At the beginning of the game, +8 Cyber Modules might seem like a noteworthy amount, but in the long haul there's nearly 900 Cyber Modules. Or even less ambiguous is the +8 Cyber Modules upgrade, which is just plain a newbie trap. By the time you even have high-end Psi powers, you should already have 4-6 in your Psi stat anyway, making +2 much less dramatic a benefit anyway, and not all the scaling benefits are that important anyway -and the teleport beacon Psi ability doesn't scale at all with Psi. only the highest powers have the line move fast enough for this to be a relevant concern in real play, and if you're really bad at avoiding burnout while trying to get the supercharged effect, the smarter answer is to accept having slightly weaker Psi ability. For example, one OS Upgrade makes it so you don't suffer damage from 'Psi burnout' -this is a mechanic where holding the button after initiating a Psi power causes a little meter to appear with a line that grows to the right, and if you let go of the button once it crosses over into the yellow portion the power is calculated as if you had 2 more ranks in your Psi stat than you actually have, but if you fail to release the button before the line gets all the way to the right instead you fail to use the power and take some damage. Part of this is that a number of the OS Upgrades are just plain terrible. This is a fine little system for giving the player the opportunity to customize their character. You don't need to meet specific requirements to pick an option, you're not forbidden certain options based on class or some such, nothing like that. You can't pick a given upgrade twice, and there's no take-backs, but other than that there aren't really any limits. The basic setup goes thusly: at four specific points in the game, you'll have the opportunity to pick from one of 16 distinct upgrades to permanently apply to your character. and disappointed me once I got a handle on the game. OS upgrades are one of the mechanics that most excited/intrigued me initially.
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