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Arthur_Tuxedo
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Post by Arthur_Tuxedo »

Alyrium Denryle wrote: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: 0 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
Sounds like a 2 or a 3 to me, but if you want 0 I won't tell you different.
Combat
Body: 5
Coordination: 5
Willpower: 7

Non-Combat
Awareness: 7
Charisma: 7
Talent: 3
Psi : 10
Adds up correctly.
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
There's a reason the template is written so that Skills don't incorporate the stat bonus. It makes it hard to tally up the XP. Could you please un-incorporate the Stats?
Tier 1 Skills: (2 XP per point)
Combat:
Ranged – 10

Psychic (only if Trait taken):
Telepathy – 15

Tier 2 Skills: (1 XP per point)
Combat:
Handgun – 10
Rifle – 0
Heavy – 0
Long range – 0
Hand to hand – 0
Throwing – 0

Social:
Leadership – 0
Persuasion – 12(+ unspecified bonus)
Empathy – 12(+unspecified bonus)

Subtlety:
Alertness – 12(+ 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 – 12(+unspecified bonus)
Music –
Pilot (automobile) – 8
Pilot (Undecided... plane or aircraft maybe) – 8
Law – 12
I'll tally up the XP when I don't have to keep scrolling up to subtract out the Stats.
HP(Multiplier x Body): 10
FP(Multiplier x Body): 20
AP: 1
Impact Resistance(1 x Body + Armor): 6
Lethal Resistance(Armor): 5
Damage:
MV: 2
Impact Resistance should be 10 and Damage should be 3.
Available XP:
Earned XP:
Starting XP:
Starting XP = 50.
Money:
Inventory:

Weapon Dam Rng ROF Recoil AT
Glock 18 1d8 10 25 33+1


Notes:
Recoil is 2 (7) - Read: 2 for semi-auto, 7 for full auto -, AT is Handgun + Coordination, and under notes is where the Capacity 33+1 and Size Jacket goes.
Armor Res Stealth MV AT Alertness

Notes:
Since you put 5 for Lethal Resistance I assume you want X-Light armor. That's Resistance +5 and Stealth -2.
Traits Magnitude Effect
Telepathy 3
Gifted x2 1 +2 psi

Weaknesses Magnitude Effect
Wanted, , stunted x2, enemy
Gifted and stunted are Magnitude 2, not 1, so you have +7/-7 worth of Traits and Weaknesses. It needs to be +5/-5.
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…
Good desc, I like it. I'm starting to notice a general theme of being wanted and on the run. Should make things interesting. I didn't see anything about your Enemy, though. You can't have an Enemy that's the same person as the people you're Wanted by.
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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 Arthur_Tuxedo »

Darth Utsanomiko wrote: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)
Looks good so far.

Combat
Body: 4
Coordination: 7
Willpower: 5

Non-Combat
Awareness: 7
Charisma: 5
Talent: 8
Psi 0
Adds up.
Languages: English

Profession: Unemployed thieving moocher
Hehe. I like that.
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
I count 58. Let me check again... 53 this time. One last time... 53 again.
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
Lethal Resistance 2? I'm unaware of any armor that provides that. Oh I see, a thick cotton trenchcoat being considered "XX-Light". I guess that works. Don't see why not really.
Available XP: 2 (This is left over, as I'm still waiting for a list of computer-related skills)
Earned XP:
Starting XP:
I'll try and get the computer skills and cyber stuff down today. I should have time. But do rectify the 53 XP discrepancy (you probably forgot about the doubling rule, right?)
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.
Looks pretty good, except for the melee weapons, and that's my fault. Damage for the butterfly knife should be 1d4*2 (your Damage score) and 1d6*2 for the machete. AT for the Beretta should be Handgun+Coordination and for the melee weapons Hand to Hand+Coordination+1. Also size Pocket for the Beretta, and Range 5 instead of 15.
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.
Looks good.
"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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Utsanomiko
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Post by Utsanomiko »

Arthur_Tuxedo wrote:
Darth Utsanomiko wrote: 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
I count 58. Let me check again... 53 this time. One last time... 53 again.
Weird, because I kept coming up with 48. Maybe my math is bad.

Tier one: (6x2) = 12, Tier two: (6+5+3+1+2+7+4+3) = 31, tier three: (4+5+1 x 1/2) = 5, 12+31+5 = 48.

I thought I might have messed up the description on how XP are spent on points (or the other way round), but that comes up with (3+31+20) = 54 instead. I must be missing something, but I can't really fix it untill then.
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
Lethal Resistance 2? I'm unaware of any armor that provides that. Oh I see, a thick cotton trenchcoat being considered "XX-Light". I guess that works. Don't see why not really.
I figured it wasn't heavy or sturdy enough to qualify as 5 resistance, so I compromised. Feel free to bump it up or down for realism.

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.
Looks pretty good, except for the melee weapons, and that's my fault. Damage for the butterfly knife should be 1d4*2 (your Damage score) and 1d6*2 for the machete. AT for the Beretta should be Handgun+Coordination and for the melee weapons Hand to Hand+Coordination+1. Also size Pocket for the Beretta, and Range 5 instead of 15.
You sure about only a range of 5? The Neos is a pretty sturdy pistol, and I know a .22 is a small round, but the Long Rifle case has quite a bit of powder behind it and it keeps a level trajectory. Setting it to 10 like the other pistols would at least suit it better, but it's ulitmately up to you. Or maybe I'm thinking of the .22 Hornet, though. But I wouldn't be surprised to at least see a future Neos variant using that instead, if needed. Again, it's your decision.

I fixed all the other stuff, though.
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Arthur_Tuxedo
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Post by Arthur_Tuxedo »

Darth Utsanomiko wrote:Weird, because I kept coming up with 48. Maybe my math is bad.

Tier one: (6x2) = 12, Tier two: (6+5+3+1+2+7+4+3) = 31, tier three: (4+5+1 x 1/2) = 5, 12+31+5 = 48.

I thought I might have messed up the description on how XP are spent on points (or the other way round), but that comes up with (3+31+20) = 54 instead. I must be missing something, but I can't really fix it untill then.
Ah I see. You forgot about the doubling rule. Every time a skill reaches a multiple of 5, the cost to increase it doubles. So it's not just 6x2 = 12 for Tier 1, it's 5 x 2 + 1 x 4 = 14. Most people forget that one (so do I occasionally to tell the truth).
I figured it wasn't heavy or sturdy enough to qualify as 5 resistance, so I compromised. Feel free to bump it up or down for realism.
It's fine the way it is. If it were leather it would be X-light, but you're right that cotton doesn't qualify, even if it's thick.
You sure about only a range of 5? The Neos is a pretty sturdy pistol, and I know a .22 is a small round, but the Long Rifle case has quite a bit of powder behind it and it keeps a level trajectory. Setting it to 10 like the other pistols would at least suit it better, but it's ulitmately up to you. Or maybe I'm thinking of the .22 Hornet, though. But I wouldn't be surprised to at least see a future Neos variant using that instead, if needed. Again, it's your decision.
I assumed with such a small caliber it was a vest pocket pistol. If it's normal sized, then recoil is 0 and range is 10. Maybe you could give me a link that describes the gun?
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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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Hotfoot
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Post by Hotfoot »

Arthur_Tuxedo wrote:Ah I see. You forgot about the doubling rule. Every time a skill reaches a multiple of 5, the cost to increase it doubles. So it's not just 6x2 = 12 for Tier 1, it's 5 x 2 + 1 x 4 = 14. Most people forget that one (so do I occasionally to tell the truth).
Might I suggest a spreadsheet tool that can automatically talley up costs of skills and all that stuff so as to ease character generation? :)

And of course, I eagerly await the cyber. ;)
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The Dark
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Post by The Dark »

Arthur_Tuxedo wrote: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.
I cheated :wink: . I was using the character sheet, the Big Book, and this thread (with the corrections to ab's engineer) to read over what all of it meant.
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.
Fixed on my copy. I was kinda wondering what the AT column was for...I had AT and AP confused when I was working on this (next time I won't try to finish a character at 12:30 in the morning).
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Anarchist Bunny
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Post by Anarchist Bunny »

I updated my character sheet(second tier quotes) and responded.
Arthur_Tuxedo wrote:
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+8(skilled)
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.
I get 50
5x2 + 1x4= 14
5x1 + 1x2=7
5+5+5 (my subtleties)= 15
5x.5 = 2.5 + 5x1= 7.5 + 4x1.5=13.5
piloting .5

Add it all up 14+7+15+13.5+.5=50
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.
Ummm, I'm not sure what to put for armor, didn't see any sort of listing.
Available XP:
Earned XP:
Starting XP: 50

Money:
Inventory:

Weapon Dam Rng ROF Recoil AT
Pump action Shotgun 10(?) 1 1 13
(12 ga buckshot)
A big wrench

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).
Yeah, I got the Standard shotgun thing from a list in G&G, I go with the pump action with 12 ga buckshot.
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.
Hee hee.
Character background/description:
Looks pretty good now. Thanks for the submission.
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Arthur_Tuxedo
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Post by Arthur_Tuxedo »

Hotfoot wrote:Might I suggest a spreadsheet tool that can automatically talley up costs of skills and all that stuff so as to ease character generation? :)
How do I go about doing that?
And of course, I eagerly await the cyber. ;)
I'll try and do it today. I might have a date tonight though, not sure. She wasn't feeling well yesterday, so if I don't go out then I'll do that stuff.
"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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Post by Arthur_Tuxedo »

The Dark wrote:
Arthur_Tuxedo wrote: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.
I cheated :wink: . I was using the character sheet, the Big Book, and this thread (with the corrections to ab's engineer) to read over what all of it meant.
Everyone did a terrific job with their sheets. I'm really impressed.
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.
Fixed on my copy. I was kinda wondering what the AT column was for...I had AT and AP confused when I was working on this (next time I won't try to finish a character at 12:30 in the morning).[/quote]
Ah I see. :)
"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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Post by Arthur_Tuxedo »

anarchistbunny wrote:I updated my character sheet(second tier quotes) and responded.
Arthur_Tuxedo wrote:
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+8(skilled)
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.
I get 50
5x2 + 1x4= 14
5x1 + 1x2=7
5+5+5 (my subtleties)= 15
5x.5 = 2.5 + 5x1= 7.5 + 4x1.5=13.5
piloting .5

Add it all up 14+7+15+13.5+.5=50
You're right. Don't know what I was thinking.
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.
Ummm, I'm not sure what to put for armor, didn't see any sort of listing.
You can find armor lists either in the Cyberpunk rules below the weapon stats or in the Big Book (just take out the Def column if you use that one, there's no Defense in G&G as nobody can dodge bullets).
Available XP:
Earned XP:
Starting XP: 50

Money:
Inventory:

Weapon Dam Rng ROF Recoil AT
Pump action Shotgun 10(?) 1 1 13
(12 ga buckshot)
A big wrench

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).
Yeah, I got the Standard shotgun thing from a list in G&G, I go with the pump action with 12 ga buckshot.
Sounds good. Recoil should be either 6 or 7 (can't remember) but that's just nit picking as Recoil doesn't apply for pump guns. Capcity 8 shots and Size Trench go under Notes. The stats for a wrench should maybe be (1d4+1)*3 (3 is your Damage score) damage, Range S, and AT Hand to Hand + Coordination.
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.
Hee hee.
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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Hotfoot
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Post by Hotfoot »

Arthur_Tuxedo wrote:
Hotfoot wrote:Might I suggest a spreadsheet tool that can automatically talley up costs of skills and all that stuff so as to ease character generation? :)
How do I go about doing that?
Well, a spreadsheet program like Excel would be a good place to start. The math for skills seems a little complicated (well, okay, very complicated), but with the proper functions put in, you should be able to put in a skill level and have the spreadsheet pop out the cost in another cell.

For potential reference, here's one I made a while ago for the Core Silhouette rules system. It's a little spartan, but note how it tallies up stat point costs and skill point costs. :)
And of course, I eagerly await the cyber. ;)
I'll try and do it today. I might have a date tonight though, not sure. She wasn't feeling well yesterday, so if I don't go out then I'll do that stuff.
Fair enough, no huge rush. :)
Do not meddle in the affairs of insomniacs, for they are cranky and can do things to you while you sleep.
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Gerard_Paloma
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Post by Gerard_Paloma »

Ok, the page for this campaign is up. You can check it out at http://www.bladesandbarmaids.net/campai ... rpunk.html.

For everyone who Art has said your character sheet is fine and finished, please send it in .doc format to gerard_paloma@bladesandbarmaids.net. I will then post the sheets to the campaign page for everyone else to download and print out, if you wish.

BTW, are you playing, Hotfoot? I didn't add you to the campaign page, but let me know and it's done.
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Alyrium Denryle
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Post by Alyrium Denryle »

Updated!!!

Name: Dr. Benjamin Lennox
Player: Aly
Race: Caucasian(German, English, Australian[aka british criminal ])
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): 10
Lethal Resistance(Armor): 5
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(7) 10


Notes: size-pocket conceal... Capacity=33+1

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

Traits Magnitude Effect
Telepathy 3
Gifted x1 2 +1psi

Weaknesses Magnitude Effect
Wanted, enemy , 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 11:20pm, edited 3 times in total.
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Post by Hotfoot »

Gerard_Paloma wrote:BTW, are you playing, Hotfoot? I didn't add you to the campaign page, but let me know and it's done.
I plan on it, but I haven't worked out a character yet due to time constraints and the lack of cybernetics. ;)
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Arthur_Tuxedo
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Post by Arthur_Tuxedo »

Alyrium Denryle wrote:Updated!!!

Name: Dr. Benjamin Lennox
Player: Aly
Race: Caucasian(German, English, Australian[aka british criminal ])
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
Adds up to 50. Looks good to me.
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
Lethal Resistance just equals the armor's Resistance, and Impact is armor's Resistance plus your Body, so Lethal should be 5 and Impact 10.
Available XP: 50
Earned XP:
Starting XP:

Money:
Inventory:

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


Notes:
Only things to change are to make Recoil 2 (7) instead of just 2 and add the Capacity and Size under 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,
I assume you meant to put Enemy here since it's in the description.
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....
Looks good. Just make the couple minor fixes and send to Gerard. No need to post here again.
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Post by Gerard_Paloma »

Hotfoot wrote:I plan on it, but I haven't worked out a character yet due to time constraints and the lack of cybernetics. ;)
Ok, I'll add you to the campaign page, then. Art informs me that he's working on the cybernetics at this very moment.
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Post by Arthur_Tuxedo »

Just updated the rules and template. Template just to remove the Race fields. Rules to add Cybernetics. I'm about halfway done with that.
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Post by Hotfoot »

Gerard_Paloma wrote:
Hotfoot wrote:I plan on it, but I haven't worked out a character yet due to time constraints and the lack of cybernetics. ;)
Ok, I'll add you to the campaign page, then. Art informs me that he's working on the cybernetics at this very moment.
Broohaha
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Post by Gerard_Paloma »

The links for the template and Rules can now be found at http://www.bladesandbarmaids.net/mods/gandg.html.
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Post by Gerard_Paloma »

Arthur_Tuxedo wrote:Rules to add Cybernetics. I'm about halfway done with that.
That's good, because I noticed something. The Magnitude 2 Trait "Decked Out" gives 10k worth of implants, but implants are damn expensive. So I'm thinking either implants should be cheaper, or the traits should have higher dollar amounts of implants.
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Post by Hotfoot »

Gerard_Paloma wrote:
Arthur_Tuxedo wrote:Rules to add Cybernetics. I'm about halfway done with that.
That's good, because I noticed something. The Magnitude 2 Trait "Decked Out" gives 10k worth of implants, but implants are damn expensive. So I'm thinking either implants should be cheaper, or the traits should have higher dollar amounts of implants.
Amen brudda! :D
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Post by Gerard_Paloma »

I just got Alyrium's (mostly) finished character sheet, and posted it on the site. I've got it set up so you can go to http://www.bladesandbarmaids.net/campai ... rpunk.html, and then click on a character's name to download each character sheet. I've only got the one for now. Art still hasn't given the thumbs up on my sheet. Anybody else?
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Post by Utsanomiko »

Well, except for the discrepancies of my stat total being over 50 (I still yet again count 48, and the two I added with the addition of the hacking skill makes it 50), and my pistol's range (which I've now got at 10, same as a several other pistols that, IIRC have similar real life ranges as a .22lr), I think mine is just about finished. Don't think I have anything left on it to tweak, and none of the cybernetics interest me enough to add. So this is it:


Name: Stavis Reinheld
Player: Utsanomiko
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 – 6
Stealth – 4
Sleight of hand – 3
Hacking – 3

Tier 3 Skills: (1/2 XP per point)
Medic –
Electronics – 4
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:
Earned XP:
Starting XP:

Money: $430
Inventory: Shoulder holster, machete sheath (attached to trenchcoat lining), five clips of .22lr, basic lockpick kit, various hotwiring and electronics tools and equipment, small-size screwdriver/ratchet set, pliers, wire cutters, 8oz container of curry powder, half-full bottle of Irish scotch.

Weapons:
Beretta U22 Neos 1D4 Dam, 10 Rng, 2 ROF, 1 Recoil, 13 AT
Machete 1D6*2 Dam, 14 AT
Butterfly knife 1D4*2, S Rng, 14 AT
Notes: Beretta holds 10+1 rounds of .22LR.

Armor:
Trenchcoat Res 2, Stealth -1
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 »

Darth Utsanomiko wrote:Well, except for the discrepancies of my stat total being over 50 (I still yet again count 48, and the two I added with the addition of the hacking skill makes it 50)
I think I know where the problem is. Let me run down the costs of each skill.
Tier 1 Skills: (2 XP per point)
Combat:
Ranged – 6
Ranged: 5 * 2 = 10, 1 * 4 = 4
Total: 14
Tier 2 Skills: (1 XP per point)
Combat:
Handgun – 6
Rifle – 0
Heavy – 0
Long range – 0
Hand to hand – 5
Throwing – 0
Handgun: 5 * 1 = 5, 1 * 2 = 2
HtH: 5
Total: 12
Social:
Leadership – 0
Persuasion – 3
Empathy – 1
Persusasion: 3
Empathy: 1
Total: 4
Subtlety:
Alertness – 0
Spot – 2
Security – 6
Stealth – 4
Sleight of hand – 3
Hacking – 3
Spot: 2
Security: 5 * 1 = 5, 1 * 2 = 2
Stealth: 4
Sleight of hand: 3
Hacking: 1 to purchase, +3
Total: 20
Tier 3 Skills: (1/2 XP per point)
Medic –
Electronics – 4
Education –
Pilot (automobile) – 5
Pilot (specific vehicle) –
Law – 1
Electronics: 1 to purchase, +2
Pilot: 2.5
Law: 1 to purchase, +.5
Total: 7

This comes to a grand total of 57 (assuming I did my math right). I think what you forgot was that any skill without a 0 in front of it to start with costs 1 XP to purchase, after which you can begin to add points to it. I think that rule is in the Big Book, if not, it's Justin's fault, because it should be.

Again, if you come up with different math, run it down for me. It's kind of late, so that would be perfectly reasonable.
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Post by Hotfoot »

Hold on, think I just solved the skill point equation thingy.

Skill/5=X
If X <=1, X*10 = cost
If 1< X <= 2, X-1 * 20 + 10 = cost
If 2< X <= 3, X-2 * 40 + 30 = cost

And so on. Not exactly efficient, but it looks to get the job done well enough to be a kludge. Adjust for initial skill point cost and whatnot as needed. :)
Do not meddle in the affairs of insomniacs, for they are cranky and can do things to you while you sleep.
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"Every time you talk about Teal'c, I keep imagining Thor's ass. Thank you very much for that, you fucking fucker." -Marcao
SG-14: Because in some cases, "Recon" means "Blow up a fucking planet or die trying."
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