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> Ghouls/Critters/Cyberware rules, Just need some clarifications
Pfhreak
post Jun 5 2004, 12:12 AM
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Ok, I need a couple of rules clarifications:

Regarding Ghoul PCs:

During the course of my campaign, a character became a ghoul. He had cyber
eyes at the time, and has since seen a street doc to get them properly tuned
and adjusted for his new body.

Can the character still use a smart-link, despite the fact that he is now
dual natured?
Does the character (a street samurai) have a +2 penalty to combat, and other
actions that take place solely outside of astral space?

Also, I've been a little lax, and giving him the benefit of the doubt, and
letting him continue without too much in the way of penalties. Any
suggestions on how to add these penalties?

Regarding cyberware:
Can a laser sight be used with image mag? (Giving the player a huge bonus on
extreme range shots.)
The rangefinder attachment to the smartlink-2 system gives the player a -1
at long and a -2 at extreme range. This is in addition to the regular
smartlink bonus, correct? All that is required is the cyberware, and the
piece that goes on the gun, correct?

Regarding Astral space:

Can characters that are dual natured see critters that are using the
concealment power, or does this hide their astral signature as well.
Also, if a character manages to spot a critter using this power, does it
become 'visible' to that character, or is more like a telltale shifting of
local debris, sounds, etc. And is the character able to continue to track
that critter without another perception test?


Thanks!
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