On Wednesday, 8 February 2012, Zan Lynx <[email protected]> wrote: > On 2/8/2012 4:09 AM, DataPacRat wrote: >> I'm doing some fiddling with my 'New Attica' fictional setting, which >> is hard-SF, pre-nanotech, roughly TL9-10ish. One of the main >> characters, Dee, became a quadruple amputee during some complicated >> backstory, and has since acquired a selection of interchangeable >> prosthetics - including a mermaid's tail that fits in her leg sockets, >> and feathery wings she can swap out her arms for (much more useful in >> freefall and low-grav than in Earth's gravity well). >> >> A new part of the source material being written in comic form, some of >> the work-in-progress sketches viewable at >> http://www.datapacrat.com/sketches/FieldTest.html , is about swapping >> out two legs for four - becoming a cybernetic centaur, of sorts. I'm >> thinking that at least for this case, it may be better to stat the >> thing out in 3e GURPS Vehicles/Robots terms, including modular >> sockets, battery kWs, and the like, rather than as pure point-based >> character-sheet info. Do you think that's a sane way to go about it? >> And, whether you do or not, might you have any suggestions on the >> build? >> > > Were there cyborg rules in 3e Robots? I seem to remember that there > were. That seems like a good start point because it seems your character > Dee is mostly like a cyborg.
3e Robots has rules for cyborgs, but they assume that the only organic parts are the brain and a life-supports system, which does a poor job of describing the character in question. Somewhat closer are the rules just after cyborgs, describing 'battlesuit systems'; a bit if tweaking might be able to adapt them to the taur-shaped prosthetic. -- Thank you for your time, -- DataPacRat lu .iacu'i ma krinu lo du'u .ei mi krici la'e di'u li'u traji lo ka vajni fo lo preti _______________________________________________ GurpsNet-L mailing list <[email protected]> http://mail.sjgames.com/mailman/listinfo/gurpsnet-l
