Ranger Rick
First Post
That is correct.
Mavnn said:BTW, autofire seems to work differently in Grim Tales. I think this feat needs to be amended to:
Benefit: Characters with this feat reduce autofire attack roll penalties by 4.
Normal: Characters suffer a -1 penalty to autofire attacks for every 3 rounds of ammo fired in the burst.
Otherwise, Law is looking good.
Lord_Raven88 said:Hello I'm interested in playing a Fast Hero (3)/ Smart Hero (2) who will act as the teams doctor. I don't have the Grimstales book, so when choosing core skills for a Doctor (starting occupation) what skills do I get to choose.
In a previous post it said 3-5 class skills, but how do I know if I get 3, 4 or 5 skills and what list do I choose these from. The others are pretty clear cut, so I just need this info to complete this.
Also, once you have chosen your core skills (which are availble for any class, even while multiclassing) do you also have access to the listed skills for each class you are taking a level in.![]()
Thanks
Mr. Prez said:Sorry I didn't get back to you sooner. I would very much appreciate it if you'd help me with a character, if we could do it via email it would probably be better than cluttering up the page. I'd rather try the Doctor(/medic) (Commander or Captain US Navy; I don't want the highest rank).
I'm starting with what I can get from the SRD.
I'll send you what I've got so far tomorrow, he's mostly done.
Insight said:IAN RAINES
SMART 5 (Bgd: Academic)
GEAR
Combat Infantry Dress (Not sure about what the stats on this would be).
10mm Colt Auto Pistol with 3+1 15-round magazines. (2d6, RI 40, 3lbs)
Concealed Carry Holster.
Needlegun and 10 Tracer Needles. (RI 20, 4 lbs)
Knife. (1d4, RI 10, 1 lb)
Some of these items found in GURPS Ultra Tech