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<blockquote data-quote="Denaes" data-source="post: 2398258" data-attributes="member: 33738"><p>A Role determines the source of your characters abilities:</p><p></p><p>Adept: Supernatural - internal - metaphysical. Encapsulates Magic, psionics, supernatural creatures, humans with special abilities, humans who can leverage a "magic" like powers (be it magic, psionics, inventions, super-science). A strong will is also included.</p><p></p><p>Expert: Someone who is talanted/dedicated/skilled/learned/etc. They learn things, are gifted, apply skills - be it social or bookish or nature minded. </p><p></p><p>Warrior: someone trained in martial combat, a strongman.. basically a fighter of some sort. They gain mastery over weapons (including hands/feet)</p><p></p><p>each grants access to a specific grouping of Feats as well as Save & Combat bonuses.</p><p></p><p>They cover the three possible concepts, which is why there really cannot be another type of Role without dupilation and watering everything else down. </p><p></p><p>There could be more Feats... I could see breaking up the three special categories (Expert, Supernatural & Martial) down further and having some Feats allowed only in Martial - Modern and others in Modern - Ancient...</p><p></p><p>But really the point of the game is to allow people to create the character they wish within the confines of the setting. Some settings will allow extra feats and restrict others uses. </p><p></p><p>Different Settings will allow different Backgrounds (races, species, cultures, professions, etc) as well as different Paths (kinda like a class - tells you what to take at 1st level and might modify the role a little to fit the concept).</p><p></p><p>Without even touching Paths & Backgrounds (which can change things greatly) The Roles with the selection of Feats can cover quite a wide array of ground. Of course, Changing roles may be needed to get exactly what you want. ie, you wouldn't take 10 levels of Adept if you only wanted 2 powers. </p><p></p><p><strong>Adept:</strong>Druid, Martial Artist, Wizard, Elementalist, Animist, Priest, Cleric, Mad Scientist, Genius, Cyborg, Demon, etc</p><p></p><p><strong>Expert:</strong>Detective, Thief, Rogue, Hunter, Martial Artist, Diplomat, Con-man, Minstral/Musician, poet, artist, Scholar, Technician, Mechanic, Clerk, Ponce, Cop, Ninja, etc</p><p></p><p><strong>Warrior:</strong>Soldier, gunslinger, Fighter, Cop, Demon, Cyborg, samurai, etc</p><p></p><p>Now where I can see the game expanding in customization is providing an Anti-Feat. You take them at times when it makes sense for your character and it allows another Feat selection. That would actually solve peoples problems of "I'm creating a hero, but why does he have to have this much combat ability!? I need a hero who is inept at combat!"</p></blockquote><p></p>
[QUOTE="Denaes, post: 2398258, member: 33738"] A Role determines the source of your characters abilities: Adept: Supernatural - internal - metaphysical. Encapsulates Magic, psionics, supernatural creatures, humans with special abilities, humans who can leverage a "magic" like powers (be it magic, psionics, inventions, super-science). A strong will is also included. Expert: Someone who is talanted/dedicated/skilled/learned/etc. They learn things, are gifted, apply skills - be it social or bookish or nature minded. Warrior: someone trained in martial combat, a strongman.. basically a fighter of some sort. They gain mastery over weapons (including hands/feet) each grants access to a specific grouping of Feats as well as Save & Combat bonuses. They cover the three possible concepts, which is why there really cannot be another type of Role without dupilation and watering everything else down. There could be more Feats... I could see breaking up the three special categories (Expert, Supernatural & Martial) down further and having some Feats allowed only in Martial - Modern and others in Modern - Ancient... But really the point of the game is to allow people to create the character they wish within the confines of the setting. Some settings will allow extra feats and restrict others uses. Different Settings will allow different Backgrounds (races, species, cultures, professions, etc) as well as different Paths (kinda like a class - tells you what to take at 1st level and might modify the role a little to fit the concept). Without even touching Paths & Backgrounds (which can change things greatly) The Roles with the selection of Feats can cover quite a wide array of ground. Of course, Changing roles may be needed to get exactly what you want. ie, you wouldn't take 10 levels of Adept if you only wanted 2 powers. [b]Adept:[/b]Druid, Martial Artist, Wizard, Elementalist, Animist, Priest, Cleric, Mad Scientist, Genius, Cyborg, Demon, etc [b]Expert:[/b]Detective, Thief, Rogue, Hunter, Martial Artist, Diplomat, Con-man, Minstral/Musician, poet, artist, Scholar, Technician, Mechanic, Clerk, Ponce, Cop, Ninja, etc [b]Warrior:[/b]Soldier, gunslinger, Fighter, Cop, Demon, Cyborg, samurai, etc Now where I can see the game expanding in customization is providing an Anti-Feat. You take them at times when it makes sense for your character and it allows another Feat selection. That would actually solve peoples problems of "I'm creating a hero, but why does he have to have this much combat ability!? I need a hero who is inept at combat!" [/QUOTE]
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