Is this right

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JmOz01
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Is this right

#1 Postby JmOz01 » Thu Feb 07, 2013 5:59 pm

Assuming a character is human, and has gotten 5 xp

Strength d4
Agility d10
Smarts d8
Spirit d4
Vigor d4

Skills

Weird Science d8
Science d6
science d6
Shooting d10
Notice d8
Fighting d4
Stealth d6
repair d8

Edges
AB: Weird Science
---Bolt Power (Blaster Pistol)
Ambidextrous
Two Fisted

Hinderaces
Elderly
Loyal
Quirk


5 xp New Power: Bolt Second Pistol


Can I really Shoot off 6 bolts at no penalty every round?

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#2 Postby ogbendog » Thu Feb 07, 2013 6:28 pm

yup. you'll roll 3d10 and a d6 per hand.

of course you have a 47% chance of getting at least one 1 on a shooting die, which means a malfunction.

you can use a bennie to reroll, of cource, but a bennie will only let you reroll one hand, if you get a 1 with your left and, and a 1 with your right hand, that's 2 bennies to reroll everything.

But then you can only do it for 3 rounds until you run out of power points.

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#3 Postby Wibbs » Thu Feb 07, 2013 6:36 pm

With a quick glance, I have a couple of points...
- It's more than a bit munchkiny to take Elderly when your Vigour and Strength are already at d4 as it isn't really acting as a Hindrance in that case, but if your GM is happy with that.

You'll be a glass cannon who is easy to taunt and intimidate. Along with Toughness 4, and Vigour and Spirit at d4, expect to be shaken and/or wounded a lot of the time and have a difficult time removing the Shaken status.

EDIT: ogbendog makes some good points as well. The chances of a 1 on six dice are high, so you'll be malfunctioning ALOT, and you'll run out of power points fast.

EDIT 2: Removed blatently incorrect bits where I couldn't read properly
Last edited by Wibbs on Thu Feb 07, 2013 8:03 pm, edited 1 time in total.

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#4 Postby Blackhawk » Thu Feb 07, 2013 7:13 pm

Even if the number of skill points and Quickness can be explained with setting rules, this is a very focused character - ie, a 1-trick pony. Put everything into one type of action and you're fodder in almost any situation in which it doesn't apply.

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#5 Postby JmOz01 » Thu Feb 07, 2013 7:17 pm

Wibbs, look over the write up, he did not take quickness, he has taken Bolt twice,,,

the 1's is an issue (for a slipstream game not so bad actualy as there is another edge to take to help with that...)

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#6 Postby greyseerco » Thu Feb 07, 2013 7:19 pm

While I don't see Quick (which either was editted out or he mistakenly saw Quirk as Quick).

Shooting 6 bolts with no penalty is a bit strong of a statement, there are plenty of penalties that can apply to shooting. But for base rolling of dice, that is correct.

While Wibbs is also almost correct, there are actually 20 skill points, I would point out Elderly gives 5 skill points to Smarts linked skills (Notice, Repair, and Knowledge) So I think this guy is legit, but also note he is going to be frail (a Toughness of 4 is asking for wounds left and right) and he is going to be slow when it comes to getting in and out of a fight.
Now if you allow all sorts of modern science armor and shields and jetpacks to over come these hindrances, I would consider making Elderly a minor instead of a major hindrance.

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#7 Postby JmOz01 » Thu Feb 07, 2013 7:39 pm

Just so everyone knows, this in no way is an actual character, but rather an exercise in abuse, something I like to do at times so I can see possible weaknesses in a system. Or in otherwords, as a game I like to break the system to see,,,

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#8 Postby ogbendog » Thu Feb 07, 2013 7:56 pm

As my post said, each round you do it, you have about a 50% chance of losing a gun.

and the malfunction has equal chance of:
2d6 damage in a large burst template (and there you are with a puny toughness of 4)
breaks, can be fixed with 2d6 hours of work
breaks, fixed with a repair check of -2
does reverse of the intent (suggestion for a weapon was fires at a random target)

you can only do it for 3 rounds, you have a 15% chance of doing it without a malfunction. At the end of 3 round, each gun has 1 shot. It'll take 9 hours for them to fully recharge

So it's not very sustainable.

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#9 Postby Wibbs » Thu Feb 07, 2013 8:01 pm

Dear me, I really shouldn't post on forums late at night :eek:

Yeah, basically ignore my previous post. For some reason I read Quirk as Quick......Oh, and the skill points are correct too with the perk from Elderly. Basically ignore my entire post :oops: *gets coat*

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#10 Postby raikenclw » Thu Feb 07, 2013 8:10 pm

JmOz01 wrote:Just so everyone knows, this in no way is an actual character, but rather an exercise in abuse . . .


He sounds a bit like an NPC I once made up in Traveller, when the party was looking for a computer savant.

The only time Emile got near a fight, it was on a world where openly carrying most weapons was illegal. He took shelter in a phone booth (think Doctor Who, but without special features) throughout the fight. Once the PCs managed to (just barely) put down all the Bad Guys, Emile cautiously eased out and whispered to the party Tank:

"Whew! For a minute there, I was worried I'd have to use the pistol hidden in the handle of my cane."

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#11 Postby Zadmar » Thu Feb 07, 2013 8:28 pm

Wibbs wrote:- It's more than a bit munchkiny to take Elderly when your Vigour and Strength are already at d4 as it isn't really acting as a Hindrance in that case

There's also the -1 Pace, and (more importantly) the fact that he can never raise his Strength or Vigor. Under the Making Races rules, "One attribute can never advance beyond a d6" is classified as a -3 racial ability - and he's got two attributes that can never advance beyond a d4!

Now let's look at his weapons. They each have 10 shots (PP), and require 1 hour per shot to recharge. So that means he has three rounds with RoF 3 - and a 27% chance of a malfunction with each hand (or a 47% chance overall, as ogbendog mentioned). A malfunction is an equal chance of:

1) Weapon explodes for 2d6 damage in a LBT centred on the character.
2) Broken device (requires hours to fix).
3) Minor glitch (an action and Repair roll at -2 to fix).
4) Hits a random target.

The minor glitch isn't a big deal (although it'll probably waste a round or two), but there's a 23.4% chance each round of breaking one of the weapons, and if that happens there's a 50/50 chance that he'll blow himself up (along with any bodyguards) as well - so he can expect his allies to keep their distance...and even that won't stop them from being randomly hit by the occasional malfunction.

Of course he can spend bennies to reroll one hand (as ogbendog also mentioned), but the reroll has a 27% chance of another malfunction - and with Spirit d4 and Vigor d4, he's going to need to those bennies to recover from being Shaken (expect to face lots of Intimidiation checks), and Soaking the wounds caused by malfunctions.

I'd be surprised if the character survived more than a session to be honest. Either he'd blow himself up, or his allies would get fed up with all the friendly fire.

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#12 Postby ogbendog » Fri Feb 08, 2013 12:01 am

The build is the epitomy of a Glass Cannon

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#13 Postby Sitting Duck » Fri Feb 08, 2013 8:55 am

JmOz01 wrote:Just so everyone knows, this in no way is an actual character, but rather an exercise in abuse, something I like to do at times so I can see possible weaknesses in a system. Or in otherwords, as a game I like to break the system to see,,,


I should think not. Having two attributes at d4 is ill-advised. Having three at d4 is suicidal. Which goes to show that it's a lot harder to munchkin Savage Worlds.
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#14 Postby Kakaze » Fri Feb 08, 2013 10:03 am

Shooting 6 times a turn is broken, hah! You haven't played Deadlands with my posse. There's a ranger I know who can do that every round. With one pistol. With a bonus to the roll. And it does relic damage.
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#15 Postby Starhawk » Fri Feb 08, 2013 10:38 am

Kakaze wrote:Shooting 6 times a turn is broken, hah! You haven't played Deadlands with my posse. There's a ranger I know who can do that every round. With one pistol. With a bonus to the roll. And it does relic damage.


Yeah, I was about to mention that this build isn't any more powerful than a run-of-the-mill Deadlands gunslinger.

In fact, you'd probably get more damage out of a non-Weird-Science pistolero build. (And less risk of EXPLOOOOSIONS!)

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#16 Postby Vinzent » Fri Feb 08, 2013 2:34 pm

If one of my players took the Elderly Hindrance and left his Vigor and Strength at D4, I would reduce those to a value of d2. Congratulations munchkin, you are wheelchair bound and don't have the strength to lift your own guns.

I had a player do this in Necessary Evil. He wanted his villain to be an old crotchety guy from the Silver Age. Until he drank his Jeckyl/Hyde potion he was a wheelchair bound invalid. And Yes, he had to buy up his super Vigor and Strength at a d4.
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#17 Postby ogbendog » Fri Feb 08, 2013 2:40 pm

Rules say drop do d4, minimum of d4.

As someone pointed out, not being able to raise a stat above d6 is a -3 hindrance. Not being able to raise 2 above d4 would be at least -6 if not -8.

I'd leave it alone. They have 5 extra skill points, and are highly vulnerable to damage

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#18 Postby Snate56 » Fri Feb 08, 2013 2:46 pm

I think it's more or less a payback for trying to get around the Elderly penalties.




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#19 Postby Vinzent » Fri Feb 08, 2013 2:52 pm

Not just payback, common sense. A Hindrance should always be a hindrance. You build your character as to what he was at his prime and then you overlay the Elderly penalties. If, at his prime, the character had a strength and vigor of d4 then he was weak and sickly at his prime. Age has turned him into an invalid.

Also, my players don't see it as a punishment. They see it as a challenge.
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#20 Postby tigerguy786 » Fri Feb 08, 2013 2:52 pm

JmOz01 wrote:Just so everyone knows, this in no way is an actual character, but rather an exercise in abuse, something I like to do at times so I can see possible weaknesses in a system. Or in otherwords, as a game I like to break the system to see,,,


Do you have Hero Lab? Its great for playing with the system.
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