I may cover these in more detailed posts later, but these are some of the other things we have modified for it:
- A skill system: Instead of backgrounds for your character, you have a list of skills. When creating your character you buy skill ranks with some skill points set by your GM, and when making an action, you add the skill's rank (if applicable) plus its appropriate FASER attribute. It's a little more structured and dynamic than character backgrounds.
- Stun points: You still have your standard hit points, but you also have a second health track called stun points. Your stun points are half (rounded down) of your hit points. Some weapons and attack types (like stutter weapons, and unarmed attacks) do stun damage. When you run out of stun points, you are knocked out. They also can represent fatigue.
- Two damage types: There are 2 damage types in this game. Energy and Physical. Laser, particle, and stutter weapons etc. do energy damage. And slug weapons, unarmed attacks, blades, etc. do physical damage. The only thing this factors into is armors have 2 protection values. So an armor may be L against physical attacks, but M against energy attacks, etc.
- Different archetypes: Fitting with some of our original game's terminology, the archetypes are renamed. Technician stays the same; Warrior is renamed to Combatant; Rogue is renamed to Operative; and a fourth is added, Moderator. Which is the leader or diplomat type archetype.
- Broad psionic skills: Psionics are changed with broad categories. Buying ranks in a category allows you to attempt any power under the category. I'll clarify the categories and powers another time.
- Dynamic gear system: Jarom presented a neat system we are playing with that allows players to create the gear they get on their character, by buying traits of the weapons and armor. Credit costs for the traits helps to curb min-maxing but give the player freedom for defining what their character has. If it works well here, we will try implementing it with our original system planned.
- Expanded ship rules: No real changes to how ship construction or combat works, just expanded upgrades, weapons, quirks, etc.
Here are the three of the player's basic dossier's.
Player: Jared (me)
As a child he exhibited some psionic ability, but in the nation of Saunos, psionics are known to suddenly disappear from families. His parents sent him to live with his uncle to work on a remote relay station for his early years, in hopes of evading government agents. He grew up there, saving his money, until he could buy a ship and became an independent trader, and captain of the Needle.
Player: James (my brother)
Like most cardoon, Gra' was born on his homeworld and conscripted into the Hezakian Combine. And like many cardoon, he was put into the shock trooper squads with low survivability rates. His specialized in taking on heavy armor. Despite all odds, he survived his term and like most cardoon, was given a crappy pension. He was later recruited to work for Serro as the muscle for when things get ugly. He takes the job seriously.
Player: James A. (Jarom's friend)
A Primeus escapee built for a specific purpose, and a hidden past. He hitches a ride on the Needle with the rest of the party in the first adventure when he gets caught up in things.
I will be posting journal entries of Serro, captain's logs, as they are happening.