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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14168 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Mon Jul 19, 2010 6:30 am Post subject: Some new Characters for Critique.. |
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Here are 2 possible replacements for my current character in the ongoing starwars campaign i play at gencon (and other cons)..
Template: Eccentric Professor
Species: Human
History: While your brothers were the school jocks, you were the punch bag for many as you were so nerdy. But eventually you showed them when your smarts earned you a place with your planets law and intelligence forces. You love using your knowledge to crack codes, and even invent new ones. Then the Empire showed up and tried to ‘conscript’ your entire workforce. The heads of state resisted, and the Empire started occupying country after country. You resisted as good as you could with meager resources, but even the warriors amongst your society were taken down by the might of the Imperial military. Eventually some sought refuge off world, which is where you learned of this “rebel alliance”. They are taking the fight back to the Empire, and though you lack combat capacity, your number breaking and code slicing has helped out.
Objectives: To breakdown each and every Imperial Encrypt code, to better enable the Rebellion to evade traps and to set them back.
Attributes:
Dex 2d+2. Blaster 4d, (S) Pistol 6d, Brawling parry 4d+1, (S) Boxing 7d, Dodge 7d+2
Know 4d. Scholar 7d
Mech 3d+1. Astrogation 5d, comms 6d+1, (S) Decryption 9d+1, Sensors 7d,
Per 3d. Search 5d, Sneak 6d
Str 2d. Brawl 4d, (S) Boxing 7d
Tech 3d. Comp prog/repair 7d
Force sensitive: Yes Force points: 2 +3 from tier Move: 10
Character points: 8 Dark side points: 0
Equipment: Comlink, Datapad of lessons and required texts, Academy uniform, Blaster Pistol (4d),
Special Abilities: None
Creation Notes: Player starts with a free Scholar field of study (ie biology, physics, math) even without placing any starting advancement D into Scholar.
Credits: 2,000 Debts:
Initial Skill allocation:
1D into each of Scholar, (placing at 5d), 2d into dodge (placing at 4d+2), 2D into Computer Prog/repair (placing at 5d), and 1d into Sensors and Astrogation (placing both at 4d+1)
FREE scholar field of Study – Cryptography.
Additional Field of Study for each 1d placed into Scholar – Numerology, Advanced Mathematics,
Made on a build of 450cp.
Increase Dodge from 4d+2 to 7d+2 (9 increases at a cost of 51cp)
Increase Scholar from 5d to 7d (6 increases at a cost of 33cp)
Increase Computer Prog/repair from 5d to 7d (6 increases at a cost of 33cp)
Increase Planetary systems from 4d to 6d (6 increases at a cost of 27cp)
Increase Sensors from 4d+1 to 7d (8 increases at a cost of 41cp)
Increase Astrogation from 4d+1 to 5d (2 increases at a cost of 8cp)
Learn Communications at 3d+1 and increase to 6d+1 (9 increases at a cost of 39cp)
Self learn Communications (S) Decryption at 6d+1 and increase to 9d+1 (9 increases at a cost of 35cp)
Learn Brawl at 2d and increase to 4d (6 increases at a cost of 15cp)
Self learn Brawl (S) Boxing at 4d and increase to 7d (9 increases at a cost of 24cp)
Learn Brawl parry at 2d+2 and increase to 4d+1 (5 increases at a cost of 15cp)
Self learn Brawl parry (S) Boxing at 4d+1 and increase to 7d (8 increases at a cost of 22cp)
Increase Blaster from 2d+2 to 4d (4 increases at a cost of 11cp)
Self learn Blaster (S) Pistol at 4d and increase to 6d (6 increases at a cost of 15cp)
Learn Sneak at 3d and increase to 5d+2 (8 increases at a cost of 31cp)
Learn Search at 3d and increase to 4d+2 (5 increases at a cost of 17cp)
Increase PERCEPTION from 3D to 3D+1 (which increases sneak from 5d+2 to 6d and search from 4d+3 to 5d at a cost of 30cp)
Save last 3cp.
Character Name; Patovia Rasputin
Character Race: Human
Template: Former Corellian Security Forces Officer (CorSec
Character history: 4th son, of a career man, in CorSec, you was institutionalized” in the CorSec ways. When you came of age, you did what everyone expected of you, and joined up. After several long years, and many good jobs, you earned a break. While on it, you heard news, of the Imperial Dicat’s decree that CorSec would liaise with the mperials. You took it in stride, along with the additional paperwork, but after watching for 7 months, hard core criminals being let go, after the liaison officer said to, you finally broke. You left, taking what you could, and later sent in your resignation. A few years later, you were recruited into the
Personality: You were certain, that the imperials would have put a bounty on your head, but are unsure of what to do now. Strict and by the book, is all good and that, but in the open world, it is some times a hassle.
Attributes:
Dex 3d. Blaster 7d, Brawl Parry 5d, Dodge 7d, Grenade 4d+2, Melee 6d, Melee parry 6d,
Know 3d+1. Bureaucracy d+1, Law enforcement 5d+1,
Mech 2d+2. Repulsorlift operations 5d
Per 4d. Bargaining 6d, Command 5d, Con 6d, Hide 6d, Invstigations 6d, Search 6d
Str 3d. Brawl 5d,
Tech 2d+1. Blaster repair 5d, first aid 5d
Force Sensitive: Yes Force Points: 2 base, +3 for sheet tier
Dark Side points: 0
Character points: 5 base, +5 saved Rebel Member or Operative: Member
Rebel Rank point total: 450
Special abilities/penalties: None
Credits: 500
Equipment: CorSec id, 3 CorSec uniforms, Landspeeder (5 person max), blaster rifle, blaster pistol, 2 stun grenades, stun baton, stun cuffs, Comlink
Type: Military landspeeder, Scale: Speeder, Length: 3.8 meters, Skill: Repulsorlift operation: landspeeder, Crew: 1, Passengers: 3, Cargo Capacity: 100 kilograms, Cover: 1/2, Altitude Range: Ground level-1.5 meters, Cost: 28,000 (new), Maneuverability: 1D, Move: 20; 60 kmh, Body Strength: 3D+2, Weapons: removed; Special Note: official CorSec markings removed, but faded after images are still visible.
Initial Skill Allocation.
1D+1 Blaster (bringing to 4d+1), 1D+2 Dodge (bringing to 4d+2), +2 Bureaucracy (bringing to 4d),
+2 Law Enforcement (bringing to 4d), 1D Melee (bringing to 4d), 1D Melee Parry (bringing to 4d),
+1 Search (bringing to 4d), +1 Repulsorlift operations (bringing to 3d)
Made on a build of 450cp
Increase Blaster from 4d+1 to 7d (8 increases at a cost of 41cp)
Increase Dodge from 4d+2 to 7d (7 increases for a cost of 37cp)
Increase Melee combat from 4d to 6d (6 increases at a cost of 27cp)
Increase Melee Parry from 4d to 6d (6 increases at a cost of 27cp)
Increase Bureaucracy from 4d to 5d+1 (4 increases at a cost of 17cp)
Increase Law Enforcement from 4d to 5d+1 (5 increases at a cost of 17cp)
Increase Repulsorlift operations from 3d to 5d (6 increases at a cost of 21cp)
Increase Brawl parry from 3d to 5d (6 increases at a cost of 21cp)
Increase Brawl from 3d to 5d (6 increases at a cost of 21cp)
Increase First aid from 2d+1 to 5d (8 increases at a cost of 25cp)
Increase Blaster repair from 2d+1 to 5d (8 increases at a cost of 25cp)
Increase Search from 4d to 5d+2 (5 increases at a cost of 22cp)
Increase Bargain from 3d+2 to 5d+2 (6 increases at a cost of 25cp)
Increase Command from 3d+2 to 4d+2 (3 increases at a cost of 11cp)
Learn Hide at 3d+2 and increase to 5d+2 (6 increases at a cost of 25cp)
Increase Investigations from 3d+2 to 4d+2 (3 increases at a cost of 11cp)
Increase Con from 3d+2 to 5d+2 (6 increases at a cost of 25cp)
Increase Grenade from 3d to 4d+2 (5 increases at a cost of 17cp)
Increase PERCEPTION from 3D+2 to 4d at a cost of 30cp (which will also take Hide from 5d+2 to 6d, Search from 5d+2 to 6d, Bargain from 5d+2 to 6d, Investigations from 4d+2 to 5d, and Con from 4d+2 to 5d)
Save remaining 5 cp. _________________ Confucious sayeth, don't wash cat while drunk!
Last edited by garhkal on Tue Jul 20, 2010 5:34 am; edited 1 time in total |
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Random Numbers Commander
Joined: 12 Jan 2010 Posts: 454 Location: Gladsheim
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Posted: Mon Jul 19, 2010 4:47 pm Post subject: |
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Both look fine to me. I would chose depending on the play style of the group/gm. Lots of action makes professor a dull boy. _________________ Random is who random does... |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14168 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Tue Jul 20, 2010 5:47 am Post subject: |
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A) thought i would make a name change for the thread, as i decided i would post others i have made..
Character Name: Brific “drinkem” haizl
Template: Alien Force Adept
Player Race: Near Human, Wronnian
Haizl was orphaned at an early age due to the ship carrying her and her parents (refugees from the clone war) crashing on (insert planet). While o the streets, she had to learn and adapt to survive. Which she did with flying colors. Becoming an avid pick pocket, thief and all around scoundrel, she amassed quite the reputation in the slums and inner city. When she turned 15, her mind opened. Latent force powers (which up till then had been dormant) erupted. She soon learnt to master one of those (detox poison) and actually used it to her advantage in hosting drinking competitions against unsuspecting spacers. One though, twigged what she was doing and offered to train her up. Before she could accept and get trained though, the Empire's force hunting teams showed up looking for her "benefactor to be". The lightsaber fighting was glorious to watch, but inevitably he lost, though his death brought you enough time to go back into hiding.
Brific Haizl, Alien force Adept.
DEX 3d. Blaster 6d, Dodge 8d, Melee 5d, Melee parry 5d, Pick pockets 6d, Thrown weapons 6d
KNOW 3d. Languages 4d+2 (S) Huttese 5d, Streetwise 5d+1
MECH 2d+2. Repulsorlift Ops 5d
PER 3d. Bargain 4d, Hide 4d, Con 5d
STR 2d+2. Climb/Jump 3d+1,
TECH 2d+1. Security 5d
Cont 6d, Alter 6d
Force sensitive: Yes Force points: 2+3 from tier Move:
Character points: 7 Dark side points:
Equipment: Blaster pistol (4d), Comlink, Taser staff (charged 5d phys or stun, Uncharged Str+1d, 6d max)
Special Note: Players choose 2 of the 3 starting Force skills to start at 1D. They play choose 1 force power from each skill OR take one force power that combines both skills. Chose Control and Alter
Special Abilities:
Force Skills. Control 6d Sense Alter 6d
Powers: Initial – Detox poison, TK.
Race: Players may choose a different race than the starting Rodian. Chose Near Human - Wroonian
Credits: 1,500 Debts:
Initial Skill Allocation:
2D into each of Control and Alter (bringing each to 3d), 1d into Blaster, 1d+1 into Dodge, and +1 into each of Melee combat and Melee parry. Pick force powers of Detox poison (cont) and TK (alter).
Character built with 450cp.
Increase Control from 3d to 5d (9 increases at cost for a total of 42cp)
Increase Alter from 3d to 5d (6 increases at cost for a total of 42cp)
Increase Dodge from 4d to 6d+2 (8 increases at a cost of 39cp)
Increase Blaster from 3d+2 to 5d+2 (6 increases at a cost of 25cp)
Increase Melee Combat from 3d to 4d+2 (6 increases at a cost of 17cp)
Increase Melee Parry from 3d to 4d+2 (6 increases at a cost of 17cp)
Increase Streetwise from 3d to 5d+1 (7 increases at a cost of 28cp)
Increase Languages from 3d to 4d+2 (5 increases at a cost of 19cp)
Self learn Languages (S) Huttese at 5d (for a cost of 2cp)
Increase Con from 3d to 5d (5 increases at a cost of 23cp)
Increase Repulsorlift Ops from 2d+2 to 5d (7 increases at a cost of 23cp)
Increase Bargaining from 3d to 4d (3 increases at a cost of 9cp)
Increase Hide from 3d to 4d (3 increases at a cost of 9cp)
Increase Climbing/jumping from 2d+1 to 3d (2 increases at a cost of 4cp)
Learn Willpower at 3d and increase to 5d+1 (7 Increases at a cost of 26cp)
Learn Throw weapons at 2d+2 and increase to 5d+2 (9 increases at a cost of 33cp)
Learn Pick Pockets at 2d+2 and increase to 5d+2 (9 increases at a cost of 33cp)
Learn Security at 2d+1 and increase to 5d (8 increases at a cost of 25cp)
Increase DEXTERITY from 2d+2 to 3D (which increases dodge from 7d+2 to 8d, Blaster from 5d+2 to 6d, (S) Melee from 4d+2 to 5d, Melee parry from 4d+2 to 5d, Pick Pockets from 5d+2 to 6d and Thrown Weapons from 5d+2 to 6d, at a cost of 20cp)
Increase Strength from 2D+1 to 2D+2 (which increases Climb/Jump from 3d to 3d+1 at a cost of 20cp)
Of remaining 4cp, convert 2 into cash at rate of 500 credits per cp. Save final 2.
Learn Force powers of
Control - Concentration, Control Pain, Remain Conscious, (3 new force skills)
Alter – Force Push and Strengthen object (2 new force skill),
Character Name: Cimbo Kasada
Character Template: Professional Driver
Character race: Human
History: Not much is known about Kasada’s family due to growing up in one of the Orphanages on Crylis 8. Due to his responsibility and aptitude for vehicles of all types, was picked by the Orphanages elders to become their driver for all official functions. Later on, when he became an adult, was considered to be a skilled operator of many vehicles and therefore became a target by many criminal enterprises as well as some professional outfits. Picked pod racing and speeder racing. While not as lucrative as some other jobs, the speed and other ‘intangibles’ was a major attractor. It was during his role in one of these races, he came to the attention of some rebel alliance members. They told him of what he could do for the rebellion, and he left the circuit (though still pilots there at times to make cash).
Cimbo Casada the professional driver
DEX 3d+1. Brawl parry 4d, (S) Boxing 7d, Dodge 8d
KNOW 2d+2. Streetwise 6d, Willpower 5d+2
MECH 4d. Pod racing 8d, Repulsorlift Ops 7d, Space transport ops 7d
PER 3d. Con 6d, Bargaining 6d
STR 3d. Brawl 4d+1, (S) Boxing 7d+1
TECH 3d. Repulsorlift repair 5d
Character points: 9 Force points: 2 +3 from tier
Force sensitive: yes Dark side points: 0
Movement: 10
Equipment: Blaster pistol (4d), Comlink, Vehicle repair kit, Crash vest and helmet (+1d phys, +1 pip energy), Flight suit, and Z-zip motor concepts Astral-8 speeder (Type: Luxury speeder, Scale: Speeder, Length: 12meters, Skill: Repulsorlift operation: Astral-8, Crew: 1, Passengers: 8, Cargo Capacity: 250 kilograms, Cover: Full, Altitude Range: Ground level-1 meter, Cost: 28,000 (new), Maneuverability: 1D+2, Move: 85; 245 kmh, Body Strength: 4D, Shields: 1D
Initial Skill allocation:
1d into each of Repulsor lift operations and space transport operations (bringing each to 5d)
1d into Con (bringing it to 3d+2
2d into dodge (bringing to 5d+1)
1d+1 into brawl (4d)
+2 into brawl parry (bringing to 4d)
Character built with 450cp.
Repulsor lift operations from 5d to 7d (9 increases at a cost of 33cp)
Space transport operations from 5d to 7d (6 increases at a cost of 33cp)
Self learned brawl parry of Boxing at 4d and increased to 7d (9 increases at a cost of 24cp)
Self learned Brawl (S) Boxing at 4d and increased to 7d (9 increases at a cost of 24cp)
Learned pod racing at 4d and increased to 8d at a cost of 66cp)
Dodge from 5d+1 to 8d (8 increases at a cost of 51cp)
Streetwise from 2d+2 to 6d (10 increases at a cost of 38cp)
Repulsor lift repair from 3d to 5d (6 increases at a cost of 21cp)
Increased Con from 3d+2 to 6d+2 (9 increases at a cost of 42cp)
Increased Bargaining from 2d+2 to 5d+2 (7 increases at a cost of 33cp)
Increased Willpower from 2d+2 to 5d+2 (7 increases at a cost of 33cp)
Perception from 2D+2 to 3D at a cost of 20cp (which increased Con from 5d+2 to 6d, Bargaining from 5d+2 to 6d)
Strength from 2D+2 to 3D at a cost of 20cp (which increased Brawl from 4d to 4d+1 and (S) Boxing from 7d to 7d+1
Used remaining 11 for 4000 credits (8cp worth) and saved final 4.
Equipment Purchase:
Combat gloves (adds +2 to punching damage, 200 credit list cost, 1F availability)
Combat Jump suit (adds +1d phys, +2 energy protection, no dexterity penalties. 500 credits list price, 2 availability)
Character Name: Damien Kada
Character Template: Rebel Special Forces (Space Ops) Race/Species: Human
Character history: After graduating high school on Drall, you went to work for a cruise liner as a ships security officer (a job your father spent a lot of favors to get you). Your talents and will showed your bosses he was right to do so. Then the unthinkable happened. The Imperial navy felt that your ship was harboring criminals (rebels) and shot it down with little to no warning. You were one of 18 out of almost 400 that made it off in the escape pods, but that did not stop the Imperials. You were held in detention for over a year, tortured and interrogated repeatedly. Eventually after they figured (rightly) you were not a rebel, you were freed. This though made you WANT to become a rebel, so you might eventually stop this happening to other people. When you joined up, they immediately took notice of your skill set and sent you to be a space ops trooper with their special forces.
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Personality: Loyal to a fault to those he considers friends.
Quote: “Sorry sir, but you need to cease and desist with your actions.”
Daman Kada Space ops trooper (rebel spec forces)
DEX 4d. Blaster 7d, Brawl parry 4d+2, (S) RSFMA parry 9d+1, Dodge 6d, (S) Enery weapons 8d+2, Grenade 6d
KNOW 2d. Streetwise 4d, Survival 4d
MECH 3d. Starship Gunnery 6d
PER 3d+1. Hide 6d, Sneak 6d, Forgery 5d, Search 7d.
STR 3d. Brawl 4d+2, (S) RSFMA 9d+2
TECH 3d. Armor repair 5d, Blaster repair 5d, First aid 4d
Force Points: 2 + 3 (tier boost) = 5 Force Sensitive: Yes
Dark Side points: 0 Character points: 11
Movement: 10 Rank points: 470 Rank:
Equipment:
Blaster pistol (4D dmg), Blaster carbine (5D dmg), 2 grenades (5D dmg), space suit (+1D vs. Physical, +2 vs. Energy), Vibro knife (Str+1D dmg), comlink.
Credits: 1600
Initial Skill Allocation:
1D+2 brawl (bringing it to 4d+2 which puts RSFMA combat at 5d+2) +2 Brawl Parry (bringing it to 4d+2 which puts RSFMA Parry to 5d+2), 1D to Blaster (bringing it to 5d), 1D to Dodge (bringing it to 5d), 1D to Starship Gunnery (bringing it to 4d), 1D to Search (bringing it to 4d), +2 to Sneak (bringing it to 3d+2)
Character built on 450cp.
Increase Blaster from 5d to 7d (6 Increases at a cost of 33cp)
Increase Dodge from 5d to 6d (3 Increases at a cost of 15cp)
Self learn specialty of (S) energy attacks at 6d and increase to 8d+2 (8 increases at a cost of 29cp)
Increase (S) RSFMA Parry from 5d+2 to 9d+1 (11 increases at a cost of 41cp)
Increase (S) RSFMA combat from 5d+2 to 9d+2 (12 increases at a cost of 46cp)
Increase Grenade from 4d to 6d (6 increases at a cost of 27cp)
Increase Starship Gunner from 4d to 6d (6 increases at a cost of 27cp)
Increase Armor repair from 3d to 5d (6 increases at a cost of 21cp)
Increase Blaster repair from 3d to 5d (6 increases at a cost of 21cp)
Increase First aid from 3d to 4d (3 increases at a cost of 9cp)
Increase Streetwise from 2d to 4d (6 increases at a cost of 15cp)
Increase Survival from 2d to 4d (6 increases at a cost of 15cp)
Increase Search from 4d to 6d+2 (8 increases 39cp)
Increase Sneak from 3d+2 to 5d+2 (6 increases at a cost of 25cp)
Increase Hide from 3d to 5d+2 (8 increases at a cost of 31cp)
Learn Forgery at 3d and increase to 4d+2 (5 increases at a cost of 17cp)
Increase PERCEPTION form 3D to 3D+1 (which also increases Sneak from 5d+2 to 6d, Search from 6d+2 to 7d, Forgery from 4d+2 to 5d and hide from 5d+2 to 6d. 30CP cost)
Of remaining 9cp, convert 3 into cash at rate of 500 credits per = 1500 credits. Save last 6.
Equipment Purchases;
2x Heavy Blaster pistols (750 credits list price, 1 F, R or X availability),
belt and holster (40 credits list cost, 1 availability)
good quality clothing x2 sets (400 credits, 1 availability),
Well, there is the next 3. i have 5 more total made up. Those will come later. _________________ Confucious sayeth, don't wash cat while drunk! |
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Naaman Vice Admiral
Joined: 29 Jul 2011 Posts: 3190
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Posted: Fri Sep 16, 2011 8:37 pm Post subject: |
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The first character intrigues me the most. I find that characters like that are sorely lacking in the groups I usually play with. But it always fun to have a code cracker in the group. Just out of curiosity, where did he get so good at boxing? |
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Fallon Kell Commodore
Joined: 07 Mar 2011 Posts: 1846 Location: Tacoma, WA
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Posted: Sat Sep 17, 2011 12:07 am Post subject: |
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Probably by being the punching bag long enough to get tired of it and learn to fight back... _________________ Or that excessively long "Noooooooooo" was the Whining Side of the Force leaving him. - Dustflier
Complete Starship Construction System |
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Raven Redstar Rear Admiral
Joined: 10 Mar 2009 Posts: 2648 Location: Salem, OR
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Posted: Sat Sep 17, 2011 10:57 am Post subject: |
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Maybe he competed on his college boxing team? |
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Whill Dark Lord of the Jedi (Owner/Admin)
Joined: 14 Apr 2008 Posts: 10402 Location: Columbus, Ohio, USA, Earth, The Solar System, The Milky Way Galaxy
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Posted: Sat Sep 17, 2011 11:24 am Post subject: Re: Some new Characters for Critique.. |
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garhkal wrote: | Some new Characters for Critique..
Made on a build of 450cp. |
450 CPs? Really? Since you asked, my "critique" is all the characters are way too powerful. You must be a serious powergamer. I've never ran any PCs that ever made it to 450 CPs. I just can't even imagine how that would even be fun for any player or GM. _________________ *
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Matthias777 Commodore
Joined: 08 Aug 2007 Posts: 1835 Location: North Carolina, USA
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Posted: Sat Sep 17, 2011 11:31 am Post subject: Re: Some new Characters for Critique.. |
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Whill wrote: | 450 CPs? Really? Since you asked, my "critique" is all the characters are way too powerful. You must be a serious powergamer. I've never ran any PCs that ever made it to 450 CPs. I just can't even imagine how that would even be fun for any player or GM. |
I'm curious...how many CPs do you generally award (not just Whill, I'm asking all GMs) per adventure? On average, assuming you have decent players, that is. 5? 10? 20? 30? Maybe I'm in the minority, but I figured 15 or 20 was an average if you have decent to good players that earned the CPs. For 450 CPs, that breaks down to 22-30 adventures. That'd take forever via PbP, but not if you're playing at a tabletop, I wouldn't think. Garhkal stated the characters above were possible replacements for his current character in an ongoing campaign he plays at cons, so I presumed it was to replace a character he'd played a good many adventures with. Am I misinterpreting anything? _________________ Arek | Kage
Last edited by Matthias777 on Sat Sep 17, 2011 12:03 pm; edited 1 time in total |
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Raven Redstar Rear Admiral
Joined: 10 Mar 2009 Posts: 2648 Location: Salem, OR
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Posted: Sat Sep 17, 2011 11:56 am Post subject: Re: Some new Characters for Critique.. |
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Whill wrote: | garhkal wrote: | Some new Characters for Critique..
Made on a build of 450cp. |
450 CPs? Really? Since you asked, my "critique" is all the characters are way too powerful. You must be a serious powergamer. I've never ran any PCs that ever made it to 450 CPs. I just can't even imagine how that would even be fun for any player or GM. |
It says at the top that they're convention characters, which CP carry over if I remember a discussion earlier on the forum. You get a percentage of character points earned that follow you as a player. So if you're a hardcore convention gamer, then 450 CP is probably reasonable. Plus I think that these are in the event that his current character dies. Probably useful to have a spare sitting around rather than having to bust out a pencil and come up with a template from scratch. |
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Whill Dark Lord of the Jedi (Owner/Admin)
Joined: 14 Apr 2008 Posts: 10402 Location: Columbus, Ohio, USA, Earth, The Solar System, The Milky Way Galaxy
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Posted: Sat Sep 17, 2011 1:03 pm Post subject: Re: Some new Characters for Critique.. |
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Matthias777 wrote: | I'm curious...how many CPs do you generally award (not just Whill, I'm asking all GMs) per adventure? On average, assuming you have decent players, that is. 5? 10? 20? 30? Maybe I'm in the minority, but I figured 15 or 20 was an average if you have decent to good players that earned the CPs. |
This has been discussed at length in other threads. From what I've read, you are not the minority - I am. I would seem to be a stingy GM with respect to character advancement, prefering a slower growth in the caliber of the PC group compared to what I've seen other GMs mention.
I've never calculated an average, because adventure length and potential CPs vary so much. I think I awarded a PC 15 as my all-time max for a very long and ultra-epic adventure that took 2 or 3 long sessions to play. I'm sure my average is less than 10, and no PC I have ran has ever played more than 30 adventures before the campaign ends and/or the character becomes retired or deceased. My campaigns may have had more adventures total but no one PC plays in every single adventure - My groups often go ahead and play if one player can't make it for a session, so their PC just gets "written out of the story" for the adventure so the show can go on. And PCs don't earn CPs for any time the PC if offscreen, not matter what the character is said to be doing in-universe while he is absent from an adventure. _________________ *
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14168 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Sat Sep 17, 2011 1:25 pm Post subject: |
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Fallon Kell wrote: | Probably by being the punching bag long enough to get tired of it and learn to fight back... |
Most law enforcement units i know of have boxing arenas as part of the gyms.
Quote: | 450 CPs? Really? Since you asked, my "critique" is all the characters are way too powerful. You must be a serious powergamer. I've never ran any PCs that ever made it to 450 CPs. I just can't even imagine how that would even be fun for any player or GM. |
Sparks has it that when your current character dies, you gain 25cp per sheet of the dead one to make the new one up. So its not as big of a drop as going back to starting.
Game 1-7 = sheet 1
Game 8-14 = sheet 2
and so on.
So lets say i was in game 73 and i died. Since that 25cp comes for every full sheet, i have to back track to the last full sheet i had completed (10) and that is what cp total i would get.
Quote: | I'm curious...how many CPs do you generally award (not just Whill, I'm asking all GMs) per adventure? |
Per gaming slot. 7 is the max for the module. Then we add in first/second and third place RP for +3/+2/+1cp. So a pc may earn a max of 10 potential per module.
With 170+ modules, that is a lot of gaming.
You also earn 3cp for missions, 4 for interactives, 3cp for seminars (shorter interactives). 10cp for writing a module, 9cp for editing it, 1cp/slot for gming modules.
So lets say i run 6 modules at wolf con, and later towards dec i run 5 at blah con, where i also get a module i wrote to premier (2 slots worth). Gming i would earn 9cp from gming, and 10cp from the module premier. _________________ Confucious sayeth, don't wash cat while drunk! |
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Bren Vice Admiral
Joined: 19 Aug 2010 Posts: 3868 Location: Maryland, USA
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Posted: Sat Sep 17, 2011 4:52 pm Post subject: Re: Some new Characters for Critique.. |
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Matthias777 wrote: | I'm curious...how many CPs do you generally award | Varies widely.
Whill wrote: | This has been discussed at length in other threads. |
e.g. here and here.
Whill wrote: | From what I've read, you are not the minority - I am. I would seem to be a stingy GM with respect to character advancement, prefering a slower growth in the caliber of the PC group compared to what I've seen other GMs mention. | Our group is on the same side of the balance beam as Whill. Our adventures vary rarely finish in 4-5 hours. Usually they last 3+ play sessions and 20+ hours. Character points are nearly always awarded at the end of an adventure, not after a single play session - so PCs typically need enough CPs saved up to last them through extensive play. A few characters have been on 40+ adventures. We typically award < 1 cp per hour of active play. After 10 years of frequent and regular play a few characters have accumulated 450+ CPs, but as many CPs are used up in play and skills tend to be diverse, we have reached about the same maximum skill levels as Whill's group (IIR what he said about that) which is 7D to 8D for the highest skills - we do have one character who has a specialization at 9D+2 (and he started out at 6D or better so it is not an enormous increase) but he is the exception and his player has intentionally chosen him to be a bit less skill diverse than most other characters.
To give you an example from play. We have recently restarted playing (at a much reduced pace) after a long Star Wars hiatus. The current adventure, run by my co-GM, is a Duet style for my main PC, Bren. The adventure started June of 2010 and has run for 11 play sessions of about 4 hours each. We are not quite finished yet. Because we are out of practice we are playing slower than usual, but not hugely so. This is a fairly conversation/interaction heavy, combat light adventure. We have had 2 short combats and 3 longer combats over the 11 sessions. My PC has used 5 CPs and 2 FPs to date. So far my character was given a spot award of 1 CP for some nice dialog that the GM really liked. Other than that, no awards until the adventure is over.
I wouldn't be surprised if my PC ends up with a CP award of around 20-25 CPs for the entire 12+ session adventure. |
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Whill Dark Lord of the Jedi (Owner/Admin)
Joined: 14 Apr 2008 Posts: 10402 Location: Columbus, Ohio, USA, Earth, The Solar System, The Milky Way Galaxy
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Posted: Sat Sep 17, 2011 5:59 pm Post subject: |
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garhkal wrote: | Quote: | 450 CPs? Really? Since you asked, my "critique" is all the characters are way too powerful. You must be a serious powergamer. I've never ran any PCs that ever made it to 450 CPs. I just can't even imagine how that would even be fun for any player or GM. |
Sparks has it that when your current character dies, you gain 25cp per sheet of the dead one to make the new one up. So its not as big of a drop as going back to starting. |
So 450 is a reduction. Amazing. So, how did your long-time character die?
garhkal wrote: | You also earn 3cp for missions, 4 for interactives, 3cp for seminars (shorter interactives). 10cp for writing a module, 9cp for editing it, 1cp/slot for gming modules.
So lets say i run 6 modules at wolf con, and later towards dec i run 5 at blah con, where i also get a module i wrote to premier (2 slots worth). Gming i would earn 9cp from gming, and 10cp from the module premier. |
So your Sparks PC benefits from your productivity as a GM. There's no shortage of CP availability for sure. _________________ *
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14168 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Sun Sep 18, 2011 5:02 pm Post subject: |
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Whill wrote: |
So 450 is a reduction. Amazing. So, how did your long-time character die?
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A) he is not dead. I just like to plan out potential replacements for if he DOES die, or if i retire him.
B) and it is roughly half the cp the old character earned.. Figuring on 7cp/game, 7 games per sheet so roughly 49cp per sheet.
Quote: |
So your Sparks PC benefits from your productivity as a GM. There's no shortage of CP availability for sure. |
Yup. In fact some of our highest sheet pcs are the result of their players doing a lot of module writing, editing and judging at cons. Heck one of the group's founding members has wrote roughly 30+ modules, edited over 40, and judges at darn near every convention Sparks attends. _________________ Confucious sayeth, don't wash cat while drunk! |
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