Hey everyone! Based on [url=https://dl.dropboxusercontent.com/u/2882422/Morph%20Pools%20Spreadsheet%... chart[/url] 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. [b][u]PLEASE NOTE:[/u][/b] These rules are [b]not official[/b], 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. [b]Morph Creation[/b] Determine the following MP values: [b]Pools MP[/b] [indent][i](CP cost for pools is 2 per pool/Flex point)[/i][/indent] [b]DUR MP[/b] [indent][i](Baseline DUR of 35. Every +/-5 DUR is +/-2 CP)[/i][/indent] [b]Traits MP[/b]
[b]Ware MP[/b] [indent][i](Ware MP cost is 1 for Minor, 2 Moderate, 4 Major complexity)[/i][/indent] [b]Cost[/b] Determine total MP value and final, in-game value. [indent]Total: [i](Total of Pools, DUR, Traits and Wares MP values)[/i][/indent] [indent]¼ Cost: [i](Total MP reduced by ¼ for final Morph MP)[/i][/indent] [b]Final Cost:[/b] [i](Round to nearest whole number)[/i] [list]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.[/list] 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
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Below are unlisted morph traits currently available for customization. Morph Traits from the current draft of the character creation rules may also be used. [u]Armor/Synthetic Frames[/u] Light Frame (6/4) - 2CP Medium Frame (8/6) - 4CP Heavy Frame (12/10) - 6CP Swarm Characteristics - 2CP [u]Natural Weapons[/u] Light (DV 2d6) - Minor Medium (DV 1d10) - Moderate Reach - Moderate Extra Arms - Minor (per pair) [u]Tools[/u] Utilitool - Moderate Nano Hive - Moderate
I rather like these rules so far, and am curious to see what everyone else could create using them.
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Takko Pool CP (10) [List][*]I/M/V Points 3 [*]Flex Points 2[/list] DUR CP (2) [list][*]DUR +5[/list] Traits CP (2) [list]Traits [*]Limberness 2 (2) [*]Medium Frame 6/8 (4) [*]Natural Weapon - Medium (2) [*]Exotic Morphology 3 (-6)[/list] Ware CP [list]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[/list] [list]Moderate (2) [*]Thrust Vector[/list] [list]Major[/list] Total: 30 ¼ Cost: 7.5 Final Cost: 8
—Daemon-Dynamics Projects: 2nd Edition [url=http://eclipsephase.com/2nd-edition-morph-creation]Morph Creation Rules[/url] [hr]