Cybernetics

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Cybernetics, or the art of becoming the sentient machine, is a process honed for over 200 years in select Stables. Started by Ministry Mare Fluttershy in an attempt to heal even the most crippled of soldiers and civilians alike, these unique and potent magical devices can be installed by only the most skilled of technicians and only in a few, select locations. If you’re lucky, you, too… could be augmented.

The Rules

Cybernetics are potent additions to any character, and a player should express an interest in this option early on in the campaign (when possible) to provide the GM the chance to provide a way for players to gain cybernetics, or tell the player that cybernetics have no place in the campaign.

Cybernetics are available to any race, though some augmentations may make more sense than others and the GM is always able to deny a player should he/she deem the augmentation out of line. For instance, gaining cybernetic wings is a great way to gain flight, but on a griffin, pegasus, or alicorn, gaining a second set of mechanical wings looks less ‘bad-ass’ and more ‘ridiculous’.

All cybernetics possess a Rejection Rating. This is the chance that the individual who is being augmented will experience unpleasant side effects as their body rejects the augment. This chance is calculated as (Rejection Rating)x15, and is the target of a 1d100 roll. Should the result fall under the target, the augmentation is rejected. Should it be over the target, the individual’s body accepts the augmentation. This indicates a flawless merging of magical machinery and biology, and the individual does not need to have another rejection check rolled for that implant (even should the implant be torn out and then replaced, yikes!).

In the event the augmentation fails, these side effects include (but are not limited to) dizziness, nausea, diarrhea, anemia, infection, hair loss, and even death should the augmentation not be removed. In addition, the target that is under the effects of rejection does not benefit from the augmentation that is causing the rejection. This can have a variety of effects on the PC ( or NPC ) augmented, but the GM is encouraged to use the Environmental Degradation rules for determining the severity of penalties. An example penalty would be a -1 to END and CHA, per day. When 0 CHA is reached, the individual goes insane, taking a -3 to all SPECIAL checks and a -30 to all skill checks (and the GM is encouraged to mess with the PC or NPC’s head). When 0 END is reached, the individual dies. This penalty will only dissipate after the augmentation is removed. When this occurs, the individual’s CHA and END will return at a rate of 1 per day, double with proper medical care.

More to come…

Cybernetics

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