[OOC] Session Zero: Character Creation
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Dec 8, 2019 5:20 am
Number 2. Almost went with 6, hope that dude gets used somewhere. Also nice try thinking Dante was gonna be picked.
Dec 8, 2019 6:07 am
Dude. So glad you picked 2. That was my fave by a mile (though I didnt even notice 6 or 7 at the time, which are both also awesome)
Last edited December 8, 2019 6:08 am
Dec 8, 2019 2:16 pm
SavageBob says:
With that in mind, remember that you can also buy gear from the Genesys core rulebook Modern section (see Drainsmith's Equipment Encyclopedia, linked in the OOC resource thread, if you don't have it). That's where you'll find basic stuff like painkillers, a more robust medical kit, and so on.
* First-Aid Kit lets you heal wounds or criticals, and only costs $100.
* Portable medkit is $200 and adds automatic 1 Advantage to the roll.
* Painkillers cost $25 each and heal 5 wounds on first use (then 4 on second, 3 on third, etc. until you get a night's rest or 24 hours pass).
...
Why don't we say that the Cutman's Kit will act as a basic First-Aid Kit for all intents and purposes, except that it reduces the difficulty once to heal critical injuries under 95? That way, it justifies the extra cost and encumbrance.
I think I'm good on gear, so not sure if it matters now, but the linked Equipment Encyclopedia mostly includes weapons and armor... I didn't see any of the medical-type gear, unless I'm just missing it.
Dec 8, 2019 8:18 pm
somebox says:
Number 2. Almost went with 6, hope that dude gets used somewhere. Also nice try thinking Dante was gonna be picked.KermitThePog says:
I think I'm good on gear, so not sure if it matters now, but the linked Equipment Encyclopedia mostly includes weapons and armor... I didn't see any of the medical-type gear, unless I'm just missing it.Dec 8, 2019 8:41 pm
Sorry, folks; I didn't realize Drainsmith's Equipment Encyclopedia didn't include mundane gear. Here's a selection of items that may prove useful. Have a look, and please make any adjustments to your gear selections as you see fit.
Backpack
+4 Encumbrance; $50; Rarity 3
Cell Phone
Encumbrance 0; $100; Rarity 2
Cross-body Bag
+3 Encumbrance; $30; Rarity 1
Disguise Kit
Encumbrance 4; $250; Rarity 5
Includes wigs, hairpieces, makeup, colored contacts, basic camouflage paint, and putty for prosthetic adjustments.
Extra Clip
Encumbrance 0; $25; Rarity 2
Used to replace the ammo in a gun when it runs out of ammunition (on a Despair roll result).
First Aid Kit
Encumbrance 1; $100; Rarity 3
Lets you make Medicine checks to heal wounds and critical injuries without penalty.
Flashlight
Encumbrance 0; $10; Rarity 1
Handcuffs
Encumbrance 0; $15; Rarity 4
Requires a Daunting (PPPP) Athletics or Coordination check to escape from.
Lockpicks
Encumbrance 1; $75; Rarity 5
Lets you use Skulduggery to pick locks without penalty. In addition, you add automatic 1 Advantage to the check.
Night Vision Goggles
Encumbrance 1; $500; Rarity 5
Removes all setbacks from checks due to darkness.
Painkiller
Encumbrance 0; $25; Rarity 2
One-use item that heals 5 wounds. The next painkiller in the same day heals 4 more wounds. The third heals 3, and so on.
Portable Medkit
Encumbrance 2; $200; Rarity 4
Lets you make Medicine checks to heal wounds and critical injuries, and adds automatic 1 Advantage to the check.
Portable Toolkit
Encumbrance 4; $200; Rarity 2
Lets you make Mechanics checks to repair things (or break them) without penalty.
Rope
Encumbrance 1; $5; Rarity 1
Tablet Computer
Encumbrance 1; $200; Rarity 3
Tool Belt
Encumbrance +2; $20; Rarity 1
Backpack
+4 Encumbrance; $50; Rarity 3
Cell Phone
Encumbrance 0; $100; Rarity 2
Cross-body Bag
+3 Encumbrance; $30; Rarity 1
Disguise Kit
Encumbrance 4; $250; Rarity 5
Includes wigs, hairpieces, makeup, colored contacts, basic camouflage paint, and putty for prosthetic adjustments.
Extra Clip
Encumbrance 0; $25; Rarity 2
Used to replace the ammo in a gun when it runs out of ammunition (on a Despair roll result).
First Aid Kit
Encumbrance 1; $100; Rarity 3
Lets you make Medicine checks to heal wounds and critical injuries without penalty.
Flashlight
Encumbrance 0; $10; Rarity 1
Handcuffs
Encumbrance 0; $15; Rarity 4
Requires a Daunting (PPPP) Athletics or Coordination check to escape from.
Lockpicks
Encumbrance 1; $75; Rarity 5
Lets you use Skulduggery to pick locks without penalty. In addition, you add automatic 1 Advantage to the check.
Night Vision Goggles
Encumbrance 1; $500; Rarity 5
Removes all setbacks from checks due to darkness.
Painkiller
Encumbrance 0; $25; Rarity 2
One-use item that heals 5 wounds. The next painkiller in the same day heals 4 more wounds. The third heals 3, and so on.
Portable Medkit
Encumbrance 2; $200; Rarity 4
Lets you make Medicine checks to heal wounds and critical injuries, and adds automatic 1 Advantage to the check.
Portable Toolkit
Encumbrance 4; $200; Rarity 2
Lets you make Mechanics checks to repair things (or break them) without penalty.
Rope
Encumbrance 1; $5; Rarity 1
Tablet Computer
Encumbrance 1; $200; Rarity 3
Tool Belt
Encumbrance +2; $20; Rarity 1
Dec 9, 2019 3:28 am
Actually, why don't we say that you all have a basic cell phone for no cost. Nothing fancy, but enough to call each other if you get split up. (It always annoys me in Star Wars that the PCs can't talk to each other until a session or two when everyone finally decides to buy a comlink.)
If you want a full-on smartphone, get the tablet item.
If you want a full-on smartphone, get the tablet item.
Dec 9, 2019 2:54 pm
Bit meta but is there anyone else smart in the group? Now looking at the took kit for later...
Dec 9, 2019 3:26 pm
Remnant says:
Bit meta but is there anyone else smart in the group? Now looking at the took kit for later...But you bring up a good point: My preference is that everyone makes their character sheet "public" so that the other players can see it. To do this, you go to your Characters tab up top, then click All Characters, and then click the little grayed-out book icon next to your character's name on that menu. I'm all for meta when it comes to designing a well-rounded group. :)
Dec 10, 2019 1:57 am
I will take some handcuffs, flashlight, and rope! I'm using the duffel, which is functionally the same as a backpack.
Dec 10, 2019 2:09 am
somebox says:
I will take some handcuffs, flashlight, and rope! I'm using the duffel, which is functionally the same as a backpack.Dec 10, 2019 2:43 pm
We're just waiting on Kermit to finish his character and we can begin. If I don't hear from him before Friday, we can get started with the three of you.
Dec 11, 2019 3:41 am
In the interim, how are you all associated with One-Two and its owner, Lance Mikowski? (It's perfectly fine to all say you train there, but I wanted to make sure before our opening scene.)
Dec 11, 2019 12:48 pm
Max tries to keep an eye on the civil order in the area or see if there's any community outreach activities going on, Mr. Mikowski looks like the type of guy to keep his finger on the pulse of the community.
Dec 11, 2019 1:00 pm
Marv did a job that led him to one-two on a hot tip that a musclehead who worked out there might've known a person of special interest. He schmoozed Lance while he loitered to meet his mark, and bought a year long membership as a bit of a bribe to be allowed to stay. Marv doesn't have a ton of scratch though, and he'd been able to bill the membership as "expenses" to his client. Now he's making the most of the membership he fell backward into and become a regular fixture at one-two.
Last edited December 11, 2019 1:01 pm
Dec 11, 2019 1:01 pm
Hank works at One-Two as a custodian and handyman, and also trains there in off-hours. He's not especially close friends with Lance, but is trusted enough to have keys to the building.
Last edited December 11, 2019 1:05 pm
Dec 11, 2019 6:58 pm
Red discovered One-Two when she was looking for a new gym to train at, her previous one had gone under due to Rumble city's current financial crisis. Depending on how private Lance is about his past Red may have larrned about his past through simple conversation with him or someone who knows. In either case Red likes and respects him, finding his past to be an untold tragedy.
Dec 13, 2019 2:15 am
As we're getting started, I'm curious which games were the big beat-em-up games for you?
Personally, the ones I played the most were Teenage Mutant Ninja Turtles II and Streets of Rage 2 (the roller blading kid "Skate" was my favorite).
Honorable mentions that I only played when I had the quarters handy were the X-Men arcade game and Simpsons arcade game.
Personally, the ones I played the most were Teenage Mutant Ninja Turtles II and Streets of Rage 2 (the roller blading kid "Skate" was my favorite).
Honorable mentions that I only played when I had the quarters handy were the X-Men arcade game and Simpsons arcade game.
Dec 13, 2019 2:28 am
River city ransom!
Also loved fall of the foot clan, the x man arcade game, double dragon, and the simpsons are also good touchstones for me.
Also loved fall of the foot clan, the x man arcade game, double dragon, and the simpsons are also good touchstones for me.
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