** Table talk to other players **
Obviously survival, and the outdoor skill group in general, are likely to be valuable here, and we’ll all come up with character concepts which may dictate much of what skills and other goodness the characters have. However I often find when building a character that there is a potential to lose only a little bit of optimization in order to have a secondary ‘thing,’ and to me this is a game where those secondary things could become important (because the usual support networks of contacts and run-to-the store aren’t available).
While thinking about such things for my own character, I came up with quite a list of things that could be useful, and which might be possible within a variety of character concepts, and which could be handy in what is to come (presuming that the group cooperates at all). Some skills, some ‘ware, some require both. Not all are equally likely (some would be a substantial investment for something that may never be of use), and not all are equally priority and certainly none are necessary by any means – this is more of a brain dump than anything, in case anyone was looking for inspiration on what twists they could add to their character.
- Thermographic vision
- Ultrasound
- Something internal that has a sleaze or attack rating, and some skills to back it up, in case we find electronics eventually
- A cyber-(hand or larger) with a lock-pick finger, and skill to use it
- Implanted blades, to give us at least a basic blade for cutting small things
- Excellent climbing skills, possibly backed by climbing claws
- High underwater skills (swimming, possibly backed by ‘ware)
- Repair abilities (lack of tools could be an issue), both for mechanics and weapons, and probably hardware too
- Jury-rigging skills (or at least the jury-rigging quality) for improvising tools and gear
- At least two characters with internal commlinks, for some moderate distance communication and coordination
- A mix of different combat skills, should weapons be found, so that we can take advantage of what is scavenged (I could see everyone taking unarmed to make sure they can do _something_ and then we find a machete, have to deal with hell hounds, and everyone ignores the blade as they proceed to try and punch and kick the hounds).
- Asensing, so we know when we are dealing with magic (only requires priority D, and would come with some other magic bonuses)
- Magic, even if it is gimped. Not so much for combat, but detection, healing, barriers, levitation, etc. (although never underestimate the utility of being able to chuck a combat spell or two)
- An internal first-aid kit (I think also requires a cyber-limb, which could be a stretch for kids), along with skills to use it
- Artisan skill, the general skill behind hand-crafting things. Associated specialities or knowledge skills in anything that would help make things out of wood, twigs, grasses, rocks, or hair would help propel that up a notch.
In other PbP games I’m playing a support mage dealing with near constant back-ground counts in Chicago, and a locksmith/pseudo-hacker (using commlink games to get a sleaze rating), so I’m not likely to run either of those concepts here --, and if I won’t do it, I don’t much expect anyone else to either, but thought I’d mention them.