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HandofBobb
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« Reply #15 on: January 12, 2015, 10:22:53 PM »

Well, other than the smoking and the gluttony, he's not actually unhealthy- while those both have consequences for his health IRL, in game terms theres nothing about them that specifically makes him unfit.
I look at it that while he still has those cravings, his more active lifestyle now that he's joined SAR keep him more or less in shape- if he slacks off too much, he'll start to get overweight again, but for now he's just a bit on the thick side.


Quote
Can we get descriptions of what these do, please? :]
well- TBH, I picked "Highwayman's CoH" in GCA cause it sounded better than Pirate's, but I think of it as kind of a "Knights of the Road" mentality like "always help a stranded motorist", "Obey traffic laws except when absolutely necessary", and similar things, but it's just a 5pt CoH, so nothing too restrictive.

I think the idea that others tend to view him as a sleazebag is pretty self-explanatory- folks would prefer not to associate with him, Cops tend to look at him a bit more closely "That guy looks sketchy, he's gotta be up to no good", he tends to get worse service in restaurants because waitresses don't want to deal with him "that creep on 4 wants more coffee", in his Pizza Guy job he tended to get lower tips from people "he probably did something weird to the pizza"
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« Reply #16 on: January 13, 2015, 05:31:22 AM »

Quote
Can we get descriptions of what these do, please? :]

[snip] I think the idea that others tend to view him as a sleazebag is pretty self-explanatory- folks would prefer not to associate with him, Cops tend to look at him a bit more closely "That guy looks sketchy, he's gotta be up to no good", he tends to get worse service in restaurants because waitresses don't want to deal with him "that creep on 4 wants more coffee", in his Pizza Guy job he tended to get lower tips from people "he probably did something weird to the pizza"

I'd probably use Unattractive Appearance, Status -1, or an OPH describing exactly what he's doing wrong (bad personal hygiene, pedostache, constant creepy leer, whatever), depending on what specifically provokes this reaction, rather than invent a new Social Stigma for it.

ETA: Ralf also has [-50] in Disadvantages before counting Quirks. I'd probably just drop the Stigma and define one of his Quirks as "creepy" unless you're hell-bent on giving him a reaction roll penalty.
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« Reply #17 on: January 13, 2015, 07:24:59 AM »

Quote
Can we get descriptions of what these do, please? :]

[snip] I think the idea that others tend to view him as a sleazebag is pretty self-explanatory- folks would prefer not to associate with him, Cops tend to look at him a bit more closely "That guy looks sketchy, he's gotta be up to no good", he tends to get worse service in restaurants because waitresses don't want to deal with him "that creep on 4 wants more coffee", in his Pizza Guy job he tended to get lower tips from people "he probably did something weird to the pizza"

I'd probably use Unattractive Appearance, Status -1, or an OPH describing exactly what he's doing wrong (bad personal hygiene, pedostache, constant creepy leer, whatever), depending on what specifically provokes this reaction, rather than invent a new Social Stigma for it.

ETA: Ralf also has [-50] in Disadvantages before counting Quirks. I'd probably just drop the Stigma and define one of his Quirks as "creepy" unless you're hell-bent on giving him a reaction roll penalty.

This would help. Also, if you substituted in SOD to "Family, close friends and companions" for (-5), instead of one of his more difficult character traits, that would put him over the line to acceptability. (However, you'd then need a good story about why he flipped to the cops and earned witness protection.)

As I perceive it, this guy is not a particularly bad guy, but he's not really a good guy, either -- his background makes him a low-end thug with impulse-control issues, who straddles the line. However, I asked for characters who were "decent folks who worked well with a team," and a character doesn't make the cut if he barely avoids being a major problem, but has no positive traits.

As written, he doesn't really qualify as a "decent guy with flaws." He's the kind of douche-bag that "decent" people would prefer to avoid.
« Last Edit: January 13, 2015, 09:58:27 AM by tshiggins » Logged

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« Reply #18 on: January 13, 2015, 07:52:46 AM »

[snip] (remember, I noted that "Fit" was highly recommended).

To be fair, he is Fit.
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« Reply #19 on: January 13, 2015, 08:45:16 AM »

G&AINC Sample #4:

Name: Manuel "Manny" Montoya, Swimming Pool Cleaner / FCSAR Volunteer [125]:

Image: An athletic, good-looking guy in his mid-20s, usually dressed like he's on his way to or from the gym.

Culture: TL: 8 [0]; Familiarity: Western [0]; Languages: English (Accented / Accented) [4]; Spanish (Native / Native) [0];

Attributes: ST 13 [30]; DX 11 [20]; IQ 10 [0]; HT 13 [30];

Secondaries: BL 34#; Dam 1d / 2d-1; Spd: 6.0 [0]; Mov: 6 [0]; HP: 13 [0]; FP: 13 [0]; Perception: 9 [-5]; Willpower: 11 [5];

Advantages: Ally (93-Point Sugarmama, 12-) [6]; Appearance (Handsome) [12]; Contact (High Society: 12, 12-, Usually Reliable) [4]; Fearlessness +1 [2]; Very Fit [15];

Perks: Classic Features (Tall, Dark, & Handsome) [1];

Disadvantages: Guilt Complex [-5]; Pacifism (Can't Harm Innocents) [-10]; Secret (Former Teenage Gang Member) [-5]; Sense of Duty (Friends and Family) [-5]; Status -1 [-5]; Wealth (Struggling) [-10];

Quirks: Congenial [-1]; Dull [-1]; Mild Obsession (Personal Hygiene and Grooming) [-1]; Proud [-1]; Responsive [-1];

Skills: Area Knowledge (E) (Utah) IQ [1]-10; Boxing (A) DX+2 [8]-13; Climbing (A) DX-1 [1]-10; Driving/TL8 (A) (Automobile) DX-1 [1]-10; Fast-Draw (E) (Knife) DX+1 [2]-12; Fast Talk (A) IQ [2]-10; First Aid/TL8 IQ+1 [2]-11; Hiking (A) HT-1 [1]-12; Holdout (A) IQ [2]-10; Housekeeping (E) IQ [1]-10; Intimidation (A) Will [2]-11; Knife (E) DX+2 [4]-13; Lifting (A) HT-1 [1]-12; Pro Skill (A) (Pool Cleaner) IQ+1 [4]-11; Running (A) HT-1 [1]-12; Savoir-Faire (E) (High Society) IQ [1]-10, (Servant) IQ [1]-10; Sex Appeal (A) HT+1 [4]-14; Streetwise (A) IQ+1 [4]-11; Swimming (E) HT+1 [2]-14; Tracking (A) Per-1 [1]-8;

Notes: A combat/athleticism-primary, social-secondary character. He almost never succumbs to physical hazards, but is more easily-influenced with social skills, mind-control, etc than most of the team, and is absolutely terrible at noticing things.

Background: Manny grew up fast and tough and did a lot of very questionable things to keep his sisters off the corner when he was a kid in Tijuana. He escaped that life as quickly as he could, and has achieved a very comfortable set-up as the kept man of a rich widow in Moab, but he still has trouble looking at himself in the mirror sometimes, so he volunteers with FCSAR to partially-assuage his guilt.
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« Reply #20 on: January 13, 2015, 08:47:40 AM »

G&A Sample #5:

Name: Francis "Jeb" Stuart, Gas Station Attendant / FCSAR Volunteer [125]:

Image: A fat, hairy wookie in his late-20s or early-30s, usually dressed in grease-stained coveralls.

Culture: TL: 8 [0]; Familiarity: Western [0]; Languages: English (Native / Native) [0];

Attributes: ST 12 [20]; DX 10 [0]; IQ 11 [20]; HT 11 [10];

Secondaries: BL 29#; Dam 1d-1 / 1d+2; Spd: 6.0 [15]; Mov: 5 [-5]; HP: 15 [6]; FP: 11 [0]; Perception: 12 [5]; Willpower: 11 [0];

Advantages: Contact Group (Local Paranoid / Survival Community: 15, 12-, Unreliable) [10]; Fearlessness +1 [2]; Talent +4 (Outdoorsman) [40];

Perks: Colorado CCW Permit [1];

Disadvantages: Fat (Very) [-5]; OPH -1 (Personal Hygiene) [-5]; Paranoid [-10]; Sense of Duty (Friends and Family) [-5]; Status -1 [-5]; Wealth (Struggling) [-10];

Quirks: Chauvinist [-1]; Mildly Callous [-1]; Proud [-1]; Staid [-1]; Uncongenial [-1];

Skills: Area Knowledge (E) (Utah) IQ+2 [4]-13; Armory/TL8 (Small Arms) IQ+1 [4]-12; Camouflage (E) IQ+4o [1]-15; Climbing (A) DX-1 [1]-9; Driving/TL8 (A) (Automobile) DX-1 [1]-9; First Aid/TL8 IQ [1]-11; Fishing (E) Per+4 [1]-16; Guns/TL8 (E) (Rifle) DX+2 [4]-12; Hiking (A) HT-1 [1]-9; Holdout (A) IQ [2]-11; Housekeeping (E) IQ [1]-11; Intimidation (A) Will [2]-11; Mimicry (H) (Animal Sounds) IQ+2o [1]-13; Naturalist (H) IQ+4o [4]-15; Navigation (A) (Land) IQ+5o [4]-16; Running (A) HT-1 [1]-9; Savoir-Faire (E) (Servant) IQ [1]-11; Stealth (A) DX+1 [4]-11; Survival (A) (Desert) Per+3o [1]-15, (Mountain) Per+3o [1]-15; Swimming (E) HT [1]-10; Tracking (A) Per+5o [4]-17; Trivia (E) (Popular Conspiracy Theories) IQ [1]-11;

o = +4 for Outdoorsman

Notes: A colorful local personality, avid hunter, and semi-apocalyptic survivalist who also volunteers with the FCSAR. He is primarily an outdoorsman and secondarily a combatant, but has very little social ability.

Background: Jeb is one of the well-meaning local crazies that you tend to get in popular, eclectic, and remote little towns. He wants to help the people he cares about and better society as he envisions it, but his vision is slightly off from most other people's. He mostly volunteers with the FCSAR because it makes him feel competent and important, but he does a good job with it.
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« Reply #21 on: January 13, 2015, 09:57:58 AM »

[snip] (remember, I noted that "Fit" was highly recommended).

To be fair, he is Fit.

Oh. Crap. Yeah, that's right. I'll remove that criticism.

Sorry.
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« Reply #22 on: January 13, 2015, 05:20:42 PM »

Beatrice "B" Lawrence,  Early to Mid 30's, Former Military Helicopter Mechanic.  The B is not always short for Beatrice.  School of Hard Knocks, Still shoots target practice well above the norm, although has never been hunting, could shoot and butcher something if hungry enough.  Generally a smart ass to cover for being very smart.  Figures out solutions quickly.  Is suspicious of men and their motives.  Volunteers to give back to the community and keep her mechanicking skills sharp and because she really likes being a mechanic.  Somewhat of a control freak.  Almost always shows up riding a big red motorcycle with a very smart pit bull in the sidecar.  Reads insatiably and can be found with her nose in a book at any opportunity.  Plays a mean game of pool, never, never has more than 2 beers.
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« Reply #23 on: January 13, 2015, 09:13:35 PM »

Beatrice "B" Lawrence,  

(SNIP)


Okay, let’s build her out in steps, so you can see a little bit about how character creation works, and gain some insight into the game mechanics. It’s a lot different from AD&D, from square one. G&AINC will have a lot of useful comments, too.

We have 125 points to spend, as a base, and then the player can pick up another 45 points of disadvantages, along with another five points in quirky little character traits that help make them more unique individuals.

GURPS starts with four basic attributes instead of AD&D’s six, and then derives some additional attributes based on the scores in each of those four attributes.

The attributes are Strength (ST), Dexterity (DX), Intelligence (IQ) and Health (HT).

All characteristics start with a base value of “10.” That models a smart, healthy young 18-year-old at the beginning of an action/adventure TV show.

Most regular people would have scores of “9” in at least a couple of these, and perhaps a score of 11 in the attribute most used by them as the basis of the skills they use to make a living.

That said, we just have the basic stats and we haven’t yet spent any points, so:

ST 10 (0); DX 10 (0); IQ 10 (0); HT 10 (0).

Strength covers not just how much a character can lift and carry (it’s a simple formula: STxST/5, rounded off), but also the general size of his or her physical frame. Strength determines the basic damage for kicks, swings and thrusts.

The Strength score also tells you your hit points (and you seldom get many more than you begin with – no “leveling up” in GURPS, and the characters are never “hit point trees”).

Dexterity doesn’t just measure agility, it also marks hand-eye coordination. In that way, it strongly resembles the DX trait in our old AD&D characters. Most physical skills use DX as a basic stat, which is why it costs 20 points to increase it by one, whereas ST and HT only take 10 points.

IQ is the other major stat. Most non-physical skills are based on IQ. It measures not just innate intelligence, but also (generally) formal education. It acts as the basis for scholarly and most professional skills, so this also costs 20 points to raise it by one, instead of 10. (They don’t learn any quicker, but they get much more out of the time they spend.)

Health determines a character’s stamina, resistance to disease, how long they can work, and go without food and water. It doesn’t determine a character;s hit points, but it does determine how quickly one heals as well as resistance to diseases, infections and toxins. It costs 10, because not very many skills are based on it.

The character also has derived stats, based on those scores, which G&AINC calls “Secondaries.”

Those states are “Basic Lift” (BL), Base Damage (Thrust)/Base Damage (Swing); Speed: (how fast the character does things – i.e., initiative, and reaction time); Move (how far the character moves in a single second); Hit Points (self-explanatory); Fatigue Points (depends on the HT score), Perception (how alert the character is to his or her surroundings); and Willpower (mental toughness).

So, let’s spend some points to increase the basic character stats, and then determine the Secondaries.

Culture: TL: 8 [0]; Familiarity: Western [0]; Languages: English (Native / Native) [0], Spanish (Broken/Semi) [2];

Beatrice is primarily a physical girl, but the fact she got through AIT as a mechanic means she’s no dummy. Her military background, plus the fact that she volunteers for 4CSAR means she’d be a bit buff. She also lives and works in the Desert Southwest, so she's likely to have picked up "restaurant and shopping" Spanish.

So, I’d go with:

ST 11 (10); DX 12 (40), IQ 11 (20), and HT 11 (10). That cost us 80 of her 125 points, plus two more for broken Spanish.

That gives us derived stats of
BL: 24#; Dam(Thr/Sw) 1d-1/1d+1; Speed: 5.5; Move: 5; Hit Points: 11; Fatigue Points: 11; Perception: 12 (5 pt advantage -- see below); Willpower: 11.
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« Reply #24 on: January 13, 2015, 09:16:00 PM »

That leaves us 38 points with which to buy Advantages – nifty traits that allow the character do some things better, or gives some nice bonuses. We use the character description to help figure out the ones that would be the most appropriate:

Firstly, an issue: GURPS models characters “who figure out things quickly” by giving them the advantage, “Intuition.” However, that skill simply allows the player to ask the GM how to solve a problem, instead of figuring it out. I don’t allow “GM Gimme” advantages, including that one.

So, she’s active, was formerly in the military, and mostly works with her hands, although she does enjoy a life of the mind. We list them by name, and point cost.

Advantages:
Fit (5) – Gives bonuses to health and fatigue, for activities that require a lot of stamina. Helps shake off shock, and speeds healing.
Combat Reflexes (15) – How NOT to freeze up when somebody’s trying to kill her. Gives a bonus to all defenses -- dodge, parry, etc. -- and the fact she's rarely surprised gives her a huge bonus for initiative.
High Manual Dexterity +1 (5) – She’s got a “fine touch” when it comes to delicate work – including fixing stuff, and playing billiards. For those skills, treat her DX as if it were 13, and not 12.
Perception +1 (5) – More aware of her surroundings than usual; she pays attention.
Gizmo (5) – As a mechanic, she always has some sort of nifty little gadget tucked away, or can whip up something useful. Once per session she comes up with just the right thing for the job.
Ally [Smart Dog, worth half the character’s point total, available on a 15 or less] (6) -- We'll build the dog after the character is done.
Appearance (Attractive) [4]

That costs 45 points, total, which leaves us two short. Time to come up with some more points. Fortunately, you gave us some nice ideas for disadvantages, in your description.

Disadvantages:
Code of Honor [Soldier] (-10)
– This reflects her military background, and gives her loyalty to any unit, including her 4CSAR team, and the organization, in general.
Odious Personal Habit [Caustic Smart Ass, -1 Reaction Penalty] (-5)
Intolerance [Men, mild, -1 Reaction Penalty] (-5)
Overconfidence [12 or less] (-5) – Hey, she’s a player-character.
Pacifism [Cannot Harm Innocents] (-10) – She thinks fighting is fine and willingly defends herself, but hurting innocent people is not okay.

Quirks:
Likes to play pool (-1)
Always tinkering (-1)
Mild OCD (-1)
Generous (except to men) (-1)
Reads insatiably (-1)

Okay, so, we can now use the 40 points of disadvantages and quirks, less the two we were short, for skills.
« Last Edit: January 13, 2015, 09:32:50 PM by tshiggins » Logged

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« Reply #25 on: January 13, 2015, 09:21:14 PM »

Skill scores are based on some stat, and rise through the expenditure of points. They range in difficulty from Easy (E), Average (A), Hard (H), and Very Hard (VH).

Skills:
Area Knowledge (E) (Utah) IQ+1 [2]-12;
Brawling (E) DX+1 [2]-13
Climbing (A) DX-1 [1]-11;
Driving/TL8 (A) (Automobile) DX-1 [1]-11
Driving/TL 8 (A) (Motorcycle) DX-1 [1]-11;
Mechanic/TL 8 (A) (Wheeled Vehicles) DX [2]-13o;
Mechanic/TL 8 (A) (Helicopter) DX [2]-13o
Lock Picking/TL 8 (A) DX-1 [1]-12o
Armoury/TL 8 (A) (Small Arms) IQ [2]-11
Fast Talk (A) IQ-1 [1]-10;
Gun/TL 8 (E) (Pistol) DX [1]-12
Gun/TL 8 (E) (Rifle) DX [1]-12
Gun/TL 8 (E) (Shotgun) DX [1]-12
First Aid/TL8 IQ+2 [4]-13
Hiking (A) HT-1 [1]-10
Wrestling (A) DX [2]-12;
Navigation (A) (Land) IQ-1 [1]-10;
Observation (A) Per+1 [4]-13*;
Pro Skill (A) (First-Responder) IQ-1 [1]-11;
Pro-Skill (A) (Soldier) IQ-1 [1]-10
Running (A) HT-1 [1]-10;
Swimming (E) HT [1]-13;
Tracking (A) Per-1 [1]-11*;
Literature (H) IQ-2 [1]-9;
Sport (Billiards) (A) DX-[2]-13o

(o: +1 bonus from increased manual dexterity)
(*: Based on modified Perception)

That gives us 38 points in skills.

Comments? Change requests?
« Last Edit: January 14, 2015, 02:16:57 AM by tshiggins » Logged

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« Reply #26 on: January 14, 2015, 07:26:10 AM »

I like all that, the only one I would think would be higher would be navigation.  That plays a pretty big role in military background, especially in the dark. 
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« Reply #27 on: January 14, 2015, 07:37:39 AM »

I like all that, the only one I would think would be higher would be navigation.  That plays a pretty big role in military background, especially in the dark.  

Well, you've seen where the points are spent. What would you prefer to cut back, to give you the point needed to make Navigation better?  Smiley

Take a look at the points spent on the other skills, in the square brackets "[]," and decide which one to pare back to get the point needed to raise "Navigation."

The progression of purchases goes "1 point", "2 points", "4 points" and "8 points"; there are no "3 point" skills, you notice. If you drop a skill with "[4]", you'd actually get two points back.

However, know the consequence of your decision. When rolling 3d6, you have nearly an 84 percent chance of success if you want to try for a 13 or less. If you try for a 12, that probability drops to 74.07 percent. So, one number change drops your chances by nearly 10 percent.

Here's a nice table with the 3d6 target numbers mapped to percentages:

http://www.thedarkfortress.co.uk/tech_reports/3_dice_rolls.htm#.VLaCC3thTcw
« Last Edit: January 14, 2015, 07:52:41 AM by tshiggins » Logged

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« Reply #28 on: January 14, 2015, 07:56:58 AM »

Comments?

High Manual Dexterity is always situational, not a blanket skill bonus, even if that situation almost always comes up, eg: Lockpicking (which is an IQ-based skill outside of DF, by the way). Talent (Artificer) would be my first choice for this character anyway.

Soldier is its own thing, not a Pro-Skill.

"Mild" Intolerance is a Quirk. The 5-point level would be a serious Disadvantage for anybody who has to work and be around men regularly.

The Gizmo Advantage is way across where I thought Tom would be drawing the cinematic line, at least initially. Anything else in that league of realism that you'd like to green light specifically, Tom?

Billiards is Games (IQ/E), not Sports (DX/A).

In General: Tom went in a very different direction with this than I would. From the description I'd definitely make her a really smart mental-primary, physical-secondary character (but with better HT), with the bare bones looking more like:

Attributes: ST 10 [0]; DX 11 [20]; IQ 13 [60]; HT 12 [20];

Secondaries: BL 20#; Dam 1d-2 / 1d; Speed: 5.0 [-15]; Move: 5 [0]; Perception: 13 [0]; Willpower: 13 [0];

For Advantages, I'd keep Ally, Fit, and Combat Reflexes, and add Talent +1 (Artificer) [10]. I know it's your sister, Tom, but she didn't mention wanting to be good-looking. ;]

For Disadvantages, I've already dropped her Basic Speed to an average 5.0 (she sounds like she values precision over haste, and retains her Dodge 9), would definitely eliminate Intolerance and Overconfidence (if anything she's described as being cautious), and am kind of iffy on CoH (Soldier) - is it really a [-10] problem for somebody who isn't on active military duty? Maybe replace with Sense of Duty (Friends and Allies) [-5]..?

That leaves 39 for Skills, which I'd mostly keep the same, except I'd change out Wrestling for Judo (y'know, like they use in the Army), and add 1 point each in Savoir-Faire (Military) and Streetwise. I'd also improve Guns (Rifle) to DX+2, which will make her a better shot with a rifle than she was on Tom's build, and leave her Shotgun and Pistol defaults at DX for free anyway. That requires 41 points where Tom used 38, so I'd plunder 2 from Observation (keeping it at 13). First Aid could also give up 2 points (still coming in at a very respectable 14) to take Climbing and Driving (Motorcycle) back up to their former levels. Then I'd steal 1 from Games (Billiards) (leaving it at 13, too) so I can give her the Brave Perk, and call it a day.
« Last Edit: January 14, 2015, 08:14:07 AM by Gold & Appel Inc » Logged

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« Reply #29 on: January 14, 2015, 09:52:33 AM »

So here's what my finished build would look like, for side-by-side comparison:

Name: Beatrice "B" Lawrence, Mechanic / FCSAR Volunteer [125]:

Culture: TL: 8 [0]; Familiarity: Western [0]; Languages: English (Native / Native) [0];

Attributes: ST 10 [0]; DX 11 [20]; IQ 13 [60]; HT 12 [20];

Secondaries: BL 20#; Dam 1d-2 / 1d; Spd: 5.0 [-15]; Mov: 5 [0]; HP: 11 [2]; FP: 12 [0]; Perception: 13 [0]; Willpower: 13 [0];

Advantages:
Ally (Big, Smart Dog, 15-) [6];
Combat Reflexes [15];
Fit [5];

Perks:
Brave [1];

Disadvantages:
OPH -1 (Caustic Smartass) [-5];
Pacifism (Can't Harm Innocents) [-10];
Sense of Duty (Friends and Co-Workers) [-5];

Quirks:
Avid Pool-Player [-1];
Control Freak [-1];
Obsession (Tinkering) [-1];
Suspicious of Men [-1];
Voracious Reader [-1];

Skills:
Area Knowledge (E) (Utah) IQ [1]-13;
Armoury/TL8 (A) (Small Arms) IQ-1 [1]-12;
Brawling (E) DX+1 [2]-12;
Climbing (A) DX [2]-11;
Driving/TL8 (A) (Automobile) DX [2]-11;
Driving/TL8 (A) (Motorcycle) DX [2]-11;
Fast Talk (A) IQ-1 [1]-12;
First Aid/TL8 IQ [1]-13;
Games (Billiards) (E) IQ [1]-13;
Gun/TL8 (E) (Pistol) DX [0]-11;
Gun/TL8 (E) (Rifle) DX+2 [4]-13;
Gun/TL8 (E) (Shotgun) DX [0]-11;
Hiking (A) HT-1 [1]-11;
Judo (H) DX-1 [2]-10;
Literature (H) IQ-2 [1]-11;
Lock Picking/TL8 (A) IQ-1 [1]-12;
Mechanic/TL8 (A) (Helicopter) IQ [2]-13;
Mechanic/TL8 (A) (Wheeled Vehicles) IQ [2]-13;
Navigation (A) (Land) IQ-1 [1]-12;
Observation (A) Per [2]-13;
Pro Skill (A) (First-Responder) IQ-1 [1]-12;
Pro-Skill (A) (Soldier) IQ-1 [1]-12;
Running (A) HT-1 [1]-11;
Savoir-Faire (E) (Military) IQ [1]-13;
Streetwise (A) IQ-1 [1]-12;
Swimming (E) HT [1]-12;
Tracking (A) Per-1 [1]-12;

Notes: Basically what I described above, except that I realized I'd miscounted Tom's Disadvantage total, so I dropped Artificer and juggled Skill points a little to make it work. She still has [-10] more points of Disadvantages available, so we could keep Artificer instead if the player thinks of any more flaws. Most of her mental Skills come out higher with this build, especially key ones, without sacrificing the level of most physical skills, she's more likely to survive injury and health hazards, she's less vulnerable to persuasion and mind control, and she's less encumbered with Mental Disadvantages that control her behavior and limit her options. Also, I alphabetized the skills, because OCD, sorry if that makes the comparison harder.
« Last Edit: January 14, 2015, 12:25:32 PM by Gold & Appel Inc » Logged

Player | GM | Masochistic Setting-Adapter | Kallisti | Level 5 Cleric of the Cult of Stat Normalization - Stats For The Stat God! BELLS FOR THE BELL CURVE!
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