Steven Roman quotation:
> However, I was wondering ... say the cybernetics gave the player
> something like "Enhanced Reflexes." To me, that sounds more like an
> aspect, with the special effect being that it's cybernetic in
> origin.
> Aspect: Cybernetics
> Skills (associated with that aspect): Enhanced Reflexes, Armor, etc.
> Aspect: Enhanced Reflexes (rationale: cybernetics)
> Skill: Fast Draw, etc.
If the cybernetics are a major aspect of the character, I'd
leave it as just Aspect: Cybernetics. The reflexes would appear if
necessary, and the GM could compel the Aspect when the character walks
into a strong magnetic field or something. If it is later decided
that enhanced reflexes would also mean better use of senses, then
you'd always have the option of using your implants for that.
Personally, however, I think that the all-powerful stunts are
good here as well. Perhaps:
Aspect: Cybernetics
Skill: Fast Draw (Stunts: [ ] [ ])
you give up the ability to use your cybernetics more flexibly
perhaps (depending on the GM), but now you have two stunts for a
spectacular cinematic fast draw. You'd roll a normal fast draw for a
showdown at high noon, but you'd use your stunts for a spectacular
cinematic fast draw: perhaps for felling the thug who's 20 meters
behind you and just drew his pistol, without having to turn around.
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