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Author Topic: Character Building: Once Upon A Time in the Weird West  (Read 8988 times)
Krensky
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« Reply #45 on: June 02, 2009, 07:25:10 AM »

It's in the pistol caliber carbine book, if memory serves.

And, sadly, the triggerman is not quite as nasty with a single action army as he is with double action or automatic pistols. Darn manual action. Sad

Which is exactly why there is the option to use the M1911 with a +4 to the error range -- you have a distinct advantage over your six-shooter using opponents, but it's more likely to blow up in your face.

Spoil sport. Here I was hoping to stat up a Colt DAA. Wink

Not to be come begging, but looking at the Thrill-Seeker specialty, would it be kosher to switch it's personal vehicle drive focus and forte to mounts and animal drawn? Or even to another 1.5 cost ability? Even with the cattlepunk elements, I don't see motorcyles really fitting your world description.
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We can lick gravity, but sometimes the paperwork is overwhelming. - Werner von Braun
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There's no upside in screwing with things you can't explain. - Captain Roy Montgomery
Mister Andersen
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« Reply #46 on: June 02, 2009, 08:01:10 AM »

Yeah, makes perfect sense
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Mister Andersen
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« Reply #47 on: June 02, 2009, 09:08:34 AM »

Mounts & Animal Drawn Vehicles removed. Standard Ground Vehicles removed. Heavy Ground Vehicles removed. Mercenary replaces Tactical with Rifle proficiency and Autofire with Pummel. Outdoorsman replaces Mounts & Animal Drawn Vehicles with Mounts. Thrillseeker replaces Personal Vehicle with Mounts.

Mounts covers all standard riding animals. Animal Drawn Vehicles is what it says on the cover.

Cowpoke.
  • Bonus Feat: Mount-Up.
  • You gain the Mounts focus for your Drive skill.
  • You gain the Exotic Hurled weapon proficiency.
  • You gain a +1 insight bonus to Drive & Survival at career levels 1, 4, 8, 12, 16 & 20.
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MDL
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« Reply #48 on: June 02, 2009, 11:03:51 AM »


Description:Gambler and occasional con man with a fixation on the occult and probability.
Name: Scott Winfield
Codename: Jack.  (Jack Rider, Jack Waite)
Origin/Class: Savvy Stranger Assassin 4/High Roller 4
Gender: Male
Ethnicity: Caucasian
Age: Mid twenties (was 21 when the war ended, just how long ago was that...)
Height: 5' 10"
Weight: 145 lbs.
Hair: Black
Eyes: Brown

Attributes:
STR  9  (-1)
DEX  14  (+2)
CON  12  (+1)
INT  16  (+3)
WIS  14  (+2)
CHA  14  (+2)

Origin Benefits:
Savvy : Insight bonuses to Knowledge and Action Dice.
Stranger : 1 free hint, additional interests, increased stress thresholds

Skills:
Acrobatics      0    -1/+2
Analysis        0   +3/+2
Athletics       0    -1/+1
Blend           0    +2/+2
Bluff           11    +13
Bureaucracy     7    +9
Computers       0    +3
Cultures        0   +3    (North America, Western Europe, Eastern Europe)
Drive           0   +2    (Mounts)
Electronics     0    +3/+2
Falsify         0    +3/+2
Impress         11    +13
Intimidate      0    -1/+2
Investigation   0    +2/+2
Manipulate      0    +2/+2
Mechanics       0    +3/+2
Medicine        0    +3/+2
Networking      11    +13/+13
Notice          9    +11
Profession      0    +2    (Gambler, Conman)
Resolve         0    +1/+2
Science         0    +3    (Mathematics)
Search          7    +10
Security        0    +3
Sense Motive    11    +13/+13
Sleight of Hand 11    +13
Sneak           7    +9/+9
Streetwise      11    +13/+13
Survival        0    +2/+2
Tactics         0    +2/+2


Class Abilities:
Heartseeker : Against Special NPC's and PC's, BAB is always equal to career level.
Silent as Death : Fail a Blend/Sleight of Hand check with a non-error, still succeed if
DC/opposed roll <= Assassin Class level + 20

Cold Read : 1/Session.  Ask GM starting number of action dice questions about NPC
upon first meeting NPC.

Quick Change : 2/Session.  Perform a Falsify or Hide check that requires less than
2d4 minutes as a free action, ignoring kit requirements.

Masks(Sneak Attack) : Gain two die of sneak attack damage.
Jacks or Better : Action dice that come up one on their initial roll may be rerolled (not
on subsequent rolls of exploding dice, however).  Affects adjacent teammates.

High Life : Increase Lifestyle by 2, gain one skill point per class level that must go to
Impress or Culture.

More Than Luck I : Spend an Action Die to reroll a roll.  May be used on errors.  May
only be used once per roll.
Bonus Feat : Gain an additional Chase or Gear feat.
Panache : Chase, Gear and Style feats count as Chance feats for things cued to
number of Chance feats.

Poise : Lowest attribute increased by 1.

Feats:
The Dice are Hot : Lifestyle increased by 1.  Cap removed for Gambling checks. 
Synergy bonus to gambling equal to number of Action Dice possessed.

Fortunate : Request additional action die
Black Cat : 1/Scene.  Increase error range by two for a number of targets
equal to the number of chance feats.

Fortune Favours the Bold : Increase size of action dice.
Jinx : Lower cost to activate error by one action die(minimum 0).  Uses equal to the
number of chance feats.

Clean and Polished: From feat training.  Activating errors with posessions costs
one additional action die.



Interests:
Forbidden Knowledge (+1), Theories of Probability, History of Playing Cards, Gambling, Cartomancy, Occult
Symbolism, Mythology

Subplot
GC Fiat x 2: Are Scott's odd habits merely a mild dementia and compulsion in reaction
to seeing something outre, or is there some truth behind it.  Ever since the incident,
he's felt he's some form of 'weirdness attractor,' maybe he's right, maybe he's simply
more sensitive to things that have always been going on, maybe he's imagining things.
Maybe someones out for him because he deserted, or because of his new 'insight.'


Weapon Proficiencies:
Unarmed, Blunt, Edged, Handgun (forte), Rifle (forte), Shotgun (forte)

Tricks:
Canny Shot : Use Intelligence modifier instead of Dexterity modifier for
ranged attacks

Distracting Shot : Feint within CQB with ranged weapon.  Uses 1 shot, increases
error by 1.



Contacts:


Derived Values:
Speed: 30 ft.
Vit: 60
Wnd: 12
Stress: 16
Subdual: 12
Unarmed Attack: +7 / +5  (Special NPC's and PC's / Standard NPC's)
mBAB: +7 / +5 (Special NPC's and PC's / Standard NPC's)
rBAB: +10 / +8 (Special NPC's and PC's / Standard NPC's) (Increase by one when
using Canny Shot trick, increase by one when using Handgun, Rifle or Shotgun)
Fort: +4
Ref: +6
Will: +6
Def: 18 (16 without Dexterity bonus)
Init: +9
Knowledge: +14
Gear: +10
Request: +10
AD: 4d8 (+3 Insight Bonus)
Wealth: 16 (Lifestyle: 5, Possessions: 5, Cash: 6)

Lifestyle Vehicle: Riding Horse
Appearance Modifier: +0  (+1 from Lifestyle, -1 from Forbidden Knowledge)
Spending Cash: $360

Posessions:
Caliber I, 3 picks:
Feat Training(Clean and Polished)
Survival Knife
Weapon Upgrades: Concealed Sheath for Survival Knife, one extra ammo
load for Winchester Model 1897(slugs)
Caliber II, 3 picks:
Colt Single Action Army, .357 Magnum with shoulder holster
Weapon Upgrades: 2 speedloaders, 2 additional ammo loadouts for the Colt Single Action
Damage Reduction gadget, heavy lining in frock coat.  DR2/-
Caliber III, 1 pick:
Winchester Model 1897


Common Items:  Two standard decks of playing cards, pair of dice, deck of tarot
cards, tobacco, matches, canteen, saddle, saddlebags, trail rations, bed roll,
rope, 2 reserve


Contacts:
Allan Foster: Detective of the Pinkerton Agency sort with a standing gambling
debt to Scott.  Confederate Grade contact.
Acquaintance grade option: Specialist/ Sleuth Sources I.
Associate Grade option: Specialist/ Politico Warchest I.
Confederate Grade option: Consultant/ Investigation skill.


Backstory:
Born to a family of farmers in Ohio, Scott wasn't well suited to that life.  Read what
eclectic supply of books he could get his hands on, and discovered he had some
gift with card games at a young age.  When the war started in '61, he eagerly
joined the service at the age of 17.  He saw it as a way out of the dreary farmlands,
and still had something of the idealistic young man about him.  For a year, he
developed quite the reputation amongst his fellows as a card shark, as the
mundane horrors of the war began to jade his outlook.

It was late in '62, the regiment Scott was a part of was nearing Confederate forces.
He noticed birds, carrion birds, beginning to mass.  In that evenings card games,
the tobacco smoke swirled in strange eddies as certain cards came up far more
often than chance would dictate.  Cards that bore an ominous edge in Scott's mind,
like the so called Suicide King, the King of Hearts.  When he brought the foreboding
omens up, his compatriots laughed at his superstitious ways, but this did nothing
to set his nerves at ease.  He fled before dawn, when the battle was truly joined.  As
he made his way away from the encampment, he tried to keep quiet, but odd
unearthly noises, brief visions of strange entities spooked him and he proceeded to
run as fast as he could manage.  When he finally had to stop and catch his breath, he
turned around.  The battle had already begun, and over the field Scott could barely
make out some dreadful form overseeing, feeding upon the carnage.

Scott continued to flee, making his way out west.  He turned to his card playing skills
and primarily survived on his winnings as a gambler.  Now a firm believer that there
is something else out there, he toes the line of the occult.  Careful to not directly
invoke things, fearing to call attention to himself, he nevertheless dabbles in reading
what signs and portents he can, whether it be in a series of poker games, or more
traditional card readings.  He prefers to live a nomadic existence, not settling
anywhere that anything could 'trace' him.  Doesn't use his birth name, given the
importance such things have in various superstitions.  Hardly touches drink, typically
explaining that he prefers to keep his wits about him, but occasionally elaborating that
"Dionysus and his analogues are generally found tied to destruction, if not Death
outright.  That is attention I'd prefer not to attract."
« Last Edit: June 08, 2009, 03:35:16 PM by MDL » Logged
Sludig
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« Reply #49 on: June 02, 2009, 04:40:39 PM »

What would you consider the leather dusters?  Similar to a motorcycle jacket for armor? 
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Mister Andersen
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« Reply #50 on: June 02, 2009, 11:48:35 PM »

The original dusters were full-length, light-colored canvas or linen coats worn by horsemen to protect their clothing from trail dust. At best you're looking at some minor specficic damage resistance against roadrashing/dragging but that's about it.
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Krensky
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« Reply #51 on: June 03, 2009, 09:24:17 AM »

I think he was more looking for something to use the Armor Use ability with.
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We can lick gravity, but sometimes the paperwork is overwhelming. - Werner von Braun
Right now you have no idea how lucky you are that I am not a sociopath. - A sign seen above my desk.
There's no upside in screwing with things you can't explain. - Captain Roy Montgomery
Mister Andersen
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« Reply #52 on: June 03, 2009, 09:30:14 AM »

Ah. That's an interesting point. Hmmm.

I'm thinking a straight swap out of Armour Use for Uncanny Dodge.
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glimmerrat
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« Reply #53 on: June 03, 2009, 11:43:20 AM »

Character is nearly finished, just tarting about with gear.

Watching Crow, Red Man Outdoorsman, Scout 6/Sniper 2

You have any issues with taking a resource pick as a possession to get a trained pet?
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Mister Andersen
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« Reply #54 on: June 03, 2009, 12:15:49 PM »

Nah, it's fine.
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Mister Andersen
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« Reply #55 on: June 03, 2009, 12:22:21 PM »

Do folks want to go with default gear rules at Cal III, or Stockpile rules?
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Antilles
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« Reply #56 on: June 03, 2009, 01:04:56 PM »

Haven't tried actual play with the Stockpile rules yet, I wouldn't mind trying them out.
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Krensky
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« Reply #57 on: June 03, 2009, 01:10:19 PM »

Stock pile or cash seems more appropriate to the style.
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We can lick gravity, but sometimes the paperwork is overwhelming. - Werner von Braun
Right now you have no idea how lucky you are that I am not a sociopath. - A sign seen above my desk.
There's no upside in screwing with things you can't explain. - Captain Roy Montgomery
Sludig
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« Reply #58 on: June 03, 2009, 04:09:31 PM »

Stockpile sounds like a thought.  Uncanny dodge isn't a bad idea. 

Do have a question in correlation with the armor, Soldiers get a security gear pick, would it be conceivable to change it to another, say Resource? or another.
« Last Edit: June 03, 2009, 04:31:37 PM by Sludig » Logged
MDL
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« Reply #59 on: June 03, 2009, 05:49:21 PM »

Another vote that Stockpile or Cash seem to make the most sense...  though I'll need to see about picking up the appropriate PDF's should that be the case.
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