Dynalar Extra Twist™ Joint Addition

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Your mom used to say "Your arm cannot bend that way!" Well now thanks to Dynalar, you've got an extra move that'll put you ahead of the pack. These extra joints can be added to supplement traditional anthropomorphic configurations found in cyberware today. With this mod in your 'ware, they'll never know what hit them, when you make that move totally out of the norm. Several martial arts schools are currently experimenting with these new body joints to develop new katas, throws and holds.

+30% of cyberlimb cost

+10% extra joint above normal

Game notes

The user must roll his REF or less (On 1D10) the first week he has the new limb(s). If he fails, there is a -5 penalty to his REF or MA (referee's choice) for a week If he ever has a critical failure while rolling for a REF/MA-related task. he loses the use of the limb for 1D10 combat rounds. The user gets a +2 to REF/MA-related rolls covering various athletic tasks: catching, grabbing, escaping, climbing, etc. There is also a +2 bonus to Martial Arts' Grapple and Escape rolls.[1]

Reference

  1. QUINTANAR, D. Chromebook Volume 4. 1st ed. Berkeley CA: R. Talsorian Games, 1996 (pg.3)