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Jacksonville based PbP game. (Backups Needed)

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Poindexter

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« Reply #210 on: <06-01-14/1840:33> »
Arg, now you've got me thinking about skewing Samuel a little more away from combat and towards alchemy and skills.  But we've got to be able to dish out some pain if it comes down to it.
naw dude. i LOVE samuel.
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Tenlaar

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« Reply #211 on: <06-02-14/0018:59> »
Samuel Ramah
A-E-C-B-D
Troll Mystic Adept

Attributes:
Base      Current
BOD- 5      BOD- 7
AGI- 1      AGI- 2
REA- 2      REA- 2
STR- 5      STR- 5
WIL- 5      WIL- 5
LOG- 4      LOG- 4
INT- 3      INT- 3
CHA- 2      CHA- 2

MAG- 6/6   MAG- 5/5
EDG- 3/6   EDG- 3/6
ESS- 6      ESS- 5.6

Qualities:
Quick Healer
Mentor Spirit- Firebringer
*Spirit Bane
Weak Immune System
**Social Stress

Skills:
Stealth Group- 5
Alchemy (Command preps) - 6 (8 )
Archery (Bow)- 4 (6)
Gymmnastics- 4
Locksmith- 4
Hardware- 4
Perception- 3
Clubs- 2
Unarmed- 2
Impersonation- 2
Con- 1
Etiquette- 1
Assensing- 1

Preparations:
Gecko Crawl
Increase Reflexes
Heal
Ball Lightning
Poltergeist

Adept Powers:
Adrenaline Boost 3
Attribute Boost Agility 1
Improved Physical Attribute Body 2
Improves Physical Attribute Agility 1
Rapid Healing 2

Gear:
Astral Perception Qi Focus
Alchemy Focus R2
1 month Low Lifestyle + work area + symbiote food
Yamaha Growler
Renraku Sensei commlink
Autopicker R4
Sequencer R4
Chisel
Flashlight
Survival Kit
Light Stick (3)
Medkit R3
Bow R5
Stick-n-Shock Arrows (5)
Screamer Head Arrows (10)
Hammerhead Arrows (10)
Barbed Arrows (20)
Chameleon Suit
Fake Sin R2

Symbiotes R2

*For the type of spirit, I was thinking that ones along the line of the seducer mentor spirit type might be able to sense something about Samuel's nature that just strikes them wrong.  Not sure how you would want to handle that.
**His trigger for social stress would obviously be any kind of serious "downtrodden masses" situation.  People being used/abused/taken advantage of.

So he doesn't have high natural physical abilities but through his magic he can focus to boost agility by 1 to 3 or so points, and boost his initiative by 6 (plus use an increased reflexes prep when needed) without having too much risk of taking drain.  Not exactly a combat monsters, but should be able to put some arrows to good use.  Starting off with a small and mostly support list of preparations so that we can have some time getting used to using them, hopefully we will run long enough for me to be able to pick a few more up.  +6 dice on healing tests (total recovery dice of 18 stun, 20 physical) so he should be able to eat some drain to make decent strength preps and rest up without much issue.

Alchemy is a little stacked when you take everything into account, but the highest stacked part is for manipulation command preps.  Right now I end up with 11 base dice + 2 focus + 2 mentor spirit for 15 alchemy dice, then another +2 for manipulation preps, and another +2 for command preps.  Highest possible being 19 dice on gecko crawl and poltergeist preps, the only two where them being as strong as possible doesn't really help more than the bare minimum heh.

What do you think about the numbers stuff here?  If I don't get it finished and set in stone I'll keep messing with them for another week and that won't do any good.
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Poindexter

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« Reply #212 on: <06-02-14/0049:03> »
**His trigger for social stress would obviously be any kind of serious "downtrodden masses" situation.  People being used/abused/taken advantage of.
you should go more specific. Just a general sense that the little guy is getting squashed by the big guy will be most of our lives in the 2070's. (like it aint today).

What do you think about the numbers stuff here?  If I don't get it finished and set in stone I'll keep messing with them for another week and that won't do any good.
i thought this guy was a human for some reason and i got the impression he'd have a higher unarmed skill, but i dont think it will ultimately matter.

As long as he's working for you, he works for me.
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reyjinn

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« Reply #213 on: <06-02-14/0420:42> »
@Tenlaar if you're looking for advice from the general public I have a minor suggestion that you might want to consider.
Taking 1 rank in running would bring you from 4d6 up to 6d6 for sprint rolls.
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Tenlaar

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« Reply #214 on: <06-02-14/1153:55> »
I think there is a weird kind of disconnect between a traditional biblical name like Samuel and a troll, I kind of like it.  Fluff-wise it works as it gives him a bit more of a sense of urgency and wanting to do something with his years.

I only ended up with 4 points left for non-archery combat skills so I split them to at least have some dice in unarmed and blunt, but that's one of the things I've been waffling about.  I could go either way, drop 1 unarmed for a blunt spec for staves maybe or drop blunt and just go with archery and unarmed.  I initially did have one rank of Running as well but I had to drop it for the 1 Assensing.  At this point I have 0 karma and just under 3000 nuyen left over, getting astral perception as a qi focus eats up 8 karma but it allows the rapid healing ranks to aid in alchemy drain recovery and ugh, need moar everything!

For the social stress, I meant somebody actively being downtrodden, not in the greater sense.  If I see gangers harrassing somebody in an alley, if a mission is going to directly cause problems for regular Joe's in the neighborhood, Knights trying to drag somebody away for the crime of being alive, that kind of stuff.  I know it's a dark world, I was just trying to make it mechanically difficult for him to turn his back on somebody in need.  It seemed to go well to me with the Firebringer's requirement to roll wil + cha to turn down somebody who sincerely asks for help.  If anyone can think of a better way to express that through a social stress trigger I'm certainly open to suggestions.
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Tenlaar

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« Reply #215 on: <06-02-14/1157:49> »
I guess the most likely thing I would cut for a couple more skill points right now is Impersonation, but I thought a couple points would be nice to have since I already have disguise in the stealth skill group.  Disguise skill + disguise kit + a hit or two from impersonation should add up to a decent enough pool for doing random stuff like pretending to be drunken bum to get a good view of the entrances to a building.
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Poindexter

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« Reply #216 on: <06-02-14/1403:42> »
the only issue i have with samuel as a troll is that he feels less like the buster sword.

A human with no chrome who works with his fists sounds like someone who dun know his limitations.

a troll doing the same is kinda falling right within his limitations.

dun really matter ultimately as long as you play him right.

i very much want this to be someone with more balls than ability.
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Tenlaar

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« Reply #217 on: <06-02-14/1758:31> »
I decided to play around with the build as a human, and I came up with one I am surprisingly happy with.  This feel better for you?

E-A-B-C-D
Human Mystic Adept

Attributes:
BOD- 5 (7)
AGI- 3
REA- 3
STR- 5
WIL- 5
LOG- 5
INT- 3
CHA- 3

MAG- 4/5
EDG- 2/7
ESS- 5.6

Qualities:
Quick Healer
Mentor Spirit- Firebringer
Spirit Bane
Weak Immune System
Social Stress

Skills:
(groups)
Influence- 1
Outdoors- 1

Alchemy (Command prep)- 6 ( 8 )
Disenchanting- 4
Archery (Bow)- 4 (6)
Unarmed- 4
Sneaking- 4
Gymnastics- 3
Locksmith- 3
Perception- 3
Hardware- 3
Assensing- 1

Preparations:
Gecko Crawl
Ball Lightning
Ice Sheet
Analyze Truth
Heal
Increase Reflexes
Poltergeist

Adept Powers:
Adrenaline Boost R3
Attribute Boost Agility R1
Improved Physical Attribute Body R2
Rapid Healing R2

Gear:
Astral Perception Qi Focus
Alchemy Focus R2
1mo Low Lifestyle + work area + symbiote food
Yamaha Growler
Renraku Sensei commlink
Autopicker R4
Sequencer R4
Chisel
Flashlight
Survival Kit
Light Stick (3)
Medkit R3
Bow R5
Pistol Crossbow
Arrows R5 (40)
Stick-n-shock Head (10)
Static Shaft R5 (10)
Screamer Head (10)
Hammerhead (10)
Barbed Head (20)
Chameleon Suit
Fake Sin R2

Symbiotes R2

This leaves 4 karma that will go into contacts and 1830 nuyen to add to his starting roll.  The same +6 to recovery/heal rolls, decent drain dice for both alchemy and adept powers, between 14 and 18 dice for alchemy, a little better at fighting with the higher base agility/reaction.  Another point in both magic and edge would be nice but resources E just isn't enough to start with both the qi focus and alchemy focus.
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Poindexter

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« Reply #218 on: <06-02-14/1808:26> »
i love him.
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reyjinn

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« Reply #219 on: <06-02-14/1836:35> »
Would it be a terrible idea for him to have knucks that he could do touch preparations on? Just floating it out there.
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Poindexter

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« Reply #220 on: <06-02-14/1854:32> »
sounds cool.
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Tenlaar

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« Reply #221 on: <06-02-14/1922:08> »
How touch preparations act and how useful they are is very much up to Poindexter's interpretation.  Going strictly by RAW an alchemist literally cannot come closer than tong's reach to a touch preparation after it is completed or it goes off in his face, which is a pretty ridiculous limitation to me.

And with something like knucks, even a command prep could potentially backfire depending on interpretation as well.  The spell is supposed to choose the closest valid target.  So which is closer, my fingers inside the knucks or the guy's face outside the knucks?  Alchemy has some awesome potential but is plagued by little things like this.  That's what I meant before when I said that this stuff is going to really just have to be figured out and fiddled with as we go along.

One I'm looking forward to the most is poltergeist though.  I have ideas.  Speaking of which, how much should I pay for...
3 4oz glass jars full of highly reflective, multicolored glitter
and
3 10oz glass jars full of jagged metal bits
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reyjinn

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« Reply #222 on: <06-02-14/1936:47> »
I think someone somewhere suggested a houserule where the alchemist could exclude his aura from triggering the prep. Might use some negative modifiers like with command word for it.
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Poindexter

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« Reply #223 on: <06-02-14/1939:23> »
how much should I pay for...
3 4oz glass jars full of highly reflective, multicolored glitter
and
3 10oz glass jars full of jagged metal bits

i dunno.
ummm, 5 bucks/jar for the empties and maybe a buck for the glitter.
jagged metal bits should be easy enough to find.
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Tenlaar

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« Reply #224 on: <06-02-14/2313:15> »
Ok, cool, looks like we're on the same page as far as little random stuff like that goes.  I threw in 10 nuyen for a sheet of 100 stickers (25 each of 4 colors), for example.  I'm not trying to start with all of the little random things I'm going to have ready to go, I just want to have supplies in my home work area ready to be able to whip up a few surprises if needed when things get going.

I really like the idea of poltergeist tricks.  The ones I want the jars for are pretty obvious.  The Blender is just a glass jar full of metal shards with a poltergeist prep.  Smash it on the ground as I'm running away, drop it in a crowded elevator, etc. and activate.  The poltergeist should last for at least 2-3 minutes, so it might be a good way to shut down a hallway or exit point.  The Glitterbomb is the non-lethal version, smash the jar of glitter with poltergeist.  Another one is a couple of small weights (about a quarter pound each) with about 5 meters of microwire tied between them.  I haven't named that one yet, but it may end up being "Unintended Consequences" heh.  It could be...messy.
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