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Reshy wrote: I'd like to see a section on what it'd be like to grow up in the transhuman society. Seems like it's something that never really got answered in any of the books (or discussed).
Grim G wrote: Reshy wrote: I'd like to see a section on what it'd be like to grow up in the transhuman society. Seems like it's something that never really got answered in any of the books (or discussed).
I find it hard to believe EP is a very kid-friendly setting.
o11o1 wrote: Grim G wrote: Reshy wrote: I'd like to see a section on what it'd be like to grow up in the transhuman society. Seems like it's something that never really got answered in any of the books (or discussed).
I find it hard to believe EP is a very kid-friendly setting.
It seems like it'd be very much like it's a post war reality to grow up in. Everything is about survival and learning how to rebuild.
DoomSmith wrote: Unfortunately, my favorite EP character might be a little hard to play in the new system.
I used to run a Combat-Jovian Flat. Before the Fall, she was a Terran, but when shit hit the fan she actually survived the TITAN threat in the body she was born in and escaped. Still wary of cyberghosts, she was never implanted with a cortical stack or even mesh implants. Throughout the game, she had to do everything on the mesh via an ecto alone.
However, though physically weak, she was able to survive game-sessions because of the immense amounts of credits I could get from leftover CP. That meant Gear. She got all the best goodies from the get-go to increase her durability to combat-levels. My winning combo was a Battlesuit + an Invisibility cloak + a Sniper Rifle + Bamf Ammo Blueprints. The layers of defense were real. Enemies had to find her (made hard via high Infiltration), get to her in one piece (made hard via High Kinetic Weapons skill), Catch her (made hard via high Freerunning/Freefall) then actually beat her in a fully-equipped Battlesuit (made hard via High Fray). Combined, it seemed to keep most things off her, which was important since death was permanent for that character.
As far as I can tell, starting gear is much harder to get through pure CP now, which might unfortunately be the downfall of this character without a kindly GM and some homebrew innovation.
ubik2 wrote: One advantage biomorphs have is that they get more armor than the synths. The battlesuit exoskeleton / carapace combination has 8 more kinetic armor than the synth heavy frame / heavy combat armor. Personally, I'd like to see them use the same armor, though.
ubik2 wrote: Allow sythmorphs to wear the biomorph armor without layering penalties.
For biomorphs, the base armor is the worn armor, and they can add to that with things like dermal armor. For synthmorphs, the base armor is their frame, and they can add to that with synthmorph armor. Since you can't combine two base armors, and synths can't get rid of their frame, they can't wear biomorph armor without layering penalties.
Note that the add on version for synths is way better than the add on version for biomorphs, but the base version for synths is way worse than the base version for biomorphs. For the highest combination, the biomorphs come out significantly ahead.
If you're fielding soldiers, I'd still expect you to use the weaker synthmorphs, since there are so many logistics benefits. If you've got a security force, I'd expect pods, which let them integrate better with society, while still being cheap and tough. If you've got special forces, they would probably end up as biomorphs, for the better stats.
If you're actually doing warlike things, you probably just use a ton of cheap bots, though.
Edit for clarity: A biomorph will use a battlesuit exoskeleton (base) + carapace armor (add on). The synth will have a heavy frame (base) + synthmorph armor (add on). The base is 10 for synth, vs. 25 for the biomorph base. The add on is 14 for the synth vs. 7 for the biomorph. The gap is smaller for energy, but kinetic seems to be the standard.
o11o1 wrote: The fact a supposed "battlesuit exoskeleton" is allowed to add on an extra carapace armor might be the actual bug in the armor rules.
135mya wrote: Do yall not play the social game at all? Because synths are hella on the ass end of it. You can't play a troll at a gala, you can't expect even a Galatea to go over well in non-synth circles.
o11o1 wrote: I understand that we want to make sure biomorphs have a good reason to play them.
Being covered in indestructible metal seems like it *should* be the Synthmorphs advantage, however. That just strikes me as intrinsically sensical. Now, if biomorphs have some kind of standard advantage, it should probably be in soft advantages or in the shapes of their pools.
Maudova wrote: 135mya wrote: Do yall not play the social game at all? Because synths are hella on the ass end of it. You can't play a troll at a gala, you can't expect even a Galatea to go over well in non-synth circles.
Currently, there aren't any mechanically backed rules involving synthmorphs having disadvantages, this includes both social and sleeving. I am imagining that as the Devs continue to release further playtest supplements there will be something that causes social stigma with a synth and when the sleeving rules are out, that whole exotic morphology trait will have more of an impact. With those release's you'll see a difference in bio vs synth IMHO.
ubik2 wrote: The section on Healing and Repair lets biomorphs heal naturally (which synthmorphs can't).
ubik2 wrote: Hacking cyberbrains hasn't been detailed (and hacking has only been lightly covered), but it is a big enough issue that many players won't play synths.
ubik2 wrote: I'm not aware of any difference in emotion between the two. I'm sure many Jovians don't consider synth emotions real, but I don't think there's any factual basis for that (unless, of course, you define emotions as the chemical component, rather than the effect on the mind state).
ubik2 wrote: The penalty to social interactions isn't automatically included anymore. This can be modeled off of the Black Mark negative trait, but unfortunately, that's an ego trait, rather than a morph trait. It's probably appropriate to use the Black Mark trait for an AGI, though.
Edit: These penalties are mentioned in Actions and Combat, but they're a GM determined property (not everyone will respond the same way).
Reshy wrote: Not every synth could, would, or should be covered in armored plates. Most would be only as durable as necessary for their life, kind of like how the average person doesn't wear armored clothing all the time, the average Synth probably shouldn't necessary be covered in "indestructible" metal.
I'd honestly imagine that most common synths (at least "light" framed ones) would probably be made of some kind of plastic and/or aluminum.
The game seems to gloss over things like the fact that while Synths don't need to eat that they need power, they're vulnerable to corrosion and grit in the gears, optical fibers used in synthmorph data communication are fragile, they require more maintenance than biomorphs and cannot naturally heal (except without magical nanomachines, son), are more difficult to integrate into for non AGIs, they're far easier to hack or manipulate using back-doors and monitoring programs, and of course they can't truly feel emotions or the like (just simulacra).
ThatWhichNeverWas wrote: Most of these considerations are covered by the general information in the V1 gear section; even basic Synths can be assumed to be self cleaning with basic maintenance capabilities, largely formed out of insulating materials like ceramics or carbon fibre (without which they're walking talking electrical hazards), and are powered by a nuclear battery with a lifespan of several years.
If combined with a superconducting battery, the latter also provides an in-universe explanation for the Recharge requirement – you need to wait for the capacitors to refill.
I’m pretty confident of these because they’re necessary for Synths to be plausible at all – they simply need to be self-sufficient and durable enough to withstand all the bumps and scrapes of everyday life.
DivineWrath wrote: I'm not completely sold on Eclipse Phase 2nd edition. I like some of the new things like revising aptitudes and the skill list. However, losing speed and aptitude bonuses from morphs seems to cut into the transhuman feeling. I may find myself playing with a mix of rules from 1st edition, 2nd, and a few house rules.
I also would have liked to have more material to test and provide feedback on.
Reshy wrote: What? Nuclear batteries on every synthmorph design? How is that even possible, let alone feasible? Nuclear materials aren't very common, and we're supposed to buy that they're in by default on every synthmorph?
Reshy wrote: Also self-cleaning basic maintenance I can understand, self contained within every synthmorph I can understand a bit less. Synthmorphs cannot eat, for instance, so where do they get the new mass to rebuild parts that have worn away? They'd need to get it from somewhere, and unlike a biomorph or pod can't just take in material without some kind of assistance. Again, most synths exist in habitats, where access to things like that wouldn't be as much of an issue, but if things go wrong or you're roughing it, then you have to actually deal with these problems.
ubik2 wrote: Since they got rid of the ambidexterity trait (now included in basic biomods), the off-hand weapon penalty will need a new description.
I suspect it will be turned into some sort of multiple attack penalty for making multiple attacks in one action instead. I suppose it's also possible that everyone gets two attacks for free, but that seems less likely.