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Questions about an exoskeleton morph.

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Singularbyte Singularbyte's picture
Questions about an exoskeleton morph.
Hello, I've just started building a character for a campaign I'm going to be in but I have a few questions about the rules: What are the rules for using an exoskeleton as a synthetic morph? As far as I can tell, there's no listed aptitude maximums for vehicles with cyberbrains (assuming it even counts as a vehicle. I'm not actually sure if an exoskeleton can walk around if there's nobody inside.) Also, would there be any aptitude bonuses or do you just get the bonus to strength based tests? Would you need to make piloting rolls to control it even though you're resleeved in it? For that matter, do exoskeletons being worn as an actual exoskeleton need piloting rolls? Would there be any cp costs in addition to just the equipment costs of an exoskeleton and cyberbrain? Finally, what would be the effect of a regular character wearing the exeskeleton while it's being used like that? Would the exoskeleton character have control, or would the regular character have contol?
nezumi.hebereke nezumi.hebereke's picture
Re: Questions about an exoskeleton morph.
I would rule it as the PC being an infomorph who is operating the exoskeleton as a vehicle. That keeps things nice and simple. Given that, you get no aptitude bonuses except those listed. I would say you don't need piloting rolls except for difficult maneuvers (although I could be talked out of that). No extra CP costs. A character wearing the skeleton would benefit from the armor, but nothing else. The driver maintains control unless hacked.
BOMherren BOMherren's picture
Re: Questions about an exoskeleton morph.
[collapse collapsed title="Relevant rules texts on Vehicles"]The rules on p.195 seem to indicate that all Vehicles are also Robots, which should technically qualify them for Cyberware, Nanoware and Robotic Enhancements. The rules for Vehicles and Exoskeletons on p.343-344 state that: -all listed vehicles can house a Cyberbrain (turning them into Synthmorphs and allowing Egos to sleeve directly into them), -all listed vehicles include a Puppet Sock and remote control capability, -all listed vehicles include a vehicular AI, allowing them to run on autopilot, -exoskeletons can either mimic the wearer's movements or be controlled electronically, -exoskeletons can be remote-controlled, using the Pilot: Walker skill, and -a character wearing an exoskeleton (other than the Trike or Transporter) maneuvers as normal.[/collapse]
Singularbyte wrote:
What are the rules for using an exoskeleton as a synthetic morph? [...] (assuming [an Exoskeleton] even counts as a vehicle. I'm not actually sure if an exoskeleton can walk around if there's nobody inside.)
All Exoskeletons are Vehicles, all Vehicles are Robots, and any Robot with a Cyberbrain is a Synthmorph. All Vehicles, including Exoskeletons, come standard-equipped with remote control and autopilot capabilities (Puppet Sock and vehicular AI). Any Robot with a Cyberbrain, including an Exoskeleton or other Vehicle, is a Synthmorph. It has the same advantages and disadvantages, can receive all the same Augmentations, and is no more or less the character's own body than is a Case or an Arachnoid.
Singularbyte wrote:
Would you need to make piloting rolls to control it even though you're resleeved in it?
As a Synthmorph, a Vehicle or Robot with a Cyberbrain does not require Pilot rolls as long as you are sleeved directly into it (but still need to make the same regular maneuvre rolls as a biomorph under the appropriate circumstances; e.g. Freerunning to balance across a precarious ledge).
Singularbyte wrote:
As far as I can tell, there's no listed aptitude maximums for vehicles with cyberbrains [...] Also, would there be any aptitude bonuses or do you just get the bonus to strength based tests?
No Vehicle has any Aptitude bonuses or maxima. Some Robots do, but none of those which do are Vehicles.
Singularbyte wrote:
For that matter, do exoskeletons being worn as an actual exoskeleton need piloting rolls?
A character wearing a non-Trike, non-Transporter Exoskeleton maneuvers as normal. Remote controlled maneuvers are performed with the appropriate Pilot skill (Pilot: Walker for most exoskeletons), and anything done on autopilot uses the Pilot skill of the vehicular AI.
Singularbyte wrote:
Would there be any cp costs in addition to just the equipment costs of an exoskeleton and cyberbrain?
No listed Robot has a CP cost. Robots and any Augmentations for them are purchased as Staring Equipment, with Credit. Some of them, like the Dwarf, the Guardian Angel and the Hardened Exoskeleton, are very good choices.
Singularbyte wrote:
Finally, what would be the effect of a regular character wearing the exeskeleton while it's being used like that? Would the exoskeleton character have control, or would the regular character have contol?
This is unclear. Presumably, a series of Hacking rolls would have to be made, but the rules do not explicitly deal with who needs to hack whom. This is kind of a big deal too, since hacking always takes at least several minutes. Personally, I would assume that control priority goes as follows: character sleeved into Vehicle > character piloting/wearing Vehicle > character attempting to remote-control Vehicle. So if Alice is wearing the suit and Bob tries to remote-control it, then Bob is going to have to hack Alice's PAN and defeat her countermeasures to gain control. But if Bob is sleeved directly into the suit's Cyberbrain, then Alice is for all intents and purposes trapped inside, and needs to wrest control away from Bob by hacking his PAN if she wants to escape.
Singularbyte Singularbyte's picture
Re: Questions about an exoskeleton morph.
Okay, thanks for your help.