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Lloyd Dupont

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Everything posted by Lloyd Dupont

  1. Atgxtg I was kind of trying to do something like that But this had 2 problems: - character creation was becoming tedious (I simplified character creation as much as possible while still being a BRP like game) - cross referencing it with a tech level table is difficult. Making it somehow match MoO table, even more so. I quite like my latest iteration just before your post (only 2~3 thing to chose) and each clearly impactful! At any rate I give +4 ability at character creation already! Though perhaps I should give a bonus based on tech level... (not that relevant since it won't change, but saying it highlight the benefit of high tech! )
  2. First question: Can you use repair multiple time to get an item back to full functionality? Then, For my Scifi (Master of Orion) setting I am working on my tech tree. And I plan on using INT to learn discovery, much like INT is used to learn spell in fantasy game. A repair without the appropriate Tech known will be hard (skill%/2), if lower level than known or impossible. Now I wonder how science and learned tech could work together?! (particularly when one does NOT know the relevant discovery) Is science even useful for the average adventurer?! 😮 I am thinking science could be used for: - one off repair (no retry) - identify the principle (i.e. needed tech to be known) A bit mild... any other idea to make the skill more interesting? I was thinking to use it to build prototype, somehow... but It should clearly work less well than repair to make a fully functioning item. Not quite sure how to go about it... Also what skill should I sue if one want to build a new something... It's not repair but it's close.. it's also close to science...
  3. Alright I got a MoO inspired idea that allow for diverse yet expedient customisation. Depending on the tech level of the clinic there is a number of augmentation slot available. Each augmentation take 1 slot. Some augmentation (++) can be taken multiple times. Each augmentation is related to a tech on the tech tree (TBD) (for installation and repair) (level in parenthesis) Tech Level: # slots 8 : 2 12: 3 16: 4 20: 5 Nanotech 12: Cortical Assist +20% INT skill 8 : Nervous Assist ++ +3 in DEX SR 13: Cyberlink 18: Enhanced Cyberlink ++ (multiple body) (extended consciousness) 8 : Immune Nanite ++ (+6 in CON saves vs poison, sickness, disease) 8 : Health Nanite ++ (+4 in HP) 8 : Drug Gland ++ 13: Psionic Chip ++ (1 power) Biotech 11: Biobattery ++ +5MP reserve 8 : Fashion Hair/Skin/Eyes 10: Enhanced STR ++ +4STR 10: Enhanced CON ++ +4CON 10: Enhanced DEX ++ +4DEX 10: Graceful +20% DEX skills 11: Psionic Power & Meditation unlocked 8 : Eagle Eyes (reduce range penalty by 1) 8 : Cat Eyes (dark light vision) 15: Super Intelligence (INT+6) 15: Psionic Power unlocked 17: Superior Mind (POW+6) Prothesis: TODO.. something like cost HP & MP (permanent) (no slots) but give bonus... ex: Duraskin: -2HP, -2MP, AP 5 (bonus depends on tech) DuraLimb: -3HP, -3MP, +5(mechanical)HP, +2STR (bonus depends on tech) Cultural Bonuses (no slots) 19: Can pay for 1 enhancement once: Psionic, HighGravity, Creative, 3 Luck (i.e. 3 advantage roll per session), +6CON/STR/DX/INT On Serious Wound (using general HP rule) each Nanotech & Prothesis roll on the table (inspired by M-Space companion here ) Target D10 Effect Cyber 1-4 No effect Cyber 5-7 Disable D6 rounds Cyber 8-9 Disabled D6 minutes Cyber 0 Augment disabled Prosth 1-4 No effect Prosth 5-6 Disable D6 rounds Prosth 7-8 Disabled D6 minutes Prosth 9-0 Augment disabled Maybe also... once chose biotech can't be changed.. And should move some more to Cyberware
  4. You know what? I have it too! And succinctly read it a few month back when I was looking for idea for the first time... (then I kind of did nothing for a while... back to it now ) It's not quite I have in mind... But it has some malfunction rule I see now... cool! Oh, and yes, I forgot the psionic cybertech! good point! Should be available somehow, me think...
  5. An idea I have.. but I am afraid it might turn uselessly complicated... Is to give cybertech "Mechanical HP" (they both reduce normal HP and add mechanical HP). This mechanical HP would susceptible to electromagnetic gun (which bypass armor, incidently) and would not heal, but need repairs. What I am not too sure of is how to handle partial mechanical HP loss.... But total loss would disable all cyberthingy.....
    6 HP hey? Stay clear of the adventuring life!
  6. Genius! Sounds like something inspired by a true story!
  7. Well... One one hand you are right that I am indeed not looking for too big a change... However, and to be nit-picking, I have one very strong totally transhumanist element on my list I believe: The level 2 cyberlink Cyberlink (1+2MP/extra body) (lvl 17) shared consciousness And also the level 19 mutation which turn the character into a psionist or lucky.. or greatly enhanced in some way... And while at no time the character becomes god like or even wizard like (though psionic power is pretty cool).. I would argue having multiple bodies is pretty rad and totally transhuman as you defined it! Not too mention that by now they have android that could be partly organic... And also, I need to add somewhere brain in a jar.. and upgrade jar to mechanical / android / organic body... with maybe some perception and STR/DEX skill malus.. initially (at "low" tech level) Anyway I was nit-picking... not trying to turn the characters into some kind of super entities in anyway.. Well except for the multiple body thing, but this is kind of a given once mind-machine interface is here... Plus it's tech level 17+ so it's for the NPC Also I am still wondering whether I should make that an ordinary level 17+ tech (or 21+?) or an exclusive/unsearchable tech (exclusive to the Antarian, that is), much like the Death Ray...
  8. It's a long post.. so I made 2 visible parts... the intro explains where I am coming from the lists is the part that needs commenting! Intro For my Master of Orion game I am trying to come up with some transhumanist augments at the moment. And yes I did check out River of Heaven and New Horizon. Oh and also Sabre SciFi edition. I made a much reduced list (compared to those games) because I am not really that interested in cyber/bio/nanoaugment, or cyberpunk genre... but yet, it still is the future and I want to make people better through technology! (plus hey, an alien / scifi character marooned on a fantasy planet, with all its devices broken will still keep a technological advantage that way , might do that one day) And while I am happy with a small number of mild enhancement, I want to give enough choice that all player character can be potentially different! My main authoritative source of inspiration are the Orion techs: http://www.moo3.at/moo2/technologies.php (I show both MoO research cost and my personal level rating from 5 to 21) Of interest Neural Scanner at "level 400" (aka level 9) (the research point first column)(machine that read mind), Telepathic Training at 900 (aka level 11), Cybersecurity Link at 1500 (aka level 13) (mind-machine interface), Psionic and Super Intelligence at 2750 (aka level 15), Virtual Reality Network at 4500 (level 17) (full sensual immersion), Evolutionary Mutation at 7500 (level 19) (gain a new trait for your race, might let the player chose if I play at that level, but canonically it's one choice for the whole empire) For the record the player's tech level will be 1500 / 13 The Lists Many augments will have an MP cost, permanently reducing base MP. Hey it's tiresome to have alien device / go beyond normal ability and that reduce life force permanently. They also have an operation cost (in credit) but it's not mentioned here. Those are the limiting factors. And also being in a civ with a high enough tech level. Starting character will start with like.. maybe 4 augment point? Or tech level -9. The rest they will have to pay. I hope my note / abbreviation make sense, it's straight from my scratch pad and.. it's time for bed... Nanotech Cortical Assist (+10/15/20/25 INT skills%)(2 MP) (lvl: 12/15/18/21) Nervous Assist (+2/4/6/8 DEX SR)(2/3/4/5 MP) (lvl: 8/12/16/20) Cyberlink (1MP) (lvl 13) (&shared sensory information, 1 machine at a time and lose awareness : -60% perception) Cyberlink (1+2MP/extra body) (lvl 17) shared consciousness (limit the number of drones that can be operated at once) Immune Nanites (+3/6/9/12 vs all poison/sickness, double vs nanites) (use 3MP) (lvl 7/11/15/19) Health Nanites ..... DrugGland (1) (L9) - adrenaline, fasttime Prosthesis (cost HP but give HP back that need repair skill to heal, MP, increase STR, natural weapon..) (Lvl9+) - arm: - leg: - skin: (natural armor) Biotech Biobattery (L9,13,17,21)(cost 1MP)(provide storage for 3,4,5,6 MP, that do not regenerate) Fashion Hair, Eyes, Skin (0MP, Lvl 9)(+2AP each, +20% disguise) Enhance STR/DEX/CON Augment: each augment +2 cost 1MP, tech level 6+, max augment is tech level-4 CatEyes (thermal vision) (cost 0)(level 6) Eagles Eye (reduce range penalty bies 1 rank) (cost 0)(level 6) Gracefull (+10/15/20/25 DEX skills%)(2 MP) (lvl: 8/12/16/20) Cultural Bonus Level 11: 20% to learn 1 PSI power, cost only money & time. can try multiple time, but limited to 1 (random) power Level 15: Can pay for 1 Mental Enhancement (once), either +6INT or +6POW and unlock psionic/meditation Level 19: Can pay for 1 enhancement once: Psionic, HighGravity, Creative, 3 Luck (i.e. 3 advantage roll per session), +6CON/STR/DX/INT
  9. Master of Orion... An old game popular with us oldies. In a few word, it's like Civilisation in space. But exactly 5467 times better! Currently struggling to come up with a nice biotech and cyberware list... Cross referenced by tech level.. 😮 It's important to make a tech level based table.. Not because the player can eventually get higher tech (unlikely and rare) but because it helps flesh out alien civilisation / protagonists, and occasionally reward the player with an exceptional goody! Maybe they can even find a super advanced wreck... and dominate their neighbourhood with it! (while it still runs...) Thanks! It almost took half a century.. 😕 but here you go, better late than never!
  10. Haha.. I heard about those, beware of bridges! Because what live under a bridge hey? Thought I wanted to brainstorm my soul searching about new political system sometimes It's even relevant to Master of Orion, what do those future society look like? Damn if I found a convincing description! 😕 Going with the half utopia half distopia for now... The good news is the bad times are over (diet and lifestyle changes) and back into homework Currently BRP+MoO and maybe some programming later...
  11. I might have to finally join Reddit hey! Though I was thinking to do it for politic and warp drives! 😛
  12. The answer was in the column I did not copy (yet) in my excel document: location The modern & advanced full body armor include the head, so this is definitely a mistake... trying to make an equipment table across 21 tech level where our modern days are only level 4! 😮
  13. Looking at Modern Armors (page 259) one can see the Modern Helmet, Heavy does +6 armor, while the Advanced (i.e. better than modern) does only +4 I am unsure whether it's a mistake and we should swap them... Or whether it's a fudge number to consider with higher armor value of advanced armor (this heavy power assault armor has 16!!!)
  14. remember than in BRP (even in D&D to some degrees) 1 monster, unless it has exceptional stat (like a Dragon) is never going to be a challenge to a whole well armed party. To make it a challenge you need many monsters (to start with more action than the PC party), do enough damage to bypass armor and (or?) using stealth guerilla tactic or come at a very inopportune moment... I.e. seldom can you just put a monster and make it a challenge. Instead you should have some challenge (a tomb with many traps? an enemy tribe?) and when everything goes bad, but recoverable, boom pile up the additional challenge! After all, monsters hate it too when the PC fight back, so better fight smart! 😮
  15. There are plenty of critic to be said on the realism of BRP... But when you simulate reality with a simple HP, Armor and Dmg value there is only so much that you can do. I am working on a large weapon and spell table and I plan on tweaking damage type effect and armor type behavior to add some pleasing (to me) degrees of realism... At any rate look what BRP does: Horse: - Bite D3+db/2 (cutting) - Kick D8+db (crushing) - Trample: 2D6+db (crushing) (war horse only.. prone enemy?) Lion: - Bite: D10+db/2 (bleeding) - Claw: D6+db (bleeding) - Reaping 2D6+db (bleeding) (need to succeed both claw previous round) so .. close enough! also consider that predator will have higher natural weapon skill values. That also tilt the odds in a relevant fashion
  16. I'd say you can go with a base damage between D3~D10 related to monster size... it's a bit tricky because bigger monster have bigger mouth hey? I would fudge it based on monster type (herbivores, carnivores, apex predator, exceptional or weak natural weapon) And then add SIZ+STR damage bonus.
  17. Were there any Rodent of Unusual Size?! 😮
  18. Extra thought.. Maybe everyone has throw to some degrees, so it's why I think it's easy... However... I will say hitting someone with a rock is much harder than throwing a grenade at least 10m away (or less) to a target, but it's the same skill! Hence throwing a grenade, using the same throw skill, should be somewhat more effective than throwing a rock at someone! That's common sense.
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