Showing posts with label Character Sheet. Show all posts
Showing posts with label Character Sheet. Show all posts

Thursday, May 26, 2016

Meet C-Team's Resident Conspiratard: Agent Veracity

Now that I have been given permission, I'd like to talk about my character, Agent Veracity, for Christopher Rice's newest romp in the shared Aeon Universe.


Conception and Inspiration:

Since I initially didn't believe I could beat my schedule bloody until it submitted so that I could play on the C-team, I never read Christopher's post on what the game was actually about. I initially thought that we were going to be playing the B-Team rejects- street level supers who didn't have the super powered juice necessary to tumble with real threats.

Wrong. I'd found myself in another TL8 modern campaign with vanilla humans roughly near the suggested point total for starting an Action game.

I mean, I started with Agency 17 (built off Kromm's prototype of what became Action 4, no less), and Prohibition Mob is not a far cry from those roots, either (one of my players has been throwing in-character verbal jabs at how much 'spy' shit is going on lately in the Mob game). 

I'll admit, I was concerned. Expectation: I'll get to build out a character with POWERS! Reality: Action 4 gets to be my bitch. Again.

Seriously though, a year or two down the line I am going to want to play a mechanically interesting character something fierce. I want bells, whistles, AND GONGS. Multiple alternate abilities with tasty enhancements.

Anyways, it took me a much shorter time than normal to settle on what kind of character I wanted to play. Normally I flit between ideas for days, eventually having to weed out the 95% that's crap or pure gimmick from the actual workable concepts.

I wanted to play a character who goes through everyone's trash. Who believes that everything is connected in some grand conspiracy. Naturally, such a character lends themselves to investigative work.

Once the group got together and indicated that everyone was fine with me playing a more or less complete ripoff of the DCAU character The Question, I got to work on Agent Veracity.


Christopher Rice has kindly allowed me to show you this lightly redacted version of VERACITY's Sheet, obtained through the Freedom of Information Act

Backstory:

Agent Veracity's backstory is as mysterious as the conspiracies he delves into.

Capabilities:

Veracity is an accomplished investigator and spook. Even considering how much of a pariah he is within AEGIS, nobody doubts that he's good at what he does.

  • Veracity has four wildcard skills- Detective!, Tradecraft! Encylopedist! (he's banned from AEGIS trivia night), and Infiltrator! (Ordered roughly by relative skill level)
  • Veracity has a high IQ, with great Perception and Will. He's quick (DX) and athletic (HT), although not anything special when it comes to strength (ST).
  • Veracity has numerous mental advantages that help him in his role as investigator/information gatherer.
  • Veracity is a stellar shot with a pistol, especially if using his Signature Pistol, Nancy. This includes having Close-Quarters Battle improved, as well as making use of Targeted Attack (Hand) to disarm foes.
  • That said, Veracity is almost worthless in a melee, unless he's using stealth to slip behind someone and fuck their shit up with a knife.
  • Veracity has crazy high Expert Skill (Conspiracy Theories)
  • Veracity would be decent at using Tradecraft! to talk with people if he wasn't so insistent on mentioning the moon landing hoax, chemtrails, or how the neighborhood watch is a front for a satanic cult.

Simply Flesh and Steel:

Veracity uses an ASP pistol, modified to accept a micro-reflex sight. The ASP isn't accurate enough to benefit from being Fine (Accurate), although it had numerous other benefits which lead to me selecting it:
  • Bulk of 1
  • Fast-Draw Bonus
  • Weighs less than 2 pounds
  • Comes base with Fine (Reliable)
  • Explicitly mentioned as being a candidate for a screw-on suppressor
Veracity uses the aforementioned Suppressor with Subsonic Ammunition for a lovely -5 to Hearing (-10 with the cinematic suppressor rules in place).

I see two big downsides to the ASP. Damage is lackluster at 2d+1 pi. A skull shot can be reasonably expected to deal 16-32 damage (rolls of 4-8 on 2d-1), which isn't bad, but isn't going to play well with even cheap body armor.

The other downside is that the ASP has an ammo capacity of 7+1, which definitely means that firing at full ROF means that Veracity will need to reload after just 3 turns of shooting.

Veracity isn't a bad shot with a rifle, he's just that much more skilled with a pistol, especially Nancy.

The Character Creation Experience:

It being my first time playing with Christopher as GM, character creation was overall very smooth and easy. Christopher is a GM who helps players realize the concepts they want to play, just so long as the concept is campaign appropriate (The Jetpack medic will have to wait for another campaign).

Veracity was originally built on ~300 points, although that was(DELETED FOR SECURITY REASONS) to (REDACTED) to ensure that Veracity was actually capable of doing what I hope to do with the character. That said, the version of the character I had at the first point total was one that I would have happily played. Wildcards make a massive difference.

Christopher takes a very active role in character creation. Some groups might not be okay with taking a month to hammer things out and get things to fit together correctly, but for the style of campaign that's being run, I definitely think it was the right move. I can't see myself using that approach all the time- it is MUCH easier to say "Go use Action 4 to build a 250pt character" than to go through the effort that Christopher has to ensure the C-team will be cohesive. It's been an interesting look at another way of doing things.

Overall, 9/10. If Veracity catches acute lead poisoning I won't dread creating a replacement character. Christopher might dread my next concept though; I have to top the tinfoil hat somehow.


Parting Thought:



Thursday, March 31, 2016

Prohibition Mob: Craig Bartley

Bartley is a bouncer who generally works up in Queens. He first met Vinnie and Tony while they were trying to hunt down a local loan shark with info on a man they were trying to snatch.

I rolled an 18 for Bartley's reaction to Vinnie, allowing Vinnie to take him as an ally. Bartley is built on 50% of Vinnie's current point total (rounded up slightly).

Bartley's physically fairly strong, above average intelligence, is lucky and can slog through a hit in a fight. As far as skills go, he's a scrapper, having boxing and wrestling at decent levels, with a spattering of various skills he picked up during a year or so in college.



Thursday, October 29, 2015

Prohibition Mobsters: Rachel Xercotti

Rachel Xercotti, Journalist

Rachel came about as the result of a critical success on a reaction roll I made on behalf of one of my players while they were at a party trying to sling cocaine to get close to a Broadway singer so they could kidnap her. So I decided that Tony now has a very determined and nosy admirer and love interest.

Rachel is built on 100% of Tony's points and appears on a 6 or less. I used Action 4 as well as many of the various Power-Up series for inspiration and ideas.


 Rachel was built using numerous skill packages from Action 4: Bon Vivant, Journalism, Detective Work, Femme Fatale, Social Engineering. These packages resulted in a significant overlap, especially with Sex Appeal which ended up ridiculously high (especially after tuning it to IQ instead of HT with a Perk).

Rachel's Top Capbilities:
  • Getting people to divulge information: With Sex Appeal 18 (effective skill 24 with Very Beautiful Appearance), Acting and Fast-Talk 16, and Carousing 14, Rachel is a natural at getting information from people
  • Rubbing Elbows with the Upper Crust: Connoisseur, Current Affairs, Diplomacy and Savoir-Faire (High Society) all at skill 13 work exceedingly well with her skills above to help her mingle with those that matter without stepping on figurative toes
  • Technical Journalism: Rachel has a spattering of journalism technical skills in the 11-13 range that help her gain information when people aren't around to talk to.
Rachel's Weaknesses:
  • Rachel is a liability in combat. She's not a bad shot with a gun but she's otherwise completely outmatched by most street thugs or criminals.
  • No athleticism
  • Almost no points in stealth-related skills, and only a paltry 11 in Shadowing. 
Projected Growth:
  • Shoring up Rachel's capability to be a sneak- stakeouts, following people, probably lockpicking and some skills geared towards getting into physical places she doesn't belong
  • Increasing the technical skills she has
  • Perception increases would benefit a large number of her skills (not to mention IQ which would be a crazy increase across the board)

Thursday, May 8, 2014

Agents of Agency 17: Nima Caspi



Nima was originally intended to fill in some gaps within the party that existed while Alex was still around providing thieving opportunities and before Johnny showed up as a potential wheel man. Most importantly, nobody in the group had put more than one or two points into first aid, and none of them had surgery. Along with that, nobody in the group had driving capabilities up to high-speed car chases.

Using Kromm's excellent specialty packages, Nima was created with the following four: Field Medicine, Tactical Driving, Fixer, and Infantry Training, working off the concept that she was a former IDF Combat Medic.

Her standout skills are First Aid 18, Driving (Automobile) and Smuggling both at 16, and Guns (Rifle) and Merchant both at 15. With surgery 14 she could also work professionally as a surgeon, thanks to bonuses for routine tasks, good equipment, and the other benefits one enjoys working in a hospital.

Nima's primary weaknesses are hand-to-hand combat (13 in Judo and Brawling) and she's only effective socially when attempting to acquire gear. She also entirely lacks technical skills not covered by Soldier, which I should probably raise as it covers a great deal of things she would be proficient at.

On the personality side of things, Nima does enjoy being around people and helping them, a large part of why her medical skills are as honed as they are. That said, she drives like a fucking maniac, gleefully attempting maneuvers behind the wheel that others would refuse to attempt.

Besides the usual advantage package that everybody who gets into combat loves (combat reflexes and fit), Nima's rocking Daredevil and Danger Sense. Daredevil is a great choice for someone who takes grossly unreasonable risks, and Danger Sense is the perfect thing for someone driving your vehicle when IEDs and land mines are a potential threat.

Overall, Nima has done a great job of supporting the group while not overshadowing anyone else (except maybe Johnny's driving).