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The MetaCyber setting is all about humans;
there are no other sentient races. Instead
of Races, MetaCyber uses the concept of
Origins
which each have special starting benefits
or access to different abilities.
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AMPERS |
AMPERS compete by using technology
to make themselves better. |
Ampers are characters that make heavy use
of the various types of
BodyTech available in the MetaCyber
setting; the primary benefit to starting
as an Amper involves special discounts and
exemptions from the monetary costs of the
enhancements they start play with. Since
BodyTech costs a lot of money to get and
also involves potentially lengthy bouts
of down time to have installed after play
starts, this Origin represents the easiest
way for Players that want to play a heavily
amped character to do so. |
All other Origins can also start with
BodyTech if they want, but they
have to pay the full monetary cost for their
BodyTech from their starting funds. |
ADEPTS |
ADEPTS compete by having the right
skill or tool for the job. |
Adepts are characters that rely on Skills
and / or Gear. Their special benefit is
two fold; they start with larger Resource
Pools than other Origins and are able to
adjust their starting Resource Pools to
suit the Player's concept. In addition to
this benefit, Adepts are allowed to have
one (1) Super Skill per 75 character points,
allowing them to remain competitive with
other Origins via "exceptional skill".
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TUBERS |
TUBERS compete by applying their
natural advantages to the situation at hand. |
Tubers are characters that are genetically
enhanced. Each Tuber has a personalized
random Package with between three (3) and
ten (10) special abilities that cost ten
(10) points each. Tubers can be extremely
advantaged, but have correspondingly fewer
points to spend on other abilities. Tubers
can also have one (1) Super Skill per 150
character points, allowing them to specialize
in something but not to outshine Adepts
in the area of Skills. |
METAS |
METAS compete by using their unique
metabilities creatively. |
Metas are characters that are born with
strange, often unique, metabilities that
allow them to do things that are essentially
superhuman. Most Metas are either psionically
active or have altered physiologies that
grant them various abilities. Metas are
the only Origin allowed to buy Powers without
the SFX of "Super Skill" or "BodyTech",
and can do things that are otherwise impossible
for other characters such as teleport, fly,
emit energy, etc dependent upon the nature
of their particular metabilities.
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OPTION: ALIENS |
However, a GM with a preference for mixed
races could easily decide that humanity
had made contact with extra terrestrial
species in the past and have some degree
of acceptance for aliens residing on or
visiting Earth without damaging the overall
idea of the setting so long as care was
taken to keep any special abilities and
/ or technology possessed by the aliens
from overshadowing Cybernetics and metahuman
Powers. |
Exercising this option slants the setting
more towards Star HERO than Dark Champions,
though it is possible to stay true to the
Dark Champion ideal even with aliens. Movies
/ TV shows such as Predator, We Come In
Peace, V, Alien Nation, They Live! and similar
shows are examples of grittier action /
adventure slanted alien fare. |
OPTION: ARTIFICIAL LIFEFORMS |
Androids and / or synthoids would also be
a viable addition to the setting without
too much issue; again so long as care were
taken that they weren't so advantaged as
to overshadow Cybernetics and metahumans. |
Some GM's might like the idea of Artificial
Intelligences, which is a common feature
of some Cyberpunk fiction. However it has
been my experience that this rarely works
well in practice in a roleplaying game.
GM's that want to add such an aspect to
a MetaCyber campaign are advised to tread
carefully. |
OPTION: ALTERED HUMANS |
Similarly a GM could include the idea of
"Genesplicing" human and animal
DNA to make Splicers; people with animalistic
traits. Again so long as care were taken
that they weren't so advantaged as to overshadow
Cybernetics and metahumans there is nothing
intrinsically wrong with this (personally,
I'm not a fan of "furries", but
tastes differ). |
The
Tuber Origin is a good parrallel
for Altered Humans in general; the idea
of a Package Deal that is not alterable
by the Player, and their general power level
can serve as a model for other types of
Altered Humans. |