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Merc Game

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Ravensoracle

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« Reply #15 on: <11-17-15/1937:36> »
The more I think about it the more I think that just having chargen be simple is what it best.

Here's the layout for the game.

-Each player will be an in-the-field Merc. I want the characters to be able to handle themselves.

-We will be using Sum-to-12 for character gen. Each character will be given a perk dependant on the type of character they play.

           For example, the entire team will have access to long distance transport. So the rigger can focus funds toward the other parts of rigging such as combat support and local transport. Or The team    leader may get free knowledge skill Small Unit Tactics.

            Feel free to offer reasonable suggestions for a perk your character may like to have. If it's not to overboard I'll probably allow it.

-The team will be starting in a base near Chicago but the first mission may take the team anywhere in the world. Your character must be able to adapt and overcome this.,
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Halinn

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« Reply #16 on: <11-17-15/2026:15> »
I'm interested in playing. I think I'd try for an aspected summoner

Poindexter

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« Reply #17 on: <11-18-15/0010:05> »
I've never made a high end burn mage before. Think I'll rock one of those.

We using standard gear restrictions?
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Poindexter

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« Reply #18 on: <11-18-15/0011:22> »
I'm interested in playing. I think I'd try for an aspected summoner

Be warned. Summoned spirits can only cast whatever spells you know. Being an aspected summoner means you don't know any, and nor do your spirits. You'll be wise to focus on other avenues, rather than focusing too much on your summoning.
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All4BigGuns

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« Reply #19 on: <11-18-15/0020:18> »
Well, looks like my interest is completely withdrawn at this point.

I'm interested in playing. I think I'd try for an aspected summoner

You should probably try aspected sorceror rather than conjurer. You'll probably be more satisfied.
(SR5) Homebrew Archetypes

Tangled Currents (Persistent): 33 Karma, 60,000 nuyen

Halinn

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« Reply #20 on: <11-18-15/0500:47> »
I'm interested in playing. I think I'd try for an aspected summoner

Be warned. Summoned spirits can only cast whatever spells you know. Being an aspected summoner means you don't know any, and nor do your spirits. You'll be wise to focus on other avenues, rather than focusing too much on your summoning.

Only an issue with spirits of man. I'd go for a tradition without those. Beyond that, there'll be plenty of room for other skills.

Turkish

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« Reply #21 on: <11-25-15/2209:37> »
I'd be interested as well.  A couple basic concepts I have floating in my head right now is the sniper adept, because pew pew, a combat medic, or a cybered heavy weapons gunner.  I am in the process of moving though, so if you need characters, I will not people to flesh them out until some time next week.

Ravensoracle

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« Reply #22 on: <11-25-15/2236:13> »
The more I am looking at my notes for the game the more I think I will be holding off a little before I move forward with it. I just don't think I am prepared as I first thought.
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gradivus

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« Reply #23 on: <12-12-15/0502:39> »
May  I suggest Life Modules with the following changes:
Resources 1 Karma= 2500 so if you spend the full 200 that's 500k
Pos/Neg Qualities capped at 35
Free Contacts at CHA*6
Free Knowledge Points remain at (LOG+INT)*2 since the system generates enough
Point total 850.
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