Hi!
As the Summary says, I want to consolidate here as many builds as possible here. This stems mainly to locate holes in the rules that can give us trouble in game, be it as players or as GM's.
Incidentally, I want to mention that I did some math on the character creation (since the system allows rearrangement of the packages) for those that want some sort of equivalence between 1st Edition's CP buy system and 2nd Edition. My results are more or less:
So I'd like some opinions on the following "usual suspects" builds for 2nd Ed (by no means a closed list, and the idea is to link each entry to the post in this thread so all can be accessed easily from this post):
Spoiler: Highlight to view
While Aptitudes have suffer a -15 points adjustment, COOrdination has been removed, so they remain as 15 points per each as a base.
I have assumed an average of 40 skill points given in 1st Ed for Background, and another 40 for Faction (I am aware that some are more optimal than others).
I have not compared starting Languages and Flex, but I consider those to be of equal value between editions.
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[strong]In the end, a 2nd Edition character has, just in CP equivalent to 1st Ed, 790 CP in skills and 5 on Reputation [/strong]. This is "compensating" the average of 80 skill points given between Background and Faction in 1st Ed., the Aptitude base values, etc...
I have not counted Credit (1st ed characters start with the equivalent to 5pts on Credit), and 2nd Edition characters get free Morphs and Gear per mission in a more consistent way, with the Resources advantage being much more potent than its value on money on 1st Ed.
- The Infosec specialist
- The Face
- The Quartermaster/provider
- The Brute
- The Psi
- The [url=http://eclipsephase.com/comment/64649#comment-64649]soldier[/url]
- The infiltrator
- The sage/researcher
- The [url=http://eclipsephase.com/comment/64589#comment-64589]Drone[/url] [url=http://eclipsephase.com/comment/64597#comment-64597]Masters [/url]