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[#] FATAL & Friends Repost: Hc Svnt Dracones: Part 9
03:35am EDT - 8/04/2015
Hc Svnt Dracones



Scrooge McDuck: Capitalist Space Marine







So last time we discovered that simply pouring all your skill points into physical stats let you effectively murder anything you could get close to, up to and including the setting's supposed horrifying big bads that killed everyone on Luna. And you could do this as a gecko. But what if you didn't ignore all your ledger stats? What could you do then? Could you, perhaps, get a "V-801 Mag-Lance," a weapon with the attribute "Annihilate," which means the weapon does a staggering total of 1000 damage. In a line, counting off damage for every object(like cover) or enemy in that line, until all 1000 points are spent or all objects and characters along the line's passage which are hit, are eradicated?



That's a good question. The Mag Lance costs 1000 credits. It also has a size of "LAN" or "Lift-Assistance Needed," which means we can't move-and-shoot with it in the same turn without a Body:Strength of five, only achievable with a suit of powered armor(at least at chargen). It doesn't matter much since the Mag Lance specifically requires you to stand still to fire it anyway, but since the best suit of powered armor in the game, enough to let us actually survive a round of beatings from El Gecko(but not two rounds of it), only costs 500, we may as well see if we can get that, too. So our goal is to see how fast it's possible to milk 1500 credits out of the game's shitty Ledger mechanics.



So anyway, let's get started. Obviously we're going to be Family: Avialae, which gives us a +1 to Body: Acuity and lets us fly. Sadly, the closest we'll get in Species is simply Bird, so we're a Bird Bird who happens to look duck-like. Our "Morphism" will simply be the plantigrade/digitigrade one that means we look perfectly normal and don't freak anyone out.



pre:
                 Body(D8)/Mind(D10)/Community(D10)/Ledger(D12)

Dexterity * /***/* /*
Acuity ** /***/* /***
Resilience * /* /* /***
Strength ***/* /* /***
Presence * /* /* /***
On the left side of our stat spread, we pick up some Strength so we can carry our huge gun, we then grab some Mind:Dexterity and Mind:Acuity, the former lets us make more attacks in a round(assuming we have enough points in our Battle Pool) and also improves our initiative, while the latter lets us actually have a chance of hitting stuff, and also increases the range we can hit at. On the right side, obviously, we attempt to crank our moneymaking to maximum. We ignore Economy:Dexterity since all we can use it for is rerolls, while the others let us maximize our rolls.



So how much does this min/maxing actually get us to start with?



Our Ledger Score is Econ:Presence + Econ:Strength, so 6. Our starting cash is three rolls of (1d8*Ledger Score)+30, so minimally 114, maximally 234. Not quite enough to start out with a Mag Lance, admittedly. How many sessions would it take us to actually afford our instakill weapon, though?



quote:

Ledger Balance: Roll an Economy die and add your Ledger Score to the result; every dot you have in Economy is worth that many credits today.Add them all up and add the result to your Credit total.




So we get between 91 and 234 credits at the end of every session, simply as a default. On top of that, we can gamble with our profits by rolling Econ:Resilience and/or Econ:Acuity + Finance, with the former multiplying our Ledger Score by number of successes(every roll over 8), and the latter doing the same, but for our final profit result. We're obviously going to max out our Finance, so all our rolls are 1d12+3, meaning that it's basically impossible for us to get 0 successes on either roll and no multipliers whatsoever, and relatively likely that we'll get a multiplier of 2.



Assuming we just get average luck on our very first roll and get two multipliers of 2? 338 to 624 credits at the end of a session. Meaning that even if we completely flub most of the rolls involved, within three or four sessions(or less, if we get lucky, and it wouldn't even require getting that lucky) we could be hauling around an instakill weapon that can take down every pre-generated enemy in the setting and pretty much anything else the GM can generate. Give us a couple more sessions and we can be firing our weapon from a suit of powered armor that's basically like having our very own mech. Firing the weapon requires not having made any "move actions" the turn you're firing, or the turn prior, meaning that, going by the rules as written, you can just start firing on the first round of combat. The description makes it sound as though you need to spend an action setting up the weapon, but the rules for it don't actually require that, simply that you're not moving. So even in the middle of a fight, you can spend two turns firing off some other weapon, without moving, and then fire the Mag Lance, or you can simply fire the Mag Lance on the first round of combat since, with it being the first round, you haven't actually made any actions in the rounds before. And once we fire the weapon, it's basically all over for anyone we're firing it at, since even under the worst of possible circumstances(highest cover bonus), we've got about an 80% chance of hitting someone, and enough damage points to destroy an armored bunker and whoever's inside.



There's also some extremely poorly worded rules about our attacks being disrupted if we get hit in the round before we act(but since we don't declare our actions until our turn, we can just do something else if we get hit), but the way it's phrased "if you take hit point damage," suggests that as long as its our armor getting knocked around, and not us, we're still in the clear. And having our mecha power armor destroyed in one round would require a GM so out to get us that any fuckery we do within the realm of the rules would be meaningless anyway.



On top of all of that, the fact that we can also fly and buy powered armor to basically make us invisible is kind of chump change.



As mentioned, they also tucked away all of the cybernetics and surgery after the rules/combat chapter, for some reason, which I can kind of understand, because it's hugely underwhelming, even compared to the rest of the book. There are barely modifications, and about a third of them are basically cosmetic, while the remainder come with huge drawbacks or offer you stuff that you can get much cheaper just by buying it(like having built-in armor. Have fun paying twice as much as you would for powered armor that's three times as effective and boosts your stats, too!). Then there are the Reclaiming Surgeries, which vary between the neat and the retarded, but are mostly only things that Laterals would bother with(because they get them for free). Now, keep in mind, as I mentioned earlier, the fluff for all of the "Reclaiming Surgeries" is that they're about re-activating genes that your particular brand of animal had back when it was still an animal, and not an anthro thing, so...



Since when have dogs had genetically superior work ethic and healing saliva? Because those are some of the things they can recover with Reclaiming Surgeries. Also note that while dogs get these chump change boosts, reptiles get to be poisonous, scale sheer walls and regenerate lost limbs. So much for game balance.















Of course, I also promised you that there'd be space wizards in these chapters beyond the rules chapters, and damn straight, there are space wizards or, as the game calls it, "Transcendent Implants." Unfortunately, you can't even build your concept about being a space wizard or starting as one, the highest possible starting allegiance for a corporation is 2, and they require 4 before you can buy any, meaning that it's basically entirely down to GM benevolence whether you ever will have access to them, especially since only one corporation sells them. After getting one, it's also entirely possible that it'll be randomly locked at a power level where using it is literally suicidal.



Implants function at "Cuil"-levels, the higher the level, the stronger the effect(and the stronger the side effects), at level 5, using it means you die or stop being a PC in some fashion, usually in a very dramatic way. Your implant's Cuil level, at implantation, is decided by rolling 1d10-(Mind:Presence+Body:Presence), with a maximum result of five. Keep in mind that while Mind:Presence sort of makes sense for this, as it's effectively your "spiritual wholeness"-stat, Body:Presence does not make even a whit of sense for this, as it's your "physical beauty"-stat. But hey, sure, I guess being really fucking pretty makes you good at harnessing the POWER OF THE STAR GODS or whatever the shit this stuff is.



You also have a 1 in 4 chance of the implant you getting spontaneously turning into another implant after installation. Just because fuck you, dear player, for wanting to have fun with space magic.



Did I mention that some environmental effects, critical failures and Transcendent Implant usages can also escalate Cuil levels? Because self-destructing meaninglessly is what translates to "fun!"



quote:

If you took a Transcendent Implant and did not have enough Trait points to prevent the chance of a Cuil 5 implant, you leaped into this a little earlier than you should have. None the less, it is the characterís choice if they want to use their implant or not, and it could lead to a rather spectacular end depending on the situation. You can still use the small, utilitarian functions of your implant even if itís Cuil 5, but if something should occur to force its activation, the You that was will be no more.




quote:

if something should occur to force its activation, the You that was will be no more




Man, who doesn't just love even more chances of random death?



But just to make things better, you don't always have to be at Cuil 5 to have your implant be useless and/or fatal to use! Let's take the Translocation implant, for instance. At Cuil 1 it lets you teleport(note, though, that as far as I can tell, the combat chapter doesn't seem to explicitly note what kind of action using these implants is. Is it movement? Offense? Standard? Support?) a given number of hexes in a fight. At Cuil 2, the same, but with a chance of being a bit off on your location. At Cuil 3, it drags along everything around you and the minimum warp distance is 10 miles... on a roll of 1 on the scatter die, you arrive a mile under your target location, if you arrive inside something solid, you die. Better hope you're teleporting to somewhere with a lot of caves. At Cuil 4...



quote:

4 Cuils: You and everything around you in a 100 foot radius translocate to an extreme location.

Roll a d10.

1-2: Earth

3-4: Mars

5-6:Venus

7-8: Random inhabited Jovian moon

9-10: Space

Once you arrive at your target world, refine your position using the rules in the previous Cuil. If you roll 9 or 10, roll the dice again to determine which planetís orbit you arrive in. If you roll a 9 or 10 twice, you donít arrive in an orbit at all. Your character arrives in the black with no point of reference, perhaps not even in the same solar system, and is effectively lost forever.




We've confirmed that Earth would be suicide to arrive on(unless you're El Gecko or Scrooge McDuck five sessions into the game, anyway). Mars, Venus and an inhabited Jovian moon are alright, empty interplanetary space is basically the same as death, pretty much. Of course, you may also get 9-10 twice and get warped out of the game, or the Cuil 3 rules might dump you inside solid rock or something. Fucking, awesome, right?



Excitation, or Pyrokinesis, at Cuil 4, has a 25% chance of throwing your mind into the void after briefly turning you into a fire elemental. Excitation, or Telekinesis, has a 37.5% chance of instantly destroying your body if you touch anything after activating it at Cuil 4. And on, and on, and fucking on. Most of the powers are handy at Cuil 1, useable with danger at Cuil 2, then at Cuil 3, some of them remain useful while others are basically game-ruining/character-ruining, and Cuil 4 are pretty much always fatal or have a really high chance of being fatal, just in a slightly less instantaneous way than Cuil 5.



And remember, just a single one of these shit-tastic implants costs 1500 Credits, as much as it would cost Scrooge McDuck to become a living tank with the Annihilate-effect weapon that, I'll just remind you, can't backfire and wipe him out of reality.



So, they managed to somehow make a version of the psionics from Eclipse Phase which are even more useless to the player, despite largely involving the cool, reality-breaking exsurgent shit that you wished your PC could get to play with. That's a fucking accomplishment!











I feel like I've been reviewing this fucking game forever. But thankfully we should be down to just one fucking post after this, one last post of shitty art and shittier writing.

~PurpleXVI

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