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Savage 40k and "Limbless" hindrances

 
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johnnii
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Joined: 02 Sep 2011
Posts: 57

PostPosted: Sat Apr 27, 2013 5:35 am    Post subject: Savage 40k and "Limbless" hindrances Reply with quote

In the Grim Darkness of the Far Future, cybernetics, implants and bionics are a commodity. In fact, for those that aren't familiar with the setting, seeing a human without bionics is very unusual.

My question is; should hindrances such as One arm, One eye etc. be only Minor hindrances or stay as Major? The only drawback is that bionics costs a lot.
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Zadmar
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Joined: 10 Nov 2010
Posts: 1377
Location: Munich

PostPosted: Sat Apr 27, 2013 6:42 am    Post subject: Reply with quote

Officially you can't buy off Hindrances, so if someone took One Eye I wouldn't allow them to simply buy an implant - they could replace the cosmetics (as a glass eye is specifically mentioned in the Hindrance description), but for whatever reason (brain damage?) their sight wouldn't be restored.

If they were able to obtain sufficiently high-tech surgury I might allow them to swap the Hindrance for something else, but I would never let them simply remove it. Some GMs do allow Hindrances to be bought off with an advance, but if you're not careful that can mess with the benny economy.
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ValhallaGH
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Joined: 25 Apr 2010
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PostPosted: Sat Apr 27, 2013 12:48 pm    Post subject: Reply with quote

If that kind of replacement is a common part of the setting then downgrading the hindrances to Minor is (mostly) a good idea.* The replacements can probably be shut down remotely, without having to go through a messy amputation, so it is still a hindrance.

A solid option is to disallow the hindrances, and declare that no injuries are truly permanent - a trip to the cyber-doc will fix what ails you (though you'll look funny). And that sort of thing is fine, for a specific campaign style and setting. Just don't apply it too broadly.

*One Leg already includes the use of a prosthetic. Unless the prosthetic is at least as good as the original, it is still a Major hindrance.
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Nordicnomad
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Joined: 08 Jun 2012
Posts: 108

PostPosted: Sat Apr 27, 2013 12:56 pm    Post subject: Re: Savage 40k and "Limbless" hindrances Reply with quote

johnnii wrote:
In the Grim Darkness of the Far Future, cybernetics, implants and bionics are a commodity. In fact, for those that aren't familiar with the setting, seeing a human without bionics is very unusual.

My question is; should hindrances such as One arm, One eye etc. be only Minor hindrances or stay as Major? The only drawback is that bionics costs a lot.


Remember the mechanics.

One legged reduces pace. You can still have a prosthetic that dose cool stuff. But pace can't be increased without accounting for the reduction.

One armed can have a prosthetic, but maybe it's not a hand. It could be a cannon arm or a Borg arm with sensors or tools on it. But you can't use it to finely manipulate things it's not intended to do.

One eye can maybe have a microscopic implant that let's them see great detail and notice evidence or see in unnatural ways. But it still hurts depth perception.

So I'd say the hindrances are still valid, even with certain bonuses.
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farik
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Joined: 12 Mar 2008
Posts: 322

PostPosted: Sat Apr 27, 2013 11:06 pm    Post subject: Reply with quote

In our Svage Starship Trooper Game we eliminated the "one arm and one leg" hindrances and replaced them with the minor Hindrance "wounded warrior" the character chooses a limb that is artificial. It functions normally most of the time but if that limb is indicated as being damaged on the incapacitation toll then it becomes nonfunctional until it can be repaired properly in a medical bay with a repair check (rather than healing). This effect persists even if the wounds that prompted the roll are healed.
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VonDan
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Joined: 08 Jul 2008
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PostPosted: Sat Apr 27, 2013 11:38 pm    Post subject: Reply with quote

farik wrote:
In our Svage Starship Trooper Game we eliminated the "one arm and one leg" hindrances and replaced them with the minor Hindrance "wounded warrior" the character chooses a limb that is artificial. It functions normally most of the time but if that limb is indicated as being damaged on the incapacitation toll then it becomes nonfunctional until it can be repaired properly in a medical bay with a repair check (rather than healing). This effect persists even if the wounds that prompted the roll are healed.


Not a medic they specifically would need a biomechanical engineer
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farik
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Joined: 12 Mar 2008
Posts: 322

PostPosted: Sun Apr 28, 2013 1:18 am    Post subject: Reply with quote

VonDan wrote:
farik wrote:
In our Svage Starship Trooper Game we eliminated the "one arm and one leg" hindrances and replaced them with the minor Hindrance "wounded warrior" the character chooses a limb that is artificial. It functions normally most of the time but if that limb is indicated as being damaged on the incapacitation toll then it becomes nonfunctional until it can be repaired properly in a medical bay with a repair check (rather than healing). This effect persists even if the wounds that prompted the roll are healed.


Not a medic they specifically would need a biomechanical engineer


That depends on the setting. We decided that medics in that game would be trained in repairing mechanical limbs they just need a lot of specialized equipment.

In the Savage Vortex (Rifts homage) we're working on if a cyborg needs healing the person providing treatment needs to roll the lower of their healing or repair.

Different settings different expectations.
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