Author Topic: New Bionics/wargear?  (Read 1523 times)

Offline Dwi

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New Bionics/wargear?
« on: May 20, 2012, 07:39:17 PM »
This is an idea that I have been playing around with this idea of late. How do we create new bionics. Of course we have all the basics and Dave did a fantastic write up the Adeptus biocins and implants but what about the more strager ones? Spines, organs and even force chairs shuch as Ravanor's could be considered bionics.

Then ofcourse theres a matter of wargear like weapons and shuch and it seems that perhaps a few new weapons could be in order, at leats to me.

Just that thoughts at the back of my head
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Offline Dolnikan

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Re: New Bionics/wargear?
« Reply #1 on: May 21, 2012, 11:46:07 AM »
When I create new bionics I usually think up an effect for them, many bionic organs function just like the normal organs used to do. Designing more could be done if you have ideas for them. New weapons and the like can also be made, one way of doing it would be to use Marco's excellent rules, otherwise a bit of creativity would allow one to make rules.
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Offline Draco Ferox

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Re: New Bionics/wargear?
« Reply #2 on: May 21, 2012, 01:17:39 PM »
Aren't bionic weapons just implabnt weapons from the LRB? Or did you have Adam Jensen blades in mind?

Dolkinian, I would say that bionics would have uses such as a bionic stomach granting a resistance to ingested toxins, much like a bionic lung does for poisonous gases.
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Offline Dolnikan

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Re: New Bionics/wargear?
« Reply #3 on: May 21, 2012, 01:37:31 PM »
The problem with ingested poisons is that they would work a lot slower than other poisons, they're not very useful on battlefields and a stopmach would not actually do all that much against them, absorbtion usually takes place in the intestines. A bionic stomach could of course secrete other compounds which counteract specific poisons but these would need to be replenished somehow. Bionic intestines would probably also have the same absorbtion characteristics as normal ones, lots of substances have to be absorbed naturally, it would make sense to have broad pathways rather than a focussed one for each compound because otherwise it would become immensely complicated. A heart is a very simple organ, it has a function and it performs that function. I have no idea why it would help against poisons, a bionic heart will most oftenly be nothing more than a pump, and targeting a poison must be done with high specificity. Blocking the passage of compounds through bionic lungs is much easier, there are far less compounds which have to pass through naturally and it becomes possible to build specific routes for them. Many poisonou gasses also directly target the lung, which can no longer be done when the lung is made of metal rather than cells.

Modelling ingested poisons is a lot harder than those which work through the lungs or intravenously. This is because through the lungs and the skin you have direct access to the blood, from where it can spread reasonably quickly. It will also be a lot less dependent on the poison in use. When going through the mouth a poison will enter the body much slower unless absorbtion already takes place in the mouth, but most will enter the body through the intestine. Absorbtion for instance also depends on how full a stomach is, when someone has filled himself with food things will go much slower than when they are hungry.
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Offline Dwi

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Re: New Bionics/wargear?
« Reply #4 on: May 21, 2012, 04:16:40 PM »
While Deus Ex weapons would be rather cool I think we should stick to the normal ones :P
It seem to me that we lack more... nuance... in some our weapon choices, we we have knives bur we also have punching daggers etc and isin't it about time we have a defanite rule set for a rapier or some other silly sowrd instead of saying it's just a normal sword (well in my case anyway)
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Offline Dolnikan

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Re: New Bionics/wargear?
« Reply #5 on: May 21, 2012, 04:29:24 PM »
Well, it is possible to make rules for all the many varieties of weapons there are but there is a good reason why they are divided into several broad classes. The rules are not highly detailed, simply put, with the current degree of abstraction there will be hardly any difference between a punching dagger and a knife.

There are very few things which can be altered for a close combat weapon, the reach, the parry penalty and the damage. Special rules should only be used when a weapon works in a really different way I think.
« Last Edit: May 21, 2012, 04:33:59 PM by Dolnikan »
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Offline MarcoSkoll

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Re: New Bionics/wargear?
« Reply #6 on: May 21, 2012, 04:33:47 PM »
I'd refer you to the quite commonly used CCW generator - although I'll admit I often wing weapon creation these days based on what feels right rather than any strict set of guidelines.
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