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[6E] PbP Recruitment & OoC

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Aria

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« Reply #45 on: <10-14-19/0755:19> »
Well you've got this week to work it out between you, and I'm happy to start the pbp off with only bare bones concepts if needs be. 

@ZeroSum, the others all know my GM style so just as a heads up... I lean towards the 'Anarchy' style in that I like players to interject stuff without waiting for me all the time.  As long as it doesn't contradict what someone has already posted IC (or make other PCs do stuff without the player giving you the nod) then that's absolutely fine by me!  I think it makes for a more interesting story and keeps people involved, particularly given the potentially slow rate of play in a pbp.
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gwilym

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« Reply #46 on: <10-14-19/0756:44> »
@beta I'm going to stick with the shaman if that's OK. I'm treating this as a learning experience to bed in 1the rules. I haven't done mage since third ed
Need to get these counterspelling concepts in my head before new year
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Aria

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« Reply #47 on: <10-14-19/0759:08> »
Done a quick update to the opening post with a couple of extra house rules and a semi updated team list...

Oh, and can we prefix characters on OP with 'DSH -' please?  ZeroSum, I've tweaked 0Day already...just helps me to track PCs by thread.  I suspect I need to do some more tidying up, half those PCs are no longer active  :-\
« Last Edit: <10-14-19/0836:59> by Aria »
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ZeroSum

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« Reply #48 on: <10-14-19/1030:02> »
@ZeroSum, the others all know my GM style so just as a heads up... I lean towards the 'Anarchy' style in that I like players to interject stuff without waiting for me all the time.  As long as it doesn't contradict what someone has already posted IC (or make other PCs do stuff without the player giving you the nod) then that's absolutely fine by me!  I think it makes for a more interesting story and keeps people involved, particularly given the potentially slow rate of play in a pbp.
Copy that, I think I can work with this.

Done a quick update to the opening post with a couple of extra house rules and a semi updated team list...

Oh, and can we prefix characters on OP with 'DSH -' please?  ZeroSum, I've tweaked 0Day already...just helps me to track PCs by thread.  I suspect I need to do some more tidying up, half those PCs are no longer active  :-\
House rules makes sense, good call on Adepts in particular as far as I am concerned. And null sheen on the prefix for characters. Works for me!

EDIT:
Just my personal opinion, and up to GM approval of course, but I think two magicians are OK. Have the Shaman focus on one aspect of magic (support spells like heal, invisibility, and barrier, as well as spirits, for example) and another focus on direct confrontation spell (combat, obviously, but also things like mental manipulation and counterspelling)

Alternatively, mysads can be tricky, but the right combination of spells and powers can be seriously powerful.

Also, Beta, feel free to nab any of the character concepts I've put together over the past few weeks.

The Rigger is probably the only one I wouldn't recommend because the rules are a little borked, but the Weapons Specialist, the Magician/Face, and the Street Samurai are all concepts that you could just plug in your own background for. Just an option if decision paralysis becomes too much.
« Last Edit: <10-14-19/1041:27> by ZeroSum »

gwilym

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« Reply #49 on: <10-14-19/1114:44> »
Can't find the house rules 😭
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ZeroSum

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« Reply #50 on: <10-14-19/1137:05> »

gwilym

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« Reply #51 on: <10-14-19/1139:39> »
Just spent my lunch look right through OP😂 my word I'm an idiot
You are not what you think you are. you are an imitation of what your wish you were

gwilym

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« Reply #52 on: <10-14-19/1730:20> »
Character is up
You are not what you think you are. you are an imitation of what your wish you were

ZeroSum

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« Reply #53 on: <10-14-19/1826:24> »
What priorities did you pick? Looks like you have too many spells; by core rules you only get:
Quote
During character creation, they get a number of spells or rituals equal to their Magic x 2—the rating used for that calculation is the Magic in the Priority table, not as altered with any points, Karma, or any other adjustments.

So if you picked Magic A, you get a Magic score of 4, and get 8 free spells. Unfortunately, unless we add house rules, you can't buy additional spells for Karma during character creation.

Also, no Fake SIN? That could be... interesting :)

Finally, a Colt Government 2076 with Incompetent (Firearms) and Agility 2? Is this just to keep up appearances?

gwilym

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« Reply #54 on: <10-14-19/1832:51> »
This is the one from the book I changed two qualities is all
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ZeroSum

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« Reply #55 on: <10-14-19/1838:18> »
Haha, that would explain it. The Archetypes are pretty flawed. But never mind...

gwilym

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« Reply #56 on: <10-14-19/1851:20> »
I'm doing this to learn the rules. No use trying to fiddly extra out of a system I don't understand fully
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Beta

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« Reply #57 on: <10-14-19/2038:04> »
I have Tipperman almost done in Aria's generator (need to do contacts still and do a final pass through gear to see if I missed ammo for a gun or something equally goofy).  I don't have time to type it all up right now, but in summary:

-compared to the old SR1/2 Former Company Man (essentially a samurai variant) I reduced the combat ability and added more charisma and the Influence skill, since it looks like we don't have a face.  He is not really sane enough to have much con ability, however

Attributes A, magic E, all others C.  Dwarf

Bod6 6
Agility 5 (
Reaction 4
Strength 5
Willpower 6
Logic 3 (25 karma)
Intuition 5
Charisma 5
Edge 5
Essence 1.66

Skills:
====
Athletics 1 (karma)
Close Combat (unarmed) 6(8)
Engineering 1 (karma)
Firearms (automatics) 3 (5)
Influence 5
Outdoors 3
Perception 3
Pilot 1 (karma)
Stealth 2 (karma)

Qualities (net +20 karma)
=======
Candle in the Darkness
Networker
Dependent 1
Code of Honor (details TBD, but Bushido-ish)
impaired attribute: Logic
Sinner

'Ware (some used)
====
Olfactory booster 1
Smartlink
Bone lacing: aluminum
Muscle Replacement 2
Wired Reflexes 1
Damage Compensator 1
Tailored Pheromones 1

Gear highlights:
==========
Taser with smartlink
Ingram Smartgun (mix of gel and normal rounds)
lined coat
Harley Scorpion
Rating 4 link
Autopicker


I'm happy to hear suggestions for modifications.  Firearms over unarmed would probably make sense but is maybe well covered by others?  Giving up unarmed could save on some 'ware, letting  me up the Tailored Pheromones?

Link to the sheet on google docs here:  https://drive.google.com/open?id=1Oo9yMLEbq2lNaN1YWbk09K7mxnZXNpMp
Tipperman  --
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ZeroSum

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« Reply #58 on: <10-15-19/0614:44> »
Attributes A, magic E, all others C.  Dwarf
Just a note that the CRB prevents you from picking the same priority twice; Sum-to-10 doesn't seem to be allowed by House Rules, but I don't personally have an issue with this.

Assuming you would have to pick unique priorities, I would go Metatype C, Attributes A, Magic E, Skills D, Resources B.

I would skip the Unarmed Combat specialty and go for a Katana instead; this would let you focus more on Agility over Strength and spend your resources in a slightly more focused manner.

If you do end up going for a firearms first, melee second build I would drop a few points of Strength in favour of maxing Charisma and using 'ware to boost Agility. This gives you the most bang for your buck in terms of cost/benefit.

Quote
Olfactory booster 1
Smartlink
Bone lacing: aluminum
Muscle Replacement 2
Wired Reflexes 1
Damage Compensator 1
Tailored Pheromones 1
If you follow the CRB and pick priorities as above, you'll have a lot more scratch to spend on 'ware. I would personally swap Bone Lacing for Bone Density Augmentation R4; you lose the +1 Defense from Bone Lacing, but you do get +2 Body to resist damage. With your Body of 6 that means you roll 10 dice on soak rolls, which can be pretty significant.

You could also swap the Wired Reflexes for Synaptic Boosters; it's much more expensive, but it's also far less Essence intensive and would put you above 2 Essence, making it that much easier to heal you up.

You would also be able to add another rank of Tailored Pheromones to increase your Influence skill.

Overall, you lose out on a couple skill points but end up significantly increasing your overall combat and influence abilities.

Tinkering with your concept I ended up with an Attribute array that looks like this:
Body 6
Agility 5 (7)
Reaction 5
Strength 2 (4)
Willpower 6
Logic 3 (15 karma spent going from 2 to 3)
Intuition 4
Charisma 6
Edge 5

Skills:
Athletics 1 (5 Karma)
Close Combat 3 (Blades, 5 Karma), dice pool 10 (+2)
Firearms 5 (Automatics, 5 Karma), dice pool 12 (+2)
Influence 5 (Negotiation, 5 Karma), dice pool 11 (+2, +4 with Tailored Pheromones R2)
Outdoors 1 (5 Karma)
Perception 3 (Urban, 5 Karma), dice pool 8 (+2, +3 with audio/visual enhancements)
Piloting 1 (5 Karma)
Stealth 2 (15 Karma)

The only sacrifice I had to make was Engineering 1, but you weren't going to do much with 3 dice to begin with anyway; the only exception to this would be mechanical locks, which you would get 8 dice on, but those can be broken relatively easily anyway.

For 'ware, I ended up with:
Smartlink
Muscle Replacement R2
Bone Density Augmentation R4
Platelet Factories
Tailored Pheromones R2 (Used)
Synaptic Booster

This leaves you with an additional 13k nuyen to spend, and an Essence of 2.06. I will take Platelet Factories over Damage Compensators every day of the week, because not suffering damage in the first place is much more preferable to negating a single box of stun OR physical.

If you don't mind the Essence loss you could keep the Wired Reflexes or even bump it up to R2 instead of the Synaptic Boosters, but overall the character is a little more optimized this way.

Just a few suggestions based on my perceived value of dice pool sizes and certain pieces of ware in this edition.

Beta

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« Reply #59 on: <10-15-19/0926:27> »
ZeroSum: I'd played around with three builds: a combat heavy one (corporate heavy), a more social one (the guy that told the heavies what to do, with a bit of ability to help), and an engineering one.  I ended up hybridizing the first two (but forgot to remove the last point of engineering -- good catch).

Platelet Factories was the last thing I cut when I just couldn't make the nuyen work.  If I take the karma from engineering and put it into resources, drop the damage compensator, and do some trimming on gear I can probably make that work within this build.

Why I went with the unarmed combat base build:  Specifically to take advantage of the "Knockout Blow" 2 point edge action, where if you do more damage than the opponents Will, you fill their stun track (knocking them out).  Given the relatively slow damage build in 6th, I though that the ability to sometimes drop someone quickly could be worth it (current build has unarmed rolling 15 dice with  DV =5, AR=14, so a pretty good chance to be able to pull this one off -- melee weapons mostly just don't do enough damage to make it reliable I think).  And yah, there is a lot of essence and attribute points invested in making that work (aluminum bone lacing, 2 points of muscle replacement, starting strength of 5).

Were I to drop that plan I'd likely go for the engineering/social hybrid: essentially swap strength and logic, de-emphasize close combat substantially to increase influence and take up engineering.

But all of that is based on the current ACCCE priority split, and I took that because I was building using Aria's character builder spreadsheet, which explicitly lists the creation type as sum-to-10, rather than priority, and I hadn't actually bothered to read that part of the rules carefully.  So let me check:

@Aria: I we tied to straight priority build (ABCDE), or is sum-to-10 allowed (ACCCE, ABBEE, etc)-- with presumably no more than one priority A, given how weighted to A the current table is? 

If straight priority I'll need to make some quick adjustments to Tipperman.

Tipperman  --
speechthoughtmatrix