[5e OOC] Tabula Rasa, Chapters II and III

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« on: <11-17-14/1725:12> »
First things first. I would like everyone to post their character sheets at the top of this thread for easy reference. Please don't post again in this thread until all the sheets are up. I will post the Masked Woman's sheet sixth after everyone else has theirs up. At that point the Chapter 2 forum will be open for business.

I will give bonus karma to anyone who posts their sheet in an especially nice format. Something legible, without every single skill listed.

Roll call

1: The Troll a.k.a. Uncle Sam
Played by: Poindexter

2: The Elf a.k.a APB
Killed In Action from a bullet to the brainbox

3: The Human a.k.a. Ace
Played by: rednblack

4: The Dwarf a.k.a. Ohanzee
Played by: Malevolence

5: The Ork a.k.a. Chino
Played by: 8-bit

6: The Masked Woman a.k.a. Katsina
Played by: Tecumseh

7: The Crumpled Man a.k.a. Doc
Played by: Zweiblumen

New players joining us: Please take note of the last time your sheet was updated by the original player.  You may have to read through the OOC and IC threads after that date to update your sheet with any additional skills or abilities that came to light.

You are under no obligation to continue RPing your character in the manner of the previous chapter. If you want to take your character in a different direction, personality-wise, that would be entirely plausible and even realistic, given the circumstances.

Rules to follow in the next post.
« Last Edit: <02-11-15/1357:18> by Tecumseh »


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« Reply #1 on: <11-17-14/1818:16> »
Rules and Regulations

The Houserules are largely the same as what Ryo was using. If you are using them in a roll, please mention it as I do not have them memorized. I am adding a few (marked in red), which should not have a major impact.

Everyday, ideally, even if it's just to check in with a couple quick lines about what you're doing in the background if the action isn't on you. That said, I know I will fall short of that ideal myself. I would like a more substantive post - doesn't have to be a huge essay - every two days or so to voice your opinion or to push the action forward. Obvious exceptions made for weekends and holidays. If you're going to be away for a few days, great. I probably will be too at some point. Just let us know, and ESPECIALLY let us know if you have to take an extended leave for whatever reason. Don't leave us hanging for weeks and months.

I have the most opportunities to post while at work. I have a regular 9 to 5 with ample access to the Internet. Seattle proper, GMT -8.

Due to the nature of PbP, karma will be awarded on a per-chapter basis. Karma awards will be based on participation and role playing. Unless Ryo already has karma awards in mind, I will send out Chapter I karma awards to those players who were with us.

There will be a separate karma award specifically for developing knowledge skills. Knowledge karma will generally be 1/2 the amount of your normal karma award. Advancing knowledge skills costs the same as in the core rule book.

Please run karma spending by me. Most of it will be fine but I'll want to keep track of it on your secret sheets too. Most of the time you will not need an IC reason to improve suddenly. The premise of the game gives us a good mechanic for most sudden improvement (i.e. you remember how to do something). It breaks down a bit for attribute advancement but oh well. It's a game.

Treat Metatype Attribute Minimum as 1 for the purpose of determining Karma costs. For example, if you are a troll with a Body of 5, which is the metatype minimum, improving to Body 6 only costs 10 karma, not 30.

Spells that create a barrier, such as Physical Barrier or [Element] Wall, create a barrier with a Structure equal to the Force of the spell, and an Armor equal to Force+hits. This is to prevent hilariously flimsy barriers and make these spells actually useful. A magical Barrier is still a Barrier, and is subject to the Penetration Weapons rule; only barriers of sufficiently high Armor will actually stop bullets.

Instead of Alchemy being opposed by Force of the preparation, it is opposed by Force - Alchemist's Skill. Therefore, an Alchemist with an Alchemy skill of 6 casting at Force 6 or lower would roll Magic + Alchemy [Force] unopposed, but if he were to overcast to Force 12, he would be opposed by 6 dice. This makes it easier to create preparations with decent Potency.

A preparation taking a single box of Physical damage will not make it lose its magic. This would render Disjoining obsolete, as you could disarm preparations without risking Drain just by smacking them. Instead, a sufficiently damaged preparation is immediately triggered.

Damage to a Preparation does not release the magic unless it is completely destroyed/ruined/scraped off the object. Alchemists shouldn't be at a constant risk of self destructing simply from putting their preparations in the same pocket as their car keys.

Flesh Form merges from Inhabitation have half their Force added to the Physical Attributes of the host.

When possessing a living vessel, the enhancement to Physical Attributes is limited by Augmented Maximum. This limitation does not apply to Inhabitation spirits.

Fake magical items made through Artificing stand up to Assensing in addition to Perception tests, using the same thresholds.

Quicksilver Cameras do not have a fixed limit, only increasing the threshold of the Assensing by 2, or by 3 for a copy.

In Handling Environments, Catch Up/Break Away is a threshold test based on the complexity of the obstacles as normal. In Speed Environments, Catch Up/Break Away is instead an opposed Vehicle Test, pitting the speed of both drivers against each other.

When crashing, a vehicle is treated as if it rammed itself, resisting with Body+Armor as normal. Half of the unresisted damage is applied to the passengers of the vehicle, resisted with Body+Armor -6 AP. If a passenger is not properly secured (wearing a safety belt/harness), then they must resist the full initial damage of the crash instead, and may be hurled from the vehicle (gamemaster discretion). This may result in further damage from impact with the terrain or other vehicles.

Drones that have their Condition track filled can still be repaired. The cost is 1% of the base cost per box of damage sustained.

So long as a Vehicle is moving, the driver defends against attacks with Reaction + Intuition. They can choose to use Full Defense, adding their Willpower for the remainder of the Combat Turn, and losing 10 initiative. They can also choose to use Evasive Driving, the equivalent of Gymnastics Dodge, and add their Pilot skill to the defense test. Doing this adds the Handling of the vehicle as a limit to the test.

A vehicle that is not moving does not get to defend against attacks.

The signature table is nonsense. The signature of a given target is dependent on the type of sensor attempting to perceive it; Cameras are subject to vision penalties, Thermographic sensors lock on with heat, MAD sensors lock onto ferrous metal, Radio Signal Sensors lock on to Matrix Icons, etc. etc.

The Sensor Housings table should instead read Sensor Array Housings table. Single Sensors do not have their Ratings limited by the size of the Housing.

Area of Effect attacks
Grenades and area spells can either be aimed at an area (Simple (3) test) or aimed at a specific target (attack roll vs. defense roll.) If you aim at the area, all the targets in the blast radius can (and probably will) use the Run for Your Life interrupt action to escape the blast. If you aim at a specific target, they cannot use this interrupt action; they get their defense roll instead.

The effectiveness of flash-bang grenades and Indirect Area spells (like Fireball) will decrease with range as per a normal grenade (-1 DV per meter). This is to avoid "can't miss" attacks due to the area of effect being larger than the possible distance of the scatter.

All technomancers have an innate ability to establish a Direct Connection to any device they touch. Technomancers can also form PANs.

Resonance abilities do not render properly in the Matrix and can often go undetected. If something does not qualify as an Attack or Sleaze action, the victim would have to make a Matrix Perception check to notice they were the target of something. This includes Resonance Spike. A persona forced to perform an action with Puppeteer is obviously aware it performed an action, but a Device that is Puppeteer'd does not notify its owner.

Movement rates will generally be HALF of what's listed in the core rule book on p. 162.
Agility = meters per turn walking
Agility * 2 = meters per turn running
Hits on a sprinting test still add 1m/hit for Dwarves and Trolls and 2m/hit for other metatypes.
This is a little slow at the lower Agility ratings but I've done the math and like these values much better.

Rulebooks in Play

All 5th edition rulebooks, including PDF only books, should be consider valid. 4th edition content not yet available for 5th can also be consider valid on a case by case basis. For example, the amnesia quality itself is a negative quality from 4th edition that you all have.

The optional rules from Bullets & Bandages may be used.

Optional Rules RG2 and RG6 from Run & Gun are in use:

Quote from: Run & Gun page 110
Minuscule-3Micro drones
Tiny-2Mini drones, door locks, door hinges, security keypads
Small-1Metahuman (Body + Strength ranges from 2 to 4), small drones
AverageMetahuman (Body + Strength ranges from 5 to 10), medium drones
Bulky+1Metahuman (Body + Strength ranges from 11 to 15), vehicles, large drones
Large+2Metahuman (Body + Strength ranges is 16 or higher)
Huge+3Jumbo jet engine

Quote from: Run & Gun page 110
If an attack decreases a target’s Defense Test pool below 0 dice, additional penalties are added to the DV of the attack at a rate of 1 DV per two lost dice. This makes Full Auto or Burst Fire attacks against unaware or restrained foes truly deadly.
« Last Edit: <11-17-14/1912:22> by Tecumseh »


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« Reply #2 on: <11-17-14/1833:58> »
Please keep in mind, this sheet may be sorely lacking, as I still havent learned everything there is to know about Sammo here. Also, I feel like I had some points left over to spend on knowledges still, but its been so long, i dont remember how many.

== Info ==
Street Name: Uncle Sam
Name: Unnamed Character
Movement: 18/36
Karma: 70
Street Cred: 7
Notoriety: 0
Public Awareness: 2
Composure: 7
Judge Intentions: 5
Lift/Carry: 18 (120 kg/80 kg)
Memory: 9
Nuyen: 0

== Priorities ==

== Attributes ==
BOD: 10
AGI: 5 (9)
REA: 5 (6)
STR: 8
CHA: 3
INT: 3
LOG: 4
WIL: 5
EDG: 4

== Derived Attributes ==
Essence:                   0.5 (unless some of this chrome is higher than standard grade)
Initiative:                9 + 2d6
Rigger Initiative:         9 + 2d6
Astral Initiative:         
Matrix AR Initiative:      9 + 2d6
Matrix Cold Initiative:    3 + DP + 3d6
Matrix Hot Initiative:     3 + DP + 4d6
Physical Damage Track:     13
Stun Damage Track:         11

== Limits ==
Physical:                  11
Mental:                    6
Social:                    4
Astral:                    6

== Active Skills ==
Animal Handling            : 0                      Pool: 2
Archery                    : 0                      Pool: 8
Armorer (Firearms)                    : 1(3)       Pool: 5/7
Automatics                 : 6                      Pool: 15
Blades                     : 3                      Pool: 12
Clubs                      : 3                      Pool: 12
Computer                   : 1                      Pool: 5
Con                        : 0                      Pool: 2
Cybercombat                : 0                      Pool: 3
Demolitions                : 4                      Pool: 8
Disguise                   : 0                      Pool: 2
Diving                     : 0                      Pool: 9
Escape Artist              : 0                      Pool: 8
Etiquette                  : 1                      Pool: 4
First Aid                  : 1                      Pool: 5
Forgery                    : 0                      Pool: 3
Free-Fall                  : 0                      Pool: 9
Gunnery                    : 3                      Pool: 12
Gymnastics                 : 2                      Pool: 11
Hacking                    : 0                      Pool: 3
Heavy Weapons     : 5/7(grenade launcher)                  Pool: 14/16
Impersonation              : 0                      Pool: 2
Instruction                : 0                      Pool: 2
Intimidation               : 3                      Pool: 6
Leadership                 : 0                      Pool: 2
Longarms                   : 3 [Sniper Rifles]      Pool: 12 (14)
Navigation                 : 2                      Pool: 5
Negotiation                : 0                      Pool: 2
Palming                    : 1                       Pool: 10
Perception                 : 3 (visual)                      Pool: 6(8)
Performance                : 0                      Pool: 2
Pilot Ground Craft         : 0                      Pool: 5
Pilot Watercraft           : 0                      Pool: 5
Pistols                    : 0                      Pool: 8
Running                    : 2                      Pool: 10
Sneaking                   : 2                      Pool: 11
Survival                   : 2                      Pool: 7
Swimming                   : 2                      Pool: 10
Throwing Weapons           : 4                      Pool: 13
Tracking                   : 2                      Pool: 5
Unarmed Combat             : 3                      Pool: 12

== Knowledge Skills ==
guns                       : 3                      Pool: 6
Military                   : 4                      Pool: 7
Small Unit Tactics         : 3                      Pool: 6
Architecture        : 4                     Pool: 8

== Contacts ==
mom (loyalty and connections rating, unknown)

== Qualities ==
Thermographic Vision

== Lifestyles ==

== Cyberware/Bioware ==
Bone Lacing (Titanium)
Damage Compensators Rating 12
Muscle Toner Rating 4
Wired Reflexes Rating 1

== Armor ==

Armor Jacket                        12
   +Chemical Protection 2
   +Fire Resistance 2
   +Insulation 2

== Weapons ==
Grenade: Flash-Bang
   Pool: 8   Accuracy: 11   DV: 10S (10m Radius)   AP: -4   RC: 3
Grenade: Fragmentation
   Pool: 8   Accuracy: 11   DV: 18P(f) (-1/m)   AP: +5   RC: 3
Grenade: Thermal Smoke
   Pool: 8   Accuracy: 11   DV: (10m Radius)   AP: -   RC: 3
   +Gas-Vent 3 System
   +Imaging Scope
   +Shock Pad
   +Smartgun System, Internal
   +Spare Clip
   Pool: 15   Accuracy: 8   DV: 9P   AP: -6   RC: 7
Unarmed Attack
   Pool: 12   Accuracy: 11   DV: 11P   AP: -   RC: 3

== Commlink ==
Transys Avalon (ATT: 0, SLZ: 0, DP: 6, FWL: 6)

== Gear ==
Ammo: APDS (Assault Rifles) x24
Catalyst Stick
Commercial Explosive Rating 5 x3
Detonating Cord, Low Yield (meter) Rating 3
Detonator, Blasting Cap
Detonator, Electrical Rating 4
Detonator, Pull
Detonator, Push
Detonator, Radio Rating 3
Fake SIN (Ralph Hendrix, Bodyguard) Rating 3
   +Fake License (Cyber) Rating 3
   +Fake License (Concealed Carry) Rating 3
Fake SIN (Frank Muntz, Bounty Hunter) Rating 3
   +Fake License (Cyber) Rating 3
Foam Explosive Rating 6
Goggles Rating 6
   +Image Link
   +Flare Compensation
   +Vision Enhancement Rating 2
Grenade: Flash-Bang x6
Grenade: Fragmentation x2
Grenade: Thermal Smoke x6
Stealth Rope (100m)
Subvocal Mic
Tool Kit (demo)
Tool Kit (armorer)
« Last Edit: <03-10-15/1832:04> by Poindexter »
"speaking out loud"
<<matrix actions/communication>>


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« Reply #3 on: <11-17-14/1852:13> »
Name: ?
Alias: James Anderson (Rating 6), Josh Adams (Rating 5)
Race: human
Sex: male
Nationality: ?
Ancestry: Caucasian
Karma Spent:
Physical Description: The man in the van looks just like your average sprawl-dweller. About 175 cm (5'8") tall, weighing appr. 70 kg (155 lbs), his brown hair fashionably short and disheveled, brown eyes neither looking for nor avoiding eye contact. He wears long pants, a shirt, and a jacket neither tres chic nor horrendously outdated.
Personality/background ?


4-?7(8) + 1d6(2d6)
ComposureJudge IntentionsLiftMemory
Phisical l.Mental l.Social l.Astral l.
Physical boxStun boxOverflowReputation

Positive Qualities
Ambidexterous4- no penalty for using "off" hand
Negative Qualities
??- ?

Active Skills
Firearms Group4
Close Combat Group4
Stealth Group3
Athletics Group2
Etiquette (Corp)4 (6)
Exotic Ranged Weapon (Laser)6 (8)
Perception (Visual)4 (6)
Knowledge Skills
Business (Megacorp)3 (5)
Small Unit Tactics2
Security Design (Corporate)5 (7)
Security Tactics (Corporate) (Rapid Response)5 (7)
Area Knowledge: Denver1
Language Skills

Betaware Synthetic Left Arm?- STR 6, AGI 6(9), Armor 1
Integrated Weapon System: Cyber Spur?- ?
Betaware Synthetic Right Arm?- STR 6, AGI 6(9), Armor 1
Integrated Weapon System: Shock Hand?- ?
Betawarer Synthetic left Leg?- STR 6, AGI 6(9), Armor 1
Hydraulic Jacks?- Rating 6
Betaware Synthetic Right Leg?- STR 6, AGI 6(9), Armor 1
Hydraulic Jacks?- Rating 6
Betaware Synthetic Torso?- ?
Internal Air Tank?- Rating 3
Smuggling Compartment?- ?
Cyber Eyes?- Rating 2: Smartlink, Flare Compensation, Thermographic Vision
Synaptic Boosters?- Rating 1

Defiance EX Shocker- smartlink; acc6, 9S(e), -5AP, SS, RC0, ammo4(m); 3 taser darts
Ares Light Fire 70- smartlink; acc9, 6P, -0AP, SA, RC0, ammo16(c); 16 gel rounds
Ares Crusader 2- smartlink; acc7, 7P, -0AP, SA/BF, RC2, ammo40(c); 40 regular rounds

Ares Armored Survivalist- Armor 8, Insulation 4

?- ?

Hermes Ikon- DR5

?- ?

James Anderson- 6
Josh Adams- 5

Concealed quick-draw holster- under jacket, -1 Concealability, quick-draw threshold is 2; wireless: -1 Concealability
Concealed holster- ankle, -1 Concealability; wireless: -1 Concealability
Hidden arm slide- right arm, -1 Concealability, quick-draw threshold is 2; wireless: Ready Weapon is Free


Edge spent: 4/4
Edge Burned: 0
« Last Edit: <02-13-15/1201:09> by rednblack »


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« Reply #4 on: <11-17-14/1859:49> »
Crumpled Man

Name: ?
Alias: Crumpled/Doc
Race: Human
Sex: Male
Physical Description/Personality/background:
Somebody forgot to wear their safety belt. A man lies in a crumpled heap on the ceiling of the overturned van, face down in the snow. He's dressed appropriately for the weather, and its clear one of his arms is cybernetic, with a touch screen of an implanted cyberdeck visible on his forearm.

He's SINless, or very careful, as he has no publicly accessible info on him at all.

Health Monitors

Edge: 7/7


Positive Qualities
Codeslinger (Matrix Search)
Negative Qualities
Bad Luck

Active Skills
Biotech Skill Group5
    First Aid514
Cracking Skill Group6
    Electronic Warfare615
Stealth Skill Group1
Computer(Matrix Perception)5(7)14(16)
Knowledge Skills
Area Knowledge - Aspen (street)38
Area Knowledge - Denver (street)38
Corporate Security (profesional)312
Corporate Politics (profesional)312
Dog Fighting (interest)27
Diseases [Hemotology] (academic)2(4)11(13)
Matrix Security (??)4??
Medical Procedures (academic)413
Prostitutes (interest)16
Trids [Porn] (interest)2(4)7(9)
Language Skills

Gear (?¥)
Used CyberArm (Str 6, Agi 6)
    Cyber Shotgun
    Cyberdeck Sony CIY-720
        Attack: 4 Sleaze: 6(7) Data Prcoessing: 5 Firewall: 7(8)
        Agent (Rating 6) (Rating*2+2 for all rolls; 4d6 Init dice; Rating + DP Init)
Cybereyes (Rating 1)
    Vision Enhancement (Rating 1)
Datajack (left wrist)
Datajack (side of head)
Datajack (base of neck)
Ares Survivalist Suit (Urban Survival Line)
    Chemical Protection2
    Spare Clip
    Flechette Rounds (x10)
Tag Eraser
Data Tap
Gold Credstick (1,242 ¥)
Subvocal Mic
Cybertechnology Kit
Hardware Kit

« Last Edit: <03-18-15/1413:50> by Zweiblumen »
Speech, Thoughts, Comm/Text, Subvocal


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« Reply #5 on: <11-17-14/2013:18> »
Google Docs version (since Chummer doesn't do custom Priorities yet).

Street Name: Ohanzee
Name: ?
Alias: Ohanzee Oglala
Sioux National SIN
Age: 40Sex: Male
Metatype: DwarfRace: Lakota
Unspent Karma: 0

P: [X][X][X] [][][] [][][] [] {}{}{}
S: [][][] [][][] [][][] [][]

BOD: 3AGI: 5REA: 3STR: 3
WIL: 6LOG: 3INT: 4CHA: 6
EDG: 3MAG: 6ESS: 6
Tradition: ShamanicGrade: 2
Initiative: 11+3d6Astral Initiative: 8 + 2d6

SkillRatingDice Pool
Combat Skills
Pistols (Revolvers)2 (+2)7 (9)
Physical Skills
Social Skills
Influence Skill Group6
Con (Seduction)5 (+2)11 (13)
Magical Skills
Conjuration Skill Group6
Sorcery Skill Group5
_Ritual Spellcasting511
Assensing (Spirits)4 (+2)8 (10)
Astral Combat511
Technical Skills
First Aid-2
Pilot Aircraft--

SkillRatingDice PoolType
Magic Artifacts47Academic
Organized Crime (Denver)2 (+2)6 (8 ) Street
Area Knowledge: Denver48Street
Shadow Community (Safe Houses)37 (9)Street

StylesFixer3459230-l3c4Denver, UCAS side
Long ShadowTalismonger2441023-l2c4Denver, Sioux side
Gloria Winters, PhDEgghead3292107-l3c2AspenMissing

Combat Paralysis
Geas (Cannot allow a spirit he has summoned to be disrupted)

Armor clothing 6Insulation 6
Power FocusRating 2
Renraku Sensei CommlinkDR 3
Ruger Super WarhawkQuick Draw Holster6 rounds APDS (loaded)
ReagentsQty 30
Biomonitor Location: upper arm
RespiratorRating 6
Fake SINRating 4 (Ohanzee Oglala)
- Fake LicenseRating 4 (Registered Awakened license)
Optical Binoculars
Security Tags x 10Contain summary of events since waking
Micro-cameraAttached to helmet
Thermo Flashlight
Magnesium Torch x 5
Survival Knife
37 Nuyen

CloutCombatPLOSIF-3Bod+Armor(Force + Hits)S AP -Force
FireballCombatPLOS(A)IF-1Bod+Armor(Force + Hits)P AP -Force, plus fire effects
Mindnet, ExtendedDetectionMT(A)SF+1
Improved ReflexesHealthPTouchSF
Control ThoughtsManipulationMLOSSF-1Logic+Willpower
Improved InvisibilityIllusionPLOSSF-1(Intuition + Logic) or OR
Trid PhantasmIllusionPLOS(A)SF(Intuition + Logic) or OR


11/29/14 - Spent 5 karma on Trid Phantasm spell
02/13/15 - Spent 14 Karma on initiation
02/13/15 - Spend 1 Karma on Quickening Increase Reflexes
02/13/15 - Spend 10 Knowledge Karma on Area Knowledge: Denver
02/20/15 - Spent 200¥ to Styles for intro to "Madam of the House"
« Last Edit: <05-06-15/2016:33> by Malevolence »
Speech Thought Matrix/Text Astral


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« Reply #6 on: <11-18-14/0047:08> »
Here is the sheet, updated with all information gained thus far. I have it in a Google Doc, but I will post below for convenience's sake. Both will be updated as more information is learned.

-- General Information --
Name: Unknown
Street Name: B? (According to unlabeled simchip)
SINs on Person: None
Chosen Alias: Chino

Age: Unknown
Sex: Male
Metatype: Ork
Ethnicity: European?

Height: 220 centimeters
Weight: 200 kilograms
Eye Color: Blue
Hair Color: Blond

-- Attributes --
Body: 5
Agility: 4
Reaction: 5 (6)
Strength: 5 (9)
Willpower: 5
Logic: 4
Intuition: 4
Charisma: 3

Edge: 4
Magic: 5
Essence: 5

-- Derived Attributes --
Initiative - 9 (10) + 1d6 (2d6)
Physical Condition Monitor - 11 | Currently 0 are filled - Wound Penalty = 0
Stun Condition Monitor - 11 | Currently 0 are filled
Overflow Boxes - 5 | Currently 0 are filled
Physical Limit - 10
Mental Limit - 6
Social Limit - 6

-- Qualities, Martial Arts, and Racial Abilities --
Low-Light Vision
Tae Kwon Doe | Techniques: Kick Attack

-- Skills --
Aeronautics Mechanic 3 | Dice pool of 7
Automotive Mechanic 3 | Dice pool of 7
Assensing 3 (+2 Spirits) | Dice pool of 7 (9)
Astral Combat 5 | Dice pool of 10
Con 2 | Dice pool of 5
Gymnastics 5 | Dice pool of 9
Hardware 2 | Dice pool of 6
Industrial Mechanic 3 | Dice pool of 7
Nautical Mechanic 3 | Dice pool of 7
Navigation 2 | Dice pool of 6
Perception 4 | Dice pool of 8
Pilot Groundcraft 5 | Dice pool of 10 [11]
Running 5 | Dice pool of 14
Sneaking 4 | Dice pool of 8
Survival 2 | Dice pool of 7
Swimming 5 | Dice pool of 14
Throwing Weapons 3 | Dice pool of 7
Tracking 2 | Dice pool of 6
Unarmed Combat 6 (+2 Tae Kwan Doe) | Dice pool of 10 (12)

-- Skill Groups --
Athletics 5
Engineering 3
Outdoors 2

-- Knowledge and Language Skills --
Language: English N
Language: Or'zet 3 | Dice pool of 7
Interest: Action Trid Stars 2 | Dice pool of 6
Interest: Firearms 2 | Dice pool of 6
Interest: Vehicles 2 | Dice pool of 6
Street: BTL Dealers in Denver 3 | Dice pool of 7
Street: UCAS Sector of Denver 2 | Dice pool of 6
Street: Magical Societies 1 | Dice pool of 5
Street: Smuggling Routes in Denver 3 | Dice pool of 7

-- Adept Powers --
Attribute Boost - Agility 1
Hang Time 1
Improved Reflexes 1
Killing Hands
Penetrating Strike 4
Smashing Blow
Wall Running

-- Foci --
Force 1 Qi Focus (Spirit Claw) - present as Arm Tattoos
Force 4 Qi Focus (Astral Perceptions) - present as Face Tattoo

-- Cyberware and Bioware --
Deltaware Bone Density Augmentation 4
Deltaware Muscle Augmentation 4

-- Gear --
Renraku Sensei Commlink w/ Sim Module
Subvocal Mic
Trode Headband

Rating 3 Earbuds w/ Audio Enhancment 3

Rating 6 Respirator
Flashlight; Low-Light

Standard Credstick w/ 2,012 nuyen

Urban Explorer Jumpsuit w/ Insulation 6 (Armor 9)

Bug Scanner (Rating 6)
Tag Eraser

Smart Glasses (busted)

-- Vehicles --
Rover 2072
« Last Edit: <03-18-15/1258:13> by 8-bit »


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« Reply #7 on: <11-18-14/0222:15> »
Name: Ileana Anghelescu
Alias: The Masked Woman
Race: Human
Sex: Female
Nationality: Saeder-Kruppian?
Ancestry: Romanian
Lifestyle: Middle, safehouse in Aspen
Money: ¥682
Karma Spent: 28 karma + 13 knowledge karma
Current Karma: 0 karma / 1 knowledge karma
Physical Description:1.75m, 55kg. Her long, dark hair pools on her shoulders, and frames her ballistic mask that has a Wiccan pentagram carved ornately on its face. She wears a lined coat over a black jumpsuit, boots, and gloves. She's completely covered, with no skin or other physical features visible.
Personality/background Helpful. As a follower of Hecate, Katsina must render aid to those who truly ask for it. She also tends to render aid to those that don't ask for it. This is balanced by her need for blood to survive, although she tends to downplay this as much as possible. She seems to regret what she is, rather than flaunting it like some vampires do.

5634 (7)
2 of 3692d6 + 9
Physical l.Mental l.Social l.Astral l.
6 (8 )868
Physical boxStun boxOverflow

Positive Qualities
Mentor SpiritFire-Bringer. +2 Alchemy, +2 Manipulation

Negative Qualities
Infertile Infected
Distinctive Style

Active Skills
Skill (Spec)Rating          Notes
Blades (Swords)6 ( 8 )+2 weapon focus
Sorcery Skill Group6+2 Manipulation from Mentor Spirit
Alchemy Skill Group5+2 Alchemy focus, +2 Mentor Spirit
Stealth Skill Group3
Astral Combat (sword focus)3 (5)+2 weapon focus
Assensing (Aura Reading)4 (6)
Throwing Weapons (Blades)4 (6)
Perception3+3 Vision from Mask, Improved Senses: Hearing, Scent
Artisan (Carving)2 (4)
Athletics Skill Group2
Intimidation2+2 limit from mask

Knowledge Skills
Area Knowledge: Pueblo Corporate Council3
Magical Theory3
Magical Threats3
Magic Traditions (Wicca)2 (4)
History (Medieval)2 (4)
Paranormal Critters (The Infected)2 (4)
Women's Fashion1

Language Skills

Spells and Preparations
Spell NameCategoryRangeTypeDamageDurationDrainDefaultSourceNotes
Detect Enemies (Extended)DetectionTMN/ASFF3 / D3SR5, p. 286Range = Force * Magic * 10
Physical MaskIllusionTPN/ASF-1F4 / D3SR5, p.291change physical characteristics
InfluenceManipulationLOSMN/APF - 1F4 / D3SR5, p. 293"a powerful post-hypnotic command"
Mana BindManipulationLOSMN/ASF - 2F5 / D3Grimoire, p. 114Every net hit reduces target's Agility by 1
Magic FingersManipulationLOSMN/ASF - 2F5 / D3SR5, p. 294Hits = STR and AGI
Combat Sense (preparation)DetectionT (preparation)MN/A(Potency) minutesF + triggerF3 / D3+1SR5, p. 305Hits = +1 Reaction on Surprise tests, +1 Defense (melee or ranged)
Heal (preparation)HealthT (preparation)MN/APF - 4 + 2F5 / D1+2SR5, p. 288Hits = boxes healed
Increase Strength (preparation)HealthT (preparation)PN/A(Potency) minutesF - 3 + 2F4 / D1+2SR5, p. 288Force must equal or exceed base value. Hits = bonus
Physical Barrier (preparation)ManipulationLOS (A) (preparation)PN/A(Potency) minutesF - 1 + triggerF4 / D3+1SR5, p. 294Structure = Force, Armor = Force+hits, Light Fog, Structure regenerates each Combat Turn

Spells quickened: Increase Strength (3 hits), Physical Mask (F6, 6 hits), Detect Enemies Extended (F6, 5 hits), Combat Sense (F6, 3 hits), Combat Sense on Ace (F6, 4 hits)


Lined Coat (armor 9)
     - Insulation 2
     - Non-Conductivity 2
     - Concealed Quick Draw sheath [4]
     - Gear Access (concealed pockets) for throwing knives [1]

Ballistic Mask - +2 Armor, +2 Social Limit to Intimidation [8]
     - Enchanting Focus 2: "with a Wiccan pentagram ornately carved into its face"
     - Hermes Ikon (rating 5) [2]
     - trodes [1] = DNI
     - Vision Enhancement [3]
     - Internal Air Tank [1]
     - Cyberware Scanner ( Rating 8 ) [1]
     - Maglock (Rating 6)

12 throwing knives (one has Structure -1 from RV crash damage)
     - Acc 6 (8 - Phys. limit), 5P (8P), AP -1
     - Ranges: 4 (7) / 8 (14) / 12 (21) / 20 (28)

Highland Forge Claymore weapon focus
     - Force 2
     - Acc 5, Reach 2, 9P (12P), AP -5
     - Concealability +6 (+2 while sheathed in Lined Coat)

Fake SIN (R1 or R2)
     - Ivana Kutchukokoph
     - Aztechnology Corporate Limited SIN
     - Japanese Elf, Age 18
     - bogus licenses (Registered Awakened, Concealed Carry, Anonymity, to Kill)

Fake SIN (R5 or R6)
     - Ileana Anghelescu
     - Saeder-Krupp Limited SIN
     - Caucasian Human, Age 23
     - Registered Awakened (You are listed as a Spellcaster and Enchanter)
     - Talismonger License (An international license permitting you to operate as a Talismonger)
     - Weapon Focus License (Claymore)
     - Enchanting Focus License (Mask)

100 Reagents

pictures of mountains (lots)

Team Inventory
Fairlight Caliban
Erika Elite
Beretta 201T Light Pistol, loaded with explosive rounds
2 clips Light Pistol ammo, loaded with regular ammo
3 clips shotgun ammo, loaded with Stick-N-Shock rounds
3 high explosive grenades (throwing, not mini)
2 smoke grenades (regular, not thermal)
2 flash-bang grenades
1 chemical grenade (tear gas)
3 boxes of shotgun shells
3 clips of flechette ammo (shotgun)
1 Defiance T-250 shotgun + 20 rounds Stick-n-Shock ammo
1 clip of heavy pistol ammo that Doc's Agent ejected from the ork samurai's Ares Predator
1 stim patch (Rating 6)
1 trauma patch
1 respirator (rating 1)
1 alchemy kit
1 gecko tape gloves
1 binoculars
1 Rating 6 medkit (1 use remaining) w/ 1 refill
1 Rating 5 medkit (all uses remaining) w 1 refill
1 Rating 4 medkit (all uses remaining) w 1 refill
1 cooler with frozen food
4 bloodpacks (500ml)
The hunter's weapons
1 Pioneer 60 + flechette ammo (from Mr. Moran's cabin)
1 Springfield 1911M + regular + hollow-point ammo (from Mr. Moran's cabin)
1 R4 glhoopes (image link, flare comp, vision enhancement II) from the troll driver of the Bulldog
« Last Edit: <05-28-15/1818:11> by Tecumseh »


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« Reply #8 on: <11-18-14/0323:24> »
Thank you, everyone, for getting your sheets/placeholders up in a timely manner. Here is what's next:

1) Ryo has told me what's in the crate. I asked a couple follow-up questions. Once I know more, I'll start a Chapter II for the IC. We'll leave Poindexter's question as the cliffhanger completing Chapter 1 and then start Chapter 2 with the unveiling of the crate.

2) In the meantime, please scan through the Chapter 1 threads and update/prettify your sheets.

3) Edge refreshes now.


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« Reply #9 on: <11-19-14/0312:14> »
Aww yiss. The IC thread for Chapter II is up and open for posting.

Ryo has delivered the character sheets, including 10 pages of background for the characters. This is in addition to the three pages of plot, backstory, and clarifications he already sent. Judging from the timestamps on the PMs this took 3+ hours to pull together, so let's give Ryo all due credit for 1) getting the game off the ground and 2) passing along the materials to keep it going. There's a ton of content here, all of it indicating a tremendous amount of thought and planning. My primary goal at this point is to not frag it up.
« Last Edit: <11-19-14/0334:17> by Tecumseh »


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« Reply #10 on: <11-19-14/0328:43> »
I'm sure you'll do fine. Good luck.


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« Reply #11 on: <11-19-14/1118:31> »
Thanks for all of the work, and for passing it along. Amazing Ryo, just amazing.
Speech, Thoughts, Comm/Text, Subvocal


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« Reply #12 on: <11-19-14/1156:16> »
We'll miss ya Ryo.
"speaking out loud"
<<matrix actions/communication>>


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« Reply #13 on: <11-19-14/1250:16> »
Thank you for allowing us to continue playing your awesome creation, Ryo! I hope all is well on your end.

Just so I'm sure, the crate is still in the Rover; Ohanzee just opened it up from the trunk (or backseat)? Because that things was fraggin' heavy to pull the first time.

I feel I may be missing something.


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« Reply #14 on: <11-19-14/1301:45> »
Crate is in the back of the Rover, yes. There is no "backseat" since the rear seating was removed to accommodate the horned bear that the hunters had captured. There are seats for the driver and a passenger but everyone else is in the back on the bloodstain that used to be the bear's head.

In my head, Ohanzee is doing this from inside the Rover - mostly because it's cold outside and the team needs to get moving - but that was never explicitly stated.

Chino is driving (or at least in the driver's seat). Katsina and Ohanzee are in the back. Ace, Sam, and Crumpled are unaccounted for. The passenger's seat is unclaimed but you have to look at a bloody dashboard that represents what's left of APB.