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 Character Consepts: Mages/Mystics/Adepts

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Wreck
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PostSubject: Re: Character Consepts: Mages/Mystics/Adepts   Thu Feb 19, 2009 8:39 pm

We could, but the only one I'd increase at this point would be Body... which can always use an increase if you can spare it.

When you say leave Shadowing and Infiltration at 3, do you mean with or without specialization?
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PostSubject: Re: Character Consepts: Mages/Mystics/Adepts   Thu Feb 19, 2009 8:56 pm

Okay, so the Shotgun only needs 3 recoil comp, because it can't fire FA. If I use the Heavy barrel, it doubles the cost of the shotgun, if I use Foregrip (NY50) it gains a +1 concealability modifier (Not good, but not horrid). I think I'd rather go with the foregrip to save the NY1200 for something like Commlink, etc. What do you say?
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PostSubject: Re: Character Consepts: Mages/Mystics/Adepts   Thu Feb 19, 2009 9:32 pm

okay, we can go with the foregrip, that shaves off NY1150, ignore what i said about stealth because i really don't remember. Is their much of anything else that we need, since now we are at 381 points and NY1185
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PostSubject: Re: Character Consepts: Mages/Mystics/Adepts   Thu Feb 19, 2009 9:37 pm

Recap!

Attributes
Body: 6
Agility: 4
Reaction: 4 (6)
Strength: 9
Charisma: 2
Intuition: 3
Logic: 3
Willpower: 4
Edge: 1
Magic: 6

Active Skills
Blades (Axes) : 4 (6)
Dodge : 4
Perception : 1
Unarmed Combat (Martial Arts) : 2 (4)
Pilot Ground Craft (Bike) : 1 (3)
Intimidation (Physical) : 2 (4)
Longarms (Shotguns) : 3 (5)
Shadowing (Tailing) : 1 (3)
Inflitration (Urban) : 1 (3)

Qualities
Adept
High Pain Tolerance 2

Sensitive System
Vindictive
Allergy com/mild (Peanuts)

Weapons
Combat Axe
+Sling/Lanyard
Personalied Grip
Franchi SPAS-22
+Extended Clip
+Personalied Grip
Foregrip
+Sling/Lanyard
9x Shock Lock Rounds (Shotgun)
5x Spare Clips

Armors
Lined Coat
Nonconductivity (Rating 6)
Shock Frills
Clothing (Cheap)

Vehicles
Harley Scorpion (Chopper)

Commlinks
Commlink : Novatech Airware
OS : Iris Orb

Equipments
Weapon Focus (Rating 2) + 2 BP for Bound Focus
Fake Sin (Rating 4)
Glasses
+Low Light Vision
+Flare Compensation
+Image Link
+Smartlink
Earbud
Fake License (Rating 4)

Powers
Improved Reflexes (level 2)
Killing Hands
Elemental Strike
Attribute Boost Str (Level 2)
Mystic Armor (level 1)
Nimble Fingers
Attribute Boost Agi (Level 3)

Total BP= 377, NY245 to spare.
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PostSubject: Re: Character Consepts: Mages/Mystics/Adepts   Thu Feb 19, 2009 9:55 pm

yep, that sounds about right. What should we do, we have the weapons and gear, so maybe get better skills?
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PostSubject: Re: Character Consepts: Mages/Mystics/Adepts   Thu Feb 19, 2009 10:01 pm

The skills are good for now, lets grab a contact or two. I know he's supposed to compliment your character, but... it never hurts to have more/different people to talk to. Maybe he knows some Viking (wannabies) Biker Gangers. Or a Smuggler? You know the guy who can get the goods, he knows the guy who can move em?
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PostSubject: Re: Character Consepts: Mages/Mystics/Adepts   Thu Feb 19, 2009 10:03 pm

a smuggler would be nice, can get us hard to find stuff, and sell any stuff that would be difficult to fence on the black market, so maybe a 2/3 smuggler, and we could use a hacker to get us information, so maybe a spider 2/4?
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PostSubject: Re: Character Consepts: Mages/Mystics/Adepts   Thu Feb 19, 2009 10:18 pm

You've got a hacker right?
What about a Talismonger? I've got my focus, you got yours. We may need more eventually.

Ok, with the smuggler that brings us to 382
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PostSubject: Re: Character Consepts: Mages/Mystics/Adepts   Thu Feb 19, 2009 10:47 pm

true, ya never know when you might need a better focus, or a new one. or just someone else that knows magic, but i've gotta go to bed, later bro.
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PostSubject: Re: Character Consepts: Mages/Mystics/Adepts   Fri Feb 20, 2009 12:01 am

Okay, the 2/4 talismonger brings us to 88. That's three skill points dead even, and I've still got the NY to buy credsticks or restraints.
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PostSubject: Re: Character Consepts: Mages/Mystics/Adepts   Fri Feb 20, 2009 12:25 am

how about 4 credsticks and some restraints?, then we bump shadowing, perception, and infiltration up 1 notch. Why don't you give us the final tally for everything, character sheet and all.
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Race: Human
Sex: Male

PostSubject: Re: Character Consepts: Mages/Mystics/Adepts   Fri Feb 20, 2009 1:42 am

Attributes
Body: 6
Agility: 4
Reaction: 4 (6)
Strength: 9
Charisma: 2
Intuition: 3
Logic: 3
Willpower: 4
Edge: 1
Magic: 6

Qualities
Adept
High Pain Tolerance 2

Sensitive System
Vindictive
Allergy com/mild (Peanuts)

Active Skills
Blades (Axes) : 4 (6)
Dodge : 4
Perception : 2
Unarmed Combat (Martial Arts) : 2 (4)
Pilot Ground Craft (Bike) : 1 (3)
Intimidation (Physical) : 2 (4)
Longarms (Shotguns) : 3 (5)
Shadowing (Tailing) : 2 (4)
Inflitration (Urban) : 2 (4)

Knowledge Skills
Norsk : N
English : 2
Magic Background (cont.) (The Warrior's Way) : 1 (3)
World Religions : 1
Current Events (World News) : 2 (4)
Combat Bike Schedule : 1
Magical Threats : 2
Corp. Security Tactics : 2
Smuggling routes : 2
Urban Brawl Odds : 1
Urban Brawl Schedule : 1
Mercenary Hangouts : 2

Weapons
Combat Axe
+Sling/Lanyard
+Personalied Grip
Franchi SPAS-22
+Extended Clip
+Foregrip
+Sling/Lanyard
+Personalied Grip
9x Shock Lock Rounds (Shotgun)
5x Spare Clips
Survival Knife
+Personalied Grip

Armors
Lined Coat
Nonconductivity (Rating 6)
Shock Frills
Clothing (Cheap)

Vehicles
Harley Scorpion (Chopper)

Commlinks

Commlink : Novatech Airware
OS : Iris Orb
Subvocal Microphone

Equipments
Weapon Focus (Rating 2)
Fake Sin (Rating 4)
Glasses
+Low Light Vision
+Flare Compensation
+Image Link
+Smartlink
Earbud
Fake License (Rating 4)
Certified Credstick (Silver)
5x Plastic Restraints (per 10)

Powers
Improved Reflexes (level 2)
Killing Hands
Elemental Strike
Attribute Boost Strength (Level 2)
Mystic Armor (level 1)
Nimble Fingers
Attribute Boost Agility (Level 3)

Contacts
Smuggler (L:2 C:3)
Talismonger (L:2 C:4)
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PostSubject: Re: Character Consepts: Mages/Mystics/Adepts   Fri Feb 20, 2009 6:22 am

wow, he looks bad trog. Did you remember to mention that he is a troll? I also made a spot for us to post our characters


Last edited by wngd_phantom on Fri Feb 20, 2009 12:06 pm; edited 2 times in total
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PostSubject: Re: Character Consepts: Mages/Mystics/Adepts   Fri Feb 20, 2009 12:00 pm

Think we should go for a third viking character, one thats good with technology?
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PostSubject: Re: Character Consepts: Mages/Mystics/Adepts   Fri Feb 20, 2009 2:29 pm

we also forgot something, trolls have a natural +1 armor.
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PostSubject: Re: Character Consepts: Mages/Mystics/Adepts   Sat Feb 21, 2009 8:53 pm

Wreck for our last character, what would you say to a magician/hacker, or maybe a technomancer?
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PostSubject: Re: Character Consepts: Mages/Mystics/Adepts   Sun Feb 22, 2009 3:08 am

actually Bro, i included the armor and all of the gear in with my initial cost, so you don't have to lower the contacts rating.
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PostSubject: Re: Character Consepts: Mages/Mystics/Adepts   Sun Feb 22, 2009 3:40 am

yeah, but I didn't when I told you where we were with the BPs, because I forgot to actually get it.
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PostSubject: Re: Character Consepts: Mages/Mystics/Adepts   Sun Feb 22, 2009 1:31 pm

Did you want to drop the custom look on the axe?
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PostSubject: Re: Character Consepts: Mages/Mystics/Adepts   Sun Feb 22, 2009 2:22 pm

I hate it when your right, I guess i didn't count the armor into the price, alrighty, i guess we take the talsimonger down to a 2/3 and figure out what to do with our left over NY4,485. And i know of 3 ways we can add the focus-at-start BP on the chargen, we make a contact named focus and make it for the bp we need, or we make a quality do the same thing, or make an actual piece of equipment than wash, rinse, and repeat.

This is what i have so far:

Troll (natural thermographic vision, +1 reach, +1 armor)
adept


Attributes
Body: 6
Agility: 4
Reaction: 4 (6)
Strength: 9
Charisma: 2
Intuition: 3
Logic: 3
Willpower: 4

Edge: 1
Magic: 6
Initiative: 9
Essence: 6

Skills
Blades (Axes) : 4
Dodge : 4
Perception : 2
Unarmed Combat (Martial Arts) : 2
Pilot Ground Craft (Bike) : 1
Intimidation (Physical) : 2
Longarms (Shotguns) : 3
Shadowing (Tailing) : 2
Inflitration (Urban) : 2

Positive Qualities
Adept
High Pain Tolerance 2

Negative Qualities
Sensitive System
Vindictive
Allergy com/mild (peanuts)

Weapons
Combat Axe
+lanyard
+ personalized Grip
Franchi SPAS-22
+extended clip (13 rounds)
+fore grip
+sling
+ personalized Grip
5x Spare Clips
9x Shock Lock(10 shots)
Survival Knife
+ personalized Grip

Armors
Lined Coat
+Shock Frills
+Nonconductivity (Rating 6)
Securetech PPP leg and arm casings
Securetech PPP vitals protector plate


Vehicles
Harley Scorpion (Chopper)

Commlinks
Commlink : Novatech Airware
OS : Iris Orb

Equipments
Glasses
+Low Light Vision
+Smartlink
+Image Link
+Flare Compensation
Fake License (Rating 4)
5x Plastic Restraints (per 10)
Certified Credstick (Silver)
Fake Sin (Rating 4)
Weapon Focus 2bp + cost (Rating 2)
Earbud
Subvocal Microphone

Powers
Killing Hands
Elemental Strike
Improved Reflexes (level 2)
Attribute Boost (Level 2)
Attribute Boost (Level 3)
Mystic Armor (level 1)
Nimble Fingers

Contacts
smuggler (L:2 C:3)
talismonger (L:2 C:3)

I think thats it, right?
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PostSubject: Re: Character Consepts: Mages/Mystics/Adepts   Sun Feb 22, 2009 7:50 pm

heh, actually, I took your advice and dropped the custom look, it was easier to do mathematically. ^)^ I ended up buying a combat knife too, never know when you need to cut something small? I'll post up later when I've got time.
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PostSubject: Re: Character Consepts: Mages/Mystics/Adepts   Sun Feb 22, 2009 8:39 pm

Of course, if we drop the point on the talismonger, he can get the lower arm and shin guards, giving him +2 to impact. and the bike helmet which would give him an additional +1/+2 raising his total damage soak dice pool to 17/17 (18/19 with helmet).
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PostSubject: Re: Character Consepts: Mages/Mystics/Adepts   Sun Feb 22, 2009 10:20 pm

You know, since he has a Str 9, He doesn't really need an Atrib Boost Str 2, 11 is the same as 10 when it comes to damage, (round down with that math) and 1 die less for the rare strength tests won't matter much either seeing as how he probably won't even be using the boost at the time unless he's desperate. The only argument for it, is that he would get 8 dice to roll for duration:(hits*2 combat rounds) instead of 7, before he'd have to resist drain.

Also, re-reading the rules on quick draw... you can only do it with pistols and pistol-sized weapons? like knives? So it's not good for the axe or the shotgun; both are too big. However, if he takes the .5 Adept power Quick Draw... he can do it with ANY weapon!!!!

I was mistaken on nimble fingers too. it just provides a +1 die mod to certain tests, and a couple of tests become free actions. The Power that grants an additional free action is the .5 multi-tasking power.

So, if I drop Nimble Fingers (.25), and Make Boost Atrib Str level 1 (.25) - or make Boost Atrib Agi level 2 (.25) - that frees up the Power Points for him to get Quick Draw. and then he has to make a Reaction 3(5) + Weapon Skill (2) Test. I think Quick Draw holsters are still only made for pistols though

Next point. I have that one point left for Attributes. we originally said put it in Reaction 4(6) - it's now 3(5) - or Body 7 - it's now 6 - We could use that if we had to, it would give us plenty of money and or skills/contacts. Or, we can argue the merits of Reaction vs. Body.

Reaction: +1 die pool for Initiative, Dodge, and some magic resistance tests.
Body: +1 Box Physical and Stun Damage Tracks (because you round up on that math), and +1 die pool against toxins/poisons/some magic resistance/etc. tests

Which do you think? Also can you think of any other arguments for or against any of this I may not have noticed?


Last edited by Wreck on Sun Feb 22, 2009 10:28 pm; edited 4 times in total (Reason for editing : corrections)
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PostSubject: Re: Character Consepts: Mages/Mystics/Adepts   Mon Feb 23, 2009 1:26 am

remember what ive posted above is exactly 400bp, except for the few extra thousand bucks we have left over.

MAYBE drop the attribute boost lower than what it is now, this is what we have:

attribute boost
Purchased for a specific Physical attribute.
To gain the boost : Magic + 2 Test. Each hit boosts the attribute by 1.

The boost lasts for hits*2 Combat Turns.
Drain : 2S resisted by Willpower + Body when the boost runs out.

which can in theory give us a 17 strength.

I personally say we lower attribute boost agility to a level 2, drop nimble fingers, and don't get multi-tasking since it only gives the boost when not involved in combat. Then we pick up quick draw that way we can quickdraw anything, and it is easier to nail the success in the test. We also don't need to use quick draw holsters for this either, so we can use concealed holsters for all of our weaponry (size of weapons don't matter for them). we can use the money elsewhere since we dropped customized look.

thus far the powers are:
Powers
Killing Hands
Elemental Strike
Improved Reflexes (level 2)
Attribute Boost (Level 2)
Attribute Boost (Level 2)
Mystic Armor (level 1)
Quick Draw

I say keep the armor where it is at, at the moment, remember mystic armor and troll armor do count towards the maximum encumberance that we can use. Our body currently is a 6 which gives us 12 in that respect.

If we are going to lower an attribute to give us more cash or anything else i say we lower charisma to a 1 since its not going to be of grave importance, Since our two characters are supposedly partners, our elven investigator will be our face, and we just use this guy as the big hammer, besides the lower cost means it will be easier to upgrade after we get karma. As to what we do with those ten points, i leave to you.

That should be my opinion on just about everything.
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PostSubject: Re: Character Consepts: Mages/Mystics/Adepts   Mon Feb 23, 2009 5:41 am

I re-read the Boost Attrib Power. (I was checking to make sure you didn't miss anything... and you didn't) I thought that the boost was restricted to the level of the Power. i.e. I have a level 2 Boost Attrib. so I can only hope for a max boost of +2 to that Attribute. Nope, you're right, IF he was capable of having a Str of 17, he could theoretically get it. But, I'm pretty certain that the rule of Racial limits still applies even with this Boost Power, so that means he's still stuck at 15. Either way, that is a Starting Damage of 7P for fists and 11P for the axe. Add the Incapacitate Check for the electrical damage, and we've got a nasty little cuss.

I agree, Both Boosts should be at level 2.

I wasn't going to lower an Attribute. Sorry if I wrote that Strangely. We had 10points at the end that we allocated back to Attributes. First we stuck it in Reaction. Now I'm re-thinking that we should move it to body, because I think he will be making more Tests that use the Body attribute than Reaction. I never thought of lowering Charisma... although we could.

Okay, Both contacts at 2/3, spend the rest of the money on Custom Look, Gyromount, Combat Load vest and ammo pouches, and some other stuff.
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