Death and Steampunk Cybernetics

Information and discussion for players of the game. No spoilers here please!
Slimcreeper
Posts:1061
Joined:Mon Nov 28, 2016 11:44 pm
Death and Steampunk Cybernetics

Post by Slimcreeper » Fri Apr 13, 2018 8:04 pm

I may use this in my campaign; I might not. It does change some of the character of 1879, giving an out for death (assuming you have a physician present when you are injured). It also adds a little bit of crunch, although it mostly falls on the player. Most importantly, though, it lets me bring in more steampunk cybernetics.

Feeeeeedbaaaaack?

Death and Steampunk Cybernetics:

Thanks to medical advances, death can be avoided in many cases, although serious injury will have serious consequences. If a character’s damage exceeds his or her Death Rating, the target may have a chance to recover. The character may make either a Willpower or Toughness test, whichever is better. The TN is the amount of damage the character took in excess of his or her Death Rating. If the successful, the character is unconscious and dying, but not dead. Every minute (10 rounds) the character must make the same test. On a failure, the character is dead. In order to stop the character from dying, the character must receive medical attention. Another character must make a Physician Test against the same TN to stabilize the character. The character’s outcome depends on the Physician Test.

General Effects of Nearly Dying:
- The injured character’s Unconscious and Death ratings will be permanently reduced, as part of the body is destroyed. If either is reduced to less than zero, the character cannot recover and dies.
- There will be penalties based on the type of damage. The GM may determine randomly or based on the needs of the narrative what exactly happens. In the case of magical, poison, or disease damage, the result will be the permanent loss from one or more Attribute values. Attribute Values cannot be reduced to less than 1.
- If the loss is replaced by a prosthetic, future attacks against the character may hit the prosthetic instead of the person’s body.
- The injured party also suffers a Scandal.

Specific Effects Based on Number of Successes on Physician Test
- Two Successes - Loss of 1/2 limb or partial sensory loss.
--- Permanently reduce both Uncon & Death by Toughness step.
--- Missing hands can’t hold or use equipment. If a foot is missing, -2 to movement rate. Partial blindness or deafness gives targets Partial Cover (+2 TN) when using the affected sense. Non-physical damage reduces one Attribute Value by 2.
--- Minor Scandal.

- One success - Loss of limb or sense
--- Permanently reduce Uncon & Death by Wound Threshold
--- Missing arms can’t hold or use equipment. If a leg is missing, the character must make a Dex test in order to move in combat, unless using a crutch or wheelchair. Blindness or deafness gives targets Total Cover (+4 TN) when using the affected sense, and the GM may require a Perception test whenever using the sense is necessary, such as navigating an unfamiliar area or understanding a conversation in chaotic situations. Deafened characters are assumed to become proficient in lip reading. Non-physical Damage reduces one attribute by 4.
--- Moderate Scandal.

- No Successes - Loss of 2 limbs OR vital organs.
--- Permanently reduce Uncon & Death by Toughness Attribute.
--- This could be both arms, both legs, or one arm and one leg. Damaged arms can’t hold or use equipment. If both legs are damaged, the character can only move by climbing, crawling, or using a wheelchair. If vital organs are damaged, the character’s recovery tests are reduced by one and the character takes strain equal to his or her Wound Threshold at the end of every day, which causes a Wound. Non-physical Damage reduces two attributes by 4.
--- Serious Scandal.

- Rule of One - Loss of 2 limbs and vital organs.
--- Permanently reduce Uncon & Death by Wound Threshold plus Toughness Step.
Effects from physical damage are as above. Non-physical Damage reduces three attributes by 4.
--- Dire Scandal.

Prosthetics Hit Range

If a physical attack result is greater than a Character’s PD but beats it by less than the Prosthetic Hit Range, the attack hits the Prosthetic first. If there are two or more Prosthetics, use the biggest Prosthetic Hit Range that applies. If a character has a prosthetic hand, is missing 2 limbs and vital organs, the Hit Range is still 15. The GM determines which is hit, randomly if necessary. The damage is rolled as normal, along with increases from any extra successes. The attack is reduced by the Prosthetic’s Physical Armor Rating, then the Prosthetic’s Barrier Rating is reduced by the damage. Any excess damage is carried over to the character as normal, where it can be further reduced by the character’s Physical Armor.

Clarisse has a prosthetic hand with a Hit Range is 2. Her Physical Defense is 8 and Physical Armor is 4. She is hit by a bullet with an attack test result of 10. That’s within 2 of her PD of 8, so the bullet hits her hand. The damage result is 12; it is reduced by 3 by the hand’s Armor Rating. The hand only has Barrier Rating 5, so the resulting 9 damage easily destroys the hand, with 4 damage points left over. The bullet careens into her torso. Fortunately, the damage is further reduced by her Physical Armor of 4, so she takes no damage. However, she drops the pistol she was holding in her prosthetic hand.

Limbs may be replaced by clockwork, simple mechanical, or weird science devices. Senses or vital organs must be replaced by weird science devices. If vital organ prosthetics are destroyed, the target immediately takes his or her daily Strain damage equal to his or her Wound Threshold, causing a Wound.

- Half Limb & Partial Sense - Prosthetic Hit Range: 2
- Full Limb - Prosthetic Hit Range: 5
- 2 Full Limbs or Vital Organs - Prosthetic Hit Range: 10
- 2 Full Limbs and Vital Organs - Prosthetic Hit Range: 15

Grant’s heart was damaged in an industrial accident years ago, but was replaced by an inexplicable weird science contraption with glowing vials and tiny pistons that takes up most of his torso. The mechanisms of the Gifford he is piloting is damaged, splashing him with acid. It hits his mechanical heart, destroying it. Grant immediately takes strain equal to his Wound Threshold, and his available Recovery Tests drop by 1.

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tomholland
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Re: Death and Steampunk Cybernetics

Post by tomholland » Fri Jan 26, 2024 4:31 am

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TomHiddlest
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Re: Death and Steampunk Cybernetics

Post by TomHiddlest » Thu Mar 14, 2024 9:57 am

This is an interesting addition to the 1879 campaign, adding a new layer of consequences and opportunities for character development. It definitely adds a level of tension and realism to the game, and the potential for steampunk cybernetics is a cool addition in time card calculator

felixharrisondavid
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Re: Death and Steampunk Cybernetics

Post by felixharrisondavid » Fri Mar 22, 2024 3:42 am

This is an interesting addition to the 1879 campaign, adding a new layer of consequences and opportunities for character development. It definitely adds a level of tension and realism to the game toonkor
.

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