CptCthulhu - Luke Roberts.   Posted by Character Thread.Group: 0
Character Thread
Fri 16 Jan 2015
at 16:42
CptCthulhu - Luke Roberts
Placeholder for (CptCthulhu) character creation thread.

This message was last updated by the GM at 16:42, Fri 16 Jan 2015.

Luke
 Luke Roberts, 3 posts
Thu 30 Oct 2014
at 05:26
Re: CptCthulhu - TBD1
Pts   STAT    Value
 5    STR     15 / 20
 16   DEX     18 / 23
 5    CON     15 / 20
 8    INT     18
 0    EGO     10
 5    PRE     15 / 20
 15   OCV     6  / 8
 10   DCV     5  / 6
 0    OMCV    3
 0    DMCV    3
 6    PD      8
 4    ED      6
 10   SPD     3  / 4
 6    REC     8  / 10
 2    END     30
 8    STUN    35
 2    BODY    12 / 17
 3    Run     15m
 0    Swim    4m
 1    H Leap  6m
 0    V Leap  3m

106 = Characteristics Cost

PTS   Talents
 3    Absolute Time Sense
 3    Bump of Direction (Adds +2 to Navigation)
 6    Combat Luck (3rPD,3rED)
 5    Defensive Maneuvers I,II
 0    Zero-G Training (Env. Movement in Zero-G)

17    Total Talents

PTS   Modifiers
 3    Scholar

 3    Total Modifiers

Pts   Perks
 free 15 points of contacts
  5   Improved Equipment Availability (military level)
  3   Galactinet Computer Card
  3   Anonymity
  2   Computer Link : Galactic Teamsters Union

 13   Total Perks

Pts   Resources
 free 45 Equipment points
 25   125 points of equipment

 25   Total resources

Pts   Skills
 0    Acting               8-
 0    Climbing             8-
 0    Concealment          8-
 0    Conversation         8-
 0    KS:Sigma Ceti 3      11-
 0    AK:Sigma Ceti 3      8-
 0    Language: Karak
 0    Language: Terran
 0    Persuasion           8-
 0    Stealth              8-
 6    Weapon Familiarity- Vehicular weapons, Small arms, Energy weapons
 3    Transport Familiarity: Karak Spacefraft(1),Common Aircraft(2),Common Ground
      Vehicles (free),Human Spacecraft (from Piloting)
 8    KS (all 13-):Sensor Systems,Weapon Systems,Ship Identification,
      TSR Tactics
 1    KS: Exoskeleton Systems 11-
 0    PS: Stellar Cartographer 11-
 2    Weaponsmith : Vehicular Weapons 13-
 3    Streetwise 12-
 3    Deduction 13-
 3    Paramedics 13-
 3    Mechanics 13-
 3    Electronics 13-
 3    Security Systems 13-
 3    Breakfall 13-
 3    Tactics 13-
 3    Trading 12-
 7    Analyze Ship Combat 15-
 7    Combat Piloting 15-
 14   Systems Operations 15- (Human Communications(2),Human Computers(2),Human
      Environmental Systems(1),Human Sensors(1),Human Weapons(0),Karak Weapons(1))
 3    Computer Programming 13-
 3    Survival : Space,Land 13-
 7    Navigation : Air,Space 15-
 10   2 levels with all Vehicular Weaponry
 12   +4 levels with Combat Pilot, Systems Operations & Analyze: Ship Combat
 12   1 Overall Skill level
 12   Sharp Aim: 8 Penalty Skill levels vs Hit Locations,Nonpersistant(-1/4),
      Instant(-1/2),1/2 phase(-1/4)(24 active pts)

134   Total skill pts




106+134+25+13+20=298


---------------------------------------------------------------------------------
50 pts Complications
25     Hunted by Terran Star Republic(Hunted; Frequently, More Powerful, Harshly
       Punish, Extensive NCI)
 5     Distinctive Feature: Karak slave brand, easily concealed
10     Psychological: Wanderlust/Explorer's curiousity (Common,moderate)
10     Vengeful (uncommon,strong)

---------------------------------------------------------------------------------
170 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
    16    Composite Polymer Armor(33 active): 11rPD,11rED armor, OIF, Real Armor,
          x 1/4 mass(30 kg)
     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)
    13    Targeting Computer: 2 levels with all combat (20 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
     12   Proximity Sensors: Sense Danger (17), out-of-combat, 21- (30 active),
          OIF Helmet, RSR @ -1/10 active (-3)(-1/2 Lim), Only threatening body
          language, postures, or motions are detected(-1/2 Limitation)
     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)


8 Equipment points unspent.

162/170


---------------------------------------------------------------------------------
Background: Born on Sigma Ceti 3, served in military, stationed at Gateway City. Victim of Karak raid. Captured, served on a warship as a personal slave. Engineered my own escape after learning everything I could about their technology and ships. Ran afoul of Republic while aboard stolen Karak fighter craft.
Impounded and fines levied. Got back at them by hacking into a delivery company's manifests, and redirecting brand-new experimental fighter craft to a gang of pirates, which was my way of paying my passage into their service. Learned everything I could from them. Became the Dread Pilot Roberts.

This message was last edited by the player at 02:38, Thu 06 Nov 2014.

Rondo
 Rondo Telek, 35 posts
Thu 30 Oct 2014
at 16:51
Re: CptCthulhu - TBD1
In reply to Luke (msg # 2):

I have a piece of advice to offer.

SPD is one of the most crucial attributes of any HERO system character, but particularly a vehicle operator.  Your SPD will determine how many actions you can take per turn.  When operating a vehicle, the vehicle also has a SPD attribute which determines when it can move, or change course.  If the operator have a lowers speed than the vehicle, that means that he cannot operate it at it's full potential.  The operator having a higher speed than the vehicle is fine because that just provides more options in and out of the vehicle.
Kraven Kor
 GM, 178 posts
Thu 30 Oct 2014
at 18:10
Re: CptCthulhu - TBD1
Rondo:
In reply to Luke (msg # 2):

I have a piece of advice to offer.

SPD is one of the most crucial attributes of any HERO system character, but particularly a vehicle operator.  Your SPD will determine how many actions you can take per turn.  When operating a vehicle, the vehicle also has a SPD attribute which determines when it can move, or change course.  If the operator have a lowers speed than the vehicle, that means that he cannot operate it at it's full potential.  The operator having a higher speed than the vehicle is fine because that just provides more options in and out of the vehicle.


A good point, but most ships will be SPD 2 and at high speed the time scale changes; so SPD 2 when moving at 37,000 kph is different from SPD 2 in ground combat.  Most ship-to-ship combat will take place over hours or days, plotting course changes that require long thrust periods and firing solutions over light-seconds of distance.  Your own SPD will not matter as much.

Only fighters and drones will be SPD 3 / 4, generally speaking.  Your own SPD might matter more in engagements near planets (where you aren't moving so terribly fast) and things like boarding actions.

Can't hurt; but not a primary trait for a spacecraft pilot, in this case.

Good advice, though, Lensman; thank you.
Kraven Kor
 GM, 179 posts
Thu 30 Oct 2014
at 18:14
Re: CptCthulhu - TBD1
In reply to Kraven Kor (msg # 4):

Is "Absolute Spatial Sense" meant to be "Bump of Direction" or what?  Don't have books handy, could use some detail on your intent there.

And don't forget everyman skills; I can re-post here if you need but they are listed under Campaign Rules and Basics.

Futher review soon-ish.  Thanks!
Luke
 Luke Roberts, 4 posts
Thu 30 Oct 2014
at 18:56
Re: CptCthulhu - TBD1
Yeah, already changed to Bump of Direction. Downloaded 6th edition PDF last night and read it a bit. So speed of 3, 4 in exoskeleton will not slow my ability to handle most ships? Good.
Kraven Kor
 GM, 180 posts
Thu 30 Oct 2014
at 19:09
Re: CptCthulhu - TBD1
Luke:
Yeah, already changed to Bump of Direction. Downloaded 6th edition PDF last night and read it a bit. So speed of 3, 4 in exoskeleton will not slow my ability to handle most ships? Good.


Yup.  The only ships you'd need SPD 4 with would be super-fast fighters.  The "Plot Vehicle" will be SPD 2; the Dropship will be SPD 3.
AI
 GM, 9 posts
Thu 30 Oct 2014
at 19:41
Re: CptCthulhu - TBD1
Kraven Kor:
Good advice, though, Lensman; thank you.


Not me, thank Rondo
Kraven Kor
 GM, 181 posts
Thu 30 Oct 2014
at 19:57
Re: CptCthulhu - TBD1
AI:
Kraven Kor:
Good advice, though, Lensman; thank you.


Not me, thank Rondo


LOL good catch; sorry.
Luke
 Luke Roberts, 5 posts
Thu 30 Oct 2014
at 22:20
Re: CptCthulhu - TBD1
Okay. Luke is normally Speed 3, and Speed 4 in the exoskeleton. Right now the points in the char sheet in this thread is balanced on points. Are my defensive values way too high for the game? I'm going to try to work out some equipment, even try to build the equipment on the 'recommended list'. Hope to have enough for a hand gun or a blaster, too.
Ah, more work ahead........
Kraven Kor
 GM, 183 posts
Fri 31 Oct 2014
at 00:00
Re: CptCthulhu - TBD1
In reply to Luke (msg # 10):

Not really:

First, most small arms will still be just 2d6k to 3d6k; and bigger weapons will be more plot device - "they have a rocket launcher, are you sure you want to do that?"  :D

Second, you'll only be in the suit on occasion.

So 15 rDEF in it and 3 rDEF out of it.  It does kind of make you a "second muscle" but that, too, is fine.
Luke
 Luke Roberts, 6 posts
Fri 31 Oct 2014
at 00:50
Re: CptCthulhu - TBD1
Okay. I have 26 of my own points I'm pouring into equipment.
How many am I getting 'free', and what equipment will it represent?

Do I design the 15 'free' points in Contacts? Is the 15 'real points', or 15 'resource points'? Does it make a difference?

How much do I need to come up with for Complications?

Do you want a brief history posted to Character Description, where any PC can see it? Or just at the bottom of my Character sheet?
Luke
 Luke Roberts, 7 posts
Fri 31 Oct 2014
at 01:28
Re: CptCthulhu - TBD1
Just a reminder to myself while I work...
I'll be drawing on 5th edition equipment for these. Costs should be similar, so long as I ignore 'Independent'.

But, things you might want in your kit (and a few notes on each):


■     Environment Suit
■     First Aid Kit (Stupid High Tech but still not equal to proper medical facilities.)
■     Weapons (Needs to have charges; even an energy gun has a battery.)
■     Armor
■     EM / Plasma "Shields"
■     +Sensory Stuff - Nightvision Goggles, Motion Detectors, Toxin Detectors, etc.
■     Tools (+ to skills)
■     Jet Pack / Jump Pack
■     Mag-Lock Boots
■     Cutting Torch
■     "Tricorder" (Analyze on various senses)
■     Communicators
■     Signal Beacons (HRRP Send Only, Megascale)
■     Survival Gear (instant pressurized tent, water purifier, etc.)


Surprise me - by the time we actually start doing away missions and such I'd like every character to have at least their kit, if not their armory, fleshed out and on their character sheet.  It won't matter as much at first, but will become more important as the campaign progresses and I won't be allowing anyone to suddenly remember that gadget they have that they didn't yet build :D

This message was last edited by the player at 01:31, Fri 31 Oct 2014.

Kraven Kor
 GM, 187 posts
Fri 31 Oct 2014
at 16:00
Re: CptCthulhu - TBD1
Luke:
Okay. I have 26 of my own points I'm pouring into equipment.
How many am I getting 'free', and what equipment will it represent?

Do I design the 15 'free' points in Contacts? Is the 15 'real points', or 15 'resource points'? Does it make a difference?

How much do I need to come up with for Complications?

Do you want a brief history posted to Character Description, where any PC can see it? Or just at the bottom of my Character sheet?


You get 45 Real Points of Equipment for free (9 CP of Resource Points: Equipment) and 15 Real Points of Contacts for free (3 CP of Resource Points: Contacts.)

Then you can buy more at the normal rate.  If using HD, just use a custom adder with a negative value for the free points.

You can design the free contacts now, or design them "as you need them."  I am literally giving you those to "create an NPC" as needed; pending my approval, of course, and some justification for said contact in your background.  (IE. if your background does not mention you traveling much outside your home system, then it is less likely you can magically know a useful person on Planet X without some "story" as to how you met them.)
Kraven Kor
 GM, 188 posts
Fri 31 Oct 2014
at 16:01
Re: CptCthulhu - TBD1
Luke:
Just a reminder to myself while I work...
I'll be drawing on 5th edition equipment for these. Costs should be similar, so long as I ignore 'Independent'.

But, things you might want in your kit (and a few notes on each):


Similar, yes; I'll convert to 6E once I have time and then we can re-tinker points as needed, if that is acceptable?
Luke
 Luke Roberts, 11 posts
Fri 31 Oct 2014
at 16:12
Re: CptCthulhu - TBD1
Sure thing.
Luke
 Luke Roberts, 12 posts
Sun 2 Nov 2014
at 07:30
Re: CptCthulhu - TBD1
Okay. Character is balanced. Got about 118 of my 160 puts of equipment drawn up. Look it over, let me know if there are any problems so far. I'll continue down the list working on new equipment.
Do you want the small equipment bought as individual pieces, or can I do a utility belt, a la Batman?
Kraven Kor
 GM, 193 posts
Mon 3 Nov 2014
at 16:16
Re: CptCthulhu - TBD1
Luke:
Okay. Character is balanced. Got about 118 of my 160 puts of equipment drawn up. Look it over, let me know if there are any problems so far. I'll continue down the list working on new equipment.
Do you want the small equipment bought as individual pieces, or can I do a utility belt, a la Batman?


Utility belt is fine; just note that if bought as one item, and that item is damaged or lost or whatever, it might deny you everything on the list for that item.  So I'm fine with it either way.

Will review over course of the day.
Kraven Kor
 GM, 198 posts
Mon 3 Nov 2014
at 21:58
Re: CptCthulhu - TBD1
In reply to Kraven Kor (msg # 18):

Uh...  maybe I'm an idge, maybe just overworked, maybe just missing something due to being new to site...  but I'm not finding anything to review?

Could you either post it here in full, or just post it under the character details or something?  Or PM to me?
Luke
 Luke Roberts, 16 posts
Mon 3 Nov 2014
at 22:43
Re: CptCthulhu - TBD1
See message #2 in this thread. Working from a tablet, and haven't learned how to cut and paste with it yet.
Kraven Kor
 GM, 202 posts
Mon 3 Nov 2014
at 22:58
Re: CptCthulhu - TBD1
In reply to Luke (msg # 20):

Ah, OK, so you are just editing that post then.  Thanks!
Luke
 Luke Roberts, 17 posts
Tue 4 Nov 2014
at 02:57
Re: CptCthulhu - TBD1
Oh, if anyone was looking to build a group survival kit, here's an idea...

LS Reduced Eating 1 (1)
LS Reduced Sleeping 1 (1)
LS Extreme Heat (2)
LS Extreme Cold (2)
Base cost 6 pts. 1 Fuel Charge, lasts 1 month (+2 Advantage) = 18 pts
OAF Bulky (-1 1/2)
Real cost = 7.
Either 1 person can survive for a month, or 4 people for a week.
Kraven Kor
 GM, 203 posts
Tue 4 Nov 2014
at 14:38
Re: CptCthulhu - TBD1
Luke:
Oh, if anyone was looking to build a group survival kit, here's an idea...

LS Reduced Eating 1 (1)
LS Reduced Sleeping 1 (1)
LS Extreme Heat (2)
LS Extreme Cold (2)
Base cost 6 pts. 1 Fuel Charge, lasts 1 month (+2 Advantage) = 18 pts
OAF Bulky (-1 1/2)
Real cost = 7.
Either 1 person can survive for a month, or 4 people for a week.


That is pretty much how Life Support on ships is built, in Star HERO and in this campaign, so that works very well.

Thanks!

I'll be plugging your character into HD tonight; apologies for delays, life is cray-cray right now ;)
Kraven Kor
 GM, 212 posts
Wed 5 Nov 2014
at 00:08
Re: CptCthulhu - TBD1
Actually; looks like this was done in HD?

If so, can I get the .HDC file?  Does this site have file storage?  I can grant access to a DropBox folder if not.

Thanks!
Luke
 Luke Roberts, 18 posts
Wed 5 Nov 2014
at 01:30
Re: CptCthulhu - TBD1
Actually, no it wasn't. I don't use HD.
Kraven Kor
 GM, 216 posts
Wed 5 Nov 2014
at 17:24
Re: CptCthulhu - TBD1
OK plugged this all in and...  you still have 50 points to spend by my reckoning.

https://www.dropbox.com/s/bckl...e%20Roberts.pdf?dl=0

I did your skills a bit different; I used a +4 Skill Level with Piloting, Analyze: Starship Combat, and SysOp rather than raising them individually.  Then I cleaned up TFam reflecting my recent post on that, set up the "Find Weakness" as a skill, etc.

You can actually afford the other "Find Weakness" build if you want; the Naked Advantage: Armor Piercing one.

And then maybe some Martial Maneuvers and add Common Melee Weapons to your WFam?

Lastly, you had listed 15 points of contacts - was that meant to be 15 x 5 = 75 extra points on top of the 15 you start with?  That's a lot of contacts...  though I'm not against it, necessarily, just might be hard to have all those points in play at once.

If the latter, you have 35 points left to spend.

Let me know if any of this looks incorrect or doesn't add up.
Luke
 Luke Roberts, 19 posts
Wed 5 Nov 2014
at 17:52
Re: CptCthulhu - TBD1
Cannot access your dropbox.

How do you figure 50pts? They are only supposed to be 300 total, right?
The 15 in contacts are the freebies. Should have made that clear.

I will make your own adjustments in my char sheet, and see where item  brings me. Yeah, can easily add a Martial Art based on the 15 I am 'saving' on Contacts.

This message was last edited by the player at 17:56, Wed 05 Nov 2014.

Kraven Kor
 GM, 217 posts
Wed 5 Nov 2014
at 18:28
Re: CptCthulhu - TBD1
Luke:
Cannot access your dropbox.

How do you figure 50pts? They are only supposed to be 300 total, right?
The 15 in contacts are the freebies. Should have made that clear.

I will make your own adjustments in my char sheet, and see where item  brings me. Yeah, can easily add a Martial Art based on the 15 I am 'saving' on Contacts.


Dunno.

I know I shaved off some 10-20 points using the skill levels.

I'll repost in text format; I just built from your sheet here in HD and it comes up as 250 total points.  Did you build using 6E or 5E?  That could account for the differences, or maybe I missed something.
Kraven Kor
 GM, 218 posts
Wed 5 Nov 2014
at 18:30
Re: CptCthulhu - TBD1
quote:
In reply to Kraven Kor (msg # 28):

Luke Roberts
Player: CptCthulhu
Val  Char    Cost
15  STR 5
16  DEX 12
15  CON 5
12  BODY 2
18  INT 8
10  EGO 0
15  PRE 5

6  PD 4
5  ED 3
3  SPD 10
8  REC 4
30  END 2
35  STUN 8

15m  RUN 3
4m  SWIM 0
6m  LEAP 1
Characteristics Cost: 97

Cost  Skill
  Everyman Skills
0  1) Acting 8-
0  2) Breakfall 8-
0  3) Climbing 8-
0  4) Concealment 8-
0  5) Conversation 8-
0  6) Deduction 8-
0  7) Paramedics 8-
0  8) Persuasion 8-
0  9) PS: Stellar Cartographer 11-
0  10) Stealth 8-

3  Analyze: Starship Combat 13-
3  Combat Piloting 12-
3  Computer Programming 13-
3  Electronics 13-
3  Mechanics 13-
3  Security Systems 13-
3  Streetwise 12-
9  Systems Operation (Karak Weapon Systems, Terran Communication Systems, Terran Computer Systems, Terran Environmental Systems, Terran Sensor Systems, Terran Weapon Systems) 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
10  +5 to offset a specific negative OCV modifier with all attacks (15 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)
Skills Cost: 105

Cost  Perk
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
Perks Cost: 36

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

Total Character Cost: 250

Base Points: 300
Experience Required: 0
Total Experience Available: 0
Experience Unspent: 0


Note that I haven't moved over equipment and such yet.
Kraven Kor
 GM, 219 posts
Wed 5 Nov 2014
at 18:41
Re: CptCthulhu - TBD1
Oh, and I strongly recommend buying both Breakfall (mostly for in Zero-G to avoid slamming into bulkheads if knocked back) and Deduction (any tactician should have good deduction) up to the full normal rolls rather than keeping as everyman.
Luke
 Luke Roberts, 20 posts
Wed 5 Nov 2014
at 19:18
Re: CptCthulhu - TBD1
I built him in 6th edition, but I only know the rules for characteristic costs. I see by your rework, his 20- rolls in Piloting and Systems Ops have dropped to 17-. Okay if I add enough 3pt levels to being him up to his former glory?
I will definitely add those skills, and flesh out more systems. Is there a Martial Art designed somewhere with zero g in mind?

Why did you bump up his Equipment access to Military level? Nothing I have built so far goes above street level, I thought.
Rondo
 Rondo Telek, 41 posts
Wed 5 Nov 2014
at 19:24
Re: CptCthulhu - TBD1
Luke:
Why did you bump up his Equipment access to Military level? Nothing I have built so far goes above street level, I thought.


Exoskeleton would be military level, I think.
Kraven Kor
 GM, 220 posts
Wed 5 Nov 2014
at 19:42
Re: CptCthulhu - TBD1
Luke:
I built him in 6th edition, but I only know the rules for characteristic costs. I see by your rework, his 20- rolls in Piloting and Systems Ops have dropped to 17-. Okay if I add enough 3pt levels to being him up to his former glory?
I will definitely add those skills, and flesh out more systems. Is there a Martial Art designed somewhere with zero g in mind?

Why did you bump up his Equipment access to Military level? Nothing I have built so far goes above street level, I thought.


You can go up to 20- in your "schtick" and 15- in anything else.  As you were going with "the pilot" and are doing more "tactician" then I can see you picking one of those two skill-sets as your "schtick" and going 20-, or splitting between the two at 18- max.  If that makes sense.  (In other words, up to 15- and +5 in Skill Levels for Piloting, Analyze: Starship Combat, and SysOp; max of 15- on any other skill.  OR up to 15- and +5 Skill Levels with Analyze, KS skills, and Tactics, and 15- on other skills including piloting.  Or just a max of 18- after all skill levels for both skill sets.)

And yeah, most of what you had goes above street level.  I don't even know why that is a "level of improved equipment" I mean, what, below street level you spend your resource points on rocks and flint arrows?  ;)

Street level will be bolt-throwers, stun-guns, light body armor, industrial grade exos, etc.

It's two points difference and gives you access to more functional weapons and armor and exos.  :D

For Martial Arts in Zero-G, you want lots of throws, grapples, and FMove maneuvers.  Flying Dodge, Grappling Throw, Joint Lock/Throw, Passing Strike, Passing Throw, etc.  There is a zero-g martial art listed somewhere but no idea where.  Striking in Zero-G causes more knockback than it does damage; so you want to grab onto them and beat them :D
Luke
 Luke Roberts, 21 posts
Wed 5 Nov 2014
at 20:21
Re: CptCthulhu - TBD1
So I can have 15- in Combat Pilot, Systems Ops, and Analyze: Starship Combat by paying 7 puts for each, then also have 5 3-pt levels in all three related skills?

I will get tactics. Don't know how I missed that one. Max skill 15 on all other skills?

Military level makes sense for the exoskeleton, if nothing else. It allows me to build tougher armor.


Like the format of the Find Weakness I have now. Might bump it to 8 levels, so I can hit anywhere equally easily.

I will invent a martial art then. Can I add an element, like my power-knucks?
Kraven Kor
 GM, 221 posts
Wed 5 Nov 2014
at 20:36
Re: CptCthulhu - TBD1
Luke:
So I can have 15- in Combat Pilot, Systems Ops, and Analyze: Starship Combat by paying 7 puts for each, then also have 5 3-pt levels in all three related skills?

I will get tactics. Don't know how I missed that one. Max skill 15 on all other skills?

Military level makes sense for the exoskeleton, if nothing else. It allows me to build tougher armor.


Like the format of the Find Weakness I have now. Might bump it to 8 levels, so I can hit anywhere equally easily.

I will invent a martial art then. Can I add an element, like my power-knucks?


Yes; 15- in the skill and +5 Skill Level in the skill = 20- max, for "schtick" skills only, then 15- max through any combination of skill and skill levels for any skills not in your "schtick."  So, 3 pts. base skill, 4 pts. to add +2 to the skill, and +5 Skill Levels.

And yes, you an add any melee weapon element.
Luke
 Luke Roberts, 22 posts
Wed 5 Nov 2014
at 21:31
Re: CptCthulhu - TBD1
Only problem I see is Combat Pilot. When I have the exoskeleton on, my dex is 5 pts higher, making my skill 21-. Will that be a problem?
Oh, and my overall level. Should I figure THAT into the equation as well?

This message was last edited by the player at 21:32, Wed 05 Nov 2014.

Kraven Kor
 GM, 222 posts
Wed 5 Nov 2014
at 21:40
Re: CptCthulhu - TBD1
Luke:
Only problem I see is Combat Pilot. When I have the exoskeleton on, my dex is 5 pts higher, making my skill 21-. Will that be a problem?
Oh, and my overall level. Should I figure THAT into the equation as well?


You will never, or rarely, be piloting while in the exoskeleton.  Cockpits are crowded enough as it is :D

We'll just rule that the exo implies a penalty to piloting, despite the extra agility.
Luke
 Luke Roberts, 23 posts
Wed 5 Nov 2014
at 23:43
Re: CptCthulhu - TBD1
And the Overall level?
Luke
 Luke Roberts, 24 posts
Wed 5 Nov 2014
at 23:49
Re: CptCthulhu - TBD1
You have my Dex wrong. It is normally a value of 18 for a cost of 16.
And something is wrong with systems ops. Your cost is too low.
You also left out my Computer Link
Oh, and your HD left off my OCV and DCV. There's 25 points, right there.....

This message was last edited by the player at 02:31, Thu 06 Nov 2014.

Luke
 Luke Roberts, 25 posts
Thu 6 Nov 2014
at 02:38
Re: CptCthulhu - TBD1
Pts   STAT    Value
 5    STR     15 / 20
 16   DEX     18 / 23
 5    CON     15 / 20
 8    INT     18
 0    EGO     10
 5    PRE     15 / 20
 15   OCV     6  / 8
 10   DCV     5  / 6
 0    OMCV    3
 0    DMCV    3
 6    PD      8
 4    ED      6
 10   SPD     3  / 4
 4    REC     8  / 10
 2    END     30
 8    STUN    35
 2    BODY    12 / 17
 3    Run     15m
 0    Swim    4m
 1    H Leap  6m
 0    V Leap  3m

106 = Characteristics Cost

PTS   Talents
 3    Absolute Time Sense
 3    Bump of Direction (Adds +2 to Navigation)
 6    Combat Luck (3rPD,3rED)
 5    Defensive Maneuvers I,II
 0    Zero-G Training (Env. Movement in Zero-G)

17    Total Talents

PTS   Modifiers
 3    Scholar

 3    Total Modifiers

Pts   Perks
 free 15 points of contacts
  5   Improved Equipment Availability (military level)
  3   Galactic Computer Net Access Card
  3   Anonymity
  2   Computer Link : Galactic Teamsters Union

 13   Total Perks

Pts   Resources
 free 45 Equipment points
 25   125 points of equipment

 25   Total resources

Pts   Skills
 0    Acting               8-
 0    Climbing             8-
 0    Concealment          8-
 0    Conversation         8-
 0    KS:Sigma Ceti 3      11-
 0    AK:Sigma Ceti 3      8-
 0    Language: Karak
 0    Language: Terran
 0    Persuasion           8-
 0    Stealth              8-
 6    Weapon Familiarity- Vehicular weapons, Small arms, Energy weapons
 3    Transport Familiarity: Karak Spacefraft(1),Common Aircraft(2),Common Ground
      Vehicles (free),Human Spacecraft (from Piloting)
 8    KS (all 13-):Sensor Systems,Weapon Systems,Ship Identification,
      TSR Tactics
 1    KS: Exoskeleton Systems 11-
 0    PS: Stellar Cartographer 11-
 2    Weaponsmith : Vehicular Weapons 13-
 3    Streetwise 12-
 3    Deduction 13-
 3    Paramedics 13-
 3    Mechanics 13-
 3    Electronics 13-
 3    Security Systems 13-
 3    Breakfall 13-
 3    Tactics 13-
 3    Trading 12-
 7    Analyze Ship Combat 15-
 7    Combat Piloting 15-
 14   Systems Operations 15- (Human Communications(2),Human Computers(2),Human
      Environmental Systems(1),Human Sensors(1),Human Weapons(0),Karak Weapons(1))
 3    Computer Programming 13-
 3    Survival : Space,Land 13-
 7    Navigation : Air,Space 15-
 10   2 levels with all Vehicular Weaponry
 12   +4 levels with Combat Pilot, Systems Operations & Analyze: Ship Combat
 12   1 Overall Skill level
 6    Crack Shooting: 2 PSLs vs Hit locations with all attacks
 6    Sharp Aim: 4 Penalty Skill levels vs Hit Locations,Nonpersistant(-1/4),
      Instant(-1/2),1/2 phase(-1/4)(12 active pts)

134   Total skill pts




106+134+25+13+20=298

If this passes muster, I'll add the other 2 pts to Sys Ops or TFs, to expand my
repetoire.
---------------------------------------------------------------------------------
50 pts Complications
25     Hunted by Terran Star Republic(Hunted; Frequently, More Powerful, Harshly
       Punish, Extensive NCI)
 5     Distinctive Feature: Karak slave brand, easily concealed
10     Psychological: Wanderlust/Explorer's curiousity (Common,moderate)
10     Vengeful (uncommon,strong)

---------------------------------------------------------------------------------
170 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

---------------------------------------------------------------------------------
Background: Born on Sigma Ceti 3, served in military, stationed at Gateway City. Victim of Karak raid. Captured, served on a warship as a personal slave. Engineered my own escape after learning everything I could about their technology and ships. Ran afoul of Republic while aboard stolen Karak fighter craft.
Impounded and fines levied. Got back at them by hacking into a delivery company's manifests, and redirecting brand-new experimental fighter craft to a gang of pirates, which was my way of paying my passage into their service. Learned everything I could from them. Became the Dread Pilot Roberts.

This message was last edited by the player at 00:14, Fri 07 Nov 2014.

Kraven Kor
 GM, 224 posts
Thu 6 Nov 2014
at 15:55
Re: CptCthulhu - TBD1
Luke:
And the Overall level?


Yes; Skill max's consider all sources.  Anything that sends you over the max becomes a Penalty Skill Level, more or less, but I'd like 15- / 20- to be the max so far as what the character sheet shows.
Luke
 Luke Roberts, 26 posts
Thu 6 Nov 2014
at 16:10
Re: CptCthulhu - TBD1
Okay. Changed it to 15- skills, 4 3-pt levels with the three skills, and the one Overall level.
Made some refinements to gear. When I get some more EPs, I will likely upgrade my armor.

This message was last edited by the player at 16:11, Thu 06 Nov 2014.

Kraven Kor
 GM, 225 posts
Thu 6 Nov 2014
at 16:16
Re: CptCthulhu - TBD1
Luke:
You have my Dex wrong. It is normally a value of 18 for a cost of 16.
And something is wrong with systems ops. Your cost is too low.
You also left out my Computer Link
Oh, and your HD left off my OCV and DCV. There's 25 points, right there.....


Noted on the DEX, will adjust.

SysOp is corrected in my file; it for some reason zeroed out the base skill cost when I added the adders???  Weird.  But, you had all the categories as 2 points.  You get one 2 point category for free, then Environmental Systems is only 1 Point.  So SysOp at 13- costs 3 points, then you bought 4 2-point categories and 1 1-point category, for 12 total, not the 9 it was listed as.  I'm not even sure the deal with Env systems being only 1 point is spelled out, exactly, but I thought it was.  No worries either way.

The .HD file has OCV / DCV but I used the wrong export template; cost was reflected the stats just weren't displayed.  Will review again today.
Kraven Kor
 GM, 226 posts
Thu 6 Nov 2014
at 16:31
Re: CptCthulhu - TBD1
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-
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: 288
Total XP Earned: 0
XP Spent: 0
XP Unspent: 0
Base Points: 300
Complication Points: 0


Showing 288 of 300 now.
Luke
 Luke Roberts, 27 posts
Thu 6 Nov 2014
at 17:40
Re: CptCthulhu - TBD1
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.
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.