View previous topic :: View next topic |
Author |
Message |
garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14228 Location: Reynoldsburg, Columbus, Ohio.
|
Posted: Sun Jul 04, 2010 5:38 am Post subject: Rebel Special forces.. Which one is better for this write up |
|
|
I am going through all the templates our group uses, and am making up replacements for if and when my current character ties. HE is a Reb Spec Force infiltrator.
I am thinking of making another Reb Spec forces guy, with the following as his backround/history
Throughout most of your life, you have always been the one sticking up for the little guy, whether it was guarding nerdy kids at school, or the less able to work in your home town. When the Empire came a calling, to get new recruits, you saw it as a way to do well in the universe as a whole. But that did not last for long. Seeing how the imperial might was used, disillusioned you to their whole “bringing peace to the galaxy” mantra. In fact, their tactics left you with a foul taste, so bad, you almost took your own life. Then an opportunity presented itself. Your squad of Imperial Storm commandos was tasked with taking out a group of suspected rebels. You saw these rebels fighting impossible odds (other imps were also fighting them at the time), but were showing more heroics and honor than any of your comrades ever did. So you did what comes naturally, you stood up for the little guy. Eventually your group was decimated, though you nearly lost your life. The Rebels in turn took you with them, one for questioning, one for torture (as he was wanting to know wtf over), and others to help you heal. After almost 2 years of being investigated, you were eventually released into the general populous of the rebellion. Immediately the rebel Special Forces recruited you. They saw your talents and felt it would do well to have them working for them, rather than wasting away on the sidelines….
So which of their "Branches" would he be good for? Pathfinder? Heavy Weapons? Infiltrator? Urban warrior? Wilderness warrior? Space ops? Procurement? Tech?
For note i also asked this over on the holonet.. _________________ Confucious sayeth, don't wash cat while drunk! |
|
Back to top |
|
|
jmanski Arbiter-General (Moderator)
Joined: 06 Mar 2005 Posts: 2065 Location: Kansas
|
Posted: Sun Jul 04, 2010 12:59 pm Post subject: |
|
|
Heavy Weapons. I envision the "gentle giant" who takes care of those who can't care for themselves. He will be the defender of the innocent and the weak. _________________ Blasted rules. Why can't they just be perfect? |
|
Back to top |
|
|
Raven Redstar Rear Admiral
Joined: 10 Mar 2009 Posts: 2648 Location: Salem, OR
|
Posted: Sun Jul 04, 2010 2:54 pm Post subject: |
|
|
To be perfectly honest, Pathfinder, Heavy Weapons, Urban Combat Specialist, Wilderness Warrior all could fit. It really depends on how the characters skills progressed during his time in the storm commandos. If you're starting with a basic commando's skill set, then even Infiltrator could work.
What type of world did the person grow up on? Urban, wilderness?
The background is good motivation for becoming a rebel, but not specific enough to shout out any specific branch. What role did he fill inside the imperial commando unit? It's likely that he'd travel laterally into a similar role.
I like the background a lot. In my professional opinion, it leaves you open to a whole slew of things. If you plan on replacing the infiltrator, then you could go with infiltrator. I'm also a big fan of pathfinders, because they're sort of the hybrid between wilderness warriors and infiltrators. If I were you, I would conspire with the GM to figure out what terrain the mission your replacement character would be sent on, then choose your template accordingly. I'm sure that at least some of the players might have heard of the imperial commando who defected, and have suspicions. If you get put into your native terrain and prove yourself indispensable, that may lay some of the questions to rest.
Good luck. I've always enjoyed Spec Force games... never got to play one through all the way before. |
|
Back to top |
|
|
garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14228 Location: Reynoldsburg, Columbus, Ohio.
|
Posted: Sun Jul 04, 2010 8:36 pm Post subject: |
|
|
Raven Redstar wrote: | It really depends on how the characters skills progressed during his time in the storm commandos. If you're starting with a basic commando's skill set, then even Infiltrator could work. |
Here is how i have his stats (inc costs and increases as if he had 450cp to spend)
Olnac Khann the Spec force
DEX 4d. Blaster 6d, (S) Rifle 8d, Brawling parry (S) RSFMA parry 7d, Dodge 6d, (S) Energy 8d, Grenade 6d, Melee combat 6d, Melee parry 6d
KNOW 2d. Languages 4d+2, (S) Shirwook 5d, Huttese 5d, Streetwise 4d, Survival 5d
MECH 3d. Repulsorlift ops 5d
PER 3d. Hide 4d, Search 6d+2, Sneak 6d+2
STR 3d. Brawl 4d, (S) RSFMA combat 7d, Stamina 4d
TECH 3d. Armor repair 5d, Blaster repair 5d, First aid 5d
Initial Skill Allocation:
1D into each of Brawl (S) RSFMA (bringing it to 4d), Dodge, Blaster, Grenade, (bringing each to 5d) Search, Sneak and First aid (bringing them to 4d).
Increase Dodge from 5d to 6d (3 increases at a cost of 15cp)
Self learn Dodge (S) Energy weapons at 6d and increase to 8d (6 increases at a cost of 21cp)
Increase Blaster from 5d to 6d (3 increases at a cost of 15cp)
Self learn Blaster (S) Rifles at 6d and increase to 8d (6 increases at a cost of 21cp)
Increase Grenade from 5d to 6d (6 increases at a cost of 15cp)
Increase (S) RSFMA Parry from 4d to 7d (9 increases at a cost of 24cp)
Increase (S) RSFMA Combat from 4d to 7d (9 increases at a cost of 24cp)
Increase Search from 4d to 6d+2 (8 increases at a cost of 38cp)
Increase Sneak from 4d to 6d+2 (8 increases at a cost of 38cp)
Increase Survival from 2d to 5d (9 increases at a cost of 27cp)
Increase Streetwise from 2d to 4d (6 increases at a cost of 15cp)
Learn Languages at 2d and increase to 4d+2 (8 increases at a cost of 23cp)
Self learn Languages (S) of Shirwook and Huttese at 5d (2cp each for a total of 4cp)
Increase First aid from 4d to 5d (3 increases at a cost of 12cp)
Increase Starship Gunnery from 3d to 5d (6 increases at a cost of 21cp)
Increase Repulsorlift Operations from 3d to 5d (6 increases at a cost of 21cp)
Increase Armor repair from 3d to 5d (6 increases at a cost of 21cp)
Increase Blaster repair from 3d to 5d (6 increases at cost of 21cp)
Increase Melee 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 Hide from 3d to 4d (3 increases at a cost of 9cp)
Increase Stamina from 3d to 4d (3 increases at a cost of 9cp)
Raven Redstar wrote: | What type of world did the person grow up on? Urban, wilderness?
The background is good motivation for becoming a rebel, but not specific enough to shout out any specific branch. What role did he fill inside the imperial commando unit? It's likely that he'd travel laterally into a similar role. |
His role i did not define. But his home planet, was more of a mix industrial with decent wilderness... think northern us/canada.. _________________ Confucious sayeth, don't wash cat while drunk! |
|
Back to top |
|
|
Hellcat Grand Moff
Joined: 29 Jul 2004 Posts: 11921 Location: New England
|
Posted: Mon Jul 05, 2010 1:03 am Post subject: Re: Rebel Special forces.. Which one is better for this writ |
|
|
garhkal wrote: | Your squad of Imperial Storm commandos was tasked with taking out a group of suspected rebels. |
Ok, you've stated they were a Storm Commando and Rules of Engagement states that the Storm Commando is the natural enemy of the Rebel Inflitrator and also that they were used for siege breaking, extraction, sabotage, and pre-assualt ops against invasion and Base Delta Zero targets. My initial thought is Inflitrator since their more about stealth, sabotage, and demolitions their also skilled in hand to hand combat.
However, looking at your skills I'd probably go with either Pathfinder, Wilderness fighter, or UCS. Probably more UCS. Stealth's also important to pathfinders, but you seem retty balanced on stealth and combat, maybe a little more geared towards combat thanks tothe 7 and 8Ds in the combat specializations. And technical and operational skills are secondary training skills for Wilderness fighters and UCSs.
HWS seems kinda out as you don't have much in the way of heavy weapons skills. The TECH skills you do have makes Tech a slight maybe, but their almost exclusive on more technical (communications and sensors being included in that) skills and less combative skills. SpaceOps are again a maybe, but they are less interested in stealth as their usually stationed aboard ship. And you could certainly steal items as a Procurement Spec, but you really don't have much skillwise there. So I think the best three are Pathfinder, Wilderness fighter, or UCS, and probably the latter two. _________________ FLUFFY for President!!!!
Wanted Poster |
|
Back to top |
|
|
garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14228 Location: Reynoldsburg, Columbus, Ohio.
|
Posted: Mon Jul 05, 2010 9:39 am Post subject: |
|
|
Did not even consider Urban combat specialist.. wilderness and pathfinder are too close together to really seperate, other than one gets a rifle, the other a pistol, both get survival packs, and the wilderness fighter gets a speeder bike. _________________ Confucious sayeth, don't wash cat while drunk! |
|
Back to top |
|
|
jmanski Arbiter-General (Moderator)
Joined: 06 Mar 2005 Posts: 2065 Location: Kansas
|
Posted: Mon Jul 05, 2010 3:59 pm Post subject: |
|
|
garhkal wrote: | Did not even consider Urban combat specialist.. wilderness and pathfinder are too close together to really seperate, other than one gets a rifle, the other a pistol, both get survival packs, and the wilderness fighter gets a speeder bike. |
Yeah, I always thought they should just be combined. _________________ Blasted rules. Why can't they just be perfect? |
|
Back to top |
|
|
|