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Character build sharing/advice?

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Zeropoint Zeropoint's picture
Character build sharing/advice?
Hello, everyone. Is there a forum/thread somewhere for sharing character builds and character sheets for comment, critique, or just a sense of community? I'm trying to write up a character (using the Transhuman version of the process) to maybe use in some of the in-character stuff we have going on here, or a PBP game or whatever. Unfortunately, I've never played the game and only GMed one session with premades, so I don't have a good sense of what makes a successful Eclipse Phase character concept. In particular: the Transhuman process allocates 100 CP for morph(s) and gear, and I'm wondering how much of that is really a good idea to spend on such material possessions, when a player character could leave them all behind forever 15 minutes into the first play session. Would I be better off getting a cheap, uncustomized morph and minimalist gear, and spend most of those 100 CP on things that will go along with my ego?
Scottbert Scottbert's picture
Build advice: Whatever a
Build advice: Whatever a character's job is, they should be able to use at least one kind of weapon competently when a fight breaks out. Fray and a weapon skill are just two skills -- you can afford good ratings! Also, Freerunning and Freefall are commonly called for to get around. Gear advice: I'd hesitate to buy expensive stuff, but anything Low or Trivial that's useful is worth considering, and moderate augmentations like medichines or tool wristbands might be worth it too. In particular, second skin and smartskin are cheap and stack with every other armor -- even if you're not expecting combat, you can be wearing armor clothing or a vacsuit on top of those and have a fairly decent armor rating. Maybe that'd be a paranoid level of preparedness for average citizens, but Firewall agents should know better. A GM should be nice enough to warn you not to bother with gear if he doesn't plan for you to get any use out of it. If you're paranoid about losing everything, you can take disadvantages to greatly reduce the cost of a morph -- in particular, only at chargen can you get away with applying the Unfit disadvantage to any morph you want, which won't bother characters who don't need those aptitudes at superhuman levels. As for what makes a successful character [i]concept[/i], well, I don't know. But make sure you can cover some important function your group is likely to need.
ORCACommander ORCACommander's picture
remember blueprints are key
remember blueprints are key to holding onto equipment between ego casts but they are also more expensive. unfortunately we do not have a dedicated forum for builds so just throw some pdf's up here and we'll take a look.
thebluespectre thebluespectre's picture
What is Important Gear?
Allow yourself one, maybe two expensive pieces of equipment as long as they are relevant to your character concept. Nobody wants a pilot without an airplane, after all. As for the morph, always assume you can trade up… though it's worth it to start out cool, I would not go beyond 50 CP on a body unless it's an RP thing.
"Still and transfixed, the el/ ectric sheep are dreaming of your face..." -Talk Shows on Mute
ShadowDragon8685 ShadowDragon8685's picture
ORCACommander wrote:remember
ORCACommander wrote:
remember blueprints are key to holding onto equipment between ego casts but they are also more expensive. unfortunately we do not have a dedicated forum for builds so just throw some pdf's up here and we'll take a look.
Blueprints are only expensive if you're starting anywhere with censorship. If you're not, you can replace any blueprints with a good Research skill and make Research skill rolls (and/or have your Muse make Research skill rolls,) to find open-source/cracked blueprints. So you might as well just call blueprints - and, really, any kind of data, including AIs, etc - free, when you're anywhere in autonomist/scum/extropian/etc space, and a sensible GM will call it free, since you can just make those rolls as soon as the game starts anyway.
Skype and AIM names: Exactly the same as my forum name. [url=http://tinyurl.com/mfcapss]My EP Character Questionnaire[/url] [url=http://tinyurl.com/lbpsb93]Thread for my Questionnaire[/url] [url=http://tinyurl.com/obu5adp]The Five Orange Pips[/url]
Zeropoint Zeropoint's picture
Character Build
Sorry about posting this raw; I can't see how to attach files here. Peter Eikenboom Male Age 108 Canadian with Dutch ancestry COG 20 COO 15 INT 10 REF 15 SAV 15 SOM 15 WIL 15 Skills (including morph bonus) Academics: Nanotechnology 45 Academics: Engineering 65 Beam Weapons 60 Climbing 45 Fray 60 Free Fall 40 Freerunning 40 Hardware: Industrial 65 Interest: TITAN tech 55 Interest: Gatecrashing 55 Interest: Simulspace Design 65 Interfacing 65 Investigation 50 Kinetic Weapons 60 Language: Arabic 20 Networking: Autonomists 40 Networking: Firewall 40 Networking: Scientists 55 Perception 55 Pilot: Groundcraft 45 Profession: Habitat Construction 65 Profession: Engineer 65 Profession: Simulspace Actor 55 Profession: Squad Tactics 65 Programming 65 Research 65 Throwing Weapons 45 Unarmed Combat 60 3 Moxie 50 r-rep 30 @-rep 20 i-rep Morphs: Basic Informorph (free) Crafter Flexbot module (40 cp) (ego resides here for bonuses) Sapper Flexbot module (15 cp) Each Flexbot Module has: Medichines Electrical Sense Radiation Sense Anti-glare Grip Pads Fiberoptic Cables Fiber Eye Flashlight Enhanced Vision (4 cp total) This gives a total cost for morphs of 59 cp, which I worry is too high. Gear: Heavy Rail Pistol 1000 500 rounds regular ammo 250 100 rounds AP ammo 250 Tool Kit 250 Utilitool 250 Nanodetector 250 Fabber 1000 2750 credits "cash" Right at Home: Infomorph (10 CP) Right at Home: Flexbot (10 CP) Situational Awareness (10 CP) Unspent CP: 11 Peter Eikenboom has done and seen a lot in his time. Way back when as a youngster, he joined the army to see the world and pay for college. He re-enlisted a couple times and finally got out when he'd seen too much death. After that, he became an engineer with a focus on space construction, and enjoyed a successful career traveling around the solar system. Finally, at the age of 100, he retired and returned to Earth, not too long before the Fall. During the Fall, Peter fell back on his military training and helped fight off TITAN creations for a while. This refreshed his combat skills and taught him to be aware at all times. He eventually died in combat against the TITANs' forces. Obviously, his stack was retrieved but he's not sure exactly what happened there. After a two-year gap, he was reinstantiated and wound up with a job playing NPCs in simulspace games, and discovered an unexpected talent for it, as well as an appreciation for the infomorph life. When he was finally free to get a physical body, he discovered that options in the Belt can be slim. Peter got a basic flexbot because it was the only thing available at the time, and after some initial difficulty adjusting, discovered that he loved the advantages it provided for construction and maintenance work. He's since upgraded to a pair of more advanced modules, moderately customized.
Lorsa Lorsa's picture
I will read through your
I will read through your character in more detail later, but the first thing that comes to my mind is that I think you should try to have more than 3 moxie. Moxie really is your best friend in Eclipse Phase, and these days I rarely (read never) make characters with less than 5.
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Scottbert Scottbert's picture
Here's my take on a couple of
Here's my take on a couple of the pregens: http://eclipsephase.com/optimized-pregens I also did my own pregens for an autonomist techie, a gatecrashing techie, and a reclaimer, if you'd like to see those.
ShadowDragon8685 ShadowDragon8685's picture
MOX really, really is your
MOX really, really is your friend. MOX can be so friendly to you that GMs might even be annoyed with it. :) MOX lets you say "You know, I don't like that roll. Flipping it would be more to my liking." It also lets you say "A critical glitch here would be really inconvienant, I'm going to just have a regular glitch instead." Sometimes, it also lets you say "You know, a failure here is not to my liking, I'm going to succeed instead," or even "A success is nice, but I'd really rather have had a critical success, I think I'll take that." And, at times, MOX lets you say "No. No, that guy does not do that, I'm spending MOX to go [i]right freaking now[/i] and interrupt his turn." I pulled that off to devastatingly good effect last week. The single most important reason to have boatloads of MOXie, though? Any time you could be environmentally or accidentally exposed to the Exsurgent virus, you make a roll vs. maxMox * 10. So if your maxMox is 10, you literally can only be exposed on a 99. Whereas someone with MOX 3 has a 70% chance of getting their character FUBARed and needing to have his friends blow a hole in his head and burn his stack, then come back from backup.
Skype and AIM names: Exactly the same as my forum name. [url=http://tinyurl.com/mfcapss]My EP Character Questionnaire[/url] [url=http://tinyurl.com/lbpsb93]Thread for my Questionnaire[/url] [url=http://tinyurl.com/obu5adp]The Five Orange Pips[/url]
Zeropoint Zeropoint's picture
Peter Eikenboom II
Here's a revised version, where I've trimmed some skills to get Moxie up to 5: Peter Eikenboom Male Age 108 Canadian with Dutch ancestry COG 20 COO 15 INT 10 REF 15 SAV 15 SOM 15 WIL 15 Skills (including morph bonus) Academics: Nanotechnology 45 Academics: Engineering 65 Beam Weapons 55 Climbing 45 Fray 60 Free Fall 40 Freerunning 40 Hardware: Industrial 65 Interest: TITAN tech 55 Interest: Gatecrashing 55 Interest: Simulspace Design 60 Interfacing 65 Investigation 50 Kinetic Weapons 60 Language: Arabic 20 Networking: Autonomists 40 Networking: Firewall 40 Networking: Scientists 55 Perception 55 Pilot: Groundcraft 45 Profession: Habitat Construction 65 Profession: Engineer 65 Profession: Simulspace Actor 55 Profession: Squad Tactics 60 Programming 65 Research 60 Throwing Weapons 45 Unarmed Combat 60 5 Moxie 50 r-rep 30 @-rep 20 i-rep Morphs: Basic Informorph (free) Crafter Flexbot module (40 cp) (ego resides here for bonuses) Sapper Flexbot module (15 cp) Each Flexbot Module has: Medichines Electrical Sense Radiation Sense Anti-glare Grip Pads Fiberoptic Cables Fiber Eye Flashlight Enhanced Vision (4 cp total) This gives a total cost for morphs of 59 cp, which I worry is too high. Gear: Heavy Rail Pistol 1000 500 rounds regular ammo 250 100 rounds AP ammo 250 Tool Kit 250 Utilitool 250 Nanodetector 250 Fabber 1000 2750 credits "cash" Right at Home: Infomorph (10 CP) Right at Home: Flexbot (10 CP) Situational Awareness (10 CP) Unspent CP: 1
Aurell1an Aurell1an's picture
Blueprints!
Your GM will hate you, but blueprints are the absolute bomb. Even if you're not the kind of character who provides for everyone, being able to print off assault rifles (High) plus HP ammo (Low per 100) for everyone in your party is a useful skill. 'course if you're not a combat monkey, you might want instead to be able to print off scientific equipment, or survival gear, or replacement parts for your beloved rocket buggy, etc. 55CP + augments (which in my opinion you've skimped on) is a bit pricey for what it gets you unless you're super rich in-game or a combat monster. Flexbots are, of course, insanely cool, but you could get something just as good (and easier to maintain and less auspicious) for far less and re-invest those points in blueprints, augments, or blueprints for augments. Also, I'd strongly recommend mitigating some expenses though negative traits.
Discontinuity is a lifestyle choice