I've just finished adding up some of the numbers behind character creation and I wanted to throw them up for discussion and comment.
Homeworlds:
6 Homeworlds, each with 2 +Characteristics and 1 -Characteristic, as well as a Bonus and Fate Point Threshhold.
2 of the bonuses are 200xp Talents (Feral and Forge World). Are the other Homeworld bonuses equivalent to 200xp? Should the Feral World and Forge World get something unique, rather than Talents?
All of the Homeworlds have a Fate Point Threshhold from 1 to 3, except for Feral Worlders which have 1-2, and Highborn which have 0-4. Thoughts?
Here are the numbers on on which characteristics have + and which have -
Strength (1+, 1-)
Toughness (2+,1-)
Agility (1+, 0-)
Intelligence (2+,0-)
Willpower (2+,1-)
Perception (1+,1-)
Fellowship (2+,1-)
Influence (1+,1-)
Backgrounds:
7 backgrounds, each offering 3 to 7 Skills, 3 to 5 talents, 1 to 6 pieces of equipment, and a Bonus.
With skills, something to keep in mind is that due to the starting skills and skill costs being in separate choices, characters can start with characters that have different XP values. An Outcast Assassin only gets the 100xp Acrobatics Skill, but an Outcast Chirurgeon gets the 200xp Acrobatics Skill. Something to keep in mind.
I've also done some math to compare all of these Backgrounds. Each starting skill is worth 1 point. Each talent is worth 1 point per XP cost. Starting equipment is worth (+30 Availability: 1 point; +20: 2 points; +10: 3 points; +0: 4 points; -10: 5 points; etc.). I also counted multiple doses of drugs as a single item, even though the rules as written would count them as multiple items. The Totals represent the overall "value" of the Background. This is obviously inexact, but here are my results
Background Total Skills Talent XP Total Equipment
Totals
Total Bonus
Administratum 5 900 14
28
All Availability +10
Arbites 4 900 20
33
Add +2 to destroying Cover
Astra Telepathica 3 1400 13
30
Sanctioned Trait
Mechanicus 5 1200 27-28
44-45
Cybernetics Availability +20
Ministorum 5 900 21
35
Fate spent grant +30
Imperial Guard 7 800 22
37
Add +2 for Carrying Capacity
Outcast 7 800 25
40
Add 1 to Characteristics for Fatigued
So do these seem even to everyone? Mechanicus get an okay amount of skills and lots of high XP talents and Equipment, and Astra Telepathic get almost no skills, a lot of talents, but next to no good equipment. Administratum characters also get the shaft.
Here are the numbers for how many times each skill is a starting skill:
Acrobatics 1
Athletics 2
Charm 1
Command 2
Commerce 2
Deceive 1
Evade 2
Investigate 2
Intimidate 2
Linguistics 2
Logic 2
Medicae 2
Navigate 2
Observe 3
Pilot 1
Psyniscience 1
Remembrance 2
Stealth 1
Subterfuge 2
Survival 2
Tech-Use 1
Roles
Every role gets 3 cheaper characteristics and 2 expensive characteristics, 4 cheap skills and 3 expensive skills (except Sage which gets 5 and 4) and a bonus.
This seems pretty fine in terms of balance, although I think the Sage should get knocked down to the same number of skills for the sake of consistency.
Here are the numbers on the Characteristics
Cheap Expensive
WS 2 2
BS 2 2
S 2 2
T 2 2
A 3 2
I 4 2
P 4 1
WP 2 1
F 3 2
And the Skills
Cheap Expensive
Acrobatics 1 2
Athletics 3 2
Charm 3 1
Command 1 1
Commerce 1 1
Deceive 1 1
Evade 2 1
Investigate 2 1
Intimidate 1 1
Linguistics 1 1
Logic 2 2
Medicae 2 1
Navigate 1 1
Observe 2 1
Pilot 1 2
Psyniscience 1 1
Remembrance 3 1
Stealth 1 1
Subterfuge 1 1
Survival 2 1
Tech-Use 1 1
So what are people's thoughts? It looks like the Backgrounds are pretty unbalanced right now, and there's already been a lot of discussion on the Homeworld Bonuses being more flavorful and unique. I'll try to run the numbers on the Background/Role combinations to see what differences in Starting Skill xp come up. I'll also add my own commentary to these numbers after I have some more time to look at and process them, but I wanted to throw them out to the community to take a look at.
Edited by Nimsim