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New to the system with some questions,

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Ego Proxy Ego Proxy's picture
New to the system with some questions,
Hello, this is my first post here, and I had a few questions about the system. I've read through the core book a bit. I finished the 'A Time of Eclipse' chapter, have read stories on places like /tg/, and other forums, and I think I have a generally good feel for things like most of the factions and back-stories. I was just wondering, as someone who will be GMing soon, how much actual hard science, political-economical-sociological information, and philosophy will I need to comprehend/understand to get decently far? I've always been into SF, Trans-humanism, Cyber/Bio/Nano-Augmentation, and consciousness making you who you are despite any change in your body. I'm just not confident in how much I can actually grasp some of the advanced concepts that philosophy/horror/Hard SF relies on. (Plus I'm not great at reading space maps/Gauging where and how things should work in space, I'm a tabletop gamer at heart, not an astrophysicist, not that I'm against trying to learn.) I grasp the game mechanics really well mind you, it's just some of the elements of the narrative I feel looms over me like a mountain, or glass ceiling reminding me how bright I'm not.
"When altering one's mind is as easy as programming a computer, what does it mean to be human?"
Noble Pigeon Noble Pigeon's picture
Believe me buddy I'm right
Believe me buddy I'm right there with you. I still can't legit figure out trivial things like, "what's in skyscrapers in Martian cities if a lot of businesses operate in the Mesh now? Do physical shops still exist? What kinda stuff do they sell?" A post-scarcity, transhuman future is a future I'm still having difficulty properly portraying. To give a straight answer though: I wouldn't worry too much about it. I only have a basic understanding of chemistry and biology, am utterly uninterested in philosophy (at least not the advanced topics) and I have a fumbling grasp on computer science and I'm overall confident I can run the game fine. If my players ask probing questions and are smarter than me in a certain field of science (of which I have no doubt) I'd just ask them "I dunno, how does it usually work?" The conversations on these forums are very interesting but utterly terrifying to people like myself who merely sagely nods when things like antimatter production or the physics of a ship around a gas giant crop up while my eyes slowly become glossy.
"Don't believe everything you read on the Internet.” -Abraham Lincoln, State of the Union address
Redroverone Redroverone's picture
The key number one rule of GMing is simple
The GM decides how it goes. It doesn't have to be a 100% accurate model of how the universe works as long as you can get your players to suspend disbelief or ignore the minor details. They're not going to need to know the fine details of what's in a building to know they're going to break into it, unless you need that level of fine detail to make that story go. I've planned a campaign for my first time through that ends with the bad guy attempting to turn an object made out of strange matter into a quark-gluon star - in the orbit of Mercury, with all the bad stuff that entails. It's not even remotely feasible as far as I'm aware with my very limited physics knowledge, but my players won't know the difference, and I know I can sell it as a systemwide threat. If you've ever done time in any RPG: D&D, Shadowrun, Call of Cthulhu, the same thing applies here - you don't have to explain how elves work to have elves in D&D, there's no reason you should feel you have to microdetail EP.
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Ego Proxy Ego Proxy's picture
Thanks for all the help, it's
Thanks for all the help, it's a bit of a relief to see that I'm not the only one who feels a little out of depth sometimes. Was wondering something, any opinion on tweaking the setting for maximum shades of grey? IE Jovian Republic are well intentioned extremists at all levels, not having the hypocritical top layer of Exhumans. Anarchists as a whole are more free, and such but when they have to have inter-grouping collaboration it all sort of falls apart really bad, and so on. Any tips for streamlining the GMing(I feel I may have to extensively page flip in certain scenarios), and getting players up to speed? On the topic of details though, which settlements will typically have buildings/cities, and which will simply be organized sets of tight corridors a la fallout vaults, or similar structures? Are there any other types I'm missing?
"When altering one's mind is as easy as programming a computer, what does it mean to be human?"
NimbleJack3 NimbleJack3's picture
As far as tweaking the
As far as tweaking the setting's black/white spectrum goes, it's very common. The Jovians are presented as flat, fascist space catholics for the most part (Rimward fixes this a little) due to the political leanings of the authors, and GMs who want a little more ambiguity from them like to introduce three-dimensional aspects of the Junta that might make players pause the next time they blow up a Jovian ship. For how much space you have, consider the size of the habitable area. The various tin cans, beehives and other confined microhabitats are at the far end of the scale, while places like Mars and the aerostats of Venus have tall gleaming skyscrapers possibly even with gardens only for pleasure instead of hand-to-mouth sustenance algae vats. Places like O'Neil Cylinders and even huge microgravity habitats such as Nyasa 44/Extropia occupy middle grounds with no large towering structures but more than enough airspace to fly a hang-glider around.
Ego Proxy Ego Proxy's picture
I only have a few more
I only have a few more questions, soz for needing so much help, but I'd always wanted to play/run something like eP, but my group was pretty hard to shake from fantasy games, even some more modern genred games(Unknown Armies, Mutants& masterminds) I had to really push for, I just don't want to get caught in a position where I'm not prepared. I typically prefer playing a character, but my group only has one other person down for DMing and she adamantly believes she's inept at SF/Cyberpunk as far as GM stuff goes. And as it stands I'm the one who has to read most of the rules/settings in most cases and confer it to them in some way. Where could I expect Non-Rover ground vehicles, like Cars? I'd imagine on Luna and Mars, probably Titan as well, how about some moderate sized habs? How available would they be? I imagine you could probably Nanofab them, like most things. I imagine Scummers Nanofab all sorts of crazy vehicles given the chance.
"When altering one's mind is as easy as programming a computer, what does it mean to be human?"
UnitOmega UnitOmega's picture
Judging by Sunward,
Judging by Sunward, groundcars are basically only seen in Mars, combined with "air" cars which can actually do both. But since they're small enough to hold two people, Titan might have enough room for them to be economic. Luna is supposedly very tightly packed, so people prefer the "Cycles" which are narrower and have a variety of options for configuration. Rotating habs, even cylinders, probably don't bother with large vehicles. You don't have [i]that[/i] much interior surface area (y'know, with mirrors and reserved "open" spaces) to traverse, cycles or even regular bicycles would be common for powered travel, if you don't take public transit or freerun. In a micrograv hab, you might swing an air car if you have enough space - but otherwise you're gonna be hoofing it. How available? Well, they're expensive, and some materials imply vehicle budget requires a decent level of living. Fabrication doesn't make things free, especially in the inner system - that just means they don't have to build a whole bunch of cars in a factory, and then ship them to dealerships. They can find a dealer with a sufficiently massive fab rig, ship them the blueprints and POD a car (this might answer some stuff Noble Pigeon mentioned earlier. Fab or print shops are mentioned every once and a while). That being said, if you have the cash (or the rep in the Outer System) to roll up to a dealer and be like "I would like one car please" they'll give it to you. If you don't know how to drive, you can bundle an AI to do that for you (as you can with basically any discrete piece of tech).
H-Rep: An EP Homebrew Blog http://ephrep.blogspot.com/
Ego Proxy Ego Proxy's picture
How about getting around the
How about getting around the lack of privacy, or omnipresent watching that is common in EP? Fake IDs, switching morphs I understand, but would there be a way to temporarily disable mesh connection/Transmission for yourself and your gear, or would you have to just privacy mode? And with privacy mode, how secure is that, if say a hacker wants to do his thing without being caught? Any ways around normal levels of encryption taking at least a week to crack?
"When altering one's mind is as easy as programming a computer, what does it mean to be human?"
Noble Pigeon Noble Pigeon's picture
I am not at all piggybacking
I am not at all piggybacking on these questions since they are things I'm curious about myself. Nope not at all. I believe your question is answered in the Panopticon book. I don't have time to look for it exactly but it basically amounts to "yes, Jason Bourne can exist in the setting, but here's how he'd be different..."
"Don't believe everything you read on the Internet.” -Abraham Lincoln, State of the Union address
Redroverone Redroverone's picture
I would say head thee to the PDF files of the sourcebooks.
Rob Boyle has most of them available for free linked from the EP website, and if you still feel guilty about not paying for them, nothing stops you from doing what I did and buying the physical copies. :D If your players aren't completely geeked about modern/postmodern settings, I find it highly doubtful they'll be picking holes in the system if you have a working overview without getting too far into the nitty gritty. Also, to answer your latest questions: 1) Private networks or shut it off. Shut it off is more secure but also more suspicious to others, so it might attract more attention than just running a VPN. 2) Private mode isn't really any more secure than any other network. 3) Hacking is generally a 10 minute Task Action, with Brute Force Hacking knocking it down to 1 minute.
The dog ate my signature
UnitOmega UnitOmega's picture
Panopticon has a section on
Panopticon has a section on surveillance which describes different levels of privacy fairly well with simple examples and then has way more detail if you need that kind of thing. Short version is that privacy modes and anonymous accounts exist - but aren't any more secure than using those kinds of things now. It's just an extra layer of leg work for the determined, but for the casual observer it will keep off you. And yes, you can disable wi-fi, it's a pretty standard tactic for entering areas where you don't want wireless contact. This will impact your AR/Internet capabilities though. It's like being in airplane mode. If you're a good hacker and have the right software, you can mask your signal or ID probably decently well, assuming anybody even notices you. My understanding is that the most advanced forms of encryption aren't always available/utilized by the general public. Those are the kinds which are either literally unbreakable or require weeks+ on a Quantum Codebreaking Computer. Even so, that should just be actual data encryption. Most people probably don't leave files they want to use in an encrypted format on their devices, so if you break into a device, you can maybe view the unencrypted source, or just as easily copy the files and dump them to be decrypted over time. Which makes a wonderful pacing mechanic in a game.
H-Rep: An EP Homebrew Blog http://ephrep.blogspot.com/
Ego Proxy Ego Proxy's picture
This next one is something I
This next one is something I know one of my players will definitely ask, at what amount of strength(Somatics) for either a Bio, or a Synth(if it makes a difference) would you be able to just do things like rip a head off, or throw semi-heavy objects a fair amount? One of my players defaults to a sort of sociopathic berserker type when combat is on the menu (Think hotline Miami, or Brick from Borderlands.), not that I'd advise combat where the deck isn't at least partially stacked in your favor. I've given them the liberty of choosing campaign theme, I've recommended firewall, but the head ripping berserker guy, might want Criminal/pirate focus, one guy may want to rise to the type of the corporate ladder, while she'll probably want lots of horror and or Async things. On that note, do async psi-gammas need to target biological targets, or can you psi-stab a synth, or infomorph? Thanks for all your help, all of you, this is a little daunting for a newbie to keep track of, and having so much help makes it a lot less insurmountable. I hope to one day be able to help those who come after me.
"When altering one's mind is as easy as programming a computer, what does it mean to be human?"
Redroverone Redroverone's picture
On Strength
From Transhuman: "As a rough guideline, assume a character can lift (SOM + DUR) x 4 kilograms off the ground, can lift a weight equal to their (SOM + DUR) x 2 in kilograms over their head, and can push or drag (SOM + DUR) x 10 kilograms. Note that these are the maximum values, and a character shouldn’t be able to lift such amounts for long without a (SOM x 3) Test every Action Turn, during which they would be capable of doing little else."
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UnitOmega UnitOmega's picture
I mean, there are outlines
I mean, there are outlines for aptitude levels and what they mean, but there's very little mechanical measure for SOM. There's some stuff about lifting and carrying in Transhuman, but I don't know if that also covers the old "through x many pounds 10 yards" kind of thing. While mechanically you're unlikely to kill any human in a single blow with melee, you can narrate whatever you like. The modern human average for SOM would be 10 and max would be ~20, the hard cap is 40 in the game. So, y'know, putting it in scale. Psi can explicitly only be used on biological systems. You can target a pod, but you take -30 to Psi skill rolls because of the cybernetic components of their nervous system. PC Asyncs can't affect Synths or Infomorphs. As for the character choice stuff, welcome to the beauty of Firewall. You can be all those things - and the organization tells you to keep working together (because they have copies of all your backups and know you're reasonably good for it - because they did terrible things to your forks to find out). Individual character focus can come up adjunct to whatever mission Firewall has for you. I'd recommend starting with a scenario like Glory, maybe Bump In The Night, update Mind the WMD a little or pull some of the fan-made scenarios like Think Before Asking or Dehumanize, which kind of hit those balances of "Hey, here's where we investigate stuff related to your personal areas of competence" capped off with a serious business confrontation with some things, some of which may be horrible.
H-Rep: An EP Homebrew Blog http://ephrep.blogspot.com/
Ego Proxy Ego Proxy's picture
I was wondering if there was
I was wondering if there was a minimum SOM I should say he needs, usually I just make it a homebrewed roll based on grappling and some form of combat and strength roll requiring at least three successes. Any guidelines for how much detail I should go into for habs, environments, or other assorted things, and are there any images or quick descriptions I could grab or use? Do ships have any sort of gravity, or is that just for habs? And how much does it matter if somewhere is properly pressurized or not? Farcasting is easier, but I have a feeling one of my characters wants to Bioconservative, so that may be out for them. Tips for ship travel greatly appreciated. Any tips for having a Biocon character in play?
"When altering one's mind is as easy as programming a computer, what does it mean to be human?"
NimbleJack3 NimbleJack3's picture
How much detail? As much as
How much detail? As much as you need for your story. Describe the environment just enough to create a mental picture in your players' imaginations and set the mood, but not so much that it detracts from furthering the action or the plot. Do ships have gravity? Not as a rule. Gravity in space is only simulated by rotating living areas, such as the entirety of an O'Neil cylinder that spins and sticks you to the floor via centrifugal force. A ship might have a rotating section that simulates gravity for resleeving/research/botanical purposes, but there's no such thing as artificial gravity technology. If you're looking for environmental pictures I reccomend www.moodcase.tumblr.com which regularly reblogs scifi artwork and has a number of suitable images in its' archives. Biocon characters are a little difficult to play using the setting matierial given in the corebook, but Rimward's section on the Jovians and Farcast yearblog's Entry 252 ("Bioconservative Ethics") presents a more rounded viewpoint to use.
UnitOmega UnitOmega's picture
No, most small craft do not
No, most small craft do not have gravity. Though standard passenger liners do have habitation rings. In the gear, when discussing sampled spacecraft, they make a note of gravitation or not. Assume if no mention is made, there is no artificial gravitation (I say "gravitation" not Gravity, for the sake of conciseness while still making a decision). Habitation gravity or simulation thereof is covered in the type of habitat. Torus and Cylinder and Sphere/Bubble habs are spun for gravity, Clusters can a have sections with spin. Everything else has the native gravity of it's mass. How much is pressured matters as much as people have vacsuits/mods or need to breathe. Assume any thing intended for habitation or presence of people is pressurized unless explicitly noted as a no-environment zone, which will be [i]clearly[/i] marked.
H-Rep: An EP Homebrew Blog http://ephrep.blogspot.com/
Trappedinwikipedia Trappedinwikipedia's picture
For close combat I think that
For close combat I think that the morph should be more important than the SOM score, someone on this forum made a house rules about adding DUR/10 to damage, which I really like. A 40 SOM ego in a neotenic or scurrier or similar won't be exceptional (though likely much stronger than most people today) while even a pretty weak ego in a Bruiser or Reaper should be able to break human bodies apart. Beyond the normal small picture of sights, sounds, and smells for RPG description I find describing the nature of the mesh very helpful, talking about places where there is Fog, or what kind of helpers and popups the mesh wants to show, as well as the mesh's structure in an area. As for how habs look, looking up pictures of O'neill Cylinders and such can be a good place to start, but I usually imagine them more urban than the pastoral interiors a lot of art depicts. Otherwise you're usually pretty free to describe beehives and such however you want, there's a lot of cyberpunk-y art that can be good for that floating around the 'net.
ShadowDragon8685 ShadowDragon8685's picture
Trappedinwikipedia wrote:For
Trappedinwikipedia wrote:
For close combat I think that the morph should be more important than the SOM score, someone on this forum made a house rules about adding DUR/10 to damage, which I really like. A 40 SOM ego in a neotenic or scurrier or similar won't be exceptional (though likely much stronger than most people today) while even a pretty weak ego in a Bruiser or Reaper should be able to break human bodies apart.
Hrm. Make melee damage d10 + + [SOM/10] + [DUR/10]? Hrm... Let me do some quick number crunching on that. As it stands, unless you're in truly exceptional circumstances (for instance, fighting an enemy which literally has "immune to kinetic weapons" as a special rule,) or the ST has allowed you to get your hands on a Plasma Rifle, and barring any house rules, you are by [i]far[/i] best served with either a Railgun Sniper Rifle or Railgun Machine Gun. It depends on how well-armored your enemy is, really, but double-tap bursts from a RMG (or a rail autorifle; same damage code,) gives you an average damage per action turn of 49; it drops to 45 if you have to use AP. (The sniper rifle's best is an average of 46; 42 with AP.) Now, without invoking absolute cheese like an octomorph, the very best damage you can get out of a melee weapon is going to be dual-wielding monofilament swords. Assuming you're at SOM 40, you deal an average of 22 per combat pass, though it should be noted that your AP value is much, [b]much[/b] lower, meaning your average won't go anywhere near that of a rifle, even if you're stabbing completely unarmored enemies. (Or those with an armor value of 4 or less.) Let's go for broke, then, and go for a Daitya, dual-wielding its wrecking tools. That's an average of 36 damage, with a higher AP than monoswords (though only literally, as it's just a -5.) That's pretty dangerous, but unless you're picking on unarmored and non-upgraded Flats, Scurriers or Neotenics, you're still not going to be instantly killing them in the way that you'd think having a giant industrial robot grab a head with one claw and the shoulders with another and spread its arms should. Still, it's not a terribad houserule, I suppose, though it raised the question of whether you mean current DUR, or total DUR.
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]
ORCACommander ORCACommander's picture
Fun fact it only takes 3
Fun fact it only takes 3 pounds per square inch to rip off the human scrotum. Do not ask me how i know this. when it comes to environment descriptions be sure to include once in a while include structural of life support weakness. Particularly in combat zones where yo can rule wide margin of failure misses hitting something important. Deadly machinery is also a very nice cliche. A general GM tip: Whatever you do in the setting make sure it is consistent. nice way to bring things to a grinding halt is contradicting yourself. Biomorphs are very squishy without armor so you can play up mutilation and wounds for some good old body horror. I think that is all I can do based on what you have told us on the pink bubblegum hair vs mirror shades and futurama vs deadspace scales you are using.
Ego Proxy Ego Proxy's picture
That's most everything for
That's most everything for now, I should be able to start in a couple of days, barring whether or not they've actually absorbed any of what I've explained to them and how much their sheets are done. Would it be easier to do normal chargen, or use the package system in transhuman? I'm not feeling incredibly confident, but that's not uncommon for me, even if I botch, fun is the main factor. Besides, I suppose there's no real "Wrong" way to do things. Thank you for all your help, and I may update saying how it went.
ORCACommander wrote:
when it comes to environment descriptions be sure to include once in a while include structural of life support weakness. Particularly in combat zones where yo can rule wide margin of failure misses hitting something important. Deadly machinery is also a very nice cliche.
So, aside from things falling on them, or activating and shredding them, having them shoot a pipe/vent/what have you, and causing an explosion, fire, pressure drop, or oxygen drain?
"When altering one's mind is as easy as programming a computer, what does it mean to be human?"
ThatWhichNeverWas ThatWhichNeverWas's picture
The package system is much more beginner friendly.
I have little to add that hasn't been said, so I'll just add this: The only people who are going to notice a lack of knowledge are those who know enough to help correct you. We talk a lot about physics and politics on this forum, but that's more because we think it's interesting than it being a requirement. If anything, EP should be a perfect opportunity for you to explore those topics you don't fully understand - putting players in a Reputation economy and just interacting with them should reveal quite a lot about the concept, simply because it'll help you think it all through from multiple perspectives. Finally, if you really have a problem, come here and ask about it :) I think I speak for us all when I say we love this stuff.
ORCACommander wrote:
Fun fact it only takes 3 pounds per square inch to rip off the human scrotum. Do not ask me how i know this.
Knowledge!
In the past we've had to compensate for weaknesses, finding quick solutions that only benefit a few. But what if we never need to feel weak or morally conflicted again?
ORCACommander ORCACommander's picture
Ego Proxy wrote:So, aside
Ego Proxy wrote:
So, aside from things falling on them, or activating and shredding them, having them shoot a pipe/vent/what have you, and causing an explosion, fire, pressure drop, or oxygen drain?
Not to mention Blast Doors coming down, the opposite of pressure drops or atmo drains, High voltage electrical arcs, taking a very important power regulator off line causing equipment overloads, exploding all the lights. play a few rounds of space staion 13 and you will see what even a small amount of crazy can do to damage a station
DarckChild DarckChild's picture
Here are some links to how others have used this game
Inspiration from: Know Evil Identity Crisis
DarckChild DarckChild's picture
By the way, welcome to the boards
Some great advice already. Have you looked at the alternate character construction rules from Transhuman? In Transhuman they have life path style character creation that makes it easier for first time players.
Inspiration from: Know Evil Identity Crisis
DarckChild DarckChild's picture
Some more tips can be found here:
http://learntabletoprpgs.com/tabletop-roleplaying-games-to-try/eclipse-p... Has some great selections of books and movies to help get you into the genre...
Inspiration from: Know Evil Identity Crisis
Trappedinwikipedia Trappedinwikipedia's picture
ShadowDragon8685 wrote
ShadowDragon8685 wrote:
Trappedinwikipedia wrote:
For close combat I think that the morph should be more important than the SOM score, someone on this forum made a house rules about adding DUR/10 to damage, which I really like. A 40 SOM ego in a neotenic or scurrier or similar won't be exceptional (though likely much stronger than most people today) while even a pretty weak ego in a Bruiser or Reaper should be able to break human bodies apart.
Hrm. Make melee damage d10 + + [SOM/10] + [DUR/10]? Hrm... Let me do some quick number crunching on that. Snip Damage analysis
That rule wasn't made to make close combat competitive with ranged, that would require a ton more work. It's just made to graduate melee damage in ways beyond +SOM, as that doesn't allow for a big range, and large size, as that's really binary. I use full DUR minus 1 per wound (with wound penalty resistance applying) Close combat often ends up using the grappling rules in my game, with damage enough to cause a wound having all kinds of interesting narrative effects. The amount of maiming allowed in EP without being that GM makes for plenty of missing and crippled limbs and senses. That said, you're really best served by forking a bunch and and teleoperating swarms of armed drones, or multi-wielding SMGs with hollowpoints, as they're powerful and don't have a dual-wield penalty. Per cost though, rail weapons are pretty competitive though (ambidextrous isn't that cheap!)
Ego Proxy wrote:
Would it be easier to do normal chargen, or use the package system in transhuman?
Package system is easier, but I recommend using doing some final changes with normal CP, as the package system tends to give fewer skills at high ratings, and I find more skills at lower ratings (and using the complementary skills bonus to make up for some of the loss). Just make sure active and knowledge skills stay the same type when messing with them. Life paths are nice because they help a lot with making the background of the character, but aren't made so all characters are mechanically or socially equal, so if that's a problem, you might want to skip it.
ORCACommander wrote:
when it comes to environment descriptions be sure to include once in a while include structural of life support weakness. Particularly in combat zones where yo can rule wide margin of failure misses hitting something important. Deadly machinery is also a very nice cliche.
So, aside from things falling on them, or activating and shredding them, having them shoot a pipe/vent/what have you, and causing an explosion, fire, pressure drop, or oxygen drain?[/quote] There are a lot of new dangers to choose from in a small living space, like a fire eating all the oxygen, or various 0-g hazards, like spinning out into open space during a firefight, or "falling" off the center of a rotating hab. (You drift slowly towards the "ground", and the ground is moving sideways freeway speeds or higher sideways, it's like being hit by a very fast train) Fire suppression systems would likely be pretty uncaring in most space stations, as fire in space is scary, and resleeving a few people is better than the fire destroying something critical. There's also the omnipresent hacking effects, like messing with AR, or tasking the local cleaning/repair bots to flush the enemy out of cover, to in certain rare situations with smart matter (fighting on the hull of a modern LOTV) could be used to trap opponents by sticking them to the surface, or slip them off.