Monday, May 2, 2016

OneDice Urban Fantasy Revisions Fiinal Post: Alchemy and Artificing

Alchemy and Artificing are two ancient arts that involve the creation of magical items. Both skills are linked to Magic or Clever, but a character must have Magic 1+ in order to learn either art.

Alchemy is the art of creating potions, elixirs, and similar things. Use the chart for the free-form spells in the main rule book to determine the TN for the potion. The time, cost, and ingredients will depend on the potion and its effects.

A character can create a number of potions per week equal to their Magic score. Potions generally last one week before spoiling.

What alchemy can do: transmute substances, improve or weaken the body, accelerate healing, explode, corrode, render invisible, render enthralled/in love, alter memories, accelerate plant growth, alter fertility, extend lifespan, etc.

What alchemy cannot do: create something from nothing, raise the dead, instantly heal wounds


Artificing is the art of creating enchanted objects, from minor charms and talismans to the fabled staff of the magi.

To figure the TN for a simple charm or talisman that has a single use, use the free form spell table. As with potions, there should be a cost and time requirement set by the GM. These items generally remain potent for up to a month. A character can create a number of charms and talismans in a month equal to their Magic score.

To figure the TN for a permanent item, consult the free-form spell chart but add 5 to the TN. Such undertakings often require aid, rituals, and special ingredients to help the caster make the TN. A character can only make a number of permanent items per decade equal to their Magic score.

What charms and talismans can do: replicate a supernatural power, protect against a specific type of supernatural or monster, provide minor good or bad luck, induce a mild to moderate compulsion, temporarily boost an ability score by 1 point, provide a defense bonus, protect against mind control or charms, etc.

Permanent magical items can do nearly anything with one limit: no instantaneous healing, and no resurrection. In addition, all permanent magical items carry some kind of restriction: limited uses per day/month/year, draining Health that cannot be healed except by rest, requiring specific times/places to operate, etc.




Now, with that out of the way, I can get back to White Box Cyberpunk.

Sunday, May 1, 2016

White Box Cyberpunk Checklist

Work continues on my White Box Cyberpunk hack. This is a little checklist of what I've got done and what I still want to do.

If I had more ambition/know-how/layout skillz, I'd consider making this into a PDF and selling on DriveThru as PWYW or a buck or whatever. This would be the layout:



Chapter 1: The Cyberpunk Future - Haven't even written a word 
Chapter 2: Character Creation- Not started. Rolling up stats, stat bonuses, etc. 
Chapter 3: Character Classes- Done.
Chapter 4: Equipment and Gear- Done.
Chapter 5: Neuromancer Programs- Done and done. 
Chapter 6: Combat- Done.
Chapter 7: Operations and Playing the Game- This will be the chapter detailing common tasks (which I posted already), hazards, etc.
Chapter 8: Antagonists- Not started. My plan is to just stat up a little bestiary of thugs, corporate security guards, etc.

I now consider myself about halfway done with the project. Yes, it's simplistic as far as cyberpunk games go, but I'm all about that White Box life.






Friday, April 29, 2016

OneDice Urban Fantasy Revision: Magic System

 I had intended this to be my final post on my OneDice Urban Fantasy revisions, but I just realized I never posted any rules for alchemy and artificing, two skills I introduced. That will be the final post so that I can get back to work on my White Box Cyberpunk rules. Jeez. 


Magic and Spells

This system is a hybrid of the two presented in OneDice Urban Fantasy. (One is a list of set spells by category, the other is a very cool free-form system based on semi-historical magical traditions)

Characters begin with a number of spells equal to their Magic rating x2. They may select spells from both their gift and aptitude lists, but they may never know more aptitude spells than they do gift spells.

Characters with a magical aptitude are limited to the spells on their list. Characters with a magical gift, however, are capable of improvising spells per the alternate magic system in OneDice Urban Fantasy.

Regardless of whether a character uses an improvised spell or a "rote" (list) spell,  a character can still only cast a number of spells per day equal to Magic x2 safely. A character can choose to cast extra spells, but each extra spell causes the caster to lose 1d6 Health for an acolyte spell, 2d6 for an adept spell, and 3d6 for a master spell. The character can make a TN 4/6/8 test vs. Strong or Magic to take half damage. The damage from casting extra spells can only be restored by natural healing; regeneration and magic will not help.

All schools/traditions of magic have three levels of skill: acolyte, adept, and master. Any character with Magic 1 can learn acolyte spells, so long as they have the appropriate gift or aptitude. In order to learn adept spells, a character must have Magic 3 and be at least 3rd level. Master spells require a character to be level 7 and to have a Magic rating of 4 or higher.

All of the magic types in the book use their spell lists. Beginner spells are the acolyte spells, intermediate spells are the adept spells, and advanced spells are the master spells. Below are two new types of magic.

*Elemental Magic-  Deals with the manipulation of the four elements
 Acolyte (Requires Magic 1+)
1. Manipulate Air  The caster can create/nullify a strong breeze, disperse smoke/gas, etc. This can generate a wind strong enough to knock someone over. Range: 20 TN: 6
2. Manipulate Earth The caster can weaken or toughen dirt, wood, or even metal, doubling or halving the structural integrity. Range: 20 TN: 5
3. Manipulate Fire- This spell can quell or intensify a fire to about bonfire levels. It cannot create fire from nothing. Range: 10 TN: 6
4. Manipulate Water- This spell can direct the current of a body of water roughly equal to a small lake. It can churn or calm the water. The spell can drop the temperature of water to just below freezing or just above boiling. Range: 10 TN: 5
5. Resist Cold The target can withstand even arctic temperatures without any discomfort or detrimental effects. The target also takes half damage from cold attacks. Lasts 1d6x10 minutes. Range: Touch TN: 5
6.Resist Fire- The target can withstand fire and heat up to 450 degrees without any detrimental effects. The target also takes half damage from fire-based attacks. Lasts 1d6x10 minutes.

Adept (Requires level 3+ and Magic 3+)
1. Chill- Used against an enemy, this spell inflicts 1d6x3 cold damage (metal armor does not protect, but non-metal does) Used against and object, it can drop the temperature to the point where holding it is impossible without taking 16 damage and making a TN 6 Strong check not to drop it. Range: 10 TN: 8
2. Earthen Grasp- Chunks of ground rise up and trap an enemy's legs. For 1d6 rounds, the opponent cannot move. TN: 8 Range: 10
3. Icicle- Summons an icicle that the caster can hurl at an opponent. The projectile inflicts 2d6 damage. The caster can also cause the icicle to explode as it travels, targeting up to 1d6+1 opponents with icy shrapnel. Range: 20 TN 7
4. Melt- This spell can melt metal objects up to the size of a city mailbox. (It will still partially melt larger objects like a car) Anyone who touches or is wearing melted metal takes 1d6 damage per round of exposure. (Armor does not help unless it is fireproof) Range: 10 TN: 8
5. Summon Elemental- The caster summons forth  1d6 elementals (the caster can pick which type, but all summoned elementals are the same type.) They will serve the caster for 1d6 rounds, after which they vanish back whence they came.  Range: 10 TN: 7
6. Wind Shield- The caster is surrounded by a small whirlwind that deflects attacks. Melee attacks suffer a -2, ranged attacks suffer a -3. The spell lasts for 1d6 combat rounds. Range: Self   TN: 7

Master (Requires level 7 and Magic 4+)
1. Convert Element- This spell can change an element from one to the other. A fire could be turned into water, for instance. The spell affects an area about the size of a small house. The change is permanent. Range: 20 TN: 10
2. Conflagration- This spell causes an enormous fire to burst forth from nothing. The flames are big enough and hot enough to engulf a small house. The fire may be extinguished by normal means. If the fire erupts in the same space as a foe, they take 1d6x4 Health, plus possible further damage if they remain in the fire. Range: 10 TN: 9
3. Earthquake- This spell causes an earthquake that affects an area of about 1d6 city blocks. The earthquake is 1d6+3 on the Richter scale and lasts for 1d6 minutes. Range: 10 TN: 12
4. Tempest- This spell creates gale-force winds, capable of destroying windows, damaging buildings, and hurling people. The tempest lasts 1d6 combat rounds and blows in whichever direct the caster desires, though the caster must concentrate to maintain the winds. Range: 20 TN: 11
5. Torrent- This spell conjures a localized downpour, covering about a city block. Visibility is reduced to 1 yard, and it quickly becomes impossible to move in the huge puddles, mud, etc. Everyone in the area moves at half speed and ranged attacks are impossible. Range: 20 TN: 9
6. Summon Greater Elemental- This spell summons forth a Greater Elemental (the caster can choose the type.) It serves for 1d6 rounds before returning whence it came.  Range: 10  TN: 9


*Hemomancy- Magic that manipulates blood and life force. Most of these spells do not work on undead, constructs, or other things that are not truly alive. At the GM's discretion, spells that manipulate actual bloodflow may affect a vampire.
 Acolyte (Requires Magic 1+)
1. Adrenal Surge- Target gains +2 Strong for 1d6 combat rounds. Range: 10 TN: 6
2. Cease Bleeding- This spell stabilizes a dying character (0 Health) Range: Touch TN: 5
3. Endure- This spell allows the target to go without water, food, sleep, or even rest for three days. At the end of that time, the target takes 2d6 damage that can only be healed by complete rest. This spell can only be cast once a week on a given individual. Range: Touch TN: 5
4. Enhance Life Force- The target heals at double the normal rate for 1d6 x 10 hours. Range: Touch Touch TN:6
5. Sense Life Force- The caster can sense the presence of all living beings within 1000 feet. The caster can determine their size and if they are badly injured or not. The spell lasts as long as the caster remains in total concentration. Range: Self  TN: 5
6. Slow Heart Rate - For the next 1d6 combat rounds, that target can either move or take an action, but not both. Outside of combat, this spell fatigues the target, imposing a -2 penalty on all tasks. Range: 20  TN: 6

Adept (Requires level 3+ and Magic 3+)
1. Bleed - A given target takes +2 damage from any cutting or piercing attack for the next 1d6 combat rounds. Range: 20  TN: 8
2. Block Pain - One target gains +15 bonus health for 1d6 combat rounds. All damage first subtracts from these bonus hit points. At the end of the spell, the target takes 1d6 damage. Range: 20 TN: 7
3. Burst Vessels- Causes the blood vessels in the target's eyes to rupture. For 1d6 combat rounds, the target has -2 to any attack requiring clear vision. (Ranged attacks, etc) Range: 20 TN: 7
4. Heart Attack - The target takes 1d6 x 3 damage. Armor does not protect the target. Range: 10 TN: 9
5. Purge- The target is instantly cured of mundane diseases or poisons. Magical diseases or poisons require a higher TN. The target spends 1 round vomiting or otherwise purging the harm from their body. Range: Touch    TN: 9/11
6. Transfer Life Force- The caster is able to give Health points to an injured living being. The caster can only recover points from this transfer through natural rest; no supernatural aid will bring the points back faster. This spell cannot give a subject Health in excess of their normal maximum value. Range: Touch TN: 9


Master (Requires level 7 and Magic 4+)
1. Contagion- This infects the target with a wasting disease. The disease lasts 3d6 days, inflicting a point of damage each day that the target cannot recover unless they receive supernatural aid. In addition, the target's Strong score is reduced by 2. (If reduced to 0, the target is helpless and unable to walk.) During the course of the infection, the target is contagious; anyone in contact with them must make a TN 6 Strong roll or become infected. Modern medicine has only a 50-50 chance of treating the disease. Range: 20  TN: 11
2. Create Life- The caster invests part of their own life force into a vessel, bringing it to live. This must be an organic body, created artificially through alchemy, or an intact corpse. This newly created life will have it's own personality and motivations. It has a number of Health points equal to what the caster chose to invest x2 The caster cannot ever recover the Health Points invested to create this new life.  Range: Touch TN: 12
3. Drain Life Force- The caster steals the target's health and adds it to his own. Armor does not protect against this loss. If the caster exceeds his normal Health total, they keep the extra points until they are lost from injury, etc. This spell does not increase the caster's maximum Health total.  Range: 20 TN: 10
4. Puppet- By manipulating the blood and muscle of a target, the caster can force the target's body to perform actions of the caster's choosing. The caster's control over the body is clumsy, and the target cannot be forced to perform tasks of fine manipulation. The spell lasts as long as the caster concentrates. The caster can take no significant actions. If the caster is injured, they must make a Strong roll with a TN equal to the damage they have taken or the spell ends immediately.  Range: 20 TN: 11
5. Quench Life- The target must make a TN 10 Strong roll or lose 20 Health. TN: 12 Range: 10
6.  Requiem- An intact corpse may return to life for a single day, after which they die again. There is no way to prevent this. The spell can also return vampires to life for a single day, though unwilling targets may resist. A vampire revived in this way is subject to mortal attribute/skill maximums, does not suffer the usual weaknesses, and cannot use any vampiric gifts. This spell can only be cast once on any given individual, ever.  Range: Touch  TN: 12



 

Thursday, April 28, 2016

OneDice Urban Fantasy Revisions- Supernatural Gifts


Demon Gifts
*Devil's Deal: Anyone who enters willingly into a bargain with a demon-blooded must fulfill the terms of the contract or become sickened, with their Strong, Quick, and HP reduced to half, rounded up. This sickness remains until the contract is fulfilled or the demon-blooded willingly releases the target from the contract. This ability is a double-edged sword; as the demon-blooded suffers the same penalty if they break their half of the bargain. They must either fulfill their end or else be released by the target. A demon-blooded can have only one Devil's Deal active at a time.
*Long-lived
*Nightmare Sending: The demon-blooded stands over a sleeping or unconscious individual and makes a Magic vs. Magic attack. On a success, the target suffers terrifying nightmares (though does not awaken) and the demon-blooded can siphon 1d6 HP from them, adding them to his own. This ability can be used only once per night.
*Regeneration: The demon-blooded heals five times faster than ordinary humans. Wounds caused by a vulnerability, however, heal at the normal rate.
*Sorcery- The character has access to the Sorcery school of magic. This is treated as an aptitude and not a gift.
*Stronger- as per the lesser gift
*Unearthly Beauty- as per the fae-blooded gift

Demon Weaknesses
Ban: Holy ground/holy symbols
Dependence: inflicting torment on humans, making deals with humans, seducing humans
Vulnerability: Cold iron, blessed weapons (double damage in either case)

Fae Gifts 
Exactly as written in the OneDice Urban Fantasy book, with one exception
*Shapeshifting- At character creation, the fae-blooded must choose whether they can assume any basically humanoid form, or whether they can shapeshift into animals. If they take this gift twice, they may shapeshift into either.

Fae Weaknesses  
Exactly as written in the OneDice Urban Fantasy book, with the following changes:
*Vulnerability- Weapons made of the substance do double damage, objects do damage over time. 

Lesser Gifts - All natural gifts from the book work now fall under this category. The following are some new additions:
*Electropathy-The character and psychically manipulate nearly electronic objects. A character needs the computer skill to do any hacking or other surreptitious ability, but any electropath can cause the device to turn on/off, turn up, or perform any normal function with a TN 3 Magic roll.
*Face-Stealing- The character can create a glamour on themselves to look like a specific individual. The character must have seen the individual in person at a range of 10 or less within the past month. People who know the individual personally can make a TN 6 Clever check to see through the disguise. Anyone with The Sight will penetrate the illusion. This does not grant the character any of the target's abilities, though if the character has heard the person speak, they can duplicate the voice.
*Lesser Regeneration- As the demon ability, but the character only heals twice as fast.
*Leaping- The character can perform prodigious leaps, up to Strong x5 across and Strong x3 up.
*Telepathy-The character can read surface thoughts out to a range of 10. A character can also project a message. Both of these are a Magic roll with TN 3 and 5, respectively.

Magical Heritage Gifts 
A character can select one of the following types of magic for which they have an inborn gift.  The magic system revision post will address the difference between a magical gift and an aptitude.
*Druidic Magic
*Elemental Magic (new type of magic)
*Fae Magic
*Hemomancy (new type of magic)
*Sorcery
*Necromancy
*Wizardry

Vampire Gifts 

Necromancy- Treated as an aptitude, not a gift 
Shapeshifting- Vampires can only choose the form of a bat, wolf, or cloud of mist
Spider Climb
Sorcery- Treated as an aptitude, not a gift


Vampire Weaknesses 

Ban: Consecrated ground, holy symbols
*Dependence: Human blood
*Vulnerability: A wooden stake through the heart paralyzes the vampire until someone removes it. Sunlight inflicts 1-3 points of damage per round of exposure.

Werebeast Forms 
*Werebear:  +3 Strong, -1 Clever, +2 Brawl, +1 Notice, +1 Tracking, +10 Health, +10 Movement
Natural Weapons inflict 3 damage

*Werewolf: +2 Strong, -1 Clever, +2 Quick, +1 Brawl, +2 Notice, +2 Tracking, +5 Health, +30 Move
Natural Weapons inflict 2 damage

*Wereraven: -1 Strong, +3 Quick, +2 Notice, +2 to HtH and Ranged defense. +20 to Move (flight)
Natural Weapons inflict 1 damage


Werebeast Weaknesses  
Lunacy- On the night of the full moon, and the nights before and after, werebeasts cannot control their change. They will change automatically when provoked, injured, or excited on these nights.

Vulnerability (Silver) Silver weapons have double the damage rating against werebeasts. Even exposure to silver objects can cause severe burns.








Wednesday, April 27, 2016

OneDice Urban Fantasy- Unofficial Revisions (DM Wieg Style)

So I love the idea and concepts behind the OneDice system. I particularly like OneDice Urban Fantasy, and I've posted scattered material for it across this blog.

However, I don't really dig on the math behind it.

So, with sincere apologies to Peter Cakebread, I'm posting my revisions to the system. (And I will totally pull them if he objects)

Oh- and I'm still working on White Box Cyberpunk. These revisions took me all of an hour or so.The revisions also assume that you have access to OneDice Urban Fantasy- they will not be a complete game unto themselves.

Attributes:
Strong, Clever, Quick, and Magic - All being at 0, which is adult human average. PCs have 4 points to spend, and cannot put more than 3 points in a single attribute. A rating of 3 is also the absolute maximum for mundane humans. You can reduce Strong, Clever, or Quick to -1 for a bonus point to spend elsewhere, but you can only decrease one attribute to -1. A character must have a rating of 1 in Magic to be a supernatural being; a rating of 0 means the character is a mundane human.

Derived Attributes-
Health: (Strong+2) x2
Movement: Quickness x10
Defense:
          Hand-to-Hand: (Quickness +2) x2  + Skill (Melee or Brawling)
          Ranged: (Quickness +2) x2 + Cover modifier
          Magic: Magic x3

Skills:
Characters receive 6 points to distribute among skills. All skills begin at 0. Characters can have a maximum of 2 points in a skill at creation. A skill rating of 3 is the absolute maximum for a mortal human. At the GM's discretion, supernaturals might be able to have a skill at a higher rating. (An ancient mummy might have an Occult Lore skill well above 3, for instance) Each skill has an attribute tied to it. When you roll that skill, you add skill + attribute. Some skills are tied to two attributes, in that case you roll whichever is higher or most applicable to the situation.

Strong skills: Brawl, Intimidate, Melee

Clever skills: Academics, Alchemy**, Animal Handling, Artificing**, Business, Computer, Craft*,  Demolitions,  Firearms, Intimidate, Investigate, Language*, Lockpicking, Medicine,  Notice, Occult Lore, Survival, Persuade, Research, Science,  Streetwise, Tracking

Quick Skills: Sneak, Drive, Bows, Melee, Thrown Weapons

 *These skills are actually a family of separate skills. The character must choose a separate language, craft, etc.

**These skills can operate on either Clever or Magic. A character must have a Magic rating of 1 to even learn these skills at all.

Supernatural Type: 
A character who has a Magic score of 1 or higher is a supernatural creature. Select one of the following archetypes. Characters with Magic 0 are mundanes and skip this step.

Demon-blooded- Pick 2 demonic gifts, take 1 demonic weakness
Fae-blooded- Pick 2 fae gifts, take 1 fae weakness
Gifted- take 2 lesser gifts
Magical Heritage- Choose 1 school of magic to be gifted in, choose 1 to have an aptitude in
Vampire- +2 Strength, +2 Quickness, Dominate, chose 1 vampire gift, take all vampire weaknesses
Werebeast- Choose 1 werebeast form, take all werebeast weaknesses

I will post supernatural gifts in a follow-up post. The only ones I will detail are new ones I wrote up or abilities that I changed significantly from the rules. 










Friday, April 22, 2016

White Box Cyberpunk: Combat Tweaks Draft 1.5

The combat rules in my White Box Cyberpunk are pretty much identical to those in S&W White Box, but I needed to make a few tweaks to accommodate boosted reflexes, neuromancer programs, and automatic weapons.

Violence is an everyday occurrence in the sprawls and megaplexes of the future. When characters resort to combat (or are attacked), the game follows the following routine:

1) Determine surprise - if there is the chance that one or both sides will be surprised, the players (or GM) roll 1d6. On the result of a 1 or 2, that side is surprised. If one side is surprised, the other gets a free round of attacks and actions against them. If neither side is surprised, or if both sides are, proceed to Step 2.
Boosted Reflexes: Characters with the boosted reflexes implant are only surprised on a 1. On the roll of 2, they are not surprised even if the rest of their party is. 

 2) Determine initiative- Roll 1d6 for each side. The side with the higher roll goes first. On a tie, all actions occur simultaneously.
Boosted Reflexes: These characters always act first on a tie, though they can be tied with other individuals with boosted reflexes.

3.) The party with initiative acts first
          a. Resolve neuromancer programs
          b. Resolve ranged attacks
          c. Resolve movement
          d. Resolve melee attacks

4.) The party that lost initiative now acts as per Step 3.

5.) If the combat continues, start again at Step 2 and repeat until the fight is over.
Attacks: Roll 1d20 + the attacker's BHB + any bonus/penalty from dexterity/strength + other modifiers. If the result is equal or greater than the opponent's Armor Class, roll damage and apply it to the target's hit points. 
The natural roll of a 20 is always a hit. The natural roll of a 1 is always a miss. 
At the GM's option, rolling a 20 might carry an additional advantage such as double damage or maximum damage, whereas the roll of a 1 might cause some kind of misfortune or mishap.

Damage and Death
A character who is reduced to 0 hit points is dead. However, medicine in the dark future is more advanced, so a character might be saved if someone gets to them in time. A successful use of the medic task will keep a character from dying if it is administered within 1d6 rounds of death. This will keep a character alive for 1d6 turns so that he can be taken to a medical facility or a street doc.



Combat Options

Here are a few simple combat maneuvers the GM can introduce to make combat more tactical. Most of them are restricted to enforcers, who should in all cases outshine the other classes in direct combat.

Defend- A character who does nothing but concentrate on defense (staying low, parrying, etc) gets a +2 bonus (+4 for enforcers) to Armor Class for the round, but cannot make any attacks and can only move at 1/2 their rate.

Dual Wielding- Enforcers may wield two melee weapons or two firearms, provided they are one handed. This makes the use of a shield impossible, as well as the use of any object in either hand or any task requiring two hands. When using two weapons,  the character receives +1 to the attack roll and +1 to damage, representing the increased chance of a favorable hit. At the GM's option, Infiltrators may use two firearms (only), provided they are one-handed. Other classes may carry two weapons, but gain no mechanical benefit from doing so.

Sneak Attack- Enforcers and infiltrators may make a sneak attack against a target who is unaware of them. Sneak attacks made with ranged weapons must be executed within the short range bracket of the weapon. A sneak attack receives a +4 bonus to the attack roll and inflicts double the damage indicated on the dice on a successful hit.

Suppression Fire- Enforcers wielding a gun capable of full auto can use suppression fire. They may spray an 50 ft cone shaped area within the short range bracket of the gun. All targets must spend their next action doing nothing except seeking cover or dropping prone. Those who fail to do so automatically take damage as if hit with a single bullet from the gun. At the GM's option, a target can make a saving throw to act at -2 to attacks and checks but not take the automatic damage.

Vehicular Combat

Combat between vehicles and pedestrians is conducted as normal. The vehicle moves on the driver's initiative. The driver must choose between maneuvering the vehicle or taking some other action. A natural roll of 20 against a vehicle inflicts damage on both the vehicle and one of the occupants, determined randomly. 

Combat between vehicles is conducted in a similar fashion, but initiative is only rolled by the drivers.



Wednesday, April 20, 2016

White Box Cyberpunk: Cyberware, Draft 2

I added prices, most based on the lists in Cyberpunk 2020.


Cyberware implants are the way of the future. They have saved countless lives and made previously inhuman feats possible. However, they come with a terrible cost. As people lose more and more of themselves, they tend to develop a mental illness called Implant Depersonalization Syndrome.

All characters begin with a Cyberware Tolerance (CT) of 10. Having a constitution or wisdom score will provide an accumulative +1 to initial CT score. Scores of less than 9 in those abilities will likewise subtract 1 point from a character's CT score.

Every implant has a CT Loss number. When a character gets an implant installed, their CT is reduced by the listed number. As a character's CT reaches certain points, they begin to suffer penalties.

CT less than 7 - The character must make a saving throw or develop Stage I IDS. A person with Stage I has a distant, detached demeanor to them. They have -1 to reaction rolls and -1 to any task involving charisma

CT less than 3 - Stage II IDS - If a character with Stage I drops below 3 CT, they must make another saving throw or progress to Stage II. Even if they make the saving throw, they must repeat the save every month. At the GM's option, there might be street drugs or sketchy treatments available to give them a bonus to the save or skip the save entirely, but then the character has to deal with expense, addiction, etc. Characters with Stage II IDS have a -2 to reaction rolls and to charisma based tasks.


CT 0- Stage III IDS- A character who reaches 0 CT either dies or becomes a ravening, inhuman machine. Either way, the character is now an NPC under the GM's control. Rumor has it of black projects that keep these "cyberzombies" alive to be used as weapons, as well as rumors of Stage IIIs who manage to keep their sapience intact but are deranged psychopaths.


The implants listed in italics are basic implants, the ones offset under them are features that can be installed at an additional cost, but no additional CT loss. (With the exception of the neuro-interface link)


Cyberware            Cost CT Loss   Notes

Headware
Eyes                      500        .5
      -Telescopic      200                     Shift ranges one category down
      -IR                   200                     See heat signatures, see in the dark
                          
Ears                                    .5
     -Transmitter    300                      Hear/transmit radio frequencies
     -Sound Amp    200                    +2 to all listening tasks

Head Computer   1,000      1         Always have a computer, storage

      -Neuro-Interface   *      +1      Neuromancer's required headware

Weapon Link           100     .5        +1 hit with linked weapon


Limbs
Arms                        500             1
  -Internal Weapon   500            1d6+1 weapon
  -Integrated Tools    350             Pick tool kit

Legs                         500       1
   -Hydraulic Jacks   500             Triple jumping distance


Internal
Adrenal System     400         1      +2d6 extra temporary hp
Boosted Reflexes  500          2      Roll twice to be surprised, +2 individual init
Bone Lacing         300          1      +3 extra hit points
Blood Filtration    300         .5     +2 save vs. poisons, diseases
Muscle Graft       1,000        1       +1 hit/dmg in melee, +2 encumbrance slots
Internal Air Supply 300      .5     30 min air supply
Subdermal Armor 1,000      1     +1 AC, cumulative with worn armor




*Neuromancers automatically begin with a head computer that has a neuro-interface. They needn't pay money for it, but they do suffer the CT loss.