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New Genetics Disabilities


NTSAM

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I'm personally a huge fan of Goon's system.

 

Instead of "spam button, hopef or luck, receive powers".

 

Each person's DNA strands are unique; not every mob will have every single power/disability.

 

As for activating powers, it's like a game of mastermind; you engage in a process of elimination to pint down what strands should be what, then activate them.

 

You don't have access to injectors until about halfway through the round--they have to be researched via the research budget---you can get more points if you actually clone people (or just bide your time).

 

As for power stacking? Well, every gene has positive or negative stability; disabilities have negative, powers have positive; if your stability is too high (too many powers), you'll start taking tox+brute+burn damage; the higher it is, the more frequently (and more) damage you take; if you go over the ultimate limit, you roll for a chance to out and out gib the next life cycle.

 

The gist is you have to take disabilities with powers to balance it out---though some are neutral (speech modifiers, for instance).

 

it's...interesting.

 

i never figured out the goonstation genetics system before i left for paradise, but the memories of the geneticist bugging the AI or HoP to transfer the monies into their budget is fun.

 

i also recall the HoP draining the QM budget many times to buy drugs in the diner...or buying some other thing.

 

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