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Gerard_Paloma
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Post by Gerard_Paloma »

Count me in. No preference on the setting, as long as it's the Tensided system (gotta get used to calling it that), I'm in.
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Post by Arthur_Tuxedo »

Just realized that I forgot to post a link to the page containing the rules of the system. The Big Book of B&B contains most of what you need to know. I'll start working on the cyberpunk rules very soon, and try to get a template character sheet out ASAP.

EDIT: And then I go and hit post and still don't post a link... :roll:

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Post by Alyrium Denryle »

Arthur_Tuxedo wrote:As far as tech level, I'm thinking about ~30 years beyond the present for military tech, and ~10 years for computer tech (destroyed civilization and all that, takes time to get computer research to start progressing again). Telepathy will be strictly mental effects, nothing physical.
So basically thought casting, mind reading, hallucinations, mental domination, causing pain... excellent
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Post by Arthur_Tuxedo »

The ruleset we'll be using for the Cyberpunk game has been massively updated. Go to mods->Guns and Glory on the B&B site to see it. Now I just have to work in some futuristic tech, a bit of backstory, a relatively simple telepath system, and we'll be good to go.

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Post by Utsanomiko »

If I may ask, what exact source or methodology was used to derive the weapons' damage stats?
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Post by Arthur_Tuxedo »

Darth Utsanomiko wrote:If I may ask, what exact source or methodology was used to derive the weapons' damage stats?
It goes by the cartridge being fired. Why, did you notice discrepancies? I'd love to correct them if so.
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Post by Utsanomiko »

Arthur_Tuxedo wrote:
Darth Utsanomiko wrote:If I may ask, what exact source or methodology was used to derive the weapons' damage stats?
It goes by the cartridge being fired. Why, did you notice discrepancies? I'd love to correct them if so.
Well, I guess it might work with G&G's location-specific damage and hitpoints now that I've read through the core rules, but I got the feeling there might have been some inconsistancies between magnum & rifle case rounds versus non-magnum pistol rounds, and shotguns seemed pretty high overall as well. Maybe my familiarity with firearm rounds and loads is off, or I didn't get the system at the time.
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Post by Arthur_Tuxedo »

Darth Utsanomiko wrote:
Arthur_Tuxedo wrote:
Darth Utsanomiko wrote:If I may ask, what exact source or methodology was used to derive the weapons' damage stats?
It goes by the cartridge being fired. Why, did you notice discrepancies? I'd love to correct them if so.
Well, I guess it might work with G&G's location-specific damage and hitpoints now that I've read through the core rules, but I got the feeling there might have been some inconsistancies between magnum & rifle case rounds versus non-magnum pistol rounds, and shotguns seemed pretty high overall as well. Maybe my familiarity with firearm rounds and loads is off, or I didn't get the system at the time.
The thing you have to keep in mind here is that Tensided isn't designed to be like D&D where people can take lots of abuse and survive. In this system, if you don't use cover and just stand out in the open, expect to die quick. The fact that magnum, rifle, and shotgun rounds do more damage on average than anyone has HP is quite intentional. Don't worry too much, player characters won't be dropping like flies, but don't expect to be able to soak up lead and live either.
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Post by The Dark »

I'd like to join also.



Oh, and I think you came up with Tensided after I suggested Tensider. Is this going to be on-board or IM?
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Post by Arthur_Tuxedo »

We can start making characters now. The Telepathy system isn't quite finished, but a character can still be made that incorporates it.

Tensided Cyberpunk rules (don't forget to read the Big Book if you haven't done so!)
Character sheet template

Just download these and send me your characters within the next few days.

P.S. You're in, Dark. And thanks for the suggestion.
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Post by Alyrium Denryle »

How much xp to spend at the start? I will assume 50 or so unless you object)
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Post by Alyrium Denryle »

Um... I was wondering, if you could add in a psionic regulation agency(like the Psi corp) from which my character was once a mmber, but is now a fugitive?

I have him taking the Enemy and recognizable weakness, a well as Wanted and stunted(talent... not mechanically inclined) to balance out his FREAKISH telepathy

And um... would he get some kind of bonus due to his telepathy to the Pursuasion and empathy skills :)
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Post by Arthur_Tuxedo »

Alyrium Denryle wrote:How much xp to spend at the start? I will assume 50 or so unless you object)
Sorry guys, I realized I forgot to tell you all how much XP you had to spend, but there was nothing I could do about it because they only allow you a certain amount of time on the computer and I had already exceeded it 15 minutes earlier. Yes, starting XP is 50, and starting bonus points for Stats is 6, not 7 (there were 7 Stats in B&B, but only 6 in G&G not counting Psi). And I have yet to include computer related or advanced military hardware related skills, so hackers and pilots, save your points! I'll get that stuff uploaded hopefully today (I have to be on a computer that has MS Office, which this doesn't).
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Post by Arthur_Tuxedo »

Alyrium Denryle wrote:Um... I was wondering, if you could add in a psionic regulation agency(like the Psi corp) from which my character was once a mmber, but is now a fugitive?
I'm a very laissez-faire GM. I generally let the game world flow from the collective desires of the players. So make up whatever you want in your background, and as long as it doesn't fly in the face of the setting or constitute powergaming it'll be fine.
I have him taking the Enemy and recognizable weakness, a well as Wanted and stunted(talent... not mechanically inclined) to balance out his FREAKISH telepathy
Recognizable is only for Wizards, and thus not applicable to Cyberpunk Tensided. It would have put you over the +5/-5 limit anyway. What Traits are you taking? Remember that you have to balance out starting Traits and Weaknesses.
And um... would he get some kind of bonus due to his telepathy to the Pursuasion and empathy skills :)
Yes, knowing what someone is thinking confers a massive advantage to those skills.
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Post by Arthur_Tuxedo »

This is a response to a PM, but I'm posting it here because it could potentially be helpful for everyone.
anarchistbunny wrote:Yeah, this is how far I've gotten with my guy, and I'm not sure were to go from here(assuming 50 starting exp.)
I'll be happy to help you along.
Name
Player: Ynnub Thishcrana
Just a niggly bit. The name is supposed to be the character's name and Player is your name (or handle). It's just for me to keep everything straight at first when I might not otherwise remember whose character is whose.
Race: Human
Whoops. I left that field on the template, didn't I? I'll fix that when I get the chance.
Height: 5’ 11’’
Weight: 180
Age: 29
Features:
Features refers to distinguishing features. Possible entries might be "blue eyes, dirty blonde hair" or "rat-like features" or even "non-descript".
Clothing: Coveralls
Concept: Engineer-like tech personish
Conformity:
Morality:
Conformity and Morality are explained in Chapter 11 (Miscellaneous Character Sheet Terms) of the Big Book.
Combat
Body: 6
Coordination: 7
Willpower: 5

Non-Combat
Awareness: 7
Charisma: 4
Talent: 8
Psi (only if Trait taken):
I forgot to tell everyone that since Cyberpunk has 6 Stats instead of 7, you only get 6 bonus points instead of 7. So knock something down by one. I'm glad you didn't make the mistake virtually every first time player makes and increase Combat Stats at the expense of Non-Combat Stats (because you can't do that).
Languages:
This is whatever would be appropriate to your background. So maybe English and Spanish, or whatever.
Race:
Racial skills and abilities
This field shouldn't be here. I'll remove it as soon as I get the chance.
Profession: Character’s career
This isn't a technical game term. It's just what your character does for a living. Strictly for roleplaying.
Tier 1 Skills: (2 XP per point)
Combat:
Ranged – 6

Psychic (only if Trait taken):
Telepathy -

Tier 2 Skills: (1 XP per point)
Combat:
Handgun – 0
Rifle – 7
Heavy – 0
Long range – 0
Hand to hand – 0
Throwing – 0

Social:
Leadership – 0
Persuasion – 0
Empathy – 0

Subtlety:
Alertness – 5
Spot – 5
Security – 5
Stealth – 0
Sleight of hand – 0

Tier 3 Skills: (1/2 XP per point)
Medic –
Engineering – 13
Education –
Music –
Pilot (automobile) –
Pilot (specific vehicle) –
Law –
It adds up to 50 points, so you did a good job here. Most people forget the doubling rule and spend more than 50 inadvertantly. The only thing is that your Rifle skill can't be higher than your Ranged when you go to actually make the roll. You see, Ranged isn't used for rolls, just as a limiter and a sign of general aptitude. You can leave Rifle at 7, but it will be treated as a 6 until Ranged is also 7.
HP(Multiplier x Body):
FP(Multiplier x Body):
AP:
The HP multiplier is 2 and the FP multiplier is 4 for this campaign (forgot to include that information :oops:). So your HP is 12 and FP is 24. AP is 1 unless you take the Lucky trait (which I hope I remembered to include in the Cyberpunk rules).
Impact Resistance(1 x Body + Armor):
Lethal Resistance(Armor):
Damage:
MV:
Movement for humans is 2 (that means 2 squares per round), Damage is half of Body, so 3 for you. Impact resistance is the Resistance field on the armor table for your chosen armor plus your Body, and Lethal Resistance is the aforementioned field without adding Body.
Available XP:
Earned XP:
Starting XP: 50

Money:
Inventory:

Weapon Dam Rng ROF Recoil AT



Notes:
Give me the name of any (obtainable by a normal person) weapon you want and I'll do the stats for it. You can make one up too, but don't be offended if I tell you it's unrealistic wankage :D. Weapons technology has advanced about 20-30 years for this campaign, so sophisticated integrated information systems like the OICW has are possible in a small package.
Armor Res Stealth MV AT Alertness

Notes:
Consult the table in the Cyberpunk rules right after the weapon stats. That's where you'll find stats for armor.
Traits Magnitude Effect



Weaknesses Magnitude Effect
Traits and weaknesses are covered in the chapter Traits and Weaknesses in the Big Book and in the Cyberpunk rules.
Character background/description:
This is optional. Write as much or as little as you want (or nothing at all). And don't feel like you have to check with me before being creative with the environment your character comes from.
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"Dating is not supposed to be easy. It's supposed to be a heart-pounding, stomach-wrenching, gut-churning exercise in pitting your fear of rejection and public humiliation against your desire to find a mate. Enjoy." - Darth Wong
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Post by Anarchist Bunny »

Ok, latest update
Name Ynnub Thishcrana (I've always sucked at names)
Player: Anarchist Bunny
Race: Human
Height: 5’ 11’’
Weight: 180
Age: 29
Features: Blue eyes, Brown Hair
Clothing: Brown Jumpsuit
Concept: Technology guy
Conformity: 3
Morality: 0

Combat
Body: 6
Coordination: 7
Willpower: 4

Non-Combat
Awareness: 7
Charisma: 4
Talent: 8
Psi (only if Trait taken):

Languages: English

Profession: Engineer

Tier 1 Skills: (2 XP per point)
Combat:
Ranged – 6

Psychic (only if Trait taken):
Telepathy -

Tier 2 Skills: (1 XP per point)
Combat:
Handgun – 0
Rifle – 6
Heavy – 0
Long range – 0
Hand to hand – 0
Throwing – 0

Social:
Leadership – 0
Persuasion – 0
Empathy – 0

Subtlety:
Alertness – 5
Spot – 5
Security – 5
Stealth – 0
Sleight of hand – 0

Tier 3 Skills: (1/2 XP per point)
Medic –
Engineering – 14
Education –
Music –
Pilot (automobile) – 1
Pilot (specific vehicle) –
Law –

HP(Multiplier x Body): 12
FP(Multiplier x Body): 20
AP: 1
Impact Resistance(1 x Body + Armor):
Lethal Resistance(Armor):
Damage: 3
MV: 2

Available XP:
Earned XP:
Starting XP: 50

Money:
Inventory:

Weapon Dam Rng ROF Recoil AT
Standarrd Shotgun
(28 ga buckshot)


Notes:

Armor Res Stealth MV AT Alertness

Notes:

Traits Magnitude Effect
Handy 1 +8 AT with mechanical
Skilled 2 +8 to Engineering

Weaknesses Magnitude Effect
Unathletic 1 -1 Body for Calcing FP
Inprecise 2 6 MOS needed for critical

Character background/description:
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Post by Hotfoot »

I see 'Punk, but where's the cyber? 8)

Also, perhaps you could make some new weaknesses to help balance out those traits? It would seem a little...well, cheesy to get decked out and give oneself horrid aim or thin skin, just to replace it with reflex boosters or skinweave or something like that. ;)
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Post by Anarchist Bunny »

Ment to add this.

I decided to be a techie person, the one that's that inportance isn't capin' anything that moves, but rather helps when tech is being a bitch or slowing us down, while not sucking when going toe to toe.
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Post by Alyrium Denryle »

Recognizable is only for Wizards, and thus not applicable to Cyberpunk Tensided. It would have put you over the +5/-5 limit anyway. What Traits are you taking? Remember that you have to balance out starting Traits and Weaknesses.
Iam taking magnitude 3 telepathy, and gifted x2 in the psi stat... for a psi stat of 10, and at a +5 limit... I shall have to find another way to balance that out...
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Post by Alyrium Denryle »

Name: Dr. Benjamin Lennox
Player: Aly
Race: Caucasian(German, English, Australian[aka british criminal :P ])
Height: 6’2”
Weight: 170 lbs
Age: 28
Features: Hair: Brown Eyes: Hazel
Clothing: Hawian shirts and khakhis
Concept: Freaky psion
Conformity: -7
Morality: 1 He doesnt want to hurt anyone, and wil help people, but in general he will not risk himself to do it unless he really loves the person

Combat
Body: 5
Coordination: 5
Willpower: 7

Non-Combat
Awareness: 7
Charisma: 7
Talent: 4
Psi : 9

Languages: English, German

Race:
Racial skills and abilities

Profession: Used to be a psychologist, now he is on the run.

ALL SKILLS INCORPORATE STAT BONUS

Tier 1 Skills: (2 XP per point)
Combat:
Ranged – 5

Psychic (only if Trait taken):
Telepathy – 5

Tier 2 Skills: (1 XP per point)
Combat:
Handgun – 5
Rifle – 0
Heavy – 0
Long range – 0
Hand to hand – 0
Throwing – 0

Social:
Leadership – 0
Persuasion – 5(+ unspecified bonus)
Empathy – 5(+unspecified bonus)

Subtlety:
Alertness – 5(+ probably unspecified bonus due to the "voices" )
Spot – 0
Security – 0
Stealth – 0
Sleight of hand – 0

Tier 3 Skills: (1/2 XP per point)
Medic –
Engineering –
Psycology – 5(+unspecified bonus)
Music –
Pilot (automobile) – 5
Pilot (Undecided... plane or aircraft maybe) – 5
Law – 5

HP(Multiplier x Body): 10
FP(Multiplier x Body): 20
AP: 1
Impact Resistance(1 x Body + Armor): 8
Lethal Resistance(Armor): 10
Damage: 3
MV: 2

Available XP: 50
Earned XP:
Starting XP:

Money:
Inventory:

Weapon Dam Rng ROF Recoil AT
Glock 18 1d8 10 25 2 10


Notes:

Armor Res Stealth MV AT Alertness
x light 5 -2
Notes:

Traits Magnitude Effect
Telepathy 3
Gifted x1 2 +1psi

Weaknesses Magnitude Effect
Wanted, , stunted 1,


Character background/description:
Dr. Lennox was an up and coming psychologist. Doing both therapy, and research, he was on the fast track to making it big. Mainly because of his university schooling and high intellect, but also, because he had freaky skills at telepathy. He was of course watched by the governments Psi Corp, and kept under a heavy watch, but this did not impede hs work… Until they had a little job for him. It was a task so unethical, that he could not even think about doing it, as it would volate his Therapist/patient trust… And as such, he lost his liscence and his permission to live… So he is on the run from the US government, lies spread about him on the news networks daily… He is forced to do the very thing he did not want to do… violate peoples trust and cnfidence, in order to survive. He has become very cynical in the last year to say the least… Unfortunatly, in his attempts at remaining alive, he has made a few enemies. And has justified a *few* of the charges against him... He *did* blow up a factory that makes telepathy supressant drugs... this has of course got, not only the government after him, but the owner of the factory, who has had to have massive cybernetic implants to satay alive... is now after him....
Last edited by Alyrium Denryle on 2003-10-08 07:35pm, edited 4 times in total.
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Post by Utsanomiko »

Name: Stavis Reinheld
Player: Utsanomiko
Race: Caucasian (Central European?)
Height: 6’1”
Weight: 125
Age: 24
Features: Tall, thin, pale, and narrow facial features. Short brown hair + ponytail, stubble goatee. Deep-set green eyes.
Clothing: Grey business trenchcoat, black slacks, white collared short-sleeve shirt, black tie, narrow-lens shades.
Concept: Quirky thief
Conformity: 0
Morality: Selfish (-6)


Combat
Body: 4
Coordination: 7
Willpower: 5

Non-Combat
Awareness: 7
Charisma: 5
Talent: 8
Psi 0

Languages: English

Profession: Unemployed thieving moocher

Tier 1 Skills: (2 XP per point)
Combat:
Ranged – 6

Psychic (only if Trait taken):
Telepathy -

Tier 2 Skills: (1 XP per point)
Combat:
Handgun – 6
Rifle – 0
Heavy – 0
Long range – 0
Hand to hand – 5
Throwing – 0

Social:
Leadership – 0
Persuasion – 3
Empathy – 1

Subtlety:
Alertness – 0
Spot – 2
Security – 7
Stealth – 4
Sleight of hand – 3

Tier 3 Skills: (1/2 XP per point)
Medic –
Electronics – 4
Engineering –
Education –
Pilot (automobile) – 5
Pilot (specific vehicle) –
Law – 1

HP(Multiplier x Body): 8
FP(Multiplier x Body): 16
AP: 1
Impact Resistance(1 x Body + Armor): 6
Lethal Resistance(Armor): 2
Damage: 2
MV: 2

Available XP: 2 (This is left over, as I'm still waiting for a list of computer-related skills)
Earned XP:
Starting XP:

Money: $470
Inventory: Shoulder holster, machete sheath (attached to trenchcoat lining), five clips of .22lr, basic lockpick kit, various hotwiring and electronics tools and equipment, 8oz container of curry powder, half-full bottle of Irish scotch.

Weapons:

Beretta U22 Neos 1D4 Damage, 15 Rng, 2 ROF, 1 Recoil,
Machete 4 Damage, +1 AT
Butterfly knife 2 Damage, S Rng, +1 AT
Notes: Beretta holds 10+1 rounds of .22LR.

Armor:
Thick Cotton Trenchcoat 2 Res, -1 Stealth
Notes:


Character background/description:
Regardless of whom he’s hanging around. Stavis usually only manages to ‘sort of’ fit in. In general he is detached, unconcerned, and a bit aloof, seemingly never giving a thought to how his actions affect others unless they tell him, and even then he doesn’t get what thier deal is when he himself never worries or is concerned about anything. It’s possible he is either emotionally disturbed or just really, overtly mellow. He somehow manages to get by on a meager, spicy diet. Hobbies and typical activities include car-jacking, stealing from any machine containing money, and going to a variety of night clubs and pawn shops.
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Post by Gerard_Paloma »

Shit, here everybody's got a character already and I don't have squat. I'll make one tomorrow. In my defense, I've felt like shit the past few days and haven't been doing much surfing. I also have to make a page for the campaign, unless you want to take that responsibility, Art. I really need to catch up on my studying. Lemme know.
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Arthur_Tuxedo
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Post by Arthur_Tuxedo »

This is from PM. Posting it here like last time.
The Dark wrote:I think this is right. Let me know if anything needs fixing.
Almost nothing needs fixing, only a coule minor bits.
Peter Desjardins
Player: “The Dark”
Height: 5’10”
Weight: 180 lbs
Age: 26
Features: Always seems to have a tan
Clothing: Blue jeans and black T-shirts
Concept: Espionage/safecracker type
Conformity: -6
Morality: 0

Combat
Body: 5
Coordination: 7
Willpower: 5

Non-Combat
Awareness: 6
Charisma: 6
Talent: 7
Psi (only if Trait taken): 5

Languages: English and French

Profession: Espionage agent

Tier 1 Skills: (2 XP per point)
Combat:
Ranged – 4

Psychic (only if Trait taken):
Telepathy - 2

Tier 2 Skills: (1 XP per point)
Combat:
Handgun – 4
Rifle – 0
Heavy – 0
Long range – 0
Hand to hand – 4
Throwing – 0

Social:
Leadership – 3
Persuasion – 3
Empathy – 0

Subtlety:
Alertness – 5
Spot – 3
Security – 5
Stealth – 5
Sleight of hand – 2

Tier 3 Skills: (1/2 XP per point)
Medic – 4
Engineering –
Education –
Music –
Pilot (automobile) – 4
Pilot (specific vehicle) –
Law –
I count 60 XP spent. Let me check again... nope 50, I was wrong. OK, everything's in order here.
HP(Multiplier x Body): 10
FP(Multiplier x Body): 20
AP: 2
Impact Resistance(1 x Body + Armor): 10
Lethal Resistance(Armor): 5
Damage: 3
MV: 2
Wow. I've never had a first time player that was able to fill these in correctly. It's almost like you've done this before.
Available XP:
Earned XP:
Starting XP: 50

Money:
Inventory:

Weapon Dam Rng ROF Recoil AT
Glock 26 1d8 5 2 3 0


Notes:
Looks good. Only changes are that AT should be 11 (Handgun 4 + Coordination 7), and under "Notes:" there should be capacity 13+1 (unless I'm mis-remembering the correct capacity for a G26) and Size pocket.
Armor Res Stealth MV AT Alertness
X-Light 5 -2 0 0 0
Notes:
Looks good to me.
Traits Magnitude Effect
Lucky 2 +1 AT
Psychic 2 Psi at 5

Weaknesses Magnitude Effect
Imprecise 2 MoS 6 for critical
Wanted 2 Wanted criminal
This works. The Traits and Weaknesses balance and do not exceed +5/-5 of magnitude. I assume you meant to type +1 AP instead of +1 AT under lucky.
Character background/description:
Peter Desjardins is a young man, trained by a particular government organization to investigate other organizations. He was selected due to his special “talents.” He picked up a reputation in training for shooting fast, if not terribly accurately. Unfortunately, his cover was leaked while on a mission, and now his own organization is after him when he bailed and ran when confronted. His name was leaked as a traitor, and now he searches for a way to clear his name, before he gets caught.
I like this one. Just the right amount of vagueness and story potential. Very impressed with the character overall.
"I'm so fast that last night I turned off the light switch in my hotel room and was in bed before the room was dark." - Muhammad Ali

"Dating is not supposed to be easy. It's supposed to be a heart-pounding, stomach-wrenching, gut-churning exercise in pitting your fear of rejection and public humiliation against your desire to find a mate. Enjoy." - Darth Wong
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Arthur_Tuxedo
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Post by Arthur_Tuxedo »

anarchistbunny wrote:Ok, latest update

Name Ynnub Thishcrana (I've always sucked at names)
Player: Anarchist Bunny
Race: Human
Height: 5’ 11’’
Weight: 180
Age: 29
Features: Blue eyes, Brown Hair
Clothing: Brown Jumpsuit
Concept: Technology guy
Conformity: 3
Morality: 0

Combat
Body: 6
Coordination: 7
Willpower: 4

Non-Combat
Awareness: 7
Charisma: 4
Talent: 8
Psi (only if Trait taken):

Languages: English

Profession: Engineer

Tier 1 Skills: (2 XP per point)
Combat:
Ranged – 6

Psychic (only if Trait taken):
Telepathy -

Tier 2 Skills: (1 XP per point)
Combat:
Handgun – 0
Rifle – 6
Heavy – 0
Long range – 0
Hand to hand – 0
Throwing – 0

Social:
Leadership – 0
Persuasion – 0
Empathy – 0

Subtlety:
Alertness – 5
Spot – 5
Security – 5
Stealth – 0
Sleight of hand – 0

Tier 3 Skills: (1/2 XP per point)
Medic –
Engineering – 14
Education –
Music –
Pilot (automobile) – 1
Pilot (specific vehicle) –
Law –
Two things. I count only 47 XP spent here, and Engineering should read "Engineering - 22 (Skilled: +8)". Other than that, looks good.
HP(Multiplier x Body): 12
FP(Multiplier x Body): 20
AP: 1
Impact Resistance(1 x Body + Armor):
Lethal Resistance(Armor):
Damage: 3
MV: 2
Does he not wear armor or have you just not gotten around to that yet? If he doesn't wear armor, Impact Resistance is still equal to Body.
Available XP:
Earned XP:
Starting XP: 50

Money:
Inventory:

Weapon Dam Rng ROF Recoil AT
Standarrd Shotgun
(28 ga buckshot)


Notes:
I'm not sure there's really such thing as a standard shotgun. Forgetting about the double barrel kind and the over under kind and the long barreled hunting kind, you've still got a choice between semi-auto and pump action. If you go with pump action, you get more reliability and should probably go with 12 ga since ROF is only 1 anyway (not sure if I ever enumerated the recoil rules come to think of it, they only apply to shots past the first in the round). Also, the sound of the pump action is quite intimidating. Semi-auto you get ROF of 2, but should probably stick with 28 ga or 20 ga because of recoil. Either way, your AT will be 13, capacity will probably be 8, size will be Trench or N/A depending on the size of the gun (N/A has less felt recoil but can't be concealed).
Armor Res Stealth MV AT Alertness

Notes:

Traits Magnitude Effect
Handy 1 +8 AT with mechanical
Skilled 2 +8 to Engineering

Weaknesses Magnitude Effect
Unathletic 1 -1 Body for Calcing FP
Inprecise 2 6 MOS needed for critical
Holy crap. This guy is probably the best engineer in the world.
Character background/description:
Looks pretty good now. Thanks for the submission.
"I'm so fast that last night I turned off the light switch in my hotel room and was in bed before the room was dark." - Muhammad Ali

"Dating is not supposed to be easy. It's supposed to be a heart-pounding, stomach-wrenching, gut-churning exercise in pitting your fear of rejection and public humiliation against your desire to find a mate. Enjoy." - Darth Wong
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Arthur_Tuxedo
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Post by Arthur_Tuxedo »

Hotfoot wrote:I see 'Punk, but where's the cyber? 8)
I'm working on it dammit. I have a life you know :D
Also, perhaps you could make some new weaknesses to help balance out those traits? It would seem a little...well, cheesy to get decked out and give oneself horrid aim or thin skin, just to replace it with reflex boosters or skinweave or something like that. ;)
Horrid aim or thin skin generally comes from Stats and Skills rather than Weaknesses. Nevertheless, I see your point and will keep it in mind.
"I'm so fast that last night I turned off the light switch in my hotel room and was in bed before the room was dark." - Muhammad Ali

"Dating is not supposed to be easy. It's supposed to be a heart-pounding, stomach-wrenching, gut-churning exercise in pitting your fear of rejection and public humiliation against your desire to find a mate. Enjoy." - Darth Wong
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