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#1 |
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Banned
Join Date: Apr 2022
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Of course, as long as it doesn't involve increasing any of them above 17, which relates to "someone good enough to stand out in his field, however rarefied (top commando, ace of aces, etc.)". Anything above would enter the territory of "best of a generation (e.g., the world’s best sniper)."
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#2 | |
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Join Date: Nov 2004
Location: Sydney, Australia
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Quote:
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Farmer Mortal Wombat "But if the while I think on thee, dear friend All losses are restored and sorrows end." |
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#3 | |
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Banned
Join Date: Apr 2022
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I chose the value of 17 not only because it coincides with the one assigned in the "Spec Ops" book for the Delta Force, but also because it is the level at which professional competence is acquired to perform the following combination without resorting to Accuracy: "Effective Skill = 17 + Target Attack (Gun/Skull)-3 + Quick-Shot (Gun)+0 + Speed/Range (5 yards)-2 = 12". Last edited by Cheeseball; 04-11-2022 at 06:14 AM. |
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#4 | |
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Icelandic - Approach With Caution
Join Date: Jan 2005
Location: Reykjavík, Iceland
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#5 |
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Banned
Join Date: Apr 2022
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#6 |
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Join Date: Aug 2014
Location: Snoopy's basement
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By my reckoning, she's only 686 points. Why so chintzy?
Also, I would remove Overconfidence. It mars an otherwise perfect paragon. |
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#7 |
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Join Date: Sep 2007
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I don't understand the personality - description or traits. "Outgoing", "optimistic", and "psychotic"? Also "fierce" and "rough". I have trouble combining those in my head into a coherent picture. Of course, I don't have to, since I'm not playing the character. But it does seem like most of those words could have at least a Quirk-level mental trait.
Are cinematic heroes of that level common in the setting? That is, it seems hard to be Overconfident at 686 points unless you're going to stumble into some peers or a team of street-level supers. "Your ego's writing checks your body can't cash" only applies if you can't, in fact, cash those checks. Are the PC young and naive (+2 reaction territory from Overconfident), or are they also experienced SF operators (so in the -2 territory). Not that PCs are compelled to make reaction rolls, but it's a guide -- and the same question applies to the actual NPCs. Do the SEALs and Delta dislike her due to past experience with her - however successful she might have been? How many points will the PCs be built on? |
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#8 | |
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Banned
Join Date: Apr 2022
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actually I did not want to put a limit on the budget of the player characters. As long as they make sense, I've preferred to leave that decision up to the players. There will be those who make petty criminals, and those who make "superspies" in the style of Jason Bourne. What is really difficult for me is to conceptualize a character that can rival this one, because I don't think there are facilities or intensive training programs for criminals. |
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#9 | |
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Join Date: Nov 2015
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That said, there most definitely are training facilities for rival agencies, and even criminal groups might have their training programs, plus a life on the line might hone a few skills. |
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#10 |
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Join Date: Jun 2013
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There's nothing really preventing a former soldier - special operations or otherwise - from going criminal, particularly if they are able to get involved with organized crime (or form a group with their old spec-ops buddies, like an evil variant of the A Team). And, with a pool of previously-trained operators to draw from, such organizations certainly can - and have - set up their own training schools. Particularly for a cinematic setting wherein "superspy" is an available character archetype, I see no issue with such operators functioning equally well on all sides of the conflict.
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GURPS Overhaul |
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| Tags |
| action, campaign design |
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