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Character Options - For Proofing

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RobBoyle RobBoyle's picture
Yeah, we haven't input any
Yeah, we haven't input any corrections on this chapter yet.

Rob Boyle :: Posthuman Studios

CodeBreaker CodeBreaker's picture
I haven't had time to go
I haven't had time to go through the updated layout version, so I am not sure if any issues have snuck in, but on page 94 the Green Dice Moxie option is titled "VMoxie Track (Green Dice)". Not sure if that V is supposed to be there.
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DivineWrath DivineWrath's picture
*Being reposted from another
*Being reposted from another playtest thread. Hardening - I want to double check this. Is all things you can be hardened to listed on (Core Rulebook, p. 215), or does it include everything that might cause stress? I want to know if something like resleeving or continuity is a source of stress you can be hardened to?
Madwand Madwand's picture
RobBoyle wrote:DivineWrath
RobBoyle wrote:
DivineWrath wrote:
The hardening trait causes problems. From what I understand, in the core rulebook, you could get hardened to a source of stress without the trait. All it costed you was for your maximum moxie be reduced by one. Now, this trait adds 10 cp or rez points to the cost of becoming hardened to stress. Is this a revision?
No, it's an addition. It's a way of starting off gameplay with some hardening -- something several players have asked for. You can still get hardened to stress the usual way (which would effectively apply this trait). I'll make that more clear.
I don't like Hardening as-written. It "only" cost a point of maximum Moxie in the core book (because certain PC types would obviously need the option to be hardened to certain things, i.e. violence for an experienced soldier). Now you are introducing an additional cost. Hardening should be a neutral 0 CP trait. If it MUST have a cost, it should be 5 at most, OR 10 points if it does not also reduce maximum Moxie. Synthmorphs should possibly have an advantage when it comes to the "Size and Brute Force" and "Lifting and Carrying" rules. They already have an advantage in melee damage for the same reasons. Page 92 says "Even when combined, however, accelerated mental and physical speed only go so far. No timeframe can be reduced lower than 25% of its base by Speed and mental actions alone." Why? This limitation is arbitrary and does not reflect the reality of a transhuman future.
DivineWrath DivineWrath's picture
I think that you are not
I think that you are not normally allowed to be hardened before character creation. I think the hardening trait you speak of is one of those character creation traits that offer an advantage earlier than you normally should have them. Its like the trait where you can start with a skill at 90 instead of the normal limit of 80. I think the cost of 10 CP is the cost to be hardened before anyone else could.
Madwand Madwand's picture
DivineWrath wrote:I think
DivineWrath wrote:
I think that you are not normally allowed to be hardened before character creation. I think the hardening trait you speak of is one of those character creation traits that offer an advantage earlier than you normally should have them. Its like the trait where you can start with a skill at 90 instead of the normal limit of 80. I think the cost of 10 CP is the cost to be hardened before anyone else could.
The rules on gaining hardening were clear enough to me in core that I had GMs who allowed it, and I likewise allowed my players to start with hardening. It's pretty vital to certain character concepts, after all. Hardening should be a neutral trait. The Moxie cost is enough.
DivineWrath DivineWrath's picture
Valid point. I don't recall
Valid point. I don't recall any of the rules saying to no to characters that were hardened or especially hardened before a campaign begins. However, one of the problems with the rules (and I suppose the devs might have noticed this since they are changing it) is that if you don't plan on buying lots of moxie (or plan against it), then it is a free resource to spend. You don't need to buy moxie to lower your cap for moxie. At character creation (if you allow hardenings then), you can spend 9 points of moxie cap without consequence. When it comes time for the 10th hardening, not only do you need to spend a moxie cap, but you also need to lose your free point you get at character creation. It is also not clear if you can get 11 or more hardenings, and what would happen if you did. I suppose this would be a valid reason to rewrite the rules. By giving it a CP cost, it given actual weight, so you now have to choose between being hardened or buy another trait or skill, where before you could spend all the moxie cap you had without consequence (if you wanted more moxie, you go through the process to "recover" so you could raise your cap). Personally, I would rather they got rid the moxie cap cost than remove the CP cost. Make the CP cost 15 if they must (which is the cost to raise your moxie by 1). I don't think that moxie cap and hardening should be mutually exclusive things.
OpsCon OpsCon's picture
Speed as Extra Dice
I am happily surprised to see the Speed as Extra Dice as an optional rule, in part because it is pretty much what I suggested here; http://eclipsephase.com/comment/27831#comment-27831 It works well in our games. I don't know if it was inspried by me, but I like it! :)
kaigen kaigen's picture
Skill tricks
so out of curiosity (and possibly a little disappointment) what happened to the skill trick traits? ie. Freerunning tricks and trick shot. have they been moved to something else or have they all been cut? thanks-
; kaigen
CodeBreaker CodeBreaker's picture
They were cut.
They were cut. They have said that they might make a return, but that they didn't really fit in for this particular product. You can probably semi-expect to see them in a future e-product, but further developed and with additional skills.
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Desdemona Desdemona's picture
hi, just one thing I find
hi, just one thing I find kinda odd. it says "The Uplift background from the core book (p. 132, EP) can be used for any uplift that has been active in transhuman society for some time and has had more opportunity to adapt to their position in broader transhuman culture." That means that the uplifts with the background in EP has been is society longer, why do they have as a disadvantage must start with uplift morphs and not these ones. If they have been in transhuman society just a short while they seem more likely to be the ones who have their original morph
Live fast, Die never...
lbeaumanior lbeaumanior's picture
AGI and PSI
Will the issue of the AGI acquiring the PSI trait addressed? I mean, the text of the backgrounds should specify if an AGI is barred from acquiring the trait at all, or just during character generation.
nerdnumber1 nerdnumber1's picture
I think there might need to
I think there might need to be a larger list of mental disorders for exhumans. I can't find many in the core rulebook that fit your garden-variety predator or psychopath exhuman particularly well. I know a starting PC probably won't be too far from humanity (yet), but I find the list limited. Will more normal mental disorders be in the transhuman book? Is the doubling social skill/halving techy-skill costs being dropped from AGI backgrounds? I understand it was considered extremely powerful (and yet crippling in some cases), so it would make sense to drop.

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