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Old 01-30-2012, 12:48 PM   #11
Lord Carnifex
 
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Default Re: [MA, Cyberpunk] Perk: Cyborg Familiarity

You could also make familiarity with this type of cyborg (however broadly you wish to draw those types) be a prerequisite for Cyborg Body Language (this type).
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Old 01-30-2012, 06:31 PM   #12
vierasmarius
 
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Default Re: [MA, Cyberpunk] Perk: Cyborg Familiarity

Depending on how common cybernetics is in the setting, it might make sense to have the perk provide a bonus, rather than act as a prerequisite. After all, the implication is that the vast majority of people would be unable to attempt using skills like Body Language on someone who is at least a partial cyborg. If the perk unlocks new actions, they should be ones that wouldn't work on non-cybered foes (ie, using a gadget made from a TV remote's IR emitter to momentarily blind him, or knowing where the power cell is on his arm to disable it with a single shot.)
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Old 01-31-2012, 12:28 AM   #13
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Default Re: [MA, Cyberpunk] Perk: Cyborg Familiarity

Quote:
Originally Posted by vierasmarius View Post
Depending on how common cybernetics is in the setting, it might make sense to have the perk provide a bonus, rather than act as a prerequisite. After all, the implication is that the vast majority of people would be unable to attempt using skills like Body Language on someone who is at least a partial cyborg.
Yeah, i had a similar idea.

Instead of bloating skills to include Body Language (Cyborg), just keep Body Language as is, then Cyborg Familiarity gives you a couple of extra tricks, like spotting concealed cyberware, rating his DX or ST bonuses, or identifying things like Combat Reflexes or Independent Targeting (sic). Basically the types of things available on MA100 under Evaluate with Body Language.

I don't see it being especially useful for Empathy or Detect Lies, unless the GM is using the Physiology Modifiers on B181. A partial cyborg could count as -1 or -2, while a full cyborg probably has the Machine Metatrait, meaning no roll is possible. Cyborg Familiarity could give a bonus to them, or even count them as "members of the same species" and negate the penalties.
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Old 01-31-2012, 06:56 AM   #14
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Default Re: [MA, Cyberpunk] Perk: Cyborg Familiarity

After a trawl through Martial Arts, the thing I'm looking for to copy what the instructor used against Batou might be the Sensitivity skill (MA62).

Success on it gives +1/+2 to close combat attacks and defenses, which can translate into the sought after Deceptive Attack bonus.

The write-up as is might need to be fiddled slightly, but mostly it's good.

Cyborg Sensitivity
Prereqs: Cyborg Familiarity perk, Armoury (Cybernetics) 15+, Karate/Judo/Boxing/Wrestling 15+
Cyborg Sensitivity represents sensitivity to and knowledge of a cyborg’s electronic, programming and timing weaknesses.
You have to concentrate on one opponent so you can detect and synch with his prosthetic blind spots, timing gaps and arcs of movement. The opponent must be in close combat with you and either touching you, visible, or detected with your own scanning senses – and roll against Sensitivity. This is a free action on your turn.

Modifiers: as per Sensitivity. Electronics or Cybernetic-style Talents add.

Success works as per Sensitivity.

Does this seem reasonable?



For things like Wrench Cyberlimb and the locks and holds, they would be designed as techniques with some bonus to damage against cyberlimbs only, representing knowing which hardpoints to lock onto and angles to push through.

Because the Machine Metatrait doesn't have Homogenous, machines are presumably still vulnerable to such attacks. As a counter, cyborgs should commonly take Resistant to Wrench/Neck Snap at the +3 or +8 levels, written up as Reinforced Joints, but basically following Resistant on MA47.
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