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Character creation

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jiyunatori jiyunatori's picture
Character creation
Here are some suggestions on character creation. I don't know if it will be of any use to anyone, but anyway ... Aspects - High concept - Trouble - Background related - Faction related - Motivation related The last three are replacing the Phase Trio with something more in line with EP character creation. Skills 10 skills to fill the pyramid. The original list of skills should be trimmed down, as Fate is not about having 5 different melee skills. Morph & Gear The player has 50CP to spend on the character. She may pay one Refresh to get 20CP (maximum 40CP). Those CP may be spent on : - morph(s) - credits to buy gear - psi sleight (maybe it would be better to have a subsystem for this and pay it with skill points / refresh ?)
Patrick Northedgers Patrick Northedgers's picture
Inexperienced FATE player opinion
I have little experience in FATE (in one campaign as player), but I discussed it at lenght with fellow Eclipse Phase fan and FATE GM. So, my thoughts on that matter: Aspects look good - those do not have to be exclusive with party aspects, as party comes from either background, faction or is bound by motivation. So, this is compatible with FATE. Skills - yes, FATE skills are actually skillbags. I would add some to base 18 FATE skills, like Computers, and some separate Lore for very generic areas (Science, Academics, something more like Trivia?) and varying Crafts. Separate Medicine might be in order, and Burglary should be replaced with far more adequate Security or Infosec. Morph and gear - it goes against FATE logic to add such things. Morphs and gear should be streamlined into extras or aspects. Extraordinary morphs should cost refresh, handicapped could be represented as Trouble or some aspect (like "Born in Jovian clutches" implies you have a flat or ill splicer - and faulty education). Psi should be treated as magic in FATE: an extra, costing refresh and having its own characteristic (like Black League magic shool in FATE core - p. 291).
"Normal" does not exist anymore. I consider it a good symptom, though.
Steel Accord Steel Accord's picture
My character
Just thought I'd post my (only theoretical) character using this outline. Aspects Name: August Leonid - High concept: Self marketed "Champion for hire" a combination PR agent and security provider. - Trouble: Gullible and can't lie to save his life. - Background: Family moved from Earth before the Fall. They all refused resleeving when the Fall came and didn't survive as a result. - Faction: Leonid is an Extropian; fostering anarcho-capitalist sentiments even before he left Earth, the Extropian's ideals called to him louder than any flag ever did. - Motivation: August wishes to take his martial arts and swordsmanship skills to ever increasing heights. He has fun experimenting with new techniques in and what would work for different morphs and different environments. (Personal development +) His father and mother both worked for everything they had and were kind and honest people. August took great influence from them and other self made men. Walt Disney, Ayn Rand, and Max Moore being among them. As such, he holds the unrestricted and unfettered potential of the individual to be sacrosanct. (Libertariansim +) Lastly, August holds little patience for criminals. In a time of so little law, those that break the simple conducts of peaceful coexistence, fair transaction, and respect for other's person and property are despicable in all regards. (Crime -) Skills -Fray -Perception -Networking: @-Net, C-Net -Blades -Unarmed Combat -Persuasion Morph & Gear - Morph: Exalt - Monofilament sword
Your passion is power. Focus it. Your body is a tool. Hone it. Transhummanity is a pantheon. Exalt it!
bblonski bblonski's picture
I think you could easily fit
I think you could easily fit at least faction in your high concept. Easy enough to say Scum Hacker or Ultimate Mercenary, etc. You could probably fit background in as well e.g. Drifter Anarchist Explorer, or Argonaut Infolife Hacker. You also lose the crossing paths phases which I think are pretty important. I'd probably go with something like this. * High Concept - [Background] [Faction] [Job/Specialization] * Trouble * First Firewall Adventure * Crossing Paths * Current Motivation I might also be tempted to abandon the High Concept/Trouble and go with a more traditional lifepath. * Background * Faction * Joining Firewall * Crossing Paths * Current Motivation I'd also add a sixth aspect describing the character's current morph. This aspect is special in that it can be changed at any time by making a morph brokerage/integrate test. Here's my first shot at a EP inspired skill list. Assets Willpower Somatics Networking Kinetic Weapons - includes Spray Weapons Beam Weapons Thrown Weapons Melee Combat Gunnary - Includes Seekers Interface - Includes Research InfoSec Navigation Pilot Hardware Persuasion - Includes Deceipt Intimidation Kinesics - Includes Impersonation Investigation - Includes Perception and Scrounging Free Running - Includes Climbing, Swimming, and Fray in gravity Free Fall - Includes Flight and Fray in micro-gravity Arts Academics Demolitions Medical Profession [Field] Infiltration - Includes Palming and Disguise Survival Tactics Vehicle Psi I'd probably leave stuff like Programming, Psychosurgery, and Animal Handling to Profession[] skills. Skill list is still a bit large, but a lot more manageable than the default EP skill list. Definitely go with a 5-cap skill pyramid. You could also probably combine pilot/vehicle and survival/navigation. Stress tracks would be: Durability - linked to Somatics Lucidity - Linked to Willpower Wealth - Linked to Assets Rep - Linked to Networking
jiyunatori jiyunatori's picture
Patrick, your answer got me
Patrick, your answer got me thinking. After having a look at the Fate Core Toolkit, here is another proposal for morph purchase : you pay for it with skill prerequisites. You want a Fury ? You will need physique >= 3 and empathy <= 1 (I am making this up) Resleeving : the skills that are too high are capped to the morph's limit. The skills that are too low stays the same : your morph has a lot of potential but you are just incapable of handling it. Finally, you have to spend the following minor milestones to raise/lower your skills in order to match the morph's constraints - your ego is way too busy adapting to your new morph to learn anything else. It might be painfull for players who like to resleeve on an everyday basis, but I like how it transcribes integration/alienation.
bblonski bblonski's picture
I like the skill caps. You
I like the skill caps. You could cap most skills at 4 or so and require the appropriate morph to use your pinnacle skill at 5, otherwise it's capped at 4 (I'm assuming 5 cap skill pyramid). For example you'd need a bouncer morph to get the full 5 ranks in agility, menton to get full 5 ranks in science, slyph to get full 5 in charm, ghost to get full 5 in stealth, etc. I'm not sure I like skill prerequisites. That would suggest that you cannot be sleeved in certain morphs without the appropriate skills which seems weird to me. Any ego should be able to be sleeved in any morph, they just might not be able to take advatnage of it. I suggest handling integration/alienation with aspects or consequences. Resleeving would cause mental stress which could result in mental consequences. A particularly good integration might result in an additional aspect "best morph ever" with a couple free tags on it.
jiyunatori jiyunatori's picture
bblonski wrote:I'm not sure I
bblonski wrote:
I'm not sure I like skill prerequisites. That would suggest that you cannot be sleeved in certain morphs without the appropriate skills which seems weird to me. Any ego should be able to be sleeved in any morph, they just might not be able to take advatnage of it.
My reasoning stems from this :
Quote:
In Fate, gear is in the background. Your skills take center stage when it comes to what you can do; gear is simply there to enable you to use your skills. Do you have a high Shoot? Then you’ve got a gun! Did you prioritize Drive? You’ve probably got a car.
(http://fate-srd.com/fate-system-toolkit/gear-aspects) Fate's skills are not really skills as we usually think of them in RPGs. In fact I think calling them skills was a bad move - I would have called them something less confusing, "ASSETS" maybe. In that sense, if you consider the morph as gear during the character creation, I think "skill" requirements make sense. But as I said previously, nothing forbids you to change morph in game, even if you don't fill the requirements - your ego will just have a tough time adapting ... This is connected to the way skills are evolving in Fate : minor milestones allow you to swap two skills, effectively rebalancing the character with regard to the latest events.
bblonski bblonski's picture
I see what your saying.
I see what your saying. Instead of a morph giving you a skill bonus, you justify a high skill by saying you have an appropriate morph. I can get behind that. Ultimately it doesn't address the issue of how to add mechanical weight to morphs and differentiate power levels. Of course, the issue we are not addressing is that fate doesn't really handle different power levels well. By design Fate trys to give everyone equal story weight, no matter what type of character they want to play. Weaker and more flawed characters usually gain more fate points to tip things back in their favor. In EP core, you would never pick a Flat over an Exalt. But in Fate, picking a Flat could result in gaining more fate points which allows you to influence the story in other ways, even if you can't keep up in combat with your modified teammates. It is similar to putting more character points into moxie instead of your morph and gear. I think EP Fate's biggest challenge will be to avoid trying to convert EP Core's rules to Fate and instead try to convert EP Cores fiction. There is a lot of mechanical baggage with EP Core that isn't necessarily important to the experience. It will require some fundamental changes in perspective on morphs, gear, etc.
jiyunatori jiyunatori's picture
Quote:Of course, the issue we
Quote:
Of course, the issue we are not addressing is that fate doesn't really handle different power levels well. By design Fate trys to give everyone equal story weight, no matter what type of character they want to play.
I've been playing Shadowrun a lot and I have come to dislike games where your character can be useless because you (the player) are not following the SOTA, hence building poorly optimised characters. In that sense, Fate is just great - everyone gets to be powerful somehow. As for power levels in Fate, I agree the scale of the skills is a bit constrained. But the bonuses given by stunts and aspects are just enormous ! there is quite some headroom here to express different power levels …
Quote:
I think EP Fate's biggest challenge will be to avoid trying to convert EP Core's rules to Fate and instead try to convert EP Cores fiction. There is a lot of mechanical baggage with EP Core that isn't necessarily important to the experience. It will require some fundamental changes in perspective on morphs, gear, etc.
Indeed ! I don't know if many "stuff-based" games has been ported to Fate so far … Might be a good place to grab insights.
KingSwampThing KingSwampThing's picture
The Fate Feeling....
Having been playing a bunch of fate games (albeit badly, go look at Roleplayidiots.com if you want :P ), Making sure you get the feeling is totally key. You're right where you've gotta avoid the temptation to convert the rules and instead need to just convert the lore. To that end, going with the Highconcept, trouble, background faction and motivation aspectss are a good idea. For skills? Keeping the initial skill tree from fate works okay. To add more makes the game bulky, and I'd only suggest it in big games (ones with 4 or more players), since then the specificity gives players a chance to each have a domain of excellence. Keeping the original skills allows you to always apply the reasonable skill to the situation. Hacking as burglary, is fine, it essentially shows that your character has experience with the shady, and isn't too far fetched that you might be able to pick a pocket coming from that background. When jiyunatori said the skills are more like "assets", I feel he's right, its essentially just defining your background a little further, and what you were likely to have picked up (alot closer to the background packages idea from Transhuman) Morphs and gear and Psi (and specialised professions). Here's the complicated stuff. And it shouldn't be. Morphs - Should be an aspect. Simple as that. Its an aspect that changes whenever you resleeve. During character creation, it should be a character related morph (if your players will all pick a reaper just because there's nothing stopping them, then that sort of powergamer shouldn't be playing FATE :P ). It should be able to be invoked, like other aspects, whether it be an eidolon or faust. Each morph has story behind it. "Polished Steel Morph with Jetpack" gives plenty of description. "Chinese Neotechnic" works great too, coming with the social stigma and the genome of the morph for whatever relevant bonus's and minus to be invoked or compelled. When the character resleeves, you remove the aspect and add the new one, whatever relevant. Characters presumably will roll resources or contacts to get a new morph, and their result on the roll should inform the quality or type of morph they get at the other end. "hey, a 5! Superb!" may result in an "Familiar clone Exalt", or "Combat modified ruster". All of this should be negotiated with the GM relevant to story! as for gear, you should acquire it through play and they should become temporary aspects. You rolled a notice in the lab, and picked up those guardian nanoswarms, you've got an aspect "bug protection" on a post-it note ready to whip out next time you're asked to make a physique against the dissemblers. Like in EP, EPFATE gear should be quickly acquired, applied situationally and then forgotten about. Your players should be happy when they find "starjuice in a can" (hellburst grenades), but let them invoke it once and get the relevant bonus (lets say a +4 in this case). If your players just want to do it again and again, it'll be boring and repetative and not great for story, which is what fate is about. Forcing them to change up what they're doing, or create some new scene aspects to assist their pathetic attempt to fend off the nanoswarm, is what makes fate interesting. Psi-slights and specialised professions? Yup, using it like Magic in fate, as extra's costing refresh is a great idea. I'd personally increase the refresh of characters to 5 to accommodate this (plus its the score of Moxie most players end up with in EP from experience). Specialised professions, gives you new story-telling mechanisms that should allow you to do abnormal things (though id' still encourage rolls for challenging things). -1 refresh for "Lost mind reader", would give you those scan abilities and then allow you to try rolling empathy to find specific feelings about subjects, or even perhaps notice, investigate, or burglary depending on the method used to pull out those memories. Specialised professions should be much the same. Think "Fork-specialised Psychosurgeon" for -1 refresh. Or "Biosculptor", "nanotechnology programmer" should give your character specific access to things, new storytelling tools to be applied to the game. Essentially these become specialised Stunts, giving you access to a field of play via an existing skill or set of skills. So a character might look like this: Adam Klaus HC: Journalist Socialite Trouble: I've got to know! BA: Old world values (reinstantiated) FA: Everything has a price (Hypercorp) MA: Everything in its place (Stability + ) Skills: 4+ Investigate 3+ Rapport, Resources 2+ Burglary, Athletics, Contacts 1+ Notice, Will, Empathy, Shooting Morph: Subtly beautiful Slyph (rolled a 4) Profession: Memetic & Social Manipulator (-1 Refresh) Refresh 4. ============= What'chu chaps thing? As far as capturing the feel of the game without rules-bogging-down?
bblonski bblonski's picture
That's an elegant hack to
That's an elegant hack to Fate Core, but honestly I'd hope for a bit more from the EP Fate Conversion guide. I expect at least some reskined skill names and probably some extra skills to represent all the extra options available in the setting. Having a zero G and normal G movement skills, for example, helps add to the feel of EP. We can probably trim it down a bit from the skill list I posted earlier (combine kinetic, beam, and thrown weapons, combine infosec and interface, throw out pilot and navigation, etc). Fate Core characters are supposed to be fairly close to normal human, so I think raising the skill cap and adding some extra refresh and stress boxes is probably justified for transhuman characters. The larger skill cap will help mitigate the larger skill list without players stepping on each other's toes. I still think morphs need a bit more mechanical weight. They are a pretty big part of the EP lore. The idea I keep coming back to is having a morph represented by a few linked aspects (let's say 3). During morph brokerage, how well you roll determines how many aspects the player get's to define, the rest are defined by the GM. This helps capture the feel of better morphs having higher costs without giving them a pure mechanical advantage. Players who want better morphs than they can afford have to make compromises and potentially get stuck with some large flaws the GM can easily exploit. Having several morph aspects also easily represent implants which is also a big part of the lore. Sometimes you need to indicate you added internal oxygen reserves and a farcaster to your fury morph. I think this helps capture some of the "planning ahead" theme of EP Core. Going back to what jiyunatori said about skill prerequisites, it got me thinking. We could have morph prerequisites for stunts. Certain stunts would only be available to specific morphs or morphs with specific implants.
Smokeskin Smokeskin's picture
I agree that morph power
I agree that morph power level needs to be in there. Morph aspects could give from +1 to +4, and/or they could come with their own pool of points.
Ryan Macklin Ryan Macklin's picture
I am listening
There are some good thoughts here. I'm not going to interrupt yet. I am listening. - Ryan
Ryan Macklin ryanmacklin.com | @RyanMacklin
Seekerofshadowlight Seekerofshadowlight's picture
Well, I would not go that
Well, I would not go that simple with Morphs or Skills. after all Morphs are important in EP, they are not just decoration. Skills are very important in EP as well, a PC often has many skills with a wide range of uses. as such I would be wary of cutting them down all that much, stuff like Hardware is very important to know just which one you know how to use, allowing it to cover everything makes it very, very powerful. We could go with a more robust, but still slimmer skill set and just go with more skills than the normal Fate Core or use something like skill mods from the toolkit for Factions. Much as the core game grants you extra skills from a faction and background Fate could do the same by giving you extra skills. Now Morphs, I think could well be gear that would give aspects and could be augmented allowing stunts and more than one aspect with that morph. I do not think they should be simply an aspect.
EccentricOwl EccentricOwl's picture
I'm a massive Fate and EP fan
I'm a massive Fate and EP fan - I'm invested in both so you might call me a little biased! The best part about Fate is that you can do so much with it. Do you want lots of gear? Then run lots of gear. That's fine. Fate is so simple you're encouraged to come up with your own gear rules. That said, morphs shouldn't have too much of a mechanical effect. Maybe, morphs could let you choose from a pool of powerful stunts; just as you would with, say , the 'classes' in Fate System Toolkit. "I chose the Bouncer morph, so I'm invested in it. Therefore, I get to choose from these extra stunts - hmm, +2 on survival rolls to stay alive in space? Interesting...)
Smokeskin Smokeskin's picture
But the point is that morphs
But the point is that morphs are NOT created equal. You're supposed to be much more capable in a Remade or a Reaper than in a Splicer. You're supposed to do better on all COG-based tests when in a Menton.
ProfessorCirno ProfessorCirno's picture
I think the issue is one
I think the issue is one where the in-game fluff and the (current) in-game mechanics don't sync. The fluff is straightforward: "Your body is a shell. Change it." Morphs are NOT supposed to matter in the long run, or in a big way; they're just one (of many) tools. You can get this a lot if you read through Transhuman and it's bit on advice and notes on the game. Morphs are intended to, ultimately, be disposable; use it and leave it. The issue is that, mechanically, morphs DO matter in a very big way, and the mechanics are exceedingly aimed against treating them as disposable simple tools; rather, they mechanically encourage you to get one morph and make it really strong. Yes, an Olympian is meant to be better then a Sylph at athletics, but mechanically the differences simply aren't all that wide, and the huge amount of morph customization and the book keeping that goes in to everything makes morphs far more then just tools. Personally I'd rather morphs be disposable yet valuable - and I think that fits "gear" perfectly. I can see it as a Morph offering an aspect and - if it's good enough - one "free" stunt. It should also have a cost - after all, one of the intended points in EP is that not spending a huge chunk of CP on a morph is meant to be an equalized thing; your body isn't as good, but you can spend those points on your skills instead, which, just to reiterate, are intended to be the BIG deal.
Ranxerox Ranxerox's picture
Domaac Machar
Domaac Machar Aspects Soul of the Machine: Helps Others To Give His Life Meaning In his youth he was a Decorated Veteran Of The Pan-African War. In his maturity, he was a Crime Reporter On The Mean Streets Of Juba. After the Fall though he is reduced to being a Mechanical Insect Working For A Hypercorp. Domaac become a member of Firewall after he Survived The Exsurgent Attack On Belmar Three. Skills Investigation Contacts Shoot Burglary Rapport Notice Stunts "I Know Someone Who Will Sell Us One Cheap" - Once a session can use Contacts in place of Resources Internal Security - Can resist attempts to hack his cyberbrain with his Burglary skill "My Mind Is My Own" - +2 bonus to resist attempts to hack his cyberbrain Morph - Security Arachnoid Access Jacks, Basic Mesh Inserts, Cortical Stacks, Cyberbrain, Mnemonic Augmentation (all standard for synthomorphs and without cost) Enhanced Vision (cost 1) Lidar (cost 1) Pneumatic Limbs (cost 1) Radar (cost 1) Extra Limbs (cost 1) Built in weopons (cost 1) Member of the "Clanking Masses" (cost -1) Non-emotive morph (cost -1) Fate point/refresh rate cost: 4
bblonski bblonski's picture
@Ranxerox Looks good. My one
@Ranxerox Looks good. My one complaint is that your morph augmentation list is still very EP Core style where advantages cost points and disadvantages add them. Fate moves away from this paradigm by awarding bonus fate points when a disadvantage affects you, making disadvantages desirable. A clever player will even find ways to have non-emotive and "clanking masses" benefit them. Here's the approach I would take. [Aspect] Morph - Security Arachnoid (Includes all standard Arachnoid enhancements listed in EP Core. Thrust vector justifies zero-g flight. Invoke for non-emotive, extra limbs, "clanking masses", wheeled, extra SOM, integral armor.) [Stunt] Integral Weapon - Choose weapon [Stunt] Enhanced Sensor Package - +2 on Notice and Investigation checks involving vision, Radar, or Lidar. Refresh Cost: 2 You could play around a bit here. For example, you could probably skip making Enhanced Sensor Package a stunt. Since Enhanced vision, radar, and lidar are listed as standard enhancements on an arachnoid, you could just spend a fate point to invoke your morph aspect when appropriate. The fiction states that all arachnoids have these so they should be included in the morph aspect. You could also promote Integral Armor to a stunt so you do not have to spend a fate point every time you want to reduce the damage you take. The beauty here is that fiction wise they could be identical morphs, but mechanically a player can decide which stunts better suite what they plan to be doing. Maybe the player who took Integral Armor is better at taking cover, or is just luckier when it comes to taking shots. Or maybe that morph has brand new or additional armor, where the other morph has worn armor, but just got fresh new sensors. The idea is everything is still true, but the player can decide what is more important for the story by allocating stunts.
Ranxerox Ranxerox's picture
@ bblonski
I see two problems with having everything that comes naturally to a morph being classified as an aspect. The first problem being that some morphs have a lot more goodies about them than others. Having 8 positive aspects that you can potentially invoke is better than having 3 positive or no positive aspects. By charging fate points/refresh for better morphs you ensure that someone stuck in a flat or case may have an inferior morph but they will more fate points from the get go. The second problem being more of a philosophical one. Why should players have to shell out a fate point every time they want to use an ability that their morph has 24/7? Now, I'm not married to my build for Domaac Machar. I put it out there just as a proposal in order to spark conversation. I am, however, partial to the idea that better morphs should come at a fate cost. Maybe if we moved the integral armor and extra SOM over to morph stunt column, since the is very little downside to these features and they would be expected to be persistent, we could split the difference in our two builds.
bblonski bblonski's picture
Ranxerox wrote:
Ranxerox wrote:
The second problem being more of a philosophical one. Why should players have to shell out a fate point every time they want to use an ability that their morph has 24/7?
I see this complaint a lot about Fate, and it comes from a philosophical difference between Fate and more traditional RPGs. The important thing to remember is you still have your abilities. You don't have to spend fate points to use you vector thrusters, radar, extra arms, etc. You would simply point to your aspect to justify the usage. You simply say, "I have vector thrusters so I fly up there." There is a lot less rolling for simple stuff in Fate. You only roll when it is potentially interesting like trying to escape before the bomb goes off. If you want to, for example, look around with radar, you just do it, no fate point needed. Only when you think the radar gives you an edge to justify a +2 do you spend the fate point. Maybe you are trying to track a fleeing synth morph and you think your radar should give you an edge. Also, if you are using up your fate points too fast, you are probably not role playing a balanced character. Fate encourages you to add some flaws to your character to earn back your fate points. The goal is to produce more interesting characters rather than optimized combat avatars. As for morphs being balanced. Earlier we were actually discussing how to represent different morph power levels. I think having more flexible morph aspects is actually a nice way to do it. Both morphs are essentially balanced because they are both just and aspect and you have the same amount of fate points to spend, but the better morph will give you more opportunities to invoke the morph aspect and maybe some unique abilities that don't need to be invoked like the vector thrusters. Otherwise, why would I buy a better morph when I could get equivalent abilities by picking similar ego stunts and save on cost? Good GMs will find ways to make better morphs be a drawback and good players will find ways to make poorer morphs be beneficial. Being in a splicer morph is going to make it a lot easier to blend in than being in a reaper morph. You also balance the power difference by assigning cost to morphs. I assume when a player goes to change their morph, they will have to use some in game currency or rep favor to get the morph. Better morphs will cost more and require players to invest more into their assets and rep networks to get them. However, they won't be too overpowered to overshadow the other players. I also like giving the players the option to invest however many stunts in the morph they want. In fact, I think that is an excellent way to represent morph integration. Players who do better on their morph integration test can pick more morph stunts. I'm curious what you think the mechanical effect of most of the advantages you list would be. For example, does your Lidar stunt give some sort of bonus to a roll, or just allow you to find the exact distance to an object? Is that even a meaningful ability in a rule system that largely abstracts distances away? What about extra limbs? Does it have any real mechanical weight? Maybe when climbing or wrestling, otherwise it's mostly flavor. Honestly I would expect such things to be so rarely used that I would not want to waste stunts on them and prefer to spend an occasional fate point instead. Of course I'm thinking of a Fate Core approach where you only get 2-4 Fate points to spend on all your stunts.
Ryan Macklin Ryan Macklin's picture
Philosophy on character economy
One thing I'm looking at is how there's a difference between increased capability and additional capability. Putting aside all mechanics, there's still a difference between "You and I can both do X, but you're better at it." and "You and I can both do X, but you can also do this totally other Y thing." As we're examining character economy with respect to morphs, this is at the forefront of my mind. - Ryan
Ryan Macklin ryanmacklin.com | @RyanMacklin
Ryan Macklin Ryan Macklin's picture
Oh, and to be clear, there
Oh, and to be clear, there won't be aspect-spamming here. That's one of the classic ways to burden a Fate game. And there particularly won't be mismatching numbers of aspect slots -- one character for some reason having (say) 6 and another having 8. There's no real benefit to that approach compared to the problems is brings. - Ryan
Ryan Macklin ryanmacklin.com | @RyanMacklin
Ranxerox Ranxerox's picture
bblonski wrote:
bblonski wrote:
As for morphs being balanced. Earlier we were actually discussing how to represent different morph power levels. I think having more flexible morph aspects is actually a nice way to do it. Both morphs are essentially balanced because they are both just and aspect and you have the same amount of fate points to spend, but the better morph will give you more opportunities to invoke the morph aspect and maybe some unique abilities that don't need to be invoked like the vector thrusters. Otherwise, why would I buy a better morph when I could get equivalent abilities by picking similar ego stunts and save on cost?
So, are the morphs essentially balanced or is one better? You seem to be trying to have your cake and eat it too. I say that more unique useful aspects to invoke and unique abilities at your disposal is better and better =/= essentially balanced.
bblonski wrote:
Good GMs will find ways to make better morphs be a drawback and good players will find ways to make poorer morphs be beneficial. Being in a splicer morph is going to make it a lot easier to blend in than being in a reaper morph. You also balance the power difference by assigning cost to morphs. I assume when a player goes to change their morph, they will have to use some in game currency or rep favor to get the morph. Better morphs will cost more and require players to invest more into their assets and rep networks to get them. However, they won't be too overpowered to overshadow the other players. I also like giving the players the option to invest however many stunts in the morph they want. In fact, I think that is an excellent way to represent morph integration. Players who do better on their morph integration test can pick more morph stunts.
In universe economics don't usually play that large of a role in FATE games. Resources are a skill to roll against not a finite bundle of credits or rep points in. Make Resources your apex skill and get the aspect "Filthy Rich" and you can have a new badass morph every session, and might as well if you have made in universe cost the limiting factor. But as FATE Core says, "This is a game about your character, not about his or her stuff". Balancing the benefits of a snazzy morph with a fate point cost for taking one on will ensure that the games don't degenerate into quest to have the coolest morph. Also, I think having multiple stunts at stake put too much importance on the morph integration test. It would likely lead players to invest heavily in whatever skill the test was made with regardless of whether a high proficiency with that skill fit the character concept.
bblonski wrote:
I'm curious what you think the mechanical effect of most of the advantages you list would be. For example, does your Lidar stunt give some sort of bonus to a roll, or just allow you to find the exact distance to an object? Is that even a meaningful ability in a rule system that largely abstracts distances away? What about extra limbs? Does it have any real mechanical weight? Maybe when climbing or wrestling, otherwise it's mostly flavor. Honestly I would expect such things to be so rarely used that I would not want to waste stunts on them and prefer to spend an occasional fate point instead.
Well Lidar could give benefits shooting, piloting, driving and some notice rolls. In EP extra limbs give extra attacks though the rules state off-hand rules are used on all attacks after the first. There is no reason they couldn't confer a similar ability EP Fate. So, Domaac could shoot at a target with 4 different guns. That would be worth a fate point. However, you'll note that it didn't take much arm twisting to drop both Lidar and extra limbs from my list items to charge for. I'm hard pressed however to see how something like integral armor which you listed as a aspect would not qualify as at least a stunt.
bblonski wrote:
Of course I'm thinking of a Fate Core approach where you only get 2-4 Fate points to spend on all your stunts.
I was using Bulldog! and it system for making new alien races as my inspiration for assigning cost to morph's. Bulldog allows refresh rates of 6 to 12 depending upon the power level of your game and you have to leave at least one left after species abilities and stunts. Of course it's hard to have a horror game with 12 fate points to play with, so I was thinking of a 6 or 7 refresh rate.
Acatalepsy Acatalepsy's picture
I don't think that character
I don't think that character creation should be the same across all Eclipse Fate games. Whether I want to play a firewall game, or hypercorp mercs, or scum free traders, or gatecrashers - whether I expect my PCs to be cool professionals who know each other by their work, or close friends (or old enemies) tossed into a terrifying situation - these things are going to determine how I run the phases of character creation. Eclipse Fate needs to give me the tools and resources to smoothly run my Eclipse Fate game, not decide for me what that is. On the morph thing...I think it's core to the nature of Eclipse Phase that someone sleeved in a powerful morph is just better. If you're a Flat, and I'm an Exalt, all other things being equal, I'm more likely to win any completion. Being in, say, a Dragonfly or a Novacrab is additional capability, but being in a Fury is just hands down more capable at combat than any biomorph (other than a particularly tricked out Olympian, or a Remade). That's pure increased capability right there. Even more importantly for me: there's no cost for this, other than the obvious consequences of being in a Fury. No refresh cost, no Fate Point tax, nothing. [i]There is no cost for being transhuman[/i]. You upgrade, you win; you don't upgrade, you lose. This is an important thematic conceit to Eclipse Phase, and I can't imagine playing an Eclipse Fate that didn't include that. I've been writing my own Eclipse Phase / Fate hack that I plan on testing sometime next week (or, if I'm feeling lazy, I'll run one of the existing ones with some minor modifications).
[I]This isn't a war ordinary humans can win. This is the future. Death's an inconvenience, now. Nothing more.[/I]
bblonski bblonski's picture
Ranxerox wrote:
Ranxerox wrote:
So, are the morphs essentially balanced or is one better? You seem to be trying to have your cake and eat it too. I say that more unique useful aspects to invoke and unique abilities at your disposal is better and better =/= essentially balanced.
Maybe balanced wasn't the correct word. What I'm getting at is they are mechanically represented in the same way. Both are a single aspect. Creatively or fictionally, they might not be balanced. One aspect might come up more often in game play, but the fate point economy keeps things fair. It's the same with regular character aspects. You can have players who are more creative, come up with better aspects, and find more ways to use their aspects, but all characters are essentially balanced. That's also what I was getting at where better morphs might not always be beneficial, like if you are trying to blend in. What morph you want would depend on the situation instead of which one provides the most bonuses.
Ranxerox wrote:
In universe economics don't usually play that large of a role in FATE games. Resources are a skill to roll against not a finite bundle of credits or rep points in. Make Resources your apex skill and get the aspect "Filthy Rich" and you can have a new badass morph every session, and might as well if you have made in universe cost the limiting factor. But as FATE Core says, "This is a game about your character, not about his or her stuff". Balancing the benefits of a snazzy morph with a fate point cost for taking one on will ensure that the games don't degenerate into quest to have the coolest morph.
I think we agree here. Fate isn't really about gear which is why I think most augmentations should really just be about narrative permission instead of actual mechanical weight. I think this is how gear is usually handled in Fate Core. For example, if you have a radio, it gives you permission to talk to other characters with radios. No aspect, no stunt, no rolling. Just a note that you have a radio. Having cost is just flavor really.
Ranxerox wrote:
Also, I think having multiple stunts at stake put too much importance on the morph integration test. It would likely lead players to invest heavily in whatever skill the test was made with regardless of whether a high proficiency with that skill fit the character concept.
I think you misunderstood me. You would not gain bonus stunts with an integration roll. The integration test is just for determining how much refresh they can spend immediately on morph stunts. You could still spend that refresh in other areas or keep it if you didn't do well on the morph integration roll. I would also allow players to invest refresh into morph stunts at normal character advancement steps. This way they could slowly adapt and unlock more potential of their morph.
Ranxerox wrote:
Well Lidar could give benefits shooting, piloting, driving and some notice rolls. In EP extra limbs give extra attacks though the rules state off-hand rules are used on all attacks after the first. There is no reason they couldn't confer a similar ability EP Fate. So, Domaac could shoot at a target with 4 different guns. That would be worth a fate point.
I feel Lidar wouldn't give a big enough bonus to warrant a constant +1 in all those situations. Fate isn't very granular, a +1 is a pretty big deal. Often Lidar isn't going to make much of a difference, but when you spend that fate point it was narratively the element that gave you the edge. Extra limb fighting sounds like a good stunt, but I'd make it optional. I'd make it so that you need a morph with extra limbs to get narrative permission to take the stunt. Then if you pass your integration test you can spend refresh to purchase the morph stunt immediately. The stunt would look something like this [Stunt] Multi Limb Fighting - You get +2 to harm on successful attacks as long as you are wielding similar weapons (ranged or melee) in your extra limbs.
Ranxerox Ranxerox's picture
@ bblonski
At this point we are just haggling over the price. Call them Extras, Morph Stunts or Morph Abilities, we seem to agree that some things should cost refresh (I'm also in favor of fate cost/bonuses for mid-session changes). Our disagreement, such as it is, seems to be what Extras warrant a cost and which should be free. It is going to take playtesting to balance things out, so that "argument" will be worked out by time.
Ranxerox Ranxerox's picture
Acatalepsy wrote:I don't
Acatalepsy wrote:
I don't think that character creation should be the same across all Eclipse Fate games. Whether I want to play a firewall game, or hypercorp mercs, or scum free traders, or gatecrashers - whether I expect my PCs to be cool professionals who know each other by their work, or close friends (or old enemies) tossed into a terrifying situation - these things are going to determine how I run the phases of character creation. Eclipse Fate needs to give me the tools and resources to smoothly run my Eclipse Fate game, not decide for me what that is. On the morph thing...I think it's core to the nature of Eclipse Phase that someone sleeved in a powerful morph is just better. If you're a Flat, and I'm an Exalt, all other things being equal, I'm more likely to win any completion. Being in, say, a Dragonfly or a Novacrab is additional capability, but being in a Fury is just hands down more capable at combat than any biomorph (other than a particularly tricked out Olympian, or a Remade). That's pure increased capability right there. Even more importantly for me: there's no cost for this, other than the obvious consequences of being in a Fury. No refresh cost, no Fate Point tax, nothing. [i]There is no cost for being transhuman[/i]. You upgrade, you win; you don't upgrade, you lose. This is an important thematic conceit to Eclipse Phase, and I can't imagine playing an Eclipse Fate that didn't include that. I've been writing my own Eclipse Phase / Fate hack that I plan on testing sometime next week (or, if I'm feeling lazy, I'll run one of the existing ones with some minor modifications).
I don't agree with you over the whole "you upgrade, you win; you don't upgrade, you lose" thing, but I do agree that EP Fate shouldn't have a one size fits all character generation system. For instance, Domaac Machar lived 80 years on Earth before the fall. So it made sense for me to divide his aspects into Soul In The Machine, Youth, Middle Years, the Fall, and joining Firewall. For a mercurial born after the Fall playing in a non-Firewall campaign, the only one of those aspect events that would make any sense is Soul In The Machine. So yes different campaigns are going to need different creation processes and probably not just for aspects. EP Fate will need to be a toolkit for a number of different types EP campaigns.
bblonski bblonski's picture
@Ranxerox
Yeah, I think we mostly agree, we're just discussing nuances. I think I was just arguing against morphs being a set of prepackaged stunts, which wasn't really clear if you were arguing for that in the first place.
Acatalepsy wrote:
[i]There is no cost for being transhuman[/i]. You upgrade, you win; you don't upgrade, you lose. This is an important thematic conceit to Eclipse Phase, and I can't imagine playing an Eclipse Fate that didn't include that.
The problem with this is that it is counter to the way Fate works. Fate encourages dramatic roleplaying instead of simulationist roleplaying. It rewards flawed characters. There isn't really supposed to be a suboptimal way to build characters. That's one of the draws to Fate. Also, you might as well set transhuman as the baseline and have flats be a drawback. @Ryan, thanks for weighing in. I read your blog post about principles for fate conversions and I agree mostly.
Smokeskin Smokeskin's picture
The more I think about it,
The more I think about it, the more I like the idea of having morph power level implemented as a +1 to +4 on the morph's aspects instead of just +2. It's clean, simple, doesn't require extra book keeping, players in weak morphs can still rely on their ego aspects for full effect, while having a powerful morph will give you advantages you can't get otherwise and make morph feel actually powerful. The only downside I see to it is that it can downplay the value of your ego aspects.
Acatalepsy Acatalepsy's picture
bblonski wrote:The problem
bblonski wrote:
The problem with this is that it is counter to the way Fate works. Fate encourages dramatic roleplaying instead of simulationist roleplaying. It rewards flawed characters. There isn't really supposed to be a suboptimal way to build characters. That's one of the draws to Fate. Also, you might as well set transhuman as the baseline and have flats be a drawback.
There are two big objections to this: One is that narrative games always have elements of simulation in them, simply on the grounds that the universe they set their narrative in has its own rules, and it must stay true to those rules. There's a reason FATE has a skill pyramid, and uses opposed rolls instead of just counting aspects and fate points: because in a story that involves people with different skill levels at swords, someone who is better at sword fighting should win the fight, and the weaker party needs narrative permission in the form of aspects and fate points to overcome that disadvantage. Similarly with weapons - by default, FATE does not include weapons, but advice and systems for them are included in both Core and the Toolkit, and assumes you will use them if use of weaponry is important for your game. If I have a weapon, and you don't, then you need to have something over me - an aspect + fate point that justifies your victory from a narrative PoV, an ally that can tip the environment in your favor, just plain being better than me, or something. In Eclipse Phase, morphs matter and can't be glossed over, the same as weaponry in many other settings. I'd argue that morphs matter [i]more[/i] than weaponry or gear in Eclipse Phase; it is, after all, what makes the setting distinctive, is integral to the concept. If you're a Flat fighting a Fury, you need something to overcome that obstacle. If you say that the Fury isn't actually more powerful that the Flat, and the Flat does not need anything - narrative permission, skill, weaponry, [i]anything[/i] to beat the Fury, you're not staying true to the universe of Eclipse Phase. Second, what kind of narrative you're trying to tell is baked into the mechanics of a narrative game, in how they create incentives in play and more. If you put refresh costs or caps, or Fate point taxes, you're creating a choice between having a good morph, and having an effect on the narrative - and then discouraging the former. Fate points are how the players interact with the narrative. They're how the players highlight the important parts of their characters, or activate important tricks that their characters can do, or even bring into the story important parts of the environment. There's [i]absolutely no reason[/i] that a character who sleeves into an Exalt should be less capable of doing these things in an Eclipse Phase story. In some other story, where being transhuman is rare and special? Absolutely. But in Eclipse Phase, there's [i]nothing special about your shell[/i]. That's all it is. A shell. A tool, like a weapon. Something you use and discard, not something that can take the place of your ability to interact with the story. As to the idea of rewarding flawed characters: sure, but that's not relevant here. The goal is to make things [i]interesting[/i], and part of the way that works is by building interesting targets for compels into aspects. Note that those aspects aren't outright weaknesses. They're frequently [i]trouble[/i], yes, but trouble is different from weakness. The fact that a Flat thinks and moves at 'Meat Glacier' speeds, can't see well, can't hear well, can only focus effectively on one thing at at time, gets sick easily - these are not interesting things about that person, they aren't trouble or interesting ways that the character might fail. They're not character flaws, they're just the fact that the character is tooling around with crappy, obsolete gear. (Also, there's always a way to build suboptimal characters. In Fate, that's by building a character that uses skills and stunts that aren't useful for what the characters are doing, or have overlap in terms of what they can be used for, and have aspects that aren't related to things that are going on. This is of course a different type of 'suboptimal' build, and a GM and group's interests determine what is and isn't suboptimal.)
[I]This isn't a war ordinary humans can win. This is the future. Death's an inconvenience, now. Nothing more.[/I]
bblonski bblonski's picture
@Acatalepsy
I think we're mostly arguing semantics again here. We seem to agree that morphs shouldn't really define a character, they are just another piece of gear that everyone else has. But then you seem to stress morphs as the most important deciding factor in a fight. You can still invoke your Fury morph aspect in a fight, which should give you the edge on most other non-combat morphs. I don't think we're going to get very far arguing the distinction between flawed, interesting, troubled, suboptimal, etc. Fate Core says the best aspects are double-edged, say more than one thing, and keep phrasing simple. Something like battle hardened Fury with a bad back. You want the aspect to be invoked against you just as much as you invoke it to help. We can argue whether or not a character that chooses to keep their original body despite being obsolete is interesting or not. I would say they could be. I think you could have interesting dynamics by throwing in the occasional Jovian or bioconservative who isn't so sure about this resleeving thing. I'd expect these players to be in the minority, but I wouldn't deny them the option. It's like that old detective who sticks to that old trusty revolver, despite everyone else having better gear. Really I'm more concerned that my players have to flip though pages of gear and morph stats. I had to stop playing EP because my players didn't want to deal with all that stuff. They just wanted to play a Ruster or a Furtura because they though it looked and sounded cool. They don't want to consider that a Remade or Ghost morph might be a better choice. Or add every morph and augmentation bonus in. Sometimes you want to just play an everyday worker pod that gets pulled into some heavy shit. Even more, I'm worried about the logistics of it all. If you have lots of aspects and stunts involved in purchasing morphs, then every time you resleeve you have to stop a do a bunch of bookwork. They have to subtract out all their previous morph bonuses and add in the new morph bonuses. If you get resleeved in a morph that requires more stunt slots then you have available, what happens? Can't you just take equivalent Ego stunts? What happens when your ego and morph stunts overlap? If some morphs are just better, why wouldn't everyone sleeve in that morph? Fate isn't particularly good at keeping things from players, so everyone is bound to end up with the best gear. Fate gives players lots agency. Even if you pick skills and stunts that aren't usually as useful, players can make declarations about the world to give them opportunities to use those skills in play. Maybe the player uses their high art skill to notice that the gun left by the assassin has a custom grip and he knows the dealer. Players can choose what skills are useful and influence how they want to play. Ultimately it's important to appeal to Fate players. EP fans already have core. The point of the conversion guide is to let Fate players play in the same setting. Things are going to have to be different from the core EP experience in certain ways. There will have to be a lot less focus on gear. You'll have to save stunts and aspects for the really exceptional stuff you want to focus on, and hand wave most of the rest. That's kinda the way Fate works.
Acatalepsy Acatalepsy's picture
bblonski wrote:I think we're
bblonski wrote:
I think we're mostly arguing semantics again here. We seem to agree that morphs shouldn't really define a character, they are just another piece of gear that everyone else has. But then you seem to stress morphs as the most important deciding factor in a fight. You can still invoke your Fury morph aspect in a fight, which should give you the edge on most other non-combat morphs.
...I don't think there's a contradiction between "your gun does not define who you are" and "having a good gun makes a difference in a fight". Being able to invoke an aspect relating to having a good morph is, to me, insufficient. This isn't an alien concept to FATE. There are rules for having weapons that do more than "I can invoke an aspect relating to the fact that I have a weapon", and these do not break the game. They're discussed in Core and the Toolkit.
bblonski wrote:
We can argue whether or not a character that chooses to keep their original body despite being obsolete is interesting or not. I would say they could be. I think you could have interesting dynamics by throwing in the occasional Jovian or bioconservative who isn't so sure about this resleeving thing. I'd expect these players to be in the minority, but I wouldn't deny them the option. It's like that old detective who sticks to that old trusty revolver, despite everyone else having better gear.
A character that wants to do something ineffective, because reasons....gets to be ineffective. Because reasons. That's not denying them the options; but - like, if I want to play in a modern SWAT game, and I decide I'd like to use a bow and arrow, I don't think the game should stop me - but it doesn't have to give me bonuses for making a bad decision, nor does it have to indulge my desire to do something ineffective and suffer no consequences for it. Again, in a different game I'd have no problem with the idea that maybe there's something to this 'remaining human' thing. But that game isn't [i]Eclipse Phase[/i]. The argument has been settled in this setting; if not a philosophical level, then on the practical one. I don't disagree that a character that wants to keep their original body can be interesting. But the question of 'can upgrading your body make you better' has already been decided, and the transhumanists have won handily. That's the setting. Arbitrarily deciding that the bioconservatives are more awesome because reasons is not [i]Eclipse Phase[/i].
bblonski wrote:
Really I'm more concerned that my players have to flip though pages of gear and morph stats. I had to stop playing EP because my players didn't want to deal with all that stuff. They just wanted to play a Ruster or a Furtura because they though it looked and sounded cool.
Uh, the solution to "don't have pages of stats to flip through" is...not having pages of stats to flip through? I'm not sure what's hard here. Like there's options that exist between "morph is just an aspect that has literally zero effect on how effective the character is at doing stuff" and "you must customize individual limbs and mods". My current working hack is "morphs have two aspects, a Physique stat, and (usually) two stunts". I don't have an exhaustive list of morphs, just a few examples of morph stunts and aspects.
Quote:
Ultimately it's important to appeal to Fate players. EP fans already have core. The point of the conversion guide is to let Fate players play in the same setting.
The setting encompasses more than just "this is where you are, these are the dudes who live here". If it was, all you'd need to play Eclipse FATE is the EP core book (for the setting) and Fate Core (for the mechanics). It's also the themes, the ideas, sensibility and tone of the world. You'll note I never said that EP Fate needs to play like EP; but it [i]needs to tell an EP story[/i]. That, to me, is the purpose of the conversion guide - tweaking the mechanics and systems to produce that result. Without that, you're left with a Spirit of the Century game with sci-fi flavor. That I don't need a conversion guide to do.
[I]This isn't a war ordinary humans can win. This is the future. Death's an inconvenience, now. Nothing more.[/I]
bblonski bblonski's picture
Acatalepsy wrote:
Acatalepsy wrote:
A character that wants to do something ineffective, because reasons....gets to be ineffective. Because reasons. That's not denying them the options; but - like, if I want to play in a modern SWAT game, and I decide I'd like to use a bow and arrow, I don't think the game should stop me - but it doesn't have to give me bonuses for making a bad decision, nor does it have to indulge my desire to do something ineffective and suffer no consequences for it.
What if you're playing a character like Hawkeye or the Green Arrow? Those guys can regularly beat people with better gear. Sure they're superheroes, so they might not fit in your SWAT game, but in a pulp adventure they'd fit right in. Fate naturally lends itself to pulp so I think it's inevitable the EP Fate is going to have more of a pulpy feel. It's fine to have that decision hurt you in certain situations. That's what earns you fate points. It's like deciding to put more points in Moxie rather than buying a better morph. Your character isn't worse for having inferior gear because your character is luckier and more determined.
Acatalepsy wrote:
"morph is just an aspect that has literally zero effect on how effective the character is at doing stuff."
Have you played much Fate? Aspects are kinda a big deal. In fact giving the player more fate refresh instead of the extra stunts will probably be superior in most situations since you can invoke it for +2 instead of +1.
Acatalepsy wrote:
My current working hack is "morphs have two aspects, a Physique stat, and (usually) two stunts". I don't have an exhaustive list of morphs, just a few examples of morph stunts and aspects.
It's not clear, players choose what aspects and stunts go to each morph, or are they predetermined for every morph? Can two morphs from the same line have different stunts and aspects? What about infomorphs, do they still get 2 stunts and a physique stat? The Physique stat sounds like you'd have to explicitly list it for each morph type. Does Physique effect other skills like Fists and Athletics? If so, that's a bunch of skills you have to adjust, if not, then why don't you just invoke the aspect where it makes sense instead of having to adjust a bunch of skills. Aspects are literally the best the way to represent a thematic set of bonuses and penalties associated with things such as being a small child or a big brute. To be clear I'm not saying morphs should only be a single aspect either. My first thoughts were actually something very similar to what you hack is, minus the physique skill. I've come to think one aspect instead of two is probably sufficient. Then, depending on what your morph aspect is, you can purchase certain related morph stunts with refresh. How many and which morph stunts to buy is left up to the player and represents better morph integration, additional augmentations, etc. I'd probably have a mix of predetermined and free form stunts. The only difference between morph stunts and ego stunts is maybe morph stunts are slightly better and players can switch several of their morph stunts when they resleeve (depending on you integration test) instead of only one during character advancement. This allows players to adapt to the situation mid session by changing morphs, where players who invest more into ego stunts have less flexibility, but have guaranteed abilities even if they change morphs. I like this because using aspects to justify stunts is talked about in the Fate Toolkit under aspected stunts, and characters look pretty much the same as a normal Fate character so there isn't really anything new to Fate, but there is an extra rule about being able to switch aspects and stunts on the fly which really suites the setting.
Acatalepsy wrote:
The setting encompasses more than just "this is where you are, these are the dudes who live here". If it was, all you'd need to play Eclipse FATE is the EP core book (for the setting) and Fate Core (for the mechanics). It's also the themes, the ideas, sensibility and tone of the world. You'll note I never said that EP Fate needs to play like EP; but it [i]needs to tell an EP story[/i]. That, to me, is the purpose of the conversion guide - tweaking the mechanics and systems to produce that result. Without that, you're left with a Spirit of the Century game with sci-fi flavor. That I don't need a conversion guide to do.
I agree. Not that long ago I said to KingSwampThing that I thought morphs should be more than a single aspect tacked onto the Fate Core rules. I still stand by that. I still like my idea that how well you do at morph brokerage determines how many morphs aspects you get to define and how many the GM gets to define. I agree with Ryan though that we should keep aspect spamming to a minimum. Absolutely no more than 7 character aspects, not including temporary aspects. I could probably accept two morph aspects. But I think character creation should be fairly similar to Fate Core. Maybe a few more stress tracks to handle rep. No strange mixing of aptitudes and skills. That's just trying to jury rig the EP rules into Fate. Aspects are already an elegant solution to this problem that I even prefer over the way EP Core works. Where I want the EP Fate Conversion Guide to explore is stuff like rules for dealing with morph brokerage, morph integration, hacking, dealing with rep networks, bot jamming, Psi, etc. These are things that might not be apparent on how to represent with Fate mechanics.
Acatalepsy Acatalepsy's picture
bblonski wrote:What if you're
bblonski wrote:
What if you're playing a character like Hawkeye or the Green Arrow? Those guys can regularly beat people with better gear. Sure they're superheroes, so they might not fit in your SWAT game, but in a pulp adventure they'd fit right in. Fate naturally lends itself to pulp so I think it's inevitable the EP Fate is going to have more of a pulpy feel. It's fine to have that decision hurt you in certain situations. That's what earns you fate points. It's like deciding to put more points in Moxie rather than buying a better morph. Your character isn't worse for having inferior gear because your character is luckier and more determined.
This entire line of reasoning - no. Just no. If I wanted to play pulp superheroes, I would not be playing Eclipse Phase. FATE tends toward pulp just because it makes pulp easier (relative to many other game systems), but that does not mean that everything that uses the system must become 'pulpy'. If I can't run a game of transhuman conspiracy and horror because everyone is too badass and shooting all the TITAN machines with their bows and arrows because hey that works just as well - no. There's a difference between "I'm making a suboptimal decision, because that's characterful and interesting" and "we're going to consistently reward [i]this particular[/i] suboptimal decision (ie, refusing to use modern gear)". It's like rewarding characters who want to use kung-fu or a bow and arrow in a SWAT game (by charging everyone else who wants to use guns) - absolutely against the theme and tone of the game. I'll also note that one of the [i]huge flaws[/i] in Eclipse Phase as written is precisely the problem you mentioned; that characters that spend too much money on starting gear are prone to losing it and having nothing, while characters that spend nothing on gear but skills and (undercosted) rep can either quickly catch up, or be entirely back to square one the first time the party egocasts. This is a flaw and not something you want to port to an entirely different game system! It's also notably something that can only happen at character creation; once in play, absolutely nothing is stopping you from upgrading. The only way to enforce some sort of equality between Splicers and Furies is by charging the latter Fate Points or Refresh for the privilege of having an upgraded shell.
bblonski wrote:
It's not clear, players choose what aspects and stunts go to each morph, or are they predetermined for every morph? Can two morphs from the same line have different stunts and aspects? What about infomorphs, do they still get 2 stunts and a physique stat? The Physique stat sounds like you'd have to explicitly list it for each morph type. Does Physique effect other skills like Fists and Athletics? If so, that's a bunch of skills you have to adjust, if not, then why don't you just invoke the aspect where it makes sense instead of having to adjust a bunch of skills. Aspects are literally the best the way to represent a thematic set of bonuses and penalties associated with things such as being a small child or a big brute.
All stuff that I've considered put in the hack, and didn't feel like quoting the entire rule section to make a point. Aspects are part of how you represent being a small child or a big brute, but they aren't the end of it; they're limited in how they interact with challenges, conflicts, and contests. Part of my entire point is to make morphs something that makes the character better, so, yes, if you've got an awesome morph, it includes benefits other than just the aspect. (Infomorphs don't get stunts, same as Flats, but eidolons do.) I agree with some of your other reasoning, agree with others, and I [i]think[/i] we end up at more or less the same place (morphs need at least one aspect, but also more mechanical punch through stunts or skills or something, which should be done in a way to minimize bookkeeping, etc). The idea of aptitudes cancelling out - rolls from that other FATE hack was interesting, but I wasn't sure I really wanted to stick with that, and I also sort of like the idea of morph aspects being invoked for variable bonuses. ...but this is getting wildly off topic. Maybe we should have another thread if we want to continue. On the subject of character creation: Background and Faction should be part of high concept (ie, Extropian Private Eye, Martian Egohunter), and only be aspects if there's something interesting about them. I've got a couple ideas on how to do character creation - it's easiest for Firewall groups, since each person can make an aspect related to a Firewall op. For other groups, there's less obvious divisions. Any thoughts on that front?
[I]This isn't a war ordinary humans can win. This is the future. Death's an inconvenience, now. Nothing more.[/I]
Karasin Black Karasin Black's picture
bblonski wrote:Really I'm
bblonski wrote:
Really I'm more concerned that my players have to flip though pages of gear and morph stats. I had to stop playing EP because my players didn't want to deal with all that stuff. They just wanted to play a Ruster or a Furtura because they though it looked and sounded cool. They don't want to consider that a Remade or Ghost morph might be a better choice. Or add every morph and augmentation bonus in. Sometimes you want to just play an everyday worker pod that gets pulled into some heavy shit. Even more, I'm worried about the logistics of it all. If you have lots of aspects and stunts involved in purchasing morphs, then every time you resleeve you have to stop a do a bunch of bookwork. They have to subtract out all their previous morph bonuses and add in the new morph bonuses. If you get resleeved in a morph that requires more stunt slots then you have available, what happens? Can't you just take equivalent Ego stunts? What happens when your ego and morph stunts overlap? If some morphs are just better, why wouldn't everyone sleeve in that morph? Fate isn't particularly good at keeping things from players, so everyone is bound to end up with the best gear. Fate gives players lots agency. Even if you pick skills and stunts that aren't usually as useful, players can make declarations about the world to give them opportunities to use those skills in play. Maybe the player uses their high art skill to notice that the gun left by the assassin has a custom grip and he knows the dealer. Players can choose what skills are useful and influence how they want to play. Ultimately it's important to appeal to Fate players. EP fans already have core. The point of the conversion guide is to let Fate players play in the same setting. Things are going to have to be different from the core EP experience in certain ways. There will have to be a lot less focus on gear. You'll have to save stunts and aspects for the really exceptional stuff you want to focus on, and hand wave most of the rest. That's kinda the way Fate works.
I coudn't agree more! The reason why I'm so excited about the Fate conversion is that it makes it possible to run Eclipse Phase to players who are not willing to use nine page long excels for character creation or use hours to optimize their morhp-gear combinations. Personally I love to tweak and experiment with the stuff, but I totally understand why many players are not willing to take the old school view on gaming. What I would really much like to see in morph rules is the concept of index cards in Fate Core going even further. Optimally (for me and my groups) there would be, say, a letter sized character sheet with quarter of the sheet reserved for the morph statistics. The players and gamemasters could cut out morph template cards and then just replace the portion of the character sheet with the new morph card when resleeving. The morph mechanics would be designed so that they would join seamlessly to the character sheet, without any added calculations or adjustments to the ego and rep part of the character sheet. Of course all this could be done with just erasing the morph stats and replacing them with new ones for those who don't want a hassle with index cards and paper clips. But I love them as a simple visualization tool and they would be avery elegant way to solve the the morph changing part of the game. So there's my two cents' worth for now.
Each game stands or falls with its players.
bblonski bblonski's picture
@Acatalepsy
@Acatalepsy I guess we'll just have to disagree. I'm not sure why you're comparing to a SWAT game when comparing with an actual Eclipse Phase campaign would be more apt. EP characters are fairly empowered and larger than life. We've got gun-slinging apes, sword-wielding octopi, amazonian-like warrior women, people with mind powers, and space whales, is a guy with a bow really that out of place? EP is already kinda pulpy and over the top. The horror element comes from the fact that it doesn't matter because the things they're up against don't play by the same rules. I can easily see a character like Hawkeye that uses some high-tech bow and predictive Psi powers in an EP campaign. Some people like unique gimmicky characters. If you don't think they fit the feel of your campaign, just have a talk with the player and tweak it until it fits. Why build in a bunch of pitfalls for inexperienced players? One problem I had with EP Core is that players who know the system better steal the show and make inexperienced players feel useless. That's really all I want to avoid. I'm still not clear on how you propose one purchases morphs. Does it cost character stunt slots or refresh to purchase a better morph, or does purchasing a better morph give players extra bonuses without requiring any expenditure of fate points or refresh? If it requires stunt slots/refresh, then we agree and are really are just arguing specifics. If a player can simply make an Assets check and get a bunch of extra skill bonuses and stunts, then that's what I disagree with. You're just going to have a character with high Assets buy everyone the best morphs right off the bat, and only inexperienced players or players trying to role play a character concept instead of picking the morph with the best bonuses will be punished for playing "wrong". On the subject of character phases, we agree that you could probably put faction and background in your high concept. Something I read on Ryan's blog that I liked was Decoupling Aspects from Phases. In summary, you pick a high concept and trouble like normal, but instead of 3 phases you have 5 phases like in pre-Core Fate. Then you choose your top 3 aspects from your 5 phases. That way you still devote character history to background and faction. Something like this. Phase 1. Background - where you grew up Phase 2. Faction - who taught you what you know Phase 3. Adventure/Firewall/The Fall - Depending on campaign you could either have a phase about joining firewall, surviving the Fall, or some other adventure. Phase 4. Crossing Paths. Phase 5. Another Crossing Paths or a Current Motivation. @Karasin I like the idea of having morphs on separate note cards that can easily be paper clipped on a character sheet. Anything to make switching morphs easier and quicker. I tend to play online though, so I wouldn't make index cards too central to the game. Stuff like that can be harder to represent online.
Gee4orce Gee4orce's picture
FATE Core already provides
FATE Core already provides the perfect mechanism for Morphs - Extras. My approach would be for Morphs to be phrased as FATE core Extras. Each Morph would have a couple of Aspects (of which just the morph name would be one), as well as a few skills that it granted. Certain Morphs might also grant stunts. Take a look at the Galerider (a ship) Extra on page 286 of Fate Core for a full example. The Morph extra would provide skills that the character could use. If the Ego doesn't already have that skill at Average or better, then can just use that Morph's rating. I'd use the 'helping out rules', so that if the Ego's skill was already higher, they'd get a +1 boost from the Morph, or if the Ego's skill was lower they'd use the Morph's skill with a +1 boost from the Ego. Morph Aspects and Stunts don't really need any elaboration. Also I'd make the Physical Stress track a property of the Morph (but modified as above if the Ego had higher Physique. Mental stress (and any other stress tracks) are probably properties of the Ego. I'd also want to have skill caps dependent on the Morph. I'd probably break all skills down into Mental, Physical and Social skill groupings, because I'd want different skill caps for different skill groupings. For instance a Sylph might have a high Social skill cap, but a pretty low Physical one. I think this gives you lots and lots of dials to tweak to really re-create that Eclipse Phase feel
bblonski bblonski's picture
I like the skill caps idea.
I like the skill caps idea. I'd avoid breaking skills into mental, physical, social groups personally. Fate skills are kinda broad and nebulous. They can usually be used in multiple situations. For example, is burglary physical or mental? Probably depends on if you are picking a pocket or hacking an alarm system. That's not even thinking about things like Contacts or Resources.
Gee4orce Gee4orce's picture
Yeah I thought some more
Yeah I thought some more about this and I think skill caps would work best. Otherwise the points put into character skills are pretty much wasted as the Morph's skills overpower them. It's a tough one though - you want characters to get a tangible benefit form switching Morphs, but at the same time don't want that benefit to overpower a character's own skills. Can't wait to see how this is resolved ;-)
Karasin Black Karasin Black's picture
bblonski wrote:
bblonski wrote:
@Karasin I like the idea of having morphs on separate note cards that can easily be paper clipped on a character sheet. Anything to make switching morphs easier and quicker. I tend to play online though, so I wouldn't make index cards too central to the game. Stuff like that can be harder to represent online.
[h2]Character sheet sketch[/h2] Well, the index carding is more like a metaphor for representation. I started to tinker with the idea a bit and came up with this sketch. When looking at this remember, that I'm talking more about the basic design principles than spesific cases of morph modification or how to implement some single implant. :) [img]http://i.imgur.com/aAXMyst.jpg[/img] The idea is that the character sheet would be divided into two halves. Teal half is for things that are moving with the ego, most skills, reputation etc. The orange half is for material things, morph and gear and such. This way you could easily see what parts of the character are changing in which situtation. It would also make it easy to make the relevant changes in pen'n'paper or in different online tools. Just wipe the right half of the character sheet, refill or copy the new stats and go! The players could even have some pre-filled copies of the teal side so that the changing of morph would be as easy as possible and they could keep the older versions intacts. [h2]Of Fate and it's guiding principles[/h2] For me Fate core is all about the ease of play. Fast, math-light system where you can focus on the story and fast paces action and have simple, mechanics that are not subject to tons of modifiers. Idealy the rules would have all the morph statistics under the morph description without having to check rules for different implants and bonuses from around the book *and* the stats would be in exactly the same format they are presented in the character sheet. That way it would be just really simple process of copying what you see. The players with aversion for rules could do it without the need to understand all the stuff that's in there. [indent][b]Side track:[/b] I like the idea that some morphs would give you bonuses when doing certain things. I would probably do it with aspects and powerful, diverse stunts. (for example Fury could have stunt "Combat impants: +2 to all combat rolls") [/indent] And yes, I know that it's not that simple to fit all the information needed in the quarters and the block will probably have to be reshaped and all that. Maybe even have a second page (gasp). But that's part of the implementing phase of the work and should be done after the basic design philosophy is decided. As I am not the guy who decides what goes where, there is not much point in making row by row suggestion on the sheet, so I try to focus brainstorming on the philosophical side of things. Thoughts? Comments?
Each game stands or falls with its players.
zarkow zarkow's picture
Module characters!
This is eerily close to my thoughts on this. I propose a "jigsaw" type character sheet, with two mandatory and one optional piece: 1) Ego Character Sheet Ego Aspects, Ego Skills, Ego stunts (such as Async abilities), Rep and Mental Stress. 2) Morph Character Sheet Morph Aspects, Morph Skill Modifiers, Morph Stunts, Equipment and Physical Stress. Easily exchangeable when resleeving or egocasting, easily ignoreable when "infomorphing". Costs FP Refresh while in use, according to awesomeness. 3) Fork Subset Reference Card(s) This to me seems the most logical way to do it.
/David Bergkvist, Göteborg, Sweden
zarkow zarkow's picture
Alpha version character sheet
I made a character sheet based on my current thoughts on Eclipse Fate. Please take a look and tell me what you think: https://dl.dropboxusercontent.com/u/4874051/Eclipse_Fate_Bergkvist_alpha...
/David Bergkvist, Göteborg, Sweden
zarkow zarkow's picture
Thoughts on the skill list
Firstly, I never understood the greatness of the skill pyramid. I can see the point in having a skill cap at 4 for starting characters (so they can improve their specialty), but really I'll probably always just give out a number of skill levels for allocation in any manner the players see fit. This is why I didn't bother trying to cram the pyramid structure into my character sheet. That, and I wanted a way to split the sheet clean in half, to get the pure Ego versus Morph dualism that I like. I chose the skills I feel are most essential, with some smashings-together to get a more manageable set: Academics - The advanced knowledge and general education skill. Art - Creation, evaluation, appreciation. Athletics - Jumping, climbing, dodging. The "pilot" skill for your body. Combat - Armed, unarmed and shooting. Deception - Lying, going undercover, misdirection. Flight - Manouvering things that need piloting in 3D, including you. Hardware - Understanding, breaking and fixing physical tech stuff. InfoSec - Hacking and defending against hacking. Interfacing - Using and understanding software. Investigation - Getting clues. Kinesics - Empathy, body language and sign language. Medicine - Understanding, breaking and fixing meatware. Military - Tactics, strategy, demolitions, weapons systems and heavy weapons. Networking - Finding and making contacts, getting and exchanging favors through Rep. Also physical socializing. Persuation - Bargaining, haggling, explaining, manipulating. Handling Old Economy transactions. Physique [≤2] - Toughness. Capped at 2, because the Skill part only represents "hard-headedness". The rest is the Morph. Programming - Programming stuff. Coding. Psychosurgery - Editing minds. Resources - Hmm, why did I put this on here? Not sure. Stealth - Sneaking around, avoiding detection. Will - Willpower, stability and resilience of mind.
/David Bergkvist, Göteborg, Sweden
Ranxerox Ranxerox's picture
Good list
I would like to propose the addition of Security, the creating and bypassing of physical contermeasures. Also, I would suggest Physique being a Will stunt. The rest of the list I would gladly accept as a final EP Fate skill list.
zarkow zarkow's picture
Of course!
Of course Physique should be a Will Stunt! So obvious, well caught! "Iron Determination", grants +2 to physical exertion tests, and one extra Physical Stress box. The rest of the boxes are all granted by the Morph. Maybe there should only be one "default" physical stress box by the way, for playing really fragile Morph types? I'm not sure about Security though. Can you think of possible applications that are not covered by Military, Combat, Athletics or InfoSec?
/David Bergkvist, Göteborg, Sweden
bblonski bblonski's picture
zarkow wrote:I made a
zarkow wrote:
I made a character sheet based on my current thoughts on Eclipse Fate. Please take a look and tell me what you think: https://dl.dropboxusercontent.com/u/4874051/Eclipse_Fate_Bergkvist_alpha...
Wow, that looks very professional. Great job. How do you use the fork boxes? My one comment on the skill list, I'm kinda surprised you only have one combat skill but three computer skills. I know it's a tech heavy setting, but it seems a bit excessive. Personally I'd drop interfacing. Using computers in their intended fashion should be pretty automatic and not require a roll. I can't think of many situations where an interfacing roll would be interesting. I'd just use the programming skill instead.
zarkow zarkow's picture
Thank you. :-)
Good point on the Interfacing skill. It's mostly there because the EP main book references it a lot. But you're completely correct. Dropping it from the list! Perhaps merge it with Programming, and call it Software? I also omitted the Psi skill from the standard list because I feel psionics are a) not very setting essential, and b) more interesting as something of an extra "surprise" feature. The Fork boxes are used to denote which skill subset the currently played Fork version of the character knows!
/David Bergkvist, Göteborg, Sweden
zarkow zarkow's picture
Updated proposed skill list
After redactions, merges, name changes and one addition (Survival): Academics - The advanced knowledge and general education skill. Art - Creation, evaluation, appreciation. Athletics - Jumping, climbing, dodging. The "pilot" skill for your body. Combat - Armed, unarmed and shooting. Deception - Lying, going undercover, misdirection. Hardware - Understanding, breaking and fixing physical tech stuff. InfoSec - Hacking and defending against hacking. Investigation - Getting clues. Kinesics - Empathy, body language and sign language. Medicine - Understanding, breaking and fixing meatware. Military - Tactics, strategy, demolitions, weapons systems and heavy weapons. Networking - Finding and making contacts, getting and exchanging favors through Rep. Also physical socializing. Persuation - Bargaining, haggling, explaining, manipulating. Handling Old Economy transactions. Pilot - Manouvering yourself (flying) or a vehicle in up to 3 dimensions through air or vacuum. Psychosurgery - Editing minds. Software - Understanding, programming, fixing and breaking software. Stealth - Sneaking around, avoiding detection. Survival - Knowing how to tackle vacuum exposure, deep sea pressures, toxic atmospheres, radiation etc. Will - Willpower, stability and resilience of mind.
/David Bergkvist, Göteborg, Sweden
bblonski bblonski's picture
I like
I like the military skill. I've never thought about putting demolitions, tactics, and gunnery together, but it makes sense. Personally I'd probably still make tactics a separate skill since it seems to be pretty powerful and useful by itself. I'd probably make it military hardware only. Merging Pilot and Freefall is interesting, and I think justified. Pilot isn't really big enough to justify it's own skill, and with computer assistance probably isn't much harder than moving yourself. It's really more understanding zero-g momentum and maneuvers. Not thrilled with the name though. The only skill that stands out to me as a poor one is psychosurgery. I don't think it's used enough to dictate it's own skill. I guess you could create better forks with it? Mind edits are pretty cool, but I feel they are more of a plot device. I'd suggest making psychosurgery a Stunt that uses the Medicine skill. Give medic type characters some extra tricks. Survival is a good skill. I use it more as a general Boy-scouting skill so orienteering and pioneering both fall under this for me. Would I blow your mind if I suggested that Persuasion and Deception are pretty much the same? I know they are usually separated in most RPGs, but I find they both pretty much accomplish the same goal. Deception is basically persuading someone you are trustworthy, and there are shades of half-truths, unmentioned details, and mis-characterized facts that make it difficult to distinguish between the two. It's all about saying things with conviction, whether or not the thing you are saying is true. I'd replace Deception with Provoke from Fate Core, which is used to invoke emotional responses. It helps cover both intimidation and seduction which aren't really covered with your skill list.
zarkow zarkow's picture
Good feedback
bblonski wrote:
... It's really more understanding zero-g momentum and maneuvers. Not thrilled with the name though.
I agree, Pilot is not a great name. How about just "Maneuver"?
bblonski wrote:
I'd suggest making psychosurgery a Stunt that uses the Medicine skill. Give medic type characters some extra tricks.
That is a great idea!
bblonski wrote:
Would I blow your mind if I suggested that Persuasion and Deception are pretty much the same? I know they are usually separated in most RPGs, but I find they both pretty much accomplish the same goal. Deception is basically persuading someone you are trustworthy, and there are shades of half-truths, unmentioned details, and mis-characterized facts that make it difficult to distinguish between the two. It's all about saying things with conviction, whether or not the thing you are saying is true.
The main reason to keep them separate in this particular game is thematics. Deception is both mental and physical deception; lying as well as camouflage and disguise. Persuation is about force of personality, and also covers (old) economic transactions, business savvy. Since the two skills are meant to accentuate two very different kinds of characteristics in a character, I feel they should stay separate.
bblonski wrote:
I'd replace Deception with Provoke from Fate Core, which is used to invoke emotional responses. It helps cover both intimidation and seduction which aren't really covered with your skill list.
Provoke is probably a good addition to the list, full stop. I also recently reconsidered, and added back Physique in my list, to cover feats of brute strength and physical resilience (defending against physical attacks). It's still a special skill though, in that it is *only* in the Morph; a fixed starting value for the specific morph you inhabit.
/David Bergkvist, Göteborg, Sweden

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