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projects:odds_rpg:modules:cybernetics [2026/02/17 20:26] – created freedomotterprojects:odds_rpg:modules:cybernetics [2026/02/17 21:04] (current) freedomotter
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-====== Cybernetics ======+====== Cybernetics & Advanced Gear ======
  
-Each implant reduces max Resolve by 1.+This module supports:
  
-Reflex Booster+  * Cyberpunk settings 
 +  * Transhuman sci-fi 
 +  * Post-apocalyptic augmentation 
 +  * Bio-enhancement programs 
 +  * Super-science upgrades 
 + 
 +Cybernetics increase capability but reduce humanity or stability. 
 + 
 +---- 
 + 
 +===== Installing Cybernetics ===== 
 + 
 +Installation requires: 
 + 
 +  * Appropriate facility 
 +  * Time (at least one downtime scene) 
 +  * Payment (currency or Wealth consequence) 
 + 
 +Each installed cybernetic reduces maximum Resolve by 1. 
 + 
 +This represents: 
 + 
 +  * Humanity loss 
 +  * System stress 
 +  * Neural instability 
 +  * Identity drift 
 + 
 +Resolve reduction is permanent unless removed surgically. 
 + 
 +---- 
 + 
 +===== Cybernetic Capacity ===== 
 + 
 +Recommended maximum implants: 
 + 
 +Tier 1 → 2 implants   
 +Tier 2 → 4 implants   
 +Tier 3 → 6 implants   
 + 
 +Going beyond capacity: 
 + 
 +  * -2 to all Presence rolls 
 +  * GM may introduce instability events 
 + 
 +---- 
 + 
 +===== Sample Cybernetics ===== 
 + 
 +Reflex Booster  
   +2 Initiative   +2 Initiative
  
-Targeting Eye +Targeting Eye   
-  +2 Shooting+  +2 to Shooting rolls
  
-Subdermal Armor+Subdermal Armor  
   Armor 2   Armor 2
 +
 +Neural Processor  
 +  +2 to one Mind-based skill
 +
 +Retractable Blade  
 +  Built-in melee weapon (2d10 damage)
 +
 +Jump Jets  
 +  Ignore vertical obstacles within Close range once per scene
 +
 +Ocular Zoom  
 +  Ignore one range penalty band
 +
 +Shock Fist  
 +  On melee hit, target must roll TN 12 Might or become Stunned
 +
 +Dermal Weave  
 +  Reduce incoming damage by 2 (does not stack with Subdermal Armor)
 +
 +Memory Core  
 +  Once per session reroll a failed Mind-based roll
 +
 +----
 +
 +===== Experimental Augments =====
 +
 +These are unstable and rare.
 +
 +Adrenal Surge  
 +  Once per combat, gain +3 to all rolls for one round.  
 +  Afterward, become Wounded.
 +
 +Overclock Module  
 +  Take two Actions in one turn (once per session).  
 +  Lose 4 Resolve immediately.
 +
 +Cloaking Field  
 +  Gain Advantage on Stealth for one scene.  
 +  On Natural 1, system shorts out.
 +
 +Self-Repair Nanites  
 +  Recover 5 Health per round for 3 rounds.  
 +  Afterward, suffer -2 Agility until repaired.
 +
 +----
 +
 +===== Cybernetic Malfunction (Optional Rule) =====
 +
 +If a character with 3+ implants rolls a Natural 1:
 +
 +Roll 1d6:
 +
 +1 Implant temporarily shuts down  
 +2 Sudden power drain (-2 to next roll)  
 +3 System glitch reveals position  
 +4 Neural feedback (lose 2 Resolve)  
 +5 Weapon discharge (minor environmental damage)  
 +6 No effect (lucky break)
 +
 +This adds tension without constant punishment.
 +
 +----
 +
 +===== Advanced Weapons =====
 +
 +Energy Rifle  
 +  2d10 + Agility +1
 +
 +Plasma Blade  
 +  2d10 + Might (ignores 2 Armor)
 +
 +Rail Pistol  
 +  2d10 + Agility (Far range penalty reduced by 1)
 +
 +Shock Baton  
 +  2d10 damage  
 +  Target rolls TN 12 Might or becomes Stunned
 +
 +Heavy Autocannon  
 +  2d10+3 damage  
 +  Requires Action to brace or suffer -2 to hit
 +
 +----
 +
 +===== Balance Guidelines =====
 +
 +Cybernetics should:
 +
 +  * Enhance specialization
 +  * Create trade-offs
 +  * Not eliminate weaknesses
 +
 +If characters become too dominant:
 +
 +  * Increase maintenance costs
 +  * Add narrative consequences
 +  * Introduce EMP threats
 +
 +If cybernetics feel weak:
 +
 +  * Reduce Resolve penalty to every second implant
 +  * Allow temporary boosts without permanent loss
 +
 +----
 +
 +Cybernetics change tone dramatically.
 +Use them only in settings that support augmentation themes.
 +
 +----
 +
 +ODDS RPG Cybernetics Module v1.0
  
projects/odds_rpg/modules/cybernetics.1771359983.txt.gz · Last modified: by freedomotter

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