[gurps] Alternate Earth vs. Cyberware

rekres rekres at gmail.com
Tue Jun 10 23:13:59 CDT 2008


On 6/10/08, Troy Guffey <troyguffey at cyberdude.com> wrote:
> What would happen if a person with Cyberbrain Augmentation went to Rustic?
> (That's the Earth where you can't make artificial electricity)
>
> What about a Virtual Interface Implant?  Or any of the nanomods from
> TransHuman Space?
>

The simple answer is that they are SOL.  Looking at my copy of
Infinite Worlds (4E)....
'In this Quantum 3 world, although it is a no-mana alternate, no
technology higher than "simple mechanics" works.'

So basically they have a inert metal bits stuck into sensitive areas
of the brain.  A kind GM would probably say they just create a
continual headache.  A more mean-spirited GM would say they take
damage equivalent to a gunshot to the head.

I would have each character with implants make a HT roll with a
modifier based on what percentage of the body has been modded.  HT-1
for minimal implants (less than 10% body mass).  HT-5 for minor
implants (10% to 50%).... HT-10 for major implants (more than 50%).

Or you could just go with percent/10 (round up) as a negative mod to HT.

You fail the HT roll, you die.  Its harsh, but so is taking cybered
characters into a hazardous environment.

-- 
Chris J. Whitcomb
"I try to keep an open mind, but my brain keep falling out!"


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