In a single session game I ran there was a character who had the multiple personalities augmentation (from the corebook, p.301. Basically, the morph carries two egos at once, constantly aware of each other's thoughts. The second ego "can be an NPC run by the gamemaster, a separate character (in ego form only) made by the player, or the downloaded fork of another character."
So, in my case the second personality was a second ego made by the player, complementing the strengths and weaknesses of the first ego in terms of aptitudes, skills and traits. Well, the character was waaayyy stronger than any other in the game: the character basically had twice as many skill points, and effectively higher attitudes (bringing up the high COG/SAV/INT personality in social/problem solving situations, and the high REF/COO/SOM personality in "physical" situations). Having a second personality also meant a larger effective moxie pool, and the ability to "put to rest" one of the two personalities once it had gotten too much stress and was dangerously "on the edge".
I think I am going to limit this augmentation in some fashion in the future, because a character with it tends to steal the show from other characters. But maybe I'm missing something?
Welcome! These forums will be deactivated by the end of this year. The conversation continues in a new morph over on Discord! Please join us there for a more active conversation and the occasional opportunity to ask developers questions directly! Go to the PS+ Discord Server.
Multiple Personalities augmentation -- two characters for the price of one?
Sun, 2012-07-29 13:55
#1
Multiple Personalities augmentation -- two characters for the price of one?
Sun, 2012-07-29 14:45
#2
This would be a case where
This would be a case where you would want to speak to your player.
My person opinions:
If used by a single player, then you should greatly consider only allowing a Fork of the player to be used or an NPC if you're worried about balance.
If you use an NPC: You must be very careful. Using a NPC means that you take control away from your player if they don't agree on things. The second personality does not have to agree with the first.
If you use a Fork: This simply is a duplicate of the character with a bit of editing. They have the same overall thoughts and goals will rarely disagree on things. They would easily swap back and forth and they would overall have very similar statistics.
If you use an Ego: This should be another player, not the same player. If it is the same player, they should not be the same person. Multiple personalities may mean that each one has different ideas and goals that may not coincide with what the other wants. A different Ego is a different person and should be played as such. There is nothing wrong with having Banjo Kazooie styled characters or Starsky and Hutch action, but again they did not agree on everything. Imagine though if one ego was "on the edge" and did not want to relinquish control. The two would bicker and fight for control of the body possibly distracting them from other things. Imagine if they were in a relationship that didn't know about the other personality!
Overall augmentation is fine as it is and gives great chance for some amazing roleplaying, but could easily be abused in your example. The best way to work around this would be to speak with your player about it though. Just silly musing from me though.
Sun, 2012-07-29 15:22
#3
Consider the ultimate rule: have fun!
If a character lessens or ruins the fun/enjoyment of other people at the table, even if it follows the rules, it is a bad character.
I don't find it an issue with the augment, but rather how it was used by the player.
Sounds like you had a disruptive player on your hands more than anything else, and talking to him about it seems the most reasonable thing to do. Hopefully he will listen, than it is an easy fix.
Side note: this is one reason most GMs prefer to make premade characters for one shots/smaller arcs. Might be worth looking into for the future.
Sun, 2012-07-29 15:22
#4
There is no need to limit the
There is no need to limit the implant, just to use it properly: it is not there for a player to get two playing characters for the price of one.
Personally, I'd suggest the player to have a beta fork of another player as the second ego, preferably one he has strong ties with, usually emotional (boy/girlfriend, brother/sister, whatever), so they can support each other (because the other player has a beta fork of this one too).
The plus side of this is that they can swap places, and if the characters split for whatever reason (like one goes to the first floor while the second goes for the third) they can both still play.
Personally I prefer the Ghost Rider module to this implant, because its less likely to backfire: as stated in the previous post, there might have some struggle for control among the two egos...
Sun, 2012-07-29 16:35
#5
My standard rule as a GM is
My standard rule as a GM is that every players get one PC. So if there is another person in the implant, I get to run it. Including adding extra agendas, personality quirks and whatnots. Yes, even forks diverge or sometimes act unexpectedly.
—

Sun, 2012-07-29 19:34
#6
Yeah, the problem was that
Yeah, the problem was that you gave that player an extra character. A better alternative would have been for that player to tell the other players that he's making a body with enough room for another mind, so one of them could have jumped in on that and saved themselves some CP (or they could split the bill; I let players do that for things at creation if they both plan to use it). With a cyberbrain, they could share the body with their muse or another AI they purchase. There's no real reason you should give them the advantage of having more than one character, unless everyone gets that advantage.
—
Transhumans will one day be the Luddites of the posthuman age.
[url=http://bit.ly/2p3wk7c]Help me get my gaming fix, if you want.[/url]
Mon, 2012-07-30 03:46
#7
While not helping, i have to
While not helping, i have to state that my first thought when reading the character description was "is that the Hulk?!",
Mon, 2012-07-30 05:33
#8
If a player in any of my
If a player in any of my campaigns wanted to play both egos in a multiple personality morph I would let them share the total of 1000 CP to build them. Effectively it would be two egos that were only half as good as a normal ego but they'd share the body. Otherwise it would be GM controlled or another character controlling it.
—
Lorsa is a Forum moderator
[color=red]Red text is for moderator stuff[/color]
Tue, 2012-07-31 13:20
#9
This business of entire
This business of entire separate characters seems far, far too much ruletwisting/rulebreaking to me. I'm going to post a few bits of what the rules actually say which seem relevant:
[i]"For all intents and purposes, the extra personality is treated as a separate ego (i.e., it may fork separately), except that both personalities are backed up in the same cortical stack and if downloaded they must be placed in separate morphs or in another morph with this implant." (p.301 EP)[/i]
Okay, so the extra personality can be placed in a separate morph. At that point, in my book, it'd become a GMNPC, and the local laws will probably figure that it (or (ohnoes!) the original character) is an alpha fork which has been instantiated in its own body. The RAW allows a little flex here, but it's the only way to prevent the player easily having two characters for the price of a Flat, Case or Spare morph and a single (relatively cheap in chargen) augmentation.
[i]"This extra personality can be an NPC run by the gamemaster, a separate character (in ego form only) made by the player, or the downloaded fork of another character."[/i] (p.301 EP)
What confuses me is where people get this business of extra points, etc., for the additional ego. The RAW says:
[i]"Each ego has its own Lucidity and Trauma Threshold, and they track stress and trauma separately. Any psi attacks or social/mental influences only affect the personality at the fore."[/i] (p.301-2 EP)
From that I take it to be inferred pretty solidly that the Egos do NOT differ in any other fashion. I.E., one could not have an ego which was a martial artist, an ego which was a weapons-master, and an ego which was a social face. No additional CP are inferred for the building of such egos. Effectively what it provides (other than the opportunity to generate GMNPCs) is for you to have two separate tracks for Lucidity and Trauma Threshold in emergencies. This fits a lot of forms of fiction involving characters with multiple personalities wherein the background personality comes out as a result of trauma which causes the foreground personality to 'panic', and gets their shared body to safety.
Nothing more than that. No additional CP to buy skills, no creating an alternate Ego with different skills, no dividing the available CP between Egos...They are identical except for LUC/TT. That's the RAW mechanic as near as I can tell and MUCH more in line with the cost of the augmentation. Anything else is going to be (as you noticed) very disruptive.
It would be nice if we could get someone from the staff to weigh in on this, of course.
Tue, 2012-07-31 14:06
#10
babayaga wrote:So, in my case
This is one player playing two sepeate characters, something I wouldn't allow at my table. The problem isn't the augementation, it's the player. Consider: if this second ego had been a in a seperate morph, would you have allowed your player to control that individual as well?
—
[img]http://img845.imageshack.us/img845/9730/reintsuserbar.jpg[/img]
[img]http://img822.imageshack.us/img822/4205/nightcartelbanner.jpg[/img]
Tue, 2012-07-31 15:18
#11
TadanoriOyama wrote:This is
From this part:
[i]"This extra personality can be an NPC run by the gamemaster, [b]a separate character (in ego form only) made by the player[/b], or the downloaded fork of another character." (p.301 EP)[/i]
But this was also the problem. babayaga should not have assumed that this was the best option to make. I would have only allowed the separate PC played by the same character under the condition that every player at the table gets an extra character. That was the reason this player was able to play center-stage in the game… he was given more benefits from the start.
Exactly. The problem here was the number of unique characters this player got, simply by merit of the fact that he put them in the same body. The implant isn't very special at all, and I haven't had any problems at the table from it (despite seeing it in play twice). Had every player at the table been allowed to make two characters and play them as pairs, this would not have been a problem.
—
Transhumans will one day be the Luddites of the posthuman age.
[url=http://bit.ly/2p3wk7c]Help me get my gaming fix, if you want.[/url]
Tue, 2012-07-31 16:24
#12
Not sure
I've played a character like this quite extensively and I'm not sure where I stand on the subject.
' a separate character (in ego form only) made by the player'
This clearly means another entire character made by the player using the rules in the book for making characters.
It is entirely GM fiat to allow but if the GM chooses to allow it that's what you do. In my instance I built a Morph, gave it implants and assigned Rep and then took the remaining points and built multiple Egos that each used that total.
Essentially I built multiple 1000CP characters that happened to have identical Morphs and Rep scores that you could play one of at any one time. If any of you are used to the Multiform ability in Champions/Hero System it was a bit like having a mental-only Multiform.
Problem there is that there was no opportunity cost to doing so like there is with Multiform so each Ego when integrated with the Morph was as good as any other character, whereas with Multiform you have to pay for the Multiform so each 'form' is slightly less powerful than a normal character.
It was a house rule and one that I think was slightly lacking because there wasn't much of a downside. It was relatively easy to create Egos that were really good at their specialities whilst having weaknesses that were only weaknesses whilst they were in charge. In an effort to prevent that running out of control we eventually capped each Ego's skills much like you would a Beta Fork.
The real trouble however is the work involved. It's just so much more work to create and effectively play a character like that that I got fed up and quit.
I've actually subsequently been working on a version of the same character as a Morph much like the Fenrir that is the core of a Project Ozma scenario I'm writing.
How the dynamic of having one player controlling multiple characters works out is really down to the group and even individual players within that group. Our PnP Earthdawn group currently has an AWOL player and his character is being played by one of the other players. It hasn't been a problem for most of us but it clearly bothers one player who would prefer the character retired. For the time being we're ignoring him because it makes no sense for the character to do so but I suppose if it is seriously affecting (?) his enjoyment of the game we might have to revisit that issue.
I've always felt the point of rpg's s to have fun and that rules should be played as is until they prove to be a problem. Eyeballing rules and declaring them broken, particularly if they are rules that don't actually affect you, is a short-cut to sucking the fun out of the whole exercise.
—
Trust the Computer. The Computer is your friend.
Tue, 2012-07-31 17:09
#13
crizh wrote:I've always felt
We once had a game of Shadowrun going that wasn't so bad, up until one of the players started dating the GM. At that point, their character took center stage for the rest of the game. Period. Every major NPC wanted to meet [i]that character[/i]. Every scenario was crafted so that character was the most essential member of the group. The entire game from that point on became "she does everything fun, and you guys dick around until she needs to be protected". Hell, I didn't even see any scenario that required hacking from that point on (I play hackers).
This was a problem of game balance. A problem that does not necessarily mean the mechanics are broken or anything like that. In fact, this implant isn't broken. Not by any means. Taking the implant does not magically allow you to create a new character; it says that the second personality [b]can[/b] be played by another PC ran by the same player, but does not say that you may immediately do so. The GM or playgroup has to allow that. And they should only allow it if they are okay with one player getting more of the spotlight.
Because anyone who honestly believes that a person playing multiple characters [i]isn't[/i] going to get more attention as a side effect is insane. That's just the way these things work. And if your idea of having fun is "make everyone pay attention to me while ignoring everyone else at the table", then [b]you[/b] are probably the one sucking the fun out of the whole exercise. Not the people who say that isn't right.
As an old friend once put it: "Nobody roleplays as a member of the audience, because no one ever wants to."
—
Transhumans will one day be the Luddites of the posthuman age.
[url=http://bit.ly/2p3wk7c]Help me get my gaming fix, if you want.[/url]
Tue, 2012-07-31 18:23
#14
Cost
I also don't think that the implant is a problem. I think maybe it ought to be Expensive. That way it costs you 20CP instead of 5CP which seems to me to be an investment with a bigger impact.
I don't think the problem is a single player getting more time as much as it is the other players getting less.
I have also played in various games where a player and GM were sexually involved and that is definitely a problem all round, not intractable but it can very easily become no fun.
Like I said, our Earthdawn game has had a player with two characters for several months now, since Christmas I think, and I had not even noticed him taking more of the attention until another player started making noises about retiring the extra character.
It didn't make sense, in character, and I had to have a really good long hard think about what was actually going on in the group dynamic. I talked to the GM about it and he didn't feel that the player with two characters was unfairly hogging the limelight either so we've just let it slide for the time being.
Thing is, I don't get any less time in the spotlight, the number of characters in the party hasn't changed and so I still get as much attention as I always did. One player gets twice as much but that doesn't cost me anything. If he had two characters but only got to play one in any particular round I would actually have more attention.
I'll point that out again very clearly seeing as you felt the need to bold that 'you'. A player with Multiple Personalities gets no more time than any other player.
What they get, if there isn't a high enough cost associated with the implant, is to be as good as any other player in twice as many areas whilst being vulnerable in half as many. The cost needs to be sufficient that you can have several specialities but never be quite as good as someone who only has one Ego in his head.
Don't get me wrong, Multiple-personalities is certainly open to abuse but it contains a massive amount of GM fiat in the way it is adjudicated so if a GM finds he has a problem he has explicit tools within the rules to remedy the situation.
Eclipse Phase is full of technology that is potentially unbalancing to the game. Nerfing those technologies is, in my opinion, a wrong headed approach to the imbalances technology brings. The correct way to deal with it is through social/legal controls.
Assault rifles are better than longbows. They just are. Nerfing them because it's difficult to build an archer character in a world where they exist is just stupid. You deal with it, just as we do in the real world, by restricting access to them, making life complicate for those known to possess them and making it socially unacceptable to run around in public showing them off.
—
Trust the Computer. The Computer is your friend.
Tue, 2012-07-31 18:57
#15
crizh wrote:I don't think the
Po-TAY-toe po-TAH-to. The problem, no matter how you want to look at it, is that one player is potentially enjoying the game more than the rest. Not a problem if everyone else is just casually playing and doesn't care about being part of the game, not a problem if everyone is okay with the game being structured like that, but it is a problem if other people want to be part of the story and to a similar degree.
There are plenty of good situations where one player can play multiple characters. I remember one time as the veteran gamer in a relatively new group of D&D players, I played the group's cleric and wizard because no one else wanted to be a magic user. But it was consensual among everybody at the table, and my character was actually the wizard; the cleric was there solely to buff and heal characters, not to make me the focus of the game.
That's the point. The original poster said that the implant was detrimental. I'm arguing the problem is in what he allowed that player to do, not the actual implant itself.
How so? If they are granted two different characters to play because of it, then they have twice the number of skills, twice the number of actions, twice the number of resources than any other individual player. So how does that not give them more focus?
I mean at least forking isn't all benefits. It grants you an exploding amount of actions, but no greater skillset to work with. Your army of forks is simultaneously as incompetent and competent as any one of you. It grants the added benefit of acting elsewhere, yet the requirement of owning another body to do it with.
Multiple characters have a completely different dynamic. With this playstyle, you are effectively creating a single 2000-point character. And according to you, that has no potential to ruin the game for anyone else. How so? If we are arguing that the actual capability of a character is irrelevant, would you be okay with someone creating a single character with a 99 in every skill, maxed out reputations and a 30 in every aptitude? Would you be able to enjoy the game knowing that you'd have to show the relevance of your character in the context of standing next to the Übermensch?
Sure, but this isn't a problem with the implant. No one has said the implant was a problem, except the original poster. The problem is that someone was given multiple characters, and used the implant as an excuse to do so. That isn't okay. The problem was a terrible interpretation of recommendations on how an implant should be handled. I'd be recommending errata if the book said "by picking this implant, you get to make another character that shares a body with this one". Instead, it simply says that multiple characters ran by one player is one way to handle the implant.
But if someone interprets the mechanics of this implant in this manner, it is beyond game-breaking. For instance, I could purchase up an army of flats at creation, all with this implant, at 5 CP (flat costs 0, implant costs 5). Each flat has my personality, alongside one other personality I get to create for that implant. With 300 bonus points, that means I get an army of 61 characters at my disposal. And that's assuming that I don't purchase more of them with my other character's points.
It was a terrible interpretation of the implant's instructions. Nothing more.
Except there's a difference. No one is saying the implant needs any correction. We're saying that a GM that let's a player make another character without thinking about the ramifications is a problem. No correction needs to be done with the game book. This was a problem of interpretation, not the actual game mechanics. The book never says that you get to make a free new character if you pick the implant.
I would say that the longbow needed correction if it said "by purchasing one, you may also create a brand new character with which you can play simultaneously with your own". Because nothing would stop me from purchasing as many longbows as I desire.
—
Transhumans will one day be the Luddites of the posthuman age.
[url=http://bit.ly/2p3wk7c]Help me get my gaming fix, if you want.[/url]
Tue, 2012-07-31 19:45
#16
Decivre wrote:twice the
Bollocks. Try again.
I am happy to address the rest of that post in sensible debate but that's just an outright lie and I won't until it is corrected.
—
Trust the Computer. The Computer is your friend.
Tue, 2012-07-31 20:21
#17
crizh wrote:Bollocks. Try
How is it a lie? Both characters act every round as always, but only one of them controls the body they are sleeved in. That means the other one can do mesh actions, mental actions, and any number of non-body-related actions (including teleoperation and jamming) just fine.
Don't call people a liar without having anything to back that up. I am many admitted things: a libertarian, a gamer, a bit of a man-whore; but you'd better have more than words to throw when you call me a liar.
—
Transhumans will one day be the Luddites of the posthuman age.
[url=http://bit.ly/2p3wk7c]Help me get my gaming fix, if you want.[/url]
Tue, 2012-07-31 22:34
#18
crizh wrote:Decivre wrote
You are starting to become offensive, crizh. If you can't back up your assertions with evidence, stop the name-calling.
—
As mind to body, so soul to spirit.
As death to the mortal man, so failure to the immortal.
Such is the price of all ambition.
Tue, 2012-07-31 22:49
#19
Quote:Only one ego may be in
This means only one ego actually has any access to the functions of the body. The best example I could think of would be imagine essentially a Ghost Rider Module with a Puppet Sock built into the Cortical Stack.
Now I will note that the character does receive an extra Mental Action for the extra personality. Ideally this means that the Extra Mental Action you get per round is the extra personality doing whatever it is that they do.
Both personalities share the same initiative and action pool.
Tue, 2012-07-31 23:27
#20
Tnargraef wrote:This means
Exactly. You effectively get one character with a body, another character in a ghostrider, and both have the ability to tag and switch places nearly at will. If you decide to rule that the player with that implant gets two characters, such a selection is… potent, to say the least.
Which is potentially a benefit, if the active character has the highest initiative score.
—
Transhumans will one day be the Luddites of the posthuman age.
[url=http://bit.ly/2p3wk7c]Help me get my gaming fix, if you want.[/url]
Wed, 2012-08-01 01:44
#21
I wouldn't do this at will. I
I wouldn't do this at will. I would personally at least make this a Complex Mental Action to switch and due to stress or something mentally disabling can only be performed once per action phase.
Wed, 2012-08-01 02:44
#22
Tnargraef wrote:I wouldn't do
Tough to say. I always held it to a similar mechanic as the basic rules for the Fenris, in that the characters get to choose who is in control during any round, as they both have a limited degree of control over the body at the same time (they have to, otherwise the ability to struggle over who retains control doesn't make much sense; how can you even try to struggle if the other person has to relinquish control with effort?).
—
Transhumans will one day be the Luddites of the posthuman age.
[url=http://bit.ly/2p3wk7c]Help me get my gaming fix, if you want.[/url]
Wed, 2012-08-01 03:16
#23
Balancing does not always
Balancing does not always quite make sense in a literal sense of the word. This implant is very strangely worded in some sense of it. In that case let's look into other implant you're speaking of.
Ego Sharing
Robotic Only. So not for Biomorphs or Uplifts unless you install an cyberbrain.
Specifically designed to allow more than one Ego to access controls at a time. (A Puppet Sock Ghost Rider can't do this as effectively. This is mentioned that only one has control with this implant.)
Requires implant per user, where this one has a special stack to support it.
Divides the actual body functions into sections. In this implant they take control of the whole body.
And due to the above, each can operate on it's own initiative score since they can actually do separate things. This has them acting in the same turn on the same score using the same actions for mental and phyiscal. They don't double up for having two egos, they're two egos with the pool of one person for resources.
If not a complex Mental Action, then simply make it a Mental Action to switch between the two since this provides the player with an extra one per action phase.
Wed, 2012-08-01 04:09
#24
Personally, I'd say that if
Personally, I'd say that if you want all the attention in an RPG game there is the perfect spot for you: play the GM! All players will focus on you (and you will have the responsability of keeping them interested in the game), so everybody wins :)
By the way, using the Multiple Personalities implant I'd say that the second ego will have just one action, against the Ghostrider Module and the Ectos (where the ego, I think, is stored in Infomorph state, thus getting I think was like 3 actions per turn?).
Wed, 2012-08-01 04:34
#25
Easy, if not best solution
Mechanical issues (ie. switching, stress, control) aside, I'd resolve that in a simple way - each player gets basic freebies (aptitude points, free rep, free cash, ...) + 1000 CP per character (which means once). If they wish to make two half-characters of it, fine, but those would be - in best case - divergent forks, with the same basic aptitude and skill sets, with one being an NPC at all times. Anything else would be giving an unjustified advantage to a player. I would not worry about "wrestling control from the player" - it could be used as "Common sense" equivalent, like the second ego yelling "Stop it, you're going to kill us both!" and assuming control to save itself.
As for two characters controlled by two players in one body - be my guest, of course, it would be not much different from ghostrider module use; of course, it would be best if players know each other well.
—
"Normal" does not exist anymore. I consider it a good symptom, though.
Wed, 2012-08-01 04:59
#26
Actions
That's all you get. Just like the multi-tasking implant you get what the text says you get.
You do not get an entire Ego's worth of extra actions. If that's what you want get a ghostrider. Which frankly is a far more broken option.
Apologies to everyone if that seemed rude but Decivre is an out-spoken self-proclaimed expert on EP and I won't stand by and let him mis-characterise the rules while he implies that I'm a bad role-player and a bad person.
—
Trust the Computer. The Computer is your friend.
Wed, 2012-08-01 04:58
#27
NewAgeOfPower wrote:crizh
I don't remember doing any name calling. I identified something I don't believe to be true, and given Decivre's self-assigned role of rules-guru around here I called him on it. I didn't call him any names or slander his character I just stated the facts as I see them.
He on the other hand said that I'm an attention whore who is ruining the game for other people.
He explicitly ignored what I had to say about others not getting any less time and characterised me as the sort of person that behaves in that manner without any evidence to back up that assertion.
A flat out ad hominem attack without addressing any of the substantive issues I raised.
—
Trust the Computer. The Computer is your friend.
Wed, 2012-08-01 05:48
#28
crizh wrote:I don't remember
I'm a rules-guru? When? When did we get to assign roles? What kind of bullshit role is rules-guru? Why would I assign myself to that role? Who got God-Emperor of Mankind? That was mine.
But you did slander my character, by characterizing my statements as lies. It informs us that I intentionally mislead by statement. You were effectively accusing me of the intentional representation of information, to which I would ask you to prove it. The book explicitly states that the extra personality gets a complex action. If that doesn't amount to double the actions of a person moving at standard speed (which gets one complex action... 1+1=2, and 2 divided by 1 is two, and double means twice something last time I checked), then math got altered sometime between the last time I tutored my niece in Algebra and… now.
Two things:
[list][*]The prostitution industry is one of the oldest, and most mature industries in the world. It is also one I actually happen to have a lot of respect for. It would be a grave insult to simply throw around their professional titles willy-nilly. So I'll have you know I have never accused you of being a brothel worker that is paid through the non-physical currency of attention
[*]The statement you quoted was an if/then statement, as in "if this is true, then this is also true". The only way I said you were ruining the game for others (or as I actually put it: "trying to suck the fun out of the whole exercise") is if you are admitting that you enjoy making everyone pay attention to you while ignoring everyone else at the table. Either you misread my statement, or you are admitting statement A while taking offense to statement B.[/list]
So, if you admit that you like to make everyone else at the table get ignored while getting all the attention, then I apologize for saying that you suck the fun out of the whole exercise. I guess. I still think you do if this is the case, but you are apparently offended by that statement, so I will retract it.
Had you read one of my previous statements (I believe that it was the very one you refused to read until I stopped being a liar, or a fraud, or an Asian, or whatever), you would have seen that I stated, quite clearly, that playing multiple characters does not necessitate hogging the spotlight. One act is not inclusive to the other, and vice versa. I then gave a clear example of a time when I did the very act of playing multiple characters, with the explicit goal of not hogging the spotlight. So I never stated in any manner any of the things you are referencing. What I did state, from the get-go, was that the player that babayaga referenced in the original post was acting detrimentally to play for their playgroup. Hence the very reason he's posting on these forums for help.
I then stated that the problem wasn't the implant, but the fact that babayaga used one of the sentences within the mechanical information regarding the implant to justify giving that player a second character, without gauging the potential ramifications that a player with two characters can have on play. Hence the issues they had. Had he not given that player a second character, or that player not used the oppoortunity to have a second character in order to gain an unfair advantage over his peers, there would have been no problem.
So, have we cleared everything up?
—
Transhumans will one day be the Luddites of the posthuman age.
[url=http://bit.ly/2p3wk7c]Help me get my gaming fix, if you want.[/url]
Wed, 2012-08-01 05:48
#29
All groups are different, but
All groups are different, but if I was in a group where one player had a character twice as good as mine I wouldn't have very fun. If one person can do everything I can do and still be better at 10 other skills then what's the point of my character? It's not so much about 'time' as it is 'time in the limelight'. More to the point, how many situations one character can handle as opposed to the others. Having twice as many skills easily becomes a problem as the rest of the characters are simply not necessary anymore. In the case with one player taking over another players character it is true that the other players are not getting 'less time' than they had before, but they are getting 'less time' as compared to the one player that now has two characters. Wouldn't it be easier to simply let the GM handle that character instead?
If it works for your friends then it works and it's nothing we can say about it. However, if I was a GM I would never allow such a thing and if I was a player I wouldn't have fun either. Just because the rules say 'could', it doesn't mean 'should'.
But, speaking of ghostrider module with puppet sock, how does the control actually work? Does the puppet sock controller get to use the morph's aptitude bonuses? Does he (or she) need to make a resleeving test everytime they assume control? Or perhaps only the first time? This is interesting to me as a character in my experimental adventure had to get that combination to carry a (sex and drug crazy) hacker to a small mission. As it was just very small amount of actual puppet socking he had to do I simply let the progression of the story take precedence but still it would be nice to know. Especially as the character now wants to upgrade her muse to an AGI and have in the ghostrider module so they can have a more real relasionship...
—
Lorsa is a Forum moderator
[color=red]Red text is for moderator stuff[/color]
Wed, 2012-08-01 07:34
#30
Lorsa wrote:All groups are
If it works for your friends then it works and it's nothing we can say about it. However, if I was a GM I would never allow such a thing and if I was a player I wouldn't have fun either. Just because the rules say 'could', it doesn't mean 'should'.[/quote]
Exactly. And in babayaga's case, one player having two characters worked to the detriment of the group's enjoyment. A perfect example of how this scenario risks making the game unentertaining.
Puppetsocks basically turn any morph into a teleoperable drone. The morph works under the same rules for jamming or teleoperating (core book, pg 196; Shell Remote Control and Shell Jamming). No resleeving tests are required, but a jammer does not gain many benefits that resleeving grants (you are restricted by all of its aptitude maximums, and don't receive the aptitude bonuses). Plus, because of lightspeed limitations, there is a hard distance cap regarding how far away you can be from a morph you are teleoperating or jamming, until latency becomes a hassle.
—
Transhumans will one day be the Luddites of the posthuman age.
[url=http://bit.ly/2p3wk7c]Help me get my gaming fix, if you want.[/url]
Wed, 2012-08-01 07:44
#31
Decivre wrote:
Your record speaks for itself. Would you like me to go through it and post some examples of you parachuting into a discussion to render an opinion as if it were indisputable fact? I've got plenty of time on my hands at the moment...
I'm not sure how to go about finding out stats on this forum but I would be shocked if you are not by far and away the most prolific poster on it.
It has been my impression that your posts rarely, if ever, contain conditional phrases like 'I think', 'in my opinion', 'it is likely that', etc, etc. When someone asks for an interpretation of a poorly written rule your tone in reply is almost exclusively one of utter certainty in the correctness of your position.
A self-proclaimed rules-guru. By deed.
You have a lot of time invested in this game and you are probably right far more often than you are wrong but on matters of a factual nature regarding the rules you present yourself as someone that knows what they are talking about and can be trusted to be correct.
As you present yourself as someone that can be trusted to be correct, when you make a statement that is clearly wrong I don't feel uncomfortable calling it a lie. Perhaps if you are less than completely familiar with the rules set you would be better served by being more guarded in your pronouncements regarding it.
You have retro-actively inserted the phrase 'moving at standard speed' into your argument in what I consider to be a deceitful way in an attempt not to appear completely wrong.
A single extra Complex Mental/Mesh action per Turn is far from doubling the number of actions in the vast majority of real world play examples.
A speed 3 character with Multi-tasking has 9 times as many actions as your retro-active baseline.
As a method for gaining additional actions Multiple-personalities is objectively one of the worst implants in the book.
It categorically does not double the number of actions except in a very specific circumstance that you have defined retro-actively and that very rarely occurs. Even when it does occur there are half a dozen other implants that are massively more problematic on this metric.
You know this very well but you are happy to try and snow me with this ludicrous fallacy which is frankly insulting.
Distraction. Look at the shiny. You know what I meant, I won't stoop to re-stating it in single syllable words.
Yes you did indeed cloak yourself in the flimsy shield of if/then.
However the whole post is a Strawman.
You injected a completely unrelated story about a different circumstance that played out in a crucially different way and then mapped it onto my behaviour as if it were one of only two possibilities.
This is a black-or-white fallacy.
The fact that you covered your arse with conditionals suggests that it was deliberate.
You misrepresent me again. I said I wouldn't respond to it, not that I had not read it.
I wouldn't respond to it because it was partially predicated on statements, that given your experience, intelligence and talent, it seems difficult to believe you were not aware were not true.
—
Trust the Computer. The Computer is your friend.
Wed, 2012-08-01 11:31
#32
So, yeah, this got off topic
So, yeah, this got off topic a little didn't it? I respect both gentlemans' right to disagree and freely speak their points. Out of respect for the original poster would you both please take the remainer of this arguement to a private format?
—
[img]http://img845.imageshack.us/img845/9730/reintsuserbar.jpg[/img]
[img]http://img822.imageshack.us/img822/4205/nightcartelbanner.jpg[/img]
Wed, 2012-08-01 11:49
#33
Let's calm down!
I think that this whole thread is overheating. I would strongly urge everyone to try to keep tones as friendly as possible. I shall strive to do the same, even though I did find Decivre's tone mildly offensive.
I never said that the *implant* in and of itself is a problem. I said that the mechanics governing the implant, taken at face value, presented a problem. I think crizh's comments of "Multiform" from another rpg show I am not the only one to see the problem.
I completely disagree with Decivre when he says, or at least implies, that the rules say something different, and that by bending them in the wrong way I caused grief to other players (incidentally, as I said the game was a one-shot, and its purpose was to stress-test the canon rules of Eclipse phase to see if and where they'd need fixing before causing problems in a long-running campaign).
Let us read what the rules say:
I would call attention on a few specific sentences:
a)"This extra personality can be an NPC run by the gamemaster, a separate character (in ego form only) made by the player, or the downloaded fork of another character. "
So it seems to me that allowing the player to make a separate character and run it as the second personality is perfectly within the rules.
b)"This multiplicity is not viewed as a disorder, but as a cognitive tool to help people deal with their hypercomplex environments." Again, this seem to imply that the basic idea is that personalities should be "diverse" so as to allow maximum flexibility in dealing with different situations.
Now, in hindsight it seems clear that allowing a second personality to be run by the same player may, or may not cause problems, depending on the personalities involved. So, it's ultimately a gamemaster's call. However, I would have liked a more explicit statement of this; as well as some guidelines on what limits one should place on the second personality to keep "balance".
I would also point out that I experienced similar issues with forking and, to a lesser extent, augmentations giving extra actions. I completely disagree about the fact that forking is not an issue "because all forks are equally (in)competent": forking allows you to do more things in the same time, and thus to a large extent to get a much larger fraction of "screentime" than characters who do nto fork. In contrast, Multiple Personalities essentially allows you a single, more "versatile" character, who can be excellent in twice as many situations. I think of Multiple Personalities steals *less* spotlight than heavy forking, it just gives the other players an unpleasant sense that their characters are inferior. I think that if I had given a player two "real" characters to run, it would not have been so problematic.
Wed, 2012-08-01 11:52
#34
certainly
It would be my pleasure.
I can't be doing with public unpleasantness and frankly at this stage I'm so mad I'm about to give myself a major time-out.
—
Trust the Computer. The Computer is your friend.
Wed, 2012-08-01 21:23
#35
crizh wrote:Your record
Believe it or not, there are many instances where statements are going to be factual, even when a topic involves opinion. In fact, an opinion that is not informed by fact is often a terrible opinion indeed. As a consequence, there will be many times I will not use such words. But I often do use other words to a similar effect, such as "if you allow it in your games", or something to that ilk.
Alternatively, I often offer multiple interpretations of something, of which those interpretations are factual ways that a phrase can be understood, but opinion will determine which interpretation is correct to the reader. Usually in those cases I don't offer my opinion.
I do to a degree. But the facts are what is written in the books, and any facts I reference are because I am referencing from the books, not because I am declaring them canon.
Even if the character is moving at faster-than-normal speeds, there are definite vagaries within the mechanics for the multiple personality implant that have not been addressed in any way: whether or not mental implants can be used on the second ego, and whether sleights used by the second ego (should it have psi) continue to function. Whereas an ego with speed 3 and multitasking has 9 actions a turn, an ego with multiple personalities, multitasking for both egos and the multitasking sleight on the second ego would have a whopping 19 actions (22 actions if you have the sleight on both egos, in contrast to 12 actions without multiple personalities in the same scenario).
So the doubling of actions (or in the second case, in order to cover all bases, the near-doubling of actions) is still a potential problem with regards to high-speed characters and the multiple personality implant.
Incorrect. I injected the story because it is the only experience I have with personally playing multiple characters at a game table. Whether you want to take my only personal account as an insult is purely up to you.
No, the conditional was because it was not a statement directed at you, but as a derisive statement towards that sort of behavior (akin to "if you're the sort that is playing solely to win, then you're probably a munchkin"). There aren't many ways in the English language to reference states of mind without second- or third-person pronouns, unless there is an abstract noun for it. And I don't know of a noun for the state of mind in which someone enjoys taking attention from others at the expense of their enjoyment of a game.
—
Transhumans will one day be the Luddites of the posthuman age.
[url=http://bit.ly/2p3wk7c]Help me get my gaming fix, if you want.[/url]
Wed, 2012-08-01 14:40
#36
babayaga wrote:I think that
I must admit, at the point I was accused of lying, condescension became part of my tone. I'm not disagreeing with this.
Except that isn't what I said. I said that any scenario in which you grant a player multiple characters is bound to have the potential to balance the game in favor of the player with a character number advantage. This isn't a flaw unique to Eclipse Phase; it can happen in [i]every single roleplaying game you play[/i]. This is a natural consequence to giving a player two completely different representations in the game. Whether you are playing Shadowrun and one player makes both a hacker and mage, or you are playing D&D and one player makes both a cleric and fighter, or you are playing Exalted and one player is playing both a solar and their lunar mate, that player has an inherent advantage over all remaining players.
The misinterpretation wasn't that you [i]couldn't[/i] let one player portray two different characters. It is always an option. The misinterpretation was that you didn't see that this scenario had the potential to unbalance things for your playgroup. Having no body is not a very large disadvantage in Eclipse Phase, so granting two characters to one player under the assumption that they only share one body is not a significant enough "disadvantage" to render a pair of characters less useful for one player.
But is an explicit statement necessary? The selection given was really only a small slice of what can be done with multiple personalities. For instance, you could have your muse or another AI be your second personality in a cyberbrain; this would not dramatically advantage the player over others, since everyone has access to a muse (or to purchasing AI) along with the extra skillsets it grants. Or that player could purchase an indenture (if you allow it), or hire someone to take on that second ego space. Or you can allow a teammate to take up that space so they can skip out on buying or finding a morph of their own.
About the only clarification they might need to make is to show that those were only examples, not headers on how the implant [i]must or should be handled[/i].
Admittedly yes, extra actions are a significant part of the game that has a large potential for abuse. But forking and speed bonuses are something that every player has the potential to use in-game; the only players it will probably offend directly are those that are, for instance, roleplaying characters that forbid themselves from implants and forking (a bioconservative, for instance). Extra characters for a player allows them to broaden their specialties, and be better in more scenarios… and as a consequence makes it harder for other characters to stay out of that pair's shadow.
Extra speed is only generally relevant in combat and hacking scenarios, so an easy way to avoid getting stuck in the background when another character has a significant speed advantage is to take a noncombat role. Social engineers and mechanically-focused characters tend to do fine without speed, as social situations rarely benefit from moving fast, and task actions are unaffected by speed bonuses or extra mental actions in the rules as written.
The only other option I can think of is to take on a niche role. If you are the only stealth combatant or hacker on the team, then you are still going to get the chance for equal spotlight since you are the only one that can fulfill your role. The key to giving the character a chance to shine as GM is to simply put them in scenarios where they hold a crucial part of the mission in their hands.
Extra speed and forks are both a difficult issue on the forums regarding play; it obviously detracts from game balance, but there aren't many other good ways to represent people moving at faster-than-human speeds or having multiple copies of their mind floating about. This is a case where game structure took a backseat to setting conceits.
—
Transhumans will one day be the Luddites of the posthuman age.
[url=http://bit.ly/2p3wk7c]Help me get my gaming fix, if you want.[/url]
Wed, 2012-08-01 18:07
#37
I think the problem is that
I think the problem is that the devs made an error. People tend to do that. Considering that Eclipse Phase is a new product line produced by a new company, errors should be expected. Even experienced companies make errors. For instance, in Dungeons and Dragons 3.0, it turns out they made the Dwarven Urgrosh an exotic weapon, even for Dwarves. They had their "Doh!" moment once they were informed about their error, and when 3.5 was released, they made it so that Dwarves got special training allowing them to use that weapon as though it were a martial weapon.
For the Multiple Personalities augmentation, *I think* it would make more sense to make some changes. This is what I've written up.
-This augmentation allows for the morph to be sleeved by 2 egos instead of the normal 1. This gives both egos the benefits and drawbacks of being sleeved in the morph.
-Only one ego may be in the foreground, something that gives it control of the physical body. This gives it the ability to undertake all actions that being sleeved in a physical morph may allow. The ego that is not in the fore, resides in the background. This background ego may perform one complex action per turn that may be used for mental or mesh actions (assuming the morph has mesh inserts).
-This sleeving setup is quite intimate as both egos are aware of each others thoughts and actions.
-Both egos are both backed up to the same cortical stack. Should the unfortunate happen, it would be possible to separate both egos from the stack and re-sleeve them in different morphs.
-While the ability to sleeve a second ego in a morph may be handy, the background ego slot may be left empty with no penalty.
-The background ego may be the fork of the foreground ego, or it may be the ego or fork of a different character.
-The foreground and background egos may switch places, causing the background ego to become the foreground ego and vice versa. This switch must occur at the beginning of the foreground ego's turn. The switch occurs without a hitch with no sense of disorientation (or penalty) for either ego.
-Should the foreground ego be unwilling to give up control over the body, then the background ego may fight for control. This is an opposed WIL x 3 test. If the background ego wins, it becomes the foreground ego and takes control over the body.
-Both egos have separate Lucidity and Trauma Thresholds, and they track stress and trauma separately. Any psi attack, or mental/social influence only affect the foreground ego.
-For practical game play reasons, the GM may allow a PC to control the extra ego if the ego is a fork of its ego, a NPC, or fork of another PC. The GM and the PC(s) should be reminded that this does not make the extra ego theirs, and that even forks may eventually develop opinions and behaviors different from each other. The GM has the right to give control over a fork back to the owning PC, or the GM may take control over the extra ego at any time the GM feels that it is appropriate to do so.
Let me know if you see any problems.
Wed, 2012-08-01 19:38
#38
About all the supposed extra
About all the supposed extra actions people can get. The multi-tasking does not work with any other speed enhancement augmentations as stated:
Additionally I seem to clearly remember the rules stating that 4 actions per turn was the absolute maximum regardless of whatever you try. So where you get this 9+ actions from is a mystery to me.
As far as forking is involved, I wouldn't let players play their forks either, unless they were ego casting forks to another habitat for a quick conversation and then traveling back to successfully merge. Otherwise if they want to fork themselves, as those forks are separate beings, they are GM controlled. Never would I let a player control more than one ego at a time. You can fork yourself, but the GM decides what the forks do.
Having extra speed is really good, but it simply makes you better at what you are already good at. If you're good at combat, neurachem makes you even better. That's why it isn't game-breaking and it fits the setting so well it has to be there. Multiple personalities however, if you run the way described by the topic's creator, will make you better at something new. You're good at combat and suddenly you are also good at hacking. Or (and) social stuff. In essence, that players gets to solve twice as many situations. It's not a matter of solving them twice as good, it's the amount of things they can do that causes issues.
So, as I said, could does not mean should. Let every character control one ego at any one time and the GM control the rest. Including multiple personalities, forks and muses.—
Lorsa is a Forum moderator
[color=red]Red text is for moderator stuff[/color]
Wed, 2012-08-01 21:27
#39
Lorsa wrote:About all the
No, it says "any other augmentation that allows for extra actions", not an augmentation that enhances speed. Bonus actions and increased speed are treated differently.
The multi-tasking implant adds two bonus actions per phase. Having a speed of 3 gives you three phases to act in. One normal complex action + 2 bonus mental actions = 3 actions per phase, which with three phases is 9 actions total.
I tend to do the same thing, but I allow PCs to control their forks while they happen to be in close proximity or communication with one another. Otherwise, I take complete control, and let the player find out later what happened. Some exceptions though, especially if I decide to run the events around their fork as a separate scenario.
I agree. Unless I was giving every player at the table access to two characters, I probably wouldn't allow any of them to do so.
—
Transhumans will one day be the Luddites of the posthuman age.
[url=http://bit.ly/2p3wk7c]Help me get my gaming fix, if you want.[/url]
Thu, 2012-08-02 05:28
#40
Aha, so I misunderstood
Aha, so I misunderstood something about the difference between speed and multiple actions then. Regardless, I don't think the rules are meant to be abused and grant you a quadzillion stuff to do every second, so I'll advice my players to not dip their fingers in every enhancement they can get. :)
—
Lorsa is a Forum moderator
[color=red]Red text is for moderator stuff[/color]
Thu, 2012-08-02 06:09
#41
DivineWrath wrote:I think the
I think if I were redesigning the implant I would remove the additional complex action entirely. It makes little sense in the fluff, particularly as I would be altering the fluff to make it clear that the background personality is a passive observer, it gets no actions of its own.
Instead I would grant a teamwork bonus to any skill that both Egos possessed of +20. This would still cap out at 30 if you had someone else helping you. It would also mean the player would only get one Perception test per event. Easiest way to spot something is to increase the number of rolls you get so that's a helpful tweak.
I might also introduce other limitations relating to processing power. There is only so much capacity in a brain. I might, for example, limit the combined total, before mod's from Morph, implants, etc, of each attribute of the Egos to 40.
This is especially helpful because technically, as things stand, just like the Ego Sharing modification, there is no limit to the number of Multiple Personalities you can have.
Another consideration is privacy. It is hard enough to get on with other people when you can walk away from them or put them on ignore. Imagine how hard it is when they can hear your every thought. All of them.
I don't know about you but I have thoughts all the time that I don't want any sentient being to ever know passed through my cortex.
So I might introduce a regular Stress test if the Egos in question are not Forks of each other.
—
Trust the Computer. The Computer is your friend.
Thu, 2012-08-02 12:26
#42
crizh wrote:DivineWrath wrote
No, keep the Complex Action. It is one only, and only mental. And it keeps you from using Neurachem, Reflex Booster, and any other speed implant improver.
Much more broken is the Multitasking implant with more than 1-2 Ghostrider Modules...
Also, you cannot have more than one extra personality. Again, speed bonus stacking cannot be done (yeah, you can have a Multitasking implant and a Neurachem 2 implant, but only one can be active at the same time, if the GM allows both to be present, that is. Personally, I would. And have a veeeeery good time with the faustian consequences :P).
Finally, it is possible to have an army of your own forks and keep them in line. Just don't you let them live more than 2-3 hours (incorporating a self-terminating subroutine shouldn't be that hard: they are Beta forks, and all hardware they run onto should obey your directions above theirs. Unless in certain autonomist habs, that is). However, that would call the attention of a lot of people, including Firewall: you would look like an x-threat or a conqueror wanna-be, or who knows what. A scum, maybe, if its just some sexual selfcesting orgy...
Thu, 2012-08-02 16:11
#43
Speed v actions
Implants like Neurachem that increase speed are not incompatible with implants that grant extra actions.
AFAIK
edit
Sorry, I was in a hurry earlier.
Multiple Personalities is the only extra action implant, as far as I know, that does not contain the no-stacking text.
This means it stacks with itself but nothing else that provides extra actions.
—
Trust the Computer. The Computer is your friend.
Fri, 2012-08-03 07:23
#44
crizh wrote:Multiple
Personally, since it doesn't explicitely say it has any kind of compatibility, and given that it has not been listed in any errata (at least that I know of), I understand that it follows the non-stack rule between speed cathegories (mental and physical). Also, if I remember right the other only implants that improve mental speed are the Multitasking and the Mental speed ones, which gives you the max speed enhancement possible (4 actions in a turn), I think (I can't check the books right now).
So yeah, it should stack with itself, however I would forbid buying this implant multiple times. Which incidentally you all seem to be looking only as a player tool.
I think one of the possible uses is to install an "spy" of some sorts into a morph, without the knowledge of the primary ego.
Fri, 2012-08-03 10:13
#45
Xagroth wrote:
Sorry, could you possibly restate that in different language? I am not at all sure what you are trying to say there.
I don't feel it is fair to respond unless I'm certain that I know what point you are making.
—
Trust the Computer. The Computer is your friend.
Fri, 2012-08-03 12:00
#46
I have doubts that Neurachem
I do not believe that Neurachem or other +Action Phase/Turn modifications conflict with with Multi-Tasking or other +Extra Actions/Action Phase Augmentations.
It is specifically noted Mental Speed and Multi-Tasking are incompatible with other +Extra Actions/Action Phase Augmentations.
Again, a GM is free to rule however he wants, but I believe this to be the Standard Interpretation/what Posthuman Studios intended.
—
As mind to body, so soul to spirit.
As death to the mortal man, so failure to the immortal.
Such is the price of all ambition.
Fri, 2012-08-03 17:01
#47
NewAgeOfPower wrote:
Rule: Thou shalt not do more than 4 actions per turn (physical, mental or any combination).
Rules summary:
Turn: it comprises 3 seconds, and 4 actions phases. You can act in as many Action Phases as Speed you have.
Action Phase (Action Turns): brokes into Automatic, Quick (one, 3 if you only do these), Complex (one) and Task (takes several Action Turns). You cannot do Complex Actions if you are doing a Task Action.
For reference issue, limitations on:
Multiple Personalities (2nd ego "on board", you get +1 Complex Action each turn for Mental or Mesh actions only)
Multi-tasking (+2 mental Complex Actions):
Mental Speed (+2 mental Complex Actions, +3 Initiative):
Neurachem: +1 or +2 Speed (+2 is more expensive and has "hangover" aftereffects)
Reflex Booster: +10 ref, +1 Speed
Drug: Kick (+10 ref, +1 Speed)
Drug: MRDR (+10 Som, +10 Dur, +1 Speed)
So, were us pure munchkins, we would take an absence of forbidding as allowing, and thus we could theoretically get:
+3 Speed (Neurachem 2, Reflex Booster), +3 Complex Actions (Multi-Tasking or Mental Speed, Multiple Personalities); this would make a character with 4 Action Phases per turn with an extra 3 complex actions. For a ludicrous price Vs Neurachem 2 + Reflex Booster + 1 Ghostrider Module (the ego/fork inside the Ghostrider Module gets Speed 3).
Differences: +3 Complex Actions gets nullified by a single Task Action, while the extra ego in the Ghostrider Module will not (and it costs much less).
Conclude what you prefer ^^
Fri, 2012-08-03 17:04
#48
crizh wrote:Xagroth wrote:
Airlock that, I was between clients in the job and took abour 45 minutes to write that post XD.
Instead, apply this: I personally wouldn't let anything to go beyond 4 Speed each turn, including "extra complex actions". So with me as GM, nobody gets more than 4 actions per turn (yeah, Ghostrider Modules still would be "legal"... it would be a second toon doing its allotted set of actions).
Fri, 2012-08-03 21:41
#49
Xagroth wrote:
First, small nitpick, Multi-Tasking is BOTH Mental and Mesh Actions...
Secondly, note that the Ghostrider Module houses one infomorph. I'd rule this as it not getting morph bonuses. Also, while the Ghostrider Module "may allow them direct access to their sensory information, thoughts, communications, and other implants" I'm rather uncertain that both egos in a given morph can gain advantage from a single set of implants AT THE SAME TIME.
For example, I don't think that Reflex Boosters would benefit a Ghostriding Ego at all... It's rewiring the body and the brain, but the 'spare' ego resides within the module, not the brain... Same for Neurachem and most drugs.
I can see one of the egos using, say, Multi-Tasking, as it houses a pair of extra forks of the ego, but again, it has capacity for EXACTLY 2 forks.
Anyways, it would be nice to have a Final Canon Judgement™ the Posthuman Staff ^_^
—
As mind to body, so soul to spirit.
As death to the mortal man, so failure to the immortal.
Such is the price of all ambition.
Sat, 2012-08-04 09:28
#50
Sorry, I forgot to say that
Sorry, I forgot to say that housing oneself's beta fork inside the Ghostrider Module would be what I would be using for the comparison, and yeah, an infomorph won't get implant bonuses, but it is a morph with a +2 speed by itself.
As for the Mesh Actions, there is no such thing in the combat rules, it is mentioned as a differenciated form of action in the "mental" and "mesh", and are only mentioned in five occasions in the core book, all related to implants or async powers to make clear that the extra actions obtained cannot be used for direct physical stuff (like firing your gun again. As opposed to hack the turret's system and make it fire against your enemies...).
The main advantage of an infomorph (even if it is a beta fork of yourself with a -5 to all stats, max 60 on skills and no body bonuses) is that it can keep doing things like programming without messing your turn: if you are doing a task action, you cannot engage in complex actions at all.
So while a ghostriding fork can devote 3 actions to programm that useful grenade from the fabber you just hacked while you keep your 4 actions each turn, the guy with 4 actions + 3 complex actions/turn would be in a predicament.
Not to mention a ghostriding fork of yourself can give you a +10 to all your rolls thanks to teamwork...