Board Thread:General Discussion/@comment-72.196.230.26-20140611192751/@comment-72.196.230.26-20140612193819

attacks that target them are treated as if they were real and legitimate limbs - requiring three wounds to disable, with the benefit that those wounds do not effect it's owner's Health, though losing the limb still results in all the normal problems and penalties. Like Basic prosthetics, these may be tuned to a given task, to a maximum of a pre-amputation Stat+2, and is considered a Basic Prosthetic in all other situations. Sensing organs may be repaced to full fidelity. Eyes may be modified to take a different spectrum (EM, InfraRed, Radar or UltraViolet are not rare), but the modification must be to both eyes, and they won't be able to see normally (Military grade eyes can handle multiple spectrums). It is not all that unusual for certain professions (Engineers) to get "exchangable" eyes - a much more noticable modification that allow the camera portion of the eye to be removed and replaced. This process takes 5 beats, or 5 combat rounds. Ears may be modded to extend auditory range, or frequency range. Be aware that both have drawbacks - extended range leaves the ears more sensitive than the attached brain can handle, making merely loud noises painful, and extended frequencies muddle "normal" sounds due to the lower fidelity to cover the range (Hearing-1 on all checks) - also, dog whistles hurt like you wouldn't believe. Poison/drug/material analyzers may be applied to either the olfactory complex, tongue, or as a tactile scanner - ignoring the obvious issues of coming into contact with potentially deadly substances, this mod will reduce the effective Smell, Taste, or Touch (for the effected area) statistic to 1. Other tactile mods include limited EM scanning and seismic sensors ('GMs Notes: treat EM as if it were heat. Sesmic sensors can be used to determine limited depth and density readings for a touched object). Replacement organs are just as good as the originals, but cannot be modified, and tend to set alarms off in certain situations. While there are some people who dislike those wearing prosthetics (and the trauma/violence they imply), Modern prosthetics are shaped to mimic the lost limbs/whatever to a very high degree, and often are crafted to including proper coloration and heating, meaning that many people won't notice them. Certain social groups perfer a different aesthetic ("retro" prosthetics, which play up the mechanical nature of the cyberware by leaving it metalic, and applying running lights or other visual signifiers, are a common style. There are many others (CleanLine and Steam Punk are fairly popular), however. These variants are treated much like tattoos - beloved by some, looked down on by others, and universally pitied if done poorly). This sort of standing out makes a person more memorable, for better or worse.

Military grade is restricted, and many places require some sort of liscense or authorization to use these high end items. Military prosthetics limbs grant a +1 to Speed (and Agility if they are physically balanced), or Force and Finess above the natural statistic, depending on the limb replaced. They also grant +1 Hardiness against targetted damage, and can take 4 Wounds worth of damage before being destroyed. Modding to a specific purpose is possible (up to +3 on the natural stat), if rare, and reduces the limb to Modern in all other ways. Modding to add an internal weapon is also possible, and reduces the limb to Modern in all ways. Military prosthetic organs come with a certain amount of resistance to poisons, granting a +1 to resist and remove poisons of the appropriate type (lungs for aersol, digestive tract for ingested, everything else for injected), and sensory organs can either operate in a second mode, or have the penalty reduced to half the natural value, instead of to 1. Military grade is obvious by design (except for organs in situ, of course, unless scanned for) - it makes blackmarketting them much harder, and alows for rapid recognition of combatants. They carry a social stigma similar to Basic prosthetics, with the added bonus of being feared; of course, people will remember the prosthetic, and the person attached to it, for a long time - even more so if it's been modded to a purpose. Stealthed Military prosthetics have statistics similar to Modern, and of course look like them, but, they have all the other benefits of Military prosthetics. Getting caught with a Stealthed Military is grounds for arrest, and no documentation can result in prison time, and on some worlds, summary execution, due to their association with assassins, spies, and the criminal underworld.

Cybernetics and EMP

EMP is one of the least pleasant things for a Prosthetic user to deal with, by and large. Godawful prosthetics can't get any worse, thankfully, and Basic ones lose only 1 point of speed, no matter how many limbs have been replaced (the basic forms will continue to work, even without thier computer controllers). Modern prosthetics, though, are reduced to thier Basic equivalents, as are Military. Much more problematic are the loss of sensory and organ replacements - the attendendant sense score is reduced to 0 (or 1/2 if only one eye/ear was replaced), and the organ fails unti it is restarted - not so much of an issue for a stomach (which fails safe), but a critical issue for a heart. Basic tend to have a switch to power down and back up again - and their simplicity means they rarely permantly break; the process takes 2 rounds, one off, and one on. Modern are much more complex - most will attempt to restart on thier own the round after an EMP, but may or may not succeed depending on the severity of the EMP. Getting a non-responsive limb to pop it's maintance panel takes a full turn, followed by the manual shutdown and boot, which take another 3, assuming it comes back at all. Having another person assist makes popping the panel a 1 SA action on both people's parts. Military tend to have harder to access panels (since no one wants something like that popping open in a fight), taking 2 rounds without assistance, but they boot faster, taking only a turn (assistance from someone with at least a Trainee Engineering, Medicine, or Cybernetics (or other applicable) skill allows for the panel to be opened in 2 SAs on the part of both characters.

Getting a sensor or organ to restart either happens in 1 turn, requires a mental command to reboot (Finess or Wisdom check 7, depending on if the restart command is haptic or purely mental), or needs surgery to manually restart (if someone has a replacement set of eyes, inserting them has a 50% chance of rebooting the system as well - if that works, the removed set are non-functional and need to be repaired before using them again).

EMP is set at a certain level of severity - a metal detector or a live wire range from 0-1, while most EMP grenades are at 5, an MRI has a field strength of 7, an unshielded and active warp core has a 10. When a cyberprosthetic is hit by an EMP, make a 1d6+1, 2, or 3 for Modern, Military, or Basic and Stealth+1 if it's an organ replacement. If the check exceeds the strength, nothing happens. If the check fails, the artificial whatever goes down. If it is failed by more than 3, the replacement must be manually restarted. If it fails by 5, it is permanently burned out, and need to be removed and replaced - treat it as Godawful until then. Needless to say, a Godawful heart means a very dead person if medical care isn't provided immediately.