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Character creation and discussion

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Character creation and discussion Empty Character creation and discussion

Post by Deepcrush Thu Jun 06, 2013 8:08 am

Here on this page we will cover the Character creation as well as answering questions about characters. Some are well versed in the AvP universe but for those who aren't you have a place to speak.

A site to help folks out a bit. We aren't going to be very strict with this RP so just have fun with it.

http://avp.wikia.com/wiki/Main_Page


Last edited by Deepcrush on Thu Jun 06, 2013 8:31 am; edited 1 time in total
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Post by Aaron Thu Jun 06, 2013 8:15 am

I'm really only familiar with the four Alien movies, Predator and Predators. I purposely avoided the AvP movies and games. But I imagine if I play a human then it won't be a big deal.
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Post by Deepcrush Thu Jun 06, 2013 8:22 am

Not at all. AVP is just all three combined together so if you've seen a human fight an Alien and fight a Predator then you can manage everything you'll need to play as a Human.
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Post by mikey Thu Jun 06, 2013 9:16 am

I'm in the same boat, if not a smaller one. Aside from some wiki skimming, My familiarity with the setting is limited to the first 3 Alien movies and the first Pred movie. Looks like I'll be a host/trophy- I mean, a human.
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Post by mikey Thu Jun 06, 2013 9:18 am

BTW, what are we doing for char creation? Are there any mechanics to worry about, or just a prose bio and backstory?
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Post by Deepcrush Thu Jun 06, 2013 9:31 am

Well that was something we hadn't covered yet. So I should also ask how detailed do people want this to be?

I can set this up for a very limited dice roll, a somewhat involved dice roll. Or we say screw it and just run it as an RP with no dice and I'll just curve events to make sure things stay interesting.
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Post by mikey Thu Jun 06, 2013 9:37 am

I'm OK with whatever the majority rules.
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Post by Aaron Thu Jun 06, 2013 10:08 am

I'm just working up a bio ATM with kit list. I wouldn't mind a simple dice roll system just for the element of chance, but I also don't want to be replacing characters regularly either.

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Post by mikey Thu Jun 06, 2013 10:13 am

I'll probably start doing the same. For the leathernecks, should we pick kit that makes sense from the AvP wiki, or are we going to have some limits based on our unit (for example, we don't have M4X armor available and are limited to the older armor) and based on what makes sense for our particular char?
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Post by Deepcrush Thu Jun 06, 2013 10:33 am

I can do simple dice to keep things random, won't be hard. Unless you guys fail on a 98+ you shouldn't die of anything short of just standing still. If you do, its not hard to make more characters... lol
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Post by Aaron Thu Jun 06, 2013 10:40 am

Look, it's Dude's father, Rooster Cogburn!

Where did he come from?
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Post by Deepcrush Thu Jun 06, 2013 9:47 pm

Mikey, you can take honestly whatever you want. If you want to take from the wiki if you're new to the universe or if you are familiar enough to create something of your own for use. The limits are only on the race you use, not really what that race takes with it. So long as you remain relative to the tech levels of the race you play as.

Aliens get no frick'en lazor beams on their foreheads.
Preds don't have tails.
Humans can't free hand two pulse rifles and ma-deuce.
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Post by mikey Fri Jun 07, 2013 12:48 am

Sounds good. I'm thinking of a combat engineer or something like that, so chances are that it'll be just a knife, pistol, and assault rifle or PDW plus the tools.
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Post by Deepcrush Fri Jun 07, 2013 8:35 am

Well the standard pulse rifle has an under carry that can be switched out for whatever you want. So keep that in mind when picking your kit.
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Post by mikey Fri Jun 07, 2013 10:09 am

I saw that... looks like there are underbarrel grenade launchers, shotguns, etc. I'm also thinking that a combat engineer-type might also be a designated flamethrower trooper, but I'll give that some more thought.
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Post by Deepcrush Fri Jun 07, 2013 12:52 pm

Yeah, no real limit of choices. Nothing to say you can't carry to separate weapon systems. Rifle/grenade and Shotgun/burner. Both are effective and practical depending on you environment.

Remember that this is going to be a very light handed RP. So only use as much detail as you feel you need to flesh out your starting character. You don't have to write down every item in your kit or how much ammo you have. Press don't run out unless their kit is designed too, Marines carry up to 19 mags in combat, Synth's can carry a hundred pounds of ammo with care and Aliens don't need it.

So by all means go crazy!
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Post by mikey Fri Jun 07, 2013 2:29 pm

Yeah, I didn't plan to be so anal as to write down the amount and estimated weight of every round I carry; I just meant for RP purposes. It's not really playing the role very well of a combat engineer if he's wandering around carrying a MILAN, a flamethrower, and a Saiga-12... you know, "just in case."
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Post by Deepcrush Fri Jun 07, 2013 3:19 pm

Well you also have to pick what branch of service or if you're going to be a private contractor.
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Post by Aaron Sat Jun 08, 2013 8:25 am

What's in a mechanical breaching kit, a hammer?

Swapped out the .357 for a .410 revolver, everything is always close quarters in the universe anyways. Maybe he should load it with flechettes. lol!
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Post by Aaron Sat Jun 08, 2013 8:30 am

I should just make characters with progressively worse weapons choices.

Mosin Nagant (the original version with fixed bayonet)
A coach gun
Black powder shotgun
Flintlock pistol
Spear
Rock
Poo
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Post by Deepcrush Sat Jun 08, 2013 9:03 am

Mikey, your guy looks good. Just waiting on one or two more people so that I can plan out the start up for everyone.
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Post by mikey Sat Jun 08, 2013 9:38 am

What's in a mechanical breaching kit, a hammer?

This is a modern-day example of a USMC MBK:
Never mind, I'm too new of a member to post a link.
Anyway, a current-day USMC MBK has bolt cutters, sledge axe, sledge hammer, wrecking bar/pry bar, rope, grappling hook, collapsible ladder, tac flashlight, tac gloves, eye protection, kevlar sleeves, and assorted carabineers and carriers with a pack frame.
Naturally I'm assuming that a degree of sci-fi-ishness has reduced the size of things and added some duplication to reduce the number of items, and that the kit would include the hand welder that Hicks used in Aliens.

Poo

Now, hang on... you'll never have to worry about running out of rounds or reloading brass...

In general, there were some things I thought my char would use semi-regularly, but didn't list as I'd figure they were section or platoon issue rather than individual issue. Things like the sentry guns from Aliens, a supply of mines, etc. would seem to be something to issue from platoon or section stores. I also figured (and thought I read somewhere) that the comms in marine armor include the personal data transmitter (the thingy that communicates position and status to the tac center) and the IFF (the transponder that identifies you as a friendly to things like smart guns and sentry guns.) Aaron, I also thought I read somewhere that colonists or imported labor usually has one of those transponder things implanted.
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Post by Aaron Sat Jun 08, 2013 9:47 am

Huh, good idea. I'd better put one on him, he can loot a radio off the inevitable dead.

I wish I had thought of this earlier; a fundamentalist Pred. Only hunts with things like wrist blades, maul, etc. maybe a monkish predator?

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Post by mikey Sat Jun 08, 2013 10:39 am

That's a good idea - his hunter's honor prevents him from using any tech level higher than his prey, maybe?
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Post by Aaron Sat Jun 08, 2013 11:15 am

More complex then that, but yeah.

Aside from stuff like the mask that they may need in order to breath properly. Replace the cloak with a reversible cloth cloak or something.

Maybe...maybe he's a renegade, he's gone his own way because he feels the young hunters are disconnected from the Hunt, which is a Zen thing for him.

How the fuck would he get around though? Do the Preds use cryo?
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