I see that I'm probably going to be a minority here, so I better be vocal
*Dice system explanation snip*
Opinions?
I am not so happy with this idea. Partly because I've statted the character based on anticipating the strengths of the old system (not to the hilt as with minmaxing, though), but mostly because it's such a major overhaul, re-shaping the whole feel of the game system, and, by extension, the whole game. Even the dreaded "straight bonus;dynamic bonus;straight bonus; dynamic bonus; ..." alternative progression, discussed earlier, is perhaps, less of a problem overall, as it would remain mostly in the same field of game mechanics.
The way you suggest it, I'm afraid, you change the underlying mechanics of the game ground-shatteringly. See, you've conditioned us to see ERverse bonuses and penalties in terms of roll bonuses and penalties of discrete, integer nature. Removing those would not only signify the return of the dreaded [1], but also remove the already ingrained understanding of skill/attribute bonuses, as those would no longer be quantifiable. Math minmaxers' unhappiness aside, that would lead to players having much less understanding what different 'levels' of skill represent and would/would not allow them to do.
Furthermore, there goes the already mentioned problem of 'can I do it?'. You see, under the old/current system, the answer most of the time is 'Yes, roll to skill'/'No, that is literally pretty much impossible' with a sparse sprinkling of 'You go amp/manip overload, boom!'. Anyone, even without any skill and bonuses, had at least 1/6th chance of doing things perfectly (as demonstrated by Maurice's painting gallery). Now, the proposed system is much more reasonable and realistic (a funny notion for ER!.. once upon a time), but the way I see it, with 'levels' of skill tacitly used in every instance of rolling, such feats would become sole purview of dedicated professionals. Which, I guess, could be seen as okay, but this would be a whole different game system.
Of course, we probably wouldn't know any better with the current trend of hiding rolls - which I also find somewhat dislikeable, if only for the reason that the very timely exceptional (both good and bad) rolls of the old were fun to read. You not only wondered how things went so utterly right/wrong, you also got to contemplate the nature of rolls (you know, I dread rolling Meditech with Maurice these days - there would be no input to contemplate the roll result in-character!). While very understandable with 'against mindfuck' rolls, and perhaps somewhat useful psychologically-wise for 'perception' rolls, I lament the current general trend. It is against the spirit of the old ER.
And finally, the preparation dynamic bonus system. Honestly, I loathe it so much. It might have been more understandable to have dyn-bonus from equipment (specialised for specific actions or handwaved wide-applied replacing the niche of decomps), or from stats, or otherwise, but currently you get it for inacting. This is terrible because its very existence implies that everyone better use it if they want to do fine actions, yet makes one sacrifice a whole turn to get so (and, believe me, from the certain M17 experience I can now tell that a turn wasted is perhaps the largest atrocity there possible). With all other bonuses gone, it would make it nigh-required to do things, and it would exaggerate its problems even more. And finally, if you wanted to go with 'preparation' theme, you could always specify to having particular equipment on hand/having done logically consistent things beforehand - all of which should take time, yes, but not turns. Sometimes a turn is a very lengthy period of time, ranging from hours to days of timeskip, and it would only be natural that anyone would have enough time on hand to do things in 'prepared' manner; and sometimes, like with the recent on-ship extra turn to escape the explosion, or during gunfights, turn might consist of mere seconds. Would anyone be able to 'prepare' for anything lengthy during that time? No, but the game mechanic allows it. ((And the same reason goes agains the Raduga/Spektr build-up/cooldown measured in turns, by the way - the very reason I opposed it so fiercely.)) One might add that a dynamic bonus would also be against the spirit of the proposed 'Pure d6 rolls!' mechanics, but heck if I understand that spirit enough to argue anything in its support.
So I conclude: yes, doable, and probably more realistic than what we currently have, but it'd be no old ER anymore, however little of that we still keep alive. Which might or might not affect the overall positive game experience and playerbase.
My guess is that she's a human/synthflesh titan mixture.
<snip>
Of course, that's wild mass guessing. She could just be a hybrid with the space magic god thingy that we're building a home for on Heph. Space magic is relatively common, but the part we have in the SMF is the specific part that's never seen. Or she could be a hybrid with something else.
Well, I like that wild mass guessing, but I am mostly with the idea she's a human/space-cthulhu-in-the-box hybrid - or that's how I'd do it, were I mad-sciencing it. Just having every single cell in your body as a tiny amp would make you a true amp demigod(dess) like she appears to be. Of course, that would be an incredibly lethal experiment, but out of the nine only she, it seems, have survived
and mastered the powers
and not gone mad?(speculation)