From: | Alfredo B Alves <dghost@****.COM> |
---|---|
Subject: | Mo' bettah Cyberdoodads |
Date: | Mon, 27 Apr 1998 03:41:49 -0500 |
suggestions (thanks, oh great Guru) followed by some additional modifiers
and some gear (sorta). Enjoy :) (Make sure you've got your mailer set
to a fixed with font liked Fixedsys or the tables will look funny.)
-----Begin Original Message-----
Something about Cyberlimbs in Cybertechnology (pgs, 30-37, 49-53) irks
me.
<snip reasing behind original post>
Possible Solution:
Base Costs
Cyberpart Cost
Limb: 50k
Hand/Foot: 22.5k
Forearm/Lowerleg: 35k
Torso: 60k
Skull: 37.5k
Base stats are 0
Cost for Stats:
Cost per point of
Cyberpart Strength Quickness Body
Limb:
1-3 25k 14k 12k
4-6 150k 90k 75k
7+ 175k 110k 90k
Hand/Foot:
1-3 11k 6k 5k
4-6 68k 41k 34k
7+ 79k 50k 41k
Forearm/Lowerleg:
1-3 17k 10k 8k
4-6 105k 63k 53k
7+ 123k 77k 63k
Torso:
1-3 29k 17k 14k
4-6 180k 108k 90k
7+ 210k 132k 108k
Skull:
1-3 18k 11k 9k
4-6 113k 68k 56k
7+ 131k 83k 68k
Each Stat cannot exceed (current stat* + Body**) or (current stat* +4***)
whichever is lower. A cyber body part doesn't cost extra essence until a
cyberstat exceeds the chars natural stat +1, then the cost is as follows
(Body doesn't cost Essence):
Essence Cost For
Cyberpart Stregth Quickness
Limb: .4 .3
Hand/Foot: .15 .1
Forearm/Lowerleg: .25 .2
Torso: .3 .23
Skull: .3 .23
A cybertorso still halves essence costs of stat mods (which is already
figured into the calculations for modifications to a Cyber Torso)
*Unaugmented stat except add full bonus from physad abilities if
possessed, and 1/2 any modifications from Bio/cyberware (round down)
**use natural body except add full bonus from physad abilities if
possessed and 1/2 body modifications from Bone Lacing (Round Down)
***add 1/2 body modifications from Bone Lacing (Round Down)
Armor costs per point
Cyberpart Soft Hard
Limb: 10k 25k
Hand/Foot: 4.5k 11.5k
Forearm/Lowerleg: 7k 17.5k
Torso: 12k 30k
Skull: 7.5k 19k
Max armor rating is 1/2 the body of the limb or the average body of the
person in question (this was arbitrailerly (sp?) chosen, so if doesn't
make sense, that's why.) A natural looking (proportioned) Cyberlimb costs
+10% after all of the above costs, cannot have a stat which exceeds
current stat + 1 and cannot have more than 3 pts of soft armor and NO
hardened armor. On average, this should result in more expensive
cyberlimbs.
Tell me what you think ... does this sound like a good system or will it
restrict Cyberlimbs too much / too little?
-----End Original Message-----
Okay now for the (semi) new stuff:
I don't know if these costs make sense since I picked them kind of
randomly.
Cyberlimb coverings:
Cost*
Synthskin +20%
Plastic Skin +10%
Chrome +10%
Painted +varies
Matte Finish +5%
Glossy Finish +5%
Leather +15%
Rubber +15%
*For non-obvious cyberlimbs, Percentage increase is applied to Base cost
+ 1/2* Strength cost + Body cost + 2* Armor costs. For Obvious
cyberlimbs, Percentage increase is applied to all costs.
A cyberlimb with synthskin cannot have any pop-up/open-up/fold-out
components but can have small holes (ie for datajacks). A Cybergun (no
BF or FA) could still be mounted but would have to surgically
re-loaded...
Any pop-up/open-up/fold-out components built into a cyberlimb with
Plastic Skin or Chrome will be obvious.
Features:
EM Shielding
Cost: 15,000 per point
Effect: Gives ya protection from EM Pulses as well as some types of
cyberware scanners. Each point increases the T# of such devices by one.
Thermal Generators
Cost:
Cyberlimb: 30k
Hand/Foot: 14k
Forearm/Lowerleg: 21k
Torso: 36k
Skull: 23k
Effect: Maintains the cyberlimbs at normal body temperature. this
makes detecting cyberlimbs with thermal imaging harder but not impossible
(+4/+8 T#'s) since the temperature will fluctuate differently than the
rest of the body. Note that this is required for Cyberskulls and Torsos
if not for the rest of the body as well. (ie what happens if your
cyberpart (ie cyberskull) is at a drastically different temperature than
your internal organs (ie Brain) ?)
Built-in Holsters:
Some-one posted something about this so I thought I'd include it. :)
(wish I could give credit where credit's due )
Holster
Cost: 400
Effect: Not neccisarily a holster per se, but some kind of external (or
partial internal) mount for a gun. Use common sense when deciding what
can mounted where. (no rifle "holsters" mounted to your Cyberforearm
...)
Pop-out Holster
Cost: 1000
Effect: This is a pop-out (ala Robocop) version of the above. You
can't have anything bigger than a heavy pistol. Holster is opened by
some switch, button, or latch. A DNI controlled version is available as
per standard rules in Cybertechnology.
Cyberarm Gyromounts
Cost: See Cybertechnology or (points or recoil compensation)^2 * 30k
Effect: I don't understand why these cost extra essence so until
someone convinces me otherwise, these cost the standard 1 essence per
limb. Merry Christmas. *<:) Aside from this they work as normal.
If you have any ideas for more extras please append them. (in the same
format, if possible.)
Have fun :)
D. Ghost
(aka Pixel, aka Tantrum)
"For my first action I turn invisble ..."
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