Character Creation - Dr_B

Apr 3, 2021 9:05 pm
Okay, so we got two options here. I can help you build, or you can just submit your sheet when you're done and let me know here. I suspect by your posts in the interest thread that you want help, but if you'd rather have the books and run by yourself, shoot me a PM.
Apr 3, 2021 10:03 pm
thanks Falconloft. Help would be good, if you don't mind - also happy to coordinate with the other players to get a balanced group of agents.
Apr 3, 2021 10:08 pm
OK - just seen the Group thread
Apr 5, 2021 3:35 pm
So first thing, let's go ahead and roll stats, 4d6 drop 1. Arrange them however you'd like. Standard d&d attributes, STR/DEX/CON/INT/WIS/CHA.
Apr 5, 2021 7:57 pm
OOC:
rolling - is there a dominant attribute for a Fixer?

Rolls

4d6

(5615) = 17

4d6

(3455) = 17

4d6

(5552) = 17

4d6

(2541) = 12

4d6

(1313) = 8

4d6

(4541) = 14

Apr 5, 2021 7:58 pm
16, 14, 15, 11, 7, 13 after dropping the low die of each roll
Apr 6, 2021 1:29 am
Okay, so Fixer... A lot of the fixer’s class skills are based on Dexterity, so that's important. Intelligence is important for skill points. Your Vitality will be 1d8 plus Con modifier per level.
Apr 6, 2021 9:18 am
Thanks, how's this:

STR 7 -2
DEX 16 +3
CON 13 +1
INT 15 +2
WIS 14 +2
CHA 11 0

Roll for Vitality: 2

Vitality 9
Wound Points 13
Last edited April 6, 2021 10:28 pm

Rolls

Vitality 1d8 - (1d8)

(2) = 2

Apr 6, 2021 2:50 pm
Looks good. You get max vitality at first level though, so you'll have 9. you also have wound points equal to your CON score, so 13.

Now, let's talk department. Here's your options. This is very basics only. If you want more info about some, I'll give it.

D-0: The Home Office
Any covert or chase feat

D-1: The Power Brokerage
+2 Charisma, –2 Strength
Any style feat

D-2: Military Operations
+2 to your choice, –2 to your choice
Any basic combat feat

D-3: Computer Espionage
+2 Intelligence, –2 Wisdom
Any gear feat

D-4: Urban Assault
+2 Dexterity, –2 Intelligence
Any ranged combat feat

D-5: Black Ops
+2 Constitution, –2 Dexterity
Any melee combat feat

D-6: Wetworks
+2 Strength, –2 Constitution
Any unarmed combat feat

"The Basement"
+2 Wisdom, –2 Charisma
Any basic skill feat
Apr 6, 2021 10:32 pm
Quote:
Looks good. You get max vitality at first level though, so you'll have 9. you also have wound points equal to your CON score, so 13.
OK, gotcha.

With my low STR, maybe I would say :
Quote:
D-2: Military Operations
+2 to your choice, –2 to your choice
Any basic combat feat
+2 STR and -2 to WIS

I filled in the agency questionnaire on Google drive, if you are wondering who's who I should show up as blackcatvisuals@gmail.com
Last edited April 6, 2021 10:42 pm
Apr 7, 2021 10:01 pm
So your final abilities are:

STR 9 -1
DEX 16 +3
CON 13 +1
INT 15 +2
WIS 12 +1
CHA 11 0
Let's move on to your class abilities. Here's what you get at 1st level:

Department Bonuses:
-- +1 department bonus to Fortitude saving throws, and an additional additional +1 at 4th level, and every four levels thereafter.
-- +1 department bonus to skill checks for one class skill of your choice, and an additional additional +1 at 4th level, and every four levels thereafter.
-- Any basic combat feat. You must still meet all prerequisites for the feat, including ability score and base attack bonus minimums.

Proficiencies:
-- Armor Proficiency (Light)
-- Weapon Group Proficiency (Hurled)
-- Weapon Group Proficiency (Melee)
-- Weapon Group Proficiency (Handgun)
-- Weapon Group Proficiency (Rifle)

Class Abilities:
-- Dexterous: Whenever the fixer spends an action die to add to a Dexterity-based skill check, two dice are added instead of one (e.g. a 1st-level fixer’s bonus of 1d4 becomes 2d4). This is the fixer’s core ability.
-- Procure: The fixer may requisition items and gadgets anywhere in the field at normal cost, just as if he were back at headquarters. If there is a nearby city and the fixer can communicate and meet with a representative of the Agency, then this ability takes 20 minutes per 4 budget points or 1 gadget point spent; otherwise it requires 1 hour per 4 budget points or 1 gadget point
spent, while he scrounges the area to find the required items. The fixer must either be able to contact his HQ or a personal contact, or scout his surroundings, to use this ability.

Skill Points at 1st level: (8 + Int modifier) × 4, so 40 for you. Class and cross-class skills are listed here:
https://i.snipboard.io/nfk0IN.jpg

If you're familiar with d&d 3.5, it works just the same way. If you're not, let me know and I'll help you out. After you're done here, we just have your feats and gear to do and we're done.
Apr 7, 2021 11:10 pm
Quote:
If you're not, let me know and I'll help you out.
Sorry to be a pain, but I'm not familiar with D&D, I need a hand purchasing the skills. I guess the class skills will be cheaper to get?
Thanks
Apr 8, 2021 6:21 am
If you buy a class skill, your character gets 1 rank (equal to a +1 bonus on checks with that skill) for each skill point. If you buy cross-class skills), you get ½ rank per skill point.

Your maximum rank in a class skill is your character level + 3, or 4 for 1st level. Your maximum rank in a cross-class skill is one-half of this number, or 2. This means that sometimes you can have half ranks (e.g. 2.5 ranks). You'll just ignore half ranks when you use the skill.

Also, I'll try to explain the basics of the system once we're done here. For now, since you have 40 points, you'll probably just want to pick 10 skills that you can put 4 points in each. My suggestions to include would be Appraise, Balance, Hide, Move Silently, Sleight of Hand, and Tumble, but the final choice is up to you and there's not really a wrong decision.
Apr 8, 2021 5:40 pm
great thanks - I filled in a WIP Spycraft character sheet and submitted it.

Chose my 10 skills (all Class Skills, all at rank 4) , and added +1 Departmental skill to one of them.

I also found a 'Spycraft Introductory Rules' pdf that might help me understand the system -- I think that's the right (first) edition:

https://i.imgur.com/w1xy7Pc.jpg
Apr 8, 2021 5:41 pm
Fortitude, Reflex, Will:
in the character sheet there's a pull down option for associated Abilities, how do they work?
Apr 9, 2021 4:13 pm
I'm not sure why that's there. Will uses WIS, Fort uses CON, Reflex uses DEX.
Apr 9, 2021 4:14 pm
Also, yeah, that should be helpful! As an aside, I think I'm going to slightly simplify skills. I made a new thread explaining it. It won't change much for you, but it'll be easier to level up as we go.
Apr 9, 2021 9:43 pm
OK, I added one Basic Combat Feat, Mobility, to the character sheet, as granted by my Department. Pls take a look at the sheet, I filled in where I could but better to cast an eye on it for mistakes.

I think Equipment would be next?
Apr 12, 2021 4:41 pm
Background and equipment. Since I changed skill points, a background won't cost, just pick one and jot it down.
Apr 12, 2021 4:42 pm
You have both personal and mission gear. Personal gear you buy now. Mission gear you get later.

You should purchase stuff for your personal gear you'd want to have on you in case a mission started on top of you. You receive a number of budget points equal to your Charisma modifier ×5, plus your class budget bonus, plus 40.
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