johntfs wrote:Am I missing the bit that tells exactly how having non-hacked Cyberwear screws with the person who has it?
Sanctioned Cyberware. Page 29.
Okay, I kind of get it. If you're a Storm Knight or resistance Ord with Sactioned Cyberwear, the Church hunts you down and kills you/drags you off for torture/conversion within minutes. Still, I admit that I'd like some kind of system to represent "hacked" cyberwear, because that's also a thing. A Perk gives you Cyberwear that's fully clean, safely installed and works perfectly, Mishaps/Cosm Cards/etc. aside. Sanctioned Cyberwear means your first adventure is about getting rid of and/or replacing the sanctioned cyberwear.
It just seems like there's story space in the idea that for the most part you really can't tell much of a difference between hacked cyberwear and "hacked" cyberwear. It's not like you can tell the Delphi Council, "Hey it's cool. I know this stuff is clean because I spent a 13 XP Perk on it."
In truth I'm really thinking about just doing away with Cyberwear Perks entirely except at character creation and then with the idea that players can trade those Perks out for other Perks. Cyberwear can be something that's bought with money or given as payment/favors from the Resistance. As a balancer I'll bring back the Cyber Value. Every $5000 worth of Cyberwear gives 1 point of Cyber. On a Mishap/Setback the player makes a Spirit test against the Cyber value. Fallure on that test lower Spirit by 1. A Mishap lowers it by two. A Spirit reduced below 5 means the character is a soulless machine and/or the Church has taken him/downloaded an alternate personality into AKA out of the game as per failing Corruption checks.
Also, I really like Disability, but I'm going to make it a 0 cost Perk. It's basically a permanent Cosm Card by which you get Possibilities in exchange for suffering risky disadvantages. I don't think you should have to pay XP for that.