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Cybertech.. How do you handle it in CT?

If you are going to allow cybernetics in your game the best bet is to make them useful. Pilots and engineers might have an implant allows them to moniter the ship more efficiently. A mercenary might have an implant to allow him to moniter weaponry. I would not allow some of the cyber enhancements you see in some games. Try reading Walter Jon Williams "Voice of the Whirlwind" for reasonable ideas for cyberware and their uses.
 
If you are going to allow cybernetics in your game the best bet is to make them useful. Pilots and engineers might have an implant allows them to moniter the ship more efficiently. A mercenary might have an implant to allow him to moniter weaponry. I would not allow some of the cyber enhancements you see in some games. Try reading Walter Jon Williams "Voice of the Whirlwind" for reasonable ideas for cyberware and their uses.
 
So far I have stalled them, seems the world they are on in the middle of reavers deep has no docs capable of the job. if nothing else will give the guys a nice subplot as they adventure from world to world and keep the ol eyes open for a cyberclinic.
since thier first priority is to catch the dirty snake that nicked their ship the cyber wear is more or less on the back burner.
 
So far I have stalled them, seems the world they are on in the middle of reavers deep has no docs capable of the job. if nothing else will give the guys a nice subplot as they adventure from world to world and keep the ol eyes open for a cyberclinic.
since thier first priority is to catch the dirty snake that nicked their ship the cyber wear is more or less on the back burner.
 
FF&S1 (TNE-FF&S) has some limited cybernetics in it. T20 also has some. Core enough?
No its not. CT/MT should have had material about cyberware, its gonna come up in game and should have been released..if nothing else it would have been a few more bucks for MWM from all the die hard traveller fans who would buy the book. I know I would have or will if it is ever released.

I dont really acknowledge TNE or T20
TNE just proves the old saying that if it isnt broke then dont fix it. the problem is alot of players are attached to numbers..they want a list of 50 skills, CT's 3 or 4 are not enough, they want big stats, big damage, big dice rolls...

numbers kill roleplaying..the more numbers involved in a game the more time players will devote to the numbers and meta gaming and the less time they will devote to actually playinng the character as a person instead of a collection of stats.

I use CT rules. no high guard or merc but i do allow CotI careers. even though alot of the T20 stuff looks neat it just doesnt have the Traveller feel i like or am used to.

thanks for the help though guys.
 
FF&S1 (TNE-FF&S) has some limited cybernetics in it. T20 also has some. Core enough?
No its not. CT/MT should have had material about cyberware, its gonna come up in game and should have been released..if nothing else it would have been a few more bucks for MWM from all the die hard traveller fans who would buy the book. I know I would have or will if it is ever released.

I dont really acknowledge TNE or T20
TNE just proves the old saying that if it isnt broke then dont fix it. the problem is alot of players are attached to numbers..they want a list of 50 skills, CT's 3 or 4 are not enough, they want big stats, big damage, big dice rolls...

numbers kill roleplaying..the more numbers involved in a game the more time players will devote to the numbers and meta gaming and the less time they will devote to actually playinng the character as a person instead of a collection of stats.

I use CT rules. no high guard or merc but i do allow CotI careers. even though alot of the T20 stuff looks neat it just doesnt have the Traveller feel i like or am used to.

thanks for the help though guys.
 
One of the problems with finding cyberware in CT is that CT pre-dates the whole cyber-punk craze. It's not in the basic rules because it wasn't a major feature of the SCi Fi literature upon which much of Traveller was based.

If your players want extreme cyberware then why not have them design robot bodies using LBB-8, and then have thir major organs transplanted across ;)
file_23.gif
 
One of the problems with finding cyberware in CT is that CT pre-dates the whole cyber-punk craze. It's not in the basic rules because it wasn't a major feature of the SCi Fi literature upon which much of Traveller was based.

If your players want extreme cyberware then why not have them design robot bodies using LBB-8, and then have thir major organs transplanted across ;)
file_23.gif
 
Originally posted by Sigg Oddra:
One of the problems with finding cyberware in CT is that CT pre-dates the whole cyber-punk craze. It's not in the basic rules because it wasn't a major feature of the SCi Fi literature upon which much of Traveller was based.

If your players want extreme cyberware then why not have them design robot bodies using LBB-8, and then have thir major organs transplanted across ;)
file_23.gif
There was a JTAS article on bionics though wasn't there?
 
Originally posted by Sigg Oddra:
One of the problems with finding cyberware in CT is that CT pre-dates the whole cyber-punk craze. It's not in the basic rules because it wasn't a major feature of the SCi Fi literature upon which much of Traveller was based.

If your players want extreme cyberware then why not have them design robot bodies using LBB-8, and then have thir major organs transplanted across ;)
file_23.gif
There was a JTAS article on bionics though wasn't there?
 
Not so sure about that... There were other references of a rather cool nature at the time... Deathlok from the comics, heck, even Steve Ausitn were acceptable presentations of Cybernetic stuff, and many Heavy Metal characters too, if I remember clearly... It was cool even before Gibson, I always thought.
 
Not so sure about that... There were other references of a rather cool nature at the time... Deathlok from the comics, heck, even Steve Ausitn were acceptable presentations of Cybernetic stuff, and many Heavy Metal characters too, if I remember clearly... It was cool even before Gibson, I always thought.
 
IMTU:

Commercial (civilian) cyberware appears at TL14.
Military (clandestine) cyberware appears at TL12.

Legal cyberware is for the medical replacement of lost limbs or organs, or the augmentation of weakened/damaged limbs or organs. Legal cyberware is tailored for both functionality, and apperance. A cybereye might not match the real one, and can only register images in monochrome (no colors); a cyberhand might move slower than the original and emit a whine of its motors and/or clicks from its actuators.

Illegal cyberware is usually stolen from military facilities, or scavenged from recent Imperial Marine battle sites. It is designed for lethal functionality, and requires a "Cyberware" skill to repair and maintain, much the same as any weapon skill.

Successful implantation of legal cyberware requires 8+ on 2D, with a DM that is the average of "Medical" and "Cyberware", rounded down. Illegal/military cyberware has a DM of -2.

Public reactions to Cyborgs are about the same as public reactions to Psionics. Replace "Lobotomy" with "Removal of Cyberware".

Some legal cyberdevices I have made available:

Cybereye, with infrared, telescopic, or microscopic focus.
Cyberear, with compression, ultrasound, or radio reception (single fixed frequency).
Cyberlimb, hand, foot, leg, or arm.
Cyberorgan, artificial heart, kidney, or lung.

Some illegal/military cyberdevices I have made available:

Forearm guns, a la "Buzz Lightyear".
Cerebral Data Link, per "Johnny Mnemonic".
Internal Psi Shield, switchable, encasing the entire brain inside the skull.
Skeletal Metal Infusion - usually a titanium alloy.
Enhanced Healing - halves healing time, no medic required to use once implanted.

KR
 
IMTU:

Commercial (civilian) cyberware appears at TL14.
Military (clandestine) cyberware appears at TL12.

Legal cyberware is for the medical replacement of lost limbs or organs, or the augmentation of weakened/damaged limbs or organs. Legal cyberware is tailored for both functionality, and apperance. A cybereye might not match the real one, and can only register images in monochrome (no colors); a cyberhand might move slower than the original and emit a whine of its motors and/or clicks from its actuators.

Illegal cyberware is usually stolen from military facilities, or scavenged from recent Imperial Marine battle sites. It is designed for lethal functionality, and requires a "Cyberware" skill to repair and maintain, much the same as any weapon skill.

Successful implantation of legal cyberware requires 8+ on 2D, with a DM that is the average of "Medical" and "Cyberware", rounded down. Illegal/military cyberware has a DM of -2.

Public reactions to Cyborgs are about the same as public reactions to Psionics. Replace "Lobotomy" with "Removal of Cyberware".

Some legal cyberdevices I have made available:

Cybereye, with infrared, telescopic, or microscopic focus.
Cyberear, with compression, ultrasound, or radio reception (single fixed frequency).
Cyberlimb, hand, foot, leg, or arm.
Cyberorgan, artificial heart, kidney, or lung.

Some illegal/military cyberdevices I have made available:

Forearm guns, a la "Buzz Lightyear".
Cerebral Data Link, per "Johnny Mnemonic".
Internal Psi Shield, switchable, encasing the entire brain inside the skull.
Skeletal Metal Infusion - usually a titanium alloy.
Enhanced Healing - halves healing time, no medic required to use once implanted.

KR
 
Originally posted by Jamus:
Last night while sitting around the table in my trusty den one of the players announced his wish to invest in cybernetic improvements, specifically some sort of hightened reflexes and subdermal armor. I have read shadowrun so i do know what he is asking for but to be honest I do not know how to go about implementing such a thing in my trav game while keeping balance.
I use Cyberware, but have successfully kept the PCs away from it. Firstly, IMTU there is a huge social stigma against it, except in the so areas of the Solomani Rim. The PCs now have the biomods associated with Rim types, who are generally villified in my game.

There are costs associated too. Cost of implants and wear and tear. The candle that birns twice as bright burns half as long. Also detectors pick the stuff up, and once detected, there will be many places you won't be allowed.

"Subdermal armor. Look like a trouble maker. You'll have to go elsewhere, freak."

or maybe:

"Weapons grade biomods are illegal here. You're under arrest. Your implants will be confisdcated and destroyed."

Perhaps You might have the character kidnapped for his implants (a twist on orgamlegging).

Lastly, IMTU the toughter the PCs are, the tougher their opponents are. So much for munchkinism. Sure you can be a walking tank. You'll also be the one that gets attacked by the bioengineered cybernetic hyper-ninja. You might live through the encounter, but you have to hock all your gear to pay for repairs.

The GM controls the universe
 
Originally posted by Jamus:
Last night while sitting around the table in my trusty den one of the players announced his wish to invest in cybernetic improvements, specifically some sort of hightened reflexes and subdermal armor. I have read shadowrun so i do know what he is asking for but to be honest I do not know how to go about implementing such a thing in my trav game while keeping balance.
I use Cyberware, but have successfully kept the PCs away from it. Firstly, IMTU there is a huge social stigma against it, except in the so areas of the Solomani Rim. The PCs now have the biomods associated with Rim types, who are generally villified in my game.

There are costs associated too. Cost of implants and wear and tear. The candle that birns twice as bright burns half as long. Also detectors pick the stuff up, and once detected, there will be many places you won't be allowed.

"Subdermal armor. Look like a trouble maker. You'll have to go elsewhere, freak."

or maybe:

"Weapons grade biomods are illegal here. You're under arrest. Your implants will be confisdcated and destroyed."

Perhaps You might have the character kidnapped for his implants (a twist on orgamlegging).

Lastly, IMTU the toughter the PCs are, the tougher their opponents are. So much for munchkinism. Sure you can be a walking tank. You'll also be the one that gets attacked by the bioengineered cybernetic hyper-ninja. You might live through the encounter, but you have to hock all your gear to pay for repairs.

The GM controls the universe
 
One could also adopt some of the rules from the Robots book to explain the usage of cyberware but in many worlds, it would be looked down upon.

Remember, that Traveller is a very human centred universe therefore the replacement of body parts with machines would be viewed distastefully rather simply just growing a new limb.
 
One could also adopt some of the rules from the Robots book to explain the usage of cyberware but in many worlds, it would be looked down upon.

Remember, that Traveller is a very human centred universe therefore the replacement of body parts with machines would be viewed distastefully rather simply just growing a new limb.
 
Originally posted by Corejob:
I use Cyberware, but have successfully kept the PCs away from it. Firstly, IMTU there is a huge social stigma against it, except in the so areas of the Solomani Rim. The PCs now have the biomods associated with Rim types, who are generally villified in my game.

There are costs associated too. Cost of implants and wear and tear. The candle that birns twice as bright burns half as long. Also detectors pick the stuff up, and once detected, there will be many places you won't be allowed.

"Subdermal armor. Look like a trouble maker. You'll have to go elsewhere, freak."

or maybe:

"Weapons grade biomods are illegal here. You're under arrest. Your implants will be confisdcated and destroyed."

Perhaps You might have the character kidnapped for his implants (a twist on orgamlegging).

....

The GM controls the universe
Cyber mods are great for a low law limited scope campaign.

However, Corejob is right.

How in the hell would your typical player ever get through security on a moderate law to high law world with a frickin' integral laser hidden in their arms, subdermal armor and a gauss rifle implanted up their butts?

Answer is, they do not.

The heavily modded character ends up screwed and seriously limiting the scope or their campaign and adventure. Unless, of course you want to keep the campaign limited to a low law worlds, one planet or something similiar.
 
Originally posted by Corejob:
I use Cyberware, but have successfully kept the PCs away from it. Firstly, IMTU there is a huge social stigma against it, except in the so areas of the Solomani Rim. The PCs now have the biomods associated with Rim types, who are generally villified in my game.

There are costs associated too. Cost of implants and wear and tear. The candle that birns twice as bright burns half as long. Also detectors pick the stuff up, and once detected, there will be many places you won't be allowed.

"Subdermal armor. Look like a trouble maker. You'll have to go elsewhere, freak."

or maybe:

"Weapons grade biomods are illegal here. You're under arrest. Your implants will be confisdcated and destroyed."

Perhaps You might have the character kidnapped for his implants (a twist on orgamlegging).

....

The GM controls the universe
Cyber mods are great for a low law limited scope campaign.

However, Corejob is right.

How in the hell would your typical player ever get through security on a moderate law to high law world with a frickin' integral laser hidden in their arms, subdermal armor and a gauss rifle implanted up their butts?

Answer is, they do not.

The heavily modded character ends up screwed and seriously limiting the scope or their campaign and adventure. Unless, of course you want to keep the campaign limited to a low law worlds, one planet or something similiar.
 
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