Availability: Major procedure minor at TL A person may directly control his own implant computer, but it is also possible to implant one that contains an artificial intelligence or a mind emula- tion p. A computer implant with a mind of its own is usually an NPC. If obedient, it will be an Ally. A computer implant that is a Dependent or Patron is conceivable, but may be difficult to justify.

Author:Voodoogami Tojazuru
Language:English (Spanish)
Published (Last):24 January 2008
PDF File Size:4.8 Mb
ePub File Size:5.57 Mb
Price:Free* [*Free Regsitration Required]

Post a comment. Saturday, 18 August Grafting. Let us get to it! First, let us review existing rules for surgery, transplants, cybernetics, and biomods. GURPS Basic Set describes some general rules regarding point totals change during the game due to body modifications p. Here we can read about pricing, Surgery rolls, and recovery periods. The most important thing is to decide how one can acquire such modifications — for free, for cash, or for points.

Usually, I require body modifications to be purchased with points during character generation and with money and half the usual points during the actual game. GURPS Ultra-Tech describes cybernetics and uploading, including social effects, statistics, availability, procedure, second-hand cybernetics, detecting and removing cybernetics, repairing and powering.

The biomod chapter p. It lists recovery times and costs without difficulty classes introduces in the previous book and does not describe aftermaths of botched surgeries. The rules are quite simple, but are only for arms and magical campaigns. They feel simultaneously excessively complex and detailed, if you use all the surgery rules, and not detailed enough if you simple use the biomods chapter.

Prices will be derived as x granted advantages point cost x — granted disadvantages point cost x Multiply this by x1 if the procedure is simple, by x2 if minor, by x3 if major, by x4 if radical. First, there is grafting — replacing your body part with another or adding a new one. Grafts can be of the following types: aboleth, beholder, construct, deathless, draconic, elemental, fiendish, illithid, maug, plant, silthilar, undead, yuan-ti, or more generic fleshgrafts from Pathfinder RPG Horror Adventures.

In addition, I have found some more narrow body modification types — embedding, vile deformity, and technomagical implantation. Surgery as a skill does not require a specialization, but offers many optional specialties. After some thinking, I have decided to collapse all listed body modification types into seven optional specialties for the Surgery skill:.

Use Mechanic or other appropriate skills when grafting from one construct to another. They allow the grafted creature to sense air vibrations, as if he had Vibration Sense p. Availability : Major procedure. Blinding Spittle Glands. The subject produces viscous black spittle that can temporarily blind creatures. He can spit at any target up to 10 yards away without range or speed penalties.

The spittle can be dodged or blocked, but not parried. If the spittle strikes the face, it causes no injury, but blinds the target for 3 seconds unless he makes a HT roll. Thick goggles, closed helmets, ultra-tech visors protect against this effect. The glands prevent the grafted creature from making any vocal sounds. Thus, the grafted creature can growl or hiss, but not speak. Burrowing Claws. He can dig with his claws as if equipped with a shovel. See Digging p.

B for speed. Change the damage he inflicts with a punch from crushing to cutting. The subject gains Bad Grip 2 p. Camouflage Flesh. This is equivalent to Chameleon 2 p. Statistics : Chameleon 2 [10].

Availability : Radical procedure. This grants DR 4, but prevents the grafted creature from wearing armor. Eyes are not protected. In addition, this graft makes the grafted creature clumsy — reduce his DX by 1.

Cerebral Husk. When the grafted creature fails to resist a mind-affecting ability, it can shunt the effect into the cerebral husk. This causes the husk to spasm, making the grafted creature lose 2 FP. In effect, the graft is a separate mind compartment. If one compartment is under external influence, roll a Quick Contest of Will to see whether it gains control of the body. Battling compartments may attempt to use mental powers on each other.

Treat them as completely separate minds for this purpose, each with your IQ, Will, and mental abilities such as Mind Shield. Clawed Gauntlet. The subject gains Ham-Fisted 1 p. Darksight Eyes. The grafted creature can see normally at night illumination penalty of -5 , but is at -1 to Vision rolls and visually guided tasks for each level by which its environment is either dimmer or brighter.

It still cannot see in total darkness. Statistics : Night Vision 5 [0]. Grasping Tendril. A grasping tendril typically replaces an arm or forelimb on the grafted creature, though sometimes it is attached just above a forelimb or below an arm. This is treated as an Extra-Flexible Arm p. Poison Fangs. The grafted creature can administer poison through the fangs by spending 1 FP. If it hits another creature with his poison fangs, it deals additional 1d-2 follow-up toxic damage immediately and again each minute for 10 more cycles.

Each instance of damage can be resisted by HT. Retractable Spines. These spines can be extended and retracted with a Ready maneuver. Change the damage the grafted creature inflicts with a punch from crushing to its choice of cutting or impaling choose before it rolls to hit. The subject gains Ham-Fisted 2 p. B when the spines are extended. Shark Gills. The grafted creature gains the ability to breathe water, but loses the ability to breathe air. Stinging Tail.

The subject gains a large scorpion-like tail that sprouts from its lower back. The grafted creature can administer poison through the stinger by spending 1 FP. The tail makes the grafted creature more unbalanced — reduce its Basic Move by 1.

Wings of Darkness. The subject gains leathery, batlike wings on its back. The flight Move is Basic Speed x 2 drop all fractions. In order to take off, land, or maneuver, it must have an open area with a radius equal to its wingspan in all directions.

If its wings are bound, or if a wing is crippled, it cannot fly. Treat wings as arms for the purpose of targeting and crippling. No comments:. Newer Post Older Post Home. Subscribe to: Post Comments Atom.


Subscribe to RSS

Cybernetics in 4E. BioTech or Ultra-Tech will have worked examples of cybernetic devices and implants? I noticed a cybernetic arm and eye hiding in Infinite Worlds pp. Re: Cybernetics in 4E.


GURPS Ultra-Tech, Chapter 8: Medical and Biotech

By using our site, you acknowledge that you have read and understand our Cookie Policy , Privacy Policy , and our Terms of Service. Role-playing Games Stack Exchange is a question and answer site for gamemasters and players of tabletop, paper-and-pencil role-playing games. It only takes a minute to sign up. I am creating a character with a cybernetic arm, which needs repair and therefore qualifies for Unhealing Total [] , but it seems unfair to have the character gain 30 points for what is only a problem with part of their body. The short version is that you take the appropriate disadvantage One Arm in this case and then apply a Mitigator B based on the limitations of the cybernetics. The simplest way seems to be to base it on the rules for Damage Resistance with Partial coverage pp B However, we're limiting a disadvantage here.






Related Articles