Installing mods on Mechs, Shells, and Armatures
In our SWN campaign a discussion and need to figure out how to install modifications on more transhuman, AI, and vehicle type creatures and items. Given their mechanical nature in most cases, it would make sense to be able to do it. The base line examples are easy enough to slap on, but one of our players is looking to create a mod that'd increase the DEX score of their Shell from 12 to 14.
They got a Jack Shell on at the moment, and would want to upgrade it, since getting another shell at the moment would be more challenging than upgrading the current one. Through adventures they've managed to satisfy the need for salvaged parts, but the point I'm now pondering is the associated credit cost.
In CWN there is a piece of cybernetics that can give you 14 DEX that costs 50K credits, but I'm hesitant to make it a 1:1 translation, since the character doesn't get the bonus permanently until death like with Cybernetics, given the bonus is a mod tied to a piece of equipment (even though they're spending 95% of the the time in the shell).
I was thinking somewhere around 25K-30K as the installation cost, halved if they have a Tinkerer foci around, but what do you think? Would that be too cheap for what's essentially a 2 stat point increase on a vehicle?
And over all, what do you think about modifying these bodies and "vehicles"? Allowing it would also sort of make for a fun twist of maybe having a hover bike that's customized to an uplifted mouse to drive around, but you know, all in good time.
I know there are fittings for building your own, but as we all know, our players enjoy thinking outside the box and come up with new ways to enjoy the game~!