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Post by Fedifensor on Apr 13, 2021 12:58:44 GMT -7
Ask general questions about character creation here. If you're in the process of creating a character and have a specific question for that process, create a thread about that character so we can discuss specifics there. You're also welcome to list your ideas for feedback from others.
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zac
Junior Member
Posts: 57
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Post by zac on Apr 18, 2021 6:14:59 GMT -7
I am holding out to see what anyone else comes up with. I don't want to set on anyone's toes I played the Gamma World setting back in the days of yore so much, I can have fun with just about anything. Here we are getting to pick what we want and back in the 80's a random roll determined your fate. Can't wait to game with everyone.
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Post by change on May 17, 2021 23:17:09 GMT -7
I have narrowed my to character concepts to three. A buffalo headed mutant shaman that has healing capabilities. He is large and slow. He is dressed similar to the lakota. His is armed with his herd's distinctive atlatl notched baseball bat and spear. He also prostulizes the way of the great buffalo. Originally the weapon was going to be cud cartridge black powder quartzlock pipe gun, but I have yet to convince Casey to allow it.
The second is A beast thieving magpie scout. It can change it's feather consistency and perform energy attacks when there is sufficient light. It is a haunting fighter that floyd about.
The last is a beast marmot sapper. He is rad resistant, tunneling, and has aposable thumbs. He is able to throw objects far and accurately using his claws as a Costa. He has an affinity for explosives, but has recently learned the joy of agriculture and cooking.
If anyone wants to steal on of these for use feel free. Also if anyone has suggestions please let me know.
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zac
Junior Member
Posts: 57
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Post by zac on May 18, 2021 8:00:57 GMT -7
IMHO....
Right now Tim's character has lined up the healer route with a solid skill set and healing tech. I would steer clear (pun intended) of the shaman healer so you two don't step on each other toes.
Kathy's character is a scout but she is ground based. Having a second set of eyes is always a good thing and you could each get to areas the others could not. There might be a bit of toe stepping on the scout line, but I think you would both be unique in your own right.
All that said, the marmot sapper is brilliant. You would not be stepping on anyone's toes. Right now the Aiogs (Prarie Dogs) have a HUGE colony in the game world and tend to tunnel into the Burning Lands to look for for lost tech. For reference the Aiogs cant speak "Common" but they understand it. They speak their own language and "trade speak" (which is akin to theives cant). Having a different species do a similar thing is not unique, a la everything is crab.
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zac
Junior Member
Posts: 57
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Post by zac on May 18, 2021 8:07:59 GMT -7
Just for reference, I am leaning toward a Mut who can create "Carbon Fiber Nanotubes". One version is a tank and the other version is a sniper. The tank creates the nanotubes in his body (like Colossus) while the other makes shapes with them (like the Microbots from Big Hero 6) and throws carbon fiber spears. It looks like I am going more toward the Tank route based off of the previous posts as the Magpie is a blaster and the Sapper is a thrower.
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Post by Fedifensor on May 18, 2021 12:47:30 GMT -7
I have narrowed my to character concepts to three. A buffalo headed mutant shaman that has healing capabilities. He is large and slow. He is dressed similar to the lakota. His is armed with his herd's distinctive atlatl notched baseball bat and spear. He also prostulizes the way of the great buffalo. Originally the weapon was going to be cud cartridge black powder quartzlock pipe gun, but I have yet to convince Casey to allow it. I've sent Gary feedback on characters, but I figure I should address the gun issue. Making black powder isn't too hard if you know the secret...but not many do, because those secrets were lost with the ancients. It's not as deadly as other combustibles, but you can still injure yourself when creating it. Once you have black powder (or trade for it), you need a tube sufficiently strong that it will be reliable over time. The combination of gun and powder determine misfire chance. Without quality components, that misfire chance will be high. Pures, due to having Tech Access, get a lot of leeway with access to guns. It is possible for non-Pures to have guns, but you should expect to spend a fair number of character points on the relevant skills to create and maintain both the gun and the powder. At a minimum, you'll need Weaponsmith (Firearms), and you may also want Mechanics and a relevant Science skill for the powder. If you can create guns, you will be required to take the Money perk, as it represents your ability to create and trade a high-demand item. You also need the equipment to maintain your gun and ammo.
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