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GreyBrother wrote: Right now i have three ideas floating around my mind like little tiny glyphs that tease me being awesome all in themselves. Thats my general problem when creating characters, i already create the stories i want to see them in. Its a friggin headache for my old World of Darkness gamemaster who didn't know how to deal with this.
The Sick Elite - A techie who is very proudful of his morph because his parents afforded it for him. Problem is, said morph has a very weak immune system. He wants to go back to his home habitat from which he was exiled.
The Human Robot - Some people are horrified of Reapers. This guy is not. He loves being a fighting machine, having no use for a biological body, he makes a philosophy out of being synthetic. Be whatever you want to be. Your body is your temple, so create the strongest temple with the biggest guns to defend yourself and vanquish foes. And everybody who denies this privilege to another being - Jovians for example - are to be destroyed.
Quincey Forder wrote: Could it be each of us specialise in two different branch of tech
Xplo can go either on the nano or macro way, I just have to know in advance to adjust the background accordingly
GreyBrother wrote: My comments on the house rules follow. But a little disclaimer here:
I don't buy the whole "balance" thing. Crippling the possibilities of the game system just for the sake that one guy can't whine, well i play MMOs for that :D We are a small group, we create characters together, i think we can discuss this ad hoc ourselves without any player feeling underpowered for an unanticipated reason.
Flashbacks: Sound great on the paper, i am eager to test it out in the field. Communism sounds good on paper too.
Armor: Too complicated in my eyes. Just handwave it and tell people when its stupid to stack armor. The synthmorph armor thing adds a complexity again that isn't needed.
The restriction on maximum mods is something i disagree with on the basis that its not needed. One could argue about different protection mods being mutually exclusive (ie no Lotus coating if you are fire-resistant) but there's nothing against self-repairing camo armor in my book.
Implants: Adds another complexity to the system which i don't view as needed. Let people have their implants. Shadowrun suffers from the essence rating, lets not introduce it to Eclipse Phase. It also makes no sense from an in-game perspective where you can get your morph grown up with the implants, all from the same guy. For bugs, malfunctions, poor performance and rejection... well there's a reason a roll must fail for the Interface 80 guy.
The rest of the document is sound. The only thing that i think we need to further discuss is the whole "don't buy morphs and gear" thing. I think its okay, but i'd like to state my feelings on it:
Some character concepts are tied to a body. Not entirely because of the bonuses, but what those bonuses mean. It means what the character does at the moment, which again helps narrow down, who the character is, what he wants to achieve, etc. This is something integral to the Sick Elite or the False Face. Again, its not about balance. There's no need to balance the combat capabilities of a menton against a reaper. Its just silly and i think thats not the motivation of the text (which is why i'm fine with it).
Balance: I just wanted to have out of the way that we don't play DnD or Shadowrun, were everybody is obsessed about it.
I just think that situations where one player just can't do anything useful will happen and as long as the player is aware that certain situations aren't just made for his character, then everything is fine.
In short: Players will feel left out, there's no reason to feel bad about it as long as everyone has fun.
Addendum: Exception is, when a specific player just can't handle spectator situations.
Armor & Implants: I see your problem. You want simplicity in the bookkeeping part.
With armor, lets compromise and just say "one overarmor and one underarmor" and as many mods as liked.
For implants, its basically the same. I for my part design characters along the part of "what would he want, got built in from scratch or what does he need for his job". Not everybody needs every enhanced sense ever, so you as a GM can question why a social engineer in a sylph needs carapace armor.
Morph Buying: I suggest simply dropping it and rolling with it. It hooks in with the implant issue nicely, because we are now all very aware that we can loose our morphs with all those nice implants, so don't invest into it too much. Which is a reality of the setting.
GreyBrother wrote: Well, there's a reason i only have concussion, gas and frag rounds :) I simply thought "what kind of weapon would be good to use underwater". Beam Weapons fizzle after a few meters, kinetics have another problem and flamethrowers are... well yeah. though the rulebook doesn't state it, i just thought "torpedoes".
GreyBrother wrote: You don't need the big "make holes in habitates" warheads or plasmaburst. Concussion, Gas and Frag should be legal since its not strong enough to pierce a habitats hull.
If you/we should come up that the hab we start in doesn't even allow them, thats fine too, maybe i adjust points or he is simply out of luck :)