Gear conversion question

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Urthdigger Urthdigger's picture
Gear conversion question

I'll be running a game in a couple of weekends, and one of my characters wants to reuse a character from an old campaign. Fine by me, it's not super OP and I relished the chance to play with converting characters over to 2nd edition. Most things went well aside from the gear, and I fully expect he'll have to ditch a fair amount of it (2nd edition being a bit more strict on how much you can blow on tricking out your first morph)

Problem is, one of the implants they insist on keeping is a quantum farcaster. An Expensive tier item under the old rules. Now, for other unlisted items I've been converting them as minor for low, major for high, and trivial as free within reason. This is the first expensive item I believe I've come across needing to convert, and I wonder if I should consider it Major complexity (4 MP cost) or come down hard and just restrict it.

For what it's worth, it's pretty in-character for their back story and played a minor plot role in the previous adventure they were in, so I can see why they'd want to keep it for flavor alone.

CordialUltimate2 CordialUltimate2's picture
Wow. You must be such a kind

Wow. You must be such a kind GM. In my Eclipse Phase game Quantum Farcaster is the most cherished and desired implant. As bodily death is very common and kill-switch is an implant that no agent leaves body bank without, the Farcaster is oftentimes the only way to save your RezPoints. Sometimes even to know what happened. In final mission of the last arc of my campaign the only thing that we wanted to do and worked to accomplish was activating at least one farcaster to get the agents out with intel.

As for the complexity, go with Major. It is a simplification I don't think the game needed but go with it.

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Urthdigger Urthdigger's picture
I think I will indeed go with

I think I will indeed go with it just being a Major item. I did some more research after posting and found some items that were Expensive in 1st edition being Major in 2nd, so it's not like it's without precedence.

As for me being a kind GM, of the three players I'm running this game for one of them has only played once before and another has never played the game before. I don't plan on giving them a TPK for their first/second game ever as I'd rather they not get turned away from the game, so I'm going to be toning down the difficulty a bit, more narrative puzzles rather than using minmaxed remote control drone swarms to stand a chance against equally minmaxed baddies. In all likelihood there should be little chance of the party getting themselves all killed at once unless they ROYALLY fuck things up.

...with that said, actually restricting it would probably have been the kinder options. That's a quarter of his starting item budget (The packages in character creation come out to 16 MP worth of goods) for something that will likely never get used.

CordialUltimate2 CordialUltimate2's picture
Well Eclipse Phase is such a

Well Eclipse Phase is such a liberating system you can TPK, all you want and it doesn't end the story. :-D

As for the recreation of former character. You could just give him everything he had in EP1 without looking at MPs.

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o11o1 o11o1's picture
CordialUltimate2 wrote:Well

CordialUltimate2 wrote:
Well Eclipse Phase is such a liberating system you can TPK, all you want and it doesn't end the story. :-D

As for the recreation of former character. You could just give him everything he had in EP1 without looking at MPs.

Yes, but it might be smart to let new players get used to how it works, and then TPK them on the *third* session and have them investigate their own murders.

A slight smell of ions....

Urthdigger Urthdigger's picture
Yeah, the idea is to let them

Yeah, the idea is to let them get a feel for how the game works before I go and have them all killed. First impressions are very important. Plus for the adventure I have in mind (A heist to recover a piece of TITAN tech) a TPK will make finishing the objective after restoring MUCH harder.

As for giving them everything they had in EP1... I'm not sure I want to do that. While I say the character wasn't very OP, he definitely focused more on gear for his first character than his ego stuff. Plus this is also my opportunity to test out the changes in 2nd edition, and this includes the balance changes to character creation. Lastly, I want all the players on roughly even footing, and requiring them to use the character creation guidelines (400 active skill ranks, 220 know ranks, 90 aptitude points, 16 MP in starting equipment, 6 mission MP for extra stuff, and 20 CP to spend on whatever else) should keep them more or less in line with each other.

ThatWhichNeverWas ThatWhichNeverWas's picture
Really cool hat - Major Item.

Urg, this is exactly why I suggested changing the economy to Usefulness rather than Complexity - Farcasters use AntiMatter so the expense is justified ATM, but their utility is strictly corner-case.
I'll admit I'm definitely a generous GM because I usually allow Rez to be kept through death, at least that gained from achieving objectives, but even without that having a Farcaster can simply mean the Infection comes with you.

Maybe split it up, so the Farcaster is Minor and does normal auto-backups, but getting the AM for neutrino broadcast requires Favor(s)?
Another (compatible) option would be to have Farcaster's Neutrino Broadcast reduce available MP after it's been used.

In the past we've had to compensate for weaknesses, finding quick solutions that only benefit a few.
But what if we never need to feel weak or morally conflicted again?