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Old 06-18-2020, 04:16 PM   #25
GnomesofZurich
 
Join Date: Sep 2005
Location: Canada
Default Re: DreadStormers (OOC)

Quote:
Originally Posted by Sinzarious View Post
Oookay. Re-did the math, changed a few things around. I need a double-check to make sure everything is on par now. Any input is appreciated. Mechanic character with Sensors operation as back up. Still working up pieces of the back story, but that doesn't have to hold up progress.

Code:
Name: Randall Valford
Race: Human (Torralian)
Height: 6'
Weight: 182 lbs.
Hair: Dirty Blonde - Short carefree
Eyes: Blue-Gray - Inquisitive
Skin: Light - Fair


Attributes [245]

ST 12 [20]
DX 14 [80]
IQ 14 [80]
HT 12 [20]

HP 15 [6]
Will 17 [15]
Per 15 [5]
FP 15 [9]

Basic Lift 29
Damage 1d-1/1d+2

Basic Speed 7 [10]
Basic Move 7

Ground Move 7
Water Move 1

Social Background [20] 

TL: 10 [0]

Cultural Familiarities: Torralian (Native) [0]; Jakorbi (Alien Culture) [2]; Zorbani (Alien Culture) [2].

Languages: Torralian (Native) [0]; Jakorbi (Native) [8];  Zorbani (Native) [8].

Advantages [88]

Psychokinesis Talent (3) [15]
TK Grab (Psi) (20) [40]
TK Bullet (Psi) (5) [5]
TK Crush (Psi) (5) [5]
PK Shield (Psi) (10) [8]
Extra ST without HP (Psi) (2) [15]



Disadvantages [-30]

Berserk (12 or less) [-10]
Code of Honor (Soldier's) [-10]
Overconfidence (12 or less) [-5]
Sense of Duty (Friends and Companions) (Small Group) [-5]

Quirks [-5]

Careful [-1]
Dislikes Authority [-1]
Dreamer [-1]
Humble [-1]
Likes Wearing Black [-1]

Skills [62]

Normal Skills

Acrobatics DX/H - DX-2 12 [1]
Brawling DX/E - DX+1 15 [2]
Computer Operation/TL10 IQ/E - IQ+0 14 [1]
Electronics Operation/TL10 (Sensors) IQ/A - IQ+0 14 [2]
Electronics Repair/TL10 (Sensors) IQ/A - IQ+0 14 [2]
Engineer/TL10 (Fusion Reactor) IQ/H - IQ+0 14 [4]
First Aid/TL10 (Human) IQ/E - IQ+1 15 [2]
Free Fall DX/A - DX+0 14 [2]
Jumping DX/E - DX+0 14 [1]
Knife DX/E - DX+0 14 [1]
Mathematics/TL10 (Applied) IQ/H - IQ-1 13 [2]
Mechanic/TL10 (Fusion Reactor) IQ/A - IQ+0 14 [2]
Navigation/TL10 (Space) IQ/A - IQ-1 13 [1]
Piloting/TL10 (High-Performance Spacecraft) DX/A - DX+0 14 [2]
Scrounging Per/E - Per+0 15 [1]
Smuggling IQ/A - IQ-1 13 [1]
Soldier/TL10 (Torralian Defense Force) IQ/A - IQ+0 14 [2]
Soldier/TL10 (Zorbani Navy) IQ/A - IQ-1 13 [1]
Spacer/TL10 IQ/E - IQ+2 16 [4]
Vacc Suit/TL10 DX/A - DX+0 14 [2]

Psychokinetic Skills and Techniques

TK Grab IQ/H - IQ-1 16 [2]
	includes: +3 from 'Psychokinesis Talent'
-Mass Grab (TK Grab) Tech/H -  12 [4]

TK Crush IQ/H - IQ-1 16 [2]
	includes: +3 from 'Psychokinesis Talent'
-Brain Squeeze (TK Crush) Tech/H -  12 [7]

TK Bullet IQ/H - IQ-1 16 [2]
	includes: +3 from 'Psychokinesis Talent'
-Silencer (TK Bullet) Tech/H -  16 [3]

PK Shield IQ/H - IQ-1 16 [2]
	includes: +3 from 'Psychokinesis Talent'
-Expansion (PK Shield) Tech/H -  12 [2]
-Suppression (PK Shield) Tech/H -  12 [2]


Stats [245]  Ads  (includes social)[108] Disads [-30] Quirks [-5] Skills [62]

Total  [380]
A couple of things I note: I'm not sure that Cultural Familiarity should cost [2], in this case; the Zorbani, Jakorbi, Republic, and Manu are all humans, and presumably have some shared ancestry, so these aren't truly alien as compared to an entirely different species that underwent physical and cultural evolution in a separate environment. Also, having Native proficiency in those languages should only cost [6], not [8].

TK Grab has a net +40% in modifiers, so with the modified pricing for TK should work out to 2.8 per level; 20 levels would therefore work out to [56]. The TK Grab (Short Ranged) variant has a net -20% in modifiers, so costs 1.6 per level; 20 levels would cost [32]. Are TK Bullet and TK Crush intended as alternative abilities to TK Grab? I'm guessing so based on the pricing.

Are you sure you want Berserk? I would think it a disqualifying disadvantage for an undercover agent. Regarding quirks, "Likes to wear black" is very similar to the "wears black" that B163 notes as not a valid quirk, because it is completely passive without negative side effects.

If ericthered agrees that the Language costs should be [6] and not [8], I'd suggest maybe raising Brawling a level to qualify for the damage bonus.

I also note an absence of some other skills I think important for an undercover role: Acting, possibly Disguise, and influence skills (notably Fast-Talk and Savoir-Faire (Military)). It would also seem appropriate for someone with Soldier to have training in some sort of soldier-like weaponry; perhaps a point in Beam Weapons (Rifle and/or Pistol), or other appropriate weapon for the TL.
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