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Post by zorenathres on Sept 6, 2015 14:02:16 GMT -5
This new set is a culmination of my work years back on cyborgs & cybernetics, in a way making a place for cards that i developed for sometime in the future when i would get around to finishing the idea. Now that the Deadspace set is mostly complete, this project can now be resumed.
GUNNM/ "Gun Dream" is a japanese manga known as "Battle Angel Alita" in the US, & this set will be featuring a lot of content from the mangas, as the set itself will focus primarily on Cyborgs, Implants, & Cybernetic combat. Also included will be a new style of Cyborg Close Combat events & stances (used like formations), inspired by the mangas "Panzer Kunst" or "Armored Arts".
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Post by zorenathres on Sept 6, 2015 14:03:03 GMT -5
reserved for rules text
-Rules for Cyborgs & Cybernetics/ Implants: Cyborgs (a character resource) & Synthetics can equip Implants with the Cybernetic restriction (they cannot use Skynet Implants without specific cards, abilities, or conditions), & confer some bonuses at specific locations (+1 to Movement at Zero-G locations). Cybernetics restricted cards can only be played at locations with the Cybernetics resource (among any restrictions on the implant card itself & usually requiring a Medic or an Engineer to equip the implant on a Cyborg or a Synthetic). Characters can have a maximum number of implants equal to their base Power (3 Power= Max-3 Implants). Implants count as an item, though once equipped, they cannot be removed except by an Engineer, Medic, Mechanic, or Smuggler at a location with Cybernetics or Hi-Tech without damaging them (If removed w/o the above restrictions, the Implant is damaged until an Engineer or a Mechanic Rotates at a location with Cybernetics, Lab, or Hi-Tech to Repair it).
-Rules for Boosted Keyword: Implants with the Boosted resource are Restricted to one per character, no exceptions. Characters equipped with Boosted Implants gain the Boosted Resource.
-Rules for Tuned Keyword: Characters with the Tuned resource (exclusive to Corporate factions) are Restricted, & each Player can only control one Tuned character at a time (special events & cards may make exceptions).
-Rules for Panzer Kunst Keyword: Characters with the Panzer Kunst resource gain access to a new variety of cards (new Stacking Events, Stances [Similar to Formations for single characters], & Special Weapons). Mainly intended for Cyborgs in Close Combat.
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Post by zorenathres on Sept 6, 2015 14:03:16 GMT -5
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Post by zorenathres on Sept 6, 2015 19:23:45 GMT -5
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Post by zorenathres on Sept 9, 2015 19:56:02 GMT -5
updated with some new cards. comments? suggestions?
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Post by whiteumbrella on Sept 14, 2015 22:23:20 GMT -5
Some really interesting Implants you have here, I definitely like the direction you're going with them. Have you considered Ghost in the Shell for source material, or are you pretty set with the ones you've chosen? I'm pretty sure they have a lot of Wetware and Bioware to work with (the Major, for example, is a prime example of a Transcendance user..)
As for Bionic Replacement, is there a reason its only one-per character? +Armor isn't really a big deal on Human characters (what these are aimed for, correct?), not to mention, almost all of the characters posted have at least two cybernetic limbs. Not to mention the healing is small, too. Not to mention there are plenty of more interesting options to use either out of the gate, or once you have the Replacement and its Cyborg resource, so if you really want to waste your 2-4 Implants on +Armor and a one-time Heal 1, I really don't see it as a big deal.
Again, the other Implants are much more powerful (two weapons that auto-conceal? Yes, please! Backstabs (the forum's adopted name for "Rogue-only free attacks with concealed weapons" are free attacks during the Movement Round (I think, at least), and their "cost" was to rotate to conceal the weapon in the first place, so...) Don't get me wrong, the "power" of the Replacement is that its a gateway Implant: Its text implies it can be equipped/played on a non-Cyborg character with Damage on them, which in turns grants the Cyborg resource (allowing the other Implants).
I'd also like to point out that the Panzer Kunst cards are pretty awesome. The variety of effects is nice, without much, if any, overlap with existing game material.
EDIT: It also came to mind that a PW3 character equipped with Bionic Replacement x2 and Data Spike just became Edward Elric. Not that he's a cyborg per-se, just saying...
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Post by zorenathres on Sept 16, 2015 16:08:03 GMT -5
two of the above implants are from GITS2, & i have been working on cyborgs in BGCCG since i started making custom cards years ago, this set will feature revised versions of all my really old GITS cards as i update them to 300dpi, though GUNNM comes first, as its the name of the set & all.
"Bionic Replacement" was literally the first implant i ever designed years ago & was the first to be updated to 300dpi, i included it to remind myself how far the development has come over the years... i can post a newer spiffier version of the card, with a limitation of 2 & increased healing if you would like that.
i am glad you like the Panzer Kunst events, as this is the one manga i truly have respect/ admiration for i would want to do it justice, unlike the GUNNM ripoff "Elysium", which looked real pretty but was devoid of any soul, something which the source material is known for.
Panzer Kunst & Cyborg keyed events should potentially make close combat a valid option for human factions, & at the very least it will be an interesting addition to the game. not to mention, the manga is imo, the best attempt at what trans-humanity would look like in the future... the only thing that comes close would have to be Eclipse Phase, which is also inspired by GUNNM. for being barely known as a series, its influenced a lot of recent science fiction.
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Post by whiteumbrella on Sept 16, 2015 23:35:39 GMT -5
I've personally never heard of it before, but plan on looking into it when I have more time available to me. As for an increased limit/healing on Bionic Replacement, I honestly think you'd be fine with just removing the limitation. Its interesting that you note its the first card you made for Cyberntics, for the reasons I mentioned above (its a gateway implant for other, better ones).
I don't know for sure whether what we've seen so far make CC "viable" for humans, but its a nice power boost for Rogues. The biggest issue with CC for Humans is that its Power-based, and the best power Humans get is 4, which means they have issues with everything that's not a chestburster or facehugger. Which includes every single Predator ever.
Humans were never meant for CC, unfortunately. Its why To-Hit bonuses exist on so many of their weapons (shotgun, most Military Arms) and non-trash characters (Hicks, Hudson, Bass). Resistance was the same way for Terminator. They were designed to die, horribly, to one or two CC attacks.
Realistic? Yes. Fun? Not so much..well, not for the Humans, anyways.
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Post by zorenathres on Sept 17, 2015 15:18:17 GMT -5
CC may not be viable for humans yet, but by the time the set is finished it will be... at least for cyborgs anyway. not to mention there is only one official close combat weapon in the Human arsenal (Combat Knife), & this set will be featuring a lot of close combat weapons, like the rocket hammer above. so at this time yes, CC is not viable for humans because they have not been given any options.
i doubt you are aware, but the first half of the GUNNM series takes place in the scrapyard, where guns are outlawed under penalty of death, which is the primary reason cyborgs in the scrapyard have focused so heavily on CC, so this set will do its best to add something to the game which would not exist otherwise for humans... variety.
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Post by whiteumbrella on Sept 17, 2015 22:35:23 GMT -5
A lot of interesting Events in the new uploads. The stacking nature of the Panzer Kunst ones in particular are pretty powerful, and all of that Speed reduction will help either make sure they get hit again, and that they can't escape the onslaught next turn.
As far as Humans not having a lot of variety in CC weapons, I'm pretty sure that was entirely because they would die, horribly, as mentioned above, and that the only CC weapon anyone ever uses is Hudson's knife, by Bishop, and that was only for the knife trick gone wrong anyways. It would be one thing if the game had modeled it after what its intended for: an emergency strike against a target that closes into CQC range. Its not even really worth its qualification as a "Weaponry" item in the first place, but that's an entirely different discussion that has been had before (Premiere = beta product).
While the Rocket Hammer is interesting and gimmicky, Damascus Blade is just brutal...in a good way. In the right hands, it can drop most Alien characters in one go. Give it to someone that gets one of its bonuses, and they can even start to hack apart a Queen or Predalien! All of which is, of course, without Event support, which can make it even more powerful. I don't think it take out either of the above in one hit, but with the free attack events, its definitely possible to do in one round(!)
So yeah, some very good stuff here for CC-centric Cyborgs. On a side note, the discussion about cyborgs/cybernetics, and rogue robots makes me want to do something either Megaman or BGC related...
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Post by zorenathres on Sept 17, 2015 22:54:08 GMT -5
here is the new bionic replacement... the Damascus Blade is unique, & a key part of the story so its intended to be the best sword one could find, the rest of the CC weapons will not be this powerful, though it does mark a high point for CC focused characters. though i dont like BGC per se, there was a really cool BGC rpg book with some really cool sketches & artwork/ designs of the suits (the only part of the show i liked was the suits, not a fan of most "girly" anime). Also a note, this sets sources will be from the following; BAA/ GUNNM Ergo Proxy GITS Hardware Blade Runner Elysium Johnny Mnemonic Judge Dredd Rifts Fallout Soundtrack: Movie: Hardware, Music: Ministry - Stigmata
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Post by whiteumbrella on Sept 18, 2015 17:09:44 GMT -5
So I see Fallout on the list, which is funny, because it could make an interesting franchise for the system. Was there a particular game you planned to focus attention on? The story-arc like progression that the games try to follow makes a great case for the scenario-based set-up, and the tech in the games is always fun -- something like the Phoenix Subdermal Armors would be amazing for a group of Humans/Ghouls. Heh, I could go on and on about how much fun Fallout + BGCCG could be, but I won't. That's a thread (or two) in its own right.
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Post by zorenathres on Sept 18, 2015 17:44:30 GMT -5
new cards up...
yea i guess Fallout deserves its own set, but its almost too similar to GUNNM/ Elysium/ Whatever have you, & despite the large amount of source material i dont know if i am going to start an entirely new set, when this one will feature wandering the irradiated wastelands as well... i dunno, i guess ill start another fallout/ mad max set & keep it separate for later if it comes up...
i guess a lot of people have moved on, this forum has been here forever but most people that still visit just lurk around & never bother to comment anymore. sometimes i wonder why i post anything at all, but i usually remind myself that i am making these cards for my own entertainment.
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Post by whiteumbrella on Sept 18, 2015 22:10:47 GMT -5
Yeah, that's about how I look at it, too. The possibility of additional input is what I strive for, since my sense of balance is typically a little different than others. I could just make them and keep them to myself, but I honestly hope that eventually there might be a resurgence of interest in the game. I know a few people offline that play the game occasionally, though we don't use a huge amount of the available resources.
As far as the new weapons and stances: I like 'em. The Scarpyard Blades are nice, and their enhanced version of Dual-Wield fits their Limited nature. I'm a little concerned about their potential damage, though. An Adaptable Cyborg is +1 To-Hit for P+4 Damage, with an extra conditional +2 Damage (ie, Armor Piercing). And they can make two of those attacks. That damage will kill anything with P5 or less if it doesn't have at least 3 points of Armor (there are only two ways to have 3+ Armor: Heavy Plate for Predators, or M3 Body Armor with an Inlay for Marines. Aliens just can't get there). A +1 or +2 Damage event increases the kill range to P6 characters.
The most extreme example I can give, is Achilles Smith. He's that ideal combination of an Adaptable Cyborg with Power 4, +2 CC Damage from game text, and start with a Juicer's Harness (add'l Power). So with just the Harness and Blades, he does 12 Damage (Base P4, +1P (Harness), +1P (his game text), +2D (his game text), +3D (Blades), +1D (Blades game text)). He gets to make two of these attacks at +0 To-Hit (+1 his game text, -1 Dual Wield). For maximum cheese, use a 6CP Dreadnought for +2S, +2P (an extra +2 Damage that stacks with other Events), and +2 To-Hit, then apply a Body Slam (Premiere) for another +2 Damage, or +4 if at a Confined Location. So with five cards, only two of which are Events, that's two attacks at +2 To-Hit for 16 Damage each, or 18 if at a Confined Location. It also has Armor Piercing 2 (not that you need it at this point) and Achilles has Initiative, which means he resolves his attacks before anybody that's not shooting him in the face. This will destroy literally anything in the game. All existing characters would die to a single 16 Damage attack (nothing printed has Power 9, or Power 8 and Armor 3, except for some of your Deadspace and DOOM bosses). He'd even demolish a vehicle with that pair of attacks. Take away one of the events, and that's still up to 16 Damage per strike, or 14 at +2 To-Hit, which is still ridiculous. That's power rivaling a Plasma Caster, which is described as for use only in annihilation hunts (ie, not for honor). I'd suggest doing at least two of the following: Give it regular Dual Wield (ie, you'd need two of them to attack twice, -1 To-Hit remains intact); Reduce base damage to Power +2; Remove +1 To-Hit for Adaptable; Remove Armor Piercing quality; Remove immunity to Damaged.
Depending on how readily Damaged is available in this set would determine if removing its inherent immunity would be meaningful (against AvP, it definitely would, every deck gets copies of Malfunction). Any two of the others would cut its power down to more reasonable, its just so many great functions on the same card makes it overwhelmingly awesome. Achilles seemingly divine synergy with it just adds that much more to the equation.
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Post by zorenathres on Sept 19, 2015 1:16:12 GMT -5
just a note, Initiative applies in Ranged/ CC order, Ranged attacks still get resolved before any CC attacks, then the guy gets to hit first in close combat. thank you for that in-depth evaluation, i will update the alloy blades with changes. however, the purpose of the alloy blades is to pierce armor, made from the most powerful alloys in the scrapyard to cut through cyborgs. if they dont pierce armor, lesser characters will likely be unable to do much with them, & i think Achilles Smith as an example for the weapon as a whole is a little extreme since he IS pretty strong... anyway, base power+2 damage is the equivalent of the Premier combat knife which is just sad for any weapon that runs the entire length of your arm, & made of advanced alloys doing P+2 damage... how about (P+3, +1 if Cyborg, +Ignore 1 armor, +normal dual wield). also, Achilles Smith is a prototype for a new class of characters: Juicers, which undergo an augmentation where they are permanently jacked on future-grade stims & other enhancements, the drawback being that the drugs are extremely addictive (92% fail to detox) & a 5 year lifespan after undergoing the treatment ("Last Call" is from the book, when a Juicer knows he is going to die he goes out with a bang). trade a long & uncertain life for the power to escape the wastelands... maybe he's too good, but hey, its all close combat based, which even with initiative still puts it behind ranged attacks. i guess i could tone it down a bit... but then again, i was under the impression that CC would not really be viable so i was attempting to address this. another note, Fallout/ Mad Max stuff i guess will have to wait while i introduce an entire new mini-game to the battlegrounds: Motorball. Each Player/ Team starts with an enhanced cyborg(s), which race to get the motorball past the finish in one piece... known as the biggest & bloodiest game in the scrapyard. there will be a sub-set of motorball locations, cyber-bodies, events, & characters. +new cards up Tuned Agent Section (Corporate Faction):
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