Unnamed Shadowrun Homebrew: Difference between revisions

From 2d4chan
Jump to navigation Jump to search
1d4chan>Metatron
1d4chan>Metatron
Line 84: Line 84:
! Type !! Capacity !!  Cost
! Type !! Capacity !!  Cost
|-
|-
| Ballistic || 0.5*Rating || 900
| Ballistic || 0.5*Rating || 300
|-
|-
| Impact || 1*Rating || 500
| Impact || 1*Rating || 250
|-
|-
|}
|}


=== Chassis ===
=== Chassis ===

Revision as of 02:27, 5 April 2009

Thoughts about an as-of-yet unnamed shadowrun homebrew which removes the MAJIK and strives to move more towards a GitS-style cyberpunk (though still with a focus on a crapsack, corp-run world)

in b4 "Play Cyberpunk2020" or "The point of Shadowrun is to have magic and cyberpunk XD"

Replacement of Essence

One of the problems of a game in which characters can modify their body is how to put a limit on it while still leaving room for the character to customize themselves. Essence, as a solution to this problem, is simple, easy, and wrong. In addition to the fact that original cyberpunk had no "humanity loss", we also have the problem that we have two ways of keeping track of how much stuff can be put in the body: essence and capacity. Why have both? Let's stop beating around the bush and make natural limbs (and torsos and skulls) have a capacity. Everything will take up capacity.

So, we have:

  • 2 Arms [8 capacity each]
  • 2 Legs [10 capacity each]
  • Torso [14 capacity, but 6 units are used to house the heart, stomach, lungs, etc]
  • Head [6 capacity, but 3 units are used to house the brain]

We could go into more detail e.g. hand, foot, brain, but this is simple enough.

This is fine for cybernetics, but what about genetic engineering? After all, in 4th edition (since it got rid of Bio Index) nicely puts bioware/genetic engineering and cybernetics both off of essence. So, how do we replace essence for wetware?

We're going to assume that in the campaign world post vitro genetic engineering is possible (probably through some sort of retrovirus delivery system). From this, we know that the main problem faced by a fledgling mad genetic scientist is a) making sure the genetic modifications aren't directly incompatible e.g. one genemod increases natural morphine production while a different genemod decreases it and b) that the body doesn't break down. Each genetic modification has, for lack of a better term, a mod index. The higher the character's total mod index, the more likely there is that a new modification is either incompatible or causes something to go wrong.

Cybernetics vs. GeneMod

GeneMod Advantages

  • Virtually undetectable
  • No learning time
  • No chance of mental illness (except for a bad integration)
  • Less dangerous to enhance the brain
  • GeneMods to the brain usually stack or overlap with cybernetic enhancements

Cybernetics Advantages

  • No chance of a bad integration: installation is either a success or it needs to be tried again
  • Modular
  • Usually quicker to install (though there is learning time)
  • Potentially more powerful
  • Easier to repair

Steps to Becoming A Cyborg

1. In most cases, the first step to becoming a cyborg is to replace the torso. If you start out with a partial replacement (which is more of a shell around the major organs), then you can keep your natural limbs and head allowing you to replace them piece by piece. If you fully replace the torso then you need to replace everything with cybernetic parts (it's technically possible to keep natural limbs, but it requires a lot of work and specialized cybernetics that sufficiently replicate the function of the heart, stomach, lungs, etc. There is very little reason to do this, so it's rare and expensive)

2. Once you have the torso, you can start work on enhancing limbs. You could, of course, just start with the limbs but unless your cybernetic limbs closely match your original limbs, then don't be surprised if you tear off your arms (or crush your spinal cord or break your legs) when you start throwing around that super-strength. Remember to have sufficient power for your limbs!

3. Finally, you can start working on your brain. Some people move their brain into the torso (since it's easier to protect) and leave their head as a glorified sensor but doing this is far more likely to cause insanity. Most people just keep their brains in their heads. The brain itself is suspended in a well-oxygenated, nutrient bath which needs to be replaced once every month or so. Smart people have a dedicated sensor which warns the user when they need to replace the bath. Make sure to keep your brain well-protected! Your new metal body can be ripped to shreds and thrown into an industrial garbage compactor, but as long as your brain survives, you can get a new body - assuming, of course, somebody cares enough about you to get you one.

Cyberlimb Creation

Why go into details? After all, isn't it just simpler to gloss over most of this stuff?

Sorry, that sounded rhetorical. Yes, it is simpler to just gloss over it. However, by having an internally-consistent system, then the players know what to expect and they can do stuff like, say, blocking the inflow ports of pneumatically powered cyberlimb to disable the opponent WITHOUT the GM having to improvise what happens.

Most of the players won't go this in-depth and it would be encouraged that don't since it's not necessary to play the game. However, it is still there, lurking beneath the surface, if it is ever required.

Attributes

Only Body is important for torso and head.

Attributes
Type Capacity Power Cost
Strength +1 +0.5 300
Agility +0.5 +1 350
Body +1 +0 200

Power

Power
Rating Capacity Power Cost
1 2 10 5000
2 3 20 15000
3 4 40 30000
4 4.5 70 80000
5 5 100 150000
6 5.5 180 300000

Armored Casing

Chasis
Type Capacity Cost
Ballistic 0.5*Rating 300
Impact 1*Rating 250

Chassis

Chasis
Type Capacity Cost
Obvious
Arm 15 7500
Leg 18 7500
Torso 20 10000
Head 9 5000
Synthetic
Arm 10 10000
Leg 12 10000
Torso 16 12500
Head 7 7500
Extra
+1 2000


Genetic Engineering

Firepower

Misc

  • Carrying capacity: (Strength)*(Strength-2 [min 1])*10kg [OR every X increments it doubles]
  • Overhead Lift = carrying capacity
  • Drag/Push = carrying capacity * 3
  • Athletics test: each hit increases effective strength