Difference between revisions of "Second Sphere Transgenic Rules"

From Sphere
Jump to navigation Jump to search
Line 11: Line 11:
 
:Main Effect:  Infantry combat
 
:Main Effect:  Infantry combat
 
:Lesser Effect:  Piloting, Damage Control
 
:Lesser Effect:  Piloting, Damage Control
 +
:Common Infrastructure Effect:  +5% Population PIP Output per level
 
'''Enhanced Reactions (complex)'''
 
'''Enhanced Reactions (complex)'''
 
:Main Effect:  Individual Initiative
 
:Main Effect:  Individual Initiative
 
:Lesser Effect:  Piloting, Ship Control
 
:Lesser Effect:  Piloting, Ship Control
 +
:Common Infrastructure Effect:  +5% Population CIP Output per level
 
'''Enhanced Intelligence (complex)'''
 
'''Enhanced Intelligence (complex)'''
 
:Main Effect:  Electronics
 
:Main Effect:  Electronics
 
:Lesser Effect:  Ship Control
 
:Lesser Effect:  Ship Control
 +
:Common Infrastructure Effect:  +2.5% Population Wealth Output per level
 +
:Elite Infrastructure Effect:  -5% to research and development costs per level
 
'''Enhanced Socialization'''
 
'''Enhanced Socialization'''
 
:Main Effect:  Command, Diplomacy
 
:Main Effect:  Command, Diplomacy
 
:Lesser Effect:   
 
:Lesser Effect:   
 +
:Common Infrastructure Effect:  +5% Wealth return from Trade
 +
:Elite Infrastructure Effect:  +1 additional Support generated per quarter per level
 +
:Elite Infrastructure Effect:  +1 additional DAP per quarter per level
  
 
'''Cost'''
 
'''Cost'''
Line 65: Line 72:
 
:50% of population:  x3
 
:50% of population:  x3
 
:>90% of population:  x4
 
:>90% of population:  x4
 +
 +
 +
===Infrastructural Effects===
 +
For the vast majority of the people in the galaxy, being a transhuman is not about being the best fighter pilot or the toughest marine, but how it affects them in their everyday lives.  While of course the specifics are far too varied and detailed for a nation-level game, on the macro level the effects of transhumanism takes the form of bonuses to population-derived economics.
 +
 +
Note that all bonuses are multiplied by the cost multiplier; eg, a power with 50% of its population (x3 cost multiplier) multiplies whatever applicable bonus by 3.
 +
 +
====Caste Systems====
 +
Of course some nations are known (or possibly notorious) for their caste systems, keeping specific transhuman templates in specific roles.  While this allows them to add an effective +2 to their multipliers (up to a max of +4), it does lead to societal unrest; people don't ''like'' being stuck in a specific role.  As a result, they suffer a -1 morale penalty.
  
  

Revision as of 21:37, 19 February 2010

CAUTION! Very alpha!


Every + transgene provides 20 (tentative) points to be used to buy Transgenic Templates or Supersoldier Upgrades. Excess points (no more than 25% of your total) may be converted into Wealth Infrastructure at the ratio of 1:5 Transgenics points:Wealth Infrastructure.


To buy a transgenic template you must determine the base cost of the template (determined by what traits the template has and to what level) then determine what percent of the population possesses them, as the greater the percent of people who have the template, the more they cost.

Primary Stats

Enhanced Physique

Main Effect: Infantry combat
Lesser Effect: Piloting, Damage Control
Common Infrastructure Effect: +5% Population PIP Output per level

Enhanced Reactions (complex)

Main Effect: Individual Initiative
Lesser Effect: Piloting, Ship Control
Common Infrastructure Effect: +5% Population CIP Output per level

Enhanced Intelligence (complex)

Main Effect: Electronics
Lesser Effect: Ship Control
Common Infrastructure Effect: +2.5% Population Wealth Output per level
Elite Infrastructure Effect: -5% to research and development costs per level

Enhanced Socialization

Main Effect: Command, Diplomacy
Lesser Effect:
Common Infrastructure Effect: +5% Wealth return from Trade
Elite Infrastructure Effect: +1 additional Support generated per quarter per level
Elite Infrastructure Effect: +1 additional DAP per quarter per level

Cost

Level 1: 6
Level 2: 13
Level 3: 21
Level 4: 30
Level 5: 40

Cost (complex)

Level 1: 7
Level 2: 15
Level 3: 24
Level 4: 34
Level 5: 45

Secondary Stats

Secondary stats or 'Specialties' are more specific than primary stats, and consequently costs less.

Cost

Level 1: 3
Level 2: 7
Level 3: 12
Level 4: 18
Level 5: 25

Tertiary Stats

Tertiary stats are minor things that will generally not have significant effects in combat, though they could prove critical in certain situations (environmental tolerance) or actions (appearance).

Cost

Level 1: 1.5
Level 2: 3
Level 3: 6.5
Level 4: 11
Level 5: 16.5

Technological Modifier

Advanced in medical and transgenic technology make it progessively easier to exceed human limits.

For every 4 full points of Transgenic Tech Index, the base cost of a transgenic template is reduced by 1. Round the final cost down.

Population Multiplier

10% of population: x1
25% of population: x2
50% of population: x3
>90% of population: x4


Infrastructural Effects

For the vast majority of the people in the galaxy, being a transhuman is not about being the best fighter pilot or the toughest marine, but how it affects them in their everyday lives. While of course the specifics are far too varied and detailed for a nation-level game, on the macro level the effects of transhumanism takes the form of bonuses to population-derived economics.

Note that all bonuses are multiplied by the cost multiplier; eg, a power with 50% of its population (x3 cost multiplier) multiplies whatever applicable bonus by 3.

Caste Systems

Of course some nations are known (or possibly notorious) for their caste systems, keeping specific transhuman templates in specific roles. While this allows them to add an effective +2 to their multipliers (up to a max of +4), it does lead to societal unrest; people don't like being stuck in a specific role. As a result, they suffer a -1 morale penalty.


Common Templates

Alpha Upgrade

+1 Enhanced Physique, +1 Enhanced Reactions, +1 Enhanced Socialization
15 points before transgenic bonus

Icarus Upgrade

+1 Intelligence, +1 Socialization, +3 Zero-Gravity Tertiar
16 points before transgenic bonus

Atlas Upgrade

+2 Physical, +1 Tough Secondary
14 points before transgenic bonus

Ishtar Upgrade

+1 Enhanced Physique, +2 Enhanced Socialization, +1 Conspiracy Tertiary
17 points before transgenic bonus

Mentis Upgrade

+2 Enhanced Intelligence
11 points before transgenic bonus

Omoikane Upgrade

+2 Enhanced Intelligence, +1 Enhanced Reactions, +1 Enhanced Socialization
21 points before transgenic bonus