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Updates
September 23 - November 17, 2008
Once again, I've been slacking on keeping the What's New up to date. Actually there has been quite a lot of new stuff put up the last couple of months, almost entirely in the MetaCyber arena. Lots of new art, new PC's, enhancements to the Computer Programming write up, an overhaul of the Tuber Origin page, a massive expansion of new enhancements and Phenotypes in the Tuber Package, and clarficiations around some Campaign Assumptions. Whew!
I also finally got around to typing up an explanation of the regions of San-San, which have been cropping up in background origins and City Knowledges all along.
NEW ART
Redo's
New
BECKETT Pic
KRISSY Pic
TAGGERT Pic
GRETCHEN-SAN Pic
KNOCKOUT Pic
SHIV Pic
REDLINE Pic
UNGER Pic
GHOST Pic
CYBERPUNKS Pic
SHADE Pic
SARGE Pic
HAMMER Pic
FENRIS Pic
VESPERBRUISER Pic
AHAB Pic
ROOK Pic
CALLIDUS Pic
NEW CHARACTERS
7 MARY 5 Pic
7 Mary 5
BECKETT Pic
Beckett
DRZORDERS Pic
Dr. Zorders
FLICITI Pic
Fliciti
ITO Pic
Ito
GRETCHEN-SAN Pic
Gretchen-San
HAMMER Pic
Hammer
KNOCKOUT Pic
Knockout
SARGE Pic
Sarge
SHADE Pic
Shade
SHIV Pic
Shiv
SPHREAKER Pic
Sphreaker
TAGGERT Pic
Taggert
TODAI Pic
Todai
TRUDY Pic
Trudy
GHOST Pic
Ghost
KRISSY Pic
Krissy
REDLINE Pic
Redline
FORTRESS Pic
Fortress
CALLIDUS Pic
Callidus
VESPER Pic
Vesper
BRUISER Pic
Bruiser
FENRIS Pic
Fenris
BASIC SEC FORCE I Pic
Basic Sec Force I
BASIC SEC FORCE II Pic
Basic Sec Force II
BASIC SEC FORCE III Pic
Basic Sec Force III
ELITE SEC FORCE I Pic
Elite Sec Force I
ELITE SEC FORCE II Pic
Elite Sec Force II
August 12, 2007
Work has been picking up again, so I've had limited hobby time this past month. However, I managed to sneak a few minor updates to the MetaCyber site in before I got too overloaded. I added some inserts here and there with gear write ups, packages, and whatnot. I also revised the Computer Skills pages to split the content into smaller, easier to absorb chunks on separate pages.
The biggest single chunk of new content is the NuBushi Package.
May 2nd, 2007
Added left, top, and bottom nav controls.
Feb 24th, 2007
Updated the Amper archetype, after feedback from Checkmate, to allow Ampers to "sell back" their starting resource pools for more Real Points to buy boosts with. This made a lot of sense, and was one of those "why didn't I think of that?" ideas that seems so obvious once its tossed onto the table. Thanks Checkmate!
Jan 19th, 2007
Added a couple of documents discussing Computer Usage and Computer Programming to the GM's section.
Nov 22nd, 2006
Added a Random Plot Generator to the GM's section.
Mar 26th, 2006
Added a new NPC, Chaz. Wily Quixote did most of the work on this one, with just a little refining of the background to tie it into the specifics of the setting, and a couple of minor character tweaks to fit the refined background coming from me. I'm pretty impressed with this character overall -- WilyQ did a great job.
Mar 25th, 2006
Added Complex PharmiTech to the PharmiTech document.
Finally got around to changing the layout of the NPC Gallery to match the rest of the site.
Mar 24th, 2006
Nothing new or major, just cleaned up a few documents in my three idle minutes the past few days.
Mar 19th, 2006
Overhauled the Cybernetics document, splitting it into multiple docs.
Added credit cost calculators to the Cybernetics, BioWare, and Biofeedback docs.
Added a feature to PharmiTech to apply PharmiTech doses against Psychological Limitations and some Enrageds.
Mar 18th, 2006
Added credit cost calculators to the Vehicles, Firearms, and Armor docs. Also added some look up calculators to the Firearms doc.
Mar 16th, 2006
Been too busy w/ work to do much of note, but I did spruce up the PharmiTech page a bit with a calculator to determine costs, taking Fade Rate into account, and also a Long Term Side Effect calculator.
Not really new content, but I realized that I had put the wrong version of one of the art splashes up on the site -- so I remedied that. The corrected art splash is here.
Mar 8th, 2006
New section on Starting Characters. And, a new player has submitted a PC, a Patcher / Shooter called Zap.
Also, the Paradigm document was getting too long so I split it out into sections here.
And finally, I tweaked the Origins a bit:
  • Reduced the Starting Equipment Pool of Metas to 30 points instead of 60
  • Now only Adepts and Tubers can have Super Skills, and there is a Cap
    • Adepts can have 1 Super Skill per 75 character points rounded in their favor (can start with 3 since 225/75 = 3)
    • Tubers can have 1 Super Skill per 150 character points rounded in their favor (can start with 2 since 225/150 = 1.5, which rounds to 2)
  • Now Adepts can reallocate the free points they start with in Resource Pools to other Resource Pools. This is in addition to the extra character points they get for Resource Pools
    • Thus an Adept Driver could take some points from the larger Equipment Pool and reallocate them to their Vehicle Pool
    • An Adept Facilitator could take some points for their Vehicle and / or Equipment Pools and reallocate them to their Contact Pool
    • Adepts that dont use a Vehicle can get another 25 points of Equipment
    • and so on
  • Clarified Amper starting fund benefits from BodyWare
These changes were made for both balance and concept reasons, and was done in response to some unconnected conversations I've been having with a few players and interested parties regarding parity between the Origins. I think it goes a long way to leveling the playing field and making each Origin relatively equal.
One of the biggest points was that Adepts gained basically 15 free character points that they had to spend a certain way, and that was their only benefit, which didnt stack up well against the option to have metabilities, a lot of Cyber for no credit cost, or the elevated stats a Tuber can get. And since previously all Origins could get Super Skills as well as normal Skills, the Adepts area of focus was really open to everyone.
Limiting Super Skills to Adepts and Tubers, and capping them more heavily for Tubers helps underpin the randomness of Tubers with an alternative to rounding themselves out, and gives both Origins the ability to be very competitive with the more over the top abilities of BodyTech and metabilities.
I limited the Meta's gear because conceptually the focus of Meta's is supposed to be on their powers, but there was no reason not to also take just as much Gear as everyone else, leading to an enticement to power game. On the other hand, there is validity in the idea that they might need / use gear to supplement areas their powers don't cover. Reducing it to 30 from 60 allows them to have some decent gear, but forces the player to focus on whats important to the character and not just load up on gear just because they can.
Mar 5th, 2006
Doing a little reorganization of the site. Split several long documents into seperate files, and re-did a number of the headers.
Mar 4th, 2006
Upgraded the  Tuber Packages  javascript utility, adding (a lot) more random slots, and also a printer friendly version here.
Feb 28th, 2006
Added a javascript utility to create Tuber Packages on the fly. Check it out.
Feb 27th, 2006
New NPC:
Feb 19th, 2006
Got the Archetypes section up....here.
Also, I split the Origins into seperate documents and expanded on them considerably.
Also did a number of new character pics (here).
Feb 12th, 2006
Several archetype characters written up:
Added a Photo Gallery
And a first draft on a PC:
And a couple of comparison charts for the existing characters:
Jan 5th, 2006
I added more MetaCyber content thru November and early December. Most notably I got up quite a bit of stuff on BodyTech, wich includes Cybernetics, Bioware, PharmiTech, and Biofeedback Training. I also got up some good Gear, including guns, armor, and vehicles
Unfortunately Ive hit a bit of a hump on it; I started off down one path for handling the NET, and then after reflection and discussion with some folks I decided it was too complicated and have scrapped it. I have another means roughed out, but I havent been inspired to make it a reality yet. It'll take shape though, never fear.
Nov 13th, 2005
Ive been detailing and fleshing out the MetaCyber setting, which was the first campaign I ran with the HERO System after FRED was published several years ago.
One of the players that played in that game waxed nostalgic about it on one of my rare opportunities to hang out in the last couple of months and it got me going on it again. I always saw the campaign as a gritty Cyberpunkish game, and when Dark Champions came out it was a perfect fit.
So, with that in mind, I set out to revamp the material to be more closely aligned to Dark Champions, fill in some blanks, refit some things that I could have done better, and of course to expand it with new material.