Character set up / brainstorming

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Faanku
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Re: Character set up / brainstorming

#41 Post by Faanku »

If we're playing with public character sheets (which I am all for) should we make a thread for them?
Also what timezone is everyone in? I'm just outside London here.

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Liaozhai
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Re: Character set up / brainstorming

#42 Post by Liaozhai »

A separate thread for character sheets makes sense to me. That way, we don't have to jump to the second page of this thread and scroll down every time we want to check something about someone else's character.

I'm in Bristol!

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Re: Character set up / brainstorming

#43 Post by Faanku »

A fellow Brit!
I made a thread for sheets, and am currently reading up on VI rules. They look really fun to play.

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Antman9
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Re: Character set up / brainstorming

#44 Post by Antman9 »

I'm in St. Louis, Missouri. I agree on the separate character sheet thread too.
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Re: Character set up / brainstorming

#45 Post by Antman9 »

Also...If we wanted to keep an info thread, for stuff like planets/systems, team gear, people encountered, equipment/ship info, stuff like that. I would volunteer to maintain it. add any new info we come across.

If that's something everyone would be interested in let me know. As long as Gerrin is on board with that idea I can take the lead.
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Re: Character set up / brainstorming

#46 Post by personalpariah »

I'm from California, so that places me in the Pacific Standard Timezone (PT). Really looking forward to playing with you all :)

Antman9: I think it is a great idea to keep relevant bits of info in a sort of Log thread. Awesome of you to volunteer!
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Re: Character set up / brainstorming

#47 Post by Faanku »

Speaking of ships; are we actually starting with one, and if so will the DM be designing it, or will we get to?
(Also I noticed Silas has Fix-2, but you cannot start with a skill higher than -1.)

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Re: Character set up / brainstorming

#48 Post by Antman9 »

Faanku wrote:(Also I noticed Silas has Fix-2, but you cannot start with a skill higher than -1.)
That was a question I had. I read through the rules several times (probably 3 or 4 actually). I was slightly uncertain on that. So for Expert:

"Aside from the free focus level that all PCs get at the start of the game, an Expert can choose an additional level in a non-combat focus related to their background. They can spend both of these levels on the same focus if they wish, thus starting the game with level 2 in that particular knack." (SWN Revised Pg 17)

"You gain a free level in a non-combat focus related to your background" (SWN Rev pg 17)

I took the free skill "Fix" for Technician, then chose two from the Learning Column: Fix & Notice
That should give me: Fix-1 (first Fix-0, 2nd Fix-1), 1st Notice-0

Then I chose my 2 Focus options: Alert & Specialist

Alert: You are keenly aware of your surroundings and virtually impossible to take unaware. You have an instinctive alacrity of response that helps you act before less wary persons can think to move.
Level 1: Gain Notice as a bonus skill. You cannot be surprised, nor can others use the Execution Attack option on you. When you roll initiative, roll twice and take the best result.
Level 2: You always act first in a combat round unless someone else involved is also this Alert.

Which I thought would give me an additional level in Notice = Notice-1

Specialist: You are remarkably talented at a particular skill. Whether a marvelous cat burglar, a world-famous athlete, a brilliant engineer, or some other savant, your expertise is extremely reliable. You may take this focus more than once for different skills.
Level 1: Gain a non-combat, non-psychic skill as a bonus. Roll 3d6 and drop the lowest die for all skill checks in this skill.
Level 2: Roll 4d6 and drop the two lowest dice for all skill checks in this skill.

As a Specialist I chose Fix, which would add a level. So Fix-2?

The wording was fuzzy. I'm totally down with modifying my stats any way the group sees fit. I'm more concerned with the nature of my character and his actions and interactions than the stats :)
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Re: Character set up / brainstorming

#49 Post by Faanku »

I'm on mobile so I can't quote you the page number, but if you ever increase a skill beyond 1 at chargen you instead get a free rank in any non-psychic skill. The skill-1 cap is absolute unfortunately.

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Re: Character set up / brainstorming

#50 Post by kalstone »

I'm in the US, on Eastern Time. Looking forward to the game, and, since I'm a newbie, please let me know if you have advice for my character.

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Re: Character set up / brainstorming

#51 Post by Antman9 »

Faanku wrote:I'm on mobile so I can't quote you the page number, but if you ever increase a skill beyond 1 at chargen you instead get a free rank in any non-psychic skill. The skill-1 cap is absolute unfortunately.
Thanks Faanku. I read around a bit more (wish I had a paper copy, the PDF is hard to navigate sometimes). Found where it stated: "Novice heroes start with level-0 or level-1 in their skills." (pg 7 Skills...duh!)

Changed my char sheet to the following:
Fix (1)
- Technician free skill
- Technician (Learning Column)

Know (0)
- Specialist Focus

Notice (1)
- Alert Focus
- Technician (Learning Column)

Does that look right?
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Re: Character set up / brainstorming

#52 Post by Gerrin »

I'm in Kansas City (Central time) but originally from Cardiff.

You guys won't have a ship to begin with.

Scratch that. You guys can design the ship since it would have been used and modified during your adventures.
Basic stuff but I'll let you pick an item one step up.

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Re: Character set up / brainstorming

#53 Post by Antman9 »

Gerrin wrote:You guys can design the ship since it would have been used and modified during your adventures.
Basic stuff but I'll let you pick an item one step up.
I'm pretty much ok with whatever the rest of the group wants to do on the ship design/choice. Happy to participate. I'll let someone else take the lead unless everyone else says otherwise :)
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Re: Character set up / brainstorming

#54 Post by personalpariah »

Gerrin, can you clarify what you mean by: "Basic stuff but I'll let you pick an item one step up."
Is this in regards to our personal items? Something to do with the ship?

The Ship:
The first obvious choice would be for a Free Merchant class frigate. However, the max crew size is 6, so we might end up pushing up against that (unless we invest in an Extended Life Support module).
The Shuttle class frigate is a slight downgrade from the Free Merchant, but has a higher max crew. However, it is described as having much less cargo space, so we would be more limited in the range of jobs we could take. Also, stuffing a gravcar in there might be interesting.
We could also get around the crew limitation by going with a slightly larger ship. The next one up is a Patrol Boat class frigate. However, the Patrol Boat is considerably more powerful and expensive, with a much higher maintenance cost.

My vote is for the Free Merchant as a base hull. So far we only have 5 active characters, so we are within the crew limits. Plus, with all that cargo space, I imagine we could jury-rig up some temp sleeping areas if need be.
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Re: Character set up / brainstorming

#55 Post by Antman9 »

personalpariah wrote:Gerrin, can you clarify what you mean by: "Basic stuff but I'll let you pick an item one step up."
Is this in regards to our personal items? Something to do with the ship?

The Ship:
My vote is for the Free Merchant as a base hull. So far we only have 5 active characters, so we are within the crew limits. Plus, with all that cargo space, I imagine we could jury-rig up some temp sleeping areas if need be.
I like that idea :) Starting off with something that isn't ideal is fun. Also give the characters something to complain about and something to work towards (better ship).
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Re: Character set up / brainstorming

#56 Post by Gerrin »

Basically the ship will have basic outfitting but one item can be a step better.
IE the hull, weapons system etc

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Re: Character set up / brainstorming

#57 Post by Liaozhai »

So this is the basic configuration:

HP: 20 Power: 10/0 free
AC: 14 Mass: 15/0 free
Armor: 2 Crew: 1/6
Speed: 3 Hull Class: Frigate
Crew Skill: +1 NPC CP: 4
Weapons: Multifocal Laser (+3/1d4, AP 20)
Sandthrower (+3/2d4, Flak)
Defenses: None
Fittings:
Spike Drive-1
160 tons of cargo space
Atmospheric Configuration (can fly through atmosphere and land on solid/aqueous surfaces)
Fuel Scoops ("allow for the harvesting and extraction of hydrogen from gas giants or the penumbra of solar bodies. The extraction process requires four days of processing and refinement, but completely refuels the ship.")
Fuel Bunker (can hold an additional load of fuel)

What do we want to upgrade?

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Re: Character set up / brainstorming

#58 Post by personalpariah »

Since we are already maxed out on Power and Mass, our upgrade options are somewhat limited.
Despite the Multifocal Laser being one of the lower damaging weapons, it does have some pretty good armor piercing.
The Reaper Battery deals more damage, but will have trouble targeting fighter class ships, and has 0 armor piercing.

If we choose to give up both the Sandcaster and the Multifocal Laser in exchange for a single weapon, things might get a little interesting. This opens us up to things like the Plasma Beam.

Alternatively, we could perhaps add an Armory, which has 0 mass and power costs.
Armory: Rather than maintaining lengthy lists of ship
equipment, a captain can simply buy an armory.
Ships so equipped have whatever amounts of TL4
military-grade weaponry and armor that a crew
might require, and integral maintenance facilities
for its upkeep. There is enough gear available to
outfit the entire crew for normal use, but giving
it away or losing it in use may deplete it
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Re: Character set up / brainstorming

#59 Post by Liaozhai »

If we're "building" the ship from the ground up using the base free merchant as a template, we should be able to convert the cargo space back into mass at 20 tons to one point of mass.

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Re: Character set up / brainstorming

#60 Post by personalpariah »

Liaozhai wrote:If we're "building" the ship from the ground up using the base free merchant as a template, we should be able to convert the cargo space back into mass at 20 tons to one point of mass.
Oh yeah! I completely overlooked that :)
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