Friday, July 19, 2013

Vince Statted Up



Remember when you first played D+D and you tried to stat yourself up? You argued with your friends over who had the most Constitution and what yours would be rated. I remember these conversations always ended up invoking ‘well I totally ran a mile last week’ or ‘I worked in the yard for three hours and barely broke a sweat’ to justify that 18 you thought you deserved. Okay, tell yourself it didn’t happen. That’s fine. LIAR.

Anywho, here is the problem that I run into with Vince. He’s me in the ant universe, so trying to put him in game statistics is a bit, well… weird. I’m basically trying to say “I’ve been working out, you know.” So, let’s just use the comics as our guide, and see where we go. He’s Level 3, so this only gives him 18 CPs to work with. I expect that these will go quick.

Like Sarge, he’s good at everything and great at nothing. Vince is the ‘leader’ between him, Phil and Slab. If the three of them are ever alone together, Vince gets put in charge. That doesn’t happen much. However, he has had to make some decisions, and has some emerging leadership tendencies. I’m thinking that he’s almost a younger (not nearly as tough, but maybe a bit smarter) version of Sarge. He’s carried an AM-16 often, so he needs Body D8… he’s pretty smart (like me – see? Make It Stop!) so he ends up with Mind D8 (although I totally have Mind D10 – just saying). He has not done anything particularly spirit-based or intuitive, so we’ll keep that at D6. He’s managed to go through a long time shooting things pretty well and never getting shot himself, so Prowess D8 seems justified.

Body D8; Mind D8; Prowess D8; Spirit D6

That’s 10 of my 18 CPs. He gets both Munitions and Moxy bumps, so invested 2 CPs in each of those makes sense. He needs some aim, and he’s got emerging intelligence and leadership skills that he’s developing.

Aim +2
Intelligence +1
Leadership +1
Munitions +3 (2 CPs/ +1 shift)
Moxy +3 (2 CPs/ +1 shift)

He’s Level 3 (75 XP like Phil), and was just made Corporal (A-3). This gives him 150 Clout to work with. He’s infantry, so he starts with:

AM-15 rifle; boot knife +1; 1 field grenade; basic aid kit (D4); satchel; basic provisions; bedroll; entrenching tool; standard fatigues (olive drab); basic flashlight (3 cm); canteen; utility knife

He definitely upgrades to the AM-16 (a difference of 15 clout) and he picks up two fragmentation grenades (20 clout total), a flash grenade and a stun grenade (another 20 clout total). He can also afford 2 full aid kits (50 clout). That still leaves him 45 clout to put in the team pool with Sarge (which becomes an investment of 50 clout into the requisition pool).

Vince                                      

Level 3 Infantry; A-3 Corporal
Hits 72; Feat +2
Body D8; Mind D8; Prowess D8; Spirit D6
Aim +2; Intelligence +1; Leadership +1; Munitions +3 (2 CPs/ +1 shift); Moxy +3 (2 CPs/ +1 shift)
Modified AM-16 Assault Rifle (damage D8+3; range 7)
boot knife +1; 1 field grenade; basic aid kit (D4); satchel; basic provisions; bedroll; entrenching tool; standard fatigues (olive drab); basic flashlight (3 cm); canteen; utility knife; 2 fragmentation grenades (D6+D8); flash grenade (D6+D8); stun grenade (D6+D10); 2 full aid kits (D12)