The boss

Character proposals for this game.
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Matt Skywalker
Scoundrel
Posts: 306
Joined: Tue Aug 22, 2017 12:17 am

The boss

#1

Post by Matt Skywalker » Tue Aug 22, 2017 4:30 pm

The boss
Human colonist marshal
Wound threshold 0/14
Strain threshold 0/14
Soak 2

Characteristics
2,2,2,2,3,3.


Skills
Cool 2
Coercion 1
Charm 1
Leadership 1
Streetwise 1
vigilance 1


Talents
Good cop 1
Bad cop 1
Grit 1
Toughened 1
Quick draw
Durable 1

The force
Force rating 1
Influence power
1 magnitude

Morality
50
1 conflict
Discipline/obstinate

Gear
Holdout blaster
300 credits



History
The boss never got a name, he was an orphan. When he was sixteen he started a gang. He'd kidnap people, interrogate them for their stuff, then ransom them. The gang did well, too well. he then learned that he had a gift to Influence people. He will use that to his advantage
Last edited by Matt Skywalker on Wed Aug 30, 2017 11:42 am, edited 1 time in total.
I solemnly swear that I am up to no good

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Trip
Flyboy
Posts: 1864
Joined: Tue Aug 15, 2017 4:34 pm
Location: Central Illinois

Re: The boss

#2

Post by Trip » Tue Aug 22, 2017 5:46 pm

Matt Skywalker wrote:
Tue Aug 22, 2017 3:27 pm
Sure I'll be a human colonist marshal
Great, welcome aboard! We now have enough people to get started. I noticed that the name of your PC is "The Boss". Just so we are clear, he won't be the leader of the team you are the "Face", the guy that gets things for the team using his persuasive guile. I am not totally against that name but it may be confusing.

And your backstory needs a little fine tuning. The entire team is supposed to be on the good side. If you want to use the concept that he was bad when he was young, you need to add a little on how he realized he was doing wrong and decided he wants to use his "gift" for good. And also why he decided to join the republic. Other than that, it looks good.

Please review point 4 on this thread. It is talking about building your character with Oggdude's program. Let me know if you have a problem getting that to work. It makes it so much easier to confirm that the XP is used right, etc. Once you get that done, take the XML and upload it to the web, then post a link to that on your character page above.

Again, thanks for joining.

Matt Skywalker
Scoundrel
Posts: 306
Joined: Tue Aug 22, 2017 12:17 am

Re: The boss

#3

Post by Matt Skywalker » Wed Aug 23, 2017 1:48 am

I don't use windows oggdude doesn't work
I solemnly swear that I am up to no good

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Trip
Flyboy
Posts: 1864
Joined: Tue Aug 15, 2017 4:34 pm
Location: Central Illinois

Re: The boss

#4

Post by Trip » Wed Aug 23, 2017 2:11 am

Matt Skywalker wrote:
Wed Aug 23, 2017 1:48 am
I don't use windows oggdude doesn't work
Ok, I can try to build it then. I will let you know if something comes up that needs changed.

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swrider
ISB Deputy Director
Posts: 7524
Joined: Thu Aug 10, 2017 2:36 am
Location: Phoenix, AZ

Re: The boss

#5

Post by swrider » Wed Aug 23, 2017 2:17 am

in situations like this it is helpful to give build notes. I.E point out which ranks you took as free career ranks, and which as specialization ranks and what comes from a species ability. Often slight differences in inputting the data can skew the results so having this information will make Trip's job easier.

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Trip
Flyboy
Posts: 1864
Joined: Tue Aug 15, 2017 4:34 pm
Location: Central Illinois

Re: The boss

#6

Post by Trip » Wed Aug 23, 2017 2:30 am

Are you taking the option of +10 XP for morality?
What two non-career skills are you choosing? Looks like Cool is one. I can't tell what the other is.
Are you planning on spending 10 XP for the extra cool since it is not a career skill?

Matt Skywalker
Scoundrel
Posts: 306
Joined: Tue Aug 22, 2017 12:17 am

Re: The boss

#7

Post by Matt Skywalker » Wed Aug 23, 2017 11:30 am

I chose cool and cool. I chose +10xp still have it. With that +20 xp you gave
I solemnly swear that I am up to no good

Matt Skywalker
Scoundrel
Posts: 306
Joined: Tue Aug 22, 2017 12:17 am

Re: The boss

#8

Post by Matt Skywalker » Wed Aug 23, 2017 11:42 am

I spent thinking that humans got 100 not 110
I solemnly swear that I am up to no good

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DeepSpacer
Jedi Initiate
Posts: 4941
Joined: Wed Aug 16, 2017 12:30 am
Location: Virginia

Re stats

#9

Post by DeepSpacer » Wed Aug 23, 2017 12:06 pm

By my count....
Characteristics: +60pts
Talents: +50pts (10x4 +5 +5)
Skills:
The two free ranks humans get in non-career skills are not complete. Cool should be one rank. You are missing another rank in a non-career skill.

Cool is NOT a career skill. It'd cost +15pts to get the 2nd rank. Take that off, for now.

This should be 4 Colonist ranks in base skills. I count only 3. You have the two ranks correct from the Specialization.

So, reduce Cool to 1Rank. Add a 4th Career skill rank. Add a non-career skill. Then, you may take the bonus +10XP, or +5xp+1k credits, or just the 2,500 credits.

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Trip
Flyboy
Posts: 1864
Joined: Tue Aug 15, 2017 4:34 pm
Location: Central Illinois

Re: The boss

#10

Post by Trip » Wed Aug 23, 2017 12:23 pm

Matt Skywalker wrote:
Wed Aug 23, 2017 11:30 am
I chose cool and cool. I chose +10xp still have it. With that +20 xp you gave
The RAW won't let you double up on a non-career skill. It has to be 2 separate skills.

Special Abilities: Humans start the game with one rank in two different non-career skills of their choice. They still may not train these skills above rank 2 at character creation.

Matt Skywalker
Scoundrel
Posts: 306
Joined: Tue Aug 22, 2017 12:17 am

Re: The boss

#11

Post by Matt Skywalker » Wed Aug 23, 2017 1:11 pm

I'll do discipline and cool. I'll spend 15 on cool 2
I solemnly swear that I am up to no good

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Trip
Flyboy
Posts: 1864
Joined: Tue Aug 15, 2017 4:34 pm
Location: Central Illinois

Re: The boss

#12

Post by Trip » Thu Aug 24, 2017 2:46 am

So far I see for Career Skills for Colonist:1 Charm, 1 Leadership and 1 Streetwise. For Marshall you picked: Coercion and Vigilance.

For Human you have Cool and Discipline.

You still need to pick another career skill under Colonist. (KN Core Worlds, Deception, KN Education, KN Lore, or Negotiation)

Once I know that, I can finish your Oggdude build and see where we are at but at this time it looks if you take the Cool for 15XP you have 5 left.

Matt Skywalker
Scoundrel
Posts: 306
Joined: Tue Aug 22, 2017 12:17 am

Re: The boss

#13

Post by Matt Skywalker » Thu Aug 24, 2017 1:18 pm

Negotiation
I solemnly swear that I am up to no good

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Trip
Flyboy
Posts: 1864
Joined: Tue Aug 15, 2017 4:34 pm
Location: Central Illinois

Re: The boss

#14

Post by Trip » Thu Aug 24, 2017 1:21 pm

Matt Skywalker wrote:
Thu Aug 24, 2017 1:18 pm
Negotiation
Great. Add that to your character sheet and copy it over to the other character thread. Then as you get XP or gear, you will post that to that thread. It's a way for you to keep track.

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DeepSpacer
Jedi Initiate
Posts: 4941
Joined: Wed Aug 16, 2017 12:30 am
Location: Virginia

Re: The boss

#15

Post by DeepSpacer » Thu Aug 24, 2017 1:59 pm

It is best to post one reply, your self, to your character posting and then edit that post every time you add talk something to the sheet. Otherwise, adding a post for every addition makes a long and confusing character page.

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Trip
Flyboy
Posts: 1864
Joined: Tue Aug 15, 2017 4:34 pm
Location: Central Illinois

Re: The boss

#16

Post by Trip » Thu Aug 24, 2017 2:19 pm

DeepSpacer wrote:
Thu Aug 24, 2017 1:59 pm
It is best to post one reply, your self, to your character posting and then edit that post every time you add talk something to the sheet. Otherwise, adding a post for every addition makes a long and confusing character page.
Yes, thanks for that clarification.

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