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.