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Morph Chapter - for Proofing

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RobBoyle RobBoyle's picture
Morph Chapter - for Proofing
Here's the Morph final draft, which is currently in layout. We're looking for proof corrections: typos, bad grammar, incorrect info, and other mistakes. We're not looking to make major text changes at this point unless something really needs to be fixed. http://eclipsephase.com/downloads/transhumanplaytest_Morphs_July4th.pdf (Text proof) http://eclipsephase.com/downloads/Morphs_104-143_proofing.pdf (Layout Proof) This chapter contains: * The new morphs, revised from previous playtesting. Some morphs were cut, a few renamed (the Heavy Constructor is now the Daitya, the previous Daitya was cut), many changed, and others added. Note that we kept the smart swarm, but we cut its apt mods and made some major changes to the smart swarm enhancement so it's not as boss as it was before. * New rules on upgrading morphs and mobility systems. * Revised flexbot, swarmanoid, exotic morph, and morph creation rules. * An update of the remote control/jamming rules patch. Have at it! Deadline for comments is this Sunday, July 7th.

Rob Boyle :: Posthuman Studios

DivineWrath DivineWrath's picture
Kay! I'm start reading real
Kay! I'm start reading real soon!
CodeBreaker CodeBreaker's picture
There we go, something nice
There we go, something nice and crunchy I can get my teeth into. OK, this time around I am just going to keep all my posts in one place, and update it as I go. A quick question before I end up going through the CP costs for each morph; Are these new ones done with the Morph Creation Rules, or with the 'kind of balanced, slightly hand-waived' rules that previous books used? As a random way of starting off – I would be careful about the Space Marine variant of the Security Pod. IANAL, nowhere near one, but I think everyone has heard the stories about how litigious Games Workshop has been lately. It might be more trouble than it is worth. Time to start reading!
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DivineWrath DivineWrath's picture
I'm currently picking bits at
I'm currently picking bits at random to read (in other words, what ever interests me at the time). This is the first thing I want to bring up. ---- Under DIY biomods, I was wondering if it were possible to make modifications using the Medichines nanoware augmentation (Core rulebook, p. 308)? It was a question that someone on the forums had asked at one point. I figured that since that this new book goes so far as to talk about surgery for modding morphs, I figured that medichines was worth bringing this up again. I was wondering what your guy's take on such approach? If I remember correctly, my response to that question was that it probably wouldn't work well. A healing vat normally has software, lots of microbots, and an abundance of raw resources. Any attempt to use a [Low] priced augmentation to do the same would be much slower and prone to errors (most likely requiring tests, with penalties, to make such modifications). Edit: Fixed a few typos. Clarified my points.
DivineWrath DivineWrath's picture
I just finished reading bits
I just finished reading bits of the Flexbots. I'll read it in more detail later, but now some comments. It seems that aptitudes seems to been fixed. Its no longer possible to attach a million Case like modules to a Reaper like module and have all the Case like modules get Reaper aptitudes. It seems now that only the core module gets to aptitude bonuses from the other modules, and only from modules that don't have resident ego already there. Damage management seems better as well. The Flexbot durability is now dur of best module + 1/2 dur of all other modules. This means that there is likely durability left over after the Flexbot gets disabled or destroyed so that modules can detach and continue functioning (with damage and wounds). Size restraints. We get numbers that show us as to how big and how heavy a large dog sized Flexbot would be. I wonder how big a human sized morph would be, or a space whale. I'm interested in how many modules I need to use to make to make a Flexbot big enough so it can change shape and pass itself as another morph. Synthetic Mask. Can a Flexbot retract its synthetic mask augmentation to switch between looking like a human or robot? ---- I'm beginning to think I have too many questions to be covered in this book and with the time remaining...
RobBoyle RobBoyle's picture
CodeBreaker wrote:A quick
CodeBreaker wrote:
A quick question before I end up going through the CP costs for each morph; Are these new ones done with the Morph Creation Rules, or with the 'kind of balanced, slightly hand-waived' rules that previous books used?
They were built using the morph creation system, but a few were modified, mostly to keep them balanced with pre-existing morphs.
Quote:
I would be careful about the Space Marine variant of the Security Pod.
We're using it as a minor detail in the text, not in the title or in any sense that could be construed as a challenge to their trademark. Plus, y'know, that whole history of space marine usage in sci-fi before they came along.
DivineWrath wrote:
I was wondering if it were possible to make modifications using the Medichines nanoware augmentation
Hrm, my gut reaction is to say it depends on the mod. Not for anything that required, say, gene therapy. But to install a minor bioware change? Maybe. It would require reprogramming of the medichine swarm.

Rob Boyle :: Posthuman Studios

DivineWrath DivineWrath's picture
RobBoyle wrote:DivineWrath
RobBoyle wrote:
DivineWrath wrote:
I was wondering if it were possible to make modifications using the Medichines nanoware augmentation
Hrm, my gut reaction is to say it depends on the mod. Not for anything that required, say, gene therapy. But to install a minor bioware change? Maybe. It would require reprogramming of the medichine swarm.
Maybe that idea should be put on hold till after the book then. This might require too much attention on short notice. Sometimes you can't make good judgement call until you've had a week to sleep on a decision.
DivineWrath DivineWrath's picture
I've read the morph creation
I've read the morph creation rules. I'm going to play with some numbers now. By the way, were you guys going to post details on doing morph R&D? I don't think we seriously need such data, but it might be interesting to have. At the very least, a good idea as to what skills are needed, and estimated costs, gear required, and time needed.
nick012000 nick012000's picture
Aquatic Morphs wrote
Aquatic Morphs wrote:
Synthmorphs usually require infusions of pneumatic fluids to continue functioning in higher pressure environments
This should be "hydraulic fluids". Pneumatics use pressurised air, not liquid fluids; it's hydraulics that use liquids to function.

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RobBoyle RobBoyle's picture
DivineWrath wrote:By the way,
DivineWrath wrote:
By the way, were you guys going to post details on doing morph R&D?
We don't have plans to do this, no.

Rob Boyle :: Posthuman Studios

nick012000 nick012000's picture
Also, random thought: once
Also, random thought: once you get to more than 50 flexbot modules combined together, you need a computer capable of running a Seed AI to operate the resulting morph; does this mean that the TITANs actually did so during the Fall? Would the response of Firewall to anyone building lots of Flexmorphs be, "Oh, fuck, a Singularity Seeker's trying to create a Seed AI, time to send Sentinels to kill them,"?

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Myrtle Myrtle's picture
I just skimmed through and
I just skimmed through and noticed the bioware enhancements for swarmoids. Are these supposed to be the cyberware versions of these upgrades or is this a nod to "living" swarmoids composed of biodrones? The chapter itself looks good. Unfortunately, from now on there will always be a picture of Octomorph Hitler in my mind.
MephitJames MephitJames's picture
Notes on Morph Consistency
I'm trying to get lots of feedback in before Sunday for you all, really excited to have the book nearing a finished stage. Below are some comments for this chapter on keeping the morphs all consistent with the other material from this book. The bruiser is described as "2.5 meters tall" but doesn't have the Large trait, while the daitya is "just under 3 meters tall" and does. It might be that the bruiser is just under the "large limit" but that probably deserves mention in that case. Personally, I think the bruiser deserves the Large trait; it's probably the most likely option for PCs to use since others like the surya, neo-orca, and daitya are a little niche. Under the flying squid this sentence needs some attention: "While popular with neo-octopi, its speed and overall utility has made it an increasingly with others seeking an aquatic-adapted morph." Likewise for the nomad morph, they are "off-putting" instead of "off putting."
CodeBreaker CodeBreaker's picture
Eclipse Phase Morphs Chapter,
[u]Eclipse Phase Morphs Chapter, Proofreading[/u] Note: You are inconsistent when it comes to page references to previous supplements. Some morphs provide references for anything that isn't in Core or Transhuman, while others have references for anything that isn't in the Core (including references within Transhuman). A few don't have any page references at all. Previous books used the first method, providing page references to anything that wasn't in the Core rulebook or the book within which the morph appeared. This is the standard I am going to apply when suggesting fixes. There is a chance I will miss a few, and so I suggest that you apply your own standard when pushing this draft through to its release state. General / Aptitude Bonuses / You should probably go through all the morphs and fix the language used with aptitude bonuses. Some of them have “+x to x aptitudes of the player's choice', others have “+x to x OTHER aptitudes of the player's choice”. My advise to to normalise them to “+x to x OTHER aptitudes”, as that is how it works rules-wise. Optional Rule: Morph Variety – Clarify that the player should roll MOX*10 when resleeving into a new, previously unsleeved into morph (rather than one they have sleeved into before). As written the rule could be read as a morph picking up negative traits every time someone sleeves into it. Ariel / Notes / The Non-Mammalian Biochemistry trait doesn't need a page reference. Ariel / Advantages / The movement speed provided by the wings implant defaults to (8/40). I don't see any particular reason why it should be dropped down to (4/20). Basic Pod (Pod) / Title / Should be “Basic Pod (Pod Biomorph)”. Basic Pod (Syrtis Variant) / General / I don't think that this particular entry is necessary. It is just the Martian Variant from earlier applied to the Basic Pod. Biocore / Implants / The Brain Box implant doesn't need a page reference. Blackbird / Enhancements / The Invisibility enhancement needs a page reference (Panopticon 149). Blackbird / Enhancements / The Reduced Signature enhancement needs a page reference (Panopticon 149). Blackbird / Wound Threshold / The Blackbird should have a WT of 5 for its Durability of 25. Blackbird / Advantages / There is a rogue comma at the end of the advantages list. Blackbird / Notes / The Small Size trait doesn't need a page reference. Cloud Skate / Implants / The High-G Adaptation implant needs a page reference (Gatecrashing 152). Cloud Skate / Implants / The Hydrostatic Pressure Adaptation implant needs a page reference (Rimward 188). Cloud Skate / Implants / The Long-Term Life Support implant needs a page reference (Rimward 189). Cloud Skate / Implants / The Swim Bladder implant needs a page reference (Gatecrashing 152). Cloud Skate / Implants / The Temperature Tolerance (Cryonic) implant needs a page reference (Rimward 189). Cloud Skimmer / Enhancements / The Internal Rocket enhancement doesn't need a page reference. Cloud Skimmer / Enhancements / The Swim Bladder implant needs a page reference (Gatecrashing 152). Critter / Disadvantages / The Lacks Manipulators trait doesn't need a page reference. Critter / Disadvantages / The Reduced Size trait doesn't need a page reference. Critter / Notes / The Non-Human Biochemistry trait doesn't need a page reference. Daitya / Notes / The Large Size trait doesn't need a page reference. Fighting Kite / Enhancements / The Radar Absorbent enhancement needs a page reference (Panopticon 149). Fighting Kite / Advantages / Missing an 's' on “two aptitude(s) of the player's choice”. Fighting Kite / Notes / The Small Size trait doesn't need a page reference. Flying Squid / Aptitude Maximum / This is the only pod morph in the entire game with an aptitude maximum higher than 30. I don't particularly see why. Personally I would change it to 30 for SOM, REF and COO, with 25 for the others. Flying Squid / Aptitude Maximum / Tying into the above, the notation method for the aptitude maximums doesn't follow precedent from previous books. It is an ambiguous topic, previous morphs have had them displayed multiple different ways, however “40 (SOM, REF, COO), 30 (all others)” would be the most fitting. When combined with the previous suggest, it would be “30 (SOM, REF, COO), 25 (all others)”. Flying Squid / Advantages / “Ambidextrous” needs to have “trait” added to it. Flying Squid / Advantages / The Ambidextrous trait isn't a morph trait. This morph shouldn't technically be capable of taking it. Flying Squid / Note / The Non-Mammalian Biochemistry trait doesn't need a page reference. Freeman / Advantages / -5 WIL is not an advantage. It should be put under Disadvantages. Freeman / Advantages / The multiple choice aptitude bonus doesn't need to specify that it cannot be spent on WIL. The general rules for morph aptitude bonuses already cover this. It should instead simply be “+5 to one other aptitude of the player's choice”. Galatea / Implants / I don't know what Emotional Control is supposed to be pointing to? There isn't an implant by that name is this book, and the closest I could think of would be the Emotional Dampeners from the Core book. Griefer / Disadvantages / “-5 to two chosen aptitudes” should be “-5 to two aptitudes of the player's choice”. Griefer / Disadvantages / If the morph has such a specific stigma attached to it, more because of its use rather than the fact that it is a robot, should it not have its own Social Stigma (Griefer) trait? Guard Deluxe / Name / This variant should be titled “Guard (Deluxe Variant) (Synthmorph)”. Mimic / Disadvantages / “Disadvantage” should have an 's', even though it is only describing a single instance. Mimic / Disadvantages / “trait” is randomly bolded. Mimic / Notes / “Note” should have an 's', even though it is only describing a single instance. Mimic / Notes / The Small Size trait doesn't need a page reference. Nautiloid / Enhancements / The Hydrostatic Pressure Adaptation enhancement should have a page reference (188 Rimward) Nautiloid / Notes / “Note” should have an 's', even though it is only describing a single instance. Nautiloid / Notes / As far as I am aware, there isn't a Very Large Size trait? I guess there is reason to have one, but if you do it would change some things. The Surya is probably larger than the Nautiloid, why is that Large but this is Very Large? If the Nautiloid is 'van-sized', then it should be Large, not Very Large. Nautiloid / Notes / Either way, the Very Large Size trait doesn't need a page reference. Nomad / Implants / The Efficient Digestion implant doesn't need a page reference. Nomad / Implants / The Far Storage implant doesn't need a page reference. Nomad / Implants / Temperature Tolerance (Improved Cold) / Precedent has page references placed into their own set of brackets, not merged with the existing bracket set for an implant. This implant should probably read “Temperature Tolerance (Improved Cold) (p. 166 Sunward)”. Opteryx / Description / “to be a fast, lightweight runnerS, climber and flyer” should be “lightweight runner, climber and flyer”. Opteryx / Enhancements / The Cartography Package isn't an enhancement, it is a software package. I am almost certain that this is the only time a software package has ever appeared within an enhancement list. I'm not sure it should be here? Perhaps write up an enhancement, hardware version and use that instead? Opteryx / Enhancements / Either way, the Cartography Package shouldn't have a page reference. Rover / Mobility System / You might want to include a Walker movement mobility system, even if it is a particularly slow (4/8) one. Thrust Vector is great, but being able to crab walk around is still useful. Rover / Notes / The Small Size trait doesn't need a page reference. Samsa / Advantages / “+20 Intimidation” needs a space directly before the '+' symbol. Samsa / Advantages / The Ambidextrous trait isn't a morph trait. This morph shouldn't technically be capable of taking it. Samsa / Advantages / The Ambidexterity trait should be “Ambidextrous”. Security Pod (Space Marine Variant) / Title / Should be “Security Pod (Space Marine Variant) (Pod Biomorph)”. Smart Swarm / Enhancements / The Smart Swarm enhancement doesn't need a page reference. Smart Swarm / Mobility System / The titular “Mobility Systems” shouldn't have an 's'. Smart Swarm / Mobility System / Both “drones” and “shaped swarm” should be capitalized. Smart Swarm / Notes / Due to the vital importance of Swarm Composition, this is the only occasion that I think a page reference is required. Sphere / Enhancements / The Gas-Jet System enhancement needs a page reference (166 Sunward) Synthtaur / Notes / The Large Size trait doesn't need a page reference. Every Flexbot / Notes / The Small Size trait doesn't need a page reference.
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Lalande21185 Lalande21185's picture
Control and Jamming Rules
I am not going the all the rules on this section (no time and I have a migraine) but I will comment on the new control rules: Existing problems that haven't been fixed:
  • The new definition of shells still exclude things like vehicles without puppet socks.
  • The aptitude maximums are still to low/aptitude bonuses granted by robots (such as the +5 ref from the guardian angel) need to be clarified as augmentation bonuses (apply after caps) or morph bonuses (apply before the caps, only recommended if the aptitude maximums are raised)
I realize that I am [b]MUCH[/b] more legalistic about rules than anyone actually writing the rules (is this ironic? it feels like it should be ironic), and probably anyone else reading them, but they still have way too many ambiguities for my taste. However, they are much better than the old new rules as they are at least playable. Example: This example illustrates some of the (many) ambiguities still in the new new control rules.
Spoiler: Highlight to view
Characters: Three characters, Carl (splicer), Hunk (remade), and Spider (fury) are fighting the evil Dr. Wendigo (menton) and his two 'surgical assistants' drones: upgraded automechs armed with lots of knives. Hunk and Carl have speed 1. Spider, Dr. Wendigo, and one assistant have speed 2. The other assistant has speed 3. The two assistants are being direct controlled by Dr. Wendigo who has a mental speed implant. [b]Round 1:[/b] Everyone rolls for initiative: Carl gets a 12 Hunk spends a point of moxie to go first Spider gets a 8 Dr. Wendigo gets a 23 The drones use Dr. Wendigo's initiative. [b]Phase 1:[/b] Hunk goes first: He fires a plasma rifle at Dr. Wendigo, hits with a MoS 60+, and upgrades the success to a critical. Dr. Wendigo can't possibly fray and Hunk concentrates fire. He rolls well and inflicts 100 damage to Dr. Wendigo. Which exceeds his death rating of 53, so Dr. Wendigo is dead. And here is where the rules hit the first snag: normally it wouldn't matter how many wounds Dr. Wendigo took because he is dead. However, in this case it matters because the drones are slaved to his initiative and, under these rules, may still act. So how many wounds did Dr. Wendigo take? 14? That seems rather silly given that his DR was only 53. [em][b]House Rule #1: Despite any verisimilitude concerns, there is no upper limits on wounds.[/b][/em] Dr. Wendigos initiative is now 9, so carl is next: Carl throws a grenade! He hits and everything in the area takes 20 damage including the two assistants, who take damage but are not destroyed. But! Dr. Wendigo's body is also in the area. Does Dr. Wendigos dead body take 2 more wounds? Normally this wouldn't matter but the drones initiative is slaved to Dr. Wendigos, and if he does take wounds then the drones will go after spider, but if not then they will go before spider. [em][b]House Rule #2: Dead bodies do take wounds.[/b][/em]. Spider is up next because of House Rule #2: she fires a pistol at one of the drones and hits with a 10. The rules snag here: can the drone Fray and what Fray skill does the drone use? The dead Dr. Wendigos (what is the fray skill of a dead body)? Or does it use the drones skill: the rules state however that if the drones speed is greater than the operators speed they may act autonomously. What is the speed score of the dead Dr. Wendigo? Is it zero (because he is no longer animate) thus allowing the drone to act autonomously, or is it still 2? [em][b]House Rule #3: Dr. Wendigos body still has a speed of 2 (no he is NOT a zombie) and the drones may not fray.[/b][/em] So Spider hits but she rolls poorly for damage and the drone is still active. Dr. Wendigo is dead but still up next because the drones are still active: Can the drones act this round? No because of house rule #3 and the dead Dr. Wendigo cannot spend any actions to have them act. [b]Phase 2:[/b] Spider: Spider attacks with her pistol again but critically fails and her gun jams. Dr. Wendigo: The drones can take no actions because Dr. Wendigo can't. [b]Phase 3:[/b] Dr. Wendigo: One of the drones can act now! It takes a complex action to try and attack Spider, but misses. [b]Round 2:[/b] Roll for initiative: Here is the next problem: are the drones still considered direct controlled? Does Dr. Wendigo (who is dead) have to roll for initiative? Is drone 2 (which acted last round) treated differently from drone 1 (which didn't). Inquiring minds want to know. [em][b]House Rule #4: the drones are still direct controlled (and thus can't act the first two phases)[/b][/em] Hunk: 14 Carl: 13 Spider: 12 Dr. Wendigo: 7 [b]Phase 1:[/b] Hunk: Blows away both drones with shots from his plasma rifle. Combat ends.
[b]Overall verdict:[/b] Much better, initiative wasn't bad and it didn't even have the possibility of the nightmare that is partially/pseudo-delayed actions, so kudos! However, it took four houserules just to get through a fairly standard combat and I can see different GMs ruling very differently (especially on #3 and #4). And this was a simple straightforward combat and didn't even involve any edge cases involving things like exoskeletons, jamming (no not that kind of jamming, the other kind of jamming), and hacking puppet socks. For my tastes, and I realize that I am a lot more legally inclined than just about everyone else on these boards, these rules need more clarifications. Though I understand that you might want to not go overboard with rules clarifications in a supplemental product (that after all is what a revised or second edition is for :) ).
[url=http://awdaberton.wordpress.com/about/]Eclipse Phase Adventures[/url]
nick012000 nick012000's picture
Once their controller is
Once their controller is killed, drones will go autonomous, unless their controller has the Possum Cache enhancement. This should be obvious; if you're dead, you can't control them anymore!

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Lalande21185 Lalande21185's picture
Reply to nick012000:
See the 'like a videogame' comment in the direct control section: So your playing a first person shooter and keel over dead from a heart attack. Does your character suddenly start playing itself? This is the basis of the way the GM in the example ruled and it is perfectly reasonable. Of course maybe the result is in between: the drone hesitates a second waiting for orders before it decides to switch to autonomous mode. It is ambiguous. Which was my point.
[url=http://awdaberton.wordpress.com/about/]Eclipse Phase Adventures[/url]
nick012000 nick012000's picture
Lalande21185 wrote:See the
Lalande21185 wrote:
See the 'like a videogame' comment in the direct control section: So your playing a first person shooter and keel over dead from a heart attack. Does your character suddenly start playing itself? This is the basis of the way the GM in the example ruled and it is perfectly reasonable
It does if it's got an AI that takes over whenever it's not directly controlled, and your connection drops when you're killed.

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Lalande21185 Lalande21185's picture
Reply to nick012000:
So you are either missing my point completely or proving it, I can't tell which. Maybe both. I am not arguing that the rule interpretation in the example is the correct one (it is in fact not the way I would rule it, see the other thread for what I would do). I am arguing that reasonable people can read the rules in this section very differently and thus the rules are ambiguous.
[url=http://awdaberton.wordpress.com/about/]Eclipse Phase Adventures[/url]
anth anth's picture
Morph Chapter - for Proofing
Page 50 has "Excepting a few knock-off brands, flats frequently have..." should say "pods" instead of "flats". Laser/Microwave/Ultrasound Link (all on page 46) should probably make it clear that this is in addition to radio links rather than instead of. That gets implied in the paragraph on Jamming, "Microbots will automatically change over to a new communications protocol if available" but without reading that section players could get the impression that eg if they add lasers they'll have no choice but to be obvious to anyone with enhanced vision. Near the top of page 43 we have "The standard size for a swarmanoid morph is roughly 5,000 microbots" while near the top of page 44 there is "Every additional 1,000 microbots, or half of a standard swarmanoid". Either the first number should be 2000 or the second 2500, and if the latter then some further changes are needed to the Megaswarms section. Megaswarms on page 44 says that adding half a swarm should increase Dur by 25 but I'm not sure that makes sense when the standard swarm has Dur 30. Perhaps it does, with a normal swarm really having Dur 50 but 20 of that is required for the microbots that deal with the overhead of coordinating the swarm leaving only 30 effective Dur for the ego to play with. If it is due to overhead though shouldn't this be reflected in the paragraph on "Splitting a Swarm" on page 43, perhaps with one swarm of Dur 30 becoming two of Dur 10 (well, those numbers don't really work either)? The Apiary flexbot on page 27 is described as a mini-swarmanoid but we don't have a clear definition of that. Is it what we'd get if a swarm was halved as per "Splitting a Swarm" on page 43? If so should the Dur of one of these be altered to match the other? Speaking of the Apiary I'm not quite sure what it is. Is there something which physically attaches to a flexbot module? I can't see why that'd be needed, wouldn't it be possible to run a piece of software on and ecto or mesh insert that simulates a microbot which the real microbots are programmed to stay within range of, and for that to use almost none of the resources available given that this hardware can run an ego? If it is more than that wouldn't it just be a single microbot connected via an access jack or skinlink? What I'm getting at is should this module be available to morphs which don't have Modular Design? An Apiary without any other modules looks like a way for a character to buy a cheaper but less effective swarmanoid. I'm not saying that is a bad thing, in fact I like it. We also don't know how flexbots work with with the Right At Home trait from EP page 147. Perhaps buying this trait only works for one specific module type, in which case what happens if an ego sleeves into a flexbot morph consisting of some modules they have this trait for and some modules they don't?
RobBoyle RobBoyle's picture
Here's the actual layout PDF
Here's the actual layout PDF of this chapter for proofing. Note that we haven't included any of the corrections noted above in this thread yet. http://eclipsephase.com/downloads/Morphs_104-143_proofing.pdf

Rob Boyle :: Posthuman Studios

CodeBreaker CodeBreaker's picture
Updated my post (http:/
Updated my post (http://eclipsephase.com/comment/37434#comment-37434) to include all my proofreading/style guide suggestions for the morphs themselves. Ow. My brain.
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Deadite Deadite's picture
(Referencing page numbers in
(Referencing page numbers in Rob's updated layout PDF.) Possum Cache - p117 (query relates to text on p118) "Death or voluntary entry into hibernation are the only circumstances under which this augmentation functions. In case of any other game effect that would render the morph unconscious, this augmentation has no benefit." The two questions around this are why doesn't it work at unconsciousness, and what normally happens at unconsciousness? If Possum Cache doesn't work because ghost rider modules and mesh inserts continue to work normally for infomorphs until the point of death, that's understandable but (AFAIK) never spelled out anywhere in either this or a previous book. If this is the intended outcome, it would be worth stating it so we know. If Possum Cache doesn't work at unconsciousness and neither do the other augmentations, the obvious question is why wouldn't it be designed to work? What benefit does it have waiting until death? As it stands (assuming mesh inserts and ghost rider modules pause on unconsciousness), presumably EP-level technology is advanced enough to note that the morph has fallen unconscious and quickly activates the Possum Cache power supply as an emergency feature. Otherwise the order of events is: ego and ghost rider are normally active - unconsciousness occurs and both are inactive - morph dies, ego is inactive, ghost rider is suddenly reactivated. The gap in awareness is a large design flaw. Morph Creation System - p141 "The Adjusted CP cost reflects a 25% discount from the Real CP cost." It doesn't at all. It represents 25% of the Real CP Cost, which is a 75% discount. For the wording to be perfectly clear, please stop using the word 'discount'. "The Adjusted CP cost reflects 25% of the Real CP cost." Following on, in the definition 'Full-Cost Augmentations and Traits' - avoid confusion by either not listing the numerical figure or not using the word 'discount'. Either "Some augmentations and traits aren't eligible for the Adjusted CP discount. These augmentations are added to the Final CP Cost at full price" or "Some augmentations and traits aren't eligible for the 25% Adjusted CP Cost. These augmentations are added to the Final CP Cost at full price." Jamming - p140 For simplicity, say that the shell operates at the Operator's Speed or the Shell's speed, whichever is lower. The AI is subsumed when the operator takes direct control and can't independently use its own actions even if it would be faster. This gives a tactical distinction between Direct Remote Control and Jamming - DRC means the shell could act faster and have a degree of independence, but the drawback is the operator suffers from a skill penalty for actions they do take. Jamming removes the penalty but the shell only acts as fast as the operator can manage. The operator's speed augmentations should apply to jamming as they are limited to the shell's Speed anyway.
DivineWrath DivineWrath's picture
Ok, I'm going through morph
Ok, I'm going through morph creation at the moment, checking for errors. Step 01 - Choose Morph Type -It says that podmorphs must take the Social Stigma (podmorph) negative trait. This negative trait does change the Real CP cost of the morph. Does this count towards the 2 negative traits a new morph may have, or does this function as a third negative trait. -Before I post, I should mention that Step 09 answers this question. Would kinda be nice to know at this step. Step 02 - Choose Size and Durability -I was kinda thinking that the size of the morph might affect the amount of freebie durability. I'm not sure if that matters much though since tougher morphs might be considered more valuable, and should be priced more. Plus I think there might be new traits that cover that. Step 03 - Choose Aptitude Maximum -Appears A-OK. Step 04 - Choose Aptitude Bonuses -I find it weird that the costs for aptitude bonuses are dependent on the Real CP costs of what you do in another step (picking gear of all things). Step 05 - Choose Skill Bonuses -Not much in terms of the selection of skills... I'm not sure if it should matter much. -Does the limit of +40 in skills apply to the maximum to a skill, or the total bonuses from all skills. I would like to be sure if I can get something like +40 to infiltration and +40 to freerunning. Step 06 - Choose Augmentations -A limit of 10 augmentations per price category... I think that more augmentations could be put in a base morph, but I'll go with it for now. -Are augmentations like basic mesh inserts and cortical stacks free, or do you have buy them at this step? -Some augmentations must be bought at full price. Ok, I can get that is there for balance reasons... but are they there for reasons other than game balance? -Some augmentations must be totaled separately. In regards to step 4 (price of aptitude bonuses), do these augmentations count as being bought in this step, or do they count separately (and therefore do not affect step 4)? -If the morph has more than 1 full price augmentation, then the most expensive one is not paid for at full price. Does that mean that it is totaled in this step as though it were not a full price augmentation? -Does this mean it is also counts when determining the price of aptitude bonuses in step 4? -Why are traits mentioned in this step? Traits are handled in a later steps. It says that augmentations and traits should be totaled separately from this step and saved for step 10. -Morph advantages. It shows that large morphs are the smallest morphs to get natural weapons. Can't smaller morphs get natural weapons? Did you intend for morphs to get natural weapons through the use of augmentations? Step 07 - Add Synthmorph Costs -Appears A-OK. Step 08 - Choose Positive Morph Traits -I don't like the limit of only 2 positive morph traits (I think it should be possible to have more). -Why are augmentations mentioned in this section? Its like you copied and pasted a section from step 6 to step 8. In fact, it looks like the only thing changed is in the first sentence of the copied text had an "augmentations" replaced with "traits". Step 09 - Choose Negative Morph Traits -Again, I don't like the limit to traits. -It seems to mention the answer to my questions about mandatory negative traits. They do count towards the limit of traits you can have. -I think that when it refers to step 13, clanking masses, I think it should be pointing to step 12 instead. Step 13 has nothing to do with clanking masses. Step 10 - Calculate Adjusted CP Cost -Appears A-OK. Step 11 - Determine Final CP Cost -Appears A-OK. Step 12 - Incorporate Clanking Masses Trait -Can't say I like the idea of retroactively changing details after already having done the math. It might even be more weird to voluntarily pick the clanking masses trait, and then have it reduce costs enough to make the trait mandatory, and thus don't get any points from it. Step 13 - Final Credit Cost -Appears A-OK. Step 14 - Final Cost Adjustments -Appears A-OK. -I however would like to know what the prices would be to produce a morph at cost, not at market markup.
DivineWrath DivineWrath's picture
I think I was unsure before,
I think I was unsure before, but now I don't think I like Eidolons anymore. I think that aptitude bonuses are things that could be produced by lots of processing power, perhaps creating bonuses greater than what is possible with normal morphs. Normal morphs have size limits, but informorphs could get immense processing power from private servers and the mesh itself. It might not be as efficient as with normal morphs with specialized hardware, but I think it should be possible to get better results than with normal morphs, and it might be easier to switch aptitude bonuses as well. I don't know if its too late to change things, but I would like it if this could be considered.
DivineWrath DivineWrath's picture
Actually, I might have an
Actually, I might have an idea how to handle clanking masses trait so you don't have to do math once more. Step 10 -Total Real CP -Don't adjust by multiplying by 0.25 Step 11 -Determine if the morph qualifies for the mandatory clanking masses negative trait. If morph type is synthmorph, and costs 60 or less Real CP, then it needs to take the trait. Any result that is 60 or less, when put through the adjusted CP process, will cost less than 20 adjusted CP. -Determine if the morph qualities for the option to select the clanking masses negative trait. If the synthmorph costs more than 70 Real CP, it may select the trait with the GM's permission. Note that any result costing more than 70 Real CP (like 71 Real CP) can take a -10 Real CP hit, be put through the adjusted CP step, and still wind up being at least 20 cp. -Make the clanking masses trait a third negative trait. I think its a pain to leave the slot empty so it becomes possible to select this trait later, only to find out later that you can't, so you go back through the process but it changes your cp enough to make clanking masses mandatory so you have to include it, but now you have to drop a trait which might be the one that caused the clanking masses mandatory... :( -You know what, change this. It might already be too complex. -Lets try: Any synthmorph that costs 60 or less Real CP must take the negative trait Social Stigma (Clanking Masses) and does not get a Real CP reduction in the process. If it isn't mandatory to take, the synthmorph has the option of taking it any ways to reduce the Real CP of the synthmorph, by -10 Real CP or what ever amount will reduce it to 60 CP (which ever is less). This is taken as a third negative trait. Step 12 -This is the adjusted CP process
Janusfaced Janusfaced's picture
A few comments
p. 10, Critter >some may have the Reduced Size trait I am confusing about difference between Reduced Size trait and Small Size trait; is smaller Critter "inherently small"? p. 12, Flying Squid, Advantages Ambidextrous trait is a ego trait, not morph one. p. 15, Mimic, Disadvantage "trait" is written in bold type. p. 16, Nautiloid, Note I coundn't find about "Very Large Size trait". p. 17, Rover It is described as a lower-cost alternative of Reaper morph (Cost: 50,000+), but more expensive (Cost: 60,000+). Is it possible to downgrade it, to make it less expensive? I figure Neurachem and aptitude bonus can be cut. p. 18, Samsa, Advantages I am figuring "Ambidexterity trait" might be "Ambidextrous trait". But it is a ego trait, not morph one. p. 32, Movement >Not that many modules can shape-adjust their form to accommodate a new mobility system I am figuring "Not" should be "Notes". p. 59, 9. Choose Negative Morph Traits >See Step 13 if adding the Social Stigma (Clanking Masses) trait to a synthmorph. I am figuring the Step should be 12 (Incorporate Clanking Masses Trait).
Your average, everyday, normal, plain and dull transhuman Janusfaced's outpost(writtern in Japanese) http://janusfacedsoutpost.blog.fc2.com/
Starkiller Starkiller's picture
layout
The title "vacuum life" is written on page 137 but it's text is on page 138.
kindalas kindalas's picture
here are my current notes
I wanted to add more to help but this is what I have so far I hope it helps. Optional Rule: Morph Variety Kill this. Roll moxie x10 after sleeving to find out if there is something extra good or extra bad about a morph? Can’t these things be detected by using a simple tray emitter and a perception test? Martian Variants I’d leave the CP cost the same for these variants and maybe increase the cost of getting them when not on Mars. General Morph Notes: My biggest issue is that some of the morphs are listed as coming with gear. Notably guns and synthmorph armor should be left upto the player/GM to choose from. My other issue is the number of times neurachem is used. I know that there are a lot of issues with speed and people hating or loving it and by making it a default install you are weakening the utility of the corebook morphs that have it by default. I have recommend its removal for most of the morphs below. My only other issue is the +10 to any aptitude option for some of the morphs because I consider it to be improved technology (ie power creep) without the movement forwards in research years. Morph Notes: Remove Syrtis variant for basic pod. It is already covered under the Mars Variant Rules Biocore and brainbox implant need rules regarding Asynch generated strain. As well as rules for how long it takes to grow a brain from scratch, since that is the reason why growing biomorphs takes so long. Bruiser List the +10 to REF that adrenal boost generates Daitya remove industrial armor (and the armor math is incorrect as industrial armor gives a 14/12 bonus and not a 10/10 bonus. Remove the specific weapons from the weapon mount descriptions and add the weapon mount type (fixed, articulated or concealed) Galatea Add synthetic mask? And what is this Emotional Control implant? Griefer Remove one of the -5 to any aptitude penalties, in fact consider that while these morphs are to pass as simple case morphs there is no reason to have them be as bad (or worse then) a case morph. Guard Remove neurachem and add another +5 to any aptitude Guard Deluxe Add neurachem, change weapon mount to weapon mount (concealed) and remove microwave agonizer. Jenkin Digestive Symbiotes and Possum Cache needs a page XX reference Nautiloid Remove industrial armor (armor math is also wrong) Reduce cost to 100,000 for non cyberbrain variants. This morph could be reworded into several variants built along a common design philosophy. Rover Remove the specific weapons, remove neurachem Rover space fighter variant Increase cost to 70,000 credits Samsa Increase CP cost to 75 Security Pod (space marine variant) Remove low pressure tolerance Add vacuum sealing Increase CP cost to 35 Theseus Remove low pressure tolerance and temperature tolerance Add vacuum sealing Increase CP to 35
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DivineWrath DivineWrath's picture
I'm doing testing on Morph
I'm doing testing on Morph Creation. I've giving notice to anyone reading this thread that I'm working on some excel sheets containing data from all morph creation rules I've seen thus far (the one in the fanzine, the first morph creation playtest, and the rules found in the file provided for in this thread). They are a still work in progress, so functionality is being added as I need them. I currently asking for some sample morphs to put through the system. I would like to know: Name (Not required, but makes identification easier) Morph Type (such as biomorph) Aptitude Maximums Aptitude Bonuses Size & Durability Traits (with cp costs included) Augmentations (separated by cost) If there are any full cost augmentation or full cost traits, I would like to them in a separate group as well. My overall goal is to be able to punch in data quickly and get numbers quickly. So if you can organize things before hand, I can spend less time organizing data before I can punch them in, and spend more time on the system. ---- A few examples I put through already. I hope to correct errors. *By the way, I'm not going beyond to completion yet. I'm more interested in the results part way through. *Short hand: EPFZ (Morph creation rules found in Eclipse Phase Fanzine #3), THP1 (Transhuman playtest, Morph Creation rules released on 2013-04-03, it was the first version of morph creation rules released), THP2 (Transhuman playtest, Morph Creation rules released on 2013-07-04, it was the second version of morph creation rules released). Flat actual cost - CP 0, Credit [High] EPFZ (Step 08) - 0 Final CP (rounded 0), High THP1 (Step 11) - -14 Adjusted CP (rounded -15), THP2 (Step 10) - -5 Adjusted CP (rounded -5), Menton actual cost - CP 40, Credit [Expensive] EPFZ (Step 08) - 39.5 Final CP (rounded 35), Expensive 20k THP1 (Step 11) - 51 Adjusted CP (rounded 51), THP2 (Step 10) - 34 Adjusted CP (rounded 35), Remade Actual Cost - CP 60, Credit [Expensive 40k] EPFZ (Step 08) - 66.9 Final CP (rounded 65), Expensive 40k THP1 (Step 11) - 76 Adjusted CP (rounded 75), THP2 (Step 10) - 42 Adjusted CP (rounded 40), ---- I've also punched in a my own morph. I've toned it down to based upon rules and recommendations (not so many bonuses and not so much augmentation). I'm using the following for the duration of these tests. Name Cogplus Type Biomorph Aptitude Max 40 Aptitude Bonuses +15 COG, +10 ANY, +5 ANY (Total 30) Size Normal Dur 40 --Implants-- [Low] (7 used) Eidetic Memory Hyper Linguist Math Boost Enhanced Respiration Temperature Tolerance Electrical Sense Radiation Sense [Moderate] (7 used) Basic Biomods Cortical Stack Mesh Inserts Circadian Regulation Clean Metabolism Toxin Filters Oracles --Traits-- Uncanny Valley (-10) ---- These were results were when punched through my excel sheets. EPFZ (Step 08) - 81.2 Final CP (rounded 80), Expensive 50k THP1 (Step 11) - 89 Adjusted CP (rounded 90), THP2 (Step 10) - 60 Adjusted CP (rounded 60),
Madwand Madwand's picture
I'm not sure I see the point
I'm not sure I see the point of the Guard morph (Deluxe version or not) over the Steel morph: the former doesn't fill a niche that the latter cannot already cover. The 4 extra points of armor are nice I guess. As a long-time Steel morph PC player, I would prefer to see a morph that fulfilled the same function a Remade morph does, but in a similar subtle package. Better advantages (comparable to the Remade), improved armor, and an aptitude maximum of 40 are all needed. Enhancements aren't really important, as we can add those ourselves. Any weapon mounts must be concealed, and should not come with a weapon attached, so as to allow the user to choose their preferred weapon. Better yet, just don't include a weapon mount by default. Likewise cyberclaws aren't for everyone, I don't want my morph to have them. Subtle is the word here and claws aren't. Morph creation: it notes that "No morph may have a bonus greater than +15 in a single aptitude, nor more than +30 in total aptitude bonuses.". The Remade breaks this rule. It appears that aptitude bonuses cost either 6 or 8.5 CP per point. Am I to understand that the Remade should cost at least 210 CP, just for it's aptitude bonuses? These costs need to be reworked, with an eye to making certain all the existing morphs in the core book can be created correctly using them (or at least nearly so). It looks to me like a lot of the costs for morph creation are far too much. Do synthmorphs come with any Enhancements by default? Even the case comes with Access Jacks, Basic Mesh Inserts, Cortical Stack, Cyberbrain, and Mnemonic Augmentation basically for free. Why do synthmorphs costs so much extra for their advantages and armor? This doesn't reflect the reality of Eclipse Phase, where synthmorphs can be easily manufactured via cornucopia machine in a matter of hours, but biomorphs take years to grow. Sythmorphs should be much cheaper AND better than biomorphs.
DivineWrath DivineWrath's picture
@ Madwand
@ Madwand Cyberclaws are retractable (at least thats the impression I got). Think Wolverine form the X-Men. I don't know if the exit points are concealed or not (or if the claws piece flesh every time they extend instead of using special ports to prevent that). I assume that the setting allows you to choose the cosmetic effects of your gear. The Remade does not break the rules of no more than +15 bonus in a single aptitude, and no more than +30 bonuses in aptitudes. The maximum aptitude bonus it has is +10, and the total amount of bonuses is +25. 210 CP for a Remade? Did you remember to multiply the Real CP by .25 in step 10? My math says its 207 Real CP, and it becomes 51.75 Adjusted CP (which when rounded to the nearest multiple of 5, is 50 Adjusted CP). I don't think its possible to make a rule system that can match the morphs in previous books (and still be balanced for future uses). The problem lies with the fact is the devs originally picked numbers that looked right and seemed balanced. Morph creation rules was probably too ambitious at that point in time. The only way to have the previous morphs be balanced with these rules, in terms of costs, is to retcon the previous morphs so they are now compliant. Plus, I do like the theme that some podmorphs are cheaper equivalents of other morphs (like costing [High] instead of [Expensive]) which don't appear to be well covered by these rules. I have no reason to believe that certain augmentations should be considered free under these morph creation rules. As for extra costs for synthmorphs. My only guess is that matter isn't free, and matter used for proper synthmorphs (not Case and Case nockoffs) is fairly expensive. The Case was designed to be as cheap as possible, and it might be why it has the Lemon trait.
DivineWrath DivineWrath's picture
*Being reposted from another
*Being reposted from another playtest thread. Eidolons - I just remembered that the morph creation rules are not ready for the creation any kind of infomorph. Do you put 0 dur down (and 0 CP) for having no physical body what so ever?
Madwand Madwand's picture
@DivineWrath
@DivineWrath It's possible cyberclaws could be concealed: it's not really clear from the description. It doesn't really matter, though. Choice of weapons is a very personal thing, and isn't something that should come by default on a morph unless it is something inherent to it (like claws on a cat, for example). Just my opinion. The Remade has 35 CP of aptitudes in my (3rd) printing of the book. You are right that I missed step 10. My bad, and that helps. I still think synthmorphs are being penalized way too much in these rules. If anything, it is biomorphs that should cost extra points. If "matter" is the measure, biomorphs take far more to manufacture as they also have to be fed during those years developing in a healing vat. Matter is cheap, though, compared to costs in time. When a product takes years to manufacture, that product tends to be very expensive.
DivineWrath DivineWrath's picture
@ Madwand
@ Madwand Well, your choice in weapons is your business then. I suppose the base morph in question should be empty, but then list a few variants that do have pre-selected weapons. I've double checked the aptitude bonuses for the Remade, and it seems that you are correct. The Remade does total +35 aptitude bonuses. I don't know why I ended up thinking it was +25. The Remade does appear to exceed what the current morph creation rules allow. As for synthmorphs vs. biomorphs, I don't have a better in game answer. What the devs are probably doing is, out of game they've determined that synthmorphs would be better game mechanically, so they've decided that they should be more expensive than equivalent biomorphs. Take a look at the Case vs a Flat. The Flat is terrible (it is a baseline human), costs 0 CP, and has a price of [High]. The Case is worse (it has the Lemon trait even an aptitude penalty), but it costs 5 CP, and has a price of [Moderate].
Madwand Madwand's picture
Yeah, I realize that the
Yeah, I realize that the reason is game balance. I'm not a fan of game balance in Eclipse Phase, it is an inherently unbalanced game. I'd prefer the rules reflect the "reality" of the game world. I've been thinking about the morph creation rules. I think they're confusing, having a separate CP cost for the morph that then gets multiplied. I would rather see development costs in credits, which then get divided by 1000 for CP cost or whatever, rather than introducing a third currency.
BeauTheOctopus BeauTheOctopus's picture
Typo
Page 106, second column, first paragraph, second to last sentence: "vthe" should be "the".
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nerdnumber1 nerdnumber1's picture
@ Madwand re:Cyber-claws
@ Madwand re:Cyber-claws Claws are a good utility tool and fall-back weapon. While some users might not find much reason to use them regularly, their price is fairly insignificant when talking about combat morphs (iirc) and the appeal of a hidden back-up weapon/tool is wide enough that adding them in isn't that outrageous. Blades are legal almost anywhere in eclipse phase, so there isn't any legal reason to avoid such augments (legal matters are likely a prime concern for standard augments on combat morphs). I could totally see a morph designer (or the marketing team for a morph designer) throwing in claws as a standard option. I can just see the XP advertisement where this morph fights one or more competing morphs, as a voice-over talks about its features. At the end the Guard-morph finds itself disarmed (or runs out of ammo) and in a bad situation, when the voice-over mentions that cyberclaws come standard, of course, allowing the guard-morph model to turn the tables and finish off his opponent. As for whether the guard morph fills a "niche" or not, I'm not sure if it matters much. There are many different corps competing in the morph game, sometimes in the same markets. There is bound to be redundancy in certain areas (while this can often be displayed by "knock-offs" that have the same basic stats, sometimes it makes sense to have a different morph). Additionally, the "Steel Morph", iirc, has a bit of an unfortunate reputation on the moon because of the "Steel Liberators". It would be well within the character of the corps (whether within the same company or a competitor) to release a morph that fits the same niche, but is differently named/marketed to separate it from the Steel Morphs.