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d20 Modern Cybernetics Idea....opinions anyone?
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<blockquote data-quote="Viktyr Gehrig" data-source="post: 521530" data-attributes="member: 9249"><p>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.</p><p></p><p> 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.</p><p></p><p> 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".</p><p></p><p> 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.</p></blockquote><p></p>
[QUOTE="Viktyr Gehrig, post: 521530, member: 9249"] 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. [/QUOTE]
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