Help craft a flaw/perk., Need some filler, and rules. |
Help craft a flaw/perk., Need some filler, and rules. |
Jun 15 2004, 01:54 PM
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#1
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Moving Target Group: Members Posts: 280 Joined: 22-October 03 Member No.: 5,757 |
Just reading through the boards and I noticed the word cyberpsychosis being used.
Well I think it's a great game mechanic in CP. But I'm unsure on how to put it in words for SR. Only pickable during character generation, and optionally during surgury later on CyberPsychosis as a Mental flaw. (+1 positive surgury option if taken after c-gen) It's a variable flaw. 2/4/6 level 1 for anyone with 5.9-3.0 essence Level 2 for 2.9-1.0 essence level 3 for 0.9-0.01 essence There's also a corresponding one I guess we'll call it. Cyberintergration 2/4/6 It reduces the negative options in a surgury by 1. And also less of a negative social modifier from having too much cyber. You don't 'feel' wrong to other people. I don't know about this one, but thats why I'm looking for you guys to help flesh it out with mechanics, or RP elements to them. |
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Jun 15 2004, 02:01 PM
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Moving Target Group: Members Posts: 751 Joined: 7-June 02 From: Hamilton.LTG.on.ca Member No.: 2,853 |
Heres one that my Current Character has that I made up.
4pt Flaw. Loyalty: You will be Loyal to a specific group or person " For Example the Watada Rengo" Actions with in the group may conflict with a run or just ettiquite with a conflicting group" for example the Shotozumi Gumi" Well you get the point..it's caused me tons of problems. |
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Jun 15 2004, 02:11 PM
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Dragon Group: Members Posts: 4,065 Joined: 16-January 03 From: Fayetteville, NC Member No.: 3,916 |
A quick and dirty way if approaching it:
Flaw 1: +1 to all Social tests; 2d6 - on a 2, roll below Flaw 2: +2 to all Social tests; 2d6 - on a 2 or 3, roll below Flaw 3: +4 to all Social tests; 2d6 - on a 2, 3 or 4, roll below You could include other "anomalies" like: 1. Staring off into space, contemplating the inner voices 2. Combat Monster 3. Phobia: You must flee or destroy the phobia trigger. Willpower 6 to resist, +2 TNs if successful willpower test is made. 4. Delusion: cannot be harmed by mere mortals 5. Stubborn: Will not change mind unless Willpower 6 test 6. Obsession: You must have (something or someone). Willpower 6 to resist pursuing object of obsession. +1 to all TNs when in presence of obsession. Now keep in mind, as an optional flaw, most characters would have to be insane to choose this voluntarily - but it does represent cyberpsychosis as described in CP. And some would argue that it makes mages and Awakened characters "superior" to cyber-junkies. -Siege |
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Jun 16 2004, 05:52 AM
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#4
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Great Dragon Group: Members Posts: 7,116 Joined: 26-February 02 Member No.: 1,449 |
Awakened characters may not suffer from cyber-psychosis, but they can still suffer from a variety of mental problems related to their magic. They can be unfortunate enough to have a view of magic that impedes their abilities (such as psionics), follow a Totem that is hostile to mankind (bug spirits), or plunge into the dark side of their magical abilities (petro voudoun, blood magic, toxic shamans, twisted way). Some awakened characters can also be fanatical about "their" way of doing magic, especially for the many who mix their magical beliefs with their religion.
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