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Handling Morphs and Resleaving

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gwyrdallon gwyrdallon's picture
Handling Morphs and Resleaving
So I'm getting set to run my first EP campaign and I have a few questions about how people have handled things in their games. 1) New morphs after farcasting: Do people just generally assume they can get the same model of morph/implants and all of their gear? Effectively trading the morph at one end for an equivilent morph at the other? It seems like this is fair and makes sense in terms of the game but unless the transit is from one large habitat to another it seems like it would stretch credulity that they would have the exact morph on hand. Or maybe since you own your morph there is a sort of uncopyable blueprint available to re-manufacture a new body via a maker? 2) A related question: how do GMs handle Morph death? If one player had their morph destroyed then they could be out up to 100 CP, depending on the morph, implants and gear, should I refund a portion of that? at the rate which the game suggests to hand out Rez points the player will never likely be able to make it back up to starting. Or do you just let them come back in a crappy morph and wait until they find somebody's to steal. 3) speaking of which is there a way to teal an inhabited morph? More specifically, can you kick somebody out of their body without completely destroying it?
Baalbamoth Baalbamoth's picture
Lets see....
1) no, it depends on the rarity of the morph/implants etc, and the hab they are going to. A small mining hab would likely have few types of morphs, probably used in the common mining needs, where extropia would prolly have everything. And of course anything unusual, illegal, or rare would cost more. 2) if their working for firewall, a free identical morph if they die on mission is the biggest benefit of working for them. I really can't imagine "yea so were sending you to a crazy gun nut blinker cult hab in a decaying orbit that's been taken over by exsurgents, and If you die, you better have the funds to replace your morph." 3) yes. Synths and pods are fairly easy to steal, bios are harder but can be done with psychosurgery etc,.
"what do I want? The usual — hundreds of grandchildren, complete dominion over the known worlds, and the pleasure of hearing that all my enemies have died in highly improbable accidents that cannot be connected to me."
Wyvernjack Wyvernjack's picture
1. Generally it's up to the
1. Generally it's up to the Gm and area you're farcasting. Not every place will have blueprints or allow all morphs, some places you just can't get the Swarmaroid, and in another, there's no limitations. There's also no such thing as "your own uncopyable blueprint". Most characters buy a morph off the shelf and tweak them, usually in a healing vat. In my games, we used to either store or sell our morphs, including implants at like a % loss/gain based on some checks such as Research or networking. Using a Rep Favour to gain a morph at the farcast location is also a nice solution. 2. No refunds or anything such. Material wealth is really easy to acquire if you prepare for it. Transhuman does offer tips, which generally come to "don't spend too much on items". Also, CP cost isn't a good example. A synth for example costs 30CP, but is only High in cost, averaging at 5,000credits or level 3 favour. Rez can be changed in for 1,000 credits made off screen, so 5rez = a synth which was 30cp at start. Using Networking: Autonomists can be a really easy way to call in a favour for a basic, open-source blueprint that you can put in the fabber. 3. For biomorphs, you can deal damage equal to their Durability to knock em out, then put them in an ego-bridge, strap them in, and force an upload. For synths and pods, same way can work, but also using their access jacks to hack their cyberbrain, or mesh inserts could forcefully upload them into an ecto prepared for such a scenario.
LatwPIAT LatwPIAT's picture
1) As the game is written,
1) As the game is written, the procedure for Egocasting to another habitat is that you sell, store or lease your current morph, and then you rent, buy or steal a new morph using in-game resources at your destination. This does create a metagaming issue where your starting morph has value inversely proportional to how much you travel by Egocasting. I tend to solve this problem by making sure that a my players don't travel too often, and b) their starting location is one where they can actually get to use their morph. Making sure my players don't travel too often can be done fairly easily by simply setting the plot to a limited are, such as Mars, Luna, Jupiter's moons or Saturn's asteroids. If you make sure that high-acceleration rockets are fairly cheap and available, and the timescales are large enough, the entire Inner System can be traversed without resorting to Egocasting. If I wanted to run an Egocasting-heavy game, I'd probably tell my players to make morph-less characters and give them their starting-morphs by GM decree - or spend a weekend running on caffeine fumes to write houserules for aworking economic system to represent player wealth they can use for buying stuff with when they Egocast. 2) If you lose your morph, it's gone. Bam. You have to pay for a new one, unless your insurance company pays for the whole deal, which is unlikely given how bodies tend to be lost by Player Characters. Then again, "lose" is not the same as "get killed"; given that bodies can be regrown from just the head, if you die just because you got filled with a few too many bullet holes, PCs should still be able to get their bodies back if they have access to a healing vat.
@-rep +2 C-rep +1