03-11-2018, 10:33 PM | #1 |
Join Date: Mar 2013
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[DF] Cyberware Questions
Cyberware in DF does sound a bit strange, if you assume that the character is a Banestorm victim it's not that unreasonable, and DF already has a lot of wierd stuff in it.
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%). 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. 1a. How do implants heal? Is any damage they suffer just added to your total damage or does it need to be healed separately? 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? 3. Absolute Direction has a Requires Signal (-20%) limitation, how much would an Inertial limitation be worth? 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? |
03-12-2018, 12:02 AM | #2 | ||
Join Date: Oct 2016
Location: Mojave
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Re: [DF] Cyberware Questions
For inspiration, take a look at pyramid's first issue which has the article Necromantic Tools. I believe it has rules for undead arm replacements. The second thing I would suggest to look at is DF6: 40 Artifacts. It is more of a toolkit for legendary artifacts. So you could get ideas to make something like a bronze arm, of racial origin, within the Mad Gear King's tomb or an arch-wizard's clay prosthetic arm, of magical/material origin, that has switchable body part. Other than that I would think Powers is better than using Ultra-Tech for DF games for making prosthetic body parts in a dungeon fantasy game.
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03-12-2018, 12:58 PM | #3 |
Join Date: Nov 2005
Location: Midwest, USA
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Re: [DF] Cyberware Questions
Subbed because I'm always interested in a kinda-sorta He-Man sci-fi fantasy vibe in DF. I plan on using electro lasers and having robotical automaton soldiers, for example. There will, of course, have to be a villain with a cyborg eye and arm.
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03-12-2018, 12:58 PM | #4 |
Join Date: Sep 2004
Location: Canada
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Re: [DF] Cyberware Questions
Unhealing does not prevent magical healing. It solely is about natural healing - a cyber-arm that doesn't have something like nanotech healing stuff is definitely Unhealing.
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03-12-2018, 02:36 PM | #5 | |
Join Date: Dec 2007
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Re: [DF] Cyberware Questions
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03-12-2018, 02:50 PM | #6 | ||||||
Join Date: Aug 2005
Location: Saskatoon, SK, Canada
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Re: [DF] Cyberware Questions
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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:
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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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03-12-2018, 04:51 PM | #7 |
Join Date: Jun 2006
Location: On the road again...
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Re: [DF] Cyberware Questions
Power-Ups: Limitations gives a variation of Temporary Disadvantage called TD (Shutdown), which is essentially "the ability stops working as if affected by" the disad, which seems to just be an official statement of "this is how we intended it to work when we wrote Ultra-Tech".
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03-12-2018, 11:08 PM | #8 | |||||||
Join Date: Mar 2013
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Re: [DF] Cyberware Questions
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03-13-2018, 12:26 AM | #9 | ||||||
Join Date: Aug 2005
Location: Saskatoon, SK, Canada
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Re: [DF] Cyberware Questions
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However, if you assume that non-magical healing is not relevant, then you should definitely make at least a different spell to heal cybernetics, rather than allowing the standard healing spells to work, because otherwise, as you first suggested, Unhealing wouldn't be a significant limitation. Quote:
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I don't think it's that difficult to track damage to cybernetics in its own pool, though. Just make sure you know which hit locations have cyber in them, and keep track of which HP have been done to those areas and are thus unhealing. Quote:
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Tags |
cyberware, dungeon fantasy |
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