Talk:Second Sphere Transgenic Rules

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Ideas-

Transgenic Tech Level and Integration

One idea to make transgenic tech level more important in determining efficiency of radical upgrades is this:

Integration Cost is increased by 3 for every primary and 1.5 for every secondary, and 0.5 for every tertiary (as previous). Add as normal, round down.

Integration Cost is reduced by transgenic tech level by 1 every 2 transgenic tech level one has. It makes higher transgenic tech level a lot more significant. For high-transgene powers the numbers should come out better, while middling-low transgenic powers should have roughly equal or slightly more expensive templates especially if they only radically upgrade a small proportion of their population.

Examples

Eternal Dawn

Integration modifier under current system: 14 primary + 1 secondary + 0.5 tertiary = 15.5 - 10 from tech level (50) = 5.5
Integration modifier under suggested system: 21 primary + 1.5 secondary + 0.5 tertiary = 23 - 25 from tech level (50) = -2

Kanon (Noble)

Integration modifier under current system: 16 primary + 1 secondary + 2 tertiary = 19 - 5 from tech level (28) = 14
Integration modifier under suggested system: 24 primary + 1.5 secondary + 2 tertiary = 27.5 - 14 from tech level (28) = 13.5

Hyperborea

Integration modifier under current system: 12 primary + 0 secondary + 0 tertiary = 12 - 7 from tech level (35) = 5
Integration modifier under suggested system: 18 primary + 0 secondary + 0 tertiary = 18 - 17.5 from tech level (35) = 0.5

Haraway (assuming 3 + 1 primary/1 secondary/1 tertiary per major caste)

Integration modifier under current system: 8 primary + 1 secondary + 0.5 tertiary = 9.5 - 6 from tech level (30) = 3.5
Integration modifier under suggested system: 12 primary + 1.5 secondary + 0.5 tertiary = 14 - 15 from tech level (15) = -1

Atrophied Statistics

Some particularly specialized transgenic caste systems found in the Rim hyperspecialize their people towards one end, neglecting all others.

Reducing a primary statistic by 1 using genetic engineering reduces the base cost of the Template by 2 points, while reducing one by 2 (making them completely useless at the category in question) reduces it by 4 points. These reduce the total cost of the transgenic upgrade's integration as well.

Secondary Abilities

Some potential secondary abilities

Physical

Trauma Resistant
Effect: Not Dying (Personal DamCon)

Enhanced Endurance
Effect: Reduced Fatigue (Reduction of penalties for particularly long battles, increase in infantry strategic mobility)

Hyper-Twitch Musculature
Effect: Increased infantry agility

Hyper G-Tolerant
Effect: Increased Piloting

Mental

Pattern-Recognition/Mathematical Aptitude
Effect: Improved Electronics

Boosted Creativity
Effect: Improved Research Contribution?

Boosted Senses
Effect: Infantry sensors

Social

Improved Teamwork
Effect: Increased Command

Naturally Happy
Effect: Increased Morale

Influence Improvement
Effect: Increased Diplomacy

Exotic

Organic Explosives
Effect: Derka derka Jihad.

Addictive Secretions
Effect: Can't get enough of you!

Adrenaline Overproduction
Effect: Like hypercapacitors but for infantry!

Tertiary Abilities

Some of these are intended to be one-point wonders, although I suppose if you want iridescent glowing hair and eyes that shimmers between colors depending on mood and desires or something fabulous like that, you could blow 5 points on a few of them.

Exotic Hair/Eye/Skin Colors
Looking Good
Healthy
Environmental Adaptation
Knowing People
Plug-n-Play Approved (cheaper cybernetic enhancement)
Neoteny (Syntha Approved!)
Natural Nightvision/Thermal Vision/etc
Reinforced Bones (Spartan Approved!)
Personal USB Port (Na'vi Approved!)


FBH

Shouldn't super intelligence boost command?