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Post by Just14 on Feb 7, 2017 7:34:37 GMT -5
Oh, and if I should name the bar its gotta be The Drunken Ferret for uh...very legitimate reasons. That I can't tell you.
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Post by Just14 on Feb 7, 2017 12:36:13 GMT -5
*Accounting: 20 *Art - Alcohol: 60 *Charm: 30 *Credit Rating: 30 *Fighting: 90 Firearms (Handgun): 20 Jump: 30 *Intimidate: 50 *Listen: 40 *Psychoanalysis: 11 Throw: 30
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Post by Just14 on Feb 7, 2017 12:42:44 GMT -5
For starting equipment
Pocket Knife A nice, metal bat Steel Toed Boots (not necessary, but useful) Some sort of handgun (I know nothing about them, so you pick one)
That should be all unless I'm forgetting something specific. Or really obvious. Id expect both to happen. I considered including chopsticks, but figured without a lockpick skill it was useless.
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Post by Vitsheep on Feb 7, 2017 13:15:40 GMT -5
Handgun... Do you want an easy-to-conceal-and-use but weak handgun, a "standard" handgun, or a "say hello to my little friend" handgun?
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Post by Vitsheep on Feb 7, 2017 13:20:24 GMT -5
"say hello to my little friend" handgun? Wrong movie. A "do you feel lucky, punk" handgun.
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Post by Vitsheep on Feb 7, 2017 13:24:59 GMT -5
Also, you only used 230 Occupation points and 20 Anything points (Hanguns, jump, and throw all start at 20), so you've got 10 more OP and 80 more AP.
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Post by Just14 on Feb 7, 2017 13:34:13 GMT -5
*Accounting: 25 *Art - Alcohol: 60 *Charm: 35 *Credit Rating: 30 *Fighting: 90 Firearms (Handgun): 60 Jump: 50 *Intimidate: 50 *Listen: 40 *Psychoanalysis: 11 Throw: 50
Updated stats.
Normally, I'd say small and concealable along with easy to use, but "You feelin' lucky, punk?" feels very Cyrus.
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Post by Just14 on Feb 7, 2017 13:40:54 GMT -5
I feel like the others have a lot more skills than me. Uh...that's just because I focused them in one area, right?
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Post by Vitsheep on Feb 7, 2017 13:53:15 GMT -5
Oh! You get all the skills at a base level. Because even an untrained person could happen to know a random biology fact or get lucky and fix a broken pipe with mechanical repair or something. Some of them did get more points than you, because of higher INT/EDU, but you're definitely tougher in a fight. I'd say that's pretty close to what I would've done, but with Conceal Hidden in place of Jump and Psychology instead of Throw. And maybe a bit less fighting and more in the others. Since you're a combat-focused character, I'll also let you drop a few AP in base unarmed hit chance, if you want. It starts at 25%. Your current skill list is Accounting: 25 Anthropology: 1 Appraise: 1 Archaeology: 1 Art - Alcohol: 60 Charm: 35 Climb: 20 Computer Use: 5 Credit Rating: 30 Disguise: 5 Dodge: DEX x2 Drive Car: 20 Electronic Repair: 10 Electronics: 1 Fast Talk: 5 Fighting: 90 Firearms (Handgun): 60 Firearms (Shotgun/Rifle): 25 First Aid: 30 History: 5 Intimidate: 50 Jump: 50 Foreign Language: 1 Law: 5 Library Use: 20 Listen: 40 Locksmith: 1 Mechanical Repair: 10 Medicine: 1 Natural World: 10 Navigate: 10 Occult: 5 Operate Heavy Machine: 1 Persuade: 10 Pilot: 1 Psychology: 10 Psychoanalysis: 11 Science: 1 Sleight of Hand: 10 Spot Hidden: 25 Stealth: 20 Survival: 10 Swim: 20 Throw: 50 Track: 10
Mythos: 0
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Post by Just14 on Feb 7, 2017 14:07:25 GMT -5
I thought there was a limit or something. Okay, well, here you go. My last edit. Accounting: 25 Anthropology: 1 Appraise: 1 Archaeology: 1 Art - Alcohol: 60 Charm: 35 Climb: 20 Computer Use: 5 Credit Rating: 35 Disguise: 5 Dodge: DEX x2 Drive Car: 20 Electronic Repair: 10 Electronics: 1 Fast Talk: 5 Fighting: 80 Firearms (Handgun): 60 Firearms (Shotgun/Rifle): 25 First Aid: 30 History: 5 Intimidate: 55 Jump: 25 Foreign Language: 1 Law: 5 Library Use: 20 Listen: 40 Locksmith: 1 Mechanical Repair: 10 Medicine: 1 Natural World: 10 Navigate: 10 Occult: 5 Operate Heavy Machine: 1 Persuade: 10 Pilot: 1 Psychology: 20 Psychoanalysis: 11 Science: 1 Sleight of Hand: 10 Spot Hidden: 25 Stealth: 20 Survival: 10 Swim: 20 Throw: 40 Track: 10 Unarmed Hit: 50
Mythos: 0
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Post by Just14 on Feb 7, 2017 16:49:57 GMT -5
I put it into list form, so it would be easier. Unarmed Hit is at the bottom, just above Mythos since I didn't know where to put it.
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Post by Vitsheep on Feb 7, 2017 17:01:56 GMT -5
Got it down to two guns. .44 Magnum Revolver. -5% chance to hit, 1% chance to misfire (dud round). 6 shots. +20% more style. or Desert Eagle. +$175 more cost, +1d6+1 more damage, but 6% chance to misfire (jam). 7 shots. Remember that fixing a jam takes 1d6 rounds and a skill check, with a 5% chance to ruin the gun. But an extra shot and the extra damage may be worth the risk.
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Post by Just14 on Feb 7, 2017 17:13:20 GMT -5
I'll go with Desert Eagle. If it jams, we always have plan B. RUN AWAAAAAYYYYYY!
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Post by Malefio on Feb 8, 2017 9:14:27 GMT -5
I'll buy my starting stuff before continuing
Do I have enough for:
-Revolver -Taser -Handcuffs -Binoculars -Handbook -Cellphone
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Post by Just14 on Feb 8, 2017 9:21:53 GMT -5
Wouldnt a handbook and a cell phone be considered basic stuff you'd have anyways?
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