Malancthon wrote:Basically, yes, although I'm just warning that I will be keeping an eye for that instead of being bullish about it.
Well it's only a suggested idea, since it's only limiting character builds. After first XP, well, that's when it goes out the window.
Malancthon wrote:Plus, it'll be someone to interact with since the demons rarely if ever articulate more than a gutteral growl.
Oh, well I can only assume that the campaign basically begins when the fecal matter hits the fan. Initially, I thought that there would be at least a few NPC interactions with our PCs before, well, hell breaks loose figuratively and literally.
Malancthon wrote:That's... Quite a bit more backstory than needed. Could be useful for Me to help world build, so that is cool.
Well I'm glad that you got some inspiration for your hand at world building. Especially since it's basically the UN against the
Athenian Empire IN SPACE for the astropolitical half of it. Part of it was actually inspired by a submission of mine to the
Templin Institute's new miniseries. Well, second one anyway.
Malancthon wrote:Couple of technical things. To start with, you have +10 Abilities and -20 Weaknesses. Actually, with Knowledge and Ineptitude being half cost, you have -19 in Weaknesses.
Well it's one reason why I went with the full -20 rather than the minimal -15; if there's a weakness that might conflict in anyway, I got wiggle room.
Malancthon wrote:Offhand, I can see trimming Awkward Size (you can still be tall, just unnecessary to be awkwardly tall, which would be like 10 ft tall), Bizarre Appearance (-1 seems more accurate; you are eye-catching, not disturbing to look at), Ineptitude (cooking would not be something I expect to occur during the game, making the points superfluous), and Nosebleeder (tempting it may be, this isn't HDoom. Not that I wouldn't be opposed to a game of HDoom.... Lol).
Awkward Size and Bizarre Appearance, I can do. I figured that Dolph's species isn't something that can easily blend in with other beings, hence their inclusion.
Ineptitude is largely a species trait to reflect the fact that, as red meat-eating apex predators, their sense of taste is really subpar compared to humans and their cooking reflects this all too well. I mean the whole "bad cook" is an anime trope.
As for Nosebleeder, again I was under the impression that there would be at least a few encounters with NPCs before demons pop out and I can only imagine that, as a pleasure cruse ship, there would be a few choice females scantily clad enough to cause a reaction.
Not to mention that it would be a noteworthy encounter if at least a few of the demons are succubi and similar creatures of seduction not unlike the enemies in
Dante's Inferno (WARNING: NSFW It has an M rating for a REALLY good reason!!!!)
Malancthon wrote:I don't see Evasive or Quick, so your Defense is only 2 Dice. Might want to boost that. With no Evasive or Quick and only Combat Expert 1, I would hardly call Dolph a combat veteran. Maybe Agile 1, Combat Expert 2, and Evasive 2 (the Agile being the Avian's natural ability and Level 2 combat skills represent more experience to be considered a veteran).
Yeah, that's one of the downsides of having an Ability Cap; not enough space for getting the dice you'll need down the road. Still, I'll implement the suggestion if only because you just might have an answer to that little issue of my character build.
Malancthon wrote:With the Techno-Wizard focus, could be interesting to make your Magic abilities come from your armor. Maybe you were selected by the Ministry because you could attune to the Magics of a Techno-Wizard armor. I think I forget to mention it, but I am allowing Gear to be treated like Vehicle, meaning you can build an item worth twice the Gear level. Otherwise, I could allow a suit of armor to be considered a Vehicle from a rules point of view.
Oh, well there's my answer. I'll just shift a few Abilities into the Infiltrator Combat Armor. Originally, the Focus was going to be just a simple ring that could theoretically be lost easily enough to make it a bother and balance things out. What with the number of spells in my PC's roster and all.
Malancthon wrote:The Cancel: Headshots seems superfluous as well. I understand the logic behind it, but I think it's unnecessary points in Weaknesses, especially since your character already has so many Weaknesses. If you don't want to wear a helmet, or figure one can't be designed for the Avain's physiology, there could be a Techno-Wizard force field, a 'shimmer' that protects against exposed body parts such as your head.
Well there was a particular backstory for that weakness. Originally the Infiltrator Combat Armor did come with a helmet, but when one is trying to stealthily infiltrate a criminal auction and have had a habit of being in a firefight more often than it could have been avoided and normally outside of his control, it was going to be Dolph's trump card in case did go south and having a helmet would spoil the illusion that he had no protection despite the trench coat barely hiding the armor. Thus, he opted to leave the helmet behind. With the demon apocalypse however, hindsight is a cruel 20/20.
Malancthon wrote:Your Flight spells could be level 2, since the Flaw provides-5 EN and level 1 spells for Magic 3 are 5 EN while level 2 spells are 10 EN.
Yeah, I think that one was a hangover from when I had Arcane at a lower level and it slipping my mind in a later revision.
Malancthon wrote:With Magic 3, you don't have to roll to succeed with activating an up to level 3 spell, only for level 4 or 5 spells. So that means you would need to roll to activate the Telekinesis, Psychic, and Incorporeal spells. You would have 6 dice to roll (base 2 + Magic 3 + Smart 1) but the DCs for level 4 and 5 spells are pretty high, I would probably just lower those spells to level 3.
Huh, must have missed that little rule when I was doing my character build. Then again, I wasn't really paying attention to the attribute description but rather that END Cost table.
And I only gave them a high level since even with the concentration flaw it would equate to an END cost of 0, but if you're alright with that then who am I to argue. Or should I just make the END cost be a simple 2?
Malancthon wrote:Lastly, I noticed no Defense stat in this or actually any of your character statblocks. Could be useful to have. Similarly, your Attacks could use the attack Roll listed, for quick ease of knowing how many dice the attack uses to hit.
Oh, well that was a habit from basically designing NPCs when such values weren't really needed.
Malancthon wrote:Otherwise, as a character concept, I like it. I kinda dig the idea of a techno-magic armor, so that would be the only character tweak I would suggest.
Glad that you liked what I had so far, barring a few tweeks and corrections here and there.
Speaking of, just got finished with them. Even added an Endurance Reserve to power up a few of those spells imbued into the techo-magic armor if only to limit the amount of Magic Missile Dolph could use in an encounter if and when something ever happens to said armor.