projects:odds_rpg:modules:cybernetics
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| projects:odds_rpg:modules:cybernetics [2026/02/17 20:26] – created freedomotter | projects:odds_rpg:modules:cybernetics [2026/02/17 21:04] (current) – freedomotter | ||
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| - | ====== Cybernetics ====== | + | ====== Cybernetics |
| - | 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 |
| - | 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
