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Post by iglw on Sept 14, 2012 13:22:14 GMT -5
I'm going to go through some of the Codex and M&M rules and try to have a character done by the end of the weekend.
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Post by Nygil, Nickolie on Sept 16, 2012 0:35:29 GMT -5
Ok new plan, I am taking all players and just making it a little like the club game. In that every mission starts and ends at the citadel and as such I do not need the same party every time. This way I can run smaller groups with Ash/at my house some times, and larger groups not at my house (campus) other times. This may make some PC's a higher level as they can go on more missions, but I am ok with that.
This said, there will be no set day or time for this game, we will figure out each game as needed. That said party balance shall be fun to figure out but seeing as it is a new system whos to say how it works.
As it stands I have little idea what any one but JC is really doing so we will see...
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Post by arhino on Sept 16, 2012 0:56:38 GMT -5
Sigh. For some reason I have a much harder time understanding m&m than I do d&d. Maybe because it's much more general with the way combat works and many things react in different ways. Still, I'll propably put together a character at some point, likely an elcor soldier. There really is nothing more badass than an elcor vanguard, but it's awesomeness is such that any mission it was in would be impossible to take seriously.
Not really sure what weapons would be appropriate for an elcor though...
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Post by Nygil, Nickolie on Sept 16, 2012 1:15:44 GMT -5
Answer, heavy ones.
As foe the rules, feats, skills, saves these are all the same. AC (called Defense) is roughly the same, Attack is the same more or less. Ability scores buff skills and saves, but not attack or defense. Toughness takes the place of damage, as a save.
I guess the powers is where it falls apart though eh?
As for the elcor, I will be making heavy weapons if you'd like I can come up with a missile launcher and light machine gun before we start.
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Post by iglw on Sept 16, 2012 15:42:37 GMT -5
Here's what I have so far. I'm in between deciding whether to go melee focused, but then I'd be tempted to go Turian for the Speed and Strike, though probably not at the cost of feats. How many feet of movement do you get per round at Speed 2? I can't figure out how the table works. (or I'm using the wrong one...)
Jack Wilson, Captain Human Soldier, Military Background (Alliance Navy - Marine Detachment, previously 103rd Division) Bio: 2148-Born[Mars]; 2166-Enlisted; 2176-Skyllian Blitz; 2178-Torfan; completion of ICT program[N7]; regular liaison/assignments with Turian military and other interspecies ops.
Attributes [+6] STR 10+4=14 DEX 10 CON 12 INT 12+2=14 WIS 8 CHA 16
Skills [28 + 8 + 8] Diplomacy (C) 8 (Mastery) Knowledge (Current Events) (I) 8 (Mastery) Knowledge (Tactics) (I) 4+2 (Mastery) Knowledge (Civics) (I) 8 (Mastery) Notice 8+1 Gather Information (C) 8 (Mastery)
2 + 3 (5) Attack/2 + 1 (3) Defense
Feats [3 + 4 + 1] Well-Informed Connected Contacts Skill Mastery (Diplomacy, Current Events, Civics, Gather Information) Favoured Opponent (Batarians) Fascinate (Diplomacy) Attractive (22nd century pheromones) Benefits, Status: Distinguished officer [Benefits, Security Clearance: Alliance Navy]
Saves [Base + 5 + 3 + 1F + 1R + 1W] REF = + 0 + 2 + 1 (3) WIL = - 1 + 3 + 1 (3) FOR = + 1 + 0 + 1 + 1 (3) TOUGHNESS = 1 + 4 (armour) + 7 (shields)
Class/Powers [10pp] Soldier 3 [10pp]
Items [Basic Omni-Tool + 10,000 credits] 3,500 Advanced Light: +4 Toughness, Force Field 7 (Selective and Ablative) Linked Immovable 7 400 Omni Tool, Language: Batarian, Vorcha, Krogan, Quarian 3,200 Omni Tool, Buckler Mark III: Increased Deflect by 4 and Action: Reaction 2,600 M-6 Carnifex (4): Blast 4: Ballistic (Penetrating, Accurate) 300 Credits
Future Stuff Feat: Interpose Powers: Fitness Training Omni Tool, Melee Mark II (1400) Omni Tool, Streetwise +18 (1300) Omni Tool, Weapons Detector (700)
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Post by Nygil, Nickolie on Sept 17, 2012 0:42:27 GMT -5
marines hoorah!
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Post by arhino on Sept 17, 2012 15:10:49 GMT -5
No idea if this is right. Please yell at me if i did something wrong.
Sgt. Hogrum: Elcor Soldier: One of the Elcor’s relatively few professional fighters, Hogrum is a career soldier noted by his superiors for his dependability and even temperament. He has been selected to be part of an initiative that aims to increase Elcor representation among the citadel races.
Attributes STR 10 + 10 = 20 DEX 8 – 4 = 4 CON 16 + 4 = 20 INT 10 WIS 12 CHA 12 - 6 = 6
Skills Diplomacy 8 - 2 (cha) + 4 (race) = 10 Bluff 8 - 2 (cha) + 12 (race) = 18 Sense Motive 8 + 1 (wis) = 9 Knowledge Tactics 4 + 2 (Class) = 6
Attack/Defense 1 (base) + 3 (points spent) + 1(feat) + 1 (VI) – 1(size) = 5 Attack/1 (base) – 1 (size) = 0 Defense
Feats Fearless Attack Focus: Ranged Benefit: Wealth Environmental Adaption: High Gravity Master Plan Endurance Benefit: Security Clearance Elcor Armed Forces
Saves: ability + ranks + Powers + Equipment Reflex = -3 + 0 + 0 + 0= - 3 Will = + 1 + 3 + 0 + 0= + 4 Fort = + 5 + 2 + 1 + 0= + 8 Toughness = +5 + 0 + 4 + 10(armour) + 10 (shields) = +29 (!!!)
Class/Powers: Fortification 3 (9 points) Growth 4 Density 3 Protection 1 Immovable 2 Super Strength 1 Super Senses: Scent Drawback -5: 20 ft move speed: takes 1.5 times longer to use skills
Items: 7000 Master Heavy: +10 Toughness, Force Field 10 (Selective and Ablative) Linked Immovable 10. – 5 to dex based skills, -5ft movement 1000 Weapon Mount: VI upgrade 1 3000 Grenade Launcher: Blast 9
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Post by Nygil, Nickolie on Sept 17, 2012 15:54:38 GMT -5
Scott, first page in quotes are the steps.
1. Elcor/ Solider. That's good, done right.... but you missed the -6 cha.
2. You picked your abilities, spent skill points, feats, saves and attack/defense. (but knowledge are int skills, not cha)
3. this step you skipped part of, really only the bold text matters. Pick a class (solider in your case) and you gain 1 level in it, like it were a power. You get what it says on the class chart (in this case you gain +1 Attack, 2 Skill Points, +1 Fort for lvl solider) then you have ten pints to spend. You can spend 5 to gain another class level, or to buy ranks in any of the powers listed under your class. (in your case Crush, Concussive Shot, Adrenaline Rush, Fitness, Carnage, Fortification[though you took some of this one so your good], Leadership Training, Specialized Training, and Improved Training)
4. spend loot, you mostly have this figured... (I'd still have gone with a big ass axe over a gun, haha)
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Post by arhino on Sept 17, 2012 16:13:23 GMT -5
Okay, made some fixes. Not sure what you mean about a big ax though. I don't have hands man! Once you've posted the Elcor weaponry I'll pick something to spend the rest of my money on. Likely something with a very high rate of fire.
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Post by Nygil, Nickolie on Sept 17, 2012 16:32:07 GMT -5
Elcor Weapons Being that the use of their hands is limited at best in combat situations the Elcor tend not to wield guns by hand, but rather to mount them to their backs, and have robotic VI's do most of the firing. This means that they need weapons costume made, but are able to carry much larger armaments.
An Elcor may by a 'weapons mount' for 600 credits, though many better versions of it exist, the basic version allows any specifically fitted weapon to be mounted, aimed and fired with out the use of any limbs. The cost of such weapons is the same as their normal counter parts, but can not be fired by hand.
Most Elcor favor heavy weapons simply because these more powerful armaments do not slow them down as they would other smaller races, that fact aside the mounts are just as able to handle small weapons.
Advanced Weapon Mounts can be an upgrade on hardware or software. A VI can be improved to greater speed, allowing more accurate shots, and better targeting solutions. While Hardware can allow for more than one weapon.
400 Credits allows for a VI upgrade granting +1 Attack with mounted weapons 800 Credits allows for a VI upgrade granting +2 Attack with mounted weapons 1200 Credits allows for a VI upgrade granting +3 Attack with mounted weapons
500 Credits allows for a second mounting for a pistol (Changing weapons is a move action) 1000 Credits allows for a second mounting for a SMG, Shotgun or Assault Rifle (Changing weapons is a move action) 500 credits can shorten the weapon change time. (to a reaction.)
Heavy Weapons These weapons are never found legally in civilian hands, they are of to high a fire power. The use of such weapons is not commonly taught, and requires special training. Normally firing such a weapon imposes a -4 to hit, this is not over come by any feat. Heavy Weapons are a weapons group like Shotguns, SMGs and Pistols though they do not appear on any class list, feats may still be spent to take Weapon Focus Heavy Weapons, as such partly making up for the -4.
Ammo: All Heavy Weapons have a limited ammo unlike normal weapons. Heavy weapon ammo can be converted by any omni-tool, but is not common. Each weapon has a listed limit of rounds per 'clip' followed by total ammo carried. It is a move action to reload a heavy weapon.
Heavy weapons list Items marks by a * can not be bought with starting funds.
3000 Credits M-100 Grenade Launcher (4/20) Blast 9 (Explosion, Limited Half Radius, Single Range Increment)
3000 Credits ML-77 Missile Launcher (1/10) Blast 7 (Explosion, Limited Half Radius, Seeking, Accurate)
3000 Credits M-451 Firestorm (15/150) Linked - Blast 4- Fire (Line, Limited Range) Linked - Boost 3 (Total Fade): Strike 3 (Aura, Effects Self, Permanent, added save ref) Linked - Emotion Control 3 (Fear, Total Fade)
4500 Credits M-490 Blackstorm* (1/3) Linked - Telekinesis 3: (Area Explosion, Limited: Half Range and Only Towards Impact Point, Fades, Total Fade, Action: Full Round) Linked - Boost 3 (Area: Explosion, Limited: Half Range, Total Fade, Action: Full Round)- Strike 3: (Aura, Effects Self, Permanent) Triggered (after 3 rounds) - Blast 6: (Area Explosion, Limited: Half Range, Knockback)
4000 Credits M-622 Avalanche* (10/50) Linked - Blast 4 - Cold (Auto Fire) Linked - Paralyze 4 (Ranged, Slow, Alt Save Fort, Limited: Living Target) Linked - Snare 4
9000 Credits M-920 Cain* (1/1) Linked - Blast 16 (Action: Full Round) Linked - Blast 16 (Action: Full Round, Explosion)
12000 Credits Geth Spitfire* (15/15) Blast 5/5/5 - Fire/Electricity (Auto Fire 2, Action: Full Round)
8000 Credits Cobra Missile Launcher* (1/1) Blast 18 (Burst, Limited 2 square radius, Homing)
8000 Credits M-560 Hydra* (1/1) Linked - Blast 7/7/7 (Auto Fire, Action: Full Round, Homing 2, Penetrating 3)
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Post by Nygil, Nickolie on Sept 17, 2012 17:42:12 GMT -5
JC and Alvin, I edited Step 3 to make it more clear, but you both have 5 more points to spend on class or powers.
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Post by Nygil, Nickolie on Sept 17, 2012 17:45:20 GMT -5
Also for those who do not understand the flame weapons: Boost 3 (Total Fade): Strike 3 (Aura, Effects Self, Permanent)
The above means that the target of this attack gains Strike 3 (Aura, Effects Self, Permanent) for 3 rounds. The key in this is that Permanent means they can't turn it off, and Effects Self means it damages them... lastly Aura means the attack effects anyone touching the target (this means the target as well). More or less it comes down to get hit for 3 damage each round for 3 rounds.... like being caught on fire.
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Post by iglw on Sept 17, 2012 19:01:11 GMT -5
JC and Alvin, I edited Step 3 to make it more clear, but you both have 5 more points to spend on class or powers. Excellent. It was hard to divide anything evenly with 10 points so my options were either Soldier 2 with no powers or Soldier 0 with several powers. Does the second rank of a feat cost 2 feats, etc. or just one?
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Post by arhino on Sept 17, 2012 19:42:14 GMT -5
An Elcor with a flamethrower is quite possibly the most terrifying thing I have ever heard of. I'm doing it.
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Post by iglw on Sept 17, 2012 20:42:52 GMT -5
Also, do you only need to buy grenades once and they will replenish per mission?
Also, also, we should do this soon! This game has made me start replaying ME, which has made me want to play this, which makes me want to play ME again. It is a vicious cycle!
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