2nd Edition Morph Creation

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Lurkingdaemon Lurkingdaemon's picture
2nd Edition Morph Creation

(Cross-posting from over here.)

Hey everyone! Using some resources at hand, I’ve been able to recreate what I think are the morph creation rules for EP 2nd Edition. Because these are specifically for 2nd edition, it’s highly recommended to give the play-test rules for character creation a read, as that’s where a large amount of relevant info comes from.

Other information was gleaned from this chart a worksheet which is no longer available that had been floating around.

PLEASE NOTE: These rules are not official, and are merely my conclusions based on the information available. They are subject to change should new information become available, or official morph creation rules be released.

Morph Creation
Determine the following MP values:
Pools MP
(CP cost for pools is 2 per pool/Flex point)

DUR MP
(Baseline DUR of 35. Every +/-5 DUR is +/-2 CP)

Traits MP

Spoiler: Highlight to view

Below are unlisted morph traits currently available for customization. Morph Traits from the current draft of the character creation rules may also be used.

Armor/Synthetic Frames
Light Frame (6/4) - 2CP
Medium Frame (8/6) - 4CP
Heavy Frame (12/10) - 6CP
Swarm Characteristics - 2CP

Natural Weapons
Light (DV 2d6) - Minor
Medium (DV 1d10) - Moderate
Reach - Moderate
Extra Arms - Minor (per pair)

Tools
Utilitool - Moderate
Nano Hive - Moderate

Ware MP
(Ware MP cost is 1 for Minor, 2 for Moderate, and 4 for Major complexity)

Cost
Determine total MP value and final, in-game value.
Total: (Total of Pools, DUR, Traits and Wares MP values)
¼ Cost: (Total MP reduced to ¼ Total Morph MP)
Final Cost: (Round to nearest whole number)

    Notes:
  • Non-standard sizes appear to have a cost of 0 MP due to the associated balance of penalties/benefits.
  • There does not appear to be a limit to positive or negative traits used in a morph. A conservative suggestion is to have no more than 2 negative traits, and no more than 4 positive traits.
  • 2nd Edition Wares and complexities can be found in the Equipment Package section of the Character Creation rules of the current draft (June 08).
  • 1st Edition Augments can be converted roughly equally from their respective Cost Category to Complexity. Augments with the Expensive cost category should instead convert to either Major complexity [Restricted] or Rare complexity, per GM ruling.

Example:

Takko (6 MP)
Movement Rate: Thrust Vector 8/40, Walker 4/16
Ware: 360 Degree Vision, Access Jacks, Chameleon Skin, Cortical Stack, Cyberbrain, Enhanced Vision, Grip Pads, Mesh Inserts, Mnemonics, Polarized Vision, Puppet Sock
Morph Traits: Limberness 2, Medium Frame (6/8), Exotic Morphology 3
Notes: 8 Arms (+3 pairs), Natural Attack: Beak (DV 1d10)
DUR 35, WT 7, DR 70
Insight 1, Moxie 0, Vigor 2, Flex 0

Spoiler: Highlight to view
Takko
Pool CP (6)
  • I/M/V Points 1/0/2
  • Flex Points 0
DUR CP (0)
  • DUR +0
Traits CP (2)
    Traits
  • Limberness 2 (2)
  • Medium Frame 6/8 (4)
  • Natural Weapon - Medium (2)
  • Exotic Morphology 3 (-6)
Ware CP (16)
    Minor (14)
  • 360 Degree Vision, Access Jacks, Chameleon Skin, Cortical Stack, Cyberbrain, Enhanced Vision, Extra Limbs (x3), Grip Pads, Mesh Inserts, Mnemonics, Polarized Vision, Puppet Sock
    Moderate (2)
  • Thrust Vector
    Major

Total: 24
¼ Cost: 6
Final Cost: 6

I rather like these rules so far, and am curious to see what everyone else could create using them.


“Heads up boys, girls, and attack choppers! This flash update brings you the latest and greatest morphs designs catalogued, devised and stolen from all over the system and beyond.

Keep in mind that some of these are the creations of the bored, creative, or just plain crazy - my not-so-humble-self included - all who have access to Fabbers and Exowombs beyond any sane regulation. You probably won’t find the more exotic designs in civic databases, or on mail-order mesh sites.“

Synthtaur (7 MP)
“The classic and badass, this is a new version of Synthtaur taking places by storm - mostly because someone figured out a way to keep the complex form reconfiguration without expensive, dedicated shape-adjust wares.”

Movement Rate: Walker (4/20 Biped / 6/40 Quadruped)
Ware: Access Jacks, Cortical Stack, Cyberbrain, Extra Limbs, Grip Pads, Mesh Inserts, Mnemonics, Pneumatic Limbs, Prehensile Feet, Puppet Sock, Retractable Limbs
Morph Traits: Medium Frame (8/6), Tough 3, Exotic Morphology 3
Notes: Extra Limbs (+1 Pair), Large size
DUR 60, WT 12, DR 120
Insight 1, Moxie 1, Vigor 2, Flex 2

Squeaker (3 MP)
“The proof of concept for the next morph on this list, in an inexpensive, easily marketed body that’s basically a dolphin neotechnic. The cuteness factor on these is intentionally jacked through the roof, and they’re damn quick if let loose anywhere near water. Technically these are pods, but get a brain-box instead of a cyberbrain when they go through final assembly.”

Movement Rate: Swimmer 16/50, Walker 4/16
Ware: Biomods, Cortical Stack, Echolocation, Enhanced Hearing, Mesh Inserts, Oxygen Reserve
Morph Traits: Limber 1, Exotic Morphology 3, Non-Human Biology
Notes: Small size, Natural Weapon: Slam (DV 2d6)
DUR 35, WT 7, DR 53
Insight 1, Moxie 3, Vigor 1, Flex 1

Vodnik (9 MP)
“A bunch of cetacean-run cartels looked at Morphs like the Neo-Orca, or Forteans Vodyanoy, and said ‘those aren’t hardcore enough!’ At least that’s how I think it went down. Uses the same trick as Squeakers to keep biological grey matter in what’s otherwise a high-spec, cetacean-centric Brawler pod.”

Movement Rate: Swimmer 16/50, Walker 4/20
Ware: Biomods, Cortical Stack, Echolocation, Enhanced Hearing, Hardened Skeleton, Mesh Inserts, Oxygen Reserve
Morph Traits: Tough 3, Exotic Morphology 3, Non-Human Biology
Notes: Large size, Natural Weapon: Bite, Slam (DV 2d10)
DUR 80, WT 16, DR 120
Insight 1, Moxie 2, Vigor 6, Flex 1

Variant: Delphi (+2 MP)
“This is a weird one. To the average ego, it’s just an overpriced knock-off, but some crow buddies assure me the genetics and assembly are thoroughly better. A couple theories point at this being a cetacean version of the Faust-Menton variant.”

Additional Traits: Psi Camouflage 2, Psi Defense 2, Rapid Healer

Sphinx Module 4 MP
“Probably the tamest of the bunch, this is a straightforward mod of an old ‘Yeoman’ flexbot module. Mostly it's for those nuts on Bright, but I’ve seen a few dedicated argonauts make good use of it too.”

Movement Rate: Thrust Vector 8/40, Walker 4/16
Ware: Access Jacks, Cortical Stack, Cyberbrain, Mental Speed, Mesh Inserts, Mnemonics, Modular Design, Parallel Processor, Puppet Sock
Morph Traits: Exotic Morphology 3
Notes: Light Frame (6/4), Small Size
DUR 30, WT 6, DR 60
Insight 2, Moxie 1, Vigor 1, Flex 1

Specialist Ware: Parallel Processor [Major]
Automatic teamwork bonus for mental actions per linked user (+30 max). +1 Insight for all users when 3+ users linked. Trauma Threshold -1 while active. Requires Mental Speed.