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> What could go wrong?, Help me work through the effects of a house-rule.
WhiskeyJohnny
post Sep 11 2012, 05:05 AM
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So, I'm considering allowing my (theoretical) players (for my at-this-point theoretical game) to help some Mega or other come out with a new type of 'ware. I'm laying the groundwork for it in the background of their runs - rumors, speculation, unexplained requests - and eventually they'll play a major role in deciding which corp, if any, gets the benefit of bringing them to market. The 'wares in question would be 'wares for Awakened characters - constructed from orichalcum and other such magical materials, they cost significantly more, both nuyen and essence, but they do not reduce the character's Magic.

What I'm wondering would be what level of cost increase would be appropriate for such an advancement? Would four times the nuyen cost and twice the essence cost be suitable? Would that make it too high a cost/benefit ratio? Too low?

What about Technomancers? I'm halfway considering letting them take 'wares without losing Resonance, but at a doubled essence cost anyway, but I'm not really sure what effect it would have on gameplay.

I recognize that this will make awakened characters (and Technomancers) even more attractive, but I think it'd be a fun idea to play around with.

Anyways, thanks for your consideration.
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