Need a few extra sets of eyes. Hoping some of you guys could take a look at the list of Mods on page 3, and tell me if something is missing.
Note that this system will not only drive the Cybernetics and Biomods, it will also drive Beast aliens and mutations.
https://www.dropbox.com/s/ijgw80pk7wisfal/Mods%20Preview.docx?dl=0
Looks very good! 3 feels like a good limit. How do these relate to level of assets, eg. Would class 2 implant have 2 features but still take only 1 ‘slot’? Does amplifier do those all, I guess it can also improve reactions? I wonder if Beauty should be extended to include other visual improvements, eg. to cause fear or show a prestigious position? Camouflage makes me think if clothes prevent it’s use, or could it include some kind of hologram tech.
But I guess kits cover a good amount of options already. Connectors + broadcast kit open interesting possibilities, especially for one with some hacking skills 🙂
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Looks very good, Sean! I’m going to look over it again and really rack my brain for anything missing. Could always slip in a PbtA easter-egg and list a “Headspace Link (Head, Link)” 😉
Antti Lusila As Assets, Mods are like Kits; they are Class 1 Assets. However, they are usually only available in higher-quality markets, and you need to Acquire a cyber-surgeon or bio-surgeon’s services to get one installed during the game.
Alfred Rudzki Headspace link and “in-brain puppet strings” too
Actually, In-Brain Puppet Strings brings up an interesting thought. If I biomod my brain with a Connector [Humans] organ, does that mean I can psychically access their minds?
Alfred Rudzki Hadn’t considered that. I think I should put “subservient” or “lesser” organism. Otherwise it’s too close to some Skills.
I don’t see why Connector would be allowed remote Access. Maybe just communication.
Aaron Griffin I actually didn’t mean “Access” i just meant the verb “access.”
BUT! That seems like a weird limitation. The NeuralNet cybermod doesn’t let you remotely access systems? I guarantee that’s what everyone who’s watched Ghost in the Shell wants from a braincase mod. My train of thought would have figured the same for other uses of Connector.
And if not, that’s why I brought it up! 🙂
EDIT: edited the above for clarity
Nice! This line on page two probably needs fixing, “Merely hiring a trained, licensed tech-surgeon and their medical workspace requires and Acquisition.”
Interesting thought, using a bio link to network with a pack of hounds.
Todd Zircher hah pay no attention to all the grammatical errors. Is first draft, ya?
And yeah, the Link was made for everything from mechanist/tinker style characters to have a radio-control in their brain, to more animal-oriented characters to have a familiar or pack.
Also, when you create a Xeno species, you choose up to 3 natural Bio-mods that are shared across the entire species. Which means a species with Link is a Hivemind.
Looks great, left a couple comments in line. One suggestion would be to allow more than three mods if people are willing to accept some sort of drawback (offhand, burning permanent wound slots for it – you can do more but your complex system is delicate)
So, the regeneration, i like the potential power of being able to patch up yourself without tools or time.
However rolling plus expertise doesn’t make sense for a function your not in control of, it’d be physique for a biological mod or interface for a cyber upgrade surely.
I doubt you want to allow people to be able to roll +influence or physique for healing themselves. So maybe some sort of reduction in the time it takes to heal naturally or a bonus to patch up attempts used on you. Maybe that minor and major injuries only last to the end of a threat or number of threats something like that.
Maybe i’m overthinking things
Schnauzer Paladin No that’s a 100% valid critique, and you’re right that it should be physique rather than expertise. However, the ability to heal yourself naturally and stat swap healing yourself feels like it falls into the Skill category, rather than a biomod/cybermod.
I’m probably going to revisit it. I have some skill-spots that are redundant and need to be fixed, and we have this to-powerful-to-be-a-mod, so maybe the two issues can cancel each other out.
Good feedback, thanks!
Just exploring this a bit and I was wandering, If I choose bio-Mod class 2 Tail, is it the idea that I can choose prehensile & locomotion to create a night crawler ish tailed being, allowing for a ‘third’ hand but also the ability to use it when parkouring to give extra handholds, etc, not to mention hanging upside down