Author Topic: Quick-Start Takers  (Read 4756 times)

Diskhotep

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Quick-Start Takers
« on: May 18, 2019, 08:12:53 PM »
As convention season approaches I've been working on ways to allow players a fast way to customize their own takers without having to be handed a totally pre-generated one-shot character or spend time creating a full character from scratch. Comments and constructive criticism are welcome.

Quick-Start Takers are created by combining two cards defining the type of Taker they are and their place within the crew. Players will first choose their Major, a Potential-based broad focus for their character inspired by the basic roles a group of Takers tends to gather. Majors assign two points to Potentials (added to the starting base of 1), and allot 10 points to skills.

MAJORS:

MELEE:
Most Taker crews have at least one member able to get up and personal with trouble.
Potentials: STR +1, SPD +1.
Skills: Athletics 1, Awareness 1, Intimidation 1, Melee 2, Resistance 1, Scavenging 1, Self-Control 1, Stealth 1,  Unarmed 1.

RANGED: Taker crews can always use someone who can deal with problems at a safe distance.
Potentials: SPD +1, ADP +1.
Skills: Awareness 1, Athletics 1, Foresight 1, Leadership 1, Resistance 1, Scavenging 1, Self-Control 1, Shoot 2, Stealth 1.

TECH: Tech characters support the group with their hands-on expertise.
Potentials: ADP +1, INT +1.
Skills: Athletics 1, First Aid 1, Foresight 1, Mechanics 2, Networking 1, Research 1, Resistance 1, Scavenging 1, Self-Control 1.

MASTERMIND: Taker crews can always use someone who knows useful information and the best way to capitalize on it.
Potentials: INT +1, CHA +1.
Skills: Awareness 1, Athletics 1, First Aid 1, Foresight 2, Networking 1, Persuasion 1,  Research 1, Self-Control 1, Sensitivity 1.

NEGOTIATOR: Every Taker crew needs someone to get the good contracts and hustle up the best payout the market will bear.
Potentials: CHA +1, WIL +1.
Skills: Awareness 1, Athletics 1, Deception 1, First Aid 1, Leadership 1, Networking 2, Persuasion 1, Self-Control 1, Sensitivity 1.

SURVIVOR: Just being able to survive in the Loss for any amount of time is good enough for the majority of Taker crews.
Potentials: STR +1, WIL +1.
Skills: Awareness 1, Athletics 1, Deception 1, First Aid 1, Intimidation 1, Resistance 1, Scavenging 2, Self-Control 1, Stealth 1.

After the Taker has chosen their Major, they select a Minor to represent the tasks they focus on the most in the group, or reflect their experiences before and during the Crash. Minors assign more two points to Potentials and five more points to Skills, and provide some starting bounty and gear.

These are some sample Minors, though not the only ones. Suggestions for new Minors are welcome. Note that any pairing of Majors/Minors is allowed - they are not directly linked in any way, though some complement each other nicely.

***EDIT NOTE: Minors have been updated based on feedback and refinement.***

MINORS:

SOLDIER: Lots of military personnel were left behind when the bridges blew. Either they were too slow or received their recall orders too late, or they chose to remain behind to protect the civilians in their care.
Potentials: SPD +1, ADP +1.
Skills: Athletics 1, Awareness 1, Profession: soldier 1, Shoot 1, Stealth 1.
Gear: Backpack, Rations, Rifle, Knife, Binoculars. 5 bounty.

LAW ENFORCEMENT: Local law enforcement was often on the front lines when a vector outbreak would occur, but they had the advantage of training and equipment the average person lacked.
Potentials: SPD +1, CHA +1.
Skills: Athletics 1, Intimidation 1, Profession: police officer 1, Sensitivity 1, Shoot 1.
Gear: Backpack, Rations, Handgun, Shotgun, Flashlight. 5 bounty.

DOCTOR: People with actual medical training are rare in the Loss, and they tend to be welcome wherever they go.
Potentials: INT +1, WIL +1.
Skills: Foresight 1, Profession: doctor 1, Research 1, Scavenging 1, Self-Control 1.
Gear: Backpack, Rations, Blood Test Unit, First Aid Kit. 6 bounty.

COURIER PILOT: Before the Crash delivery drones were moving from novelty service into the mainstream. After the Crash they are vital for smuggling items to and from the Recession.
Potentials: ADP +1, INT +1.
Skills: Criminality 1, Drive 1, Mechanics 1, Profession: drones 1, Scavenging 1.
Gear: Backpack, Rations, Laptop, Drone. 3 bounty.

SOCIAL MEDIA EXPERT: You would think a zombie apocalypse would make certain jobs obsolete. But as long as there is Ubiq and a population starved for infotainment, there will be someone to provide cat videos and witty commentary.
Potentials: INT +1, CHA +1.
Skills: Deception 1, Networking 1, Persuasion 1, Profession: social media 1, Research 1.
Gear: Backpack, Rations, Ubiq Specs, Soma. 5 bounty.

CONTRACTOR: People who know how to build things (and tear them down) can always find work in the Loss.
Potentials: STR +1, ADP +1.
Skills: Drive 1, Melee 1, Resistance 1, Profession: contractor 1, Scavenging 1.
Gear: Backpack, Rations, Tool Kit, Warhammer. 6 bounty.
Note: Profession: contractor can substitute as Mechanics when attempting tasks involving construction and home maintenance

FERAL KID: Most children who survived the Crash did so with the help of an adult. But a few who were old enough (8-10 or so) and independent enough to look after themselves were able to make it through the last five years in the Loss on their own.
Potentials: SPD +1, ADP +1.
Skills: Athletics 1, Awareness 1, Scavenging 1, Self-Control 1, Stealth 1.
Gear: Backpack, Rations. 10 bounty.

PIT FIGHTER: Before the Crash, "Ultimate Gladiator Martial Arts Xtreme!" was just a job - half fighting, half acting. Now it's a way of life.
Potentials: STR +1, CHA +1.
Skills: Intimidation 1, Melee 1, Profession: G-MAX! star 1, Resistance 1, Unarmed 1.
Gear: Backpack, Rations, Padded Gloves, Carpet Gauntlets/Greaves. 2 bounty.

PARK RANGER: Outbreaks are far more common in populated areas. Those who were far from the city when an outbreak occurred were far more likely to survive if they had the skills to stay in the wilderness for an extended period of time.
Potentials: SPD +1, INT +1.
Skills: Athletics 1, Profession: park ranger 1, Shoot 1, Shoot:bow 1, Stealth 1.
Gear: Backpack, Rations, Bow, Knife, Ubiq Specs, Scent Blocker. 3 bounty.
Note: Profession: park ranger can substitute as Foresight when attempting tasks related to wilderness survival.

CON ARTIST: Some people make an honest living by their wits. And others don't.
Potentials: ADP +1, CHA +1.
Skills: Criminality 1, Deception 1, Networking 1, Persuasion 1, Scavenging 1.
Gear: Backpack, Rations, Lockpicker's Kit, Flashlight, Ubiq Specs. 4 bounty.

STREET PERFORMER: It takes a skilled performer to distract an enclave from the apocalypse outside its gates for more than a few moments.
Potentials: SPD +1, CHA +1.
Skills: Athletics 1, Deception 1, Leadership 1, Persuasion 1, Profession: busker 1.
Gear: Backpack, Rations, Tomahawk, Suppressin K-7864. 3 bounty.

FIREFIGHTER: Physical training and the ability to assess a crisis quickly go far in the Loss.
Potentials: STR +1, INT +1.
Skills: First Aid 1, Foresight 1, Melee 1, Profession: firefighter 1, Resistance 1.
Gear: Backpack, Rations, Axe, First Aid Kit, Helmet. 5 bounty.

VETERINARIAN: Very few people keep pets in the Loss any more. But a working dog is worth the bounty in both utility and companionship.
Potentials: INT +1, WIL +1.
Skills: First Aid 1, Profession:veterinarian 1, Research 1, Resistance 1, Sensitivity 1.
Gear: Backpack, Rations, First Aid Kit, Dog. 6 bounty.
Note: Profession: veterinarian can substitute as Profession: animal handling when commanding dogs, horses, or falcons


After the Taker's Minor and Major have been chosen, they may then add 1 point to any Potential they wish (max 3), and allot 5 points to any Skill they want (max associated Potential/specialization). They may spend any bounty left over from their Minor on additional gear (I plan on having a set of gear cards to hand out so they can easily purchase what they want and mark upgrades/charges). Since it is for a convention game I am also planning on giving them each 2 free upgrades for their equipment to reflect things they purchased after their last job.

Any thoughts or suggestions? I plan on sticking to the 6 Majors I laid out (though if there are suggestions for alternate skill layouts please feel free to comment), but I'd love to see a lot more Minors if anyone has any ideas. I built them all on +1 to any two Potentials, and 5 points in Skills under those Potentials (that way when they are added to the Major they will not go over starting Potentials - Profession is an exception since I didn't give any Majors a Profession). I tried to keep gear fairly simple so the player can purchase their weapon of choice depending on how they spent their last 5 points.

 








« Last Edit: May 19, 2019, 03:59:07 PM by Diskhotep »

LordSkys

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Re: Quick-Start Takers
« Reply #1 on: May 19, 2019, 04:54:53 AM »
It looks like you have already done this a bit, but converting most the gear packages into Minors should do you a lot of good on the minors front.

(Name):
Potentials:
Skills:
Gear: Backpack, Rations,

Some for the list as well:

Scrapper: Take it, break it down, sell it, repeat. When you do this for a living, you learn a few tricks and hopefully some luck.
Potentials: ADP +1, Will +1
Skills: Scavenge +2, Profession (Drones) 1, Mechanics 1, Criminality 1
Gear: Backpack, Rations, Dron-key, Tool Kit, 2 Bounty.

Wanderer: Stay low, keep moving. You aren't here to have fun or say you're sorry. You won't be around here long period.
Potentials: SPD +1, ADP +1
Skills: Awareness 1, Self-Control 1, Foresight 1, Stealth 1, Shoot 1.
Gear: Backpack, Rations, Rifle, Bicycle, Club, 4 bounty.

Veteran:
Potentials: SPD +1, Will +1
Skills: Shoot 1, Athletics 1, Athletics (Prosthetic) 1, Self-Control 1,  Awareness 1.
Gear: Backpack, Rations, Prosthetic Arm or Leg, Handgun, Stim Sauce, 1 Bounty.

Tech Consultant:
Potentials: Int +1, Cha +1
Skills:  Mechanics 2, Networking 1, Research 1, Sensitivity 1.
Gear: Backpack, Rations, Laptop,  Electronics Kit, Club, 4 bounty.
"Our greatest glory is not in never falling, but rising every time we fall" - Confucius

"I got you, bro" - The Blight

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Diskhotep

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Re: Quick-Start Takers
« Reply #2 on: May 19, 2019, 03:36:26 PM »
I like all of those. I think I may have focused a bit too much on specific careers in my first batch and I want some general "lifestyle" options to round things out. I think I also need to personalize the descriptions on mine a bit (less general, more "you").

I think I'm going to highlight minor skills that are not under the potentials listed on the card to remind them to go back and check skills vs. potentials. I'm trying to keep the second-guessing of whether they already got a point from their major to a minimum, but at the same time I don't want to be constantly pigeon-holing every minor into just the skills from their potentials, otherwise every minor giving WIL +1 will look almost identical. If they don't end up with enough points in that potential to justify the skill they can always move that point to something else. I do want to stick to only giving 1 point per skill though - if they want to focus on something more they can always spend one of their five customization points on it.

I'm also planning on stressing to players as they write their skills down that these are suggested skill packages and they are welcome to shuffle skills about a bit as long as they keep under their potentials. I doubt that will be much of an issue though since they still get one more potential point and five more skill points to customize as they will.

A few more ideas:

STUNTMAN: Before the Crash you made a living risking your life to make others look good. Now you get to be the star.
Potentials: ADP +1, CHA +1.
Skills: Athletics 1, Drive 1, Profession: stuntman 1, Self-Control 1, Networking 1.
Gear: Backpack, Rations, Ubiq Specs, Stim Sauce. 5 bounty.

FARMER: Before the Crash you were struggling to keep the family farm. Now your skills at sustainable living are vital in the Loss.
Potentials: ADP +1, WIL +1.
Skills: Mechanics 1, Profession: farmer 1, Resistance 1, Scavenging 1, Self-Control 1.
Gear: Backpack, Rations, Knife, Tool Kit. 7 bounty.

JOURNALIST: Your drive to get the real story left you on the wrong side of the border.
Potentials: INT +1, CHA +1.
Skills: Foresight 1, Networking 1, Persuasion 1, Profession: journalist 1, Research 1.
Gear: Backpack, Rations, Flashlight, Laptop. 6 bounty.



LordSkys

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Re: Quick-Start Takers
« Reply #3 on: May 19, 2019, 05:36:15 PM »
Deadman Walking: Nobody knows you. Nobody remembers your face. Let's keep it that way.
Potentials: SPD +1, INT +1
Skills: Foresight 1, Athletics 1, Stealth 1, Profession (Demolitions) 1, Shoot 1
Gear: Scent Blocker, Rifle, DDJ, 1 Bounty.

Cleaner: There are always messy situations, especially when the undead are concerned.  Luckily, disinfecting hasn't changed since before the Crash: when in doubt, burn it to hell.
Potentials STR +1, ADP +1
Skills Shoot 1, Resistance 1, Awareness 1, Self-Control 2
Gear: Flamethrower, Carpet Armor, 2 Bounty.

Freerunner: Some before the Crash spent their days learning how to position and run fast as humanly possible. Since the dead rose, you've learned to run faster.
Potentials: SPD +1, Will +1
Skills: Athletics 2, Profession: Parkour 1, Stealth 1, Melee 1
Gear: Tomahawk, Stim Sauce, Ubiq Specs, 4 Bounty.

"Our greatest glory is not in never falling, but rising every time we fall" - Confucius

"I got you, bro" - The Blight

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Dr_NANO

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Re: Quick-Start Takers
« Reply #4 on: May 19, 2019, 06:39:49 PM »
This is awesome. I will send it to my players as they are brand new to the game. It will probably make it a lot easier to make characters for new players.

Thanks!

LordSkys

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Re: Quick-Start Takers
« Reply #5 on: May 20, 2019, 05:06:18 AM »
Heavy Weapon Specialist: Pumping iron and turning things to Swiss cheese. Part dude-bro, part Russian heavy weight, equiped with a belt full of lead and twenty pounds of fuck-off maybe change the wording? steel.
Potentials: STR +1, SPD +1
Skills: Shoot 2, Shoot (LMG) 1, Resistance 1, Unarmed 1
Gear: Backpack, Rations, Light Machine Gun, Chainmail, 3 bounty.

Decoy: You didn't draw the short straw, you chose it. Better put your money where your mouth is.
Potentials: SPD +1, CHA +1
Skills: Athletics 2, Sensitivity 1, Persuasion 1, Awareness 1.
Gear: Backpack, Rations, Carpet Armor, Handgun, 4 bounty.

The Knight: Sure, it is a jest at all you are. Yeah, the enclave thinks you are overselling yourself by carrying something that big. No, your ego isn't the only reason you can lift it. No, they haven't seen how deadly you can be.
Potentials STR +1, Will +1
Skills Melee 1, Melee (Sword) 1, Athletics 1, Self-Control 1, Profession (Animal Handling) 1.
Gear: Backpack, Rations, Sword, Chainmail, Horse, 1 Bounty.

Hobbyist: Before the Crash you just messed around with these things for fun. Now? They are integral to your continued survival.
Potentials: ADP 1, INT 1
Skills: Profession (Drones) 1, Mechanics 1, Scavenge 1, Foresight 1, Drive 1
Gear: Backpack, Rations, Electronics Kit, Drone, 3 bounty.

Cartaker: It might have been a wildlife sanctuary, or maybe just one bird that you took a liking to; but ever since, you two have depended on each other.
Potentials: INT +1, CHA +1
Skills: Profession (Animal Handling) 1, First Aid 1, Sensitivity 1, Persuasion 1, Stealth 1
Gear: Backpack, Rations, Falcon, First Aid Kit, Knife, 4 Bounty

Dealer: It was always supposed to be easier. You were loaded with the goods, but were left high and dry when you found only the undead knocking on your door.
Potentials: SPD +1, CHA +1.
Skills: Networking 1, Intimidation 1, Deception 1, Shoot 1, Criminality 1.
Gear: Backpack, Rations, Soma Vitamins, Stim Sauce, Handgun,  Ubiq Specs, 0 Bounty.

Backwoods: You didn't discover the chaos of the Crash until Vectors crashed through your back door. Good thing you knew how to handle it the redneck way.
Potentials: STR +1, ADP +1
Skills: Melee 1, Drive 1, Scavenging 1, Resistance 1, Awareness 1.
Gear: Backpack, Rations, Axe, Shotgun, Molotov Cocktail, 4 bounty.
"Our greatest glory is not in never falling, but rising every time we fall" - Confucius

"I got you, bro" - The Blight

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Diskhotep

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Re: Quick-Start Takers
« Reply #6 on: May 20, 2019, 05:03:06 PM »
ROCK HOUND: Before the Crash people thought your job was dull and boring. Now they still do, but when they need a well dowsed or a quarry surveyed, you are the first they call.
Potentials: ADP +1, INT +1.
Skills: Awareness 1, Mechanics 1, Profession: geologist 1, Research 1, Scavenging 1.
Gear: Backpack, Rations, Laptop, Toolkit. 5 bounty.

EX-CONVICT: You may not have been an innocent man, but thanks to that prison guard who let you out rather than let you starve in your cell as society crumbled you are a free man.
Potentials: STR +1, ADP +1.
Skills: Criminality 1, Melee 1, Resistance 1, Self-Control 1, Unarmed 1.
Gear: Backpack, Rations, Machete, Lockpicker's Kit. 5 bounty.

BOOTLEGGER: Everyone needs a drink from time to time and you were the best at delivering the goods, quick and quiet. Now the roads aren't what they used to be, but the quality of your moonshine hasn't changed.
Potentials: ADP +1, CHA +1.
Skills: Awareness 1, Criminality 1, Drive 1, Profession: moonshiner 1, Deception 1.
Gear: Backpack, Rations, Ubiq Specs, Molotov Cocktail. 6 bounty.

SKIP TRACER: You excel at following a paper trail to track down people who don't want to be found. Problem is nowadays you have to go get them yourself.
Potentials: SPD +1, INT +1.
Skills: Athletics 1, Awareness 1, Foresight 1, Profession: skip tracer 1, Research 1.
Gear: Backpack, Rations, Handgun, Laptop. 5 bounty.

SPEAR HUNTER: They said your hobby was stupid and reckless and liable to get you killed. They aren't wrong.
Potentials: STR +1, SPD +1.
Skills: Athletics 1, Melee 1, Melee: spear 1, Resistance 1, Unarmed 1.
Gear: Backpack, Rations, Spear, Tomahawk, Scent Blocker. 4 bounty.

DOOMSDAY PREPPER: You told them this would happen. Well, maybe not this exactly, but something. It was just a matter of time.
Potentials: ADP +1, INT +1.
Skills: Awareness 1, First Aid 1, Foresight 1, Scavenging 1, Research 1.
Gear: Backpack, Rations, First Aid Kit, Suppressin K7864. 2 bounty.



LordSkys

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Re: Quick-Start Takers
« Reply #7 on: May 21, 2019, 02:48:50 AM »
Bounty Hunter: Before the Crash, you made a living bringing in people who skipped court dates or didn't pay court mandated money to certain parties. You're adjustment to taking IDs off dead people wasn't difficult.
Potentials: STR +1, SPD +1
Skills: Criminalty 1, Athletics 1, Unarmed 1, Resistance 1, Stealth 1.
Gear: Backpack, Rations, Lockpicker's Kit, Ubiq Specs, Padded Gloves, 1 Bounty.

Civil Engineer: You worked on roads and dams before the Crash. Maintenance is difficult since the end of the world, but enclaves always need infrastructure.
Potentials: ADP +1, INT +1
Skills: Scavenge 1, Profession (Civil Engineer) 1, Research 1, Foresight 1, Awareness 1
Gear: Backpack, Rations, DDJ, Warhammer, 5 bounty.
"Our greatest glory is not in never falling, but rising every time we fall" - Confucius

"I got you, bro" - The Blight

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LordSkys

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Re: Quick-Start Takers
« Reply #8 on: May 24, 2019, 03:42:24 AM »
Lawyer: Before the Crash you fought in the courtroom. You used references, pulled favors, and caught your opponents off guard at the most opportune times. Now your skills are best served gaining contracts for your crew.
Potentials: CHA +1, WILL +1.
Skills: Deception 1, Sensitivity 1, Leadership 1, Persuasion 1, Self-Control 1.
Gear: Backpack, Rations, Laptop, Club, Handgun, 4 bounty.

IT Worker: There was nowhere you couldn't outsource to when the world ended. Luckily, they still needed people on site.
Potentials: INT +1, CHA +1.
Skills: Networking 1, Foresight 1, Profession (Tech Support) 1, Research 1, Deception 1
Gear: Backpack, Rations, Ubiq Specs, Laptop, 5 bounty.

All In: You blew your cash on this, better hope you don't need it.
Potentials: ADP +1, SPD + 1
Skills: Scavenge 1, Athletics 1, Awareness 1, Stealth 1, Criminality 1.
Gear: Backpack, Rations, StopLoss Healthcare, 0 bounty. (Allowed to turn one free upgrade into a 1 bounty item)
"Our greatest glory is not in never falling, but rising every time we fall" - Confucius

"I got you, bro" - The Blight

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LordSkys

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Re: Quick-Start Takers
« Reply #9 on: May 28, 2019, 09:22:28 PM »
Sniper: There are those who can battle from a far, then there are those who stop the battle before their enemies are even within combat range. You are ready to make that shot.
Potentials: SPD+1, WIL +1
Skills: Shoot 1, Shoot (Heavy Rifle) 1, Athletics 1, Self-Control 1, Stealth 1.
Gear: Backpack, Rations, Heavy Rifle, Ubiq Specs, 3 Bounty.
"Our greatest glory is not in never falling, but rising every time we fall" - Confucius

"I got you, bro" - The Blight

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Doc Butcher

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Re: Quick-Start Takers
« Reply #10 on: May 30, 2019, 03:09:37 PM »
FYI printable pregens from quickstart, main book, and a couple I put together are available with a printable variant of the gsheet charsheet are here: https://drive.google.com/folderview?id=14k5r-7fzddiPxxKtTZOKZFTYwm9vFT83

Consider making some variants from your quickstart set as printed sheets.  Speed of getting into the action > than tinkering for a 1 shot.
« Last Edit: May 30, 2019, 03:12:08 PM by Doc Butcher »

Diskhotep

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Re: Quick-Start Takers
« Reply #11 on: May 30, 2019, 06:10:19 PM »
FYI printable pregens from quickstart, main book, and a couple I put together are available with a printable variant of the gsheet charsheet are here: https://drive.google.com/folderview?id=14k5r-7fzddiPxxKtTZOKZFTYwm9vFT83

Consider making some variants from your quickstart set as printed sheets.  Speed of getting into the action > than tinkering for a 1 shot.

Thanks! My original plan was to do everything up as decks of cards for characters and gear so players could just grab a few cards for their skills, add 1 pot/5 skill points to tailor to their liking, and pick up their gear cards - should only take about 5-10 minutes tops. But with only a little over 6 weeks until convention time I may have to push that plan off until this fall. I've got a couple dozen pregen characters from last time I ran that need a little tweaking and reformatting thanks to a corrupted file, so I may just transcribe them and go full pregen again this time. I do still want to try out my quick taker plan some time though, and I feel having some professional skill packages is helpful for new players, so I plan on continuing to post new ideas as I come up with them.

Diskhotep

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Re: Quick-Start Takers
« Reply #12 on: May 31, 2019, 03:49:51 AM »
GANG MEMBER: Growing up on the streets was hard, but the skills you learned there have helped you survive.
Potentials: SPD +1, ADP +1.
Skills: Athletics 1, Criminality 1, Drive 1, Shoot 1, Stealth 1.
Gear: Backpack, Rations, Handgun, Knife. 7 bounty.

PRIEST: While many have lost their faith after the Crash, you do your best to remind others there is always hope.
Potentials: CHA +1, WIL +1.
Skills: Leadership 1, Networking 1, Persuasion 1, Profession: priest 1, Sensitivity 1.
Gear: Backpack, Rations, 10 bounty.

SENIOR CITIZEN: You didn't make it through 60 years, three wars, and a zombie apocalypse to roll over and die now.
Potentials: ADP +1, INT +1.
Skills: Awareness 1, First Aid 1, Foresight 1, Scavenging 1, Self-Control 1.
Gear: Backpack, Rations, First Aid Kit. 8 bounty.

Dadalos

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Re: Quick-Start Takers
« Reply #13 on: May 31, 2019, 10:54:13 PM »
SENIOR CITIZEN: You didn't make it through 60 years, three wars, and a zombie apocalypse to roll over and die now.
Potentials: ADP +1, INT +1.
Skills: Awareness 1, First Aid 1, Foresight 1, Scavenging 1, Self-Control 1.
Gear: Backpack, Rations, First Aid Kit. 8 bounty.

I love the senior citizen. I think i know who my next solo run is going to be. XD.
"I must not fear. Fear is the mind-killer. Fear is the little-death that brings total obliteration. I will face my fear. I will permit it to pass over me and through me. And when it has gone, I will turn my inner eye to see its path. Where fear has gone there will be nothing. Only I will remain."

Diskhotep

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Re: Quick-Start Takers
« Reply #14 on: June 01, 2019, 04:01:14 AM »
ROLLER GIRL: Your skates may be long lost, but remembering your glory days on the derby circuit helps you keep it together.
Potentials: STR +1, SPD +1.
Skills: Athletics 1, Melee 1, Resistance 1, Unarmed 1, Unarmed: Knockdowns 1.
Gear: Backpack, Rations, Chainmail, Helmet. 5 bounty.

JOURNALIST: When you came to the Loss to write that big story on Takers, you never thought you'd have to become one to get home again.
Potentials: INT +1, CHA +1.
Skills: Foresight 1, Networking 1, Profession: journalist 1, Research 1, Sensitivity 1.
Gear: Backpack, Rations, Ubiq Specs. 8 bounty.