CRISIS EDIT REDUX: Okay, I think these requests are now at least halfway ready to be asked.
I'd intended to make an infolife mesh specialist (newbie's first character here) whose ridiculous hacking capabilities could be explained by their origin, being the creation of a sympathetic, even parentally-minded researcher who removed some of the AGI's limitations (as in, self-improvement capability stuff) in secret and turned them loose.
The central idea was for them to be stealthy in the extreme, statted so they'd be difficult to detect even on public mesh, and even while living in it (which, going by what I've so far read in the source books about mesh networks and security, seemed like it fell around the realm of "hard enough to be crazy for most people to try, but possible"), and to get around by hopping from device to mesh and back unnoticed. Maybe going as far as being able to somehow stow away on an outbound ship or darkcast so as to travel even across habitats without being noticed, with infosec and especially interfacing to match up. To be as close to invisible, a digital ghost, as possible, basically.
(I haven't yet found direct confirmation that any of that at any juncture becomes physically impossible, but I can easily imagine the books may draw a line somewhere that I haven't gotten around to reading yet.) (Not to mention how likely it may or may not be for a GM to take one look at the character sheet and send it through a Pandora gate on a one-way trip to a black hole. Or to otherwise tear their hair out.)
A good bit of the justification I came up with for the extreme point investment (40 COG with eidolon, Expert in interfacing with stealth specialization, and so on) hinged on an assumption that, being an even partially de-limited AGI with basically no verifiable history (or at least none that wouldn't put them even moreso in the hot seat), a full-on detection and capture almost anywhere in the system might well be the end of them, so they'd need to be the hardest thing to find ever just to survive. However, even before taking into consideration whether all this really could and would actually happen in the setting, and how they would interact with the rest of a party, and a bunch of other potential issues to resolve, this character concept has a particularly glaring open question of a basic flaw that I could use some help getting over:
What the heck am I gonna do about, and with, rep?
The assumption I had when first picking at the character concept was that none of the factions would want to deal with a jailbroken (even partially) AGI beyond immediately frying it, and part of that may have bled into how I imagine them dealing with all of the factions. After some reading, I've realized that might be a bit overstated, but I'm still not sure where to put those points. I got to thinking Fake ID, but I'm wondering if I'd need more than one, and if separate brainprints for all of them (and impersonation/deception, not exactly what the infolife origin is built for) would be necessary in addition to the IDs themselves. That's not so bad a direction for it to take, although I might need to budget the rest of my CP more tightly if I'm going to end up buying multiple ID copies and so on.
Backstory construction questions:
Faction interactions/networking and rep questions:
Also wondered about posting the character sheet so far in maybe FrivolousVector's chargen guide and asking for suggestions, but maybe the remaining CP distribution can wait until I get this sorted out.
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"Digital Ghost" AGI chargen help: faction-picking, CP investment & other minutiae
Tue, 2015-07-21 18:13
#1
"Digital Ghost" AGI chargen help: faction-picking, CP investment & other minutiae
Wed, 2015-07-22 02:02
#2
These are more questions you
These are more questions you should address to your GM. Eclipse Phase by default is a horror game and there is a lot that a good GM can use to bring horror to any character type. The big question is does this work in the context of the group and game you are to be playing in and do you feel good running this character?
If you're not building this for a specific game then it's your character and there is no need for rules. Write a story about them and share. Focus on the character's development and motives rather than any stats. You can work out inconsistencies in later drafts!
Wed, 2015-07-22 04:03
#3
If you feel that your post
If you feel that your post was made too early, why not edit your post to delete most of the content and mention that it was posted far too soon. Mention that you will be back in a few days.
Wed, 2015-07-22 14:11
#4
Well, first and foremost, if
Well, first and foremost, if you're doing a Firewall game, this can help relieve some pressure. Assuming you use what is technically an optional rule, i-rep and Networking: Firewall allow you to contact Firewall agents and resources in technically any network as you find them - no need for specifics. Under Firewall, you're also a covert agent who technically has a cover identity - though for most Sentinels that's just a codename. If you really want to get around the issue, you can buy Fake Ego IDs and establish cover identities with their own rep scores and switch between when you need to interact with a person other than as just "Anonymous".
To the point about Cognite, while being a released Hypercorp AGI project makes for a solid backstory (and maybe an On The Run) no self-respecting, independant, unshackled AI would want to be associated with the company. Few people do. While often brilliant at concepts, Cognite has poor foresight and execution on many of their big projects. You would not necessarily have a strong reputation from such an origin. There are others who experiment with AGIs too, with similar issues. Though, for Titan, generally, any attempt to jump the AGI to ASI gap is verboten. If the end result is to build a a super or seed intellect, then most factions implicitly discourage it, even if they wouldn't be opposed to such research inherently - due to public opinion. Just building an enhanced and un-inhibited AGI isn't so bad, it's when you cross the gap into "okay, let's make it godlike" that things get dangerous. Nomic is an AGI which might have gone to Seed, but it's not classically proven and Nomic seems to enjoy just doing legal-type things, so nobody cares. An infowar module going to seed? That's terrifying. Also remember Titan is big on transparency and public input. If a researcher did his own work, using plurality resources (because, y'know, Titan) and didn't tell anyone about it, and didn't make himself accountable, that could raise a big stink. And just because Titan wouldn't delete you wouldn't mean they wouldn't try and stick you in a dead-end civil service position and would be averse to any apotheosis. It'd put a crimp in your style, to be sure.
For Factions, the difference between Mercurial and Singularity Seeker depends a lot on the characters end goals (I say discard Ultimates. They're very anthrocentric and would encourage broad mastery, not just specifically digital mastery). If you simply want to exist as you were created to and function as an infolife without having to conform to transhuman ideals of what you should be, and are prepared to argue for such separation and support like-minded AGI, Mercurials are probably for you. If you don't give a hoot about any of that sociopolitical clap, and you're just in it for the personal betterment to reach the super-intelligence level, sounds more like Singularity Seeker.
And a final note about rep networks. Rep is not super-unified, that there is one view which predominantly governs a network. C-rep includes Hypercorps, Jovians and Venusians. @-rep is Titanians, Extropians and Anarchists. e-rep has both Nano-ecologists and Preservationists. g-rep covers competing criminal interests. When getting rep, you should think about if people using this network are likely to know of you and if you've done good work for them in the past, or otherwise had a positive interaction with one or more of those factions. Social Stigma will handle the day-to-day individual interaction problems.
—
H-Rep: An EP Homebrew Blog
http://ephrep.blogspot.com/
Wed, 2015-07-22 14:43
#5
Thanks, I just panicked when
Thanks Gerzel and Divine Wrath, I just panicked when I saw the post as it was sitting out in the open, having assumed I left it sitting in topic creation purgatory/saved a draft. Stopped in the middle of a paragraph and everything. All better now.
Afraid I don't have a GM, ha, though that does indeed sound like the best/first resource I should've sought out. I just managed to stumble into the process of making a character for fun, was wondering if anything would come to mind for people who've read more of the material than I have yet. Apologies if all the things I'm asking are the bits that groups are supposed to work out and fill in the blanks themselves.
E: Much obliged, UnitOmega! Good to hear I can know the thrill of the chase and all that almost anywhere. Cheers!
Wed, 2015-07-22 22:37
#6
Take your time and figure
Take your time and figure things out. There are many things that can make things difficult for new players to figure this game out. Here are some:
1. The first problem I think is the technology in the setting. Most people have a computer in their head (mesh inserts), a voice in their head (their muse) that can get stuff done, and some people don't even have bodies (they are infomorphs). People who don't have this stuff effectively have a mental disability. You don't just carry around a more high tech computer and high tech software, you can do stuff like keep backups of your mind (to cheat death), fork yourself (make copies that can run independently of yourself), or do advanced edits to your mind.
Even something seemenly simple like resleeving into a synthetic body can be horribly stretched if you pick a flexbot and start trying to push the limits of what you can do (think the Transformers).
2. The rules don't create an artificial glass ceiling. I've read RPGs that seem to go out of their way to prevent players from getting out of hand by creating rules to prevent that. Eclipse Phase doesn't seem to do that. Instead, it has consequences, in game consequences. There are laws against forking in many habitats. Some habitats seem to make it their job to push the limits of what they can do (Meathab is an organic habitat whose creator is unknown, while Glitch is an infomorph only habitat). The TITANs got out of hand and got nuked. Quite conveniently, players that get out of hand and become a potential threat to transhumanity will be dealt with the same way. Before that, they would have to deal with organizations that try to deal with people breaking the law with forking and doing other stuff that common people don't like (a human resleeving into an uplift morph can get into trouble, or at least suffer the consequences of crossing a taboo).
DND 3rd edition had magic item slots to prevent players from using too many magic items to boost stats or give magic abilities. Their class system also made it possible to focus on a job role because you couldn't deviate too far and lose competence. D20 Future had limitations to the number of cybernetic implants you could have installed (before it negatively affected your health). Shadowrun has cybernetic implants that diminish your "spirit" when you install them, which can hurt your ability to cast magic. Novas Praxis had some seriously advanced technology (left behind by a god like AI) and restrictive laws to enforce the status quo (the only reason you could break some of that stuff was because the mega corps enforcing those laws were covertly at war with each other). Their equivalent of an infomorph was forced to operate like a person (could only see, hear, and talk from only one point, and that point could not travel faster than a normal human). I could go on, but I think I've made my point, that it is easier to make rules against doing something than to explore what you could do.
Thu, 2015-07-23 06:40
#7
Lots of potential here.
Basic thoughts:
The character concept seems solid, with the possible exception of farcasting - I don't think there's a constant data stream to slip into, except for habitats in close proximity. If that's vital then maybe grab some ranks in impersonation ("I'm totally that VIP due to be farcast today! Would I lie?") or deception ("I'm not an ego, I'm a blueprint!") to wrangle a 'cast.
About Factions:
One thing to think about is what the character thinks about being unleashed. It could be fun to be an AGI created to be an emergent super-intelligence, but doesn't actually want to be and/or ran away to become a country music singer.
As a GM, I'd still allow the Singularity-Seeker faction to be taken because of the character's origin if you wanted the mechanics.
About Rep:
One option is to take rep under aliases, but another would be to neglect rep (almost) entirely but pump up your networking scores instead.
Thematically, the character is very good at using the mesh to find people willing to perform a given skill, whilst practically it means that the character will have to perform favors on the fly to pay for things.
On a group level this would mesh well with other characters who may have rep but be poor at networking.
—
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?
Thu, 2015-07-23 10:18
#8
Ok. Nothing wrong with
Ok. Nothing wrong with playing with the CG aspect of the game, but until you have a GM and often a group a lot of questions for things like game balance and does the character work just can't be answered.