Worldcarrier Sigma OOC thread

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Apr 12, 2017 7:54 pm
Nasaius "Nerves" Fritzitch - Inventor, Tech Savant, Cowardly Opportunist

VIT: 2
STR: 1
AGI: 1
FOC: 3
WIL: 0
MND: 4

HP: 8
EP: 3

Talents:
Tech +2 - Invasive Hacking Specialty
Insight +1

Aspects:
Assassinate (FOC)
Underestimated (VIT)
Opportunist (AGI)
Lockout (MND)
Overload (MND)

Resources:
Hard Light Projector - (3) Superior Augment 1 FOC Strain, +3 Weakness to Tech, +3 STR, Piercing, Reinforced
Hacking HUD - (1) Tool 1 MND Strain, [MND/Tech], Requires Tech +2, Increase ability die by 1 category (d4 > d6)
Recon Drones - (1) 2 Tokens 1 FOC Strain
Apr 12, 2017 8:02 pm
So the gist of the build is a melee rogue with the added power to take out enemy resources on the fly.

Underestimated is there to generate enemy Exploits, which both Assassinate and Opportunist use to make (hopefully) quick work of opponents. Lockout and Overload disable/destroy enemy resources.

I'm not exactly sure if I got the Resources part right. The layout with the Aspects first and such confused me, as well as ability/skill/damage/tohit but I think I've got it right. Hard Light Projector is there to turn Nerves from Zero to Hero in Melee, but can be taken offline by a savy Techie. Hacking HUD helps all my mind/tech stuff. Recon Drones are throwaway bonuses to rolls, whether it be scouting by proxy or detonating in a bad guy's face. Plus I can spend both of them to use Overload.
Apr 12, 2017 8:10 pm
An aside: Looking at the builds submitted - I am confused as to why Kree has 9 points in Talents and 6 points in Resources
Apr 12, 2017 9:02 pm
Also! Ed, I forget all the races currently in the setting. Are there Saurian types or similar? I kind of want to play a more nervous and twitchy version of this guy:
[ +- ] Image
Apr 12, 2017 10:01 pm
Ah I've been presenting the total stats after modifiers: so for example, Nerves' sheet would show 4 STR rather than 1 as it'd factor in his Resource. Kree's sixth Resource BTW is actually just from her Modification Resource aspect: I merely listed it as a seperate Resource as I wasn't sure where else to put it!

Nerves could do something similar: if he used Modification on his 3 slot HALP system, he could have the Recon Drones as a free addition to it, and have two slots for his tool instead. Then again I see the logic of not doing that too... as you mentioned, Overload benefits more from multiple Resources.

Kree does have rather a lot of talent ranks but the 2 talent recommendation wasn't intended as a limit, just a suggestion for the preset arrays. If you're concerned about stepping on each other's toes, Kree could always put a few of the talent points into VIT (or whatever) instead. Actually here's a suggestion for the two of you: Kree downgrades Tech to 1, bins the Insight rank, and makes Mobility +2 to give that the Spaceships speciality instead? It makes sense to me that a pilot could just as easily use Mobility rather than Tech to fly her ship, and of course the Spaceships speciality could still be used for repair rolls etc.

And sounds to me like you want radiation-belt Kerenth. Horns, scales, long faces, reversed legs: with their mutations "maxed out" so to speak by radioactive environs they're, let's face it, basically just saurians in all but name.

Ohh and there's also the Desz, but they're more the "all mouth and no face" kind of mutant. They're more humanoid (despite the whole giant fanged nightmare face thing going on) but have large talons that some of them can't retract: not sure how that'd work for a tech dude.
Apr 12, 2017 10:52 pm
Oh and Klone: yeah, electromagnetic field shenanigans sound like a perfectly valid use of Psi to me. That's basically along the same lines as how telekinesis functions. And if the attack is ranged rather than remote (i.e., needs line of sight, affected by cover) then it'd still mechanically work on machinery too.

Important corollary: there will, of course, still be some robotic enemies who are immune...
Apr 13, 2017 12:21 am
Yeah, looking at it I want to keep the Drones as their own Resource for now. Can't wait to see my sheet graphic when you get a chance, Ed! :)

Added:

I didn't actually remember what the Kerenth looked like, but that'll definitely work. Feel free to infodump some stuff on me. If I recall, they're the ones that discovered my favorite alt-humans, the Nacasei. Also aren't they really bad at Psychic stuff?
Last edited April 13, 2017 12:36 am
Apr 13, 2017 9:34 am
[ +- ] Kerenth infodump
[ +- ] Nerves' character sheet
Apr 13, 2017 12:16 pm
I'm happy to make those talent changes! Her sheet does look a little funny thanks to the augmentation resources. I just thought it was weird to make a hotshot pilot who didn't know how to work her spaceship. I thought Insight might be valuable too for working out the logistics of space combat. Not that we'll see much of that, mostly just so the character had it.

Maybe I put the extra point into strength? Not sure how it'll change her build, except that a melee fighter should probably be able to lift a hand weight at least.
Last edited April 13, 2017 12:18 pm
Apr 13, 2017 12:27 pm
I have no qualms about your Talents, I just didn't originally see where they came from on Ed's sheet because your final Abilities looked like one of the arrays and I was confused.

Love that you took Social. That's gonna be very helpful. As for the others, make sure the character feels right for you. I'm sure we can get into plenty of situations where we're all gonna need Insight, or Tech, or what-have-you
Apr 13, 2017 1:32 pm
It's a bit thematically weird for a melee fighter to lack STR, but keep in mind that a 0 isn't weak as such, just average. I guess we can assume that all Kree's skills and reflexes make up for it somehow.

As for sheets, I've been keeping the current ones on Google Drive

It's pretty neat being able to look at them all together like that! Nice range of stat variety. Final sheets will of course include space for your bios etc.
Apr 13, 2017 2:06 pm
Yeah, Social will be fun, it helps me imagine a more likeable pirate. And there's a great line from a comedian about the black market and gun control - "You can't just rock up at the docks going 'Who wants to sell me a gun?'"

I think changing the tech specialty to mobility suits me just fine though. She probably isn't a specialist in any other technical area that isn't directly concerned with spaceflight (although obviously in a more realistic setting that would encompass most of the body of known science). Moving Insight to Strength is still probably a good move. I'm unsettled by the sight of a 0 for an attribute score in any system.
Apr 13, 2017 2:09 pm
Also, Klone, I've been kind of noodling along in my own bubble here, but it's past time I properly said hello :) I really like C29's background, and it'll be cool to see what you do with psionics.
Apr 13, 2017 2:22 pm
All right, I've removed the Insight rank and put it into STR, and swapped Tech with Mobility (so it's Mobility +2, Tech +1). Also swapped Brawler for Splash if I hadn't already mentioned that. Can always change it back if need be!

And everyone seems to be wrecking the mobs so far. Guess that's why they're mobs...
Apr 14, 2017 7:51 pm
Hi all! Thanks Edcrab for letting me in to this cool looking playtest! Just wanted to give a quick introduction, not sure if any of you have been part of the playtesting of this system previously but I have no prior knowledge. I scanned the first page of the google doc and it seems pretty cool, I've been looking for a sci-fi RPG to get into so I'm excited!

I'll spend the weekend reading through the rules and coming up with a character idea. Any attribute and/or aspect areas that seem to be particularly lacking with the existing characters? I do find enjoyment out of filling holes in character roles so I'm happy to start designing a concept around something that the party is missing so far.
Apr 14, 2017 8:29 pm
Hi MN!

So far we've got a psychic, a pilot/agile brawler, and a Tech guy/melee backstabber

Things that nobody has brought to the table so far: A focus on ranged combat, the use of the Bio talent or the Stealth talent

But that's just character sheet stuff! As for actual backgrounds and such, we are some kind of low to mid-tier heist crew, we've got a ship thanks to our adrenaline junkie pilot stealing it from the galaxy's most militaristic superpower, a runaway psychic clone who's probably not got a lot of option for "legal existence" in most sectors, and a tech wizard who runs away at the sight of any opposition.

So clearly we need a leader :)
Apr 14, 2017 8:41 pm
You have definitely piqued my interest :)

I'm sure I'll have questions as I read through the rules and setting info
Apr 14, 2017 8:48 pm
Questions welcome! Iriah and I have played in this setting before, so we know some stuff, but Ed is always the final arbiter of what does or doesn't fly
Apr 14, 2017 9:29 pm
So Ringo, could you maybe give me a laymen's rundown based on where I am so far? The ruleset bamboozles me frankly. Its like I get it but I don't, probably because the wording is new to me. It seems written based off of other info that im missing, but that could be due to my limited experience with non-d&d games (debuff? Strain?). But it seems super streamline and customizable, which I really like.
Apr 14, 2017 9:37 pm
Quoting the rules:
Using talents with attributes
Some talents may seem inherently more physical or more mental than others, but they can still be attempted with any attribute depending on the circumstances. Remember that the bonus granted by a talent rank (+1 to +5) can never be higher than that granted by the attribute score (1 to 10)! A talent is always a bonus, never a penalty, but certain enemies or challenges might be more affected by some talents than others.

So for example if I wanted to use a +2 combat talent with my +1 STR, would that mean I only get +1 from the combat talent or would the combat bonus be entirely negated because STR is lower?
Last edited April 14, 2017 9:37 pm
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