Jacqsynn's cyberarm rules
Found this in my notes a while ago and after getting his permission I'm posting this batch of cyberarm rules He came up with years ago. Ive used them in my games a few times and they work well and add some extra depth. I meant to post them months ago but various thing kept me from getting to it till now. any further words are his, Jacq if I screw any of this up please don't kill me.
Cyberarm's : Recoil and other capability's.
As stated in Solo of fortune #2 an average Bod type character( Bod of 5 to 7) is granted a bod of 12 to the firing arm if its a cyberarm, this works for handguns only. Rifles, and submachine guns as well as all other weapons not requiring an overall bod of 12 to use don't get this because of the weaker arm. The following list of rules will clarify just what can be done in my game with cyberarms (just to note all references to bod stat of a person is apparent bod ie if you have a natural bod stat of 7 (average) and got advanced muscle bone lace of +3 for a total of 10 your cyberarm will will grant you a bod of 12 for recoil, not higher as noted below) The new recoil list is noted as follows.
Apparent Bod Classification Cyberarm Bod recoil
2 Very weak 8
3 to 4 Weak 10
5 to 7 Average 12
8 to 9 Strong 13
10 Very strong 14
11+ Super human 15+
Charectors that appear superhuman (bod 11+) have a recoil Bod of 15 if the bod stat falls between 11 to 14, from than on any cyberarms grant a +1 for the purposes of recoil ie a Bod 15 cyberarm is a 16 and so on. Remember none of this applies to full body conversions you only get the bod that they purchase.
Cyberlimb options (editors note this came up when reading the descriptions of some options and wondering why some of them used spaces other than game balance.)
The following options do not take up an option space
Cyberpunk 2020 main book
Reinforced joints (Read description in the book)
Microwave/emp Shielding (takes 1 space if aftermarket addition)
Super chrome (just plating the metal)
Chrome 1
Rostovic Wrist racate (mounted externally)
Limb link (if bought as part of a popup gun double the price of the popup gun)
Chrome 2
everything in this book uses options
Chrome 3
Smartgun 2 smartplate (minor hand modifications)
Slamdance spykes (its bolted on and looks stupid)
Chrome 4
Extra twist joints (limbs must be custom built)
Solo of fortune 1
everything in this book uses options
Solo of fortune 2
everything in this book uses options
Remember that just because something does not use option spaces dose not mean it is free or doesn't have a humanity loss.
there is a bit more for custom and millspec cyberarms but I'll post them later depending on the response to this. again this was originally written by Jacqsynn and posted here with his permission.
Found this in my notes a while ago and after getting his permission I'm posting this batch of cyberarm rules He came up with years ago. Ive used them in my games a few times and they work well and add some extra depth. I meant to post them months ago but various thing kept me from getting to it till now. any further words are his, Jacq if I screw any of this up please don't kill me.
Cyberarm's : Recoil and other capability's.
As stated in Solo of fortune #2 an average Bod type character( Bod of 5 to 7) is granted a bod of 12 to the firing arm if its a cyberarm, this works for handguns only. Rifles, and submachine guns as well as all other weapons not requiring an overall bod of 12 to use don't get this because of the weaker arm. The following list of rules will clarify just what can be done in my game with cyberarms (just to note all references to bod stat of a person is apparent bod ie if you have a natural bod stat of 7 (average) and got advanced muscle bone lace of +3 for a total of 10 your cyberarm will will grant you a bod of 12 for recoil, not higher as noted below) The new recoil list is noted as follows.
Apparent Bod Classification Cyberarm Bod recoil
2 Very weak 8
3 to 4 Weak 10
5 to 7 Average 12
8 to 9 Strong 13
10 Very strong 14
11+ Super human 15+
Charectors that appear superhuman (bod 11+) have a recoil Bod of 15 if the bod stat falls between 11 to 14, from than on any cyberarms grant a +1 for the purposes of recoil ie a Bod 15 cyberarm is a 16 and so on. Remember none of this applies to full body conversions you only get the bod that they purchase.
Cyberlimb options (editors note this came up when reading the descriptions of some options and wondering why some of them used spaces other than game balance.)
The following options do not take up an option space
Cyberpunk 2020 main book
Reinforced joints (Read description in the book)
Microwave/emp Shielding (takes 1 space if aftermarket addition)
Super chrome (just plating the metal)
Chrome 1
Rostovic Wrist racate (mounted externally)
Limb link (if bought as part of a popup gun double the price of the popup gun)
Chrome 2
everything in this book uses options
Chrome 3
Smartgun 2 smartplate (minor hand modifications)
Slamdance spykes (its bolted on and looks stupid)
Chrome 4
Extra twist joints (limbs must be custom built)
Solo of fortune 1
everything in this book uses options
Solo of fortune 2
everything in this book uses options
Remember that just because something does not use option spaces dose not mean it is free or doesn't have a humanity loss.
there is a bit more for custom and millspec cyberarms but I'll post them later depending on the response to this. again this was originally written by Jacqsynn and posted here with his permission.