This is a rough first draft of the new character creation rules for Transhuman.
* The original version of these rules assigned skill points with each pack that you added together, rather than just an assigned skill. We felt that it was better to remove that step, and all of that math, and simply assign static skill values. The drawback is that you may get some redundant skills, but they are easy to switch. There is also less variety among the skill points, but we feel we have a good balance of a few high-level skills and no too-low skills.
* We added the Essential Skills pack in as an alternative to putting Fray and Perception in almost every Focus pack. It seems better to simply acknowledge that these skills are crucial and encourage people to take them, plus it freed us up to put a bit more variety in the Focus packs. Players can always choose not to take the Essential Skills …
* We will be adding a section of pre-assembled Gear Packs to make purchasing gear that much easier. Expect that in the next draft.
* One concern we have is that there are too many packages to choose from. We tried to cover all of the character angles, but we may have gone overboard.
* We could probably use a bit more variety with the rep bonuses and morph assignments (not enough synthmorphs), and could possibly use to add some traits in. We’ll work on that for the next draft, but feel free to make suggestions.
Q. 1 – How did you review the material in this draft?
Did you try them out in actual play with your group? For how many sessions? Using what kind of PCs? Did you crunch some numbers in a marathon character creation session? Or simply read through them with a critical eye?
Q. 2 –What’s the most critical problem you’ve identified in these rules?
Is there an endemic problem you think is underlying this rules set? Is this material too complicated for your liking? Is there a specific rules item you think is egregiously broken and needs to be fixed? Is there anything that you simply think *must* be changed?
Q. 3 – What’s the best part of these rules?
Is there anything that you absolutely loved? Something that you sincerely think *must* make it into the final version? Anything that really contributes to the game in a positive way? Something that shouldn’t be changed?
Q. 4 – Is this system too simple? Not simple enough? Just right?
The main intention with this system is to create a quick and simple alternative to the system in the core rules. We’d like to know if we met that goal. How long did it take you to make a character? Did it have enough variety despite being easy? Were you able to make quick NPCs with it? Was it fun? Keep in mind that the packages will be laid out in an easy-to-read manner in the book.
Q. 5 – Should we include morphs, traits, gear, etc from the sourcebooks (Sunward, Rimward, Gatecrashing, Panopticon)?
So far we have restricted the morphs and other elements to material that can be found in either the core rulebook or Transhuman (more from Transhuman will be added in as the drafts get finalized). We are attempting to avoid a situation where someone ends up with a morph or other gear but doesn’t have the relevant sourcebook. However, since our books can all be found for free online, the argument can be made that this information isn’t hard to find.
Q. 6 – Would you prefer all of the Rep and Field skills to be assigned? Randomized?
We have left much of the rep and field skills acquired through these packages open-ended, for the player to assign as they see fit. This is, however, an extra step in the character creation process. Would you prefer that we assign these values to a particular rep network/field, keeping in mind that the player is always free to switch them? Alternatively, would you prefer that we keep them open-ended, but provided a randomized table for each rep bonus/field skill, so that someone who doesn’t want to spend time looking up the options can roll these up quickly?
Q. 7 – Would you rather have the gear, rep, and morphs separated out?
One of the changes we discussed making to this system was to remove the morphs, rep, and gear out of the existing packs. The idea was to reduce the # of PP to be spent down to 10, have the packs focus on skills, and then simply require an extra 100 CP be devoted to morphs, rep, and gear. This has the advantage of giving us more skill variety in the existing packs, and also means no one will end up with more than one morph at the end (unless they buy more than one with that 100 CP). The drawback is that it’s another set of choices and points to be spent by the player, complicating things (though we could also suggest a morph with each Focus pack, as we do with motivations, or even add a random morph selection table). It also has the oddity that a player who purchase a case morph has 95 CP left to spend on rep and gear, which seems odd, and a player that spends all 100 CP on a reaper has nothing else (though they could always spend PP on Customization packs to get some rep and gear).
Q. 8 – Would you prefer more Aptitude Templates?
We have 8 aptitude templates right now, which we felt covered the basics. We could add more if there is a demand for more variety, though keep in mind they are easy enough to tweak. We also kept the aptitudes at 20 and below, as aptitudes of 25+ are usually limited by morph aptitude maximums (keeping in mind apt bonuses from packages too). Do you want to see some aptitude 25 options included as well?
Q. 9 – Did any packs seem off to you?
Did the selection of skills/etc. for any of these packages seem odd to you? Would you have chosen something different? Were there any packs that you didn’t think were needed? Any that were missing?
If you really want to be a mensch, you can crunch some numbers and help us verify that we got the stats right on each package.
Q. 10 – What’s your character creation preference?
Having seen this system now, would you use this package system for making PCs, would you use the system from the core book, or would you use a hybrid system as suggested?
Rob Boyle :: Posthuman Studios