Hi Folks,
I am running a short EP campaign which might turn into a semi-regular thing if it goes well. Myself and four of our players got together this weekend to play something else but we decided to roll characters for EP instead. Unfortunately I was not particularly prepared for this as I had been reading mostly EP rules and background and hadn't really delved into character creation. We muddled our way through however but we ran into some questions I was hoping to get some help with. I hope this is the correct forum in which to do so.
First, I had two players roll up a customization packages. One was Connected and that one was pretty straight forward but the other was Mentalist. Mentalist give two psi skills and four slights. The rules say that that a player must acquire the psi trait to use psi skills and slights. So, what happens here? The Mentalist custom package doesn't seem to give the psi trait so how does the character get it in the Life Path creation method? Is it automatically grants or does it have to be acquired in another way and what way would that be?
Also, something seems to be missing after going through Life Path. Is the resulting character complete or are we neglecting to do something? Some players seem a little light on traits for example. So, with the exception of choosing motivations and gear are there other things we should be doing to finish characters?
Thanks in advance for any and all help!
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New GM and Players Using Transhuman roll method - Have questions
Mon, 2014-09-15 14:48
#1
New GM and Players Using Transhuman roll method - Have questions
Mon, 2014-09-15 18:43
#2
That's the risk of going
That's the risk of going totally random down the Lifepath system and the book does warn that it can produce unbalanced characters. I too have noticed it tends to spit out characters without Traits, and the entirely random nature of the roll means if we have a party genned this way then we run the risk of ending up with nobody who has basic skills like, say, Fray. So, with that in mind I would give you two pieces of advice.
First of all, don't treat the rolls as sacred. Don't be afraid to adapt the results, re-roll ones that don't work or make sense, or even just let the players take a bit of control in the later stages and start choosing packages themselves. You can either re-roll the Mentalist package or adapt it to include giving the Psi trait at whatever level you find appropriate (remembering that it also gives Mental Disorders.)
Second, to counteract the imbalance results that often get spat out the other end, I would recommend that you end the process with giving them, say, 50 to 100 CP at the end to smooth out the rough patches in their character sheet. That could involve picking up Traits or vital skills they're missing.
Tue, 2014-09-16 11:53
#3
Thanks for the response. I'm
Thanks for the response. I'm glad to hear we didn't do anything really wrong it's just the way the Life Path system works. I was thinking of just giving the Mentalist player the Psi Trait but I like the idea of giving a few CPs to everyone to round out characters.
Thanks for being so helpful.
Tue, 2014-09-16 20:59
#4
I personally let them use
I personally let them use Lifepath but rather than sticking to it, I encourage them to adapt things as needed to build a character that makes sense to them, and let them use 100 CP at the end to buy morphs and traits.
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Exhuman, and Humanitarian.