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[5e] Tribal Beats Recruitment: 2076 Persistent Game World Thread

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Aria

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« on: <08-04-15/1233:27> »
Formally the Tribes thread over on Dumpshock, it is time to breathe some new life into this part of the Seattle shadows! 

The story will principally focus around three tribal groups: the Mechanicals (a technopunk/steampunk tribe that live off scavenged tech and make useful things with it for trade at the Crime Mall etc.), an offshoot ghoul tribe called the Greys (more on them later) and the Fre∑dom Tribe (a mix of technomancer and hacker tribe that provide matrix services, including a bit of pirating software etc.).  PCs could be from any of these groups, runners working for them, or possibly even another small Puyallup (or even Seattle) tribe of your own creation (provided there is scope for interaction with the other PCs). 

Rather than a traditional ‘run’ with meet, legwork, action and aftermath, I will probably run this as a series of snapshot events that provide a flavour for tribal life in the Puyallup barrens.  Character driven events are particularly interesting and I’ll explore those whenever I can!  Depending on the number of PCs I might split the game in to sub groups so that it isn’t too unwieldy (at least that’s the plan…).

We have an Obsidian Portal Campaign page which players are encouraged to add to… an example for the tribes can be found <<here>>

Premise:
Things have not gone well for the Puyallup urban tribes in the last few years.

Fre∑dom and the Mechanicals, originally on the edge of the Puyallup barrens and working together to survive the predations of the other more violent locals, have weathered hit and run attacks as well as the daily grind of living in the barrens.  They’ve suffered from an inexplicable flu like virus that has laid waste to this area of the barrens and the last straw was when some sick fragger dropped a load of ‘weaponised’ feral ghouls into the centre of town during a summer celebration.

The tribal leaders decided they would be safer deeper into the barrens.  Not ones to abandon their kin that meant they could also separate their newest ghoulish members from wider metahumanity.  The abandoned town of Orting offered a unique opportunity…on the edge of Hells Kitchen, and too hostile for most squatters, it is close to the Petrowski farms whilst not being too far from the Crime Mall or the junk yards that represent the Mechanicals’ primary livelihood.  A decaying geothermal plant overlooks the town, long abandoned following the Crash of ’29, this will become the ‘castle’ to the newest tribal settlement.  Around the town itself the tribals have begun to construct walls (having learnt from their mistakes), and their sensor web stretches out beyond the Puyallup river and out on to Hells Kitchen in the other direction.
 
Character Gen:[spoiler]
Sum to 10.  I would prefer characters to be more ‘street’ than optimised killing machines.  I’m not going to rigidly enforce that in the rules but as a guide it would be nice to soft cap gear availabilities around 10 and not max out magic or resonance stats.

Note that karma accumulates much more quickly than a typical pbp.  In a slight variation to the master OoC (where you get 1 karma and 2000 nuyen per 2 IC posts), I propose (subject to some play testing) that we divide the total IC post count by 2x the number of PCs which equates to more or less the same thing but makes it a cumulative team effort rather than individual.

In addition there are up to 10 karma (+20,000 nuyen) for posts to the Obsidian Portal campaign page.  1 for filling in your character sheet, 2 for detailed back story, 1 for a character sketch or image, and up to 6 for contact or location entries in the wiki.

I’m aiming for a reasonable posting rate of 1-2 posts per week so that we don’t start to outstrip the ‘street’ premise of the game.

Lifestyles are capped at a maximum of ‘low’ and the area outside the Mechanicals complex has the ‘dangerous area’ modifier if you want to live out there.  Inside it is a secure area (you get the 20% lifestyle increase as a freebie as I’ve already proven that ‘secure’ is a mutable condition…).  Note: you get access to the Local Grid thanks to Fre∑dom’s ingenuity.

Due to the Mechanicals scavenging ‘steampunk’ styling can be applied to any piece of gear for no extra cost, and equally no game effect other than the style of the thing![/spoiler]

Tribes Useful Info:[spoiler]
Established Facts (either IC or otherwise):
Mechanicals
  • Tribe Leader: Osha [Oyl], mystic adept and community healer [Connection 3]
  • Former Tribe Leader: Spindle, Rat shaman, still lurking around.  There are questions about his sanity…
  • NPC Tribal Members: Cam, (human adept, tribal enforcer) & Firebox (human mage) are both deceased following the original events in Emerging Tribes 2072.  Bit is a dwarven Mechanicals tech
  • Tribe Size: Despite recent losses, around 100 people
  • Active Combatants: 15-20 adolescents-adults
  • Technomancers: Currently 2 (+any PC TMs)
  • Mages / Adepts: 4 magic users (+any PC magic users)
  • Living Space: The ‘castle’ – a repurposed geothermal plant on the ridge above Orting.  Some of the turbines are running again to provide power to the town below.  The town itself is mostly abandoned domestic properties.  Municipal buildings are the focus points for setting up the hydroponics and green houses and these are roughly barricaded off from the rest of the tribal lands.  There is the start of a wall around the whole of the town to keep the scavengers at bay.
  • Former Living Space: A series of linked light industrial buildings south of the Puyallup district near Underworld 93.  Typically the ground floors/ basements were devoted to working spaces with upper floors handed over to cellular living spaces that are continually evolving.  Roof top gardens / green houses were rigorously protected as they were a prime target for neighbouring groups.
  • History: Started around 16 years ago. 
  • Example Tribe Handles: Spindle, Cam, Firebox, Fender, Piston(s), Boiler, Driveshaft, Sprogget, Spring, Flywheel, Cog, Cylinder, Rocker, Bearing, Treadle, Mech, Bit, Hobber, Plane, Mill, Gouge, Theodolite, Ratchet, Gear, Pendulum, Pinion… anything old world mechanical/clockwork [Struck through have been used in the IC previously but that’s not to say they couldn’t be used again, or a variant of them]
Fre∑dom Tribe
  • Tribe Leader: Prospero, Mundane Hacker, [Connection 4], virtual reality lifestyle, living in the back of a truck trailer in the basement of the old mall.  Rarely meets anyone in the flesh, even his own tribe members.
  • NPC Tribal Members: Jazz, technomancer, enforcer, Nimbus: Tribe security, Ashes: Tribe comms, Briar, decker, eBreeze: Matronly techno guild head
  • Tribe Size: Around 30 members currently
  • Active Combatants: 10-15 adolescents-adults
  • Technomancers: Currently 9 technomancers of various streams (+any PC TMs)
  • Mages / Adepts:  3 magic users (+any PC magic users)
  • Living Space: The old South Hill Mall was once their home after they turfed out the thrill gang (the Spined Drakes) that had been resident there before that.  Now they are sharing space with the Mechanicals whilst maintaining a hidden presence at the mall
  • Matrix Architecture: They have a single host based on a converted nexus in Prospero’s trailer which is sculpted as a tropical island paradise.  There is a resonance well lurking somewhere in the mall with rumours of something more…
  • History: The Tribe began life around 2070, initially as a staging post / clearing house for people who were recruited or wanted to join the Transhumanist group, the Stillwater Community on the eastern edge of the Redmond Barrens.  They sought to distance themselves when Stillwater was attacked by merc forces and subsequently came under intense scrutiny by the metroplex authorities.


In April ’72 the group lived on the edge of the Redmond Barrens before being targeted by TM hunters.  Several members were captured (and experimented on) by Sintec.  Many more were killed.  The Balefire runner team broke the captives out and returned them to the tribe.  The tribe relocated to Puyallup on the word of a TM Oracle called Summer.  They dislodged a gang from the mall called the Spined Drakes who later came seeking revenge, backed (or led) by a group of Dissonant TMs who seemed to be hunting for Summer
[/list]
The Greys
  • Tribe Leader: Cam, formerly a Mechanicals enforcer
  • NPC Tribal Members: none so far
  • Tribe Size: 12 sentient members, 6 brain damaged members
  • Active Combatants: all of them!
  • Technomancers: None
  • Mages / Adepts: 2 magic users (+any PC magic users)
  • Living Space: Abandoned houses on the edge of Orting
  • History: When the Mechanicals were attacked in ’75 by the ‘weaponised’ ghouls, there were inevitably a spread of infection.  Rather than abandon their kin, the Mechanicals persuaded the ghouls to come with them when they relocated to Orting.  They now form a first line of defence for the tribe
[/spoiler]

So some food for thought, please feel free to ask any questions!






« Last Edit: <08-14-15/1227:46> by Aria »
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saithor

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« Reply #1 on: <08-04-15/2050:06> »
I'll start working on a gun adept style character for this game. Character sheet will be up on thursday by the latest if all goes well.
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Csjarrat

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« Reply #2 on: <08-06-15/0603:04> »
Hi Aria, i'd like to apply for a slot.
I've built a dwarf scout for this game; he's part of the Mechanicals, acts as a scout and scavenger.
He's not particularly optimised and sticks within the bounds of the brief as much as i could.
Only thing i freestyled was a weapon modification (advanced safety system) as being able to be built into handlebars of his bike instead of into a gun. previously similar vehicle mods have been available in SR4a arsenal so didn't think it was out of the question. let me know if you're not keen on it and i'll ditch it though.

[spoiler]
"Little Cog"
Priorities:

A-Skills (46/10)
B-Attribs (20)
C-Meta (dwarf, 1)
D-Resources (50k)
E-Magic (0)

Attribs:
BOD 5 (+2)
STR 5 (+2)
AGI 4 (+3)
REA{7}(+3)
CHA 3 (+2)    20/20
INT 4 (+3)
LOG 4 (+3)
WIL 4 (+2)

EDG 3 (+1)
ESS 4.68 (-1.32)

Karma use:
+25 starting
-10 gear
-11 first impression
-04 x2 R1 skills
=00 net
______________________________
Skills:

Groups:

Outdoors 4
Electronics 4     10/10
Athletics 2

Individual:

Perception 5
Sneaking 5         46/46
Longarms 4 (sports rifles +2)
Locksmith 4 (maglocks +2)
Blades 6 (knives +2)
Pilot Air 3 (remote ops +2)
Pilot Ground 3 (bike +2)
First Aid 2 (gunshot +2)
Pistols 2 (SA +2)
Etiquette 1
Negotiate 3 (bargaining +2)

Karma:
Automotive mechanic 1 (2k)
Industrial mechanic 1 (2k)
_________________________________________
Gear: +10karma = 70k
Cyber:
Datajack 0.1ESS                              1,000
Used Smartlink 0.2ESS                        3,000
Used Reaction enchancers R3 1.02ESS         29,250
33,250
_________________________________________
Weapons + Armour:

Springfield M1a (rifle) {12p -1AP 20clip} 1700
{Bundled imaging sight; image link, vision mag, vision enhance1}
-Sling 15
-Shockpad 50
-Silencer 500                                           2,465
-Bipod 200

Remington 990 (shotgun) {11p -1AP 8clip} 950
-Smartgun (external, top) 200
-Flashlight (side) 50
-Sling 15                                               1,415
-Foregrip (bottom) 50
-Shockpad 50
-Customised grip 100

Savalette Guardian (HP) {8P -1AP 12clip} 870
{integral smartgun, internal}
-Powered folding stock 50
-Gas vent R3 600                                        1,695
-Concealable holster 125
-Flashlight (top) 50

Ares Globetrotter Vest (ARM 9) 900                      1,500
{Integral custom protection 3; Insulation}
-Chem resist 2 500
-Microtransceiver 100
{Dark green camo, insulated against the cold weather
Aftermarket chemical treatment added to help against acid rain}

Helmet 100                                                800
-Flashlight 25
-Camera 100
-Imagelink 25
-Vision mag 250
-Respirator R6 300
{Dark green camo, open chin with clear drop down visor}

Vashon Island Ace of Spades Jacket (ARM 7)              1,000     
{integral holster, +1 dicepool for social tests}

Basic Clothing 20
Slightly smarter Clothing 75                               95
8,820
______________________________________ 42220 so far
Electronics + ID:

Renraku Sensei Commlink (DR3://DP3//FW4) 1,000
-Hot sim mod 350
-Receiver dongle 400
-Program carrier 900
 +Virtual machine 80
   +Browse & Encryption 160
-Diagnostics App
-Ticker App; Puyallup News                         2,890

Fake SiN R2 5000                                   5,400
-Fake gun license R2 400

Headphones R5 250
-Spatial recogniser 1000                           2,300
-Audio enhance 2 1000
-Sound link 50
{neckband headphones}

Contacts R3 600
-Flare compensation 250                            1,850
-Vision enhance 2 1000
12,440 spent; 54,660 so far
____________________________________________
Tools, Vehicles + Misc:

Survival kit                                             200

Survival Knife (STR+2P -1AP)                             100
Bayonet (for remington underbarrel slide rail) 50

Yamaha Growler dirt bike 5000
-Advanced safety system (electro-shocker; handlebars) 350
                                                       5,350

MCT-Fly spy 2000
Sensor suite (R3)
-Camera; Vision mag 250/low light 500/flare comp 250
-Laser Mic; SSF 250
-Directional Mic; SSF 250
-Omni directional mic
-Motion sensor
-Olfactory sensor
-Laser range finder
-Atmosphere sensor                                     4,000

Credstik 5 (five extra nuyen + starting cash embedded)
Hardware toolkit 500
Automotive mechanic kit 500
Medikit R3 750
Autopicker R4 2000
Crowbar 20
Miniwelder 250
 +x2 fuel 160
Sequencer R3 750
Gecko gloves 250                                       5,185

Ammo + Clips: 500NY
80 regular rounds: sports rifle 160
 +3 spare clips 15
30 flechette rounds: shotgun 195
 +3 spare clips 15
50 regular rounds: Heavy pistol 100
 +3 spare clips 15
 
Lifestyle:
Squatter (1 month)                                       500
Comforts 2{+1}/Security 2{+1)/Neighbourhood 1
{Secure neighbourhood free quality}
Little Cog has taken over an abandoned house and fitted some scavanged doors with better locks and scavenged some servicable furniture and kitchen appliances.


15,335 spent
70k fully accounted for
____________________________________________________
Contacts: 9 points
Big Mick (rigger, Independent scrapyard owner) 3,2
A big lad, hence the name, he's adept at salvaging junk for the yards and patching stuff up. His skillset is always in need and he's well thought of and liked. Little cog has worked with him for a while and is starting to build
more of a relationship than purely customer based

Dane (Market seller, Independent market stall holder; Barrens) 3,1
Cog has been using Dane's distribution channels through the night markets in the Barrens for a while now. He's well connected in the area and can usually shift anything, even if he does push the price a bit hard. He also knows plenty of the other stall holders and can source most things given time and a finders fee.

Mechanicals tribal contacts (free)
____________________________________________________
Knowledge Skills: 16 points

English N
Salvage operations 3
Local area knowledge 3
Bike racing 3                16/16
Security system design 3
Parazoology 3
Botany 1[/spoiler]
« Last Edit: <08-11-15/0353:03> by Csjarrat »
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Aria

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« Reply #3 on: <08-06-15/1242:02> »
First glance looks good!  As a tribal (and this is something I should have mentioned to everyone), you get 'established' tribal contacts as freebies so that frees up some points for someone outside the tribe!

No problem with the mod to the bike!
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Jack_Spade

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« Reply #4 on: <08-06-15/1335:25> »
Well, since this will be the slower paced game: A low tech ganger who got the last place in the good, the bad and the ugly:
Part of the Freedom Tribe, Thorn works on and off again as bouncer for the Red Lace brothel where he also rents a room when he isn't with the tribe. In his free time he is usually to be found at MazzGainz a gym run by his only friend outside the tribe.


== Info ==
Street Name:
Name: Garret "Thorn" Haskins
Movement: 10/20
Karma: 0
Street Cred: 0
Notoriety: 0
Public Awareness: 0
Ork m Age 18
Height 1,90 Weight 100
Composure: 7
Judge Intentions: 8
Lift/Carry: 14 (105 kg/70 kg)
Memory: 7
Nuyen: 670

== Priorities ==
Metatype: C(2) - Human, Dwarf, Elf, or Ork
Attributes: A(4) - 24 Attributes
Special: D(1) - Adept or Aspected Magician
Skills: B(3) - 36 Skills/5 Skill Groups
Resources: E(0) - 6,000¥

== Attributes ==
BOD: 7
AGI: 5
REA: 5 (6)
STR: 7
CHA: 2
INT: 6
LOG: 2
WIL: 5
EDG: 1
MAG: 2

== Derived Attributes ==
Essence:                   6
Initiative:                11 (12) + 2d6
Rigger Initiative:         12 + 2d6
Astral Initiative:         12 + 2d6
Matrix AR Initiative:      12 + 2d6
Matrix Cold Initiative:    6 + DP + 3d6
Matrix Hot Initiative:     6 + DP + 4d6
Physical Damage Track:     12
Stun Damage Track:         11

== Limits ==
Physical:                  9
Mental:                    5
Social:                    5
   Ballistic Mask [+1] (Only for intimidation, Must be visible)
Astral:                    5

== Active Skills ==
Animal Handling            : 0                      Pool: 1
Archery                    : 0                      Pool: 4
Armorer                    : 0                      Pool: 1
Automatics                 : 0                      Pool: 4
Blades                     : 0                      Pool: 4
Clubs                      : 0                      Pool: 4
Computer                   : 0                      Pool: 1
Con                        : 0                      Pool: 1
Cybercombat                : 0                      Pool: 1
Demolitions                : 0                      Pool: 1
Disguise                   : 5                      Pool: 11
Diving                     : 0                      Pool: 6
Escape Artist              : 0                      Pool: 4
Etiquette                  : 0                      Pool: 1
First Aid                  : 0                      Pool: 1
Forgery                    : 0                      Pool: 1
Free-Fall                  : 0                      Pool: 6
Gunnery                    : 0                      Pool: 4
Gymnastics                 : 6 [Clinch]             Pool: 11 (13)
Hacking                    : 0                      Pool: 1
Heavy Weapons              : 0                      Pool: 4
Impersonation              : 0                      Pool: 1
Instruction                : 0                      Pool: 1
Intimidation               : 6 [Mental]             Pool: 8 (10)+3
Leadership                 : 0                      Pool: 1
Longarms                   : 0                      Pool: 4
Navigation                 : 0                      Pool: 5
Negotiation                : 0                      Pool: 1
Palming                    : 5                      Pool: 10
Perception                 : 6                      Pool: 12
Performance                : 0                      Pool: 1
Pilot Ground Craft         : 1 [Bike]               Pool: 7 (9)
Pilot Watercraft           : 0                      Pool: 5
Pistols                    : 0                      Pool: 4
Running                    : 0                      Pool: 6
Sneaking                   : 5                      Pool: 10
Survival                   : 0                      Pool: 4
Swimming                   : 0                      Pool: 6
Throwing Weapons           : 6 [Blades]             Pool: 11 (13)
Tracking                   : 0                      Pool: 5
Unarmed Combat             : 6 [[Martial Art]]      Pool: 11 (13)

== Knowledge Skills ==
Area Knowledge: Seattle    : 6                      Pool: 12
Gangs                      : 3                      Pool: 9
Spanish                    : 2                      Pool: 8
Sports                     : 4 [Martial Arts]       Pool: 10 (12)

== Contacts ==
Murphy; Gym Owner (4, 3)

== Qualities ==
Adept
Agile Defender
Day Job (10 hrs)
Distinctive Style
Drug Tolerant
Hawk Eye
In Debt IV
Jack of All Trades Master of None
Low-Light Vision
Mentor Spirit (Bear)
Poor Self Control (Thrill Seeker)
Quasimodo
Quick Healer
SINner (National)

== Powers ==
Critical Strike (Unarmed)
Improved Reflexes 1
Rapid Healing Rating: 1

== Lifestyles ==
Low  1 months

== Armor ==
Armor Jacket                        14
   +Gel Packs
Ballistic Mask                      2
Forearm Guards                      1
Helmet                              2

== Weapons ==
Bola
   Pool: 0   Accuracy: 9   DV: 10S   AP: +4   RC: 3
Boomerang
   Pool: 11   Accuracy: 8   DV: 9P   AP: -   RC: 3
Grenade: Flash-Bang
   Pool: 11   Accuracy: 9   DV: 10S (10m Radius)   AP: -4   RC: 3
Knucks
   Pool: 11   Accuracy: 9   DV: 9P   AP: -   RC: 3
Minigrenade: Gas
   Pool: 4   Accuracy: 0   DV: Chemical (10m Radius)   AP: -   RC: 3
Monofilament Chainsaw
   Pool: 0   Accuracy: 3   DV: 8P   AP: -6   RC: 3
Throwing Knife
   Pool: 13   Accuracy: 9   DV: 8P   AP: -1   RC: 3
Unarmed Attack
   Pool: 11   Accuracy: 9   DV: 8S   AP: -   RC: 3
Urban Tribe Tomahawk
   Pool: 11   Accuracy: 10   DV: 9P   AP: -1   RC: 3

== Martial Arts ==
Pentjak-Silat
   +Jiao Di (Charge)

== Commlink ==
Novatech NetNinja (ATT: 0, SLZ: 0, DP: 5, FWL: 5)

== Gear ==
Advanced Medkit Rating 3
Bola: Standard
Boomerang
Crowbar
Fake SIN Rating 1 x2
Glasses Rating 2
   +Flare Compensation
   +Thermographic Vision
Grenade: Flash-Bang x4
Kamikaze x6
Micro-Transceiver
Minigrenade: Gas x4
   +Restraint, Plastic
   +Restraint, Metal
Miniwelder
Miniwelder Fuel Canister
Monofilament Chainsaw
Respirator Rating 6
Survival Kit x2
Throwing Knife x10
Trodes
Urban Tribe Tomahawk x2

== Vehicles ==
Yamaha Growler (Off-Road Bike)
   +Morphing License Plate
   +Spoof Chips
   +Sensor Array Rating 2

« Last Edit: <09-04-15/0835:28> by Jack_Spade »
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Csjarrat

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« Reply #5 on: <08-06-15/1709:56> »
First glance looks good!  As a tribal (and this is something I should have mentioned to everyone), you get 'established' tribal contacts as freebies so that frees up some points for someone outside the tribe!

No problem with the mod to the bike!
Great stuff. any chance you can drop me an invite on that portal thing? I can't seem to join anything so I assume you have to be invited. username is csjarrat.
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« Reply #6 on: <08-06-15/2140:17> »
Somebody already grabbed Gun adept? Ah well. I'm thinking of going for an alchemist style character, but first I'd like to ask if it is as underpowered as everbody says it is? I don't want to crimp the groups ability to deal with magic by choosing something extremely subpar. Besides that, the general concept is a lizard like SURGE III changeling that works as an investigator style-character for the tribe. Not very powerful physically or even in magic, he is forced to rely on a wide skill-set to keep him afloat. He keeps himself disguised using a heavy trenchcoat and gasmask to hide his changeling status. I won't post most of the character stuff yet because I want to know if alchemy is so underwhelming straight-up mage is the only way to go.
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ScytheKnight

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« Reply #7 on: <08-06-15/2305:30> »
Seems to me an alchemist would be a really good fit for this game. Alchemists are more about reading a situation and preparing for it in advance along with a series of standard tricks than reacting to the moment.
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pistolgrip

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« Reply #8 on: <08-07-15/1630:05> »
I know I've been bad about CoP, but at 2 posts/week this should be easy. I'd be interested in doing both, then if I need to drop one, dropping CoP. Mostly I'd love the chance to more immersively engage with some of the same players, and the slower pace should lend itself to that. If you'd prefer I not due to my prolonged periods of inactivity in CoP, I certainly understand.

SgtBoomCloud

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« Reply #9 on: <08-07-15/1955:04> »
Officially sending in my interest for this casual pace player driven pbp.  I'll admit I had considered an alchemist for this run, but seeing as I was beaten to it,it's null sweat.

Current idea I got rolling around is an Emerged scavver/tradesman for the Mechanicals.  (In runner terms, a technomancer with minors in combat and face skills).  Not all stuff worth salvaging is broken and powered off, often needing some skills manipulating the Matrix to reclaim some valuable tech, so it seems to fit.

If the idea feels sound, I can get to work on the sheet over the next few days.  Thank you :)

ScytheKnight

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« Reply #10 on: <08-07-15/2119:15> »
Hmmm.... I've had an idea rattling around for a little while for a Bear Shaman healer, sounds like this could be an interesting place to roll it around in... I'll keep post counts separate so no mixing of karma and nuyen.

Are there any specialized rules here? Or just standard Sum-to-10 with an availability limit of 10?

Ohh, and I'm something of a Steampunk IRL I'll be going with the Mechanicals... possibly even wind up with a cyberlimb involved.
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ScytheKnight

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« Reply #11 on: <08-08-15/0817:57> »
Alright mostly done assuming there's no special rulings I've missed... just need to sort out spells and contacts, as well as deciding what to with with this last 6 karma.
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Jack_Spade

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« Reply #12 on: <08-08-15/0847:31> »
Get Drug Tolerant. Really handy for that little extra edge without having to worry to much about the consequences
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saithor

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« Reply #13 on: <08-08-15/1430:39> »
Here's what I have so far. A background is being wokred on and will be up as soon as I can get it up.

Gunther Raddick

Attributes
Body 3
Agility 3
Strength 3
Reaction 4
Willpower 5
Intuition 6
Charisma 2
Logic 2
Edge 4
Magic 5
Initiative: 10+1d6
Astral Initiative: 12+2d6
Physical Damage Track: 10
Stun Damage Track: 11

Skills
Stealth Group 3
Influence Group 1
Athletics Group 1
Spellcasting 6 (Manipulation +2)
Binding 6
Alchemy 6
Counterspelling 6
Summoning 6
Assensining 3
Perception 6
Con 4

Knowledge Skills
Chemistry 4
Reagents 4
Magic Theory 4
Gang Identification 4

Spells Known
Alchemy
Chaotic World
Heal
Combat Sense
Ice Sheet
Shadow
Physical Barrier

Spellcasting
Fireball
Stunbolt
Trid Phantasm
Improved Invisibility

Qualities
Bad Rep (Extremely reclusive, is known for going agaisnt the group at times if it means saving his own skin.)
Paranoia
Distinctive Style (Large Gas Mask, weird way of talking, tends to put Yes at the end of his sentences)
In Debt V
Changeling SURGE III
Dynamic Camouflage
Vomeronasal Organ
Setae
Low-Light Vision (Lizard eyes)
Celerity
Thermal Sensitivity
Keen-eared
Negative Qualities
Cold-Blooded
Critter Spook
Impaired Charisma
Scales
Symbosis
Jack of All Trades
Mentor Spirit (Fire-Bringer)
Quick Healer

Resources
1,600 Nyuen
Armor Jacket 1,000 Nyuen
Force 6 Lodge Materials 3,000
Renraku Sensei Comnlink 1,000
4 Standard Credsticks
Fake SIN level 4 10,000 Nyuen
-Rating 4 fake Magic License 800
-Rating 4 fake Pistol License 800
250 drams of Reagents 5,000
2 Trauma Patches
Ares Predator V 725
-Smartgun system free
-Concealable Holster 150
-2 Extra Magazines 10
-Silencer 500
-40 rounds Stick n’ Shock 320
-100 Rounds regular 200
Gas Mask 200
Capacity 6 Goggles 300
-Image Link 25
-Vision Magnification 250
-Vision Enhancement 2 1,000
Capacity 2 Earbuds 100
-Audio Enhancement 2 1000
1 Month Low Lifestyle

Contacts 7 points
Landowner 1/3
Garrick is an old friend of Willheim’s who lets him stay in a storeroom that’s connected to the building complex he is the landowner of. He does his best to cut the Changeling some slack, but he is also really easy to annoy.

Fixer 2/1
Carlyle is the man who arranges for Willhelm jobs, he holds the mage mainly in contempt for how many jobs that the Changeling has fled from, but still keeps a working relationship because the mage is very useful.
« Last Edit: <08-10-15/2158:24> by saithor »
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pistolgrip

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« Reply #14 on: <08-08-15/1819:24> »
A shapeshifter, an alchemist, an ork strongarm, a techy dwarf...
Sounds like there needs to be a gun adept in there somewhere. Looks like Saithor isn't doing that anymore, so I guess I'll step up (pending Aria's remarks).