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The Medical Sourcebook
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garhkal
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PostPosted: Thu Mar 06, 2014 3:44 pm    Post subject: Reply with quote

Besides the food issue, i could also see some of the following (from complications due to a wild die on installation).

Bacta immunity
Nervious twitches (cause a -1d problem when they kick in),
Bio incompatibility (the installation didn't take and prevents others working if installed..
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Luwingo_Spince
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PostPosted: Fri Mar 07, 2014 12:29 pm    Post subject: Reply with quote

Nice job Garhkal! ok taking what you suggested here's what I came up with.


Optional Rule:Bioware
Genetically enhancing species is something that although rare is a viable option in the galaxy. The Galactic Empire has placed strict laws in regards to bioengineering but many species still do so. Bioware acts in many ways like cybernetics with a few key differences. First is the price since it is banned or strictly regulated throughout the galaxy, the one that do it are very specialized or on the edges of society. Thus Bioware often costs double what a equivalent cybernetic option does. Second Bioware is usually very hard to detect through scanners or by visual means since it mimics the bodies natural rhythms. Third they are self healing requiring less maintenance than an equivalent cybernetic option. It is up to the Gamemasters discretion which cybernetics have a a bioware equivalent.
Game Notes: Bioware is double the cost of any cybernetic option. e.g Response Improvement Package would be 1400 a pip instead of 700.
+15 to difficulty to detect Bioware through scanners and +20 to difficulty by visual means. Bioware is not susceptible to Ion Damage. Costs are half the cyber points of Cybernetic equivalent (if a decimal round up). A Strength check is required to see if the body rejects the bioware or accepts it. The difficulty is based on the cybernetics difficulty to install.
If during installation skill total beats Difficulty by 1-5 points: The system is installed, but malfunctions on a Critical Failure. Roll 1D on chart below

Common Side Effect Chart
1-2 High Metabolism- Character is always hungry and must eat twice the normal amount of food for his species
3 Fast Processing- Food goes right through the character and they must make more frequent bathroom breaks.
4 Nervous Twitches- A moderate stamina check. If failed twitches travel throughout body. A moderate strength roll to hold on to anything the character is holding. (blasters, comlinks, swords, etc.). Any Dexterity skills are reduced by -1D for duration of twitch.
5 Bacta Allergy- Something in the bioware has made you allergic to bacta. Every time you recieve healing from a medpac or bacta tank you must roll a stamina check. Moderate for a medpac and Difficult for a Bacta tank. If roll fails than treatment did not work.
6 Bio Incompatibility- Bioware is interfering with other bioware and cybernetics. None will work until this bioware is removed.

What do you think?
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garhkal
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PostPosted: Fri Mar 07, 2014 4:44 pm    Post subject: Reply with quote

That get's my Thumbs up. Though as a twist for the 'malfunction roll' hows about what type of bioware modify what is rolled.

Say someone gets Dermal armor bioware (underskin plating), imo i see that more apt to induce issues with the body accepting healing, versus being more hungry. Where as someone who gets a boost to dex/str would be more apt to get hungry versus bacta issues.. so maybe each Bioware implant has a differing chart weighted towards that.
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Luwingo_Spince
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PostPosted: Fri Mar 07, 2014 8:50 pm    Post subject: Reply with quote

I see what you mean, How about this instead? changed in bold

Optional Rule:Bioware
Genetically enhancing species is something that although rare is a viable option in the galaxy. The Galactic Empire has placed strict laws in regards to bioengineering but many species still do so. Bioware acts in many ways like cybernetics with a few key differences. First is the price since it is banned or strictly regulated throughout the galaxy, the one that do it are very specialized or on the edges of society. Thus Bioware often costs double what a equivalent cybernetic option does. Second Bioware is usually very hard to detect through scanners or by visual means since it mimics the bodies natural rhythms. Third they are self healing requiring less maintenance than an equivalent cybernetic option. It is up to the Gamemasters discretion which cybernetics have a a bioware equivalent.
Game Notes: Bioware is double the cost of any cybernetic option. e.g Response Improvement Package would be 1400 a pip instead of 700.
+15 to difficulty to detect Bioware through scanners and +20 to difficulty by visual means. Bioware is not susceptible to Ion Damage. Costs are half the cyber points of Cybernetic equivalent (if a decimal round up). A Strength check is required to see if the body rejects the bioware or accepts it. The difficulty is based on the cybernetics difficulty to install.
If during installation skill total beats Difficulty by 1-5 points: The system is installed, but has a side effect on a Critical Failure. Below is a list of common side effects for bioware. The Gamemaster will pick the most appropriate one.

Common Side Effect Chart
High Metabolism- Character is always hungry and must eat twice the normal amount of food for his species
Fast Processing- Food goes right through the character and they must make more frequent bathroom breaks.
Nervous Twitches- A moderate stamina check. If failed twitches travel throughout body. A moderate strength roll to hold on to anything the character is holding. (blasters, comlinks, swords, etc.). Any Dexterity skills are reduced by -1D for duration of twitch.
Bacta Allergy- Something in the bioware has made you allergic to bacta. Every time you recieve healing from a medpac or bacta tank you must roll a stamina check. Moderate for a medpac and Difficult for a Bacta tank. If roll fails than treatment did not work.
Bio Incompatibility- Bioware is interfering with other bioware and cybernetics. None will work until this bioware is removed.
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Luwingo_Spince
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PostPosted: Fri Mar 07, 2014 9:18 pm    Post subject: Reply with quote

Ok We seem to have a handle on Bioware. So here's the next problem area. I think i have it pretty much done but would love to get some feedback. I think it always makes it a better product in the end.

Technobeast Virus some background http://starwars.wikia.com/wiki/Technobeast

http://starwars.wikia.com/wiki/Technobeast_Jedi

Thoughts?

Technobeast Virus
Symptoms: Destruction of frontal lobes, Cyberization of body
Type: Contact, Inhalation, Broken Skin
Incubation Period: 5 rounds
Contagious: Contact Moderate, Inhalation Very High, Broken Skin Very High.
Damage: Special (see game notes)
Affected species: All
Cure: None
Rarity: Rare
Time period: Sictis Wars
Game Stats: Once the nano virus has entered the bloodstream the character has 5 rounds to roll an Heroic+10 stamina roll. If a jedi they can use control disease power at an Heroic+5 difficulty. To determine how the virus effects the person depends on when they purge the virus from their body.
Round /Effect
1st round/ nothing
2nd round/ Cyberization of legs
3rd round/ Cyberization of arms
4th round/ Cyberization of torso and major organs
5th round/ Destruction of frontal lobe, Weapons and Cyberization complete.

Capsule: Technobeasts were created by the Dark Lord Belia Darzu, and were considered the most frightening aspect of the Sictis Wars. Using a variation of mechu-deru, Darzu was able to develop a technovirus that immediately began to turn the organic creature into a droid hybrid. The frontal lobes of the victims' brains were lobotomized by the virus, making them incapable of higher thought, by which point the process was irreversible. While Technobeasts were never alike, they often had sharp protrusions on their arms, by which they could infect others. Some were even designed to release a cloud of the technovirus in combat. However it was possible to kill the technovirus before it reached the frontal lobes through the Force, however reversing the techno process was much more difficult.
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garhkal
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PostPosted: Sat Mar 08, 2014 12:32 am    Post subject: Reply with quote

Sounds like it works way to quick for my liking. And with heroic rolls needed, most every character exposed would be screwed.
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Luwingo_Spince
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PostPosted: Sat Mar 08, 2014 12:39 am    Post subject: Reply with quote

yeah I was thinking of maybe doing longer periods of time but if you read the darth bane final book it does work quickly so how about 5 hours or maybe days instead.

As to the difficulty It was a strong virus that had only 2 known survivors. One a sith lord and the other a jedi who didn't stop the virus until his body was almost completely cybertized.
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Centinull
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PostPosted: Sat Mar 08, 2014 12:19 pm    Post subject: Reply with quote

The average Star Wars denizen has a stamina of 2-3D, a 40 difficulty seems excessive. A Diffculty 20 stamina check would be more than enough to wipe out most sentients, without CPs to spend.

    Average rolls:
    1D 3.5
    2D 7
    3D 10.5
    4D 14
    5D 17.5
    6D 21
    7D 24.5
    8D 28
    9D 31.5
    10D 35
    11D 38.5
    12D 42


A round is 6 seconds. 5 rounds (30 seconds) seems an awful short time for a nanovirus to covert all the bio matter that makes up a sentient. It also doesn't give a player much, if any, time to roleplay out what could be their characters final moments.

Minutes would at least give them some time to dialogue.
Hours would let them get some stuff done.
Days would let them finish one last adventure.

Control Disease would require a difficulty 30 and 30 minutes of time to use. A force user with 9D control is going to need to turn off all his active force powers and find somewhere to hide. A force user with 4D of control and 5CP to spend fails roughly 50% of the time.
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Luwingo_Spince
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PostPosted: Sat Mar 08, 2014 2:04 pm    Post subject: Reply with quote

well I had conceded that the virus was too quick so i changed it to 5 hours

As to the damage it states in the background that the virus is able to be destroyed only through the force I made a concession allowing it to be destroyed through a stamina roll at all. Most pcs should have a higher stamina roll than an a average person. yes 40 seems excessive because it is, their is almost no chance for your bodies immune system to to fight against nano robots converting your bio mass.

Darth Bane is the only known complete survivor of this virus and he had the help of the orbalisks. The one jedi who was able to purge the virus did so at the last step thus most of his body had already been cybertized.

It is a killer virus created by a Sith lord. It going to have incredible difficulties.

Technobeast Virus
Symptoms: Destruction of frontal lobes, Cyberization of body
Type: Contact, Inhalation, Broken Skin
Incubation Period: 5 hours
Contagious: Contact Moderate, Inhalation Very High, Broken Skin Very High.
Damage: Special (see game notes)
Affected species: All
Cure: None
Rarity: Rare
Time period: Sictis Wars
Game Stats: Once the nano virus has entered the bloodstream the character has 5 hours in which they can roll once per hour to roll an Heroic+10 stamina roll. If a jedi they can use control disease power at an Heroic+5 difficulty. A jedi could also use control disease on another at Heroic+10 difficulty to purge the virus. To determine how the virus effects the person depends on when they purge the virus from their body.
Round /Effect
1st hour/ nothing
2nd hour/ Cyberization of legs
3rd hour/ Cyberization of arms
4th hour/ Cyberization of torso and major organs
5th hour/ Destruction of frontal lobe, Weapons and Cyberization complete.

Capsule: Technobeasts were created by the Dark Lord Belia Darzu, and were considered the most frightening aspect of the Sictis Wars. Using a variation of mechu-deru, Darzu was able to develop a technovirus that immediately began to turn the organic creature into a droid hybrid. The frontal lobes of the victims' brains were lobotomized by the virus, making them incapable of higher thought, by which point the process was irreversible. While Technobeasts were never alike, they often had sharp protrusions on their arms, by which they could infect others. Some were even designed to release a cloud of the technovirus in combat. However it was possible to kill the technovirus before it reached the frontal lobes through the Force, however reversing the techno process was much more difficult.
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garhkal
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PostPosted: Sat Mar 08, 2014 3:35 pm    Post subject: Reply with quote

For times, rather than hours, base it on how well/poorly the stamina/str resistance roll was.
Failed by 5 or less, then its hours between checks for what it progresses to
Fail by 5 to 10, then its in 10 min increments
Fail by 10-15, in one min increments..
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DougRed4
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PostPosted: Sat Mar 08, 2014 4:48 pm    Post subject: Reply with quote

Centinull wrote:
A round is 6 seconds. 5 rounds (30 seconds) seems an awful short time for a nanovirus to covert all the bio matter that makes up a sentient. It also doesn't give a player much, if any, time to roleplay out what could be their characters final moments.


2R&E says that "Each round represents five seconds of time - give or take a few seconds for dramatic license".
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Luwingo_Spince
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PostPosted: Mon Mar 10, 2014 12:09 am    Post subject: Reply with quote

I like that Garkhal How is this then?

Technobeast Virus
Symptoms: Destruction of frontal lobes, Cyberization of body
Type: Contact, Inhalation, Broken Skin
Incubation Period: Depends on the the initial Contagious roll. Fail by 5 or less, then its hours between checks. Fail by 5 to 10, then its in 10 min increments. Fail by 10-15, in one min increments.
Contagious: Contact Moderate, Inhalation Very High, Broken Skin Very High.
Damage: Special (see game notes)
Affected species: All
Cure: None
Rarity: Rare
Time period: Sictis Wars
Game Stats: Once the nano virus has entered the bloodstream the character has 5 checks to purge virus from the body. (see Incubation period to determine length of check) If using stamina the difficulty to roll is Heroic+10. If a jedi they can use control disease power at an Heroic+5 difficulty. A jedi could also use control disease on another at Heroic+10 difficulty to purge the virus. To determine how the virus effects the person depends on when they purge the virus from their body.
Check /Effect
1st check/ nothing
2nd check/ Cyberization of legs
3rd check/ Cyberization of arms
4th check/ Cyberization of torso and major organs
5th check/ Destruction of frontal lobe, Weapons and Cyberization complete.

Capsule: Technobeasts were created by the Dark Lord Belia Darzu, and were considered the most frightening aspect of the Sictis Wars. Using a variation of mechu-deru, Darzu was able to develop a technovirus that immediately began to turn the organic creature into a droid hybrid. The frontal lobes of the victims' brains were lobotomized by the virus, making them incapable of higher thought, by which point the process was irreversible. While Technobeasts were never alike, they often had sharp protrusions on their arms, by which they could infect others. Some were even designed to release a cloud of the technovirus in combat. However it was possible to kill the technovirus before it reached the frontal lobes through the Force, however reversing the techno process was much more difficult.
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garhkal
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PostPosted: Mon Mar 10, 2014 2:10 pm    Post subject: Reply with quote

Looks much better, though still having it at heroic+ is going to take some getting used to.
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Luwingo_Spince
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PostPosted: Mon Mar 10, 2014 2:45 pm    Post subject: Reply with quote

I see what you mean. Unfortunately I don't see how Heroic adequately conveys the threat. Perhaps I'm wrong. This virus took down even the hardiest of creatures like rancor and Jedi.

I think though that in the age of character points, Force points, Stamina boosters and wild die explosions it could be possible to survive if the character really wanted to. You do have 5 tries before you die.

Perhaps I am wrong though. I would really like to hear solutions if that is the case. I was thinking of lowering the control disease to Heroic and control disease of another to H+5.
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garhkal
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PostPosted: Tue Mar 11, 2014 1:22 am    Post subject: Reply with quote

Let's see. A rancor is what 8d str? So that means on average it would have 3.x8 =28 for a soak of this.. So i can see 30-35 being needed. And i agree that with PC's having 5cp per roll or a FP to pop can make it from heroic to not as hard as it sounds..
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