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Skip Navigation LinksMetaCyber>Characters>Origins>Tuber
 
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Characters

Origins Amper Adept Tuber Meta
 
 
 
TUBER
BODYTECH
PRINTER FRIENDLY TUBER PACKAGE
Tubers are the best Origin to play because they get strong natural advantages with no downside, can be just as skilled as an Adept, and if they want can get just as boosted up as an Amper. Its all about options baby.
 
Tubers, short for "Tube Baby", are genetically modified human beings. Their parents went to a fertility clinic where sperm and ovum were collected, genetically modified, and inserted into the mother's womb invitro.
However, eugenics is still more of an art than an absolute science, and while the geneticists can "predispose" a person to certain traits they don't have total control over who gets what.
Tubers get a special Package Deal that can grant them greatly improved statistics and abilities. Characteristic bonuses gained via a Tuber Package increase Normal Characteristic Maxima for the Tuber. The Tuber Package is discussed in detail below.
CEECEE
CHARACTER SHEET
RESTRICTION: RANDOM
Tubers are modified by applying a Package Deal during character creation which grants some significant abilities.
However to keep Tubers from being a no-brainer choice for each character, all the abilities in their Package are randomized and a Player must commit to playing a Tuber character before resolving the random rolls.
Thus while a Tuber has some natural advantages, they are indiscriminately determined and the character will have fewer points left over to spend on their professional abilities.
RESTRICTION: MIN AND MAX ENHANCEMENT ROLLS
Tuber abilities consist of a series of Genetic Enhancements costing ten (10) points each. A Tuber must have at least three (3) Genetic Enhancements. Thus the default Tuber Package costs 30 Character Points and grants three (3) rolls on the Genetic Enhancement charts. Players have the option to pay ten (10) extra character points each for extra rolls on the randomized charts, for up to ten (10) total rolls.
RESTRICTION: PRECOMMITED
The player must commit all of the points for their Tuber Package prior to rolling for any of their abilities, and all decisions and rolls are final. Tubers can spend between 30 and 100 character points in this fashion for a minimum of three (3) and a maximum of ten (10) abilities.
STARTING BONUS
The focus of Tubers is on being innately advantaged via manipulated genetics. Raw Characteristics and Talents, plus the occasional semi-superhuman ability are their primary intended focus.
TUBER PACKAGE
PRINTER FRIENDLY TUBER PACKAGE
The primary bonus to Tubers is that they gain access to some useful Powers that are not otherwise attainable via their randomized Package Deal, and the Characteristic increases they gain from it are not affected by Normal Characteristics Maxima.
This can allow lucky Tubers to be extremely advanced in certain areas.
However, for the value of an individual Tuber's Package to be realized a Player must be flexible in their character design and play into any synergies made possible by the random abilities generated for their Package.
For instance, to fully realize the advantage of boosted Characteristics from their Tuber Package, a Player should buy the Characteristic up to its Maxima level.
Enter a number between a minimum of three (3) and a maximum of ten (10) and click "Make Package" to create your own unique Tuber Package.
How Many Rolls (3 - 10):  Make Package
 
NOTE: Characteristic bonuses are bought as Powers and are not affected by CHAR MAXIMA
NOTE: If you pick ten (10) rolls for the random Package generator above there is a 10% chance you will get a Phenotype Package instead of a purely random Package.
VARIANT RANDOMIZATION
There are ways to extend / alter this randomized process if a GM prefers.
PHENOTYPES
If a GM wanted to put some extra effort in, they could identify various common Phenotypes among Tubers and make separate package deals for each, and have the selection of the Packages be random. Some Phenotypes might be Extra Smart, Extra Strong, Extra Rugged, Extra Quick, Extra Capable, Extra Perceptive, Extra Personable, Extra Evolved, Extra Lucky, Extra Adaptable, Extra Enhanced, and Esper.
PERCENTILE
A GM could make an alternate list based on percentages, controlling the percentile span of various abilities to make them more or less common, and even including a "player chooses" bracket.
RACE PACKAGES
For GM's that want more "racial" diversity, the Tuber Origin can be replaced or expanded to serve as a gateway for alternate "Race" Packages. Parallels to "meta races" such a Trolls and Dwarves (if going for a Shadowrun approach), Aliens, genetically altered sub-races of humanity such as "Genesplicers" (various kinds of "Furries"), or some other original species could be used.
 
ANGUS
CHARACTER SHEET
 
Since the Characteristic bonuses from their Tuber Package are not affected by NCM, this essentially represents a point break for the character and if leveraged can result in a very powerful character.
SUPER SKILLS
Tubers can have "Super Skills", special Talents that represent unusual, cinematic, and otherwise exceptional abilities over and above what is possible by the mainstream. Many Super Skills are built as Powers (typically with the Required Skill Roll Limitation), but the Special Effect of the ability is that it is the result of a trained ability, or in the case of Tubers perhaps an ability they are innately good at due to their genetic advantages, rather than an actual superhuman ability. Combat Luck and Deadly Blow are considered Super Skills (per the Campaign Assumptions).
Tubers can have up to one (1) Super Skill per 150 character points, rounded in their favor. Super Skills always require GM approval.
It is important that Super Skills be depicted in a "Cinematic Realism" fashion and not as super powers.
BODYTECH
Tubers can start with BodyTech, but in addition to paying character points they must also pay the going market rate for them out of their starting funds.
However, common sense applies as some abilities a Tuber gains from their Package may preclude certain types of BodyTech. For instance, a Tuber with Aural Acuity (Targeting w/ Hearing) would lose such an ability if they took Cyberears, since that entails taking Physical Limitation: Deaf which would nullify their hearing.
A key consideration is that Bioware makes normal humans better, but Tubers are already better in some ways; sometimes substantially so. Its entirely possible that they are naturally better in certain areas than BodyTech would allow a normal person to be even after augmentation, and thus the Tuber themselves gain little to no benefit from such Bioware.
Generally speaking Pharmitech and Biofeedback Training are useful for Tubers, and Bioware usually is, but Cybernetics require some judgement and consideration of the nature of an individual Tuber. GM's and players should use their best judgement.
FOCUS
As a flavor guideline that has no game effect, it is common for Tubers to focus more on Characteristics and natural abilities than on learned Skills, but ultimately that is a decision that is completely up to the player.
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