I'm looking at a series of genetic enhancements as trappings for a StarSIEGE campaign. I could just treat them like cybernetics, but since I want some cultures to use one and others the other, I'd rather they behave differently.
My current thought is to have genetic enhancements cause negative modifiers to any healing checks, and/or acquiring points of Taint. I'm not sure how many points those sorts of drawbacks should be worth. Any suggestions?
- Brian
(Cross-posted at RPG-dot-net. I'd provide a direct link, but apparently that's not allowed. ;p )
Genegineering Trappings
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cheeplives
- Red Cap
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Well, my initial thought would be to just create new rules based off of the Cyber/Interference rules. Basically, I'd even consider dropping the Cyber score and renaming it your Alter Score. A character can make physical alterations to their body, but doing so has negative effects on the character. Adding metal to the meat causes Interference, which creates a disconnect between the body and the mind. Conversely, gene-restructuring and conditioning can also affect the character, through Glitches in the process. A character can usually function with a small amount of Interference or Glitches with few adverse effects, but they must be watchful of making too many changes to their default form. Even more dangerous than too many modifications is mixing both gene alterations and cyberwear, as the body's defense to this quickly break-down.
Items/powers can have Interference or Glitch scores associated with it (-2 BP per each level of Interference or Glitch). A character sums their Interference or Glitch scores and compares it to their Alter Score. If the character's Interference or Glitch ever exceeds their Alter Score, the character gains defects according to the table below.
Glitch and Interference can both affect the same character, but doing so is dangerous. A character that chooses to modify both their Genetic Structure as well as add cyberware is far more susceptible. Thus, if a character ever has points of both Glitch and Interference, the player will sum both together but compare it against 1/2 of their Alter Score rather than the full Alter Score. So you'd subtract the total of the character's Interference or Glitch from the character's Alter Score (or the sum of both their Interference and Glitch from one-half the Alter Score). If the end result is negative, consult the chart below (all effects are cumulative):
Alter -1 = +2 CL to any Heal checks
Alter -2 = +2 CL to all Social Interactions
Alter -3 = Double all healing times
Alter -4 = +2 CL to Physical Skill rolls
Alter -5 = Psychosis, lose 1 Wound Box from each Wound Track
Alter -6 or more = Complete Disconnect, character unplayable.
For example, assume there are three characters: Jorge, Mikaela, and Huron. All have an Alter Score of 10. Jorge is cybered up and has 13 total points of Interference. Mikaela, on the other hand, was vat grown and had 7 Glitch worth of modifications done "in the tube". Finally, Huron is from a similar vat batch as Mikaela, but only had 5 Glitch. He also had a Cyberarm put on after he lost his original in a firefight, this gives him 5 Glitch and Interference 4 (from the cyberarm). So, Jorge's Alter Score is now -3 (Alter Base of 10 - Interference of 13), Mikaela's Alter Score is 3 (Alter Base of 10 - Glitch of 7), and Huron is sitting at -4 (Alter Base of 10, Halved due to having both Glitch and Interference to 5 - Sum of Glitch and Interference of 9). Huron is teetering on the edge of full disconnect and is suffering from some significant penalties (+2 to all Physical and Social Checks, +1 CL to any attempts to Heal him and a doubling of healing times) while Jorge is also having problems integrating (+1 to Healing CLs, +2 to any Social Interaction CLs, and Double Heal Times). Mikaela is fine for now, provided she doesn't do any more tinkering with her genetic code or adding any points of Interference.
Here's the Link for the RPG.net discussion
_________________
discreteinfinity.com -- my little corner of the internet.
Author of StarSIEGE: Event Horizon -- Available now from Troll Lord Games!
Items/powers can have Interference or Glitch scores associated with it (-2 BP per each level of Interference or Glitch). A character sums their Interference or Glitch scores and compares it to their Alter Score. If the character's Interference or Glitch ever exceeds their Alter Score, the character gains defects according to the table below.
Glitch and Interference can both affect the same character, but doing so is dangerous. A character that chooses to modify both their Genetic Structure as well as add cyberware is far more susceptible. Thus, if a character ever has points of both Glitch and Interference, the player will sum both together but compare it against 1/2 of their Alter Score rather than the full Alter Score. So you'd subtract the total of the character's Interference or Glitch from the character's Alter Score (or the sum of both their Interference and Glitch from one-half the Alter Score). If the end result is negative, consult the chart below (all effects are cumulative):
Alter -1 = +2 CL to any Heal checks
Alter -2 = +2 CL to all Social Interactions
Alter -3 = Double all healing times
Alter -4 = +2 CL to Physical Skill rolls
Alter -5 = Psychosis, lose 1 Wound Box from each Wound Track
Alter -6 or more = Complete Disconnect, character unplayable.
For example, assume there are three characters: Jorge, Mikaela, and Huron. All have an Alter Score of 10. Jorge is cybered up and has 13 total points of Interference. Mikaela, on the other hand, was vat grown and had 7 Glitch worth of modifications done "in the tube". Finally, Huron is from a similar vat batch as Mikaela, but only had 5 Glitch. He also had a Cyberarm put on after he lost his original in a firefight, this gives him 5 Glitch and Interference 4 (from the cyberarm). So, Jorge's Alter Score is now -3 (Alter Base of 10 - Interference of 13), Mikaela's Alter Score is 3 (Alter Base of 10 - Glitch of 7), and Huron is sitting at -4 (Alter Base of 10, Halved due to having both Glitch and Interference to 5 - Sum of Glitch and Interference of 9). Huron is teetering on the edge of full disconnect and is suffering from some significant penalties (+2 to all Physical and Social Checks, +1 CL to any attempts to Heal him and a doubling of healing times) while Jorge is also having problems integrating (+1 to Healing CLs, +2 to any Social Interaction CLs, and Double Heal Times). Mikaela is fine for now, provided she doesn't do any more tinkering with her genetic code or adding any points of Interference.
Here's the Link for the RPG.net discussion
_________________
discreteinfinity.com -- my little corner of the internet.
Author of StarSIEGE: Event Horizon -- Available now from Troll Lord Games!
discreteinfinity.com -- my respite from the bustle of the internet
Author of StarSIEGE: Event Horizon
Author of StarSIEGE: Event Horizon
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Trollsmyth
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double-c wrote:
Can you give us an example of a genetic enhancement in your game?
The things I'm playing with right now are improved organs ("Eagle Eyes - reduce all range penalties when using firearms by one step"), modified biochemistry ("Endorphine Management - ignore Shaken, Disabled penalties") and possibly psionic bonuses.
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Trollsmyth
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Trollsmyth
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paladin2019
- Ungern
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The question becomes which do you prefer characters to have, cyber or genetech?
IMO, the genetech would be the less obvious and intrusive to the character. Both might provide some form of superiority complex. The cyber would probably offer long term debility due to the surgical implant aspect where the genetech integrates more seamlessly as it's simply modified tissue from the patient's own body. As far as something like taint, unless it's a feature of the particular genetech source/technique being sorrupted, I think the cyber would be the better option to attach it to.
Mechanically, I see no reason why genetech couldn't accomplish most anything cyber could, interfacing with cars/guns/computers/etc being the exception.
IMO, the genetech would be the less obvious and intrusive to the character. Both might provide some form of superiority complex. The cyber would probably offer long term debility due to the surgical implant aspect where the genetech integrates more seamlessly as it's simply modified tissue from the patient's own body. As far as something like taint, unless it's a feature of the particular genetech source/technique being sorrupted, I think the cyber would be the better option to attach it to.
Mechanically, I see no reason why genetech couldn't accomplish most anything cyber could, interfacing with cars/guns/computers/etc being the exception.
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Trollsmyth
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paladin2019 wrote:
The question becomes which do you prefer characters to have, cyber or genetech?
I'm kinda casting about for a way to make either (but not both) a viable option. The trick, I suppose is asking if there's a way to make it a mechanically meaningful choice. I think you've hit on it: cybertech allows you to interface with machines (smart-linked weapons, vehicles, computers, etc.) while genetech would possibly allow for the boosting of psyonic powers.
- Brian