I'm thinking on the character and will post a sheet after I'm done, but I see George as kind' a sitting in the bar. Somebody walks up to him with a knife and he just grabs the guy by his head and smashes him into the table, while still drinking his beer and smoking a cig, than he just goes to his truck packs the shit up and fucks away.
Transformin' truck?Snow Dwarf, I want you to consider a transforming truck. As the driver, the truck should be most fun for you. Anything goes, and we can always limit its effectiveness in some way, such as fuel consumption, balance/weight etc .[spoiler]It can have other functions and George can "drive" in more than 1 way. For example;
Truck : "Flying Jenny"
Cab: Detachable helicopter cab with a mounted gun that has a hook underneath to carry cargo. The truck will be defenseless, but you the driver can carry away the delivery, or a target, to safety, or drop it in a volcano :p
Sides: Folds out to become a plane (needs cab for this) uses fuel like a motherFUCKER, wings can control stability and self-right the thing.
Back/Top: Turbo jet engine that massively increases speed and blasts enemies behind you. Uses a shitload of fuel and destroys any pursuers
Just the driving cab from this loadout would be a good addition. I was thinking either that, or motorbikes to deploy the crab forces from the moving battleship battletruck!
One advantage of flying is that Terence can lasso on for a ride and engage air foes. Terence can also deal with aerial threats using the lasso, and possibly control the movement of some flyers, or even use them for a ride. He'll probably get a chance to do that anyway though,
REAL NERVE
LOVE IT! I will meditate on this. Is George the kind of person to spit on an assailant?
Do his "nerves" extend to his personality? Is he withdrawn, and if so, in what circumstances does he show emotion?
Is he secretly nice to children, or really loves the Crab Goddess and prays every night?
Does he have a burning rage in his beating crab heart? Does he get upset or violent when he sees injustice?
Does he like bringing order and peace? Does he do things for others if they need help? Does he get worried for others?
Think about George a little. Does he have a little Crab children? Crab wife? an entire Crab family? all safely back on Crab Mountain.
But the worlds a helluva lot more dangerous than Crab Mountain, and George has to defend his shit, and the Crab Goddess knows best how transporting this shit helps the world to be a better place. What else can he do? He can't take on all the crazy, but he can work in a team and get to the destination every day. Maybe seeing a lot of shit has made him impervious or detached. Either way, he definitely cares about *something*
IDEA:
Is your character tough/rough/hard? Which describes him well?
Steely Nerves needs some "moods" or "modes" and maybe (probably} it can be a fatiguing skill with limited uses. Alcohol can help a little.
Steadfast Nerves
George McPunch'face doesn't flinch and drives smoothly in a pinch. He has bonuses to evasive maneuvers and recovering from accidents. He is good under duress.
Road Rage!, Don't touch my fucking truck!
The driver gets angry when the truck gets attacked and turns into a steely maniac thirsty to crush foes with his wheels and weapons.
He gets bonuses to any attack maneuvers and Truck-weapon attacks. He becomes steely determined to deal with the threat.
He can also get +1 to Fight! essentially raising it half a tier, but with time, or alcohol, he can raise it a little more.
This would favour assigning Fight! to a lower tier, and it can be powered up situationally.
WHAT KIND OF NERVES?
Decide what kind of nerves best describe George. He sounds like his Steeliness has different facets, such as patience. If you can describe how it helps your crab, you can make it a usage of your skill
Example:
Your crab is so steely, calm, quiet and patient, he can sense his surroundings with heightened accuracy. He can tell when attacks are imminent by the way people move, when people are lying and other stuff. Maybe you can work it in to "Steel Nerves" or make a new skill of the subtype Sense! which is for... well sensory powers. Here you can add other stuff like hearing, or sight, which George uses to absorb the natural beauty of the world whilst he's driving and trucking. It could even give him great personal strength to deal with things (like assailants)
In any case, some sort of sensory power would warn when attacks are imminent, and would grant bonus to Fightin and Drivin actions against attackers
Perhaps this could be a generic mood such as alertness/awareness which fatigues George when it is used.
Watchful
George McPunch'face can sense things a little before this happens like the description above of heightened senses, on the road and off it. It fatigues him a little, and a day's watch will wear him out. He can probably do it for a bunch of hours safely. Maybe coffee helps and you can get it in bars.
Steel Nerves affect team-mates?
How about extensible Nerves? :p he can calm down his team mates with his presence, and his rich, deep, calm voice.
Nearby team mates can get a bonus or shrug penalties based on the situation.
If you like, it can have a similar/same effect to alcohol or better, but because of how reticent George is to speak, he only speak a few words during each encounter and no more. It can be a kind of limited-use thingamajig with fatigue.
Good Nerves
Your calmness reassures others. You speak but a little, yet your words are founded on a demeanour of steel. It fatigues you, but you can do things to other people like convince/persuade them. Alcohol helps.
Please tell me via PM if I'm being too picky or ruining your character concept. Just let me know what is an acceptable level of input.
George's fighting style.I think Fighting with fists could be good for George but if you want some kind of temporary invincibility, or some kind of movement or ranged option and maybe we can work in Steely Nerves there as well. Maybe he can use his claws to send supersonic shockwaves over short distances, like a pistol shrimp's punch. It doesn't have to do damage, but it could slow down and push back enemies, disrupt energy or bullet attacks and/or something else. Perhaps he has a lightning punch and can get the drop on enemies when he strikes. Car-blasting power (mid tier) is quite good, but if you have some tactical features, you can play with Boxin' as a low tier yet useful skill.
: If he's still a boxer, he can punch things and turn them into projectiles.
Tier 1 would be small objects like stones, rocks, tyres, furniture, animals
Tier 2 is cars, crabs, cargo. boulders
This would still fall under "Fightin'"
Maybe some part of his nerves gives him an advantage, such as every so often, his steely nerves allow him to stop even a speeding truck or enormous monster with his extreme concentration. He might do this when he's fatigued and enters a trance of super-relaxation
P.S Just suggest anything, any idea or concept and I'll chime in. Let me know and I can work it in, no problem. Make sure you let me know wha gwaan
Truck Actions and Specialties
Drive Penalties
The driver can probably access and use all the parts of the truck through the driving cab. It might cause your Drive! skill to be spread thin when doing different truck things at once: handling driving, using truck weapons, operating truck parts all use the Drive! skill, and if you try to do them all at the same time, you will suffer penalties such as -1 to the next actions roll. It's difficult to shoot and drive at the same time, so you might lose your concentration and swerve off the road.
Depends if you choose a drivin' specialty, maybe you have a dream, you can work it out if you have a deep held desire to see the truck performing backflips, in which case you could choose your specialty like so:
Truck Specialty: Truck Backflips / Jumping Truck (hip-hop truck)
Can jump over traffic, do little jumps/hops and can self-right easily. Maybe it dances like Terence. I dunno. Up to you.
The other ones I got are like:
Specialty: Truck Gunner
will make driving and shooting at the same time easier. Probably you will suffer no penalty for doing both at the same time, but if you then attempt, for example, a combat ram with the truck, that will tax your Drive skill as 3 separate actions
Specialty: Steady Driving
If you're worried or concerned about the truck being tipped over, falling off the path etc. that's good and you should be, it often makes your team vulnerable for roaming enemies. With steady driving, you balance the truck much better during driving action.
The truck also moves less during driving combat and driving engagements are easier for Crabs to move around in.
Yet another bonus is that you can stop the truck more quickly, for example, to avoid traps.
The other option (so far, we can develop some more) is
Specialty: Tricky Maneuvering
Lets you take risky roads much more easily.
Risk of bad/difficult falls down a trench, ditch, mountainside etc. can be lethal. Enemies prey on trucks struggling to get back onto the road.
Often risky roads should be travelled slowly and carefully, especially as enemies will often attack you when you are vulnerable. Doing careful navigation on mountain roads will be considered a maneuver. Those dirt roads get thin, and in many places, a truck wasn't meant to pass.
300lb crabs can change a lot of things. If a 300lb crab had a shovel, he could probably dig a path.
Crabs should try to fight off the threats on the trucks during difficult driving sections:
anything like high speed, and combat rams and fighting on/inside trucks are dangerous maneuvers.
Maneuvers also allows you to avoid obstacles, traps and attacks with evasive driving. Just say "George starts driving evasively" or some shit and it'll happen. He gets Steely Nerves +1 most of the time anyway. Figure out what the fuck you want.
Since you have a High tier Drive skill, with Steel Nerves basically give you +1 on the road, and you get +1 depending on your how your nerves are feeling.
Your odds look something like this:
If you attempt fast driving, then using gun, you will add +1 to your roll target, which is not bad, but the +1s are cumulative when you do Drive actions.
Scoring 1 is a critical failure, and can cause crashes, for example. Steely Nerves might give you a bonus to controlling the vehicle in those situations too. It all adds up. I think you George McPunch'Face should change moods depending on his outlook and what he sees around him. Things might make him concentrate a lot more or flip out. That's fine and it can change every few scenes. His specialty is more concrete than his mood, something he's good at or well-practiced in. If you're not sure, I'd recommend taking steady driving OR maneuvers
Think about taking a Drive! specialty, it will help a lot to have some kind of advantage in your pocket, and you can acquire more later.