User avatar
silverfoxdmt73
Topic Author
Posts: 234
Joined: Thu 24 Aug 2017, 12:53

New Cybernetic/bio-sculpt Talents.

Mon 28 Aug 2017, 22:38

I was thinking of adding a few more cybernetic/bio-sculpt Talents...

Reinforced Skeleton: The subjects bone structure is especially dense, making it very durable and resistant to damage. Subject weighs 1.5 times normal as a result. Gains +1 Force and +4 HP. -1 Dexterity and -1 Stealth. Also ignore first Broken bone critical.
Cost: 8,000 birr.

Lightweight Skeleton: Desirable amongst those living in space or confined spaces. A a common sculpt among fighter pilots and assassins. The subject weighs 0.75 normal. Gains +1 Agility, +1 Dexterity, -1 Force, -2 HP. Broken bones take twice as long to heal.
Cost: 9,000 birr
 
User avatar
silverfoxdmt73
Topic Author
Posts: 234
Joined: Thu 24 Aug 2017, 12:53

Re: New Cybernetic/bio-sculpt Talents.

Sat 03 Feb 2018, 12:41

Celer-Delekta "Situational Awareness" Cortex Implant.

This small (1cm diameter, 2mm thickness) disc like implant is connected to the recipients brain stem and taps directly into their central nervous system. It takes 3d6 days to fully integrate, until then the character suffers a -1 penalty to all Agility rolls.

Once the implant has settled however, the benefits become active. The implant feeds additional information on the world around the character, providing a better picture of their surroundings. Sound and visual cues are enhanced and fed back to the host and even the movement of air molecules against the skin are used to build a picture of any physical activity within a ten meter radius, even that behind walls or other objects.

Game Effects: The implant can be used to prevent Surprise or Sneak Attacks launched from Close or Short Range. (Once the GM has decided to trigger such an attack the controlling player has the choice to use their implant to negate the bonuses the attacking NPCs would usually gain.)

Cost: 25,000 birr.
Darkness Points: 1 DP if used against Close Range attacks or 2 DP against a Short Range attack.


Celer-Delekta Enhanced "Situational Awareness" Cortex Implant.

As above, the Enhanced SAI provides the recipient with an improved mental picture of the world around them and allows them to react quicker to any threats to them. The enhancements made to the implant allow them to exploit weaknesses in their foes that would not normally be apparent to un-enhanced combatants.

Game Effects: In addition to the above abilities, the host gains a +1 bonus to both Melee and Range Combat skill rolls and additionally any armour worn by their targets has a -2 reduction in it's effectiveness as the enhancements provided highlight any weak spots in the armour.

Cost: 50,000 birr.

Darkness Points: As with the standard implant, in the first round of combat when preventing Surprise or Sneak Attacks the costs are 1 DP if used against Close Range attacks or 2 DP against a Short Range attack. Also, for every round of combat when taking advantage of the Enhanced bonuses 1DP is generated.


Let me know what you think of these ideas/costs... Feedback appreciated.

And, yes, I've been watching Altered Carbon.

Who is online

Users browsing this forum: No registered users and 1 guest