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> Aging, Are there rules for winding down?
HunterHerne
post Sep 3 2011, 09:22 PM
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QUOTE (Tashiro @ Sep 3 2011, 05:20 PM) *
Holy crow. Thanks! ... ewwwwww.

I approve.


Happy to be of help to some poor slot.
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Tashiro
post Sep 3 2011, 09:30 PM
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(IMG:style_emoticons/default/biggrin.gif)
Yeah. I'm going to need to keep this in mind. The players don't glitch that often, but massive damage is always an option.
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crash2029
post Sep 3 2011, 09:36 PM
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While I like the idea of aging rules it would play havoc with my character John. After all he is fifty-something.
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HunterHerne
post Sep 3 2011, 09:42 PM
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QUOTE (Tashiro @ Sep 3 2011, 05:30 PM) *
(IMG:style_emoticons/default/biggrin.gif)
Yeah. I'm going to need to keep this in mind. The players don't glitch that often, but massive damage is always an option.


When combined with wound modifiers to healing tests, and decreasing armour (Optional rule; Armour Degredation; Arsenal 45) makes glitches a little easier to come by.
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Ramaloke
post Sep 3 2011, 10:39 PM
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I know this is going to sound silly, but I always try to make my characters "last" through aging. In most game systems "immortality" (not aging) is a "cool" perk that never gets to actually benefit the character, considering the timeframe in which the game lasts.

I mean, if your game is going to cover the span of 3 or 4 years being able to live to be hundres or thousands of years old doesn't really do anything for you. I just like the idea of my character enduring in that world past when I stop playing them.

I just love having a new character run into the three hundred year old version of my old character.
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CanRay
post Sep 3 2011, 10:41 PM
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Actually, one of the unique things about the Deadlands system was that being immortal was actually a major advantage in Deadlands: Hell On Earth.

...

Too bad that meant you survived from the 1870s through until the supernaturally-pumped atomic bombs fell, and then some. With all the horrors and carnage that entailed. And, often, living forever was not exactly as one would wish it was...
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EpicSpire
post Sep 6 2011, 07:11 PM
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QUOTE (Elfenlied @ Sep 3 2011, 01:50 PM) *
If your group is full of elves and dwarfs, then that might take some time.


so where in the SR rules does it say they have a longer life span?
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Brazilian_Shinob...
post Sep 6 2011, 07:17 PM
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I can't remember where exactly you find this in the 4th edition.
But back in first edition, you had a very scientific description of each metahuman species, telling the average height and weight, how many teeth, physical description and analysis over their aging process. It was described as dwarves and elves being able to reach the 100's quite easily and trolls and orks getting trouble to pass their 50's.
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Ascalaphus
post Sep 6 2011, 09:19 PM
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The nice thing is that here and there there's claims that elves will stay young for at least 200 years. Of course, how they tested that theory is a mystery...
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Brazilian_Shinob...
post Sep 6 2011, 09:48 PM
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QUOTE (Ascalaphus @ Sep 6 2011, 06:19 PM) *
The nice thing is that here and there there's claims that elves will stay young for at least 200 years. Of course, how they tested that theory is a mystery...


Actually you can estimate this by studying the telomere degradation on each metahuman species.
And, of course, there are Great Dragons and Immortal Elves that actually know how many years each metahuman species can reach.
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fazzamar
post Sep 6 2011, 11:14 PM
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QUOTE (Brazilian_Shinobi @ Sep 6 2011, 04:48 PM) *
Actually you can estimate this by studying the telomere degradation on each metahuman species.
And, of course, there are Great Dragons and Immortal Elves that actually know how many years each metahuman species can reach.

Yea, cause you can always trust GDs and IEs to tell the truth. (IMG:style_emoticons/default/wink.gif)
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Squiddy Attack
post Sep 7 2011, 12:09 AM
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QUOTE (CanRay @ Sep 3 2011, 03:41 PM) *
Actually, one of the unique things about the Deadlands system was that being immortal was actually a major advantage in Deadlands: Hell On Earth.

...

Too bad that meant you survived from the 1870s through until the supernaturally-pumped atomic bombs fell, and then some. With all the horrors and carnage that entailed. And, often, living forever was not exactly as one would wish it was...


You can be immortal in plain Deadlands, too... ...but all that means is you'll probably live to see HoE. (IMG:style_emoticons/default/biggrin.gif)
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Critias
post Sep 7 2011, 12:13 AM
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QUOTE (fazzamar @ Sep 6 2011, 06:14 PM) *
Yea, cause you can always trust GDs and IEs to tell the truth. (IMG:style_emoticons/default/wink.gif)

The IEs you can, when the topic of discussion is something like "So, tell me how awesome elves are!"
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EpicSpire
post Sep 7 2011, 12:50 AM
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found it.. page 72 SR4A
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Makki
post Sep 7 2011, 06:39 AM
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I just thought about giving players the choice:
They may gain negative qualities that simulate age (Low Pain Tolerance, Biosystem Overstress, Impaired Attribute, all those mental stuff from Augmenation, ...) and gain things like Knowledge (most likely Street, or whatever is appropriate), positive qualities (Will to Live, Guts, School of hard Knock, ...), Contacts/Contact points (which they most likely aquired over time) or maybe even Charisma or Willpower for an equal karma cost.
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Ascalaphus
post Sep 7 2011, 07:27 AM
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QUOTE (Brazilian_Shinobi @ Sep 6 2011, 10:48 PM) *
Actually you can estimate this by studying the telomere degradation on each metahuman species.


But doesn't that get tricky with the whole "parts of this DNA only function when ambient mana is high enough" thing the metahumans have got going on?

I mean, I'm fine with the game telling us that this is how it is, but it's just funny how we "know" things that haven't been shown to happen yet.
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HunterHerne
post Sep 7 2011, 11:01 AM
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QUOTE (Ascalaphus @ Sep 7 2011, 03:27 AM) *
But doesn't that get tricky with the whole "parts of this DNA only function when ambient mana is high enough" thing the metahumans have got going on?

I mean, I'm fine with the game telling us that this is how it is, but it's just funny how we "know" things that haven't been shown to happen yet.


Actually, from what I gather, there is a shadow DNA (likely on the astral, within those auras) which seems to determine a bunch of that stuff. Since the parts that determine "elf" haven't been found on the mundane DNA in-universe. However, like most things about magic, it is just conjecture, and could be completely wrong.
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Ascalaphus
post Sep 7 2011, 11:11 AM
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QUOTE (HunterHerne @ Sep 7 2011, 12:01 PM) *
Actually, from what I gather, there is a shadow DNA (likely on the astral, within those auras) which seems to determine a bunch of that stuff. Since the parts that determine "elf" haven't been found on the mundane DNA in-universe. However, like most things about magic, it is just conjecture, and could be completely wrong.


It all sounds suspiciously like star-trek technobabble (IMG:style_emoticons/default/smile.gif)
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HunterHerne
post Sep 7 2011, 11:19 AM
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QUOTE (Ascalaphus @ Sep 7 2011, 07:11 AM) *
It all sounds suspiciously like star-trek technobabble (IMG:style_emoticons/default/smile.gif)


Because it is entirely like Star Trek technobabble. But, it's what I got from reading the fluff in the books.
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Wounded Ronin
post Sep 7 2011, 03:24 PM
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QUOTE (Tashiro @ Sep 3 2011, 02:44 PM) *
I'm trying to find rules for characters getting old. Permanent injuries, slowing down, forgetting things, all those wonderful things that happen to characters over the years. I know there are techniques for rejuvenation, but if characters don't have the time or money to get these treatments, I'd like to see them wind down some.

The thing is, as the characters get karma, they just keep getting better and better. I don't mind that for a few things, but I also think that characters should slow down over time - less in attributes, more in skills, and eventually even some skills - having not been used that much - begin to fade over time.

Not everyone dies in a blaze of glory - sometimes they fade away, or their age catches up with them, and they die because they just weren't as good as they used to be.


As I gain more medical and health related knowledge, I always felt that a big part of injuries seldom covered in RPGs is the kind of permanent and long term affects injuries can have on a person. That being said, in SR you can just get a cyberlimb, so I guess that's transhumanism for you.
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Ascalaphus
post Sep 7 2011, 03:58 PM
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QUOTE (Wounded Ronin @ Sep 7 2011, 04:24 PM) *
As I gain more medical and health related knowledge, I always felt that a big part of injuries seldom covered in RPGs is the kind of permanent and long term affects injuries can have on a person.


RPGs are like action movies: escapism (IMG:style_emoticons/default/smile.gif)
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CanRay
post Sep 7 2011, 04:02 PM
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QUOTE (Ascalaphus @ Sep 7 2011, 10:58 AM) *
RPGs are like action movies: escapism (IMG:style_emoticons/default/smile.gif)
"I reject your reality and substitute my own."
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HunterHerne
post Sep 7 2011, 07:17 PM
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QUOTE (Wounded Ronin @ Sep 7 2011, 11:24 AM) *
As I gain more medical and health related knowledge, I always felt that a big part of injuries seldom covered in RPGs is the kind of permanent and long term affects injuries can have on a person. That being said, in SR you can just get a cyberlimb, so I guess that's transhumanism for you.

QUOTE (Ascalaphus @ Sep 7 2011, 11:58 AM) *

RPGs are like action movies: escapism (IMG:style_emoticons/default/smile.gif)



And besides that, in SR, at least, you can have a little of the long term effects. This would be best exemplified through negative qualities, but can be chalked up to attribute reductions, essance loss, and, if you might be really mean, you can also give characters skill reductions (I know, not strictly written, but almost everything else can be reduced or bought away, so why can't these?)
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Ascalaphus
post Sep 7 2011, 07:24 PM
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QUOTE (HunterHerne @ Sep 7 2011, 08:17 PM) *
And besides that, in SR, at least, you can have a little of the long term effects. This would be best exemplified through negative qualities, but can be chalked up to attribute reductions, essance loss, and, if you might be really mean, you can also give characters skill reductions (I know, not strictly written, but almost everything else can be reduced or bought away, so why can't these?)


You can, but I don't really think you should, not on a regular basis anyway. Long-term, dragging disability and decrepitude aren't all that enjoyable.
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Makki
post Sep 8 2011, 06:19 AM
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QUOTE (Makki @ Sep 7 2011, 01:39 AM) *
I just thought about giving players the choice:
They may gain negative qualities that simulate age (Low Pain Tolerance, Biosystem Overstress, Impaired Attribute, all those mental stuff from Augmenation, ...) and gain things like Knowledge (most likely Street, or whatever is appropriate), positive qualities (Will to Live, Guts, School of hard Knock, ...), Contacts/Contact points (which they most likely aquired over time) or maybe even Charisma or Willpower for an equal karma cost.


obviously Reduced Sense (Hearing, Seeing) must be a choice!
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