08-11-2015, 01:33 PM | #1 |
Join Date: Aug 2015
Location: Kenai, Alaska
|
Help me make a character
So friend of mine wants to run his own game about fighting an alien insurgency following a successful independence day scenario. He ask me to participate and I said why not.
Now I'm having trouble coming up with a sheet for a alien tech expert I want to play. I'd like to do a lot of tinkering with xeno tech both in the field and at base but still be combat effective. The points are 175/50 and I'd be happy to answer any questions you guys would like to ask, but do know the game is still in the conceptual stages so I may not have the answer your looking for. Edit: Aliens are TL11 and use blasters as a primary weapon, game takes place on a TL8 earth a few years after the invasion failed. Last edited by Minuteman37; 08-11-2015 at 01:35 PM. Reason: forgot something |
08-11-2015, 02:19 PM | #2 |
Join Date: Sep 2006
Location: Luxembourg
|
Re: Help me make a character
A quick try:
Luck [15] IQ 12 [40] Higher Purpose (free earth from the aliens) [5] Combat Reflexes [15] Gun [4] Stealth [4] Throwing or demolition [2] Quick gadgeteer (Aspected : Tinker with alien tech only,-20%) [40] High-TL +3 [15] Scrounging [8] Inventor! [48] Gizmo 1 [5] Alien Language [6] 1 point in housekeeping, computer operation, driving, area knowledge, first aid, current affair, NBC suit, 1 dabbler perk [8] Curious [-5] Sense of duty [-10] Extreme fanatism [-15] Flashbacks (mild) [-5] Insomnia (mild) [-5] A brillant inventor victim of alien abduction, he was freed from the experiment cells, and vowed revenge. ---- Skills levels may be a bit low, dropping combat reflexes may be a solution. Edit : switched 2 gizmo to one gizmo and higher purpose. Last edited by Celjabba; 08-11-2015 at 02:40 PM. |
08-11-2015, 02:20 PM | #3 |
Join Date: Aug 2004
Location: Austin, TX
|
Re: Help me make a character
How combat effective do you want to be? DX 12, HT 12 and 8 point in Beam Weapons gives you a Dodge of 9 and a base attack of 15. If you can spare a second to aim, you've got favorable odds of hitting out to 30 yards or so. Being much better than that requires investing another 20+ points in Beam Weapons or getting Gunslinger or both.
You might want to look at the Geek template from Monster Hunters: Sidekicks as an inspiration (it's what I just did to ask the above question). You want IQ 13-14 and an inexpensive talent or wildcard skill focused on technology. Some basic skill in shooting stuff and you should be good to go.
__________________
Read my GURPS blog: http://noschoolgrognard.blogspot.com |
08-11-2015, 02:29 PM | #4 |
Join Date: Aug 2015
Location: Kenai, Alaska
|
Re: Help me make a character
I just need to be combat effective enough to justify going on missions with the other combat focused PCs when they won't have for knowledge that my technical skills will be necessary. If you've seen Stargate SG-1 I'm aiming for a sam carter like character.
|
08-11-2015, 02:58 PM | #5 | |
Join Date: Aug 2015
Location: Kenai, Alaska
|
Re: Help me make a character
Quote:
|
|
08-12-2015, 02:08 AM | #6 |
Join Date: Aug 2015
Location: Kenai, Alaska
|
Re: Help me make a character
Ok Wildcard skills are a no go so what are my best options to simulate the effects?
|
08-12-2015, 02:23 AM | #7 |
Join Date: Jul 2013
|
Re: Help me make a character
|
08-12-2015, 03:42 AM | #8 | |
Join Date: Jul 2007
Location: One Mile Up
|
Re: Help me make a character
Quote:
2) If the latter, you'll want TL 8 and 11 versions of Electronics Operation, Electronics Repair, Mechanic, Armory, Computer Operation, and possibly Driving or Piloting, depending on what toys you get to play with, for whatever specialties seem relevant. Current Affairs (High Tech) and Hazardous Materials (Radioactive, Chemical, Biological, whatever alien tech is going to throw at you) for TL 11 might come in handy. If you have access to miraculous TL 11 medical technology as well, a point or four in Physician/TL11 makes you the team healer on the cheap side, justifying your presence in combat before you even start buying points in Beam Weapons. 3) If you have access to Fast Gadgeteer, I wouldn't recommend limiting it to alien tech. It's too useful to nerf. Exception: the Limitation Can Only Modify or Repair, Not Invent -50% (I think it's from DF 4 but IDHMBWM) seems very appropriate. 4) Get as much Artificer Talent as the GM will allow and you're cooking with gas. |
|
08-12-2015, 02:27 PM | #9 | |
Join Date: Sep 2006
Location: Luxembourg
|
Re: Help me make a character
A fully stated version of the above, without the wildcard skill.
I don't really like it like this, skills level are way too low outside gadgeteering but it is a base to build upon. If the GM allow the modifier 'repair and modify only' for quick gadgeteer (I cannot find it, unless it is the one in Action 1 ?), you get 15 more points to play. If you want more fighting option , you can lower artificer one level. I included a choice of tech, customize at will, and according to your GM choices about Alien tech! Likewise, you may want to add a few tl8 tech in the mix. Edit : I missed that the Alien invasion *failed*. Replace 'subjugated' and 'free humanity' by more appropriate disads ! You can also drop demolition and stealth, to free more point for guns and perhaps some rank and/or soldier skills ? Hope this help, Celjabba Quote:
Last edited by Celjabba; 08-12-2015 at 10:08 PM. |
|
08-12-2015, 08:52 PM | #10 |
Join Date: Aug 2015
Location: Kenai, Alaska
|
Re: Help me make a character
Well he isn't using wired science but he did raise the disadvantage limit to 75 as long as you could still pass a basic mental health examination.
|
|
|