It seems silly to me that async skills default to the WIL aptitude when the whole thing narratively is that they should be unstable. This encourages players to have high - WIL asyncs, and since WIL is both a means of avoiding stress and a means of avoiding trauma, this makes asyncs the least likely to gain derangements during play.
My solution: The base for psi abilities is 30-WIL instead of WIL. That is, if you have a WIL of 10 and spend 10 points on Control, your Control is 20+10=30. If you have a WIL of 40 and spend 10 points on Control, your Control is -10+10=0. If you only spent 5, you would have -5, which counts as a zero unless you get a +10 modifier.
The Psi aptitude (which is equal to 30-WIL) should also add a damage bonus to Psi Stab of (30-WIL)/10, like melee attacks with SOM.
This makes sense narratively: The more powerful an async is, the less stable their mind is. The Watts-McLeod taking over your brain allows you to use Psi, if you're willful about it it should be less effective.
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Idea for asyncs and aptitudes
Mon, 2015-08-24 20:25
#1
Idea for asyncs and aptitudes
Mon, 2015-08-24 20:42
#2
There are many things that
There are many things that encourage you to raise your aptitudes. There are already many reasons to raise your WIL aptitude without the need for async powers. In fact, one could argue that LUC is your *real health score*, health to resist stress and insanity. This is a game of transhuman horror and survival. Bringing the dead back to life is a thing. The same goes for the stress you gain for remembering your own death, or wondering what you are missing if you are restored from backup. The stress gained can render your character unplayable. If things get bad, you might be able to restore from backup, but then you to lose the rez points that you gained since that backup.
Tue, 2015-08-25 07:22
#3
Sorry, maybe I was unclear. I
Sorry, maybe I was unclear. I never thought WIL was unimportant. I was saying I want there to be a natural tradeoff between the mental stability that a high WIL brings and the powers of an async. I imagine with this adaptation that many people would still pump up WIL on their asyncs and make up the points on the skills directly.
Tue, 2015-08-25 13:21
#4
I never liked natural trade
I never liked natural trade offs between an attribute and a power. If such trade offs are natural, I would much rather have the trade offs be treated as powers and defects, both of which you can purchase separately. Make the powers or higher tiers of powers prohibitively expensive and difficult to buy without also buying the defects. The defects could provide plenty of cp, while the powers demand plenty of cp.
That way characters that are more or less normal can have powers. Maybe it could be the one skill they have, instead of a dozen of normal skills. They trained most of their life to achieve the very powers than many are blessed/burdened with.
Of course, this means that I don't like the async traits as is. You gain mental disorders, weakened mental fortitude, and increased risk of infection to exsurgent viruses just to open the door to async powers. Further more, using async powers causes physical strain to your morph (ie damage). Are you sure you need more drawbacks to being an async?
Maybe you wanted a different set of drawbacks. Here could be a trait you could use (I just made it up):
Async Mad Insight
The Transhuman mind isn't built to handle the sort of powers that many asyncs have gained. While many can make impressive head way while maintaining their sanity, they aren't properly taping into their powers. The first thing they must realize is that they are not in control. They are being allowed to have some agency by whatever forces that be. They could have become some exsurgent horror instead of becoming what they are now.
Why exactly did they leave you with agency? They wanted you to choose to walk the path, not force you down it. The changes that were made to you created the door to open, and the vague awareness that the door is there. There was no other way to make the offer, as any further changes would have pushed you through the door. The asyncs with this trait have already opened that door.
To walk the path, you have to change the way you think or let yourself be changed. To give a piece of yourself up to make room for something else. To barter for power. To let yourself to be tainted or be blessed. To become one with the world in ways that needs you to give up your agency and human standards of values... or at least that is one way an asyncs has described it. A different async might have a very different idea of what has happened to them.
For instance, you can now give up some WIL aptitude points and gain rez points equal to their value. Those rez points may only be used to buy new async powers, which include sleights and traits (including improving the PSI trait from level 1 to level 2). You can even gain disorders to gain new rez points in this manner. You gain a rez value equal to what it might have been if you got it at character creation. These changes happen immediately. Your mind already knew how to change, and was ready to change; you just needed to decide when.
I'm not really interested in writing more at the moment. I hope it inspires you or someone else to add to it. Or make changes that work better in your campaign. The point I like is it gives the player some choice of how their async powers evolve, or in this case, gain power by giving up something that most transhumans rather keep.
Tue, 2015-08-25 15:23
#5
I would argue that only
I would argue that only Asyncs who have a strong mental fortitude can keep from being irrevocably insane. The "cost" of Psi is the required mental disorders as well as the penalty to resist other infections, plus the physical damage. AND the increased range of Psi. An async is easier to reach with psi powers from enemy asyncs (and other exsurgents with psi!) so I think they have enough insanity without making an inverse WIL stat trick to them. I prefer my Async to resist the insanity as long as possible since they will inevitably go mad regardless, no point in rushing it!
Edit: clarification, the asyncs with low WIL don't last very long, so over time, the only surviving asyncs are the high WIL ones.
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Exhuman, and Humanitarian.
Thu, 2015-08-27 08:50
#6
"Brain-Eating Worms? How Unhygenic!"
I actually really like that aSyncs aren't so prone to mind-melt as in other systems, and it makes a lot of sense to me this way around.
The way I understand it is that when you're an aSync parts of your mind are simply broken. It's not that they're necessarily strong-willed, but rather that they don't parse that something is horrific - seeing the non-euclidean creature doesn't freak them out because they can comprehend it's form.
An aSync can go dancing through the scene of a slaughter and make viscera-angels, not because they're insane but because they don't realize there's anything wrong with it.
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In the past we've had to compensate for weaknesses, finding quick solutions that only benefit a few.
But what if we never need to feel weak or morally conflicted again?
Sun, 2015-09-13 18:37
#7
There is already a rule for
There is already a rule for this. Your WIL is effectively 5 points lower for calculating trauma threshold as an asynch than as a normie. You also start with one to two rather debilitating mental conditions that also inflict fairly severe penalties on any form of therapy until you put in the months of work and high/expensive cost resources to cure them.
You have more _force_ of will than normal people, but it's unlikely that your ability to hold onto your grip on reality is particularly any better. Especially if you run into one of the Lovecraftian-level mindbreakers, at which point you're taking something like a -30 to your "don't re-enact 'the rats in the walls' on your party" check.
Basically if you think your asynch has greater mental fortitude than the rest of the party it's likely that you're either in a campaign that's playing down the horror in favor of action, or your DM just straight-up hasn't read the parts of the book dealing with mental health yet.
(Admittedly you _can_ have an asynch that can deal with things pretty well despite the voice in his head telling him to do things all the time, but that requires Dominant Strain among other things, aka you've specifically built the character to be tougher than usual.)
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Sounds legit.