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> Help with characters needed
toturi
post Apr 18 2008, 01:35 AM
Post #26


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QUOTE (IQ Zero @ Apr 18 2008, 08:58 AM) *
Good point. Would the army offer them cyber? They aren't SpecOps troopers, just basic Light Infantry, I think they are planning to be 3 termers (12 years in service) so as to catch the tail end of the Renraku Arcology story arc in their backgrounds.

That would really depend on your own view on how the army would choose to enhance their soldiers' performance. Perhaps some of them were selected for a trial program or they volunteered (perhaps they didn't know exactly what they were getting into, but they were going to get hazard pay, so they followed the nuyen). Or that they paid for their enhancements using their own money but the army provided the docs. I'd say that as long as it makes sense to you as the GM and fits the vision of your game world, it doesn't really matter how the PCs get their cyber/bio.
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ArkonC
post Apr 18 2008, 01:43 AM
Post #27


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QUOTE (IQ Zero @ Apr 18 2008, 02:58 AM) *
Good point. Would the army offer them cyber? They aren't SpecOps troopers, just basic Light Infantry, I think they are planning to be 3 termers (12 years in service) so as to catch the tail end of the Renraku Arcology story arc in their backgrounds.

For light infantry I wouldn't give them any special ware, meaning the 12 availability is still a good guideline, what I would do though, is make a cyberware package hat they can get cheaply as part of their basic training, but don't overoptimize it, give it wired 1, Cybereyes with smartlink and other things, you know, whatever you think fits the concept...
But unless they go for the "advanced" carreers (Spec ops, snipers,...) I wouldn't offer them any optimized packages, no advanced ware and no beta...
Just my 2 (IMG:style_emoticons/default/nuyen.gif) ...
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IQ Zero
post Apr 22 2008, 07:45 AM
Post #28


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Okay, after a loong discussion, my players have shot down the whole ex-military angle. So far only 4 have submitted (partial) characters to me. I'd like a critique if possible from you guys.

Here is the first one, twin Orks based on the Enforcer archetype (which by the way doesn't work, points wise), revised and revamped for Orks rather than Trolls. These guys pointed out that they can purchase skill groups and then pay to specialize afterwards, which sounds alright to me (what's sauce for the goose is sauce for the gander).

Crash 'n Smash (aka The Hardy Boys)
Name: Franklin & Joseph Hardy
Race: Ork (20 BP)
Sex: Male
Age: 16
Height: 2 meters
Weight: 130 kilograms

Qualities (0 BP)
High Pain Tolerance 3 (15 BP)
Quick Healer (10 BP)
Toughness (10 BP)
Allergy (Severe): Chocolates (+15 BP)
Incompetence: Armorer (+5 BP)
Incompetence: Automotive Mechanic (+5 BP)
SINner (+5 BP)
Weak Immune System (+5 BP)

Attributes (220 BP)
Physical
B 8
A 3[5]
R 3[5]
S 7[9]
C 3
I 3
L 3[5]
W 3
E 3
ESS 1.35
Init 6[8]
IP 1[3]

Physical Damage Track: 12
Stun Damage Track: 10

Active Skills (100 BP)
Close Combat Skill Group 2
Blades (Knives)
Unarmed Combat (Martial Arts)
Dodge (Ranged Combat) 1
Firearms Skill Group 2
Automatics (Submachine Guns)
Longarms (Shotguns)
Pistols (Semi-Automatic)
Influence Skill Group 1
Con (Fast Talk)
Etiquette (Mafia)
Leadership (Persuasion)
Negotiation (Bargaining)
Intimidation (Mental) 1
Pilot Ground Craft (Bike) 1
Stealth Skill Group 1
Disguise (Theatrical)
Shadowing (Tailing)

Knowledge Skills (0 BP)
Gang ID 2
Gang Turf 3
Language: Chinese 1
Language: English N
Language: Irish Gaelic 1
Language: Italian 1
Language: Japanese 1
Mafia Politics 3
Triad Politics 3
Yakuza Politics 3

Gear (50 BP) [250,000Y]
Cyberware [84,000Y]
Muscle Replacement 2 (Alphaware)
Wired Reflexes 2 (Alphaware)

Bioware [100,000Y]
Bone Density Augmentation 2
Cerebral Booster 2
Enhanced Articulation

Contacts (Connection/Loyalty) (10 BP)
Mafia Don? (6/4)
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