User Tools

Site Tools


cybernetic_attachments

Differences

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

Link to this comparison view

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}}
cybernetic_attachments.1383854155.txt.gz · Last modified: 2021/12/04 00:43 (external edit)