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Author Topic: So good to be bad!  (Read 16845 times)
Aragathor
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« Reply #45 on: August 30, 2007, 08:39:00 AM »

Hey Golden Dragon, the conversion (crunch only) is here.
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« Reply #46 on: August 30, 2007, 09:01:11 AM »

Avatar was originally in the Shop book.

Conversion is here (one place, it's on at least one other thread):
http://www.crafty-games.com/forum/index.php?topic=307.0

Doh! Aragathor got first.
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« Reply #47 on: August 30, 2007, 09:02:48 AM »

Yes, Pointman on a leader of orks or goblins is an awesome idea.
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Crusader Citadel

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Aragathor
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« Reply #48 on: August 30, 2007, 09:23:51 AM »

Quote
Doh! Aragathor got first.
You can check on the rep, second to none

The avatar class is quite similar to space marines hmmm...

Quote
Yes, Pointman on a leader of orks or goblins is an awesome idea.
I'm da boss, cuz I'm da biggest ork around.

Quote
Elves... well, lets just say a gamebreaker class ability named "1,000 Years" is pretty much any damn thing you want it to be...

A 1k years slumber?  Wink

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TheAuldGrump
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« Reply #49 on: August 30, 2007, 07:44:56 PM »

Just a heads up - 'Ork' with a 'K' is trademarked by Games Workshop - avoid, avoid, avoid!

Mr. Wick got lucky with Orkworld - but tGW did send him a legal notice.  Undecided

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Aragathor
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« Reply #50 on: August 30, 2007, 07:53:23 PM »

Quote
Just a heads up - 'Ork' with a 'K' is trademarked by Games Workshop - avoid, avoid, avoid!
Not where I live, in Germany no sane person would write ork with an "c". And it's not a GW trademark here, it's public domain.

EDIT:
Shadowrun also uses "orks" and not "orcs".
« Last Edit: August 30, 2007, 07:57:03 PM by Aragathor » Logged

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Toccata
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« Reply #51 on: August 31, 2007, 07:34:45 AM »

Gol'khan Skullsplitter, Warchief of the Horde

Origin: Ork Wanderer
Class/Level: Thug 4/Avatar 6/Legendary Ork 5
Action Dice: 6d8
Abilities: Str 20 (31 for Strength-based skills and encumbrance), Dex 14, Con 16, Int 12, Wis 14, Cha 21
Origin and Class Abilities: <Ork Abilities>, Brutal, Chip on Your Shoulder, Got Your Back I, Vicious Attack (1/combat), Unstoppable Force, Blockbuster, Take It (2), Bio-efficiency, Wuxia I, Kill the Weak (10/combat), Self-Perfection +1, Master the Lash +8, Living Legend, Rise of the Warchief

Skills: Acrobatics +18/+10, Athletics +18/+11, Intimidate +33/+25, Notice +9, Resolve +22/+21, Tactics +14/+17
Skill Focuses: Cultures (Ork, <nearest 'ooman culture>), Drive (Personal Ground Vehicles), Profession (Adventurer), Science (Engineering)
Feats: World Traveller, Candidate, Wolf Pack Basics, Berserker Basics, Tactical Advantage, Gorgeous, Tac-Squad Basics, Guts, Superhuman I, Berserker Mastery, Larger Than Life, Toughness, All-Out Attack, Berserker Supremacy
Initiative: +11 (+9 Class + 2 Dex)
Speed: 30 ft.
Size: L (1x1 squares)
Reach: 2 squares
Base Attack Bonus: +13
Weapon Proficiencies: Unarmed (Forte), Blunt (Forte), Exotic (Blunt) (Forte), Edged (Forte), Exotic (Edged) (Forte), Hurled (Forte), Exotic (Hurled)
Melee Attack: +19
Ranged Attack: +16
Defense: 24 (10 + 12 Base Defense Bonus + 2 Dex)
Vitality Points: 183 Wound Points: 24
Stress Threshold: 14 Subdual Threshold: 20
Damage Reduction: 3/6 (Raid Jacket)

Fortitude: 13 Reflex: 8 Will: 8
Knowledge Check: 16
Gear Check: 17
Request Check: 20
Interests: Loud Music, Sharpening Weapons, Graffiti, Alcohol, Dwarf Throwing, Giving Speeches

Wealth: 14 (5 Lifestyle, 6 Possessions, 4 Spending Cash)
Housing: long-house (10)
Appearance: +1
Personal Vehicle: Motorcycle (Hawg) (Large 2x1)
Possessions: Broad Axe (2d6, 1/19-20, M/2h, AP(3), MAS, RGD), Chain Whip (1d8+1, 1-2/19-20, M/1h, AP(2), TKD), Hatchet (1d8+1, 1-2/20, S/1h, AP(2), TRP(+2)), Raid Jacket (DR 3/6, Notice/Search DC 22D, Personal Tailoring), Throwing Axes (1d6+1, 1-2/20, 3M1, 10 ft x 4, T/1h, AP(2), INJ), Caliber I Climbing Kit, "Zzap this!" (Damage Resistance Gadget, PR4 Electrical, in Raid Jacket), "Listen up!" (Miniaturized Common Item, Loudspeaker)
Spending Cash: 1,600
Personal Common Items: 14
Mission Gear Picks: 3W, 4R, 1S, 1G
Organization Gear Picks: +5
Mission Common Items: 5
Maximum Reserve Picks: 2
Encumbrance: up to 1,224 lbs. Light Load, 1,225-2,448 lbs. Medium Load, 2,449-3,680 lbs. Heavy Load, 3,681-7,360 lbs. Extreme Load, 7,361+ lbs. Overloaded, 3,680 lbs. Lift Over Head, 7360 Lift Off Ground, 18,400 lbs. Push or Drag

When Raged:

Abilities: Str 25 (36 for Strength-based skills and encumbrance), Dex 14, Con 21, Int 12, Wis 14, Cha 21
Skills: Acrobatics +20/+10, Athletics +20/+13, Intimidate +35/+25, Notice +9, Resolve +24/+21, Tactics +14/+17
Base Attack Bonus: +13
Melee Attack: +21 Broad Axe
Defense: 29
Vitality Points: 218 Wound Points: 32
Subdual Threshold: 25

Fortitude: 18 Reflex: 13 Will: 13
Encumbrance: up to 2,448 lbs. Light Load, 2,449-4,904 lbs. Medium Load, 4,905-7,360 lbs. Heavy Load, 7,361-14,720 lbs. Extreme Load, 14,721+ lbs. Overloaded, 7,360 lbs. Lift Over Head, 14,720 Lift Off Ground, 36,800 lbs. Push or Drag

[edit: fixed math error]
[edit: fixed a few other errors]
« Last Edit: August 31, 2007, 08:57:40 AM by Toccata » Logged

Fnord.
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« Reply #52 on: August 31, 2007, 07:55:00 AM »

Nice build Toccata, I especially like the interest in 'Dwarf Throwing'. Though I was surprised Martial Arts: Strength didn't make it in there.

Also when he gives his opponents torment they can shout "KHAAAAAAAAAANNNNNNNN"  Grin
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Toccata
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« Reply #53 on: August 31, 2007, 07:57:34 AM »

Nice build Toccata, I especially like the interest in 'Dwarf Throwing'. Though I was surprised Martial Arts: Strength didn't make it in there.

Also when he gives his opponents torment they can shout "KHAAAAAAAAAANNNNNNNN"  Grin

I was struggling getting enough feats as it was, and I figured he would be more effective using All-Out Attack than Martial Arts, with the 20/25 strength and all.  Wink
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Mister Andersen
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« Reply #54 on: August 31, 2007, 08:47:36 AM »

Kinda curious as to why you only built him to 15th rather than 20th
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Toccata
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« Reply #55 on: August 31, 2007, 08:50:38 AM »

Because my shift was almost over at work and I haven't had time to stat him to 20 yet.
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« Reply #56 on: August 31, 2007, 10:07:47 AM »

Besided, 15th is a playing level. 20th level characters are essentially academic.
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Golden Dragon
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« Reply #57 on: August 31, 2007, 10:41:35 AM »

Besided, 15th is a playing level. 20th level characters are essentially academic.

I know this has been discussed over in the LSpy forum, but why is 20th level not a playing level? I have yet to play LSpy, but as a player I need to know that I will never get to play at 20th level. This affects character planning decisions. If I never get to play at 20th level, then I will not plan ahead for a character to go 10/10 in two classes. Under those conditions, I will never shoot for level 20 in a single class. [I realize that the level 20 ability is frequently double the frequency of the level 10 ability, but if I like it I want to use it.] Level 19 had better look very appetizing.

Sorry to hijack a thread. I just like dreaming of what a character will look like at level 20. I'd also like to occassionally get a chance to see him reach the pinnacle; and get a few sessions to benefit from him at that pinnacle.
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Desertpuma
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« Reply #58 on: August 31, 2007, 11:33:25 AM »

Actually, 20th level is a playing level in LSpy. You can play up to 4 missions at 20th before you are forced into retirement or if you character is used in a mission by a writer he is forced to retire.

As a 16th level (almost 17th level) agent, I look forward to hitting that mark. With luck, it will be by the end of 2008. Check www.livingspycraft.com for more info.
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Crusader Citadel

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Crafty_Alex
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« Reply #59 on: August 31, 2007, 11:54:30 PM »

OK, sure. You can, and are allowed, to play a character at 20th level. But what are you actually playing FOR at that time? There's no growth to be had, no more prizes to be won, only to be saying "Wow, I'm 20th level."

A character at 15th level, however, is far mroe inspiring IMHO because he CAN grow and develop from there. As a player, if I can't grow a character, I'm much less inclined to try with him.

So yeah, you can play 20th level. But do you really want to?
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