Author Topic: Stats for artificial limbs?  (Read 3129 times)

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Offline bpowell

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Re: Stats for artificial limbs?
« Reply #20 on: January 27, 2012, 08:56:34 AM »
I had one character use this.  It was a wooden prosthetic.  He could use it normally (it had feel capabilities) and that also meant that he would experience pain though it.

1) Any criticals to that area (arm) that were bleeding were nulled (benefit)
2) Structure damage was used for the arm (somewhat of a benefit)
3) Repair of the arm involved woodworking and the alchemical spells for working wood! (drawback)
4) It would act like normal wood in certain situations (fire, water damage if submerged for a long time, more brittle than a real arm as far as fingers) (drawback)
5) More bookkeeping (drawback for GM!)

Really great ideas all!  :)
Drev

Or in the case of my group...

6)  All of the "I've got wood"  jokes. (Drawback if there are kids around)

Offline providence13

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Re: Stats for artificial limbs?
« Reply #21 on: January 27, 2012, 11:16:05 AM »
Wow! I'm surprised at the number of responses. Thanks everyone.

I guess the tactile sense is different from game to game. I could see it either way.
If the limb takes structural damage, does it hurt until repaired?

Would the repair cause pain or act as healing? Sometimes I make healing itch or a brief pain at best.

Maybe having a temporary animation is best if you go with the tactile sense route. Or you could have touch sense but not pain, heat or cold.

I guess the attack chart would be case by case; club attack, mace or above Strike I, however it was designed. (War Mattock!)

It would be intriguing to have different attachments with individual uses.
"The Lore spell assaults your senses- Roll on the spontaneous human combustion table; twice!"

Offline Marc R

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Re: Stats for artificial limbs?
« Reply #22 on: January 27, 2012, 11:58:21 AM »
The spell up the list that allows attaching enchanted limbs opens the can of worms. . ."My metal left arm that fires shockbolts, or can be used as a mace that does an electrical critical -1 severity of the krush inflicted."

It opens the door to magical cyborgs.

The last PC I had who had the "Hammerhands" ability had two metal hands per this list, which in all other ways acted as normal hands.
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Offline markc

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Re: Stats for artificial limbs?
« Reply #23 on: January 27, 2012, 12:09:12 PM »
...take an empty fifth bottle and try to break it...
Yes be sure it is empty first!
MDC

I would make sure it is half empty...or maybe half full first... I cant decide.  ???


Hay are you an alcohol abuser? Leaving 1/2 alcohol or 1/2 air in the jug. ;D 
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Offline providence13

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Re: Stats for artificial limbs?
« Reply #24 on: May 03, 2012, 11:34:51 AM »
To touch on this old topic..

In Cyberspace, the breakdown is this:
Hands    40 Cyber Structural Hits
Limbs     80 Cyber Structural Hits

 Paraphrasing:
 "Anytime a crit says limb broken, it makes an RR. Points of damage delivered vs Hits remaining in hand or limb. Hits to cybernetic don't affect character's hits." Of course this doesn't account for magic. I think yammahoper's technique works great.

I agree that the Limb should make most RR's at the lvl of spell used to animate it. But if animation is temporary and an RR is required, then it should save as a normal mundane item, plus whatever quality bonus.
"The Lore spell assaults your senses- Roll on the spontaneous human combustion table; twice!"