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The Medical Sourcebook
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Luwingo_Spince
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PostPosted: Wed Apr 02, 2014 1:05 pm    Post subject: Reply with quote

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GURPS Biotech sourcebook


ok wow that is a impressive tome. It will take a lot of time for me to process that info. So in the meantime while I work on that. I thought the project that DarthOmega is working on here http://www.rancorpit.com/forums/viewtopic.php?t=4635&postdays=0&postorder=asc&start=0 would correspond nicely with Genetic Engineering.

Here is a list of the advantages (sorry long) I think could work with modification, perhaps substituting the CP cost for credits and difficulty. Also changing some of the names and descriptions of the modifications.

Acute Sense (1-3)
One of your senses is better developed than the others. Whenever a situation arises in which the sense in question could play a key role, you gain a +2 bonus on any rolls dealing with that sense. The varying points are determined by the sense that is enhanced. 3 points buys Acute Sight, 2 points buys Acute Hearing, and 1 point buys Acute Smell, Taste, or Touch. You may take this advantage multiple times, each time choosing a different sense. Conversely, if subjected to sensory strong stimuli (of the appropriate type), a character must make a Moderate to Very Difficult (depending on the stimuli) stamina check or receive a -2 penalty to all rolls for the next 1D minutes.

Alertness (2)
You are always expecting something to happen, so as a result you are always prepared and on your toes, and you tend to notice things others do not. When you make a roll to determine if you notice something, you reroll the Wild Die on a ‘5’ or a ‘6’. Also, once per adventure you may ignore a roll of a ‘1’ on the Wild Die when making a search check (add it as though it rolled a ‘2’).

Ambidextrous (2 or 4)
You either have the natural ability to use both hands equally, or you have trained yourself to do so. Either way you suffer no penalties (whatever that penalty happens to be. Usually it is a -1D to all off-hand activities, though it can range up to increasing the overall difficulty by one category) when using your ‘off-hand’ to do something.
For example, if you are disguised as someone else, and they are normally left-handed, you can pull off being left handed with no one being the wiser, thus removing the penalty on any con checks to impersonate that individual. This advantage has no mechanical benefit in combat situations (see Combat Advantages for a similar combat-related advantage).
If you buy this at character creation, it counts only as a 2 point advantage. If you try and train yourself to be ambidextrous later on, it counts as a 4 point advantage.


Athletic (2)
You have natural athletic abilities, and many envy your gifted physical prowess. Whenever you make a climbing/jumping, stamina, or swimming check, you gain a +2 bonus on the roll.

Attractive (1-3)
You are considered attractive to members of your species (and in some cases other species as well), the higher the level in this advantage, the more attractive you are. If you are actively trying to use your looks to gain something, you gain a +2 for 1 point, for 2 points, you may ignore a roll of a ‘1’ on the Wild Die once per adventure (add it as a ‘2’), and for 3 points, you may reroll the Wild Die once per adventure. Each version includes the benefits of the lower versions as well. NPCs will also usually react favorably to you (GM’s discretion), though you may also develop stalkers that can make life difficult. Those who have a natural body language (such as Twi’leks using their lekku) gain the first level of this advantage for free (which lowers the costs of the other levels by 1).

Common Sense (1)
You have a level head and a good deal of insight as to what to do or say in a situation. If you have common sense then make sure that the GM is aware of it, that way if you are about to say or do something that would be contrary to common sense, he can stop you and let you know (Do you really want to insult the Hutt? You notice his guards are on edge as are the two bounty hunters in the room with you). This is really good for beginning players or those players that tend to do things without thinking. This advantage can be used to gently guide a player away from a destructive act, and in some cases save a character, but if the player insists, then by all means let him continue as his character’s actions are ultimately up to him.

Danger Sense (4)
Character Creation Only
You have an inherent sense that warns you of danger. Whenever there is imminent danger about, the GM rolls 1D, if he rolls a 1-3, your danger sense does not go off. If he rolls a 4-6 then you sense the danger that is lurking about. So you may get a feeling right before an ambush, or before you jump down that trash chute that houses a monster. If you have the Danger Sense Force power, you receive a +1D bonus to actively using that power if you have this advantage. You may also use it passively (with the GM rolling for the power), but the difficulty is raised to Difficult.

Direction Sense (2)
You almost always know where you are in correlation to the ‘North’ direction no matter what planet you are on, and even have a sense of ‘Galactic North’ when travelling in space. This innate sense gives all astrogation or survival rolls a +2 and you may reroll a ‘5’ or a ‘6’ on the Wild Die when you are finding a path or need to find the quickest route. Some environments may play havoc with your direction sense (GM’s discretion).

Eidetic Memory (3)
Character Creation Only
Your memory is near perfect. You remember things you were told verbatim, you remember everything you read, and you can remember who was where and when during a battle that took place years ago. When you try to remember something, you automatically do so, but the GM may ask for a Perception check if you try to recall something complex such as building blueprints, the entire contents of a holocron, or lines of code. As a player, you should keep notes if you have this advantage so that you don’t always have to ask the GM about facts that you recall from a game session from three weeks ago.

Fast Healer (3)
Character Creation Only
You heal at an abnormally fast rate. You halve all healing and recovery times.

Improved Vision Spectrum (2 or 4)
Human or Near-Human Only, Character Creation Only
You are near human or human with a throwback to another race with an ability to see into different spectrums (maybe your great x6 grandmother was a Miraluka). Either way you can see into the infrared spectrum for 2 points, or the ultraviolet spectrum for 4 points.

Large (2)
Character Creation Only
You are unusually large for your species. Your height and weight should reflect this, and you gain a +2 to your Strength cap.

Natural Healer (3)
Character Creation Only
Your resistance to wounds is naturally high and thus you heal wounds at a high rate. When you are healed, whether naturally or through treatment, you improve an additional level per successful check.

Natural Immunity (5)
Character Creation Only
You have a natural immunity to a chosen source of harm. Whenever something that you have Natural Immunity against would cause a detrimental effect on your character, you ignore it outright. Choices of sources to have a natural immunity against are: poison, disease, extreme temperatures (choose either hot or cold, fire and cryo weaponry could be included in this immunity), acid, extreme environmental pressure, mind-affecting, radiation, or the Force (though this is EXTREMLY rare with the exception of some species, and if you take it the GM reserves the right to make it so that you cannot use the Force in any way (including using Force points) nor can you receive any beneficial effects from Force abilities).

Strong Will (2 or 3)
Character Creation Only
You will is strong and hard to break. Once per adventure you may outright ignore an effect that would normally cause you to make a willpower check. For 2 points you may only use this advantage against mundane effects that cause a willpower check, for 3 points you may use this advantage against all effects (including Force powers) that cause a willpower check.

Superior Balance (2)
You have a natural sense of balance and grace that others cannot emulate. Whenever you make an acrobatics, dance, or running check, you gain a +2 bonus on the roll.

Tough (1-4)
You are tougher than the average person and gain a natural armor rating of +2 against physical damage. At 2 points, you gain the +2 to resist energy damage as well. At 3 points you may ignore the penalties of being stunned and wounded, and at 4 points you may ignore the penalties for being wounded twice.

Adrenaline Junky (2, 3, or 4)
You have an extra reserve of adrenaline and as a result can move faster than normal once per combat. At 2 points you may move an extra 2 meters in combat. At 3 points you may move an extra 4 meters in combat. At 4 points you may move an extra 8 meters in combat.

Combat Alertness (1-3)
You are a hard person to surprise, and in combat situations you are a person that maintains his cool, allowing you to judge the flow of battle better than most. You gain a +1 per point to your Perception initiative rolls.

Combat Ambidexterity (2)
Must have a Dexterity of 3D
You are more adept at using both your hands equally in combat. If you are wielding two weapons, you may take an extra attack with your off-hand with no multiple action penalty.

Juggernaut (5)
Must have a Strength of 4D
You are one tough S.O.B. and you have conditioned yourself that way. When you are Incapacitated or Mortally Wounded, you continue to fight on, not letting those injuries faze you. This comes with a price however. You must make a Moderate stamina roll when you take damage, and the difficulty increases by one category (to Difficult, to Very Difficult and so on) every time you take damage after that. If you fail one of these stamina checks, you collapse immediately as the strain you’re putting on your body finally takes its toll. If someone does not administer some form of treatment within 1 round of your collapse, you die.

Natural Talent (4)
You have trained in a particular form of combat so extensively that it is like second nature to you. Choose a combat related skill; you gain a +1D bonus and the ability to reroll a failed check when using that skill. Note the reroll is a straight reroll, not a Wild Die reroll, and you may make the reroll anytime you fail with the skill a number of times equal to half the die code per adventure (so if you have Natural Talent in blasters and your blasters is at 6D, you would get 3 rerolls per adventure). You must accept the results of the second roll. You may take this advantage multiple times, each time choosing a different skill.

Strong Spirit (5)
You do not succumb to Force powers used against you in combat as much as others do. You gain a +1D to resist any Force power used against you in combat.

Toughened Skin (3)
You have inured yourself to pain. Add +1D to Strength rolls to resist damage.

Any Thoughts?
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Luwingo_Spince
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PostPosted: Mon Apr 07, 2014 7:17 pm    Post subject: Reply with quote

Quote:
I would say for that aspect. Gene manipulation has a max available mod to a base template you can do with keeping it stable. +1 to 3 attributes, +1d to one, 2 minor physical mods (say inc healing and sight), or one major mod. You could try to push higher mods, but there is an instability factor put into the clone.


Ok tried to come up with something with this. Thought maybe could be like cyber points but haven't thought up the rules yet. perhaps they add to the difficulty of each successive roll?

Decided also to go a different path than DarthOmega though i might still use his disadvantages for when you try to clone or mod someone too much.

Used my Alien special Abilities sourcebook to take different abilities I thought you could mod onto other species. let me know since I'm not sure if I have them all in the right category and am probably missing a lot that ppl think should be in it.

Here's what I have so far...

Minor Changes
Difficulty: Easy Genetic Engineering Roll
Cost: 1,000-3,000 (lab time and materials)
Time: 2-3 days
Mod Points: 1

Acute Hearing: Has a heightened sense of hearing and can detect movement from up to a kilometer away.

Alertness: Due to his keen sight and hearing, character gets a +2 pip bonus to search rolls.

Ambidextrous: Can use either hand with equal skill, and suffer no off-hand penalties.

Armor: The thick plates of armor afford a +2 against physical attacks.

Attractiveness: Character receives +1D bonus to any bargain, con, command, or persuasion rolls made against other species of the opposite sex.

Climbing/Jumping Bonus: Due to his physiology, gains a +1D bonus to his climbing/jumping skill.

Darkvision: Character can see up to 20 meters in total darkness.

Fur: His fur protects character from extremes of both cold and heat.

Hardy: Due to his innate hardiness, gains a permanent +2 pip bonus to survival and stamina skill checks.

Hearing: Has very sensitive hearing, giving him +1D to search uses involving noise.

Leathery Skin: Provides a +1 pip bonus to Strength rolls made to resist physical damage.

Manual Dexterity: Character has good manual dexterity, and receives a +2 bonus when performing any skill requiring fine manipulation.

Microscopic Sight: +1D to search for small objects.

Poison Resistance: +1D to stamina to resist poisons.

Scent: Has well-developed senses of smell, giving him +1D to Perception skills when pertaining to actions and people within three meters.

Small: Gain a +1D bonus to hide.

Soothing Voice: Gain a +1D bonus to any use of the bargain, command, con, and persuasion skills.

Wide Vision:, Has a very wide arc of vision. This gives a +1D bonus to all Perception and search rolls based on visual acuity.

Willpower Bonus: Gain a permanent +1D to his willpower skill at character creation.

Moderate Changes
Difficulty: Moderate Genetic Engineering Roll
Cost: 4,000-6,000 (lab time and materials)
Time: 5-10 days
Mod Points: 2

Adaptive Skin: Character can survive in temperature extremes of minus 30 degrees standard, to temperatures up to 45 degrees standard without harm or protective gear.

Armored Body: Has thick hide, giving him +1D against physical attacks and +2 against energy attacks.

Attribute Modification: Can enhance one attribute up to +1 over Species max limits.

Bony Head: Character has a pronounced bony plate in their foreheads, which can be used to headbutt in brawling attacks, causing STR+2 damage.

Bony Spur: The bony spur causes STR+1D damage.

Claws: Do STR+1D damage

Endurance: Due to high level of endurance, may re-roll any failed stamina roll once.

Exceptional Reflexes: Gain a +1D bonus to all Perception rolls made to determine initiative.

Extraordinary Recuperation: Character heals naturally at twice the normal rate.

Flexibility: Can disjoint his limbs to fit through incredibly small openings.

Frenzy: When believing himself to be in immediate danger, character often enters a frenzy in which he attacks the perceived source of danger. They gain +1D to brawling or brawling parry. When frenzied, can be calmed by companions, with a Moderate persuasion or command check.

Heightened Senses: Get a +2 pip bonus to all search skill checks.

Hyperspacial Perception: Has special talent which allows him to navigate a ship. He receives an additional +1D-2D for more familiar systems/sectors. (choose at character creation)

Infrared Vision: Can see in the infrared spectrum, giving him the ability to see in complete darkness if there are heat sources.

Lightning Reflexes: Has finely tuned reactions that grant him a +1D bonus to all dodge rolls.

Protected Vision: Character has nictitating membranes that protects his eyes. He suffers no adverse effects from sandstorms, small airborne debris, or similar conditions. His vision does not blur underwater; these membranes also protect his eyes from large bursts of light.

Slippery Skin: Because of his slippery skin, all opposed brawling rolls (including grappling attacks) are at a +10 penalty.

Smell: Has a remarkable sense of smell and gets a +1D to scent-based search and +1D to Perception checks to determine the moods of others within five meters.

Talons: Has sharp talons which add +1D to climbing, Strength (when determining damage in combat during brawling attacks),or digging.

Thick Hide: Has tough, armored hide that adds +1D Strength when resisting physical damage. (This bonus does not apply to damage caused by energy or laser weapons.)

Tusks: Can use tusks in combat, inflicting STR+1D damage.

Water Breathing: Character has a dual lung / gill system, so he can breathe both air and water with no difficulties.

Water Storage: can effectively store water in his body. When traveling in desert conditions, requires only a tenth of a liter of water per day.

Major Changes
Difficulty: Difficult Genetic Engineering Roll
Cost: 7,000-10,000 (lab time and materials)
Time: 1-3 weeks
Mod Points: 3


Amphibious: Can survive both on land and in water, and gain a +1D+1 bonus to his Swim skill.

Attribute Modification: Can enhance one attribute up to +2 over Species max limits.

Attraction Pheromones: +1D to Persuasion and +1D for each hour of continuous preparation in meditation to enhance efforts. This may total no more than +3D for any one skill attempt and the attempt must be made within one hour of completing meditation. Changes skin color.

Camouflage: Because of his chameleon-like scales, the character can blend in with his surroundings. This provides him with a permanent +1D bonus to all hide skill checks.

Claws: Can use his claws to inflict STR+2D damage.

Color Change: The skin changes color in an attempt to match that of the surroundings. These colors can range from yellow to greenish grey. Add +1D to any sneak attempts made in front of these backgrounds.

Dexterous: At the time of character creation, get +2D bonus skill dice to add to Dexterity skills.

Extra Limbs: The character’s four arms grant a +1D bonus to climbing and brawling.

Fearsome Appearance: due to their fearsome appearance Character gains a +2D bonus to intimidation attempts.
Food Stores: Can go without food for 8 days and without water for 3 days.

Heat Dissipation: Can dissipate the heat that emanates from his bodies, making it difficult to detect him with equipment that tracks by heat. All checks made to detect character while consciously reducing his heat signature, using thermal or infrared equipment, are made at a -2D penalty.

Jumping: Character’s strong legs give him a remarkable jumping ability. He receives a +2D bonus for his climbing/jumping skill.

Low-Light Vision: Gains +2D to search in dark conditions, but suffers 2D-4D stun damage if exposed to bright light.

Natural Body Armor: The scales act as armor, providing a +2D bonus against physical attacks, and a +1D bonus against energy attacks.

Nimble: Character gains a +1D bonus to climbing/jumping skill roll that involve jumping or leaping, as well as a +1D bonus to all dodge skill rolls.

Prehensile Tail: Can use his tail as a third arm at -1D their die code. In combat, the tail does Strength damage.

Smell: Has extremely sensitive smelling which gives him a +2D bonus to his search skill.

Vision (wide): Can see in any direction except immediately behind him (300° arc).

Extreme Changes
Difficulty: Very Difficult Genetic Engineering Roll
Cost: 15,000-20,000 (lab time and materials)
Time: 1-3 Months
Mod Points: 5

Attribute Modification: Can enhance one attribute up to +1D over Species max limits.

Disease Resistance: Is highly resistant to most known forms of disease (double his stamina skill when rolling to resist disease), yet is a dangerous carrier of many diseases.

Energy Resistance: Damage done by energy weapons is reduced by one level of effect.

Force Resistance: Character has an innate defense against Force-based mind manipulation techniques and rolls double their Perception dice to resist such attacks.

Neck Flexibility: The neck can make two full rotations, making it very difficult for an individual to sneak up on a member of the species. Receives a +2D to search to notice sneaking characters and a +1D Perception bonus to any relevant actions.

Redundant Anatomy: All wounds suffered are treated as if they were one level less. Two Kill results are
needed for kill.

Regeneration: 2D. May spend beginning skill dice to improve this ability as if it were a normal skill. Roll to regenerate after being wounded using these skill dice instead of his Strength attribute - but turn “days” into “hours”. So, anyone with this ability who has been wounded rolls after three standard hours instead of three standard days to see if he or she heals. In addition, the character’s condition cannot worsen (and mortally wounded characters cannot die by rolling low).

Skin-Changing: By spending 1 full round standing against a solid surface, a skin-changer gains a +4D bonus to all sneak checks. For particularly complex patterns to mimic, as much as 3 rounds may be required, depending on the Gamemaster’s decision.

360 Degree Vision: Has the ability to see everything around him due to the placement and rotation of his eyes. This gives him an edge in combat in that he is neither easily surprised nor blindsided. He gains a +2D bonus to his initiative rolls when being attacked by surprise.

Venom: A successful bite attack against an opponent infuses a debilitating poison into their system. A character struck by poison suffers a -1D penalty to Dexterity, and a -2D penalty to all Dexterity and Strength related skills. The venom lasts for 2D rounds, but the effects can be negated by using the detoxify poison Force Power, or by making a Difficult Strength check when the venom is first injected.
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garhkal
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PostPosted: Tue Apr 08, 2014 1:47 am    Post subject: Reply with quote

Not bad.. Though with the costs being so low, and the skill rolls needed being low, how would you reign in PC's who overload on it?
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PostPosted: Tue Apr 08, 2014 11:36 am    Post subject: Reply with quote

You find the costs low? I was trying to price it at the 80's prices everything else has in star wars. How much should we raise it by? 20%, 50%

As to the skill levels I could raise them all a level. I was thinking that the mod points would factor into the difficulty after the second mod.

For example The character gets a Acute Hearing mod (Minor) at an easy roll then wants to get a Disease Resistance mod (Extreme) that would be normally a very difficult but since he already has one mod it is now Very Difficult+6 (1 for minor and 5 for extreme) or Heroic +1. This difficulty would keep on growing for every mod that he tried to increase.

Also for any failed rolls or perhaps succeeding slightly he gets a drawback. Which I'm working on now. Also forgot to add a Assimilation roll for the character

Lastly since this requires someone who is skilled in a rather obscure skill set it is up to GM fiat if the characters can find someone skilled enough to perform the major and extreme changes

Minor Changes
Difficulty: Easy Genetic Engineering Roll
Difficulty for Character to Assimilate: Easy Strength roll
Cost: 1,000-3,000 (lab time and materials)
Time: 2-3 days
Mod Points: 1

Moderate Changes
Difficulty: Moderate Genetic Engineering Roll
Difficulty for Character to Assimilate: Moderate Strength roll
Cost: 4,000-6,000 (lab time and materials)
Time: 5-10 days
Mod Points: 2

Major Changes
Difficulty: Difficult Genetic Engineering Roll
Difficulty for Character to Assimilate: Very Difficult Strength roll
Cost: 7,000-10,000 (lab time and materials)
Time: 1-3 weeks
Mod Points: 3

Extreme Changes
Difficulty: Very Difficult Genetic Engineering Roll
Difficulty for Character to Assimilate: Heroic Strength roll
Cost: 15,000-20,000 (lab time and materials)
Time: 1-3 Months
Mod Points: 5
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Luwingo_Spince
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PostPosted: Tue Apr 08, 2014 12:23 pm    Post subject: Reply with quote

Here are some of the drawbacks, have yet to look at DarthOmegas so I might get some more from there.

Agoraphobia: Your character is not comfortable in wide-open spaces. You suffer a -1D penalty on all actions when in large-open spaces.

Avoid Conflict: You are very averse to physical violence, and will seek a diplomatic solution whenever possible.

Bad Temper: You are best known for your foul temper. If provoked, your character in question must succeed at a Difficult willpower skill roll or fly into a rage. While raging, character gains +2 pips to their Strength attribute, a –2 pip penalty to any defensive skill rolls (dodge, brawling parry, etc.) and are only interested in beating the offending party to a pulp.

Cold-Blooded: If exposed to extreme cold without the proper equipment, a character suffers an immediate -2 penalty to all Perception rolls made to determine initiative. After ten minutes, the character will suffer an additional -2 to all attributes. After 20 minutes, a Difficult Strength or Stamina roll must be made, with success indicating no damage. Failure indicates that the character suffers an additional -2 penalty to all attributes. A roll must then be made every 10 minutes, with the difficulty increasing by +3 points each time, and each failed roll results in a further -2 modifier to all attributes. If the penalties ever exceed the Strength score, he dies. If returned to a warm environment, the character will recover fully within 30 minutes.

Color Blind: You can only see in black and white. While you are not typically effected by this, you may have difficulty interpreting color-coded computer displays or vehicle controls that you are unfamiliar with.

Gambling Frenzy: When exposed to games of chance, you find yourself irresistibly drawn to them. A character who passes by a gambling game must make a Moderate willpower check to resist the powerful urge to play. You may be granted a bonus to their roll if it is critical or life-threatening for them to play.

Hoarders: Your character is hyperactive and hard working, but are driven to hoard valuables, goods, or money, especially in the form of shiny metal or gems.

Hoarders (Extreme): Your character is an incurable hoarder. He never throws anything away. The only way he will part with a possession is if the is paid or if his lives is in danger.

Lust For Adventure: You crave adventure and excitement. Few people are as reckless as you are, and you are often drawn to pursuits that lead to certain death. If given an opportunity to do something dangerous and exciting, a character must participate enthusiastically unless he can succeed at a Moderate willpower skill check.

Narrow-Minded: Your character has a mindset, where creativity and free thought are undesirable qualities. Although this should be role-played, it also gives any character a -2D penalty on any skill roll that requires creative action or long-term planning.

Melancholy: Your character is very depressed and tends to look at everything in a sad manner.

Mute: Cannot speak.

Weird Eating Habits: Your character does not eat until absolutely necessary. When he finally does, he messily consumes large quantities of food. Your eating habits have resulted in a general disdain for the character within the food service industry, and many restaurants do not allow you as customers.

Odd Habits: You character tries to swallow new and interesting objects in the belief they are food. When encountering something new make a Moderate Willpower check if failed the character will attempt to swallow it.

Odor: You have developed superstitions regarding personal hygiene, which leads you to possess a characteristic odor that others find unpleasant.

Pain Sensitivity: You do not deal well with pain. This is reflected in a -2 penalty to all Strength rolls made to resist damage.

Paranoia: You see danger everywhere and are constantly alarming other beings by overestimating the true dangers of a situation.

Social Anxiety: You fear interacting with individuals, and suffer a -1D penalty to all skill rolls involving social interaction.

Superstitious: Player characters should pick something they are very afraid of (the cold, the dark, strangers, spaceships, the color black, etc.).

Weak Far Vision: Has weak long distance vision (add +10 to the difficulty level of all tasks involving vision at distances greater than 15 meters),

Weak Sense of Taste: You lose your sense of taste, and as such, you do not relish food the way most other people do. You feel that eating is a waste of time.

Weak Senses: Weak close range senses (add +10 to the difficulty level of all tasks involving vision at distances less than 15 meters),
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garhkal
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PostPosted: Tue Apr 08, 2014 4:54 pm    Post subject: Reply with quote

Luwingo_Spince wrote:
You find the costs low? I was trying to price it at the 80's prices everything else has in star wars. How much should we raise it by? 20%, 50%


Yes i do think the credit cost is a little low. Look at cybernetics. They have some major drawbacks as is (DSP issues, etc) but also cost a lot more when all is considered.

Luwingo_Spince wrote:

As to the skill levels I could raise them all a level. I was thinking that the mod points would factor into the difficulty after the second mod.

For example The character gets a Acute Hearing mod (Minor) at an easy roll then wants to get a Disease Resistance mod (Extreme) that would be normally a very difficult but since he already has one mod it is now Very Difficult+6 (1 for minor and 5 for extreme) or Heroic +1. This difficulty would keep on growing for every mod that he tried to increase.


That might work. Would it be cumulative?
IE say i got a heightened sense (2) mod, armored body (2) and wide vision (1) mods, would that add up to 5 total, or would only the highest count?
Also would it be modding the next one only, or all future mods?

Luwingo_Spince wrote:
Also for any failed rolls or perhaps succeeding slightly he gets a drawback. Which I'm working on now. Also forgot to add a Assimilation roll for the character


Glad you added that assimilation roll..
As for what happens on a failure, make it depend on how bad of a failure it was..
Say failed by 1-5, the mod just does not happen
Failed by 6-10, you gain a drawback of equal 'value' to the mod being done. (Ie getting an armor mod which is worth 2 points, you gain a '2 point' drawback.)
11-15, you overdrove the DNA helix to where no more mods can be done
failed by 15 or more, and you actually put IN a weakness/flaw.

As to those drawbacks, perhaps those only come in ON a failed roll.
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PostPosted: Tue Apr 08, 2014 8:25 pm    Post subject: Reply with quote

Quote:
That might work. Would it be cumulative?
IE say i got a heightened sense (2) mod, armored body (2) and wide vision (1) mods, would that add up to 5 total, or would only the highest count?
Also would it be modding the next one only, or all future mods?


Yes they are cumulative and for all future mods as well. So should I increase the difficulty by one level or keep it like it is?


Quote:
As for what happens on a failure, make it depend on how bad of a failure it was..
Say failed by 1-5, the mod just does not happen
Failed by 6-10, you gain a drawback of equal 'value' to the mod being done. (Ie getting an armor mod which is worth 2 points, you gain a '2 point' drawback.)
11-15, you overdrove the DNA helix to where no more mods can be done
failed by 15 or more, and you actually put IN a weakness/flaw.


I like this though i'm a little confused about the difference between the drawback and the Weakness/flaw in your chart.

Ok Increased the cost

Minor Changes
Difficulty: Easy Genetic Engineering Roll
Difficulty for Character to Assimilate: Easy Strength roll
Cost: 2,000-6,000 (lab time and materials)
Time: 2-3 days
Mod Points: 1

Moderate Changes
Difficulty: Moderate Genetic Engineering Roll
Difficulty for Character to Assimilate: Moderate Strength roll
Cost: 7,000-10,000 (lab time and materials)
Time: 5-10 days
Mod Points: 2

Major Changes
Difficulty: Difficult Genetic Engineering Roll
Difficulty for Character to Assimilate: Very Difficult Strength roll
Cost: 11,000-15,000 (lab time and materials)
Time: 1-3 weeks
Mod Points: 3

Extreme Changes
Difficulty: Very Difficult Genetic Engineering Roll
Difficulty for Character to Assimilate: Heroic Strength roll
Cost: 20,000-30,000 (lab time and materials)
Time: 1-3 Months
Mod Points: 5
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garhkal
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PostPosted: Wed Apr 09, 2014 2:32 am    Post subject: Reply with quote

A draw back would be like say you got a heightened sense package, and during one of those uses of it, you got a 1 on the wild die, it would crap out for a time (say one hr).. A weakness would be say something like while X is in you, bacta would not work, or you take X extra damage from Y source.
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PostPosted: Wed Apr 09, 2014 11:51 am    Post subject: Reply with quote

Ok Looking over DarthOmegas list I was able to get a few more drawbacks. I also categorized them.


Minor Drawbacks

Absent-minded: You have become forgetful and can be slightly unobservant. If you need a minor object to help you out, roll 1D, on a ‘3’ or less, you forgot the item in question somewhere (at home, in your vehicle, in the keep, wherever makes sense). Also you are at a -1 when making any form of observation rolls.

Color Blind: You can only see in black and white. While you are not typically effected by this, you may have difficulty interpreting color-coded computer displays or vehicle controls that you are unfamiliar with.

Hoarder: Your character is hyperactive and hard working, but is driven to hoard valuables, goods, or money, especially in the form of shiny metal or gems.

Minor Addiction: You have an addiction to a substance or an activity. If you go too long without your fix, you will start to suffer a cumulative -1 penalty (-1, -2, -1D, -1D+1 etc.) per 2 weeks.

Minor Allergy: These allergies are minor and often nothing more than a nuisance. They often cause sneezing, itching, or other discomfort. Typically if exposed to an allergy at this level, then the character is at a -1 on all rolls until the allergen is gone or they deal with it in some other way (such as medication). You may make a Moderate willpower or stamina check to ignore the effects of the allergen for up to ten minutes, at which point, you must make another check.

Odor: You have developed superstitions regarding personal hygiene, which leads you to possess a characteristic odor that others find unpleasant.

Weird Eating Habits: Your character does not eat until absolutely necessary. When he finally does, he messily consumes large quantities of food. Your eating habits have resulted in a general disdain for the character within the food service industry, and many restaurants do not allow you as customers.

Weak Far Vision: Has weak long distance vision (add +10 to the difficulty level of all tasks involving vision at distances greater than 15 meters),

Weak Sense of Taste: You lose your sense of taste, and as such, you do not relish food the way most other people do. You feel that eating is a waste of time.

Weak Senses: Weak close range senses (add +10 to the difficulty level of all tasks involving vision at distances less than 15 meters),

Moderate Drawbacks

Agoraphobia: Your character is not comfortable in wide-open spaces. You suffer a -1D penalty on all actions when in large-open spaces.

Avoid Conflict: You are very averse to physical violence, and will seek a diplomatic solution whenever possible.

Bad Temper: You are best known for your foul temper. If provoked, your character in question must succeed at a Difficult willpower skill roll or fly into a rage. While raging, character gains +2 pips to their Strength attribute, a –2 pip penalty to any defensive skill rolls (dodge, brawling parry, etc.) and are only interested in beating the offending party to a pulp.

Bum Limb: One of your limbs isn’t 100%. If it’s an arm then you are at a -1 for skill checks using that arm, and incur a -1 penalty with any weapon used by that arm. If it’s a leg, then you are at a -2 to speed.

Gambling Frenzy: When exposed to games of chance, you find yourself irresistibly drawn to them. A character who passes by a gambling game must make a Moderate willpower check to resist the powerful urge to play. You may be granted a bonus to their roll if it is critical or life-threatening for them to play.
Moderate Addiction: You have an addiction to a substance or an activity. If you go too long without your fix, you will start to suffer a cumulative -1 penalty (-1, -2, -1D, -1D+1 etc.) per week

Hoarder (Extreme): Your character is an incurable hoarder. He never throws anything away. The only way he will part with a possession is if the is paid or if his lives is in danger.

Melancholy: Your character is very depressed and tends to look at everything in a sad manner.

Moderate Allergy: These allergies are more than just a minor nuisance. They cause characters to become sick, have a hard time breathing, or cause very uncomfortable swelling. Characters exposed to this level of allergen may not reroll a ‘6’ roll on the Wild Die until the allergy is dealt with. You may make a Difficult stamina or willpower check to ignore the effects of the allergen for up to ten minutes, at which point, you must make another check.

Odd Habits: You character tries to swallow new and interesting objects in the belief they are food. When encountering something new make a Moderate Willpower check if failed the character will attempt to swallow it.

Social Anxiety: You fear interacting with individuals, and suffer a -1D penalty to all skill rolls involving social interaction.

Speech Impediment: For whatever reason, your speech comes out somewhat garbled and hard to understand. It could be a stutter, a form of verbal dyslexia, or just because you physically can’t do anything other than mumble. You are at a -2 on any checks involving getting your ideas across in a social setting (or even to shout warnings in combat)

Superstitious: Player characters should pick something they are very afraid of (the cold, the dark, strangers, spaceships, the color black, etc.).

Major Drawbacks

Amnesia: A character with amnesia cannot remember his past. The GM is free to make up the character’s past at any point during the game. This can include both positive and negative things for the character. Though it may have some positives, keep in mind that the GM has every right to make your life very…interesting, so beware.

Disfigured: You are horribly disfigured during your modification. Whether it’s a mass of scars on your face or burns across part of your body, people find it hard to deal with you on a social level without staring. You have a -2 in all social situations when your disfigurement might affect things.

Lust For Adventure: You crave adventure and excitement. Few people are as reckless as you are, and you are often drawn to pursuits that lead to certain death. If given an opportunity to do something dangerous and exciting, a character must participate enthusiastically unless he can succeed at a Moderate willpower skill check.

Major Addiction: You have an addiction to a substance or an activity. If you go too long without your fix, you will start to suffer a cumulative -1 penalty (-1, -2, -1D, -1D+1 etc.) per day.

Major Allergy: Allergies at this level cause the character to go unconscious, convulse, or otherwise become incapacitated. Characters exposed to their allergen at this level cannot function until the allergen is dealt with in some way. Exposure to this level of allergy causes the character to become incapacitated until the allergen is gone or treated. You may make a Very Difficult stamina or willpower check to ignore the effects of the allergen for up to ten minutes, at which point, you must make another check.

Pain Sensitivity: You do not deal well with pain. This is reflected in a -2 penalty to all Strength rolls made to resist damage.

Paranoia: You see danger everywhere and are constantly alarming other beings by overestimating the true dangers of a situation.

Extreme Drawbacks


Cold-Blooded: If exposed to extreme cold without the proper equipment, a character suffers an immediate -2 penalty to all Perception rolls made to determine initiative. After ten minutes, the character will suffer an additional -2 to all attributes. After 20 minutes, a Difficult Strength or Stamina roll must be made, with success indicating no damage. Failure indicates that the character suffers an additional -2 penalty to all attributes. A roll must then be made every 10 minutes, with the difficulty increasing by +3 points each time, and each failed roll results in a further -2 modifier to all attributes. If the penalties ever exceed the Strength score, he dies. If returned to a warm environment, the character will recover fully within 30 minutes.

Deaf: You cannot hear and automatically fail any checks that deal with hearing. You may be able to talk, and possibly even learned to read lips, but you would get on better if you took some form of sign language, and taught those dealing with you on a regular basis how to use it as well.

Extreme Addiction: You have an addiction to a substance or an activity. If you go too long without your fix, you will start to suffer a cumulative -1 penalty (-1, -2, -1D, -1D+1 etc.) per 12 hours.

Narrow-Minded: Your character has a mindset, where creativity and free thought are undesirable qualities. Although this should be role-played, it also gives any character a -2D penalty on any skill roll that requires creative action or long-term planning.

Mute: You cannot talk, your vocal cords just don’t work. You must find another way to get your ideas across, either by writing, or by using sign language.
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Luwingo_Spince
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PostPosted: Mon Apr 14, 2014 3:07 pm    Post subject: Reply with quote

ok so I been working on it some more.
I modified the chart you came up with garhkal, let me know what you think.

To have an existing character or a clone genetically engineered requires the skills of a professional Genetics Engineer and a biolab. Since this is something heavily regulated or outright illegal this might be a hard thing for the average group of characters to find. All changes should be placed under special abilites on the character sheet.

Aquiring a change requires the characters to pay for the Engineer providing the service and the lab time and materials used. All prices listed include the cost of lab and materials but not the cost of the Engineer as this can vary greatly though it is very rarely more than the cost of the lab and materials. A good rule of thumb would be either double or times by one half the cost listed to pay for the engineer.

If the Engineer botches the role or doesn’t succeed by a certain amount there are complications.

Succeeds by 0-5: the character has a hard time assimilating the change. Increase the difficulty of assimilation by one level.

Failed by 1-3: The change does not happen.
Failed by 4-6: The change does not happen and you gain a Minor Drawback
Failed by 7-9: The change does not happen and you gain a Moderate Drawback
Failed by 10-13: The change does not happen and you gain a Major Drawback.
Failed by 14-16: The change does not happen and you gain a Extreme Drawback.
Failed by 16 or more: You overloaded the DNA helix to where no more changes can be made.

Assimilation by Character

All changes might be rejected by the body so the character must roll his strength to see if his body will accept it or not. Failure means the body rejects the change and goes back to the way it was before the operation.


Mod Points

All DNA has a breaking point or when it can be manipulated no more times without it introducing flaws. In game terms this has been emulated through the use of mod points. Mod points raise the difficulty of each additional change that the character makes to his body. They are cumulative but don’t count towards the first change made.
i.e Luwingo Spince gets an Acute Hearing mod. This is a minor change and is an easy Genetic Engineering roll. In this case a 4, since this is his first change he would not add the +1 (number of mod points a minor change costs) to the Engineer’s difficulty though he would note on his character sheet the number of mod points he has. Next he decides to get a Disease Resistance mod (Extreme) that would be normally a very difficult Genetic Engineering roll (25) but since he already has one mod it is now Very Difficult+6 (1 for minor and 5 for extreme). So the Engineers difficulty would then be 31. This difficulty would keep on growing for every mod that he tried to increase.

Mod points also count for when the character must role to assimilate the change to his body and work the same way.
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PostPosted: Mon Apr 14, 2014 4:28 pm    Post subject: Reply with quote

That looks much better.
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PostPosted: Wed Apr 23, 2014 8:48 pm    Post subject: Reply with quote

ok so next project facial transformation. Here is the information I was able to find. How can we turn this into game stats?


Facial transformation program

"Facial transformation program loaded."
―Jedi Temple 2-1B surgical droid[src]

A facial transformation program altered the facial bone and muscle structure of an individual to transform their physical appearance into that of another person.

During the Clone Wars, the Jedi discovered a Separatist plot to kidnap Chancellor Palpatine during a celebration on his home planet of Naboo. Jedi Masters Obi-Wan Kenobi, Yoda and Mace Windu developed a plan to go deep undercover to extract information from the conspirators. To accomplish this, Kenobi faked his own death and in the Jedi Temple medical labs was subjected to a facial transformation program which transformed him into the likeness of the very criminal who supposedly assassinated him, Rako Hardeen.

After Jedi Master Obi-Wan Kenobi's staged "assassination" death around 21 BBY, one of these medical droids helped him shave his head and administered him an injection to help him transform into the likeness of bounty hunter Rako Hardeen.
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PostPosted: Wed May 14, 2014 6:48 pm    Post subject: Reply with quote

Need some feedback on this please....

Inhibitor chip
Model: Kaminoan Behavioral Inhibitor Biochip
Type: Cybernetic/Bioware Brain implant
Scale: Character
Skill: Medicine: cyborging (to install)
Cost: 7,000 credits (does not include cost to install)
Cyber Points: 1
Availability: 3,R
Difficulty to install: Moderate
Game Notes: When a character hears or sees a codephrase (codephrase determined at time of implantation) he must make a Very Difficult willpower roll or the chip takes over compelling him to carry out the program in the chip. i.e kill your superior officer, steal top secret information. During this time Character will be emotionless and seem robotic to those around him. Due to its bioware nature a Heroic Medicine check is needed to discover the chip before it is activated.
Capsule: Inhibitor chips were biochips that were engineered into the Kaminoan clone troopers of the Grand Army of the Republic. The chips were supposed to prevent clones from being overly independent and aggressive. However, their true function was part of a conspiracy that allowed the Sith to control them and eventually make them capable of killing their Jedi Generals, with accordance to Order 66.
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garhkal
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PostPosted: Thu May 15, 2014 12:54 am    Post subject: Reply with quote

I like it. Though is it a one time willpower roll to resist the programming, or can they check it each round/minute/hour they are performing said programming?
Also is it a one off program that they have to 'perform' or can there be more than one?
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PostPosted: Thu May 15, 2014 11:30 am    Post subject: Reply with quote

Hows this? changes in bold

Inhibitor chip
Model: Kaminoan Behavioral Inhibitor Biochip
Type: Cybernetic/Bioware Brain implant
Scale: Character
Skill: Medicine: cyborging (to install)
Cost: 7,000 credits (does not include cost to install)
Cyber Points: 1
Availability: 3,R
Difficulty to install: Moderate
Game Notes: When a character hears or sees a codephrase (codephrase determined at time of implantation) he must make a Very Difficult willpower roll or the chip takes over compelling him to carry out the program in the chip. i.e kill your superior officer, steal top secret information, etc. During this time Character will be emotionless and seem robotic to those around him. The character will have one more chance to break his programming at the moment of carrying out the act, he must make a Very Difficult willpower roll in order to overcome the chip. After the programming has run it's course character will have no memory of his actions. Up to 2 different programs can be put into the chip and triggered multiple times. Due to its bioware nature a Heroic Medicine check is needed to discover the chip before it is activated.
Capsule: Inhibitor chips were biochips that were engineered into the Kaminoan clone troopers of the Grand Army of the Republic. The chips were supposed to prevent clones from being overly independent and aggressive. However, their true function was part of a conspiracy that allowed the Sith to control them and eventually make them capable of killing their Jedi Generals, with accordance to Order 66.
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