There aren't too many modules at all, especially given that each class only seems to have access to a third or so. There's just a lot to go through and I was at work and lazy. Right now I'm just lazy.
By my last count (which includes several WIP modules and one or two that aren't posted yet; I have a script that parses the files and outputs statistics automatically), there are 43 Cyberneticist modules, 40 Dreadnought modules, 35 Energy Warrior modules, and 1 module on no class's list. There are a total of 74 modules so far. Each class has roughly 1/2 of the modules available to them.
By comparison, Magic of Incarnum has around 90 soulmelds (plus the ones printed in Dragon Magic and online in the Mind's Eye articles), but a greater proportion are restricted to only one class or another (many PoC modules are usable by 2 or 3 of the activator classes). Incarnates only have about 45-50 or so soulmelds, Soulborn have around 35, and Totemists have around 40.
Speaking of to do lists, is there anything that you feel I could help out with? I'm not awesome at homebrewing things on my own (though I've done a bit) but I'm a helper!
Thank you very much for your offer. Off hand, I can think of the following for PoC:
- Fluff for everything. I'm horrible at that.
- PrCs, or at least PrC ideas.
- I can't (or maybe just won't?) use most of the MaI PrCs. The earlier ones were a bit bland to me. I'm basically only porting the Deleter, Nanotheurge, and Ironskin Arcanist (as Arcanosynthesist), with a remake of the Bio-Mech Fuser earmarked for RotM. I need PrCs to fill the gaps.
- More pure activating PrCs. A lot of the old MaI PrCs were dual progression, but only 3 of them (Deleter, Energy Reaper, Phazon Adept) were just for suit-formers.
- Items and equipment for sci-fi settings.
- Prices and weights for weapons. I'd also like some balance feedback about automatic weapons (specifically, I'm worried about whether autofire is a strong enough ability that they should only be available as exotic weapons).
- Balance feedback on grenades. They're kinda based on scrolls, albeit at a lower price since the ones that just do damage are around 25g per 1d6 of damage.
- Cybernetic weapon and armor properties. I never got around to doing much with them.
- I'd love some sci-fi siege weapons, but that can wait for RotM.
- More General Cybernetic Items (the cybernetic equivalent of Wondrous Items and Rings).
- A proper writeup of Devices (the cybernetic equivalent of Scrolls).
- Mundane items, and lots of them!
- Lots to do with modules.
- Several modules are still WIP. I have notes for some of them in the module descriptions that just need to be written out more fully. Others, I just have no idea whet they should do.
- I want, ideally, around 100 modules in total. There are currently only 74, and I'm pretty much out of ideas for more at the moment.
- Energy Warriors need more modules. They have the fewest by a wide margin, but they should be in the middle between Dreadnoughts and Cyberneticists.
- There are, at present, no modules with the following socket combinations: Hands/Utility, Shielding/Back, Shielding/Helmet, Shielding/Support, and Core/Helmet.
- Dreadnoughts could use another few modules with Back, Helmet, and Support attachments. They only have 2 Helmet, 4 Support, and 5 Back. Helmet, in particular, is a problem as Dreadnoughts are supposed to have more attachments for the offensive sockets (Hands, Arms, Helmet) than for the other sockets of the same tier, similar to how Cyberneticists are a bit higher with Visor/Utility/Support, and Energy Warriors should be a bit higher for Feet/Back/Shielding.
- A few modules with only 1 socket attachment for Dreadnoughts and Energy Warriors. Cyberneticists, being all about the attachments, should only get modules with 2+ sockets, but Dreadnoughts and Energy Warriors are totally fine with single-socket modules. The fact that there are so few like that so far just feels weird.
- Relatively few modules provide raw numerical benefits to combat statistics like saves, AC, attack rolls, and damage. I've only recently started making them because I'm irrationally afraid of numerical inflation.
- A few more Cybernetic spells and powers. Enough spells to fill out the Cybernetics domain and one other, and enough powers to fill out the Cybernetics mantle (which doesn't need as many powers because psionics and its augmentation rules condense a lot of spells into one or two powers).
- Some Cybernetic invocations for Warlocks and DFAs.
- A deity or two for cybernetics and sci-fi games. Bonus points if you can write up WH40K's Omnissiah as a D&D-compatible deity.
- ACFs, racial substitution levels, and class variants.
- More Cybernetic creatures.
- PoC true dragons.
- A generic Mutant template, suitable for various mutations appropriate for LA +0 through LA +3. You can see what I'm going for in the WIP thread.
- Some parts of the Computer Use skill are still in the process of being ported from D20 Modern.
- Various things related to sci-fi environments.
- A lot of things are described in D20 Future, like atmospheric conditions, space exploration, unusual atmospheres, vacuums, and the like. I'd like to port a lot of it over, albeit with slightly altered rules because not all of their implementations necessarily work when building on a D&D framework instead of a D20 Modern framework.
- Cybernetic traps. Sort of like spell traps and spell cannons, but with modules instead of spells.
- ToB-style activator level and AL-based energy capacity, as mentioned earlier.
- Metroid campaign setting things.
- Starcraft campaign setting things.
- Anything else you can think of that would be handy for a sci-fi setting.
I absolutely cannot wait until this system is at a more playable level of completion, it looks like it'll be great.
I'm glad you like it. It's actually in a pretty playable state as-is. The base classes are complete, as are the feats and the core of the module lists.