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> Sioux Wildcats, what ingredients?
Crimson Jack
post Mar 23 2005, 10:04 PM
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I'm building an Ex-Sioux Wildcat for a player in the new game I'm writing for my group. Everyone is playing pre-generated characters, so I'm 'rolling' up one now. I've decided that he's going to be an Ork Amerind and specialize in projectile weapons mainly.

The part I'm a little unsure of is what would the stats of a Wildcat be like? Anyone care to toss out a few Attribute and Skills that should be imperative? I'm building all of the characters with 135 BP on the point system, so there are some to work with.

Thanks for the advice in advance. :)
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Nikoli
post Mar 23 2005, 10:02 PM
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Biotech, maybe spec in First aid, Wilderness Survival, some sort of MOP background skill.

I assume that NAN, CAS and UCAS militaries are built on the bones of former US military training regimen, so those would be skills you'd see in every soldier in varying degrees.

With the wonders of the chipjack, you can have the more esoteric skills, chemistry, botany, para-whatevers, engnieering, etc. on chips that the soldiers slot when needed, if needed, same with languages while in the field. I'd shy away from chipping skills that are in flux like Smuggler Routes, SR haunts, etc. those, imo shouldn't even be available as chips or better yet, have some type of SOTA rule applied to them.
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Paul
post Mar 23 2005, 10:15 PM
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I'd think that your character would need a few essential concepts:
  • Indian. Not necassarily Sioux, but that'd likely be helpful. Not being Sioux could be a good source of friction, and agreat plot hook; impetus to dwelve into the characterization.
  • Spec Ops have a commonality: Fit men, who are above average intellectually, and have a common background. Screening, screening, screening. Physical. Psychological. Security. Credit. You name it they are closely scrutinized people. Only the best are supposed to make it.
  • Patriotism: Most, not all of course, specops people have a greater than average love for their country, or something similar. They are company men. They understand the system, howit operates, and what their place in it is.

As far as number crunching goes, I'd take a look at what you are goign to be, and then specialize as best you can.
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DocMortand
post Mar 23 2005, 10:15 PM
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Also, if your GM is using the Martial Arts rules be aware there is a special "Wildcat" Martial Art that you would have been trained in.

For beginning of stats, find a SWAT member stat in one of the books and use that - a good place to dig that up is in Wake of the Comet, which has several uber-Indians in it that you can look at as a base to start from.
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Crimson Jack
post Mar 23 2005, 10:28 PM
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QUOTE (DocMortand)
Also, if your GM is using the Martial Arts rules be aware there is a special "Wildcat" Martial Art that you would have been trained in.

For beginning of stats, find a SWAT member stat in one of the books and use that - a good place to dig that up is in Wake of the Comet, which has several uber-Indians in it that you can look at as a base to start from.

I am the GM. I'm creating pre-generated characters for the group and I'm the one who needs the advice. :D

I don't have Wake of the Comet actually. One of the few books not in the collection.
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DocMortand
post Mar 23 2005, 10:32 PM
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Oh. Is he awakened at all? Or a cyber munchie? I can go pull up something if you can give me a few more details.
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Crimson Jack
post Mar 23 2005, 10:32 PM
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Okay, sure. I thought that he would be Sioux, to make things nice and copacetic. If it'd be plausible, I'd like him to be mostly pure Essence-wise (so no cyber). Thought he'd rely on a lot on skills and bioware. He's a mundane. Generalist. That help?

edit: grammar... copacetic. Sheesh.
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Vuron
post Mar 23 2005, 11:18 PM
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Hrmm First I assume that you are using the standard point system rather than the eleite character one from MJLBB

Basic Mundane Orc Hoopkicker

Body: 8
Quickness: 6
Strength: 7
Charisma: 3
Intelligence: 3
Willpower: 6
Attribute Totals: 60 Points


Active Skills
Athletics: 5
Stealth: 5
MA: Widcat: 5 with Close Combat and Vicious Blow Manuvers
Edged Weapons (Combat Knife): 3/5
Projectile Weapons (Pull Bows): 5/7
Assault Rifle: 4
Pistols: 2
Submachine Gun: 2
Heavy Weapons: 2
Biotech (First Aid): 2/4
Demolitions: 3
Electronics: 2
Small Unit Tactics: 3
Etiquette (Tribal): 2/4
Intimidation: 2
Car: 3
Bike: 2
Active Skill Points: 60

Or some combination thereof if Survival skills are going to be in then I'd likely lower some skills or replace Small Unit Tactics if that's not a factor.

Augmentations
Cyberware
Boosted Reflexes 3

Bioware
Muscle Augmentation 1
Muscle Toner 2
Suprathyroid Gland
Synthacardium 2
Orthoskin 3

Leaving rough 75,000 in other augments weapons vehicles, lifestyles and contacts.

Final Attribute Totals
Body 9
Quickness 9
Strength 9
Charisma 3
Intelligence 3
Willpower 6
Essence 3.2
Reaction 7(9)
Inititiative +3d6

Sure he's not going to get 3 initiative passes every time but he's pretty buff and pretty hard hitting at range and in close.






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Crimson Jack
post Mar 24 2005, 01:33 AM
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Also, anyone know what standard issue firearms the Wildcats would use? I want to give him a proficiency with some sort of firearm, regardless of the fact that he'll be primarily a bow user.
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toturi
post Mar 24 2005, 01:40 AM
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From what I gather from sourcebooks, Wildcats do not specialise in a single specific firearm but have proficiency in as many firearms as they can. I would think that your Wildcat should have proficiency in Assault Rifles at the very least.
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SykoBear
post Mar 24 2005, 02:29 AM
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Just to jump in, there's some fluff text in Shadows of North America, under the Sioux Nations about the Wildcats. They apparently emphasise a lot on skills training rather than mojo or cyber.

Off the top of my head, you'll need paratrooper training (Parachutes), wilderness survival (Survival), a decent spectrum of firearms, and their in-house martial arts named....Wildcat (available in the nearest Cannon Companion).

Someone with a copy of SONA to refer to please correct me if I'm wrong.
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Edward
post Mar 24 2005, 03:19 AM
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My biggest problem with crating a special forces soldure would be that I would expect him to be good with pistols, SMGs, ARs, shotguns and rifles and competent with heavy weapons and launch weapons. That’s a lot of skill points.

Edward
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Fortune
post Mar 24 2005, 04:40 AM
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It's almost impossible to make an believable experienced Special Forces person, especially from among the elites like Firewatch or Wildcats, with normal (or even close to normal) chargen rules.
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Smiley
post Mar 24 2005, 06:06 AM
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The easiest way to make a character like this is with half karma and half resources from your last character. That way, you'll have a bit more leeway than you would with just a starting character. It's next to impossible to make a believeable starting ex-Wildcat with just chargen rules because any Wildcat is going to be a seasoned veteran.

Just a thought.

[EDIT] And, of course, Fortune beat me to the punch. Bastard.
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toturi
post Mar 24 2005, 06:00 AM
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QUOTE (Fortune)
It's almost impossible to make an believable experienced Special Forces person, especially from among the elites like Firewatch or Wildcats, with normal (or even close to normal) chargen rules.

True. A more believable elite force PC would require something like the high level chargen in MJLBB.
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Critias
post Mar 24 2005, 06:23 AM
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Or 150 or so karma.
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Fortune
post Mar 24 2005, 06:58 AM
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QUOTE (Smiley)
And, of course, Fortune beat me to the punch. Bastard.

By close to an hour and a half! :P :D
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Smiley
post Mar 24 2005, 05:45 PM
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QUOTE (Fortune)
QUOTE (Smiley @ Mar 24 2005, 05:06 PM)
And, of course, Fortune beat me to the punch. Bastard.

By close to an hour and a half! :P :D

Jeez, rub it in, why don't you?
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CanvasBack
post Mar 24 2005, 06:21 PM
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Does anybody ever play a washout from such a progarm?

It seems like SpecOps groups turn down more applicants than they accept, and those applicants don't come to them with absolutely zero skills. Might even be the source of friction that leads to a character leaving the military and running the shadows.
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Apathy
post Mar 24 2005, 07:11 PM
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Just a suggestion, but I'd swap edged/knife for polearms/fixed bayonet. A special forces guy would be trained in knives, too, but bayonet is one of the first things you learn in basic.
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Apathy
post Mar 24 2005, 07:17 PM
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I put together some generic NPC soldier stats for a campaign I ran once.

[ Spoiler ]
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Austere Emancipa...
post Mar 24 2005, 07:43 PM
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QUOTE (CanvasBack)
It seems like SpecOps groups turn down more applicants than they accept, and those applicants don't come to them with absolutely zero skills.

Very true. For example, the 1st SFOD-Delta mostly invites soldiers, sailors and airmen they see as having desirable skills and backgrounds. The people who attend the selection course include some of the best of the Rangers, Special Forces, SEALs, etc., and only ~7% or less are likely to pass.

Apathy: The basic soldiers should probably all be specialized in Assault Rifles to their personal weapon (in this case Ares Alpha). The Cannon for soldiers in armor units should probably be a specialization of Gunnery, not Heavy Weapons.
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DrJest
post Mar 24 2005, 07:49 PM
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QUOTE (CanvasBack)
Does anybody ever play a washout from such a progarm?

It seems like SpecOps groups turn down more applicants than they accept, and those applicants don't come to them with absolutely zero skills. Might even be the source of friction that leads to a character leaving the military and running the shadows.

I played one who washed out for political reasons - it was the sting that sent him into the shadows.
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Apathy
post Mar 24 2005, 08:03 PM
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[edit] deleted.
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Paul
post Mar 24 2005, 10:31 PM
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People wash out all the time. In fact more washout, usually, than make it. Just watch a TLC or Discovery Channel Special on the SEALs or the Rangers or what not.
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