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Author Topic: A Character on the Run  (Read 2928 times)
MartialIX
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« on: August 19, 2007, 01:35:38 PM »

Hey all!

I just bought 2.0 and I'm looking at running a campaign which involves a genetically modified agent running from his creators, a la Bourne or Genetech.  I've got a few questions related to the initial set up of the situation, before the character has his feet under him.

For the opening mission, the one where he goes off the reservation, he'll be operating as a Faction agent.  He'll get his gear picks normally.  During the mission, though, he'll encounter a ringer who convinces him to escape (or forces him to run from his creators by framing him for a mistake, depending on which direction the player takes).

At this point, the character has no home, no money, no job and no friends.  How should I deal with Net Worth?  I was considering having the ringer hand him an envelope or briefcase of cash and cheapening the Net Worth scale.

Also, until he gets picked up by another Faction (which will probably happen), many missions won't exactly have a discernible Intel phase for gear picks and whatnot.  How would you handle this?

Finally, this is a solo game.  Obviously final choices will be up to the player, but what would you suggest for a well-rounded solo character?  I was thinking a Dedicated Test Subject Soldier or Intruder.

Many thanks in advance for your ideas.

MIX
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Toccata
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« Reply #1 on: August 19, 2007, 02:12:36 PM »

Well, the ringer part is a textbook Rival Approach event, or a Wanted event if it goes the other way.

Keep in mind, Net Worth isn't "actual money", it's also favors and influence and stuff like that. It could be private individuals he's happened to help in the past while on missions, etc.
Or you could just start him off with 0 Net Worth. This would mean he'd have no mission gear until he accumulates some Net Worth, if I recall correctly, which might well be what you're going for.

As for a well rounded solo character, the easiest ways are either the Omni-competent campaign quality or go the route of The Pretender (a great source of inspiration for this kind of thing) and go with the Schemer expert class. Other than that, you probably want to choose a range of different skills, and probably a class with at least 6+Int Mod skills per level.
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Fnord.
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« Reply #2 on: August 19, 2007, 02:26:23 PM »

Hi and welcome!

Net Worth and Reputation are interchangeable. Net Worth doesn't represent a money as such, rather is how much people value you and your services.

When running Freelance you can still have Intel Phase and get gear picks: you meet the client or contact for the client (or do it in the web like in Assassins or The Saint), after that you start calling your contacts and arrange for the delivery of gear to pickup point(s) (like in The Jackal).

Solo character feats: I Can Swim, Training and Well Rounded.

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Silverthorne
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« Reply #3 on: August 19, 2007, 03:17:07 PM »

This does not have to be a solo game.  A group can be assigned together and get to an important place in the mission only to find it blown.  A contact before that location was turned.  A rival saw them and was staking them out, many possibilities exist.  Also, they may have done nothing wrong, just someone above them needs a scape goat.  Guess who.  The director needs a 'turncoat' he picks them.  Sends another team after them to clean up the mess.  There are many possibilities that exist.  A group of agents that are no longer useful, as in they are good at their jobs but the 'company' was shut down. 
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MartialIX
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« Reply #4 on: August 19, 2007, 04:01:23 PM »

Agreed, Silverthorne- but it IS a solo game.  I've only got one player.

Thanks to all for the advice.  I'll probably be posting writeups from Project VICTOR eventually.

MIX
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Toccata
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« Reply #5 on: August 19, 2007, 09:11:27 PM »

Oh, and another thought.

Expect a large body count on the npc side when it comes to combat. Since the Threat Level is the total of all the characters career levels divided by 5, a solo character will be far more competent and effective than the npcs.

I'd suggest amping up the npc stats if you want to avoid that.
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Silverthorne
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« Reply #6 on: August 19, 2007, 11:07:38 PM »

Sometimes to give the players a hand, as GM I toss in a character that I can play as well.  but it is more of a NPC that is always around and gets a share of exp and loot.  Also it is usable when the players want to get rude with the GM.. I have this a lot.
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OverNinja
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« Reply #7 on: August 19, 2007, 11:16:50 PM »

Sometimes to give the players a hand, as GM I toss in a character that I can play as well.  but it is more of a NPC that is always around and gets a share of exp and loot.  Also it is usable when the players want to get rude with the GM.. I have this a lot.

Our group does this also.
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Merxiless
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« Reply #8 on: October 30, 2007, 05:21:41 AM »

seems to me like your solo guy is burned or disavowed as soon as he gets out of the gate.

Likely as not he's not gonna regain any status, from his original employers unless he's given amnesia or something...

He might seek another faction, sure, but it seems to me like he's going to go the incredible hulk route, always on the run, never safe, can't really trust anyone, until he's killed, stops running, or "finds a safe place." (perhaps with a rival agency.)

An interesting turn would be if he causes so much ruckus that the original project is shut down, and he's running essentially from nobody, a victim of his own paranoia.

Good luck it sounds like an interesting game.

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spinningdice
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« Reply #9 on: October 30, 2007, 12:16:48 PM »

Another way of interpreting it, is that from the time he's 'burned' until the time he's established again he has 1 mission. Effectively a long mission that lasts until he's gathered a few contacts and so on who can provide mission gear/support for future missions, or joins another faction.
His mission gear for this mission will effectively be stuff he's stolen from his prior faction.
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Crafty_Alex
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« Reply #10 on: October 30, 2007, 02:39:12 PM »

I agree that Mistaken Identity, Long Term Mission, Rival Approach, and Wanted all fit the subplot angle - but choose the least relevant and make the rest the FULL plot Smiley

Solo characters are definately an interesting challenge. Remember not to make the Threat Level the same as character level here, otherwise this guy's toast - use the calculations as provided in the book for a "fair" game.

If I were to build a solo character who's being hunted, I'd make sure my character could adapt and survive anywhere. Surge of Speed (HUGELY useful, esp when you have no backup), Daredevil (virtually guarantees escaping NPCs in this game), Fortunate (action dice can always save your bacon), Safe House (on the move, need to hide...), Flawless Identity ("This is not the droid you're looking for"), and 1 or 2 strong Unarmed combat feats like Kicking Basics/Moves, Martial Arts, or Wrestling Basics (you can never be disarmed of an unarmed attack). I'd also load up on power skills like Athletics (Disarm checks = free guns!), Blend (you don't even try to have to hide), Bluff, Investigation, Notice, and Sense Motive to increase your survivability.
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spinningdice
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« Reply #11 on: October 30, 2007, 03:07:53 PM »

To add to that I'd consider boosting the character, Level 1 in a solo game is difficult, as 1/5 is still 1 in game terms. 3 is probably a good start.
I'd also strongly consider the various 'Fast' Campaign Qualities as the character is going to need the diversity more than would be needed in a proper team.

Class wise, out of Soldier or Intruder I'd go with Intruder, I usually recommend away from Soldier anyway as the class is a little too far towards a 1-trick pony (when I GC I recommend diversity and try to steer players away from Soldier & Hacker in particular, at least as single class characters, as it's all too easy to fall into making them very good at what they do - but sat around for 2/3 session doing nothing.
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Equinox
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« Reply #12 on: November 02, 2007, 05:11:32 AM »

Good solo classes:

Wheelman - Great BAB, versatile skillset and a few class tricks that are very handy to have when things go rough

Martial Artist - The focus is on unarmed, but as was pointed out, you can't be disarmed of an unarmed attack. Also, check out Boxing Moves (Knock Out). Also, you get a few social skills in case you need to talk yourself out of trouble.

Thug - Many of the same benefits of the martial artist, except that you get a few extra attacks when you need them.

Advocate - You're not a combat monkey, but Advoctes are pretty flexible in terms of building your character and they're good at what they do - whatever they choose to do. There's a reason why Batman can be built using Advocate levels.

Intruder - Lots of skill points + class abilities that keep you from dying = goodness. 'Nuff said.

Sleuth - Lots of skill points + all kinds of HUMINT abilites + little details = goodness.

If I were building the character I would pick Brainy (mmm, free skill points), Gifted (flexability) or Privileged (mmm, free Wealth) as my Talent and Operative (Posessions + Culture), Playboy (PL as a starting feat? Yes, please!) or Thrill Seeker.

If I were starting at level 3 I would likely go Wheelman 1/Martial Artist 2, Sleuth 2/Wheelman 1, or Thug 1/Wheelman 1/Martial Artist 1.
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Crafty_Alex
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« Reply #13 on: November 08, 2007, 02:44:16 PM »

Oh, almost forgot. If I were to choose classes for a solo character, I would go either Explorer or Lawman. Why? Well, pretty much the same reason for both:

* Both classes are good fighters (high BAB, Request Assistance and bonus Combat feats on the Lawman; All Over the World and bonus Combat feats for the Explorer; decent Defense and saves for both)
* Competent investigators (The Notebook and Connected for the Explorer; Type A, The Badge and good selectables for the Lawman; good investigation skill spread for both).
* Can handle social stuff (All Over the World again for the Explorer; Type A again for the Lawman)
* Survivable (Lifeline for the Explorer; 10th and 14th level abilities for the Lawman)

Each of these guys can do the job of an all-rounder quite competnetly without relying on skill/feat combos, thanks to their raw abilities. It's pretty tough to go wrong.
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Ezram
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« Reply #14 on: January 16, 2008, 08:32:44 PM »

Soldier is a one trick pony?  Huh? That's depressing to hear.

And, Explorer has good BAB, but not high BAB.
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