Traits are interesting, but unnecessary; having aspects, traits and stunts for a morph is a bit much. Traits are part of the fiction; if everyone has the same thing (e.g. cortical stack), it only needs to be mentioned when it's absent. Traits also leaves me feeling like the aspects would rarely get invoked; traits overlap them too much. It can also be hard to know what a high concept means; Menton, Ruster, Bouncer... unless you're intimately familiar with the source material, you'll never know when to invoke them! Instead I recommend taking an approach I've seen used for races/species in other Fate games: have a list of aspects for each morph, and get players to choose several. They'll perform the same role as traits, setting out fictional truths, but be more self-explanatory. And they'll also be invokable/compellable! For example: (the below only replaces aspects and traits from v2 playtest; I like the rest of the morph rules) When you pick a morph, pick two aspects from its list. Aspects can be added to the lists at the GM's discretion; if a player makes a compelling case for why they should have an aspect, let them. Flat Aspects: Two in any crowd, Misshapen skinjob, Genetic defects, Homemade Cortical Stack. Menton Aspects: Memory Augmentation, Overclocked Cognitive Accelerator, Book-smart not look-smart, Prudish Linguistics Suite Octomorph Aspects: Octodextrous, Flexible Tentacles, Space is my new ocean-home, Uplift Stigma, Creepy Nightmare Fuel (Ink attack is probably best included as a stunt.) Synth Aspects: Silicon Uncanney Valley, Memory Augmentation, "Philip, isn't that your old body?", Androids Dream of... Error! Error! New generic morph stunt: Method Actor: When in a morph, take as many aspects as you choose. You can freely invoke 1 of the Morph's aspects after you first resleeve.
Tue, 2015-09-22 16:34#1