Clockwork Prosthetics

Prosthetics controlled by clockwork and tied directly into the patient's nervous system are, if not common, at least frequent enough to not be surprising to most people. Someone with one or more such devices, and the appropriate age, will often be assumed to be the veteran of a war. However, many users replaced functionality lost due to accident or illness, while a rare few decided to replace healthy parts for perceived enhancement.

Nearly all prosthetics require weekly tuning to make sure everything remains in alignment. This means most will be represented by a Disadvantage (e.g. One Hand for a prosthetic hand) with Mitigator, -70%. Prosthetics may also provide included or optional add-on Advantages, some of which may have Temporary Diasdvantage: Maintenance (One person, Weekly), -5%. Since the science of connecting the prosthetics to nerves is imperfect, Chronic Pain is a common side effect, but not universal.

Prosthetic Eye

A prosthetic eye features a lens and mechanical light sensor set in a metal plate covering the location of the original eye. It is colorblind, but otherwise has visual acuity similar to the human eye.

Single Eye [-5]: DR 3 (One eye only, -80%) [3], One Eye (Mitigator, -70%) [-4], Quirk: One Eye Colorblindness [-1] (-1 to tasks that Colorblindness would make impossible, suffers effects of Colorblindness in peripheral vision on one side, and losing use of the good eye leaves you fully colorblind).

Both Eyes [-22]: DR 3 (Both eyes, -80%) [3], Blindness (Mitigator, -70%) [-15], Colorblindness [-10].

Optional Add-Ons for Clockwork Eyes

Telescopic Eye [Var]: Gives 1-3 levels of Telescopic Vision. If you have only one eye modified as such, you must cover or close your other eye to use the ability. Modifiers and cost depend on how extensively your eyes are modified:

  • If both eyes are telescopic, or you only have one eye [5/10/15]: Telescopic Vision 1-3 (Temporary Disadvantage: Maintenance (One person, Weekly), -5%).
  • If you have two Colorblind eyes, but only one is telescopic [4/8/12]: Telescopic Vision 1-3 (Temporary Disadvantage: Maintenance (One person, Weekly), -5%; Temporary Disadvantage: One Eye, -15%).
  • If you have one natural eye that is not Colorblind [4/7/11]: Telescopic Vision 1-3 (Temporary Disadvantage: Colorblindness, -10%; Temporary Disadvantage: Maintenance (One person, Weekly), -5%; Temporary Disadvantage: One Eye, -15%).

Microscopic Eye [Var]: Gives 1-3 levels of Microscopic Vision. If you have only one eye modified as such, you must cover or close your other eye to use the ability. Use the same costs as for Telescopic Eye, but gain levels of Microscopic Vision in place of Telescopic Vision.

Clockwork Arms

A mechanical hand or entire arm, typically made of bronze. As there is no good way to transfer sense of touch between clockwork and flesh, these give the effect of Numb when using the modified hand.

One Hand [-1]: DR 2 (One Hand, -80%) [2], High Pain Threshold (One Hand Only, -80%) [2], Numb (One Hand Only, -80%) [-4]; One Hand (Mitigator, -70%) [-4].

Both Hands [-7]: DR 2 (Two Hands, -40%) [6], High Pain Threshold (Hands Only, -40%) [6], No Fine Manipulators (Mitigator, -70%) [-9], Numb (Hands Only, -40%) [-12].

One Arm [-5]: DR 2 (One Arm, -40%) [6], Numb (One Arm Only, -60%) [-8], One Arm (Mitigator, -70%) [-6].

Both Arms [-11]: DR 2 (Two Arms, -20%) [8], Numb (One Arm Only, -30%) [-14], No Fine Manipulators (Mitigator, -70%) [-9].

Option Add-Ons for Prosthetic Arms

Claws [var]: Retractable claws (or a built in dagger) giving the effect of Sharp Claws [6], Talons [9], or Long Talons [13], each with Switchable, +10%. You only need to pay these points once, no matter how many limbs are modified.

Extra Strong [2, 3, or 4/level]: Add up to four levels of Hand ST or Arm ST with Temporary Diasdvantage: Maintenance (One person, Weekly), -5%. Costs [2/level] for one hand, [3/level] for one arm or two hands, or [4/level] for two arms. Note: Arm ST is priced as per the house rule found of PK's MyGURPS page. Hand ST is priced 2/level for one hand, and 3/level for two hands.

Storage Compartment [1]: A small storage compartment for up to Basic Lift/10 pounds. Gives Payload 1.

Wrist Gun Mount [2]: Adds Extra Arm (Weapon Mount, -80%). Can mount a weapon up to

Clockwork Legs

Legs suffer from the same numbness as arms, but as they are not depended on as much for fine work, it isn't as much a problem.

One Leg [-4]: DR 2 (One Leg, -40%) [6], Numb (One Leg Only, -80%) [-4], Missing Legs (Mitigator, -70%) [-6].

Both Legs [-11]: DR 2 (Two Legs, -20%) [8], Numb (One Leg Only, -60%) [-8], Legless (Mitigator, -70%) [-9].

Optional Add-Ons for Clockwork Legs

Claws [var]: As for arms. You only need to pay these points once, no matter how many limbs are modified.

High Speed† [5]: Basic Speed +1 (Temporary Disadvantage: Maintenance (One person, Weekly), -5%).

Enhanced Spring† [10]: Super Jump 1 (Temporary Disadvantage: Maintenance (One person, Weekly), -5%).

Storage Compartment [1]: As for arms.

† Requires both legs to be modified.


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