Difference between revisions of "Second Sphere Transgenic Rules"

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Every + transgene provides X points to be used to buy Transgenic Templates or Supersoldier Upgrades.
+
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.
  
  
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====Primary Stats====
 
====Primary Stats====
 
'''Enhanced Physique'''
 
'''Enhanced Physique'''
:Primarily Effect:  Infantry combat
+
:Main Effect:  Infantry combat
:Secondary Effect:  Piloting, Damage Control
+
:Lesser Effect:  Piloting, Damage Control
'''Enhanced Reactions'''
+
:Common Infrastructure Effect:  +5% Population PIP Output per level
:Primarily Effect:  Individual Initiative
+
'''Enhanced Reactions (complex)'''
:Secondary Effect:  Piloting, Ship Control
+
:Main Effect:  Individual Initiative
'''Enhanced Intelligence'''
+
:Lesser Effect:  Piloting, Ship Control
:Primarily Effect:  Electronics
+
:Common Infrastructure Effect:  +5% Population CIP Output per level
:Secondary Effect:  Ship Control
+
'''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'''
 
'''Enhanced Socialization'''
:Primarily Effect:  Command, Diplomacy
+
:Main Effect:  Command, Diplomacy
:Secondary 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'''
 +
: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'''
 
'''Cost'''
Line 28: Line 52:
 
:Level 5:  25
 
:Level 5:  25
  
====Secondary Stats====
+
====Tertiary Stats====
Secondary stats or 'Specialties' are more specific than primary stats, and consequently costs less.
+
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'''
 
'''Cost'''
:Level 1:  2
+
:Level 1:  1.5
:Level 2:  5
+
:Level 2:  3
:Level 3:  9
+
:Level 3:  6.5
:Level 4:  14
+
:Level 4:  11
:Level 5:  20
+
:Level 5:  16.5
  
====Integration Modifier====
+
====Population Multiplier====
It takes a lot of time and effort to improve the human genome, and the more you improve it, the more it taxes your research.  The integration modifier is a cost premium for more 'high end' templates.
+
Round the template cost off before multiplying (15.5 becomes 15).
 
 
Every dot of Primary or Secondary state increases the cost of a template by 2. Every 5 full points of Transgene reduces this by 1, to a minimum of 0.
 
  
====Population Multiplier====
 
 
:10% of population:  x1
 
:10% of population:  x1
 
:25% of population:  x2
 
:25% of population:  x2
:50% of population:  x4
+
:50% of population:  x3
:>90% of population:  x7
+
:>90% of population:  x4
 +
 
 +
====Technological Effects====
 +
Advanced in medical and transgenic technology make it progessively easier to exceed human limits.
 +
 
 +
Every point of Transgenic Tech Index can be used to reduce the cost of a '''post-population multiplied''' template by 1, to a minimum of 1/2 of the original cost.  This bonus may be spread over multiple templates as desired, so long as the total cost reduction does not exceed the Transgene Tech Index.
 +
 
 +
However, technology has its limits.  Consequently no single template may not have more aggregate Primary than 10% of its world's Transgenic Tech Index, rounded down, plus 2 and no more aggregate Secondary than 10% of the world's Transgenic Tech Index.  Going beyond this requires the use of cybernetics or expensive, specialized genetic modifications.  These are classed as ''supersoldiers''.
 +
 
 +
===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.
 +
 
 +
'''Elite''' bonuses do not get a multiplier for having greater population percent; you only need so many genius scientists before you run out of laboratories and funding.
 +
 
 +
====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
 +
::19 points before transgenic bonus
 +
 
 +
====Icarus Upgrade====
 +
:+1 Enhanced Intelligence, +1 Enhanced Socialization, +3 Zero-Gravity Tertiary
 +
::19 points before transgenic bonus
 +
 
 +
====Atlas Upgrade====
 +
:+2 Enhanced Physique, +1 Tough Secondary
 +
::16 points before transgenic bonus
 +
 
 +
====Ishtar Upgrade====
 +
:+1 Enhanced Physique, +2 Enhanced Socialization, +1 Conspiracy Tertiary
 +
::20 points before transgenic bonus
 +
 
 +
====Mentis Upgrade====
 +
:+2 Enhanced Intelligence
 +
::15 points before transgenic bonus
 +
 
 +
====Omoikane Upgrade====
 +
:+2 Enhanced Intelligence, +1 Enhanced Reactions, +1 Enhanced Socialization
 +
::28 points before transgenic bonus

Latest revision as of 14:40, 13 May 2011

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

Population Multiplier

Round the template cost off before multiplying (15.5 becomes 15).

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

Technological Effects

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

Every point of Transgenic Tech Index can be used to reduce the cost of a post-population multiplied template by 1, to a minimum of 1/2 of the original cost. This bonus may be spread over multiple templates as desired, so long as the total cost reduction does not exceed the Transgene Tech Index.

However, technology has its limits. Consequently no single template may not have more aggregate Primary than 10% of its world's Transgenic Tech Index, rounded down, plus 2 and no more aggregate Secondary than 10% of the world's Transgenic Tech Index. Going beyond this requires the use of cybernetics or expensive, specialized genetic modifications. These are classed as supersoldiers.

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.

Elite bonuses do not get a multiplier for having greater population percent; you only need so many genius scientists before you run out of laboratories and funding.

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
19 points before transgenic bonus

Icarus Upgrade

+1 Enhanced Intelligence, +1 Enhanced Socialization, +3 Zero-Gravity Tertiary
19 points before transgenic bonus

Atlas Upgrade

+2 Enhanced Physique, +1 Tough Secondary
16 points before transgenic bonus

Ishtar Upgrade

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

Mentis Upgrade

+2 Enhanced Intelligence
15 points before transgenic bonus

Omoikane Upgrade

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