Tuesday, January 13, 2009

Cyberwear vs Magic/Psi Rules

CYBERWEAR (optional rule) modified from some page I found if its yours email me for credit

Although cyberwear and bionics can be a boon to many characters, it also destroys magic and psychic potential.


CyberPoints PPE ISP Psistrength MagicStr MagicSave
1 .95 .95 0 0 0
2 .95 .95 -1 -1 0
3 .90 .90 -1 -1 0
4 .85 .85 -2 -2 +1
5 .80 .80 -2 -2 +1
6 .75 .75 -3 -3 +1
7 .70 .70 -3 -3 +2
8 .65 .65 -4 -4 +2
9 .60 .60 -4 -4 +3
10 .55 .55 -5 -5 +3
11 .50 .50 -5 -5 +3
12 (partial conversion) .45 .45 -6 -6 +4
Full Conversion D D D D +5

Characters gain 1 cyberpoint for every cybersystem they have, and two for every bionic system they have. However, complete limbs "give" twice this amount. Things that are built onto the character, but require the displacement of minimal amounts of flesh, cost only 1/2 point, but these numbers must be rounded up. Things such as eyes are NOT included in this category. The categories of PPE and ISP show the multiplier used to determine the character's actual PPE and ISP, while the Psi and Magic strength modifiers show the modifiers to spell and psi strength, but this does not affect saves. Finally, the category magic save gives the bonus to saving throws against magic. "D" means all psychic and magical potential has been destroyed.

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