I have a plan about Cyborg status point

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I have a plan about Cyborg status point

Post by emperor on Sat 15 Nov 2008 - 14:08

By playing Football Manager 2008,I got an idea to make a cyborg status such as in the FM 08 like : Dribbling 20

Stamina 17

Influence 2


But we have to adjust the status to suit cyborg ability as it should be.

How many digit of point and maximun rate for each ability?

This should include Angelica and Petra even Ange'd passed away.

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Re: I have a plan about Cyborg status point

Post by Kiskaloo on Sat 15 Nov 2008 - 14:43

It's odd that the girls don't play any team sports (that we have seen). You'd think it would be a good way to build coordination and teamwork.
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Re: I have a plan about Cyborg status point

Post by Nachtsider on Sat 15 Nov 2008 - 15:33

We don't know if they do that off-camera.

Somehow, I picture Triela as a kickass soccer player.

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Re: I have a plan about Cyborg status point

Post by Kiskaloo on Sat 15 Nov 2008 - 15:52

Triela and Rico.

And Giorgio wants to turn them into a team...
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Re: I have a plan about Cyborg status point

Post by Nachtsider on Sat 15 Nov 2008 - 16:00

Rico would play ice hockey. 'Cause it's BRUTAL.

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Re: I have a plan about Cyborg status point

Post by Tommygunner70 on Sat 15 Nov 2008 - 16:08

Sports and activities for the girls eh?

Hmmm.... I can thing of a few things.


Triela: Formula 1
Claes: Chess
Petrushka: Dancing
Rico: Marksmanship competitions.

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Re: I have a plan about Cyborg status point

Post by Ggultra2764 on Sat 15 Nov 2008 - 16:19

How about Olga's dream come girl: the Section 2 Gen-1 Ballerina Troupe? Laughing

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Re: I have a plan about Cyborg status point

Post by Nachtsider on Sat 15 Nov 2008 - 16:24

None of them strikes me as the ballerina type. Apart from Petra, of course, and MAYBE Angie.

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Re: I have a plan about Cyborg status point

Post by Kiskaloo on Sat 15 Nov 2008 - 16:29

@Tommygunner70 wrote:Sports and activities for the girls eh?

Hmmm.... I can thing of a few things.


Triela: Formula 1
Claes: Chess

I knew there was a reason why I liked those two girls.
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Re: I have a plan about Cyborg status point

Post by Tommygunner70 on Sat 15 Nov 2008 - 16:38

@Kiskaloo wrote:
@Tommygunner70 wrote:Sports and activities for the girls eh?

Hmmm.... I can thing of a few things.


Triela: Formula 1
Claes: Chess

I knew there was a reason why I liked those two girls.

Lol, I used to be big on chess myself. thinking about it now, I really feel like taking out my old Chess board and play a game.

or even better, I have a Star Wars chess set Very Happy

Formula 1 I only watch in the beginning. I am not interested in a bunch of Idiots racing around in a cycle, I wanna see some accidents man!

(Quote of truth from George Carlin Very Happy)

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Re: I have a plan about Cyborg status point

Post by Kiskaloo on Sat 15 Nov 2008 - 16:40

I went through Europe in 1985 playing chess every night over drinks with various people I met.
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Re: I have a plan about Cyborg status point

Post by LoC978 on Sat 15 Nov 2008 - 16:50

*looks at thread title*
stat points, eh?
Utilizing the Fallout S.P.E.C.I.A.L. system (for those who are unfamiliar with it, a score of 1 is listed as 'very bad', 5 is listed as 'average', and 10 is listed as 'heroic'. Anything above 10 is superhuman)...
here's a rough draft of Rico:
(using the fallout 1&2 system... 3 is customized to be FPS-friendly)

stats:
Strength-20
Perception-12
Endurance-15
Charisma-5 (or 10 to anyone who is slain by cuteness)
Intelligence-6
Agility-9
Luck-2

skills:
Small Guns- 125%
Big Guns- 100%
Energy Weapons- 19%
Unarmed- 110%
Melee Weapons- 70%
Throwing- 49%
First Aid- 39%
Doctor- 24%
Sneak- 80%
Lockpick- 30%
Steal- 29%
Traps- 30%
Science- 50%
Repair- 26%
Speech- 35% (45% to anyone slain by cuteness)
Barter- 30% (40% to anyone slain by cuteness)
Gambling- 26%
Outdoorsman- 15%


...I've always personally felt the skills part could use some tweaking... in place of 'small guns' and 'energy weapons', there should probably be 'handguns' and 'rifles'. I don't see how sighting down an XM8 is all that different from a Winchester P94 plasma rifle, or how using a GLOCK 17 is a completely different skill than using a GLOCK 86...

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Re: I have a plan about Cyborg status point

Post by Tommygunner70 on Sat 15 Nov 2008 - 17:02

Fall out three is a great game Very Happy

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Re: I have a plan about Cyborg status point

Post by Guest on Sat 15 Nov 2008 - 20:49

Using Fallout's system (even though I am familiar with the game) Here's Ange's build

stats
:
Strength-15
Perception-16
Endurance-20
Charisma-15
Intelligence-8
Agility-6
Luck-0 (or -15 if allowed)

skills:
Small Guns- 90%
Big Guns- 130%
Energy Weapons- 20%
Unarmed- 130%
Melee Weapons- 70%
Throwing- 37%
First Aid- 45%
Doctor- 30%
Sneak- 75%
Lockpick- 30%
Steal- 14%
Traps- 30%
Science- 40%
Repair- 30%
Speech- 60%
Barter- 60%
Gambling- 10%
Outdoorsman- 20%

Practically every skill after melee weapons were mere guessing. It's true that the system need some tweaking; after that it would work wonders.

Guest
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Re: I have a plan about Cyborg status point

Post by emperor on Sun 16 Nov 2008 - 2:58

My plan is to make a standard status and use it to all cyborg.
Consider the action of all girls from both anime & manga so we can add the point to them.
There are 3 divisions of stat points as Combat skill,Mental and Physical

Combat Skill

Snipering

Self-defense

Combat knife

Firing accuracy

Loading magazine



Mental

Conditioning [ degree of drug from handler ]

Decision

Flair [ I vote this for Trirla as 19 from 20 maximum from the scene that she killed Pino with her fingers!! ]

Leadership

Anticipation

Fast learning



Physical

Strengh

Stamina

Agility

Balance

Lockpick

Jumping

Swimming



This is my choice. Fill your in!

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Last edited by emperor on Sun 16 Nov 2008 - 3:19; edited 1 time in total (Reason for editing : change layout)

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Re: I have a plan about Cyborg status point

Post by Danjo3 on Sun 16 Nov 2008 - 3:07

@Nachtsider wrote:Somehow, I picture Triela as a kickass soccer player.
The girls playing soccer (sorry, football) works perfectly. Especially when you consider that Italians are crazy about the sport.

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Re: I have a plan about Cyborg status point

Post by Wileama on Fri 21 Nov 2008 - 23:13

Hit points? Armor Class? Stats?

I'm home... Very Happy

As a few of you might recall I use to have a Gunslinger Campaign for D20 Modern I was planning. System runs a lot like D&D 3rd edition. I also used the D20 Future book as well. I'll explain the setting, and then go on to the mechanics.

First the campaign was a low magic setting. Which is to say that magic exists, but it's difficult, and rare. The result is that the girls aren't just cyborgs, they where also magical constructs. They we're also going to be children bought off from human traffickers. They where also going to be the tools of the enemy. I was also planing to run the system Grim and Gritty Rules. Thus making death, and combat much more dangerous.

Anyway the character below is not meant to be a reconstruction of any of the GSG characters. This was suppose to be the first Cyborg the players party was to discovered, and ultimately fought. This was as a result suppose to be a relatively low level cyborg meant to fight 4-5 lvl 4 characters. Also I have never actually play tested this character so there might be balance issues abound. Anyway here's the character:

Name: Rachel Lvl Fast: 4 Soldier: 4
Human Lawful Neutral
11 years 89 lbs 4'2" Black hair Blue Eyes Pale skin

Str 18 (+4)
Dex 20 (+5)
Con 14 (+2)
Int 10 (0)
Wis 13 (+1)
Cha 10 (0)


Starting Occupation: Military
Feat: Personal Firearms Proficiency
Skills: Moved Silently, Knowledge (tactics)

Initiative: +7 Defense: 12 HP: 21 DR: 5/10 Speed: 50 ft

Fort Save: 2 + 3 + 0 = 6
Ref Save: 5 + 4 + 0/2 = 10/12*
Will Save: 1 + 2 + 2/4* = 5/7**

Base Attack Bonus: 6, 1
Range Attack Bonus: 11, 6
Melee Attack Bonus: 10, 5


Weapons:
MP5
Attack: 13/8 Damage: 2D6+2 Range: 50ft

Glock 17
Attack: 12/7 Damage: 2D6 Range: 30

Skills:
Hide: 5 + 7 + 0 = 12
Knowledge Tactics: 0 + 3 + 0 = 3
Listen: 1+ 8 + 4*** = 13
Move Silently: 5 + 11 + 1 = 17
Spot: 1 + 8 + 4*** = 13
Sleight of Hand: 5 + 7 + 0 = 12
Speak/Write Language: 4
Spanish (read/write)
Chinese (read/write)
Tumble: 5 + 7 + 0 = 12


Feats/Special Abilities:
Point Blank Shot, Precise Shot, Double Tap, Iron Will, Combat Martial Arts****, Personal Firearms Proficiency, Advanced Personal Firearm Proficiency****, Burst Fire, Skip Shot, Quick Reload, Quick Draw, Simple weapons proficiency, Weapon focus (MP5), Weapon Specialization (MP5), Cybernetic Block****, Improved Cybernetic Block, Increased Speed****, Improved Increased Speed

* Bonus only applies to attempt to block range attacks
** Bonus applies only to mind affects
*** Skill Plexus
****Feat Plexus


Cyborg Implants:

Subcutaneous Body Armor (M): +5

Initiative Implant: +2 initiative

Advanced Prosthetic Leg W/ Prosthetic Enhancers (2): +10 ft movement, +1 unarmed damage, Hardness 5, Hit Points 15

Advanced Prosthetic Arm W/ Prosthetic Enhancers (2): +4 Str, +4 Dex +1, +1 unarmed damage, Hardness 5, Hit Points 10

Feat Plexus: Advanced Personal Firearm Proficiency, Combat Martial Arts, Cybernetic Block, Improved Cybernetic Block

Skill Plexus: Listen +2, Spot +2, Listen +2, Spot +2

Handler: Gunslinger girls are assigned a handler at creation. This handler can not be replaced. Gunslinger girls through brain washing, cybernetic implants, and their own feelings feel a strong affection, for their handler. As a result should a handler die roll percentile to determine the girls reaction.

Body Gaurd Implant: This implant gives the bodyguard ability harm's way. However if possible the gunslinger girl must do it for her handler. Due to the gunslingers enhanced abilites she may move up to ten feet to preform this action. This movement will count as a move action on her turn in initiative.

Mindscreen Implant: In addition to the +2 bonus mindscreen offers, it also caused commands given by the handler to be treated as mind affecting. The handler can make one command per turn. A will save DC20 can be made by the gunslinger to not obey. The mindscreen implant bonus does not apply to commands made by the handler.


Okay those of you up on the system may have been like Cybernetic Block WTF? Well I made them up. This is perhaps the biggest issues around balance, by give the cyborg the ability to block bullets. With grim and gritty rules a luck cyborg could more, or less ignore a character with a small pistol. The balance is that a heavier hitting weapon would leave a character who tries to use this without arms. Or maybe it wouldn't really be useful, I don't know, again with never play testing it.

New Feats:

Cybernetic Block:
Prerequisite: Combat Martial Arts, Prosthetic Arm, Dex 15, Feat Plexus
Bonus: When an attack is made against the character she may attempt to block it with her prosthetic limb. The character must declare the attempt to block before the attack roll is made. Should the attack succeed, the character must make a reflex save equal to the total of the attack roll. Blocks may only be attempted once per turn. Can not be used to Block bullets, or beam weapons.

Improved Cybernetic Block:
Prerequisite: Cybernetic Block, BAB +5
Bonus: Can now block bullets and beam weapons. Each block will only block a number of rounds equal to 1/2 dex bonus. Any rounds after this number still strike their intended target.

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Re: I have a plan about Cyborg status point

Post by LoC978 on Sun 23 Nov 2008 - 7:29

Wil wrote:Name: Rachel Lvl Fast: 4 Soldier: 4
Human Lawful Neutral
11 years 89 lbs 4'2" Black hair Blue Eyes Pale skin

Str 18 (+4)
Dex 20 (+5)
Con 14 (+2)
Int 10 (0)
Wis 13 (+1)
Cha 10 (0)
those Str and Con stats seem a bit low to me, for a cyborg. 18 is essentially a 10 in the S.P.E.C.I.A.L. system, and cyborgs are nothing if not inhumanly strong and tough...
a 14 Con leaves the cyborg with only a +2 stat bonus to fortitude rolls... just like a pretty tough regular human. could you imagine what the girls would be like if they succumbed to system shock as easily as a human? a single torso shot would more than likely floor one (not in D20 modern, I know... but the damage has always been a bit low in it, unless you incorporate vitality and wound points).
As for strength... 18 isn't enough to hold up a 300lb bookshelf that's falling on you with one hand and no muscle strain... that'd be something more along the lines of extremely strong raging barbarian or hill giant strength (24-25ish). {if the str bonus from her prosthetic limbs aren't figured into the stats at the top, ignore this, since she already has 24}
'course, if your character isn't actually supposed to be as tough as the gen1 GSGs, that's perfectly understandable... they'd be a bit much for most any RP character to face.

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Re: I have a plan about Cyborg status point

Post by Wileama on Sun 30 Nov 2008 - 5:15

You do make some pretty valid points. The major thing to remember is that I had to consider game mechanics as well. I wasn't trying to accurately model Henrietta. My players simply wouldn't have survived if I had. Honestly I was worried about this little tot destroying them utterly, and entirely. The players where going to be sitting around the house with another team planning some mission. Only to have th most murder-rific girl scout arrive at their door. They weren't going to be wearing all their gear, nor have all their weapons handy. The only reason the second team was there was to be ablative meat armor.

Also like I said I was going to be running grim, and gritty. That's like the vitality system, only no The armor would have turned into DR. Which mean when this girl blocked a pistol round with her arms she would have DR 10 against the round. Most characters would have been dealing 3D6 with pistol, averaging 10.5 damage. Give her high reflex I was pretty sure she was going to be ignoring/ oaking a lot of damage. Then again you make a really good point about the low fort save. In Grim, and Gritty that would be a real issue.

In the end though, like I said I never play tested this so I really couldn't say. I tried play testing it myself, but I just felt like I wasn't running the players side well. \\shrug

Oh also I never developed the table for what would happen should the handler die. The table was really only meant to be a guide line. Off the top of my head I would say 0-5% percent girl is stunned for 2D4 rounds, but continues to act normal until the end of combat. 6-15% the girl is catatonic for 1D4 rounds, then commits suicide. 16-45% the girl remains catatonic for 3D4 weeks. 46-90% the girl enters rage, and does not end rage until all opponents in the immediate vicinity are dead. 91-100% girl is stunned for 1D4 rounds then rages, and attack only the opponent responsible for the death of the handler, ignoring any threats to accomplish this task. Rage does not end until all opponents in the immediate vicinity are dead.

So if you kill the handler first maybe you get lucky, and she goes catatonic, or commits suicide. Then again, you may have just have assured your characters death...

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