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Author Topic: AToW Trait Point Costs for Belter Augmentations  (Read 1066 times)

Daryk

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AToW Trait Point Costs for Belter Augmentations
« on: 16 January 2021, 14:53:11 »
The Belter Augmentations in Interstellar Operations (pages 74-75) weren't given AToW prosthetic codes or Trait Point costs, and my rules question about them was answered (by Cray, no less) with a "Rule 0" response ("whatever works for your game").  After significant back and forth, I'm going with:

Vacuum Resistance Package: 6S, +6 Trait Point cost (ignore damage multipliers for vacuum/hostile environments)
Aerospace Pilot Package: 6E, +8 Trait Point cost (+1 additional Piloting (on top of the +2 all Belters get), +2 Initiative, -1 Thrust Point for special maneuvers in space)
Infantry Package: 6X, +10 Trait Point cost (+1 Damage Divisor, Ignore Encumbering equipmen)

This is based on Bone and Joint Reinforcement being 4S/+4 Trait Point cost, the significant bonuses provided by the packages, the fact they are all described as at least partially genetic in nature, and the absence of penalties in the form of obvious implants or Medical Addictions.

The parenthetical notes in the list are the Totatl Warfare scale effects described in Interstellar Operations.  In the absence of AToW scale descriptions, I propose the following:

Vacuum Resistance package: A character with this package can act normally when exposed to vacuum while only taking 1 point of Fatigue damage per turn (vice the 5 unaugmented characters do).  Alternatively, by curling into the fetal position and meditating, this damage can be reduced to 1 point of Fatigue per hour (with no recovery possible until in a breathable atmosphere).  Tranistioning from one state to the other requires one full turn, during which the character suffers 1 Fatigue point of damage and can take no other actions.  This package also includes Bone and Joint Reinforcement as described in the AToW Companion, page 180.  Further, if a character with the Vacuum Resistance package meditates while they still have available life support, they extend the duration of that life support by a factor of five.

Aerospace Pilot Package: A character with this package receives a +1 intiative modifier when engaged in personal zero-g combat.  The character also reduces the penalty for "Attacker Jumping/Gliding/Flying" to -1 (it's as natural as walking for these characters, and leaves the -2 level for Belters in general).  This package also includes Bone and Joint Reinforcement as described in the AToW Companion, page 180.

Infantry Package: At the AToW level, this package gives the equivalent of 10 BAR (total) and a strength boost that reduces crew 1E weapons to 1.  Looking at the various full body myomer implants, I'm going with: +1 BOD, +1 STR, +1 RFL, and 2/3/3/2 BAR ratings that stack without penalty with worn armor, along with the ability to wield 1E crew weapons without penalty.  All of the forgoing without a CHA penalty, Unattractive trait, or Medical Addiction.  That's what I think merits the 10 Trait Point cost.  This package also includes Bone and Joint Reinforcement as described in the AToW Companion, page 180.

EDIT: Added the extension of external life support piece to the Vacuum Resistance Package.
« Last Edit: 26 March 2022, 09:23:09 by Daryk »

Col Toda

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Re: AToW Trait Point Costs for Belter Augmentations
« Reply #1 on: 16 January 2021, 16:55:12 »
I would treat it as phenotype.  Like Clan or Straight Human . No cost . They are Not random mutations  in the AToW Companion so that is why not . Unless belters Do not have a downside in full or slightly more than 1 G environments ? Are they like the Belters in the Expanse Prime TV  show or are they somehow waay better so trait points should be spent ??? Are they like a mutation package add on to normal human ?

So give them a new phenotype: max characterstics different than either human and Clan for free then have Cyber or Bio Augmentation for individuals in specific job roles just like anyone else who gets Augmented.  They should have before being Augmented in the phenotype  lower build and strength  higher Dex or Reflexes, higher Edge . They live in the most dangerous environment in Science Fiction  . If you are not lucky you should be already dead . As to which Dex or Reflexes whatever ability that determines acrobatics which should replace athletes  running ?

Have them have Zero G manuevering free but have to pay trait points to act without penalty in a gravity well .

They are not cheap characters as they exist in Equipped D+ environments . You can't have a belter who uses vacuum space suits at any kind of penalty.

That should reflect belters correctly .  Beltalauder !
« Last Edit: 16 January 2021, 17:32:59 by Col Toda »

Daryk

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Re: AToW Trait Point Costs for Belter Augmentations
« Reply #2 on: 16 January 2021, 17:07:17 »
My impression is that Belters don't get the Augmentations unless they volunteer for duty that requires it, so I'm hesitant to go the phenotype route.

Col Toda

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Re: AToW Trait Point Costs for Belter Augmentations
« Reply #3 on: 17 January 2021, 22:28:45 »
Belters Have to been  genetically engineered like Clan phenotypes .  Bone denstity issues alone demand medical intervention period.  The Terran Alliance before the Hegemony existed would by definition gone for it long before the Star League  existence .

The TV show the Expanse shows belters inside a single generation can't handle being on 1 g environments without serious medical intervention.  Even  people who grew up in domes in Mars need some medical intervention to tolerate physically being in a 1 G environment.

People who spend lengthy times in the International Space station lose bone mass and have to undergo physical therapy upon the return to Earth. 

Any injury in space requires gravity or fake gravity from cyntifigual force just to heal remotely normally or is some cases At All .

It is not a question  belters have a phenotype  just how it is Stated out ? And how many weeks long using  drugs and physical therapy in ever increasing rotational grav decks before visiting a non micro gravity environment.  Take a belter to a 1 g environment without it is a slow  death sentence if they are unlucky .


Daryk

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Re: AToW Trait Point Costs for Belter Augmentations
« Reply #4 on: 17 January 2021, 22:34:21 »
Bone and Joint Reinforcement is a 4S "prosthetic" that costs 10,000 C-Bills, and takes care of most of those issues.

Daryk

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Re: AToW Trait Point Costs for Belter Augmentations
« Reply #5 on: 04 December 2021, 14:35:45 »
It has finally occurred to me that those with the Vacuum Resistance package should be able to pull the meditation trick while they still have air to breathe.  I'm certainly not going to multiply life support duration by 120, but I think a multiplier of 5 is reasonable.  So I'll phrase it this way:

Vacuum Resistance package: A character with this package can act normally when exposed to vacuum while only taking 1 point of Fatigue damage per turn (vice the 5 un-augmented characters do).  Alternatively, by curling into the fetal position and meditating, this damage can be reduced to 1 point of Fatigue per hour (with no recovery possible until in a breathable atmosphere).  Transitioning from one state to the other requires one full turn, during which the character suffers 1 Fatigue point of damage and can take no other actions.  This package also includes Bone and Joint Reinforcement as described in the AToW Companion, page 180.  Further, if a character with the Vacuum Resistance package meditates while they still have available life support, they extend the duration of that life support by a factor of five.

Daryk

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Re: AToW Trait Point Costs for Belter Augmentations
« Reply #6 on: 16 April 2022, 19:07:58 »
I just managed to make a 21-year old Belter Marine with the Vacuum Resistance and Infantry packages.  They have serious trust issues with non-Belters, but you can't have everything...  ::)

The important thing is the costs are doable for mere mortals, as steep as they are.  I considered making the Vacuum Resistance package a pre-requisite for the Infantry package to reduce the latter's cost.  Of course, that would ultimately result in other reduced costs by requiring Bone and Joint Reinforcement for any of the Belter packages.  I may still go that way.  I think that would look like this:

Bone and Joint Reinforcement (4S): 4 TP cost, required for all packages below.
Vacuum Resistance Package (6S): 3 Additional TP cost above that of the above, and required for both packages below (7 TP toral).
Aerospace Pilote Package (6E): 3 Additional TP cost above both Bone and Joint Reinforcement and the Vacuum Resistance Package (10 TP total).
Infantry Pacakge (6X): 5 TP cost above and beyond both Bone and Joint Reinforcement and the Vacuum Resistance Package (12 TP total).

 

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