July 02, 2004

The Silvered

So, I want at least basic support for cyberware. Regular PCs probably couldn't become Caretakers without becoming NPCs but Rangers should be a possible character type.

Having cyberware means forgoing the use of psychic powers... even the most minor of cyberware generally ends up with wires running through your body up to a control chip in your brain and using psychic powers tends to short these out. So while it's technically possible to use psi and cyberware simultaneously, it causes brain damage over the longterm. Caretakers and Rangers who develop psychic powers after becoming silvered generally turn into psychotic freaks.

Possible upgrades:

  • Cybereyes with telescopic scopes (works just like a gun's scope, but it's built into you), night vision (better than a cat's; if there's no light at all, your eyes glow on their own), infrared, and/or targetting icons (bonus to hit).
  • Cyberears that automatically provide Keen Ears and noise editing (a further bonus to hear something in a specific direction, at the cost of blotting out all other sounds). Possibly even directional sonar.
  • Metal replacements for your natural weapons.
  • Touch-taser built into a hand or paw, or one that shoots a dart w/wire.
  • Subdermal armor.
  • Subdermal wires that can generate a taser-like shock over your whole body, zapping anyone who is trying to grapple you. The effect is greatly reduced if you are being grappled by multiple people.
  • A built-in radio for sending voice messages to other folks with receptors. The Caretakers get the skullcap implant, which includes a much more powerful radio capable of transmitting large files rapidly.
  • Pain editor. You can turn it on to make yourself effectively immune to pain.
  • Enhanced Muscles, Guts or Speed.
  • Subdermal radiation shielding (includes special filters in your nasal passages).
  • Brain implants that let you download skills (especially lore-type skills) from the All-Mother. Generally only given to Caretakers.
  • Brain upgrades that effectively boost your Brains stat.
  • A GPS system that keeps track of your current location and shows it on a mental map (a simple one, just a grid with some points labelled).
  • Wound sealers, which can cut the flow of blood to an injured area to prevent you from bleeding to death (you can self-stabilize if dying).
  • Reflex booster, improves initiative without upping your actual Speed.
  • Internal air supply (for holding your breath for long periods).
  • Voice synthesizer (for mimicking specific sounds or even other peoples' voices).
  • Internal storage area (a retractable, extra-tough metal box in your belly, for storing important items).
Caretakers get to "choose" their own upgrades, but Rangers are generally assigned theirs. Of course, if you write up a Ranger, you get to decide what cyberware they have, but you won't be able to add new parts willy-nilly.

The powers will probably be written up as special Edges. Since they interfere with Psi (I'm thinking that the minimum Risk of using any Psychic power is equal to the number of Cybernetic Edges you have, with the usual result of a Botch being temporary insanity) they're a little cheaper than their non-cyber equivalents... and, of course, many of them provide abilities that just aren't available otherwise. A Ranger with a few cybernetic enhancements and a psychic power or two should be a playable, if tragic character (especially if the power is one of the ones that can be triggered involuntarily).

The Caretaker package includes a load of upgrades but includes some loss of free will and serious penalties to your Spirit stat. Caretakers tend to suck at social interaction... they act more like grim robots than normal Beasts. Thus, they tend to use Rangers and non-silvered assistants for diplomatic tasks.

Posted by Kiz at July 2, 2004 06:04 PM
Comments
Post a comment









Remember personal info?