Karvis
Out of Character Discussion => Special Forces OOC Forum => Topic started by: GM Craig on March 23, 2013, 10:10:44 AM
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For the recent actions on Mission #14 - A New Ally? I am awarding everyone 6 CP's.
Also, you guys are slightly behind where I wanted you to be by this point in the game. So I am awarding 10 bonus CP's to help bring you up a little.
Please post your spending below. If anyone needs copies of their character sheets, let me know.
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I'm gonna hold off spending anything until A) I reach 20 CP so I can get a Force skill, or B) I find a Jedi teacher (a non-evil one, that is).
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Is it okay if I take a specialization, Brawling Parry: Martial Arts? My base brawling parry skill is at 5D, so would that be 5 skill points to get the first specialization pip right?
Here's a quote from the book;
Learning New Skills
Skills and Specializations. Characters can learn a new skill or specialization by paying enough Character Points to advance it one pip above the attribute. There is no training time if the character "used the skill" in the last adventure (i.e., used the attribute when doing something that would be covered by the skill). Otherwise, use the normal rules for training time.
I don't know what skills I all used during my alone time with the droid and troopers, you had made a comment that I was wrestling and dodging fire in one post so I'm guessing there was some parrying going on.
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Keep in mind that the specializations for defensive skills depend on the type of attack being defended against. So brawling parry: martial arts will be effective against someone attacking you with brawling: martial arts only. Otherwise your base brawling parry will be used.
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You house ruled that in the skills discussion on the general board.
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Hmmm. So I did. Thanks for reminding me.
Still not happy about it, but I can't see any way around it. However, I am considering expanding the martial arts rules, so there will be some changes coming shortly anyway.
You can take a new specialization by advancing the specialization one pip past the base skill.
I'm comfortable with assuming you used it in the last mission, and you can take the specialization.
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I had 1 cp left after the last adventure so with the 16 awarded, a total of 17.
I'll throw 4 into Dodge:Energy weapons going from 8D+1 to 8D+2
I'll throw 4 into Blaster:Heavy blaster pistol going from 8D+1 to 8D+2
And I'll tentatively use 3 to gain Melee Parry: Martial Arts 5D+1 (base Melee Parry is 5D), but I'd like to see what changes you're planning on implementing before making a final decision.
If you'd rather just ditch the specializations that would fall under Brawling and Brawling Parry I'm fine with that, but I'd need to do something with my Brawling specialization then.
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I'm looking at making an advanced skill for Martial Arts. Similar to how Medicine advances - it's more expensive, and has a pre-requisite to unlock the advanced skill.
The plus side is you can do a lot more with it, such as special moves, etc. Different styles are more offensive or defensive, etc. I haven't worked out the details yet, but there's a lot of lore in the Extended Universe about martial artists, and I'd like to offer the chance to explore that. Some of the characters on Karvis already have advanced martial arts skills (some among Cali's household, for example).
I'll try and post something on it this week.
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I'd be interested but training time for advanced skills is high, and of course expensive. Funny enough, Trax has enough D in first aid to learn medicine if he wanted to.
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Your proposed rules are very tempting. And Trax already has an in with potential teachers.
My Brawling parry specialization will stand, so at the moment I have 6 points left, and I don't think I really used any other (combat) skills.
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That would work out pretty good. There's a lengthy training time requirement for getting your first D in those skills, on par with what the possible Jedi folks will be doing. :)
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My only concern is once Jex and Niil get into force powers Trax becomes very...secondary. Even more so if I take time off for training instead of doing missions and getting extra cps.
When we get to that point Trax should get an extra cp every time one of them uses a force power because he'd be a normal (we're talking physically, not mentally) guy now fighting with abnormal people :)
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Trax is never going to be secondary. :) There's a reason bounty hunters kill Jedi after all... :)
While it is true that once a Jedi character can reliably activate Lightsabre Combat, they greatly increase in power, you need to remember that while they are working on their force skills (to no appreciable effect for a long time), you will continue to improve fairly steadily. So their advancement will level off for a long time, and take a big jump once LSC is dependable, you will continue a linear progression. I expect it will be about the same in the end.
Sure, they'll have 7D in Lightsabre Combat, but you'll probably have 10D in heavy blaster pistol.
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Trax is never going to be secondary. :) There's a reason bounty hunters kill Jedi after all... :)
Are you suggesting Trax should kill Jex and Niil? I hope not because that would be unimagin...um, unthink...er, completely out of char...dependent on how lucrative the contract is ;D
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Trax (carressing the grip of his blaster): "Hey, Jex, Niil, did you hear? Fifty thousand creds offered for each of you. A guy could live on easy street with that . . ."
Niil (waving his hand): "But first, you have to walk over there and scream profanities at the Imperial governor's wife."
Jex (also waving hand): "And then, you have to give the Imperial governor a passionate, open-mouthed kiss."
Trax (blinks for a few moments): "Hold that thought, meal tickets. I have to convince the governor over there that he can do better . . ."
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Trax is confident enough in his heterosexuality to pull that off. But from that point on you'll need to sleep with one eye open.
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With red-armored troops abound, plus a dark jedi and a huge bounty on my head? Niil's been sleeping with both eyes open for months . . .
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With red-armored troops abound, plus a dark jedi and a huge bounty on my head? Niil's been sleeping with both eyes open for months . . .
Wait did you say a huge bounty ... lets hold off on that commission for a bit, ok Major ...
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Craig, could you send me a copy of my character sheet please? Thx.
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My sheet says I now have 22 CPs with 6 for the adventure and 10 bonus. Let me know if that's incorrect.
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It's incorrect until Calland safely gets Geilphen and the others to Fikkelowna. After that it's fine. :)
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Calland may need to have a "deep think" about all that's going on. He's trying to juggle a lot of flaming chainsaws at the moment. :)
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When he steps up to activated thermal detonators I'll be impressed ...
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I don't know, an activated thermal detonator is just as easy to juggle as one that hasn't been activated.
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Yeah yeah yeah. Whatevs...
Calland may ultimately not agree to take Geilphen right away...and only as a last resort in case of Algenon.
I'm having deep think over it because my INT only runs between 15 and 17 and need to figure what a 22 INT character would do...
Now back to poor tormented Collan :P
Craig...how much time have we had since the end the last mission for any potential training?
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A few days or so. Training time won't be an issue for skills you used.
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I'm having deep think over it because my INT only runs between 15 and 17 and need to figure what a 22 INT character would do...
There are mechanics in the game to handle that. If Calland spends some time in a deep think, I can apply his 22 Int to the situation and see what he comes up with. Bascially, a INT stat check versus the various tangles he's facing.
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My sheet says I now have 22 CPs with 6 for the adventure and 10 bonus. Let me know if that's incorrect.
Confirmed 22 CP.
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Craig, please add +1 to Dodge: Energy Weapons, Melee Combat: Vibroblade, and Melee Parry: Vibroblade
That should cost 13 CP leaving me with 3 CP. Correct me if my calcs are wrong.
I am also sending you a PM.
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Confirmed, 3 cp left.
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+1 to Brawling Parry now 4D
+1 to Sneak, now 3D+1
+1 to First Aid, now 4D
That's 9 cps to start, taking me down to 13 remaining. I forget, if you improve a base skill does that also add a pip to any specializations?
I'm also curious if Collan has had enough time to partake in any martial arts training, particularly those that focus on mental discipline.
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Once you get a specialization, it is treated as a separate skill, so increasing the skill it is based on does not increase the specialization.
Basic martial arts you can do pretty much any time. Advanced stuff will come later. Brawling Parry: Martial Arts and Brawling: Martial Arts would both be available to you. I'll waive the training time for those skills this once.
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There is someone within the ranks that can train him too :)
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Did you mean someone rank that can train him ... >:D
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There is someone within the ranks that can train him too :)
There's a few with ranks (and a few who are rank) that can train him. :)
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So, 13 CP...
+1 to Brawling: Martial Arts, now 4D+1 (after training, however we want to handle that) (-2CPs)
+ 1 to Blasters, now 3D+2 (-3CPs)
CP Remaining: 8
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+1 to Brawling: Martial Arts, now 4D+1 (after training, however we want to handle that) (-2CPs)
+ 1 to Blasters, now 3D+2 (-3CPs)
CP Remaining: 8
Updated and confirmed. No training required, this time only.
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Craig...can you a copy of my latest CS to me?
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You going to be on Google today? I can transfer it to you there. Or would e-mail be better?