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So I have more notes, but these notes are succinct enough to put on here for some discussion. I'd put it on the TDM boards, but... well... they aren't ready, and I'd like a little more freeform discussion.
Basic idea - treat cybernetics like they are Sorcery effects, only all Enchanted.
The equivalent to Invocation is the Quality of the component (name undermined) - this determines the strength of effects. Many effects are probably going to be at the base level because they need to be a certain SIZ - Intensity X 3 is needed to meet a particular SIZ. Some of them (like Enhance) are 2 points of enhancement per Intensity.
The equivalent of Shaping is the Capacity of the mount (name undetermined). This one determines the POW used, as you have to Shape the Enchant. Since all of the effects are going to be single target (the implantee) and the duration will largely be permanent (Enchant). The "base cost" will be based on the number of effects (minimum 2 - Enchant and the actual cyber effect), outside of the chance for Resistance (aka Magnitude). So, minimum cyberwear is going to be 2, but might include more if they are logically similar (pretty soft here).
Cyberlimbs are special. I'm not actually thinking of charging any POW for base cyber limbs. They effectively make you immune to Serious Wound penalties, and probably some special effects on those limbs (Bleed, Stun Location, Drop Foe) due to lack of pain receptors and the like. They also don't provoke an endurance roll when you get a Major Wound there. They have some armor. HOWEVER, they don't heal. Sorry, you have to repair. Currently, there is no magical way to repair. Thus, it takes downtime. This is pretty close to making a limb have the Undead characteristic. This feels like a roughly equivalent value, so right now I'm treating a cyber limb at base stat as no POW lost.
I'd welcome some commentary and feedback. i'm sure I'm missing stuff, but need to get some focus
Cybernetics have
Each cybernernetic has to have
So minimum cost is 2 (1 for Enchant. 1 for the spell)
POW cost comes from the recipient
Quality of the Component is similar to Invocation
Cyberlimbs - How much POW?
Options
Basic idea - treat cybernetics like they are Sorcery effects, only all Enchanted.
The equivalent to Invocation is the Quality of the component (name undermined) - this determines the strength of effects. Many effects are probably going to be at the base level because they need to be a certain SIZ - Intensity X 3 is needed to meet a particular SIZ. Some of them (like Enhance) are 2 points of enhancement per Intensity.
The equivalent of Shaping is the Capacity of the mount (name undetermined). This one determines the POW used, as you have to Shape the Enchant. Since all of the effects are going to be single target (the implantee) and the duration will largely be permanent (Enchant). The "base cost" will be based on the number of effects (minimum 2 - Enchant and the actual cyber effect), outside of the chance for Resistance (aka Magnitude). So, minimum cyberwear is going to be 2, but might include more if they are logically similar (pretty soft here).
Cyberlimbs are special. I'm not actually thinking of charging any POW for base cyber limbs. They effectively make you immune to Serious Wound penalties, and probably some special effects on those limbs (Bleed, Stun Location, Drop Foe) due to lack of pain receptors and the like. They also don't provoke an endurance roll when you get a Major Wound there. They have some armor. HOWEVER, they don't heal. Sorry, you have to repair. Currently, there is no magical way to repair. Thus, it takes downtime. This is pretty close to making a limb have the Undead characteristic. This feels like a roughly equivalent value, so right now I'm treating a cyber limb at base stat as no POW lost.
I'd welcome some commentary and feedback. i'm sure I'm missing stuff, but need to get some focus
Cybernetics have
- Magnitude (resistance)
- Slots (combine)
Each cybernernetic has to have
- Enchant (to make permanent)
- Combine (to make something a part of it)
So minimum cost is 2 (1 for Enchant. 1 for the spell)
POW cost comes from the recipient
Quality of the Component is similar to Invocation
- This determines the effect of the item
- 3x SIZ is common, which means that Intensity 5 is about what you need for most humans
- Enhance characteristic is 2 per intensity, 2x characteristic max, meaning that 10 STR is 50% skill, which is more than enough for most folks.
- Capacity determines POW loss
- We should leave out the abjure for basics (eyes, limbs, etc)
- No healing for limbs
- Immune to serious wound effects
- major wounds do not incapacitate
- Breathing and actual life required functions you gotta pay
Cyberlimbs - How much POW?
- Well, how much do you want to add to it?
- Armor of CON/3 Natural
- Capacity up to SIZ/3 in ENC (as POW?)
Options
- Abjure, Intensity x 3 = SIZ
- Breathing
- Poisons
- Damage Resistance - armor, up to intensity
- Limb armor should be different, this is dermal plating
- Enhance (Characteristic)
- 2 per intensity up to double
- Haste - Intensity x 3 = SIZ, + Intensity in movement
- Perceive - cyber senses here
- Most are going to be Intensity 5 (handles up to SIZ 15)
- Treat smartlinks as a sense here