Version 1.3 - Balance Tweaks


I've made some improvements/alterations to the Suit's mechanics based on feedback and playtesting:

  • Suits now begin with the Art skill instead of Linguistics. Androids already start with Linguistics, and both it and Corewise are prerequisites for Psychology, making for less variety in starting skill selection (every other class has two starting skills that branch to different areas of the skill tree entirely). Art is super niche but more appropriate to the Suit's identity as "useless rich guy."
  • Bonus skills are now "1 Expert Skill and 1 Master Skill." The previous setup did not allow fresh Suits to access the Master-level corporate skills without training, and was more similar in structure to the way teamsters and androids gained skills. This method more accurately reflects the high level of education a Suit would receive, and also boosts their salary (based on the WOM calculation) to match the Scientist's.
  • Starting credits are now 2d10x100. The previous amount was woefully small for the amount of Credits an actual Suit would be able to throw around. On the low end, you're still set up better than every other class, and at the high end, you are able to afford a couple different kinds of contractors, therapy - even shore leave at a C-class Port.
  • Everything is zipped now. Instead of having a big list of separate materials, everything is in one compressed folder for easier download.

Enjoy the changes and be sure to report back with your experiences! My intention is to send this version of the pamphlet off to the printers this week.

Get The Suit - A Corporate Class for the Mothership RPG

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