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New Cybernetic Defects

CyberHead.jpg

Back when Skirmisher Publishing LLC was working on The Jester Dragon's Guide to Defects, they made sure to include a number of science fiction defects to ensure the book was useful in more genres than the traditional sword & sorcery campaign setting. But there was only one defect - faulty implant - that dealt specifically with cyborgs. Inspired by this week's episode of d-Infinity Live, I've decided to correct that oversight and introduce a new collection of defects specifically for the cyberneticaly enhanced.

(For more information on defects and how to use them, check out Michael O. Varhola's blog post What Are Defects?)

 

Cyberfetishist [Sci-Fi]

Cybernetics are your vice, and you indulge liberally.

Prerequisite: 3 cybernetic implants.

Detriment: You never willingly accept low-quality implants into your body. Increase the cost of all cybernetics you purchase by 20% as you only integrate bleeding edge technology with your meat body. Finally, if one of your implants is of low quality or no longer top of the line, you suffer a -2 morale penalty to all skill checks, initiative checks, and saves until the implant is replaced with something top-of-the-line. This penalty increases by an additional -2 for each outdated/low quality implant you possess.

 

Cyber-tank [Sci-Fi]

Your body is so shiny and chrome other people just want to slug you in the jaw.

Prerequisite: 3 visible cybernetic implants.

Detriment: Your cybernetics are show glaring, obvious, and obtrusive, other people instinctively want to test your metal. All creatures with fewer cybernetics than you gain the benefits of a 1st level ranger's favored enemy ability against you. All creatures with more cybernetics than you gain the benefits of a 5th level ranger's favored enemy ability against you. This is cumulative to any other favored enemy ability that may apply to you. Creatures with the same number of cybernetics as you gain no benefit from the defect.

 

Finicky Implant [Sci-Fi]

One of your implants has delicate parts that require precise maintenance procedures.

Prerequisite: An uncommon cybernetic implant or a high quality implant.

Detriment: When this defect is taken, select an uncommon or high quality implant you possess. The DC to repair, reconfigure, or modify the implant increases by +2. Additionally, the time needed to repair, install, or remove the implant increases by 50%. Finally, the implant must undergo regular maintenance at least one a week to lose its effectiveness. This defect can be taken multiple times. Each time it is taken, apply its effects to a different implant.

 

Overheating Implant [Sci-Fi]

One of your cybernetic implants is prone to overheating at the most inconvenient times.

Prerequisite: A cybernetic implant or upgrade.

Detriment: When this defect is taken, select one of your cybernetic implants. Whenever you roll a natural 1 when using the implant in question, the implant overheads, inflicting 1d6 fire damage to you. This damage is not reduced by damage resistance, resistance to fire, immunity to fire, etc. This defect can be taken multiple times. Each time it is taken, either apply its effects to a new implant or increase the fire damage of another overheating implant by 1d6.

 

Stiff Cyber-Armor [Sci-Fi]

Your cybernetic protection is ill-fitting and poorly installed.

Prerequisite: A cybernetic implant that grants a bonus to AC.

Detriment: Each cybernetic implant you possess that grants a bonus to AC inflicts a -1 penalty on all Dexterity-based skill checks, Reflex saves, and Attack rolls.

 

Have any cybernetic defects of your own? Have some you'd like to see written up? Post them in the comments below!