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DivineWrath wrote: I've been playing around with flexbots. The problem with them is that you need many flexbots to do the whole combining business. This gets expensive quickly, but by using negative traits, you can reduce them to 1 CP.
As for buying gear, CP has considerably less buying power. You also have less of it to spend on gear. This has made it difficult to design characters that have the skills to fill multiple roles. For instance, a character might be a good techie person, but also has maxed out infosec skills (80). Getting exploit software will take up a good 1/5th of your given CP. In EP 1st edition, it would cost you 1/20th of your possible wealth, and you had much more CP that you weren't allowed to spend on wealth.
o11o1 wrote: I'm probably just blind and can't find it, but when you take a Muse (or a Kaos AI) how do you determine what it's starting aptitudes are?
Quote: Below are some commonly available AI programs.
Unless otherwise noted, these AIs have aptitudes of 10
and one Language skill at 80. These AIs may also be
equipped with skillsofts (p. 332).
Androminous wrote: Making Characters p 13 says:
"No more than 6 MP worth of negative traits may be purchased."
Acquiring Gear and Morphs p 5 says:
"Finally, you can always acquire extra MP by purchasing negative
morph traits (p. XX), up to a maximum of 4"
The above is inconsistent.
Also, Acquiring Gear and Morph says on the same page:
"PCs without Resources may use their rep scores in a similar way.
By expending a Moderate (1 MP) or Major (2 MP) favor, the PC
may increase the MP available to them."
Making Characters p 13 says:
"You may use your MP for extra gear. Minor Complexity gear
costs 1 MP, Moderate 2 MP, and Major 4 MP."
So if you have used all your MPs and want to start with extra gear with Moderate complexity (usually a Moderate favour) and not having the Resources trait, you'll have to use up a Major favour to get the 2 extra MPs to get the Moderate gear. Is this deliberate? It seems harsh to those making characters coming from societies with reputation-based economies. If this was better balanced, not everyone would take the Resources trait. My suggestion is to give 1 MP for a Minor favour if the character has an applicable reputation of 40+, 2 MP for a Moderate favour and it has an applicable reputation of 50+ and 4 MP for a Major favour and applicable reputation of 60+. And being explicit that this option can't be used if you are applying Resources (either you offer cash in the cash economy or you ask for favours, you don't have time for both.) It should also be restricted to one of your networks.
Regarding the wording of the Resources trait, I would also suggest that the rules are made explicit regarding the Resources trait where it says
"At Level X, you can acquire [Complexity] gear items given the appropriate time frame"
that the time frame is the one corresponding to the Complexity level and not 1 minute if the item is digital unless it is the intention that a character with Resources level 3+ could acquire 60 blueprints for Major gear during an hour off. The 1 minute for digital items should be rephrased so that it states that you can get the software faster, but that it doesn't change the time before the acquisition refreshes. I imagine even a Resource level 3+ character has limited amounts of liquid funds and would need to transfer funds, refinance, sell bonds or whatever between doing Major purchases even if the goods are digital.
Xagroth wrote: As far as I understood the Beta when I had a look at it, there are negative Ego and Morph traits, like in the first edition. So my interpretation is that you can't have, ever, more than 6 negative traits that combine both (so 2+4, 3+3, etc...). The second limit simply states that no more than 4 of those 6 can be Morph negative traits, so if you want to go to the max, then you can get 2 Ego negative traits and 4 Morph negative traits.