A few questions about rules

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OdinEidolon OdinEidolon's picture
A few questions about rules

Hello Everyone,

first thing first, amazing work on EP for the creators (if they read this? I dunno, I just lurked a bit until now :P).
I have recently started playing with a few friends and we got all hooked up so I am exploring the system and reading all the material I can get my hands on.
I went through most of what I found/bought and I am still missing some information/have a few questions that could use some more answers.

I have been looking around but apparently there is no bioweave armor equivalent for synthmorphs, is that correct?
Also, where is the information for heavy/light synthmorph armor? I couldn't find it in the core book (I hope I didn't just overlook it).

How does ranged combat with ambidexterity work?
I play a flexbot, so I have 2 weapon mounts, I was wondering if it is possible to get 2 full bursts from them in combat or there is any limitation.

I know the maximum ability one can get during char creation (without traits, that allow 90) is 80.
During the game that can be increased to 99 with REZ?
Is it possible (in theory) to go over 100 with aptitudes then?

On the same line, what are the rules for maximum aptitudes?

Last question, this one is about hacking.
It is possible to get beyond a firewall rather easily at some point, even with the -30 (admin).
On the other hand doing so without alerting the active monitor appears to be rather difficult.
I went through the hacking and subversion chapters multiple times but I never found a way to get over that. Is one just supposed to increase his status after going beyond the firewall?
Anyone could spare a minute and explain the rolls involved in a sample hacking session?

Any answer is appreciated :)

Bursting Eagern... Bursting Eagerness Soul's picture
A Few Answers

I think that I can address a few of these.

Most synthmorphs have built-in armor, and so have no need for bioweave, though there is the Industrial Armor mod that adds 10/10 armor.

For skills, you don't calculate your skill to 80/99/whatever and then add your aptitude. You do them together. So if you have a Coordination of 20 and 40 points in Kinetic Weapons, you end up with a total of 60 that you build from beyond that point. The only way that I know of to go beyond 99 is with Trait/Morph/Psi/circumstance/gear (/possibly Specialty) bonuses. Those get tacked on after all of the skill calculating.

Aptitudes are capped at 30 unless you buy the Exceptional Aptitude Trait. Again, Morph bonuses go around this.

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OdinEidolon OdinEidolon's picture
Thanks a lot for the answer.

Thanks a lot for the answer.

Industrial armor is then the equivalent of bioweave? It can have another armor on top of it?

Ok, so there is a hard cap for the ego but not for the morph I get.

jKaiser jKaiser's picture
As far as armor goes:

As far as armor goes: Bioweave and robotic armor are basically the same idea, durable protection actually physically integrated in your (biological or metal respectively) skin. I suppose, in theory, you could technically have both if your GM allows a synthetic mask augmentation to carry bioweave, though it would be subject to fiat in my game in some way to make it clear that if the bioweave armor fails, the mask is ripped apart and people can see the synthetic morph within. And yes, you can wear armor on top of either of those. Hell, technically, there's nothing stopping a synthmorph from wearing anything.

Synthmorph armor in general, both combat and non, light and heavy, are on pg. 310 of the core book.

I'll leave the hacking/combat rules to someone who's done more than I have with it. Hope that helps.

UnitOmega UnitOmega's picture
Actually, there is an overall

Actually, there is an overall Aptitude cap of 40, no matter what. That is the current transhuman ceiling, no matter what your bonuses you don't go over 40. On your own, your Ego in it's pure state caps at 30, unless you take Exceptional Aptitutde as a trait, which means your native, unaugmented cap it 40.

Morphs have Aptitude maximums, but those only relate to the combination of your Ego aptitudes and the morph bonuses. Implants which increase aptitudes ignore the Morph limit, and technically the Ego limit, but do not ignore the 40 hard limit.

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OdinEidolon OdinEidolon's picture
I have been looking around

I have been looking around but apparently there is no bioweave armor equivalent for synthmorphs, is that correct?
--Ok, answered, industrial armor is the synth equivalent of bioweave.

Also, where is the information for heavy/light synthmorph armor? I couldn't find it in the core book (I hope I didn't just overlook it).
-Found it in the end, p. 310 of the core book (4th edition)

How does ranged combat with ambidexterity work?
I play a flexbot, so I have 2 weapon mounts, I was wondering if it is possible to get 2 full bursts from them in combat or there is any limitation.
-Still don't know this one

I know the maximum ability one can get during char creation (without traits, that allow 90) is 80.
During the game that can be increased to 99 with REZ?
-What I meant with this is if one can use rez points to increase abilities after char creation by going over 80 (which is the limit during char creation with apt+skillpoints)

Is it possible (in theory) to go over 100 with aptitudes then?
-Answered, more or less. possible but not on the ego (which stops at 99, composed of sp+apt)

On the same line, what are the rules for maximum aptitudes?
-Hard cap of 40, cap of 30 without the exceptional trait.

Last question, this one is about hacking.
It is possible to get beyond a firewall rather easily at some point, even with the -30 (admin).
On the other hand doing so without alerting the active monitor appears to be rather difficult.
I went through the hacking and subversion chapters multiple times but I never found a way to get over that. Is one just supposed to increase his status after going beyond the firewall?
Anyone could spare a minute and explain the rolls involved in a sample hacking session?
-This still appears to be standing, I am just puzzled that no matter what an active monitor has to do a roll against his own ability instead of mine when I try and hack in. shouldn't he roll against my result instead?

Nerathul Nerathul's picture
Synth bioweave

There is no equivalent of bioweave armor for Synths. All armor robotic armor modifications count as worn armor to determine layering. It's however important to remember that Robotic morph usually have a natural armor value that armor mods add to.

For example; an arachnoid as a 8/8 Armor, when you add heavy combat armor (+16/+16) it adds up to 24/24. (Robotic armor enhancement can be found in the robotic armor enhancement section on page 310.)

Note that armor not stacking does not mean you can't still add it, but adding extra layers (Such as wearing two armor) will give you penalty for encumbrance. So you could have a synth wearing armor over his armored robotic frame.

Rules for multiple armor are on page 194 of the corebook. I've included the relevant section below:

LAYERED ARMOR
If two or more types of armor are worn, the armor
ratings are added together. However, wearing multiple
armor units is cumbersome and annoying. Apply a
–20 modifier to a character’s actions for each additional
armor layer worn. The maximum value Armor
may be raised to is the character’s Durability.
Note that items specifically noted as armor accessories—
helmets, shields, etc.—do not inflict the layered
armor penalty, they simply add their armor bonus.
Note also that the armor inherent to a synthetic
morph or bot’s frame does not constitute a layer of
armor (i.e., you may wear armor over the synthetic
shell without penalty).

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Standeth the bird of Hermes
Eating his wings variable
And maketh himself yet full stable