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Tech Rules
This is a basic run down of how Technology works.
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 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
Table: Power Stations
| Build Cost | Level | Fueled Room Rate | Passive Room Rate | Fueled Portable Rate | Passive Portable Rate |
|---|---|---|---|---|---|
| 25 | Mundane | 1/day | 1/week | NA | NA |
| 50 | Primitive | 1/hour | 1/day | 1/week | NA |
| 100 | Rudimentary | 1/minute | 1/hour | 1/day | 1/week |
| 200 | Standard | 1/round | 1/minute | 1/hour | 1/day |
| 400 | Advanced | 10/round | 1/round | 1/minute | 1/hour |
| 800 | Cutting Edge | Unlimited | 10/round | 1/round | 1/minute |
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.
In the case of emergency (or desperation) its possible for a mage to spend 2 MP in place of a TU as fuel. If this happens the mage must pass a Fort save DC = 20 + MP spent as fuel or take 1d6 ability damage to their primary casting ability. Succeeding the save reduces the damage by half. This ability damage cannot be healed aside from natural healing and restores at a rate of 1 per week. If this would reduce the ability score to below 10 the character cannot regenerate MP until the damage is healed completely.
