There's currently only three morphs that have an aptitude cap above 30: Remades, Reapers and Infomorphs. All three look distinctly "inhuman". One question that came up in our game is whether this is an intrinsic limitation that you'll get from any morph trying to exceed the natural human limitation of 30 in any aptitude (save at most one "exceptional aptitude").
In particular, one character in our game with some skills in biomorph design wanted to design a variation on the Remade skewed towards social and psychic abilities. A highly transgenic "Futura+", it would have the same "spread" of bonuses of the Remade, but distributed as +5 COG, +5 COO, +10 SAV, +10WIL, +5 to another attribute; it would retain the aptitude limit at 40; and it would lack the Uncanny Valley trait. I'm uncertain on whether to allow the Uncanny Valley trait to be removed. What do you think?
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High aptitude caps = inhuman looks?
Mon, 2010-10-11 07:46
#1
High aptitude caps = inhuman looks?
Mon, 2010-10-11 08:32
#2
Re: High aptitude caps = inhuman looks?
After some discussion we decided that the "Futura Remade", in addition to swapping aptitude bonuses around, will trade the "Uncanny valley" trait for an "Unfit (Lev 1)" trait (both are worth 10 CP). This reduces the aptitude maximum for COO, REF and SOM by 5 points, down to 35, and enforces to some extent the "Inhuman ability = Inhuman looks" equation: only by sacrificing maximum *physical* potential can one avoid an inhuman physique.
Sat, 2010-10-16 09:22
#3
Re: High aptitude caps = inhuman looks?
I dont want to make a new topic, so I will ask my question here. It is about spending Aptitudes points. I was just thinking, that maybe the best option is to have all your aptitudes on 15 value. For example what about character who has skills from almost every aptitude? For example my char has (only actives here):
COO- Infiltration, Kinectic Weapon, Spray Weapon
INT- Investigation, Perception
SAV- Deception, Intimidiation, Kinesics, Networkingx2, Persuasion
SOM- Blades, Climbing, Monowire: Garotte, Freerunning, Unarmed Combat
REF- Freefall, Fray
COG- Infosec, Research
WIL- none.
I know that my char has most of skills in SAV and SOM. Ok. But he will use all of them. In Eclipse Phase making your char ONLY for your starting morph is little.....irresponsible (my opinion, dont scream :P ). Because you will not always be able to reborn in your starting morph model. And depending on your mission character, you will have to use many diffrent morphs. So if your aptitudes are all 15 (or at least one of them 20, one 10) you will always have some good bonuses from morph, and you will not have a big penalties if morph doesn't support some aptitude (and you had it on 10, because your starting morph had +10 bonus etc.). For example I gave my char COG 15, COO 15, REF 15, SAV 20, SOM 15, WIL 10. I have Ghost morph, so this configuration supports all my skills, as my character is very universal. But if I will have to upload myself to another morph (like sylphs, exatls, even olympias) I will still have good stats, with not big losses. Of course, it is for discussion, but this is my opinion about it. What is your opinion? :)
Sun, 2010-10-17 07:15
#4
Re: High aptitude caps = inhuman looks?
Ow, and another question to this above. Is WIL very important aptitude? How much and when you roll it? Thx
Mon, 2010-10-18 09:25
#5
Re: High aptitude caps = inhuman looks?
I find WIL to be pretty vital, largely because it decides your character's lucidity score. A high WIL means it takes a lot more stress to drive you to the mental breaking point, and you're less likely to pick up mental problems along the way.
It's also the key aptitude for using most psi sleights. Take that for what you will.
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Thu, 2011-09-08 06:15
#6
Re: High aptitude caps = inhuman looks?
You could always increase the cost of the CP or Credits in order to make it. I want to do the same thing but maybe add Strikeing good looks trait. Its a a very big custom job.
Thu, 2011-09-08 12:22
#7
Re: High aptitude caps = inhuman looks?
I think you mean 20. You can still look human in a basic transhuman splicer with its cap of 25, or more advanced transhuman morphs with their common cap of 30. Basic "flat" humans are capped at 20, which is still a very high number.
Pushing to 40 does indeed transcend the human form. Look at the Neurode, for example.
Thu, 2011-09-08 18:49
#8
Re: High aptitude caps = inhuman looks?
Actually, a "flat" human can indeed get an aptitude of 30 via Exceptional Aptitude trait. That limit of 20 is sort of a soft cap with the trait being a possibility.
Thu, 2011-09-08 19:24
#9
Re: High aptitude caps = inhuman looks?
I don't think that the inhuman looks of the morphs you mentioned are necessarily a function of their stats, so much as a function of the aesthetics of their users. Reapers are combat shells; they're going to be manufactured to whatever specifications their creators think give them an edge in combat. Infomorphs are ... well, informorphs, as as such, could conceivably look like anything they wanted to.
The Remade, IMO, look the way they do (and have the Uncanny Valley trait because of it), because their primary users, the Ultimates, have decided that function trumps form (much like with Reapers, in fact). They have no hair, for example, because hair was an evolutionary trait designed to keep early humans warm, and with the invention of clothing, it's no longer necessary. They have smaller teeth, because now that Transhumanity lives in space, and doesn't do a whole lot of cattle ranching, most of the food they eat is preprocessed and nano-assembled, and doesn't require large teeth to tear through. And I assume that if you cut one open, he wouldn't have any tonsils or appendix, either. These little things represent lines of genetic code that they figure are no longer needed, and so they cut them out (or modify them extensively) for simplicity's sake. The state of genetic manipulation in the setting is such that, if someone in a Remade shell wanted body hair, he could probably have someone write it back in. It's just that he probably chose that shell because he doesn't care about those sorts of things.
All that being said, I'm not 100% sure that the Unfit negative trait is the way I'd go personally. Ratcheting up the point cost is always an option, as someone before me has mentioned. Were I in your place, I'd probably either say "Uncanny Valley stays in, simply because the morph designers don't care what it looks like, as long as it works at peak efficiency," or consider replacing Uncanny Valley with the Fast Metabolism and Planned Obsolecense traits from Sunward; the obsolecense in this case might not be planned, but rather a side effect of trying to design a morph that's prebuilt to use asynch powers (you might also consider the first or second level of Modified Behavior; Exsurgent infection has some unpredictable effects on a person, even Watts-Macleod, and modifying a base human brain to play nice with it may require locking down certain behaviors or emotions...).
Fri, 2011-09-09 21:17
#10
Re: High aptitude caps = inhuman looks?
30 points in an aptitude represents more or less the current upper limit of human capacity. If you have 30 in, say, COG, you can outsmart most anyone you meet. You're pretty much smarter than any human being who has ever lived. If you have 30 COO, you can solve a rubics cube blindfolded with your feet just by the subtle bumps in the surface of the cube's stickers. If you have SOM 30, you punch so fast that you have to be careful not to dislocate your arm.
Having 31-40 in your attributes is noticeably inhuman. A COG 40 person operates on levels far above anyone; they might seem insane because of just how much information they can process, and because the little things people do every day are, in them, amplified. They will do things that might seem preposterous or even insane because of their predictions of the consequences. An INT 40 character can look at you and tell everything about you in a glance, possibly more than even you were aware of. A WIL 40 character is frightening, because they know exactly who they are, exactly what they want, and they will never stop to get what they want; they are force of will incarnate.
However, all these things require the tools to use them.
A person with COG 40 can only think as fast as their brain allows them to. A person with INT 40 can't properly analyze you if their senses aren't giving them enough information. A person with WIL 40 doesn't have quite the same innate level of determination without the chemical motivators in place.
That's why someone who is beyond human doesn't look it anymore; the human form is great but, even when refined, it's still so burdened with evolutionary leftovers that it just can't do what needs to be done. A Remade can scarcely be classified as human, with all the alterations that have been made to it. An Infomorph might look human on a digital display, but it's ultimately software.
That's my argument, at least. A master craftsman, no matter how refinely skilled, can't carve a flawless diamond using a stone chisel, just as the world's greatest marksman won't be able to hit a target in a hurricane using a BB Gun. Without the right tools, why would a posthuman be any different?
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Thu, 2011-09-15 01:10
#11
Re: High aptitude caps = inhuman looks?
I've talked to my GM about a very similar situation to this; I started a game with a Lost Ultimate that has a clone of their Futura that they are 'upgrading' throughout gameplay to eventually be a Remade-Futura that has been referenced as a Futura Mark II. The Uncanny Valley seems to make sense as far as it being a Remade... we've viewed it as 'if everything has been optimized for an Ultimate, than it wouldn't look quite right'. It's not any single thing that gives it Uncanny Valley, it is everything being changed and viewed as a package. I suppose the later mentioned Unfit would be a good way to say 'it isn't really a Remade, it is just really good at some things' but then I think you hit the spirit of the 'only once' purchasing of Exceptional Aptitude. The easiest way to deal with it might be to take a Futura and ask the GM if Exceptional Aptitude may be taken more than once with some good IC explanation and time spent on it. A Remade is a Remade for a reason... although I fully understand how a modified Remade is a more appealing expenditure of points than taking Exceptional Aptitude more than once and then still needing to buy the stats up.
Maybe you could check out some of those custom morph building rules and hash out something that works for GM and player... I may go try that now.
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Thu, 2011-09-15 19:16
#12
Re: High aptitude caps = inhuman looks?
One thing to consider as well is that stats that are inherently physical - COO, REF, SOM and to a limited extent SAV - are also going to have operational considerations that may dictate deviations in form from the standard human archetype. As wondrous as nanotech can be and even with incredibly efficient biosculpting sometimes you just need to change where a muscle connects to a bone, the size, location and compositon of organs, etc, etc. As alluded to above, even COG and WIL might require a total redesign of the brain and related sensory organs, and sapients operating at a wholly different level than any of those around them would probably behave on their own and interact with others fundamentally differently.
Unrelated to the physical morph itself, some or all of the stigma may come from the reactions of others to the character's interactions. As a GM I don't think a hard-and-fast ruling needs to be made; quite to the contrary I think that there's a huge story opportunity to work with the player to explore that difference.
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