A core part of cyberpunk gaming is the play loop where a character incrementally replaces their "flesh and blood" body parts with mechanical cyberware, The cyber-upgrade usually comes at the cost of longer term "stress" and downsteam negative effects on the human meat-body (in the case of Chromatic Shadows, "cyberstrain"). As such, I've always felt that there should be mechanics in place reinforcing the need for this specific sort of thing as a result of injury, or critical damage. A "cyber-spiral" so to speak. So here's my first pass at "Lasting Injury" rules for Chromatic Shadows. Not much has changed from the existing rules structure -- the main difference is that now instead of just simple attribute damage, "Shock Overflow" triggers a broader narrative effect that could result in the need for cybersurgery and implants. Please take a look!
LASTING INJURY
- A Lasting Injury is a debilitating wound, or trauma that carries ongoing negative consequences.
- Lasting Injuries are always keyed to a single Attribute in the form of Attribute damage.
- A Lasting Injury is always permanent and ongoing unless it is treated by extraordinary measures such as cyberware.
SYSTEM
- When a character’s Shock Track reaches 3 points, and they gain an additional point, the Shock track resets to 0 and that character suffers a Lasting Injury.
- As a result of a terrible bodily or
psychological trauma, an attribute takes permanent damage, and is
reduced by 1 point. The attribute can no longer be raised with XP.
Choose or roll randomly to determine the exact nature of the injury.
- If a specific attribute isn’t logically associated with the cause of Shock, roll 1d6 to determine an attribute randomly. See below.
- Strength (arms, shoulders, legs, feet, back, torso)
- Body (torso, pelvis, neck, spine, internal organs, shoulders)
- Agility (legs, feet, arms, hands, spine, eyes)
- Intelligence (brain injury, skull fracture, concussion)
- Willpower (brain injury, skull fracture, concussion)
- Charisma (voice, skin, facial features)
REPAIRING LASTING INJURIES WITH CYBERWARE
- In order to “repair” the injury so that a character can once again raise their damaged attribute with XP, the bodily feature needs to be replaced or fundamentally repaired with cybertech.
- Limbs, hands and feet can be replaced with cyber-limbs and appendages.
- Full Limb Replacement: Base cyberlimbs [cost 5000 c., cyberstrain 2]
- Partial Limb Replacements: Shoulders, hands, feet, etc. [ cost 2000 c., cyberstrain 1].
- Internal Organs Replacement: Bio-synthetic implants. [5000 c., cyberstrain 1]
- Brain Injury Augmentation: Processor implants, and intracranial modules. [5000 credits, cyberstrain 2].
- Facial Reconstruction: Features (eyes, ears, nose, mouth, skull structure, etc.] can be replaced and bio-sculpted with standard cosmetic augments. [2000 c, 1 cyberstrain]
DAMAGING CYBERWARE
- If a “Lasting Injury” targets a bodily feature where there is currently cyberware installed, the character takes 1 point of permanent Ability score damage as usual.
- SYSTEM: Roll 1d6. If a success, the cyberware in question is substantially damaged, and rendered unusable until repaired (50% of base cost). If the die results is a failure, the cyberware is totally destroyed and must be replaced.
- After the cyberware is repaired or replaced, the damaged Ability score can be raised again with XP.