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Character construction

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Re'ozul
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Character construction Empty Character construction

Post  Admin Thu Jan 14, 2010 6:52 pm

I would like to put a soft character creation deadline of Tuesday, 1/26/2010 because I will be inserting character sheets into maptools, so for my sanity I'd like to have a couple days to dedicate to that task.

Character construction for this campaign will be done on these forums. You need to comunicate with other members of the group to determine what the best group makeup will be. As well there are many "One per group" advantages you all need to share them. If you have one of the packages you need to let others take pick of other limited items before you do, mainly as a courtesy.

The Character creation is a first come first serve. If you want a certain package you can call it in this topic, however you still need to be quick about your character creation.

Characters Will be built on a premade template that you may add to with a select number of packages, items, skills, and advantages.


One other note if anyone does not want to create a character I can prebuild one for you. All you gotta do is show up!


Last edited by Admin on Mon Jan 25, 2010 12:14 pm; edited 3 times in total
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Character construction Empty Basic Guardsman template

Post  Admin Sat Jan 16, 2010 6:39 pm

Here is the basic guardsman you all start with GCA and pdf will be posted shortly:

ST 11 (10)
DX 10
IQ 10
HT 10

TL 11/6
---
Advantages
Fit (5)
Military Rank 1 (5)
Cultural familiarity -imperium- (1)
Disadvantages
Duty -imperial guard- (15)
Fanaticism-emperor- (15) (Most reguard the emperor as a god at the very least a great man to speak of him in a negative light in the Imperium is a death sentence )
Skills
Guns-pistol- lvl:10 dx+0 (1)
Guns-rifle- lvl:11 dx+1 (2)
Knife lvl:10 dx+0 (1)
Soldier lvl:10 iq+0 (2)
Throwing lvl:9 dx-1 (1)

Points remaining: 52 Disadvantage/Quirk remaining: -12
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Character construction Empty Equipment

Post  Admin Sat Jan 16, 2010 6:41 pm

This is your basic kit

Issued guardsman equipment:
• Standard Issue Clothing (9lbs)
o Combat Fatigues-1lbs
o Shirt
o Undershirt
o Socks x4
o Undergarments
o Greatcoat-3lbs
o Rain overalls-3lbs
o Combat boots and laces-1lbs
o Leg gaiters

• Armor(12lbs)
o Full body flak armor (15dr)-9lbs
o Helmet w/ micro bead pick-up (5dr)-3lbs

• Containers and belts
o Webbing
o Belt and holster
o Bandoleer
o Field Rucksack /w straps

• Weaponry and accessories(35lbs)
o Short pattern M-G standard lasgun-8lbs
o Spare power packs X4-2.5lbs ea
o Long pattern bayonet/Large knife /w sheath-1lbs
o Autopistol w/5 spare clips and holster-2.5lbs/.5lbs ea
o Frag Grenades x4-1lbs ea
o Range Finder (x2 scope)-1lbs
o Lasgun maintenance kit(+2 armory roll)-2lbs
 Sight Calibrator
 Cleaning agent
 Oiling agent
 Lubrication oil
 sealing wax
 Swab cloth
 Muzzle rod and swab
o Tool kit /w repair instruments-2lbs
o Spare lasgun stock-2lbs
o Spare Lasgun barrel-1lbs
o entrenching tool-1lbs
o Hand axe-2lbs

• Misc and emergency gear(18lbs)
o Multi-purpose tool kit-2lbs
o Standard issue Lamp-pack-.5lbs
o Emergency first aid-.5lbs
 Swabs
 Salt tablets
 Water purification tablets
 Food supplement tablets
 Guard issue medi-pack(X1 use)
o x4 sandbags-.25lbs ea
o mess kit
o canteen
o collapsible water bag
o canvas sack
o blanket-.25lbs
o sleep bag-.5lbs
o field glasses-.5lbs
o gas respirator-5lbs
o spare boot lace
o dry rations
o dog tags
o tent w/ pole rope and pins-5lbs
o Whistle
o Imperial infantrymans uplifting primer
o Adhesive tape
o Tinder box
o Grooming kit

74 LBS equipment


Basic Lift (BL)
see Lifting ST (p. 65)
Basic Lift is the maximum weight
you can lift over your head with one
hand in one second. It is equal to
(STXST)/5 lbs. If BL is 10 lbs. or more,
round to the nearest whole number; e.g.,
16.2 lbs. becomes 16 lbs. The average
human has ST 10 and a BL of 20 lbs.
Doubling the time lets you lift
2xBL overhead in one hand.
Quadrupling the time, and using two
hands, you can lift 8¥BL overhead.
-----
Encumbrance and Move
“Encumbrance” is a measure of the
total weight you are carrying, relative
to your ST. The effects of encumbrance
are divided into five “encumbrance
levels.” All but the lowest level
will reduce your actual Move to a
fraction of your Basic Move and give a
penalty to Dodge, as follows:

No Encumbrance (0): Weight up to
Basic Lift. Move = Basic Move. Full
Dodge.

Light Encumbrance (1): Weight up
to 2xBL. Move = Basic Move ¥ 0.8.
Dodge -1.
Medium Encumbrance (2): Weight
up to 3xBL. Move = Basic Move x 0.6.
Dodge -2.
Heavy Encumbrance (3): Weight up
to 6xBL. Move = Basic Move x 0.4.
Dodge -3.
Extra-Heavy Encumbrance (4):
Weight up to 10xBL. Move = Basic
Move x 0.2. Dodge -4.

Drop all fractions. Encumbrance
can never reduce Move or Dodge
below 1.
Note that these levels are numbered
from 0 to 4. When a rule tells
you to add or subtract your encumbrance
level from a die roll, this is the
number to use. For instance, encumbrance
gives a penalty to Climbing,
Stealth, and Swimming skills.


Last edited by Admin on Tue Jan 19, 2010 5:20 pm; edited 1 time in total
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Character construction Empty Characer packages

Post  Admin Sat Jan 16, 2010 6:45 pm

Below are the packages and addons you may purchase for your character


The package advantages works kinda like a unique background advantage allowing you additional training from the imperial guard along with some signature gear.

Unless noted Packages may only be purchased by a single player, make sure to say you are using one in this forum category before buying it. Remember to compromise you are all on the same team.

Crossed out text means the position has been called


•Packages: Only one of each of these per squad
o Skill points not included in cost only allows buying of skills up to the aloted value

Azinctus(Angus)

Sergeant 10 points
o Must have Imperial guard knowledge –Either table top or Novels See me first-
o Military rank 2
o Up to 10 Points into
Tactics
Leadership
Strategy
o Laspistol
o Combat Sword
o Binoculars
o 2 way vox helmet


•Medic 7 points
o Up to 10 Points into
Physician
Diagnosis
Surgery
o Crash kit(+2 first aid)
o Surgical kit
o X2 Morphia syringes(60 seconds High pain threshhold)

Seven
•Vox Comms officer 8 points
o Up to 5 points into
Electronics – Communications
Electronics repair
o Communications Vox
Can send and receive messages between HQ
Can call to any one in the squad
Allowed a single artillery strike per game


Firebreed(Daniel)
•Weapons Specialist 5 points
o Multiple may be present in a squad subject to weapon availability
o Up to 10 points into
Gun(Chemical thrower)
Gunner(Machine gun)
Gun(Plasma)
Gun(Grenade Launcher)
Fastdraw (Ammunition)
o If not taking a Heavy or Special weapon take one of these
X2 Ammo box
X4 Hvy Bolter Magizine
•Also Advanced Range finder
o Successful skill roll gives +1 to acc of appropriate gun fired in the same round by an ally
o Ally may not have fired the previous turn –its hard to call shots over machine gun roar-

•Marksman 10 points
o Up to 5 points into
Stealth
Observation
o Camoline Cloak (Urban or wasteland)
+4 to stealth rolls in appropriate cover
o Long Pattern Lasgun
Lasgun rifle designed to snipe from great distances at a sacrifice of rate of fire
This replaces your lasgun
X16 Zoom Scope (+4 ACC)
o X1 Las Battery

Agent_Zero(Taylor)

•Tech ensign 7 points
o You studied under a tech priest adept
o Up to 10 points into
Mechanics
Electronics – repair
Armory – Small arms
Armory – Gunner
Armory – Energy weapon
Tech knowlege (Must specialize)
•Ancient tech
•Xeno Tech
o Blessing of the machine spirit
May once per game add +4 to any repair or identification roll of machinery

•Warrior priest neophyte 10 points
o You received training in the teachings of the emperor from the company Warrior Priest
o Up to 5 points into
Melee weapon(Must have atleast one point)
Power Blow
Hiddenlore – Emperor
o Call of the Emperor
You recite the words of the Emperor inspiring soldiers and striking fear into enemies
Once per game with a round of concentration on a successful will roll you may active the power
Has one of the two effects chosen by the user
•Causes a fright check to all hostiles within 10 yards
•Gives skill bonus equal to will roll success margin for 3 seconds for all allies within 10 yards


•Equipment:
o Special Weapons(One per squad or two if no heavy weapon)
Plasma Gun 15 pts
•Powerful weapon firing superheated plasma a forewarning Plasma technology is not stable and is prone to getting hot and malfunction
•X1 Plasma core magazine
Flamer 10 pts
•Jet based chemical thrower
•X2 Promethium Tanks
Grenade Launcher 8 pts
•X6 Frag rounds
•X4 from the following list
o Concussion round
o Stun round
o Krak round
o Heavy Weapons(One per squad)
AutoCannon 15 pts
•Designed for Heavy armor combatants and Medium vehicles
•X1 Ammo box
Heavy Bolter 10 pts
•Designed for Infantry and light vehicles
•X2 Hvy bolter Mag
o Misc
Charm of the Emperor 10 pts
•Trinket of a patron saint
•Allows use of Luck once during gameplay
Imperial artifact 10 pts
•Relic of the Imperium
•Once per game play you may call on true faith
•Bonus is lost once deactivated
Carapace armor 10 pts
•High density plated armor
•Gives a DR of 20 to Torso/Legs/Arms
Combat Sword 2pts
•Sword for designated close quarter combatants and officers
Chain Sword 5 pts
•A motorized Sword with razor teeth along a single edge, Takes a single ready action to begin motor
•This is an upgrade for a Combat Sword and must be purchased first
Las Pistol 2pts
Autogun 4pts
•May be purchased for free in exchange for a lasgun
Combat Shotgun 5 pts
•(X2 available)
•Semi auto shotgun
Combat knife ½ pts
•Large knife
Seven
Auspex 8 pts
•One per squad
•Reads Life signatures through motion/energy/heat within 100 yards
•On successful Electronics roll may offer additional info or bonus to other Perception based rolls

Spare ammo kit ½ pts
•May have an additional listed number magazines for
o X2Autopistol
o X1Autogun
o X2Laspistol
o X1Lasgun
o X1Long Lasgun
o X1Plasma gun –reserve mag-
o X1Flamer –reserve tank-
o X2 Grenade rounds
o X3 Shotgun shells
Grenade kit 1pts
•X1 grenade from the following
o Frag
o Krak
o Concussion
o Stun
Bionics 5pts
•One limb benefits from the following
o DR 5
o Arm/Lifting ST 1
o Numb
o Unhealing -Must be repaired-
•Skills:
o You may add or improve any of these skills
Brawling
Climbing
Fastdraw – Pistol
Fastdraw – Knife
Fastdraw – Rifle
Fast Talk
First Aid
Karate
Soldier
Survival – Urban
Survival - Wasteland
Search
Scrounge
Broad sword
Chainsword
Bayonet
Throwing
Thrown weapon - knife
Observation
Guns (Pistol)
Guns (rifle)
XenoKnowlege
•Having knowledge from pre-training(or previous battle theatre) of a specific group (not all may come into play this is a background skill)
o Eldar (Includes Dark Eldar)
o Chaos
o Ork
o Tyranid
o Other-Specify-
o
•Advantages:
o Ambidextrous
o Animal Empathy –Will probably not work on tyranid-
o Daredevil –Its amazing you’ve lasted this long in the 41 millennium-
o Eidetic Memory 5pts B51
o Fearlessness: Max one level 2pts B55
o Flexibility 5pts B56
o Hard to kill: Max one level 2pts B58
o Hard to Subdue: Max one level 2pts B59
o High Manual Dexterity 5pts/per level B59
o Intuition 15pts B63
o Psyker (magery 0)
You have basic psyker instincts not great enough to be picked up by routine tests but you have a vague sense of the warp
Required for Advantages marked with an *
o Talent Max one variable B89
You are allowed a single listed talent
o Danger Sense*
o Absolute Direction*
o Detect Warp rift/Psyker *
Must choose one
o Warp Static (Mana Damper)* Max one level 10pts B67
o Combat reflexes
o Common Sense
o Acute Senses
o More may apply ask GM first
•Disadvantages
o Check with GM first


Last edited by Admin on Thu Jan 28, 2010 3:49 am; edited 14 times in total
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Character construction Empty Re: Character construction

Post  Re'ozul Sat Jan 16, 2010 8:24 pm

What kind of Font are you using there in the Equipment section?
It doesn't work for me.
Also, the points remaining thing: So its remaining 52base positives and a maximum of 12 more negatives.
Man, this might take a while of juggling.

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Character construction Empty Re: Character construction

Post  Admin Sun Jan 17, 2010 1:37 am

You cant read any of it? I added the docs as an attatchment in their own topic
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Post  Admin Sun Jan 17, 2010 4:08 am

Just in case it was not clear you do not get money in this campaign equipment cost points in the way signature gear does.
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Post  Re'ozul Sun Jan 17, 2010 11:18 am

Ah no, I can read most of it just, for example:

Designed for Heavy armor combatants and Medium vehicles

The stuff before "Designed" is not legible to me.

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Post  Admin Sun Jan 17, 2010 2:08 pm

ah, that is just a tab over no actual text.
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Character construction Empty Re: Character construction

Post  Seven Sun Jan 17, 2010 2:55 pm

Is it ok if we get together and decide as a squad who brings what, it wouldn't be productive or honorable to the emperor to bicker over who gets to bring the autocannon, or carry his banner. Also did I read right only one person can have carapace armor?

Edit: my mistake I missed the misc section, does that have the same rule as heavy weapons i.e. limit one per squad?

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Post  Admin Sun Jan 17, 2010 3:14 pm

It is encourages to talk it out here. hence the creation of the forums so you all have an outlet to decide who has what civilly.

Now saying this. This applies to equipment do not discuss your character stats. I want to steer away from metagaming if I can you would know if your squadmate has a plasma gun but not so much that they have a 16 in first aid, you would know that they are "pretty sufficient in first aid" though.

Misc unless noted is no limit. However yes there is one heavy weapon and one special weapon in a squad. Mind you an autocannon is heavy to lug around.
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Post  Seven Sun Jan 17, 2010 5:10 pm

I'm willing to take the marksman, communications officer, or techmarine adept packages, I'll wait and see how many others are going to be in the squad before I make my final decision
Also will we have any intel on what we could be encountering before we actually get into battle, if we're going up against eldar we'd prolly want someone with an auspex and a heavy bolter, if its orks, the autocannon and flamers, close weapons. If its chaos big guns and long range, also if we know the location where we will be fighting plains, mountains, city, hive, spaceship.

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Post  Admin Sun Jan 17, 2010 10:02 pm

Seven wrote:I'm willing to take the marksman, communications officer, or techmarine adept packages, I'll wait and see how many others are going to be in the squad before I make my final decision
Also will we have any intel on what we could be encountering before we actually get into battle, if we're going up against eldar we'd prolly want someone with an auspex and a heavy bolter, if its orks, the autocannon and flamers, close weapons. If its chaos big guns and long range, also if we know the location where we will be fighting plains, mountains, city, hive, spaceship.

Ah thats the rub, you all have to design your squad to be versatile. You have your choice of the gear, but you will be informed of your deployment after training(character creation). The maps and scenario are already set so I won't change it to trick y'all may even add a few things to help based on what is chosen.

You are playing as Cadian guardsman so it limits the area you fight to a few enemies -although still very diverse- The areas that cadia keeps watch over fight Chaos from the eye of terror, several ork tribes, Tyranid splinter fleets, Ancient necron tombs on dead worlds, Ulthwe craftworld eldar, Dark eldar pirates. Most likley the theaters will look like various city scapes and wasteland/plains. Probobly won't deal with death worlds on this one.

Currently we have 2(3 including you Seven) garunteed players, we also have Re'o and Jackofalltrades, but do not know if you both are committed or not

I think Daniel(Firebreed when he signs up on the forums) wants a heavy weapon position.
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Post  Trizzdog Tue Jan 19, 2010 6:23 am

Assuming I realize how this works, I'll take the priest package. I would also really like to take a chainsword, laspistol, and bionics (left arm). I also assume talking about which advantage you'd want to take would fall under the metagaming rule?

On a side note, are we allowed to make our own player tokens? Assuming we're using circle/square tokens rather than "top down", of course.

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Post  Seven Tue Jan 19, 2010 3:34 pm

Trizzdog wrote:Assuming I realize how this works, I'll take the priest package. I would also really like to take a chainsword, laspistol, and bionics (left arm). I also assume talking about which advantage you'd want to take would fall under the metagaming rule?

On a side note, are we allowed to make our own player tokens? Assuming we're using circle/square tokens rather than "top down", of course.

Telling advantages would probably be metagaming if it was an advantage one person could take and it benefit the entire squad so another person wouldn't have to take it. Otherwise if its character specific like, "Duty: Eclessiarchy" or "Badass" go ahead and tell, it will go a long way to figuring out how to interact iwth teh squadmates, just don't give away any quirks or...interesting disadvantages such as "Chaos-Tainted" or "Broad-minded" or if you are a cultist or xeno huggger.

Also, is our squad required to have a seargent I'm curious what will happen if no one takes that package, (heres to hoping for dmpc that gets killed in the first firefight so we can take all his gear)?

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Character construction Empty Re: Character construction

Post  Admin Tue Jan 19, 2010 4:37 pm

Trizzdog wrote:Assuming I realize how this works, I'll take the priest package. I would also really like to take a chainsword, laspistol, and bionics (left arm). I also assume talking about which advantage you'd want to take would fall under the metagaming rule?

On a side note, are we allowed to make our own player tokens? Assuming we're using circle/square tokens rather than "top down", of course.

Ok Priest package you have. You still need to take skills and add any stats you may want remaining in the availabe point spread send me your character sheet in either a .GCA (if you have it, I have it on huddle.net if you sign up and then PM me for an invite) Or more simply send me a PM via this forum in the template of Example Figures in Blue:

Character Name: Primus Secundus
Player: Brandon B

Appearance

PACKAGE: Medic

ST 11 (10)
DX 11 (20)
IQ 10 (0)
HT

HP 12 (2)
Will
Per
FP

Basic move
Basic speed

TL 11/6
---
Advantages
Fit (5)
Military Rank 1 (5)
Cultural familiarity -Imperium- (1)

Disadvantages
Duty -imperial guard- (15)
Fanaticism-emperor- (15)

Quirks
Likes blue


Skills
Guns-pistol- lvl:11 dx+0 (1)
Physician lvl:8 iq-2 (1)
Surgery lvl:7 iq-3 (1)


Equipment:
Combat Sword (2)
Bionics (5)
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Character construction Empty Re: Character construction

Post  Admin Tue Jan 19, 2010 4:46 pm

You can call out advantages you would share with squad mates, if there is something you'd be inclinded to keep hush hush do so before hand (IE if you have psychic abilities you would not want to share it as it could mean execution to be an unsanctioned psyker) However the squad will obviously know you are the squad comms officer or have a bionic arm.

You can say what skills you have, but giving a number is a no-no. IE say you are good at first aid, not you have first aid-15 (In game or during construction)

You can use your own token if you have one, I have about 20 guardsman tokens for use. If you want your own use a picture with a circular frame made in rptools.net 's tokentools and send it to me.

No package is required, I will deal with any required squad members that are not filled.
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Character construction Empty Encumbrance

Post  Admin Tue Jan 19, 2010 5:29 pm

Make sure to check out the encumbrance rules I added from pages B15 and B17. Carrying your entire field kit at ST 11 puts you at Heavy Encumbrance( (3): Weight up to 6xBL. Move = Basic Move x 0.4.
Dodge -3.) So be weary of this when moving into combat Military gear can get heavy! other than sprinting rules I may let you buy some of this off expending Fatigue points. Exactly how I do not know. You can leave some of the gear on the ground, however when you need it...

Added on the Guardsman equipment post near the beginning of this topic now includes item weight. The purchasable gear has its weight listed on the Excel sheet in the Added Docs topic.
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Character construction Empty Re: Character construction

Post  Trizzdog Tue Jan 19, 2010 9:20 pm

Alright, thanks for posting equipment weight too. I was curious about that. I'll call out my advantages and skills (sans numbers etc of course) when I've actually made my character. Also I hope this token I made is ok. I put it in huddle.net.

Now, since my character template requires powerblow, would taking weapon master for the preq. of that skill be correct?

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Character construction Empty Re: Character construction

Post  Seven Tue Jan 19, 2010 9:26 pm

I decided that I will take the Vox Comms officer package, over and out.
Is it alright if I'm a Valhallan that's been transferred?

Vox Comms officer 8 points
o 5 points into
Electronics – Communications
Electronics repair
o Communications Vox
Can send and receive messages between HQ
Can call to any one in the squad
Allowed a single artillery strike per game

Minor questions about this package, when it says Vox comms officer, do I subtract 8 points from my current total?
And do I put 5 points into both skills or divy 5 points between the 2?

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Character construction Empty Re: Character construction

Post  Admin Tue Jan 19, 2010 9:39 pm

Well with power blow more the purchase of the package can cover that if you are using gca just omit the weap mast advantage. also as a measure you can only add up to 5 points, A note on that is you need atleast one purchased level into a melee skill(so the free level of knife in the template doesnt count) however the points in melee do not count against your 5 points meant to have that seperate

And ill mark you as comms officer, ya, if you all have a back story you can use it as long as it fits cannon. However all guardsmen considering their usually short term of service you'd still be fairly fresh from training perhaps some rebellion quelling, sentry, or recon tours of duty.
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Character construction Empty Re: Character construction

Post  Admin Tue Jan 19, 2010 9:43 pm

you buy the package like an advantage that gives you the communication vox and the ability to spend up to a total of 5 points into the offered skills.
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Character construction Empty Re: Character construction

Post  Seven Tue Jan 19, 2010 10:25 pm

Even more questions...
If I were to take an auspex, what kind of electronics skill would I need? Sensors?
Can we buy up extra skills with remaining points or are we restricted to our template skills?
Are we allowed to buy up attributes, I personally would be interested in increasing IQ for my character.
Will there be a chance to do any driving or piloting, would our squad have access to a Chimera or a Russ or even a Baneblade Smile?!?

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Character construction Empty Re: Character construction

Post  Admin Tue Jan 19, 2010 10:39 pm

In regard to the electronic roll, considering its the only piece of equipment that needs that roll. I will say any electronics or mechanics roll will work, or soldier-2 as its a piece of equipment that may have come up in basic training.

Pump your stats as much as you want with the points you have.

I doubt too much combat driving will happen in this campaign, support craft may make appearances.(Takes time to balance heavy armor)

Without a package the following are what you may include, if you have another skill you''d like pm me and give me a justification for the skill. I may even add it for everyone to use (I am not perfect I may have missed a common military skill)

o You may add or improve any of these skills
Brawling
Climbing
Fastdraw – Pistol
Fastdraw – Knife
Fastdraw – Rifle
Fast talk
First Aid
Soldier
Survival – Urban
Survival - Wasteland
Search
Scrounge
Broad sword
Chainsword
Bayonet
Throwing
Thrown weapon - knife
Guns (Pistol)
Guns (rifle)
Observation
XenoKnowlege
•Having knowledge from pre-training(or previous battle theatre) of a specific group (not all may come into play this is a background skill)
o Eldar (Includes Dark Eldar)
o Chaos
o Ork
o Tyranid
o Other-Specify-


Last edited by Admin on Wed Jan 20, 2010 2:48 am; edited 2 times in total
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Character construction Empty Re: Character construction

Post  Seven Tue Jan 19, 2010 11:17 pm

I hope the questions aren't bothering you, is it possible for one of us to be an Ogryn?
Could some of us have genetic enhancements if we're veterans of previous tours of duty, a la Kasrkin?
How many shots are in a lasgun power cell, a heavy bolter magazine, a plasma gun cell, and a grenade launcher?
Will we need to worry about tiny details such as it's morning eat breakfast or take a -2 FP penalty, or is the ad nauseum implied?
Regarding the ventrilo do you want us to talk in character and type OOC stuff?
Just curious but if there were a chaos tainted guardsman in our squad and if we have a psyker that doesn't detect him, could the guardsman be corrupt enough to earn a gift from the chaos guards a la mutation or a power?
Also in regards to the psyker, if there is one, on a critical failure is there a chance he will be possesed or killed by daemons?
Finally, out of curiosity are female characters allowed?

Edit: Can we take the luck advantage for 15 points, which allows to reroll something twice and take the best of the 3 scores, or force someone attacking you specifically to reroll 3 times taking the worst, once per hour of session time, i.e. if we started at 1:00 and I used luck at 1:01, I'd only be able to use it again at 2:01.

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