I'd be curious to hear about the various special abilities I've heard figure prominently in the game -- cybernetics, mutations, the Jade, etc.
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Cross-posted from my comment in the reviewer's LJ.
A good review. I have a couple of comments:
1) The default DN is actually 9. Many times I have different DNs based on various mechanical needs, but if there's doubt, 9 is a good assumption to make for noteworty tasks (i.e., tasks that make for an interesting game). For an analogy, the default difficulty was 6 for old-school White Wolf Storyteller system, but you could slide it up and down as needed.
2) You are correct that there's no easily packaged "thing to do", and the design correlation to Cyberpunk 2.0.2.0. was intended in this case. It was also meant to be a bit like Sin City, in that there are a lot of stories going on that weave together. However, the Movement is probably the most typical "adventuring party" starting point; a collection of people from all walks of life conducting secret missions to do good while breaking a few laws in the process.
Overall, though, I think you "got" a lot of what I was trying to do with Midway City. I'm glad you liked it!
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I'd be curious to hear about the various special abilities I've heard figure prominently in the game -- cybernetics, mutations, the Jade, etc.
Well, the Jade is actually a dimension, but Kyrhee and Gazers (two of the races in the book) have access to various powers that involve the Jade in various ways called attunements.
Basically, steelware (cyberware) and Flips/Flops (mutations) work similarly; they're toolkits that you can use to build your own cybernetics and mutations (akin to the Scientific Experiment rules in TK, Dan, but a little more robust).
Attunements are a kind of tree-like progression of stock powers, ranked by power level.
Gazers also have access to various "psychic" powers, which are constructed but can be picked in any order.
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Attunements are a kind of tree-like progression of stock powers, ranked by power level.
Gazers also have access to various "psychic" powers, which are constructed but can be picked in any order.
In concept Attunements were originally martial art mystic abilities---think of them like chi abilities, created by martial arts skill, and focused through ritualistic motions.
Each power is a step on a martial art style path of enlightenment.
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Well, the Jade is actually a dimension, but Kyrhee and Gazers (two of the races in the book) have access to various powers that involve the Jade in various ways called attunements.
Basically, steelware (cyberware) and Flips/Flops (mutations) work similarly; they're toolkits that you can use to build your own cybernetics and mutations (akin to the Scientific Experiment rules in TK, Dan, but a little more robust).
Attunements are a kind of tree-like progression of stock powers, ranked by power level.
Gazers also have access to various "psychic" powers, which are constructed but can be picked in any order.
Very cool.
Would you say the differences between cyberware and mutations are largely cosmetic and thematic, or are there certain things each can do that the other can't?
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Would you say the differences between cyberware and mutations are largely cosmetic and thematic, or are there certain things each can do that the other can't?
There are a couple things that flips can do that steelware can't, and flips are restricted to Flips while most of the races can have steelware, but overall the differences are cosmetic and thematic, yes.
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Re: [RPG]: Midway City, reviewed by GamerJim (5/4)
How does one get a copy of this fine product?
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Re: [RPG]: Midway City, reviewed by GamerJim (5/4)
Quote:
Originally Posted by Gary Thomas
How does one get a copy of this fine product?
It should be back from the printers in the next week or so. You can pre-order from most FLGS, some online places (such as paizo.com) are accepting pre-orders, or you can get it from zmangames.com once they have their online ordering for Midway City up and running.