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(OOC) Files of Private Investigation Task Force

Started by Snowman0147, September 06, 2014, 01:41:12 PM

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jan paparazzi

#15
Name: Luke "Smiley" Marciano
Concept: Conman

Background: Trained in the school of hard knocks
Employment: Either prison or this job
Primary Role: The faceman of every operation
Secondary Role: Additional scout
Nature: Charming

Combat: 15
Physical: 21
Mental: 13
Social: 18
Potency: 0

Wound: 40
Heroic: 0
Spirit: 36
Equipment: 26
Initiative: 13
Request: 19

1. Fast talking/manipulation
2. Reading people/knowing secrets
3. Assume identity/disguise
4. Bluff/lying
5. Lockpicking
6. Quick fingers/palm object   
7. Chloroform master/subtle knockout
8. Basic computer hacking
9. Improvise (maybe too vague; I could use dispose body instead)
10. Run like hell (when things go wrong)


I think the skills need work.
May I say that? Yes, I may say that!

Snowman0147

Well they are not skills they are talents.  In other worlds they are things that allow you to do things freely without spending heroics points.  As in a person would have trouble running in the snow.  You can make up a talent saying your immune to difficult terrain rules when traveling through snow.  This isn't something that gives you +1 to your score.

Also your equipment slots is 5 + Physical Mod.  It isn't suppose to be 26.  Remember the mod is the ten digit.  So your 21 in physical means you have a mod of 2.  Total is 7 for equipment slots.

I also take it that your base initiative is 1 because of your mental mod.  Am I right in this?  Base request is 1 + Social Mod which would be another 1.  That is a hefty 2 points of request.

While that is cool that you have ten talents you should really think about condensing them to only five talents.  Use the other five to boost your attributes by ten points.  So you can make that Social 18 into 38 (mod of 3) by using two talents.

Do you see what I am saying?

Snowman0147

Your wound and spirit is wrong too.

For wound double your Physical mod and add ten.

For spirit double your Mental mod and add ten.

Snowman0147

Oh yeah why did you put your best attribute roll into physical?  Seeing from your merits and talents it would make sense to put that into social.

jan paparazzi

#19
Quote from: Snowman0147;786527Well they are not skills they are talents.  In other worlds they are things that allow you to do things freely without spending heroics points.  As in a person would have trouble running in the snow.  You can make up a talent saying your immune to difficult terrain rules when traveling through snow.  This isn't something that gives you +1 to your score.

Also your equipment slots is 5 + Physical Mod.  It isn't suppose to be 26.  Remember the mod is the ten digit.  So your 21 in physical means you have a mod of 2.  Total is 7 for equipment slots.

I also take it that your base initiative is 1 because of your mental mod.  Am I right in this?  Base request is 1 + Social Mod which would be another 1.  That is a hefty 2 points of request.

While that is cool that you have ten talents you should really think about condensing them to only five talents.  Use the other five to boost your attributes by ten points.  So you can make that Social 18 into 38 (mod of 3) by using two talents.

Do you see what I am saying?

Ok I will. I didn't notice anything explaning the meaning of the mod. So I just did the whole thing.

Other five to boost attributes? Social 18 into 38 by using 2 talents? I really need to get used to this system. I think some examples would be nice.
May I say that? Yes, I may say that!

jan paparazzi

Quote from: Snowman0147;786540Oh yeah why did you put your best attribute roll into physical?  Seeing from your merits and talents it would make sense to put that into social.

I didn't know you could do that.
May I say that? Yes, I may say that!

jan paparazzi

#21
New try:


Name: Luke "Smiley" Marciano
Concept: Conman

Background: Trained in the school of hard knocks
Employment: Either prison or this job
Primary Role: The faceman of every operation
Secondary Role: Additional scout
Nature: Charming

Combat: 15
Physical: 13
Mental: 38
Social: 51
Potency: 0

Wound: 12
Heroic: 0
Spirit: 16
Equipment: 6
Initiative: 3
Request: 6

1. Silver Tongue: Advantage when convincing a target.
2. Master of Disguise: Disadvantage for a target to notice your real identity.
3. Cold Reading: Advantage when detecting a motive or spotting a lie.
4. Disable Security: Advantage when disabling a security system or lock.
5. Sleight of Hand: Advantage when stealing an item or placing an item on a target.



Changed the names.




And five left to boost attributes. Can I put five on social? Nope, I can't. Forget about it.

Ok max of 59. So maybe 3 on social to 51 and 2 on mental to 48?

If the boosts give +10, what do the skills do? I mean gives lockpicking a temporary +10 boost?
a temporary +10 boost?[/I]
May I say that? Yes, I may say that!

Snowman0147

Okay with the added nature of your talents points spending on your attributes I will say this.  Your guy is looking really good.  Though how did you get 48 for mental?  18 + 20 = 38.

Changes I see in your sheet is Wound 12 because your physical mod is 1.  Your Spirit is 16 because of the mental increase.  You got equipment slot right.  Base initiative is 3 because of your new mental mod.  Request should be 6 due to social mod of 5 plus your rank 1.

Now to the meet of your sheet.  You seem to be treating your talents as skills which they are not.  What I would do is give them a name and a effect.  Your treating them like skills so just say you gain a advantage if you do any of those things.  Sure it would make you powerful social monster, but you are a pretty weak fighter.  Hell your lock picking abilities would need to grant you a advantage with your small physical attribute.

In case your wondering a advantage grants you one more positive die.  If you really want to mix things around you could say disguise grants people a disadvantage when trying to detect you.  Disadvantage grants the opponent a negative die.

jan paparazzi

#23
Quote from: Snowman0147;786671Okay with the added nature of your talents points spending on your attributes I will say this.  Your guy is looking really good.  Though how did you get 48 for mental?  18 + 20 = 38.

You're right. 38


Quote from: Snowman0147;786671Changes I see in your sheet is Wound 12 because your physical mod is 1.  Your Spirit is 16 because of the mental increase.  You got equipment slot right.  Base initiative is 3 because of your new mental mod.  Request should be 6 due to social mod of 5 plus your rank 1.

I really dont get those mods. How do you get them? I have 21 social, so I figured mod 2. And the rest is mod 1. Oh I see now. You are using the steps wrong. You calculate the talent 10 boost when you determine starting stats. You should switch step 3 and 4. 4 goes first, then add the boost to your attributes, and then determine starting stats.

The way you do it now is go 1, 2, 3, 4, back to 2 and back to 3 again. This is not convenient. I never went back to my attributes before once set. My suggestion would be 1, 4, 2 and then 3.

1. concept and merits
2. talents and attribute boost
3. roll attributes and add boost
4. determine starting stats


Quote from: Snowman0147;786671Now to the meet of your sheet.  You seem to be treating your talents as skills which they are not.  What I would do is give them a name and a effect.  Your treating them like skills so just say you gain a advantage if you do any of those things.  Sure it would make you powerful social monster, but you are a pretty weak fighter.  Hell your lock picking abilities would need to grant you a advantage with your small physical attribute.

In case your wondering a advantage grants you one more positive die.  If you really want to mix things around you could say disguise grants people a disadvantage when trying to detect you.  Disadvantage grants the opponent a negative die.

Ok so they are five spells or abilities? For example "Charm: gain a bonus on social rolls vs the target." or "Karate punch: deal x damage vs target.".
May I say that? Yes, I may say that!

Snowman0147

Well I did because I was GM.  Still once you decide which attribute to boost it is always nice to see if it increases your other stats.  So I was giving you heads up.

For talents I am going to ask a question.  Had you ever played Mage: The Awakening?  If so you may notice that arcana can do a lot of things within its theme, but have a cost.  Rotes on the other hand does only one thing, but does that one thing well.  That is how merits and talents are treated.  Merits are like arcana.  Talents are like rotes.

Example:  Say you have Beaten, but Never Defeated as a merit.  Now think of all the cool things you can do with that.  Place it on a super villain and you got one that comes after the heroes thought he was dead.  Put it on a heroic under cover cop that is getting a beat down.  Now you can spend heroics to provide soak to absorb the damage from that beat down.

Talents are specific versions of merits.  A powerful monster that hunts down the heroes could be killed at least once, but the talent known as Death is Nothing can be used to give it back life.

A spy could have a talent that the player calls Torture Resistance which provides soak equal to physical mod when his character has to endure physical torture.  Perhaps the player could upgrade it to allow soak that is equal to mental mod against none physical torture as well.

So why bother with talents.  They are tiny merits that do one thing, but they do it freely.  There is no heroic cost to them.  The only draw back a talent has is it is limited in scope just how a rote only does one spell.

Snowman0147

Quote from: jan paparazzi;786673Ok so they are five spells or abilities? For example "Charm: gain a bonus on social rolls vs the target." or "Karate punch: deal x damage vs target."

Yes.  Your now understanding it.  Though for x it would be the best attribute that describes uses it.  Still for martial arts I would go for treat these as lethal weapons and thus don't suffer the half damage flaw.

Though that is just me the GM.  Talents do require the player and GM to talk with each other.

jan paparazzi

#26
I changed the names. I don't really know how to fill in the talents. Can you make something up? I am too much in the dark for this. What I have is this:

1. Silver Tongue: Double your social roll when fast talking a target.
2. Master of Disguise:
3. Cold Reading:
4. Disable Security:
5. Sleight of Hand:

I have no idea what the balance is in this game. So +20 to social rolls or double it up? No clue.

I have 5 talents. One for manipulation/fast talking, one for disguises/masks/subterfuge, one for finding out what secrets NPC's have, one for security systems/lockpicking and one for concealing and stashing objects. I shoved locks and security in one talent. I am not really sure about the cold reading or sleight of hand. I might replace one for a combat talent. Stabbing someone with a poison dart or something.

This game feels a little like Spycraft btw.
May I say that? Yes, I may say that!

Snowman0147

Just say you got a advantage to those things.  That way you can just roll a extra +1 positive die, or improve your attribute by one for passive tests.

The disguise talent is different.  That should be a disadvantage which gives your foes -1 in passive tests to detect you.

Your sleight of hand is a question.  Are you going with the stealing aspect, or the hiding items.  If stealing it is a advantage.  If hiding it is a disadvantage.

jan paparazzi

#28
Name: Luke "Smiley" Marciano
Concept: Conman

Background: Trained in the school of hard knocks
Employment: Either prison or this job
Primary Role: The faceman of every operation
Secondary Role: Additional scout
Nature: Charming

Combat: 15
Physical: 13
Mental: 38 (+20)
Social: 51 (+30)
Potency: 0

Wound: 12
Heroic: 0
Spirit: 16
Equipment: 6
Initiative: 3
Request: 6

1. Silver Tongue: Advantage when convincing a target.
2. Master of Disguise: Disadvantage for a target to notice your real identity.
3. Cold Reading: Advantage when detecting a motive or spotting a lie.
4. Disable Security: Advantage when disabling a security system or lock.
5. Sleight of Hand: Advantage when stealing an item or placing an item on a target.


I do want another talent for stashing and hiding items on myself (disadvantage for NPC's to spot this when being frisked for example) in the near future.

Anyway, I am happy wiht this.
May I say that? Yes, I may say that!

Snowman0147

And it looks good.  Too bad no one else signed up for this play test.  Do you mind if you control other characters, or do you want to see npcs helping you out?  Do you want to do this solo?