I am new to EP. I was wondering if a huminoid synethic character (such as the synth or steel morphs) can ware armor designed for biomorphs? I cound see a synth walking around in a hab equiped with combat armor rasing a few eyebraws, seeing as the synth can not take the armor off. Synths have enough trouble fitting is as it is.
Another question. If the synth can not ware armor, can the armor mods be equiped on robotic armor?
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Rule Question
Mon, 2011-07-04 16:05
#1
Rule Question
Tue, 2011-07-05 00:06
#2
Re: Rule Question
A synthmorph can wear 'clothing armor' or 'robotic enhancement armor', but not both.
Tue, 2011-07-05 01:59
#3
Re: Rule Question
Thanks for the help.
Can Armor mods be applied to rebotic enhancement armor?
Tue, 2011-07-05 06:35
#4
Re: Rule Question
This seems to me to indicate that worn armor can be worn over any kind of synthetic armor, whether inherent to the model or installed as an Enhancement, but only stacks with the sooner type. So you can always wear any kind of armor you want on your synthmorph, but that worn armor will only stack with the natural armor of the morph model, and not with any armor installed as a Robotic Enhancement.
Note also that no reference is made to humanoid synthmorphs, in particular. Most synthetics should probably be able to wear armor, so long as it is specifically fitted to them.
As for the Armor Mods... I would say you can, but it's not exactly clear-cut.
The only point in the rules text where Armor Mods are even mentioned is directly above the list of individual armor modifications. It does not specifically say that they can be applied to robotic armor - but then, neither does it say that they can be applied to worn armor or Exoskeletons, or mention any other type of armor to which they may apply. Under RAW, you could even make an argument that they don't apply to anything at all.
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Tue, 2011-07-05 08:38
#5
Re: Rule Question
Going back from the rules discussion and considering the in-world situation, layering armor is all about practicality. As I see it, you can easily armor your armour's armour... at least in the blueprint design program. Whether it will *work* is something completely different.
Many armour mods, especially immunities against special threats, reactive systems and stealth, require coatings that all have to be the outermost, so they cannot easily be layered and retain their effects. And customizing armour intended for biomorphs to fit a synthmorph is easy... but it just *fits*, it doesn't move as intended (wrong kind of joints for the flexible sections) or even provides slightly wrong protection (biomorphs are much more afraid of shrapnel penetrating their hides than synths are, who want to avoid cracks in their rigid parts - shrapnel is much less of a problem without an essential circulatory system). Turning yourself into a ball of armour is easy, turning yourself into an *agile* ball of armour is very hard.
And it is so easy to forget something. Like heat dissipation - biomorphs quickly notice that they get too hot, the would-be-invincible synth might not notice any problem while testing out its Armour of Ultimate Invincibility but starts getting nasty overheating messages right during battle. Or that one of the armour designs isn't intended for vacuum use - 'splat' goes the layer of nanofiber gel, and now you are getting abrasive fullerenes into all your joints. It would have been annoying to a biomorph (who would anyway have been decompressing), but to a synth this might require a trip to the repair shop. Slapdash combining of open designs is a leading cause of accidents in the outer system...
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Tue, 2011-07-05 09:40
#6
Re: Rule Question
BOMHerren, I guess you could look at it that way. I was assuming you wouldn't wear something if it didn't stack, instead just sitting there uselessly. :) The correct interpretation seems to be pretty clear: clothing stacks with the base innate synthmorph armor, and doesn't stack with any Robotic Enhancement armor. Anything else is wangling, GM-approval, or munchkinry. :D
Given the level of tech and the ease of application, there's no great reason you can apply armor mods to Robotic Enhancement armors, and probably innate synthmorph armors as well. (I could see not allowing the latter, but again, no great reason.)
Tue, 2011-07-05 17:34
#7
Re: Rule Question
If you think the armor would fit then they can wear it. Just apply the standard armor layering rules and common sense.
Wed, 2011-07-06 00:04
#8
Re: Rule Question
Is the Nanofabrication skill a specialization of the programing skill, and if so why does it have a specialization list in its description? Can you have a specialization for a specialization or what?
Wed, 2011-07-06 00:10
#9
Re: Rule Question
That *is* weird. I guess it's because Nanofab doesn't really belong under the same skill, but they shoehorned it in there. *shrug* I'm not sure what you're supposed to do there, but spec'd specs isn't it. :(
Wed, 2011-07-06 00:19
#10
Re: Rule Question
Under the Programming skill ddescription it states that "Programming is also applied when using nanofabrication devices". It also has nanofabrication in the list of posible specializations. But the next skill enty is Nanofabraction skill and has a list of possible specializations. My question is, is Nanofabraction a seperate skill or a specializatoin of the Programming skill? If it is a specialization of the Programming skill why is there a possible specialization list, can you have a specialization for a specialization? That does not make any sense.
Edit: sorry for the double post. Internet glitch.
Edit: Thanks for the help. I will probubly run Nanofabraction as a seperate skill
Wed, 2011-07-06 00:25
#11
Re: Rule Question
I agree with you. It's weird and nonsense. The simplest, most logical solution is to remove the Nanofab spec list. It has no business being there, and no one would take it anyway… because they already got the spec bonus on all Nanofab. (I'd never noticed that before, and I'd love to hear the reason for it, if anyone knows.)
It is assuredly not a separate skill (though probably *should* be). :) My reasoning there is that most skills are narrower (look at social: separate for Persuasion, Deception, Intimidation…), and that Nanofab and Programming are both very powerful.
Wed, 2011-07-06 00:26
#12
Re: Rule Question
I always just thought that it hinted towards the specialization being a [Field] type thing. You don't take Programming: Nanofab as a spec, you take Programming: Nanofab[Art] or Programming: Nanofab [Forgery] instead.
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Wed, 2011-07-06 00:36
#13
Re: Rule Question
That works, too. :) One or the other, and that one is a little weaker (always good!). It's still an oddity. :/
Wed, 2011-07-06 03:37
#14
Re: Rule Question
Actually you do take Programming: Nanofabrication as a specialization.
It spells out you can do this in the core.
The NPC File Prime 1 whatever it is PDF also shows example NPCs with this specialization.
Also, the Anarchist Techie sample character in the core has this as a specialization.
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Wed, 2011-07-06 09:37
#15
Re: Rule Question
That's not really the question, Unity. We *know* Nanofab is a listed spec of Programming. The weird bit is that Nanofab, for some reason, has suggested specs *itself* in the skills section, even though it's not a skill.
Wed, 2011-07-06 13:20
#16
Re: Rule Question
I am still confused on that point, I admit; does this mean you can take two specializations?
That sounds a little overpowered.
It also sounds worthless, if you can't take two, because why would you take a more limited nanofab specialization when you can just specialize in Nanofabrication as a whole?
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Wed, 2011-07-06 14:39
#17
Re: Rule Question
Exactly. And because neither of those make sense, they logically aren't true. :) Thus, Nanofab is the spec, and the stuff under Nanofab is just a curious error.
Wed, 2011-07-06 19:14
#18
Re: Rule Question
It seems just like an error. But even if it is not an error you still cannot take 2 specs.
You have
Programming Skill + Nanofab Specilization
or you have
Nanofab Skill + Weapons Nanofab Specialization
You don't get
Programming SKill + Nanofab Specialization + Weapons Nanofab Specialization
Because specializations are skill specific and does not carry over to another skill.