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DiasExMachina 4ED Update
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<blockquote data-quote="Dias Ex Machina" data-source="post: 4424538" data-attributes="member: 58907"><p>You see, originally, we had stat boosts for techans via a nano/micromachine injections, an idea I carried over from my free Ghost in the Shell D20 RPG from Serena Dawn. Basically, it was a way for techans to up their stats without having to wear powered armor all the time. The problem with them was the fluff. By definition, they were high-tech, and thus hard to find. Technically, they would also be expensive. I stated earlier that a Tech Level is now an enhancement bonus (and also sometimes an item bonus) to various applications including hit and damage bonus (Didn't I mention that? Oh well, I did now). So in effect, the micromachine injections would be breaking the rules unless we only offer them at a +4 bonus, making techan characters underpowered in respect to a fantasy party until they got them.</p><p></p><p>To explain the rest, I need to set the "way-back" machine to last week when I was creating enhanced equipment for technology. The lazy approach (and hopeful this won't upset other companies doing it like this) to creating said gear would be to create cloned equipment that operate exactly like their fantasy counterpart....like a cloak of techno-invisibility or cyber gauntlets of robot power (I know Jibblets is going to declare that a super awesome idea...I'm waiting). I decided against it and instead created items that would logically offer said bonuses based on probable progress. So, even though we still have goggles of darkvision (Infrared nightvision headset) the majority of the other items make sense. This unfortunately opened a gap in technology. There was simply not enough technology for 30 levels of techans. I mean, when you actually add up all the fantasy magic items, we are talking over 600. There cannot be six levels of aforementioned infrared goggles. I even had to invent generic power armor with scaling costs from 175,000 to 3,000,000 to offer some variety. Therefore, this left a significant gap, specifically, with cloaks. Some powered armor offer additional enhancement bonuses to Reflex and Fortitude but they don't offer anything to Will. All techan players have a bonus to will because of their resistance to magic (until they welcome it in), but there is simply no techno-cloak to offer bonuses to Reflex, Will, and Fortitude. </p><p> </p><p>So, back to injections. Initially, this became our solution. Micromachines would alter your body and instill the bonuses naturally. Since techans equipment does not work with echans and echan magic items do not work with techans, we could get away with creating a new "slot" just for techans. However, there was still an issue with availability. There is only one bastion outputting high tech in Canam and they're xenophobic. There had to be a way to make injections accessible to lower level characters.</p><p></p><p>Drugs...well, not just drugs. The lineup is as follows: TL1 and 2 = +1 and +2 bonuses = drug injections. TL3 and 4 = +3 and +4 bonuses = Viral/Gene therapy. TL5 and 6 = +5 and +6 bonuses = Micromachine injections. This offers players to access lower tech bonuses that make sense in the fluff. Naturally, this offers up an additional issue. While micromachine injections and gene therapy could be permanent, drug shots would not be. So these injections via jet hypo would be temporary and only last to the end of the encounter. They are much cheaper than the TL3+ injections, requiring players to shoot up if they really feel they need that +2 bonus to Ref or Will. I feel this angle is a wonderfully dark approach to the material, forcing techan players to make tough decisions about what they are willing to risk and sacrifice for that extra edge. These bonuses are also not exactly like cloaks, so there is not one that offers bonuses to Reflex, Will, and Fortitude. Each injection adds a bonus to one with an additional ability. You can have up to two in your system without problems and being enhancement bonuses, they do not stack with cloaks or bonuses offered by powered armor.</p><p></p><p></p><p> Agility: This booster improves overall reaction time and swiftness. </p><p> Enhancement Bonus: Gain the TL as an item bonus to Reflex Defense.</p><p> Property: Gain the TL as an item bonus to Acrobat checks. </p><p> Property: TL1&2—Power (Encounter) Minor Action, stand up from prone. TL3&4—Power (Daily) Free Action, reroll an Acrobatics roll you just made. You must use the new result. TL5&6—Gain a +1 item bonus to speed.</p></blockquote><p></p>
[QUOTE="Dias Ex Machina, post: 4424538, member: 58907"] You see, originally, we had stat boosts for techans via a nano/micromachine injections, an idea I carried over from my free Ghost in the Shell D20 RPG from Serena Dawn. Basically, it was a way for techans to up their stats without having to wear powered armor all the time. The problem with them was the fluff. By definition, they were high-tech, and thus hard to find. Technically, they would also be expensive. I stated earlier that a Tech Level is now an enhancement bonus (and also sometimes an item bonus) to various applications including hit and damage bonus (Didn't I mention that? Oh well, I did now). So in effect, the micromachine injections would be breaking the rules unless we only offer them at a +4 bonus, making techan characters underpowered in respect to a fantasy party until they got them. To explain the rest, I need to set the "way-back" machine to last week when I was creating enhanced equipment for technology. The lazy approach (and hopeful this won't upset other companies doing it like this) to creating said gear would be to create cloned equipment that operate exactly like their fantasy counterpart....like a cloak of techno-invisibility or cyber gauntlets of robot power (I know Jibblets is going to declare that a super awesome idea...I'm waiting). I decided against it and instead created items that would logically offer said bonuses based on probable progress. So, even though we still have goggles of darkvision (Infrared nightvision headset) the majority of the other items make sense. This unfortunately opened a gap in technology. There was simply not enough technology for 30 levels of techans. I mean, when you actually add up all the fantasy magic items, we are talking over 600. There cannot be six levels of aforementioned infrared goggles. I even had to invent generic power armor with scaling costs from 175,000 to 3,000,000 to offer some variety. Therefore, this left a significant gap, specifically, with cloaks. Some powered armor offer additional enhancement bonuses to Reflex and Fortitude but they don't offer anything to Will. All techan players have a bonus to will because of their resistance to magic (until they welcome it in), but there is simply no techno-cloak to offer bonuses to Reflex, Will, and Fortitude. So, back to injections. Initially, this became our solution. Micromachines would alter your body and instill the bonuses naturally. Since techans equipment does not work with echans and echan magic items do not work with techans, we could get away with creating a new "slot" just for techans. However, there was still an issue with availability. There is only one bastion outputting high tech in Canam and they're xenophobic. There had to be a way to make injections accessible to lower level characters. Drugs...well, not just drugs. The lineup is as follows: TL1 and 2 = +1 and +2 bonuses = drug injections. TL3 and 4 = +3 and +4 bonuses = Viral/Gene therapy. TL5 and 6 = +5 and +6 bonuses = Micromachine injections. This offers players to access lower tech bonuses that make sense in the fluff. Naturally, this offers up an additional issue. While micromachine injections and gene therapy could be permanent, drug shots would not be. So these injections via jet hypo would be temporary and only last to the end of the encounter. They are much cheaper than the TL3+ injections, requiring players to shoot up if they really feel they need that +2 bonus to Ref or Will. I feel this angle is a wonderfully dark approach to the material, forcing techan players to make tough decisions about what they are willing to risk and sacrifice for that extra edge. These bonuses are also not exactly like cloaks, so there is not one that offers bonuses to Reflex, Will, and Fortitude. Each injection adds a bonus to one with an additional ability. You can have up to two in your system without problems and being enhancement bonuses, they do not stack with cloaks or bonuses offered by powered armor. Agility: This booster improves overall reaction time and swiftness. Enhancement Bonus: Gain the TL as an item bonus to Reflex Defense. Property: Gain the TL as an item bonus to Acrobat checks. Property: TL1&2—Power (Encounter) Minor Action, stand up from prone. TL3&4—Power (Daily) Free Action, reroll an Acrobatics roll you just made. You must use the new result. TL5&6—Gain a +1 item bonus to speed. [/QUOTE]
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