Clumsy, clumsy, fingers. It's been fixed, thanks.PH3NOmenon said:Is there a reason for the typo in the title that I missed?
So they removed allocating stat points, chosing a background, chosing fighting moves/esoteries/tricks, chosing starting equipment, chosing initial link to starting adventure, and (optionally) chosing an origin for special powers?Fanghawk said:Fill in the blanks. "I am a _______ _______ who _______s."
Seriously. That's it. You've pretty much made your character.
They're here, but heavily streamlined.BareHope said:So they removed allocating stat points, chosing a background, chosing fighting moves/esoteries/tricks, chosing starting equipment, chosing initial link to starting adventure, and (optionally) chosing an origin for special powers?Fanghawk said:Fill in the blanks. "I am a _______ _______ who _______s."
Seriously. That's it. You've pretty much made your character.
In a cyberpunk game, Cyphers might work really well if they aren't random, but are expensive items you could purchase on the black market/loot from powerful enemies. Maybe make them one-use nanite devices you equip onto any augmented hardware (which would also explain why characters can only carry a limited number of them at any time).Thunderous Cacophony said:I'm (re)writing my homemade cyberpunk game at the moment, I'll need to give these rules a look. It didn't work with the Apocalypse World engine, but maybe something with a bit more meaty rules will be robust while still allowing for the narrative gameplay my players want. On the other hand, stuff like Cyphers will have to go; I've never been a fan of one-time 'I Win' buttons, especially in something like cyberpunk that rewards careful planning.
Cool, thanks for the info.Fanghawk said:They're here, but heavily streamlined.BareHope said:So they removed allocating stat points, chosing a background, chosing fighting moves/esoteries/tricks, chosing starting equipment, chosing initial link to starting adventure, and (optionally) chosing an origin for special powers?Fanghawk said:Fill in the blanks. "I am a _______ _______ who _______s."
Seriously. That's it. You've pretty much made your character.
For example, there are no skill points: You're either trained in a skill (-1 difficulty) or specialized in a skill (-2). Your attribute stats are pre-determined, and then you have a few extra points to spend.
Everything else is on a trait-specific lists, depending on how you filled in those blanks. So if you picked the "Warrior" type, it limits your starting equipment, provides a table to roll for your starting link, and gives you a condensed list of fighting abilities to choose from.
If we want to be pedantic, you're still "picking" most of the above. But compared to rolling stats from scratch, going through a huge master list of feats/abilities, and making sure you meet all requirements, this is much quicker, like ticking off a checklist. In most systems, my group might as well dedicate an entire session just to chargen, but here we made our characters and completed an entire adventure in one night.
If you're using the classes as is, than Adepts (your wizard/psychic class) would have a bigger range than Warriors, although they can only draw on so many abilities per tier. But the nice thing is you can use flavors to customize each class.BareHope said:Cool, thanks for the info.
How is it balance-wise? Numenera still had the very 90ies-style problem of wizard (nano) > warrior (glaive), with high-tier-powers of nanos including teleportation, weather control, or moving mountains, while glaives just got attacks that hit a little bit harder.