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cybernetic_attachments [2013/09/02 05:41]
storyteller
cybernetic_attachments [2021/12/04 00:39] (current)
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 ====== Cybernetic Attachments ====== ====== Cybernetic Attachments ======
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 Two kinds of cybernetic attachments exist: [[Replacements|replacements]] and [[Enhancements|enhancements]]. 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. +===== Construction and Repair =====
- +
-**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. 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. 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.
  
-=== Installation ​AND REMOVAL ​===+===== 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. 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.
  
 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]]) 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]])
  
-=== NUMBER OF ATTACHMENTS ​===+===== 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. 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 #+**(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. 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.
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 Negative levels caused by having too many cybernetic attachments remain until the offending attachments are removed. Negative levels caused by having too many cybernetic attachments remain until the offending attachments are removed.
  
-=== CYBERNETIC IMPLANT SLOTS ===+===== 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. 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 == +**Cybernetic Device Locations** 
-**Location Device Slots** +|**Location**| **Device Slots**| 
-  ​* ​Head 3 +|Head3| 
-  ​* ​Torso 4 +|Torso4| 
-  ​* ​Left Arm 3 +|Left Arm3| 
-  ​* ​Right Arm 3 +|Right Arm |3| 
-  ​* ​Left Leg 3 +|Left Leg3| 
-  ​* ​Right 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. 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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 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. 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 ​=== +===== 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.+Cybernetic attachments provide countless benefits to their recipients. For example, [[optic_plexus_cyberware|cybernetic eyes]] can bestow ​[[nightvision_optics_cyberware|darkvision]][[targeting_optics_cyberware|improve the accuracy of the recipient'​s ranged attacks]], or emit pencil-thin ​[[laser_optics_cyberware|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:​ Although the benefits make cybernetics very alluring, the drawbacks are equally discouraging:​
  
-== 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 ====
 Whenever a creature exceeds its maximum number of cybernetic attachments,​ it gains negative levels until the excess attachments are removed. Whenever a creature exceeds its maximum number of cybernetic attachments,​ it gains negative levels until the excess attachments are removed.
  
-== SUSCEPTIBILITY TO ATTACK ​==+==== 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]]. 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 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. 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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 **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. 
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 +{{tag>​cyb}}
cybernetic_attachments.1378100476.txt.gz · Last modified: 2021/12/04 00:44 (external edit)