User Tools

Site Tools


cybernetic_attachments

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

cybernetic_attachments [2013/08/03 08:28]
storyteller created
cybernetic_attachments [2021/12/04 00:39]
Line 1: Line 1:
-====== Cybernetic Attachments ====== 
  
- 
-Two kinds of cybernetic attachments exist: [[Replacements|replacements]] and [[Enhancements|enhancements]]. 
- 
-**Replacements:​** Replacements are prosthetic or artificial units intended to replace lost limbs and damaged organs. Common replacements provide no benefits other than duplicating the essential functions of their biological counterparts,​ and they present little strain on the beneficiary'​s overall well being. In appearance, a cybernetic replacement can be recognizably artificial or virtually indistinguishable from the real thing. 
- 
-**Enhancements:​** Enhancements bestow new abilities or improve the recipient in some fashion. Enhancements include skeletal reinforcement,​ subcutaneous communications hard-ware, and weapon mounts. Some enhancements have visible external components, while others are hidden beneath the skin. Enhancements put more of a drain on the body's resources, and recipients frequently suffer debilitating physical or mental side effects. 
- 
-=== CONSTRUCTION AND REPAIR === 
-Cybernetic attachments are complex instruments with both electrical and mechanical components. Consequently,​ a character must have the [[Craft Cybernetics (Feat)|Craft Cybernetic]]s feat  to build a cybernetic attachment. 
-Repairing a damaged or nonfunctional cybernetic attachment requires hours of work and a successful [[Repair (Skill)]] check. A character needs both an electrical tool kit and a mechanical tool kit to facilitate repairs. Without one or the another, a character takes a -4 penalty on the check; without both kits, the penalty increases to -8. 
- 
-=== Installation AND REMOVAL === 
-Installing or removing a cybernetic attachment, regardless of whether it's a replacement or enhancement,​ requires a successful [[Treat Injury (Skill)]] check. A character with the Cybernetic Surgery feat suffers no penalty on the check. 
- 
-Removing a cybernetic attachment without proper surgery causes lasting physical trauma to the patient'​s body, dealing 1d4 points of permanent Constitution drain. (Except [[Mechalus]]) 
- 
-=== NUMBER OF ATTACHMENTS === 
-Only living creatures can have cybernetic attachments. In addition, a living creature can have a maximum number of cybernetic attachments equal to 1 + the creature'​s Constitution modifier (minimum 0) times two. 
- 
-(1+ConMod) x2 =Max # 
- 
-For example, a creature with a Constitution of 14 (+2 modifier) can have a maximum of six cybernetic attachments,​ while a creature with a Constitution of 9 (-1 modifi-er) can bear none. 
-A creature may have more cybernetic attachments installed on its body can it can bear. However, the creature gains 1 [[negative level]] per cybernetic attachment that exceeds its maximum allowed. For each negative level, the creature takes a -1 penalty on all [[Combat|skill checks]] and [[Combat|ability checks]], [[Combat|attack rolls]], and [[Combat|saving throws]], and loses one effective level or [[Combat|Hit Die]] whenever level is used in a die roll or calculation. Further, a character with [[Mindwalkers|psionic powers]] loses the ability to recover Vitality points lost from the use of psionic powers. This loss persists until the negative level is removed. 
- 
-Negative levels caused by having too many cybernetic attachments remain until the offending attachments are removed. 
- 
-=== CYBERNETIC IMPLANT SLOTS === 
-There are a limited number of spaces an organic being can have cybernetic devices implanted. Each creature has a number of locations that can be either flesh or cybernetic. Each location has a number of implant slots, representing the amount of space that can be taken up by cybernetic devices. 
- 
-== CYBERNETIC DEVICE LOCATIONS == 
-**Location Device Slots** 
-  * Head 3 
-  * Torso 4 
-  * Left Arm 3 
-  * Right Arm 3 
-  * Left Leg 3 
-  * Right Leg 3 
- 
-Filling all of the slots in a given location leaves just the minimal biomass required for the creature to keep functioning. 
- 
-It’s possible to stuff one more slot of implants into any given location, but doing so has the same effect as exceeding a character’s maximum total number of cybernetic attachments (ie, the character gains a negative level and must make a Cykosis save). 
- 
-Most cybernetic attachments take up one slot, though a few take two and a very few take none. The table shows a number of slots a standard humanoid has in each location. The number of slots does not vary based on Size, as bigger creatures require bigger implants and smaller creatures require smaller ones. 
- 
-=== BENEFITS AND DRAWBACKS === 
-Cybernetic attachments provide countless benefits to their recipients. For example, [[Enhancements|cybernetic eyes]] can bestow darkvision, improve the accuracy of the recipient'​s ranged attacks, or emit pencil-thin laser beams. A [[Head Enhancements|cybernetic brain implant]] can improve the recipient'​s response time in a crisis, protect against mind-influencing attacks, or increase the flow of adrenaline throughout the body. The possibilities of cybernetic technology are endless. 
- 
-Although the benefits make cybernetics very alluring, the drawbacks are equally discouraging:​ 
- 
-== 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]]. 
- 
-== NEGATIVE LEVELS == 
-Whenever a creature exceeds its maximum number of cybernetic attachments,​ it gains negative levels until the excess attachments are removed. 
- 
-== SUSCEPTIBILITY TO ATTACK == 
-External cybernetic attachments are subject to attacks as if they were objects worn by their recipients; see the rules for attacking objects in [[Combat]]. 
- 
-== MASSIVE DAMAGE EFFECTS == 
-Massive damage wreaks havoc with cybernetic attachments. Whenever a creature with cybernetic attachments fails a Fortitude save against massive damage, the GM should roll percentile dice and consult the [[Massive Damage Effects table]] to determine what happens. 
- 
-**Normal Effect:** The character immediately drops to -1 hit points and is [[Combat|dying]]. 
- 
-**Attachment Disabled:** One cybernetic attachment (determined randomly or chosen by the GM) ceases to function until repaired (10hr [[Repair (Skill)]] check, DC25). The character suffers the effects of the disability—as noted in the description of the cybernetic attacment—for as long as the attachment ​ 
-remains disabled. 
- 
-**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)]] 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. 
cybernetic_attachments.txt · Last modified: 2021/12/04 00:39 (external edit)