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SwimmingEagle
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PostSubject: Steampunk to Cyberpunk: Big Daddy Converion WIP   Steampunk to Cyberpunk: Big Daddy Converion WIP EmptyThu Mar 25, 2010 7:13 pm

Was lisitening to the Bioshock 2 soundtrack when a little thought popped in my brain. How would you translate a Big Daddy from the bioshock seires into Shadowrun. How would you turn a normal (meta)human the ultimate bodyguard for young children everywere. Seeing as the big daddy is not by anymeans a normal person; i think one can exceed the 400 bp limit on this guy. maybe 500 or 550 max. if you think you can make him in less, by all means do so. As blueprint, baseline, ect; the type of big daddy should be the alpha seires daddy. (I.E the protagonist from bioshock 2.)






I hope this is fun to make, i'll be contributing aswell.
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PostSubject: Re: Steampunk to Cyberpunk: Big Daddy Converion WIP   Steampunk to Cyberpunk: Big Daddy Converion WIP EmptyThu Mar 25, 2010 7:25 pm

I love Bioshock, and I've actually thought about this in the past, so I will definitely be contributing.

But I haven't played Bioshock 2 and I don't even like the design of the Alpha Big Daddy so... yeah, I'll probably try making a Bouncer instead. You'll just have to deal with it. Razz
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SwimmingEagle
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PostSubject: Re: Steampunk to Cyberpunk: Big Daddy Converion WIP   Steampunk to Cyberpunk: Big Daddy Converion WIP EmptyThu Mar 25, 2010 7:28 pm

Durandana wrote:
I love Bioshock, and I've actually thought about this in the past, so I will definitely be contributing.

But I haven't played Bioshock 2 and I don't even like the design of the Alpha Big Daddy so... yeah, I'll probably try making a Bouncer instead. You'll just have to deal with it. Razz
Hey it can look like the bouncer if you want it too. i only said the alpha series due to the fact that he can switch weapons and use plasmids.
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PostSubject: Re: Steampunk to Cyberpunk: Big Daddy Converion WIP   Steampunk to Cyberpunk: Big Daddy Converion WIP EmptyThu Mar 25, 2010 7:38 pm

Yeah, I don't really like that the big daddies can use other weapons and plasmids. I liked 'em just fine in Bioshock 1, as slow, pondering, tortured symbols of the depths Rapture society sunk to, and Fontaine's disregard for humanity in the pursuit of his selfish goals.

Bioshock 2 just turned it into a player character... completely took the symbolism out of it. meh...

Also it'd be tough to do plasmids without a complete refit of the spell system. Which, I actually have been considering for a while. How cool would that be? A Bioshock RP based on a modified Shadowrun ruleset? I think it'd be cool. ^_^
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SwimmingEagle
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PostSubject: Re: Steampunk to Cyberpunk: Big Daddy Converion WIP   Steampunk to Cyberpunk: Big Daddy Converion WIP EmptyThu Mar 25, 2010 7:50 pm

Durandana wrote:
Yeah, I don't really like that the big daddies can use other weapons and plasmids. I liked 'em just fine in Bioshock 1, as slow, pondering, tortured symbols of the depths Rapture society sunk to, and Fontaine's disregard for humanity in the pursuit of his selfish goals.

Bioshock 2 just turned it into a player character... completely took the symbolism out of it. meh...

Also it'd be tough to do plasmids without a complete refit of the spell system. Which, I actually have been considering for a while. How cool would that be? A Bioshock RP based on a modified Shadowrun ruleset? I think it'd be cool. ^_^

I think a bioshock RP would be awesome!
I actually liked the new touch bioshock 2 gave the big daddies. while i was playing it, it felt like there was genuine love between Eleanor and Subject Delta (your little sister and you). I think your right about plasmids, it would be very hard to work in. the only big daddy that used them was Subject Delta so i think we can leave them out(at least for now).
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SwimmingEagle
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PostSubject: Re: Steampunk to Cyberpunk: Big Daddy Converion WIP   Steampunk to Cyberpunk: Big Daddy Converion WIP EmptyFri Mar 26, 2010 10:42 am

Okays, i have a prototype! I have every thing except for gear and such. i used 450 BP to get this far, leaving 50bp (250,000) for gear and such.

Big Daddy
Ork
Attributes:
Bod: 7
Agi: 5
Str: 8
Rea: 3
Cha: 2
Int:2
Wil: 3

Skills
Close combat: 4
Firearms: 4
exotic Melee weapon(drill): 5
Heavy weapons: 2
Dodge: 3
running: 3
Percepton: 1(+2 visual)
Diveing: 4 (+2 scuba)
Swimming: 1
Armorer: 2
Nautical Mechanic: 2
Industial Mechanic: 1
Navagation: 1

Qualities
High Pain tolerence (level2)
Toughness
Guts
Uncouth

Just a starting point i think.
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Gala
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PostSubject: Re: Steampunk to Cyberpunk: Big Daddy Converion WIP   Steampunk to Cyberpunk: Big Daddy Converion WIP EmptyFri Mar 26, 2010 11:52 am

This looks like fun so far; I can't wait to see the finished product!
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PostSubject: Re: Steampunk to Cyberpunk: Big Daddy Converion WIP   Steampunk to Cyberpunk: Big Daddy Converion WIP EmptyFri Mar 26, 2010 12:15 pm

Looks good, but you left out Logic. I can't decide if Willpower should be higher or lower. I mean, they're good at resisting stun damage but then again they can be hypnotized so easily...

You also didn't give Intimidation which is a really big factor for Big Daddies. I know there's a problem giving them Intimidation and Uncouth but, I mean half their job is scaring splicers away from Little Sisters! They kinda need Intimidation. I know I back away when a Rosie shoves me with its rivet gun or a Bouncer turns and spins its drill at me menacingly.



I was thinking about it some more (about a Bioshock RP, I mean, not specifically about the Big Daddy) and I think it would be best using the magic system in Shadowrun. Tonics would work like adept powers and plasmids would be like spellcasting. You wouldn't have a Magic attribute but rather an ADAM attribute that would have to be paid for in BP at character creation and then increased by finding or otherwise acquiring ADAM in gameplay (can't be bought with dollars or improved with Karma). Obviously prices would have to be tweaked a lot... in fact I don't think the standard 1-6 score would work for ADAM. Maybe make it like gear where you can trade in 1 BP for 20 ADAM, and use the prices for plasmids and tonics found in the game?

Then the question is, what does using plasmids require? In the game you need EVE from EVE hypos, but what exactly EVE is is never explained beyond that it's a raw or unprocessed form of ADAM (the superscience stem cells). So (and this is purely speculation) I'm thinking that using plasmids is damaging to your system, it sucks the energy from you by burning the mutated ADAM stem cells in your blood and bones and can leave you crippled, emaciated, or even dead... unless you have enough extra stem cells floating around your system provided by the EVE injections.

So how to translate this to rules? Well, using plasmids causes drain, just like in SR, but if you've injected yourself with EVE you get bonuses to the drain test. The original Bioshock had the problem of giving loads of... well... everything. I can't remember more than one or two points where I had less than 7 medkits and 9 EVE hypos. The game I'm thinking would be a lot more gritty, with resources scarce and harder to come by. If finding an EVE hypo is a rare event, and getting a free drum of tommy gun ammo even more so, the feel of the game would match the dangerous and threatening atmosphere of Rapture.


(And yes I am totally serious about making a Bioshock conversion of SR's rules and maybe even running a game somewhere on this forum if DD will let me)


Last edited by Durandana on Fri Mar 26, 2010 1:14 pm; edited 1 time in total
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PostSubject: Re: Steampunk to Cyberpunk: Big Daddy Converion WIP   Steampunk to Cyberpunk: Big Daddy Converion WIP EmptyFri Mar 26, 2010 1:00 pm

I think he'd love it. That is just the kind of initiative he has shown appreciation for in the past posts I have seen... it looks like a killer way to get "in"...
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SwimmingEagle
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PostSubject: Re: Steampunk to Cyberpunk: Big Daddy Converion WIP   Steampunk to Cyberpunk: Big Daddy Converion WIP EmptyFri Mar 26, 2010 1:41 pm

Why did i forget intimidation? i wrote it down on the piece of paper i was working on. Updated.

Big Daddy
Ork
Attributes:
Bod: 7
Agi: 5
Str: 8
Rea: 3
Cha: 2
Int:2
Logic: 1
Wil: 3

Skills
Close combat: 4
Firearms: 4
exotic Melee weapon(drill): 5
Heavy weapons: 2
Dodge: 3
Running: 3
Intimidation: 3 (+2 Phisical)
Percepton: 1(+2 visual)
Diving: 4 (+2 scuba)
Swimming: 1
Armorer: 2
Nautical Mechanic: 2
Industial Mechanic: 1
Navagation: 1

Qualities
High Pain tolerence (level2)
Toughness
Guts
Uncouth
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PostSubject: Re: Steampunk to Cyberpunk: Big Daddy Converion WIP   Steampunk to Cyberpunk: Big Daddy Converion WIP EmptyFri Mar 26, 2010 1:49 pm

I think it would be better just to give him Incompetent for Negotiation, Con, Leadership, and Instruction, rather than Uncouth. After all, it's not that they don't know how to relate to people, it's just that they don't (they lack the ability).


Last edited by Durandana on Fri Mar 26, 2010 1:52 pm; edited 1 time in total
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PostSubject: Re: Steampunk to Cyberpunk: Big Daddy Converion WIP   Steampunk to Cyberpunk: Big Daddy Converion WIP EmptyFri Mar 26, 2010 1:50 pm

Im likeing where your going with Eve, its a good explanation as it you can come by. However i would do it like Eve as a buffer. Using plasmids use ADAM cells for fuel, but its harder to use processed ADAM, so the body tries to use EVE first.

Eve Injections should have a rating 1-10. for example a 5. You use a plasmid and it has a drain of 7. The eve is consumed first so reduceing the drain to 2. The user then takes 2S damage.
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PostSubject: I love it.......   Steampunk to Cyberpunk: Big Daddy Converion WIP EmptyFri Mar 26, 2010 2:41 pm

I love the idea of a BioShock conversion and will definatly allow the game to be played on this site. I will even give it a forum of it's own if it has enough interest from the general users.

I would like to get your conversions and post them on my other site as well if you would allow me to. That way we could have a clean copy on the internet. Of core I would give all credit to those that are creating it.


Let me know. PM me because my internet is bad again, and having issues with getting online. also I will be away for a while due to a class and dts orders. I will get on and check this post as often as I can.
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PostSubject: Re: Steampunk to Cyberpunk: Big Daddy Converion WIP   Steampunk to Cyberpunk: Big Daddy Converion WIP EmptyFri Mar 26, 2010 3:27 pm

I was thinking about making EVE act as a buffer, but the problem is that it means people could use plasmids as much as they want without getting hurt so... so long as...

Hmm, so long as they have EVE. Meaning they wouldn't just use plasmids willy-nilly or they'd run out of plasmids and have to start getting injured by it... yeah, okay. I guess that is a good idea.

I'm wondering how to show the psychological aspect of addictive ADAM usage. Addiction in Shadowrun is very generalized. There's rules for addiction tests, but those all assume that getting the drug isn't the hard part, resisting the urge to use it is. Whereas in Bioshock you want to use all the ADAM you can, and the hard part is avoiding the mental consequences of that usage.

So... we'll need a system for assigning and resisting mental disorders because of ADAM use, and probably convert the Addiction quality to work like Poor Self Control (from Runner's Companion) where the character has to resist a Composure test to avoid doing something stupid if the chance to gain some ADAM appears (like attacking a Big Daddy).

The test to see if you become addicted (mentally) should be done every time you inject yourself with a new plasmid or tonic, because each time you rewrite your genes you introduce the chance of developing an addiction. So I'd say you have to pass a Willpower + Edge roll, with a threshold based on how much ADAM the plasmid/tonic costs, divided by 40 (round down). On top of that, because ADAM is unstable by nature, (i.e. the more you have, the more you need), you get a negative dice pool modifier equal to how much ADAM you've injected already divided by 100 (rounded down). Any time you fail, your addiction level is increased by 1 (1 is Mild, 2 is Moderate, 3 is Strong, 4 is Severe, 5 is Extreme, 6 is Critical, etc.).

Then for the Composure test, if you aren't addicted already it's Body + Willpower with a threshold of ADAM/100 to avoid doing something stupid to get more ADAM, or if you are addicted it's Logic + Willpower with a threshold equal to your Addiction level (1 for Mild, 2 for Moderate, etc.)


I'm not sure how to work in mental disorders due to ADAM use though. Or at least, I haven't come up with anything yet. If you've got an idea I'd love to hear it. And any comments on the other stuff too, of course.

Also please note all amounts of ADAM are based off the amounts in the video game. We could probably divide by 10 or 20 for our system since all amounts in the game except for like one I think are divisible by 20.


And yay for DD's approval! Of course you have my permission. Very Happy (I'll still send you a PM)
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SwimmingEagle
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PostSubject: Re: Steampunk to Cyberpunk: Big Daddy Converion WIP   Steampunk to Cyberpunk: Big Daddy Converion WIP EmptyFri Mar 26, 2010 3:46 pm

Willpower+edge you say? well we could just modify the Magic stat. Call it Genetic Diverstity or something... oooh!! How about ABEL! Which could determine a persons Genetic Adaptivity. And you could run how many you could have gene tonics/Plasmids like adept powers! Dependant on your genetic adaptivity. And going over could factor into essence loss and Unwanted mutation, like tumors or need to consume adam via deceased flesh.
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PostSubject: Re: Steampunk to Cyberpunk: Big Daddy Converion WIP   Steampunk to Cyberpunk: Big Daddy Converion WIP EmptyFri Mar 26, 2010 4:09 pm

Hmm, I see where you're going, but the problem is that, in the game, that's represented through buying more plasmid/tonic slots.

Actually you... bring up a good point. The whole swapping out plasmids/tonics at the Gene Bank is a very vague and not at all explained process. I guess it has something to do with having certain mutations go dormant, even though they're still in your system. So really, leaving it like that is alright: you can have as many tonics/plasmids as you want but you can only have so many of them active.

I don't know if I like the idea of having a Genetic Adaptivity stat though. Everyone's going to want to maximize it, but for balance reasons everyone should start out with it low. And how do you increase it? With ADAM or Karma? I guess if we make it so you have to increase it with ADAM that's about the same effect as buying slots, and it'd be a good way to tell how many plasmids/tonics you can have open.

I don't think insanity/mutation should be dependent on going beyond your limit though, especially if you can just increase it with ADAM (which is really the only way I could see it working). I think insanity/mutation should just happen (or have a greater chance of happening) with more exposure to ADAM.
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SwimmingEagle
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PostSubject: Re: Steampunk to Cyberpunk: Big Daddy Converion WIP   Steampunk to Cyberpunk: Big Daddy Converion WIP EmptyFri Mar 26, 2010 4:36 pm

Well Everyone could start out with an ABEL of 1 (with the Genetic Adaptivity Quality raising it to 2) and Increasing it with spent ADAM. you may be right about Mutation\Insanity. How about a failure of Willpower+Body test causes a Mutation\Insanity penalty. like you said.

Big daddy gear loadouts

Bouncer:
Enclosed Breathing Helmet W/Color Shift Diving Light and radio recorder
Weighted Boots +1 dv to curbstomping.
Big Daddy Diving Armor 6/5 (6 hours of air)
Grafted Combat Drill (Str2+5 AP-2 Reach 1 *can spin using Drill Fuel increasing DV+1 AP-1*)
5 uses of Drill Fuel

Rosie:
Enclosed Breathing Helmet W/Color Shift Diving Light and radio recorder
Weighted Boots +1 dv to curbstomping.
Tempered Big Daddy Diving Armor 7/6 (6 hours of air)
Heavy Rivet Gun [7P AP-1 SA Ammo 10(c)] *Bash Str/2+1P* {use shotgun slug ranges}
6 Rivet clips
5 Proximity Frag grenades

Rumbler:
Enclosed Breathing Helmet W/Color Shift Diving Light and radio recorder
Weighted Boots +1 dv to curbstomping.
Light Diving Armor 5/4 (6 hours of air)
Shoulder Launcher [9P AP-4 SS Ammo 2(m)] {use grenade launcher ranges}
5 Mini turrets *treat as Stationary GM-Nissan Dobermans w/Ingram smartgun: after 10 combat rounds they detonate like frag grenades*

Alpha Series:
Enclosed Breathing Helmet W/Color Shift Diving Light and radio recorder
Weighted Boots +1 dv to curbstomping.
Proto Big Daddy Diving Armor 5/4 (6 hours of air)/w Auto Hypo System *hypo injection shorter action*
Modular Arm Attachment
Combat Drill
7 uses of Drill Fuel
Rivet Magnum [6P AP-1 SA Ammo 10(c)] {use Light Pistol ranges}
6 Rivet Clips


Last edited by SwimmingEagle on Fri Mar 26, 2010 7:58 pm; edited 1 time in total
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PostSubject: Re: Steampunk to Cyberpunk: Big Daddy Converion WIP   Steampunk to Cyberpunk: Big Daddy Converion WIP EmptyFri Mar 26, 2010 7:08 pm

Yeah, you're right. We can limit starting ABEL, and I like the idea of having a quality raise it if you're willing to spend the BP (should be expensive though).

Okay, so it works like Magic for adepts, defining how many tonics and plasmids you can have active at a time. Should we set up the ratio automatically (like 1 ABEL = 1 Plasmid slot, 1 combat, engineering, and physical tonic slot, etc.) or let the players decide how to divide it up? If we go with the latter, we'll have to set prices (like .25 ABEL for engineering tonic slots, .5 ABEL for physical and combat tonic slots, and 1 ABEL for plasmid slots). Note that these are all examples off the top of my head and can easily be changed.

What I posted earlier wasn't for mutation/insanity, it was for addiction and self-control tests. I'm still not sure how to handle mutation/insanity. Insanity would probably be willpower+logic, mutation would probably be body+ ... something? Edge maybe? Strength doesn't seem appropriate, and you can't resist mutating by being strong-willed...

Also when would an insanity test be called for? When would a mutation test be called for? How do you determine when to call for one and not the other.

Here's my thoughts, comment as you see fit: Insanity test is called for when you get a new level of addiction, increasing chance as your addiction increases. Mutation test is called for every time you modify yourself, increasing chance as your total (new) amount of modification increases. If you like these ideas I can work out specific dice pool and thresholds, or you can pitch any ideas you might have about it.
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PostSubject: Re: Steampunk to Cyberpunk: Big Daddy Converion WIP   Steampunk to Cyberpunk: Big Daddy Converion WIP EmptyFri Mar 26, 2010 7:39 pm

Durandana wrote:

Okay, so it works like Magic for adepts, defining how many tonics and plasmids you can have active at a time. Should we set up the ratio automatically (like 1 ABEL = 1 Plasmid slot, 1 combat, engineering, and physical tonic slot, etc.) or let the players decide how to divide it up? If we go with the latter, we'll have to set prices (like .25 ABEL for engineering tonic slots, .5 ABEL for physical and combat tonic slots, and 1 ABEL for plasmid slots). Note that these are all examples off the top of my head and can easily be changed..
The first option sounds a bit restrictive, of course this depends on the maximum amout of ABEL you can have. suggesting a max of 8 (9 for Quaility users). That said i like the way you set up the prices for the second option.

Durandana wrote:

What I posted earlier wasn't for mutation/insanity, it was for addiction and self-control tests. I'm still not sure how to handle mutation/insanity. Insanity would probably be willpower+logic, mutation would probably be body+ ... something? Edge maybe? Strength doesn't seem appropriate, and you can't resist mutating by being strong-willed...

Also when would an insanity test be called for? When would a mutation test be called for? How do you determine when to call for one and not the other.

Here's my thoughts, comment as you see fit: Insanity test is called for when you get a new level of addiction, increasing chance as your addiction increases. Mutation test is called for every time you modify yourself, increasing chance as your total (new) amount of modification increases. If you like these ideas I can work out specific dice pool and thresholds, or you can pitch any ideas you might have about it.
Modification meaning Increasing ABEL? If so i think your on the right track. Making a Body+Edge test (although consider make an execption about expending said edge, with bonus die if edge is expended.) each Increase with the Next number as the threshold. (I.E. Increasing from 2 ABEL to 3 ABEL has a threshold of 3)
So far i like where your going with Insanity.

I made a new thread in General Chat to keep our progress in one place. (keep conversions all on one, easy to reach, post. We can update it when we change something.) We'll keep talking here if you want.
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PostSubject: Re: Steampunk to Cyberpunk: Big Daddy Converion WIP   Steampunk to Cyberpunk: Big Daddy Converion WIP EmptyFri Mar 26, 2010 10:02 pm

Well remember, in the game there was a max of 6 slots. I like the pricing method more myself anyway though. More customizeable. But I'm wondering if those prices ought to be lower. At the start of the game, Jack had 2 plasmid slots, and 6 tonic slots. Even if he has the Genetic Adaptability quality (which, we should assume he did, since he was pretty much designed for that role by Suchong), that wouldn't be possible with ABEL 2. So... how about .5 ABEL for plasmids, .3 for combat/physical tonics and .2 for engineering tonics. Actually, I like that ratio a lot! BUT I don't like how that means you can hugely increase your slots by leveling your ABEL up one. We need more divisibility.

So how about we multiply the whole system by 10? Everyone starts with ABEL 10 (maybe 15?), unless they have the Genetic Adaptability quality, which lets them start with 20. Plasmids cost 5, combat/physical tonics cost 3, and engineering tonics cost 2. Then we can say that it costs 20 ADAM to raise your ABEL by 1. Ooh I like that.

Engineering tonic slot: 40 ADAM (2 ABEL)
Combat tonic slot: 60 ADAM (3 ABEL)
Physical tonic slot: 60 ADAM (3 ABEL)
Plasmid slot: 100 ADAM (5 ABEL)


And yes, each time you raise your ABEL (i.e. buy a new slot) you have to roll a mutation test. I don't think we should let Edge be expended for that test, since it's so rare... they'll just use Edge every time. It's like the test for genetic infusions (see page 94, Augmentation). I like the part about it being the new ABEL amount... but since ABEL is more now, let's make it the new total ABEL divided by 20, or maybe 15 or 10. 10 seems a bit too high, too hard to resist, I'm thinking either 20 or 15. What do you think?

And yeah, a new thread is probably a good idea. I'll start one tomorrow.
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PostSubject: Re: Steampunk to Cyberpunk: Big Daddy Converion WIP   Steampunk to Cyberpunk: Big Daddy Converion WIP EmptyFri Mar 26, 2010 10:09 pm

Alternatively, we could leave ABEL as the standard 1 through 6 (or 9 or whatever), and then divide everything else by 10, and let people level them up by .1 at a time. So you wouldn't have to buy a whole point of ABEL, but you could buy it by decimal points.

So 20 ADAM for .1 ABEL, plasmid slots cost .5 ABEL, etc. etc.

It's the same either way, just a question of feel.
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PostSubject: Re: Steampunk to Cyberpunk: Big Daddy Converion WIP   Steampunk to Cyberpunk: Big Daddy Converion WIP EmptyFri Mar 26, 2010 10:25 pm

Diggin the new ABEL systems. If we went for the first one the threshold for mutation i think we could Divide the Total ABEL by 10, then by 5 and round up. For example, 20 goes up to 25 Divide that by 10 you get 2.5. Divide that by 5 you get .5, round up and 1. Threshold of 1.

However if we go with the second system, the mutation threshold should be the rounded down ABEL. Much less math involved. So given that im very lazy, im putting my stock in the second one.
Also beat you to the punch with the thread.

EDIT
Also thought up a Negitive Quaility: CAIN (receive half the usual ABEL at start.)
Good idea to mention, a person with the Genetic Adaptivity quailty should have be counted as having 1 (or 10) less ABEL for Mutation tests.
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PostSubject: Re: Steampunk to Cyberpunk: Big Daddy Converion WIP   Steampunk to Cyberpunk: Big Daddy Converion WIP EmptyFri Mar 26, 2010 11:02 pm

Ummmm... no offense, but that is waaay too low. Dividing by 10 and then dividing by 5 is the same as dividing by 50.

Let's go with the second system. It fits with the rest of the attributes, even if you level it up by decimal points at a time, unlike everything else. It's just that... going with the rounded down attribute for the threshold for the mutation test is so... tough! That's a high threshold... I dunno... I'll think more on it. Oh! How about ABEL (rounded down) - 1. There we go! I like that much better.

And you know what? We can always use a margin of success/failure too! So if you miss by one it might be a minor mutation purely aesthetic in nature, like a patch of scale-like skin or webbing between your fingers

If you miss by two it might be a small mutation that applies small penalties to specific skills, like your fingers might meld together on one hand or you might get a new joint in your leg.

If you miss by three it's a large mutation that would be like a negative quality, like a facial growth that obscures an eye or your arm splits into two useless arms from the elbow down.

If you miss by four it's a severe mutation that would be character crippling (though not game ending), like a gaping maw in your chest or your skin falling off.

And if you miss by five it's a critical mutation that will probably kill your character or at least end his player character days, like all your bones melting or your blood turning to acid.




What do you think? Smile


(Also I don't like calling the negative quality CAIN. ABEL is the stat, not the positive quality. It should be Rigid Genetics or something like that. And I like the idea of lowering (or raising) the threshold for mutation tests because of Genetic Adaptivity or Rigid Genetics, or whatever we call it. Good idea.)
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PostSubject: Re: Steampunk to Cyberpunk: Big Daddy Converion WIP   Steampunk to Cyberpunk: Big Daddy Converion WIP EmptyFri Mar 26, 2010 11:23 pm

Durandana wrote:
Ummmm... no offense, but that is waaay too low. Dividing by 10 and then dividing by 5 is the same as dividing by 50.

Let's go with the second system. It fits with the rest of the attributes, even if you level it up by decimal points at a time, unlike everything else. It's just that... going with the rounded down attribute for the threshold for the mutation test is so... tough! That's a high threshold... I dunno... I'll think more on it. Oh! How about ABEL (rounded down) - 1. There we go! I like that much better.

And you know what? We can always use a margin of success/failure too! So if you miss by one it might be a minor mutation purely aesthetic in nature, like a patch of scale-like skin or webbing between your fingers

If you miss by two it might be a small mutation that applies small penalties to specific skills, like your fingers might meld together on one hand or you might get a new joint in your leg.

If you miss by three it's a large mutation that would be like a negative quality, like a facial growth that obscures an eye or your arm splits into two useless arms from the elbow down.

If you miss by four it's a severe mutation that would be character crippling (though not game ending), like a gaping maw in your chest or your skin falling off.

And if you miss by five it's a critical mutation that will probably kill your character or at least end his player character days, like all your bones melting or your blood turning to acid.

What do you think? Smile


(Also I don't like calling the negative quality CAIN. ABEL is the stat, not the positive quality. It should be Rigid Genetics or something like that. And I like the idea of lowering (or raising) the threshold for mutation tests because of Genetic Adaptivity or Rigid Genetics, or whatever we call it. Good idea.)
ABEL rounded down - 1 sounds good. The margin of error Idea looks good aswell. Much better than the mutation chart i had in mind. of course we can have a chart to for each type of Mutation to roll on and see what that mutation is.
Rigid Genes sounds better. Heck the only reason i said CAIN was i wanted to keep with the bibilical theme. (i think i can squease it in somewere.)
I also had an Idea about plasmids/tonics. We should have Splicer Suites. A Package of Tonics and Plasmids that give the effects of a certain splicer from the game. (spider, Hodini, Brute)

I've already started uploading basics to the other tread. i've also looked at some of the weapons, see if i can classify them and stat them apropriatly.
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PostSubject: Re: Steampunk to Cyberpunk: Big Daddy Converion WIP   Steampunk to Cyberpunk: Big Daddy Converion WIP EmptyFri Mar 26, 2010 11:33 pm

Neat. I like the package idea. It'll be like the cyberware suites in Augmentation, with less chance of addiction/lower ADAM cost.

Good thinking on the mutation list too. I've got some Warhammer books that can be helpful for coming up with that, and the Call of Cthulhu book can be helpful for coming up with insanity/mental disorders.


By the way, I haven't mentioned this but I can't tell you how awesome it is to have someone who can not only act as a sounding board but be contributing as much as I am to the rule system. I've tried making rule systems/conversions before but I've never had someone who's as... productive as you. So... thanks for being a part of this. Smile

I'll check in on what you've done tomorrow and have some more thoughts then. Time for sleep now.
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