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cybernetic_attachments [2013/11/07 19:55] storyteller |
cybernetic_attachments [2013/11/07 19:58] storyteller [Massive Damage Effects] |
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==== Electricity Vulnerability ==== | ==== Electricity Vulnerability ==== | ||
- | A creature with one or more cybernetic attachments takes 50% more damage from any attack that deals electricity damage. This vulnerability to electricity can be offset by an [[Anti-Shock Implant]]. | + | A creature with one or more cybernetic attachments takes 50% more damage from any attack that deals electricity damage. This vulnerability to electricity can be offset by an [[anti-shock_implant_cyberware|Anti-Shock Implant]]. |
==== Negative Levels ==== | ==== Negative Levels ==== | ||
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**Attachment Damaged:** One cybernetic attachment (determined randomly or chosen by the GM) continues to function but develops an unpleasant side effect that persists until the attachment is repaired (10hr [[Repair (Skill)|Repair]] check, DC25). | **Attachment Damaged:** One cybernetic attachment (determined randomly or chosen by the GM) continues to function but develops an unpleasant side effect that persists until the attachment is repaired (10hr [[Repair (Skill)|Repair]] check, DC25). | ||
- | **Side Effect:** The character suffers a debilitating side effect as the result of a damaged attachment. Various side effects are presented on the Side Effects table, above; the GM may select one or roll randomly. Side effects (other than [[Cykosis Points]]—which are permanent) persist until the damaged attachment is repaired. | + | **Side Effect:** The character suffers a debilitating side effect as the result of a damaged attachment. Various side effects are presented on the Side Effects table, above; the GM may select one or roll randomly. Side effects (other than [[Cykosis|Cykosis Points]]—which are permanent) persist until the damaged attachment is repaired. |
{{tag>cyb}} | {{tag>cyb}} |