Ace
(Enemies Without p.38) :
- Role Bonus “Right Stuff” : An Ace character may spend a Fate Point to automatically succeed on an Operate or Survival skill test involving vehicles or living steeds with a number of degrees of success equal to the appropriate Characteristic bonus.
Assassin
(Core Rulebook p.62) :
- Role Bonus “Sure Kill” : After hitting an opponent with an attack, an Assassin character may spend 1 Fate Point to deal additional damage equal to their Weapon Skill bonus for melee attacks, or their Ballistic Skill bonus for ranged attacks to the first hit made with that attack.
Chirugeon
(Core Rulebook p.64) :
- Role Bonus “Dedicated Healer” : A Chirugeon character may spend a Fate Point to automatically succeed on a Medicae skill test with a number of degrees equal to their Intelligence bonus.
Crusader
(Enemies Beyond p.34) :
- Role Bonus “Smite the Unholy” : A Crusader character may spend a Fate Point to automatically pass a Fear test with a numer of degrees of success equal to their Willpower bonus. Additionally the first time in a round that a Crusader character hits with a Melee attack against a target with the Fear trait they increase the Damage and Penetration of that attack by X, with X being equal to the targets Fear rating.
The Ace has been altered slightly to bring them in line with my alterations to how the Operate skill works, namely that not all Operate tests are based on Agility. We'll get into the details of that in the Skill section, but safe to say your Agility counts for little when you're at the helm of a Luna class Cruiser...
The Assassin's Role Bonus has been altered in line with some changes I'm making to the Combat Rules, based around the Benefits of Success / Price of Failure mechanic I introduced in an earlier post. Allowing them to benefit from their degrees of success twice would be somewhat unfair, whilst giving them a set bonus streamlines things a little.
The Chirugeon has had the effects of their Role Bonus broadened to apply to all Medicae tests instead of just First Aid. Whilst admittedly being skilled at first aid is useful, it is purely a combat based benefit when I think Chirugeons should be equally skilled at distilling curatives, analysing outbreaks, and performing autopsies as they are at stitching people back together. Likewise they can use this ability to simply pass a test in the same manner as a Sage, Seeker or other Role.
The Crusader has been...toned down somewhat. Their base Role Ability makes them terrifyingly powerful against anything with a fear rating, which as it stands can lead to Daemons, Aliens and the like huddling in a corner, screaming their apologies whilst the Crusader beats them to death. I've limited their damage/penetration bonus to only being applied to one attack per round in order to bring them down to the same level as other characters, that said I'd like to alter their role ability so it's a little less specific, so we'll have to see if anything else springs to mind in the future.
When I get around to finalising my alterations to the combat system, the Desperado and Warrior may see some changes. However we'll see what happens once I've done a bit more playtesting with them.
Well, that was nice and short compared to the last two posts. That's it for character creation, as I'm not going to take a look at Elite Advances until I'm further on with this little project. As they draw on so many other rules (especially in the case of Psykers), I'd rather get those rules set in place before I start to mess around with them. For the same reason I'm going to leave Alternate Character Creation rules and the like alone until I've done some more work on the system in general.
As usual, if you've any thoughts or recommendations please let me know!
Until Next Time
Happy Gaming
Michael
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