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BODYTECH |
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PRINTER FRIENDLY TUBER PACKAGE |
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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. |
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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.
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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. |
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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. |
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CEECEE |
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CHARACTER SHEET |
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RESTRICTION: RANDOM |
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Tubers are modified by applying a Package
Deal during character creation which grants
some significant abilities.
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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.
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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. |
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RESTRICTION: MIN AND MAX ENHANCEMENT ROLLS |
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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. |
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RESTRICTION: PRECOMMITED |
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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. |
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STARTING BONUS |
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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. |
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TUBER PACKAGE |
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PRINTER FRIENDLY TUBER PACKAGE |
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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.
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This can allow lucky Tubers to be extremely
advanced in certain areas. |
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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. |
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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.
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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. |
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NOTE: Characteristic bonuses are
bought as Powers and are not affected by
CHAR MAXIMA |
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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. |
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VARIANT RANDOMIZATION |
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There are ways to extend / alter this randomized
process if a GM prefers. |
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PHENOTYPES |
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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. |
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PERCENTILE |
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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. |
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RACE PACKAGES |
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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. |
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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. |
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SUPER SKILLS |
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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).
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Tubers can have up to one (1) Super Skill
per 150 character points, rounded in their
favor. Super Skills always require GM approval. |
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It is important that Super Skills be depicted
in a "Cinematic
Realism" fashion and not as super powers. |
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BODYTECH |
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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. |
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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.
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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.
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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.
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FOCUS |
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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. |