Character Creation Issues and Improvements.

By Saldre, in Game Mechanics

Hello all!

So here's where were going to discuss Character creation Issues, Improvements and balancing issues FOR THE FERAL WORLDER!

From fluff to mechanics,lets try to suggest ideas that are going to give each and every character the same "Snowflake" syndrome that Dark Heresy did!

As a first suggestion, I propose looking over the Origins that already in play and see what we can recycle from DH 1.0 and port it without any trouble. No need to go into the "Unique Origins"- just the standards for now.

I will periodically update this post with new information and our consolidated, cleaned up ideas for ease of reference, pertaining to this origin.

Lets.... begin!

Edited by Saldre

Feral Worlders-

In core, they get a boost to Str and Toughness penalty to fellowship, low willpower and a lack of savvy using machines.

The ability to staunch blood loss, and to eat-whatever, are actually pretty damned good in this new system: as blood loss is considerably deadlier over the long term, and fatigue is dangerous (so eating and resting are more important.)

They start with survival as well, as a basic skill. Maybe that can translate into a specialty (Terrain) [a bonus to tests in their specific homeland type: deserts, jungle, volcano-world, swamps, forests- depending on what type of feral world they come from.

Does porting these abilities work in terms of balancing? What do you guys think?

Wouldn't it actually be better to discuss the problems with each particular character creation option in a separate topic? Between all the options and combinations, this topic is bound to turn into a jumbled mess that'll be very hard for the devs to sort out and take anything worthwhile away from it.

Good idea :P I will update the topic to reflect this!

I think an "Origin Generation" building segment much like Regiment Creation in Only War is the best way to do characters. Yes there are Feral Worlds, Hive Worlds, Imperial Worlds, Fortress Worlds, etc. but Catachan is not Fenris. Armageddon is not Necromunda. Furthermore, as far as non-standard rules in creation go (staunch bleeding, +1 Initiative in Crowds, etc.) you should be able to purchase "slots" as part of that origin creation but each slot has to be worked out with your GM. Forces richer backgrounds and means both the GM and the Player are more keenly aware of (and thus more likely to remember during play) their special rule.

Because there is also background to consider now, I don't want to go too overboard with bonuses for each world. But as I've complained elsewhere they are rather bland as is, so my suggestion is;

For the Feral World, keep the characteristics and fate for now but...

Start with Heightened Senses (choose one)

Ready for anything:

Feral World characters can re-roll failed survival tests. In addition during the surprise round of each combat the Feral World character gains 1 additional AP, even if they were surprised.

Was trying to think of something characterful but simple, and the second part might increase the survivability of the character a bit since they start with less fate points. Something to do with avoiding blood loss would also be an option.

Also a bit of a choice for the heightened senses. Players like choice in my experience.

Naming the special bonus helps, as it's easier to remember something descriptive when it's written on your sheet rather than just 'Feral World Bonus'.

Agreed. Well, if I had to pick just one bonus to add, it would be Staunch blood loss. Blood loss is now DEADLY, and feral worlders are experts at "Survival"- should be able to reflect that, even if there are no Medics around [medics are for puny hivers!!!]

I wouldn't add the reroll on survival tests, or extra AP- because its something extra to keep track of. Your right that we should keep a single bonus, at this time, so staunching blood loss would be great.

Edited by Saldre

Yep, I'm totally on board with changing the Heightened Senses from Smell to player chooses.

As on overall comment on Home World options, I would say that the home world bonus should be confined to a single type of bonus as that's consistent with the other options.

However, I would be the first to point out that not all home world bonuses are equal. Gaining Technical Knock, even for building a non-Tech Priest, is pretty nice, as is gaining +2 to Initiative for being a Hive Worlder (particularly as Lightning Reflexes is rightly 'nerfed). But Void Born changing zero gravity from difficult to normal terrain? I'm not sure how "good" of a bonus this is.

The thing is, heightened senses is something that you can buy later.

I think the origin ability, in-fact, all abilities, should be unique- brand new, and not something someone else can get later.

I am all for giving players a choice though of a few abilities. Two, to save on space. Or one ability and is modified based ont he type of Feral-world which you decide to come from. Something that fits more with the "Customization" feel that they are trying to get to.

Well talk about technical knight and the forge worlds in a bit :P

I think that homeworlds went too much on the lean side of the design, original DH ones were slightly bloated and I think the OW versions were best so far.

Also I think there are at least three addition to the Core Rulebook needed: Imperial World to the Homeworlds, Teeming Masses/Tithed or one similiar non-adeptus choice for Backrounds and make Sanctioning an Elite Advance.

I hope will post my writeups tommorow.

The thing is, heightened senses is something that you can buy later.

I think the origin ability, in-fact, all abilities, should be unique- brand new, and not something someone else can get later.

100% agreement here. Nothing sucks more than everybody and their aunts buying your homeworld bonus three sessions into the campaign, leaving you with no unique thing to show.

It doesn't even matter if the Talent is cool like Technical Knock or Kinda useless like HS(Smell). If it's something others can do, it has no place being your special origin bonus.

A talent (or more likely a choice of one of two talents) and then a bonus or two is my preference. Not too much, but enough to make you feel different to characters from other worlds.

So, for feral worlder, what would those 1/2 original bonuses be.

I think he should pick one of two-

1- Ready for anything: reroll survival Skills. +1 Ap during surprise rounds. [i would make this "Art of the Hunt", Reroll tracking tests instead. a lot more useful] - which would represent, well, the Hunter type feral worlder;

2- Make Due: Staunch blood loss with an intel test, toughness test to not suffer any ill effects from eating "unhealthy foods" or drugs. To represent the feral worlder who doesn't have the luxury of choice and must rely on himself to survive.

Furthermore, everyone of them would get "home turf [pick one] - and you get to reroll survival tests there, to represent that not all planets, even if they look the same, are exactly the same- but someone from say a swamp world would know a bit more about swamps than someone who came from the desert.

Overall, you already get a divergence between two different types of of feral worlders. The lone hunter or the survivalist, and the home turf only further adds color to where you're from.

Edited by Saldre

I like those.

Yeah these seem fun and characterful.

I realize that everybody can use medicae at a -10 penalty, so staunching blood-loss isn't really that much of a bonus, unless they could get a bonus to that specific roll, perhaps? Or maybe a reroll on those tests?

Well realize staunching blood loss is still a test that is based on DoSs. If you don't get enough. For the high wound effects (e.g. Blood Loss(6)) getting barely 1 or 2 DoSs just simply isn't enough, so theres certainly room for improvement.

Perhaps count a succeeded test to staunch blood by a feral worlder to have +2 DoS?

Ahh, yeah, that's a very good idea actually!