Making Characters - Open Discussion (Round Two)

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DivineWrath DivineWrath's picture
I'm hoping you guys get the

I'm hoping you guys get the gear section ready soon. I'm finding the lack of gear rules affects my character builds. I can't finish them.

There is no gear stuff later in the book for step 3 interests. For instance, if I pick Jammer as my character's interest, I don't have any gear to go with it.

DivineWrath DivineWrath's picture
Some comments on the traits.

Some comments on the traits.

Both the Fury and Ghost shouldn't have Enhanced Behavior traits. Those traits are ego only.

Psi Camouflage - Instead of saying the morph trait is only available to biomorphs, maybe say that it only works with biomorphs. It can be taken as an ego trait, so there is a chance that the person might be resleeved in a synthmorph. Better yet, say it only works with an organic brain. Biomorphs can have cyberbrains, and synthmorphs can have brain boxes.

Psi Defense - See above. Make it work for organic brains only.

Hypersensitivity - How does this work on morph variants? Do mods taken during character creation count as after market addons?

Neural Damage - Repetitive Behavior - The first sentence is repeated. It might be funny having it stated twice, but isn't always helpful. Also edit the third sentence to make it more clear. "You need to make a COG check to avoid doing repetitive actions while under pressure.".

o11o1 o11o1's picture
DivineWrath wrote:I've been

DivineWrath wrote:
I've been playing around with flexbots. The problem with them is that you need many flexbots to do the whole combining business. This gets expensive quickly, but by using negative traits, you can reduce them to 1 CP.

As for buying gear, CP has considerably less buying power. You also have less of it to spend on gear. This has made it difficult to design characters that have the skills to fill multiple roles. For instance, a character might be a good techie person, but also has maxed out infosec skills (80). Getting exploit software will take up a good 1/5th of your given CP. In EP 1st edition, it would cost you 1/20th of your possible wealth, and you had much more CP that you weren't allowed to spend on wealth.

If you have any Negative Morph Traits, you cannot also buy multiple Morphs. I agree that this should be re-examined for Flexbots, but with the newer modules only costing 2 MP (Fighter excepted), you could set up a Crafter, a Rogue, and a Wizard together for 6 MP.

Hmmmm. The "2 Minor or 1 Moderate ware" , is that per Morph or per Module?

A slight smell of ions....

DivineWrath DivineWrath's picture
Woops. I may have read the

Woops. I may have read the rules wrong. I thought you buy morphs with cp, like you did in EP 1st. I'm going to have to reexamine my character builds.

DivineWrath DivineWrath's picture
Some more feedback.

Some more feedback.

My flexbot character didn't suffer much. The switch to MP, bonus MP from resources, and inability to take negative morph traits allowed my character to take the same morphs. However, I had a short story that no longer works. It was about of how they got their fighter module for cheap because it had the Proprietary Tech trait from a hypercorp that went out of business.

This character did get a significant boost to CP, so I'm back to shopping.

Another character of mine wound up getting an unplanned boost to MP. I'm not really sure what to spend it on yet. I might remove the negative traits.

I'm still debating whether or not if no negative traits if you have multiple morphs is a good thing or bad. For my flexbot character, I was only using negative traits to reduce the costs to 1 MP. I wasn't making 'throw away' morph where I fill one morph with negative traits that I end up not using. I was sincere about wanting to use all the morphs I selected.

Another question. What effect would negative traits would have on a flexbot? Proprietary Tech probably only effects the one module. What about traits that raise or reduce aptitude tests? What about Dominant Limb or Memory Artifact? Would they have an effect if a character was sleeving the flexbot from a different module?

o11o1 o11o1's picture
Consider the case where I,

Consider the case where I, with no special resources at all, decided that I wanted to take the following morphs:

  • An Exalt with an addition to alcohol ( 2 MP - 1 MP)
  • A pleasure Pod with Planned Obsolesence ( 4 MP - 3 MP )
  • A Bouncer with Poor Instinct ( 4 MP - 3 MP )
  • An Arachnoid with Proprietary Tech and Indifference ( 6 MP - 2 MP - 3 MP )
  • A Neo-Gorilla with Dominant Limb and PSI Vulnerability ( 3 MP - 1 MP -1 MP)
  • An Ikon digimorph with Memory Artifact (2 MP -1 MP)

If this guy has Resources 0 and no particular Rep, what is he doing with six different "1 MP" Morphs?

A slight smell of ions....

DivineWrath DivineWrath's picture
You can't do that. No more

You can't do that. No more that 6 MP can be gained by negative traits. Your total is 15 MP, 9 points too much.

eaton eaton's picture
Yeah, might be useful to note

Yeah, might be useful to note that the 6MP is per player-character, not per morph…

o11o1 o11o1's picture
I'd intended that as an

I'd intended that as an Argument from Absurdity as to why you can't take negative traits and also have multiple morphs.

A slight smell of ions....

Londoner Londoner's picture
Like the new morph points

I like the separate morph points and the impact of resources. (A late response, I know, as it was posted in November.)

It seems a good balance that would let you go for the 'sci-horror' campaign where you wake up in a new morph every session with half the last session missing from your memory and the more traditional rpg where you generally get richer and upgrade your stuff. Also it avoids what I hated about the old system which was getting a massive early (dis) advantage from (not) spending points on morphs that's wasted after the first session or two.

Now I wonder whether you integrated it with the gear acquisition system yet ...?

o11o1 o11o1's picture
I'm probably just blind and

I'm probably just blind and can't find it, but when you take a Muse (or a Kaos AI) how do you determine what it's starting aptitudes are?

A slight smell of ions....

DivineWrath DivineWrath's picture
o11o1 wrote:I'm probably just

o11o1 wrote:
I'm probably just blind and can't find it, but when you take a Muse (or a Kaos AI) how do you determine what it's starting aptitudes are?

If you are asking where in the new rules to find it, then I don't know right now.

If you are asking about where in the old rules, I can help. Its on p. 331 - 332 of the core rulebook.

o11o1 o11o1's picture
Looks like the Kaos has Ref

Looks like the Kaos has Ref 20 and the Muse has INT 20. Aptitude 0 for the others?

A slight smell of ions....

DivineWrath DivineWrath's picture
No. It says that they have

No. It says that they have aptitudes of 10 unless it says otherwise.

Quote:
Below are some commonly available AI programs.
Unless otherwise noted, these AIs have aptitudes of 10
and one Language skill at 80. These AIs may also be
equipped with skillsofts (p. 332).

So the Muse have COG 10, COO 10, REF 10, INT 20, SAV 10, SOM 10, and WIL 10.

It has these stats because all aptitudes were 10 unless it says otherwise. Then it said that it had INT 20, which only changes INT.

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