DevilinDetail
Salty
...
Excuse me if this seems a bit rude, but... why? We're pretty clearly not starting off as particularly powerful or grown characters - no cheats and less Skillpoints. You've said we'll be able to develop our characters, you've said we'll be getting Exp for stuff, and we're starting off weaker than most PCs would when they're expected to grow stronger as well.
Fluff-wise, Latent Para Psychics, when noted, are left alone. No registration, no cabal of secret agents waiting to pull them into a dark room forever, just a note "Hey, this guy's psychic, keep an eye on him." They can erupt anytime, anywhere, even without traumatic stimuli or puberty.
On a different note, still asking:
Other than these, got a couple other questions.
1: Debt, the Drawback. How would you treat this Drawback ingame? It seems pretty clear we're all with the military, so I would assume we're all on the paycheck, have barracks and food, ect ect. Would this just mean we've got little-to-no money to spend on R&R, or what? Would you discourage or change Debt, since it probably won't have as much of an effect as it would otherwise?
2: What would you say to an Anti-Luck Drawback? By which I mean, there's the Luck Asset - once per episode the player gets to choose something to reroll three times, then choose the best result. I was thinking a Drawback where you, the GM, get to choose something once per Episode that gets rolled three times, and then the worst result is taken.
3: With Parapsychic Powers, do we invest Skillpoints into the desired level of expertise as normal? IE I want Power Boost at Adept, so I spend 3 Skillpoints on it and I now have it at Adept.
4: Are we limited to the rule restricting us from purchasing any Skills above the level of Adept at Character Creation?
I can answer #4 - we do not use the normal creation rules, instead having no cheat points, 5 less character points, and no skill limitation.
Personally, I disagree with this modification of rules for several reasons. First, I feel as if cheat points provides a nice layer of options to creation of characters, and for those recruited inoto an elite unit, having only average skills in everything worth in points seems odd. In addition, the lack of limits encourages players to min-max instead of making characters with varied and interesting skills like I'm trying to, but failing duje to need to be competative, as well as preventing later advancement. I don't think Mastter is something we should be able to hit in the beginning, and limiting Expert seems like a good idea as well.
However, the GM had decided to have these sets of rules, so I will follow; I am only noting my personal opinions on them.