GuernseyMan
Mongoose
In general a very good reception for these rules. 5 players and we ended up with:
A six term noble. Good amount of cash and luckily, 2x yachts for 50% ownership.
A player who dropped out of university three times and ended up as a CSI guy in law enforcement due to his incredibly high education.
Am Aslan scout who, for some reason, kept going for Personal Development and gaining stat increases rather than skills. Ended up with fewer skills than everyone else but much better stat bonuses so it sort of evens out.
A Vargr police detective who was badly injured and spent his last term in corporate security. Lost an eye early on but rolled combat augmentation for benefit so ended up with replacement (with a bonus to Gun Combat).
A career Army office who got to Leiutenant Colenel before spectacularly being drummed out and turned to piracy. Ended up with more skills than anyone else due to a sequence of amazingly good rolls.
In all a very balanced and interesting party. They begin with yacht half paid for by the noble with another 7m credits put in by other characters. The party decided on a really old yacht so they don't start with a mortgage but do start with a battered old ship.
Comments/questions on the character generation.
A full list of skills with specialisations is needed. Thumbing through the book to find a specialisation takes time and is frustrating.
The flowchart is very nice but doesn't help. It is too fussy and does not help character generation. To be helpful it needs to be a simple flowchart following standard design. My players can read a normal flowchart like a book but this was confusing. It's like designing a new music language then expecting someone else to play a tune from it. It is a shame because there is obviously a lot of work and very good design gone into it.
There is a typo on the Army page which gives advancement and survival rolls for agents.
Couldn't tell whether you can do more than one term at university. In the end I let him do three terms and he crashed out of all three.
Ship shares are still a bit confusing. Possibly give each ship type a number of shares based on cost 1 point/million and really formalise it better. I may do some houseruling on this anyway as ship shares are far better than any other benefit credit for credit.
I like the 2,000cr limit for starting gear. Is that per item or in total. I've gone with "in total" but the book doesn't specify.
A six term noble. Good amount of cash and luckily, 2x yachts for 50% ownership.
A player who dropped out of university three times and ended up as a CSI guy in law enforcement due to his incredibly high education.
Am Aslan scout who, for some reason, kept going for Personal Development and gaining stat increases rather than skills. Ended up with fewer skills than everyone else but much better stat bonuses so it sort of evens out.
A Vargr police detective who was badly injured and spent his last term in corporate security. Lost an eye early on but rolled combat augmentation for benefit so ended up with replacement (with a bonus to Gun Combat).
A career Army office who got to Leiutenant Colenel before spectacularly being drummed out and turned to piracy. Ended up with more skills than anyone else due to a sequence of amazingly good rolls.
In all a very balanced and interesting party. They begin with yacht half paid for by the noble with another 7m credits put in by other characters. The party decided on a really old yacht so they don't start with a mortgage but do start with a battered old ship.
Comments/questions on the character generation.
A full list of skills with specialisations is needed. Thumbing through the book to find a specialisation takes time and is frustrating.
The flowchart is very nice but doesn't help. It is too fussy and does not help character generation. To be helpful it needs to be a simple flowchart following standard design. My players can read a normal flowchart like a book but this was confusing. It's like designing a new music language then expecting someone else to play a tune from it. It is a shame because there is obviously a lot of work and very good design gone into it.
There is a typo on the Army page which gives advancement and survival rolls for agents.
Couldn't tell whether you can do more than one term at university. In the end I let him do three terms and he crashed out of all three.
Ship shares are still a bit confusing. Possibly give each ship type a number of shares based on cost 1 point/million and really formalise it better. I may do some houseruling on this anyway as ship shares are far better than any other benefit credit for credit.
I like the 2,000cr limit for starting gear. Is that per item or in total. I've gone with "in total" but the book doesn't specify.