Hello All,
I have a player that wants to gain the advantages from some of the cybernetics in the game in the form of genetic enhancements. He's not min/maxing or anything and I'm generally inclined to allow it, but I'm having a difficult time coming up with appropriate rule system to avoid future problems with characters who will want to min/max.
Here's the concept:
The player wants the genetic modifications to cover the following:
Enhanced Strength: +1 Brawn (Identical to Cybernetic Arms)
Enhanced Agility: +1 Agility (Identical to Cybernetic Legs)
Enhanced Intelligence: +1 Intelligence (Identical to the Cybernetic Brain Implant without the built in Comlink and wireless access)
He's also looking at getting actual Cybernetic Eyes.
For the narrative in our story, I really don't have a problem with this as any character could get all the above through the base cybernetic rules and he's not abusing the system.
Here's some of what I've come up with for allowing genetic enhancements so far:
-- All genetic enhancements cost 5x that of their cybernetic equivalents.
-- A character Can NOT get a genetic enhancement to increase Brawn, then get cybernetic arms to further increase it. If this were to happen, the Cybernetic +1 would automatically factor into the characters natural enhanced strength and would provide no new bonus. I'm having trouble justifying this with the brain implant though...
I'm unsure how to place a limit on genetic enhancements... Many species in Star Wars use genetic enhancements for a multitude of different aspects. I don't really want to make a rule copying the cybernetic limit (though that would make some sense) or even limiting a total enhancement limit (total cybernetic and genetic enhancements equal to Brawn) because of the rather unlimited possibilities involved with genetic manipulation. Perhaps place a cumulative -1 permanent strain for each enhancement? Seems a bit much.
What does everyone else think?

