Okay, I got a number of requests...


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I notice a number of downloads here, I would like to have some criticism--good or bad. :)

ps: I am continually working on this project and if there are any publishers that are interested I like to see the end product published. :D
 
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OK, I went and down loaded your file. I think you have a great start, but I am not sure about some of what you have done. Mind you this feedback is from one read through and does not include any "play testing".

I found the use of four restrictors too much. You are using tech level (TCL), Purchase DC, CFC, and an XP Cost all to restrict the availability of the cyber. I would drop the XP cost and the TCL myself. Leave it to the DM to decide what is available in his world.

Second some of the XP costs seem odd when the item would just work without any effort on my part. Some examples, why pay 5 XP to learn to read a skin watch? Or a Skinweave, what is there to learn about natural armor under my skin? The Neo-Liver that replaces my old liver and just is a more effective liver, why an XP cost? OK enough examples, I think you need to revisit the need for XP cost as anything other then a slop job at a street clinic would include some time to learn your new system. And even if you leave XP Cost in, revisit why you have the costs you do and what do they really mean.

As for the other items, feats are interesting. However why does Cyber Affinity have to be taken at first and Greater Cyber Affinity does not. I would say these feats must be taken before a set amount of cyber was installed. This would represent your "discovering" that you had the affinity as you install cyber.

My last criticism would be, do not "lock" the CFS. Allow it to increase as the CON increases. I would also put in some rules for problems if the CON is lowered for some reason. Like if I am hit with a poison that lowers my CON then I could find myself having to make the rolls etc.

Again, overall, I think it is a great start. I look forward to more from you.

dafrca
 

Thanks for the reply. When I first started the project I was going for a more generalized system that can be applied to any d20 System game, and since some d20 System games are at different tech levels, I was using that as a guide for DMs.

I see your point about the skin watch, however and will go over the lists and make adjustments.

As for the feats I was thinking of making the Greater Affinity also limited to first level, but I thought that would be a bit much, but I may reconsider it.

The case for the Constitution score is interesting. The reason I originally didn't have it increase with ability score is one could magically (maybe not in a tech only game) increase the Con score and boom, more cyber without actually doing the work of advancing in levels. Also there are cybernetics that increase the Constitution score. Just because some one gets enhanced doesn't mean they can get more enhancements. I might leave it as Base Constitution (which does increase if you put the stat increase points in it) but all enhancement bonuses do not count against the CFS.

Thanks again for your input. :D

(By the way I haven't been able to play test these rules out yet myself. I need to find a group willing to play a sci fi d20 game in my area. :( )
 

XP costs

Ummm...I like it! Looks good so far, and I'd keep the XP stuff in. It works well as a kind of "Essence" system (a la Shadowrun). It is representative of the bit of humanity you have lost due to making part of your body artificial.

Price DCs: great way to do cybernetics, as you can adapt the prices to any setting without conversions.

TCLs: They worked great for Alternity, and they also work great for sourcebooks. Keep 'em!

I think I'm gonna be introducing these to my d20 Modern game, so I can always post back here in a week or two with some playtesting comments. For now though, keep up the great work!
 

Thanks. Any playtesting feedback will be great. Right now I am writing up the "flavor" text and do more work to clean up the surgery section. :D
 

Re: XP costs

UnDfind said:
Ummm...I like it! Looks good so far, and I'd keep the XP stuff in. It works well as a kind of "Essence" system (a la Shadowrun). It is representative of the bit of humanity you have lost due to making part of your body artificial.

Interesting, I thought that was what the CON restriction was about. Once you exceed the number then you could die (like SR). If I read the XP explination correct it was to show the time you took adjusting to the new gear.

The CON restriction matches Shadowrun's essence loss much better and has a "top limit" just as the Essance in Shadowrun does.

dafrca
 

Visceris said:
I see your point about the skin watch, however and will go over the lists and make adjustments.

I think if you are going to leave XP cost in then it should reflect the level of effect an item has on the character's ability to still act in their normal manner. For example, cyber that speeds up my nervous system (adds DEX) would be harder to adjust to then cyber that just makes my hearing range slightly better. Just because an item offers a benefit (Rules Wise) should not mean it has a high XP cost. With all of the other restrictions you have going this need not be one for "item control" alone.

Visceris said:
As for the feats I was thinking of making the Greater Affinity also limited to first level, but I thought that would be a bit much, but I may reconsider it.

I was thinking of going the other way. Leave "Chrome Soul" as the "must take at 1st" and let the other two be less restrictive. Just my opinion.

Visceris said:
The case for the Constitution score is interesting. The reason I originally didn't have it increase with ability score is one could magically (maybe not in a tech only game) increase the Con score and boom, more cyber without actually doing the work of advancing in levels. Also there are cybernetics that increase the Constitution score. Just because some one gets enhanced doesn't mean they can get more enhancements. I might leave it as Base Constitution (which does increase if you put the stat increase points in it) but all enhancement bonuses do not count against the CFS.

One way to resolve this could be:
a) Only "permanent" CON score adjustment counts. Spells or devices that increase CON temporarily do not count.

b) Change the Cyber that adds CON to adding to your CON checks. Thus an item might read...

Skeletal Strengthener
CTL10
Surgery: Critical
Purchase DC: 24
CFC: 3
XP Cost: 200
This implant requires extensive surgery and it strengthens all major bone using calcium/carbon laminate with titanium braces. This gives the character a +2 enhancement bonus to any Strength based checks and +1 enhancement bonus to any Constitution based checks.

This way, I would get this bonus to all my STR based Skill checks etc. But my STR or CON attribute remains the same. Just a suggestion.

dafrca
 

Call me dumb if you like but could you provide an example for the surgery mechanic?

The patient can go one Time unit plus his Constitution bonus before suffering Constitution damage from a successful check. At each time unit the surgeon makes a check at the base DC +1 per Time Unit that has passed. Success does 1 temporary Constitution damage if the time is past patient tolerance.

Failure on the Surgery check forces the patient to make a Fortitude save at the Surgery DC +1 per Time Unit has passed. The Patient tolerance has no impact at this point. If the save is made the patient suffers he takes 1d4 Constitution damage. If the save fails he takes 2d4 temporary Constitution damage. In either case for every 5 points of temporary Constitution damage the patient needs to make another Fortitude save at DC 15 or 1 point of the Constitution loss is permanent.

If the Constitution ever reaches 0 the patient dies. Due to the consequences of the check, the surgeon cannot take 20.

So say for example I have Constitution 12. And I'm going under the knife for...

Moderate Surgery; DC: 25; Time Unit: 1 hour

So I can go for 2 hours under the knife without worrying (1 + Con modifier of 1, x Time unit of 2 hours).

Each hour the surgeon makes a test at an increasing difficulty. IE:

1st hour - DC 25 (or is it 26? Has the first time unit passed or not?)
2nd hour - DC 26
3rd hour - DC 27 - from now on even if it is successful I take 1 temporay consitution damage.
4th hour - DC 28
5th hour - DC 29
etc...

If the surgeon ever fails a roll you automatically suffer at least 1d4 temp constitution damage, and could suffer 2d4.

For every 5 points you lose during surgery there is a chance 1 point is permanent.

I think all thats clear....

My BIG question is how do you know when the surgery is over? As far as I can see I can't find any rules for how long the actual surgery takes.

By the looks of things you need at least a 7th level Dedicated Hero surgeon with Treat Injury Skill Emphasis and Healing Knack to even set a broken leg. As you will be wanting them to Take 10 on the roll, and even then you might not make it off the operating table if it takes more than an hour. You might want to drop all the difficulties a bit.
 

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