Heya all,
Not sure it this is the right place for it or if this should be in Homebrew, but I'm curious as to how everyone else deals with the game in both a mechanical and setting sense.
I've been thinking about putting my GM notes up in these forums and it got me wonder about how other tables handle things.
At my table for instance we had the following:
Mechanics:
Setting:
If people are interested I might throw up my setting/campaign notes later as well.
So tl;dr: How does your table do things? any houserules to make anything easier? and weird and wonderful ways of handling the setting?
Spoiler: Highlight to view
-You get 20 points worth of positive or negative traits on morphs at character creation (as per how the Transhuman book dealt with morph adjustment rules).
-No penalties can ever lower a skill below its linked aptitude amount or in apt x2/x3 checks, it will never lower below the base amount (however they still cancel out bonuses you might accrue)
-91+ is always a failure, no matter what bonuses you have (bonuses you accrue over 90 however still work to cancel out penalties)
-Aptitude x2 rolls were only ever used as some kind of saving throw, Aptitude x3 rolls were only ever used as some kind of raw ability check.
-Once per session, usually when things were just quieting down from something hectic, I'd roll everyone's muse's psychology scores to heal some stress as the muse would actively be trying to calm the characters.
Spoiler: Highlight to view
-This was written before x-risks (still haven't read it) but I tended to treat TITANs as if they were... 'individuals' in a manner of speaking. Each TITAN system would have been developed independently by the old nation states and some of them would have retained that level of aloofness to their own kind (or in some cases, outright hostility).
-Prometheans who deal with sentinels regularly maintain very deliberate and very noticeable eccentricities as kind of a 'Kinesic Canary' - basically if the quirks aren't present in their manner, something very bad has happened.
-I introduced the idea that transhumanity is almost entirely infected with some variation of a dormant and almost undetectable exsurgent retrovirus. A couple of brinker habitats and the Jovian system are home to the last non-infected. In short, if they describe themselves as 'human' as opposed to 'transhuman', they've probably not contracted it.
-I generally assumed scum swarms can be as small as a couple dozen ships right up to enough ships to contain the population of Venus. Only a couple get to the bigger end. This is partly because I had my own homebrew swarm in the game I may have been way too proud of.
-I had an exhuman faction called the 'Stewards' who viewed themselves thus: 'we are to transhumanity what baseline humanity was to the pre-uplifted great ape. We might be superior in every meaningful way, but that doesn't mean we don't have a duty to ensure you don't render yourselves extinct'. They have crossed paths with Firewall in the past due to common interests in averting x-threats.
-As part of fall era background, I included two pieces of gear that the players made extensive use of: The Broom - a combination flamethrower/EMP emitter that was cobbled together to deal with grey goo events; and a Throttlejack - basically a copper coaxial cable with a nanophage hive and access jack connections built into it. The line is physically incapable of handling the data of a basilisk hack as the requirements are beyond what a simple copper cable can do.
-I introduced an autonomist group who also had an anti-x-threat agenda who emerged after the fall and in initially in complete ignorance of Firewall's existence, though they're focused on the Iktomi ramblings about 'The Weave' and in general gate technology.
—
[url=http://eclipsephase.com/homebrew-exhuman-clade]Homebrew Exhuman Clade - The Stewards[/url]
[url=http://eclipsephase.com/homebrew-titan-traps]Homebrew TITAN Traps[/url]