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How's Your Table Run?

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Laskeutua Laskeutua's picture
How's Your Table Run?
Heya all, Not sure it this is the right place for it or if this should be in Homebrew, but I'm curious as to how everyone else deals with the game in both a mechanical and setting sense. I've been thinking about putting my GM notes up in these forums and it got me wonder about how other tables handle things. At my table for instance we had the following: Mechanics:
Spoiler: Highlight to view
-You get 20 points worth of positive or negative traits on morphs at character creation (as per how the Transhuman book dealt with morph adjustment rules). -No penalties can ever lower a skill below its linked aptitude amount or in apt x2/x3 checks, it will never lower below the base amount (however they still cancel out bonuses you might accrue) -91+ is always a failure, no matter what bonuses you have (bonuses you accrue over 90 however still work to cancel out penalties) -Aptitude x2 rolls were only ever used as some kind of saving throw, Aptitude x3 rolls were only ever used as some kind of raw ability check. -Once per session, usually when things were just quieting down from something hectic, I'd roll everyone's muse's psychology scores to heal some stress as the muse would actively be trying to calm the characters.
Setting:
Spoiler: Highlight to view
-This was written before x-risks (still haven't read it) but I tended to treat TITANs as if they were... 'individuals' in a manner of speaking. Each TITAN system would have been developed independently by the old nation states and some of them would have retained that level of aloofness to their own kind (or in some cases, outright hostility). -Prometheans who deal with sentinels regularly maintain very deliberate and very noticeable eccentricities as kind of a 'Kinesic Canary' - basically if the quirks aren't present in their manner, something very bad has happened. -I introduced the idea that transhumanity is almost entirely infected with some variation of a dormant and almost undetectable exsurgent retrovirus. A couple of brinker habitats and the Jovian system are home to the last non-infected. In short, if they describe themselves as 'human' as opposed to 'transhuman', they've probably not contracted it. -I generally assumed scum swarms can be as small as a couple dozen ships right up to enough ships to contain the population of Venus. Only a couple get to the bigger end. This is partly because I had my own homebrew swarm in the game I may have been way too proud of. -I had an exhuman faction called the 'Stewards' who viewed themselves thus: 'we are to transhumanity what baseline humanity was to the pre-uplifted great ape. We might be superior in every meaningful way, but that doesn't mean we don't have a duty to ensure you don't render yourselves extinct'. They have crossed paths with Firewall in the past due to common interests in averting x-threats. -As part of fall era background, I included two pieces of gear that the players made extensive use of: The Broom - a combination flamethrower/EMP emitter that was cobbled together to deal with grey goo events; and a Throttlejack - basically a copper coaxial cable with a nanophage hive and access jack connections built into it. The line is physically incapable of handling the data of a basilisk hack as the requirements are beyond what a simple copper cable can do. -I introduced an autonomist group who also had an anti-x-threat agenda who emerged after the fall and in initially in complete ignorance of Firewall's existence, though they're focused on the Iktomi ramblings about 'The Weave' and in general gate technology.
If people are interested I might throw up my setting/campaign notes later as well. So tl;dr: How does your table do things? any houserules to make anything easier? and weird and wonderful ways of handling the setting?
ShadowDragon8685 ShadowDragon8685's picture
Laskeutua wrote:Heya all,
Laskeutua wrote:
Heya all, Not sure it this is the right place for it or if this should be in Homebrew, but I'm curious as to how everyone else deals with the game in both a mechanical and setting sense. I've been thinking about putting my GM notes up in these forums and it got me wonder about how other tables handle things. If people are interested I might throw up my setting/campaign notes later as well.
Well, I'll address your house-rules first, and then I'll post my own.
Quote:
At my table for instance we had the following: Mechanics:
  1. -You get 20 points worth of positive or negative traits on morphs at character creation (as per how the Transhuman book dealt with morph adjustment rules).
  2. -No penalties can ever lower a skill below its linked aptitude amount or in apt x2/x3 checks, it will never lower below the base amount (however they still cancel out bonuses you might accrue)
  3. -91+ is always a failure, no matter what bonuses you have (bonuses you accrue over 90 however still work to cancel out penalties)
  4. -Aptitude x2 rolls were only ever used as some kind of saving throw, Aptitude x3 rolls were only ever used as some kind of raw ability check.
  5. -Once per session, usually when things were just quieting down from something hectic, I'd roll everyone's muse's psychology scores to heal some stress as the muse would actively be trying to calm the characters.
    1: 20 points of positive [i]or[/i] negative traits? Could you clarify: do you mean 20 free points of positive morph traits, and up to twenty more points of positive morph traits (40pt total) which can be bought at the cost of up to 20 points of negative morph traits? 2: That actually makes Aptitudes more useful than "assign everything 15 at chargen and never touch Aptitudes again because they're way more expensive than buying the skills you actually use." I like it. 3: I absolutely fucking hate it, and I'd never use it. You're saying that the Omega James Bond on crack has a guaranteed 10% chance of failure when he's doing something important, even if he's literally the best in the galaxy at it. 4: Um... Is this a comment on the way things were done normally, more than a change? 5: This... Seems pretty reasonable to me, honestly, though TBH I only rarely brought up the stress rules anyway. [h1]Shadow's House Rules[/h1] Anyway, let me go over the house-rules from the last time I played Eclipse Phase. [url=https://docs.google.com/document/d/1EWUWFN9We4HXdLW7bCPl_tcp2ayQ-bjawAut... full document may be found here.[/url] [h2]Simple House Rules[/h2] Below are the simpler house rules of mine, the ones that are easily digested. [i]This does not mean they are minor changes to the game![/i] [h3]Invested Character Points[/h3] Character points spent on equipment (including morphs) should not be lost; a character should not "de-rez" because circumstances cost them equipment/a morph.
    Spoiler: Highlight to view
    Character points which are spent on acquiring a morph are invested. This includes both Creation Points spent during character generation, and Rez points (Equivalent to each other at a 1:1 ratio,) you later decide to invest. This includes any CP/Rez spent on credits used to augment the morph. It does not include any morphs, or morph augmentations, or anything else, acquired with “windfall” credits earned through in-game actions, augmentations paid for with favors, or augmentations which someone else was nice enough to supply you with. CP invested in similar big-ticket items, such as a set of expensive body armor, a vehicle, etcetera, are similarly invested, as are any which are invested in traits, whether for the morph or yourself. Please keep track of them. If you lose any of the things in which your character points are invested, you immediately gain back that much Rez, to invest however you see fit, availability permitting. You can probably coax someone who has access to a lot of nanofabrication resources and owes you a big favor into replacing a set of body armor or even a vehicle which you lost. Getting a morph identical to your old one, however, will likely take three years unless you were a synth and had the blueprints, in which case, yeah, go for it. (Robot Master Race jokes inserted here.) Note that this also includes voluntarily losing such things, for example: If you started the campaign in one morph, and then used Favors to acquire another morph, giving your old one up, you are refunded that Rez. Be careful, though, as this could leave you in an infomorph, Splicer, Synth, or otherwise in the lurch, if your new morph is not CP-insured and you lose it! You may wish to hold that refund aside for a rainy day.
    [h3]Morphological Smorgasborg[/h3] I use the Morphological Smorgasborg campaign axiom from [i]Transhuman[/i].
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    The Morphological Smorgasborg campaign axiom is in effect. There are virtually no barriers to developing and deploying new morphs beyond those installed by the power structure of wherever you are. Individual characters with a good laboratory setup can develop their own morphs in-game, bankrolling or reprolling the cost of development themselves. Credit costs for acquiring morphs are halved. This has no effect on the initial CP cost of a player’s default morph. Credit costs for augmentations remain per core costs, unless incorporated into a morph when it is grown/constructed. Morphs are easy to make if you have the equipment. The initial credit/rep cost to begin growth of a biomorph is negligible, the only real costs on creating biomorphs are time, energy, and the cloning vat resources, all of which are presumed to be covered if, somehow, the character in question has access to a body bank. Of course, an adult biomorph still takes three years of real time to grow. Synthmorphs are hardware, and are built as such.
    [h3]Pegged Rez Gain[/h3] I absolutely hate character skill/ability disparity in an RPG. Everybody gets the same Rez. If circumstances would make Rez loss unavoidable, the universe goes into Rez Debt to that character and they gain half again normal Rez until they're whole with the group.
    Spoiler: Highlight to view
    I don’t like unfairness in RPGs. Every character, even those not participating in a session, gains equal Rez for that session. Any Rez rewards that would be highly individual in nature, such as the Rez reward for following a character’s motivation even when it is unwise to do so, or for accomplishing a major goal relating to a motivation, are shared amongst all characters. (It can be safely assumed that all characters will bear the burden of one character’s unwise actions in such an event, so they may safely share in the Rez reward.) If a character loses Rez, for instance by being killed and unable to reinstance from their cortical stack, they still lose the Rez and are put back to an earlier backup. However, characters laboring under this Rez Debt gain 1.5x Rez per session afterward until they catch up. (This would also apply to any Rez a character cannot gain for a given time, such as being dead for a few sessions whilst the rest of the players work to reinstantiate them.) New characters would come into the game with Rez equal to the pegged Rez value. They may spend it at the tail-end of character generation, or bank some or all of it as they see fit.
    [h3]Opposed Tests[/h3] Personal clarification of opposed test outcomes: In direct conflict, the defender has primacy, outside direct conflict, the status quo is preserved.
    Spoiler: Highlight to view
    The normal rules state that in the event of a tie, or if both characters fail, they remain deadlocked. Under this revision, ties and mutual failures are handled different. In the event of a tie, the result is awarded to the defender if the roll in question has immediately dangerous consequences; for instance, between an attacker using Blades to strike someone who is using Clubs to parry with the body of his rifle, a tied result goes to the defender without qualification, as would a mutual failure. In events which are not immediately lethal (even if they potentially enable lethal situations,) the status quo is preserved. If someone is using Infiltration to sneak into a place and the GM calls for Perception for that person to have a chance to spot them, on a mutual failure or a tie, the sneaker remains undetected because although they failed to sneak, the perceive failed to perceive. If the person using Infiltration had been attempting to use it to shake pursuit and hide from someone who was already aware of them, the status quo is preserved and they remain known to their pursuer.
    [h3]Hardened Armor Rule[/h3] Someone wearing an epic shitton of armor has very little to fear from someone going Moar Dakka on them with pissant tiny bullets. This also serves to give a reason for characters to take things like Battlesuits over layered armor which would result in a higher overall armor value, because it has a higher Hardened Armor threshold. (Basically, don't try to kill military combat hardsuits with SMGs.)
    Spoiler: Highlight to view
    If a given piece of armor is tough enough, you’re just going to flatten ammo against it without doing any damage. Firing more bullets at it just lets you flatten light ammo against heavy armor faster than before. If an armored target’s single strongest piece of armor has double or more a weapon’s armor penetration value, burst fire doesn’t add any damage to the attack, and full auto only adds +1d10. If it has triple or more a weapon’s armor penetration value, even full autofire fails to add any damage. Example: Violet Perdido is going into a tough fight, and needs to grab all the protection she can get. She acquires a suit of heavy body armor (13/13), adding a full helmet (+3/+3), is wearing smart skin (3/2) and second skin (1/3) underneath it, and applies ablative patches (4/2) to her armor; lastly, her skin has a light bioweave armor woven in (2/3). She has an armor value of 26/26, which is rather impressive, all told. Her total amount of protection is great, but her Hardened Armor value is only 13/13 - the value of the single strongest piece of armor. Any weapon with an AP of 7 or greater will deal full damage to her with bursts or automatic fire. If on the other hand, she had acquired a Battlesuit (21/21, and worn that alone, her armor value would be 23/24. Single shots have the possibility of being somewhat more damaging to her, especially with high AP values, but the chance that she would be killed instantly by a long burst would be greatly reduced, as her Hardened Armor value would completely negate bursts at an AP of 10 or less and reduce full auto to the effectiveness of a mere burst, and anything with an AP of 7 or less would ping off the battlesuit, even long bursts being wholly ineffective at boosting damage.
    [h3]On-Hand Purchases[/h3] I stole this from a Shadowrun GM's houserules a long time ago. Basically, spend a point of MOX to retroactively have purchased/favored stuff that your character could reasonably (or paranoidally,) have foreseen the need for, but which you the player didn't think of. (IE, "what do you mean, nobody has a flashlight?! NONE of us bought a flashlight?!" is a thing of the past.)
    Spoiler: Highlight to view
    Sometimes your character is wiser than you are, or at least more prepared. Any time your character is in a situation which she had time to prepare for beforehand with a reasonable notion of what they were in for in the near future (IE, the current present time,) you may spend a point of Moxie to make an “on-hand purchase” to suddenly have some item(s) your character reasonably would have thought to bring but you, the player, forgot about. Consider it to be spending a point of Moxie to warp time slightly and have another shot at provisioning for your trip. Any goods which you would have had free access to at the time and place you departed, you may pick up for free. Anything of Trivial or Low cost can be purchased, or a favor Retroactively spent to have provided.
    [h3]Fantastic Skill[/h3] Really awesome characters shouldn't lose opposed rolls against unworthy foes. This helps reinforce that.
    Spoiler: Highlight to view
    The absurd situation can arise when a character with excellent skill ratings is forced to roll against an unworthy opponent, and through outrageous turns of luck, can fail. It is thus that, if at any time a character with an adjusted skill rating above 100 (normally which results in turning the action into a simple success test,) is obliged to roll (usually for reasons of making an opposed test,) any overage above 100 is instead added to the character’s Measure of Success. Example: Tenshi is an intrusion specialist almost without peer. Through a combination of skill, Eidolon bonuses, milspec hacking software and complementary skills, and after taking all penalties into account, her adjusted Infosec roll is 130. She rolls against the system monitoring agent, a bog-standard infosec AI with a roll of 40. Disaster strikes, and Tenshi, the masterful hacker, rolls only 15, while the AI rolled 40! But Tenshi’s advantage is indomitable, and her overage above 100 is 30, which is added directly to her Measure of Success. Tenshi’s result is thus 45, 5 over the AI’s best roll. Short of the system monitor having rolled a critical, Tenshi literally could not have failed with a result of 11 or greater.
    [h3]Melee Made Dangerous[/h3] This a suite of mostly bite-sized rules designed to make melee less of a fucking joke and more of a viable, if niche, choice. [h4]Skill Condensation[/h4] “Blades,” “Clubs,” and “Unarmed” are condensed into the single skill “Melee,” as are all Exotic Melee Weapon skills. [h4]Increased Damage[/h4] All Melee weapons increase their damage by a flat +1d10. [h4]Increased Leverage[/h4] Two-handing a weapon lets you put more leverage into it, and get more damage out of it.
    Spoiler: Highlight to view
    Melee weapons wielded in two (or more) limbs double the effectiveness of their Somatics attribute; IE, these weapons add to their damage rolls [SOM ÷ 5] rather than [SOM ÷ 10]. Weapons which do not add Somatics to their damage (Ex. Plasma Swords,) do not benefit from Increased leverage. This benefit applies both to weapons which may be wielded in one hand but are being wielded in two (ex. a monofilament sword,) and to weapons which require two hands to wield (ex. a polearm.)
    [h4]Brute Force[/h4] Want to hurt someone through heavy armor? Use a blunt weapon, a weapon wielded in two hands, or better yet, a blunt weapon in two hands.
    Spoiler: Highlight to view
    It was a truism in the middle ages that if you wanted to kill or incapacitate a heavily-armored man through his armor, there was no better weapon for the job than a mace. This is no longer true today, as one might be better advised to look to a rail sniper-rifle with armor-penetrating rounds, but a big heavy blunt object will do in a pinch. When attacking with a any weapon, a character adds [SOM ÷ 10] to the weapon’s Armor Penetration. If they are benefitting from the Increased Leverage rule (for instance, wielding a diamond axe,) they add [SOM ÷ 5] to the weapon’s AP. Blunt weapons specifically halve the divisor - for instance, attacking with a mundane club would add [SOM ÷ 5] to the weapon’s AP value, while a gigantic sledgehammer would add [SOM ÷ 2.5]. Round down in all cases. Weapons which do not add Somatics to their damage (ex. Plasma Swords,) do not benefit from Brute Force.
    [h3]Multi-Specialization[/h3] Spec as many times as you want in a given skill. If two or more specs would be applicable to one roll, add +15.
    Spoiler: Highlight to view
    You may gain multiple specializations to the same skill. In the event that a situation would arise where both specializations would be applicable (for example, dual-wielding swords when you have Melee [Swords, Dual-Wielding]) you add 15 to your skill’s rating instead of 10. No additional bonus is gained if you have three or more applicable specializations. Example: if Anna Erikssen has Melee [Hidden Blades, Swords, Dual-Wielding, Parrying] and attempts a melee parry whilst wielding one of her Hidden Blades and a sword, she only adds +15 to her Melee skill, the same as if she only had Melee [Hidden Blades, Swords].
    [h3]Killing Blow[/h3] [i](Exhack invented this one, I backported it from his game to mine. (I miss Diamond Dogs! ;_; ))[/i] You can put a morph down hard if you take a called shot and deal half or more of its remaining DUR in one shot.
    Spoiler: Highlight to view
    Sometimes you have a feller dead to rights, or you have to take a desperate gamble. This is the time to make a Killing Blow. A Killing Blow is a Called Shot made to just straight-up kill someone, or violently incapacitate them in a way they will not survive if they do not have medichines. Examples include taking a headshot with a rifle, or decapitating them with a machete. A Killing Blow often, although not always, requires an attack to the meat or metal with which they do their thinking, since in this day and age, you could rip the heart right out of a Fury’s chest and she can probably continue fighting for a few rounds. (Assuming she wasn’t paralyzed by spinal damage with the same attack.) If a Killing Blow connects and deals more than half the morph’s remaining DUR in one shot, the morph is either rendered dead or incapacitated in such a way that they will soon be dead, barring the right augmentations (IE, decapitated). Synthmorphs, biomorphs, and pods alike are vulnerable to Killing Blows - the difference is knowing where to hit them.
    [h2]Complex House Rules[/h2] These are the longer house rules. [h3]Nanofabrication[/h3] This is more a set of guidelines, both for myself and players of my games, than absolute hard and fast rules, but it expounds upon the nanofabrication from EP, rather than replacing them.
    Spoiler: Highlight to view
    This is more a guideline than a rule, as the GM reserves the right to adjust times on particularly tricky nanofabrication jobs, but... If the device you are using to construct a given object can build it entirely within its nanofabrication chamber, then per Eclipse Phase page 285, it takes one hour per cost category. (1 hour for a Trivial object, up to 5 hours for an Expensive one.) If it is not large enough, however, it will take longer, as the device must be manufactured piece-by-piece and assembled by hand. Estimate the object’s volume (discount any empty space, such as cargo bay, crew cabin, or the space between armatures,) and divide by the volume of the nanofabrication bay you’re using. That’s how many construction cycles your nanofabricator will take to manufacture the object piece-by-piece. Divide the total cost by that sum, assign the result a cost category to determine how long it takes your nanofabricator to complete one construction cycle. Constructing the object once it’s been fabbed requires appropriate tools (which you damn well should have, if for no other reason than that you’re using a nanofabricator and can have any tools you needed trivially added to any given build cycle,) space (you will have to provide this yourself,) an appropriate Hardware skill (usually), and time, depending on the size and complexity of the object, which is a pure eye-ball. A rifle can be assembled in a few minutes by someone who knows what they’re doing and taking their time, while assembling a vehicle piece-by-piece by hand is likely to take months of work. Either way, once everything is fabbed in more than one part, it needs to be built to complete assembly. In objects which will require multiple build cycle, the character may declare they’re building while the nanofabricator is working; they will need to spend roughly all of their time attending to the fabber, but the upshot is that they’ll be ready to go shortly after the construction is complete. If not, then the GM will have to eyeball the construction time separately. The character should roll an appropriate Hardware skill after they have spent the time on final assembly. If they fail, then somewhere along the way they have screwed up (not necessarily during the final assembly,) and must take another reasonable period of time, about 16 hours for a large, heavy vehicle, to fix it. If they critically fail, then somewhere along the way they have screwed up royally and damaged components they installed beyond repair; they must remanufacture about 5% of the device and try again. [h4]Nanofabrication Example[/h4] You have a desktop CM, a gigantic scrapyard, black market blueprints for a Fenrir morph, and all the time in the world. The Fenrir has a credit cost of 100,000 credits. You guesstimate the Fenrir’s volume to be roughly the same as that of a Stryker IFV (ProTip: Guestimations can be done quickly by comparing to modern-day objects whose volume is known,); roughly 50 cubic meters. As with the Stryker, there is a significant amount of empty volume in that calculation; even with the legs folded up tight to the body, the Fenrir only occupies about 66% of the space of an area bounding it on all sides, so it works out as roughly 33 cubic meters. The desktop CM has a fabrication bay volume of 40 liters, or 0.04m[sup]3[/sup]. 33m[sup]3[/sup] divided by 0.04m[sup]3[/sup] divides the job into 825 parts with a cost of 122 credits each; a Low cost. It takes 2 hours to manufacture 1/825th of the Fenrir with a standard Desktop CM; assuming non-stop supply of material input and power, a desktop CM can manufacture all the parts of a Fenrir morph in 1,650 hours, or just under 69 days. (You probably would have been better off spending start-up time using your desktop CM to build a larger nanofabrication device, with which you could have built a larger nanofabrication device, with which you could have built a nanofabrication facility.) The GM determines that this assembly is a monumental undertaking to do singlehandedly, but then, so is constructing a Fenrir morph piece-by-piece in a desktop CM. The GM rules that most of the construction has been taking place whilst pieces were produced by the nanofabber, and that it will take approximately 16 hours of work to complete the assembly. The character spends 16 hours working, and rolls their Hardware skill (Industrial, Groundcraft or Robotics would all be appropriate.) Disaster strikes, and they roll 99; a critical failure. They must remanufacture 5% of the Fenrir, because they bollocksed up the construction job somewhere along the way; they need to run off another 41 construction cycles, taking up 82 hours more, after which they spend another 16 hours and succeed on the roll, completing construction of one monster of a build project.
    [h3]Motivations[/h3] I treat Motivations in Eclipse Phase as being closer to Heroic Motivations from [i]Exalted, Second Edition[/i], than the wishy-washy "take it or leave it" things they were by default.
    Spoiler: Highlight to view
    I follow the rule that a character’s Motivations are those things which will motivate them to go out of their way; those things important enough to them for them to actively work towards, or to take radical action if they’re threatened. For instance, your average, everyday apolitical workaday joe on Mars, probably has something similar to these Motivations: +Comfortable Life (Personal), -Danger (Personal), -Poverty (-Personal). Workaday Joe doesn’t want any trouble. He’s not going out of his way and engaging in risky activities (such as crime or investing the majority of his resources into high-risk, high-reward hypercorp startup ventures) to earn a fortune; he’s content working a low-key nobody schlub job that puts food on his table and lets him enjoy the comforts to which he has become accustomed. He might be an asshole, but if someone calls him out on it, he’ll back down or call the cops for help. He might express general sympathy and agreement with Barsoomian goals, but if the Movement asks him to stick his neck out (donate funds more than he can afford without cutting into his lifestyle, hide a wanted member of the Movement at his place, or pick up a gun and join the insurgency,) he will refuse, possibly making up an excuse, but if pressed he’ll just say he doesn’t want any trouble. He can only be motivated to risky behavior if his other Motivations are threatened; if the war comes to his neighborhood and getting out isn’t an option, he’ll pick a side, and will probably pick the side he reckons is going to win, whether or not he thinks they’re in the right. If he loses his job and starts facing the rent coming due and coming up short, he might engage in some criminal behavior to make ends meet, and look hard to find any job that will put food back on the table, but will seek to cease criminal activity as soon as he is able to re-legitimize himself. His Motivations also apply to him and him alone, and at a stretch, any immediate family who live with him. He isn’t an activist against poverty, he isn’t going to join the police to reduce the amount of danger other people face in their lives, and he isn’t going out of his way to increase the comfort of the lifestyles of people who are not himself. That’s an everyman joe, though. The sort of person who is interested in more than a comfortable, danger-free life, such as player characters, have more interesting Motivations. Again, Motivations are not something which a character can take or leave. Someone with -AGI Rights doesn’t just make an exception for an AGI because it’s convenient to overlook this particular AGI’s existence, and someone with +Barsoomian Movement or +Martian Liberation doesn’t just fail to heed the call of the Movement because he’s busy, even if he’s busy because Firewall has called upon him. A character’s Motivations are the things that they will stick their neck out to act upon. These are the things which passionately drive them. Someone who has a -Hypercapitalism motivation doesn’t just think that the PC are a bunch of twats and go full Economic Justice Warrior on his blog: he is actively plotting the downfall of the hypercapitalist system with whatever means and allies are at his disposal. His means may be so modest and his position so precarious that he can’t afford to do more than spray-paint anti-PC grafitti on a wall, same as many who don’t like the PC but not enough to have a -Hypercapitalist motivation, but when the revolution comes he will be out there with a rifle, gunning down the filth. [h4]Specific Effects of Motivations[/h4] When a character is presented with a situation in which they can act on their Motivations, even though doing so is highly unwise (for instance, the unplanned liberation at gunpoint of an indentured servant in broad daylight,) the character (and by extension of pegged gain, the group) receives a point of Rez, whether or not they are successful. (If they are successful, this remains the only point they earn.) However, if a character is presented with a situation where they can act on their Motivations without immediately life-threatening consequences and choose not to do so, the character experiences an amount of stress from their failure to act. The character takes 1d10/3 stress, rounded down (minimum of zero.) Most people are probably Hardened to this particular stressor in life; choosing to be Hardened to this does not carry a CP cost, but still reduces maximum possible Moxie. If a character finds themselves put in a position where they are torn between two Motivations which are mutually exclusive in a given situation, for instance someone with -AGI rights and +Wealth who is offered a vast sum of money by an AGI to overlook his existence, they’re in for a rough time. They can choose between their Motivations freely, but unless they somehow find a way to reconcile the split without violating either principle (such as taking the AGI’s money and then betraying her anyway,) this counts as failing spectacularly in pursuit of a motivational goal, and the character takes 1d10/2 stress, rounded down, even as they gain a point of Rez for pursuing another goal.
    [h3]Stunting[/h3] Another rule basically stolen wholesale from [i]Exalted, Second Edition[/i]. Characters are rewarded for players making things more interesting than just "I do X." This reward comes in the form of both an increased chance of success, and a discrete reward [i]for[/i] success.
    Spoiler: Highlight to view
    The GM will be observing a form of the Stunting system familiar to players of [i]Exalted, 2nd Edition[/i]. When any roll with an actual chance of consequential failure is undertaken, the player may feel free to describe the action their character takes, inventing non-vital scenery as necessary. In the process of crafting a stunt, some narrative control over the scenery is granted to the player, though the GM may veto any additions he disagrees with strongly. For instance, if a player is trying to free-run and cross a gap between buildings, they may feel free to stunt that they sling a length of chain over a wire which stretches from one building to the other and zip-lines to it. After an action is taken with a stunt, the GM should call out with one of the stunt levels. If the GM is tardy on this, prompt him, please. [h4]Stunt 1[/h4] [b]Criteria:[/b] The description is anything more interesting than simply “I climb the wall” or “I shoot the Exsurgent with the backwards legs.” [b]Example:[/b] Zora Möller needs to climb up a smooth wall. Her player tells the GM “Zora takes off at the wall, hitting it at a full sprint and using the momentum to get the height she needs.” [b]Roll Effect:[/b] The roll is resolved with a +5 bonus. [b]Reward:[/b] The character recovers 1 Stress if the roll was successful. [h4]Stunt 2[/h4] [b]Criteria:[/b] The description is very interesting, and either involves scenery (physical or digital,) aligns with one or more of the character’s Motivations, or both. [b]Example:[/b] Elis Menezes needs to climb up a smooth wall. Her player tells the GM “Elis slides her diamond tomahawk off her hip and dashes at the wall. She hits the wall at full speed and uses her momentum to climb up as high as she can, then buries the hatchet into the wall, using its handle to let her throw herself up to get the rest of the way up the wall, pulling it out behind her.” [b]Roll Effect:[/b] The roll is resolved with a +10 bonus, and in the event the roll is opposed and their roll is successful, the character is held to have rolled 20 higher than they actually did for the purposes of determining whether their opposed roll was higher. (This breaks the skill cap; a character who rolls opposed at a skill of 56 with stunt bonus and rolls 43, with an opponent who rolled 50 and succeeded, will still prevail as they are held to have rolled 63.) [b]Reward:[/b] If the stunted roll was successful, the character may choose to recover 1d6+1 stress points or restore a point of spent Moxie. [h4]Stunt 3[/h4] [b]Criteria:[/b] The GM’s jaw hits the floor. (In a good way, not an "are you retarded?" way.) [b]Roll Effect:[/b] The roll is resolved with a +15 bonus, and if the roll is opposed and the stunting character succeeds, their opponent automatically fails without being permitted to roll. If the level of the opponent’s failure matters, they are held to have failed with a MoF of 30. If that is still not enough, the player who performed this stunt may spend a point of Moxie to force the opponent to resolve their failure as though they had rolled a critical failure result of 99. [b]Reward:[/b] If the action benefiting from the stunt succeeds, the player may choose to recover 10 stress points, 1d4+1 spent Moxie, to ‘shake off’ a Trauma permanently or ignore one Wound’s worth of penalties for the duration of the scene, or receive a point of Rez (which benefits the entire group).
    [h3]Alienation & Integration Tests[/h3] My houseruled override for the standard Alienation & Integration tests, which I found varied too wildly, and had far too much possibility to leave a character crippled for over a week.
    Spoiler: Highlight to view
    [i]This is an override to the Integration and Alienation rules in the core rulebook, which vary dramatically from “no penalty” to “suck for more than a week.” I don’t consider that an acceptable variance in something the players are expected to do not infrequently. Alienation tests remain as standard, but use this new table.[/i] Getting used to a new body typically requires some adjustment period, especially if the changes are extreme. They must often retrain themselves to perform simple tasks, let alone train themselves to perform tasks that their new body is capable of that their previous body was not, and occasionally unlearn things their old body was capable of that their new one is not. Luckily, transhuman minds are adaptive things, especially with the assistance of neurological “patches” applied during the resleeving process. When sleeving into a new morph (or an infomorph,) the character must make an Integration Test upon taking control, rolling SOM * 3. The bonuses for the new morph do not apply to this test. Apply modifiers from the Integration and Alienation Modifiers table (Originally Eclipse Phase 272, Modified table below,) as applicable. [h4]Integration & Alienation Modifiers Table[/h4] [table] [tr] [td][b]Conditional Circumstance[/b][/td] [td][b]Effect[/b][/td] [/tr] [tr] [td]Familiar; character has extensively used this particular morph in the past.*[/td] [td]+30[/td] [/tr] [tr] [td]Clone of prior morph*[/td] [td]+25✝[/td] [/tr] [tr] [td]Character’s original morph type (what they were raised with)*[/td] [td]+20[/td] [/tr] [tr] [td]Adaptability Level 2[/td] [td]+20[/td] [/tr] [tr] [td]Character has simulspace experience using this particular morph.* (IE, a tailored practice scenario.)[/td] [td]+15[/td] [/tr] [tr] [td]Adaptability Level 1[/td] [td]+10[/td] [/tr] [tr] [td]Character has previously used this type of morph*[/td] [td]+10[/td] [/tr] [tr] [td]Character has simulspace experience using this type of morph.*[/td] [td]+5[/td] [/tr] [tr] [td]First time resleeving.[/td] [td]-10[/td] [/tr] [tr] [td]Going from infomorph to physical or vice-versa.✝✜[/td] [td]-10[/td] [/tr] [tr] [td]Character is sleeving into a dissimilar morph (ex. Human to Neo-Hominid)✝✜[/td] [td]-10[/td] [/tr] [tr] [td]Going from Biomorph to Synthmorph and vice-versa, or from a pod to non-pod and vice-versa.✝✜[/td] [td]-10[/td] [/tr] [tr] [td]Morph incorrectly gendered from character’s own gender identity✝[/td] [td]-10[/td] [/tr] [tr] [td]Morph is heavily augmented (does not apply if sleeving into a body you’ve used before, unless its augs load-out has changed significantly.)✜[/td] [td]-10[/td] [/tr] [tr] [td]Morphing Disorder Level 1*[/td] [td]-10[/td] [/tr] [tr] [td]Morphing Disorder Level 2*[/td] [td]-20[/td] [/tr] [tr] [td]First time going from physically instantiated to infomorph.✝[/td] [td]-20[/td] [/tr] [tr] [td]Character knows they are a fork and are unaccustomed to forking. (Alienation Test Only.)✝[/td] [td]-20[/td] [/tr] [tr] [td]Morphing Disorder Level 3*[/td] [td]-30[/td] [/tr] [tr] [td]Going from Exotic Morph to any dissimilar Exotic Morph, or from less exotic morph to any Exotic Morph. (ex. Octomorphs, neo-Avians, Scurriers, etc.)✝✜[/td] [td]-30[/td] [/tr] [/table] *Only the greatest of these modifiers is applicable, should more than one apply. ✜Only the greatest of these modifiers is applicable, should more than one apply. ✝This is a change from standard. [h4]Integration Test Results[/h4] Very few people find reintegration to be something that goes perfectly smoothly no matter what. Almost everyone has some period of adjustment to any new morph, no matter how long they’ve been resleeving. Neverthelesss, and quite thankfully, almost all transhumans get used to their new morphs in very short order. Note that if you’re resleeving into a morph you’ve used extensively in the past, or into a clone of such a morph, you automatically upgrade one step. If you’re resleeving into the morph you grew up in, you automatically score a critical success unless the morph has been heavily modified in your absence or your neurology has undergone extreme changes in the meantime (such as becoming infected with the Watts-McLeod strain of the Exsurgent Virus, or having undergone psychosurgery.) If the character is in any way uneasy about their new morph (such as being uneasy about sleeving into a morph which is wrongly gendered, for instance,) a critical success is impossible, even if it is rolled; downgrade such rolls by one step. Note that critical failures cannot downgrade to “extra-critical failure,” nor can critical successes upgrade to “extra-critical successes.” Note also that a character can unsleeve and resleeve from a morph in order to roll again, if they really want to. Practically speaking, there’s nothing stopping you from just wiping the morph and reverting to the egocast copy of the ego and trying again anyway except the time it would take. [h5]Critical Failure[/h5] The morph just wigs you the hell out. It doesn’t seem to work right no matter what you do, and this is potentially terrifying at first. The acclimatization period is going to be long and difficult. The character takes a -30 penalty on all physical actions, which reduces by 2 points every three hours you spend in the morph. The extreme dissonance of this morph causes you severe problems on your alienation test: degrade your alienation test result by one step. (You cannot be degraded below critical failure.) [h5]Severe Failure (MoF 30+)[/h5] There is something fundamentally bugging you about this body, you feel clumsy, oafish. It just doesn’t do what you want to do. You may try to scratch your head and wind up poking yourself in the eye; attempting to handle a firearm in this state would be an exercise in futility at best, and a danger to yourself and others at worst. You take a -20 penalty to all physical actions, which reduces itself by 2 points every three hours you spend in the morph, and take a -10 penalty on your Alienation test. [h5]Failure[/h5] Something about this morph just isn’t clicking with your neurology, maybe they misapplied the neural patches. It bugs you, somehow, it just bugs you, that it doesn’t seem to work right. Or maybe the morph is just stiff from a long time in suspension and they skimped on the drugs to keep it in good working order. Either way, you take a penalty of -20 to all physical actions, dropping by 2 points every two hours you spend in the morph. [h5]Success[/h5] The morph works, it doesn’t feel unduly awkward or strange to be in. You’ll take some time to get used to it, but you’ll get there without undue burden. You take a -20 penalty on all physical actions at first, with a reduction by 2 at an interval of 90 minutes. [h5]Excellent Success (MoS 30+)[/h5] This morph feels good, with only a slight, nagging inkling that anything at all may be amiss about it. You acclimate quickly to the physical aspects of the morph, taking a -20 penalty on all physical actions at first, which reduces by 2 points every hour you’re in the morph, to a minimum of zero after ten hours. You halve any stress you may have taken from the Alienation test, rounding down, to a minimum of zero. [h5]Critical Success[/h5] The morph fits like a skintight smart-fabric glove. Everything feels somehow right, and your morph works entirely as advertised. It may even fit you better than the morph you grew up in. You take no penalties and require no time to acclimatize to the ‘morph, and you may skip your Alienation test entirely; there is no alienation in this body for you. The only downside is that you might not want to leave it.
    [h3]Story Manipulation[/h3] This rule lets player(s) spend MOX to narrate circumstances.
    Spoiler: Highlight to view
    (Almost literally) Taking a page out of the [i]Serenity RPG’s[/i] book, the Story Manipulation rule allows players to manipulate events in meaningful ways by the expenditure of Moxie. These manipulations are fairly expensive, but they may be paid for collectively, if the group agrees, or individually if you have the Moxie and feel it’s important enough to spend it on. Please, no arguing; if a player feels negatively strongly enough on any story manipulation (including that paid for entirely by one player,) to argue against it, then it’s considered vetoed. The GM, of course, has final veto over anything, and reserves the right to propose a modification to a proposed story modification if he thinks it can be worked in but not exactly as-stated. The GM’s vetoes or modifications are final, take-it-or-leave-it propositions. The GM determines how many MOX a given manipulation is worth; these prices are non-negotiable. Story Manipulation can be used to arrange for a windfall of resources equivalent to the credit value of the manipulation level, but the GM reserves the right to abolish that option if he feels it’s being abused; same with using it to have something done which would better be done by calling in a favor. It cannot be directly used to raise your Rep, but you can use it to have your character called upon for a Favor which, if completed, will raise their reputation, per the Favor rules. (This is a double-edged sword, in that failure or refusal of the favor will result in a reputation hit, and you don’t get to know what the favor being asked for entails until after you’ve spent the Moxie to call for a favor opportunity.) It doesn’t let you rewrite the story in the middle, nor does it allow retroactive continuity to take place (excepting that the [i]on-hand purchase[/i] option (above) could be considered a Trivial Manipulation). It does, however, permit plot twists to be revealed. [h4]Trivial Manipulation[/h4] [list] [*][b]Cost:[/b] 1-2 MOX [/list] [b]Uses:[/b] [list] [*]Determining that someone who is largely inconsequential or ancillary to the story is favorably disposed to you from the outset for some reason. (“The bartender and I flew on the same Barge for a while, and won’t mind if I run up a large tab,” for instance, or “The infomorph they have doing this file server work is really desperate for social interaction, and will gladly bump my requests to the head of her queue if I keep a chat line open with her.”) [*]Being called upon to perform a Trivial level favor or provide Common information you are in the know of. (“You look strong, young’un, and my morph’s old, could you take a half an hour out of your busy day to help me lift this heavy stuff into my truck,” or “Hey, I’m getting mixed reviews of everywhere off the Mesh, where can I get something to eat that won’t make me wish I were dead later?”) [*]Experience a trivial windfall of credits, materiel, or resources. (Your muse entered a poetry contest under your name and won a small prize. You need to find some open-source nanofabrication blueprints in a hurry, and your muse picks up a brief window of time in which you can access a Conduit hotspot and bypass the PC’s censors. You stick your hand into a dark vent out of curiosity and discover a flashlight.) [/list] [h4]Minor Manipulation[/h4] [list] [*][b]Cost:[/b] 3-4 MOX [/list] [b]Uses:[/b] [list] [*]Determining that someone who is somewhat involved in the story is favorably disposed to you. (“The lead we’re asking questions of is a huge fan of my music, and is totally chuffed to see me at her doorstep,” or “The customs agent who could make trouble for us is tired and just wants to go home, so if we don’t present any obvious trouble, he won’t pry into our business.”) [*]Calling upon a stroke of minor good luck at just the right time. (“A brawl in the bar three doors down spills out into the streets, drawing everybody’s attention and affording us the opportunity to perform nefarious deeds unseen,” or “It turns out that minimum wage does not buy undying loyalty, and the shopkeeper’s assistant offers a very progressive portfolio of bribery packages and opportunities to buy things which have ‘fallen off a shelf and broken’”.) [*]Experience a minor windfall of credits, materiel, or resources. (Sifting the electronic dregs of the mesh, you find an unsigned cache of hypercorp stock that you can claim and sell for 250 credits immediately. Glancing around in need of a weapon, you find a flex cutter rolled up and stuck behind a drain pipe, or a diamond axe mounted in a fire box whose latch is unlocked.) [/list] [h4]Moderate Manipulation[/h4] [list] [*][b]Cost:[/b] 5-6 MOX [/list] [b]Uses:[/b] [list] [*]Stroke of luck at just the right time. (“That guy’s weapon is going to get stuck in his holster when he tries to draw on me.” “The triad guards are smoking and playing medium-stakes mahjong rather than being alert.”) [*]Call-back. (“Remember that seemingly inconsequential girl we helped out of a jam before? Turns out that’s her in a new morph, and she’d like to pay back the favor and catch up on old times.”) [*]Experience a moderate windfall. (Your Firewall proxy managed to funnel a cool thousand credits to you on short notice.) [*]Determining that someone involved in the story is very favorably disposed to you. (“Hey there! You remember me - we lived in the same hab module a few years back, used to stay up all night getting blazed and listening to Neo-Cetecean synthcore? What’ve you been up to?”) [/list] [h4]Major Manipulation[/h4] [list] [*][b]Cost:[/b] 7-8 MOX [/list] [b]Uses:[/b] [list] [*]Stroke of fantastic luck at just the right time. (“That idiot left the default credentials on his drone.” or “Turns out this kid just finds me irresistible and would do anything I wanted. I’m sure I can use that to my advantage.”) [*]Experiencing a Major windfall when you need it. (“I remembered reading a Firewall report on Oversight resource cache practices, and found a cache containing [insert shopping list of 5,000 credits worth of highly illegal, untraceable, Oversight-manufactured goods relevant to operative work here.]”) [*]Timely rescue. (“Broke crasher truck, broke fabricator, we vaporized our blue box when it looked like that exhuman exile was going to win, stranded god-knows how many light-years from home alone on some forsaken rock with dwindling supplies. Who would have believed that we were one gatehop from Portal and that a group of Gatehoppers just happened to come through and be able to take us back.”) [/list] [h4]Extreme Manipulation[/h4] [list] [*][b]Cost:[/b] 9+ MOX [/list] [b]Uses:[/b] [list] [*]Determine that someone who isn’t overtly the enemy is actually on your side. (“The Oversight Auditor whose stack we popped was also investigating this Project Ozma nightmare, and wants to see it destroyed badly enough to willingly work with Firewall to get the job done.” or “This person we’ve run into has an i-Rep score; we’ve just run into another Firewall Sentinel by blind luck.”) [*]Stroke of unbelievably good luck at the right moment: (“There’s dissention in the enemy ranks; I can see in that guy’s eyes he’s not thrilled with the way of things. A good offer might make his gun turn on his erstwhile allies.” or “That guy left the default credentials on one of the satchel charges he’s carrying. I can detonate him and everybody in his general vicinity whenever I want.”) [*]Experience an Extreme windfall of credits, materiel, or resources. (“That panel van we rammed was transporting a charged-up but empty Arachnoid morph. All we have to do is cut the tie-down straps and load a fork into it.” Or “Luckily, Firewall has managed to funnel 20,000 credits in cash directly to us, actually bankrolling an operation for once.”) [*]Fantastically timely rescue. (“Out in the wilderness, pinned down in a three-way firefight between TITAN-tech smugglers, us, and god-knows-what, a live nuke on an impact trigger in the middle of the battlefield, and here come some nomads and TITAN Busters roaring in to take up arms with us. We might yet live through this.”) [/list]
    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]
    Trappedinwikipedia Trappedinwikipedia's picture
    I've got a few changes,
    I've got a few changes, though a lot of them are fairly small. I haven't really touched the core resolution system, except to make the complementary skill breakpoints happen at multiples on ten, just to simplify that a bit. I also tend to only use the first/biggest 3 modifiers to a test, and ignore the rest. I just don't like how much the game slows down when people try as hard as possible to get all the bonuses they can for tests which aren't totally all or nothing. I drop that for "Must Pass" tests though. General Combat: Called shots only bypass armor if there's pieces missing, such as a helmet, greaves, or spaulders. If armor is being layered, lower layers will still protect. I use narrative wounds, so when 2 wounds are taken at once, bad things happen. Deafness from shockwaves, bleeding, limb amputation/crippling, etc. Narrative damage is healed at the same time wounds are, faster if there's justification. (Reattaching limbs with nano bandages, Medichine priority changes, etc). Weapons: I've messed with weapons a lot, because I feel the rules don't quite do the setting justice. Modularized Guns:
    Spoiler: Highlight to view
    I've replaced the standard kinetic weapons list with a modular system where you pick an (abstract) cartridge size, weapon bulk, and magazine and turn that into a weapon. Turns the current short weapon list into about 30 standard entries, ranging from small flechette-y pistols to large cannon, with interesting graduations between them. Compatible with the current rules, as you can create equivalent weapons to all of the firearms in the book. There's also a largely incomplete set of weapon traits, and a "bulk" system to handle carry amounts and hands needed. I'll likely post the system when its a little more polished.
    This could be extended to other weapons, but I haven't really felt the need, at least not yet. I did this because I figure with nanofabrication, customizing a weapon should be easy, and extremely common, and making a gorillion exceptions seemed harder. Expanded beam weapons: Rifle and crew served scale lasers, pistol scale PBBs and plasma weapons, cost adjustments. Beam weapons are weirdly limited in choice, and with expanded kinetics, that starts to look really extreme. There's some other changes, like some shotgun rules, but no one's actually used them yet, so I don't really care that much about them. Melee Weapons: I haven't altered the skill list like some people have, but I generally let people freely default between melee skills. Unarmed is kind of its own category, as it tends to be better than the rest (subdual is nice). Melee weapon attacks have 3 attacks per complex action base, and attacks can be subtracted for +5 or +10 DV depending on the number sacrificed. This is done because I'm fine with melee being worse than ranged weapons, but not from a fundamental action economy level. It also makes at least 1 likely to get through Fray. There's documents which add in a lot more melee weapons, and I often use those. I've experimented with not letting Fray be used against melee attacks, (requiring a melee skill to defend) but I'm not sure I like it. Costs and rep: I've essentially doubled the number of cost categories and Favor levels by bringing in half-level categories. Basically, credit costs are more granular within their category, which can shift them up or down one half level. Mostly this is contingent on local availability, but some things have just gotten flat more expensive, like Guardian Angel bots. This also makes things like level 3.5 favors, which slice each cost category in half with rep requirements. I felt that only 5 cost categories was a little small. Morphs are generally globally (CP and credits) half as expensive. There's some low-end exceptions, but in general bodies are cheaper. I just did this because I wanted people to use more of the cool fancy morphs without crippling themselves with an egocast or similar. Nanofabrication As a tie-in, CM's come in varying grades of speed and quality, and gear fab times are now based on volume and composition rather than cost category. (small low-energy things build the fastest, metals and things which require reactions with big enthalpies are slowest). A slow CM has build cycles in the hours, a fast, high end one 1 to 5 minutes per cycle. Most are in the 1 hour to 15 minute range. CM's require a lot of power, and make a lot of heat, which can be a problem in power-limited situations. Fabbers are incomplete CMs which lack the "nanoblock" production layer, and instead assemble things from complex feedstock, they work a lot faster, but can only make things from the limited complex feedstocks they can handle.
    Spoiler: Highlight to view
    In general a CM/fabber can make one "work volume" per fab cycle, tying manufacturing time to gear size. High enthalpies double the time, as the fabber must work slower to manage heat, and really low enthalpies half it (but who wants to make those things anyway). Diamondoid is the base comparison for enthalpy, and I just calculate it with melting point and heat capacity. Mostly I just come up with fab cycle times for a given local fab.
    Noble Pigeon Noble Pigeon's picture
    Quite a few of my mechanical
    Quite a few of my mechanical changes tie into setting changes too, so this is just a loose categorization. These mechanical changes are also subject to change. Mechanics
    Spoiler: Highlight to view
    -Skills can never go past 99, even with effective bonuses. Certain rare entities like Prometheans ignore this rule, because they can. -Basic biomods are less powerful than in the core book. Lost limbs never grow back unless you have a healing vat. People still require 5-6 hours of sleep minimum. -Non-AGI egos in synthmorphs slowly have their egos begin to "fragment" unless they go into a 3-4 hour period of inactivity akin to "sleeping" while their muse repairs their ego. You can take a 10 CP trait to ignore this, representing the uncommon mind who either finds synthmorphs to be more comfortable to be in, or just tolerate them better than most non-AGI life. -One-time backup has a High price attached to it. Insurance costs Moderate per month, High if you want the services of cortical stack retrieval units.
    Setting
    Spoiler: Highlight to view
    -Egocasting is not as used; spaceship travel is more common. -Cornucopia machines require very large amounts of power to run, and literally everything requires an hour MINIMUM to manufacture, even if it's something as simple as a knife. -Advocates of nanotechnology to maintain or construct habitats fell out of favor across much of the solar system when one of the Hamilton Cylinders was rapidly taken over by the exsurgent virus (what the public believes to be a "TITAN nanoplague". When the entire population was killed/converted, the Hamilton Cylinder, violating all known laws of physics, just sort of took off into deep space with no visible means of thrusters, and long-range sensors lost track of it two years ago. Nanotech is still used, but it's rare in large-scale uses/habitat construction. This is less true in the outer system because it's more practical to use than traditional manufacturing methods.
    Basically the setting is more like Altered Carbon or Nova Praxis: transhuman stuff still exists, but it's less common than in the default setting, and high technology is not as ubiquitous, even in the less restrictive, more chaotic outer system. This is partly to make the setting less dense to get into for new players, partly because I like the aesthetic of Alien's "gritty/industrial future" more than Star Trek's aesthetic of "everything is shiny or an iPod". Final death is still avoidable, but more likely to happen, more so if you lack the credits or social rep in places that doesn't use credits. There ARE still polities that will at least try to resleeve your stack as an infomorph for little to no cost (Titanian Commonwealth and a few Martian-based, non-Consortium hypercorps being the biggest players that do this), but that's about it.
    "Don't believe everything you read on the Internet.” -Abraham Lincoln, State of the Union address
    SquireNed SquireNed's picture
    Now, I don't know about y'all
    Now, I don't know about y'all, but my table mostly just sits there. I mean, it's furniture. It's actually been a while since I've played Eclipse Phase, and I never made an exhaustive list of my personal table rules, but I did make Ned's Morph Overhaul (http://eclipsephase.com/neds-morph-overhaul) and An Ultimate's Guide to Combat (http://eclipsephase.com/ultimates-guide-combat), which are both large homebrew documents that cover new things I added for my group.
    Laskeutua Laskeutua's picture
    ShadowDragon8685 wrote:Quote
    ShadowDragon8685 wrote:
    Quote:
    At my table for instance we had the following: Mechanics:
    1. -You get 20 points worth of positive or negative traits on morphs at character creation (as per how the Transhuman book dealt with morph adjustment rules).
    2. -No penalties can ever lower a skill below its linked aptitude amount or in apt x2/x3 checks, it will never lower below the base amount (however they still cancel out bonuses you might accrue)
    3. -91+ is always a failure, no matter what bonuses you have (bonuses you accrue over 90 however still work to cancel out penalties)
    4. -Aptitude x2 rolls were only ever used as some kind of saving throw, Aptitude x3 rolls were only ever used as some kind of raw ability check.
    5. -Once per session, usually when things were just quieting down from something hectic, I'd roll everyone's muse's psychology scores to heal some stress as the muse would actively be trying to calm the characters.
      1: 20 points of positive [i]or[/i] negative traits? Could you clarify: do you mean 20 free points of positive morph traits, and up to twenty more points of positive morph traits (40pt total) which can be bought at the cost of up to 20 points of negative morph traits? 2: That actually makes Aptitudes more useful than "assign everything 15 at chargen and never touch Aptitudes again because they're way more expensive than buying the skills you actually use." I like it. 3: I absolutely fucking hate it, and I'd never use it. You're saying that the Omega James Bond on crack has a guaranteed 10% chance of failure when he's doing something important, even if he's literally the best in the galaxy at it. 4: Um... Is this a comment on the way things were done normally, more than a change? 5: This... Seems pretty reasonable to me, honestly, though TBH I only rarely brought up the stress rules anyway.
      1. 20 points total to split either way. So if you have 20 points of positive traits, you can't then take any negative traits under this rule. It's literally how the Transhuman books handles this. 2. I ran a bit of an oppressive game when it came to penalties, so it was kind of needed. 3. Its a bit of a counterpoint to 2 honestly. Way I see it, if it has no risk of failure, why even roll? 4. Sort of? there are exceptions either way and... Referring to x2 as a save and x3 as a check simplified it so much at my table. 5. I had instances where the muse was the only thing keeping the characters from hitting insanity rating. depends on the game I guess. Some neat ideas popping up in this thread actually, a lot of stuff I hadn't considered.
      Noble Pigeon Noble Pigeon's picture
      The "you fail at a 91+" rule
      The "you fail at a 91+" rule intrigues me. ShadowDragon has a point, but so do you. Maybe have a 91+ be something similar to one of those "succeed but at a cost" or "you fail, but not entirely" situations if your skill's high enough? These quasi-successes and quasi-failures could normally be environmental changes or other unknown factors that the character just can't account for. because that IS still a thing, even for Omega Space Bond.
      "Don't believe everything you read on the Internet.” -Abraham Lincoln, State of the Union address
      DivineWrath DivineWrath's picture
      Laskeutua wrote:3. Its a bit
      Laskeutua wrote:
      3. Its a bit of a counterpoint to 2 honestly. Way I see it, if it has no risk of failure, why even roll?
      In my eyes, if you've reached that point then you probably shouldn't be rolling dice. I don't think you should be rolling dice for the sake of rolling dice. Not rolling dice is a way to say that a character is so good that there isn't any reason to make a test for it. Also, avoiding dice rolls lets the game run faster. I try to view dice rolling as a necessary evil. In a game of cops and robbers, if everyone agreed that the cop shots the robber, then robber gets shot. If there is a disagreement, then how do you resolve it? Do you democratically vote what happens? You might get a player that is stuck in jail because he is constantly outvoted (even when he tries to pick the lock when no one is looking). Such a situation really causes the game to stop because the game can't proceed to the next scene. My point is not every rule system works all the time. Sometimes a judgement call needs to be made because its less messy. I also didn't see any mention of taking penalties to make task actions get done faster. Every -10 penalty removes 10% of required time (to a max of 60% reduction). If you want more dice rolling, perhaps you can consider options for players to increase penalties for a chance at better results?
      DivineWrath DivineWrath's picture
      Well, since I inserted myself
      Well, since I inserted myself into this conversation... Well, I haven't had the opportunity to play much these days, but the next I play I might try out some new rules. Traits for strong and weak morphs. I don't like how intertwined SOM is with physical strength. Or how small morphs can have a cap on SOM aptitude. To me aptitudes is supposed to be a purely mental thing, so an aptitude cap for SOM that is different from other aptitudes because of size seems silly. To that end, I want to redesign some morphs where a chunk of their bonus to SOM is derived from traits instead of raw aptitude bonuses. Maybe price them 5, 10, 15 or 5, 15, 30. My goal is to make these strength traits external to the mind in the same way as Muscle Augmentation or Reflex Boosters are external. Exotic morphs don't get Social Stigma: clanking masses or pod. This means morphs such as Flexbots, Swarmanoids, or Novacrabs don't have these problems. Technically those morphs didn't get those traits to begin with, but I'm using this idea and applying for other morphs (and new ones). Exotic morphs are for either the eccentric. For the same amount of resources to get such a morph, you've could have got something normal... The "Right At Home" trait applies to groups of morphs. Such as Arachnoids, Flexbots, or Infomorphs. This means that if you select Arachnoids, it'll apply to any morph like Arachnoids or morph variants of them. This of course means that some morph types needs more morphs to flesh out the group. Thankfully, I've already made the Basic, Assassin, Battletank, and Industrial Arachnoids. I'm considering making "clanking masses" a category, a group of synthmorphs that are built for the masses. Built to be cheap, not comfortable.
      Kojak Kojak's picture
      DivineWrath wrote:Thankfully,
      DivineWrath wrote:
      Thankfully, I've already made the Basic, Assassin, Battletank, and Industrial Arachnoids.
      Any chance you'd be willing to post the stats in the Homebrew forum?
      "I wonder if in some weird Freudian way, Kojak was sucking on his own head." - Steve Webster on Kojak's lollipop
      DivineWrath DivineWrath's picture
      Ok, sure I'll post them. I'll
      Ok, sure I'll post them. I'll dust them off and give them a quick look over to see if I can make any improvements before posting.
      Kojak Kojak's picture
      DivineWrath wrote:Ok, sure I
      DivineWrath wrote:
      Ok, sure I'll post them. I'll dust them off and give them a quick look over to see if I can make any improvements before posting.
      Awesome. If you've got any other morph variants, those would also be cool to see.
      "I wonder if in some weird Freudian way, Kojak was sucking on his own head." - Steve Webster on Kojak's lollipop
      DivineWrath DivineWrath's picture
      New thread made. I posted
      New thread made. I posted some now. I will post more later. Leave any comments on the morphs in the new thread please (I don't want to derail this thread). http://eclipsephase.com/extreme-morph-variants
      eaton eaton's picture
      Mostly rep/networking related…
      Networking has always felt a little "off" to me, at least the way my group rolls.. Some players had accumulated tons of rep but lacked accompanying networking skills, others had ridonculous networking skills that let them effectively ignore rep. It felt sub-optimal. My goal was to make things much more reliant on building and maintaining rep, with a bonus for pure social skill but most weight going on how well a character had maintained their connections.
      Spoiler: Highlight to view
      Networking checks and favors are SAV + network rep. Networking w/o rep requires a successful research check first, then straight social interactions (intimidation, persuasion, deception, etc) with possible bonuses based on what they discover during research. To move existing characters to this method, CP spent on networking for can be converted point-for-point towards rep (max 60 for one network), research (max of 60), or humint (see http://eclipsephase.com/humint-or-npc-asset-creation-rules). Basically it gives everyone a chance to get their char "equivalent" skills or assets under the new system. The second part is rep volatility. EP touches on it briefly but doesn't go into details. Once a char hits 40 rep, they will get requests for favors. Turning down the requests burns rep equivalent to the favor's level. One rule of thumb I've used is to roll 1d10 for each character at the beginning of the session. The first player to get a zero is the target of an incoming favor request, additional 0 rolls add a level to the favor. and if no one hits a 0, no favors are requested that session.
      I think with the next "season" of our campaign coming up, I'm going to try some of the moxie rules mentioned above — in particular, the high-moxie "change the narrative" stuff. I have a couple of characters with high moxie, and giving them more to do with it than continually upgrading full auto bursts to crits would be nice.
      Trappedinwikipedia Trappedinwikipedia's picture
      I really like the SAV+Rep way
      I really like the SAV+Rep way to do networking. Do you make Rep more expensive to purchase at character creation or limit it? Not needing to buy the network skill seems like it should make it easy to get near 100% on these tests while being pretty cheap.
      eaton eaton's picture
      If someone has ridonkulous
      If someone has ridonkulous rep under the "standard" networking rules, they can still ace their rolls by burning rep. That's the mechanic that got me thinking about this approach: Rep as a kind of currency rather than a kind of stat. Because we're dealing mostly with characters that were built for the "old way," we haven't really seen what would happen if someone really carefully engineered a character around it. With this approach I'm also more aggressive in applying penalties and bonuses for the players' approaches in obtaining information or seeking favors. The biggest check on exploitation is actually the constant drip-drip of rep loss when they don't follow through on favors. If a request comes in at a bad time, for example, you might lose 3-4 rep with a key network, and that sticks with you until you're able to build it back up. At least so far, this approach seems to juice up the variability I was looking for — someone who's rolling around with (say) 80 rep is pretty famous within a given network, and they'll be fielding lots of high-level favor requests *all the time*. That either keeps pulling them off-mission, in which case they'll lose i-Rep for dicking around, or they'll lose rep in another network for not being a good neighbor etc. I may play around with the values, but the intent is to make it take actual sustained work — balancing competing demands — to maintain high rep. (Random thought: During chargen, I might also run the numbers on 1CP : 5Rep instead of 1CP : 10Rep and see how it plays out. That would make it just a bit harder to boost rep to ludicrous levels right out of the gate.)
      Laskeutua Laskeutua's picture
      I really, really like that
      I really, really like that random incoming favour rule. Nice and simple.
      ThatWhichNeverWas ThatWhichNeverWas's picture
      It's interesting how many of these rules adress the same issues.
      I kind of love this thread. Therefor, I shall poke it :P So, here are my current houserules. Some are more clarifications than anything, but still...
      Spoiler: Highlight to view
      Moxie All character start with a moxie of 3, and a Cap of 10. Speed All speed actions are performed simultaneously. Ranged Weapons can only be fired once per phase. Enemies Unusal morphs and creatures, as well as specialised armour, may be immune to armour penetration/called shots, unless an appropriate Knowledge Skill check is made to identify the target's vunerabilities. Skills and Test Difficulty Protocol and Disguise are Knowledge Skills, Medicine is no longer a Field skill. Cover grants a bonus to Fray checks instead of a penalty to attack. All modifers to ranged fray are applied after the skill rating is halved. If a test's accumilated penalties would exceed -60, the test is functionally impossible. Either the player needs to find a way to reduce the penalties, or multiple tests must be made. Bonuses from gear or other factors are generally available on player request. Complementary Knowledge skills can often be used for bonuses if the skill doesn't overlap with the active skill, and can reduce penalties if it does. Characters with a skill of 40 or more may apply a penalty to their skill tests, up to -60 or half their score, whichever is lower. If they succeed, they gain half of the penalty as a bonus to thier MoS. Other bonuses are available at player request. Gear Advanced or altered versions of almost all gear is available. Generally, each improvement or level of improvement if available increases the cost of the gear by it's base price. During downtime, gear (including morphs) can be sold off for it's basic price. Damaged or compromised gear may incur a slight penalty, up to one price catagory lower for gear that must be reduced to feedstock. Producing items from blueprints requires access to a CM – see Reputation below. Blueprints for Synth morphs are available, but require more time to produce than other gear. Thier purchase is not recomended. Character Creation At character creation, all characters should be made as infomorphs. The morphs used in-game should be considered "loaners" from Firewall, rather than the character's personal morph. Characters should be created with this in mind. Character Progression Rez gained during a mission will usually not be lost on death/reload from backup, as it represents favours and skill growth as much as personal experience. Rez that is earned through in-character Reputation. Reputation is subject to the increased costs associated with skills above 60. Networking tests regarding a good/service locate someone willing to provide that good/service. Determining the cost requires a test against the character's reputation score. This is a simple success check if the good/service is both legal and commonly available, and a standard check if it is legal OR common. If the good/service is both illegal and rare, then the test must succeed at with an MoS determined by it's cost/legality. Exceptional or otherwise high successes may reduce the costs, but failure will result in a markup, again determined by cost/legality.
      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?
      Dilf_Pickle Dilf_Pickle's picture
      Rep drip drip
      The idea of slow-drip rep loss is interesting to me, but to my mind it would be the result of the reputation ecosystem 'moving on without you' as others render favours and gain rep while you sit idle, rather than necessarily being directly dinged for not popping over to Mars to help Billy-Bob Random level a shelf. Of course, both could happen simultaneously now and again. With that in mind, I was reading over the [url=http://firewall-darkcast.com]The Eye[/url] fanzines (why did they stop in 2010? :( ) and came upon an interesting mechanic for managing favours vs levels. It seemed to be a natural fit with the tenor of this thread:
      The Eye Fanzine, Issue 3[/url], p.9]EARNING REP Each time a player earns rep for performing favors or accomplishing tasks, he earns an amount of rep equal to the gain minus his rep level with that network. Because of this, people with high reputations tend not to earn rep for doing small favors which everyone naturally considers below their status and which are too easy for them to achieve to warrant merit. For example, Eduard does a Moderate Favor for an @-rep friend of a friend, and earns 6 rep points. His @-rep is 25, and so his rep level is 2, so he actually only earns (6-2) 4 @-rep. LOSING REP Just as it is harder to earn rep the better known you are, it is also harder to lose it by failing to perform trivial favors. After all, the more people know you the less a single persons opinion matters. Just like performing small favors won’t give someone with a high reputation any more rep points, not doing them won’t make him lose them as most people will think that he is too important to be bothered with such trivial things. To represent this, each time a player loses rep for not performing a favor or fails at a task, he only loses a number of rep points equal to the rep points lost minus his current (rep level - 1). This is a little lower than the modifiers applied to gaining reputation to represent the fact that it is generally easier to lose rep than it is to gain it. For example, Eduard later on is asked by an @-rep friend to help him with a Trivial favor, but he doesn’t want to have to spend time away from an important task that he is already busy with. He turns the friend down and would normally lose 1 rep point, but because he has a rep level of 2 he loses 1 less rep point than he normally would, in this case - none. Because of this his rep score with the the @-rep network actually stays stable.