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12/17/10(Fri)03:20 No.13185917Victor the middle aged, balding Talent agency manager it is.
This starts us off with skills of: Contacts: 1 Negotiation: 2 Organization: 1
In addition to $1,250,000 in starting funds, a civilian endorsement, and two professional duelists to start with. How convenient, because we are now deciding our duelists.
We have two professionals (I'll let /tg/ name them) who start with:
Gunnery: 2 (shootin' shit) Piloting: 2 (piloting the gear) Dueling: 2 (fancy moves) Rally: 3 (firing up the crowd) In addition they begin with either level 1 Defensive Fighting combo-tree, or level 1 Pulifist Form combo tree.
Next what other duelists should we get? The options are:
Military Duelists: Either undercover military pilots or disgraced ex pilots. They have 2s in all stats and either sword form, staff form, or ranged offense. Professional Duelists: Showboating bastards who get all the babes. Stats above. Underground Duelists: The more brutal fighters with G:3, P:2, but dueling and rally of only 1. They get access to kickboxing and pugilist. Test pilots: "Hey sweet, only HALF my ride fell apart that time". Amazing pilots with piloting of 3, but gunnery and rally of 1. Their dueling is 2, so they're not too bad. Combo familities are ranged defense and pugilist form, but in general these guys should stick to melee. Rally Racer: C'mon guys, you're in a giant fucking robot, and you're using it for races? That's like being given a huge machine gun and using it to benchpress. 2s in everything but rally, which is 3. Fucking showoffs. Offensive movement and defensive fighting combos. Young Guns: "I wanna be, the very best, like no one ever was. To catch them is my real quest, to train them is my cause..." 2s in gunnery and piloting, 1 in dueling and rally. Cheap, guaranteed hires. Not particularly good, but can choose ANY combos they want.
I'll explain how hiring pilots works next post, but we have an advantage since we start with two pilots. |