12-08-2011, 02:28 AM | #1 |
Join Date: Oct 2011
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Cybernetic Diagnostic Arm
Finally our campaign is about to start. Last week was character brainstorming. Today will be character creation and an intoducory session.
We are creating mutations and cybernetics with the Basic Set and this article Better, Stronger, Faster. One of my players would like to have a cybernetic arm with built in diagnostic tools and maybe healing abilities. I have troubles finding appropiate rules for such a thing. One obvious option would be the Healing advantage (B59), but it's 30 points, and we start with 100 point characters, so that's pretty steep. Also another player will maybe play a tribal medicine man, and if the doctor had a cyber-arm with this powerful healing ability, I guess there wouldn't be much need for tribal esoteric medicine. I was thinking to just say the arm contains a First Aid Kit and Surgical Instruments (B289), purchased as Signature Gear. A question about the point cost: this wouldn't cost more than the avg staring wealth, so this means it would cost just one CP? Is there also some equipment that helps with the Diagnosis skill? He also suggested his arm was unreliable. Can you put the Unreliable modifier on Signature Gear? I guess there could be something tailor-made in High-Tech, Ultra-Tech, or Bio-Tech, but I don't have these (yet :)). Any ideas, suggestions? |
12-08-2011, 03:22 AM | #2 |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: Cybernetic Diagnostic Arm
Depends on campaign. In a more-or-less realistic TL9 campaign, this is likely to be either Signature Gear or an Accessory Perk (medical tool set). UT and BIO have a bunch of medical tools listed - you might want to pick some from them.
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12-08-2011, 03:33 AM | #3 |
Join Date: Oct 2011
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Re: Cybernetic Diagnostic Arm
It's a post-apocalyptic (post WWIII) campaign, with some pre-war high-tech stuff still available. Realism is not the main goal.
I don't have Ultra- or Bio-Tech. Could you cite me some equipment? Or is this not allowed? Ordering them will take to long before character generation, and I only really need this diagnostic arm, everthing else we'll manage to do with the Basic Set. The first book I will order is probably High-Tech for the all the stuff the PCs find in the wastes. |
12-08-2011, 03:38 AM | #4 | |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: Cybernetic Diagnostic Arm
Quote:
Each level of Signature Gear provides Base Starting Wealth * ½ worth of an item (or thematically linked kit of items). Last edited by vicky_molokh; 12-08-2011 at 03:49 AM. |
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12-08-2011, 03:54 AM | #5 | ||
Join Date: Oct 2011
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Re: Cybernetic Diagnostic Arm
Quote:
I also found some medical gear in GURPS Fallout: e.g. Quote:
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12-08-2011, 03:58 AM | #6 | |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: Cybernetic Diagnostic Arm
Quote:
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12-08-2011, 04:21 AM | #7 | |
Join Date: Oct 2011
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Re: Cybernetic Diagnostic Arm
Quote:
E.g. First Aid Kit (Basic Set) gives +1 to First Aid skill, costs 50$. First Aid Kit (Fallout) gives +1 to First Aid skill, costs 400 bottlecaps (1 bottlecap = 1 GURPS $). But it makes sense that in a post-apocalyptic world the prices of weapons, medical gear and survival stuff are much higher. |
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12-08-2011, 04:26 AM | #8 |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: Cybernetic Diagnostic Arm
Well, under that assumption, where any medical gear is rare, having a kit always with you and enjoying plot protection (i.e. if it breaks, you're likely to find a fix soon) makes it quite worth it, IMO. But I'd still prefer a full surgery kit (Black Bag + miscellanea) to an ultra-tech diagnostic tool. Just more versatile.
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12-08-2011, 04:51 AM | #9 | |
Join Date: Oct 2011
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Re: Cybernetic Diagnostic Arm
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A TL9 first aid kit would be 50*2^4*2 = $1600 TL9 surgical tools 300*2^4*2=$9600 Thats more that 2 times starting wealth => 5 CP Put in some diagnosis kit for base price 50 for an extra 1 CP. |
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