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> 20 dice for intimidation tests...
Redspork
post Aug 7 2006, 01:44 AM
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Ok, so I scribbled up a character, standard 400 buildpoints, and I need to make sure this all works out. Elf Mystic Adept with 7 Charisma, and an aptitude for Intimidation (bringing it up to 7 as well). Sitting at 14 dice for the test right now. 3 levels of improved skill Intimidation; 17 dice. Mentor Spirit Thunderbird adds 2 dice for Intimidation tests (that's how it's worded, doesn't modify skill) brings it up to 19 dice. And a level of Kinesics rounds it out to 20.

Too much free time... :grinbig:
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zeb.hillard
post Aug 7 2006, 02:07 AM
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Don't forger an amazingly generic Intimidation Specilization, my personal preference is "The Angry AntiHero Glare" but you can use whatever you want. It's another 2 dice, after all.

Not that I'm a fan of Intimidation Adepts...buttt...if you're going to do it, might as well do it to the max.
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Redspork
post Aug 7 2006, 02:13 AM
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Couldn't quite figure out what to specialize in to be quite honest. I mean, 20 dice is a whole lotta scary. What could you do to make to make something with 20 intimidation dice scarier?
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Samaels Ghost
post Aug 7 2006, 02:15 AM
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Make it big.
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Redspork
post Aug 7 2006, 02:19 AM
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QUOTE
Make it big.


:rotfl:
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Asheron
post Aug 7 2006, 02:23 AM
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Specialize to Physical, be really buff and carry a huge gun
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Redspork
post Aug 7 2006, 02:27 AM
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I'd like to make him buff, but gettting the 20 dice for Intimidation tests bled a large amount of BP.
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Asheron
post Aug 7 2006, 02:29 AM
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Make him really tall then....if i remember correctly he just needs to be bigger then the target.
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zeb.hillard
post Aug 7 2006, 02:48 AM
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QUOTE (Redspork)
I'd like to make him buff, but gettting the 20 dice for Intimidation tests bled a large amount of BP.

Give him armor that far exceeds his Strength rating...so that he moves very slowly and deliberately. That way, they think he just doesn't consider them worth his time, so he doesn't have to move quickly.

Intimidation: Specialized: Screaming Incoherant Vulgarities was one of the more humorous that I've seen as a GM.
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SL James
post Aug 7 2006, 03:13 AM
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My preference is a specialization in Interrogation
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knasser
post Aug 7 2006, 09:25 AM
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QUOTE (Redspork)
I'd like to make him buff, but gettting the 20 dice for Intimidation tests bled a large amount of BP.

So we have someone who has put so much effort into being scary that they're significantly less dangerous than everyone else. :rotfl:

His totem should be Puffer Fish.
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Oracle
post Aug 7 2006, 09:29 AM
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QUOTE (knasser)
So we have someone who has put so much effort into being scary that they're significantly less dangerous than everyone else.

Possibly nobody would notice.
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hobgoblin
post Aug 7 2006, 09:53 AM
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QUOTE (Asheron)
Make him really tall then....if i remember correctly he just needs to be bigger then the target.

"bigger" is one of those silly words that can have diffrent meaning based on how its used.

all in all this is yet another glass canon. very good at what he does, but outside of that, forget it. allso, i dont think it will help much to try and intimidate someone in the middle of say a firefight. at best you risk turning yourself into a virtual bullet magnet.

for some other situations, maybe. but intimidation isnt a "solve all social interactions" skill.
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hobgoblin
post Aug 7 2006, 09:59 AM
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QUOTE (knasser)
His totem should be Puffer Fish.

so if someone try to eat him, they will find him to be highly poisonus?
and any petro houngan will find him usefull for making zombies?
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zeb.hillard
post Aug 7 2006, 02:46 PM
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QUOTE (hobgoblin)
all in all this is yet another glass canon. very good at what he does, but outside of that, forget it. allso, i dont think it will help much to try and intimidate someone in the middle of say a firefight. at best you risk turning yourself into a virtual bullet magnet.

for some other situations, maybe. but intimidation isnt a "solve all social interactions" skill.

"FEAR ME!"
"EEP!"
BLAMBLAMBLAMBLAMBLAMBLAM

There you go, problem with the scary guy solved, and it only cost 120 Nuyen.
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SL James
post Aug 7 2006, 03:06 PM
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"They didn't shoot, probably because they couldn't believe their eyes from what they saw. But the most amazing thing was, after he made contact with I company, he came back."
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ethinos
post Aug 7 2006, 04:43 PM
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QUOTE (Redspork)
Ok, so I scribbled up a character, standard 400 buildpoints, and I need to make sure this all works out. Elf Mystic Adept with 7 Charisma, and an aptitude for Intimidation (bringing it up to 7 as well). Sitting at 14 dice for the test right now. 3 levels of improved skill Intimidation; 17 dice. Mentor Spirit Thunderbird adds 2 dice for Intimidation tests (that's how it's worded, doesn't modify skill) brings it up to 19 dice. And a level of Kinesics rounds it out to 20.

Too much free time... :grinbig:

Chargen limits skills to be at a max of 6. Aptitude will only help when raising intimidation later.
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Charon
post Aug 7 2006, 04:55 PM
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Fun stuff. This is like going through the Wild West with the scary reputation of Wild Bill Hickock but without the talent to back it up.

It's likely to end the same way and much earlier in Mr. Scary's career too.
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PBTHHHHT
post Aug 7 2006, 05:17 PM
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QUOTE (SL James)
"They didn't shoot, probably because they couldn't believe their eyes from what they saw. But the most amazing thing was, after he made contact with I company, he came back."

I love that scene, it's just crazy. Was Speirs ever wounded in the series?
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Cleremond
post Aug 7 2006, 05:45 PM
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Also, most GM's use the "hit" limitation to skill x 2 to eliminate the weight of buy up attributes. So, your extra dice still won't net you more than 12 hits at skill level 6 or 14 hits at skill level 7, just extra chances to get those hits.

If I were a GM dealing with your character, who with 20 or more dice in intimidation, could essentially make Lofwyr back down from a fight, just based on skill mechanics alone.....I would start rolling panic checks for those types of encounters based on the intimidated NPC's willpower to keep from panicing and blasting your character back to the Tir. The number of your hits would be their threshold to NOT panic.

I'm still reading the rules, so I'm not sure there is a game mechanic already in place for this kind of situation or not....but that's how I'd probably handle those cases.....simply to keep your character from breaking plot points and plot devices in the storyline.

*shrug*
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zeb.hillard
post Aug 7 2006, 05:50 PM
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QUOTE (Cleremond)
Also, most GM's use the "hit" limitation to skill x 2 to eliminate the weight of buy up attributes. So, your extra dice still won't net you more than 12 hits at skill level 6 or 14 hits at skill level 7, just extra chances to get those hits.

If I were a GM dealing with your character, who with 20 or more dice in intimidation, could essentially make Lofwyr back down from a fight, just based on skill mechanics alone.....I would start rolling panic checks for those types of encounters based on the intimidated NPC's willpower to keep from panicing and blasting your character back to the Tir. The number of your hits would be their threshold to NOT panic.

I'm still reading the rules, so I'm not sure there is a game mechanic already in place for this kind of situation or not....but that's how I'd probably handle those cases.....simply to keep your character from breaking plot points and plot devices in the storyline.

*shrug*

Though, to recall...if your GM lets you 20 dice could be an automatic 5 Hits on an Intimidation test, resisted by their respective rolls.

It'd definately make someone back down.
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Charon
post Aug 7 2006, 06:19 PM
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QUOTE (Cleremond @ Aug 7 2006, 12:45 PM)
Also, most GM's use the "hit" limitation to skill x 2 to eliminate the weight of buy up attributes.  So, your extra dice still won't net you more than 12 hits at skill level 6 or 14 hits at skill level 7, just extra chances to get those hits.

The odds of scoring more than 14 success on 20 die are 0,02%. So... Not a big deal.

Roughly 85% of the times you'll roll between 4 and 9.

QUOTE
If I were a GM dealing with your character, who with 20 or more dice in intimidation...


I wouldn't care much.

First of all, I doubt anyone would really play that PC. Specialist of intimidation isn't that exciting of a niche. Well, thankfully he will also be very good at other social skills with a few scores of 11 dice or so but still. A 20 die con artist is far more likely.

But hey, if someone does, I don't think it would be such a big deal. He might be good at making people back down but that's mostly first impression. You may convince the sottocapo of O'Malley to back down when he first meets you because you implied you were backed by very powerful players. But you can be sure he'll check you down soon afterward and once he knows for sure you are nothing special he'll be harder to intimidate. I'd feel within my right to up the threshold when you are dealing with people who have a fairly accurate idea of your real capabilites.

Or he might just want to have you wacked because he feels humiliated. You don't get to intimidate the assassin before he shoots you in the back of the head.

There's really not much game breaking involved in that particular concept.
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