User talk:MJ12 Commando: Difference between revisions

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Conclusion: Caste system is probably more powerful than the low end suggests as transgenic benefits increase. As it stands, there is literally no reason to take a non-caste system due to the incredible benefit granted by caste system.
Conclusion: Caste system is probably more powerful than the low end suggests as transgenic benefits increase. As it stands, there is literally no reason to take a non-caste system due to the incredible benefit granted by caste system.


=Transcendence Planning=
=Remnants=
==Hellas Party==
A potential game that I probably won't ever run, using [http://rpg.drivethrustuff.com/product_info.php?products_id=93184&src=FrontPage The Remnants RPG].
For: Acatalepsy, FBH, Phantom Llama, Guest Starring Yhor and Wynia and the other two Valkyries (and whoever wants to come)


The Shining Star of Mytilini has been invited to perform by the Tyrant of Neo Kordelio, and like always, her concerts are a sight to behold. What the Tyrant doesn't realize is that she's written a 20 minute long diatribe on all of his shortcomings, physical, mental, and political. Either way, the look on his face will be entertaining.
==Background==


What Sappho doesn't realize is that there's no less than two dangerous terrorists running around who have seen her as a very useful bargaining chip... or propaganda tool.


And taking out the "Tenth Muse" is a rather telling psychological blow for those who wish to strike a blow against divine rule, like Santiago. Look at the favored of the gods. Watch as the gods fail to lift a single finger in her protection. Now do you understand what your masters are?
===The Broken Lands===
Scarred by unrestricted warfare, the Broken Lands are a hostile wasteland that would kill any 20th-century human. Only the genetic engineering of environment-resistant, fast-adapting crops and the medichines and genetic enhancement that all remaining humans have allow people to even eke out an existence. The only lifeforms left are engineered. Nothing of the native ecosystem remains. Even the high-yield high-efficiency crops that were brought to the colony barely manage to keep mass starvation at bay.


Oh, let's not forget. There are two Valkyries in full battle rattle and a dark elf with a gigantic axe ready to crash this party too. The pyrotechnics here won't solely be limited to the stage.
===The Ishin===
These armored giants are the most common remnant fighting weapon in the arsenal of any city-state, carrying their own logistics tails, weapons, and armor. CBRN sealed, powered by technologies so lost that they might as well be magic, they are invincible avatars of war. Only remnant weapons are effective against them, and contemporary tools are useless. The mightiest cannons deflect off the thinnest Ishin armor plate leaving only a thick lead smear, and the lightest weapons on an Ishin can sweep through a block of armored men and leave only ground meat.


==Men of Midgard==
==Rules Alterations==
For: Norseman, Liam-Don, Bossmuff, Kyoki
'''LosTech''': Nothing that the early-Renaissance level technological base that passes for the most advanced of city-states can even remotely threaten an Ishin. The heaviest cannons would bounce off the most lightly armored designs-if they would even hit, at most staggering them. The weakest of Ishin weapons can devastate entire legions of men in the finest plate mail, cutting through the highest-quality steel as if it was little more than cloth.


Good news, you three. Odin's incredible tracking and signals intelligence skills have found you your latest quarry. Normally you should be choosing the slain in a less direct sense, but Freyja doesn't issue you that pretty golden power armor and those multi-lances for kicks you know. And it's rare for one of the Svartalfar Dark Elves to get any opportunity to get out of those dark forge caverns. :(
Sending soldiers against Ishin is sending soldiers to die for no gain. However, there are still remnant weapons that allow poorer city-states to ward off these machines: Remnant firearms that kick like monstrosities and launch steel quarrels at speeds so high that they become streaks of fire, tubes that contain projectiles that are smart enough to seek their own targets and pack the firepower to shatter castle walls, and so on. Armies only exist because Ishin are ''rare''-walls exist because each of these remnant weapons is valuable. Furthermore, it is more common than not that both sides will retreat damaged war machines rather than risk losing them to the enemy, letting armies decide more than a few battles.
 
Odin's tracked him and his rogue Valkyrie trainee down to a planet in the Hellenic arm, Neo Kordelio. Try not to make ''too'' much of a scene if he refuses to surrender to the judgement of the Aesir.
 
==Task Force Tiamat==
For: Entropy, Mad Wookie, Hollewanderer, Duneczan, Kensai
 
The recent Tiamat raids on Marduk space have integrated Naga technology in their design. Normally Marduk would wish to handle this alone, but a coalition threat is possibly problematic. For now.
 
Additionally, some suspect that someone had to have a hand in the underworld to bring Tiamat back. The Vistulans might know a bit about this, and as a bonus, the farther away Boleslava is from Veles, the less likely she's going to get hit by a redirected meteor from the giant cyborg dragon-god.
 
==On The Jade Emperor's Secret Service==
For: Andronicus, LineArk/Exhack, Megaguiras, Oseng, Fivemarks, Aeon
 
A rogue Hashmalan assassin and a djinni warrior have assassinated a middle-ranking planetary bureaucrat presiding over a planet on the Hashmalah-Tian borders. Apprehend him and bring him to the justice of the celestial bureaucracy.
 
What that "rogue" assassin and his buddy do know and you don't was that the bureaucrat was under the corrupting influence of Ahriman. Try to find a way to prove your innocence, you two. Without a significantly larger bodycount. You ''are'' working for Ormazd here.
 
==The Empire Building Coalition==
For: Shrike, Silence, General G, Arc
 
The gods don't care ''too'' much about random conquest as long as you make sure to keep their temples intact and pay them proper trible. You've got a merry band of pirates, tyrants, and captains. There are plenty of planets ripe for the taking.

Revision as of 03:12, 22 July 2011

Men of More

Caste Thoughts:

Laborers x 2 (25%)
Physical + 1 (6), Hard Workers + 3 (12) = 18 x 2 = 36 pts total
Technicians x 2 (25%)
Reactions + 1 (7), High Precision + 3 (12) = 19 x 2 = 38 pts total
Leaders x 1 (10%)
Intellect + 2 (15), Improved Rationality (wealth bonus boost) + 2 (7) = 22 pts
Talkers x 1 (10%)
Socialization + 2 (13), Ingroup Socialization + 2 (7) = 20 pts
Protectors x 2 (25%)
Physical + 2 (13), Reactions + 2 (15), Intellect + 1 (7), Tough + 2 (7) = 42 x 2 = 84 pts
Control (Baselines): 5%

Go for primarily secondaries, 170 TG + ~30 TG TL = 200 pts (25 base per template)

Sphere 2 Transgenics/Paths Analysis

Caste System Analysis

This uses two and four caste systems at varying transgenic levels for an analysis.

Singular Exmaple: Alphas (ZOCU)

Alphas cost a total of 15 points with ZOCU baseline transgenic technology. In general such powers will have at least a +2 to transgene tech for a total of 14 points.

Alphas at 10% (x1) cost 14 points, but alphas at 50% (x3) cost 42 points. This means Caste System has saved roughly 8 transgenic points, or 4 SP.

Alphas at 25% (x2) cost 28 points, while Alphas at 100% (x4) cost 56 points. Caste system in this case saves 4 SP in this case as well since you can take "transgenes go back to transgeneland" for +morale -20 transgene or shuffle options.

Conclusion: There is literally no reason not to take caste system ever from an economic perspective.

Low End: Alpha+ vs Replicating Option

Alphas with Int are +1 phys/+1 rea/+1 int/+1 soc, vs 4xcastes with each one at +1.

Alpha+s cost 26*4 = 104, vs 4x castes costing 12 (for phys and soc) or 14 (for int and rea).

Total cost is 54 for option #2, for identical civilian bonuses, before transgenic tech index is factored in. Assuming the lowest possible transgenic tech index (of 2), the total cost is 96 for an Alpha+ versus 18 for four castes.

Conclusion: Caste system needs to be nerfed into the ground. Suggested penalty: -1 morale for each transgenic template in a caste system. This roughly equalizes a four-caste replicating spread with the actual transgenics via dot cost (the Alpha+ costs 5 transgene +s, the replicating spread costs 1).

Haraway: A Caste Analysis

One caste is +3 Phys/+3 Rea (for a total of 45). Another is +3 soc, another +3 int. The sum total of these is equivalent to the super template below, with 100% costing 360.

Haraway's three primary productive castes cost 90 + 48 + 42, or 180 points before discounts.

This means that before any technology, Haraway's World has gained an effective eight pluses, 160 transgene points, or ~80 SP, to fuck around with.

Conclusion: Even mixed castes are incredibly superior to non-mixed castes.

High End: Dawn+ vs Replicating Option

Super Dawnies are +3 in everything, vs 4x castes with each at +3.

Super Dawnies cost 90*4 = 360, vs 4x castes costing 42 (phys/soc) and 48 (int/rea).

Total cost for option #2 is 180, or a difference of 9 pluses. Factoring in Dawn transgenic technology (-10 cost break) the difference is 100 for the castes versus 320 for the unified template.

Conclusion: Caste system is probably more powerful than the low end suggests as transgenic benefits increase. As it stands, there is literally no reason to take a non-caste system due to the incredible benefit granted by caste system.

Remnants

A potential game that I probably won't ever run, using The Remnants RPG.

Background

The Broken Lands

Scarred by unrestricted warfare, the Broken Lands are a hostile wasteland that would kill any 20th-century human. Only the genetic engineering of environment-resistant, fast-adapting crops and the medichines and genetic enhancement that all remaining humans have allow people to even eke out an existence. The only lifeforms left are engineered. Nothing of the native ecosystem remains. Even the high-yield high-efficiency crops that were brought to the colony barely manage to keep mass starvation at bay.

The Ishin

These armored giants are the most common remnant fighting weapon in the arsenal of any city-state, carrying their own logistics tails, weapons, and armor. CBRN sealed, powered by technologies so lost that they might as well be magic, they are invincible avatars of war. Only remnant weapons are effective against them, and contemporary tools are useless. The mightiest cannons deflect off the thinnest Ishin armor plate leaving only a thick lead smear, and the lightest weapons on an Ishin can sweep through a block of armored men and leave only ground meat.

Rules Alterations

LosTech: Nothing that the early-Renaissance level technological base that passes for the most advanced of city-states can even remotely threaten an Ishin. The heaviest cannons would bounce off the most lightly armored designs-if they would even hit, at most staggering them. The weakest of Ishin weapons can devastate entire legions of men in the finest plate mail, cutting through the highest-quality steel as if it was little more than cloth.

Sending soldiers against Ishin is sending soldiers to die for no gain. However, there are still remnant weapons that allow poorer city-states to ward off these machines: Remnant firearms that kick like monstrosities and launch steel quarrels at speeds so high that they become streaks of fire, tubes that contain projectiles that are smart enough to seek their own targets and pack the firepower to shatter castle walls, and so on. Armies only exist because Ishin are rare-walls exist because each of these remnant weapons is valuable. Furthermore, it is more common than not that both sides will retreat damaged war machines rather than risk losing them to the enemy, letting armies decide more than a few battles.