Wednesday, September 26, 2012

Messy Time

September has not been a good month for me, and the lack of updates have many reasons. The only one that pertains to gaming is the overall LACK of RP gaming that's been going on. A brief filler Gamma World game took one week, but we've only been messing with a few other things (such as the new FFG Star Wars Miniatures, which I recommend if you can get past the $15 pricetag on the expansion miniatures) with a fraction of our group present due to commitments like college.

Stay tuned though, more is on the way.

Monday, September 3, 2012

More Aquatic Stuff

Here's some gear I've been mulling over for my Europa-based Eclipse Phase game. Note that these are subject to change, since I haven't quite worked out any balance kinks in them. If you have any suggestions or comments, please share them!

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Webbing (bioware, cyberware) [Low]
Webbing adds thin, retractable membranes between the digits (and sometimes limbs) of a morph, improving swim skill tests by +10. Note that cetacean uplifts and the aquanaut morph do not benefit from this. The aquanaut inherent +10 to swimming could be refluffed as a version of this implant.

Flukes (Bioware, cyberware) [High]
This enhancement has two options. Firstly, a muscular tail may be added to any humanoid morph, with a set of flukes at the end. This improves swim speed from 1/5 to 2/10.
Alternately, the legs of a morph can be replaced completely, changing swim speed to 5/25, but reducing walk speed to 1/5 (the morph will need to flop or drag itself along like a seal).

Streamlining (Bioware) [Expensive]
This alteration modifies the kinematics of motion for a morph, improving one particular movement mode with efficiency in mind. A flying morph may have it's wings and feathers altered, a walking morph may have it's gait and leg structure changed. The result is improved rapid motion, doubling the maximum bonus to movement based on movement skill rolls to +10 (up from +5).

Aquatic Adaptation (Bioware, Cyberware) [Moderate]
This enhancement adds small retractable fins at strategic points on a morph (back, legs, abdomen, etc), similar to webbing, above. In addition, the patterns and texture of skin and hair is modified. This improves a morph's fine motions in an underwater medium, negating half of thr penalty for actions underwater (down to -10).

Existing Implants and Gear

Nanotattoos
Very popular with the aquatic set, as bioluminescence is visible even in deep water, and most Europan life forms "see" primarily with sonar and thermographics.

Lotus Coating (armor mod)
This mod also decreases underwater action penalties by -10, but this effect does not stack with Aquatic Adaptation.

Weapons
Underwater, most ranged weapons are useless or have extremely reduced effectiveness. Exceptions are seeker weapons (which can be designed accordingly), and laser pulsers. Laser pulsers still have reduced range, although fine-tuned Europan variants use different spectra, decreasing defraction in the water (although water density still affects this, the degredation is only noticable at extremely high densities hundreds of kilometers down, with a decrease of 10% range and 1 damage every 500km)

Saturday, September 1, 2012

Eclipse Phase - Mustelid Morph (Pod)

This was mentioned in, but missing from, Rimward. I took it upon myself as a challenge to put one together.
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Mustelid Morph (Pod)

With the multitude of variant habitat types present in Europa's seas, the need for a reliable morph for fine repair and slipping into small spaces otherwise inaccessable was obvious. In response, genetics from the extinct giant otter from Earth were modified and paired with pod cybernetics. The end result is a lean, fast-swimming morph that can go places no selkie morph or most aquatic drones can. Not intended for extreme diving, the mustelid sees most of it's use in and around the largest submerged habitats such as the Norns or some of the more populated barnacle habs.

Implants: Basic Mesh Inserts, Cortical Stack, Mnemonic Enhancer, Puppet Sock, Cyberbrain, Enhanced Hearing, Enhanced Vision, Enhanced Respiration, Gills, Hydrostatic Pressure Adaptation, Temperature Tolerance (Improved Cold), Prehensile Feet

Aptitude Maximum: 25
Mobility: Walking 3/15 (Loping on four limbs), Swimming 4/20
Durability: 30
Wound Threshold: 6
Advantages: Small-sized (-10 penalty to hit), SOM +5, COG +5, +5 to one other aptitude of choice, Swimming skill +10, Flexible I (Morph Trait)
Disadvantages: Social Stigma (Pod)
CP Cost: 50
Credit Cost: Expensive

Edit: Fixed typo, added variable aptitude increase (almost every morph has one), increased cost to reflect.