Splicers After the Bomb
Posted: Sun Feb 13, 2022 4:16 pm
I'm looking at the possibility of merging elements of After the Bomb into Splicers. I'm considering two options:
1. “Dumb” Mutant Animals as War Mounts. Kind of like the Mutant Riding Insects found in Mutants Down Under, the idea is to adapt the Mutant Animal creation rules to set up a “basic frame” for a War Mount, which then gets further customized and ruggedized by Splicer Bio-Enhancements: basically, Biotics with animal intelligence and more or less animal form. (For this purpose, Engineers are unlikely to bother with Human Features, but will jack up the Size into the double digits, of not already there, to make them ridable. Alternately, non-ridable “dumb animals” could be Engineered to give the Packmasters alternatives to the Gorehounds.)
2. Smart Mutant Animals as player characters. This would splice steps 2 and 4 from After the Bomb into the Splicer character creation sequence, between steps 1 and 2 and between steps 4 and 5, respectively. Alternately, AtB character creation could be used as is to represent the bulk of the population of the planet outside of the Great Houses. Given that AtB tends to be built mostly around a pre-industrial setting, the inability to safely touch metal isn't nearly as much of a problem for them as it would be for modern Earth.
I haven't checked to see if the Bio-E costs in the two games are compatible. I hope that they are; but I doubt it. If they are, my thought is to combine the Bio-E pools from the OCC and the animal form, and let the player choose how to spend it. As well, I'd probably just ban Animal Psionics; Splicers makes a point of saying that the supernatural elements common in other Palladium games are out of place here. And it simplifies things, in that you don't need to consider the implications of Natural Mechanical Genius or Techno-Mind.
Among the Mutant Animal Powers, two would be game changers for the Splicers setting: Flight would greatly expand the Great Houses' aerial options, and Digging/Tunneling/Excavation would open up avenues for dealing with the Machine that as written, it's not equipped to deal with. Most of the others already have superior Splicer counterparts.
There probably wouldn't be an Empire of Humanity in this combined setting, per se: the Machine takes its place as the “big bad”. And besides, the inability to touch metal would cripple the EoH's industrial base and eliminate their robots and power armor; what would be left would be little different from the various animal kingdoms. The various animal kingdoms, on the other hand, would likely double as Great Houses. Assuming you could put up with the silliness of New Kennel and N'Yak.
Thoughts?
1. “Dumb” Mutant Animals as War Mounts. Kind of like the Mutant Riding Insects found in Mutants Down Under, the idea is to adapt the Mutant Animal creation rules to set up a “basic frame” for a War Mount, which then gets further customized and ruggedized by Splicer Bio-Enhancements: basically, Biotics with animal intelligence and more or less animal form. (For this purpose, Engineers are unlikely to bother with Human Features, but will jack up the Size into the double digits, of not already there, to make them ridable. Alternately, non-ridable “dumb animals” could be Engineered to give the Packmasters alternatives to the Gorehounds.)
2. Smart Mutant Animals as player characters. This would splice steps 2 and 4 from After the Bomb into the Splicer character creation sequence, between steps 1 and 2 and between steps 4 and 5, respectively. Alternately, AtB character creation could be used as is to represent the bulk of the population of the planet outside of the Great Houses. Given that AtB tends to be built mostly around a pre-industrial setting, the inability to safely touch metal isn't nearly as much of a problem for them as it would be for modern Earth.
I haven't checked to see if the Bio-E costs in the two games are compatible. I hope that they are; but I doubt it. If they are, my thought is to combine the Bio-E pools from the OCC and the animal form, and let the player choose how to spend it. As well, I'd probably just ban Animal Psionics; Splicers makes a point of saying that the supernatural elements common in other Palladium games are out of place here. And it simplifies things, in that you don't need to consider the implications of Natural Mechanical Genius or Techno-Mind.
Among the Mutant Animal Powers, two would be game changers for the Splicers setting: Flight would greatly expand the Great Houses' aerial options, and Digging/Tunneling/Excavation would open up avenues for dealing with the Machine that as written, it's not equipped to deal with. Most of the others already have superior Splicer counterparts.
There probably wouldn't be an Empire of Humanity in this combined setting, per se: the Machine takes its place as the “big bad”. And besides, the inability to touch metal would cripple the EoH's industrial base and eliminate their robots and power armor; what would be left would be little different from the various animal kingdoms. The various animal kingdoms, on the other hand, would likely double as Great Houses. Assuming you could put up with the silliness of New Kennel and N'Yak.
Thoughts?