08-27-2014, 11:17 PM | #1 |
Join Date: Jul 2007
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Modular Cyborg - Statting?
Hello all. I was considering a hypothetical character and ran into a stumbling block.
The idea is a cyborg whose arms and lower body beneath the waist can be swapped out with different configurations as suits their needs. Now normally this would probably just be alternate forms, but how would one handle the fact the arms and the lower body can be changed independently of each other with alternate forms? Additionally, how does one handle this if this ability is common among cyborgs in the setting, and there exist platforms that can be purchased or rented, making it less of an individual character trait and more of a Gear/Equipment thing? |
08-27-2014, 11:57 PM | #2 | |
Join Date: May 2008
Location: CA
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Re: Modular Cyborg - Statting?
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Anyways, I'll see about putting together a nice little rule set for this later. The basics of it would be that you'd have a main trait set that makes you a cyborg and allows you to switch out your arms/legs/other implants, and this advantage would increase in cost based on how powerful or extensive your cybernetics are, and the actual legs/arms/etc would just cost money rather than CP, but would be built using something like the Metatronic Generators method (whereby abilities are bought with CP but then converted to cash money). |
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08-28-2014, 12:16 AM | #3 |
Untagged
Join Date: Oct 2004
Location: Forest Grove, Beaverton, Oregon
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Re: Modular Cyborg - Statting?
Full price for highest point set of limbs, and 1/5 price for each additional advantage?
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08-28-2014, 02:45 AM | #4 |
Join Date: May 2013
Location: Ellicott City, MD
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Re: Modular Cyborg - Statting?
I'm thinking Modular Abilities here. Seems like a good fit, really.
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08-28-2014, 03:31 AM | #5 |
Join Date: Nov 2009
Location: Oregon
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Re: Modular Cyborg - Statting?
I think it really comes down to how the setting handles cybernetics, which would largely be a function of how pervasive they are. In a Supers campaign, where any Cyborg is likely to be a unique snowflake, the Alternative Abilities or Modular Abilities approach fits best.
In a Cyberpunk or Transhumanist game where anyone can purchase a new limb for cash, cybernetics become standard gear and points shouldn't be charged for them. I'd build the character with the appropriate Missing Limb disadvantages with a technological Mitigator, then add the equivalent of a Weapon Mount [2] as a modular equipment attachment point. |
08-28-2014, 05:52 AM | #6 |
Join Date: Dec 2008
Location: Behind You
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Re: Modular Cyborg - Statting?
Isn't this the exact reason for the Module Abilities rule?
The idea that you can swap abilities and be unable to use two different ones at the same time? |
08-28-2014, 08:32 AM | #7 | |
Join Date: May 2008
Location: CA
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Re: Modular Cyborg - Statting?
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Vierasmarius has the right idea - if the limbs are intended to be as pervasive as gear, they should be treated roughly as such. |
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08-28-2014, 08:42 AM | #8 |
Join Date: Jan 2005
Location: Gothenburg, Sweden
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Re: Modular Cyborg - Statting?
Sounds like an excellent candidate for Alternative Abilities. When you have a fixed catalogue of options, I always go for Alternative Abilities.
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08-28-2014, 09:01 AM | #9 |
Join Date: Nov 2009
Location: Oregon
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Re: Modular Cyborg - Statting?
Something to consider when using AA for this is that, by default, that requires a single Ready action to switch abilities (or instant for switching between attacks). Cybernetics which must be manually replaced would of course take a lot longer to switch. I'm not sure the best way to price that - it could be Extra Time, but that would increase the time for every activation of the power, not just the time to switch. Perhaps use Extra Time but halve the limitation value.
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08-28-2014, 09:27 AM | #10 | |
Join Date: Jun 2013
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Re: Modular Cyborg - Statting?
Quote:
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Tags |
cyborgs, modular, powers |
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