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> Chargen ideas, Need input on knowledges
Dhurgan
post Sep 15 2003, 04:10 PM
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Joined: 9-July 03
From: Michigan
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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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