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Transhuman Morph Creation Question

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branford branford's picture
Transhuman Morph Creation Question
When designing a morph, Under Step 5, Choose Augmentations, do you have to separately purchase (CP and/or monetary cost) Standard Augmentations (Basic Biomods, Basic Mesh Inserts, Cortical Stack, Cyberbrain)? (Transhuman, p. 222) The core seems to suggest that Standard Augmentations should be provided for free and Transhuman makes no reference? (EP, p. 300-1)
DivineWrath DivineWrath's picture
No, it seems that you have to
No, it seems that you have to buy these as normal. I see nothing to suggest that they get to be an exception. Fortunately, because you are designing a morphs with them, you get to pay 1/4 the normal rate for them (see step 10 and step 13). Not free, but not full price either.
branford branford's picture
DivineWrath wrote:No, it
DivineWrath wrote:
No, it seems that you have to buy these as normal. I see nothing to suggest that they get to be an exception. Fortunately, because you are designing a morphs with them, you get to pay 1/4 the normal rate for them (see step 10 and step 13). Not free, but not full price either.
Thanks. Rounding-up, the cost is usually only about 1CP and 1000 credits. I was more curious about how to interpret or apply the core rulebook's references that Standard Augmentations are included free in most morphs. Considering the price, they are simply very, very cheap in relation to the total cost of a morph (but do use up 3-4 Moderate cost augmentation slots).
ShadowDragon8685 ShadowDragon8685's picture
What really bugs me is the
What really bugs me is the implication that you have to buy the mandatory extras. Bio-mods, cortical stack, mesh inserts, those are understandable. But when you buy a cyberbrain, it should include, at neither extra charge nor extra slot cost, the things inherent in a cyberbrain - access jacks, mnemonic enhancements... Those are all part and parcel of the nature of it being a [i]cyber[/i]brain.
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branford branford's picture
ShadowDragon8685 wrote:What
ShadowDragon8685 wrote:
What really bugs me is the implication that you have to buy the mandatory extras. Bio-mods, cortical stack, mesh inserts, those are understandable. But when you buy a cyberbrain, it should include, at neither extra charge nor extra slot cost, the things inherent in a cyberbrain - access jacks, mnemonic enhancements... Those are all part and parcel of the nature of it being a [i]cyber[/i]brain.
I do not believe that you have to separately buy the cited augmentations when purchasing a cyberbrain. As per the text in the core rulebook, the items appear to be included in the cost of the cyberbrain, but simply listed separably on the character sheet to denote their availability. EP, p. 300-1 (emphasis added)
Quote:
CYBERBRAIN Cybernetic brains are where the ego (or controlling AI) resides in synthmorphs and pods. Modeled on biological brains, cyberbrains have a holistic architecture and serve as the command node and central processing point for sensory input and decision-making. Only one ego or AI may “inhabit” a cyberbrain at a time; to accommodate extras, mesh inserts (p. 300) or aghostrider module (p. 307)must be used. Since cyberbrains store memories digitally, they have the equivalent of mnemonic augmentation (p. 307). They also have a built-in puppet sock (p. 307) and may be remote-controlled, though this option may be removed by those who value their security. Cyberbrains are vulnerable to cyberbrain hacking (p. 261)and other forms of electronic infiltration/ attack. Cyberbrains come equipped with two or more pairs of external access jacks (p. 306), usually located at the base of the skull, which allow for direct wired connections. [Moderate, but included for free in all synthetic morphs and pods]
DivineWrath DivineWrath's picture
Well, the morph creation
Well, the morph creation rules don't seem to support that either. Since I'm kinda working on an improved version of the rules, I could set aside a rule that says that standard gear (like mesh inserts and cyberbrains) is either free or 1 cp covers them all.
branford branford's picture
DivineWrath wrote:Well, the
DivineWrath wrote:
Well, the morph creation rules don't seem to support that either. Since I'm kinda working on an improved version of the rules, I could set aside a rule that says that standard gear (like mesh inserts and cyberbrains) is either free or 1 cp covers them all.
I'm a little confused by your response? Do you believe that items such as mnemonic augmentation, access jacks and puppet socks need to be purchased separately from the cyberbrain under the Morph Creation rules? That not only seems inconsistent with the cyberbrain text, but would add demonstrable cost to pods and synths under the morph creation system.
DivineWrath DivineWrath's picture
I don't believe they are free
I don't believe they are free. The morph creation rules don't explicitly say that they are free, so I'm assuming that they are not. If they were free, then the rules should have covered such a fact. Also, the cost to add a cyberbrain, Mnemonic Augmentation, Access Jacks, and Puppet Sock using morph creation rules works out to be 1 cp or 1000 cr. That is the same price as buying a cyberbrain as an after market modification. The only thing you are losing out on is augmentation slots during morph design. ---- The second part of my last reply is reference to the fact that I'm working on a fanmade revision to the official rules. You don't to worry too much about what I said there as it isn't official; just me trying to fix problems I have observed in the rules (which might factor in problems you have mentioned).
branford branford's picture
DivineWrath wrote:I don't
DivineWrath wrote:
I don't believe they are free. The morph creation rules don't explicitly say that they are free, so I'm assuming that they are not. If they were free, then the rules should have covered such a fact. Also, the cost to add a cyberbrain, Mnemonic Augmentation, Access Jacks, and Puppet Sock using morph creation rules works out to be 1 cp or 1000 cr. That is the same price as buying a cyberbrain as an after market modification. The only thing you are losing out on is augmentation slots during morph design.
That would be pretty significant, particularly for a pod that would need to buy: Basic Biomods Basic Mesh Inserts Cortical Stack Cyberbrain -Mnemonic Augmentation -Access Jacks -Puppet Sock Apart from credit and CP costs, that's five moderate and two low priced augmentation slots before you really even begin! I believe that you are correct that Standard Augmentations need to be purchased, but I'm less certain about need to separately purchase the individual items that are explicitly included in a cyberbrain. Another question: Is there any additional cost to have additional limbs on a biomorph or pod? For instance, under Advantages, octomorphs have 8 arms under and novacrabs have 10 legs, but I do not see any Traits (or even bioware or cyberware) to represent the purported advantage of the extra limbs. Conversely, synths must purchase Extra Limbs (EP, p.310-11) for even a single limb.
DivineWrath DivineWrath's picture
branford wrote:Apart from
branford wrote:
Apart from credit and CP costs, that's five moderate and two low priced augmentation slots before you really even begin!
You forget. The morph creation rules makes most augmentations cost 1/4 the normal price. Likewise, pods are required to take a negative trait, Social Stigma (Pods), which would give more cp to than those augments take.
branford wrote:
Is there any additional cost to have additional limbs on a biomorph or pod? For instance, under Advantages, octomorphs have 8 arms under and novacrabs have 10 legs, but I do not see any Traits (or even bioware or cyberware) to represent the purported advantage of the extra limbs. Conversely, synths must purchase Extra Limbs (EP, p.310-11) for even a single limb.
Not covered either. The closest you get is natural weapons, but I don't recall octopus tentacles having a price...
branford branford's picture
DivineWrath wrote:branford
DivineWrath wrote:
branford wrote:
Apart from credit and CP costs, that's five moderate and two low priced augmentation slots before you really even begin!
You forget. The morph creation rules makes most augmentations cost 1/4 the normal price. Likewise, pods are required to take a negative trait, Social Stigma (Pods), which would give more cp to than those augments take.
branford wrote:
Is there any additional cost to have additional limbs on a biomorph or pod? For instance, under Advantages, octomorphs have 8 arms under and novacrabs have 10 legs, but I do not see any Traits (or even bioware or cyberware) to represent the purported advantage of the extra limbs. Conversely, synths must purchase Extra Limbs (EP, p.310-11) for even a single limb.
Not covered either. The closest you get is natural weapons, but I don't recall octopus tentacles having a price...
Thanks. Also, I would only think the Octomorphs "six additional" tentacles might have a Trait cost. :)
kindalas kindalas's picture
I think a point to consider
I think a point to consider is that a Morph's CP cost needs to reflect their game utility. It is the reason why the current system was designed to value some implants fully and others at a fractional value. I would expand the list to implants that include bonuses to aptitudes, initiative and speed. Kindalas
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DivineWrath DivineWrath's picture
branford wrote:DivineWrath
branford wrote:
DivineWrath wrote:
Not covered either. The closest you get is natural weapons, but I don't recall octopus tentacles having a price...
Thanks. Also, I would only think the Octomorphs "six additional" tentacles might have a Trait cost. :)
Ok. Not what I meant to say, but sure, go have fun. Doing some checking. I looked the chart I was offered when I made a thread on morph creation problems rules a few weeks back, and turns out that octomorphs have the same (final) cp price as what they would get under the morph creation rules. So if extra limbs really had a price, it didn't amount to much. Edit: I almost forgot. Octomorphs would get the non-mammalian biochemistry neutral trait (Transhuman, p. 94). It creates problems for things like getting medical treatment.
branford branford's picture
DivineWrath wrote:branford
DivineWrath wrote:
branford wrote:
DivineWrath wrote:
Not covered either. The closest you get is natural weapons, but I don't recall octopus tentacles having a price...
Thanks. Also, I would only think the Octomorphs "six additional" tentacles might have a Trait cost. :)
Ok. Not what I meant to say, but sure, go have fun. Doing some checking. I looked the chart I was offered when I made a thread on morph creation problems rules a few weeks back, and turns out that octomorphs have the same (final) cp price as what they would get under the morph creation rules. So if extra limbs really had a price, it didn't amount to much.
Yea, it appears that biomorphs and pods can have any number of appendages without any additional cost. That seems a little unbalancing compared to synths, who must pay to have even one limb with the low priced Extra Limb enhancement. Follow-up question: Do synths need to pay separately for each extra appendage, and use up a low cost slot, or does the Extra Limb enhancement permit any number of limbs for one low price/slot?
DivineWrath DivineWrath's picture
branford wrote:Yea, it
branford wrote:
Yea, it appears that a biomorphs and pods can have any number of appendages without any additional cost. That seems a little unbalancing compared to synths, who must pay to have even one limb with the low priced Extra Limb enhancement. Follow-up question: Do synths need to pay separately for each extra appendage, and use up a low cost slot, or does the Extra Limb enhancement permit any number of limbs for one low price/slot?
I'm unsure about that. The rules only mention that a synthmorph needs to select at least 1 mobility system. It says nothing about limbs. It might be worth while to check out the Takko (Morph Recognition Guide p. 105). See if it breaks any rules, or if the extra limbs affects the final price.
DivineWrath DivineWrath's picture
kindalas wrote:I think a
kindalas wrote:
I think a point to consider is that a Morph's CP cost needs to reflect their game utility.
I think that the rules should be very explicit on everything. It doesn't need to excessively so, but it should be enough to cover everything. Even point out what things are not worth assigning a cost to. For instance, neutral traits are not accounted for anywhere in the morph creation rules.
branford branford's picture
DivineWrath wrote: For
DivineWrath wrote:
For instance, neutral traits are not accounted for anywhere in the morph creation rules.
Which is odd, considering Transhuman introduced the concept of neutral traits. I think an author FAQ concerning Morph Creation system would be very helpful.