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 Revised Character Creation Guidelines

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JulianAmici
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PostSubject: Revised Character Creation Guidelines   Sun Jan 17, 2010 2:48 am

400 Build Points

Observe all limits in the book, with the following exceptions.
Class 1 Items: Gear and weapons are limited to 5 BP or 25000 nuyen
Class 2 Items: Bioware, Cyberware, Spells, Complex Forms, Commlink (for hacker only), Drones (for Rigger only), and BPs spent on Spirits that start the game owing you favors are limited to 30 BP. As much as 2000 of this can be spent on gear, as long as you do not have over 25000 in gear. Exceptions to the upper limit on this can be overriden with GM approval and a good story. Check with the GM to make sure you aren't spending too much on the wrong thing.
Contacts are limited to 15 BPs, unless good reason can be given for a higher amount.

Availability and Legality:
For Class One, you are limited to a maximum availability of 12, or 8 if it is Restricted. No Forbidden items
For Class Two, you are not limited in any way for legality or availability (exceptions exist, especially for Riggers and Hackers - both of whom can buy actual gear with their Class Two BPs). One item may be Beta or Deltaware if you are so inclined - everything else must be limited to Standard or Alphaware.

All characters must have at least one ranged combat skill. I suggest Automatics as it has the widest range of guns available to it, although Pistol isn't bad.
All characters must have at least Etiquette 2.
All characters should have a background skill relating either to their last posting, a posting before it, or the mercenary trade in general. If in doubt, read Feral Cities for hints, or the posts on this forum.
All characters should have a knowledge skill that counts as a hobby. Something keeps you relatively sane (Although that is a figure of speech in Nutjob's case), what is it? Meditation is a valid answer, as is movies or music.

Everyone may have one Forbidden item of Gear (Class 1), but the specific item must be approved by the GM, and cannot be a weapon or armor.

Gearwise: Keep it to what you can carry in a backpack and a duffel bag. No Vehicles (unless you want to store it). This doesn't mean you can't steal one in the first session - just means don't buy one. Smile In Arsenal, you will find the Smart System of Backpacks, pouches, and canteens. I suggest looking into it. Also the Globetrotter Line of armored clothes is particularly appropriate. A single suit of clothes (or armor) good enough to mingle in and not stick out like a band of mercs is also a good idea. A med kit is always a good idea. One thing a game I play in has a Standard Operating Procedure (SOP) is the idea of a personal med kit. It goes in a pouch on your waist, and when the medic goes to help you, he pulls from your personal kit first. According to the GM, an ex-marine, its how our soldiers actually operate in the field. Considering how cheap medkits are, its not a bad SOP to adopt, but I'll leave that between you and your medic. The faster she can get to the stuff to save you, the faster she can save you.

Also, everyone needs a commlink, and I would suggest either Trodes/Glasses/Earbuds/AR Gloves or Datajack/ARGloves, and everyone needs a subvocal microphone as well.

Qualities: Anyone who wants to is welcome to take Records on File, with Aztechnology being the one who has their info. If you didn't take it, you had a friend who got rid of your data for you once you got blacklisted.

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PostSubject: Re: Revised Character Creation Guidelines   Sun Jan 17, 2010 3:19 pm

Per Pat's request I'm posting a list of the roles filled and the roles that need to be filled.

What We Definitely Have:
Medic (& Back-up Face): Liv's Dr. Feelgood (Human Medic)
Lead Face & Infiltration: Anna's Kali (Ork samurai)
Close Quarters Battle: Steven's Nutjob (Ork samurai)

What We Definitely Need (and who might be doing the job):
Overwatch/Sniper: Tom (possible Elf Sniper)
Magical Support: Tony has expressed interest
Hacker: We're hoping Glen will do the job, but he's not talking right now.
Heavy Weapons: ???
Rigger (vehicle or drone): ??? (although a Hacker could potentially do this job, too).

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Smilingotter
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PostSubject: Re: Revised Character Creation Guidelines   Mon Jan 18, 2010 10:56 am

Actually I've changed him to a human sniper/adept. I should have him posted before the day's out.
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PostSubject: Re: Revised Character Creation Guidelines   Mon Jan 18, 2010 10:58 am

Sweet! I was kinda hoping for another Ork. You know, sort of a theme. We coulda been Da Three Orkz.

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PostSubject: Re: Revised Character Creation Guidelines   Mon Jan 18, 2010 4:04 pm

Glen is doing a Dwarven Technomancer with a focus on vehicles and drones, but who is also a hacker (as in yes, with equipment and software). It's an interesting mix, and given that its Glen doing it I expect to be inspired Smile

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After the lights go out on you/After your worthless life is through/I will remember how you scream
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PostSubject: Re: Revised Character Creation Guidelines   Mon Jan 18, 2010 4:06 pm

Also, just so everyone knows - don't get explosives. You'll only end up having to throw them away or store them longterm. You can obtain some in game.

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"Be strong and do as you will. The swords of others will set you your limits." (Marauders of Gor, p.10)

After the lights go out on you/After your worthless life is through/I will remember how you scream
I can't afford to care/I can't afford to care ("Lights Out" Breaking Benjamin)
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PostSubject: Re: Revised Character Creation Guidelines   Mon Jan 18, 2010 10:49 pm

Do flashbangs count?

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PostSubject: Re: Revised Character Creation Guidelines   Mon Jan 18, 2010 10:59 pm

Nonsequitor subject change: I've noticed that so far three characters have Marine Corps backgrounds: Dr. Feelgood, Nutjob, and now Deacon. I sense a theme coming on!

I might be getting just a little too much into character.

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PostSubject: Re: Revised Character Creation Guidelines   Wed Jan 20, 2010 1:28 pm

No Flashbangs don't count, as long as you pack them away Smile

Heh, well Marines do make good mercs.

What country were you Mercs for? the CAS, UCAS? Steven's background suggests UCAS, but given how you can move around easily, it could be either.

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"Be strong and do as you will. The swords of others will set you your limits." (Marauders of Gor, p.10)

After the lights go out on you/After your worthless life is through/I will remember how you scream
I can't afford to care/I can't afford to care ("Lights Out" Breaking Benjamin)
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PostSubject: Re: Revised Character Creation Guidelines   Wed Jan 20, 2010 3:20 pm

CAS for me.
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PostSubject: Re: Revised Character Creation Guidelines   Wed Jan 20, 2010 11:01 pm

I think Liv's character is from Seattle. She and I would be UCAS Marines. Different services, same origin.

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PostSubject: Re: Revised Character Creation Guidelines   Thu Jan 21, 2010 11:32 pm

Alex Thorson wrote:
Nonsequitor subject change: I've noticed that so far three characters have Marine Corps backgrounds: Dr. Feelgood, Nutjob, and now Deacon. I sense a theme coming on!

I might be getting just a little too much into character.

You're gonna love this Steven: You will also have three Orcs! Tony is playing an Orc Witch Doctor from Africa who becomes a merc after his entire village/tribe dies from VITAS (or maybe Sheddim, who knows). He and Kali served together in Lagos.

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"Be strong and do as you will. The swords of others will set you your limits." (Marauders of Gor, p.10)

After the lights go out on you/After your worthless life is through/I will remember how you scream
I can't afford to care/I can't afford to care ("Lights Out" Breaking Benjamin)
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PostSubject: Re: Revised Character Creation Guidelines   Thu Jan 21, 2010 11:35 pm

Smilingotter wrote:
CAS for me.

There is an option for you Tom: You could have been part of a multinational Spec Ops force that also included Nutjob and Dr. Feelgood for a single extended operation (a week, maybe three). You guys went on a drop into an Azzie facility because there is rumors of them working with Bugs. As it turns out it was a rogue blood shaman who went off the deep end, even for a blood shaman. Those kinds of bonds would stick if you managed to run across each other after your military service ends.

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"Be strong and do as you will. The swords of others will set you your limits." (Marauders of Gor, p.10)

After the lights go out on you/After your worthless life is through/I will remember how you scream
I can't afford to care/I can't afford to care ("Lights Out" Breaking Benjamin)
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PostSubject: Re: Revised Character Creation Guidelines   Thu Jan 21, 2010 11:37 pm

Hey Glen, if you read this, instead of a pastie white gnome, you could be a pigmy. Same stats, just black Smile

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"Be strong and do as you will. The swords of others will set you your limits." (Marauders of Gor, p.10)

After the lights go out on you/After your worthless life is through/I will remember how you scream
I can't afford to care/I can't afford to care ("Lights Out" Breaking Benjamin)
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PostSubject: Re: Revised Character Creation Guidelines   Fri Jan 22, 2010 8:14 am

JulianAmici wrote:
Alex Thorson wrote:
Nonsequitor subject change: I've noticed that so far three characters have Marine Corps backgrounds: Dr. Feelgood, Nutjob, and now Deacon. I sense a theme coming on!

I might be getting just a little too much into character.

You're gonna love this Steven: You will also have three Orcs! Tony is playing an Orc Witch Doctor from Africa who becomes a merc after his entire village/tribe dies from VITAS (or maybe Sheddim, who knows). He and Kali served together in Lagos.

Now, I'm gonna have to go out and find a copy of the Chipmunks singing "Witch Doctor."

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PostSubject: Re: Revised Character Creation Guidelines   Fri Jan 22, 2010 8:56 am

Steven: *sigh*

Pat: works for me.

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