05-22-2005, 03:47 PM | #31 | |
Join Date: Feb 2005
Location: Los Angeles
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Re: Can a Navy SEAL be made for 200 cps?
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135pts out of the 200 for the campaign are used to give this guy the ability to handle his job as part of a team. I would suggest using some of the remaining points on boosting this guy's stats, Advantages, or Skills... particularly whatever skills the player will choose to be his specialties. Anyway, I hope this helps. 135pts for: ST, DX, IQ, and HT at 11 [60pts] Per and Will at 12 [10pts from IQ 11] Fit [5] Acting 1pt Boating 8pts -Spent between any of the given options Brawling 2pts Camouflage 1pt Climbing 2pt Crewman (Seamanship) 4pts Driving (Auto.) 1pt Elec. Op (Comm.) 1pt Explosives 8pts -4pts in Underwater Demo, and the remainder split between E.O.D. and Demo. First Aid 1pt Gunner (Machine Gun) 1pt Guns 4pts -Spent on Pistol, LAW, and SMG Knife 1pt Leadership 2pt Mechanic (Gas Engine) 1pt Navigation (Land) 1pt Navigation (Sea) 2pt Observation 2pts Parachuting 1pt Scrounging 1pt Scuba 4pts Stealth 2pts Survival (Island/Beach) 4pts Survival (Jungle) 1pts Swimming 2pts Tactics 2pts Throwing 2pts Traps 2pts |
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05-22-2005, 04:22 PM | #32 | |
Join Date: Aug 2004
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Re: Can a Navy SEAL be made for 200 cps?
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Crewman: 2; Explosives: 4 (assuming EOD and Demo are equal splits); Leadership: 1; Navigation (Sea): 1; Scuba: 2; Survival (Island/Beach): 2; Tactics: 1; Traps: 1 -- for a net savings of 4 points. Plus you get a point better in all the 1 point IQ-based skills. |
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05-22-2005, 07:19 PM | #33 | |
Join Date: Mar 2005
Location: near Houston
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Re: Can a Navy SEAL be made for 200 cps?
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Brandon |
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05-22-2005, 08:04 PM | #34 | |
Dog of Lysdexics
Join Date: Oct 2004
Location: Melbourne FL, Formerly Wellington NZ
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Re: Can a Navy SEAL be made for 200 cps?
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05-22-2005, 08:33 PM | #35 |
Join Date: Sep 2004
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Re: Can a Navy SEAL be made for 200 cps?
You don't have either Soldier or Savoir-Faire (Military). I think that they're more important than Acting.
The template can probably rely on defaults for some of the skills listed. Electronics Operation (Communications) can probably be dropped once Soldier is added, for example. I'd take cmdicely's advice and raise IQ to 12, for optimization. |
05-22-2005, 08:47 PM | #36 | |
Join Date: Mar 2005
Location: near Houston
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Re: Can a Navy SEAL be made for 200 cps?
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Brandon |
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05-22-2005, 09:15 PM | #37 | |
Dog of Lysdexics
Join Date: Oct 2004
Location: Melbourne FL, Formerly Wellington NZ
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Re: Can a Navy SEAL be made for 200 cps?
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3e IQ 14[45] DX 14 [45], Gunner (machince guns)-14 [1/2], Gun (granade laucher)-15 [1/2], Gun (pistol)-15 [1/2], Guns (LAW) -15 [1/2], Guns (light auto)-15 [1/2] [Total:92.5] 4e DX 12 [40] Gunner (HMG)-14 [4], Guns (LMG)-15 [8], Guns (Pistol)-15 [6], (from defuals on LMG) Guns(GL)-15 [8], Guns (LAW) [8]. [Total:74] 4e DX 13 [60] Gunner (HMG)-14 [2], Guns (LMG)-15 [4], Guns (Pistol)-15 [2], (from defuals on LMG) Guns(GL)-15 [4], Guns (LAW) [4]. [total:76] (special defualts for GL, and LAW hurt) Last edited by roguebfl; 05-22-2005 at 09:19 PM. |
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05-23-2005, 03:43 AM | #38 |
Join Date: Oct 2004
Location: Berlin, Germany
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Re: Can a Navy SEAL be made for 200 cps?
>Acting 1pt
What for? > Guns 4pts -Spent on Pistol, LAW, and SMG Er. At DX 11, you won't get much for those 4 points. Also, the primary guns skills is Rifle. You also need Machine Gun, Shotgun, and Grenade Launcher. >Mechanic (Gas Engine) 1pt I'd drop this. They don't get training in this. Cheers HANS |
05-23-2005, 03:46 AM | #39 |
Join Date: Oct 2004
Location: Berlin, Germany
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Re: Can a Navy SEAL be made for 200 cps?
>I don't think that any of a SEAL's Guns or Gunner skills in SO 3e has more than 4 points in any of them, so 12 points a whack is a major increase.
Sure -- but then again, Guns is one of the skills they train most in, making it realistic that they also spend lots of points. However, at DX 13 as suggested, they only need 4 points to get the level required: Guns/TL7 (DX+2) [4]-15 Cheers HANS |
05-23-2005, 05:26 AM | #40 | |
Join Date: Mar 2005
Location: near Houston
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Re: Can a Navy SEAL be made for 200 cps?
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If a character has a several DX-based skills at a high level, should they be modeled with a lot of points at a moderate DX or a few points in skills at a high DX? How much of the training in these skills actually improves overall DX? Unfortunately, it seems to often boil down to "whatever costs the least points overall." Also, my guess is that you picked DX 13 not because it might be more realistic, but because it was more point optimized than DX 14. Brandon |
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Tags |
character generation, navy seals |
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