Hama |
Hama |
Setting: I am writing up the ship, it will be done tomorrow most probably, i will also thumb through the rules and tell you. And then i will tell you how much money you have to spend on cyberware (if you want to of course), and what kind of cyberware is available.
I am not using cp2020 rules per se, just interlock beause i love the simplicity of it, and an actual focus on roleplay it provides.
Sure, make aliases.
TerraNova RPG Superstar 2009 Top 32 |
TerraNova RPG Superstar 2009 Top 32 |
Hama |
Well, since your characters are the best and brightest earth has to offer, i would be giving at least 75 points to distribute.
And i completely forgot luck, so you have 9 stats to distribute them over.
But, say this. You can choose. Either you take 75 points and distribute them, or you roll 9d10 rerolling any 1s and total the numbers, and then distribute that, or you roll 1d10 for each stat, rerolling any 1s.
So, completely your choice.
Hama |
Ok, firstly, BTM is a body type modifier which is derived from BODY.
Stats are:
Intelligence
Reflexes
Cool
Tech
Luck
Attractiveness
Movement Allowance
Empathy
So just put that 9 in MA and you're fine. Physically average girl who is quick on her feet. As for derivates, i will post how you calculate them now:
BTM - Body type modifier (how much you reduce damage buy)
2 -0
3-4 -1
5-7 -2
8-9 -4
10 -4
11+ -5 (only through cyberware)
SAVE - How much you have to roll equal to or under to survive shock and some effects like poison and stunning. It equals your BODY.
Humanity - Multiply your empathy by 10 and that is how "human" you are. It lowers with installing cyberware.
RUN - Multiply your MA by 3 and that is how much in Meters you can run in a round.
LEAP - Divide your RUN by 4 and that is how long you can jump straight ahead.
LIFT - Multiply your body by 40, that is how much weight in pounds you can deadlift.
CARRY - Mutliply your body by 10 and that is how much you can carry around with you without being impared in any way.
Hama |
Ok. Skills.
You pick 10 skills which we will call Career skills. You have 40 points to distribute among them. Distribution is on a 1 for 1 basis. You don't have to put points in every skill if you don't want to, and they will progress faster then other skills. Maximum is 10 on any skill.
You cannot choose special abilities at character creation, you will acquire those later.
After that, total your Reflexes and Intelligence and that number is the number of skill points you have to distribute among skills other then your career skills (these points cannot go to improve career skills. These skills are called "pickup skills". They will also progress a mite slower then career skills.
Also, you get to pick one trait (sort of like a feat). Trait are my addition to the game, and i will publish a list of those tomorrow, when i finish with some school stuff.
Hama |
Nope. We're using CP2020 skill point system. I do think that 75 points for skills would be a little too much at start, but don't worry, you'll advance relatively quickly and you'll pick new skills up relatively quickly too.
Although, if you present a good enough argument, i'm liable to change my mind. After all this thing should be fun for all of us.
EDIT: Ok does anyone else have a problem with downloading interlock rules from the Data Fortress? Because i constantly fail to load the page?
Could you mail me the file if it's not too big?
malituljki@gmail.com
spalding |
Alright, wasn't complaining just being sure,
I'll have to scale back some of what I was looking at, but nothing too major. Do you want to put a skill cap in place or just leave it open?
I'll see what I can do on sending a copy. I found that the don't play nice with wifi for some reason.
Here's what I'm looking at so far:
Parents were petty outlaws/druggies who sold him for extra drug money to a up and coming corporate type that wanted a "family" image without the fuss of a permenant partner. He had a twin brother that was pissed that he got left behind. The rest of his childhood was spent in a nice safe part of london. After graduating he joined the military to have a place to explore (one of his huge passions). His "dad's" connections helped get him in officer school where he managed to help one of his superiors and cashed in the favor from this to get recon/intel work.
I was looking at the following skill sets to represent his training:
Officer school:
Leadership, networking, human perception, social, education, bureaucracy, handgun
Expert: Military procedures, tactics, strategy
Basic:
Rifle, martial arts, endurance, first aid, athletics, resist drugs and torture
Recon school:
Navigation, survival, stealth
I post this list to get help shrinking it. I'm not thinking a huge number of points in any one bit of it, mostly 2~3 with an ocassional 4.
For cyberware I'm mostly considering com gear and sensor stuff, Maybe some skinweave or the like.
Hama |
Ok, from this, i would say that a must are Leadership, human perception, hadgun, martial arts, first aid, survival and stealth. Rifle is also a good choice as Navigation would be. Education also, of course. That would be 10 i think. The rest can go on pickup skills.
I like the concept. Especially the twin thing.
As for cyberware, post what would you like to have and i'll approve everything that is ok (most probably anything short of a full conversion :D) And then we will roll for humanity loss.
spalding |
So we were born in transit, cool I can cope with that. Can you give us more on the ship then? Are we talking something the size of new york city or texas or what? Cause recon is going to be a bit odd on a colony ship.
Something the size of the Mecross or a lot of smaller ships? And are looking at mid or end of journey adventures?
Hama |
Nope, you were put into cryo before the ship launched, and you will be waking up from it at the beginning of the adventure. The ship is enormous. It has multiple sections that have to be traveled to via monorail, also has 4-5 enormous enclosed biospheres for earth plants and animals to exist comfortably. (big biospheres). Also hangars of shuttlecraft and space fighters and enormous cargo holds.
Check campaign info
spalding |
INT: 9
REF: 8
CL: 8
TECH: 7
LK: 10
ATTR: 9
MA: 7
EMP: 10
BT: 7
Career skills
Leadership 5
human perception 4
handgun 5
martial arts 3
first aid 3
survival 4 (forest 2, grasslands 2)
stealth 5
Notice/Awareness 4 (scouts/recon have to notice the enemy to be of any use)
Navigation 4
Education 3
Pick up Skills
Seduction 3
Networking 2
Programming 2
Language 4
Bureaucracy 2
Fast talk 2
Persuasion 2
I have my background being worked on too it's simply not all done and I like having everything together so I can point to when what bits happened in his life and such.
Eli Boone |
Career skills (40)
Endurance 2
Human Perception 2
Awareness/Notice 2
Navigation 2
Survival 8 (6-Urban, 2-space)
Brawling/Melee 8
Initiative 4
Stealth/Evasion 2
Weapon: Firearms 8 (2-Pistol, 6-Rifle)
Weapon: Heavy 1 (Rocket Launchers)
Pickup Skills (18)
Intimidate 4
Streetwise 4
Persuasion & Fast talk 4
Expert: Military History 2
Expert: Military Procedures 2
Medical Tech 2
Ok...I think that this is good, but please check and tell me if I need to change anything.
Hama |
Brawling/Melee covers only brawling and melee. Martial Arts is a separate skill, because martial arts are quite more dangerous then mere brawling.
Like i said, heavy is a broad category. You don't have to pick a single weapon.
It's different for pistols and rifles, you have to break it down. Each weapon requires it's own separate skill.
spalding |
Sample Style IP Mod Strike/Cast Punch Kick Disarm Sweep Block Dodge Grapple Throw Hold Choke Escape Ram
Brawling/Melee (1) - - - - - - - - - - - - -
Martial Art 1 (Offensive) (2) - 2 3 - 1 - - - - - - - 1
Martial Art 2 (Defensive) (2) - - - - - 1 1 1 1 1 1 1 -
Martial Art 3 (Weapon) (2) 3 - - 1 - 2 1 - - - - - -
I know it isn't a good chart but that's what's from the interlock rules on the subject.