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Right at Home trait

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jackgraham jackgraham's picture
Right at Home trait
So what do you guys think about this trait? It was written when we had something like 20+ morphs in the game, rather than the 100+ we have now. Should it get an overhaul to allow more than one morph given the huge variety of morphs now out there? Or is it still worth the points?
J A C K   G R A H A M :: Hooray for Earth!   http://eclipsephase.com :: twitter @jackgraham @faketsr :: Google+Jack Graham
GreyBrother GreyBrother's picture
Hmmm, the only thing that
Hmmm, the only thing that comes to my mind is the inclusion of a "morph family" categories. There's a lot of morphs that are kinda similar, ie combat morphs, stealth morphs etc. Or by location, say, someone who grew up on Mars just has no problems going through the motions for a martian morph. Maybe something with that. It would add another layer of complexity though. Does that make sense? It's 1AM for me.
Decimator Decimator's picture
Expanding it to some class of
Expanding it to some class of morph might be a good idea. As it is, the only ones it's particularly useful for are the really low-end morphs you can get anywhere, and eidolons, since you can bring those with you. Could also drop its CP price; maybe it's only worth five points now. Personally, I've recently statted up a reinstantiated with neural damage who has a som score of zero. Pretty much restricts him to his "Right at home" infomorph.
DivineWrath DivineWrath's picture
I have asked myself this many
I have asked myself this many times. How does it work on flexbots? There are a dozen models in the Transhuman book. Likewise, they are supposed to combine together and you are supposed to make tests to avoid penalties (much like you do when you sleeve). How about getting traits to become more "native" for certain morph types. Maybe I'm a human who doesn't like stinky disgusting meetbag morphs. Maybe I prefer synthetic bodies that don't have to worry about such details. What if I went digital and never wanted to go back. In the real world, I might be a member of the clanking masses and would have to pay a premium for any luxury, but as an infomorph I could always plug into different worlds and maybe be a king in my own simulation. What if I wanted to be a squid or an alien? The weirder the better! Is there a point where being normal is somehow painfully boring? What I'm looking for is something that could reduce penalties for morph types. Flexbots are considered exotic, so they apply a -30 modifier. Could I get a trait to reduce it to -20, -10, or even 0? Maybe each step should 5 cp. As it stands now, with the variety of morphs, you are better off picking the trait for a synthmorph that you carry the blueprints for. That way you could try to have it printed if the option is available. Hope that the hab doesn't hate your choice. Or pick one for an Eidolon and carry blueprints for a portable server or a bot with sock puppet and ghost rider module. Not many people will worry much what you do in a server with wheels.
Chernoborg Chernoborg's picture
For a while now I've been
For a while now I've been toying with the idea of something like a morph color wheel. Taking various broad characteristics (body plan, neural architecture, physiology...) and use it to determine alienation or stress. So anthropoform morphs would be on one side and swarmanoids on the other. The same would hold true for biomorphs and synthmorphs or single structure versus distributed intelligence processors. It isn't anything I'd moved forward on, just played around with on occasion. Might be useful for determining which morphs Right At Home works with?
Current Status: Highly Distracted building Gatecrashing systems in Universe Sandbox!
Kojak Kojak's picture
jackgraham wrote:Should it
jackgraham wrote:
Should it get an overhaul to allow more than one morph given the huge variety of morphs now out there?
Yes.
"I wonder if in some weird Freudian way, Kojak was sucking on his own head." - Steve Webster on Kojak's lollipop
jKaiser jKaiser's picture
Perhaps shift it to morphs
Perhaps shift it to morphs with specific traits (not necessarily meaning the in-game definition of traits, mind) or within a specific spectrum of features. The player can define a specific criteria (Physical sex, number of limbs, additional senses, etc.) that they've become accustomed to having and helps them slide into a new morph. Much like how, if you get an all new computer, having the same OS or keyboard model that you've gotten used to makes it easier to get up to speed there. Actually, talking about this with one of my players, he reminded me of an neo-octopus character he had in one of our games and a throwaway line where she felt more naturally comfortable in the Q-morphs on the surface than in even the high-end Exalt she'd bought, simply because it was closer to what she was used to with arrangement and number of limbs. I could see another character who's used to having a T-Ray implant feeling relief upon regaining that sense in a new morph after some time without it, and that easing the acclimation. It should be something pretty fundamental, of course. A major physical upgrade or bioware (prehensile feet, tail) or maybe even a stat range.
ThatWhichNeverWas ThatWhichNeverWas's picture
Can Haz Thoughts.
Would it make sense to link Right At Home to Morph CP costs? I'm thinking either have the trait apply to X CP's worth of morphs - for example, if X is 100 then the trait could apply to just the Reaper, or Bouncers and Remade, or whatever - or have the cost of the trait dependent on the morph's CP cost, so RaH for a Splicer may be 2CP, furies would be 15CP and Nautiloid's would be 31CP.
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?
MAD Crab MAD Crab's picture
I can't say I'm super
I can't say I'm super concerned about the trait, but I do like jKaiser's idea. My crab was always very annoyed about going into morphs with only four limbs, and I'd definitely have given him 'right at home' for morphs with extra legs.
DivineWrath DivineWrath's picture
ThatWhichNeverWas wrote:Would
ThatWhichNeverWas wrote:
Would it make sense to link Right At Home to Morph CP costs? I'm thinking either have the trait apply to X CP's worth of morphs - for example, if X is 100 then the trait could apply to just the Reaper, or Bouncers and Remade, or whatever - or have the cost of the trait dependent on the morph's CP cost, so RaH for a Splicer may be 2CP, furies would be 15CP and Nautiloid's would be 31CP.
I don't think this is a good idea. The lore says that the physical attributes affects integration (learning how to physical live inside a new morph), and alienation affects how one copes with the psychological impact of being in a different body and how it affects their identity. Some morphs are considered exotic just because of how different they are from a baseline human, or even to other exotic morphs (like octopus to swarmaniod). In this respect, the price tag of morphs is a poor measurement of how these factors impacts your character. 2 examples of this can be seen with exotic morphs from the core rulebook, the flexbot and the swarmanoid. They are not that expensive and have similar prices (20 cp and 25 cp respectively), but they couldn't be much more different from each other. They are are very different in terms of physical abilities and mental architecture. A flexbot is a morph that takes robotics to an extreme by having the ability to transform into different shapes and can combine with other flexbots into a big gestalt form. A swarmanoid takes robotics to the extreme in a different direction by allowing a transhuman mind spread across a few hundred small physically disconnected robots that can communicate wirelessly. The swarmaniod has every bot in the swarm function as eyes, ears, and possibly a small pair of hands. In fact, it loses the ability to do many physical tasks on the macro scale because small insect robots find it difficult to move kilograms of mass, let alone move it over a unit of distance that would be useful for a normal human. Try squaring that with a universal resleeving trait.
ShadowRay ShadowRay's picture
Meaby it could work by
Meaby it could work by describing the morph: gender: male, female, neither number of limbs: 0, 4, 5 (tail), 6, 8+ type: biomorph, synthmorph, pod form: humanoid, flexbot, swarmnoid etc Then you choose 1 thing from every category and the trait works for all morphs that share those properties. However humanoid, biomorph, 4 limbs would give us almost all biomorphs, so it would make is too good for it's cost. Some more properties are needed.
Rehab Rehab's picture
Something to ponder. Eclipse Phase!
DivineWrath wrote:
ThatWhichNeverWas wrote:
Would it make sense to link Right At Home to Morph CP costs? I'm thinking either have the trait apply to X CP's worth of morphs - for example, if X is 100 then the trait could apply to just the Reaper, or Bouncers and Remade, or whatever - or have the cost of the trait dependent on the morph's CP cost, so RaH for a Splicer may be 2CP, furies would be 15CP and Nautiloid's would be 31CP.
I don't think this is a good idea. The lore says that the physical attributes affects integration (learning how to physical live inside a new morph), and alienation affects how one copes with the psychological impact of being in a different body and how it affects their identity. Some morphs are considered exotic just because of how different they are from a baseline human, or even to other exotic morphs (like octopus to swarmaniod). In this respect, the price tag of morphs is a poor measurement of how these factors impacts your character. 2 examples of this can be seen with exotic morphs from the core rulebook, the flexbot and the swarmanoid. They are not that expensive and have similar prices (20 cp and 25 cp respectively), but they couldn't be much more different from each other. They are are very different in terms of physical abilities and mental architecture. A flexbot is a morph that takes robotics to an extreme by having the ability to transform into different shapes and can combine with other flexbots into a big gestalt form. A swarmanoid takes robotics to the extreme in a different direction by allowing a transhuman mind spread across a few hundred small physically disconnected robots that can communicate wirelessly. The swarmaniod has every bot in the swarm function as eyes, ears, and possibly a small pair of hands. In fact, it loses the ability to do many physical tasks on the macro scale because small insect robots find it difficult to move kilograms of mass, let alone move it over a unit of distance that would be useful for a normal human. Try squaring that with a universal resleeving trait.
I agree that it's important to be sure to give the psychosomatic effects of getting used to and adjusting to a given morph (as well as the alienation experienced when being put into a new one) appropriate weight in both the writing and systems of EP (presuming that's at least part of what you're saying). When I started making this post, I was going to say that at the same time, I wasn't sure if I understood how that connects to morph price poorly, but then I realized "oh yeah, olympians and mentons and furies cost substantially more than standard swarmanoids or flexbots." ...And now I wish I had something more to add at this juncture than "that sure is something to ponder, innit."
DivineWrath DivineWrath's picture
Rehab wrote:I agree that it's
Rehab wrote:
I agree that it's important to be sure to give the psychosomatic effects of getting used to and adjusting to a given morph (as well as the alienation experienced when being put into a new one) appropriate weight in both the writing and systems of EP (presuming that's at least part of what you're saying). When I started making this post, I was going to say that at the same time, I wasn't sure if I understood how that connects to morph price poorly, but then I realized "oh yeah, olympians and mentons and furies cost substantially more than standard swarmanoids or flexbots." ...And now I wish I had something more to add at this juncture than "that sure is something to ponder, innit."
Heh. You know you did a good job arguing a point when all someone can say to that is "that sure is something to ponder". It was tricky to argue it at first. I tried to point out that flexbots could combine to smash through an obstacle while a swarmanoid could find a tiny hole to send its bots through. I tried to figure out more examples but it became clear that comparing the 2 that they have asynchronous abilities. I'm not even sure I said that right. To say it another way, I tried to get examples of problems that both flexbots and swarmanoids could solve in their own ways, but then to find out that one might not have a good solution to those problems. Like I said earlier, a swarmanoid would have trouble doing stuff on the macro scale like moving kilograms of mass. A swarmanoid is a morph that border lines to having no physical body. Even damage is handled differently. Yet they still have a physical presence. If you wanted something to add, I could quickly point out that where things first get exotic for those morphs (flexbots and swarmanoids) is when you start adding Modular Design, Shape Adjusting, and Swarm Composition to them. I might do a follow up tomorrow or something if no one else has.
jKaiser jKaiser's picture
Given the in-universe
Given the in-universe disaparity between different flexbots from different manufacturers, I don't think a trait like this really makes sense for synthmorphs in general, since they're going to vary in both physical design and software architecture vastly more than any biomorph. But I could see this being a neutral trait for broad categories of morphs (i.e. humanoid biomorphs, octopedal morphs, morphs with a SOM advantage) that gives a bonus for integration with morphs fitting that criteria while giving a penalty toward those who don't, reflecting some deep familiarity with that trait.
Trappedinwikipedia Trappedinwikipedia's picture
I think leaving it alone and
I think leaving it alone and making it 5 CP would be enough. There are a lot of morphs now, but a lot of those are pretty niche, some are unlikely to appear at all except in certain locations. Other options seem really complicated.
Maudova Maudova's picture
Right At Home and Adaptability
If we are examining traits for resleaving we might as well examine both Adaptability and Right At Home. Adaptability give +10 to Integration and Alienation tests per level and costs 10 cp per level. Right At Home costs 10 cp per morph auto passing both tests. I would suggest that they both are changed with divisions based on the 4 morph categories ( Biomorphs, Pods, Synthmorphs, Infomorph/Eidelon). With Adaptability costing 5 cp per +10 and is set for a morph category with Right At Home being the 20 CP trait cost. So level 1 (5 CP), Level 2 (10 CP), Level 3 (15 CP), Right At Home (20 CP). In print it would look something like this: Adaptability Cost: 5 (Level 1), 10 (Level 2), 15 (Level 3), 20 (Right At Home) CP. When the trait is purchased the player picks one morph category (Biomorph, Pod, Synthmorph, and Infomorph/Eidolon) that resleeving is a breeze for this character. They adjust to new morphs much more quickly than most other people. Apply a +10 modifier per level for Integration Tests (p. 271) and Alienation Tests (p. 272). For 20 CP the character no longer suffers any difficulty resleaving into their chosen morph. When resleeving into this type of morph, the character automatically adjusts to the new body, no Integration or Alienation Test needed, suffering no penalties and no mental stress. Above Text Cited/adapted from Pages 145 and 147 from Eclipse Phase Core 4th Printing.
~Alpha Fork Initialized. P.S. I often post from my phone as I travel extensively for work. Please forgive typos and grammar issues.
MrWigggles MrWigggles's picture
That, I think is the most
That, I think is the most optimal change for the 'Right At Home' perk. Going through the thread and trying to categorize the morphs into families or other finer resolution groups, would seem to be a headache, and too many edge cases. Or we'd have multiple morphs that fall into multiple categories and that would add to this complex proposal. But those four categories are probably the best we're ever gonna get with morph grouping.
slickMundane slickMundane's picture
This could also include a
This could also include a negative for sleeving into morphs outside of their group, perhaps Cost: 0 (Level 1), -5 (Level 2), -10 (Level 3), -15 (Right at Home)
DivineWrath DivineWrath's picture
Taxanomy of morphs. I've been
Taxanomy of morphs. I've been giving some thought on that. Let me show you a list that I've been working on. First off, there are many morphs that can be defined as resembling a certain species. -Humans. Most biomorphs are like this. Many synthmorphs too. They are humanoid in shape and form. -Hominids. These are uplifts of the ape family. -Neo-avian. Uplift birds. -Octomorphs. Uplift octopuses. -Etc. One for each major uplift species. Have I lost you yet? I hope not. The next bit is a bit might be more difficult. -Vehicles and robots. For any morph that is clearly more on the machine end of the spectrum that a substitute biomorph. In many ways, they are morphs that reject the taxanomy shown above in favor of trying maximize what you can get with synthetic bodies. The thing that prevents them from simply being vehicles or robots is that they are built to house transhuman egos. A Reaper, Fenrir, Rover, and Nautaloid might fall in this category. Any vehicle or robot that has a cyberbrain installed could count as well, though many robots have a human like shape so they might be disqualified on those grounds. -Modular Design. A robotic augment that challenges the standard of how physical morphs works. With it, you can change your body's mass and functions (and to an extent shape) without resleeving. You just need modules to attach to your morph and upgrade your design. Flexbots are an obvious example. -Shape Adjusting. This can also change the shape of your morph. Unlike modular design, if the system you want is mechanical in nature, you could try to shape the device using all that a single morph with this augment has. Obvious things you can do is to shape a new mobility system or extrude a new limb. That is hardly the limit of what they can do. The challenge for most new users is knowing even half the things they can do with this augment. Example morphs include flexbots and reapers. -Swarm Composition. The morph isn't a single body so much as it is a collection of small robots that are mesh commed together so they can function as a unit and run transhuman egos. Being a collection of small robots, they find it difficult to do things on a macro scale. In many ways, they push the limits of not having a physical body while still having a physical presence and being able to do physical things. The swarmanoid is an obvious example. -Infomorph. Total absence of a physical body or presence. The only thing they need is processing space. They can get that here, there, on the other side of the habitat, etc. It doesn't really matter where, so long as it exists and they are able to use it. They can get there as fast as the bandwidth allows. If QE comms were better, they could show up on any exoworld in an instant. Security might matter when traveling the mesh, but that is a different subject. The only real presence they must have is the unavoidable fact that the systems they run on are physical objects. The situation of presence can be further complicated if one of them decided to fork... This second list mostly covers what effects that a number of robotic augments can do. Modular design, shape adjusting, swarm composition are all augments that by themselves really changes how a morph works. Infomorphs are obvious different since they lack physical bodies. The vehicle and robot group is for those morphs that don't conform the standard shapes that biomorphs have. I'm pretty sure they'll have subgroups, as I'm pretty sure that a tank and a jet fighter would work very differently. I also don't claim that this cover everything. For instance, I didn't mention anything about pods. In many ways, pods don't matter. They aren't listed as a thing that gives bonuses or penalties on resleeving modifier table. I'm pretty sure that I will need help to flesh things out. There are many possible subgroups that I'm still hymning and humming about being sufficiently distinct as being unique from another similar group.
ThatWhichNeverWas ThatWhichNeverWas's picture
Right at Home: Synth is surprisingly handy.
I like Maudova's version a lot, but I wouldn't put in a penalty to other morph types as a default. If necessary, that can exist as a separate negative trait.
DivineWrath wrote:
I don't think this is a good idea. The lore says that the physical attributes affects integration (learning how to physical live inside a new morph), and alienation affects how one copes with the psychological impact of being in a different body and how it affects their identity. Some morphs are considered exotic just because of how different they are from a baseline human, or even to other exotic morphs (like octopus to swarmaniod). In this respect, the price tag of morphs is a poor measurement of how these factors impacts your character. 2 examples of this can be seen with exotic morphs from the core rulebook, the flexbot and the swarmanoid. They are not that expensive and have similar prices (20 cp and 25 cp respectively), but they couldn't be much more different from each other. >Snip< Try squaring that with a universal resleeving trait.
I'm not entirely sure I understand. A universal resleeving trait would represent the ego's ability to cope with new inputs/capabilities, essentially being the flexibility of the ego's physical sense of self, but I wasn't talking about a universal trait per se, rather that either one trait would represent experience with multiple distinct morphs, or that the RaH trait would remain as is but with a cost determined by the complexity of the morph (a swarminoid may have multiple bodies, but a fury/olympian/remade has more organs and internal processes to manage). Ideally I'd like to see each morph get a modifier to resleeving rolls (and possibly Right at Home cost) as traits under their individual descriptions, but that's out of bounds for the current discussion.
jKaiser wrote:
Given the in-universe disaparity between different flexbots from different manufacturers, I don't think a trait like this really makes sense for synthmorphs in general, since they're going to vary in both physical design and software architecture vastly more than any biomorph.
In my headcannon it's the exact opposite; the mindstate emulator for a given line is the “only” thing that stays largely constant between product lines – it's essentially what defines a given synthmorph's "type".
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?
DarckChild DarckChild's picture
Nope I wouldn't change it at all.
Based on the setting, from my point of view, that not many transhumans willhave the chance to change morphs all that often. The Adaptability Trait gives bonuses for those that resleeve often. As does Phoenix for those that reseleve from dying often. Not to mention the INTEGRATION AND ALIENATION MODIFIERS from p.272 of the core rules. Specifically: Familiar; character has used this exact morph extensively in the past +30 Clone of prior morph +20 Character’s original morph type (what they were raised with) +20 Character has previously used this type of morph +10 Based on the existing rules I don't see a reason to modify Right At Home at all
Inspiration from: Know Evil Identity Crisis
DivineWrath DivineWrath's picture
Re: Right at Home trait
@ ThatWhichNeverWas Maybe I misread your early post. It sounded like you were suggesting that you should get a trait that would allow you to resleeve into to any morph that had cp cost equal to or lower than the rating of the trait. If you had the trait for 100 cp morphs, you could resleeve into any morph 100 cp or less, whether that be a reaper, flexbot, bouncer, case, workerpod, or flat. Non the less, I think my argument stands. Price is a terrible mechanism for determining how difficult or easy it is to sleeve in a morph. As I mentioned before, many exotic morphs can be picked up for cheap, while many human like morphs can be expensive. @ DarckChild That table on p. 272 of the core rulebook could use an update. Even if it does not, there are some limitations to some of the stuff. -Familiar; character has used this exact morph extensively in the past +30 Exact morph, not similar morph, but the exact one. Exact down to the very last scratch mark and minor production defects. If this morph gets killed or destroyed, you lose this advantage. You will have to use a new one quite a lot to get this advantage again. It might take years to get this advantage again. -Clone of prior morph +20 Is it a clone of the morph you just died in? Or is it for a clone of any morph you have used in the past? Cloning morphs don't happen quickly in this setting. If you get a +20 modifier, would that bonus apply if you resleeved as something else for half a day before returning to your clone? What about synthmorphs? Can you produce a morph similar enough to a prior morph to get this bonus? -Character’s original morph type (what they were raised with) +20 What if that morph was a flat or case? Many people will leave those morphs never wanting to go back. Are they throwing away a resleeving bonus? -Character has previously used this type of morph +10 ...Ok, I don't have much a of a problem with this one.
Maudova Maudova's picture
RE: Universal Resleeving Trait & Manufacturers etc.
ThatWhichNeverWas wrote:
I like Maudova's version a lot, but I wouldn't put in a penalty to other morph types as a default. If necessary, that can exist as a separate negative trait.
DivineWrath wrote:
I don't think this is a good idea. The lore says that the physical attributes affects integration (learning how to physical live inside a new morph), and alienation affects how one copes with the psychological impact of being in a different body and how it affects their identity. Some morphs are considered exotic just because of how different they are from a baseline human, or even to other exotic morphs (like octopus to swarmaniod). In this respect, the price tag of morphs is a poor measurement of how these factors impacts your character. 2 examples of this can be seen with exotic morphs from the core rulebook, the flexbot and the swarmanoid. They are not that expensive and have similar prices (20 cp and 25 cp respectively), but they couldn't be much more different from each other. >Snip< Try squaring that with a universal resleeving trait.
I'm not entirely sure I understand. A universal resleeving trait would represent the ego's ability to cope with new inputs/capabilities, essentially being the flexibility of the ego's physical sense of self, but I wasn't talking about a universal trait per se, rather that either one trait would represent experience with multiple distinct morphs, or that the RaH trait would remain as is but with a cost determined by the complexity of the morph (a swarminoid may have multiple bodies, but a fury/olympian/remade has more organs and internal processes to manage). Ideally I'd like to see each morph get a modifier to resleeving rolls (and possibly Right at Home cost) as traits under their individual descriptions, but that's out of bounds for the current discussion.
jKaiser wrote:
Given the in-universe disparity [sic] between different flexbots from different manufacturers, I don't think a trait like this really makes sense for synthmorphs in general, since they're going to vary in both physical design and software architecture vastly more than any biomorph.
In my headcannon it's the exact opposite; the mindstate emulator for a given line is the “only” thing that stays largely constant between product lines – it's essentially what defines a given synthmorph's "type".
RE: Universal Resleeving Trait & Manufacturers - What makes me think of the morph groups, per my above post (Bio, Pod, Sync, & Info), as the best mechanical representation to make it a canonically accurate trait was this passage in the Core book Page 271: Luckily, transhuman minds are adaptive things, and this process is aided by the application of mental “patches” during the resleeving process that give the character a bit of a boost for using their new body. What I read from this and what I am suggesting now, is that it is the mind states needed to inhabit the morph group (defined above) that takes getting used to, not the individual morph types (Regardless of manufacturer). It's the patches that allow the individual to adapt a morphs specific functions (Augments, Mobility, Sensory input, limbs, subsystems etc.) and the ego's flexibility (as represented by the SOM & INT attributes) to psychosomatically adapt to any new body.
~Alpha Fork Initialized. P.S. I often post from my phone as I travel extensively for work. Please forgive typos and grammar issues.
Maudova Maudova's picture
Mechanical Varient Thoughts
Now if we wanted to go based of morph cost I could see the total cost of the Right At Home trait being 10% (rounding up) of the CP cost of the morph as well, making it a variable cost trait. I would be comfortable with this either as a standalone trait or a modification to my suggested alteration to the Adaptability Trait. Saying that once you purchase the 3rd level of Adaptability you may pay 10% of the morphs base CP cost (rounding up) to Gain the Effect of Right at home for one specific morph within a morph group. Does this make sense?
~Alpha Fork Initialized. P.S. I often post from my phone as I travel extensively for work. Please forgive typos and grammar issues.
DivineWrath DivineWrath's picture
I decided to take step back
I decided to take step back and look from a meta view of what exactly we are trying to fix. What the right at home trait addresses is the resleeving rules. The reason for the trait is to avoid the bad results when resleeving. What are the bad results? The worst results are that you suffer -30 to all physical actions because you sleeved so badly (and won't go away until you resleeve), and you suffer 2 stress points per 10 points of margin of failure. The next worse results -10 mod to all actions for at least 5 days, and you suffer 1 stress point per MoF. So people who buy the right at home trait are looking to avoid those problems. The ability to avoid stress and avoid penalties to their actions. In extreme cases, avoid the need to have to resleeve (not mandatory, but large penalties that won't quickly leave can be enough to get some to resleeve). Many people will buy the trait even if it means losing out on the good results if you roll well, like free temporary moxie and stress points healed. To improve the results on these tests, you could do a few things to your character. First you could spend 10 cp to buy the right at home trait for a specific morph so you can avoid needing to make any tests and adjust automatically to that kind of morph. Second, you could buy the adaptability trait, getting +10 or +20 modifier. It costs 10 cp for a +10 modifier, so you are spending 1 cp for every +1 modifier you get. Thirdly, you could spend 10 cp to raise either your SOM or you INT by 1, thus improving your target number for either Integration or Alienation by 3 points (very inefficient point wise compared to the other options if that was your only goal). If you look at the modifiers on the table, there are a few things you could do to get better results if you are willing to do some extra roleplaying. If you use the exact same morph a lot, or were raised in a morph of that type, you get significant modifiers in your favor (but I think it is difficult to control those details after character creation). The first time resleeving is not a likely circumstance to come up (most transhumans have resleeved at least once already). Avoid major changes when resleeving, like sleeving into a morph that has a different sex than your last one, avoid synthmorphs, heavily modified morphs, and try extra hard to avoid exotic morphs. Avoid them unless getting a morph with those traits is the whole point of resleeving. I'm skipping continuity. While it is related, it isn't affected by the right at home trait. Keep in mind that the average player might have 15 points evenly distributed among all aptitudes, so their target numbers will likely be 45. Some of those penalties like heavily modified morphs will reduce that number by 10, while more extreme ones like exotic morphs will reduce it by 30. You could very easily get numbers where you are very unlikely to succeed at resleeving. So why does resleeving matter? It is because the characters (Firewall characters) might resleeve once at the start of a mission to reach destination where they need to do work at. If their mission is information hunting, they might have to resleeve several times to reach different habs to follow a trail. Even if you are not playing a Firewall campaign, people still like to travel. They also might die, which is more likely for characters that see action or get into trouble. ---- I need a break... I'll be back later.
ShadowDragon8685 ShadowDragon8685's picture
The extreme variance
The extreme variance potential on Alienation & Integration tables, which ranged from "best morph ever" to "this wigs you the hell out, permanent super-penalty to everything," was just too much for me. [url=https://docs.google.com/document/d/1EWUWFN9We4HXdLW7bCPl_tcp2ayQ-bjawAut... rewrote the Integration and Alienation rules[/url] consequently, to make even the worst result - a crit-failure - something you will overcome in 15 hours. Even then, I find that my players prefer to spend MOX to upgrade their rolled results in all cases.
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DarckChild DarckChild's picture
Speaking of Moxie...
As mentioned above you can use a point of Moxie for a re-roll or even better to eliminate any modifiers/penalties for a roll.
Inspiration from: Know Evil Identity Crisis
DivineWrath DivineWrath's picture
Thanks for the feedback
Thanks for the feedback ShadowDragon. So even with your changes, most of your players still prefer to use MOX to get better results on their resleeving tests? Hmm... Do your players buy the right at home trait even with these adjustments? What about before these adjustments? Also, I hadn't considered using MOX on resleeving tests (I don't get to play as much as I like, so I skip stuff when I can). MOX would certainly improve things. Maybe spending a point of MOX should bump things so you don't need to do any rolls. Perhaps as though you had the right at home trait or something. Perhaps your character is so determined to adjust to the morph, that even a bad morph is quickly adapted to. Do your players spend 2 points of moxie on resleeving tests? One for integration and one for alienation? Do they spend 3 moxie if they need to test for continuity (such as after death or long range farcasting)? ---- Question. Should psychosurgery help with resleeving? Should there be other options to help resleeving?
DarckChild DarckChild's picture
Personally I would give bonuses for resleeving.
I could see a bonus from psychosurgery or even from the equipment or facility being used.
Inspiration from: Know Evil Identity Crisis
ShadowDragon8685 ShadowDragon8685's picture
DivineWrath wrote:Thanks for
DivineWrath wrote:
Thanks for the feedback ShadowDragon. So even with your changes, most of your players still prefer to use MOX to get better results on their resleeving tests? Hmm... Do your players buy the right at home trait even with these adjustments? What about before these adjustments?
No, they didn't. Frankly, Right at Home just costs too much; you can never be sure the morph you want to pick will be available at the destination, unless you pick something bog-generic and ubiquitous, like a splicer, bouncer, or pleasure pod, and you're never going to [b]want[/b] to sleeve into those, those are what you sleeve into when you have no alternatives. When heading back to their own normal morphs, they just roll and take advantage of the huge bonuses for sleeving into a morph they've used extensively in the past/grew up in.
Quote:
Also, I hadn't considered using MOX on resleeving tests (I don't get to play as much as I like, so I skip stuff when I can). MOX would certainly improve things. Maybe spending a point of MOX should bump things so you don't need to do any rolls. Perhaps as though you had the right at home trait or something. Perhaps your character is so determined to adjust to the morph, that even a bad morph is quickly adapted to.
In my games, we've been running it so you can spend a point of MOX to upgrade the result of any test one stage, as counted by the test in question. For Integration, that would be: Critical Failure -> Extreme (MoF 30+ Failure) -> Failure -> Success -> Extreme (MoS 30+) Success -> Critical Success. In practically all cases, my players have preferred to upgrade the roll with oxie.
Quote:
Do your players spend 2 points of moxie on resleeving tests? One for integration and one for alienation? Do they spend 3 moxie if they need to test for continuity (such as after death or long range farcasting)?
They usually don't spend the MOX on Alienation, as a few points of stress aren't a big deal, especially since they'll usually have several hours of acclimitizing-to-the-morph-time for their muses to make a credible destressing attempt anyway. So far, the only time Continuity has come up, it was a mixed bag WRT whether they spent on Continuity or not.
Quote:
Question. Should psychosurgery help with resleeving? Should there be other options to help resleeving?
I would say yes, having an experienced psychosurgeon monitoring the proceedure and patching on the fly should add a bonus to Integration.
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kindalas kindalas's picture
Jack
Jack why not make it a Level 1 2 3 trait So that for say 5cp it works for just one morph. Then for 10 it works for a class of morphs. (All neo hominid varients, or all Exalt types [exalt, menton, olympian, futura]) And for 15 it works for a type of morph. (So biomorph, synthmorph, elodon, flexbot, swarmanoid, etc)
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DivineWrath DivineWrath's picture
ShadowDragon8685 wrote:No,
ShadowDragon8685 wrote:
No, they didn't. Frankly, Right at Home just costs too much; you can never be sure the morph you want to pick will be available at the destination, unless you pick something bog-generic and ubiquitous, like a splicer, bouncer, or pleasure pod, and you're never going to [b]want[/b] to sleeve into those, those are what you sleeve into when you have no alternatives. When heading back to their own normal morphs, they just roll and take advantage of the huge bonuses for sleeving into a morph they've used extensively in the past/grew up in.
And it comes back to availability once again. You can either use the trait to pick a morph that is common enough to get some mileage (but it is far from your first choice), or you pick for a morph that you want (but is not likely to be available on most missions). When compared to that, no amount of mechanical analysis can easily get around that fact. Without a field advantage, one where you get plenty of power to choose your morph, this trait is not that useful. Chances are you will get the most mileage if you only worked in a specific location (like a habitat, so the availability of morphs didn't change) or a certain area (like mars) where the choice in morphs isn't going to be radically strange. Actually this might not be so simple period. Morphs exist in such high demand any good morphs are unlikely to be free, or be available on demand. To ensure that you had good morphs on hand, and ones that you like, you might need someone to be keeping a stock of them. By the way, do you use any special rules for flexbots? Transhuman details more rules about them, including stuff that can cause integration tests without technically resleeving. It involves attaching and removing modules, which seems to change the nature of the morph enough to require more integration tests. Hell, using many modules, multiple egos, and/or swarm composition add more penalties.
ShadowDragon8685 wrote:
Quote:
Question. Should psychosurgery help with resleeving? Should there be other options to help resleeving?
I would say yes, having an experienced psychosurgeon monitoring the proceedure and patching on the fly should add a bonus to Integration.
I'll consider ideas. Looking at the rules in the core rulebook, I might consider basing a procedure or two on deep learning (faster skill learning) or psychotherapy (for bonuses on stress recovery). Deep learning halves the time to learn a skill, so maybe halve the time for integration. Psychotherapy gives bonuses on something that you could do without it. In context of integration, a +30 bonus can considerably reduce the penalties and time required to fully adjust. Alternatively, I might base it on something that has a timeframe, or make something new that has a time frame. Maybe make a simulation of the intended morph in simulspace and let the character do the adjusting phase while in time acceleration.
kindalas wrote:
Jack why not make it a Level 1 2 3 trait So that for say 5cp it works for just one morph. Then for 10 it works for a class of morphs. (All neo hominid varients, or all Exalt types [exalt, menton, olympian, futura]) And for 15 it works for a type of morph. (So biomorph, synthmorph, elodon, flexbot, swarmanoid, etc)
That might be how things will have to be. Details can be adjusted, but that should be simple. We might also need improved definitions, since type seems to be used in context of Exalt being a type, and where synthmorph being far too broad. Words that could be used might be type, class, family, etc.
ThatWhichNeverWas ThatWhichNeverWas's picture
One day, I too will be a lobsterpus.
DivineWrath wrote:
Non the less, I think my argument stands. Price is a terrible mechanism for determining how difficult or easy it is to sleeve in a morph. As I mentioned before, many exotic morphs can be picked up for cheap, while many human like morphs can be expensive.
My reasoning was essentially Complexity → Difficulty to Create → Rarity → Cost, with topological features such as bodyshape being a secondary consideration, but I take the point. For sheer stubbornness, I will note that it's more “likely” that a given ego will acquire the trait for cheaper morphs because they'll use them more often :P
DivineWrath wrote:
I decided to take step back and look from a meta view of what exactly we are trying to fix. What the right at home trait addresses is the resleeving rules. The reason for the trait is to avoid the bad results when resleeving. ... So people who buy the right at home trait are looking to avoid those problems.
I'd like to put a clarifier on this; when I look at Right At Home, it's not just to avoid bad results exactly – it's that it means I can completely ignore the mechanic. I just don't have to think about it. This makes it one of my two favorite traits alongside Hardening, because together they're two of few ways to apply Technoprogressive/exhuman/posthuman aspects to an Ego rather than Morphs. I can be running a character with SOM 30 and Adaptability to roll against 100 for pretty much anything and I'd still be tempted by Right at Home. It's also pretty much the only way to mechanically express a character's preference for a specific morph, regardless of philosophical leanings. Finally, regarding morph rarity, there's one trick that you can use Right At Home for – using multiple morphs at once. You need to be using morphs equipped with cyberbrains and it works best if it's something cheap, but if you have that then an ego can have a handful of differently configured morphs and swap between them extremely rapidly. Great for hive-mind style characters, and for firewall agents who want to maximize the disposability of their morphs (Add Hardening: Forking and Hardening: Suicide for extra benefit! :P)
ShadowDragon8685 wrote:
Even then, I find that my players prefer to spend MOX to upgrade their rolled results in all cases.
... In practically all cases, my players have preferred to upgrade the roll with moxie.[/quote] If this is the case, why not simply say that failure costs moxie, or temporarily reduces the character's moxie rating/cap for crit-fails? … Actually, the more I think about it the more charming I find this idea.
DivineWrath wrote:
Question. Should psychosurgery help with resleeving? Should there be other options to help resleeving?
Absolutely yes, most simply through a short-term variant of trait editing to grant Adaptability. I'm also completely fine with characters paying for “luxury” resleeving services, using more skilled technicians, comfortable surroundings and narcotics to soften the blow aka; getting bonuses or single-use moxie points.
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?
ShadowDragon8685 ShadowDragon8685's picture
DivineWrath wrote:And it
DivineWrath wrote:
And it comes back to availability once again. You can either use the trait to pick a morph that is common enough to get some mileage (but it is far from your first choice), or you pick for a morph that you want (but is not likely to be available on most missions). When compared to that, no amount of mechanical analysis can easily get around that fact. Without a field advantage, one where you get plenty of power to choose your morph, this trait is not that useful. Chances are you will get the most mileage if you only worked in a specific location (like a habitat, so the availability of morphs didn't change) or a certain area (like mars) where the choice in morphs isn't going to be radically strange. Actually this might not be so simple period. Morphs exist in such high demand any good morphs are unlikely to be free, or be available on demand. To ensure that you had good morphs on hand, and ones that you like, you might need someone to be keeping a stock of them.
Right at Home should probably apply to a broad field, or else you can pick a number of morphs you're familiar with. Like, you could pick "Humanlike" morphs to pass anything from an Aquanaut to Neo-Hominid, or "Groundcraft" to pass any robotic shell that's like a car. Not sure how I'd characterize that, TBH.
Quote:
By the way, do you use any special rules for flexbots? Transhuman details more rules about them, including stuff that can cause integration tests without technically resleeving. It involves attaching and removing modules, which seems to change the nature of the morph enough to require more integration tests. Hell, using many modules, multiple egos, and/or swarm composition add more penalties.
It hasn't come up in my game, none of my players have gone Flexbot.
Quote:
I'll consider ideas. Looking at the rules in the core rulebook, I might consider basing a procedure or two on deep learning (faster skill learning) or psychotherapy (for bonuses on stress recovery). Deep learning halves the time to learn a skill, so maybe halve the time for integration. Psychotherapy gives bonuses on something that you could do without it. In context of integration, a +30 bonus can considerably reduce the penalties and time required to fully adjust. Alternatively, I might base it on something that has a timeframe, or make something new that has a time frame. Maybe make a simulation of the intended morph in simulspace and let the character do the adjusting phase while in time acceleration.
I'd say that you could have a master resleever monitoring the operation and patching the character's mind-state on the fly. They'd make a Psychosurgery check (or, in the name of not rolling dice to roll dice,) just grant the character a +30 bonus on their Integration check. Simulspace acclimatization came up once in my games, too. That ought to work.
Quote:
That might be how things will have to be. Details can be adjusted, but that should be simple. We might also need improved definitions, since type seems to be used in context of Exalt being a type, and where synthmorph being far too broad. Words that could be used might be type, class, family, etc.
We'd have to define families of morphs, then, and ugh, [i]headache[/i], especially if someone points out that competing lines of what are the same morph mechanically would probably be intentionally differentiated by manufacturers to, ahem, "encourage" brand loyalty.
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DivineWrath DivineWrath's picture
I found this recently after
I found this recently after looking through the books. Transhuman p. 216
Quote:
EXOTIC MORPHS A number of morphs count as exotic for the purposes of Integration and Alienation Test modifiers (–30; p. 272, EP): • All uplift morphs other than neo-hominids and neanderthals. • All non-humanoid pods: chickcharnies, novacrabs, scurriers, whiplashes, etc. • Unusual biomorphs such as ariels, cloud skates, hulders, ripwings, salamanders, and suryas. • Synthmorphs, bots, and vehicles with unusual morphologies: fenrirs, flexbots, nautiloids, skulkers, smart swarms, swarmanoids, and takkos. • Habitats.
Suffice to say I think it helps. It outright declares what morphs are to be considered exotic, and how they were categorized as such. However, it does raise a question. Should all morph families be equal? By that, the human family looks like it would be the largest because the largest population of egos consider them to be the default option (humans in humanoid morphs). The smallest would probably be Habitats. Fenrirs, ripwings, and other unusual morphs would probably low on the list as well.
ShadowDragon8685 wrote:
Right at Home should probably apply to a broad field, or else you can pick a number of morphs you're familiar with. Like, you could pick "Humanlike" morphs to pass anything from an Aquanaut to Neo-Hominid, or "Groundcraft" to pass any robotic shell that's like a car. Not sure how I'd characterize that, TBH.
Groundcraft? Using pilot skills might be a good way to categorize vehicle like morphs. However, what do you do about morphs that have multiple vehicle modes? For instance, a vehicle that has legs for walking, wheels on the end for driving, and maybe a jet propulsion system for flight?
ShadowDragon8685 wrote:
We'd have to define families of morphs, then, and ugh, [i]headache[/i], especially if someone points out that competing lines of what are the same morph mechanically would probably be intentionally differentiated by manufacturers to, ahem, "encourage" brand loyalty.
I want to refute that idea. It hasn't really worked out all that well in reality. I'm going to point out some quick examples, so forgive if I look like I missed something important. I'm not looking for a big discussion on these topics. Lets look at IBM. If I recall correctly, they once had a great deal of the market power with computers. They tried to cash in on that power by making their computers in such a way that you had to buy a license to build computer parts for their systems. If you did not buy in, you could not build for them. IBM thought that they had sufficient market dominance to force the market to cave in. The market reacted by flipping them a big fat bird and went independent. Other companies started making IBM clones which eventually became the market standard. IBM, instead of making the market incompatible with their products, they made their computers incompatible with everyone else. Nintendo used to have a great deal of control over their market. After the video game market crash in 1983, no one wanted to do anything with video games. Video games looked like a fad. Nintendo manage to trick their way into the market, which included making their system look nothing like a video game console and selling a toy robot with it. Once they showed the market that their games were good, one of the ways that they managed to keep the market good was put restrictions in place that prevented companies from releasing more than 5 games per year, so they couldn't spam crap. Before then everyone, including dog food companies, tried to make video games to cash in. Another restriction was that the game making companies couldn't make games for other companies, such as SEGA. For a time, SEGA had to make all their own games as no one wanted to lose access to the Nintendo market. While these policies may have restored the video game market, Nintendo eventually lost that market control. They can no longer enforce an "Our way or the high way!" policy and expect to do much business with many 3rd party game companies. Microsoft seems to still hold the position of dominant OS for computers. I believe that it has a lot to with them having a good UI than anything else. Linux might be free, but they have a history of requiring some work on the end of consumers to make things work. DIY more or less. Macs were pricey and their computer architecture was closed source, which required them to focus on niche markets for a time. Also I don't think Microsoft has pissed off enough people to make them do a mass migration to another OS yet. Their OSes are still useful enough to make it a hassle to move to another kind of computer.
DivineWrath DivineWrath's picture
ThatWhichNeverWas wrote:My
ThatWhichNeverWas wrote:
My reasoning was essentially Complexity → Difficulty to Create → Rarity → Cost, with topological features such as bodyshape being a secondary consideration, but I take the point. For sheer stubbornness, I will note that it's more “likely” that a given ego will acquire the trait for cheaper morphs because they'll use them more often :P
Yeah. Its weird. Looking at my notes for the Reaper, it is 75 cp before it gets weird (before the augments that push it in the direction of being exotic). Things like 25 points worth of aptitude bonuses is 37.5 CP (53.125 after augments). 12.5 CP is for the increased aptitude cap. Cheaper morphs do have their uses. At the very least, a Case morph is another pair of eyes, hands, and legs. You can expect to find some in most inner system habitats.
ThatWhichNeverWas wrote:
I'd like to put a clarifier on this; when I look at Right At Home, it's not just to avoid bad results exactly – it's that it means I can completely ignore the mechanic. I just don't have to think about it. This makes it one of my two favorite traits alongside Hardening, because together they're two of few ways to apply Technoprogressive/exhuman/posthuman aspects to an Ego rather than Morphs. I can be running a character with SOM 30 and Adaptability to roll against 100 for pretty much anything and I'd still be tempted by Right at Home. It's also pretty much the only way to mechanically express a character's preference for a specific morph, regardless of philosophical leanings. Finally, regarding morph rarity, there's one trick that you can use Right At Home for – using multiple morphs at once. You need to be using morphs equipped with cyberbrains and it works best if it's something cheap, but if you have that then an ego can have a handful of differently configured morphs and swap between them extremely rapidly. Great for hive-mind style characters, and for firewall agents who want to maximize the disposability of their morphs (Add Hardening: Forking and Hardening: Suicide for extra benefit! :P)
I can certainly see the appeal of being able to avoid a game mechanic or several completely.
DivineWrath DivineWrath's picture
A problem we have is we have
A problem we have is we have a number of unique morphs with unique morphologies, mixed in with a number of morphs that could easily belong to the same group. Many of the synthmorphs are their own unique morph class. In the core rulebook, the Arachnoid, Dragonfly, Flexbot, Reaper, Slitheroid, Swarmanoid, Infomorph are striking examples of their own morph group. Most synthmorphs are a unique class of morphs, a class that don't appear to be reused unless an exception is made. Only in later books did we get a second morph for Arachnoid class, 10 models for flexbots, 4 for swarmanoids, and 9 for infomorphs, but I think that is it. You get even more classes of morphs in the later books, with most not even getting a single variant. We don't have a sequel to the Fenrir, for instance. On the other hand, most biomorphs are humanoid and don't suffer penalties for resleeving because of that. When these unique morphs really the only member are their own group, you don't have a lot of reason to improve or create new traits for these morph groups. Would it matter if you could get rid of the -30 resleeving mod for the Arachnoid group when there only exists 2 morphs that could benefit from that trait? Would there be a reason to do so when you are already fine with most humanoid morphs by virtue of being a member of the dominant species of transhumanity? Maybe the problem shouldn't focus on the traits, but rather make an effort to add more morphs to each group of morphs so we have something more to work with. Flexbots now have at least 10 models now, infomorphs have 9. However Arachnoids, Dragonflys, and Slithermorphs could use more models. Those don't have to be morph variants; they can be different enough to be a new type a morph that happens to share similar morphology to other morphs. Hell, maybe each class could have special rules to make them worth considering. We already have special rules for flexbots, swarmanoids, and infomorphs. Maybe something similar could exist for Arachnoids, Dragonflys, and Slitheroids. I don't expect anything as impressive as what was done for flexbots, but maybe consider giving them something small. For instance, the Dragonfly is supposed to be able to fly nearly silently and is quite agile (according to the talk in the morph recognition guide), so maybe give it an advantage in stealth and mobility?
obsidian razor obsidian razor's picture
The more I read this and
The more I read this and think about it, the more it gives me the impression that we're over-thinking things. The simplest options would be to leave the trait as it is, but make it cheap enough to be worth it considering the massive amount of morphs out there. 5pts would be a good price and I'd consider paying that for a character just for RP reasons.
Maudova Maudova's picture
obsidian razor wrote:The more
obsidian razor wrote:
The more I read this and think about it, the more it gives me the impression that we're over-thinking things.
Yeah, we are overthinking this. That's he point of the thread to exauhst all of our ideas so that jack doesn't have to overthink it. We do this as a hobby, he does this for a living. Least effort for maximal payout right? Now I would agree with you that we could go as simple as 5 CP per morph, but that does not differentiate more complex, strange, or "exotic" morphs from a standard spliced, uplift, or infomorph people are "born" in. If we go to a tiered approach say a 5, 10, 15 cp cost for standard (in faction/background morphs), out of background/faction morphs, and then just plain exotic morphs it would make more sense.
~Alpha Fork Initialized. P.S. I often post from my phone as I travel extensively for work. Please forgive typos and grammar issues.
Geomexis Geomexis's picture
If I were to go about giving
If I were to go about giving Right at Home (and morphs in general) a quality of life overhaul I'd honestly just go and group all of the morphs into sub-categories within the 4 major categories we already group them by (Bio, Synth, Pod, Info) and just have Right at Home target a specific sub-category. The logic behind the sub-categories would likely need some tweaking between the types of morphs (A lot of Biomorphs are very similar, while Synthmorphs are usually quite distinct). Some examples would be placing the Exalts and all of its off-shoots together since they can effectively fill out an entire category by themselves, 'normal' survival Biomorphs like Rusters and Hibernoids, 'extreme' survival Biomorphs like Ariel, Hulder, and Aquanauts. For the likes of Synthmorphs it'd be easier to categorize them by purpose rather than similarities so putting stuff like Q-Morph and Daitya together as an industrial category, stuff like Gargoyle and Blackbird as a covert category, or things like Rover and Reaper as a military category. It makes for a lot of upfront work, but would allow for more precise morph inclusion/exclusion for future traits, gear, etc and would make Right at Home affect a more desirable amount of morphs without giving it too much power as a trait since players wouldn't be likely to only be able to get by with just that single sub-category of morph for sleeving options in a setting or campaign (Besides the Infomorphs, but that'd make a bit of sense for them considering Eidolons and normal Informorphs are all basically just the same thing but with modded aspects).
Maudova Maudova's picture
Shameless Plug
Geomexis wrote:
If I were to go about giving Right at Home (and morphs in general) a quality of life overhaul I'd honestly just go and group all of the morphs into sub-categories within the 4 major categories we already group them by (Bio, Synth, Pod, Info) and just have Right at Home target a specific sub-category.
I tried to do that, take a look at this Derived Thread and feel free to take a crack at it. /shamelessplug
~Alpha Fork Initialized. P.S. I often post from my phone as I travel extensively for work. Please forgive typos and grammar issues.
DivineWrath DivineWrath's picture
I created a new thread to
I created a new thread to talk about groups of morphs and shared traits. Make the "morphology" traits the target of various traits. So if you could resleeve into one morph with ease, then you should be able to resleeve into a similar morph just as well. Basically I decided to focus on group Arachnoids. I increased the number of morphs for that group to make picking traits that work on "Arachnoid Morphology" to have a greater value. I tried to write up detailed morphs, and write up a good example for a morphology trait. You can see the thread here: http://eclipsephase.com/idea-morphology-traits-arachnoids