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M3-D1-C (After the Fall)

Initial Character concepts can be posted here prior to a new game's sub-forum being created.

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M3-D1-C (After the Fall)

Postby Darzil » Mon May 15, 2017 7:49 am

M3-D1-C

Droid Technician: Cyber Tech
Obligation: 20 (Criminal 10 - dubious contacts for Cyberware, Obsession 10 - Must upgrade own Cybersystems)
Earned XP: 50 (GM grant)

Brawn: 2, Agility: 4, Intellect: 5, Cunning: 1 ,Willpower: 2, Presence: 1
Wound Threshold: 12
Strain Threshold: 12
Soak: 5

Skills:
Astrogation 1
Computers 2
Discipline 1
Mechanics 2
Medicine 2
Outer Rim 1
Perception 1
Vigilance 1

Talents:
Cyberneticist (5 XP)
Eye for Detail (10 XP)
Overcharge (15 XP)

Gear: [Encumbrance: 6/7] [Cybernetics: 2/6] (Ogg's shows 7 encumbrance, next build fixes this)
Cybernetic Brain Implant
Cybernetic Arm (Agility) (crafted) - Mechanics Tool, Tailored
Light Armor Plating (Padded Armor)
Blaster Rifle - Stun setting. Forearm Grip - Mods Accurate 1, Innate Talent (Point Blank), Electronic Sighting System - Mod Accurate 1, Weapon Sling - Mod Quickdraw
Physician's Kit
Stimpack - 10
Workshop Manual (YT-2400, or whichever our starting ship ends up being)
Comlink

On Ship:
Crafted Mechanics Workbench (Adds success, Safety Features adds Advantage, Heavy)

Credits: 273

Description:
Armoured Medical Droid with large gun

Personality:

Background:

Starting XP Spent:
Starting 180 (175 plus 5 from obligation
Brawn +1 = 20 XP
Agility +2 = 50 XP
Intellect +3 = 90 XP
Willpower +1 = 20 XP

Granted extra XP
Granted XP 50
Talent - Cyberneticist 5 XP
Talent - Eye for Detail 10 XP
Talent - Overcharge 15 XP
Skill - Computers 10 XP
Skill - Medicine 10 XP
Last edited by Darzil on Fri May 19, 2017 6:54 am, edited 5 times in total.
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Re: M3-D1-C

Postby ShadoWarrior » Mon May 15, 2017 7:56 am

The ship does not have a workshop. Please don't assume things. You must also show me all crafting rolls. You don't get to say you have crafted items simply because you paid credits. Lastly, you've assumed that you have the schematics. Schematics aren't free, nor readily available. You have to work to get them.
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Re: M3-D1-C

Postby Darzil » Mon May 15, 2017 8:30 am

Yeah, was getting round to that, I don't think I've assumed anything, didn't want to risk posting the whole thing in one post, so was going to build it up. Sorry I posted in wrong place. Also, as posted if this is too cheesy I'll eject the lot and redesign character concept from scratch.

Old, please ignore:
Spoiler:
Purchases / Rolls :

Buy Cybernetic Brain Implant (5000 credits, half price due to talent Cyberneticist)

Overcharge Brain Implant - Success - http://orokos.com/roll/516598#
Craft Specialist Tool (Mechanics Workbench) - 5 successes, 2 threat, 1 Triumph (then convert 1 success to advantage with Eye for detail) - http://orokos.com/roll/516600# - Safety Features, Heavy (400 credits)

Overcharge Brain Implant - Success (with Specialist Tool) - http://orokos.com/roll/516601#
Craft Mechanics Cybernetic - 3 successes, 4 threat (+1 success/advantage from Specialist Tool, 1 success to advantage with Eye for detail) - http://orokos.com/roll/516601# - Difficult to install (750 credits, half price due to Cyberneticist Talent)

Overcharge Brain Implant - Success (with Specialist Tool) - http://orokos.com/roll/516657# (forgot last night when doing it, but fortunately succeeded as otherwise following dice pool would be wrong, and I'd be redoing everything)
Self Install Mechanics Cybernetic - 1 success, 1 advantage - http://orokos.com/roll/516605#

Overcharge Brain Implant - Success - http://orokos.com/roll/516606#
Craft Agility Arm Cybernetic - 5 successes, 1 Triumph (+1 success/advantage from Specialist Tool, 1 success to advantage with Eye for detail) - http://orokos.com/roll/516607# - Computers Tool, Tailored (2500 credits, half price due to Cyberneticist talent)

Overcharge Brain Implant - Success - http://orokos.com/roll/516608#
Crafting Light Armor Plating (light armor) - 1 success, 3 advantage (+1 success/advantage from Specialist Tool, 1 success to advantage with Eye for detail) - http://orokos.com/roll/516609# - Lightweight, Extra Soak (250 credits)

Overcharge Brain Implant - Success - http://orokos.com/roll/516612#
Crafting Energy Rifle - 5 successes (+1 success/advantage from Specialist Tool, 1 success to advantage with Eye for detail) - http://orokos.com/roll/516613# - Stun setting (450 credits)

Buy Forearm Grip (250 credits)

Overcharge Brain Implant - Success - http://orokos.com/roll/516614#
Adding Accurate Mod to Forearm Grip - Success - http://orokos.com/roll/516615# (100 Credits)

Overcharge Brain Implant - Failed - http://orokos.com/roll/516616#
Adding Point Blank Mod to Forearm Grip - Success - http://orokos.com/roll/516617# (100 Credits)

Buy Physicians Kit (400 Credits)

Buy Workshop Manual (Ship) (100 credits)

Buy Commlink (handheld) (25 credits)

Buy 10 Stimpacks (250 credits)

Roll for Credits - 98 http://orokos.com/roll/516681

(To show no cherry picking, full rolls here: http://orokos.com/roll/m-M3-D1-C)
Last edited by Darzil on Fri May 19, 2017 6:55 am, edited 1 time in total.
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Re: M3-D1-C (After the Fall)

Postby ShadoWarrior » Mon May 15, 2017 9:00 am

As a droid, you start with 175 xp, +10 more for Obligation, for a total of 185.

Brawn: 20 xp
Agility: 20+30+40=110 xp
Intellect: 20+30+40+50=160xp
Willpower: 20 xp

You've spent 310 out of 185 available. And that's just on characteristics.
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Re: M3-D1-C (After the Fall)

Postby Darzil » Mon May 15, 2017 9:33 am

ShadoWarrior wrote:As a droid, you start with 175 xp, +10 more for Obligation, for a total of 185.

Brawn: 20 xp
Agility: 20+30+40=110 xp
Intellect: 20+30+40+50=160xp
Willpower: 20 xp

You've spent 310 out of 185 available. And that's just on characteristics.


One point of Agility and one point of Intellect is Cyberware.

Total is therefore :
Brawn: 20 xp
Agility: 20+30=50 xp
Intellect: 20+30+40=90xp
Willpower: 20 xp
= 180 xp

(Also if it had been 4 and 5, they'd add up to 90xp and 140xp, got an extra 20 in each somehow)

Can provide Oggdudes if it helps ?
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Re: M3-D1-C (After the Fall)

Postby ShadoWarrior » Mon May 15, 2017 9:45 am

Please do. Saves me a lot of time. Thanks.
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Re: M3-D1-C (After the Fall)

Postby Darzil » Mon May 15, 2017 9:56 am

Old character sheet removed.
Last edited by Darzil on Fri May 19, 2017 6:58 am, edited 1 time in total.
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Re: M3-D1-C (After the Fall)

Postby ShadoWarrior » Mon May 15, 2017 10:17 am

Wow, first person to ever attach anything on this board. Interesting.

Okay, first thing I noticed: the brain and mech implants are rarity 6. Roll a ImageImageImage Negotiation check to find each one. This will likely muck up your crafting checks, as your skill sucks.

How 3Bod owns you is problematic, as his debt obligation is already massive just for the ship. Your value is almost as much as the ship. He can't afford you with a mere 10k (you're worth way more than that), and he can't add more obligation pre-game to buy you. You also can't work (be owned by) for Ziro, as I can't really see a reason why he'd ever let you out of his sight. You're too valuable and there's no reason for you to be on the pilot's ship.

These backstory issues need to be addressed.
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Re: M3-D1-C (After the Fall)

Postby Darzil » Mon May 15, 2017 10:43 am

Damn, you're right, I'd read over 6, rather than 6 and over. That's probably blown out of the water.

I think it'd be Average, though, as we're on a Core world, I think, hence -2 Rarity modifier ?

And as that's the basis for the character, that's tear it up and start again with a different class, species and background.

Ah well, will see if inspiration strikes.
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Re: M3-D1-C (After the Fall)

Postby ShadoWarrior » Mon May 15, 2017 10:52 am

No, the game starts on a Core world. That doesn't mean that your character did. Hence why backstory is important. You're a droid. Droids aren't designed and built on Coruscant. That's done on other worlds. I'm willing to grant a -1 (which still reduces the check to Average, which you'll still have to roll and make), but you will have to specify on what world you were designed and built on, and by whom.

As for tearing him up, I don't see why you should do that. Worst case you start with a 4 Int, or you move points from Agl (and someplace else) to Int to just buy the 5. You don't have to have the 4 Agl, it's just nice for combat.
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Re: M3-D1-C (After the Fall)

Postby Darzil » Mon May 15, 2017 11:23 am

Yeah, but without the Cyber it's better to go another route.

The other option, with your approval, given that I've been on the ship a while, would be that I could ask help from the pilot, who I think had higher presence. But if you want everyone totally self sufficient at build with no entanglements I'd understand if you didn't want that. (If you did allow it, I'd totally owe him, which might account for some obligation without payment)

Without it's either got dice pools lower than you want or is a bit too one trick pony for me.
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Re: M3-D1-C (After the Fall)

Postby ShadoWarrior » Mon May 15, 2017 11:56 am

If you want the pilot's help that will, of course, affect your backstory. It also requires that his character be posted and at least looked at by me, which he hasn't done yet. All I've gotten so far is just a species and intent on stats (which I personally think is a mistake on species, but it's not my character to play).

Frankly, I wasn't expecting a 5-dice pool, but was pleased to see it. But I'm also not going to just hand-wave getting it. I'd be remiss as a GM. Your build concept isn't exactly cheesy, but it's also not exactly balanced with other PCs, even Jedi. Be that as it may, it's not unreasonably out of whack, and the character will be useful. It just shows what a power gamer can do within the system, if allowed. Being a power gamer myself, I get it.

Please hold off until 3bod posts again. We can both decide better once we know what the heck he's doing.
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Re: M3-D1-C (After the Fall)

Postby ShadoWarrior » Tue May 16, 2017 1:08 pm

3bod's pilot has a 2 Pre. 2 is still better than M3's 1. Care to roll the 3 Average checks for the cyber stuff (brain, arm, and mech)?
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Re: M3-D1-C (After the Fall)

Postby Darzil » Tue May 16, 2017 2:04 pm

It's just the two, as arm is made from schematic and is rarity 5.

If I get him to help and I provide unskilled assistance then it's just over 50% chance of each. Don't care much about the mech, and I guess if I don't get the brain I'll just buy a load of gun and armour mods, as there isn't much you can buy to help the Int skills.

Only other idea I'd had was a bit of dark history helping some very dodgy people with Cybernetics and other operations, during which I'd obtained it, giving me obligation of a stolen brain implant (Criminal) and nasty people with leverage over me.

But the assistance route is closer to the rules you lay down for rarity non Jedi can start with.
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Re: M3-D1-C (After the Fall)

Postby ShadoWarrior » Wed May 17, 2017 3:14 pm

I've been waiting on your rolls and it just dawned on me that you've probably been waiting on me to say if you can just have the brain implant via criminal obligation. Yes and no. I'll allow you to have the implant, but not for free. You still have to pay credits for it and alter your Obligation to include 10 points of Criminal. (The other 10 points of your Obligation can be other stuff.) The credit cost? Bribes and other costs associated with getting the implant, since M3 didn't steal it himself. You still have to roll for anything else. I'm only allowing this for one item.
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Re: M3-D1-C (After the Fall)

Postby Darzil » Thu May 18, 2017 5:06 am

ShadoWarrior wrote:
I've been waiting on your rolls and it just dawned on me that you've probably been waiting on me to say if you can just have the brain implant via criminal obligation. Yes and no. I'll allow you to have the implant, but not for free. You still have to pay credits for it and alter your Obligation to include 10 points of Criminal. (The other 10 points of your Obligation can be other stuff.) The credit cost? Bribes and other costs associated with getting the implant, since M3 didn't steal it himself. You still have to roll for anything else. I'm only allowing this for one item.


Absolutely great, totally wasn't expecting to get it for free, and makes a more interesting back story.
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Re: M3-D1-C (After the Fall)

Postby ShadoWarrior » Thu May 18, 2017 6:09 am

Good. So I can expect some rolls and/or a redone/updated character sometime soon-ish?
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Re: M3-D1-C (After the Fall)

Postby threebodyproblem » Thu May 18, 2017 7:18 am

Have been following along - would just like to say I am happy to adjust my backstory or have Jaico's brother be involved in M3-D1-C's if you'd like.

Re: rolls, Jaico is of course always happy to provide any help he can for Negotiation checks (and on that note, he may ask M3-D1-C to help with modifying his weapons).
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Re: M3-D1-C (After the Fall)

Postby Darzil » Fri May 19, 2017 5:11 am

Purchases / Rolls : (revised after discussions with GM)

Buy Cybernetic Brain Implant (5000 credits, half price due to talent Cyberneticist, Criminal Obligation)

Overcharge Brain Implant - Success - http://orokos.com/roll/516598#
Craft Specialist Tool (Mechanics Workbench) - 5 successes, 2 threat, 1 Triumph (then convert 1 success to advantage with Eye for detail = 4 success, 1 threat, 1 Triumph) - http://orokos.com/roll/516600# - Safety Features, Heavy (400 credits)

(from this point on, new rolls, as I've decided against Mechanics Cybernetic due to having to spend extra credits on weaponry as I have not got schematics for them, won't be crafting them for same reason)

Overcharge Brain Implant - Failed - http://orokos.com/roll/517904#
Craft Agility Arm Cybernetic - 0 successes, 4 advantage (+1 success/advantage from Specialist Tool = 1 success, 5 advantage) - http://orokos.com/roll/517905# - Integrated Mechanics Tools, Tailored (2500 credits, half price due to Cyberneticist talent)
No roll to install as Tailored.

Buy Light Armor Plating (Padded Armor) (500 credits)

Buy Blaster Rifle (900 credits)

Buy Forearm Grip (250 credits)

Buy Electronic Sighting System (500 credits)

Buy Physicians Kit (400 Credits)

Buy Workshop Manual (Ship) (100 credits)

Buy Commlink (handheld) (25 credits)

Buy 10 Stimpacks (250 credits)

Roll for Credits - 98 http://orokos.com/roll/516681

Overcharge Brain Implant - Success - http://orokos.com/roll/517909#
Adding Accurate Mod to Forearm Grip - Success - http://orokos.com/roll/517910# (100 Credits)

Overcharge Brain Implant - Success - http://orokos.com/roll/517911#
Adding Point Blank Mod to Forearm Grip - Success - http://orokos.com/roll/517912# (100 Credits)

Overcharge Brain Implant - Success - http://orokos.com/roll/517913#
Adding Accurate Mod to Electronic Sighting System - Success - http://orokos.com/roll/517914# (100 Credits)

Buy Weapon Sling (100 credits)

Overcharge Brain Implant - Success - http://orokos.com/roll/517928#
Adding Quick Draw Mod to Weapon Sling - Success - http://orokos.com/roll/517929# (100 Credits)

(To show no cherry picking, full rolls here: http://orokos.com/roll/m-M3-D1-C)
Last edited by Darzil on Fri May 19, 2017 6:57 am, edited 1 time in total.
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Re: M3-D1-C (After the Fall)

Postby Darzil » Fri May 19, 2017 5:17 am

Updated Character Sheet

Will work on background and detail next.
Attachments
M3-D1-C - Droid Technician.zip
Updated Character Sheet
(1.14 MiB) Downloaded 1 time
Last edited by Darzil on Fri May 19, 2017 6:56 am, edited 1 time in total.
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Re: M3-D1-C (After the Fall)

Postby ShadoWarrior » Fri May 19, 2017 6:42 am

Darzil wrote:Craft Specialist Tool (Mechanics Workbench) - 5 successes, 2 threat, 1 Triumph (then convert 1 success to advantage with Eye for detail = 4 success, 1 threat, 1 Triumph) - http://orokos.com/roll/516600# - Safety Features, Heavy (400 credits)

I now see where the "Mechanics Workbench" on your Oggdude's sheet came from, it's the custom name for your Specialist Tool.

Darzil wrote:Buy Forearm Grip (250 credits)
Buy Electronic Sighting System (500 credits)

You should also add a weapon sling so that you can mod in Quick Draw. That's another 100+100. Unless you had plans for your remaining 473 credits?
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Re: M3-D1-C (After the Fall)

Postby Darzil » Fri May 19, 2017 6:57 am

Good plan.

Have added it into above.
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Re: M3-D1-C (After the Fall)

Postby ShadoWarrior » Fri May 19, 2017 6:59 am

Darzil wrote:Good plan.

I have my moments. :P
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Re: M3-D1-C (After the Fall)

Postby Darzil » Fri May 19, 2017 2:05 pm

Ok, rough background, all negotiable:

After the destruction of Tipoca City, the Jedi generals decided to make the most of the remaining Clone Army through more extensive use of medical treatments, including Cybernetics. No longer could they rely on an everlasting supply of new clones. A modified Medical droid (suffix -C) prototype was quickly put into service, but the war did not last long enough for this to make a difference. Many of the medical staff joined the Rebellion, and M3-D1-C went with them. M3-D1-C quickly saw front line action, on a mission to raid an Imperial hospital for supplies, going along to identify useful equipment. During the raid it discovered a brain implant in a locked case (marked with an ISB logo), which it took and used to upgrade himself. Unfortunately, the distraction of this resulted in the droid getting separated from the rest of the raid and left behind.

The droid escaped the building, but ran straight into a local gang, which took this unusual medical droid with a gun, and used it for various activities (hacking, operations, torture, ranged backup etc) after wiping it's memory. This was quite effective until they got too cocky and were wiped out by a group of Ziro's thugs, who took the droid.

They presented it as a gift to their master. Ziro planned to use it for medical operations, and would have done so, but for an unfortunate misunderstanding. A trusted advisor of Ziro was taken ill, and M3-D1-C was sent to deal with him. The droid discovered that the advisor was actually working for another Hutt, and had a Blaster handy. When Ziro entered the room, the advisor made for the weapon, but M3-D1-C was too fast, and shot the advisor dead. Ziro, seeing that this medical droid was clearly faulty, had it's memory wiped and sent it off to perform menial tasks a safe distance away while it considered what to use it for.

M3-D1-C has always worked for Ziro the Hutt. For some reason the droid isn't currently getting to use its programmed skills, and is assigned to keep an eye on a Pilot, Jaico Wolfe, who is running cargo for Ziro. It's a dull job way below M3-D1-C's skills, but has given him plenty of time to work on further upgrades.
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Re: M3-D1-C (After the Fall)

Postby ShadoWarrior » Fri May 19, 2017 2:27 pm

There are several things wrong with this backstory.

First: Tipoca City was destroyed after the end of the Clone Wars and the start of the new civil war. (The Clone Wars is also a civil war, but it's not called that.) The new civil war is still ongoing. The "did not last long enough" is completely wrong.

Second, and more serious, is that what you agreed to in regards to how you acquired your brain implant and this backstory do not match.

Third, PC droids are highly resistant to mind wipes, and can even resist restraining bolts. Neither is guaranteed to work as intended on PCs droids.

Fourth, Ziro would not memory wipe a droid that just saved him. That's stupid of the Hutt, and Hutts aren't stupid.
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