Hey, just a quick post, wanted to clarify exactly what this character is equipped with?
Amal in the Arachnoid morph (p22) says 'Backup' under gear, but is that an ego backup, morph backup, or the mesh passive countermeasure backup?
I love this game, but darn if there isn't a lot of overlap in terms, and many things seem over or under specified.
For example, the character is in an arachnoid and has 'Extra Limbs (10)', but extra limbs isn't defined as a ware or gear that I can see - I don't think they count as a cyberlimb plus augment. Then also extra melee weapons says they can count for extra damage in unarmed combat, however the sample character's DV for unarmed melee is 3d6 and that bonus only comes from Pneumatic Limbs.
The extra melee weapons rule says extra limbs beyond 4 (four limbs? four pairs of limbs?) deal +1d6 DV per pair, but that would make the total DV 5d6 + 1d6 from Pneumatics right? I mean that sounds like a lot, so I can only assume I'm reading it wrong.
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Quick start rules character gear clarification
Thu, 2020-01-02 02:12
#1
Quick start rules character gear clarification
Thu, 2020-01-02 17:09
#2
Take the current quick start rules with a pinch of salt
The latest version of the quick start rules was published in September 2017. Almost two years of development has happened since then, so I would not use it for reference. As far as I know the developers are currently revising them to be in line with the finished rulebook.
It is evident that it is the 'Backup Insurance' that every character is equipped with that is meant here. As far as I know there is no such thing as a morph backup in the game (unless you are an infomorph, that would not make much sense) and the passive countermeasure is that, a countermeasure, something you do, not gear.
To detail everything rules-wise in such a complex setting would be impossible. So a lot of judgement and GM calls are needed. I find it valuable for the GM and players to agree on some reference sci fi works that defines the genre and setting to help imagining how things work in our version of the world and thus help such judgement calls. TV series as Alternate Carbon and The Expanse are good references of how things work in my opinion. Other groups may have other ideas of what is the right look and feel.
As said, the Quick Start rules are old. You should probably double check and recalculate the sample character stats - or simply use the ones from the published rulebook instead. There is no trait or gear called "extra limbs" in the final rulebook and the arachnoid morph has no such thing in the final rules. But it is described as having "Three or four sets of pneumatic limbs are capable of rotating around their meter-long torso, and an additional set of manipulator arms near the head enables fine manipulation and
tool use."
The rulebook states: "Extra limbs (beyond 4) count as extra weapons for the purposes of unarmed combat, but they are counted as pairs." I think this is quite clear. We normal humans have four limbs, any extra pair count as an extra weapon for purposes of unarmed combat. So, dependent on whether your arachnoid has three or four sets of legs it will do 2D6 or 3D6 extra unarmed damage. Pneumatics adds another D6.
Fri, 2020-01-03 02:11
#3
Thank you for the patient
Thank you for the patient explanation of everything, I think coming down from having flu and being exhausted while trying to piece this stuff together just got me frustrated and ranty. Apologies for that.
The age disparity actually makes sense, there's a few weird inconsistencies which I've dug into and discovered in errata threads. I think at this point I do just need to dig in my heels and go through the full book, I was hoping quick start would give me a shortcut for running a one shot.
Thanks again for the advice.
Fri, 2020-01-03 02:36
#4
You are welcome
I am looking forward to the updated quick start rules myself, since I have players that haven't the time to go through the full rulebook. I see from the developers last update on the project 27th December, that this should be on it's way soon:
Fri, 2020-01-03 04:40
#5
My suggestions on running
My suggestions on running Acrimony a few times, and dealing with the changes between versions of 2e):
Use the Rules Primer from DriveThru. It was updated in May and uses the current rule set. Ignore the rules in the 2e Quickstart. If I had time, I could highlight what really changes.
As far as I remember there is nothing in the mission that is too different across the version changes. The stats in the book for the NPCs are still good.
Use the Firewall Rimward ops team from the book or the character pack (page 87-90: Chi, Killjoy, Njal, and Zahiri) The names changed but the characters are essentially the same. The scenario still works. The stats are calculated correctly.
The missing piece is the hardware descriptions. I find those really useful for new peeps at the table. Sadly I don't have anything quite ready that I can just drop a link to. :/
Good luck!
Fri, 2020-01-03 11:44
#6
@Androminous: Glad to hear!
@Androminous: Glad to hear! Looking forward to it myself, though I expect we'll play before then haha. Still, excited to give the game a try either way. Hoping my players will like it enough to make it our regular.
@Mykane: Great advice! Thanks for the suggestions, I'll make sure I have a little reference doc for each of the characters for the players to look at.