I'm creating a Kran. Not just any Kran, but a Kran Talad priest of sorts. I was reading 3.3 of the player's guide, specifically on Kran, and it seems they can't really progress far in anything - 8th rank in all magics, 8th rank in all things thieving, and even 8th rank in martial arts. Now, I thought "martial arts" might only refer to punching, but I went down to the Enki description, and they get a bonus to martial arts - starting in rank 4 in "any one school". That leads me to believe "martial arts" means all things fighting. So, if I'm not off base, Kran are intended to be dedicated crafters, since pretty much everything that might ever hurt somebody (barring food poisoning if the Kran is a chef), is going to be capped off at rank 8. Magic, stealth and combat, anyway.
This leads me to my question. This game is full of roleplayers who seem to enjoy going beyond what's there right now and pretending what's yet to be already is. Do most of you stop raising your skills when the race guide says your race can't go further? Because, if so, Krans can be pretty much as powerful as they'll ever be right out of creation. Why, I accidently got Azure up to rank 11 and I'll be going back to trim that down.
I suppose I aught to suggest allowing the Kran, when limitations are implemented, to progress past rank 8 in something. If martial, magic and stealth abilities all cap at 8, well, that relegates one of the game's most original races to town dwelling virtual NPC status, with other players keeping Kras naked, barefoot and in the kitchen, the way they like them. Maybe I read too much into the Kran description? I do have a habit of stretching for conclusions. Just thinking out loud. I like this game quite a bit. The hardest part about coming up with a character isn't that they're all bad, it's that they're all good. I haven't seen a game with so many unorthodox races. Kran, Enki, Klyros, the two devil races, seamen, mystic smurfs - there's something for everyone.