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[OOC] TriSeq Runners, Private Military Campaign Adventure

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Thrass

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« Reply #15 on: <02-21-13/1613:44> »
I did ask, several times... just haven't gotten any until now!

I'm sorry must've missed it.

It won't destroy your character to be at 5 Essence.
You can push magic to 6 since we are karma based this will be no problem.

Longarms is no problem, but either pistols or automatics are probably fine too.
You can take your pick, but automatics is probably the most versatile skill out of those.
Recoil can be handle with through gear and you would be able to handle anything from machine pistols over smgs and rifle up to battle rifles.

If you take Longarms you could request a shotgun pistol ingame, cause pistols are the only ranged weapons that are usable in melee combat.

You'll probably just be better of casting anyway but you never know.

Also replace Climbing 3 which costs you 12 karma(?) with the levitate spell which costs you less and does more.

Since you got gymnastics with which you can dodge ranged attacks, you could switch out Dodge for Unnarmed with which you can "dodge" melee attacks.
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Aryeonos

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« Reply #16 on: <02-21-13/1707:47> »
I'd recommend putting your dodge points into gymnastics and specializing in Parkour, which can be used for climbing, though TriSeq would still expect you to be able to do basic climbing anyway, if only to have the hand strength to hold onto a rock face and shoot at the same time or be able to secure your teamate's harnesses. Shotguns can be pretty devastating, and you could cast while holding one, but I think TriSeq would be more willing to issue you a compact SMG as a sidearm or replacement for the shotgun.
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Bewilderbeast

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« Reply #17 on: <02-21-13/1713:23> »
Areyonos: I've been getting some really good feedback on my character from some of the other players in the game. When I get off work tonight, I'd like to talk to you about making some more tweaks to him... the core character concept will be virtually unchanged, though. I'll get in touch with you over PM and we can hash it out there (so as to avoid cluttering up the thread).

I really appreciate all the advice and support for the newbie, though. You guys are awesome, and I'm looking forward to playing with you.
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HydroRaven

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« Reply #18 on: <02-21-13/1844:28> »
Same here guys, if you have any advice on my character, I'm all ears.
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Nathen

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« Reply #19 on: <02-21-13/2136:09> »
what are our living accommodations like on the base?

Aryeonos

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« Reply #20 on: <02-21-13/2206:41> »
You guys are inside a somewhat upscale barracks, it's something like a series of studio apartments or a dorm. There are about a half dozen other rooms beside your rooms, each of you have your own room with a desktop wired Com node and sim-deck setup. A comfortable air cooled memory foam mattress, the bed can be changed into a couch by touch or wireless command. There is a communal kitchen with soy processor and a ceiling mounted trideo projector in a larger room in the south east corner of the barrack, which is flanked to the north and west by your rooms, their doors open up into a corridor that wraps around the parameter of the building opening up into the communal room. The exit is a in the southeast corner of the building utilizing an airlock style double set of doors and a warm air blower on the interior threshold.

The carpets walls and ceiling are all quite simple in plain colours, the floors are carpeted but only thinly cushioned. All of the exteriors in the complex are thick translucent concrete, each of your rooms, and most of the bases interior rooms all have light tubes for daytime lighting. The larger field command and airport uses large stepped clerestory windows with large shallow planters filled with thick mosses, just inside the windows

All of the windows and architecture of the base was made to minimize the effects of the environment on the base staff, both physically and psychologically, to reduce power consumption and maximize overall energy efficiency.
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Bewilderbeast

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« Reply #21 on: <02-22-13/0110:03> »
Okay, updated Omeed based on advice from the GM and some fellow players. Please refer to my first post in this thread for the current sheet. Most significantly I dropped some skills in other areas, re-focused from Dodge to Gymnastics, and netted him an extra point of Magic and Spellcasting. I grabbed Levitate for general utility and Mind Probe just because it seemed useful and like something our group was generally lacking. Please let me know if I've done anything drastically ridiculously terrible, but otherwise I think Omeed should be ready for play.
« Last Edit: <02-22-13/0139:12> by Bewilderbeast »
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Aryeonos

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« Reply #22 on: <02-22-13/0141:06> »
Drop dodge and put those points into karma for Foci, remember, you can (free of nuyen charge) take up to your magic rating in foci. You can drop the datajack, that was there for riggers.

While on base everyone should have a Victory Winterized Jumpsuit, and various clothes of your choosing.

Oh, but it's looking really good Bewilderbeast.
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HydroRaven

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« Reply #23 on: <02-22-13/0154:04> »
Made some modifications to Richard Fisher. ANY suggestions are welcome.
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Aryeonos

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« Reply #24 on: <02-22-13/0306:39> »
You kinda made a winner first go, if you can in any way take a better version of the power foci that'd be beneficial to  you. The knowledge skills you took are going to be first rate for you though, look up Amderma on google maps, there's a reason I picked that location.

You took sensitive neural structure which means no ware for you, so that really bars you from taking any of the program's core enhancements. I understand your guy wants to remain pure, but having a sensitive structure like that would borderline bar him from employment at TriSeq, so you would have to have tried doubly hard as a mage to prove you don't need that ware to get through the program.

If you need karma from negative qualities, everyone should have (or if they don't have it will be awarded)  "Records on file: TriSeq", another quality, that triseq would easily soon find out about but would not bar you from the program would be Nano Intolerance. Nano machines are used in most surgeries so the surgeons would note that your body quickly flushed the nanites whilst you were recovering from surgery.

Something else, being the upperish class person that you are, you might have Media Junky, Mild. You wanna keep up with your friends from school, peruse through wikis constantly to sate your interests, or just zone out on trids. Being so isolated this habit could easily have developed in just the last six months.

Something else, if either of you can afford the karma you could take a level of initiation, I'm sure TriSeq could have flown in a combat mage instructor to really show you how magic works in the battle field, which could justify combat spells you have. You could also take a mentor spirit, but be warned, any of the head strong mentor spirits that do not take advice or orders well would most definitely land you on wage mage guard duty until your ware and training are payed off. (IE at those wages, years) as well, TriSeq isn't a major dirty deads organization, though neither are they valiant knights, they're the PMC Version of the Spetsnaz that pays better, and they take allot of red army money to help them (The Red Army) look good or even trip up the military political competition, so honour isn't above secrecy and getting the job done.

Thinking about it, spells like slow could be beneficial to the whole team, they may not stop bullets or missiles, but they just might save you guys from a major crash, or even environmental hazards and pursuing threats if you can react in time. Improved reflexes the spell is a force multiplier, you're effectively creating a second person to output fire with that spell.

Another thing are spirits and watchers, conjure yourself some sneaky watchers to act as advance scouts or to keep an eye out for outflanking enemies. Or summon a couple spirits to help you out in combat, or act as a tail chaser for the enemy.

Stealth spells, you guys may have armour that can evade all manner of detection, but a mage with the right suspicions could blow that, investing in the ability to shield the party's astral signatures as well as physical signatures would be greatly beneficial.

Healing spells would be supplementary, as you have two highly skilled, well equipped medics (More than quadruple normal medic allocation per soldier.) but the ability to quell the effects of toxic effects could save some lives, since magic is more general utility than the specific antivenin and antidotes needed by medics.

Astral combat isn't terribly necessary as spirits could handle the defense portion of it for you. The only time you'd engage is if you astrally projected into an enemy camp, and actually  breached their facilities which are usually designed to prevent you from even getting there in astral form in the first place. (Wards, being built underground, having astral barriers grown over the building or general area.)

note, I'm pretty new to magic so could be making this all up.

Another thing, please don't abuse levitate for shenanigans and munchkinry,

Edit: You could even take the ordeal discount to initiation, because hell if TriSeq would make it easy for you.

Edit Edit: I'm truly sorry if I skipped over you, or you feel left out in any way.
« Last Edit: <02-22-13/0328:22> by Aryeonos »
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All4BigGuns

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« Reply #25 on: <02-22-13/0338:11> »
What's everyone think of my Knowledge Skills?

Main reason I took the Leadership skill is that since we have two of us riggers, that skill (coupled with one of my Knowledge skills and the Tacnet) could enable me to be able to come up with deployments and whatnot. Kind of like a "central command" type deal.
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HydroRaven

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« Reply #26 on: <02-22-13/0349:01> »
Leadership sounds good in the military ;) At least one of us should have it.
« Last Edit: <02-22-13/0541:31> by HydroRaven »
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Aryeonos

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« Reply #27 on: <02-22-13/0511:00> »
Yeah, I would think that the riggers would operate as forward command, and the medics probably as field command and moral support.

But your knowledge skills are more general in field support, where as Hydroravens will be more legwork oriented, so it's good you guys got a broad set of fields covered.
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Thrass

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« Reply #28 on: <02-22-13/0547:56> »
you usually apply first aid first and then applay a heal spell, because this way it "stacks"" and the other way around it dosn't

so yes the heal spell is still good to go for
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Aryeonos

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« Reply #29 on: <02-22-13/0601:36> »
good thing you guys have two skilled medics.

Here's an example TriSeq Mage. Functionally a soldier with magic artillery, and backup antimagic.

[spoiler]
== Info ==
Street Name: TriSeq Mage
Name: Rigei Zinskopol
Movement: 10/25, Swim: 5
Karma: 0
Street Cred: 0
Notoriety: 0
Public Awareness: 0
Human M Age 30
Height 1.7m Weight 165
Composure: 7
Judge Intentions: 7
Lift/Carry: 7 (45 kg/30 kg)
Memory: 10
Nuyen: 0

== Attributes ==
BOD: 4
AGI: 3 (5)
REA: 4
STR: 3
CHA: 3
INT: 4
LOG: 4 (6)
WIL: 4
EDG: 2
MAG: 5

== Derived Attributes ==
Essence:                   5.04
Initiative:                8
IP:                        1
Astral Initiative:         8
Astral IP:                 3
Matrix Initiative:         9
Matrix IP:                 1
Physical Damage Track:     10
Stun Damage Track:         10

== Active Skills ==
Animal Handling            : 0                      Pool: 3
Animal Training            : 0                      Pool: 3
Arcana                     : 2 [Ally Spirit Formula] Pool: 8 (10)
Archery                    : 0                      Pool: 4
Armorer                    : 0                      Pool: 5
Artisan                    : 0                      Pool: 3
Assensing                  : 2                      Pool: 6
Automatics                 : 2 [Submachine Guns]    Pool: 8 (10)
Banishing                  : 4                      Pool: 13
Binding                    : 4                      Pool: 13
Blades                     : 1 [Knives]             Pool: 6 (8)
Climbing                   : 1 [Assisted]           Pool: 4 (6)
Clubs                      : 0                      Pool: 4
Computer                   : 0                      Pool: 5
Con                        : 0                      Pool: 2
Counterspelling            : 3 [Combat]             Pool: 8 (10)
Cybercombat                : 0                      Pool: 5
Data Search                : 0                      Pool: 5
Demolitions                : 0                      Pool: 5
Disguise                   : 0                      Pool: 3
Diving                     : 0                      Pool: 3
Dodge                      : 3 [Ranged Combat]      Pool: 8 (10)
Escape Artist              : 0                      Pool: 4
Etiquette                  : 0                      Pool: 2
First Aid                  : 0                      Pool: 5
Flight                     : 0                      Pool: 2
Forgery                    : 0                      Pool: 4
Gunnery                    : 0                      Pool: 4
Gymnastics                 : 0                      Pool: 4
Hacking                    : 0                      Pool: 5
Heavy Weapons              : 0                      Pool: 4
Infiltration               : 3 [Wilderness]         Pool: 8 (10)
Instruction                : 0                      Pool: 2
Intimidation               : 0                      Pool: 2
Leadership                 : 1 [Morale]             Pool: 4 (6)
Leadership, Command        : 1 [Morale]             Pool: 7 (9)
Leadership, Direct Fire    : 1 [Morale]             Pool: 5 (7)
Locksmith                  : 0                      Pool: 4
Longarms                   : 2 [Shotguns]           Pool: 8 (10)
Navigation                 : 1                      Pool: 5
Negotiation                : 0                      Pool: 2
Palming                    : 0                      Pool: 4
Parachuting                : 1                      Pool: 5
Perception                 : 2 [Visual]             Pool: 6 (8)
Pilot Ground Craft         : 0                      Pool: 3
Pilot Watercraft           : 0                      Pool: 3
Pistols                    : 2 [Semi-Automatics]    Pool: 8 (10)
Riding                     : 0                      Pool: 3
Ritual Spellcasting        : 2 [Detection]          Pool: 11 (13)
Running                    : 1 [Long Distance]      Pool: 4 (6)
Shadowing                  : 0                      Pool: 3
Spellcasting               : 5 [Combat]             Pool: 14 (16)
Summoning                  : 4                      Pool: 13
Survival                   : 1 [Polar]              Pool: 5 (7)
Swimming                   : 0                      Pool: 2
Throwing Weapons           : 1                      Pool: 6
Tracking                   : 0                      Pool: 3
Unarmed Combat             : 0                      Pool: 4

== Knowledge Skills ==

== Qualities ==
Magician
Prejudiced (Common, Biased) (Chechens)
Records on File (TriSeq)
SINner (Standard) (Russia)

== Spells ==
(Tradition: Wuxing, Resist Drain with WIL + LOG (10))
[Element] Grenade (Sound)  DV: (F÷2)+4
Blast                      DV: (F÷2)+2
Boom                       DV: (F÷2)+3
Deflection                 DV: (F÷2)+1
Designate                  DV: (F÷2)-1
Flak                       DV: (F÷2)+2
Increase Reflexes          DV: (F÷2)+2
Mana Static                DV: (F÷2)+4
Manascape                  DV: (F÷2)+1
Slow                       DV: (F÷2)+3

== Cyberware/Bioware ==
Cerebral Booster Rating 2
MPC Bridge
Muscle Toner Rating 2
Reflex Recorder (Skill Group) (Firearms)
Reflex Recorder (Skill) (Dodge)

== Armor ==
Ares Armored Coldsuit ("Standard Issue")      6/4
   +Fire Resistance 5
   +Insulation 4
   +Internal Air Tank
   +Thermal Damping 4
   +YNT SoftWeave
Ballistic Mask ("Standard Issue")             2/1
   +Flare Compensation
   +Mark 74 Smartlink
   +Thermographic
   +Vision Enhancement Rating 2
   +Vision Magnification
Form-Fitting Full-Body Suit (""Standard Issue"") 6/2
   +Fire Resistance 2
   +Nonconductivity 5
   +Responsive Interface Gear (Armor)
   +YNT SoftWeave
Full Body Armor Helmet ("Standard Issue")     2/2
   +Insulation 2
   +Responsive Interface Gear (Helmet, Cold Sim)
   +Camera Rating 6
      +Flare Compensation
      +HyperSpectrum
      +Image Link
      +Vision Enhancement Rating 2

== Weapons ==
Cougar Fineblade Knife, Short ("Standard Issue")
   +Personalized Grip, Melee
   Pool: 7 (9)   DV: 3P   AP: -1   RC: 0
Franchi SPAS-22 ("Standard Issue")
   +Additional Clip
   +Camera Upgrade, Flare Compensation
   +Camera Upgrade, Vision Magnification
   +Camouflage Ghillie Shroud
   +Extreme Environment Mod Rating 1
   +Folding Stock, Powered
   +Foregrip
   +Smartgun System
   Pool: 8 (10)   DV: 7P   AP: -1   RC: 1
HK 247-Arctic ("Optional Weapon Replacement")
   +Flashlight, Infrared
   +Imaging Scope
   +Sling
   +Additional Clip
   +Camouflage Ghillie Shroud
   +Electronic Firing
   +Extended Clip
   +Extreme Environment Mod Rating 1
   +Folding Stock, Powered
   +Foregrip
   +Gas Vent 2
   +Smartgun System
   +Sound Suppressor
   Pool: 8 (10)   DV: 5P   AP: -   RC: 5
Shiawase Arms Heavy Tactical ("Standard Issue")
   +Advanced Safety, Basic System
   +Extended Clip
   +High-Power Chambering Rating 1
   +Powered Slide Mount
   +Reduced Weight
   +Safe Target System
   +Smartgun System
   +Thermal Suppressor
   Pool: 8 (10)   DV: 7P   AP: -2   RC: 0
Unarmed Attack
   Pool: 4   DV: 2S   AP: -   RC: 0

== Commlink ==
Singularity Battle Buddy Basic (5, 5, 5, 5)
   +Biometric Lock
   +Hardening Rating 5
   +Armor Case Rating 5
   +AR Gloves
   +Custom Commlink OS [Encrypt 6, Firewall 5, IC 3, System 5]
   +Sim Module (Cold)
   +Satellite Link
   +Printer

== Gear ==
Binding Focus (Bonded Foci) (Spirits of Beasts) Rating 4
Headphones Rating 3
   +Microphone Rating 1 [Select Sound Filter 1]
   +Audio Enhancement Rating 3
   +Select Sound Filter Rating 2
   +Spatial Recognizer
Medkit Rating 2
   +Betel
MOSLTOV
   +Gecko Tape Gloves
   +MCT Gun Pit
   +Smart Pouch System, Ammunition Pouch
   +Smart Pouch System, Ammunition Pouch
   +Smart Pouch System, Ammunition Pouch
   +Butt Pack
   +Micro Flare Launcher
   +Micro Flares
   +Microwire (100 m)
   +Grapple Gun
   +Rappelling Gloves
Power Focus (Bonded Foci) Rating 4
Summoning Focus (Bonded Foci) (Spirits of Beasts) Rating 4
[/spoiler]
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