@Kensai@Mr. Belpit@DB_Explorer@tankdrop24 awesome! I'll look over the profiles and see if there's any changes I'll recommend before we jump back in. I did some minor changes on like MS profiles but nothing too different there.
Looks good. I've got a Loum stunt written up for you:
Loum: Killing Blow —Your record of ships sunk is beaten by none. Once per scene, you may spend a Fate Point to target a ship, fortress, or other large target with a special attack. Your target cannot roll in opposition to this attack.
So your character is still great, but I was reviewing the profile and had a thought. I was wondering if you thought keeping Notice as your +4 would be a good idea or not; if you personally think Mack's strengths revolving mostly around seeing things first would be fun and engaging for you. Don't have a strong opinion on it personally but thought the topic merited discussion since we're restarting the game and all.
Just going to suggest some aspects since it's been a while since we've worked on this character:
High Concept: Ex-Zeon Scavenger
Trouble: The Inside Job
Always Playing to Win
Mobile Suit Expert
Family on the Other Side
Your high concept could be invoked by you to help enhance a Contacts roll ("I know a guy") or maybe to bluff the enemy with your knowledge of the Principality. "The Inside Job" could be compelled against you involving complications of the Federation-sponsored defection. The last aspect, "Family on the Other Side" is something I saw as adding some depth as to why Callista's obsessed about prospect and her connections; maybe there's still some family stuck in the depths of poverty that's tying her down a bit.
Stunts still look good. With skills, I wanted to ask if you possibly wanted to make stealth more important, just because you have an interested in stealing / burglary. You could also have Burglary be higher on your skills and use a stunt to let it pull double duty for stealth-related tasks. I'll note we do seem to lean heavily toward Targeting as an offensive skill versus Shoot, so that could be something to think about in terms of how we're balancing the unit.
Age: 29 Rank: Chief Warrant Officer Two (WO2), ESFA (Army) Role: Close Assault Specialist, Army Liaison and Advisor on training program development. Birthplace: Pacific Northwest, North America Experience: Peace Keeping Operations - São Paulo Brazil (Army), Infantry Combat Instructor, Mobile Suit Operator - 13th Space Assault Squadron
Aspects:
(High Concept): Veteran Ground Pounder
(Trouble): Shoots first, asks questions later
Offense is the best defense
It's not my job to be nice
The Army's Foot In The Door
Personality & Bio:
Catharine Volkov, otherwise known as Kat to friends and family alike, has an unusual background for a mobile suit pilot. Her initial training in combat, her experience was not as a pilot, a tank operator or anything so fancy. Kat experiences of war is that of a foot solider.
Her early tours included everything from counter insurgency operations in those corners of the world left behind by the dizzying progress of man to cushy garrison duties in any one of the many habitats floating in Cis-lunar space.
In an era where man can harvest fuel from the gas clouds of Jupiter and honest to god space battleships orbit above holding the ultimate high ground infantry are viewed continuously an on the verge of obsolesces - tasked with much, and given very little to do it with. In such conditions infantry take on a pragmatic view of their chosen profession.
Katharine was no different as she climbed the ranks into becoming a non-commissioned officer. In the field, you did your job and you best do it well, since you didn't have a fire control system, or an expert AI backing you up - all you had been whatever god deemed fit to shove between your ears. Back at base, on liberty, though was a different story - in a world with cold fusion and particle beams infantry didn't have the luxury to be modest in life. As long as you were able to do your duty the next day Katharine didn't care what occurred the night before - it certainly didn't stop her.
Her last major tour in the infantry was about five years ago in São Paulo, Brazil a sprawling megalopolis stretching along the South American coast an amalgamation of what decades ago might have been several cities. It was a sea of humanity so large the local government was unable, or unwilling, to have enough police to keep the peace and so the Federation sent in the infantry.
Combat in a megalopolis is a unique form a conflict. Perhaps the only place where war might have more dimensionalty was space. Buildings towered over the streets and every one of them could become a killing zone even as sewers and subways snaked under ones feet. Lessons we're learned, people lost and habits formed. When everyone with a personal data pad could tell their friends about you and ambushes we're the norm rather then the exception quick, violent action became the order of the day everyday.
After Brazil her next tours were instructor billets, teaching basic infantry tactics, counter insurgency and a host of other things she had learned over her long service. Then as the One Year war started she got an offer - the Military High Command was working to counter the Zeon Mobile Suits that had been kicking their faces in... and the Army didn't want the program dominated by Navy and Air force jocks. So they offered to train her in a new weapon, in exchange for working with experimental technology they would promote her to Warrant Officer. The Guntanks she ended up we're laughable compared to the Zeon Zaku but they had big guns and that counted for a lot. Still, they lacked the ability to really close with and destroy the Zeon - but now with the war coming to end and moving to space, and with more proper Mobile Suits being deployed that was about to change.
Her time with 13th Space Assault Squadron was as every bit as brutal as her infantry deployments. But the army didn't care, the army only cared she had survived and came back. Now they not only had a pilot, they had an experienced one. So they pushed her into a test squadron, not only would the Army be learning to use mobile suits they we're going to help make them - ensuring the Navy didn't get to dictate everything. Kat has no idea how they did it, shoveling some line about how she could help develop training curriculum and evaluate what designs were the most sustainable, but they did.
Stunts:
Battle Drill: When shooting in Close quarters, a tie counts as a success and inflicts one shift of damage.
Legacy of a Misspent Youth: Gain +2 to rapport when drinking with someone and +1 when defending with melee.
Tit for Tat: When you suffer a physical consequence, you can invoke that consequence for free on your next attack. If you suffer multiple physical consequences, you get a free invocation for each.
my profile since you misplaced it, only thoughts aside from mechanical updates might be aspect tweaking to provide some hooks to the team or some other plot stuff...no idea what atm though.
my profile since you misplaced it, only thoughts aside from mechanical updates might be aspect tweaking to provide some hooks to the team or some other plot stuff...no idea what atm though.
So your character is still great, but I was reviewing the profile and had a thought. I was wondering if you thought keeping Notice as your +4 would be a good idea or not; if you personally think Mack's strengths revolving mostly around seeing things first would be fun and engaging for you. Don't have a strong opinion on it personally but thought the topic merited discussion since we're restarting the game and all.
Just going to suggest some aspects since it's been a while since we've worked on this character:
High Concept: Ex-Zeon Scavenger
Trouble: The Inside Job
Always Playing to Win
Mobile Suit Expert
Family on the Other Side
Your high concept could be invoked by you to help enhance a Contacts roll ("I know a guy") or maybe to bluff the enemy with your knowledge of the Principality. "The Inside Job" could be compelled against you involving complications of the Federation-sponsored defection. The last aspect, "Family on the Other Side" is something I saw as adding some depth as to why Callista's obsessed about prospect and her connections; maybe there's still some family stuck in the depths of poverty that's tying her down a bit.
Stunts still look good. With skills, I wanted to ask if you possibly wanted to make stealth more important, just because you have an interested in stealing / burglary. You could also have Burglary be higher on your skills and use a stunt to let it pull double duty for stealth-related tasks. I'll note we do seem to lean heavily toward Targeting as an offensive skill versus Shoot, so that could be something to think about in terms of how we're balancing the unit.
.
The thread's live. Just a quick reminder that this is a soft reset, so we're sometime after Loum, but before most of the earth-based combat. As such, if you were in a previous game you should disregard previous land combat / experience with prototypes on Earth. Everything from Loum is still current / applicable. At this point the cast has not had experience with the RRf-06 or Guncannons.
Feel free to post and add to the introductions and discussion. As always, thanks for sticking with me.
Just going to suggest some aspects since it's been a while since we've worked on this character:
High Concept: Ex-Zeon Scavenger
Trouble: The Inside Job
Always Playing to Win
Mobile Suit Expert
Family on the Other Side
Your high concept could be invoked by you to help enhance a Contacts roll ("I know a guy") or maybe to bluff the enemy with your knowledge of the Principality. "The Inside Job" could be compelled against you involving complications of the Federation-sponsored defection. The last aspect, "Family on the Other Side" is something I saw as adding some depth as to why Callista's obsessed about prospect and her connections; maybe there's still some family stuck in the depths of poverty that's tying her down a bit.
Stunts still look good. With skills, I wanted to ask if you possibly wanted to make stealth more important, just because you have an interested in stealing / burglary. You could also have Burglary be higher on your skills and use a stunt to let it pull double duty for stealth-related tasks. I'll note we do seem to lean heavily toward Targeting as an offensive skill versus Shoot, so that could be something to think about in terms of how we're balancing the unit.
Cleaned up my profile, and as per your suggestions, I push my Stealth and Burglary up to build my character as a logistics support kind of character, both in and out of combat.
Cleaned up my profile, and as per your suggestions, I push my Stealth and Burglary up to build my character as a logistics support kind of character, both in and out of combat.
I mean, presumably we're walking out with the large scale, fifteen meterish giant robots, so presumably we're getting attention either way. And once we get in those, blowing the rest up is a matter of just grabbing a gun and shooting.