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Old 04-30-2016, 06:58 AM   #7
GnomesofZurich
 
Join Date: Sep 2005
Location: Canada
Default Re: "...and the road becomes my Bride." [ATE]: Recruitment Thread

Quote:
Originally Posted by EskrimadorNC View Post
He looks good. I am curious though as to what made you change your mind from Melee Generalist to Heavy Weapons? Both are fine, though it may be a good distance into the campaign before heavy weapons become available.
I see your point. The appeal of the Heavy Weapons was to get points in Guns (LMG), which has favourable defaults to many other guns, but I could get the same effect by putting some points from quirks in LMG, and taking more melee options. I'm not too attached to either Guns (LAW) or Liquid Projector.

Here's draft the second:
Leonoel / Noeleon 250 point character (Experienced Mutated Normal-Sized Hulk)

Leonoel (or Noeleon, they always bicker about which head's name goes first) has two heads, four arms, a noticeably enlarged barrel chest and torso and two tree trunk-like legs. Raised in a reasonably tolerant community, the twins were a natural fit in the militia, and quickly took to that training. With two heads, they've shown an aptitude for guard duty. Not long ago, the community was attacked by raiders, with many casualties, and in the aftermath there was a political schism among the survivors, who divided into small groups. Leonoel are now trying to find a new place to call home.
Attributes: ST 17 [70]; DX 13 [60]; IQ 10 [0]; HT 12 [20].
Secondary Characteristics: Damage 1d+2/3d-1; BL 58 lbs.; HP 17 [0]; Will 11 [5]; Per 10 [0]; FP 12 [0]; RP 14 [0]; Basic Speed 6.25 [0]; Basic Move 6 [0].
Advantages: Ambidexterity [5]; Brainy 1 [11]; Extra Attack [25]; Handy 2 [14]; High Pain Threshold [10]; Peripheral Vision [15]; Redundant Organs [16]; Resistant to Disease (+3) [3]; Temperature Tolerance (Cold) 1 [1]. Freakishness 14.
Disadvantages: Appearance (Unattractive) [-4]; Code of Honor (Soldier’s) [-10]; Disturbing Voice [-10]; Odious Personal Habit (The two heads bicker) [-5]; Overweight [-1]; Pacifism (Cannot Harm Innocents) [-10]; Sense of Duty (Friends) [-5]. Freaky Oddities (Barrel chested, pulse strong enough to be visible).
Quirks: Broad-Minded [-1]; Bulky Frame [-1]; Delusion (We're not mutants, we're conjoined twins!) [-1]; Likes Guard/Sentry Duty [-1]; Responsible [-1]
Primary Skills: Crossbow (E) DX+2 [4]-15; Fast-Draw (Arrow) (E) DX [1]-13; Guns (LMG) (E) DX+2 [4]-15; Intimidation (A) Will+1 [4]-12; One-Handed Balanced (A) DX+1 [4]-14; One-Handed Unbalanced (A) DX+1 [4]-14; Two-Handed Balanced (A) DX+1 [4]-14; Wrestling (A) DX [2]-13.
Secondary Skills: Armoury (Missile Weapons) (A) IQ [2]-10; First Aid (E) IQ+1 [2]-11; Hiking (A) HT [2]-12; Soldier (A) IQ [2]-10; Stealth (A) DX [2]-13; Survival (Woodlands) (A) Per [2]-10.
Background Skills: Climbing (A) DX-1 [1]-12; Forced Entry (E) DX [1]-13; Gesture (E) IQ [1]-10; Observation (A) Per-1 [1]-9; Shield (E) DX+1 [2]-14.

Notes: As per this PK post, expanded in Pyramid #3-90 "Are We Not Men?", I took Peripheral Vision and paid for it using 9 points from my mutation budget, with the remainder from my template advantages. Quirks were used to buy/enhance skills (LMG, Shield, Wrestling).

Quote:
Originally Posted by EskrimadorNC View Post
Yeah, I really like this guy, but I'm worried about how many of his skills and abilities will be wasted in a mostly land-locked campaign.

As for the Amphibious and Clinging, let me do some reading and I'll get back to you.
I'll do some thinking about whether he could be modified to keep the general concept without having so much invested, but he was kind of intended to be all-terrain, able to swim or climb places others couldn't go. The other option would be to give him flight, but that has its own consequences.
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Last edited by GnomesofZurich; 04-30-2016 at 10:32 AM.
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