|
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 = | 1-7 | 8-9 | 10 | Implant Type | Light | Medium | Heavy Mech | Offensive | d2 | d3+1 | d4+2 | Defensive | d2 | d3+1 | d4+2 | Miscellaneous | d3 | d3+2 | d4+3 |
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.
|
|
|
Post by rexbannon on Nov 14, 2013 6:37:19 GMT -8
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.
|
|