Okay, I got a number of requests...

Body Sculpting
CTL9
Surgery: Light
Purchase DC: 10/ +3 per level
CFC: 0 XP Cost: 5 or 25 per level
This allows you to change the way you look. If you wish to make yourself look more beautiful, well that costs more. For each level bought you get a +1 cyber bonus to all charisma based skills, up to a maximum of +3 with this augmentation.

What do you mean by XP Cost: 5 or 25 per level?

Also I would change "you get a +1 cyber bonus to all charisma based skills" to "you get a +1 cyber bonus to all charisma based skill checks in situations where your appearance matters".

After all the angry dog you are trying to calm down (which Handle Animal) isn't going to care if you have had a face lift or not and having a tight butt isn't going to make you play the cello any better.
 

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Cyberarm
CTL10
Surgery: Serious
Purchase DC 18
CFC: 2
XP Cost: 500
This is the standard replacement limb cyberarm which has the base score of your Strength and Dexterity, though at additional cost this can be increased. For every +1 to the base Purchase DC you can increase either you Strength or Dexterity by one point, max being a +4 Strength and Dexterity enhancement bonus, also each point increases the CFC by 0.5. These bonuses only apply to that arm. You can do similar upgrades to other limbs as well. A cyberarm has 4 spaces available for various options. For no additional CFC cost, however, you can increase your Strength or Dexterity by using up your option spaces. 1 Option Space equals 1 point of stat increase. Cyberarms have a base structural hit points of 20 (destroyed at –10) and a punch from a cyberarm does killing damage as its base instead of subdual damage. For a cyberarm constructed in a CTL 12+ culture the cyberarm has 6 option spaces available to it.

You might want to point out that even if you have both arms strength enhanced it doesn't alter his carry capacity or what he can lift or drag, since most of that comes from total body strength and back muscles. You'll need a linear frame / exo-skeleton to do that.

I'm also concerned as to how a Cyberarm can improve your Dexterity, in one arm and what use that is. Its only likely to be useful for firing handguns, but I think this should be link in with slaving the arm to a targeting scope in the eye, on its own I don't see how a cyberlimb can have better hand eye or whole body coordination than a flesh one. (see more in my next post)
 

The Targeting Scope and Smart Targeting Chip seem to be the same thing to me, but give different bonuses and therfore can stack for a total of +5 to hit.

I think you would be better changing the two to be more individual.... here my suggestion.

Targeting Scope
CTL10
Surgery: Minor
MC: 500
CFC: 0
XP Cost: 75
Option Space:1
This modification to a projects a targeting reticule into the characters field of vision. When linked to a smart gun, via Neural Interface Plug the targeting reticle tracks the movement of the current aim point of the smart gun.
Used in this manner the character receives a +2 equipment bonus in hitting a target with a ranged weapon. Without a smart gun and neural interface plugs this modification provides no benifit.

and then change the Smart Targeting Chip, don't have it as a chip for a start, Chips in nearly every cyberpunk setting I've come across have no essese loss or humanity cost, or surgery as you just take them in and out of your chipware socket as and when you need them. I'm not sure why all your chips seem to have a moderate surgery cost? It's the Neural Processor that should have a serious cost, both financial and in surgery, as it involves mapping electrodes to you brain and nerves but once that's in the chips just jack into that.

So change Smart Targeting to something like below.

Smart Targeting
CTL10
Surgery: Serious
Purchase DC: 18 per level
CFC: 0.5 per level
XP Cost: 400 per level
Description: This operation installs a feedback loop between an existing cyberarm and targeting scope system. A standard Targeting Scope normal shows where the aimpoint of the gun is targeted, with this modification a feedback loop between the persons view point and the cyberarm holding the gun is created. Such that the cyberarm tracks the aim point of the gun to follow where the person is looking. I layman's terms it reverses the use of the targeting scope, you only have to look at what you want to shoot at and the smartgun will automatically be moved to aim at the target. As your cyberlimb responds, the targeting reticle will track across your vision until it is at the centre of your vision at which point it changes to a triangle to signify a 'lock' and all you need do is pull the trigger, sure in the fact you will be on target. Its like being in a jet-fighter, we like to call it our "street level sidewinder".

There is a small feedback delay in the most basic models or early models, but with additional neural pathways and improved servos. The system is automatically enabled when a smart-gun is 'jacked' in, and the safety set to off. Try to avoid early Russian models as they have a habit of engaging in stressful situation even when you don't have a gun in your hand, and you end up throwing your drink in your dates face.

Game Effect: Each level gives a +1 cyber bonus to attack rolls made with a smart gun, this stacks with the equipment bonus from using a smart gun and targeting scope.
 

Okay, I have read all the posts very carefully and here are some of my changes.

Experience Costs will be reflected on how much the character needs to learn and adapt to the abilities of the augmentation to his/her best advantage. No XP cost for the skinwatch. :)

I will also clarify surgical times for implanting these augmentations in the next version of the document and finalize the surgical system.

Also rework the bonus situation for these augmentations as well. Hopefully in a week or two I will have the file up. Thanks for all your useful input.

Bagpuss, do you think that this would be more reasonable than the original DV's for surgery?

Surgical Type DC
Minor 10
Light 15
Moderate 20
Serious 25
Critical 30
 

I'd reccomend setting the cyberlimb Strength bonuses to even only-- either one option gives +2, or make it +2 for two options, without allowing single point increases.
 

congratulations

I am sooooooooooooooooooooooooooooooooo GLAD that someone is working on this and actually coming up with something that is useful. I like what you wrote so far, and in time I will be able to offer suggestions but so far I have only given it a glance over. Good stuff so far for what you have come up with.
 

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