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Working on Player Character Backstories, Could Use An Assist

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Kojak Kojak's picture
Working on Player Character Backstories, Could Use An Assist
The latest character to join my campaign is a Lost generation async and Scum salvager with a specialization in blowing shit up. I've been trying to work up a secret background for him; I know at a minimum that I want him to have somehow been involved with SYNASCAPE during his "childhood" as well (which is a Cognite project that pruned out transhuman and AGI mind-states and "modularized" them, essentially). I'm also playing around with the Lost generation having been subverted from within by Ozma to create an army of ruthless psychic assassins. But I can't seem to work out the details in connecting the two in a way that feels coherent and satisfactory. Any thoughts? PS: FWIW the player took both the Edited Memories and Subverted Mind traits.
"I wonder if in some weird Freudian way, Kojak was sucking on his own head." - Steve Webster on Kojak's lollipop
ThatWhichNeverWas ThatWhichNeverWas's picture
I would like to know more.
Could you provide more information about Synascape? What do you mean by modularized in this context??
In the past we've had to compensate for weaknesses, finding quick solutions that only benefit a few. But what if we never need to feel weak or morally conflicted again?
Kojak Kojak's picture
https://eclipse-phase
"I wonder if in some weird Freudian way, Kojak was sucking on his own head." - Steve Webster on Kojak's lollipop
ThatWhichNeverWas ThatWhichNeverWas's picture
... Well done, you passed my test. *Cough*
Huh, totally forgot about that. Sooo... a fairly straightforward mix would be that the Lost were developed with this pruning technology running in the background, and that the modularity created a vulnerability the WM variant can exploit, so that anyone subject to the procedure will almost always develop aSync powers if exposed. On the other side of the equation, the Lost developed psychologically with various combat/psywar/loyalty skillware operating in their subconscious, further destabilizing their development. Due to the WM and events surrounding their escape, much of this has been lost or overwritten, but some of the skills and directives remain, twisted by time and incomplete data. In game, the character has 'hidden' skills and traits which can emerge in specific, rare circumstances (maybe an extra moxie outlet), but also has blackouts and Preprogrammed orders which are obsolete, incomplete or nonsensical.
In the past we've had to compensate for weaknesses, finding quick solutions that only benefit a few. But what if we never need to feel weak or morally conflicted again?
Kojak Kojak's picture
Thanks, man, that was exactly
Thanks, man, that was exactly the spur I needed to knock this out. I've got it written up now, and I also built some modules based on your description (and yes, these are meant to be kinda nuts): Combat Module Activated with phrase “Gaudete in bellum” (Rejoice in war) REF, COO, SOM boost to aptitude max, Speed goes to 4, +30 to all combat skills, -30 to all COG- and SAV-linked skills Loyalty Module Activated with phrase “Acta deos numquam mortalia fallunt” (The acts of mortals never deceive the gods) Player is under near-total command of speaker of activation phrase (can only resist with a successful WIL roll, cannot be Moxied) Psywar Module Activated with phrase “Qui horti hortulani” (Who gardens the gardeners?) REF, SOM, INT boost to aptitude max, Speed goes to 4, effectiveness of all psi sleights is doubled, all sleights go up one range bracket, Strain is halved, full Fray against ranged attacks, character passes out and cannot be revived for at least 8 hours following use
"I wonder if in some weird Freudian way, Kojak was sucking on his own head." - Steve Webster on Kojak's lollipop