Polymatrix0 wrote:I want to use the palladium rpg Splicers as a skeleton for a much more detailed, logical, and balanced world.
For awhile now i've been interested in really fleshing/balancing out the Splicer-verse.
I am interested in more detail, but logic and balance mean nothing to me. If I want logic, I'll go play chess. RPGs are inherently illogical. Also every "illogical" aspect will have people who love or hate that aspect. Instead of "fixing", I suggest giving options.
For instance, some people are peeved that the book doesn't say what planet is the Splicers world. Personally, I am completely cool with this since it allows me to put it anywhere. Do I want Splicers to actually be the far future of Wormwood? Could it be Earth? I like the openness for the GM.
As for balance, you may have noticed that Splicers is a Palladium game where "balance" is far secondary to "whacky ubercool" and concepts of balance are the purview of the GM. If you really want balance, do a home conversion of Splicers to a point based RPG where everything can be tallied and weighed.
(1) The Scarecrow O.C.C. is alittle under powered considering they're roles as the secret police of the infamous librarians.
No. They are very solid. Secret policemen should not be able to take down biomecha in a 1 on 1 fight. Instead, the Scarecrow reports the Dreadguard to his Librarian and the two conspire to make the Dreadguard's life miserable from the shadows.
(2)What about computers? Bio-computation is possible even now with todays technology....Where are the F***ing bio computers(see movie:eXistenZ) ?
Cool. I like bio-computers, but also look at the human brain potential concepts you have in Dune.
(3) technojackers, why can't they have programming, mechanical, and electrical skills (jury-rigging blows)and what happens when they touch a computer aside from instantly gaining control over it (2 way BCI, virtual computer reality)?
I am not so sure about giving TJs programming, mechanical or electrical skills since their control of robots is an instinctual, not intellectual, ability.
(4) I really wish Carmen included the Bookworm OCC, seems like a core book OCC (thoes who oppose the librarians and know the history of the world...cool).
Absolutely. Maybe if the Splicers Fan Supplement project can get done as a PDF product like Rifter #0, maybe Carmen would toss in the Bookworm OCC. Speaking of that, I highly recommend that the Splicer Development Group team up with the Fan Supplement team so the PDF can be as awesome as possible.
(5)They did keep records(although guarded by the Bookworms) on paper, so at the very least the gm should know if its earth or a colony world!!! I'm thinking a now abandon/quarantined colony world. Any thoughts?
GM option. The GM should be free to decide, but I think a list of possibilities would be good to create.
(6)The main book is very poorly edited.There are a number of typos, and the book layout sucks.
Errata is good, but the layout is the layout. Hopefully the future supplements will be better.
(7)It seems like the technojackers would be a hell of alot more valuable to the resistance.
Except that they are bizarre mutants who carry death as tools.
(8)The game needs a few more basic/low powered O.C.Cs (city rat equivilant, resistance soldier/city police combo,... ect)
Yes, I would like to see more "Life Inside the House" and the OCCs of people who only stay inside and engage in the politics and issues of being part of the resistance.
(9) All other OCCs should be limited to non-consuming metabolisms.
Nope. Although your idea is realistic, it limits the player choices and thus limits their fun. A huge part of the fun of Splicers is designing different HAs so that fun should be expanded, not limited.
(10)The Host armor enhancment section needs more metabolism specific enhancements.
This is a really GREAT idea.