I feel the need to address a post by Bull from earlier.
QUOTE (Bull @ Dec 24 2012, 08:14 PM)

As Missions developer, here's my viewpoint (And the general CGL viewpoint).
Deltaware is not something runners are supposed to be able to easily get after a handful of runs. The fat that there are still only a couple dozen clinics in the world that can even install Delta backs that up. It's not something your neighborhood Street Doc is capable of installing.
Deltaware comes after YEARS of running. You'll notice that even in Street Legends, where many characters are 1000+ Karma characters, few have Deltaware.
Simply put, I don't ever expect to see someone sit down at an official Missions game with any Deltaware, and if they do I expect the GM to do a character audit. Maybe, if it's a really long running character, a couple pieces of Delta. Low end stuff. Eyes and ears, stuff that's somewhat cheap. Delta Wired Reflexes or Move By Wire? Not a chance.
Deltaware is up there with things like the jets and tanks. They're not really stuff your average Shadowrunner ever gets to play with.
Bull, (and generally speaking, CGL, then,) have you ever heard of a game called the Iron Kingdoms RPG? I could understand if you haven't, it's fairly obscure, if very awesome.
Here is the cover of the first version of it, from way back in 2004. Evidently they have a new version,
here is the cover of that, too.
Now, you may, from the cover, rightly infer that the Iron Kingdoms are a fantasy setting with steampunk elements. You may also notice the gigantic mechanical thing following those two prominent characters around.
It's called a Steamjack - well, that one is properly referred to as a Warjack, which is a Steamjack that is armed and intended for use in combat. Point is, it's a big steam-powered fantasy robot that runs on steam and is controlled by magic. They're quite expensive, unless you're putting yours together from a cheaper industrial Laborjack that you're slowly upgrading over time, and they are very, very awesome.
Indeed, it's Steamjacks that put the Metal in "Full Metal Fantasy."
A long time ago, on the Privateer Press forums, in the RPG section, there was considerable debate about things like Steamjacks; after all, they're expensive, things of an industrial revolution, not really in the wealth-by-level range of any adventurer who would find one meaningfully useful to have and field, as the Iron Kingdoms RPG was based on OGL. There was one poster, a game-master, who was absolutely
adamant that players should never,
ever, get their hands on a proper Warjack, because it was, you know, military equipment, and that they should be slapped down immediately should they attempt to turn a laborjack into a Warjack.
Then I felt the need to point out that the name of the game was "Full Metal Fantasy." Take away the Warjacks, and the Iron Kingdoms are just a d20-based industrial-revolution-meets-greenskinned-characters setting, and not even a good one at that. Steamjacks, moreso than any other gadgets in the setting, are what
make it Full Metal Fantasy. Telling players they live in the same world as those things, but they're never, ever, going to get to use them for themselves, is not only cruel: it
defeats the purpose of playing the game. In the hands of NPCs only, Steamjacks might as well be an iron golem, a fancy pile of stats for the players to crush or run away from. Dress it up as a Steamjack, dress it up as a Warforged, dress it up as a battle Droid, it doesn't matter. It's just there to be killed and looted.
It's only when the players get to play with the big toys that they get to be fun.
That is how players realize "Hey, we're big time now, we've hit the big leagues, we're big shots." In D&D, this means you're gearing up to stop a massive Evil plot to destroy and/or take over the world; in the Iron Kingdoms, it means you're either a commissioned officer in an army or you're running a successful mercenary company whose contract is greatly desired by all the nations, and in Shadowrun it means you have a Jackpoint login and MCT has several violated, gaping Zero Zones that they don't know your name is on.
It also means that you should have the good toys to play with. They shouldn't exist just so the GM can masturbate them onto special named NPCs, players should have a chance for them. Deltaware Wired Reflexes or Deltaware Move-by-Wire shouldn't
exist if the players can't get ahold of them.
Especially since a magician, or an adept, (or a Technomancer,) can just Initiate (or Submerge) to their heart's content; this creates a massive power disparity, with the players who choose to play Awakened characters advancing dramatically, and the players who didn't being stuck in a rut.
Don't gimp the Augmented character any more than they already are. Make
all the cyber affordable for them. They need it, they're half the setting, they shouldn't be ignored like that, taunted and teased with goodies they'll never get to play with.