Administratum characters and the medi-kit

By PhilOfCalth, in Game Mechanics

The fact that Administratum characters start with the medicate skill and a medi-kit means they are intrinsically linked to the Chirurgeon Role. I don't like this as people might just as easily wish to play a Chirurgeon with another background, leading to skill/equipment swapping and extra work for the GM.

The solution would be to give the Administratum a different skill and peace of equipment. Say Observe and a Concealed Holster

The all roles can be given 1 skill (possibly a +10 if they already have that skill from character creation) and 1 peace of equipment. I would suggest as follows:

Assassin: Stealth, Telescopic site

Chirurgeon: Medicate, Medi-kit

Desperado: Evade, Stub Revolver

Hierrophant: Charm, Writing kit

Mystic: Psynicience, Psi focus

Sage: Rememberance, 3xRecaf

Seeker: Observe, Sword

Warrior: Athletics, Chain blade

Likewise Adeptus Telepatica characters are strongly linked to Mystics and psykers. And generally that will be true of the characters made, but even still I would trade out their psy-focus for a mono knife (for killing psykers when they are about to bring a deamon into the world)

I'm aware that this gives all characters an extra boost at the start, but weak starting characters compared with DH 1 is a common complaint. However, if this is a problem removing some equipment/skills from the background step isn't a big step.

Edited by PhilOfCalth

I definitely agree that role should have more sway in how your gear and skills are decided. Not sure if I totally agree with your specific suggestions, but the concept I definitely agree with. Maybe I'll offer up some alternatives once I've woken up.

It's a suggestions that I made at 2.48am so it has lots of room for improvement :P

Personally i'd give every character a 'basic kit'.

Clothes appropriate to background

Chronometer

'Personal effects' (those little bits of useless junk we all carry about

Adeptus Terra ID

Cash for day-to-day use

Then give each PC [6+IFb] items: 1 can be Avail -30 or better, the rest Avail -10 or better.

That way the player can equip their PC as they see fit and according to their character design.

I'd also let them get into debt. So they can take a second Avail -30 item but they owe a debt to someone (either cash or obligation).

I'd also let them get into debt. So they can take a second Avail -30 item but they owe a debt to someone (either cash or obligation).

Charge them 25% interest on their Influence until that debt is paid off. If they miss a payment, have the Administratum auditors grind through their personal finances, and repossess their guns for auction. Meanwhile, the audit is posted to vendors, who then refuse goods and services unless they make a sizable "security" deposit.

How about adding lists of typical equipment to Home World and Background layers and moving an equipment choice to Role layer?

For example, axe, bow and beast furs for Feral World, chain blade and autopistol for Outcast; characters choose equipment from listed depending on Role (Warrior - two weapons and armour, Mystic - one weapon and psy-focus).

Roles should definitely play a bigger role ;) . Special ability is nice but it should give you the means i.e. equipment to perform your duties.