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02:16, 22nd May 2024 (GMT+0)

Bunker Banter [OOC]

Posted by Adeptus CustodesFor group 0
GSN 1610311843
player, 10 posts
Tue 1 Nov 2016
at 21:38
  • msg #75

Re: Bunker Banter [OOC]

As long as you're not trying to replicate Quentin Tarantino films then AC we should be off to a good start ;)
GSN 1610292411
player, 11 posts
Tue 1 Nov 2016
at 21:40
  • msg #76

Re: Bunker Banter [OOC]

^ What he said.

Edot: Unless you're using Inglorious Bastards as the reference point. They actually succeeded in that movie. Plus it's the only Tarantino flick I actually like.
This message was last edited by the player at 21:41, Tue 01 Nov 2016.
GSN 1610290901
player, 18 posts
Tue 1 Nov 2016
at 22:16
  • msg #77

Re: Bunker Banter [OOC]

In reply to GSN 1610292411 (msg # 70):

Yes. Whether trying to distract or hold the thing while others complete their missions, provide a chance for escape, or just hurt it enough to show it has some weakness, it can be.

Of course, there's a difference between that desperate fight and "rocks fall, roll a new one". It's closer to "1d4 investigators per round".
GSN 1610292411
player, 12 posts
Tue 1 Nov 2016
at 22:34
  • msg #78

Re: Bunker Banter [OOC]

In reply to GSN 1610290901 (msg # 77):

You missed my second message in that conversation.

quote:
I said fighting something you can't beat isn't fun. If you have an alternate win condition than just fighting that is viable it isn't the situation I was referring to. I was refering to a no win situation. One where there is no possibility of accomplishing anything significant.

GSN 1610300704
player, 11 posts
Wed 2 Nov 2016
at 01:24
  • msg #79

Re: Bunker Banter [OOC]

GSN 1610292411:
I said fight something you can't beat isn't fun. If you have an alternate win condition than just fighting that is viable it isn't the situation I was referring to. I was refering to a no win situation. One where there is no possibility of accomplishing anything significant.

Captain Kirk doesn't believe in no win situations....

Edit: So with the newly defined custom regiment I'll be going for a Custom Regiment Guardsman as my main guy and a Cadian Guardsman as back up.

Edit 2: Have you guys thought about advanced specialties yet? Because from the way I understand it we are only 900xp away from being able to decide.
This message was last edited by the player at 11:16, Wed 02 Nov 2016.
GSN 1610311843
player, 24 posts
Wed 2 Nov 2016
at 17:13
  • msg #80

Re: Bunker Banter [OOC]

So we've got a medic and a guardsman with their backups being both guardsman.

Anyone else?
Adeptus Custodes
GM, 45 posts
Wed 2 Nov 2016
at 18:03
  • msg #81

Re: Bunker Banter [OOC]

I'll be home from work in about 4 hours to begin answering questions & PM's.

In the meantime let me ask you to hold off making final plans on your (up to two) implant choices for Cyber Warrior background, as I haven't finished the list of ones that will be available to you at character creation. Thanks!
GSN 1610290901
player, 28 posts
Wed 2 Nov 2016
at 18:42
  • msg #82

Re: Bunker Banter [OOC]

In reply to GSN 1610311843 (msg # 80):

I decided on Operator, earlier, for my first character.
GSN 1610311843
player, 28 posts
Wed 2 Nov 2016
at 18:49
  • msg #83

Re: Bunker Banter [OOC]

Mmm...unless AC updated our options we only have:

Adeptus Custodes:
There are only five Guardsman Specialties available. Those are: Heavy Gunner, Medic, Sergeant, Weapon Specialist, and Guardsman.


Thematically you could bend any one of them using xp into doing operator things but don't think we can pick it for out core aptitudes/skills/feats/etc even without a vehicle to operate.  I'm just a grunt though so I could be wrong. ;)
GSN 1610301137
player, 10 posts
Wed 2 Nov 2016
at 23:29
  • msg #84

Re: Bunker Banter [OOC]

Think I'll be rolling up 2 Mordians. I'll have the basics done in a few hours.
GSN 1610290901
player, 30 posts
Thu 3 Nov 2016
at 00:13
  • msg #85

Re: Bunker Banter [OOC]

In reply to GSN 1610311843 (msg # 83):

Seems you're right. I thought Sergeant had been replaced, not duplicated.
GSN 1610292302
player, 34 posts
Thu 3 Nov 2016
at 01:14
  • msg #86

Re: Bunker Banter [OOC]

For those that are on.  Should I get Int +15 for 500, or bump Medicae to +20 and Commerce to +10 for 500 total?  So +10 to my 2 main skills, or +5 to them, plus +5 to a bunch of others (tech use, lores, etc).
GSN 1610301137
player, 11 posts
Thu 3 Nov 2016
at 01:31
  • msg #87

Re: Bunker Banter [OOC]

I'd bump Medicae and Commerce first, then the Int bump is icing on the cake afterwords.
GSN 1610292302
player, 36 posts
Thu 3 Nov 2016
at 02:52
  • msg #88

Re: Bunker Banter [OOC]

GSN 1610301137:
I'd bump Medicae and Commerce first, then the Int bump is icing on the cake afterwords.

That's where I was leaning.  Thanks for giving me another vote of confidence.

It was actually 3 times as hard to make 2 characters than to make 1.
GSN 1610301137
player, 12 posts
Thu 3 Nov 2016
at 02:53
  • msg #89

Re: Bunker Banter [OOC]

Right!?
GSN 1610311843
player, 32 posts
Thu 3 Nov 2016
at 02:55
  • msg #90

Re: Bunker Banter [OOC]

All the options...
GSN 1610292302
player, 37 posts
Thu 3 Nov 2016
at 02:56
  • msg #91

Re: Bunker Banter [OOC]

In reply to GSN 1610311843 (msg # 90):

I'm here watching the game, refreshing the browser every few minutes.  Bounce ideas off me if you need.
GSN 1610311843
player, 33 posts
Thu 3 Nov 2016
at 03:00
  • msg #92

Re: Bunker Banter [OOC]

Just trying to get the right dynamic in my own head for my two...both for banter and for me wanting to play them as more than just a voice since they are my backup character.  Know what I mean?
Adeptus Custodes
GM, 50 posts
Thu 3 Nov 2016
at 03:03
  • msg #93

Re: Bunker Banter [OOC]

For me, despite the 'overwhelming options' available, is the potential for overlap in the skillsets of the players. Because, you know...mortality and all that.
GSN 1610292302
player, 38 posts
Thu 3 Nov 2016
at 03:09
  • msg #94

Re: Bunker Banter [OOC]

Yeah, I feel you.  I'll let dynamic for my tandem sort itself out in game.
GSN 1610311843
player, 34 posts
Thu 3 Nov 2016
at 03:17
  • msg #95

Re: Bunker Banter [OOC]

Not to put to fine a point on it, cause others likely have noted it as well.  For those of you creating one of your peeps from the 31st Zakurian don't forget that the two cyber-enhancements are considered standard kit.  You can increase their craftsmanship for 5 points to make them good, or 10 to make them best.  Just a thought for those not knowing where to toss leftover kit points and all you know...
GSN 1610292302
player, 39 posts
Thu 3 Nov 2016
at 03:22
  • msg #96

Re: Bunker Banter [OOC]

GSN 1610311843:
Not to put to fine a point on it, cause others likely have noted it as well.  For those of you creating one of your peeps from the 31st Zakurian don't forget that the two cyber-enhancements are considered standard kit.  You can increase their craftsmanship for 5 points to make them good, or 10 to make them best.  Just a thought for those not knowing where to toss leftover kit points and all you know...

Interesting thought to pump them up.  If someone is making a scout type (high perception/awareness), the auspex at best craft would be a solid buy.  Enhanced Senses also are pretty efficient, as 5 regiment points gets you over 8 regiment points worth of effective gear.
GSN 1610311843
player, 36 posts
Thu 3 Nov 2016
at 03:25
  • msg #97

Re: Bunker Banter [OOC]

Don't need best Auspex since Good is top level of notable advances, but yeah that is some serious scout potential.
Adeptus Custodes
GM, 51 posts
Thu 3 Nov 2016
at 03:30
  • msg #98

Re: Bunker Banter [OOC]

Hence the title "Siege Breakers". ;)
GSN 1610300704
player, 15 posts
Thu 3 Nov 2016
at 03:45
  • msg #99

Re: Bunker Banter [OOC]

For clarification, the additional 1000xp is on top of the 600xp to start with or is it including the 600?
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