Post by Frederic Bourgault-Christie on Feb 14, 2006 3:04:42 GMT -5
1) Rank Boosts and Class Points are thirded initially. Some races thus are harder to balance and cost Trait Points. Double the investment to move to a new Attribute Level (i.e. Superhuman, Supernatural). The minimum Affinity for Legendary abilities is 150 (and Legendaries do not automatically come even at that level: other prerequisites must be satisfied) and Forbiddens are 500. In general, the game is lower power.
2) Every player character has a special way to throw off the shackles of normalcy. Slowly throughout the game, a particular set of quests will raise their power. E.G. perhaps the character has special training in an ancient martial art and they can find the lost masters of it.
3) Starting equipment is virtually nil. If someone has a gun, they either get it from investing a lot of their Class Points or through Traits, and with virtually no ammunition.
4) Every character must have a role they perform on the ship: i.e. cook, navigator, doctor, lookout, ship hand, etc. Virtually all characters will function as a ship hand at some point for obvious reasons, but this describes their default position.
5) Penniless typically means that the character is actually in hoc, unless for whatever reason they would have had money without taking Penniless.
6) When someone gains a Class Point(s), unlike in CotG, not every class will be available. In fact, for many, only the Class that they originally selected will be eligible for improvement, or only closely related other classes. So I will allow characters to hold a limited amount of CPs in "storage" as it were until such time that they can find a trainer, school, or other way to develop a new class.
7) Some Classes, Traits, and so on are inaccessible. For example: Any Old Guard-inspired Class (Sensui School, Thrash Ahmoqa Blado Randce) are either unavailable or sharply reduced in power and possibly abilities.
8) Minimum expenditures for Classes have been eliminated owing to the limits of Class Points for starting characters. However, classes that are racially unique or somehow limited will be fairly sharply enforced, an exception to this loophole.)
2) Every player character has a special way to throw off the shackles of normalcy. Slowly throughout the game, a particular set of quests will raise their power. E.G. perhaps the character has special training in an ancient martial art and they can find the lost masters of it.
3) Starting equipment is virtually nil. If someone has a gun, they either get it from investing a lot of their Class Points or through Traits, and with virtually no ammunition.
4) Every character must have a role they perform on the ship: i.e. cook, navigator, doctor, lookout, ship hand, etc. Virtually all characters will function as a ship hand at some point for obvious reasons, but this describes their default position.
5) Penniless typically means that the character is actually in hoc, unless for whatever reason they would have had money without taking Penniless.
6) When someone gains a Class Point(s), unlike in CotG, not every class will be available. In fact, for many, only the Class that they originally selected will be eligible for improvement, or only closely related other classes. So I will allow characters to hold a limited amount of CPs in "storage" as it were until such time that they can find a trainer, school, or other way to develop a new class.
7) Some Classes, Traits, and so on are inaccessible. For example: Any Old Guard-inspired Class (Sensui School, Thrash Ahmoqa Blado Randce) are either unavailable or sharply reduced in power and possibly abilities.
8) Minimum expenditures for Classes have been eliminated owing to the limits of Class Points for starting characters. However, classes that are racially unique or somehow limited will be fairly sharply enforced, an exception to this loophole.)