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| equipment:technology [2023/12/13 02:55] – created reon | equipment:technology [2025/06/30 01:08] (current) – [Modifications] vondor | ||
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| ====== Tech Rules ====== | ====== Tech Rules ====== | ||
| This is a basic run down of how Technology works. | This is a basic run down of how Technology works. | ||
| - | ===== Table: Tech Materials ===== | ||
| - | {{tablelayout? | ||
| - | ^ Tech Part ^ TU Value | Craft Time | Craft DC | Weight | ||
| - | | Primitive | ||
| - | | Rudimentary | ||
| - | | Standard | ||
| - | | Advanced | ||
| - | | Cutting Edge | 32 | 60 Hr | DC 35 | - | 50% Best | | ||
| - | ===== Table: | + | ===== Cybernetics and Augmentations ===== |
| - | {{tablelayout? | + | Referred to as Cybernetics as a catch all. Any device that is implanted in a player' |
| - | | Level | Toolkit Limit | Workshop Limit | + | |
| - | | Primitive | + | |
| - | | Rudimentary | + | **Cybernetic Limit** |
| - | | Standard | + | |
| - | | Advanced | + | A player can only have a number of Cybernetics equal to their HD. A Primitive Replacement Limb does not count towards this limit. |
| - | | Cutting Edge | + | |
| - | | Facility Size | + | **Cybernetic Modifications** |
| + | |||
| + | Replacement Limbs and some other Cybernetics can be modified to add other benefits. Each Cybernetic can support a single mod. | ||
| + | ===== Replacement Limbs ===== | ||
| + | |||
| + | * Primitive Arm (10 TU, 5 Wounds, 0 DR) : This rudimentary prosthetic barely allows movement and is far more of a brace then a usable limb. You can not wield a weapon in it normally, unless you use its mod slot to install a weapon… however this means your arm is now that weapon and not usable in any other way. | ||
| + | |||
| + | * Primitive Leg (10 TU, 5 Wounds, 0 DR): This pegleg or simple prosthetic allows a small amount of additional movement, but only barely, Uncomfortable and easily destroyed. | ||
| + | |||
| + | * Basic Cyber Arm/Leg (30 TU, 10 Wounds, 5 DR): A massive step up from primitive replacements. It is fully functional with all fingers, toes and joints, just like the real thing. It's very much obvious it's artificial though. | ||
| + | |||
| + | * Basic Cyber Mantle (45 TU, 20 Wounds, 5 DR): Massive organ and bone replacement in your chest is an invasive choice to make. It is very obvious as well. Replaces the Torso | ||
| + | |||
| + | * Basic Cyber Skull (45 TU, 10 wounds, 5 DR): IRON SKULL MOTHERFUCKER | ||
| + | |||
| + | * Standard Cyber Arm/Leg (80 TU, 15 Wounds, 10 DR): Even more advanced then the Basic version. Far more durable than most peoples natural limb. In addition it can appear to be a real limb, requiring a DC 25 perception check or a DC 20 Heal check | ||
| + | |||
| + | * Standard Cyber Mantle (120 TU, 30 Wounds, 10 DR): Large scale organ replacement and a fortified backbone. | ||
| + | |||
| + | * Basic Cyber Skull (120 TU, 15 wounds, 10 DR): STEEL SKULL MOTHERFUCKER | ||
| + | |||
| + | * Advanced Cyber Arm/Leg (180 TU, 20 Wounds, 15 DR): Cutting edge and likely far better than any mere mortal’s limbs could be. | ||
| + | |||
| + | * Advanced Cyber Mantle (270 TU, 40 Wounds, 15 DR): Cutting edge and likely far better than any mere mortal’s limbs could be. | ||
| + | |||
| + | * Advanced Cyber Skull (270 TU, 20 Wounds, 15 DR): TITANIUM SKULL MOTHERFUCKER | ||
| + | |||
| + | ===== Modifications ===== | ||
| + | |||
| + | * Mana Mesh (30 TU): This cybernetic has been modified to boost the rate in which you restore mana, your mana recovery rate increases by 1. | ||
| + | |||
| + | * Adrenal Stimulants (30 TU): This Cybernetic has been modified to boost the rate in which you restore TP, Your TP recovery rate increases by 1 | ||
| + | |||
| + | * Fortified (20TU, Replacements only): The cybernetic replacements Wounds increase by 5 | ||
| + | |||
| + | * Hardened (60TU, Replacements only): The cybernetics DR increases by 5 | ||
| + | |||
| + | * Energy Storage (25 TU): The cybernetic can store up to 10 charges within it and be used to power anything you touch as long as you understand how the object works | ||
| + | |||
| + | * Impact Dampener (25 TU): You gain 5 Barrier that restores every 8 hours, as a Full Round Action you may spend a Charge to restore the barrier as well. Each Impact Dampener you have requires an additional charge to restore, but no extra action. | ||
| + | |||
| + | |||
| + | ===== Table: | ||
| + | {{tablelayout? | ||
| + | ^ Build Cost ^ Level ^ Fueled Room Rate ^ Passive Room Rate ^ Fueled Portable Rate ^ Passive Portable Rate ^ | ||
| + | | 25 | ||
| + | | 50 | ||
| + | | 100 | Rudimentary | ||
| + | | 200 | Standard | ||
| + | | 400 | Advanced | ||
| + | | 800 | Cutting Edge | Unlimited | ||
| + | |||
| + | Power Stations provide a charge one of two ways, Fueled and Passive. Fueled power stations require fuel to be added at a rate of 1TU of fuel per charge. For example a Rudimentary Fueled Room needs 1 TU of Fuel per minute to charge an item. Passive power stations require no fuel and recharge items passively. | ||
| + | |||
| + | Power Stations are also divided into two sizes, Rooms and Portable. A room is a power station that takes up one room in a building, whereas portable power stations are heavy backpacks that weigh 50 lbs. | ||
| + | |||
| + | Power Stations can only recharge one item or battery at a time, unless additional charging ports are constructed. Then they charge the items in order of charging port. | ||
| + | |||
| + | <WRAP center round info 80%> | ||
| + | In the case of emergency | ||
| + | </ | ||
