Author Topic: Wildcards - William "Wolfie" Archer  (Read 2170 times)

Offline Halley

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Wildcards - William "Wolfie" Archer
« on: November 08, 2011, 11:39:29 PM »
Here's where i am in the processus of transfering my character to the new system. I keep my story nearly unchanged but i completely change the stats for the new system.

Player's Name: Pierre Courtemanche "Halley"
E-mail: djpierre(a)hotmail.com

Character's Name: William "Wolfie" Archer

INT: 8
COOL: 5
Empathy: 5
BOD: 5
REF: 7
ATTractiveness: 6
Speed: 5
TECH: 8

Derived Attributes:
Luck = 6
Base Loyalty 75%
Affected By Disease/Resistance to Disease 75%

Derived Attribute-like Skills
Charm/Impress/Seduction 40%
Get Noticed 90%
Perception 78%
Sense of Balance 7%
Trust/Intimidate/Leadership 25%


Hit Points: 5 / 9

Skills:
Notes: first value is the base value, used in all situations.  Second value is the modified value, only used in some situations.

Base Skills:
Language: English 5

Formative Skills: 26
Aircraft Mechanics  3
Basic Repair   6 (3 formation + 4 skill)
OverTechnology (mecha) Electronics 6 (3 formation + 4 skill)
OverTechnology (stardrive) Mechanics 6 (3 formation + 4 skill)
Tracked/Wheeled Vehicle Mechanics 2
Mathematics 6 (3 formation +3 Base)
Physics 5 (3 formation + 2 skill)
Computer 3  (2 formation +1 Base)
Computer Programming ( Repair, Hacking) 5 (3 formation + 2 skill)

Main Skill Package: 50+16= 66 
Navigation 5
Read Sensory Instruments 6 
Pilot Parachuting [pilot EX Gear] 3
Pilot Mecha Variable Vehicles 6
Mecha Combat Variable Vehicles 5
Cryptography (Scramblers, ECM and ECCM) 6 
Zero-Gee(Zero Gravity Movement) 4
Weapon System 6
Spacecraft 3
WP auto pistol 2

Occupation: NUNS VF Pilot
Rank: 1st Lieutenant

Age: 24
Gender: Male
Height: 176.64 cm
Weight: 40.83 Kg
Hair colour: Black
Eye colour: Brown

Description: Usually wearing a belt pouch with some small tools, comfortable clothes and a cap “Trust me, i'm an engeneer”.  Wear glasses for reading but they are low power and his helmet are polarized to compensate.

Handedness: Right
Birthplace: Jupiter Station

Family Origin: Originally from England, emigrated to space.  Human clone (Grand-parents were clones)
Birth Order:  1st of 15
Family:
Mother: Emma
Father: Rupert
Brother: Jonathan 23; No contact with him for more then a year, expected to be a smuggler.
Sister: Scarlet    22; accountant
Sister: Amy   21; bridge bunny
Brother: Adrian   19; school: football team
Brother: Josh   19; school: working in a "Macdonald"
Brother: Shaun   19; school: addicted to video games
Brother: Alec   19; school: want to be a lawyer
Sister: Fiona   16; school: theatrical acting program
Sister: Hermione   14; school: in the Chess team
Brother: Dean   12; school: soccer team
Sister: Guenievre 9; school: wanna be writer
sister: Ada   7; school: hobby: taking care of flowers
Brother: Nigel   5
Sister: Celtina   3

Who do you value most: My Family (brothers and sisters)
What do you value most: your word
Basic personality: stable and serious
World view: I like almost everyone, but machines are wonderful!
Current outlook on life: I crave out for more romance and passion.

Likes: His mother's meatloaf, bacon in his pizza, green and grey colours, taking his time, dismantling things, playing video games and fishing.
Dislikes: Getting drunk (will drink, but for the taste of the liquor), sports, the taste of military rations, and cheaters.

Belief System: Meritocracy: if you work hard, you should get what you merit. (Learnt in University)

Closest Ally or Friend: The wildcards
Worst Enemy or Rival: His brother Jonathan

Biggest Secret: Had a love story with one of his sister.  They both decided to try to act like nothing happened, even if they still feel something.

Short Term Goal: Repair his car, Find a wonderful girlfriend and move into a bigger apartment.
Long Term Goal: Buy a house with a garage, and get his hands on one of these new VF-29; even only change the oilon it would be great...
Reason For Joining: Get into the military to pay his scholarship and to protect his family.

Background:
William, the first of fifteen child of Rupert and Emma Archer, was born in White Flora Satelite City in orbit arround Jupiter.  The Archer Family is a big and proud family: the captain of one of the first Earth star ships was from the family, and Rupert named his second son with the same name.  When the 15th Large Scale Emigration Fleet searched for residents and personnel, the Archers decided it was a good idea, mostly because their job on White Flora wasn’t paying enough for their growing family, since Emma was pregnant again.

After emigrating to the M15, Archer passed a simple childhood trying to have good grades to makes his parents proud. Now as the oldest of the children, William had to help his parents take care of them, and he became more motivated to do something with his life. He discovered that he liked repairing things, and was fascinated by the VF that were protecting the sector. When the M15 dropped them in the Ceasar System. He tried to study to become engineer, but his parents, having all the family to take care of, didn’t have the money to pay for his education; and he wasn’t good enough to get a free scholarship. So he decided his best chance was to apply to the NUNS, so that the Forces could pay for his education; and at the same time, he could continue to take care of his brothers and sisters.

His friend called him “Wolfie”, because when some new VF or other mecha (and was particularly fond of the older models) came to the garage where they practiced what they learnd, he ran to it without anyone noticing, jumped on it and dismantled it, like what a wolf does to a rabbit. He was passionate about how things worked, but couldn't build new ones from scratch, so he specialized in repairs, upgrades and maintenance, particularly with older VF models. He sometime tried the plane, too, to see if it worked nicely. After his study, he worked in the NUNS on the 5th battalion mechanical engineer of the 15th fleet, but after a year of always doing the same maintenance on the same planes, he was ready for a change. So he applied as a RIO and became specialist in communication and electronic warfare.

In the 11th Elint Squadron, he was jumeled to David "Red Eye" Chang, another pilot. At the beginning, they where like cats and dogs, arguing about how things must be done, but they eventually became friends. Then, a year passed, and Wolfie became tired of watching his screen trying to finds enemies in the sky. He ask for reassignment to a VF combat squadron and was reassigned to the Wildcards.

Sadly, if the work life of William have been full, his love life was lesser fantastic. His first girlfriend was Melly Franchiz, a fellow student he meet in his university’s last year, and she was a very lovingly person. Sadly, one day she was sleeping at his apartment, her beloved little brother went to school alone (she was still bringing him to school herself) and became victim of a traffic accident. She blamed herself and her relation with William because she didn’t go with him to school and rapidly became insane, not wanting to see Wolfie anymore.

A year later Wolfie met Hou-yang Sanders, a friend of one of his co-worker and they began to go out together. Sadly, Hou-yang met one of her old schoolmate, whom she had a crush on, and she began to cheat on Wolfie. One day, the police came to his house to tell him that she committed suicide, after having discovered she was pregnant by her lover and that the situation was toomuch for her.

Wolfie became very depressed after that, and his brothers and sisters tried to make him feel better. His sister Amy come each day to his home, trying to comfort him. One evening, hugs became kisses, and they realized that they had loved themselves more than as brothers and sisters for a long time. That night, they consumed their love, but the next morning, they realized they should not have done it; and decided to not do it again, whatever there feeling about each other.

Now, things in William’s life have changed. Amy recently graduated from the academy to become a bridge officer and is awaiting her assignment. Most of his brothers and sisters are still in school, but they are mostly in a good way… the only dark spot on the family photo is his brother Jonathan, who last year had been accused of illegally passing things, due to his position of spaceport transport unloading supervisor. His brother Jonathan is now wanted with accusation of being involved in illegal traffic (drugs, illegal weaponry and technology, some say genetic materials too). No one in the family know if it's true or not, and the views differ from one family member to another. Being so close to his family and trying so hard to merit what he got, or what he wanted, this incident was hard to swallow; and William still has a solid resentment against him.

Now a full memeber of the Wildcards squadron, Wolfie pilot a RVF-171 in combat to protect the sector from any menace.
« Last Edit: December 28, 2011, 07:04:54 PM by Halley »
"You know you got a Good Variable Fighter when you have so much weapons that you don't have enought fingers to press all the triggers in same time!"

- A Test Pilot on New Edwards Base

Offline Sketchley

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Re: Wildcards - William "Wolfie" Archer
« Reply #1 on: November 14, 2011, 03:05:57 AM »
Alright... apologies for not getting back to you sooner on this (been busy w/ both RL and editing and rounding out the sector information stuff):

I was about to say that you can apply the skill points, but I just realized that they aren't there.  I guess we have to decide what is the optimum, balanced approach (and apologies, again, as I was intending to create a couple of NPC's with the system to give it a trial run... no time for that, either, as yet >.<;;; )

Anyhow, added a value: 54.  Do you want to try it out and see if it comes up with something balanced?  Or... give me a week or 2 to play with the numbers and come up with something?

In the meantime, there are some changes needed: you're character, even though he may be born outside of the sector, he does have to have spent his formative years (youth, training, etc.) somewhere in the sector.  Can you change that part of the background?  (have his family settled on one of the colonies, things like that).

Offline Sketchley

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Re: Wildcards - William "Wolfie" Archer
« Reply #2 on: November 20, 2011, 11:38:54 AM »
Changes needed:

Age: 22
Game takes place in 2061. Therefore, you're PC would be born in 2039.  Wolfie would've been 1 years old when his family moved onto the M15, and 8 when it dropped his family off on the first planet (Caesar), in 2047.

Now, this is OK, but problems arise with the rest of the character sheet.

#1: Conflict between Birthplace (Jupiter Station) and Background (New Essex).
#2: Conflict with ages of siblings (Jonathan 23 [older]; Scarlet 22 [same age]) and Background (William, the first of fifteen child).
#3: Conflict with game history (1 years old when his family moved onto the M15) and background (passed a simple childhood trying to have good grades to makes his parents proud.)

The easiest solution is to bump his age to 24, and amend the first paragraph of the background so it reads:
Quote
William, the first of fifteen child of Rupert and Emma Archer, was born in [SEE CHOICES BELOW].  The Archer Family is a big and proud family: the captain of one of the first Earth star ships was from the family, and Rupert named his second son with the same name.  When the 15th Large Scale Emigration Fleet searched for residents and personnel, the Archers decided it was a good idea, mostly because their job on [SEE CHOICES BELOW] wasn’t paying enough for their growing family, since Emma was pregnant again.
After emigrating to the M15, Archer passed a simple childhood trying to have good grades to makes his parents proud.


BIRTHPLACE CHOICES:
"Jupiter Station" was OK when we first worked on the character.  However, over the past half a year, I've come across a number of official setting locations in the Jupiter area.  I think it'll make Archer more cool to have one of those locations as his birthplace.  Choices are:
Jupiter orbit:
Brangogne Satellite City
Miranda Satellite City; 14th and 15th districts
White Flora Satellite City

Europa
Europa hosts a number of Unified Government mining bases.   Europa Base 7 is mentioned in Isamu Dyson's background.

Ganymede
Unified Government water and mining colony.


After this, as Archer will be 8 when his family is plopped into the sector, it means that all subsequent actions in NUNS, etc., MUST take place within the sector.

Probably the easiest solution is to have them located at Brutus, the factory satellite in orbit around Caesar (it hasn't been written up yet, but I envision a City 15-like domed city on the top surface of the satellite.)
[more info on Caesar here: http://www.macrossroleplay.org/forums/index.php?topic=2812.msg43173#msg43173 ]

Of course, you don't have to have their family stationed there (or if you do, have Archer growing up in the same location as his family).  Another option is to randomly roll, or choose on the following list:

1-2: Caesar System
3-4: Aertheold System
5-6: Bo-Yae System
7: Carthage System
8: De Moins System
9: middling colony
10: small settlement or Emigrant Fleet



Attributes
INT: 8 (10 pts)
COOL: 5 (5 pts)
EMP: 6 (6 pts)
BOD: 5 (5 pts)
REF: 8 (10 pts)
ATT: 6 (6 pts)
MA: 5 (5 pts)
TECH: 9 (13 pts)

10+5+6+5+10+6+5+13=60
You're going to have to remove 6 points.  Dropping TECH to 8, reducing INT OR REF to 7, and -1 point from one of the other attributes should do it.
« Last Edit: November 20, 2011, 11:54:34 AM by Sketchley »

Offline Halley

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Re: Wildcards - William "Wolfie" Archer
« Reply #3 on: November 20, 2011, 01:19:21 PM »
Taken from the character generation:
Quote
It costs 3 points for each increase above 8.
so my calculation are correct (tech 9=8+3=11, the only one exeeding 8) or you have made an error when you made your page.

I will change my background later this week :)
« Last Edit: November 20, 2011, 01:20:55 PM by Halley »
"You know you got a Good Variable Fighter when you have so much weapons that you don't have enought fingers to press all the triggers in same time!"

- A Test Pilot on New Edwards Base

Offline Sketchley

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Re: Wildcards - William "Wolfie" Archer
« Reply #4 on: November 20, 2011, 02:11:32 PM »
Don't forget the sentence immediately before it:

Quote
It costs 2 points for each increase above 6.   It costs 3 points for each increase above 8.

... and I've made a handy reference guide to better convey the rule:
Quote
[1 = 1 pt, 2 = 2 pt, 3 = 3 pt, 4 = 4 pt, 5 = 5 pt, 6 = 6 pt, 7 = 8 pt, 8 = 10 pt, 9 = 13 pt, 10 = 16 pt]

Offline Sketchley

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Re: Wildcards - William "Wolfie" Archer
« Reply #5 on: December 19, 2011, 01:57:41 AM »
Any updates?

Offline Halley

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Re: Wildcards - William "Wolfie" Archer
« Reply #6 on: December 27, 2011, 12:59:41 AM »
Updated the background in the first post. I will work on the skill when i'll understand how they work (got some reading to do). 

Expect other updates soon.
"You know you got a Good Variable Fighter when you have so much weapons that you don't have enought fingers to press all the triggers in same time!"

- A Test Pilot on New Edwards Base

Offline Halley

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Re: Wildcards - William "Wolfie" Archer
« Reply #7 on: December 27, 2011, 02:18:44 AM »
Quote
Step 1: Attributes
It costs 2 points for each increase above 6.   It costs 3 points for each increase above 8.

Quote
Step 3: skills
It costs 2 points for each increase above 5.   It costs 3 points for each increase above 8

Why upgrading skills is more costly then upgrading attributes? Should it not be the contrary?
"You know you got a Good Variable Fighter when you have so much weapons that you don't have enought fingers to press all the triggers in same time!"

- A Test Pilot on New Edwards Base

Offline Sketchley

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Re: Wildcards - William "Wolfie" Archer
« Reply #8 on: December 27, 2011, 09:06:52 AM »
Good question.

If memory serves, the main reason is to give players the chance of having a PC who is generally above average.

Offline Halley

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Re: Wildcards - William "Wolfie" Archer
« Reply #9 on: December 27, 2011, 02:52:56 PM »
In games where there are no combat skills, like D&D and most D20 systems, i understand that the need for betters attributes, but this game, like many others who got combat skill (like star wars D6, BESM, etc) the skills are almost more important then the attributes.

Anyway, finished putting my skill, will post that later. Just tell me if you're changing this detail of your system before i post them.
"You know you got a Good Variable Fighter when you have so much weapons that you don't have enought fingers to press all the triggers in same time!"

- A Test Pilot on New Edwards Base

Offline Sketchley

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Re: Wildcards - William "Wolfie" Archer
« Reply #10 on: December 27, 2011, 11:16:56 PM »
As the system is based off of, in a large part, Mekton, attributes still have a large role to play.

Long story short, over the past few years I've been trying to find a way that reduces or eliminates all the looking up skill/attribute bonuses and calculations needed in base Palladium but retains that systems basic features.  The net result is that BOTH the attribute and skill are added to the D20 combat roll.

There are no further changes planned to the basic mechanics of the system.  Skills *may* be renamed, but how their value is determined won't be.  [expanding on my preceding point, it's possibly to have all the skills in the list with the majority at 0, and still be able to use them.]

Offline Sketchley

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Re: Wildcards - William "Wolfie" Archer
« Reply #11 on: December 28, 2011, 12:07:31 AM »
Attributes look good.

Note character sheet has been revised somewhat to clarify calculations, and the removal of the skills packages sections, again to clarify things: http://www.macrossroleplay.org/forums/index.php?topic=2768.msg42565#msg42565

So the following need to be revised in the sheet:
Derived Attributes:
Base Loyalty 75%
Affected By Disease/Resistance to Disease 75%

Derived Attribute-like Skills
Charm/Impress/Seduction 40%
Get Noticed 90%
Perception 78%
Sense of Balance 7%
Trust/Intimidate/Leadership 25%

Offline Halley

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Re: Wildcards - William "Wolfie" Archer
« Reply #12 on: December 28, 2011, 05:45:47 PM »
Updates will be made soon. This character will be fairly balanced and i sure hope to use my special talents since i use more then my share of skill points in mechanic and support skill. In fact, he will be a better EWO then a pilot :) (and equal pilot then mechanic)
"You know you got a Good Variable Fighter when you have so much weapons that you don't have enought fingers to press all the triggers in same time!"

- A Test Pilot on New Edwards Base

Offline Halley

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Re: Wildcards - William "Wolfie" Archer
« Reply #13 on: December 28, 2011, 07:05:44 PM »
New updates applyed.
"You know you got a Good Variable Fighter when you have so much weapons that you don't have enought fingers to press all the triggers in same time!"

- A Test Pilot on New Edwards Base

Offline Sketchley

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Re: Wildcards - William "Wolfie" Archer
« Reply #14 on: December 30, 2011, 11:21:45 AM »
I take it you rolled a 4 when doing HP?

SDC: 37


Re: skills... long story short, looks like you've used an earlier edition of the character sheet when incorporating the base skills:
http://www.macrossroleplay.org/forums/index.php?topic=2768.msg42565#msg42565

The skills also... look like they've been selected from a different list.  Here's a direct link to it (it's located in the Generic Character Generation System topic): http://www.macrossroleplay.org/forums/index.php?topic=2768.msg42566#msg42566

Trouble areas:

OverTechnology (mecha) Electronic: requires electrical engineer
OverTechnology (stardrive) Mechanics: did you mean mecha?  Also requires mechanical engineer.
Mathematics: replaced by the skill High School in the two starting skills.
WP auto pistol: did you mean personal firearms?

Some suggestions:
- I suggest dropping pilot spaceship (unless if you really, really need your PC to be able to pilot space shuttles and space ships) AND weapon systems (shooting gun turrets, etc.; not needed for mecha combat) and replacing them with electrical engineering and mechanical engineering, which Archer needs to get the 2 overtechnology repair skills.
- in order to use the radio, Archer should have that skill (not having it is OK for day-to-day uses, but it'll hurt when the dice are rolled).  I recommend reducing cryptography by 2 pts and read sensory instruments by 1 pt to get a decent radio skill level.
- I think you should consider getting a hand to hand combat skill (at least basic).  Recommend replacing tracked/wheeled vehicles AND aircraft mechanics with it (those two skills can be handled by the electrical/mechanical engineering skills - game mechanics aside, I really, really doubt that a situation will come up in game where you need those skills.  We can say that the engineering & overtechonology repair skills more than make up for it (replacing a combustion engine is simple compared to replacing a thermonuclear turbine))