2nd Ed Morph Creation Rules?

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Lurkingdaemon Lurkingdaemon's picture
2nd Ed Morph Creation Rules?

Hey everyone! Based on this chart and the current draft of Character Creation rules, I feel I’ve been able to reconstruct/reverse-engineer the rules used for Morph Creation, and figured I might as well share to see what folks think, and what they can put together.

PLEASE NOTE: These rules are not official, and are merely my conclusions based on the information available. They are subject to change should new information become available, or official morph creation rules be released.

Morph Creation
Determine the following MP values:
Pools MP
(CP cost for pools is 2 per pool/Flex point)

DUR MP
(Baseline DUR of 35. Every +/-5 DUR is +/-2 CP)

Traits MP

Spoiler: Highlight to view

Below are unlisted morph traits currently available for customization. Morph Traits from the current draft of the character creation rules may also be used.

Armor/Synthetic Frames
Light Frame (6/4) - 2CP
Medium Frame (8/6) - 4CP
Heavy Frame (12/10) - 6CP
Swarm Characteristics - 2CP

Natural Weapons
Light (DV 2d6) - Minor
Medium (DV 1d10) - Moderate
Reach - Moderate
Extra Arms - Minor (per pair)

Tools
Utilitool - Moderate
Nano Hive - Moderate

Ware MP
(Ware MP cost is 1 for Minor, 2 Moderate, 4 Major complexity)

Cost
Determine total MP value and final, in-game value.
Total: (Total of Pools, DUR, Traits and Wares MP values)
¼ Cost: (Total MP reduced by ¼ for final Morph MP)
Final Cost: (Round to nearest whole number)

    Notes:
  • Non-standard sizes appear to have a cost of 0 MP due to the associated balance of penalties/benefits.
  • There does not appear to be a limit to positive or negative traits used in a morph. A conservative suggestion is to have no more than 2 negative traits, and no more than 4 positive traits.
  • 2nd Edition Wares and complexities can be found in the Equipment Package section of the Character Creation rules of the current draft (June 08).
  • 1st Edition Augments can be converted roughly equally from their respective Cost Category to Complexity. Augments with the Expensive cost category should instead convert to either Major complexity [Restricted] or Rare complexity, per GM ruling.

Example:

Takko (8 MP)
Movement Rate: Thrust Vector 8/40, Walker 4/16
Ware: 360 Degree Vision, Access Jacks, Chameleon Skin, Cortical Stack, Cyberbrain, Enhanced Vision, Grip Pads, Mesh Inserts, Mnemonics, Polarized Vision, Puppet Sock
Morph Traits: Limberness 2, Medium Frame (6/8), Exotic Morphology 3
Notes: 8 Arms (+3 pairs), Natural Attack: Beak (DV 1d10)
DUR 40, WT 8, DR 80
Insight 1, Moxie 1, Vigor 1, Flex 2

Spoiler: Highlight to view
Takko
Pool CP (10)
  • I/M/V Points 3
  • Flex Points 2
DUR CP (2)
  • DUR +5
Traits CP (2)
    Traits
  • Limberness 2 (2)
  • Medium Frame 6/8 (4)
  • Natural Weapon - Medium (2)
  • Exotic Morphology 3 (-6)
Ware CP
    Minor (14)
  • 360 Degree Vision, Access Jacks, Chameleon Skin, Cortical Stack, Cyberbrain, Enhanced Vision, Extra Limbs (x3), Grip Pads, Mesh Inserts, Mnemonics, Polarized Vision, Puppet Sock
    Moderate (2)
  • Thrust Vector
    Major

Total: 30
¼ Cost: 7.5
Final Cost: 8

I rather like these rules so far, and am curious to see what everyone else could create using them.

Urthdigger Urthdigger's picture
Decided to go ahead and make

Decided to go ahead and make my personal favorite, the Scurrier.

Spoiler: Highlight to view
Scurrier
Pool CP (6)
1 Moxie
2 Vigor

Dur CP (-2)
Dur: 30

Ware:

Minor: (10)
Extra Limbs, Gliding Membrane, Prehensile Tail, Basic Biomods, Cyberbrain, Access Jacks, Puppet Sock, Mnemonic Augmentation, Cortical Stack, Mesh Inserts

Total: 14
1/4 cost: 3.5
Final Cost: 4 MP

It seems about right for the most part, landing it in the same MP cost as other morphs that used to cost 40 MP. I'm not sure if I should give it another point of vigor to be the lost skill points in climbing and freerunning, as I currently only accounted for the increased stats it had. It wouldn't actually increase its MP cost in either case.

Lurkingdaemon Lurkingdaemon's picture
Urthdigger wrote: I'm not

Urthdigger wrote:
I'm not sure if I should give it another point of vigor to be the lost skill points in climbing and freerunning, as I currently only accounted for the increased stats it had.

I'd actually think to boost the Insight pool in place of it's Vigor - specifically because Scurriers were Small-sized, with all the penalties to 'brute force' that entailed. I think the fluff for the morph points out their general intended use to be for exploration and/or reaching places other morphs couldn't fit.

Other suggestions: Most pods have the Exotic Morphology 2-3 traits, which would help bring costs down, and for the Scurrier either Non-human, or Non-mammalian biology would drop it's cost even further.

Edit: Also, the Flex pool is a bit more indicative of a 'weak but skilled' morph type, like the Scurrier.

Urthdigger Urthdigger's picture
Except vigor isn't JUST brute

Except vigor isn't JUST brute force. The main thing the scurrier had going for it statwise was Coordination, a vigor stat, and bonuses to a couple skills that were likewise vigor-based.

As far as flex goes, I feel it's better suited for when you could choose to put points where you wished (like with the splicer.) It's more luck and being a jack of all trades, and going with flex rather than vigor means you're trading the advanced stuff like extra actions for adaptability, which doesn't suit it.

The lack of overwhelming strength is likely covered by the small size, which I got the impression will give a penalty to brute strength checks.

Lastly, I hadn't considered those traits. I can probably figure out what they'd cost and allow for a few extra pools here and there (insight will likely stay at 0).

Lurkingdaemon Lurkingdaemon's picture
And now for Flexbots...and zoidberg?

Since I started on this general yarn because of trying to figure out how to make flexbots, I spent some time to recreate some of the ‘bots from 1st Ed. Whether or not successfully/well is up to other’s opinion.

Remembering the following:

EP2_MakingCharacters_June08 wrote:
All flexbots have the following stats, plus whatever is listed under their module type:
Movement Rate: Thrust Vector 8/40, Walker 4/16
Ware: Access Jacks, Cortical Stack, Cyberbrain, Mesh Inserts, Mnemonics, Modular Design, Puppet Sock, Shape-Adjusting
Morph Traits: Exotic Morphology (Level 3)
Notes: Light Frame (Armor 6/4), Small size

Spoiler: Highlight to view
Traits MP (-4)
  • Exotic Morph 3 (-6)
  • Light Frame (2)
Ware MP
    Minor (6)
  • Access Jacks, Cortical Stack, Cyberbrain, Mesh Inserts, Mnemonics, Puppet Sock
    Moderate (4)
  • Modular Design, Thrust Vector
[Major (4)
  • Shape Adjusting
  • [/] Total 10 MP

    Yeoman 4 MP
    Movement Rate: Thrust Vector 8/40, Walker 4/16
    Ware: Access Jacks, Cortical Stack, Cyberbrain, Fractal Digits, Mesh Inserts, Mnemonics, Modular Design, Nanoscopic Vision, Puppet Sock, Shape Adjusting
    Morph Traits: Exotic Morphology 3
    Notes: Light Frame 6/4, Small Size
    DUR 30, WT 6, DR 60
    Insight 1, Moxie 1, Vigor 0, Flex 1

    The bog-standard every-bot. More physical (hopefully) with the signature Fractal Digits/Nanoscopic vision, and frontloaded with some extra pool points for making it stand out a little.

    Spoiler: Highlight to view
    Pool MP (6)
    • I/M/V Points 1/1/0
    • Flex Points 1
    DUR MP (-2)
    • DUR -5 (30)
    Traits MP (0)
    Ware MP
      Minor (1)
    • Nanoscopic Vision
      Moderate (2)
    • Fractal Digits
    [Major (0)
  • [/] Total 7 +10
    ¼ Cost 4.25
    Final Cost 4 MP

    Apiary 3 MP
    Movement Rate: Thrust Vector 8/40, Walker 4/16
    Ware: Access Jacks, Cortical Stack, Cyberbrain, Mesh Inserts, Mnemonics, Modular Design, Nanodetector, Puppet Sock, Shape Adjusting, Radio Booster, Skinlink
    Morph Traits: Exotic Morphology 3
    Notes: Small Size, Swarm Characteristics
    DUR 20, WT 4, DR 40
    Insight 2, Moxie 0, Vigor 0, Flex 0

    A simple idea - combine flexbots with nanoswarms. What could go wrong? Taken from the original Apiary idea, and redone for 2nd Ed.

    Spoiler: Highlight to view
    Pool MP (4)
    • I/M/V Points 2/0/0
    • Flex Points 0
    DUR MP -(-6)
    • DUR -15 (20)
    Traits MP (0)
    • Remove Light Frame (-2)
    • Swarm Characteristics (2)
    Ware MP
      Minor (2)
    • Nanodetector, Radio Booster
      Moderate (2)
    • Skinlink
    [Major (0)
  • [/] Total 2 +10
    ¼ Cost 3
    Final Cost 3 MP

    Beekeeper 5 MP
    Movement Rate: Thrust Vector 8/40, Walker 4/16
    Ware: Access Jacks, Cortical Stack, Cyberbrain, Mesh Inserts, Mnemonics, Modular Design, Nanodetector, Nano-Hives (x4, Player choice),Puppet Sock, Shape Adjusting, Skinlink
    Morph Traits: Exotic Morphology 3
    Notes: Light Frame 6/4, Small Size
    DUR 30, WT 6, DR 60
    Insight 1, Moxie 0, Vigor 0, Flex 0

    I thought this thing was cool, but expensive. A nano-toolkit for those with really good programming skills and an eye for being a pocket-knife. Recreated it’s basically the same - expensive but versatile.

    Spoiler: Highlight to view
    Pool MP (2)
    • I/M/V Points 1/0/0
    • Flex Points 0
    DUR MP (-2)
    • DUR -5 (30)
    Traits MP (0)
    Ware MP
      Minor (1)
    • Nanodetector
      Moderate (10)
    • Nano-Hive (x4), Skinlink
    [Major (0)
  • [/] Total 11 +10
    ¼ Cost 5.25
    Final Cost 5 MP

    Crafter 4 MP
    Movement Rate: Thrust Vector 8/40, Walker 4/16
    Ware: Access Jacks, Cortical Stack, Cyberbrain, Enhanced Vision, Fractal Digits, Mesh Inserts, Mnemonics, Modular Design, Nano-Hive (Engineers), Nanoscopic Vision, Pneumatic Limbs, Puppet Sock, Shape Adjusting, T-Ray Emitter
    Morph Traits: Exotic Morphology 3
    Notes: Light Frame 6/4, Small Size
    DUR 30, WT 6, DR 60
    Insight 1, Moxie 0, Vigor 1, Flex 0

    Standard engineer/repair module for tasks of all shapes and sizes. Ditched the limb-wares this thing had from 1st Ed to keep costs down - and because 1st Ed Shape Adjusting made them superfluous anyways.

    Spoiler: Highlight to view
    Pool MP (4)
    • I/M/V Points 1/0/1
    • Flex Points 0
    DUR MP (-2)
    • DUR -5 (30)
    Traits MP (0)
    Ware MP
      Minor (1)
    • Nanoscopic Vision
      Moderate (4)
    • Fractal Digits, Nano-Hive
    [Major (0)
  • [/] Total 7 +10
    ¼ Cost 4.25
    Final Cost 4 MP

    Fighter 5 MP
    Movement Rate: Thrust Vector 8/40, Walker 4/16
    Ware: Access Jacks, Cortical Stack, Cyberbrain, Mesh Inserts, Mnemonics, Modular Design, Puppet Sock, Radar, Shape Adjusting, T-Ray Emitter, Weapon Mount (x2)
    Morph Traits: Exotic Morphology 3
    Notes: Light Frame 6/4, Small Size
    DUR 40, WT 8, DR 80
    Insight 0, Moxie 0, Vigor 2, Flex 0

    Standard Fighter module. Punch things! Carry guns! etc.

    Spoiler: Highlight to view
    Pool MP (4)
    • I/M/V Points 0/0/2
    • Flex Points 0
    DUR MP (2)
    • DUR +5 (40)
    Traits MP (0)
    Ware MP
      Minor (4)
    • Radar, T-Ray Emitter, Weapon Mount (x2)
      Moderate (0)
    [Major (0)
  • [/] Total 10 +10
    ¼ Cost 5
    Final Cost 5 MP

    Longbow 3 MP
    Movement Rate: Thrust Vector 8/40, Walker 4/16
    Ware: Access Jacks, Cortical Stack, Cyberbrain, Mesh Inserts, Mnemonics, Modular Design, Puppet Sock, Shape Adjusting, Weapon Mount (x2, Articulated)
    Morph Traits: Exotic Morphology 3
    Notes: Heavy Frame 12/10, Small Size
    DUR 20, WT 4, DR 40
    Insight 0, Moxie 0, Vigor 1, Flex 0

    Where the Fighter goes hard, the Longbow goes smart - ish. Inverts the Fighters high health - low armour setup, and lets you carry more guns.

    Spoiler: Highlight to view
    Pool MP (2)
    • I/M/V Points 0/0/1
    • Flex Points 0
    DUR MP (-6)
    • DUR -15 (20)
    Traits MP (4)
    • Heavy Frame (+4)
    Ware MP
      Minor (2)
    • Weapon Mount (x2)
      Moderate (0)
    [Major (0)
  • [/] Total 2 +10
    ¼ Cost 3
    Final Cost 3 MP

    Picklock 3 MP
    Movement Rate: Thrust Vector 8/40, Walker 4/16
    Ware: Access Jacks, Chameleon Skin, Cortical Stack, Cyberbrain, Grip Pads, Mesh Inserts, Mnemonics, Modular Design, Puppet Sock, Radar Absorbent, Shape Adjusting, Utilitool
    Morph Traits: Exotic Morphology 3
    Notes: Light Frame 6/4, Small Size
    DUR 20, WT 4, DR 80
    Insight 1, Moxie 0, Vigor 0, Flex 1

    Some of the stuff this guy originally had isn’t present, mostly because I don’t know if it’ll be brought over. Even without, it’s got a decent kit, and is deliberately designed to mesh with it’s counterpart.

    Spoiler: Highlight to view
    Pool MP (4)
    • I/M/V Points 1/0/0
    • Flex Points 1
    DUR MP (-6)
    • DUR -15 (20)
    Traits MP (0)
    Ware MP
      Minor (3)
    • Chameleon Skin, Grip Pads, Radar Absorbent
      Moderate (2)
    • Utilitool
    [Major (0)
  • [/] Total 3 +10
    ¼ Cost 3.25
    Final Cost 3 MP

    Rogue 5 MP
    Movement Rate: Thrust Vector 8/40, Walker 4/16
    Ware: Access Jacks, Chameleon Skin Cortical Stack, Cyberbrain, Enhanced Vision, Fractal Digits, Mesh Inserts, Mnemonics, Modular Design, Nanoscopic Vision, Puppet Sock, Radar Absorbent, Shape Adjusting, T-Ray Emitter, Weapon Mount
    Morph Traits: Exotic Morphology 3
    Notes: Light Frame 6/4, Small Size
    DUR 30, WT 6, DR 60
    Insight 0, Moxie 1, Vigor 1, Flex 0

    Holy crap the 1st Ed version of this thing had a lot of gear, and holy crap this thing has a truckload of random sneaky stuff. Works even better when paired with it’s Picklock companion module.

    Spoiler: Highlight to view
    Pool MP (4)
    • I/M/V Points 0/1/1
    • Flex Points 0
    DUR MP (-2)
    • DUR -5 (30)
    Traits MP (0)
    Ware MP
      Minor (6)
    • Chameleon Skin, Enhanced Vision, Nanoscopic Vision, Radar Absorbent, T-Ray Emitter, Weapon Mount
      Moderate (2)
    • Fractal Digits
    [Major (0)
  • [/] Total 10 +10
    ¼ Cost 5
    Final Cost 5 MP

    Sapper 4 MP
    Movement Rate: Thrust Vector 8/40, Walker 4/16
    Ware: Access Jacks, Cortical Stack, Cyberbrain, Disassembly Tools, Electrical Sense, Enhanced Vision, Mesh Inserts, Mnemonics, Modular Design, Nano-Hive (Disassemblers), Puppet Sock, Shape Adjusting, T-Ray Emitter
    Morph Traits: Exotic Morphology 3
    Notes: Light Frame 6/4, Small Size
    DUR 20, WT 4, DR 40
    Insight 0, Moxie 0, Vigor 0, Flex 1

    Loaded with a raft of stuff that couldn’t be shoehorned into the Crafter, the Sapper covers and compliments both sides of taking things apart.

    Spoiler: Highlight to view
    Pool MP (2)
    • I/M/V Points 0/0/0
    • Flex Points 1
    DUR MP (-6)
    • DUR -15 (20)
    Traits MP ()
    Ware MP
      Minor (2)
    • Enhanced Vision, T-Ray Emitter
      Moderate (4)
    • Electrical Sense, Nano-Hive
    [Major (4)
  • Disassembly Tools
  • [/] Total 6 +10
    ¼ Cost 4
    Final Cost 4 MP

    Wizard 4 MP
    Movement Rate: Thrust Vector 8/40, Walker 4/16
    Ware: Access Jacks, Cortical Stack, Cyberbrain, Mental Speed, Mesh Inserts, Mnemonics, Modular Design, Puppet Sock, Radio Booster, Shape Adjusting
    Morph Traits: Exotic Morphology 3
    Notes: Light Frame 6/4, Small Size
    DUR 30, WT 6, DR 60
    Insight 2, Moxie 1, Vigor 0, Flex 1

    Mesh-war = electrical sense and engineering gear? I think not. Basically a ‘thinker's Yeoman’ for the aspiring hacker/mesh-wizard.

    Spoiler: Highlight to view
    Pool MP (4)
    • I/M/V Points 0/1/0
    • Flex Points 1
    DUR MP (-2)
    • DUR -5 (30)
    Traits MP ()
    Ware MP
      Minor (1)
    • Radio Booster
      Moderate ()
    [Major (4)
  • Mental Speed
  • [/] Total 7 +10
    ¼ Cost 4.25
    Final Cost 4 MP

    Random aside: This is how I’d suggest making the Scurrier.
    Random note: BBcode formatting hates me and I hate it.

    Spoiler: Highlight to view
    Scurrier 2 MP
    Movement Rate: Walker 4/16
    Ware: Access Jacks, Biomods, Cortical Stack, Cyberbrain, Extra Limbs, Gliding Membrane, Mesh Inserts, Mnemonics, Prehensile Tail, Puppet Sock
    Morph Traits: Limberness 1, Exotic Morphology 3, Nonmammalian Biochemistry
    Notes: Small Size
    DUR 30, WT 6, DR 45
    Insight 0, Moxie 1, Vigor 1, Flex 2

    Long and short: I forgot what bonuses Scurriers got in 1st Ed. I still recommend lots of Flex for one-off skill boosts (remembering that unspent MP on character gen go towards MORE free Flex - on top of anything your character has). If stuff like the bonuses to climb and etc. are a big issue - wares like Grip Pads would easily make up for it (whether as inherent to the Morph or added on - which there is definitely space for).

    Otherwise stuff like Extra Limbs are mentioned in fluff, so I threw those on, and plugged in some of the equivalent traits it has in 1st Ed. Vigor is as low as it is both because of Small size, and because COO as an aptitude no longer applies/was folded into SOM. All things considered, this guy is a biological/pod rival to the Dragonfly Synthmorph.

    I won’t say my thoughts are right and others are wrong - this is just how I would build it.

    Pool MP (8)

    • I/M/V Points 0/1/1
    • Flex Points 2
    DUR MP (-2)
    • DUR -5 (30)
    Traits MP (-9)
    • Limberness 1 (1)
    • Exotic Morphology 3 (-6)
    • Nonmammalian Biochemistry (-4)
    Ware MP
      Minor (10)
    • Access Jacks, Biomods, Cortical Stack, Cyberbrain, Extra Limbs, Gliding Membrane, Mesh Inserts, Mnemonics, Prehensile Tail, Puppet Sock
      Moderate ()
    [Major (0)
  • [/] Total 7
    ¼ Cost 1.75
    Final Cost 2 MP
    Urthdigger Urthdigger's picture
    I think our main sticking

    I think our main sticking point is you're treating Vigor as though it no longer applies to any COO/REF checks, as if it were solely SOM, and brute strength at that. I think being able to use the more specialized vigor bonuses on things like athletics, fray, freefall, or guns, is more befitting the small agile "rogue" type of build it was before, rather than an allotment of points that can provide a luck bonus to anything. Plus it allows players who preferred the direct stat boosts of morphs to get +10 REF as a replacement for its old +10 COO.

    As a side note, the Ghost, the premier "dexterity/stealth" morph of the improved human morphs in 1st edition, reflects this with Vigor being its largest pool at 3, same as an Olympian, Novacrab, or Neo-Gorilla, and only beaten by the Fury and Reaper.

    I think the intrinsic strength issues of a small morph are best dealt with by modifiers to certain checks based on size, like 1st edition did (small morphs had a penalty to melee damage and attackers had a penalty to hit them). This allows dextrous morphs to retain Vigor without necessarily meaning they can bench a car, and there are plenty of SOM skills that could be approached from a strength or dexterity issue, main difference being how you'd explain the morph doing it (Athletics says hi).

    As far as your flexbot loadouts go, I'd say the same thing with your take on Scurrier: Plenty of them could do with more Vigor. Rogue game with +5 COO and +5 REF, and gets only 1 Vigor point (I've generally been going with 1 point for every 5 points in a tied stat, with COO being a vigor stat as it's rolled into both vigor stats now.) Your Sapper also has only 1 vigor stat, and while it's true the old module didn't grant extra SOM, it had the exceptional aptitude trait for SOM, allowing you to utilize more of your native SOM in it (35 cap compared to the 25 SOM cap the other modules have).

    Lurkingdaemon Lurkingdaemon's picture
    Of sticking points and scurriers

    Urthdigger wrote:
    I think our main sticking point is you're treating Vigor as though it no longer applies to any COO/REF checks, as if it were solely SOM, and brute strength at that.

    In part, this is true, mostly because - rather than a brute force approach - I see Vigour as the 'Combat' pool. Examining what we can do with them:

    EP2_GameMechanics_June08 wrote:
    Before Roll: Ignore all negative modifiers to the test.
    Before Roll: Add +20 to the test’s target number.
    After Roll: Flip-flop a d100 roll. For example, 83 becomes 38.
    After Roll: Upgrade a success to a superior success (or one to two).
    After Roll: Downgrade a critical failure to a regular failure.
    Ongoing (Insight/Moxie/Vigor Only): Receive +5 (1 point) or +10 (2 points) to all skill tests linked to one aptitude for 24 hours or until your next recharge (p. XX).

    Looking at those effects, I definitely see where you're coming from. The sticking point for me are the Vigour specific benefits:

    EP2_GameMechanics_June08 wrote:
    Go first in an action turn. If multiple characters choose this option, they go in Initiative order before everyone else.
    Take an extra quick or complex physical action in an action turn. This action may only be taken after everyone else has gone. If multiple characters choose this option, they go in Initiative order after everyone else has taken their turn.
    Ignore the effects of 1 wound for 24 hours.

    So already less brute force and more rogue-ish (Going first, doing things faster, etc).

    The other half of the way I built things, at least for the above examples, has been due to costs: Much as I might prefer pools over wares, either add up quickly in the morph creation process. It is quite literally the case where an extra pool point, or ware, could be the difference between a 1 MP morph and a 2 MP, or even 3 MP final morph cost.

    Since the Scurrier is the prime example for the discussion: Adding in the benefits it 'should' have would drive up it's MP cost into the range of 3 or 4, even after negative traits - making it almost as expensive as the other morphs mentioned. With the current rules writing, MP is only ever gained at character generation, and can only be lost thereafter by loosing morphs in unintended deaths (at least until the next draft/someone rule zero's that), and as such is a scarce and valuable resource - meaning the cheaper the morph in final costs, the more options a player has when things come down to brass tacks.

    Urthdigger Urthdigger's picture
    Right, vigor as it is does

    Right, vigor as it is does lend itself well to combat... and that isn't necessarily a bad thing for rogue type characters. When I've played as them, and especially as scurriers, they excelled as assassin type characters: Able to sneak in and burst out an impressive amount of damage in a single round. It's small and not very durable, sure, which is why I try to avoid direct fights, but they're still a very viable combat morph.

    On that note... what's wrong with having more expensive morphs? When I originally statted out the scurrier, it landed at 4 MP, a place where I actually think it should stay. Most of the other morphs that used to cost 40 CP in 1st edition have wound up at 4 MP, and so that is where I think it should stay. It was a moderately expensive morph in 1st edition, and considering what it is (an exotic critter from an exoplanet modified for transhuman morph) it probably deserves to remain moderately expensive.

    Lastly, from the other threads I got the impression that MP will not just be a character creation thing. Rather, it will also be used when resleeving, either after death or after egocasting. So, MP becomes a trade-off between your morph and your gear.

    Lurkingdaemon Lurkingdaemon's picture
    Rules and examples

    First off: I'm glad the discussion so far has been on the 'how's and 'what's of building the morphs - probably goes to show the rules are robust and effective on their own (at least if they've been reverse-engineered accurately).

    On the note of expensive morphs, there's surprisingly little that can be added after a certain point - causing a sort of diminishing return on what you get with more expensive stuff. I.e:

    • 2 Pool points increase the final MP cost by 1
    • 4 Minor, 2 Moderate, or 1 Major ware increases the final MP cost by 1
    • Every 10 DUR increases the final MP cost by 1

    It's great for the consistency that's provided, but awesome morph ideas get expensive quickly - an issue that gets exacerbated by locale or available funds. For those folks who want a morph they can use by default, before Availability is considered, the magic number to stay within is 6. Anything beyond that and you have to go out of your way with other traits/favour expenses - which isn't at all a problem, but definitely is a major consideration.

    My other issue is: I've actually been thinking in terms of reducing costs for consideration towards players who want multiple morphs to start (i.e. flexbots). In cases like those, you definitely want more 'bang-per-buck' although, they are an exception that I'm having to consider in proportion to how others might play (single morphs, etc).

    (Makes me wonder if the Availability should be included with the MP cost calculations - lower availability reduces final MP cost?)

    As an example: My version of the Vodyanoy (named in Panopticon but never statted), with stats based off neo-dolphin and neo-orca morphs.

    Note: I'm forgoing the maths because BBcode hates me, and folks should get the idea on how it works by now.

    Vodyanoy (5 MP)
    Vaguely inspired by river spirits of slavic folklore, the Vodyanoy pod is a Fortean design intended for cetacean uplifts. Focused on enabling both aquatic and terrestrial living, the morph is just as capable on land as it is in water.
    Movement Rate: Swimmer 16/48, Walker 4/16
    Ware: Access Jacks, Biomods, Cortical Stack, Cyberbrain, Echolocation, Enhanced Hearing, Mesh Inserts, Mnemonics, Oxygen Reserve, Puppet Sock
    Morph Traits: Limber 1, Exotic Morphology 3, Non-Human Biology
    Notes: Natural Weapon: Slam (DV 1d10)
    DUR 40, WT 8, DR 60
    Insight 1, Moxie 1, Vigor 3, Flex 1

    Variant: Enlarged (7 MP)
    An enlarged variant of the Vodyanoy, with genetics from Beluga and Orca germ lines.
    Movement Rate: Swimmer 16/50, Walker 4/20
    Ware: Access Jacks, Biomods, Cortical Stack, Cyberbrain, Echolocation, Enhanced Hearing, Mesh Inserts, Mnemonics, Oxygen Reserve, Puppet Sock
    Morph Traits: Limberness 1, Exotic Morphology 3, Non-Human Biology
    Notes: Large size, Natural Weapon: Bite, Slam (DV 2d10)
    DUR 60, WT 12, DR 90
    Insight 1, Moxie 1, Vigor 3, Flex 1

    Variant: Vodnik (10 MP)
    Custom developed on Atlantica, this Orca-based variant is common to mercurial ‘entrepreneurs’. Notable for the pod-style manufacturing processes paired with brain-box wares to improve security and availability.
    Movement Rate: Swimmer 16/50, Walker 4/20
    Ware: Biomods, Cortical Stack, Echolocation, Enhanced Hearing, Hardened Skeleton, Mesh Inserts, Oxygen Reserve
    Morph Traits: Limberness 1, Rapid Healer, Exotic Morphology 3, Non-Human Biology
    Notes: Large size, Natural Weapon: Bite, Slam (DV 2d10)
    DUR 80, WT 16, DR 120
    Insight 1, Moxie 2, Vigor 5, Flex 1