So for alien races such as the Farashi who have 20CP of racial abilities (eg armour) can you spend extra CP on them at character creation time, and with added xp later?
Presumably so for the latter but wondering if it allows too wide a choice of abilities if you can boost them from their racial starting set from the get go ... or can you only increase that ability if it is one you rolled?
My position is always to do what fits your game best. If the ability will not surpass the CP limit at character creation and your players as well as the GM are fine with it - there should be no problem 🙂
It seems reasonable to me to add on to them, provided you are abiding by things like the normal limits that are already there (like the Damage Cap).
V&V GM and player since 1982, my current campaign is 29 years old
my only concern is that normally you roll 6 abilities and choose 4 to keep, this can give you another 3 or so that you can select from to put CP into. Does anyone think that could be unbalancing? I suppose the balance effect is the CP cap limits, you may have more to choose from but get less in each one.
You can always add more later, anyway. Having more Abilities, with less CP in each, shouldn't be a problem.
V&V GM and player since 1982, my current campaign is 29 years old
I suppose the balance effect is the CP cap limits, you may have more to choose from but get less in each one.
That's exactly right. The only *hard* limits on purchasing abilities are the BC, Ability, and Damage caps.
The random character generation "rules" don't impose any other hard limits on how you're *allowed* to spend your CPs; they're just a simplified way of getting through character creation, if you're new to the system or don't already have a concept in mind.
-Jeff