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  #136  
Old Feb 27th, 2023, 01:23 AM
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Just an FYI Remorazz.

The sooner we have a finished stat block for you the sooner Miller can show up. With the group currently being in a bar it's a perfect opportunity to walk in and meet them.
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  #137  
Old Mar 1st, 2023, 04:55 PM
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I think I'm basically done..

Do I get some hinderance points for being of the mutant race? Also thought of getting Enemy (Minor) as mutants for Silas are probably out to kill Joan's Heretics non stop.

I'm going to be out of town until Tuesday, am I too needy if I ask some help with the 500$ equipment? There's a buttload of stuff in there and I won't have the time to check it all, just some basic adventure-equipment and a long range weapon is fine for me, would like a rifle, preferably single-shot, but wouldn't kick a semi-automatic out of bed.

Magic powers: Healing and EMP
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  #138  
Old Mar 1st, 2023, 06:55 PM
Cap Ut Cap Ut is offline
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Quote:
Originally Posted by Remorazz View Post
I'm going to be out of town until Tuesday, am I too needy if I ask some help with the 500$ equipment? There's a buttload of stuff in there and I won't have the time to check it all, just some basic adventure-equipment and a long range weapon is fine for me, would like a rifle, preferably single-shot, but wouldn't kick a semi-automatic out of bed.
How much are you concerned with staying under the Encumbrance limit, which in your case is a not so great 20 lbs?
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  #139  
Old Mar 1st, 2023, 10:30 PM
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Cap Ut has a point. Which is why I'm suggesting a pistol vs. a rifle. They tend to be 1/3 the weight but 2d6 dmg vs. 2d8.

There are however a few other issues.

First is that you are missing a d4 in Notice and Stealth.

Two. We never decided on your Jackpot mutation. Are you going for a normal choice or a Greater Mutation like I mentioned before.

Third. Don't forget the Enviromental Protection Power.

As for Hinderance points, they don't typically come from race. Anyone can take up to 4 hinderance points. Minor = 1. Major = 2. Every 2 Points give you 2 skill advancements, 1 Trait advancement, or 1 edge.

For Enemy, Minor will indicate an individual looking to hunt you down while Major is a group. Being with Joan already puts you on Sila's hit list, just not 'actively' hunted.

We can actually work this in with why you're at Dornans. I figure Joan sent you north to check on the mutant communities up there. Specifically, around the Freeman territory. Problem is that the Freemen don't like visitors and you got into some trouble. One of the families tried to chase you down, blocking the main roads. So you took the summer road a little north of Dornans and you are on your way to Junkyard to touch base with a contact there.

In this case your enemy is one of the Freemen who hasn't given up on hunting you down. How that sound?

Suggested Loadout:
 

Last edited by taleteller50; Mar 1st, 2023 at 10:36 PM.
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  #140  
Old Mar 2nd, 2023, 07:19 AM
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Thanks, I would have never notice the encumbrance on my own!
Stellar work with the equipment! Thanks for remembering the goggles!
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First is that you are missing a d4 in Notice and Stealth. [..] Third. Don't forget the Enviromental Protection Power.
Fixed!

Quote:
Originally Posted by taleteller50 View Post
Two. We never decided on your Jackpot mutation. Are you going for a normal choice or a Greater Mutation like I mentioned before.
Think I'm going to go normal, was thinking DeadShot mutation, but since I'm not the best shot maybe it's better to have extra bennies through Good Luck mutation?

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Originally Posted by taleteller50 View Post

For Enemy, Minor will indicate an individual looking to hunt you down while Major is a group. Being with Joan already puts you on Sila's hit list, just not 'actively' hunted.

So you took the summer road a little north of Dornans and you are on your way to Junkyard to touch base with a contact there.

In this case your enemy is one of the Freemen who hasn't given up on hunting you down. How that sound?
All good with that, should I eventually define who the contact is?

Last edited by Remorazz; Mar 2nd, 2023 at 07:21 AM.
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  #141  
Old Mar 2nd, 2023, 07:45 AM
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You can if you wish but if not I'll just have him as a Doomie who's based in Junkyard. You can take the Connections Edge if you wish but it isn't required for this one-time contact.
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  #142  
Old Mar 2nd, 2023, 07:37 PM
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Random Doomie dude works perfect for me
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  #143  
Old Mar 5th, 2023, 10:03 AM
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Remorazz, I see you have taken 3 points worth of Hindrances. While there's nothing wrong in that, it's generally a good idea to squeeze all the points you can from Hindrances, not only they help define your character but the return is normally more valuable than the price

Also, be aware that with untrained Fighting, your total Parry is 2, in fact to add the half die you need to spend at least one point.
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  #144  
Old Mar 6th, 2023, 03:42 PM
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Taking that extra Minor Hinderance can also help round out your character more or give him a small quirk to make him more memorable. True, all you would get from in is a bump in one of your skills but it also provides role playing opportunities for your character.

It's up to you Remorazz but I think you're otherwise ready to go. Feel free to insert yourself into the story whenever you wish.

Link HERE

Last edited by taleteller50; Mar 6th, 2023 at 03:44 PM.
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  #145  
Old Mar 7th, 2023, 08:14 AM
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@Remorazz - I would also suggest taking all 4 points of Hindrances. They are essentially "zero sum" mechanics (since the flaws provide equivalent points to buy positive abilities), and oftentimes the synergistic effects of the bonus points actually result in a net benefit.

Also, if your Fighting is untrained, I would suggest using that last Hindrance point to buy that skill at d4. This would bump your Parry from 2 to 4, which is a huge difference in the Savage Worlds system. You'd still be a bit squishy, but that's nothing a good set of Armor can't fix.

Welcome to the game!
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