Sep 7, 2021 2:04 am
The character's class determines the role they will play on the team or group and includes his training and provides special abilities to aid her and her team during missions.
Per the concept I have been working on for my character and as stated in Steps 0-2 I was pretty settled on the Intruder class. Per the core rulebook an Intruder specializes in gear acquisition and covert field tactics with abilities that make her part thief, part street broker, and infiltration expert.
Class also ties in closely with skill and feat selection (Steps 4 and 5 of the process), particularly by providing the amount of skill points you can spend on skills and what skills are 'class skills'. I will be selecting and discussing skills next post.
Starting Weapon Proficiencies: 3. Something that will be important to determine prior to Step 10: Gear Selection. Weapon Proficiencies are also a level dependent benefit (with a bonus proficiency being provided approximately every other career level). Weapon proficiencies can be used to gain proficiency in one weapon group (to negate the penalties for untrained use) AND/OR you can pick up a 'forte' with a particular weapon group (for additional bonuses) by spending 2 proficiencies on one particular group.
My sources for inspiration, Mitch Rapp and Sam Fisher, are more up close and personal in their methods meaning unarmed and small arms seems to be the more appropriate fit than the heavy weapon groups and vehicle weapons. Thus I am going with Unarmed, Edged (Knives and such), and Handgun with an eye for picking up Submachine Gun at level 3 and then picking up Fortes in unarmed, handgun, then edged.
Per the concept I have been working on for my character and as stated in Steps 0-2 I was pretty settled on the Intruder class. Per the core rulebook an Intruder specializes in gear acquisition and covert field tactics with abilities that make her part thief, part street broker, and infiltration expert.
Class also ties in closely with skill and feat selection (Steps 4 and 5 of the process), particularly by providing the amount of skill points you can spend on skills and what skills are 'class skills'. I will be selecting and discussing skills next post.
Starting Weapon Proficiencies: 3. Something that will be important to determine prior to Step 10: Gear Selection. Weapon Proficiencies are also a level dependent benefit (with a bonus proficiency being provided approximately every other career level). Weapon proficiencies can be used to gain proficiency in one weapon group (to negate the penalties for untrained use) AND/OR you can pick up a 'forte' with a particular weapon group (for additional bonuses) by spending 2 proficiencies on one particular group.
My sources for inspiration, Mitch Rapp and Sam Fisher, are more up close and personal in their methods meaning unarmed and small arms seems to be the more appropriate fit than the heavy weapon groups and vehicle weapons. Thus I am going with Unarmed, Edged (Knives and such), and Handgun with an eye for picking up Submachine Gun at level 3 and then picking up Fortes in unarmed, handgun, then edged.