I'm looking to design a bunch of morphs, a mix of new morphs and morph variants. I'm wondering if anyone has had any trouble with these rules? The rules I'm talking about is, morph creation starting on Transhuman p. 221, and morph variants starting on Transhuman p. 184 .
Some of the problems I've noticed are as follows:
Aptitude bonuses and costs: The costs for aptitude bonuses is determined by how much real cp is put into augmentations and traits. If you go over this 20 real cp limit for augmentations and traits, even by 1 point, then the cost of the morph can spike by as much as 18.75 points (assuming you bought all 30 aptitude bonuses allowed).
Multiple places to get mandatory negative traits: At step 1, you must get social stigma (pods) if you are designing a pod morph. This takes up 1 of the negative trait slots, and reduces the real cp cost. At step 12, synthmorphs with a small final cp cost (less than 20 cp) must take the trait with no real cp discount. It also doesn't seem to take up 1 of the 2 negative traits slots. If the morph is 20 cp or more, then taking the trait is optional and will provide a real cp cost reduction if taken, but you already calculated adjusted cp at this point so you will have to go back and factor the cost in... which might prevent you from qualifying for this discount... It is a bit of extra work figuring out the rules having these exceptions that work differently from each other.
Morph variants and costs: Do additional augmentations use the real cp cost to add them, instead of the adjusted cp? Is the same true of traits? Is there anything morph variant rules have in common with morph creation rules? I'm finding it difficult to consider morph variants worth while.
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I'm wondering if anyone else has had problems with these rules?
*By the way, would anyone have a problem if I created another thread to discuss morph design philosophy? I'm not sure if I should make just the 1 thread (for both topics) or make 2 to talk about them seperately.
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Morph Creation Rules Problems
Fri, 2014-07-04 02:57
#1
Morph Creation Rules Problems
Fri, 2014-07-04 03:14
#2
Personally I'm surprised by
Personally I'm surprised by the mandatory pod stigma. The rationalization behind it is that originally, all pods were just operated by crude AIs and used for unappealing sorts of labor, and people are still used to thinking of them in that way. That's on a morph by morph basis though. Plenty exist (and have since the core rules) which lack the stigma, and I'd assume if you're custom designing morphs, they tend to be newer or less well-known designs for which it wouldn't make sense.
Fri, 2014-07-04 07:26
#3
DivineWrath wrote:*By the way
No problem at all. It can often be better to keep rules separate from general discussion after all.
I don't really know much about the morph creation rules in Transhuman I'm sad to say but I'd be happy to follow a discussion on morph design philosophy.
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Fri, 2014-07-04 09:46
#4
I must confess that while I
I must confess that while I have lots of ideas for morphs I just can't seem to wrap my brain around the creation system at all :(. So any clarification is welcome.
By morph design philosophy do you mean present a concept morph with a bit of in game story(maybe stats if this thread works out!) and some out of game talk of what inspired the design? If so, I'll contribute!
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Fri, 2014-07-04 15:58
#5
I kinda like the idea of
I kinda like the idea of splitting off in fluff marketing and justification and background of morph and et al to the IC forum while the homebrew just deals strictly with morph concept and stat lines
Fri, 2014-07-04 17:29
#6
What I meant by morph design
What I meant by morph design philosophy was, how you aught to design morphs. For instance, I think you should design morphs so they can be used by other factions, or be used by other GM's in their games. Some might want to avoid putting in too many augmentations (that you don't need) in them to keep prices down. When is it a good time for only one faction to have a morph? When is it a good time to include every feature you can find? How far should you go when including fluff in your morph's write up? Should you offer 2 write ups, one for your game (to show how it was used) and another that is more open to be used in other games?
To put it mildly, a few of us on these forums recently had a disagreement over how a new morph aught to be designed, as this morph had many problems with it (I'll avoid pointing out where this happened and other details as the discussion should probably stay dead). I want to have a good talk about this stuff so we can avoid problems in the future.
Fluff? As in story and other write up? Oh no, I wasn't thinking that stuff at all. Fluff and story could be a third thread. I was thinking of the cold dry rules and how you should be designing morphs.
Sat, 2014-07-05 04:04
#7
Some things I noticed looking
Some things I noticed looking through the books:
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Social Stigma - Thus far, the rules in the Transhuman books only account for 2 types of social stigma, (Clanking Masses) and (Pod). These rules don't account for Social Stigma (Neotenics), Social Stigma (Neogenetic), and Social Stigma (Alien). You can find examples of these, the morph Neotenic can be found on (EP core, p. 141), the morph Ripwing can be found on (Gatecrashing, p. 151), and the Scurrier morph can be found on (Gatecrashing, p. 151).
Nothing prevents you from adding this traits manually, but I think they should have been accounted for.
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Spotted exceptions:
The Novacrab (EP core, p. 142-143) is an exception with the Social Stigma (Pod) traits. This might be because it does not try to appear to be human (though other pod morphs that don't look human don't appear to be so lucky). The Shapper (Panopticon, p. 144) does not have the negative trait Social Stigma (Pod), which perhaps is due to it having the synthetic skin augmentation and made to appear to be the most average looking transhuman. The fact it can change its external appearance probably helps.
Hyperbright (Rimward, p. 186-187) has more than 30 point of aptitude bonuses. The rules set the limit for aptitude bonuses at 30, but this morph has it at 35.
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The Scurrier morph has 3 disadvantages. I almost said it had 3 negative traits, but one is really a neutral trait. I just about pushed it aside, but then I realized the rules don't really account for neutral traits...
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The Steel Morph (Masked Variant) (Sunward, p. 163) does not have the negative traits the normal version has. It is a morph variant. The price is 5 cp more than the base design. Considering that it should cost about 21 real cp more than the base design, it seems to imply that a morph variant should use morph design rules to determine new costs. I'll toss into the case study category and look into it more later.
Sat, 2014-07-05 11:29
#8
Here is
Here is a comparison of every morph all 146 with their CP in blue and their calculated cost in Orange.
Click on it for a larger image.
Kindalas
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Sat, 2014-07-05 16:09
#9
Interesting, and holy cow
Interesting, and holy cow thorough!I keep looking for a trend in the pricing towards under- or over- shooting and it seems fairly random to me. Most fall within 10 points of actual which isn't too bad.
The surya made me laugh partly because recently I did a listing by price point and was surprised to see how comparatively cheap some morphs were. I wouldn't have pegged a reaper as costing more than a whale that lives in the sun!
Regarding the various social stigmas that's tricky since the attitude at different locations factors into it. In Rimward it's stated that pods aren't as discriminated against as elsewhere so the negative trait doesn't have an effect. Sometimes I've toyed with the idea of "morph prestige" as a bonus for specific locations as well. For instance, in the PC biomorphs are harder to come by than synthmorphs so having one is a social plus. On Titan, where metals are harder to come by, having a synthmorph makes you the standout. It's a very fluid modifier dependent on what the current situation is.
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Sat, 2014-07-05 16:46
#10
Just remeber that...
Just remember that a Morph's CP cost reflects its game balance utility.
The Surya and Sundiver and the other limited environment morphs need a discount, and get one, that isn't taken into account under the current design system because it is too intangible.
One of those I know it when I see it kind of things.
Because it involves size and mobility.
Look at the Fenrir it is suposed to be "badass" but only ends up slightly better then a Reaper.
But I'd use a Reaper over a Fenrir any day.
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Sat, 2014-07-05 18:17
#11
Thanks kindalas, for the
Thanks kindalas, for the price list per morph. I think it'll help. I'll check it out more later.
Re-reading the write up for Social Stigma, it seems to take into account that not every one will react negatively. Its up to the GM to decide if the person(s) involved will view the person or thing with distaste, fear, or repugnance. If they do, the GM may assign a -10 to -30 mod to all social rolls. So I would think it is something that should be applied if some of transhumanity will judge the book by its cover, and would be difficult to convince them to react otherwise. I don't think where it is supposed to be used at should be a factor (most of the time).
Sat, 2014-07-05 18:19
#12
The Fenrir...
I never see myself BUYING a Fenrir. It seems more like the kind of morph the players all pile in for a big dumb set piece, or the morph they end up fighting as a big dumb boss battle. It's fun, hell yeah, but there's a reason the morph is illegal to start with.
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Thu, 2014-07-10 01:54
#13
Chernoborg wrote:Interesting,
Interesting observation. I only realized its significance sometime today. I think if I (or anyone else) makes a few improvements to the rules that leaves most morphs within 10 points of their actual cost, then it is a good sign. It would be roughly at least as good as original rules.
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Anyways, what exactly goes into giving aptitude bonuses to morphs? Why exactly would augmentations have any part to play in the costs? Back when infomorphs had no aptitude bonuses, it was tempting to believe that it had something to do with the physical body. That getting a bonus to SOM because of how it is built could make as much sense as a bird that could fly because it had wings. That adding a new augmentation might somehow gum up the works.
However, eidolons are these new infomorphs that can get aptitude bonuses, even to things that only make sense when in control over a physical body. An infomorph can certainly remote control or jam a robot or morph with the puppet sock augment, so it is useful to have bonuses to physical things. The question I'm having right now is, if something could have such a bonus with no physical body, then why should physical augmentations and traits have any part to play in the costs?
Its important because I'm thinking of dropping the relationship between aptitude bonuses, augmentations, and traits. I'm thinking that a price increase should kick in once you pick over 20 aptitude bonuses (or maybe as early as 10). For instance, the 20th point is 6 cp, but the 21st would be 8.5 . It is also important price wise, because this might change the price of morphs by as much as 50 real cp (or 12.5 adjusted cp).
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As for social stigma, I think these should be added early on, about the same time as you figure out what kind of morph you are making. These should not count to any limit of the number of traits that you may have (I think it creates trouble if you have to go back a few steps and make a few changes because a few slots have opened up, or have to deal with the consequences of a price change). At some later step, you should check to see if the morph qualifies for the removal of the social stigma traits, or if the cp change should be applied at all. The price change is simple, a 10 cp trait is worth 2.5 adjusted cp.
Thu, 2014-07-10 13:58
#14
One problem that I've noticed
One problem that I've noticed with the morph creation rules is the mandatory round up to the nearest multiple of five, affecting both CP and final, in-game cost.
Or rather, instead of it being a problem, it [i]encourages[/i] loading the morph down with extras. If your adjusted final CP cost is 60.5 CP, you mandatorially round up to 65 CP (and 65,000 credits.) This gives you an incentive to go back and say "hm, what else can I toss on here," and toss on something that will carry a small CP cost that won't affect later calculations, like stacking on some skill bonuses, or (if you're already over the 8.5 points for attributes,) augmentations/additional 5-pt traits.
Or maybe it's not a bug, but a feature, to encourage you to fill those "dead points" with something useful.
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