08-24-2009, 02:49 AM | #11 |
Join Date: Jul 2009
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Re: [OOC]Transhuman Space/Traveller Interstellar Wars: Transhuman Stars
Okay. Firstly, we'll be using the Game Time +0% modifier for advantages and disadvantages like Luck that have use rates rated in play time, due to the nature of the play medium.
Celjabba: That's fine. I'd imagine you were probably one of the guys that built the Jump Drive, then? As a side note, you'll want to list your Mechanic (Jump Drive) and Navigation (Hyperspace) skills; they're used along with Navigation (Space) and Piloting for activating the FTL jump drive. At the moment, you've got defaults of 17 and 11 for them, respectively. What does Hyperspecialization do, though? I don't recognize it; is it from Power-Ups: Perks (which I haven't got)? I notice a +5 bonus above what your skill and talent would be otherwise; does it simply grant +5 while not letting you purchase/default to other specialties? Does it give a specialty of a specialty? Last edited by nick012000; 08-24-2009 at 03:09 AM. |
08-24-2009, 05:46 AM | #12 | ||||||
Join Date: Jul 2009
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Re: [OOC]Transhuman Space/Traveller Interstellar Wars: Transhuman Stars
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Last edited by nick012000; 08-24-2009 at 07:37 AM. |
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08-24-2009, 07:25 AM | #13 |
Join Date: Jan 2008
Location: Phoenix, AZ
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Re: [OOC]Transhuman Space/Traveller Interstellar Wars: Transhuman Stars
Here is my guy =)
http://forums.noventhehero.com/viewt...p?p=1880#p1880 |
08-24-2009, 05:06 PM | #14 |
Join Date: Sep 2006
Location: Luxembourg
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Re: [OOC]Transhuman Space/Traveller Interstellar Wars: Transhuman Stars
http://vault.celjabba.org/dump/gto%20design.txt
Is the revised version. A few change, nothing major. A few point need your approval, i listed them under the character. Thanks Celjabba |
08-24-2009, 06:40 PM | #15 |
Join Date: Jul 2009
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Re: [OOC]Transhuman Space/Traveller Interstellar Wars: Transhuman Stars
Celjabba: You'll need a minimum of 21 in Engineer to be the guy who designed the jump drive. Also, you seem to have messed up the values of your defaults. Mechanic (Gypsy Angel Jump Drive) ought to be 15 (17 if you increase Engineer back up to 21).
Taking Memetics! is up to you, but having a smaller number of skills at IQ is probably more useful than having them all at IQ-1. Noven: After thinking about it, Code of Honor (Gentleman's) is probably not really appropriate. Most special forces types are all about winning, bugger "fighting fair", and that's contrary to the Code of Honor. A quirk-level Delusion ("The Foreign Legion are the best warfighters around") is appropriate, though, if you want to take it. A more serious Delusion probably isn't, because reckless behavior probably gets beaten out of the new recruits pretty fast. A good chunk of them probably have some manner of Fanaticism to France and/or the EU, but since you left the service, you probably didn't. |
08-24-2009, 07:40 PM | #16 | |
Join Date: Jan 2008
Location: Phoenix, AZ
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Re: [OOC]Transhuman Space/Traveller Interstellar Wars: Transhuman Stars
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08-24-2009, 10:54 PM | #17 | |
Join Date: Sep 2006
Location: Luxembourg
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Re: [OOC]Transhuman Space/Traveller Interstellar Wars: Transhuman Stars
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Make a lot more sense anyway. Celjabba |
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08-25-2009, 01:59 AM | #18 |
Join Date: Jul 2009
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Re: [OOC]Transhuman Space/Traveller Interstellar Wars: Transhuman Stars
Also, something else I noticed: in your humaniform shell, you should have a Basic Speed of 4.75. Basic Move rounds down, so you'd have a Basic Move of 2 after your -2 Move, not 3.
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08-25-2009, 04:53 AM | #19 | |
Join Date: Sep 2006
Location: Luxembourg
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Re: [OOC]Transhuman Space/Traveller Interstellar Wars: Transhuman Stars
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Thanks. I am running out of CP to cut:) Wich would annoy you the most as a GM ? move 2 or will 10? (I would personnaly choose the reduced move, since i see that shell as a c3po like monstruosity shambling around zombie-like and making repair in the ship, but if you expect the campaign to move a lot outside the ship and planet-side, it may be better for the group if i keep move 3 ? ) (the original character, at 750 CP, was mostly inside a custom flying mobile helmet. much fun. Until the GM rolled 6- for the ennemy 3 time in 3 game. The it was run for your life and activate backup.) As i said above, i moved mechanics to skill set. I am now definitively useless for emergency repair(-3 to skill), but on the other end, with proper tools, single-minded bonus and vizualisation, i can still perform excedingly well, if i have time and peace to concentrate. Having comm and sensor there, however, annoy me. the -3 to use in combat is unpleasant. I may change that again, i will thing about it. And check if i have actually enough money for them, too. I forgot to do that. As for Memetics... Yes, 9 is weak. But GTO spent most of his time in space, pilotin,g and thinking about Quantum mechanics and deep space exploration. I prefer the wildcard skill, wich mean that the raw AI talent is applied to memetics theory , rather than a specific subskill. I would make little sense for GTO to have, for example, psychology at iq and everything else at iq-5. Let us just hope there will be more ' first-contact' specialist onboard . If First contact there is ... who may know what wait for us in the dark. As for the enginner skill, i raised it to 21, wich make sense, but i really don't think i can claim to have designed it. I was merely a member of the team. A very gifted member, but one somehow limited by the hardware he run on. A bunch of dedicated modern SAI-10 running on quantum genius macroframes probaly did most of the big theory crunching... Still, i think i have the stats to have been able to contribute. And perhaps luck helped for the critical breakthrough ? Celjabba Last edited by Celjabba; 08-30-2009 at 12:11 AM. |
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08-27-2009, 09:28 AM | #20 |
Join Date: Jan 2008
Location: Phoenix, AZ
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Re: [OOC]Transhuman Space/Traveller Interstellar Wars: Transhuman Stars
So, uh, lets do this!
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gurps, transhuman space, traveller |
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