Posted: 2003-10-01 09:54pm
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.
Get your fill of sci-fi, science, and mockery of stupid ideas
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So basically thought casting, mind reading, hallucinations, mental domination, causing pain... excellentArthur_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.
It goes by the cartridge being fired. Why, did you notice discrepancies? I'd love to correct them if so.Darth Utsanomiko wrote:If I may ask, what exact source or methodology was used to derive the weapons' damage stats?
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.Arthur_Tuxedo wrote:It goes by the cartridge being fired. Why, did you notice discrepancies? I'd love to correct them if so.Darth Utsanomiko wrote:If I may ask, what exact source or methodology was used to derive the weapons' damage stats?
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.Darth Utsanomiko wrote: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.Arthur_Tuxedo wrote:It goes by the cartridge being fired. Why, did you notice discrepancies? I'd love to correct them if so.Darth Utsanomiko wrote:If I may ask, what exact source or methodology was used to derive the weapons' damage stats?
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).Alyrium Denryle wrote:How much xp to spend at the start? I will assume 50 or so unless you object)
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.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?
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.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
Yes, knowing what someone is thinking confers a massive advantage to those skills.And um... would he get some kind of bonus due to his telepathy to the Pursuasion and empathy skills
I'll be happy to help you along.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.)
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.Name
Player: Ynnub Thishcrana
Whoops. I left that field on the template, didn't I? I'll fix that when I get the chance.Race: Human
Features refers to distinguishing features. Possible entries might be "blue eyes, dirty blonde hair" or "rat-like features" or even "non-descript".Height: 5’ 11’’
Weight: 180
Age: 29
Features:
Conformity and Morality are explained in Chapter 11 (Miscellaneous Character Sheet Terms) of the Big Book.Clothing: Coveralls
Concept: Engineer-like tech personish
Conformity:
Morality:
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).Combat
Body: 6
Coordination: 7
Willpower: 5
Non-Combat
Awareness: 7
Charisma: 4
Talent: 8
Psi (only if Trait taken):
This is whatever would be appropriate to your background. So maybe English and Spanish, or whatever.Languages:
This field shouldn't be here. I'll remove it as soon as I get the chance.Race:
Racial skills and abilities
This isn't a technical game term. It's just what your character does for a living. Strictly for roleplaying.Profession: Character’s career
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.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 –
The HP multiplier is 2 and the FP multiplier is 4 for this campaign (forgot to include that informationHP(Multiplier x Body):
FP(Multiplier x Body):
AP:
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.Impact Resistance(1 x Body + Armor):
Lethal Resistance(Armor):
Damage:
MV:
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 wankageAvailable XP:
Earned XP:
Starting XP: 50
Money:
Inventory:
Weapon Dam Rng ROF Recoil AT
Notes:
Consult the table in the Cyberpunk rules right after the weapon stats. That's where you'll find stats for armor.Armor Res Stealth MV AT Alertness
Notes:
Traits and weaknesses are covered in the chapter Traits and Weaknesses in the Big Book and in the Cyberpunk rules.Traits Magnitude Effect
Weaknesses Magnitude Effect
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.Character background/description:
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:
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...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.
Almost nothing needs fixing, only a coule minor bits.The Dark wrote:I think this is right. Let me know if anything needs fixing.
I count 60 XP spent. Let me check again... nope 50, I was wrong. OK, everything's in order here.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 –
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.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
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.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 to me.Armor Res Stealth MV AT Alertness
X-Light 5 -2 0 0 0
Notes:
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.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
I like this one. Just the right amount of vagueness and story potential. Very impressed with the character overall.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.
Two things. I count only 47 XP spent here, and Engineering should read "Engineering - 22 (Skilled: +8)". Other than that, looks good.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 –
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.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
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).Available XP:
Earned XP:
Starting XP: 50
Money:
Inventory:
Weapon Dam Rng ROF Recoil AT
Standarrd Shotgun
(28 ga buckshot)
Notes:
Holy crap. This guy is probably the best engineer in the world.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
Looks pretty good now. Thanks for the submission.Character background/description:
I'm working on it dammit. I have a life you knowHotfoot wrote:I see 'Punk, but where's the cyber?![]()
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.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.