11 thoughts on “Sean Gomes​ – how would you handle cyber tech?”

  1. Alfred Rudzki came up with a very elegant design for cybergear: the “Implanted” tag for any Attire. Basically it takes up an Upgrade slot, which usually means that you need at least a Class 2 Attire to have anything useful implanted. Totally stealing that for FBH, btw Alfred.

    Basically:

    Asset with Implant = Minor cybernetic component inserted in body.

    Skill from Cybernetic career = Fundamental modification of muscles, skeletal structure, internal organs, nervous system or cerebral cortex.

    I’ll try to knock together a preview of the Cybernetic class this week, but no promises; I’m really trying to finish up writing The Core.

  2. So it turns out that I have my scratch sheet for Cybernetics in my email drafts. Notice: these are very rough and are subject to change.

    CYBERNETIC CAREER

    Harder: You count as a vehicle when taking damage (reduce the severity non-Penetrating damage by one before bracing For Impact). You can be repaired by the Repair skill.

    Better: You can install up to three separate Implanted Assets instead of just one. Removing, replacing or repairing one of your Implanted Assets is a simple Patch Up, rather than a surgical procedure.

    Faster: When moving freely, you can run up walls, hop from building to building, outrun vehicles, etc. You can describe incredible feats of acrobatics and speed as part of your Moves (eg.: catch bullets).

    Stronger: Your unarmed and melee attacks gain Destructive, Impact and Penetrating.

    Technologic: You can Access nearby computer systems with a thought, communicating directly with them.

  3. Alternate build: Brutal Military Cybernetic with Toughness, Harder, Heavy Lifting and Stronger. Give her a full suit of heavy armor (Class 2 Attire, Armored, Carapace (+ 5)) and let her punch oncoming trucks.

  4. They would all fall under the same “acrobatic feats”, the list of things are just examples. Maybe I’ll reword it to be more clear.

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