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Old 03-12-2018, 02:50 PM   #6
Kelly Pedersen
 
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Join Date: Aug 2005
Location: Saskatoon, SK, Canada
Default Re: [DF] Cyberware Questions

Quote:
Originally Posted by scc View Post
So I'm planing on making my cyberware more or less a Power, with it having Temporary Limitations (Does that even make sense?) on the Abilities of Electrical (-20%) and Unhealing (Total)(-30%).
That's pretty much exactly how Ultra-Tech and other sources of cybernetics have done it, so yeah, that makes sense. Ultra-Tech also puts Maintenance as a temporary disadvantage at some level on most cyberware, but you may want to avoid that, since a time-displaced person probably won't have the resources to maintain their own 'ware, resulting in a very-quickly-useless character.

Quote:
Originally Posted by scc
1. So in Unhealing actually a limitation on any implants? Sure they won't heal on their own, but most healing in DF is magical/clerical which I believe would actually fix any damaged implants.
I would say it is a limitation, yes. DF templates include traits like Rapid and Very Rapid Healing, which suggests to me that "natural" healing is expected to happen. And my own experience with DF bears that out, at least somewhat. The cleric gets tapped out on FP, or has just used all their healing spells on someone several times in a day, and just can't heal all the HP damage, and then natural healing kicks in. Or the cleric gets taken out!

However, I think it is reasonable to say that cybernetics can be healed with magic, but it takes different magic. Make up a Making and Breaking College spell that works like the various healing spells, but only works on machines, for example. This approach, though, means you will have to track damage to the character's regular body and cybernetic parts differently, which can get annoying. Bear that in mind.

Quote:
Originally Posted by scc
1a. How do implants heal? Is any damage they suffer just added to your total damage or does it need to be healed separately?
You'd need to track it separately. It all comes off the character's HP total, but you need to note if it was damage to their meat, or their metal. For example, say someone has 15 hp, and a bionic arm. If someone attacks their torso and does 6 HP, you just mark off 6 HP. However, if someone hits the arm, you'll need to mark off 6 HP from their total and note that it was 6 HP done to a cybernetic part. You probably don't need to track each part individually, fortunately.

Quote:
Originally Posted by scc
2. When a character is hit with electrical attacks how do I determine if any implants are damaged? And how much punishment can an implant take?
Implants don't have separate HP pools from the main character. If someone targets the hit location the implant is in, any damage done to the main character is the damage done to the implant. Implants will generally have the HP of the associated part, so, for example, a hit that does enough damage to cripple the character's arm will disable their bionic arm. For implants in locations not subject to crippling (artificial vital organs, for example), or those that take up less than the full body part (a bionic forearm, for instance), I'd set a number on 1d that needs to be rolled to hit the bionic part, when hitting the general hit location (so that bionic forearm might need to roll 1-3 on 1d to be struck when hitting the arm). For bionics in locations without crippling, I'd use the number needed to hit them to determine their HP threshold: 1 on 1d is 1/10th HP, 1-2 is 1/5th, 1-3 is 1/4th, and 1-4 is 1/3rd, and 1-5 is 1/2 HP. For locations with crippling, reduce the crippling threshold by one or more steps (steps are 1/2 HP - 1/3rd HP - 1/4th HP - 1/5th HP - 1/10th HP): 1 on 1d is 4 steps, 1-2 is 3 steps, 1-3 is 2 steps, and 1-4 is 1 step. 1-5 just uses the standard crippling threshold.

Quote:
Originally Posted by scc
3. Absolute Direction has a Requires Signal (-20%) limitation, how much would an Inertial limitation be worth?
Depends on what exactly you picture it doing. Could you give more details?

Quote:
Originally Posted by scc
4. My idea is that in cases where you replace an existing body part, you take the Disadvantage that removes that body part and then the Not version of the Disadvantage with the cost modifier, for example Blindness [-50] and Not Blind (Cyberware, -50%) [25], and probably something to represent the increased toughness of the replacement (It's made of metal) like Nictitating Membrane. Given that these have to be taken together, should I make them a Meta-Trait?
4a. Optional add-ons, like Accessory (Video Display) for my cyber-eyes example above, need to be linked with the package their added to, does anyone have any idea on how to do this?
The standard way to do this is to take the relevant Disadvantage for the missing body part, but apply a Mitigator to it to represent the cybernetics. Ultra-Tech suggests -70%, but that's for cybernetics that require maintenance, so if they're just Electrical and Unhealing, use -60% instead.

You should put the benefits of any cybernetic replacements into a meta-trait with the disadvantage. This includes both any benefit they directly provide (e.g., Nictating Membrane for a cybernetic eye), and any advantages they supply generally (for instance, that Accessory (video display) perk.
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