CptCthulhu - Luke Roberts.   Posted by Character Thread.Group: 0
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.