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    SPIKE

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    navyik

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    SPIKE

    Post  navyik on Fri Nov 14, 2014 1:07 am

    Code name: Spike republic deep cover sleeper operative
    Nagai

    (Futuristic super-anime-Ronin Grammaton Cleric)
    (Elf) 30

    Bod  5      40
    Agil  6       40
    Rea  5(Cool  40
    Str    3       20
    Intu  5       40
    Log  3        20
    Cha  3              
    Will   5       40

    Init 13 (4 passes)
    Edge   4     30bp
    Magic 6     65
     5 for adept / 1 for "spells"
    Essence 6
    Drain 10


    Pistols 2 ea.       Att           AP    dmg   am   RC
    Blaster carbine  14(6]    0       5(7)      50   5    LS
    √Disruptor pstl  16 (7]   -2       6          8     1    LS
    √Verpine  gun    16(7]   +2       8(10)  38   4  silent  laser site
    Holdout blstr    13(6)     0        4         9     1  plast

    √ quickdraw holster

    Other weapons
    Vibro blades      6              -1         4
    Unarmed            8                           2s      


    Steampunk armor clothing 7/7(10vs. Lasers)
    Nonconductive 6 / radiation shielding 6
    Fire resist 6 / chemical protec 6
    ¥4,700 in mods

    Red armor?


    Adept  power:
    Imp.reflx   3.0* (25% discount warriors way)
    Astral perception 1
    Boost agility 2   .5  7 dice
    Improved ability .5 (25% discount).
    Enh. Percep .25

    Subtoatal 365

    Ambidex  5
    Mystic Adept 10
    Initiate +3  "inquisitor" group+ordeal 29k
     Centering (gun kata) +3 (+4)
     Masking
    Shielding +3
    Bodyguard 10bp
    *Warriors way  10bp
     +1 centering
    -1 attune cost

    Sensitive system  -15
    Geas (mood stabilizer pill) initiate ordeal
    Incompetent, conjuring,enchant, -20

    Subtotal 365

    2 bp spent on armor and weapon modifications


    1k

    Pistols        7(13)          24bp   imp. Abil
     Spec. Hvy  (15)            2k
    Automats   5(11)         16bp  10k
    Sp. SMG      (13)           2k
    Blades                (6)      Def
    Dodge                4(12)     16
    Unarm cmbt      2(Cool        8
    Ready wpn free               BG
    Perception            2(10)   8 + enh. Per+ bodygrd
    Tracking                1(6)    4k
    Locksmith              (5)     def
    Gunnery                  (5)     def
    Gymnastics          1(7)
    Navigation            1(6)    4k
    Stealth group         1      10k
    Infiltration               1(7)
    Palming                   1(7)
    Disguise                  1(6)
    Shadowing              2(7)  4k
     Sp. Tailing               (9)    2k


    Assensing           2(Cool          8 + enh. Percep
    Sp. Signatures    (10)           2
    Spellcast             6(7)         16  22k 
     Sp detection      (9)           2
    Counter spell        5            16  10k
      Sp. Manipulat      7            2
     Hostile                 8/10         meta
    5 spells                              15 bp

    Influence                  
    Analyse device
    Analyse truth
    Clairvoyance
    Clairaudience


    Subtotal 133bp

    24 knowledge

    Politics    4(9)
    History     1(4)
    Security proceedure 4(7]
    Security design   4(7]
    Biology  1(4)
     Anatomy (6)
    Geography  1(4)
     Astro           [6]
    Criminal orgs 1(6)
    Chemistry  1(4)
     Pharm.      (6)
    Physics  1(4)
    Street drugs 1(6)
    Military   1(4)
     Sp. Pub  (6)



    Auto blstr = Ruger T-bolt +gas vent 2 +cust grip+15ammo cap+Barrel extension +10% range

    Disruptor = Ruger sup warhk +cust grip+SA+8 ammo cap, Barrel extension +10% range

    Verpine = Ares vpr slvrgn+ elec. Fire +gas vnt 3
    Barrel extension +10% range custom grip

    ¥5300 in mods
    All of his firearms have extended clips or cylinders.


    Last edited by navyik on Thu Jan 22, 2015 8:42 am; edited 61 times in total
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    Chris

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    Re: SPIKE

    Post  Chris on Wed Nov 19, 2014 3:54 pm

    you are a prolific character generator! cheers

    let's chat soon about which one you want to go with, so we can work out the backstory
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    navyik

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    Re: SPIKE

    Post  navyik on Wed Nov 19, 2014 8:50 pm

    Ph

    Grip 100/1
    LS 100/1
    Electr fire 1000/2
    Ext clip 500/1
    Fir sel. Sm. 300/1
    Large weap. Cost + 2000/4
    Gas vent 2 200/1
    Gv3 400/2
    Foregrip + sling 60/1 2 RC
    Add clip weap. cost/2 75% pistols
    Simp. Act.


    Last edited by navyik on Thu Jan 22, 2015 2:18 pm; edited 5 times in total
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    navyik

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    Re: SPIKE

    Post  navyik on Wed Nov 19, 2014 8:52 pm

    WITH WHOM SHALL I SIDE?

    The war was over for many.  They were settlers, pioneers, expatriots, or refugees if disposed to a victim's mentality.  Others would never be able to stand down or maybe just never be able to return to farming where killing was more profitable: crimminals.
     Hayato would be neither. But he inhabbited a unique position. He could choose sides this time... Highly irregular, but perhaps a blessing.      
     Two factions locked in a seemingly eternal cold-war; optimal for a career covert warrior.  But also a connundrum: one side, worthy of his honor, would constrain his methods with strict ethos diminishing his effectiveness and safety.  The other driven by honest passions, but susceptible to division, ambition and dishonorable expressions of their ideal.  He would have to watch his back, either for a knife or a whisper.
    He had long served honorably with a discreet skillset. Inquisitors, they had been called. (The Sith would later adopt the name). Maybe he would always need to be one. The others were scattered, many of them dead, or worse: dishonored. Were they traitors to join the Republic? Certainly some thought so. But did that make a rash decision to side with The Sith a better option?"
    In warfare, swift and drastic was better than slow and elegant.  This would, perhaps, be a greater challenge.  Very well; Ronin... For now.  Less honor in the short term, but that would come.  For now it would help him answer the question: With whom shall I side?


    Last edited by navyik on Sat Dec 20, 2014 12:14 pm; edited 2 times in total
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    navyik

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    Re: SPIKE

    Post  navyik on Wed Nov 19, 2014 9:02 pm

    They THOUGHT that Wren was killed by Fett, but it only looked that way from a distance.  Fett helped Rakhu fake his death.  Wren needed to die; he was too high profile.
       Rakhu and Fett pieced out some of its equipment, while the rest of it found its way into the hands of a Nagai refugee. While the armor has many tales in between, the Nagai who modified it ocassionally wore it for certain special missions for the republic.
      This deep cover senate special investigative unit drew from those gifted in the force who were too weak for Jedi trials or too willful for the Jedi code.  Such signature armor defied the subtlety of his normal operations but as others of his order began to see it as a symbol, its signature flourished and was adopted.
      This unit developed into an order with no name, answering only to a secret commitee of key senators. Its clandestine and ethically questionable structure was easily manipulated by Palpatine who combined its inteligence history, and the signature armor, with his Echani cult as his personal guard.
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    navyik

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    Re: SPIKE

    Post  navyik on Thu Nov 20, 2014 8:54 am

    This one, Chris.
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    Chris

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    Re: SPIKE

    Post  Chris on Thu Nov 20, 2014 11:15 am

    navyik wrote:They THOUGHT that Wren was killed by Fett, but it only looked that way from a distance.  Fett helped Rakhu fake his death.  Wren needed to die; he was too high profile.
       Rakhu and Fett pieced out some of its equipment, while the rest of it found its way into the hands of a Nagai refugee. While the armor has many tales in between, the Nagai who modified it ocassionally wore it for certain special missions for the republic.
      This deep cover senate special investigative unit drew from those gifted in the force who were too weak for Jedi trials or too willful for the Jedi code.  Such signature armor defied the subtlety of his normal operations but as others of his order began to see it as a symbol, its signature flourished and was adopted.
      This unit developed into an order with no name, answering only to a secret commitee of key senators. Its clandestine and ethically questionable structure was easily manipulated  by Palpatine who combined its inteligence history, and the signature armor, with his Echani cult as his personal guard.

    great story, I love that you tied it into the far future with the Royal Guards in red, beautiful storytelling amigo cheers

    ok, I will take a harder look at the character in the near future, as I did with Josh's 2 characters, just to double check it.

    is it finished? ( I don't see adept powers)
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    navyik

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    Re: SPIKE

    Post  navyik on Thu Nov 20, 2014 10:02 pm

    Not done yet.
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    Re: SPIKE

    Post  Chris on Thu Nov 20, 2014 10:57 pm

    navyik wrote:Not done yet.

    ok, I kind of figured. Did you get the extra magic books?
    I think some of those have more adept powers.

    I can't wait to see your vision of what this armor looks like after 300 years of modifying it
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    Re: SPIKE

    Post  navyik on Thu Nov 20, 2014 11:08 pm

    Jeez, no pressure... Probly looks like samurai armor.

    Jet pack a separate device or does it take up equip slots?
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    Re: SPIKE

    Post  Chris on Thu Nov 20, 2014 11:40 pm

    navyik wrote:Jeez, no pressure... Probly looks like samurai armor.

    Jet pack a separate device or does it take up equip slots?

    I am honestly not sure what you are referring to with "equip slots".

    Do you mean the ratio of body to amount of armor you can wear?
    Do you mean "carrying capacity"? (I am not going to play with encumberance, unless it is unreasonable)

    I will probably go with stats similar to Lockheed Sparrow on page 112 of Arsenal for a jetpack, lower armor\body and increase handling. cost seems about right (remember that for BPs)
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    navyik

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    Re: SPIKE

    Post  navyik on Fri Nov 21, 2014 12:34 am

    Armor mod rules. I thought bp's were just for cyberware? Probly wont use the armor/jetpack idea if it uses bp's.
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    Re: SPIKE

    Post  Chris on Fri Nov 21, 2014 1:45 am

    navyik wrote:Armor mod rules. I thought bp's were just for cyberware? Probly wont use the armor/jetpack idea if it uses bp's.

    for normal gear, no BPs needed, but if you want to start modifying equipment, adding sensors, computer systems, gadgets, jetpacks, etc.... then yeah, that all costs bigger money and that is what BPs are for - big items. Stuff out of the Military Spec book, droids, drones, vehicles (not counting the ship)
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    Re: SPIKE

    Post  navyik on Fri Nov 21, 2014 8:47 am

    Got it. Red armor currently in DM hands then.
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    Re: SPIKE

    Post  Chris on Fri Nov 21, 2014 10:51 am

    navyik wrote:Got it.  Red armor currently in DM hands then.

    ok, cool, totally your choice though. If you want to buy\design\modify something custom, go for it.

    I will still convert the "signature" pieces you all earned in-game from the last adventure: the Mando ship, wren's red armor, the ghost-touch black-lightsaber, the rifle T'son got, etc
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    Re: SPIKE

    Post  navyik on Sat Nov 22, 2014 4:24 am

    So I can have the armor, but cant buff it for free. You should design it then. I was going to do the red samurai armor, but maybe that is overkill?
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    Re: SPIKE

    Post  Chris on Sat Nov 22, 2014 2:06 pm

    navyik wrote:So I can have the armor, but cant buff it for free.  You should design it then.  I was going to do the red samurai armor, but maybe that is overkill?

    are we talking about style or stats?

    I meant the appearance\style

    Chris wrote:
    I can't wait to see your vision of what this armor looks like after 300 years of modifying it

    I would like you to find an image for the style and appearance that suits your liking.

    I will provide the stats of Wren's armor, as found by Rakhu.  If you wish to further modify or enhance it, yes, you would then have to pay for it.  Sorry if that wasn't clear.



    in D&D terms, it would be like everyone getting a (+4 or +5) item.

    Daxx's lightsaber was maybe +2 or +3, ghost touch with a "see invisible\undead\spirit" power

    Wren's armor will be similar, about +2 or +3 to defense with some added features (any requests?)

    I am assuming that Matt will have 1 signature droid\drone, but we haven't talked about it

    I am assuming Dan will want maybe a gun, or some kind of stealth suit or something, but again, we haven't gotten that far.

    I am kind of waiting to see what everyone's signature item is, so that I can I can balance them a bit internally before I release the final stats, so that everyone gets 1 "magic" item that is comparable and equally useful.

    + the ship
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    navyik

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    Re: SPIKE

    Post  navyik on Sat Nov 22, 2014 2:26 pm

    Got it. I was thinking more elegant than typical mando, but more utility than imperial guard; a missing link between them.
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    Re: SPIKE

    Post  Chris on Sat Nov 22, 2014 2:36 pm

    navyik wrote:Got it.  I was thinking more elegant than typical mando, but more utility than imperial guard; a missing link between them.

    cool, I like the idea. there are millions of images online....
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    Re: SPIKE

    Post  Chris on Fri Dec 19, 2014 12:47 pm

    First pick with the comb......

    I think you have too many pts from Negative Qualities. I count - 55

    Negative Qualities
    Negative qualities provide bonus BP that can be used toward the
    cost of attributes, skills, qualities, and other resources and abilities.
    Characters may not earn more than 35 BP from purchasing
    Negative Qualities.


    I don't have Warrior's Way in front of me, but 10 BPs for a 25% discount on Adept powers doesn't seem right, I will check that one at home.

    I count 544 BPs spent so far and 100k, what is your count?

    also, you have 1 magic for spells, but I don't see any spells. those have to be purchased as well

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    Re: SPIKE

    Post  navyik on Fri Dec 19, 2014 4:51 pm

    I will correct neg. Qualities and re-do the math.

    I thought that "spell" bp only reflected how much of the magic attribute affects magic SKILLS. I will have to research spell purchasing; I didnt see that. That may change EVERYTHING.

    The 25% discount is legit, but I can only select certain powers and so many powers to which it applies. I am allowed 2 powers from the list given at the discount.
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    whit10

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    Re: SPIKE

    Post  whit10 on Fri Dec 19, 2014 5:03 pm

    yeah, read through the spell stuff closely, it messed with me too.... you need to account for Magic Rating (attribute), Sorcery and counterspelling (skills) and then individual spells
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    Re: SPIKE

    Post  Chris on Fri Dec 19, 2014 5:06 pm

    navyik wrote:I will correct neg. Qualities and re-do the math.
     I thought that "spell" bp only reflected how much of the magic attribute affects magic SKILLS.  I will have to research spell purchasing; I didnt see that.  That may change EVERYTHING.

    The 25% discount is legit, but I can only select certain powers and so many powers to which it applies.  I am allowed 2 powers from the list given at the discount.

    Magic is a bit over-complicated, especially when you multiclass as a Mystic Adept

    Magicians can only cast spells that they have learned. During character
    creation, players can spend Build Points to have their magician
    character learn spells before beginning the game. Learning a spell costs
    3 BP. (Players from previous editions should note that you don’t have
    to learn the spell at a certain Force.)
    The maximum number of spells
    your character can learn during character creation is equal to twice the
    highest rating of your Spellcasting
    or Ritual Spellcasting skills.


    quick magic review, since I am not sure a casting rating of 1 is going to do what you want it to.  when I look at mystic adepts, I am usually look at a 3-3 or 4-3 or 3-4 kind of split

    Force
    A spell’s only attribute is its Force—the measure of the spell’s raw
    power. A spell’s Force helps determine its effectiveness and its Drain.
    The Force of a spell is chosen by the caster during spellcasting, typically
    at a value up to the Magic attribute of the magician who cast it.

    The maximum Force that a spell can be cast at is equal to twice the
    character’s Magic.

    ** so you can only cast with a Force of 1, unless you are willing to take physical drain damage (over-casting) then you could cast with a Force of 2

    Casting a spell requires a Complex Action. The Spellcaster rolls
    Spellcasting + Magic

    A spell’s Force limits the number of hits (not net hits) that can be
    achieved on the Spellcasting Test. So if you cast a Force 3 spell and get
    5 hits, only 3 of those hits count.


    So with a Magic of 1 for casting, you could only ever generate 1 hit for any spell you cast.  this affects durations & effects for buffs and makes it really easy for an enemy to soak anything you cast at them
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    Re: SPIKE

    Post  Chris on Fri Dec 19, 2014 5:42 pm

    I kind of thought this was just a power creep in a later book....

    navyik wrote:
    The 25% discount is legit, but I can only select certain powers and so many powers to which it applies. I am allowed 2 powers from the list given at the discount.

    FAVORED POWERS
    Way bonuses and discounted powers exist partially
    to help adepts “keep up with the Joneses” as a counter-
    balance to the discounts available to other characters for
    cyberware packages, grades of augmentation, Qualities,
    and other methods available to lower the Essence cost
    of various implants.



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    Re: SPIKE

    Post  navyik on Sat Dec 20, 2014 10:12 am

    The use of magic attribute=1 only applies to SKILLS. A mystic adept gets his full magic attribute for everything else, whic includes force. Page 195
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    Re: SPIKE

    Post  navyik on Sat Dec 20, 2014 10:25 am

    Also see p. 92 where it specifies splitting between adept powers and "skills such as conjuring and sorcerry."
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    Re: SPIKE

    Post  Chris on Sat Dec 20, 2014 10:55 am

    navyik wrote:The use of magic attribute=1 only applies to SKILLS. A mystic adept gets his full magic attribute for everything else, whic includes force. Page 195

    hmmm.... you may be right on this one.  I think I was misinterpreting the rules.  We were both wrong about skills though  confused

    For every point of Magic invested in physical abilities, the character
    gets one Power Point that she can use to purchase adept powers.
    Every point of Magic invested in mana-based abilities grants the character
    one point to use with Magic-based skills.
    For all other purposes,
    including the determination of the maximum level for adept powers,
    the character’s full Magic attribute is used. Such a character will not
    have as many adept powers as most other adepts, nor will they be able
    to cast spells with the same skill as true magicians.

    Spellcasting
    When a magician casts a spell, the player first chooses the Force of the
    spell and then rolls her Spellcasting + Magic dice.


    Force
    A spell’s only attribute is its Force—the measure of the spell’s raw
    power. A spell’s Force helps determine its effectiveness and its Drain.
    The Force of a spell is chosen by the caster during spellcasting, typically
    at a value up to the Magic attribute of the magician who cast it.

    Ok, so if Spike as 6 magic = 5 in adept powers + 1 in "spell skills"

    he can cast with a Force up to 12 with overcasting\physical drain and 6 with mental drain

    navyik wrote:
    Magic 6     65
    5 for adept / 1 for "spells"

    Mystic Adept 10
    Initiate +3  "inquisitor" group+ordeal 29k
    Centering (gun kata) +3
    Masking
    Shielding +3

    Spellcast             4(6)         16          
    Counter spell        4            16  
     Sp. Manipulat      6            2
     Hostile                 7/9         meta


    So with a Spellcasting skill of 4 and "spell" magic of 1, Spike would roll 5 total dice for casting\counterspelling, with any Force up to 6\12


    Josh seems to have gotten it right

    whit10 wrote:
    Magic: 6 (40 BP), raised with Karma (cost: 30)


    Mystic Adept – 10 BP

    Magic:
    Spell casting: 5 (20 BP)
    Counter Spelling: 4 (16 BP)


    this looks correct based on Alan's interpretation of the rules, which I think is correct


    Last edited by Chris on Sat Dec 20, 2014 11:04 am; edited 1 time in total
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    Re: SPIKE

    Post  navyik on Sat Dec 20, 2014 11:01 am

    I can only use a magi attribute of 1 to combine with my 4 ranks in a magic skill.
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    Re: SPIKE

    Post  Chris on Sat Dec 20, 2014 11:02 am

    navyik wrote:I can only use a magi attribute of 1 to combine with my 4 ranks in a magic skill.

    ah, right, I got it backwards

    spellcasting skill of 4 + 1 magic rating = SPIKE rolls 5 dice to cast with any Force up to 6\12

    study I think maybe you should be the GM scratch

    you are winning the rules argument, but it is hurting your character Suspect


    drunken this is why the GM needs test fights too


    Last edited by Chris on Sat Dec 20, 2014 11:05 am; edited 1 time in total
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    Re: SPIKE

    Post  navyik on Sat Dec 20, 2014 11:05 am

    All I do at work is number crunch according to geometry, algebra, and standardized rules. Each tool I design is like its own mini D&D character. elephant
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    Re: SPIKE

    Post  Chris on Sat Dec 20, 2014 11:06 am

    at some point, you need to outline your Tradition as well

    this affects which 2 attributes you use to soak Drain, among other character type things
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    Re: SPIKE

    Post  Chris on Sat Dec 20, 2014 11:08 am

    navyik wrote:
    Spellcast 4(6) 16
    Counter spell 4 16
    Sp. Manipulat 6 2
    Hostile 7/9 meta

    ok, since you seem to a solid grasp of the rules, what do your numbers mean?

    what is the (6) after spellcasting?
    I know the 16s are BPs

    Counterspelling 4
    sp vs countering Manipulation spells 6 (makes sense)

    what is the "Hostile 7\9 meta" line?
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    Re: SPIKE

    Post  navyik on Sat Dec 20, 2014 11:16 am

    Chris wrote:

    you are winning the rules argument, but it is hurting your character Suspect


    Its all good.  The research your picking provoked revealed several other improvements.  I came out on top.  Besides, I would rather not ret-con later.

    The 6 appears to be a holdover from a previous crunch. I will fix it.
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    Re: SPIKE

    Post  navyik on Sat Dec 20, 2014 11:17 am

    7/9 hostile is from the shielding metamagic
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    Re: SPIKE

    Post  Chris on Sat Dec 20, 2014 11:25 am

    Josh has a new character build and has requested another mini test fight. Since you are both Mystic Adepts, it might make sense to have both characters in the same test fight, since the same set of rules is going to apply to you both.

    Matt is a rigger and Dan is looking at a Starlord\Solo type, so neither use magic.

    Would you be up for a test fight with Josh?
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    Re: SPIKE

    Post  navyik on Sat Dec 20, 2014 11:31 am

    Sure. I will rip him apart!
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    Re: SPIKE

    Post  whit10 on Sat Dec 20, 2014 11:39 am

    lol.. I'd like to see you try.

    Pretty sure Chris meant for us to have a test encounter, not an actual fight between PCs
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    Re: SPIKE

    Post  Chris on Sat Dec 20, 2014 11:44 am

    navyik wrote:Sure. I will rip him apart!

    whit10 wrote:lol.. I'd like to see you try.  

    Pretty sure Chris meant for us to have a test encounter, not an actual fight between PCs

    sounds like you both want to fight each other, fine with me. I will build an arena setting for you.
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    Re: SPIKE

    Post  whit10 on Sat Dec 20, 2014 11:55 am

    It should be interesting to see how the magic stuff works... the mental spells I mean
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    Re: SPIKE

    Post  navyik on Sat Dec 20, 2014 12:30 pm

    I have updated Spike's backstory a bit.  (See above), but I don't know how it fits the timeline.

    The gist:  spike was part of a nagai counter-intel org.  As many Nagai fled into Pub space, many other Nagai who stood their ground considered them traitors.  Some of his org are now freelance crimminals and honorless.  
      A few are loyal to the Pubs but many have gone Sith out of disdain for the cowards who fled.  They still believe they could have won without Pub help.  They blame the Pub for the dishonoring and genocide of the Nagai race. They view crimminals as fools, Pubs as traitors, and Ronin as needing to be enlightened or swayed into joining the Sith.
     Spike is Ronin, but only while he decides with whom to side.


    Last edited by navyik on Sun Dec 21, 2014 3:11 am; edited 1 time in total
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    Re: SPIKE

    Post  Chris on Sun Dec 21, 2014 3:02 am

    navyik wrote:

    Initiate +3  "inquisitor" group+ordeal 29k
     Centering (gun kata) +3
     Masking
    Shielding +3

    this doesn't quite seem right....

    The cost to initiate is equal to 10 + (Grade x 3) in Karma points.

    Initiate 3 would be 13 + 16 + 19 = 48 K
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    Re: SPIKE

    Post  navyik on Sun Dec 21, 2014 3:07 am

    See group initiation and initiation ordeal (geasa) in street magic p.50

    40% discount
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    Re: SPIKE

    Post  navyik on Sun Dec 21, 2014 3:13 am

    48k x .6 = 29k
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    Re: SPIKE

    Post  Chris on Sun Dec 21, 2014 11:46 am

    navyik wrote:
    Adept  power:
    Imp.reflx   3.0* (25% discount warriors way)

    Imp. Ability 2   .75(25% discount).


    Ambidex  5
    Mystic Adept 10
    Initiate +3  "inquisitor" group+ordeal 29k
     


    I see, ok.  You have obviously drilled very deeply into many books for each detail in your character.  I am sorry if it wasn't clear, but when I asked for everyone to show the points they spent on their character, my intention was for the players to make it easier for me to check the characters.  We are all new to the system and this is a learning process for all of us.

    just saying "group + ordeal 29k" doesn't really tell me what I need to know, the way this does

    navyik wrote:See group initiation and initiation ordeal (geasa) in street magic p.50

    40% discount

    Chris wrote:I kind of thought this was just a power creep in a later book....

    navyik wrote:
    The 25% discount is legit, but I can only select certain powers and so many powers to which it applies. I am allowed 2 powers from the list given at the discount.

    FAVORED POWERS
    Way bonuses and discounted powers exist partially
    to help adepts “keep up with the Joneses” as a counter-
    balance to the discounts available to other characters for
    cyberware packages, grades of augmentation, Qualities,
    and other methods available to lower the Essence cost
    of various implants.




    You are searching books for specific things related to your character(s).  I am trying to absorb many books as they relate to all characters, GM info and monitor for balance.  I had hoped for a bit more explanation and transparency for 2 main reasons:

    1 - other players can learn # crunches from each other.  Josh, for example, doesn't have any discounted powers\abilities etc on his Mystic Adept.  I bet he would be interested in learning how to make his character stronger.  Likewise, maybe Matt and Dan would see the comment about how the later books gave discount %s to "keep up with the Joneses" since it seems Augmentation\Arsenal came out prior to Street Magic or Way of the XYZ

    2 - honestly, part of what I want to see is for balance purposes.  I realize that non of us have played 4e ever, but we all know what has happened with D&D 2e, Vampire\WW\Mage, D&D 3.0\3.5 and now even PF.... as time goes on, companies want to keep making money, so they release more and more books and there is an inevitable Power Creep.  Players get stronger and stronger as new books come out.  

    All the discounts are great as long as everyone (GM included) is using them.  If only 1 or 2 people use them, then it skews the balance of the party and the game as a whole.  Encounter challenges are too easy, if the GM doesn't crunch all the discounts into his NPCs.  

    It's a fine line and I am not trying to cripple your designs, so that is why I wanted to see everything up front and get a sense of balance.
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    Re: SPIKE

    Post  navyik on Sun Dec 21, 2014 11:50 am

    Understood. Sorry, didnt mean to be cryptic. Just saving space. I will look through spike and try to highlight anything weird.
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    Re: SPIKE

    Post  navyik on Tue Sep 29, 2015 10:53 pm

    Spike
    Nagai
    Inquisitor (sanctified slayer)

    Str    12
    Dex  24  
    Con  14
    Int    12
    Wis  16
    Cha  12

    Init +10

    HP 90

    F      7   2
    R      3   7
    W     7   3   2

    SR: 21

    Deathless Spirit:
    Resistance 5 against negative energy damage. Do not lose hit points from negative level
    +2 racial bonus on saves vs. death effects, energy drain, negative energy, and spells or spell-like abilities of the necromancy school.

    Ac
    Ff
    Tch

    Attacks  7/2
       
    blst psl  11/11/11/6/6   3d6+2    40m
                         13/13/8/8
                          15                  
    Blsr carb 11/11/11/6/6   3d8         100m
                         13/13/8/8
                          15                   
    Vibro blade 13/13/8/8         2d6+1 19-20x2
                         15                      



    Skills 80 (8/Level)
             
    Acrobatics       15    6     6    3
    Astrogate          6     1     2    3
    Bluff                  12   10   -1    3
    climb                 10    4     3    3
    Computer           9    4     2    3
    Craft                  
    -repair (GM)      15   10    2    3
    Diplomacy                      0    
    Disable dev 15(20) 10   2    3   (5 traps)  
    Escape art x      6            6    
    Fly                      15    2     6   3  +4
    Intim                   8     6    -1    3  
    Know
    -dungeoneer     6    1     2    3
    -geography       6    1     2    3  
    -local  (GM)      15  10    2    3
    -forensics(GM)15  10    2    3
    Perception       18  10    4    3   3
    Pilot                   10    1    6    3
    Profession         6     1    2    3
    Ride                    10    1    6    3
    Sense mot.       15    10    2    3
    Sleight hand     10     1    6    3              
    Stealth                17   8    6    3
    Survival        10(15)  5    2   3  (5 track)
    Swim                    6

    Studied Target (Ex): Swift +3/+3

    Sneak Attack (Ex): 3d6

    Talented Slayer (Ex): At 8th, 16th, 17th, and 20th levels, a sanctified slayer can gain a single slayer talent, including those from the list of rogue talents that a slayer can take, but not an advanced slayer talent. This ability replaces second judgment, third judgment, slayer, and true judgment.

    Monster Lore (Ex): The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.

    Orisons: Inquisitors learn a number of orisons, or 0-level spells, as noted on Table 2–4

    Stern Gaze (Ex): An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).

    Cunning Initiative (Ex): An inquisitor adds her Wisdom modifier on initiative checks.

    Detect Alignment (Sp): At will, an inquisitor can use detect chaos, detect evil, detect good, or detect law.

    Track (Ex): An inquisitor adds half her level

    Solo Tactics (Ex): At 3rd level, all of the inquisitor's allies are treated as if they possessed the same teamwork feats as the inquisitor for the purpose of determining whether the inquisitor receives a bonus from her teamwork feats. Her allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies' positioning and actions must still meet the prerequisites listed in the teamwork feat for the inquisitor to receive the listed bonus.

    Teamwork Feat: At 3rd level, and every three levels thereafter, the inquisitor gains a bonus teamwork feat. The inquisitor must meet the prerequisites of the selected bonus feat.

    Precise strike

    Target of opportunity

    As a standard action, the inquisitor can choose to learn a new bonus teamwork feat in place of the most recent bonus teamwork feat she has already learned. She can only change the most recent teamwork feat gained. An inquisitor can change her most recent teamwork feat a number of times per day equal to her Wisdom modifier.

    Bane (Su): +2/+2d6+2 swift action. She must select one creature type when she uses this ability (and a subtype if the creature type selected is humanoid or outsider). Once selected, the type can be changed as a swift action. This ability lasts for a number of rounds per day equal to the inquisitor's level. These rounds do not need to be consecutive.

    Discern Lies (Sp): At 5th level, an inquisitor can discern lies, as per the spell, for a number of rounds per day equal to her inquisitor level. These rounds do not need to be consecutive. Activating this ability is an immediate action.

    Feats:
    Point blank
    Precise shot
    Rapid shot
    2-wp fight
    Imp 2-wp fight
    Precise strike TW
    Enfilading fire TW
    Target of opportunity TW
    Finnesse TAL8

    Spells: 6/5/5/4/2 (*/6/5/4/1)


    62,000
    Cape of the mountebank      10,800
    Bracers of falcon's aim           4000


    Race build
    Nagai
    Advanced  4
    +2 int, wis, cha
    +4 dex
    -2 con
    Deathless spirit 3
    Dual minded 1
    Sr 11+  3


    Last edited by navyik on Thu Oct 01, 2015 11:55 pm; edited 4 times in total
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    Re: SPIKE

    Post  navyik on Thu Oct 01, 2015 12:58 am

    0-Level Inquisitor Spells—acid splash, bleed, brand*, create water, daze, detect magic, detect poison, disrupt undead, guidance, light, read magic, resistance, sift*, stabilize, virtue.

    1st-Level Inquisitor Spells—alarm, bane, bless, bless water, burst bonds*, cause fear, command, comprehend languages, cure light wounds, curse water, detect chaos/evil/good/law, detect undead, disguise self, divine favor, doom, expeditious retreat, hide from undead, inflict light wounds, magic weapon, protection from chaos/evil/good/law, remove fear, sanctuary, shield of faith, tireless pursuit*, true strike, wrath*.

    2nd-Level Inquisitor Spells—aid, align weapon, bloodhound*, calm emotions, castigate*, confess*, consecrate, corruption resistance*, cure moderate wounds, darkness, death knell, delay poison, desecrate, detect thoughts, enthrall, find traps, flames of the faithful*, follow aura*, ghostbane dirge*, hold person, honeyed tongue*, inflict moderate wounds, invisibility, knock, perceive cues*, remove paralysis, resist energy, restoration (lesser), see invisibility, sacred bond*, shield other, silence, spiritual weapon, tongues, undetectable alignment, weapon of awe*, whispering wind, zone of truth.

    3rd-Level Inquisitor Spells—arcane sight, banish seeming*, blood biography*, cast out*, continual flame, coordinated effort*, cure serious wounds, daylight, deeper darkness, dimensional anchor, dispel magic, fester*, glyph of warding, halt undead, heroism, hidden speech*, hunter's eye*, inflict serious wounds, invisibility purge, keen edge, locate object, magic circle vs. chaos/evil/good/law, magic vestment, greater magic weapon, nondetection, obscure object, prayer, protection from energy, remove curse, remove disease, retribution*, righteous vigor*, seek thoughts*, searing light, speak with dead, ward the faithful*.

    4th-Level Inquisitor Spells—brand (greater)*, chaos hammer, coward's lament*, cure critical wounds, death ward, defile armor*, denounce*, detect scrying, discern lies, dismissal, divination, divine power, fear, freedom of movement, forced repentance*, geas (lesser), hold monster, holy smite, inflict critical wounds, invisibility (greater), neutralize poison, order's wrath, rebuke*, restoration, sanctify armor*, sending, shared wrath*, sleepwalk*, spell immunity, stoneskin, tireless pursuers*, unholy blight.

    5th-Level Inquisitor Spells—atonement, banishment, break enchantment, castigate (mass)*, command (greater), commune, cure light wounds (mass), dispel chaos/evil/good/law, disrupting weapon, flame strike, geas/quest, ghostbane dirge (mass)*, hallow, inflict light wounds (mass), mark of justice, resounding blow*, righteous might, spell resistance, telepathic bond, true seeing, unhallow, unwilling shield*.

    6th-Level Inquisitor Spells—blade barrier, blasphemy, circle of death, cleanse*, cure moderate wounds (mass), dictum, dispel magic (greater), fester (mass)*, find the path, forbiddance, glyph of warding (greater), harm, heal, heroes' feast, holy word, inflict moderate wounds (mass), legend lore, repulsion, undeath to death, word of chaos.

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    Re: SPIKE

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