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Author Topic: A Cyberpunk Kind of Game (Full 04/07/2012)  (Read 2282 times)

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Offline Cold HeritageTopic starter

A Cyberpunk Kind of Game (Full 04/07/2012)
« on: July 01, 2012, 12:03:29 AM »
Deus Ex: Human Revolution went on sale on Steam a bit ago, and I picked it up at the recommendation of friends. It got me sort of craving a cyberpunk kind of game.

I had in mind, however, a game world more in line with Shadowrun with the magical elements excised. In a nutshell, intense global privatization gone hand in hand with incredibly powerful global mega-corporations ends up creating a world where governments are little more than fronts and the cops are owned by the same people who own the big burger chain, and they own the hospitals too. Everything's dark and dingy at the street level with a perpetual noir-inspired fog, and the mega-rich live up in penthouses that are clean, sterile white plastic edifices with more wealth in their cups of coffee than a thousand workers see on their dinner tables in a week.

The basic idea in my mind is that we would get a small group or 5 to 6 players and a like number of characters to be operators who form a team to do shady under the table stuff that people in cyberpunk tend to do (alternatively, the group could work for a corp, as Adam Jensen works for Sarif Industries). We could have some street samurais, a hacker type, a planner/face type, or whatever. Everyone would be able to shoot guns to an extent, since that's fun to do, but the street samurais would be extra good at it and also have augmentations to tank and/or dodge other people shooting them, and the hacker type could lug around a laptop and wire in because transferring large amounts of data is better done through wires than wi-fi, and the planner/face could chomp cigars and love it when a plan comes together. Roles don't have to be so strictly segregated, but we're not going to have someone who's good at everything (although it's freeform so technically I can't really stop someone from hacking the Gibson while going guns akimbo as they go super-saiyan because they know kung-fu and have over 9,000 megabytes of hot RAM). You also don't have to be a burnt-out, drug- and drink-adled, world-weary jaded cynic with an extra thick bastard coating to your extra hard bastard center (wide-eyed naiveté is also discouraged).

I had an idea for a first mission entailing the rescue and protection of a hostage for someone with mega-bucks. It's pretty straight-forward but could dovetail into deeper mysteries. Or it could just be pink mohawks gunning down Corpsecorp goons while generic metal plays in the background. Either is good.

Does that stir the muse in anyone?
« Last Edit: July 04, 2012, 05:22:52 PM by Cold Heritage »

Offline Pumpkin Seeds

Re: A Cyberpunk Kind of Game (would you like to know more? Y/N)
« Reply #1 on: July 01, 2012, 12:26:23 AM »
Sure, I'll stick my hand up for a street-samurai type.
« Last Edit: July 01, 2012, 12:27:45 AM by Pumpkin Seeds »

Offline MzHyde

Re: A Cyberpunk Kind of Game (would you like to know more? Y/N)
« Reply #2 on: July 01, 2012, 12:26:41 AM »
Hee! I like your style and your A-Team references. I'm in.

Offline RecklessRapscallion

Re: A Cyberpunk Kind of Game (would you like to know more? Y/N)
« Reply #3 on: July 01, 2012, 12:48:13 AM »
I am sooo down! I call dibs on face!!!!

By the way, you had me sold at Cyberpunk and kinda sealed the deal with the Neuromancer reference.
« Last Edit: July 01, 2012, 12:51:04 AM by RecklessRapscallion »

Offline Scribbles

Re: A Cyberpunk Kind of Game (would you like to know more? Y/N)
« Reply #4 on: July 01, 2012, 01:19:54 AM »
Interested, but only if we can add in some rock between the metal tracks.    :-)

Offline 1SAZ

Re: A Cyberpunk Kind of Game (would you like to know more? Y/N)
« Reply #5 on: July 01, 2012, 01:41:40 AM »
Doubly interested thanks to so many awesome movie and tv references AND the setting. Thank you for the Hackers reference. Such an under referenced movie. :D

Offline Cold HeritageTopic starter

Re: A Cyberpunk Kind of Game (would you like to know more? Y/N)
« Reply #6 on: July 01, 2012, 03:03:00 AM »
Gotta be straight, I didn't finish Neuromancer - lent my copy out and never got it back.

I'll type up something more informative to set the scene tomorrow. I'll also aim to get a character sheet. Your obligatory black trench coats and reflective sunglasses will arrive shortly and are to be worn at all times.

Offline Cold HeritageTopic starter

Re: A Cyberpunk Kind of Game (would you like to know more? Y/N)
« Reply #7 on: July 01, 2012, 07:28:13 PM »
It is 2144 A.D.

The end of the world is not here yet. Some people say it is getting close.

National governments are, in the main, superceded by megacorporations, which are, in essence, nations unto themselves. Corporate employees and holdings enjoy extraterritorial privilege, and as such are free to pursue their interests unrestricted by anything save internal policy. Most utilities are contracted to a private firm, and through the web of subsidiary ownership, many megacorporations extend their power outside of what is strictly theirs - Wal-McDonald's reach does not end when you walk onto the street when the law is enforced by Stillcreek Security Solutions which is ultimately owned by Wal-McDonald's through a complex series of shell companies.

Science has come a long way. The dream of expanding out into the stars is within humanity's grasp, with several megacorporations having colonies on Luna and Mars. The incredibly wealthy live in O'Neill Cylinders far above Earth's surface. Human augmentation is a ubiquitous reality - all megacorporation office workers undergo at least some cognitive enhancement, and private security or military workers frequently receive combat enhancements. Augmentations mechanical, chemical, and biological are available to those with the money and connections to secure them.

The concept of war has changed in the face of these developments. Nation-states fielding thousands of soldiers is a thing of the past. Corporate espionage is the new war. Deniable, expendable assets - individuals with no corporate ties and a loyalty only to their own bank accounts - are the cat's paw of choice, although many corps do maintain their own private strike teams for jobs that absolutely must be performed by in-house assets. This necessity is why workers are permitted to strike out on their own from megacorporations, despite the considerable time and expense that goes into crafting an individual with the particular skills and enhancements that makes them suitable for wet work. A preferential rate to one's 'parent company' is expected. Although considerably less common, some individuals manage to make a name for themselves without going through the corp mill. Frequently, these individuals hone their skills as part of a criminal syndicate or interest . . . but such syndicates are much less forgiving and amenable to losing assets.


Your character will be essentially, a soldier of fortune. They are known by many names - a temp, independent contractor, short-term consultant, non-permanent asset - but the job is the same: dirty deeds done at mutually satisfactory rates. You may be called upon to steal, murder, kidnap, sabotage, protect, or destroy targets of interest to whomever you are paid by. Your professionalism and discretion are expected, lest your reputation - and thus, continued practice of your profession - be soured. Corporate representatives who come bearing job offers are frequently referred to as HR-men and women, although head hunters, sharks, and other less polite terms are common in the wet worker subculture.

Name:
Age:
Appearance:
History:
Skills:
Enhancements:
Additional Information:


Infodumps'R'Us

Enhancements
There are, generally, three different types of enhancements available to a person - mechanical, chemical, and biological - and they do not typically play nice together.

Mechanical Enhancements
Mechanical enhancements entail replacing body parts with artificial, mechanical components. It is an umbrella term that encompasses mechanical limb and organ replacements, adding data processors to the brain, and passive enhancements such as subdermal ceramic antiballistic plates or titanium skeletal reinforcement. The first mechanical enhancements, which did not so much enhance as provide an approximation of normal functionality, were developed and marketed in 2032 A.D. With more than one hundred years of advances, mechanical augmentations are the most common and reliable enhancements available on the market. One can purchase a cyberlimb at any Wal-McDonald's - and although their products are shoddy, plastic examples of mass production with minimal quality control - that is nevertheless stronger than the flesh and blood limb of a 20th century Olympic athlete at the peak of their career. Apart from extremely rare individuals, rejection of mechanical enhancements is a fear of the past.

The ubiquity of mechanical augmentations affords some advantages and disadvantages. The skills and facilities to repair mechanical augmentations are widespread and commonly available, through legal and illegal channels. Replacements for enhancements damaged beyond repair are easily acquired. Mechanical enchancements that improve virtually every aspect of human performance are available on the market - and beyond. Cybernetic eyes offer their user vision spectrums without the need for clunky goggles. It is even possible to install a port in the skull to receive artificial skill software, providing an otherwise unskilled individual with the knowledge necessary to perform a task at a level of competence roughly on par with an entry-level trained worker. Some skillsets are sufficiently complex that this is not truly possible, but many workers in data-entry positions are little more than slot jockeys who plug in a chip for ten hours and unplug at the end of their shift.

On the other side, the maturity of the technology means that it is easy to discern when someone is mechanically enhanced, even if cosmetically they appear to the unenhanced eye to be normal. Another is vulnerability. Although mechanical enhancements are some of the most secure pieces of hardware available - depending on the brand, of course - it is possible for especially complex or high-end examples to be hacked or compromised by electronic means. Most products are hardened against EMP, but it is nevertheless a concern and specialized anti-cybernetic measures can render mechanical augmentations inert. Mechanical enhancements can achieve a degree of improvement over baseline human capability no other type of enhancement can, but to reach the peak of what is possible the enhancement invariably hinders performance in other areas and will appear undisguisedly artificial.

A unique mechanical enhancement is the Mind-Interface Unit. It is a particularly invasive augmentation that enables a user to directly interface with pieces of technology of sufficient sophistication. Earlier models required a physical connection between the MIU and the technology to be manipulated, but contemporary models allow for wireless interface (although a wired connection is more secure and more efficient, allowing for faster exchange of data; defeating intrusion counter-measures of any contemporary system without detection and in any reasonable time frame is next to impossible with a wireless connection). It is the hacker's most important tool of trade.

Chemical Enhancements
Chemical enhancements are good old fashioned drugs. The least effective means of enhancement, their use nevertheless persists. Stimulants, depressants, and other chemicals that alter the body chemistry fall under this umbrella. One can purchase drugs to make one happy, sad, amoral, psychotic, and everything in between. Many low-level office workers employ chemical enhancements to improve their focus and reduce boredom, and some private security firms employ combat drugs to make their operatives fearless during riots. The positive effects of chemical enhancements are fleeting, but many have undesirable effects associated with long term use that make them unpopular - though for some purchasing a new liver is more affordable than a biological or mechanical enhancement.

Chemical enhancements are for the most part incompatible with mechanical enhancements - designer steroids have no effects on hydraulics after all, and extreme alterations in body chemistry often have unforeseen and deleterious effects on more specialized biological enhancements - combat drugs that produce a blood rage may produce stimuli a cultured gland cannot properly process, retarding its function.

Biological Enhancement
This type of enhancements represents improving the body through biological means, whether that be gene therapy, grafting cultured tissue onto existing tissue, or otherwise manipulating organic elements of the body. It is relatively new field, with the first successful biological enhancement performed in 2100 A.D. in the form of grafting vat-grown muscle onto existing musculature, and the first successful gene therapy procedure was only performed in 2133 A.D. Biolimbs, skeletal and dermal reinforcement, increases in healing speed and efficacy, digestive improvement, transgenic features and organs are all possible.

Biological enhancement enjoys greater popularity due to its novelty, but it is limited in comparison to mechanical augmentation. While it is extremely difficult to detect biological enhancements - of a sedate nature; if you have your hair replaced by quills only the blind will fail to notice - and they will repair themselves, it is much more difficult to acquire a replacement in the event of damage or dismemberment or malfunction. An adrenal gland designed to release on command failing to trigger or triggering more frequently than is desired is beyond the skill of the average medical technician to correct. And while an off-the-shelf cyberlimb may be installed in an hour or two, barring complications and assuming the required peripheral enhancement is in place, grafting a biolimb is a much lengthier procedure, to say nothing of gene therapies. There is considerable extra expense in biological enhancement versus mechanical, and biological enhancements simply cannot offer the same range of capabilities: bio-eyes offer vision that is improved over 20/20 in every way, but they will not allow you to switch between low-light, infrared, or thermal imaging at will. That said, biolimbs offer better overall performance compared to cyberlimbs before focus in one area causes a loss in performance in others.

Technology
In 2144, connectivity to telecommunications and the internet saturates the globe to a degree that would make people of the 21st century murderously envious. There are several dead spots, but they tend to be small. Notable exceptions include particularly hot spots in South America and Africa where bush wars are a constant reality. Others include the Arctic and Antarctica. Consequently, cybersecurity is an incredibly more important industry and experts in the field often command huge salaries and benefits. An entry-level specialist in cybersecurity is a professional with comparable training and education to a lawyer or medical doctor. Artificial skill software helps to fill the gaps in labour demand, but someone with a skillsoft enhancement is a poor substitute for a genuine professional.

True artificial intelligence has not yet been achieved, although it is believed that many megacorporations are close and the systems governing off-world colonies are sufficiently advanced and sophisticated that some might not be able to truly tell the difference.

Human colonies off-planet are possible. Currently Mars and Luna have half a dozen colonies between them, with self-sustaining ecosystems. Terra-forming either planet so that they will be fully habitable by humans is yet beyond what is possible, but extensive research is underway. Eight artificial habitats exist for the supremely wealthy; six of them orbit the Earth, one orbits Luna, and the other orbits Mars.

Pollution resists all efforts to reverse it. Progress is one area is stymied by deliberate carelessness in another; for each corporation that develops a bioform that could eliminate carbon surplus another corporation dumps some pollutant inimical to that bioform.

Guns continue to use bullets. Primary advances include effective caseless ammunition - desirably reducing weight and eliminating spent casings left behind as evidence. Antiballistic defenses have advanced in the form of enhancements and body armour capable of withstanding contemporary weaponry. Restrictions in acquiring low-end weapons are virtually non-existent, and many citizens carrying a 9mm pistol for self-defence as they are both affordable and require no license. Advances in enhancements has expanded the definition of 'man-portable' for firearms, as well. Energy weapons remain laboratory prototypes, and many years of development lay ahead before effective weapons platforms are produced.

Power Players
There are many Megacorporations in the world, and some national governments retain much of the power national governments enjoyed in the 21st century. Criminal syndicates also have a large degree of autonomy and influence with the collapse of bodies such as INTERPOL and the collapse of nation-states and the privatization of law enforcement. Here's a sampling.

Wal-McDonald's Global: The largest megacorporation in the world is Wal-McDonald's. It is the only megacorporation with a AAAA rating, and interests on every continent and off-world colony. The size of the corporation grants it great power, but that power is decentralized leading to great difficulties in getting all of its parts working towards the same goal. Its head office is nominally the Ronald McDonald Orbital Platform, one of the O'Neill Cylinders orbiting Earth, but in practice so long as revenue projections are met and compliance to company policy is within acceptable ranges, large offices such as the Grimace Consortium in New York are permitted a unique amount of independence in the execution of company mandates and pursuits of company goals.

Although Wal-McDonald's has a hand in every industry on the planet, its chief method of domination is not innovation but to undercut all competitors by appropriating advances and figuring out how to make it cheaper. This invariably results in a shoddier product, but given the option of a poor quality, affordable product or going without, many elect to purchase Wal-McDonald's brands.

Wal-McDonald's controls the presidency of the United States of America; election campaigns are little more than social media and reality television stunts designed to produce ratings and advertise products. The actual function of the presidency appears to be nothing more than for a photogenic, bombastic performer to denigrate other countries, extol the virtue of the Big  Daddy Mac (three  double-pounder synth-beef paddies on a genwheat bun with extra bacon and cheese sauce! It's got what Americans crave!), and call other companies bad names.

Corpsecorp Private Security Solutions: North America's largest private military and police firm, formed from former U.S. military and local police veterans. Their market share of security contracts in North America is 68.3% and rising as aggressive marketing and hostile takeovers absorb other PMCs and security firms. The ubiquity of their black uniformed officers has caused the term Corsecorpsman to enter common parlance as a slang for anyone engaged in law enforcement, although old standbys such as pig and 5-0 remain in usage. They are a AA rated corporation. Mars Dynamics has a 30% controlling interest in the company.

Mars Dynamics: A AAA corporation that made its name pioneering the technologies responsible for making the Mars colonies possible, this corporation is also a major name in mechanical augmentation. It has offices only in North America and its off-world holdings, and has an intense rivalry with all the zaibatsus, particularly Blue Dragon Industries. What has caused the corporation to earn universal enmity in Japan is unknown, and corporate officials are not forthcoming.

Blue Dragon Industries: A Japanese zaibatsu with interests in energy production, aerospace developments, mechanical and biological enhancements, and robotics. Blue Dragon Industries is one the world leaders in the development of intrusion countermeasures and cybersecurity whose experts are contracted out and command credit payments in nine figures. They are a AAA rated company but this rating belies their small size; they have only a single interest in an O'Neill Cylinder orbiting earth and are otherwise based in Japan. Rumours circulate that Blue Dragon Industries is years ahead in development of a functioning laser weapon.

Albanian Mafia: The Albanian mafia has made inroads globally, and are the premiere power in organized crime when it comes to human trafficking. Their involvement in drug trafficking is also heavy. A loosely connected coalition of thirty-five families, the Albanian mafia frequently employs shipping companies to launder products and profit. One of their more lucrative criminal enterprises is organ and enhancement black market sales; Albanian harvester gangs are epidemics in several major urban centers. It is said that a skilled Albanian harvester gang can murder and remove the most valuable organs of a victim with surgical precision in under five minutes, leaving behind only a skeleton, skin, and useless or low-value organs.

Russian Mafia: The Russian mafia are the heavies when it comes to arms and mechanical augmentation trafficking. If you want milspec gear, the best place to look is with the Russian mafia. Of course, it requires carefully cultivating a good business relationship before one can purchase the good stuff. Within the Russian mafia, there is exists a divide between the old-fashioned vory v zakone - those who adhere to the code of thieves that arose from Tsarist and later Soviet era prisoners - and the 'new' Russian mafia who more closely resemble corporate businessmen in operation and outlook.

South American Cartels: The various South American cartels traffic drugs and small arms, and are a major player in human trafficking. Although they have generally banded together in a pyramid format following their unopposed rise to power after the fall of nation-states ended the War on Drugs, many corporations take a dim view of the use of non-corp recreational drugs and oppose the cartels and those who collaborate with them.


More can be added/integrated as the muse strikes and/or in response to your questions.

Offline MzHyde

Re: A Cyberpunk Kind of Game (would you like to know more? Y/N)
« Reply #8 on: July 01, 2012, 08:30:28 PM »
Are they true mercs for hire or should they all work for one corporation? What's the limit on enhancements and skills?

Offline AK47

Re: A Cyberpunk Kind of Game (would you like to know more? Y/N)
« Reply #9 on: July 01, 2012, 08:35:23 PM »
Is there room for a runner/courier/razorgirl?? I love cyberpunk. The original Deus Ex was one of my first real video games.

My idea is a cross between Molly The Razorgirl from gibson's books and Faith from Mirror's edge. A punk girl who makes a living transporting information too sensitive for the nets (Hackers get everywhere these days)

Name: Lulu (last name unknown)
Age: 21
Appearance: An athletic young woman of mixed racial heritage (1/4 black, 1/4 native south American, 1/2 Japanese), light brown skin short black hair, Brown asiatic eyes, Elaborate tattoos on arms, legs and back hiding implant interface ports, stud Piercings on ears, tongue, nipples, navel, and clitoral hood. Wears leggings, armwarmers, fingerless gloves, and a thong. Goes topless when acceptable and a sports bra when not. Throws a coat on when she has to be presentable.
History:Street kid, grew up in the slums and hung out with boostergangs, working as a lookout and messager at a young age, learning to get around the city. As she got older she expanded into more physical work, armed robbery and prostitution (sometimes both at once). However her ability to move across the city quickly and evade any pursuers remained her most marketable asset. Recently her underworld contacts have fitted her with a Neural implant, allowing her to access the nets, and to store large amounts of confidential data. She now makes a living running information across town. Slower than the net, but much safer. The work has brought her into the possession of large sums of money, which she is mostly blowing on enhancements and drugs.
Skills: Parkour (free running), Streetsmarts, Underworld contacts, Capoeira (Breakdance fighting).
Enhancements: Advanced neural hub with high density encrypted data storage module, wireless communication module, audio visual entertainment module, and anti tampering explosive device, Retractable fingernail claws, Blood oxygenation system (allows her to run faster and hold her breath), Headphones disguised as earrings (vibrates her ear bones directly), microphone disguised as a tongue stud (alows her to 'talk' silently via subvocalization), several other mundane body piercings.
Additional Information: Lulu has no idea what kind of information she is carrying, or who she is working for. She does know however that If an authorized individual tries to tamper with her neural hub or access the information inside without the right key, a Hiden explosive device will activate, destroying the data and killing her. She hopes to eventually earn enough money to get it removed and move on to better work.
« Last Edit: July 01, 2012, 08:40:40 PM by AK47 »

Offline AK47

Re: A Cyberpunk Kind of Game (would you like to know more? Y/N)
« Reply #10 on: July 01, 2012, 08:43:12 PM »
Are they true mercs for hire or should they all work for one corporation? What's the limit on enhancements and skills?

I would also know these things. I made my character's backstory open ended and made her augs more entry level to get a jump start however.

Offline Cold HeritageTopic starter

Re: A Cyberpunk Kind of Game (would you like to know more? Y/N)
« Reply #11 on: July 01, 2012, 10:57:11 PM »
Are they true mercs for hire or should they all work for one corporation? What's the limit on enhancements and skills?

Let's go with true mercs for hire to start out with.

As for enhancements and skills, as a general rule you can generalize or specialize. If you want to be able to be bulletproof, or fly, or have lasers in your eyes and fingers (which is a big deal since functioning laser weapons are something regarded as years down the road in the game world), that's what you can have to start. If you want to beat Olympic records across the board, you can do that.

Offline AK47

Re: A Cyberpunk Kind of Game (would you like to know more? Y/N)
« Reply #12 on: July 01, 2012, 10:59:00 PM »
What about a skull gun?

Offline 1SAZ

Re: A Cyberpunk Kind of Game (would you like to know more? Y/N)
« Reply #13 on: July 02, 2012, 12:20:41 AM »
I have to ask since there are a few points in mechanical augmentations that lean towards it, but are full cyborgs possible and how common are they? Also, would they be more Ghost In The Shell-esque where the only way to spot a full cyborg is their weight and the well hidden jacks at the back of their necks, or more like Robocop with very obvious modifications?

Offline Cold HeritageTopic starter

Re: A Cyberpunk Kind of Game (would you like to know more? Y/N)
« Reply #14 on: July 02, 2012, 01:31:27 AM »
I have to ask since there are a few points in mechanical augmentations that lean towards it, but are full cyborgs possible and how common are they? Also, would they be more Ghost In The Shell-esque where the only way to spot a full cyborg is their weight and the well hidden jacks at the back of their necks, or more like Robocop with very obvious modifications?

The technology does not exist to dispense with a person's brain and spinal column. Those are the minimum biological components required.

It would be possible to build a mechanical chassis that could defeat all scans and 'naked eye' examination so the only tip-off that it's mechanical is weight and a jack somewhere, but that's all it would end up doing. It wouldn't offer superhuman - over even peak human - performance or much extrahuman functionality (e.g. you would be free from having to eat, drink, and respire, but you could not have infrared vision, active camouflage epidermis, joints that could flex 360 degrees, etc.), and it would be prohibitively expensive (you would require military grade cybersecurity and signal dampening, for example). Having such a thing would probably be something someone very rich and very old purchased to preserve and extend their life before breakthroughs in biological enhancements came about.

A Robocop style chassis is also possible, and of the two, it is more common, but regarded more like a tool than an actual body one lives in. It is commonly seen in special operatives of remaining national armies and PMCs or forces analogous to S.W.A.T. teams. They look obviously inhuman, provide superhuman and extrahuman performance and functionality, and are very useful for shock and awe. Most of these people will have an off-duty chassis that is, while still obviously mechanical, less of a platform for mass murder that enables them to engage in human activity and maintain a lifestyle conducive to a healthy mental state and overall mental well-being. People who inhabit these kinds of chassis 24/7/365 are probably psychopaths who make their co-workers nervous and dream of killing electronic sheep again and again. An African warlord or a Mafia hitter or black operative sent in when you need a problem to go away with absolutely no loose ends are examples.

There are some hardcore transhumanists who go as fully machine as possible, but the bodies they get tend to fall between those two extremes.

In any case, it's not very common at all. Most people like to drink, eat, smoke, get drunk, and enjoy vices that are only properly appreciated by having meat parts. A cybernetic tongue can approximate the taste of a Big Mac Daddy, and synthflesh and plasteeth can approximately the mouthfeel of all that juicy All-American synthbeef and crisp smoky bacon, and a cyberhand will approximate the feel of hot FREEDOM running down your hands (as well as telling you the exact viscosity and temperature thereof), but it simply cannot compete with the real true experience of biting down with real flesh and blood.

As general thing, characters probably should not start out more than 45% enhanced matter, just so we all have somewhere to go.

Offline AK47

Re: A Cyberpunk Kind of Game (would you like to know more? Y/N)
« Reply #15 on: July 02, 2012, 01:37:48 AM »
The 45% rule sounds good.


Is there any plans for what kind of mission we will be doing yet? And what kinks will be in this game?

Offline 1SAZ

Re: A Cyberpunk Kind of Game (would you like to know more? Y/N)
« Reply #16 on: July 02, 2012, 01:41:56 AM »
Thanks. I was more curious than actually planning a character of that sort. As for extra function though, I have to point out that the 'modified' body would be able to house anything a modified limb might have or such, so it's up to how much money you have to determine the full extent of the possible abilities of the new body. Just my take though and you're welcome to disagree.

In any case, I have a few character ideas I'm toying around with, so I'll be a little bit before I actually get my character up.

Offline Cold HeritageTopic starter

Re: A Cyberpunk Kind of Game (would you like to know more? Y/N)
« Reply #17 on: July 02, 2012, 02:27:41 AM »
Is there any plans for what kind of mission we will be doing yet? And what kinks will be in this game?

No real plans for missions yet. I will have a better idea when I get a better idea of what people want to play.

As for kinks . . . I don't plan on any. This is intended to be plot-driven.

As an aside, you should revise your character's appearance to actually be wearing clothes.

Thanks. I was more curious than actually planning a character of that sort. As for extra function though, I have to point out that the 'modified' body would be able to house anything a modified limb might have or such, so it's up to how much money you have to determine the full extent of the possible abilities of the new body. Just my take though and you're welcome to disagree.

In any case, I have a few character ideas I'm toying around with, so I'll be a little bit before I actually get my character up.

The point I'm striving for is if one wanted a body that can fool every cyber-detection method barring a weigh scale and someone finding an easily concealable port, then that's all the body will be able to do for its occupant. If one wanted it to do more than that - say, a Robocop style thigh compartment - there would have to be compromise on the ability to defeat detection methods - stuff that would have been there to fool sensors and jam signals would be replaced by the mechanisms to make that compartment accessible and whatever was going to go inside it. It is a limitation of mechanical enhancement: push anything to 11, and other areas suffer for the demands that thing being at 11 impose. As things stand in the game world, no amount of money is going to get someone 11 across the board.

No rush on the character front. Take your time.

Offline AK47

Re: A Cyberpunk Kind of Game (would you like to know more? Y/N)
« Reply #18 on: July 02, 2012, 10:16:48 AM »
No real plans for missions yet. I will have a better idea when I get a better idea of what people want to play.

As for kinks . . . I don't plan on any. This is intended to be plot-driven.

As an aside, you should revise your character's appearance to actually be wearing clothes.

I don't mind plot driven, in fact I prefer that, as long as they are not mutually exclusive.

As for clothes, these are clothes, it's a degenerate dystopian future. I can have her wear a top more often if you want thought.

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Re: A Cyberpunk Kind of Game (would you like to know more? Y/N)
« Reply #19 on: July 02, 2012, 04:54:57 PM »
  A cyberpunk RP with some of my favorite people in it, huh?  Am I too late to chime in? 

Offline Fetwick

Re: A Cyberpunk Kind of Game (would you like to know more? Y/N)
« Reply #20 on: July 02, 2012, 04:56:39 PM »
I would also like to know if it's possibly too late to join in on this?

Offline MzHyde

Re: A Cyberpunk Kind of Game (would you like to know more? Y/N)
« Reply #21 on: July 02, 2012, 06:27:20 PM »
Before I work out a profile, would this be acceptable? I mean dress-wise and the implants, visually.

Offline Cold HeritageTopic starter

Re: A Cyberpunk Kind of Game (would you like to know more? Y/N)
« Reply #22 on: July 02, 2012, 06:38:01 PM »
I don't mind plot driven, in fact I prefer that, as long as they are not mutually exclusive.

As for clothes, these are clothes, it's a degenerate dystopian future. I can have her wear a top more often if you want thought.

I don't think what I want and what you want line up. I think you should go pursue other games.

  A cyberpunk RP with some of my favorite people in it, huh?  Am I too late to chime in? 
I would also like to know if it's possibly too late to join in on this?

Seems like there is room for you both, but you would be the last.

Before I work out a profile, would this be acceptable? I mean dress-wise and the implants, visually.


That's fine.

Offline Fetwick

Re: A Cyberpunk Kind of Game (would you like to know more? Y/N)
« Reply #23 on: July 02, 2012, 08:40:31 PM »
Actually, I realized I don't know much about Deus Ex. So if someone wants to take my spot, they're more than welcome too! Sorry for jumping the gun there.

Offline Cold HeritageTopic starter

Re: A Cyberpunk Kind of Game (would you like to know more? Y/N)
« Reply #24 on: July 02, 2012, 08:42:51 PM »
There's nothing specific to that franchise that anyone would be required to know to play. I regret even mentioning it.