Athera Garden Concert: Too easy?
I've noticed several players who complete the Garden Concert quite early in the game; it takes away some of the prestige when the concert can be done by an unknown singer with a performance skill of 8. Should the difficulty be turned up? Should there be a renown check, such that you can only advance to the upper levels once you're well known?
To be picky, it can be done with a performance skill of 6, a +1 keyboard, and a Charisma of 21.
However, that character turned out utterly useless at mecha combat, and the original idea of "get M. Piloting high enough to dodge everything, and let a lancemate handle actually damaging them" didn't work out too well.
I think that any quest should be easy for a character entirely optimised for that quest. If a 21-charisma 6-performance +1 character is going to have trouble with the concert from a "performance checks" point of view, then I'd presume that it's going to be near-impossible for a 12-charisma character. Using renown to prevent it from going too fast is a good idea, however, I would also like to make a suggestion there.
At the moment, Phivos arranges a series of gigs, in a sort of "do-one-gig-succeed-and-move-up" kind of way. Why not, rather, have Phivos give you a gig depending on your renown; so if you have 0 renown you get to sing outside a shop, if you have x renown you give a free concert in a hospital, and so on up the levels until you have enough renown to enter the final stages of the quest (and, of course, Phivos only ever finds you one gig a day); then the last two stages (the gig for the DJ at the club and the Athera Garden concert itself) follow the current model (that is, you have to impress the club DJ before doing the final concert).
And then, finally, all the other steps - the shop promotion, the hospital charity concert, and so on - each add a small amount to your Renown, as your fame as a performer spreads. Technically, this does allow one to still complete the entire Gardens quest first, but now that may take 80 promo gigs, 50 hospital concerts, and so forth...
How does that sound?
Specialist skills in general
Maybe on the second floor of the Cavalier's Club there should be a whole bunch of hireable specialists. This would provide the PC with almost-guaranteed access to every skill in the game, making players feel less obliged to take every skill personally.
I really like this idea.
Hmmm... robotics is a talent on top of the Scientist skill. Would there be a robotics specialist? Or an innovation specialist? An entourage specialist would be kind of useless; he can take an extra lancemate but you still can't...
Endgame: Too easy?
The later difficulty levels haven't really been adjusted for the 3 mostly-guaranteed lancemates. Are things too easy past Renown 50 now, or do you simply progress through the game faster?
I don't know. I've never yet been there.
Science
You should be able to invent things. I'm thinking that a point-based system might be nice... completely random items are fun too, but more abusable. Robotics needs to be improved.
Oooh, yes, this could be fun. I'm already wondering if I can build a mad-science type character once this gets in.
"Pushing the envelope" as a talent fits that character idea well; you can choose to gain the benefits of an extra +x to Science (or maybe some limit is removed, as with Innovation for Mecha Engineering), at the risk of your invention blowing up randomly (this could also be used aggressively, if some way can be found to ensure that an enemy is near the invention when it blows up).
Insight
Using Insight on a NPC should provide special information- character traits, and maybe some special plot info. CLUE scripts could be built into personas to do this.
And this makes me start thinking about a Sherlock Holmes type character... "I observe that you are a twenty-year-old typist with a prediliction for small boiled sweets and you were recently on the losing end of a mecha fight."
A few random default observations (e.g. "You observe that <NPC name> likes spam email" for a villainous character) can ensure that everyone has something that can be observed about them.
Final Death?
The original plan was to allow all PCs one free "get out of death" card, then allow resuscitation rolls thereafter. Your chance of being resuscitated depends on your Heroism score and whether or not anyone in your party knows Medicine. Should there be a final death which deletes the PC (turning them into a NPC to show up in later campaigns), or should it just be a matter of permanent injury?
As long as it saves your last autosave.