I got one of the early Eclipse Phase RPG books from Catalyst when a friend of mine snagged one at last year’s GenCon.  I like much of the setting, although I think they throw a little too much at the wall with the aliens and Pandora Gates (think Stargates and your mostly there.)  The one thing that I didn’t like:  the system, especially the hugely clumsy character generation system.

Also, I found EP mechanics didn’t mesh well with the “you are your mind” theme of transhumanism.  You build a character in toto, and while you have the opportunity to reskin with another physical body, it never seemed to capture the idea of the physical body as a tool.  So I thought about porting it over into Cortex.

Some initial thoughts:  when building a character, the starting level of novice, veteran, or elite gives you points to build the “original” you, the one starting the game.  Once built, you can assume that the skills and the psychological traits and complications will stay the same unless the GM has some reason to tweak them, but the attributes might be something that can be toyed with as the character changes skins.

One way to handle changes in the characters “morph”, or physical body might be to allow them to rearrange their attributes when they change bodies.  Maybe the character needs a combat shell, but the only thing available is an older mining mecha turned combat walker.  It’s got the physical stats you need, but the processor is sub-par, lowering (for the time you’re in it) your alertness and intelligence.

If the character needs to buy/rent something upscale, they can either use whatever monetary /trade system your setting has, or they can throw plot points into it “buying” the higher traits for the length of their time in the body.  (Say, they are normally a d6s across the board physically, but they need a high end acrobatic humanoid body for some mission — they want an AGL d10, and VIT of d8…they throw 6 plot points to get the body rented for the time being.)

One idea for the mental attributes might be that while an new skin might have higher attributes, the character is unused to having the processing power or sensor acuity and they need time to ramp up to use it (if they don’t feel like throwing plot points at it.)  Allow them to test their attribute over time to see if they can learn to use the excess brainpower.

The toughest part of the EP and other transhuman settings is the disembodied — the sentient program, “ghost”, or whatever you call it.  Building a super-intellect AI at character creation is a bit harder.  You could 1) For balance the 48 points you have for a veteran character, for instance, could be cut in half to 24 (averaging a d8 for those mental attributes.)  The other 24 points could go into traits — maybe buying backups  or other benefits you would expect an AI to have.  2) You could allow them to buy their mental attributes a level lower (novice at 42 points) and allow the excess 6 pts to go to traits or skills (I like this, personally.)  The get a super intellect that can be stepped down when put into a body, as above.

Another option I’ve toyed with:  temporarily trading skills and (mental) traits for new ones.  You are a high-end cybershell with a top notch brain, but you need to copy yourself for an operation to a radiation-hardened vacuum-environment mecha on Europa.  To save bandwidth and memory costs on the transfer (or to the point, get the boffo physical stats you need), you trade a few of your skills and traits for the physical attributes and traits you need.  Essentially, you sent a stripped down version of your persona to the new body, since it’s to be temporary.

This is, admittedly, just a quick bit of spitballin’ to work out how you could work with the ideas from EP for changing character forms and mind-states, but it might be enough for some clever person out there to create rules for a transhuman setting.

io9 thinks they’ve found it:  uniforms.

Or more to the point, some kind of look that is instantly recognizable and fun.  It could be the primary color uniforms of Star Trek or the uniforms from Battlestar Galactica or Babylon 5 (although I’ve yet to see a bunch of those in convention pics…strange.)  Klingons, Orion slave girls, Leia slave girl outfits…whatever is instantly recognizable and fun seems to aid in producing a successful fan base appeal.

From one of my favorite bands, The Housemartins:  Build.

Square Trade, a group working from warranty data from 30,000 machines, has put together an interesting paper on the reliability of nine models of computers and netbooks.  At the three-year mark, about 31% of laptops will fail.  The worst offender:  HP.  The best?  Asus, with Toshiba right behind.

How this fits with my experience:  our Dell desktops have never failed, and my five year old Dell Inspiron 710m suffered a hard drive crash, but was recoverable.  Even with .5GB memory…it’s running Win7 with only trouble in the graphics accelerator.  My Sonys:  no failures over four years.  My Toshiba died a month into operation.  The current Dell is running like a top.  The HP tablet before it burned out its motherboard at 2 years (of intensely heavy use.)

Netbooks fail 20% more often.  Apple is only slightly more reliable than Dell.

The Chandra X-Ray telescope is being used to study galaxy clusters and their possibly effects on the behavior of gravity.  Instead of making the universe 80% dark matter (aka “fudge figure”)  several of the theories are trying to modify general relativity

BASIC INVENTION RULES, Part 2 (Creating New Stuff):

Sometimes, your character just wants to build new stuff.  Maybe their battlestar needs new fighters you have to build from scratch.  Maybe you have to build a giant robot for nefarious purposes.  Maybe your character wants to invent the aether flyer…

Here’s some ideas on how to do that.

1) There are two stages to invention: design and construction.  Design is a simple test – a one-off roll against Mechanical Engineering/Create New Device, with the difficulty giving the base time.  An Easy test (building a a spring-loaded arm holster) would be a matter of minutes.  An Average (redesigning a motor or an existing piece of technology) might take a few hours.  A Hard task (redesigning an existing piece of tech to be better [50% more range, accuracy, a +1 step to a single attribute] ) would take a day or more.  Formidable tests (designing a new device with similarities to existing ones – like a simple wind-up mechanical man based on clockwork) would take days to a week.  Heroic tests (like designing a new vehicle type) would take a month.  Incredible tests (designing a new piece of technology requiring a new understanding of chemistry, physics, etc.) would take a base time of 6 months or more…

In the case of building something requiring a new kind of understanding of science itself – say the creation of an aether flyer in Victorian times or warp drive in a near future game, I would suggest a Complex test for the design phase – requiring a Science Expertise (Specialty) of Formidable or more, followed by the Create New Device test.

2) Construction: with the design phase is done and now it’s time to build your machine.  An extraordinary success in the design phase will give you a +2 die step to your skill tests at this stage of the game.  A failure of design does not mean a failure of the machine, but rather gives a -2 die step to the skill when building the device.  A botch in design means the thing won’t work; you have to go back to the drawing board…

First you need to know, is it a simple device or a complex one with multiple systems/elements?  The spring-loaded holster requires a leather greave with a sliding metal arm(s) and a spring assembly with some trigger mechanism – a trigger around the thumb or a catch sensitive to the movement of the arm.  Each piece, however, is relatively simple…a single Mechanical Engineering/Create Device test should be sufficient.

For more complex gadgets like weapons, an extended test might be required.  The difficulty should be based on whether the device is a knock-off of something already around (say a new revolver in the Victorian era), a new design (a semi-automatic in the Victorian era or a gauss weapon in modern times), something truly radical (a ray gun in the 1930s.)

A knock-off should be an Easy extended task, a new design that is not terribly radical an Average, a innovative design Hard, a completely new gadget Formidable with similar time schemes to the design phase, but with each test taking that amount of time.

Sample tests:

Fabricating a new firearm: Craft (Metalworking) Average x2, Mechanical Engineering/Create New Device x2, possibly Guns/Gunsmithing.

Creating a new weapons (ray gun): Craft (Metalworking), Technical Engineering (Electronics), Mechanical Engineering/Create New Device.

Creating a smoke bomb marble: Science Expert/Chemistry, Craft/Glass Blowing, Mechanical Engineering/Create New Device

Creating a starlight vision system: Craft/Optics x2, Mechanical Engineering/Create New Device, possibly Technical Engineering/Electronics.

Building a pre-fab house: Craft/Carpentry x2, Mechanical Engineering/Construction x1, Mechanical Engineering/Plumbing x1.

For vehicles, there are some rules in Serenity that can be modified for use.  Figure out what the Attributes of the vehicle are (you can look at examples of vehicles in the core Cortex book), their skills, traits and flaws, etc.  Add the dice for the attributes, skills, speed (where applicable) and traits together to get the basic complexity of the device.  Failures in the design phase here get added (add the number of points the target for design was missed by.  I like the idea of turning this into flaws.)

2-12: Very Low Complexity.  Costs are x0.4 a similar device/vehicle.  Test difficulty – Easy.
13-20: Low Complexity.  Cost is x0.6 a similar device/vehicle.  Test Difficulty – Average
21-26: Average Complexity.  Test Difficulty – Hard
27-42: High Complexity.  Cost: 1.6 a similar device/vehicle.  Test Difficult – Formidable
43-48: Very High Complexity.  Cost: x2.4 a similar device/vehicle.  Test Difficulty – Heroic.
49+: Extreme Complexity.  Cost: x4 a similar device/vehicle.  Test Difficulty – Incredible or more.

Example: Dex – a mechanic in 1936 –  wants to build a jet pack for his Jackie, an axiatrix he works for.  The design phase sees him learning rocketry (a new science) – Hard Science/Physical.  He rolls his d12 Intellect and d6 Science and gets a 12 (success!) He designs the pack’s attributes: AGL d2 STR d4   VIT d2   ALE d0   INT d0 WIL d4.  Speed 3.  There are no skills, but he has given it a Flaw of Complex Needs d2 for the special fuel it uses.  Total: 17 – low complexity.  Normally, this would be a Hard d12 INT and d10 Mechanical Engineering/Create New Devices test, but it’s a brand new technology, so the GM raises the design difficulty to Formidable.  Dex rolls and scores a 22!  Extraordinary success!

Now he has to get to the construction phase.  This is an extended test.  With the extra success, he gets a +2 skill step to the tests.  The design phase is past and the complexity gives a difficulty of HARD.  Dex needs to get a total of 55 in his tests.  Each test takes a day.  He rolls his Craft of d10 (that’s with the +2 skill step) and Agility of d6 and fails with a 4, but the next test is a success of 11.  The formation of the metal casings took two days and he has a total of 11 (the failure didn’t count toward the total points.)  Mechanical Engineering/Plumbing to run the pipes for fuel, the storage tanks, etc. and Dex rolls his INT d12 and Mech Engineering d6 (now a d10 with the success step) and gets a 13.  Success and the total is now 24.  Mechanical Engineering/Create New Devices (he has a temporary d12+d2 from his design success) tests sees an 11, 7, and 18.  It’s been 7 days since he laid pencil to paper and he’s at 52 points.  The GM decirdes to have him test an INT+Craft/ Leatherworking (d12+d10) to create special trousers to ablate heat and flame from the pack.  Dex rolls an 22.  He’s done at 8 days and the GM decides the work on the flight outfit is flame proof, and that a quickly cobbled together helmet and jacket gives Jackie a 2W armor for combat or in the event of a crash.

A conversation on the Cortex boards got me thinking about a rules set missing from the Cortex books: Invention.  This can be especially handy in a Pulp or Victorian sci-fi setting where superscience is the norm, but also can be reflected in settings like Battlestar Galactica – where the crew built a new fighter from scratch.

So here’s my first pass at a set of Invention rules.  They are necessarily fast and loose, but should work to provide some kind of framework for the Cortex GM…

BASIC INVENTION RULES, Part 1 (Modifying Stuff):

First, figure out what the character is trying to do.  Is it a simple modification?  One that would be a simple test, like adding night sights to a firearm that allows for it (like Glock and most other new firearms) – that should be a straightforward Mechanical Engineer (Customize) test as Easy with a base time of 30 minutes.  Or does it require real work?  If the gunsmith had to work with an old Colt 1911 with fixed sights, they have to shave the old sights, drill and tap the slide for the new sights…that’s work.  And an extended test of Average and 6 hours base time per test.

Second, what skill(s) are needed?  Mechanical Engineering (Customize) works well for most gear situations, but for complex tests, there might be others needed.  The example above with the 1911 would require a Craft (Metalworking) test to modify the slide, followed by a final Mechanical Engineering (Customize) to set the sights properly.

Here are some examples of modifications and the skills that might be needed:

Increase Speed of a Vehicle: Mechanical Engineering (Customize) to change exhaust on a motorcycle or drop in a supercharger or turbocharger on a car, another test or maybe a Tech Engineering (Programming) to remap the fuel injection and other sensors issues.

Increase the accuracy or range of a gun: 50% increase in range or a +1 die step to skill check requires a Mechanical Engineering (Customize) or Guns (Gunsmithing) EASY to add a scope or lasersight.  To swap out a barrel or do action modifications for reliability or accuracy would be a AVERAGE test.

Alter rifle from semi to full-auto: Average Mechanical Engineering (Customize) or an Average Craft (Metalworking) to modify the sear, and an Easy Mech. Engineering (Customize to install.)

Increase magazine capacity on a gun: Craft (Metalworking) Average to build a new magazine design.

Increase range of vehicle: 50% increase is an Average Mechanical Engineering (Customize) that might involve a Tech Engineering (Programming) for the fuel map.

Adding weaponry to a vehicle: Just bolting a mount for a gun to the roof of your Toyota truck (a la the Somali “technicals”) is an Easy Mechanical Engineering (Customize).  Hiding 1.5″ free flight missiles in under the fog lamps of your 1986 Aston Martin V8 is another matter – there’s the mount for the missiles, the aiming systems (if any), and the electrics for the launchers, as well as blast protection for the motor.  That’s an extended test with a Hard Mech. Eng./Customize to design it, another to make the mechanical modifications, a third or Tech Engineering/Customize to set up the computer for target control and the windscreen HUD and radio knobs for aiming…

Third, how difficult is the modification?  If it’s something that just swaps out, bolts on, or otherwise is plug and play – EASY.  If minimal modifications need to be made, AVERAGE.  If it requires a redesign or fashioning of parts, HARD+.  If it requires design and manufacture of parts, as well as modifications to the original parts, FORMIDABLE+

Fourth, how long will it take?  Base times for simple tasks should never be more than 6 hours.  For extended tasks, the base time for an Easy task should be minutes; Average an hour to 4 hours; Hard 6 hours to a day; Formidable should be a day to a week; Heroic should be a week; Impossible and higher a month base time.  (For example: Designing and building the 1969 Ferrari Daytona – from paper to release was a matter of less than three months…)

It the inventor has a staff – the stereotypical single strange assistant (Igor), for instance –  they should receive a +1 die step to their skill.  For multiple assistants, add +2 skill step to the skill.

The Church, Under the Milky Way Tonight


I started pulling some of my stuff for an up-coming yards sale this morning.  The criterion for doing so was simple:  if I hadn’t seen/used/read the item since I moved to this house — gone!

It’s tough to do, for me, and for a lot of people.  Some will disagree with the, but I suspect most will side with me.  Materialism isn’t the problem, nor necessarily sentimental value to some of the stuff that I’m getting rid of.  Simply put:  your stuff is part of who you are.  It comes to define you, in many ways.

Looking through the crap I’m getting rid of, I can see reflections of things that were important to me, aesthetics that have shifted over time, vestigial remains of hobbies that I enjoyed, but that were pushed aside by time constraints, electronics replaced by newer devices but not sold/throw/given away.

Human nature is to acquire.  I think this is hardwired into our survival instincts from our Pleistocene origins:  collecting stuff was most likely a survival strategy.  Need something to bash an animal senseless?  Might want to hang onto that thigh bone you have.  What if is gets cold?  Should probably keep a few more furs and skins…just in case.  Having stuff — at least useful stuff — can aid your survival and comfort.  And represents status, as well.

And it becomes part of you, in many ways.  The model kits I built reflected an interest I had at a particular time.  I enjoyed building them; I like looking at them — they have no particular use.  I have some bits of art that mean a lot to me:  someone bought, painted, or drew it for me, or I feel a connection to the aesthetic…but it jut breaks up the blank walls.  There are wee toys that I don’t play with, but they are decoration to showcase my interests to outsiders.  Like tee-shirts with sayings, the logos of companies I buy from, or advertise a TV show or band I like, it’s a way to broadcast my interests to others.

This can make getting rid of things traumatizing.  I’ve had to do it a few times.  Several of those were circumstances where I had no choice but to shed my stuff — traveling out of a few steamer trunks, instead of a  moving van or truck.  Other times, it was a means of expediency — get rid of furniture or personal items to be able to move on the cheap, or fast.  Each time, dropping these things stripped a bit of my personality from me (it seemed.)  But after it was done, I often found I didn’t miss them…

There are exceptions, of course.  I occasionally miss my ’98 Mustang.  It was a present to myself for finishing my training (two years of it!) in the military; that car represented accomplishment.  When I sold it, she was six years old and on the verge of needed a lot of work to maintain her.  Gas was going up and I needed cheaper transport, so I sold her to buy my first Triumph motorcycle.  Still…I miss what that care meant.

I miss some of the comic book series I’ve had to divest myself of.  I hadn’t been reading them, and getting rid of them was a smart (and at the time profitable) idea, but not having them to flip through or reread removes those stories and artwork to my long-term memory.  I have trouble rereading books (save for non-fiction that I reference for my work), and most of the fiction I have I don’t return to.  It’s not practical to have them.  But seeing the spines on the bookshelves brings the stories and characters back to mind as if I did read them.

Selling, throwing out, giving away your things can be cathartic, however.  You can cut away portions of yourself that are ossified, memories that are painful, vestigal elements of yourself that are no longer vital to who you are.  Like ripping a band-aid off, the experience can be painful, but it can also be liberating — packing off those bits of your life that act as an anchor to moving ahead, or making changes that you need to to become who you will be.

I’m not going to miss most of this stuff I’m getting rid of — even some of the things I still enjoy having — and already I can feel some of those hooks in my psyche holding me back from going forward being torn away.

And I’ll have more room in the house…

Ever since I started running the Serenity RPG, I’ve been using the following rule for actions in action turn/combat round/whatever you want to call it.

Each extra action above the first comes with a -1 die step to the attribute. Say you have a d8 Agility. If you changed a magazine on a gun, then want pop off a shot in that turn, you can.  But the shot is a d6+skill.  Say you double tapped, the second shot?  d4+skill.  While doing that you were snagging your rucksack and wanted to get up.  Roll either an Agility or Strength and Athletics (if you had a Strength of d8, you would roll a d4+Athletics, as opposed to a d2+Athletics for an Agility.)

The limitation:  once one of your attributes is at d0 — you can do nothing, including take any kind of passive defense or passive perception tests (you tunnel vision on your tasks.)  We find it works out to roughly 3-5 actions a person could take in 6 seconds, each increasingly harder.  I’ve found that most players will leave themselves a d2 or d4 for wiggle room, should they need to defend against attack or notice something important.