CptCthulhu - Luke Roberts.   Posted by Character Thread.Group: 0
Luke
 Luke Roberts, 28 posts
Thu 6 Nov 2014
at 17:46
Re: CptCthulhu - TBD1
Kraven Kor:
Let's try this one:

quote:
Luke Roberts
Character Name
Dread Pilot Roberts
Alternate Identities:
Player Name: CptCthulhu

Val Char Points Roll Notes
15 STR 5 12- HTH Damage 3d6 END [3]
18 DEX 16 13-
15 CON 5 12-
18 INT 8 13- PER Roll 13-
10 EGO 0 11-
15 PRE 5 12- PRE Attack: 3d6
6 OCV 15
5 DCV 10
3 OMCV 0
3 DMCV 0
3 SPD 10 Phases: 4, 8, 12
6 PD 4 6 PD (0 rPD)
5 ED 3 5 ED (0 rED)
8 REC 4
30 END 2
12 BODY 2
35 STUN 8
101 Total Characteristics Points

Cost Name
Everyman Skills
0       1) Acting 8-
0       2) Climbing 8-
0 3) Concealment 8-
0 4) Conversation 8-
0 5) Persuasion 8-
0 6) PS: Stellar Cartographer 11-
0 7) Stealth 8-
<Bold>3 Analyze: Starship Combat 13-</Bold>
Cost should be 7. Roll should be 15-
3 Breakfall 13-
7 Combat Piloting <Bold>13-</Bold>
Roll should be 15- for this cost.
3 Computer Programming 13-
3 Deduction 13-
3 Electronics 13-
3 Mechanics 13-
3 Navigation (Land, Space) 13-
3 Paramedics 13-
3 Security Systems 13-
3 Streetwise 12-
3 Survival 13-
15 Systems Operation (Karak Weapon Systems, Terran Communication Systems, Terran Computer Systems, Terran Environmental Systems, Terran Sensor Systems, Terran Weapon Systems (Free; see notes)) 15-
Notes: Note: HD was funky and zeroed cost of base skill when I applied adders; overall cost is correct.
3 Tactics 13-
3 Trading 12-
2 Weaponsmith (Vehicular / Emplaced Weapons) 13-
6 WF: Energy Weapons, Small Arms, Vehicle Weapons (Terran)
3 TF: Common Motorized Ground Vehicles, Science Fiction & Space Vehicles (Terran & Karak), Common Small Aircraft, Everyman, Karak Craft
12 +4 with Analyze: Starship Combat, Combat Piloting, and Systems Operation
10 +2 with Vehicular / Emplaced Weapons
12 +1 Overall
6 Crack Shooting: +2 to offset Hit Location modifier with all attacks
8 Sharp Aim: +4 to offset a specific negative OCV modifier with all attacks (12 Active Points); Extra Time (Full Phase, -1/2)
5 Defense Maneuver I-II
3 Scholar
1 1) KS: Exoskeleton Systems and Power Armor (2 Active Points) 11-
2 2) KS: Sensor Systems (3 Active Points) 13-
2 3) KS: Ship Identification (3 Active Points) 13-
0 4) KS: Sigma Ceti 3 (Everyman) 11-
2 5) KS: TSR Tactics (3 Active Points) 13-
2 6) KS: Weapon Systems (3 Active Points) 13-
0 7) AK: Sigma Ceti 3 (Everyman) 11-
0 Language: Terran (English) (idiomatic; literate) (5 Active Points)
0 Language: Karak (fluent conversation; Everyman, literate)
137 Total Skills Cost

PERKS
Cost Name
3 Anonymity
0 Follower/Contact Points: 15
25 Equipment Points: 170
5 Fringe Benefit: Improved Equipment Availability Military equipment
3 Fringe Benefit: Galactic Computernet Access Card
2 Computer Link (Galactic Teamster's Union)
38 Total Perks Cost

TALENTS
Cost Name
3 Absolute Time Sense
3 Bump Of Direction
6 Combat Luck (3 PD/3 ED)
0 Zero-G Training: Environmental Movement (no penalties in Zero-G) (Everyman)
12 Total Talents Cost

EXPERIENCE POINTS
Total Points: 288
Total XP Earned: 0
XP Spent: 0
XP Unspent: 0
Base Points: 300
Complication Points: 0


Showing 288 of 300 now.

After you update PD,ED,RUN,and LEAP let me know point total.

Kraven Kor
 GM, 228 posts
Thu 6 Nov 2014
at 17:57
Re: CptCthulhu - TBD1
Luke:
Correction on characteristics. PD should be 8, cost = 6.
ED should be 6, cost =4.
Run should be +3 points for 15m.
H Leap 1 PT for 3m.


Corrected PD / ED.  Running and Leaping are / were correct, just were not listed on the sheet, apologies.

quote:
MOVEMENT
Cost    Type Total
3       Run 15m[30m NC]
0       Swim 4m[8m NC]
1       H. Leap 6m / V. Leap 3m


291 of 300 now.

Once we have all points spent, I'll add in all your complications and equipment.
Luke
 Luke Roberts, 29 posts
Thu 6 Nov 2014
at 18:40
Re: CptCthulhu - TBD1
Luke Roberts
Character Name
Dread Pilot Roberts
Alternate Identities:
Player Name: CptCthulhu

Val Char Points Roll Notes
15 STR 5 12- HTH Damage 3d6 END [3]
18 DEX 16 13-
15 CON 5 12-
18 INT 8 13- PER Roll 13-
10 EGO 0 11-
15 PRE 5 12- PRE Attack: 3d6
6 OCV 15
5 DCV 10
3 OMCV 0
3 DMCV 0
3 SPD 10 Phases: 4, 8, 12
8 PD 6 11 PD (3 rPD)
6 ED 4 9 ED (3 rED)
8 REC 4
30 END 2
12 BODY 2
35 STUN 8
15m     RUN     3
4m      SWIM    0
5m    H. Leap 1
2m      V. Leap 0
104 Total Characteristics Points

Cost Name
Everyman Skills
0       1) Acting 8-
0       2) Climbing 8-
0 3) Concealment 8-
0 4) Conversation 8-
0 5) Persuasion 8-
0 6) PS: Stellar Cartographer 11-
0 7) Stealth 8-
7 Analyze: Starship Combat 15-
3 Breakfall 13-
7 Combat Piloting 15-
3 Computer Programming 13-
3 Deduction 13-
3 Electronics 13-
3 Mechanics 13-
3 Navigation (Land, Space) 13-
3 Paramedics 13-
3 Security Systems 13-
3 Streetwise 12-
3 Survival 13-
15 Systems Operation (Karak Weapon Systems, Terran Communication Systems,
        Terran Computer Systems, Terran Environmental Systems, Terran Sensor
        Systems, Terran Weapon Systems (Free; see notes)) 15-
3 Tactics 13-
3 Trading 12-
2 Weaponsmith (Vehicular / Emplaced Weapons) 13-
6 WF: Energy Weapons, Small Arms, Vehicle Weapons (Terran)
3 TF: Common Motorized Ground Vehicles, Science Fiction & Space Vehicles
        r(Terran & Karak), Common Small Aircraft, Everyman, Karak Craft
12 +4 with Analyze: Starship Combat, Combat Piloting, and Systems Operation
10 +2 with Vehicular / Emplaced Weapons
12 +1 Overall
6 Crack Shooting: +2 to offset Hit Location modifier with all attacks
8 Sharp Aim: +4 to offset a specific negative OCV modifier with all attacks
        (12 Active Points); Extra Time (Full Phase, -1/2)
5 Defense Maneuver I-II
3 Scholar
1 1) KS: Exoskeleton Systems and Power Armor (2 Active Points) 11-
2 2) KS: Sensor Systems (3 Active Points) 13-
2 3) KS: Ship Identification (3 Active Points) 13-
0 4) KS: Sigma Ceti 3 (Everyman) 11-
2 5) KS: TSR Tactics (3 Active Points) 13-
2 6) KS: Weapon Systems (3 Active Points) 13-
0 7) AK: Sigma Ceti 3 (Everyman) 11-
0 Language: Terran (English) (idiomatic; literate) (5 Active Points)
0 Language: Karak (fluent conversation; Everyman, literate)
141 Total Skills Cost

PERKS
Cost Name
3 Anonymity
0 Follower/Contact Points: 15
25 Equipment Points: 170
5 Fringe Benefit: Improved Equipment Availability Military equipment
3 Fringe Benefit: Galactic Computernet Access Card
2 Computer Link (Galactic Teamster's Union)
38 Total Perks Cost

TALENTS
Cost Name
3 Absolute Time Sense
3 Bump Of Direction
6 Combat Luck (3 PD/3 ED)
0 Zero-G Training: Environmental Movement (no penalties in Zero-G) (Everyman)
12 Total Talents Cost

EXPERIENCE POINTS
Total Points: 295
Total XP Earned: 0
XP Spent: 0
XP Unspent: 0
Base Points: 300
Complication Points: 0

This message was last edited by the player at 18:56, Thu 06 Nov 2014.

Kraven Kor
 GM, 230 posts
Thu 6 Nov 2014
at 18:52
Re: CptCthulhu - TBD1
Hmmm...  not sure how yours went back down to 288.  No worries; reposting full sheet here:

quote:
Character Name:
Luke Roberts
Alternate Identities:
Dread Pilot Roberts
Player Name: CptCthulhu

CHARACTERISTICS
Val Char Points Roll Notes
15 STR 5 12- HTH Damage 3d6 END [3]
18 DEX 16 13-
15 CON 5 12-
18 INT 8 13- PER Roll 13-
10 EGO 0 11-
15 PRE 5 12- PRE Attack: 3d6
6 OCV 15
5 DCV 10
3 OMCV 0
3 DMCV 0
3 SPD 10 Phases: 4, 8, 12
8 PD 6 8 PD (0 rPD)
6 ED 4 6 ED (0 rED)
8 REC 4
30 END 2
12 BODY 2
35 STUN 8

104 Total Characteristics Points

MOVEMENT
Cost    Type Total
3       Run 15m[30m NC]
0       Swim 4m[8m NC]
1       H. Leap 6m / V. Leap 3m

SKILLS
Cost Name
Everyman Skills
0       1) Acting 8-
0 2) Climbing 8-
0 3) Concealment 8-
0 4) Conversation 8-
0 5) Persuasion 8-
0 6) PS: Stellar Cartographer 11-
0 7) Stealth 8-

3 Analyze: Starship Combat 13-
3 Breakfall 13-
7 Combat Piloting 13-
3 Computer Programming 13-
3 Deduction 13-
3 Electronics 13-
3 Mechanics 13-
3 Navigation (Land, Space) 13-
3 Paramedics 13-
3 Security Systems 13-
3 Streetwise 12-
3 Survival 13-
15 Systems Operation (Karak Weapon Systems, Terran Communication Systems, Terran Computer Systems, Terran Environmental Systems, Terran Sensor Systems, Terran Weapon Systems (Free; see notes)) 15-
Notes: Note: HD was funky and zeroed cost of base skill when I applied adders; overall cost is correct.
3 Tactics 13-
3 Trading 12-
2 Weaponsmith (Vehicular / Emplaced Weapons) 13-
6 WF: Energy Weapons, Small Arms, Vehicle Weapons (Terran)
3 TF: Common Motorized Ground Vehicles, Science Fiction & Space Vehicles (Terran & Karak), Common Small Aircraft, Everyman, Karak Craft
12 +4 with Analyze: Starship Combat, Combat Piloting, and Systems Operation
10 +2 with Vehicular / Emplaced Weapons
12 +1 Overall
6 Crack Shooting: +2 to offset Hit Location modifier with all attacks
8 Sharp Aim: +4 to offset a specific negative OCV modifier with all attacks (12 Active Points); Extra Time (Full Phase, -1/2)
5 Defense Maneuver I-II
3 Scholar
1 1) KS: Exoskeleton Systems and Power Armor (2 Active Points) 11-
2 2) KS: Sensor Systems (3 Active Points) 13-
2 3) KS: Ship Identification (3 Active Points) 13-
0 4) KS: Sigma Ceti 3 (Everyman) 11-
2 5) KS: TSR Tactics (3 Active Points) 13-
2 6) KS: Weapon Systems (3 Active Points) 13-
0 7) AK: Sigma Ceti 3 (Everyman) 11-
0 Language: Terran (English) (idiomatic; literate) (5 Active Points)
0 Language: Karak (fluent conversation; Everyman, literate)

137 Total Skills Cost

PERKS
Cost Name
3 Anonymity
0 Follower/Contact Points: 15
25 Equipment Points: 170
5 Fringe Benefit: Improved Equipment Availability Military equipment
3 Fringe Benefit: Galactic Computernet Access Card
2 Computer Link (Galactic Teamster's Union)

38 Total Perks Cost

TALENTS
Cost Name
3 Absolute Time Sense
3 Bump Of Direction
6 Combat Luck (3 PD/3 ED)
0 Zero-G Training: Environmental Movement (no penalties in Zero-G) (Everyman)

12 Total Talents Cost

EXPERIENCE POINTS
Total Points: 291
Total XP Earned: 0
XP Spent: 0
XP Unspent: 0
Base Points: 300
Complication Points: 0


With the above posted build, I am showing 291 of 300.
Luke
 Luke Roberts, 30 posts
Thu 6 Nov 2014
at 18:58
Re: CptCthulhu - TBD1
You made some numerical errors under skills. Now at 295.
Added some stuff. Now at 300.

Luke:
Luke Roberts
Character Name
Dread Pilot Roberts
Alternate Identities:
Player Name: CptCthulhu

Val Char Points Roll Notes
15 STR 5 12- HTH Damage 3d6 END [3]
18 DEX 16 13-
15 CON 5 12-
18 INT 8 13- PER Roll 13-
10 EGO 0 11-
15 PRE 5 12- PRE Attack: 3d6
6 OCV 15
5 DCV 10
3 OMCV 0
3 DMCV 0
3 SPD 10 Phases: 4, 8, 12
8 PD 6 11 PD (3 rPD)
6 ED 4 9 ED (3 rED)
8 REC 4
30 END 2
12 BODY 2
35 STUN 8
15m     RUN     3
4m      SWIM    0
5m    H. Leap 1
2m      V. Leap 0
104 Total Characteristics Points

Cost Name
Everyman Skills
0       1) Acting 8-
0       2) Climbing 8-
0 3) Concealment 8-
0 4) Conversation 8-
0 5) Persuasion 8-
0 6) PS: Stellar Cartographer 11-
0 7) Stealth 8-
7 Analyze: Starship Combat 15-
3 Breakfall 13-
7 Combat Piloting 15-
3 Computer Programming 13-
3 Deduction 13-
3 Electronics 13-
3 Mechanics 13-
3 Navigation (Land, Space) 13-
3 Paramedics 13-
3 Security Systems 13-
3 Streetwise 12-
3 Survival 13-
16 Systems Operation (Karak Weapon Systems, Terran Communication Systems,
        Terran Computer Systems, Terran Environmental Systems, Terran Sensor
        Systems, Terran Weapon Systems (Free; see notes)),Karak Environmental
        Systems 15-
3 Tactics 13-
3 Trading 12-
2 Weaponsmith (Vehicular / Emplaced Weapons) 13-
6 WF: Energy Weapons, Small Arms, Vehicle Weapons (Terran)
3 TF: Common Motorized Ground Vehicles, Science Fiction & Space Vehicles
        r(Terran & Karak), Common Small Aircraft, Everyman, Karak Craft
12 +4 with Analyze: Starship Combat, Combat Piloting, and Systems Operation
10 +2 with Vehicular / Emplaced Weapons
12 +1 Overall
12 Crack Shooting: +4 to offset Hit Location modifier with all attacks
4 Sharp Aim: +2 to offset a specific negative OCV modifier with all attacks
        (6 Active Points); Extra Time (Full Phase, -1/2)
5 Defense Maneuver I-II
3 Scholar
1 1) KS: Exoskeleton Systems and Power Armor (2 Active Points) 11-
2 2) KS: Sensor Systems (3 Active Points) 13-
2 3) KS: Ship Identification (3 Active Points) 13-
0 4) KS: Sigma Ceti 3 (Everyman) 11-
2 5) KS: TSR Tactics (3 Active Points) 13-
2 6) KS: Weapon Systems (3 Active Points) 13-
0 7) AK: Sigma Ceti 3 (Everyman) 11-
0 Language: Terran (English) (idiomatic; literate) (5 Active Points)
0 Language: Karak (fluent conversation; Everyman, literate)
144 Total Skills Cost

PERKS
Cost Name
3 Anonymity
0 Follower/Contact Points: 15
27 Equipment Points: 180
5 Fringe Benefit: Improved Equipment Availability Military equipment
3 Fringe Benefit: Galactic Computernet Access Card
2 Computer Link (Galactic Teamster's Union)
40 Total Perks Cost

TALENTS
Cost Name
3 Absolute Time Sense
3 Bump Of Direction
6 Combat Luck (3 PD/3 ED)
0 Zero-G Training: Environmental Movement (no penalties in Zero-G) (Everyman)
12 Total Talents Cost

EXPERIENCE POINTS
Total Points: 295
Total XP Earned: 0
XP Spent: 0
XP Unspent: 0
Base Points: 300
Complication Points: 0

This message was last edited by the player at 19:12, Thu 06 Nov 2014.

Kraven Kor
 GM, 234 posts
Thu 6 Nov 2014
at 19:11
Re: CptCthulhu - TBD1
Where?  LOL.

I compared HD file to my post and your quoted post and am not finding the discrepancy; no worries, let me know.  Thanks!
Kraven Kor
 GM, 235 posts
Thu 6 Nov 2014
at 19:14
Re: CptCthulhu - TBD1
Oh, and forgot to mention a correction:  The one build you had for "Sharp Aim" had some illegal modifiers on it.  You had like 1/2 phase and instant or something; it is a skill, so it is always instant.

I set it to where you had the +2 with no limits, then the additional +4 with the extra time limit.  I am OK with you opting for different limits, just need to be "legal" by my understanding.

Again, no worries.  Thanks!
Luke
 Luke Roberts, 31 posts
Thu 6 Nov 2014
at 19:15
Re: CptCthulhu - TBD1
You knocked my Analysis: Ship Combat from 7pts for 15- to 3 points for 13-. Changed it. Have modified my last post. Now at 300. And I have enough EPs now to improve armor and maybe get another toy.
Kraven Kor
 GM, 236 posts
Thu 6 Nov 2014
at 19:23
Re: CptCthulhu - TBD1
OK I'll copy your gear and such in once that is done.  Updated / corrected my file and confirmed 300 of 300.

Thanks!
Luke
 Luke Roberts, 32 posts
Thu 6 Nov 2014
at 22:59
Re: CptCthulhu - TBD1
Does the Sys Ops racial point change affect me? You know, only 1 PT for a sysops  alien variant if you already have the human technology?
Kraven Kor
 GM, 238 posts
Thu 6 Nov 2014
at 23:05
Re: CptCthulhu - TBD1
Luke:
Does the Sys Ops racial point change affect me? You know, only 1 PT for a sysops  alien variant if you already have the human technology?


Yes; but is already corrected for you (I had corrected it on your sheet, then reviewed and posted the update on the campaign rules to ensure everything matched up.)

http://tinypic.com/r/a9s9zl/8

Note that Terran Comm Systems shows as 3 points, because of how it zeroed out the cost of the skill once I added categories :S
Luke
 Luke Roberts, 33 posts
Fri 7 Nov 2014
at 00:19
Re: CptCthulhu - TBD1
Here is my updated equipment list.

---------------------------------------------------------------------------------
180 equipment points available

points Equipment
  1     PAD:   location, Wrist, Left, 98 Active pts.
  DEX: 0, INT: 20, OCV: 0, DCV: 0, OMCV: 0, DMCV: 3, SPD: 2
  Universal Translator   12-
           Known Languages Only, Extra Time: Full Phase, Restrainable
  Universal Knowledge    12-
           Known Subjects Only, Extra Time: Full Phase, Restrainable
  Eidetic Memory
           Restrainable
  Computer Programming   12-
  Cramming
           Usable By Other                                      (-1/2)
            Grantor can only grant the power to others,
            Recipient must be within Limited Range
              of the Grantor for power to be granted
           Recipient must remain close to Grantor, Restrainable (-1/2)
  Cryptography           12-
  Electronics            12-
  Tech Databases and Analysis: +1 with all Tech / Computer Skills
           Usable By Other                                      (-1/2)
            Grantor can only grant the power to others
            Recipient must be within Limited Range of the Grantor
            Recipient must remain close to Grantor
           Restrainable
  VidCom:
        Clairsentience (Sight Group And Normal Hearing)
        Mobile Perception Point (can move up to 12m per Phase)
        Transmit
              Only Through The Senses Of Others                 (-1/2)
              Sense Affected As More Than One Sense
                 [very common Sense] Radio;                     (-1/2)
              Only with PADs on same Network                    (-1/2)
              Restrainable                                      (-1/2)
              Limited Range                                     (-1/4)
        TightBeam Comms:
        High Range Radio Perception (Radio Group)
        Concealed: -3 with High Range Radio Perception PER Rolls
              Only with PADs on same Network
              Restrainable                                      (-1/2)
  Holo-Emitter:
        Sight and Hearing Groups Images
              No Range                                          (-1/2)
              Only to create light / holograms;
                display holo controls, schematics, etc.         (-1/2)
              Restrainable                                      (-1/2)
              Holographic                                       (-1/4)
  Nightvision
              Restrainable                                      (-1/2)
              Usable By Other                                   (-1/2)
               Grantor can only grant the power to others
               Recipient must be within Limited Range of the
               Grantor for power to be granted
               Recipient must remain close to Grantor

    15    Energy Pistol (56 PT multipower),OAF- Gun, Real weapon, STR min 12,
          Str min does not add to damage, Beam, no knockback, 4 clips of 16 charges
     1f   9d6 Energy Blast
     1f   2d6 A-P RKA/ Energy
    27    Composite Polymer Armor(48 active): 16rPD,16rED armor, OIF, Real Armor
     8    Power-knucks: 4d6 HA, Hand-to-hand (-1/2), OIF, Real Equipment,12 ch.
    36    Exoskeleton: +5 STR,+5 DEX,+5 CON,+5 PRE,+2 OCV,+1 DCV,+1 SPD,+2 REC,
          +5 BODY = 63 Active points. OIF (-1/2),Real Equipment (-1/4)
    17    Targeting Computer: 2 levels with all combat,2 PSLs vs Hit Location
          with all attacks (26 active points);OIF Helmet
    10    E-Suit: Life Support Self-contained Breathing, SE Low Pressure/
          Vacuum, Extreme Heat, Cold, and Radiation(18 active pts), OIF,
          Real Equipment
     8    First Aid kit: 3d6 Simplified Healing(30), 4 charges, extra time =
          Full phase,OAF kit(-1), 1/2 DCV while using.
     7    EM/Plasma Shield: 12rED(18), OIF Wristband, only vs EMP or Plasma
          effects(-1)
     5    Mag-Lock Boots: Str Clinging(10), OIF Boots, only vs metallic surfaces
     2    Psi Detector: Mental Awareness(5), IIF, RSR -1 per 5 AP(-1)
     1    +1 with Survival, Navigation, and PS:Starcharter, OAF 3-D Holographic
          Toolkit.
     1    +1 with Mechanics, Electronics, and Security Systems, OAF hi-tech
          Toolkit
     15   Proximity Sensors: Sense Danger (17), out-of-combat, 21- (30 active),
          OIF Helmet, RSR @ -1/10 active (-3)(-1/2 Lim)
     4    Glider Vanes: 6" Gliding (6), OIF Armor
     6    Jump Pack: +20" Leap(20);OAF Backpack, RSR @ -1/10 AP (-2)(-1/2 Lim),
          8 charges (-1/2), No Noncombat Leap -1/4 Lim)
     9    Cutting Torch: 1" Tunneling thru DEF 16 (50);OAF Torch, only thru
          Doors and Walls (-1/2), 4 charges (-1), Extra Time- 1 Turn(-1 1/4),
          at 1/2 DCV throughout the usage (-1/2), No noncombat movement(-1/4)
     6    Assaying Comp: Detect Intrinsic Value of Trade Goods, 17-;
          Discriminatory(+5), Analyze (+5)(19 active); OAF scanner, RSR @ -1/5
          AP (-4 to roll)(-1 lim)


0 Equipment points unspent.

180/180

------------------------------------------------------------------------------

Kraven Kor
 GM, 276 posts
Wed 26 Nov 2014
at 21:22
Re: CptCthulhu - TBD1
Would you be averse to starting off the campaign having been captured, and being rescued during the events that bring the party together?

I have LegionZer0's character and am reviewing now; and have asked him the same question.
Luke
 Luke Roberts, 38 posts
Wed 26 Nov 2014
at 23:02
Re: CptCthulhu - TBD1
Yeah. That's fine. But how do we explain my equipment? A weapons cache near where they rescue me?
Kraven Kor
 GM, 278 posts
Mon 1 Dec 2014
at 20:54
Re: CptCthulhu - TBD1
Luke:
Yeah. That's fine. But how do we explain my equipment? A weapons cache near where they rescue me?


Yeah, you'll either find new stuff that is similar or get your stuff back or whatever once you escape.  3D Printers FROM SPACE are awesome, basically :D
Luke
 Luke Roberts, 39 posts
Tue 2 Dec 2014
at 01:13
Re: CptCthulhu - TBD1
It would have to be. I've got an awesome equipment list.
Luke
 Luke Roberts, 40 posts
Sun 7 Dec 2014
at 21:16
Re: CptCthulhu - TBD1
Okay. This is lovely. Getting called out of town from Monday afternoon to Thursday evening for work. No laptop, either. Will probably happen next week as well. Work around me if you have to.
Kraven Kor
 GM, 308 posts
Mon 8 Dec 2014
at 18:57
Re: CptCthulhu - TBD1
Luke:
Okay. This is lovely. Getting called out of town from Monday afternoon to Thursday evening for work. No laptop, either. Will probably happen next week as well. Work around me if you have to.


Waiting on answers in the OOC thread for you and Toshiro; so nothing to "work around" yet.
Luke
 Luke Roberts, 41 posts
Mon 8 Dec 2014
at 20:02
Re: CptCthulhu - TBD1
Don't think you are waiting on me.....
I already okayed the 'captured and to be rescued' bit.
Still a little curious how you'll justify my equipment. Although a 'hidden cache' might be a neat trick, if the base where Luke is being held is an old building, with nooks and panels that they never got around to exploring.....
Kraven Kor
 GM, 309 posts
Mon 8 Dec 2014
at 21:17
Re: CptCthulhu - TBD1
Luke:
Don't think you are waiting on me.....
I already okayed the 'captured and to be rescued' bit.
Still a little curious how you'll justify my equipment. Although a 'hidden cache' might be a neat trick, if the base where Luke is being held is an old building, with nooks and panels that they never got around to exploring.....


Like I had said, we'll figure that out once I have a solid idea on how to bring you two in; however it happens, you'll get your gear once you are with the party, someway, somehow.

And yes, I am looking for a bit more input on your prologues - if you have nothing to add, that is fine, please state as much in that thread.  See the "OOC - Luke and Toshiro" post.

GM
 GM, 892 posts
Thu 9 Apr 2015
at 18:32
Re: CptCthulhu - TBD1
Weird.

I show your latest file at 250 points rather than 300+?
Luke
 Luke Roberts, 246 posts
Thu 9 Apr 2015
at 20:41
Re: CptCthulhu - TBD1
Nope. 311 with XP spent. Current update is in my Char Sheet space.
GM
 GM, 894 posts
Thu 9 Apr 2015
at 20:46
Re: CptCthulhu - TBD1
Will double check my files then; thanks!
GM
 GM, 929 posts
Thu 30 Apr 2015
at 19:46
Re: CptCthulhu - TBD1
So, just a thought, but about "now" in the current "End of the Beginning" scene is when Mercei passes.

Maybe you posting about that could spur some more activity there?

Luke
 Luke Roberts, 251 posts
Fri 1 May 2015
at 19:28
Re: CptCthulhu - TBD1
Out of town until Monday. NPC me if needed.