Why Cybernetics?
Before I start, let's talk a little
theory. A Psi-Wars character is built up out of three templates: her
occupational template, her background lens and her power-set. The
occupational template determines what she does.
It's her role and niche. A spy, for example, is going to fit into
the information gathering and infiltration niche. The background
lens tells you something about who she is.
Leylana is an aristocrat, while another spy might be a slave. Both
will be masters of information gathering, deception and infiltration,
but Leylana wears beautiful outfits and worries about what's
fashionable in court and who is marrying who, while the slave is more
worried about whether her master will beat her for the terrible
secrets she just uncovered while skulking in shadows.
Power
sets explain why you are cool.
They set you apart in a specific and precise way. Psionic Powers
and Communion say that you are cool in a spooky or mystical
way. If Leylana chose a psionic powerset, then she becomes the sort
of spy that snatches secrets right from your mind, who sees visions
of the future and worries about destiny and the future of all mankind
while spouting nonsense like “I must slay the Great Beast with the
Secrets of the Dark Emperor!” Martial Arts sets say that you are
cool in a culturally specific and martial way.
If Leylana studied Space Ninjutsu, then she becomes a ninja, able to
kill with her bare hands and vanish, but also tied into a Space Ninja
clan, who share their secrets with few. It suggests that she has
some deep, cultural tie to them (perhaps she knows their language and
their cultural familiarity).
Cybernetics
say that you are cool in a physical
and robotic way. A
cyborg has given up some of her humanity to be stronger, faster and
more technological way. She has become a bit more like a bot to gain
an additional edge over everyone else. If Leylana chose to be a
cyborg, then we would expect hidden weapons, gleaming red eyes when
angered, a bullet-proof under-chassis, a super-strong arm, and the
ability to interface directly with computers to steal their secrets.
The Problem with Cybernetics
Everything cybernetics can offer you is
either an already existing technology, or it's an upgrade to your
physical capabilities, usually in the form of greater toughness,
strength, or speed. Speed is obviously good and useful. Strength is
more questionable, but as I explored martial arts, the less
situational ST seemed: It gives you extra HP, it lets you leverage
weapons (whether blasters or vibro-blades) better, and it greatly
improves your grappling skills. Only unarmed striking is “not
really worth it”, and even then, sometimes it's better to have it than not have it.
Toughness and technology pose the
greatest problem, for related reasons: the gear that they emulate are
more cheaply purchased with money than with points. A
hand-held holographic costs $300, while purchasing the same ability
(100 mile range with real-time holographic images) is at least 17
points. A robot with the equivalent armor to a light combat hardsuit
costs 300 points! Even if we account for “Cannot wear armor,”
they still cost 180
points our of a characters 250-300 points! While purchasing these as
advantages has some merit (“You can't take away a cyborg's armor”),
they don't justify the high pricetag (“You can't take away
signature gear either, and that's much cheaper! And you can turn
away a heavily armored cyborg for security reasons, so it's not that
much of an advantage”), given that some of these will cost more
than the entire character, leaving you with a useless, underskilled
character whose only trick is that he's always as armored as if he
wore a hardsuit.
Strategies
If we are unwilling
to accept these costs-as-written, what options do we have?
The
first option is the transhuman space
option. In Transhuman Space, the book suggests ignoring point costs,
or only tracking them in regards to how powerful your character is,
rather than setting a hard limit. Thus, if you can afford to
upgrade, you can buy the upgrade. Point cost becomes a rough measure
of your power, rather than a limitation on how powerful your
character can be. If a normal guy is hanging out with a biomodded
eloi, the latter is worth far more points, and that's just all there
is to that. In short, cybernetics aren't powers,
they're just technology.
This
works well for cyberpunk or any game where themes of
self-augmentation and the cheapness of life/flesh are central. Star
Wars has some
superficial cyberpunk themes, and we could bring those more to the
fore, but I think that would be a mistake. In Star Wars, cybernetics
become something iconic to the character, a symbol of loss. With the
exception of General Grievous, characters do not generally run around
upgrading themselves. Moreover, Psi Wars is built on a framework
where all characters remain roughly on par. While purchasing a
built-in radio as opposed to a hand-held radio isn't really something
worth tracking with anything more than money, things like extra
attacks are, in my opinion, better taken as advantages than as
equipment. If a character is super-strong because he's
cybernetic, that's an
interesting character-building choice, and he should pay points for
it.
The
second strategy, the Perk strategy, is covered in Pyramid #3-69 on
page 13 (Living Better with Cybernetics) by Demi Benson. She
explains that if the item is standard technology, you can treat it as
just an accessory
perk, especially if the character uses it as another character might.
If a cyborg has to stop and lift his hand to his ear to use his
radio, it's definitely a perk. On the other hand, if the advantage
is inherent and important, we can treat it as an advantage.
This
creates a point-cost disparity, but it's one we can carefully
navigate. We can ask ourselves “How important is it that someone
takes Telecommunication as an advantage? Is it really
worth 17 points? Or would they rather spend their points elsewhere?”
The question will have different answers for different forms of
technology.
But this doesn't
resolve all possible problems. Some traits and advantages simply
aren't worth it for characters. What do we do about them?
Strength
Back
when I started all of this, I would have told you ST isn't worth your
time. Now, I'm not so sure. It's true that striking
damage isn't particularly useful
against guys in armor, so being able to punch or kick isn't that
important, but being able to inflict some extra damage with a
vibro-blade is. It
also matters a great deal in grappling contests, which come up
relatively frequently. It also matters when making Beats, in
carrying heavy armor, and in having a few extra HP, which could be
the difference between life and death. It's not as important a trait
as it is in a TL 3 setting, but that doesn't men that it isn't
important.
While Striking ST is almost certainly overpriced, for now, I'm okay
with leaving things as they are.
Damage Resistance
As
already addressed, the high cost of damage resistance is a serious
problem. It's a decent cost for TL 3 (arguably too low) and it's
perhaps okay at TL 8,
but it's far too high for TL 11. Fortunately, others have thought
about this.
http://gamingballistic.blogspot.nl/2014/06/scaling-character-dr-by-tech-level.html
http://gamingballistic.blogspot.nl/2014/06/scaling-dr-revisited.html
http://gamingballistic.blogspot.nl/2014/06/scaling-dr-revisited.html
Using the first, if we assume that a character with DR 20 could stop
a TL 8 bullet dead, the same character would need DR 100 to stop a TL
11 blaster shot dead. If we want both to cost the same, then DR
should cost 1/5 of what it does in the standard rules. That tracks
nicely with giving everything in the setting (Vibro-Blades, Force
Swords, Blasters, Neurolash Weaponry) an armor divisor of 5.
Purchasing 20 DR (Battleweave) is 20 points, a light hardsuit is 60
points, and a heavy hardsuit is 100.
In
his second post, Douglas Cole points out another problem: even low
levels of DR make one effectively immune to most weapons. That's
very true of Psi-Wars. If DR of 5 costs you 5 points, then for 5
points, you can be virtually immune
to all unarmed strikes. That's a a great deal! He suggests scaling
DR (the first few points of DR cost more than later points of DR).
That's one approach., but I find it complex. We'd need a chart,
which makes conversion
difficult.
On the other hand, since the problem isn't brute damage so much as
armor divisors, DR 20 with 3 levels of hardening costs 250 points.
If we give someone 3 levels of hardening for free, then 100
points of DR 20 is the equivalent to DR 100 when it comes to blasters
and vibro-weapons, while still being relatively vulnerable to
punches and kicks.
But there are weapons other than just punches and kick that don't
have armor divisors: slams, falling damage, explosives, missiles and
so on. Moreover, most GURPS material lacks hardening. If we
revise it this way, then nearly all robots become virtually
indestructible, unless we instead reduce the amount of armor
they have which, in many cases, isn't practical: It makes sense that
basic androids have a DR of 2-4, making them hard to hurt with your
first, but are easily destroyed with a blast from a blaster, while
warbots are virtually untouchable with your fist and require a
serious blaster to take down.
All things considered, I think I'm most comfortable with 1 point = 1
DR. Hardened DR becomes cheaper as a result, and will be something I
encourage. This has a knock-on effect of altering how robots are
priced, as their armor suddenly becomes much cheaper. If we're
worried about twinkery, we can apply unusual backgrounds for certain
levels of DR, such as an organic who wants any DR, and then again for
DR over a certain threshold (say, 3), and then an unusual background
for people who want more DR than can be acquired with a heavy
hardsuit. I'd suggest the first one be a perk, the second 5 points,
and the last 5 points.
Damage Dealing Powers
So what about blasts, blades and claws? Cyborg characters often
sport melee weapons likes claws and arm blades, or hand-cannons. How
should those be handled?
Hand-Cannons are the simplest: They're weapon mount points. You load
a special cyborg-version of a blaster into your hand-cannon mount,
and you're good to go. You don't pay points for the blast, you pay
points for the right to mount a blaster inside your arm.
What about claws? Claws could be a perk (“finger knives!”),
but I think most players would find that a bit weird. Claws cost
points, so we make these cost points and they become an inherent
weapon for the character. What, then about arm blades. Should they
also cost points? Won't they get very expensive if you mount a
vibro-blade onto your arm? Again, Demi suggests we use a perk, and
why not? The point is that we're mounting a weapon on our arm, just
like a gun. But why not apply that same logic to claws?
Claws are innate. That means they benefit from unarmed
etiquette and that you cannot destroy them without destroying the
hand (and repairing the hand repairs the claws). They are part of
the character. For the arm-blade, the blade itself is not
part of the character. A force sword parry will destroy it. You can
uninstall it and install a superior one. If your arm is crippled and
your arm-blade destroyed, you need to buy a new one or repair the old
one seperately after your arm has been restored. However, to benefit
them, we'll say that claws are “super-fine” at no cost
(automatically gaining the armor divisor of 2) and that vibro-claws
are a perk. That makes them pretty powerful, but claws
already run 5 or more.
We'll
need to apply this sort of ad-hoc logic as we go through all of our
cybernetic gadgets, but the core logic remains the same: If the item
is sufficiently cheap and innate, pay full cost for it. If it's too
expensive or not sufficiently innate, treat it as a perk.
Cybernetics as a Power
Ultra-Tech and Living Better with Cybernetics include plenty of cybernetics for us to play with. Because our robots were limited to TL 10, I'm going to limit our cybernetics to that as well. If characters want access to TL 11 cybernetics, they can do so with a perk “Better Cybernetics.”
As per the “New Limitation: Cybernetic” sidebar on page of 17 of Pyramid #3-51, we should define how our cybernetics work. Because we have pretty standard assumptions, we can set this in stone for the most part:
We have to be careful here, though. Bionics represent replaced body parts and are Mitigators with -70%, as per UT 207. This mitigator includes Unhealing, Maintenance and Electrical. For an advantage granted by a cybernetic body part (increased ST, damage resistance, the ability to talk via radio), we definitely need to note that it needs maintenance and that it’s electrical, as these advantages go away under those specific conditions. Unhealing and unliving are only pertinent if we can target the cybernetic implant and damage it, thus removing it. For bionics, that’s not usually relevant: If I cripple your cybernetic arm, the fact that you have +2 arm strength doesn’t “go away,” but nor is it relevant further. Other factors, like DR, remain relevant no matter what. Accessories are, in fact, gear and are treated as such, and need no further limitation. So the remaining question is if something like an adrenal implant that grants a bonus to basic speed can be targeted and destroyed.
The answer is, of course, that it can be. Implants have no more then a DR of 2 (-20%), they can be targeted (Most implants would probably count as “vitals” for -3 to -6, but they’re also not usually readily obvious, which means that you need some special skill to even notice that someone has an implant), and they can be stolen they that would require surgery (or killing your character) and wouldn’t work for the target immediately (he needs surgery too), making the fact that it can be stolen a -0%. The net result would be a -20%, and allow opponents to take out your cool implant with a very precise sniper shot, provided they know where you’ve had yours implanted.
Is that what we want? That sounds like more trouble than its worth, so let’s ditch it. In principle, we’re aware that people can damage your cybernetics, but electrical and maintenance already cover that enough, and the chances of someone removing your cybernetics by bullet are rarer than someone deploying an anti-psi against a psi, making it worth less than -5%. We’ll ignore it. That also means that unhealing and unliving aren’t pertinent
That said, bionics can be readily damaged, and “Unhealing” is built into their Mitigator. What about Unliving? Demi raises a good point in noting that a bionic limb would take less damage from piercing attacks and would need twice as much damage to cripple. She’s also correct in noting that a full cyborg has twice as many HP as a standard human of the same weight would have. But how do we cover that with points? Do we give characters a limited Unliving for their limbs only? But what happens if they go from partial bionics to a full cyborg conversion? Why then do they have to double their HP? Well, in fact, if you carefully walk through all of the bionics, things like reinforced bones and cybernetic spines do improve the user’s HP. Thus, you can gradually turn someone into a cyborg and watch the full process of going from living and 1xHP to unliving and 2xHP bit by bit. That passes the smell test.
Thus: The total limitation for cybernetic equipment is -25%. If you take more than 1/3 your HP in an attack, you have to roll HT or your cybernetics short out. Your cybernetics must be repaired with Mechanic (Robotics). You have reduced damage from impaling or piercing attacks to your cybernetic limbs. You are not immune to metabolic hazards: Cybernetics integrate enough with flesh that damage to the body will harm the cybernetic attachments. For example, you can poison a cyborg by poisoning his nutrients.
They must also be maintained with Mechanic (Robotics) once per week. Failure to meet this maintenance results in a loss of HT for that part only. For simplicity, assume all cybernetics have the same HT and the same maintenance level. Maintenance takes an hour to treat all parts, and requires a Mechanic (Robotics) roll, using the standard modifiers for tools. Apply the maintenance-missed penalty to all parts (so, if you're HT 12 and you've missed two maintenance sessions and you get hit with sufficient electrical damage to see if your cybernetics short out, they'll do so on a roll of 11 or more, rather than the usual 13 or more).
For Psi-Wars, we will not use living flesh biomorphics, despite their presence in Star Wars (Though it seemed limited to Luke Skywalker only, probably because of the difficulty of showing a robot hand all the time, and he constantly wore a glove and has a very robotic hand by the Force Awakens). If Luke Skywalker can have human-like flesh on his hand, then a droid can have human-like flesh over its whole body, and I don’t want that. If robots have to be chrome or mannequin, then so too do humans who slowly turn themselves into robot. Thus, we have sculpted, mannequin and semi-mannequin biomorphics for cyborgs, just as for robots.
As per the “New Limitation: Cybernetic” sidebar on page of 17 of Pyramid #3-51, we should define how our cybernetics work. Because we have pretty standard assumptions, we can set this in stone for the most part:
- Electrical -20%
- Unhealing (Total) -30%
- Unliving +20%
- Maintenance (1 person, weekly) -5%
We have to be careful here, though. Bionics represent replaced body parts and are Mitigators with -70%, as per UT 207. This mitigator includes Unhealing, Maintenance and Electrical. For an advantage granted by a cybernetic body part (increased ST, damage resistance, the ability to talk via radio), we definitely need to note that it needs maintenance and that it’s electrical, as these advantages go away under those specific conditions. Unhealing and unliving are only pertinent if we can target the cybernetic implant and damage it, thus removing it. For bionics, that’s not usually relevant: If I cripple your cybernetic arm, the fact that you have +2 arm strength doesn’t “go away,” but nor is it relevant further. Other factors, like DR, remain relevant no matter what. Accessories are, in fact, gear and are treated as such, and need no further limitation. So the remaining question is if something like an adrenal implant that grants a bonus to basic speed can be targeted and destroyed.
The answer is, of course, that it can be. Implants have no more then a DR of 2 (-20%), they can be targeted (Most implants would probably count as “vitals” for -3 to -6, but they’re also not usually readily obvious, which means that you need some special skill to even notice that someone has an implant), and they can be stolen they that would require surgery (or killing your character) and wouldn’t work for the target immediately (he needs surgery too), making the fact that it can be stolen a -0%. The net result would be a -20%, and allow opponents to take out your cool implant with a very precise sniper shot, provided they know where you’ve had yours implanted.
Is that what we want? That sounds like more trouble than its worth, so let’s ditch it. In principle, we’re aware that people can damage your cybernetics, but electrical and maintenance already cover that enough, and the chances of someone removing your cybernetics by bullet are rarer than someone deploying an anti-psi against a psi, making it worth less than -5%. We’ll ignore it. That also means that unhealing and unliving aren’t pertinent
That said, bionics can be readily damaged, and “Unhealing” is built into their Mitigator. What about Unliving? Demi raises a good point in noting that a bionic limb would take less damage from piercing attacks and would need twice as much damage to cripple. She’s also correct in noting that a full cyborg has twice as many HP as a standard human of the same weight would have. But how do we cover that with points? Do we give characters a limited Unliving for their limbs only? But what happens if they go from partial bionics to a full cyborg conversion? Why then do they have to double their HP? Well, in fact, if you carefully walk through all of the bionics, things like reinforced bones and cybernetic spines do improve the user’s HP. Thus, you can gradually turn someone into a cyborg and watch the full process of going from living and 1xHP to unliving and 2xHP bit by bit. That passes the smell test.
Thus: The total limitation for cybernetic equipment is -25%. If you take more than 1/3 your HP in an attack, you have to roll HT or your cybernetics short out. Your cybernetics must be repaired with Mechanic (Robotics). You have reduced damage from impaling or piercing attacks to your cybernetic limbs. You are not immune to metabolic hazards: Cybernetics integrate enough with flesh that damage to the body will harm the cybernetic attachments. For example, you can poison a cyborg by poisoning his nutrients.
They must also be maintained with Mechanic (Robotics) once per week. Failure to meet this maintenance results in a loss of HT for that part only. For simplicity, assume all cybernetics have the same HT and the same maintenance level. Maintenance takes an hour to treat all parts, and requires a Mechanic (Robotics) roll, using the standard modifiers for tools. Apply the maintenance-missed penalty to all parts (so, if you're HT 12 and you've missed two maintenance sessions and you get hit with sufficient electrical damage to see if your cybernetics short out, they'll do so on a roll of 11 or more, rather than the usual 13 or more).
For Psi-Wars, we will not use living flesh biomorphics, despite their presence in Star Wars (Though it seemed limited to Luke Skywalker only, probably because of the difficulty of showing a robot hand all the time, and he constantly wore a glove and has a very robotic hand by the Force Awakens). If Luke Skywalker can have human-like flesh on his hand, then a droid can have human-like flesh over its whole body, and I don’t want that. If robots have to be chrome or mannequin, then so too do humans who slowly turn themselves into robot. Thus, we have sculpted, mannequin and semi-mannequin biomorphics for cyborgs, just as for robots.
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