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> Chargen ideas, Need input on knowledges
Dhurgan
post Sep 15 2003, 04:10 PM
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I created a physad character and after playing him for a few sessions, I realized I didn't really do a good job selecting his knowledges. Post-creation modifications are usually a no-no, but this is in the interest of making a more realistic character, even at the expense of making him less effective.

Here's what I picked for knowledges:
Security Procedures(KNO) [4]
Security Devices(KNO) [4]
Security Systems(KNO) [4]
Megacorporate Security(KNO) [4]
Biotech(KNO) [3]
Magic(KNO) [4]
Iconography(KNO) [3]
Occult Knowledge(KNO) [4]

So, given the following background what would changes would you recommend (character has 6 int -> 30pts total):
---
Kid growing up in the slums, gets involved in a local martial arts group, learns he has some magic talent. Said group is also a local thieves’ guild equivalent, and he also gets training in all sorts of B&E skills (but he prefers non-lethal grenades for ranged combat). He specializes in electronics and security, and when that fails, he uses his magic-enhanced combat abilities to render his opponents useless. In general, he's not opposed to killing, but prefers to go non-lethal as a first option.
---

Probably not very descriptive, but I tend to be poor at coming up with backgrounds (I'm learning, just not gifted).

After giving it some thought, here's what I came up with as an alternate:
Meditation (KNO) [4]
Philosophy(KNO) [2]
Gang Identification(KNO) [4]
Security Devices(KNO) [4]
Police Security Procedures(KNO) [4]
Megacorporate Security(KNO) [4]
Magic(KNO) [4]
Iconography(KNO) [4]

TIA
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Sonomancer
post Sep 15 2003, 04:56 PM
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hmmm...
Well, growing up in the slums may merit a street knowledge skill, maybe a spec. in the area or city the character is from. I'd also suggest some electronics background for the b&e end of the character.
I like to really flush out a character through know skills as it seems like the best place to do so. Take some skills that reflect the depth of the char, they may not come in handy on every run but they do add a great deal of flavor and life to a char.
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Kagetenshi
post Sep 15 2003, 05:05 PM
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If it's a gang, close to the street, I'd probably say drop the megacorp security procedures skill. Why would your character know Iconography, and would they really know police security procedures at a professional level? Maybe some info on martial arts styles, or on the slum areas.

~J
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Backgammon
post Sep 15 2003, 05:26 PM
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Meditation is more of an active skill that a knowledge skill... your body needs to know how to meditate, it takes practice, like say, martial arts. I'd say Megacorporate Security is more like Security Procedures (Megacorporate) and (Police). You could also add some sort of home turf knowledge skill, very useful for navigating the urban maze.

Dunno, knowledge skills are pretty subjective.
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TinkerGnome
post Sep 15 2003, 05:50 PM
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QUOTE (Backgammon)
Meditation is more of an active skill that a knowledge skill... your body needs to know how to meditate, it takes practice, like say, martial arts.

You probably shouldn't make someone buy meditation as an active skill, unless you're going to introduce real, solid benefits for having/using it, that is. If you really want to, make more physical meditation styles an athletics test with meditation as a complimentary skill.
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