| Post/Author/DateTime | Post |
|---|---|
| #1demonlokiDec 05, 2010 22:05:42 | I'm in the process of making a Fast Hero with Cybernetics. I was interested in doing Dexterity and Constitution enhancements with a substitution, however I'm running into a bit of a snag thinking of how to incorporate the Con enhancement. The rules state that its a +4 mod, its a full replacement, and if it loses power then the score drops to a 3. I could easily say something like, "Fake heart" or "Fake lungs", but that would cause problems if the device lost full power. I'm wondering if anyone has any ideas of an organ or something that could be replaced, that wouldn't run into any issues if it lost full power. Something a character could essentially still live without but may cripple them until it regained power. Any ideas would be greatly appreciated, thank you. |
| #2FlashbackJonDec 06, 2010 9:00:29 | This actually isn't the forum for d20, but I'll be a good sport and toss some ideas your way. Consider options stolen from Shadowrun: a suprathyroid gland which increases overall athleticism, a platelet factory that allows the body to respond better to damage (when it fails, wounds either stop clotting or clots happen in the bloodstream), or a neural pain inhibitor that allows the body to outperform its built-in pain settings (and when unpowered, causes the character to become hypersensitive to pain, hence the lowered score). Of course, it all really depends on how much pseudoscience you want. |
| #3demonlokiDec 06, 2010 10:31:07 | That's perfect, thank you for the quick response. I wasn't even paying attention that this wasn't d20, haha my appologies. I was tired last night when posting. Again, thanks for the response you've been helpful |
| #4altersaddleDec 08, 2010 14:51:11 | FWIW, I fully plan on using "Substitution Cybernetics" as a location / business in a Gamma World campaign. We've got the limbs you need; Arm yourself for the future. |
| #5pacificdndDec 10, 2010 10:19:59 | I actually really like the idea of these kinds of character flaws/enhancements. I was talking to my gaming group about how they would feel if i basically made 15-20 of these kinds of enhancements (with negative trade-offs) and let them either add one more level of customization or pick one of them from random if they wanted to. The idea is that these enhancements kind of harken back to the character flaw system in 3.5 that I miss in 4th. An example for one of these is the "Neural Pain Inhibitor" talked about above: The PC with it could go down to negative bloodied (dead) before he would fall unconcious in one encounter, but the next encounter he'd start at bloodied value in HP. I feel like the hardest part would be balancing the pros/cons of each of them to make sure that they wouldn't break the game in any way. I'm open to input or if people think this is a good idea in general. |
| #6altersaddleDec 10, 2010 11:34:09 | I say run with it. Don't worry about "breaking the game" or "upsetting the balance" because Gamma World is unbalanced by design. It is a game of extremes. If you feel that your add-ons are too powerful, introduce an overcharge mechanic like the Alpha Mutations: - Normally, the character flaw/enhancement gives a nominal advantage with a roughly equivalent disadvantage - Overcharge success: the enhancement is buffed and disadvantage removed / reduced - Overcharge failure: the disadvantage is buffed and enhancement removed / lost So, for your Neural Pain Inhibitor (if you feel it's overpowered): - Normal state: If hit with physical damage, your character gains their level in temporary hit points. At the start of the next encounter they immediately lose their level in actual hit points. - Overcharged: Target creature can reach negative bloodied value before falling unconscious. (Negative full HP value means death). At the start of the next encounter, creature is bloodied. Stacks with normal state. - Overblown: (Failed overcharge) Target creature is dazed when bloodied. Stacks with normal state. |
| #7pacificdndDec 10, 2010 12:00:22 | Thanks for the correction for the whole death thing... still used to 4e rules since that's what i normally play .I like the idea of overcharging these and having the crazy effects happen then as opposed to having it happen all the time... I'll have to keep that in mind... I'll start running with this and post a list of possibilities in the near future for feedback from the community. |
| #8ChandrakDec 14, 2010 7:17:44 | FWIW, I fully plan on using "Substitution Cybernetics" as a location / business in a Gamma World campaign. You sir, get a ![]() |