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Old 06-09-2015, 05:27 PM   #1
Adelus
 
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Join Date: Jul 2007
Default Modular Cyberware - Part 2

Rather than resurrect the old thread here, I decided I'd just start a new one to continue off it with my new ideas and to re- iterate the problems I've been having. Also, this thread might be helpful reading as well.

So, there are some cases I'm still trying to resolve regarding characters with the ability to swap out cybernetic limbs and frames, whether they be in the form of gear or unique advantages.

First, lets just make an outline of such a character idea.

Lets say we have a cyborg, lets name her Anne.

Anne has a mostly stock body - whats left of the original, any way. Reinforced spine to handle stronger limbs and frames, maybe. Here are the important bits summarized, minus a few of the usual disads associated (I'll get to why after):
  1. She can swap out her arms and her lower body. This means, without any attachments at all, she would have... No Manipulators? And possibly Lame of the Legless variety?
  2. Her stock skin has been upgraded with an embedded Invisibility Surface, as per UT100.
  3. All of the parts she owns are designed to differing levels of compatibility - some lower-body frames can accept any attachments, and some arms might accept any hands, while others may come as a whole-package sort of deal.

Following that, lets make up a few such cyberware bits and bobs she can use.

For her arms:
  • A pair of Basic Bionic Arms, from the Live Better with Cybernetics Article.
  • A pair of Bionic Arms from UT. In addition, these can accept different hands.
  • A pair of, lets call them ATLAS-class lifter arms. These are built for enhanced lifting strength and durability. Take the normal Bionic Arms, throw +X Lifting Strength and +Y DR on them.
  • A pair of infiltration arms. These are bionic arms from UT with an upgrade to DX and, most importantly, their own integrated Invisibility Surface.

For her hands:
  • A pair of basic bionic hands.
  • A pair of bionic hands.
  • A pair of hands built for the infiltration arms - these also have the invisibility surface upgrades, and are designed to accept a plethora of tool and special digits like found in Live Better with Cybernetics. These won't be expanded upon, other than the fact they all also have Invisibility Surface.

For her lower body, she has two special frames:
  • A centauroid lower body frame, lets call it the MULE. It supports up to 4 legs, so this cyberware essentially grants Extra Legs (4 Legs), some DR, and Enhanced Move (Ground). These legs are integrated with the frame and cannot be replaced. This might increase her size modifier while in use.
  • A snake-like lower body frame. This just flat out gives No Legs (Slithers), along with Constriction Attack with Engulfing. Lets say it also has Invisibility Surface. It might also modify her size modifier when in use.

For legs:
  • A pair of Bionic Legs
  • A pair of reinforced TITAN-class legs to go with the ATLAS-arms. Probably something like Resistant to Knockback, more lifting strength and DR, etc. Nothing too important to go into detail.
  • A modified pair of Infiltrator Bionic Legs with Silence 4, Catfall, Super Jump 2, and Invisibility Surface upgrades.

So all that said, here is where I am having some problems.
  1. There are certain advantages that do not seem, at least to my quick searches, to cover being partial. Specifically, the invisibility granted by the Invisibility Surface. What happens when it's activated while using limbs that don't also have it? How would you stat limbs that have it when you don't on the rest of your body?
  2. Being able to modify a limb further, such as having arms which can further support different hands being swapped around, sounds like it should alter point cost to some degree. Detachable as a cost modifier in Live Better with Cybernetics covers this a little, but only for the stuff as gear, not unique and priceless (see: unpriced) advantages.
  3. Relevant to the last point, how would all this be represented on a sheet? Live Better with Cybernetics vaguely suggests that if you have a bunch of detachable limbs that you only pay for the highest point-value bionic part that can fit in a socket... but doesn't mention if that's cash-money or character points (more likely), or why someone who has 200 points of spare limbs in reserve pays just as much (nothing) as someone without spare limbs when the former clearly has more utility.
  4. How do you dictate how long it takes to detach and attach new limbs? There are several speeds at which you can do it - Detachable has options for easy snap-on/off as well as mild surgery taking 10 minutes and requiring tools. Alternative Abilities doesn't quite work, because by default that just lets you swap them with a ready maneuver... but considering you have to carry them around and take extra time to swap them out, it certainly has to be more limiting than Alternative Abilities are by default.
  5. Since the character at base, without any augments, is effectively under No Manipulators and Lame (Legless)... how does this affect the write-ups for cybernetic parts that often come with more specific associated disads such as Missing Legs (w/ Mitigator) for Bionic Leg?

A few final things:
  1. I'm not looking for solutions involving Modular Abilities. Aside from being monstrously expensive, that would be too broad compared to the limited set of cyberware.
  2. What considerations have to be made when gear accquired with cashmoney is involved, too?

Thanks in advance to anyone who read through all that, this turned up longer than I had anticipated.
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cyberware, cyborgs, limbs, modular, ultra-tech


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