Cybernetic Drawback Question?

By MorbidDon, in Rogue Trader Rules Questions

Are there any drawbacks and or game mechanics that cover limitations to the amount of cyber a character has installed? (not including Mechanicus - figured they can go as far as they like with cyber)

Examples:

Cyberpunk has Cyberpsychosis

Shadowrun has Essence loss as the in-game foil

The gist being - go too far and you risk losing your character...

Is there any game mechanic or fluff which supports this or any given reason as to "not" go cyber?

Edited by MorbidDon

Nope.

There are potential narrative "costs" to becoming increasingly mechanical. Haywire Field effects come to mind. You're arguably susceptible to scrap-code. You'd probably become increasingly heavy, and the GM could decide to modify difficulties of certain tests accordingly.

Much of this is also up to the Craftsmanship of the bionics or implants in question. Poor-Craftsmanship (or even Common-Craftsmanship) cybernetics often come with considerable drawbacks, whilst Best-Craftsmanship models can be anything from intricate works of art to completely inseparable from the real thing.

But no, there's no "hard" drawbacks or game mechanics that cover limitations to the amount of "cyber" a character has "installed", aside from the potential cost involved.

I have houseruled 1d10 insanity points for each cybernetic installation, one of my payers was so brutally shot up that when he put in his garnitures he finally snapped and bit the throath of his navigator, plunging the vessle into the warp and killing the party.

I have houseruled 1d10 insanity points for each cybernetic installation, one of my payers was so brutally shot up that when he put in his garnitures he finally snapped and bit the throath of his navigator, plunging the vessle into the warp and killing the party.

Whoa there. That's kinda excessive.

Even a full-on cybernetic rebuild or cybernetic resurrection (aka essentially the robocop treatment) doesn't drive you all that crazy on max rolls.

It also means that a couple of cybernetic implants could give more insanity points than being exorcised - which is just all kinds of wrong.

Besides, cybernetic augmentation or replacement is extremely common in the 40kverse. The only reason that most people usually only get basic replacement is that getting the good components is largely reserved for the well-connected and/or wealthy.

Some implants are called out as causing insanity points (ie, the Cortex Implant), but those are getting plugged directly into the brain, which, however, is well within the capacity of the AdMech.

Also, with the right mental condition (The Flesh is Weak psychosis), Insanity Points make you get more cybernetics.

I was considering using the actual proceedure or surgery as the cost - installer makes Medicae roll (based on modifer associated to specific "part") and if it fails - the "part" is installed anyways - but the user suffers a permanent wound loss of 1. point... That way I wouldn't touch a character's Sanity or Corruption scores via installed cybernetics.

I'm going to transfer this post to the House Rules section of the Forum from here on,

Houserules Post HERE: http://community.fantasyflightgames.com/index.php?/topic/128844-cybernetic-game-mechanics-limitations/

In the meantime, thank you guys for the insight into this thus far I am really intrigued about Lrod Inquisitor's comment regarding;

"Haywire Field effects come to mind. You're arguably susceptible to scrap-code. You'd probably become increasingly heavy, and the GM could decide to modify difficulties of certain tests accordingly."

That sounds very interesting and sophesticated fluff / mechanics to consider!

Edited by MorbidDon

I was actually joking, always hated the dehumanising, loose-your-soul rules that many games have when it comes to cybernetics. They are just a cheap way of preventing players to get ther characters full body conversions anyway.

Cybernetics are awsome, and if they existed I would get a cybernetic body in an instant!

Cybernetics are awsome, and if they existed I would get a cybernetic body in an instant!

Eh, only if it actually had a sense of touch and the other senses and such, and was aesthetically pleasing and fit human norms of the time (cause if humans are doing this, there's a set of norms for it, ya know?) and etc. etc. and had all the capacities I find useful (notably, sexual stuff and the giving and receiving of that sort of pleasure, as well as other pleasures like eating). It'd have to actually be, yaknow, better.

I've always thought that in Warhammer, there's no loss of humanity because unlike say, Shadowrun, where people are still rather attached to their limbs and organs and get sad over losing them, in the IoM its seen as either a religious blessing of holy technology or just completely normal. "Justinius! Haven't see you for a while! I see you have a new hand!" "Yeah, fleshy one got lost in the steel mill, thank the Emperor for those creepy cogboys, dunno what I'd do without them!" Its all about mindset. Just as it is in Eclipse Phase, getting outfitted with tech is not seen as losing yourself. As I understand it in fact, many guardsmen comment their cybernetics are usually some kind of improvement.

@obak

Personally, I'm not feeling a whole body change, but I would definitely go for some cybernetic knees. Mine kinda suck :P

Also, maybe some shoulder replacement, those kinda suck too.

Hopefully someone will see the wisdom of the Machine God and they will build the good stuff.

I could go for a full-on cyber-spine...and maybe some synth-muscle grafts (because I'm too lazy to achieve the body of an underwear model)...and some interkeratic implants too (because I want to see in the dark and ignore sun-glare while still looking normal). ****... might as well throw in Autosanguine, because who doesn't want swarms of nano-bots repairing bodily damage super fast?

****... give me the Calculus Logi upgrade and an MIU too (it's becoming painfully apparent I already possess the 'Flesh is Weak' mental disorder in real life...)