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> Cyb erware malfunction rules, rust & prototypes
mattness pl
post Aug 18 2004, 09:07 PM
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From: Polish Ghetto
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Hallo, everyone.
I'm still using SR IIed. In Cybertechnology there's something about malfunction of implants. But those rules dooesn't fit my style of GMing. Cyberware looks too perfect to me. Minor chance of malfunction. As I remember implants can be broken only in combat. Does anybody saw in the web some hard core:D rules about cyberware. Maybe you could drop me some house rules? Thanks, MATT
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