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[SR4A, RECRUITMENT CLOSED] There will be flood

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RHat

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« Reply #15 on: <09-08-13/1849:44> »
I'm interested as well, just rolling through some concepts in my head.
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Silence

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« Reply #16 on: <09-08-13/1851:23> »
And on a side note to the rules Max is referencing:  That also means that some of your stuff doesn't work quite right on regular systems.    But some of the other stuff works differently between the two.
Not sure where you get that... Am I missing something that's not in the box on UW 137-138?
With the echoes, a TM becomes tougher/impossible to defeat with certain programs, but none of the echoes seem to have a negative effect on the TM's abilities to interact with programs/computers.

Sorry, I was remembering a different section of the book.
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HydroRaven

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« Reply #17 on: <09-08-13/1943:44> »
Name: Mickey "Rat" Featherstone
Role: Ork B&E specialist, Hand-to-hand combatant, Wheelman
Background: A street rat from the rough-end of town, Mickey knows how to survive as a SINless. He has to pay off a debt to atone for a past mistake, so he is turning to the shadows for extra creds. Think of him as a typical street smart bookie, but that can hold his own in a fight.
Notes: I don't like to play flawless characters, so he will have some vices which I hope the GM can use to either further the story or to make character synergy more interesting. His "ace-in-the-hole" will be a move-by-wire system, which he can use to slot various programs to help the team out.
« Last Edit: <09-08-13/2355:54> by HydroRaven »
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Anachronaut

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« Reply #18 on: <09-08-13/2156:30> »
Name: Arsinius "P.I.G." Lindsey
Role: Face/Hacker
Concept: Glitch-Hop Music Producer/Rapper and Hacker
Description: Former 90 lb. elf weakling who turned his love computers, hacking, hip-hop and electronic music into a relatively successful dual career of crime and music. His exposure to crime has pushed him to turn to body modifications to be physically on-par with his colleagues. Unfortunately, P.I.G.'s rise to Matrix fame has forced him to focus doubly on remaining unidentified.
Other Aliases: (the) Capitalist P.I.G., Capo, (the) Parallactically Inverted Godfather, (the) Godfather
« Last Edit: <09-08-13/2206:54> by Anachronaut »

Yogi

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« Reply #19 on: <09-08-13/2350:29> »
How are you handling licenses for things like augmentations and such?  Are you requiring a separate license for each augment or can one be purchased for all?  Or maybe one for cyber and one for bioware?  Can this also be applied to weapons?

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RHat

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« Reply #20 on: <09-09-13/0040:44> »
Regarding the maximum rating on contacts - how does that interact with group contacts?  Is their maximum Connection + Loyalty + Membership + Area of Influence + Magical Resources + Matrix Resources 9?  Thinking through a Mystic Adept Face concept, so Contacts rules are important.
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Xzylvador

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« Reply #21 on: <09-09-13/0335:37> »
Licences:
Weapons: One per weapon category (or at least, the R-rated weapons)  + one for concealed carry. (For categories, just look at the skills: pistol / automatic / rifle /...)
Bio/cyberware: One per restricted item.
Other items: One per job/cover/category. What makes a category? Let's say your SIN says you're a wildlife photographer. Then you might get away with putting chameleon gear (so the animals don't see you), shock frills (protection vs. predators), maybe even a laser microphone (find out if something's in that nest), grapple gun (to get to difficult places) and some gas (protection vs. predators) in a single license. You will have a hard time explaining why you need anti-technological or lockpicking items with the same license, though.
A drivers licence or stuff like that don't need to be bought, they're part of your (fake) SIN.

Group Contacts: Hmm... Good point. Would saying "9 maximum before applying the Group Modifiers" fix it? If not, I might just drop the restrictions... As posted earlier, it's already a 'soft' limit anyway. If you can come up with a reason why your character's got that kind of connection, the limit can be (re)moved.

RHat

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« Reply #22 on: <09-09-13/0348:54> »
Group Contacts: Hmm... Good point. Would saying "9 maximum before applying the Group Modifiers" fix it? If not, I might just drop the restrictions... As posted earlier, it's already a 'soft' limit anyway. If you can come up with a reason why your character's got that kind of connection, the limit can be (re)moved.

That can work pretty easily, yeah...  So I know where to aim my concept on the scale, are you looking for a bit of a lower powered game (it's the impression I get from combining slightly less than the original standard Karma allocation with the later Attribute costs)?
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Xzylvador

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« Reply #23 on: <09-09-13/0511:37> »
The slightly lowered karma is more than compensated by the free Contact and Knowledge points. You should come out well ahead of a 400BP build.
The attribute cost is the standard, no? SR4A updated the costs mentioned in RC, I just mentioned it again to be clear.

So no, the game won't be lower powered. In fact, understanding when you're outnumbered and outgunned and acting/planning accordingly is a requirement to stay alive in the shadows.
(That said, I've always had a problem with 'balance' and 'power' in Shadowrun. A few (un)lucky dice can drastically change the outcome regardless of what's mathematically predicted.)

MaxKojote

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« Reply #24 on: <09-09-13/0540:51> »
Oh right. With the free contact points, are you including special attributes like Resonance/Magic/Edge as options for 'highest attribute'?
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Xzylvador

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« Reply #25 on: <09-09-13/0710:03> »
Good one! Hadn't thought of that occurring.
Yes. You could be known for your exceptional Magical talent, Resonance power or simply for being so darned lucky all the time.


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« Reply #26 on: <09-09-13/1120:32> »
Question to potential players:
How would you feel about potentially letting other players play your characters when you're unavailable for a period of time?
PbP's go slow even when they go fast.
With 5 players and a GM, if the average player takes around 3 weeks vacation in total per year, that's about 4 months/year downtime.
So I'm thinking that when you go on a break that's longer than 3 days, you select another person on the forum to take over for a while. (Preferably other players, because they'll know what's happening. But I know there's lurkers out there too or you may trust/like other people more.)
I won't allow them to do weird stuff or suddenly go suicidal or whatever and they'll probably be on the background for that period. But imo it's better than stopping the game.
Opinions?

MaxKojote

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« Reply #27 on: <09-09-13/1125:46> »
I don't see a problem with it, it helps keep things moving. The only concern might be that the proxy player might have a different view of how the character acts to the normal player. It also puts a bit of pressure on the proxy player as they're picking up a character whose abilities they are not necessarily familiar with, though I guess that's  what choosing your proxy carefully is for. On the whole though, I don't have anything against it.

EDIT: Whoops, I just reread your post more carefully. I'm in favour for it.
« Last Edit: <09-09-13/1127:50> by MaxKojote »
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farothel

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« Reply #28 on: <09-09-13/1132:24> »
Name: Annie 'The Doctor' McCaullin
Role: Mage (hermetic tradition)
Background: got a PhD from MIT&T and started working there as a postdoc.  Got almost killed during a botched extraction of a labmate and wanted revenge.  Found she liked the thrill of shadow work and stayed there.
Notes: She knows a lot about magic (they only give honorary PhD's for nothing), but is still learning life in the shadows.

I still have to do all the number crunching, but that's the concept.
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TheDarkMessiah

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« Reply #29 on: <09-09-13/1210:52> »
I am fine with others playing my character on the (unlikely) occasion that I go on holiday.
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