Re: Snark Karma
Posted: Fri Mar 27, 2020 8:22 pm
Here are my initial thoughts. I still don't know if proposed abilities would be in addition to the vision enhancements, substitutions, a range of options, or what. Balance between the races is not the ultimate goal, but basic parity is desirable. It's mostly a thought experiment - I don't know that I'd ever actually make these changes <grin>
Racial Abilities
Hulk
Hulks would be challenging to make interesting, RP wise, at least to me, and they have a lot of penalties on their basic build.
Attributes -1
Move +1
Karma Mod -3
Karma Die -2
Sum: -5
Abilities
Tail Combat (Attack and Parry)
Armor (3)
Proposed Abilities
Bite and Claw (Unarmed Combat. Damage Str +2)
Bloodlust (Successful Bite and Claw attack triggers Bloodlust. Must use Aggressive Attack, gains Resist Pain 2 until the end of combat)
Feats of Strength (+2 to any Strength-only test for 1 strain)
Forbidding Size (+2 to Intimidation tests and +2 to resist Intimidation)
Kistalmi
Base mechanics-wise, these are probably the best race.
Attributes +4
Move 0
Karma Mod -2
Karma Die -1
Sum: +1
Abilities
Tail Combat (Attack and Parry)
Gliding
Proposed Liability
Unusual Physiology (Cannot wear any armor with an Initiative Penalty)
Saurid
I think they are basically pretty good, although it's weird their neatest ability is sort of hidden.
Attributes +3
Move 0
Karma Mod -2
Karma Die -1
Sum: 0
Abilities
Tail Attack (Attack and Parry)
Swimming Ability (Normal move when swimming. Can hold breath for 10 minutes)
Troll
I like them, although I don't know that the mechanics really emphasis their power.
Attributes +6
Move +1
Karma Mod -3
Karma Die -2
Sum: +2
Abilities
Heat Sight
Liability
Social Disadvantage
Proposed Abilities
Feats of Strength (+2 to any Strength-only test for 1 strain)
Forbidding Size (+2 to Intimidation tests and +2 to resist Intimidation)
Proposed Liabilities
LGF Scandal (Serious, dropping SL by one. Temporary penalties can be considered past.)
Snark
Pro
Attributes +1
Move 0
Karma Mod -1
Karma Die -2
Sum: -2
Abilities
Low-light
Iron Stomach
Liability
Social Disadvantage
Proposed Abilities
Iron Constitution (+2 vs all poison and disease)
Passion (As Gahad)
Proposed Liabilities
LGF Scandal (Serious, dropping SL by one. Temporary penalties can be considered past.)
Elf
Attributes +1
Move +1
Karma Mod -2
Karma Die -1
Sum: -1
Abilities
Low-Light
Social Advantage
Proposed Abilities
Synaesthesia (+2 to tests to investigation)
Forceful Personality (Use the greater of Willpower or Charisma for making Interaction tests.)
Dwarf
Attributes +3
Move -1
Karma Mod -2
Karma Die -1
Sum: -1
Abilities
Heat Sight
Proposed Abilities
Mechanical Awareness (+2 to get information about mechanical devices)
Low Center of Gravity (+2 vs Knockdown)
Proposed Liabilities
LGF Scandal (Moderate, dropping SL by one. Temporary penalties can be considered past.)
Human
Attributes 0
Move 0
Karma Mod 0
Karma Die 0
Sum: 0
Abilities
Social Advantage
Racial Abilities
Hulk
Hulks would be challenging to make interesting, RP wise, at least to me, and they have a lot of penalties on their basic build.
Attributes -1
Move +1
Karma Mod -3
Karma Die -2
Sum: -5
Abilities
Tail Combat (Attack and Parry)
Armor (3)
Proposed Abilities
Bite and Claw (Unarmed Combat. Damage Str +2)
Bloodlust (Successful Bite and Claw attack triggers Bloodlust. Must use Aggressive Attack, gains Resist Pain 2 until the end of combat)
Feats of Strength (+2 to any Strength-only test for 1 strain)
Forbidding Size (+2 to Intimidation tests and +2 to resist Intimidation)
Kistalmi
Base mechanics-wise, these are probably the best race.
Attributes +4
Move 0
Karma Mod -2
Karma Die -1
Sum: +1
Abilities
Tail Combat (Attack and Parry)
Gliding
Proposed Liability
Unusual Physiology (Cannot wear any armor with an Initiative Penalty)
Saurid
I think they are basically pretty good, although it's weird their neatest ability is sort of hidden.
Attributes +3
Move 0
Karma Mod -2
Karma Die -1
Sum: 0
Abilities
Tail Attack (Attack and Parry)
Swimming Ability (Normal move when swimming. Can hold breath for 10 minutes)
Troll
I like them, although I don't know that the mechanics really emphasis their power.
Attributes +6
Move +1
Karma Mod -3
Karma Die -2
Sum: +2
Abilities
Heat Sight
Liability
Social Disadvantage
Proposed Abilities
Feats of Strength (+2 to any Strength-only test for 1 strain)
Forbidding Size (+2 to Intimidation tests and +2 to resist Intimidation)
Proposed Liabilities
LGF Scandal (Serious, dropping SL by one. Temporary penalties can be considered past.)
Snark
Pro
Attributes +1
Move 0
Karma Mod -1
Karma Die -2
Sum: -2
Abilities
Low-light
Iron Stomach
Liability
Social Disadvantage
Proposed Abilities
Iron Constitution (+2 vs all poison and disease)
Passion (As Gahad)
Proposed Liabilities
LGF Scandal (Serious, dropping SL by one. Temporary penalties can be considered past.)
Elf
Attributes +1
Move +1
Karma Mod -2
Karma Die -1
Sum: -1
Abilities
Low-Light
Social Advantage
Proposed Abilities
Synaesthesia (+2 to tests to investigation)
Forceful Personality (Use the greater of Willpower or Charisma for making Interaction tests.)
Dwarf
Attributes +3
Move -1
Karma Mod -2
Karma Die -1
Sum: -1
Abilities
Heat Sight
Proposed Abilities
Mechanical Awareness (+2 to get information about mechanical devices)
Low Center of Gravity (+2 vs Knockdown)
Proposed Liabilities
LGF Scandal (Moderate, dropping SL by one. Temporary penalties can be considered past.)
Human
Attributes 0
Move 0
Karma Mod 0
Karma Die 0
Sum: 0
Abilities
Social Advantage