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
I rather like these rules so far, and am curious to see what everyone else could create using them.
—
Daemon-Dynamics Projects:
2nd Edition [url=http://eclipsephase.com/2nd-edition-morph-creation]Morph Creation Rules[/url]
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