I finished motivations, now onto careers.
https://docs.google.com/document/d/1zVlHM-nvB7icm1VVC1xj_n636HJ_J0Km2mmY6zdb1CI/edit?usp=sharing
I finished motivations, now onto careers.
https://docs.google.com/document/d/1zVlHM-nvB7icm1VVC1xj_n636HJ_J0Km2mmY6zdb1CI/edit?usp=sharing
Careers are tentatively done, I'll probably do Transitions and Crossovers next.
https://docs.google.com/document/d/1A96unmEl3oJ5qDGBQQ9qOUaH89ThJ9ZXKyXY_QR2onk/edit?usp=sharing
When I was working on how much XP to assign to each stage in the Origin path I factored in what I would cost to raise a DH character up 5 points. So like black crusade they use the 25 base.
The special abilities where a carry over from the Original RT and I had the idea of adding some extra ones that you could buy later (or in the case of the Arch-Militant or Void-Master buy extra categories their power applies to). The reason the others don't have as many is that the ones I though up were on reflection half-baked and I removed them. Now I am debating if I should keep the advanced powers or not, if I decide to keep them I'll probably add a few more to the other classed to balance them out.
My original goal with the special abilities was to make the careers more distinct and to give each of them something to do in each situation (combat, social, and ship) without overshadowing characters specialized in those roles.
I also realize now that I forgot to give them all wounds.
Snap_Dragon said:
When I was working on how much XP to assign to each stage in the Origin path I factored in what I would cost to raise a DH character up 5 points. So like black crusade they use the 25 base.
The special abilities where a carry over from the Original RT and I had the idea of adding some extra ones that you could buy later (or in the case of the Arch-Militant or Void-Master buy extra categories their power applies to). The reason the others don't have as many is that the ones I though up were on reflection half-baked and I removed them. Now I am debating if I should keep the advanced powers or not, if I decide to keep them I'll probably add a few more to the other classed to balance them out.
My original goal with the special abilities was to make the careers more distinct and to give each of them something to do in each situation (combat, social, and ship) without overshadowing characters specialized in those roles.
I was actually thinking of redoing the special abilities by making them based what you said earlier. One power that effects the character only, another that helps party members, and the third miscellanious effect.
I'll probably redo some of the starting gear as well it's just low on my list.
Crossovers(unfinished):
https://docs.google.com/document/d/1Hs1MCi75jfcYKJpaQMjtlBdcCl8qVymxCmMMohPC5CA/edit?usp=sharing
Hordes:
https://docs.google.com/document/d/1ZEuN2dEJTakIYZJwNu2v2Hzxb3BjESoZZDpoLVDemaw/edit?usp=sharing
Henchmen (unfinished):
https://docs.google.com/document/d/1T6BXBmSfuTknlUfqXqwu6LqvXoP1Jd1Wgg5Z8ZlyoeI/edit?usp=sharing
What happened to Homeworlds? It isn't allowing permission...
Necroed this thread to shamelessly promote an update of RT!