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Thursday, March 23, 2017

The High Space Sphere

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Thursday, May 19, 2016

Hindrances and Edges

Making sense of Glanding, hacking, synthetic characters, etc.

New Hindrances

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Core Rules Hindrances

No one survives in High-Space without being influenced by their surroundings. How their environment marks a person helps to shape their character and personality. All of the Hindrances from the Savage Worlds core rules are available, excluding: Doubting Thomas, and Poverty

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Hindrances provide points that can be spent improving a starting character, and are a great way of adding flavor and background to a character. The Hindrances listed below are available are additional to those in the Savage Worlds core rules.

Cryo-psychosis (Minor)

The character has previously used a cryo-sleep facility (see Starship Crew Edges) and it did not work out well! They arrived after weeks of nightmares and bad dreams, and now will avoid the experience again at all costs. If forced into cryo-sleep again they will be at -1 Fatigue for 24 hours after revival, and angry with whoever put them under!

FTL-sickness (Minor)

For some unexplained reason, some thought-patterns are unduly sensitive to the effects of FTL flight. At the start of each round that begins in FTL flight, the character must make a Vigor roll or suffer a -1 Fatigue penalty to all actions for that round.

FTL-sickness (Major)

Some thought-patterns are fact hyper-sensitive to the effects of FTL flight! For each round that begins in FTL flight, the character suffers a -1 penalty to all actions for that round.

Imbalance (Minor)

The character is adversely affected by the deluge of information and in-your-face technology that exists in the PanDominion. They suffer a -1 to all Spirit rolls. This Hindrance can also be taken with Off-balance.

Imbalance (Major)

The character’s senses and hormones are greatly affected by the excess of deluge of information and ubiquitous technology that exists in the PanDominion. They suffer a -2 to all Spirit rolls.

Implant-rejection (Major)

The character's body has an overactive immune system which reacts to any foreign technology inserted into it. The character is unable to accept any implants. They can still use technology, as long as it does not require an implant, and this includes Glanding powers.

Sidelined (Major)

For some reason the character is sidelined within the society and structures they live within. They suffer a penalty of effectively being one Rank lower, for the purposes of acquiring products and services that  are otherwise universally available to PanDominion citizens. If the character is a Novice they also have trouble holding onto even Novice gear. This leaves them in the position of having to pay for many things that PanDominion citizens take for granted.

Retrovirus (Major)

Over the course of the character's life they have been accidentally or deliberately exposed to a nasty retrovirus, and it has permanently altered parts of their DNA sequence. This imposes a -2 penalty on all biological tests to confirm their identity. Medical personnel also suffer a -2 penalty to Healing rolls to treat the character.

Synthetic (Minor)

The character’s physical form appears human, but it is actually a synthetic construct. Without a medical examination it is impossible to detect that the character is not organic. The character cannot heal damage the normal way, and Wounds are fixed using the Repair skill instead of Healing. Natural Healing only occurs if the character spends five full days in a laboratory or a repair-shop, where they are effectively dismantled and reassembled.

Synthetic (Major)

The character’s physical form is completely and obviously inorganic. Previous experience with other inorganics allows the observer not to perceive the character as a 'monster' (such encounters are common in the PanDominion, but this is not universal.) The trappings for this Hindrance range from a smooth chromed finish, to industrial metal plating, to something as extreme as transparent diamond scales. The character cannot heal damage the normal way, and Wounds are fixed using the Repair skill instead of Healing.

New Edges

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New Edges and Trappings

The new Edges in High-Space revolve around the ability to utilize technology. Most people in the PanDominion use technology to achieve amazing things - but a select few go down the route of mastering technology and being able to achieve the seemingly miraculous. The trappings associated with each Edge are obviously futuristic in nature, and this also applies to Edges taken from the core rules. For example, ‘Attractive’ could be based on an exotic biosculpt job, while ‘Quick’ may be the result of advanced medical treatments, or an implanted combat-computer.

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Note that humans in High-Space also gain one free Edge for being Human, but other Races do not.

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Core Rules Edges

All the Edges from the Savage Worlds core rules are available to all characters, depending on the flavor of the game being played and GM agreement.

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Glanding Edges

Gland Implant

Requirements: Novice

Advanced medical technology enables the power or hormones and pheromones to be triggered at will, enabling organic bodies to be driven towards, and past their normal limits. A gland implant is a modification of the existing organs that deliver hormones into the body, which allows the use of Glanding Edges. This Edge requires an organic body or equivalent, and it will not function for characters with the Synthetic Hindrance. A key word is used to start/stop each Glanding Edge; it can be spoken or simply triggered with a thought as a Free Action. Each Gland Implant can function as the prerequisite for any number of Glanding Edges; but only one Glanding Edge per Gland Implant can function at any time.

Gland-injector

Requirements: Novice, Gland Implant

Gland-injector allows a character who is Glanding to collect that hormone from their body and inject it into someone else. This requires close, skin-to-skin contact with the target of the attack. The usual mechanism for injecting is via surgical needles implanted in the human canine-teeth, or the fingertips, and on rare occasions it is located in even more exotic locations! Injected delivery of a hormone requires a successful Fighting roll, whether or not combat is actually involved. For the injection to also be performed unnoticed requires the additional action of a Stealth v. Notice roll, with the -2 penalty for multiple actions.

Glanding (Histamine)

Requirements: Novice, Gland Implant

Histamine glanded into the body is attached to proteins that attract toxins and poisons, and the binding proteins allow the Histamine to nullify the poison/toxin. Characters glanding Histamine gain +4 to resist poisons/toxins, but suffer a -2 penalty to all other rolls.

Glanding (Serotonin-A)

Requirements: Novice, Gland Implant

Serotonin-A controls mood, and when glanded it provides a +2 bonus to rolls to oppose/resist Persuasion and Taunt.

Glanding (Serotonin-B)

Requirements: Novice, Gland Implant

Concentrated Serotonin-B (aka 'Sara) can efficiently put a person to sleep. A character glanding Sara must make a Vigor roll at -2 or fall into a gentle sleep. They can be roused from the sleep as per normal, but must continue making Vigor rolls, one each hour for d4 hours, or fall back to sleep. As well as being glanded, Serotonin-B is sometimes delivered via injection/Gland-injector to subjects that need being kept compliant or sedated.

Glanding (Platelets)

Requirements: Novice, Gland Implant

Platelets are delivered by the blood-stream to wounds, where they stop bleeding, which allows the healing process to start. Characters glanding Platelets at the time of receiving treatment provide a +2 bonus to the Healing roll.

Glanding (Enkephalin)

Requirements: Novice, Gland Implant

Enkephalin (en-kef-a-lin) stops pain by blocking the pain receptors. It can turn a bullet wound into the mildest pin-prick. Characters glanding Enkephalin ignore 1 level of Wound penalty. If delivered via an injector, the sting of the needle will not even be felt at the time of the injection!

Glanding (Cortisol)

Requirements: Novice, Gland Implant

Cortisol  (aka ‘Cort’) has revolutionized the military of the PanDominion. Cortisol suppresses nervous reactions, which makes it great for combat. Characters glanding Cortisol ignore the Innocent Bystander rules. When firing into melee situations, ignores misses that come up as 1 on the Shooting rolls.

Glanding (Prolactin)

Requirements: Novice, Gland Implant

Prolactin stimulates the pleasure center of the brain. It does not block pain; it creates a powerful feeling of well-being. The practical applications are somewhat limited but it is an extremely popular recreational hormone with a high frequency of psychological dependency. Characters glanding Prolactin gain a +2 bonus on rolls oppose Tests of Will.

Glanding (Orexin A/B)

Requirements: Novice, Gland Implant

Characters glanding Orexin feel energetic and wakeful and gain a +1 bonus to all Agility and Strength based skills. They are also unbearable 'peppy' while doing so, and this hormone has a tendency to be over-used and can lead to a dependency!

Glanding (Dopamine)

Requirements: Novice, Gland Implant

Dopamine stabilizes heart rate and induces a physical state akin to calmness, and it is often deliberately administered during surgery or during the treatment of injuries or wounds. Characters glanding Dopamine enter a calm state during which they gain a +2 bonus to Driving and Piloting rolls. However, they are so calm that all Fighting and Shooting rolls incur -2 penalty!


Hacking Edges

Hacker

Requirements: Novice, Smarts d8+, Knowledge (Computers) d8+, Notice d8+

Hackers have spent a great deal of time learning the digital world. They can immerse themselves in computer systems, and can combine their programming expertise with a cultivated and ruthless approach to hacking computer systems. Some of these heroes are actual legally authorised computer experts, while others may be guns-for-hire. Hackers add +2 to Knowledge (Computer) and Notice rolls, as well as Investigation rolls made to search through computer-stored evidence.

Computer Implant

Requirements: Seasoned

The character’s physical form is implanted with a Portable computer (see Computers) that is only detectable on a difficult (-2) Search roll.

Decrypter

Requirements: Veteran, Computer Implant, Knowledge (Computers) d8+

The implanted computer is coded with specialized routines for decrypting/encrypting data that hijack sections for the brain! The characters has a +2 bonus to rolls to encrypt and decrypt data.

Interceptor

Requirements: Veteran, Computer Implant, Knowledge (Computers) d8+

The programmer’s use of secure communications in ingrained in them, and they are able to use connected computer systems as gateways for communicating in a safe and securely encrypted manner. Characters with this Edge gain a +2 bonus to rolls to keep-secure or to capture a data stream or a networked computer.

Synthetic Edges

Chemo-converter

Requirements: Synthetic (Hindrance)

Chemo-converters are Synthetics that have the ability to heal Wounds by ingesting and converting large amounts of raw nanite materials (predominantly Silica.) At the end of one hour after transfusing, or ingesting, the equivalent of 2 pounds worth of raw nanite material, the Synthetic immediately converts this into enough material to restore 1 Wound.

Hyperflexibility

Requirements: Synthetic (Hindrance)

The character was designed with a greater range of mobility that normal. Limbs can bend at unnatural angles without suffering permanent damage, although this Edge provides no defense against the pain of physical torture. Hyperflexibility grants +1 Reach, as well as +2 to Climbing and Stealth rolls, and is fun at parties!

Mechanical strength

Requirements: Synthetic (Hindrance)

The character was constructed with materials and drive motors that allow them to exert superior physical strength. Increase the die-type of their Strength Trait by one die type. Note that this does not automatically increase Strength based Skills. Characters with this Edge frequently underestimate their own strength.

Painless

Requirements: Synthetic (Hindrance)

The character can elect to turn-on/off their sensory input. When activated as a Free Action, the character can ignore 1 level of both Wound and Fatigue penalties. However, while in this state the character acquires a -2 penalty to all Notice and Tracking rolls due to reduced direct sensory input.

General Edges

Synergy

Requirements: Seasoned

Synergy is a state of harmony with technology achieved through rigorous meditation, technical or surgical procedures. Synergy grants a +1 bonus to all rolls that use directly interfaced computers, vehicles, equipment and weapons. The character also lacks empathy towards those around them, and this Edge can be detected with a Psychiatry roll.

Improved-Synergy

Requirements: Veteran

Synergy is an advanced state of Synergy, achieved with more radical procedures. The bonus is as per Synergy, but Improved-Synergy grants a +2 bonus to all rolls that use directly interfaced computers, vehicles, equipment and weapons. The character distinctly lacks empathy towards those around them, and any Pyschiatry roll to detect this Edge has a +2 bonus.

Tech Implant

Requirements: Seasoned

The character is implanted with an item of technology that goes beyond artificial glands and other medical implants. Such implants are typically weapons, armor, or bits of personal equipment. The item is restricted in Weight equal to half the Vigor die-type of the character. The implant is only detectable by a Search roll.

Wealthy

Requirements: Novice

For some reason the character is disproportionately gifted with access to resources, compared to their station in PanDominion society. They have a benefit of effectively being one Rank higher, for the purposes of acquiring products and services that  are otherwise universally available to PanDominion citizens.

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2 comments on article "Hindrances and Edges"

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Philip Larkin

6/21/2016 5:36 AM

Synthetic (Major) should come with a negitive charisma modifier around primitive or supersticious people. -1 I'd say.


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Philip Larkin

6/21/2016 5:58 AM

Sinergy and Improved-Synergy should also come with a negitive charisma modifer for those who realise how disconnected the character is

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