Existing players used to logging in with their character name and moo password must signup for a website account.
- Raven 10m I lost myself, in the dark charade.
- Burgerwolf 7m PANCAKES
- zxq 12m Blackcastle was no ordinary prison.
- cata 33s
- Rillem 1m Make it personal.
- NightHollow 1m
- Jengris 12m
- BubbleKangaroo 12m
- Acupa 14s
- SmokePotion 26s Right or wrong, I'm getting high.
- Vanashis 18m
- Sivartas 14m
And 21 more hiding and/or disguised
Connect to Sindome @ moo.sindome.org:5555 or just Play Now

Cyberware/Nano Improvement Concept
UE, Oldies, and a general idea for better balance

So, a little 'backstory'. I was reading Cities Without Number today, as I've been running a Stars Without Number campaign for some friends and wanted to add fresh stuff. The combat in SWN is a tad over simplistic and stiff and as I am going through CWN, I was finding myself going 'they haven't added much to combat'. Then I get to the cybernetics and oh boy!

Emergency eye flechette launchers, magneto palm climbers, gunlinks… a variety of abilities I had wanted to spice up combat for my players was there, hidden in a vast array of Cyberware! It's then that I realized: that cyberware was core to CWN and essentially mandatory to access combat options.

My mind went to Sindome as I thought of 'stiff combat'. Sindome has a *lot* of issues. One of the most pervasive is how stagnant combat is. It's been cracked. People overall know what to prioritise to get the most mechanical benefit out of it and a character with just a month of UE over another should have no trouble defeat their opposition. For a game about Cyberpunk, there's a hard barrier to the seedy underbelly of shadow operations, determined purely on how long you've been around.

With that lengthy prelude out of the way: how do I propose this is rectified?

  • For starters: increase UE gain. I know, this sounds crazy, but trust me it'll make more sense by the end. It's too slow and requires far too much real-time dedication to even start being mildly competent.

  • Make Cybernetics and Nanos far more easily accessible. Why'll become a lot clearer in the next point.

  • Introduce a lengthy period of Cybernetic and Nanogenic adaptation. This is the big one. Most RPI's are balanced by perma death. Characters can develop a lot faster because when they die, they die. There's typically no second chances. This is what allows them to let characters develop more fluidly. Since the 'adaptation' period is core to this concept, I'll develop further after the list (please read to completion before you settle on a thought!)

  • This one'll take a while, but: more cybernetics and nanogenic. A lot more. Cyberware and Nanoware would become the new 'core' of combat, combat abilities, and overall combat strength.

So, 'adaptation'? Currently, there is a short period in which your body needs to adapt to the introduction of ware. However, if cyberware and nanoware were changed to be vastly more important to combat then a period in which the cyberware/nanoware give next to no bonuses/weaker versions of their abilities and over a few IRL months would slowly build up as your body 'adapts' then this could replicate to an extent the 'balance' that exists in true permadeath MUDs. You die, you get cloned, not only do you lose your ware, but will have to restart the progression of adapting your body to them. Skills and Stats would still matter, but it'd create a period in which you'd be a far smaller threat and potentially let typically weaker characters actually compete with you.

Furthermore, you could have it so being in public areas and roleplaying would speed up adaptation a tad to incentivise characters, even when they're in a weaker state, leaving their homes and interacting with the world to quicken their recovery.

As is, Cyberware and Nanoware primarily give well-off characters options to be even better off. If you're not already in a hard to dislodge position of power, they're a risky monetary investment that won't really allow you to compete with anyone you couldn't already. What I propose is they become a core consideration of combat balance and are utilized to primarily expand combat options sufficiently that even a character that is a few combat skill and stat levels behind could reasonably utilize them to be a threat to characters that they would, as-is current balance, not be in the slightest.

A mechanic such as this would allow for disruptions of power structure, allow for quicker character skill progression as cyberware and nanoware and their adaptation period would be made just as important; to a degree mimic the balance of 'true' permadeath; and incentivise in-world interaction. It'd also be fitting to the Cyberpunk themes SD aspires to and have a reasonable in-world explanation.

So a couple of questions:

If cyberware significantly boosts the underdog's power, how would it not boost the power of those in positions of power with higher combat skills/stats to start with? I'm not sure how I see more and stronger chrome benefiting the week more than the strong any more than it already does.

What about character concepts that don't rely on being chromed to the gills? These do exist in plenty of cyberpunk media and, historically, in SIndome as well. Is the goal to remove such characters form competitive play?

How would this impact PDS? Are you looking for more variety and stronger chrome alone or do you want to see more chrome in every body?

How do you handle installs? As it stands installs rely on players or GM puppets. Install locations are very limited. It seems to me that a system like this would demand rapid access to chrome implants. If automated, this would heavily hit a well established archetype. If not, a PC could have combat "barred" for days while waiting for installs.

I think Grey0 is hitting the same points I thought about while reading this idea. When the notion of improving cyberware is presented I can't help but go back to an IC SIC discussion about implanted cyber weapons. Given the nature of the IC/OOC barrier, I can only say the gist of this conversation was that cyber weapons were impractical. I believe if you want to improve the cyberware experience, a good place to start is how to make cyber weapons desirable. This is cyberpunk after all.
I'm getting a different vibe from this. It sounds more like an appeal to give non-combat characters the option of investing in cyberware to allow them to continue to pursue their 'natural' talents, while still being combat viable on demand.

Additionally, it is laying the groundwork to disrupt what could be interpreted as a min-maxed combat monster for a much longer period of time.

Anyone who's played a solo aligned character, or security-aligned affilitation will probably see right off the bat why being benched for literal months every time you die probably isn't viable. It would require a complete overhaul of the game with many complex adjustments.

I do want to stress that I'm not automatically against the ideas presented here. I just have some initial questions. I don't know where the ideas presented here will go, if anywhere, but I think discussing them is a good thing.

Maybe there are solid answers to the questions I and others pose. Maybe not. Maybe discussion refines what's presented here. Maybe it results in other ideas. I just don't want to come off as trying to shut anything down. I'm genuinely curious, if a bit of a skeptical doubter. :)