Jump to content
lyinggod

Cybernetic Hardpoints

Recommended Posts

The list of available cyber (or g-mod) implants is rather short. Has anyone thought of adding Hardpoints or something similar to allow for additional cybernetics in arms, legs, cyber-eyes, etc. perhaps borrowing from Shadowrun or Cyberpunk. This would be similar to Essence in Shadowrun. I am not suggesting spending 0.1 strain or having dozens of hard points in arms or legs allowing for installation of a plethora of cybernetics. Instead allowing for more cyber-benefits beyond +1 brawn/agility. Perhaps making the stock cyberarm a Type 1 implant with a Type 2 cyberarm having 4 hardpoints and costing 3 times as much. A Type 3 (perhaps the highest model) has 8 hardpoints. Type 2 & Type 3 Cybernetics can blow out on a dispair, when Sundered, a bunch a threat a generated, etc.

The above are just arbitrary values to illustrate the idea.

Share this post


Link to post
Share on other sites
Posted (edited)

It seem to me that FFG has moved away from crunchy gear crafting and customization. This seems to be a reaction to how game-breaking the Special Modifications EtoE supplement was.  Additional customization to Cybernetics means each of those will have to be balanced against cost, availability, amount, and the type of cybernetic in which it can be installed. While this seems likes something that would exist in the Android universe, balancing such a thing is a nightmare even for those that officially produce a variety of cybernetics in other game systems. Interface Zero for Savage Worlds has a dizzying amount of cybernetics. 2/3 of the session time was spent debating gear purchases, mostly cybernetics. Such a thing can open your game to getting broken by overpower/under-costed advantages and requires an investment of time which could be spent developing the campaign. I encourage you to explore this option if you think it will enhance the experience for your group. However, be prepared for the time investment and risk.

Edited by HaphazardNinja

Share this post


Link to post
Share on other sites

I'm with Golem here -- small modifications generally aren't worth your while, and big ones justify a whole new item. The item creation rules in the core rulebook should stand you in good stead, so the only advice I'd give is to make sure anything that's very far outside the ordinary has a drawback. Tell the story about why this particular augmentation isn't common and sought-after. For example, a cyberlimb with an armored case might have Defensive 1 and maybe Reinforced, but it's probably significantly heavier than a normal one and would impose setbacks on Athletics, Brawl, and Coordination. A concealed weapon would require physical reinforcements or electromagnetic shielding which takes up space that would otherwise be dedicated to make the prosthesis convenient and easy to use.

I mean, or it could be the super-advanced next-generation prototype developed by Haas and your character is now wearing a literal fortune on his shoulder. I'm sure that won't have any consequences.

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.


×
×
  • Create New...