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Solar Blades & Cosmic Spells - Cyber Implants

Artwork by Louis Glanzman
How about another small preview on what I am working on? Solar Blades & Cosmic Spells draft document is at the moment with 64 pages, and I don't think I've reached its middle yet. This is going to be my biggest project so far. It will basically combine content of Sharp Swords & Sinister Spells, it's Addendum, some updates and modifications, a lot more examples to make it more user friendly, especially for beginners, and a bunch of generators and genre information.

Today I present my initial draft of cyber implants. As with other Advanced Technological gear, they are going to be pretty rare and will probably require some form of quest/adventure to be acquired. Galactic Overlords don't like the prospect of their subjects using technological advanced devices.

Cyber Implants


Technology once reached a level where the human body could be replaced by mechanized parts. Initially, these cybernetic parts were imperfect replicas of limbs and other organs, barely replacing their missing counterparts. But technology didn’t stop there, soon they were just as capable as normal limbs and then stronger, more agile and some even had improvements. In game terms, there are 3 categories of Cyber Implants. Type I implants are imperfect replacements for lost limbs and organs. They impose a Negative Die in test in which these implants are used. Type II are perfect replicas and allow normal use of the replaced limbs and organs. However, type III Implants actually improve the capabilities of the replaced limb, usually giving a Positive Die when it’s used, integrating some other item or ability into it (like X-Ray vision, Binocular eyes, Flame Thrower Arm). However, these implants are extremely rare to find, rarer to actually be implanted and can run down of energy (when their Durability score reaches zero) leaving the user limbless.

Cyber Implant
Body Stress
Special
Type I
1
Imposes Negative Die when used.
Type II
2
Works as regular limb or organ.
Type III
3
Gives one improvement (Posite Die on certain tests, Special Abilities, integrated gear).

There is, however, a limit of Cyber Implants a body can usually sustain. Most sentient species nervous system was not meant to interact with electronic parts and if overloaded with them may collapse. In game terms, each type of implant counts as the same value of Body Stress (so a type II implant causes 2 points of Body Stress), and each character has a Body Stress limit equal to their Physique. If the Body Stress limit is reached, any additional implant will require a Luck Roll. If the character is lucky his body does not collapse. Failure, however, means death.

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