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About TheLonelySandPerson

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  1. I never asked for this. I understand where you're coming from, but I would caution against having players spend permanent resources on a piece of equipment that can potentially be removed, replaced, or destroyed. Still, I think this could work. First, I suggest treating the trees as something the character has rather than an aspect of the implant -- stuff like, "As long as you have a functioning cyberarm, you increase your Melee Defense rating by 1." I'd recommend simply making these talent chains that thematically speak to strong arms, quick legs, etc. rather than strictly requiring an implant that provides a specific bonus. If you really want it to be deeper than that, you might take a page (literally) from Star Wars and create something like the Force Power trees where there are different branches attached to the same base ability rather than offering separate trees for each specific cyberarm, etc. You might be working in a rather cramped design space, though, since I definitely wouldn't push the bonuses provided very far. A +2 characteristic modifier seems kinda too powerful, or at least something you wouldn't offer until the endgame. To keep this from offering the cyborg way more options than a Normal has access to, you might require them to buy a more expensive version of the implant to gain access to the tree. Like, you buy an expensive Delta Cyberarm (Brawn), but it only functions as the basic Brawn +1 arm until you invest the XP to learn how to exploit its advanced features. If it were me, I'd focus the upgrades on specific use cases and limited-use abilities. Stay away from strain-powered abilities, though, because that's what makes g-mods special. What do I mean by that? Just off the top of my head: Flash Discharge Capacitors: Once per encounter, as a maneuver, your character can run and leap to any location within Medium range to which they have a clear path. (or whatever the text of Force Jump is.) Limiter Release: As an incidental, double the characteristic bonus provided by the character's cyberarm(s) for the duration of their next action. The implant suffers one level of damage after resolving the action. Lidar 3D Imager: Your character gains a boost die on rolls to notice hidden compartments, secret doors, concealed weapons, and other hidden objects or spaces. In addition, they can take detailed 3D scans of objects they examine closely, which might allow them to accurately reproduce a sculpture in cyberspace or use a makerbox to duplicate a physical key.
  2. I love the ideas about floating factories (or artificial islands) and crafted eco-canyons in place of Laguna Velasco and the L-squares. The only thing I'd note is that food production is going to be largely identical to NA -- huge agroplexes covering much of what is now "farm country" -- big chunks of rural eastern Pennsylvania, New Jersey, and Delaware come to mind. It might be worthwhile to note what the Amish and Mennonites are doing these days, too -- have they died out as the lure of technology grew too strong? Are they still hanging on to their ancestral farms, surrounded by massive agroplexes? Or has climate change forced them to surrender to technology enough to actually operate a semi-modern agroplex under their religious principles? (I should note that I have had zero contact with anyone from these groups, so I have only the faintest notion of how to handle this respectfully.)
  3. I like the common recommendation of 5 xp per hour of gaming (full-up gaming, mind you, not chatting, pizza breaks, etc.) and I like to add 5 bonus xp for completing major quest objectives. It doesn't get out of control; IME, people rarely buy more than 2 ranks in anything but their core skills. Talents definitely soak up a ton of XP, and are exciting enough that it can actually be hard to make yourself buy a boring ol' skill rank. I suspect you're coming from a D&D mindset where the PCs might expect to ascend from level 1 to 20 over the course of a year or more. Genesys works okay at that scale but it isn't really designed for it -- it's kind of built around a 6-month-ish campaign arc, depending on your speed. (Or, to put it another way, somewhere between one movie and a trilogy's worth of plot.) Genesys also tends to keep up a good clip, so you'll be blowing through plot a lot faster than you expect if you're used to D&D like I was.
  4. There are a few examples of prepare that doesn't happen for every shot -- notably bipods, where you "prepare" the bipod itself to emplace the weapon and then can attack at will until you move. I think the takedown rifle was a bit poorly written and should have required 2 maneuvers to assemble or break down, but not have the actual Prepare quality. That's how I would run it, anyway. I sense that there was some confusion over Prepare between the devs, too.
  5. Do keep in mind, though, that defined talents (and equipment!) might not always make up the difference. As with Adversary, NPCs favor simplicity over mechanical perfection, so (for example) the streetbanger leader just gets +1 defense overall rather than all the caveats of, say, Defensive. NPCs also carry equipment that simplifies their use, like the SWAT officer's implied selection of shot, stun, beanbag, or flechette shells.
  6. I think the short answer is that bioroid brains are not custom coded -- they're based on human brains via braintaping, so they might not accept a body too far off of baseline human. It's got to be cheaper to provide a weak AI control system and then hand over drone control to a bioroid than to develop a custom self-contained strong AI. (And for routine activities, one bioroid could thus manage a whole fleet of drones.)
  7. TheLonelySandPerson used a Revive. The thread recovered from fainting! I've been pondering this today and I have some ideas. First, the drone control rules from Beanstalk will work great here -- like an animal companion, you spend your action to determine the Pokemon's action and maneuver. If you don't, it acts on instinct. In addition, all captured pokemon have an ability similar to the drones' Telepresence, which lets you use your skill ranks when you directly command it. You can use your maneuver to assist its action or apply a setback to an incoming attack. On that note, all owned pokemon are minions. Wild ones might be rivals or even nemeses (usually just legendaries, there) but they convert to minions when captured. That helps keep each pokemon in the field for just a few turns so fights don't bog down. I suspect most trainer battles should make the trainer select just 2 or 3 pokemon from their team to keep from having to burn through 6 opponents in sequence. The trainer can level up their pokemon by spending XP on them. They should probably be required to have used that pokemon during the session, but an Exp Share allows them to spend up to half the XP on unused pokemon. I like the pokeball ideas. Great thinking there! The moves should be fairly loosey-goosey in keeping with the narrative system, but the magic system is a good place to start. I'm thinking maybe define 4 "spells" that the pokemon knows and then charge strain for using the same narrative abilities for different mechanical effects. I feel like there should also be some kind of friendship/trust mechanic, but I'm not sure how to apply it yet. Edit: Oh, and since there's no way in **** I'm statting out even 151 pokemon, they'd be kinda roll-your-own based on a few menu selections, like item creation. I'd be comfortable enough defining something like Charmander: Fire, Kinda Tough, Pretty Fast, Strong Attacks, Evolution 2.
  8. I'm with Golem here -- small modifications generally aren't worth your while, and big ones justify a whole new item. The item creation rules in the core rulebook should stand you in good stead, so the only advice I'd give is to make sure anything that's very far outside the ordinary has a drawback. Tell the story about why this particular augmentation isn't common and sought-after. For example, a cyberlimb with an armored case might have Defensive 1 and maybe Reinforced, but it's probably significantly heavier than a normal one and would impose setbacks on Athletics, Brawl, and Coordination. A concealed weapon would require physical reinforcements or electromagnetic shielding which takes up space that would otherwise be dedicated to make the prosthesis convenient and easy to use. I mean, or it could be the super-advanced next-generation prototype developed by Haas and your character is now wearing a literal fortune on his shoulder. I'm sure that won't have any consequences.
  9. Given that it's another megacity as Aazlain noted, I'd turn that question around: What makes NA different? The beanstalk is obviously NA's economic driver, but I'd say the biggest difference is that BosWash doesn't live in a legal gray zone, so it would be somewhat less lawless and more like a modern city. The corps probably have marginally more oversight, and there are more kinds of officers. (Municipal police, county sheriffs, state troopers, feds, highway patrol, etc.) The reservation might act as a legal gray zone, though. It's probably somewhat less vertical, since the emergence of NA's "plaza level" had a lot to do with the explosive growth of the city. Historical landmarks would be protected at ground level. I imagine the split between the good and bad parts of town would be more blocky, like Guayaquil. The Worlds of Android book has some info about BosWash: Sea levels have risen 2 meters, so most of the city now has dikes and seawalls to protect it. Since it contains DC, the importance of politics and economics is kind of flipped versus NA. BosWash has an atmosphere of artistic inclination and hosts many famous museums and galleries, so the city is a real tourist magnet. Broadway is still a thing, but there's a new twist on the art form where viewers can "inhabit" an actor during a live performance via simsensie technology. Supporting the arts is a status symbol, among the elite, so I'd suggest that competition for patronage is a significant aspect of lower-class life.
  10. Yup. Don't forget to include Earth's radius on top of the length of the beanstalk, though.
  11. I was doing some back-of-the-envelope calculations to see what happens to a body dumped from Challenger, and discovered that the Memorial Shuttle's travel times are way off. See, it turns out that a counterweight at 70,000 km whipping around once every 24 hours (tangent speed 5.6 km/s) is in fact well above escape velocity (3.2 km/s). So while corpses will fly out into solar orbit just fine, a "slow boat" simply letting go at the right time will have you on Luna in about a day. For that matter, Mars is only 3.6 km/s away, so you don't even need to use any fuel for that until you arrive (excepting course correction maneuvers.) And that's not even taking advantage of the Beanstalk as a magnetic accelerator, which could put you on course at a scorching 32 km/s without exceeding 1.5 g! That is frankly way too fast for anything local, considering you have to stop at the other end. It's nearly solar escape velocity, and ten times the velocity necessary to reach Mars! Er... Thank you for coming to my TED Talk.
  12. Sorry, yes, boosts for low gravity. I was also looking at how many setbacks for a beanpod in transit (they pull 1.5 g), but I don't expect that to be specified. I'm right now looking at 2 setbacks on a beanpod, 1 boost on Mars and most of the spinning stations around Midway, 2 boosts on the moon.
  13. Am I overlooking something that says how many setbacks lunar gravity imposes? I'm inclined to call it 2, but...
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