Related I think is a question I've wondered about cybernetics for awhile. Being machines, can they also have attachments and mods?
Cybernetics are must-haves
4 hours ago, Kazimir said:Related I think is a question I've wondered about cybernetics for awhile. Being machines, can they also have attachments and mods?
No, otherwise they would have hard points. Even the cybernetic arm with the built in weapon, the weapon itself doesnt have hard points. Essentially you just need another cybernetic. As for the OP, I think most people's reaction to the question is justified, calling cybernetics "must-haves" simply because it wouod be a powergamers first choice, simply so that they can get a characteristic up to 7 is a poor choice as it takes away from the role playing side of it. That being said, if my character lost a limb then he would have no problem picking up the boost cash permitting.
If the GM though is throwing about the cash that makes it easy to get then, again , this seems tobe against the spirit of the game also, that being said look at Jewel of Yavin, where the players can score significantly on the cash front, so there are exceptions to playing cash starved. Secondly there are precedents for characters who think nothing of kitting themselves out with the latest cybernetics, Ganks are a whole race that take pride in being cyborgs (but are reviled for it), and if you look at the character Cratala from Beyond the Rim, you also have another example of someone willing to "go there" when it comes to cybernetics.
8 hours ago, Kazimir said:Related I think is a question I've wondered about cybernetics for awhile. Being machines, can they also have attachments and mods?
Most cybernetic attachments are neither weapons nor armor, so applying attachments to them might prove to be problematic
@syrath also has a good point: cybernetic attachments don't come with hard points.
However, as equipment, they could certainly be given hard points, and they could benefit in general from any gear-affecting talents (Jury Rigged, Hidden Storage, Tinkerer, etc)—as long as the effect made sense.
On 23.5.2017 at 10:28 PM, Haleron said:If cybernetic limbs are a quicker route to increased characteristics compared to Dedication and have no drawback for taking them, why isn't everyone just maxing out cybernetics as much as heir Brawn allows? It seems to benefit munchkins over role players. Anybody else dealt with this?
Cybernetic limbs are quicker, sure, but your cybernetic cap is limited and having the classic characteristic boosting implants comes with the drawback of not having the other ones, like the skill increasing ones, the extra soak, the hidding weapons, the piloting on slicer ones or those cool repulsor fists, etc …and on top are they expensive. Would you rather have a 10,000 credit lightsaber upgrade or +1 brawn? ;-)
You could always play a gang to remove the social stigma/crazy requirement for this
1 hour ago, EliasWindrider said:You could always play a gang to remove the social stigma/crazy requirement for this
Well, you are playing gangers then, which comes with even more social stigma / crazy requirements, which naturally can be fun. ![]()
5 minutes ago, SEApocalypse said:Well, you are playing gangers then, which comes with even more social stigma / crazy requirements, which naturally can be fun.
Stupid auto-mis-correct on my phone changed gank to gang.
Another option for a player who wants his character to have cybernetic appendices to boost stats is to talk to the GM about having the player loose a limb, i.e. change the critical injury percentile result the next time they suffer a critical injury, possibly in a narratively appropriate/climactic encounter. That way the sane *character* is just replacing a limb he lost "accidentally" rather than mutalating themselves.
And special modification cybernetic crafting rules allow for lifelike ionshielded attribute enhancing cybernetic appendages with built in weapons that don't require a medicine check to install.