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- Relaxing the gestalt class to either Alchemist or Investigator. Keeps the alchemical focus to the game but gives a few more options. Both are quite suitable for the campaign in mind.
Depending on how you want the technology of the setting represented, the Artificer may also be a fit with some specific restrictions/tweaks to better fit the theme/feel of the setting
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- Potentially using the Wounds/Vigor system detailed on the SRD. Keeps the cinematic feel of combat and allows the players to feel larger than life but gives a sense of vulnerability. Like seeing Batman break a limb. All fancy and dramatic.
I haven't used this system, but I think I get what it is trying to achieve after taking a look. However I do think, just based on a reading, that other games have maybe achieved the same goal in a bit more fluid manner. AEG's 7th Sea and the Flesh Wound/Dramatic Wound system comes to mind. But again, I haven't used it so I would not be opposed to trying it out.
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- Highly considering giving the PC some cool magipunk vehicle. If you are going to be Exceptional you should do so in style. The exact nature of the vehicle has yet to be decided.
This would make sense, especially if it doubled as a base of operations.
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- Now races I am definitely allowing...
Even if people don't opt to play them, I think having diversity like that lends a certain feeling to the setting. Especially if some of the races are accidents/mutations. Allows for a diversity of dramatic issues when it comes to deciding to play something other than a human based on how you'll be perceived by society at large.