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Old 11-14-2020, 11:36 PM   #111
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Default Re: DreadStormers (OOC)

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(...) You have 100 points earmarked for psionic powers (and only them), so you'll want a power set (...)
Alright, regarding PSI, I'm inclined towards Anti-psi and psychokinesis (GURPS psionic-powers).

I want my character to be proficient in combat; however, if you think there's something the team needs, I could explore such abilities and perhaps include them.

I will post the first draft this Monday.

Thanks!
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Old 11-15-2020, 06:19 AM   #112
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Default Re: DreadStormers (OOC)

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Alright, regarding PSI, I'm inclined towards Anti-psi and psychokinesis (GURPS psionic-powers).

I want my character to be proficient in combat; however, if you think there's something the team needs, I could explore such abilities and perhaps include them.

I will post the first draft this Monday.

Thanks!
I really don't think anti-psi is going to do much for you in this game. There's been no indication thus far that we should expect to face enemy psi. My character is focused on mind controlling telepathy, Hua on ergokinesis, so I would suggest you focus on psychokinesis.
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Old 11-16-2020, 04:29 PM   #113
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Default Re: DreadStormers (OOC)

Hello this is the first draft:

Spoiler:  


Thanks!
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Old 11-16-2020, 05:08 PM   #114
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Should we delay the meeting until Hide's ready?
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Old 11-17-2020, 08:35 AM   #115
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Default Re: DreadStormers (OOC)

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Hello this is the first draft:

Ok. looking the sheet over....

You haven't clearly indicated your "flavor" skills. 10 points should be spent on

Quote:
things you think your character would have that aren't relevant to his job. Current Affairs, Games, Musical skills, Sport, Connisuer, Area Knowledge and Hobby Skills are especially appropriate
You were to have spent 20 points on "Job skills" to let you function undercover. You've spent points on the language and culture, and a few points in skills. I don't know what section your character is supposed to be undercover as, but I don't think they have high enough skill levels to qualify.

Engineer (starships) only gives you expertise to design the hulls and interiors of starships (excluding both drives, the power plant, sensors, weapons, shields, and life support). To maintain them, you need Mechanic (starships). Though your title could quite possibly be "Engineer", that's just title creep. They don't actually especially want ship designers on-board... at least not as enlisted men. Its low enough that it isn't really functional.

Which brings up the general lowness of his skills. His stats are pretty low. We've seen three other characters built in this game, and all of them had both DX and IQ at 14 or higher. You don't need to go quite that high, but right now this character can't pass the dreadstormer academy. These characters should be special forces guys who also have psi powers.

In particular, your acting skill is very low. This skill is essential, and all players have rolled against it multiple times. I cannot bring this character into the game with an acting skill of 10. But his skills are generally low. This is probably because your attributes are low.

Please list your advantages with their modifiers. On their own line would be nice, but not neccessary. For example:

Quote:
Innate Attack 1d6 (cutting) (melee C -40%, st-based +100%, no signature +20%, reflexive +40%, armor divisor 10 +200% = 310%)[29]
This also lets me check your math: as seen above, we have some discrepancies. Also, You don't need reflexive on an innate attack. They don't need to be readied. You also probably don't need no signature on most of your abilities. Vibration sense and enhanced time sense get it for free.

Psi Powers should have a skill associated with them. You specified karate for the attack, but the vibration sense especially needs a skill. You can make up the name ("Slowed Observation"?) and make it a hard skill, or try to justify an existing skill (like karate). See skills from psionic powers page 5 or skills for everyone on page 162 of powers.

The cost on your trained by a master is way off, unless you've got some big modifiers on it.

Reliable on danger sense makes me raise my eyebrow... but with your per so low, it makes a bit of sense. We might come back to this, or might not.

Is your resistant to psi, or to drugs and toxins? please indicate with the advantage, along with the level.

You don't get to bring on any gear to the ship. No signature gear, nothing held out. They are very through, and the dreadstormer doctrine is not to contest those attempts. You also don't have the skill level of holdout to justify it.

That said, TK can work as lockpicks, you've got the power set, and as an alternate ability the ability is really cheap. a single point will get you TK 2, which is enough to pick some locks and do some delicate work. 2 points gets you TK 5, and 4 points give TK 10 as an alternate ability to your attack, which adds some pretty solid ability to your character.

Could explain what "The Order" that you have fanaticism to is? Do you mean the Dreadstormers as an organization, or something else?

correct me if I'm wrong, but I think this character is intended to dance through an enemy hail of projectiles while slicing through armor, possibly under the cover darkness. I've seen a similar concept in play before (but a very different build) and yeah, it can be awesome. I see the following problems:

The primary ranged weapon on board the ship is laser weaponry, which you can't block. This was done precisely because PK users can block bullets (though traditionally they use shields)
You don't have a way to block everyone else's vision. If you're not planning to block vision, why do you have vibration sense?

Neither Vibration Sense nor Dangerous Sense will let you leverage ETS to block bullets if you don't have a clear line of sight to them.

The whole build seems a little advantage heavy. You have Fit and High Pain Threshold and Eidetic Memory and Both Gunslinger and Trained by a master. Any one of those by itself adds a little color, but altogether they are eating up a lot points that are needed to beef up the attributes.

I'm a little concerned that you are expecting more combat and less sneaking than the rest of us. This game will have combat, but its also a heist story, with roots closer to Action than DF.
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Old 11-17-2020, 08:36 AM   #116
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Default Re: DreadStormers (OOC)

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Should we delay the meeting until Hide's ready?

I think the sheet needs a bit of work. I'm for continuing to play in the mean time.
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Old 11-17-2020, 10:11 AM   #117
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Default Re: DreadStormers (OOC)

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Ok. looking the sheet over (...)
Alright, just letting you know I am updating the character!
And you can count with a background story too.
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Old 11-17-2020, 09:59 PM   #118
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Default Re: DreadStormers (OOC)

Hey there, here's the update:



Looking forward to your comments!
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Old 11-18-2020, 04:52 AM   #119
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Default Re: DreadStormers (OOC)

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ATTRIBUTES:
ST 10 [0]; DX 12 [40]; IQ 11 [20]; HT 10 [0]
As ericthered has noted, your attributes are very low, especially for a 300+ point special ops game. If you do get in combat and get hit, HT 10 gives low odds of passing a death check. ST 10 is probably fine, I suggest a minimum DX/IQ of 13, HT 11, maybe 12.

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Danger Sense [15]; Reliable 4 (+20%) [18] I think a modified advantage like this in a psi game should be a psi ability

Trained by a Master [30]; Unarmed only (-40%) [18] As a GM, I would not accept this modifier. Since you don't seem to be taking this for access to special skills, perhaps you could take Weapon Master (Unarmed) for [20], with the broader application to any unarmed skill trading off with no damage bonus (since they all have their own built-in bonuses). I suppose the cost isn't very different, I just don't see Unarmed as that significant of a limitation on TbaM.

PSI Perks:
Psi: EVP [1];
Psi: Gaze into the Abyss [1];
Psi: Ignition [1];
Psi: Personal Awareness [1];
These perks seem to be a grab bag from different powers. Your abilities seem to be a mix of Psychic Healing, Psychokinesis, and perhaps ESP, but I don't think your character should have Anti-Psi perks (which wouldn't be compatible with having other psi powers), and EVP is Ergokinesis, which none of your other powers suggest.

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(1) Combat [42]
TA Vitals (Karate) -2 [1]-12 - TA are Hard techniques, this should cost [2]
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Old 11-18-2020, 10:41 AM   #120
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Default Re: DreadStormers (OOC)

Ok, its better, but I think we still have a ways to go. I'll start with repeat observations:


Quote:
Psi Powers should have a skill associated with them. You specified karate for the attack, but the vibration sense especially needs a skill. You can make up the name ("Slowed Observation"?) and make it a hard skill, or try to justify an existing skill (like karate). See skills from psionic powers page 5 or skills for everyone on page 162 of powers.

Quote:
The primary ranged weapon on board the ship is laser weaponry, which you can't block. This was done precisely because PK users can block bullets (though traditionally they use shields). You don't have a way to block everyone else's vision. If you're not planning to block vision, why do you have vibration sense?
So to be clear, your character lacks a method for dealing with the most common attack she will face. Unless I'm missing something and you can explain it. As a note the vibration sense with sense of perception WILL let you block bullets in the dark.



Quote:
The whole build seems a little advantage heavy. You have Fit and High Pain Threshold and Eidetic Memory and Both Gunslinger and Trained by a master. Any one of those by itself adds a little color, but altogether they are eating up a lot points that are needed to beef up the attributes.
I suppose I gave you some leeway on this one last time, but you actually added more of those advantages. I'm going to limit you to only one "cinematic master" advantage: you can have gunslinger OR trained by a master, but not both. Removing others is recommended.



Enthrallment skills like persuade are not part of this game.

Navigation (land) is an exceptionally odd choice. what do you plan to use it for?

Mind Block and Mental Strength are redundant. Also, they come out of your 100 points of psi.

Resistant (Psi +8) would be part of the 100 points of psi.

The Anti-Psi package is extremely unlikely to come up. If we had a full party, there would have been an enemy psi on board. As it stands, there isn't one: they would have shown up by now.

Your resistance to ingested drugs and poisons is occasional, with a base cost of 10, not 30. You'll probably want either a +8 or a perk called something like "Conditioned to reject psi-suppressants". The perk will only work in conjunction with the resistant advantage.

On Trained by a Master: unarmed only, isn't that a modifier from MyGurps?

"Psi" is not a valid power modifier in this game. You need to pick a specific power or two, and then get your powers and perks from there. Resistant (psi) is fine without a power modifier, if you really want to keep it.
Could you explain what you're trying to achieve with that particular psi package? we may be able to get the cost way down for you.

Lets try to get fast talk up to 12, you need something to fall back on if acting fails.
I'm curious why you switched from cutting to impaling on the innate attack.
I promise you as the GM that you don't need to switch on your innate attack in order to block with it in this game.
Striking ST is 5/level, not 1.5.

Her skills are still on the low side, though they are somewhat better.



The military clerk job needs to be associated with a section. Are you part of:

Life Support (keeping track of food, toiletries, and other vital living supplies)
Transportation (tracking what hydrogen has been moved from where)


The other jobs a clerk would work are part of the morale section or the officers, and the dreadstormers don't try to infiltrate those sections (at least not until the ship is enroute). If you can think of something specific that wouldn't be part of the morale or officers, let me know.



I'm still thinking about reliable on danger sense.



A2. Hmmm.



A few setting notes before I say anything further: HITDDAR is a criminal execution program and facility with the goal of uploading minds in a quest for immortality, the side effect of immense pain and suffering on part of the subjects, hasn't made much if any progress in decades, has no military goals, and is run by a minor regional power. I don't see any resemblance between it and A2.



Jakorbi is both small and poor compared to the Quinta Republic. The relationship is like the one between panama and the US.



The only issue I see is that if A2 as described won't have trained its agents to work undercover, and that's essential to this game. Being undercover and sneaky and clever is the core of what we're doing. The core idea of "biological experiment raised by a defunct program and folded into the dreadstormers" can work.
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