Saturday, April 13, 2024

LASTING INJURY -- FOR CHROMATIC SHADOWS

 


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.
  1. Strength (arms, shoulders, legs, feet, back, torso)
  2. Body (torso, pelvis, neck, spine, internal organs, shoulders)
  3. Agility (legs, feet, arms, hands, spine, eyes)
  4. Intelligence (brain injury, skull fracture, concussion)
  5. Willpower (brain injury, skull fracture, concussion)
  6. 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.
 

 



 

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