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cybernetic_attachments [2013/11/07 19:56]
storyteller [Electricity Vulnerability]
cybernetic_attachments [2021/12/04 00:39]
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-====== Cybernetic Attachments ====== 
-Two kinds of cybernetic attachments exist: [[Replacements|replacements]] and [[Enhancements|enhancements]]. 
  
-===== 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)|Repair]] 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. 
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-===== Installation and Removal ===== 
-Installing or removing a cybernetic attachment, regardless of whether it's a replacement or enhancement,​ requires a successful [[Treat Injury (Skill)|Treat Injury]] check. A character with the Cybernetic Surgery feat suffers no penalty on the check. 
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-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 species|Mechalus]]) 
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-===== 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. 
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-**(1+ConMod)x2 = Max #** 
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-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 [[systems|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 [[psionics|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. 
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-Negative levels caused by having too many cybernetic attachments remain until the offending attachments are removed. 
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-===== 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. 
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-**Cybernetic Device Locations** 
-|**Location**| **Device Slots**| 
-|Head| 3| 
-|Torso| 4| 
-|Left Arm| 3| 
-|Right Arm |3| 
-|Left Leg| 3| 
-|Right Leg |3| 
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-Filling all of the slots in a given location leaves just the minimal biomass required for the creature to keep functioning. 
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-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). 
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-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. 
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-===== 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. 
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-Although the benefits make cybernetics very alluring, the drawbacks are equally discouraging:​ 
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-==== 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_cyberware|Anti-Shock Implant]]. 
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-==== Negative Levels ==== 
-Whenever a creature exceeds its maximum number of cybernetic attachments,​ it gains negative levels until the excess attachments are removed. 
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-==== 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]]. 
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-==== 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. 
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-**Normal Effect:** The character immediately drops to -1 hit points and is [[Combat|dying]]. 
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-**Attachment Disabled:** One cybernetic attachment (determined randomly or chosen by the GM) ceases to function until repaired (10hr [[Repair (Skill)|Repair]] check, DC25). The character suffers the effects of the disability—as noted in the description of the cybernetic attachment—for as long as the attachment ​ 
-remains disabled. 
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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). 
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-**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. 
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-{{tag>​cyb}} 
cybernetic_attachments.txt · Last modified: 2021/12/04 00:39 (external edit)