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The Medical Sourcebook
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Luwingo_Spince
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PostPosted: Mon Mar 03, 2014 3:07 pm    Post subject: Reply with quote

Not sure could u give me a couple of examples of what u mean? Never played shadowrun
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garhkal
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PostPosted: Mon Mar 03, 2014 4:00 pm    Post subject: Reply with quote

Lets take one easyone to do.
Shadowrun had wired reflexes for cybernetic upgrades to your dexterity, the bioware version was called muscle toner. The former was a flat out cybernetic implant, while the latter was more a sort of genetic upgrade.
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Luwingo_Spince
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PostPosted: Mon Mar 03, 2014 8:37 pm    Post subject: Reply with quote

Well we have a pretty much direct parallel for wired reflexes with this:

Response Improvement Package
Model: ‘Geneering Response improvement Package (RiMPack)
Type: Increases Dexterity attribute/skills
Cost: 700 credits per pip
Cyber Points: 2
Game Notes: To install, doctor must make three Difficult medicine rolls over the week of the operation for success. If any of the rolls fail, the character becomes highly agitated, or hyperactivates, whenever he rolls a 20 or higher with a Dexterity skill.
During hyperactivation, the character is overwhelmed with sensory input for
2D minutes and is controlled by the gamemaster. The character may attack
friends or foes, flee the scene or be hypnotized with fear.

As to the biological version how would we make it a different option than the cybernetic one?

Some species like the Arkanian have played around with Genetic upgrades so their is a precedent in the SW galaxy though not as prevalent as cyber. It would probably cost a lot more since it is so specialized.

Perhaps it could be used to overcome the species maximum attribute stats (though that could quickly become game breaking if there wasn't some heavy balancing actions).

At the very least their wouldn't be any cyber points to worry about.

I would like to hear what others think about it. If it is even viable and if so how do you make the difference between cyber and bio.
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The Brain
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PostPosted: Tue Mar 04, 2014 7:46 am    Post subject: Reply with quote

Luwingo_Spince wrote:
As to the biological version how would we make it a different option than the cybernetic one?
I would like to hear what others think about it. If it is even viable and if so how do you make the difference between cyber and bio.

Well now that you ask...
The easiest way game mechanic wise would be to have bioware simply mimic the exact same effect as it's cyberware counter part you could just add an option to whichever bits of cyberware you felt appropriate so an entry could look something like this [Bioware related stats in brackets]

Response Improvement Package
Model: ‘Geneering Response improvement Package (RiMPack)[Nerve Sheathing]
Bioware Option: [Yes]
Type: Increases Dexterity attribute/skills
Cost: 700 credits per pip [1400 or 2100 per pip]
Cyber Points: 2 [1 or 1.5]
Game Notes: To install, doctor must make three Difficult medicine rolls over the week of the operation for success. [+Difficult Strength test to assimilate bioware version]

I'd suggest the following as possible advantages of bioware...
1. Low maintenance, damaged bioware heals itself to a certain extant.
2. Often difficult to detect without surgery and/or precise lab tests barring obvious anatomical modifications (gills, armor plates, etc.)
Some possible downsides...
1. Much more expensive there are no off the shelf components everything must custom made/grown for the individual recipient to avoid tissue rejection.
2. Some bioware may cause certain lifestyle changes, for instance a modification that filters toxins may require them to be removed through shall we say more frequent though otherwise natural bodily functions. A mod that increases healing ability/speed could require increased nutritional needs ("I need to get back on my feet from this lightsaber cut quick I'll need a large pizza, deep fried with butter on it and a gallon of milk, now for lunch..."

I'd keep the cyber points mechanic but give bioware a discount maybe 25%-50%. In addition to a skill check for the specialist growing/implanting them I'd have the recipient need to make a strength check in order for their body assimilate the new tissues/organs failure means the body rejects it and a new procedure is needed, maybe with increased difficulties. Cost I'd increase by double or triple.
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garhkal
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PostPosted: Tue Mar 04, 2014 4:12 pm    Post subject: Reply with quote

I'd say stamina roll rather than flat str check for assimilation. I would also increase the diff to 'install' and grow. Double cost with half cyberpoints i can also agree to.
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Luwingo_Spince
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PostPosted: Wed Mar 05, 2014 3:04 am    Post subject: Reply with quote

not to derail this bioware discussion but i was wondering what people thought about this stat.

Based on D'harhan http://starwars.wikia.com/wiki/D%27harhan
It said that it could pierce enough punch to penetrate the armor of a light cruiser. I hesitated to make it walker scale but couldn't see it doing much at speeder scale perhaps i'm wrong so should it be at speeder scale but much higher damage or what? And the range seems long but I used the infantry cannon range maybe scale it back?

Cybernetic Artillery Weapon System
Type: Extensive cybernetic biological replacement
Skill: Medicine: cyborging (to install)
Cost: 70,000 (does not include cost of surgery)
Cyber Points: 4
Availability: 4, X
Difficulty to install: Heroic
Scale: Walker
Fire Rate: 3
Range: 20-600/3/16 km
Blast Radius: 0-10 m
Ammo: Unlimited (power generator)
Range: 3-7/25/50
Damage: 3D
Game Notes: +1D to energy and physical due to Armor plates to limbs and back. +2D to energy and physical to chest. -2D to Dexterity.
Capsule: The cannon, which takes the place of the character’s head, it is bolted to his collarbones, as well as attached to an anchoring plate placed into his chest. A primitive gear functiones as the cannon's vertical lifting mechanism. Two power cylinders flank his metal spine, and power cables loop under his arms and around his chest. This weapon was reportedly strong enough to pierce light starship armor or vaporize enemy infantry. The character’s limbs and spine are also enhanced with durasteel to be able to support the weapon along with a saurian-like cybernetic tail, which was long and segmented. When firing, the tail functioned like the back leg of a tripod, steadying the character against the weapon's kick. The weapon was cooled by a relatively primitive cooling system, one that dated back to the early days of the Galactic Republic, which generated a great deal of steam when the weapon was powered up. The brain is flash-frozen and transferred to a square, heavily-armored boxin the chest, while most of his other organs were removed, except for the heart and lungs, which were also relocated. Communication is limited by the surgery to the usage of a keypad voice box.
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The Brain
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PostPosted: Wed Mar 05, 2014 6:24 am    Post subject: Reply with quote

garhkal wrote:
I'd say stamina roll rather than flat str check for assimilation. I would also increase the diff to 'install' and grow. Double cost with half cyberpoints i can also agree to.


I chose the Strength check as, well as a check. Laughing Since it occurred to me that making it a skill roll would let a player take a shortcut, since character point wise it's more economical to raise a skill as opposed to an attribute. As well as preempting the specter of a stamina: bioware specialization, after all we've been down the Dodge: blaster road already if you recall.
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The Brain
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PostPosted: Wed Mar 05, 2014 6:35 am    Post subject: Reply with quote

Luwingo_Spince wrote:
not to derail this bioware discussion but i was wondering what people thought about this stat.

Based on D'harhan http://starwars.wikia.com/wiki/D%27harhan
It said that it could pierce enough punch to penetrate the armor of a light cruiser. I hesitated to make it walker scale but couldn't see it doing much at speeder scale perhaps i'm wrong so should it be at speeder scale but much higher damage or what? And the range seems long but I used the infantry cannon range maybe scale it back?


Well it seems to me if we take that claim at face value then we're talking capitol scale, so I'm inclined believe some hyperbole was being used there. Frankly I can't see the whole point to it, if you want a mobile artillery piece in SW there are way more practical ways of deploying one, like a light vehicle or power armor. As it is with that monstrosity you get a low mobility gun that needs to sleep, and would be a hassle to coordinate with since it relies of extremely inefficient mode of communication.
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Luwingo_Spince
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PostPosted: Wed Mar 05, 2014 1:36 pm    Post subject: Reply with quote

oh I agree that it is impractical as all get out. I really don't see this as a viable option of a pc to do. But it might make a great NPC a Gm could throw at a party.

I think your right about the hyperbole of the damage but that is all the fluff text I had to go on.

Really looking to make it as accurate as possible without becoming game breaking.
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garhkal
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PostPosted: Wed Mar 05, 2014 5:12 pm    Post subject: Reply with quote

The Brain wrote:
garhkal wrote:
I'd say stamina roll rather than flat str check for assimilation. I would also increase the diff to 'install' and grow. Double cost with half cyberpoints i can also agree to.


I chose the Strength check as, well as a check. Laughing Since it occurred to me that making it a skill roll would let a player take a shortcut, since character point wise it's more economical to raise a skill as opposed to an attribute. As well as preempting the specter of a stamina: bioware specialization, after all we've been down the Dodge: blaster road already if you recall.


True, keeping it as a flat str check would make it harder to boost the str roll.
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Luwingo_Spince
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PostPosted: Wed Mar 05, 2014 6:01 pm    Post subject: Reply with quote

So is there any bioware that can't be mimicked by cyber?

At this point its probably going to be a house rule where if you want to make it bioware you double the cost, half the cyber points and add a STR check to see if the body rejects the implant.

The benefits being
Little to no maintenance
Scanner resistant to detection
Half the cyber points
Usually less attention getting than cybernetics.

Do these benefits outweigh double the cost of cyber?
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The Brain
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PostPosted: Wed Mar 05, 2014 7:29 pm    Post subject: Reply with quote

Luwingo_Spince wrote:
oh I agree that it is impractical as all get out. I really don't see this as a viable option of a pc to do. But it might make a great NPC a Gm could throw at a party.

I think your right about the hyperbole of the damage but that is all the fluff text I had to go on.

Really looking to make it as accurate as possible without becoming game breaking.


Well i'd take an more plausible sounding (to me at least) route and make the procedure a brain transplant into an appropriate battledroid body. Like say the Ulban Arms Class 1 Defense Unit http://starwars.wikia.com/wiki/Class_1_defense_unit from Adventure Journal #14
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Luwingo_Spince
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PostPosted: Wed Mar 05, 2014 8:29 pm    Post subject: Reply with quote

Yeah that would be more plausible.

I guess the point i was making is that it is already established in the EU that this happened. Regardless if i think it is ridiculous or not I was trying to stat it out for those who would like a D'harhan like character in their campaign.
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garhkal
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PostPosted: Thu Mar 06, 2014 2:37 am    Post subject: Reply with quote

Luwingo_Spince wrote:
So is there any bioware that can't be mimicked by cyber?

At this point its probably going to be a house rule where if you want to make it bioware you double the cost, half the cyber points and add a STR check to see if the body rejects the implant.

The benefits being
Little to no maintenance
Scanner resistant to detection
Half the cyber points
Usually less attention getting than cybernetics.

Do these benefits outweigh double the cost of cyber?


Usually its the other way around, there are some cyberware that can't be mimic'ed by bioware, but the rest is good. Costlier, less 'tapping of your essence (cyber points), less detectable...
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Luwingo_Spince
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PostPosted: Thu Mar 06, 2014 1:28 pm    Post subject: Reply with quote

Ok I think I'm just going to use it as a house rule then unless someone else has anything to add on Bioware about it's benefits and consequences. probably have a quick chart on some common side effects of bioware.

The Brain mentioned increased nutritional needs and more frequent bodily functions. Any others?

Here's what I have so far. Comments or changes please.

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.
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