Kilroy - Character Thread.   Posted by Character Thread.Group: 0
Character Thread
Fri 13 Feb 2015
at 02:09
Kilroy - Character Thread
Character thread for new player; character is "Kilroy" and he is going for a tech specialist.
Kraven Kor
 GM, 697 posts
Fri 13 Feb 2015
at 02:20
Re: Kilroy - Character Thread
In reply to Character Thread (msg # 1):

Threads you may want to review:

Campaign Basics:  link to a message in this game

General Plot Info:  link to a message in this game

Tech notes:  link to a message in this game

This message was last edited by the GM at 02:22, Fri 13 Feb 2015.

Kilroy
 player, 1 post
Fri 13 Feb 2015
at 02:22
Re: Kilroy - Character Thread
Handy...so what is TSR? :D

How advances are nanite tech?

How small can you make a grav generator?

Are there any advantages we should NOT take?
Kraven Kor
 GM, 698 posts
Fri 13 Feb 2015
at 02:28
Re: Kilroy - Character Thread
Kilroy:
Handy...so what is TSR? :D

How advances are nanite tech?

How small can you make a grav generator?

Are there any advantages we should NOT take?


TSR is the Terran Star Republic - the "evil empire" that rules over Terra and a good chunk of the known galaxy.

Nanites are fairly advanced, but again I'd like to avoid "technology as magic."  The last "techie" had a nanite schtick but I changed the character when the player dropped, and it was never revealed, so all good there.

Grav Generators:  Depends on the function.  Ships have artificial gravity in the form of deck plating that produces a gravity field, but it is not a strong field and relies on the hefty power output of the ship's reactor.  So the power plant is the main limitation on size; bulky at best.  The "FTL" drives are all gravity based, and only larger ships (corvette or bigger; 90m+ in length) are big enough to have a "Gravitic Tunneling Drive" and then the GTT's you had asked about are basically a reactor and engine about the size of a large fighter craft, the reactor itself being the "big boom."  Phenomenally expensive.

I'd focus on skills and such over "powers" and want "powers" to be fairly limited in scope.
Kraven Kor
 GM, 699 posts
Fri 13 Feb 2015
at 02:29
Re: Kilroy - Character Thread
So far as advantages not to take, again just think of this as more pulp sci-fi.  I can't think of anything specific to not take, to be honest.  The campaign basics should have fair info on character guidelines.
Kilroy
 player, 2 posts
Fri 13 Feb 2015
at 03:26
Re: Kilroy - Character Thread
That helps a lot.  I'll be taking my rulebook with me and working on a char this weekend.

Thanks
Kraven Kor
 GM, 700 posts
Fri 13 Feb 2015
at 03:33
Re: Kilroy - Character Thread
In reply to Kilroy (msg # 6):

No rush.  Like I said, build it in 5th, I'll convert and we can finish up remaining details.
Kilroy
 player, 3 posts
Sun 15 Feb 2015
at 01:18
Re: Kilroy - Character Thread
Ok, this is what I have so far,with disads, I have 45ish points and was considering bolstering some skills and getting some minor powers from cyberware.

On track?


Thing Cost Value
Strength 0 10
Dex 15 15
Con 4 14
Body 4 14
Int 30 30
Ego 18 18
Pre 10 10
Com 10 10

PD 2
ED 3
SPD 10 4
Rec 5
End 28
Stun 28

Well Connected 3 0
Scholar 3
Scientist 3
Stealth 3 12
Fast Draw 3 12
Lock Picking 3 12
Sleight of Hand 3 12
Combat Pilot 3 12
Computer Program 3 15
Concealment 3 15
Cramming 3 15
Criminology 3 15
Cryptography 3 15
Deduction 3 15
Demolitions 3 15
Disguise 3 15
Electronics 3 15
Forgery 3 15
Gambit 3 15
Inventor 3 15
Knowledge 10
Mechanics 3 15
Navigation 3 15
Science 15
Security Systems 3 15
System Operation 3 15
Weaponsmith 3 15

Anonymity 3
Computer Link 5
Contacts 10
Favor 5 10
Reputation 2 14- Tech
Wealthy 10
Lightning Calc 3
Speed Reading 6 100 times

Cybered -10 Concealable, Notice and Recongizable, Sight,
Hunted -15 TSR, More Powerful, NCI, Occasionally, Mildly Punish (get inventions from him
Vulnerability -5 Radiation, Uncomon, 1 damage
Vulnerability -10 EMP, Uncommon, *2 damage