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Post by Vitsheep on Jan 26, 2017 14:20:51 GMT -5
You get used to it. You don't get used to it.
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Post by Vitsheep on Jan 30, 2017 11:23:09 GMT -5
Does anyone need help with part 2? Questions?
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Deleted
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Post by Deleted on Jan 31, 2017 20:02:07 GMT -5
Francis Mcstein
STR: (Base 10, cost 1) 15 CON: (Base 10, cost 1) 15 SIZ: (Base 10, cost 1) 14 INT: (Base 10, cost 3) 10 POW: (Base 10, cost 3) 12 DEX: (Base 10, cost 3) 11 APP: (Base 10, cost 1) 11 EDU: (Base 13, cost 3) 13
Okay crow how does this look for my. Pt2
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Post by Vitsheep on Jan 31, 2017 20:50:46 GMT -5
It's good. Alright, now for the hard part. So take that big ol' list of skills from before. First, put a star in front of Appraise, Electrical Repair, Library Use, Mechanical Repair, Operate Heavy Machine, Science: Chemistry, Science:Physics, and 1 more of your choice you think fits the job. Oh, and you can copy science and add it multiple times with different specialties. Same with Crafting and stuff.
So start with those 8 skills with stars. You can raise those 8 skills a total of 260 points (starting at their base values). For split things like Science:Physics and Science:Chemistry, you still have to raise each separately.
After you've raised those skills, you can raise ANY skills (including the 8) by a total of 100 points from their base values. I would try to limit that to 3 or 4 skills. Remember, on a skill check, you want to roll below the value so the higher the skill the more likely it will succeed. But - and this is the first time I'm mentioning this - a skill at a higher level is harder to level up. Well, that's just common game knowledge, so I guess I didn't feel a need to say it...
And if you don't put any points in a skill, you can still use it, but at the base value.
Good luck.
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Post by Malefio on Jan 31, 2017 21:01:38 GMT -5
Name: Kayla Lyptus Age: 23 Sex: Female Residence: Suburbs Occupation: Personal Investigation Appearance: Long brown hair, brown eyes. Caucasian. Average height. Athletic. Wears a grey pullover and Jeans. Her shoes are black. She seems to wear a new hat everyday. If it's important, I guess she'll be particularly attractive. Backstory: Kayla Lyptus has been a personal investigator for three years now. She got a decent number of contracts. Some of her clients pretended that the culprit were monsters, but these always ended up being false. She has yet to face anything abnormal. She prefers to solve things by talking, but is quick to change gear as soon as she feels threatened. Kayla is a big fan of Koalas and through extremely convoluted legal processes managed to adopt one. Reason to begin investigation: Kayla is being hired to save a young 10 year old boy who supposedly got kidnapped by a mysterious creature... Maybe this is the first time that it is actually true...
STR: 5 CON: 10 SIZ: 5 INT: 15 POW: 15 DEX: 13 APP: 13 EDU: 17
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Post by Deleted on Jan 31, 2017 21:09:13 GMT -5
It's good. Alright, now for the hard part. So take that big ol' list of skills from before. First, put a star in front of Appraise, Electrical Repair, Library Use, Mechanical Repair, Operate Heavy Machine, Science: Chemistry, Science:Physics, and 1 more of your choice you think fits the job. Oh, and you can copy science and add it multiple times with different specialties. Same with Crafting and stuff. So start with those 8 skills with stars. You can raise those 8 skills a total of 260 points (starting at their base values). For split things like Science:Physics and Science:Chemistry, you still have to raise each separately. After you've raised those skills, you can raise ANY skills (including the 8) by a total of 100 points from their base values. I would try to limit that to 3 or 4 skills. Remember, on a skill check, you want to roll below the value so the higher the skill the more likely it will succeed. But - and this is the first time I'm mentioning this - a skill at a higher level is harder to level up. Well, that's just common game knowledge, so I guess I didn't feel a need to say it... And if you don't put any points in a skill, you can still use it, but at the base value. Good luck. Umm is there a place where we can find what those skills mean? ?
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Post by Vitsheep on Jan 31, 2017 21:33:34 GMT -5
If you look at the 6th edition of the rulebook, yeah. Otherwise, you're better off asking about a specific skill. Most are exactly what it says on the tin. Mal, I'll tell you what you need to move forward in a few hours.
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Post by Vitsheep on Jan 31, 2017 22:45:00 GMT -5
STR: 5 CON: 10 SIZ: 5 INT: 15 POW: 15 DEX: 13 APP: 13 EDU: 17 Alright. I gotta warn you you'll be super-squishy, but... As is, you can move on. I gave the basic directions to X so follow those, but... Mark Art: Photography, Bargain, Fast Talk, Law, Library Use, Locksmith, Psychology, and 1 of choice related to PI-ing with a star. 340 points for those skills. 150 points for all skills.
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Post by Vitsheep on Feb 2, 2017 14:05:56 GMT -5
Alright! I've gotten enough of a rough outline together to get started, so it's time for me to really buckle down and focus on getting sign-ups done.
Pie! For characteristics, based on your character's description, you'll probably want to focus on Appearance, Education or Intelligence (whether you want him to be skilled because he learned or a protegee), and Dexterity, with maybe a little in Power, Constitution, or Size.
As for X and Mal - well, call it an open offer to anyone - if you want me to do your skills for part 3 for you and you just approve it, that's an option. Doesn't take me too long since I've done it like 3 dozen times before. But I assume most people want their character to be their creation. Alternatively, you could ask what skills look important for your character.
I added derived values for all your character stuff in the Database. Things like Idea chance, HP, melee damage bonus... If you want to make any changes to characteristics, now would be the best time.
I should give a little idea what those things actually do...
Damage Bonus applies to damage done with melee weapons. Based on STR and SIZ.
Idea's your "phone-a-friend" option, basically. You can ask the GM for some advice, and I'll make a check. And give advice based on how far above or below your score you rolled. The better your idea score, the more likely it'll be good advice. It's based on INT.
Knowledge lets you bypass some skill checks with what could be called a minor success/failure. Passing won't give as good a result as a specialized skill check, but your odds of success are usually better. Some skill checks will require the specialized skill check. For example, let's say your car breaks down. A successful knowledge roll may let you get the thing started again and running long enough to make it to a mechanic. A successful mechanical repair roll might let you fix the problem yourself, for free or at much lower cost. A failure on either roll will leave you hitchhiking home or waiting for a wrecker. It's based on EDU.
Luck's... pretty self-explanatory. Based on POW. I'm going to start putting combat and magic rules together when I get off work. Might be worth waiting on skills until then. It's a bit more complicated than I can do during my downtime.
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Post by Malefio on Feb 2, 2017 15:20:57 GMT -5
You can pick my skills...
I'm quite busy these times...
Again.
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Post by Deleted on Feb 2, 2017 16:13:35 GMT -5
Same Crow otherwise I am just going to stare it and just be like umm ummm umm
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Post by Vitsheep on Feb 2, 2017 16:20:59 GMT -5
Alright. You can both list some hobbies/interests, otherwise I'll pick at random. Pseudorandom.
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Post by pielover19 on Feb 2, 2017 19:48:56 GMT -5
STR: (Base 10, cost 1): 7 CON: (Base 10, cost 1): 11 SIZ: (Base 10, cost 1): 10 INT: (Base 10, cost 3): 14 POW: (Base 10, cost 3): 10 DEX: (Base 10, cost 3): 10 APP: (Base 10, cost 1): 21 EDU: (Base 13, cost 3): 11
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Post by Vitsheep on Feb 2, 2017 19:50:50 GMT -5
Your occupation skills are: Accounting, Appraise, Computer Use, Credit Rating, Electronics, Law, Mechanical Repair, and Persuade. 220 points for those. 140 additional points for any skills.
Do you want to do skills yourself, or do you want to just give me a few hobbies/interests and me do it?
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Post by Vitsheep on Feb 2, 2017 22:00:52 GMT -5
Combat!
Start of Battle - Combatant acting order is determined by order of DEX, highest first.
Each Round - Rounds are divided into 3 phases.
Phase 1 - Those using drawn and readied guns get to make an attack in order of highest to lowest dexterity.
Phase 2 - Each combatant can choose one enemy. If that enemy attacks with a melee attack, you can attempt to parry. If you have the martial arts fighting skill, you can choose who to parry in response to the attack. Parrying is done by rolling a skill check the same way as an attack.
- Hand-to-hand attacks can be parried by anything. - Blades and clubs can be parried with other blades or clubs, with two successful grapple rolls, or with large guns like rifles - though parrying with a gun prevents firing it in the next round. - Guns cannot be parried. - Each round, you can parry one attack and dodge one attack. Dodging consumes your action.
Phase 3 - Those with fast-firing guns may make a third attack.
Attacking - Roll the relevant combat skill (Fist to punch, grapple to grapple, etc). Weapons have independent combat skills (which can be leveled up by using them), rather than being tied to the character. Roll lower than the value to hit (though it may be parried or dodged). Roll less than half the required value with a gun or bladed weapon to deal double damage.
Guns - Automatic guns may be fired in a burst, increasing chance to hit up by 5% per shot at the cost of more ammo. This also causes a chance of hitting others near your intended target. You may fire up to twice a weapon's maximum range, but at half chance to hit. If you fire from point-blank (within your DEX feet), your chance to hit doubles. By bracing and aiming (firing only once per round), you can double a gun's effective range and point-blank range. By firing blindly, you can fire twice as fast, but at 1/5 the chance to hit.
Rarely, a gun may jam. Hopefully this never happens.
Particularly large targets give guns a bonus chance to hit.
Grappling lets you strangle, hold someone in place, or disarm a target. If anyone ever actually uses it, we'll go into more details.
Armor reduces damage. It is typically not destroyed by the attack.
During a surprise attack, defenders will attack second, but still get to dodge and parry. During a particularly well-planned surprise attack, defenders may not get to attack.
You can try to knock an opponent out. It's more successful when they're at lower HP. Summary: Guns good, but can leave you vulnerable if you get attacked at close range. Don't fight people with guns unless you have more gun.
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