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Re: PS type of Skinjobs
Posted: Tue Jan 26, 2010 10:02 pm
by demos606
Officially, normal human strength. I thought I remembered them having Splicer strength but there's no note of it in their OCC so I'm gonna call my memory faulty.
Re: PS type of Skinjobs
Posted: Wed Jan 27, 2010 4:36 pm
by TechnoGothic
Normal Human for Skinjobs.
The are cameo-stealth experts, not combat specialists.
Re: PS type of Skinjobs
Posted: Thu Jan 28, 2010 9:01 pm
by TechnoGothic
Munchkin Slappin GM wrote:TechnoGothic wrote:Normal Human for Skinjobs.
The are cameo-stealth experts, not combat specialists.
Thanks, I guess I'll have to tweek it for myself.
No need to Tweek.
Skinjobs can select a few Bio-E Feature upgrades as can anyone without becoming a Biotic.
Select for you Character Splicer Strength, Bio-Comms, Gills.
Bamm. You have a great unique Skinjob ready for alot of adventure.
Re: PS type of Skinjobs
Posted: Sat Jan 30, 2010 2:18 am
by TechnoGothic
It would strictly as a Reward from the Warlord of the House.
Anywhere from 40-60 every 3rd level sounds good to me. Lvl 3, 6, 9, 12, 15.
Re: PS type of Skinjobs
Posted: Fri Feb 05, 2010 5:38 pm
by Premier
I have a curious question, How many ppl choose this OCC out of the others and why or why not?
Re: PS type of Skinjobs
Posted: Fri Feb 05, 2010 5:41 pm
by The Galactus Kid
I have never rolled one up, but this is soon to change since they are a key unit in a rival house.
Re: PS type of Skinjobs
Posted: Fri Feb 05, 2010 6:04 pm
by The Galactus Kid
Stealth field, man. Never underestimante the stealth field. Practically invisible to all sensors.
Re: PS type of Skinjobs
Posted: Fri Feb 05, 2010 9:51 pm
by demos606
Munchkin Slappin GM wrote:Premier wrote:I have a curious question, How many ppl choose this OCC out of the others and why or why not?
I'd play one if they got some Bio-E as they advanced in level and some to start out. As they are written the first time you have to fight your way out you end up a victum.
That's because they aren't meant to fight their way out of situations. They're masters of stealth not combat. If you want a master of combat, play a Scarecrow or Biotic.
Re: PS type of Skinjobs
Posted: Sun Feb 07, 2010 7:46 pm
by sHaka
This class is actually my favourite on paper - never played one but as soon as I read the description I just thought, super ninja spec-ops bada**es.
How nails must you be to volunteer to be skinned?
Re: PS type of Skinjobs
Posted: Mon Mar 22, 2010 3:22 pm
by Ziggurat the Eternal
sHaka wrote:This class is actually my favourite on paper - never played one but as soon as I read the description I just thought, super ninja spec-ops bada**es.
How nails must you be to volunteer to be skinned?
he has a good point
Re: PS type of Skinjobs
Posted: Sat Jun 21, 2014 1:14 pm
by DommeNation
Something to add to this old forum
...
According to the book, yes, Skinjobs have normal human P.S... Though, their skin is M.D.C.
However, if that poor Skinjob should be unfortunate enough to have a low P.S... That means, when they put on their Wing Pack... They're gonna fall over backwards onto their back since the Wing Pack weighs 300 pounds.
Re: PS type of Skinjobs
Posted: Sun Jun 22, 2014 12:07 am
by Premier
The Galactus Kid wrote:I have never rolled one up, but this is soon to change since they are a key unit in a rival house.
Please share your best Skinjob NPCs when you get the chance, if you can that is...
The reason for me asking is because I wondered if it was due to the Bio-E limits or due to the original illustration, or something else entirely as to the cause of this OCC being rarely selected?
Re: PS type of Skinjobs
Posted: Sun Jun 22, 2014 12:20 am
by Premier
Ziggurat the Eternal wrote:sHaka wrote:This class is actually my favourite on paper - never played one but as soon as I read the description I just thought, super ninja spec-ops bada**es.
How nails must you be to volunteer to be skinned?
he has a good point
+2!
I am really digging this OCC and its many potential influences and uses within this setting. I admit, I overlooked some of its true potential at first because of the swelled ideas of customizations with some of the other OCCs, but recently, I'm really viewing this OCC with a new level of awe and innovations.
Re: PS type of Skinjobs
Posted: Sun Jun 22, 2014 9:42 am
by The Galactus Kid
Premier wrote:The Galactus Kid wrote:I have never rolled one up, but this is soon to change since they are a key unit in a rival house.
Please share your best Skinjob NPCs when you get the chance, if you can that is...
The reason for me asking is because I wondered if it was due to the Bio-E limits or due to the original illustration, or something else entirely as to the cause of this OCC being rarely selected?
Personally, I think the illustration for the skinjob is the weakest of the bunch, but I LOVE the concept. We've used them in our game often enough for others to realize just how effective they can be though. I'll see if I have a digital version of those character sheets and I'll get those linked here. If not, it may e a few weeks since I have a ton of other things I'm trying to knock out right now.
Re: PS type of Skinjobs
Posted: Sun Jun 22, 2014 9:43 am
by The Galactus Kid
Premier wrote:Ziggurat the Eternal wrote:sHaka wrote:This class is actually my favourite on paper - never played one but as soon as I read the description I just thought, super ninja spec-ops bada**es.
How nails must you be to volunteer to be skinned?
he has a good point
+2!
I am really digging this OCC and its many potential influences and uses within this setting. I admit, I overlooked some of its true potential at first because of the swelled ideas of customizations with some of the other OCCs, but recently, I'm really viewing this OCC with a new level of awe and innovations.
Yeah, I agree. It's a really solid class.
Re: PS type of Skinjobs
Posted: Sun Jun 22, 2014 2:07 pm
by Shark_Force
I think one of the biggest challenges the skinjob has is that someone else can do almost the same thing with a host armour, while still being a combat and utility beast.
I mean, get yourself a stealth field and a good prowl skill, and it covers all those weapons you have integrated into your host armour, too... so the skinjob is pretty heavily limited on what they can bring, but with a dreadguard you can be sneaking around with a heat projector and a bunch of explosives, and have more effectiveness if you do get caught.
Re: PS type of Skinjobs
Posted: Sun Jun 22, 2014 11:58 pm
by Premier
The Galactus Kid wrote:Premier wrote:The Galactus Kid wrote:I have never rolled one up, but this is soon to change since they are a key unit in a rival house.
Please share your best Skinjob NPCs when you get the chance, if you can that is...
The reason for me asking is because I wondered if it was due to the Bio-E limits or due to the original illustration, or something else entirely as to the cause of this OCC being rarely selected?
Personally, I think the illustration for the skinjob is the weakest of the bunch, but I LOVE the concept. We've used them in our game often enough for others to realize just how effective they can be though. I'll see if I have a digital version of those character sheets and I'll get those linked here. If not, it may e a few weeks since I have a ton of other things I'm trying to knock out right now.
I agree with you GK, I think this is one of the biggest reasons why the Skinjob is not selected as much. However, consider the illustration issue soon to be rectified, as upcoming SPLICERS material will reveal a revised visual edition.
Re: PS type of Skinjobs
Posted: Mon Jun 23, 2014 12:05 am
by Premier
Shark_Force wrote:I think one of the biggest challenges the skinjob has is that someone else can do almost the same thing with a host armour, while still being a combat and utility beast.
I mean, get yourself a stealth field and a good prowl skill, and it covers all those weapons you have integrated into your host armour, too... so the skinjob is pretty heavily limited on what they can bring, but with a dreadguard you can be sneaking around with a heat projector and a bunch of explosives, and have more effectiveness if you do get caught.
Shark Force, I also suspect that this is the other biggest challenge for those who opt to play a Skinjob. Their fantastic Stealth field is not proprietary enough and it potentially can drain some of their unique flare away from this OCC. Slappy & I may have some new ideas that can be implemented to hopefully enhance the Skinjob's marketability. Such positive and collaborative feedback is very insightful and very helpful, thanks Spliceheads!!!
Re: PS type of Skinjobs
Posted: Mon Jun 23, 2014 7:54 am
by sHaka
That would be amaze Chuck - really looking forward to what you cook up for the skinjob. Four years since I made the above comment but I'd still take the Skinjob OCC as a player above all others.
My great house I'm writing up uses them heavily and I too am working on some variant abilities for these guys.
Re: PS type of Skinjobs
Posted: Mon Jun 23, 2014 1:21 pm
by Premier
sHaka wrote:That would be amaze Chuck - really looking forward to what you cook up for the skinjob. Four years since I made the above comment but I'd still take the Skinjob OCC as a player above all others.
My great house I'm writing up uses them heavily and I too am working on some variant abilities for these guys.
Thank You SHaka! We are hoping to boost the core OCCs for this setting without changing much to avoid any munchkin power creeping, but simply to smooth them out sort of speak, so that they are more marketable as a whole. I'm taking great responsibility on the visual part, and hope to rectify the illustration portions ASAP!
I think the style of gameplay for Skinjobs is key and very crucial to their implementation in Splicers. It sort of reminds me of the first time(s) I played Tenchu. As much as my gut reaction might have been to go into pure action video game mind set to hack and slash all of the enemies as they came, that just wasn't the style in which the character or game was intended for. Truly stealth and guerrilla warfare is the SKinjob's forte and that is what should be preserved, IMHO. However, I do want them to be deadly adversaries towards Machines & rival HAs "if" necessary.
May I ask, how do you all view/play Skinjobs?
Re: PS type of Skinjobs
Posted: Mon Jun 23, 2014 1:56 pm
by Shark_Force
i think one thing i would find really helpful for skinjobs would be to basically make them into an explosives factory. not for stuff like hand grenades and rockets, mind you; stuff like land mines (to delay pursuers), and placed explosives like you would use to blast open doors or damage a building.
they've got the sneaky part of sabotage down quite well. they just need some help with the destructive part.
i do agree that they shouldn't be given stuff like a heat projector; it is completely out of character for their role. something like the acid pustules, on the other hand, i think is an excellent fit. other close-range but devastatingly effective (and low visibility) weapon systems would be interesting too; for example, the death blossom. also high damage precision sniper attacks could be possible.
the other area i would like to see skinjobs gain in would be sensory. one of their main uses is spies. they should be given something to overhear people from further away or even through obstacles (to a point), and an eidetic memory implant of some kind would make an awful lot of sense. an ability to squeeze through tiny cracks, like many animals can, would also make sense; imagine if a skinjob could squeeze into an air vent or something like that.
but yeah, i really feel like making them the demolition experts would add something. imagine if a skinjob could stealth up next to a rook, and plant a bunch of explosives without being noticed to take it out before the force field goes up, for example. obviously that can't be 100% reliable, but if you could get close enough to reliable, it would be something.
but yeah, think of cyrus from dawn of war II in terms of what sort of stuff i'd like to see a skinjob be able to do... perhaps not on *quite* that scale, but if you know there's a skinjob in the area, setting up all kinds of nasty traps, it should be scary.
other possible modifications might include things like the ability to produce the regular resin melee weapons in the core book that deal MD... so, for example, you could slip a skinjob into a town, outfit a group of rebels with MD bows and arrows, and start up an insurrection.
these are the sorts of abilities i want skinjobs to have. they should be the unseen threat, and right now, they've only really got the unseen portion of that covered. obviously, they can't gain all of that stuff, and they should probably only start off being able to do a small number of those things, with the ability to advance and be able to do a few more of those things as they gain levels (and promotions/rewards).
Re: PS type of Skinjobs
Posted: Tue Jun 24, 2014 8:25 am
by sHaka
Yeah Shark_force that's the niche SkinJobs fill in my Great House - Demolition specialists and scouts, sometimes assassins. They have the means to put up a fight if required but almost always a fighting retreat to a secure location.
I've been toying on giving them an ability to shed their skin - leaving them temporarily weakened (and looking like the flesh under a picked off scab) until regrown/reattached - which can slither off to perform recon/snooping/act as a decoy.
Re: PS type of Skinjobs
Posted: Tue Jun 24, 2014 3:30 pm
by Shark_Force
okay, now that just sounds creepy as heck. which is not necessarily a bad thing.
I'd still like to see them be able to produce the kinds of explosives you might use to demolish a building and such. I wouldn't necessarily want to see them manufacture grenades or anything, but being able to produce a large volume of placed explosives just really feels like it fits.