28/2/08

Voy a colgar aqui las protesis corporales completas, mientras pienso como reconstruyo mi pagina web para colgarlo en algun lugar ... (tambien existe esa wiki de d20-es ... es una posibilidad, pero al ser una cosa medio True20/d20, nose)

Bueno a lo que decia ...

Si, esta en ingles guarro del mio ... es lo que tiene tener las fuentes en ingles, que uno sigue la tonica :p

Y por ultimo antes de desaparecer ante el aspecto tecnico, mentar que algunos textos no son mios, si no de Chris Dias (http://www.serenadawn.com/GhostintheShellRPG.htm)

Cyborgs Class 500 (Level lag +0) Res: Lic (+1)
Base production:
+1 Str, -1 Cha
Change to Humanoid (Cyborg)

Beauty Cyborg:
-1 Str, -1 Con, +1 Dex, -1 Cha
+2 Diplomacy
+2 Bluff
Attractive feat
Change to humanoid (Cyborg)

Cyborgs Class 1000 (Level lag +1) Res: Res (+2)
Beauty Cyborg:
-1 Str, +1 Dex, +1 Cha
+4 Diplomacy
+4 Bluff
+4 Sense motive
Attractive feat
Fascinate feat
Change to humanoid (Cyborg)
Level lag +1

Combat Scout:
+1 Str, +1 Dex, -1 Cha
+3 Nat armor
+2 Acrobatics
+2 Jump
Speed: 40ft
Change to humanoid (Cyborg)
Level lag +1

Combat Shock:
+2 Str, +1 Dex, -1 Cha
+3 Nat armor
Change to humanoid (Cyborg)
Level lag +1

Combat Tank:
+2 Con, -1 Cha
+5 Nat armor
Change to humanoid (Cyborg)
Level lag +1

Cyborgs Class 1200 (Level lag +2) Res: Mil (+3)
Beauty Cyborg:
-1 Str, +1 Dex, +3 Cha
+4 Diplomacy
+4 Bluff
+4 Gather information
+4 Sense motive
Attractive feat
Fascinate feat
Inspire feat
Suggestion feat
Change to humanoid (Cyborg)
Level lag +2

Combat Scout:
+1 Str, +3 Dex, -1 Cha
+3 Nat armor
+2 Acrobatics
+2 Jump
Speed: 40ft
Climb speed : 20ft
Initiative: +4
Change to humanoid (Cyborg)
Level lag +2

Combat Shock:
+3 Str, +1 Dex, +1 Con, -1 Cha
+4 Nat armor
Natural attack +3
Change to humanoid (Cyborg)
Level lag +2

Combat Tank:
+1 Str, +1 Dex, +2 Con, -1 Cha
+8 Nat armor
Change to humanoid (Cyborg)
Level lag +2

Cyborgs Class 2120 (Level lag +3) Res: Ill (+4)
Dragon:
+3 Str, +2 Dex, +2 Con, -2 Cha
+8 Nat armor
+2 Acrobatics
+2 Jump
Cybernetic weapons training feat
Internal weapon mount feat
Internal weapon mount feat
Cutting edge cybernetics feat
Speed: 40ft
Size: Large
Change to humanoid (Cyborg)
Level lag +3

Heracles:
+2 Str, +3 Dex, +2 Con, -2 Cha
+5 Nat armor
+4 Acrobatics
+4 Jump
+4 Stealth
Cutting edge cybernetics feat
Speed: 40ft
Climb speed: 40ft
Change to humanoid (Cyborg)
Level lag +3

PROSTHETIC BODIES

Common benefits:
The character count as having all base cybernetic prosthetics for cybernetic feats (such as Internal weapon mount or anti-flare implant).

They don't heal normally and must be repaired if damaged (A craft (cybernetics) checks of 5 hours that have a difficulty of 20. You need both an electrical tool kit and a mechanical tool kit to facilitate repairs. Without one of the two kits you suffer a -4 penalty on the check; without both kits, the penalty increases to -8).

They gain inmunity to fatigued and exhausted conditions except from mental tasks (such as adept powers).

They are immune to poison, paralysis, disease, drug effects, and any effect that requires a Fortitude save unless the effect also works on objects or is harmless.

Turning off the Pain:
Full Body Prosthetics are totally cybernetic save for the spinal column and brain (usually). This means that, like a computer, certain senses can be turned off.

The only sensation cyborgs sometimes have deactivated is their sense of pain. This appears to be a great idea in combat but Ramifications do occur. Turning off one’s pain receptors is a free action but cannot be reactivated for at least ten rounds (one minute).

While pain is deactivated, the character incurs no stunning effects from wounds damage. They cannot be stunned or rendered unconscious from physical damage. However, the drawback to all of this…

The character, while void of pain, also cannot receive information from touch sensors as effectively. There is not data feedback to the brain on how the body is performing.

To translate this into game terms, the Cyborg suffers a –2 to Defense and a –1 to all hit rolls. She also suffers a –4 penalty on all Dextery based checks.

Cyberbrain Resurrection:
Unless the character has been killed by a critical hit, their cyberbrain may still be recovered. If a character officially dies, the cyberbrain has the Constitution + 5 = minutes to find a new body or go under life support. If time runs out, the Ghost is unrecoverable and death is final. However, if a new body is found in time or if life support is brought in soon enough, the cyberbrain can survive, but the trauma of death is permanent. Even if recovered and the Ghost survives, one of the Ghost’s mental attributes (Cha, Int, Wis) drop permanently by 1. If any attribute drops below -5, the Ghost cannot be recovered.

Removing a Cyberbrain safely from a body requires a successful Surgery DC25. A failure causes 1 point of permanent ability drain to all Mental attributes. Only cyberbrains with the Cutting edge cybernetics feat can be removed this way. Other cyberbrains don’t have enough cybernetic fail safes to keep the organics alive if the body is killed or if the brain is removed from the body. The chance of resurrection is a risky one and only to those Cutting edge Cyberbrains.

Cyborg Eating & Sleeping:
In an attempt to simulate a normal human life pattern, cyborg companies built the majority of their models to require sleeping and eating. Sleeping comes from a need for all organic brains to require a rest period. Androids and Neurochip implanted robots also require a sleep period in order for them to decompile their experiences, recharge their power cells, and debug their cyberbrains as well as get necessary updates from the manufacturer.

However, cyborgs also need power. Powering full body prosthetic bodies requires ingesting food like lengthy and costly maintenance, difficult machine-flesh consistency, and mental repulsions were too much of a block to make a mass penetration to normal people. It’s the food itself that’s important. Cyborgs can eat normal food. Implanted sensors transmit the proper flavor to the cyberbrain. It passes through their system with no ill or positive effects. Cyborg food looks stale, has virtually no smell, and is harmless to normal humans though having virtually no nutritional value. Cyborg food companies have made leaps in the technology of cyborg food to look close to something organic.

First, it was a liquid paste similar to baby food. This soon got replaced with the burrito. This remained popular to the day even though more realistic looking food replaced it (although much more expensive). Power drinks and the meat-wraps remain the standard today. The food contains organic chemicals to maintain the brain but the primary useful component of Cyborg food are micromachines.

They not only transmit useful nutrients to the organic portions of the cyborg, they also resupply the inbuilt micromachines, pumping through the body. Full Body Cyborgs carry a red blood-like circulatory system that powers the prosthetics. This blood never interacts with the organic portions of the body, even with full body prosthetics with only organic brains. No artificial blood products flow into the brain because of what is known as the “blood-brain barrier”—a special mechanism ensuring that foreign substances in the blood never attack the brain.

MicroMachined food resupply this system. Cyborg food, like normal food, never needs to be purchased by Players. It is assumed to be part of their normal lives. Cyborgs require eating in regular intervals like everyone else. They suffer from starvation from lack of eating like everyone else but the effects are more are quicker. Cyborgs that miss a day of food loose 1 point from each of their physical stats. This then drops 2 more points every additional day until food is ingested or the subject dies.

Cyborgs cannot get drunk unless they specifically tell their cyberbrain to do so. Some micromachined synthetic drinks can alter perceptions in the way alcohol can. Cyborg food also produces little waste, requiring a full body prosthetic to go to the bathroom similar to organic humans, at leas once every two days.

Weight and Buoyancy:
Simple limb replacement incurs no penalty as the replacements are rather light. However, because of the near superhuman capabilities of full body cyborgs, their weight increased substantially. To reflect this, the penalty to all Swim checks are –1 per every 5 lb of extra weight of the suit. There are modifications to offset this number plus the fact that increased strength offers bonuses as well.

Servicing:
Cybernetics and all robotics require periodic surviving. Every month, a character must invest a wealth check of 15 towards servicing. If this is not done, the cybernetic looses 10% of its abilities or capacity every month until it ceases functioning.

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