<div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=163921.msg7691777#msg7691777">Quote from: SneakyGuy on 08-02-2013, 16:49:52</a></div></div><blockquote class="bbc_standard_quote">Ok, here is Cade:<br/></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br/>Reiji nailed the initial issue with your aptitudes, but there's a lot more going on here. I strongly recommend you use Kindalas' spreadsheet for character generation, it will help you fix a lot of these issues. I was able to plug in all the numbers you posted in under five minutes to get a quick look at the character.<br/><br/>I apologize if this sounds harsh. My coffeemaker just chose to die, so I'm headachey as all hell from caff withdrawal, and I am afraid that there's a lot wrong here...If I sound terse, I blame the headache, don't take it personally, please!<br/><br/>I've typed it too many times in the email sessions and here, so I am not going to rehash the benefits of complementary skills and character diversity vs. trying to take starting skills at 100, even presuming the GM will allow starting skills at 100. You can go back through the previous three pages of posts, shouldn't take long, and pick it up, I think.<br/><br/>It looks like you are using an old edition of the book. The latest open source version can be downloaded from Rob Boyle's Website (http://robboyle.wordpress.com/eclipse-phase-pdfs/), or if you use Kindalas' character spreadsheet (https://sites.google.com/site/eclipsephases/home/cabinet/Eclipse%20Phase%20Character%20Sheet%20v.95.xls?attredirects=0&d=1) all the numbers are already fixed. The big tip-off is Initiative: the new system is single-digit, so Cade would have an initiative of 7, not 70.<br/><br/>The spreadsheet, having input all of your gear and stats quickly, shows a DUR of 40, WT of 8, and Death Rating of 50.<br/><br/>A Networking: Criminals of 90 basically means you run part of a Tong or Triad or other major Guan-Xi or sordid criminal establishment. It's pretty crazy high up there. See other comments earlier about skill levels and the like. With a rep value of 75 you can pretty much ask to have someone killed out of hand once a week with almost no chance of being refused or even owing anyone for it. Just ask. Is that the kind of character you were planning to create? He looks less like a soldier than a criminal assassin turned mob-boss who happens to have a couple of weapon skills. If he's a soldier or mercenary, he's more likely to have some Corporate rep (for having done his soldierly duties to advance the military-industrial interests of some corp or other, possibly with specific connections to Direct Action (in-system) or Medusan Shield (out-system)) or Ultimates-rep for having worked with some Ultimate mercs and done well in the field. Note that neither of these conflict with having anarchist rep or originating on the Carnival.<br/><br/>No profession: Mercenary is another element of that.<br/><br/>Taking 'Profession (Demolitions)' as a Knowledge skill and putting 0 points in the Demolitions Active skill is kind of hacking the limits on how many points you are supposed to divide between Knowledge and Active skills. It's essentially duplicating an existing skill and buying it with points you are supposed to allocate to a different skill category. I suppose it could be used for someone whose engineering skills ran to 'how to safely demolish structures, ships, etc.' and who yet knew not one single thing about how to light a fuse or actually tamp down explosives. Was that your intention? That is the difference between knowledge skills and active skills. Additionally, be aware that 'Academics: Engineering' is a Knowledge skill in this sense, too. There's a massive difference between designing a bridge and designing a spaceship, and being able to run the engine room of one without taking the time to go through all of the manuals, etc. Consider the difference between running the math to design a racing engine and being able to fine-tune a carburetor by ear.<br/><br/>You describe the character as 'mindfucked soldier' but he has no mindfucked elements at all. No ego or morph disadvantages that might relate to what I assume is his CoG background (drug addiction, mental disorders, neural damage, edited memories, etc.). Nor, as mentioned before, does he have anything like 'profession (Soldier)' or 'profession (Mercenary)'.<br/><br/>Equipment-wise, remember that your first fake ego ID is free through Firewall. You've bought auto rifle AP ammunition but not sniper rifle AP ammunition and you don't have an auto rifle. You also have no ammunition for your freezer and shredder pistol.<br/><br/>Your freezer and shredder pistol both use the Spray Weapons skill, and you have no points in it.<br/><br/>I'd suggest that you look at the 'Jovian Spy' and 'Ultimate Mercenary' template character as an idea for the useful skills a soldier might have, and at what levels (and remember this guy is an ULTIMATE so even though 70 may seem low, he is in fact rather a badass...See my earlier posts about how skill levels work in EP).<br/><br/>All in all, I think it would benefit from a quick look at how skill complements work in EP (to give you a better idea of how to invest your points), and, well, a ground-up rework including finishing up your aptitude points, examining your skill choices with reference to some of the game sample characters, and possibly taking some ego disadvantages to suit your professed character concept, etc.<br/><br/>P.S. just as an aside to everybody. I see 'CoG' in Eclipse Phase and I think of the scum barge more than my handle, I see it elsewhere on RPG sites and my reflex is that people are talking about White Wolf games. I go by Carny. ;)