d20 Modern Cybernetics Idea....opinions anyone?

Bagpuss said:


Can you (or anyone) give me a literature reference to cyberpsycosis? I can't think of any in William Gibson's work and he's pretty much the father of the cyberpunk genre.

To me, Gibson hinted at it. In Nueromancer, the main character had serious drug habits related to them stress of his hacking hardware and habit. The thug chick (sorry, it's been a while, i cant recall names) he ran around with had a serious case of itchy trigger finger, he combat hardware seemed to amplify her violent tendencies and make her paranoid.

That said though, I think the insanity aspect is better left to roleplaying, I'm more in favor of something like ability scores decreases or XP penalties for getting gear.
 

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All listings are as follows:
Effect--Base Price--Example

Ability Enhancement Bonus -- Bonus Squared x $2000 -- +2 STR Arm = $8000 & 320xps
Armor Enhancement Bonus -- Bonus Squared x $3000 -- +2 AC Laced Bones = $12,000 & 480xps
Save Bonus, Fortitude -- Bonus Squared x $2500 -- +1 Antitox Filtration = $2500 & 100xps
Save Bonus, Reflex -- Bonus Squared x $2000 -- +2 Evasiopack MkII = $8000 & 320xps
Save Bonus, Will -- Bonus Squared x $3000 -- +3 Ironwill NMB = $9000 & 360xps
Initiative Bonus -- Bonus Squared x $1000 -- +4 Initiative = $16,000 & 640xps
Combat Modifier -- Bonus Squared x $5000 -- +1 Retinal Targeting Sight = $5000 & 200xps
Built-in Melee -- Weapon Cost** x 10 + $2000 -- Monofilament Whip $30,000 & 1200xps
Built-in Missile -- Weapon Cost** x 10 + $5000 -- Glock 9mm $12500 & 500xps
Haste -- $20,000 (800 xps) -- Neural Boost; drains 1d4-2 Str/Round, lasts 6 rounds.*

Perception Enhancer, Listen -- Bonus Squared x $500 -- Whisper Mark III, +6 Listen = $18,000 & 720xps
Perception Enhancer, Search -- Bonus Squared x $500 -- Detecto-Ease Mark I, +2 Search = $2000 & 80xps
Perception Enhancer, Spot -- Bonus Squared x $500 -- Camogone Mark II, +4 Spot = $8000 & 320xps
2 Perception Enhancers -- Combined Bonuses Squared x $800 -- +1 Spot with +2 Search = $7200 & 288xps
3 Perception Enhancers -- Combined Bonuses Squared x $1200 -- +2 Listen, +2 Search, & +2 Spot = $43,200 & 1728xps
Low-Light Vision -- $30,000 (1200 xps)
Darksight -- $90,000 (3600 xps) -- System translates all sorts of physical input into a visual

Movement Enhancement, +5’ -- $10,000 (400 xps)
Movement Enhancement, +10’ -- $20,000 (800 xps)
Movement Enhancement, +15’ -- $30,000 (1200 xps)
Movement Enhancement, +20’ -- $40,000 (1600 xps)

XPS cost = $ Cost/25. If you use the Wealth Modifier these can be translated to Wealth using the chart in the D20 book.
* Regain 1 Str per hour.
** Base this on weapons found on the Equipment list.

To determine the number of enhancements that a person can handle before their personality begins to warp is based on the following:
(Dex-10) + (Con-10) + (Wis-10) + (Cha-10) = Cybernetic Threshold.
Dexterity = Neural Integrity; Constitution = Physical Integrity; Wisdom = Mental Stability; Charisma = Sense of Self.

All of the Ability Modifiers for this formula are counted from before the character ever received his first Cybernetic Upgrade. For each point the recipient has in Cyber-Threshold he can take on 200xps worth of Cyberware without his mental stability becoming a factor.

Therefore Jim with a 14 Dex; 12 Con; 11 Wis; and 13 Cha has a CT of 10, and can handle 2000xps of Enhancements without threat to his mental stability. For every 200xps (or fraction thereof) in excess of the CT the recipient loses 1d20 from his Sanity. Sanity will be handled as per Call of Cthulhu... for the most part.

I handle Sanity loss mostly as a roleplaying gauge. As the Sanity of the recipient slips away I adjust his perceptions by altering the way he see the world and the way it reacts to him. If a player tries to metagame his way through it (i.e. ignoring what the PLAYER thinks are just addled perceptions) I respond with game mechanic modifiers to his rolls and such.

The XPs allowed per point of CT can be altered to fit your game if you want to see more or less cyberware on your players.

New Feats:
Cyberphilic: Add +3 to your Cybernetic Threshold. This feat may only be taken once.
Cybersoldier: Add +2 to your Cybernetic Threshold. This feat may only be taken once. Pre: Cyberphilic.
Cyberwarrior: Add +1 to your CT. This feat may only be taken once. Pre: Cybersoldier.


***
Anyway, that's just another way to invent the wheel. :D

--Benedict--
 

Blacksad said:
It's not litterature, but anyway:
Armitage III and Blade Runner feature not totaly human character who becomes crazy due to this non-humanity. Most character do not have this problem, just the extreme.

Blade Runner is literature based.. Do Androids Dream of Electronic Sheep by Philip K. Dick. Although in that case the insanity is from people trying desperately to stay alive... not from any sort of cyberware.
 

I posted the Blade Runner exemple, because it showed the means that enhanced people were using to get what they wanted, being desperate doesn't means killing people.

Also, another means to do Cyberware would be using FCTF, inside of the book there is a gadget restriction if the power comes from a device inside of you.

You also have a gp<->Hero point table.

The thing that is missing would be a defect if you get a power with a cost above your level+3 (using the insanity rules of the kargatane?).
 
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Blacksad said:
I posted the Blade Runner exemple, because it showed the means that enhanced people were using to get what they wanted, being desperate doesn't means killing people.

Also, another means to do Cyberware would be using FCTF, inside of the book there is a gadget restriction if the power comes from a device inside of you.

You also have a gp<->Hero point table.

The thing that is missing would be a defect if you get a power with a cost above your level+3 (using the insanity rules of the kargatane?).

Using 4CTF, I'd assign a Hero Point cost to each possible cyberware device. You can get 'ware installed at any time, but if you don't have any Hero Points to spare, you have to take Hero as your next class level to get those points. I'd allow people to go past one whole level of Hero, as well-- especially if I removed the Hero's (already weak) BAB, Saves, and HD progression. They're still having to pay money for the upgrades, but they'd also be stopping themselves from advancing in skills for a couple levels, which is a more pressing concern in modern/futuristic games.

If you wanted to limit the total amount of cyberware a person could have implanted, set a limit on the number of Hero levels (probably renamed to Cyber levels) that any character can possess.

To reflect refined cyberware that places less strain on the body, you could use item cost as a restriction, per item-- so, the slightly refined model saves you 1-2 Hero Points, but costs twice as much, and so on. This would ge like Shadowrun's cyberware "grades".

I don't know what system to use to seperate organic implants (bioware) from electronics (cyberware), though, and I don't know how to use a Hero Point system to have cyberware damage the recipient's ability to use magic, again like Shadowrun.
 

Well, let's see. Cyberpunk 2020 and Shadowrun have separate stats to determine a character's "threshold." I forget what CP2020 called it, but SR calls it "Essence," which, incidentally, is the stat that determines a character's spellcasting ability as well, so you don't have super-cyber-mages.

You could come up with a separate, absolute threshold for installing cyberware (a new stat), or you could establish a threshold somehow based on existing stats.

One solution might be a combination of suggestions you've already received. Add up the character's Constitution (physical ability to withstand invasive surgery), Wisdom (sheer will to hang on), and Charisma (empathy) bonuses to determine how much cyberware he can take. This deals with the "one-stat to rule them all" problem.

I would also suggest that you include an EXP cost as well as a monetary cost for taking cyberware because it's not really like getting new equipment when it can't be taken away.
 

Synicism said:
Well, let's see. Cyberpunk 2020 and Shadowrun have separate stats to determine a character's "threshold." I forget what CP2020 called it, but SR calls it "Essence," which, incidentally, is the stat that determines a character's spellcasting ability as well, so you don't have super-cyber-mages.

Humanity...

Anyways, I'd take a nod for d20 CoC and make cyberwear give 'sanity' damage depending on how major it is and how 'inhuman' the effect is.

Getting a cyberjack might cost you 1 point if you fail the save.

Getting you're brain put into a spikey and overarmed Mk-10 Killo-Zap Death Bot will probelly make you go totally freckin' nuts.

I'll post more later
 

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