Questions: Insanity/Addiction, Finite Lifespan, Combat

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Hunterrose
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Questions: Insanity/Addiction, Finite Lifespan, Combat

Unread post by Hunterrose »

Hey all,
I apologize for the question dump here, but the Search Feature hasn't been working for me so I hope you don't mind if I throw a few questions out to the crowd.

I'm creating a "Chemically Enhanced Super Soldier" Character and wanted to add some features but, I'm not sure what the best way to go about it is.

TICKING CLOCK / POWERS / LIFESPAN
I like the idea of this hero having a finite lifespan and the PU2 PCC Chapter gives examples in terms of years (very similar to the Juicer) but in terms of an episodic super hero adventure this seems a little vague. So, I was wondering if anyone had made up a different way to track his health. I guess I'm thinking of something like PPE or ISP writ large, like: 10,000 lifetime points and once those are used up, you die. So anytime he uses his powers he's hastening his death.
I could make a number up I guess, but I wondered if anyone had come up with a system already. And if so, are there any pitfalls to watch out for?

INSANITY/ADDICTION
For the same character, I was wondering if there were any discussions that dealt with insanity and addiction that were a little more in depth than what the corebook discusses. (I've looked a little at the Imbibe Hero but it doesn't quite do what I want.)

COMBAT CHEAT SHEETS and/or SIMPLIFIED RULES
I know there are lots of discussions on Combat, and I've read through some. But it still feels a little unwieldly.
Does anyone have any simple Character Cheat sheets that they've had success with?
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Stone Gargoyle
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Re: Questions: Insanity/Addiction, Finite Lifespan, Combat

Unread post by Stone Gargoyle »

The rules in general need clarification in some areas, but they would not become simpler but rather more complex. There are a lot of thing that simply are not explained in any detail.
As for limited life span and insanity, those are best just role played. The likelihood of someone actually playing a character long enough for them to be affected by a shortened life span is not very great.
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Hunterrose
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Re: Questions: Insanity/Addiction, Finite Lifespan, Combat

Unread post by Hunterrose »

Thanks for the feedback. As you say, playing the shorter lifespan out in years is unlikely. That's why I was wondering if anyone had house ruled a points system to it.
I did some google searches on the Forum (whats up with forum searches?) and it appears that lifespan discussions (usually in the RIFTS forums related to Juicers) get quite heated. Yikes.

I considered re-posting the question over there since they would have more direct experience with the Juicer rules but now I'm feeling hesitant. LOL.
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Incriptus
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Re: Questions: Insanity/Addiction, Finite Lifespan, Combat

Unread post by Incriptus »

The Rifter 37 has a variety of Mega-Hero Options
One for the Mystically Bestowed is a life time 2d6 x 1000 PPE
Now the character doesn't die when the value runs out, but he becomes powerless
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Hunterrose
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Re: Questions: Insanity/Addiction, Finite Lifespan, Combat

Unread post by Hunterrose »

Cool! Thank you for the reference. I'll take a look at that. If I apply that, I'll have to assign a point value to my character's powers usage. But approx 10k is what I was assuming, so I'm glad to know I was on the right track.
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Re: Questions: Insanity/Addiction, Finite Lifespan, Combat

Unread post by Sir_Spirit »

The Juicer Uprising book takes a look at juicer culture and mentality and could be a useful guideline.
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Razorwing
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Re: Questions: Insanity/Addiction, Finite Lifespan, Combat

Unread post by Razorwing »

While the default assumption the Chemically enhanced Super Soldier option is that GMs will be keeping at least a rough timeline of how their adventures/campaign progresses... another option for a more episodic gaming style would be to take a page from many episodic television shows... namely that each episode/adventure takes place about a week or two after the last (baring time jumps in or between the adventures... in which case, adjust accordingly).

This means that if each adventure (not gaming sessions) takes place a week after the last... then such a character will have about 26 to 52 adventures a year... and will live for about 7 years... translating to between 182 and 364 adventures before he passes. How many game sessions an adventure may take will vary... and as I said, any major time skips will also adjust this... likely to more manageable numbers.
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