NEWS

[5eOoC] 2075/6: Stormy Waters [Persistent World; recruitment always open]

  • 5046 Replies
  • 737608 Views

Scawire

  • *
  • Ace Runner
  • ****
  • Posts: 1102
  • FightFightFight the endless Ninja Battle
« Reply #705 on: <11-13-14/1643:17> »
@ Aria I was hoping you would have a spot for a Elf, Martial arts expert, cover op (B&E Expert), wondering adept.

If you do there is one question I would like to ask. I love Drakes from the 4th edition. I was hoping I could make a Eastern Dragon Drake. Thing is I built this guy will only a small area for change. I would be able to drop Cat like (7 karma, my R3 Active skill to R2 6 karma, and my 2R1 knowledge skills 2 karma, totalt 15 karma.) Maybe if I can't start as a Drake this might buy me Latent Dracomorphosis (Page 76 Runner's Companion) (5 bp latent, and 65 BP full drake)
Well let me know here is my Crazy wandering Adept

INFO

Priorities 
Race: C (Elf 3)
Attributes: A (24)
Magic B (Adept, Magic 6, 1R4 active skill)
Skills:  D (22)
Nuyen: E (6,000)

Karma: 25 + 25 (-Q) –22 (skills) – 10 (gear) – 12 (+Q) – 6 (Contacts)

Street Name: Spector
Name: Katsu Ryuga
SIN Name: Ko Hyodo
Most Common Call Signs: Mr Death
Movement: 10 / 20
Swim: 0
Karma: 0
Street Cred: 0
Notoriety: 1
Public Awareness: 0
Japanese Elf Male
Age 30
Height 5’9” Weight 163lbs
Composure: 7
Judge Intentions: 8
Lift/Carry: 10
Memory: 6
Nuyen: 0 Nuyen +  2d6 X 40
Eyes: Brown
Hair: Brown (Long in braided pony tail)
Skin: Asian

LIMITS
Physical 8
Mental 5
Social 6
-Ballistic mask +2 to intimidation
-Legs Kit -1


Attributes 24 free
BOD: 5
AGI: 5
REA: 5 (6)
STR: 6
CHA: 4
INT: 4
LOG: 3
WIL: 3
EDG: 4
MAG: 6

Derived Attributes
Essence: 6
Initiative: 9 + 1d6  or 10 + 2d6
Astral Initiative: (NA)
Matrix Initiative: 9 + 1d6 (AR), 4 +DP +3d6 (cold), 4 + DP + 4d6 (hot)
Physical Damage Track: 11
Stun Damage Track: 10
Armor:  9(Jump suit) + 2 (helmet) + 1(Forearm guard)) + 1 (Legs kit) + 2 mystic armor = 15 or 17 w/ Ballistic mask


Active Skills 22+1 R4 active + 4R1 (6 karma) + 1R3 (12 Karma)
Unarmed Combat (Nerve Strikes) 6 (8) +2 (mentor spirit)
Throwing Weapons (Shurikens) 5( 7 )
Sneaking (Urban) 4(6)
Locksmith 6
Artisan (Flute) 1(3)
Perception 3 ( w/ Karma)
First Aid 1 (w/Karma)
Etiquette 1 (w/Karma)
Con 1 (w/ Karma)
Gymnastics 1 (w/ Karma)

Knowledge Skills (14 free) +2R1 (2Karma)
English N
Japanese 2
Spanish 1 (w/ Karma)
Yakuza hangouts 1 (w/Karma)
Safe Houses (Yakuza) 3(5)
Shadow Community (Personal) 3(5)
Local area knowledge (Seattle) 1(3)
Local area knowledge (New York) 1(3)


ADEPT POWERS 6
Improved Reflexes L1 (1.5)
Critical Strike (Unarmed Combat) (0.5)
Danger Sense L1 (0.25)
Mystic Armor L2 (1)
Combat Sense L1 (0.5)
Nerve Strike (1)
Spell Resistance L2 (1)
Killing Hands (Free, Mentor Spirit)

Contacts 12 free + 6Karma = 18

Name: Kaede Inque
Sex: Male
Race: Human
Job: Yakuza Street Doc
Location: Tacoma near the border with Puyallup
Known from: Spector has used this Yakuza street doc from time to time when he or his best friend Chika have been injured
C 2 L 2

Name: Mr. Mitsui
Sex: Male
Race: Elf
Job: Yakuza Fixer
Location: Downtown Seattle
Known from: Spector has used this Yakuza fixer for some time to get work and to get items that someone in the shadowrunning life needs
C 5 L 2

Name: Chika Taku
Sex: Female
Race: Elf
Job: Mystic Adept, Qi Tattoo artist and smuggler
Location: Tacoma near the border with Puyallup
Known from:  Spector and Chika have been friends since a very young age.  Both of them have been traveling across North America for over 10 years together working for the Yakuza.
NOTE: The two are dating right now, may get married.
C 2 L 5

Qualities
 Positive ( 12 Karma)
Mentor Spirit, (shark) Name: “Blood Fog”
-(+2 to unarmed combat, Killing hands free), (If get damaged will go berserk for 3 turns minus (Will+Cha roll)
Catlike (+2 sneaking)

Negative (25 Karma)
Insomnia (Basic) (Keeps waking up every two hours.)
Allergy  (Mild, U.C.) Devil rat saliva
Allergy  (Mild, U.C.) Eating shrimp
Incompetent (Firearms)

Gear (6,000 + 20,000  10Karma)

ARMOR
Urban Explorer Jump suit AR: 9 (650)
-Electrochromic (500)
-Chemical Protection R3 (750)
-Fire Resistance R3 (750)
-Non Conductive R3 (750)

Helmet (Hood)  AR +2 (100)
-Electrochromic (500)

Helmet (Raiden Style) AR +2 (100)
Ballistic Mask (Custom) AR +2 (300)
-Electrochromic (500)
-Respirator R6 [-2cap] (300)
-Camera R5 [-1 cap] (500)

Leg Kit AR +1 (300)
-Electrochromic (500)

Forearm guards AR +1 (300)
-Electrochromic (500)

WEAPONS

42 Shuriken’s (1,050)
AC: Physical DMG (STR+1)P AP: -1

Unarmed Combat
AC: Physical DMG (STR) +1 P/S (Critical Strike) AP:-

ID
Fake SIN R4 “Ko Hayashi” (10,000)
Fake Licenses R4 (1,600)
-Shurikens
-Locksmith gear

B&E / Tools / Survival
Gecko tape gloves (250)
Auto Picker R1 (500)
Mini Welder (250)

Biotech / Toxins
Medkit R6 (1,500)

OPTICAL
Contacts r 1 (200)
-Image Link (25)

TOOLS
Locksmith kit (500)

CYBERDECK
Renraku Sensei (1,000)
DR: 3
-AR Gloves (150Y)
-Micro Transceiver (100Y)

CLOTHING AND MIsc.
Trench Coat (200)
-Electrochromic (500)
Silver Tabaco Pipe (With eastern dragon on one side and a tiger on the other (75)
Silver Zippo (lighter with eastern dragon on it) (75)
Silver Flute shaped like a eastern dragon (250)

LifeStyle
Squatter 1 month (500)
Location: On the border with Tacoma , inside Puyallup

Vehicle / Drones
Chika drives Spector around like A LOT.

Description:
5’9 tall Japanese elf with long brown hair that he keeps in a braided pony tail, also is clean shaven and dark brown eyes.

Everyday life:
 Spector wears a Raiden style green helmet, a dark green Trench coat with dark green stitching of an eastern dragon swimming over the coat, under the coat he has a Japanese style jumpsuit and a sash. (jump suit and sash varies in colors from day to day.)

On runs:
Spector wears a black long coat, black hood, black Ballistic Mask with blood dripping down it, and a black Japanese style jumpsuit and a black sash.

Background: Grew up in Seattle on the streets where he met Chika at age 10 the two grew close. Both have gotten contacts with the Yakuza which helped both survive life on the streets. Both Spector and Chika have been working for the Yakuza since the age of 13 (Spector) and 12 (Chika). With both Chika and Spector being awakened to the magic in their blood the Yakuza love to use their skills and abilities to aid the Yakuza’s best interests.
At 18 years old Chika and Spector went on a tour of North America together in Chika's GMC Bulldog. The two would work jobs for the Yakuza well getting to know the world around them better. ˝ a year ago Spector and Chika returned to Seattle. Chika runs a tattoo shop and Spector is looking for more Shadow work to be sent his way.

Concept: Martial arts, Cover Op/ B&E expert, Wonder
« Last Edit: <11-13-14/2009:55> by Scawire »
Words,Thoughts,Matrix,Astral

Magic uses higher laws to over come lower laws.

8-bit

  • *
  • Guest
« Reply #706 on: <11-13-14/1827:13> »
@Scawire

Just as a note (not that it's that important), you cannot have -1 Street Cred. Instead, your Incompetent (Firearms) quality would result in 1 Notoriety. Page 372 of the Core Book.

Scawire

  • *
  • Ace Runner
  • ****
  • Posts: 1102
  • FightFightFight the endless Ninja Battle
« Reply #707 on: <11-13-14/2010:44> »
Opps I some time miss the small things. I got it changed.
Words,Thoughts,Matrix,Astral

Magic uses higher laws to over come lower laws.

Aria

  • *
  • Ace Runner
  • ****
  • Posts: 2249
« Reply #708 on: <11-14-14/0831:56> »
@Scawire: welcome on board!  Given the way I've had people join us so far I would prefer you to be an outsider who 'happens on events' rather than being on the train.  That'll make trust an issue I know but if you 'help out' I hope the 'enemy of my enemy' will work for a while - and who doesn't interfere if they see rabid ghouls trying to chow on someone?!?  Route 161 is a major thoroughfare (well in Barrens terms anyway) so it's not unreasonable to assume you might be travelling down it... depending on whether you want to risk Chika being along you could be in her truck, otherwise you could be in one of the insane cabbie's vehicles that go from Tarislar to Seattle proper...?

I'll briefly hold off on the LAV crew foe turning up so that your entry isn't at the same time (that really would cause trust problems!)

Now onto your crunch question: given that 'Run Faster' is due out soon (a relative term...) I would anticipate that having rules for Drakes including the chance of awakening as one.  So I suggest you run with your character as is until we see sight of some SR5 rules for drakes and fudge the numbers then as needed.  I thought only humans could become drakes (although I know SR4 seemed to allow any metatype) but I might be misremembering that...anyone?!?
Excel Cha Generators <<CG5.26>> & <CG6.xx> v36

SnowDragon

  • *
  • Chummer
  • **
  • Posts: 155
  • "I gag him and throw him down the stairs!"
« Reply #709 on: <11-14-14/0851:02> »
@ Aria: No, any metatype could become drakes. The restriction was that drakes are immune to HMVMV or whatever it was, and also cannot be techonmancers.

8-bit

  • *
  • Guest
« Reply #710 on: <11-14-14/1308:00> »
@ Aria: No, any metatype could become drakes. The restriction was that drakes are immune to HMVMV or whatever it was, and also cannot be techonmancers.

Yeah, pretty much. Although, considering the enormous BP cost of starting as a drake, or the incredibly enormous Karma cost of latently becoming a drake, it seems rather difficult to pull of in SR5. I mean 120 Karma is kind of a lot.

Jayde Moon

  • *
  • Administrator
  • Ace Runner
  • *****
  • Posts: 2464
  • Shadowrun Missions Developer
« Reply #711 on: <11-14-14/1418:37> »
Rodeo casts Force 4 Increased Reflexes.  Four hits on the test, four to the drain, which gives her +4 to Reaction and +2 Dice.

I recall reading that this takes effect immediately, which can give more initiative passes, I don't know if this was in errata or what.  Anyone know the answer on that?

It doesn't make much different on this initiative round, since I rolled a a pair of ones, lol... but a good rule to know.

Anyhow, Rodeo's initiative is now 18, so she'll act on 8 in the next pass, instead of 2.

She will use that action to command her spirit to materialize in the midst of the ghouls and then tear into them.  The spirit will hold action until the ghouls have acted and then materialize as a complex action at the end of the round, then getting it's full initiative to act upon them.  I'll do the IC for that after Aria's next post.
That's just like... your opinion, man.

Csjarrat

  • *
  • Prime Runner
  • *****
  • Posts: 5108
  • UK based GM + player
« Reply #712 on: <11-14-14/1433:52> »
Are we still on an initiative counter?
Speech
Thought
Matrix
Astral
Mentor

Ericen

  • *
  • Chummer
  • **
  • Posts: 105
« Reply #713 on: <11-14-14/1439:04> »
Flicker remembers the days of the soaring lark, sitting on the stump watching Shinra sensei leaping into the air and his sword cutting the air like the wing of the lark. And just as he landed the bamboo pole falling apart from the swords stroke.
He almost feels for the ghoul, it is not it's fault it was ravaged by a disease that turned it into a flesh eater, but my team can not be the main course.

Flicker lives up to his name, his magically enhanced reactions kick in and all you see is a flicker as he appears at the top of the arc and his sword flashes into the motion of the lark. Master Shinra would be proud the strike is perfectly executed as he soars just past the target ghoul and lands to it's side.

Lark: 11d6t5 2

Results11d6t5: 2 [11d6t5=4, 3, 5, 4, 3, 5, 4, 1, 3, 4, 1]
Speech
Thought
Matrix/Comm
Astral
Subvocal

8-bit

  • *
  • Guest
« Reply #714 on: <11-14-14/1455:25> »
Rodeo casts Force 4 Increased Reflexes.  Four hits on the test, four to the drain, which gives her +4 to Reaction and +2 Dice.

I recall reading that this takes effect immediately, which can give more initiative passes, I don't know if this was in errata or what.  Anyone know the answer on that?

It doesn't make much different on this initiative round, since I rolled a a pair of ones, lol... but a good rule to know.

Anyhow, Rodeo's initiative is now 18, so she'll act on 8 in the next pass, instead of 2.

She will use that action to command her spirit to materialize in the midst of the ghouls and then tear into them.  The spirit will hold action until the ghouls have acted and then materialize as a complex action at the end of the round, then getting it's full initiative to act upon them.  I'll do the IC for that after Aria's next post.

Yes, it takes effect immediately, I will adjust it.

Give me an initiative roll for the spirit please, I'll hold off on it until the next Combat Turn (as calling it next Action Pass would make it show up after this Combat Turn is over).

Are we still on an initiative counter?

As far as I know, that's up to the GM. Fighting is still going on though.

------------------

No rush for Lusis, but currently we are sitting at Luz being the only one who has actions left. Therefore, next Action Pass will go forward (Lusis can still get his/her pass 1 actions in IC still)

-------------------

Action Pass 2

Initiative Rolls for current situation. Organized.

Ericen | Flicker - 17
All4BigGuns | Cutter - 17
8-bit | Ghost - 14
GM/saithor | Water Spirit - 13
JackVII | Harrier - Crashed? Dead?
Csjarrat | Morgan - 11
GM/saithor | Fire Spirit - 10
Jayde Moon | Betsy - 8
Scawire | Spector - 5
saithor | Alicia - 3
SnowDragon | Intervention - 2

Out of Passes (roleplay at will with GM approval; one Free Action per pass still allowed)

Lusis | Luz - 0

Currently Outside of Combat.

adamu | Al - (Using prerolled result) 2d6 + 11 → [6,6,11] = (23) | Engaged in combat before everyone else, so is at a fresh roll (not currently engaged in combat, thus outside of Initiative)
« Last Edit: <11-14-14/1611:49> by 8-bit »

Jayde Moon

  • *
  • Administrator
  • Ace Runner
  • *****
  • Posts: 2464
  • Shadowrun Missions Developer
« Reply #715 on: <11-14-14/1509:06> »
Spirit will go on 12 + 8 = 20 next round.

My own initiative is updated form my third roll.
That's just like... your opinion, man.

Scawire

  • *
  • Ace Runner
  • ****
  • Posts: 1102
  • FightFightFight the endless Ninja Battle
« Reply #716 on: <11-14-14/1609:18> »
I'm fine with picking up the Drake ability after alot of gaming, and the 5th edition book comes out. Just thought I would throw it out there.

Initiative
10 + 2d6
http://invisiblecastle.com/roller/view/4717343/
1, 4 = 5

Initiative 15
Words,Thoughts,Matrix,Astral

Magic uses higher laws to over come lower laws.

8-bit

  • *
  • Guest
« Reply #717 on: <11-14-14/1611:20> »
Due to coming in at the second pass, -10 to Initiative Score. At least you're still in! Added to the list.

Scawire

  • *
  • Ace Runner
  • ****
  • Posts: 1102
  • FightFightFight the endless Ninja Battle
« Reply #718 on: <11-14-14/1712:16> »
Ok sweet. I'm in it to kill ghouls and well I don't like those messed up clowns killing kids that rubs Spector the wrong way.

I was thinking about the whole Drake thing. So it cost 130 karma to become one if you turn that into Nuyen that is 2000 / 1 karma so like 260,000 nuyen. They should so let you buy it like mortgages for a house. ie so you buy it at like 35 karma then 1/2 rounded up of all future karma automatically goes into paying for your drake weirdness, with like 20% interest so in the end you pay 156 karma but you get to play your little drake sooner. Just a strange idea I had.
Words,Thoughts,Matrix,Astral

Magic uses higher laws to over come lower laws.

8-bit

  • *
  • Guest
« Reply #719 on: <11-14-14/1716:12> »
It doesn't necessarily need to have interest. You could, optionally, use the rules from Missions.

Quote from: Season 5 Missions FAQ; page 9
If you need to pay Karma or nuyen and you do not have enough, you go into debt. This debt must be paid out of your  run rewards for the next Mission(s), and nothing else may be purchased until these debts are paid off.

Technically, that's for if a rule changes due to errata, but you could make a case to Aria. Besides 130 Karma is expensive as it is.