So, you want a little something to give you an advantage? A new set of peepers, maybe? We have a deal on Micron Oculus products this week. No? Fine.
Your loss.
Cybernetics are, at their core, simply replacement limbs and organs. What nature has neglected, the fruit of modern science can provide - and all that jazz.
In this dystopian cyberpunk future of ours, you can go down to your local chop-shop or hospital and get remove any Personal Tilt inflicted by Aggravated damage with a cybernetic equivalent. Snazzy! The default, cheap-as-dirt model goes for a measly Availability ••, but has a small... issue. Namely, it's ugly as hell - even with the complimentary anti-rejectives, you've got puckering and scarring, not to mention the jarring look of metal erupting from flesh.
You're going to be taking a -1 penalty on Social rolls with anyone who hasn't been spending time around cybered, plus another -1 if the graft happens to be in a particularly obvious place, like on your face.
Now, there are a few options you can go for! Each one is gonna cost you - a nice rule of thumb for all you punks out there is that you're looking at +1 to the Availability for each of these, and you can only pick 'em twice each, at the most.
• Reduce that penalty to Social rolls with people that haven't been around cyborgs before by one - they either made your implants blend in, or you got something made that's pretty nice looking.
• You picked the right brand for whatever implant you got - you're going to get a +1 to Social rolls with people "in the know" because of your fine, fine taste in cybernetics. You only take the best Social bonus from branding; no loading up on bling and expecting to be king, OK?
• You got something a little... extra added to the hunk of metal that just got jabbed into your body. Something worth a whole 1xp, if you'd believe it! Unfortunately, you lose the benefits of whatever you got through this option whenever you suffer a Personal Tilt to the appropriate body part, but them's the breaks!
Now, there are a few things to keep in mind - namely, you can't disable cyberlimbs or cyberorgans with pain. No pain receptors, you see. However, electricity is still fair game, so be careful about shoving your metal fingers into wall sockets, alright?
If you happen to be that kind of guy... you know, the kind that can heal from lost limbs or whatever naturally? Cybernetics is not for you. The stuff'll fall off (or out) when you heal the wound you needed closed in the first place. If you've got some way of keeping scars around, you can use that to prevent your body from rejecting the machinery that was so graciously shoved into your body, if you're into that kinda thing.
Your loss.
Cybernetics are, at their core, simply replacement limbs and organs. What nature has neglected, the fruit of modern science can provide - and all that jazz.
In this dystopian cyberpunk future of ours, you can go down to your local chop-shop or hospital and get remove any Personal Tilt inflicted by Aggravated damage with a cybernetic equivalent. Snazzy! The default, cheap-as-dirt model goes for a measly Availability ••, but has a small... issue. Namely, it's ugly as hell - even with the complimentary anti-rejectives, you've got puckering and scarring, not to mention the jarring look of metal erupting from flesh.
You're going to be taking a -1 penalty on Social rolls with anyone who hasn't been spending time around cybered, plus another -1 if the graft happens to be in a particularly obvious place, like on your face.
Now, there are a few options you can go for! Each one is gonna cost you - a nice rule of thumb for all you punks out there is that you're looking at +1 to the Availability for each of these, and you can only pick 'em twice each, at the most.
• Reduce that penalty to Social rolls with people that haven't been around cyborgs before by one - they either made your implants blend in, or you got something made that's pretty nice looking.
• You picked the right brand for whatever implant you got - you're going to get a +1 to Social rolls with people "in the know" because of your fine, fine taste in cybernetics. You only take the best Social bonus from branding; no loading up on bling and expecting to be king, OK?
• You got something a little... extra added to the hunk of metal that just got jabbed into your body. Something worth a whole 1xp, if you'd believe it! Unfortunately, you lose the benefits of whatever you got through this option whenever you suffer a Personal Tilt to the appropriate body part, but them's the breaks!
Now, there are a few things to keep in mind - namely, you can't disable cyberlimbs or cyberorgans with pain. No pain receptors, you see. However, electricity is still fair game, so be careful about shoving your metal fingers into wall sockets, alright?
If you happen to be that kind of guy... you know, the kind that can heal from lost limbs or whatever naturally? Cybernetics is not for you. The stuff'll fall off (or out) when you heal the wound you needed closed in the first place. If you've got some way of keeping scars around, you can use that to prevent your body from rejecting the machinery that was so graciously shoved into your body, if you're into that kinda thing.
Comment