I am working on a cyberpunk setting where the characters are all part of a PMC that has stationed them in the Alaskan Quarantine Zone. The setting is based on Interface Zero 2.0. While I plan to shamelessly steal mechanics from the Star wars games, I am in sure how to handle cybernetics. As far as I can tell there are three ways to handle them. One is to have them be equipment that you buy. Two, they could just be flavor for talents and such. Or I could use both. If they can be bought as equipment, then I am unsure of how to handle it, especially if I want to include some sort of limit on how much a body can handle. Any help would be greatly appreciated.
Cyberpunk setting help, please.
Star Wars uses Brawn as the cap on cybernetics. Droids had a cap of 6 instead. There is a talent that raised that cap, an implant that raises the cap (and didn't count against the cap), and a species that has a cap of Brawn + 6.
So to answer the other question, you would say either as equipment or both?
Equipment. The Genesys book treats them as equipment as well, see page 177.
Thank you.
Alright, time to tackle Knowledge skills. My first thought is History, Streetwise, and Culture. As always, feedback is appreciated.
12 minutes ago, Nohwear said:Alright, time to tackle Knowledge skills. My first thought is History, Streetwise, and Culture. As always, feedback is appreciated.
Streetwise is already a skill...
I would go with Education, Matrix (or whatever you call your online world), Underground for sure, then add others as needed.
Also, the avatar thing is going to get confusing. *chuckles*
Edited by Simon Retold19 minutes ago, Nohwear said:So to answer the other question, you would say either as equipment or both?
The book has them as gear (page 177). Each cybernetic implant, however, reduces your ST by 1.
8 minutes ago, Nohwear said:Alright, time to tackle Knowledge skills. My first thought is History, Streetwise, and Culture. As always, feedback is appreciated.
I'm a big fan of both History and Culture (one for the past, one for the present). And as @Simon Retold mentioned, Streetwise is already a skill.
Depending on the focus of your game, other Knowledge skills could be Science, Xenology, etc. Without a better idea of your game (I don't know Interface Zero ) I can't be more help.
38 minutes ago, Nohwear said:Alright, time to tackle Knowledge skills. My first thought is History, Streetwise, and Culture. As always, feedback is appreciated.
If I was you I'd go backwards to figure it out. What sort of Knowledge checks do you see yourself calling for and/or allowing?