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equipment:technology [2025/06/29 20:51] – [Table: Tech Materials] vondorequipment:technology [2025/06/30 01:08] (current) – [Modifications] vondor
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 This is a basic run down of how Technology works. This is a basic run down of how Technology works.
  
-===== Table: Tech Facilities ===== 
-{{tablelayout?rowsHeaderSource=Auto&colwidth=",,,"}} 
-^ Level          ^ Toolkit Limit     ^ Workshop Limit  ^ Factory Limit  ^ Fabricator Limit  ^ 
-| Primitive      | 25                | 50              | 100            | 200               | 
-| Rudimentary    | 50                | 100             | 200            | 400               | 
-| Standard       | 100               | 200             | 400            | 800               | 
-| Advanced       | 200               | 400             | 800            | 1600              | 
-| Cutting Edge   | 400               | 800             | 1600           | 3200              | 
-| Facility Size  | Portable (10lbs)  | 1 Room          | 3 Rooms        | 6 Rooms           | 
  
-Tech Facilities allow technology to be created and determines the total TU of a single object being createdFor example, to create Steam Rifle valued at 50 TU one would need at least Rudimentary toolkit or a Primitive Workshop to create the itemFacilities require at least one charge to run for 12 hours.+===== Cybernetics and Augmentations ===== 
 +Referred to as Cybernetics as a catch all. Any device that is implanted in a player's body or replaces part of it can be considered a Cybernetic. This includes magical replacements as well.  
 + 
 + 
 +**Cybernetic Limit** 
 + 
 +A player can only have a number of Cybernetics equal to their HD. A Primitive Replacement Limb does not count towards this limit. 
 + 
 +**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 limbYou can not wield a weapon in it normallyunless you use its mod slot to install 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 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: Power Stations ===== ===== Table: Power Stations =====