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Old 05-19-2013, 04:09 PM   #11
johndallman
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Default Re: Cyberpunk-style "Splicer" template

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Originally Posted by Seamonster View Post
I suppose Armoury would only apply if the template also makes weapons to be implanted...
Or modifies them for implantation. It may be an optional skill in the template; they should allow for some specialisation.
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Pharmacy (Synthetic) is "The skill of preparing drugs under 'laboratory' conditions. To prescribe drugs, use Physician skill."
Again this might well be an optional skill - I was considering it for making drug mixtures, preparing drugs for administration in strange ways necessary for cyborgs, checking safety for cyborgs with weird metabolisms and the like.
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Old 05-19-2013, 04:16 PM   #12
vicky_molokh
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Default Re: Cyberpunk-style "Splicer" template

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Again this might well be an optional skill - I was considering it for making drug mixtures, preparing drugs for administration in strange ways necessary for cyborgs, checking safety for cyborgs with weird metabolisms and the like.
Indeed, once you encounter someone with Unusual Biochemistry, things get complicated fast.
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Old 05-19-2013, 04:28 PM   #13
Seamonster
 
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Default Re: Cyberpunk-style "Splicer" template

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Indeed, once you encounter someone with Unusual Biochemistry, things get complicated fast.
This game is only humans and robots.

Thanks for all the advice. Any ideas for advantages/disadvantages suitable for this template? The Splicer isn't really meant to be an organlegger, or street rat, though either could apply.
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Old 05-19-2013, 04:51 PM   #14
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Default Re: Cyberpunk-style "Splicer" template

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Originally Posted by johndallman View Post
Or modifies them for implantation. It may be an optional skill in the template; they should allow for some specialisation.

Again this might well be an optional skill - I was considering it for making drug mixtures, preparing drugs for administration in strange ways necessary for cyborgs, checking safety for cyborgs with weird metabolisms and the like.
Ehhhh. The thing is, physicians already have to know what different drugs are and how they work in order to prescribe them - it's not like they make a diagnosis and then look up the diagnosis on a giant table to know what to prescribe. (At least, not routinely.)

OTOH, while pharmacists know a lot about drugs, probably more than the physicians, they don't actually know enough to create new ones (or if they do, it's because they have other skills, like Chemistry).

I guess I would argue that physicians typically have specialties, even if they're not mechanically explicit, and a physician might have a familiarity penalty to recognize, predict adverse interactions with, or correctly prescribe or administer a drug that falls outside their scope of practice, whereas a pharmacist would take no penalty since "drugs" effectively is their scope of practice. But that's an edge case, and it wouldn't apply to a character who specializes in cyborgs working with cyborgs anyway.
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Old 05-20-2013, 08:45 AM   #15
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Default Re: Cyberpunk-style "Splicer" template

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According to Ultra Tech, p. 208, Mechanic (Robotics) is used to repair cybernetics; Electronics Operation (Medical) or Diagnosis to detect concealed cyber-parts; and Surgery for implanting cyberwear.
I was thinking that the Mechanic (Robotics) would cover cyber-arms and legs, the armature and gyros and whatnot for moving eyes in their sockets, etc, but that for mounting or repairing specialised equipment- IR eyes, neural implants, implant computers, ie electronic stuff- you'd use your Electronics skill.
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Old 07-25-2019, 05:59 AM   #16
Gungral
 
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Default Re: Cyberpunk-style "Splicer" template

Instead of specializing surgery, make cybernetic surgery a hard technique. Buy up to+4 for installing and removing cybernetic components. With prerequisites like Mechanic (Cybernetics) and Physiology (human body). The penenties will be base on the complexity of the cybernetics and surgey difficulty, from 0 to -10.
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