Shadowrun

Shadowrun Play => Looking for Games => Topic started by: Tecumseh on <01-17-17/2120:03>

Title: Gauging interest in an Anarchy play-by-post game
Post by: Tecumseh on <01-17-17/2120:03>
Who: GM + 3 to 4 players. One player has already expressed interest.
GM = me, dashingly handsome with 24 years of playing/GMing experience but limited to PbP games for the moment.
Players = no Anarchy experience necessary, but PbP experience is a big bonus. Ideally you'll be someone who enjoys writing and exploring the Sixth World.

What: A combat-heavy PbP Anarchy game. The basic premise is that you are Sioux Wildcats on a behind-the-lines mission. I'll post more details if there's enough interest. Character generation will be Prime Runner, with some added perks for being badass Wildcats. (Also some constraints. For example, negative qualities shouldn't be anything that would disqualify you from service.)

When: In-world time will be January 2077.

Where: North America. You'll be behind UCAS lines on a covert op.

Why: It's going to be Anarchy for two reasons:
1) Because I haven't played Anarchy before and want to; and,
2) there's going to be a lot of combat and it would take literal years to go through it via PbP with proper initiative rolls, complex and simple actions, etc. I don't want to focus on the minutiae; I want to explore the characters and the world. You're Wildcats, so you're going to be the deadliest things on two feet. Given your physical superiority, I am more interested in how to you react to evolving situations.

The basic thinking is that 3-4 players will be enough to cover the Meat/Magic/Matrix trinity. A rigger will be useful. One character will be the officer-in-command and will be the default decision-maker if the players can't OOCly come to a consensus about a course of action.

I have successfully GM'd two PbP games to completion, largely through stubbornness and force of will. I've been paying attention to other Anarchy PbP games to get a sense of the pros-and-cons. In some ways, PbP is perfect for the system since it allows for lovingly crafted descriptions of the game world. In other ways, it's difficult to leverage every aspect of Anarchy gameplay. (For example, it is next-to-impossible to interrupt someone to interject a plot point.) This will be a bit of an experiment as we figure out what to keep and what to skip.

As for the question of GM control vs. player control, I would suggest that we tackle the first chapter in a more traditional arrangement (with the GM at the helm, puppeting the NPCs and adjudicating rolls) and then migrating to a less-centralized arrangement in the second chapter once we've established a rapport both OOCly and ICly.

That's the high-level vision. I'll take questions for a couple weeks before making the go/no-go call.
Title: Re: Gauging interest in an Anarchy play-by-post game
Post by: rednblack on <01-26-17/1738:15>
Just got my very own copy of Shadowrun Anarchy.  I'm sure it will take me a day or two to get my footing, and possibly another one or two to write up a char, but I'll post one here when I have.

Cool concept.
Title: Re: Gauging interest in an Anarchy play-by-post game
Post by: MDMann on <03-02-17/0314:05>
If this is still open I'd be interested.

I've plenty of pbem experience, as gm and PC. I'm reasonably familiar with shadowrun lore/fluff.  Most of my recent gaming has been in Harn, which is a bit crunchier than shadowrun.
Title: Re: Gauging interest in an Anarchy play-by-post game
Post by: Jayde Moon on <03-02-17/1639:02>
Me me me.

I've been monitoring for the past month for a PbP to come up.  I'll play whatever :)
Title: Re: Gauging interest in an Anarchy play-by-post game
Post by: Tecumseh on <03-03-17/0023:31>
MDMann, Jayde Moon, thank you for your interest. Prodigy, if you're following along, this is for you too.

I'm going to try the same thing I did on the other thread, which didn't really work and is why the thread dried up.

Here is another game I am running. This is my posting style. Please review and see if you're comfortable with narrative posts:

http://forums.shadowruntabletop.com/index.php?topic=23178.180

Storytelling is central to Anarchy and will require a group effort. For example, Jayde, your IC posts for your Shaking Down Shadows games were all relatively short. Now I will give you credit for running four games at once (holy crap), and now find yourself unencumbered, but I wanted to set expectations up front about what sort of posts I'll be looking for. Storytelling can happen with fewer words than I use, but everyone needs to be comfortable advancing the plot.

If everyone could review a handful of posts from that thread and reply in the affirmative that you are still interested, we will move forward.

FYI, I will be away from my computer most of the day tomorrow (Friday) but should be able to post over the weekend, or on Monday at the latest.
Title: Re: Gauging interest in an Anarchy play-by-post game
Post by: Jayde Moon on <03-03-17/0048:48>
Oh, posting won't be an issue :)
Title: Re: Gauging interest in an Anarchy play-by-post game
Post by: MDMann on <03-03-17/0310:48>
I could do with tightening my writing, so lengthy posts aren't an issue. I'm in.
Title: Re: Gauging interest in an Anarchy play-by-post game
Post by: Jayde Moon on <03-03-17/1056:08>
For the sake of planning, my preferences for character roles are in descending order:

Assault/Ranged Support (the Gunbunny)
The Mage
Hacker
Rigger

But I can play any of them.  I am a 20 year vet still active, so can realistically RP rank structure and responsibilities if no one else is comfortable with or wants to take on the leadership roles.

I'm not super familiar with the character creation rules in Anarchy and am going over them, but the mechanics and playstyle are easy to grasp (kind of one of the point of Anarchy).

I do a lot of GMing, am excited to play a character and play it in this narrative style where I don't necessarily have to wait for others to post before I extrapolate on things :)
Title: Re: Gauging interest in an Anarchy play-by-post game
Post by: rednblack on <03-03-17/1302:04>
@Tec, that's three if you feel comfortable posting more details that could help us with character creation.

@Jayde, with your real-world experience, I think you'd be great in the leadership role.  Given the rarity and the high esteem placed on awakened people in the NAN, I'd say spell slinger would be a natural fit, but I could see gun bunny working as well.

I've always shied away from riggers, but Anarchy might be just the kind of game to give one a shot.  There seems to be a lot of stuff missing as far as drones are concerned, so I'll need some char-building advice if I go that route.  It looks to me like most VR actions would still be based on AGI -- Piloting and Shooting specifically.  Does that look right, Tec?  If so that makes for some interesting choices on Cyberware Amps v. Drone Amps.  For example, choosing Wired Reflexes 2 (3 Amps) gives 1 extra attack and a Plot Point per scene while Custom Gun Drones 2 (3 Amps) gives 2 extra attacks but no additional Plot Point.  That extra attack is awful temping, but I think the additional Plot Point might be more fun to play with. 
Title: Re: Gauging interest in an Anarchy play-by-post game
Post by: Jayde Moon on <03-03-17/1435:48>
I'm happy to go awakened... might do something along the lines of mystic adept.

Given the type of game, I think everyone would be involved in forward assault tactics, so it's fine.

Alright, then, I'll start putting something together!
Title: Re: Gauging interest in an Anarchy play-by-post game
Post by: MDMann on <03-03-17/1709:11>
I'd be thinking (in no particular order),

A physadept medic
A cybered face or
A gunbunny

I'd probably need help with the build (though I'm not bothered by optimisation).
Title: Re: Gauging interest in an Anarchy play-by-post game
Post by: Jayde Moon on <03-03-17/1711:32>
Hrm...

If you went Physad Medic, I did the assault, rednblack is the rigger... we just need a hacker... though it's possible to double up on hacker/rigger duties?

Haven't heard yet from Prodigy.  Also, with 4 players, are we going ot have an NPC fill out the 5 man team?  Or are we a special 4 man squad?
Title: Re: Gauging interest in an Anarchy play-by-post game
Post by: rednblack on <03-03-17/1722:48>
Depending on what our Matrix needs are I was hoping to go straight rigger and maybe spend a Shadow Amp on Matrix Hardening, or something like that to protect our gear. The limited Skill Points would make double duty hard to pull off.

ETA:if MDMann plays the Physad medic, having a spell slinger would still be ideal.  A Physad will need high LOG for defense, so he shouldn't be spread out too thin, but I think we'd still want a team member with access to the Spirit realm and spell casting.  Since this is combat heavy, we'll definitely want to be able to double up on Heal spells and Medkits.  I'm planning on taking Engineering, so we can repair Armor as well during down times. 

I think I've got my Attributes, Shadow Amps, Qualities, and flavor down, mostly.  I'm struggling with Skills.  Here's what I'm thinking, which puts me way over 5.

Survival: I can't see a Wildcat not having this, even if he's a pilot.
Stealth: Ditto above, and absolutely necessary for covert-ops.  Possible exception here is if I can use Vehicle tests to simulate Stealth
Vehicle Weapons: Of course.
Firearms: Maybe I can just default on this with high AGI, but again I can't see a Wildcat not having at least a point here.
Pilot (Ground): It's what I do.
Pilot (Other): Also what I do. 
Engineering: Good for repairing vehicles, drones, and armor when we can catch a break.

So, that's 7 Skills that I need to pare down to 5. 
Title: Re: Gauging interest in an Anarchy play-by-post game
Post by: Jayde Moon on <03-03-17/1932:42>
Yeah, the limit on skills is a weird thing to deal with.

It's like, you'll eventually be great at 5 things but will never get better in anything else...

It's almost self defeating, in the quest to streamline so that you can tell an engaging story, you are boxing up your characters and limiting some of their options for telling an engaging story...

But will have to make it work.
Title: Re: Gauging interest in an Anarchy play-by-post game
Post by: Tecumseh on <03-04-17/0218:23>
As I mentioned in the initial post, chargen rules are going to be different because you are Wildcats. There will not be a cap on the number of skills you can have at chargen. Quite the opposite; see below.

I don't have much time to post now - rednblack, I'll get to your drone questions later - so here are the guidelines I came up with a month ago when this was first under discussion. We'll use these as a starting point and then tweak as the characters roll off the presses. Here are the steps from the book and what you should do for each.

1. Create a Character Theme (Character Name) - You've already started on themes.
2. Choose Game Level - Prime
3. Choose Metatype - Any of the core races
4. Decide if your character is Awakened or Emerged - Any
5. Assign Attribute Points - Any, but be wary of dumpstats
6. Assign Skill Points - Due to your rigorous training, you are understood to have ALL ACTIVE SKILLS at a base rating of 2. Exceptions include the Awakened and Emerged skills. Yes, that's still 20 skills that you know. Of course you may add your 14 skill points to the base rating of 2 as you see fit. Would an actual Wildcat be even more awesome than this? Probably, but we need to leave some room for improvement via karma.
6a. Knowledge Skills - You are understood to know things relevant to military training and tactics, including Plains Indian sign language, so pick something else.
7. Add Shadow Amps - Let’s start with the base 14 and see what the characters look like, with the understanding that karma will help develop some of the amps as we play. See below for house rules.
8. Add Qualities - SINner (Sioux Nation) is your default Negative Quality. If you wish to take another negative quality for story/character purposes - one that wouldn't preclude you from service - you may pick a third positive quality too to compensate.
9. Assign Armor - Everyone gets full body armor (12) with Insulation (because it will be winter) without paying a skill point for it. If you want to upgrade the armor (e.g. chameleon coating) you have to shadow amp it.
10. Select Weapons - The base 3 weapons (any), but you must be able to carry them all on your person simultaneously. You will have a chance to change this later as you learn about the op and decide how you want to kit out for it.
11. Select Gear - You are understood to be carrying the basics, like a tactical communication system, glasses or goggles if you don't have cybereyes, multitool, etc. Pick other things.
12. Create Cues - as usual
13. Create Character Background - as usual
14. Final Tweaking - as usual

Other notes: we don't really need a face in the sense of the Negotiation and Con skills. I'm not saying those skills won't get used, but we don't need a character dedicated to them.

Three players is enough, especially with the skill boosts listed above. We can accommodate a fourth if one shows up. I will not be NPCing anyone. If you drop, you die. More on this later.

Knowing the above, you are free to tweak your concepts. A fire support gunbunny, a mysad/medic, and a rigger/decker would cover all bases. That said, the fire support could just as easily be from magic as bullets, which could then free up the medic to be a pure physad if that's what MDMann prefers.

House Rules
1) Assault Rifles are -2 at Near ranges. This is to provide a use-case for SMGs and machine pistols.
2) An individual piece of bioware and cyberware will never cost more than its base Essence, even if you upgrade it. Cyberarms will never cost more than 1 Essence, for example, no matter what their shadow amp level is. This is to provide mundane characters an equal opportunity to advance as Awakekend characters without being limited by Essence.
3) Others as I think of them, or as the group raises questions.

From a balance perspective, my primary concern is summoning. Per usual, spirits are ungodly powerful. We'll either come to a gentleman's agreement about them or we will figure out some way to implement them where your standard spirit isn't a Prime Runner straight out of the astral. Don't even get me started on Greater Spirits.

There will be semi-regular karma awards that will be meaningful. They will allow you to upgrade your character. The upgrades do not need to make sense in the continuity of the game. Your shadow amps will magically upgrade themselves. This is a pleasant fiction that's more fun than the alternative.

Important note: the target of the Wildcat op is an armed forces base in the UCAS. I'd like to explicitly confirm that everyone is comfortable shooting up fake future soldiers. Jayde, I'm looking at you. Lethality is not required, nor even necessarily desirable. The goal will be to destroy a radar installation. No loss of life is necessary, but sometimes they don't soak as well as you shoot.
Title: Re: Gauging interest in an Anarchy play-by-post game
Post by: Jayde Moon on <03-04-17/0238:16>
Bruh.  I play Shadowrun.  C'mon.
Title: Re: Gauging interest in an Anarchy play-by-post game
Post by: Tecumseh on <03-05-17/0041:52>
We will proceed then.

Jayde, you're on the right track in the "Rolling Effects into Amps" thread. I treat shadow amps the same way.

Rednblack, this is supposed to be a stealth mission so you may not want to bring a huge gunship for a drone. Something that can do double-duty for surveillance and covering fire might be appropriate though.

The rules are pretty explicit that, "A character who attacks with any vehicle- or drone-mounted weaponry cannot use their own individual weapons during that same Narration" (p. 48). That said, let's try to reintroduce some parity between tech and magic. I don't see why magicians should be able to summon spirits freely and repeatedly and give them orders to fight independently while riggers have to spend shadow amps on their drones and don't get to have them on auto-pilot. We'll say that the drone can be given orders to operate independently, like a spirit. You can still jump in for tighter control and to not rely on its dog-brain, but it can handle routine commands on its own.

Here are the tribes of the Sioux Nation. You should pick one for your character.

• Lakota, Dakota, Nakota, Arapaho, Crow, Cheyenne, Lumbee, Mohawk, Potawatomi, Mohegan, Cherokee (Tsalagi), Chocktaw, Navajo, Cree, Ojibwe (Plains Chippewa), Shoshone, Delaware, Hidatsa, Mahican, Seminole, Oneida, Creek, Apache, Onondaga, Chickasaw

You are relatively new Wildcats. While you have trained long and hard, you are still establishing your reputation. This is a high-visibility assignment that will go a long way to cement your place among your peers.

Here's more on Plains Indian sign language from Native American Nations, Volume I:

Quote
While the Sioux Nation as a whole has not aggressively returned to the traditions of its heritage, one tradition has been widely resurrected. The sign language developed by the Plains Indians in the 18th century for inter-tribal communication is enjoying renewed popularity. This language of gestures is complex, efficient, fluid, and quite beautiful to watch. Unlike many forms of sign language, it is not based on limited vocabulary. People sufficiently fluent in the language can easily discuss philosophical and ethical concepts as well as concrete matters such as the weather.

I'll review characters as they are ready. Go ahead and post them here.
Title: Re: Gauging interest in an Anarchy play-by-post game
Post by: rednblack on <03-05-17/0315:11>
Just tossing out some rough draft crunch.  I'll update with history and background as I work all that stuff out.  That will affect Dispositions and Cues as well.

Name: Shiriki Looney
Tribe: Pawnee
Tags: Elf, Rigger, Decker
Cues: "Strap in, shut up, hold on."  "With all due respect, sir, I got cyberware older'n you."  "You wanna be right, or you wanna win?"  "MARKs are for chumps.  Crack it, smack it, move on with your life."  "If you plant ice, you're going to harvest wind."  "I ever tell you about the time I met Daniel Howling Coyote?"

Attributes
STR: 4
AGI: 8
WIL: 6
LOG: 6 (7)
CHA: 3
Edge: 2
Essence: 1.5

Condition Monitors
Physical: 10
Stun: 11

Skills
(AGI) Athletics: 2
(AGI) Close Combat: 2
(AGI) Projectile Weapons: 2
(AGI) Firearms: 2
(AGI) Heavy Weapons: 2
(AGI) Vehicle Weapons: 6 (Assault Rifles)
(AGI) Stealth: 3
(AGI) Pilot (Ground): 3
(AGI) Pilot (Other): 5
(AGI) Escape artist: 2
(WIL) Survival: 2
(LOG) Biotech: 2
(LOG) Hacking: 5
(LOG) Electronics: 2
(LOG) Engineering: 3
(LOG) Tracking: 2
(CHA) Con: 2
(CHA) Intimidation: 2
(CHA) Negotiation: 2
(CHA) Disguise: 2

Knowledge: N. American History
Languages: English, Plains Sign Language, Pawnee

Shadow Amps
Cerebral Booster (3): +1 re-roll LOG related tests = +1 LOG tests
Control Rig 1 (2): +1 Vehicle test, +1 Reroll = +2 Vehicle tests
Datajack (1): Access Matrix in VR
Wired Reflexes 2 (3): +1 Attack, +1 Plot Point per Scene
Custom Gun Drones 2 (3): +2 Attacks/Movement with Gun Drones
Cyberdeck 1 (2): 1 re-roll on Matrix tests = +1 Matrix tests, Firewall +1, Matrix Condition Monitor: 6

Positive Qualities
Combat Pilot: +2 dice on Piloting (Other) tests
Exceptional Attribute (AGI): AGI capped at 8 instead of 7
Lucky: +1 Edge

Negative Qualities
SINner (Sioux Nation)
Phobia: Para-critters


Gear
Area Jammer
Maglock Passkey
Satellite Uplink

Weapons:
Close: Survival Knife
Side: Ares Predator III
Long: Colt M23

Vehicles and Drones

MCT-Nissan Rotodrone
+ A: 9, D: 10
+ Assault Rifle 8P Close: OK Near: OK Far: -2

MCT Fly Spy (X2)
+A: 5, D: 4

Background
[spoiler]
Shiriki's parents were displaced in 2009 when the US government seized all native lands.  Oil and gas interests had long been a fixture on the Pawnee reservation, even more so after the Resource Rush begins in 2000, but for Shiriki's already politicized parents, this is the final straw and they travel north to South Dakota to become soldiers for the Sovereign American Indian Movement.

Shiriki is born in 2013, one of the earliest UGE babies.  He is given a suitably nationalistic name.  Due to his metatype and the rise of magic, Shiriki's parents have very high hopes for him becoming a shaman.

2017, Shiriki's mother dies in the Great Ghost Dance.  This is a great source of pride for Shiriki, as the Pawnee were also involved in the Ghost Dance of 1890.  Of course, for a four-year-old, the only thing he cared about at the time was the fact that he lost his mom.  The following year, when the Treaty of Denver is signed, Shiriki and his father move to the newly formed SSC and settle in Boise.

By 2029 Shiriki is 16 years-old and still hasn't Awakened.  This is a major blow to him, as it seems as though he will never be able to live up to, or repay the image of his powerful and self-sacrificing mother.  He is very mechanically and technically inclined, however, and seeks refuge on the burgeoning matrix whenever possible, as it's the one place where he feels capable and in control.  I think you see where this is going.  When the crash hits, Shiriki takes it very hard, and in the crumbling world around him he sees little of the optimism and promise of his youth.  He leaves home and travels west to the Sinsearach lands, thinking he might find a home among his own "kind." 

By 2032 infighting in the Sinsearach, the primacy placed on magic users there, and a sort of imagined elvish cosmology that breaks with tribal traditions does little to assuage Shiriki's feelings of alienation.  Disenchanted, he takes to a life on the road.

2034, Shiriki has taken work as a dirigible pilot between the SSC and the Sioux Nation.  When Aztlan invades Texas, he thinks that things are likely to heat up soon.  Since the Sioux Nation has always been at the forefront of protecting native interests, Shiriki petitions to join the Sioux military in exchange for citizenship.  His application is accepted.  Of course, the NAN refuses to step in, the Azzies withdraw from the NAN, but Shiriki's military career begins.

2050, with the advent of the first keyboard-sized cyberdecks, Shiriki gets his first piece of headware.  Simsense increases his capabilities as an intelligence officer on larger aircrafts, but Shiriki soon discovers the less legal joys of simsense soon after.

2054, Shiriki becomes a drone rigger for the Sioux military, primarily working from the capital city of Cheyenne.  The bigger city placement, combined with the more sedentary job exacerbates his addiction to simsense.

2060, Shiriki is relocated with a Sioux military contingent outside of Seattle in response to UCAS buildup there related to the Renraku Arcology disaster.  The more spartan accommodations, the smell of war, and the brotherhood of warriors inspires Shiriki to kick his BTL habit, invest more strongly in his physical health, and throw himself into his work.  The war never starts, but his better habits take root.

2065, Shiriki is assigned to an active SDF unit  based out of Rapid City.  For the next few years he spends weeks at a time out on patrols where he is the senior intelligence officer, tasked primarily with spotting and then shooting down smuggler's crafts.  He repeatedly applies to Wildcat school, and is repeatedly denied.

2070, with the new Wireless matrix, Shiriki upgrades his ware and volunteers for testing the new tech's military application.  Thankfully, he doesn't fry his brain.

2072, Shiriki is offered an instructor's position in the SDF.  He accepts a 4 year term with the understanding that his Wildcat application will be reviewed upon completion.

2076ish, Shiriki is accepted in the Wildcats.
[/spoiler]

Common Rolls:
Initiative: Prime Runner (8) + Wired Reflexes 2 (1) = 9 dice.
Meat Body Shooting: AGI (8) + Firearms (2) = 10 dice.  2 Attacks per Narration (Wired Reflexes 2)
Meat Body Defense: AGI (8) + LOG (6) + Cerebral Booster (1)  = 15 dice.
Drone Shooting: AGI (8) + Vehicle Weapons (6) + Assault Rifle Spec (2) + Control Rig (2) + VR (1) = 19 dice.  3 Attacks per Narration (Wired Reflexes 2, Control Rig 1)
Drone Defense: AGI (8) + LOG (6) + Cerebral booster (1) + Control Rig (2) + Combat Pilot (2) + VR (1) = 20 dice.
Drone Piloting: AGI (8) + Pilot (5) + Control Rig (2) + Combat Pilot (2) + VR (1) = 18 dice.
Drone Stealth: AGI (8) + Stealth (3) + Control Rig (2) + Combat Pilot (2) + VR (1) = 16 dice.
Hacking: LOG (6) + Hacking (5) + Cerebral Booster (1) + VR (1) = 13 dice.
Hacking Defense: LOG (6) + Cerebral Booster (1) = 7 dice.
Title: Re: Gauging interest in an Anarchy play-by-post game
Post by: rednblack on <03-05-17/0323:20>
I chose Pawnee for tribe instead of any of the listed tribes.  The reason for this is two-fold.  First, less tribal representation within the Sioux Nation helps to explain why he never advanced career-wise.  Second, Pawnee Indians were involved in the first Ghost Dance of the 1890s.  Shiriki, being a partisan, is very proud of this fact, and it rhymes nicely with a backstory bit about his mom sacrificing herself in the Great Ghost Dance.  Let me know if this doesn't work.

I took 1 infil/exfil vehicle, and 3 drones.  That's a lot.  Let me know what my guiding principles should be there, espcially as it relates to Stealth.  Also, considering re-skinning the Catlike Quality as an RP coating Quality for drones, which would not apply in the meat space.  Does that work?

ETA: backstory will need to be adjusted for him to be a recent addition to the Wildcat ranks. I'll change tribes as I figure that out
Title: Re: Gauging interest in an Anarchy play-by-post game
Post by: Jayde Moon on <03-05-17/1342:14>
I'll post a character on Monday and be ready to go.  Thanks for putting this together, Tecumseh, looking forward to playing.  I think PbP fits the Anarchy format nicely.
Title: Re: Gauging interest in an Anarchy play-by-post game
Post by: Tecumseh on <03-05-17/1754:36>
Everyone do me a favor and list out what the pluses and minuses are for your qualities and shadow amps.

On that note, let's just skip the "reroll 2 dice" benefit and move straight to +2 bonuses. I know there's a mathematical difference between the two, especially when spending Edge, but our dice pools are going to be so high on average that the difference is not worth bothering with separate dice rolls. For example, the odds of rolling 9 hits on 10 dice (i.e. not having 2 dice to reroll) is 0.04%, so let's save ourselves some effort. I spend enough time on Orokos as it is.

@rednblack, addictions will get you bounced from the Wildcats. Even if it's ostensibly a performance enhancer, it's a avenue for special forces to be compromised by external interests.

Also, skip the Banshee. Your insertion will be taken care of and the extraction is part of the plot. As for the other two drones, let's keep it to one combat for the sake of balance. A combat drone in conjunction with some surveillance drones (like Fly-Spys) could work well.

Again, I'll give people the opportunity to tweak gear once they know more about the mission.

Title: Re: Gauging interest in an Anarchy play-by-post game
Post by: MDMann on <03-06-17/1005:40>
Name: Daniel "Dancer" Danyes. (Dan-Dan).
Tribe: TBC
Tags: Physical Adept, human, cat, medic.
Cues: TBC
Stats: TBC

Background: the 5th of 6 boys (1 younger sisyer), Dan grew up in a comfortable, if not extravagant lower middle class neighbourhood in downtown Cheyene. His mother (thunderbird) owns a dojo (various)/dance gym (ballet) and his father (Wolf and former park ranger) runs a climbing, trekking company where he takes tourists into the wilderness. Both parents are awakened adepts and are respected if not wealthy members of the community. His eldest brother is mundane but joined the army anyway; whilst the next is a shaman, following Eagle, the only one in the family. His next brother (mundane) fled the family and joined Shiawase as a researcher of some kind. The next brother is a Dancer and adept of Seducer. His younger brother is at college and a mystic adept of cat whilst his younger sister is an adept of cat and at school. Danyes did well at school and college (pre-med) but couldn't afford to pursue the medical career he dreamed of (with so many siblings). Fortunately, he soon won a scholarship to the University of Cheyene for acrobatics. Unfortunately, a year into the programme the funding was pulled. He was approached by the military who agreed to fund the rest of his course in return for military service afterwards and training during off terms. It's likely his brother pulled strings, though the deal is by no means unusual. A follower of cat, after he graduated and joined the military full time he was soon hit up to join the wildcats as an adept. Having recently completed his specialist training, he intends to see out his term and pursue his medical career.
Title: Re: Gauging interest in an Anarchy play-by-post game
Post by: Tecumseh on <03-06-17/1322:51>
MDMann, looks good to me. Post some stats when you're ready.

I'll note that rednblack's Biotech pool is very good (9) due to his high Logic. Given that we have a limited number of players, we'll want to avoid duplicating roles too extensively. As such, in order to be the "medic" you may wish to consider being a mystic adept (instead of a pure physad) to pick up the Heal spell. Mechanically there's no difference between a pure physad and a mysad; it's just flavor.
Title: Re: Gauging interest in an Anarchy play-by-post game
Post by: Jayde Moon on <03-06-17/1519:14>
Name: Chante Wapun
Tribe: Lakota
Tags: Elf, Natural Leader, Mage, Gunbunny
Cues: "They aren't 'assets', they're people."  "If you want the tribe to follow, you've got to get in front."  "You think I'll fall on my face, I'd rather knock you on your ass."  "It's go time."  "It won't stay dawn forever."

Attributes
STR: 5
AGI: 7
WIL: 6
LOG: 3
CHA: 6
Edge: 6

Condition Monitors
Physical: 11
Stun: 11
Armor: 12

Skills
(AGI) Athletics: 2
(AGI) Close Combat: 6
(AGI) Projectile Weapons: 5
(AGI) Firearms: 5
(AGI) Heavy Weapons: 2
(AGI) Vehicle Weapons: 2
(AGI) Stealth: 2
(AGI) Pilot (Ground): 2
(AGI) Pilot (Other): 2
(AGI) Escape artist: 2
(WIL) Conjuring: 3
(WIL) Sorcery: 5
(WIL) Astral Combat: 2
(WIL) Survival: 2
(LOG) Biotech: 2
(LOG) Hacking: 2
(LOG) Electronics: 2
(LOG) Engineering: 2
(LOG) Tracking: 2
(CHA) Con: 2
(CHA) Intimidation: 2
(CHA) Negotiation: 2
(CHA) Disguise: 2

Knowledge: Astral Topography
Languages: English, Plains Sign Language, Lakota

Shadow Amps
Natural Leader (3): Gift Plot Points or Edge to other Players, Direct - Expanded Teamwork Tests (distance, combat)
Buff Magic (2): Increase Reflexes: Gain 1 Attack
Illusion (2): Invisibility
Mentalism (1): Hypnotic Suggestion
Foci (0): None - Placeholder
Ally Spirit (0): None - Placeholder

Positive Qualities
Ambidextrous
Indomitable: Blades
Lucky: +1 Edge

Negative Qualities
SINner (Sioux Nation)
Warrior's Code

Gear

As needed, per mission

Weapons:

Close: Cavalier Arms Tomahawk (Paired)
Side: None
Long: Ares Alpha

Vehicles and Drones

None

Contacts:

Tiošpaye Smuggler

Background
[spoiler]
Roughly translated to 'Dawn of my Heart', Chante still bears her adolescent name, given to her by her father.  The time hasn't come to change, though that's something she hopes will come soon.  Choosing to stay on after her eventful conscription, Chante's skills and natural charm placed her as a Cadet and she graduated near the head of her class.  She fast tracked to Captain and applied for the rigorous training that would make her one of the infamous Wildcats.  Pushing through the training through sheer force of will, she was recently inducted into their ranks.
[/spoiler]

Common Rolls:
Tomahawks Melee: AGI (7) + Close Combat (6) + Qualities (4) = 17 dice 7P  Close only
Tomahawks Thrown: AGI (7) + Projectile Weapons (5) = 12 dice 6P -2@Near Range
Ares Alpha: AGI (7) + Firearms (5) = 12 dice. 8P -2@Far Range
Underbarrel: AGI (7) + Heavy (2) = 9 dice.  12P
Sorcery: WILL (6) + Sorcery (5) = 11 dice.
Summon: WILL (6) + Conjuring (3) = 9 dice.
Perception: LOG (4) + WILL (6) = 10 dice.
Title: Re: Gauging interest in an Anarchy play-by-post game
Post by: Tecumseh on <03-06-17/1532:14>
Chante then. I will do my best not to write this as Ichante, which is the name of my Sioux mage in And The Rain Keeps Falling.

You don't need to Small Unit Tactics as a knowledge skill; it's understood that you all know it. Feel free to take something else, including something not related to the military.

Is Mentalism supposed to be like the spell Influence?

The Indomitable examples from the book were for things like Clubs and Blades. It sounds like you want to use it with tomahawks, so I would suggest Blades.

What is Warrior's Code?

Given the focus on Close Combat with both your skill points and qualities, I might suggest moving some points to Strength, but I'll leave that up to you.
Title: Re: Gauging interest in an Anarchy play-by-post game
Post by: Jayde Moon on <03-06-17/1547:16>
Natural Leader Amp:

Since I assume that we're going to use the sort of standard Anarchy initiative rules, except instead of going around a table it'll be 'first able to post' 'next able to post' and 'last able to post'...

The Leadership Amp will generally allow for you guys to steal one of Chante's plot points or edge at will, rather than waiting for me to push it to you or asking me and waiting for me to respond.  That should help keep the game moving instead of forcing a wait.

The Direct ability is pretty much taken from the Core (pg 141-142).  As I add amp levels to this, they'll be additional uses of the Leadership skill from Core, so Rally would allow me to give one of my attacks to someone, for instance.

Buff Magics: Basically anything that's 'Increase X' spells from the Heal school (so can't use this Amp to Increase Gear Limits).  A point per 'spell' and additional points to boost it.  So at 2 Amps I have the magic and now Increase reflexes at 1.  I can add an amp level to go to Increase Reflexes at 2 OR broaden it and add, say, Increase Agility at 1 (adds up to one die).  So 3 amp levels giving 1 level each of Increase Reflexes and Increase Agility.

Illusion is a bit bigger.  I'll focus on invisibility for now, but eventually this could expand out into any physical illusion, using the same idea as above.

Mentalism are mind effecting spells from the Manipulation section.  So no analyze truth or mind probe, but rather Influence and Mind Control.

Finally I figure an Ally Spirit comes as a certain level (to be determined) and each amp is an ability (like Aid Sorcery or a specific Spirit Power).

Foci is where I'll roll up any foci, obviously.

Finally, I think... that part of advancing from Gang to Street to Prime should be additional Amp slots.  Really, I'm just trying to get that 7th slot for Metamagics..    ::)

anyhow, Tecumseh, let me know your thoughts on what I have here, and what may not work for you.

EDIT:

Indomitable: Blades, yes.

Warrior's Code: Fluff fluff fluff: Mechanics: can't harm innocents and can't use lethal force on unsuspecting targets.  Doing so will result in loss of Karma Awards.

I think this would be a very flavorful quality for a Wildcat that gives a very specific boundary that would make life easier if she crossed it but comes with a measurable drawback.  It's from the Code of Honor group of neg. qualities.

I like Strength where it's at, picturing her as more finesse and less brute power, so trying to eke out a couple additional points of damage from getting hits.  Actually, going to take your advice, lol.

As for the Skill, I'll think of something else then, provided that having it allows us to make use of the tactics found in Run & Gun (to spectacular narrative effect).
Title: Re: Gauging interest in an Anarchy play-by-post game
Post by: Tecumseh on <03-06-17/1656:43>
Looks like your locked and ready to rock, Jayde. Do me a favor and give me your background (years and experience) with Shadowrun so I can tailor the fluff accordingly. I already know what to expect from rednblack and MDMann. I generally run my games tightly with the lore, but our game world will be branching off canon in January 2077.

As for an ally spirit, a simple summoning amp (level 2) lets you have a second spirit. That said, I do find summoning to be overpowered. (See the thread Gingivitis started today.) We'll be tweaking summoning, not so much to curb your power but to make sure you don't get your collective asses handed to you by an untouchable air spirit.

7th slot for metamagics won't be a problem. Six slots is just our starting point.

Other thoughts before I forget: In Anarchy, every roll is supposed to be opposed. I will likely change this to a Threshold test when you are opposed by an inanimate object that can't actively resist you. For example, instead of an easy lock rolling 6 dice to resist lockpicking, the player might roll against Threshold 2.

MDMann, we're likely going to be using a lot of 5th Edition concepts (like Thresholds) to inform our approach to Anarchy. If you don't understand any of them, speak up and we'll explain them.
Title: Re: Gauging interest in an Anarchy play-by-post game
Post by: Jayde Moon on <03-07-17/0151:15>
My first experience with Shadowrun was in 1992 with 2d Ed.  Really only played casually, didn't get much into the lore.  I skipped 3d Edition and picked it back up in 4th.  Really got into the setting and got a solid handle on major events... then with the release of 5th Edition really got into it, 4 years a Catalyst Demo Agent running weekly Missions for open tables, as well as doing a bit of freelance...

I'm not Opti level knowledgeable, but I've got a solid understanding on the setting.
Title: Re: Gauging interest in an Anarchy play-by-post game
Post by: Tecumseh on <03-07-17/0246:05>
You've got me beat, but the overall arc is remarkably similar. I started in early 1993 with 2nd Edition. I only played one game of 3rd Edition that I recall, and bought the 4th Edition book about a week before the SR4A came out in 2009 (doh). I've been running regularly ever since, while filling in the holes I missed the first time around. As I said, our setting will be heavily informed by canon.

I'll be interested to hear about the freelance work sometime.
Title: Re: Gauging interest in an Anarchy play-by-post game
Post by: rednblack on <03-07-17/0833:06>
The crunch for Shiriki should be finalized.  I'm deciding if I should spend another Shadow Amp on a cyberdeck.  I like having the extra point of Edge, but if I can "borrow" some from our fearless leader, it'll probably be worth doing so to have a functional Firewall.  I'll try to work on some back story today, but I have some other obligations that need tending to, and I need to do some more research on lore, though I think I have the broad strokes down.

@Jayde, if you're still thinking about Knowledge Skills, you might want to consider Astral Topography/Geography.  It could be useful if you need to go digging around in Astral space as a part of recon, or should things get weird.
Title: Re: Gauging interest in an Anarchy play-by-post game
Post by: Jayde Moon on <03-07-17/1308:39>
You should totally have a Cyberdeck with Firewall.  What's 1 point of edge when I have 6 to take!
Title: Re: Gauging interest in an Anarchy play-by-post game
Post by: Tecumseh on <03-07-17/1356:33>
Shadow Amps
Cerebral Booster (3): +1 re-roll LOG related tests = +1 LOG tests
Control Rig 1 (2): +1 Vehicle test, +1 Reroll = +2 Vehicle tests
Datajack (1): Access Matrix in VR, +1 Matrix actions
Wired Reflexes 2 (3): +1 Attack, +1 Plot Point per Scene
Custom Gun Drones 2 (3): +2 Attacks/Movement with Gun Drones

Rednblack, there's some disconnect in the costs of certain amp between what the archetypes give and what the catalog at the back of the book says (p. 202-4). It looks like you were using the catalog, which sometimes gives an extra die for Amp Level 1. This is inconsistent with the description of how to design custom shadow amps on p.65-6. The first point is just the base cost, and then added effects (i.e. extra dice) cost additional shadow amp points.

With that in mind:

Cerebral Booster - looks good
Control Rig - 2 shadow amp points only gets you +1 die. See Shades, p. 121.
Datajack - 1 shadow amp point doesn't get you any dice. As described, this should cost 2 points. See p. 77, 87, 95, 101
Wired Reflexes - looks good
Custom Gun Drones - looks good
Title: Re: Gauging interest in an Anarchy play-by-post game
Post by: rednblack on <03-07-17/1447:57>
Rednblack, there's some disconnect in the costs of certain amp between what the archetypes give and what the catalog at the back of the book says (p. 202-4). It looks like you were using the catalog, which sometimes gives an extra die for Amp Level 1. This is inconsistent with the description of how to design custom shadow amps on p.65-6. The first point is just the base cost, and then added effects (i.e. extra dice) cost additional shadow amp points.

With that in mind:

Cerebral Booster - looks good
Control Rig - 2 shadow amp points only gets you +1 die. See Shades, p. 121.
Datajack - 1 shadow amp point doesn't get you any dice. As described, this should cost 2 points. See p. 77, 87, 95, 101
Wired Reflexes - looks good
Custom Gun Drones - looks good

I think my wording is off, but the math is sound.

Cerebral Boosters don't confer a benefit, but they do allow VR use.  Using VR confers a +1 die bonus to Matrix tests.

For the Control Rig, page 202 says,

Quote
Control Rig 1, 2, 3 (Amp Level 2, 3, 4): Cyberware. Control
vehicles by VR, +1 die to vehicle actions, may reroll
1/2/3 dice on vehicle actions. –2 Essence

So at Control Rig 1 (2 Shadow Amps), Shiriki gets the +1 bonus, and 1 re-roll per vehicle action.  Since we're just adding in the re-rolls to our base roll, that equals the +2 dice.

Is that right, or am I misunderstanding something?

On the cyberdeck front, I think I am missing something.  At the 2 SA cost, it says Firewall +1.  What's the base Firewall? 
Title: Re: Gauging interest in an Anarchy play-by-post game
Post by: Tecumseh on <03-07-17/1453:24>
Okay, I didn't realize you were including the VR benefit in the amp description. I would list the VR benefit separately. Your math is fine then.

Cyberdecks start with a Firewall of 2 and Matrix Condition Monitor of 8. See the top-right corner of p. 65.

Title: Re: Gauging interest in an Anarchy play-by-post game
Post by: GloriousRuse on <03-08-17/0143:06>
Still have an opening?
Title: Re: Gauging interest in an Anarchy play-by-post game
Post by: Tecumseh on <03-08-17/0205:33>
Yes. There are spots for 3-4 available. We have two sheets submitted with a third expected. A fourth spot is open.

For the wider group, Glorious and I played two ganger campaigns together lasting about three years. I'll leave it to him if he wishes to introduce himself further.
Title: Re: Gauging interest in an Anarchy play-by-post game
Post by: Tecumseh on <03-08-17/1445:20>
MDMann, are you working on something? Give us an ETA.
Title: Re: Gauging interest in an Anarchy play-by-post game
Post by: Pap Renvela on <03-08-17/1621:47>
looks like you guys are GM+3...
does that mean there's still a spot open?
If not, its okay.
Title: Re: Gauging interest in an Anarchy play-by-post game
Post by: Tecumseh on <03-08-17/1731:28>
Cap is GM+4. As I have only received 2 sheets, I am still considering recruiting to be open.
Title: Re: Gauging interest in an Anarchy play-by-post game
Post by: Pap Renvela on <03-08-17/1802:15>
I'm off to dialysis, but here is what I got so far:

Theme: Combat Decker         
         
Game Level: Prime         
         
Metatype: Troll         
         
Awakened/Emerged: No         
         
Attribute Points:         
STR 9          
AGI 5          
WIL 5          
LOG 5          
CHA 3          
         
Skill Points:         
Other, non-magic/resonance: 2 DP varies         
Close Combat 3 DP8         
Hacking[Computer Hacking] 6[+2] DP14[16]         
Electronics 6 DP 11 (+1 Matrix action)         
Projectile Weapons 6 DP 11         
Knowledge: Language, Or'zet         
          
Shadow Amps (10 of 14, Edge=5)         
^Fairlight Excalibur(Amp Level 5): May reroll 2 dice on Matrix         
actions, Firewall +3, Matrix Condition Monitor 12, may         
run 2 programs at a time.          
^Biofeedback (program) (Amp Level 2): Deal Cybercombat         
damage to your opponent’s physical or Matrix         
condition monitors.         
^Exploit (program) (Amp Level 2): May reroll two dice on         
non-Cybercombat hacking tests.         
^Datajack and Headware (Amp Level 1): May access the         
Matrix via full VR, +1 die to Matrix actions. –1 Essence         
         
Qualities         
Negative: Sinner(Sioux Nation)         
Negative: Phobia(Arachnids)         
Positive: Codeslinger (+2 dice to Hacking Tests)         
Positive: Catlike (+2 dice stealth tests)         
Positive: Indomitable (Projectile Weapons)         
When attacking with projectile weapons may reroll exactly 2 dice.         
         
Weapons:         
Katana 8P         
Bow & Arrow 6P Close -2 Near Ok Far -2         
Stun Grenades 8S Close Ok* Near Ok* Far N/A         
         
Gear         
Electronic Toolkit         
Harley Davidson Scorpion Bike         
Smoke Grenades         
Area Signal Jammer         
         

Will work on cues/background when I get back home...around midnight EST.
I'm thinking I'd emulate Rains-in-the-Face and call this guy Throws-in-the-Face
Title: Re: Gauging interest in an Anarchy play-by-post game
Post by: Tecumseh on <03-08-17/1934:53>
That was fast.

You won't be able to take the Harley Scorpion with you, so pick something else for gear unless you specifically want the Harley for story-only purposes (i.e. something that motivates you).

Per p. 203, your cyberdeck only costs 4 points, not 5.

Give me the elevator pitch of your Shadowrun experience/background when you have a chance.

@rednblack, you can make adjustments as necessary if you want to go full rigger instead of straddling decker/rigger.

Title: Re: Gauging interest in an Anarchy play-by-post game
Post by: GloriousRuse on <03-08-17/2245:42>
Name: Dave “Swoopy” Rybacki
Tags CSAR, Stoic, First time with the cats
Cues “Not dead yet.” “WHY are we letting them know we’re here?” “Ok, so explain this to me…”

Concept: Dave has worked with the Sioux nations Combat Search and Rescue as an operator for four years now. While pilot rescue is CSAR’s primary job, it is not uncommon for guys to be seconded over to the wildcats where they serve as impromptu field medics, personnel recovery specialists, and just as importantly, people who understand that air stuff a bit better than the typical ground pounder. As fewer and fewer Sioux manned aircraft are going down in contested area, there has been a big push by the CSAR community to remain relevant – and funded. Dave is part of a recent wave of CSAR operators assigned to the wildcats as specialist support; a joint course on radars he took to speed up promotion two years back flagged in his file and is coming to bite him in the ass now… 

Human (+1 Skill, +1 Edge)

Base Attributes
STR 5
AGI 4
WIL 6
LOG 5
CHA 4
EDGE: 3

P Track 0/11
S Track 0/12

SKILLS

(AGI) Athletics: 3
(AGI) Close Combat: 2
(AGI) Projectile Weapons: 2
(AGI) Firearms: 4
(AGI) Heavy Weapons: 2
(AGI) Vehicle Weapons: 2
(AGI) Stealth: 4
(AGI) Pilot (Ground): 2
(AGI) Pilot (Other): 2
(AGI) Escape artist: 2
(WIL) Survival: 4 (Short Term – 6)
(LOG) Biotech: 5 (Trauma Care - 7)
(LOG) Hacking: 2
(LOG) Electronics: 2
(LOG) Engineering: 2
(LOG) Tracking: 2 (Metahuman – 4)
(CHA) Con: 2
(CHA) Intimidation: 2
(CHA) Negotiation: 2
(CHA) Disguise: 2

Knowledge:
Personnel Recovery; Crisis Psychology…and 80 hours of matrix learning on air search radars…

Languages: Standard

AMPS
Synaptic Booster 2 (4) - +1 ATK, + 1 PP
Fine Motor Muscle Steadying (uses ‘Bioware Arms”) 2 (4) – Re-roll 3 AGI dice IF related to hand-eye coordination…no say, somersaults
Chameleon Suit Upgrade (2) – Re-Roll 2x Stealth
Synthacardium (3) – Re-Roll 1x Athletics
+ 1 Edge

QUALITIES

Positive

Tough – Resist 1 extra damage
Guts – Re-roll 2 dice to resist fear/intimidation/etc.

Negative

Sioux Sinner

Bias against Emission (not taking a positive, just like the idea): Requires WIL+LOG test (GM difficulty) to turn on emitting tech. On the modern battlefield, turning on your cyberware outside friendly EW coverage means you’re found almost immediately by enemy EM searches, and the shells are going to come shortly thereafter. Since pilot recovery is almost always outside friendly EW coverage and inside the enemy search zone – lets just say the CSAR types have a mantra against it.

Gear
Burst transmission link
Trauma Kit
3 TBD with mission

Weapons
Knife
2 TBD with mission
Title: Re: Gauging interest in an Anarchy play-by-post game
Post by: Tecumseh on <03-08-17/2335:07>
That's four. I'll give MDMann a little while longer to reply but the fact that he's been posting in other threads but not this one suggests that he has moved on, especially since an Anarchy character can be pulled together in minutes (instead of hours for SR5).

The most notable omission so far is the Heal spell. Combat spells are also missing, but that's not as much of an issue in Anarchy.

@Glorious, Bioware Arms (4) gets you +2 dice, not +3.

Everything else looks good to start with. I'll give rednblack an opportunity to rebalance, if he desires, or we can play with two characters proficient in decking. I probably wouldn't say that for SR5 but for Anarchy it should be fine.

I have a big deadline tomorrow so it's likely nothing will happen until Friday at the earliest. I'm also out of the office next week. While that sounds like my posting rate will improve, it will actually slow down. Posting from work is my own unoriginal form of corporate rebellion.
Title: Re: Gauging interest in an Anarchy play-by-post game
Post by: Jayde Moon on <03-08-17/2342:54>
Quote
Posting from work is my own unoriginal form of corporate rebellion.

+1
Title: Re: Gauging interest in an Anarchy play-by-post game
Post by: Pap Renvela on <03-09-17/0950:26>
That was fast.

You won't be able to take the Harley Scorpion with you, so pick something else for gear unless you specifically want the Harley for story-only purposes (i.e. something that motivates you).

Per p. 203, your cyberdeck only costs 4 points, not 5.

Give me the elevator pitch of your Shadowrun experience/background when you have a chance.

@rednblack, you can make adjustments as necessary if you want to go full rigger instead of straddling decker/rigger.

Passed out when I got home- just got up.
My copy of Anarchy has:
Cyberdeck 4 (Amp Level 5): May reroll 2 dice on Matrix
actions, Firewall +3, Matrix Condition Monitor 12, may
run 2 programs at a time. (Shiawase Cyber-5, Fairlight
Excalibur)

Was there a revision?

@rednblack, if you want to be decker in addition to rigger, I'll do something else.
I just took combat decker because I thought you wanted to be full rigger.
As you notice, it doesn't take me long (with anarchy anyway, let's not mention SR5) to make a concept.
I could turn this guy into the mad grenade flinging demo expert in an instant.
Title: Re: Gauging interest in an Anarchy play-by-post game
Post by: Tecumseh on <03-09-17/1225:58>
Well, I'll be. There are two versions of the PDF available and I was using the old one. The new version includes the rule you listed.

For honesty, and because I didn't know any better until you pointed it out, we'll use the lower cost. You can put that extra point in Edge or boost another amp.

@All, if any of my other feedback has been inconsistent with what you see in the book, let me know. This may be the reason why. We'll go with the more player-friendly interpretation in any case.
Title: Re: Gauging interest in an Anarchy play-by-post game
Post by: Pap Renvela on <03-09-17/1505:27>
Ité YeyΆ (Hurls-at-the-Face)                 
Wildcat Combat Decker                 
                 
STR 9 AGI 5 WIL5 LOG 5 CHA 3 EDG 6                 
                 
Dispositions                 
When in doubt, hack the world.                 
If hacking don't work, smashing in his face does wonders.                 
Wankan Tanka, Widcats, Country.               
                 
Skils                 
Close Combat 3 DP8                 
Electronics 6 DP 11 (+1 Matrix action)                 
Hacking[Computer Hacking] 6[+2] DP14[16]                 
Knowledge: Language, Or'zet                 
Other, non-magic/resonance: 2 DP varies                 
Projectile Weapons 6 DP 11     
                 
Shadowamps [Essence 5]                 
^Datajack and Headware (Amp Level 1): May access the                 
Matrix via full VR, +1 die to Matrix actions. –1 Essence                 
^Fairlight Excalibur(Amp Level 4): May reroll 2 dice on Matrix                 
actions, Firewall +3, Matrix Condition Monitor 12, may                 
run 2 programs at a time.                   
^Biofeedback (program) (Amp Level 2): Deal Cybercombat                 
damage to your opponent’s physical or Matrix                 
condition monitors.                 
^Exploit (program) (Amp Level 2): May reroll two dice on                 
non-Cybercombat hacking tests.             
                 
Cues                 
We'll see who's ugly after I smash in your face.                 
The Great Mysteries and technology have created somethin' perfect. Me.                 
I'm an artist and my canvas is the Matrix. Don't rush me.                 
Alright, alright! I'm hurryin'.                 
Nothin' a good grenade toss can't fix.                 
I'm givin' her all she's got.                 
Sure I can pronounce a 'g', don't mean I have to.                 
                 
Qualities                 
Negative: Sinner(Sioux Nation)                 
Negative: Phobia(Arachnids)                 
Positive: Codeslinger (+2 dice to Hacking Tests)                 
Positive: Catlike (+2 dice stealth tests)                 
Positive: Indomitable (Projectile Weapons)                 
When attacking with projectile weapons may reroll exactly 2 dice.             
                 
Weapons                 
Katana 8P                 
Bow & Arrow 6P Close -2 Near Ok Far -2                 
Stun Grenades 8S Close Ok* Near Ok* Far N/A                 
                 
Armor 15 (12 + 3 Natural)                 
PhyMon 13                 
StunMon 11                 
                 
Gear                 
Electronic Toolkit                 
Flashbang Grenades                 
Smoke Grenades                 
Area Signal Jammer             
                 
Contacts                 
Sitting Woman, Sioux Shaman                 
Eddie Crazy Fox, Decker/Info-Broker             
Title: Re: Gauging interest in an Anarchy play-by-post game
Post by: rednblack on <03-09-17/1509:20>
@Pap, I'd rather do a straight rigger, so if you'd like to go decker then that's just great.

I'll need to make a few changes to my sheet, and my back story, but I should be otherwise ready to go.  Things are crazy again at the day job, so no corporate rebellion today.
Title: Re: Gauging interest in an Anarchy play-by-post game
Post by: MDMann on <03-09-17/1513:45>
Well. I've taken some time to reply. Sorry about that. I should get a response by the weekend if that's OK.
Title: Re: Gauging interest in an Anarchy play-by-post game
Post by: Tecumseh on <03-09-17/1519:35>
@MDMann, the sooner the better. Anarchy characters are fast to assemble. I push a steady pace as a GM and will lean on players to do the same. If you want help drafting something together, let the group know and I'm sure they'll be happy to assist.

@rednblack, cool, tweak as you see fit.

@All, don't use spoiler tags. I regularly use my browser's Find functionality to look for specific words or phrases on a page (skills, for example), which doesn't work with spoiler tags. Pap, you don't have to remove it for your last post; just don't use them when we have the OOC thread up and running.
Title: Re: Gauging interest in an Anarchy play-by-post game
Post by: MDMann on <03-13-17/0849:25>
Without further ado, introducing Daniel Danyes aka Dancer or Dan-Dan.

Str 6
Agi 6
Wil 4
Log 6
Cha 3
Edge 6

Physical 12
Stun 10

Athletics 4
Close combat 4
Firearms 2
Heavy weapons 2
Vehicle weapons 2
Stealth 4
Pilot 2
Escape artist 2
Gymnastics 5

Survival 3

Biotech 6 (medicine 8 )
Hacking 2
Electronics 2
Engineering 2
Tracking 2

Con 2
Intimidation 2
Negotiation 2
Disguise 2

Knowledge, Medicine
Language, English, Plains sign language, Dakota
Tribe, Dakota

Shadow Amps
Awakened (2)
Foci (2) - long knife
Edge (4)
Adept movement (4), traceless walk, wall running, light.body
Improved reflexes (2)

Positive qualities
Mentor Spirit (lynx - cat), stealth
Catlike
Gifted healer

Negative qualities
SINer (Sioux nation)
Did you just call me dumb?

Gear
Medi kit
Thieves tools (mundane lock picks, skeleton keys), 100m of silk rope (stealth rope), pouches of grit and sand (various coarseness) and 12ft collapsible pole.

Weapons
Close, cougar fineblade short
Side, Ares Predator V
Long, Ares Alpha

Cues
I wonder what the blue pill does, I need a "volunteer"?
Open wide
This won't hurt me a bit
Let's 'dance'
My card is full right now
Pass me the bone saw please, no the big one...
Family is blood
I'm afraid I've taken the Hypocritical Oath
A good surgeon carries a sharp knife
I wouldn't want to get blood on it
I'm sure we can operate to make you at least a little smarter

Contacts
"Bird" Danyes, Sioux colonel (regulars)
Fagan, Cat mentor - fence and talismonger
Professor, Ike Richmond, medical school lecturer and awakened physician
Title: Re: Gauging interest in an Anarchy play-by-post game
Post by: rednblack on <03-13-17/1706:36>
@MDMann, char sheet looks a little wonky.  I'm really new to Anarchy myself, so forgive me if I'm overlooking some rules, but some things to keep in mind:

Attributes: This is a Prime Runner campaign, so you've got 20 Attribute Points to work with.  It looks like you've only used 19.  Remember that Attribute Points can't be used to raise Special Attributes, like Edge. 

I don't know how you got to Edge 7.  If you're Human, you start with 2 Edge, and you can spend Shadow Amps to increase Edge, or take the Positive Quality that adds a point to your Edge rating.

There's no Magic 6 in Shadowrun Anarchy.  You simply pay the 2 Shadow Amps to be an Awakened, and you're magically Active.  Essence Loss will take away dice on Healing and Magic tests, but there's no hard and fast Magic Rating.

Your Physical Condition Monitor looks off.  With STR: 5, you should be at 11.

Skills: You only get 1 Specialization at chargen.  It looks like you're way over on Skills.  For a Prime Runner game you get 14 Skill Points, and Tecumseh is kind enough to let us start with all Active Skills at Rating 2.  Being a Human bumps you up to 15 points.  It looks like you've spent 46 Skill Points, and you have one skill at 8.  They max is at 6 at Chargen.

Limits: There are no Limits in Shadowrun Anarchy.  You can just delete that section.  There's no hard and fast movement rules either.

Shadow Amps: Having a Mentor Spirit is a Quality, not a Shadow Amp.  Being Awakened costs 2, your Foci would cost 7, so that would leave 5 to get your Edge to 7.  What does the Foci do?  They aren't listed in the book, so I'm just curious.  You don't have a Heal spell, which would probably be good for a mage/medic.

Positive Qualities: We're limited to 2, 3 if we take an extra Negative Quality.

Gear: Licenses won't come up while we're doing recon/sabotage.  That should open you up for some cool stuff.

Cues: My sides.  Good stuff there.
Title: Re: Gauging interest in an Anarchy play-by-post game
Post by: Tecumseh on <03-13-17/1853:13>
@Everyone

We should be lifting off tomorrow. I'd do it right now except I am superstitious about the 13th.

I'll get an OOC post up and we'll do the traditional thing of everyone posting their character sheets at the beginning. Don't post until everyone has their sheet up, or a placeholder post that they can edit later.

The first IC post is liable to be longer than usual, if only because there's a lot of background to convey.

Don't forget to pick contacts. Like your knowledge skills, Contacts do not have to be related to the military. They need: name, profession, location where they live/work. They are not required to be in the Sioux Nation if you don't want. It could be your girl in Ipanema.



@MDMann

Everything rednblack said is correct. I'd say this is an SR5 character except that you (correctly) do not have Reaction or Intuition. As rnb says, you're 1 attribute point short.

Your skills are a mess. Remember, everything starts at 2 and you get to add 14 points from there (15 because you're human). What you posted is what your character might look like after several hundred points of karma, but it's way off right now.

Extra languages count as knowledge skills. You either get Medicine or you get Latin or Greek, not all three.

Qualities are  a mess. Shadow amps are a mess.

You don't need to take licenses with your gear slots. Select something useful that you can bring with you. The medkit is excellent.

Let the group know if you need help and they'll set you straight.
Title: Re: Gauging interest in an Anarchy play-by-post game
Post by: MDMann on <03-14-17/0804:34>
I've edited the above. It should be closer. I'll take advice on gear to take and any other changes that should be made.
Title: Re: Gauging interest in an Anarchy play-by-post game
Post by: Tecumseh on <03-14-17/1335:36>
This is closer but still off.

You spent 18 skill points. You only have 15, so you're 3 over.

You haven't spent any skill points on Spellcasting, so you can't actually cast Heal.

Under skills it says "martial arts, parkour". I have no idea what this means.

Your mentor spirit gives you +1 to either Athletics rolls or Stealth rolls. Pick one.

"Gifted Healer" is not in the book. We'll call it +2 to Biotech rolls.

"Did you just call me dumb?" is not in the book. We'll use a variation of Combat Junkie, where you have to spend a plot point not to respond to a slight (verbal, physical, or otherwise) with violence.

5 shadow amps is a lot to spend on a focus. What does your Super Knife do? Right now it's basically a +4 attack. If you want to diversify a bit, other things to spend shadow amps on include:

Improved Reflexes (2) +1 attack
Light Body (2) +2 jumping
Wall Running (1) run up and across walls
Traceless Walk (1) not in the book, but we'll say you walk silently, leave no footprints and don't activate pressure sensors, additional shadow amp points get you extra Stealth dice

We'll sort gear out once the OOC thread is up. That will be later today.
Title: Re: Gauging interest in an Anarchy play-by-post game
Post by: Jayde Moon on <03-14-17/1410:20>
Couple of points on that:

"Did You Just Call Me Dumb" isn't about being angered if someone insults you.  It's a quality wherein you tend to slip subtle insults into your own speech when dealing with others, and there is a chance that the target hears it, gets it, and reacts.  I don't know if it's enough to warrant a quality in Anarchy (it' a very cheap negative quality).  But if so, I'd say that you flip the glitch die (Glitch on 1 or 2 and Exploit only on a 6) during any Social Interaction.

I'd roll up Wall Running, Light Body, and Traceless Walk into a 'Adept Movement' Amp.  This will free up Amp Slots, though it would make improving those abilities very expensive.

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

I'm looking forward to the opening Salvo today.
Title: Re: Gauging interest in an Anarchy play-by-post game
Post by: Tecumseh on <03-14-17/1741:40>
OOC thread is up!

http://forums.shadowruntabletop.com/index.php?topic=26032.0

Everyone post your sheets, or a placeholder that you will edit your sheet into later. Don't OOCly post a second time until everyone else has a placeholder up. We can continue to use this thread in the meantime.

I spent longer writing it than expected so the IC thread won't go up until later today.
Title: Re: Gauging interest in an Anarchy play-by-post game
Post by: Jayde Moon on <03-14-17/1745:41>
Just wanted to toss some information out on rank structure:

I'm playing the Commissioned Officer (A Captain (CPT) (O3)).  The rest of the team would be Non-Commissioned Officers. In our Five Man team, we'd usually have something like:

Master Sergeant (MSG) (the grizzled veteran sergeant) (E8)
Sergeant First Class (SFC) (veteran sergeant) (E7)
2 Staff Sergeants (SSG) (experienced Sergeants) (E6)

There may be a Sergeant (SGT) (E5) (we call that a Buck sergeant) who would be pretty green.

E1 - E4 are the Private ranks (though we call E4 'specialist) and though you can get into the program as an E4, by the time you graduated you'd be an E5.  Most folks get into the program already at the Non-commissioned Officer level and have experience in their previous job specialty (infantry, combat medic, intel guy, etc).

Alternately, since the rank structure for the NAN militaries is never actually broken out anywhere, with most folks going to US defaults (why would the NAN mess with what works, in a modern army)... we could go with Marine equivalents.

The only change then is the Sergeant First Class is called a Gunnery Sergeant.  The acronyms change, tho:

Capt
MSgt
GySgt
SSgt
Sgt

Anyhoo, just something to keep in mind.  The top NCO would probably be more in charge than the Captain, when it came to actual tactical maneuvering.  The Captain is responsible for the Mission but would rely on the experienced NCOs to assist with the planning.  The Officer usually has all of the information and reports to the upper level Brass.  If it came down to it, the Captain's final word would be law, but woe to the Captain who goes against his or her top enlisted aid and turns out to be wrong...
Title: Re: Gauging interest in an Anarchy play-by-post game
Post by: Tecumseh on <03-14-17/1811:27>
This is awesome, thank you. I've been debating how to do the ranks, thinking that the Sioux would probably not want to duplicate Anglo naming conventions, if not structure, but I'm in no position to think of parallel ranks or titles. We'll go with the structure here.

I would nominate Dave “Swoopy” Rybacki (GloriousRuse) as the Master Sergeant, but that might be somewhat at odds with his background. Or Glorious can change the background and be the Master Sergeant.
Title: Re: Gauging interest in an Anarchy play-by-post game
Post by: Jayde Moon on <03-14-17/2014:59>
20 years still active, so if there are any Military questions, I can assist with that.
Title: Re: Gauging interest in an Anarchy play-by-post game
Post by: Tecumseh on <03-15-17/0252:38>
IC is up!

http://forums.shadowruntabletop.com/index.php?topic=26034.0

The initial post took longer to write than I expected. I had half of it written so I thought it would be fast but the second half took ages.

You are free to IC post. Continue posting OOCly here until the placeholder posts are up in the OOC thread.

The IC post is a frame tale. You're already on the plane, ready to jump. The briefing is being done as a flashback. You're free to ask questions, but the short version is to jump in, blow shit up, and walk (or run) out. Once the Q&A is done, we'll skip back to the present and you'll jump. Characters may be tweaked up until then.

You are presumed to have good intel. You have reliable maps, schematics, etc. You don't need any special skills to destroy the facility; you just need to get in so that the charges can be placed internally.

No backup is expected for you or for the opposition. Local law enforcement and first responders at the most.

The plot is not political or commentary on our current national agenda or political figures. I came up with this scenario a year ago, so any parallels to the current day are coincidental. The descriptions in the post - Colloton, Hollensfeld, Republicans, current Sioux-UCAS relations - are all highly canon.

Other thoughts
@MDMann, I don’t have any issues with “Did You Call Me Dumb?” (as Jayde described it) being a primarily social negative quality, even though this isn’t a traditional game. It seems to fit with the Logic 6 character who might have a god-complex due to his high Biotech skill.

@Glorious, you’re missing one attribute point. You’re also two skill points short. (You should have 15 since you're Human.) Technically, only one specialization is allowed at chargen. These are cheap to buy after chargen anyway, so you might want to reassign a couple. WIL 6 isn’t doing much for you, since you get the same number of condition monitor boxes @ WIL 5. Your call how much you want to optimize.

@Jayde, same for you with Strength. You do the same damage and have the same condition monitor with Strength 5 as with Strength 6, so you may wish to move that point if you have something else you wish to shore up.
Title: Re: Gauging interest in an Anarchy play-by-post game
Post by: MDMann on <03-15-17/1202:54>
I've edited again. It should be good now (I think).

It's alright him not being able to cast health I think, he knows the theory but hasn't grasped the practical side yet.
Title: Re: Gauging interest in an Anarchy play-by-post game
Post by: Tecumseh on <03-16-17/0009:05>
Attributes look good. Skills look good.

You may have unspent shadow amp points. You have 14. You've spent:

2 - Awakened
2 - Heal spell that you can't actually cast
2 - Weapon focus
4 - Adept Movement
2 - Edge

That's 12, so you have 2 more points to spend, unless I've lost the plot somewhere.
Title: Re: Gauging interest in an Anarchy play-by-post game
Post by: MDMann on <03-16-17/0818:55>
Let's add improved reflexes. I think that costs 2 and should even things up. I'll remove the health spell on reflection and increase edge by 2 as well. I think that all works. I've edited to reflect this.