Chargen ideas, Need input on knowledges |
Chargen ideas, Need input on knowledges |
Sep 15 2003, 04:10 PM
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#1
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Target Group: Members Posts: 7 Joined: 9-July 03 From: Michigan Member No.: 4,898 |
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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