Unnamed Shadowrun Homebrew

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Revision as of 23:23, 4 April 2009 by 1d4chan>Metatron
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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 2 Legs Torso Head

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

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.

Power Source

  • Body Electric - human power, motion-to-electricity
  • Solar - almost always combined with storage to allow for dark-operation
  • Storage - limited storage capacity, but uses up less space
  • Standalone - hydrogen fuel-cell but also combustion and potentially more exotic things such as nuclear

Inner Mechanics

  • Pneumatics - easy to design, can both store air and use a compressor, reliable, non-flammable
  • Nickel Titanium - very advanced, most natural, power grows with strength of electricity, huge electrical draw, uses a lot of space
  • Servo - very simple, easy to make and repair or replace, uses very little space, not very strong
  • Hydraulics - very powerful, very big, flammable hydraulic fuel, easier to damage with shock

Outer Casing

  • Titanium
  • Steel
  • Kevlar
  • Plastic/High-Impact Plastics
  • Ceramics
  • Polyskin

Miniaturization

Making the stuff smaller so that it a) takes up less space and b) is less conspicuous

Requirements

As in the need for a cybertorso if you don't want to rip out your arms when you pick up that car.

Genetic Engineering

Bioware

'Borgs and Skinjobs

Firepower