of the books, but I don't have access to them right now.
It would seem then, that advantages in and of themselves should be paid for if present at the start of the character generation regardless of the source. If it is "meat", it is natural, if it is cybernetic, it is "chrome". Regardless, if the character starts with it - the player pays the points. If the player acquires it later in play, it costs money - not points. 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!) To counter balance this? The GM, sadistic creature that he is, says "Ok, for the really difficult operations - the doctors who can perform the operation are all reserved for up to 6 months in advance. If you want it now, you will need to roll at (insert skill of choice here, perhaps reserch?) -8 across the entire spectrum in the nation of choice. For example, a character who lives and operates within the borders of the United States, is a US citizen, discovers he wants to have cybernetic eyes implanted. The GM tells him "Ok, thats a relatively minor operation. Roll against Research-5 to find a doctor available within the next 26 weeks. This presumes you're looking for a surgeon with a skill of 18 or more. For every 2 levels of skill below 18, add a +1 to your research roll. What, you want to hire a research firm? Ok, their "skill" at research is 16, plus they have connections that favor your needs. Adjusted, they are at skill 18. Ok, roll the dice. What, you rolled a 16 to find a skill 16 doctor? Lets see, Research 18 minus 5 plus 1 because you're willing to accept a lesser skilled doctor, leaves you an adjusted 14. Sorry, no doctor's available in the United States who can do it. What, you want to go to Japan for that? Hmm. You could try. Same outfit as last time? Sure, but they don't have connections in Japan. Ok, roll versus a 12 skill this time. You rolled an 8? Splendid! If you can get a visa to visit Japan, you can go to Japan in (rolling dice) 12 weeks. What, not fast enough? Do you want to try and bribe someone and have them let you take their place in the schedule? How much are you offering as a bribe?" and round and round it goes. Just because you have the money doesn't mean you can get it DONE right away. Then add in the surgical costs as well as the down time required to recover from surgery - and the player might rethink his strategy. Throw in too, the potential for having the doctor roll a crit failure during the operation - and the player now must contend with whether or not he should have purchased the advantage in the first place. 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 :( Even if you discount the issue of acquiring "advantages" via money later in the campaign - the player who pays points to have the advantage at the start of the game is going to want some guidelines on how much it costs. So, cybernetic limitations - what are they worth? A strength 10 set of legs and arms shouldn't cost anything right? 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? 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? Current GURPS 4e rules don't seem to even come close to answering these questions I'm afraid. Neither does GURPS SPACE for 4e. Makes me want to dig into GURPS ROBOTS for 3e to see how they handled it there. :) _______________________________________________ GurpsNet-L mailing list <[email protected]> http://mail.sjgames.com/mailman/listinfo/gurpsnet-l
