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Cyberlimbs and Sythmorph Mods

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ZeroSum ZeroSum's picture
Cyberlimbs and Sythmorph Mods
Here's a question: I just got myself a pair of Cyberlimb Plus and now I'm wondering if installing Fractal Digits or a Pneumatic system would be out of bounds. Any opinions?
"I figure that the more of you there are around me, the more chance there is of the inevitable hail of bullets hitting you instead of me.'" - Warren Ellis
Yerameyahu Yerameyahu's picture
Re: Cyberlimbs and Sythmorph Mods
RAW? No.
ZeroSum ZeroSum's picture
Re: Cyberlimbs and Sythmorph Mods
Darn.
"I figure that the more of you there are around me, the more chance there is of the inevitable hail of bullets hitting you instead of me.'" - Warren Ellis
Yerameyahu Yerameyahu's picture
Re: Cyberlimbs and Sythmorph Mods
Yeah, it'd be sweet. :) On the other hand, it feels like some of those robotic upgrades are the only advantage synthetics even have. Stupid weak synthetics. :( And some of them are semi-equivalent to bio/cyber options, which would unfairly allow biomorphs to get even more advantages. At least they're all incredibly vulnerable to shock, I guess.
ZeroSum ZeroSum's picture
Re: Cyberlimbs and Sythmorph Mods
Plus there's the fact that some of them (the pneumatic limbs for one) would require a fully synthetic body just to handle the stress of using them without your arm tearing itself off. Although I still think having your fingers split apart into fractal nanoscale manipulators is too cool a visual to pass up. Although synthmorphs have one major advantage over skinjobs of all stripes: they can walk around in a vacuum indefinitely without passing out and dying shortly after the O2 runs out. Tends to come in handy when you live in space.
"I figure that the more of you there are around me, the more chance there is of the inevitable hail of bullets hitting you instead of me.'" - Warren Ellis
Yerameyahu Yerameyahu's picture
Re: Cyberlimbs and Sythmorph Mods
*shrug* Bios can get like 24 hours without too much trouble, depending on how you do that math. That's more of a GM-controlled situation. It's true they have some disadvantages, but the balance is illogically in their favor.
Madwand Madwand's picture
Re: Cyberlimbs and Sythmorph Mods
Interesting how views can differ. Examining the host of advatages synthmorphs have, I would never consider creating a combat-focused PC that wasn't using one. IMO, biomorphs are just squishy meatbags with no particular use to anyone who isn't sentimental about flesh. Who cares about another +5 to an attribute here or there? Not me. I care more about advantages like being nearly impossible to kill, and the ability to quickly egocast. Or not needing to eat or sleep. Awesome.
Yerameyahu Yerameyahu's picture
Re: Cyberlimbs and Sythmorph Mods
Why would you have a combat-focused PC in EP? The point is that bio's have better Apts (even when it's illogical), if you leave out purpose-built combat monsters (esp. reapers).
Madwand Madwand's picture
Re: Cyberlimbs and Sythmorph Mods
Because it's fun to shoot things, and useful too (at least in the adventures I've played). As for the "apts" that biomorphs have, that is their only advantage... and it's rather a poor one, kind of like a consolation prize for second place. All this is a matter of opinion though. Some people value another +5 to SOM or whatever more highly than being immortal and nearly unkillable, and that's cool for them.
Yerameyahu Yerameyahu's picture
Re: Cyberlimbs and Sythmorph Mods
I think that's really not the case, though. Things like eating, sleeping, and longevity are (at best) plot-conditional GM-imposed limitations, and a biomorph can get the same huge amounts of armor as any other (roughly humanoid) morph. It's only things like the reaper (which really is more of a military vehicle than a morph) that stand out. I take it, personally, as given that playing as a reaper tank is not fun or good. :) And, obviously, the Remade can just wear a Battlesuit. But this is all by the way. The point is that stealing synthetic-only options in an asymmetric way is probably bad. My mention that the *stats* for synthetics in EP illogically/annoyingly makes them weaker (even in some areas only) was just a personal side note.
Madwand Madwand's picture
Re: Cyberlimbs and Sythmorph Mods
And as a side note, I totally disagree. It was only a year ago on the rpg.net forums we had a looong thread about how much more powerful synthmorphs were than biomorphs, a point I happen to agree with. Biomorphs have their (limited) uses though, which saves them from total obsolescence. And this was BEFORE the existence of the Steel Morph.
Yerameyahu Yerameyahu's picture
Re: Cyberlimbs and Sythmorph Mods
Yes, the Steel Morph, the first (finally!) synthetic that's on par with biomorphs (and even then, it's roughly equal). And we had to get it from an expansion, and you can't get the slightly better version without the morphing skin. Synthetics *should* be much better. They should be vastly tougher, stronger, faster, etc., and they're not.
Madwand Madwand's picture
Re: Cyberlimbs and Sythmorph Mods
I really don't know where you are getting these ideas. My synthmorph PCs have armor and durability 20 points higher than my biomorph PCs. They are MUCH tougher. They can be faster, too, especially if they use MRDR narcoalgorithm. All this without even going beyond the base book (just Synth). Just stop complaining, and take it as a given that not everyone agrees with you.
Yerameyahu Yerameyahu's picture
Re: Cyberlimbs and Sythmorph Mods
*shrug* You can take the identical advice, then. :) I can't compare your PCs because I can't see them, and I don't accept your assumption that DUR/armor is the main goal anyway. I understand that if you prefer to play EP as combat, it does change the equation, but I think I put that clearly out there. Even then, there's a level of 'tough' beyond which who cares, and the bios can just hop in a Battlesuit, etc. Once again, this is all aside. I think the point that bios shouldn't 'steal' robotic enhancements asymmetrically holds even if you consider them to be significantly inferior to synthetics; in addition, as was mentioned, the GM would have to judge each possible cyberlimb mod pretty carefully to see if they make sense. I do think some form of cyberlimb modding is reasonable for the setting, of course.
OneTrikPony OneTrikPony's picture
Re: Cyberlimbs and Sythmorph Mods
ZeroSum wrote:
Plus there's the fact that some of them (the pneumatic limbs for one) [i]would require a fully synthetic body just to handle the stress of using them[/i] without your arm tearing itself off.
[i]emphasis mine[/i] Um. nope. It's a small point but I get kinda tired of the "it'll tear your arms off" argument here's some (kind of equivalent) specs. http://www.equipmentland.com/categories/jackhammers/index.shtml These are the tools I use every day. sometimes all damn day. and I don't have a synthetic body (yet) the book says 1500 lbs of thrust. I don't know what thrust means in reference to a pneumatic tool or why even the transhuman society of EP cant seem to do away with the fucking US Customary Units. However it seems to fit within the realm of what we already know and use by hand today; something that would (almost) double the force of a normal person's punch or double the height a morph of "human size and weight" can jump. Basically this gear = Jackhammer and jackhammers do not rip arms off. I personally have no opinion about the game balance issues of weather biomorphs should be allowed to use robotic enhancements but it seems odd to me to argue that biomorphs can't do so when it's apparently easy to incorporate mechanical (dry-tech) components into the biological (wet-tech) body. I have built biomorph characters, a worker pod and a novacrab, with cyber arms and pneumatic limbs.

Mea Culpa: My mode of speech can make others feel uninvited to argue or participate. This is the EXACT opposite of what I intend when I post.

Smokeskin Smokeskin's picture
Re: Cyberlimbs and Sythmorph Mods
OneTrikPony wrote:
ZeroSum wrote:
Plus there's the fact that some of them (the pneumatic limbs for one) [i]would require a fully synthetic body just to handle the stress of using them[/i] without your arm tearing itself off.
[i]emphasis mine[/i] Um. nope. It's a small point but I get kinda tired of the "it'll tear your arms off" argument here's some (kind of equivalent) specs. http://www.equipmentland.com/categories/jackhammers/index.shtml These are the tools I use every day. sometimes all damn day. and I don't have a synthetic body (yet) the book says 1500 lbs of thrust. I don't know what thrust means in reference to a pneumatic tool or why even the transhuman society of EP cant seem to do away with the fucking US Customary Units. However it seems to fit within the realm of what we already know and use by hand today; something that would (almost) double the force of a normal person's punch or double the height a morph of "human size and weight" can jump. Basically this gear = Jackhammer and jackhammers do not rip arms off.
The moving parts of the jackhammer only oscillate back and forth, it doesn't swing a full 50-150cm like a real punch does. That changes things greatly.
Yerameyahu Yerameyahu's picture
Re: Cyberlimbs and Sythmorph Mods
Napkin physics aside, I'm perfectly happy with the concept of modding cyberlimbs. It's a mature, classic concept, and it just plain makes sense. Jackhammer punches, sure (though I'm not sure Pneumatic Limbs doesn't require a full-body support frame). Fractal digits, yes (though hopefully you can also hold your whole arm inhumanly still?). :) The list of mods available and reasonable (for a limb) is actually a very short one; we could easily think of many more. I'm only talking about a game design/balance point of view: the rules aren't set up for clean implementation of it, and it's 'unfair' to synthetics (whatever you think about their relative merits).
Xagroth Xagroth's picture
Re: Cyberlimbs and Sythmorph Mods
Frankly, the first thing I told my players when we were making the characters was "I play using the CP2020 motto: If the players want a fight, the GM has the whole world and tons of reasons to end up using armies if needed." (It sounds better than "if the players get too cocky, kill'em" XD). Translated to "if you go around with heavy weaponry, shooting everything, in a while military-grade units will take action. And let's not mention that, if they want, they can get all your backups". If you played GTA 3+, then it's like going around shooting people. Then cops. Then soldiers. But in EP there is no "safe spots" where the mobs can't reach you while you play "shoot the duck". Translated to: even if my players go around in frigging reapers (specially then!) I have more than enough tools to stop them. Also, I would like to say something that has been said here about synthmorphs: you can vacate a cyberbrain as a free action, NOT egocast. There is no rule that prevents a biomorph from having a cyberbrain. And any morph can install a farcaster for instant-egocast. By the way, there is an NPC in "The stars our destination" book with a bouncer morph with 2 cyberlimb plus installed. There is no extra implants, however. I would, anyway, allow for extra biological arms. I mean, where is the problem with that? Finally, yes, synthmorphs are really underpowered compared to what they needed to be. However, I'd use two or three arguments to explain the situation of synth VS bio: first, intentional design. Biochauvinism is very present among the rulin classes in sunward, so you can assume that synthmorphs are designed to be sub-par with biomorphs. This also serves the purpose of population control (18 months per biomorph Vs a week at most for synthmorphs) and the continous existance of the indentured system (since the demand for morphs is so much higher than the offer). The Steel morph, designed by synth-supportees, seems to prove this point. The second reason would be that EP is TRANShuman, not POSThuman. Exhumans would be more inclined to leave their flesh behind to keep "evolving", but to most humans a synthmorph is not really like being alive (specially if the only thing they had to test it was a cheap case). The third reason, related to the second, would be that human minds in EP are not really ready to handle a synthmorph, ,and that AGIs are desgined to be so like humans that they suffer (to a lesser degree) the same limitations. This would mean that synthmorphs might have better stats, but those stats are lost thanks to "compatibility issues", so to speak. Obviously, Infomorphs would point some questions if that is the case, but it can be explained with the "imagine it, it happens", or something like that... Of course, the Reaper would need a little more explanation. I'd say that it has some LAI programs to help controlling it, explaining all the stuff that morph is so good at.
Myrmidont Myrmidont's picture
Re: Cyberlimbs and Sythmorph Mods
In an attempt at derailing the bio vs synth thread this thread has turned into, I would personally allow it, though I respect and abide by my co-GM's opinion (we split GMing duties so everyone gets to play at least some of the time), which was to disallow it in our current story arc. As pointed out, the list of robotic upgrades applicable to a single or pair of arms is a fairly limited one, and from my list I can't see anything which would be game-breaking in the hands of a biomorph (any more than in the hands of a synth). Sure, some of them don't make too much sense or might bend credibility, such as pneumatic limb, but you can justify it either way. On another note, I don't see why the only implanted ranged weapon biomorphs can have is a laser. A Cyberarm Plus, with a concealed internal weapon mount (shredder) would perfectly emulate, for example, Batou's shotgun arm, or a pair of Cyberarms Plus with concealed internal weapon mounts (monofil swords) to emulate Adam Jensen's cyber arms.
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ZeroSum ZeroSum's picture
Re: Cyberlimbs and Sythmorph Mods
Myrmidont wrote:
As pointed out, the list of robotic upgrades applicable to a single or pair of arms is a fairly limited one, and from my list I can't see anything which would be game-breaking in the hands of a biomorph (any more than in the hands of a synth). Sure, some of them don't make too much sense or might bend credibility, such as pneumatic limb, but you can justify it either way.
Maybe the cost for the addons could be bumped up a level or two to simulate the need for extra wiring and structural reinforcements to the biomorph. That's if we really care about balancing things beyond restricting the most outrageous mods to synth only.
Myrmidont wrote:
On another note, I don't see why the only implanted ranged weapon biomorphs can have is a laser. A Cyberarm Plus, with a concealed internal weapon mount (shredder) would perfectly emulate, for example, Batou's shotgun arm, or a pair of Cyberarms Plus with concealed internal weapon mounts (monofil swords) to emulate Adam Jensen's cyber arms.
Precisely the kind of thing that gave me the idea in the first place. Plus it leaves room open for people with biomechanical hybrid morphs: are you telling me there aren't scum out there who wouldn't jump at the chance to sleeve into a hovercycle/splicer centauroid morph just for the experience?
"I figure that the more of you there are around me, the more chance there is of the inevitable hail of bullets hitting you instead of me.'" - Warren Ellis
Axel the Chimeric Axel the Chimeric's picture
Re: Cyberlimbs and Sythmorph Mods
I'd allow synthetic mods, though how it works would likely be compromised. Apply penalties or ban its use (but not its implantation) based on circumstance. I.E. Weapon mounts, ok, but extra eyes are just cameras, not eyes.