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Futuristic Splicers - I Am Legion - OOC Thread

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Okay, didn't get home till just now cause I had to help my sister make some last minute activity thing for my nephews class and I kind of just wanna crash out now, I'll send it tomorrow since I'll be home all day anyway!
 
Okay, didn't get home till just now cause I had to help my sister make some last minute activity thing for my nephews class and I kind of just wanna crash out now, I'll send it tomorrow since I'll be home all day anyway!
Understood. Sometimes you just need some downtime. I look forward to seeing what you came up with.
 
Btw Psychie Psychie looking back at the fighting and the capabilities of your armor, we both forgot about the two Sentinel Eels in your suit. They could have helped out in those melee attacks and defenses.
 
The twin blades bite deep into the heart of the Assault Slayer, causing massive damage, and you are just barely able to evade the falling ruin of the now defunct robot from falling on you.
Whoa! Chaska succeeded in taking it out? The gamble paid off? All right!!
 
Jeet Kune Do added:
2 to I.Q.
3 to P.P.
2 to P.S.
2 to P.E.

Stink bugs: 30 BIO-E for 60 bugs plus 21 BIO-E for size increase
Spy Flies: 20 BIO-E for 40 bugs
Impact Beetles: 80 BIO-E for 40 bugs plus 40 BIO-E for Increased Accuracy
Stingers: 30 BIO-E for 50 bugs Plus 15 BIO-E for Increased Size
Locusts: 35 BIO-E for 50 bugs plus 20 BIO-E for Regurgitation
9 points remaining for Hive BIO-E

4 BIO-E for 2 Grip Hands to hold guns/long range weapons
Bone blades: Mega-Damage & Bio-E Cost: 10 Bio-E per 2D6 M.D. inflicted by the weapon (the larger the blade is, the more damage it inflicts), up to a maximum of 1 D6x1O M.D. per Bone Weapon (at a total Bio-E cost of 50 points)(So I roll for how much BIO-E it costs???)
Mantis Blades:20 BIO-E (10 for each arm)
Opti-Upgrade (Mantis Blades) - 40 BIO-E
Advanced Eyes: 5 BIO-E
Regeneration Enhanced: 10 BIO-E
Reinforced Exoskeleton: 5 BIO-E

This is what I have spent so far, I had a question about the bone blades, I am very confused about what the actual cost of those are supposed to be, the mantis blades were simple and just said 10 per blade but then the base bone blades are 10 per 2d6 M.D. inflicted? Also wanted to see if this was right for the Opti-Upgrade, its 40 points since I would want it on both Mantis blades right? (Also wanted to make sure I could even use it on the Mantis blades.)
 
Whoa! Chaska succeeded in taking it out? The gamble paid off? All right!!
You did 140 MDC before I added in the dice rolls for the critical strike, and this thing was three quarters to being scrap metal already. But yes, your tactic did work like a charm!
 
Jeet Kune Do added:
2 to I.Q.
3 to P.P.
2 to P.S.
2 to P.E.

Stink bugs: 30 BIO-E for 60 bugs plus 21 BIO-E for size increase
Spy Flies: 20 BIO-E for 40 bugs
Impact Beetles: 80 BIO-E for 40 bugs plus 40 BIO-E for Increased Accuracy
Stingers: 30 BIO-E for 50 bugs Plus 15 BIO-E for Increased Size
Locusts: 35 BIO-E for 50 bugs plus 20 BIO-E for Regurgitation
9 points remaining for Hive BIO-E

4 BIO-E for 2 Grip Hands to hold guns/long range weapons
Bone blades: Mega-Damage & Bio-E Cost: 10 Bio-E per 2D6 M.D. inflicted by the weapon (the larger the blade is, the more damage it inflicts), up to a maximum of 1 D6x1O M.D. per Bone Weapon (at a total Bio-E cost of 50 points)(So I roll for how much BIO-E it costs???)
Mantis Blades:20 BIO-E (10 for each arm)
Opti-Upgrade (Mantis Blades) - 40 BIO-E
Advanced Eyes: 5 BIO-E
Regeneration Enhanced: 10 BIO-E
Reinforced Exoskeleton: 5 BIO-E

This is what I have spent so far, I had a question about the bone blades, I am very confused about what the actual cost of those are supposed to be, the mantis blades were simple and just said 10 per blade but then the base bone blades are 10 per 2d6 M.D. inflicted? Also wanted to see if this was right for the Opti-Upgrade, its 40 points since I would want it on both Mantis blades right? (Also wanted to make sure I could even use it on the Mantis blades.)
Let’s get into this! Initial read shows you have a good handle on the bio-e cost system and you are getting sine good upgrades.

First, the Bone Blades. The Mantis Blades do not say that they are an increase of the top end of the Bone Blades, just that it costs 10 bio-e per arm. It may not be correct in the game, but I’m going with having you purchase the Bone Blade for 10 on each arm (assuming you want two) then another 10 points to up them to the Mantis Blades. It will save you some points.

Also, the Optical Upgrade applies to any one type of weapon, so if you had a suit with two Gore Cannons, both guns would have the expanded Critical range. That gives you the option to either move the 20 bio-e to something else, or go ahead and keep it there to buy them twice for the Blades to increase your Critical range by two instead of just one.
 
Let’s get into this! Initial read shows you have a good handle on the bio-e cost system and you are getting sine good upgrades.

First, the Bone Blades. The Mantis Blades do not say that they are an increase of the top end of the Bone Blades, just that it costs 10 bio-e per arm. It may not be correct in the game, but I’m going with having you purchase the Bone Blade for 10 on each arm (assuming you want two) then another 10 points to up them to the Mantis Blades. It will save you some points.

Also, the Optical Upgrade applies to any one type of weapon, so if you had a suit with two Gore Cannons, both guns would have the expanded Critical range. That gives you the option to either move the 20 bio-e to something else, or go ahead and keep it there to buy them twice for the Blades to increase your Critical range by two instead of just one.
Okay thank god I was so confused about the bone blades lmao, so just 20 BIO-E for the bone blades(if I get 2 of them), then another 20 BIO-E for the Mantis blades upgrade!
Alright then for the Optical Upgrades it would be 40 BIO-E to upgrade the Mantis Blades twice if I'm understanding correctly?
 
Okay thank god I was so confused about the bone blades lmao, so just 20 BIO-E for the bone blades(if I get 2 of them), then another 20 BIO-E for the Mantis blades upgrade!
Alright then for the Optical Upgrades it would be 40 BIO-E to upgrade the Mantis Blades twice if I'm understanding correctly?
Correct. That will make for a very deadly melee attack on a large critical range.
 
Correct. That will make for a very deadly melee attack on a large critical range.
Great I think I still have like 58 point to spend? I'll check my math later.
I also had questions about the skill programs/ elective and secondary skills, I picked out the things I wanted but am confused about how to like...measure how good I am in them if that makes sense? Like when I was reading the material its saying things about levels in skills but then I also see percentages(Like the basic military skill package having the +20%?
I might of skipped over something that would help me understand how this works but for now I picked the skills but I'm not sure how much I would 'add to a roll' or whatever to show that I am skilled in that area (I may be jumping to far ahead honestly)
 
Lets discuss the skill system.

Every character class gets a list of Skill Packages. This is the list for the Swarm Lord:
Basic Military (+20%), Athletics (+10%), Bio-Technology (+10%), and Infantryman (+10%) or Man-Hunter (+10%).

Looking at the Basic Military package, it has the following skills:

Basic Military: Climbing, Hand to Hand: Basic, Military Etiquette, Running, W.P. Sword and W.P. Knife.

Most skills have a percentage to them, but a lot of Physical Skills don't, like Running or Body Building. The ones that do have a percentage in this package, like Military Etiquette (that starts out at 35%), get an additional +20% starting out, giving a starting total of 55%. Then, if your IQ is a 17 or higher, you get a one-time bonus to all your percentages, based off the chart on pg. 170. But wait! That's not all! Every time you go up a level, all of your percentages go up by the smaller number listed in the Skill list: Military Etiquette (35% +5%).

So, assuming that there is no IQ bonus, at level 5, you'll have a total of 75% to that Military Etiquette skill.

Now, when you are looking at your Skill Packages, not everyone started out with the Basic Military package, so I gave everyone that package for free. Since you do have it, you get to add one Skill Package of your choice to add to your character. This free Skill Package doesn't start out with any percentage bonus, so it is only increased by a high IQ and level advancement.

Next, you get to add some more skills of your choice to your sheet:
Elective Skills: Select any one Wilderness Skill and three Electives from the following list at first level.

Communications: Any (+5%).
Domestic: Any (+10%).
Espionage: Any (+5%).
Medical: First Aid only.
Military: Any (+5%).
Physical: Any.
Rogue: Gambling and Find Contraband only.
Science: Any (+5%).
Technical: Any.
Transportation: Any, except Pilot Wing Packs.
Wilderness Survival: Any ( + 10% ).
Weapon Proficiencies: Any.

Your three Elective skills can be picked up from any of the categories listed above with whatever restrictions it shows. So you can get any Technical skill, but in the Rogue category, you can only select Gambling or the Find Contraband skills. Any skill of these that you pick from the category listed with the (+5%) at the end, they start out with their base percent and you add the 5% to them.

Next, there are your four Secondary Skills. These can come from any category, but these don't get the bonus percent listed for each category.

Finally, one House Rule that I use is that instead of getting new Skills every few levels, you get one (1) new skill at every level that start at a level one, so at Level 5, you get a new skill at levels 2 (fourth level), 3 (third level), 4 (second level) and one at level 5 (first level). Once you hit sixth, all your skills go up by one level, and you add one more skill that starts at a level 1. All of these skills get the bonus for a high IQ (if it is 17 or higher) and for the Category. So, if you have an IQ of 24 and get a new Science skill, you start out with a +15% to that skill right out of the gate.
 
Another thing about Skills. The ones with a percentage top out at 98%. There is always a chance for failure.

A second House Rule I use is the Action Point system. Each level you start out with 5 + 1/2 your level rounded up in AP, so at level 5, you get 8. Each Action Point can be used only once, and they can be declared for any dice roll you make. An AP used in a To-Hit or Dodge roll, you add a 1d6 to the result of the d20. On a skill with a percentile, you still roll a d6, but every number gives you +5%, so if you roll a 4, your Skill is boosted by +20% to determine if you succeed in your roll.
 
One Bio-E expenditure you might want to consider is on pg 86 of the PDF called Enhanced Neurological Connections for 20 points. It grants you something called an Automatic Dodge, letting you try to evade any attack without using up one of your own actions in the process. Very handy to have that ability.
 
celestialbody celestialbody One thing that you'll want to do is to make sure you pick up any suit upgrades or skills that will give you more actions per melee round. For skills, Boxing is a must, and if you spring for the Advanced Neuro Connections, Ambidexterity for 15 points gives another attack per melee too, and it isn't very costly for what it gives you.
 

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