This thread is about discussing morph design philosophy. The dos and don'ts of morph designing. What you aught to be doing when designing a morph. The morph design rules might cover how you design a morph, the means of how you get a finished morph. However, this thread is about the ends. Does your morph work well? Would people like it? Would it work well in other games? Is there too much bloat? Is there anything else you could do to improve things.
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A morph should be made available to all. Unless you intend to keep a morph for yourself or your chosen faction, you really aught to make it sell-able to the rest of transhumanity. It might be tempting to add in cosmetic features or actual augmentations that you might really want (as a member of your faction), but another faction might not want them. For these other factions, those extras might be extra costs or cosmetic features to be removed.
If you see yourself as an artist in the field of morphs, you should seek to be making a canvas for others to leave their mark. That canvas should be the morph. For some, your morph can be a source of inspiration. For others, it is the morph that they can leave their mark on. Don't be such an art snob that you make your morph so unmodable that they can't leave their own mark.
If you design a new morph, and people like it, they will want one. If you don't allow them to use your design, they might try to make their own. The amount of work they put into this might depend on how much they want a morph like yours. By keeping your morph to yourself, you lose out on a chance to gain credits and rep, you lose a chance to recoup your investments you put into making the morph, and the other guys lose out because they have to invest resources to make their own designs. In the end, you don't get to keep it to yourself, and many people have wasted resources when they didn't need to be wasted.
Names are important. A morph given an important name should represent the name. The designers should feel compelled to make a good showing by making a morph that represents the name well, less they suffer in the eyes of others.
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Morph Design Philosophy
Sat, 2014-07-05 01:42
#1
Morph Design Philosophy
Sat, 2014-07-05 07:58
#2
There are certainly different
There are certainly different ends as far as morph design go. For example, some morphs can be made to fit the tastes of just a specific subculture (not necessarily a faction) and that's fine. A Vampire morph could be constructed for those in Eclipse Phase that feel so inclined, using some form of digestive symbiotes to make them able to feed only on blood. Add in smart-teeth with drug glands that make people enjoy being bitten and generally focus aptitude increases on the physical and it would work wonders for those in a specific subculture. There could be two variants even, one with built in allergy to UV light and one with flourescent skin when exposed to UV (yes I had to go there).
The reason I mention this is because I often feel that it can be very hard to come up with a unique morph concept that isn't already covered by one type or another already in the books. Unless you start looking for niche applications.
In any case, the first thing to consider is always "what is the morph for?". After that it's always good to look through the books and think "is there any other morph that is already made for this thing?". The morphs designed in the books are often fairly simple and with only the most basic of augmentations so if you want to follow in that spirit the aim should be to keep it as simple as possible. The less stuff you put on it the more players are free to customize themselves and add a "personal touch" to their own sleeves.
What there definitely is a place for and something that I wouldn't mind some ideas on, is how to "fluff" various morphs in a campaign. I mean, I see the morph type as sort of a car brand and then there are different models (with different aptitudes and augmentations) within that brand.
A player of mine just recently bought an Exalt Executive line, Platinum edition with full sensory package. It certainly wasn't a new morph (it was an exalt) but it gave the player a feeling of it being somewhat unique and different from all other exalts out there. It certainly would be nice to see more of such "models" or customizations of regular morph types. And before you ask, the Executive line has aptitudes in the mental/soecial area and circadian regulation. The Platinum edition comes with three levels of Tough and Rapid Healer as well as medichines. What a full sensory package is is self-explanatory I think.
I really wish I could come up with a good morph concept myself but they always tend to be very niche one-of-a-kind stuff like a Firewall gene-hacker that called herself Evolution who had something that can best be described as a Remade/Sylph hybrid. While it was certainly a cool idea (or so I thought at the time) I hardly think it translates into a generic morph type that can be sold in any large quantities.
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Sat, 2014-07-05 17:09
#3
The big thing to keep in mind
The big thing to keep in mind when dealing with morph design is that in the "everything goes" nature of Eclipse Phase anything IS possible somewhere. Will a outre' niche morph get used? Probably not, but that doesn't mean it cannot exist. Most of the published morphs are universal, they'd fit in just about anywhere. A few aren't - Suryas I'm looking at you!-but they fit a location or scene well so sure!
Most of the morphs I make are "everyman" models. Stuff that has a good reason to used. As an example, for quite some time I've wanted to make an aquatic swarmanoid (schoolanoid?) but couldn't see a purpose for doing so. Maintenance for underwater habitats would be better handled by larger bots,aquaculture isn't exactly engaging, etc. Finally, when reading the "jaws" augmentation I got it... piranhas! Immediately a security morph came to mind ,swimming around making sure no native life comes too close and dealing harshly with transhuman intruders. Some decisions still had to be made- add legs? Yes, there are air filled habs. Go full B-movie and add wings? Maybe. Enlarged size, to reflect that these are large fish sized bots not insects? Don't know if that's legal! I don't much trust myself on feature bloat especially where aptitude bonuses comes in.
Now, here's a morph that could appear at any of the aquatic locations in the game ,but it's still kinda limited to those spots. Does that make it a bad morph? I hope not :) ! But more importantly, here it is to use (sort of-still not good with morph gen,just concepts) sometimes that means dealing with ideas that don't work for us , the original writeup for the daitya just didn't seem to work for me, but that doesn't mean it's useless, just maybe needs refining.
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Sat, 2014-07-05 18:29
#4
Feature bloat…
In my early attempts at custom morph design, I was guilty of giving a morph Medichines* as a stock feature. But since it was one of my player's own morphs that his character built I figured it fit the guy's skittish nature. I also justified the built-in Thrust Vector by it being part of Feral Robot's Takko project (he didn't get as much Rep as he thought he would).
*My autocorrect keeps trying to change that portmanteau and it's driving me nuts.
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Sat, 2014-07-05 19:30
#5
I can certainly get feature
I can certainly get feature bloat. It can get real tempting to buy a little bit of everything for your morph. I find it real tempting to design the morph with everything I would want in a morph that is finished being customized for me, not what would be best for other users (who might not be able to afford what I want even with discounts). It is like trying to design a perfect car or house, while having no concept of a budget.
One of the things I did when trying to design a few new morphs was, I wanted to master not only the morph creation rules, but I figured I wanted to master the morph variant rules as well. I figured the best way to do that was to make different versions of a desired morph, one using morph creation rules and another using morph variant rules. That way I could see how things played out.
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Here are a few examples I've been playing with:
Succubus Morph - I made it a morph variant of the Sylph. I made it a mix of the Sylph and Lunar Flier, giving it all the augmentations and traits of both, such as wings (which I ruled were bat like). I then gave it some more stuff like claws, prehensile tail, temperature tolerance, and drug gland (hither) (to give it an extra sexual kick). I gave the rest of the Sylph a few minor tweaks and I found I didn't need to add much else. Using the Sylph's striking looks 1 (instead of giving it the level 2 version) felt good enough.
Herculean Morph - Modeled after the Hercules myth. After what I saw I could do with the Succubus morph (Sylph variant), I figured it would be good enough to add in a bunch of strength boosting augmentations to an Olympian morph. Give it just about everything I could think of to boost its strength through the roof. I haven't stated it out yet...
Kitsune Morph - This I don't think will work out so well as a morph variant (of a biomorph at least). While I can certainly give it 9 tails (or less if that is too much) with augmentations and give it the cosmetic features to make it all fox like, I can't give a biomorph the ability to change into a fox. I would need augmentations for shape changing and to lose mass. However, a flexbot with the synthetic mask augmentation, could both look like a biomorph and change into a fox...
*Making fantasy morphs is thing I'm doing right now...
Sun, 2014-07-06 01:33
#6
"Flexbot with a synthetic
"Flexbot with a synthetic mask" is a concept I've seen tossed around in a few places, and it always strikes me as taking way too liberal a view of what the available technology can do.
First, a lot of people have some odd misconceptions about what flexbots are and how they work. It's one of those cases where a picture really does say a thousand words. If you look at any official artwork for them, the concept is a lot more clear than the blurb in the core rules:
http://eclipsephase.com/sites/default/files/EP-Sunward%20Character1_Flex...
http://mycardboardcastle.files.wordpress.com/2013/10/flexbot-wuxia-mark-...
They aren't shapeshifters. They don't rely on some sort of crazy nanotechnology to let them literally reshape themselves. In these illustrations, you can make out each individual, interchangeable module. They are, in these cases, big ol' white cases, shaped overall kind of like a cross between an egg and a chicken drumstick, which open up to reveal all sorts of goodies on little manipulator arms. A good portion of these little arms at any given time are generally holding hands with those from another flexbot, and while there are huge combinations of limbs that can be held out at different lengths and angles, it's a mechanical construction. The whole case is just packed to the brim with all the pistons and motors and such needed to do this, and even with access to really nice materials, there's still a limit to how small and thing you can make these arms and still have them hold anything without snapping (which is why you see so many holding hands in these illustrations). There's really no wiggle room for aesthetics here though (beyond the general shape of the cases).
You can get a rough humanoid shape with flexbots, but you're doing it Voltron style. You don't end up with a nice perfect human face, and human arms, and so forth. You've just got a roughly human shaped wad of robot lions (or leggy egg-drumsticks).
Synthetic masks, again, have a lot of moving parts to keep in mind with them. It's not this magic goo you just pour over something and tada. It's the original Terminator. Very much a specific one-off job, that kinda need a human frame to hang off, and presumably has some internal supporting framework, needs to be very carefully custom fit, etc.
Skinflex, which is something else entirely, does some fancy disguise stuff, and will reconstruct facial features and recolor your skin and hair, but again, one assumes there are limits to that. I'd guess you have a flexible mechanical framework in your nose, that can make it look like a huge array of noses, but not like an ear, or two noses, or a nose with 5 nostrils, or move it to the back of your head.
And while Skinflex should get along just fine with smart skin, neither really works if you throw it over a flexbot. Metal arms constantly extending and retracting would poke holes through, and stretch things weirdly, and misalign important little implants, and at the end of the day, you'd still just have a bunch of skin-coated chicken-legs stuck together in the shape of a person.
Sun, 2014-07-06 02:45
#7
Funny. I've tried asking
Funny. I've tried asking about smart materials because they seemed to some sort of magic shape changing, self repairing materials. I got the impression that the advanced stuff could really change their forms. I never seem to get a complete answer when I go looking for it.
Anyways, I'm not looking to make a morph capable of infinite transformations. I'm looking to make something that could change between 2 forms, humanoid fox lady and fox. The intent was for the Kitsune morph (from humanoid form with fox features) to split into 2 (or more) parts so one would have the right amount of material to not only to adopt a fox shape, but the right size and mass. Am I asking for too much?
I'm going to re-read up on flexbot stuff (including what is available in Transhuman). It does mention you can change the texture of the surface, try to disguise itself as another robot (of similar nature), and then there is the squishbot augmentation...
What about having the flexbot carry a perfect human face, human arms, and so forth? In fact, the whole "shape changing" bit will need to have those parts be discarded (another flexbot module will keep them) so the fox form can split off and go run about on its own. I'm looking to make practical morphs, only morphs that can live up to the mythology the best they can. They are not supposed to be more practical as any costume at some theme park... (If they are, then its a bonus).
Sun, 2014-07-06 03:12
#8
Flexbots aren't the answer to
Flexbots aren't the answer to this problem.
The simplest possible solution here is to just plain have two morphs, honestly. Have your fox morph, which you could easily do just outfitting a plain ol' fox with a cyberbrain (although you'd probably want to tweak some things), have your human(-like) morph. Live in one, use a ghostrider module to switch to the other. If you really want to get fancy, hollow out the torso on the human model and keep the fox morph inside. Maybe with access jacks so you can just plug right in and drive it around, leave the tail(s) hanging out the back.
When hanging out in fox "form" you have this whole human body lying around in a heap somewhere, but.... there just plain isn't a way around that. It's why you were originally thinking flexbots. Foxes are much much smaller than humans, and conservation of mass is a thing.
All this does however have me thinking now about some sort of "werewolf" morph. Probably as a pod, homebrewing a level II version of skinflex to grow and shed fur, and pull a telescoping snout sort of thing. Crazy arrangement in the hips to fit a retractable tail and flip the hips between two different configurations, telescoping framework in the feet to go all digitigrade. Would probably look a bit screwy with some extra skin folds here and there, and ironically it would be pretty frail thanks to the flexible skeleton, but there'd probably be a market solely for the novelty value.
Sun, 2014-07-06 04:21
#9
I didn't like the idea of
I didn't like the idea of needing to have 2 morphs to fit the myth. I've been trying to figure out a solution, something that allows for actual shaping changing, from a human like morph to a much smaller fox. Unfortunately, the hard sci-fi part of the setting doesn't allow for the mass to disappear regardless of how much control one has over the matter of the morph. Some of the matter would have to be discarded, so I figured I would use flexbots since they can combine and split.
Since I was thinking of using flexbots, I figured that the part left behind could be left with an AI to manage things (and to protect the other half from being stolen). If need be, one half could be programed to meet up with the fox half at some pre-determined destination (or be ordered through the mesh) so they could "shape shift" back into the human like form.
Anyways, I'm not locked into a single idea of how to make the myth work at this time. I wanted to get really creative with some of them. Maybe I'll set this morph aside and go worry about it later.
Sun, 2014-07-06 07:36
#10
If the fox is rather large
If the fox is rather large there really isn't that much mass that needs to dissapear. Large canines can weight quite a bit, and if the human form is very skinny you could get away with it. I'm not sure how synthetic masks work though and how possible it is to keep them through large transformations.
Unless you use the synthetic / cyberbrain idea then the fox form needs to be quite large just to fit the biological brain. It would theoretically be possible to do this with a biological change but the transofmration would take ages.
This is one of those tricky things I'm thinking people in EP would still be working to fix. Maybe starting with a purely synthetic shapechanging morph and work their way from there.
EDIT: Minor nit-pick warning: isn't the morph called sylph and not sylth? I could be wrong though.
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Sun, 2014-07-06 09:21
#11
This brings up the topic of
This brings up the topic of new/custom augmentations. What works for game balance? Is it too overboard or breaks suspension of disbelief? I've seen a few morph ideas come through that need size/volume shifting and there's never been a good answer for it. Flexbot tech would seem to work in that way (with a heap of penalties,of course) but without explicit say so the question is just left hanging. What are your thoughts on making up new augmentations?
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Sun, 2014-07-06 16:29
#12
Lorsa wrote:EDIT: Minor nit
Oops. Going to fix things now.
Mon, 2014-07-07 13:21
#13
For the kitsune, perhaps play
For the kitsune, perhaps play up the trickster qualities of the myth. Orient the morph towards illusions ( holograms, AR) and possession (cyberbrain hacking) . Justify those pod stigmas :) !
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Tue, 2014-07-08 00:43
#14
I was reading through the
I was reading through the Transhuman book, and it does says something about it (very briefly). On p. 204, under "Robotic Enhancements and Traits", it says (as an example) that a flexbot can't take advantage of things like chameleon skin or synthetic mask if only 1 module has it (assuming it is composed of 2 or more modules), but could benefit from those upgrades if all modules were so augmented. It seems that it is possible for a flexbot to have synthetic skin, its just we just don't know of any examples showing it off at this time.
I've checked the image. It is from the Sunward book on p. 187 . It is used as an image of for a sample character. It is more or less a baseline flexbot with 2 additional augmentations (it has 360 degree vision and a magnetic system). It don't think it represents the limit of flexbot technology.
If you really want to discuss it further, I suppose I could create a new thread for that.
Tue, 2014-07-08 04:14
#15
I could totally see putting
I could totally see putting fake skin on a flexbot, but you'd be sacrificing a lot of the general utility. You could make, say, a set of 5-20 modules, specifically designed and skinned to pass for a normal human being when properly configured. You could take'em apart and have a bunch of little limbs and a head all running around on little robo-legs doing their own thing, and even build in crazy extra features if you don't mind breaking the skin here and there. You can't reconfigure them to look like 2 smaller humans though, because none of the technology you're combining here indicates that you can just suddenly reshape a robot designed to look just like a human arm into a robot designed to look just like a human head. Switching the head and arm around so you've got a head growing off your shoulder would be just fine too, but, again, that seems to be the limit based on how these things are shown to work, precedent wise.
Tue, 2014-07-08 12:41
#16
Morph Design Philosophy
This should be contingent on character/factional goals. The anarchists would spread their DIY blueprints while the PC would hoard and DRM theirs. The Ultimates would build for effectiveness over pure cost efficiency, and be quite happy to take other designs.
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Tue, 2014-07-08 14:08
#17
When I design morphs, I tend
When I design morphs, I tend to look at it from three perspectives:
a) is it useful?
b) does something else already fill its role?
c) does it fit the setting?
A new morph needs to be useful because otherwise people won't use it. A morph that does something that nobody (or an extremely narrow niche of people) wants will not see use, and to design one would not add much to the setting.
A new morph needs to do something vaguely unique, because if it does something another morph does, is is either worse, in which case you'd just pick the other morph, or better, in which case you'll never want to use the other morph. There are some exceptions to this, but they are rare; the Flat, Splicer and Exalt can co-exist because the Flat represents the "unique" niche of "baseline morph" while the Splicer represents early gene-fixing and is a cheap biomorph. "Cheap" can in fact be a niche! Particularly good examples here are the Liquid Steel (Sunward), Shaper (Panopticon), and Mimic (Transhuman); despite all being "disguise morphs", they all cover distinct niches of "any humanoid synthmorph", "any humanoid biomorph" and "household object or small robot". Hence, the introduction of the Shaper and Mimic did not reduce the value or uniqueness of the Liquid Steel.
The Bruiser, meanwhile, is a bad example because it intrudes heavily on the Olympian.
When designing morphs from this perspective, several sub-questions can be useful: "Does this non-biomorph do something that only biomorphs should be able to do?" (high Aptitude bonuses), "Does this non-synthmorph doe something that only synthmorphs should be able to do?" (radical shapes and mechanical possibilities), "Does this give something to the Group X that Group X doesn't have?", etc. For example, the Takko gives octopus uplifts access to an octopode synthmorph, and the Flying Squid gives them access to a pod (and flight!).
A morph that violates either of the first questions should probably have a downside; the Savant is a pretty similar to the Menton, but at least it costs 25 CP more and comes with a Social Stigma. The Hyperbright likewise intrudes on the space of the Menton, but has Uncanny Valley, an Addiction, and a Fast Metabolism. The Pleasure Pod and Sylph are both social morphs, but the Pleasure Pod trades off significant stat bonuses in return for low cost and a social stigma.
A morph must also fit the setting, both on the genre level and the societal level, as well as the technological level. Hence, no orcs or elves (these also fail criteria #a above) because these have no place in a game of transhuman conspiracy and horror, and no egos stored as flocking patterns of doves (too technologically advanced).
I consider a morph well-designed when it to a large extent fulfills all these criteria. One technique I've found is to identify where there's an empty niche, and then fill it. For example, there are no uplifted elephant morphs, so you can add uplifted elephants without fear of intruding on another morph's territory. There are no COG-adding neo-simians, so a Monkey-Menton (hampered with a higher point cost and the Uplift social stigma) can fill an empty niche.
There exists a combat synthmorph, a combat biomorph, and a combat pod, so another general combat morph would probably not be a good idea.
Furthermore, there are some general patterns I like to obey:
[list]
[*]+10 to any Aptitude except SOM is a biomorph thing, and in general so is aptitude bonuses. Synthmorphs should probably not have +10 or more to any Aptitudes unless they're heavily specialized for that and that alone, and also have downsides compared to the equivalent biomorph - see Menton/Savant
[*]Nothing gets +15 to any Aptitude unless it costs at least 70 CP, has at least two downsides, and makes you pay an arm and a leg to have access to that bonus; see the Hyperbright.
[*]Nothing gets +15 to any Aptitude [i]ever[/i].
[*]Nothing gets +10 to [i]two[/i] Aptitudes unless it costs at least 60 CP and comes with some significant downsides, like Uncanny Valley or "everyone thinks you're a murderous sociopath" (Reaper).
[*] If there's an obvious relationship between a biomorph and a pod, or a biomorph and a synthmorph (Splicer -> Worker Pod, Splicer -> Synth), that relationship can also exist for uplifts; see Neo-Homonid/Hypergibbon and Octomorph/Takko.
[*] Morphs should only have the bare minimum of gear and aptitudes to fulfill their designated role, sometimes even less (within reason); Furies don't get high COO bonuses, and Sylphs only have Striking Looks 1.
[/list]
The purpose of this design philosophy is to allow a wide variety of morphs to exist while also not invalidating each other, such that when players look for the right tool for the job, they have access to it without having to dredge through useless morphs.
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