Small but important breakthrough in mechanical framing/connection:

Small but important breakthrough in mechanical framing/connection:

Small but important breakthrough in mechanical framing/connection:

Cybernetics and Biomods are Assets.

Prosthesis (Obvious and Subtle) are Class 0 Cybernetics

Transplants (Donated and Grown) are Class 0 Biomods

Higher Class Cybernetics and Biomods require biological and/or neurological support from the body. Bodies can support a maximum of Class 3, divided between any number of Cybernetics and/or Biomods.

Damage to Cybernetics and Biomods are represented as Debilities, the same way limbs and organs are (Cybernetics don’t heal naturally)

Thus Cybernetics and Biomods (and Mutations, through Biomods) are tied to the existing health, injury and healing systems. Huzzah

4 thoughts on “Small but important breakthrough in mechanical framing/connection:”

  1. From a practical standpoint, how do you see this working? Do you use the same upgrades available to other gear (provided there is an appropriate underlying story to support it)? Or, is there a list of cyberware and biomod upgrades in the pipeline?

    I am working on starting a game and would LOVE to incorporate this idea … just curious how it might be implemented without my usual method of overthinking a game-related problem to the point of it becoming unwieldy.

  2. (This is still in early dev, and may be subject to change)

    Basically, a cybermod or a biomod is designed like any other Asset: choose a number of upgrades from a list equal to its Class. The list will look very similar to the Attire and the Melee Weapon lists, if you’re looking for a taste of the possible combinations. This determine’s the mod’s function.

    However, since the shape of a mod varies wildly based on its intended function, the form must be determined as well. There’s a lot of leeway, as long as it’s A) cool, and B) narratively appropriate.

    In addition to a hard cap of 3 Class levels across all installed mods, no two mods can occupy the same space.

    Examples:

    Chameleonine: Class 1 Skin Biomod – Stealthy.

    Subdermal Plating: Class 1 Skin Cybermod – Armor +2.

    Servo Arm: Class 1 Back Cybermod – Prehensile.

    Tentacles: Class 2 Back Biomod – Prehensile, Flexible.

  3. That one is changing. Not sure how yet, but it will change.

    Probably something along the lines of “You can swap out Cybermods with a simple Patch Up”. Or if I’m feeling like throwing around some sweet sweet power creep: “Cybermods don’t count towards your Bodymod limits.”

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