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Cybernetic Implants
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Savaad
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Joined: 30 Apr 2006
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Location: Elrood Sector (STL, MO)

PostPosted: Sun Apr 30, 2006 9:34 pm    Post subject: Cybernetic Implants Reply with quote

Does anyone know where it has rules on cybernetic implants and the like in any of the rule books?
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Gry Sarth
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Joined: 25 May 2004
Posts: 5304
Location: Sao Paulo - Brazil

PostPosted: Sun Apr 30, 2006 9:37 pm    Post subject: Reply with quote

Cracken's Rebel Field Guide deals quite a bit with Cybernetics, even though it's first edition. The Equipment Stats book has all the known cyber-enhancements listed, and I think there are also a few in the Weapons Stats book.
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Savaad
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Location: Elrood Sector (STL, MO)

PostPosted: Sun Apr 30, 2006 9:41 pm    Post subject: Reply with quote

What is this Equipment Stats book you refer too? I have Craken's Field Guide. I will look it over again.
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Gry Sarth
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Joined: 25 May 2004
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Location: Sao Paulo - Brazil

PostPosted: Sun Apr 30, 2006 9:43 pm    Post subject: Reply with quote

The "Stats" series of books are fan-made compilation books I made of the 7 main subjects. You can find those books for download in pdf form in the "Fan-Made Sourcebooks" thread under Tools.
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Savaad
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Joined: 30 Apr 2006
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Location: Elrood Sector (STL, MO)

PostPosted: Sun Apr 30, 2006 9:57 pm    Post subject: Reply with quote

Thanks again.
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Pel
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Joined: 10 May 2006
Posts: 983
Location: Texas

PostPosted: Fri May 19, 2006 2:40 am    Post subject: Reply with quote

Has anyone gotten much use out of the Cyber Point / Dark Side Point relationship outlined in Cracken's Field Guide?
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Doomhead
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Joined: 08 Oct 2007
Posts: 252
Location: In the Heart of Texas

PostPosted: Tue Nov 13, 2007 6:55 pm    Post subject: Reply with quote

I've found that the cyber points are not very beneficial to my players and our style of game play. Although we do use a variation of the dark side points rule. Where as if you receive a dark side point if your character has more than 10 cyber points than the dark side point gets doubled. We also dropped the whole not being able to use the force if you have a character that is heavily cybered up. Especially if the cyber parts were required to save someone’s life.
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Jedi Skyler
Moff
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Joined: 07 Sep 2005
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PostPosted: Wed Nov 14, 2007 2:19 am    Post subject: Reply with quote

Doomhead wrote:
We also dropped the whole not being able to use the force if you have a character that is heavily cybered up. Especially if the cyber parts were required to save someone’s life.


Hmmm...Can anyone say, "Darth Vader?" hehehe

I quite agree with you there...
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noctum_carpe
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Joined: 12 Apr 2005
Posts: 2466
Location: Lidköping, Sweden

PostPosted: Wed Nov 14, 2007 3:07 am    Post subject: Reply with quote

Or that guy from dark empire. But anyway i agree.
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hisham
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Joined: 06 Oct 2004
Posts: 432
Location: Malaysia

PostPosted: Wed Nov 14, 2007 3:44 am    Post subject: Reply with quote

Thankfully I've never had to use cyborg rules, except the time a Duros PC lost an eye bitten by a spider creature. Nasty.
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Jedi Skyler
Moff
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PostPosted: Wed Nov 14, 2007 3:51 am    Post subject: Reply with quote

I'm playing a cyborg now...he's got cybernetic arms. We'll see how that goes...
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Lor-Pbk
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Joined: 26 Sep 2007
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PostPosted: Wed Nov 14, 2007 7:03 am    Post subject: Reply with quote

In an old canpaign, I had a player who played a less than safe Merc. Who who usually run head first into a fight to protect the rest of the party. For role playing purposes we assumed he had a death wish. This commonly ended with him taking mortal wounds...And allthough our groups frienghter actually had a medical bay outfitted with a 2-1B style droid and a bacta tank, we common had to take him to an NPC medic that worked on a research station near the system our campaign took place in... His research was in cybernetics, so this was the logical comclusion to many of the mortal wounds out player had. When he last played that character, he had both legs removed, one arm, and eye and ear, and at one point he was impaled through the chest by a huge piece of metal... so he had a cyber heart and one lung, plus ribcage.

his armor repairs, which he did himself got to the point where to save mony he just permenantly welded his armor to his legs and arm...

Anywhoooo ... He eventually lost his character to the darkside. and has become a regular re-ocurring villian. Very Happy
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Gry Sarth
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Joined: 25 May 2004
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Location: Sao Paulo - Brazil

PostPosted: Wed Nov 14, 2007 7:12 am    Post subject: Reply with quote

Although I agree on the whole Darth Vader issue, I find that the Cyber Points do work quite well, to an extent. The Jedi character in our campaign was mortally wounded by a blaster carbine shot to his abdomen, by rights he should have died, but we managed to save him. He had to have some internal organs replaced by cybernetic ones. Anyway, the character recovered and went on with his life, as if nothing had happened. It was only two adventures later that it all came to him, he tried using the force and rolled a 1 on the wild die, and even though the rest of his dice were pretty good, the GM said he failed. In fact, he said the Jedi couldn't even feel the Force at that moment. The player found that strange, but went on with the adventure (he didn't know about the Cyber Point rules). After a while he rolled a 1 on the wild again, and even though the rest of his dice were good and the action was Very Easy, he failed, and the Gm repeated that he'd lost all contact with the Force. Now the player was really puzzled and the character started to investigate what was going on. It was a great, long scene. He suspected he was being drugged, he suspected there was a Dark Jedi doing something to him, that he was poisoned, that there was a Force artifact somewhere, EVERYTHING. Slowly he came to the realization that he wasn't a whole being anymore, he was no longer complete, and so there was a gap in his connection to the Force. There was a part of him that wasn't alive, and only life relates to the Force. Well, it turned out to be some great character development, and we were all very happy about it.

Now, as fine as this works for a single Cyber Point (creating a nice condition but not hindering the Jedi an awful lot) I think it would be a little too damaging at higher levels. Soon, it would be nigh impossible for the Jedi to access the Force.
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vong
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Joined: 30 Aug 2006
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Location: Ottawa, Canada

PostPosted: Wed Nov 14, 2007 8:14 am    Post subject: Reply with quote

wow, that is quite in depth Gry, takes a great player and GM to pull that one off though.
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Doomhead
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Joined: 08 Oct 2007
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PostPosted: Wed Nov 14, 2007 10:12 am    Post subject: Reply with quote

In a campaign that I’m currently running (A swoop racing themed game) one of the Female NPC is cyborged out. She has two cyber legs and arms, cyber eyes and a few other cybernetic surprises. Let’s just say that swoop racing can be an extremely dangerous sport! Speaking of swoop racing, does anybody have some good ideas on how to streamline a swoop race?
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