This shows you the differences between two versions of the page.
Both sides previous revision Previous revision Next revision | Previous revision | ||
cybernetic_attachments [2013/11/07 19:55] storyteller |
cybernetic_attachments [2021/12/04 00:39] (current) |
||
---|---|---|---|
Line 40: | Line 40: | ||
===== 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 ==== | ||
Line 63: | Line 63: | ||
**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}} |