Post by providence13 on Nov 13, 2013 10:36:00 GMT -8
"Cyborgs will be fitted with d2 offensive, d2 defensive and d3 miscellaneous implants from Tables TME-1-62 on page 84." TME pg 21.
Mutants are Mild, Typical, Severe and Freakish Horror so why not a broader range for Borgs?
Typical Mutants start with 3-5 prime and 2-4 mild mutations. Borgs have 3-7 implants to begin play. I like a game world with the possibility for more implants at chargen.
Here's an option for those who want more chrome. Once determining that the PC will be a Cyborg, roll d10;
Roll d10 =
The process does take a toll on appearance and the human psyche. I recommend a chance to roll on the Insanity chart (TME, pg126). 25% for a Mental Disorder for Medium Cyborgs and 65% chance for Heavy Mechs. If you want the process to be more severe, standard RAW Borgs could have a 25% chance of 1 disorder, Medium Borgs 65% and Heavy Mechs d2 rolls on the chart. This is a Borg's version of Flaws.
Alternatively, a WILL HC could be more accurate. Perhaps every 3 total implants require a WILL HC. 3 = A, 6 = B, 9 = C.. (Every failed roll could actually damage WILL by the number of implants.. hmmm.) Making the subject progressively less human.
Now there is a reason people distrust Cyborgs. The more implants, the higher instance of homicidal maniacs with chainguns for arms running amok among the populace.
The following is just my take on the concepts. My post is based on bad physics further gunked up with years of sci-fi gaming, books, movies and even radio(!), written more for drama than a firm grasp of reality.
LOL! Nice add on Prov! Im going to use this at some point i think but first i will need to evolve the game world to match the crossroads gazetter thats coming out soon. These Borgs are going to be almost unstoppable without emp powers.
"I am the Nightrider. I'm a fuel injected suicide machine. I am the rocker, I am the roller, I am the out-of-controller! "