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Character creation

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zarkow zarkow's picture
Now, the Stunts...
The most daunting task for me is to make a list of Stunts for this game. With so many EP skills, and myriad enhancements, genefixes and async abilities needing to be Stunts... I don't even know where to begin. Someone wanna take a shot? A beginning at least, make a list of some of the most important stuff that should be Stunts?
/David Bergkvist, Göteborg, Sweden
jiyunatori jiyunatori's picture
zarkow wrote:bblonski wrote:
zarkow wrote:
bblonski wrote:
... It's really more understanding zero-g momentum and maneuvers. Not thrilled with the name though.
I agree, Pilot is not a great name. How about just "Maneuver"?
Why not simply calling it Zero-G ?
zarkow zarkow's picture
No
Zero-G is much too narrow. That doesn't sound like it covers driving wheeled things, or maneuvering spaceships, or piloting things that need wings and an atmosphere.
/David Bergkvist, Göteborg, Sweden
bblonski bblonski's picture
Somatics
I'd call Physique Somatics to keep with the EP feel. We've already had a long discussion about how to represent different morph characteristics, so I'll just leave it as a possibility to have Somatics as a skill and have the morph modify Somatics though you're preferred method. I assumed that camouflage and disguise would fall under stealth, or maybe add the Burglary skill from Fate Core?
zarkow zarkow's picture
Hmm...
bblonski wrote:
I'd call Physique Somatics to keep with the EP feel.
Good point, but with two really strange words as Skills (both Kinesics and Somatics), I feel there might be a clarity/confusion problem. And Physique is not a bad SF-skill name. I'll have to meditate on this.
bblonski wrote:
I assumed that camouflage and disguise would fall under stealth, or maybe add the Burglary skill from Fate Core?
Hm. There might be overlap between Deception and Stealth here, that is true. "Burglary" does not quite have that true EP feel to it though. You're not a "burglar" in EP, you're an intruder, or a trespasser, or an interloper. I'd imagine all necessary burglary skills would be covered by InfoSec in EP Fate. Chances are low you'll be picking any locks with hair pins in this game! But if lying is essentially all that Deception is for... Then it's not really a Skill, is it? Maybe "Liar" is simply a Persuation Stunt?
/David Bergkvist, Göteborg, Sweden
zarkow zarkow's picture
Zarkow Skill List v.3 (and a few Stunts)
Latest version then. 19 skills (preprinted on the sheet): ---------- *Academics - Advanced knowledge and general education. *Art - Creation, evaluation, appreciation. *Athletics - Jumping, climbing, tumbling, dodging under gravity or pseudogravity. The "pilot" skill for your morph. *Combat - Armed, unarmed and shooting. *Hardware - Understanding, breaking and fixing physical tech stuff. *InfoSec - Hacking and defending against hacking. Cracking and setting up all kinds of encryptions. *Investigation - Getting clues. *Kinesics - Empathy, body language and sign language. *Maneuver - Maneuvering yourself (flying, micro-G) or a vehicle in up to 3 dimensions through atmosphere or vacuum. *Medicine - Understanding, breaking and fixing meatware and minds (psychosurgery). *Military - Tactics, strategy, demolitions, weapons systems and heavy weapons. *Networking - Finding and making contacts, getting and exchanging favors through Rep. Also physical socializing, etiquette. Determines number of Rep Stress Track boxes. *Persuation - Bargaining, haggling, explaining, lying, manipulating. Handling Old Economy transactions. *Physique - Heavy lifting, exertion, endurance, withstanding physical damage. Special: Not bought normally, tied to Morph only. Determines number of Physical Stress Track boxes. *Provoke - Enticing a base emotional respose from another, such as anger, hilarity or arousal. *Software - Understanding, programming, fixing and breaking software. *Stealth - Sneaking around, avoiding detection, going undercover, misdirection, camouflage. *Survival - Knowing how to tackle vacuum exposure, deep sea pressures, toxic atmospheres, radiation etc. *Will - Willpower, stability and resilience of mind. Determines number of Mental Stress Track boxes. ---------- Some obvious additional skills beyond these are: Special Interest/Hobby skills, Profession skills and Psi. A few random Stunts from the top of my head (please add to the list!): * Liar (Persuation, Ego) * Psychosurgeon (Medicine, Ego) * Aquatic Enhancements (Survival, Morph) * Hardened Shell (Physique, Morph) * Targeting System (Combat, Morph) * Survival Instinct (Will, Ego)
/David Bergkvist, Göteborg, Sweden
bblonski bblonski's picture
Excellent Skill List
This list is pretty much exactly what I'd want to run with. I might split combat into Ranged and Melee just to make it an even 20, although I still might want tactics as a separate skill. Hmm. I'm used to a 5 skill cap with closer to 30 skills, but I think this list is pretty complete. I might have to rethink my 5-cap skill tree preference. I think liar works best as an aspect. Ideally something like "silver tongued devil", "slimy bastard", or "I've got a bridge to sell you". I'm sure you could use stunts to the same effect though. I'm thinking that Psi should just be stunts that use the will skill instead of requiring a separate skill. Thoughts? Here my attempts at a few stunts. I mostly focused on cyberware and psi since those are unique to EP. Cyberware Reflex Booster - Go first in a combat turn unless someone else reflex booster, then determine initiative between characters with reflex boosters, then other characters. Neurochem - Spend a fate point to have another physical action after everyone else has had their first action. Multi-tasking - Spend a fate point to have another mental or mesh action after everyone else has had their first action Medichines - Add 1 physical stress box. Bioweave armor - Reduce all health stress by 1. Skillwire - Choose a 3 rank skill slot. You may change this skill during character advancement instead of changing a rank 1 skill. Enhanced Pheromones - +1 on Persuasion, Networking, and Provoke tests on characters who would normally find you attractive. Psi Alienation - Use Will to make a mental stress attack. Grok - Spend a fate point to understand how to permanently use an alien artifact without penalty. Psi Stab - Use Will to make a physical stress attack. Suggestion - Use Will to add hypnotic suggestion aspects to a target.
2nirwana 2nirwana's picture
New approach
I toyed a little with Fate and Eclipse Phase and my approach was that there not two parts of a character (ego and morph) but three: ego, morph and identity. Each skill belongs to one part (for example: will to ego, physique to morph and network to identity …). Each part has its stress track: mental for ego, physical for morph and a reputation track for the identity. Changing a morph or identity is realized through skill change with minor milestones (which represent adjustment time and development of a reputation). Maybe not the best solution but flexible and work good in two oneshots.
zarkow zarkow's picture
Please elaborate
I don't really understand what you mean. In what sense are Skills "tied" to these three "parts"? In what sense are they in fact "parts"? What does the "Identity" stress track do? Requiring a milestone to change morphs seems like a very strange restriction in a game where, as a Firewall agent, you might be required to switch morphs several times in the span of one gaming session. In fact, isn't the prospect of resleeving - sometimes at inopportune moments - part of the core EP experience?
/David Bergkvist, Göteborg, Sweden
2nirwana 2nirwana's picture
Sorry, I try to describe it
Sorry, I try to describe it better. The character keeps all skills in the ego group in every morph and in every identity. If he changes a morph/identity than he needs to compare his current morph/identity skills with the skills of the new morph/identity and takes the lower values of the two. For each skill point he loses he gains a refresh point. I like games where changing in fundamental different morphs and identities (where you need to adopt the lifestyle of the new identity) has hard consequences but if you want an easier change, I would add an integration test. For each shift of the integration test, the player can move one skill point. All other skill changes need to be done with minor milestones. An identity stress track is reputation, because you cannot keep your reputation if you change your identity. You can lose a morph through shooting and an identity through mobbing ;-).
V_Lhhw V_Lhhw's picture
Tossing an idea into the ring
I'm planning out an EP/FATE game, and will be having players divvy up their refresh into Ego and Morph pools (which can be re-allocated at milestones). The Ego pool works more or less like normal refresh, but the Morph pool can only be used for physical stunts that are chosen at the time of resleeving. Like the EP somatics stat, it's intended to represent the fact that some people are more able to make effective use of [I]any[/I] body they find themselves in. (For me, that's an important bit of flavor. YMMV.) So if a PC with Morph refresh 2 lives day-to-day in a Splicer morph but sleeves into a Reaper for that special mission, their Morph refresh remains the same, but they get to pick new stunts that reflect their ability to use the new morph's capabilities. (Yes, this does mean that two PCs in the "same" morph will have different attached stunts. Just because a body offers 360-degree vision and a multitude of hands doesn't mean that everyone will be equally able to attend to surround-sight or coordinate more than a single weapon at a time.) Let's say that the same PC later decides to go undercover among the clanking masses. They sleeve into a Case, which can support only a single morph stunt (same as Flat & Spare morphs). They have a couple of options for what to do with their unspent point of Morph refresh: One is to hold it in reserve in order to refuse the GM's attempts to compel the Case's Lemon aspect. The other is to select a more powerful single stunt, which requires an FP to activate, and use the spare refresh to power it. That reflects the fact that PCs are supposed to be exceptional, and can squeeze better than expected performance out of even the least likely bodies. I figure that if a character has a reserve of Morph as well as Ego refresh, whenever they gain an FP for any reason, the player can choose which pool it goes into. ETA: h/t to Kassil for helping me hash this out. ---- Can you fine people think of any places where this setup might run into trouble?
V_Lhhw V_Lhhw's picture
Skills
I didn't notice until I was lining everything up for a character sheet, but the skills list in this thread is missing alertness/perception. So much for that nice round set of 20?
2nirwana 2nirwana's picture
What about skills? Are they
What about skills? Are they all part of the ego and are therefore the same in every morph? Which seems odd especially with skills like Physique.
zarkow zarkow's picture
Not essential
I don't consider Alertness/Notice an essential Skill in a Fate game. In fact, it's probably detrimental to the flow of the game. The characters will notice relevant stuff or suffer surprises according to the needs of the story and their Aspects; no rolls required. Actual detective work or providing bonus intel is covered by Investigation.
/David Bergkvist, Göteborg, Sweden
zarkow zarkow's picture
Morphs and Refresh
My take on it is to separate Aspects, Stunts, Extras and a few Skills between Ego and Morph, and "paying" for the Morph by "temporarily" investing Refresh points when resleeving. In this way, Morphs are treated much like the various supernatural creature templates from the Dresden Files RPG; each character has a fairly large pool of Fate points in their Refresh pool to begin with, allowing for sinking them into a template to gain a specific set of special abilities. In my vision of Fate EP, this is exactly how Morphs work. Whenever resleeving, you obviously lose all Stunts, Aspects, Extras, morph Skill bonuses and Physical Stress boxes tied to your old Morph; but you regain all your previously invested Refresh points, and may now allocate the needed amount to the new Morph - ending up with fewer "free" Refresh points if the new morph is more powerful than your last, and more Refresh (and thus more power over the story) if the new morph is weaker. No Milestones required. The exact amount of starting Refresh thus indicates the power level of the campaign; if you want a high action game where the PC:s all end up in Promethean Berzerker-Brainiac Annihilator morphs, shock-full of augmentations and subsystems (lots of Stunts, Stress boxes and Skill bonuses), go for a high number. For a more low-key cloak-and-dagger game, set a lower limit.
/David Bergkvist, Göteborg, Sweden
zarkow zarkow's picture
Skip the reintegration skill check
Also, I would dump the whole idea of making reintegration diffucult; especially the result that means a permanent penalty to the character until the next resleeve seems particularly un-Fate-like. I will just let all resleevings work automatically - and reserve any transfer mishaps for specific plot twists, or let it be the basis for an adventure.
/David Bergkvist, Göteborg, Sweden
2nirwana 2nirwana's picture
reintegration skill check
I accept that there are different interpretations of the game but in my book, it should not be easy to switch from a human body in a reaper or octomorph. The easiest way to present that with Fate is that a failed integration test gives the character a “Not adapted to morph” with 1-2 free invokes. I do not see how this is “un-Fate-like”.
zarkow zarkow's picture
Well sure.
You could of course also whack the player with an integration attack against Will (or Psychosurgery), and let any ensuing damage go to the Morph. Imho, ymmv, etc.
/David Bergkvist, Göteborg, Sweden
V_Lhhw V_Lhhw's picture
2nirwana wrote:What about
2nirwana wrote:
What about skills? Are they all part of the ego and are therefore the same in every morph? Which seems odd especially with skills like Physique.
Physique is the only skill that stays with your morph. Narrative justification is that there's been a good bit of research into building morphs that smooth the interface between new neural imprint and morph-based cerebellum-equivalent. Unless it serves the story for someone to be extra awkward.
zarkow wrote:
I don't consider Alertness/Notice an essential Skill in a Fate game. In fact, it's probably detrimental to the flow of the game. The characters will notice relevant stuff or suffer surprises according to the needs of the story and their Aspects; no rolls required.
In your games, with what skill does one (PC or NPC) oppose an enemy who's trying to get the drop on them?
bblonski bblonski's picture
@V_Lhhw
I still think physique should be a ego skill. Somatics basically argues the same thing. I don't see why you couldn't use your best judgement to scale the result of the role. If everyone was playing children a Good roll would mean something different as a Good roll in a superhero game. You scale the result depending on what you'd expect the average of that type of character to be. Target number don't have to be absolute. For example, a child might actually have an advantage on a climb or flexibility/balance roll, where adult would obviously have the advantage in lifting strength. Swimming might only require a Poor roll for a Octomorph, but a Great roll for a Synth. It only become troublesome when players contest each other, then you have to add some modifier to make thing make sense depending on what they are doing. I'd just use investigation as the general perception skill. You could call it Perception or Alertness to be more clear, but I like the flavor of Investigation. Besides that, you could also use aspects. For example, compel someones motivation aspect to have them rush into a ambush to save their friends or invoke something like "Always prepared" aspect to avoid the ambush.
jiyunatori jiyunatori's picture
About the hacking skill
I'd rather make it a stunt, and make a broader Software skill. The stunt allows you to use Software to do hacker stuff. It means that if you are not a hacker (you didn't spend a stunt on it), you just don't have what it takes to subvert even a moderately secured system (unless someone gave you the right tool for the job, but then you are only a script kiddie). That means hacker characters are really dedicated, and I think it is a good thing. Actually, I would probably handle it a bit like Psi, or magical powers in some settings : the price to be a hacker is the hacker stunt + one aspect reflecting your learning of this trade.

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